Replace godot_db_manager plugin with native DB, port lod plugin

godot_db_manager was incompatible with Godot 4 (used WindowDialog, Tabs,
PopupPanel which were all removed). Replace with a minimal Database.gd
that parses the same ahog.json format and exposes the same surface API
(get_table_by_name, get_data_at_row_idx, edit_data, save_db, etc.) used
by the M* model classes — no changes needed in MBase/MScene/MLevel/MSetting.

Also port the lod plugin: fix class_name syntax (Godot 4 uses @icon
separately from class_name extends) and Particles -> GPUParticles3D.

Rewrite Global.gd async scene loading: the convert-3to4 tool mapped
load_interactive -> load_threaded_request but those have different APIs
(stage count, poll vs. status enum). Reimplement using the new
load_threaded_get_status / load_threaded_get pair.

Clean project.godot: drop the old _global_script_classes table (Godot 4
uses inline class_name declarations), remove gddb_* autoloads, and
remove the godot_db_manager entry from editor_plugins.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Vaillant Jeremy
2026-05-16 19:21:09 +02:00
parent 01ea3af253
commit ec906117bb
73 changed files with 179 additions and 5071 deletions
+135 -34
View File
@@ -1,47 +1,148 @@
extends Node
func initialize():
var database_manager = load(gddb_constants.c_addon_main_path + "core/db_man.gd").new()
var db_id = database_manager.load_database(save_database_in())
check_invalid_type(db_id)
check_invalid_version(db_id)
return database_manager.get_db_by_id(db_id)
# Lightweight replacement for the godot_db_manager plugin (incompatible with
# Godot 4). Keeps the ahog.json format used by the rest of the project and
# exposes the same surface API the M* model classes expect:
#
# Global.database.get_table_by_name(name) -> Table
# Global.database.save_db()
# table.get_data_at_row_idx(row_id) -> [Cell, Cell, ...]
# table.edit_data(prop_id, row_id, value)
# table.m_rows_count
# table.get_data_by_prop_name_and_data(prop_name, value) -> Array
# table.get_dictionary_by_prop_name_and_data(prop_name, value) -> Array[Dict]
# cell.get_data() -> String
func check_invalid_type(db_id):
if db_id == gddb_types.e_db_invalid_file:
print("[Database#check_invalid_type] Error invalid database file !")
OS.set_exit_code(1)
class Cell:
var _value
func _init(value):
_value = value
func get_data():
return _value
func check_invalid_version(db_id):
if db_id == gddb_types.e_db_invalid_ver:
print("[Database#check_invalid_version] Error invalid database version !")
OS.set_exit_code(1)
class Table:
var name: String
var props: Array
var data: Array
var m_rows_count: int
func save_database_in():
func _init(table_dict: Dictionary):
name = table_dict["table_name"]
props = table_dict["props"]
data = table_dict["data"]
m_rows_count = data.size() / max(1, props.size())
func _col_count() -> int:
return props.size()
func _find_prop_idx(prop_name: String) -> int:
for i in range(props.size()):
if props[i]["name"] == prop_name:
return i
return -1
func get_data_at_row_idx(row_idx: int) -> Array:
var start = row_idx * _col_count()
var cells = []
for i in range(_col_count()):
cells.append(Cell.new(data[start + i]))
return cells
func edit_data(prop_id: int, row_id: int, value) -> void:
data[row_id * _col_count() + prop_id] = str(value)
func get_data_by_prop_name_and_data(prop_name: String, value) -> Array:
var prop_idx = _find_prop_idx(prop_name)
var matches = []
if prop_idx == -1:
return matches
for row in range(m_rows_count):
if data[row * _col_count() + prop_idx] == str(value):
matches.append(row)
return matches
func get_dictionary_by_prop_name_and_data(prop_name: String, value) -> Array:
var prop_idx = _find_prop_idx(prop_name)
var results = []
if prop_idx == -1:
return results
for row in range(m_rows_count):
if data[row * _col_count() + prop_idx] == str(value):
var d = {}
for i in range(_col_count()):
d[props[i]["name"]] = data[row * _col_count() + i]
results.append(d)
return results
func to_dict() -> Dictionary:
return {
"table_name": name,
"props": props,
"data": data,
}
class DB:
var version: String
var db_name: String
var tables: Dictionary = {}
var _path: String
func _init(path: String):
_path = path
var f = FileAccess.open(path, FileAccess.READ)
if f == null:
push_error("[Database] Cannot open " + path)
