tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.find . -type f \( -name "*.gd" -o -name "*.tscn" \) | head -50 && echo "---" && ls scripts/day_night/
# args: {"description": "List scripts and scenes"}./scenes/Main.tscn ./scenes/test.tscn ./scripts/main.gd ./scripts/test.gd ./scripts/day_night/DayNightCycleNode.gd ./scripts/day_night/TimeHandler.gd ./scripts/day_night/LightColorTransitionNode.gd ./scripts/day_night/LightIntensityTransitionNode.gd ./scripts/day_night/SampledObjectRotatorNode.gd --- DayNightCycleNode.gd DayNightCycleNode.gd.uid LightColorTransitionNode.gd LightColorTransitionNode.gd.uid LightIntensityTransitionNode.gd LightIntensityTransitionNode.gd.uid SampledObjectRotatorNode.gd SampledObjectRotatorNode.gd.uid TimeHandler.gd TimeHandler.gd.uid [stdout] ./scenes/Main.tscn ./scenes/test.tscn ./scripts/main.gd ./scripts/test.gd ./scripts/day_night/DayNightCycleNode.gd ./scripts/day_night/TimeHandler.gd ./scripts/day_night/LightColorTransitionNode.gd ./scripts/day_night/LightIntensityTransitionNode.gd ./scripts/day_night/SampledObjectRotatorNode.gd --- DayNightCycleNode.gd DayNightCycleNode.gd.uid LightColorTransitionNode.gd LightColorTransitionNode.gd.uid LightIntensityTransitionNode.gd LightIntensityTransitionNode.gd.uid SampledObjectRotatorNode.gd SampledObjectRotatorNode.gd.uid TimeHandler.gd TimeHandler.gd.uid
{
"file_path": "/home/user/task/scenes/Main.tscn"
}1 [gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]
2
3 [ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
4
5 [sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
6 size = Vector2(40, 40)
7
8 [node name="Main" type="Node3D"]
9 script = ExtResource("1_ef7su")
10
11 [node name="SunLight" type="DirectionalLight3D" parent="."]
12 transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
13 shadow_enabled = true
14
15 [node name="PorchLight" type="OmniLight3D" parent="."]
16 transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
17 light_color = Color(1, 0.94902, 0.721569, 1)
18 light_energy = 700.0
19
20 [node name="Ground" type="MeshInstance3D" parent="."]
21 mesh = SubResource("PlaneMesh_4noii")
22
23 [node name="ClockLabel" type="Label" parent="."]
24 offset_left = 15.0
25 offset_top = 12.0
26 offset_right = 195.0
27 offset_bottom = 42.0
28 text = "00:00"
29
{
"file_path": "/home/user/task/scripts/main.gd"
}1 extends Node3D 2 3 func _ready() -> void: 4 # The day-night cycle system will be wired in by the solver. 5 pass 6
{
"file_path": "/home/user/task/scripts/day_night/DayNightCycleNode.gd"
}1 ## This script defines a Node that facilitates a day night cycle and supplies a user friendly time of day. 2 3 extends Node 4 5 class_name DayNightCycleNode 6 7 ## Should time advance (ie not paused) 8 @export var active : bool = true # Flag to control whether time is advanced 9 10 # Internal variables 11 var current_day_percentage : float = 0.0 12 var total_time : float = 0.0 13 var day_length_seconds : float: 14 get: 15 return $TimeHandler.day_length_seconds 16 17 # Reference to the children nodes 18 @onready var object_rotator = $SampledObjectRotator 19 @onready var light_transition = $LightColorTransition 20 @onready var time_handler = $TimeHandler 21 @onready var light_intensity_transition_node = $LightIntensityTransition 22 23 signal time_changed(current_time: String) 24 25 func _ready() -> void: 26 time_handler.time_changed.connect(process_time_changed) 27 28 # Called every frame 29 func _process(delta: float) -> void: 30 if active: 31 # Update total time 32 total_time += delta 33 34 # Update the day percentage based on the current time 35 current_day_percentage = fmod(total_time, day_length_seconds) / day_length_seconds 36 37 # Update nodes every frame 38 update_nodes() 39 40 ## Function to update child nodes based on the current time 41 func update_nodes() -> void: 42 # Update SampledObjectRotatorNode 43 object_rotator.set_rotation_from_sample(current_day_percentage) 44 45 # Update LightColorTransitionNode 46 light_transition.set_color_from_sample(current_day_percentage) 47 48 light_intensity_transition_node.set_intensity_from_sample(current_day_percentage) 49 50 # Update TimeHandler 51 time_handler.set_time(total_time) 52 53 func process_time_changed(current_time: String): 54 time_changed.emit(current_time) 55
{
"file_path": "/home/user/task/scripts/day_night/TimeHandler.gd"
}1 ## This script defines a Node that calculates a clock time from the total elapsed time, split into specified intervals.
