Files
RP412/pack-dist.ps1
T
CydandClaude Opus 5 a0a0ad51d1 Repacking dist keeps the player's files
The game stopped shipping environ.ini so a new build could land on an
existing folder without replacing anyone's settings. pack-dist.ps1 then
went on rebuilding dist\ from nothing every time, which threw away
environ.ini, bindings.txt, pilot.cfg and mfd_layout.cfg on every repack -
the one place the promise did not hold, and the folder we do most of our
own testing in.

They are now carried across the rebuild. -Fresh wipes them too, for
checking what a genuine first run does.

Restored last, after the tree is rebuilt, so nothing the pack writes can
land on top of them. Not restored at all under -Zip: the archive is taken
from dist\, so a preserved file would otherwise travel to whoever
downloads the release, and a release should always be built from a folder
with none of them in it.

Also fixes three paragraphs of the packaged README that have been saying
the opposite of the truth since the change: that environ.ini ships, that
it is the only one of the four that does, and that bindings.txt is the
only one never overwritten. Those edits were made at the time with
PowerShell .Replace() calls that silently matched nothing - which is
exactly why the same corrections here are made with an editor that fails
loudly instead.

Verified by editing all four files, repacking, and reading the first line
of each back out of the rebuilt folder; then again with -Fresh to confirm
all four are gone.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 15:56:01 -05:00

326 lines
15 KiB
PowerShell

# ============================================================================
# pack-dist.ps1 - assemble a runnable Red Planet 4.12 package into dist\
# ============================================================================
#
# Collects everything the game needs at run time:
# - Release\rpl4opt.exe (+ .pdb for crash debugging)
# - game data from assets\RP411 (AUDIO, GAUGE, VIDEO, INIs, RPL4.RES,
# TEST.EGG) - but not the arcade launch scripts or the old 4.10 exe
# - libsndfile-1.dll beside the exe; OpenAL32.dll copied from the system
# when installed, with oalinst.exe included as the fallback installer
# (environ.ini is NOT shipped - the exe writes it on first run)
# - start/joyconfig scripts, HANDBOOK.html, CONTROLS.txt and a README
#
# Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip] [-Fresh]
#
param(
[switch]$Zip,
# Wipe the player's files too, for testing what a first run does.
[switch]$Fresh
)
$ErrorActionPreference = 'Stop'
$root = Split-Path -Parent $MyInvocation.MyCommand.Path
$dist = Join-Path $root 'dist'
$assets = Join-Path $root 'assets\RP411'
$exe = Join-Path $root 'Release\rpl4opt.exe'
if (-not (Test-Path $exe)) {
throw "Release\rpl4opt.exe not found - build first (see BUILD.md 2)."
}
# --- version ---------------------------------------------------------------
# Read the stamp the exe was BUILT with rather than asking git again: a
# commit between the build and the pack would otherwise have the package
# claiming a version the binary inside it does not report.
$buildHeader = Join-Path $root 'RP_L4\rpl4build.h'
if (-not (Test-Path $buildHeader)) {
throw "RP_L4\rpl4build.h not found - build first, or run stamp-version.ps1."
}
$stamp = Get-Content $buildHeader -Raw
$version = ([regex]::Match($stamp, '#define\s+RP412_VERSION\s+"([^"]+)"')).Groups[1].Value
$versionLong = ([regex]::Match($stamp, '#define\s+RP412_VERSION_LONG\s+"([^"]+)"')).Groups[1].Value
if (-not $version) { throw "could not read RP412_VERSION from $buildHeader" }
if ($stamp -match '#define\s+RP412_BUILD_DIRTY\s+1') {
Write-Warning "packing a build made from a modified tree ($versionLong)"
}
Write-Host "Version $versionLong"
# Refuse to touch a dist the game is currently running from.
$running = Get-Process rpl4opt -ErrorAction SilentlyContinue |
Where-Object { $_.Path -like "$dist\*" }
if ($running) {
throw "rpl4opt.exe is running from $dist (PID $($running.Id)) - close the game first."
