Files
Sylpheed/port/scripts/export_tree.gd
Sylpheed port agent 50be9578c5 recover: the F5/F6 port work from the deleted auto/port-p6-audio
A snapshot of the non-game files as of 0148cb8 ("port: F5/F6 hand-off --
one-minute human checks, and a refutation attempt that survived",
2026-09-04), the tip of auto/port-p6-audio. The branch was deleted from the
server on 2026-09-17 during the consolidation cleanup; issue #7 asks for
this work as a reviewable PR, so it is recovered here before the commits
are garbage collected.

Contents: the 84 files the branch changed relative to its fork point
b305aa4, which is this commit's parent. The tree is therefore 0148cb8's
tree with the 854 exported game assets left out -- export-probe/,
export-probe2/, three .wav renders of game audio and adv-v2-screenlog.tsv.
Game data stays out of git; the exporter regenerates those from the disc.
docs/port/DECISIONS.md still refers to them by name.

Not recovered: the branch's own 366 commits. Keeping them would make those
assets reachable again, so this is one snapshot instead. The original
commits stay unreferenced in the server's object store, and in this clone
under the local branch archive/port-p6-audio, until either is garbage
collected.

Refs #7. The OPTIONS work that issue #6 asks for is a subset of this
branch, also recovered as recover/options-menu.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-17 20:48:47 +02:00

