123 lines
6.3 KiB
GDScript
123 lines
6.3 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 整屏截图探针(迭代 9 卡⑰a 2026-09-30——呈现层测试分级 B 档基建:四屏视口截图程序化产出)。
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# 必须**窗口化**运行(真渲染设备——headless 无渲染面,get_image 得到空纹理):
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# Godot_console.exe --path . res://smoke/shot_probe.tscn -- <输出目录>
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# 流程 = 真实按钮信号路径驱动(ui_click_probe 同款;存档/设置/元进度三面换注隔离档——禁碰真实档,
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# 坑册「断点写盘随 save_manager 引用走」教训同款覆盖):菜单(启动态)→ 营地(campbtn)→
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# 关卡画面(lvbtn→停点出图)→ 战斗(level_screen.press_candidate(0) 真实选路提交)。
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# 每屏双帧 + frame_post_draw 同步后抓 get_viewport().get_texture(),PNG 落输出目录;
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# 最小自检 = 四件存在且非零字节(像素方差断言归 tools/shot_checker.py——B 档骨架分工)。
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extends Node
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const ProbeUiUtil := preload("res://smoke/probe_ui_util.gd") # T6 收口:树寻址/隔离样板单点
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var main: Node
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var out_dir := ""
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var _problems: Array = []
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var _meta := {} # 控件实测几何(全局 rect——shot_checker 文字框/明度带取样坐标源,禁硬编码像素)
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func _ready() -> void:
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# 运行前提=窗口化真渲染面:headless 下 frame_post_draw 永不触发+视口纹理恒空——无此守卫时 headless 调用方必挂死(2026-10-02 挂死灾害批护栏)
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if DisplayServer.get_name() == "headless":
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print("[shot_probe] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空);headless 自动闸禁跑本探针(正主=tools/probe_gate.sh)")
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get_tree().quit(1)
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return
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var args := OS.get_cmdline_user_args()
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out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://qa-screens"
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DirAccess.make_dir_recursive_absolute(out_dir)
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await get_tree().process_frame
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main = load("res://presentation/main.tscn").instantiate()
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add_child(main)
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await get_tree().process_frame
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# ── 存档/元进度/设置三面隔离(ui_click_probe 同款——真档零污染;历史语义 = contains 寻址) ──
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ProbeUiUtil.isolate_save(main, "smoke_shot_probe", false, true, false)
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await get_tree().process_frame
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# ① 菜单(启动态)
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_meta["menu_sub"] = ProbeUiUtil.label_rect(main._start_overlay, "改造批")
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_meta["menu_help"] = ProbeUiUtil.label_rect(main._start_overlay, "玩法:")
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_meta["menu_title"] = ProbeUiUtil.label_rect(main._start_overlay, "Dungeon Sweeper")
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await _snap("menu")
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# ② 营地
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var campbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "营地", "contains")
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if campbtn == null:
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_problems.append("营地入口缺失(开始层 campbtn)")
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else:
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campbtn.pressed.emit()
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await get_tree().process_frame
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await _snap("camp")
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var close_btn: Button = ProbeUiUtil.find_button(main.camp_overlay, "关闭营地", "contains")
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if close_btn != null:
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close_btn.pressed.emit()
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await get_tree().process_frame
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# ③ 关卡画面(开始冒险→停点出图——冒险开始即出图,停点前移批语义)
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var lvbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "开始冒险", "contains")
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if lvbtn == null:
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_problems.append("开始冒险按钮缺失(开始层 lvbtn)")
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else:
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lvbtn.pressed.emit()
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for i in 4:
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await get_tree().process_frame
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await _snap("level")
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# GP 常驻徽章断言(迭代 9 卡⑪核验——读数=runner.gp 现值,刷新=写路径回执后重查〔open_choices〕)
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var gp_label: Label = ProbeUiUtil.find_label(main.level_screen, "◈ ")
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if gp_label == null or not gp_label.is_visible_in_tree():
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_problems.append("GP 徽章不可见(关卡画面顶栏)")
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elif main.level_screen.get("_runner") != null:
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var expect := "◈ %d" % int(main.level_screen.get("_runner").gp)
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if gp_label.text != expect:
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_problems.append("GP 徽章读数不符: %s != %s" % [gp_label.text, expect])
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# ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款)
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if main.level_screen != null and main.level_screen.visible:
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main.level_screen.press_candidate(0)
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for i in 10:
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await get_tree().process_frame
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await _snap("battle")
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# 战斗屏文字框/明度带锚点(全局 rect——checker 取样坐标源)
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_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.stage, "结算明细")
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_meta["hero_panel"] = _node_rect(ProbeUiUtil.find_by_script(main, "hero_info_panel_view"))
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_meta["stage_view"] = _node_rect(main.stage)
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_meta["board_zone"] = _node_rect(main.board_zone)
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# draw calls 真机测量(迭代 9 卡⑦——基线 270→目标 <200;窗口化渲染帧读数,
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# 取值时机=战斗截图同帧后一帧——呈现终态满负荷)
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await get_tree().process_frame
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var dc := int(Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME))
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_meta["battle_draw_calls"] = dc
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print("[shot_probe] battle draw_calls=%d(基线 270/目标 <200)" % dc)
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else:
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_problems.append("关卡画面未出现(lvbtn 路径)")
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# ── 几何元数据落盘(shot_checker 取样坐标源) ──
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var mf := FileAccess.open(out_dir.path_join("shot_meta.json"), FileAccess.WRITE)
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if mf != null:
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mf.store_string(JSON.stringify(_meta))
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mf.close()
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# ── 最小自检:四件存在且非零字节 ──
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for s in ["menu", "camp", "level", "battle"]:
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var p := out_dir.path_join("shot_%s.png" % s)
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if not FileAccess.file_exists(p):
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_problems.append("截图缺失: %s" % p)
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else:
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var fa := FileAccess.open(p, FileAccess.READ)
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if fa == null or fa.get_length() < 1000:
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_problems.append("截图疑似空文件: %s" % p)
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print("[shot_probe] 完成 out=%s 问题=%d %s" % [out_dir, _problems.size(), str(_problems)])
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get_tree().quit(1 if _problems.size() > 0 else 0)
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func _snap(key: String) -> void:
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await RenderingServer.frame_post_draw
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await RenderingServer.frame_post_draw
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var img: Image = get_viewport().get_texture().get_image()
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if img == null:
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_problems.append("视口纹理为空: %s" % key)
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return
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img.save_png(out_dir.path_join("shot_%s.png" % key))
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print("[shot_probe] saved %s (%dx%d)" % [key, img.get_width(), img.get_height()])
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func _node_rect(n: Node) -> Dictionary:
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if n == null or not (n is CanvasItem):
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return {}
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return {"x": n.global_position.x, "y": n.global_position.y,
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"w": n.size.x, "h": n.size.y}
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