}
Write-Host "Packing into $dist"
# --- the player's own files ------------------------------------------------
# None of these ship: the game writes each one the first time it needs it and
# then leaves it alone, so a new build dropped over a folder keeps every
# setting. This script rebuilds dist\ from scratch, which would throw exactly
# those away - the one place the promise did not hold, and it is the folder we
# do most of our own testing in. Carry them across. -Fresh to start over.
$keepFiles = @('environ.ini', 'bindings.txt', 'pilot.cfg', 'mfd_layout.cfg')
$kept = @{}
if (-not $Fresh) {
foreach ($name in $keepFiles) {
$path = Join-Path $dist $name
if (Test-Path $path) { $kept[$name] = [System.IO.File]::ReadAllBytes($path) }
}
if ($kept.Count -gt 0) {
Write-Host " keeping $($kept.Keys -join ', ')"
}
} elseif (Test-Path $dist) {
Write-Host " -Fresh: the player's files go too"
}
if (Test-Path $dist) { Remove-Item -Recurse -Force $dist }
New-Item -ItemType Directory -Force "$dist\SPOOLS" | Out-Null
# --- game binary -----------------------------------------------------------
Copy-Item $exe $dist
$pdb = Join-Path $root 'Release\rpl4opt.pdb'
if (Test-Path $pdb) { Copy-Item $pdb $dist }
# steam_api.dll: the exe imports it (RP412_STEAM build). The Steam wire
# only activates with RP412STEAM=1; plain desktop runs never touch it.
Copy-Item (Join-Path $root 'extern\steamworks_sdk_164\sdk\redistributable_bin\steam_api.dll') $dist
# steam_appid.txt: until RP412 has its own AppID, Steam testing runs
# under Spacewar (480). Without this file SteamAPI_Init fails and the
# game falls back to plain TCP - which is exactly the confusing symptom
# testers hit when the file goes missing. Delete it once we ship under
# our own AppID (the Steam client provides it then).
Set-Content -Path "$dist\steam_appid.txt" -Encoding ascii -Value '480'
# --- game data -------------------------------------------------------------
foreach ($dir in 'AUDIO', 'GAUGE', 'VIDEO') {
Write-Host " copying $dir..."
Copy-Item -Recurse (Join-Path $assets $dir) $dist
}
foreach ($file in 'RPDPL.INI', 'JOYSTICK.INI', 'RPL4.RES', 'TEST.EGG',
'libsndfile-1.dll', 'oalinst.exe') {
Copy-Item (Join-Path $assets $file) $dist
}
# The controls half as plain text, for Notepad. Flattened to ASCII so it
# reads correctly there - the markdown source keeps its typography.
$controls = Get-Content (Join-Path $root 'docs\CONTROLS.md') -Raw -Encoding UTF8
foreach ($pair in @(
@([char]0x2014, '-'), @([char]0x2013, '-'), @([char]0x2018, "'"),
@([char]0x2019, "'"), @([char]0x201C, '"'), @([char]0x201D, '"'),
@([char]0x00D7, 'x'), @([char]0x2192, '->'), @([char]0x2026, '...'))) {
$controls = $controls.Replace([string]$pair[0], [string]$pair[1])
}
Set-Content -Path "$dist\CONTROLS.txt" -Encoding ascii -Value $controls
# The handbook as a page: the controls map with the diagrams, plus the
# joystick setup and what every file in the folder is for. Its source is
# the published artifact, which is a fragment - the publisher supplies
# the document shell - so wrap it to
# stand alone: without a doctype the browser drops into quirks mode, and
# without a charset the typography arrives as mojibake. Written without a
# BOM so the charset declaration is the only thing speaking.
$handbookPage = Get-Content (Join-Path $root 'docs\rp412-handbook.html') -Raw -Encoding UTF8
