- The copied generator, mesher and Compat stand-ins compile inside vfcore::detail. - CheckCoreSymbols.ps1 (run by Build.ps1) fails on any unqualified Unreal-style symbol in the library: 16,255 on557f6aa, 0 now. A UE 5.7 CoreMinimal.h + VoxelForgeCore.h smoke compile passes. - Output identical: 11 hash rows at W1/W8, routes 5642/5642, look/passage/far audits pass, bad-shell control fails, six captures byte-identical. Cost, measured by me interleaved (8 workers, cold, 4 runs each, first run excluded): 0.963 s vs 0.937 s for557f6aa, ~27 ms in shape compilation; same math, so codegen/inlining. To be found. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#pragma once
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// Every standard or platform header used by the copied implementation must be included before
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// its wrapper opens vfcore::detail. This prevents system declarations from being nested in the
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// private namespace when the implementation includes its Unreal-shaped compatibility headers.
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <bit>
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#include <cassert>
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#include <cctype>
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#include <charconv>
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#include <chrono>
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#include <cmath>
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#include <condition_variable>
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#include <cstdarg>
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#include <cstddef>
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#include <cstdint>
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <filesystem>
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#include <fstream>
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#include <functional>
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#include <immintrin.h>
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#include <initializer_list>
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#include <iomanip>
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#include <iostream>
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#include <limits>
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#include <map>
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#include <math.h>
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#include <memory>
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#include <memory_resource>
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#include <mutex>
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#include <new>
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#include <numeric>
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#include <optional>
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#include <shared_mutex>
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#include <span>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <string_view>
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#include <thread>
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#include <type_traits>
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#include <unordered_map>
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#include <unordered_set>
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#include <utility>
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#include <variant>
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#include <vector>
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// VFJson is a small, stateless standalone input parser with no Unreal-shaped names. Keeping its
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// value tree shared lets the viewer resolve its reference world and Core snapshot from one parse.
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#include "Json.h"
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