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
56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
// Property 文件(`.prb` Building / `.prt` Tree / `.pre` Effect / `.prd` DungeonBlock /
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// `.pra` Ambience)+ CRC 注册表。SHINSOO §5.6 / §9-W0 / BACKLOG E13。
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//
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// 文件格式(文本):
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// 行1: YPRT
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// 行2: <crc> 十进制 uint32
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// 行3+: <key>\t"<value>" (key 小写,value 去引号)
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//
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// AreaData 的 property_crc 指向这里的 crc。W0 只建 crc -> Property 索引,不做实例化。
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#pragma once
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#include <cstdint>
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#include <map>
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#include <string>
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#include <vector>
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namespace fmt {
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enum class PropertyType { Unknown, Tree, Building, Effect, Ambience, DungeonBlock };
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struct Property {
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uint32_t crc = 0;
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PropertyType type = PropertyType::Unknown;
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std::string name; // propertyname
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std::string type_str; // propertytype 原字符串
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std::map<std::string, std::string> kv; // 全部键值(含 buildingfile / treefile / ...)
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std::string source_path; // 来源文件(诊断用)
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std::string get(const std::string& key, const std::string& def = "") const;
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};
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PropertyType property_type_from_string(const std::string& s);
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bool parse_property(const std::string& text, Property& out, std::string* err);
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bool parse_property_file(const std::string& path, Property& out, std::string* err);
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// 扫一个目录树,收集所有 property 文件,按 crc 索引。
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struct PropertyRegistry {
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std::map<uint32_t, Property> by_crc;
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int files_scanned = 0;
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int parse_failed = 0;
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int crc_collisions = 0; // 同 crc 出现多次(保留第一个)
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std::vector<std::string> failed_paths;
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std::map<std::string, int> type_counts; // "Tree" -> N ...
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const Property* find(uint32_t crc) const;
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// root 通常是 `<assets>/Property`。递归找 *.prb/*.prt/*.pre/*.prd/*.pra(std::filesystem)。
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bool scan(const std::string& root, std::string* err);
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// 同上,但文件清单外部给(PCK 里没法 recursive_directory_iterator)。
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// rel_paths 里挑属性扩展名的,逐个 read_file(root + "/" + rel) 解析。
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bool scan_list(const std::string& root, const std::vector<std::string>& rel_paths,
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std::string* err);
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};
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} // namespace fmt
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