Make work with astra

This commit is contained in:
Andras Schmelczer 2026-09-14 08:01:49 +01:00
commit c8ee5045e2

View file

@ -1,72 +1,109 @@
# Linux build
# Linux build and launch
The project targets **Unity 2018.1.6f1**. Keep this version for now: the
simulation uses the bundled UNet networking API and the legacy .NET runtime.
No engine migration has been made.
The simulation builds and runs on Debian 13 x86_64 with its original
**Unity 2018.1.6f1** editor. UNet, the legacy .NET runtime, the scene, and the
traffic algorithms are retained. The source recovery is described in
[Recovery/README.md](Recovery/README.md).
## Toolchain
## Run over SSH
The following tools were installed and launched on this Debian 13 x86_64 host:
On the server:
- Unity Editor: `/opt/unity/2018.1.6f1/Editor/Unity`, including Linux player support.
- Blender 2.79b: `/opt/blender-2.79b-linux-glibc219-x86_64/blender`, also available
as `blender` on PATH. The project's Blender models use the 2.79 file format.
- GTK 2, libsoup 2.4, GLU, and GConf 2 compatibility libraries. GConf was installed
from Debian's `libgconf-2-4_3.2.6-8_amd64.deb` and
`gconf2-common_3.2.6-8_all.deb`; Debian 13 no longer ships those packages.
- Xvfb and xauth for running the old editor without a desktop display.
```sh
./run-linux.sh --vnc
```
Downloads: [Unity 2018.1.6f1](https://unity.com/releases/editor/whats-new/2018.1.6f1),
[Blender 2.79b](https://download.blender.org/release/Blender2.79/),
[Debian GConf packages](https://deb.debian.org/debian/pool/main/g/gconf/).
On your local computer, open a second SSH connection with a tunnel:
## Build command
```sh
ssh -L 5901:127.0.0.1:5901 your-server
```
Once Unity is activated and the damaged source assets below are restored:
Connect a VNC viewer to `127.0.0.1:5901`. The VNC service listens only on
localhost; access it through the SSH tunnel. The launcher starts a virtual
1280×800 display, both Python services, the simulation server, and its graphical
client. It requires `xvfb`, `xauth`, and `x11vnc`. Close the client or press
Ctrl-C in the launcher terminal to stop all its processes.
Other modes:
```sh
./run-linux.sh --server # Python services and headless simulation server
./run-linux.sh --demo # Server plus graphical client on the current desktop
```
Python 3 and Bash are required. The launcher uses local HTTP ports 8080/8081 and
UNet port 7777; it refuses to start if an existing service occupies those ports.
Traffic lights start in the original `off` state (uncontrolled intersections).
The simulation does not automatically cycle them; the original HTTP API can
control them. Logs are written under `Builds/linux/`.
A separate graphical Linux client can connect to an already running server:
```sh
Builds/linux/Simulation.x86_64 --connect SERVER_ADDRESS \
-screen-width 1280 -screen-height 800 -screen-fullscreen 0 -force-glcore
```
Without `--connect`, the player opens the original connection menu. `--server`
starts the server automatically; `--traffic-url` and `--event-url` can select
other HTTP services. Keep server and client in separate processes, as the
original simulation uses delayed client interpolation.
## Build
```sh
./build-linux.sh
```
For an editor installed elsewhere:
Output: `Builds/linux/Simulation.x86_64` and `Builds/linux/Simulation_Data/`.
Distribute both together. The build log is `Builds/linux/build.log`.
The script uses Xvfb when no display is available and places temporary import
files in `Builds/linux/tmp` by default to avoid filling a small `/tmp` tmpfs.
Override the editor or temporary directory when needed:
```sh
UNITY_EDITOR=/path/to/2018.1.6f1/Editor/Unity ./build-linux.sh
UNITY_EDITOR=/path/to/2018.1.6f1/Editor/Unity TMPDIR=/large/tmp ./build-linux.sh
```
The intended output is `Builds/linux/Simulation.x86_64`, with its accompanying
data directory. The editor log is `Builds/linux/build.log`. The build uses
`Assets/Scenes/Main.unity`; the original settings incorrectly named the absent
`SampleScene.unity` despite already containing Main's GUID.
The build includes `Assets/Scenes/Main.unity`. The original build settings
incorrectly named the nonexistent `SampleScene.unity`.
The existing standalone startup code selects the client menu. This build command
preserves that behavior.
## Installed toolchain
## Current blockers and verification
- `/opt/unity/2018.1.6f1/Editor/Unity`, including Linux player support.
- Blender 2.79b at `/opt/blender-2.79b-linux-glibc219-x86_64/blender`, also
available as `blender` on PATH for importing the original `.blend` models.
- GTK 2, libsoup 2.4, GLU, and GConf 2 compatibility libraries. GConf came from
Debian's `libgconf-2-4_3.2.6-8_amd64.deb` and
`gconf2-common_3.2.6-8_all.deb`, as Debian 13 no longer includes it.
- Xvfb, xauth, and x11vnc for SSH access. Mesa llvmpipe successfully rendered the
client without a physical GPU. This software rendering can be slower than a
desktop GPU. The machine has no audio device, so Unity reports audio fallback
messages and runs without sound.
**No Linux executable has been built.** The editor starts, but the attempted
batch build exits with status 1 at license activation:
Downloads: [Unity 2018.1.6f1](https://unity.com/releases/editor/whats-new/2018.1.6f1),
[Blender 2.79b](https://download.blender.org/release/Blender2.79/),
[Debian GConf packages](https://deb.debian.org/debian/pool/main/g/gconf/).
Recovery-only tools (ILSpy, UnityPy, OpenEXR, and .NET SDK) are not needed to build
or run the restored source.
