"""Execute the actual opt-in Load body; no native engine or GUI is launched.""" from policy_harness import ROOT, body, run source=ROOT/'addons/core/Scripts/GameLib/ERR/ERR_DiagnosticNoSplash.c' load=body(source,'override void Load()').replace('override void','void').replace('System.','System::').replace('super.Load()', 'Base::Load()') run('''#include #include using string=std::string; struct System { static bool noSplash, explicitScenario; static string project; static bool IsCLIParam(const char*) { return noSplash; } static bool GetCLIParam(const char*, string& value) {value=project;return explicitScenario;} }; bool System::noSplash=false; bool System::explicitScenario=false; string System::project; int diagnostics=0; void Print(const char*) {diagnostics++;} struct Base { int nativeLoads=0, s_iSplashShown=0; void Load(){nativeLoads++;s_iSplashShown++;} }; struct Subject:Base { bool m_ERRDiagnosticSplashSkipped=false; ''' + load + ''' }; int main(){ for(bool flag:{false,true}) for(bool explicitRequest:{false,true}) for(const string& project:{string("core"),string("chat"),string(""),string("other")}) { System::noSplash=flag;System::explicitScenario=explicitRequest;System::project=project; diagnostics=0;Subject instance; instance.Load();instance.Load();instance.Load(); bool selected=flag && explicitRequest && (project=="core" || project=="chat"); assert(instance.nativeLoads==(selected ? 0 : 3)); assert(instance.s_iSplashShown==(selected ? 1 : 3)); assert(diagnostics==(selected ? 1 : 0)); assert(instance.m_ERRDiagnosticSplashSkipped==selected); } // Recreated splash instance on addon reload remains independently bounded. System::noSplash=true;System::explicitScenario=true;System::project="core"; Subject first,reloaded;diagnostics=0; first.Load();reloaded.Load();reloaded.Load(); assert(first.s_iSplashShown==1 && reloaded.s_iSplashShown==1 && diagnostics==2); } ''') print('PASS: actual noSplash Load body requires both explicit diagnostic and noSplash, preserves vanilla otherwise, and handles repeated Load/reload')