Files
RP412/pack-dist.ps1
T
CydandClaude Opus 5 eb17220dd5 Test builds go stale after a fortnight
A tester still racing a two-week-old binary reports things that were
fixed a week ago, and the afternoon spent chasing them is gone. An
expired build now says so and stops: a dialog naming its version and
expiry date, pointing at the releases page, and an exit before anything
else runs. The log carries the same line, so a report from an expired
build identifies itself.

$expireDays at the top of stamp-version.ps1 is the shelf life, sitting
next to the product line it belongs with. It counts from the day a build
was MADE rather than the day the code was written - rebuilding an old
commit to chase something should hand back a usable binary, not one born
stale.

SET IT TO 0 FOR A REAL RELEASE. A shipped build that expires is a
catastrophe, and that one line decides it. It is called out in the
script, in the generated header and in BUILD.md, because it is the kind
of thing that gets noticed exactly once, too late.

The date is what makes rpl4build.h differ from one day to the next, so
the first build of each day recompiles RPL4.CPP and the rest do not.

This is a nudge, not a lock. The date comes from the machine's own clock
and anyone determined can wind it back; the point is to stop an honest
tester wasting a day, not to stop anybody at all. RP412NOEXPIRY=1 waives
it for us and logs that it did, so a waived build is never mistaken for
a current one. It is deliberately absent from environ.ini - a bypass
every tester can see is a bypass every tester will use, and then it never
goes stale for the one person it was meant to stop.

Verified all four ways by backdating the shelf life rather than touching
the clock, which is what a negative $expireDays is for: a fresh build
runs untouched; an expired one raises the dialog, exits 1, and logs
"Build expired on 4 August 2026 - refusing to run"; the same expired
build with RP412NOEXPIRY=1 runs and logs the waiver; and a build with two
days left runs and logs two days left.

Two things that only showed up by running it. Negative days first meant
"never" rather than "already expired", so the refusal path went untested
on the first pass - only 0 means never now. And the days-left count was
anchored at midday, reporting one day fewer than the build had; it is
anchored at the end of the expiry day, which is the rule the check
actually enforces.

The packaged README tells testers the build expires, where to get the
next one, and that unzipping it over the folder keeps their four files.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 16:35:22 -05:00

335 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.
THIS IS A TEST BUILD AND IT GOES STALE. Two weeks after it was built it
will tell you so and refuse to start, rather than let you spend an
afternoon on something that was fixed the week before. When that happens,
grab the current build:
https://gitea.mysticmachines.com/VWE/RP412/releases
Unzip it over this folder - your environ.ini, bindings.txt, pilot.cfg and
mfd_layout.cfg all survive.
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
"@
# --- 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..."
# Taken BEFORE the player's files go back, so a release never carries
# somebody's callsign, key bindings or window positions to everyone who
# downloads it. A fresh unzip must look like a first run.
#
# 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 $stage
}
# --- the player's own files, back where they were --------------------------
# Last of all: after the rebuilt tree, so nothing the pack writes can land on
# top of them, and after the zip, so the release stays clean. Zipping should
# not cost you your own settings.
if ($kept.Count -gt 0) {
foreach ($name in $kept.Keys) {
[System.IO.File]::WriteAllBytes((Join-Path $dist $name), $kept[$name])
}
Write-Host " restored $($kept.Keys -join ', ')"
}