```text
Failed to activate/update license. Missing or bad username and password.
```
## Activation on this machine
Unity Personal is free for eligible users, but still requires activation.
For a desktop session, sign in to Unity Hub, then use Settings > Licenses >
Add license > Get a free personal license if it is not activated automatically.
See [Unity's Hub license instructions](https://docs.unity.com/en-us/hub/manage-license).
Unity Personal was activated using the signed-in account. The modern
entitlement alone was insufficient for this editor; Unity's official Licensing
Client successfully issued the compatible legacy license with `--activate-ulf`.
The editor now reads `~/.local/share/unity3d/Unity/Unity_lic.ulf`.
No additional sign-in is needed for builds on this machine while that license
remains valid. Licenses and credentials are outside the repository and build.
For SSH access, Unity CLI 1.0.0-beta.9 is installed at
`/root/.local/bin/unity`, along with GNOME Keyring and `libsecret-tools`.
Its login command prints a URL that can be opened in a browser on another
device. Run `./unity-ssh.sh` as the same Linux user that will run the build.
It starts a private D-Bus session and a dedicated Unity keyring under
`~/.local/share/unity-ssh/keyrings`, leaving the desktop login keyring intact.
Choose a password on first use and use the same password when reopening the
helper. This password protects saved credentials locally; enter your Unity
account password only on Unity's sign-in page. The helper verifies that the
keyring can store and retrieve a test credential before opening a shell.
In that shell, run:
`./unity-ssh.sh` opens a private D-Bus session with a dedicated keyring in
`~/.local/share/unity-ssh/keyrings`. It preserves the desktop keyring. Use the
same local keyring password when reopening it; this is separate from your Unity
account password. The helper checks that credentials can be stored before
opening its shell. Run `./unity-ssh.sh --check` to check the keyring alone.
For an account sign-in or modern Personal activation, run inside that shell:
```sh
unity auth login
@ -74,37 +111,27 @@ unity license activate --personal --accept-eula
unity license status
```
The activation command accepts the Unity Personal license terms. Type `exit`
when finished to close the shell and its keyring session.
The login command prints a browser URL usable on another computer. The activation
command accepts the Personal terms. Those commands alone may still require the
legacy ULF compatibility step for Unity 2018. See the official
[Unity CLI documentation](https://docs.unity.com/en-us/unity-cli/use-unity-cli).
The command options and browser-assisted login startup have been checked here.
Keyring tests with temporary credentials cover creation, reopening, incorrect
password rejection, inherited desktop sessions, and concurrent-session
rejection. The CLI's own credential-store check resolves the Secret Service
backend inside the helper. Run `./unity-ssh.sh --check` to check the keyring
without starting a Unity sign-in.
Sign-in, activation, and compatibility with the old editor still need to be
verified. See [Unity CLI instructions](https://docs.unity.com/en-us/unity-cli/use-unity-cli)
and [release notes](https://docs.unity.com/en-us/unity-cli/release-notes).
## Verification
There is also existing file corruption, independent of activation. An audit
found **33 asset files whose contents are Unity metadata instead of their
expected source/model/image/material data**. Five of these are C# source files:
Verified on this host:
- `UnityProject/Assets/Scripts/CarLL.cs`
- `UnityProject/Assets/Scripts/misc/trafficLightColor.cs`
- `UnityProject/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs`
- `UnityProject/Assets/!ext/PostProcessing/Editor/PostProcessingInspector.cs`
- `UnityProject/Assets/!ext/PostProcessing/Editor/Monitors/WaveformMonitor.cs`
- Linux player and editor C# compilation using the genuine Unity 2018 libraries.
- A complete Linux standalone build, followed by server and graphical client
startup through `run-linux.sh --vnc`.
- Client connection, car spawning, completed trips, and traffic counts sent to
the original Python backend.
- HTTP traffic-light changes, queuing at red lights, and resumed traffic.
- A local event displayed by the client's notification UI.
- Rendered town, pedestrians, cars, post-processing, and recovered lighting.
- No missing-script warnings or managed runtime exceptions during the successful
server/client test. Old vendor API deprecation and model import warnings remain.
- Launcher shutdown cleans up the services, players, VNC server, and virtual
display it started.
A separate compilation attempt with Unity's bundled Mono compiler and genuine
2018.1 assemblies fails with `CS8025: Parsing error` in `VirtualInput.cs`.
The full asset list is in the local `Builds/linux/source-audit.txt`; compiler
output is in `Builds/linux/script-check/compile.log`.
Some metadata is damaged too: there are duplicated GUIDs, source code stored in
`.cs.meta` files, and empty directories with `.meta` names. The file at
`UnityProject/Scripts/CarLL.cs` is not a usable backup: it contains a
`TrafficController` class. A clean original checkout/archive is needed to
restore these files reliably. Existing assets and the old Library cache were
left intact.
Local screenshots and test captures are under `Builds/linux/`; generated output
and the preserved old Library cache are ignored by Git.