#!/bin/bash # --- work from the project root ---------------------------------------------- # Every path below is repo-relative, so a hook invoked with a working directory # that is not the repo root would silently read and write the WRONG TREE -- # returning a near-empty result instead of the session-recovery block, and # creating stray trees such as docs/production/session-logs/ on write. # # PRECEDENCE IS LOAD-BEARING. A cwd that IS a project root carries real # information and must win: a caller sitting inside another project means that # project, not this one. Resolving to the script's own location first would # override them. So, in order: # 1. cwd holds project.yaml -> cwd (a project root) # 2. cwd holds .claude/ -> cwd (a project root not yet configured) # 3. CLAUDE_PROJECT_DIR -> that (populated in the hook environment) # 4. this script's location -> /.claude/hooks/../.. by construction # Rule 4 always works and needs no environment at all; rules 1-2 stop it from # overriding a caller that legitimately means somewhere else. # # NOT an upward search: that resolves a nested project to its parent's config. if [ -f "project.yaml" ] || [ -d ".claude" ]; then CCGS_ROOT="$PWD" elif [ -n "${CLAUDE_PROJECT_DIR:-}" ] && [ -d "${CLAUDE_PROJECT_DIR}" ]; then CCGS_ROOT="$CLAUDE_PROJECT_DIR" else CCGS_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." 2>/dev/null && pwd)" fi [ -n "$CCGS_ROOT" ] && cd "$CCGS_ROOT" 2>/dev/null || true # Claude Code PostToolUse hook: Validates asset files after Write/Edit # Checks JSON validity of data files and, in Godot's assets/, naming conventions. # Asset roots per engine: Godot assets/, Unity Assets/, Unreal Content/. # # Exit behavior: # exit 0 = success or advisory warnings only # exit 2 = build-breaking issue (a data file that is not valid JSON) # # A PostToolUse hook CANNOT block -- the write has already happened by the time # this runs (see .claude/docs/hooks-reference/hook-input-schemas.md). The only # question is who hears about it, and that is what the exit code selects: # exit 1 -> stderr goes to the USER only. Claude never sees it, so a JSON file # it just corrupted looks like it wrote cleanly and it moves on. # exit 2 -> stderr is fed back to CLAUDE as actionable feedback, so it can fix # the file it just wrote. # Exiting 1 while printing "ERRORS (Blocking) ... fix before proceeding" would be # a promise the hook cannot keep, delivered to the one party who cannot act on it. # # Input schema (PostToolUse for Write/Edit): # { "tool_name": "Write", "tool_input": { "file_path": "assets/data/foo.json", "content": "..." } } INPUT=$(cat) # Parse file path -- use jq if available, fall back to grep if command -v jq >/dev/null 2>&1; then FILE_PATH=$(echo "$INPUT" | jq -r '.tool_input.file_path // empty') else FILE_PATH=$(echo "$INPUT" | grep -oE '"file_path"[[:space:]]*:[[:space:]]*"[^"]*"' | head -1 | sed 's/"file_path"[[:space:]]*:[[:space:]]*"//;s/"$//') fi # Normalize path separators (Windows backslash to forward slash). # Two rules, order significant -- see the long note in validate-skill-change.sh. # Short version: hook input is JSON, so a Windows path arrives as `\\`. Without # jq the fallback cannot unescape it, and a single-rule sed turns each escaped # pair into two slashes, so `assets/` never matches and this hook silently # validates nothing on Windows. FILE_PATH=$(printf '%s' "$FILE_PATH" | sed 's|\\\\|/|g; s|\\|/|g') # Make the path project-relative. Claude Code sends a file tool's path # ABSOLUTE, with native separators (C:\... on Windows), so an unanchored # `(^|/)assets/` matched every file in a project with any parent folder named # assets, and node_modules/*/assets/ too. Strip the project root in either # spelling Git Bash gives it (/c/Users/... from pwd, C:/Users/... from pwd -W, # drive letter in