#!/usr/bin/env bash # Exporta o CircleRC (SpeedyVelcro, Ludum Dare 47 com melhorias; github.com/SpeedyVelcro/left-and-right; codigo MIT, arte # CC BY 4.0, sons CC0 e CC BY 3.0, fonte Press Start 2P OFL; creditos de terceiros no GameInfo.tres/tela Sobre) para a web # com o Godot 4.7.2 oficial: renderer Compatibility, SEM threads (modelo web_nothreads_release: nao precisa de # SharedArrayBuffer nem dos cabecalhos COOP/COEP), sem PWA. O export_presets.cfg e nosso, ao lado deste script (o do # repositorio tem 17 presets para outras plataformas e lojas). Mudancas no projeto, feitas por este script (a funcao # customize, abaixo, e circlerc/adapt.py): saem os icones de redes sociais (Art/Icons) e o menu de links sociais, a tela # Sobre nao abre links e o id do Game Jolt sai; o projeto vai para o renderer Compatibility. As integracoes com # Newgrounds e Game Jolt so ligam com flags de exportacao que o nosso preset nao tem (ver adapt.py). # # src/FredGames.Bundler/Builds/build-circlerc.sh # # O editor (macOS universal) e os modelos de exportacao vem do release 4.7.2-stable do GitHub, conferidos pelo # SHA-256 e ficam em artifacts/tools/godot-4.7.2, instalados sob lockf (outros scripts podem estar instalando # ao mesmo tempo). O editor roda com HOME dentro da pasta de saida (configuracao e modelo isolados). # # Saida: artifacts/build/circlerc-6e23e83/{web/,circlerc-6e23e83.tar.gz}, que o bundle.yaml do jogo confere # pelo SHA-256. O tar.gz e o fonte publicado (o projeto no commit pinado ja com as mudancas acima) e sai igual a # cada execucao. NAME=circlerc REPO=SpeedyVelcro/left-and-right COMMIT=6e23e834accc38f4cdc2223684d33650f63f771e SHA256=19accd763b186af418e02b3560d4d181dd322cf7389b5d08387fc26ce2bb89ec SUBDIR="" GODOT=4.7.2 GODOT_MAC_SHA256=c58a24e31d720be9d62f60cb5627c4e695fb72f21b0cfe1bc9ccaa9a3b3ba63e GODOT_TPZ_SHA256=f298490b8d44d934be425a5a65a51bf15f422428b229a06a6e11d9ffea248011 # Mudancas especificas deste jogo. customize() { CIRCLERC_VERSION="${COMMIT:0:7}" python3 -I "$here/circlerc/adapt.py" "$project" } set -euo pipefail GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" root="$(git -C "$here" rev-parse --show-toplevel 2>/dev/null || pwd)" out="$root/artifacts/build/$NAME-${COMMIT:0:7}" cache="$root/artifacts/build/cache" tools="$root/artifacts/tools" mkdir -p "$cache" fetch() { if [ ! -f "$cache/$2" ]; then curl -fsSL --retry 8 --retry-delay 5 --retry-all-errors "$1" -o "$cache/$2.partial" && mv "$cache/$2.partial" "$cache/$2" fi echo "$3 $cache/$2" | shasum -a 256 -c - } install_godot() { [ -d "$tools/godot-$GODOT" ] && return 0 fetch "$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" "$GODOT_TPZ_SHA256" rm -rf "$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-$GODOT.tmp" mv "$tools/godot-$GODOT.tmp" "$tools/godot-$GODOT" } if [ "${1:-}" = "--install" ]; then install_godot; exit 0; fi fetch "https://github.com/$REPO/archive/$COMMIT.tar.gz" "$NAME-${COMMIT:0:7}.tar.gz" "$SHA256" if [ ! -d "$tools/godot-$GODOT" ]; then lockf -k "$root/artifacts/godot-$GODOT.lock" bash "${BASH_SOURCE[0]}" --install fi rm -rf "$out" mkdir -p "$out/tree" "$out/web" tar -xzf "$cache/$NAME-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 tree="$out/tree" project="$tree${SUBDIR:+/$SUBDIR}" # Renderer Compatibility (a web nao tem Forward+/Mobile). sed -i '' 's/PackedStringArray("\([0-9.]*\)", "Forward Plus")/PackedStringArray("\1", "GL Compatibility")/' "$project/project.godot" if ! grep -q '^renderer/rendering_method=' "$project/project.godot"; then sed -i '' 's/^\[rendering\]$/[rendering]\ \ renderer\/rendering_method="gl_compatibility"\ renderer\/rendering_method.mobile="gl_compatibility"/' "$project/project.godot" fi customize # Data fixa nos arquivos (os alterados ganham a data de hoje). TZ=UTC find "$tree" -exec touch -t 202001010000 {} + # Fonte publicado: o projeto inteiro, ja com as mudancas acima, em tar deterministico (ordem, dono e data fixos). ( cd "$tree" && find . -type f | sed 's|^\./||' | LC_ALL=C sort > "$out/files.txt" ) ( cd "$tree" && COPYFILE_DISABLE=1 tar --format=ustar --uid 0 --gid 0 --uname root --gname root -n \ -cf - -T "$out/files.txt" ) | gzip -n -9 > "$out/$NAME-${COMMIT:0:7}.tar.gz" cp "$here/$NAME/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 > "$out/import.log" 2>&1 || true # O projeto tem scripts que dependem uns dos outros (autoloads, class_name): na primeira passada o Godot reclama de tipos # ainda nao conhecidos; a segunda passada importa de novo com tudo ja registrado (e o export sai igual a cada execucao). "$godot" --headless --path . --import > "$out/import2.log" 2>&1 || true "$godot" --headless --path . --export-release "Web" "$out/web/index.html" > "$out/export.log" 2>&1 ls -l "$out/web"