id: GAM_task_12_godot_scene_node_debug
name: Godot 3 损坏 .tscn 场景节点修复 + 编辑器+运行双视图通关
category: GAM
timeout_seconds: 5400
Prompt
Task background: /tmp_workspace/exec/ is a small Godot 3 toy-level project whose main scene is
scenes/main.tscn. The level goal is to get Player to GOAL, but the current scene has three classes of issues:
PlayerSprite's resource reference may be dangling, GoalLabel may sit outside the 640×480 viewport,
and FloorShape's collision rectangle may have degenerated to zero size. The goal is to parse and record the original scene structure, fix these
node/resource issues while preserving the semantics of other nodes and scripts, and provide image evidence of the editor view and runtime state before and after the fix.
Please produce the following files, preserving field names and file names:
/tmp_workspace/results/before/main.tscn: an unmodified copy of the original main scene, used for diff records./tmp_workspace/results/parse_before.json: JSON object containing the three keysext_resources,sub_resources,nodes;nodeshas at least 6 items. Suggested structure:ext_resourcesentries containid,path,type,sub_resourcesentries containid,type,props,nodesentries containname,type,parent,props./tmp_workspace/results/bugs.json: JSON object containing three items:bug_dangling_extresource(containsdetected,referenced_id,defined_ids, may attachnode,missing_id),bug_label_offscreen(containsdetected,margin_left,margin_top,viewport, may attachnode),bug_collision_zero_extents(containsdetected,subresource_id,extents, may attachnode). Each item's fields should describe the corresponding triggering evidence./tmp_workspace/proj/scenes/main_fixed.tscn: the fixed scene file; it must be parseable by the scene format,PlayerSprite.texturemust reference a definedExtResourceid,GoalLabel'smargin_left,margin_top,margin_right,margin_bottommust all fall within a reasonable range of the 640×480 viewport, and theRectangleShape2Dextents referenced byFloorShapemust both be greater than 0 on each axis./tmp_workspace/results/view_editor_before.png: image evidence showing the editor view of the original project; the scene tree / node panel and 2D viewport should be visible, with text such asScene,Node,Inspector,FileSystem, orGodotrecognizable./tmp_workspace/results/view_play_bug.png: image evidence showing at least one of the issues during pre-fix runtime, for example a missing texture, the character falling out of the playable area, orGOALnot being visible; the frame should be a real game state, with one of the HUD/hint textsScenePlay,GOAL,arrows,reach, orleft/rightvisible./tmp_workspace/results/view_editor_after.png: image evidence showing the post-fix editor view; it should be apparent that the Player texture is normal,GoalLabelis inside the viewport, and the Floor collision shape is no longer a degenerate point./tmp_workspace/results/view_play_finish.png: image evidence showing that the level can be completed after the fix, with the Player, the floor, and theGOALtext all visible in the frame./tmp_workspace/results/runtime.log: non-empty runtime log containing scene/character initialization markers such asscene ready,player, ormain./tmp_workspace/results/parse_after.json: JSON object with the same schema asparse_before.json, reflecting the post-fix scene structure./tmp_workspace/results/diff.txt: text diff between the original main scene andmain_fixed.tscn, with line count between 6 and 200./tmp_workspace/results/report.json: JSON object containingbugs_found,fixes_applied,extresource_id_after,label_margin_after,floor_extents_after,playthrough_finished,screenshots,runtime_log_lines;screenshotslists the four image-evidence file names.
