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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@@ -8,7 +8,10 @@
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# ./script/live_smoke_test.sh --no-reconnect
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#
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# 账号和密码优先从环境变量读取;未提供时安全地交互输入,不写入脚本。
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# 服务器地址与客户端一样经 project/net/serverinfo.gd 解析,不在脚本里写死。
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# 不要在本脚本中启用 set -x。
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set -euo pipefail
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set +x
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SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
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REPO="$(cd "$SCRIPT_DIR/.." && pwd)"
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@@ -37,6 +40,7 @@ usage() {
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环境变量:
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MT_ACCOUNT / MT_PASSWORD 可预先提供账号密码,未提供时交互输入
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MT_CHAR_SLOT=N 指定角色槽位;不设置时自动选择第一个角色
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MT_GODOT 解析 serverinfo 用的 godot,默认 godot
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EOF
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}
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@@ -61,7 +65,8 @@ if [ -f "$CONFIG_FILE" ]; then
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fi
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if [ -z "${MT_ACCOUNT:-}" ]; then
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read -r -p "账号: " MT_ACCOUNT
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read -r -s -p "账号: " MT_ACCOUNT
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echo
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fi
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if [ -z "${MT_PASSWORD:-}" ]; then
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read -r -s -p "密码: " MT_PASSWORD
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@@ -85,9 +90,19 @@ if [ ! -x "$EXECUTABLE" ]; then
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fi
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echo "== check server ports =="
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for port in 11000 13002; do
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if ! nc -G 3 -z 192.168.21.203 "$port" >/dev/null 2>&1; then
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echo "服务器端口不可达:192.168.21.203:$port" >&2
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# 登录页默认 server 0 / 第一个频道;与 AppFlow 同一 ServerInfo 解析。
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ADDRESS_LINE="$("${MT_GODOT:-godot}" --headless --path project --script print_server_address.gd 2>/dev/null | grep '^SERVER_ADDRESS ' || true)"
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if [ -z "$ADDRESS_LINE" ]; then
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echo "无法从 serverinfo 解析服务器地址" >&2
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exit 2
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fi
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read -r AUTH_HOST AUTH_PORT GAME_HOST GAME_PORT <<<"$(node -e '
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const a = JSON.parse(process.argv[1].slice("SERVER_ADDRESS ".length));
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process.stdout.write([a.auth_host, a.auth_port, a.game_host, a.game_port].join(" "));
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' "$ADDRESS_LINE")"
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for endpoint in "$AUTH_HOST:$AUTH_PORT" "$GAME_HOST:$GAME_PORT"; do
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if ! nc -G 3 -z "${endpoint%:*}" "${endpoint##*:}" >/dev/null 2>&1; then
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echo "服务器端口不可达:$endpoint" >&2
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exit 3
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fi
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done
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@@ -111,7 +126,8 @@ echo "== run live smoke =="
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echo "log: $LOG"
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echo "report: $REPORT"
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set +e
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"$EXECUTABLE" 2>&1 | tee "$LOG"
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# 日志落盘前脱敏;PIPESTATUS[0] 仍是 APP 的真实退出码。
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env -u MT_ASSETS "$EXECUTABLE" 2>&1 | node script/redact_stream.mjs | tee "$LOG"
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APP_STATUS=${PIPESTATUS[0]}
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set -e
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@@ -140,6 +156,12 @@ if [ "$APP_STATUS" -ne 0 ]; then
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exit "$APP_STATUS"
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fi
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# 与 package_render_test.sh / validate_playable_report.mjs 相同的完整日志门禁。
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if grep -nE 'SCRIPT ERROR|Parse Error|^ERROR:|leaked at exit|shaders of type .* were never freed' "$LOG"; then
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echo "LIVE_SMOKE RESULT: FAIL (log exit gate)" >&2
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exit 1
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fi
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if [ "$REPORT_STATUS" != "PASS" ]; then
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echo "LIVE_SMOKE RESULT: FAIL (report status=$REPORT_STATUS)" >&2
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exit 1
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