#!/usr/bin/env bash # Exporta o Open Star Fighter (thelastflapjack / teeeece, 2023; github.com/teeeece/godot_open_star_fighter, commit # 6e7be5c; codigo MIT, assets CC0 1.0 pela pagina do jogo no itch.io (teeeece.itch.io/open-star-fighter: "Code license # MIT License / Asset license Creative Commons Zero v1.0 Universal"), naves originais de Quaternius (CC0), fonte # Orbitron (SIL OFL 1.1)) para a web com o Godot 4.5.1 oficial (o projeto e do 4.0.1 e pede Forward+; o modelo web so # tem o renderer Compatibility, rendering_method.web): modelo web_nothreads_release (sem threads: nao precisa de # SharedArrayBuffer nem de COOP/COEP), sem PWA. O export_presets.cfg (preset "Web") e nosso, ao lado deste script. # # Mudancas no projeto (open-star-fighter/web.patch): o botao Quit do menu fica escondido (get_tree().quit() so # congela a pagina), e os tres barramentos de audio do audio_bus_layout.tres, que mandam o som para barramentos que # nao existem ("Sound Effects 2", "Music 2", "UI 2"; no desktop o Godot cai no Master), passam a mandar para o Master: # no modelo web o envio para um barramento inexistente derruba o jogo na abertura ("memory access out of bounds"). # O export deixa de fora o star_field_2.hdr e o cockpit_test.glb, que nada usa. O script ainda da um .uid fixo a # cada script/shader sem um (o Godot 4.4+ sorteia um a cada importacao). # # src/FredGames.Bundler/Builds/build-open-star-fighter.sh # # O editor (macOS) 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. O editor roda com HOME dentro da pasta de saida. # # Saida: artifacts/build/open-star-fighter-6e7be5c/{web/,open-star-fighter-6e7be5c.tar.gz}, que o bundle.yaml do jogo # confere pelo SHA-256 (o tar.gz e o tarball do commit pinado, sem mudanca; o patch vai ao lado). set -euo pipefail NAME=open-star-fighter COMMIT=6e7be5c1371b91fb9dbd7f3c8c67f8cfc967580c SHA256=3537d9591ac628120252cf1dc368d1cefc554abd6ccd9907aeb7d9beb291a88a GODOT=4.5.1 GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable GODOT_MAC_SHA256=65c27959d02aaacfc131ec7ecb90179ba8045200cb02982bf2be96d117010b8a GODOT_TPZ_SHA256=1998af37f1387684e2c211cdb483daf492fc64dc6b12096bddcdca25b6910c86 here="$(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/teeeece/godot_open_star_fighter/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="$out/tree" # 1. Fonte publicado: o tarball do commit, sem mudanca (o patch e o script vao ao lado). cp "$cache/$NAME-${COMMIT:0:7}.tar.gz" "$out/$NAME-${COMMIT:0:7}.tar.gz" # 2. Patch (sem Quit; barramentos de audio no Master). patch -p1 -d "$tree" < "$here/$NAME/web.patch" > "$out/patch.log" # 3. Scripts e shaders sem .uid ganham um derivado do caminho (SHA-256, 63 bits, no texto base 34 do Godot). python3 -I - "$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 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 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"