#!/usr/bin/env bash # Exporta o Mini Mobile Network Operator (Hendrik Wilka, Ludum Dare 59, BSD-3-Clause; github.com/hwilka/Mini-Mobile-Network-Operator) # para a web com o Godot 4.7.2 oficial (o projeto e do Godot 4.6; 4.7.2 e a versao mais proxima que temos): renderer Compatibility, # SEM threads (modelo web_nothreads_release), sem PWA. O projeto do autor nao muda; so acrescentamos o export_presets.cfg. # # src/FredGames.Bundler/Builds/build-mini-mobile-network-operator.sh # # O editor (macOS universal) e os modelos de exportacao vem do release 4.7.2-stable do GitHub, conferidos pelo # SHA-256 (os mesmos arquivos do SHA512-SUMS.txt do release) 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/mini-mobile-network-operator-3325ba3/{web/,mini-mobile-network-operator-3325ba3.tar.gz}, que o bundle.yaml do jogo confere pelo # SHA-256. O fonte (tar.gz) sai igual a cada execucao. set -euo pipefail COMMIT=3325ba3e190013352b4236f3773392719895b4cb SHA256=c6ca7580aa594cde309f21dc5ed4df627eb418ac6b2d9e3721d9d1a8a033beba 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="$root/artifacts/build/mini-mobile-network-operator-${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/hwilka/Mini-Mobile-Network-Operator/archive/$COMMIT.tar.gz" "mini-mobile-network-operator-${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/mini-mobile-network-operator-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 # Unica mudanca no jogo: Scripts/map.gd chama new_center() dentro de um assert(), e o Godot tira os assert do # build de release (o jogo so funcionava no export de debug: sem o centro da cidade nao nasce nenhuma casa). # A chamada passa a ser feita fora do assert, com a mesma checagem. perl -0pi -e 's/\t\tassert\(new_center\(\), "Could not spawn initial city center"\)\n/\t\tvar initial_center_ok = new_center()\n\t\tassert(initial_center_ok, "Could not spawn initial city center")\n/' "$out/tree/Scripts/map.gd" grep -q 'var initial_center_ok = new_center()' "$out/tree/Scripts/map.gd" TZ=UTC find "$out/tree" -exec touch -t 202001010000 {} + # Fonte publicado: o projeto inteiro, em tar deterministico (ordem, dono e data fixos). ( cd "$out/tree" && find . -type f | sed 's|^\./||' | LC_ALL=C sort > "$out/files.txt" ) ( cd "$out/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/mini-mobile-network-operator-3325ba3.tar.gz" project="$out/tree" cp "$here/mini-mobile-network-operator/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"