- 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
295 lines
13 KiB
GDScript
295 lines
13 KiB
GDScript
extends SceneTree
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## 鬼木林 / 赤鬼木林树怪的离线资源和 CPU/GPU 动作验收(FIRST-MAC-PLAYABLE §8.2)。
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## 这不是服务器刷新证明;真实地图中的选中、战斗和掉落由 playable_live_test 承担。
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##
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## 每个 race × CPU/GPU × wait/run/attack/damage/dead,在动作起点/25%/50%/75%/末段取样:
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## - 报告 requested_state / resolved_motion / fallback_reason,实际播放路径必须等于解析结果;
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## - 资源确无动作时按旧客户端规则(GetMotionKey 失败 -> 保留当前动作)单独判定,
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## 只允许移动循环动作走这条回退,并写进 report.fallbacks;
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## - 贴图实际加载、材质有 shader、包围盒有限;
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## - 同一姿态 CPU/GPU 包围盒差 <= max(1cm, 高度0.5%);
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## - 非 headless 时输出正面、侧面和每 race 动作 contact sheet,截图不能是纯背景。
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## env: MT_RENDER_OUTPUT 输出目录;MT_FOREST_RACES 逗号分隔的 race 子集(调试用)。
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const MobView = preload("res://ui/mob_view.gd")
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const RACES := [2301, 2302, 2303, 2304, 2305, 2306, 2307, 2311, 2312, 2313, 2314, 2315]
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const STATES := ["wait", "run", "attack", "damage", "dead"]
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## 旧客户端 CActorInstance::Move -> SetLoopMotion(RUN/WALK):缺动作时直接返回保留当前循环。
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const MOVE_STATES := ["run"]
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const SAMPLES := [0.0, 0.25, 0.5, 0.75, 1.0]
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const SIZE := 640
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const THUMB := 128
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const BACKGROUND := Color(0.08, 0.1, 0.14)
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const TOLERANCE_FLOOR_M := 0.01
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const TOLERANCE_HEIGHT_RATIO := 0.005
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const MIN_FOREGROUND_RATIO := 0.002
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var _output := ""
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var _failures: Array[String] = []
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var _fallbacks: Array[Dictionary] = []
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var _pose_bounds := {}
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var _results: Array[Dictionary] = []
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var _races: Array = RACES
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func _initialize() -> void:
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call_deferred("run")
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func _fail(message: String) -> void:
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_failures.append(message)
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printerr("FOREST MOB FAIL: " + message)
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func run() -> void:
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_output = OS.get_environment("MT_RENDER_OUTPUT")
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if _output.is_empty():
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_output = ProjectSettings.globalize_path("res://../build/rendering/forest-mobs-%d" % Time.get_unix_time_from_system())
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DirAccess.make_dir_recursive_absolute(_output)
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var subset := OS.get_environment("MT_FOREST_RACES").strip_edges()
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if not subset.is_empty():
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_races = []
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for part in subset.split(",", false):
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_races.append(int(part))
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root.size = Vector2i(SIZE, SIZE)
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_build_lighting()
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var cam := Camera3D.new()
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cam.fov = 38.0
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cam.near = 0.02
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root.add_child(cam)
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cam.make_current()
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for gpu in ["0", "1"]:
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OS.set_environment("MTGODOT_GPUSKIN", gpu)
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for race in _races:
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await _check_race(int(race), gpu, cam)
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OS.set_environment("MTGODOT_GPUSKIN", "0")
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var headless := DisplayServer.get_name() == "headless"
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var report := {"passed": _failures.is_empty(), "failures": _failures, "races": _races,
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"states": STATES, "gpu_modes": ["0", "1"], "sample_fractions": SAMPLES,
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"tolerance_rule": "max(%.2fm, %.1f%% of posed height)" % [TOLERANCE_FLOOR_M, TOLERANCE_HEIGHT_RATIO * 100.0],
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"fallback_rule": "reference CRaceData::GetMotionKey miss -> SetLoopMotion returns and the current loop keeps playing",
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"fallbacks": _fallbacks, "results": _results,
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"assets": AssetRoot.path(), "viewport": str(root.size), "headless": headless,
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"screenshots": not headless,
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"manual_review": "contact sheets and front/side views need one human sign-off; AABB bottom is not foot contact",
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"scope": "offline tree-monster assembly; no server spawn or 40250 pixel parity"}
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var file := FileAccess.open(_output.path_join("report.json"), FileAccess.WRITE)
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if file:
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file.store_string(JSON.stringify(report, "\t"))
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file.close()
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else:
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_fail("cannot write report.json")
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print("FOREST MOB RENDER: ", JSON.stringify({"passed": _failures.is_empty(), "failures": _failures.size(),
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"fallbacks": _fallbacks.size(), "results": _results.size(), "output": _output}))
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# Batch marker (rendering_batch_test.sh); the JSON line above keeps the details.
