Add private player metrics and alpha.2 package
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@@ -11,6 +11,7 @@ $projectRoot = (Resolve-Path (Join-Path $PSScriptRoot "..\..")).Path
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$gameExe = Join-Path $projectRoot "build\windows\Void-Bastion.exe"
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$installer = Join-Path $projectRoot "dist\Void-Bastion-Setup-x64.exe"
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$installerScript = Join-Path $PSScriptRoot "installer.nsi"
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$projectFile = Join-Path $projectRoot "project.godot"
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foreach ($requiredFile in @($GodotExe, $MakeNsisExe, $installerScript)) {
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if (-not (Test-Path -LiteralPath $requiredFile -PathType Leaf)) {
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@@ -20,9 +21,22 @@ foreach ($requiredFile in @($GodotExe, $MakeNsisExe, $installerScript)) {
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New-Item -ItemType Directory -Force -Path (Split-Path $gameExe), (Split-Path $installer) | Out-Null
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& $GodotExe --headless --path $projectRoot --export-release "Windows x64" $gameExe
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if ($LASTEXITCODE -ne 0 -or -not (Test-Path -LiteralPath $gameExe)) {
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throw "Der Godot-Windows-Export ist fehlgeschlagen."
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$projectConfiguration = Get-Content -LiteralPath $projectFile -Raw
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$releaseConfiguration = $projectConfiguration -replace '(?m)^_MCPGameBridge=.*\r?\n?', ''
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$releaseConfiguration = $releaseConfiguration -replace '"res://addons/agent_tools/plugin\.cfg",\s*', ''
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try {
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# Die lokale MCP-Laufzeit ist ein Entwicklungswerkzeug und wird vom
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# Exportfilter ausgeschlossen. Deshalb dürfen weder ihr Autoload-Verweis
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# noch das Editor-Plugin in der veröffentlichten project.binary verbleiben.
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Set-Content -LiteralPath $projectFile -Value $releaseConfiguration -NoNewline
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& $GodotExe --headless --path $projectRoot --export-release "Windows x64" $gameExe
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if ($LASTEXITCODE -ne 0 -or -not (Test-Path -LiteralPath $gameExe)) {
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throw "Der Godot-Windows-Export ist fehlgeschlagen."
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}
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}
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finally {
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Set-Content -LiteralPath $projectFile -Value $projectConfiguration -NoNewline
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}
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Push-Location $PSScriptRoot
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