a23cf8bd97
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>
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
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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