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
44 lines
2.3 KiB
CMake
44 lines
2.3 KiB
CMake
# extension/third_party — vendored native dependencies for the GDExtension.
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#
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# Phase 1 (macOS) used Homebrew for libsodium / libzstd / liblzo2. Those don't
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# exist on the Android NDK or iOS SDK sysroots, so the mobile bring-up (BACKLOG
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# F1/F2) needs them built from source as part of our own build. All three are
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# pinned here and produce static libs that link into libmtgodot:
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#
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# sodium <- libsodium-cmake submodule (wraps jedisct1/libsodium)
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# libzstd_static <- facebook/zstd submodule, its own build/cmake project
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# minilzo <- vendored miniLZO source (LZO1X, ~4 files) — see NOTICE
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#
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# See docs/THIRD-PARTY.md for versions / licenses. liblzo2 (and thus miniLZO) is
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# GPL: fine for this internal, non-published project — same footing as
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# libgr2/src/oodle1.c — but must be swapped or re-licensed before any release.
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# Everything here is archived into the SHARED libmtgodot, so it must be PIC.
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set(CMAKE_POSITION_INDEPENDENT_CODE ON)
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# --- libsodium ------------------------------------------------------------------
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set(SODIUM_DISABLE_TESTS ON CACHE BOOL "" FORCE)
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set(SODIUM_MINIMAL OFF CACHE BOOL "" FORCE)
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add_subdirectory(libsodium-cmake EXCLUDE_FROM_ALL)
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# The wrapper's target is `sodium`; give it a namespaced alias for consumers.
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add_library(mt3p::sodium ALIAS sodium)
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# --- libzstd ------------------------------------------------------------------
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set(ZSTD_BUILD_PROGRAMS OFF CACHE BOOL "" FORCE)
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set(ZSTD_BUILD_SHARED OFF CACHE BOOL "" FORCE)
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set(ZSTD_BUILD_STATIC ON CACHE BOOL "" FORCE)
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set(ZSTD_BUILD_TESTS OFF CACHE BOOL "" FORCE)
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set(ZSTD_BUILD_CONTRIB OFF CACHE BOOL "" FORCE)
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set(ZSTD_LEGACY_SUPPORT OFF CACHE BOOL "" FORCE)
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set(ZSTD_MULTITHREAD_SUPPORT OFF CACHE BOOL "" FORCE)
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add_subdirectory(zstd/build/cmake zstd-build EXCLUDE_FROM_ALL)
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add_library(mt3p::zstd ALIAS libzstd_static)
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# --- miniLZO ------------------------------------------------------------------
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# One translation unit, an amalgamation generated from the LZO sources. Its
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# public API (<lzo/lzo1x.h> via the shim header) is a strict subset of full LZO.
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add_library(minilzo STATIC minilzo/minilzo.c)
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target_include_directories(minilzo PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/minilzo")
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set_target_properties(minilzo PROPERTIES C_STANDARD 99)
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add_library(mt3p::minilzo ALIAS minilzo)
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