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print("PASS: forest_mob_render_test (manual sign-off pending)" if _failures.is_empty() else "FAIL: forest_mob_render_test")
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quit(0 if _failures.is_empty() else 1)
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func _check_race(race: int, gpu: String, cam: Camera3D) -> void:
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var tag := "race=%d GPU=%s" % [race, gpu]
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var view := MobView.new()
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view.name = "ForestMob_%d_%s" % [race, gpu]
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root.add_child(view)
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if not view.build(AssetRoot.path(), null, race):
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_fail("%s build returned false" % tag)
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view.queue_free()
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await process_frame
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return
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# 交叉淡入只在 _process 里推进;取样要看动作本身的姿态,不看上一动作的残留混合。
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if view.anim:
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view.anim.set("blend_time", 0.0)
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var row := {"race": race, "gpu_skin": gpu == "1", "directory": view._dir,
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"materials": _material_report(view.model, tag), "states": {}, "views": {}, "contact_sheet": ""}
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var shoot := DisplayServer.get_name() != "headless"
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var sheet: Image = null
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if shoot:
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sheet = Image.create(THUMB * SAMPLES.size(), THUMB * STATES.size(), false, Image.FORMAT_RGBA8)
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sheet.fill(BACKGROUND)
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var frame := {}
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for state_index in STATES.size():
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var state: String = STATES[state_index]
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var resolution: Dictionary = view.resolve_motion(state)
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var before := String(view.anim.get("anim_path")) if view.anim else ""
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view.set_anim_state(state)
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if view.anim == null:
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_fail("%s state=%s has no animation player" % [tag, state])
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continue
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var entry := {"requested_state": state, "resolved_motion": String(resolution.motion),
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"motion_path": String(resolution.path), "fallback_reason": String(resolution.fallback_reason),
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"status": "PASS", "samples": []}
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row.states[state] = entry
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var actual := String(view.anim.get("anim_path"))
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if String(resolution.path).is_empty():
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if state in MOVE_STATES and resolution.fallback_reason == "reference_keep_current_motion" and actual == before and not before.is_empty():
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entry.status = "REFERENCE_FALLBACK"
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entry["kept_motion_path"] = actual
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_fallbacks.append({"race": race, "gpu_skin": gpu == "1", "requested_state": state,
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"kept_motion_path": actual, "fallback_reason": resolution.fallback_reason,
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"needs_live_confirmation": "server movement of this race shows the kept loop while its position changes"})
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else:
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entry.status = "FAIL"
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_fail("%s state=%s has no motion (%s; still playing %s)" % [tag, state, resolution.fallback_reason, actual])
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continue
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if not FileAccess.file_exists(String(resolution.path)):
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entry.status = "FAIL"
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_fail("%s state=%s resolved a missing file %s" % [tag, state, resolution.path])
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continue
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if actual != String(resolution.path):
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entry.status = "FAIL"
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_fail("%s state=%s resolved %s but played %s" % [tag, state, resolution.path, actual])
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continue
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if state == "dead" and bool(view.anim.get("loop")):
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_fail("%s dead motion is looping" % tag)
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view.anim.set_process(true)
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await process_frame
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view.anim.set_process(false)
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var duration := float(view.anim.call("get_duration")) if view.anim.has_method("get_duration") else 0.0
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entry["duration"] = duration
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if duration <= 0.0:
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entry.status = "FAIL"
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_fail("%s state=%s has zero duration" % [tag, state])
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continue
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for sample_index in SAMPLES.size():
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var fraction: float = SAMPLES[sample_index]
