feat(playable): 首个 Mac 联网内测版 STB-01 soak 工具与发布状态文档

- 新增 script/playable_soak.sh:先做 soak 配置/资源校验,无 --allow-gameplay
  只校验不启动客户端;N(>=10) 次独立正常退出运行 + 墙钟 soak,失败即停止后续
  运行并记 BLOCKED;写本批次 release-manifest.json 后聚合
- run_client_gate.sh:确认的故障代理对所有 suite 启动(共享场景的退出运行也经代理);
  soak 超时下限只约束 soak 客户端(validate_soak 增加 soak_client 参数)
- 新增本地 127.0.0.1 故障代理、RSS 采样/内存判定、窗口/指标/流程模块及其测试
- forest_mob_render_test 输出 PASS/FAIL 标记,供 rendering_batch_test.sh 识别
- 新增 docs/FIRST-MAC-PLAYABLE-STATUS.md:如实记录 PASS/BLOCKED、已知问题与环境需求
- .gitignore 排除本地场景配置、凭据文件与运行输出

离线回归:rendering_batch_test.sh failures=0,playable_gate_test.sh PASS,
node 夹具测试 PASS。未联网运行,未重建候选包。

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
This commit is contained in:
shenlei
2026-09-11 22:06:48 +09:00
co-authored by Claude Opus 5
parent 374d4165d8
commit f39a55fdd5
66 changed files with 9189 additions and 951 deletions
+220 -50
View File
@@ -1,17 +1,36 @@
extends SceneTree
## 鬼木林 / 赤鬼木林树怪的离线资源和 CPU/GPU 动作验收。
## 鬼木林 / 赤鬼木林树怪的离线资源和 CPU/GPU 动作验收FIRST-MAC-PLAYABLE §8.2
## 这不是服务器刷新证明;真实地图中的选中、战斗和掉落由 playable_live_test 承担。
##
## 每个 race × CPU/GPU × wait/run/attack/damage/dead,在动作起点/25%/50%/75%/末段取样:
## - 报告 requested_state / resolved_motion / fallback_reason,实际播放路径必须等于解析结果;
## - 资源确无动作时按旧客户端规则(GetMotionKey 失败 -> 保留当前动作)单独判定,
## 只允许移动循环动作走这条回退,并写进 report.fallbacks
## - 贴图实际加载、材质有 shader、包围盒有限;
## - 同一姿态 CPU/GPU 包围盒差 <= max(1cm, 高度0.5%)
## - 非 headless 时输出正面、侧面和每 race 动作 contact sheet,截图不能是纯背景。
## env: MT_RENDER_OUTPUT 输出目录;MT_FOREST_RACES 逗号分隔的 race 子集(调试用)。
const MobView = preload("res://ui/mob_view.gd")
const RACES := [2301, 2302, 2303, 2304, 2305, 2306, 2307, 2311, 2312, 2313, 2314, 2315]
const STATES := ["wait", "run", "attack", "damage", "dead"]
## 旧客户端 CActorInstance::Move -> SetLoopMotion(RUN/WALK):缺动作时直接返回保留当前循环。
const MOVE_STATES := ["run"]
const SAMPLES := [0.0, 0.25, 0.5, 0.75, 1.0]
const SIZE := 640
const THUMB := 128
const BACKGROUND := Color(0.08, 0.1, 0.14)
const TOLERANCE_FLOOR_M := 0.01
const TOLERANCE_HEIGHT_RATIO := 0.005
const MIN_FOREGROUND_RATIO := 0.002
var _output := ""
var _failures: Array[String] = []
var _fallbacks: Array[Dictionary] = []
var _pose_bounds := {}
var _results: Array[Dictionary] = []
var _races: Array = RACES
func _initialize() -> void:
call_deferred("run")
@@ -25,6 +44,11 @@ func run() -> void:
if _output.is_empty():
_output = ProjectSettings.globalize_path("res://../build/rendering/forest-mobs-%d" % Time.get_unix_time_from_system())
DirAccess.make_dir_recursive_absolute(_output)
var subset := OS.get_environment("MT_FOREST_RACES").strip_edges()
if not subset.is_empty():
_races = []
for part in subset.split(",", false):
_races.append(int(part))
root.size = Vector2i(SIZE, SIZE)
_build_lighting()
var cam := Camera3D.new()
@@ -34,80 +58,226 @@ func run() -> void:
cam.make_current()
for gpu in ["0", "1"]:
OS.set_environment("MTGODOT_GPUSKIN", gpu)
for race in RACES:
await _check_race(race, gpu, cam)
for race in _races:
await _check_race(int(race), gpu, cam)
OS.set_environment("MTGODOT_GPUSKIN", "0")
var report := {"passed": _failures.is_empty(), "failures": _failures, "races": RACES,
"states": STATES, "gpu_modes": ["0", "1"], "results": _results,
"assets": AssetRoot.path(), "viewport": str(root.size),
