§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
95 lines
3.3 KiB
GDScript
95 lines
3.3 KiB
GDScript
# AppLifecycle (F5) —— 移动端应用生命周期集中处理。
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#
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# 把 SceneTree 转发来的 MainLoop 通知收成信号,并做默认动作:后台时暂停游戏
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# 逻辑 / 降帧 / 停 BGM,恢复时还原;iOS 内存告警时广播让各缓存自清。渲染上下文
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# 丢失(Android Vulkan surface)由 Godot 自己重建,我们持有的 GPU 资源都由
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# RenderingServer 托管,无需干预。
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#
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# 用法:
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# var life := preload("res://app_lifecycle.gd").new()
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# add_child(life) # 越早越好(autoload 亦可)
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# life.bind(m2client, audio) # 可选:自动接常见消费方
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# life.paused.connect(_on_bg); life.resumed.connect(_on_fg)
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extends Node
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signal paused # 进入后台(NOTIFICATION_APPLICATION_PAUSED)
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signal resumed # 回到前台
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signal focus_changed(focused: bool)
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signal memory_warning # iOS 内存压力
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signal back_requested # Android 返回键
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signal close_requested # 窗口关闭请求(桌面)
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## 后台时是否 get_tree().paused = true(默认开;纯观战/录像可关)
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var pause_tree_on_background := true
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## 后台时把 max_fps 压到这个值省电(0 = 不改)
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var background_max_fps := 8
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var _bound_client: Node
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var _bound_audio: Node
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var _saved_max_fps := 0
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var _bg := false
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func _ready() -> void:
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# 通知在暂停树时也要能收到
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process_mode = Node.PROCESS_MODE_ALWAYS
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func bind(m2client: Node = null, audio: Node = null) -> void:
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_bound_client = m2client
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_bound_audio = audio
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func is_backgrounded() -> bool:
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return _bg
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_APPLICATION_PAUSED:
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_enter_background()
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NOTIFICATION_APPLICATION_RESUMED:
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_exit_background()
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NOTIFICATION_APPLICATION_FOCUS_IN, NOTIFICATION_WM_WINDOW_FOCUS_IN:
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focus_changed.emit(true)
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NOTIFICATION_APPLICATION_FOCUS_OUT, NOTIFICATION_WM_WINDOW_FOCUS_OUT:
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focus_changed.emit(false)
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NOTIFICATION_OS_MEMORY_WARNING:
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memory_warning.emit()
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NOTIFICATION_WM_GO_BACK_REQUEST:
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back_requested.emit()
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NOTIFICATION_WM_CLOSE_REQUEST:
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close_requested.emit()
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func _enter_background() -> void:
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if _bg:
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return
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_bg = true
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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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# §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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if pause_tree_on_background:
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get_tree().paused = true
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paused.emit()
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func _exit_background() -> void:
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if not _bg:
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return
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_bg = false
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if pause_tree_on_background:
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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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