eliminat el checkFiles inicial que a jaildoc li molestava
This commit is contained in:
@@ -10,7 +10,10 @@
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"Bash(find:*)",
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"Bash(for file in source/game/scenes/title.cpp source/game/scenes/game.cpp source/game/entities/player.cpp source/game/options.cpp source/core/rendering/screen.cpp)",
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"Bash(do echo \"=== $file ===\")",
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"Bash(done)"
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"Bash(done)",
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"Bash(Xvfb:*)",
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"Bash(chmod:*)",
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"Bash(timeout:*)"
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],
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"deny": [],
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"ask": []
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93
CLAUDE.md
93
CLAUDE.md
@@ -55,6 +55,46 @@ cmake --build build --clean-first
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**Important:** The build directory is `/Users/sergio/Gitea/jaildoctors_dilemma/build` and the output executable is placed in the project root directory.
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### Testing in Headless Environment (SSH/Remote Server)
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**IMPORTANT:** When working on a remote server via SSH without a physical display, the game MUST be run using Xvfb (X Virtual Framebuffer) to avoid SDL3 display initialization errors.
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#### Required Setup (One-time)
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```bash
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# Install Xvfb
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sudo apt-get install xvfb
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```
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#### Running the Game in Headless Mode
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**Option 1: Using the wrapper script (RECOMMENDED)**
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```bash
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./run_headless.sh
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```
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**Option 2: Using xvfb-run directly**
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```bash
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xvfb-run -a ./jaildoctors_dilemma
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```
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**Option 3: Custom display configuration**
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```bash
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xvfb-run -a -s "-screen 0 1280x720x24" ./jaildoctors_dilemma
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```
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#### Why This Is Critical
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- **SDL3 requires a display:** The game uses SDL3 which requires X11/Wayland display
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- **No code changes needed:** Xvfb simulates a virtual display without modifying the codebase
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- **Full logging:** Console output and logs work normally, essential for debugging resource loading
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- **Testing resource loading:** When modifying asset loading code, running with xvfb-run allows seeing all initialization logs
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**ALWAYS use xvfb-run when testing on the remote server, especially when:**
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- Modifying resource loading code
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- Testing asset initialization
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- Debugging startup issues
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- Verifying configuration changes
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### Static Analysis Tools (Linters)
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This project uses two complementary static analysis tools for code quality:
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@@ -306,8 +346,8 @@ class Screen {
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- `Screen` - Rendering, window management, palette/shader effects
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- `Input` - Keyboard & gamepad input binding and checking
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- `Audio` - Music and sound effect playback
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- `Resource` - Asset loading, caching, streaming
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- `Asset` - Asset path registry and verification
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- `Resource::Cache` - Asset loading, caching, streaming (with error handling)
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- `Resource::List` - Asset path registry from assets.yaml (O(1) lookups)
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- `Director` - Main application controller
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- `Cheevos` - Achievement state management
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- `Debug` - Debug information overlay
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@@ -413,12 +453,14 @@ struct AnimationData {
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main()
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↓
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Director::Director() [Initialization]
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├─ Options::init() - Load game configuration
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├─ Asset::init() - Register asset paths
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├─ Screen::init() - Create window, SDL renderer
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├─ Resource::List::init() - Initialize asset registry singleton
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├─ Director::setFileList() - Load assets.yaml configuration (no verification)
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├─ Options::loadFromFile() - Load game configuration
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├─ Audio::init() - Initialize SDL audio
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├─ Screen::init() - Create window, SDL renderer
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├─ Input::init() - Bind keyboard/gamepad controls
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├─ Resource::init() - Load all game resources
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├─ Resource::Cache::init() - Load ALL game resources (with verification)
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│ └─ Throws exception if any required asset is missing
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└─ Cheevos::init() - Load achievement state
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Director::run() [Main loop]
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@@ -433,11 +475,11 @@ Director::run() [Main loop]
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Director::~Director() [Cleanup]
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├─ Options::saveToFile() - Save game settings
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├─ Resource::destroy()
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├─ Resource::Cache::destroy()
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├─ Audio::destroy()
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├─ Input::destroy()
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├─ Screen::destroy()
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└─ Asset::destroy()
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└─ Resource::List::destroy()
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```
