C++ Engine Development Loop

SkillFiles & storage

Safe edit-rebuild-test cycle for the HOT-Step C++ engine (dev-rebuild.bat, build script selection, stale-.obj recovery, smoke tests). Use when editing any file under engine/src/ or engine/tools/, when a build fails with linker/file-lock errors, or when ace-server won't restart cleanly.

Available today. Use it from your connected AI after setup.

Connect ahel once, and every AI you use reads what you have installed.

Then ask your AI: use the C++ Engine Development Loop skill

What this skill tells your AI

The instructions your AI receives, as published by scragnog/hot-step-cpp in .claude/skills/engine-dev-loop/SKILL.md and read by ahel’s review.

How to safely edit, rebuild, and smoke-test the C++ engine (ace-server.exe and friends) without triggering the respawn/file-lock loop that this repo learned about the hard way.

Context for readers with zero prior exposure: the app has three tiers. A Node/Express server (port 3001) spawns the C++ inference engine ace-server.exe (port 8085) as a managed child process and serves the React UI. The engine runs the generation pipeline LM → DiT → VAE (LM = language model that plans the song; DiT = Diffusion Transformer that denoises latent audio; VAE = decoder that turns latents into 48 kHz stereo audio). All commands below are Windows PowerShell (use ; to chain, never && in old Windows PowerShell 5; this repo's convention is ;).

When to use this skill

  • You edited (or are about to edit) anything under engine/src/ or engine/tools/.
  • A build fails with LNK1104 / "cannot open ace-server.exe".
  • ace-server keeps respawning every ~3 seconds, or the linker can't replace the exe.
  • A header change seems to be ignored by the build (stale object files).
  • A build after an upstream sync fails with the hotstep_sampler_linked_ sentinel linker error. (For the full sync + hook-verification process itself, use the upstream-sync skill — it owns that procedure.)
  • You need to confirm a rebuild actually worked and the engine is healthy.

Golden rules (hard constraints — each prevented real damage)

  1. Recompile immediately after editing ANY engine/src/ or engine/tools/ file — do not batch up edits and wait. (Verbatim instruction from the departing lead engineer.) WHY: uncompiled edits pile up, and when the eventual build breaks you can't tell which edit did it; the engine also silently keeps serving stale behavior in the meantime.

  2. Rebuild via dev-rebuild.bat at repo root, NEVER engine/build.cmd directly. WHY: you cannot reliably tell whether the app is running (a Node server or orphaned tsx-watch tree may be alive in another terminal). Node auto-respawns ace-server on abnormal exit (server/src/index.ts:284-309, retry after 3 s): if the linker deletes/replaces the exe while Node is alive, the respawned process re-locks ace-server.exe and the link fails with a file-lock error — an infinite respawn + file-lock loop. dev-rebuild.bat shuts everything down first, and is safe even when the app is already stopped (its shutdown request is a suppressed no-op, dev-rebuild.bat:10) — so there is no scenario where calling build.cmd directly is the right move.

  3. NEVER cmake --build . --clean-first. WHY: CUDA kernel recompilation takes 20+ minutes (documented in CLAUDE.md; not independently timed). Only justified if the GGML/CUDA layer itself changed. For stale-object problems use the surgical recovery in Procedure 2 instead.

  4. Don't switch between build scripts casually. WHY: buildcuda.cmd, buildvulkan.cmd, and buildall.cmd all run cmake .. unconditionally against the shared engine/build/ directory with different flags — reconfiguring the cache can invalidate large parts of the incremental build (CUDA-recompile territory). build.cmd only configures when CMakeCache.txt is absent (engine/build.cmd:140-148). Stick to build.cmd (via dev-rebuild.bat) unless you deliberately need a different backend set.

  5. dev-rebuild.bat does NOT check the build result and does NOT restart the app. It prints "Done. Start the app with LAUNCH.bat" even if MSBuild failed. Read the build output yourself, then relaunch (dev.bat for dev, LAUNCH.bat for prod).

