Optimize PortMaster low-memory profile

This commit is contained in:
Alexander Sellite 2026-08-18 01:02:13 -04:00
parent b27883d115
commit 021de5aca4
16 changed files with 327 additions and 31 deletions

View file

@ -5,6 +5,7 @@ set -euo pipefail
readonly SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
readonly PROJECT_ROOT="$(cd -- "${SCRIPT_DIR}/.." && pwd)"
readonly TEMPLATE_ROOT="${SCRIPT_DIR}/portmaster"
readonly ASSET_PROFILE_SCRIPT="${SCRIPT_DIR}/prepare_portmaster_assets.sh"
readonly GODOT_BIN="${GODOT_BIN:-godot}"
PACKAGE_ONLY=0
@ -86,7 +87,7 @@ if [[ "${NETFISHING_ALLOW_DIRTY_RELEASE:-0}" != "1" ]]; then
fi
fi
for command_name in git file zip unzip sha256sum; do
for command_name in git file zip unzip sha256sum rsync; do
command -v "${command_name}" >/dev/null 2>&1 || {
echo "Required command not found: ${command_name}" >&2
exit 1
@ -95,11 +96,39 @@ done
mkdir -p -- "${ARM64_ROOT}" "${RELEASE_ROOT}"
if [[ ${PACKAGE_ONLY} -eq 0 ]]; then
readonly EXPORT_PROJECT_ROOT="$(
mktemp -d -t netfishing-portmaster-export.XXXXXX
)"
cleanup_export_project() {
rm -rf -- "${EXPORT_PROJECT_ROOT}"
}
trap cleanup_export_project EXIT INT TERM
rm -f -- "${ARM64_EXECUTABLE}" "${ARM64_PCK}"
rsync -a \
--exclude '/.git/' \
--exclude '/.godot/' \
--exclude '/art/source/' \
--exclude '/art/exported/system_icons/netfishing.ico' \
--exclude '/art/exported/system_icons/netfishing_1024.png' \
--exclude '/art/exported/system_icons/netfishing_1024.png.import' \
--exclude '/audio/ambience/' \
--exclude '/audio/music/' \
--exclude '/builds/' \
--exclude '/docs/design/' \
--exclude '/tests/' \
"${PROJECT_ROOT}/" "${EXPORT_PROJECT_ROOT}/"
"${ASSET_PROFILE_SCRIPT}" "${EXPORT_PROJECT_ROOT}"
"${GODOT_BIN}" \
--headless \
--path "${PROJECT_ROOT}" \
--export-release "Linux ARM64"
--path "${EXPORT_PROJECT_ROOT}" \
--import
"${GODOT_BIN}" \
--headless \
--path "${EXPORT_PROJECT_ROOT}" \
--export-release "Linux ARM64" \
"${ARM64_EXECUTABLE}"
cleanup_export_project
trap - EXIT INT TERM
fi
test -s "${ARM64_EXECUTABLE}"
@ -153,6 +182,8 @@ Engine/export template: $("${GODOT_BIN}" --version)
Architecture: AArch64
Minimum linked GLIBC symbol version: GLIBC_2.28
Rendering method: gl_compatibility
Texture profile: 128 px maximum; 64 px gameplay catalogs; ETC2 compressed
Audio profile: 22.05 kHz mono QOA effects; music and ambience omitted
The executable and PCK were exported from the release commit listed above.
Repository working-tree changes were not included in game content.
@ -187,8 +218,9 @@ selected data root. Device-local configuration remains under
\`netfishing/conf/\`.
PortMaster launches use the light performance profile by default. Put the word
\`normal\` in \`netfishing/conf/performance_profile\` to opt a capable device
into the normal rendering profile. See \`netfishing/licenses/\` for bundled
credits and license information.
into the normal rendering profile. PortMaster packages omit music and ambience
in both profiles. See \`netfishing/licenses/\` for bundled credits and license
information.
## Controls

View file

@ -0,0 +1,96 @@
#!/usr/bin/env bash
set -euo pipefail
if [[ $# -ne 1 ]]; then
echo "usage: scripts/prepare_portmaster_assets.sh <temporary-project-root>" >&2
exit 2
fi
readonly PROJECT_ROOT="$1"
readonly GENERAL_TEXTURE_LIMIT=128
readonly GAMEPLAY_TEXTURE_LIMIT=64
readonly AUDIO_SAMPLE_RATE=22050
if [[ ! -f "${PROJECT_ROOT}/project.godot" ]]; then
echo "PortMaster asset project is missing project.godot: ${PROJECT_ROOT}" >&2
exit 1
fi
limit_texture_imports() {
local asset_root="$1"
local size_limit="$2"
local import_file
local updated=0
if [[ ! -d "${asset_root}" ]]; then
return
fi
while IFS= read -r -d '' import_file; do
if ! grep -q '^importer="texture"$' "${import_file}"; then
continue
fi
if ! grep -q '^process/size_limit=' "${import_file}"; then
continue
fi
sed -i \
-e 's|^compress/mode=.*$|compress/mode=2|' \
-e "s|^process/size_limit=.*$|process/size_limit=${size_limit}|" \
"${import_file}"
updated=$((updated + 1))
done < <(find "${asset_root}" -type f -name '*.import' -print0)
printf 'PortMaster texture limit %d px: %d imports under %s\n' \
"${size_limit}" "${updated}" "${asset_root#${PROJECT_ROOT}/}"
}
configure_audio_imports() {
local asset_root="$1"
local import_file
local updated=0
if [[ ! -d "${asset_root}" ]]; then
return
fi
while IFS= read -r -d '' import_file; do
if ! grep -q '^importer="wav"$' "${import_file}"; then
continue
fi
sed -i \
-e 's|^force/mono=.*$|force/mono=true|' \
-e 's|^force/max_rate=.*$|force/max_rate=true|' \
-e "s|^force/max_rate_hz=.*$|force/max_rate_hz=${AUDIO_SAMPLE_RATE}|" \
-e 's|^compress/mode=.*$|compress/mode=2|' \
"${import_file}"
updated=$((updated + 1))
done < <(find "${asset_root}" -type f -name '*.wav.import' -print0)
printf 'PortMaster audio profile %d Hz mono: %d imports under %s\n' \
"${AUDIO_SAMPLE_RATE}" "${updated}" \
"${asset_root#${PROJECT_ROOT}/}"
}
# The entire PortMaster project uses a deliberately small, VRAM-compressed
# texture ceiling. Fonts are unaffected, preserving readable interface text
# while raster artwork is reduced for one-gigabyte shared-memory devices.
limit_texture_imports "${PROJECT_ROOT}" "${GENERAL_TEXTURE_LIMIT}"
# These catalogs contain most of the authored high-resolution textures and
# account for the largest runtime residency. At a 640x480 output, 64 pixels
# remains sufficient for the deliberately low-fidelity light profile.
for gameplay_root in \
"art/exported/characters" \
"art/exported/environment" \
"art/exported/items" \
"fish/species" \
"gathering" \
"items/icons" \
"world"; do
limit_texture_imports \
"${PROJECT_ROOT}/${gameplay_root}" \
"${GAMEPLAY_TEXTURE_LIMIT}"
done
# Short speech, call, and gameplay effects remain available, but use a small
# mono QOA representation to reduce both package and resident sample memory.
configure_audio_imports "${PROJECT_ROOT}/audio/sfx"
configure_audio_imports "${PROJECT_ROOT}/sound/dialogue"