Files
Sylpheed/port/scripts/boot.gd
Sylpheed port agent 3aa74ea029 port: the intro had no dialogue because the voice is a separate asset, and I concatenated it wrongly first
A human play-test heard music under the boot intro and no voices. The obvious
reading -- the 5.1 fold dropped the centre channel -- is wrong. `ADV.wmv` carries
music and effects only; a cutscene's voice is a separate continuous XMA stream in
`sound.pak`, bound to the movie by the manifest in `tables.pak`. Nothing was
dropped. The exporter had never been asked for it, so every fidelity measurement
in AUDIO-VERIFICATION.md would have come back clean.

`audio::export_voice` resolves it with `media::resolve_movie_voice_region` and
never by filename: `RT01A`'s voice lives inside `VOICE_ADV.slb`, so a name match
is correct on exactly the two movies this port would have spot-checked. Decoded,
not authored -- so it runs outside the `authored/audio.json` block.

THE FIRST VERSION CONCATENATED THE REGION'S CHUNKS AND WAS WRONG. It produced
359 s of dialogue for a 137 s movie. Decoding and timing each chunk shows two of
them equal to six decimals and each spanning the whole movie -- HANDOFF Q10's
decoded two-stem shape on a second asset kind -- so they are summed at 1/n. The
error was visible only because the first version recorded the decoded length
against the movie's instead of clamping to it; the clamp `media`'s own doc
comment invites, and which `sylpheed-viewer` applies, would have produced a file
of exactly the right duration containing the wrong audio.

The dropped leading chunk matches no duration in its region and is NOT closed
here. It is the same signature as `BGM_103`'s third sub-wave, already open in
BLOCKED.md, now corroborated on an independent asset kind. Raised with the
Decoder; the manifest names every chunk dropped and its length.

Also in this commit, and separable:

* `--skip-at=SECONDS` -- `--script` structurally cannot press during a movie,
  because `_script_settled` waits while `_player != null`. That is why "does (A)
  skip the intro" had been read out of the source rather than measured.
* MISSION section 6 pins a 5.1->stereo matrix and this exporter has shipped a
  different one since P4 -- the same weighting, 7.65 dB quieter -- and said so
  nowhere. Re-measured with the right instrument (float decode, whole file, count
  the samples that would clamp, not a peak reading): the pinned matrix puts ADV
  at +4.26 dBFS on 4406 samples, while S00A never clips. So the pin overloads one
  movie and the constant is over-broad for the other. NOT changed -- the level of
  a mix is what section 6 reserves to a human. The export now carries a warning
  with the numbers.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF
2026-08-29 14:51:38 +00:00

928 lines
39 KiB
GDScript

