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
This commit is contained in:
co-authored by
Claude Sonnet 5
parent
f32064c74a
commit
9732f2799e
+81
-1
@@ -2638,6 +2638,28 @@ OnOpenCandidateList / OnCloseCandidateList / OnOpenReadingWnd / OnCloseReadingWn
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(文件路径 `user://BGM/lastplay.inf`)。
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4. 换图(§1.3)走同一条选曲逻辑。
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**状态**:✅ 完成(曲目解析 + 音量在 Godot 侧落地;C++ 侧 BGM 名/音量路由与保留由增量 49 完成)。
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真服验收待 40250 服务端。
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**改动**(2026-09-02 / W4)
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- `project/bgm_director.gd`:`_on_bgm_changed` / 新增 `_on_world_reset` → `_select()`;
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`_select()` 实现 `game.py:190` 三行逻辑——服务端 `current_track` 非空即播,为空回落
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`MusicInfo.fieldMusic`(`METIN2THEMA = "M2BG.mp3"`);音量 `current_volume >= 0` 用服务端值,
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否则 `DEFAULT_FIELD_MUSIC_VOLUME = 1.0/5.0*0.1 = 0.02`;先 `master_bgm = vol` +
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`set_music_volume(vol)` 再 `play_bgm(track)`(淡入前置音量);`bind()` 连
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`M2Client.world_reset` 做换图重选。声音(SFX)音量参考取自系统设置,不随 BGM 包下发,
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故不改 `master_sfx`。
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- `project/musicinfo.gd`(新):常量 `METIN2THEMA / loginMusic / createMusic / selectMusic /
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fieldMusic`;静态 `save_last_play_field_music(name)` / `load_last_play_field_music()`
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持久化到 `user://BGM/lastplay.inf`。
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**测试**:`godot --headless --path project --script res://bgm_test.gd` → PASS(exit 0)。
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覆盖:服务端名+音量、名+音量未指定(默认 0.02)、名为空回落 `fieldMusic`、`world_reset`
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重跑选曲、`lastplay.inf` 往返。`gamescene_test` / `netplay_test` / `p9_test` 回归全绿。无 C++ 改动。
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**验收**:未验证(无真实 40250 服务端;地图 BGM 名 / 音量需服务端 `GC_MAIN_CHARACTER3/4` 数据)。
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---
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### 9.2 后台恢复后可能没有 BGM
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@@ -2657,10 +2679,42 @@ OnOpenCandidateList / OnCloseCandidateList / OnOpenReadingWnd / OnCloseReadingWn
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`m_fBackupMusicVolume / m_fBackupSoundVolume`。
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4. 这样 `_bgm_name` 不再被清空,曲目继续播放,恢复后音量还原。
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**状态**:✅ 完成。
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**改动**(2026-09-02 / W4)
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- `project/audio.gd`:新增 `_backup_music_volume` / `_backup_sound_volume`(对齐参考
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`m_fBackupMusicVolume / m_fBackupSoundVolume`)+ `_volume_saved` 守卫;`save_volume()`
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存 `master_bgm/master_sfx`,`restore_volume()` 还原并把音量重新贴到当前 BGM 声道;
