- Completed batch 4-f (Messenger, Guild, GuildMark), 4-g (PythonSystem, systemSetting), 4-h (PythonSoundManagerModule, MilesLib CSoundManager) - Ported UserInterface/Locale.cpp, EterLocale/Japanese.cpp, EterLib/PathStack, EterLib/NetDatagram* UDP suite - Modularized PythonApplication into Camera and Event handlers aligning with 40250 signatures - Completely removed extension/src/platform/pending/ directory - Logic layer reached 100.0% completion (3338/3338 functions, 0 TODO, 0 DIVERGENT) with empty port-map queue - Removed legacy AppFlow route and fallback from project/client_main.gd, switching main loop unconditionally to native port route - Verified 15/15 port.login_flow integration steps and 19/19 port_gate suites passing
68 lines
3.0 KiB
GDScript
68 lines
3.0 KiB
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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# 走 40250 原生 port 路径:40250 system.py 在内嵌解释器里跑,界面画在
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# python_ui_surface.gd、RenderGame 的 3D 绘制画在 python_3d_surface.gd。
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# 方向键/鼠标点地走动走 40250 原路径(2V3);app.Exit() 退出进程。
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# 资源目录由 AssetRoot 决定:40250 Client/pack 资源包。
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extends Node
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const PackageRenderTest = preload("res://package_render_test.gd")
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const ForestMapRenderTest = preload("res://forest_map_render_test.gd")
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func _ready() -> void:
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if OS.get_environment("MT_TEST_MODE") == "particle_exit":
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add_child(preload("res://particle_exit_test.gd").new())
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return
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# MT_TEST_MODE=render:包内离线渲染自检,不起 CPythonApplication、不连服务器。
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# 导出模板不接受 --script,这是导出包里唯一能跑离线渲染回归的入口。
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if OS.get_environment("MT_TEST_MODE") == "render":
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AssetPack.ensure()
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var t := PackageRenderTest.new()
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t.name = "PackageRenderTest"
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add_child(t)
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return
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# MT_TEST_MODE=python:在 app 进程里起内嵌解释器跑 system.py(PORT-PLAN 批次 2P step 4)。
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# 导出模板不接受 --script,这是在真机 APK/IPA 里跑这条检查的唯一入口。
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if OS.get_environment("MT_TEST_MODE") == "python":
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AssetPack.ensure()
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var fail: int = preload("res://python_host_check.gd").new().run()
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if fail == 0:
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print("PASS: python_host_check (app 进程内 system.py)")
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else:
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printerr("%d check(s) failed" % fail)
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get_tree().quit(1 if fail else 0)
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return
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if OS.get_environment("MT_TEST_MODE") == "forest_render":
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var forest := ForestMapRenderTest.new()
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forest.name = "ForestMapRenderTest"
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add_child(forest)
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return
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# 原生 port 路径:40250 system.py 的界面直接画在 Godot Canvas 上(PORT-PLAN 2V0-f),
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# Logo → 登录 → 选人 → 进游戏,RenderGame 的 3D 绘制由 python_3d_surface.gd 画出(2V2-e),
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# 方向键/鼠标点地走动走 40250 原路径(2V3);app.Exit() 退出进程。
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if OS.has_environment("MT_PORT_PATH") and OS.get_environment("MT_PORT_PATH") == "legacy":
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push_warning("[client] MT_PORT_PATH=legacy 已废弃并移除,40250 原生 port 路径已接管主循环")
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_start_port_route()
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# 启动 40250 原生 port 路径
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func _start_port_route() -> void:
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AssetPack.ensure()
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if not (ClassDB.class_exists("Metin2PythonHost") and AssetRoot.pack_ready()):
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printerr("[client] port 路由缺少 Metin2PythonHost 或 40250 Client/pack(%s)" % AssetRoot.client_path())
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get_tree().quit(1)
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return
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var surface: Control = preload("res://python_ui_surface.gd").new()
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surface.name = "PythonUISurface"
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add_child(surface)
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# The UI surface runs CPythonApplication::Process in its _process; the 3D surface reads that
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# frame's draws after it, so it comes second in the tree.
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var world: Node3D = preload("res://python_3d_surface.gd").new()
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world.name = "Python3DSurface"
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add_child(world)
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var err: String = surface.run_app()
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if err != "":
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printerr("port: " + err)
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get_tree().quit(1)
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