#!/usr/bin/env bash # Exporta o 3D Fighter (Clint Christopher Canada; codigo MIT, assets originais CC BY 4.0, assets de terceiros # CC0 exceto o modelo "Aelia" de Abinady10, CC BY, creditado no jogo; github.com/clintcan/3d-fighter) para a # web com o Godot 4.7.2 oficial (a versao do projeto): renderer Compatibility (o projeto pede Forward+, que # o navegador nao tem), SEM threads (modelo web_nothreads_release), sem PWA. O jogo roda como o autor # publicou, com estas diferencas: # - o jogo online sai: o botao "Online" do menu, o endereco do servidor de partidas (sslip.io) e o endereco # da lista de servidores no GitHub (3d-fighter/no-online.patch), e a pasta online/ nao entra no jogo; # - o Net nao gera mais a chave RSA do anfitriao em segundo plano no boot (usava uma thread); # - o preset de exportacao (nosso) deixa de fora tests/, tools/, docs/, dist/, online/ e os .md. # # src/FredGames.Bundler/Builds/build-3d-fighter.sh # # O editor (macOS universal) e os modelos vem do release 4.7.2-stable do GitHub, conferidos pelo SHA-256, e # ficam em artifacts/tools/godot-4.7.2. O editor roda com HOME dentro da pasta de saida. # # Saida: artifacts/build/3d-fighter-b668d87/web/, que o bundle.yaml confere pelo SHA-256. O codigo e MIT e os # assets CC BY/CC0, entao o fonte nao vai no bucket: o script fixa o commit e o SHA-256 do tarball. set -euo pipefail COMMIT=b668d876f4037bf0ecc0bd11d0f74ef6b9d05c8a SHA256=7af2f03497d35a2cd3c9d8ddd735bff4a888f266c719d9b6c5c620c6b7e81176 GODOT=4.7.2 GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable GODOT_MAC_SHA256=c58a24e31d720be9d62f60cb5627c4e695fb72f21b0cfe1bc9ccaa9a3b3ba63e GODOT_TPZ_SHA256=f298490b8d44d934be425a5a65a51bf15f422428b229a06a6e11d9ffea248011 here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" root="$(git -C "$here" rev-parse --show-toplevel 2>/dev/null || pwd)" out="$root/artifacts/build/3d-fighter-${COMMIT:0:7}" cache="$root/artifacts/build/cache" tools="$root/artifacts/tools" mkdir -p "$cache" fetch() { if [ ! -f "$cache/$2" ]; then curl -fsSL --retry 4 "$1" -o "$cache/$2.partial" && mv "$cache/$2.partial" "$cache/$2" fi echo "$3 $cache/$2" | shasum -a 256 -c - } fetch "https://github.com/clintcan/3d-fighter/archive/$COMMIT.tar.gz" "3d-fighter-${COMMIT:0:7}.tar.gz" "$SHA256" fetch "$GODOT_URL/Godot_v$GODOT-stable_macos.universal.zip" "Godot_v$GODOT-stable_macos.universal.zip" "$GODOT_MAC_SHA256" fetch "$GODOT_URL/Godot_v$GODOT-stable_export_templates.tpz" "Godot_v$GODOT-stable_export_templates.tpz" "$GODOT_TPZ_SHA256" install_godot() { [ -f "$tools/godot-$GODOT/templates/web_nothreads_release.zip" ] && return 0 rm -rf "$tools/godot-$GODOT.tmp" mkdir -p "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_macos.universal.zip" -d "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_export_templates.tpz" templates/web_nothreads_release.zip templates/version.txt \ -d "$tools/godot-$GODOT.tmp" rm -rf "$tools/godot-$GODOT" mv "$tools/godot-$GODOT.tmp" "$tools/godot-$GODOT" } export -f install_godot; export tools GODOT cache lockf -k "$root/artifacts/godot-$GODOT.lock" bash -c install_godot rm -rf "$out" mkdir -p "$out/tree" "$out/web" tar -xzf "$cache/3d-fighter-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 project="$out/tree" ( cd "$project" && patch -p1 < "$here/3d-fighter/no-online.patch" ) # O tarball do GitHub traz so os ponteiros do Git LFS (.glb, .png, .res, .bin...). Baixa o conteudo de cada # um (menos de tests/, tools/, docs/, dist/ e online/, que nao entram) de media.githubusercontent.com e confere o # SHA-256 do ponteiro; o cache fica em artifacts/build/cache/lfs/. mkdir -p "$cache/lfs" lfs_one() { f="$1" oid="$(sed -n 's/^oid sha256://p' "$f")" [ -n "$oid" ] || { echo "ponteiro invalido: $f" >&2; exit 1; } if [ ! -f "$cache/lfs/$oid" ]; then curl -fsSL --retry 4 "https://media.githubusercontent.com/media/clintcan/3d-fighter/$COMMIT/${f#./}" \ -o "$cache/lfs/$oid.partial" && mv "$cache/lfs/$oid.partial" "$cache/lfs/$oid" fi echo "$oid $cache/lfs/$oid" | shasum -a 256 -c - > /dev/null || { echo "sha256 divergente: $f" >&2; exit 1; } cp "$cache/lfs/$oid" "$f" } export -f lfs_one; export cache COMMIT ( cd "$project" && grep -rl --exclude-dir=tests --exclude-dir=tools --exclude-dir=docs --exclude-dir=dist \ --exclude-dir=online '^version https://git-lfs.github.com/spec/v1' . | LC_ALL=C sort \ | xargs -P 8 -I{} bash -c 'lfs_one "{}"' ) if ( cd "$project" && grep -rl --exclude-dir=tests --exclude-dir=tools --exclude-dir=docs --exclude-dir=dist \ --exclude-dir=online '^version https://git-lfs.github.com/spec/v1' . | grep . ); then echo "restou ponteiro LFS" >&2; exit 1 fi cp "$here/3d-fighter/export_presets.cfg" "$project/export_presets.cfg" export HOME="$out/home" TZ=UTC LC_ALL=C templates="$HOME/Library/Application Support/Godot/export_templates/$GODOT.stable" mkdir -p "$templates" cp "$tools/godot-$GODOT/templates/web_nothreads_release.zip" "$tools/godot-$GODOT/templates/version.txt" "$templates/" godot="$tools/godot-$GODOT/Godot.app/Contents/MacOS/Godot" cd "$project" # A primeira passada importa os recursos (cria .godot/); a segunda exporta. "$godot" --headless --path . --import > "$out/import.log" 2>&1 || true "$godot" --headless --path . --export-release "Web" "$out/web/index.html" > "$out/export.log" 2>&1 ls -l "$out/web"