#!/usr/bin/env bash # Exporta o Neon Drift (Henrique Rocha Serrano; corrida arcade pseudo-3D em Godot 4.7; codigo MIT, arte CC BY 4.0 gerada # com PixelLab e audio CC BY 4.0 sintetizado por script do proprio autor; github.com/henriquerochars/neon-drift) para a # web com o Godot 4.7.2 oficial (a versao do projeto): renderer Compatibility, SEM threads (modelo web_nothreads_release), # sem PWA. O jogo roda como o autor publicou, com estas mudancas (neon-drift/web.patch): o jogo deixa de forcar o tamanho da janela (1280x720) no navegador, o que cortava a imagem num iframe menor, e os botoes ONLINE (salas em rede, # que precisam de um servidor) e QUIT do menu principal ficam escondidos. Ficam fora da arvore de build tests/, tools/, # docs/, addons/ (gdUnit4), art/source/ (originais do PixelLab), .github/ e os arquivos de agente (AGENTS.md, CLAUDE.md). # O jogo le data/balance/physics.csv em tempo de execucao, mas o importador de traducao do Godot deixa o .csv fora do # pacote: o script renomeia o arquivo para physics.data.txt (sem importador) e o patch aponta o Balance para o novo nome; o preset (nosso) inclui o arquivo na lista de include_filter. # # src/FredGames.Bundler/Builds/build-neon-drift.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. O editor roda com HOME dentro da pasta de saida. # # Saida: artifacts/build/neon-drift-6aea998/web/, que o bundle.yaml do jogo confere pelo SHA-256. O codigo e as licencas dos # assets nao exigem o fonte no bucket: o script fixa o commit e o SHA-256 do tarball. set -euo pipefail NAME=neon-drift REPO=henriquerochars/neon-drift COMMIT=6aea9989d04effbc6d0c1d48d8b9670f11b38dca SHA256=89deb6d2522d3017d9041a1b997bdd5d23136d854396354f073cde8b95162351 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 -A "Mozilla/5.0" --retry 4 "$1" -o "$cache/$2.partial" && mv "$cache/$2.partial" "$cache/$2" fi echo "$3 $cache/$2" | shasum -a 256 -c - } fetch "https://github.com/$REPO/archive/$COMMIT.tar.gz" "$NAME-${COMMIT:0:7}.tar.gz" "$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/$NAME-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 tree="$out/tree" # Mudancas do porte (patch publicado ao lado do script). patch -p1 -d "$tree" < "$here/$NAME/web.patch" > "$out/patch.log" find "$tree" -name '*.orig' -delete # Partes que so servem ao desenvolvimento ou nao entram no jogo (ver o cabecalho) ficam fora da arvore de build. mv "$tree/data/balance/physics.csv" "$tree/data/balance/physics.data.txt" rm -f "$tree/data/balance/physics.csv.import" "$tree/data/balance/physics.value.translation" rm -rf "$tree/tests" "$tree/tools" "$tree/docs" "$tree/addons" "$tree/art/source" "$tree/.github" \ "$tree/AGENTS.md" "$tree/CLAUDE.md" "$tree/CODE_OF_CONDUCT.md" "$tree/CONTRIBUTING.md" "$tree/SECURITY.md" # O Godot 4.4+ cria um .uid aleatorio para cada script sem ele, o que muda o .pck a cada build. Criamos os faltantes # com um valor derivado do caminho (SHA-256, 63 bits, no texto base 34 do Godot). python3 -I - "$tree" <<'PY' import hashlib, os, sys root = sys.argv[1] for d, dirs, files in os.walk(root): dirs[:] = sorted(x for x in dirs if x != '.git') for f in sorted(files): if f.endswith(('.gd', '.gdshader', '.gdshaderinc')) and not os.path.exists(os.path.join(d, f + '.uid')): rel = os.path.relpath(os.path.join(d, f), root).replace(os.sep, '/') n = int.from_bytes(hashlib.sha256(rel.encode()).digest()[:8], 'big') & 0x7FFFFFFFFFFFFFFF t = '' while n: c = n % 34 t = (chr(97 + c) if c < 25 else chr(48 + c - 25)) + t n //= 34 open(os.path.join(d, f + '.uid'), 'w').write('uid://' + t + '\n') PY # O Godot 4.7 sorteia um unique_id para cada no de .tscn que nao o traz, e isso muda o .scn exportado (e o .pck) a # cada build. Gravamos os faltantes com um valor derivado do caminho da cena e do no. python3 -I - "$tree" <<'PY' import hashlib, os, re, sys for d, _, fs in os.walk(sys.argv[1]): for f in sorted(fs): if not f.endswith('.tscn'): continue path = os.path.join(d, f) rel = os.path.relpath(path, sys.argv[1]) lines = open(path, encoding='utf-8').read().split('\n') used = {int(m) for l in lines for m in re.findall(r'unique_id=(\d+)', l)} for i, l in enumerate(lines): if l.startswith('[node ') and 'unique_id=' not in l and l.endswith(']'): n = int.from_bytes(hashlib.sha256(f'{rel}:{i}:{l}'.encode()).digest()[:8], 'big') % 2147483647 or 1 while n in used: n = n % 2147483646 + 1 used.add(n) lines[i] = l[:-1] + f' unique_id={n}]' open(path, 'w', encoding='utf-8').write('\n'.join(lines)) PY # Data fixa nos arquivos. TZ=UTC find "$tree" -exec touch -t 202001010000 {} + cp "$here/$NAME/export_presets.cfg" "$tree/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-$GODOT/Godot.app/Contents/MacOS/Godot" cd "$tree" # A primeira passada importa os recursos (cria .godot/); a segunda confere e exporta. "$godot" --headless --path . --import > "$out/import.log" 2>&1 || true "$godot" --headless --path . --import > "$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"