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35 changes: 31 additions & 4 deletions src/builds.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
use crate::auth::AuthManager;
use crate::config::{self, WavedashConfig};
use crate::config::{self, EngineKind, WavedashConfig};
use crate::dev::entrypoint::{fetch_entrypoint_params, resolve_defold_entrypoint};
use crate::file_staging::FileStaging;
use anyhow::Result;
use serde::{Deserialize, Serialize};
Expand Down Expand Up @@ -157,14 +158,40 @@ pub async fn handle_build_push(config_path: PathBuf, verbose: bool, message: Opt
anyhow::bail!("No files found in {}", upload_dir.display());
}

// Get temporary R2 credentials (includes build size)
let engine_kind = wavedash_config.engine_type()?;
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upload_dir is still not canonicalized in handle_build_push — only resolve_defold_entrypoint's internal canonicalize-containment check runs, while dev/mod.rs:101 canonicalizes once and the rest of the flow operates on a clean absolute path.

This was raised in a prior review and is moot for path-escape safetyresolve_defold_entrypoint re-canonicalizes both sides before its starts_with check (entrypoint.rs:92-104), so escapes are rejected. But the broader symmetry concern still applies:

  1. The returned html_path at entrypoint.rs:106 is the un-canonicalized upload_dir.join(relative_path). It's read via fs::read_to_string (fine), but it flows into fetch_entrypoint_params and any error messages downstream — the two flows disagree on the textual path for the same project.
  2. Error messages and diagnostic output differ between wavedash dev and wavedash build push for the same misconfigurationdev reports a /private/var/... absolute path; build push reports ./build/default/.... That asymmetry makes user-reported failures harder to triage.
  3. R2Uploader at line 215 walks the non-canonical path; pre-PR behavior, but worth confirming the new Defold flow doesn't introduce sensitivity to symlinks under upload_dir.

Restoring the canonicalize block (the same one added in a291f10 and removed in 1aa904f) is the simplest fix and keeps the two flows symmetric:

let upload_dir = upload_dir
    .canonicalize()
    .with_context(|| format!("Failed to canonicalize upload_dir: {}", upload_dir.display()))?;

(requires restoring use anyhow::Context;.)

let engine_version = wavedash_config.engine_version();
let entrypoint_params = match engine_kind {
Some(EngineKind::Defold) => {
let (html_path, html_relative_path) =
resolve_defold_entrypoint(&upload_dir, wavedash_config.entrypoint.as_deref())?;
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For Defold, resolve_defold_entrypoint runs after FileStaging::prepare (line 153) and scan_directory (line 156) — both of which are no-ops for catching a missing/invalid Defold entrypoint, so the user pays for a full directory walk before getting a clear error.

Trace for a user who ran wavedash init and hasn't yet edited entrypoint into their wavedash.toml:

  1. Line 153 — FileStaging::prepare(&upload_dir, &wavedash_config) calls wavedash_config.entrypoint() (the method at config.rs:292-301), which returns None for any non-None engine_type. Defold entrypoint is not validated.
  2. Line 156 — scan_directory(&upload_dir) walks the entire upload_dir, hashing each file. On a real Defold bundle with wasm-web/ + js-web/ + assets, this is the slow step.
  3. Line 167-190 — only now does the Some(EngineKind::Defold) arm call resolve_defold_entrypoint(...) and finally surface the "Defold builds need an entrypoint…" error.

For dev/mod.rs (handle_dev), there's no scan_directory step, so the cost is small. For handle_build_push, the scan is meaningful work to throw away.

Moving resolve_defold_entrypoint (or at minimum the entrypoint existence check) above FileStaging::prepare and scan_directory makes the error fast and matches the contract that FileStaging::prepare advertises for Custom engines (validate-before-upload).

