champions-of-luneraria/Assets/Luneraria/UI/Game/LuneSmoke.cs
Martin Stickelbroeck 4883d95a2f U5.4 Figuren: Surface-Materialien, Randlicht, SSAO
Die Figuren (Einheiten, Monster, Völker, Helden) bekommen den Materialweg
der Welt; dazu Umgebungsverdeckung für die ganze Szene.

- Surface-Materialien für alle 146 Figurenmaterialien (142 neu unter
  Materials/Units/, die LN_Boss_* gehörten schon zu den Gebäuden). Farbe,
  Rauigkeit und Emission bleiben die Blender-Werte; Metalle werden
  metallisch (vorher war keines der 414 Figurenmaterialien metallisch),
  ein Randlicht hebt die Silhouetten im Draufblick vom Boden ab.
- Oberflächenstruktur je Materialfamilie im eigenen Raum der Figur, nur
  in den HUD-Porträts. Im Feld (30-60 px hohe Figuren) war sie nicht zu
  sehen und kostete rund 10 % Bildrate.
- Ringborkes 4k-Satz liegt am Schnittholz (RB_Cutwood), wohin er gehört;
  U5.3 hatte ihn an die Rinde gebunden. Verwaistes RB_Bark.mat entfernt.
- SSAO über LuneProjectSetup: nach den opaken Objekten, halbe Auflösung,
  Radius 0,35 m, Ausblendung ab 260 m. Standardmäßig an (Entscheidung des
  Projektinhabers), in den Optionen abschaltbar, -luneSsao 0 für eine
  Sitzung. Die Variante mit Tiefen-Normalen-Vorpass kostete 19-28 %.
- Shader: Steinreliefkarte nur noch für Gelände, Stein, Pflaster, Erde.
- Werkzeug: Übersichtsbilder mit LUNE_DRESS=1 eingekleidet wie im Spiel;
  das Materialset wird nach der leeren Vorschauszene geladen (sie entlädt
  unreferenzierte Assets).
- Tests: EditMode 29/29, PlayMode 14/14, Verify 718/0, Player-Selbsttest
  30/30 (4 neue zur SSAO-Option), Fingerabdrücke unverändert
  (DCE95C96556F3A1A, 7B8E43AEFC0D60C5).
- Leistung (A/B mit U5.3 im selben Lauf): Mid nah 177,7 -> 148,5 fps
  (-16 %), Karte 127,8 -> 111,5 fps (-13 %); ohne SSAO -3,5 / -4,5 %.
- Doku: U5-VISUAL (U5.4), PORT-STATUS, PORT-QA; Bilder screenshots/u5.4/.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 10:07:28 +02:00

252 lines
13 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
using System.Linq;
using System.Text;
using Luneraria.View;
using UnityEngine;
using UnityEngine.UIElements;
namespace Luneraria.UI
{
/// <summary>
/// Smoke test of a player build through the start screen (after lune_smoke.gd, plus the way
/// back to the menu): start screen, "Allein spielen", planning, Startaufstellung and Bereit,
/// combat, "Menü" → "Zum Menü", start screen again, a second offline match. It presses the
/// real buttons (LuneButton.Click, as Godot's smoke emits `pressed`), photographs each step
/// from the screen, writes report.json and quits with 0 (pass) or 1. Nothing here changes
/// rules or presentation. Since U5.4 it also flips the SSAO option twice (player only; the
/// stored choice ends as it was). Run: &lt;player&gt; -luneSmoke &lt;folder&gt;. The PlayMode test
/// runs it in the editor without photos.
/// </summary>
public sealed class LuneSmoke : MonoBehaviour
{
/// <summary>The whole run takes about 20 s; after this the smoke test gives up and reports.</summary>
const float Limit = 120f;
public LuneNetPlay Net;
/// <summary>Folder for the photos and report.json; empty: neither (tests).</summary>
public string Folder = "";
public bool QuitWhenDone = true;
public bool Done { get; private set; }
public readonly List<string> Passed = new List<string>();
public readonly List<string> Failed = new List<string>();
readonly List<string> _photos = new List<string>();
float _started;
/// <summary>Adds the smoke test when the command line asks for it (lune_main.gd: --lune-smoke).</summary>
public static void StartIfRequested(LuneNetPlay net)
{
string[] args = Environment.GetCommandLineArgs();
int at = Array.IndexOf(args, "-luneSmoke");
if (at < 0)
return;
var smoke = net.gameObject.AddComponent<LuneSmoke>();
smoke.Net = net;
smoke.Folder = at + 1 < args.Length && !args[at + 1].StartsWith("-") ? args[at + 1] : Path.Combine(Application.persistentDataPath, "smoke");
// It runs unattended; it must not pause when its window loses focus.
Application.runInBackground = true;
}
IEnumerator Start()
{
_started = Time.realtimeSinceStartup;
LuneGame game = Net.Game;
LuneMatchDriver driver = Net.Driver;
yield return new WaitForSecondsRealtime(1.5f);
// The start screen comes first; the scene's match waits.
