Implement chunk streaming system in GDScript #18
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1a6e82153969.Dashboard: http://cloudbison:7070/task/1a6e82153969
Godot script that manages chunk load/unload based on player position. Chunks should be loaded from the server and instantiated as Godot scenes.
The project does not compile — verified with
godot --headless --path . --quit. Real defects, not just missing polish:Blocking:
chunk_data_decoder.gd:111— nestedclass TileDef:collides with the real globalTileDefclass (scripts/tile_def.gd, added in this same PR). Godot: "Class "TileDef" hides a global script class." Remove the nested duplicate and use the realTileDefclass instead.chunk_data_decoder.gd:164—const MAGIC: PackedByteArray = PackedByteArray([...])is rejected: "Assigned value for constant "MAGIC" isn't a constant expression."PackedByteArray(...)constructor calls aren't foldable as GDScript constants even with literal arguments. Usestatic var MAGIC := PackedByteArray([0x41, 0x47, 0x50, 0x43])instead ofconst.chunk_data_decoder.gd:671—int("0x" + hex_str.substr(i, 2), 16): GDScript'sint()takes exactly one argument, no base parameter (that's Python). Use("0x" + hex_str.substr(i, 2)).hex_to_int().chunk_data_decoder.gd:679—SHA256Hashdoesn't exist in Godot 4. UseHashingContext:var ctx := HashingContext.new(); ctx.start(HashingContext.HASH_SHA256); ctx.update(data); var hash := ctx.finish().chunk_scene.gd:95and:105— assigningobj.rotation(aVector4quaternion, perworld_object.gd:22) directly toNode3D.rotation(Vector3Euler angles). Use.quaternioninstead:static_obj.quaternion = Quaternion(obj.rotation.x, obj.rotation.y, obj.rotation.z, obj.rotation.w).Minor:
.godot/cache files (global_script_class_cache.cfg,uid_cache.bin,filesystem_cache10, etc.) are committed — these are generated editor cache, not source, and should be gitignored.None of this is a sign the approach is wrong — the chunk streaming design (manager/chunk/decoder/tile split) is reasonable and matches the architecture docs. These are real, fixable GDScript API mistakes (some Godot-3-vs-4, one a naming collision) that
godot --headless --path . --quitwould have caught immediately. Please fix and I'll re-review.Superseded by a later review-feedback round that already merged. Closing — found while auditing why this PR was still sitting open (a chain-tracking bug meant multi-round review-feedback chains only ever closed the immediately prior PR, not the whole ancestry; fixed in agp's tools/definitions.py).
Pull request closed