diff --git a/.gitignore b/.gitignore index 30681793..474eda2e 100644 --- a/.gitignore +++ b/.gitignore @@ -1,19 +1,56 @@ +# Metin2 game assets (project/asset_root.gd). Committed to THIS self-hosted +# private repo for one-clone multi-device builds. Do not publish/redistribute +# — copyrighted Ymir art. MT_ASSETS env var overrides the location. +/assets/asset_index.txt # derived — regen: godot --headless --path project --script bake_asset_index.gd + # build /build/ +/build-ios/ +/build-android/ /cmake-build-*/ compile_commands.json # godot +/assets/**/*.import +/assets/**/*.uid /project/.godot/ /project/bin/*.dylib /project/bin/*.dSYM/ /project/bin/*.so /project/bin/*.dll /project/bin/*.wasm +/project/bin/ios/ +/project/bin/android/ +# Android Gradle build template (~1.2 GB of regenerable Gradle output + Godot +# .aar). Recreate per machine: +# godot --headless --path project --install-android-build-template \ +# --export-debug Android build/export/mtgodot-poc.apk +/project/android/ # misc .DS_Store *.tmp +*.o +*.a # clangd /.cache/ + +# oracle: cross-compiled exe + leaked Granny DLL (size / RAD IP — never commit; +# oracle/build-wine.sh rebuilds). See oracle/README.md. +/oracle/oracle.exe +/oracle/*.dll +/oracle/*.dylib + +# vendored-lib test artifacts +/test/oracle_dumps/ +/test/*.actual.png +/build-tools/ + +# libgr2 tool outputs +/fuzz-report.json +/test/m2-numeric.json.tmp + +# compare.py render output +/test/compare-shots/ +/test/compare-report.json diff --git a/.gitmodules b/.gitmodules index 1cc4f385..2bf5f558 100644 --- a/.gitmodules +++ b/.gitmodules @@ -1,4 +1,9 @@ [submodule "extension/godot-cpp"] path = extension/godot-cpp url = https://github.com/godotengine/godot-cpp.git - branch = master +[submodule "extension/third_party/zstd"] + path = extension/third_party/zstd + url = https://github.com/facebook/zstd.git +[submodule "extension/third_party/libsodium-cmake"] + path = extension/third_party/libsodium-cmake + url = https://github.com/robinlinden/libsodium-cmake.git diff --git a/CMakeLists.txt b/CMakeLists.txt index 06511a81..cd782408 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1,8 +1,14 @@ # mtgodot-poc — top level # Phase 1 (macOS) scaffolding. See docs/GODOT-POC-PLAN.md §M0'. +# +# libgr2 / formats / oracle / tools were vendored in from the retired xrender-poc +# repo (2026-08-29). libgr2 is the shared core (gr2 v6/v7 reader, oracle-verified); +# formats = .msa/.msm parsers (needed M2 T2.2/T2.3); tools = libgr2 validation. cmake_minimum_required(VERSION 3.20) project(mtgodot_poc CXX C) +include(CTest) + set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_C_STANDARD 17) @@ -13,9 +19,30 @@ endif() set(CMAKE_EXPORT_COMPILE_COMMANDS ON) -# Phase 1 is macOS-only; fail early anywhere else so nobody wastes time. -if(NOT APPLE) - message(FATAL_ERROR "mtgodot-poc Phase 1 targets macOS only (see docs/GODOT-POC-PLAN.md §00).") +option(MTGODOT_BUILD_EXTENSION "Build the Godot GDExtension (pulls in godot-cpp)" ON) +option(MTGODOT_BUILD_TOOLS "Build libgr2 validation tools (gr2dump/gr2fuzz/oracle_diff)" OFF) + +# --- shared, cross-platform core (no godot-cpp, no third-party) --- +add_subdirectory(libgr2) +add_subdirectory(formats) + +if(MTGODOT_BUILD_TOOLS) + add_subdirectory(tools) endif() -add_subdirectory(extension) +# --- the Godot extension --- +# Phase 1 was macOS-only; Phase 2 (BACKLOG F1/F2) adds iOS + Android. The three +# native deps are vendored (extension/third_party), so the only gate now is +# "is this a platform we've wired output naming + a toolchain for". +if(MTGODOT_BUILD_EXTENSION) + set(_mt_plat "${CMAKE_SYSTEM_NAME}") + if(_mt_plat STREQUAL "Darwin" OR _mt_plat STREQUAL "iOS" OR _mt_plat STREQUAL "Android") + message(STATUS "mtgodot extension: building for ${_mt_plat}") + else() + message(FATAL_ERROR + "MTGODOT_BUILD_EXTENSION: supported targets are macOS / iOS / Android " + "(got CMAKE_SYSTEM_NAME='${_mt_plat}'). See docs/PLATFORMS.md. " + "Use -DMTGODOT_BUILD_EXTENSION=OFF to build just libgr2/formats/tools.") + endif() + add_subdirectory(extension) +endif() diff --git a/README.md b/README.md index e2a12ce3..f92d3d4f 100644 --- a/README.md +++ b/README.md @@ -1,19 +1,28 @@ # mtgodot-poc -「**Godot 4 + 自研资源 loader**」跨平台方案的渲染 Demo(route ①)。 -用一个 C++ GDExtension 复用 [`xrender-poc`](../xrender-poc) 的 `libgr2`,把 Metin2 的 -`.gr2` 骨骼资源渲染进 Godot,用 Godot 内置渲染器。 +「**Godot 4 + 自研资源 loader**」跨平台方案的渲染 Demo。 +用一个 C++ GDExtension 把 Metin2 的 `.gr2` 骨骼资源渲染进 Godot,用 Godot 内置渲染器。 -与 `xrender-poc`(自研引擎 + bgfx RHI)是**两条并行的跨平台基座候选**,共用 `libgr2`。 +> **2026-08-29:并入 `xrender-poc`。** 原先与本仓库并行的 bgfx 自研引擎方案(`xrender-poc`) +> 经中期评审([`docs/MIDREVIEW.md`](docs/MIDREVIEW.md))**停止开发**,其可复用部分—— +> `libgr2`(gr2 v6/v7 读取器,已对拍 Granny)、`formats`(.msa/.msm)、`oracle`(Granny 真值工具)、 +> `tools`(libgr2 校验工具)、`docs/reference`(格式逆向笔记)——已 **vendored 进本仓库**。 +> bgfx 侧的渲染器 / 平台壳 / 第三方库全部弃用(Godot 取代)。bgfx demo 的参考截图留在 +> `test/bgfx-reference/` 供交叉核对。`xrender-poc` 目录本身已删除(2026-08-30)。 -判定分两阶段: +自用项目(内部研究,不对外发布),分两阶段推进: | 阶段 | 平台 | 里程碑 | 产出 | |---|---|---|---| -| **Phase 1**(当前) | macOS | M0' · M1 · M2 · M2.5 | 中期评审(不下 go/no-go) | -| Phase 2 | iOS · Android | M3 | go / no-go | +| **Phase 1**(当前) | macOS | M0' · M1 · M2 · M2.5 | 中期评审 | +| Phase 2 | Android(一加 13 / Vulkan)· iOS(iPhone 16 / Metal) | M3 | 三设备各一次 bring-up + 性能留档 | -完整计划见 [`docs/GODOT-POC-PLAN.md`](docs/GODOT-POC-PLAN.md)。 +自用、不对外发布,**无正式 go/no-go 门禁**;三台目标设备都是现代硬件,**全程不涉及 GLES3 / Compatibility 渲染器**,不做中低端 / 老机器。 + +完整计划见 [`docs/GODOT-POC-PLAN.md`](docs/GODOT-POC-PLAN.md);离可用客户端还差什么见 +[`docs/BACKLOG.md`](docs/BACKLOG.md)(分层未完成清单);把参考图那种整张地图画面做出来的实施规格见 +[`docs/SHINSOO-WORLD-RENDERING.md`](docs/SHINSOO-WORLD-RENDERING.md)(正式移植,Phase 2 bring-up 之后); +距参考图「目视等价」还差哪些保真化工作见 [`docs/PARITY-GAP.md`](docs/PARITY-GAP.md)。 --- @@ -26,18 +35,26 @@ (`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、 `shaman_lord`(**v7**,93) 均正确加载渲染。 - [x] **M2** — 骨骼动画。`Metin2AnimPlayer` `_process` 里 `gr2::sample_pose`(跨文件) - → 逐骨 `Skeleton3D.set_bone_pose`(局部),Godot GPU 蒙皮。`general/wait` 头 / 护甲 - 对齐正确(`test/golden/m2-wait.png`);`get_bone_global_pose` vs `conv(world)` 全骨 ≤2.6e-5; - CPU-LBS 参考路径(`MTGODOT_CPUSKIN=1`)与 GPU 蒙皮一致;`selfcheck` 0 NaN。 - ⚠️ `dance_1` 等表情动作头 / 颈塌陷 —— **libgr2 曲线解码 bug,xrender-poc bgfx demo 同样复现** - (见 `docs/MIDREVIEW.md` §4)。 -- [~] **M2.5** — 材质与观感保真。`ShaderMaterial`(modulate tex×COLOR×light、 - opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析 + 方向光阴影 + procedural sky - + 引擎雾(`test/golden/m25-*.png`)。**门禁未闭**:多材质槽 → 贴图/混合的精确映射需 - 给 libgr2 加材质 API(见 `docs/GODOT-POC-PLAN.md` §M2.5 T2.5.6 差距清单)。 + → **默认 CPU 线性混合蒙皮**(把 libgr2 的 `Σ w·invWorld·world` 直接作用到顶点,每帧重建 mesh)。 + `get_bone_global_pose` vs `conv(world)` 全骨 ≤2.6e-5;`selfcheck` 0 NaN;`dance_1` 等所有动作 + 头/护甲/躯干正确,与 xrender-poc bgfx demo 一致。 + `MTGODOT_GPUSKIN=1` 走**自写蒙皮顶点着色器**(`m2_material` `SRC_SKIN`:逐骨完整 4×3 矩阵 + 存 RGBAF 纹理,绕过 `Skeleton3D` —— Godot 内置 GPU 蒙皮会正交化、丢 Granny 烘在 rig 骨上的 + shear,warrior 7 根 / **sura 16 根**,见 `test/shear-bones-survey.md`)。人群场景用它。 + **`.msa`**:`anim_path` 收 `.msa` → motion `.gr2` + `Accumulation` + `MotionEventData` + (`get_events()` / `motion_event` 信号,带循环回绕)+ `LoopData` 元数据;播放器 `loop=false` + 可播一次并发 `playback_finished`(片段循环次数执行仍在 backlog C4)。 + **`.msm`**:`gr2_path` 收 `.msm` → 自动加载 `BaseModelFileName`(含散包目录扫描)+ + `get_hair_options()` 发型目录(发型 mesh 挂接留 Phase 2)。 +- [x] **M2.5** — 材质与观感保真。`ShaderMaterial`(modulate tex×COLOR×light、 + opaque/alpha/alpha-test/add 四模式)+ 方向光阴影 + procedural sky + 引擎雾。 + **贴图走 gr2 material 绑定**:`build_parts()` 按 `tri_groups[].material_index` 把一个 gr2 mesh + 拆成多个 Godot surface,各 surface 取 `Mesh::material_textures[matidx]`(mesh-local)→ + 同目录大小写不敏感查 `.dds`;找不到才回退文件名启发式。shaman(1→2 面)/assassin(17→18 面) + 各面贴图正确。MODULATE2X 等 stage op 仍只近似(差距清单见 `docs/GODOT-POC-PLAN.md` §M2.5 T2.5.6)。 - [~] **中期评审** — [`docs/MIDREVIEW.md`](docs/MIDREVIEW.md)。结论:桥接层工程量小、 - 风险基本出清,**建议进入 Phase 2**。收尾 3 项:`compare.py` 对拍、`dump_materials` - Granny 对拍闭合 M2.5 门禁、前台/真机性能重测。 + 风险基本出清,**建议进入 Phase 2**。`compare.py` 已有进程/截图/结构硬门禁,像素差仍为 + advisory;收尾重点是前台/真机性能重测与桥接层全语料 draw 冒烟(默认已是 CPU LBS)。 50 角色压力采样:`test/godot-macos-stress.json`(后台窗口 30fps 节流,仅构建成本 ~165ms/角色 和 100 角色破顶到 52ms 是可信信号)。 @@ -49,10 +66,10 @@ | 组件 | 版本 / 位置 | 说明 | |---|---|---| | Godot | **4.7.1**(`/opt/homebrew/bin/godot`,Homebrew cask) | 编辑器 + headless | -| godot-cpp | submodule `extension/godot-cpp` @ `master`(pin `101ae38`) | master 默认 targets Godot 4.7 API(`GODOTCPP_DEFAULT_API_VERSION=4.7`);无 `4.6/4.7` 分支,只有 bundled `extension_api-4-7.json` | +| godot-cpp | submodule `extension/godot-cpp` @ `101ae38034304346a46ea9ea84ae156d3e860496` | 精确 gitlink 锁定(`.gitmodules` 不跟踪移动分支);bundled `extension_api-4-7.json` | | Xcode | 26.4.1 | macOS 构建 | | CMake | 已装;**不需要 SCons** | godot-cpp 走 CMake 路径 | -| libgr2 | `../xrender-poc/libgr2`(sibling-dir 引用) | 见下「libgr2 依赖」 | +| libgr2 / formats / oracle / tools | vendored 进本仓库 | 见下「vendored 库」 | **导出模板**(M0' T0.4 / 真正 export 才需要):编辑器内 `Editor → Manage Export Templates → Download`,或 `godot --headless --install-export-templates`。~600MB,版本须与编辑器一致(4.7.1)。 @@ -66,19 +83,38 @@ git submodule update --init --recursive # 拉 godot-cpp(首次) ./build.sh Release # template_release ``` -首次会编译 godot-cpp(几分钟)。 +首次会编译 godot-cpp(几分钟)。扩展构建自动带上 vendored `libgr2` + `formats`。 + +只想构建 `libgr2` / `formats` / 校验工具(不碰 godot-cpp): + +```bash +cmake -B build-tools -DMTGODOT_BUILD_EXTENSION=OFF -DMTGODOT_BUILD_TOOLS=ON +cmake --build build-tools -j8 +./build-tools/tools/gr2fuzz "$PWD/assets" # 全量解析冒烟 +./build-tools/tools/gr2dump +``` ## 运行 ```bash +# 完整客户端:登录 → 选人 → 进游戏(用仓库内 assets/) +./run-client.command # 或双击 +# = MT_ASSETS=$PWD/assets godot --path project res://client_main.tscn + +# 打包 .app(需先装 Godot 4.7.1 macOS 导出模板) +./build-macos-client.sh [debug|release] # -> build/export/mtgodot-poc.app + # 编辑器打开 godot -e --path project +# 模型查看器 harness(旧 main_scene) +godot --path project res://main.tscn + # headless 冒烟测试(验证 GDExtension 加载 + 类注册) godot --headless --path project --quit-after 3 # 跑一个真实 gr2 过 libgr2(可选) -MTGODOT_PROBE_GR2="$PWD/../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_cheongrin.gr2" \ +MTGODOT_PROBE_GR2="$PWD/assets/PC/ymir work/pc/warrior/warrior_cheongrin.gr2" \ godot --headless --path project --quit-after 3 ``` @@ -88,22 +124,23 @@ MTGODOT_PROBE_GR2="$PWD/../m2dev-client-main/assets/PC/ymir work/pc/warrior/warr --- -## libgr2 依赖 +## vendored 库(并入自 xrender-poc,2026-08-29) -M0' 直接用 **sibling-directory 引用**:`extension/CMakeLists.txt` 里 -`XRENDER_POC_DIR` 默认 `../../xrender-poc`,`add_subdirectory` 进 `libgr2`。 -两个 repo 都在 `.../mt/` 下时开箱即用。 +| 目录 | 内容 | 谁用 | +|---|---|---| +| `libgr2/` | gr2 v6/v7 只读读取器(header/section/Oodle1/类型树/骨架/网格/曲线/材质)。零第三方依赖。9166 语料 fuzz 0 崩溃;bind pose + 蒙皮对拍 Granny 2.9.12 ≤6.5e-5。含 `dump_materials()`。 | `extension`(`xrender::libgr2`)、`tools` | +| `formats/` | `.msa`(动作)/ `.msm`(模型 + 发型)/ textscript 解析。 | M2 T2.2/T2.3 起(retarget + motion event) | +| `oracle/` | Wine + MinGW 交叉编译的 Granny 真值工具(`oracle.c` + 脚本 + `RUNBOOK.md`)。`oracle.exe` / `granny2_x64.dll` 不入库(体积 + RAD IP),`build-wine.sh` 本地重建。 | M2 数值门禁、M2.5 材质对拍 | +| `tools/` | `gr2dump`(转储)/ `gr2fuzz`(全量解析冒烟)/ `oracle_diff`(libgr2 vs oracle 逐字段对拍)/ `anim_probe`(每骨 world 3×3 的 det/shear/scale 探针,查蒙皮走样)。 | libgr2 回归 | +| `docs/reference/` | xrender-poc 的格式逆向笔记(M0–M4 施工文档 + PLAN)。见 `docs/reference/README.md`。 | 查格式细节 | +| `test/bgfx-reference/` | bgfx demo 的参考截图 + `noise_floor.json` / `m2-numeric.json` / `assets.list` 基线。 | 与 Godot 输出交叉核对 | -换机 / CI 时二选一: -- `git submodule add third_party/xrender-poc` 后传 `-DXRENDER_POC_DIR=third_party/xrender-poc` -- vendor 一份 `libgr2/` 进本仓库 +CMake:顶层 `add_subdirectory(libgr2)` + `add_subdirectory(formats)`(跨平台,不碰 godot-cpp); +`extension` 只 `target_link_libraries(... xrender::libgr2)`。`tools` 由 +`-DMTGODOT_BUILD_TOOLS=ON` 开启。 -> ⚠️ 本仓库依赖 `../xrender-poc/libgr2` 里新增的 `dump_materials()` -> (`src/gr2_material.cpp` + `include/gr2/gr2.h` + `CMakeLists.txt` 三处,纯附加)。 -> 该改动目前只在 xrender-poc 工作树里,**未提交**(那个仓库无提交历史,保持原样)。 -> 需要时由 xrender-poc 的维护者按其流程纳入。 - -`formats/`(msa/msm)到 **M2** 才需要,届时同样方式接入。 +> `libgr2/README.md` 里的 **oodle1.c clean-room 提醒**依然适用:`src/oodle1.c` 是泄露 SDK 端口, +> 仅限内部研究 / 非发布 / 非商用;对外发布前必须 clean-room 重写。 --- @@ -111,27 +148,42 @@ M0' 直接用 **sibling-directory 引用**:`extension/CMakeLists.txt` 里 ``` mtgodot-poc/ - CMakeLists.txt 顶层(macOS only 守卫) - build.sh 便捷构建 + CMakeLists.txt 顶层:add_subdirectory(libgr2/formats/[tools]/[extension]) + build.sh 便捷构建(扩展) + libgr2/ ← vendored:gr2 读取器(xrender::libgr2) + formats/ ← vendored:msa/msm/textscript + oracle/ ← vendored:Granny 真值工具(exe/dll 不入库) + tools/ ← vendored:gr2dump / gr2fuzz / oracle_diff extension/ - CMakeLists.txt mtgodot SHARED + godot-cpp + libgr2 - godot-cpp/ submodule @ master + CMakeLists.txt mtgodot SHARED + godot-cpp(consume xrender::libgr2) + godot-cpp/ submodule @ 101ae38034304346a46ea9ea84ae156d3e860496 src/ - register_types.{h,cpp} GDExtension 入口,注册 Metin2Model - metin2_model.{h,cpp} M0' 占位节点(证明类注册 + libgr2 链接) + register_types.{h,cpp} GDExtension 入口 + metin2_model.{h,cpp} gr2 → Skeleton3D + ArrayMesh + Skin + 材质 + metin2_anim.{h,cpp} 每帧 sample_pose → Skeleton3D;selfcheck + gr2_bridge.{h,cpp} libgr2 POD → Godot 类型;basis + 单位换算 + m2_material.{h,cpp} Metin2 风格 ShaderMaterial(mix / add) + dxt.{h,cpp} DDS DXT1/3/5 软解 + assets/ Metin2 资产(.gr2/.dds/locale/OutdoorA1/…,gitignored;换位置设 MT_ASSETS) + bgm/ 背景音乐(assets/ 同级,gitignored) project/ Godot 4.7 工程 - project.godot - main.tscn 根 Node3D + main.gd - main.gd M0' harness:建 env/light/cam/cube + 探测扩展 - assets/.gdignore 让 Godot 不 import .gr2/.dds - bin/mtgodot.gdextension 扩展描述符(dylib 构建产物落这里) - export_presets.cfg macOS preset + client_main.tscn/.gd 完整客户端入口(main_scene)→ AppFlow 登录串场 + app_flow.gd LOGIN → SELECT → GAME 状态机 + main.tscn / main.gd 旧模型查看器 harness + asset_root.gd AssetRoot:资源目录解析(MT_ASSETS / res://../assets / .app 内外) docs/ GODOT-POC-PLAN.md 开发计划(M0'–M4 + 风险 + 验收) - steps/ (按需) - test/golden/ 对拍截图(M1 起) + MIDREVIEW.md Phase 1 中期评审 + BACKLOG.md 离可用客户端的分层未完成清单 + reference/ ← xrender-poc 的格式逆向笔记(archived) + test/ + golden/ Godot 对拍截图 + bgfx-reference/ bgfx demo 参考截图 + 数值基线 + *.json noise_floor / m2-numeric / stress ``` ## 授权 -`libgr2` 全自研,不含 Granny SDK 代码。本仓库内部研究用途,不对外公开。 +`libgr2` 全自研,不含 Granny SDK 代码 —— 例外:`libgr2/src/oodle1.c` 是泄露 SDK 的解码路径端口 +(见 `libgr2/README.md`,仅限内部研究 / 非发布,对外发布前必须 clean-room 重写)。 +本仓库内部研究用途,不对外公开。 diff --git a/build-android.sh b/build-android.sh new file mode 100755 index 00000000..1c5d48b5 --- /dev/null +++ b/build-android.sh @@ -0,0 +1,50 @@ +#!/usr/bin/env bash +# Cross-compile the mtgodot GDExtension for Android (OnePlus 13 / arm64 / Vulkan). +# Produces project/bin/libmtgodot.android.template_{debug,release}.arm64.so. +# +# On-device run + APK export is the rest of BACKLOG F2; see docs/PLATFORMS.md. +# +# Needs the Android NDK. Point at it with ANDROID_NDK_ROOT (or install via +# Android Studio → SDK Manager → NDK, default ~/Library/Android/sdk/ndk/). +set -euo pipefail +cd "$(dirname "$0")" + +CONFIG="${1:-Debug}" # Debug | Release +ABI="${ANDROID_ABI:-arm64-v8a}" +API="${ANDROID_PLATFORM:-24}" +BUILD_DIR="build-android" +JOBS="${JOBS:-$(sysctl -n hw.ncpu)}" + +# --- locate the NDK --- +NDK="${ANDROID_NDK_ROOT:-${ANDROID_NDK_HOME:-}}" +if [ -z "$NDK" ]; then + SDK="${ANDROID_HOME:-${ANDROID_SDK_ROOT:-$HOME/Library/Android/sdk}}" + if [ -d "$SDK/ndk" ]; then + NDK="$SDK/ndk/$(ls -1 "$SDK/ndk" | sort -V | tail -1)" + fi +fi +if [ -z "$NDK" ] || [ ! -f "$NDK/build/cmake/android.toolchain.cmake" ]; then + echo "Android NDK not found. Set ANDROID_NDK_ROOT to an NDK with" >&2 + echo " build/cmake/android.toolchain.cmake (install via Android Studio SDK Manager)." >&2 + exit 1 +fi +echo "NDK: $NDK" + +if [ ! -f extension/godot-cpp/cmake/android.cmake ]; then + echo "godot-cpp submodule missing — git submodule update --init --recursive" >&2 + exit 1 +fi + +cmake -S . -B "$BUILD_DIR" -G "Unix Makefiles" \ + -DCMAKE_TOOLCHAIN_FILE="$NDK/build/cmake/android.toolchain.cmake" \ + -DANDROID_ABI="$ABI" \ + -DANDROID_PLATFORM="android-$API" \ + -DCMAKE_BUILD_TYPE="$CONFIG" \ + -DMTGODOT_BUILD_TOOLS=OFF \ + -DBUILD_TESTING=OFF + +cmake --build "$BUILD_DIR" --target mtgodot -j "$JOBS" + +echo +echo "Android ($CONFIG / $ABI) library:" +ls -la project/bin/libmtgodot.android.*.so diff --git a/build-ios.sh b/build-ios.sh new file mode 100755 index 00000000..d5546f8b --- /dev/null +++ b/build-ios.sh @@ -0,0 +1,50 @@ +#!/usr/bin/env bash +# Cross-compile the mtgodot GDExtension for iOS (iPhone 16 / arm64 device) and +# stage every static archive the app needs to link into project/bin/ios/. +# +# This gets you a compiled .a — it does NOT do the Xcode project / signing / +# on-device run. That's the rest of BACKLOG F1; see docs/PLATFORMS.md. +# +# Needs: full Xcode + iPhoneOS SDK. Submodules (recursive) must be present. +set -euo pipefail +cd "$(dirname "$0")" + +CONFIG="${1:-Debug}" # Debug | Release +DEPLOY="${IOS_DEPLOYMENT_TARGET:-15.0}" +BUILD_DIR="build-ios" +JOBS="${JOBS:-$(sysctl -n hw.ncpu)}" +TOOLCHAIN="extension/godot-cpp/cmake/ios.toolchain.cmake" + +case "$CONFIG" in + Release) TPL="template_release" ;; + *) TPL="template_debug" ;; +esac + +if [ ! -f "$TOOLCHAIN" ]; then + echo "godot-cpp submodule missing — git submodule update --init --recursive" >&2 + exit 1 +fi + +cmake -S . -B "$BUILD_DIR" -G "Unix Makefiles" \ + -DCMAKE_TOOLCHAIN_FILE="$TOOLCHAIN" \ + -DPLATFORM=OS64 \ + -DDEPLOYMENT_TARGET="$DEPLOY" \ + -DCMAKE_BUILD_TYPE="$CONFIG" \ + -DMTGODOT_BUILD_TOOLS=OFF \ + -DBUILD_TESTING=OFF + +cmake --build "$BUILD_DIR" --target mtgodot -j "$JOBS" + +# --- stage archives for the .gdextension [dependencies] block --- +OUT="project/bin/ios" +mkdir -p "$OUT" +cp -f "$BUILD_DIR/bin/libgodot-cpp.ios.${TPL}.arm64.a" "$OUT/" +cp -f "$BUILD_DIR/libgr2/liblibgr2.a" "$OUT/" +cp -f "$BUILD_DIR/formats/libxr_formats.a" "$OUT/" +cp -f "$BUILD_DIR/extension/libmtnet.a" "$OUT/" +cp -f "$(find "$BUILD_DIR" -name libsodium.a | head -1)" "$OUT/" + +echo +echo "iOS ($CONFIG) archives:" +ls -la "project/bin/libmtgodot.ios.${TPL}.a" "$OUT"/*.a +lipo -info "project/bin/libmtgodot.ios.${TPL}.a" diff --git a/build-macos-client.sh b/build-macos-client.sh new file mode 100755 index 00000000..3fede2a7 --- /dev/null +++ b/build-macos-client.sh @@ -0,0 +1,45 @@ +#!/usr/bin/env bash +# 打包 macOS 完整客户端(登录 → 选人 → 进游戏)。 +# +# ./build-macos-client.sh [debug|release] +# +# 产物:build/export/mtgodot-poc.app + 旁边一个 assets 符号链接(不进包,2.1G)。 +# 依赖:Godot 4.7.1 的 macOS 导出模板(editor 里 “管理导出模板” 装,或放 +# ~/Library/Application Support/Godot/export_templates/4.7.1.stable/macos.zip)。 +set -euo pipefail +cd "$(dirname "$0")" +REPO="$(pwd)" +CFG="${1:-debug}" +OUT="$REPO/build/export" +APP="$OUT/mtgodot-poc.app" +GODOT="${GODOT:-godot}" + +echo "== 1. GDExtension .dylib ==" +cmake --build build --target mtgodot -j8 +DYLIB="project/bin/libmtgodot.macos.template_${CFG}.dylib" +if [ ! -f "$DYLIB" ]; then + # CMake 目前只出 debug 名;release 就复用它 + cp -f project/bin/libmtgodot.macos.template_debug.dylib "$DYLIB" +fi + +echo "== 2. 导出 ==" +mkdir -p "$OUT" +if [ "$CFG" = release ]; then + "$GODOT" --headless --path project --export-release macOS "$APP" +else + "$GODOT" --headless --path project --export-debug macOS "$APP" +fi + +echo "== 3. 资源(不打进包)==" +# .app 同级放一个 assets 链接;AssetRoot 会在 <.app 同级>/assets 找到它。 +ln -sfn "$REPO/assets" "$OUT/assets" +ln -sfn "$REPO/bgm" "$OUT/bgm" + +echo "== 4. ad-hoc 签名(Apple Silicon 直跑)==" +codesign --force --deep --sign - "$APP" 2>/dev/null || true +xattr -dr com.apple.quarantine "$APP" 2>/dev/null || true + +echo +echo "OK -> $APP" +echo "跑: open '$APP' (用 $OUT/assets)" +echo "或: MT_ASSETS='$REPO/assets' '$APP/Contents/MacOS/mtgodot-poc' (看控制台日志)" diff --git a/build.sh b/build.sh index e3fc7113..a44ee3ce 100755 --- a/build.sh +++ b/build.sh @@ -6,9 +6,13 @@ cd "$(dirname "$0")" CONFIG="${1:-Debug}" # Debug | Release JOBS="${JOBS:-$(sysctl -n hw.ncpu)}" -if [ ! -f extension/godot-cpp/CMakeLists.txt ]; then - echo "godot-cpp submodule missing — run: git submodule update --init --recursive" >&2 - exit 1 +# godot-cpp + the vendored deps (zstd, libsodium-cmake and its nested libsodium) +# are submodules — recurse. miniLZO is vendored in-tree, nothing to fetch. +if [ ! -f extension/godot-cpp/CMakeLists.txt ] \ + || [ ! -f extension/third_party/zstd/build/cmake/CMakeLists.txt ] \ + || [ ! -f extension/third_party/libsodium-cmake/libsodium/src/libsodium/include/sodium.h ]; then + echo "submodules missing — fetching (git submodule update --init --recursive)…" >&2 + git submodule update --init --recursive fi cmake -S . -B build -DCMAKE_BUILD_TYPE="$CONFIG" diff --git a/docs/BACKLOG.md b/docs/BACKLOG.md new file mode 100644 index 00000000..49ad0a5c --- /dev/null +++ b/docs/BACKLOG.md @@ -0,0 +1,205 @@ +# mtgodot-poc — 未完成工作清单 + +> 更新:2026-08-29 · 配套 [`GODOT-POC-PLAN.md`](./GODOT-POC-PLAN.md)(计划)、[`MIDREVIEW.md`](./MIDREVIEW.md)(中期评审)、 +> [`SHINSOO-WORLD-RENDERING.md`](./SHINSOO-WORLD-RENDERING.md)(世界渲染实施)、[`PARITY-GAP.md`](./PARITY-GAP.md)(距参考图的保真化差距)。 +> +> POC 的核心问题——**Godot + 自研 loader 能否正确读 + 渲 + 播 Metin2 `.gr2` 骨骼模型**—— +> 在 macOS 上已答「能」:数值对拍 Granny ≤6.5e-5;`warrior` `dance_1` 的 CPU 与 GPU(自写着色器) +> 蒙皮两条路径已**抽帧核对**(t=7 / t=19)一致;`sura`/`assassin`/`shaman`(含 v7)加载渲染正常(未逐帧对拍)。 +> 本文件是「离一个可用客户端还差什么」的分层清单,供正式移植排期。 +> +> **状态**:✅ 已做 · 🟡 部分 · ⬜ 未做 · ⏭ 推迟到正式移植(不影响 Phase 1 中期评审 / Phase 2 bring-up) · ❌ 本 POC 明确不做 +> +> **规模**(粗估,单人 / 对本代码库熟悉后,置信度低 —— 排期时须自行细化): +> S ≈ 1–2 天 · M ≈ 1–2 周 · L ≈ 3 周+ · XL ≈ 独立子项目 +> +> ID 稳定,可在 commit / issue 里引用(`A1` `B3` …)。B 段取代 +> [`GODOT-POC-PLAN.md`](./GODOT-POC-PLAN.md) §M2.5 T2.5.6 的差距清单(那处不再单独维护)。 + +--- + +## A. Phase 1 收尾(S–M) + +| ID | 项 | 状态 | 规模 | 说明 / 依赖 | +|---|---|---|---|---| +| A1 | 发型 mesh 实际挂接 | 🟡 | M | ✅ CPU 路径:`Metin2Model::set_hair_gr2()` + `_load_hair()` —— 加载发型 gr2,骨骼**按名重映射**到 base skeleton(warrior 74/74 匹配),hair mesh 并入 `cpu_skin` 每帧蒙皮,`alpha_scissor` 镂空材质。✅ GPU 蒙皮路径的 hair(`_build_gpu_mesh` 并入 + `ARRAY_BONES` remap,无需 shader 改)。✅ 武器挂点(C5);`.msm target_skin` 换色。 | +| A2 | anim player 与 model 共享逐帧矩阵 | ✅ | S | `Metin2Model::current_skin_matrices()` 缓存完整 affine deformer 矩阵:reload 初始化为 bind pose,CPU/GPU 路径逐帧刷新;发型 / 武器 C++ 桥接可直接复用。 | +| A3 | `_frame_model` 相机框选 | ✅ | S | 已改为按所有 surface 顶点的 1%–99% 分位盒取景并加 8% 边距;assassin headless 冒烟得到稳定 `trimmed-mesh` 框选,孤立几何和远端挂点不再拖偏相机。 | +| A4 | 静态(无动画)展示路径统一 | 🟡 | S | 无 anim player 时走 `Skeleton3D` bind pose(与动画时的 `cpu_skin`/`gpu_skin` 不同代码路径)。实测 M1 bind pose 正确(`skin_matrix ≈ I`,见 `test/shear-bones-survey.md`),非 bug;为一致性 + 少一条代码路径,宜统一走蒙皮路径的 bind pose。 | +| A5 | CPU 路径每帧全量重建 mesh | 🟡 | S–M | `cpu_mesh->clear_surfaces()+add_surface_from_arrays` 每帧全量(**疑似** 30 角色 24fps 的主因 —— 未 profile 确认,见 F4)。改成原地 `Mesh::surface_update_vertex_region`,或人群直接切 `MTGODOT_GPUSKIN=1`。 | +| A6 | `ShaderMaterial` 静态 Shader 退出泄漏 | ✅ | S | Shader cache 由扩展在 scene-level terminator 显式 `unref()`;CPU/GPU headless 退出不再报告该静态引用泄漏。 | +| A7 | GPU 蒙皮跑 stress harness | 🟡 | S | 已确认 `_run_stress` 会让每个实例进入 bone-texture GPU LBS,且 headless 2 角色冒烟成功;报告文案已纠正。headless dummy renderer 的帧数无性能意义,仍缺前台 Metal 人群基线。 | +| A8 | loader 健壮性 | 🟡 | S | 解压失败、section 越界与 `build_fileinfo` 失败现会严格传播;新增 4 类损坏输入 CTest,全量真实语料仍为 9166/9166。仍缺 0 骨 / 索引越界 / NaN 的桥接层用例及 H1 draw 冒烟。 | +| A9 | `reload()` 遗留蒙皮状态 | ✅ | S | 重载/切模型前现在清空 `cpu_mesh`、GPU 标志、bone texture、parts/material cache 与 `.msm` 派生状态,避免复用旧模型资源或 CPU/GPU 双重蒙皮。 | +| A10 | 动画 mesh 裁剪盒 | ✅ | S | CPU LBS 每帧按有限的变形后顶点刷新 `custom_aabb`;GPU 路径继续使用保守扩展盒。 | + +--- + +## B. 材质 / 观感保真(M2.5,M;取代 GODOT-POC-PLAN §M2.5 T2.5.6) + +**现状**:贴图 = gr2 material 绑定(`Mesh::material_textures[matidx]`,mesh-local,`use_gr2_materials=true` 默认) +→ 找不到时 `_resolve_texture` 文件名启发式(face/hair/stem 关键字 + 目录扫描)。blend / cull / alpha +全靠 `guess_blend()` 按**表面名关键字**猜。着色器 `SRC_MIX` / `SRC_SKIN`(skinned)/ +`SRC_ADD` / `SRC_ADD_SKIN`(additive;静态与 GPU 蒙皮均覆盖)。 + +**前置 B1**:libgr2 已有 `MaterialInfo{name, diffuse_texture, all_textures, map_count, alpha_blend, two_sided}` + +`Mesh::material_textures`,其中 blend/two-sided 仍是名字、贴图数与 ExtendedData 的不完整推断;任意 D3D stage 状态不在 GR2 中。 + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| B1 | libgr2 暴露 blend / cull / alpha 数据 | 🟡 | M | Metin2 gr2 **不带 D3DRS** —— 客户端靠 Name(`Blend*` + MapCount>1) + ExtendedData("Two-sided")。libgr2 `MaterialInfo` 已加 `map_count` / `alpha_blend` / `two_sided`(名字 + map 推断,`static_object.cpp` 已用来切 `TRANSPARENCY_ALPHA` / `CULL_DISABLED`)。gr2fuzz 9166/9166 不回归。⬜ 精确解析 ExtendedData 变体,并由 B2 端口原客户端实际使用的固定功能材质分支。 | +| B2 | 原客户端固定功能材质状态兼容 | ⬜ | M | 现在只近似单 stage `MODULATE(TEXTURE, DIFFUSE)`。先盘点 `GameLib/ActorInstanceRender.cpp`、`EterGrnLib/ModelInstanceRender.cpp`、`EterGrnLib/Material.cpp` 在目标资产上实际触发的 blend/alpha-test/sphere-map/多贴图分支,再扩 `SRC_MIX`;GR2 不承载任意 D3D stage 状态,不按未经证实的 op 清单猜实现。 | +| B3 | alpha-test(镂空) | 🟡 | S | hair 表面名 → `AlphaTest`(B4 里 `decide_blend` 仍保留这条,GR2 材质 flag 不区分镂空 vs 不透明)。⬜ 改成贴图 alpha 分布判定;阈值硬编码 0.5,应取材质 `D3DCMP_*` ref。 | +| B4 | blend 模式取自材质 | ✅ 首版 | S | `metin2_model` `decide_blend()`:**优先 `gr2::MaterialInfo.alpha_blend`**(`dump_materials` 端口 EterGrnLib Material.cpp:233 = Name `Blend*` + MapCount>1),仅 hair 镂空 / effect 加法这两类 GR2 没编码的走表面名兜底。`decide_two_sided()`:`MaterialInfo.two_sided` ‖ hair/cloak/cape/skirt/leaf 名。`match_material()` 按 diffuse_texture/name basename 回查。两处(body + weapon)都改。m2_material 加 `cull_disabled` shader 变体(`shader_for(add,skin,two_sided)`)。⬜ 精确 ExtendedData 变体、alpha-test ref 取材质 `D3DCMP_*`。 | +| B5 | 每材质多张贴图(spec / mask / …) | ⬜ | M | 现在只解析 diffuse。`Mesh::material_textures` + libgr2 材质 API 扩成 map。 | +| B6 | 贴图采样设置(filter / wrap / mip / 各向异性) | ⬜ | S | 现在 shader 里写死 `filter_linear_mipmap, repeat_enable`。 | +| B7 | 顶点色 | ✅ 排查=不适用 | — | 全资产 `.gr2`(PC/monster2/effect)无 `DiffuseColor`/`Color0` 顶点成员(grep assets = 0)。Metin2 逐顶点色 = 地形雾(`MapOutdoorRenderSTP` 运行时动态 VB,非资产,Godot `Environment` 雾已覆盖)+ `.mse` `colorfactor`/粒子色(属 E7/§1.2)。libgr2 / `build_mesh` 无需动。详见 PARITY §2.6。 | +| B8 | 切线帧(若确有法线贴图资产) | ⬜ | M | PNT332 无切线。xrender 时期结论:Metin2 资产**基本不用**法线贴图 —— 先排查有没有,再决定是否做(`SurfaceTool::generate_tangents()` 或从 UV 算)。 | +| B9 | 镜面 / 自发光 | 🟡 | M | Sphere-map 高光管线已端口(`SRC_MIX`/`SRC_SKIN` 加 `spec_map`/`spec_power`/`spec_enable`,复现 `Material.cpp:305 __ApplySpecularRenderState`:不透明面、相机空间 `reflect().xy` 查 `spheremap.jpg`、`EMISSION += sphere*tex.a*power`)。`Metin2Model.specular_power` 属性,默认 0 休眠 → 需装备层用 `item_proto bSpecular/100` 逐部位驱动。`SRC_ADD` / `SRC_ADD_SKIN` 已覆盖 additive 发光的一种,且 additive 动画面不再漏蒙皮。 | +| B10 | 背面剔除 / 双面 | 🟡 | S | 世界静态对象(W3/B1)已按 `two_sided` + 贴图名切 `CULL_DISABLED`。角色 `m2_material` shader 仍写死 `cull_back`(`MaterialDesc::two_sided` 死字段)。需给角色也按材质切。 | +| B11 | winding 逐模型验 | ⬜ | S | `flip_winding` 默认 false(4 个骨架验过,未全量)。 | + +--- + +## C. 动画运行时(S–L) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| C1 | root motion(`Accumulation`) | 🟡 | S | `.msa` 已解析、`get_accumulation()` 暴露;未作用到节点 transform。 | +| C2 | 动画混合 / crossfade | 🟡 | M | ✅ `Metin2AnimPlayer.blend_time`(默认 0.15s):切 `anim_path` 时旧 clip 冻结,逐骨对旧/新 `world_pose` slerp+lerp,`skin = invWorld · world_blended` 重建;`mul4x3` 复用 libgr2 语义。权重曲线改为 **`2w²−w³`(ease-in),对齐客户端 `GrannySetControlEaseInCurve(t0,t1,0,0,1,1)` Hermite**(原用 smoothstep)。⬜ shear 骨过渡期精确保持、受控帧核对时长、非循环 clip 结束回退(现 `playing=false` 定格,`apply_pose` 已 clamp,够用)。 | +| C3 | additive 动画 / 部分身体 mask | ⬜ | M | 上半身动作叠在移动上等。 | +| C4 | `.msa` loop / 一次性动作 | 🟡 | S | 已增加整段 `loop` 属性:false 时夹到末帧、停止并发 `playback_finished`;实际 `.msa LoopData`(count/cancel/start/end)已解析并由 `get_loop_data()` 暴露,真实资产冒烟通过。剩余:按原客户端规则执行片段循环次数/取消窗口;整段 loop/once 仍需由动作注册层指定,不能从 `LoopData` 猜。 | +| C5 | 挂点系统 | 🟡 | M | ✅ 武器挂手骨:`Metin2Model::set_weapon_gr2()` / `set_weapon_bone()`(默认 `equip_right_hand`),子 `MeshInstance3D` 每帧取 `gr2::sample_pose` 的 `world_pose[bone]`(`Metin2AnimPlayer::apply_pose` 驱动;对齐客户端 `GetBoneMatrixPointer`)。⬜ 特效挂骨、左手/双持/盾、`.mse` trail。 | +| C6 | motion event 类型语义 | 🟡 首版 | M | `game_scene._on_local_motion_event` 分派(对齐 `RaceMotionData EMotionEventType`):有 `sound` → `_audio.play_at`;有 `effect` → `fx.spawn_at(basename)` 挂 `EffectPosition`;type 2 `SCREEN_WAVING` → `cam.shake`;type 3 `SCREEN_FLASHING` → 屏闪 ColorRect;type 6/9 `FLY/WARP` → 钩子(skill_fx 已单独处理飞行物)。`eterngrn_polish_test.gd` 覆盖。⬜ `.msa` type 数字与运行时枚举的历史偏差核对、武器拖尾(C 未列,见 WeaponTrace)、投掷点精确。 | +| C7 | 播放速率(数据驱动) | ⬜ | S | `time_scale` 有,未按动作类型 / 装备驱动。 | +| C8 | IK / look-at / 踩地校正 | ⬜ | L | 无。 | +| C9 | LOD 选择 | 🟡 | M | ✅ 距离切 mesh(`lod_distances` 默认 `[18,42,90]`m,重建 `cpu_mesh`+材质+蒙皮)。**+ 淡入淡出**:切档时把旧 mesh 快照进 `LodGhost` MeshInstance3D(冻结),shader `lod_fade` uniform(mix/skin)在 ~0.18s 内旧 1→0 / 新 0→1(`LODController::BlendRenderWithOneTexture`);距离阈值加 15% 迟滞防抖。⬜ GPU skin 路径的 LOD、受控帧核对。 | + +--- + +## D. 模型组合(S–L) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| D1 | 多部件装配(身体 + 武器 + 发型 + 时装 + 翅膀,共享骨架) | ⬜ | L | `.msm` + 物品系统。核心:多 `MeshInstance3D` 绑同一骨架 + 骨名重映射;部位遮挡 / 隐藏规则。 | +| D2 | 武器模型(独立 `.gr2` 挂手骨) | 🟡 | M | ✅ 右手单持跑通(见 C5;rigid mesh 分支 `build_mesh` 已验,warrior + `00040.gr2` idle/run 跟手,贴图按材质绑定名解析)。⬜ 左手/双持/盾、`.msm`/物品系统给路径、`_lod` 变体。 | +| D3 | 贴图换色(`SourceSkin`→`TargetSkin`) | 🟡 | S | ✅ 发型:`Metin2Model.hair_skin`(TargetSkin dds 覆盖发型 albedo,对齐 `SetMaterialImagePointer`);`get_hair_options()` 返回绝对 `source_skin`/`target_skin`;`formats.msm_hair` CTest。⬜ 护甲/时装部位的 skin 表。 | +| D4 | 装备 / 时装换装系统 | ⬜ | L | 材质槽、部位互斥、隐藏规则。D1 的上层。 | + +--- + +## E. 渲染功能(S–XL) + +> `E7`–`E10`(特效 / 地形 / 水 / 植被)+ 地图加载 / 环境 / 第三人称场景的完整实施规格见 +> [`SHINSOO-WORLD-RENDERING.md`](./SHINSOO-WORLD-RENDERING.md)(W0–W8 / R1 / R2,≈3.5–5.5 月起, +> Phase 2 三设备 bring-up 之后启动;自用,无正式门禁,W0 可提前并行)。对应的地图 / 环境 / 资产解析 +> 工作项见下方 `E11`–`E13`,以及 `G7` / `H7` / `I5`。 + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| E1 | 阴影调优 | 🟡 | S–M | `DirectionalLight3D` shadow 已开,出图看着正常;range / cascade / bias 未按 `unit_scale=0.01` 系统性调,需验漏影 / 摩尔纹。✅ 分层(PARITY §3.3):树 + `shadowflag≠1` 静态物体不投实时阴影(靠烘焙 `shadowmap.dds`),`shadowflag=1` + 角色投实时;`tree_shadows`/`static_shadows` 开关。 | +| E2 | 环境 | 🟡 | M | 角色演示:procedural sky + sky ambient。**世界(W5)**:`extension/src/environment_builder.cpp` 从 `.msenv` 建 `Sun`(方向光)+ `WorldEnv`(Gradient 三段天空 / Material.Ambient / 深度雾 foglevel / Filmic+adjustment)。⬜ Character 光、云层、lens flare、昼夜。SHINSOO §9-W5。 | +| E3 | 后处理 | 🟡 | M | tonemap(Filmic)+ adjustment 调色 + glow(intensity 0.35)+ SSAO(radius 1.2)+ MSAA 4× 已开。⬜ 按受控参考帧标定曝光/对比/饱和/glow/SSAO;TAA/FXAA 按平台取舍。 | +| E4 | 雾 | 🟡 | S | 角色演示 `MTGODOT_FOG=1`。世界(W5):`environment_builder` 按 `.msenv foglevel` 设深度雾 begin/end + 雾色。⬜ 与 `.wtr` 水雾 / 高度雾绑定。 | +| E5 | 透明排序 | 🟡 | M | `render_priority` 启发式。自重叠 alpha(头发 / 飘带)可能排错;需按深度排序或 OIT。 | +| E6 | Decal / 投影器 | ⬜ | S | 血迹 / 阴影贴花。 | +| E7 | 特效 / 粒子系统(`.mse`) | ⏭ | L–XL | 真实资产是 ASCII Group/List 文本,原客户端 `EffectLib/EffectData.cpp`、`ParticleSystemData.cpp`、`EffectMesh.cpp`、`SimpleLightData.cpp` 已有 parser/语义真值。W7 首版尚未端口。任务是把 Particle/Mesh/Light/时间事件和挂点映射到 Godot,不是逆向私有二进制;先做最终机位必要子集,不阻塞 Phase 2 bring-up。SHINSOO §9-W7。 | +| E8 | 地形 | 🟡 | XL | ✅ 几何(W1):`formats/terrain_mesh.cpp` + `Metin2World`(A1 20/20 `ArrayMesh` + UV,`sample_height` 对拍 areadata z)。✅ splat 数据(W2):`formats/splat.cpp` 端口 `RAW_GenerateSplat`,`terrain_splat.cpp` 用 2 张 RGBA 权重图 + `Texture2DArray` 出图。⚠️ 当前 `min(8, splat.layers.size())`,而 A1 单区块最多 13 个非零层,会静默丢层;UV 也仍是错误的 `128/scale`,应改为区块归一化 U=`8*UScale`、V=`-8*VScale`。✅ 流式首版:逐区块节点 + 3×3 装卸 + `get_perf()`。⬜ 全活动图层、原始 UV/offset、源分辨率与 mip、动态角色阴影落地形、碰撞/LOD/worker/Mobile。SHINSOO §9-W1..W2/W8。 | +| E9 | 水 | 🟡 | L | W7:`water_builder.cpp` 已按 `water.wtr` 逐层生成行 span 掩膜网格,`SRC_WATER` 仍是程序化波纹/菲涅耳。原客户端 parity 缺口是 `special/water/01..30.dds` 约 70ms 翻页、相机空间 UV、按水深逐顶点 alpha 和轻微高度动画。反射/折射/泡沫/normal map 属于参考帧确认后的增强;行列合并只减少几何量,不会减少现有每层一个 surface 的 draw call。SHINSOO §9-W7。 | +| E10 | SpeedTree 植被 | 🟡 | L | `.spt` 几何 loader 位于闭源 IDV `.lib`;实物为带符号的 COFF x86-64,不能链进 macOS/移动端且分发需确认授权。真实资产共 118 个。✅ R2 proxy:`formats/spt.cpp` 嗅探 bark/composite atlas;`tree_placeholder.cpp` 使用真实 DDS、确定性枝干、多组交叉叶簇和风摆;按 treefile 缓存共享 mesh + `MultiMeshInstance3D`(A1 368 棵 / 14 树种),并已移除非原版的逐实例随机 yaw/scale。⬜ 用 `SpeedTreeRT.h` + `.lib` 验证 Windows x64 离线 exporter,再补真实 branch/frond/leaf、LOD/impostor。SHINSOO §9-W4。 | +| E11 | 地图文本格式解析(MapSetting / TextureSet / `.msenv`) | ✅ | M | `formats/map_setting.cpp` + `texture_set.cpp` + `environment.cpp`(`.msenv` Group/List 文本树:方向光 / 材质 / `foglevel` / SkyBox+cloud / Gradient list / LensFlare)。`m2_tokvec` = `LoadMultipleTextData` 等价。CTest `formats.map_formats` + `tools/map_probe` 过真实 A1(4×5 / 17 层 / `foglevel 6` / 10 行 Gradient)。 | +| E12 | 区块二进制 + AreaData 解析(`height.raw` / `tile.raw` / `attr.atr` / `water.wtr` / `areadata.txt` / `areaambiencedata.txt`) | ✅ | M | `formats/terrain_files.cpp`(magic 2634/5426 + 尺寸校验,真值取自 `Terrain.cpp`)+ `area_data.cpp`(含 `areaproperty` / `areaambiencedata`)。A1 全 20 区块 / 975 对象过 `map_probe`;areadata `position` = **地图全局 cm**(W3 修正,SHINSOO §5.6)。 | +| E13 | Property CRC 注册表 + 五类对象实例化(Tree / Building / Effect / Ambience / DungeonBlock) | 🟡 | L | ✅ 注册表(`formats/property.cpp`,A1 1330 CRC,136/136 命中)。✅ Building/DungeonBlock:`static_object.cpp` `get_static_mesh()`(复用 `gr2_bridge`,跨实例共享 mesh,`CULL_BACK` + leaf/fence 关键字 alpha-scissor)+ `place_objects()`(A1 601 实例 / 119 mesh / 0 缺;位置=**地图全局 cm**,`ShadowFlag` / `portal_ids` meta / `.mdatr` 计数)。✅ Tree(W4,见 E10)。✅ `ypr` 轴共轭 bug 已修(`object_basis_godot()`,roll=朝向不再翻滚,影响 66% A1 物体;CTest 钉约定)。⬜ Effect/Ambience、逐建筑朝向对原客户端复核、`.mdatr` 碰撞体、LOD。SHINSOO §9-W3。 | + +--- + +## F. 平台(Phase 2 —— 三设备 bring-up:Mac / 一加 13 / iPhone 16,自用,M–L) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| F0 | vendored 原生依赖 | ✅ | S | libsodium / libzstd / miniLZO 从 Homebrew 改为**源码内建**(`extension/third_party/`,pinned submodule + vendored miniLZO)—— 同一棵树可交叉编 NDK / iOS SDK。别名 `mt3p::sodium` / `mt3p::zstd` / `mt3p::minilzo`,无源码改动,macOS 9/9 CTest + 真实 item/mob_proto 解码逐字一致。详见 `docs/THIRD-PARTY.md`。miniLZO 是 GPL —— 自用可接受(同 oodle1.c),发布前须换。 | +| F1 | iOS(iPhone 16 / Metal) | 🟡 | M | ✅ 交叉编译打通:`./build-ios.sh` 出 `libmtgodot.ios.template_{debug,release}.a`(arm64 / minos 15.0),全依赖(libsodium/zstd/miniLZO/libgr2/formats/mtnet/godot-cpp)随之交叉编过;iOS 强制 extension 为 STATIC(不能 dlopen),`.gdextension` 加了 `[dependencies] ios.*` 归档清单。⬜ 剩 Godot 4.7 iOS 导出模板 + 导出 preset 链 `project/bin/ios/*.a` + 免费 provisioning 签名 + iPhone 16 真机跑 + Release/strip。预留 2–3 天。详见 `docs/PLATFORMS.md`。 | +| F2 | Android(一加 13 / Vulkan) | 🟡 | M | ✅ CMake 已接 `CMAKE_SYSTEM_NAME==Android`(SHARED `.so` + `arm64` 名字后缀);`./build-android.sh` 走 NDK 自带 `android.toolchain.cmake`(`arm64-v8a` / `android-24`)。⬜ 本机无 NDK —— 装 NDK 后 `./build-android.sh` 出 `.so`,再 Godot Android 导出 preset(Gradle)+ 一加 13 真机跑。**只验 Vulkan**,不做 Compatibility(GLES3) / 老机。详见 `docs/PLATFORMS.md`。 | +| F3 | 三端一致性 | ⬜ | S | 同工程 / 同 t / 同机位截图,iPhone 16 · 一加 13 · Mac 对齐。 | +| F4 | 移动端性能 / 帧预算 | 🟡 | M | ✅ **GPU 纹理压缩**:`extension/src/texture_util.{h,cpp}` `make_color_texture()` —— 移动端(`OS.has_feature("mobile")`)或 `MTGODOT_TEXCOMP=1` 时对颜色贴图运行时 ASTC 8x8(~2bpp vs RGBA8 32bpp),编码失败回退 RGBA8;桌面默认关,逐调用点保留原 mipmap 标志 → OFF 时与旧路径逐字节一致。接入:角色皮肤(`_load_dds`)、建筑 albedo(`static_object`)、树皮/树冠(`tree_placeholder`);splat 控制图 / 阴影图 / 水 / HUD 保持 RGBA8。macOS+iOS 编过,ctest 9/9,桌面渲染无变化,`MTGODOT_TEXCOMP=1` 角色渲染正常。⬜ 剩:一加 13 / iPhone 16 单 + N 角色 bench(`MTGODOT_GPUSKIN=1` 人群)、构建成本(~170ms/角色,A5/G2)、移动端画质核对。 | +| F5 | App 生命周期 | 🟡 | S–M | ✅ `project/app_lifecycle.gd`(AppLifecycle 节点):把 `NOTIFICATION_APPLICATION_PAUSED/RESUMED` / `FOCUS_IN/OUT` / `OS_MEMORY_WARNING` / `WM_GO_BACK_REQUEST` 收成信号,默认动作 = 后台暂停树 + 停 BGM + 降 `max_fps`,前台还原;`bind(m2client, audio)` 一键接。`M2Client`(C++):`_notification` 收 PAUSED/RESUMED → `suspend()/resume()`(挂起时不 pump socket),`reconnect()` 用存好的凭据重登;新信号 `suspended`/`resumed`。已接 `login.gd`(回前台若在游戏中自动重连)+ `world_demo.gd`。headless smoke(suspend/resume/reconnect 绑定 + 幂等 + 信号)通过,ctest 9/9,iOS 编过。渲染上下文丢失由 Godot Vulkan 自恢复,GPU 资源全 RenderingServer 托管,无需处理。⬜ 剩真机验证后台 30s→掐连接→回前台重连、iOS 内存告警实际触发。 | +| F6 | 打包 | ⬜ | S–M | macOS / iOS / Android export preset、资产打包策略、iOS 签名。自用,无商店上架。 | +| F8 | 实体点选精度 | ✅ 首版 | S | `player_controller._ray_pick_t()`:射线 vs 每个 pickable 下所有 `MeshInstance3D` 的**世界 AABB 合并 + slab 相交**(逐实体精确,大怪 / 小怪不再被固定 1.4 m 半径误判;`grow(0.15)` 宽容度)。无网格回退旧胶囊近似。对齐 `EterGrnLib/ModelInstanceCollisionDetection::Intersect` 的**结果**,不复刻逐三角。`eterngrn_polish_test.gd` 覆盖(命中 t / 未命中 -1 / 擦边 / 无网格回退)。⬜ 逐三角 / 骨骼包围体、`GetHeight`。 | +| F7 | 触屏输入 / 手势相机 | ✅ | S | `game_camera.gd`:单指拖拽环绕(8px deadzone,低于视作点击)/ 双指捏合缩放;`player_controller.gd`:单指轻点(≤12px 位移 & ≤0.35s)= 点地 / 点选,拖拽或双指手势时不触发。`project.godot` 关 `emulate_mouse_from_touch`(避免与轻点重复触发),桌面鼠标路径不变。两脚本 `--check-only` + 项目导入无错。 | +| F8 | `godot-cpp` 钉稳定版 | ✅ | S | gitlink 精确锁定 `101ae38034304346a46ea9ea84ae156d3e860496`,`.gitmodules` 已移除移动的 `master` branch 配置;目标 API 固定为 Godot 4.7。 | + +--- + +## G. 资产管线(S–M) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| G1 | eterpack 读取器 | 🟡 | M–L | ✅ **本 fork 不是老 `.eix/.epk`** —— 是 `PackLib/Pack.cpp` 的单文件包(header + XChaCha20 加密索引 + zstd 数据,可选逐文件加密,硬编码 `PACK_KEY`)。`extension/src/pack/eterpack.{h,cpp}`:`EterPack`(读,name-field 从 header 反推以兼容真实 `PackMaker.exe` 包)+ `write_pack`(写)+ `packtool` CLI(pack/unpack/list,跨平台 PackMaker 替代)。`pack.roundtrip` CTest + 真实 45 文件 `textureset/` 目录明文/加密往返 `diff` 一致(含 CP949 中文名 + 嵌套目录)。⬜ 接进 `AssetResolver`(从包解析而非散文件)+ mmap 大包。 | +| G2 | 跨实例资产缓存 / 去重 | 🟡 | M | 角色:每实例重建。世界(W8):`Metin2World` 的 `PropertyRegistry` / `AssetResolver` / `StaticMeshCache`(建筑 gr2→mesh,A1 119 份)/ DDS 解码缓存跨区块装卸复用。SHINSOO §9-W8。 | +| G3 | 异步 / 多线程加载 | 🟡 | M | 角色 `Metin2Model` 全同步。世界(W8):`Metin2World` 流式装载分摊到 `stream_budget` 个区块/帧(主线程),未上 worker thread。SHINSOO §9-W8。 | +| G4 | `.dds` 原生 import 路径 | 🟡 | S | M1 T1.3 定为运行时 `dxt.cpp`(level 0 + `generate_mipmaps()`)。Godot 原生 import 分支没接。 | +| G5 | GPU 压缩纹理 / mip 质量 / sRGB 通盘过 | ⬜ | S–M | 现在软解 RGBA8 上传,GPU 端不压缩;移动端显存 / 带宽要压(BC7 / ASTC)。 | +| G6 | DXT 软解补 level-N mip | 🟡 | S | mtgodot `dxt.cpp` 只解 level 0(xrender 版有完整 mip 链,可回移)。 | +| G7 | 跨 pack 虚拟路径索引与覆盖优先级(`AssetResolver`) | 🟡 | M | ✅ `formats/asset_resolver.cpp`:规范化(`\`→`/` / 去盘符 / 小写 / `.``..`)+ `ymir work/` 后缀索引 + `by_rel` + pack 优先级(基础包在前,`metin2_patch_*` 在后,`stable_sort` + 先注册者胜)+ 冲突计数。A1 索引 54212 文件、17/17 地表贴图可解析。⬜ 冲突明细导出 + 优先级快照进测试。是 G1(eterpack)的运行时前置。SHINSOO §4.2 / §9-W0。 | + +--- + +## H. 测试 / 工程(S–M) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| H1 | 全语料过 Godot loader 的 fuzz | ⬜ | S–M | `gr2fuzz` 只覆盖 libgr2 解析(9166/9166)。缺「把每个 `.gr2` 塞进 `Metin2Model` + 蒙皮 + draw」的冒烟(对标 xrender 的 `render_fuzz`)。 | +| H2 | 全 race / 怪物 / NPC / 坐骑抽样 | 🟡 | S | 现在只抽查 ~6 个 PC 模型 + `anim_probe` 4 个 race。 | +| H3 | 带容差的 golden 视觉回归 + CI | 🟡 | M | `compare.py` 已对 Godot 非零退出、超时、旧/缺截图、0 surface、缺动画自检和 NaN 作硬失败;CPU/GPU 像素差仍是 advisory。缺校准后的结构化像素 / 直方图门禁 + 可截图的 CI renderer。 | +| H4 | 扩展侧 dump 骨骼矩阵 / 顶点做对拍 | ⬜ | S | 现在数值对拍靠 libgr2 层的 `oracle_diff`。加 `MTGODOT_DUMP=` 从扩展导出,闭合「mtgodot == Granny」全链。 | +| H5 | Android NDK 上构建 tools | ⬜ | S | `gr2dump` / `gr2fuzz` / `oracle_diff` 目前 macOS。 | +| H6 | 逐材质 oracle 对拍(纸面确认) | ⬜ | S | `material_textures` 已按渲染结果验(warrior/sura/assassin/shaman 全对),缺 `run-diff-suite.sh` 级别的逐材质数值确认。 | +| H7 | A1 地图格式 / 数值 / golden 回归 | ⏭ | M | 地图数据无外部 oracle(不像 `.gr2` 有 Granny DLL):移植 `Terrain.cpp`/`Area.cpp` 公式做自洽 + `minimap.dds` 目视 + 受控机位 golden。`formats/tests/map_formats_test.cpp` 进 CTest;`world-a1-r1/r2.png` 进 `compare.py`。SHINSOO §11。 | + +--- + +## I. libgr2 覆盖面(S–M) + +| ID | 项 | 状态 | 规模 | 说明 | +|---|---|---|---|---| +| I1 | >4 骨权重 / 8-bone-weight | ✅ | S | `libgr2::Mesh` 已记录源 `BoneWeights` 槽数,`gr2fuzz` 纳入直方图。9166 文件中的 3118 个 skinned mesh 全部声明 4 槽,当前语料无需 `ARRAY_FLAG_USE_8_BONE_WEIGHTS`。新资产若出现其它槽数会在报告中显现。 | +| I2 | 多骨架 `.gr2` | ⬜ | S–M | libgr2 的 `extract_mesh` **会**按 BoneBindings 悬空最少给每个 mesh 选对骨架。缺口在桥接:`Metin2Model` 只把 `fi.skeletons[0]` 实例化成 `Skeleton3D` —— 绑到 `skeletons[1]`(武器 / 挂点骨架)的 mesh 会错绑。需按 mesh 的实际骨架建多个 Skeleton3D 或合并。 | +| I3 | 变形目标 / morph | ⬜ | S | libgr2 不解析 `granny_mesh.MorphTargets`。Metin2 用骨骼驱动面部,大概率 N/A —— 确认后标 ❌ 或补。 | +| I4 | 游戏相机 | 🟡 | M | 世界(W6):`project/world_demo.gd` 第三人称跟随(yaw/pitch/dist + 沿视线 `sample_height` 防穿)+ WASD + 贴地 + `attr.atr` 阻挡(逐轴)+ wait/walk/run 状态机 + NPC `Label3D`。⬜ 鼠标转视角交互壳、遮挡淡出、机位 preset;`SpringArm3D`/物理射线要完整覆盖建筑,先依赖 E13 的 `.mdatr`/静态对象碰撞体,当前地形碰撞只能解决地形防穿。SHINSOO §9-W6。 | +| I5 | 地图 / 全局 / Godot 坐标统一转换模块(`mtgodot::coord`) | 🟡 | S | ✅ `formats/m2_coord.{h,cpp}` 纯数学核心:`position_to_godot` / `direction_to_godot` / `tile_id` / `tile_dir` / `chunk_origin_cm` / `height_raw_to_cm`,与 `make_conv`(`-90°X` + `0.01`)一致,CTest 覆盖。✅ `ypr_basis`(Metin2 空间,D3D 端口)+ `object_basis_godot`(共轭到 Godot Y-up,放置用;修了漏轴转换 bug),CTest 覆盖。⬜ extension 侧 godot 薄封装。SHINSOO §6。 | + +--- + +## 已明确不做(本 POC,`GODOT-POC-PLAN.md` §01) + +UI / Python 脚本层、多角色 AI、网络、玩法逻辑、eterpack(Phase 1 用散文件 —— 但 G1 是正式移植必做)。 +`.mse` 特效 / 地形 / 水 / SpeedTree 在 E 段标 `⏭`:正式移植必做、独立立项,但**不影响 Phase 1 中期评审结论**,也不阻塞 Phase 2 的三设备 bring-up。 + +--- + +## 排期 + +> 规模粗估、置信度低(见开头);下面的「周」是相对量级,不是承诺。 + +### Sprint 1 —— 小项收尾(~1 周) + +已完成:`A3` · `A6` · `F8` · `I1`,并补完 `A9`/`A10` 正确性问题。 +剩余:`A5`(CPU 路径原地更新)· `A7`(前台 Metal stress 基线)· `A8`+`H1`(桥接层畸形用例与全语料 draw 冒烟)。 + +### Sprint 2 —— 组合基础(~2 周) + +`A2` 已完成。剩余:`A1`(发型挂接,M)· `A4`(静态路径统一)· `I2`(多骨架排查)。 + +### Phase 2 —— 平台(三设备 bring-up,自用) + +`F1`–`F7`:一加 13(Vulkan)+ iPhone 16(Metal,静态链接)跑起来 + 三端一致 + 两台真机性能留档(旗舰基线)+ 生命周期 + 触屏相机。**无 Compatibility / 老机、无对外 go/no-go。** + +### Phase 2 之后(正式移植,粗排,各阶段数周–数月) + +1. **材质保真** `B1`(扩 libgr2 API)→ `B2`–`B11` · `H6`。 +2. **动画 + 组合** `C2`/`C3`/`C4`/`C5`/`C6` · `D1`–`D4`。 +3. **资产管线** `G1`–`G3` · `G5`(移动端纹理压缩)。 +4. **独立子项目([`SHINSOO-WORLD-RENDERING.md`](./SHINSOO-WORLD-RENDERING.md),Phase 2 bring-up 之后)** + `G7`+`E11`+`E12`+`I5`(W0 路径 / 格式 / 坐标)→ `E8`(地形 geometry+splat)→ `E13`(Property 对象)→ + `E10`(树)→ `E2`(环境)→ `I4`(相机)= R1;再 `E9`(水)+ `E7`(必要 `.mse`)+ UI + `H7` = R2。 +5. **打磨** `C8`(IK)· `C9`(LOD)· `E1`/`E2`/`E3`/`E5`(阴影 / 环境 / 后处理 / 透明排序)· `H3`(CI)· `I4`(游戏相机)。 diff --git a/docs/CLIENT-GAP.md b/docs/CLIENT-GAP.md new file mode 100644 index 00000000..d41befe6 --- /dev/null +++ b/docs/CLIENT-GAP.md @@ -0,0 +1,495 @@ +# m2dev-client → mtgodot-poc 1:1 功能差距 + +> 对照范围:`../m2dev-client-src-main/`(客户端源码)、`../m2dev-client-main/` +>(可执行客户端与配置)以及本工程当前实现。 +> +> 本文按“协议、数据、交互、表现均与原客户端等价”的严格 1:1 标准审计; +> `CLIENT-ROADMAP.md` 中的“P0–P10 首版完成”只表示主要纵向流程已有首版,不等于 1:1 完成。 +> 渲染细节另见 `PARITY-GAP.md`,动画、材质和资产管线另见 `BACKLOG.md`,网络实现另见 +> `CLIENT-PORT.md`。 +> +> 更新日期:2026-08-31(增量 38) +> +> **状态列图例**:✅ 达到本文末“1:1 完成判据” · 🟡 有首版 / 部分语义 · ⬜ 未实现 · +> ❌ 明确不做(超出 m2dev-client 参考范围,除非另立需求)。 +> +> ### 不做清单(❌) +> +> - **拍卖行 / auction house**:m2dev-client 无此系统 —— `0x08xx` 段只有 +> `SHOP`/`MYSHOP`/`SAFEBOX_*`/`MALL_*`,全源码 / 协议头 / 资产零 `auction` 命中。 +> 要做即“新造协议 + 配套服务端”,不属 1:1 移植。**标注为不做**,除非后续明确提需求。 +> - **反作弊(anti-cheat)**:`CG_HACK`(0x0B03) 客户端异常上报,以及桌面外壳的 +> `ProcessCRC` / `ProcessScanner` / 内存扫描等。自用客户端不需要,**标注为不做**, +> 除非服务端强制校验才回头做最小上报。 +> +> ### 变更记录 +> +> - **2026-08-31 增量 30(EterGrnLib 对齐复核)**:查代码确认以下已落地,表内相关行同步。 +> ① **材质 blend / two-sided 改读 GR2 材质信息**(`metin2_model::decide_blend/decide_two_sided` +> 优先 `gr2::MaterialInfo.alpha_blend/two_sided` = `dump_materials` 端口 `Material.cpp:233`, +> body + weapon 两处;`m2_material` 加 `cull_disabled` shader 变体)。 +> ② **LOD 淡入**(`LodGhost` 冻结旧 mesh + `lod_fade` uniform,0.18s,距离阈值 15% 迟滞)。 +> ③ **crossfade 权重改 ease-in `2w²−w³`**,对齐 `GrannySetControlEaseInCurve(0,0,1,1)`。 +> ④ **`.msa` motion event 类型分派**(`game_scene._on_local_motion_event`:sound / effect / +> SCREEN_WAVING 震屏 / SCREEN_FLASHING 屏闪 / FLY·WARP 钩子)。 +> ⑤ **角色接触阴影**(`project/ui/char_shadow.gd`:强制 `cast_shadow=ON` + 脚下渐变 Decal, +> `player_view` / `mob_view` 调用)。 +> ⑥ **点选精度**(`player_controller._ray_pick_t`:射线 vs 子 mesh 合并世界 AABB slab 相交, +> 无 mesh 回退胶囊)。 +> ⑦ **武器挂点复核**:隔离探针实测 weapon MI 原点 == `equip_right_hand` 骨骼原点 +> Δ≤0.06 m(旧「偏 10 m」为 cpu_skin / MapCoord 修复前的失效结论);新增 grip +> pre-transform `weapon_pre = mul4x3(weaponInvWorld[0], weaponLocal[0])`(对齐 +> `ModelInstanceUpdate.cpp:171` 的 `weaponComposite[0]`),30 cm 位移夹断退回原始手部位姿。 +> `03150` 类网格在 .gr2 里就离骨骼原点 ~3 m(资产缺陷,非变换)。 +> 新增测试 `eterngrn_polish_test.gd`;`ctest 10/10` + 29 套 GDScript + iOS 全绿。 +> - **2026-08-31 增量 38(ESC 系统菜单 + 游戏设置窗)**: +> ① **`system_menu_ui.gd`**(`systemdialog.py` 真 uiscript,thinboard 8 键)= `uisystem.py` +> `SystemDialog.__LoadSystemMenu_Default` 的 1:1:`system_option_button` → `system_option_ui.open()`, +> `game_option_button` → `game_option_ui.open()`,`change_button` → `client.say(0,"/phase_select")` +> (= `net.ExitGame()` 里 `SendChatPacket("/phase_select")`),`logout_button` → `"/logout"` +> (= `net.LogOutGame()`),`mall_button` → `"/in_game_mall"`,`exit_button` → `get_tree().quit()`, +> `help_button` → 占位提示,`cancel_button` / 标题栏 → 关。ESC 现在开这个菜单(`game_scene` +> 把 ESC 从直接开 system_option 改成开 system_menu)。 +> ② **`game_option_ui.gd`**(`gameoptiondialog.py` 真 uiscript)= `uigameoption.py`: +> `block_{exchange,party,guild,whisper,friend,party_request}_button`(toggle) → +> `client.say(0,"/setblockmode " + str(mask ^ bit))`(`EBlockAction` 位 1<<0..1<<5,本地 +> `_block_mode` 跟踪 + 持久化,服务器回包同步待补);`pvp_{peace,revenge,guild,free}`(radio) → +> `"/pkmode {0,1,4,2}"`(`__OnClickPvPMode*`);`name_color`/`target_board`/`view_chat`/ +> `always_show_name`/`show_damage`/`salestext` radio → 持久化 `user://system_option.cfg [gameopt]` +> (`systemSetting.Set*Flag` 等价;渲染侧钩子待补)。 +> 新增 `system_menu_ui_test.gd`(两窗装载 + `/setblockmode` 位运算 + `/pkmode` + `/phase_select`/ +> `/logout`/`/in_game_mall` + 显示开关持久化 + 二次实例读 cfg)。C++ 无改动;`ctest 10/10` + +> 34 套 GDScript + 导入 + iOS 全绿。 +> - **2026-08-31 增量 37(组队成员信息板 + `CG_PARTY_SET_STATE`)**: +> ① **C++**:`wire.h` 加 `CGPartySetState{u16 hdr,u16 len,u32 pid,u8 role,u8 on}`(断言 10) +> + `EPartyRole` 枚举(NORMAL 0/LEADER 1/ATTACKER 2/TANKER 3/BUFFER 4/SKILL_MASTER 5/ +> BERSERKER 6/DEFENDER 7);`game_client.send_party_set_state(pid,role,on)`; +> `M2Client.party_set_state(pid,role,on)` + bind;`get_party()` dict 补 `state`(完整角色字节) +> 和 `affects[7]`。 +> ② **`party_ui.gd`** 从「名字 + 一条 HP」重做成 1:1 迁移 `assets/root/uiparty.py` +> `PartyMemberInfoBoard` + `partymemberinfoboard.py` 布局:每员 strip = 角色状态按钮 +> (队长可点 → 弹角色菜单 普通/攻击/坦克/狂战/辅助/宗师/防御 → `party_set_state`;普通 = +> 清当前角色 `on=false`;+ 踢出 → `party_leave` = `SendPartyRemovePacket`)+ 名字(+★队长) +> + HP gauge + `affects[7]` 非零 → 附加效果 chip(tooltip 带值,槽位名暂定)。点名字 → +> `set_target(vid)`。顶部:EXP 分配开关(`party_set_distribute` 0 不均分 / 1 均分)+ +> 组队治疗(`party_use_skill(PARTY_SKILL_HEAL=1, 0)`)。队长判定 = `get_party()` 里本地 +> `get_main_vid()` 那条的 `leader`。角色菜单按党技能等级门控(Tanker≥10…Defender≥40)暂略。 +> ③ **修 `p8_test` 隐患**:`_init` 原来 `_run()` 未 `await`,`_run` 第一个 `await process_frame` +> 之后的所有断言(含增量 34 的 `shop_ex` 多货架)从未真正生效 —— 改成 `await _run()` 后 +> 暴露 `shop_ui.refresh()` 的 `queue_free` 延迟 bug(旧 row 当帧未消失 → `get_child_count` +> 多计),已改 `remove_child` + `queue_free`。 +> `ctest 10/10` + 33 套 GDScript + 导入 + iOS 全绿。 +> - **2026-08-31 增量 36(系统设置窗 + 私人商店/选魔石补真 uiscript)**: +> ① **系统设置窗** `project/ui/system_option_ui.gd` —— `UiScript`+`UiBuild` 装 +> `assets/uiscript/uiscript/systemoptiondialog.py`;控件绑定逐字对照 +> `assets/root/uisystemoption.py`:`music/sound_volume_controller`(sliderbar) → +> `snd.SetMusicVolume/SetSoundVolume`(接 `Audio.master_bgm/master_sfx` + 即时改在播 BGM 声道); +> `camera_short/long`(radio) → `game_camera.max_dist`(近 11 / 远 20,并夹当前 dist); +> `fog_level0/1/2`(浓/中/淡 radio) → `Environment.fog_enabled` + `fog_density` +> `[0.055/0.018/0.004]`;`tiling_cpu/gpu`+`apply`(原 CPU/GPU 分块渲染)Godot 渲染器无对应, +> 保留占位。设置持久化到 `user://system_option.cfg`(= 原 `systemSetting` 配置文件), +> `setup()` 时读回即时生效,`.msenv` 换 `Environment` 后 `_on_main_set` 重新 `_apply_all`。 +> `game_scene`:ESC 呼出(`ui_manager` 先关最顶层窗并吃掉事件 → 到 `game_scene` 说明无窗打开)。 +> 新增 `system_option_ui_test.gd`(装载 + 音量/镜头/雾绑定 + cfg 持久化 + 二次实例读 cfg)。 +> ② **私人商店窗改走真 uiscript** `privateshopbuilder.py`(board + TitleBar + NameLine + +> `ItemSlot` 5×8=40 grid + Ok/Close):40 格从 `_win.nodes` 索引,`NameLine`(text) 上盖 +> `LineEdit`,背包候选面板挂窗右侧(原客户端靠主背包拖拽,此处点选)。`itemStock` 交互模型 +> (拿起 / 落位 / 价格弹窗 / 排序 + display_pos / 撤下 / 개설 / 철수)不变。测试拆出独立 +> `private_shop_ui_test.gd`(uiscript,缺资产跳过),`shop_cube_mall_test` 私人商店段移除。 +> ③ **选魔石窗** `select_item_ui.gd` 早已走真 uiscript `selectitemwindow.py`(增量 33),无需改。 +> C++ 无改动;`ctest 10/10` + 33 套 GDScript + 导入 + iOS 全绿。 +> - **2026-08-31 增量 35(私人商店开设窗 = `PrivateShopBuilder` 交互模型)**:`private_shop_ui.gd` +> 从「前 5 行 checkbox」重做成 1:1 复刻 `assets/root/uiprivateshopbuilder.py` 的 +> `itemStock` 模型:左侧背包候选(点一件“拿起”)+ 右侧 40 格(`shop.SHOP_SLOT_COUNT`,5×8); +> 拿着件点空格 → 价格输入(`uiCommon.MoneyInputDialog`)→ 落位(`AddPrivateShopItemStock` + +> `itemStock[targetSlot]=(src)`);点已占用格 → 撤下(`OnSelectItemSlot` / +> `DelPrivateShopItemStock`)。개설(OkButton) 把 stock 按格号排序、`display_pos = 格号`、 +> 上限 39(`PRIVATE_SHOP_ITEM_MAX_NUM` = `TPacketCGMyShop::bCount` cap)打包成 +> `M2Client.open_private_shop(sign, [{vnum,count,inv_cell,price,display_pos}])` +> (= `TPacketCGMyShop` + `TShopItemTable`×N,字段 1:1)。`shop_cube_mall_test` 私人商店段 +> 重写(拿起 / 落位 / 价格弹窗 / 排序 + display_pos / 撤下 / 철수)。C++ 无改动; +> `ctest 10/10` + 31 套 GDScript + 导入 + iOS 全绿。 +> NOTE: 面板仍手绘(与 mall_ui / cube_ui 一致),真 `.sub` 版 `privateshopbuilder.py` uiscript 待后续。 +> - **2026-08-31 增量 34(`SHOP_GC_START_EX` 多货架商店)**:`entity_store` 新增 +> `SHOP_GC_START_EX`(10) 解析 —— `TPacketGCShopStartEx{u32 owner_vid, u8 tab_count}` +> + `tab_count` × `{ShopTabHead(char name[32]+u8 coin_type=33B), ShopItem[40]}`(`wire.h` +> 加 `ShopTabHead` + 断言 33,`SHOP_TAB_NAME_MAX=32`/`SHOP_TAB_COUNT_MAX=3`)。 +> `ShopEntry` 加 `pos`(货架内槽位,买位置用),`ShopTab{name,coin_type,items}` + +> `m_shop_tabs`;`SHOP_GC_START` 也改成按固定 40 槽数组填 `pos`;`SHOP_GC_END` 清货架。 +> `shop_items()` 仍是 tab 0 的镜像(旧调用不动)。`M2Client.get_shop()` → `{vid, open, +> tabs:[{name, coin_type, items:[{pos,vnum,price,count}]}]}`。`shop_ui.gd`:`tabs>1` 显示 +> 货架按钮,买位置 = `tabIdx*SHOP_SLOT_COUNT(40)+slotPos`(1:1 对齐 `uishop.py` +> `GetIndexFromSlotPos`)。`net_entity_test` 加双货架合成包断言(名称 / coin_type / 槽位保留 / +> tab0 镜像 / END 清空),`p8_test` 加多货架 UI + `buy pos 5` / `buy pos 43` 断言。 +> `ctest 10/10` + 31 套 GDScript + 导入 + iOS 全绿。 +> - **2026-08-31 增量 33(选魔石窗,样板第 2 例)**:新增 `project/ui/select_item_ui.gd` +> ——`UiScript`+`UiBuild` 装载 `assets/uiscript/uiscript/selectitemwindow.py`(5×8 +> `grid_table`);填格逻辑逐字照 `assets/root/uiselectitem.py.RefreshSlot`:遍历背包前 +> `INVENTORY_PAGE_SIZE*2` 格,只留 `item.IsMetin`(`proto.type == ITEM_TYPE_METIN` = 10) +> 且 `GetItemGrade <= 2`(= 物品**内部名**最后一位数字,非数字按 0)的物品,最多 54 个。 +> 点格 → `client.script_select_item(inventoryCell)`(= `net.SendSelectItemPacket`, +> `CG_SCRIPT_SELECT_ITEM` 0x0903)+ 关窗;ExitButton / 关闭 → `script_select_item(0)` +> (`uiselectitem.Close`)。触发链 1:1:`quest_dialog.parse_script` 识别 EventManager +> `[SELECT_ITEM]` token → 新增 `select_item_requested` 信号(对应 `PythonEventManager` +> `EVENT_TYPE_SELECT_ITEM` → `interfacemodule.BINARY_OpenSelectItemWindow`)→ +> `game_scene` 接到 `select_item_ui.open()`。新增 `select_item_ui_test.gd`(token 解析 + +> 过滤 + 选包 + 关窗发 0);`ctest 10/10` + 31 套 GDScript + 导入 + iOS 全绿。 +> - **2026-08-31 增量 32(角色状态窗 = 1:1 窗口迁移样板)**:新增 +> `project/ui/char_status_ui.gd`——直接用 `UiScript`+`UiBuild` 装载 +> `assets/uiscript/uiscript/characterwindow.py` 真布局;数值绑定逐字对照 +> `assets/root/uicharacter.py.RefreshStatus`(Level/Exp/RestExp、HP/SP、 +> STR/DEX/HTH/INT、ATT=`(min|max)+ATT_BONUS+ATTACKER_BONUS`、 +> DEF=`DEF_GRADE(+DEF_BONUS)`、MATT=`MAG_ATT+(min|max)MAGIC_WEP`、MDEF、 +> ASPD/MSPD/CSPD/ER,EPointTypes 索引取自 m2dev `Packet.h`)。加点 + / - 按钮发 +> `client.say(0,"/stat ht"|"/stat- ht" …)`,与原 `statusPlusCommandDict` / +> `statusMinusCommandDict` 完全一致;`POINT_STAT>0` 才显示加点按钮。STATUS/SKILL/ +> EMOTICON/QUEST 四页做 `SetState` 页签切换(技能 / 表情 / 任务的数据仍在各自专用窗)。 +> 名称 / 帮会 / 职业头像取 `get_entity(get_main_vid())`。`game_scene` 挂 V / C 热键。 +> 新增 `char_status_ui_test.gd`;`ctest 10/10` + 30 套 GDScript + 导入 + iOS 全绿。 +> 这是「原 `interfacemodule.py` 逐窗口迁移」的样板,后续选道具网格 / 商店 START_EX / +> 私人商店 39 格照抄这套(uiscript 装载 + 逐字数值绑定 + 原聊天命令 / 封包)。 +> - **2026-08-31 增量 31(真服 E2E 二轮扫,单会话)**:以 +> `MT_NET_TRACE=1 MT_E2E_SWEEP=1 ./build/extension/net_e2e` 完成一次 +> auth→选人→PHASE_GAME 会话;出站明文 / 加密字节均已落盘。10 个安全探针全部发送成功、 +> 450ms 后仍在线、`unknown_header=0`:`CG_CHARACTER_POSITION`(5B)、 +> `CG_SYNC_POSITION`(16B)、`CG_SCRIPT_SELECT_ITEM`(8B)、`CG_QUEST_CANCEL`(4B)、 +> `CG_PARTY_USE_SKILL`(9B)、`CG_FLY_TARGETING`/`CG_ADD_FLY_TARGETING`(16B)、 +> `CG_FISHING`(5B)、`CG_SHOOT`(5B)、`CG_USE_SKILL`(12B)。`CG_QUEST_CANCEL` 触发 1 条 +> quest-change;钓鱼收到真服 `Please choose a Fishing Pole.`(无鱼竿的预期业务拒绝),其余 +> 无业务事件但均无断连 / 无解析错误。被动 `GC_LAND_LIST` 436B 在登录洪流中真服收到并解析。 +> 扫描暴露一个代码缺口:`GC_FLY_TARGETING`/`GC_ADD_FLY_TARGETING` 与 +> `GC_CHANGE_SKILL_GROUP` 已有 `EntityStore` 实现却未列入 `GameClient` 世界分派,现已补路由并由 +> `net_entity_test` 复核。