# 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 -- --screen=title --overlay=press_start --time=4
# 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
# godot --path port -- --menu --script=down,accept --audio=/tmp/p6.wav
#
# `--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.
#
# `--audio=` records the MASTER BUS to a WAV for the whole run. Neither container
# has a sound card, so "does it actually play?" cannot be answered by listening --
# but it can be answered by measurement, and an `AudioEffectRecord` on Master
# captures the mixed output from inside a headless run with no device at all.
# `docs/port/AUDIO-VERIFICATION.md` §2. The run PRINTS the audio driver it used,
# because "recorded under a dummy driver" is a weaker claim than "heard" and the
# write-up has to be able to say which one it is making.
#
# `--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
var audio: MenuAudio = null
## The second build, drawn OVER `view`. The boot title is the only place in this
## port where two builds are on screen at once (`authored/flow.json`, the boot's
## `title` step): build 4 presents alone and the `PRESS Ⓐ BUTTON` plate -- build
## 2 -- arrives later.
##
## **They share one clock, started together, and there is no authored delay.**
## The plate arrives at its own declared `t = 238`; build 4's visible build-in
## ends at `t = 118`; the 120-unit difference is 2.000 s, against an oracle that
## measured 2.138 s and 2.132 s at an emulator presenting 28.1 fps rather than
## 30. A port running at a true 30 Hz wants the declared 120, not the wall clock.
##
## A second ScreenView rather than a second screen inside one, because that is
## what "two builds at once" actually is: each has its own timeline, its own
## textures and its own hold, and Node2D siblings already draw in tree order.
## Teaching ScreenView about a subordinate screen would have been the same
## information expressed less directly, and would have put an `if overlay` in
## every method that walks elements.
var overlay: ScreenView = 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
# Say it before anything is drawn. A modded run that looked identical to an
# unmodded one in the log would leave a modder with exactly one debugging
# tool -- delete the mod and try again.
var mods := export_tree.mod_report()
if mods != "":
print(mods)
_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)
# P6. Audio is loaded even for a static `--screen` run: it costs nothing when
# the export has none, and a mode that silently cannot play sound is a mode
# that hides the failure this milestone is about.
audio = MenuAudio.new()
add_child(audio)
if not audio.configure(export_tree):
push_error(audio.error)
get_tree().quit(2)
return
if audio.silent():
print("this export carries no audio -- run the exporter against a disc for P6")
_record_to = args.get("audio", "")
if _record_to != "":
_start_recording()
# In `--boot` the capture is taken at the END, not in `_ready`: the frame
# worth having is the composited title, and `_ready` runs 150 s before it.
if args.has("boot"):
_capture_to = args.get("capture", "")
_film = args.get("film", "")
_shots = args.get("shots", "")
if args.has("script"):
_script = args["script"].split(",", false)
_skip_at = float(args.get("skip-at", "0"))
# 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()
# `--overlay=<screen>` composites a second build immediately, without waiting
# for a boot. It exists because the only other way to see two builds at once
# is a 156 s `--boot`, of which 137 s is the intro movie -- which under Xvfb's
# software Theora decode is several minutes to answer "is the plate on top of
# the title". This raises the same second `ScreenView` by the same code path,
# so what it photographs is the real composite and not a mock-up. It applies
# NO delay: the delay is a measurement and lives in `authored/flow.json`,
# where the boot reads it.
# A boot whose FIRST step declares an overlay: `_advance` raises it for every
# later step, and `_ready` is the one with no `_advance` in front of it.
# Today only the last step has one, so this is a guard rather than a fix --
# but a silently missing second build is exactly the failure P3 just spent an
# iteration on.
if not _sequence.is_empty() and typeof(_sequence[0].get("overlay", null)) == TYPE_DICTIONARY:
_overlay_spec = _sequence[0]["overlay"]
_overlay_due = 0.0
_overlay_process(0.0)
if args.has("overlay") and not args.has("boot"):
_overlay_spec = {"screen": args["overlay"]}
_overlay_due = 0.0
_overlay_process(0.0)
if overlay != null and args.has("time"):
overlay.time_units = float(args["time"]) * overlay.units_per_second
overlay.queue_redraw()
# `--boot --capture=` is deferred to the end of the sequence (`_finish_boot`);
# in every other mode the frame worth having is this one.
if args.has("capture") and _capture_to == "":
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 := ""
## `--skip-at=SECONDS`: when to send a synthetic (A) during a movie, or 0.
var _skip_at := 0.0
var _skip_sent := false
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()
_overlay_process(delta)
if _player != null:
# `--skip-at=SECONDS` presses (A) at a wall-clock moment DURING a movie,
# which `--script` structurally cannot do: `_script_settled` waits while
# `_player != null`, so a scripted walk only ever starts after the movie
# has ended. That gap is why "does (A) skip the intro" had been read out
# of the source rather than measured, and a human play-test then found
# it not working.
#
# It goes through `Input.parse_input_event`, like `_press` -- the wiring
# between a press and `_unhandled_input` is the thing under test, so a
# direct call to `_video_finished` would prove nothing.
if _skip_at > 0.0 and _elapsed >= _skip_at and not _skip_sent:
_skip_sent = true
print(" --skip-at: pressing (A) at %.2f s" % _elapsed)
_press("ui_accept")
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].get("screen", _sequence[_step])])
# The plate is timed from HERE -- the moment the screen reaches its
# own hold -- and not from the frame it first appeared. That is the
# finding, not a detail: measured from first-draw the two oracle
# runs disagree by 0.48 s, because the build-in's own duration is
# the emulator's frame pacing rather than the game's clock.
if overlay != null:
# It was raised with the screen, 120 units ago. Nothing to do
# here any more -- this hook used to start an authored 2.13 s
# timer, and the timer was the bug.
pass
# 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 == "" and _overlay_spec.is_empty():
get_tree().quit(0)
elif not view.holding and view.time_units >= view.exit_time():
_advance()
func _advance() -> void:
_drop_overlay()
_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)