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### 4.2 Game Scene Flow (Core Gameplay Loop)
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@@ -468,24 +510,27 @@ Game::run() {
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```
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Director::setFileList()
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├─ Asset::loadFromFile(config_path, PREFIX, system_folder_)
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│ ├─ Read config/assets.yaml - Parse text configuration file
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│ ├─ Parse each line: TYPE|PATH|OPTIONS - Extract asset information
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│ ├─ Replace variables (${PREFIX}, ${SYSTEM_FOLDER})
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│ └─ Store in unordered_map (O(1) lookup) - Fast asset path retrieval
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└─ Asset::check() - Verify required files exist
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└─ Asset::loadFromFile(config_path, PREFIX, system_folder_)
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├─ Read config/assets.yaml - Parse text configuration file
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├─ Parse YAML structure: assets grouped by category
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├─ Replace variables (${PREFIX}, ${SYSTEM_FOLDER})
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└─ Store in unordered_map (O(1) lookup) - Fast asset path retrieval
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Game Scene initialization
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└─ Resource::init() - Loads all resources
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├─ loadSounds() - WAV files
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├─ loadMusics() - OGG files
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├─ loadSurfaces() - GIF/PNG images
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├─ loadAnimations() - .ani animation definitions
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├─ loadTileMaps() - .room tilemap data
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└─ loadRooms() - Room metadata
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└─ Resource::Cache::init() - Loads all resources
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├─ loadSounds() - WAV files (with error handling)
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├─ loadMusics() - OGG files (with error handling)
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├─ loadSurfaces() - GIF/PNG images (with error handling)
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├─ loadPalettes() - PAL palette files (with error handling)
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├─ loadTextFiles() - Font definition files (with error handling)
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├─ loadAnimations() - YAML animation definitions (with error handling)
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└─ loadRooms() - Room YAML files (with error handling)
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Note: Asset verification happens during actual loading.
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If a required file is missing, Cache::load() throws detailed exception.
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During gameplay
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└─ Resource::get*(name) - Return cached resource
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└─ Resource::Cache::get*(name) - Return cached resource
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```
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### 4.4 Input Flow
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@@ -653,8 +698,8 @@ Achievements trigger notifications on unlock.
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| `Screen` | Rendering, window, palette management | Singleton |
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| `Input` | Keyboard & gamepad input | Singleton |
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| `Audio` | Music and SFX playback | Singleton |
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| `Resource` | Asset caching and loading | Singleton |
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| `Asset` | Asset path registry from config/assets.yaml, O(1) lookups, variable substitution | Singleton |
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| `Resource::Cache` | Asset caching and loading (with detailed error messages) | Singleton |
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| `Resource::List` | Asset path registry from config/assets.yaml, O(1) lookups, variable substitution | Singleton |
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| `Debug` | Debug overlay information | Singleton |
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| `globalEvents` | Global SDL event handling (quit, device reset, mouse) | Namespace |
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51
run_headless.sh
Executable file
51
run_headless.sh
Executable file
@@ -0,0 +1,51 @@
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#!/bin/bash
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# Script para ejecutar JailDoctor's Dilemma en modo headless (sin pantalla)
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# Usa Xvfb (X Virtual Framebuffer) para simular un display
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# Configuración
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GAME_EXECUTABLE="./jaildoctors_dilemma"
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DISPLAY_SIZE="1280x720x24" # Resolución y profundidad de color
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# Colores para output
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GREEN='\033[0;32m'
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YELLOW='\033[1;33m'
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NC='\033[0m' # No Color
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echo -e "${GREEN}=== JailDoctor's Dilemma - Modo Headless ===${NC}"
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echo ""
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# Verificar que Xvfb está instalado
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if ! command -v xvfb-run &> /dev/null; then
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echo -e "${YELLOW}ERROR: Xvfb no está instalado${NC}"
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echo "Instálalo con: sudo apt-get install xvfb"
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exit 1
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fi
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# Verificar que el ejecutable existe
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if [ ! -f "$GAME_EXECUTABLE" ]; then
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echo -e "${YELLOW}ERROR: No se encuentra el ejecutable $GAME_EXECUTABLE${NC}"
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echo "Compila el juego primero con: cmake --build build"
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exit 1
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fi
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echo "Iniciando juego con Xvfb..."
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echo "Display virtual: $DISPLAY_SIZE"
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echo ""
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echo -e "${YELLOW}Nota: El juego está corriendo. Presiona Ctrl+C para detenerlo.${NC}"
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echo ""
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# Ejecutar el juego con Xvfb
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# Opciones:
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# -a: Selecciona automáticamente un número de display disponible
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# -s: Configura el servidor X (resolución y profundidad)
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xvfb-run -a -s "-screen 0 ${DISPLAY_SIZE}" "$GAME_EXECUTABLE" "$@"
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EXIT_CODE=$?