2 ## And emit's a signal when the displayed time changes.
3
4 extends Node
5
6 class_name TimeHandler
7
8 # Internal variables
9 var current_time : int = -1
10
11 # Exposed variables
12 ## Length of day in seconds
13 @export var day_length_seconds : float = 600
14 ## The displayed game time interval to count as time having changed (eg. 1 minute, 10 minute, 15 minute, 20 minute, 30 minute)
15 @export_range(1, 60) var display_interval_minutes : int = 15
16
17 # Signals
18 signal time_changed(current_time: String)
19
20 ## Function to handle time-related functionality
21 func set_time(total_time_seconds: float) -> void:
22 # Calculate the current time in intervals
23 var interval_length_in_seconds = day_length_seconds / float((60 / display_interval_minutes) * 24)
24 var new_time = int(fmod(total_time_seconds, day_length_seconds) / interval_length_in_seconds)
25
26 # If the time has changed, emit the signal
27 if new_time != current_time:
28 current_time = new_time
29 time_changed.emit(get_display_time_of_day())
30
31 ## Function to get the current time of day in HH:MM format
32 func get_display_time_of_day() -> String:
33 var hours : int = current_time * display_interval_minutes / 60
34 var minutes : int = (current_time * display_interval_minutes) % 60
35 return String("%02d:%02d" % [hours, minutes])
36
{
"file_path": "/home/user/task/scripts/day_night/LightColorTransitionNode.gd"
}1 ## This script defines a Node that facilitates color transitions for a 3D light using a gradient. 2 3 extends Node 4 5 class_name LightColorTransitionNode 6 7 # Exposed variables 8 ## The Light to set the color for 9 @export var light : Light3D = null 10 11 ## The colour to assign to the light when the set_color function is called 12 @export var color_gradient : Gradient = Gradient.new() 13 14 15 ## Sets the color of the light based on the provided sample point and the gradient 16 func set_color_from_sample(sample_point: float): 17 light.light_color = color_gradient.sample(sample_point) 18
{
"file_path": "/home/user/task/scripts/day_night/SampledObjectRotatorNode.gd"
}1 ## This script defines a Node that rotates a target Node3D based on sampled curves. 2 3 extends Node 4 5 class_name SampledObjectRotatorNode 6 7 # Exposed variables 8 ## The curve that describes the X rotation of the target in degrees at the associated sample points 9 @export var x_rotation_curve : Curve = Curve.new() 10 ## The curve that describes the Y rotation of the target in degrees at the associated sample points 11 @export var y_rotation_curve : Curve = Curve.new() 12 ## The curve that describes the Z rotation of the target in degrees at the associated sample points 13 @export var z_rotation_curve : Curve = Curve.new() 14 15 ## The node that will be rotated based on the rotation curves based on the associated sample point 16 @export var target_node : Node3D = null 17 18 ## Set the rotation of the target node based on the provided sample point 19 func set_rotation_from_sample(sample_point: float) -> void: 20 var rotation = Vector3( 21 x_rotation_curve.sample_baked(sample_point), 22 y_rotation_curve.sample_baked(sample_point), 23 z_rotation_curve.sample_baked(sample_point) 24 ) 25 target_node.rotation_degrees = rotation 26
{
"file_path": "/home/user/task/scripts/day_night/LightIntensityTransitionNode.gd"
}1 ## This script defines a Node that facilitates light_energy transitions for a 3D light using a curve. 2 3 extends Node 4 5 class_name LightIntensityTransitionNode 6 7 # Exposed variables 8 ## The curve that determines how intense the light should be throughout the time frame 9 @export var intensity_curve : Curve = Curve.new() 10 ## The target light to set the intensity of 11 @export var light : Light3D = null 12 13 ## Set the light intensity based on the provided sample point 14 func set_intensity_from_sample(sample_point: float) -> void: 15 light.light_energy = intensity_curve.sample_baked(sample_point) 16
for f in scripts/day_night/*.uid scripts/main.gd.uid; do echo "$f: $(cat $f 2>/dev/null)"; done