257 lines
10 KiB
GDScript

# Locating and reading the open export tree.
#
# The Godot project NEVER reads a disc format (docs/MISSION.md §2). Everything
# it draws comes from `export/`, which is derived, gitignored and regenerated
# wholesale by `crates/sylpheed-export`. This class is the only place that knows
# where that tree is on disk.
class_name ExportTree
extends RefCounted
const FORMAT_SCREEN := "sylpheed.screen/3"
const FORMAT_MANIFEST := "sylpheed.manifest/1"
var root: String = ""
## The override tree, or "" when there is none. MODDING rule 4: a mod replaces a
## file by SHADOWING ITS PATH, so `mods/screens/title/main_menu.json` stands in
## for `<root>/screens/title/main_menu.json` and nothing under the derived tree
## is touched. That is what makes re-exporting always safe.
var mods: String = ""
## Relative paths a mod actually replaced this run, in the order they were first
## read. Recorded because MODDING says "did I break it?" is answered by disabling
## a mod -- which only works if a modded run does not look like an unmodded one.
var shadowed: Array[String] = []
var error: String = ""
# `SYLPHEED_EXPORT` wins, so a modder can point the game at their own tree
# without touching the project. Otherwise `<project>/../export`, which is the
# layout this repository has.
static func locate() -> ExportTree:
var t := ExportTree.new()
var env := OS.get_environment("SYLPHEED_EXPORT")
var candidate := env
if candidate == "":
candidate = ProjectSettings.globalize_path("res://").path_join("../export").simplify_path()
if not FileAccess.file_exists(candidate.path_join("manifest.json")):
t.error = "no manifest.json under %s -- run `sylpheed-export` first" % candidate
return t
t.root = candidate
# The override tree. `SYLPHEED_MODS` wins for the same reason
# `SYLPHEED_EXPORT` does; otherwise `data/mods/`, which is the directory
# MODDING.md's own layout diagram names and the one this repository ships.
#
# Absent is normal and silent: an unmodded run is the common case, and a
# warning about a directory nobody created would be noise.
var m := OS.get_environment("SYLPHEED_MODS")
if m == "":
m = ProjectSettings.globalize_path("res://").path_join("../data/mods").simplify_path()
if DirAccess.dir_exists_absolute(m):
t.mods = m
return t
## Where a relative path actually comes from: the mod tree if it has one, else
## the derived tree.
##
## Every read in this class goes through here, so a mod can replace a screen's
## JSON, a sprite, a cue, a music bed or a movie by dropping a file at the same
## relative path. There is deliberately no manifest of what a mod contains and no
## registration step -- the path IS the registration, which is the whole of
## MODDING rule 4.
##
## ⚠️ One tree, not a stack. Several mods layering over each other needs an
## order, and an order needs a rule nobody has asked for yet. Say so rather than
## invent one.
func resolve(rel: String) -> String:
if mods != "":
var over := mods.path_join(rel)
if FileAccess.file_exists(over):
if not shadowed.has(rel):
shadowed.append(rel)
# Announced the moment it happens, not summarised at startup.
# The first version printed a summary in `_ready`, before a
# single asset had been read, so it always said "nothing
# shadowed yet" -- a report that is structurally incapable of
# reporting anything is worse than none, because it looks like
# an answer.
print("mod: %s <- %s" % [rel, over])
return over
return root.path_join(rel)
## Mod files that were never used, listed at the end of a run.
##
## 🔴 A MISTYPED OVERRIDE WAS SILENT. `resolve` announces every shadow as it
## happens -- that half was already right, and its comment records why a startup
## summary was wrong. What nothing reported was the opposite: a file sitting in
## `data/mods/` whose path matches no asset. Measured: `sprites/title/main_menu/`
## is announced, `sprites/title/TYPO_menu/` produces **no output at all**. The
## modder sees the port load, run, and say nothing about the file that did
## nothing.
##
## That is MODDING rule 4's own failure mode -- base-and-overrides is only usable
## if an override that misses says so -- and it is the same shape as the
## checkers that passed on an empty input: **agreeable rather than wrong.** A
## port that cannot tell "your override is in effect" from "your override was
## never looked at" is unusable for the person the asset tree exists for.
##
## ⚠️ Reported at the END of a run, not at startup: resolution is lazy, so before
## the assets are read there is nothing to compare against. A run that quits
## early will list files a longer run would have used, and the wording says so
## rather than calling them errors.
func unused_mods() -> PackedStringArray:
var out: PackedStringArray = []
if mods == "":
return out
var stack: PackedStringArray = [""]
while not stack.is_empty():
var rel := stack[stack.size() - 1]
stack.remove_at(stack.size() - 1)
var dir := DirAccess.open(mods.path_join(rel))
if dir == null:
continue
dir.list_dir_begin()
var name := dir.get_next()
while name != "":
var child := rel.path_join(name) if rel != "" else name
if dir.current_is_dir():
stack.append(child)
elif not shadowed.has(child):
# 🔴 TWO DIFFERENT THINGS, and reporting them as one produced a
# permanent false positive on the mods directory's own README.
# A file whose path exists in `export/` was simply not read this
# run -- a `--menu` run touches one screen. A file whose path
# exists NOWHERE in the export can never shadow anything: that
# is the mistyped override, and it is the only one that is a
# defect. A report with a standing false positive becomes
# scenery, which is the failure this whole report exists to fix.
# ⚠️ And a THIRD category, excluded by extension with the rule
# stated rather than assumed: the export tree contains only
# `png`, `json`, `ogg`, `ogv` and `cmd` files -- checked, no
# `.md` anywhere -- so a `.md` in `data/mods` cannot shadow
# anything BY CONSTRUCTION and is documentation, not a failed
# override. Flagging a class that could never be an override is
# noise, and a report with a permanent false positive is one
# nobody reads. `data/mods/README.md` is the standing case.
var ext := child.get_extension().to_lower()
if ext in ["png", "json", "ogg", "ogv", "cmd"] \
and not FileAccess.file_exists(root.path_join(child)):
out.append(child)
name = dir.get_next()
dir.list_dir_end()
out.sort()
return out
# `authored/` sits beside `export/`, never inside it: it is hand-written and
# committed, and a re-export must not be able to touch it.
func authored(name: String) -> Variant:
var path := root.path_join("../authored").simplify_path().path_join(name)
var text := FileAccess.get_file_as_string(path)
if text == "":
error = "cannot read %s" % path
return null
return JSON.parse_string(text)
func read_json(rel: String) -> Variant:
var path := resolve(rel)
var text := FileAccess.get_file_as_string(path)
if text == "":
error = "cannot read %s" % path
return null
var parsed: Variant = JSON.parse_string(text)
if parsed == null:
error = "%s is not JSON" % path
return null
return parsed
func manifest() -> Dictionary:
var m: Variant = read_json("manifest.json")
if m == null:
return {}
if m.get("format") != FORMAT_MANIFEST:
error = "manifest.json is %s, this build reads %s" % [m.get("format"), FORMAT_MANIFEST]
return {}
return m
# Screens are addressed by their manifest name, not by a path, so the caller
# never has to know the archive's subdirectory.
func screen(name: String) -> Dictionary:
var m := manifest()
if m.is_empty():
return {}
for entry: Dictionary in m.get("screens", []):
if entry.get("name") == name:
var s: Variant = read_json(entry["file"])
if s == null:
return {}
if s.get("format") != FORMAT_SCREEN:
error = "%s is %s, this build reads %s" % [name, s.get("format"), FORMAT_SCREEN]
return {}
return s
error = "no screen named %s in manifest.json" % name
return {}
# A transcoded movie, addressed by manifest name. The port never reads WMV --
# the exporter emits Ogg Theora, which Godot plays natively (MISSION §2, §6).
func video(name: String) -> Dictionary:
for entry: Dictionary in manifest().get("videos", []):
if entry.get("name") == name:
var path := resolve(String(entry["file"]))
if not FileAccess.file_exists(path):
error = "manifest lists %s but %s is not there" % [name, path]
return {}
# `duration_s` and `fps` come with it so a run can report what it
# PRESENTED, not just how long it took. Godot's player drops frames
# to hold its schedule and drops most of them on this hardware, and
# elapsed seconds stay plausible while that happens.
return {
"path": path,
"command": entry.get("command", ""),
"duration_s": float(entry.get("duration_s", 0.0)),
"fps": float(entry.get("fps", 0.0)),
}
error = "no video named %s in manifest.json" % name
return {}
func screen_names() -> PackedStringArray:
var names := PackedStringArray()
for entry: Dictionary in manifest().get("screens", []):
names.append(entry["name"])
return names
# Textures live outside res://, so they are read as bytes and decoded at
# runtime rather than imported. Nearest-neighbour: the export is a 1:1 copy of
# the disc's own texels and several elements are drawn at 200 %, where a
# bilinear filter would invent detail the disc does not have.
func texture(rel: String) -> Texture2D:
var bytes := FileAccess.get_file_as_bytes(resolve(rel))
if bytes.is_empty():
error = "cannot read sprite %s" % rel
return null
var img := Image.new()
if img.load_png_from_buffer(bytes) != OK:
error = "%s is not a PNG" % rel
return null
return ImageTexture.create_from_image(img)
## One line naming what a mod replaced, or "" when nothing did.
##
## Printed by every run that loads a tree. A modded run that looked identical to
## an unmodded one in the log would make "disable the mod and see" the only
## debugging tool a modder has; this makes it the second one.
func mod_report() -> String:
if mods == "":
return ""
if shadowed.is_empty():
return "mods: %s is present; each file it replaces is logged as it is read" % mods
return "mods: %s -- %d file(s) shadowed: %s" % [mods, shadowed.size(), ", ".join(shadowed)]