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echo ""
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if [ $EXIT_CODE -eq 0 ]; then
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echo -e "${GREEN}Juego finalizado correctamente${NC}"
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else
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echo -e "${YELLOW}Juego finalizado con código de salida: $EXIT_CODE${NC}"
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fi
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exit $EXIT_CODE
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@@ -176,6 +176,15 @@ auto Cache::getRooms() -> std::vector<RoomResource>& {
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return rooms_;
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}
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// Helper para lanzar errores de carga con formato consistente
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[[noreturn]] void Cache::throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e) {
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std::cerr << "\n[ ERROR ] Failed to load " << asset_type << ": " << getFileName(file_path) << '\n';
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std::cerr << "[ ERROR ] Path: " << file_path << '\n';
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std::cerr << "[ ERROR ] Reason: " << e.what() << '\n';
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std::cerr << "[ ERROR ] Check config/assets.yaml configuration\n";
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throw;
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}
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// Carga los sonidos
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void Cache::loadSounds() {
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std::cout << "\n>> SOUND FILES" << '\n';
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@@ -183,23 +192,31 @@ void Cache::loadSounds() {
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sounds_.clear();
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for (const auto& l : list) {
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auto name = getFileName(l);
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JA_Sound_t* sound = nullptr;
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try {
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auto name = getFileName(l);
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JA_Sound_t* sound = nullptr;
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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sound = JA_LoadSound(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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}
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// Fallback to file path if memory loading failed
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if (sound == nullptr) {
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sound = JA_LoadSound(l.c_str());
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}
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if (sound == nullptr) {
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throw std::runtime_error("Failed to decode audio file");
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}
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sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
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printWithDots("Sound : ", name, "[ LOADED ]");
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("SOUND", l, e);
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}
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// Fallback to file path if memory loading failed
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if (sound == nullptr) {
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sound = JA_LoadSound(l.c_str());
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}
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sounds_.emplace_back(SoundResource{.name = name, .sound = sound});
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printWithDots("Sound : ", name, "[ LOADED ]");
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updateLoadingProgress();
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}
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}
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@@ -210,23 +227,31 @@ void Cache::loadMusics() {
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musics_.clear();
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for (const auto& l : list) {
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auto name = getFileName(l);
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JA_Music_t* music = nullptr;
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try {
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auto name = getFileName(l);
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JA_Music_t* music = nullptr;
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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// Try loading from resource pack first
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auto audio_data = Helper::loadFile(l);
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if (!audio_data.empty()) {
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music = JA_LoadMusic(audio_data.data(), static_cast<Uint32>(audio_data.size()));
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}
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// Fallback to file path if memory loading failed
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if (music == nullptr) {
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music = JA_LoadMusic(l.c_str());
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}
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if (music == nullptr) {
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throw std::runtime_error("Failed to decode music file");
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}
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musics_.emplace_back(MusicResource{.name = name, .music = music});
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printWithDots("Music : ", name, "[ LOADED ]");
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updateLoadingProgress(1);
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} catch (const std::exception& e) {
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throwLoadError("MUSIC", l, e);
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}
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// Fallback to file path if memory loading failed
