[AI Generated] Add extract-asset-metadata binary target. #19
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The purpose of this library up to this point has been exclusively game runtime asset loading, with a couple binaries for offline transcoding + bundling.
I'd like to add a bit more robustness to allow more asset pipeline integration use cases though, i.e. frontends for building
igassetandigpackfiles.This PR adds a new
staged-asset-iolibrary that expands the existingFilesystemfacade between tooling (igasset-genandigpack-bundle) and the filesystem. This is a precursor to adding a newextract-asset-metadatabinary which will be used for identifying a raw input asset (image file, 3D model file, etc.) and extracting information about how it can be used with other offline tools.There should be (and to an extent, is) some extra security concerns here - if the frontend accepts untrusted resources, malicious input should be considered. To an extent that case is considered (most notably the
staged-asset-iomapping that allows users to sandbox the filesystem at the application level), but any application that accepts untrusted data SHOULD VERY MUCH still enforce their own sandboxing rules (i.e. run this process in an isolated environment like Docker).AI usage disclosure
This PR was overwhelmingly, almost exclusively, authored with generative AI. Two caveats I want to add here:
igassetlibrary, which is the core runtime library.I don't put those caveats there because I think AI is fundamentally worse at authoring such non-novel code as this, I put it there to highlight that I don't like having AI ownership and accountability. I, @sessamekesh, stubbornly take responsibility for code authored to this code base and under my name. If something is wrong here, GLM 5.3 is literally incapable of caring.
WIP: [AI Generated] Addto [AI Generated] Addextract-asset-metadatabinary target.extract-asset-metadatabinary target.Phases 1+2 LGTM