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# 末段取最后一帧之前,避免非循环动作 set_time(duration) 被播放器夹回/结束。
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var at := clampf(duration * fraction, 0.0, maxf(0.0, duration - 1.0 / 60.0))
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view.anim.call("set_time", at)
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await process_frame
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var sample := _sample_pose(view, race, gpu, state, fraction, tag)
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sample["time"] = at
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entry.samples.append(sample)
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if not bool(sample.valid):
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entry.status = "FAIL"
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if shoot:
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if frame.is_empty():
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frame = _frame_for(view)
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var image := await _capture(cam, frame, Vector3(0.35, 0.22, 1.0))
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if not _has_foreground(image):
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entry.status = "FAIL"
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_fail("%s state=%s sample=%.2f screenshot is empty" % [tag, state, fraction])
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image.convert(Image.FORMAT_RGBA8)
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image.resize(THUMB, THUMB, Image.INTERPOLATE_BILINEAR)
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sheet.blit_rect(image, Rect2i(0, 0, THUMB, THUMB), Vector2i(sample_index * THUMB, state_index * THUMB))
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if state == "wait" and is_equal_approx(fraction, 0.5):
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for view_name in ["front", "side"]:
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var direction := Vector3(0.0, 0.18, 1.0) if view_name == "front" else Vector3(1.0, 0.18, 0.0)
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var shot := await _capture(cam, frame, direction)
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var file_name := "mob-%d-%s-%s.png" % [race, view_name, "gpu" if gpu == "1" else "cpu"]
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if not _has_foreground(shot) or shot.save_png(_output.path_join(file_name)) != OK:
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_fail("%s %s view screenshot failed" % [tag, view_name])
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row.views[view_name] = file_name
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if shoot:
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var sheet_name := "mob-%d-sheet-%s.png" % [race, "gpu" if gpu == "1" else "cpu"]
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if not _has_foreground(sheet) or sheet.save_png(_output.path_join(sheet_name)) != OK:
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_fail("%s contact sheet save failed" % tag)
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row.contact_sheet = sheet_name
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_results.append(row)
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view.queue_free()
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await process_frame
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## 同一 race/state/fraction:CPU 先记录,GPU 比较。容差 max(1cm, 高度0.5%),米制世界空间。
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func _sample_pose(view: Node3D, race: int, gpu: String, state: String, fraction: float, tag: String) -> Dictionary:
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var local: AABB = view.model.call("get_visual_aabb")
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var bounds: AABB = view.model.global_transform * local
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var out := {"fraction": fraction, "valid": true,
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"aabb_position": [bounds.position.x, bounds.position.y, bounds.position.z],
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"aabb_size": [bounds.size.x, bounds.size.y, bounds.size.z]}
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if not bounds.position.is_finite() or not bounds.size.is_finite() or bounds.size.length() <= 0.0:
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out.valid = false
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_fail("%s state=%s sample=%.2f has invalid visual AABB" % [tag, state, fraction])
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return out
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var key := "%d/%s/%.2f" % [race, state, fraction]
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if gpu == "0":
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_pose_bounds[key] = bounds
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return out
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if not _pose_bounds.has(key):
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out.valid = false
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_fail("%s state=%s sample=%.2f has no CPU pose to compare" % [tag, state, fraction])
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return out
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var cpu: AABB = _pose_bounds[key]
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var tolerance := maxf(TOLERANCE_FLOOR_M, maxf(cpu.size.y, bounds.size.y) * TOLERANCE_HEIGHT_RATIO)
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var delta := maxf(cpu.position.distance_to(bounds.position), cpu.end.distance_to(bounds.end))
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out["cpu_gpu_delta_m"] = delta
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out["tolerance_m"] = tolerance
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if delta > tolerance:
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out.valid = false
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_fail("%s state=%s sample=%.2f CPU/GPU AABB differs %.4fm > %.4fm" % [tag, state, fraction, delta, tolerance])
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return out
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## 贴图实际绑定到材质、材质有 shader。双面/混合按资源记录,不做统一强制。
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func _material_report(model: Node, tag: String) -> Dictionary:
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var surfaces := 0
