| name | engine-dev-loop |
| description | 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. |
C++ Engine Development Loop
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)
-
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.
-
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.
-
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.
-
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.
-
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):
& "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)
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.
- 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.
- Once ace-server is gone:
call engine\build.cmd.
- 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.
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 file | Hook | If lost |
|---|
engine/src/pipeline-synth-ops.cpp | hot-step-sampler.h (replaces dit-sampler.h) | SILENT — compiles, but all solvers/guidance/schedulers go dead |
engine/src/model-store.h | hot-step-params.h | compile error |
engine/src/dit.h | adapter-merge.h + adapter-runtime.h | compile 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).
| Script | CMake config | Use when |
|---|
engine/build.cmd | Configures 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.cmd | cmake .. -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.cmd | cmake .. -DGGML_VULKAN=ON unconditionally (buildvulkan.cmd:36). | Testing the Vulkan backend (AMD/Intel) or Vulkan-specific fixes. |
engine/buildall.cmd | cmake .. -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
| Path | Role |
|---|
dev-rebuild.bat (repo root) | The safe rebuild entry point: graceful shutdown → wait/kill → engine/build.cmd |
engine/build.cmd | Default incremental CUDA dev build + ORT/cuDNN bootstrap |
engine/buildcuda.cmd / buildvulkan.cmd / buildall.cmd | Alternate backend builds (reconfigure unconditionally — see Golden rule 4) |
engine/verify-hooks.ps1 | Post-upstream-sync hook checker (exit 0 = intact) |
engine/src/hot-step-sampler.h | Fork sampler (solvers/schedulers/guidance routing) + linker sentinel at :1311-1315 |
engine/tools/hot-step-server.cpp | ace-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.lib | The ONLY things to delete for stale-.obj recovery |
server/src/index.ts | Spawns 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.ts | Exe discovery order (:46-52), ACESTEPCPP_EXE override |
engine/server.cmd | Standalone ace-server launcher (template — model paths need adjustment) |
logs/<session>/ace_engine.log | C++ engine output for the newest run |
Failure signatures
| Symptom | Cause | Fix |
|---|
LNK1104 / cannot open ace-server.exe during link | ace-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.cpp | Re-add the include; run verify-hooks.ps1 |
| Builds fine, but solver/scheduler/guidance selections have no effect | Silent hook loss predating the sentinel, or sentinel removed | Run verify-hooks.ps1; check GET :8085/plugins |
Compile error: missing hot-step-params.h / adapter-merge.h / adapter-runtime.h | Sync 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.log | Missing DLL next to the exe (cuBLAS/cuDNN/ORT) or startup crash | Check ace_engine.log in the newest logs/ session |
| Engine respawns endlessly every ~3 s | Something external kills ace-server while Node lives (respawn handler fires); crashes spaced >30 s apart reset the limiter | Stop killing it externally; use dev-rebuild.bat / /api/shutdown |
| Node runs an old binary despite a successful build | Stale flat engine/ace-server.exe shadowing build/Release/ (config.ts:46-52), or ACESTEPCPP_EXE set in .env | Delete the flat exe / unset the override |
| Header edit seemingly ignored | Stale .obj | Procedure 2 (surgical delete of acestep-core.dir + acestep-core.lib) |
dev-rebuild.bat says "Done" but nothing changed | It never checks the build result | Scroll up and read the MSBuild output; check the exe timestamp |
| Vite dead after rebuild in dev mode | dev-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 build | Wrong 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 relaunch | Engine still starting — dev.bat returns before services listen | Retry /health up to ~30 s, then check ace_engine.log |
| PATH weirdness after many rebuilds in one shell | Shouldn't happen — scripts skip vcvars when VSCMD_VER is set | Open 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.