Fix Defold entrypoint validation ordering in builds.rs →

let ver = engine_version
.ok_or_else(|| anyhow::anyhow!("DEFOLD engine requires a version"))?;
Some(
fetch_entrypoint_params(
EngineKind::Defold.as_label(),
ver,
&html_path,
Some(&html_relative_path),
)
.await?,
)
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Comment on lines +178 to +193
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FileStaging::prepare at line 153 doesn't validate the Defold entrypoint because wavedash_config.entrypoint() returns None for any engine (see config.rs:292-301: the method only returns the entrypoint when no engine is configured). For Custom builds, FileStaging::prepare enforces .html/.htm/.js extension and file existence. For Defold, both checks are skipped, and validation happens later inside resolve_defold_entrypoint (line 60), which only checks is_file() — extension is never validated.

Result: a user who sets entrypoint = "wasm-web/<game>/something.png" (typo or wrong asset) sails through FileStaging::prepare, gets to resolve_defold_entrypoint which passes is_file(), then fetch_entrypoint_params reads a binary file and POSTs it as htmlContent. The server most likely returns a parse error; the user sees an opaque API failure instead of "Entrypoint must be an HTML file".

Two ways to close this:

  1. Move the Defold validation into FileStaging::prepare so it mirrors the Custom path (check extension + existence early, with a clean error message).
  2. Or have resolve_defold_entrypoint itself validate the extension before reading the file.

Either way, the gap is in FileStaging::preparewavedash_config.entrypoint() (the method) silently filters Defold out of validation, while wavedash_config.entrypoint (the field) is what actually drives Defold behavior at lines 166 and dev/mod.rs:135. Two access patterns for the same field that can drift.

Some(EngineKind::JsDos | EngineKind::Ruffle | EngineKind::RenPy) => {
wavedash_config.executable_entrypoint_params()
}
// Explicit (not `_`) so a new EngineKind forces a decision. Godot/Unity
// params are computed server-side.
Some(EngineKind::Godot | EngineKind::Unity) => None,
None => None,
};

// Get temporary R2 credentials (includes build size)
let creds = get_temp_credentials(
&wavedash_config.game_id,
engine_kind.map(|e| e.as_label()),
wavedash_config.engine_version(),
engine_version,
wavedash_config.entrypoint(),
wavedash_config.executable_entrypoint_params(),
entrypoint_params,
message.as_deref(),
total_bytes,
&api_key,
Expand Down
16 changes: 15 additions & 1 deletion src/config.rs
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,11 @@ pub struct UnitySection {
pub version: String,
}

#[derive(Debug, Deserialize)]
pub struct DefoldSection {
pub version: String,
}

/// Shape for engines whose runtime is fetched as a single executable file
/// (plus an optional loader script). Used by JSDOS, Ruffle, and Ren'Py.
#[derive(Debug, Deserialize)]
Expand All @@ -168,6 +173,9 @@ pub struct WavedashConfig {
#[serde(rename = "unity")]
pub unity: Option<UnitySection>,

#[serde(rename = "defold")]
pub defold: Option<DefoldSection>,

#[serde(rename = "jsdos")]
pub jsdos: Option<ExecutableEngineSection>,

Expand All @@ -182,6 +190,7 @@ pub struct WavedashConfig {
pub enum EngineKind {
Godot,
Unity,
Defold,
JsDos,
Ruffle,
RenPy,
Expand All @@ -192,6 +201,7 @@ impl EngineKind {
match self {
EngineKind::Godot => "GODOT",
EngineKind::Unity => "UNITY",
EngineKind::Defold => "DEFOLD",
EngineKind::JsDos => "JSDOS",
EngineKind::Ruffle => "RUFFLE",
EngineKind::RenPy => "RENPY",
Expand Down Expand Up @@ -236,6 +246,7 @@ impl WavedashConfig {
let engines: Vec<EngineKind> = [
self.godot.is_some().then_some(EngineKind::Godot),
self.unity.is_some().then_some(EngineKind::Unity),
self.defold.is_some().then_some(EngineKind::Defold),
self.jsdos.is_some().then_some(EngineKind::JsDos),
self.ruffle.is_some().then_some(EngineKind::Ruffle),
self.renpy.is_some().then_some(EngineKind::RenPy),
Expand All @@ -248,7 +259,7 @@ impl WavedashConfig {
0 => Ok(None),
1 => Ok(Some(engines[0])),
_ => anyhow::bail!(
"Config must have at most one engine section: [godot], [unity], [jsdos], [ruffle], or [renpy]"
"Config must have at most one engine section: [godot], [unity], [defold], [jsdos], [ruffle], or [renpy]"
),
}
}
Expand All @@ -270,6 +281,9 @@ impl WavedashConfig {
if let Some(unity) = &self.unity {
return Some(&unity.version);
}
if let Some(defold) = &self.defold {
return Some(&defold.version);
}
self.executable_section().map(|s| s.version.as_str())
}

