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>
105 lines
4 KiB
Shell
105 lines
4 KiB
Shell
#!/data/data/com.termux/files/usr/bin/bash
|
|
# Runs the headless GDScript gameplay tests from Termux, via the Godot
|
|
# 4.7.1 Linux arm64 build installed inside the proot-distro Ubuntu container.
|
|
#
|
|
# bash tests/run_tests.sh # everything
|
|
# bash tests/run_tests.sh formation # only tests matching a substring
|
|
# JOBS=1 bash tests/run_tests.sh # serial, for debugging a hang
|
|
# VERBOSE=1 bash tests/run_tests.sh # print passing tests' output too
|
|
# IN_PLACE=1 bash tests/run_tests.sh # run from the project dir itself
|
|
#
|
|
# Three things make this fast, in descending order of how much they matter
|
|
# (measured, not guessed - see tests/_profile_startup.gd):
|
|
#
|
|
# 1. It runs from a COPY on Termux's own filesystem, not from the project
|
|
# directory. The project lives under ~/storage/shared, which is Android's
|
|
# FUSE bridge; read through proot on top of that, `load("res://world/Main.tscn")`
|
|
# alone took 8.5s per test, against ~2s from a native path. Nearly every
|
|
# test loads Main.tscn, and none of that time is gameplay. The copy is
|
|
# ~1.4s for the whole suite and its .godot import cache is kept between
|
|
# runs.
|
|
# 2. Tests run JOBS at a time. Each is its own Godot process - they call
|
|
# quit() and stamp on the GameState autoload, so they cannot share one -
|
|
# which makes the suite a pile of independent, single-core-bound jobs on
|
|
# an 8-core phone.
|
|
# 3. The whole run happens in ONE `proot-distro login`. Entering the
|
|
# container costs ~0.5s, which used to be paid once per test.
|
|
#
|
|
# Output is buffered per test and printed only for failures; six interleaved
|
|
# logs are unreadable.
|
|
|
|
set -uo pipefail
|
|
|
|
PROJECT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
|
|
|
|
# Worker count comes from FREE MEMORY, not core count. Each Godot instance is
|
|
# ~400MB and this phone shares its RAM with everything else running on it.
|
|
# Getting it wrong is bad in both directions:
|
|
# - too many and the kernel SIGKILLs the runner mid-suite (exit 137), which
|
|
# looks exactly like a hang
|
|
# - too many under swap pressure and every worker thrashes: the same suite
|
|
# measured 100-190s with memory free, and 888s while 9GB sat in swap
|
|
# One worker per ~900MB available, capped at 6, and forced to 1 once swap is
|
|
# more than half consumed - past that, parallelism costs more than it buys.
|
|
# Override with JOBS= when you know better.
|
|
_pick_jobs() {
|
|
local avail swap_total swap_free n
|
|
avail=$(awk '/MemAvailable/ {print int($2 / 1024)}' /proc/meminfo 2>/dev/null)
|
|
swap_total=$(awk '/SwapTotal/ {print $2}' /proc/meminfo 2>/dev/null)
|
|
swap_free=$(awk '/SwapFree/ {print $2}' /proc/meminfo 2>/dev/null)
|
|
if [[ -z "$avail" ]]; then
|
|
echo 2
|
|
return
|
|
fi
|
|
if [[ -n "$swap_total" ]] && (( swap_total > 0 )) \
|
|
&& (( (swap_total - swap_free) * 2 > swap_total )); then
|
|
echo 1
|
|
return
|
|
fi
|
|
n=$(( avail / 900 ))
|
|
(( n < 1 )) && n=1
|
|
(( n > 6 )) && n=6
|
|
echo "$n"
|
|
}
|
|
JOBS="${JOBS:-$(_pick_jobs)}"
|
|
VERBOSE="${VERBOSE:-0}"
|
|
IN_PLACE="${IN_PLACE:-0}"
|
|
WORK_DIR="${WORK_DIR:-$HOME/.cache/spaceship-tests}"
|
|
|
|
filter="${1:-}"
|
|
tests=()
|
|
for path in "$PROJECT_DIR"/tests/test_*.gd; do
|
|
name="$(basename "$path")"
|
|
if [[ -z "$filter" || "$name" == *"$filter"* ]]; then
|
|
tests+=("$name")
|
|
fi
|
|
done
|
|
|
|
if (( ${#tests[@]} == 0 )); then
|
|
echo "no tests match '$filter'"
|
|
exit 2
|
|
fi
|
|
|
|
start=$(date +%s)
|
|
|
|
run_dir="$PROJECT_DIR"
|
|
if [[ "$IN_PLACE" != "1" ]]; then
|
|
run_dir="$WORK_DIR"
|
|
mkdir -p "$run_dir"
|
|
# Clear last run's sources but keep .godot, so imports stay warm. Without
|
|
# the clear, a test deleted from the project would live on in the copy and
|
|
# keep being run.
|
|
find "$run_dir" -mindepth 1 -maxdepth 1 ! -name '.godot' -exec rm -rf {} +
|
|
# android/ and builds/ are export artefacts no test touches, and the .apk
|
|
# is 30MB of nothing useful here.
|
|
tar -C "$PROJECT_DIR" \
|
|
--exclude=./.godot --exclude=./android --exclude=./builds --exclude='*.apk' \
|
|
-cf - . 2>/dev/null | tar -C "$run_dir" -xf -
|
|
fi
|
|
|
|
proot-distro login ubuntu -- bash "$run_dir/tests/_run_inside.sh" \
|
|
"$run_dir" "$JOBS" "$VERBOSE" "${tests[@]}"
|
|
status=$?
|
|
|
|
echo "in $(( $(date +%s) - start ))s with JOBS=$JOBS"
|
|
exit $status
|