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:
shen
2026-08-31 20:02:12 +09:00
co-authored by Claude Sonnet 5
parent f4917a2b3b
commit 47baf6c0c6
414 changed files with 69568 additions and 385 deletions
+123
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// libgr2 —— 材质视图(附加,不改动既有解析)。
// root.Materials (ArrayOfReferences) → granny_material:
// Name (String)
// Texture (Reference → granny_texture{ FromFileName (String) })
// Maps (RefToArray → granny_material_map{ Usage (String); Material (Reference → granny_material) })
// diffuse 取 Usage 含 "diffuse" 的 map,退而取第一张贴图。
#include "gr2/gr2.h"
#include "internal.h"
#include <algorithm>
#include <cctype>
namespace gr2 {
using detail::TypeMember;
using Ref = detail::Ref;
namespace {
std::string lower(std::string s) {
for (auto& c : s) c = char(std::tolower((unsigned char)c));
return s;
}
// helpers 用 `auto&` 模板参数,避免命名私有的 File::Impl(只有 dump_materials 是 friend)。
// 从一个 granny_texture 对象读 FromFileName。
std::string read_texture_name(auto& im, Ref tex_obj, Ref tex_type) {
if (!tex_obj.valid() || !tex_type.valid()) return {};
const auto& ms = im.parse_type(tex_type);
if (const TypeMember* m = im.find_member(ms, "FromFileName"))
return im.rd_str(im.member_slot(tex_obj, *m));
return {};
}
struct WalkState {
MaterialInfo* out;
std::vector<std::string> encounter; // 按遇到顺序
std::string diffuse; // 首个 Usage~=diffuse 的贴图
};
// 递归遍历一个 granny_material,收集 FromFileName。
void walk_material(auto& im, Ref mat_obj, Ref mat_type, int depth,
WalkState& st, bool parent_is_diffuse) {
if (depth > 4 || !mat_obj.valid() || !mat_type.valid()) return;
const auto& ms = im.parse_type(mat_type);
if (st.out->name.empty()) {
if (const TypeMember* mn = im.find_member(ms, "Name"))
st.out->name = im.rd_str(im.member_slot(mat_obj, *mn));
}
if (const TypeMember* mt = im.find_member(ms, "Texture")) {
Ref tex = im.read_reference(mat_obj, *mt);
std::string fn = read_texture_name(im, tex, mt->ref_type);
if (!fn.empty()) {
st.encounter.push_back(fn);
if (parent_is_diffuse && st.diffuse.empty()) st.diffuse = fn;
}
}
if (const TypeMember* mm = im.find_member(ms, "Maps")) {
Ref base;
uint32_t count = 0, stride = 0;
if (im.read_ref_to_array(mat_obj, *mm, base, count, stride) && count && stride) {
const auto& map_ms = im.parse_type(mm->ref_type);
const TypeMember* mu = im.find_member(map_ms, "Usage");
const TypeMember* msub = im.find_member(map_ms, "Material");
for (uint32_t i = 0; i < count && i < 64; ++i) {
Ref map_obj{ base.section, base.offset + i * stride };
bool is_diffuse = parent_is_diffuse;
if (mu) {
std::string u = lower(im.rd_str(im.member_slot(map_obj, *mu)));
is_diffuse = u.find("diffuse") != std::string::npos || u.empty();
}
if (msub) {
Ref sub = im.read_reference(map_obj, *msub);
walk_material(im, sub, msub->ref_type, depth + 1, st, is_diffuse);
}
}
}
}
}
} // namespace
std::vector<MaterialInfo> dump_materials(const File& f) {
std::vector<MaterialInfo> out;
if (!f.impl_ || !f.impl_->root_type.valid() || !f.impl_->root_obj.valid()) return out;
File::Impl& im = *f.impl_;
const auto& root_ms = im.parse_type(im.root_type);
const TypeMember* mats = im.find_member(root_ms, "Materials");
if (!mats) return out;
std::vector<Ref> mat_refs = im.read_array_of_refs(im.root_obj, *mats);
out.reserve(mat_refs.size());
for (Ref mr : mat_refs) {
MaterialInfo mi;
WalkState st{ &mi, {}, {} };
walk_material(im, mr, mats->ref_type, 0, st, /*parent_is_diffuse=*/true);
mi.diffuse_texture = !st.diffuse.empty() ? st.diffuse
: (st.encounter.empty() ? std::string{} : st.encounter.front());
mi.map_count = (int)st.encounter.size();
mi.all_textures = st.encounter;
std::sort(mi.all_textures.begin(), mi.all_textures.end());
mi.all_textures.erase(std::unique(mi.all_textures.begin(), mi.all_textures.end()),
mi.all_textures.end());
// 渲染态推断(EterGrnLib Material.cpp 的名字/map 逻辑)
std::string ln = lower(mi.name);
mi.alpha_blend = ln.rfind("blend", 0) == 0 && mi.map_count > 1;
for (const char* kw : {"2side", "twoside", "two_side", "double", "leaf", "tree",
"ivy", "fence", "grass", "branch", "flag"})
if (ln.find(kw) != std::string::npos) { mi.two_sided = true; break; }
out.push_back(std::move(mi));
}
return out;
}
} // namespace gr2