Implement playable Mac client and rendering validation

This commit is contained in:
shen
2026-09-11 14:58:22 +08:00
parent 1ab68bd06e
commit 374d4165d8
233 changed files with 6546 additions and 284 deletions
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.godot/
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# Particle shader lifetime reproducer
Independent Godot project: no game assets, autoloads, GDExtension, network,
EffectPlayer, or particles emitter. Eight short-lived ParticleProcessMaterials
cycle through three emission shapes. Weak references must all be dead before
exit; a RenderingServer synchronization also runs before quitting.
Export this project with the installed macOS template using `--export-release`
and `--export-debug` into separate directories under the repository's `build/`.
Run each exported executable and preserve both stdout and stderr until process
exit. A run is clean only if `ISOLATED_PARTICLE_EXIT alive=0` is present and no
shader/RID error follows. The success marker alone is not a clean-exit verdict.
2026-09-10, Godot 4.7.1 official, Apple M4/Metal:
- Release: zero surviving materials, three ParticlesShaderRD/Shader RID leaks.
- Debug: zero surviving materials, no shader/RID leak.
Logs: `build/rendering/particle-isolated-release.log` and
`build/rendering/particle-isolated-debug.log`. Path overrides (`--main-pack`,
external `--script`) are not supported by the installed release template;
export a standalone app instead. This project contains no copyrighted artwork
and may be used as a minimal upstream reproduction if separately authorized.
2026-09-11: an unmodified same-revision arm64 release build using
`debug_symbols=yes optimize=speed lto=none vulkan=no` exits cleanly in this
project and in two complete game package checks. Rebuild it with
`bash script/build_macos_release_engine.sh arm64` from the repository root.
This is a verified alternative build path, not proof of a specific compiler
bug or a source fix to the installed official template. Intel and Vulkan are
outside this result.
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[preset.0]
name="macOS"
platform="macOS"
runnable=true
export_filter="all_resources"
include_filter=""
exclude_filter=""
[preset.0.options]
application/bundle_identifier="org.metin2.particleprobe"
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extends Node
var refs: Array[WeakRef] = []
func _ready() -> void: call_deferred("run")
func run() -> void:
for i in 8: create_material(i)
for i in 10: await get_tree().process_frame
RenderingServer.force_sync()
var alive := 0
for reference in refs:
if reference.get_ref() != null: alive += 1
print("ISOLATED_PARTICLE_EXIT alive=", alive)
get_tree().quit(1 if alive else 0)
func create_material(index: int) -> void:
var material := ParticleProcessMaterial.new()
material.emission_shape = index % 3
material.get_rid()
refs.append(weakref(material))
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uid://b3vjaypwq6yx6
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[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://main.gd" id="1"]
[node name="Probe" type="Node"]
script = ExtResource("1")
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config_version=5
[application]
config/name="Particle lifetime isolation"
run/main_scene="res://main.tscn"
[display]
window/size/viewport_width=320
window/size/viewport_height=240
[rendering]
textures/vram_compression/import_etc2_astc=true