Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
51 lines
1.7 KiB
Bash
Executable File
51 lines
1.7 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Cross-compile the mtgodot GDExtension for iOS (iPhone 16 / arm64 device) and
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# stage every static archive the app needs to link into project/bin/ios/.
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#
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# This gets you a compiled .a — it does NOT do the Xcode project / signing /
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# on-device run. That's the rest of BACKLOG F1; see docs/PLATFORMS.md.
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#
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# Needs: full Xcode + iPhoneOS SDK. Submodules (recursive) must be present.
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set -euo pipefail
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cd "$(dirname "$0")"
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CONFIG="${1:-Debug}" # Debug | Release
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DEPLOY="${IOS_DEPLOYMENT_TARGET:-15.0}"
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BUILD_DIR="build-ios"
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JOBS="${JOBS:-$(sysctl -n hw.ncpu)}"
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TOOLCHAIN="extension/godot-cpp/cmake/ios.toolchain.cmake"
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case "$CONFIG" in
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Release) TPL="template_release" ;;
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*) TPL="template_debug" ;;
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esac
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if [ ! -f "$TOOLCHAIN" ]; then
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echo "godot-cpp submodule missing — git submodule update --init --recursive" >&2
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exit 1
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fi
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cmake -S . -B "$BUILD_DIR" -G "Unix Makefiles" \
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-DCMAKE_TOOLCHAIN_FILE="$TOOLCHAIN" \
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-DPLATFORM=OS64 \
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-DDEPLOYMENT_TARGET="$DEPLOY" \
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-DCMAKE_BUILD_TYPE="$CONFIG" \
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-DMTGODOT_BUILD_TOOLS=OFF \
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-DBUILD_TESTING=OFF
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cmake --build "$BUILD_DIR" --target mtgodot -j "$JOBS"
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# --- stage archives for the .gdextension [dependencies] block ---
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OUT="project/bin/ios"
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mkdir -p "$OUT"
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cp -f "$BUILD_DIR/bin/libgodot-cpp.ios.${TPL}.arm64.a" "$OUT/"
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cp -f "$BUILD_DIR/libgr2/liblibgr2.a" "$OUT/"
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cp -f "$BUILD_DIR/formats/libxr_formats.a" "$OUT/"
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cp -f "$BUILD_DIR/extension/libmtnet.a" "$OUT/"
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cp -f "$(find "$BUILD_DIR" -name libsodium.a | head -1)" "$OUT/"
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echo
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echo "iOS ($CONFIG) archives:"
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ls -la "project/bin/libmtgodot.ios.${TPL}.a" "$OUT"/*.a
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lipo -info "project/bin/libmtgodot.ios.${TPL}.a"
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