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gig-line/Tools/review/render_screenshots.sh
T
zwitschi dbb42322ff fix(tools): make the e2e chain actually run after the move, and record what it found
The e2e asset check now completes: PASS on all six steps - empty maps 9 s, demo build 10 s, review build 9 s,
captures 80 s, judge 388 s, review file. Four breakages from the folder move had to be fixed first:

- ue_placement and ue_common are siblings of the scripts that import them, but the rewrite put only the tools
  root on sys.path, so every Unreal commandlet died with ModuleNotFoundError. Both paths are inserted now.
- render_screenshots.sh resolved the repository root one level up, so commandlet paths became Tools/Tools/...
  and the capture step failed in 0 s.
- the driver treated a result file left by an earlier run as success, which is how a ten-second 'demo build'
  passed without building. Result files are unlinked before each step and child output streams to a per-step
  log file rather than a pipe.
- two editors on one project hang instead of failing, so the driver refuses to start while one is running.

Also corrects ue_recreate_maps.py: LevelEditorSubsystem.new_level() refuses a path whose package is still in
memory and delete_asset() leaves the file on disk, measured create->delete->create returning False. The step
now loads each map, destroys every actor, saves, and reports the count it left (0), which is the property the
builders actually need.

Open question recorded in TODO.md: the rebuilt map holds 409 actors and 613 KB against 600 and 886 KB before,
and the ~190 missing ones look like the facade-kit and theatre-trim placements that run as separate steps.
2026-11-10 13:37:21 +01:00

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#!/usr/bin/env bash
# Render the demo-map screenshots used for visual review into <repo>/Screenshots/demo/.
#
# Usage: Tools/review/render_screenshots.sh [--verify]
#
# Only the **demo map** is captured: the review staging map exists to hold the
# hero/camera list, not to produce review screenshots. Everything here is what a
# player actually sees when the demo runs.
#
# --verify run Tools/review/visual_loop.py --verify afterwards and fail if a shot
# does not show the content its expectation describes
#
# The PNGs are committed (see Screenshots/README.md): a reviewer must see exactly
# what the build rendered.
set -euo pipefail
# This script lives in Tools/review, so the repository root is two levels up.
REPO="$(cd "$(dirname "${BASH_SOURCE[0]}")/../.." && pwd)"
ENGINE="${UE_ENGINE_DIR:-/run/media/system/DATA/Engines/UE_5.8.4}"
PROJ="$REPO/Game/GigLine/GigLine.uproject"
VERIFY="no"
[ "${1:-}" = "--verify" ] && VERIFY="yes"
# Tools are grouped by discipline now: Unreal commandlets under Tools/unreal, review helpers under
# Tools/review. The script name alone is no longer enough to find one, so each call names its folder.
run_cmdlet() {
local script="$1" label="$2" folder="${3:-unreal}"
echo "== $label =="
( cd "$ENGINE" && ./Engine/Binaries/Linux/UnrealEditor-Cmd "$PROJ" \
-run=pythonscript -script="$REPO/Tools/$folder/$script" \
-nullrhi -unattended -nopause -stdout )
}
# Order matters. The demo builder rebuilds the site materials, so any actor staged
# by another tool must be (re)staged after it or it keeps a reference to a material
# that no longer exists - that is how 604 actors ended up untextured once.
run_cmdlet ue_build_demo_map.py "1/5 rebuild the demo map (materials, site, frontage)"
run_cmdlet ue_apply_facade_kit.py "2/5 assemble the facade kit"
run_cmdlet ue_stage_theatre_trim.py "3/5 stage the theatre trim"
run_cmdlet ue_audit_scene.py "4/6 audit the scene (materials, placement, labels)"
run_cmdlet ue_build_review_map.py "5/6 stage the demo shot cameras"
tail -3 /tmp/ue-review-map-result.txt 2>/dev/null || true
echo "== 6/6 capture the demo map =="
# Clear the engine's screenshot folder first. The collect step below copies every
# review-*.png it finds in Saved/, so without this a shot retired from the camera list
# keeps coming back as a stale file - that is how a removed walk shot reappeared with
# byte-identical content after a run that never captured it.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* "$HOME"/.config/Epic/GigLine/Saved/Screenshots/* 2>/dev/null || true
# Recreate the folder: the engine writes into it and does not recreate a deleted
# directory, which silently produced zero captures in the run that removed it.
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
# The engine path is absolute: this step runs from the repo, not from $ENGINE, and a
# bare ./Engine/... failed with "No such file or directory" while every commandlet
# above succeeded through run_cmdlet's cd.
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Hollywood/DemoMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -thirdperson -stdout
echo "== collect the demo screenshots =="
mkdir -p "$REPO/Screenshots/demo"
rm -f "$REPO"/Screenshots/demo/review-*.png
found=0
for src in \
"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
[ -e "$src" ] || continue
case "$(basename "$src")" in
*demo-*) cp -f "$src" "$REPO/Screenshots/demo/"; found=1 ;;
esac
done
[ "$found" = "1" ] || { echo "ERROR: no demo screenshots found"; exit 1; }
ls -1 "$REPO/Screenshots/demo"
echo "== 6b/7 capture the review map (asset staging) =="
# The ReviewMap stages the models on their own - imported assets, camera angles and the
# lighting comparison - which is a different question from "does the game map look right".
# Its shots collect into Screenshots/review/ so the two reviews stay separate.
rm -rf "$REPO"/Game/GigLine/Saved/Screenshots/* 2>/dev/null || true
mkdir -p "$REPO/Game/GigLine/Saved/Screenshots/LinuxEditor"
"$ENGINE/Engine/Binaries/Linux/UnrealEditor-Cmd" "$PROJ" /Game/Test/ReviewMap \
-game -windowed -ResX=1920 -ResY=1080 -nopause -nosplash -stdout
echo "== 6c/7 collect the review-map screenshots =="
mkdir -p "$REPO/Screenshots/review"
rm -f "$REPO"/Screenshots/review/review-*.png
found_review=0
for src in \
"$REPO/Game/GigLine/Saved/Screenshots"/*/review-*.png \
"$REPO/Game/GigLine/Saved/Screenshots"/*/*/review-*.png \
"$HOME/.config/Epic/GigLine/Saved/Screenshots"/*/review-*.png; do
[ -e "$src" ] || continue
case "$(basename "$src")" in
*demo-*) : ;;
*) cp -f "$src" "$REPO/Screenshots/review/"; found_review=1 ;;
esac
done
[ "$found_review" = "1" ] || echo "WARN: no review-map screenshots found"
ls -1 "$REPO/Screenshots/review" 2>/dev/null | head -20
# The scene audit is a gate: a wrong-material or misplaced actor is exactly the
# kind of failure that still renders plausibly.
if grep -q "failure(s) ==" /tmp/gigline/scene-audit.txt 2>/dev/null; then
grep -E "FAIL|failure\(s\)" /tmp/gigline/scene-audit.txt | tail -5
grep -q "== 0 failure(s) ==" /tmp/gigline/scene-audit.txt || {
echo "ERROR: scene audit failed — see /tmp/gigline/scene-audit.txt"; exit 1; }
fi
if [ "$VERIFY" = "yes" ]; then
echo "== verify: does each shot show what it should? =="
cd "$REPO"
python3 Tools/review/visual_loop.py --verify
fi