Fix facility discovery in exported builds and verify first construction

This commit is contained in:
Takeshi
2026-09-09 23:59:24 +09:00
parent fb4ad23190
commit 7121092794
5 changed files with 142 additions and 1 deletions
+7
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@@ -111,6 +111,7 @@ check:
export-windows:
mkdir -p build/windows
$(GODOT) --headless --path . --export-release "Windows Desktop"
$(MAKE) test-exported-opening
# Pixel cutaway: interactive disposable inn, capture and input regression.
.PHONY: preview-pixel capture-pixel test-pixel-ui
@@ -187,3 +188,9 @@ test-stairs:
test-transport-comparison:
$(GODOT) --headless --path . --script res://tests/transport/test_transport_comparison.gd
$(GODOT) --headless --path . --script res://tests/transport/test_runtime_transport_comparison.gd
# Check the actual shipped data outside this checkout, including first build.
WINDOWS_PCK ?= build/windows/TheTree.pck
.PHONY: test-exported-opening
test-exported-opening:
python3 tools/verify_exported_opening.py "$(WINDOWS_PCK)" --godot "$(GODOT)"
+26
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@@ -0,0 +1,26 @@
# Windows配布版で建築候補が空になる問題
対象: 最初のWindows配布 `fb4ad23`。受付が建築候補に現れず開業できないという報告を、配布済みPCKで再現した。
## 原因と修正
GodotのRelease出力ではFacilityの `.tres` が `.res` に変換され、元のパスは `.remap` を通して読み込まれる。DefinitionRegistryが `FileAccess.file_exists` で元の物理ファイルを調べていたため、全18施設を `resource_not_found` として除外していた。リソースの存在判定を `ResourceLoader.exists` に変更し、既存の型・内容・IDの検証は維持した。
制作フォルダーからPCKを実行すると、物理ファイルがローカルにあるため不具合が隠れる。前回の単なる起動smokeでも候補の欠落は検出できなかった。
## 検証
- 制作フォルダー外の一時ディレクトリで、配布済みPCKだけを起動。`FileAccess=false / ResourceLoader=true` を確認し、18施設の欠落・パレット空を再現。
- 修正版PCKを同じ隔離条件で起動し、13項目成功。制作ファイルへのフォールバックなし、全18施設、受付ボタンの表示・選択、初日ガイドからの選択、マップ配置、500Gの支払い、120分後の完成、客室建設への案内を確認。
- macOS版Godotによる配布PCKの実描画で受付完成と建築候補を確認。Windows実機での再検証は未実施。
- DefinitionRegistryの既存266項目が成功し、存在しないデータの拒否も維持。
`make export-windows` は以後、書き出し後に隔離した実建設チェックを実行する。既存PCKの検証は次のコマンドで行える。
```
make test-exported-opening WINDOWS_PCK=/absolute/path/TheTree.pck
```
`tools/verify_exported_opening.py` が一時ディレクトリから `tests/export/test_exported_opening.gd` を実行する。試験では保存を無効にし、実際の建設UIとCommandを使う。制作ファイルが見つかった場合も失敗させる。
証跡: `artifacts/windows-opening-before-isolated.log`、`windows-opening-fixed-visual.log`、`windows-registry-fix.log`、`windows-reception-fixed.png`。修正版配布は `build/windows/TheTree-Windows-reception-fix.zip`。EXEとPCKを含めて全体を展開し、新しいフォルダーから起動する。
+3 -1
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@@ -266,7 +266,9 @@ func _validate_requested_path(path: String) -> bool:
"Facility definitions must use the .tres extension."
)
valid = false
if not FileAccess.file_exists(path):
