Add a Steam release export script pointed at production
project.godot stays checked in against UAT (us3q.ranaze.com) so the Godot editor/debugger keeps testing against UAT. This script patches a local copy to prd/s3q.ranaze.com just for the Windows Desktop export - the same swap web/Dockerfile already does for UAT vs PRD web builds - runs the export, then always restores the original file. Verified: after a run, `git diff project.godot` is clean and the exported .pck contains s3q.ranaze.com with no trace of us3q.ranaze.com.
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#!/usr/bin/env bash
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# Exports the Windows Desktop build against production endpoints, for Steam
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# release. project.godot stays checked in pointing at UAT (us3q.ranaze.com)
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# so the Godot editor/debugger keeps hitting UAT - this script patches a
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# local copy just for the export, the same way web/Dockerfile patches
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# project.godot for the UAT/PRD web builds, then restores the original file
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# even if the export fails.
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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PROJECT_FILE="${REPO_ROOT}/project.godot"
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BACKUP_FILE="${PROJECT_FILE}.steam-release.bak"
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GODOT_BIN="${GODOT_BIN:-/z/Godot/Godot_v4.6.2-stable_win64_console.exe}"
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OUTPUT_PATH="${1:-build/windows/RanaZe.exe}"
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cleanup() {
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if [ -f "${BACKUP_FILE}" ]; then
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mv -f "${BACKUP_FILE}" "${PROJECT_FILE}"
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fi
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}
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trap cleanup EXIT
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cp "${PROJECT_FILE}" "${BACKUP_FILE}"
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BUILD_REVISION="$(git -C "${REPO_ROOT}" rev-parse HEAD)"
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sed -i \
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-e "s|deployment_environment=\"development\"|deployment_environment=\"prd\"|" \
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-e "s|build_revision=\"development\"|build_revision=\"${BUILD_REVISION}\"|" \
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-e "s|https://us3q.ranaze.com|https://s3q.ranaze.com|g" \
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"${PROJECT_FILE}"
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mkdir -p "${REPO_ROOT}/$(dirname "${OUTPUT_PATH}")"
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"${GODOT_BIN}" --headless --export-release "Windows Desktop" "${OUTPUT_PATH}" --path "${REPO_ROOT}"
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echo "Steam release build exported to ${OUTPUT_PATH} (production endpoints, revision ${BUILD_REVISION})."
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