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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@@ -6,12 +6,21 @@
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# var pv := fxr.spawn_at("hit_spark", world, global_pos)
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extends RefCounted
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## Lifecycle boundaries of every effect this registry creates. lifetime_ms is the
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## MSE-defined length (-1 = looping, lives as long as its owner). fx_finished is
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## emitted when the node actually leaves the tree; reason "cleanup" means its own
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## playback clock freed it, "removed" means the owner/scene removed it earlier.
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signal fx_spawned(effect: String, fx_id: int, lifetime_ms: int)
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signal fx_finished(effect: String, fx_id: int, lifetime_ms: int, elapsed_ms: int, reason: String)
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const Mse = preload("res://fx/mse.gd")
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const EffectPlayer = preload("res://fx/effect_player.gd")
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var assets_root := ""
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var _path_cache := {} # name -> abs .mse path ("" = not found)
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var _spec_cache := {} # abs path -> parsed spec
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# Process-wide so ids stay unique when GameScene rebuilds its registry.
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static var _next_fx_id := 0
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func setup(assets: String) -> void:
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assets_root = assets
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@@ -89,8 +98,23 @@ func spawn(name: String, parent: Node3D, one_shot := true) -> Node3D:
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fx.build(s, assets_root)
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parent.add_child(fx)
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fx.play(one_shot)
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_track(fx, name)
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return fx
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func _track(fx: Node3D, name: String) -> void:
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_next_fx_id += 1
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var fx_id := _next_fx_id
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var lifetime_ms: int = fx.defined_lifetime_ms
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fx.tree_exiting.connect(_on_fx_exiting.bind(fx, name, fx_id, lifetime_ms, Time.get_ticks_msec()),
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CONNECT_ONE_SHOT)
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fx_spawned.emit(name, fx_id, lifetime_ms)
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func _on_fx_exiting(fx: Node3D, name: String, fx_id: int, lifetime_ms: int, spawned_ms: int) -> void:
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var reason := "removed"
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if is_instance_valid(fx) and not String(fx.finish_reason).is_empty():
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reason = fx.finish_reason
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fx_finished.emit(name, fx_id, lifetime_ms, Time.get_ticks_msec() - spawned_ms, reason)
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# 在世界某点播一次性
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func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot := true) -> Node3D:
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var fx := spawn(name, world_parent, one_shot)
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