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
34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
// asset_io — the one portable asset-read point.
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//
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// The standalone libs (libgr2, formats, mtproto, mtpack) keep their raw
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// fopen/ifstream `*_path()` entry points for the non-Godot CTests. Every read
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// from the *running extension* goes through here instead, so it works for:
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// - res:// (loose files in dev, PCK on iOS/Android read-only bundles)
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// - user:// (extracted cache)
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// - absolute OS paths (dev: AssetRoot points at mtgodot-poc/assets/)
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// godot::FileAccess handles all three transparently.
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#pragma once
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#include <godot_cpp/variant/packed_byte_array.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <gr2/gr2.h>
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#include <optional>
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#include "dxt.h"
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namespace mtgodot {
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// Whole-file read. Empty PackedByteArray on failure (path missing / unreadable).
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godot::PackedByteArray read_file(const godot::String &path);
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bool file_exists(const godot::String &path); // FileAccess::file_exists wrapper
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// .dds -> RGBA8 level 0 via read_file. !ok() on failure.
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Image dds_from_file(const godot::String &path);
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// .gr2 parse via read_file. nullopt on read or parse failure.
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std::optional<gr2::File> gr2_from_file(const godot::String &path, gr2::LoadError *err = nullptr);
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} // namespace mtgodot
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