Check("Startbildschirm sichtbar", Shown(Net.Menu));
Check("Partie wartet: Spielcontroller und Treiber aus", !game.enabled && !driver.enabled);
Check("vor dem Start kein HUD", game.Hud == null);
LuneButton alone = Button(Net.Menu, "ALLEIN SPIELEN");
Check("„Allein spielen“ bedienbar", Pressable(alone));
yield return Photo("00-startbildschirm");
// Offline starts a match in planning, the own seat on the chosen lane (Mid: seat 1).
LuneMatchRunner waiting = driver.Runner;
alone?.Click();
yield return new WaitForSecondsRealtime(1.5f);
Check("Offline: Startbildschirm verborgen", !Shown(Net.Menu));
Check("Offline: Spielcontroller und Treiber laufen", game.enabled && driver.enabled);
Check("Offline: HUD sichtbar", game.Hud != null && Shown(game.Hud.Root));
Check("Offline: neue Partie, Sitz 1 (Mid)", driver.Runner != waiting && driver.Runner.HumanSlot == 1);
Check("Offline: Planung", driver.Runner.Current == LuneMatchRunner.Stage.Planning);
Check("Offline: lokale Sitzung", Net.Session != null && !Net.Session.IsNetworked());
yield return Photo("01-planung");
// The HUD plays the match: Startaufstellung and Bereit lead into the combat.
LuneButton starter = Button(game.Hud != null ? game.Hud.Root : null, "Startaufstellung");
Check("„Startaufstellung“ bedienbar", Pressable(starter));
int roster = driver.Runner.Match.Players[1].Draft.Roster.Count;
starter?.Click();
yield return new WaitForSecondsRealtime(.5f);
Check("Startaufstellung gekauft (3 Einheiten)", driver.Runner.Match.Players[1].Draft.Roster.Count == roster + 3);
LuneButton ready = Button(game.Hud != null ? game.Hud.Root : null, "BEREIT");
Check("„Bereit“ bedienbar", Pressable(ready));
ready?.Click();
float waited = 0f;
while (driver.Runner.Current != LuneMatchRunner.Stage.Combat && waited < 10f)
{
waited += Time.unscaledDeltaTime;
yield return null;
}
Check("Bereit: Kampf beginnt", driver.Runner.Current == LuneMatchRunner.Stage.Combat);
yield return new WaitForSecondsRealtime(4f);
Check("Kampf: Figuren im Feld", Net.View.Units.Any());
yield return Photo("02-kampf");
// "Menü" asks; "Zum Menü" returns to the start screen over the empty map.
LuneButton menu = Button(game.Hud != null ? game.Hud.Root : null, "Menü");
Check("„Menü“ bedienbar", Pressable(menu));
menu?.Click();
yield return new WaitForSecondsRealtime(.5f);
LuneButton back = Button(game.Hud != null ? game.Hud.Root : null, "ZUM MENÜ");
Check("Verlassen-Dialog mit „Zum Menü“", Pressable(back));
yield return Photo("03-verlassen");
back?.Click();
yield return new WaitForSecondsRealtime(1f);
Check("Zurück: Startbildschirm sichtbar", Shown(Net.Menu));
Check("Zurück: HUD verborgen", game.Hud != null && !Shown(game.Hud.Root));
Check("Zurück: Spielcontroller und Treiber aus", !game.enabled && !driver.enabled);
Check("Zurück: Sitzung beendet", Net.Session == null);
Check("Zurück: keine Figuren im Feld", !Net.View.Units.Any());
Check("Zurück: Kamera ruht", Net.Rig != null && !Net.Rig.Interactive);
alone = Button(Net.Menu, "ALLEIN SPIELEN");
Check("Zurück: „Allein spielen“ bedienbar", Pressable(alone));
yield return Photo("04-zurueck-im-startbildschirm");
// The start screen works again: a second offline match.
waiting = driver.Runner;
alone?.Click();
yield return new WaitForSecondsRealtime(1.5f);
Check("Zweite Partie: Startbildschirm verborgen, HUD sichtbar", !Shown(Net.Menu) && game.Hud != null && Shown(game.Hud.Root));
Check("Zweite Partie: neue Partie in der Planung", driver.Runner != waiting && driver.Runner.Current == LuneMatchRunner.Stage.Planning && driver.enabled && game.enabled);
yield return Photo("05-zweite-partie");
// U5.4: the option "Umgebungsverdeckung" switches the renderer's SSAO (player only; in
// the editor the renderer is a project asset and stays as it is).