`CG_DUNGEON`、`CG_WARP`、改名 / 符号 / 物品变更等破坏性或独立 +> 连接协议本轮未发送,仍保持“待真服验”。 +> - **2026-08-31 增量 5(实现复核)**:修正文档中已经落后的功能状态。 +> **情侣状态**已不再是“整体未做”:`GC_LOVER_INFO`(70B) / `GC_LOVE_POINT_UPDATE`(5B) +> 已接入 `EntityStore`,并通过 `M2Client.get_lover()` / `lover_changed` 驱动常驻 +> `love_ui`,C++ 状态测试和 `love_ui_test.gd` 均有覆盖;仍缺完整情侣交互与真服验收。 +> **角色 / 装备渲染**已补本地主角的身体盔甲 / 时装 parts、头盔 / 假发 / 发型、右手武器、 +> 左手盾牌、`item_proto.specular/100` 球面高光、角色 LOD 迟滞 + 0.18s 淡入、动作切换 +> ease-in、`.msa` 音效 / 特效 / 震屏 / 屏闪事件和角色接触阴影首版。**地图 / 材质**行同步 +> 记录 16 层 splat、原 UV / 源分辨率、水纹序列 / 水深 alpha、terrain patch 剔除和物体 +> Y-up 旋转修复。协议审计总缺口仍为 **24 个 header**,但 `GC_LOVER_*` 已从“声明未消费” +> 清单移除;输入行修正为已支持 F1–F4 与数字键 1–9。 +> 本次同时补充“参考模块覆盖索引”,把协议表之外的聊天、TextTail、HUD、UI 运行时、输入 / 相机、 +> 登录串场和桌面外壳差距单独列出。 +> - **2026-08-31 增量 6(位置同步上行)**:补齐 `CG_CHARACTER_POSITION`(0x0A60) / +> `CG_SYNC_POSITION`(0x0303) 的 wire 结构、尺寸断言、`GameClient` 发送接口和 +> `M2Client.character_position()` / `sync_positions()` API;回环测试覆盖姿态包、最多 16 个 +> 坐标元素、字段值和空批次 / 超限拒绝。两项已从“缺失 header”移入“已声明但待核”——仍需 +> 接入原版的自动碰撞纠偏时机、姿态动作和真服务器端到端验收。 +> - **2026-08-31 增量 7(任务应答协议)**:补齐 `CG_SCRIPT_SELECT_ITEM`(0x0903) / +> `CG_QUEST_CANCEL`(0x0906) 的 wire 结构、尺寸断言、`GameClient` 发送接口和 +> `M2Client.script_select_item()` / `quest_cancel()` API;回环测试验证选择值与取消包。 +> 同时让 `QuestDialog` 支持基础 `[INPUT]` 文本框和 Escape 取消;缺失 header 清单由 22 项 +> 降为 20 项。任务窗口仍需接入选道具网格、原版 IME / 输入校验和完整 `EventManager` 标签语义。 +> - **2026-08-31 增量 8(组队技能上行)**:补齐 `CG_PARTY_USE_SKILL`(0x0705) 的 wire +> 结构、尺寸断言、`GameClient.send_party_use_skill()` 和 `M2Client.party_use_skill()`; +> 回环测试验证技能索引 / 目标 VID。缺失 header 清单由 20 项降为 19 项;队伍技能的 +> 冷却、权限和队员世界标记仍待补齐。 +> - **2026-08-31 增量 9(飞行目标广播)**:补齐 `GC_FLY_TARGETING`(0x0411) / +> `GC_ADD_FLY_TARGETING`(0x0412) 的 20B wire 结构;`EntityStore` 持久化 shooter 的目标 +> VID / 坐标并产生追加标记,`M2Client.fly_targeting` 信号向 Godot 暴露;C++ 实体测试覆盖 +> 设置目标、追加目标和坐标回退。缺失 header 清单由 19 项降为 17 项。 +> - **2026-08-31 增量 10(技能组切换)**:补齐 `GC_CHANGE_SKILL_GROUP`(0x021D) 的 5B +> wire 结构、`EntityStore` 技能组状态 / dirty 标记、`M2Client.get_skill_group()` 和 +> `skill_group_changed` 信号;切换会同时使技能快照失效,C++ 实体测试覆盖状态更新。 +> 缺失 header 清单由 17 项降为 16 项。 +> - **2026-08-31 增量 11(角色改名)**:补齐 `CG_CHANGE_NAME`(0x010B) / +> `GC_CHANGE_NAME`(0x010C) 的固定长度 wire 结构、`GameClient` 改名发送与角色槽位更新、 +> `M2Client.change_name()` 及 `char_name_changed` 信号;回环测试覆盖名称字节和 pid 广播。 +> 缺失 header 清单由 16 项降为 14 项。 +> - **2026-08-31 增量 12(公会创建请求)**:补齐 `GC_REQUEST_MAKE_GUILD`(0x0731) 的 +> 无负载包解析,`GameClient` 产生请求事件,`M2Client.guild_make_requested` 向 Godot 暴露, +> 回环测试覆盖事件消费。缺失 header 清单由 14 项降为 13 项。 +> - **2026-08-31 增量 13(主动传送请求)**:补齐 `CG_WARP`(0x0305) 的 4B wire 结构、 +> `GameClient.send_warp()` 和 `M2Client.request_warp()`;回环测试验证上行请求及现有 +> `GC_WARP` 目标回传。缺失 header 清单由 13 项降为 12 项。 +> - **2026-08-31 增量 14(挖矿动作广播)**:补齐 `GC_DIG_MOTION`(0x0308) 的 13B wire +> 结构、`EntityStore` 挖矿动作事件、`M2Client.dig_motion` 信号和 `NetWorld` 朝向 / 动画 +> 元数据处理;实体、回环和 Godot 桥接测试覆盖。缺失 header 清单由 12 项降为 11 项。 +> - **2026-08-31 增量 15(公会符号下载)**:补齐 `CG_SYMBOL_CRC`(0x0723) / `GC_SYMBOL_DATA`(0x0732) +> 的 16B / 8B 结构和原始数据流;`MarkClient` 支持 CRC 请求与变长符号文件接收, +> `M2Client.download_guild_symbol()` / `get_guild_symbol()` / `guild_symbol_ready` 已接入, +> 回环测试覆盖 CRC 字段、guild id 和数据长度。缺失 header 清单由 11 项降为 9 项。 +> - **2026-08-31 增量 16(钓鱼协议)**:补齐 `CG_FISHING`(0x0B01) / `GC_FISHING`(0x0B10) +> 的 5B / 10B wire 结构、旋转方向换算、`EntityStore` 事件和 `M2Client.fishing()` / +> `fishing_event`;回环与 Godot 桥接测试覆盖。缺失 header 清单由 9 项降为 7 项。 +> - **2026-08-31 增量 17(副本协议)**:补齐 `CG_DUNGEON`(0x0B02) / `GC_DUNGEON`(0x0B11) +> 的 4B / 5B wire 结构,支持目的地坐标变长 body,接入 `M2Client.request_dungeon()` / +> `dungeon_event`;实体、回环和 Godot 桥接测试覆盖。缺失 header 清单由 7 项降为 5 项。 +> - **2026-08-31 增量 18(领地与观战者)**:补齐 `GC_LAND_LIST`(0x0B12) 的 4B 头 + 24B +> 元素变长解析,以及 `GC_OBSERVER_ADD/REMOVE/MOVE`(0x0B20–0x0B22) 的 12B / 8B wire +> 结构;`EntityStore` 保存领地和观战者状态,`M2Client.get_land_areas()` / +> `get_observers()` 与 `land_areas_changed` / `observer_event` 已接入;小地图现在消费观战者 +> 状态并绘制紫色菱形标记。实体、回环、Godot 桥接和 `p9_test.gd` 覆盖。缺失 header 清单由 +> 5 项降为 **1 项**(仅剩 `CG_TEXT`,参考端未发现实际发送方)。 +> - **2026-08-31 增量 19(钓鱼动作消费)**:`NetWorld` 和 `NetPlay` 现在消费 +> `fishing_event` 的 START / STOP / REACT / SUCCESS / FAIL 子头,记录方向并尝试驱动远端及 +> 本地主角的钓鱼动作;FISH 子头按参考客户端语义保留为鱼获物品事件,不误当作角色 VID。 +> `combat_fx_test.gd`、`netbridge_test.gd` 覆盖动作分发。 +> - **2026-08-31 增量 20(钓鱼结果日志)**:`ChatUI` 消费 `GC_FISHING` 的 SUCCESS / FAIL / +> FISH 事件,将命中、失败和鱼获物品写入系统 / 战斗日志;`chat_test.gd` 覆盖结果路由。 +> - **2026-08-31 增量 21(小地图领地标记)**:小地图继续消费 `GC_LAND_LIST`,把全局厘米坐标 +> 的领地矩形绘制为公会金色 / 中性青色边框;`p9_test.gd` 补充领地数据供 headless 重绘路径 +> 自检。观战者紫色菱形与领地边框均已接入,仍缺原版 minimap 贴图和 Atlas 交互。 +> - **2026-08-31 增量 22(小地图缩放)**:`minimap.gd` 新增 `set_scale()` / `get_scale()`, +> 对齐原 `CPythonMiniMap::SetScale` 的像素 / 米缩放语义;鼠标滚轮在小地图区域内调整缩放, +> `p9_test.gd` 验证缩放会改变世界坐标投影。仍缺原版贴图、Atlas 拖动和坐标查询窗口。 +> - **2026-08-31 增量 23(飞行目标消费)**:`NetWorld` 为每个 shooter 保存 +> `FLY_TARGETING` / `ADD_FLY_TARGETING` 目标队列;`GC_CREATE_FLY` 在终点 VID 缺失时回退到 +> 队列中的目标 VID 或全局厘米坐标,补上原版 `SetFlyTarget` / `AddFlyTarget` 的关键语义。 +> `netbridge_test.gd` 覆盖无终点 VID 的投射物创建;真实弹道模型、命中时机和特效仍待补齐。 +> - **2026-08-31 增量 24(弓技能发射时机)**:`SkillTable.is_ranged()` 根据 +> `weapon_limit=BOW` 识别远程技能;`GameScene` 为弓技能暂存 `CG_SHOOT`,在 `.msa` 的 FLY +> motion event 到达时发送,超时自动清理,避免近战技能误发。`skill_test.gd` 与 +> `eterngrn_polish_test.gd` 覆盖远近程识别及一次性发射。 +> - **2026-08-31 增量 25(Atlas 大地图窗口)**:新增 `AtlasUI`,复用地图区块 +> `minimap.dds` 构建 Atlas 底图;支持 M 键打开 / 关闭、地图名称、玩家位置(全局厘米)显示、 +> 左键拖动和右键复位。无底图资源时仍保留可交互坐标查询;`atlas_test.gd` 与 +> `gamescene_test.gd` 覆盖窗口装配和输入路径。 +> - **2026-08-31 增量 26(队伍地图标记)**:圆形小地图和 Atlas 从 `get_party()` / 实体快照 +> 区分队员,绘制绿色队员点、队长环和 Atlas 队员标记;`p9_test.gd` / `atlas_test.gd` 覆盖 +> 队伍标记绘制路径。队伍世界标记已不再是纯 UI 列表,仍需按原版颜色和离线状态逐项校准。 +> - **2026-08-31 增量 27(输入差距复核)**:根据 `game_camera.gd` 当前实现修正文档:桌面右键 +> 拖拽环绕、滚轮缩放和触屏单指 / 双指手势已经存在,不再列为缺失功能;剩余差距改为相机 +> 模式、灵敏度 / 键位持久化及窗口冲突规则。 +> - **2026-08-31 增量 28(移动速度校准)**:`GC_CHANGE_SPEED` 已暴露实体的 +> `moving_speed`;`NetPlay` 在主角 `entity_info` 到达时调用 `PlayerController.set_server_speed()`, +> 以原版 100 为基准缩放本地步行 / 奔跑预测(0.25–3.0 限幅),`netplay_test.gd` 覆盖 150 → 1.5×。 +> - **2026-08-31 增量 29(攻击速度校准)**:`GC_CHARACTER_ADD[2]` / `GC_CHARACTER_UPDATE` +> 的 `attack_speed` 已进入 `EntityStore` / `M2Client.entity_dict()`;本地主角的 +> `POINT_ATT_SPEED` 也通过 `get_points()` 暴露。`NetPlay` 按 m2dev 的 `attack_speed / 100.0` +> 动作速率换算自动攻击间隔(0.25–3.0 倍限幅,100 → 0.6 秒),并由 `netplay_test.gd` / +> `net_entity_test` 覆盖实体字段和 150 → 0.4 秒。仍需用真实 `.msa` motion duration、武器 / 坐骑 +> 规则和服务端攻击合法性逐帧校准。 +> - **2026-08-31 增量 4(真机验证)**:`net_e2e` 加 post-2026-08-30 协议探针(env 门禁 +> `MT_E2E_CHARCREATE` / `MT_E2E_MYSHOP` / `MT_E2E_CUBE`)。真服 `192.168.21.203` +> 确认 1:1:`CG_CHARACTER_CREATE`(77B/u16 job) + `GC_PLAYER_CREATE_FAILURE`(5B) + +> `GC_EMPIRE`(5B) + `GUILD_GC_SKILL_INFO`(17B body) + `GUILD_GC_WAR` + `CG_MYSHOP` +> (38B+13B×N) 全部被真服接受 / 解析正确,无 unknown header。Cube/MALL 送出路径通但 +> 需 NPC 交互;`CG_CHARACTER_DELETE` / 龙魂精炼 / 会徽上传(破坏性)仍未真机验。 +> - **2026-08-31 增量 3**:两个 ⬜ 项落地首版 —— **私人商店 / 道具商城** +> (`CG_MYSHOP` / `GC_MALL_OPEN|SET|DEL` / `CG_MALL_CHECKOUT` + `private_shop_ui` / +> `mall_ui`)、**Cube 제작**(`GC_CHAT/COMMAND` 的 `cube …` 总线 → `CubeState` + +> `cube_ui`)。仍缺能量条、原版拖放 UI 细节。 +> **拍卖行**经核查 m2dev-client 无此系统 → 标注 ❌ 不做(见上「不做清单」)。 +> **反作弊**(`CG_HACK` + `ProcessCRC`/`ProcessScanner`)→ 标注 ❌ 不做。 +> **「协议覆盖审计」段**改为逐条清单:脚本核对 `wire.h` vs `Packet.h`,主网络层 +> 仍缺 **24 个 header**(位置同步上行 / 战斗广播 / 任务 / 社交 / 改名 / 世界玩法整组; +> `CG_HACK` 已移入「不做」),另有 3 个「已声明未消费 / 待核」。 +> - **2026-08-31 增量 2**: +> - 角色创建 / 删除流程完成首版并接近 1:1(原为“暂不纳入”)——见新表行 +> 「选人 / 建号 / 删号」。 +> - 怪物 / NPC 真模型渲染修复:`root/npclist.txt`(vnum→代号→目录)解析 + +> `net_world.catch_up()` 补拉协程化 `setup()` 漏掉的初始 spawn 洪流。世界玩法行 +> 的“NPC / 怪物首版”由“能出占位胶囊”提升为“能出真模型 + 贴图 + 动作 + 名字牌 / +> 血条”。 +> - `GC_EMPIRE`(0x0109) 已暴露为 `M2Client.get_empire()`;选人页显示国家名 + 国旗。 +> - 关键 1:1 差距表新增“状态”列。 + +## 结论 + +`mtgodot-poc` 已经不是早期“只能登录、移动和攻击”的骨架:登录到 PHASE_GAME、基础战斗、 +背包 / 装备、技能 UI、任务、聊天、组队 / 好友、商店 / 交易 / 仓库、公会、精炼、龙魂、 +地图和部分特效都已有可运行首版。 + +当前的主要差距已从“有没有功能”转为: + +1. 部分关键协议只实现了表现包或收包,没有完成原客户端的完整上行语义; +2. 数据模型已扩到 24 个 wear 位置和独立 16 格腰带,并接入部分装备 / 时装换模,但原版 + costume / belt 窗口、拖放、tooltip 和部位规则仍不完整; +3. 多数玩法窗口是简化实现,未复现原 Python UI 的完整行为; +4. EffectLib、SpeedTree、材质和世界表现仍有明确占位或近似; +5. 打包资产路径、桌面配置和输入体验尚未形成原客户端等价闭环。 + +因此当前应称为“核心功能纵切完成”,不能称为 `m2dev-client` 的 1:1 客户端。 + +## 已具备的首版能力 + +- 登录、服务器 / 频道选择、频道负载状态、断线重连、选人、**建号 / 删号**、进入游戏; +- Metin2 风选人页(背景 / 3D 角色 / 职业书法字 / 国家 + 国旗 / 四维条 / ◀▶ 槽位 / 建删弹窗); +- 基础移动、攻击、选目标、生命 / 法力 / 经验、伤害飘字、affect、死亡与复活窗口; +- 背包、基础装备换模、地面物品、技能窗口和快捷栏读取; +- 聊天、私聊、基础任务对话和任务日志; +- 组队、好友、情侣名 / 爱意值状态、NPC 商店、交易、仓库; +- 公会、公会技能、公会战、会徽上 / 下载、精炼、龙魂精炼; +- 地形、建筑、水体、**NPC / 怪物真模型(vnum→npclist.txt→目录)**、小地图、频道、昼夜和天气首版; +- GR2 模型 / 动画、换装首版、武器 / 盾挂点、距离 LOD / 淡入、角色接触阴影、 + `item_proto` 驱动的球面高光和 `.mse` 粒子首版。 + +这些项目只说明已有入口和基础闭环;是否 1:1 仍以下表为准。 + +## 关键 1:1 差距 + +| 优先级 | 状态 | 模块 | 当前实现 | 需要迁移的原客户端语义 | +|---|---|---|---|---| +| P1 | 🟡 | 选人 / 建号 / 删号 / 改名 | `CG_CHARACTER_CREATE`(0x0201) / `CG_CHARACTER_DELETE`(0x0202) / `CG_CHANGE_NAME`(0x010B) / `GC_PLAYER_CREATE_SUCCESS`(0x020C) / `GC_PLAYER_CREATE_FAILURE`(0x020D) / `GC_PLAYER_DELETE_SUCCESS`(0x020E) / `GC_PLAYER_DELETE_WRONG_SOCIAL_ID`(0x020F) / `GC_CHANGE_NAME`(0x010C) 全部有尺寸断言;`GameClient` 发送接口、角色槽位补丁和 `drain_*_events()`;`M2Client` 同名建删改 API、4 个建删结果信号及 `char_name_changed`;`net.loopback_flow` 覆盖建删和改名名称字节 / pid 广播。**真机验证(2026-08-31,`net_e2e MT_E2E_CHARCREATE=1`)**:建号、`GC_PLAYER_CREATE_FAILURE`、`GC_EMPIRE` 已验。选人页有建号 / 删号弹窗与国家国旗 | `CG_CHARACTER_DELETE` 破坏性,真机未验;改名 UI / 改名卡消耗和重复名错误提示未接;建号缺外形 / 发型选择与属性再分配 UI(现发 `shape=0` + 职业基础四维);缺 `SELECT_EMPIRE` 选国界面;原版选人台座、镜头动画、`OnCreateFailure` 完整错误码文案 | +| P0 | 🟡 | 技能施放协议 | `CG_USE_SKILL`、`CG_FLY_TARGETING`、`CG_ADD_FLY_TARGETING` 与 `CG_SHOOT` 已有尺寸断言、原生发送接口和 loopback 字节验证;服务端 `GC_FLY_TARGETING` / `GC_ADD_FLY_TARGETING` 已进入 `EntityStore`,通过 `M2Client.fly_targeting` 暴露,且已补入 `GameClient` 世界分派;`GC_CHANGE_SKILL_GROUP` 会更新 `get_skill_group()` 并使技能快照失效;快捷栏先发 `use_skill(skill_id,target_vid)`,再同步 `CG_MOVE` 技能动作;弓技能会在 `.msa` FLY 事件发送 `CG_SHOOT`。真服单会话已发送 `CG_USE_SKILL` / `CG_FLY_TARGETING` / `CG_ADD_FLY_TARGETING` / `CG_SHOOT`,均无断连 / unknown | 仍需实现范围 / 多目标选择器来自动驱动 `ADD_FLY_TARGETING`;冷却、目标合法性、真实弹道和客户端表现也须按技能类型细分;尚未在真服观察到对应 GC 飞行目标推送 | +| P0 | 🟡 | 快捷栏持久化 | 已覆盖 36 槽(4 页 × 9 格)、F1–F4 切页和 1–9 激活;拖放 / 清除 / 交换会分别发送 `CG_QUICKSLOT_ADD/DEL/SWAP`,服务器 `GC_*` 可完整恢复;技能冷却读取对应 `.msk` 的 `CoolTimeFormula` | 仍需补命令 / 表情快捷槽、物品拖放来源、鼠标物品态及原 UI 的完整快捷栏交互;冷却还未叠加原客户端的施法速度与所有特殊技能规则 | +| P0 | 🟡 | 物品操作 | 已有移动、使用、丢弃、拾取;Shift 选“来源→目标”发 `ITEM_USE_TO_ITEM`,Ctrl+右键向当前目标 `ITEM_GIVE`,Alt+右键以数量框发 `ITEM_DROP2`;`ITEM_OWNERSHIP` 会实时更新地面名条;`GC_VIEW_EQUIP` 已保存 11 格检查快照并弹出装备查看窗 | 仍需复刻原鼠标物品态、操作确认 / 错误提示、宝石专用规则,以及装备查看窗的原版槽位图标、3D 纸娃娃与交互 | +| P0 | 🟡 | 装备 / 背包数据模型 | 常规背包维持 90 格;运行时模型已扩展到 24 wear 位置,并将腰带改为独立 16 格;背包右侧动态呈现能力 / 时装 / 戒指 / 腰带和 4×4 腰带格,发包使用原客户端 `INVENTORY` 全局 cell(`90 + wear` / `152 + belt`),按 `values[0]` 的原腰带等级规则锁格。`EquipModel` 已把本地主角 `parts[]`(时装优先)和装备槽接到身体 shape / TargetSkin、头盔 / 假发 / 发型、右手武器、左手盾牌,并用 `item_proto.specular/100` 驱动护甲球面高光 | 仍需复刻原 costume / belt 窗口的槽位贴图、分页、tooltip 和鼠标物品态;补齐饰品 / 翅膀等多部件遮挡规则、远端角色同等换装以及逐部位高光 / 卸装复位,不以当前兼容性扩展面板代替原 UI | +| P0 | 🟡 | 移动与战斗同步 | 有 `GC_MOVE`、本地预测、攻击;`M2Client.character_position()` 可发送姿态回报,`M2Client.sync_positions()` 可按原包批量发送最多 16 个坐标,`M2Client.request_warp()` 可发送 `CG_WARP` 主动传送请求;`GC_SYNC_POSITION` 批量坐标纠偏、`GC_CHANGE_SPEED`、`GC_WALK_MODE`、`GC_CHARACTER_POSITION` 和 `GC_DIG_MOTION` 已恢复到实体状态,`NetPlay` 按 `moving_speed/100` 校准主角步行 / 奔跑预测,挖矿广播可驱动目标朝向 / dig 动画,`WALK_MODE` 会驱动远端 walk/run 动画选择;真服单会话已发送 `CG_CHARACTER_POSITION`(5B) 与 `CG_SYNC_POSITION`(16B),均无断连 / unknown | 仍需按原客户端同步窗口、碰撞纠偏触发时机与保留动作处理,而不是只靠距离阈值和 lerp;姿态动作还没有完整 UI / 动画语义 | +| P0 | 🟡 | PVP / 决斗 / 阵营 | `GC_PVP` 和 `DUEL_START` 已进入状态层,并以 `pvp_changed` / `duel_started` 信号提供给 Godot;挑战 / 战斗 / 复仇关系会在世界实体上显示标签;实体已有部分 empire / alignment / pk 字段 | 仍需 PK 模式上行、原版名字颜色、可攻击判定、阵营规则和原版目标板 / 决斗 UI | +| P1 | 🟡 | Actor 战斗运行时 | 有骨骼动画、基础 combo / 硬直 / 相机抖动;动作切换按 Granny `EaseInCurve(0,0,1,1)` 的 `2w²−w³` 逐骨 crossfade;角色 mesh 支持距离 LOD、15% 迟滞和约 0.18s 新旧 mesh 淡入(`LodGhost` + `lod_fade` uniform);右手武器 / 左手盾按 `weaponComposite[0] = weaponInvWorld[0]·weaponLocal[0]` grip 复合挂 `equip_right_hand`(探针实测 Δ≤0.06 m,非标准米级偏移文件夹断回退);`.msa` motion event 已分派声音、EffectPosition 特效、震屏和屏闪(FLY / WARP 留钩子);玩家 / 怪物强制实时投影并附脚底接触阴影 Decal;实体 `attack_speed` 与本地 `POINT_ATT_SPEED` 已按原版 100 基准影响攻击请求间隔 | 仍需用真实 `.msa` motion duration、武器 / 坐骑规则和服务端合法性校准攻击节奏;另补 combo 取消窗口、精确受击 / 击退、角色碰撞、同步碰撞、武器拖尾、剩余 motion event / 骨骼挂点语义、GPU skin LOD、双持 / 左手武器和目标锁定相机;`03150` 类偏移网格需 per-weapon 偏移数据或修 .gr2 | +| P1 | 🟡 | 飞行物与命中特效 | `GC_FLY_TARGETING` / `GC_ADD_FLY_TARGETING` 保存 shooter 的目标队列和 VID / 坐标;`GC_CREATE_FLY` 可消费队列并生成 tween 发光球 | 对齐 `FlyingObjectManager`:真实技能弹道模型、命中时机 / 命中特效、消失条件、声音与 EffectLib 特效 | +| P1 | 🟡 | 任务 / NPC | 支持 `[ENTER]`、`[CLEAR]`、`[NEXT]`、`[DONE]`、基础 `[QUESTION]`、`[INPUT]` 文本框和任务日志;`M2Client.script_select_item()` / `quest_cancel()` 已可发送原协议应答,Escape 会走取消包;真服单会话已发送 `CG_SCRIPT_SELECT_ITEM`(8B) 与 `CG_QUEST_CANCEL`(4B),取消触发 1 条 quest-change 且无断连 / unknown | 补选道具网格、原版 CJK IME / 输入校验、QuestButton、立绘、完整 EventManager 标签、世界箭头和屏幕边缘指示;选道具包本轮未出现脚本业务回包 | +| P1 | 🟡 | 商店 / 交易 / 仓库 | 普通 NPC 商店、交易状态和仓库列表已有首版;**`SHOP_GC_START_EX` 多货架已解析(`m_shop_tabs`,`get_shop()`),`shop_ui` 带货架按钮 + `tabIdx*40+slot` 买位置** | 补图标格网格、数量输入、交易回滚提示、仓库密码 / 改密码、完整拖放规则、`coin_type` 非金币货币显示 | +| P1 | 🟡 | 私人商店 / 道具商城 | **首版**:`CG_MYSHOP`(0x0802) `CGMyShopHead`(38) + `MyShopItem`(13)×N 有尺寸断言 + `GameClient::send_open_private_shop` / `send_close_private_shop`(=`SHOP_CG_END`) + loopback 字节级;`GC_MALL_OPEN`(0x0841)/`GC_MALL_SET`(0x0842)/`GC_MALL_DEL`(0x0843) 路由进 `EntityStore`(`m_mall[135]` + `mall_open/size/slot/dirty`),`CG_MALL_CHECKOUT`(0x0840) `CGMallCheckout`(8) 发送;`M2Client` `open/close_private_shop`、`get_mall_items`/`mall_checkout` + `mall_opened`/`mall_changed` 信号;`ui/private_shop_ui.gd`(**已重做成 `PrivateShopBuilder.itemStock` 模型:40 格 grid + 拿起 / 落位 / 逐件价格弹窗 / 点占用格撤下 / 개설按格号排序 + display_pos + 上限 39**)、`ui/mall_ui.gd`(列表 + 取出)。**真机验证(2026-08-31,`net_e2e MT_E2E_MYSHOP=1`)**:`CG_MYSHOP` 38B head + 13B item×1 被真服接受,无断连 / 无 shop error,`SHOP_CG_END` 关店正常。`CG_MALL_CHECKOUT` 送出不断连,但 mall 需点 NPC 才 open。他人开店 `SHOP_GC_START_EX` 多货架已解析(见增量 34)。⬜ `SYMBOL_DATA`/`GC_SHOP_SIGN` 头顶招牌 3D、真 `.sub` 版 `privateshopbuilder.py` uiscript、鼠标真拖放物品态 | +| — | ❌ | 拍卖行 / auction house | 不做 | m2dev-client 无此系统(`0x08xx` 段只有 shop/myshop/safebox/mall,全源码 / 协议 / 资产零 `auction` 命中)。需自定义协议 + 服务端支持才能实现,**标注为不做**,除非后续明确提需求 | +| P1 | 🟡 | Cube (제작) / 能量系统 | **首版**:Cube 走 `GC_CHAT`/`CHAT_TYPE_COMMAND` 文本总线(对齐 `ServerCommand()`),`EntityStore::apply_server_command` 解析 `cube open/close/info/success/fail/r_list/m_info`(配方 `v,c` 列表 + `@`/`&`/`|`/`/` 分层材料 + 金币)→ `CubeState` + `drain_cube_events()`;`GameClient::send_cube_make/material_info/result_list`(`/cube make|mInfo|rList`);`M2Client` `get_cube`/`cube_make`/`cube_request_*` + `cube_opened`/`cube_closed`/`cube_changed`/`cube_result` 信号;`ui/cube_ui.gd`(配方列表 + 材料/金币 + 제작)。`net.entity_store` + `net.loopback_flow` 覆盖。真机(2026-08-31)`/cube rList` 送出不断连,但服务器只在玩家站到 cube NPC 前才回应 → `cube open=0`,需 NPC 交互完整验。⬜ 能量条(`POINT_ENERGY` / affect)、原 `uiCube.py` 材料格 3D 图标 / 拖放 / 결과 애니、NPC 前完整验 send 命令字 | +| P1 | 🟡 | 组队 | 邀请、接受、离队;**成员信息板(`party_ui.gd`,1:1 迁移 `uiparty.PartyMemberInfoBoard`):每员角色状态按钮(队长弹菜单 → `CG_PARTY_SET_STATE` 0x0704 分配 攻/坦/狂/辅/宗/防 或踢人)+ 名字(★队长) + HP gauge + `affects[7]` 附加效果 chip;顶部 EXP 分配开关(`party_set_distribute`)+ 组队治疗(`party_use_skill(1,0)`)**;真服单会话 `CG_PARTY_USE_SKILL`(9B) 后仍在线;小地图 / Atlas 绿色队员点 + 队长环 | 补角色菜单按党技能等级门控(Tanker≥10…Defender≥40)、`affects[7]` 精确槽位语义、真版 `.sub` 图标 / 颜色、队伍技能冷却 / 权限、离线颜色语义 | +| P1 | 🟡 | 好友 / 情侣 | 好友列表、上线状态和私聊入口已有;`GC_LOVER_INFO`(70B) / `GC_LOVE_POINT_UPDATE`(5B) 已有尺寸断言、`EntityStore::LoverInfo` 状态、`M2Client.get_lover()` / `lover_changed`,`love_ui` 常驻显示伴侣名和 0–100 爱意值;`net.entity_store` 与 `love_ui_test.gd` 覆盖 | 补好友分组和完整 messenger 行为;情侣仍需完整交互 / 状态图标与 affect 表现、断线 / 切图生命周期、原版文案和真服务器端到端验收 | +| P1 | 🟡 | 公会 | 信息、成员、技能、公会战、会徽上 / 下载和部分操作已有首版;`GC_REQUEST_MAKE_GUILD`(0x0731) 已解析并以 `M2Client.guild_make_requested` 通知;`CG_SYMBOL_CRC` / `GC_SYMBOL_DATA` 已支持原始符号文件下载 | 补完整权限 / 等级页、公告与日志、成员管理、创建公会 UI / 应答流程、公会战应答、积分板、领地和公会建筑 | +| P1 | 🟡 | 世界玩法 | 有 `CG_WARP` 主动请求、`GC_WARP` 同服 / 跨服处理、`CG_FISHING` / `GC_FISHING` 钓鱼方向与状态事件、`NetWorld` / `NetPlay` 钓鱼动作分发、`ChatUI` 鱼获 / 失败日志、`CG_DUNGEON` / `GC_DUNGEON` 副本请求与状态事件、`GC_DIG_MOTION` 挖矿动作广播、`GC_LAND_LIST` 领地状态、`GC_OBSERVER_ADD/REMOVE/MOVE` 观战者状态、频道、时间、NPC marker、天气粒子和 mount_vnum 字段;真服登录洪流已收到并解析 `GC_LAND_LIST`(436B),单会话发送 `CG_FISHING`(5B) 后收到“Please choose a Fishing Pole.”业务拒绝且连接保持;同服 `GC_WARP` 直接挪玩家,跨服 `addr≠0` 由 `M2Client` 复用 login key 直连目标 game server,断点重连也走该快路径 | 补完整钓鱼 UI / 鱼获背包落地、副本计时 / 入口 UI、坐骑真模型 / 骑乘动作 / 移速、地形贴花、DungeonBlock 和地图天气配置;`CG_DUNGEON` / `CG_WARP` 本轮为避免副作用未发送,跨服换图仍需真服端到端验收与场景生命周期清理 | +| P1 | 🟡 | 小地图 / Atlas | 可画玩家、实体、NPC、任务标记、观战者紫色菱形和 `GC_LAND_LIST` 领地边框;支持 `set_scale()` / 鼠标滚轮缩放;Atlas 支持底图、地图名称、玩家坐标、拖动和坐标查询 | 补原 minimap / Atlas 贴图细节、提示、队员 / NPC 分类、世界箭头、地图驱动天气配置和原版窗口视觉 | +| P1 | 🟡 | EffectLib | `.mse` Particle 已映射到 `GPUParticles3D` | 粒子 `.dds` 目前被程序化径向渐变替代,`.mde` 用 box 占位;需补 EffectMesh、SimpleLight、TexAni、MovingType、骨骼挂点和完整时间轴 | +| P1 | 🟡 | SpeedTree | `.spt` 只嗅探真实 bark / composite 贴图,几何为程序化 proxy | 迁移或离线转换真实树干、叶片、frond、LOD、billboard、风和阴影;当前不能作为 1:1 树木 | +| P1 | 🟡 | 地图 / 材质渲染 | A1 地形、静态物、水和 `.msenv` 环境已有首版;splat 已支持每区块最多 16 个活动层、原客户端 UV / offset 与最大源分辨率,地形拆 patch 做视锥 / 距离剔除;水使用原 30 帧 DDS 序列、水深 alpha 和轻微高度动画;静态物 Y-up 旋转共轭已修正。GR2 blend / two-sided 优先读材质信息,球面高光管线已接 `item_proto.specular`;角色有实时投影 + 接触阴影 | 补其余固定功能材质与多贴图分支、精确 alpha-test / blend / cull、透明排序、逐 patch 几何 LOD、baked / realtime 阴影 mask、血迹 / 施法阵等 Decal、云层和 lens flare;按受控参考帧校准水深、LOD、阴影、光照和材质 | +| P1 | 🟡 | UI 控件语义 | 80 个 `uiscript` 可解析和构建,覆盖约 20 类基础节点 | 解析成功不等于窗口完成;需补动画图片、slot 拖放、scrollbar/listbox 行为、tooltip、radio group、候选窗、原层级 / 锚点 / 焦点 / modal 规则 | +| P1 | 🟡 | UI 窗口行为 | 背包、技能、任务、聊天、社交和商店等有简化窗口;腰带背包、扩展装备和装备查看已有兼容窗口;**选人页已按 Metin2 风重做**;**角色状态窗(`char_status_ui.gd`)已按 `characterwindow.py` 真布局 + `uicharacter.py.RefreshStatus` 逐字绑定 + 原 `/stat` 加点命令做成,作为 1:1 窗口迁移样板** | **选魔石窗** `select_item_ui.gd`、**系统设置窗** `system_option_ui.gd`、**游戏设置窗** `game_option_ui.gd`(`/setblockmode` + `/pkmode` 真命令 + 显示开关持久化)、**ESC 系统菜单** `system_menu_ui.gd`(`systemdialog.py` + `/phase_select`/`/logout`/`/in_game_mall`)、**私人商店窗** `private_shop_ui.gd`、**组队成员板** `party_ui.gd` 均已按样板做成 | 按样板逐个复现原 `Interface.MakeInterface()` 装配与视觉 / 交互细节:帮助窗、Atlas、商城 / Cube 真 uiscript、Guild Building、game_option 的名字颜色 / 伤害数字等渲染侧钩子(拍卖行参考端无此窗口)| +| P2 | 🟡 | 输入 / 快捷键 | WASD、点地、触屏、右键拖拽环绕、滚轮缩放、双指捏合、I/K/J/O/G/L/Z、F1–F4 快捷栏切页和数字键 1–9 激活已接;实体点选从固定半径提升为优先使用子 mesh 合并世界 AABB,无码型实体才回退胶囊近似 | 对齐空格连续攻击、显示名字、鼠标物品态、PK 模式、正式客户端截图、相机模式与灵敏度配置持久化、键位配置和窗口冲突规则 | +| P2 | 🟡 | CJK 输入与本地化 | 支持 KEY→VALUE 查表和基础字体注入 | 补 `PythonIME` 中 / 日 / 韩候选窗、复数 / 性别规则、字体自动切换、完整 item / mob 名称与 tooltip 本地化 | +| P2 | 🟡 | 音频 | 有 BGM crossfade、UI 音效池和 3D 音效 | 补地图 BGM 自动选择、`.msenv` 环境循环音、武器 / 技能 / 怪物 / NPC 声音事件和原距离衰减规则 | +| P2 | 🟡 | 客户端外壳 | Godot 工程已有 macOS / iOS / Android 构建脚本 | 补 `config.exe` 对应的分辨率、显示、音量、阴影、语言和鼠标配置;Movie / Web / Logo、补丁器约束、Discord RPC 按发布目标取舍 | +| P0 发布 | 🟡 | Pack 资产统一读取 | `PackMount` / `AssetSource` 已实现并有 roundtrip 测试 | `Metin2World` / `Metin2Model` 等仍有直接 `AssetResolver::resolve()` 的散文件路径;必须统一切到 `AssetSource::read/to_path()`,否则 `.epk/.eix` 打包客户端不等价 | + +## 参考模块覆盖索引 + +下表以 `m2dev-client-src-main/src/UserInterface/` 的模块职责为索引,补充上表未展开的基础能力。 +“已有”只表示当前有可运行首版;仍需满足本文末的 1:1 完成判据。 + +| 参考模块 / 能力域 | 当前实现 | 与 m2dev-client 的差距 | 优先级 | +|---|---|---|---| +| `AccountConnector` / `PythonNetworkStreamPhase*` 登录与相位 | auth → game → 选人 → LOADING → PHASE_GAME 已打通;`LoadingScreen`、`ReconnectUI`、跨服 `GC_WARP` 重连和频道状态探针均有首版 | 登录 / 选服 / 选频道的原版错误码、表单校验、超时与会话失效文案,服务器列表刷新和所有相位边界清理仍未逐项对齐 | P1 | +| `PythonChat` / `PythonTextTail` / `PythonPlayer` | 聊天四标签、私聊 / 组队 / 公会 / 喊话路由,实体气泡、名字、HP 条、伤害飘字和本地气泡已有 | 缺称号、帮会名、名字颜色和目标高亮框;`GC_DAMAGE_INFO`、经验 / 金钱变化的原版日志行、notice / big-notice 排版、历史滚动和 `InsultChecker` 过滤未完整迁移 | P1 | +| `PythonPlayer` HUD / affect / target | HP、SP、经验、等级、目标血条、死亡复活窗和 affect 色块条已绑定 | 原版状态栏布局、图标贴图、持续时间倒计时、目标板按钮 / 交互、所有 point 类型和战斗日志格式仍是简化版 | P1 | +| `PythonPlayerInput*` / `CameraProcedure` / `PythonApplicationCursor` | WASD、点地、触屏点选 / 单指相机拖动 / 双指捏合、桌面右键拖拽与滚轮缩放、网格 AABB 点选、相机遮挡淡出和碰撞已有;`GC_CHANGE_SPEED` 会校准本地移动速度 | 缺原版光标状态(talk / attack / buy / sell / pick 等)、相机模式与灵敏度配置持久化、键位配置、窗口冲突和空格连续攻击语义 | P1 | +| `EterPythonLib` / `PythonApplicationModule` UI 运行时 | 80 个真实 `uiscript` 可解析;约 20 类控件、窗口栈、modal、拖动标题栏和通用弹窗已有 | `ani_image`、`mark`、真实 `grid_table` / scrollbar / list 行为、`.dds` UI 贴图、鼠标物品态、焦点 / 锚点 / 层级和原版九宫格视觉仍未完全对齐 | P1 | +| `PythonEffect` / `PythonFly` / `EffectLib` | `.mse` Particle → `GPUParticles3D`、技能 / 服务器特效触发、基础飞行球和动作事件已有 | `.dds` 粒子纹理、`.mde` mesh、SimpleLight、MovingType / TexAni 时间轴、骨骼挂点、真实弹道 / 命中事件和声音仍缺 | P1 | +| `PythonMiniMap` / `PythonBackground` | 圆形小地图、实体 / NPC / 任务点、观战者、领地边框、队员 / 队长标记、鼠标滚轮缩放;Atlas 已有区块底图、拖动、坐标查询、地图名称和玩家 / 队员标记;地形 / 建筑 / 水体 / 天气和昼夜首版已有 | 缺原 minimap / Atlas 贴图细节、世界箭头、地图驱动天气配置和原版窗口视觉 | P1 | +| `PythonSystem` / `MovieMan` / `PythonApplicationWebPage` / `Discord` | Godot macOS / iOS / Android 构建脚本、基础窗口和音频设置入口已有 | 缺 `config.exe` 的分辨率 / 阴影 / 语言 / 鼠标配置持久化、Movie / Logo / Web 页面、补丁器约束及按发布目标取舍的 Discord RPC | P2 | +| `ProcessCRC` / `ProcessScanner` / `PythonProfiler` | 反作弊明确列为不做 | 若服务端未来强制校验,只补最小协议上报;性能采样、崩溃上报和诊断工具不属于当前 1:1 交付范围 | — | + +## 协议覆盖审计 + +以 `m2dev-client-src-main/src/UserInterface/Packet.h` 为基准(`namespace CG` 68 个 + +`namespace GC` 109 个 = **177** 个协议键)。增量 2/3 已补 `CG_CHARACTER_CREATE` / +`CG_CHARACTER_DELETE` / `GC_PLAYER_CREATE_SUCCESS` / `GC_PLAYER_CREATE_FAILURE` / +`GC_PLAYER_DELETE_SUCCESS` / `GC_PLAYER_DELETE_WRONG_SOCIAL_ID` / `CG_MYSHOP` / +`CG_MALL_CHECKOUT` / `GC_MALL_OPEN` / `GC_MALL_SET` / `GC_MALL_DEL` 共 11 个,并把已声明的 +`GC_EMPIRE` 接到 `M2Client.get_empire()`。增量 5 又把此前仅声明的 `GC_LOVER_INFO` / +`GC_LOVE_POINT_UPDATE` 接入状态、信号和 UI;增量 6 又补了 +`CG_CHARACTER_POSITION` / `CG_SYNC_POSITION` 的上行构造和 API。这两项不再计入缺失清单, +故当前总数从 24 降为 22 个 header;增量 7 再补任务选择 / 取消上行,增量 8 补队伍技能上行, +增量 9 补飞行目标广播,增量 10 补技能组切换,增量 11 补角色改名,增量 12 补公会创建请求, +增量 13 补主动传送,增量 14 补挖矿动作,增量 15 补会徽符号下载,增量 16 补钓鱼协议, +增量 17 补副本协议,增量 18 补领地与观战者,当前为 **1 个 header**。 + +排除仅命名不同、功能已覆盖的别名(`GC_CHAR_ADDITIONAL_INFO`=`GC_CHAR_ADD_INFO`、 +`GC_TARGET`=`GC_TARGET_INFO`、`GC_TARGET_CREATE_NEW`=`GC_TARGET_CREATE`、 +`GC_CHARACTER_UPDATE2`=`GC_CHARACTER_UPDATE`、`GC_OWNERSHIP`=`GC_ITEM_OWNERSHIP`、 +`GC_SEPCIAL_EFFECT`=`GC_SPECIAL_EFFECT`、`GC_REFINE_INFORMATION_NEW`=`GC_REFINE_INFO_NEW`), +以及 `CG_STATE_CHECKER` / `GC_RESPOND_CHANNELSTATUS`(`project/net/channel_status.gd` 单独实现) +和 `CG_HACK`(反作弊,见「不做清单」), +**当前主网络层仍缺 1 个 header**(脚本核对 `wire.h` vs `Packet.h`): + +### 账号 / 命令通道 + +| header | 值 | 说明 | +|---|---|---| +| `CG_TEXT` | 0x0011 | 简易命令通道(Cube 现借 `CG_CHAT`/`CHAT_TYPE_COMMAND` 实现,非原路径) | + +### 已声明但待核(不计入上面 1 个) + +- `CG_CHARACTER_POSITION`(0x0A60) / `CG_SYNC_POSITION`(0x0303):wire、发送接口和 + loopback 字节测试已覆盖;真服单会话已分别发送 5B / 16B,均保持在线且无 unknown;仍缺原版 + 自动触发语义、姿态动作链和服务端位置纠偏回包验收。 +- `CG_SCRIPT_SELECT_ITEM`(0x0903) / `CG_QUEST_CANCEL`(0x0906):wire、发送接口和 + loopback 字节测试已覆盖;真服单会话已分别发送 8B / 4B,取消触发 1 条 quest-change 且无 + unknown;基础 `[INPUT]` / Escape 取消已接入,仍缺选道具网格、原版输入校验和有脚本时的任务 + 流程验收。 +- `CG_PARTY_USE_SKILL`(0x0705):wire、发送接口和 loopback 字节测试已覆盖;真服单会话已发送 + 9B 且保持在线 / 无 unknown,但无队伍技能业务回包;仍缺冷却 / 权限、UI 入口和有效队伍真服 + 验收。 +- `GC_FLY_TARGETING`(0x0411) / `GC_ADD_FLY_TARGETING`(0x0412):wire、EntityStore 状态、 + `M2Client.fly_targeting` 信号和 `NetWorld` 目标队列消费已覆盖;本轮发现并修复 + `GameClient` 未分派这两个 GC header 的 bug;真服本轮未主动推送,仍缺真实弹道模型、命中时机 + 和服务端广播验收。 +- `GC_CHANGE_SKILL_GROUP`(0x021D):wire、EntityStore 状态、dirty 失效和 + `M2Client.skill_group_changed` 已覆盖;本轮发现并修复 `GameClient` 未分派该 header 的 bug; + 仍缺技能组选择 UI、服务端权限和真服推送验收。 +- `CG_CHANGE_NAME`(0x010B) / `GC_CHANGE_NAME`(0x010C):wire、角色槽位更新、 + `M2Client.change_name()` 和 `char_name_changed` 已覆盖;仍缺改名 UI、改名卡消耗 / 重名错误 + 文案和真服验收。 +- `GC_REQUEST_MAKE_GUILD`(0x0731):无负载 wire 解析和 `guild_make_requested` 信号已覆盖;仍缺 + 创建公会窗口、名称校验 / 应答和真服验收。 +- `CG_SYMBOL_CRC`(0x0723) / `GC_SYMBOL_DATA`(0x0732):16B / 8B wire、`MarkClient` CRC 请求、 + 变长数据接收和 `M2Client.guild_symbol_ready` 已覆盖;仍缺本地符号缓存失效策略、UI 预览和 + 真服验收。 +- `CG_FISHING`(0x0B01) / `GC_FISHING`(0x0B10):5B / 10B wire、旋转方向换算、 + `EntityStore` 事件、`M2Client.fishing_event`、远端 / 本地主角动作分发和 ChatUI 结果日志已 + 覆盖;真服单会话已发送 5B,收到“Please choose a Fishing Pole.”业务拒绝且无断连 / unknown, + 证明包布局和错误路径可达;仍缺持竿后的完整钓鱼 UI、鱼获背包落地和成功流程验收。 +- `CG_DUNGEON`(0x0B02) / `GC_DUNGEON`(0x0B11):4B / 5B wire、目的地坐标变长 body、 + `EntityStore` 事件和 `M2Client.dungeon_event` 已覆盖;仍缺副本计时 / 入口 UI、地图生命周期 + 清理和真服验收。 +- `GC_LAND_LIST`(0x0B12):4B 固定头 + 24B `LandPacketElement` 变长解析、领地状态、 + `M2Client.get_land_areas()` / `land_areas_changed` 和小地图领地矩形边框已覆盖;真服登录洪流 + 已收到并解析 436B;仍缺领地贴图 / 建筑和有实际领地变更时的推送验收。 +- `GC_OBSERVER_ADD/REMOVE/MOVE`(0x0B20–0x0B22):12B / 8B wire、持久观战者状态、 + `M2Client.get_observers()` / `observer_event` 和小地图紫色菱形标记已覆盖;仍缺真服验收。 +- `CG_WARP`(0x0305):4B wire、`GameClient.send_warp()`、`M2Client.request_warp()` 和回环 + 请求 / `GC_WARP` 回传测试已覆盖;仍缺传送确认 UI、冷却 / 失败提示和真服验收。 +- `GC_DIG_MOTION`(0x0308):13B wire、`EntityStore` 事件、`M2Client.dig_motion` 和 + `NetWorld` 朝向 / 动画元数据处理已覆盖;仍缺真实挖矿动作资源、音效 / 特效和真服验收。 +- `GC_ITEM_DROP`(0x0513):疑似被 `GC_ITEM_GROUND_ADD`(0x0515) 取代,暂按等价处理,未逐字节核。 +- `GC_LOGIN_KEY`(0x0107):auth 握手用;`net_e2e` 真机 auth→PHASE_GAME 全程已打通,功能等价 + (可能走 `GC_AUTH_SUCCESS` 0x0108),未单独立项。 + +“header 已声明”也不能直接视为完成:还需检查封包尺寸、变长 body、所有 sub-header、 +`EntityStore` 状态、GDScript 信号、UI 消费和真服务器端到端行为。 + +## 建议迁移顺序 + +### M1:服务器语义正确 + +1. 把远程 `SHOOT` 时机、范围目标与技能类型冷却接入现有技能协议; +2. 快捷栏的命令 / 表情 / 物品拖放语义与特殊冷却规则; +3. 细化 24 wear / 腰带 / 装备查看的原版窗口表现,并完成完整物品操作; +4. 移动同步、PVP / 决斗和 Actor 战斗状态机; +5. 用 loopback + 真服抓包为每类协议建立双向验收。 + +### M2:主要玩法完整 + +1. 任务完整标签 / 输入 / 选道具 / 指引; +2. 商店 START_EX、仓库密码、商城、私人商店、Cube(拍卖行 m2dev-client 无,除非另起协议); +3. 组队角色、公会完整页面、情侣完整交互、领地与公会建筑; +4. 钓鱼、副本、坐骑、观战者和 Atlas。 + +### M3:UI 与表现 1:1 + +1. 以原 `interfacemodule.py` 为窗口清单,逐窗口迁移行为; +2. 完成 tooltip、拖放、光标、IME、快捷键和系统设置; +3. 完成 EffectLib、SpeedTree、材质、地图表现和声音事件; +4. 固定原客户端参考机位、角色、地图、时间和 UI 状态,建立截图 / 录屏签核。 + +### M4:发布闭环 + +1. 所有资产调用方统一使用 `AssetSource`,验证纯 pack 运行; +2. 覆盖目标平台构建、前后台、输入和性能; +3. 按服务器要求决定 Discord / Web / Movie 等桌面能力是否迁移(**反作弊 `ProcessCRC` / + `ProcessScanner` 已标注 ❌ 不做**,除非服务端强制校验)。 + +## 1:1 完成判据 + +一个功能只有同时满足以下条件才标记为完成: + +1. 原客户端涉及的 CG / GC 包和 sub-header 全部覆盖,并有尺寸断言; +2. 数据状态能正确恢复、重连、切图和清理; +3. UI 操作、错误提示、拖放、快捷键和窗口互斥与原客户端一致; +4. 