M3: Asset pipeline — ContentPaths + ContentLoader + asset-test
Formalises Content/ access from the Godot host. Content lives at the repo root (sibling of Theriapolis.Godot/), not duplicated under res://, so the MonoGame branch and headless Tools keep reading from the same single source of truth. ContentPaths.cs: Static ContentRoot/DataDir/GfxDir resolved once via res:// walk-up and cached. Replaces two inline ResolveDataDir copies in SmokeTest and WorldMapView. ContentLoader.cs: LoadGfx(relativePath) -> ImageTexture, cached by relative path. Bypasses the res:// import pipeline because Content/ lives outside the project — fine for static pixel-art assets at native size, and the project default texture filter is already Nearest. Cache is per-process, never evicted (full atlas <1 MB). AssetTest.cs + Main.cs --asset-test flag: Smoke-tests the pipeline. Walks Content/Data and Content/Gfx, reports counts, attempts to load every PNG, prints per-subdir breakdown. Quits with non-zero on any failure. Verified post-refactor (--asset-test): 53 JSON files in Data, 50 PNG files in Gfx (8 tactical/deco + 42 tactical/surface), 50/50 loaded, 0 failures. Verified no regressions: --smoke-test (M1) still produces canonical FNV hashes. --world-map 12345 (M2) still produces 3 rivers / 91 roads / 226 settlements / 0 rails / 0 bridges. Scope note: plan mentioned "tile/NPC/CodexUI atlases — three separate themes". Only tactical/ exists in Content/Gfx today; NPC and CodexUI atlases never landed during MonoGame development. M3 ships what's actually present. ContentLoader.LoadGfx works for any future sub-directories without changes. Closes M3 of theriapolis-rpg-implementation-plan-godot-port.md. Next: M4 (tactical render). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,78 @@
|
||||
using Godot;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
|
||||
namespace Theriapolis.GodotHost.Platform;
|
||||
|
||||
/// <summary>
|
||||
/// M3 asset pipeline smoke test. Walks Content/Data and Content/Gfx,
|
||||
/// reports counts, and verifies every PNG under Gfx loads via
|
||||
/// ContentLoader. Exits non-zero on any failure.
|
||||
///
|
||||
/// Run with:
|
||||
/// godot --headless --path Theriapolis.Godot -- --asset-test
|
||||
/// </summary>
|
||||
public static class AssetTest
|
||||
{
|
||||
public static int Run()
|
||||
{
|
||||
GD.Print($"[asset-test] Content root: {ContentPaths.ContentRoot}");
|
||||
GD.Print($"[asset-test] Data dir: {ContentPaths.DataDir}");
|
||||
GD.Print($"[asset-test] Gfx dir: {ContentPaths.GfxDir}");
|
||||
|
||||
if (!Directory.Exists(ContentPaths.DataDir))
|
||||
{
|
||||
GD.PrintErr($"[asset-test] FAIL: Data directory missing");
|
||||
return 1;
|
||||
}
|
||||
if (!Directory.Exists(ContentPaths.GfxDir))
|
||||
{
|
||||
GD.PrintErr($"[asset-test] FAIL: Gfx directory missing");
|
||||
return 1;
|
||||
}
|
||||
|
||||
var jsonFiles = Directory.GetFiles(ContentPaths.DataDir, "*.json", SearchOption.AllDirectories);
|
||||
GD.Print($"[asset-test] Data: {jsonFiles.Length} JSON files");
|
||||
|
||||
var pngFiles = Directory.GetFiles(ContentPaths.GfxDir, "*.png", SearchOption.AllDirectories);
|
||||
GD.Print($"[asset-test] Gfx: {pngFiles.Length} PNG files");
|
||||
|
||||
int loaded = 0;
|
||||
int failed = 0;
|
||||
foreach (var absolute in pngFiles)
|
||||
{
|
||||
string relative = Path.GetRelativePath(ContentPaths.GfxDir, absolute)
|
||||
.Replace('\\', '/');
|
||||
var tex = ContentLoader.LoadGfx(relative);
|
||||
if (tex is null)
|
||||
{
|
||||
failed++;
|
||||
}
|
||||
else
|
||||
{
|
||||
loaded++;
|
||||
}
|
||||
}
|
||||
|
||||
GD.Print($"[asset-test] Loaded {loaded}/{pngFiles.Length} PNGs " +
|
||||
$"(cache size {ContentLoader.CacheCount}, failed {failed})");
|
||||
|
||||
if (failed > 0)
|
||||
{
|
||||
GD.PrintErr($"[asset-test] FAIL: {failed} texture(s) failed to load");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Also report the sub-tree breakdown, matching what M4 will care about
|
||||
var bySubdir = pngFiles
|
||||
.GroupBy(f => Path.GetRelativePath(ContentPaths.GfxDir, Path.GetDirectoryName(f)!)
|
||||
.Replace('\\', '/'))
|
||||
.OrderBy(g => g.Key);
|
||||
GD.Print($"[asset-test] PNG breakdown by sub-directory:");
|
||||
foreach (var g in bySubdir)
|
||||
GD.Print($"[asset-test] {g.Key,-24} {g.Count(),3} files");
|
||||
|
||||
GD.Print($"[asset-test] OK");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user