Expand Down
38 changes: 37 additions & 1 deletion src/dev/entrypoint.rs
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,11 @@ struct EntrypointParamsResponse {
entrypoint_params: Value,
}

/// Locate the HTML entrypoint for engines that ship a single root export
/// (Godot, Unity): a root `index.html`, falling back to the first `.html` found.
/// Defold doesn't use this — it parses the explicit `entrypoint` from
/// wavedash.toml, since its bundles can nest the HTML under `wasm-web`/`js-web`
/// and ship more than one. No "which export is newest" guessing lives here.
pub fn locate_html_entrypoint(upload_dir: &Path) -> Option<PathBuf> {
let default_index = upload_dir.join("index.html");
if default_index.is_file() {
Expand All @@ -37,7 +42,37 @@ pub fn locate_html_entrypoint(upload_dir: &Path) -> Option<PathBuf> {
None
}

pub async fn fetch_entrypoint_params(engine: &str, engine_version: &str, html_path: &Path) -> Result<Value> {
/// Resolve the developer-named Defold entrypoint HTML to its absolute path plus
/// normalized build-relative path. Defold names its entrypoint explicitly (a
/// bundle can ship both `wasm-web/` and `js-web/`), so there's no inference here
/// — a missing or wrong path is a clear error, not a guess.
pub fn resolve_defold_entrypoint(
upload_dir: &Path,
entrypoint: Option<&str>,
) -> Result<(PathBuf, String)> {
let entrypoint = entrypoint.ok_or_else(|| {
anyhow::anyhow!(
"Defold builds need an `entrypoint` in wavedash.toml pointing to your HTML5 export, e.g.\n entrypoint = \"wasm-web/<game>/index.html\"\n(a Defold bundle can contain both wasm-web/ and js-web/ — pick one)"
)
})?;
let relative_path = entrypoint.replace('\\', "/");
let html_path = upload_dir.join(&relative_path);
if !html_path.is_file() {
anyhow::bail!(
"Defold entrypoint `{}` not found under {}. Point `entrypoint` in wavedash.toml at your export's index.html.",
entrypoint,
upload_dir.display()
);
}
Ok((html_path, relative_path))
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resolve_defold_entrypoint joins a user-controlled string straight into upload_dir with no normalization or upload-dir containment check — the entrypoint from wavedash.toml can escape the build directory via .. segments or be an absolute path.

Two concrete misconfigurations:

  1. entrypoint = "../../something/index.html" in wavedash.tomlupload_dir.join("../../something/index.html") resolves above upload_dir. If that file happens to exist, is_file() passes; fs::read_to_string(&html_path) reads its content; and html_relative_path = "../../something/index.html" is sent verbatim to the server as htmlPath. The build then references assets via that escape path on the playsite — almost certainly serving a broken bundle.

  2. entrypoint = "/Users/dev/somethingelse/index.html" → Rust's Path::join with an absolute argument replaces the receiver, so upload_dir.join("/Users/dev/…") is just /Users/dev/…. is_file() and read_to_string both succeed on the absolute path; html_relative_path = "/Users/dev/…" leaks the dev's filesystem layout to the server as htmlPath.