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if (music == nullptr) {
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music = JA_LoadMusic(l.c_str());
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}
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musics_.emplace_back(MusicResource{.name = name, .music = music});
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printWithDots("Music : ", name, "[ LOADED ]");
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updateLoadingProgress(1);
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}
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}
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@@ -237,10 +262,14 @@ void Cache::loadSurfaces() {
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surfaces_.clear();
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for (const auto& l : list) {
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auto name = getFileName(l);
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surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
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surfaces_.back().surface->setTransparentColor(0);
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updateLoadingProgress();
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try {
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auto name = getFileName(l);
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surfaces_.emplace_back(SurfaceResource{.name = name, .surface = std::make_shared<Surface>(l)});
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surfaces_.back().surface->setTransparentColor(0);
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("BITMAP", l, e);
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}
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}
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// Reconfigura el color transparente de algunas surfaces
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@@ -260,9 +289,13 @@ void Cache::loadPalettes() {
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palettes_.clear();
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|
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for (const auto& l : list) {
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auto name = getFileName(l);
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palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
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updateLoadingProgress();
|
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try {
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auto name = getFileName(l);
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palettes_.emplace_back(ResourcePalette{.name = name, .palette = readPalFile(l)});
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updateLoadingProgress();
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} catch (const std::exception& e) {
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throwLoadError("PALETTE", l, e);
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}
|
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}
|
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}
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@@ -273,9 +306,13 @@ void Cache::loadTextFiles() {
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text_files_.clear();
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|
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for (const auto& l : list) {
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auto name = getFileName(l);
|
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text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
|
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updateLoadingProgress();
|
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try {
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auto name = getFileName(l);
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text_files_.emplace_back(TextFileResource{.name = name, .text_file = Text::loadTextFile(l)});
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updateLoadingProgress();
|
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} catch (const std::exception& e) {
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throwLoadError("FONT", l, e);
|
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}
|
||||
}
|
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}
|
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|
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@@ -286,14 +323,22 @@ void Cache::loadAnimations() {
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animations_.clear();
|
||||
|
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for (const auto& l : list) {
|
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auto name = getFileName(l);
|
||||
try {
|
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auto name = getFileName(l);
|
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|
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// Cargar bytes del archivo YAML sin parsear (carga lazy)
|
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auto yaml_bytes = Helper::loadFile(l);
|
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// Cargar bytes del archivo YAML sin parsear (carga lazy)
|
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auto yaml_bytes = Helper::loadFile(l);
|
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|
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animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
|
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printWithDots("Animation : ", name, "[ LOADED ]");
|
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updateLoadingProgress();
|
||||
if (yaml_bytes.empty()) {
|
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throw std::runtime_error("File is empty or could not be loaded");
|
||||
}
|
||||
|
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animations_.emplace_back(AnimationResource{.name = name, .yaml_data = yaml_bytes});
|
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printWithDots("Animation : ", name, "[ LOADED ]");
|
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updateLoadingProgress();
|
||||
} catch (const std::exception& e) {
|
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throwLoadError("ANIMATION", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -304,10 +349,14 @@ void Cache::loadRooms() {
|
||||
rooms_.clear();
|
||||
|
||||
for (const auto& l : list) {
|
||||
auto name = getFileName(l);
|
||||
rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