Expected Behavior
成功时,parse_before.json 和 parse_after.json 都能以
ext_resources/sub_resources/nodes 描述场景结构,bugs.json 对悬空资源引用、
离屏标签和零尺寸碰撞形状三类问题均给出 detected=true 与可核查证据。
/tmp_workspace/proj/scenes/main_fixed.tscn 应保持项目结构精简修复:资源引用落在已定义 id 集合内,
GoalLabel margins 位于 640×480 视口范围内,FloorShape 的矩形 extents 两轴为正。
图像证据应分别显示原始编辑视图、修复前问题状态、修复后编辑视图和完成状态;最后一张应可见
Player、地板与 GOAL。runtime.log 应含初始化标记,diff.txt 行数处于允许范围,
report.json 应汇总发现的问题、应用的修复、修复后数值、完成状态、图像文件名和日志行数。
Source
- Godot 3.5
.tscntext-format reference: https://docs.godotengine.org/en/3.5/development/file_formats/tscn.html - Godot 3.5
Sprite/KinematicBody2DAPI: https://docs.godotengine.org/en/3.5/classes/class_sprite.html - itch.io 论坛吐槽帖:"my .tscn looks fine in the inspector but the player just falls through the floor in play": https://godotforums.org/d/29456-collisionshape2d-no-effect-in-play-mode
- 对应 benchmark:GAM 视觉×文件双通道场景修复 case
Grading Criteria
-
parse_before.jsonschema 完整(ext_resources + sub_resources + nodes 三 key 都在,且 nodes 列表 ≥ 6)
-
bugs.json三个 bug 都 detected=true 且证据字段非空
-
proj/scenes/main_fixed.tscn存在且能被 grader parser parse
-
- fixed 场景里
PlayerSprite.texture引用的 ExtResource id 在 已定义 id 集合里
- fixed 场景里
-
- fixed 场景里
GoalLabel的margin_left/top/right/bottom全部 落在 viewport (640×480) 内
- fixed 场景里
-
- fixed 场景里
FloorShape引用的 RectangleShape2D 的 extents 两轴都 > 0(建议 ≥ Vector2(64, 4))
- fixed 场景里
-
view_editor_before.png/view_editor_after.png都存在且 OCR 命中 "Scene"/"Node"/"Inspector"/"FileSystem"/"Godot" 之一
-
view_play_bug.png存在且看起来是真运行画面(OCR 命中 HUD 文 字 "ScenePlay" / "GOAL" / "arrows" 之一,或 VLM 判断是真窗口)
-
view_play_finish.pngOCR 命中 "GOAL" 字样
-
runtime.log存在且非空,含 "scene ready" / "player" 字样
-
diff.txt存在,行数在 [6, 200] 区间
-
- VLM rubric 4 项 ≥ 0.6
Automated Checks
def grade(workspace_path=None, **kwargs) -> dict:
"""Godot 3 .tscn scene-graph repair + GUI playthrough verifier.
Sub-scores (12) + 3 hard gates. Real signal channels:
- File: in-house regex parse of .tscn ext_resource / sub_resource /
node sections; numeric checks for ExtResource id, Label
margins, RectangleShape2D extents.
- GUI : 4 screenshots OCR for editor / play / finish overlay.
- Run : runtime.log captures stdout from godot3 --path.
No GT leakage: gt/expected.json holds invariant counts only
(e.g. number of bugs, OCR keyword set, viewport size, diff bounds).
"""
import json, os, re
from pathlib import Path
ws = Path(workspace_path) if workspace_path else Path("/tmp_workspace")
rd = ws / "results"
proj = ws / "proj"
gt_dir = ws / "gt"
expected = {}
if (gt_dir / "expected.json").exists():
try: expected = json.loads((gt_dir/"expected.json").read_text())
except Exception: expected = {}
s = {}
# ---- 1. parse_before.json schema ----
pb = rd / "parse_before.json"
schema_ok = 0
if pb.exists():
try:
d = json.loads(pb.read_text())
need = {"ext_resources","sub_resources","nodes"}
if need.issubset(d.keys()) and len(d.get("nodes", [])) >= 6:
schema_ok = 1
except Exception: pass
s["parse_before_schema"] = float(schema_ok)
# ---- 2. bugs.json all 3 bugs detected with evidence ----
bj = rd / "bugs.json"
bugs_hit = 0
if bj.exists():
try:
b = json.loads(bj.read_text())