if (!Application.isEditor && game.Hud != null)
{
UnityEngine.Rendering.Universal.ScriptableRendererFeature ssao = LuneSettingsPanel.AmbientOcclusionFeature();
bool wanted = LunePreferences.AmbientOcclusion;
Check("SSAO folgt der Einstellung", ssao != null && ssao.isActive == wanted);
game.Hud.Settings.Show();
yield return new WaitForSecondsRealtime(.5f);
LuneSwitch option = game.Hud.Settings.Query<LuneSwitch>().ToList().FirstOrDefault(o => Shown(o) && o.Text == "Umgebungsverdeckung (SSAO)");
Check("Option „Umgebungsverdeckung“ sichtbar", option != null);
yield return Photo("06-optionen");
option?.Click();
yield return null;
Check("Option schaltet SSAO um", ssao != null && ssao.isActive == !wanted && LunePreferences.AmbientOcclusion == !wanted);
option?.Click();
yield return null;
Check("Option stellt SSAO zurück", ssao != null && ssao.isActive == wanted && LunePreferences.AmbientOcclusion == wanted);
game.Hud.Settings.Close();
yield return new WaitForSecondsRealtime(.3f);
}
Finish();
}
void Update()
{
// A stuck step (or an exception in the run) must still end with a report.
if (!Done && _started > 0f && Time.realtimeSinceStartup - _started > Limit)
{
Check("Lauf innerhalb von " + Limit + " s beendet", false);
Finish();
}
}
void Check(string name, bool ok)
{
(ok ? Passed : Failed).Add(name);
Debug.Log("LUNE_SMOKE " + (ok ? "ok " : "FEHLER ") + name);
}
/// <summary>Displayed in a panel, with no hidden ancestor.</summary>
static bool Shown(VisualElement element)
{
if (element == null || element.panel == null)
return false;
for (VisualElement node = element; node != null; node = node.parent)
{
if (node.style.display == DisplayStyle.None || node.resolvedStyle.display == DisplayStyle.None)
return false;
}
return true;
}
/// <summary>
/// Shown and enabled; in a player with a screen also laid out and on top at its centre,
/// so a mouse click there reaches it.
/// </summary>
static bool Pressable(LuneButton button)
{
if (button == null || button.Disabled || !Shown(button))
return false;
if (Application.isBatchMode)
return true;
Rect bound = button.worldBound;
if (float.IsNaN(bound.width) || bound.width <= 0f)
return false;
VisualElement picked = button.panel.Pick(bound.center);
return picked != null && (picked == button || button.Contains(picked));
}
/// <summary>The first shown button with this text (icon buttons carry it in a label).</summary>
static LuneButton Button(VisualElement root, string text)
{
if (root == null)
return null;
return root.Query<LuneButton>().ToList().FirstOrDefault(b => Shown(b) && (b.Text == text || b.Query<Label>().ToList().Any(l => l.text == text)));
}
IEnumerator Photo(string label)
{
if (string.IsNullOrEmpty(Folder))
yield break;
yield return new WaitForEndOfFrame();
Texture2D shot = ScreenCapture.CaptureScreenshotAsTexture();
Directory.CreateDirectory(Folder);
string path = Path.Combine(Folder, label + ".jpg");
File.WriteAllBytes(path, shot.EncodeToJPG(92));
Destroy(shot);
_photos.Add(label + ".jpg");
Debug.Log("LUNE_SMOKE_SHOT " + path);
}
void Finish()
{
if (Done)
return;
Done = true;
bool ok = Failed.Count == 0;
var text = new StringBuilder("{\n");
text.AppendFormat(" \"build\": \"{0} player, {1}, {2}\",\n", Application.platform, Application.unityVersion, Debug.isDebugBuild ? "development" : "release");
text.AppendFormat(" \"device\": \"{0}; {1}; {2}\",\n", SystemInfo.deviceModel, SystemInfo.processorType, SystemInfo.graphicsDeviceName);
text.AppendFormat(" \"graphics_api\": \"{0}\",\n \"resolution\": \"{1}x{2}\",\n", SystemInfo.graphicsDeviceType, Screen.width, Screen.height);
text.AppendFormat(CultureInfo.InvariantCulture, " \"seconds\": {0:0.0},\n", Time.realtimeSinceStartup - _started);
text.Append(" \"passed\": [" + string.Join(", ", Passed.Select(Quote)) + "],\n");
text.Append(" \"failed\": [" + string.Join(", ", Failed.Select(Quote)) + "],\n");
text.Append(" \"photos\": [" + string.Join(", ", _photos.Select(Quote)) + "],\n");
text.AppendFormat(" \"result\": \"{0}\"\n}}\n", ok ? "PASS" : "FAIL");
Debug.Log("LUNE_SMOKE_" + (ok ? "PASS" : "FAIL") + " " + Passed.Count + " ok, " + Failed.Count + " Fehler");
if (!string.IsNullOrEmpty(Folder))
{
Directory.CreateDirectory(Folder);
File.WriteAllText(Path.Combine(Folder, "report.json"), text.ToString());
}
if (QuitWhenDone)
Application.Quit(ok ? 0 : 1);
}
static string Quote(string value)
{
return "\"" + value.Replace("\\", "\\\\").Replace("\"", "\\\"") + "\"";
}
}
}