Add live server lifecycle to tests/run-visual (start/stop server per
scenario, parse LISTENING:{port}). Add MessagePack snapshot replay to
visual_capture.gd via Protocol.decode_snapshot() — exercises the full
client pipeline from wire bytes to rendered fog. Three replay scenarios
(hub_spawn, fog_theater, hub_after_movement) plus one live scenario
(fog_live_hub). Add gen_gauntlet_fixtures.rs to produce .msgpack fixtures
from the Gauntlet test world. Add max_diff_pct threshold to visual-diff.
Makefile: add fixtures-gauntlet target, fix build-client double-import,
preserve .godot cache in clean.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
349 lines
11 KiB
GDScript
349 lines
11 KiB
GDScript
## Visual test capture engine — boots main.tscn, runs a named scenario or flow,
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## captures viewport PNGs for golden comparison or ad-hoc inspection.
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##
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## Usage:
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## godot --rendering-driver opengl3 --fixed-fps 60 --resolution 960x540 \
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## --path client -s res://tests/visual_capture.gd -- \
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## --scenario fog_3state --output /abs/path
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##
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## godot ... -- --flow flow_dialogue --output /abs/path --interval 3
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## godot ... -- --list
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##
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## Follows gen_client_fixtures.gd pattern: extends SceneTree, _init -> _run, quit().
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## Requires a real rendering driver (not --headless) for shader execution.
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extends SceneTree
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# Load VisualScenarios explicitly — class_name registry not populated in -s mode.
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# Must create an instance: static methods on loaded GDScript resources aren't
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# callable via variable (only via class_name, which isn't available in -s mode).
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var _scenarios: RefCounted = null
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var _output_dir: String = ""
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var _scenario: String = ""
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var _flow: String = ""
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var _interval: float = 3.0
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var _list_mode: bool = false
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var _config: Dictionary = {}
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var _is_live: bool = false
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func _init():
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_run.call_deferred()
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func _run():
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# Parse CLI args (after -- separator)
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_parse_args()
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# Load scenarios script and create instance (class_name not available in -s mode)
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var scenarios_script: GDScript = load("res://tests/visual_scenarios.gd")
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_scenarios = scenarios_script.new()
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# Load config
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_config = _load_config()
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if _config.is_empty():
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push_error("visual_capture: failed to load tests/visual.json")
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quit(1)
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return
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# List mode: print scenario/flow names and exit
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if _list_mode:
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_print_list()
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quit()
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return
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# Validate mode
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if _scenario.is_empty() and _flow.is_empty():
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push_error("visual_capture: specify --scenario NAME or --flow NAME (or --list)")
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quit(1)
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return
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if _output_dir.is_empty():
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push_error("visual_capture: --output DIR is required")
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quit(1)
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return
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# Ensure output directory exists
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DirAccess.make_dir_recursive_absolute(_output_dir)
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# Load main scene (autoloads already initialized from project.godot)
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var main_scene = load("res://scenes/main.tscn")
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if main_scene == null:
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push_error("visual_capture: failed to load res://scenes/main.tscn")
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quit(1)
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return
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var main_node = main_scene.instantiate()
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# Live mode: configure server port BEFORE main.gd._ready() calls connect_to_sim()
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_is_live = OS.get_environment("SR_LIVE") == "1"
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if _is_live:
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var sim_bridge := root.get_node("/root/SimBridge")
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var port_env := OS.get_environment("SR_PORT")
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if port_env.is_empty():
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push_error("visual_capture: SR_LIVE=1 but SR_PORT not set")
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quit(1)
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return
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sim_bridge.server_port = int(port_env)
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print("visual_capture: live mode — server port %d" % sim_bridge.server_port)
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root.add_child(main_node)
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# Wait for NoiseTexture2D async generation
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var fog_overlay = main_node.get_node_or_null("World/FogOverlay")
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if fog_overlay and not fog_overlay._noise_ready:
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print("visual_capture: waiting for fog noise texture...")
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await fog_overlay.fog_noise_ready
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print("visual_capture: fog noise ready")
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# Set deterministic shader time BEFORE settle frames
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# Autoload globals not available as identifiers in -s mode — use tree path.
