feat: complete native client rendering parity updates
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@@ -0,0 +1,115 @@
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extends SceneTree
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const PythonUISurface = preload("res://python_ui_surface.gd")
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const Python3DSurface = preload("res://python_3d_surface.gd")
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var ui: Control
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var world: Node3D
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func _initialize() -> void:
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call_deferred("run")
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func _py(source: String) -> bool:
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return Metin2PythonHost.run_line(source) == ""
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func _pump_until(seconds: float, condition: Callable) -> bool:
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var deadline := Time.get_ticks_msec() + int(seconds * 1000.0)
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while Time.get_ticks_msec() < deadline:
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if condition.call():
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return true
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await process_frame
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return condition.call()
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func run() -> void:
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root.size = Vector2i(1024, 768)
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world = Python3DSurface.new()
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world.name = "Python3DSurface"
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ui = PythonUISurface.new()
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ui.name = "PythonUISurface"
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root.add_child(ui)
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root.add_child(world)
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var err: String = ui.run_app()
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if err != "":
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print("ERROR: run_app: ", err)
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quit(1)
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return
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await _pump_until(15, func(): return _py(
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"import __main__, os, networkModule, introLogin, introSelect, game, player, background, chr, chrmgr, app\n"
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+ "__main__._stream = [o for o in __import__('gc').get_objects() if isinstance(o, networkModule.MainStream)][0]"
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))
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await _pump_until(20, func(): return _py(
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"assert isinstance(_stream.curPhaseWindow, introLogin.LoginWindow)"
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))
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var host = OS.get_environment("MT_LIVE_HOST")
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var login = OS.get_environment("MT_LIVE_LOGIN")
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var pwd = OS.get_environment("MT_LIVE_PASSWORD")
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var auth_port = int(OS.get_environment("MT_LIVE_AUTH_PORT"))
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var game_port = int(OS.get_environment("MT_LIVE_GAME_PORT"))
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_py("_stream.SetConnectInfo('%s', %d, '%s', %d)\n" % [host, game_port, host, auth_port]
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+ "_stream.curPhaseWindow.Connect('%s', '%s')" % [login, pwd])
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await _pump_until(30, func(): return _py(
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"assert isinstance(_stream.curPhaseWindow, introSelect.SelectCharacterWindow)"
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))
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_py("_stream.curPhaseWindow.SelectSlot(0)\n_stream.curPhaseWindow.StartGame()")
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await _pump_until(30, func(): return _py(
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"assert isinstance(_stream.curPhaseWindow, game.GameWindow) and _stream.curPhaseWindow.IsShow()"
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))
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print("=== IN-GAME LOADED ===")
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for i in 10:
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await process_frame
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print("--- EQUIPPING WEAPON 10 ---")
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_py("chr.SelectInstance(player.GetMainCharacterIndex())\nchr.SetWeapon(10)")
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for i in 10:
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await process_frame
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var check_draws = func(label: String):
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var draws: Array = Metin2PythonHost.render3d_draws()
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var body_draw = null
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var weapon_draws = []
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for d in draws:
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var tex: String = d.get("texture0", "").to_lower()
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if tex.contains("warrior") and not tex.contains("hair"):
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body_draw = d
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elif tex.contains("weapon") or tex.contains("sword") or tex.contains("00010") or tex.contains("00040"):
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weapon_draws.append(d)
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print("[%s] Total draws=%d, weapon_draws=%d" % [label, draws.size(), weapon_draws.size()])
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var b_xf: Transform3D = Transform3D()
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if body_draw != null:
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var wm: PackedFloat32Array = body_draw["world"]
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b_xf = Python3DSurface.d3d_transform(wm)
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print(" Body origin: ", b_xf.origin, " tex=", body_draw.get("texture0", ""))
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else:
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print(" Body draw not found!")
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for w in weapon_draws:
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var wm: PackedFloat32Array = w["world"]
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var xf: Transform3D = Python3DSurface.d3d_transform(wm)
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var dist := xf.origin.distance_to(b_xf.origin) if body_draw != null else 0.0
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print(" Weapon origin: ", xf.origin, " dist_to_body=%.2f cm tex=%s" % [dist, w.get("texture0", "")])
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check_draws.call("IDLE_FRAME_0")
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# Start moving!
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print("--- STARTING MOVEMENT (DIK_UP) ---")
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_py("player.SetSingleDIKKeyState(app.DIK_UP, True)")
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for frame in range(1, 40):
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await process_frame
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if frame % 5 == 0:
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check_draws.call("MOVING_FRAME_%d" % frame)
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_py("player.SetSingleDIKKeyState(app.DIK_UP, False)")
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for frame in range(1, 15):
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await process_frame
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check_draws.call("STOPPED")
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quit(0)
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