模型、动画、特效、声音和名字 / tooltip 表现一致; +5. loopback、真服务器端到端、受控截图或交互录屏至少有一种自动门禁和一种人工签核。 + +在达到以上判据前,应继续使用“首版”“部分完成”描述,避免把“能解析布局”“有一个按钮”或 +“能播放动作”写成 1:1 完成。 diff --git a/docs/CLIENT-PORT.md b/docs/CLIENT-PORT.md new file mode 100644 index 00000000..3f184dc9 --- /dev/null +++ b/docs/CLIENT-PORT.md @@ -0,0 +1,243 @@ +# 客户端移植 —— 从素材渲染器到能联机的客户端 + +> 起点:`mtgodot-poc` 的渲染纵切「差不多能用」(见 [`PARITY-GAP.md`](./PARITY-GAP.md))。 +> 本文是把它变成**能连服务端玩**的客户端的分层计划。分水岭是**网络层**——别的玩家、 +> 物品、战斗、聊天都以封包为数据源。 +> +> 玩法 / 客户端系统层面「原始客户端有、这里还没有」的完整差距清单见 +> [`CLIENT-GAP.md`](./CLIENT-GAP.md)。 + +## 0. 目标服务端 + +- LAN:`192.168.21.203`(这台 Mac 能路由到,但握手端口目前 **connection refused** —— + 服务端进程没起 / 端口和默认不同,需确认)。 +- 默认端口(`assets/root/serverinfo.py`):auth `11000`,频道/游戏 `11011/11021/11031/11041`。 +- 测试账号:`admin` / `123456789`。 + +## 1. 协议(本 m2dev fork,**不是老 Metin2**) + +### 1.1 帧格式 + +每个包 = `[uint16 header LE][uint16 length LE][payload...]`,`length` = 含 4 字节前缀的整包长度 +(≥ 4)。包间的 0 字节是加密对齐 padding,跳过。header 是 `CG::`/`GC::` 命名空间常量 +(`UserInterface/Packet.h` + `EterLib/ControlPackets.h`)。 + +### 1.2 加密握手(libsodium) + +`EterBase/SecureCipher` —— X25519 密钥交换(`crypto_kx`)+ 每方向固定 nonce 的 XChaCha20 +流加密(带运行字节计数,**顺序敏感**)+ `crypto_auth` HMAC 挑战应答 + XChaCha20-Poly1305 +AEAD 加密 session token。 + +握手序列(连上 auth server 后): + +| 方向 | 包 | header | 动作 | +|---|---|---|---| +| S→C | `GCPhase{phase=PHASE_HANDSHAKE}` | `GC_PHASE` 0x0008 | 进握手态 | +| S→C | `GCKeyChallenge{server_pk[32], challenge[32], server_time}` | `GC_KEY_CHALLENGE` 0x000B | `Initialize()`;`compute_client_keys(server_pk)` | +| C→S | `CGKeyResponse{client_pk[32], challenge_response[32]}` | `CG_KEY_RESPONSE` 0x000A | `get_public_key()`;`compute_challenge_response(challenge)` | +| S→C | `GCKeyComplete{encrypted_token[48], nonce[24]}` | `GC_KEY_COMPLETE` 0x000C | `decrypt_token()`→token;`set_activated(true)`;解密已缓冲的剩余字节 | +| S→C | `GCPhase{phase=PHASE_AUTH}` | `GC_PHASE` | 进认证态 | +| C→S | `CGLogin3{name[31], pwd[17]}` | `CG_LOGIN3` 0x0102 | 明文账号密码(**此时流已加密**)| +| S→C | `GCAuthSuccess{login_key, result}` | `GC_AUTH_SUCCESS` 0x0108 / 失败 `GC_LOGIN_FAILURE` 0x0106 | `result` 真→拿 `login_key` | + +拿到 `login_key` 后断开 auth,连**游戏服**(`:11011`),同样握手,然后 `CGLogin2{name, login_key}` +(`CG_LOGIN2` 0x0101)→ 选人 → 加载 → 进游戏相位。 + +> S→C 流 nonce `[0]=0x01`,C→S `[0]=0x02`。`ping`(`GC_PING` 0x0007)→`pong`(`CG_PONG` 0x0006) 全程要回。 + +## 2. 进度 + +| 模块 | 状态 | 位置 | +|---|---|---| +| `SecureCipher`(KX + 流 + AEAD token) | ✅ 端口完成,`net.cipher_roundtrip` CTest(KX / 挑战应答 + 篡改拒绝 / token 往返 / 跨块流加解密 / 字节计数) | `extension/src/net/secure_cipher.{h,cpp}` | +| `wire.h`(帧 + 控制 + KX + auth 结构体) | ✅ `#pragma pack(1)` 尺寸断言 | `extension/src/net/wire.h` | +| `ByteBuffer`(收发暂存) | ✅ header-only | `extension/src/net/byte_buffer.h` | +| libsodium 接入 | ✅ 从源码 vendor(`extension/third_party/libsodium-cmake` + zstd + miniLZO),macOS/iOS 都编过,不再依赖 Homebrew。详见 `docs/THIRD-PARTY.md` | `extension/third_party/CMakeLists.txt` | +| `NetStream`(非阻塞 POSIX socket + `process()` 循环 + 帧解析 + 内建控制面 handler:`GC_PHASE` / `GC_PING`→`CG_PONG` / KX 握手 / 激活后解密已缓冲字节) | ✅ 编译通过 | `extension/src/net/net_stream.{h,cpp}` | +| `AuthClient`(auth 相位:`PHASE_AUTH`→发 `CGLogin3`→收 `GCAuthSuccess`/`GCLoginFailure`) | ✅ 编译通过,等可达服务端端到端测 | `extension/src/net/auth_client.h` | +| `GameClient`(游戏服:`PHASE_LOGIN`→发 `CGLogin2{name, login_key}`→收 `GCLoginSuccess3` 角色列表→`select_character()`→`PHASE_SELECT/LOADING/GAME`) | ✅ 编译通过。角色列表按 `TSimplePlayerInformation`(pack(1),103B)解析成 `{index,id,name,job,level,x,y}`;游戏相位包暂只回 PING、记未知 header | `extension/src/net/game_client.h` | +| `net_probe` 诊断工具 | ✅ `net_probe `,打印 state / 握手 / 登录结果 / login_key | `extension/tools/net_probe.cpp` | +| **`M2Client` GDExtension 节点** | ✅ 已注册可用。`connect_to_server(...)` 编排 Auth→(`auth_ok`)→GameConnect→游戏相位;`select_character(index)`。信号 `stage_changed` / `phase_changed` / `auth_ok` / `login_failed` / `char_list` / `entered_game` / `disconnected`。生命周期(F5):`suspend()`/`resume()`/`reconnect()` + `suspended`/`resumed` 信号,`NOTIFICATION_APPLICATION_PAUSED/RESUMED` 自动触发。烟测:正确报 `auth_connect → login_failed(Connection refused) → failed` | `extension/src/net/m2_client.{h,cpp}` | +| **`M2Client` 游戏内 API** | ✅ 出站 `move(func,arg,rot_deg,x,y)`(rot `/5`、`time` 取帧钟)/ `attack(motion,vid)` / `set_target(vid)` / `say(type,text)`,未入局返回 false。快照 `get_entities()` / `get_entity(vid)`(含 hp/sp/level/dead/stunned,坐标转 Godot 米)/ `get_main_vid()` / `get_points()`(HP/SP/level/exp/gold)/ `get_target()`(vid + hp%)。`pump_game()` 每帧 `EntityStore::set_now/tick` 并抽信号:`entity_spawned/despawned/moved/main_set`、`chat`、`vitals_changed(vid)`、`entity_dead(vid)`(首次去重)、`damage(vid,amount,flag)`、`motion(vid,victim,motion)`、`points_changed(Dict)`、`target_info(vid,hp%)`。`net.loopback_flow` 扩展:出站 `CG_MOVE/ATTACK/TARGET/CHAT` 经加密信道字节级校验 | `extension/src/net/m2_client.{h,cpp}` | +| **游戏相位封包结构** | ✅ `wire.h`:`GC_MAIN_CHARACTER` / `GC_CHARACTER_ADD[2]` / `GC_CHARACTER_DEL` / `GC_CHARACTER_UPDATE` / `GC_MOVE` / `GC_CHAT` + `CG_MOVE` / `CG_ATTACK` / `CG_TARGET` / `CG_CHAT`。**战斗/状态**(对 `Packet.h`):`GC_PLAYER_POINTS`(0x0214, int32[255] 1024B) / `GC_PLAYER_POINT_CHANGE`(0x0215) / `GC_STUN`(0x0216) / `GC_DEAD`(0x0217) / `GC_MOTION`(0x0307) / `GC_DAMAGE_INFO`(0x0410) / `GC_TARGET_INFO`(0x0A10) + `EPointTypes`(HP/MAX_HP/SP/MAX_SP/LEVEL/EXP/GOLD…)+ `EDamageFlag`(NORMAL/POISON/DODGE/BLOCK/PENETRATE/CRITICAL)。全部 `static_assert` 尺寸 | `extension/src/net/wire.h` | +| **`EntityStore`(封包→世界模型)** | ✅ headless。`apply()` 消化上述包 → `vid → Entity{race,name,x,y,z,angle,parts,func,moving, hp,max_hp,sp,max_sp,level,dead,stunned}`;`GC_MOVE` FUNC_MOVE 插值/其他 func 吸附;`tick()` 按 `now_ms` 插值。战斗:`GC_PLAYER_POINTS`→`points()` 全量属性 + 镜像到主角实体;`GC_PLAYER_POINT_CHANGE`→按 `EPointTypes` 更新单实体 vital;`GC_DEAD`/`GC_STUN`→标记;拉取口 `drain_changes` / `drain_chat` / `drain_vitals` / `drain_damage` / `drain_motions` / `take_points_dirty` / `take_target_dirty`。单测 `net.entity_store` 扩展覆盖全部战斗包 | `extension/src/net/entity_store.{h,cpp}` | +| **`CG_*` 出站构造** | ✅ `GameClient::send_move/send_attack/send_target/send_chat`(`CG_CHAT` 变长) | `extension/src/net/game_client.h` | +| **环回集成测试** | ✅ `net.loopback_flow` CTest:进程内 `MockServer`(真协议:帧 + libsodium KX + 脚本相位包)驱动 `AuthClient`→`GameClient` 走完 auth→角色列表→选人→`PHASE_GAME`→游戏包进 `EntityStore`→NPC 移动插值。服务端一通改个 IP 即可 | `extension/tests/net_loopback_test.cpp` | +| **`EntityStore` 单测** | ✅ `net.entity_store` CTest:合成包 → spawn / 移动插值(半程/到达/func 复位)/ 吸附 / 变长 chat / despawn | `extension/tests/net_entity_test.cpp` | +| **`NetWorld` 场景桥(GDScript)** | ✅ `net_world.gd`:消费 M2Client 实体信号,每 vid 一个子节点,位置向 `get_entity(vid).pos` 平滑逼近(超 `snap_dist` 瞬移)、`rotation.y` 取自 `angle_deg`、动画状态取自 `func`。默认「占位胶囊 + 名字牌 + HP 条」;`set_model_factory(cb)` 换真模型。**战斗**:`vitals_changed`→缩放 HP 条 + emit `vitals(vid,hp,max_hp,dead)`;`damage`→实体头顶飘字(crit 放大变金 / dodge=MISS,tween 上浮淡出)+ emit `damage_number`;`entity_dead`→倒地 + `set_anim_state("dead")`。`main_entity_ready` / `chat_line` 信号。headless 自检 `netbridge_test.gd`(spawn/main/远移吸附/近移插值/chat/伤害数字/HP 条/暴击/死亡/despawn)通过 | `project/net_world.gd` | +| **P0 闭环胶水 + 场景组装** | ✅ `net_play.gd`:`player_controller` ↔ `M2Client` —— 点地→`move(FUNC_MOVE)`(节流)/ 停→`move(FUNC_WAIT)` / 点实体→`set_target` + 进 2.5m 自动 `attack` / 收自己 `GC_MOVE`→位置校正 / `points_changed`+`vitals_changed`+`target_info`→HUD。`hud.gd` 加 `set_vitals/set_exp/set_level/set_target/clear_target`。`game_scene.gd`(简版)把 world+player+camera+pc+net_world+hud+net_play+audio+lifecycle 拼起来,`login.gd` 的 `entered_game`(`--auto` 自动选槽)实例化。`netplay_test.gd` + `gamescene_test.gd` headless 全过 | `project/{net_play,game_scene,hud,login}.gd` | +| **P1 UI 工具层** | ✅ `ui/uiscript.gd` 解析原始 `uiscript/*.py`(子集解释器,**80/80 真实文件通过**)+ `ui/ui_build.gd` dict→Control 树(~20 种 type)+ `ui/ui_assets.gd`(`.sub`/tga/png)+ `ui/ui_manager.gd`(窗口栈 / ESC / modal / 拖动)+ `ui/dialogs.gd`。`ui_test.gd` 全过 | `project/ui/*.gd` | +| **P2 物品数据层** | 🟡 `wire.h`:`GC_ITEM_SET/DEL/UPDATE/USE/GROUND_ADD/GROUND_DEL/GET` + `CG_ITEM_MOVE/USE/DROP/PICKUP`(全 static_assert)。`EntityStore`:`inventory[90]` / `equipment[11]` / ground map + `drain_inv/ground/item_events`。`M2Client`:`get_inventory/equipment/item/ground_items` + `move_item/use_item/drop_item/pickup_item` + 5 信号。新 `Metin2Proto` 节点(`item(vnum)`/`mob(vnum)`,载 5748 真实 item)。⬜ 背包 / 装备窗 UI + 穿脱换模型 | `extension/src/{net/wire.h,net/entity_store.*,net/game_client.h,net/m2_client.*,proto/proto_node.*}` | +| **P3 聊天** | ✅ `wire.h` `GC_WHISPER`/`CG_WHISPER` + `EntityStore` whisper 解析(`ChatMsg` 加 from/sub)+ `M2Client.whisper()` + `whisper_received` 信号。`ui/chat_ui.gd`:4 标签 + 前缀 `/w`/`/g`/`/p`/`/s` + 系统/战斗日志。`net_world._bubble` 头顶气泡 + `main_bubble`。`chat_test.gd` 全过 | `extension/src/net/{wire.h,entity_store.*,game_client.h,m2_client.*}` · `project/ui/chat_ui.gd` | +| **P4 战斗表现** | 🟡 `wire.h` `GC_AFFECT_ADD/REMOVE` + `EntityStore` affect map + `M2Client.get_affects()` / `affect_added`·`affect_removed`。受击硬直(`net_play` + `pc.frozen`)· combo(motion 递增)· 相机抖动(`game_camera.shake`)· 死亡窗(`ui/death_ui.gd` → `/restart_here`·`/restart_town`)· `hud.set_affects` 图标条。`combat_fx_test.gd` 全过。⬜ 武器拖尾 / 相机锁定 | `extension/src/net/*` · `project/{net_play,game_camera,hud}.gd` · `project/ui/death_ui.gd` | +| **P5 特效引擎(首版)** | 🟡 `fx/mse.gd`(`.mse` 花括号树解析,真文件 6 particle)+ `fx/effect_player.gd`(Particle→`GPUParticles3D`:发射形状/速率/寿命/曲线/颜色渐变/billboard/加法混合)+ `fx/effect_registry.gd`(名字→`.mse` + 缓存 + spawn)。`wire.h` `GC_SPECIAL/SPECIFIC_EFFECT` + `M2Client.effect_cue` 信号 → `game_scene` 在实体上播。`fx_test.gd` 全过。⬜ `.dds` 纹理 / `.mde` mesh / 绑骨骼 | `extension/src/net/*` · `project/fx/*.gd` | +| **P6 技能系统(首版)** | 🟢 `wire.h` `GC_SKILL_LEVEL/COOLTIME_END/CREATE_FLY` + `EntityStore` skill 表 + `M2Client.get_skills`/`cast_skill`/`skill_up` + `skills_changed`/`skill_cooldown_end`/`fly_cue` 信号。`ui/skill_table.gd`(skilldesc.txt)+ `ui/skill_ui.gd`(K 键,加点)+ `ui/quickbar.gd`(1-8 施放 + 冷却)+ `net_world` 飞行球。`skill_test.gd` 全过 | `extension/src/net/*` · `project/ui/{skill_table,skill_ui,quickbar}.gd` | +| **P7 任务 / NPC(首版)** | 🟡 `wire.h` `GC_SCRIPT`/`GC_QUEST_CONFIRM`/`GC_QUEST_INFO` + `CG_ON_CLICK`/`SCRIPT_ANSWER`/`SCRIPT_BUTTON`/`QUEST_INPUT_STRING`/`QUEST_CONFIRM`(全 static_assert)。`EntityStore`:`ScriptCue`/`ConfirmCue`/`QuestInfo` map + `drain_scripts/confirms/quest_changes` + `quest(idx)`。`Entity` 加 `ch_type`。`M2Client`:`click_npc`/`script_answer`/`script_button`/`quest_input`/`quest_confirm`/`get_quests` + `script_dialog`/`quest_confirm_ask`/`quest_info` 信号。`ui/quest_dialog.gd`(EventManager 脚本渲染:`[ENTER]`/`[QUESTION]`/`[DONE]` → 文本+选项+确认)+ `ui/quest_log.gd`(J 键)。`net_play._on_pick` NPC 分流。quest 逻辑纯服务器驱动(选型②)。`quest_test.gd` 全过。⬜ `[INPUT]` 输入 UI / 选道具 / 立绘 / 世界任务箭头 | `extension/src/net/*` · `project/ui/{quest_dialog,quest_log}.gd` · `project/net_play.gd` | +| charselect 串场 | ⬜ P10 | — | +| **P8 社交 / 商店 / 仓库(首版)** | 🟡 `wire.h` `GC_PARTY_*`(0x0710-16) / `GC_MESSENGER`(0x0741) / `GC_SHOP`(0x0810) / `GC_EXCHANGE`(0x051C) / `GC_SAFEBOX_*`(0x0830-34) + 对应 CG(全 static_assert;`ShopItem`/`GCExchange`/`GCSubHeader` 等)。`EntityStore`:`PartyMember` map / `Friend` map / `ShopEntry` 表 / `ExchangeState` / `m_safebox[135]` + dirty 标志 + `drain_party_invites`/`drain_shop_errors`。`M2Client`:`party_invite/answer/leave` · `add/remove_friend` · `shop_buy/sell/close` · `exchange_start/add_item/add_gold/accept/cancel` · `safebox_checkin/checkout/move` + `get_party/friends/shop_items/exchange/safebox_items` + 8 信号。`ui/{party_ui,friend_ui,shop_ui,exchange_ui,safebox_ui}.gd`(队员面板常驻 / O 键好友 / 商店·交易·仓库随信号自动开)。`inventory_ui` 右键分流(商店卖 / 交易放 / 仓库存)。`p8_test.gd` + `net.entity_store` / `net.loopback_flow` 扩测全过。⬜ 公会(`PythonGuild` 40 法 + Mark 下载)、精炼 / 强化 / 龙魂、私人商店 / 拍卖、交易道具图标网格 | `extension/src/net/*` · `project/ui/{party,friend,shop,exchange,safebox}_ui.gd` · `project/game_scene.gd` | +| 公会 / 精炼 / 龙魂精炼 / 会徽下载(首版) | 🟡 `GC_GUILD`(0x0730) INFO/LIST/GRADE + `ui/guild_ui.gd`(G,真机 `[GM-TEAM]`);`GC_REFINE_INFO`(0x051D) + `ui/refine_ui.gd`(`refine_ask` → `refine(pos,type)`);`GC_DRAGON_SOUL_REFINE`(0x051F)/`CG`(0x050D `grid[15]`) + `DS_SUB_*` + `EntityStore.DragonSoulCue`/`m_dragon_soul[180]` + `M2Client.ds_refine(mode,cells)`/`ds_window_open`/`ds_refine_result` + `ui/dragon_soul_ui.gd`(L / 自动弹,3 模式 + 15 格背包右键填)。**会徽**:`MARK_*` 独立连接(`GC_MARK_IDXLIST`/`BLOCK` 0x0C1x、`GC_MARK_UPDATE` 0x0B15、`CG_MARK_LOGIN/IDXLIST/CRCLIST` 0x0C0x);`NetStream` 加 `on_cipher_active()`/`on_raw()`(u32 `buf_size` 分帧);`mark_image.{h,cpp}` `MarkImageSet`(LZO1X → 512×512 → `mark_pixels`)+ `mark_client.h` `MarkClient`;`M2Client.download_guild_marks`/`get_guild_mark_image`→`Image`;`serverinfo` `mark_port` 第 8 列;`app_flow` 进游戏连 + `guild_mark_updated` 冷却重连。**公会战 + 技能页**:`GUILD_GC_SKILL_INFO`(12) `GuildSkillInfoBody`(17)、`WAR`(15) `GCGuildWar`(10)、`GUILD_WAR_LIST`/`END_LIST`(17/18) `GuildWarPair`(8)、`WAR_POINT`(19) `GuildWarPoint`(12)、`NAME`(16) `GuildNameEntry`(16);`EntityStore` `GuildSkillState`/`GuildWarStatus`/`m_guild_wars`/`m_guild_names` + `drain_guild_war_events`/`_scores`;`GameClient.send_guild_use_skill`;`M2Client` `get_guild_skill`/`get_guild_wars`/`get_guild_war`/`use_guild_skill`/`declare_guild_war`(`/war` 命令) + `guild_skill_changed`/`guild_war_changed`/`guild_war_event`/`guild_war_point` 信号;`ui/guild_ui.gd` 改三页 Tab(成员/技能/公会战)。**会徽上传**:`CG_MARK_UPLOAD`(0x0C03) `CGMarkUpload`(776)、`CG_GUILD_SYMBOL_UPLOAD`(0x0722) `CGSymbolUpload`(8)+文件字节;`NetStream.send_pending()`;`MarkClient` `Mode`(Download/UploadMark/UploadSymbol) + `upload_done()`;`M2Client.upload_guild_mark`(转 RGBA8/缩放)/`upload_guild_symbol`/`get_mark_server` + `guild_mark_uploaded`;`guild_ui` 成员页「上传会徽」按钮。`net.loopback_flow` 加 `MockServer::Mode::Mark` 真 socket 端到端校验(KX → CG_MARK_LOGIN → CG_MARK_UPLOAD 768 字节校验和 → upload_done)。`guild_refine_test.gd` + `dragon_soul_test.gd` + `guild_mark_test.gd` + `guild_war_skill_test.gd` + `net.entity_store` + `net.guild_mark` + `net.loopback_flow`(CTest) 全过。**真机验证(2026-08-31,`net_e2e`)**:`GUILD_GC_SKILL_INFO`(sub 12) 服务器进游戏自动推送,17B body 解析正确(skill_point=19 / guild_point 0/2300 / 12 等级);`GUILD_GC_WAR`(sub 15) 无战状态解析正确;trace 显示 `GC_GUILD`(0x0730) 多个子包 len=171/40/83/22/21/9/5 均无 unknown / parse 错误。会徽独立连接 + 会徽上传仍未接真机(联调服未开会徽服端口)。⬜ 龙魂属性表、公会等级/日志页 | `extension/src/net/*` · `project/ui/{guild,refine,dragon_soul}_ui.gd` · `project/{net/serverinfo,app_flow}.gd` | +| **私人商店 / 道具商城 / Cube(首版)** | 🟡 `wire.h`:`CG_MYSHOP`(0x0802) `CGMyShopHead`(38,`char sign[33]+u8 count`) + `MyShopItem`(13,`u32 vnum,u8 count,ItemPos,u32 price,u8 display_pos`)×N;`CG_MALL_CHECKOUT`(0x0840) `CGMallCheckout`(8);`GC_MALL_OPEN`(0x0841) `GCMallOpen`(5)、`GC_MALL_SET`(0x0842)/`GC_MALL_DEL`(0x0843) 复用 `GCItemSet`/`GCItemDel`,全 static_assert。`GameClient`:`send_open_private_shop(sign, vector)`(打包头+N项)/ `send_close_private_shop`(=`SHOP_CG_END`) / `send_mall_checkout` / `send_cube_make|material_info|result_list`(`/cube make|mInfo|rList` 走 `send_chat(CHAT_TYPE_COMMAND,…)`)。`EntityStore`:`m_mall[135]` + `mall_open/size/slot/dirty`;`GC_CHAT` 若 `type==CHAT_TYPE_COMMAND` 不进聊天,转 `apply_server_command()` 解析 `cube open/close/info/success/fail/r_list/m_info`(`v,c` 结果列表 + `@`配方 `&`组 `|`槽 `/`金币)→ `CubeState{open,npc,recipes[],results[],need_*}` + `drain_cube_events()`。`M2Client`:`open/close_private_shop`、`get_mall_items`/`mall_checkout`、`get_cube`/`cube_make`/`cube_request_result_list`/`cube_request_materials` + `mall_opened`/`mall_changed`/`cube_opened`/`cube_closed`/`cube_changed`/`cube_result` 信号。`ui/private_shop_ui.gd`(招牌 + 背包挑件 + 定价 + 개설/철수)、`ui/mall_ui.gd`(列表 + 取出到背包空格)、`ui/cube_ui.gd`(配方列表 + 材料/金币 + 제작);`game_scene` 装配三窗。`net.entity_store`(合成 GC_MALL_* + `GC_CHAT/COMMAND` cube 全家桶)+ `net.loopback_flow`(真 socket:server 推 mall+cube,client 发 `CG_MYSHOP`/`CG_MALL_CHECKOUT`/`/cube` 字节校验)+ `shop_cube_mall_test.gd`(三窗 FakeClient)全过。**真机验证(2026-08-31,`net_e2e MT_E2E_MYSHOP=1`)**:`CG_MYSHOP`(0x0802) 38B head + 13B item×1(vnum 149,price 99999999)被真服接受,无断连 / 无 shop error;`SHOP_CG_END` 关店正常。Cube `/cube rList` 与 `CG_MALL_CHECKOUT` 送出路径不断连,但服务器只在玩家站到对应 NPC 前才回应,`mall_open=0` / `cube open=0` —— 需 NPC 交互才能完整验。⬜ `GC_SHOP_SIGN`/`SYMBOL_DATA` 头顶招牌、他人开店 `START_EX` 多标签、39 格拖放网格 / 鼠标物品态、能量条、NPC 前完整验 cube/mall。**拍卖行**:m2dev-client 无此系统(`0x08xx` 只有 shop/myshop/safebox/mall),非移植项,需自定义协议 + 服务端 | `extension/src/net/{wire.h,game_client.h,entity_store.{h,cpp},m2_client.{h,cpp}}` · `project/ui/{private_shop,mall,cube}_ui.gd` | +| **P9 世界系统(首版)** | 🟡 `wire.h` `GCWarp`(18) / `GCTime`(12) / `GCChannel`(5) / `GCNPCPosition`(6+78×n) / `GCTargetCreate/Update/Delete`(46/16/8) / `GCMount`(21),全 static_assert。`EntityStore`:`WarpCue` + `drain_warps`、`server_time`/`channel` + dirty、`m_npc_marks` / `m_markers` map、`Entity.mount_vnum` + `drain_mount_changes`。`M2Client`:`get_channel/get_server_time/get_npc_marks/get_world_markers` + `warp`/`time_changed`/`channel_changed`/`npc_marks_changed`/`world_markers_changed`/`mount_changed` 信号。`ui/minimap.gd`(右上圆形,北朝上,实体/NPC/任务标记 + 玩家箭头 + CH 角标)+ `world/world_time.gd`(epoch → 太阳角度/光色/ambient 昼夜)+ `fx/weather.gd`(雪/雨 GPUParticles 跟相机)。`game_scene._on_warp` 同服挪人。`p9_test.gd` + `net.entity_store` 扩测全过 | `extension/src/net/*` · `project/ui/minimap.gd` · `project/world/world_time.gd` · `project/fx/weather.gd` · `project/game_scene.gd` | +| **P10 网络补全(首版)** | 🟢 `wire.h` `CGClientVersion`(0x000D,70B)。`GameClient` 收 `GC_MAIN_CHARACTER` → 自动发 `CG_CLIENT_VERSION` = **打通 LOADING→PHASE_GAME**(真机验证进游戏 + 121 实体)。`net/serverinfo.gd`(`class_name ServerInfo`,TSV 服务器表 + 频道端口偏移)+ `ui/loading_screen.gd`(相位驱动读取遮罩)+ `ui/reconnect_ui.gd`(断线倒计时 + 自动/手动重连)+ `app_flow.gd`(LOGIN→SELECT→GAME 串场状态机,单 `M2Client` 贯穿)。attack CRC 全 0 实测服务器接受。`net_e2e` 加 move+attack poke;`net.loopback_flow` 断言自动版本报文;`p10_test.gd` 全过 | `extension/src/net/{wire.h,game_client.h}` · `extension/tools/net_e2e.cpp` · `project/{app_flow,net/serverinfo}.gd` · `project/ui/{loading_screen,reconnect_ui}.gd` | +| 大地图窗 / 地形贴花 / 钓鱼 / 副本 / 坐骑换模型 / 跨服换图 / 频道人数轮询 / 真机字节校准 | ⬜ 见 [`CLIENT-ROADMAP.md`](./CLIENT-ROADMAP.md) P9·P10 剩余 | — | +| 物品 / 装备(`item_proto` + 背包封包 + 装备挂模型 → 解锁 §2.7 高光 / §2.3 时装) | ⬜ | — | + +## 3. 连通性(2026-08-30:真机端到端打通到 PHASE_GAME) + +服务端 = **m2dev-fork 协议**。`net_e2e`(`extension/tools/net_e2e.cpp`,`build/extension/net_e2e`) +驱动 auth→game→选人→进游戏全程;`MT_NET_TRACE=1` 打印每包 header/length/consumed。 + +**真机结果 —— 全程打通**: +- ✅ auth 握手(libsodium KX)+ `CG_LOGIN3` → `GC_AUTH_SUCCESS` +- ✅ game `CG_LOGIN2` → **`GC_LOGIN_SUCCESS4`(0x0105,4 槽)** 角色列表(`[SA]Admin` lv105) +- ✅ `CG_CHARACTER_SELECT` → `GC_PHASE(LOADING)` → 整包洪流全部按正确字节解析 +- ✅ **`GC_MAIN_CHARACTER` 后自动发 `CG_CLIENT_VERSION`(0x000D)** → `GC_PHASE(GAME)` / **IN GAME** +- ✅ 进游戏后:121 个实体、HP 14990/15178、level 105、20 格背包、好友列表 1 人 +- ✅ `CG_MOVE` + `CG_ATTACK`(CRC 全 0)保持连接不被踢 → **不需要占位 CRC** + +**修的 3 个真 bug(对任何真服务器都必需)**: +1. `GC_LOGIN_SUCCESS4`(0x0105) 没处理(只认 3 槽的)→ 加 `GCLoginSuccess4`(492B) + handler。 +2. 帧分发器 "did not consume" 误判:连续同 header 的包(一串 `GC_PLAYER_POINT_CHANGE`)会误杀连接 + → 改成按**实际消费字节数**判定(`net_stream.cpp` dispatch())。 +3. **缺 `CG_CLIENT_VERSION`**:服务器收到 `GC_MAIN_CHARACTER` 后等客户端回版本报文,缺它就在 + phase 4 断线 → `GameClient` 收到 `GC_MAIN_CHARACTER` 时自动发(fork 固定 timestamp `1215955205`)。 + +**真机字节校准(2026-08-30,已做)** —— 用 `MT_NET_DUMP=1 net_e2e` 抓真实封包逐字节对: +- **实体名 / 等级 / 公会 / 骑乘** ✅ 走 `GC_CHAR_ADD_INFO`(0x0207,`TPacketGCCharacterAdditionalInfo` + 97B),之前根本没处理。加 `GCCharAddInfo` struct + handler,NPC「Old Man」(race 20009) 名字正确出。 +- **`GC_CHARACTER_UPDATE`**(0x0209,38B) ✅ 之前只粗解 parts;现按 `TPacketGCCharacterUpdate` 全解 + (parts / guild / alignment / pk_mode / mount,`GCCharacterUpdate` struct)。 +- **`ch_type`**:`GC_CHARACTER_ADD.bType` 对 NPC/怪都是 0(服务器不填)。改在 GDScript 按 `race` 查 + `mob_proto.type` 分类(`net_play._entity_kind`:0 怪 / 1 NPC / 2 石头 / 3 warp),`_entity_name` + 怪名回退 `mob_proto.locale_name`。`game_scene` 现在也载 `mob_proto`。 +- **`GC_PLAYER_POINTS`**(0x0214,1024B) —— **本来就对的**。真机 gold=13.5 亿(GM 号)、exp=0、 + next_exp=int32 溢出为负都是服务器真实值。`M2Client.get_points` 把 exp/next_exp 按 unsigned 输出。 + +**第二轮校准(2026-08-30,已做)** —— 又抓了 in-game 洪流里没对过的包: +- **`GC_SKILL_LEVEL_NEW`**(0x021B,1534B) ✅ 这才是本服发的技能包(**没发老的 0x021A**),之前 + `get_skills()` 永远空、K 键技能窗没内容、快捷栏没法施放。加 `PlayerSkill{u8 master, u8 level, + u32 next_read}`(6B/条,fork 的 `time_t` 是 32 位)+ `GCSkillLevelNew` + handler。真机实测:33 个 + 技能全 lvl 40 master 3(GM 号)。`get_skills()` 加 `master`(0 普/1 M/2 G/3 P)。 +- **`GC_QUICKSLOT_ADD/DEL/SWAP`**(0x0519/1A/1B) ✅ 之前没处理 → 快捷栏进游戏是空的。加 + `QuickSlot{u8 type,u8 position}` + 3 个 handler + `M2Client.get_quickslots()` + `quickslots_changed`。 + `ui/quickbar.gd.restore_from_server()` 按服务器内容填 1-8 号格(type 1 道具 / 2 技能)。真机 10 格。 +- **`GC_NPC_POSITION`**(0x0A50) —— struct **本来就对**(6 + 78×n,name[65])。真机 49 条 NPC,名字对 + (服务器不 zero-pad name buffer,`strnlen` 已兜住)。 +- **`GC_ITEM_UPDATE`**(0x0514,41B) / **`GC_CHAT`**(0x0603,10B 头) / **`GC_AFFECT_ADD`**(0x0A20,25B) + / **`GC_SPECIAL_EFFECT`**(0x0A30,9B) / **`GC_QUEST_INFO`**(0x0912,7B) —— 逐字节核对,**全部已对**。 +- **`GC_GUILD`**(0x0730) sub-header 包(grade/info/list)已解析(见 M4 行);会徽走 `MARK_*` 独立连接。 + +**校准后续(2026-08-30,已做)**: +- **3D 名字标签刷新** ✅ `EntityStore` 加 `ChangeKind::Info`;`GC_CHAR_ADD_INFO` 到达时对已存在实体 + 推 `Info` 变更 → `M2Client.entity_info(vid, dict)` 信号 → `net_world._on_info` 刷 Label3D。 + `net_world.name_resolver`(`game_scene` 设为 `net_play._entity_name`)让怪名走 `mob_proto`。 +- **跨服换图 `GC_WARP` addr≠0** ✅ `M2Client`:`WarpCue.addr` 是网络序 IPv4,转点分十进制后 + `warp_to_game_server(host, port)` —— 拆掉当前 game 连接、复用存下的 `login_key` 直连新 game + server(跳过 auth)。同服 warp 仍只挪玩家。 +- **断点快连** ✅ `M2Client.reconnect()` 现在优先用 `last_login_key` 直连 game server(省一次 + auth 往返),失败再走完整 auth→game。服务器重发 spawn = 断点续连。 +- **频道负载查询** ✅ `net/channel_status.gd`(对齐 `CServerStateChecker`):明文 TCP 连任一频道口 + → 发 `CG_STATE_CHECKER`(0x000F,len 4) → 跳过杂包到 `GC_RESPOND_CHANNELSTATUS`(0x0010) → + 读 `int32 count` + count×`{i16 port, u8 status}`。status:0 关 / 1 正常 / 2 拥挤 / 3 爆满 + (Metin2 协议里就是 4 态,不是在线人数)。`app_flow._probe_channels` 先查状态、没答上的频道回退 + `_probe_tcp`,下拉项标 ●/◐/✕。**真机实测**:`192.168.21.203:11011` 回 `{11011:1, 11012:1, + 11013:1, 11991:1}` —— 也据此把 `serverinfo` 的频道端口步长从 +10 改成 **+1**(可在 serverlist.txt + 第 7 列 `port_step` 按服覆盖)。`channel_status_test`(进程内 mock 服务器:请求字节 + 跳杂包 + + 解析 + 不可达返回空)。 + +- **怪 / NPC 真 3D 模型** ✅ `ui/mob_view.gd`(对齐 `player_view.gd`):`race` = `mob_proto` vnum → + **`root/npclist.txt`**(`\t<代号>\t…`,如 `113→bear_brown`、`185→tiger_big`、`102→wolf`; + 翻译版 `mob_proto` 把 `szName` 也本地化成 "Brown Bear" 了,解不出目录,必须靠这张表,`mob_proto` + 名仅作兜底)→ 目录按代号逐段回退(`bear_brown → bear`),网格 / 贴图用完整代号 + (换肤网格都在基础目录里:`bear/bear_brown.gr2` + `bear/bear_brown.dds`)→ 进 `Metin2Model` + (texture_dir = 目录)+ 解 `motlist.txt` → `Metin2AnimPlayer`。扫 + `/*/ymir work/{monster,monster2,npc,npc2}//`。npclist 解析一次进 `static` 缓存。 + `set_anim_state("wait/run/attack/damage/dead/skill")` 按 motlist 动作名映射。 + `game_scene._make_entity_model` 设为 `net_world` 的默认工厂(非主角 + 有 mob_proto 时);race→是否有模型 + 缓存,失败回退占位胶囊。`net_world._attach_nameplate` 抽出来,真模型也挂头顶名字 + HP 条。 + `mob_view_test`:race 102 Wolf → `wolf/` 目录、Metin2Model(40 骨 762 顶点)、motlist ≥3 动作、状态切换。 + 实测进游戏「Alpha Grey Wolf」「Hungry Black Bear」等出真模型 + 贴图 + 动作 + 名字牌 / 血条。 + +- **重连 / 已在局内时补拉实体** ✅ `game_scene.setup()` 现在是协程(分帧避免阻塞漏 PONG), + `net_world.setup()` 接 `entity_spawned` 已晚于 `M2Client` 的初始 spawn 洪流 → `_on_spawn` 0 次触发。 + 修:`net_world.catch_up()` 遍历 `client.get_entities()` 补 spawn 未镜像的;`game_scene` 已在局内分支里 + **先** `net_world.set_local_vid(get_main_vid())` + `net_play._on_main_set(get_main_vid())` 再 + `catch_up()`,否则本地玩家会被画成一个压在身上的大蓝胶囊。 + +**剩的都不是代码问题**:字面「在线人数」(数字)Metin2 协议里没有 —— `bStatus` 就是 4 态负载指示, +要真数字得改服务器;本地 `assets/` 只有 ~85 个 monster 目录(不是全量),没目录的 race +仍是占位胶囊 —— 换全量资产包即可全部出真模型。 + +**联调路上修的两个真 bug**(对任何真实服务器都必需): +1. **`GC_LOGIN_SUCCESS4`(0x0105) 没处理** —— 只认 3 槽的 `GC_LOGIN_SUCCESS3`。已加 `GCLoginSuccess4` + 结构(492B) + handler。 +2. **帧分发器误杀连接** —— 连续同 header 的封包(如一串 `GC_PLAYER_POINT_CHANGE`)会触发 + "on_packet did not consume" 误判并断线。改成按**实际消费字节数**判定 + (`net_stream.cpp` dispatch())。此 bug 之前会让 P0–P8 对任何真服务器的端到端全挂。 + +**当前状态**:P0–P8 的封包层仍以合成封包 CTest + FakeClient GDScript 测试离线验证(14 套 GDScript + +9 CTest 全绿)。真机端到端到 PHASE_GAME 的最后一跳留给 P10。 + +## 3b. B 轨(不依赖服务端的客户端系统) + +| 模块 | 状态 | 位置 | +|---|---|---| +| **eterpack 读写器**(G1)| ✅ 本 fork = `PackLib` 单文件包(header + XChaCha20 加密索引 + zstd 数据 + 可选逐文件加密,硬编码 `PACK_KEY`)。`EterPack`(读,name-field 从 header 反推兼容真实包)+ `write_pack` + `packtool` CLI。`pack.roundtrip` CTest + 真实 `textureset/` 45 文件明文/加密往返 `diff` 一致 | `extension/src/pack/eterpack.{h,cpp}`、`extension/tools/packtool.cpp` | +| **登录 / 选人界面**(首版)| ✅ `charselect.gd`:3 旋转台 × 真实职业模型(`_novice.gr2` + `wait.msa`)+ 真实 `board` 九宫格面板(槽位按钮 + 进入游戏)。数据来自 `M2Client.char_list`(联机)或 `--mock`(离线开发)。`login.gd`:服务器/账号/密码 + 连接,接全部 `M2Client` 信号(`--auto` 测试)。`ui_kit.gd`:从 `hud.gd` 抽出的九宫格助手。⬜ 创建/删除角色、旋转台微调、login→charselect→world 串场 | `project/{login,charselect,ui_kit}.gd` | +| **正式选人页(Metin2 风)** | ✅ `ui/char_select_screen.gd`:`app_flow._build_char_list` 用它替掉原来的裸按钮列表。全屏背景 `d:/ymir work/ui/intro/select/select.sub`(=select.jpg)+ 右侧 `SubViewport`(`own_world_3d`)里 `PlayerView` 真模型(正面朝相机 + `wait` + 缓摆)+ 左上职业名(locale `name_.sub` → `select.dds`,DDS 走 `Metin2World.load_dds`;解不出退中文描边字 猛将/刺客/术士/巫女)+ 左侧 `board` 信息板(帮会徽 `get_guild_mark_image` / **国家名 `get_empire()`→`EMPIRE_A/B/C` locale + 国旗 `empireflag_.sub`** / 帮会名 / 名称 / 等级 / 游戏时间 / 体力·智力·力量·敏捷 条)+ 开始 / 创建 / 删除 / 退出 + 多角色 ◀ ▶ 槽位切换(`_pad_slots` 按 `get_slot_count()` 补空槽,◀▶ 能走到空槽建号)。**建号 / 删号(1:1 对齐 `PythonNetworkStreamPhaseSelect.cpp`)**:`CG_CHARACTER_CREATE`(0x0201) `CGCreateCharacter`(77,job 是 **u16**)、`CG_CHARACTER_DELETE`(0x0202) `CGDeleteCharacter`(13,`private_code[8]`)、`GC_PLAYER_CREATE_SUCCESS`(0x020C) `GCPlayerCreateSuccess`(108=`{u8 slot, SimplePlayerInfo}`)、`GC_PLAYER_CREATE_FAILURE`(0x020D) `{u8 type}`、`GC_PLAYER_DELETE_SUCCESS`(0x020E) `{u8 slot}`、`GC_PLAYER_DELETE_WRONG_SOCIAL_ID`(0x020F)。`GameClient`:`create_character`/`delete_character` + `drain_char_events()`(`CharEvent{CreateOk/CreateFail/DeleteOk/DeleteFail}`)+ `replace_slot`/`clear_slot`(服务器只补丁槽位不重发列表)+ `slot_count()`。`M2Client`:`create_character(slot,name,job,shape,con,int,str,dex)`/`delete_character(slot,code)`/`get_empire`/`get_slot_count` + `char_created`/`char_create_failed`/`char_deleted`/`char_delete_failed` 信号(建 / 删成功后重发 `char_list`)。选人页建号弹窗(职业下拉 + 名称 + 各职业起始四维只读)、删号弹窗(secret 删除码);`app_flow._on_char_list` 在 SELECT 态只 `set_chars()` 不整屏重建。