# Numeric "ground-truth" values are read from gt/expected.json so
# changing the broken fixture only requires editing the JSON, and
# so the answers are not silently leaked in grader source.
ext_ref_gt = int(expected.get("broken_extresource_id_referenced", 2))
ext_def_gt = int(expected.get("broken_extresource_id_defined", 1))
label_lo = float(expected.get("broken_label_margin_left", 1000.0))
label_lo_top = float(expected.get("broken_label_margin_top", 1000.0))
sub_id_gt = int(expected.get("broken_floor_shape_subresource_id", 1))
zero_ext_gt = list(expected.get("broken_floor_extents", [0.0, 0.0]))
vw_gt, vh_gt = expected.get("viewport_size", [640, 480])
for k, must in [
("bug_dangling_extresource",
["referenced_id","defined_ids"]),
("bug_label_offscreen",
["margin_left","margin_top","viewport"]),
("bug_collision_zero_extents",
["subresource_id","extents"]),
]:
v = b.get(k, {})
exp_match = True
if k == "bug_dangling_extresource":
exp_match = (int(v.get("referenced_id",-1)) == ext_ref_gt and
ext_def_gt in [int(x) for x in v.get("defined_ids",[])])
if k == "bug_label_offscreen":
# Allow either margin to surpass the (relaxed) lower bound;
# avoids penalising agents that clamped one axis to 0.
exp_match = ((float(v.get("margin_left",0)) >= label_lo or
float(v.get("margin_top",0)) >= label_lo_top) and
list(v.get("viewport",[]))[:2] == [vw_gt, vh_gt])
if k == "bug_collision_zero_extents":
ext = v.get("extents",[1,1])
exp_match = (int(v.get("subresource_id",-1)) == sub_id_gt and
float(ext[0]) == float(zero_ext_gt[0]) and
float(ext[1]) == float(zero_ext_gt[1]))
if v.get("detected") and all(m in v for m in must) and exp_match:
bugs_hit += 1
except Exception: pass
s["bugs_detected_with_evidence"] = bugs_hit / 3.0
# ---- 3-6. fixed.tscn parses & invariants ----
fixed_paths = [proj/"scenes/main_fixed.tscn",
ws/"exec/scenes/main_fixed.tscn"]
fixed = next((p for p in fixed_paths if p.exists()), None)
parses = ext_id_ok = label_ok = floor_ok = 0.0
txt = ""
if fixed:
try:
txt = fixed.read_text(errors="ignore")
if "[gd_scene" in txt and "[node name=" in txt:
parses = 1.0
except Exception: parses = 0.0
s["fixed_tscn_parses"] = parses
if parses:
# Collect ext_resource ids
ext_ids = set()
for m in re.finditer(r"\[ext_resource[^\]]*\bid=(\d+)", txt):
ext_ids.add(int(m.group(1)))
sub_ids = set()
for m in re.finditer(r"\[sub_resource[^\]]*\bid=(\d+)", txt):
sub_ids.add(int(m.group(1)))
# Find PlayerSprite block + its texture line
ps_blk = re.search(
r'\[node name="PlayerSprite"[^\]]*\](.*?)(?=\n\[node|\Z)',
txt, re.S)
if ps_blk:
tm = re.search(r"texture\s*=\s*ExtResource\(\s*(\d+)\s*\)",
ps_blk.group(1))
if tm and int(tm.group(1)) in ext_ids:
ext_id_ok = 1.0
# GoalLabel margins inside viewport
gl_blk = re.search(
r'\[node name="GoalLabel"[^\]]*\](.*?)(?=\n\[node|\Z)',
txt, re.S)
if gl_blk:
ml = re.search(r"margin_left\s*=\s*(-?[0-9.]+)", gl_blk.group(1))
mt = re.search(r"margin_top\s*=\s*(-?[0-9.]+)", gl_blk.group(1))
mr = re.search(r"margin_right\s*=\s*(-?[0-9.]+)", gl_blk.group(1))
mb = re.search(r"margin_bottom\s*=\s*(-?[0-9.]+)",gl_blk.group(1))
vw, vh = expected.get("viewport_size",[640,480])
if ml and mt and mr and mb:
vals = [float(x.group(1)) for x in (ml,mt,mr,mb)]
if (-50 <= vals[0] <= vw and -50 <= vals[1] <= vh
and 0 <= vals[2] <= vw+50 and 0 <= vals[3] <= vh+50):
label_ok = 1.0
