#!/usr/bin/env bash # Exporta o Godot Open RPG (GDQuest, demo de RPG por turnos; codigo e arte do projeto MIT, arte, musica e sons de # terceiros CC0 listados no CREDITS.md, addon Dialogic MIT, github.com/gdquest-demos/godot-open-rpg) para a web # com o Godot 4.7.2 oficial (a versao que o projeto pede): renderer Compatibility, SEM threads (modelo # web_nothreads_release), sem PWA. O export_presets.cfg e nosso, ao lado deste script. Uma mudanca no projeto, # feita aqui: dos "Example Assets" que o Dialogic traz (retratos, fundos, fontes Roboto, etc., de varios autores # e licencas), ficam so os sons de digitacao (CC BY-SA 4.0, usados pelo jogo, com o LICENSE.txt deles) e o # next-indicator.png (referenciado pelo codigo do addon); o resto sai. # # ATENCAO: este export NAO e bit a bit reprodutivel. O Godot 4 sorteia um unique_id novo para os nos de cada # cena que converte para binario (export-*.scn em .godot/exported/), entao index.pck muda a cada execucao; o # resto (wasm, js, icones, o tar.gz do fonte) e identico. O bundle.yaml pina a saida gerada por ultimo; rodar o # script de novo exige atualizar o sha256 do index.pck (e do index.html, que traz o tamanho dele). # # src/FredGames.Bundler/Builds/build-godot-open-rpg.sh # # O editor (macOS) 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/godot-open-rpg-d59f2f7/{web/,godot-open-rpg-d59f2f7.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. set -euo pipefail NAME=godot-open-rpg REPO=gdquest-demos/godot-open-rpg COMMIT=d59f2f71bc046ac53239a4e590861269e7100a36 SHA256=a44b808b001730988e82baa30d3dd3e64d76c64e60a6a3e7521c4d036c57e2b7 SUBDIR="" 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="$root/artifacts/build/$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 4 "$1" -o "$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:+/$SUBDIR}" # Dialogic "Example Assets": tira tudo que o jogo nao usa (conferido: nenhuma referencia por caminho nem por uid). ex="$project/addons/dialogic/Example Assets" ( cd "$ex" && find . -mindepth 1 -maxdepth 1 ! -name sound-effects ! -name next-indicator -exec rm -rf {} + ) rm -f "$ex/next-indicator/next-indicator-dialogic-1.png" "$ex/next-indicator/next-indicator-dialogic-1.png.import" ls "$ex/next-indicator" "$ex/sound-effects" > /dev/null # Data fixa nos arquivos. TZ=UTC find "$tree" -exec touch -t 202001010000 {} + # Fonte publicado: o projeto inteiro, 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 "$godot" --headless --path . --export-release "Web" "$out/web/index.html" > "$out/export.log" 2>&1 ls -l "$out/web"