feat: complete native client rendering parity updates
This commit is contained in:
+99
-20
@@ -1,10 +1,10 @@
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# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg`)。
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# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg` / `.dds`)。
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#
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# 路径形如 `d:/ymir work/ui/public/middle_button_01.sub`。解析:
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# 1) 去掉盘符前缀
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# 2) 依次试: <assets>/<rel> · <assets>/<pack>/<rel>(散包目录)
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# 3) `.sub` = 子图描述(title/image/left/top/right/bottom)→ 载入其 image + 裁剪成 AtlasTexture
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# `.dds` 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。
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# 1) 优先从 40250 Client/pack(Metin2Pack)取(保持 d:/ 盘符或规范相对路径)
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# 2) 支持 pack 内 .sub 子图切片(AtlasTexture),支持 version 1.0 / 2.0 及公用 Public.dds / IntroEmpire.dds 母图寻址
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# 3) 若 pack 找不到且指定了 assets_root,回退到散文件目录
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# 4) .dds 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。
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extends RefCounted
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static var _cache := {}
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@@ -19,21 +19,20 @@ static func load_dds_image(path: String) -> Image:
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return null
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if not ClassDB.class_exists("Metin2World"):
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return null
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# Metin2World is a Node, not RefCounted; a static reference never frees it.
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# The decoder returns an independently owned Image, so release the helper
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# after each decode (textures themselves remain cached by load_tex).
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var helper: Object = ClassDB.instantiate("Metin2World")
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var img = helper.call("load_dds", path)
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helper.free()
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return img if img is Image else null
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static func load_tex(assets_root: String, vpath: String) -> Texture2D:
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if vpath == "" or assets_root == "":
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if vpath == "":
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return null
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var key := assets_root + "|" + vpath
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var key := (assets_root if assets_root != "" else "pack") + "|" + vpath
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if _cache.has(key):
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return _cache[key]
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var tex: Texture2D = _load_uncached(assets_root, vpath)
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var tex: Texture2D = _load_pack_any(vpath)
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if tex == null and assets_root != "":
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tex = _load_uncached(assets_root, vpath)
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_cache[key] = tex
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return tex
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@@ -45,8 +44,7 @@ static func load_pack_tex(vpath: String) -> Texture2D:
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var key := "pack|" + vpath
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if _cache.has(key):
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return _cache[key]
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# 40250 的包名带盘符(d:/ymir work/...),原样交给 CEterPackManager。
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var tex: Texture2D = _load_pack_image(vpath.replace("\\", "/"))
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var tex: Texture2D = _load_pack_any(vpath)
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_cache[key] = tex
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return tex
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@@ -56,6 +54,93 @@ static func _strip_drive(p: String) -> String:
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s = s.substr(2)
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return s.lstrip("/")
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static func _find_pack_path(vpath: String) -> String:
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if not ClassDB.class_exists("Metin2Pack") or not Metin2Pack.is_ready():
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return ""
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var norm := vpath.replace("\\", "/").strip_edges()
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var stripped := _strip_drive(norm)
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var candidates: Array[String] = [
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norm,
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stripped,
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"d:/" + stripped,
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norm.to_lower(),
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stripped.to_lower(),
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("d:/" + stripped).to_lower(),
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]
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for c in candidates:
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if Metin2Pack.exists(c):
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return c
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return ""
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static func _load_pack_any(vpath: String) -> Texture2D:
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var pack_path := _find_pack_path(vpath)
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if pack_path == "":
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return null
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var ext := pack_path.get_extension().to_lower()
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if ext == "sub":
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return _load_pack_sub(pack_path)
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return _load_pack_image(pack_path)
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static func _load_pack_sub(pack_path: String) -> Texture2D:
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if not ClassDB.class_exists("Metin2Pack") or not Metin2Pack.is_ready():
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return null
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if not Metin2Pack.exists(pack_path):
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return null
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var bytes: PackedByteArray = Metin2Pack.get_bytes(pack_path)
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if bytes.is_empty():
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return null
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var txt := bytes.get_string_from_ascii()
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var image_name := ""
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var version := ""
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var l := 0
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var t := 0
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var r := -1
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var b := -1
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for line in txt.split("\n"):
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var parts := line.strip_edges().split(" ", false)
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if parts.size() < 2:
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continue
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match parts[0].to_lower():
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"version": version = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
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"image": image_name = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
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"left": l = int(parts[1])
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"top": t = int(parts[1])
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"right": r = int(parts[1])
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"bottom": b = int(parts[1])
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if image_name == "":
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return null
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var sub_dir := pack_path.get_base_dir()
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var candidates: Array[String] = []
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if version == "2.0":
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candidates.append(sub_dir.path_join(image_name))
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candidates.append("d:/ymir work/ui/".path_join(image_name))
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else:
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candidates.append("d:/ymir work/ui/".path_join(image_name))
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candidates.append(sub_dir.path_join(image_name))
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var search_dir := sub_dir
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for _i in 4:
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var parent := search_dir.get_base_dir()
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if parent == search_dir or parent.is_empty():
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break
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candidates.append(parent.path_join(image_name))
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search_dir = parent
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var base_tex: Texture2D = null
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for cand in candidates:
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base_tex = _load_pack_any(cand)
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if base_tex != null:
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break
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if base_tex == null:
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return null
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if r <= l or b <= t:
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return base_tex
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var at := AtlasTexture.new()
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at.atlas = base_tex
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at.region = Rect2(l, t, r - l, b - t)
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return at
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static func _resolve(assets_root: String, rel: String) -> String:
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var direct := assets_root.path_join(rel)
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if FileAccess.file_exists(direct):
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@@ -67,20 +152,18 @@ static func _resolve(assets_root: String, rel: String) -> String:
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var cand := assets_root.path_join(sub).path_join(rel)
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if FileAccess.file_exists(cand):
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return cand
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# 大小写不敏感兜底:<assets>/**/ymir work/ui/... —— 只按 basename 找
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return ""
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static func _load_uncached(assets_root: String, vpath: String) -> Texture2D:
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var rel := _strip_drive(vpath)
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var real := _resolve(assets_root, rel)
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if real == "":
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# 试把 .sub 换成 .tga / .png
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for ext: String in [".tga", ".png", ".jpg"]:
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real = _resolve(assets_root, rel.get_basename() + ext)
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if real != "":
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break
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if real == "":
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return _load_pack_image(rel)
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return _load_pack_any(vpath)
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if real.get_extension().to_lower() == "sub":
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return _load_sub(real)
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return _load_image_file(real)
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@@ -112,8 +195,6 @@ static func _load_pack_image(rel: String) -> Texture2D:
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return ImageTexture.create_from_image(image) if image != null and not image.is_empty() else null
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static func _load_image_file(path: String) -> Texture2D:
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# .sub 文件可能引用了未随当前资源包发布的共享贴图(例如 Public.tga)。
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# 先做存在性检查,避免 headless/UI fallback 因缺失可选贴图刷错误日志。
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if not FileAccess.file_exists(path):
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return null
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var ext := path.get_extension().to_lower()
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@@ -144,8 +225,6 @@ static func _load_sub(path: String) -> Texture2D:
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"bottom": b = int(parts[1])
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if image_name == "":
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return null
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# Skill .sub files live below ui/skill/<job>, while their shared DDS
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# lives in ui/. Search the containing directory and its parents.
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var img_path := ""
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var search_dir := path.get_base_dir()
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for _i in 6:
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