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>
48 lines
2.5 KiB
Shell
48 lines
2.5 KiB
Shell
#!/data/data/com.termux/files/usr/bin/bash
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# Renders a real screenshot of a Godot scene from Termux, via the Godot
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# 4.7.1 Linux arm64 build inside the proot-distro Ubuntu container, using
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# Xvfb (virtual display) + Mesa's softpipe software rasterizer.
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#
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# NOTE: Mesa's default software rasterizer, llvmpipe, crashes with
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# SIGILL in this environment (confirmed via feasibility spike - its LLVM
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# JIT appears to emit a CPU instruction this ARM64/proot/Android setup
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# doesn't actually support, reproduced even with an empty project and no
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# script). softpipe is Mesa's older non-JIT (pure C) rasterizer - slower,
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# but doesn't hit this crash. Good enough for one-shot screenshots.
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#
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# Usage: bash tests/screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH] [key=value ...]
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# Example: bash tests/screenshot.sh res://world/Main.tscn /tmp/out.png 60 720x1280
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# bash tests/screenshot.sh res://surface/PlanetSurface.tscn /tmp/gas.png 90 720x1280 planet_definition_id=gas_giant
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#
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# Trailing key=value pairs are set on the GameState autoload before the
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# scene loads - see tests/_screenshot_tool.gd.
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#
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# The resolution matters for anything with UI in it: the game is authored
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# for a 720x1280 portrait viewport, so rendering at the default landscape
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# size stretches the layout and makes it useless for judging whether
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# controls fit. Pass 720x1280 when checking UI.
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set -e
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PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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GODOT_BIN="/root/Godot_v4.7.1-stable_linux.arm64"
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SCENE_PATH="${1:?usage: screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH]}"
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OUTPUT_PATH="${2:?usage: screenshot.sh <scene_res_path> <output_png_path> [wait_frames] [WxH]}"
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WAIT_FRAMES="${3:-60}"
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RESOLUTION="${4:-1280x720}"
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shift 4 2>/dev/null || shift $#
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STATE_ARGS=("$@")
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proot-distro login ubuntu -- bash -c "
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# Display :99 is dedicated to this helper. Clear both a live process left by
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# an interrupted capture and its lock/socket before claiming it again.
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pkill -x Xvfb >/dev/null 2>&1 || true
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rm -f /tmp/.X99-lock /tmp/.X11-unix/X99
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Xvfb :99 -screen 0 ${RESOLUTION}x24 &
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XVFB_PID=\$!
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trap 'kill \$XVFB_PID >/dev/null 2>&1 || true' EXIT
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sleep 2
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mkdir -p /tmp/xdgrt && chmod 700 /tmp/xdgrt
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cd '$PROJECT_DIR'
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DISPLAY=:99 XDG_RUNTIME_DIR=/tmp/xdgrt GALLIUM_DRIVER=softpipe '$GODOT_BIN' --audio-driver Dummy --rendering-driver opengl3 --rendering-method gl_compatibility --resolution '$RESOLUTION' -s res://tests/_screenshot_tool.gd -- '$SCENE_PATH' '$OUTPUT_PATH' '$WAIT_FRAMES' ${STATE_ARGS[*]}
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"
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