return
# The second build starts WITH the first, not after it. Raised here rather
# than at the screen's settle, which is what the authored-delay version did.
var spec: Variant = next.get("overlay", null)
if typeof(spec) == TYPE_DICTIONARY:
_overlay_spec = spec
_overlay_due = _elapsed
_overlay_process(0.0)
## 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()
# The dialogue is a SECOND stream, started with the picture. `ADV.wmv` and
# `S00A.wmv` carry music and effects only; the voice is a separate asset the
# exporter resolves off the movie manifest. Started after `play()` and in the
# same frame, because the offset between them is zero and adding a wait here
# would be authoring a sync constant nobody measured.
if audio.play_voice(name):
print(" + voice %s" % name)
else:
# Said out loud: silence is the audio failure that looks like success,
# and "this cutscene is unvoiced" is a real answer for most of the disc.
print(" no voice track for %s in this export" % name)
var _skippable := false
func _video_finished() -> void:
print(" video ended at %.2f s" % _elapsed)
# Before anything else: a voice that outlived a skipped intro would play on
# over the title screen, which is the sort of bug that sounds like a feature.
audio.stop_voice()
_player.queue_free()
_player = null
# A movie the MENU started (P7) returns to an authored screen; a movie the
# BOOT started advances the sequence. Two different owners, and conflating
# them walked the boot sequencer off the end of its own array.
if not _video_then.is_empty():
var after := _video_then
_video_then = {}
var goto := String(after.get("goto", ""))
print(" -> %s (authored: %s)" % [goto, String(after.get("kind", "authored"))])
_menu_activate({"kind": "enter", "goto": goto, "label": "after the movie"})
# `_menu_activate` only arms the transition; the screen it is leaving has
# already gone, so arrive immediately rather than fading out a movie.
if _pending != null:
_menu_arrive()
return
_advance()
## Where a menu-started movie goes when it ends. Empty for a boot-started one.
var _video_then: Dictionary = {}
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), "confirm")
elif event.is_action_pressed("ui_cancel"):
_menu_activate(_menu.cancel(), "back")
func _menu_move(step: int, buttons: Array) -> void:
# MEASURED, HANDOFF Q8 + Q5: the cue fires on a press that MOVES the cursor.
# `move()` returns whether it did, so a press that changes nothing cannot
# click -- which also means left/right stay silent by construction rather
# than by a rule written twice.
if _menu.move(step, buttons):
view.focused_id = _menu.focus()
view.queue_redraw()
audio.play("move")
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, cue: String = "") -> void:
# AUTHORED, NOT MEASURED: the cue fires when the press does something, and
# not when nothing is bound to it. Nobody has watched the game take a dead
# press. Silence invents the less of the two -- a sound the game does not
# make is a wrong fact you can hear. `blocked` counts as doing something:
# that destination WAS measured off the running game and is missing from
# this export, not from the game. See port/scripts/menu_audio.gd.
if cue != "" and String(action.get("kind", "none")) != "none":
audio.play(cue)
match String(action.get("kind", "none")):
"enter":
print(" (%s) -> %s" % [action.get("label", ""), action["goto"]])
_pending = action
view.holding = false
"video":
# P7. Announce the gap before opening it. `skipped` names the
# MEASURED screens this export does not carry, and printing them is
# not a nicety: the port is about to show a sequence the game does
# not have, and the only thing that keeps that honest is saying so.
var skipped: Array = action.get("skipped", [])
if not skipped.is_empty():
print(" (%s) -> the real chain is %s, then the movie. Neither screen is in this export."
% [action.get("label", ""), " -> ".join(PackedStringArray(skipped))])
_video_then = action.get("after", {})
_play_video(String(action["video"]), bool(action.get("skippable", 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()
# AUTHORED, and the weakest thing in P6: HANDOFF Q10 says nothing on the disc
# names which track a menu plays, so `authored/audio.json` picks one. It
# starts when the menu becomes live and CARRIES ACROSS submenus -- `play_bed`
# is idempotent, because music that restarts every time you press (B) is the
# kind of wrong that reads as "the audio works".
audio.play_bed("main_menu")
print(" menu on %s, focus %s" % [name, _focus_label(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:
