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:
@@ -1,4 +1,5 @@
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using Godot;
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using Godot;
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using Theriapolis.GodotHost.Platform;
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using Theriapolis.GodotHost.Rendering;
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using Theriapolis.GodotHost.Rendering;
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namespace Theriapolis.GodotHost;
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namespace Theriapolis.GodotHost;
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@@ -18,6 +19,7 @@ public partial class Main : Node
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ulong? smokeTestSeed = null;
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ulong? smokeTestSeed = null;
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ulong? worldMapSeed = null;
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ulong? worldMapSeed = null;
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bool runAssetTest = false;
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for (int i = 0; i < args.Length; i++)
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for (int i = 0; i < args.Length; i++)
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{
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{
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if (args[i] == "--smoke-test")
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if (args[i] == "--smoke-test")
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@@ -28,6 +30,11 @@ public partial class Main : Node
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smokeTestSeed = seed;
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smokeTestSeed = seed;
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break;
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break;
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}
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}
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if (args[i] == "--asset-test")
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{
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runAssetTest = true;
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break;
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}
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if (args[i] == "--world-map")
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if (args[i] == "--world-map")
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{
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{
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ulong seed = 12345UL;
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ulong seed = 12345UL;
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@@ -45,6 +52,13 @@ public partial class Main : Node
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return;
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return;
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}
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}
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if (runAssetTest)
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{
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int code = AssetTest.Run();
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GetTree().Quit(code);
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return;
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}
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if (worldMapSeed.HasValue)
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if (worldMapSeed.HasValue)
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{
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{
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// Replace the M0 hello-world children with the M2 world-map view.
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// Replace the M0 hello-world children with the M2 world-map view.
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@@ -0,0 +1,78 @@
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using Godot;
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using System.IO;
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using System.Linq;
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namespace Theriapolis.GodotHost.Platform;
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/// <summary>
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/// M3 asset pipeline smoke test. Walks Content/Data and Content/Gfx,
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/// reports counts, and verifies every PNG under Gfx loads via
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/// ContentLoader. Exits non-zero on any failure.
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///
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/// Run with:
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/// godot --headless --path Theriapolis.Godot -- --asset-test
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/// </summary>
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public static class AssetTest
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{
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public static int Run()
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{
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GD.Print($"[asset-test] Content root: {ContentPaths.ContentRoot}");
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GD.Print($"[asset-test] Data dir: {ContentPaths.DataDir}");
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GD.Print($"[asset-test] Gfx dir: {ContentPaths.GfxDir}");
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if (!Directory.Exists(ContentPaths.DataDir))
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{
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GD.PrintErr($"[asset-test] FAIL: Data directory missing");
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return 1;
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}
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if (!Directory.Exists(ContentPaths.GfxDir))
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{
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GD.PrintErr($"[asset-test] FAIL: Gfx directory missing");
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return 1;
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}
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var jsonFiles = Directory.GetFiles(ContentPaths.DataDir, "*.json", SearchOption.AllDirectories);
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GD.Print($"[asset-test] Data: {jsonFiles.Length} JSON files");
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var pngFiles = Directory.GetFiles(ContentPaths.GfxDir, "*.png", SearchOption.AllDirectories);
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GD.Print($"[asset-test] Gfx: {pngFiles.Length} PNG files");
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int loaded = 0;
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int failed = 0;
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foreach (var absolute in pngFiles)
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{
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string relative = Path.GetRelativePath(ContentPaths.GfxDir, absolute)
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.Replace('\\', '/');
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var tex = ContentLoader.LoadGfx(relative);
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if (tex is null)
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{
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failed++;
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}
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else
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{
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loaded++;
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}
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}
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GD.Print($"[asset-test] Loaded {loaded}/{pngFiles.Length} PNGs " +
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$"(cache size {ContentLoader.CacheCount}, failed {failed})");
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if (failed > 0)
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{
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GD.PrintErr($"[asset-test] FAIL: {failed} texture(s) failed to load");
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return 1;
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}
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// Also report the sub-tree breakdown, matching what M4 will care about
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var bySubdir = pngFiles
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.GroupBy(f => Path.GetRelativePath(ContentPaths.GfxDir, Path.GetDirectoryName(f)!)
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.Replace('\\', '/'))
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.OrderBy(g => g.Key);
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GD.Print($"[asset-test] PNG breakdown by sub-directory:");
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foreach (var g in bySubdir)
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GD.Print($"[asset-test] {g.Key,-24} {g.Count(),3} files");
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GD.Print($"[asset-test] OK");
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return 0;
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}
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}
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@@ -0,0 +1,55 @@
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using Godot;
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using System.Collections.Generic;
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using System.IO;
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namespace Theriapolis.GodotHost.Platform;
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/// <summary>
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/// Loads PNGs from Content/Gfx as Godot ImageTextures and caches them by
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/// relative path. Texture filter is set to Nearest (project default for
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/// pixel art).
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///
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/// This bypasses Godot's res:// import pipeline because Content/ lives
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/// outside the project — but for static pixel-art assets at native size
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/// the import pipeline doesn't add anything we need.
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///
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/// Tactical-view tile rendering (M4) will hit this from chunk streamers,
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/// so the cache is per-process and never evicted; the full atlas
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/// (~50 PNGs at 32x32) is well under 1 MB.
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/// </summary>
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public static class ContentLoader
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{
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private static readonly Dictionary<string, ImageTexture> _cache = new();
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/// <summary>
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/// Loads a PNG from <c>Content/Gfx/<relativePath></c>. Returns
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/// null and logs an error if the file is missing or unreadable.
