1.6 KiB
1.6 KiB
Project map
Reference client
- Root:
../40250/Server Client TMP4/ClientVS22/source - High-level game and packet flow:
UserInterface - actors, motion, maps, flying objects:
GameLib - rendering, input, collision primitives:
EterLib - effects:
EffectLib - Granny integration:
EterGrnLib - audio:
MilesLib - terrain:
PRTerrainLib
Use the Visual Studio project and active preprocessor flags to distinguish reachable product code from disabled, obsolete, and third-party code.
Current client
- GDScript runtime and tests:
project/ - native extension:
extension/ - format readers:
formats/ - shared/native libraries:
libgr2/ - extracted assets and tables:
assets/ - numerical reference oracle:
oracle/ - host-side tools:
tools/
Existing evidence
docs/CLIENT-GAP.md: historical broad gap analysis; migrate useful claims into contracts rather than trusting status text.docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md: existing methodology and high-risk domains.docs/CLIENT-40250-PORT.md: porting context.docs/PARITY-GAP.md: visual/rendering gap notes.oracle/run-diff-suite.sh: Granny numerical comparison suite.project/test_*_parity.gdandproject/*_test.gd: existing tests; inspect assertions before treating them as evidence.
Typical verification commands
Run a narrow Godot test with:
godot --headless --path project --script project/test_name.gd
Some scripts expect the path relative to project/ instead:
godot --headless --path project --script test_name.gd
Follow the convention already used by the selected test. Always finish code changes with git diff --check.