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新增 `set_music_volume(v)`(立即把 `master_bgm` 应用到正在播放的声道,无淡入)。
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- `project/app_lifecycle.gd`:`_enter_background()` 把 `_bound_audio.stop_bgm()` 换成
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`save_volume()` + `set_music_volume(0.0)`(等价 `SaveVolume()` 后 `SetMusicVolume(0)`);
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`_exit_background()` 加 `restore_volume()`。`_bgm_name` / `_bgm[]` 全程不动。
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**测试**:`bgm_test.gd` 的 `_test_background_save_restore`——`_enter_background()` 后
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`master_bgm == 0`、备份为 `0.6/0.9`、`_bgm_name` 不变;`_exit_background()` 后
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`master_bgm/master_sfx` 还原为 `0.6/0.9`、`_bgm_name` 仍不变、备份标志清除。PASS(exit 0)。
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**验收**:未验证(需真机 Android/iOS 前后台切换;本条无 1:1 桌面参考)。
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---
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### 9.3 生命周期所有权重复
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**状态**:设计已确认,落地推迟到 Phase 2(由 W0 执行)。
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**当前**:`AppLifecycle` 由 `GameScene._build()` 自建(`game_scene.gd:181` `AppLifecycle.new()`
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+ `add_child` + `bind(client, _audio)`);`M2Client` 自带 `_notification()` 处理
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`NOTIFICATION_APPLICATION_PAUSED/RESUMED` 直接调 `suspend()/resume()`
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(`extension/src/net/m2_client.cpp:2607`)。两处都在监听生命周期通知。
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**目标设计(推迟到 Phase 2 / W0)**:`AppFlow` 作为唯一生命周期属主(等价
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`CPythonApplication`),由它创建并持有 `AppLifecycle`;`GameScene` 不再自建;
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`M2Client` 删除 `NOTIFICATION_*` 处理,只保留被 `AppLifecycle` 调用的
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`suspend() / resume()`。暂停 / 恢复 / 内存警告 / 关闭四条路径各只有一个入口,写进
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`docs/CLIENT-PORT.md` 的生命周期小节。本批次未改 `game_scene.gd` / `app_flow.gd` /
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`m2_client.*`(跨工作流共享文件,属 W0 / Phase 2 范围)。
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**参考**:唯一协调者是 `CPythonApplication`
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(`REF/UserInterface/PythonApplication.cpp` + `PythonApplicationEvent.cpp`),
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`CPythonNetworkStream` 只是被它驱动的一个子系统。
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@@ -2925,7 +2979,7 @@ var _pw := "123456789"
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| W1 协议 / 账号会话 | 🟡 开发中 | 角色槽地址透传、发送结果、unknown / unhandled 错误链路、断线回 LOGIN;`m_pending_actor` 暂存表成员就位 | §1.5 真实版本包、§1.10 定长文本编码、§2.2 两包合并逻辑 |
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| W2 实体 / 世界 / 战斗 | 🟡 开发中 | 地图实体 / 掉落清理、地图重建首版、实体测试和场景测试;`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 | 🟡 已有首版 | 多数窗口、背包 / 任务 / 社交、键位和输入已有回归;§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、LSHIFT 翻页、表情包 |
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| W4 渲染 / 资产 / 音频 | 🟡 已有首版 | GR2 / `.msa` / `.mse`、地图 / 水体 / 天气 / BGM 部分链路已有;`bgm_director.gd` 消费点就位 | §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 | 🟡 开发中 | 增量 50:§9.1 地图 BGM 选曲 + 音量(`bgm_director.gd` / 新 `musicinfo.gd`)、§9.2 后台音量存恢复(`audio.gd` / `app_lifecycle.gd`)已完成,`bgm_test` + 3 回归全绿;§9.3 设计已确认、落地推迟 Phase 2 | §9.3 由 W0 在 Phase 2 落地;BGM / 前后台真机验收 |
