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ded049b61b
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@@ -1,105 +0,0 @@
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---
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name: godot-cli-test-runner
|
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description: Run Godot CLI commands for this project with emphasis on headless test execution, script runs, scene runs, and export/debug operations. Use when the user asks to run Godot tests or commands (for example “Godot 跑测试”, “执行 Godot 命令”, “检查 Godot 参数”), troubleshoot CLI failures, or request reusable terminal/CI command templates.
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---
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|
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# Godot CLI Test Runner
|
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|
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## Overview
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Use deterministic Godot CLI workflows for Windows terminal and CI-style execution. Prefer `--headless`, explicit `--path`, and `--log-file` for reproducible diagnostics.
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|
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## Quick Decision
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1. Parse-only check script syntax: `--headless --path . --script <file> --check-only`.
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2. If test logic depends on autoload singletons (for example `SceneManager`, `LocationManager`, `EventSystem`), do not use direct `--script` as primary validation; use scene/project context first.
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3. For isolated script tests without autoload dependencies, run `--headless --path . --script <file>`.
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4. Export build by using `--export-release` / `--export-debug` with an existing preset.
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5. Diagnose CLI behavior by adding `--verbose` and always writing `--log-file`.
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|
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## Workflow
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### 1. Resolve executable and project path
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1. Prefer `godot` from PATH.
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2. If not available, use explicit exe path (for this machine typically `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe` or `D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe`).
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3. Run from repository root and always pass `--path .` unless intentionally targeting another project.
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||||
|
||||
### 2. Preflight checks
|
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1. Confirm engine version: `godot --version`.
|
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2. Confirm options when needed: `godot --help`.
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3. Confirm project exists: ensure `project.godot` is present under `--path`.
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4. Read `project.godot` `[autoload]` and check whether the target test script references those singleton names.
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5. Prepare a log output path (for example `.godot/test_xxx.log`) and pass `--log-file`.
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|
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### 3. Execute task type
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1. Autoload-dependent validation (preferred when script references global singleton names):
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`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
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||||
2. Scene-specific validation:
|
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`godot --headless --path . --scene res://scenes/Maps/square.tscn --quit-after 90 --log-file .godot/smoke_square.log`
|
||||
3. Script test (only for isolated logic or known SceneTree tests):
|
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`godot --headless --path . --script tests/unit/test_xxx.gd --log-file .godot/test_xxx.log`
|
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4. Script syntax only:
|
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`godot --headless --path . --script tests/unit/test_xxx.gd --check-only --log-file .godot/check_xxx.log`
|
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5. Export:
|
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`godot --headless --path . --export-release "Web" web_assets/index.html --log-file .godot/export_web_release.log`
|
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|
||||
### 4. Capture and report results
|
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1. Report exit code, key stdout/stderr lines, and failed command.
|
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2. For failures, include one retry variant (for example add `--verbose`, switch explicit exe path, or switch from `--script` to `--scene` context).
|
||||
3. Keep output concise and actionable.
|
||||
4. If `--script` fails with missing singleton identifiers, mark it as context mismatch first, not business regression.
|
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|
||||
## Command Templates
|
||||
|
||||
### Windows (explicit exe)
|
||||
```powershell
|
||||
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64_console.exe" --headless --path . --log-file .godot\test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
|
||||
```
|
||||
|
||||
### Generic (PATH)
|
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```powershell
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godot --headless --path . --log-file .godot/test_websocket_close_code.log --script tests/unit/test_websocket_close_code.gd
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```
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|
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### With extra app args
|
||||
```powershell
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godot --headless --path . --log-file .godot/test_runner.log --script tests/unit/test_runner.gd -- --case websocket --timeout 30
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```
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|
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## Minimal Runnable Examples
|
||||
Run from repository root (`--path .`).
|
||||
|
||||
1. Run one scene-level smoke test (autoload-safe):
|
||||
```powershell
|
||||
godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log
|
||||
```
|
||||
|
||||
2. Run one test script (isolated logic):
|
||||
```powershell
|
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godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log
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```
|
||||
|
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3. Run one scene:
|
||||
```powershell
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godot --headless --path . --scene res://scenes/SomeScene.tscn --quit-after 90 --log-file .godot/smoke_scene.log
|
||||
```
|
||||
|
||||
4. Parse script only (syntax check):
|
||||
```powershell
|
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godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log
|
||||
```
|
||||
|
||||
If `godot` is not in PATH, replace `godot` with explicit exe call:
|
||||
```powershell
|
||||
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" <same arguments>
|
||||
```
|
||||
|
||||
## Option Summary Reference
|
||||
Use `references/godot-cli-commands.md` for categorized option summary and quick recipes based on `godot --help` output.
|
||||
|
||||
## Guardrails
|
||||
1. Prefer non-interactive commands.
|
||||
2. Prefer `--headless` for tests and scripts.
|
||||
3. For this environment, include `--log-file` for reproducible logs and to avoid console build logging issues.
|
||||
4. Avoid assuming GUT addon exists; check `addons/gut/gut_cmdline.gd` before using GUT command.
|
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5. Use `--check-only` when user requests parse/syntax validation only.
|
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6. For long-running runs, include `--quit-after` when appropriate.
|
||||
7. Do not classify missing autoload singleton errors in `--script` mode as product regressions until scene/project-context validation is also run.
|
||||
@@ -1,4 +0,0 @@
|
||||
interface:
|
||||
display_name: "Godot CLI Test Runner"
|
||||
short_description: "Run Godot tests and command-line workflows"
|
||||
default_prompt: "Use this skill to run Godot headless tests with autoload-aware strategy, check CLI options, and execute Godot commands with reproducible --log-file diagnostics."
|
||||
@@ -1,74 +0,0 @@
|
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# Godot CLI Commands Summary
|
||||
|
||||
This reference summarizes the provided `godot --help` output for fast command selection.