会徽:`app_flow._goto_select` 也发 `download_guild_marks`,`guild_marks_ready`(one-shot) → `refresh_crest()`。相机改按**包围球** `r/sin(fovV/2)` 自适应 + 沿 -X 推 `r*0.5`(横向视锥更宽,不切远侧手),蒙皮定型后多 fit 4 帧。C++:`CharSlot` + `char_list` dict 补 `play_minutes/st/ht/dx/iq/main_part/hair_part`。`ui_assets.gd` 加 `load_dds_image()`。`net.loopback_flow` MockServer 加 `CG_CHARACTER_CREATE/DELETE` 真 socket 端到端(名称字节校验 + 成功补丁槽位 + 名称冲突 fail + 错误删除码拒绝);`char_create_delete_test.gd`(弹窗 → 假 client 收 `create_character(slot1,"Newbie",job1,con3/int3/str4/dex6)` + 短名拒绝 + `char_created` 关窗 + 删号码 + 失败清框 + `set_chars` 保持选中);`p10_test` 选人断言改点「开始」 | `project/ui/char_select_screen.gd` · `project/ui/ui_assets.gd` · `project/app_flow.gd` · `extension/src/net/{wire.h,game_client.h,m2_client.{h,cpp}}` · `extension/tests/net_loopback_test.cpp` | +| **角色状态窗(1:1 窗口迁移样板)** | ✅ `project/ui/char_status_ui.gd`:`UiScript`+`UiBuild` 直接装载 `assets/uiscript/uiscript/characterwindow.py` 真布局(4 页 tab:STATUS/SKILL/EMOTICON/QUEST,`SetState` 切页;技能 / 表情 / 任务的数据仍走各自专用窗)。STATUS 页数值逐字对照 `assets/root/uicharacter.py.RefreshStatus`:`Level_Value`=`points[LEVEL]`、`Exp_Value`=`u32(exp)`、`RestExp_Value`=`u32(next_exp)-u32(exp)`、`HP/SP_Value`=`cur/max`、`STR/DEX/HTH/INT_Value`=`points[ST/DX/HT/IQ]`、`ATT_Value`=`(MIN_ATK|MAX_ATK)+ATT_GRADE_BONUS+PARTY_ATT_GRADE`(min==max 取单值,全 0 退 `ATT_POWER`)、`DEF_Value`=`DEF_GRADE(+DEF_GRADE_BONUS 若非 0)`、`MATT_Value`=`MAGIC_ATT_GRADE+(MIN|MAX)_MAGIC_WEP`、`MDEF_Value`=`MAGIC_DEF_GRADE`、`ASPD/MSPD/CSPD/ER_Value`=`points[ATT_SPEED/MOV_SPEED/CASTING_SPEED/EVADE_RATE]`(EPointTypes 索引取自 m2dev `src/UserInterface/Packet.h`)。加点:`HTH/INT/STR/DEX` 的 `_Plus`/`_Minus` 按钮 → `client.say(0, "/stat ht"|"/stat- ht" …)`,与原 `statusPlusCommandDict`/`statusMinusCommandDict` 完全一致;`Status_Plus_Value`=`points[STAT]`,`>0` 才显示 `_Plus` 按钮和 `Status_Plus_Label`。名称 / 帮会 / 职业头像取 `get_entity(get_main_vid())`(`race%4` → `face_warrior/assassin/sura/shaman.sub`)。`points_changed` 信号刷新。`game_scene`:`char_status_ui` 节点 + V / C 热键。`char_status_ui_test.gd`:假 client 灌 points → 断言全部 Value label 文本 + `/stat` 命令 + `STAT==0` 隐藏加点按钮 + tab 切换页可见性。后续选道具网格 / 商店 START_EX / 私人商店 39 格照抄这套(uiscript 装载 + 逐字数值绑定 + 原聊天命令 / 封包)| `project/ui/char_status_ui.gd` · `project/game_scene.gd` · `project/char_status_ui_test.gd` | +| **组队成员信息板(`uiparty.PartyMemberInfoBoard`)** | ✅ `wire.h`:`CGPartySetState{u16 hdr,u16 len,u32 pid,u8 role,u8 on}`(static_assert 10)+ `EPartyRole` 枚举(NORMAL 0 / LEADER 1 / ATTACKER 2 / TANKER 3 / BUFFER 4 / SKILL_MASTER 5 / BERSERKER 6 / DEFENDER 7,PythonPlayer.h)。`game_client.send_party_set_state(pid,role,on)`(`CG_PARTY_SET_STATE` 0x0704,注意结构字段名 `dwVID` 实际传 PID —— 对齐 `uiparty.py OnSelectState` 的 `net.SendPartySetStatePacket(self.pid,...)`)。`M2Client.party_set_state(pid,role,on)` + bind;`get_party()` dict 补 `state`(完整角色字节,bit0=leader)+ `affects[7]`(int×7)。`project/ui/party_ui.gd` 从「名字+一条 HP」重做成 `partymemberinfoboard.py` 布局(每员 106×36 条:StateButton 22px 角色图标 + NameSlot + Gauge + 附加图标行):`_strip(m)` → 角色状态按钮(`_local_is_leader()` 才可点 → `_open_role_popup` 弹 普通/攻击/坦克/狂战/辅助/宗师/防御 + 踢出;普通=`party_set_state(pid, cur_role, false)` 清角色;踢出=`party_leave(pid)`=`SendPartyRemovePacket`)+ 名字(★队长) + HP `ProgressBar` + `affects[i]!=0` → chip(`AFFECT_LABEL` 暂定 经验/攻击/防御/辅助/宗师/时间/回复,tooltip 带值)。点名字 → `set_target(vid)`(`OnMouseLeftButtonDown` 选中)。header:EXP 分配开关 `_toggle_distribute` → `party_set_distribute`(`EPartyExpDistributionType` 0 NON_PARITY / 1 PARITY)+ 组队治疗 `_party_heal` → `party_use_skill(PARTY_SKILL_HEAL=1, 0)`。`_local_is_leader()` = `get_party()` 里 `vid == get_main_vid()` 那条的 `leader`。角色菜单按党技能等级门控(`uiparty.__ShowStateButton` Tanker≥10…Defender≥40)暂略。`p8_test` 组队段扩:affect chip 渲染 + 队长点 StateButton 弹菜单 + 「攻击」→ `party_set_state(pid, 2, true)` + 踢出 → `party_leave` + 分配切换 → `party_set_distribute(1)` + 治疗 → `party_use_skill(1,0)` + 点名字 → `set_target` + 非队长 StateButton disabled。**顺带修 `p8_test._init` 未 `await _run()` 的隐患**(第一个 `await` 之后所有断言从未生效,含增量 34 `shop_ex`)→ 改 `await` 后暴露 `shop_ui.refresh()` `queue_free` 延迟 bug(旧 row 当帧未消失),改 `remove_child`+`queue_free` | `extension/src/net/{wire.h,game_client.h,m2_client.{h,cpp}}` · `project/ui/party_ui.gd` · `project/ui/shop_ui.gd` · `project/p8_test.gd` | +| **ESC 系统菜单 + 游戏设置窗(`uisystem.SystemDialog` + `uigameoption.OptionDialog`)** | ✅ `project/ui/system_menu_ui.gd`(`systemdialog.py` 真 uiscript,thinboard 8 键)= `uisystem.py __LoadSystemMenu_Default` 1:1:`system_option_button`→`system_option_ui.open()`,`game_option_button`→`game_option_ui.open()`,`change_button`→`client.say(0,"/phase_select")`(`net.ExitGame()` 在有 ping 时发 `SendChatPacket("/phase_select")`),`logout_button`→`"/logout"`(`net.LogOutGame()`),`mall_button`→`"/in_game_mall"`,`exit_button`→`get_tree().quit()`,`help_button`→占位 `toast`,`cancel_button`/标题栏→关。modal 打开。`game_scene`:ESC 从直接 `system_option_ui.toggle()` 改成 `system_menu_ui.toggle()`。
`project/ui/game_option_ui.gd`(`gameoptiondialog.py` 真 uiscript)= `uigameoption.py`:`BLOCK_BITS` = `block_{exchange,party,guild,whisper,friend,party_request}_button`(toggle_button) → `_toggle_block(bit)`:`_block_mode ^= bit` + `client.say(0, "/setblockmode %d" % _block_mode)`(`Packet.h EBlockAction` 位 `1<<0..1<<5`,逐字对照 `__OnClickBlock*` 的 `net.SendChatPacket("/setblockmode " + str(blockMode ^ player.BLOCK_*))`)+ 持久化 `[gameopt] block_mode`(服务器回包同步待补)。`PK_CMD` = `pvp_{peace,revenge,free,guild}`(radio) → `client.say(0,"/pkmode %d")` 值 `{0,1,2,4}`(`__OnClickPvPMode*`;guild 是 `/pkmode 4`,`PK_MODE_PROTECT`=3 跳过)。`DISPLAY_RADIOS`:`name_color`/`target_board`/`view_chat`/`always_show_name`/`show_damage`/`salestext` 的 on/off/normal/empire radio → `_display[key]` + 持久化 `user://system_option.cfg [gameopt]`(等价 `systemSetting.Set*Flag`;渲染侧钩子——头顶名字配色 / 伤害数字 / 聊天显隐——待补)。`_bind_radio` 处理 radio 배타성,`_sync`/`_sync_block` 开窗回填,`_relabel` 中文兜底(uiScriptLocale 未接全局 Locale)。`system_menu_ui_test.gd`:两窗装载 + `/setblockmode 1`→`3`→`2`(位 XOR)+ `_block_mode` 跟踪 + `/pkmode 1`/`4` + radio 배타 + 显示开关落 cfg + 二次实例读 `block_mode` 回填按钮态 + menu 各键 `/in_game_mall`/`/phase_select`/`/logout` + `system_option_button`/`game_option_button` 开子窗关菜单 + `cancel` 关。C++ 无改动 | `project/ui/system_menu_ui.gd` · `project/ui/game_option_ui.gd` · `project/game_scene.gd` · `project/system_menu_ui_test.gd` | +| **系统设置窗(`uisystemoption.OptionDialog`)** | ✅ `project/ui/system_option_ui.gd`:`UiScript`+`UiBuild` 装 `assets/uiscript/uiscript/systemoptiondialog.py`(board + titlebar + `music/sound_volume_controller` sliderbar + `camera_short/long` + `fog_level0/1/2` + `tiling_cpu/gpu` + `tiling_apply` + `bgm_button`)。控件绑定逐字对照 `assets/root/uisystemoption.py`:`OnChangeMusicVolume`→`snd.SetMusicVolume`+`systemSetting.SetMusicVolume`(接 `Audio.master_bgm` + 即时改在播 `_bgm[_bgm_cur].volume_db`),`OnChangeSoundVolume`→`Audio.master_sfx`(`play_ui`/`play_at` 每次读),`camera_short/long`→`game_camera.max_dist`(`CAMERA_MAX=[11,20]`,并 `dist=min(dist,max)`),`fog_level0/1/2`(浓/중/淡)→`__SetFogLevel` = `Environment.fog_enabled=true`+`fog_density=[0.055,0.018,0.004][i]`,`tiling_*`/`tiling_apply`(原 CPU/GPU 分块渲染 + `net.ExitGame` 重启)Godot 渲染器无对应 → 保留占位。`_bind_radio` 处理 radio 배타성。持久化 `user://system_option.cfg`(section `audio`/`video`,= `systemSetting` 配置文件);`setup()` 读回并 `_apply_all()` 即时生效;`game_scene._on_main_set` 在 `.msenv` 换 `Environment` 后再 `_apply_all()`。`game_scene`:ESC 呼出(`ui_manager._unhandled_input` 先 `close_top()` 吃事件,无窗时才落到 `game_scene`)。uiScriptLocale 未接全局 Locale → `LABELS` 中文兜底。`system_option_ui_test.gd`:装载 + `music/sound` slider `value_changed` 已连 + `_on_*_volume` 应用到 `master_bgm/sfx` + camera radio→`max_dist`+dist 夹 + fog radio→`fog_density` + cfg 落盘 + 二次实例读 cfg 即时应用。C++ 无改动 | `project/ui/system_option_ui.gd` · `project/game_scene.gd` · `project/system_option_ui_test.gd` | +| **私人商店开设窗(`PrivateShopBuilder` 模型)** | ✅ `project/ui/private_shop_ui.gd` 从「前 5 行 checkbox」重做成 1:1 复刻 `assets/root/uiprivateshopbuilder.py`(**增量 36:布局改走真 uiscript `privateshopbuilder.py` —— board + TitleBar + `NameLine`(盖 LineEdit) + `ItemSlot` 5×8=40 grid + Ok/Close;背包候选面板挂窗右侧**):`_stock` = `itemStock`(`{格号 -> {cell,vnum,count,price}}`)。左侧 `_inv_list` 背包候选(排除已上货的 cell),点一件 → `_pick` 设 `_picked`(= `mouseModule` attached item);点右侧 40 格(`GRID_SLOTS=40` = `shop.SHOP_SLOT_COUNT`,5×8)空格 → `_ask_price`(`uiCommon.MoneyInputDialog`,`SpinBox`)→ `_place(slot, price)` 写 `_stock`(= `AddPrivateShopItemStock` + `itemStock[targetSlotPos]=(src)`);点已占用格 → `_stock.erase` (= `OnSelectItemSlot` / `DelPrivateShopItemStock`)。`_ok()`(OkButton → `BuildPrivateShop`):`_stock` 按格号 `sort()`、`display_pos = 格号`、`items.size() >= PRIVATE_SHOP_ITEM_MAX(39)` 截断 → `client.open_private_shop(sign, [{vnum,count,inv_cell,price,display_pos}])`(`MyShopItem`/`TShopItemTable` 字段 1:1:`{u32 vnum, u8 count, ItemPos pos, u32 price, u8 display_pos}`)。`_close_shop()` = `close_private_shop()` = `SHOP_CG_END`。测试拆成独立 `private_shop_ui_test.gd`(真 uiscript,缺资产跳过):`_cells` 40 格 / `NameLine` 盖 LineEdit / 2 候选 / 空 stock 不发 / 拿起→价格弹窗→`_place` / 개설按格号排序(格 0 在格 3 前)+ `display_pos` / 点占用格撤下 / 철수;`shop_cube_mall_test` 私人商店段移除。C++ 无改动(`open_private_shop` / `MyShopItem` 早已就位)| `project/ui/private_shop_ui.gd` · `project/game_scene.gd` · `project/private_shop_ui_test.gd` · `project/shop_cube_mall_test.gd` | +| **`SHOP_GC_START_EX` 多货架商店** | ✅ `wire.h`:`ShopTabHead{char name[SHOP_TAB_NAME_MAX=32]; u8 coin_type}`(static_assert 33)+ `SHOP_TAB_COUNT_MAX=3`。`entity_store`:`SHOP_GC_START_EX`(10) 解析 `TPacketGCShopStartEx{u32 owner_vid; u8 tab_count}` + `tab_count` × `{ShopTabHead, ShopItem[SHOP_HOST_ITEM_MAX_NUM=40]}`(对齐 `PythonNetworkStreamPhaseGame.cpp RecvShopSub_StartEx`)。`ShopEntry` 加 `u8 pos`(货架内槽位);`ShopTab{name, coin_type, items}` + `m_shop_tabs`;`SHOP_GC_START` 也改为按固定 40-槽数组填 `pos`(空槽计入,与参考 `SetItemData(j,...)` 一致);`SHOP_GC_END` 清 `m_shop_tabs`。`shop_items()` 保持是 `m_shop_tabs[0].items` 的镜像,旧 `get_shop_items()` 不动。`M2Client.get_shop()` → `{vid, open, tabs:[{name, coin_type, items:[{pos,vnum,price,count}]}]}`。`shop_ui.gd`:`tabs.size()>1` 时显示货架 `Button` 行,切货架重建列表;买位置 = `_active_tab * SHOP_SLOT_COUNT(40) + it.pos`(1:1 对齐 `uishop.py GetIndexFromSlotPos` = `tabIdx * shop.SHOP_SLOT_COUNT + slotPos`,`shop_buy` 的 `u8 pos` 容得下 3×40)。`net_entity_test`:双货架合成包 → 断言名称 / coin_type / 槽位保留 / tab0 镜像 / END 清空;`p8_test`:多货架 UI + 切页 + `buy pos 5`(tab0 slot5)/ `buy pos 43`(tab1 slot3) | `extension/src/net/{wire.h,entity_store.{h,cpp},m2_client.{h,cpp}}` · `project/ui/shop_ui.gd` · `extension/tests/net_entity_test.cpp` · `project/p8_test.gd` | +| **选魔石窗(样板第 2 例)** | ✅ `project/ui/select_item_ui.gd`:`UiScript`+`UiBuild` 装 `assets/uiscript/uiscript/selectitemwindow.py`(`ItemSlot` = 5×8 `grid_table`,`ui_build._slot_cells` 按 `x_count/start_index/x_step/y_step` 生成 `slot_0..39`)。填格逐字照 `assets/root/uiselectitem.py.RefreshSlot`:遍历背包 `range(INVENTORY_PAGE_SIZE*2=90)` 格,`_is_metin`(`proto.item(vnum).type == 10 = ITEM_TYPE_METIN`)+ `_item_grade(vnum) <= 2`(= `proto.item(vnum).name` **内部名**最后一位数字,非数字按 0,复刻 `PythonPlayerModule.GetItemGrade`),`slotPos > 54` 截断,按背包格号升序映射到选择窗格 `_slot_to_inv[slotPos]=invCell`。点格 → `client.script_select_item(invCell)`(`send_script_select_item` → `CGScriptSelectItem{CG_SCRIPT_SELECT_ITEM 0x0903, len, selection}`,= `net.SendSelectItemPacket`)+ 关窗;`ExitButton` / 标题栏关闭 → `script_select_item(0)`(`uiselectitem.Close`),`_sent` 标记避免选完再补发 0。**触发链 1:1**:`quest_dialog.gd.parse_script` 新识别 EventManager `[SELECT_ITEM]` token → `has_select_item` → `_on_script` 发新 `select_item_requested` 信号(对应 `PythonEventManager EVENT_TYPE_SELECT_ITEM` → `interfacemodule.BINARY_OpenSelectItemWindow` → `wndItemSelect.Open()`);`game_scene` 在 `proto`/`item_list` 就绪后建 `select_item_ui` 并把该信号接到 `.open`。`select_item_ui_test.gd`:`[SELECT_ITEM]` token 解析 + 非 metin / grade>2 过滤 + 升序映射 + 点格发 `script_select_item(7)` + 关窗不补发 + 空手关窗发 `script_select_item(0)` | `project/ui/select_item_ui.gd` · `project/ui/quest_dialog.gd` · `project/game_scene.gd` · `project/select_item_ui_test.gd` | +| **`item_proto` / `mob_proto` 读取器** | ✅ `mtproto::load_proto` —— 外层 `MIPX`(item:`[fourcc][ver=1][stride][elements][datasize]`) / `MMPT`(mob:`[fourcc][elements][datasize]`);内层 `MCOZ` CLZO 容器 = **XChaCha20**(本 fork 把 TEA 换成 libsodium:key=BLAKE2b(key16,"M2DevPackEncrypt"),nonce=BLAKE2b(key16,"M2DevNonce")[:24])解密 + **LZO1X** 解压。两把硬编码 4-DWORD key(`ItemManager.cpp` / `PythonNonPlayer.cpp`)。`ItemRecord`/`MobRecord` 解前导字段(`bSpecular`@234 → §2.7;**`alValues[6]`@191** —— aLimits[2]×5 @166 + aApplies[3]×5 @176 后,`bSpecular`@234 锚定整链)。armor 的 `alValues[3]` = race `.msm` 的 body shape index(对齐客户端 `__ArmorVnumToShape` `SHAPE_VALUE_SLOT_INDEX=3`)—— 实测 "Monk Plate Armour" 11200-09 全 = shape 3,specular 随强化 0→100 递增。`proto.item_mob` CTest 断言 11209 `values[3]==3` + `specular==100`。5748 items(stride 236)+ 1338 mobs(stride 335) | `extension/src/proto/proto.{h,cpp}` | +| **`AssetResolver` 接包**(首版)| ✅ `mtpack::PackMount` —— 挂载多个 `.epk`,按虚拟路径(盘符 + 反斜杠 + 大小写不敏感 + `ymir work/` 后缀)resolve/read,`metin2_patch_*` 包后挂覆盖。`mtpack::AssetSource` —— 散文件 + 包统一:`read()` 取字节;`to_path()` 把包内文件解到缓存目录一次(路径型调用方不用改)。散文件优先于包(dev overlay,对齐客户端 `pack/` 覆盖)。`pack.roundtrip` CTest 扩:2 包挂载 + 覆盖 + 虚拟路径 + 非 ymir 路径。⬜ 把 `Metin2World`/`Metin2Model` 等 ~6 处 `resolver->resolve()` 换成 `AssetSource::to_path()`(机械改动)| `extension/src/pack/{pack_mount,asset_source}.{h,cpp}` | +| **输入 & 游戏相机**(首版)| ✅ `game_camera.gd` = `GameCamera`:右键拖拽环绕(yaw/pitch clamp)+ 滚轮缩放(3.5–20m)+ 目标平滑跟随 + 地形防穿。`player_controller.gd` = `PlayerController`:**点地移动**(射线求地表交点 → 走过去,沿途 `is_blocked`(`attr.atr` bit0)判可行走,贴墙磨蹭按实际位移切回 wait —— 客户端预测,无服务端纠正)+ WASD 覆盖 + **选目标**(射线取最近 pickable → `target_selected` 信号)+ `anim_state`/`moved` 信号。已换进 `world_demo.gd`(去掉 ~70 行临时相机/输入)。⬜ 相机撞建筑/树淡出(§8.2)、格子 A* 寻路、NPC 交互/拾取 | `project/{game_camera,player_controller}.gd` | +| **本地化**(首版)| ✅ `locale.gd` = `Locale`:加载 `locale/locale//{locale_interface,locale_game,itemdesc,skilldesc}.txt`(`KEY\tVALUE`,UTF-8)。`t(key, args)` —— `%` 格式化 + 缺失回 ``(开发期可见);`set_lang()`;`apply_font()` 挂 CJK ttf。已接 `charselect`(`JOB_*` 职业名 / `SELECT_LEVEL` / `SELECT_SELECT`=Start / `SELECT_CREATE`)+ `login`(`LOGIN_ID`/`LOGIN_PASSWORD`/`LOGIN_CONNECT`)。18 语言(拉丁/西里尔/希腊/阿拉伯,Godot 原生,无需打包字体;CJK 需外挂 ttf)| `project/locale.gd` | +| **声音**(首版)| ✅ `audio.gd` = `Audio` 节点:**BGM 交叉淡**(2× `AudioStreamPlayer`,`bgm/*.mp3`)+ **UI 音效池**(8×,`**/sound/ui/*.wav`)+ **3D 定位音效**(`AudioStreamPlayer3D`,`**/sound/`)。路径解析走 11 个声音根 + `bgm/`(`.mss` 不用,Godot 原生解 mp3/wav/ogg)。已接:`charselect`→`characterselect` BGM + `_select` 选人音;`login`→`loginok`/`loginfail`;`world_demo`→`Metin2AnimPlayer.motion_event` 的 `sound` 字段 → `play_at(model_pos)`(脚步/挥击)。⬜ 按地图 BGM(服务端 `GCMainCharacter.szBGMName`)、`.msenv` 环境音循环、战斗/怪物/NPC 语音 | `project/audio.gd` | +| 登录 / 选人界面 | 🟡 首版 | `project/{login,charselect,ui_kit}.gd` | +| 声音(`AudioLib`→Godot audio)| 🟡 首版 | `project/audio.gd` | +| `item_proto` / `mob_proto` 读取器 | ✅ | `extension/src/proto/proto.{h,cpp}` | +| 本地化(`EterLocale`)| ✅ 首版 | `project/locale.gd` | +| 输入 & 游戏相机 | 🟡 首版 | `project/{game_camera,player_controller}.gd` | +| `AssetResolver` 从包读取(接 eterpack)| 🟡 | `extension/src/pack/{pack_mount,asset_source}.{h,cpp}` | + +## 3c. C 轨(渲染打磨,PARITY-GAP 不卡 §0 门禁的项) + +| 项 | 状态 | 位置 | +|---|---|---| +| §8.2 相机遮挡淡出 + §8.3 相机撞建筑防穿 | ✅ 首版 | `extension/src/metin2_world.cpp`(层 2 盒碰撞)+ `project/game_camera.gd` | +| §2.2 GPU 路径发型 | ✅ | `extension/src/metin2_model.{h,cpp}` | +| §2.10 角色 LOD 距离切换 | ✅ 首版 | `extension/src/metin2_model.{h,cpp}` | +| §3.5 地形 patch 裁剪 | ✅ 首版(拆 4×4 patch + 逐 patch 视锥剔除 + 远景剔除)| `extension/src/metin2_world.{h,cpp}` | +| §2.6 顶点色 | ✅ 排查=不适用(全资产 gr2 无顶点色成员;逐顶点色是地形雾运行时 VB + `.mse` colorfactor)| — | +| §1.2 `.mse` EffectLib 端口 | ⬜(大工程)| — | + +## 4. 下一步 + +1. 打通到 `.203` 的连通性(见上)。可达后立即能测: + - `./build/extension/net_probe 192.168.21.203 11000 admin 123456789` → 完整握手 + `CGLogin3` → `login_key` + - GDScript 里 `M2Client.connect_to_server(...)` → 一路到 `char_list` / `entered_game` +2. **`GCLoginSuccess3` 布局对真实字节校准**:`net_probe` / `M2Client` 收到后 dump 原始字节, + 核对 `TSimplePlayerInformation`(现假设 pack(1)、字段顺序照 `Packet.h:1161`)。size 不符会走 + `login_failed` 兜底。 +3. 游戏相位包解码:`GC_CHARACTER_ADD/DEL` / `GC_MOVE` / `GC_CHARACTER_UPDATE` → + `NetworkActorManager` 端口 → 每实体一个 `Metin2Model`+`Metin2AnimPlayer`,用现有 + `Metin2World` 当场景。里程碑「角色连上、站在地图里、别的实体在动」。 +4. 输入(点地移动 → `CG_MOVE`)、聊天(`CG_CHAT`/`GC_CHAT` 接 HUD)。 + +## 4. 风险 + +- **协议版本漂移**:`Packet.h` 结构体要和服务端 build 一致。冻结一对 client/server commit。 +- **端到端测试阻塞**:目前握手端口 refused,走不到 `CGLogin3` 之前的验证。 +- **移动端 libsodium**:Android/iOS 要静态 vendor(本身可移植,非阻塞)。 +- 自用范围可跳过:商城 / GM 工具 / 部分社交系统。**反作弊(`CG_HACK` / `ProcessCRC` / + `ProcessScanner`)已在 `CLIENT-GAP.md`「不做清单」标注 ❌ 不做**,除非服务端强制校验。 + +## 5. 移植面(客户端源码) + +`EterBase/SecureCipher` · `EterLib/{NetStream,ControlPackets,NetPacketHeaderMap}` · +`UserInterface/{Packet.h, AccountConnector, PythonNetworkStream, PythonNetworkStreamPhase*}` · +`UserInterface/NetworkActorManager`(实体) · `GameLib`(玩法)。 diff --git a/docs/CLIENT-ROADMAP.md b/docs/CLIENT-ROADMAP.md new file mode 100644 index 00000000..4a5815cb --- /dev/null +++ b/docs/CLIENT-ROADMAP.md @@ -0,0 +1,352 @@ +# 客户端玩法开发计划 + +> 把 [`CLIENT-GAP.md`](./CLIENT-GAP.md) 的缺口排成可执行的阶段计划。 +> 网络栈进度见 [`CLIENT-PORT.md`](./CLIENT-PORT.md),渲染见 [`PARITY-GAP.md`](./PARITY-GAP.md) / [`BACKLOG.md`](./BACKLOG.md)。 +> +> 规模:S ≤ 3 天 · M ≈ 1 周 · L ≈ 2–3 周 · XL ≈ 1 月+ +> 标记:🌐 需服务器端到端 · 💻 离线可做(mock server / 合成封包 / 假 client) +> 更新日期:2026-08-30 · 自用,无发布门禁 +> **P0–P10 首版全部完成**;`192.168.21.203` 已联通,`net_e2e` 端到端到 PHASE_GAME。里程碑见文末。 + +## 已就绪的地基(这些不重复做) + +- net 栈:握手 / auth / login / select / game 相位,`M2Client` 编排 + 生命周期 +- `EntityStore`:实体模型 + 插值 + 战斗 / 状态封包(points / vitals / damage / motion / stun / dead / target) +- `NetWorld`(`net_world.gd`):实体→场景桥,占位胶囊 + HP 条 + 伤害飘字 + 死亡倒地 +- `M2Client` GDScript 面:`move/attack/set_target/say` + `get_entities/get_entity/get_points/get_target` + 12 个信号 +- 渲染节点:`Metin2Model`(骨骼 + crossfade + 武器挂点 + LOD + 换肤)、`Metin2World`、`Metin2AnimPlayer` +- 资产:`mtproto`(item/mob_proto)、`mtpack`(eterpack)、`locale.gd`、`audio.gd` + +## 依赖关系 + +```mermaid +graph TD + P0["P0 闭环骨架 💻"] --> P1["P1 UI 工具层 💻"] + P0 --> P4["P4 战斗表现 🌐"] + P1 --> P2["P2 物品/背包/装备 🌐"] + P1 --> P3["P3 聊天 + TextTail 💻"] + P1 --> P8["P8 社交/商店/仓库 🌐"] + P5["P5 EffectLib 特效引擎 💻→🌐"] --> P4 + P5 --> P6["P6 技能系统 🌐"] + P2 --> P6 + P1 --> P6 + P1 --> P7["P7 任务/NPC 🌐"] + P2 --> P9["P9 世界系统 🌐"] + P0 --> P10["P10 网络补全 🌐"] +``` + +P1(UI 工具层)是 P2/P3/P6/P7/P8 的共同前置。P5(特效)可**任何时候并行起** +(`.mse` 解析器纯离线)。 + +--- + +## P0 — 闭环骨架(M,💻)—— ✅ 离线部分完成,待服务器端到端 + +**目标**:现有骨架变成「点怪→走过去→挥→掉血→切目标」的可玩手感,无新系统。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| 输入接线 | S | ✅ | `net_play.gd`:`pc.moved`→`M2Client.move(FUNC_MOVE)`(节流 >1m / >0.2s),`anim_state("wait")`→`move(FUNC_WAIT)`(一次),`pc.target_selected`→`set_target(vid)`(vid 取节点 `vid` meta) | +| 本地预测 + 服务器校正 | S | ✅ | `net_play._on_net_moved`:收到自己 vid 的 `entity_moved` → 差 >6m 瞬移、>0.3m lerp 0.25,高度本地贴地不信服务器 z | +| HUD 数据绑定 | S | ✅ | `hud.gd` 加 `set_vitals/set_exp/set_level/set_target/clear_target`;`net_play` 绑 `points_changed`/`vitals_changed`。血条 / 蓝条 / 经验细条 / 等级 label | +| 目标血条 | S | ✅ | `hud._build_target_panel`(顶部居中,名字 + 180px 血条);`net_play` 绑 `target_info(vid,hp%)` + 目标 `vitals_changed` 刷新;目标死亡 / despawn → `clear_target` | +| 攻击动作驱动 | S | 🟡 | `net_play`:进 2.5m 距离按 `attack_period`(0.6s) 自动 `attack(0, vid)` + 面向目标。真模型动作切换靠 `net_world` 的 `set_model_factory` + `set_anim_state("attack")`(P4 细化 motion index / 攻速) | +| 坐标 / 朝向换算 | S | ✅ | Godot 米 ↔ 服务器 cm(`position_to_godot` 逆)、Godot yaw ↔ Metin2 罗盘度(`net_world` 逆)| +| net_world 去重主角节点 | S | ✅ | `net_world.set_local_vid(vid)`:本地玩家由 `player_controller` 的节点代表,`net_world` 不再画一个 | +| 场景组装 | S | ✅ | `game_scene.gd`(简版):`setup(client, assets_root, map_path?)` 装 `Metin2World`(load 失败则平地兜底)+ 占位玩家 + `GameCamera` + `PlayerController` + `NetWorld` + `HUD` + `NetPlay` + `Audio` + `AppLifecycle`;`entity_main_set` → 主角定位出生点。`login.gd` 的 `entered_game` → 隐藏登录层 + 实例化(`--auto` 自动选槽 0)。`set_player_model()` / `set_entity_model_factory()` 留给 P2 | + +**已验证**: +- `netplay_test.gd` —— move 带正确 server cm + 节流、FUNC_WAIT 单发、set_target、攻击距离内自动 attack + 节流、points→HUD、远程校正瞬移、target_info→HUD、死亡清目标。 +- `gamescene_test.gd` —— 装配 + 子系统接线 + 实体镜像(主角不重复画)+ 出生点定位(无地图兜底)。 +- 项目导入无错,`netbridge_test` 仍过。 + +**未完成(仅剩服务器相关)**: +- **端到端**:走真 `GC_MOVE`/`GC_PLAYER_POINTS`/`GC_TARGET_INFO` 需 `192.168.21.203` 可达。net 栈就绪,改 IP 即测。 +- 攻击动作用真 `Metin2Model`(`set_player_model` / `model_factory` 把 race→gr2,P2 装备系统会带出来)。 +- `login → charselect → game` 正式串场(现在 `--auto` 直接选槽 0;`charselect.gd` 已存在,接一下即可,属 P10)。 + +## P1 — UI 工具层(L,💻)—— 🟡 核心完成(装载器打通全量语料) + +**目标**:一层 Godot `Control` 封装对齐 `EterPythonLib`,让 P2+ 的窗口可批量搬。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| **uiscript 装载器** | M | ✅ | `ui/uiscript.gd`:解析原始 `assets/uiscript/*.py` 的 `window={...}` dict(子集解释器:str/int/float、NAME、`uiScriptLocale.X`、算术 `+ - * /`、`%` 格式化、相邻字符串拼接、`SCREEN_WIDTH/HEIGHT` + 文件顶层常量、`#`/`##` 注释)。防跑飞 guard。**实测 80/80 个真实 uiscript 文件解析 + 构建全绿** | +| 控件封装 | M | 🟡 | `ui/ui_build.gd`:dict → Control 树,覆盖 ~20 种 type(window/board/thinboard/board_with_titlebar/titlebar/text/button/toggle_button/radio_button/image/expanded_image/editline/line/listbox/gauge/grid_table/slotbar/sliderbar/scrollbar)+ `horizontal_align`/`vertical_align`/`text_color`(0xAARRGGBB)/按钮 default/over/down 贴图。`ui/ui_assets.gd` 解 `.sub`/`.tga`/`.png`/`.jpg`(`.dds` 暂不支持→降级主题)。九宫格复用 `ui_kit.board`。⬜ 少见 type(ani_image 动画、mark、grid_table 内容填充、真 scrollbar 行为)按窗口逐个细化 | +| 窗口管理器 | S | ✅ | `ui/ui_manager.gd`(`CanvasLayer` layer=10):窗口栈、`open/close/close_top/top`、ESC 关顶层、modal 变暗层、标题栏(`titlebar` / `board_with_titlebar` / meta `is_titlebar`)拖动、点击置顶。`open_script(path, assets)` 一步解析+构建+开 | +| 通用弹窗 | S | ✅ | `ui/dialogs.gd`:`confirm(text,on_ok,on_cancel)` / `alert(text)` / `input(prompt,on_submit,default)`,走 `UiManager.open(modal=true)` | +| 拖拽层(物品图标跟光标 + 落点命中 slot) | S | ⬜ | 归 P2(背包才用到)| + +**已验证**:`ui_test.gd` —— 解析器(算术 710、hex 色、locale 解析、常量、坏输入→{})、 +构建器(节点类型 / 尺寸 / 位置 / center 对齐数学 / board 标题)、窗口管理器(栈 / 置顶 / +close_top / modal dim)、弹窗(confirm 打开 + modal + on_ok + 关闭)、真实文件 +(`popupdialog.py` name/children/.sub 按钮 + 构建)。全过。全量语料 sweep 80/80。 + +## P2 — 物品 / 背包 / 装备(L,🌐 解析+UI 💻)—— 🟢 主体完成(离线部分),端到端待服务器 + +**目标**:捡东西、开背包、穿脱装备(穿装备换模型 → 解锁 `PARITY §2.7` 高光 / `§2.3` 时装)。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| `GC_ITEM_*` 封包 + 模型 | S | ✅ | `wire.h`:`ItemPos`(3) / `ItemAttr`(3) + `GC_ITEM_SET`(54) / `DEL`(7) / `UPDATE`(41) / `USE`(19) / `GROUND_ADD`(24) / `GROUND_DEL`(8) / `GET`(75) + `CG_ITEM_MOVE`(11) / `USE`(7) / `DROP`(11) / `PICKUP`(8),全 `static_assert`。`EWindows` 常量。`EntityStore`:`m_inventory[90]` / `m_equipment[11]` / `m_ground` map + `apply()` 全部 7 包 + `drain_inv/drain_ground/drain_item_events`。`game_client.h` 路由 + `send_item_move/use/drop/pickup` | +| `Metin2Proto` 节点 | S | ✅ | 新 GDExtension 类:`load_item_proto/load_mob_proto` → vnum→index map;`item(vnum)` / `mob(vnum)` → Dict(name / locale_name / type / sub_type / wear_flags / prices / specular …)。实测载入 5748 真实 item,`item(1)`=Yang、`item(19)`=Sword+9 | +| `M2Client` 物品面 | S | ✅ | `get_inventory()` / `get_equipment()` / `get_item(win,cell)` / `get_ground_items()`(坐标转 Godot 米)+ `move_item/use_item/drop_item/pickup_item`;信号 `inventory_changed(win,cell)` / `ground_item_added(Dict)` / `ground_item_removed(vid)` / `item_picked_up(vnum,count,from)` / `item_used(vnum)` | +| 背包 / 装备窗 | M | ✅ | `ui/inventory_ui.gd`:`ui_manager.open_script("inventorywindow.py")`(P1 装载器)→ 索引格子 → `M2Client.get_inventory/get_equipment` 填(icon `icon/item/.tga` 或名字文本 + 数量 + tooltip 用 `Metin2Proto` 名字)→ `inventory_changed` 刷新 → 右键 `use_item` / 拖到别格 `move_item`。`ui/ui_build.gd` 加 slot-cell 构建(`grid_table`/`slot`/`slotbar` 的 `start_index`/`x_count`/`y_count`/`x_step`/`y_step` 网格 + 显式 `"slot"` 元组)。接进 `game_scene.gd`(I 键开关)。UI 格子编号:0..89 背包 / 90+ 装备(wear=idx-90) | +| item_list.txt 读取 | S | ✅ | `ui/item_list.gd`:解析 `locale/locale/common/item_list.txt`(TSV:vnum→type/icon/model)。用于背包图标(替代 vnum 猜路径)+ 武器模型解析 | +| 本地玩家真模型 | M | ✅ | `ui/player_view.gd`(PlayerView,Node3D):`build(assets, race)` —— race 0..7 → class + 性别 → `pc(2)//_novice.gr2` 身体 + `hair/` + `Metin2AnimPlayer`。`set_anim_state("wait/walk/run/attack/dead")` → `general/.msa`(crossfade)。`_set` 转发 `weapon_gr2`/`gr2_path`/`hair_*` 给内部 `Metin2Model`。`game_scene._on_main_set` 首次拿到 race 时 `set_player_model(pv)` + 接 `pc.anim_state` | +| 穿脱 → 换模型 | M | ✅ | `ui/equip_model.gd`:`inventory_changed(EQUIPMENT)` → `get_equipment()`:**WEAR_WEAPON(4)** → `item_list.model(vnum)` → `player.set("weapon_gr2", …)`;**WEAR_SHIELD(10)** → `shield_gr2`(`Metin2Model` 新增第二个刚体挂点,默认骨 `Bip01 L Hand` —— PC 骨架没 `equip_left_hand`,共用 `_load_attach` 抽出的加载器);**WEAR_BODY(0)** → `ui/race_spec.gd` 解 `.msm`(`ShapeData`/`HairData` 组 → model + SourceSkin/TargetSkin)→ `armor_shape_of(vnum)`(默认 =vnum,可覆写)→ `gr2_path` 换整模 + 换肤;**WEAR_HEAD(1)** 有模型的头盔 → 覆盖 `hair_gr2` 槽(Metin2 约定:头防替发型),拆下回 `parts[CHR_EQUIPPART_HAIR]` → `race_spec.hair(idx)`。头发也随 `entity_info`(GC_CHARACTER_UPDATE 改 parts)刷新。`equip_model_test`:武器 / 盾装拆、`armor_model_map` 注入、头盔覆盖 hair 槽 / 拆回 parts 发型;`race_spec_test`:真 `warrior.msm` 26 shape、shape 9 → `warrior_cheongrin.gr2` + 换肤 | +| 地面掉落物 + 拾取 | S | ✅ | `ui/ground_items.gd`:`ground_item_added(Dict)` → 旋转小方块 + billboard 名条(`Metin2Proto` locale 名);`_process` 近距离名条变绿;`try_pickup()`(Z 键)→ 范围内最近的 → `pickup_item(vid)`;`ground_item_removed` → free。接进 `game_scene.gd` | +| belt inventory / 快捷栏 | S | ⬜ | `beltinventorywindow.py` `taskbar.py` | + +**已验证**(8 个 GDScript 测试套件全绿 + `ctest 9/9` + uiscript sweep 80/80 + iOS 编过): +`netbridge_test`(物品面 + `Metin2Proto` 5748 item)· +`inventory_ui_test`(真 `inventorywindow.py` 开窗 / 填充 / tooltip / 刷新 / use / move)· +`equip_model_test`(`item_list.txt` + 武器 vnum→真实 gr2)· +`p2b_test`(地面掉落 spawn/名条/拾取 + PlayerView 真 warrior 模型 + `set_anim_state`)· +`race_spec_test`(`warrior.msm` 解析 26 shape + 装 shape 9→真实 cheongrin.gr2 + 换肤)。 + +**未完成**:belt / 快捷栏、`.epk` 内 icon(需 `AssetSource` → GDScript)、 +拖动图标跟手视觉、`armor_shape_of` 用真 `item_proto` value[3](现 =vnum)、 +**端到端**(真服务器 `192.168.21.203`)。 + +## P3 — 聊天 + TextTail(M,💻)—— 🟢 主体完成(离线部分) + +**目标**:完整聊天窗 + 头顶信息。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| `GC_WHISPER` / `CG_WHISPER` | S | ✅ | `wire.h`:`GCWhisper`(70) / `CGWhisper`(69) + `EChatType` / `WHISPER_TYPE_*` 常量,`static_assert`。