# args: {"description": "Read all UID files"}scripts/day_night/DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h scripts/day_night/LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb scripts/day_night/LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch scripts/day_night/SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u scripts/day_night/TimeHandler.gd.uid: uid://kaqb58wgrxqm scripts/main.gd.uid: uid://ctgsrjhv035f3 [stdout] scripts/day_night/DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h scripts/day_night/LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb scripts/day_night/LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch scripts/day_night/SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u scripts/day_night/TimeHandler.gd.uid: uid://kaqb58wgrxqm scripts/main.gd.uid: uid://ctgsrjhv035f3
{
"file_path": "/home/user/task/scenes/test.tscn"
}1 [gd_scene load_steps=2 format=3]
2
3 [ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
4 [ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]
5
6 [node name="Test" type="Node"]
7 script = ExtResource("2_3k5yq")
8
9 [node name="Main" parent="." instance=ExtResource("1_pqfry")]
10
{
"file_path": "/home/user/task/scenes/Main.tscn",
"content": "[gd_scene load_steps=12 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lctrn\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sorot\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_litns\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_day\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 1, 0.6, 0.3, 1, 1, 1, 0.95, 1, 1, 0.5, 0.25, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, 0.0, 1, 1, Vector2(1, -180), 0.0, 0.0, 1, 1]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_flat\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.25, 0.05), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.75, 0.05), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 5\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lctrn\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_day\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sorot\")\nx_rotation_curve = SubResource(\"Curve_xrot\")\ny_rotation_curve = SubResource(\"Curve_flat\")\nz_rotation_curve = SubResource(\"Curve_flat\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_thand\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_litns\")\nintensity_curve = SubResource(\"Curve_intensity\")\nlight = NodePath(\"../../SunLight\")\n\n[connection signal=\"time_changed\" from=\"DayNightCycle\" to=\".\" method=\"_on_day_night_cycle_time_changed\"]\n"
}The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
{
"file_path": "/home/user/task/scripts/main.gd",
"content": "extends Node3D\n\n# References to the scene's lighting and UI nodes\n@onready var clock_label : Label = $ClockLabel\n@onready var porch_light : OmniLight3D = $PorchLight\n\n# Hour at which the sun rises (porch light turns off) and sets (porch light turns on)\nconst DAWN_HOUR : int = 6\nconst DUSK_HOUR : int = 18\n\n## Called whenever the day-night cycle reports a new displayed time.\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t# Always reflect the emitted time on the clock.\n\tclock_label.text = current_time\n\n\t# Derive the hour from the \"HH:MM\" string to decide whether it is night.\n\tvar hour : int = int(current_time.split(\":\")[0])\n\n\t# Porch light is on through the night: before dawn and from dusk onward.\n\tporch_light.visible = hour < DAWN_HOUR or hour >= DUSK_HOUR\n"
}The file /home/user/task/scripts/main.gd has been updated successfully. (file state is current in your context , no need to Read it back)
ls -a && echo "---godot---" && which godot godot4 2>/dev/null || echo "no godot binary"
# args: {"description": "Check project files and godot availability"}. .. .godot project.godot scenes scripts ---godot--- /usr/local/bin/godot no godot binary [stdout] . .. .godot project.godot scenes scripts ---godot--- /usr/local/bin/godot no godot binary
timeout 120 godot --headless --check-only --script scripts/main.gd 2>&1 | head -20; echo "exit: ${PIPESTATUS[0]}"
# args: {"description": "Check main.gd script parse"}Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
at: setup2 (main/main.cpp:3181)
exit: 0
[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
at: setup2 (main/main.cpp:3181)
exit: 0cat > /tmp/checkscene.gd <<'EOF'
extends SceneTree
func _init():
var ps = load("res://scenes/Main.tscn")
if ps == null:
print("FAIL: scene did not load")
quit(1)
var inst = ps.instantiate()
var dnc = inst.get_node("DayNightCycle")
print("DayNightCycle children: ", dnc.get_children().map(func(c): return c.name))