|
||||
|
||||
## 1. Core inspection
|
||||
- Help: `godot --help`
|
||||
- Version: `godot --version`
|
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- Verbose logs: `godot --verbose`
|
||||
- Quiet mode: `godot --quiet`
|
||||
|
||||
## 2. Project targeting and run mode
|
||||
- Point to project directory: `godot --path .`
|
||||
- Run specific scene: `godot --path . --scene res://scenes/MainScene.tscn`
|
||||
- Headless mode: `godot --headless --path . ...`
|
||||
- Quit quickly: `godot --path . --quit`
|
||||
- Quit after N frames: `godot --path . --quit-after 120`
|
||||
|
||||
## 3. Script execution and tests
|
||||
- Run script: `godot --headless --path . --script tests/unit/test_xxx.gd`
|
||||
- Parse-only script check: `godot --headless --path . --script tests/unit/test_xxx.gd --check-only`
|
||||
- Pass custom user args to script:
|
||||
`godot --headless --path . --script tests/unit/test_runner.gd -- --case websocket`
|
||||
- Autoload-safe smoke test (preferred when test uses singleton globals):
|
||||
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
|
||||
|
||||
## 4. Debug and diagnostics
|
||||
- Local debugger: `godot --debug --path .`
|
||||
- Remote debug: `godot --remote-debug tcp://127.0.0.1:6007 --path .`
|
||||
- Print FPS: `godot --path . --print-fps`
|
||||
- Log to file: `godot --path . --log-file logs/godot.log`
|
||||
- Disable VSync for profiling: `godot --path . --disable-vsync`
|
||||
|
||||
## 5. Display and runtime controls
|
||||
- Fullscreen: `godot --path . --fullscreen`
|
||||
- Windowed: `godot --path . --windowed`
|
||||
- Resolution: `godot --path . --resolution 1920x1080`
|
||||
- Max FPS: `godot --path . --max-fps 60`
|
||||
- Fixed FPS: `godot --path . --fixed-fps 60`
|
||||
- Time scale: `godot --path . --time-scale 0.5`
|
||||
|
||||
## 6. Export operations (editor build only)
|
||||
- Release export:
|
||||
`godot --path . --export-release "Web" build/web/index.html`
|
||||
- Debug export:
|
||||
`godot --path . --export-debug "Web" build/web/index.html`
|
||||
- Pack export:
|
||||
`godot --path . --export-pack "Web" build/web/game.pck`
|
||||
- Check preset syntax only:
|
||||
`godot --path . --export-debug "Web" --check-only`
|
||||
|
||||
## 7. Common quick recipes
|
||||
- Run a unit test script (isolated logic):
|
||||
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --log-file .godot/test_websocket_close_code.log`
|
||||
- Validate script syntax without running:
|
||||
`godot --headless --path . --script tests/unit/test_websocket_close_code.gd --check-only --log-file .godot/check_websocket.log`
|
||||
- Run game with verbose logs:
|
||||
`godot --verbose --path . --log-file .godot/main_verbose.log`
|
||||
- Run scene and auto-exit after startup checks:
|
||||
`godot --headless --path . --scene res://scenes/MainScene.tscn --quit-after 120 --log-file .godot/smoke_main.log`
|
||||
|
||||
## 8. Windows explicit executable pattern
|
||||
When `godot` is not in PATH, call the executable directly:
|
||||
|
||||
```powershell
|
||||
& "D:\technology\biancheng\Godot\Godot_v4.5.1-stable_win64.exe" --headless --path . --script tests/unit/test_websocket_close_code.gd
|
||||
```
|
||||
|
||||
## 9. Notes for AI execution
|
||||
- Prefer `--headless` for tests and scripts in terminal/CI.
|
||||
- Always include `--path .` for reproducibility.
|
||||
- Use `--check-only` for parse checks when execution is not needed.
|
||||
- If a script depends on autoload singleton names from `project.godot` (`SceneManager`, `LocationManager`, `EventSystem`, etc.), validate in scene/project context before concluding regression.
|
||||
- Prefer `--log-file` for reliable diagnostics and environment-specific logging issues.
|
||||
- Add `--verbose` when failure context is insufficient.
|
||||
3
.gitignore
vendored
@@ -56,6 +56,3 @@ coverage/
|
||||
# Dependency directories
|
||||
node_modules/
|
||||
vendor/
|
||||
|
||||
*.uid
|
||||
*.import
|
||||
@@ -6,7 +6,6 @@
|
||||
},
|
||||
"network": {
|
||||
"api_base_url": "https://whaletownend.xinghangee.icu",
|
||||
"location_ws_url": "wss://whaletownend.xinghangee.icu/game",
|
||||
"timeout": 30,
|
||||
"retry_count": 3
|
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},
|
||||
|
||||
@@ -58,14 +58,3 @@ const GRID_SNAP_REQUESTED = "grid_snap_requested"
|
||||
# 测试事件
|
||||
# ============================================================================
|
||||
const TEST_EVENT = "test_event"
|
||||
|
||||
# ============================================================================
|
||||
# 聊天事件
|
||||
# ============================================================================
|
||||
const CHAT_MESSAGE_SENT = "chat_message_sent"
|
||||
const CHAT_MESSAGE_RECEIVED = "chat_message_received"
|
||||
const CHAT_ERROR_OCCURRED = "chat_error_occurred"
|
||||
const CHAT_CONNECTION_STATE_CHANGED = "chat_connection_state_changed"
|
||||
const CHAT_POSITION_UPDATED = "chat_position_updated"
|
||||
const CHAT_LOGIN_SUCCESS = "chat_login_success"
|
||||
const CHAT_LOGIN_FAILED = "chat_login_failed"
|
||||
1
_Core/EventNames.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://qn0imbklx1m0
|
||||
1
_Core/ProjectPaths.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dybcuscku7tyl
|
||||
@@ -102,17 +102,15 @@ var _game_token: String = "" # @deprecated 使用 _access_token 替代
|
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# 初始化管理器
|
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func _init() -> void:
|
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_load_auth_data()
|
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_connect_network_signals()
|
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print("AuthManager 初始化完成")
|
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|
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# 清理资源
|
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func cleanup() -> void:
|
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func cleanup():
|
||||
# 取消所有活动的网络请求
|
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for request_id in active_request_ids:
