Forgejo #11: buildings the player has placed now appear on the world map. They are placed freely in space rather than tied to a chunk, so they get their own pass in WorldMapContent._draw() rather than riding along with the chunk markers. Each type has its own shape and colour, mirroring Building.gd's constants so a marker reads as the same building you built. Forgejo #9: a planet with an extractor built on it now shows it, in both places you look at a planet - an amber derrick on its outline in space, and a matching badge on its world-map marker. The extractor lives on PlanetSurface.tscn, a scene you are not looking at from space, so an already-mined planet was otherwise indistinguishable from an untouched one until you landed on it. The positioning steps are factored out (building_markers(), chunk_has_extractor_badge(), extractor_derrick_tip()) so headless tests can assert on them - --headless has no GPU and draws no pixels, so there is nothing to check in _draw() itself. Both features were also rendered for real via tests/screenshot.sh and looked at. extractor_derrick_tip() exists because the first version of the "derrick is not buried inside the planet" check measured the furthest of all four derrick points, which passes a derrick pointing straight into the ground: the base corners sit a half-width off the rim vertex and clear the outline on their own. Mutation-testing caught it. screenshot.sh now clears a stale /tmp/.X99-lock. A run killed mid-screenshot leaves it behind and Xvfb then refuses :99, which resurfaces later as Godot's misleading "X11 Display is not available". Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
45 lines
2.2 KiB
Shell
45 lines
2.2 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]
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# Example: bash tests/screenshot.sh res://Main.tscn /tmp/out.png 60 720x1280
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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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proot-distro login ubuntu -- bash -c "
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# A killed run (or a session that ended mid-screenshot) leaves /tmp/.X99-lock
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# behind, and Xvfb then refuses to claim :99 - which surfaces much later and
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# far less obviously as Godot's 'X11 Display is not available'. Nothing else
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# uses :99 here, so a lock with no live Xvfb behind it is always stale.
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if ! pgrep -x Xvfb >/dev/null; then
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rm -f /tmp/.X99-lock /tmp/.X11-unix/X99
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fi
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Xvfb :99 -screen 0 ${RESOLUTION}x24 &
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XVFB_PID=\$!
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sleep 2
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mkdir -p /tmp/xdgrt && chmod 700 /tmp/xdgrt
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cd '$PROJECT_DIR'
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DISPLAY=:99 XDG_RUNTIME_DIR=/tmp/xdgrt GALLIUM_DRIVER=softpipe '$GODOT_BIN' --rendering-driver opengl3 --rendering-method gl_compatibility --resolution '$RESOLUTION' -s res://tests/_screenshot_tool.gd -- '$SCENE_PATH' '$OUTPUT_PATH' '$WAIT_FRAMES'
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kill \$XVFB_PID
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"
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