# Stamp the shipped copy with the build's own version. The source keeps a
# readable one for publishing; only "4.12.<n>" is touched, which on this
# page is always the version and never anything else.
$handbookPage = [regex]::Replace($handbookPage, '4\.12\.\d+', $version)
$page = @"
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
</head>
<body>
$handbookPage
</body>
</html>
"@
[System.IO.File]::WriteAllText(
"$dist\HANDBOOK.html", $page, (New-Object System.Text.UTF8Encoding $false))
# --- OpenAL runtime --------------------------------------------------------
# The exe links OpenAL32.dll (32-bit). Prefer shipping the already-installed
# runtime beside the exe; oalinst.exe covers machines where that misses.
$openal = "$env:WINDIR\SysWOW64\OpenAL32.dll"
if (-not (Test-Path $openal)) { $openal = "$env:WINDIR\System32\OpenAL32.dll" }
if (Test-Path $openal) {
Copy-Item $openal $dist
$wrap = Join-Path (Split-Path $openal) 'wrap_oal.dll'
if (Test-Path $wrap) { Copy-Item $wrap $dist }
Write-Host " OpenAL runtime copied from $(Split-Path $openal)"
} else {
Write-Warning "OpenAL32.dll not found on this system - dist relies on oalinst.exe"
}
# --- desktop configuration -------------------------------------------------
# --- desktop configuration -------------------------------------------------
# environ.ini is NOT shipped. The exe carries the template and writes it on
# first run (RPL4ENVIRON.cpp), the same way it writes bindings.txt - so a
# tester can drop a new build over an old folder and keep every setting they
# have changed. Laying one down here would overwrite their file on every
# unzip, which is the whole problem.
Set-Content -Path "$dist\start-windowed.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - desktop prototype. Boots into the game-setup
rem front end. The cockpit fits itself to the window and keeps 16:9,
rem so a wider screen letterboxes rather than stretching. -res sets the
rem 3D render size - raise it to match a big screen for sharper pixels,
rem e.g. -res 2560 1440.
rem (Add -egg TEST.EGG to skip the menu and run the canned mission.)
cd /d "%~dp0"
start rpl4opt.exe -windowed -res 1920 1080
"@
Set-Content -Path "$dist\start-fullscreen.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - borderless over the whole monitor. -fit sizes the
rem window to the panel AND picks the render size to match the cockpit
rem canvas it lands in, so no -res guessing: the 3D arrives 1:1 instead
rem of being stretched. Pass -res yourself to override it.
rem (Add -egg TEST.EGG to skip the menu and run the canned mission.)
cd /d "%~dp0"
start rpl4opt.exe -fit
"@
Set-Content -Path "$dist\joyconfig.bat" -Encoding ascii -Value @"
@echo off
rem Red Planet 4.12 - one-time JOYSTICK / HOTAS / rudder-pedal setup.
rem A console wizard asks you to move each control (stick, twist or
rem rudder, throttle lever, fire buttons); it works out what you moved
rem and which way it reads, and writes the joystick section of
rem bindings.txt. When it finishes the game carries on into the setup
rem screen so you can try the bindings straight away.
rem Xbox-class controllers need NO setup - they work out of the box.
rem Re-run this any time to redo the bindings; anything you have edited
rem yourself in bindings.txt is kept.
cd /d "%~dp0"
set RP412JOYCONFIG=1
start /wait rpl4opt.exe -windowed -res 1920 1080
set RP412JOYCONFIG=
"@
Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
Red Planet $version
=================
Run start-fullscreen.bat for borderless over the whole monitor, or
start-windowed.bat to keep a title bar. No cockpit hardware needed.
If there is no sound, run oalinst.exe once.
Got a flight stick, HOTAS or rudder pedals? Run joyconfig.bat once. It
asks you to move each control, works out which axis you moved and which
way round it reads, and writes the joystick rows of bindings.txt. Xbox-
class controllers need none of that - they work out of the box.
Controls (XInput controller and/or keyboard) - EVERY input is
rebindable: edit bindings.txt beside the exe (written with the full
documented default layout on first run; delete it to restore).
Left stick / NumPad 8462 joystick (8=fwd 2=back 4=left 6=right)
LT / RT or NumPad 7,9 left / right pedal
Right stick Y throttle (holds position)
Shift / Ctrl throttle up / down
A / Space / NumPad 0 joystick trigger
RB / Alt reverse thrust
DPad / arrow keys joystick hat (look)
9 / 0 keys config buttons (pad Start/Back left free)
Number+letter rows MFD bank buttons (as printed on the panel)
F1-F12 secondary / screen columns
Alt+Q abort the mission (score banked)
The cockpit scales to whatever window you give it - maximise it and it
grows, keeping its 16:9 shape (an ultrawide gets black bars rather than
a stretched cockpit).
