332 lines
13 KiB
Bash
Executable file
332 lines
13 KiB
Bash
Executable file
#!/usr/bin/env bash
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# autoplay-batch.sh — Run auto_play N times with different seeds and collect per-game output dirs.
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#
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# Usage: tools/autoplay-batch.sh [--weston] [count=3] [turn_limit=500] [results_dir]
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#
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# Output layout:
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# <results_dir>/game_<stamp>_seed<N>/
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# meta.json
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# turn_stats.jsonl
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# events.jsonl
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# game.log
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# weston.log (weston mode only)
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# *.save (per-turn saves, if configured)
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#
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# Environment:
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# AUTOPLAY_HOST — If set (e.g. "lilith@apricot.local"), run each game via SSH
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# using run_ap3.sh on the remote host and scp results back.
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# If unset, run locally via flatpak (Linux only).
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# RENDER_MODE — "headless" (default) or "weston". --weston flag sets this.
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# headless: Godot --headless, no display, no screenshots.
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# weston: weston headless backend, software rendering, screenshots work.
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# PARALLEL — Max seeds to run concurrently (default 1 = serial).
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# Remote runner is concurrency-safe via scoped pkill per AUTO_PLAY_DIR.
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# Apricot has 64 cores → PARALLEL=10 is a safe, ~10× wall-clock speedup.
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# SEED_OFFSET — Shift the seed range from [1..COUNT] to [1+OFFSET..COUNT+OFFSET]
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# (default 0). Use for multi-sweep runs that share a parent
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# results_dir and need disjoint seed numbers (e.g. Task #10
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# AI_PIN_PERSONALITY rotation: 5× batches at offsets 0,10,20,30,40).
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set -euo pipefail
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SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
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PROJECT_DIR="$(dirname "$SCRIPT_DIR")"
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GAME_DIR="$PROJECT_DIR/src/game"
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REPO_ROOT="$PROJECT_DIR"
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RENDER_MODE="${RENDER_MODE:-headless}"
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# Parse --weston flag before positional args
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POSITIONAL=()
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for arg in "$@"; do
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case "$arg" in
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--weston) RENDER_MODE="weston" ;;
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--headless) RENDER_MODE="headless" ;;
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*) POSITIONAL+=("$arg") ;;
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esac
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done
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set -- "${POSITIONAL[@]+"${POSITIONAL[@]}"}"
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COUNT="${1:-3}"
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TURN_LIMIT="${2:-500}"
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RESULTS_DIR="${3:-$REPO_ROOT/.local/batches/autoplay_batch}"
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if ! [[ "$COUNT" =~ ^[0-9]+$ ]] || [ "$COUNT" -lt 1 ]; then
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echo "ERROR: count must be a positive integer (got '$COUNT')" >&2
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exit 2
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fi
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if ! [[ "$TURN_LIMIT" =~ ^[0-9]+$ ]] || [ "$TURN_LIMIT" -lt 1 ]; then
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echo "ERROR: turn_limit must be a positive integer (got '$TURN_LIMIT')" >&2
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exit 2
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fi
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AUTOPLAY_HOST="${AUTOPLAY_HOST:-}"
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SAFETY_TIMEOUT=$(( TURN_LIMIT * 2 + 300 ))
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PARALLEL="${PARALLEL:-1}"
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# SEED_OFFSET shifts the seed range from [1..COUNT] to [1+OFFSET..COUNT+OFFSET].
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# Used by multi-sweep aggregation (e.g. Task #10 B5 AI_PIN_PERSONALITY rotation)
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# to produce disjoint seed numbers across sweeps that share a parent results dir.