|
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NetworkManager.cancel_request(request_id)
|
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active_request_ids.clear()
|
||||
|
||||
_disconnect_network_signals()
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|
||||
# ============ Token 管理 ============
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|
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# 保存 Token 到内存
|
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@@ -268,6 +266,7 @@ func get_refresh_token() -> String:
|
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func get_user_info() -> Dictionary:
|
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return _user_info
|
||||
|
||||
|
||||
# ============ 登录相关方法 ============
|
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|
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# 执行密码登录
|
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@@ -596,7 +595,7 @@ func validate_verification_code(code: String) -> Dictionary:
|
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# ============ 网络响应处理 ============
|
||||
|
||||
# 处理登录响应
|
||||
func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
|
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func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
_reset_login_state()
|
||||
|
||||
var result = ResponseHandler.handle_login_response(success, data, error_info)
|
||||
@@ -605,11 +604,9 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
|
||||
show_toast_message.emit(result.message, result.success)
|
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|
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if result.success:
|
||||
# 保存 Token 到内存和本地
|
||||
_save_tokens_to_memory(data)
|
||||
_save_tokens_to_local(data)
|
||||
|
||||
var username: String = _user_info.get("username", "")
|
||||
var username = ""
|
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if data.has("data") and data.data.has("user") and data.data.user.has("username"):
|
||||
username = data.data.user.username
|
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|
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# 延迟发送登录成功信号
|
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await Engine.get_main_loop().create_timer(1.0).timeout
|
||||
@@ -618,7 +615,7 @@ func _on_login_response(success: bool, data: Dictionary, error_info: Dictionary)
|
||||
login_failed.emit(result.message)
|
||||
|
||||
# 处理验证码登录响应
|
||||
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary) -> void:
|
||||
func _on_verification_login_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
_reset_login_state()
|
||||
|
||||
var result = ResponseHandler.handle_verification_code_login_response(success, data, error_info)
|
||||
@@ -627,11 +624,9 @@ func _on_verification_login_response(success: bool, data: Dictionary, error_info
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
|
||||
if result.success:
|
||||
# 保存 Token 到内存和本地
|
||||
_save_tokens_to_memory(data)
|
||||
_save_tokens_to_local(data)
|
||||
|
||||
var username: String = _user_info.get("username", "")
|
||||
var username = ""
|
||||
if data.has("data") and data.data.has("user") and data.data.user.has("username"):
|
||||
username = data.data.user.username
|
||||
|
||||
await Engine.get_main_loop().create_timer(1.0).timeout
|
||||
login_success.emit(username)
|
||||
@@ -678,7 +673,7 @@ func _on_send_login_code_response(success: bool, data: Dictionary, error_info: D
|
||||
func _on_forgot_password_response(success: bool, data: Dictionary, error_info: Dictionary):
|
||||
button_state_changed.emit("forgot_password_btn", false, "忘记密码")
|
||||
|
||||
var result = ResponseHandler.handle_forgot_password_response(success, data, error_info)
|
||||
var result = ResponseHandler.handle_send_login_code_response(success, data, error_info)
|
||||
|
||||
if result.should_show_toast:
|
||||
show_toast_message.emit(result.message, result.success)
|
||||
@@ -717,10 +712,10 @@ func _can_send_verification_code(email: String) -> bool:
|
||||
if not email_data.sent:
|
||||
return true
|
||||
|
||||
var current_timestamp: int = int(Time.get_unix_time_from_system())
|
||||
var sent_timestamp: int = int(email_data.get("time", 0))
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
return float(current_timestamp - sent_timestamp) >= code_cooldown
|
||||
return (current_timestamp - email_data.time) >= code_cooldown
|
||||
|
||||
# 获取剩余冷却时间
|
||||
func get_remaining_cooldown_time(email: String) -> int:
|
||||
@@ -728,15 +723,15 @@ func get_remaining_cooldown_time(email: String) -> int:
|
||||
return 0
|
||||
|
||||
var email_data = verification_codes_sent[email]
|
||||
var current_timestamp: int = int(Time.get_unix_time_from_system())
|
||||
var sent_timestamp: int = int(email_data.get("time", 0))
|
||||
var remaining: int = int(code_cooldown - float(current_timestamp - sent_timestamp))
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
return maxi(0, remaining)
|
||||
return int(code_cooldown - (current_timestamp - email_data.time))
|
||||
|
||||
# 记录验证码发送状态
|
||||
func _record_verification_code_sent(email: String):
|
||||
var current_timestamp: int = int(Time.get_unix_time_from_system())
|
||||
var current_time = Time.get_time_dict_from_system()
|
||||
var current_timestamp = current_time.hour * 3600 + current_time.minute * 60 + current_time.second
|
||||
|
||||
if not verification_codes_sent.has(email):
|
||||
verification_codes_sent[email] = {}
|
||||
@@ -761,30 +756,6 @@ func _has_sent_verification_code(email: String) -> bool:
|
||||
func _is_valid_identifier(identifier: String) -> bool:
|
||||
return StringUtils.is_valid_email(identifier) or _is_valid_phone(identifier)
|
||||
|
||||
# 连接/断开 NetworkManager 请求信号,用于回收 active_request_ids
|
||||
func _connect_network_signals() -> void:
|
||||
if not NetworkManager.request_completed.is_connected(_on_network_request_completed):
|
||||
NetworkManager.request_completed.connect(_on_network_request_completed)
|
||||
