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Make local environment optional in EnvironmentManager (#23369)
## Summary - make `EnvironmentManager` local environment/runtime paths optional - simplify constructor surface around snapshot materialization - rename local env accessors to `require_local_environment` / `try_local_environment` ## Validation - devbox Bazel build for touched crate surfaces - `//codex-rs/exec-server:exec-server-unit-tests` - `//codex-rs/app-server-client:app-server-client-unit-tests` - filtered touched `//codex-rs/core:core-unit-tests` cases
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@@ -852,9 +852,9 @@ pub async fn run_main(
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)?;
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let environment_manager =
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if should_load_configured_environments(&loader_overrides, &app_server_target) {
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EnvironmentManager::from_codex_home(codex_home.clone(), local_runtime_paths).await
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EnvironmentManager::from_codex_home(codex_home.clone(), Some(local_runtime_paths)).await
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} else {
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EnvironmentManager::from_env(local_runtime_paths).await
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EnvironmentManager::from_env(Some(local_runtime_paths)).await
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}
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.map(Arc::new)
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.map_err(std::io::Error::other)?;
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@@ -2291,10 +2291,10 @@ mod tests {
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let target = AppServerTarget::Embedded;
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let environment_manager = EnvironmentManager::create_for_tests(
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Some("ws://127.0.0.1:8765".to_string()),
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ExecServerRuntimePaths::new(
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Some(ExecServerRuntimePaths::new(
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std::env::current_exe().expect("current exe"),
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/*codex_linux_sandbox_exe*/ None,
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)?,
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)?),
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)
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.await;
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