The user "owns their own machine" so this isn't a security exploit, but it surfaces typos and copy-paste mistakes as silent wrong-file uploads instead of clear errors. A cheap guard: canonicalize both and check containment:

let html_path = upload_dir.join(&relative_path);
if !html_path.is_file() {
    anyhow::bail!(/* same as today */);
}
// Reject anything that escapes upload_dir.
let canon_html = html_path
    .canonicalize()
    .with_context(|| format!("Failed to canonicalize {}", html_path.display()))?;
let canon_upload = upload_dir
    .canonicalize()
    .with_context(|| format!("Failed to canonicalize {}", upload_dir.display()))?;
if !canon_html.starts_with(&canon_upload) {
    anyhow::bail!(
        "Defold entrypoint `{}` resolves outside upload_dir ({}). The path must be relative to upload_dir and stay inside it.",
        entrypoint,
        upload_dir.display()
    );
}

Bonus: also reject paths whose lowercase extension isn't .html / .htmFileStaging::prepare does this for Custom builds but skips Defold entirely because wavedash_config.entrypoint() returns None for engines.


pub async fn fetch_entrypoint_params(
engine: &str,
engine_version: &str,
html_path: &Path,
html_relative_path: Option<&str>,
) -> Result<Value> {
let html_content = fs::read_to_string(html_path)
.with_context(|| format!("Failed to read {}", html_path.display()))?;
let api_host = config::get("api_host")?;
Expand All @@ -53,6 +88,7 @@ pub async fn fetch_entrypoint_params(engine: &str, engine_version: &str, html_pa
"engine": engine,
"engineVersion": engine_version,
"htmlContent": html_content,
"htmlPath": html_relative_path,
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htmlPath is serialized unconditionallyOption<&str> with None produces "htmlPath": null in the JSON body, not an omitted field. Both halves of the contract change for Godot/Unity (carrying the field at all, and emitting it as null rather than skipping) are encoded here — so even after dev/mod.rs is updated to pass None for Godot/Unity, the request body would still carry "htmlPath": null.

To make htmlPath truly Defold-only, build the JSON body conditionally before posting:

let mut body = serde_json::json!({
    "engine": engine,
    "engineVersion": engine_version,
    "htmlContent": html_content,
});
if let Some(html_path) = html_relative_path {
    body["htmlPath"] = serde_json::json!(html_path);
}

let response = client.post(&endpoint).json(&body).send().await
    .with_context(|| "Failed to call CLI entrypoint params endpoint")?;

Combined with the dev/mod.rs change to pass None for Godot/Unity, Godot/Unity requests go back to the pre-PR three-field shape, and only Defold sends htmlPath.

}))
.send()
.await
Expand Down
36 changes: 29 additions & 7 deletions src/dev/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -9,11 +9,11 @@ use crate::config::{self, EngineKind, WavedashConfig};
use crate::file_staging::FileStaging;

mod dev_app;
mod entrypoint;
pub(crate) mod entrypoint;
mod launcher;

use dev_app::{ensure_dev_app, user_data_dir};
use entrypoint::{fetch_entrypoint_params, locate_html_entrypoint};
use entrypoint::{fetch_entrypoint_params, locate_html_entrypoint, resolve_defold_entrypoint};
use launcher::{run_dev_app, DevAppConfig};

#[derive(Debug, Deserialize)]
Expand Down Expand Up @@ -108,20 +108,42 @@ pub async fn handle_dev(config_path: Option<PathBuf>, verbose: bool) -> Result<(

FileStaging::prepare(&upload_dir, &wavedash_config)?;

let html_entrypoint = locate_html_entrypoint(&upload_dir);
let engine_version = wavedash_config.engine_version();
let entrypoint_params = match engine_kind {
Some(EngineKind::Godot | EngineKind::Unity) => {
let engine_label = engine_kind.unwrap().as_label();
let html_path = html_entrypoint.as_deref().ok_or_else(|| {
Some(kind @ (EngineKind::Godot | EngineKind::Unity)) => {
let engine_label = kind.as_label();
let html_path = locate_html_entrypoint(&upload_dir).ok_or_else(|| {
anyhow::anyhow!(
"No HTML file found in upload_dir; required for {} builds",
engine_label
)
})?;
let ver = engine_version
.ok_or_else(|| anyhow::anyhow!("{} engine requires a version", engine_label))?;
Some(fetch_entrypoint_params(engine_label, ver, html_path).await?)
let html_relative_path = html_path
.strip_prefix(&upload_dir)
.unwrap_or(&html_path)
.to_string_lossy()
.replace('\\', "/");
Some(
fetch_entrypoint_params(engine_label, ver, &html_path, Some(&html_relative_path))
.await?,
)
}
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htmlPath is now sent for Godot/Unity uploads — explicitly flagged by @calvinstudebaker on the prior pass: "let's not change the shape of Unity or Godot uploads. Keep the new Defold logic isolated to the Defold case."

