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
+21
View File
@@ -54,6 +54,27 @@ func run() -> void:
target.free()
game._on_local_motion_event_detailed({"type": 10, "effect": "full/path.mse", "sound": "", "pos": Vector3.ZERO})
check(registry.seen.size() == 1, "despawned target not replaced by caster")
game._on_skill_cast_started(1, 0)
game._on_local_motion_event_detailed({"type": 10, "effect": "full/path.mse", "sound": "", "pos": Vector3.ZERO})
check(registry.seen.size() == 1, "cast without a target spawns no target effect")
# A following effect whose target dies/despawns mid-life is freed, never left at a stale position.
var victim := Node3D.new()
root.add_child(victim)
var outside := Node3D.new()
var outside_anchor := Anchor.new()
check(not outside_anchor.configure(outside, Vector3.ZERO, true), "target outside the tree is rejected")
outside_anchor.free()
outside.free()
var follower := Node3D.new()
root.add_child(follower)
var follow_anchor := Anchor.new()
follower.add_child(follow_anchor)
check(follow_anchor.configure(victim, Vector3.ZERO, true), "follower configured")
var follower_ref: WeakRef = weakref(follower)
victim.free()
await process_frame
await process_frame
check(follower_ref.get_ref() == null, "follower freed after its target left the tree")
game.free()
effect.free()
await process_frame