Files
Sylpheed/tools/port/verify-input
MechaCat02 c3758e3850 port: land the play-tested work, and only that
Takes the port branch up to 77320d5e -- the state the human play-tested on
2026-09-02 -- for SOURCE paths only. Not a branch merge: `auto/port-p6-audio`
is 366 commits and 938 files, and most of that must not land.

WHAT COMES IN (76 files, all human-confirmed working):
  * the logo splash animation. 08ed3dd1 found it: `pose_at` ASSIGNED the settle
    instant instead of clamping to it, so the splash never animated at all --
    and the same bug manufactured a passing harness result, because the harness
    photographed t past the settle. Confirmed by play-test: "cannot notice any
    obvious difference from the actual game."
  * gamepad input -- (A)/(B) bound additively (`ui_accept` ships with NO joypad
    binding), stick latched with hysteresis at the game's own 61% digitise
    threshold. This is what made (A), video-skip and Extras work at all.
  * menu navigation and flow, menu audio, the exporter, the authored
    declarations, and 23 verification tools under tools/port/.

WHAT IS DELIBERATELY LEFT ON THE BRANCH:
  * everything after c0ae460a -- the F5/F6 title-timing investigation, whose own
    tip commit calls itself a "hand-off for one-minute human checks". Unchecked
    by definition; it goes through the new review gate like anything else.
  * the OPTIONS menu work of 2026-09-03. Real, probably good, NOT play-tested.
  * the F1 repeat mechanism, which its own commit calls "deliberately inert".

WHAT MUST NOT LAND, AND WHY THE .gitignore CHANGED:
  545 MB of extracted game content was committed on that branch -- 850 sprite,
  audio and transcoded video files under `export-probe/` and `export-probe2/`,
  plus 246 MB of loose .wav and .tsv at the repo root. This repository's own
  rule, in this file, is "never game content".

  The rule was not missing. It was written, and it was tightened on that very
  branch, with a careful comment explaining why BOTH `export/` and `data/base/`
  had to be listed -- while the exporter was writing to a third name that
  nobody had thought to list. Enumerating names is the thing that failed. So
  the ignore rules now describe the SHAPE: any top-level `export*/`, game media
  by extension, and loose capture output at the root. Verified both ways -- it
  catches all four offenders and ignores nothing currently tracked.

Verified: `cargo check --workspace` clean; all nine GDScript files parse in
project context, with a positive control (an injected syntax error is detected,
3 lines) so the clean result means something. `tools/port/check-all` was NOT
run -- it needs the container, the export tree and a display.
2026-09-04 16:17:14 +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