Captures the uncommitted parallel-development work (increments 46-49) on the
40250 classic client port, folded into docs/CLIENT-GAP.md + CLIENT-GAP-FIX.md.
Increment 49 (W0 interface-freeze batch, Phase 1 prerequisite) lands the
cross-workflow shared-file scaffolding so the 4 Phase 1 workflows can run in
isolated worktrees without contention:
- entity_store.{h,cpp}: Entity gains empire/affect_flags/owner_vid/state_flags;
new mut_spawn_full() (single-shot two-packet merge, §2.3), mut_ownership()
(§2.5), mut_map_bgm() + take_bgm_dirty()/bgm_name()/bgm_volume() (§9.1),
drain_dirty() (§2.1/§2.5 bare-field-update queue); mut_char_info() now stores
empire; reset_for_map_change() clears m_dirty.
- m2_client.cpp: new bgm_changed(name, volume) signal; classic + m2dev pump
loops drain drain_dirty() -> entity_info and take_bgm_dirty() -> bgm_changed;
entity_dict() exposes the 4 new keys.
- classic/classic_parser.{h,cpp}: GC_MAIN_CHARACTER3_BGM /
GC_MAIN_CHARACTER4_BGM_VOL route bgm_name/bgm_volume to mut_map_bgm() (was
discarded); new m_pending_actor staging map (W1 fills §2.2 merge logic).
- project/bgm_director.gd (new) + game_scene.gd: BGM consumption split out of
net_world.gd so W2/W4 don't collide; §8.6/§4.8 keybind convergence (digits
1-4 -> quickslots 0-3, F1-F4 -> quickslots 4-7, Ctrl+1..9 -> _emote()).
Tests: cmake --build build clean; ctest 16/16; 15 GDScript regressions green
(netbridge, gamescene, netplay, p9, p10, p2b, p8, system_menu_ui, skill,
combat_fx, skill_fx, player_motion, char_status_ui, chat, inventory), no skips.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
144 lines
4.4 KiB
GDScript
144 lines
4.4 KiB
GDScript
# FriendUI (P8) —— 好友 / 私聊名单窗(M 键)。
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#
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# var fu := preload("res://ui/friend_ui.gd").new()
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# add_child(fu)
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# fu.setup(m2client, canvas_parent)
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# fu.toggle() # M 键
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#
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# 每行 = 在线点 + 名字 + [删除]。底部输入框 + [添加好友]。
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# `friends_changed` 刷新。双击某行 → emit `whisper_to(name)`(chat_ui 可接)。
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extends Node
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signal whisper_to(name: String)
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var client: Node
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var _root: Control
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var _list: VBoxContainer
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var _name_edit: LineEdit
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var _invite_dialog: ConfirmationDialog
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var _pending_invite := ""
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func setup(m2client: Node, parent: Node) -> void:
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client = m2client
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_build(parent)
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if client.has_signal("friends_changed"):
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client.friends_changed.connect(refresh)
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if client.has_signal("friend_invite_ask"):
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client.friend_invite_ask.connect(_on_friend_invite)
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func is_open() -> bool:
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return _root != null and _root.visible
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func close() -> void:
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if _root:
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_root.visible = false
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func toggle() -> void:
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_root.visible = not _root.visible
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if _root.visible:
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refresh()
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func refresh() -> void:
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if not is_open() or client == null:
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return
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for c in _list.get_children():
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c.queue_free()
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var friends: Array = client.get_friends()
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if friends.is_empty():
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var e := Label.new()
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e.text = "(好友列表为空)"
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e.add_theme_font_size_override("font_size", 11)
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_list.add_child(e)
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return
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for f in friends:
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_list.add_child(_row(f))
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func _row(f: Dictionary) -> Control:
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var row := HBoxContainer.new()
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row.custom_minimum_size = Vector2(260, 0)
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var dot := Label.new()
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dot.text = "●"
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dot.modulate = Color(0.4, 0.9, 0.4) if f.get("online", false) else Color(0.4, 0.4, 0.4)
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row.add_child(dot)
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var nm := Button.new()
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nm.text = String(f.get("name", "?"))
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nm.flat = true
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nm.custom_minimum_size = Vector2(150, 0)
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nm.pressed.connect(func() -> void: whisper_to.emit(String(f.get("name", ""))))
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row.add_child(nm)
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if f.get("mobile", false):
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var mobile := Label.new()
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mobile.text = "手机"
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mobile.modulate = Color(0.45, 0.8, 1.0)
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mobile.add_theme_font_size_override("font_size", 10)
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row.add_child(mobile)
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var del := Button.new()
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del.text = "×"
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del.pressed.connect(func() -> void: client.remove_friend(String(f.get("name", ""))))
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row.add_child(del)
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return row
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func _on_add() -> void:
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var nm := _name_edit.text.strip_edges()
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if nm != "":
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client.add_friend(nm)
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_name_edit.clear()
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func _on_friend_invite(name: String) -> void:
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if client == null or name.strip_edges() == "":
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return
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_pending_invite = name
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_invite_dialog.dialog_text = "接受“%s”的好友请求?" % name
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_invite_dialog.popup_centered()
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func _answer_invite(accept: bool) -> void:
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var name := _pending_invite
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_pending_invite = ""
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if name != "" and client != null and client.has_method("friend_answer"):
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client.friend_answer(name, accept)
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func _build(parent: Node) -> void:
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_root = Control.new()
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_root.set_anchors_preset(Control.PRESET_CENTER)
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_root.position = Vector2(-150, -180)
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_root.size = Vector2(300, 360)
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_root.visible = false
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_root.set_meta("is_titlebar", true)
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parent.add_child(_root)
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var panel := Panel.new()
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panel.set_anchors_preset(Control.PRESET_FULL_RECT)
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0.07, 0.08, 0.1, 0.96)
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sb.set_corner_radius_all(4)
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panel.add_theme_stylebox_override("panel", sb)
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_root.add_child(panel)
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var title := Label.new()
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title.text = "好友"
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title.position = Vector2(12, 8)
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_root.add_child(title)
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_list = VBoxContainer.new()
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_list.position = Vector2(12, 34)
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_list.add_theme_constant_override("separation", 3)
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_root.add_child(_list)
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var bottom := HBoxContainer.new()
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bottom.position = Vector2(12, 320)
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bottom.custom_minimum_size = Vector2(276, 0)
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_root.add_child(bottom)
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_name_edit = LineEdit.new()
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_name_edit.placeholder_text = "角色名"
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_name_edit.custom_minimum_size = Vector2(190, 0)
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bottom.add_child(_name_edit)
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var add_btn := Button.new()
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add_btn.text = "添加"
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add_btn.pressed.connect(_on_add)
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bottom.add_child(add_btn)
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_invite_dialog = ConfirmationDialog.new()
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_invite_dialog.title = "好友请求"
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_invite_dialog.ok_button_text = "接受"
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_invite_dialog.cancel_button_text = "拒绝"
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_invite_dialog.confirmed.connect(func() -> void: _answer_invite(true))
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_invite_dialog.canceled.connect(func() -> void: _answer_invite(false))
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# Keep the dialog outside the toggleable friend panel: requests must still
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# be visible when the friend list window itself is closed.
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parent.add_child(_invite_dialog)
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