# Entry point. # # P1 shows one exported screen, statically, so that its pixels can be diffed # against `sylpheed-cli screen render` of the same build. The boot sequence # proper (splash -> intro -> title -> menu) is P3 and is not here. # # godot --path port -- --screen=main_menu # godot --path port -- --screen=main_menu --capture=/tmp/godot.png # godot --path port -- --screen=main_menu --time=0.5 --capture=/tmp/at-half.png # godot --path port -- --screen=main_menu --pose=rest --capture=/tmp/rest.png # godot --path port -- --boot # the whole boot sequence # godot --path port -- --boot --film=/tmp/boot # ...and a frame every 0.25 s # godot --path port -- --menu # P5: navigate the menus # godot --path port -- --menu=extras # ...starting somewhere else # godot --path port -- --boot --play # boot, then hand over to P5 # godot --path port -- --menu --script=down,down,accept,cancel --shots=/tmp/p5 # # `--menu` is the P5 mode: the d-pad moves the cursor, (A) opens, (B) goes back. # `--script` drives the SAME input path with synthetic events -- it does not call # the navigation functions directly, because then the artifact would prove # nothing about whether a human's press arrives. `--shots` writes one PNG per # scripted step, after the screen it produced has settled. # # `--time` is in SECONDS and freezes the timeline there; without it the screen # animates in real time from t=0. `--pose=rest` draws the export's declared # resting pose instead of the timeline -- what the reference renderer draws, so # that a renderer-vs-renderer diff compares like with like. # # The screen is drawn into a SubViewport sized to the export's own `design` # rectangle and shown through a container that scales it to the window. That is # the same separation the project settings already make -- design space is # fixed, the window is not -- and it makes `--capture` exact: the PNG is the # design rectangle itself, never the window, so it is directly comparable with # `screen render`'s composite with no cropping or rescaling. extends Node const DEFAULT_SCREEN := "main_menu" var view: ScreenView = null var viewport: SubViewport = null func _ready() -> void: var args := _args() for flag: String in ["capture", "film", "shots"]: if args.has(flag) and not _has_display(flag): get_tree().quit(4) return var export_tree := ExportTree.locate() if export_tree.root == "": push_error(export_tree.error) get_tree().quit(2) return _flow = export_tree.authored("flow.json") if _flow == null and (args.has("boot") or args.has("menu")): push_error(export_tree.error) get_tree().quit(2) return if args.has("boot"): for step: Dictionary in _flow["boot"]: _sequence.append(step) _film = args.get("film", "") _shots = args.get("shots", "") if args.has("script"): _script = args["script"].split(",", false) # P5. `--play` boots first and hands over on the title; `--menu` starts on a # screen directly, which is what makes an unattended run cheap -- it does not # sit through 137 s of intro to press a d-pad. _play = args.has("play") or args.has("menu") if _play: _menu = MenuFlow.new() if not _menu.configure(_flow): push_error(_menu.error) get_tree().quit(2) return var name: String = String(_sequence[0].get("screen", "")) if not _sequence.is_empty() \ else args.get("menu", args.get("screen", DEFAULT_SCREEN)) if name == "1": name = DEFAULT_SCREEN # bare `--menu` if name == "": name = DEFAULT_SCREEN # the sequence opens on a video; load something to size the viewport var screen: Dictionary = export_tree.screen(name) if screen.is_empty(): push_error(export_tree.error) print("screens in this export: ", ", ".join(export_tree.screen_names())) get_tree().quit(2) return var design: Array = screen.get("design", [1280, 720]) var container := SubViewportContainer.new() container.stretch = true container.set_anchors_preset(Control.PRESET_FULL_RECT) add_child(container) viewport = SubViewport.new() viewport.size = Vector2i(int(design[0]), int(design[1])) viewport.transparent_bg = false viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS container.add_child(viewport) view = ScreenView.new() # The export is a 1:1 copy of the disc's texels and elements are drawn at up # to 500 %. Nearest is also what the reference renderer does # (`ui_layout::blit` maps destination to source by integer division), so a # filter difference cannot masquerade as a placement difference in the diff. view.