Procedure 1 — Standard rebuild after a C++ edit

# 1. Rebuild (shuts down app gracefully, waits for ace-server to die, builds):
#    ONLY works from an interactive console. From an agent tool call or any piped/
#    redirected shell it silently does nothing and exits 0 — see the warning below,
#    and run the three phases manually instead.
& "D:\Ace-Step-Latest\hot-step-cpp\dev-rebuild.bat"

# 2. VERIFY the build yourself — dev-rebuild prints "Done" regardless of result, and the
#    wrapper ALWAYS exits 0 even when MSBuild failed (build.cmd's trailing `cd ..` resets
#    errorlevel) — $LASTEXITCODE is useless here. The ONLY valid checks are:
#    (a) no "error C..." or "LNK..." lines in the scrolled output, and
#    (b) a fresh LastWriteTime on the exe:
Get-Item "D:\Ace-Step-Latest\hot-step-cpp\engine\build\Release\ace-server.exe" | Select-Object LastWriteTime

# 3. Relaunch the app (dev-rebuild does NOT do this):
& "D:\Ace-Step-Latest\hot-step-cpp\dev.bat"       # dev mode (Vite :3000 HMR + tsx watch :3001)
# or LAUNCH.bat for prod mode

Note: dev-rebuild's shutdown also kills the Vite dev server on port 3000 (server/src/routes/shutdown.ts:72-98), so in dev mode you must restart with dev.bat, not just relaunch the engine — despite the script's final message naming only LAUNCH.bat.

What dev-rebuild.bat actually does (dev-rebuild.bat:1-35)

  1. curl -s -X POST http://localhost:3001/api/shutdown — asks the Node server to shut everything down gracefully (errors suppressed, so it's safe when the app isn't running). The shutdown route (server/src/routes/shutdown.ts:134-153) kills, in order: ace-server (found via netstat on port 8085, then taskkill /PID <pid> /T /F), Vite (port 3000), and finally the Node server's own process tree via a detached killer — so nothing survives to respawn ace-server.
  2. Polls tasklist for ace-server.exe once per second. At 10 retries it force-kills (taskkill /F /IM ace-server.exe /T); at 15 retries it aborts with FATAL: could not stop ace-server and exit code 1.
  3. Once ace-server is gone: call engine\build.cmd.
  4. Prints "Done." — no build-result check, no restart.

Why the graceful route matters: the kill is initiated by the server that owns the respawn logic, and then that server kills itself. Killing ace-server externally while Node lives triggers the respawn handler instead (server/src/index.ts:284-309; the crash limiter at index.ts:152-156 only gives up after 3 crashes within a 30-second window).

There is also POST /api/restart (shutdown.ts:156-190), which writes a .restart-requested marker that LAUNCH.bat / server/restart-loop.cmd loop on. That is for in-app restarts only — it does not rebuild anything.

⚠ dev-rebuild.bat does NOTHING from a non-interactive shell (agents: read this)

dev-rebuild.bat uses timeout /t 1 /nobreak in its wait loop (steps 2 above). timeout requires a real console: with stdin redirected to the null device — which is every agent tool call, every piped invocation, every CI-style run — it fails immediately with ERROR: Input redirection is not supported. The loop then falls straight through, so the script skips the shutdown AND the build, prints nothing, and exits 0.

This is maximally deceptive: exit 0, no error text, and (because it never shut anything down) the app is still running afterwards, so nothing looks wrong. Observed 2026-08-21 — the "build" took 2 seconds and ace-server.exe kept a five-hour-old timestamp.

