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
49 lines
1.8 KiB
CMake
49 lines
1.8 KiB
CMake
# mtgodot-poc — top level
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# Phase 1 (macOS) scaffolding. See docs/GODOT-POC-PLAN.md §M0'.
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#
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# libgr2 / formats / oracle / tools were vendored in from the retired xrender-poc
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# repo (2026-08-29). libgr2 is the shared core (gr2 v6/v7 reader, oracle-verified);
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# formats = .msa/.msm parsers (needed M2 T2.2/T2.3); tools = libgr2 validation.
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cmake_minimum_required(VERSION 3.20)
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project(mtgodot_poc CXX C)
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include(CTest)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_C_STANDARD 17)
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if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
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set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
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endif()
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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option(MTGODOT_BUILD_EXTENSION "Build the Godot GDExtension (pulls in godot-cpp)" ON)
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option(MTGODOT_BUILD_TOOLS "Build libgr2 validation tools (gr2dump/gr2fuzz/oracle_diff)" OFF)
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# --- shared, cross-platform core (no godot-cpp, no third-party) ---
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add_subdirectory(libgr2)
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add_subdirectory(formats)
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if(MTGODOT_BUILD_TOOLS)
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add_subdirectory(tools)
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endif()
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# --- the Godot extension ---
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# Phase 1 was macOS-only; Phase 2 (BACKLOG F1/F2) adds iOS + Android. The three
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# native deps are vendored (extension/third_party), so the only gate now is
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# "is this a platform we've wired output naming + a toolchain for".
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if(MTGODOT_BUILD_EXTENSION)
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set(_mt_plat "${CMAKE_SYSTEM_NAME}")
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if(_mt_plat STREQUAL "Darwin" OR _mt_plat STREQUAL "iOS" OR _mt_plat STREQUAL "Android")
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message(STATUS "mtgodot extension: building for ${_mt_plat}")
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else()
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message(FATAL_ERROR
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"MTGODOT_BUILD_EXTENSION: supported targets are macOS / iOS / Android "
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"(got CMAKE_SYSTEM_NAME='${_mt_plat}'). See docs/PLATFORMS.md. "
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"Use -DMTGODOT_BUILD_EXTENSION=OFF to build just libgr2/formats/tools.")
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endif()
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add_subdirectory(extension)
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endif()
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