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yaze/GEMINI.md

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# GEMINI.md - YAZE Build Instructions
_Extends: ~/AGENTS.md, ~/GEMINI.md_
Build and test instructions for YAZE project. Follow commands exactly.
## Critical Rules
1. **Use `build_ai/` directory** - Never use `build/` (reserved for user)
2. **Use `*-ai` presets** - Never use `*-dbg` presets
3. **Load persona** - Check `.claude/agents/<agent-id>.md` for system prompt
4. **Use helper script:**
```bash
./scripts/agent_build.sh [target]
```
*Example:* `./scripts/agent_build.sh yaze` or `./scripts/agent_build.sh yaze_test`
---
## Quick Reference: Build Times
**First Build (Cold Start)**:
- **Fast Mode (Recommended)**: 2-4 minutes (uses system gRPC/sccache)
- Standard Mode: 10-20 minutes (compiles gRPC from source)
**Incremental Builds (After Changes)**:
- Typically 10-60 seconds depending on what changed
- **sccache/ccache**: Automatically detected and used if installed (highly recommended)
## Platform-Specific Build Commands
### macOS
```bash
# Step 1: Configure (First time only, or when CMakeLists.txt changes)
cmake --preset mac-ai
# Step 2: Build the entire project
cmake --build build_ai --preset mac-ai
# Step 3: Build specific targets (faster for incremental work)
cmake --build build_ai --target yaze # GUI application only
cmake --build build_ai --target yaze_test # Test suite only
cmake --build build_ai --target ylib # Core library only
```
**Available macOS Presets**:
- `mac-ai` - **Preferred for Agents**. Configured to use system gRPC/protobuf if available (brew installed) and defaults to `build_ai`.
- `mac-dbg` - User's debug build (DO NOT USE).
### Linux
```bash
# Step 1: Configure
cmake --preset lin-ai
# Step 2: Build
cmake --build build_ai --preset lin-ai
```
**Available Linux Presets**:
- `lin-ai` - **Preferred for Agents**. Uses `build_ai` and system libraries.
### Windows
```bash
# Step 1: Configure (PowerShell or CMD)
cmake --preset win-ai
# Step 2: Build
cmake --build build_ai --preset win-ai
```
**Available Windows Presets**:
- `win-ai` - **Preferred for Agents**. Uses `build_ai`.
## Testing
### Running All Tests
```bash
# Build tests first
cmake --build build_ai --target yaze_test
# Run all tests
./build_ai/bin/yaze_test
```
### Running Specific Test Categories
```bash
# Unit tests only (fast, ~5-10 seconds)
./build/bin/yaze_test --unit
# Integration tests (requires ROM file)
./build/bin/yaze_test --integration --rom-path /path/to/zelda3.sfc
# End-to-end GUI tests
./build/bin/yaze_test --e2e --show-gui
# Run specific test by name pattern
./build/bin/yaze_test "*Asar*" # All tests with "Asar" in name
./build/bin/yaze_test "*Dungeon*" # All dungeon-related tests
```
### Test Output Modes
```bash
# Minimal output (default)
./build/bin/yaze_test
# Verbose output (shows all test names)
./build/bin/yaze_test -v
# Very verbose (shows detailed test execution)
./build/bin/yaze_test -vv
# List all available tests without running
./build/bin/yaze_test --list-tests
```
## Common Build Issues and Solutions
### Issue 1: "No preset found"
**Error**: `CMake Error: No such preset in CMakePresets.json`
**Solution**: Check the exact preset name. Use tab-completion or check `CMakePresets.json`.
```bash
# List available presets
cmake --list-presets
# Common mistake: Using wrong platform prefix
cmake --preset dbg # ❌ WRONG
cmake --preset mac-dbg # ✅ CORRECT (macOS)
cmake --preset lin-dbg # ✅ CORRECT (Linux)
cmake --preset win-dbg # ✅ CORRECT (Windows)
```
### Issue 2: "Build directory exists but is outdated"
**Error**: CMake complains about existing build directory
**Solution**: Clean and reconfigure
```bash
# Remove old build directory
rm -rf build
# Reconfigure from scratch
cmake --preset mac-dbg # or lin-dbg / win-dbg
```
### Issue 3: "Tests fail with 'ROM not found'"
**Error**: Integration tests fail with ROM-related errors
**Solution**: Some tests require a Zelda3 ROM file
```bash
# Skip ROM-dependent tests
./build/bin/yaze_test --unit
# Or provide ROM path
./build/bin/yaze_test --integration --rom-path zelda3.sfc
```
### Issue 4: Long build times on first run
**Not an Error**: This is normal!
**Explanation**:
- CPM.cmake downloads all dependencies (~3-5 minutes)
- gRPC compilation (Windows only, ~15-20 minutes)
- ImGui compilation (~2-3 minutes)
- SDL2, Abseil, PNG libraries (~3-5 minutes)