Run the three phases yourself instead. This is the same sequence the script performs, and it is safe for the reason Procedure 1 explains — Node initiates the kill, so no respawn:

# 1. graceful shutdown (Node kills ace-server, Vite, then itself)
try { Invoke-RestMethod -Method Post -Uri "http://localhost:3001/api/shutdown" -TimeoutSec 10 | Out-Null } catch {}

# 2. wait for the binary lock to actually clear — never skip this, it is what
#    prevents LNK1104 and the respawn loop
$n=0; while ((Get-Process ace-server -ErrorAction SilentlyContinue) -and $n -lt 20) { Start-Sleep -Seconds 1; $n++ }
if (Get-Process ace-server -ErrorAction SilentlyContinue) { Stop-Process -Name ace-server -Force; Start-Sleep -Seconds 2 }

# 3. build, then VERIFY (see Procedure 1 step 2 — the exit code is meaningless)
& cmd.exe /c "engine\build.cmd"
Get-Item "engine\build\Release\ace-server.exe" | Select-Object LastWriteTime

Grep the build output for ace-server.vcxproj -> — that line is printed only on a successful link, and is a positive signal rather than the absence of a negative one.

Errors in a header you never edited = broken literal in the file included before it

A single unterminated string literal or comment makes the parser run on into the next header, so MSVC reports the damage at the wrong file entirely. Symptoms are surreal: (double) some_func() / 1048576.0 failing with "cannot convert from size_t (__cdecl *)(void) to double" plus "Context does not allow for disambiguation of overloaded function" — a call the compiler cannot see the () on, in code that is provably correct and unmodified.

Do not debug the reported file. Check the previous one in the include chain, at your edit.

The usual cause when an agent made the edit: a \n inside a C string written as a real newline. Shell heredocs and some scripting layers collapse \\n\n → an actual line break, splitting the literal across two lines. Verify after any scripted C++ edit:

sed -n '<start>,<end>p' <file> | cat -A     # look for a line ending mid-string

Prefer the Edit tool over heredocs for C++ containing escapes. (Same class of bug bit a Windows path in a Markdown file the same day: \\2026 → octal escape → mangled text.)

How long builds take

  • Incremental build.cmd after a single .cpp/.h edit: minutes-scale — configure is skipped when engine/build/CMakeCache.txt exists (unverified exact duration; no timing data in repo).
  • Full clean CUDA build / --clean-first: 20+ minutes (CLAUDE.md claim). Avoid.
  • First generation after a rebuild is slow: LoKr adapter precompute takes ~17 s per DiT+adapter combo unless --keep-loaded is set (server/src/index.ts:177-180). That slowness is normal, not a regression.

Procedure 2 — Stale-.obj recovery (surgical, NOT clean)

Use when a header change isn't picked up, or you see weird ODR/linker behavior. This recompiles only the core lib, leaving the expensive GGML/CUDA objects intact:

Remove-Item -Recurse -Force "D:\Ace-Step-Latest\hot-step-cpp\engine\build\acestep-core.dir"
Remove-Item -Force "D:\Ace-Step-Latest\hot-step-cpp\engine\build\Release\acestep-core.lib"
& "D:\Ace-Step-Latest\hot-step-cpp\dev-rebuild.bat"

(Both paths verified to exist in the current tree.)

Procedure 3 — After an upstream sync: verify fork hooks

The engine is a patched fork of acestep.cpp. Three upstream files carry HOT-Step #include hooks that break if a sync overwrites them:

Upstream fileHookIf lost
engine/src/pipeline-synth-ops.cpphot-step-sampler.h (replaces dit-sampler.h)SILENT — compiles, but all solvers/guidance/schedulers go dead
engine/src/model-store.hhot-step-params.hcompile error
engine/src/dit.hadapter-merge.h + adapter-runtime.hcompile error
powershell -File "D:\Ace-Step-Latest\hot-step-cpp\engine\verify-hooks.ps1"   # exit 0 = all hooks intact

It checks 5 things (engine/verify-hooks.ps1:15-68): the three hooks above, hot-step-server.cpp → hot-step-params.h, and the linker sentinel below.

Linker sentinel (silent-hook tripwire): engine/src/hot-step-sampler.h:1311-1315 defines hotstep_sampler_linked_ (selectany/weak, external linkage); engine/tools/hot-step-server.cpp:51-52 references it via extern. If a sync reverts pipeline-synth-ops.cpp to dit-sampler.h, the symbol vanishes and the link fails with unresolved external symbol hotstep_sampler_linked_. That error means "re-hook hot-step-sampler.h", not a real linker problem. It converts the otherwise-silent hook loss into a build failure.

