- system.py runs app.Loop() on the script fiber; each UIUpdate is one CPythonApplication::Process(). Logo -> Login, popup ESC/click and app.Exit teardown (launcher cleared first, as in 40250 Main) work. - Image commands are base-texture quads with UVs (a .sub shares its parent texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect ported verbatim, so scale/rotation/rendering rect are drawn. - CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background). - port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui. - TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
85 lines
3.6 KiB
GDScript
85 lines
3.6 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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# 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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const LiveSmokeTest = preload("res://live_smoke_test.gd")
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const PackageRenderTest = preload("res://package_render_test.gd")
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const PlayableLiveTest = preload("res://playable_live_test.gd")
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const ForestMapRenderTest = preload("res://forest_map_render_test.gd")
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const NetTrace = preload("res://net_trace.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 AppFlow、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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# MT_TEST_MODE=python_ui:40250 system.py 的界面直接画在 Godot Canvas 上(PORT-PLAN 2V0-f),
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# Logo → 登录阶段,可用鼠标键盘操作;app.Exit() 退出进程。
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if OS.get_environment("MT_TEST_MODE") == "python_ui":
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AssetPack.ensure()
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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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var err: String = surface.run_app()
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if err != "":
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printerr("python_ui: " + err)
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get_tree().quit(1)
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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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# 打包 app 从 Finder/open 启动时没有 shell 环境;40250 服务器使用 classic
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# DH2/CTR 协议,因此默认固定到 classic,同时保留 MT_PROTOCOL 覆盖能力。
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if OS.get_environment("MT_PROTOCOL").is_empty():
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OS.set_environment("MT_PROTOCOL", "classic")
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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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# 主角 vid 生命周期取证(见 net_trace.gd):排在 AppFlow 之后,保证每帧
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# 在 client 派发完信号之后再读 main_vid。
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if af.client != null:
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var trace := NetTrace.new()
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trace.name = "NetTrace"
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add_child(trace)
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trace.setup(af.client)
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if OS.get_environment("MT_TEST_MODE") == "smoke":
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var smoke := LiveSmokeTest.new()
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smoke.name = "LiveSmokeTest"
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add_child(smoke)
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smoke.setup(af, af.client)
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if OS.get_environment("MT_TEST_MODE") == "playable":
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var playable := PlayableLiveTest.new()
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playable.name = "PlayableLiveTest"
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add_child(playable)
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playable.setup(af, af.client)
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