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SEED_OFFSET="${SEED_OFFSET:-0}"
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if ! [[ "$PARALLEL" =~ ^[0-9]+$ ]] || [ "$PARALLEL" -lt 1 ]; then
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echo "ERROR: PARALLEL must be a positive integer (got '$PARALLEL')" >&2
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exit 2
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fi
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if ! [[ "$SEED_OFFSET" =~ ^[0-9]+$ ]]; then
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echo "ERROR: SEED_OFFSET must be a non-negative integer (got '$SEED_OFFSET')" >&2
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exit 2
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fi
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# Flatpak's sandboxed Godot resolves AUTO_PLAY_DIR against an unspecified CWD,
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# not the caller's shell CWD — a relative path silently produces 0-byte
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# meta.json / turn_stats.jsonl even when the game itself completes (game.log
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# is fine because it's redirected host-side). realpath -m tolerates the path
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# not existing yet; it will be mkdir'd just below. Also ensures the /tmp
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# reject check that follows catches all forms (./tmp, ../tmp, etc).
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RESULTS_DIR="$(realpath -m "$RESULTS_DIR")"
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# Flatpak sandbox can't write to /tmp. Reject /tmp paths outright instead of
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# silently redirecting — persistent output belongs under the repo.
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if [[ "$RESULTS_DIR" == /tmp/* ]] || [[ "$RESULTS_DIR" == /private/tmp/* ]]; then
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echo "ERROR: results_dir under /tmp is forbidden (wiped on reboot, flatpak sandbox hostile)." >&2
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echo " Use a path under the repo (default: <repo>/.local/batches/) or \$HOME/tmp." >&2
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exit 2
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fi
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mkdir -p "$RESULTS_DIR"
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STAMP="$(date +%Y%m%d_%H%M%S)"
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SEED_START=$(( SEED_OFFSET + 1 ))
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SEED_END=$(( SEED_OFFSET + COUNT ))
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echo "============================================================"
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echo "Autoplay Batch: $COUNT games (seeds $SEED_START..$SEED_END), turn_limit=$TURN_LIMIT"
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echo "Results: $RESULTS_DIR"
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echo "Stamp: $STAMP"
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if [ -n "$AUTOPLAY_HOST" ]; then
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echo "Mode: remote SSH ($AUTOPLAY_HOST)"
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else
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echo "Mode: local flatpak"
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fi
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echo "Render: $RENDER_MODE"
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echo "Parallel: $PARALLEL concurrent seed(s)"
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echo "Safety timeout: ${SAFETY_TIMEOUT}s per game"
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echo "============================================================"
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# Resolve REMOTE_HOME once upfront (parallel workers all need it and racing for it breaks)
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if [ -n "$AUTOPLAY_HOST" ]; then
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REMOTE_HOME="$(ssh "$AUTOPLAY_HOST" 'echo "$HOME"')"
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export REMOTE_HOME
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fi
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_kill_stale_procs() {
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pkill -f "weston.*godot-headless" 2>/dev/null || true
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pkill -f "org.godotengine.Godot" 2>/dev/null || true
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sleep 0.5
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}
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_run_local() {
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local seed="$1"
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local game_dir="$2"
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if ! command -v flatpak >/dev/null 2>&1; then
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echo "ERROR: flatpak not installed. Set AUTOPLAY_HOST to run on a remote Linux host." >&2
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exit 1
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fi
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# Skip unscoped pkill in parallel mode — would murder sibling workers.
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# Parallel local runs assume no stray Godot is already running.
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if [ "$PARALLEL" -le 1 ]; then
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_kill_stale_procs
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fi
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local WESTON_PID=""
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local FLATPAK_ENVS=(
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"--env=AUTO_PLAY=true"
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"--env=AUTO_PLAY_SEED=$seed"
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"--env=AUTO_PLAY_TURN_LIMIT=$TURN_LIMIT"
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"--env=AUTO_PLAY_DIR=$game_dir"
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"--env=AP_RUN_ID=${STAMP}_seed$(printf '%03d' "$seed")"
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"--env=AI_DIFFICULTY=${AI_DIFFICULTY:-}"
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"--env=AI_PIN_PERSONALITY=${AI_PIN_PERSONALITY:-}"
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)
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local GODOT_ARGS=("--path" "$GAME_DIR" "--rendering-method" "gl_compatibility")
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if [ "$RENDER_MODE" = "weston" ]; then
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if ! command -v weston >/dev/null 2>&1; then
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echo "ERROR: --weston mode but weston not installed" >&2
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exit 1
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fi
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WESTON_SOCKET="godot-headless-$$"
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echo "[seed $seed] Starting weston (headless)..."
