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
24 lines
954 B
Bash
Executable File
24 lines
954 B
Bash
Executable File
#!/usr/bin/env bash
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# Build the mtgodot GDExtension into project/bin/. macOS only (Phase 1).
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set -euo pipefail
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cd "$(dirname "$0")"
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CONFIG="${1:-Debug}" # Debug | Release
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JOBS="${JOBS:-$(sysctl -n hw.ncpu)}"
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# godot-cpp + the vendored deps (zstd, libsodium-cmake and its nested libsodium)
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# are submodules — recurse. miniLZO is vendored in-tree, nothing to fetch.
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if [ ! -f extension/godot-cpp/CMakeLists.txt ] \
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|| [ ! -f extension/third_party/zstd/build/cmake/CMakeLists.txt ] \
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|| [ ! -f extension/third_party/libsodium-cmake/libsodium/src/libsodium/include/sodium.h ]; then
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echo "submodules missing — fetching (git submodule update --init --recursive)…" >&2
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git submodule update --init --recursive
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fi
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cmake -S . -B build -DCMAKE_BUILD_TYPE="$CONFIG"
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cmake --build build --config "$CONFIG" -j "$JOBS"
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echo
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echo "Built libs in project/bin/:"
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ls -la project/bin/*.dylib 2>/dev/null || echo " (none — check build output above)"
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