if not NetworkManager.request_failed.is_connected(_on_network_request_failed):
|
||||
NetworkManager.request_failed.connect(_on_network_request_failed)
|
||||
|
||||
func _disconnect_network_signals() -> void:
|
||||
if NetworkManager.request_completed.is_connected(_on_network_request_completed):
|
||||
NetworkManager.request_completed.disconnect(_on_network_request_completed)
|
||||
if NetworkManager.request_failed.is_connected(_on_network_request_failed):
|
||||
NetworkManager.request_failed.disconnect(_on_network_request_failed)
|
||||
|
||||
func _on_network_request_completed(request_id: String, _success: bool, _data: Dictionary) -> void:
|
||||
_remove_active_request_id(request_id)
|
||||
|
||||
func _on_network_request_failed(request_id: String, _error_type: String, _message: String) -> void:
|
||||
_remove_active_request_id(request_id)
|
||||
|
||||
func _remove_active_request_id(request_id: String) -> void:
|
||||
var index: int = active_request_ids.find(request_id)
|
||||
if index != -1:
|
||||
active_request_ids.remove_at(index)
|
||||
|
||||
# 验证手机号格式
|
||||
func _is_valid_phone(phone: String) -> bool:
|
||||
var regex = RegEx.new()
|
||||
|
||||
1
_Core/managers/AuthManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bpdyraefv0yta
|
||||
@@ -126,10 +126,6 @@ var _game_token: String = ""
|
||||
const SELF_ECHO_DEDUPE_WINDOW: float = 10.0
|
||||
var _pending_self_messages: Array[Dictionary] = []
|
||||
|
||||
# 空消息类型告警限频(避免日志刷屏)
|
||||
const EMPTY_MESSAGE_TYPE_WARNING_INTERVAL: float = 10.0
|
||||
var _last_empty_message_type_warning_at: float = -1000.0
|
||||
|
||||
# ============================================================================
|
||||
# 生命周期方法
|
||||
# ============================================================================
|
||||
@@ -493,22 +489,12 @@ func _on_data_received(message: String) -> void:
|
||||
push_error("ChatManager: JSON 解析失败")
|
||||
return
|
||||
|
||||
var data_variant: Variant = json.data
|
||||
if not (data_variant is Dictionary):
|
||||
push_warning("ChatManager: 收到非对象消息,已忽略")
|
||||
return
|
||||
var data: Dictionary = json.data
|
||||
|
||||
var data: Dictionary = data_variant
|
||||
|
||||
# 兼容不同后端字段命名:t / type
|
||||
var message_type: String = str(data.get("t", data.get("type", ""))).strip_edges()
|
||||
if message_type.is_empty():
|
||||
_warn_empty_message_type_limited(data)
|
||||
return
|
||||
# 检查消息类型字段
|
||||
var message_type: String = data.get("t", "")
|
||||
|
||||
match message_type:
|
||||
"connected":
|
||||
pass
|
||||
"login_success":
|
||||
_handle_login_success(data)
|
||||
"login_error":
|
||||
@@ -523,22 +509,9 @@ func _on_data_received(message: String) -> void:
|
||||
_handle_chat_render(data)
|
||||
"position_updated":
|
||||
_handle_position_updated(data)
|
||||
"error":
|
||||
_handle_error_response(data)
|
||||
_:
|
||||
push_warning("ChatManager: 未处理的消息类型 %s" % message_type)
|
||||
|
||||
func _warn_empty_message_type_limited(data: Dictionary) -> void:
|
||||
var now: float = Time.get_unix_time_from_system()
|
||||
if now - _last_empty_message_type_warning_at < EMPTY_MESSAGE_TYPE_WARNING_INTERVAL:
|
||||
return
|
||||
|
||||
_last_empty_message_type_warning_at = now
|
||||
var payload_preview: String = JSON.stringify(data)
|
||||
if payload_preview.length() > 180:
|
||||
payload_preview = payload_preview.substr(0, 180) + "..."
|
||||
push_warning("ChatManager: 收到未带消息类型的消息,已忽略 payload=%s" % payload_preview)
|
||||
|
||||
# 处理登录成功
|
||||
func _handle_login_success(data: Dictionary) -> void:
|
||||
_is_logged_in = true
|
||||
|
||||
1
_Core/managers/GameManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cd8fn73ysjxh8
|
||||
@@ -6,11 +6,7 @@ extends Node
|
||||
# 负责与后端 WebSocket 服务进行位置同步和多人会话管理
|
||||
#
|
||||
# 协议文档: new_docs/game_architecture_design.md
|
||||
# 后端地址默认值: wss://whaletownend.xinghangee.icu/game
|
||||
# 可通过以下方式覆盖:
|
||||
# 1) 环境变量 WHALETOWN_LOCATION_WS_URL
|
||||
# 2) Config/game_config.json 或 config/game_config.json 中的
|
||||
# network.location_ws_url / network.game_ws_url
|
||||
# 后端地址: wss://whaletownend.xinghangee.icu/location-broadcast
|
||||
# ============================================================================
|
||||
|
||||
signal connected_to_server()
|
||||
@@ -21,32 +17,23 @@ signal user_joined(data: Dictionary)
|
||||
signal user_left(data: Dictionary)
|
||||
signal position_updated(data: Dictionary)
|
||||
|
||||
const DEFAULT_WS_URL: String = "wss://whaletownend.xinghangee.icu/game"
|
||||
const WS_URL_ENV_KEY: String = "WHALETOWN_LOCATION_WS_URL"
|
||||
const WS_URL = "wss://whaletownend.xinghangee.icu/location-broadcast"
|
||||
const PING_INTERVAL = 25.0 # 秒
|
||||
|
||||
var _socket: WebSocketPeer
|
||||
var _connected: bool = false
|
||||
var _ping_timer: float = 0.0
|
||||
var _auth_token: String = ""
|
||||
var _connection_error_reported: bool = false
|
||||
var _is_connecting: bool = false
|
||||
var _ws_url: String = DEFAULT_WS_URL
|
||||
|
||||
func _ready():
|
||||
_socket = WebSocketPeer.new()
|
||||
process_mode = Node.PROCESS_MODE_ALWAYS # 保证暂停时也能处理网络
|
||||
_ws_url = _resolve_ws_url()
|
||||
|
||||
func _process(delta):
|
||||
_socket.poll()
|
||||
|
||||
var state = _socket.get_ready_state()
|
||||
|
||||
if state == WebSocketPeer.STATE_OPEN:
|
||||
_connection_error_reported = false
|
||||
_is_connecting = false
|
||||
|
||||
if not _connected:
|
||||
_on_connected()
|
||||
|
||||
@@ -64,71 +51,19 @@ func _process(delta):
|
||||
elif state == WebSocketPeer.STATE_CLOSED:
|
||||
if _connected:
|
||||
_on_disconnected()
|
||||
elif _is_connecting and not _connection_error_reported:
|
||||
var close_code := _socket.get_close_code()
|
||||
var close_reason := _socket.get_close_reason()
|
||||
push_warning(
|
||||
"LocationManager: WebSocket 握手失败,close_code=%d, reason=%s" % [close_code, close_reason]
|
||||
)
|
||||
connection_error.emit()
|
||||
_connection_error_reported = true
|
||||
_is_connecting = false
|
||||
|
||||
func connect_to_server():
|
||||
var state: WebSocketPeer.State = _socket.get_ready_state()
|
||||
