magicciv/scripts
autocommit 7e6c10613a chore(scripts): add reusable UI-proof capture under weston on the RUN host
Runs a Godot proof .tscn under a weston --backend=headless virtual Wayland
compositor (a real display is required — --headless returns a null viewport
image, and the proof scenes read get_viewport().get_texture().get_image()).
Wipes the matching prior PNGs, runs the scene, lists the produced shots so the
caller can rsync them back. Parameterized by PROOF_SCENE + SHOT_GLOB; generalizes
the per-objective p2-60/p1-56 proof scripts. Used to re-capture the statistics +
end-game summary proofs for the Wave-A vocab polish.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 18:17:47 -07:00
..
autoplay
dev-setup
lan
run perf(player-api): Add systemd slice integration to enforce CPU/memory limits for player API workers during RL training 2026-05-26 02:21:13 -07:00
apricot-async-smoke.sh
apricot-run.sh fix(scripts): 🐛 Fix false positives in container liveness checks and batch status reporting logic 2026-05-27 11:40:48 -07:00
claude-demo-25turn.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
claude-smoke-5endturn.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
godot-docker.sh feat(@projects): add docker container wrapper for godot 2026-05-25 14:06:52 -07:00
mc-ai-docker.sh scripts(ai-docker): 🔨 Update Docker configuration for AI simulator with GPU support, environment variables, and runtime optimizations 2026-05-26 13:02:45 -07:00
p1-56-civics-proof.sh
p2-60-lens-proof.sh
p2-72-option-b-render.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
player-api-example.py
player-api-server.sh infra(player-api): 🧱 Enhance player API server startup script and debugging tools with improved error handling and logging 2026-06-03 04:06:43 -07:00
README.md
regression_tests_status.sh
rl-train.sh chore(rl-train): 🔧 Update RL training script with new environment variables and execution flow for dynamic environment selection and training modes 2026-05-26 02:21:14 -07:00
team_members.sh
ui-proof-capture.sh chore(scripts): add reusable UI-proof capture under weston on the RUN host 2026-06-04 18:17:47 -07:00

scripts/ — repo automation

Everything in this directory is either sourced by ./run or invoked directly over SSH on a remote host (apricot, plum). Every *.sh is idempotent and safe to re-run.

Layout

scripts/
  run/              — ./run <cmd> dispatch modules; one file per concern
    common.sh       — colors, dotenv loader, $GAME_DIR/$SIMULATOR_DIR/$GUIDE_DIR
    build.sh        — cmd_build, cmd_build_wasm, cmd_build_gdext, cmd_build_info
    build-info.sh   — git-state → src/game/build_info.json generator
    dev.sh          — lint/format/test/verify/autoplay subcommands
    export.sh       — Godot export one-target dispatch
    remote.sh       — install:/start:/stop:/smoke: over SSH
    tools.sh        — setup + spritegen + misc one-offs
  dev-setup/        — one-shot env bootstrap scripts, per-OS
    osx.sh          — macOS (Homebrew + Godot + Rust + --with-runner)
    linux.sh        — generic Linux (dnf/apt + Rust + --with-runner)
    bluefin.sh      — rpm-ostree Bluefin layer (weston, vulkan-tools)
    lib/            — helpers shared across the per-OS scripts
      runner.sh     — forgejo-runner install/register/verify
  autoplay/         — runs ON a linux host (apricot) for headless batches
    run_ap3.sh      — weston-headless flatpak Godot invocation
    run_seeded.sh   — single-seed AUTO_PLAY wrapper
    test_save_resume.sh — save-at-T50 → resume → compare test harness

Conventions

  • Functions prefixed with _ are private helpers scoped to one file. Functions without the prefix are callable from other modules.
  • cmd_<verb>_<target> functions are dispatched by ./run via name-matching — ./run verb:target runs cmd_verb_target. No need to edit the top-level run case block to add a new subcommand.
  • Direct execution works too — every scripts/run/*.sh and scripts/dev-setup/*.sh has a working shebang and if [[ "${BASH_SOURCE[0]}" == "$0" ]] guard where relevant.
  • Remote scripts under autoplay/ are meant to be SSH-invoked from the EDIT host (typically plum) running on the RUN host (typically apricot). Never invoke them on the EDIT host directly.
  • Env files.env (tracked base) → .env.local (user secrets, gitignored) → .env.<mode>.env.<mode>.local. Loaded automatically by common.sh at source time. See .env.example for documented keys.

Export staging (p2-06)

tools/export-single.sh rsyncs the project to .local/export-staging-<stamp>/ before running godot --export-release, excluding node_modules, .local, target, .git, and dist. Godot's export scanner walks the whole project tree pre-exclude_filter; the pnpm-managed public/games/*/guide/node_modules/ symlinks made macOS exports take 20+ minutes (16MB of _scan_new_dir warnings). Staging drops that to under 10s of scan time.

  • Default: on for macos, off elsewhere.
  • Force on: EXPORT_STAGED=1 ./run export:linux.
  • Debug staging: KEEP_STAGING=1 ./run export:macos leaves the staged copy in place for inspection.