Batocera and the ES-family distributions run on ARM as much as on
x86_64 — Raspberry Pi, Odroid, the retro handhelds — and a linux_x64
binary installs there but will not start. There was no Linux ARM asset
kind at all: KINDS had linux_x86 and linux_x64 and mac_arm64, but
nothing for 64-bit ARM Linux.
Registering the kind is deliberately separate from producing it: a
platform service only includes BuildLinuxArm64 once its pipeline builds
the artifact, otherwise /api/builds would report it missing for every
release. Hence Ebitengine and Bevy only. Godot needs a Linux arm64
export preset in each game repo first; LÖVE fuses an upstream AppImage
that ships x86_64 only; TIC-80's export command has no ARM target.
Ebitengine needs cgo on Linux, so binary_build gained a cross-compiler
argument — and unsets CC for native targets, otherwise a build after
the ARM one silently picks up the cross gcc.
Verified by cross-compiling both demos in the rebuilt images: each
produced a genuine AArch64 ELF (e_machine 183), not a silent fallback.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
- Software, Release, ReleaseAsset, ExternalLink, PlatformLink, Image,
SoftwareImage, Download now live in the engine under WarpEngine::, on top
of WarpEngine::ApplicationRecord; table names unchanged (empty prefix)
- each model runs an ActiveSupport load hook (:warp_engine_<model>) as a
host extension point
- WarpEngine::Image reads its upload path from WarpEngine.config
- host references fully qualified (services, serializers, admin, specs);
admin registrations renamed with as: so /admin URLs and route helpers are
byte-identical; factories pinned to the namespaced classes
- Member#image now class_name: "WarpEngine::Image"
Verified: full suite green, /api/software and /api/builds byte-identical to
the phase-0 baselines, admin routes unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>