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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# MusicInfo —— 对标 POC/assets/root/musicinfo.py:默认曲目常量 + 上次战场曲目持久化。
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#
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# 参考(musicinfo.py):
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# METIN2THEMA = "M2BG.mp3"
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# loginMusic = "login_window.mp3"
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# createMusic = "characterselect.mp3"
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# selectMusic = "characterselect.mp3"
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# fieldMusic = METIN2THEMA
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# SaveLastPlayFieldMusic() / LoadLastPlayFieldMusic() → 文件 "BGM/lastplay.inf"
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#
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# 用法:
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# const MusicInfo = preload("res://musicinfo.gd")
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# MusicInfo.fieldMusic # -> "M2BG.mp3"
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# MusicInfo.save_last_play_field_music("x.mp3")
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# MusicInfo.load_last_play_field_music() # -> "x.mp3" 或 ""
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extends RefCounted
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const METIN2THEMA := "M2BG.mp3"
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const loginMusic := "login_window.mp3"
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const createMusic := "characterselect.mp3"
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const selectMusic := "characterselect.mp3" # 选人页
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const fieldMusic := METIN2THEMA
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# 参考写死 "BGM/lastplay.inf"(相对客户端目录);Godot 侧落到用户可写目录。
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const LAST_PLAY_DIR := "user://BGM"
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const LAST_PLAY_PATH := "user://BGM/lastplay.inf"
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# musicInfo.SaveLastPlayFieldMusic(name)
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static func save_last_play_field_music(name: String) -> void:
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if name == "":
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return
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DirAccess.make_dir_recursive_absolute(LAST_PLAY_DIR)
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var f := FileAccess.open(LAST_PLAY_PATH, FileAccess.WRITE)
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if f:
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f.store_string(name)
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f.close()
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# musicInfo.LoadLastPlayFieldMusic() -> 曲目名(无记录时空串)
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static func load_last_play_field_music() -> String:
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if not FileAccess.file_exists(LAST_PLAY_PATH):
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return ""
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var f := FileAccess.open(LAST_PLAY_PATH, FileAccess.READ)
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if f == null:
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return ""
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var s := f.get_as_text()
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f.close()
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return s.strip_edges()
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