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| W5 打包 / 发布 / 验收 | ⬜ 未开始 | 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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### C.4 每批次回写模板
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@@ -2971,3 +3025,29 @@ var _pw := "123456789"
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下一批次:Phase 1 —— W1(§1.5/§1.10/§2.2)、W2(§2.1/§2.3/§2.4/§2.5)、W3(§8.3)、
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W4(§9.1/§9.2/§9.3) 在各自 worktree 并行;Phase 2 由 W0 执行 G1 集成与文档合并
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```
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```text
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批次:2026-09-02 / W4 / §9.1 §9.2 §9.3-doc
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状态:✅ 完成(§9.1 §9.2 代码 + 回归);§9.3 设计已确认,落地推迟到 Phase 2
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参考:POC/assets/root/game.py:190/225(选曲 + 先置音量);POC/assets/root/musicinfo.py
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(常量 + Save/LoadLastPlayFieldMusic);PythonNetworkStreamPhaseLoading.cpp:299
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(gs_fieldMusic_volume = 1/5*0.1);REF/MilesLib/SoundManager.h:31(SaveVolume/RestoreVolume)
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改动:
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project/bgm_director.gd —— _select() 补齐地图→曲目解析(服务端名优先 / 回落
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MusicInfo.fieldMusic / 默认音量 0.02 / 淡入前置音量);bind() 连 M2Client.world_reset
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换图重选
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project/musicinfo.gd(新)—— METIN2THEMA/loginMusic/createMusic/selectMusic/fieldMusic
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五常量 + save/load_last_play_field_music → user://BGM/lastplay.inf
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project/audio.gd —— +save_volume()/restore_volume()(字段 _backup_music_volume/
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_backup_sound_volume 对齐 m_fBackupMusicVolume/m_fBackupSoundVolume)+ set_music_volume()
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project/app_lifecycle.gd —— _enter_background 用 save_volume()+set_music_volume(0) 取代
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stop_bgm();_exit_background 加 restore_volume();_bgm_name 不清空
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project/bgm_test.gd(新)—— §9.1 选曲 4 例 + lastplay 往返 + §9.2 后台→前台存恢复
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测试:godot --headless --path project --script res://bgm_test.gd → PASS(exit 0);
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gamescene_test / netplay_test / p9_test 回归全绿;无 build/ 目录,无 C++ 改动(ctest 不涉及)
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验收:未验证(无真实 40250 服务端;前后台切换需真机 Android/iOS)
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风险与依赖:§9.3 需 W0 在 Phase 2 把 AppLifecycle 属主收敛到 AppFlow、M2Client 去掉
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NOTIFICATION_* —— 本批次按约束未改 game_scene.gd/app_flow.gd/m2_client.*;
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set_music_volume 只作用于当前 _bgm[_bgm_cur] 声道