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root.get_node("/root/FogState").override_time = 1.0
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# Settle frames (camera smoothing, fog uniform init, UI layout)
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var settle_count: int = _config.get("settle_frames", 30)
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print("visual_capture: settling %d frames..." % settle_count)
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for i in range(settle_count):
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await process_frame
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# Live mode: wait for server connection and first snapshot
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if _is_live:
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var sim_bridge := root.get_node("/root/SimBridge")
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var game_state := root.get_node("/root/GameState")
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print("visual_capture: waiting for server connection...")
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var max_frames := 300 # 5 seconds at 60fps
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var waited := 0
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while sim_bridge.state != sim_bridge.ConnectionState.CONNECTED:
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if sim_bridge.state == sim_bridge.ConnectionState.ERROR:
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push_error("visual_capture: server connection failed")
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quit(1)
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return
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await process_frame
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waited += 1
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if waited >= max_frames:
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push_error("visual_capture: connection timeout after %d frames" % waited)
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quit(1)
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return
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print("visual_capture: connected after %d frames" % waited)
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# Wait for first snapshot from server
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waited = 0
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while game_state.current_tick == 0:
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await process_frame
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waited += 1
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if waited >= max_frames:
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push_error("visual_capture: no snapshot after %d frames" % waited)
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quit(1)
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return
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print("visual_capture: first snapshot tick=%d (%d frames)" % [game_state.current_tick, waited])
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if not _scenario.is_empty():
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await _run_scenario(main_node)
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elif not _flow.is_empty():
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await _run_flow(main_node)
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quit()
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func _run_scenario(_main_node: Node) -> void:
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var scenarios: Dictionary = _config.get("scenarios", {})
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if not scenarios.has(_scenario):
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push_error("visual_capture: unknown scenario '%s'" % _scenario)
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quit(1)
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return
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var scenario_cfg: Dictionary = scenarios[_scenario]
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var ticks: int = scenario_cfg.get("ticks", 5)
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print("visual_capture: scenario '%s' — %d ticks" % [_scenario, ticks])
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# Apply scenario setup hook (pass root for autoload access)
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if not _scenarios.apply_setup(_scenario, root):
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push_warning("visual_capture: no setup hook for '%s'" % _scenario)
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# Advance simulation ticks (each process_frame polls one snapshot)
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for i in range(ticks):
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await process_frame
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# Post-tick setup (e.g. zone tint patching)
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_scenarios.post_setup(_scenario, root)
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# Replay snapshot: inject a real server snapshot through the FULL client pipeline.
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# Loads MessagePack bytes (exact wire format from server), decodes via Protocol.gd,
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# then applies through GameState → FogState → shader — same path as live game.
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var replay_path: String = scenario_cfg.get("replay_snapshot", "")
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if not replay_path.is_empty():
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var project_root := ProjectSettings.globalize_path("res://")
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var repo_root := project_root.rstrip("/").get_base_dir()
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var abs_path := repo_root.path_join(replay_path)
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var rf := FileAccess.open(abs_path, FileAccess.READ)
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if rf == null:
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push_error("visual_capture: cannot open replay snapshot %s" % abs_path)
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quit(1)
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return
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var replay_bytes := rf.get_buffer(rf.get_length())
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rf.close()
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# Decode through Protocol.decode_snapshot() — same as live IPC receive path.
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# This exercises: msgpack decode → entity decode → tile_kind→type mapping → etc.