Procedure 4 — Smoke-testing after a rebuild

Relaunch the app, then probe the engine directly. ace-server takes a few seconds to come up after dev.bat returns (the script just starts detached windows) — retry /health for up to ~30 s; connection refused immediately after launch is normal, not a build failure. (Use curl.exe to be safe — in legacy Windows PowerShell 5.1 bare curl is an alias for Invoke-WebRequest; in PowerShell 7 it resolves to the real curl.exe.)

# 1. Engine alive? Returns {"status":"ok"}  (engine/tools/hot-step-server.cpp:2709-2711)
curl.exe -s http://localhost:8085/health

# 2. Models discovered + config sane?
curl.exe -s http://localhost:8085/props

# 3. Lua plugin registry loaded? (solvers/schedulers/guidance — the thing silent hook loss kills)
curl.exe -s http://localhost:8085/plugins

# 4. CUDA context up? Returns used/total/free VRAM MB; HTTP 500 if CUDA is broken
#    (hot-step-server.cpp:2722-2741)
curl.exe -s http://localhost:8085/vram

Full endpoint surface, if you need deeper probes (hot-step-server.cpp:2704-2852): POST /lm /synth /understand /vae /warm /job /models/unload /pp-vae-reencode, GET /health /props /logs /jobs /job /plugins /vram /models/loaded, plus /supersep/* and /spectral-lifter routes.

Real smoke test: kick a short generation from the UI — ask the human user to do this and report back; do NOT use a browser agent for visual verification (project rule). Watch the newest session folder under logs/ (folders are named YYYY-MM-DD_HH-MM-SS, so name-sorted = time-sorted): ace_engine.log (C++ stdout/stderr), node_console.log, and generations/gen_<uuid>_<task>.log. Never delete generated test audio or other generation outputs — even ones you predict are bad. The user verifies results by ear; leave all artifacts in place.

Standalone engine (without the Node server): engine/server.cmd runs ace-server.exe --host 0.0.0.0 --port 8085 --models .\models --adapters .\adapters --max-batch 1. Caveat: its --models .\models is relative to engine/, but the real model directory is at repo root (models/ — the Node server passes the absolute path at server/src/index.ts:166-170). Treat server.cmd as a template, not a turnkey smoke test.

The build scripts — when each applies

All in engine/, all build into the shared engine/build/ with --config Release -j %NUMBER_OF_PROCESSORS%, all auto-locate vcvars64.bat via vswhere and skip re-sourcing when VSCMD_VER is already set (prevents PATH overflow on repeated runs).

ScriptCMake configUse when
engine/build.cmdConfigures only if CMakeCache.txt absent (build.cmd:140-148). Defaults: -DGGML_CUDA=ON -DGGML_CUDA_GRAPHS=ON -DCMAKE_CUDA_ARCHITECTURES="75;80;86;89;90;120a" -DGGML_NATIVE=OFF -DGGML_CPU_ALL_VARIANTS=ON -DGGML_BACKEND_DL=ON. Honors HOT_STEP_CMAKE_FLAGS (set by update.bat:271-285 for auto-detected backends). Also bootstraps ONNX Runtime GPU 1.25.1 into engine/deps/onnxruntime and cuDNN 9 DLLs via pip (build.cmd:42-132).The default dev build. This is what dev-rebuild calls. Incremental.
engine/buildcuda.cmdcmake .. -DGGML_CUDA=ON unconditionally (buildcuda.cmd:36). No ORT/cuDNN bootstrap, no CPU variants.Rare — build.cmd supersedes it for day-to-day dev.
engine/buildvulkan.cmdcmake .. -DGGML_VULKAN=ON unconditionally (buildvulkan.cmd:36).Testing the Vulkan backend (AMD/Intel) or Vulkan-specific fixes.
engine/buildall.cmdcmake .. -DGGML_CPU_ALL_VARIANTS=ON -DGGML_CUDA=ON -DGGML_VULKAN=ON -DGGML_BACKEND_DL=ON %RELEASE_CMAKE_EXTRA% (buildall.cmd:97) + ORT bootstrap.Release-style all-backends build (what CI resembles). Slowest.

