- 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
65 lines
2.5 KiB
GDScript
65 lines
2.5 KiB
GDScript
extends SceneTree
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## CBT-01 技能矩阵检查:读取 test/playable/skill-cases.json(或 --matrix 指定的本地副本),
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## 按职业校验并输出可直接放入场景配置的 skill_cases。只读数据,不连网络、不读凭据。
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##
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## godot --headless --path project --script playable_skill_matrix.gd -- --job WARRIOR [--matrix PATH]
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##
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## stdout: 一行 "SKILL_MATRIX {json}"。exit 0 = READY,1 = 矩阵错误,2 = 存在未确认条目(BLOCKED)。
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const Config = preload("res://testing/playable_config.gd")
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const SkillTable = preload("res://ui/skill_table.gd")
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func _init() -> void:
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var args := OS.get_cmdline_user_args()
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var job := ""
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var matrix_path := ProjectSettings.globalize_path("res://").path_join("../test/playable/skill-cases.json").simplify_path()
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var i := 0
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while i < args.size():
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match args[i]:
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"--job":
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i += 1
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job = String(args[i]).to_upper() if i < args.size() else ""
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"--matrix":
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i += 1
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matrix_path = args[i] if i < args.size() else ""
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"--help":
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print("usage: playable_skill_matrix.gd -- --job WARRIOR|ASSASSIN|SURA|SHAMAN [--matrix PATH]")
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quit(0)
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return
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_:
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printerr("SKILL_MATRIX: unknown argument %s" % args[i])
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quit(1)
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return
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i += 1
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var result := check(matrix_path, job)
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print("SKILL_MATRIX " + JSON.stringify(result))
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quit({"READY": 0, "BLOCKED": 2}.get(result.status, 1))
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static func check(matrix_path: String, job: String) -> Dictionary:
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var out := {"status": "FAIL", "job": job, "errors": [], "blocked": [], "not_applicable": [], "skill_cases": []}
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var file := FileAccess.open(matrix_path, FileAccess.READ)
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if file == null:
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out.errors.append("skill matrix cannot be opened")
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return out
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var parsed: Variant = JSON.parse_string(file.get_as_text())
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if not (parsed is Dictionary):
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out.errors.append("skill matrix is not a JSON object")
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return out
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var table := SkillTable.new()
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var loaded := false
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for lang in ["en", "common"]:
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if table.load_file(AssetRoot.path().path_join("locale/locale/%s/skilldesc.txt" % lang)):
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loaded = true
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break
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var resolved := Config.skill_matrix_cases(parsed, job, table if loaded else null)
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out.errors = resolved.errors
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if not loaded:
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out.errors.append("skilldesc.txt is unavailable; skill ownership cannot be checked")
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out.blocked = resolved.blocked
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out.not_applicable = resolved.not_applicable
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out.skill_cases = resolved.cases
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if out.errors.is_empty():
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out.status = "BLOCKED" if not out.blocked.is_empty() else "READY"
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return out
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