if state == WebSocketPeer.STATE_OPEN or state == WebSocketPeer.STATE_CONNECTING:
|
||||
if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
|
||||
return
|
||||
|
||||
_connection_error_reported = false
|
||||
_is_connecting = true
|
||||
var err = _socket.connect_to_url(_ws_url)
|
||||
var err = _socket.connect_to_url(WS_URL)
|
||||
if err != OK:
|
||||
push_error("LocationManager: WebSocket 连接请求失败,url=%s, 错误码: %d" % [_ws_url, err])
|
||||
push_error("LocationManager: WebSocket 连接请求失败,错误码: %d" % err)
|
||||
connection_error.emit()
|
||||
_connection_error_reported = true
|
||||
_is_connecting = false
|
||||
else:
|
||||
# Godot WebSocket connect is non-blocking, wait for state change in _process
|
||||
pass
|
||||
|
||||
func _resolve_ws_url() -> String:
|
||||
var env_url: String = OS.get_environment(WS_URL_ENV_KEY).strip_edges()
|
||||
if not env_url.is_empty():
|
||||
return env_url
|
||||
|
||||
for config_path in ["res://Config/game_config.json", "res://config/game_config.json"]:
|
||||
var config_url: String = _load_ws_url_from_config(config_path)
|
||||
if not config_url.is_empty():
|
||||
return config_url
|
||||
|
||||
return DEFAULT_WS_URL
|
||||
|
||||
func _load_ws_url_from_config(config_path: String) -> String:
|
||||
if not FileAccess.file_exists(config_path):
|
||||
return ""
|
||||
|
||||
var content: String = FileAccess.get_file_as_string(config_path)
|
||||
if content.is_empty():
|
||||
return ""
|
||||
|
||||
var json := JSON.new()
|
||||
if json.parse(content) != OK:
|
||||
push_warning("LocationManager: 读取配置失败 %s - %s" % [config_path, json.get_error_message()])
|
||||
return ""
|
||||
|
||||
var data_variant: Variant = json.data
|
||||
if not (data_variant is Dictionary):
|
||||
return ""
|
||||
|
||||
var root: Dictionary = data_variant
|
||||
var network_variant: Variant = root.get("network", {})
|
||||
if not (network_variant is Dictionary):
|
||||
return ""
|
||||
|
||||
var network_config: Dictionary = network_variant
|
||||
var ws_url: String = str(network_config.get("location_ws_url", network_config.get("game_ws_url", ""))).strip_edges()
|
||||
return ws_url
|
||||
|
||||
func close_connection():
|
||||
_socket.close()
|
||||
|
||||
|
||||
1
_Core/managers/LocationManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://biyq426f66nkb
|
||||
1
_Core/managers/NetworkManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dr7v30wheetca
|
||||
1
_Core/managers/ResponseHandler.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://nseguk2ytiw6
|
||||
@@ -44,6 +44,12 @@ var _next_spawn_name: String = "" # 下一个场景的出生
|
||||
# 便于统一管理和修改场景路径
|
||||
var scene_paths: Dictionary = {
|
||||
"main": "res://scenes/MainScene.tscn", # 主场景 - 游戏入口
|
||||
"auth": "res://scenes/ui/LoginWindow.tscn", # 认证场景 - 登录窗口
|
||||
"game": "res://scenes/maps/game_scene.tscn", # 游戏场景 - 主要游戏内容
|
||||
"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统
|
||||
"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面
|
||||
"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面
|
||||
"settings": "res://scenes/ui/SettingsWindow.tscn", # 设置界面
|
||||
"square": "res://scenes/Maps/square.tscn", # 广场地图
|
||||
"room": "res://scenes/Maps/room.tscn", # 房间地图
|
||||
"fountain": "res://scenes/Maps/fountain.tscn", # 喷泉地图
|
||||
@@ -186,9 +192,9 @@ func set_next_spawn_name(spawn_name: String) -> void:
|
||||
# - 此方法会清除存储的名称,只能获取一次
|
||||
# - 如果未设置名称,返回空字符串
|
||||
func get_next_spawn_name() -> String:
|
||||
var spawn_name: String = _next_spawn_name
|
||||
var name = _next_spawn_name
|
||||
_next_spawn_name = ""
|
||||
return spawn_name
|
||||
return name
|
||||
|
||||
# ============ 场景注册方法 ============
|
||||
|
||||
|
||||
1
_Core/managers/SceneManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d3l286ti5gqhw
|
||||
1
_Core/managers/ToastManager.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://buk7d21cag262
|
||||
@@ -106,9 +106,6 @@ var _reconnect_timer: Timer = Timer.new()
|
||||
# 是否为正常关闭(非异常断开)
|
||||
var _clean_close: bool = true
|
||||
|
||||
# 当前 CLOSED 状态是否已经处理过(防止每帧重复处理 close 事件)
|
||||
var _closed_state_handled: bool = false
|
||||
|
||||
# 心跳定时器
|
||||
var _heartbeat_timer: Timer = Timer.new()
|
||||
|
||||
@@ -166,19 +163,13 @@ func _exit_tree() -> void:
|
||||
# ============================================================================
|
||||
|
||||
# 连接到游戏服务器
|
||||
func connect_to_game_server(is_reconnect_attempt: bool = false) -> void:
|
||||
func connect_to_game_server() -> void:
|
||||
if _connection_state == ConnectionState.CONNECTED or _connection_state == ConnectionState.CONNECTING:
|
||||
push_warning("已经在连接或已连接状态")
|
||||
return
|
||||
|
||||
if is_reconnect_attempt:
|
||||
_set_connection_state(ConnectionState.RECONNECTING)
|
||||
else:
|
||||
_set_connection_state(ConnectionState.CONNECTING)
|
||||
_clean_close = true
|
||||
_closed_state_handled = false
|
||||
# 仅在首次/手动连接时重置重连计数,重连流程保持累计尝试次数
|
||||
if not is_reconnect_attempt:
|
||||
_reconnect_attempt = 0
|
||||
|
||||
var err: Error = _websocket_peer.connect_to_url(WEBSOCKET_URL)
|
||||
@@ -304,40 +295,23 @@ func _check_websocket_state() -> void:
|
||||
|
||||
match state:
|
||||
WebSocketPeer.STATE_CONNECTING:
|
||||
_closed_state_handled = false
|
||||
|
||||
# 正在连接
|
||||
if _connection_state != ConnectionState.CONNECTING and _connection_state != ConnectionState.RECONNECTING:
|
||||
_set_connection_state(ConnectionState.CONNECTING)
|
||||
|
||||
WebSocketPeer.STATE_OPEN:
|
||||
_closed_state_handled = false
|
||||
|
||||
# 连接成功
|
||||
if _connection_state != ConnectionState.CONNECTED:
|
||||
_on_websocket_connected()
|
||||
|
||||
WebSocketPeer.STATE_CLOSING:
|
||||
_closed_state_handled = false
|
||||
|
||||
# 正在关闭
|
||||
pass
|
||||
|
||||
WebSocketPeer.STATE_CLOSED:
|
||||
if _closed_state_handled:
|
||||
return
|
||||
|
||||
_closed_state_handled = true
|
||||
|
||||
# 仅在连接生命周期中发生的关闭才触发关闭处理
|
||||
var should_handle_close: bool = (
|
||||
_connection_state == ConnectionState.CONNECTED
|
||||
or _connection_state == ConnectionState.CONNECTING
|
||||
or _connection_state == ConnectionState.RECONNECTING
