Files
settled-reach/client/tests/visual_capture.gd
T
jpmschweitzerandClaude Fable 5 a7801a942a feat(client): 3D locomotion sandbox — character walks the live Gauntlet (T-1088)
New SR_LIVE sandbox scene: CharacterVisual composited in a 3D greybox world
derived from server snapshots. Per-leg constant-velocity interpolation keyed
to the stance throttle, 'server feet / client eyes' facing (wire octant while
moving, client aim octant idle), cadence-synced gait state machine on
AnimationPlayer custom blends, D-148 orthographic follow camera (-30deg
default, T-cycle presets), sim-space grid shader, camera-side wall cutaway,
accumulating never-evict tile store with four-state visibility tint.

Additive seams only: InputMapper.facing_angle_provider (2D path unchanged),
CharacterVisual.play_animation blend_time param + get_animation_player().
Visual harness gains per-scenario scene field + SR_AUTOPILOT input scripting.
210 new gdUnit assertions across five suites; verified live (230/230 total,
clean smoke, screenshot at .cache/screenshots/locomotion_idle_live.png).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 13:23:16 +02:00

389 lines
12 KiB
GDScript

## Visual test capture engine — boots the entry's "scene" (default main.tscn),
## runs a named scenario or flow, captures viewport PNGs for golden comparison
## or ad-hoc inspection.
##
## Usage:
## godot --rendering-driver opengl3 --fixed-fps 60 --resolution 960x540 \
## --path client -s res://tests/visual_capture.gd -- \
## --scenario fog_3state --output /abs/path
##
## godot ... -- --flow flow_dialogue --output /abs/path --interval 3
## godot ... -- --list
##
## Follows gen_client_fixtures.gd pattern: extends SceneTree, _init -> _run, quit().
## Requires a real rendering driver (not --headless) for shader execution.
extends SceneTree
# Load VisualScenarios explicitly — class_name registry not populated in -s mode.
# Must create an instance: static methods on loaded GDScript resources aren't
# callable via variable (only via class_name, which isn't available in -s mode).
var _scenarios: RefCounted = null
var _output_dir: String = ""
var _scenario: String = ""
var _flow: String = ""
var _interval: float = 3.0
var _list_mode: bool = false
var _config: Dictionary = {}
var _is_live: bool = false
func _init():
_run.call_deferred()
func _run(): # gdlint:disable=max-returns
# Parse CLI args (after -- separator)
_parse_args()
# Load scenarios script and create instance (class_name not available in -s mode)
var scenarios_script: GDScript = load("res://tests/visual_scenarios.gd")
_scenarios = scenarios_script.new()
# Load config
_config = _load_config()
if _config.is_empty():
push_error("visual_capture: failed to load tests/visual.json")
quit(1)
return
# List mode: print scenario/flow names and exit
if _list_mode:
_print_list()
quit()
return
# Validate mode
if _scenario.is_empty() and _flow.is_empty():
push_error("visual_capture: specify --scenario NAME or --flow NAME (or --list)")
quit(1)
return
if _output_dir.is_empty():
push_error("visual_capture: --output DIR is required")
quit(1)
return
# Ensure output directory exists
DirAccess.make_dir_recursive_absolute(_output_dir)
# Per-entry overrides (T-1088, design §10.2 — both additive; existing entries
# without these keys behave byte-identically):
# "scene": alternate root scene (default res://scenes/main.tscn)
# "env": env vars set before the scene boots (e.g. SR_AUTOPILOT) — OS-level,
# so the scene's _ready() reads them exactly like shell-exported vars;
# run-visual has no per-scenario env mechanism, this is it.
var entry_cfg := _entry_config()
var env_vars: Dictionary = entry_cfg.get("env", {})
for env_key: String in env_vars:
OS.set_environment(env_key, str(env_vars[env_key]))
# Load root scene (autoloads already initialized from project.godot)
var scene_path: String = entry_cfg.get("scene", "res://scenes/main.tscn")
var main_scene = load(scene_path)
if main_scene == null:
push_error("visual_capture: failed to load %s" % scene_path)
quit(1)
return
var main_node = main_scene.instantiate()
# Live mode: configure server port BEFORE main.gd._ready() calls connect_to_sim()
_is_live = OS.get_environment("SR_LIVE") == "1"
if _is_live:
var sim_bridge := root.get_node("/root/SimBridge")
var port_env := OS.get_environment("SR_PORT")
if port_env.is_empty():
push_error("visual_capture: SR_LIVE=1 but SR_PORT not set")
quit(1)
return
sim_bridge.server_port = int(port_env)
print("visual_capture: live mode — server port %d" % sim_bridge.server_port)
root.add_child(main_node)
# Wait for NoiseTexture2D async generation
var fog_overlay = main_node.get_node_or_null("World/FogOverlay")
if fog_overlay and not fog_overlay._noise_ready:
print("visual_capture: waiting for fog noise texture...")