Linux/mac equivalents (buildcuda.sh, buildvulkan.sh, buildcpu.sh, buildall.sh, build-mac.sh) exist but are not part of the Windows dev loop.

Build outputs & which exe the server picks

Binaries land in engine/build/Release/: ace-server.exe, ace-lm.exe, ace-synth.exe, ace-understand.exe, neural-codec.exe, mp3-codec.exe, quantize.exe, plus mastering.exe, vst-host.exe, vulkan-shaders-gen.exe (10 total — the "seven binaries" in engine/docs/ARCHITECTURE.md is stale).

The Node server auto-discovers the exe in priority order (server/src/config.ts:46-52): engine/ace-server.exe (portable, flat) → engine/build/Release/ace-server.exe (VS multi-config — the dev path) → engine/build/ace-server.exe (Ninja) → engine/build/Debug/ace-server.exe. Override with ACESTEPCPP_EXE in .env. Gotcha: a stale flat engine/ace-server.exe (e.g. from unpacking a portable release into the repo) wins over your fresh Release build. None exists in the tree today, but check if the server seems to run old code.

What does NOT need a C++ rebuild

  • Solvers, schedulers, and guidance modes are hot-loadable Lua plugins in engine/plugins/ (solvers/, schedulers/, guidance/ subdirs). Drop a .lua in the right subdir; it appears in the UI next launch. Native bridge is apg(); advanced plugins use post_step() for extra forward passes. Editing dit-sampler.h to add a solver is obsolete practice — routing goes through hot-step-sampler.h. Guide: docs/PLUGINS.md.
  • Node/TypeScript changes: npx tsc --noEmit to type-check; tsx watch auto-restarts the server in dev mode. Don't npm run build during dev.

Key files

PathRole
dev-rebuild.bat (repo root)The safe rebuild entry point: graceful shutdown → wait/kill → engine/build.cmd
engine/build.cmdDefault incremental CUDA dev build + ORT/cuDNN bootstrap
engine/buildcuda.cmd / buildvulkan.cmd / buildall.cmdAlternate backend builds (reconfigure unconditionally — see Golden rule 4)
engine/verify-hooks.ps1Post-upstream-sync hook checker (exit 0 = intact)
engine/src/hot-step-sampler.hFork sampler (solvers/schedulers/guidance routing) + linker sentinel at :1311-1315
engine/tools/hot-step-server.cppace-server main; sentinel extern at :51-52; HTTP routes at :2704+
engine/build/Release/Build output dir (the exe Node runs in dev)
engine/build/acestep-core.dir/ + engine/build/Release/acestep-core.libThe ONLY things to delete for stale-.obj recovery
server/src/index.tsSpawns ace-server (:158+); respawn-on-crash handler (:284-309); crash limiter (:152-156)
server/src/routes/shutdown.ts/api/shutdown (kills ace-server, Vite, self) and /api/restart
server/src/config.tsExe discovery order (:46-52), ACESTEPCPP_EXE override
engine/server.cmdStandalone ace-server launcher (template — model paths need adjustment)
logs/<session>/ace_engine.logC++ engine output for the newest run

