Add validated Linux Godot export
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@@ -605,7 +605,7 @@ public partial class Main : Godot.Control
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GD.Print(StepLimitDiagnosticFormatter.Format(haltTrace, _table!));
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CaptureStallDiagnostic(haltTrace, "step-limit");
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}
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if (_selftest) RunSelfTest();
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if (_selftest) RunSelfTestAndQuitOnFailure();
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}
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}
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finally { perf?.EndFrame(); }
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@@ -2057,9 +2057,8 @@ public partial class Main : Godot.Control
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&& debugEntries.Select(entry => entry.PackedId).Distinct().Count() == debugEntries.Count;
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var launcherSmoke = new DebugSceneLauncher();
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AddChild(launcherSmoke);
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launcherSmoke.Open(debugEntries, "SYSTEM4.BIN > TITLE.BIN");
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launcherSmoke.Hide();
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launcherSmoke.QueueFree();
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launcherSmoke.Open(debugEntries, "SYSTEM4.BIN > TITLE.BIN", present: false);
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launcherSmoke.Free();
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bool sleepMinimumOk = GodotAdvHost.NormalizeSleepMilliseconds(0, 1.0) == 1
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&& GodotAdvHost.NormalizeSleepMilliseconds(100, 1.0) == 100;
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bool inputTranslationOk = Win32VirtualKeyTranslator.TryTranslate(
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@@ -2381,6 +2380,19 @@ public partial class Main : Godot.Control
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GetTree().Quit(ok ? 0 : 1);
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}
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private void RunSelfTestAndQuitOnFailure()
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{
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try
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{
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RunSelfTest();
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}
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catch (Exception exception)
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{
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GD.PushError($"SELFTEST FAILED: {exception}");
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GetTree().Quit(1);
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}
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}
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private static string DefaultPageMapPath(string scene)
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{
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string fileName = $"page-map-{scene.ToUpperInvariant()}.jsonl";
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