§9.1 map BGM selection (bgm_director.gd): - server bgm_changed(name, volume): non-empty name plays it as field music; empty name falls back to musicInfo.fieldMusic (METIN2THEMA = "M2BG.mp3") - volume < 0 (server unspecified, GC_MAIN_CHARACTER3_BGM) -> default 1/5*0.1 = 0.02; otherwise server volume; volume applied before play_bgm() fade-in (matches game.py:190 SetMusicVolume/SetSoundVolume then FadeInMusic) - connect M2Client.world_reset -> re-run selection on map change - new musicinfo.gd: METIN2THEMA/loginMusic/createMusic/selectMusic/fieldMusic constants + save/load_last_play_field_music -> user://BGM/lastplay.inf §9.2 background/foreground volume save-restore: - audio.gd: save_volume()/restore_volume() (backup fields echo reference m_fBackupMusicVolume / m_fBackupSoundVolume) + set_music_volume() - app_lifecycle.gd: _enter_background() uses save_volume() + mute instead of stop_bgm(); _exit_background() calls restore_volume(); _bgm_name never cleared §9.3 lifecycle ownership: DOC ONLY — design confirmed, deferred to Phase 2 / W0 (AppFlow sole lifecycle owner; M2Client drops NOTIFICATION_* keeps suspend/resume). game_scene.gd / app_flow.gd / m2_client.* left untouched per workflow constraints. Tests: bgm_test.gd (new) PASS; gamescene_test / netplay_test / p9_test green. Docs: CLIENT-GAP.md increment 50 bullet + W4 progress row; CLIENT-GAP-FIX.md §9.1 §9.2 状态/改动/测试/验收, §9.3 deferred note, C.5 batch record. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
154 lines
6.3 KiB
GDScript
154 lines
6.3 KiB
GDScript
# bgm_test —— §9.1 地图 BGM 选曲 + §9.2 前后台音量存/恢复的 headless 自检。
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# godot --headless --path project --script bgm_test.gd
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# exit 0 = pass。
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extends SceneTree
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const BgmDirector = preload("res://bgm_director.gd")
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const Audio = preload("res://audio.gd")
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const AppLifecycle = preload("res://app_lifecycle.gd")
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const MusicInfo = preload("res://musicinfo.gd")
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const DEFAULT_VOL := 1.0 / 5.0 * 0.1 # 0.02
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# 假 M2Client:只发 §9.1 关心的两个信号。
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class FakeClient extends Node:
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signal bgm_changed(name: String, volume: float)
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signal world_reset()
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# 假 Audio:记录 play_bgm / stop_bgm 调用与音量,够 director 断言用。
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class FakeAudio extends Node:
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var master_bgm := 0.6
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var master_sfx := 0.9
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var _bgm_name := ""
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var played: Array[String] = []
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var stopped := 0
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func play_bgm(name: String, _fade := 1.2) -> void:
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if name == _bgm_name:
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return
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_bgm_name = name
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played.append(name)
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func stop_bgm(_fade := 1.0) -> void:
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_bgm_name = ""
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stopped += 1
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func set_music_volume(v: float) -> void:
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master_bgm = clampf(v, 0.0, 1.0)
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var _fail := 0
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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_test_select_server_volume()
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_test_select_default_volume()
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_test_select_empty_falls_back()
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_test_world_reset_reruns()
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_test_musicinfo_lastplay_roundtrip()
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_test_background_save_restore()
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if _fail == 0:
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print("PASS: bgm_test (§9.1 map BGM select + §9.2 volume save/restore)")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _mk_director() -> Array:
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var client := FakeClient.new()
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var audio := FakeAudio.new()
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var bd := BgmDirector.new()
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get_root().add_child(client)
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get_root().add_child(audio)
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get_root().add_child(bd)
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bd.bind(client, audio)
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return [client, audio, bd]
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# §9.1:服务端给了名字 + 音量 -> 用服务端音量并播放该曲。
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func _test_select_server_volume() -> void:
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var t := _mk_director()
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var client: FakeClient = t[0]
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var audio: FakeAudio = t[1]
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client.bgm_changed.emit("pvp_bgm.mp3", 0.5)
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_ck(audio.played == ["pvp_bgm.mp3"], "server name played, got %s" % [audio.played])
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_ck(is_equal_approx(audio.master_bgm, 0.5), "server volume applied, got %f" % audio.master_bgm)
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_ck(audio.stopped == 0, "no stop_bgm on server-provided track")
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t[0].free(); t[1].free(); t[2].free()
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# §9.1:服务端给了名字但音量 <0(GC_MAIN_CHARACTER3_BGM,未收 BGM4)-> 默认 0.02。
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func _test_select_default_volume() -> void:
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var t := _mk_director()
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var client: FakeClient = t[0]