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weston --backend=headless --socket="$WESTON_SOCKET" --width=1920 --height=1080 \
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>"$game_dir/weston.log" 2>&1 &
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WESTON_PID=$!
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sleep 1
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FLATPAK_ENVS+=(
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"--socket=wayland"
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"--env=WAYLAND_DISPLAY=$WESTON_SOCKET"
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"--filesystem=xdg-run/${WESTON_SOCKET}"
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)
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else
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GODOT_ARGS+=("--headless")
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fi
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echo "[seed $seed] Launching Godot ($RENDER_MODE, timeout ${SAFETY_TIMEOUT}s)..."
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XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/run/user/$(id -u)}" \
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timeout "$SAFETY_TIMEOUT" flatpak run --user \
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--filesystem=home \
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"${FLATPAK_ENVS[@]}" \
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org.godotengine.Godot "${GODOT_ARGS[@]}" \
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>"$game_dir/game.log" 2>&1 || {
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local exit_code=$?
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echo "[seed $seed] Godot exited with code $exit_code" >&2
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}
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if [ -n "$WESTON_PID" ]; then
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kill "$WESTON_PID" 2>/dev/null || true
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wait "$WESTON_PID" 2>/dev/null || true
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fi
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}
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_run_remote() {
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local seed="$1"
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local game_dir="$2"
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echo "[seed $seed] Running via SSH on $AUTOPLAY_HOST..."
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# REMOTE_HOME is resolved once upfront by the main loop and exported.
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# Derive a unique remote dir from RESULTS_DIR's basename to avoid per-clan
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# path collisions when multiple batches run in parallel with the same STAMP.
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local results_basename
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results_basename="$(basename "$RESULTS_DIR")"
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local remote_game_dir="$REMOTE_HOME/Code/@projects/@magic-civilization/.local/batches/${results_basename}/game_${STAMP}_seed${seed}"
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local remote_runner="$REMOTE_HOME/bin/run_ap3.sh"
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ssh "$AUTOPLAY_HOST" "
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set -euo pipefail
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mkdir -p '$remote_game_dir'
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if [ ! -f '$remote_runner' ]; then
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echo 'ERROR: $remote_runner not found on $AUTOPLAY_HOST (expected persistent runner in \$HOME/bin)' >&2
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exit 1
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fi
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AUTO_PLAY=true \
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AUTO_PLAY_SEED='$seed' \
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AUTO_PLAY_TURN_LIMIT='$TURN_LIMIT' \
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AUTO_PLAY_DIR='$remote_game_dir' \
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AP_RUN_ID="${STAMP}_seed$(printf '%03d' "$seed")" \
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AI_DIFFICULTY='${AI_DIFFICULTY:-}' \
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AI_PIN_PERSONALITY='${AI_PIN_PERSONALITY:-}' \
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RENDER_MODE='$RENDER_MODE' \
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bash '$remote_runner' >'$remote_game_dir/game.log' 2>&1
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" || {
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echo "[seed $seed] SSH run exited with error — see $game_dir/game.log after scp" >&2
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}
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echo "[seed $seed] Fetching results from $AUTOPLAY_HOST..."
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scp -r "$AUTOPLAY_HOST:$remote_game_dir/." "$game_dir/" \
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>/dev/null 2>&1 || {
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echo "WARNING: scp failed for seed $seed — result may be missing" >&2
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}
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}
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# ── Main loop ────────────────────────────────────────────────────────────────
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#
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# _run_one dispatches one seed (remote or local) and writes a status line to
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# $STATUS_DIR/seed_<N>.status. Parallel mode runs up to $PARALLEL workers
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# concurrently using bash job control; the status files are read after
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# `wait` to tally failures (avoids races on a shared FAILED_SEEDS array).
