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