40250 classic: parallel-dev checkpoint through increment 49 (W0 interface freeze)

Captures the uncommitted parallel-development work (increments 46-49) on the
40250 classic client port, folded into docs/CLIENT-GAP.md + CLIENT-GAP-FIX.md.

Increment 49 (W0 interface-freeze batch, Phase 1 prerequisite) lands the
cross-workflow shared-file scaffolding so the 4 Phase 1 workflows can run in
isolated worktrees without contention:

- entity_store.{h,cpp}: Entity gains empire/affect_flags/owner_vid/state_flags;
  new mut_spawn_full() (single-shot two-packet merge, §2.3), mut_ownership()
  (§2.5), mut_map_bgm() + take_bgm_dirty()/bgm_name()/bgm_volume() (§9.1),
  drain_dirty() (§2.1/§2.5 bare-field-update queue); mut_char_info() now stores
  empire; reset_for_map_change() clears m_dirty.
- m2_client.cpp: new bgm_changed(name, volume) signal; classic + m2dev pump
  loops drain drain_dirty() -> entity_info and take_bgm_dirty() -> bgm_changed;
  entity_dict() exposes the 4 new keys.
- classic/classic_parser.{h,cpp}: GC_MAIN_CHARACTER3_BGM /
  GC_MAIN_CHARACTER4_BGM_VOL route bgm_name/bgm_volume to mut_map_bgm() (was
  discarded); new m_pending_actor staging map (W1 fills §2.2 merge logic).
- project/bgm_director.gd (new) + game_scene.gd: BGM consumption split out of
  net_world.gd so W2/W4 don't collide; §8.6/§4.8 keybind convergence (digits
  1-4 -> quickslots 0-3, F1-F4 -> quickslots 4-7, Ctrl+1..9 -> _emote()).

Tests: cmake --build build clean; ctest 16/16; 15 GDScript regressions green
(netbridge, gamescene, netplay, p9, p10, p2b, p8, system_menu_ui, skill,
combat_fx, skill_fx, player_motion, char_status_ui, chat, inventory), no skips.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
This commit is contained in:
shenlei
2026-09-02 15:13:01 +09:00
co-authored by Claude Sonnet 5
parent 70f200e885
commit f32064c74a
36 changed files with 4473 additions and 202 deletions
+14 -15
View File
@@ -1,19 +1,18 @@
# AppFlow (P10) —— 登录 → 选人 → 进游戏 的串场控制器。
#
# 把它做场景根:一个 M2Client 贯穿全程,LoadingScreen / ReconnectUI 常驻。
# 把它做场景根:一个 M2Client 贯穿全程,LoadingScreen 常驻。
# var af := preload("res://app_flow.gd").new()
# add_child(af)
# af.start(assets_root) # assets_root 传给 game_scene
#
# 状态机:LOGIN → SELECT → GAME。M2Client 信号驱动切屏。
# 断线:在 GAME 里保留场景交给 ReconnectUI 自动重连;在 LOGIN/SELECT 回登录
# 断线:任何阶段都回到登录阶段,和 ClientVS22 的 SetLoginPhase 一致
extends Node
const ServerInfoRes = preload("res://net/serverinfo.gd")
const ChannelStatus = preload("res://net/channel_status.gd")
const LoadingScreen = preload("res://ui/loading_screen.gd")
const CharSelectScreen = preload("res://ui/char_select_screen.gd")
const ReconnectUI = preload("res://ui/reconnect_ui.gd")
const GameScene = preload("res://game_scene.gd")
enum { LOGIN, SELECT, GAME }
@@ -24,7 +23,6 @@ var _state := LOGIN
var _assets := ""
var _ui: CanvasLayer # 登录 / 选人的临时界面层
var _loading: CanvasLayer
var _reconnect: CanvasLayer
var _game: Node
var build_game_scene := true # 测试里置 false,只跑状态机不建重场景
var _sel_server := 0
@@ -53,9 +51,6 @@ func start(assets_root: String = "", injected_client: Node = null) -> void:
_loading = LoadingScreen.new()
add_child(_loading)
_loading.setup(client)
_reconnect = ReconnectUI.new()
add_child(_reconnect)
_reconnect.setup(client)
_goto_login()
if auto_login:
call_deferred("_do_connect")
@@ -83,8 +78,12 @@ func _on_char_list(list: Array) -> void:
sc.set_chars(list)
return
_goto_select()
if auto_login and not _chars.is_empty() and client.has_method("select_character"):
client.select_character(int(_chars[0].get("index", 0)))
if auto_login and not _chars.is_empty():
var idx := int(_chars[0].get("index", 0))
if client.has_method("enter_game"):
client.enter_game(idx)
elif client.has_method("select_character"):
client.select_character(idx)
func _on_char_name_changed(pid: int, name: String) -> void:
var sc: Node = _ui.get_node_or_null("CharSelect") if _ui and _state == SELECT else null
@@ -121,11 +120,9 @@ func _on_login_failed(reason: String) -> void:
_goto_login()
_set_status("登录失败:%s" % reason)
func _on_disconnected(_reason: String) -> void:
# GAME 里:保留 game_sceneReconnectUI 负责重连遮罩
# LOGIN/SELECT 里:回登录
if _state != GAME:
_goto_login()
func _on_disconnected(reason: String) -> void:
_goto_login()
_set_status("连接断开:%s" % reason)
# --- 切屏 ------------------------------------------------------------------
@@ -323,7 +320,9 @@ func _build_char_list() -> void:
_ui.add_child(screen)
screen.setup(client, _assets, _chars)
screen.select_requested.connect(func(idx: int):
if client.has_method("select_character"):
if client.has_method("enter_game"):
client.enter_game(idx)
elif client.has_method("select_character"):
client.select_character(idx))
screen.back_requested.connect(func():
if client.has_method("disconnect_from_server"):