Game Autotest#10
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| HashSet<ResourceType> reportedUnsupportedTypes = []; | ||
| List<ProbedBundle> probes = ParseYapMeta(bundlePaths, probeRoot); |
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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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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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