|
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printWithDots("Room : ", name, "[ LOADED ]");
|
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updateLoadingProgress();
|
||||
try {
|
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auto name = getFileName(l);
|
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rooms_.emplace_back(RoomResource{.name = name, .room = std::make_shared<Room::Data>(Room::loadYAML(l))});
|
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printWithDots("Room : ", name, "[ LOADED ]");
|
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updateLoadingProgress();
|
||||
} catch (const std::exception& e) {
|
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throwLoadError("ROOM", l, e);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -66,6 +66,9 @@ class Cache {
|
||||
static void checkEvents();
|
||||
void updateLoadingProgress(int steps = 5);
|
||||
|
||||
// Helper para mensajes de error de carga
|
||||
[[noreturn]] static void throwLoadError(const std::string& asset_type, const std::string& file_path, const std::exception& e);
|
||||
|
||||
// Constructor y destructor
|
||||
Cache();
|
||||
~Cache() = default;
|
||||
|
||||
@@ -200,61 +200,6 @@ auto List::exists(const std::string& filename) const -> bool {
|
||||
return file_list_.find(filename) != file_list_.end();
|
||||
}
|
||||
|
||||
// Comprueba que existen todos los elementos
|
||||
auto List::check() const -> bool {
|
||||
bool success = true;
|
||||
|
||||
std::cout << "\n** CHECKING FILES" << '\n';
|
||||
|
||||
// Agrupar por tipo para mostrar organizado
|
||||
std::unordered_map<Type, std::vector<const Item*>> by_type;
|
||||
|
||||
for (const auto& [filename, item] : file_list_) {
|
||||
if (item.required) {
|
||||
by_type[item.type].push_back(&item);
|
||||
}
|
||||
}
|
||||
|
||||
// Verificar por tipo
|
||||
for (int type = 0; type < static_cast<int>(Type::SIZE); ++type) {
|
||||
Type asset_type = static_cast<Type>(type);
|
||||
|
||||
if (by_type.find(asset_type) != by_type.end()) {
|
||||
std::cout << "\n>> " << getTypeName(asset_type) << " FILES" << '\n';
|
||||
|
||||
bool type_success = true;
|
||||
for (const auto* item : by_type[asset_type]) {
|
||||
if (!checkFile(item->file)) {
|
||||
success = false;
|
||||
type_success = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (type_success) {
|
||||
std::cout << " All files are OK." << '\n';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Resultado
|
||||
std::cout << (success ? "\n** CHECKING FILES COMPLETED.\n" : "\n** CHECKING FILES FAILED.\n") << '\n';
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Comprueba que existe un fichero
|
||||
auto List::checkFile(const std::string& path) -> bool {
|
||||
std::ifstream file(path);
|
||||
bool success = file.good();
|
||||
file.close();
|
||||
|
||||
if (!success) {
|
||||
printWithDots("Checking file : ", getFileName(path), "[ ERROR ]");
|
||||
}
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
// Parsea string a Type
|
||||
auto List::parseAssetType(const std::string& type_str) -> Type {
|
||||
if (type_str == "DATA") {
|
||||
|
||||
@@ -37,7 +37,6 @@ class List {
|
||||
void loadFromString(const std::string& config_content, const std::string& prefix = "", const std::string& system_folder = ""); // Para cargar desde pack (release)
|
||||
[[nodiscard]] auto get(const std::string& filename) const -> std::string; // Obtiene la ruta completa
|
||||
[[nodiscard]] auto loadData(const std::string& filename) const -> std::vector<uint8_t>; // Carga datos del archivo
|
||||
[[nodiscard]] auto check() const -> bool;
|
||||
[[nodiscard]] auto getListByType(Type type) const -> std::vector<std::string>;
|
||||
[[nodiscard]] auto exists(const std::string& filename) const -> bool; // Verifica si un asset existe
|
||||
|
||||
@@ -59,7 +58,6 @@ class List {
|
||||
std::string executable_path_; // Ruta del ejecutable
|
||||
|
||||
// --- Métodos internos ---
|
||||
[[nodiscard]] static auto checkFile(const std::string& path) -> bool; // Verifica si un archivo existe
|
||||
[[nodiscard]] static auto getTypeName(Type type) -> std::string; // Obtiene el nombre del tipo
|
||||
[[nodiscard]] static auto parseAssetType(const std::string& type_str) -> Type; // Convierte string a tipo
|
||||
void addToMap(const std::string& file_path, Type type, bool required, bool absolute); // Añade archivo al mapa
|
||||
|
||||
@@ -107,10 +107,9 @@ Director::Director(std::vector<std::string> const& args) {
|
||||
// 1. Initialize Asset system from filesystem
|
||||
Resource::List::init(executable_path_);
|
||||
|
||||
// 2. Load and verify assets from disk
|
||||
if (!setFileList()) {
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
// 2. Load asset configuration from disk
|
||||
// Note: Asset verification happens during Resource::Cache::load()
|
||||
setFileList();
|
||||
|
||||
// 3. Initialize resource pack system (optional, with fallback)
|
||||
std::cout << "Initializing resource pack (development mode): " << pack_path << '\n';
|
||||
@@ -259,8 +258,8 @@ void Director::createSystemFolder(const std::string& folder) {
|
||||
}
|
||||
}
|
||||
|
||||
// Crea el indice de ficheros
|
||||
auto Director::setFileList() -> bool {
|
||||
// Carga la configuración de assets desde assets.yaml
|
||||
void Director::setFileList() {
|
||||
// Determinar el prefijo de ruta según la plataforma
|
||||
#ifdef MACOS_BUNDLE
|
||||
const std::string PREFIX = "/../Resources";
|
||||
@@ -272,10 +271,8 @@ auto Director::setFileList() -> bool {
|
||||
std::string config_path = executable_path_ + PREFIX + "/config/assets.yaml";
|
||||
|
||||
// Cargar todos los assets desde el archivo de configuración
|
||||
// La verificación de existencia de archivos se realiza durante Resource::Cache::load()
|
||||
Resource::List::get()->loadFromFile(config_path, PREFIX, system_folder_);
|
||||
|
||||
// Verificar que todos los assets requeridos existen
|
||||
return Resource::List::get()->check();
|
||||
}
|
||||
|
||||
// Ejecuta la seccion de juego con el logo
|
||||
|
||||
@@ -19,7 +19,7 @@ class Director {
|
||||
|
||||
// --- Funciones ---
|
||||
void createSystemFolder(const std::string& folder); // Crea la carpeta del sistema donde guardar datos
|
||||
auto setFileList() -> bool; // Crea el indice de ficheros
|
||||
void setFileList(); // Carga la configuración de assets desde assets.yaml
|
||||
static void runLogo(); // Ejecuta la seccion de juego con el logo
|
||||
static void runLoadingScreen(); // Ejecuta la seccion de juego de la pantalla de carga
|
||||
static void runTitle(); // Ejecuta la seccion de juego con el titulo y los menus
|
||||
|
||||
Reference in New Issue
Block a user