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
20 lines
848 B
GDScript
20 lines
848 B
GDScript
# client_main —— 打包客户端的入口场景根(main_scene = res://client_main.tscn)。
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#
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# 只做一件事:起 AppFlow(登录 → 选人 → 进游戏 串场控制器)。
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# 资源目录由 AssetRoot 决定:默认 res://../assets(开发树),打包后设环境变量
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# MT_ASSETS 指向真实资源目录即可(见 project/asset_root.gd)。
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extends Node
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const AppFlow = preload("res://app_flow.gd")
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func _ready() -> void:
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# 移动端:APK/IPA 里没有资源 —— 挂载外部的 assets.zip(adb push / ios-deploy 上传)。
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AssetPack.ensure()
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var root := AssetRoot.path()
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if not AssetRoot.available():
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push_warning("[client] 资源目录不存在:%s —— MT_ASSETS 环境变量 / assets.zip(adb push 到 files/)" % root)
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var af := AppFlow.new()
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af.name = "AppFlow"
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add_child(af)
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af.start(root)
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