#!/usr/bin/env bash # Exporta o Inner-Tube Climber (Snoring Cat Games / Levi Lindsey, Ludum Dare 47; codigo MIT, arte, musica e sons # CC0, github.com/SnoringCatGames/inner-tube-climber) para a web com o Godot 3.2.2 oficial (o dist/ do autor foi # gerado com o 3.2.3): modelo webassembly_release (sem threads: nao precisa de SharedArrayBuffer nem de COOP/COEP), # sem PWA. O jogo roda como o autor publicou; o patch inner-tube-climber/fredygames.patch so tira o que fala com # servidores de terceiros: # - Google Analytics (id vazio; Analytics._trigger_collect/_trigger_batch nunca enviam; snippet GA do export-shell.html); # - envio dos registros de gestos (Log.record_recent_gestures nao envia); # - links de termos, privacidade, suporte e lojas (URLs vazias; os controles somem da tela de creditos) e a # tela de "aceitar termos", que so pedia consentimento para a coleta acima; # e o preset de exportacao (nosso, ao lado deste script) poe no uma CSP que so aceita a propria origem # (com unsafe-eval, que o JavaScript.eval do Godot 3 exige) e um pequeno XMLHttpRequest que troca index.wasm por # index.wasm.gz e o descomprime (o Godot 3.2 carrega o .wasm por XHR; o CloudFront nao comprime acima de 10 MB e # o .wasm tem 13,8 MB). Os .wav de musica, que o jogo so carrega no # iOS (no resto ele toca os .ogg), e os arquivos de autoria (design/, .aseprite etc.) ficam fora do export. # # src/FredGames.Bundler/Builds/build-inner-tube-climber.sh # # Saida: artifacts/build/inner-tube-climber-c9215ae/{web/,inner-tube-climber-c9215ae.tar.gz}, que o bundle.yaml do # jogo confere pelo SHA-256. O tar.gz e o repositorio do commit (sem o dist/ do autor, que e um export pronto, e # com o patch aplicado) e sai igual a cada execucao. set -euo pipefail SLUG=inner-tube-climber COMMIT=c9215ae2071b9c395badbba40bae6f672ebd0f2b SHA256=6abcd799e7a8e3180dcfd7c750ecdc337f634125db201456b119858b9ea71287 GODOT=3.2.2 GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable GODOT_MAC_SHA256=36d1002ad3a99314e03195f944b86b3d9b694ad4938a32e88c4ac51c7bf9b893 GODOT_TPZ_SHA256=2b1e1332878e5230bc5139b458a9bea910e54b9c1ba7e4100398c7da2ef4b94b here="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" root="$(git -C "$here" rev-parse --show-toplevel 2>/dev/null || pwd)" out="$root/artifacts/build/$SLUG-${COMMIT:0:7}" cache="$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/$2" | shasum -a 256 -c - } fetch "https://github.com/SnoringCatGames/$SLUG/archive/$COMMIT.tar.gz" "$SLUG-${COMMIT:0:7}.tar.gz" "$SHA256" fetch "$GODOT_URL/Godot_v$GODOT-stable_osx.64.zip" "Godot_v$GODOT-stable_osx.64.zip" "$GODOT_MAC_SHA256" fetch "$GODOT_URL/Godot_v$GODOT-stable_export_templates.tpz" "Godot_v$GODOT-stable_export_templates.tpz" "$GODOT_TPZ_SHA256" # Instalacao compartilhada com outros jogos Godot 3.2.2; lockf evita duas instalacoes ao mesmo tempo. if [ ! -d "$tools/godot-$GODOT" ]; then install_godot() { [ -d "$tools/godot-$GODOT" ] && return 0 rm -rf "$tools/godot-$GODOT.tmp" mkdir -p "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_osx.64.zip" -d "$tools/godot-$GODOT.tmp" unzip -q "$cache/Godot_v$GODOT-stable_export_templates.tpz" templates/webassembly_release.zip templates/version.txt \ -d "$tools/godot-$GODOT.tmp" 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 fi rm -rf "$out" mkdir -p "$out/tree" "$out/web" tar -xzf "$cache/$SLUG-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 project="$out/tree" # Icones, logo e GIF de carregamento que o export-shell.html pede (o autor os deixa no dist/web/ dele). mkdir -p "$out/shell" cp "$project/dist/web/"{favicon.png,icon-32.png,icon-48.png,icon-64.png,logo.png,loading.gif} "$out/shell/" rm -rf "$project/dist" patch -s -p1 -d "$project" < "$here/$SLUG/fredygames.patch" cp "$here/$SLUG/export_presets.cfg" "$project/export_presets.cfg" # Fonte publicado: o projeto inteiro (com o patch), em tar deterministico (ordem, dono e data fixos). TZ=UTC find "$project" -exec touch -t 202001010000 {} + ( cd "$project" && find . -type f | sed 's|^\./||' | LC_ALL=C sort > "$out/files.txt" ) ( cd "$project" && COPYFILE_DISABLE=1 tar --format=ustar --uid 0 --gid 0 --uname root --gname root -n \ -cf - -T "$out/files.txt" ) | gzip -n -9 > "$out/$SLUG-${COMMIT:0:7}.tar.gz" # O importador do Godot 3 compara datas: volta a data de agora nos arquivos antes de importar. find "$project" -exec touch {} + export HOME="$out/home" TZ=UTC LC_ALL=C templates="$HOME/Library/Application Support/Godot/templates/$GODOT.stable" mkdir -p "$templates" cp "$tools/godot-$GODOT/templates/webassembly_release.zip" "$tools/godot-$GODOT/templates/version.txt" "$templates/" godot="$tools/godot-$GODOT/Godot.app/Contents/MacOS/Godot" cd "$project" # A primeira passada importa os recursos (cria .import/); a segunda exporta. "$godot" --path . --editor --quit --no-window > "$out/import.log" 2>&1 || true "$godot" --path . --export "Web" "$out/web/index.html" --no-window > "$out/export.log" 2>&1 cp "$out/shell/"* "$out/web/" ls -l "$out/web"