magicciv/scripts
Natalie 22f7fa1116 feat(infra): DO compute-offload verbs + forge on/off lifecycle
Offload heavy compute from plum (M2 Air) to on-demand DO workers:
- dist:test  — cargo test --workspace (nextest) on a worker (the main DX win)
- dist:build — cargo build + WASM on a worker; rsync the platform-independent
  WASM back (native .so is linux-only, stays on the worker)
- dist:sync  — git pull <ref> + rebuild gdext on live workers (no image rebuild)
- forge:down/up — snapshot+destroy / restore-from-snapshot (DO bills powered-off
  droplets; only destroy stops it). ~$6/mo -> ~$0.30/mo idle; refreshes the
  forge IP in ~/.vault/mc_forge_creds on restore.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 09:24:30 -04:00
..
autoplay fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
dev-setup fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
lan fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
run feat(infra): DO compute-offload verbs + forge on/off lifecycle 2026-06-27 09:24:30 -04:00
apricot-async-smoke.sh
apricot-run.sh fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
claude-demo-25turn.sh
claude-smoke-5endturn.sh
godot-docker.sh
mc-ai-docker.sh
p1-56-civics-proof.sh
p2-60-lens-proof.sh
p2-72-option-b-render.sh
player-api-example.py
player-api-server.sh
README.md
regression_tests_status.sh
render-driver-server.sh feat(@projects/@magic-civilization): claude-player-mcp rendered tools — magic_civ_screenshot / open_screen (p2-86 phase 2) 2026-06-18 21:09:10 -05:00
rl-train.sh
team_members.sh
ui-proof-capture.sh

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.