"headless": DisplayServer.get_name() == "headless",
var headless := DisplayServer.get_name() == "headless"
var report := {"passed": _failures.is_empty(), "failures": _failures, "races": _races,
"states": STATES, "gpu_modes": ["0", "1"], "sample_fractions": SAMPLES,
"tolerance_rule": "max(%.2fm, %.1f%% of posed height)" % [TOLERANCE_FLOOR_M, TOLERANCE_HEIGHT_RATIO * 100.0],
"fallback_rule": "reference CRaceData::GetMotionKey miss -> SetLoopMotion returns and the current loop keeps playing",
"fallbacks": _fallbacks, "results": _results,
"assets": AssetRoot.path(), "viewport": str(root.size), "headless": headless,
"screenshots": not headless,
"manual_review": "contact sheets and front/side views need one human sign-off; AABB bottom is not foot contact",
"scope": "offline tree-monster assembly; no server spawn or 40250 pixel parity"}
var file := FileAccess.open(_output.path_join("report.json"), FileAccess.WRITE)
if file:
file.store_string(JSON.stringify(report, "\t"))
file.close()
print("FOREST MOB RENDER: ", JSON.stringify({"passed": _failures.is_empty(), "failures": _failures.size(), "results": _results.size(), "output": _output}))
else:
_fail("cannot write report.json")
print("FOREST MOB RENDER: ", JSON.stringify({"passed": _failures.is_empty(), "failures": _failures.size(),
"fallbacks": _fallbacks.size(), "results": _results.size(), "output": _output}))
# Batch marker (rendering_batch_test.sh); the JSON line above keeps the details.
print("PASS: forest_mob_render_test (manual sign-off pending)" if _failures.is_empty() else "FAIL: forest_mob_render_test")
quit(0 if _failures.is_empty() else 1)
func _check_race(race: int, gpu: String, cam: Camera3D) -> void:
var tag := "race=%d GPU=%s" % [race, gpu]
var view := MobView.new()
view.name = "ForestMob_%d_%s" % [race, gpu]
root.add_child(view)
if not view.build(AssetRoot.path(), null, race):
_fail("race=%d GPU=%s build returned false" % [race, gpu])
_fail("%s build returned false" % tag)
view.queue_free()
await process_frame
return
var row := {"race": race, "gpu_skin": gpu == "1", "states": {}}
for state in STATES:
var requested := view.get_motion_path(state)
if requested.is_empty() or not FileAccess.file_exists(requested):
_fail("race=%d GPU=%s state=%s has no resolved .msa" % [race, gpu, state])
continue
# 交叉淡入只在 _process 里推进;取样要看动作本身的姿态,不看上一动作的残留混合。
if view.anim:
view.anim.set("blend_time", 0.0)
var row := {"race": race, "gpu_skin": gpu == "1", "directory": view._dir,
"materials": _material_report(view.model, tag), "states": {}, "views": {}, "contact_sheet": ""}
var shoot := DisplayServer.get_name() != "headless"
var sheet: Image = null
if shoot:
sheet = Image.create(THUMB * SAMPLES.size(), THUMB * STATES.size(), false, Image.FORMAT_RGBA8)
sheet.fill(BACKGROUND)
var frame := {}
for state_index in STATES.size():
var state: String = STATES[state_index]
var resolution: Dictionary = view.resolve_motion(state)
var before := String(view.anim.get("anim_path")) if view.anim else ""
view.set_anim_state(state)
if view.anim == null:
_fail("race=%d GPU=%s state=%s has no animation player" % [race, gpu, state])
_fail("%s state=%s has no animation player" % [tag, state])
continue
var entry := {"requested_state": state, "resolved_motion": String(resolution.motion),