The Godot/Unity branch (lines 113–132) computes html_relative_path and passes Some(&html_relative_path) into fetch_entrypoint_params. Combined with fetch_entrypoint_params always serializing "htmlPath": … unconditionally, the JSON request body for established Godot/Unity callers grew a new htmlPath field that wasn't there pre-PR — exactly the contract change the maintainer asked to avoid.

Suggested isolation: keep locate_html_entrypoint use for Godot/Unity, but pass None for html_relative_path (and have fetch_entrypoint_params skip the field when None — see separate comment at entrypoint.rs:91). Concretely:

Some(kind @ (EngineKind::Godot | EngineKind::Unity)) => {
    let engine_label = kind.as_label();
    let html_path = locate_html_entrypoint(&upload_dir).ok_or_else(|| {
        anyhow::anyhow!(
            "No HTML file found in upload_dir; required for {} builds",
            engine_label
        )
    })?;
    let ver = engine_version
        .ok_or_else(|| anyhow::anyhow!("{} engine requires a version", engine_label))?;
    Some(fetch_entrypoint_params(engine_label, ver, &html_path, None).await?)
}

This also makes the strip_prefix(&upload_dir).unwrap_or(&html_path) block at lines 123–127 unnecessary (and removes its silent-leak fallback in the case strip_prefix ever fails).

Fix Godot/Unity request-shape regression →

Some(EngineKind::Defold) => {
let (html_path, html_relative_path) =
resolve_defold_entrypoint(&upload_dir, wavedash_config.entrypoint.as_deref())?;
let ver = engine_version
.ok_or_else(|| anyhow::anyhow!("DEFOLD engine requires a version"))?;
Some(
fetch_entrypoint_params(
EngineKind::Defold.as_label(),
ver,
&html_path,
Some(&html_relative_path),
)
.await?,
)
}
Some(EngineKind::JsDos | EngineKind::Ruffle | EngineKind::RenPy) => {
wavedash_config.executable_entrypoint_params()
Expand Down
37 changes: 36 additions & 1 deletion src/init.rs
Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,7 @@ struct GamesResponse {
enum EngineType {
Godot,
Unity,
Defold,
Custom,
}

Expand All @@ -47,6 +48,8 @@ impl EngineType {
match self {
EngineType::Godot => "build",
EngineType::Unity => "build",
// Defold reserves top-level build/ for its build cache, so default elsewhere.
EngineType::Defold => "dist",
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EngineType::Custom => "dist",
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}
}
Expand Down Expand Up @@ -130,10 +133,25 @@ fn detect_unity(dir: &Path) -> Option<DetectedEngine> {
None
}

/// Look for a Defold project marker.
fn detect_defold(dir: &Path) -> Option<DetectedEngine> {
if dir.join("game.project").is_file() {
return Some(DetectedEngine {
engine_type: EngineType::Defold,
version_hint: None,
});
}