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var audio: FakeAudio = t[1]
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client.bgm_changed.emit("field_a.mp3", -1.0)
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_ck(audio.played == ["field_a.mp3"], "name played on unspecified volume, got %s" % [audio.played])
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_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 applied, got %f" % audio.master_bgm)
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t[0].free(); t[1].free(); t[2].free()
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# §9.1:服务端名为空 -> 回落 musicInfo.fieldMusic(METIN2THEMA = "M2BG.mp3")。
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func _test_select_empty_falls_back() -> void:
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var t := _mk_director()
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var client: FakeClient = t[0]
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var audio: FakeAudio = t[1]
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client.bgm_changed.emit("", -1.0)
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_ck(audio.played == [String(MusicInfo.fieldMusic)],
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"empty name falls back to fieldMusic, got %s" % [audio.played])
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_ck(String(MusicInfo.fieldMusic) == "M2BG.mp3", "METIN2THEMA constant is M2BG.mp3")
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_ck(is_equal_approx(audio.master_bgm, DEFAULT_VOL), "default 0.02 on fallback, got %f" % audio.master_bgm)
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t[0].free(); t[1].free(); t[2].free()
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# §9.1 / §1.3:换图(world_reset)重跑选曲逻辑。
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func _test_world_reset_reruns() -> void:
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var t := _mk_director()
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var client: FakeClient = t[0]
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var audio: FakeAudio = t[1]
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var bd: BgmDirector = t[2]
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_ck(client.world_reset.is_connected(bd._on_world_reset), "director connected to world_reset")
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client.bgm_changed.emit("map_a.mp3", 0.4)
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# warp:world_reset 先到(旧曲目仍在 store 里),随后新图的 BGM 包。
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client.world_reset.emit()
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_ck(audio.played == ["map_a.mp3"], "world_reset keeps current track, got %s" % [audio.played])
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client.bgm_changed.emit("map_b.mp3", 0.2)
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_ck(audio.played == ["map_a.mp3", "map_b.mp3"], "new map BGM played, got %s" % [audio.played])
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_ck(is_equal_approx(audio.master_bgm, 0.2), "new map volume applied, got %f" % audio.master_bgm)
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t[0].free(); t[1].free(); t[2].free()
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# §9.1:musicInfo.SaveLastPlayFieldMusic / LoadLastPlayFieldMusic 往返。
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func _test_musicinfo_lastplay_roundtrip() -> void:
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MusicInfo.save_last_play_field_music("last_field.mp3")
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_ck(MusicInfo.load_last_play_field_music() == "last_field.mp3",
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"lastplay.inf roundtrip, got %s" % MusicInfo.load_last_play_field_music())
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# §9.2:后台保存音量 + 静音,前台恢复;_bgm_name 不变,同一首继续播。
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func _test_background_save_restore() -> void:
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var client := FakeClient.new()
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var audio := Audio.new()
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var life := AppLifecycle.new()
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get_root().add_child(audio)
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audio.setup("res://__no_assets__") # 无资源,play_bgm 只置名不出声
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get_root().add_child(life)
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life.pause_tree_on_background = false # 别把测试树暂停了
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life.background_max_fps = 0
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life.bind(null, audio)
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audio.master_bgm = 0.6
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audio.master_sfx = 0.9
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# 模拟「某首战场曲目正在播放」(headless 无资源,不实际解码)。
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audio._bgm_name = "M2BG.mp3"
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var name_before := audio._bgm_name
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_ck(name_before == "M2BG.mp3", "bgm name set before background, got %s" % name_before)
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life._enter_background()
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_ck(is_equal_approx(audio.master_bgm, 0.0), "music muted in background, got %f" % audio.master_bgm)
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_ck(audio._volume_saved, "save_volume ran (backup taken)")
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_ck(is_equal_approx(audio._backup_music_volume, 0.6), "backup music volume, got %f" % audio._backup_music_volume)
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_ck(is_equal_approx(audio._backup_sound_volume, 0.9), "backup sound volume, got %f" % audio._backup_sound_volume)
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_ck(audio._bgm_name == name_before, "_bgm_name unchanged in background, got %s" % audio._bgm_name)
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life._exit_background()
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_ck(is_equal_approx(audio.master_bgm, 0.6), "music volume restored, got %f" % audio.master_bgm)
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_ck(is_equal_approx(audio.master_sfx, 0.9), "sound volume restored, got %f" % audio.master_sfx)
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_ck(audio._bgm_name == name_before, "_bgm_name still unchanged after restore, got %s" % audio._bgm_name)
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_ck(not audio._volume_saved, "backup flag cleared after restore")
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client.free(); life.free(); audio.free()
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