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下一批次:Phase 2 由 W0 执行 §9.3 落地 + G1 集成与文档合并
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```
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+17
-1
@@ -59,7 +59,7 @@
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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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@@ -64,7 +64,13 @@ func _enter_background() -> void:
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if background_max_fps > 0:
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_saved_max_fps = Engine.max_fps
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Engine.max_fps = background_max_fps
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if _bound_audio and _bound_audio.has_method("stop_bgm"):
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# §9.2:不停 BGM,改为「保存音量 + 静音」(对标 CSoundManager::SaveVolume 后
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# SetMusicVolume(0))。_bgm_name 不清空,回前台恢复音量即可同一首继续播。
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if _bound_audio and _bound_audio.has_method("save_volume"):
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_bound_audio.save_volume()
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if _bound_audio.has_method("set_music_volume"):
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_bound_audio.set_music_volume(0.0)
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elif _bound_audio and _bound_audio.has_method("stop_bgm"):
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_bound_audio.stop_bgm()
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if _bound_client and _bound_client.has_method("suspend"):
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_bound_client.suspend()
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@@ -80,6 +86,9 @@ func _exit_background() -> void:
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get_tree().paused = false
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if background_max_fps > 0:
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Engine.max_fps = _saved_max_fps
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# §9.2:还原后台前保存的音量。
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if _bound_audio and _bound_audio.has_method("restore_volume"):
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_bound_audio.restore_volume()
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if _bound_client and _bound_client.has_method("resume"):
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_bound_client.resume()
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resumed.emit()
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@@ -19,6 +19,12 @@ var master_bgm := 0.6
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var master_sfx := 0.9
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var _queued_bgm := ""
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# §9.2 前后台音量存/恢复,字段名对齐参考 CSoundManager 的
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# m_fBackupMusicVolume / m_fBackupSoundVolume(REF/MilesLib/SoundManager.h:31)。
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var _backup_music_volume := -1.0
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var _backup_sound_volume := -1.0
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var _volume_saved := false
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func _ready() -> void:
