chore(build): 搭建并验证 C# / C++(GDExtension) 原生构建环境(4.7.1 Mono)
为「GDScript→C#→C++」性能逃生梯备好可随时启用的工具链,运行时仍 100% GDScript。
C#:新增根 Rogue.csproj(Godot.NET.Sdk/4.7.1,net8.0,程序集名 Rogue);
csharp/ 下既有 3 个骨架 .cs 现可编译,dotnet build 与编辑器 --build-solutions 均 0 错通过。
C++:gdextension/ 下加 godot-cpp 子模块(master,因无 4.6/4.7 分支,配合本工程 dump 的
4.7.1 extension_api.json + gdextension_interface.h 经 custom_api_file 精确匹配 ABI);
SConstruct + 示例扩展 SpellforgeNative(含 PackedFloat32Array 零拷贝热路径写法);
SCons 自动探测 MSVC 构建出 debug .dll,headless 冒烟验证类注册/调用通过
(CLASS_EXISTS=true / multiply=42 / scale_inplace 正确)。
配套:.gitignore 忽略编译中间产物、保留 debug .dll 开箱即用;gdextension/README.md 记录构建/激活/升级流程;
CLAUDE.md 修正引擎版本 4.6→4.7.1 并更新「环境已就绪但休眠」现状。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# 原生环境(C# / C++)搭建说明
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本工程为 **Godot 4.7.1-stable (Mono/.NET)** 工程,性能优化采用逐级逃生梯
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**GDScript(默认)→ C#(热路径逃生舱)→ C++(极限内核)**。语言定位与使用门槛见
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[`CLAUDE.md`](../CLAUDE.md)「编程语言规范」。
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> 现状:**运行时仍 100% GDScript**。C#/C++ 环境已搭好并冒烟验证通过,属「就绪但休眠」的逃生舱,
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> 仅当 profile 证明瓶颈时才按 `ADR-L1` 启用。
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---
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## C#(.NET)
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已就绪,无需额外步骤:
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- 工程文件 `Rogue.csproj`(根目录,`Godot.NET.Sdk/4.7.1`,`net8.0`,程序集名 `Rogue` 对齐
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`project.godot [dotnet] project/assembly_name`)。
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- C# 源码放 `csharp/`,由 SDK 默认 `**/*.cs` glob 自动纳入编译。现有
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`csharp/{autoloads,systems}/*.cs` 为休眠骨架。
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- 依赖:.NET SDK 8/9/10(本机已装)。
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**构建 / 验证:**
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```bash
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dotnet build Rogue.csproj -c Debug # 命令行构建
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# 或在 Godot 编辑器内点「构建」;headless:
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Godot_v4.7.1-stable_mono_win64.exe --headless --build-solutions --quit
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```
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产物在 `.godot/mono/temp/bin/<Config>/Rogue.dll`(已被 `.gitignore` 忽略)。
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**新增 C# 类**:在 `csharp/` 下建 `.cs`,`public partial class Foo : Node/RefCounted`,重新构建即可
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attach 到节点或注册为 autoload。
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---
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## C++(GDExtension)
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**目录结构:**
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```
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gdextension/
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godot-cpp/ 子模块(master + 本工程 4.7.1 API 覆盖)
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api/ 从 4.7.1 编辑器 dump 的 extension_api.json + gdextension_interface.h
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src/ 扩展源码(register_types + 示例类 SpellforgeNative)
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SConstruct 构建脚本(custom_api_file 指向 api/extension_api.json)
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bin/ 产物:*.gdextension + 已构建的 debug .dll
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verify_native.gd headless 冒烟脚本
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```
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**首次准备(克隆后):**
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```bash
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git submodule update --init --recursive # 拉取 godot-cpp
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python -m pip install scons # 若未装
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```
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**构建:**
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```bash
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cd gdextension
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scons target=template_debug -j8 # 或 python -m SCons ...
