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Game Autotest#10

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JeBobs merged 2 commits into
mainfrom
feature/game_autotest
Apr 21, 2026
Merged

Game Autotest#10
JeBobs merged 2 commits into
mainfrom
feature/game_autotest

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@JeBobs JeBobs commented Apr 21, 2026

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@JeBobs JeBobs merged commit a768eb7 into main Apr 21, 2026
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💡 Codex Review

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Reviewed commit: 581ede2a5b

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}

HashSet<ResourceType> reportedUnsupportedTypes = [];
List<ProbedBundle> probes = ParseYapMeta(bundlePaths, probeRoot);
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P1 Badge Catch missing YAP metadata before aborting autotest

ProbeYapBundles calls ParseYapMeta without any error handling, but ParseYapMeta throws when no .meta.yaml files are found under the probe output. In runs where YAP exits successfully but does not emit metadata (e.g., unsupported/empty probe output), the whole autotest command terminates instead of recording a per-game bundleprobe failure/skip and continuing with other games, which can break batch experiment runs.

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if (File.Exists(Path.Combine(fullPath, "BurnoutPR.exe")) ||
File.Exists(Path.Combine(fullPath, "BurnoutPR_trial.exe")))
{
return new GameInstall(Path.GetFileName(fullPath), fullPath, Platform.TUB);
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P2 Badge Normalize game directory names before deriving work roots

Using Path.GetFileName(fullPath) directly for GameInstall.Name is unsafe for directory inputs that end with a separator, because it yields an empty string. That produces blank game labels and collapses the work root to the fallback game_<platform>, so multiple same-platform game paths with trailing slashes can reuse the same artifact directory and contaminate each other’s results.

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