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Add guardrails for builds Vapour cannot run, plus TODO.md - #25

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madhavkhoslaa merged 1 commit into
mainfrom
feat/guardrails
Oct 17, 2026
Merged

madhavkhoslaa merged 1 commit into
mainfrom
feat/guardrails

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Summary

  • New internal/guardrails package, run from vapour build, test and publish.
  • Blocks (stop the command unless the code is listed under [guardrails] allow in vapour.toml): godot_csharp, file_too_large (>512 MiB), build_too_large (>1 GiB expanded). --experimental-chunks lifts the size limits.
  • Warns/infos: godot_renderer, native_plugins, raw_sockets, external_apis, threads, absolute_paths, pwa_service_worker, unity_default_template, user_saves, engine_other.
  • TODO.md: platform fixes (from ENGINE-COMPAT.md) that would let each guardrail be dropped, plus larger efforts and doc contradictions.

Notes

  • raw_sockets and external_apis are text scans of source, so they can false-positive; they only warn.
  • godot_renderer only warns: Godot falls back to Compatibility when rendering_method.web is set.
  • Unity Editor folders, Library, .git, node_modules, target and the build dir are skipped.
  • Tried against the Unitystation clone: flags native plugins and the Ignorance UDP transport.

Test plan

  • go vet ./..., go test ./...
  • Run vapour build/publish --dry-run on a real Godot, Unity and Bevy project

🤖 Generated with Claude Code

New internal/guardrails package runs in build, test and publish. Block
findings (Godot C#, files over 512 MiB, builds over 1 GiB) stop the command
unless allowed under [guardrails] allow in vapour.toml; warnings cover
renderer, native plugins, raw sockets, sandboxed APIs, threads, absolute
paths, PWA workers and the Unity default template.

TODO.md tracks the platform fixes that would let guardrails be removed.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
@madhavkhoslaa
madhavkhoslaa merged commit b242bae into main Oct 17, 2026
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