**Solution**: Be patient on first build. Subsequent builds use ccache/sccache and are MUCH faster (10-60 seconds).
```bash
# Monitor build progress with verbose output
cmake --build build --preset mac-dbg -v | tee build.log
# Check build log for specific step taking long
grep "Linking" build.log
```
### Issue 5: Incremental builds seem slow
**Solution**: Only rebuild what changed
```bash
# Instead of rebuilding everything:
cmake --build build --preset mac-dbg # ❌ Rebuilds all targets
# Build only what you need:
cmake --build build --target yaze # ✅ Just the GUI app
cmake --build build --target ylib # ✅ Just the core library
cmake --build build --target object_editor_card # ✅ Just one component
```
## Development Workflow
### Typical Development Session
```bash
# 1. Configure once (first time only)
cmake --preset mac-dbg
# 2. Make code changes to src/app/editor/dungeon/object_editor_card.cc
# 3. Rebuild only the affected target (fast!)
cmake --build build --target yaze
# 4. Run the application to test manually
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon
# 5. Run automated tests to verify
./build/bin/yaze_test --unit
# 6. If tests pass, commit
git add src/app/editor/dungeon/object_editor_card.cc
git commit -m "feat(dungeon): add feature X"
```
### Testing Dungeon Editor Changes
```bash
# 1. Build just the GUI app (includes dungeon editor)
cmake --build build --target yaze
# 2. Launch directly to dungeon editor with ROM
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon
# 3. To test keyboard shortcuts specifically:
# - Open Object Editor card
# - Try Ctrl+A (select all)
# - Try Delete key (delete selected)
# - Try Ctrl+D (duplicate)
# - Try Arrow keys (nudge objects)
# - Try Tab (cycle selection)
```
### Before Committing Changes
```bash
# 1. Run unit tests (fast check)
./build/bin/yaze_test --unit
# 2. Run format check (ensure code style)
cmake --build build --target format-check
# 3. If format check fails, auto-format
cmake --build build --target format
# 4. Build in release mode to catch optimization warnings
cmake --preset mac-rel
cmake --build build --preset mac-rel
# 5. If all passes, you're ready to commit!
```
## Preset Comparison Matrix
| Preset | Platform | Build Type | AI Features | gRPC | Agent UI | Use Case |
|------------|----------|------------|-------------|------|----------|----------|
| mac-dbg | macOS | Debug | No | No | No | Daily development |
| mac-rel | macOS | Release | No | No | No | Performance testing |
| mac-ai | macOS | Debug | Yes | Yes | Yes | z3ed development |
| lin-dbg | Linux | Debug | No | No | No | Daily development |
| lin-rel | Linux | Release | No | No | No | Performance testing |
| lin-ai | Linux | Debug | Yes | Yes | Yes | z3ed development |
| win-dbg | Windows | Debug | No | No | No | Daily development |
| win-rel | Windows | Release | No | No | No | Performance testing |
| win-ai | Windows | Debug | Yes | Yes | Yes | z3ed development |
## CI/CD Build Times (For Reference)
GitHub Actions runners typically see these build times:
- **Ubuntu 22.04**: 6-8 minutes (with caching)
- **macOS 14**: 8-10 minutes (with caching)
- **Windows 2022**: 12-18 minutes (gRPC adds time)
Your local builds may be faster or slower depending on:
- CPU cores (more = faster parallel builds)
- SSD speed (affects linking time)
- Available RAM (swap = slower builds)
- ccache/sccache hit rate (warm cache = much faster)
## Target Dependencies Reference
Understanding what rebuilds when you change files:
```
yaze (GUI app)
├── ylib (core library)
│ ├── zelda3_dungeon (dungeon module)
│ │ └── object_editor_card.cc ← Your changes here
│ ├── zelda3_overworld
│ ├── gfx (graphics system)
│ └── core (compression, ROM I/O)
├── imgui (UI framework)
└── SDL2 (windowing/graphics)
yaze_test (test suite)
├── ylib (same as above)
├── gtest (Google Test framework)
└── test/*.cc files
```
**When you change**:
- `object_editor_card.cc` → Rebuilds: ylib, yaze (30-60 seconds)
- `object_editor_card.h` → Rebuilds: ylib, yaze, any test including header (1-2 minutes)
- `rom.cc` → Rebuilds: Most of ylib, yaze, yaze_test (3-5 minutes)
- `CMakeLists.txt` → Reconfigure + full rebuild (5-10 minutes)
## Quick Command Cheat Sheet
```bash
# === Configuration ===
cmake --list-presets # Show available presets
cmake --preset mac-dbg # Configure for macOS debug
# === Building ===
cmake --build build --target yaze # Build GUI app
cmake --build build --target yaze_test # Build test suite
cmake --build build --target format # Format all code
cmake --build build -v # Verbose build output
# === Testing ===
./build/bin/yaze_test # Run all tests
./build/bin/yaze_test --unit # Unit tests only
./build/bin/yaze_test "*Asar*" # Specific test pattern
./build/bin/yaze_test --list-tests # List available tests
# === Running ===
./build/bin/yaze # Launch GUI
./build/bin/yaze --rom_file zelda3.sfc # Load ROM
./build/bin/yaze --editor Dungeon # Open editor
./build/bin/yaze --rom_file zelda3.sfc --editor Dungeon # Combined
# === Cleaning ===
cmake --build build --target clean # Clean build artifacts
rm -rf build # Full clean (reconfigure needed)
```
## Key Reminders
- Use full preset names: `mac-ai` not just `ai`
- First builds: 10-20 min (normal), incremental: 10-60 sec
- Build specific targets: `--target yaze` faster than full build
- Some tests require ROM file to pass