Files
Sylpheed/tools/port/verify-input
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

237 lines
10 KiB
Bash
Executable File

#!/usr/bin/env bash
# The input map, and the stick latch -- asserted against Godot, not reasoned about.
#
# tools/port/verify-input
# tools/port/verify-input --control # each check fails when its subject is removed
#
# 🔴 WHY THIS EXISTS. A human played the port on a real controller and Ⓐ did
# nothing. Skipping the intro did nothing; opening a submenu did nothing. The
# unattended P5 walk had passed on every iteration while this was true, and the
# reason is exact:
#
# `--script` sends `InputEventAction`, which BYPASSES the input map.
#
# So the harness asserted every line of code *after* the input map and nothing
# about the map itself -- and the map was missing half the actions. Godot 4.7.2
# binds NO joypad button to `ui_accept` or `ui_cancel`, while it binds the d-pad
# AND the left stick to `ui_up`/`ui_down`. Four actions worked on the pad, two
# did not, which reads as a broken controller.
#
# The second defect had the same blind spot: `InputEventAction` is not an analog
# axis, so the harness could not have seen that a held stick fires once per
# jitter. The human's words were "moves the cursor too fast".
#
# ⚠️ THE GENERAL LESSON, worth more than either fix: **a synthetic-input test
# cannot assert the input map.** Anything injected below the map is evidence
# about the code above it only.
#
# ## The control, and what it can and cannot cover
#
# 🔴 The first version of `--control` inverted ALL NINE assertions and demanded
# every one fail with the fixup skipped. Seven of them do not depend on the
# fixup, so it reported them as broken -- a control that fails a correct check
# is the same defect as one that passes a dead check, and this file would have
# shipped claiming its checks were untrustworthy. Each check now names its
# SUBJECT, and the control removes exactly that subject:
#
# bind -- skip `Gamepad.bind_missing()`; the check must fail
# latch -- run the same events through no latch at all; the count must differ
# godot -- NOT CONTROLLABLE HERE, and said so rather than faked. These assert
# what Godot itself binds. There is nothing of ours to remove; they
# exist to make a future Godot dropping the d-pad a failing check
# instead of a bug report.
set -euo pipefail
cd "${PROJECT_DIR:-$(git rev-parse --show-toplevel)}"
GODOT="${GODOT:-godot}"
mode="assert"
[ "${1:-}" = "--control" ] && mode="control"
probe="port/.verify-input-probe.gd"
trap 'rm -f "$probe" "${probe}.uid"' EXIT INT TERM
cat > "$probe" <<'GD'
extends SceneTree
var mode := OS.get_environment("VERIFY_INPUT_MODE")
var fail := 0
var ran := 0
## `subject` is what the check depends on, and decides whether the control
## removes it. A check whose subject cannot be removed is skipped there and
## counted, not silently dropped -- a control that quietly tests four of nine
## things reports the same green line as one that tests all nine.
func ok(name: String, subject: String, cond: bool, detail: String = "", control_row: String = "the stick row (6 -> 1)") -> void:
if mode == "control" and subject == "godot":
print(" %-44s -- not controllable (Godot's own binding)" % name)
return
if mode == "control" and subject == "negative":
# 🔴 R4: a NEGATIVE carries a positive control, it does not carry an
# inversion. "The latch must not touch buttons" cannot be controlled by
# removing the latch -- with no latch, buttons pass, which is the same
# answer. What shows the method has power is that the SAME counter, on
# the same code path, reduces 6 stick events to 1. That row is the
# positive control for this one, and naming it is the honest move;
# inverting it would have been a green line that meant nothing.
# 🔴 The control row was HARDCODED here and a second negative arrived.
# A negative that names someone else's control is not controlled; it is
# borrowing a green line. `control_row` now defaults to the original
# text so that row is unchanged, and any new negative must say what
# actually backs it.
print(" %-44s -- negative; positive control is %s" % [name, control_row])
return
ran += 1
var want: bool = cond if mode != "control" else not cond
print(" %-44s %s%s" % [name, "ok" if want else "🔴 FAILED",
(" " + detail) if detail != "" else ""])
if not want:
fail = 1
func has_button(action: String, button: int) -> bool:
for e in InputMap.action_get_events(action):
if e is InputEventJoypadButton and e.button_index == button:
return true
return false
## Feed a run of axis values through a latch (or through none) and count the
## presses it would produce.
func steps(values: Array, latched: bool) -> int:
var pad := Gamepad.new()
var n := 0
for v: float in values:
var e := InputEventJoypadMotion.new()
e.axis = JOY_AXIS_LEFT_Y
e.axis_value = v
# No latch = what the port did before: every event above the action
# deadzone is a press. That is the bug, reproduced, as the control.
if pad.accepts(e) if latched else absf(v) >= Gamepad.ENTER:
n += 1
return n
## The latch as the port actually uses it -- and REMOVED under `--control`, so
## the rows that depend on it invert.
func nav(values: Array) -> int:
return steps(values, mode != "control")
func _init() -> void:
