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
84 lines
2.1 KiB
C++
84 lines
2.1 KiB
C++
#include "asset_source.h"
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#include <cstdio>
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#include <filesystem>
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#include <fstream>
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namespace fs = std::filesystem;
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namespace mtpack {
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bool AssetSource::build(const std::string &assets_root, const std::string &pack_dir,
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const std::string &cache_dir, std::string *err) {
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if (!m_loose.build(assets_root, fmt::AssetResolver::default_priority(), err)) {
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return false;
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}
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if (!pack_dir.empty()) {
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int n = m_packs.scan_dir(pack_dir);
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m_have_packs = n > 0;
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m_cache = !cache_dir.empty()
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? cache_dir
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: (fs::path(pack_dir) / ".mtcache").string();
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}
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return true;
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}
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bool AssetSource::exists(const std::string &vpath) const {
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if (!m_loose.resolve(vpath).empty()) {
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return true;
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}
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return m_have_packs && m_packs.has(vpath);
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}
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bool AssetSource::read(const std::string &vpath, std::vector<uint8_t> &out, std::string *err) const {
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std::string lp = m_loose.resolve(vpath);
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if (!lp.empty()) {
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std::ifstream f(lp, std::ios::binary);
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if (f) {
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out.assign((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
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return true;
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}
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}
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if (m_have_packs && m_packs.read(vpath, out, err)) {
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return true;
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}
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if (err && err->empty()) {
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*err = "not found: " + vpath;
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}
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return false;
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}
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std::string AssetSource::to_path(const std::string &vpath, std::string *err) const {
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std::string lp = m_loose.resolve(vpath);
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if (!lp.empty()) {
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return lp;
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}
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if (!m_have_packs || !m_packs.has(vpath)) {
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if (err) *err = "not found: " + vpath;
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return "";
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}
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// extract to cache/<normalized vpath>, once
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std::string rel = PackMount::norm(vpath);
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fs::path dst = fs::path(m_cache) / rel;
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std::error_code ec;
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if (fs::exists(dst, ec) && fs::file_size(dst, ec) > 0) {
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return dst.string();
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}
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std::vector<uint8_t> bytes;
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if (!m_packs.read(vpath, bytes, err)) {
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return "";
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}
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fs::create_directories(dst.parent_path(), ec);
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std::ofstream o(dst, std::ios::binary | std::ios::trunc);
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if (!o) {
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if (err) *err = "cannot write cache file " + dst.string();
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return "";
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}
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o.write(reinterpret_cast<const char *>(bytes.data()),
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static_cast<std::streamsize>(bytes.size()));
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o.close();
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return dst.string();
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}
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} // namespace mtpack
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