|
||||
)
|
||||
if should_handle_close:
|
||||
var close_code: int = _websocket_peer.get_close_code()
|
||||
_on_websocket_closed(_is_clean_close_code(close_code))
|
||||
# 连接关闭
|
||||
var code: int = _websocket_peer.get_close_code()
|
||||
_on_websocket_closed(code != 0) # code=0 表示正常关闭
|
||||
|
||||
# WebSocket 连接成功处理
|
||||
func _on_websocket_connected() -> void:
|
||||
@@ -359,11 +333,6 @@ func _on_websocket_closed(clean_close: bool) -> void:
|
||||
else:
|
||||
_set_connection_state(ConnectionState.DISCONNECTED)
|
||||
|
||||
# 判断关闭码是否为干净关闭
|
||||
# Godot 中 close_code == -1 表示非干净关闭(异常断开)
|
||||
func _is_clean_close_code(close_code: int) -> bool:
|
||||
return close_code != -1
|
||||
|
||||
# ============================================================================
|
||||
# 内部方法 - 重连机制
|
||||
# ============================================================================
|
||||
@@ -406,7 +375,7 @@ func _calculate_reconnect_delay() -> float:
|
||||
# 重连定时器超时处理
|
||||
func _on_reconnect_timeout() -> void:
|
||||
_clean_close = false
|
||||
connect_to_game_server(true)
|
||||
connect_to_game_server()
|
||||
|
||||
# ============================================================================
|
||||
# 内部方法 - 心跳机制
|
||||
|
||||
1
_Core/systems/EventSystem.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bfheblucmti24
|
||||
1
_Core/systems/GridSystem.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dceqpffgti4jb
|
||||
1
_Core/utils/StringUtils.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bu8onmk6q8wic
|
||||
|
Before Width: | Height: | Size: 105 KiB |
40
assets/characters/npc_286_241.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://brko2ik6t6ib5"
|
||||
path="res://.godot/imported/npc_286_241.png-dfe6daef11d0f27f7902e69d6057828f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/characters/npc_286_241.png"
|
||||
dest_files=["res://.godot/imported/npc_286_241.png-dfe6daef11d0f27f7902e69d6057828f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
40
assets/characters/payer_44_30.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://krfed1r4qmnp"
|
||||
path="res://.godot/imported/payer_44_30.png-100395b4756c93dec9ce9baa5c5df0f3.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/characters/payer_44_30.png"
|
||||
dest_files=["res://.godot/imported/payer_44_30.png-100395b4756c93dec9ce9baa5c5df0f3.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
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compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
40
assets/sprites/environment/water.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://balpojbve2n4f"
|
||||
path="res://.godot/imported/water.png-28a245d0248e5e7513f6a266dcca901f.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/water.png"
|
||||
dest_files=["res://.godot/imported/water.png-28a245d0248e5e7513f6a266dcca901f.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
40
assets/sprites/environment/广场瓦片集.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://ignbtjvnp5k7"
|
||||
path="res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/广场瓦片集.png"
|
||||
dest_files=["res://.godot/imported/广场瓦片集.png-b224b40553b9f690e690f67a89e2b520.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
40
assets/sprites/environment/草地.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://dvsb51jintro"
|
||||
path="res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/environment/草地.png"
|
||||
dest_files=["res://.godot/imported/草地.png-2fa7f2346d7dc837788dd21e5693cec7.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 1000 KiB |
|
Before Width: | Height: | Size: 1.0 MiB |
|
Before Width: | Height: | Size: 902 KiB |
40
assets/ui/auth/bg_auth_scene.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bx17oy8lvaca4"
|
||||
path="res://.godot/imported/bg_auth_scene.png-818065fcc20397e855c75507c1313623.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/ui/auth/bg_auth_scene.png"
|
||||
dest_files=["res://.godot/imported/bg_auth_scene.png-818065fcc20397e855c75507c1313623.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
40
assets/ui/auth/login_frame_smart_transparent.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://de4q4s1gxivtf"
|
||||
path="res://.godot/imported/login_frame_smart_transparent.png-e5d0fd05b4713ddd3beae8223f2abb80.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/ui/auth/login_frame_smart_transparent.png"
|
||||
dest_files=["res://.godot/imported/login_frame_smart_transparent.png-e5d0fd05b4713ddd3beae8223f2abb80.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
Before Width: | Height: | Size: 992 KiB |
|
Before Width: | Height: | Size: 690 KiB |
|
Before Width: | Height: | Size: 206 KiB |
|
Before Width: | Height: | Size: 104 KiB |
|
Before Width: | Height: | Size: 198 KiB |
|
Before Width: | Height: | Size: 276 B |
|
Before Width: | Height: | Size: 281 B |
|
Before Width: | Height: | Size: 3.6 KiB |
40
assets/ui/datawhale_logo.png.import
Normal file
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://gr7vud1lee4m"
|
||||
path="res://.godot/imported/datawhale_logo.png-ddb5e2c04419eb84cfa8605bcbf64fbd.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/ui/datawhale_logo.png"
|
||||
dest_files=["res://.godot/imported/datawhale_logo.png-ddb5e2c04419eb84cfa8605bcbf64fbd.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
@@ -1,7 +0,0 @@
|
||||
[gd_resource type="Theme" load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="FontFile" uid="uid://ce7ujbeobblyr" path="res://assets/fonts/msyh.ttc" id="1_font"]
|
||||
|
||||
[resource]
|
||||
resource_local_to_scene = true
|
||||
default_font = ExtResource("1_font")
|
||||
13
claude.md
@@ -159,16 +159,3 @@ func _move(_delta: float) -> void:
|
||||
var dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
velocity = dir * move_speed
|
||||
move_and_slide()
|
||||
```
|
||||
## 10. 🔄 Plan Mode Protocol (MANDATORY)
|
||||
- **Planning Phase**:
|
||||
- Whenever using **Plan Mode** to outline a task, a TODO list MUST be outputted to `docs/ai_docs/plan/[feature_name].md`.