"motion_path": String(resolution.path), "fallback_reason": String(resolution.fallback_reason),
"status": "PASS", "samples": []}
row.states[state] = entry
var actual := String(view.anim.get("anim_path"))
if String(resolution.path).is_empty():
if state in MOVE_STATES and resolution.fallback_reason == "reference_keep_current_motion" and actual == before and not before.is_empty():
entry.status = "REFERENCE_FALLBACK"
entry["kept_motion_path"] = actual
_fallbacks.append({"race": race, "gpu_skin": gpu == "1", "requested_state": state,
"kept_motion_path": actual, "fallback_reason": resolution.fallback_reason,
"needs_live_confirmation": "server movement of this race shows the kept loop while its position changes"})
else:
entry.status = "FAIL"
_fail("%s state=%s has no motion (%s; still playing %s)" % [tag, state, resolution.fallback_reason, actual])
continue
if not FileAccess.file_exists(String(resolution.path)):
entry.status = "FAIL"
_fail("%s state=%s resolved a missing file %s" % [tag, state, resolution.path])
continue
if actual != String(resolution.path):
entry.status = "FAIL"
_fail("%s state=%s resolved %s but played %s" % [tag, state, resolution.path, actual])
continue
if state == "dead" and bool(view.anim.get("loop")):
_fail("%s dead motion is looping" % tag)
view.anim.set_process(true)
await process_frame
var actual := String(view.anim.get("anim_path"))
if actual != requested:
_fail("race=%d GPU=%s state=%s resolved %s but played %s" % [race, gpu, state, requested, actual])
var duration := float(view.anim.call("get_duration")) if view.anim.has_method("get_duration") else 1.0
var fraction := 0.5
if state == "dead":
fraction = 0.95
view.anim.call("set_time", maxf(0.0, duration * fraction))
view.anim.set_process(false)
await process_frame
var bounds: AABB = view.model.call("get_visual_aabb")
if not bounds.position.is_finite() or not bounds.size.is_finite() or bounds.size.length() <= 0.0:
_fail("race=%d GPU=%s state=%s has invalid visual AABB" % [race, gpu, state])
_pose_bounds["%d/%s" % [race, state]] = bounds if gpu == "0" else _pose_bounds.get("%d/%s" % [race, state], AABB())
if gpu == "1":
var cpu_bounds: AABB = _pose_bounds.get("%d/%s" % [race, state], AABB())
var tolerance := maxf(0.01, maxf(cpu_bounds.size.length(), bounds.size.length()) * 0.005)
if cpu_bounds.size.length() <= 0.0 or cpu_bounds.position.distance_to(bounds.position) > tolerance or cpu_bounds.size.distance_to(bounds.size) > tolerance:
_fail("race=%d state=%s CPU/GPU AABB differs beyond %.4fm" % [race, state, tolerance])
var image_name := ""
if DisplayServer.get_name() != "headless":
var centre: Vector3 = view.model.global_transform * bounds.get_center()
var visual_size: float = bounds.size.length() * view.model.scale.length() / sqrt(3.0)
var distance: float = maxf(3.0, visual_size * 1.8)
cam.position = centre + Vector3(distance * 0.35, distance * 0.22, distance)
cam.look_at(centre, Vector3.UP)
await RenderingServer.frame_post_draw
image_name = "mob-%d-%s.png" % [race, state] if gpu == "1" else "mob-%d-%s-cpu.png" % [race, state]
if root.get_texture().get_image().save_png(_output.path_join(image_name)) != OK:
_fail("race=%d state=%s screenshot save failed" % [race, state])
