npx agentspec-cli install aaa63ff4-07f0-443b-a6c3-c1e789753830 --framework ClaudeCode→ .claude/skills/godot-wechat-minigame-adapter/SKILL.md
# Godot WeChat Minigame Adapter This skill is an open-source, self-contained adapter kit. It must work from: - an official Godot checkout at the bundled base commit - this skill directory Do not rely on any private donor repo. If the target repo is not aligned to the bundled base, say that clearly and switch to a delta-refresh workflow instead of claiming drop-in support. ## Supported Base - Primary supported upstream: `origin/4.6` at commit `a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1` - Public bundle id: `godot-4.6.2-rc-a16e481cf4` Read `references/compatibility-matrix.md` before editing if the target is not exactly on that base. ## Start Mode Pick one mode before editing: 1. **Exact-base apply** - Recommended. - The target repo is an official Godot checkout at `a16e481cf424f8e39dc2cdea1a6bdc1e309acdc1`. - Run the bundled apply script first. 2. **Near-base refresh** - The target repo is close to the bundled base, but not exact. - Use the bundled sources and patches as the public source of truth. - Expect manual conflict resolution and replay only after checking `references/recent-commit-deltas.md`. ## Hard Rules - Treat `patches/` and `sources/` in this skill as the authoritative public package. - Apply core first. Optional modules come later. - Do not pull missing code from `C:\toolkit\godot4-custom` or any other machine-local repo. - Do not describe this skill as “supports all Godot 4.x” or “works on any 4.6 build” unless you actually verified that target. - Keep donor-only features out of the default public path. - Do not infer WXGLX capability from `godot-loader.js`. The engine must be built with the GLX library and engine-side integration before the loader may select `wxwebgl2`. - Pin one rendering mode before the first canvas context is created. Never switch between WXGLX and standard WebGL during a running session. ## Workflow ### 1. Verify the Target - Confirm the repo root and current commit: ```powershell git rev-parse HEAD git status --short ``` - If the target is on the supported base, use exact-base apply. - If not, state the mismatch and read `references/compatibility-matrix.md`. ### 2. Apply the Public Bundle Run from anywhere: ```powershell python <skill-dir>\scripts\apply_godot_patchset.py <target-repo> ``` Useful flags: - `--include-optional audio-worker` - `--include-optional dev-types` - `--allow-base-mismatch` - `--allow-dirty` The script copies the bundled public source files, then applies the bundled patch series. ### 3. Vendor the Runtime Shell If the downstream minigame host project still expects the old external SDK globals: ```powershell python <skill-dir>\scripts\install_min_runtime.py <dest-dir> ``` Then load: 1. `godot-sdk.js` 2. `godot-loader.js` 3. generated `godot.js` ### 4. Build and Package Run from the target Godot repo root: ```powershell scons platform=web target=template_release threads=no wasm_simd=no node <skill-dir>\scripts\godot_process.js cmd /c <skill-dir>\scripts\compress_wasm.bat ``` For a forward-ported source tree that already contains the complete WXGLX engine integration described in `references/wxglx-adaptation.md`: ```powershell scons platform=web target=template_release threads=no wasm_simd=no use_wx_glx=yes cmd /c <skill-dir>\scripts\compress_wasm.bat ``` Do not add `use_wx_glx=yes` to the version-locked 4.6 bundle unless its manifest also ships the GLX static library and every engine-side integration point. On Unix-like shells: ```bash sh <skill-dir>/scripts/compress_wasm.sh ``` ### 5. Validate - Read `references/validation-checklist.md`. - For WXGLX-capable builds, also read and run the dual-path checks in `references/wxglx-adaptation.md`. - Do not call the port complete until the runtime shell, WXMEMFS persistence, large fetches, audio replay, display/input, and exit path all pass. ## Package Layout - `patches/godot-4.6.2-rc-a16e481cf4/` - Version-locked patch bundle for the supported upstream base. - `sources/godot-4.6.2-rc-a16e481cf4/` - Public source files copied into the target repo before patch application. - `assets/min-runtime/` - Minimal replacement for the old external `godot-minigame-sdk`. Read `references/migration-modules.md` for the exact core vs optional module split. ## References - `references/compatibility-matrix.md` - Supported base, near-base policy, and intentionally excluded donor features. - `references/migration-modules.md` - Public package map: which files are shipped as source, which ship as patch, and which are optional. - `references/recent-commit-deltas.md` - Recent deltas already baked into the bundled base, plus what to replay when moving forward from it. - `references/runtime-shell.md` - The minimal runtime shell contract for `godot-sdk.js` and `godot-loader.js`. - `references/wxglx-adaptation.md` - Complete WXGLX build integration, startup mode pinning, standard-WebGL fallback, frame presentation, packaging, and regression checks. - `references/validation-checklist.md` - Build, packaging, and smoke-test gates. ## Output Standard When using this skill on a real repo, always leave behind: - the exact upstream commit or mismatch you worked against - the apply command you ran - which optional modules were included, if any - the exact validation steps run - any patch rejects or manual conflict resolutions - any intentionally skipped donor features that remain out of scope - whether the output is standard-WebGL-only or WXGLX-capable, and which startup mode was tested
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