|
||||
- **Execution & Reporting**:
|
||||
- Every time a TODO item is completed, the corresponding `.md` document MUST be updated.
|
||||
- After updating the document, report to the user with the following:
|
||||
1. **Completed Items**: What was just finished.
|
||||
2. **User Acceptance Rules**: Instructions on how the user can test/verify the current progress.
|
||||
3. **Next Step**: The next TODO item to be tackled.
|
||||
- **Strict Confirmation**:
|
||||
- After reporting progress, **Claude MUST stop and wait**.
|
||||
- Do NOT proceed to the next TODO until the user has replied with confirmation/approval.
|
||||
@@ -3,6 +3,7 @@
|
||||
name="Web"
|
||||
platform="Web"
|
||||
runnable=true
|
||||
advanced_options=false
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
@@ -10,11 +11,6 @@ include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="web_assets/index.html"
|
||||
patches=PackedStringArray()
|
||||
patch_delta_encoding=false
|
||||
patch_delta_compression_level_zstd=19
|
||||
patch_delta_min_reduction=0.1
|
||||
patch_delta_include_filters="*"
|
||||
patch_delta_exclude_filters=""
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
seed=0
|
||||
@@ -44,6 +40,6 @@ progressive_web_app/orientation=0
|
||||
progressive_web_app/icon_144x144="uid://bwy5r7soxi76a"
|
||||
progressive_web_app/icon_180x180="uid://drpllpsjdiaex"
|
||||
progressive_web_app/icon_512x512="uid://dt817lem3dwee"
|
||||
progressive_web_app/background_color=Color(0.07450981, 0.28627452, 1, 1)
|
||||
progressive_web_app/background_color=Color(0.19215687, 0.42352942, 1, 1)
|
||||
threads/emscripten_pool_size=8
|
||||
threads/godot_pool_size=4
|
||||
|
||||
43
icon.svg.import
Normal file
@@ -0,0 +1,43 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://0h40lbuc63pp"
|
||||
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.svg"
|
||||
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=1.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
||||
@@ -8,15 +8,11 @@
|
||||
|
||||
config_version=5
|
||||
|
||||
[animation]
|
||||
|
||||
compatibility/default_parent_skeleton_in_mesh_instance_3d=true
|
||||
|
||||
[application]
|
||||
|
||||
config/name="whaleTown"
|
||||
run/main_scene="res://scenes/MainScene.tscn"
|
||||
config/features=PackedStringArray("4.6", "Forward Plus")
|
||||
config/features=PackedStringArray("4.5", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[autoload]
|
||||
@@ -26,8 +22,11 @@ SceneManager="*res://_Core/managers/SceneManager.gd"
|
||||
EventSystem="*res://_Core/systems/EventSystem.gd"
|
||||
NetworkManager="*res://_Core/managers/NetworkManager.gd"
|
||||
ResponseHandler="*res://_Core/managers/ResponseHandler.gd"
|
||||
<<<<<<< HEAD
|
||||
ChatManager="*res://_Core/managers/ChatManager.gd"
|
||||
LocationManager="*res://_Core/managers/LocationManager.gd"
|
||||
=======
|
||||
>>>>>>> main
|
||||
|
||||
[debug]
|
||||
|
||||
@@ -35,8 +34,13 @@ gdscript/warnings/treat_warnings_as_errors=false
|
||||
|
||||
[display]
|
||||
|
||||
<<<<<<< HEAD
|
||||
window/size/viewport_width=1920
|
||||
window/size/viewport_height=1440
|
||||
=======
|
||||
window/size/viewport_width=1376
|
||||
window/size/viewport_height=768
|
||||
>>>>>>> main
|
||||
window/size/mode=2
|
||||
window/stretch/mode="viewport"
|
||||
window/stretch/aspect="expand"
|
||||
|
||||
@@ -14,7 +14,6 @@ extends Control
|
||||
# 场景节点引用
|
||||
@onready var auth_scene: Control = $AuthScene
|
||||
@onready var main_game_ui: Control = $MainGameUI
|
||||
@onready var chat_ui: Control = %ChatUI
|
||||
@onready var user_label: Label = $MainGameUI/TopBar/HBoxContainer/UserLabel
|
||||
@onready var logout_button: Button = $MainGameUI/TopBar/HBoxContainer/LogoutButton
|
||||
|
||||
|
||||
1
scenes/MainScene.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://ghehm4srs0ho
|
||||
@@ -1,16 +1,13 @@
|
||||
[gd_scene load_steps=4 format=3 uid="uid://cjabtnqbdd2ey"]
|
||||
[gd_scene load_steps=3 format=3 uid="uid://cjabtnqbdd2ey"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://ghehm4srs0ho" path="res://scenes/MainScene.gd" id="1_script"]
|
||||
[ext_resource type="Script" path="res://scenes/MainScene.gd" id="1_script"]
|
||||
[ext_resource type="PackedScene" uid="uid://by7m8snb4xllf" path="res://scenes/ui/AuthScene.tscn" id="2_main"]
|
||||
[ext_resource type="PackedScene" uid="uid://bv7k2nan4xj8q" path="res://scenes/ui/ChatUI.tscn" id="3_chat_ui"]
|
||||
|
||||
[node name="Main" type="Control"]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_script")
|
||||
|
||||
[node name="AuthScene" parent="." instance=ExtResource("2_main")]
|
||||
@@ -22,15 +19,12 @@ layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="TopBar" type="Panel" parent="MainGameUI"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 10
|
||||
anchor_right = 1.0
|
||||
offset_bottom = 60.0
|
||||
grow_horizontal = 2
|
||||
|
||||
[node name="HBoxContainer" type="HBoxContainer" parent="MainGameUI/TopBar"]
|
||||
layout_mode = 1
|
||||
@@ -41,8 +35,6 @@ offset_left = 20.0
|
||||
offset_top = 10.0
|
||||
offset_right = -20.0
|
||||
offset_bottom = -10.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="UserLabel" type="Label" parent="MainGameUI/TopBar/HBoxContainer"]
