Researched the sibling project's tooling discipline (tools/README inventory, tools/tests with stdlib unittest, check_docs gate, clean-worktree rule, paid-API tools human-triggered) and encoded it for this repository: AGENTS.md gains two sections. - 'Python and shell tooling': fix the tool not the artefact; improve over fork; one script one job; fail loudly; result files for Unreal commandlets; absolute paths into sandboxes; clean worktree for generators (.blend/.umap are read-only on checkout); network/paid tools human-triggered with 429 back-off; measure don't assert; document every tool in the README inventory; test the pure parts. - 'Architecture documentation': Docs/Architecture is arc42 in Markdown; a table mapping each kind of change to the section that must be updated; describe what exists, ADRs append-only, keep architecture.md in sync, prettier --check. Made the referenced scaffolding real rather than aspirational: - Tools/tests/ (README + __init__) with 12 passing unittest tests covering input_emulation's ioctl/key-code encoding and block_height_report's height classification. - requirements-tools.txt (requests). - Extracted classify_height() out of block_height_report.main() so the roof/ shelter rule is testable — the rule itself came from the v0.1.2 finding. - Tools/README: tests section, input-injection rows, and the removed TEMP-QA row replaced by the real cvar/self-test description. - Docs/Architecture 05 + architecture.md: tools table extended (input injection, tests) and a link to the tool rules; kept in sync per the new rule.
78 lines
4.6 KiB
Markdown
78 lines
4.6 KiB
Markdown
# Tools
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Repeatable helpers that drive Blender, Unreal, and the reference/asset sources. Nothing here is hand-run twice: every step that produced committed content has a script.
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Geographic tools live in [`Geo/tools/`](../Geo/README.md) and the Blender-side builders live next to their output in `Art/blender/*/`; this folder holds everything that talks to Unreal, the network, or the repository.
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## Conventions
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- One script, one job. Every input is an argument; no interactive prompts.
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- Absolute paths where a tool crosses into a sandbox (Blender Flatpak, the Unreal commandlet). Those processes do not share the repo's working directory.
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- Unreal commandlets swallow `print()`, so each writes a result file under `/tmp/gigline/`. Read the file; do not trust the exit code alone.
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- No credentials, no writes outside the project by default.
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## Repository and assets
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| Tool | Purpose |
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| --- | --- |
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| `check-lfs.sh` | Fails if the `lfs` filter is missing or an LFS-tracked file was committed as a plain blob |
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| `sibling_asset_audit.py` | Reads the sibling project's prop library from GLB headers into `Art/props/reuse-manifest.json`; copies nothing |
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| `scale_test_export.py` / `ue_scale_test_import.py` | The 1 m = 100 uu scale test; the named presets `ue_metric_v1` live in these two files |
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## Reference gathering
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| Tool | Purpose |
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| --- | --- |
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| `commons_fetch.py` | Wikimedia Commons: search, exact `File:` titles, or a whole category; writes a provenance `sidecar.json` |
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| `page_image_fetch.py` | Resolves a web page's `og:image` and downloads it (Flickr, Commons file pages, photo blogs) |
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| `addon_compat_probe.py` | Verifies MPFB/Blosm can load and generate headless on the pinned Blender |
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## Blender content
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| Tool | Purpose |
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| --- | --- |
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| `hero_facade_build.py` | Parametric hero façade; emits a JSON report naming the evidence behind every part |
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| `mpfb_character_export.py` | MPFB human, standard rig, baked skin, FBX export |
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## Unreal import and level building
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| Tool | Purpose |
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| --- | --- |
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| `ue_import_site.py` | Imports the six site FBXs into `/Game/Hollywood/Site`, setting collision complexity per mesh |
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| `ue_hero_facade_import.py` | Imports the façade and places it on the measured building line |
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| `ue_build_demo_map.py` | Builds `/Game/Hollywood/DemoMap`: lighting, façade, site meshes, player start |
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| `ue_build_review_map.py` | Rebuilds `Test/ReviewMap`, stages the shot camera list, and stages the demo-map views |
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| `ue_create_input_assets.py` | Creates `/Game/Input` actions and the mapping context headlessly |
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| `ue_character_import.py` | Skeletal import plus the material/texture chain Interchange skips |
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## Visual review
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| Tool | Purpose |
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| --- | --- |
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| `render_screenshots.py` / `render_screenshots.sh` | Rebuilds the review map, runs the game, captures the shot list into `Screenshots/` |
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| `judge_screenshot.py` | Vision-model pre-check: judges a screenshot against an expected-scene description (`--image` + `--expect`, or `--shots` for every shot in the README). Reads `OPENROUTER_API_KEY` from `.env` (ignored). Optional helper — a human must still approve. |
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## Gameplay QA
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| Command | Purpose |
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| --- | --- |
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| `UnrealEditor <uproject> /Game/Hollywood/DemoMap -game -qaselftest` | Headless behaviour check: drives forward input for 2 s, then resets and pauses. Logs `GigLine QA: ... PASS/FAIL` lines and a final `RESULT`. Runs only with `-qaselftest`, so normal play is unaffected. |
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| `-qaselftest` phases | Walk, reset, pause/unpause, a 16-row seam transect (0 holes) and a ground-referenced wall probe (0/35), plus a frame-time capture writing `Saved/Profiling/perf-walk-frametimes.csv` and logging `GigLine PERF:`. |
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| `gigline.SetupLogs` cvar | Spawn/input setup logging, **off by default** (`DefaultEngine.ini [ConsoleVariables]`); enable at runtime with `gigline.SetupLogs 1`. |
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## Input injection
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| Tool | Purpose |
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| --- | --- |
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| `input_emulation.py` | Pure-stdlib `ctypes`/`fcntl` driver that creates a virtual keyboard+mouse on `/dev/uinput`. The desktop treats it as real hardware, so it proves whether OS input actually reaches the game. Needs `/dev/uinput` writable (ACL on this host). |
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| `input_test.py` | Injects a scripted sequence into the focused window: `--sequence move:2,look:3,jump:1,reset:1,pause:1,click`. |
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## Tests
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```bash
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python3 -m pip install -r requirements-tools.txt
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python3 -m unittest discover -s Tools/tests -t Tools -p 'test_*.py'
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```
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Stdlib `unittest`, no Blender/Unreal process. See [`tests/README.md`](tests/README.md): test the pure parts (encoding, classification, maths, parsing); if logic is buried in `main()`, extract it into a function so it can be tested.
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