9d0a0d5798
build / build (push) Successful in 2m52s
- engine-debug-tools/: a debug dump hotkey + dump2png to inspect decoded critter frames independent of the renderer (see root README.md's "Debugging" section). - engine-patches/04,05: fix critter sprite scale and an OpenGL texture cache collision, found using that tooling. - mdlp: fix encodeFrames RLE-diffing upscaled frames against a previous-frame reference the real RSD8 decoder never implements (verified against Night Dive's original Mac source down to the 68K assembly) - was rendering as scattered static in-game. - Upscale pipeline: better color quantization (dithering, pure-ramp exclusion) and per-resource model selection.
66 lines
2.3 KiB
Bash
Executable File
66 lines
2.3 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Runs the build-image against the repo to compile engine/ (the vendored
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# Shockolate snapshot), entirely offline - every dependency it needs
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# (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont) was already built
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# into the image by ./build-image.sh.
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#
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# Output lands in engine/.build-output/ - run `make dist` afterwards to
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# assemble it (together with the game assets from res/assets/ss_ee/) into
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# dist/.
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#
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# Usage: ./run-image.sh [command...]
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# With no arguments, runs the engine build. Pass a command (e.g. `bash`)
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# to get a shell in the build environment instead, useful for debugging
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# a failed build.
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set -euo pipefail
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cd "$(dirname "${BASH_SOURCE[0]}")"
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ROOT="$(pwd)"
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fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
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command -v docker >/dev/null 2>&1 \
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|| fail "docker not found in PATH"
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IMAGE="${REGISTRY_IMAGE:-questshock/builder}"
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if [ -f "$ROOT/registry.env" ]; then
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# shellcheck disable=SC1091
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source "$ROOT/registry.env"
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IMAGE="${REGISTRY_IMAGE:-$IMAGE}"
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fi
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IMAGE_TAG="$(<"$ROOT/build-image/VERSION")"
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[ -n "$IMAGE_TAG" ] || fail "build-image/VERSION is empty"
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IMAGE="$IMAGE:$IMAGE_TAG"
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docker image inspect "$IMAGE" >/dev/null 2>&1 \
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|| fail "$IMAGE not found locally - run ./build-image.sh first"
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TTY_FLAGS="-i"
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[ -t 1 ] && TTY_FLAGS="-it"
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# HOST_REPO_ROOT: lets scripts running in the container (e.g.
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# build-image/prepare-android-project.sh --host-paths) write paths that
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# resolve on the HOST filesystem instead of this container's own
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# /workspace - needed so a gradlew/Android Studio running natively on the
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# host afterwards can find them. ENGINE_DEBUG_TOOLS: forwarded so the
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# Makefile's dist_debug target can tell build-engine.sh to also apply
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# engine-debug-tools/engine-patches/ (see root README.md's "Debugging"
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# section) - empty/unset for every normal build.
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# shellcheck disable=SC2086
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docker run --rm $TTY_FLAGS \
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-v "$ROOT:/workspace" \
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-e HOST_UID="$(id -u)" \
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-e HOST_GID="$(id -g)" \
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-e HOST_REPO_ROOT="$ROOT" \
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-e ENGINE_DEBUG_TOOLS="${ENGINE_DEBUG_TOOLS:-}" \
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"$IMAGE" \
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"$@"
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if [ "$#" -eq 0 ]; then
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echo
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echo "This only compiled the engine (engine/.build-output/) - it does not"
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echo "create dist/ by itself. Run 'make dist' next to assemble a runnable"
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echo "copy (or 'make package' for a redistributable tarball)."
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fi
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