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if _queued_bgm != "":
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var n := _queued_bgm
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@@ -127,6 +133,32 @@ func _fade(pl: AudioStreamPlayer, to_db: float, dur: float, stop_after := false)
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if stop_after:
|
||||
tw.tween_callback(pl.stop)
|
||||
|
||||
# 立即把 master_bgm 应用到当前正在播放的 BGM 声道(无淡入)。
|
||||
# 对标 CSoundManager::SetMusicVolume:改的是「当前音乐实例」的音量。
|
||||
func set_music_volume(v: float) -> void:
|
||||
master_bgm = clampf(v, 0.0, 1.0)
|
||||
var pl: AudioStreamPlayer = _bgm[_bgm_cur]
|
||||
if pl and pl.playing:
|
||||
pl.volume_db = linear_to_db(master_bgm) if master_bgm > 0.0 else -80.0
|
||||
|
||||
# §9.2:进入后台前保存音量(CSoundManager::SaveVolume)。
|
||||
func save_volume() -> void:
|
||||
_backup_music_volume = master_bgm
|
||||
_backup_sound_volume = master_sfx
|
||||
_volume_saved = true
|
||||
|
||||
# §9.2:回到前台后恢复音量(CSoundManager::RestoreVolume)。
|
||||
# 不碰 _bgm_name / _bgm[],同一首继续播,只把音量拉回来。
|
||||
func restore_volume() -> void:
|
||||
if not _volume_saved:
|
||||
return
|
||||
master_bgm = _backup_music_volume
|
||||
master_sfx = _backup_sound_volume
|
||||
_volume_saved = false
|
||||
var pl: AudioStreamPlayer = _bgm[_bgm_cur]
|
||||
if pl and pl.playing:
|
||||
pl.volume_db = linear_to_db(master_bgm) if master_bgm > 0.0 else -80.0
|
||||
|
||||
# --- SFX -------------------------------------------------------------------
|
||||
|
||||
func play_ui(name: String) -> void:
|
||||
|
||||
+49
-7
@@ -1,8 +1,14 @@
|
||||
# BgmDirector —— 把 M2Client.bgm_changed 信号翻译成 Audio 的 BGM 播放。
|
||||
#
|
||||
# 存在的理由:§9.1 的地图 BGM 消费点,从 net_world.gd 里拆出来,避免 W2(可见性)
|
||||
# 和 W4(音频)同时改 net_world.gd。真正的「地图 → 曲目」解析和音量应用由 W4 在
|
||||
# 这里补全(见 docs/CLIENT-GAP-FIX.md §9.1)。
|
||||
# 和 W4(音频)同时改 net_world.gd。地图 → 曲目解析和音量应用在这里(§9.1)。
|
||||
#
|
||||
# 选曲逻辑对标 game.py:190(GameWindow.Open 内):
|
||||
# snd.SetMusicVolume(...); snd.SetSoundVolume(...) # 先应用音量
|
||||
# name = net.GetFieldMusicFileName()
|
||||
# if name: snd.FadeInMusic("BGM/" + name)
|
||||
# elif musicInfo.fieldMusic: snd.FadeInMusic("BGM/" + musicInfo.fieldMusic)
|
||||
# 默认音量 gs_fieldMusic_volume = 1.0f/5.0f*0.1f = 0.02f(服务器未下发时)。
|
||||
#
|
||||
# 用法:
|
||||
# var bd := preload("res://bgm_director.gd").new()
|
||||
@@ -10,6 +16,11 @@
|
||||
# bd.bind(client, audio)
|
||||
extends Node
|
||||
|
||||
const MusicInfo = preload("res://musicinfo.gd")
|
||||
|
||||
# gs_fieldMusic_volume 默认值(PythonNetworkStreamPhaseLoading.cpp:299)。
|
||||
const DEFAULT_FIELD_MUSIC_VOLUME := 1.0 / 5.0 * 0.1 # = 0.02
|
||||
|
||||
var _client: Node
|
||||
var _audio: Node
|
||||
|
||||
@@ -22,18 +33,49 @@ func bind(client: Node, audio: Node) -> void:
|
||||
_audio = audio
|
||||
if _client and _client.has_signal("bgm_changed"):
|
||||
_client.bgm_changed.connect(_on_bgm_changed)
|
||||
# 换图(§1.3):world_reset 后重跑选曲逻辑。新图的 BGM 包到达前沿用当前曲目。
|
||||
if _client and _client.has_signal("world_reset"):
|
||||
_client.world_reset.connect(_on_world_reset)
|
||||
|
||||
func _on_bgm_changed(name: String, volume: float) -> void:
|
||||
# M2Client 已在 EntityStore 侧做音量保留(BGM3 只带名、BGM4 带名+音量),
|
||||
# 这里拿到的 volume 就是「有效音量」,<0 仅表示从未收到过 BGM4。
|
||||
current_track = name
|
||||
if volume >= 0.0:
|
||||
current_volume = volume
|
||||
if _audio and "master_bgm" in _audio:
|
||||
