#!/usr/bin/env bash # Exporta o Revengate (Yannick Gingras e colaboradores; roguelike steampunk em Lyon, 1855; codigo GPL-3.0-or-later, # imagens e sons CC0 / CC BY / CC BY-SA com os creditos do CREDITS.md, fontes GNU FreeFont e Symbola; # gitlab.com/ygingras/revengate) para a web com o Godot 4.4.1 oficial (o projeto pede o 4.3, que nao temos; o # 4.4.1 abre e exporta o mesmo projeto): renderer Compatibility (o projeto ja usa), SEM threads (modelo # web_nothreads_release), sem PWA. O export_presets.cfg (preset "Web") e nosso, ao lado deste script. Mudancas # no projeto, todas visiveis no fonte publicado (o tar.gz ja as traz): # 1. saem tres sons que o CREDITS.md nao cobre (assets/sounds/oh-yeah.mp3, src/sfx/angels_choir.mp3 e # src/items/clockwork-wreck.mp3, com os .import); os tres AudioStreamPlayer que os tocavam ficam sem # stream (silenciosos), o resto do jogo nao muda; # 2. patch revengate/web.patch (inclui o item 1 nas cenas): follow_link() nao chama mais OS.shell_open, entao # os links das telas Sobre e Creditos nao abrem outras paginas; # 3. as imagens dos monstros e das pessoas (src/monsters, src/people; fotos de ate 4000 px mostradas pequenas) sao # importadas com no maximo 1024 px de lado quando o autor nao pos limite (size_limit); # 4. um .uid para cada script e shader (o projeto e do Godot 4.3 e nao os traz; o 4.4 sorteia um a cada importacao e o # pck mudava a cada execucao): derivado do caminho, para o export ser reprodutivel; # 5. o export deixa de fora docs/, metadata/, tools/ e os .md que o jogo nao le (preset); o CREDITS.md, que a tela # de creditos le, continua. # # src/FredGames.Bundler/Builds/build-revengate.sh # # O editor (macOS) e os modelos de exportacao vem do release 4.4.1-stable do GitHub, conferidos pelo SHA-256 e # ficam em artifacts/tools/godot-4.4.1, instalados sob lockf. O editor roda com HOME dentro da pasta de saida. # # Saida: artifacts/build/revengate-ad6b2ee/{web/,revengate-ad6b2ee.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 1 e 2) e sai igual a cada # execucao. set -euo pipefail NAME=revengate COMMIT=ad6b2ee6376e5e4e9d7e17e7a86f5bb8f807f775 SHA256=2718e097509e67d8ab181bad0a582d4608f51a464f8c7c6fb3d7480e40859fd3 GODOT=4.4.1 GODOT_URL=https://github.com/godotengine/godot/releases/download/$GODOT-stable GODOT_MAC_SHA256=6c670596d21afb7917c739d0b85b10b4ac6a44051ffa2a672f90bc7da5062864 GODOT_TPZ_SHA256=7a8d14ade489fd4d22f178193021fe8a876a9e51068ed4dde26dac3ae4c59a88 here="$(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/$2" | shasum -a 256 -c - } install_godot() { [ -d "$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 # O /-/archive/ do GitLab responde 403 a curl; a API devolve o mesmo git archive (conferido pelo SHA-256). fetch "https://gitlab.com/api/v4/projects/ygingras%2Frevengate/repository/archive.tar.gz?sha=$COMMIT" "$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="$out/tree" # 1. Sons sem credito (os .import saem junto). rm "$tree/assets/sounds/oh-yeah.mp3" "$tree/assets/sounds/oh-yeah.mp3.import" \ "$tree/src/sfx/angels_choir.mp3" "$tree/src/sfx/angels_choir.mp3.import" \ "$tree/src/items/clockwork-wreck.mp3" "$tree/src/items/clockwork-wreck.mp3.import" # 2. Patch (cenas sem os sons, follow_link sem shell_open). patch -p1 -d "$tree" < "$here/$NAME/web.patch" > "$out/patch.log" if grep -rIn --exclude-dir=.git 'oh-yeah\|angels_choir\|clockwork-wreck' "$tree" | grep -v 'CREDITS\|\.md:' | grep .; then echo "restou referencia aos sons removidos" >&2; exit 1 fi # 4. O repositorio e do Godot 4.3 e nao traz os .uid dos scripts; o 4.4 sorteia um para cada script a cada # importacao (vai para o uid_cache.bin e para os .tres dos dialogos do pck, que mudava a cada execucao). Um .uid # derivado do caminho (SHA-256, 63 bits, no texto base 34 do Godot) deixa o export reprodutivel. python3 -I - "$tree" <<'PY' import hashlib, os, sys root = sys.argv[1] for d, dirs, files in os.walk(root): dirs[:] = sorted(x for x in dirs if x != '.git') for f in sorted(files): if f.endswith(('.gd', '.gdshader', '.gdshaderinc')) and not os.path.exists(os.path.join(d, f + '.uid')): rel = os.path.relpath(os.path.join(d, f), root).replace(os.sep, '/') n = int.from_bytes(hashlib.sha256(rel.encode()).digest()[:8], 'big') & 0x7FFFFFFFFFFFFFFF t = '' while n: c = n % 34 t = (chr(97 + c) if c < 25 else chr(48 + c - 25)) + t n //= 34 open(os.path.join(d, f + '.uid'), 'w').write('uid://' + t + '\n') PY # 3. Imagens grandes de monstros e pessoas: no maximo 1024 px de lado na importacao. n=0 for f in "$tree"/src/monsters/*.import "$tree"/src/people/*.import; do if grep -q '^process/size_limit=0$' "$f"; then sed -i.bak 's|^process/size_limit=0$|process/size_limit=1024|' "$f" rm "$f.bak" n=$((n + 1)) fi done test "$n" -ge 10 # Data fixa nos arquivos. TZ=UTC find "$tree" -exec touch -t 202001010000 {} + # Fonte publicado: o projeto inteiro (com as mudancas), em tar deterministico (ordem, dono e data fixos). ( cd "$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" "$tree/export_presets.cfg" export HOME="$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"