# The control removes the repair. Everything else runs with it applied.
if mode != "control":
Gamepad.bind_missing()
# ── 1. subject `bind` -- the two actions Godot leaves unbound ─────────────
ok("Ⓐ reaches ui_accept", "bind", has_button("ui_accept", JOY_BUTTON_A),
"JOY_BUTTON_A")
ok("Ⓑ reaches ui_cancel", "bind", has_button("ui_cancel", JOY_BUTTON_B),
"JOY_BUTTON_B")
# ── 2. subject `godot` -- what the engine binds, and must keep binding ────
#
# The keyboard events must SURVIVE the fixup: declaring `ui_accept` in
# project.godot would have replaced the built-in wholesale and dropped them
# silently. Adding to the action must not.
var keys := 0
for e in InputMap.action_get_events("ui_accept"):
if e is InputEventKey:
keys += 1
ok("ui_accept keeps its keyboard events", "godot", keys >= 2,
"%d key event(s)" % keys)
ok("d-pad reaches ui_down", "godot", has_button("ui_down", JOY_BUTTON_DPAD_DOWN))
var axis := false
for e in InputMap.action_get_events("ui_down"):
if e is InputEventJoypadMotion and e.axis == JOY_AXIS_LEFT_Y:
axis = true
ok("left stick reaches ui_down", "godot", axis, "axis %d" % JOY_AXIS_LEFT_Y)
# ── 3. subject `latch` -- one step per deflection, not one per jitter ─────
#
# A push to full deflection followed by jitter that never returns to
# neutral: what a real stick emits, and what produced "moves the cursor too
# fast". The control runs the identical values with no latch and must count
# every one of them, which is what makes this a discriminator rather than a
# number that happens to be 1.
var held := [0.92, 0.95, 0.91, 0.99, 0.93, 0.97]
# `nav()` is the latch under control: in `--control` the latch is REMOVED,
# which is what makes these rows invert. Reading `steps(..., true)` in both
# modes was the earlier defect -- the control ran the repaired code and then
# demanded it fail.
ok("a held stick is ONE step, not six", "latch", nav(held) == 1,
"latched %d, unlatched %d" % [steps(held, true), steps(held, false)])
# Release, then push again: that IS a second press, or the stick becomes
# single-use.
ok("release then push is a second step", "latch",
nav([0.92, 0.95, 0.10, 0.88]) == 2,
"%d step(s)" % nav([0.92, 0.95, 0.10, 0.88]))
# Hysteresis: drifting back only as far as the release threshold must not
# re-arm, or a stick resting near the boundary chatters -- the original bug
# with a smaller number.
ok("boundary drift does not re-arm", "latch",
nav([0.9, 0.45, 0.9, 0.45, 0.9]) == 1,
"%d step(s)" % nav([0.9, 0.45, 0.9, 0.45, 0.9]))
# ✅ THE GAME'''S OWN THRESHOLD, ASSERTED AT THE DEVICE LEVEL. The game
# digitises the stick to four direction bits at 61 % deflection, so a
# deflection between Godot'''s 0.50 action deadzone and that 0.61 is a
# direction the real game never sees. At the old ENTER = 0.5 this port
# stepped there. Negative first, then the positive control on the SAME run
# shape -- a negative alone would also pass if the latch were simply broken.
# 🔴 THIS ROW WAS "latch" AND THE CONTROL CAUGHT IT IMMEDIATELY. Removing
# the latch does not remove the THRESHOLD -- the unlatched path also tests
# `>= Gamepad.ENTER`, so 0.55 counts 0 either way and the row could never
# invert. The harness said so in one run: "a check did not invert -- it is
# not testing what it claims to test". It is a negative, and its positive
# control is the row below it: the same shape at 0.70 does step.
ok("0.55 is below the game 61 % threshold, must not step", "negative",
nav([0.55, 0.55, 0.55]) == 0,
"%d step(s)" % nav([0.55, 0.55, 0.55]),
"the 0.70 row on the same shape")
ok("...and its control: 0.70 on the same shape DOES step", "latch",
nav([0.70, 0.70, 0.70]) == 1,
"%d step(s)" % nav([0.70, 0.70, 0.70]))
# A button already IS an edge; latching it would swallow the second of two
# quick taps.
var pad := Gamepad.new()
var passed := 0
for i in 3:
var b := InputEventJoypadButton.new()
b.button_index = JOY_BUTTON_DPAD_DOWN
b.pressed = true
if pad.accepts(b):
passed += 1
ok("d-pad presses are not latched", "negative", passed == 3, "%d of 3" % passed)
if ran == 0:
print("🔴 no check ran -- the harness asserted nothing")
quit(2)
quit(fail)
GD
out=$(VERIFY_INPUT_MODE="$mode" "$GODOT" --headless --path port \
--script "res://$(basename "$probe")" 2>&1 \
| grep -v "^Godot Engine\|^$" || true)
rc=0
printf '%s' "$out" | grep -q "🔴" && rc=1
if [ "$mode" = "control" ]; then
echo "control -- each check must fail when ITS OWN subject is removed:"
printf '%s\n' "$out"
echo
if [ $rc -eq 0 ]; then
echo "every controllable check fails without its subject -- the control holds"
exit 0
fi
echo "🔴 a check did not invert -- it is not testing what it claims to test"
exit 1
fi
echo "input map and stick latch:"
printf '%s\n' "$out"
echo
if [ $rc -eq 0 ]; then
echo "Ⓐ and Ⓑ reach the game, and a held stick is one step"
exit 0
fi
echo "🔴 the input map is not what the port needs"
exit 1