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
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@@ -29,6 +29,10 @@ var _light_states: Array[Dictionary] = []
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var _bsphere_r := 0.0
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var _playing := false
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var _cleanup_remaining := -1.0
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## MSE-defined playback length of the last play(); -1 while looping (owner-bound).
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var defined_lifetime_ms := -1
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## Why the node left the tree: "cleanup" when its own playback clock freed it.
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var finish_reason := ""
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static var _glow_tex: Texture2D
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@@ -64,6 +68,7 @@ func _process(delta: float) -> void:
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if _cleanup_remaining >= 0.0:
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_cleanup_remaining -= maxf(delta, 0.0)
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if _cleanup_remaining <= 0.0:
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finish_reason = "cleanup"
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queue_free()
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func play(force_one_shot := false) -> void:
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@@ -71,6 +76,7 @@ func play(force_one_shot := false) -> void:
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# may start or delete an effect after stop/replay, or while it is paused.
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_playing = true
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_cleanup_remaining = maxf(_longest_life() + 0.5, 1.5) if (force_one_shot or one_shot) else -1.0
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defined_lifetime_ms = roundi(_longest_life() * 1000.0) if (force_one_shot or one_shot) else -1
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for state in _particle_states:
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state["clock"] = 0.0
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state["emission_stopped"] = false
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@@ -97,6 +103,7 @@ func stop() -> void:
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# Existing particles may finish their lifetime; mesh/light emission stops now.
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_playing = false
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_cleanup_remaining = -1.0
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defined_lifetime_ms = -1
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for e in _emitters:
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e.emitting = false
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for mesh in _mesh_nodes:
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