netfishing/docs/PORTMASTER.md

192 lines
7 KiB
Markdown
Raw Normal View History

# PortMaster reference
NETfishing's PortMaster release is a canonical PortMaster package, not a
version-named generic ZIP. The installer-facing archive must be named
`netfishing.zip`, and its root must contain exactly:
```text
NETfishing.sh
netfishing/
port.json
```
Do not derive a release package from an older local `portmaster-stage`
directory. The templates in `scripts/portmaster/` are authoritative.
## Release contract
- `port.json` uses schema version 4 and names `netfishing.zip`.
- `NETfishing.sh` starts with `# PORTMASTER: netfishing.zip, NETfishing.sh`.
- The executable is `netfishing/NETfishing.aarch64`.
- The package declares AArch64, two analog sticks, GLIBC 2.28, and
`weston_pkg_0.2.squashfs`.
- The launcher must not start GPTOKEYB. Godot and NETfishing's controller
mapping manager handle controller input directly.
- Persistent device data remains under `netfishing/conf/data`,
`netfishing/conf/config`, and `netfishing/conf/cache`.
- The archive must not contain `conf/`, saves, identities, logs, source files,
`.git`, or `.godot` content.
- Release downloads must publish `netfishing.zip`. A renamed versioned ZIP is
not a substitute because HarbourMaster identifies the canonical port by
archive name.
## Build
Run this only after the release commit and annotated `v<project-version>` tag
are pinned to the same clean `main` commit:
```bash
bash scripts/build_portmaster.sh
```
The script deletes and regenerates the Linux ARM64 export, stages the package,
validates its structure, and writes:
```text
builds/v<project-version>/netfishing.zip
```
`--package-only` is reserved for repackaging an already validated ARM64 export.
It does not rebuild game content.
## Local muOS installation
The muOS auto-install directory is:
```text
/mnt/mmc/MUOS/PortMaster/autoinstall/
```
For an explicit offline installation test, copy `netfishing.zip` to a temporary
device directory and run:
```bash
/mnt/mmc/MUOS/PortMaster/harbourmaster \
--offline --no-check install ./netfishing.zip
```
Before upgrading an existing installation, preserve
`/mnt/mmc/ports/netfishing/conf/` on the device. After installation:
1. Confirm the installed executable and PCK hashes match the staged release.
2. Confirm the installed launcher contains the canonical PortMaster header and
does not contain `GPTOKEYB`.
3. Confirm `conf/` was not replaced or removed.
4. Launch the installed port through the normal muOS menu.
5. Verify the displayed game version and controller face-button mapping.
Installing the public PortMaster catalog entry can still install an older
catalog build until the upstream `netfishing.zip` is updated. A local release
test must install the generated local archive explicitly.
## Template provenance
The current catalog screenshot is a 640x480 PNG copied
byte-for-byte into the package template:
```text
f24daae48f543b3a270a5aa46b5e73a31904bf0c7216d4c8a9e15a8dc48a5eed screenshot.png
```
The remaining catalog metadata assets were copied from the installed official
`netfishing.zip` package and are intentionally preserved byte-for-byte:
```text
e2a9d132744684c67865c01eca027a8c9946b4c5a19da57c82f1af0373dc83b7 gameinfo.xml
```
The packages `licenses/` directory is assembled from the authoritative root
licenses and trademarks, the consolidated `docs/ATTRIBUTION.md`, and the font
notices at build time. It also records the exact release tag and corresponding
GPL source commit. Do not restore stale duplicated notice templates beneath
`scripts/portmaster/`.
The original catalog porter credit, `Voyager`, remains in `port.json`.
## muOS H700 controller mapping
Godot 4.7.1 and the SDL2 utilities shipped by muOS identify the same virtual
controller differently. The PortMaster SDL2 database uses GUID
`19000000010000000100000000010000`, while Godot reports GUID
`19004ca6010000000100000000010000`. Passing the SDL2 entry unchanged leaves
most controls unmapped in Godot.
The device-verified Godot mapping is:
- A `b0`, B `b1`, Y `b2`, X `b3`
- left bumper `b4`, right bumper `b5`
- select `b6`, start `b7`, guide `b8`
- left-stick click `b9`, left trigger `b10`, right trigger `b11`, right-stick click `b12`
- D-pad `h0`; left and right sticks `a0..a3`
`scripts/portmaster/NETfishing.sh` must replace the incompatible SDL2 entry
with the Godot entry when that SDL2 GUID is selected. Do not append the two
entries with a newline: WestonPack evaluates launcher arguments through a
shell and treats the second line as a command. Pass the single selected mapping
as `SDL_GAMECONTROLLERCONFIG` in the game command after Weston initializes;
Weston sources PortMaster's control file internally and otherwise restores the
SDL2 value.
Do not call `Input.add_joy_mapping(..., true)` for a recognized connected muOS
controller. Updating this virtual controller after connection can stop Godot
from delivering its standardized controller events until restart.
Before shipping a PortMaster build on H700 hardware, verify all of the
following in the installed game:
- A, B, X, and Y each register independently.
- The D-pad navigates every menu direction.
- Both sticks, both bumpers, both triggers, Select, Start, L3, and R3 register.
- A single button never cancels auto-map.
- Holding both bumpers together for 1.25 seconds cancels auto-map.
## PortMaster performance profile
Every PortMaster launch defaults to the light performance profile, regardless
of device family. This reflects the low-end hardware that makes up most of the
PortMaster ecosystem and keeps the canonical package conservative by default.
The light profile passes these Godot options:
- `--single-window`
- `--disable-vsync`
- `--max-fps 30`
- `--audio-output-latency 40`
It also passes `NETFISHING_PERFORMANCE_PROFILE=light` and
`NETFISHING_LOW_END=1`. The game renders the 3D world at 50% linear resolution
with nearest-neighbor scaling, reducing 3D pixel work by 75% while the
separately rendered UI retains its canonical resolution. The light profile
also:
- disables the additional full-screen world-pixelation pass;
- replaces animated depth-aware water shaders with opaque, per-vertex water;
- disables ocean surface motion;
- reduces rain to 256 particles simulated at 15 FPS; and
- replaces procedural sky clouds and 81 moving local cloud patches with one
flat cloud ceiling.
The normal profile retains the full visual presentation.
To opt a capable device into the normal profile, create the persistent file
`netfishing/conf/performance_profile` containing exactly:
```text
normal
```
On a typical muOS installation, the full path is:
```text
/mnt/mmc/ports/netfishing/conf/performance_profile
```
Set the file to `light`, or remove it, to restore the default. An externally
provided `NETFISHING_PERFORMANCE_PROFILE=normal` or `light` environment value
takes precedence over the persistent file. Invalid values safely fall back to
the light profile and are reported in `netfishing/log.txt`.
Do not use Godot's low processor mode for the light profile. It reduces idle
CPU usage by sleeping between updates and is not a game-performance
optimization.