# The plate goes with the screen it was measured on. See `_drop_overlay`.
_drop_overlay()
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, _focus_label(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
## How a focus reads in the log. The title has no focusable item at all -- it is
## a screen with no `buttons` that still takes (A) -- and an empty string there
## printed as a line that trailed off, which reads like the value went missing
## rather than like there is none.
static func _focus_label(id: String) -> String:
return id if id != "" else "(none -- this screen has no focusable item)"
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)])
# The overlay is a second build in the same frame, so it needs its own line.
# Folding its elements into the list above would make the capture report a
# screen that does not exist; leaving it out entirely made the first
# composited capture read as though the plate had not been drawn at all.
if overlay != null:
print("overlay %s at t = %.2f units (%.3f s), drew %d: %s" % [
overlay.screen.get("name", "?"), overlay.time_units,
overlay.time_units / overlay.units_per_second,
overlay.drawn.size(), ", ".join(overlay.drawn)])
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(), _focus_label(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
var playhead := -1.0
while _pending != null or _player != null or not view.holding \
or view.time_units < view.settle_time():
# A movie is not a screen that failed to settle: `S00A` runs 93.9 s and
# would trip a 20 s timeout every time (P7). But "wait as long as it
# takes" would turn a movie stuck at frame 0 into a job that hangs
# forever, which is the worse failure -- it does not fail, it waits.
#
# So the test is LIVENESS, not duration: while the playhead advances the
# deadline moves with it, and a stalled movie still trips the same 20 s.
if _player != null:
var now := _player.get_stream_position()
if now > playhead:
playhead = now
deadline = _elapsed + SCRIPT_STEP_TIMEOUT
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(), _focus_label(view.focused_id)])
# ── Recording the master bus ──────────────────────────────────────────────────
#
# `docs/port/AUDIO-VERIFICATION.md` §2. This is what closes the loop that file
# opens: comparing an exported Ogg against the disc proves the ASSET is right and
# says nothing about whether the engine ever reached it. A WAV captured off the
# Master bus proves both, and needs no sound card to do it.
#
# It is saved in `_exit_tree` rather than beside each `quit()` because there are
# eight of those and the one that would get missed is an error path -- exactly
# the run whose audio somebody wants to look at.
var _record_to := ""
var _record: AudioEffectRecord = null
func _start_recording() -> void:
var bus := AudioServer.get_bus_index("Master")
_record = AudioEffectRecord.new()
AudioServer.add_bus_effect(bus, _record)
_record.set_recording_active(true)
print("recording the Master bus to %s (audio driver: %s)" % [_record_to, MenuAudio.driver()])
func _exit_tree() -> void:
if _record == null:
return
_record.set_recording_active(false)
var wav := _record.get_recording()
_record = null
if wav == null:
push_error("--audio: the Master bus recorded nothing at all")
return
# Write to a temp name and rename on completion, as everything else in this
# project does: another agent probing a file still being written gets a
# confident wrong duration rather than an error.
#
# ⚠️ The temp name ends in `.wav`, and that is not cosmetic. `save_to_wav`
# APPENDS `.wav` when the path does not already end in it, so `p6.wav.part`
# silently became `p6.wav.part.wav` -- and the rename below then failed to
# find its source and returned an error nobody read, leaving a run that
# printed success beside a file that was not there. This is the same bug the
# exporter's `run_ffmpeg` had in a different dialect: a temp-name convention
# must preserve the extension, because tools dispatch on it.
var tmp := _record_to + ".part.wav"
if wav.save_to_wav(tmp) != OK:
push_error("--audio: cannot write %s" % tmp)
return
var moved := DirAccess.rename_absolute(tmp, _record_to)
if moved != OK:
# Say so rather than print the success line below. A rename that fails
# quietly is worse than one that fails loudly: the caller measures a
# path that does not exist and reads "no such file" as "no audio".
push_error("--audio: wrote %s but could not rename it to %s (%d)"
% [tmp, _record_to, moved])
return
print("recorded %.3f s of Master bus -> %s (driver %s)"
% [float(wav.data.size()) / float(wav.mix_rate * 2 * (2 if wav.stereo else 1)),
_record_to, MenuAudio.driver()])
# ── The second build ─────────────────────────────────────────────────────────
## The overlay the current boot step owes, if it has not been raised yet.
var _overlay_spec: Dictionary = {}
## Wall-clock second at which it is raised, measured from the screen's settle.
var _overlay_due: float = 0.0
func _overlay_process(delta: float) -> void:
if overlay != null:
# ONE CLOCK. Not `+= delta * ups` on each independently: they would drift
# apart by a frame here and there, and the whole content of the finding
# is that the 120 units between build 4's last ramp and the plate's
# `a=255` is a fixed interval on a shared timeline.
overlay.time_units = view.time_units
overlay.queue_redraw()
if _overlay_quit_at >= 0.0 and _elapsed >= _overlay_quit_at:
print("boot ends on %s + %s at %.2f s"
% [view.screen.get("name", "?"), overlay.screen.get("name", "?"), _elapsed])
_overlay_quit_at = -1.0
_finish_boot()
return
if _overlay_spec.is_empty() or _elapsed < _overlay_due:
return
_raise_overlay(String(_overlay_spec.get("screen", "")))