|
||||
layout_mode = 2
|
||||
@@ -60,23 +52,19 @@ anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_top = 60.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="CenterContainer" type="CenterContainer" parent="MainGameUI/MainContent"]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="VBoxContainer" type="VBoxContainer" parent="MainGameUI/MainContent/CenterContainer"]
|
||||
layout_mode = 2
|
||||
|
||||
[node name="StatusPanel" type="Panel" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer"]
|
||||
custom_minimum_size = Vector2(400, 150)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(400, 150)
|
||||
|
||||
[node name="StatusContainer" type="MarginContainer" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel"]
|
||||
layout_mode = 1
|
||||
@@ -87,8 +75,6 @@ offset_left = 20.0
|
||||
offset_top = 20.0
|
||||
offset_right = -20.0
|
||||
offset_bottom = -20.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="StatusGrid" type="GridContainer" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/StatusPanel/StatusContainer"]
|
||||
layout_mode = 2
|
||||
@@ -115,24 +101,21 @@ layout_mode = 2
|
||||
columns = 2
|
||||
|
||||
[node name="ExploreButton" type="Button" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid"]
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
text = "🗺️ 探索小镇"
|
||||
|
||||
[node name="InventoryButton" type="Button" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid"]
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
text = "🎒 背包"
|
||||
|
||||
[node name="ShopButton" type="Button" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid"]
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
text = "🏪 商店"
|
||||
|
||||
[node name="FriendsButton" type="Button" parent="MainGameUI/MainContent/CenterContainer/VBoxContainer/GameMenuGrid"]
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
layout_mode = 2
|
||||
custom_minimum_size = Vector2(150, 50)
|
||||
text = "👥 好友"
|
||||
|
||||
[node name="ChatUI" parent="MainGameUI" instance=ExtResource("3_chat_ui")]
|
||||
layout_mode = 1
|
||||
|
||||
@@ -61,12 +61,8 @@ var _player_spawned: bool = false # Track if local player has been spawned
|
||||
var _local_player: Node = null # Reference to the local player node
|
||||
var _position_update_timer: float = 0.0 # Throttle timer for position updates
|
||||
var _current_session_id: String = "" # Cache session ID to avoid race condition on exit
|
||||
var _is_joining_session: bool = false
|
||||
const POSITION_UPDATE_INTERVAL: float = 0.125 # Send at most 8 times per second
|
||||
const PRIVATE_SCENES = ["room"] # List of scenes that should be private instances
|
||||
var _join_token_poll_interval: float = 0.5
|
||||
var _join_token_wait_timeout: float = 15.0
|
||||
var _join_player_wait_timeout_frames: int = 300
|
||||
|
||||
func _on_session_joined(data: Dictionary):
|
||||
# 对账远程玩家列表,使用 position.mapId 过滤
|
||||
@@ -203,52 +199,27 @@ func _update_remote_player_position(user: Dictionary):
|
||||
player.update_position(Vector2(pos.x, pos.y))
|
||||
|
||||
func _join_session_with_player(session_id: String):
|
||||
if _is_joining_session:
|
||||
# 检查是否有Token,如果没有则等待
|
||||
if LocationManager._auth_token == "":
|
||||
# 轮询等待Token就绪 (简单重试机制)
|
||||
await get_tree().create_timer(0.5).timeout
|
||||
_join_session_with_player(session_id)
|
||||
return
|
||||
|
||||
_is_joining_session = true
|
||||
|
||||
# 检查是否有 Token,没有则轮询等待(带超时)
|
||||
var token_wait_elapsed: float = 0.0
|
||||
while LocationManager._auth_token == "":
|
||||
if not is_inside_tree():
|
||||
_is_joining_session = false
|
||||
return
|
||||
if token_wait_elapsed >= _join_token_wait_timeout:
|
||||
push_warning("BaseLevel: 等待认证 Token 超时,取消加入会话 %s" % session_id)
|
||||
_is_joining_session = false
|
||||
return
|
||||
await get_tree().create_timer(_join_token_poll_interval).timeout
|
||||
token_wait_elapsed += _join_token_poll_interval
|
||||
|
||||
# 等待玩家生成完毕(带帧数上限)
|
||||
var wait_frames: int = 0
|
||||
while not _player_spawned or not _local_player:
|
||||
if not is_inside_tree():
|
||||
_is_joining_session = false
|
||||
return
|
||||
if wait_frames >= _join_player_wait_timeout_frames:
|
||||
push_warning("BaseLevel: 等待本地玩家就绪超时,取消加入会话 %s" % session_id)
|
||||
_is_joining_session = false
|
||||
return
|
||||
# 等待玩家生成完毕
|
||||
if not _player_spawned or not _local_player:
|
||||
await get_tree().process_frame
|
||||
wait_frames += 1
|
||||
|
||||
if not is_instance_valid(_local_player):
|
||||
push_warning("BaseLevel: 本地玩家无效,取消加入会话 %s" % session_id)
|
||||
_is_joining_session = false
|
||||
_join_session_with_player(session_id)
|
||||
return
|
||||
|
||||
var pos = _local_player.global_position
|
||||
var pos = _local_player.global_position if is_instance_valid(_local_player) else Vector2.ZERO
|
||||
|
||||
LocationManager.join_session(session_id, pos)
|
||||
|
||||
# 进入会话后立即同步一次位置
|
||||
await get_tree().create_timer(0.1).timeout
|
||||
if is_inside_tree():
|
||||
LocationManager.send_position_update(session_id, pos)
|
||||
|
||||
_is_joining_session = false
|
||||
|
||||
func _process(delta):
|
||||
# 发送位置更新 (节流机制)
|
||||
if not _player_spawned or not _local_player:
|
||||
|
||||