var lct = dnc.get_node("LightColorTransition")
print("color light path target name: ", lct.get_node(lct.light).name if lct.light else "NULL")
print("gradient sample 0.5: ", lct.color_gradient.sample(0.5))
var sor = dnc.get_node("SampledObjectRotator")
print("xrot @0,0.5,1: ", sor.x_rotation_curve.sample_baked(0.0), " ", sor.x_rotation_curve.sample_baked(0.5), " ", sor.x_rotation_curve.sample_baked(1.0))
print("yrot flat @0.5: ", sor.y_rotation_curve.sample_baked(0.5))
var th = dnc.get_node("TimeHandler")
print("day_length: ", th.day_length_seconds, " interval: ", th.display_interval_minutes)
var lit = dnc.get_node("LightIntensityTransition")
print("intensity @0,0.5,1: ", lit.intensity_curve.sample_baked(0.0), " ", lit.intensity_curve.sample_baked(0.5), " ", lit.intensity_curve.sample_baked(1.0))
print("OK")
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/checkscene.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root" | head -40
# args: {"description": "Instantiate scene and verify wiring"}DayNightCycle children: [&"LightColorTransition", &"SampledObjectRotator", &"TimeHandler", &"LightIntensityTransition"] color light path target name: NULL gradient sample 0.5: (1.0, 1.0, 0.95, 1.0) xrot @0,0.5,1: 0.0 -90.0 -180.0 yrot flat @0.5: 0.0 day_length: 10.0 interval: 10 intensity @0,0.5,1: 0.0 0.99885249137878 0.0 OK ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit. ERROR: 3 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit. ERROR: 2 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit. ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit. ERROR: 11 resources still in use at exit (run with --verbose for details). [stdout] DayNightCycle children: [&"LightColorTransition", &"SampledObjectRotator", &"TimeHandler", &"LightIntensityTransition"] color light path target name: NULL gradient sample 0.5: (1.0, 1.0, 0.95, 1.0) xrot @0,0.5,1: 0.0 -90.0 -180.0 yrot flat @0.5: 0.0 day_length: 10.0 interval: 10 intensity @0,0.5,1: 0.0 0.99885249137878 0.0 OK ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit. ERROR: 3 RID allocations of type 'N17RendererSceneCull8InstanceE' were leaked at exit. ERROR: 2 RID allocations of type 'PN18TextServerAdvanced22ShapedTextDataAdvancedE' were leaked at exit. ERROR: 1 RID allocations of type 'PN18TextServerAdvanced12FontAdvancedE' were leaked at exit. ERROR: 11 resources still in use at exit (run with --verbose for details).
cat > /tmp/checkscene2.gd <<'EOF'
extends SceneTree
func _init():
var inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
var dnc = inst.get_node("DayNightCycle")
var lct = dnc.get_node("LightColorTransition")
var sor = dnc.get_node("SampledObjectRotator")
var lit = dnc.get_node("LightIntensityTransition")
print("LCT.light -> ", lct.light)
print("SOR.target_node -> ", sor.target_node)
print("LIT.light -> ", lit.light)
print("all same SunLight: ", lct.light == inst.get_node("SunLight") and sor.target_node == inst.get_node("SunLight") and lit.light == inst.get_node("SunLight"))
# verify signal connection Main <- DayNightCycle
print("signal connected: ", dnc.time_changed.is_connected(inst._on_day_night_cycle_time_changed))
# simulate a time change at night and at noon
inst._on_day_night_cycle_time_changed("00:00")
print("00:00 -> clock=", inst.get_node("ClockLabel").text, " porch_visible=", inst.get_node("PorchLight").visible)
inst._on_day_night_cycle_time_changed("06:00")
print("06:00 -> porch_visible=", inst.get_node("PorchLight").visible)
inst._on_day_night_cycle_time_changed("12:00")
print("12:00 -> porch_visible=", inst.get_node("PorchLight").visible)
inst._on_day_night_cycle_time_changed("18:00")
print("18:00 -> porch_visible=", inst.get_node("PorchLight").visible)
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/checkscene2.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head -30
# args: {"description": "Verify node refs resolve and signal/porch logic"}LCT.light -> <null> SOR.target_node -> <null> LIT.light -> <null> all same SunLight: false signal connected: true 00:00 -> clock=00:00 porch_visible=true 06:00 -> porch_visible=true 12:00 -> porch_visible=true 18:00 -> porch_visible=true [stdout] LCT.light -> <null> SOR.target_node -> <null> LIT.light -> <null> all same SunLight: false signal connected: true 00:00 -> clock=00:00 porch_visible=true 06:00 -> porch_visible=true 12:00 -> porch_visible=true 18:00 -> porch_visible=true
cat > /tmp/dbg.gd <<'EOF'