await fog_overlay.fog_noise_ready
print("visual_capture: fog noise ready")
# Set deterministic shader time BEFORE settle frames
# Autoload globals not available as identifiers in -s mode — use tree path.
root.get_node("/root/FogState").override_time = 1.0
# Settle frames (camera smoothing, fog uniform init, UI layout)
var settle_count: int = _config.get("settle_frames", 30)
print("visual_capture: settling %d frames..." % settle_count)
for i in range(settle_count):
await process_frame
# Live mode: wait for server connection and first snapshot
if _is_live:
var sim_bridge := root.get_node("/root/SimBridge")
var game_state := root.get_node("/root/GameState")
print("visual_capture: waiting for server connection...")
var max_frames := 300 # 5 seconds at 60fps
var waited := 0
while sim_bridge.state != sim_bridge.ConnectionState.CONNECTED:
if sim_bridge.state == sim_bridge.ConnectionState.ERROR:
push_error("visual_capture: server connection failed")
quit(1)
return
await process_frame
waited += 1
if waited >= max_frames:
push_error("visual_capture: connection timeout after %d frames" % waited)
quit(1)
return
print("visual_capture: connected after %d frames" % waited)
# Wait for first snapshot from server
waited = 0
while game_state.current_tick == 0:
await process_frame
waited += 1
if waited >= max_frames:
push_error("visual_capture: no snapshot after %d frames" % waited)
quit(1)
return
print(
"visual_capture: first snapshot tick=%d (%d frames)" % [game_state.current_tick, waited]
)
if not _scenario.is_empty():
await _run_scenario(main_node)
elif not _flow.is_empty():
await _run_flow(main_node)
quit()
func _run_scenario(_main_node: Node) -> void:
var scenarios: Dictionary = _config.get("scenarios", {})
if not scenarios.has(_scenario):
push_error("visual_capture: unknown scenario '%s'" % _scenario)
quit(1)
return
var scenario_cfg: Dictionary = scenarios[_scenario]
var ticks: int = scenario_cfg.get("ticks", 5)
print("visual_capture: scenario '%s' — %d ticks" % [_scenario, ticks])
# Apply scenario setup hook (pass root for autoload access)
if not _scenarios.apply_setup(_scenario, root):
push_warning("visual_capture: no setup hook for '%s'" % _scenario)
# Advance simulation ticks (each process_frame polls one snapshot)
for i in range(ticks):
await process_frame
# Post-tick setup (e.g. zone tint patching)
_scenarios.post_setup(_scenario, root)
# Replay snapshot: inject a real server snapshot through the FULL client pipeline.
# Loads MessagePack bytes (exact wire format from server), decodes via Protocol.gd,
# then applies through GameState → FogState → shader — same path as live game.
var replay_path: String = scenario_cfg.get("replay_snapshot", "")
if not replay_path.is_empty():
var project_root := ProjectSettings.globalize_path("res://")
var repo_root := project_root.rstrip("/").get_base_dir()
var abs_path := repo_root.path_join(replay_path)
var rf := FileAccess.open(abs_path, FileAccess.READ)
if rf == null:
push_error("visual_capture: cannot open replay snapshot %s" % abs_path)
quit(1)
return
var replay_bytes := rf.get_buffer(rf.get_length())
rf.close()
