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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@@ -1072,11 +1072,14 @@ func _on_dead(vid: int) -> void:
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var n: Node3D = _by_vid.get(vid, null)
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if n == null:
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return
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# 倒地 + 变灰(服务端随后会发 GC_CHARACTER_DEL 再真正移除)
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var t := create_tween()
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t.tween_property(n, "rotation:x", deg_to_rad(-80.0), 0.3)
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# CActorInstance::Die 只 InterceptOnceMotion(NAME_DEAD),不倾倒模型;
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# 只有没有动作的占位胶囊才用倒地作为唯一的死亡表现。
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if n.has_method("set_anim_state"):
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n.set_meta("dead", true)
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n.call("set_anim_state", "dead")
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else:
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var t := create_tween()
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t.tween_property(n, "rotation:x", deg_to_rad(-80.0), 0.3)
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# P6:飞行道具(GC_CREATE_FLY)—— 从 start 实体飞向 end 实体 / 坐标。原客户端在
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# GC_CREATE_FLY 之前可能只收到 FLY_TARGETING(target VID=0 时是坐标),所以这里也消费
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@@ -1284,17 +1287,22 @@ func _process(dt: float) -> void:
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var f := int(e.get("func", FUNC_WAIT))
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var moving := bool(e.get("moving", false))
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var walk_mode := int(e.get("walk_mode", 1))
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var dead := bool(e.get("dead", false))
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if f != int(n.get_meta("func", -1)) or moving != bool(n.get_meta("moving", false)) \
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or walk_mode != int(n.get_meta("walk_mode", -1)):
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or walk_mode != int(n.get_meta("walk_mode", -1)) or dead != bool(n.get_meta("dead", false)):
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n.set_meta("func", f)
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n.set_meta("moving", moving)
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n.set_meta("walk_mode", walk_mode)
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_apply_anim(n, f, moving, walk_mode)
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n.set_meta("dead", dead)
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_apply_anim(n, f, moving, walk_mode, dead)
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_update_hp_bars()
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func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := 1) -> void:
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func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := 1, dead := false) -> void:
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var state := "wait"
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if f == FUNC_MOVE or (f == FUNC_WAIT and moving):
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if dead:
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# CActorInstance::__SetMotion:IsDead() 时拒绝 DEAD/DAMAGE_FLYING 以外的动作。
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state = "dead"
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elif f == FUNC_MOVE or (f == FUNC_WAIT and moving):
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state = "walk" if walk_mode == 0 else "run"
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elif f == FUNC_ATTACK or f == FUNC_COMBO:
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state = "attack"
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