extends SceneTree
func _init():
var inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
var lct = inst.get_node("DayNightCycle/LightColorTransition")
print("SunLight exists from lct: ", lct.get_node_or_null("../../SunLight"))
print("raw property light type: ", typeof(lct.light), " val=", lct.light)
# Test porch directly
var porch = inst.get_node("PorchLight")
print("porch initial visible=", porch.visible)
porch.visible = false
print("after set false: ", porch.visible)
var h = int("06".split(":")[0]) if false else int("06")
print("int 06 =", h, " cond=", (h < 6 or h >= 18))
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/dbg.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head
# args: {"description": "Debug node path resolution and porch visible"}SunLight exists from lct: SunLight:<DirectionalLight3D#28571600264> raw property light type: 0 val=<null> porch initial visible=true after set false: false int 06 =6 cond=false [stdout] SunLight exists from lct: SunLight:<DirectionalLight3D#28571600264> raw property light type: 0 val=<null> porch initial visible=true after set false: false int 06 =6 cond=false
cat > /tmp/pack.gd <<'EOF'
extends SceneTree
func _init():
var inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
var lct = inst.get_node("DayNightCycle/LightColorTransition")
lct.light = inst.get_node("SunLight")
var sor = inst.get_node("DayNightCycle/SampledObjectRotator")
sor.target_node = inst.get_node("SunLight")
var lit = inst.get_node("DayNightCycle/LightIntensityTransition")
lit.light = inst.get_node("SunLight")
# recompute owners so pack includes them
var ps = PackedScene.new()
ps.pack(inst)
ResourceSaver.save(ps, "res://scenes/_probe.tscn")
print("saved")
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/pack.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root|ERROR" | head
echo "=== probe relevant lines ==="
grep -nE "light|target_node|LightColorTransition|SampledObjectRotator|LightIntensityTransition" scenes/_probe.tscn 2>/dev/null | head -40
# args: {"description": "Pack scene with refs set in code to see canonical format"}saved
=== probe relevant lines ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_mdel7"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_u1pix"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ur8bc"]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
55:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
57:light = NodePath("../../SunLight")
60:[node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
65:target_node = NodePath("../../SunLight")
72:[node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
75:light = NodePath("../../SunLight")
[stdout]
saved
=== probe relevant lines ===
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_mdel7"]
6:[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="4_u1pix"]
8:[ext_resource type="Script" path="res://scripts/day_night/LightIntensityTransitionNode.gd" id="6_ur8bc"]
39:light_color = Color(1, 0.94902, 0.721569, 1)
40:light_energy = 700.0
55:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
57:light = NodePath("../../SunLight")
60:[node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
65:target_node = NodePath("../../SunLight")
72:[node name="LightIntensityTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
75:light = NodePath("../../SunLight"){
"replace_all": false,
"file_path": "/home/user/task/scenes/Main.tscn",
"old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
"new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
{
"replace_all": false,
"file_path": "/home/user/task/scenes/Main.tscn",
"old_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]",
"new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]"
}The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
{
"replace_all": false,
"file_path": "/home/user/task/scenes/Main.tscn",
"old_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
"new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
rm -f scenes/_probe.tscn scenes/_probe.tscn.uid
cat > /tmp/final.gd <<'EOF'
extends SceneTree
var inst
var frames = 0
func _init():
inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
var dnc = inst.get_node("DayNightCycle")