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scons target=template_release -j8 # 发布版
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```
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- Windows 由 SCons 自动探测 MSVC(VS 2022),无需手动 vcvars。
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- 产物:`gdextension/bin/libspellforge_native.windows.template_debug.x86_64.dll`。
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为开箱即用,**debug .dll 已提交**;中间产物(`*.obj/*.lib/*.exp/.sconsign.dblite`)已忽略。
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**激活 / 验证:**
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`bin/spellforge_native.gdextension` 描述库路径与入口符号。Godot 编辑器扫描 `res://` 时自动发现并
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写入 `.godot/extension_list.cfg`(该文件在 `.godot/` 内、被忽略)。**若编辑器已在运行,需重启编辑器**
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才能加载新扩展。
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```bash
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# headless 冒烟:断言类已注册且可调用
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Godot_v4.7.1-stable_mono_win64.exe --headless --path . -s res://gdextension/verify_native.gd
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# 预期输出:CLASS_EXISTS=true / MULTIPLY_6x7=42.0 / SCALE_INPLACE_x10=[10,20,30]
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```
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**新增 C++ 类**:在 `src/` 下建 `.h/.cpp`(`GDCLASS` 宏),在 `register_types.cpp` 的
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`initialize_spellforge_module` 里 `GDREGISTER_CLASS(YourClass);`,重新 `scons` 即可。
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**升级引擎版本时**:重新 dump API 覆盖 `api/`,并 `git submodule update --remote gdextension/godot-cpp` 后重建。
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```bash
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Godot_....exe --headless --dump-extension-api extension_api.json --quit
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Godot_....exe --headless --dump-gdextension-interface --quit
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# 将产物移入 gdextension/api/ 覆盖旧文件
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```
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#!/usr/bin/env python
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# SConstruct — Spellforge C++ GDExtension 构建脚本
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# 用法(在本目录 gdextension/ 下):
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# scons # 默认 template_debug,本机平台/架构
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# scons target=template_release
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# scons -j8 # 并行编译
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# 依赖:godot-cpp 子模块(gdextension/godot-cpp)、SCons、C++ 工具链(Windows 用 MSVC,SCons 自动探测 VS)。
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# API:通过 custom_api_file 指向本工程从 4.7.1 编辑器 dump 的 extension_api.json,保证绑定与引擎精确匹配。
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import os
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# 将本工程 4.7.1 的 API 注入 godot-cpp(除非命令行显式覆盖 custom_api_file)。
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ARGUMENTS.setdefault("custom_api_file", os.path.abspath("api/extension_api.json"))
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# 复用 godot-cpp 的构建环境(平台/架构/编译器探测、绑定生成、静态库)。
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env = SConscript("godot-cpp/SConstruct")
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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libname = "spellforge_native"
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bindir = "bin"
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if env["platform"] == "macos":
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target = "{}/lib{}.{}.{}.framework/lib{}.{}.{}".format(
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bindir, libname, env["platform"], env["target"],
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libname, env["platform"], env["target"],
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)
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else:
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target = "{}/lib{}{}{}".format(bindir, libname, env["suffix"], env["SHLIBSUFFIX"])
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library = env.SharedLibrary(target, source=sources)
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Default(library)
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[configuration]
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entry_symbol = "spellforge_library_init"
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compatibility_minimum = "4.5"
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reloadable = true
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[libraries]
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windows.debug.x86_64 = "res://gdextension/bin/libspellforge_native.windows.template_debug.x86_64.dll"
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windows.release.x86_64 = "res://gdextension/bin/libspellforge_native.windows.template_release.x86_64.dll"
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linux.debug.x86_64 = "res://gdextension/bin/libspellforge_native.linux.template_debug.x86_64.so"
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linux.release.x86_64 = "res://gdextension/bin/libspellforge_native.linux.template_release.x86_64.so"
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macos.debug = "res://gdextension/bin/libspellforge_native.macos.template_debug.framework"
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macos.release = "res://gdextension/bin/libspellforge_native.macos.template_release.framework"
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Submodule
+1
Submodule gdextension/godot-cpp added at 5cec5bbd9c
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// register_types.cpp — GDExtension 模块注册入口
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// 新增 C++ 类:在 initialize 里 GDREGISTER_CLASS(YourClass); 并包含其头文件。
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#include "register_types.h"
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#include "spellforge_native.h"
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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using namespace godot;
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void initialize_spellforge_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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GDREGISTER_CLASS(SpellforgeNative);
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}