_audio.master_bgm = clampf(volume, 0.0, 1.0)
|
||||
_select()
|
||||
|
||||
func _on_world_reset() -> void:
|
||||
_select()
|
||||
|
||||
# game.py:190 的三行选曲 + 先置音量。
|
||||
func _select() -> void:
|
||||
if _audio == null:
|
||||
return
|
||||
if name == "":
|
||||
|
||||
# 1) 选曲:服务端名优先,否则回落 musicInfo.fieldMusic(METIN2THEMA = "M2BG.mp3")。
|
||||
var track := current_track
|
||||
if track == "":
|
||||
track = String(MusicInfo.fieldMusic)
|
||||
|
||||
# 2) 音量:服务端未指定(<0)用默认 0.02,否则用服务端值。
|
||||
var vol := current_volume if current_volume >= 0.0 else DEFAULT_FIELD_MUSIC_VOLUME
|
||||
vol = clampf(vol, 0.0, 1.0)
|
||||
|
||||
# 3) 先应用音量再淡入:Audio.play_bgm() 的淡入目标是 linear_to_db(master_bgm),
|
||||
# 对标 game.py 先 SetMusicVolume/SetSoundVolume 再 FadeInMusic。
|
||||
# 声音(SFX)音量在参考里取自系统设置(systemSetting.GetSoundVolume),
|
||||
# 不随 BGM 包下发,这里不改 master_sfx。
|
||||
if "master_bgm" in _audio:
|
||||
_audio.master_bgm = vol
|
||||
if _audio.has_method("set_music_volume"):
|
||||
_audio.set_music_volume(vol)
|
||||
|
||||
if track == "":
|
||||
if _audio.has_method("stop_bgm"):
|
||||
_audio.stop_bgm()
|
||||
return
|
||||
|
||||
if _audio.has_method("play_bgm"):
|
||||
_audio.play_bgm(name)
|
||||
_audio.play_bgm(track)
|
||||
# musicInfo.SaveLastPlayFieldMusic 语义:记录本次战场曲目。
|
||||
MusicInfo.save_last_play_field_music(track)
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
uid://yglonaagb03t
|
||||
@@ -0,0 +1,153 @@
|
||||
# bgm_test —— §9.1 地图 BGM 选曲 + §9.2 前后台音量存/恢复的 headless 自检。
|
||||
# godot --headless --path project --script bgm_test.gd
|
||||
# exit 0 = pass。
|
||||
extends SceneTree
|
||||
|
||||
const BgmDirector = preload("res://bgm_director.gd")
|
||||
const Audio = preload("res://audio.gd")
|
||||
const AppLifecycle = preload("res://app_lifecycle.gd")
|
||||
const MusicInfo = preload("res://musicinfo.gd")
|
||||
|
||||
const DEFAULT_VOL := 1.0 / 5.0 * 0.1 # 0.02
|
||||
|
||||
# 假 M2Client:只发 §9.1 关心的两个信号。
|
||||
class FakeClient extends Node:
|
||||
signal bgm_changed(name: String, volume: float)
|
||||
signal world_reset()
|
||||
|
||||
# 假 Audio:记录 play_bgm / stop_bgm 调用与音量,够 director 断言用。
|
||||
class FakeAudio extends Node:
|
||||
var master_bgm := 0.6
|
||||
var master_sfx := 0.9
|
||||
var _bgm_name := ""
|
||||
var played: Array[String] = []
|
||||
var stopped := 0
|
||||
func play_bgm(name: String, _fade := 1.2) -> void:
|
||||
if name == _bgm_name:
|
||||
return
|
||||
_bgm_name = name
|
||||
played.append(name)
|
||||
func stop_bgm(_fade := 1.0) -> void:
|
||||
_bgm_name = ""
|
||||
stopped += 1
|
||||
func set_music_volume(v: float) -> void:
|
||||
master_bgm = clampf(v, 0.0, 1.0)
|
||||
|
||||
var _fail := 0
|
||||
func _ck(c: bool, m: String) -> void:
|
||||
if not c:
|
||||
_fail += 1
|
||||
printerr("FAIL: " + m)
|
||||
|
||||
func _init() -> void:
|
||||
_test_select_server_volume()
|
||||
_test_select_default_volume()
|
||||
_test_select_empty_falls_back()
|
||||
_test_world_reset_reruns()
|
||||
_test_musicinfo_lastplay_roundtrip()
|
||||
_test_background_save_restore()
|
||||
if _fail == 0:
|
||||
print("PASS: bgm_test (§9.1 map BGM select + §9.2 volume save/restore)")
|
||||
quit(0)
|
||||
else:
|
||||
printerr("%d check(s) failed" % _fail)
|
||||
quit(1)
|
||||
|
||||
func _mk_director() -> Array:
|
||||
var client := FakeClient.new()
|
||||
var audio := FakeAudio.new()
|
||||
var bd := BgmDirector.new()
|
||||
get_root().add_child(client)
|
||||