# Exported .tres resources are remapped to binary .res files. Physical
# FileAccess checks incorrectly reject them when no source checkout exists.
if not ResourceLoader.exists(path):
_add_error(
&"resource_not_found",
&"",
+67
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@@ -0,0 +1,67 @@
extends SceneTree
## Run against the distributed pack, not the source checkout:
## godot --headless --main-pack /absolute/TheTree.pck --script /absolute/this_script.gd
var _failures := 0
var _checks := 0
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var runtime: Variant = root.get_node("SimulationRuntime")
var clock: Variant = root.get_node("GameClock")
clock.set_paused(true)
runtime.configure_save_policy({&"enabled": false, &"daily_checkpoint_enabled": false})
if OS.get_environment("THE_TREE_REQUIRE_EXPORTED") == "1":
_expect(not FileAccess.file_exists("res://project.godot") and not FileAccess.file_exists("res://data/facilities/reception.tres"), "release regression has no source checkout fallback")
print("RECEPTION_RESOURCE file=%s resource=%s" % [FileAccess.file_exists("res://data/facilities/reception.tres"), ResourceLoader.exists("res://data/facilities/reception.tres")])
_expect(runtime.definition_registry.is_valid(), "exported facility definitions validate: %s" % runtime.definition_registry.get_report())
_expect(runtime.definition_registry.facility_count() == 18, "all 18 buildable definitions are present in the shipped pack")
var main: Control = load("res://scenes/main/main.tscn").instantiate()
root.add_child(main)
runtime.configure_save_policy({&"enabled": false, &"daily_checkpoint_enabled": false})
await process_frame
await process_frame
var buttons: Dictionary = main.get("build_buttons")
_expect(buttons.size() == 18, "the actual build palette exposes all 18 facilities")
_expect(buttons.has(&"reception"), "reception is selectable in the actual build palette")
if not buttons.has(&"reception"):
_finish()
return
_expect("受付" in buttons[&"reception"].text and not buttons[&"reception"].disabled, "reception button is labeled and enabled")
var guide: Variant = main.find_child("InnOpeningGuide", true, false)
_expect(guide != null and guide.get_progress().get(&"action") == &"build_reception", "new-game guide offers reception construction")
if guide != null:
(guide.get("_action") as Button).pressed.emit()
await process_frame
_expect(main.get("palette_scroll").visible and buttons[&"reception"].is_visible_in_tree(), "guide action opens the palette with a visible reception button")
buttons[&"reception"].button_pressed = false
buttons[&"reception"].button_pressed = true
_expect(main.get("_selected_definition_id") == &"reception", "the reception button selects the real construction tool")
main.call("_on_map_cell_clicked", Vector3i(-8, 0, 0))
_expect(runtime.construction_service.get_jobs().size() == 1, "map placement starts one real reception construction job")
_expect(runtime.economy_service.get_balance(&"PLAYER_CASH") == 4500, "reception construction charges the actual 500 G cost")
clock.advance_minutes(120)
var reception: Variant = null
for facility: Variant in runtime.facility_service.get_instances():
if facility.definition_id == &"reception":
reception = facility
_expect(reception != null, "the reception completes from the exported game data")
_expect(guide != null and guide.get_progress().get(&"stage") == &"room", "opening guide advances to building a room")
if OS.get_environment("THE_TREE_EXPORT_CAPTURE") == "1":
main.call("_refresh_dashboard")
await process_frame
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png(OS.get_environment("THE_TREE_EXPORT_CAPTURE_PATH"))
_finish()
func _expect(ok: bool, label: String) -> void:
_checks += 1
if not ok:
_failures += 1
print("%s: %s" % ["PASS" if ok else "FAIL", label])
func _finish() -> void:
print("Exported opening: %d checks, %d failures" % [_checks, _failures])
quit(1 if _failures else 0)
+39
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@@ -0,0 +1,39 @@
#!/usr/bin/env python3
"""Exercise the distributed PCK with no source-tree fallback or player saves."""
import argparse
import os
from pathlib import Path
import shutil
import subprocess
import tempfile
def main():
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument("pack", type=Path)
parser.add_argument("--godot", default="godot")
parser.add_argument("--capture", type=Path)
args = parser.parse_args()
pack = args.pack.resolve(strict=True)
godot = shutil.which(args.godot)
if godot is None:
parser.error(f"Godot executable not found: {args.godot}")
script = Path(__file__).resolve().parents[1] / "tests/export/test_exported_opening.gd"
env = dict(os.environ, THE_TREE_REQUIRE_EXPORTED="1")
command = [godot]
if args.capture:
output = args.capture.resolve()
output.parent.mkdir(parents=True, exist_ok=True)
env.update(THE_TREE_EXPORT_CAPTURE="1", THE_TREE_EXPORT_CAPTURE_PATH=str(output))
else:
command.append("--headless")
command.extend(["--main-pack", str(pack), "--script", str(script)])
# Running inside the checkout masks missing packed resources: FileAccess
# can read original .tres files from disk even when the PCK only has .remap.
with tempfile.TemporaryDirectory(prefix="the-tree-export-check-") as isolated:
result = subprocess.run(command, cwd=isolated, env=env, timeout=180)
return result.returncode
if __name__ == "__main__":
raise SystemExit(main())