Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout. Use when the user wants to port official Godot to WeChat Mini Game, refresh a nearby 4.6-based port, or inspect the shipped patch/source bundle for WXMEMFS, `wx.request`, audio cleanup, display/input, WXGLX dual-path rendering, `.wasm.br`, and `wx.exitMiniProgram`. This skill is version-locked to the bundled upstream base and must not be described as a generic “Godot 4.x” patch dump.
Installs into .claude/skills of the current project.
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---
name: godot-wechat-minigame-adapter
description: Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout. Use when the user wants to port official Godot to WeChat Mini Game, refresh a nearby 4.6-based port, or inspect the shipped patch/source bundle for WXMEMFS, `wx.request`, audio cleanup, display/input, WXGLX dual-path rendering, `.wasm.br`, and `wx.exitMiniProgram`. This skill is version-locked to the bundled upstream base and must not be described as a generic “Godot 4.x” patch dump.
---
# 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