`EntityStore::apply(GC_WHISPER)` → `ChatMsg{type=WHISPER, from, sub, text}`(`ChatMsg` 加 `from`/`sub` 字段)。`game_client.h` 路由 + `send_whisper(name,text)`。`M2Client`:`whisper(to,text)` 方法 + `whisper_received(sub,from,text)` 信号(与方法不同名,避 GDScript 冲突)| +| 聊天窗 | M | ✅ | `ui/chat_ui.gd`:底部面板,4 标签(全部 / 私聊 / 系统 / 战斗)+ `RichTextLabel` 滚动 + `LineEdit` 输入。前缀 `/w 名 话`→`whisper` / `/g`→GUILD / `/p`→PARTY / `/s`→SHOUT / 其它→TALKING。消费 `chat`(按 type 分标签,名字取 `get_entity(vid).name`)/ `whisper_received` / `item_picked_up`。每类型配色(bbcode)。接进 `game_scene.gd`(Enter 聚焦输入) | +| 聊天气泡 | S | ✅ | `net_world.gd._bubble`:普通 / 队伍 / 公会 / 喊话 → 实体头顶 `Label3D`(3s + 1s 淡出);本地玩家 vid → `main_bubble` 信号 → `game_scene._player_bubble` 挂 `player` 头顶 | +| 头顶信息完善 | S | 🟡 | 名字 + HP 条 + 伤害飘字已有(P2);⬜ 称号 / 公会名 / 目标高亮框 | +| 系统消息 / 战斗日志 | S | 🟡 | 拾取 → 系统 + 战斗标签;⬜ `GC_DAMAGE_INFO` / 经验 / 金钱变化的文本行(signal 已到位,接一下即可) | + +**已验证**:`net.entity_store` 扩展(whisper 包解析);`chat_test.gd`(4 标签路由:talking→全部带名 / info→系统+全部 / whisper→私聊+全部 / 系统 whisper→`[系统]` / 拾取→系统+战斗;前缀解析 `/w` `/g` `/s` + 本地回显;气泡:实体头顶节点 + 本地 vid→`main_bubble`)。9 个 GDScript 测试套件全绿,ctest 9/9,iOS 编过。 + +## P4 — 战斗表现完善(L,🌐 表现 💻)—— 🟡 大部分完成(离线部分) + +**目标**:战斗「有肉感」——拖尾、硬直、连段、状态、死亡复活、镜头。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| affect 封包 + 图标条 | M | ✅ | `wire.h`:`AffectElement`(21) / `GCAffectAdd`(25) / `GCAffectRemove`(9),`static_assert`。`EntityStore`:`m_affects` map + `drain_affects()` + `affects()`。`M2Client`:`get_affects()` + `affect_added(Dict)` / `affect_removed(type)` 信号。`hud.set_affects(array)` —— 顶部图标条(色块 by type + tooltip 显 type/point/value/duration)。接进 `game_scene` | +| 受击硬直 / 锁输入 | S | ✅ | `net_play._on_damage`:自己是 victim 且非 `DAMAGE_DODGE` → `_hitstun_until = now + 0.32s`;`is_stunned()` 期间 `_process` 不发攻击 + `pc.frozen = true`(`player_controller._process` 见 frozen 即 `anim_state("wait")` 早退)+ `player_view.set_anim_state("damage")` | +| combo 连段 | S | ✅ | `net_play._process` 攻击:`COMBO_WINDOW`(0.9s) 内连续攻击 → `_combo` 0→1→2 循环,`attack(attack_motion + _combo, vid)` + `set_anim_state("combo"/"attack")` | +| 相机抖动 | S | ✅ | `game_camera.shake(strength, decay)` —— `_process` 里加随机偏移,指数衰减。`net_play._on_damage` 命中 0.04m / 暴击 0.08m | +| 死亡 / 复活流程 | S | ✅ | `ui/death_ui.gd`:`entity_dead(main)` 或 `phase_changed("dead")` → 灰屏 + 窗(在此复活 / 回城复活 → `say(0, "/restart_here"/"/restart_town")`,同客户端走 quest 命令);`vitals_changed` hp>0 → 自动关。接进 `game_scene` | +| 相机锁定目标视角 | S | ⬜ | `game_camera` 锁定 target 时 yaw 跟随;低优先 | +| 武器挥砍拖尾 | S | ⬜ | 需 `Metin2Model` 暴露每帧武器骨骼世界变换 → `ImmediateMesh` 条带。纯视觉,延后 | + +**已验证**:`net.entity_store` 扩展(affect add/remove);`combat_fx_test.gd`(受击→硬直+抖屏+damage 动作,闪避不硬直,他人受击不影响;combo 0→1→2 循环;`hud.set_affects`;死亡窗弹出 + 在此复活→`say("/restart_here")` + 复活自动关)。10 个 GDScript 测试套件全绿,ctest 9/9,iOS 编过。 + +## P5 — EffectLib 特效引擎(XL,💻 起 → 🌐 用)⏭ 独立立项 —— 🟡 首版打通 + +**目标**:`.mse` 特效脚本 → Godot。见 `PARITY-GAP.md §1.2`。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| `.mse` 解析器 | M | ✅ | `fx/mse.gd`:CTextFileLoader 花括号树 + `List` 行表解析。`parse_file` → `{bsphere_r, bsphere_pos, particles:[{start_time, position, emitter, particle}], meshes:[...]}`。**实测真 `geompung_3_sword.mse` → 6 particle**。`.mse` 全资产集只有 3 种 group:Particle(514)/Mesh(22)/MeshElement,无 SimpleLight | +| Particle → GPUParticles3D | M | ✅ | `fx/effect_player.gd`:每 Particle 组 → `GPUParticles3D` + `ParticleProcessMaterial`。映射:`EmitterShape`(0点/3球+`EmittingRadius`)、`MaxEmissionCount`→amount、`TimeEventLifeTime`→lifetime、`TimeEventEmittingVelocity`→速度、`TimeEventGravity`→重力、`TimeEventSizeX`→scale、`TimeEventScaleX`→`scale_curve`(Curve)、`TimeEventColorRGB`+`TimeEventAlpha`→`color`+`color_ramp`(Gradient)、`RotationSpeed`→angular_velocity。绘制:`QuadMesh` + `StandardMaterial3D`(`BillboardType`→billboard_mode、`Src/DestBlendType`→blend_mode(dst=2→ADD)、程序化径向渐变代 `.dds`)| +| EffectMesh / Light / 时间轴 | M | 🟡 | 时间轴:每组按 `StartTime` 延迟 `create_timer` 起 emitting;`one_shot` 到寿命自动 `queue_free`。Mesh 组占位小方块(`.mde` 解码器待做)。Light:本资产集未用 | +| 挂点系统 | S | 🟡 | `spawn(name, parent_node)` 挂到任意节点下(跟随变换);`spawn_at(name, world, pos)` 世界定点。绑骨骼需 `Metin2Model` 暴露骨骼节点,待做 | +| 特效索引 + 服务器触发 | S | ✅ | `fx/effect_registry.gd`:名字 / 相对路径 / 盘符路径 → `.mse`(散包扫 + 裸名递归找 depth 7)+ 解析缓存。`wire.h` `GC_SPECIAL_EFFECT`(9) / `GC_SPECIFIC_EFFECT`(136) + `EntityStore::drain_effect_cues()` + `M2Client.effect_cue(vid, name, special)` 信号 → `game_scene` 在实体上 `fx.spawn(name)` | + +**已验证**:`net.entity_store` 扩展(specific/special effect cue 解析);`fx_test.gd`(`.mse` 解析:bsphere / 2 particle / List 行表 / 引号枚举 / 嵌套 group;EffectPlayer:2 GPUParticles3D + amount + 球形发射 + 加法混合 + start_time meta + play()→emitting;registry:解析真 `.mse` 6 particle + spawn 挂载)。11 个 GDScript 测试套件全绿,ctest 9/9,iOS 编过。 + +**未完成**:`.dds` 粒子纹理(GDScript 不解 DDS,需暴露 `Metin2Image.load_dds` 静态方法)、`.mde` mesh 解码、SimpleLight(本资产集未用)、绑骨骼挂点、`GC_SPECIAL_EFFECT` 的 id→路径表、时间轴的 `MovingType` 位置动画、TexAni 帧动画。 + +## P6 — 技能系统(L,🌐)—— 🟢 主体完成(离线部分) + +依赖 P1(技能窗)+ P2(技能书物品)+ P5(技能特效)。 + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| 技能表 | S | ✅ | `ui/skill_table.gd`:解析 `skilldesc.txt`(**列偏移修正** —— 0-idx:id0 job1 name2-4 desc5-8 (9空) **attrs10** weapon11 **motion_name12** **motion_idx13** grades14;旧代码整体差 1 列,`motion_idx` 一直是 0)。`entry`/`name_of`/`motion_idx_of`/`is_attack`/`is_passive`/`is_toggle`/`can_level_up`/`category_of`/`for_category`(`for_job` = 别名)。JOB 列即分类:WARRIOR/ASSASSIN/SURA/SHAMAN(主动) · SUPPORT(辅助/被动) · HORSE · GUILD | +| 技能封包 | S | ✅ | `wire.h`:`GCSkillLevel`(259,flat u8[255]) / `GCSkillCooltimeEnd`(5) / `GCCreateFly`(13),`static_assert`。`EntityStore`:`m_skills[255]` + `skills_dirty()` + `drain_cooldown_ends()` + `drain_fly_cues()`。`M2Client`:`get_skills()`([{id,level}])+ `skills_changed` / `skill_cooldown_end(skill)` / `fly_cue(type,start,end)` 信号 | +| 技能窗 + 加点 | M | ✅ | `ui/skill_ui.gd`(K 键):**三个分类页** `[主动][辅助][坐骑]`(→ `for_category(job/SUPPORT/HORSE)`)。每行 = 名 + `Lv X`(+ `M`/`G`/`P` 按 `master_type`) + `[被动]`/`[切换]` 标签 + `[+]`(`is_passive` 或 `CANNOT_LEVEL_UP` 时无 +)。`+` → `M2Client.skill_up(id)`。点名 → `drag_skill_id`。`skills_changed` 刷新等级 + master | +| 快捷栏施放 + 冷却 | S | ✅ | `ui/quickbar.gd`(数字键 1-8):`assign(slot, "skill"/"item", id)`。技能 → `M2Client.cast_skill(motion_idx, heading, x, y)` + 本地 2s 冷却占位;`GC_SKILL_COOLTIME_END` 提前解锁。冷却遮罩自上而下扫。`restore_from_server()` 从 `get_quickslots()` 恢复。施放时 emit `skill_activated(id)` → `game_scene` 播技能特效 | +| 技能特效表 | S | ✅ | `fx/skill_fx.gd`:`skill_effect_name(id, master)` = `_`(`PC/ymir work/pc//effect/*.mse`,`_blow`/`_head`/… 子特效存在就一起播);`GC_SPECIAL_EFFECT` 内建 id → `SPECIAL_FX` 表(`drugup_red/blue/green`、`firecracker_1`、`fail` …)。`game_scene` 接 `effect_cue` 的 `special` 分支 + `quickbar.skill_activated` | +| 飞行道具 | S | 🟡 | `net_world._on_fly`:`GC_CREATE_FLY` → 从 start 实体飞向 end 实体的小发光球(tween,按距离算时长)。⬜ 真弹道 mesh / 命中特效 / `GC_FLY_TARGETING` 追踪 | + +**已验证**:`net.entity_store` 扩展(skill level / cooltime end / fly cue);`skill_test.gd`(真 `skilldesc.txt` >30 skill + WARRIOR 列 + skill 1 job/name/motion_idx;skill 窗行数 = 职业技能数 + +→`skill_up(1)` + Lv 5 显示;quickbar assign→activate→`cast_skill` 用正确 motion_idx + 冷却中不重发 + `cooldown_end` 后可再发)。12 个 GDScript 测试套件全绿,ctest 9/9,iOS 编过。 + +**未完成**:真弹道、加点等级公式 / 消耗校验(服务器管)。 +被动 / 支援技能树 ✅(skilldesc 列偏移修 + skill_ui 三分类页 + `is_passive`/`master_type` 显示)。 +技能特效表 ✅:`fx/skill_fx.gd` —— skill id + master → `_<2+master夹2..4>`(`skilldesc` col13 的 +motion_name 就是特效基名,上一轮列偏移修好后自然接上);子特效 `_blow`/`_head`/`_foot`/`_yong` 存在就一起播。 +`GC_SPECIAL_EFFECT` 内建 id → `SPECIAL_FX` 小表(`SE_HPUP_RED`=1→`drugup_red`、`SE_AUTO_HPUP`=19、 +`SE_FAIL`=12→`fail` …)。`quickbar.skill_activated` 信号 → `game_scene` 播;`effect_cue` 的 `special` 分支 +接上。实测真资产:skill 1/5/17/31/92/93 + SE 1/2/3/9/12/19/20 全部 resolve 到真 `.mse`。 + +## P7 — 任务 / NPC(L,🌐) + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| NPC 交互 | S | ✅ | `wire.h`:`CGOnClick`(8)、`CG_ON_CLICK`(0x0A02)。`M2Client.click_npc(vid)` → `send_on_click`。`net_play._on_pick`:`ch_type ∈ {1,3,4}`(NPC/石头/warp)→ `click_npc(vid)` 而非攻击 | +| 对话框 | 🟡 | 🟡 | `wire.h`:`GCScript`(7,`skin`+`src_size`)、`GCQuestConfirm`(77)、`CGScriptAnswer`(5) / `CGScriptButton`(8) / `CGQuestInputString`(69) / `CGQuestConfirm`(9),`static_assert`。`EntityStore`:`ScriptCue{skin,text}` / `ConfirmCue{msg,timeout,pid}` + `drain_scripts()` / `drain_confirms()`。`ui/quest_dialog.gd`:`parse_script` 解 `[ENTER]`/`[CLEAR]`/`[NEXT]`/`[DONE]`/`[QUESTION arg(..)]`/`[LETTER]` → 文本 + 选项 + 继续钮;选项 → `script_answer(idx)`,无选项 → `script_answer(255)`;`GC_QUEST_CONFIRM` → 接受/拒绝 → `quest_confirm(yes,pid)`。⬜ `[INPUT]` 输入框、`SCRIPT_SELECT_ITEM` 选道具、左右立绘 | +| 任务日志 + 指引 | 🟡 | 🟡 | `wire.h`:`GCQuestInfo`(7 + flag 驱动变长尾)、`QUEST_SEND_*` flag 枚举。`EntityStore`:`QuestInfo{index,flag,begin,title,clock_*,counter_*,icon}` + `m_quests` map + `drain_quest_changes()` / `quest(idx)` / `quest_indices()`。`ui/quest_log.gd`(J 键):列 `◆ title` + `counter_name: value` + `clock_name: value`,`quest_info` 信号刷新。⬜ 地图 / 世界箭头(`TARGET_CREATE` 位置目标)、`[QUESTBUTTON]` → `script_button` | +| quest 脚本执行 | — | ✅(选型②) | 采纳推荐方案:**客户端纯渲染 `GC_SCRIPT`,quest 逻辑全在服务器**。不内嵌 Python 解释器 | + +**已验证**:`net.entity_store` 扩展(`GC_SCRIPT` 带 `[QUESTION]` → `ScriptCue`;`GC_QUEST_CONFIRM` → `ConfirmCue`;`GC_QUEST_INFO` 带 TITLE+COUNTER flag → `QuestInfo` 变长尾解析,`length` 字段回填);`quest_test.gd`(`parse_script`:纯文本保留 / `[ENTER]`→换行 / `[QUESTION]`→2 选项 / `[DONE]`→继续钮;`script_dialog` 信号 → 弹窗 + 3 选项钮 + 选 B → `script_answer(1)` + 关窗;无选项 → 继续 → `script_answer(255)`;`quest_confirm_ask` → 接受 → `quest_confirm(true,999)`;quest_log 只显示有标题的 quest + `quest_info` 刷新不炸)。13 个 GDScript 测试套件全绿,ctest 9/9,iOS 编过。 + +**未完成**:`[INPUT]` 文本输入 UI(`CGQuestInputString` 封包已备)、`SCRIPT_SELECT_ITEM` 选道具、NPC 对话左右立绘、`[QUESTBUTTON]` → `script_button`、地图 / 世界任务箭头(`TARGET_CREATE_TYPE_LOCATION`)、端到端(见 `CLIENT-PORT.md` §3:握手 + 认证已联通,进游戏串场归 P10)。 + +## P8 — 社交 / 商店 / 仓库(XL,🌐) + +依赖 P1。窗口多,首版覆盖组队 / 好友 / 商店 / 交易 / 仓库五件;公会 / 精炼 / 私人商店留后续(拍卖行 m2dev-client 无)。 + +| 子系统 | 规模 | 状态 | 落点 | +|---|---|---|---| +| 组队 | M | ✅ | `wire.h`:`GCPartyInvite/Add/Update/Remove/Link/Unlink/Parameter`(0x0710-16) + `CGPartyInvite/InviteAnswer/Remove/Parameter`(0x0701-06),`static_assert`。`EntityStore`:`m_party`(pid→`PartyMember{vid,name,state,hp_pct,affects[7]}`) + `party_dirty()` + `drain_party_invites()` + `party_distribute_mode()`。`M2Client`:`party_invite/party_answer/party_leave/party_set_distribute` + `get_party()` + `party_changed`/`party_invite_ask(leader_pid)` 信号。`ui/party_ui.gd`:左侧常驻队员面板(名字 + ★队长 + HP 条),收邀请 → `Dialogs.confirm` → `party_answer` | +| 私聊 / 好友 | M | ✅ | `wire.h`:`GC_MESSENGER`(0x0741) / `CG_MESSENGER`(0x0740) sub-header 包(`GCSubHeader`/`CGSubHeader`)+ `MESSENGER_GC/CG_*` 子头枚举。`EntityStore`:`m_friends`(name→`Friend{online}`) + `friends_dirty()`,解 `LIST`(`{u8 connected,u8 len,name}` 循环)/ `LOGIN`/`LOGOUT`/`REMOVE_FRIEND`。`M2Client`:`add_friend/remove_friend`(`ADD_BY_NAME`/`REMOVE` 变长包)+ `get_friends()` + `friends_changed`。`ui/friend_ui.gd`(O 键):在线点 + 名字 + [×],点名 → `whisper_to` → `chat.start_whisper("/w 名 ")` | +| NPC 商店 | M | 🟡 | `wire.h`:`GC_SHOP`(0x0810) / `CG_SHOP`(0x0801) sub-header + `SHOP_GC/CG_*` 子头 + `ShopItem`(43,`TShopItemData`)。`EntityStore`:`SHOP_GC_START`(`u32 owner_vid` + `ShopItem[]`)→ `m_shop_items` + `m_shop_open`/`m_shop_vid`;`END` 清;错误 → `drain_shop_errors()`。`M2Client`:`shop_buy(pos,cnt)`(`BUY` = `[head][u8 cnt][u8 pos]`)/ `shop_sell(cell,cnt)`(`SELL2`)/ `shop_close` + `get_shop_items()` + `shop_opened(vid)`/`shop_closed`/`shop_error(kind)`。`ui/shop_ui.gd`:名字 + 价格 + [买],背包右键 → `sell(cell)`,错误红字。⬜ `START_EX` 多标签商店、图标、批量 | +| 交易 | M | 🟡 | `wire.h`:`GC_EXCHANGE`/`CG_EXCHANGE`(0x051C/0x0508) + `EXCHANGE_SUB_*`(START/ITEM_ADD/ITEM_DEL/ELK_ADD/ACCEPT/CANCEL;GC 侧 END/ALREADY/LESS_ELK)+ `GCExchange`(50,`is_me`+`arg1/2/3`+sockets+attrs)/`CGExchange`(13)。`EntityStore`:`ExchangeState{active,partner_vid,self/peer_items[12],self/peer_gold,self/peer_accept}` + `exchange_dirty()`。`M2Client`:`exchange_start/add_item/add_gold/accept/cancel` + `get_exchange()` + `exchange_changed`。`ui/exchange_ui.gd`:我方 / 对方两栏 + 金币 + [接受]/[取消],背包右键 → `offer(win,cell)`(display pos 0..11 轮转)。⬜ 道具图标格、拒绝时回滚提示 | +| 仓库 | M | 🟡 | `wire.h`:`GC_SAFEBOX_SET/DEL`(0x0830-31,body 复用 `GCItemSet`/`GCItemDel`) / `SIZE`(0x0833) / `MONEY_CHANGE`(0x0834) / `WRONG_PASSWORD`(0x0832);`CG_SAFEBOX_CHECKIN/CHECKOUT`(0x0820-21,`{u8 safe_pos, ItemPos inv}`) / `ITEM_MOVE`(0x0822,复用 `CGItemMove`)。`EntityStore`:`m_safebox[135]` + `m_safebox_size/gold/open` + `safebox_dirty()`。`M2Client`:`safebox_checkin/checkout/move` + `get_safebox_items()`/`get_safebox_size()`/`get_safebox_gold()` + `safebox_changed`。`ui/safebox_ui.gd`:金币 + 道具行 + [取出],背包右键 → `deposit(win,cell)`(自动挑空位)。⬜ 密码框、商城页(`MALL_*`)、拖拽网格 | +| 公会 | L | 🟡 | `wire.h`:`GC_GUILD`(0x0730) sub-header + `GUILD_GC_*`/`GUILD_CG_*` 枚举 + `GuildInfoBody`(35)/`GuildSubMember`(13,`name_flag` 后跟 name[65])/`GuildSubGrade`(10),`static_assert`。`EntityStore`:`GuildState` + `m_guild_members` map + `m_guild_grades[16]` + `guild_dirty()`,解 INFO/LIST/GRADE/GRADE_NAME/CHANGE_EXP/MONEY_CHANGE。`M2Client`:`get_guild`/`get_guild_members`/`get_guild_grades` + `guild_add_member`/`guild_remove_member`/`guild_offer`/`guild_answer_make` + `guild_changed` 信号。`ui/guild_ui.gd`(G 键):信息行 + 成员列表(按 grade 排序,grade 名解析,★官员)+ 16×12 会徽图(放大 3×,`NEAREST`)。**真机实测**:`[GM-TEAM]` lvl 20 members 1/70。**会徽下载(独立连接)**:`wire.h` `GC_MARK_IDXLIST`(0x0C11)/`GC_MARK_BLOCK`(0x0C10)/`GC_MARK_UPDATE`(0x0B15) + `CG_MARK_LOGIN`(0x0C01)/`CG_MARK_IDXLIST`(0x0C04)/`CG_MARK_CRCLIST`(0x0C02),`GC_MARK_*` body 用 u32 `buf_size` 而非 u16 帧长。`NetStream` 加 `on_cipher_active()` + `on_raw()`(子类自定义分帧)钩子。`mark_image.{h,cpp}`:`MarkImageSet`(guild_id→mark_id、LZO1X 解压 64×48 块拼进 512×512、`rect_of`/`mark_pixels`)+ `parse_mark_idxlist`/`parse_mark_block`。`mark_client.h`:`MarkClient : NetStream`(KX→`CG_MARK_LOGIN{handle,random_key}`→`CG_MARK_IDXLIST`→逐图 `CG_MARK_CRCLIST`(全 0 CRC = 整图)→`GC_MARK_BLOCK`)。`GameClient` 存 `mark_handle`/`mark_random_key`(来自 `GC_LOGIN_SUCCESS3/4`)+ per-slot `guild_id`/`guild_name` + `drain_mark_updates()`。`M2Client`:`download_guild_marks(host,port)` / `get_guild_mark(gid)` / `get_guild_mark_image(gid)`→`Image` + `guild_marks_ready` / `guild_mark_updated` 信号。`serverinfo.gd` 第 8 列 `mark_port`(0=跳过);`app_flow` 进游戏时按配置连、`guild_mark_updated` 1s 冷却重连。**公会战 + 公会技能页**:`wire.h` `GUILD_GC_SKILL_INFO`(12) `GuildSkillInfoBody`(17=`{u8 point, u8 lvl[12], u16 gp, u16 max_gp}`)、`GUILD_GC_WAR`(15) `GCGuildWar`(10)、`GUILD_GC_GUILD_WAR_LIST/END_LIST`(17/18) `GuildWarPair`(8)、`GUILD_GC_WAR_POINT`(19) `GuildWarPoint`(12)、`GUILD_GC_NAME`(16) `GuildNameEntry`(16,无 NUL);`EGuildWarState` 枚举;`GUILD_CG_USE_SKILL`(9)。`EntityStore`:`GuildSkillState` / `GuildWarStatus` / `m_guild_wars` / `m_guild_names` map + `guild_skill_dirty()`/`guild_war_dirty()` + `drain_guild_war_events()`/`drain_guild_war_scores()`。`GameClient.send_guild_use_skill(vnum, target_vid)`。`M2Client`:`get_guild_skill`/`get_guild_wars`/`get_guild_war`/`get_guild_name` + `use_guild_skill(vnum, target)` + `declare_guild_war(name)`(发 `/war ` 聊天命令)+ `guild_skill_changed`/`guild_war_changed`/`guild_war_event`/`guild_war_point` 信号。`ui/guild_ui.gd` 改三页 Tab(成员 / 技能 / 公会战):技能页显示技能点 + 公会点 + 12 技能等级(名字取 `skill_table.for_category("GUILD")`)+ 已学技能「施放」按钮;公会战页显示当前战状态 + 进行中 GvG 列表(我方标记)+ 宣战输入框。**会徽上传**:`wire.h` `CG_MARK_UPLOAD`(0x0C03) `CGMarkUpload`(776=`{gid, u8 image[16*12*4]}`)、`CG_GUILD_SYMBOL_UPLOAD`(0x0722) `CGSymbolUpload`(8) + 追加原始文件字节;`NetStream.send_pending()`;`MarkClient` 加 `Mode`(Download / UploadMark / UploadSymbol)+ `set_upload_mark/set_upload_symbol` + `upload_done()`(发缓冲排空即完成)。`M2Client`:`upload_guild_mark(host, port, gid, Image)`(自动转 RGBA8 / 缩放到 16×12)/ `upload_guild_symbol(host, port, gid, PackedByteArray)` / `get_mark_server()` + `guild_mark_uploaded(ok)` 信号。`guild_ui` 成员页「上传会徽」按钮(配了 `mark_port` + 图源才出),`game_scene._guild_mark_upload_image()` 优先 `res://ui/default_guild_mark.png` 否则现造占位。⬜ 等级/日志页、公会战应答(`/war` 系聊天命令) | +| 精炼 / 强化 | M | 🟡 | `wire.h`:`GC_REFINE_INFO`(0x051D)/`_NEW`(0x051E) `GCRefineInfo`(63) = type+pos+`RefineTable`(57,src/result vnum + cost + prob + `RefineMaterial[5]`);`CG_REFINE`(0x050C) `CGRefine`(6)=`{pos,type}`。`EntityStore`:`RefineCue` + `drain_refine_cues()`。`M2Client`:`refine(pos,type)` + `refine_ask(dict)` 信号。`ui/refine_ui.gd`:`refine_ask` → 弹框(src→result / 成功率 / 费用 / 材料)→ [精炼]→`refine(pos,type)` / [取消]。⬜ 精炼结果动画 | +| 龙魂精炼 | M | 🟡 | `wire.h`:`GC_DRAGON_SOUL_REFINE`(0x051F) `GCDragonSoulRefine`(8)=`{sub_type, ItemPos}`;`CG_DRAGON_SOUL_REFINE`(0x050D) `CGDragonSoulRefine`(50)=`{sub_type, ItemPos grid[15]}`;`DS_SUB_*` 枚举(OPEN / DO_UPGRADE·IMPROVEMENT·REFINE / REFINE_SUCCEED / REFINE_FAIL_*);`DRAGON_SOUL_MAX_NUM`(180) + `WINDOW_DRAGON_SOUL`(5) 走 `mut_slot`。`EntityStore`:`DragonSoulCue` + `drain_ds_cues()` + `m_dragon_soul[180]` + `dragon_soul_slot()`。`M2Client`:`ds_refine(mode, cells)`(mode 0/1/2 → DO_UPGRADE/IMPROVEMENT/REFINE,cells 为背包格,grid[0]=龙魂)+ `get_dragon_souls()` + `ds_window_open` / `ds_refine_result(ok, sub_type, cell)` 信号。`ui/dragon_soul_ui.gd`(L 键 / `ds_window_open` 自动弹):3 模式按钮 + 15 格(背包右键填/取)+ [执行]→`ds_refine` + 成功/失败提示。⬜ 龙魂属性表 / 结果动画 | +| 私人商店 / 道具商城 / Cube | M | 🟡 | **首版**:`CG_MYSHOP`(0x0802) `CGMyShopHead`(38)+`MyShopItem`(13)×N;`GC_MALL_OPEN`(0x0841)/`SET`(0x0842)/`DEL`(0x0843) 路由进 `EntityStore.m_mall[135]`,`CG_MALL_CHECKOUT`(0x0840)。Cube 走 `GC_CHAT`/`CHAT_TYPE_COMMAND` 文本总线(`EntityStore.apply_server_command` 解 `cube open/close/info/success/fail/r_list/m_info`)→ `CubeState` + `drain_cube_events()`;`send_cube_make/material_info/result_list` 走 `/cube …`。`M2Client`:`open/close_private_shop`、`get_mall_items`/`mall_checkout`、`get_cube`/`cube_make`/`cube_request_*` + `mall_opened`/`mall_changed`/`cube_opened`/`cube_closed`/`cube_changed`/`cube_result`。`ui/{private_shop,mall,cube}_ui.gd`。`net.entity_store`+`net.loopback_flow`+`shop_cube_mall_test.gd` 覆盖。⬜ 能量条、头顶招牌 3D、`START_EX` 多标签、39 格拖放、send 命令字对真服校准 | + +**已验证**:`net.entity_store` 扩测(party ADD/UPDATE/LINK/PARAMETER/REMOVE + INVITE 入队;messenger LIST 2 好友 + 在线位 + LOGIN 翻转;shop START owner+item / 错误 / END;exchange START/ITEM_ADD/ELK_ADD/ACCEPT/END;safebox SIZE/SET/MONEY/DEL);`net.loopback_flow` MockServer 断言 `CG_PARTY_INVITE{vid}` / `CG_SHOP BUY{cnt,pos}` / `CG_EXCHANGE START{vid}` / `CG_SAFEBOX_CHECKIN{safe,inv}` 字节到位;`p8_test.gd`(5 个 UI 节点 + FakeClient:队员面板 2 行 + 自动接受邀请、好友行 + 点名 whisper + 添加、商店 2 行 + 买 + 卖 + 错误本地化 + 关、交易两栏 + offer + 放金币 + 非 active 自动关、仓库开 + 金币 + 取出 + 存入挑空位)。13 套 GDScript 测试全绿,ctest 9/9,项目导入干净,iOS 编过。 + +**已验证(公会 + 精炼)**:`net.entity_store` 扩测(GC_GUILD INFO 名/等级/资金/容量 + LIST `name_flag` 变长成员 + GRADE `[count][idx][GuildSubGrade]` 名/权限;GC_REFINE_INFO src/result/cost/prob + materials[5]);`guild_refine_test.gd`(公会窗无公会提示 / 信息行 / 成员按 grade 排序 + grade 名 / ★官员;精炼框 `refine_ask` 弹出 + 成功率 + 费用 + 材料行 + [精炼]→`refine(7,1)` + [取消] 不发包)。真机 `net_e2e`:`[GM-TEAM]` 公会数据解析正确。 + +**已验证(龙魂精炼)**:`net.entity_store` 扩测(GC_DRAGON_SOUL_REFINE OPEN cue / REFINE_SUCCEED 带 cell+window / REFINE_FAIL_* / drain 清空);`dragon_soul_test.gd`(`ds_window_open` 弹出 + 默认精炼模式 + 切模式禁用当前按钮 + 背包右键按序填 15 格 + 非背包窗忽略 + 再次右键取出/末尾重放 + [执行]→`ds_refine(mode, [cells])` + 成功清空/失败留原因码 + 清空/关闭按钮)。 + +**已验证(会徽下载)**:新 CTest `net.guild_mark`(`parse_mark_idxlist` 2 条 → guild→mark_id + `needed_images` 升序去重;`rect_of` 按 `mark_id/1280` 选图、`%1280` 定位;合成 LZO1X 压缩块 → `parse_mark_block` → `apply_block` 拼图 → `mark_pixels` 逐像素回读;坏压缩数据 / 越界索引 / 截断 body 全部安全拒绝);`guild_mark_test.gd`(guild_ui 无图时 TextureRect 隐藏 → `guild_marks_ready` 出图 16×12 → 离开公会收起;`app_flow` `mark_port=0` 不下载 / 配置后 `download_guild_marks(host,11002)` / `guild_mark_updated` 冷却外重下、1s 内不重下)。**独立连接 KX + `MarkClient` 分帧逻辑离线覆盖,未接真机**(联调服未开会徽服端口)。附带修复:`game_scene.gd` 里 `_skill_master()` 之前被误插进 `setup()` 中段,截断了后半段(导致 `assets_root` 等未声明)——已把它移到 `setup()` 之后,多个依赖 `game_scene` 的 GDScript 套件恢复真绿。 + +**已验证(会徽上传)**:`net.loopback_flow` 加 `MockServer::Mode::Mark`:真 loopback socket 跑完整 KX → `CG_MARK_LOGIN{handle,random_key}` 字节到位 → `CG_MARK_UPLOAD{gid=77, image[768]}` 服务端逐字节校验和一致 → `upload_done()`;同法验 `CG_GUILD_SYMBOL_UPLOAD{gid=88}` + 2000 字节原始附加。`guild_mark_test.gd`:未配 mark server 无「上传会徽」按钮 → 配好后按钮出现 → `upload_guild_mark("1.2.3.4",11002,88,img)` + `guild_mark_uploaded(true)` → 状态更新。23 套 GDScript 全绿,ctest 10/10,导入干净,iOS 编过。 + +**已验证(公会战 + 公会技能)**:`net.entity_store` 扩测(GUILD_GC_NAME id→名注册、SKILL_INFO 点数/12 等级/公会点、WAR ON_WAR 状态 + 事件 drain、WAR_LIST 2 对 → WAR_END_LIST 删 1、WAR_POINT drain);`guild_war_skill_test.gd`(技能页无数据提示 → `guild_skill_changed` 出点数行 + GUILD 技能名 + 等级 + 第 12 技能配 `levels[11]`;已学技能有「施放」→ `use_guild_skill(4051,0)`;公会战页无战提示 + 宣战 → `declare_guild_war("Tigers")` + `guild_war_changed` → 「交战中」+ GvG 行「◀我方」)。23 套 GDScript 全绿,ctest 10/10,导入干净,iOS 编过。**真机(2026-08-31,`net_e2e`)**:`[GM-TEAM]` 账号进游戏后服务器自动推 `GUILD_GC_SKILL_INFO`,17B body 解析正确(skill_point=19 / guild_point 0/2300 / 12 等级);`GUILD_GC_WAR` 无战状态解析正确;trace `GC_GUILD` 子包 len=171/40/83/22/21/9/5 无 unknown。 + +**未完成**:私人商店打磨;商店 `START_EX`;交易 / 仓库道具图标网格;仓库密码框 + 商城页;公会战应答聊天命令;公会等级/日志页;龙魂属性表 + 精炼结果动画。 + +## P9 — 世界系统(L,🌐,分散) + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| 换图 / 传送 | S | 🟡 | `wire.h` `GCWarp`(18,x/y/addr/port)。`EntityStore` `WarpCue` + `drain_warps()`(`same_server()` = addr==0)。`M2Client` `warp(pos, same_server)` 信号(pos 已转 Godot 米)。`game_scene._on_warp`:同服 → 直接挪玩家 + 相机 snap;跨服(addr≠0)→ warning,归 P10 重连串场 | +| 频道 | S | ✅ | `wire.h` `GCChannel`(5)。`M2Client` `get_channel()` + `channel_changed(ch)` 信号。小地图角标显示 `CH n`(`hud.set_channel` 若有也调) | +| 游戏内时间 / 昼夜 | S | ✅ | `wire.h` `GCTime`(12,unix 秒 i64)。`M2Client` `get_server_time()` + `time_changed(epoch)`。`world/world_time.gd`:epoch → 日内秒 → 太阳 pitch/azimuth + 光强/光色(夜黑冷蓝 → 黄昏橙 → 正午暖白)+ `Environment` ambient/背景色。无 GC_TIME 时退回系统本地时间 | +| 小地图 | M | 🟡 | `ui/minimap.gd`:右上角圆形,北朝上,`_draw` 画底圆 + 外环 + 玩家朝向箭头 + 实体点(怪红 / 其它蓝)+ NPC 点(传送青 / 其它黄)+ 任务标记橙方。世界→图 = `(d.x, d.z)*SCALE` 夹到半径。⬜ 缩放 / 拖动 / 大地图窗 / atlas 底图 | +| NPC 位置 / 世界任务标记 | M | 🟡 | `wire.h` `GCNPCPosition`(6 + `count`×`NPCPositionEntry`78) / `GCTargetCreate`(46) / `GCTargetUpdate`(16) / `GCTargetDelete`(8) + `CREATE_TARGET_TYPE_*`。`EntityStore` `m_npc_marks` + `m_markers` map + `npc_marks()`/`markers()` + dirty。`M2Client` `get_npc_marks()`/`get_world_markers()` + `npc_marks_changed`/`world_markers_changed`。小地图消费。⬜ 世界空间 3D 箭头 / 屏幕边缘指示 | +| 天气 / 环境粒子 | S | 🟡 | `fx/weather.gd`:跟随相机上方的 `GPUParticles3D` 盒发射,`set_weather("snow"/"rain"/"none")` 切重力 / 速度 / 尺寸 / 颜色 / 湍流。⬜ 由地图 `.msenv` 属性驱动、闪电 / 雾 | +| 坐骑 | S | 🟡 | `wire.h` `GCMount`(21)。`Entity.mount_vnum` + `drain_mount_changes()`。`M2Client` `mount_changed(vid)` 信号 + `entity_dict` 带 `mount_vnum`。⬜ 换骑乘模型 / 坐骑动作集 / 移速 | +| 地形贴花 | S | ⬜ | `GameLib/TerrainDecal.cpp` —— 血迹 / 施法阵 / 脚印(Godot `Decal` 节点) | +| 钓鱼 / 副本 | M | ⬜ | `GC_FISHING`(0x0B10) `DUNGEON`(0x0B11) | + +**已验证**:`net.entity_store` 扩测(warp 入队 + same_server;time set + dirty once;channel set;`GC_NPC_POSITION` 2 条 mark;marker create→update→delete;mount → `Entity.mount_vnum` + change);`p9_test.gd`(小地图:view + `CH` 角标 + `_to_map` 北朝上/东朝右/夹半径;world_time:正午 `day_fraction≈0.5` + 太阳亮,午夜 ≈0 + 太阳暗;weather:off→snow→rain(雨落更快)→off;warp 同服信号)。14 套 GDScript 测试全绿,ctest 9/9,项目导入干净。 + +**未完成**:大地图窗 + atlas 底图、地形贴花、钓鱼 / 副本、坐骑换模型、世界空间任务箭头、天气按地图驱动、跨服换图(P10)。 + +## P10 — 网络补全(M,🌐) + +| 任务 | 规模 | 状态 | 落点 | +|---|---|---|---| +| **LOADING → PHASE_GAME**(真机端到端的最后一跳)| S | ✅ | `wire.h` `CGClientVersion`(0x000D,70B,filename+timestamp)。`GameClient`:收到 `GC_MAIN_CHARACTER` 后**自动发 `CG_CLIENT_VERSION`**(fork 用固定 timestamp `1215955205`)—— 这是服务器放行到 PHASE_GAME 的门槛,之前缺它就在 phase 4 断线。`net_e2e` 真机验证:`phase = 5 / IN GAME`,收到 121 个实体 + HP/SP/level + 20 格背包 + 好友列表 | +| Loading 相位 | S | ✅ | `ui/loading_screen.gd`(`CanvasLayer` layer 60):`phase_changed` → "login/select→连接中/载入角色"、"loading→载入地图" 显示转轮 + 阶段文案 + 可选进度条;"game" 隐藏。断线也收起 | +| 选服 / 选频道 | S | 🟡 | `net/serverinfo.gd`(`class_name ServerInfo`):解析 TSV 服务器表(`name / auth_host / auth_port / game_host / game_port / channels`),内置当前联调服默认项。`address(server, channel)` → 频道 N 的 game 端口 = base + (N-1)×10(经典 Metin2 约定)。`app_flow.gd` 登录表单里做服务器 / 频道下拉。⬜ 频道在线人数轮询(`ServerStateChecker` UDP 探针) | +| Offline / 断线重连 | S | ✅ | `ui/reconnect_ui.gd`(layer 70):`disconnected(reason)` → 遮罩 + "N 秒后自动重连(次数/上限)" 倒计时 → `M2Client.reconnect()`(已有);[立即重连] / [停止] 按钮;`entered_game` 或非 offline 的 `phase_changed` 自动收起。最多重试 5 次 | +| charselect 串场 | M | ✅ | `app_flow.gd`(`Node` 场景根):一个 `M2Client` 贯穿全程,状态机 `LOGIN → SELECT → GAME`。`char_list` → 选人列表;点角色 → `select_character`;`entered_game` → 实例化 `game_scene` 并 `setup`;LOGIN/SELECT 期间断线 → 回登录,GAME 期间断线 → 保留场景交给 `ReconnectUI`。`LoadingScreen` + `ReconnectUI` 常驻。`build_game_scene` 开关便于 headless 测状态机 | +| Metin2 风选人页 | M | ✅ | `ui/char_select_screen.gd` 取代裸按钮列表:全屏 `select.jpg` 背景 + 右侧 `SubViewport` 里 `PlayerView` 真模型(正面 + `wait` + 缓摆,**包围球** `r/sin(fovV/2)` 自适应机位,不再切远侧手)+ 左上职业名(locale `name_.sub`→`select.dds`,DDS 走 `Metin2World.load_dds`;退中文描边字)+ 左侧 `board` 板(帮会徽 / **国家名+国旗** `get_empire()` / 帮会名 / 名称 / 等级 / 游戏时间 / 体力·智力·力量·敏捷)+ 开始/创建/删除/退出 + ◀▶ 槽位切换(`_pad_slots` 补空槽)。**建号/删号 1:1**:`CG_CHARACTER_CREATE`(0x0201)/`CG_CHARACTER_DELETE`(0x0202) + `GC_PLAYER_CREATE_SUCCESS/FAILURE`(0x020C/D) + `GC_PLAYER_DELETE_SUCCESS`(0x020E)/`WRONG_SOCIAL_ID`(0x020F);`GameClient.create/delete_character` + `drain_char_events` + `replace_slot/clear_slot`(服务器补丁槽位不重发);`M2Client` 同名方法 + `char_created/char_create_failed/char_deleted/char_delete_failed` 信号 + `get_empire/get_slot_count`;选人页建号弹窗(职业+名称+各职业起始四维)、删号弹窗(secret 删除码);`app_flow._on_char_list` 在 SELECT 只 `set_chars` 不整屏重建。`net.loopback_flow` MockServer + `char_create_delete_test.gd` 覆盖。C++ `CharSlot`+dict 补 `play_minutes/st/ht/dx/iq/main_part/hair_part`;`ui_assets` 加运行时 DDS 解码 | +| attack CRC | S | ✅ | `net_e2e` 真机实测:进游戏后发 `CG_MOVE` + `CG_ATTACK`(`crc_proc=0 crc_file=0`),保持连接 10s 不被踢。**结论:0 CRC 服务器接受,不需要占位 CRC** | +| ESC 系统菜单 + 游戏设置窗(`uisystem.SystemDialog` + `uigameoption.OptionDialog`)| M | ✅ | `system_menu_ui.gd`(`systemdialog.py`)8 键:system_option / game_option 开子窗、`change_button`→`/phase_select`、`logout_button`→`/logout`、`mall_button`→`/in_game_mall`、`exit_button`→quit。ESC 改开此菜单。`game_option_ui.gd`(`gameoptiondialog.py`):`/setblockmode `(EBlockAction 位 1<<0..1<<5,本地 `_block_mode` + cfg 持久化)+ `/pkmode {0,1,2,4}` PK radio + 6 组显示开关持久化 `user://system_option.cfg [gameopt]`(渲染钩子待补)。`system_menu_ui_test.gd` 覆盖。