get_root().add_child(audio)
|
||||
get_root().add_child(bd)
|
||||
bd.bind(client, audio)
|
||||
return [client, audio, bd]
|
||||
|
||||
# §9.1:服务端给了名字 + 音量 -> 用服务端音量并播放该曲。
|
||||
func _test_select_server_volume() -> void:
|
||||
var t := _mk_director()
|
||||
var client: FakeClient = t[0]
|
||||
var audio: FakeAudio = t[1]
|
||||
client.bgm_changed.emit("pvp_bgm.mp3", 0.5)
|
||||
_ck(audio.played == ["pvp_bgm.mp3"], "server name played, got %s" % [audio.played])
|
||||
_ck(is_equal_approx(audio.master_bgm, 0.5), "server volume applied, got %f" % audio.master_bgm)
|
||||
_ck(audio.stopped == 0, "no stop_bgm on server-provided track")
|
||||
t[0].free(); t[1].free(); t[2].free()
|
||||
|
||||
# §9.1:服务端给了名字但音量 <0(GC_MAIN_CHARACTER3_BGM,未收 BGM4)-> 默认 0.02。
|
||||
func _test_select_default_volume() -> void:
|
||||
var t := _mk_director()
|
||||
var client: FakeClient = t[0]
|
||||
var audio: FakeAudio = t[1]
|
||||
client.bgm_changed.emit("field_a.mp3", -1.0)
|
||||
_ck(audio.played == ["field_a.mp3"], "name played on unspecified volume, got %s" % [audio.played])
|
||||
_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 applied, got %f" % audio.master_bgm)
|
||||
t[0].free(); t[1].free(); t[2].free()
|
||||
|
||||
# §9.1:服务端名为空 -> 回落 musicInfo.fieldMusic(METIN2THEMA = "M2BG.mp3")。
|
||||
func _test_select_empty_falls_back() -> void:
|
||||
var t := _mk_director()
|
||||
var client: FakeClient = t[0]
|
||||
var audio: FakeAudio = t[1]
|
||||
client.bgm_changed.emit("", -1.0)
|
||||
_ck(audio.played == [String(MusicInfo.fieldMusic)],
|
||||
"empty name falls back to fieldMusic, got %s" % [audio.played])
|
||||
_ck(String(MusicInfo.fieldMusic) == "M2BG.mp3", "METIN2THEMA constant is M2BG.mp3")
|
||||
_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 on fallback, got %f" % audio.master_bgm)
|
||||
t[0].free(); t[1].free(); t[2].free()
|
||||
|
||||
# §9.1 / §1.3:换图(world_reset)重跑选曲逻辑。
|
||||
func _test_world_reset_reruns() -> void:
|
||||
var t := _mk_director()
|
||||
var client: FakeClient = t[0]
|
||||
var audio: FakeAudio = t[1]
|
||||
var bd: BgmDirector = t[2]
|
||||
_ck(client.world_reset.is_connected(bd._on_world_reset), "director connected to world_reset")
|
||||
client.bgm_changed.emit("map_a.mp3", 0.4)
|
||||
# warp:world_reset 先到(旧曲目仍在 store 里),随后新图的 BGM 包。
|
||||
client.world_reset.emit()
|
||||
_ck(audio.played == ["map_a.mp3"], "world_reset keeps current track, got %s" % [audio.played])
|
||||
client.bgm_changed.emit("map_b.mp3", 0.2)
|
||||
_ck(audio.played == ["map_a.mp3", "map_b.mp3"], "new map BGM played, got %s" % [audio.played])
|
||||
_ck(is_equal_approx(audio.master_bgm, 0.2), "new map volume applied, got %f" % audio.master_bgm)
|
||||
t[0].free(); t[1].free(); t[2].free()
|
||||
|
||||
# §9.1:musicInfo.SaveLastPlayFieldMusic / LoadLastPlayFieldMusic 往返。
|
||||
func _test_musicinfo_lastplay_roundtrip() -> void:
|
||||
MusicInfo.save_last_play_field_music("last_field.mp3")
|
||||
_ck(MusicInfo.load_last_play_field_music() == "last_field.mp3",
|
||||
"lastplay.inf roundtrip, got %s" % MusicInfo.load_last_play_field_music())
|
||||
|
||||
# §9.2:后台保存音量 + 静音,前台恢复;_bgm_name 不变,同一首继续播。
|
||||
func _test_background_save_restore() -> void:
|
||||
var client := FakeClient.new()
|
||||
var audio := Audio.new()
|
||||
var life := AppLifecycle.new()
|
||||
get_root().add_child(audio)
|
||||
audio.setup("res://__no_assets__") # 无资源,play_bgm 只置名不出声
|
||||