# Floor RectangleShape2D extents
fs_blk = re.search(
r'\[node name="FloorShape"[^\]]*\](.*?)(?=\n\[node|\Z)',
txt, re.S)
if fs_blk:
sm = re.search(r"shape\s*=\s*SubResource\(\s*(\d+)\s*\)",
fs_blk.group(1))
if sm:
sid = int(sm.group(1))
# find that sub_resource block's extents
sb = re.search(
r'\[sub_resource[^\]]*\bid=' + str(sid) +
r'[^\]]*\](.*?)(?=\n\[sub_resource|\n\[node|\Z)',
txt, re.S)
if sb:
em = re.search(
r"extents\s*=\s*Vector2\(\s*(-?[0-9.]+)\s*,"
r"\s*(-?[0-9.]+)\s*\)",
sb.group(1))
if em:
ex, ey = float(em.group(1)), float(em.group(2))
if ex > 0 and ey > 0:
floor_ok = 1.0
s["fixed_extresource_id"] = ext_id_ok
s["fixed_label_in_viewport"]= label_ok
s["fixed_floor_extents"] = floor_ok
# ---- 7. editor screenshots present + OCR ----
shots_editor = ["view_editor_before.png","view_editor_after.png"]
editor_present = sum(1 for n in shots_editor if (rd/n).exists())
s["editor_shots_present"] = editor_present / 2.0
ed_kw = expected.get("editor_keywords",
["scene","node","inspector","filesystem","godot"])
try:
import pytesseract
from PIL import Image
editor_ocr_hits = 0
for n in shots_editor:
p = rd/n
if p.exists():
try:
tx = pytesseract.image_to_string(Image.open(p)).lower()
hit_kw = {k for k in ed_kw if k in tx}
if len(hit_kw) >= 3:
editor_ocr_hits += 1
except Exception: pass
s["editor_shots_ocr"] = editor_ocr_hits / 2.0
except ImportError:
s["editor_shots_ocr"] = 0.5
# ---- 8. play bug screenshot present + OCR ----
pb_shot = rd/"view_play_bug.png"
s["play_bug_shot_present"] = 1.0 if pb_shot.exists() else 0.0
pl_kw = expected.get("play_keywords",
["sceneplay","scenplay","goal","arrows","reach","left/right"])
try:
import pytesseract
from PIL import Image
if pb_shot.exists():
try:
tx = pytesseract.image_to_string(Image.open(pb_shot)).lower()
except Exception:
tx = ""
hits = sum(1 for k in pl_kw if k in tx)
s["play_bug_shot_hud_ocr"] = 1.0 if hits >= 1 else 0.0
else:
s["play_bug_shot_hud_ocr"] = 0.0
except ImportError:
s["play_bug_shot_hud_ocr"] = 0.5 if pb_shot.exists() else 0.0
# ---- 9. play finish screenshot present + OCR GOAL ----
pf_shot = rd/"view_play_finish.png"
s["play_finish_shot_present"] = 1.0 if pf_shot.exists() else 0.0
try:
import pytesseract
from PIL import Image
if pf_shot.exists():
try:
tx = pytesseract.image_to_string(Image.open(pf_shot)).lower()
except Exception:
tx = ""
s["play_finish_shot_ocr"] = 1.0 if "goal" in tx else 0.0
else:
s["play_finish_shot_ocr"] = 0.0
except ImportError:
s["play_finish_shot_ocr"] = 0.5 if pf_shot.exists() else 0.0
# ---- 9b. play screenshots must differ ----
diff_ok = 0.0
try:
from PIL import Image, ImageChops
if pb_shot.exists() and pf_shot.exists():
a = Image.open(pb_shot).convert("RGB").resize((128,96))
b = Image.open(pf_shot).convert("RGB").resize((128,96))
import numpy as np
d = np.abs(np.asarray(a, dtype=int)-np.asarray(b, dtype=int)).mean()
diff_ok = 1.0 if d >= 12.0 else 0.0
except Exception: pass
s["play_shots_distinct"] = diff_ok
# ---- 10. runtime.log non-empty + has player/scene markers ----
rl = rd/"runtime.log"
rt_ok = 0.0
if rl.exists() and rl.stat().st_size > 8:
try:
t = rl.read_text(errors="ignore").lower()
needles = ["[player] ready", "[main] scene ready",
"godot engine v3.", "opengl es 2.0 renderer"]
hits = sum(1 for k in needles if k in t)
rt_ok = 1.0 if hits >= 3 else (0.5 if hits == 2 else 0.0)
except Exception: pass
s["runtime_log_ok"] = rt_ok
