run_tests.sh only knew one way to reach a Godot: `proot-distro login ubuntu` and the arm64 build at /root. On WSL there is no container and no arm64 binary, so the suite could not be run from a desktop at all. The platform is detected from /proc/version, and decides two things. Which Godot: on WSL a Linux `godot` on PATH if there is one, otherwise the newest Windows build already sitting on /mnt/c - the *_console.exe specifically, since the plain .exe is a GUI-subsystem binary that detaches from the terminal and would leave every test log empty. And whether to copy the project first: that copy exists to get off Android's FUSE bridge, and a Windows Godot already reads C: natively, so WSL runs in place. _run_inside.sh now takes the binary as its first argument instead of hardcoding it, and run_tests.sh calls it directly where there is no container to enter. The scheduling, timeouts and verdicts are unchanged and shared by both paths. 120/120 on WSL in 48s with JOBS=6. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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19 lines
606 B
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# Godot's import/cache folder. Regenerated on open, and it also holds
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# .godot/export_credentials.cfg, which must never be published.
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.godot/
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# Build outputs and the generated Android build template (~325 MB combined).
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# All reproducible: the template comes from Godot's "Install Android Build
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# Template", the rest from an export.
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builds/
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android/build/
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*.apk
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*.aab
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*.idsig
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# Android's "don't index this as media" marker, not project content.
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.nomedia
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# Per-test verdicts from the last tests/run_tests.sh, kept only so a long run
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# whose terminal output was lost can still be read back.
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.test-results/
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