get_root().add_child(life)
|
||||
life.pause_tree_on_background = false # 别把测试树暂停了
|
||||
life.background_max_fps = 0
|
||||
life.bind(null, audio)
|
||||
|
||||
audio.master_bgm = 0.6
|
||||
audio.master_sfx = 0.9
|
||||
# 模拟「某首战场曲目正在播放」(headless 无资源,不实际解码)。
|
||||
audio._bgm_name = "M2BG.mp3"
|
||||
var name_before := audio._bgm_name
|
||||
_ck(name_before == "M2BG.mp3", "bgm name set before background, got %s" % name_before)
|
||||
|
||||
life._enter_background()
|
||||
_ck(is_equal_approx(audio.master_bgm, 0.0), "music muted in background, got %f" % audio.master_bgm)
|
||||
_ck(audio._volume_saved, "save_volume ran (backup taken)")
|
||||
_ck(is_equal_approx(audio._backup_music_volume, 0.6), "backup music volume, got %f" % audio._backup_music_volume)
|
||||
_ck(is_equal_approx(audio._backup_sound_volume, 0.9), "backup sound volume, got %f" % audio._backup_sound_volume)
|
||||
_ck(audio._bgm_name == name_before, "_bgm_name unchanged in background, got %s" % audio._bgm_name)
|
||||
|
||||
life._exit_background()
|
||||
_ck(is_equal_approx(audio.master_bgm, 0.6), "music volume restored, got %f" % audio.master_bgm)
|
||||
_ck(is_equal_approx(audio.master_sfx, 0.9), "sound volume restored, got %f" % audio.master_sfx)
|
||||
_ck(audio._bgm_name == name_before, "_bgm_name still unchanged after restore, got %s" % audio._bgm_name)
|
||||
_ck(not audio._volume_saved, "backup flag cleared after restore")
|
||||
|
||||
client.free(); life.free(); audio.free()
|
||||
@@ -0,0 +1 @@
|
||||
uid://cxhy4wk3451c1
|
||||
@@ -0,0 +1,47 @@
|
||||
# MusicInfo —— 对标 POC/assets/root/musicinfo.py:默认曲目常量 + 上次战场曲目持久化。
|
||||
#
|
||||
# 参考(musicinfo.py):
|
||||
# METIN2THEMA = "M2BG.mp3"
|
||||
# loginMusic = "login_window.mp3"
|
||||
# createMusic = "characterselect.mp3"
|
||||
# selectMusic = "characterselect.mp3"
|
||||
# fieldMusic = METIN2THEMA
|
||||
# SaveLastPlayFieldMusic() / LoadLastPlayFieldMusic() → 文件 "BGM/lastplay.inf"
|
||||
#
|
||||
# 用法:
|
||||
# const MusicInfo = preload("res://musicinfo.gd")
|
||||
# MusicInfo.fieldMusic # -> "M2BG.mp3"
|
||||
# MusicInfo.save_last_play_field_music("x.mp3")
|
||||
# MusicInfo.load_last_play_field_music() # -> "x.mp3" 或 ""
|
||||
extends RefCounted
|
||||
|
||||
const METIN2THEMA := "M2BG.mp3"
|
||||
const loginMusic := "login_window.mp3"
|
||||
const createMusic := "characterselect.mp3"
|
||||
const selectMusic := "characterselect.mp3" # 选人页
|
||||
const fieldMusic := METIN2THEMA
|
||||
|
||||
# 参考写死 "BGM/lastplay.inf"(相对客户端目录);Godot 侧落到用户可写目录。
|
||||
const LAST_PLAY_DIR := "user://BGM"
|
||||
const LAST_PLAY_PATH := "user://BGM/lastplay.inf"
|
||||
|
||||
# musicInfo.SaveLastPlayFieldMusic(name)
|
||||
static func save_last_play_field_music(name: String) -> void:
|
||||
if name == "":
|
||||
return
|
||||
DirAccess.make_dir_recursive_absolute(LAST_PLAY_DIR)
|
||||
var f := FileAccess.open(LAST_PLAY_PATH, FileAccess.WRITE)
|
||||
if f:
|
||||
f.store_string(name)
|
||||
f.close()
|
||||
|
||||
# musicInfo.LoadLastPlayFieldMusic() -> 曲目名(无记录时空串)
|
||||
static func load_last_play_field_music() -> String:
|
||||
if not FileAccess.file_exists(LAST_PLAY_PATH):
|
||||
return ""
|
||||
var f := FileAccess.open(LAST_PLAY_PATH, FileAccess.READ)
|
||||
if f == null:
|
||||
return ""
|
||||
var s := f.get_as_text()
|
||||
f.close()
|
||||
return s.strip_edges()
|
||||
@@ -0,0 +1 @@
|
||||
uid://ektx487ombx1
|
||||
Reference in New Issue
Block a user