None
}
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fn detect_engine(dir: &Path) -> DetectedEngine {
if let Some(engine) = detect_godot(dir) {
return engine;
}
if let Some(engine) = detect_defold(dir) {
return engine;
}
if let Some(engine) = detect_unity(dir) {
return engine;
}
Expand Down Expand Up @@ -233,6 +251,16 @@ fn generate_toml(
let version = engine_version.unwrap_or("2022.3");
toml.push_str(&format!("\n[unity]\nversion = \"{}\"\n", version));
}
EngineType::Defold => {
let version = engine_version.unwrap_or("1.12.4");
// `entrypoint` is a top-level key, so the hint must precede the [defold]
// table. Left commented — the dev fills in the export they want to ship;
// `wavedash dev` / `build push` errors clearly until they do.
toml.push_str(
"\n# Defold HTML5 bundles can contain both wasm-web/ and js-web/ folders.\n# Set `entrypoint` (top-level) to the index.html you want to ship, e.g.:\n# entrypoint = \"wasm-web/<game>/index.html\"\n",
);
toml.push_str(&format!("\n[defold]\nversion = \"{}\"\n", version));
}
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wavedash init for Defold writes a comment-only entrypoint hint, not an actual entrypoint = … line. A user who runs init and then immediately tries wavedash dev / build push hits the error from resolve_defold_entrypoint ("Defold builds need an entrypoint in wavedash.toml…") before anything works. There's no signal during init that more editing is required.

The error message is clear once you trigger it, but the UX cliff is:

  1. wavedash init — completes successfully, prints "Created wavedash.toml! Next steps: → Run wavedash dev to test locally".
  2. User runs wavedash dev — errors out because entrypoint is missing.
  3. User opens wavedash.toml, sees a hint in a comment, fills it in.

Two cheaper alternatives, in order of effort:

  • Tell the user during init ("Defold requires an entrypoint — edit wavedash.toml before running wavedash dev") via cliclack::log::info or a prefilled-but-required prompt.
  • Better: actually prompt for the entrypoint during init so the produced wavedash.toml works end-to-end on a clean run. The path is dynamic (wasm-web/<GameTitle>/index.html) but the user knows it; the same prompt that asks for upload_dir can ask for entrypoint for Defold.

Right now wavedash init for Defold is the only engine where the next step the outro promises doesn't work without manual file editing. Worth at least an info line so the user isn't surprised.

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wavedash init for Defold still produces a TOML where the next step (wavedash dev) errors out — the new comment acknowledges it but the cliff is unchanged.

The comment at lines 256–258 documents the design ("the dev fills in the export they want to ship; wavedash dev / build push errors clearly until they do"), and the strict "no inference" rule in resolve_defold_entrypoint is sound. But the resulting UX:

  1. wavedash init completes successfully and the outro at line 472-475 promises "Next steps: → Run wavedash dev to test locally"
  2. The user runs wavedash dev
  3. It errors with the long "Defold builds need an entrypoint…" message from entrypoint.rs:53-57
  4. The user opens wavedash.toml, finds a #-prefixed hint, edits the file

This is the only engine where the next step the outro promises doesn't work without manual file editing. Two cheap mitigations, in order of effort:

  • Surface a cliclack::log::info line during init telling the user to edit wavedash.toml before running wavedash dev. Costs ~3 lines, fully removes surprise.
  • Prompt during init: add a cliclack::input("Defold HTML5 export path") with a placeholder like wasm-web/<game>/index.html and emit the line uncommented. Costs ~10 lines, lets wavedash dev work end-to-end after init.

Either is fine — the goal is just to make the cliff visible before the user hits it. Acknowledged in the previous review pass; flagging once more since the latest commit ("edge cases") had room to address it.

Add init prompt for Defold entrypoint →

EngineType::Custom => {
toml.push_str("\nentrypoint = \"index.html\"\n");
}
Expand Down Expand Up @@ -279,7 +307,7 @@ pub async fn handle_init() -> Result<()> {
let current_dir = std::env::current_dir()?;
let detected = detect_engine(&current_dir);

// Only prompt for version when we detect Godot/Unity.
// Only prompt for version when we detect a first-class engine.
// For web builds (threejs, phaser, custom, etc.) no engine config is needed.
let engine_version: Option<String> = match &detected.engine_type {
EngineType::Godot => {
Expand All @@ -302,6 +330,13 @@ pub async fn handle_init() -> Result<()> {
Some(version)
}
}
EngineType::Defold => {
let version: String = cliclack::input("Defold version")
.placeholder("1.12.4")
.default_input("1.12.4")
.interact()?;
Some(version)
}
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EngineType::Custom => None,
};

Expand Down
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