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/// </summary>
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public static ImageTexture? LoadGfx(string relativePath)
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{
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if (_cache.TryGetValue(relativePath, out var cached)) return cached;
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string absolute = Path.Combine(ContentPaths.GfxDir, relativePath);
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if (!File.Exists(absolute))
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{
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GD.PrintErr($"[ContentLoader] Missing texture: {absolute}");
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return null;
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}
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var image = Image.LoadFromFile(absolute);
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if (image is null)
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{
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GD.PrintErr($"[ContentLoader] Image.LoadFromFile failed: {absolute}");
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return null;
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}
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var tex = ImageTexture.CreateFromImage(image);
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_cache[relativePath] = tex;
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return tex;
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}
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public static int CacheCount => _cache.Count;
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/// <summary>Drops every cached texture. Useful for hot-reload tests.</summary>
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public static void ClearCache() => _cache.Clear();
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}
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@@ -0,0 +1,46 @@
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using Godot;
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using System.IO;
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namespace Theriapolis.GodotHost.Platform;
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/// <summary>
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/// Single source of truth for resolving the project's Content/ directory.
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/// Content lives at the repository root (sibling to Theriapolis.Godot/),
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/// not inside res://. This avoids duplicating gigabytes of game data, and
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/// keeps the same Content/Data and Content/Gfx tree the MonoGame branch
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/// and headless Tools all read from.
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///
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/// Resolution walks up from res:// looking for Content/Data; once found,
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/// the parent of Data is the Content root, used for Gfx too. Cached after
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/// first hit so repeated calls are cheap.
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/// </summary>
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public static class ContentPaths
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{
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private static string? _cachedContentRoot;
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public static string ContentRoot => _cachedContentRoot ??= ResolveContentRoot();
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public static string DataDir => Path.Combine(ContentRoot, "Data");
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public static string GfxDir => Path.Combine(ContentRoot, "Gfx");
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private static string ResolveContentRoot()
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{
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// Try res://../Content first — the canonical layout.
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string fromRes = ProjectSettings.GlobalizePath("res://../Content");
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if (Directory.Exists(Path.Combine(fromRes, "Data"))) return fromRes;
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// Walk up further in case Theriapolis.Godot is nested deeper.
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string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
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for (int i = 0; i < 6; i++)
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{
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if (string.IsNullOrEmpty(dir)) break;
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string candidate = Path.Combine(dir, "Content");
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if (Directory.Exists(Path.Combine(candidate, "Data"))) return candidate;
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dir = Path.GetDirectoryName(dir);
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}
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// Last resort — return the canonical path even if it doesn't exist;
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// callers that care will fail with a useful error.
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GD.PushWarning($"[ContentPaths] Content root not found; using {fromRes}");
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return fromRes;
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}
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}
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@@ -6,6 +6,7 @@ using Theriapolis.Core.Util;
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using Theriapolis.Core.World;
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using Theriapolis.Core.World;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.Core.World.Polylines;
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using Theriapolis.Core.World.Polylines;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost.Rendering;
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namespace Theriapolis.GodotHost.Rendering;
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@@ -53,7 +54,7 @@ public partial class WorldMapView : Node2D
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public override void _Ready()
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public override void _Ready()
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{
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{
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string dataDir = ResolveDataDir();
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string dataDir = ContentPaths.DataDir;
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if (!Directory.Exists(dataDir))
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if (!Directory.Exists(dataDir))
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{
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{
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GD.PrintErr($"[world-map] Data directory not found: {dataDir}");
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GD.PrintErr($"[world-map] Data directory not found: {dataDir}");
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@@ -285,22 +286,6 @@ public partial class WorldMapView : Node2D
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_ => BiomeId.TemperateGrassland,
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_ => BiomeId.TemperateGrassland,
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};
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};
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private static string ResolveDataDir()
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{
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string fromRes = ProjectSettings.GlobalizePath("res://../Content/Data");
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if (Directory.Exists(fromRes)) return fromRes;
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string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
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for (int i = 0; i < 6; i++)
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{
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if (string.IsNullOrEmpty(dir)) break;
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string candidate = Path.Combine(dir, "Content", "Data");
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if (Directory.Exists(candidate)) return candidate;
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dir = Path.GetDirectoryName(dir);
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}
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return fromRes;
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}
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}
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}
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/// <summary>
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/// <summary>
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@@ -2,6 +2,7 @@ using Godot;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.Core.World.Generation;
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using Theriapolis.GodotHost.Platform;
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namespace Theriapolis.GodotHost;
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namespace Theriapolis.GodotHost;
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@@ -15,7 +16,7 @@ public static class SmokeTest
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{
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{
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public static int Run(ulong seed)
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public static int Run(ulong seed)
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{
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{
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string dataDir = ResolveDataDir();
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string dataDir = ContentPaths.DataDir;
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if (!Directory.Exists(dataDir))
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if (!Directory.Exists(dataDir))
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{
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{
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GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
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GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
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@@ -39,21 +40,4 @@ public static class SmokeTest
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GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
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GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
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return 0;
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return 0;
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}
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}
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private static string ResolveDataDir()
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{
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string fromRes = ProjectSettings.GlobalizePath("res://../Content/Data");
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if (Directory.Exists(fromRes)) return fromRes;
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string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
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for (int i = 0; i < 6; i++)
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{
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if (string.IsNullOrEmpty(dir)) break;
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string candidate = Path.Combine(dir, "Content", "Data");
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if (Directory.Exists(candidate)) return candidate;
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dir = Path.GetDirectoryName(dir);
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}
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return fromRes;
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}
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}
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}
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Reference in New Issue
Block a user