The 3D itself renders at whatever -res says and is then stretched onto
the cockpit's viewscreen, so a mismatched -res costs sharpness. -fit
takes care of that for you: it measures the monitor, works out the
canvas the cockpit will settle on, and asks for exactly that render
size, so the picture arrives 1:1.
rpl4opt.exe -fit borderless, res chosen for you
rpl4opt.exe -fit -res 1280 720 same window, lighter render
rpl4opt.exe -windowed -res 2560 1440 pick both yourself
(-windowed-fullscreen is accepted as a long spelling of -fit.)
The full pod cockpit comes up in a single window: three green MFDs
across the top, the 3D viewscreen centered with the orange plasma glass
at its left, and the lower MFDs flanking the portrait map. The red
buttons around each MFD and the amber buttons beside the map are the
pod's real button banks: click them with the mouse, and they light up
as the game commands their lamps.
environ.ini is self-documenting: the game writes it on first run with
every option in it and a comment on each (Steam networking, keyboard
lighting, stick inversion, LAN hosting, developer keys, display scaling
and radar placement, and more).
HANDBOOK.html is the full manual - open it in a browser for the pad,
keyboard and pod-panel diagrams, the joystick setup, and what every file
in this folder is for. CONTROLS.txt is the controls half as plain text.
Four files here are yours. None of them ship - the game writes each one
the first time it needs it and then leaves it alone, so a new build
unzipped over this folder keeps everything you have set. Delete any of
them to start that part over:
environ.ini every engine option, commented in place
bindings.txt every key, pad button, axis and joystick row
pilot.cfg your callsign and loadout
mfd_layout.cfg where you dragged the windows (RP412MFDLAYOUT)
Two that catch people out: environ.ini is applied OVER the environment,
so a variable set in a shell loses to an uncommented line in the file;
and none of these four is ever overwritten once it exists, which is what
lets you keep a folder across builds. The trade is that a file carried
through several updates stops being offered new options - rpl4.log names
any it has not heard of, and deleting the file brings back the fully
documented current one.
Known prototype notes: pods race untextured (the player1-8 skins come
from the presets system, not shipped data), and text drawn on the plasma
glass may appear rotated.
Source: https://gitea.mysticmachines.com/VWE/RP412
"@
# --- the player's own files, back where they were --------------------------
# Last, so the rebuilt tree cannot overwrite them. The zip below is taken
# from dist\, so a preserved file would otherwise travel to whoever gets the
# package - hence the copies are put back only when we are NOT zipping, and a
# release is always built from a folder with none of them in it.
if ($kept.Count -gt 0) {
if ($Zip) {
Write-Host " -Zip: leaving $($kept.Keys -join ', ') out, so the release ships clean"
} else {
foreach ($name in $kept.Keys) {
[System.IO.File]::WriteAllBytes((Join-Path $dist $name), $kept[$name])
}
Write-Host " restored $($kept.Keys -join ', ')"
}
}
# --- summary / optional zip ------------------------------------------------
$size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum
Write-Host ("dist ready: {0:N1} MB" -f ($size / 1MB))
if ($Zip) {
$zipPath = Join-Path $root "RedPlanet-$version.zip"
Write-Host "zipping to $zipPath..."
# Everything lives under a single RP412\ folder inside the zip, so
# unpacking anywhere gives one self-contained game directory instead
# of scattering files into the extraction folder.
$stage = Join-Path ([System.IO.Path]::GetTempPath()) 'rp412-zipstage'
if (Test-Path $stage) { Remove-Item -Recurse -Force $stage }
New-Item -ItemType Directory -Force "$stage\RP412" | Out-Null
Copy-Item "$dist\*" "$stage\RP412" -Recurse -Force
Compress-Archive -Path "$stage\RP412" -DestinationPath $zipPath -Force
Remove-Item -Recurse -Force $stage
}