- 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
114 lines
4.6 KiB
GDScript
114 lines
4.6 KiB
GDScript
# mob_view_test —— 怪 / NPC 真模型(MobView)headless 自检。
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# godot --headless --path project --script mob_view_test.gd
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# 需要 Metin2Model 扩展 + Metin2 资产(AssetRoot.path());缺就跳过对应检查。
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extends SceneTree
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const MobView = preload("res://ui/mob_view.gd")
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const Audio = preload("res://audio.gd")
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var _fail := 0
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var _resolution_done := false
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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_run()
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if _fail == 0:
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print("PASS: mob_view_test")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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class FakeAnim:
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extends Node
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var anim_path := ""
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var loop := false
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# 纯解析:不需要扩展和资产。旧客户端 CRaceData::GetMotionKey 找不到动作时
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# SetLoopMotion/InterceptMotion 直接返回、保留当前动作;不能静默换成 WAIT。
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func _check_motion_resolution() -> void:
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var mv: Node3D = MobView.new()
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mv._dir = "res://__no_such_mob_dir__"
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mv._motions = {"WAIT": "wait.msa", "NORMAL_ATTACK": "attack.msa", "FRONT_DEAD": "dead.msa"}
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var dead: Dictionary = mv.resolve_motion("dead")
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_ck(dead.get("requested_state") == "dead" and dead.get("motion") == "FRONT_DEAD" \
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and dead.get("path") == "dead.msa" and dead.get("fallback_reason") == "", "dead -> FRONT_DEAD 无回退")
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var run: Dictionary = mv.resolve_motion("run")
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_ck(run.get("path") == "" and run.get("motion") == "" \
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and run.get("fallback_reason") == "reference_keep_current_motion", "缺 RUN/WALK -> 保留当前动作(%s)" % run)
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_ck(mv.get_motion_path("run") == "", "缺 RUN/WALK 时 get_motion_path 不返回 WAIT")
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mv._motions = {"WAIT": "wait.msa"}
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_ck(mv.get_motion_path("dead") == "", "缺死亡动作时不能解析成 WAIT")
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mv._motions = {"WAIT": "wait.msa", "WALK": "walk.msa"}
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var alias: Dictionary = mv.resolve_motion("run")
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_ck(alias.get("path") == "walk.msa" and alias.get("fallback_reason") == "client_alias:WALK", "run -> WALK 标注别名回退")
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mv._motions = {"WAIT": "wait.msa"}
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var anim := FakeAnim.new()
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mv.anim = anim
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mv.set_anim_state("wait")
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mv.set_anim_state("run")
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_ck(anim.anim_path == "wait.msa" and anim.loop, "缺 run 时保留当前 WAIT 播放")
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_ck(mv.last_motion_resolution().get("fallback_reason") == "reference_keep_current_motion", "记录最后一次解析的回退原因")
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mv.anim = null
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anim.free()
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mv.free()
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_resolution_done = true
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func _run() -> void:
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_check_motion_resolution()
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# 脚本运行时错误只会中止函数、不计失败;用哨兵保证整段断言都执行过。
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_ck(_resolution_done, "动作解析断言全部执行")
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if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2Proto"):
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print(" (skip: 扩展未注册)")
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return
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var assets := AssetRoot.path()
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if not DirAccess.dir_exists_absolute(assets.path_join("Monster")):
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print(" (skip: 无 Monster 资产)")
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return
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var proto: Object = ClassDB.instantiate("Metin2Proto")
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get_root().add_child(proto)
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var audio: Node = Audio.new()
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get_root().add_child(audio)
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audio.setup(assets)
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var mp := assets.path_join("locale/locale/en/mob_proto")
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if not FileAccess.file_exists(mp) or not proto.call("load_mob_proto", mp):
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print(" (skip: 无 mob_proto)")
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return
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# race 102 = Wolf -> assets/*/ymir work/monster/wolf/
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var mv: Node3D = MobView.new()
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get_root().add_child(mv)
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var ok: bool = mv.build(assets, proto, 102)
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_ck(ok, "MobView.build(102 = Wolf) 成功")
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if not ok:
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return
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mv.set_audio(audio)
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_ck(mv._dir.get_file() == "wolf", "解到 wolf 目录(%s)" % mv._dir)
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_ck(mv.model != null and mv.model.get_class() == "Metin2Model", "Metin2Model 建好")
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_ck(mv._motions.size() >= 3, "motlist.txt 解出 %d 个动作" % mv._motions.size())
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_ck(mv._motions.has("WAIT"), "有 WAIT 动作")
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mv.set_display_name("Wolf")
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_ck(mv.get_node_or_null("Label3D") != null and
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(mv.get_node("Label3D") as Label3D).text == "Wolf",
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"set_display_name -> nameplate")
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# 状态切换:run -> RUN / attack -> NORMAL_ATTACK(存在才断言路径变化)
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mv.set_anim_state("run")
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var s1: String = mv._state
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mv.set_anim_state("attack")
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_ck(mv._state == "attack" and s1 == "run", "set_anim_state 切换记录")
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_ck(mv._sound_instances.size() > 0, "MobView attack motion loads paired .mss instances")
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# 未知 race -> build 失败(返回 null 用占位)
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var mv2: Node3D = MobView.new()
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get_root().add_child(mv2)
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_ck(not mv2.build(assets, proto, 999999), "未知 race -> build 失败")
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# race 20009 = Old Man(NPC)——若有目录就该建成
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var mv3: Node3D = MobView.new()
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get_root().add_child(mv3)
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var npc_ok: bool = mv3.build(assets, proto, 20009)
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print(" NPC 20009 (Old Man) build = %s (%s)" % [npc_ok, mv3._dir])
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