var lct = dnc.get_node("LightColorTransition")
var sor = dnc.get_node("SampledObjectRotator")
var lit = dnc.get_node("LightIntensityTransition")
var sun = inst.get_node("SunLight")
print("bind LCT.light==Sun: ", lct.light == sun)
print("bind SOR.target==Sun: ", sor.target_node == sun)
print("bind LIT.light==Sun: ", lit.light == sun)
# Drive cycle manually via percentages to inspect end-to-end behavior
for p in [0.0, 0.25, 0.5, 0.75, 0.999]:
sor.set_rotation_from_sample(p)
lct.set_color_from_sample(p)
lit.set_intensity_from_sample(p)
print("p=%.2f sunX=%.0f color=%s energy=%.2f" % [p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy])
# Now test handler-driven clock + porch (isolate from process)
dnc.active = false
for t in ["00:00","06:00","12:00","18:00","23:50"]:
inst._on_day_night_cycle_time_changed(t)
print("t=%s clock=%s porch=%s" % [t, inst.get_node("ClockLabel").text, str(inst.get_node("PorchLight").visible)])
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/final.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use|silence" | head -30
# args: {"description": "Full end-to-end simulation of cycle and handler"}bind LCT.light==Sun: true bind SOR.target==Sun: true bind LIT.light==Sun: true p=0.00 sunX=0 color=(0.05, 0.05, 0.15, 1.0) energy=0.00 p=0.25 sunX=-28 color=(1.0, 0.6, 0.3, 1.0) energy=0.05 p=0.50 sunX=-90 color=(1.0, 1.0, 0.95, 1.0) energy=1.00 p=0.75 sunX=-152 color=(1.0, 0.5, 0.25, 1.0) energy=0.05 p=1.00 sunX=-180 color=(0.0538, 0.0518, 0.1504, 1.0) energy=0.00 t=00:00 clock=00:00 porch=true t=06:00 clock=00:00 porch=true t=12:00 clock=00:00 porch=true t=18:00 clock=00:00 porch=true t=23:50 clock=00:00 porch=true [stdout] bind LCT.light==Sun: true bind SOR.target==Sun: true bind LIT.light==Sun: true p=0.00 sunX=0 color=(0.05, 0.05, 0.15, 1.0) energy=0.00 p=0.25 sunX=-28 color=(1.0, 0.6, 0.3, 1.0) energy=0.05 p=0.50 sunX=-90 color=(1.0, 1.0, 0.95, 1.0) energy=1.00 p=0.75 sunX=-152 color=(1.0, 0.5, 0.25, 1.0) energy=0.05 p=1.00 sunX=-180 color=(0.0538, 0.0518, 0.1504, 1.0) energy=0.00 t=00:00 clock=00:00 porch=true t=06:00 clock=00:00 porch=true t=12:00 clock=00:00 porch=true t=18:00 clock=00:00 porch=true t=23:50 clock=00:00 porch=true
cat > /tmp/h.gd <<'EOF'
extends SceneTree
func _init():
var inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
inst.get_node("DayNightCycle").active = false
var clk = inst.get_node("ClockLabel")
clk.text = "DIRECT"
print("direct set ClockLabel.text=", clk.text)
print("handler has method: ", inst.has_method("_on_day_night_cycle_time_changed"))
inst._on_day_night_cycle_time_changed("12:34")
print("after handler clk.text=", clk.text, " inst.clock_label.text=", inst.clock_label.text)
print("clock_label is same node: ", inst.clock_label == clk)
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --script /tmp/h.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use" | head
# args: {"description": "Isolate clock handler behavior"}Exit code 143 Terminated [error] tool reported failure
cat > /tmp/h.gd <<'EOF'
extends SceneTree
func _init():
var inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
inst.get_node("DayNightCycle").active = false
var clk = inst.get_node("ClockLabel")
print("has method: ", inst.has_method("_on_day_night_cycle_time_changed"))
inst.call("_on_day_night_cycle_time_changed", "12:34")
print("after handler clk.text=", clk.text)
var porch = inst.get_node("PorchLight")
print("porch=", porch.visible)
quit(0)
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 60 godot --headless --script /tmp/h.gd 2>&1 | grep -vE "WARNING|at: |Godot Engine|root warning|ERROR|leaked|in use" | head
# args: {"description": "Retry isolated handler test"}has method: true after handler clk.text=00:00 porch=true [stdout] has method: true after handler clk.text=00:00 porch=true
GODOT_SILENCE_ROOT_WARNING=1 timeout 60 godot --headless --script /tmp/h.gd 2>&1 | grep -iE "error|null|invalid|script" | grep -ivE "leaked|in use|RID|Pages" | head
# args: {"description": "Show errors from handler test"}SCRIPT ERROR: Invalid assignment of property or key 'text' with value of type 'String' on a base object of type 'Nil'.
at: _on_day_night_cycle_time_changed (res://scripts/main.gd:14)
[stdout]
SCRIPT ERROR: Invalid assignment of property or key 'text' with value of type 'String' on a base object of type 'Nil'.