# Decode through Protocol.decode_snapshot() — same as live IPC receive path.
# This exercises: msgpack decode → entity decode → tile_kind→type mapping → etc.
# class_name `Protocol` isn't resolvable in -s mode (see header note);
# instantiate the script and call the static decoder on the instance,
# then free it — the decoded Dictionary is independent of the node.
var protocol_node: Node = load("res://scripts/protocol/protocol.gd").new()
var replay_data: Variant = protocol_node.decode_snapshot(replay_bytes)
protocol_node.free()
if replay_data == null or not replay_data is Dictionary:
push_error("visual_capture: Protocol.decode_snapshot failed for %s" % abs_path)
quit(1)
return
print(
(
"visual_capture: replaying %s (%d bytes, tick=%s, %d tiles)"
% [
replay_path,
replay_bytes.size(),
str(replay_data.get("tick", "?")),
replay_data.get("visible_tiles", []).size()
]
)
)
var game_state := root.get_node("/root/GameState")
var fog_state := root.get_node("/root/FogState")
game_state.apply_snapshot(replay_data)
fog_state.update_from_state()
# Extra frames for fog uniform propagation
for i in range(4):
await process_frame
# Extra frames for state propagation + viewport texture lag
await process_frame
await process_frame
# Capture
await _capture("%s/%s.png" % [_output_dir, _scenario])
func _run_flow(_main_node: Node) -> void:
var flows: Dictionary = _config.get("flows", {})
if not flows.has(_flow):
push_error("visual_capture: unknown flow '%s'" % _flow)
quit(1)
return
var flow_cfg: Dictionary = flows[_flow]
var steps: Array = flow_cfg.get("steps", [])
var interval: float = flow_cfg.get("interval", _interval)
print("visual_capture: flow '%s' — %d steps, %.1fs interval" % [_flow, steps.size(), interval])
# Create output subdirectory for flow frames
var flow_dir := "%s/%s" % [_output_dir, _flow]
DirAccess.make_dir_recursive_absolute(flow_dir)
var manifest_lines: PackedStringArray = []
var frame_idx: int = 0
for step in steps:
if not step is Dictionary:
continue
var action: String = step.get("action", "wait")
var label: String = step.get("label", action)
# Apply action
_scenarios.apply_flow_action(action, root)
# Wait for interval (timer yields back to main loop — frames keep rendering)
await create_timer(interval).timeout
# Extra frames for viewport texture to catch up
await process_frame
await process_frame
# Capture frame
var frame_name := "%s_%03d.png" % [_flow, frame_idx]
await _capture("%s/%s" % [flow_dir, frame_name])
# Build manifest line
var total_seconds: int = int((frame_idx + 1) * interval)
var timecode := "%d:%02d" % [total_seconds / 60, total_seconds % 60]
manifest_lines.append("%03d %s %s" % [frame_idx, timecode, label])
frame_idx += 1
# Write manifest sidecar
var manifest_path := "%s/%s_manifest.txt" % [flow_dir, _flow]
var f := FileAccess.open(manifest_path, FileAccess.WRITE)
if f:
f.store_string("\n".join(manifest_lines) + "\n")
f.close()
print("visual_capture: manifest -> %s" % manifest_path)
func _capture(path: String) -> void:
# Wait for GPU to finish rendering current frame
await RenderingServer.frame_post_draw
var image := root.get_viewport().get_texture().get_image()
if image == null:
push_error("visual_capture: viewport image is null — GPU rendering may not be available")
quit(1)
return
var err := image.save_png(path)
if err != OK:
push_error("visual_capture: failed to save PNG to %s (error %d)" % [path, err])
quit(1)
return
print("visual_capture: captured -> %s (%dx%d)" % [path, image.get_width(), image.get_height()])
## Config entry for the active scenario or flow ({} when the name is unknown —
## the mode runners report that error themselves).
func _entry_config() -> Dictionary:
var section: Dictionary = {}
if not _scenario.is_empty():
section = _config.get("scenarios", {})
return section.get(_scenario, {})
if not _flow.is_empty():
section = _config.get("flows", {})
return section.get(_flow, {})
return {}
func _load_config() -> Dictionary:
# Config is at tests/visual.json relative to repo root.
# Repo root = parent of Godot project root (client/).
var project_root := ProjectSettings.globalize_path("res://")
var repo_root := project_root.rstrip("/").get_base_dir()
var config_path := repo_root.path_join("tests/visual.json")
var f := FileAccess.open(config_path, FileAccess.READ)
if f == null:
push_error("visual_capture: cannot open %s" % config_path)
return {}
var json_text := f.get_as_text()
f.close()
var parsed = JSON.parse_string(json_text)
if parsed == null or not parsed is Dictionary:
push_error("visual_capture: invalid JSON in %s" % config_path)
return {}
return parsed
func _parse_args() -> void:
var args := OS.get_cmdline_user_args()
var i := 0
while i < args.size():
match args[i]:
"--scenario":
i += 1
if i < args.size():
_scenario = args[i]
"--flow":
i += 1
if i < args.size():
_flow = args[i]
"--output":
i += 1
if i < args.size():
_output_dir = args[i]
"--interval":
i += 1
if i < args.size():
_interval = float(args[i])
"--list":
_list_mode = true
_:
push_warning("visual_capture: unknown arg '%s'" % args[i])
i += 1
func _print_list() -> void:
var scenarios: Dictionary = _config.get("scenarios", {})
var flows: Dictionary = _config.get("flows", {})
print("scenarios:")
for name in scenarios:
var desc: String = scenarios[name].get("description", "")
print(" %s%s" % [name, desc])
print("flows:")
for name in flows:
var steps: Array = flows[name].get("steps", [])
print(" %s%d steps" % [name, steps.size()])