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var replay_data: Variant = Protocol.decode_snapshot(replay_bytes)
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if replay_data == null or not replay_data is Dictionary:
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push_error("visual_capture: Protocol.decode_snapshot failed for %s" % abs_path)
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quit(1)
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return
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print("visual_capture: replaying %s (%d bytes, tick=%s, %d tiles)" % [
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replay_path, replay_bytes.size(),
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str(replay_data.get("tick", "?")),
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replay_data.get("visible_tiles", []).size()])
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var game_state := root.get_node("/root/GameState")
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var fog_state := root.get_node("/root/FogState")
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game_state.apply_snapshot(replay_data)
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fog_state.update_from_state()
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# Extra frames for fog uniform propagation
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for i in range(4):
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await process_frame
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# Extra frames for state propagation + viewport texture lag
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await process_frame
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await process_frame
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# Capture
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await _capture("%s/%s.png" % [_output_dir, _scenario])
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func _run_flow(_main_node: Node) -> void:
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var flows: Dictionary = _config.get("flows", {})
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if not flows.has(_flow):
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push_error("visual_capture: unknown flow '%s'" % _flow)
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quit(1)
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return
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var flow_cfg: Dictionary = flows[_flow]
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var steps: Array = flow_cfg.get("steps", [])
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var interval: float = flow_cfg.get("interval", _interval)
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print("visual_capture: flow '%s' — %d steps, %.1fs interval" % [_flow, steps.size(), interval])
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# Create output subdirectory for flow frames
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var flow_dir := "%s/%s" % [_output_dir, _flow]
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DirAccess.make_dir_recursive_absolute(flow_dir)
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var manifest_lines: PackedStringArray = []
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var frame_idx: int = 0
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for step in steps:
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if not step is Dictionary:
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continue
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var action: String = step.get("action", "wait")
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var label: String = step.get("label", action)
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# Apply action
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_scenarios.apply_flow_action(action, root)
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# Wait for interval (timer yields back to main loop — frames keep rendering)
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await create_timer(interval).timeout
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# Extra frames for viewport texture to catch up
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await process_frame
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await process_frame
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# Capture frame
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var frame_name := "%s_%03d.png" % [_flow, frame_idx]
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await _capture("%s/%s" % [flow_dir, frame_name])
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# Build manifest line
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var total_seconds: int = int((frame_idx + 1) * interval)
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var timecode := "%d:%02d" % [total_seconds / 60, total_seconds % 60]
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manifest_lines.append("%03d %s %s" % [frame_idx, timecode, label])
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frame_idx += 1
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# Write manifest sidecar
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var manifest_path := "%s/%s_manifest.txt" % [flow_dir, _flow]
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var f := FileAccess.open(manifest_path, FileAccess.WRITE)
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if f:
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f.store_string("\n".join(manifest_lines) + "\n")
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f.close()
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print("visual_capture: manifest -> %s" % manifest_path)
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func _capture(path: String) -> void:
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# Wait for GPU to finish rendering current frame
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await RenderingServer.frame_post_draw
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var image := root.get_viewport().get_texture().get_image()
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if image == null:
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push_error("visual_capture: viewport image is null — GPU rendering may not be available")
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quit(1)
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return
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var err := image.save_png(path)
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if err != OK:
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push_error("visual_capture: failed to save PNG to %s (error %d)" % [path, err])
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quit(1)
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return
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print("visual_capture: captured -> %s (%dx%d)" % [path, image.get_width(), image.get_height()])
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func _load_config() -> Dictionary:
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# Config is at tests/visual.json relative to repo root.
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# Repo root = parent of Godot project root (client/).
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var project_root := ProjectSettings.globalize_path("res://")
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var repo_root := project_root.rstrip("/").get_base_dir()
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var config_path := repo_root.path_join("tests/visual.json")
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var f := FileAccess.open(config_path, FileAccess.READ)
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if f == null:
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push_error("visual_capture: cannot open %s" % config_path)
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return {}
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var json_text := f.get_as_text()
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f.close()
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var parsed = JSON.parse_string(json_text)
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if parsed == null or not parsed is Dictionary:
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push_error("visual_capture: invalid JSON in %s" % config_path)
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return {}
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return parsed
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func _parse_args() -> void:
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var args := OS.get_cmdline_user_args()
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var i := 0
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while i < args.size():
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match args[i]:
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"--scenario":
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i += 1
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if i < args.size():
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_scenario = args[i]
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"--flow":
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i += 1
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if i < args.size():
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_flow = args[i]
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"--output":
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i += 1
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if i < args.size():
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_output_dir = args[i]
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"--interval":
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i += 1
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if i < args.size():
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_interval = float(args[i])
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"--list":
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_list_mode = true
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_:
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push_warning("visual_capture: unknown arg '%s'" % args[i])
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i += 1
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func _print_list() -> void:
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var scenarios: Dictionary = _config.get("scenarios", {})
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var flows: Dictionary = _config.get("flows", {})
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print("scenarios:")
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for name in scenarios:
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var desc: String = scenarios[name].get("description", "")
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print(" %s — %s" % [name, desc])
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print("flows:")
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for name in flows:
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var steps: Array = flows[name].get("steps", [])
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print(" %s — %d steps" % [name, steps.size()])
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