Failure signatures

SymptomCauseFix
LNK1104 / cannot open ace-server.exe during linkace-server still running (respawn loop or manual start)Run dev-rebuild.bat (its shutdown phase), or check tasklist /FI "IMAGENAME eq ace-server.exe"
unresolved external symbol hotstep_sampler_linked_Upstream sync clobbered the hot-step-sampler.h include in pipeline-synth-ops.cppRe-add the include; run verify-hooks.ps1
Builds fine, but solver/scheduler/guidance selections have no effectSilent hook loss predating the sentinel, or sentinel removedRun verify-hooks.ps1; check GET :8085/plugins
Compile error: missing hot-step-params.h / adapter-merge.h / adapter-runtime.hSync clobbered model-store.h / dit.h hooks (these fail loudly)Re-add the includes; run verify-hooks.ps1
[ace-server] Crashed 3 times within 30s — giving up in node_console.logMissing DLL next to the exe (cuBLAS/cuDNN/ORT) or startup crashCheck ace_engine.log in the newest logs/ session
Engine respawns endlessly every ~3 sSomething external kills ace-server while Node lives (respawn handler fires); crashes spaced >30 s apart reset the limiterStop killing it externally; use dev-rebuild.bat / /api/shutdown
Node runs an old binary despite a successful buildStale flat engine/ace-server.exe shadowing build/Release/ (config.ts:46-52), or ACESTEPCPP_EXE set in .envDelete the flat exe / unset the override
Header edit seemingly ignoredStale .objProcedure 2 (surgical delete of acestep-core.dir + acestep-core.lib)
dev-rebuild.bat says "Done" but nothing changedIt never checks the build resultScroll up and read the MSBuild output; check the exe timestamp
dev-rebuild.bat exits 0 in ~2 s, prints nothing, app still runningNon-interactive shell: its timeout /t needs a console, so the whole script falls through — no shutdown, no buildRun the 3 phases manually (Procedure 1 → "does NOTHING from a non-interactive shell")
Compile errors in a header you never touchedUnterminated string/comment in the file included before it — usually a \n written as a real newline by a heredocsed -n 'A,Bp' <the file you edited> | cat -A; use the Edit tool for C++ with escapes
Vite dead after rebuild in dev modedev-rebuild's shutdown kills port 3000 too (shutdown.ts:72-98)Restart with dev.bat, not LAUNCH.bat
Node server won't start / weird npm dep errors after an otherwise-good buildWrong Node version — Node 18–22 LTS only; Node 24+ breaks dependencies (engines enforces <24)node --version; switch Node, don't touch the engine or build cache
Connection refused on :8085 right after relaunchEngine still starting — dev.bat returns before services listenRetry /health up to ~30 s, then check ace_engine.log
PATH weirdness after many rebuilds in one shellShouldn't happen — scripts skip vcvars when VSCMD_VER is setOpen a fresh shell

Institutional knowledge

  • VALIDATED (lead-engineer rule, verbatim in meaning): Recompile immediately after editing any engine/src/ or engine/tools/ file — do not batch up edits and wait.
  • VALIDATED (code-verified): the respawn/file-lock loop mechanism — respawn handler at server/src/index.ts:284-309, 3 s delay, crash limiter MAX_CRASHES = 3 within CRASH_WINDOW_MS = 30_000.
  • VALIDATED (code-verified): the linker sentinel exists specifically to turn the silent pipeline-synth-ops.cpp hook loss into a hard link error.
  • VALIDATED (learned the hard way, per CLAUDE.md): --clean-first costs 20+ minutes of CUDA kernel recompilation. Duration is a doc claim, not independently timed.
  • UNVERIFIED: exact incremental build duration ("minutes-scale") — no timing data in repo.
  • UNVERIFIED: whether engine/server.cmd finds models when run standalone from engine/ — its --models .\models path likely needs adjusting to the repo-root models/.

Deeper reading

  • engine/docs/ARCHITECTURE.md — engine internals, CLI, request JSON, generation modes (note: its binary count and raw manual-cmake instructions are stale; the wrapper scripts
    • dev-rebuild are current practice).
  • docs/PLUGINS.md — Lua plugin authoring (the no-rebuild path for solvers/schedulers/guidance).
  • docs/RELEASING.md — release builds; pushing any v* tag triggers a full multi-platform CI build.
  • CLAUDE.md — repo-wide rules (git discipline, environment, log layout).
  • Full sync + hook-repair process: the upstream-sync skill (.claude/skills/upstream-sync/, always present) — it carries the concrete re-hook repair steps this skill's failure table abbreviates. docs/plans/upstream-sync-workflow.md is the local long-form doc, gitignored — may be absent on a fresh clone.

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Last commit
Sep 2026
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Source
github.com/scragnog/hot-step-cpp