#!/usr/bin/env bash # Exporta Office Lunch Mystery (no repositorio, The No Good Sandwich Thief) (Wandering Door Games, codeberg.org/Wandering-Door-Games/The-No-Good-Sandwich-Thief; codigo AGPL-3.0-or-later, arte original # CC BY-SA 4.0, creditos de terceiros no THIRD-PARTY.md) para a web com o Godot 4.5.1 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 nao # serve para a web). Mudancas no projeto, feitas por este script (a funcao customize, abaixo, e os patches em # Builds/office-lunch-mystery/): a pasta assets/branding sai (o README reserva o nome do estudio, icones e logos), o splash # do estudio fica em branco, o projeto vai para o renderer Compatibility e fica sem icone de projeto. # # src/FredGames.Bundler/Builds/build-office-lunch-mystery.sh # # As imagens do repositorio estao no Git LFS (o tarball do Codeberg traz so os ponteiros): o script baixa cada # objeto do endpoint de midia no commit pinado e confere o sha256 do ponteiro. # # O editor (macOS universal) e os modelos de exportacao vem do release 4.5.1-stable do GitHub, conferidos pelo # SHA-256 e ficam em artifacts/tools/godot-4.5.1, 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/office-lunch-mystery-ebc1709/{web/,office-lunch-mystery-ebc1709.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 as imagens # do LFS) e sai igual a cada execucao. NAME=office-lunch-mystery REPO=Wandering-Door-Games/The-No-Good-Sandwich-Thief COMMIT=ebc1709cd0f3246d23ff98473acc1886d7a9029c SHA256=cbc432409ee52e043faf55ff4653c13b95b1eb25214fcc52ce9af3ff4bb3d467 SUBDIR=the-no-good-sandwich-thief GODOT=4.5.1 GODOT_MAC_SHA256=65c27959d02aaacfc131ec7ecb90179ba8045200cb02982bf2be96d117010b8a GODOT_TPZ_SHA256=1998af37f1387684e2c211cdb483daf492fc64dc6b12096bddcdca25b6910c86 # Mudancas especificas deste jogo. customize() { splash "$project/source/scenes/splash_screen.tscn" # Nome neutro (o original e reservado): o cartao de titulo da abertura e texto na fonte DynaPuff (OFL), ja usada pelo jogo. rename_project "Office Lunch Mystery" sed -i '' 's/^text = "The No Good Sandwich Thief"$/text = "Office Lunch Mystery"/' "$project/source/scenes/introduction.tscn" grep -q '^text = "Office Lunch Mystery"$' "$project/source/scenes/introduction.tscn" } set -euo pipefail GODOT_URL=https://github.com/godotengine/godot/releases/download/$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://codeberg.org/$REPO/archive/$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" # Git LFS: o tarball do Codeberg traz so os ponteiros; cada objeto vem do endpoint LFS do repositorio (enderecado # pelo sha256, entao independe do commit) e e conferido pelo sha256 do proprio ponteiro. (O endpoint de midia # /media/commit/ do Codeberg tem limite de 250 requisicoes por 10 minutos; o LFS nao.) ( cd "$tree" && grep -rl '^version https://git-lfs.github.com/spec/v1' . || true ) | LC_ALL=C sort | while read -r f; do oid="$(sed -n 's/^oid sha256://p' "$tree/$f")" fetch "https://codeberg.org/$REPO.git/info/lfs/objects/$oid" "lfs-$oid" "$oid" cp "$cache/lfs-$oid" "$tree/$f" done if grep -rl '^version https://git-lfs.github.com/spec/v1' "$tree" >/dev/null; then echo "ponteiros LFS restantes" >&2; exit 1 fi # Marca do estudio: o README reserva o nome, os icones e os logos (pasta assets/branding); eles nao entram. rm -rf "$project/assets/branding" # Sem icone de projeto (era um icone da marca): o export nao gera index.icon.png. sed -i '' '/^config\/icon=/d' "$project/project.godot" # Splash: o logo do estudio sai (o TextureRect fica vazio) e a espera cai para meio segundo. splash() { local id id="$(sed -n 's/^\[ext_resource .*assets\/branding\/wandering_door_games_logo.* id="\([^"]*\)".*$/\1/p' "$1" | head -1)" [ -n "$id" ] || { echo "logo nao achado em $1" >&2; exit 1; } sed -i '' -e '/assets\/branding\/wandering_door_games_logo/d' -e "/^texture = ExtResource(\"$id\")\$/d" \ -e 's/^length = 2.5$/length = 0.5/' -e 's/PackedFloat32Array(2.5)/PackedFloat32Array(0.5)/' "$1" } # Nome do projeto (janela/aba): o README reserva o nome original. rename_project() { sed -i '' "s/^config\/name=.*/config\/name=\"$1\"/" "$project/project.godot" } # 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 baixados do LFS e 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 > "$out/import.log" 2>&1 || true "$godot" --headless --path . --export-release "Web" "$out/web/index.html" > "$out/export.log" 2>&1 ls -l "$out/web"