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST view.focused_id = args.get("focus", "") if args.get("pose", "") == "rest": view.pose_mode = ScreenView.Pose.REST # The keyframe unit is MEASURED, not on the disc, so it is authored and read # in exactly one place -- here. var timing: Variant = export_tree.authored("timing.json") if timing == null: push_error(export_tree.error) get_tree().quit(2) return view.units_per_second = float(timing["keyframe_units_per_second"]) # The one unknown duration per screen: the ramp into the final untimed # keyframe. Authored, because the disc has no time slot there. view.exit_ramp_units = float(timing["exit_ramp_units"]) viewport.add_child(view) if not view.load_screen(export_tree, name): push_error(export_tree.error) get_tree().quit(2) return # Not booting: `--menu` opens straight onto a screen, so the stack starts here. if _menu != null and _sequence.is_empty(): _menu_enter(name, true) var settle := view.settle_time() print("screen %s: %d elements, %d in paint order, design %dx%d, settles at t=%d (%.3f s)" % [ name, view.screen["elements"].size(), view.screen["paint_order"].size(), design[0], design[1], settle, settle / view.units_per_second]) if args.has("time"): _frozen = true view.time_units = float(args["time"]) * view.units_per_second view.queue_redraw() if _film != "": set_process(true) _film_capture() if args.has("capture"): await _capture(args["capture"]) get_tree().quit(0) var _frozen := false var _flow: Variant = null var _menu: MenuFlow = null var _play := false var _pending: Variant = null var _script: PackedStringArray = PackedStringArray() var _shots := "" var _script_started := false var _sequence: Array[Dictionary] = [] var _player: VideoStreamPlayer = null var _step := 0 var _film := "" var _film_frame := 0 var _film_next := 0.0 var _elapsed := 0.0 var _boot_done := false func _process(delta: float) -> void: if _frozen or view == null: return view.time_units += delta * view.units_per_second _elapsed += delta view.queue_redraw() if _player != null: return # A menu transition. This is checked BEFORE the boot sequence and outside # its emptiness guard: `--menu` has no sequence at all, and an earlier # version returned here, so the screen faded out and nothing ever arrived. if _pending != null: if view.time_units >= view.exit_time(): _menu_arrive() return if _sequence.is_empty(): return # A screen holds at `rest` until it has arrived, then plays itself out and # the next one begins. Nothing waits on a timer the disc does not carry: the # pacing is each group's own timeline (authored/flow.json, `dwell`). if view.holding and view.time_units >= view.settle_time(): # The LAST screen in the sequence keeps holding. A screen plays itself # out because something is taking its place; nothing is taking the # title's place here, and a boot that ends by fading to black is a boot # that looks like it crashed. P4 puts the intro video in front of the # title, and P5 gives the title somewhere to go. if _step + 1 < _sequence.size(): view.holding = false elif not _boot_done: _boot_done = true print("boot sequence complete after %.2f s, holding on %s" % [_elapsed, _sequence[_step]]) # P5 takes over here: the boot ends on the title and the title has # somewhere to go. Without `--play` the run still stops, because a # boot that ends by waiting for a key it will never get is worse # than one that exits. if _play: _menu_enter(String(_sequence[_step].get("screen", "")), true) elif _film == "": get_tree().quit(0) elif not view.holding and view.time_units >= view.exit_time(): _advance() func _advance() -> void: _step += 1 var next: Dictionary = _sequence[_step] if next.has("video"): _play_video(String(next["video"]), bool(next.get("skippable", false))) return var name := String(next["screen"]) print(" -> %s at %.2f s" % [name, _elapsed]) view.holding = true view.time_units = 0.0 if not view.load_screen(view.tree, name): push_error(view.tree.error) get_tree().quit(2) ## Play one transcoded movie, full-bleed over the screen. ## ## The port never reads WMV: the exporter transcoded this to Ogg Theora and ## recorded the exact ffmpeg command in the manifest (MISSION §6), so a modder ## who dislikes the quality re-runs one line. func _play_video(name: String, skippable: bool) -> void: var v := view.tree.video(name) if v.is_empty(): push_error(view.tree.error) get_tree().quit(2) return print(" -> video %s at %.2f s (%s)" % [name, _elapsed, v["path"]]) var stream := VideoStreamTheora.new() stream.file = v["path"] _player = VideoStreamPlayer.new() _player.stream = stream _player.expand = true _player.set_anchors_preset(Control.PRESET_FULL_RECT) # Into the SubViewport, not beside it. Everything this port draws composes in # the export's own 1280x720 design space; a player parented to the Boot node # renders to the window instead and is invisible to `--capture`, which reads # the SubViewport. That is not only a capture artefact -- it would also put # the movie outside the space every screen coordinate is expressed in. viewport.add_child(_player) _skippable = skippable # `play()` needs the node in the tree; calling it before that is an error # the engine reports and then ignores, which looks like a video that simply # never starts. await get_tree().process_frame _player.finished.connect(_video_finished) _player.play() var _skippable := false func _video_finished() -> void: print(" video ended at %.2f s" % _elapsed) _player.queue_free() _player = null _advance() func _unhandled_input(event: InputEvent) -> void: # HANDOFF Q9, measured: one (A) press skips a movie -- the title was reached # at 57 s against a 193 s baseline. if _player != null: if _skippable and (event.is_action_pressed("ui_accept") or event.is_action_pressed("ui_cancel")): print(" video skipped at %.2f s" % _elapsed) _player.stop() _video_finished() return if _menu == null or _menu.stack.is_empty(): return # AUTHORED, not measured: a press during a screen's fade-out is dropped. # `authored/flow.json` says why -- nobody has watched what the game does # here, and dropping invents less than queueing. if _pending != null: return var buttons: Array = view.screen.get("buttons", []) if event.is_action_pressed("ui_up"): _menu_move(-1, buttons) elif event.is_action_pressed("ui_down"): _menu_move(1, buttons) elif event.is_action_pressed("ui_left") or event.is_action_pressed("ui_right"): # MEASURED, HANDOFF Q5: left/right do nothing. Written out rather than # left unhandled so that "the game ignores it" and "we never wired it" # are different lines of code. pass elif event.is_action_pressed("ui_accept"): _menu_activate(_menu.accept(buttons)) elif event.is_action_pressed("ui_cancel"): _menu_activate(_menu.cancel()) func _menu_move(step: int, buttons: Array) -> void: if _menu.move(step, buttons): view.focused_id = _menu.focus() view.queue_redraw() print(" focus -> %s" % view.focused_id) ## Act on what the flow returned. A destination starts the screen playing itself ## out; the arrival happens in `_process` when the exit ramp is done, so the ## fade is the transition HANDOFF Q7 measured and not a cut. func _menu_activate(action: Dictionary) -> void: match String(action.get("kind", "none")): "enter": print(" (%s) -> %s" % [action.get("label", ""), action["goto"]]) _pending = action view.holding = false "blocked": # A real, measured destination that is not in this export. Say which # -- silence here would read as a dead button. print(" (%s) opens a screen this export does not carry: %s" % [action.get("label", ""), action.get("why", "")]) _: pass ## Enter a screen with the menu live. `fresh` seeds the stack rather than ## replacing the top, which is what a boot handover and `--menu` both want. func _menu_enter(name: String, fresh: bool) -> void: if name == "" or not _menu.known(name): push_warning("flow.json describes no screen named %s -- navigation stops here" % name) return if fresh: _menu.enter(name, view.screen.get("buttons", [])) view.focused_id = _menu.focus() view.queue_redraw() print(" menu on %s, focus %s" % [name, view.focused_id]) if not _script.is_empty() and not _script_started: _script_started = true _run_script() ## The moment a screen has finished fading out and the next one takes over. func _menu_arrive() -> void: var action: Dictionary = _pending _pending = null var name := String(action["goto"]) view.holding = true view.time_units = 0.0 if not view.load_screen(view.tree, name): push_error(view.tree.error) get_tree().quit(2) return var buttons: Array = view.screen.get("buttons", []) if action.get("pop", false): # MEASURED, HANDOFF Q5: (B) restores the focus you came from. _menu.pop() _menu.stack[_menu.stack.size() - 1]["focus"] = String(action["restore_focus"]) view.focused_id = _menu.focus() view.queue_redraw() print(" menu on %s, focus restored to %s" % [name, view.focused_id]) else: _menu_enter(name, true) ## Whether this process can produce a picture at all. ## ## MEASURED here, not assumed: under `--headless` Godot's dummy renderer never ## emits `RenderingServer.frame_post_draw`, so every `await` on it blocks ## forever. `godot-headless --path port -- --screen=main_menu --capture=…` ## therefore hung with NO OUTPUT until it was killed -- the same run with ## `--quit` prints and exits, which is how the difference was isolated. ## ## That is the worst shape a failure can take in an unattended loop: it does not ## fail, it waits, and a job that waits forever reads as a job still working. ## So the flags that need a frame refuse at STARTUP and say what to run instead, ## rather than dying somewhere in the middle of a filmstrip. func _has_display(flag: String) -> bool: if DisplayServer.get_name() != "headless": return true push_error(("--%s needs a drawn frame, and --headless never draws one: " + "Godot's dummy renderer does not emit frame_post_draw, so this would " + "hang rather than fail. Run it under Xvfb instead:\n" + " xvfb-run -a godot --path port -- …--%s=…") % [flag, flag]) return false func _capture(path: String) -> void: # Two frames: the first is the one this callback is still inside of. await RenderingServer.frame_post_draw await RenderingServer.frame_post_draw var img := viewport.get_texture().get_image() print("t = %.2f units (%.3f s), pose = %s" % [ view.time_units, view.time_units / view.units_per_second, "rest" if view.pose_mode == ScreenView.Pose.REST else "timeline"]) print("drew %d: %s" % [view.drawn.size(), ", ".join(view.drawn)]) if not view.skipped.is_empty(): print("not drawn %d: %s" % [view.skipped.size(), ", ".join(view.skipped)]) var err := img.save_png(path) if err != OK: push_error("cannot write %s (%d)" % [path, err]) return print("captured %dx%d -> %s" % [img.get_width(), img.get_height(), path]) ## A frame every 0.25 s for the whole run, so an unattended boot leaves a ## filmstrip behind rather than requiring someone to be watching it. func _film_capture() -> void: while true: await RenderingServer.frame_post_draw if _elapsed >= _film_next: var img := viewport.get_texture().get_image() img.save_png("%s_%03d.png" % [_film, _film_frame]) _film_frame += 1 _film_next += 0.25 # Godot passes everything after `--` through untouched; take `--key=value`. static func _args() -> Dictionary: var out := {} for arg in OS.get_cmdline_user_args(): if arg.begins_with("--") and arg.contains("="): var pair := arg.substr(2).split("=", true, 1) out[pair[0]] = pair[1] elif arg.begins_with("--"): out[arg.substr(2)] = "1" return out # ── The scripted walk ─────────────────────────────────────────────────────── # # `--script=down,down,accept,cancel` presses those buttons in order and, with # `--shots=`, leaves one PNG per step behind. This is the P5 artifact for an # unattended run. # # It sends synthetic events through `Input.parse_input_event`, so they arrive at # `_unhandled_input` exactly as a d-pad's would. Calling the navigation # functions directly would have been three lines shorter and would have proved # nothing: the thing most likely to be broken is the wiring between a press and # the cursor, and that is the part a direct call skips. const SCRIPT_ACTIONS := { "up": "ui_up", "down": "ui_down", "left": "ui_left", "right": "ui_right", "accept": "ui_accept", "a": "ui_accept", "cancel": "ui_cancel", "b": "ui_cancel", } ## How long a single step may take before the run is called stuck, in seconds. ## A screen that never settles would otherwise hang an unattended job forever; ## the title's own timeline is 4.5 s, so this is generous rather than tuned. const SCRIPT_STEP_TIMEOUT := 20.0 func _run_script() -> void: if not await _script_settled("start"): return await _shoot("00_start") for i in range(_script.size()): var token := _script[i].strip_edges().to_lower() if token == "wait": pass elif SCRIPT_ACTIONS.has(token): print("script[%d] %s" % [i + 1, token]) _press(String(SCRIPT_ACTIONS[token])) else: push_error("--script: no such step %s (have %s, wait)" % [token, ", ".join(SCRIPT_ACTIONS.keys())]) get_tree().quit(2) return # `Input.parse_input_event` is flushed with the frame, not on the call. # Without these two frames the settle check runs while the press has not # been delivered yet, decides nothing is moving, and photographs the # screen the press was about to leave. await get_tree().process_frame await get_tree().process_frame if not await _script_settled(token): return await _shoot("%02d_%s" % [i + 1, token]) print("script complete after %.2f s on %s, focus %s" % [_elapsed, _menu.current(), view.focused_id]) get_tree().quit(0) func _press(action: String) -> void: for down in [true, false]: var e := InputEventAction.new() e.action = action e.pressed = down Input.parse_input_event(e) ## Wait until nothing is moving: no transition pending, and the screen has ## reached its own hold. Shooting before that would photograph a fade. func _script_settled(what: String) -> bool: var deadline := _elapsed + SCRIPT_STEP_TIMEOUT while _pending != null or _player != null or not view.holding \ or view.time_units < view.settle_time(): if _elapsed > deadline: # Stop the run. Carrying on would write a whole filmstrip of the # screen that got stuck and call it a walk through the menus. push_error("--script: %s never settled within %.0f s -- stopping" % [what, SCRIPT_STEP_TIMEOUT]) get_tree().quit(3) return false await get_tree().process_frame # Only a run that is about to photograph the frame needs to wait for one to # be drawn. `--script` on its own is a navigation check and must still work # where nothing draws -- see `_has_display`. if _shots != "": await RenderingServer.frame_post_draw await RenderingServer.frame_post_draw return true func _shoot(label: String) -> void: if _shots == "": return var path := "%s_%s.png" % [_shots, label] var img := viewport.get_texture().get_image() # Write to a temp name and rename on completion: another agent probing a # file this is still writing gets a confident wrong number. var tmp := path + ".part" if img.save_png(tmp) != OK: push_error("cannot write %s" % tmp) return DirAccess.rename_absolute(tmp, path) print(" shot %s (%s, focus %s)" % [path, _menu.current(), view.focused_id])