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void uninitialize_spellforge_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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}
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extern "C" {
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// 入口符号,须与 .gdextension 的 entry_symbol 一致。
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GDExtensionBool GDE_EXPORT spellforge_library_init(
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GDExtensionInterfaceGetProcAddress p_get_proc_address,
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GDExtensionClassLibraryPtr p_library,
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GDExtensionInitialization *r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_spellforge_module);
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init_obj.register_terminator(uninitialize_spellforge_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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// register_types.h — GDExtension 模块注册入口声明
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#pragma once
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void initialize_spellforge_module(ModuleInitializationLevel p_level);
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void uninitialize_spellforge_module(ModuleInitializationLevel p_level);
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// spellforge_native.cpp — 见头文件说明。
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#include "spellforge_native.h"
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void SpellforgeNative::_bind_methods() {
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ClassDB::bind_method(D_METHOD("multiply", "a", "b"), &SpellforgeNative::multiply);
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ClassDB::bind_method(D_METHOD("native_info"), &SpellforgeNative::native_info);
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ClassDB::bind_method(D_METHOD("scale_inplace", "data", "factor"), &SpellforgeNative::scale_inplace);
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}
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SpellforgeNative::SpellforgeNative() {}
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SpellforgeNative::~SpellforgeNative() {}
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double SpellforgeNative::multiply(double a, double b) const {
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return a * b;
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}
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String SpellforgeNative::native_info() const {
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return String("Spellforge C++ GDExtension OK — built against Godot 4.7.1 API");
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}
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PackedFloat32Array SpellforgeNative::scale_inplace(PackedFloat32Array data, float factor) const {
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// 边界纪律(ADR-L1):热循环全程在 C++ 内完成,仅在边界批量进出 PackedArray。
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// ptrw() 拿到原生连续内存指针,内循环零 GodotObject 调用。
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const int n = data.size();
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float *w = data.ptrw();
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for (int i = 0; i < n; i++) {
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w[i] *= factor;
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}
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return data;
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}
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// spellforge_native.h — C++ GDExtension 冒烟示例类
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// 用途:证明 C++(GDExtension)环境可用。真实极限内核见 CLAUDE.md「编程语言规范」。
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#pragma once
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#include <godot_cpp/classes/ref_counted.hpp>
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#include <godot_cpp/variant/packed_float32_array.hpp>
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namespace godot {
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class SpellforgeNative : public RefCounted {
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GDCLASS(SpellforgeNative, RefCounted)
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protected:
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static void _bind_methods();
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public:
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SpellforgeNative();
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~SpellforgeNative();
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// 冒烟:标量运算
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double multiply(double a, double b) const;
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// 冒烟:返回原生构建信息字符串
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String native_info() const;
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// 冒烟:原地就地缩放 PackedFloat32Array(演示零拷贝热路径写法:AsSpan 等价的 ptrw 直写)
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PackedFloat32Array scale_inplace(PackedFloat32Array data, float factor) const;
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};
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} // namespace godot
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extends SceneTree
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# 临时冒烟脚本:headless 验证 C++ GDExtension 是否被加载、类是否可实例化调用。
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# 用法:godot --headless --path . -s res://gdextension/verify_native.gd
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func _init() -> void:
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var ok := ClassDB.class_exists("SpellforgeNative")
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print("CLASS_EXISTS=", ok)
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if ok:
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var n: Object = ClassDB.instantiate("SpellforgeNative")
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print("INFO=", n.native_info())
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print("MULTIPLY_6x7=", n.multiply(6.0, 7.0))
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var arr := PackedFloat32Array([1.0, 2.0, 3.0])
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print("SCALE_INPLACE_x10=", n.scale_inplace(arr, 10.0))
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quit()
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