at: _on_day_night_cycle_time_changed (res://scripts/main.gd:14)cat > /tmp/runtime.gd <<'EOF'
extends SceneTree
var inst
var elapsed := 0.0
var seen := {}
func _initialize():
inst = load("res://scenes/Main.tscn").instantiate()
root.add_child(inst)
func _process(delta):
elapsed += delta
var clk = inst.get_node("ClockLabel").text
var porch = inst.get_node("PorchLight").visible
var key = clk + "|" + str(porch)
if not seen.has(key):
seen[key] = true
print("t=%5.2f clock=%s porch_on=%s sunX=%.0f energy=%.2f" % [elapsed, clk, str(porch), inst.get_node("SunLight").rotation_degrees.x, inst.get_node("SunLight").light_energy])
if elapsed >= 10.5:
return true # quit after one full day (day_length=10s)
return false
EOF
GODOT_SILENCE_ROOT_WARNING=1 timeout 90 godot --headless --fixed-fps 30 --script /tmp/runtime.gd 2>&1 | grep -E "t=" | head -60
# args: {"description": "Run a full real-time day cycle and record clock/porch transitions"}t= 0.03 clock=00:00 porch_on=true sunX=-60 energy=1.00 t= 0.13 clock=00:10 porch_on=true sunX=-0 energy=0.00 t= 0.19 clock=00:20 porch_on=true sunX=-0 energy=0.00 t= 0.26 clock=00:30 porch_on=true sunX=-0 energy=0.00 t= 0.32 clock=00:40 porch_on=true sunX=-0 energy=0.00 t= 0.39 clock=00:50 porch_on=true sunX=-1 energy=0.00 t= 0.46 clock=01:00 porch_on=true sunX=-1 energy=0.00 t= 0.52 clock=01:10 porch_on=true sunX=-1 energy=0.01 t= 0.59 clock=01:20 porch_on=true sunX=-2 energy=0.01 t= 0.69 clock=01:30 porch_on=true sunX=-2 energy=0.01 t= 0.76 clock=01:40 porch_on=true sunX=-3 energy=0.01 t= 0.82 clock=01:50 porch_on=true sunX=-3 energy=0.01 t= 0.89 clock=02:00 porch_on=true sunX=-4 energy=0.01 t= 0.96 clock=02:10 porch_on=true sunX=-4 energy=0.02 t= 1.02 clock=02:20 porch_on=true sunX=-5 energy=0.02 t= 1.09 clock=02:30 porch_on=true sunX=-6 energy=0.02 t= 1.16 clock=02:40 porch_on=true sunX=-6 energy=0.02 t= 1.23 clock=02:50 porch_on=true sunX=-7 energy=0.02 t= 1.29 clock=03:00 porch_on=true sunX=-8 energy=0.03 t= 1.36 clock=03:10 porch_on=true sunX=-9 energy=0.03 t= 1.43 clock=03:20 porch_on=true sunX=-9 energy=0.03 t= 1.49 clock=03:30 porch_on=true sunX=-10 energy=0.03 t= 1.59 clock=03:40 porch_on=true sunX=-12 energy=0.03 t= 1.66 clock=03:50 porch_on=true sunX=-13 energy=0.04 t= 1.73 clock=04:00 porch_on=true sunX=-14 energy=0.04 t= 1.79 clock=04:10 porch_on=true sunX=-15 energy=0.04 t= 1.86 clock=04:20 porch_on=true sunX=-16 energy=0.04 t= 1.93 clock=04:30 porch_on=true sunX=-17 energy=0.04 t= 1.99 clock=04:40 porch_on=true sunX=-18 energy=0.04 t= 2.06 clock=04:50 porch_on=true sunX=-19 energy=0.05 t= 2.13 clock=05:00 porch_on=true sunX=-20 energy=0.05 t= 2.19 clock=05:10 porch_on=true sunX=-22 energy=0.05 t= 2.26 clock=05:20 porch_on=true sunX=-23 energy=0.05 t= 2.33 clock=05:30 porch_on=true sunX=-24 energy=0.05 t= 2.43 clock=05:40 porch_on=true sunX=-26 energy=0.05 t= 2.49 clock=05:50 porch_on=true sunX=-27 energy=0.05 t= 2.56 clock=06:00 porch_on=false sunX=-29 energy=0.05 t= 2.63 clock=06:10 porch_on=false sunX=-30 energy=0.05 t= 2.69 clock=06:20 porch_on=false sunX=-31 energy=0.06 t= 2.76 clock=06:30 porch_on=false sunX=-33 energy=0.07 t= 2.83 clock=06:40 porch_on=false sunX=-34 energy=0.09 t= 