return
var raw = f.get_as_text()
f.close()
var doc = JSON.parse_string(raw)
if doc == null:
push_error("[Database] Invalid JSON in " + path)
return
version = doc.get("GDDB_ver", "")
db_name = doc.get("db_name", "")
for t in doc.get("tables", []):
var table = Table.new(t)
tables[table.name] = table
func get_table_by_name(name: String):
return tables.get(name)
func save_db() -> void:
var doc = {
"GDDB_ver": version,
"db_name": db_name,
"tables": [],
}
for tname in tables:
doc["tables"].append(tables[tname].to_dict())
var f = FileAccess.open(_path, FileAccess.WRITE)
if f == null:
push_error("[Database] Cannot write " + _path)
return
f.store_string(JSON.stringify(doc))
f.close()
func initialize() -> DB:
return DB.new(save_database_in())
func save_database_in() -> String:
if OS.get_name() == "Android":
copy_database()
return android_path()
else:
return normal_path()
return normal_path()
func android_path():
func android_path() -> String:
return "user://database.json"
func normal_path():
func normal_path() -> String:
return "res://db/ahog.json"
func copy_database():
var database_copy = File.new()
if !database_copy.file_exists(android_path()):
var database_file = File.new()
database_file.open(normal_path(), File.READ)
database_copy.open(android_path(), File.WRITE)
database_copy.store_string(database_file.get_as_text())
database_copy.close()
database_file.close()
func copy_database() -> void:
if FileAccess.file_exists(android_path()):
return
var src = FileAccess.open(normal_path(), FileAccess.READ)
var dst = FileAccess.open(android_path(), FileAccess.WRITE)
dst.store_string(src.get_as_text())
dst.close()
src.close()
+30 -32
View File
@@ -1,18 +1,17 @@
extends Control
const TICKS_TIME_MAX = 100 # msec
@onready var current_scene = null
@onready var current_scene_int = null
@onready var loader = null
@onready var wait_frames = 1
@onready var database = null
@onready var loaded = false
@onready var animation = Loading.get_node("AnimLoading")
var _loading_path: String = ""
func _ready():
database = load("res://scripts/Database.gd").new().initialize()
_initialize_current_scene()
_initialize_loading_scene()
@@ -21,60 +20,59 @@ func _initialize_loading_scene():
animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
func goto_scene(path):
print("[global#goto_scene] : load scene "+String(path))
loader = ResourceLoader.load_threaded_request(path)
if loader == null:
print("[global#goto_scene] : load scene " + str(path))
var err = ResourceLoader.load_threaded_request(path)
if err != OK:
print("Error loading ....")
return
_loading_path = path
Loading.show()
animation.play("BorderAnim")
set_process(true)
current_scene.queue_free()
wait_frames = 1
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(loader.get_stage_count())
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
func _process(_delta):
if loader == null:
if _loading_path == "":
set_process(false)
return
if wait_frames > 0:
wait_frames -= 1
var tick = Time.get_ticks_msec()
# Use "TICKS_TIME_MAX" to control for how long we block this thread
while Time.get_ticks_msec() < tick + TICKS_TIME_MAX:
if loaded:
var err = loader.poll()
if err == ERR_FILE_EOF: # Finished loading.
_set_new_scene()
break
elif err == OK:
_update_progress()
else:
loader = null
break
if not loaded:
return
var progress := []
var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
_update_progress(progress[0] if progress.size() > 0 else 0.0)
ResourceLoader.THREAD_LOAD_LOADED:
_set_new_scene()
ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
print("Error loading ....")
_loading_path = ""
## PRIVATE
func _initialize_current_scene():
print("[global#_initialize_current_scene]")
var root = get_tree().get_root()
current_scene = root.get_child(root.get_child_count() - 1)
if current_scene.name != "Main":
get_node("/root/Loading").hide()
func _update_progress():
func _update_progress(value: float):
Loading.visible = true
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(loader.get_stage())
Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
func _set_new_scene():
var resource = loader.get_resource()
loader = null
var resource = ResourceLoader.load_threaded_get(_loading_path)
_loading_path = ""
current_scene = resource.instantiate()
get_node("/root").add_child(current_scene)
Loading.hide()