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:
Christopher Wiebe
2026-05-01 19:13:51 -07:00
parent 59784048cd
commit a23cf8bd97
6 changed files with 197 additions and 35 deletions
+14
View File
@@ -1,4 +1,5 @@
using Godot;
using Theriapolis.GodotHost.Platform;
using Theriapolis.GodotHost.Rendering;
namespace Theriapolis.GodotHost;
@@ -18,6 +19,7 @@ public partial class Main : Node
ulong? smokeTestSeed = null;
ulong? worldMapSeed = null;
bool runAssetTest = false;
for (int i = 0; i < args.Length; i++)
{
if (args[i] == "--smoke-test")
@@ -28,6 +30,11 @@ public partial class Main : Node
smokeTestSeed = seed;
break;
}
if (args[i] == "--asset-test")
{
runAssetTest = true;
break;
}
if (args[i] == "--world-map")
{
ulong seed = 12345UL;
@@ -45,6 +52,13 @@ public partial class Main : Node
return;
}
if (runAssetTest)
{
int code = AssetTest.Run();
GetTree().Quit(code);
return;
}
if (worldMapSeed.HasValue)
{
// Replace the M0 hello-world children with the M2 world-map view.
+78
View File
@@ -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($"[asset-test] OK");
return 0;
}
}
@@ -0,0 +1,55 @@
using Godot;
using System.Collections.Generic;
using System.IO;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// Loads PNGs from Content/Gfx as Godot ImageTextures and caches them by
/// relative path. Texture filter is set to Nearest (project default for
/// pixel art).
///
/// This bypasses Godot's res:// import pipeline because Content/ lives
/// outside the project — but for static pixel-art assets at native size
/// the import pipeline doesn't add anything we need.
///
/// Tactical-view tile rendering (M4) will hit this from chunk streamers,
/// so the cache is per-process and never evicted; the full atlas
/// (~50 PNGs at 32x32) is well under 1 MB.
/// </summary>
public static class ContentLoader
{
private static readonly Dictionary<string, ImageTexture> _cache = new();
/// <summary>
/// Loads a PNG from <c>Content/Gfx/&lt;relativePath&gt;</c>. Returns
/// null and logs an error if the file is missing or unreadable.
/// </summary>
public static ImageTexture? LoadGfx(string relativePath)
{
if (_cache.TryGetValue(relativePath, out var cached)) return cached;
string absolute = Path.Combine(ContentPaths.GfxDir, relativePath);
if (!File.Exists(absolute))
{
GD.PrintErr($"[ContentLoader] Missing texture: {absolute}");
return null;
}
var image = Image.LoadFromFile(absolute);
if (image is null)
{
GD.PrintErr($"[ContentLoader] Image.LoadFromFile failed: {absolute}");
return null;
}
var tex = ImageTexture.CreateFromImage(image);
_cache[relativePath] = tex;
return tex;
}
public static int CacheCount => _cache.Count;
/// <summary>Drops every cached texture. Useful for hot-reload tests.</summary>
public static void ClearCache() => _cache.Clear();
}
@@ -0,0 +1,46 @@
using Godot;
using System.IO;
namespace Theriapolis.GodotHost.Platform;
/// <summary>
/// Single source of truth for resolving the project's Content/ directory.
/// Content lives at the repository root (sibling to Theriapolis.Godot/),
/// not inside res://. This avoids duplicating gigabytes of game data, and
/// keeps the same Content/Data and Content/Gfx tree the MonoGame branch
/// and headless Tools all read from.
///
/// Resolution walks up from res:// looking for Content/Data; once found,
/// the parent of Data is the Content root, used for Gfx too. Cached after
/// first hit so repeated calls are cheap.
/// </summary>
public static class ContentPaths
{
private static string? _cachedContentRoot;
public static string ContentRoot => _cachedContentRoot ??= ResolveContentRoot();
public static string DataDir => Path.Combine(ContentRoot, "Data");
public static string GfxDir => Path.Combine(ContentRoot, "Gfx");
private static string ResolveContentRoot()
{
// Try res://../Content first — the canonical layout.
string fromRes = ProjectSettings.GlobalizePath("res://../Content");
if (Directory.Exists(Path.Combine(fromRes, "Data"))) return fromRes;
// Walk up further in case Theriapolis.Godot is nested deeper.
string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
for (int i = 0; i < 6; i++)
{
if (string.IsNullOrEmpty(dir)) break;
string candidate = Path.Combine(dir, "Content");
if (Directory.Exists(Path.Combine(candidate, "Data"))) return candidate;
dir = Path.GetDirectoryName(dir);
}
// Last resort — return the canonical path even if it doesn't exist;
// callers that care will fail with a useful error.
GD.PushWarning($"[ContentPaths] Content root not found; using {fromRes}");
return fromRes;
}
}
+2 -17
View File
@@ -6,6 +6,7 @@ using Theriapolis.Core.Util;
using Theriapolis.Core.World;
using Theriapolis.Core.World.Generation;
using Theriapolis.Core.World.Polylines;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.Rendering;
@@ -53,7 +54,7 @@ public partial class WorldMapView : Node2D
public override void _Ready()
{
string dataDir = ResolveDataDir();
string dataDir = ContentPaths.DataDir;
if (!Directory.Exists(dataDir))
{
GD.PrintErr($"[world-map] Data directory not found: {dataDir}");
@@ -285,22 +286,6 @@ public partial class WorldMapView : Node2D
_ => BiomeId.TemperateGrassland,
};
private static string ResolveDataDir()
{
string fromRes = ProjectSettings.GlobalizePath("res://../Content/Data");
if (Directory.Exists(fromRes)) return fromRes;
string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
for (int i = 0; i < 6; i++)
{
if (string.IsNullOrEmpty(dir)) break;
string candidate = Path.Combine(dir, "Content", "Data");
if (Directory.Exists(candidate)) return candidate;
dir = Path.GetDirectoryName(dir);
}
return fromRes;
}
}
/// <summary>
+2 -18
View File
@@ -2,6 +2,7 @@ using Godot;
using System.IO;
using System.Linq;
using Theriapolis.Core.World.Generation;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost;
@@ -15,7 +16,7 @@ public static class SmokeTest
{
public static int Run(ulong seed)
{
string dataDir = ResolveDataDir();
string dataDir = ContentPaths.DataDir;
if (!Directory.Exists(dataDir))
{
GD.PrintErr($"[smoke-test] Data directory not found: {dataDir}");
@@ -39,21 +40,4 @@ public static class SmokeTest
GD.Print($"[smoke-test] {kv.Key,-32} = 0x{kv.Value:X16}");
return 0;
}
private static string ResolveDataDir()
{
string fromRes = ProjectSettings.GlobalizePath("res://../Content/Data");
if (Directory.Exists(fromRes)) return fromRes;
string? dir = ProjectSettings.GlobalizePath("res://").TrimEnd('/', '\\');
for (int i = 0; i < 6; i++)
{
if (string.IsNullOrEmpty(dir)) break;
string candidate = Path.Combine(dir, "Content", "Data");
if (Directory.Exists(candidate)) return candidate;
dir = Path.GetDirectoryName(dir);
}
return fromRes;
}
}