40250 classic: increment 50 (W4) — map BGM selection + background volume save/restore
§9.1 map BGM selection (bgm_director.gd): - server bgm_changed(name, volume): non-empty name plays it as field music; empty name falls back to musicInfo.fieldMusic (METIN2THEMA = "M2BG.mp3") - volume < 0 (server unspecified, GC_MAIN_CHARACTER3_BGM) -> default 1/5*0.1 = 0.02; otherwise server volume; volume applied before play_bgm() fade-in (matches game.py:190 SetMusicVolume/SetSoundVolume then FadeInMusic) - connect M2Client.world_reset -> re-run selection on map change - new musicinfo.gd: METIN2THEMA/loginMusic/createMusic/selectMusic/fieldMusic constants + save/load_last_play_field_music -> user://BGM/lastplay.inf §9.2 background/foreground volume save-restore: - audio.gd: save_volume()/restore_volume() (backup fields echo reference m_fBackupMusicVolume / m_fBackupSoundVolume) + set_music_volume() - app_lifecycle.gd: _enter_background() uses save_volume() + mute instead of stop_bgm(); _exit_background() calls restore_volume(); _bgm_name never cleared §9.3 lifecycle ownership: DOC ONLY — design confirmed, deferred to Phase 2 / W0 (AppFlow sole lifecycle owner; M2Client drops NOTIFICATION_* keeps suspend/resume). game_scene.gd / app_flow.gd / m2_client.* left untouched per workflow constraints. Tests: bgm_test.gd (new) PASS; gamescene_test / netplay_test / p9_test green. Docs: CLIENT-GAP.md increment 50 bullet + W4 progress row; CLIENT-GAP-FIX.md §9.1 §9.2 状态/改动/测试/验收, §9.3 deferred note, C.5 batch record. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
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Claude Sonnet 5
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| W1 协议 / 账号会话 | 🟡 | 角色槽地址透传、发送结果、unknown / unhandled 错误链路、断线回 LOGIN 已覆盖;`m_pending_actor` 暂存表成员已就位 | §1.5 真实版本包、§1.10 定长文本编码、§2.2 两包合并逻辑;真实双连接、enter delay |
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| W2 实体 / 世界 / 战斗 | 🟡 | 地图实体 / 掉落清理、地图重建首版及离线回归已覆盖;`drain_dirty` / `mut_spawn_full` 骨架可用 | §2.1 两层模型 + 可见性、§2.3 `mut_spawn→mut_spawn_full`、§2.4 点数数组尾部、§2.5 应用顺序 + affect_flags |
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| W3 玩法 UI / 输入 | 🟡 | 多数窗口、背包 / 任务 / 社交、键位和输入已有首版;§8.6 数字键 / F1–F4 / Ctrl+数字入口已收敛 | §8.3 帮助窗;§8.6 剩余逐行键位与表情包 |
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| W4 渲染 / 资产 / 音频 | 🟡 | GR2 / `.msa` / `.mse`、地图 / 水体 / 天气 / BGM 部分链路已有;`bgm_director.gd` 消费点已就位 | §9.1 地图 BGM 曲目解析 + 音量、§9.2 后台恢复曲目、§9.3 生命周期单一属主 |
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| W4 渲染 / 资产 / 音频 | 🟡 | 增量 50:§9.1 地图 BGM 选曲(服务端名优先 / 回落 `musicInfo.fieldMusic` / 默认音量 0.02 / `world_reset` 重跑)在 `bgm_director.gd` 落地,新增 `musicinfo.gd`;§9.2 `Audio.save_volume/restore_volume` + `app_lifecycle.gd` 后台静音存恢复(不清 `_bgm_name`);§9.3 设计已确认、落地推迟到 Phase 2;`bgm_test` + 3 项回归全绿 | §9.3 由 W0 在 Phase 2 落地(`AppFlow` 单一属主);BGM 真服验收待 40250 服务端 |
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| W5 打包 / 发布 / 验收 | ⬜ | 已有 Godot 导出配置和构建入口 | 自包含资源包、Intel / Apple Silicon、签名和 Mac App 验收 |
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### 进度同步是交付条件
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@@ -115,6 +115,22 @@
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> `net_classic_session_test`、`gamescene_test`、`p9_test`、`p2b_test`、`netbridge_test`、
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> `p8_test` 已通过;受限环境下 localhost TCP 目标测试仍自动 skip。真实 40250 换图 / 第二次
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> 连接 E2E、地图 BGM 选择和 `MT_CLASSIC_ENTER_DELAY` 仍待完成。
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> - **2026-09-02 增量 50(Phase 1 W4:地图 BGM / 音频 / 生命周期)**:落地
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> [`CLIENT-GAP-FIX.md`](CLIENT-GAP-FIX.md) §9.1 §9.2,§9.3 仅确认设计。§9.1:`bgm_director.gd`
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> 补齐「地图 → 曲目」解析——服务端 `bgm_changed(name, volume)` 名非空即播;名为空回落
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> `musicInfo.fieldMusic`(`METIN2THEMA = "M2BG.mp3"`);`volume < 0`(服务端未下发,
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> `GC_MAIN_CHARACTER3_BGM`)用默认 `1/5*0.1 = 0.02`,否则用服务端值;应用音量在
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> `play_bgm()` 淡入之前(对标 `game.py:190` 先 `SetMusicVolume/SetSoundVolume` 再
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> `FadeInMusic`);连 `M2Client.world_reset` 在换图时重跑选曲。新增 `musicinfo.gd`
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> (`METIN2THEMA / loginMusic / createMusic / selectMusic / fieldMusic` 五常量 +
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> `save/load_last_play_field_music` → `user://BGM/lastplay.inf`)。§9.2:`Audio` 新增
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> `save_volume() / restore_volume()`(字段名对齐参考 `m_fBackupMusicVolume /
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> m_fBackupSoundVolume`)与 `set_music_volume()`;`app_lifecycle.gd` 进后台改为
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> `save_volume()` + 静音(不再 `stop_bgm()`),回前台 `restore_volume()`,`_bgm_name`
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> 全程不清空,同一首继续播。§9.3:`AppLifecycle` 目前由 `GameScene` 自建、`M2Client`
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> 自带 `NOTIFICATION_*`;目标设计(`AppFlow` 单一属主、`M2Client` 只留 `suspend/resume`)
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> 已确认,落地推迟到 Phase 2 / W0。新增 `bgm_test.gd`;`bgm_test`、`gamescene_test`、
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> `netplay_test`、`p9_test` 全绿;无 C++ 改动。真服 BGM 验收待 40250 服务端。
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> - **2026-09-02 增量 49(W0 接口冻结批次)**:为 Phase 1 的 4 个并行工作流一次性落地跨工作流
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> 共享文件的骨架,冻结接口后再拆分。`EntityStore`:`Entity` 补 `empire / affect_flags /
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> owner_vid / state_flags` 字段;新增 `mut_spawn_full()`(§2.3 两包合并的单次落地入口)、
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