docs(port): the two steps a host needs that the container hides #67
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RUNNING.mdonfabi-Hyrican-PCfrom a clean checkout, to getexport/built so a human can judge P6. Both steps fail in a way that blames the wrong thing.1. Without a prior import, the port looks like it does not compile
godot --path porton a checkout that has never imported produces thirty parse errors naming half the project —ScreenView,MenuAudio,Gamepad,MenuFlow,ExportTreeall "not declared", each cascading into aCannot infer the type of …— and then hangs.It is one gitignored file:
port/.godot/global_script_class_cache.cfg, which Godot writes at import time and whichclass_nameresolution needs. Aftergodot --headless --path port --import, measured: zero errors, andmain_menuloads 16 elements, 16 in paint order, settling at t=56 (0.933 s).2. The exporter needs ffmpeg, and the documented image has none
It shells out to
ffmpeg/ffprobefor the movies and the audio.sylph-ci:localhas neither, so the documentedcargo runfails minutes in — after the screens are already written and it looks like it is working. The image issylph-ci:ffmpeg.Neither bites in the agent container: its image carries an imported tree and its own ffmpeg. That is exactly why neither was ever written down — the same shape this port keeps finding, something correct, documented and unexercised.
Also recorded
--headlesscannot--capture: Godot's dummy renderer never emitsframe_post_draw, so it would hang. The port already detects this and says so, and its message suggestsxvfb-run— which is not installed on every host, including this one. Worth knowing before someone follows the advice.Measured 2026-09-26 on
fabi-Hyrican-PCexport/sylpheed-export checksylpheed.screen/3What to look at
Pass: on a checkout with no
port/.godot, the two commands in §0 and §1 get you to a loadingmain_menu.Fail: either step still needs something the page does not say.
Docs only — no code changes.
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