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STATUS_DIR="$(mktemp -d -t autoplay-batch-status.XXXXXX)"
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trap 'rm -rf "$STATUS_DIR"' EXIT
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_run_one() {
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local seed="$1"
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local game_dir="$RESULTS_DIR/game_${STAMP}_seed${seed}"
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mkdir -p "$game_dir"
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echo "[$(date +%H:%M:%S)] [seed $seed] start → $game_dir"
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if [ -n "$AUTOPLAY_HOST" ]; then
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_run_remote "$seed" "$game_dir"
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else
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_run_local "$seed" "$game_dir"
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fi
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local meta_ok=false stats_ok=false
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[ -f "$game_dir/meta.json" ] && meta_ok=true
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[ -f "$game_dir/turn_stats.jsonl" ] && [ -s "$game_dir/turn_stats.jsonl" ] && stats_ok=true
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if $meta_ok && $stats_ok; then
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local line_count
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line_count="$(wc -l < "$game_dir/turn_stats.jsonl" | tr -d ' ')"
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echo "[$(date +%H:%M:%S)] [seed $seed] OK — $line_count turn_stats line(s)"
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echo "OK $seed" > "$STATUS_DIR/seed_${seed}.status"
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else
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$meta_ok || echo "[seed $seed] MISSING meta.json" >&2
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$stats_ok || echo "[seed $seed] MISSING or empty turn_stats.jsonl" >&2
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echo "FAIL $seed" > "$STATUS_DIR/seed_${seed}.status"
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fi
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}
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if [ "$PARALLEL" -le 1 ]; then
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for seed in $(seq "$SEED_START" "$SEED_END"); do
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_run_one "$seed"
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done
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else
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echo "[$(date +%H:%M:%S)] Dispatching $COUNT seed(s) with up to $PARALLEL concurrent..."
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for seed in $(seq "$SEED_START" "$SEED_END"); do
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while [ "$(jobs -rp | wc -l | tr -d ' ')" -ge "$PARALLEL" ]; do
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wait -n 2>/dev/null || break
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done
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_run_one "$seed" &
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done
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wait
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fi
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FAILED_SEEDS=()
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for seed in $(seq "$SEED_START" "$SEED_END"); do
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status_file="$STATUS_DIR/seed_${seed}.status"
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if [ ! -f "$status_file" ]; then
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echo "[seed $seed] MISSING status file (worker crashed before writing)" >&2
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FAILED_SEEDS+=("$seed")
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continue
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fi
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read -r status _ < "$status_file"
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[ "$status" = "OK" ] || FAILED_SEEDS+=("$seed")
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done
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# ── Summary ──────────────────────────────────────────────────────────────────
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echo ""
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echo "============================================================"
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PRODUCED=$(( COUNT - ${#FAILED_SEEDS[@]} ))
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echo "Batch complete: $PRODUCED/$COUNT games produced turn_stats.jsonl"
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echo "Results: $RESULTS_DIR"
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echo "============================================================"
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if [ ${#FAILED_SEEDS[@]} -gt 0 ]; then
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echo "ERROR: No turn_stats.jsonl for seeds: ${FAILED_SEEDS[*]}" >&2
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echo " Check game.log in each game dir for details." >&2
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exit 1
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fi
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# ── E2E determinism gate ──────────────────────────────────────────────────────
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# Runs e2e-determinism-check.sh on the results dir. Catches script errors that
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# don't stop the game (map_placer out-of-bounds, nil-access warnings that
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# accumulate silently) and fails the batch if any seed has non-allowlisted ERRORs.
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E2E_CHECK="$SCRIPT_DIR/e2e-determinism-check.sh"
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if [ -x "$E2E_CHECK" ]; then
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echo ""
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echo "Running E2E determinism gate..."
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if ! "$E2E_CHECK" "$RESULTS_DIR" "$COUNT"; then
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echo "ERROR: E2E gate failed — see above for details." >&2
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exit 1
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fi
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else
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echo "WARNING: $E2E_CHECK not found or not executable — skipping E2E gate" >&2
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fi
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exit 0
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