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
+32 -2
View File
@@ -56,6 +56,9 @@ var arrow_count := -1 # 装备箭袋数量;-1 未知/无限,
var slot_cd_end := 0.0 # 该槽本地冷却结束时刻(Time.get_ticks_msec()/1000
var cur_sp := -1 # GetStatus(POINT_SP)-1 = 未知(不判 NOT_ENOUGH_SP
var cur_hp := -1 # GetStatus(POINT_HP)-1 = 未知(不判 NOT_ENOUGH_HP
var bow_distance := 0 # GetStatus(POINT_BOW_DISTANCE) —— __GetSkillTargetRange 加成
## vid -> 主角到目标的距离 cm(已含 IS_HUGE_RACE 200 修正);<0 = 未知。未注入则不判射程。
var target_distance := Callable()
func setup(m2client: Object, skill_table: RefCounted) -> void:
client = m2client
@@ -69,6 +72,24 @@ func _now() -> float:
func _ok(target_vid := 0) -> Dictionary:
return {"ok": true, "code": "OK", "target_vid": target_vid}
# __GetSkillTargetRange —— PythonPlayerSkill.cpp:390
func _skill_target_range(skill_id: int) -> int:
return int(table.target_range(skill_id)) + bow_distance * 100
# 射程外:不施法,交给调用方 __ReserveUseSkill(走近后再 __UseSkill)。
# charge = 参考端「蓄力技且未预约时先 __SendUseSkill(slot, 0)」。
func _out_of_range(skill_id: int, tvid: int) -> Dictionary:
var range_cm := _skill_target_range(skill_id)
if range_cm <= 0 or not target_distance.is_valid():
return {}
var distance := float(target_distance.call(tvid))
if distance < 0.0 or distance < float(range_cm):
return {}
var r := _no("RESERVED", tvid)
r["range_cm"] = range_cm
r["charge"] = bool(table.is_charge_skill(skill_id))
return r
func _no(code: String, target_vid := 0) -> Dictionary:
return {"ok": false, "code": code, "target_vid": target_vid}
@@ -358,8 +379,8 @@ func use_skill(skill_id: int, is_active := false) -> Dictionary:
return _resolve_target(skill_id)
# __UseSkill 里的目标分支(PythonPlayerSkill.cpp:520-650)。
# 距离 / __ReserveUseSkill / 扇形·圆形多目标 SendAddFlyTargetingPacket 归 §3.4/§3.9
# 这里只判目标「类型」是否合法并回传解析到的 vid
# 判目标「类型」是否合法并回传解析到的 vid;射程外回 RESERVED(带 range_cm / charge
# 由调用方 __ReserveUseSkill。扇形·圆形多目标 SendAddFlyTargetingPacket 归 §3.4/§3.9
func _resolve_target(skill_id: int) -> Dictionary:
var main_vid := _main_vid()
var tvid := 0
@@ -389,6 +410,11 @@ func _resolve_target(skill_id: int) -> Dictionary:
return _ok(main_vid)
# 非自己:结盟技打友方(不可攻击的 PC)合法;打敌人不合法
if _entity_kind(te) == 0 and not _is_attackable(te):
# PythonPlayerSkill.cpp:560:友方 PC 在射程外 -> __ReserveUseSkill(无蓄力预发)。
var far := _out_of_range(skill_id, tvid)
if not far.is_empty():
far["charge"] = false
return far
return _ok(tvid)
if table.can_use_for_me(skill_id):
return _ok(main_vid) # 目标非法 -> 回落自身
@@ -398,6 +424,10 @@ func _resolve_target(skill_id: int) -> Dictionary:
if bool(te.get("in_safe", false)):
return _no("CANNOT_ATTACK_ENEMY_IN_SAFE_AREA")
if _is_attackable(te):
# __ProcessEnemySkillTargetRangePythonPlayerSkill.cpp:395
var far := _out_of_range(skill_id, tvid)
if not far.is_empty():
return far
return _ok(tvid)
return _no("CANNOT_ATTACK")