Build, test and reproduce
Runtime source
Use checkpoints/crowd-native-an and checkpoints/crowd-api3 for the accepted installable runtime. Their original frozen source ZIPs and every member hash are preserved. The main workspace snapshot also contains ongoing presentation edits; do not assume compiling that working tree reproduces the sealed dev58 DLL.
The native target is MSVC x86, C++17, /W4 /WX, /O2, /MT. The production crowd profile defines OPENHOOPS_API, OPENHOOPS_ENGINE_EVENTS, OPENHOOPS_COLLEGE_RESEARCH, OPENHOOPS_ROSTER_RESEARCH, OPENHOOPS_RULE_SDK and OPENHOOPS_PLATFORM. The small default native/external-mode/build.cmd alone builds only the base external mode. tools/build_accepted_native.cmd in this archive supplies the full production flags without touching any game directory.
The exact command and compiler receipt are preserved under evidence/analysis/crowd-away78. Different compiler/debug/PE timestamps can alter whole-file hashes; do not call a new binary accepted merely because it compiles.
API and clients
The game runtime bundles Python 3.13.16. The API uses the standard library; inspection/schema tests may need their declared optional dependencies. From the restored source root:
set PYTHONPATH=api
python -m unittest discover -s api/tests
Use package.json/package-lock.json and the TypeScript scripts for strict compilation, generated OpenAPI types and client runtime cases. Scenario fixtures use simulated engine inputs over real HTTP and never constitute native game proof.
Roster editor
Use roster-editor/run.py for the standalone CLI and its README for supported commands. The Python writer requires its adjacent schemas. Browser deployment uses the frozen packaged writer and managed container; regenerate the writer payload deliberately if you alter its source, and verify the new payload hash through the service response.
Presentation
The RG build.py is a full Windows CPU/native-profile harness with explicit guards and machine-specific dependencies. Use its included exact source ZIP and instruction fixtures, then adapt its isolated root/BuildTools/reference CRT paths. The expected reference msvcr100.dll SHA-256 is 8793353461826fbd48f25ea8b835be204b758ce7510db2af631b28850355bd18; obtain that runtime from your own supported game. Do not replace missing originals with invented bytes.
Original-instruction fixtures stub specified driver/lock leaves. Compiler success, controlled-body checks, sanitizer checks, real D3D9 harnesses, bounded native game runs and complete-match acceptance are different evidence levels. Preserve which level each receipt establishes.
What this final packaging checks
Every original dev58 payload member is compared byte-for-byte with the final wrapper. ZIP paths, CRCs, member hashes, downloadable artifact hashes, exact source-checkpoint membership, source drift, documentation links and deployed downloads are checked. The deployment is rendered through Paseo when its browser host is available. No Dell game/build/installation is needed or started for the archive.
See VALIDATION.json and the hosted release manifest for actual final check results. Historical Windows counts are inherited and explicitly dated.