## Composite a second build over the first.
##
## It starts at `time_units = 0` and plays its OWN group, so the plate rises and
## fades in exactly as the disc declares -- alpha 0x00 at t=214, 0xff by t=238 --
## rather than appearing as a cut. `holding` then parks it at its settle, which
## for this build is the visible pose.
##
## ⚠️ It does NOT pulse, and that is a decision with arithmetic behind it rather
## than an omission. See `authored/flow.json`, `no_pulse_why`.
func _raise_overlay(name: String) -> void:
var spec := _overlay_spec
_overlay_spec = {}
if name == "":
return
overlay = ScreenView.new()
overlay.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
overlay.units_per_second = view.units_per_second
overlay.exit_ramp_units = view.exit_ramp_units
overlay.holding = true
overlay.time_units = 0.0
if not overlay.load_screen(view.tree, name):
push_error(view.tree.error)
overlay.queue_free()
overlay = null
return
# After `view`, so it draws over it: Node2D siblings paint in tree order and
# the export's own `paint_order` only orders WITHIN a build.
viewport.add_child(overlay)
print(" overlay %s raised at %.2f s, %d element(s), settles at t=%d"
% [name, _elapsed, overlay.screen.get("elements", []).size(), int(overlay.settle_time())])
# A boot with no menu to hand over to has now finished: it was held open for
# this. Give the plate its own group time to play before leaving, so the
# artifact shows the composited state rather than the frame it began on.
var visible_at := overlay.settle_time() / overlay.units_per_second
# `--screen --overlay=` uses the same code path as a fast check and must not
# narrate a sequence it is not running: a log line that lies is worse than
# no log line.
if _sequence.is_empty():
return
print(" plate reaches full alpha at t=%d (%.2f s on the shared clock), \
120 units after build 4's last build-in ramp at t=118"
% [int(overlay.settle_time()), visible_at])
if not _play and _film == "":
# The LATER of the two, not the overlay's alone. The plate arrives at
# t=238 and build 4 is still fading up from black until t=261 -- its
# `pteff00` quad is 7 % opaque at 243 -- so quitting when the plate
# lands photographs a title that has not finished presenting. The first
# capture taken this way was visibly darker than the one before it, and
# nothing in the log said why.
var ends_at := maxf(view.settle_time(), overlay.settle_time()) / view.units_per_second
_overlay_quit_at = _elapsed - (view.time_units / view.units_per_second) + ends_at
print(" boot ends at %.2f s, once both builds have arrived (t=%d)"
% [_overlay_quit_at, int(maxf(view.settle_time(), overlay.settle_time()))])
# `spec` is read only for the log; the reasoning lives in flow.json where a
# reader looking for a decision will find it.
if spec.has("why"):
print(" why: %s" % String(spec["why"]).substr(0, 96))
var _overlay_quit_at: float = -1.0
## Take the overlay away with the screen it belongs to.
##
## The plate was measured on the BOOT title only. Whether it is there when the
## title is reached again -- (B) from the main menu, or after the attract movie
## -- is not measured, so leaving it up would be claiming something nobody has
## watched. `authored/flow.json` says the same thing in the step's `scope_why`.
func _drop_overlay() -> void:
_overlay_spec = {}
_overlay_quit_at = -1.0
if overlay != null:
overlay.queue_free()
overlay = null
## End a `--boot` run, photographing the composited end state first if asked.
##
## `--capture` used to be a `--screen`-only flag, taken in `_ready`. The boot had
## no artifact of its own except a whole `--film` filmstrip, which is 600+ PNGs
## to answer one question: is the plate on top of the title at the end. This
## takes that one frame.
func _finish_boot() -> void:
if _capture_to != "":
await _capture(_capture_to)
get_tree().quit(0)
var _capture_to := ""