C++ 无改动 | +| 组队成员信息板(`uiparty.PartyMemberInfoBoard`)| M | ✅ | `wire.h` `CGPartySetState`(10) + `EPartyRole`;`send_party_set_state` / `M2Client.party_set_state`;`get_party()` 补 `state`+`affects[7]`。`party_ui.gd` 每员 strip = 角色状态按钮(队长弹菜单 `CG_PARTY_SET_STATE` 攻/坦/狂/辅/宗/防 + 踢人)+ 名字(★) + HP gauge + affect chip;顶部 EXP 分配开关 + 组队治疗。点名字 → `set_target`。`p8_test` 组队段扩覆盖;顺带修 `p8_test._init` 未 await 的隐患 + `shop_ui.refresh` queue_free 延迟 bug | +| 系统设置窗(`uisystemoption.OptionDialog`)| S | ✅ | `ui/system_option_ui.gd`:装 `systemoptiondialog.py` 真 uiscript,绑定照 `uisystemoption.py`:音乐/音效音量滑条→`Audio.master_bgm/sfx`(含在播 BGM 即时)、`camera_short/long`→`game_camera.max_dist`(近 11/远 20)、`fog_level0/1/2`(浓/中/淡)→`Environment.fog_density`、`tiling_*` Godot 无对应保留占位。持久化 `user://system_option.cfg`(= `systemSetting` 配置),setup 读回即时生效,`.msenv` 换 env 后重贴。`game_scene` ESC 呼出。`system_option_ui_test.gd` 覆盖 | +| 私人商店开설창(`PrivateShopBuilder`)| S | ✅ | 增量 36:布局改走真 uiscript `privateshopbuilder.py`(40 格 grid + NameLine 盖 LineEdit + Ok/Close,候选面板挂窗右侧)。`itemStock` 交互(拿起/落位/价格弹窗/排序+display_pos/撤下/개설/철수)不变。测试拆出 `private_shop_ui_test.gd`。以下为原 | `private_shop_ui.gd` 重做成 `uiprivateshopbuilder.py` 的 `itemStock` 模型:左侧背包候选「拿起」+ 右侧 40 格(`shop.SHOP_SLOT_COUNT`);拿件点空格 → 价格弹窗(`MoneyInputDialog`)→ 落位(`AddPrivateShopItemStock`),点占用格 → 撤下(`DelPrivateShopItemStock`)。개설 把 stock 按格号排序、`display_pos=格号`、上限 39(`PRIVATE_SHOP_ITEM_MAX_NUM`)→ `open_private_shop(sign, [{vnum,count,inv_cell,price,display_pos}])`(`TPacketCGMyShop`+`TShopItemTable`×N)。`shop_cube_mall_test` 重写覆盖。C++ 无改动 | +| 商店 `SHOP_GC_START_EX`(多货架)| S | ✅ | `entity_store` 解析 `SHOP_GC_START_EX`(10) = `{u32 owner_vid, u8 tab_count}` + `tab_count`×`{ShopTabHead(name[32]+coin_type), ShopItem[40]}`;`ShopEntry.pos` 保槽位,`m_shop_tabs`(`ShopTab{name,coin_type,items}`),`SHOP_GC_START` 也按 40-槽填 pos,END 清货架。`M2Client.get_shop()` → `{vid,open,tabs:[…]}`。`shop_ui.gd` 多货架按钮 + 买位置 `tabIdx*40+slot`(1:1 `uishop.py GetIndexFromSlotPos`)。`net_entity_test` 双货架合成包 + `p8_test` 切页 / `buy pos 5` / `buy pos 43` | +| 选魔石窗(样板第 2 例)| S | ✅ | `ui/select_item_ui.gd`:装 `selectitemwindow.py`(5×8 grid),填格照 `uiselectitem.py.RefreshSlot`(只 `ITEM_TYPE_METIN`=10 + `GetItemGrade`(内部名末位数字)≤2,≤54 个,升序映射背包格)。点格 → `client.script_select_item(invCell)`(`CG_SCRIPT_SELECT_ITEM` 0x0903 = `net.SendSelectItemPacket`)+ 关窗;关闭 → `script_select_item(0)`。触发链:`quest_dialog.parse_script` 识别 `[SELECT_ITEM]` token → `select_item_requested` 信号(= `PythonEventManager EVENT_TYPE_SELECT_ITEM` → `BINARY_OpenSelectItemWindow`)→ `game_scene` 接 `select_item_ui.open`。`select_item_ui_test.gd` 覆盖 | +| 角色状态窗(1:1 窗口样板)| M | ✅ | `ui/char_status_ui.gd`:`UiScript`+`UiBuild` 装载 `characterwindow.py` 真布局,数值逐字对照 `uicharacter.py.RefreshStatus`(Level/Exp/RestExp、HP/SP、STR/DEX/HTH/INT、ATT=`(min|max)+ATT_BONUS+ATTACKER_BONUS`、DEF、MATT=`MAG_ATT+(min|max)MAGIC_WEP`、MDEF、ASPD/MSPD/CSPD/ER;EPointTypes 索引取 m2dev `Packet.h`)。加点 +/- → `client.say(0,"/stat ht"|"/stat- ht")`(同原 `statusPlusCommandDict`);`POINT_STAT>0` 才显加点按钮。4 页 tab `SetState` 切换。名称/帮会/头像取 `get_entity(get_main_vid())`。`game_scene` V/C 热键。`char_status_ui_test.gd` 覆盖。**后续窗口(选道具网格 / 商店 START_EX / 私人商店 39 格 / 系统设置 …)照抄此样板:uiscript 装载 + 逐字数值绑定 + 原聊天命令 / 封包** | + +**已验证**:`net.loopback_flow` MockServer 断言「`GC_MAIN_CHARACTER` 后客户端自动发 `CG_CLIENT_VERSION`」;`p10_test.gd`(serverinfo 内置默认 + 文件解析 + 频道端口偏移;loading 遮罩 phase=loading 显示 / progress 条 / phase=game 隐藏;reconnect 断线 → 倒计时耗尽调 `reconnect()` + 手动重连 + `entered_game` 收起;app_flow 状态机 LOGIN→连接用 serverinfo 地址→`char_list`→SELECT→点角色→`select_character`→`entered_game`→GAME,SELECT 断线→LOGIN)。15 套 GDScript 测试全绿,ctest 9/9。**`net_e2e` 真机:auth → game → 选人 → LOADING → PHASE_GAME 全程打通。** + +**真机字节校准 + 收尾(2026-08-30,已做)**: +- `GC_CHAR_ADD_INFO`(0x0207,97B) 补上 → 实体名/等级/公会/骑乘出(NPC「Old Man」实测正确); + `GC_CHARACTER_UPDATE`(0x0209) 按 `TPacketGCCharacterUpdate` 全解(parts/guild/alignment/pk/mount)。 +- `ch_type` 改在 GDScript 按 race 查 `mob_proto.type` 分类(`net_play._entity_kind`/`_entity_name`), + `game_scene` 载 `mob_proto`。`GC_PLAYER_POINTS` 本来就对(gold 13.5 亿 = GM 号真实值, + exp/next_exp 按 unsigned 输出)。 +- **3D 名字标签刷新**:`ChangeKind::Info` + `entity_info` 信号 → `net_world._on_info` 刷 Label3D, + `name_resolver` 让怪名走 `mob_proto`。 +- **跨服换图**(`GC_WARP` addr≠0):`M2Client.warp_to_game_server` 拆连接、复用 `login_key` 直连新 + game server。**断点快连**:`reconnect()` 优先直连 game server 省一次 auth 往返。 +- **频道负载查询**:`net/channel_status.gd` = `CServerStateChecker` 端口(明文 TCP,`CG_STATE_CHECKER` + 0x000F → `GC_RESPOND_CHANNELSTATUS` 0x0010 → `{port: 0关/1正常/2拥挤/3爆满}`)。真机 `11011` 回 + `{11011:1,11012:1,11013:1,11991:1}` → `serverinfo` 频道口步长改 +1(`port_step` 可按服覆盖)。 +- **怪 / NPC 真 3D 模型**:`ui/mob_view.gd`(race → `root/npclist.txt` 代号 → 目录逐段回退 + (`bear_brown→bear`)→ `Metin2Model`(网格 / 贴图用完整代号)+ `motlist.txt` 动作), + `game_scene._make_entity_model` 作 `net_world` 默认工厂,失败回退占位胶囊。 + `net_world._attach_nameplate` 抽出,真模型也挂名字 + HP 条。翻译版 `mob_proto` `szName` 被本地化 + ("Brown Bear")解不出目录,故必须走 `npclist.txt`。 +- **已在局内 / 重连补拉实体**:`net_world.catch_up()` 遍历 `client.get_entities()` 补 spawn + (协程化的 `setup()` 让 `entity_spawned` 接得晚,会漏初始 spawn 洪流);`game_scene` 先 + `set_local_vid` + `net_play._on_main_set` 再 `catch_up`,避免本地玩家被画成压身的蓝胶囊。 + +详见 `CLIENT-PORT.md` §3。**23 套 GDScript + 10 CTest + 项目导入 + macOS/iOS 扩展全绿。** +**剩的不是代码问题**:字面在线人数(Metin2 协议只有 4 态负载,要数字得改服务器)、全量 monster 资产。 + +--- + +## 里程碑 + +**P0–P10 首版全部完成**(2026-08-30)。真机端到端(`net_e2e`)从 auth 握手一路打通到 +PHASE_GAME —— 收到 121 个实体、HP/SP/等级、20 格背包、好友列表。18 套 GDScript + 9 CTest + +项目导入 + macOS/iOS 扩展全绿。 + +| 里程碑 | 含 | 首版状态 | 距「打磨完成」还差 | +|---|---|---|---| +| **M1 可打** | P0 闭环 + P4 硬直 / 连击 / 相机抖 / 死亡窗 | ✅ 首版 | 攻速 / motion index 按 `POINT_ATT_SPEED` 细化、武器拖尾、相机锁定 | +| **M2 角色养成** | P1 UI 层 + P2 物品 / 装备(武器 / 盾 / 身体 / 头盔 / 头发 / armor shape / 时装)+ P6 技能(分类页 + 技能特效表 + 内建特效)+ P3 聊天 | ✅ | 加点等级公式(服务器管)、真弹道 | +| **M3 世界** | P7 任务 / NPC + P9 世界系统 + P10 网络补全 | ✅ 首版 | `[INPUT]` / 选道具 / 立绘、大地图窗 + atlas、地形贴花、跨服换图、断点续连 | +| **M4 社交** | P8 组队 / 好友 / 商店 / 交易 / 仓库 / **公会**(技能页 + 公会战 + 会徽上/下载)/ **精炼** / **龙魂精炼** | 🟡 首版(12 件) | 龙魂属性表 + 结果动画、私人商店打磨、公会等级/日志页 | +| **特效** | P5 EffectLib(`.mse` → GPUParticles) | 🟡 首版 | `.dds` 纹理、`.mde` mesh、绑骨骼、skill / 命中特效表 | + +### 下一步优先级(都是「首版 → 打磨」) + +1. ~~真机字节校准第二轮~~ ✅ 已做(2026-08-30):`GC_SKILL_LEVEL_NEW`(0x021B,本服才发这个, + 之前技能窗全空) + `GC_QUICKSLOT_*`(0x0519/1A/1B) 补上;`GC_NPC_POSITION` / `GC_ITEM_UPDATE` / + `GC_CHAT` / `GC_AFFECT_ADD` / `GC_SPECIAL_EFFECT` / `GC_QUEST_INFO` 逐字节确认全对。详见 `CLIENT-PORT.md` §3。 +2. ~~换装完整~~ ✅ 已做(2026-08-30):`Metin2Model` 加第二刚体挂点(盾,`Bip01 L Hand`,`_load_attach` + 抽公共加载器);`equip_model` 补 WEAR_SHIELD / WEAR_HEAD(头盔覆盖 hair 槽)/ 头发随 `parts[HAIR]`。 + **armor→shape 真表**:proto 读器加 `alValues[6]`@191,`equip_model._armor_shape_default` = `item_proto + values[3]`(非 0)否则 =vnum(对齐 `__ArmorVnumToShape`)+ armor `specular` → `model.specular_power` + (§2.7)。**时装**:Metin2 不发独立 costume 槽包,服务器把 costume vnum 写进主角 `parts[ARMOR/HAIR]`; + `equip_model` 每槽改成 `_eff()`(`parts[]` 非 0 优先,否则回退 `get_equipment()`),大编号 `parts[HAIR]` + 走 `item_list.model`(假发)。`GC_CHARACTER_UPDATE` parts 变 → 推 `Info` 变更触发全刷。也是渲染 + 远端玩家外观的同一条路。 +3. ~~被动 / 支援技能树~~ ✅ 已做(2026-08-30):`skilldesc.txt` 列偏移修正(旧代码差 1 列,`motion_idx` + 一直读成 0);`skill_ui` 三分类页 `[主动][辅助][坐骑]`(`for_category`),被动技能无 `[+]`,`master_type` + 显示为 `Lv X M/G/P`。 +4. ~~技能特效表~~ ✅ 已做(2026-08-30):`fx/skill_fx.gd`,skill id + master → `_`(`skilldesc` + col13),`GC_SPECIAL_EFFECT` id → `SPECIAL_FX` 小表;`quickbar.skill_activated` + `effect_cue.special` 接上。 +5. **全量资产** —— 换完整 monster / npc / effect 包,`mob_view` / `effect_registry` / `skill_fx` 立刻全量。 +6. ~~公会 + 精炼~~ ✅ 已做(2026-08-30):`GC_GUILD`(0x0730) INFO/LIST/GRADE 解析 + `ui/guild_ui.gd`(G 键, + 真机 `[GM-TEAM]` 验证);`GC_REFINE_INFO`(0x051D) + `ui/refine_ui.gd`(`refine_ask` 弹框 → `refine(pos,type)`)。 + ~~公会战 / 技能页~~ ✅ 已做(2026-08-30):`GUILD_GC_SKILL_INFO`(12)/`WAR`(15)/`GUILD_WAR_LIST`·`END_LIST`(17/18)/ + `WAR_POINT`(19)/`NAME`(16) 解析 + `GUILD_CG_USE_SKILL`(9);`M2Client` `get_guild_skill`/`get_guild_wars`/ + `use_guild_skill`/`declare_guild_war`(`/war` 命令) + 4 信号;`guild_ui` 改三页 Tab(成员/技能/公会战)。 +9. ~~会徽上传~~ ✅ 已做(2026-08-30):`CG_MARK_UPLOAD`(0x0C03,`{gid, u8 image[768]}`) / `CG_GUILD_SYMBOL_UPLOAD` + (0x0722) + 追加文件字节。`MarkClient` 加 `Mode`(Download/UploadMark/UploadSymbol)+ `set_upload_mark/_symbol` + + `upload_done()`(`NetStream.send_pending()` 归零即完成)。`M2Client.upload_guild_mark(host,port,gid,Image)`(自动转 + RGBA8 + 缩放 16×12)/ `upload_guild_symbol` / `get_mark_server` + `guild_mark_uploaded(ok)`。`guild_ui` 成员页 + 「上传会徽」按钮。`net.loopback_flow` 加 `MockServer::Mode::Mark` 真 socket 校验字节。 +7. ~~龙魂精炼~~ ✅ 已做(2026-08-30):`GC_DRAGON_SOUL_REFINE`(0x051F) / `CG_DRAGON_SOUL_REFINE`(0x050D, + `grid[15]`) + `DS_SUB_*` 枚举;`EntityStore.DragonSoulCue` + `m_dragon_soul[180]`(`WINDOW_DRAGON_SOUL` + 走 `mut_slot`);`M2Client.ds_refine(mode, cells)` + `ds_window_open` / `ds_refine_result`;`ui/dragon_soul_ui.gd` + (L 键 / 自动弹,3 模式 + 15 格背包右键填 + [执行])。剩龙魂属性表、精炼结果动画。 +8. ~~会徽下载~~ ✅ 已做(2026-08-30):`MARK_*`(0x0C0x/0x0B15)独立连接。`NetStream` 加 `on_cipher_active()` + + `on_raw()` 钩子让子类自定义分帧(`GC_MARK_*` 用 u32 `buf_size`)。`mark_image.{h,cpp}` `MarkImageSet` + (LZO1X 解 64×48 块 → 512×512 → `mark_pixels`)+ `mark_client.h` `MarkClient`(KX → `CG_MARK_LOGIN{handle, + random_key}` → `CG_MARK_IDXLIST` → 逐图 `CG_MARK_CRCLIST`(全 0) → `GC_MARK_BLOCK`)。`M2Client.download_guild_marks` + / `get_guild_mark_image` → `Image`;`guild_ui` 显示 16×12 会徽;`serverinfo` `mark_port` 第 8 列(0=跳过); + `app_flow` 进游戏连、`guild_mark_updated` 冷却重连。CTest `net.guild_mark` + `guild_mark_test.gd`。**未接真机** + (联调服未开会徽服端口)。 +9. **私人商店打磨**、商店 `START_EX`、道具图标网格 —— 按需。(拍卖行不在 m2dev-client 内) + +## 通用做法 + +1. **每个 P 先做 💻 部分**:`wire.h` 加封包 + `EntityStore` 解析 + 合成封包单测(`net_entity_test` 风格)+ 假 client 驱动 UI(`netbridge_test` 风格)。 +2. 🌐 端到端用 `build/extension/net_e2e`(真机跑 auth→game→选人→进游戏);`MT_NET_TRACE=1` 逐包 header/len/consumed、`MT_NET_DUMP=1` 逐包 hex,对字节用。 +3. UI 一律走 P1 的 uiscript 装载器,不手搓布局。 +4. 封包号 / 结构以 `../m2dev-client-src-main/src/UserInterface/Packet.h` 为准,`static_assert` 尺寸;**真机字节和参考头文件不符时以真机为准**(已踩:`GC_LOGIN_SUCCESS4`、`bType`、`CG_CLIENT_VERSION`)。 +5. 玩法逻辑尽量**服务器驱动、客户端只渲染**(尤其 quest / 商店 / 公会),少搬业务规则。 diff --git a/docs/GODOT-POC-PLAN.md b/docs/GODOT-POC-PLAN.md index 02865cda..1f8e209e 100644 --- a/docs/GODOT-POC-PLAN.md +++ b/docs/GODOT-POC-PLAN.md @@ -1,15 +1,20 @@ # Godot 渲染 Demo — 开发计划 > 内部研究方案,不对外公开。 -> 与 [`PLAN.md`](./PLAN.md) 是**两条并行的跨平台基座候选**:本文件评估「Godot 4 + 自研资源 loader」,`PLAN.md` 评估「自研引擎 + bgfx RHI」。 -> 复用 [`../libgr2`](../libgr2)、[`../formats`](../formats) 与 [`../oracle`](../oracle) 的真值数据。 +> +> **2026-08-29 更新**:并行的 bgfx 自研引擎方案(`xrender-poc` / [`reference/PLAN.md`](./reference/PLAN.md)) +> 经中期评审([`MIDREVIEW.md`](./MIDREVIEW.md))**停止开发**,本方案成为唯一在研路线。 +> `libgr2` / `formats` / `oracle` / `tools` 已从 xrender-poc **vendored 进本仓库** +> (`../libgr2`、`../formats`、`../oracle`、`../tools`),不再是 submodule / sibling 引用。 +> 下文中出现的 `xrender-poc/xxx` 路径按 [`reference/README.md`](./reference/README.md) 的映射表读。 +> bgfx demo 截图作为交叉核对基线留在 `../test/bgfx-reference/`。 | | | |---|---| -| 状态 | PoC 规划 | -| 技术栈 | Godot **4.7.1** stable · GDExtension(`godot-cpp` `4.7` 分支)· C++20 | -| 目标平台 | **Phase 1:macOS**(当前)→ Phase 2:iOS · Android | -| 判定周期 | Phase 1 ≈ 3.5–5 周(单人)→ **中期评审**(不下结论);Phase 2 后 → **go / no-go** | +| 状态 | Phase 1(macOS)基本完成,见 [`MIDREVIEW.md`](./MIDREVIEW.md);未完成工作分层清单见 [`BACKLOG.md`](./BACKLOG.md) | +| 技术栈 | Godot **4.7.1** stable · GDExtension(`godot-cpp` 精确提交 `101ae38`,4.7 API)· C++20 | +| 目标平台 | **Phase 1:macOS**(当前)→ Phase 2:Android(一加 13 / Vulkan)· iOS(iPhone 16 / Metal)。自用,三台现代设备,不涉及 GLES3 / Compatibility | +| 判定周期 | Phase 1 ≈ 3.5–5 周(单人)→ **中期评审**;Phase 2 = 三设备各一次 bring-up + 性能留档(自用,无对外 go/no-go) | | 复用 | `libgr2`(gr2 v6 读取器)· `formats/`(textscript · msa · msm)· `oracle/` golden · bgfx demo 截图 | | 自研 | `Metin2Model` GDExtension 节点(gr2 → `Skeleton3D` + `ArrayMesh` + 材质) | @@ -20,11 +25,11 @@ | 阶段 | 平台 | 里程碑 | 回答什么 | 产出 | |---|---|---|---|---| | **Phase 1** | macOS | M0' · M1 · M2 · **M2.5** | ① gr2 → Godot 场景对象能否正确映射;② 动画运行时(采样 / retarget / 事件)能否移植;③ **Metin2 观感能否在 Godot 里还原** | 中期评审报告:桥接层工作量实测 + 观感对比 + 剩余风险 | -| **Phase 2** | iOS · Android | M3(·M4 可选) | ④ 跨平台三端一致;⑤ 移动端性能 / 生命周期 | **go / no-go 结论** | +| **Phase 2** | Android(一加 13)· iOS(iPhone 16) | M3(·M4 可选) | ④ 三端渲染一致;⑤ 两台移动设备性能 / 生命周期 | 三设备 bring-up 报告 + 性能留档 | -**关键澄清(写给评审)**:Godot 在 macOS 上渲染一个蒙皮 gr2 **几乎不可能失败**。Phase 1 不是用来判断"该不该押 Godot"的——那个只有 Phase 2 能答。Phase 1 的价值是把**平台无关**的 GDExtension 工程(占本方案工程量的大头)做完,并确认视觉保真度可达,从而让 Phase 2 只剩"移动端 + 性能"这一个真未知。 +**关键澄清**:Godot 在 macOS 上渲染一个蒙皮 gr2 **几乎不可能失败**,Phase 1 的价值是把**平台无关**的 GDExtension 工程(占工程量大头)做完并确认视觉保真度可达。bgfx 自研引擎方案已于 2026-08-29 停止开发,Godot 是唯一在研路线;本项目自用、不对外发布,**没有"押哪条路线"的产品决策**。Phase 2 只剩"三台目标设备(Mac / 一加 13 / iPhone 16)上能不能跑 + 性能够不够自己用"。 -**进入 Phase 2 的前置**:M2.5 门禁通过,且中期评审判定"桥接层工作量与观感均可接受"。否则在此转回 bgfx route,损失仅为 GDExtension 桥接层(≈ glTF importer 量级),`libgr2` 完整保留。 +**进入 Phase 2 的前置**:M2.5 门禁通过、中期评审确认桥接层与观感可接受即可推进。三台目标设备都是现代硬件,全程不涉及 GLES3 / Compatibility 渲染器,不做中低端 / 老机器。 --- @@ -38,8 +43,8 @@ ### Phase 2 要证明的两件事(移动端,本轮不做) -4. **跨平台一致** — 同一 GDExtension + Godot 工程在 iOS 真机 + Android 真机(Vulkan + Compatibility)渲染与桌面一致。 -5. **性能 / 生命周期达标** — 中端机单角色 / 多角色帧率达标,后台 / 恢复稳,Godot 节点开销可控。 +4. **三端一致** — 同一 GDExtension + Godot 工程在 iPhone 16(Metal)+ 一加 13(Vulkan)渲染与 Mac 一致。 +5. **性能 / 生命周期够自用** — 两台设备单角色 / 多角色帧率可接受(旗舰基线,非发布门槛),后台 / 恢复稳,Godot 节点开销可控。 ### 明确排除(两个阶段都不做) @@ -49,13 +54,11 @@ SpeedTree 植被、地形(Metin2 户外地图)、UI / Python 脚本层、ete ### 判定口径 -- **M2.5 门禁通过 + 中期评审"可接受"** = 进入 Phase 2。 -- **门禁失败区分两类**(同 `PLAN.md` §01 口径): - - **工程性延期** — 材质差色、某曲线子类型没实现、某 API 用错。有明确修法,记下继续。 - - **方案性死路** — 例如 Godot 节点 / 骨骼模型无法表达 Metin2 的多部件挂点体系、或多 stage 固定管线在 `ShaderMaterial` 里无法近似到可接受、或每帧写骨骼在合理规模下 Mac 上就已经卡。这才触发"转回 bgfx route"。 -- **最终交付(Phase 2 末)** 一页纸对比结论:与 bgfx route 在 **工作量 / 性能 / 视觉保真度 / 长期维护成本** 四轴上的取舍。 +- **M2.5 门禁通过 + 中期评审"可接受"** = 推进 Phase 2。中期评审已判定桥接层工作量与观感均可接受([`MIDREVIEW.md`](./MIDREVIEW.md));bgfx route 已停,无「转回」分支。 +- **Phase 2 若撞上方案性死路**(自写蒙皮着色器在 iPhone 16 / 一加 13 上跑不出、Godot 节点开销在自用规模下就卡)——记录清楚、就地想办法(回落 CPU LBS / `RenderingServer` 直调 / uniform 传骨骼),不再有另一条引擎路线兜底。 +- **Phase 2 末交付**:三设备 bring-up + 性能留档报告(自用参考,不做对外选型结论)。 -### 与 bgfx route 的关系 +### 与 bgfx route 的关系(历史对照,bgfx route 已于 2026-08-29 停止开发) | | bgfx route(`PLAN.md`) | Godot route(本文件) | |---|---|---| @@ -82,8 +85,7 @@ mtgodot-poc/ gr2_bridge.{h,cpp} libgr2 POD 视图 → Godot 数组打包;basis + 单位换算(集中一处) dds_loader.{h,cpp} DDS → Godot Image(散文件路径用;res:// 里的 .dds 交 Godot 原生导入) m2_material.{h,cpp} texture-stage 描述 → ShaderMaterial(M2.5) - libgr2/ submodule → ../xrender-poc/libgr2 - formats/ submodule → ../xrender-poc/formats(msa/msm) + (libgr2 / formats 在仓库根,顶层 CMake add_subdirectory 进来) SConstruct / CMakeLists godot-cpp 构建(Phase 1 只出 macOS arm64) project/ Godot 4.7.1 demo 工程 main.tscn orbit 相机 + DirectionalLight3D(+shadow) + WorldEnvironment(sky) + Metin2Model @@ -93,7 +95,7 @@ mtgodot-poc/ export_presets.cfg macOS(Phase 1) test/ golden/ godot-macos-*.png - compare.py 与 ../xrender-poc bgfx demo / oracle 对拍 + compare.py 与 test/bgfx-reference/ 参考截图 + oracle 对拍 docs/ GODOT-POC-PLAN.md 本文件 steps/ 按需拆 @@ -122,16 +124,16 @@ mtgodot-poc/ | 项 | 选择 | 理由 | |---|---|---| | 引擎版本 | **Godot 4.7.1 stable**(本机已装),锁死不随手升 | GDExtension ABI 绑 minor;升级作独立任务 | -| 扩展机制 | `godot-cpp` **`4.7` 分支**,GDExtension(非模块编译) | 用官方导出模板,不自定义 Godot 构建 | +| 扩展机制 | `godot-cpp` **`101ae38034304346a46ea9ea84ae156d3e860496`**,GDExtension(非模块编译) | gitlink 精确锁定,目标 API 4.7;升级作独立任务 | | 构建工具 | `godot-cpp` 的 **CMake 路径**(本机已有 cmake;不装 SCons)或 `brew install scons` 二选一 | Phase 1 只出 macOS arm64,摩擦最小 | | gr2 解析 | `xrender-poc/libgr2` 静态库嵌入 extension | 与 bgfx route 同一份,已过 9166 fuzz + oracle | | 动画方案 | **B(每帧写骨骼)**;A(烘 `Animation`)**决策推迟到 Phase 2** | B 直接复用 `libgr2` 采样、最保真;A 的动机(多角色 CPU)在 Mac 上压不出来 | | 骨骼权重 | `ArrayMesh` 4 权重优先;>4 影响则 `ARRAY_FLAG_USE_8_BONE_WEIGHTS` | M1 T1.2 早验,三种骨架都查 | | 贴图 | 见 §02 实操约定(`.dds` 原生导入 vs 运行时 `dds_loader`,T1.3 定) | 两条都留 | | 材质 | **自定义 `ShaderMaterial`**(`light()` 自定义着色贴 Metin2 观感);M1 先 `StandardMaterial3D` 上屏,M2.5 换 | 多 stage 只做近似,列差距清单 | -| 渲染器 | Forward+(macOS) | Phase 1 不涉及 Compatibility | +| 渲染器 | Forward+ / Mobile renderer | 三台目标设备(Mac / 一加 13 / iPhone 16)都是现代硬件,全程不涉及 Compatibility(GLES3) | | 阴影 / sky | Godot 内置 `DirectionalLight3D` shadow + `WorldEnvironment` procedural sky,M2.5 接入 | 成本近零,Mac 观感必要 | -| 资产来源 | 从 `m2dev-client-main/assets` 拷 **warrior + 另 2 种骨架** 的 gr2/dds 到 `project/assets/`,散文件 | 不接 eterpack(Phase 2 / M4) | +| 资产来源 | 从 `assets/` 取 **warrior + 另 2 种骨架** 的 gr2/dds 到 `project/assets/`,散文件 | 不接 eterpack(Phase 2 / M4) | | 真值源 | `xrender-poc/oracle` golden + bgfx demo 同机位 / pose / t 截图 | 复用现成对拍基建 | | 仓库 | 新建 `mtgodot-poc/`,`libgr2` / `formats` submodule 指向 `xrender-poc` | 隔离,不污染 bgfx route | @@ -210,9 +212,9 @@ mtgodot-poc/ --- -### M3 ·(Phase 2,本轮不做)iOS + Android + 性能 +### M3 ·(Phase 2,本轮不做)Android + iOS bring-up + 性能 -移动端真机、三端一致、性能、生命周期、Compatibility 渲染器、每帧写骨骼的 A/B 决策 —— **go / no-go 结论在此产生**。详见后续 `steps/M3-mobile.md`(届时再写)。 +一加 13(Vulkan)+ iPhone 16(Metal)真机跑起来、三端一致、性能留档、生命周期。iOS 需把 GDExtension 按 arm64 **静态库**编出来(链进 app 二进制)。不涉及 Compatibility 渲染器。详见后续 `steps/M3-mobile.md`(届时再写)。 ### M4 ·(Phase 2 可选拉伸) @@ -244,7 +246,7 @@ mtgodot-poc/ | `.gr2` 被 Godot import 流程扫到报错 | 打开工程时一堆 import 错误 | `project/assets/.gdignore`;`.gr2` 走运行时绝对路径 / `user://`,T1 前定死 | | gr2 basis / 单位换算到 Godot(左手 → 右手 Y-up + 缩放) | M1 模型躺 / 镜像 / 骨骼反向 / 大小离谱 | `gr2_bridge` 一次性处理,定 `M2_TO_GODOT`,用朝向明确资产手校,写注释 | | `Skeleton3D` 骨骼数上限 / 8 权重路径行为 | M1 T1.2 蒙皮爆开 / 部位错位 | 三种骨架都查 `gr2dump`;>4 权重走 8-bone flag | -| **多 stage 固定管线材质无法在 `ShaderMaterial` 近似到可接受** | M2.5 T2.5.2/3 关键装备观感明显错 | **这是 Phase 1 主要方案性风险**;差距清单区分"可延期"vs"死路",后者触发转回 bgfx route | +| **多 stage 固定管线材质无法在 `ShaderMaterial` 近似到可接受** | M2.5 T2.5.2/3 关键装备观感明显错 | **这是 Phase 1 主要方案性风险**;差距清单区分"可延期"vs"死路"。中期评审已判定为可延期(观感打磨,见 `MIDREVIEW.md`);bgfx route 已停,无「转回」分支 | | 半透明 / additive 排序 corner case | M2.5 T2.5.3 发光部件穿插 | 记入差距清单;Godot 的 `render_priority` / `depth_draw` 调,不追求 100% | | motion event 语义(`.msa`/`.msm` 帧事件类型) | M2 T2.3 事件类型没覆盖全 | Phase 1 只需打点回调,实际特效 Phase 2;未覆盖类型列清单 | @@ -252,11 +254,11 @@ mtgodot-poc/ | 风险 | 缓解 / 退路 | |---|---| -| 每帧 GDExtension 写骨骼的 CPU 成本(多角色) | M2 T2.7 已留档;转 A 方案(烘 `Animation` + `AnimationMixer`) | -| Godot Compatibility(GLES3) 老安卓 shader 兼容 | M2.5 的 `ShaderMaterial` 写保守,避开 Compatibility 不支持特性 | +| 每帧 CPU LBS 全量重建 mesh 的成本(多角色) | `MTGODOT_GPUSKIN=1` 自写蒙皮着色器(已实现);多线程构建 + eterpack 共享资产 | +| 自写蒙皮着色器(`texelFetch` + RGBAF + `BONE_INDICES`)在 iPhone 16 Metal / 一加 13 Vulkan 上的行为 | Phase 2 各跑一次;出问题回落 CPU LBS 或改 uniform 数组传骨骼。三台都是现代设备,无 GLES3 约束 | | Godot 节点开销(大场景规模) | `MultiMesh` / `RenderingServer` 直调兜底 | | GDExtension ABI 绑 Godot minor | 锁 4.7.1,升级作独立任务 | -| iOS 交叉编译 `libgr2` 静态库 | 提前出 iOS `.a` 预编译产物 | +| iOS:GDExtension 须静态链接进 app 二进制(`libgr2` 出 iOS arm64 `.a`),签名 / 模板脾气大 | 自用免费 provisioning 够用;预留 2–3 天 bring-up | --- @@ -286,25 +288,28 @@ mtgodot-poc/ | 产物 | |---| -| iOS `.app` + Android APK/AAB + 真机性能 / 生命周期报告 | -| **go/no-go 对比结论(一页纸)**:与 bgfx route 在工作量 / 性能 / 视觉保真度 / 长期维护四轴对比,给出客户端跨平台基座选型建议 | +| iOS `.ipa`(iPhone 16)+ Android APK(一加 13)+ 两台真机性能 / 生命周期报告 | +| 三设备 bring-up 报告:三端渲染一致性截图 + 各设备帧率留档(自用参考,不做对外选型结论) | --- ## 选型变更记录 +- 2026-08-29 · **设备范围定死(自用)**:目标 = Mac(macOS / Metal)+ 一加 13(Android arm64 / Vulkan)+ iPhone 16(iOS arm64 / Metal),各一台。取消对外 go/no-go 门禁(bgfx route 已停、项目自用);Phase 2 收敛为「三设备各一次 bring-up + 性能留档」。**全程不涉及 GLES3 / Compatibility 渲染器**,不做中低端 / 老机器。SHINSOO 的 W0→W1+ 因此无外部门禁。 - 2026-08-29 · 范围收敛为 **Phase 1 = macOS only**;新增 **M2.5 材质与观感保真** 作为 Phase 1 核心门禁;动画 A/B 决策推迟到 Phase 2;Godot 版本钉死 4.7.1 / godot-cpp 4.7。 - 2026-08-29 · **M1 T1.3**:贴图走 **运行时 `dds_loader`**(`src/dxt.cpp`,端口自 xrender-poc)。理由:Godot 4 的 `Image.load()` 不支持 `.dds`,且资产从 `res://` 外的绝对路径加载(`.gr2` 走 `.gdignore` 同理)。DXT1/3/5 + BGRA8,level 0 + `generate_mipmaps()`。 -- 2026-08-29 · **动画方案**:确认走 **B 方案** —— `_process` 里 `gr2::sample_pose` → `Skeleton3D.set_bone_global_pose(i, gr2_to_godot(world[i]))`,Godot GPU 蒙皮 `skin_matrix = global_pose(i) * bind_pose(i)` 恒等于 gr2 deformer 矩阵(`gr2_bridge.h` 有推导)。A 方案(烘 `Animation`)仍推迟到 Phase 2 按多角色 CPU 采样决定。 +- 2026-08-29 · **动画方案**:B 方案(每帧 `gr2::sample_pose` 驱动)。**两条蒙皮路径**,都用 libgr2 的 `skin` 矩阵完整仿射(shear 保留):默认 **CPU LBS**(`metin2_anim.cpp` → `Metin2Model::cpu_skin`,每帧重建 `ArrayMesh`);`MTGODOT_GPUSKIN=1` → **自写蒙皮顶点着色器**(`m2_material` `SRC_SKIN`,逐骨 4×3 矩阵存 RGBAF 纹理,`Metin2Model::gpu_skin` 每帧更新,绕过 `Skeleton3D`)。原因:Godot 内置 GPU 蒙皮 / `set_bone_pose` 会正交化骨骼矩阵、**丢掉 Granny 烘在 rig 骨(`bone_front_*`/`Bone_shoulder_*`;warrior 7 / sura 16)上的 shear**(`tools/anim_probe` 定位,非 libgr2 —— `world[]` 对拍 Granny ≤4.1e-5)。旧 `Skeleton3D::set_bone_pose` 路径已删。A 方案(烘 `Animation`)走 `Skeleton3D` 骨骼、同样丢 shear,不用。 - 2026-08-29 · **坐标/单位**:`gr2_to_godot()` = gr2 行主序 Mat4 的 4×4 转置 → Godot `Transform3D`;Z-up cm → Y-up m(`rotate(-90°,X)` + `scale(0.01)`)放在 `Metin2Model` 节点自身 transform(`make_conv`)。warrior/warrior_lord/assassin/shaman_lord 实测 `flip_z=false`、`flip_winding=false`、`unit_scale=0.01` 正立、朝 +Z、无镜像。 ### M2.5 T2.5.6 — 材质无法 1:1 还原 / 待办项清单 +> **不再单独维护** —— 全部并入 [`BACKLOG.md`](./BACKLOG.md) B 段(`B1`–`B11`)。下表为历史快照。 + | 项 | 现状 | 影响 | 出路 | |---|---|---|---| | **libgr2 POD API 不暴露材质数据** —— 只有 `material_count`/`texture_count`,无材质名、无贴图文件名、无 texture-stage op、无 `D3DBLEND_*`/alpha-test 标志 | 贴图靠**文件名约定 + 目录大小写不敏感扫描**(`_resolve_texture`);blend 靠**表面名关键字启发式**(`guess_blend`:hair→alpha-test、cape/skirt→alpha、effect/glow→add,其余 opaque) | warrior 5/5、assassin 17/17、shaman 1/1 表面命中贴图,但**多材质槽 → 具体贴图/混合的精确映射做不到**;换皮/多贴图变体、精确 alpha-test 阈值、MODULATE2X/ADDSIGNED 等 stage op 无法复现 | **需要给 libgr2 加材质 API**(新文件 `gr2_material.cpp`,走类型树取 `Materials[].Name` + `Maps[].Texture.FromFileName` + shader/blend hint)。这也正是 xrender-poc M1 T5「多 stage 材质对拍待 oracle」的同一缺口,两条 route 共用修法。 | | **顶点色** | `gr2::Vertex` POD 无 color 字段;shader 已留 `COLOR` 通道,默认白 | Metin2 PC 模型基本不用顶点色,影响小;特效/地形会用 | libgr2 若暴露则 `build_mesh` 补 `ARRAY_COLOR` | -| **`TriGroup.material_index` 未接线** | libgr2 已解析每个三角组的 material_index,但 `build_mesh` 目前一个 gr2 mesh = 一个 surface(未按 material_index 再拆分) | 单 mesh 内多材质的模型会用同一张贴图 | `build_mesh` 按 `tri_groups` 的 material_index 分 surface(有材质 API 后一起做) | +| ~~`TriGroup.material_index` 未接线~~ **已做(2026-08-29)** | `gr2_bridge::build_parts()` 把一个 gr2 mesh 按 `tri_groups` 拆成 N 个 `RenderPart` → N 个 Godot surface,贴图取 `Mesh::material_textures[matidx]`(mesh-local,非全局 `Materials[]`)。GPU 和 CPU 蒙皮路径都走 `RenderPart`。 | — | | **ShaderMaterial 静态 `Shader` 退出泄漏** | `shader_for()` 用 function-static `Ref`,Godot 退出时报 "1 shader never freed" | 仅退出时一条 warning,无功能影响 | 改成每材质自持 Shader,或注册 cleanup | | **alpha 排序 corner case** | 半透明/additive 用 `render_priority` 粗排,未做逐三角/OIT | 多层半透明部件可能穿插 | 记录,不追求 100%(Phase 2 M2.5 打磨) | -| **法线未做逆转置** | 走 Godot GPU 蒙皮,其法线处理与 Granny runtime 的「上 3×3 不逆转置」近似不完全一致 | 非均匀缩放骨骼下法线略有差异;warrior 类资产无明显问题 | Phase 2 逐帧对拍时量化 | +| **法线变换** | CPU 与 GPU(`SRC_SKIN` 着色器)两条路径都用混合矩阵的**上 3×3、不逆转置** —— 与 Granny runtime 一致(见 `docs/reference/steps/M2-anim-skinning.md`)。非均匀缩放骨骼下这是 Granny 自己的近似,我们与之一致。 | 已一致 | — | diff --git a/docs/MIDREVIEW.md b/docs/MIDREVIEW.md index 4fa721ca..1c8d8980 100644 --- a/docs/MIDREVIEW.md +++ b/docs/MIDREVIEW.md @@ -1,7 +1,8 @@ # Phase 1 中期评审 — mtgodot-poc -> 日期:2026-08-29 · 平台:macOS(Apple M2)· Godot 4.7.1 · 对标 [`GODOT-POC-PLAN.md`](./GODOT-POC-PLAN.md) §00 Phase 1 -> 结论先行:**桥接层工程量小、风险已基本出清,建议进入 Phase 2(移动端)**。M2.5 门禁的"材质精确映射"仍有一处需要 oracle 的开口,不阻塞。 +> 日期:2026-08-29(评审后又做了一轮收尾,见 §4/§5 的「已做」标注)· 平台:macOS(Apple M2)· Godot 4.7.1 +> · 对标 [`GODOT-POC-PLAN.md`](./GODOT-POC-PLAN.md) §00 Phase 1 +> 结论先行:**桥接层工程量小、风险已基本出清,建议进入 Phase 2(一加 13 / iPhone 16 三设备 bring-up,自用)**。M2.5 材质门禁已闭(贴图走 gr2 material 绑定 + 逐 tri_group 拆 surface);仅剩逐材质 oracle 纸面对拍这一可选项。 --- @@ -11,54 +12,69 @@ |---|---|---| | **M0'** 脚手架 | ✅ | GDExtension 加载、`Metin2Model`/`Metin2AnimPlayer` 注册、`libgr2` 静态链接、Godot 4.7 工程 Metal Forward+ 出画 | | **M1** 静态渲染 | ✅ | `warrior_cheongrin`:75 骨 / 5 表面 / 3324 顶点,正立、朝 +Z、`unit_scale=0.01`、`flip_z/flip_winding=false`、贴图正确(`test/golden/m1-bindpose.png`)。多骨架:`warrior_lord`(v6,74)、`assassin`(v6,95,17 表面)、`shaman_lord`(**v7**,93) 均加载渲染正确 | -| **M2** 骨骼动画 | ✅(渲染路径)/ ⚠️(一条 upstream bug) | `general/wait`(2.67s / 75 track)经 `gr2::sample_pose`(跨文件)→ 逐骨 Godot **局部 pose**(`set_bone_pose`)→ GPU 蒙皮,头 / 护甲对齐正确(`test/golden/m2-wait.png`)。**数值验证**:`get_bone_global_pose(i)` vs `conv(world[i])` 全 75 骨 ≤ **2.6e-5**;CPU-LBS 参考路径(`MTGODOT_CPUSKIN=1`,与 xrender `skin_mesh` 同式)与 GPU 蒙皮同结果。`selfcheck` 0 NaN。**但**:`dance_1` 等表情动作会让头 / 颈塌陷 —— **libgr2 曲线解码 bug,在 xrender-poc 的 bgfx demo 里同样复现**(见 §4) | -| **M2.5** 材质与观感 | 🟡 门禁未闭 | `ShaderMaterial`(modulate tex×COLOR×light;opaque/alpha/alpha-test/add 四模式)+ 目录扫描贴图解析(warrior 5/5、assassin 17/17、shaman 1/1 表面命中)+ 方向光阴影 + procedural sky + 引擎雾(`test/golden/m25-*.png`)。`libgr2::dump_materials()` 已加(见 §4) | +| **M2** 骨骼动画 | ✅ | `gr2::sample_pose`(跨文件)→ 蒙皮,**两条路径都用 libgr2 的 `skin` 矩阵完整仿射(shear 保留)**:默认 **CPU LBS**(每帧重建 mesh);`MTGODOT_GPUSKIN=1` 走**自写蒙皮顶点着色器**(`m2_material` `SRC_SKIN`,逐骨 4×3 矩阵存 RGBAF 纹理,绕过 `Skeleton3D`)。`dance_1` 两条路径头/护甲/躯干都正确、与 xrender-poc bgfx demo 一致。`selfcheck` 0 NaN。~~旧 `Skeleton3D::set_bone_pose` 路径~~ 已删(Godot 内置蒙皮正交化丢 shear,见 §4)。 | +| **M2.5** 材质与观感 | ✅ 门禁已闭(材质精确映射);观感打磨留 Phase 2 | 4 个 `ShaderMaterial` shader:`SRC_MIX`(opaque / alpha / alpha-test)· `SRC_SKIN`(同 + GPU 蒙皮 vertex)· `SRC_ADD`(additive)· `SRC_ADD_SKIN`。贴图 = **gr2 material 绑定**(`Mesh::material_textures[matidx]`,mesh-local)→ 找不到才 `_resolve_texture` 文件名启发式;`build_parts()` 按 `tri_group.material_index` 把一个 gr2 mesh 拆成 N 个 surface(shaman 1→2、assassin 17→18、warrior 5→5,实测各面贴图正确)。blend/cull/alpha 靠 `guess_blend()` 按表面名启发式(effect→add、hair→alpha-test、cloak/cape/skirt→alpha)。方向光阴影 + procedural sky + `MTGODOT_FOG=1` 引擎雾(`test/golden/m25-*.png`)。 | ## 2. 桥接层工程量(实测) -新增 C++ ≈ **1100 行**(含端口自 xrender-poc 的 DXT 解码 160 行): +`extension/src` 现 ≈ **1997 行**(不含 godot-cpp;含端口自 xrender-poc 的 DXT 解码 ~180 行)。 +中期评审时约 1100 行,评审后收尾又加了 ~700(`build_parts` 拆 surface、`SRC_SKIN` GPU 蒙皮着色器、 +`.msa`/`.msm` 解析、路径解析、逐 surface 材质缓存)。 | 文件 | 行 | 职责 | |---|---|---| -| `gr2_bridge.{h,cpp}` | ~260 | gr2 Mat4→`Transform3D`(4×4 转置)、`build_skeleton`/`build_skin`/`build_mesh`、Z-up→Y-up `make_conv` | -| `metin2_model.{h,cpp}` | ~470 | `Metin2Model` 节点、`load_gr2`、贴图解析、材质、属性 | -| `metin2_anim.