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
86 lines
2.8 KiB
GDScript
86 lines
2.8 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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if _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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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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