row.states[state] = {"requested_motion": requested, "resolved_motion": actual,
"duration": duration, "sample_fraction": fraction,
"aabb_position": [bounds.position.x, bounds.position.y, bounds.position.z],
"aabb_size": [bounds.size.x, bounds.size.y, bounds.size.z], "screenshot": image_name}
var duration := float(view.anim.call("get_duration")) if view.anim.has_method("get_duration") else 0.0
entry["duration"] = duration
if duration <= 0.0:
entry.status = "FAIL"
_fail("%s state=%s has zero duration" % [tag, state])
continue
for sample_index in SAMPLES.size():
var fraction: float = SAMPLES[sample_index]
# 末段取最后一帧之前,避免非循环动作 set_time(duration) 被播放器夹回/结束。
var at := clampf(duration * fraction, 0.0, maxf(0.0, duration - 1.0 / 60.0))
view.anim.call("set_time", at)
await process_frame
var sample := _sample_pose(view, race, gpu, state, fraction, tag)
sample["time"] = at
entry.samples.append(sample)
if not bool(sample.valid):
entry.status = "FAIL"
if shoot:
if frame.is_empty():
frame = _frame_for(view)
var image := await _capture(cam, frame, Vector3(0.35, 0.22, 1.0))
if not _has_foreground(image):
entry.status = "FAIL"
_fail("%s state=%s sample=%.2f screenshot is empty" % [tag, state, fraction])
image.convert(Image.FORMAT_RGBA8)
image.resize(THUMB, THUMB, Image.INTERPOLATE_BILINEAR)
sheet.blit_rect(image, Rect2i(0, 0, THUMB, THUMB), Vector2i(sample_index * THUMB, state_index * THUMB))
if state == "wait" and is_equal_approx(fraction, 0.5):
for view_name in ["front", "side"]:
var direction := Vector3(0.0, 0.18, 1.0) if view_name == "front" else Vector3(1.0, 0.18, 0.0)
var shot := await _capture(cam, frame, direction)
var file_name := "mob-%d-%s-%s.png" % [race, view_name, "gpu" if gpu == "1" else "cpu"]
if not _has_foreground(shot) or shot.save_png(_output.path_join(file_name)) != OK:
_fail("%s %s view screenshot failed" % [tag, view_name])
row.views[view_name] = file_name
if shoot:
var sheet_name := "mob-%d-sheet-%s.png" % [race, "gpu" if gpu == "1" else "cpu"]
if not _has_foreground(sheet) or sheet.save_png(_output.path_join(sheet_name)) != OK:
_fail("%s contact sheet save failed" % tag)
row.contact_sheet = sheet_name
_results.append(row)
view.queue_free()
await process_frame
## 同一 race/state/fractionCPU 先记录,GPU 比较。容差 max(1cm, 高度0.5%),米制世界空间。
func _sample_pose(view: Node3D, race: int, gpu: String, state: String, fraction: float, tag: String) -> Dictionary:
var local: AABB = view.model.call("get_visual_aabb")
var bounds: AABB = view.model.global_transform * local
var out := {"fraction": fraction, "valid": true,
"aabb_position": [bounds.position.x, bounds.position.y, bounds.position.z],
"aabb_size": [bounds.size.x, bounds.size.y, bounds.size.z]}
if not bounds.position.is_finite() or not bounds.size.is_finite() or bounds.size.length() <= 0.0:
out.valid = false
_fail("%s state=%s sample=%.2f has invalid visual AABB" % [tag, state, fraction])
return out
var key := "%d/%s/%.2f" % [race, state, fraction]
if gpu == "0":
_pose_bounds[key] = bounds
return out
if not _pose_bounds.has(key):
out.valid = false
_fail("%s state=%s sample=%.2f has no CPU pose to compare" % [tag, state, fraction])
return out
var cpu: AABB = _pose_bounds[key]
var tolerance := maxf(TOLERANCE_FLOOR_M, maxf(cpu.size.y, bounds.size.y) * TOLERANCE_HEIGHT_RATIO)
