Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
This commit is contained in:
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// libgr2 —— 材质视图(附加,不改动既有解析)。
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// root.Materials (ArrayOfReferences) → granny_material:
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// Name (String)
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// Texture (Reference → granny_texture{ FromFileName (String) })
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// Maps (RefToArray → granny_material_map{ Usage (String); Material (Reference → granny_material) })
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// diffuse 取 Usage 含 "diffuse" 的 map,退而取第一张贴图。
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#include "gr2/gr2.h"
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#include "internal.h"
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#include <algorithm>
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#include <cctype>
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namespace gr2 {
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using detail::TypeMember;
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using Ref = detail::Ref;
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namespace {
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std::string lower(std::string s) {
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for (auto& c : s) c = char(std::tolower((unsigned char)c));
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return s;
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}
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// helpers 用 `auto&` 模板参数,避免命名私有的 File::Impl(只有 dump_materials 是 friend)。
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// 从一个 granny_texture 对象读 FromFileName。
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std::string read_texture_name(auto& im, Ref tex_obj, Ref tex_type) {
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if (!tex_obj.valid() || !tex_type.valid()) return {};
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const auto& ms = im.parse_type(tex_type);
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if (const TypeMember* m = im.find_member(ms, "FromFileName"))
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return im.rd_str(im.member_slot(tex_obj, *m));
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return {};
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}
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struct WalkState {
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MaterialInfo* out;
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std::vector<std::string> encounter; // 按遇到顺序
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std::string diffuse; // 首个 Usage~=diffuse 的贴图
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};
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// 递归遍历一个 granny_material,收集 FromFileName。
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void walk_material(auto& im, Ref mat_obj, Ref mat_type, int depth,
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WalkState& st, bool parent_is_diffuse) {
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if (depth > 4 || !mat_obj.valid() || !mat_type.valid()) return;
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const auto& ms = im.parse_type(mat_type);
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if (st.out->name.empty()) {
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if (const TypeMember* mn = im.find_member(ms, "Name"))
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st.out->name = im.rd_str(im.member_slot(mat_obj, *mn));
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}
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if (const TypeMember* mt = im.find_member(ms, "Texture")) {
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Ref tex = im.read_reference(mat_obj, *mt);
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std::string fn = read_texture_name(im, tex, mt->ref_type);
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if (!fn.empty()) {
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st.encounter.push_back(fn);
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if (parent_is_diffuse && st.diffuse.empty()) st.diffuse = fn;
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}
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}
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if (const TypeMember* mm = im.find_member(ms, "Maps")) {
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Ref base;
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uint32_t count = 0, stride = 0;
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if (im.read_ref_to_array(mat_obj, *mm, base, count, stride) && count && stride) {
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const auto& map_ms = im.parse_type(mm->ref_type);
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const TypeMember* mu = im.find_member(map_ms, "Usage");
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const TypeMember* msub = im.find_member(map_ms, "Material");
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for (uint32_t i = 0; i < count && i < 64; ++i) {
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Ref map_obj{ base.section, base.offset + i * stride };
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bool is_diffuse = parent_is_diffuse;
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if (mu) {
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std::string u = lower(im.rd_str(im.member_slot(map_obj, *mu)));
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is_diffuse = u.find("diffuse") != std::string::npos || u.empty();
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}
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if (msub) {
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Ref sub = im.read_reference(map_obj, *msub);
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walk_material(im, sub, msub->ref_type, depth + 1, st, is_diffuse);
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}
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}
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}
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}
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}
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} // namespace
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std::vector<MaterialInfo> dump_materials(const File& f) {
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std::vector<MaterialInfo> out;
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if (!f.impl_ || !f.impl_->root_type.valid() || !f.impl_->root_obj.valid()) return out;
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File::Impl& im = *f.impl_;
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const auto& root_ms = im.parse_type(im.root_type);
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const TypeMember* mats = im.find_member(root_ms, "Materials");
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if (!mats) return out;
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std::vector<Ref> mat_refs = im.read_array_of_refs(im.root_obj, *mats);
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out.reserve(mat_refs.size());
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for (Ref mr : mat_refs) {
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MaterialInfo mi;
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WalkState st{ &mi, {}, {} };
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walk_material(im, mr, mats->ref_type, 0, st, /*parent_is_diffuse=*/true);
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mi.diffuse_texture = !st.diffuse.empty() ? st.diffuse
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: (st.encounter.empty() ? std::string{} : st.encounter.front());
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mi.map_count = (int)st.encounter.size();
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mi.all_textures = st.encounter;
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std::sort(mi.all_textures.begin(), mi.all_textures.end());
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mi.all_textures.erase(std::unique(mi.all_textures.begin(), mi.all_textures.end()),
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mi.all_textures.end());
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// 渲染态推断(EterGrnLib Material.cpp 的名字/map 逻辑)
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std::string ln = lower(mi.name);
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mi.alpha_blend = ln.rfind("blend", 0) == 0 && mi.map_count > 1;
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for (const char* kw : {"2side", "twoside", "two_side", "double", "leaf", "tree",
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"ivy", "fence", "grass", "branch", "flag"})
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if (ln.find(kw) != std::string::npos) { mi.two_sided = true; break; }
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out.push_back(std::move(mi));
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}
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return out;
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}
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} // namespace gr2
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