spaceship/tests/_screenshot_tool.gd
Loïc Wisniewski 2f161621c3 #84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it
touched and finding the file you wanted meant knowing its exact name. Twelve
folders now, grouped by what a thing IS rather than what type it is - a
vessel's definition, its component scenes and its upgrade resources sit
together, because that is the set you read when you change one of them.

  buildings  core  controllers  enemies  logistics  planets
  resources  shaders  surface  ui  vessels  vfx  world

332 files moved and every res:// reference rewritten - 306 files touched,
including the autoload and main-scene paths in project.godot. Nothing renamed:
this is purely where files sit, so the diff is a pile of pure moves and no
behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at
the root, where Godot and the export preset expect them.

Verified three ways, because a suite alone would not have caught all of it:
the full 117 pass, the web export builds clean, and the game renders.

The export is why that matters. The FIRST export after the move failed with
"Attempt to open script 'res://GameState.gd'" - the old path - while
project.godot on disk plainly said res://core/GameState.gd. That is this
project's documented Android FUSE mtime trap: Godot served a cached copy of a
file whose content had changed. A `touch` fixed it. Nothing in the test suite
would have found that, because the suite runs from a copy on a native
filesystem - the one place the bug cannot happen.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:44:14 +02:00

69 lines
2.2 KiB
GDScript

extends SceneTree
# Reusable screenshot tool - NOT run via run_tests.sh (underscore prefix).
# Loads a given scene, waits for a given number of frames to render, then
# saves a PNG and quits. Must be run WITHOUT --headless (that forces
# Godot's dummy/null renderer) - see tests/screenshot.sh for the full
# invocation (Xvfb + Mesa softpipe; llvmpipe's JIT crashes with SIGILL in
# this environment, softpipe's non-JIT rasterizer does not).
#
# Args (after `--`): <scene_res_path> <output_png_path> [wait_frames]
# [key=value ...]
#
# Any trailing key=value pairs are assigned onto the GameState autoload
# BEFORE the scene is instantiated. Several scenes read GameState in
# _ready() to decide what they draw - PlanetSurface.tscn picks its whole
# surface profile from planet_definition_id - so without this the tool can
# only ever photograph the default planet:
#
# ... -- res://surface/PlanetSurface.tscn out.png 90 planet_definition_id=gas_giant
var wait_frames: int = 60
var frames: int = 0
var scene_path: String
var output_path: String
var loaded_scene: Node
func _initialize() -> void:
var args: PackedStringArray = OS.get_cmdline_user_args()
if args.size() < 2:
printerr("usage: -- <scene_res_path> <output_png_path> [wait_frames]")
quit(1)
return
scene_path = args[0]
output_path = args[1]
if args.size() >= 3:
wait_frames = int(args[2])
for i in range(3, args.size()):
var pair: PackedStringArray = args[i].split("=", true, 1)
if pair.size() != 2:
printerr("expected key=value, got: %s" % args[i])
quit(1)
return
root.get_node("GameState").set(pair[0], pair[1])
var packed: PackedScene = load(scene_path)
if packed == null:
printerr("could not load scene: %s" % scene_path)
quit(1)
return
loaded_scene = packed.instantiate()
root.add_child(loaded_scene)
func _process(_delta: float) -> bool:
frames += 1
if frames < wait_frames:
return false
var img: Image = root.get_viewport().get_texture().get_image()
var err: int = img.save_png(output_path)
if err != OK:
printerr("save_png failed with error %d" % err)
quit(1)
return true
print("SCREENSHOT_SAVED: %s (%s)" % [output_path, str(img.get_size())])
quit(0)
return true