either case); a path still absolute is outside the project. _VA_ROOT=$(pwd); _VA_ROOT_W=$(pwd -W 2>/dev/null || printf '%s' "$_VA_ROOT") shopt -s nocasematch case "$FILE_PATH" in "$_VA_ROOT"/*) REL_PATH="${FILE_PATH:${#_VA_ROOT}+1}" ;; "$_VA_ROOT_W"/*) REL_PATH="${FILE_PATH:${#_VA_ROOT_W}+1}" ;; /*|[A-Za-z]:/*) exit 0 ;; *) REL_PATH="${FILE_PATH#./}" ;; esac shopt -u nocasematch # Only check files under an asset root. case "$REL_PATH" in assets/*|Assets/*|Content/*) ;; *) exit 0 ;; esac FILENAME=$(basename "$REL_PATH") WARNINGS="" # Style/convention issues -- exit 0 with advisory message ERRORS="" # Build-breaking issues -- exit 2 so Claude hears about it # ADVISORY: naming convention -- lowercase with underscores, the Godot # convention, so only in Godot's assets/. Unity and Unreal name assets in # PascalCase with type prefixes; warning on every one of them trains the user # to ignore this hook. Naming issues warn, never block. # Uses grep -E (POSIX) not grep -P (Perl) for Windows Git Bash compatibility case "$REL_PATH" in assets/*) if echo "$FILENAME" | grep -qE '[A-Z[:space:]-]'; then WARNINGS="$WARNINGS\n NAMING: $REL_PATH must be lowercase with underscores (got: $FILENAME)" fi ;; esac # BLOCKING: Check JSON validity for data files, in any engine's data folder -- # the same set validate-commit.sh blocks on. # Invalid JSON will break runtime loading -- this is a build-breaking error if echo "$REL_PATH" | grep -qE '^(assets|Assets|Content)/(.*/)?[Dd]ata/.*\.[Jj][Ss][Oo][Nn]$'; then FILE_PATH="$REL_PATH" if [ -f "$FILE_PATH" ]; then # Find a working Python command PYTHON_CMD="" # Run it, do not just find it: the Windows Store `python` placeholder # passes `command -v`, then fails, and valid JSON was reported invalid. for cmd in python python3 py; do if command -v "$cmd" >/dev/null 2>&1 && "$cmd" -c 'import sys; sys.exit(sys.version_info[0] < 3)' >/dev/null 2>&1; then PYTHON_CMD="$cmd" break fi done if [ -n "$PYTHON_CMD" ]; then # utf-8-sig, as validate-commit.sh reads it: `json.tool` rejected a # file with a UTF-8 BOM that the commit check then accepted. if ! "$PYTHON_CMD" -c 'import json, sys; json.load(open(sys.argv[1], encoding="utf-8-sig"))' "$FILE_PATH" > /dev/null 2>&1; then ERRORS="$ERRORS\n FORMAT: $FILE_PATH is not valid JSON — fix syntax errors before continuing" fi else # Say so rather than skipping in silence. This is the only BLOCKING # check in this hook, so without an interpreter the hook exits 0 on # a file it never opened -- indistinguishable from valid JSON. The # sibling validate-commit.sh blocks in this case; this half, which # runs after the file is written, says so instead. WARNINGS="$WARNINGS\n UNCHECKED: cannot validate JSON (python not found) — $FILE_PATH" fi fi fi # Report build-breaking issues. exit 2 routes this to Claude, not just the user, # so the file that was already written can actually be corrected. Any warnings # ride along on the same channel. if [ -n "$ERRORS" ]; then echo -e "=== Asset Validation: ERRORS ===$ERRORS\n================================\nThe file was written but is broken. Fix it now, before continuing." >&2 [ -n "$WARNINGS" ] && echo -e "=== Asset Validation: Warnings ===$WARNINGS" >&2 exit 2 fi # Warnings alone do not need a fix now, but they must be seen: stderr on exit 0 # reaches the debug log only. Hook JSON reaches the user and Claude -- see # hook_warn in yaml-helper.sh. stderr stays as the fallback without the helper. if [ -n "$WARNINGS" ]; then _VA_MSG=$(echo -e "=== Asset Validation: Warnings ===$WARNINGS\n==================================\n(Warnings are advisory. Fix before final commit.)") [ -f .claude/hooks/yaml-helper.sh ] && . .claude/hooks/yaml-helper.sh 2>/dev/null if command -v hook_warn >/dev/null 2>&1; then hook_warn PostToolUse "$_VA_MSG" else printf '%s\n' "$_VA_MSG" >&2 fi fi exit 0