Files
mtgodot-poc/project/effect_playback_test.gd
shenleiandClaude Opus 5 f39a55fdd5 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
2026-09-11 22:06:48 +09:00

130 lines
5.7 KiB
GDScript

extends SceneTree
const EffectPlayer = preload("res://fx/effect_player.gd")
const EffectRegistry = preload("res://fx/effect_registry.gd")
var failures := 0
func check(ok: bool, label: String) -> void:
if not ok:
failures += 1
printerr("FAIL: " + label)
func _init() -> void:
call_deferred("run")
func fixture():
var fx := EffectPlayer.new()
fx.build({"particles": [{"start_time": 0.2,
"emitter": {"CycleLength": 1.0, "CycleLoopEnable": 1}}],
"lights": [{"duration": 0.8, "diffuse": [1.0, 0.5, 0.2, 1.0]}]})
# A synthetic two-frame mesh isolates playback from MDE asset decoding.
var host := Node3D.new()
var mesh := MeshInstance3D.new()
mesh.material_override = StandardMaterial3D.new()
host.add_child(mesh)
fx.add_child(host)
fx._mesh_nodes.append(host)
fx._mesh_states.append({"node": host, "clock": 0.0, "start_time": 0.0,
"frame_delay": 0.5, "duration": 1.0, "children": [{"node": mesh,
"frames": [{"visibility": 1.0}, {"visibility": 0.5}],
"meshes": [ArrayMesh.new(), ArrayMesh.new()], "frame": -1}]})
root.add_child(fx)
fx.set_process(false) # Advance deterministically; SceneTree timers still run.
return fx
func run() -> void:
var fx = fixture()
var emitter: GPUParticles3D = fx._emitters[0]
check(not emitter.emitting, "build does not emit before play")
fx.play(true)
check(not emitter.emitting, "play respects delay immediately")
fx._process(0.25)
check(emitter.emitting, "particle starts on playback clock")
fx._process(0.35)
check(fx._mesh_states[0].children[0].frame == 1, "mesh reached second frame")
fx.stop()
fx._process(0.01)
check(not fx._lights[0].visible, "stopped light stays hidden")
check(not fx._mesh_nodes[0].visible, "stopped mesh stays hidden")
check(is_equal_approx(fx._light_states[0].clock, 0.6), "stop freezes CPU clock")
await create_timer(0.3).timeout
check(not emitter.emitting, "old delayed start cannot revive stopped emitter")
fx.play(false)
check(not emitter.one_shot, "normal replay restores source loop mode")
check(is_zero_approx(fx._mesh_states[0].clock), "mesh replay resets clock")
check(is_zero_approx(fx._light_states[0].clock), "light replay resets clock")
check(fx._mesh_states[0].children[0].frame == 0, "mesh replay restores first frame")
check(fx._lights[0].visible, "light replay restores visibility")
fx._process(0.1)
check(not emitter.emitting, "replay uses new start delay")
fx._process(0.1)
check(emitter.emitting, "replay starts at delay boundary")
# Old forced-one-shot cleanup must not delete a later persistent playback.
await create_timer(2.5).timeout
check(is_instance_valid(fx), "old auto-free cannot delete replay")
if is_instance_valid(fx):
fx.free()
var once = fixture()
once.play(true)
once._process(once._longest_life() + 0.6)
check(once.is_queued_for_deletion(), "current one-shot still cleans up")
if not once.is_queued_for_deletion():
once.free()
await process_frame
# Exercise the actual SceneTree process path, not just manual clock updates.
var live = fixture()
live.set_process(true)
live.play()
await create_timer(0.35).timeout
check(live._emitters[0].emitting, "SceneTree starts delayed emission")
live.stop()
var stopped_clock: float = live._particle_states[0].clock
await create_timer(0.1).timeout
check(not live._emitters[0].emitting and not live._lights[0].visible,
"SceneTree does not reactivate stopped effect")
check(is_equal_approx(live._particle_states[0].clock, stopped_clock),
"SceneTree leaves stopped clock unchanged")
live.free()
await registry_lifecycle()
print("effect_playback_test: failures=%d" % failures)
quit(1 if failures else 0)
# CBT-01 evidence: EffectRegistry reports the real spawn and tree-exit boundaries.
func registry_lifecycle() -> void:
var registry := EffectRegistry.new()
var spec := {"lights": [{"duration": 0.8, "diffuse": [1.0, 0.5, 0.2, 1.0]}]}
registry._path_cache["synthetic"] = "synthetic.mse"
registry._spec_cache["synthetic.mse"] = spec
var spawned: Array = []
var finished: Array = []
registry.fx_spawned.connect(func(effect: String, id: int, lifetime: int) -> void: spawned.append([effect, id, lifetime]))
registry.fx_finished.connect(func(effect: String, id: int, lifetime: int, elapsed: int, reason: String) -> void:
finished.append([effect, id, lifetime, elapsed, reason]))
var parent := Node3D.new()
root.add_child(parent)
var once := registry.spawn("synthetic", parent, true)
check(spawned.size() == 1 and spawned[0][0] == "synthetic" and spawned[0][2] == 1000,
"one-shot spawn reports its MSE-defined lifetime: %s" % [spawned])
check(finished.is_empty(), "spawn alone is not a finish")
await create_timer(1.8).timeout
check(not is_instance_valid(once), "one-shot effect left the tree on its own clock")
check(finished.size() == 1 and finished[0][1] == spawned[0][1] and finished[0][4] == "cleanup",
"tree exit reports the same id with reason cleanup: %s" % [finished])
if finished.size() == 1:
check(int(finished[0][3]) >= 1000 and int(finished[0][3]) <= 1000 + 1000,
"cleanup happened inside lifetime + 1s (elapsed %dms)" % int(finished[0][3]))
var looping := registry.spawn("synthetic", parent, false)
check(spawned.size() == 2 and spawned[1][2] == -1 and spawned[1][1] != spawned[0][1],
"looping spawn has a fresh id and no defined lifetime")
var early := registry.spawn("synthetic", parent, true)
parent.remove_child(early)
early.free()
check(finished.size() == 2 and finished[1][4] == "removed", "owner removal before cleanup reports reason removed")
parent.free()
check(finished.size() == 3 and finished[2][1] == spawned[1][1], "scene teardown closes the looping effect")
var orphan := Node3D.new()
check(registry.spawn("missing", orphan, true) == null and spawned.size() == 3,
"unresolvable effect emits no spawn event")
orphan.free()
await process_frame