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var textured := 0
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var two_sided := 0
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var invalid := 0
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for node in model.find_children("*", "MeshInstance3D", true, false):
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var instance := node as MeshInstance3D
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if instance.mesh == null:
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continue
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for surface in instance.mesh.get_surface_count():
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surfaces += 1
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var material := instance.get_active_material(surface)
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var shader_material := material as ShaderMaterial
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if shader_material != null:
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if shader_material.shader == null:
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invalid += 1
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continue
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if bool(shader_material.get_shader_parameter("use_texture")) and shader_material.get_shader_parameter("albedo_tex") != null:
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textured += 1
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if shader_material.shader.code.contains("cull_disabled"):
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two_sided += 1
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elif material is BaseMaterial3D:
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if (material as BaseMaterial3D).get_texture(BaseMaterial3D.TEXTURE_ALBEDO) != null:
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textured += 1
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if (material as BaseMaterial3D).cull_mode == BaseMaterial3D.CULL_DISABLED:
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two_sided += 1
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else:
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invalid += 1
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if surfaces == 0:
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_fail("%s model has no mesh surfaces" % tag)
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if invalid > 0:
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_fail("%s has %d surfaces without a valid material" % [tag, invalid])
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if textured < surfaces:
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_fail("%s only %d/%d surfaces have a loaded texture" % [tag, textured, surfaces])
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return {"surfaces": surfaces, "textured": textured, "two_sided": two_sided, "invalid": invalid}
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## 按首个采样姿态固定机位,同一 race 的所有截图可直接对比。
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func _frame_for(view: Node3D) -> Dictionary:
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var bounds: AABB = view.model.global_transform * (view.model.call("get_visual_aabb") as AABB)
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var radius := maxf(0.5, bounds.size.length() * 0.5)
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return {"centre": bounds.get_center(), "distance": maxf(3.0, radius * 3.6)}
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func _capture(cam: Camera3D, frame: Dictionary, direction: Vector3) -> Image:
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var centre: Vector3 = frame.centre
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cam.position = centre + direction.normalized() * float(frame.distance)
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cam.look_at(centre, Vector3.UP)
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await RenderingServer.frame_post_draw
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return root.get_texture().get_image()
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func _has_foreground(image: Image) -> bool:
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if image == null or image.is_empty():
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return false
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var hits := 0
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var step := 4
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var total := 0
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for y in range(0, image.get_height(), step):
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for x in range(0, image.get_width(), step):
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total += 1
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var c := image.get_pixel(x, y)
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if absf(c.r - BACKGROUND.r) + absf(c.g - BACKGROUND.g) + absf(c.b - BACKGROUND.b) > 0.06:
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hits += 1
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return total > 0 and float(hits) / float(total) >= MIN_FOREGROUND_RATIO
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func _build_lighting() -> void:
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var sun := DirectionalLight3D.new()
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sun.rotation_degrees = Vector3(-42, 155, 0)
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sun.light_energy = 1.1
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root.add_child(sun)
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var env := WorldEnvironment.new()
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var settings := Environment.new()
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settings.background_mode = Environment.BG_COLOR
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settings.background_color = BACKGROUND
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settings.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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settings.ambient_light_color = Color(0.55, 0.58, 0.65)
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settings.ambient_light_energy = 0.8
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env.environment = settings
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root.add_child(env)
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