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
+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()