--- 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 keys `ext_resources`, `sub_resources`, `nodes`; `nodes` has at least 6 items. Suggested structure: `ext_resources` entries contain `id,path,type`, `sub_resources` entries contain `id,type,props`, `nodes` entries contain `name,type,parent,props`. - `/tmp_workspace/results/bugs.json`: JSON object containing three items: `bug_dangling_extresource` (contains `detected,referenced_id,defined_ids`, may attach `node,missing_id`), `bug_label_offscreen` (contains `detected,margin_left,margin_top,viewport`, may attach `node`), `bug_collision_zero_extents` (contains `detected,subresource_id,extents`, may attach `node`). 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.texture` must reference a defined `ExtResource` id, `GoalLabel`'s `margin_left,margin_top,margin_right,margin_bottom` must all fall within a reasonable range of the 640×480 viewport, and the `RectangleShape2D` extents referenced by `FloorShape` must 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 as `Scene`, `Node`, `Inspector`, `FileSystem`, or `Godot` recognizable. - `/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, or `GOAL` not being visible; the frame should be a real game state, with one of the HUD/hint texts `ScenePlay`, `GOAL`, `arrows`, `reach`, or `left/right` visible. - `/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, `GoalLabel` is 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 the `GOAL` text all visible in the frame. - `/tmp_workspace/results/runtime.log`: non-empty runtime log containing scene/character initialization markers such as `scene ready`, `player`, or `main`. - `/tmp_workspace/results/parse_after.json`: JSON object with the same schema as `parse_before.json`, reflecting the post-fix scene structure. - `/tmp_workspace/results/diff.txt`: text diff between the original main scene and `main_fixed.tscn`, with line count between 6 and 200. - `/tmp_workspace/results/report.json`: JSON object containing `bugs_found`, `fixes_applied`, `extresource_id_after`, `label_margin_after`, `floor_extents_after`, `playthrough_finished`, `screenshots`, `runtime_log_lines`; `screenshots` lists 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 `.tscn` text-format reference: https://docs.godotengine.org/en/3.5/development/file_formats/tscn.html - Godot 3.5 `Sprite` / `KinematicBody2D` API: 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 - [ ] 1. `parse_before.json` schema 完整(ext_resources + sub_resources + nodes 三 key 都在,且 nodes 列表 ≥ 6) - [ ] 2. `bugs.json` 三个 bug 都 detected=true 且证据字段非空 - [ ] 3. `proj/scenes/main_fixed.tscn` 存在且能被 grader parser parse - [ ] 4. fixed 场景里 `PlayerSprite.texture` 引用的 ExtResource id 在 已定义 id 集合里 - [ ] 5. fixed 场景里 `GoalLabel` 的 `margin_left/top/right/bottom` 全部 落在 viewport (640×480) 内 - [ ] 6. fixed 场景里 `FloorShape` 引用的 RectangleShape2D 的 extents 两轴都 > 0(建议 ≥ Vector2(64, 4)) - [ ] 7. `view_editor_before.png` / `view_editor_after.png` 都存在且 OCR 命中 "Scene"/"Node"/"Inspector"/"FileSystem"/"Godot" 之一 - [ ] 8. `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) - [ ] 9. `view_play_finish.png` OCR 命中 "GOAL" 字样 - [ ] 10. `runtime.log` 存在且非空,含 "scene ready" / "player" 字样 - [ ] 11. `diff.txt` 存在,行数在 [6, 200] 区间 - [ ] 12. VLM rubric 4 项 ≥ 0.6 ## Automated Checks ```python 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 ```bash 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 ```