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
46 lines
1.6 KiB
Bash
Executable File
46 lines
1.6 KiB
Bash
Executable File
#!/usr/bin/env bash
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# 打包 macOS 完整客户端(登录 → 选人 → 进游戏)。
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#
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# ./build-macos-client.sh [debug|release]
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#
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# 产物:build/export/mtgodot-poc.app + 旁边一个 assets 符号链接(不进包,2.1G)。
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# 依赖:Godot 4.7.1 的 macOS 导出模板(editor 里 “管理导出模板” 装,或放
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# ~/Library/Application Support/Godot/export_templates/4.7.1.stable/macos.zip)。
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set -euo pipefail
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cd "$(dirname "$0")"
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REPO="$(pwd)"
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CFG="${1:-debug}"
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OUT="$REPO/build/export"
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APP="$OUT/mtgodot-poc.app"
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GODOT="${GODOT:-godot}"
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echo "== 1. GDExtension .dylib =="
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cmake --build build --target mtgodot -j8
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DYLIB="project/bin/libmtgodot.macos.template_${CFG}.dylib"
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if [ ! -f "$DYLIB" ]; then
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# CMake 目前只出 debug 名;release 就复用它
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cp -f project/bin/libmtgodot.macos.template_debug.dylib "$DYLIB"
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fi
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echo "== 2. 导出 =="
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mkdir -p "$OUT"
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if [ "$CFG" = release ]; then
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"$GODOT" --headless --path project --export-release macOS "$APP"
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else
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"$GODOT" --headless --path project --export-debug macOS "$APP"
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fi
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echo "== 3. 资源(不打进包)=="
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# .app 同级放一个 assets 链接;AssetRoot 会在 <.app 同级>/assets 找到它。
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ln -sfn "$REPO/assets" "$OUT/assets"
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ln -sfn "$REPO/bgm" "$OUT/bgm"
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echo "== 4. ad-hoc 签名(Apple Silicon 直跑)=="
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codesign --force --deep --sign - "$APP" 2>/dev/null || true
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xattr -dr com.apple.quarantine "$APP" 2>/dev/null || true
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echo
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echo "OK -> $APP"
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echo "跑: open '$APP' (用 $OUT/assets)"
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echo "或: MT_ASSETS='$REPO/assets' '$APP/Contents/MacOS/mtgodot-poc' (看控制台日志)"
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