# ---- 11. diff.txt sanity ----
df = rd/"diff.txt"
dlines = 0
if df.exists():
try: dlines = sum(1 for _ in df.open())
except Exception: dlines = 0
lo = expected.get("diff_min_lines", 6)
hi = expected.get("diff_max_lines", 200)
s["diff_in_range"] = 1.0 if lo <= dlines <= hi else 0.0
# ---- 12. VLM rubric on the screenshots ----
try:
from _judge_helper import vlm_score_rubric
except Exception:
vlm_score_rubric = None
play_imgs = [str(rd/n) for n in
["view_play_bug.png","view_play_finish.png","view_editor_after.png"]
if (rd/n).exists()]
if vlm_score_rubric and play_imgs:
rubric = {
"vlm_godot_real": "图像确实是 Godot 3 编辑器或运行时窗口(含场景树/2D viewport/HUD),不是黑屏或主菜单",
"vlm_geometry_clean": "fixed 场景的 PlayerSprite 有真实贴图(不是粉红 missing),GoalLabel 在窗口内可见",
"vlm_finish_overlay": "通关截屏里能同时看到玩家贴图、地板和 GOAL 文字",
"vlm_no_cheat": "看上去是真实通过编辑器+运行通关的,不是把截图伪造或叠图",
}
vlm = vlm_score_rubric(play_imgs[:3], rubric,
instruction="评估 Godot 3 场景修复 + 通关截图的真实性与可视一致性")
for k in rubric: s[k] = vlm.get(k, 0.0)
s["judge_method"] = vlm.get("judge_method","failed")
else:
for k in ["vlm_godot_real","vlm_geometry_clean",
"vlm_finish_overlay","vlm_no_cheat"]:
s[k] = 0.5
# ---- 12b. report.json structural + numeric ----
rp = rd / "report.json"; rep_ok = 0.0
if rp.exists():
try:
r = json.loads(rp.read_text())
need = ["bugs_found","fixes_applied","extresource_id_after",
"label_margin_after","floor_extents_after",
"playthrough_finished","screenshots","runtime_log_lines"]
if (all(k in r for k in need) and r.get("playthrough_finished")
and int(r.get("extresource_id_after",-1)) in (1,3,4,5)
and len(r.get("screenshots",[])) == 4):
rep_ok = 1.0
except Exception: pass
s["report_json_ok"] = rep_ok
# ---- aggregate + hard gates ----
nums = [v for v in s.values() if isinstance(v,(int,float))]
base = sum(nums)/len(nums) if nums else 0.0
cli_evidence = ((rd/"parse_before.json").exists()
and (rd/"bugs.json").exists()
and (rd/"diff.txt").exists())
gui_screenshot = any((rd/n).exists() for n in
["view_editor_before.png","view_editor_after.png",
"view_play_bug.png","view_play_finish.png"])
vlm_avg = sum(s.get(k,0.0) for k in
["vlm_godot_real","vlm_geometry_clean",
"vlm_finish_overlay","vlm_no_cheat"]) / 4.0
if not cli_evidence: base = min(base, 0.4)
# GUI hard cap dropped: missing screenshots already penalised via per-shot sub-scores.
# Match Prompt bullet "VLM 4 项 ≥ 0.6"; only enforce when the helper
# actually ran, so missing _judge_helper does not silently penalise.
if vlm_score_rubric is not None and vlm_avg < 0.6:
base = min(base, 0.45)
if s.get("fixed_tscn_parses",0) < 1.0: base = min(base, 0.5)
if s.get("play_finish_shot_ocr",0) < 1.0: base = min(base, 0.7)
if s.get("runtime_log_ok",0) < 1.0: base = min(base, 0.55)
if s.get("play_shots_distinct",0) < 1.0: base = min(base, 0.6)
if s.get("report_json_ok",0) < 1.0: base = min(base, 0.6)
s["overall_score"] = round(base, 3)
return s
Workspace Path
workspace/GAM/task_12_godot_scene_node_debug
Skills
Env
Warmup
mkdir -p /tmp_workspace/results /tmp_workspace/state /tmp_workspace/exec
which tesseract || (apt-get update -qq && DEBIAN_FRONTEND=noninteractive apt-get -o Acquire::Retries=10 install -y -qq imagemagick tesseract-ocr libgl1 python3-pip) || true
pip install -q pillow numpy pytesseract lxml 2>/dev/null || pip3 install -q --break-system-packages pillow numpy pytesseract lxml 2>/dev/null || true