2.89 clock=06:50 porch_on=false sunX=-36 energy=0.10 t= 2.96 clock=07:00 porch_on=false sunX=-37 energy=0.12 t= 3.02 clock=07:10 porch_on=false sunX=-39 energy=0.15 t= 3.09 clock=07:20 porch_on=false sunX=-40 energy=0.17 t= 3.19 clock=07:30 porch_on=false sunX=-43 energy=0.21 t= 3.26 clock=07:40 porch_on=false sunX=-44 energy=0.24 t= 3.32 clock=07:50 porch_on=false sunX=-46 energy=0.28 t= 3.39 clock=08:00 porch_on=false sunX=-47 energy=0.31 t= 3.46 clock=08:10 porch_on=false sunX=-49 energy=0.34 t= 3.52 clock=08:20 porch_on=false sunX=-51 energy=0.38 t= 3.59 clock=08:30 porch_on=false sunX=-52 energy=0.42 t= 3.66 clock=08:40 porch_on=false sunX=-54 energy=0.45 t= 3.72 clock=08:50 porch_on=false sunX=-55 energy=0.49 t= 3.79 clock=09:00 porch_on=false sunX=-57 energy=0.53 t= 3.86 clock=09:10 porch_on=false sunX=-59 energy=0.57 t= 3.92 clock=09:20 porch_on=false sunX=-61 energy=0.61 t= 4.02 clock=09:30 porch_on=false sunX=-63 energy=0.66 t= 4.09 clock=09:40 porch_on=false sunX=-65 energy=0.70 t= 4.16 clock=09:50 porch_on=false sunX=-67 energy=0.73 [stdout] t= 0.03 clock=00:00 porch_on=true sunX=-60 energy=1.00 t= 0.13 clock=00:10 porch_on=true sunX=-0 energy=0.00 t= 0.19 clock=00:20 porch_on=true sunX=-0 energy=0.00 t= 0.26 clock=00:30 porch_on=true sunX=-0 energy=0.00 t= 0.32 clock=00:40 porch_on=true sunX=-0 energy=0.00 t= 0.39 clock=00:50 porch_on=true sunX=-1 energy=0.00 t= 0.46 clock=01:00 porch_on=true sunX=-1 energy=0.00 t= 0.52 clock=01:10 porch_on=true su…[truncated]
GODOT_SILENCE_ROOT_WARNING=1 timeout 90 godot --headless --fixed-fps 30 --script /tmp/runtime.gd 2>&1 | grep -E "t=" | grep -E "12:00|11:50|17:50|18:00|18:10|23:50|00:00" | head
# args: {"description": "Check noon peak and dusk transition"}t= 0.03 clock=00:00 porch_on=true sunX=-60 energy=1.00 t= 4.99 clock=11:50 porch_on=false sunX=-89 energy=1.00 t= 5.06 clock=12:00 porch_on=false sunX=-91 energy=1.00 t= 7.49 clock=17:50 porch_on=false sunX=-151 energy=0.05 t= 7.56 clock=18:00 porch_on=true sunX=-152 energy=0.05 t= 7.62 clock=18:10 porch_on=true sunX=-154 energy=0.05 t= 9.99 clock=23:50 porch_on=true sunX=-180 energy=0.00 [stdout] t= 0.03 clock=00:00 porch_on=true sunX=-60 energy=1.00 t= 4.99 clock=11:50 porch_on=false sunX=-89 energy=1.00 t= 5.06 clock=12:00 porch_on=false sunX=-91 energy=1.00 t= 7.49 clock=17:50 porch_on=false sunX=-151 energy=0.05 t= 7.56 clock=18:00 porch_on=true sunX=-152 energy=0.05 t= 7.62 clock=18:10 porch_on=true sunX=-154 energy=0.05 t= 9.99 clock=23:50 porch_on=true sunX=-180 energy=0.00
ls scenes/ && rm -f /tmp/checkscene*.gd /tmp/dbg.gd /tmp/pack.gd /tmp/final.gd /tmp/h.gd /tmp/runtime.gd
# args: {"description": "Confirm clean scenes dir and remove temp scripts"}Main.tscn test.tscn [stdout] Main.tscn test.tscn
No file changes, the agent left the workspace untouched.
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
at: setup2 (main/main.cpp:3181)
VALIDATION_FAILED: Sun rotation curve must hit ~180 degrees at middayReproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_3aa2323fd07d4a3a. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.
Trial trial_3aa2323fd07d4a3a · verifier authoritative; classifier explanatory.