#!/usr/bin/env bash # Exporta o Salmoning (woonaftl (Eugene Begunkov), Ludum Dare 55, MIT; github.com/woonaftl/ludum-dare-55) para a web com o Godot 4.4.1 oficial # (o projeto e do Godot 4.2): renderer Compatibility, SEM threads (modelo web_nothreads_release), sem PWA. # O jogo roda como o autor publicou, com a retirada de quatro sons de origem nao comprovada e uma linha dos # creditos (ver abaixo). # # src/FredGames.Bundler/Builds/build-salmoning.sh # # O editor (macOS universal) e os modelos de exportacao vem do release 4.4.1-stable do GitHub, conferidos pelo # SHA-256 (os mesmos arquivos do SHA512-SUMS.txt do release) e ficam em artifacts/tools/godot-4.4.1, 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/salmoning-7ead7cf/{web/,salmoning-7ead7cf.tar.gz}, que o bundle.yaml do jogo confere pelo # SHA-256. O tar.gz e o fonte do jogo (ja com as mudancas acima) e sai igual a cada execucao. set -euo pipefail COMMIT=7ead7cf80a6324a324a3cf020e8794d3e244f955 SHA256=36591591cd9e75ec58273bb9db8961f5710b6ebf11b0906c72081f503401d5c3 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="$root/artifacts/build/salmoning-${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/woonaftl/ludum-dare-55/archive/$COMMIT.tar.gz" "salmoning-${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/salmoning-${COMMIT:0:7}.tar.gz" -C "$out/tree" --strip-components 1 # Cada passo falha se o texto esperado nao existir (o commit pinado nao muda, mas assim o erro aparece). # 1. Quatro dos sete sons saem do jogo e do fonte, porque nao da para comprovar a licenca: ambient.wav e # quack.wav (o autor creditou "freesound.org" sem lista por arquivo; o quack.wav traz metadados de # biblioteca de sons, "Mallard Duck Quack", Pro Tools, e nao e dele) e bubble.wav e win.wav (estereo, sem # origem; os outros tres sons, mono, tem cara de gerador de efeitos). Os AudioStreamPlayer ficam sem som. # 2. A tela de creditos perde a linha "Ambient sounds: freesound.org" (o som saiu) e passa a dizer "Godot Engine". for f in ambient quack bubble win; do [ -f "$out/tree/audio/$f.wav" ] && [ -f "$out/tree/audio/$f.wav.import" ] rm -f "$out/tree/audio/$f.wav" "$out/tree/audio/$f.wav.import" done python3 -I - "$out/tree" <<'PY' import re, sys root = sys.argv[1] p = root + '/scenes/audio_bus.tscn' s = open(p, encoding='utf-8').read() for f in ('bubble', 'win', 'ambient', 'quack'): m = re.search(r'\[ext_resource [^\n]*res://audio/%s\.wav" id="([^"]+)"\]\n' % f, s) assert m, f s = s.replace(m.group(0), '') assert ('stream = ExtResource("%s")\n' % m.group(1)) in s s = s.replace('stream = ExtResource("%s")\n' % m.group(1), '') s = s.replace('load_steps=9', 'load_steps=5') open(p, 'w', encoding='utf-8').write(s) p = root + '/scenes/credits.tscn' s = open(p, encoding='utf-8').read() a = 'Ambient sounds: freesound.org\n\nPowered by Godot 4.2.1' assert a in s s = s.replace(a, 'Powered by Godot Engine') open(p, 'w', encoding='utf-8').write(s) PY ! grep -rIl -E 'audio/(ambient|quack|bubble|win)\.wav' "$out/tree" | grep . # O Godot 4.4+ cria um .uid aleatorio para cada script sem ele (o projeto e de uma versao anterior ou o autor nao # o versionou), o que muda o .pck a cada build. Criamos os faltantes com um valor derivado do caminho. python3 -I - "$out/tree" <<'PY' import hashlib, os, sys A = 'abcdefghijklmnopqrstuvwxyz01234567' for d, _, fs in os.walk(sys.argv[1]): for f in sorted(fs): if f.endswith(('.gd', '.gdshader', '.gdshaderinc')) and not os.path.exists(os.path.join(d, f + '.uid')): n = int.from_bytes(hashlib.sha256(os.path.relpath(os.path.join(d, f), sys.argv[1]).encode()).digest()[:8], 'big') >> 12 s = '' for _ in range(12): s += A[n % 34]; n //= 34 open(os.path.join(d, f + '.uid'), 'w').write('uid://' + s + '\n') PY # Data fixa nos arquivos e fonte publicado em tar deterministico (ordem, dono e data fixos). TZ=UTC find "$out/tree" -exec touch -t 202001010000 {} + ( cd "$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/salmoning-${COMMIT:0:7}.tar.gz" project="$out/tree/." cp "$here/salmoning/export_presets.cfg" "$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"