var delta := maxf(cpu.position.distance_to(bounds.position), cpu.end.distance_to(bounds.end))
out["cpu_gpu_delta_m"] = delta
out["tolerance_m"] = tolerance
if delta > tolerance:
out.valid = false
_fail("%s state=%s sample=%.2f CPU/GPU AABB differs %.4fm > %.4fm" % [tag, state, fraction, delta, tolerance])
return out
## 贴图实际绑定到材质、材质有 shader。双面/混合按资源记录,不做统一强制。
func _material_report(model: Node, tag: String) -> Dictionary:
var surfaces := 0
var textured := 0
var two_sided := 0
var invalid := 0
for node in model.find_children("*", "MeshInstance3D", true, false):
var instance := node as MeshInstance3D
if instance.mesh == null:
continue
for surface in instance.mesh.get_surface_count():
surfaces += 1
var material := instance.get_active_material(surface)
var shader_material := material as ShaderMaterial
if shader_material != null:
if shader_material.shader == null:
invalid += 1
continue
if bool(shader_material.get_shader_parameter("use_texture")) and shader_material.get_shader_parameter("albedo_tex") != null:
textured += 1
if shader_material.shader.code.contains("cull_disabled"):
two_sided += 1
elif material is BaseMaterial3D:
if (material as BaseMaterial3D).get_texture(BaseMaterial3D.TEXTURE_ALBEDO) != null:
textured += 1
if (material as BaseMaterial3D).cull_mode == BaseMaterial3D.CULL_DISABLED:
two_sided += 1
else:
invalid += 1
if surfaces == 0:
_fail("%s model has no mesh surfaces" % tag)
if invalid > 0:
_fail("%s has %d surfaces without a valid material" % [tag, invalid])
if textured < surfaces:
_fail("%s only %d/%d surfaces have a loaded texture" % [tag, textured, surfaces])
return {"surfaces": surfaces, "textured": textured, "two_sided": two_sided, "invalid": invalid}
## 按首个采样姿态固定机位,同一 race 的所有截图可直接对比。
func _frame_for(view: Node3D) -> Dictionary:
var bounds: AABB = view.model.global_transform * (view.model.call("get_visual_aabb") as AABB)
var radius := maxf(0.5, bounds.size.length() * 0.5)
return {"centre": bounds.get_center(), "distance": maxf(3.0, radius * 3.6)}
func _capture(cam: Camera3D, frame: Dictionary, direction: Vector3) -> Image:
var centre: Vector3 = frame.centre
cam.position = centre + direction.normalized() * float(frame.distance)
cam.look_at(centre, Vector3.UP)
await RenderingServer.frame_post_draw
return root.get_texture().get_image()
func _has_foreground(image: Image) -> bool:
if image == null or image.is_empty():
return false
var hits := 0
var step := 4
var total := 0
for y in range(0, image.get_height(), step):
for x in range(0, image.get_width(), step):
total += 1
var c := image.get_pixel(x, y)
if absf(c.r - BACKGROUND.r) + absf(c.g - BACKGROUND.g) + absf(c.b - BACKGROUND.b) > 0.06:
hits += 1
return total > 0 and float(hits) / float(total) >= MIN_FOREGROUND_RATIO
func _build_lighting() -> void:
var sun := DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-42, 155, 0)
@@ -116,7 +286,7 @@ func _build_lighting() -> void:
var env := WorldEnvironment.new()
var settings := Environment.new()
settings.background_mode = Environment.BG_COLOR
settings.background_color = Color(0.08, 0.1, 0.14)
settings.background_color = BACKGROUND
settings.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
settings.ambient_light_color = Color(0.55, 0.58, 0.65)
settings.ambient_light_energy = 0.8