1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
27 lines
830 B
Bash
Executable file
27 lines
830 B
Bash
Executable file
#!/bin/sh
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# Run every puzzle in benchmarking mode, and generate a file of raw
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# data that benchmark.pl will format into a web page.
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# If any arguments are provided, use those as the list of games to
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# benchmark. Otherwise, read the full list from gamedesc.txt.
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if test $# = 0; then
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set -- $(cut -f1 -d: < gamedesc.txt)
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fi
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failures=false
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for game in "$@"; do
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# Use 'env -i' to suppress any environment variables that might
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# change the preset list for a puzzle (e.g. user-defined extras)
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presets=$(env -i ./$game --list-presets | cut -f1 -d' ')
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for preset in $presets; do
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if ! env -i ./$game --test-solve --time-generation \
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--generate 100 $preset;
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then
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echo "${game} ${preset} failed to generate" >&2
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fi
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done
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done
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if $failures; then exit 1; fi
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