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>
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+30
-32
@@ -1,18 +1,17 @@
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extends Control
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const TICKS_TIME_MAX = 100 # msec
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@onready var current_scene = null
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@onready var current_scene_int = null
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@onready var loader = null
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@onready var wait_frames = 1
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@onready var database = null
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@onready var loaded = false
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@onready var animation = Loading.get_node("AnimLoading")
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var _loading_path: String = ""
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func _ready():
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_loading_scene()
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@@ -21,60 +20,59 @@ func _initialize_loading_scene():
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animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
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func goto_scene(path):
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print("[global#goto_scene] : load scene "+String(path))
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loader = ResourceLoader.load_threaded_request(path)
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if loader == null:
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print("[global#goto_scene] : load scene " + str(path))
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var err = ResourceLoader.load_threaded_request(path)
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if err != OK:
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print("Error loading ....")
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return
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_loading_path = path
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Loading.show()
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animation.play("BorderAnim")
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set_process(true)
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current_scene.queue_free()
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wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(loader.get_stage_count())
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
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func _process(_delta):
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if loader == null:
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if _loading_path == "":
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set_process(false)
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return
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if wait_frames > 0:
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wait_frames -= 1
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var tick = Time.get_ticks_msec()
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# Use "TICKS_TIME_MAX" to control for how long we block this thread
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while Time.get_ticks_msec() < tick + TICKS_TIME_MAX:
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if loaded:
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var err = loader.poll()
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if err == ERR_FILE_EOF: # Finished loading.
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_set_new_scene()
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break
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elif err == OK:
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_update_progress()
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else:
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loader = null
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break
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if not loaded:
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return
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var progress := []
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var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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_update_progress(progress[0] if progress.size() > 0 else 0.0)
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ResourceLoader.THREAD_LOAD_LOADED:
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_set_new_scene()
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ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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print("Error loading ....")
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_loading_path = ""
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## PRIVATE
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func _initialize_current_scene():
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print("[global#_initialize_current_scene]")
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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get_node("/root/Loading").hide()
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func _update_progress():
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func _update_progress(value: float):
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(loader.get_stage())
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
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func _set_new_scene():
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var resource = loader.get_resource()
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loader = null
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var resource = ResourceLoader.load_threaded_get(_loading_path)
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_loading_path = ""
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current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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Loading.hide()
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