3.6 KiB
ADR 0028: Authoritative project content validation
Status
Accepted
Context
Scene, prefab, and imported-asset checks were distributed across editor loading, hydration, and the
validate-levels task. A project could therefore pass headless scene validation while still
containing a missing model, texture, material, shader, generated mesh manifest, post effect, or
rendering profile reference. Editor-only validation would also risk disagreeing with CI and release
tooling.
Decision
The Bevy-free scene crate owns validate_project and the structured
ProjectValidationReport. The report contains a deterministic dependency manifest and findings
with severity, stable code, source document, owning ActorId where available, referenced path,
message, and repair action.
Both the editor Diagnostics window and the cargo validate-levels headless command call this same
entry point. The command supports --project <path> and --json; the editor can select the live
owning actor for an attributed finding. Blocking errors produce a nonzero headless exit status.
The optional editor regression pack has one conventional manifest at
assets/samples/editor_samples.ron. Schema v1 contains exactly one Brush, Material, Terrain,
Physics Placement, and Rendering sample with stable metadata, project-relative scene paths, and
explicit manual checks. cargo validate-samples validates that catalog and combines its findings
with the authoritative project report. Projects without the manifest remain valid ordinary
projects; Blacksite CI invokes the sample command to make the complete pack mandatory for this
repository.
Project validation covers the project manifest and asset roots, registry IDs/sources/dependencies,
generated static mesh manifests, material and shader documents, post effects, scene and prefab
graphs, authored model/material/texture/brush/collider references, rendering profiles, and
unhydrated Git LFS pointer files. The validator owns the runtime-packageability predicate consumed by
the packager: editor/hidden trees, source-authoring formats, symlinks, and unreadable traversal are
blocking rather than being accepted and later omitted. The project default must be a regular
.scn.ron file under assets/levels/, which guarantees the full document dependency pass audits the
startup entrypoint. Unknown newer scene schemas are rejected rather than down-stamped. Platform
requirements are explicit findings; for example, Solari projects record the required forward-path
fallback QA when ray tracing is unavailable.
Terrain descriptors participate in the same actor-owned dependency pass. Their authored dimensions, height and weight grids, chunk settings, base material, and material layers are validated before hydration so a sample or shipping scene cannot hide an invalid or unresolved terrain reference.
Consequences
- Headless and editor validation share result semantics and finding ownership.
- Missing references are visible before Bevy hydration attempts to load them.
- Release packaging invokes this report before and after compilation and refuses blocking errors; Gitea #44 acceptance verifies the shared gate against real development output.
- Asset formats added later must register their dependencies with this validator and extend the valid, missing, cyclic, and incompatible project-fixture matrix.
- The sample manifest is discovery and regression metadata, not a second project-settings schema; editor UI and headless tooling consume the same scene ordering and validation result.
- CI must hydrate Git LFS before validation because a pointer file is intentionally treated as missing runtime content.