{h,cpp}` | ~230 | `Metin2AnimPlayer`、每帧 `sample_pose`→骨骼、`selfcheck` | -| `m2_material.{h,cpp}` | ~130 | Metin2 风格 `ShaderMaterial`(两个 shader:blend_mix / blend_add) | -| `dxt.{h,cpp}` | ~160 | DDS DXT1/3/5 软解(端口) | -| libgr2 `gr2_material.cpp`(xrender-poc) | ~110 | `dump_materials()` 类型树遍历(附加) | +| `metin2_model.{h,cpp}` | ~870 | `Metin2Model` 节点、`.gr2`/`.msm` 加载、`build_parts` 拆 surface、贴图解析、材质、CPU/GPU 蒙皮、属性 | +| `metin2_anim.{h,cpp}` | ~420 | `Metin2AnimPlayer`、每帧 `sample_pose` → CPU/GPU 蒙皮、`.msa` 解析 + motion event 派发、`selfcheck` | +| `gr2_bridge.{h,cpp}` | ~290 | gr2 Mat4→`Transform3D`(4×4 转置)、`build_skeleton`/`build_skin`、`build_parts`+`build_mesh`、Z-up→Y-up `make_conv` | +| `m2_material.{h,cpp}` | ~235 | 4 个 `ShaderMaterial` shader(`SRC_MIX` / `SRC_SKIN` / `SRC_ADD` / `SRC_ADD_SKIN`)+ 退出前 `cleanup_material_shaders` | +| `dxt.{h,cpp}` | ~180 | DDS DXT1/3/5 软解(端口,level 0) | +| `register_types.{h,cpp}` | ~40 | GDExtension 入口 | +| libgr2(vendored)新增 `gr2_material.cpp` + `Mesh::material_textures` | ~150 | `dump_materials()` + 逐 mesh MaterialBindings→贴图名 | -**耗时**:M0'–M2.5 一次会话内跑通。与计划 §05 估的 Phase 1「3.5–5 周单人」相比,**核心桥接远比预估轻** —— 因为 `libgr2` 已完成、Godot 的 `Skeleton3D`/`ArrayMesh`/`Skin`/GPU 蒙皮直接可用,且关键恒等式(`skin_matrix = global_pose(i)·bind_pose(i) == gr2 deformer 矩阵`)成立,不需要自研蒙皮。剩余预估工作量集中在 M2.5 材质精修 + 对拍。 +**耗时**:M0'–M2.5 一次会话跑通,评审后收尾一次会话。与计划 §05 估的「3.5–5 周单人」相比 **核心桥接远比预估轻** —— +`libgr2` 已完成、Godot 的 `Skeleton3D`/`ArrayMesh`/`Skin` 直接可用;蒙皮因 Godot 内置路径丢 shear(见 §4) +改为自己做(CPU LBS 默认 + 自写顶点着色器),也只是 ~200 行。 ## 3. 关键技术结论 - **坐标/单位**:gr2 行主序 Mat4 → Godot `Transform3D` 就是一次 **4×4 转置**(gr2 平移在第 4 行 = Godot `.origin`)。Z-up cm → Y-up m(`rotate(-90°,X)` + `scale(0.01)`)放在 `Metin2Model` 节点自身 transform。四个测试骨架全部 `flip_z=false`、`flip_winding=false` 正确 —— **Metin2/Granny 内容对 Godot 右手系不需要额外镜像**。 -- **动画走 B 方案**:`_process` 里 `sample_pose` 出 `world[]`,`skel.set_bone_global_pose(i, conv(world[i]))`,Skin bind = `conv(inverse_world[i])`。Godot 的 GPU 蒙皮矩阵 `global_pose(i)·bind(i)` 恒等于 gr2 deformer 矩阵。**不需要烘焙 `Animation` 资源** 即可保真(A 方案仅在移动端多角色 CPU 压不住时才需要)。 -- **贴图**:Godot 4 `Image.load()` 不支持 `.dds` → 运行时软解 DXT(`dxt.cpp`)。`.gr2` 用 `.gdignore` + 绝对路径加载,绕开 Godot import。 -- **移动端预判更好**:M2.5 的 `ShaderMaterial` + `ArrayMesh` + `Skeleton3D` 都在 Godot Compatibility(GLES3) 支持范围内 —— Phase 2 老安卓机兜底比"Godot 里塞自研渲染器"那条路好。 +- **动画走 B 方案 + 自做蒙皮**:`_process` 里 `sample_pose` 出 `world[]` / `skin[]`(`skin[i] = inverse_world[i]·world[i]`)。**Godot 内置蒙皮(`Skeleton3D` + `set_bone_pose`)不能用** —— 它把每骨 transform 分解成 position + 单位四元数 + 逐轴 scale,丢掉 Granny 烘在 rig 骨上的 shear(§4)。改为:默认 **CPU LBS**(`Metin2Model::cpu_skin`,每帧把 `skin[]` 逐顶点作用、重建 `ArrayMesh`);`MTGODOT_GPUSKIN=1` 走**自写蒙皮顶点着色器**(`SRC_SKIN`,逐骨完整 4×3 矩阵存 RGBAF 纹理)。`set_bone_global_pose` / `Skeleton3D` 蒙皮路径已删。不烘 `Animation` 资源(A 方案走 `Skeleton3D` 骨骼、同样丢 shear,不用)。 +- **贴图**:Godot 4 `Image.load()` 不支持 `.dds` → 运行时软解 DXT(`dxt.cpp`,level 0 + `generate_mipmaps()`)。`.gr2` 用 `.gdignore` + 绝对路径加载,绕开 Godot import。 +- **移动端预判**:目标设备定为 Mac(Metal)+ 一加 13(Vulkan)+ iPhone 16(Metal),均现代硬件,**不涉及 Compatibility(GLES3)**。CPU LBS 路径(默认)+ `ShaderMaterial` + `ArrayMesh` 无平台特性风险。自写蒙皮着色器用了 `texelFetch` + RGBAF 纹理 + `BONE_INDICES` —— Vulkan / Metal 都支持,Phase 2 在一加 13 / iPhone 16 各跑一次确认(出问题则人群场景回落 CPU 或改 uniform 数组传骨骼)。 ## 4. 剩余风险 / 门禁开口 | 项 | 影响 | 出路 | |---|---|---| -| **libgr2 曲线解码 bug —— 部分动画头 / 颈塌陷**(`dance_1` 等表情,`rot:Old(d=2,dim=4)` 二次四元数 B 样条)。**这不是 Godot route 的问题** —— 已用 xrender-poc 的 bgfx demo 在同一动画 / 同一 t 复现完全一致的塌陷(`/tmp/xr-*.png`),且 mtgodot 的 CPU-LBS 参考路径(与 xrender 同式)也复现。`wait` / `run` 等动画正常。xrender-poc M2「对拍 Granny ≤4.6e-5」的 23 用例未覆盖到这个可视化用例。 | 表情动作不可用;idle / 移动动画正常。当前 demo 默认 `general/wait` | libgr2 `gr2_anim.cpp` 的 `Curve::eval` degree-2 分支 vs Granny `OldCurve` B 样条基对拍修正(需 Granny oracle)。两条 route 共用修法。**属 xrender-poc/libgr2 的活,不阻塞 Godot route 结论** | -| **M2.5 材质精确映射未闭**(M2.5 门禁开口)| `libgr2::dump_materials()` 已能取材质名 + `FromFileName`(warrior 4 材质 / 2 有 diffuse 名),但 material_index→贴图 的映射**未对拍 Granny**,实测驱动 warrior 时 body 表面误取 face 贴图。当前默认走文件名+目录扫描启发式(观感正确),material 路径 `use_gr2_materials` 开关默认关 | 需要 Granny oracle 逐材质对拍(与 xrender-poc M1 T5 同一缺口,共用修法)。这是 Phase 1 收尾的最后一项 | -| **对拍未接线** | 与 xrender-poc bgfx demo / oracle 的逐帧几何/骨骼矩阵对拍脚本(`test/compare.py`)未写 | 需先构建 xrender-poc bgfx demo(首次 ~10 min)。中期评审后、进 Phase 2 前补 | -| **性能数字被节流** | 后台窗口下 Godot 限 30fps,1–50 角色帧时间都贴在 33ms 天花板;100 角色破顶到 52ms。资产构建 **~165ms/角色**(单线程,无跨模型缓存),100 角色加载 16.5s(`test/godot-macos-stress.json`) | 真机 / 前台窗口下重测(Phase 2)。构建成本需 Phase 2 做多线程 + eterpack 共享贴图 | -| **多材质槽内拆分** | `build_mesh` 目前一个 gr2 mesh = 一个 surface,未按 `tri_groups[].material_index` 再拆 | 有 material API 对拍后一起做 | -| ShaderMaterial 静态 Shader 退出泄漏、alpha 排序 corner case、法线未逆转置 | 均为已知小项,见 `GODOT-POC-PLAN.md` §M2.5 T2.5.6 | 不阻塞 | +| ~~libgr2 曲线解码 bug —— 头 / 颈塌陷~~ **→ 已定位并修复(2026-08-29,误判)**。不是 libgr2:`tools/anim_probe` 全时间轴扫 `dance_1` 240 帧,libgr2 的 `world[]` 全部良态(0 奇异 / 0 NaN,Head/Neck 是干净刚体),且 `oracle/run-diff-suite.sh` 已对拍真 Granny @ t=0/4.7/11.3/20 ≤4.1e-5(含 `d=2` 四元数曲线)。真因:**Granny 给每个 Metin2 模型的 ~7 根骨(`bone_front_01..04`、`Bone_shoulder_01..04` —— 前襟条 + 护肩片)烘了 shear + 非均匀缩放**(world det 低到 0.065),而 Godot `Skeleton3D::set_bone_pose` 把 transform 分解成 position + 单位四元数 + 逐轴 scale,**shear 被静默丢弃**(TRS 往返误差 0.07–0.94)→ 那几根骨塌。`wait` 同样有这 7 根坏骨,只是动得少不明显(不是 `dance_1` 专属)。 | **已消除**:① CPU 线性混合蒙皮转默认路径(`Metin2Model::cpu_skin`),直接把 libgr2 的 `skin[]` 逐顶点作用、绕过 `Skeleton3D`;② `MTGODOT_GPUSKIN=1` 走自写蒙皮顶点着色器(`SRC_SKIN` / `SRC_ADD_SKIN`,逐骨完整 4×3 矩阵存 RGBAF 纹理),不正交化、shear 保留。旧 `set_bone_pose` 路径已删。headless 对拍:`dance_1` @ t=7/19 两条路径头/颈/躯干与 xrender-poc bgfx demo 一致。 | 已完成。代价:CPU 路径每帧变顶点 + 重建 mesh(人群切 GPU 着色器路径)。`anim_probe` 扫全 race:warrior 7 根、**sura 16 根** shear 骨(`test/shear-bones-survey.md`),故自写着色器是必需、非优化。 | +| ~~M2.5 材质精确映射未闭~~ **→ 基本闭合(2026-08-29)**。`tri_group.material_index` 是 **mesh-local** 索引(进 `Mesh::MaterialBindings`),不是全局 `Materials[]` —— 原来用 `dump_materials()[matidx]` 才把 body/face 搞混。改用 libgr2 的 `Mesh::material_textures[matidx]`(与 `MaterialBindings` 平行、xrender-poc session 里已按渲染结果验过 warrior/sura/assassin/shaman 全对)。`use_gr2_materials` 默认开、文件名启发式降为回退。 | 已消除。剩:跑一次 `oracle/run-diff-suite.sh` 级别的逐材质对拍做纸面确认(可选,观感已对);MODULATE2X/ADDSIGNED 等 stage op 仍只近似 | +| ~~多材质槽内拆分~~ **→ 已做**:`gr2_bridge.cpp` 加 `build_parts()`,一个 gr2 mesh 有 N>1 个 `tri_groups` 就拆成 N 个 Godot surface(各自 material + 索引子区间)。`build_mesh` 和 CPU 蒙皮路径都按 `RenderPart` 走。shaman(1 mesh→2 surface)、assassin(17→18)实测各面贴图正确。 | 已做 | +| ~~对拍未接线~~ **→ 已写 `test/compare.py`(2026-08-29)** | oracle gate(读 `test/m2-numeric.json`,libgr2 vs Granny 23/23 ≤6.5e-5)+ 每 case headless 跑 mtgodot,**判据**:进程退出码 0、截图存在、`surfaces>0`、动画 selfcheck `NaN/Inf=0`(CPU 与 GPU 两条路径各一遍)。产出 `.cpu.png`/`.gpu.png` + `test/compare-report.json`。渲染器 / 相机不同,不做与 bgfx-reference 的像素比。**缺**:带容差的自动视觉回归门禁(BACKLOG H3)。 | 基本完成 | +| **性能** | 前台窗口 M2 重测(`test/godot-macos-stress.json`,默认 CPU LBS):1 角色 46fps、10 角色 36fps、30 角色 24fps。CPU 路径瓶颈是每帧 `cpu_mesh` 全量重建(不是 LBS 数学)。构建仍 ~170ms/角色(单线程无缓存)。**GPU 蒙皮着色器已实现**(`MTGODOT_GPUSKIN=1`,每帧只更新一张骨骼纹理),人群场景应切它 —— stress harness 未用 GPU 路径重跑。 | Phase 2:GPU 路径跑人群 bench + 多线程构建 + eterpack 共享资产 + 一加 13 / iPhone 16 实测。 | +| 剩余小项 | ~~ShaderMaterial 静态 Shader 退出泄漏~~ 已修(`cleanup_material_shaders`,`register_types` 卸载时调)· alpha 排序 corner case(`render_priority` 粗排)· 背面剔除写死 `cull_back`(Metin2 有 `CULL_NONE` 面)· `_frame_model` 对披风类框选偏 | 均不阻塞,见 [`BACKLOG.md`](./BACKLOG.md)(`A3` `A6` `B10` `E5`)。法线用混合矩阵上 3×3 不逆转置 —— **与 Granny runtime 一致,是正确行为不是风险** | ## 5. 建议 -**进入 Phase 2(iOS + Android)。** +**进入 Phase 2(一加 13 / iPhone 16 三设备 bring-up,自用)。** -理由:Phase 1 要证明的三件事里,①gr2→Godot 场景对象、②动画运行时移植,**已用可运行代码 + 截图 + 0-NaN 自检证明可行且工程量小**;③观感还原的基础设施(自定义 shader、阴影、sky、fog、多骨架)已就位,只差"材质精确映射"这一处需 oracle 的收尾,不构成方案性风险。 +理由:Phase 1 要证明的三件事里,①gr2→Godot 场景对象、②动画运行时移植,**已用可运行代码 + 截图 + 0-NaN 自检证明可行且工程量小**;③观感还原:自定义 shader、逐 tri_group 材质、阴影、sky、fog、多骨架已就位,M2.5 门禁(材质精确映射)已闭,剩余是观感打磨(多 stage op / cull / 阴影调优),不构成方案性风险。 -Phase 2 前的收尾清单(1.5–2 周): -1. 写 `test/compare.py`,与 xrender-poc bgfx demo 同机位 / 同 t 对拍几何 + 骨骼矩阵。 -2. 补 `libgr2::dump_materials` 的 Granny oracle 对拍,闭合 M2.5 门禁。 -3. **修 libgr2 `Curve::eval` degree-2 四元数 B 样条**(对拍 Granny oracle)—— 这条其实是 xrender-poc/libgr2 的活,两条 route 共享收益;修好后表情动作即可用。 -4. 前台窗口 / 真机重测性能,给 Phase 2 的动画 A/B 一个可信基线。 +Phase 2 前的收尾清单 —— 大部分已在 2026-08-29 做完: +1. ✅ `test/compare.py` —— oracle gate + 每 case 退出码 / 截图 / `surfaces>0` / `NaN=0` 判据(CPU + GPU 两路)。`compare-report.json`。 +2. ✅ M2.5 材质门禁 —— `build_parts()` 按 `tri_group.material_index` 拆 surface + 用 `Mesh::material_textures`(mesh-local)取贴图。shaman/assassin 多材质面正确。逐材质 oracle 纸面对拍可选。 +3. ✅ ~~修 libgr2 曲线~~ 误判 —— CPU 蒙皮转默认(见 §4)。 +4. ✅ 前台性能重测(`test/godot-macos-stress.json`):30 角色 24fps;瓶颈是每帧 mesh 全量重建。 +5. ✅ `anim_probe` 全 race 扫(`test/shear-bones-survey.md`):warrior 7 根、**sura 16 根** shear 骨;assassin/shaman 干净。据此**已实现自写 GPU 蒙皮顶点着色器**(`SRC_SKIN`,逐骨完整 4×3 矩阵)—— `MTGODOT_GPUSKIN=1` 现在走它、不再走坏的 `Skeleton3D`。warrior `dance_1` GPU 路径与 CPU 一致(`test/compare-shots/*.gpu.png`)。 +6. ✅ `.msa` 接线:`anim_path` 收 `.msa` → `MotionFileName` + `Accumulation`(`get_accumulation`)+ `MotionEventData`(`get_events()` + `motion_event` 信号,带循环回绕)。`throw.msa` 事件 t≈0.83 触发。 +7. 🟡 `.msm` 接线:`gr2_path` 收 `.msm` → 解析 + 解析 `BaseModelFileName`(含 eterpack 散包目录扫描)自动加载 base model + `get_hair_options()` 发型目录(75 项)。`warrior_w.msm` 实测。**发型 mesh 实际挂接仍 ⬜** —— 需 base 骨架的逐帧矩阵(与 anim player 共享),属 Phase 2 模型组合。 -> Godot route 本身的桥接层已验证正确(`wait` 渲染与 xrender bgfx demo 一致,骨骼矩阵 ≤2.6e-5,CPU/GPU 蒙皮一致)。#3 是把已知的 upstream 曲线 bug 补上,不是 Godot route 的缺陷。 +> Godot route 桥接层已验证正确:数值真值 = `oracle_diff`(libgr2 vs 真 Granny 2.9.12,23 用例 ≤6.5e-5), +> 两条蒙皮路径都逐顶点作用这批 `skin[]` 矩阵;CPU 与 GPU 渲染 `wait` / `dance_1` 与 xrender bgfx demo 抽帧一致。 +> 原 #3「libgr2 曲线 bug」是误判,真因是 Godot 内置蒙皮(`set_bone_pose` / `Skeleton3D`)正交化丢 shear,已用自做蒙皮规避。 +> (旧文里的「`get_bone_global_pose` vs `conv(world)` ≤2.6e-5」是已删的 `Skeleton3D` 校验路径的数字,不再适用。) 不建议现在做的:地形、`.mse` 特效、eterpack、UI/Python —— 均按计划留到正式移植。 + +> 「离一个可用客户端还差什么」的完整分层清单见 [`BACKLOG.md`](./BACKLOG.md)(A Phase-1 收尾 / +> B 材质保真 / C 动画运行时 / D 模型组合 / E 渲染功能 / F 平台 / G 资产管线 / H 测试工程 / +> I libgr2 覆盖面),含条目 ID、粗估规模、排期。 diff --git a/docs/PARITY-GAP.md b/docs/PARITY-GAP.md new file mode 100644 index 00000000..6ac6ba20 --- /dev/null +++ b/docs/PARITY-GAP.md @@ -0,0 +1,248 @@ +# 渲染一致性差距清单 —— 距 `ingame-shinsoo.png` 还差什么 + +> 更新:2026-08-29 · 配套 [`SHINSOO-WORLD-RENDERING.md`](./SHINSOO-WORLD-RENDERING.md)(实施规格)、 +> [`BACKLOG.md`](./BACKLOG.md)。 +> +> **本文回答一个问题**:现在 `test/golden/world-a1-{persp,r2}.png` 到「与游戏内截图目视等价」之间, +> 还有哪些工作。不是 SHINSOO 的重复 —— SHINSOO 是「怎么把世界渲染出来」,本文是「怎么把观感做到 +> 参考图那样」。当前已落地 W0–W6 的可运行纵切,以及 W7/W8 的部分首版;必要 `.mse`、真实 UI、 +> 完整流式性能路径和移动端验证仍未完成。本文同时列出**正确性缺口**与**保真化缺口**。 + +--- + +## 0. 「一致」的定义与现状 + +**目标**:在同一全局坐标 + 同一 yaw/pitch/FOV + 同一时间/天气下,Godot 输出与原 D3D 客户端截图, +经 ROI 直方图 + 边缘结构(SSIM)+ 人工签核判为「同一场景、同一观感」。不要求逐像素(渲染器不同)。 + +**现状**(`world-a1-persp.png` / `world-a1-r2.png`): +- ✅ 地貌 / 道路网 / 建筑布局 / 水域形状 = **认得出是神兽国 A1** +- ✅ 第三人称角色(带发型)在地形上跑、HUD 布局在位、`.msenv` 驱动的天空/光/雾 +- ❌ 观感**不等价**:树仍是 proxy(虽已用真实 bark/composite atlas)、无 `.mse` 特效、水面已用真 30 帧序列但深度系数未标定、HUD 已用真实九宫格贴图但布局未按受控帧对齐、光照/色调未对受控帧校准、机位随手放、角色材质 sphere-map 高光管线已端口但默认休眠(无装备层驱动 power) + +**粗估**:把下面全部做到「目视等价」,单人 **≈ 3–6 个月**(不含 Phase 2 移动端 bring-up; +需在地形/水面正确性修复和 `.spt` 转换可行性验证后重估)。`.spt` 当前缺少可分发的跨平台 reader; +`.mse` 是 ASCII 文本且原客户端带 parser,不属于不可读资产,但完整 EffectLib 运行时移植仍是大工程。 + +### 0.1 `ingame-shinsoo.png` 受控参考契约 + +本文的具体目标帧不是泛指「某张神兽国截图」。实施前必须创建 +`test/maps/ingame-shinsoo.json`,把下列状态冻结;无法从截图可靠反推的值一律写成 +`待采集`,不能凭观感猜一个值后继续调材质。 + +| 域 | 必须冻结的字段 | +|---|---| +| 输出 | 1920×1080、Godot 版本、renderer、MSAA/TAA、色彩空间、随机种子 | +| 地图 | map id、全局坐标、加载半径、可见区块 | +| 相机 | yaw、pitch、roll、与角色距离/高度、FOV、near/far | +| 角色 | race、sex、body/hair、武器/装备、动作名、动画时间/帧 | +| NPC | race、装备、全局坐标、动作帧、名字/标签状态 | +| 环境 | `.msenv`、时间/天气、太阳方向、雾、曝光、后处理参数 | +| UI | locale=`es`、背包打开、圆形小地图、聊天/状态栏/快捷栏以及顶部三行消息内容 | + +**门禁**:上表未落盘前,只允许修格式/管线正确性问题,不接受「为匹配这张图」进行的相机、光照、 +色调或材质调参。参考图本身应进入仓库为 `test/reference/ingame-shinsoo.png`,避免依赖个人目录路径。 + +### 0.2 单帧范围与完成定义 + +对这张目标图,阻塞交付的可见项按顺序是:固定机位 → 地形全部 splat/UV → 建筑与材质 → +非占位树 → 玩家/NPC/装备/阴影 → 光照与色调 → 真实 HUD。水体、完整 `.mse`、移动端流式和远离 +机位的地图内容,只有在目标帧或其验收 ROI 内可见时才阻塞该单帧;被排除项必须在 preset 中记录 +原因和对应 ROI,不能把「当前看不到」写成「已经支持」。 + +单帧完成同时要求: + +- 世界层能辨认为同一位置、同一构图,主要建筑、道路、树冠和角色轮廓对齐; +- UI 层在 1920×1080 下使用真实贴图/字体,窗口边界、锚点、层级与参考图一致; +- 通过 §9 的世界 ROI、UI 几何门禁与人工签核;不同渲染器导致的逐像素差异不作为失败条件。 + +### 0.3 精确资产清单 + +另建 `test/maps/ingame-shinsoo-assets.json`,逐个登记目标帧里**实际可见**的资源,而不是只写资源类别: + +| 可见对象 | 清单必须记录 | +|---|---| +| 地形 | map/区块、`height.raw`、`tile.raw`、TextureSet 图层及 shadow/minimap | +| 建筑/道具 | property CRC、buildingfile、实例变换、GR2、每个材质贴图 | +| 树 | property CRC、treefile、实例变换、最终使用的 mesh/LOD/impostor 与树皮/叶片贴图 | +| 玩家/NPC | MSM/MSA/GR2、body/hair、武器装备、动作和实例位置 | +| UI | 每个窗口的脚本/贴图/locale 图、字体、图标和九宫格来源 | +| 环境 | `.msenv`、天空/云/flare 贴图以及所有颜色、雾、曝光输入 | + +每条资源保存原虚拟路径、`AssetResolver` 最终命中的磁盘路径、pack 优先级和内容 hash。这样 assets +目录内容变化后,golden 偏差能够定位到具体资源,而不是重新肉眼猜测。 + +--- + +## 1. 特殊资产与专项管线 + +| # | 项 | 为什么卡 | 实施路径 | 规模 | +|---|---|---|---|---| +| 1.1 | **`.spt`(SpeedTree 树)** | 几何解析在闭源 `CSpeedTreeRT::LoadTree()`;仓库静态库实测为带符号的 **COFF x86-64**,不能链进 macOS/移动端且分发需确认授权。`formats/spt` 已能嗅探 bark/composite atlas,真实资产共 **118** 个 | (a) 先用随库 `SpeedTreeRT.h` + `.lib` 验证经授权的 Windows x64 离线 exporter,调用 `LoadTree/Compute/GetGeometry` 转 `.glb`;(b) 当前运行时 proxy 使用真实 bark/composite DDS;(c) exporter 不可用时继续用授权清晰的替代树 | L(exporter spike 约 1 周;成功后转换与校形 2–3 周) | +| 1.2 | **`.mse`(特效 / 粒子)** 🟡 首版打通(见 `CLIENT-ROADMAP.md` P5)| 资产是 ASCII Group/List 文本;`EffectLib/EffectData.cpp`、`ParticleSystemData.cpp`、`EffectMesh.cpp`、`SimpleLightData.cpp` 已包含 parser 和运行时真值 | ✅ `project/fx/`:`mse.gd` 文本树解析(真文件 6 particle)· `effect_player.gd` Particle→`GPUParticles3D`(发射形状/曲线/颜色渐变/billboard/加法混合)· `effect_registry.gd` 名字→`.mse`+缓存 · `wire.h` `GC_SPECIAL/SPECIFIC_EFFECT`→`M2Client.effect_cue`。⬜ `.dds` 粒子纹理、`.mde` mesh 解码、SimpleLight(本资产集未用)、绑骨骼挂点、时间轴位置动画 | L–XL(parser 端口 + 运行时/材质/挂点,独立子项目) | +| 1.3 | **lens flare** | `.msenv` 有 `LensFlare` 块(已解析),但需屏幕空间实现 | 太阳屏幕投影 + flare billboard;遮挡先用相机到太阳方向的物理射线,或在后处理里读深度。若使用低层 occlusion query,必须基于锁定的 Godot 4.7 API 实证,不使用不存在的 `get_1d_probe` | S–M | + +### 1.4 树木方案门禁 + +A1 已确认 **368 棵 / 14 树种**,全资产树库共 118 个 `.spt`;现有 R2 proxy 已按 treefile 分组为 +`MultiMeshInstance3D`,从 `.spt` 嗅探真实树皮/composite atlas,并生成确定性枝干与多组交叉叶簇。 +它仍没有真实 SpeedTree 几何、leaf table、LOD/impostor。批量开发前先从最终机位按屏幕投影面积选 3 个代表树种, +分别验证以下来源: + +1. 具备授权且能实际读取这些旧 `.spt` 的 SDK/离线 converter; +2. 保留原 treefile → 替代 mesh 映射的人工/半自动重建; +3. 改良程序化树,仅作为 converter 和替代 mesh 都不可行时的降级路径。 + +每条路径都必须产出同一份 `TreeDescriptor`(树干/叶片材质、LOD0/1、远景 impostor、包围盒、风参数), +并以树冠轮廓、树干比例、叶片 alpha、环境着色、阴影、LOD 跳变、批次数和授权可分发性签核。 +未通过单树 spike 前不批量处理 118 个 `.spt`,运行时也不得直接依赖 Windows x64 专有 `.lib`。 + +**实例语义修正(已落地)**:旧 `Metin2World` 会给每棵占位树额外生成随机 yaw 和 scale jitter;原客户端 +`CArea::TObjectInstance::SetTree` → `CSpeedTreeForest::CreateInstance` 在这条地图放置路径上只传 +position、property CRC 和 treefile,实例本身只调用 `SetPosition`,`LoadTree` 也没有从这里收到 +TreeSize/TreeVariance。当前实现已移除这些随机变换;若替代树为避免重复确实需要 +随机旋转,应作为明确的 fallback/增强开关,而不能污染基线。 + +--- + +## 2. 角色 / 模型保真 + +| # | 项 | 现状 | 目标 | 工作 | 规模 | BACKLOG | +|---|---|---|---|---|---|---| +| 2.1 | 武器 mesh | 🟡 **首版已做 + 2026-08-31 复核**:`Metin2Model.weapon_gr2` / `weapon_bone`(默认 `equip_right_hand`,warrior bone[10])。加载武器 gr2 → `build_mesh`(rigid)→ 子 `MeshInstance3D`;每帧 `update_weapon_pose(world_pose[bone])`。**隔离探针实测**:`warrior_novice`/`warrior_cheongrin` × 8 个武器文件,weapon MI 全局原点 == `equip_right_hand` 骨骼全局原点,Δ = 0.00–0.06 m;world_demo 目视剑握在手里。之前记忆里「武器偏 ~10 m」是 cpu_skin `>=` / MapCoord 修复前的旧状态,已失效。新增 **grip pre-transform**(`weapon_pre = mul4x3(weaponInvWorld[0], weaponLocal[0])`,对齐客户端 `weaponComposite[0]` = `ModelInstanceUpdate.cpp:171`),`update_weapon_pose` 里 `mul4x3(weapon_pre, world_pose[hand])`;标准武器多校准 ~4–6 cm 握点。个别非标准文件(`02010`/`03010`/`03150`)骨骼带米级偏移 → 30 cm 夹断退回原始手部位姿(不回退)。`mul4x3` 提到 `gr2_bridge.h` 与 anim 共用 | 右手单持跟手 1:1;`03150` 类网格在文件里就离骨骼原点 ~3 m(资产缺陷,非变换问题)—— 需 per-weapon 偏移数据或修 .gr2。⬜ 左手/双持/盾、`_lod` 变体 | M | C5 / D2 | +| 2.2 | GPU 蒙皮路径的发型 | ✅ **已做**:`_build_gpu_mesh()` —— `enable_gpu_skin` 带发型时,把发型 mesh 以 bind pose 并入 GPU mesh,每个 `ARRAY_BONES` 值经 `hair_bone_remap`(发型骨 idx → base 骨 idx)重映射。**无需改 shader / 第二骨索引区**(warrior 74/74 全匹配)—— `SRC_SKIN` + 共享 `bones_tex` 直接形变。`_apply_materials` 给追加的发型 surface 上「skinned + alpha-test + hair 贴图」材质。实测 5 base + 1 hair surface,红发(TargetSkin)贴头、镂空干净、跟动画 | M(完成)| A1 | +| 2.3 | 换装 / 时装 / 翅膀 | 无 | 多 `MeshInstance3D` 绑同一骨架 + 部位遮挡 / 隐藏规则 | `.msm` + 物品系统的上层 | L | D1 / D4 | +| 2.4 | 贴图换色 `SourceSkin→TargetSkin` | ✅ **首版已做**:`Metin2Model.hair_skin` —— 设了就用该 dds 当发型 albedo(代替 gr2 sibling 的 SourceSkin),对齐客户端 `SetMaterialImagePointer(part, SourceSkin, load(TargetSkin))`(`ActorInstanceData.cpp:152/225`)。`get_hair_options()` 现返回解析成绝对路径的 `source_skin` / `target_skin`。`formats.msm_hair` CTest 钉了 HairData 解析(同 gr2+SourceSkin、不同 TargetSkin)。demo 用红色变体 | ⬜ 非发型部位(护甲/时装)的 skin 表;`warrior_cheongrin` 头盔挡住发型,换色需换模型目视 | S(首版完成) | D3 | +| 2.5 | 固定功能材质状态覆盖 | 单 stage `MODULATE(TEX,DIFFUSE)` 近似;**sphere-map 分支已按源码端口**(见 §2.7)。**blend / two-sided 改读 `gr2::MaterialInfo`**:`metin2_model::decide_blend()` 优先 `alpha_blend`(`dump_materials` 端口 `Material.cpp:233` = Name `Blend*` + MapCount>1),`decide_two_sided()` 读 `two_sided`(+ hair/cloak 名兜底),`m2_material` 加 `cull_disabled` shader 变体。仅 hair 镂空 / effect 加法这两类 GR2 没编码的仍按表面名 | 复现最终机位实际触发的 alpha-test ref、多贴图组合 | 逐分支盘点 `EterGrnLib/Material.cpp`;GR2 不承载任意 D3D stage 状态 | M | B2/B4 | +| 2.6 | 顶点色 | ✅ **排查完毕:不适用**。全资产 `.gr2`(PC / monster2 / effect)**零** `DiffuseColor`/`Color0` 顶点成员(grep 整个 assets 目录 = 0)。Metin2 的「逐顶点颜色」实际是:① 地形雾 —— `MapOutdoorRenderSTP` 运行时动态 VB 里 `dwDiffuse`/`dwSpecular` 存雾色/雾系数(非资产,已由 Godot `Environment` 雾覆盖);② `.mse` 特效 `colorfactor` / 粒子 `TimeEventColor`(属 §1.2 `.mse` 端口)。libgr2 无需改,`build_mesh` 无需补 `ARRAY_COLOR` | — | B7 | +| 2.7 | 镜面 / 球面反射(护甲金属光) | 🟡 **管线已端口**:`SRC_MIX` / `SRC_SKIN` 加 `spec_map`/`spec_power`/`spec_enable`。按 `EterGrnLib/Material.cpp:305 __ApplySpecularRenderState` 复现:仅不透明面(客户端 alpha-blend 时回退纯 diffuse)、相机空间 `reflect(VERTEX,NORMAL).xy` 查 sphere map、`MODULATEALPHA_ADDCOLOR` = `EMISSION += sphere.rgb * tex.a * power`(`tex.a` = 护甲高光遮罩,`power` = `D3DRS_TEXTUREFACTOR.a`)。sphere map = 全局 `ETC/ymir work/special/spheremap.jpg`(客户端 index 0),`Metin2Model::_load_sphere_map()` 沿模型目录上溯解析。`Metin2Model.specular_power` 属性。**默认 0 = 完全休眠**,与之前逐字节一致 | 端口 `__ApplySpecularRenderState`(✅);接装备层用 `item_proto bSpecular/100` 逐部位驱动(⬜,无物品系统);受控帧标定 power(⬜,§0 门禁) | M | B9 | +| 2.8 | 角色专属光(`DirectionalLight.Character`) | 只用 `Background` 光 | 角色颜色与原客户端 Character light 接近 | 给 `SRC_MIX`/`SRC_SKIN` 加 character-light uniform,或用 light `cull_mask` 分层 | S–M | E2 | +| 2.9 | 动画混合 / crossfade | ✅ **首版已做**:`Metin2AnimPlayer.blend_time`(默认 0.15s)。切 `anim_path` 时保留旧 clip 冻结在当前时间,每帧对旧/新 `sample_pose` 的 `world_pose` 逐骨 slerp(rot)+lerp(pos/scale)(smoothstep 权重),再 `skin = invWorld · world_blended` 重建;武器挂点跟混合后的手。shear 骨在 ≤blend_time 过渡内退化为无 shear(文档许可)。目视 wait→run 连续无 T-pose 闪 | ⬜ 受控帧核对过渡时长 | M(首版完成) | C2 | +| 2.10 | LOD | ✅ **首版已做**:`Metin2Model` reload 时自动加载 `_lod_01/02/03.gr2`(同 75 骨骼、抽面 mesh),`_process` 按相机距离切换渲染 mesh(`lod_distances` 属性,默认 `[18,42,90]`m)。切换时重建 `cpu_mesh` + 重解材质 + 重蒙皮;骨架共享故蒙皮不受影响。烟测:`d=12→L1 d=21→L2 d=30→L3`(`wait.msa` 播放中不崩),4 级渲染均干净。⬜ 淡入淡出过渡、GPU 蒙皮路径的 LOD | M(首版完成)| C9 | +| 2.11 | `ypr_basis` 符号终核 | ✅ **发现并修复真实 bug**:物体旋转 `yaw#pitch#roll` 之前**未做** Z-up→Y-up 轴共轭就塞进 Godot Basis,导致 66% 的 A1 物体(roll≠0 = 朝向)绕 Godot Z 翻滚而非绕 Y 转向。新增 `m2_coord::object_basis_godot()` = `ypr_basis()` 共轭 `rotate(-90°,X)`;`metin2_world` 放置改用它。已核对 `ypr_basis` 本身忠实移植客户端 `D3DXMatrixRotationYawPitchRoll`(`Area.cpp:520/619` + `GrpObjectInstance.cpp:165`;单值旋转=roll=朝向,`Area.cpp:820`)。`formats.map_formats` 加断言(identity / roll=90→绕 Godot+Y / 正交 det=+1)。目视:A1 建筑竖直、门楼与桥沿路对齐 | ⬜ 对原客户端截图的逐建筑朝向复核(§0 受控帧) | S(首版完成) | — | + +--- + +## 3. 地形 / splat 保真 + +| # | 项 | 现状 | 目标 | 工作 | 规模 | +|---|---|---|---|---|---| +| 3.1 | 活动图层上限 | ✅ **首版已修**:shader 支持 **16 层**(4 张 RGBA8 权重贴图),`min(8)` → `min(16)`;A1 单区块最多 12 层(`000004`/`003004`)不再静默丢 | 每区块全部活动图层按原顺序混合 | ⬜ 按 patch 分批省带宽;真实 A1 层数断言 | M(P1,首版完成) | +| 3.2 | 每图层平铺密度 | ✅ **首版已修**:`layer_uv = (8·UScale, -8·VScale, UOffset, -VOffset)`,来自 `TextureSet.cpp:185` + `TexCoordBase = 1/(PATCH_XSIZE·CELLSCALE) = 1/3200`。⬜ 对 `minimap.dds` / 受控参考帧的视觉验收 | 精确移植原客户端 UV 变换 | — | S–M(P1,首版完成) | +| 3.3 | `shadowmap.dds` 调制 | 🟡 **首版已分层**:树 `MultiMeshInstance3D` + `shadowflag≠1` 的建筑/地牢块 → `SHADOW_CASTING_SETTING_OFF`。`shadowflag=1` 建筑 + 玩家/NPC → 实时投影。terrain shader 仍 `col *= shadowmap.rgb`。**+ 角色接触阴影**:`project/ui/char_shadow.gd`(`CharShadow.attach`)—— `player_view`/`mob_view` 建完模型后强制所有 `MeshInstance3D` `cast_shadow=ON`(防被 world 的 OFF 波及)+ 脚下一张径向渐变 `Decal` 投影到地形/物体(对齐 `GameLib/MapOutdoorCharacterShadow.cpp` 的结果,不复刻 RT)。太阳接近正午实时投影很短时也有接触暗影。`eterngrn_polish_test.gd` 覆盖 | ⬜ baked/realtime 精确不叠加的 mask、Decal 参数受控帧标定 | M(首版完成) | +| 3.4 | 近景清晰度 | ✅ **首版已修**:删掉程序化 `macro_detail`;Texture2DArray 尺寸取「用到的图层里最大源边长(≤1024)」,只放大不硬降 512² 地表贴图 | 严格 parity 基线不叠加现代化增强;确认需要后再加可开关 detail map | — | S–M(首版完成) | +| 3.5 | 地形 LOD / patch 裁剪 | 🟡 **首版已做**:`Metin2World.terrain_patches`(默认 4)—— 每区块地形拆成 N×N 个 `MeshInstance3D` patch(16 个,各 32×32 quad),共享 splat 材质。逐 patch **视锥剔除**(Godot 自动,主要增益)+ `visibility_range_end`(默认 3500m 硬剔)远景整片剔除。顶点/法线/UV 从整块 `TerrainMesh` 拷贝 → **无裂缝无接缝**(顶视 + 斜视验证)。`terrain_patches=1` = 旧单 mesh | ⬜ 逐 patch 几何 LOD(抽稀索引集 + skirt 防裂);碰撞体也按 patch | M(首版完成)| +| 3.6 | 草(instanced grass) | 无;当前参考截图不能明确证明存在独立草片几何 | 只有原客户端源码、属性或受控近景帧确认后,才在对应区域撒 `MultiMesh` 草片 + 风摆 | 先取证,避免把现代化增强混入 parity 基线 | 可选 M | +| 3.7 | 相邻区块共享边断言 | ✅ 已加 `formats.map_formats` seam 断言:`000000` col-128 高度 == `001000` col-0(边界样本)+ 生成顶点位置一致,实测无接缝 | — | — | S(完成) | + +--- + +## 4. 水面 + +| # | 项 | 现状 | 目标 | 工作 | 规模 | +|---|---|---|---|---|---| +| 4.1 | 原客户端水纹序列 | ✅ **首版已做**:`special/water/01..30.dds` → `Texture2DArray`,shader `frame = (TIME·1000/70)%30`(`MapOutdoorWater.cpp:43` 实测 70ms/帧),UV 平铺 = 1/8m(`m_fWaterTexCoordBase = 1/(CELLSCALE·4)`)。⬜ wrap/filter 细调、原客户端叠加 blend 状态 | — | S–M(P1,首版完成) | +| 4.2 | 水深透明与高度动画 | ✅ **首版已做**:逐顶点 `COLOR.a` 从 `waterHeight - terrain_height_at()` 算(60cm 深→近不透明),vertex shader 轻微高度浮动(近似 `MapOutdoorWater` 0..-15cm 的 0.6Hz 摆动)。⬜ 深度衰减系数按受控参考帧标定(现 A1 浅水偏透明) | — | M(P1,首版完成) | +| 4.3 | 反射 | 无真实反射 | 若受控参考帧证明必要,使用镜像相机 + `SubViewport` 做平面反射,或以 SSR 近似 | `ReflectionProbe` 是 cubemap,不作为平面反射实现 | 可选 M | +| 4.4 | 折射 | 无 | Godot 4 sampler `hint_screen_texture` + `SCREEN_UV` 扰动,结合 depth sampler 衰减 | 属于增强项;原客户端水面 parity 完成后再做 | 可选 S–M | +| 4.5 | 岸线泡沫 / 法线贴图 | 无 | 仅在参考帧明确需要时增加;不宣称原客户端使用 normal map | 与严格 parity 材质做开关和 golden 对照 | 可选 S | +| 4.6 | 网格合并 | 同水层/区块已经是一个 mesh surface,内部按行生成 span quad | 行列矩形合并只减少顶点/索引;要减少 draw call 需跨区块/水层合批或统一 surface | 分别记录 vertex/index 与 draw-call 指标,避免把几何优化写成 draw-call 优化 | S | + +--- + +## 5. 环境 / 光照 / 色调 + +| # | 项 | 现状 | 目标 | 规模 | +|---|---|---|---|---| +| 5.1 | 云层 | `.msenv` 有 cloud texture/scale/height/speed(已解析),未渲染 | 天空 shader 加滚动云层 + `List CloudColor` 着色 | M | +| 5.2 | 光照对受控参考帧校准 | `.msenv` → Godot 近似,肉眼调 | 在原 D3D 客户端到已知机位截图 → Godot 复现 → ROI 亮度/饱和/主色迭代到匹配(SHINSOO §11.4) | M(含反复采集) | +| 5.3 | 阴影质量 | 4-split,cascade 500m,bias 调过 | 逐场景标定 cascade split / normal bias / peter-panning;角色脚下清晰接触阴影 | S–M | +| 5.4 | 昼夜 / 天气 | 无 | 若参考图之外还要,`.msenv` 多套 + 插值 | M(可选) | +| 5.5 | 色调校准 / LUT | `adjustment` 饱和/对比 | 先用同机位、同曝光的多组 ROI/校准帧拟合曝光、曲线、饱和度;必要时再固化为 3D LUT。单张场景截图不足以唯一反推出 LUT | S–M | + +--- + +## 6. HUD / UI + +目标截图的 UI 不是「有相似窗口即可」。建立 `test/maps/ingame-shinsoo-ui.json`,为圆形小地图、右侧已打开 +背包、底部聊天/HP/MP/快捷栏以及顶部 objective/action/绿色提示逐项保存:1920×1080 像素 rect、anchor、 +pivot、z-index、九宫格边距、贴图/字体路径、字号、描边、颜色、文本和 visible 状态。布局比对直接读取 +该文件,禁止在测试里散落第二套魔法数字。 + +| # | 项 | 现状 | 目标 | 规模 | +|---|---|---|---|---| +| 6.1 | UI 美术 | 🟡 **机制已做**:`hud.gd` 用真实 `ETC/ymir work/ui/pattern/` 贴图 —— `board`/`thinboard` 九宫格(4 角 + 4 边 + `*_base` 合成 atlas → `NinePatchRect`,margin=32/16),HP/MP 用 `gauge_slot_{left,center,right}` 框 + `gauge_red`/`gauge_blue` 填充,快捷栏 8 格 `thinboard`,小地图套 `board` 框。贴图按资产根 + 各 pack `ymir work/ui/pattern/` 解析(`.tga` 走 `Image.load`)。⬜ 精确布局(rect/anchor/字体/描边)待 §0 `ingame-shinsoo-ui.json`;`locale//ui/` 本地化图;`windows.dds` atlas 子图 | M(机制完成) | +| 6.2 | 小地图 | `minimap.dds` 拼图 + 玩家点 | 先保持地图 north-up、按玩家 heading 旋转箭头;若原客户端配置/受控帧证明整图旋转,再实现地图旋转。补缩放、NPC/怪/出口图标和交互 | M | +| 6.3 | 状态栏 / 快捷栏 / 背包 | 静态占位 | 真实布局 + 数值绑定 + 拖拽 + tooltip(不接服务端物品逻辑) | M–L | +| 6.4 | 头顶文字 / 血条 | 无 | `Label3D` 名字 + 屏幕空间血条跟随 | S–M | +| 6.5 | 聊天框 / 系统消息 | 无 | `RichTextLabel` + 频道 tab(参考图里通常有) | S | +| 6.6 | 1920×1080 布局 | 1152 测试分辨率 | 目标分辨率像素对齐 + 缩放策略 | S | + +--- + +## 7. 后处理 + +| # | 项 | 现状 | 目标 | 规模 | +|---|---|---|---|---| +| 7.1 | Bloom / glow | 🟡 已收敛(intensity 0.35→0.12,hdr 阈值 1.1→1.5,bloom→0;曾让角色发糊)。参考帧未落盘前保守 | 按参考图高光溢出量标定 | S | +| 7.2 | SSAO | 🟡 已收敛(intensity 1.4→0.7)。参考帧未落盘前保守 | 标定强度 / 半径 | S | +| 7.3 | 抗锯齿 | MSAA 4× | + TAA 或 FXAA(移动端权衡) | S | +| 7.4 | 景深 | 无 | 参考图若有远景虚化则加 | S(可选) | +| 7.5 | 暗角 / 色差 | 无 | 参考图若有则轻加,禁过度 | S | + +--- + +## 8. 相机 / 构图 + +| # | 项 | 现状 | 目标 | 规模 | +|---|---|---|---|---| +| 8.1 | 机位匹配 | 🟡 渲染分辨率已提到 1920×1080(`project.godot`);机位仍是脚本里随手放(fov 60) | 精确复现参考图高度/距离/pitch/FOV,存 `test/maps/` 确定性 preset | S | +| 8.2 | 相机遮挡淡出 | ✅ **首版已做**:`Metin2World` 给每个静态物体加层 2 盒碰撞(mesh AABB → Y-up 米,非缩放 shape,`occ_mesh` meta 指回 MeshInstance3D;A1 601 个)。`game_camera.gd::_fade_occluders` 每帧 cam→player 射线(ray exclude 逐个穿,最多 4 层)→ 命中建筑 `GeometryInstance3D.transparency = 0.72`,不挡时恢复 0。⬜ 树(MultiMesh 无逐实例透明)、渐变淡入淡出 | M(首版完成) | +| 8.3 | 相机碰撞 | ✅ **首版已做**:`game_camera.gd::_desired_pos` head→want 射线打层 2,命中建筑就把相机拉到撞点前 0.3m(叠加已有地形采样防穿)。静态物体碰撞体作为 8.2 的副产品一并落地(`player_controller` 仍用 `attr.atr` 网格,可后续接物理)。⬜ `SpringArm3D` 平滑、`.mdatr` 精确碰撞体 | M(首版完成) | + +--- + +## 9. 验证方法论(做「一致」的前提) + +| # | 项 | 说明 | 规模 | +|---|---|---|---| +| 9.1 | 受控参考帧采集 | 在原 D3D 客户端脚本化到同一「已知全局坐标 + yaw/pitch + FOV」连续采两帧:关 HUD 的世界帧与开 HUD 的合成帧;参数存进 `test/maps/`。原客户端不能脚本化则「同地标 + 人工对齐 + 只比 ROI」 | M | +| 9.2 | ROI 直方图 + SSIM 门禁 | `test/compare.py` 扩:世界帧按天空 / 道路 / 草地 / 建筑 / 树 / 角色分区,比均亮 / 饱和 / 主色 / 边缘结构;合成帧另做 UI rect 与文本基线比对 | M | +| 9.3 | golden 锁定项 | Godot 版本 / renderer / 窗口 / 相机 / 时间 / 动画帧 / 随机种子 / 曝光 / 天气 / 资源优先级 全锁 | S | +| 9.4 | `world-a1-r1/r2.png` 进 CI | `formats/tests` 已进 CTest;golden 视觉门禁待接 | S | +| 9.5 | 目标帧验收配置 | 在 `ingame-shinsoo.json` 为天空/草地/道路/建筑/树/角色分别保存 ROI、metric、threshold;UI 窗口 rect/锚点初始容差为 1 px | S | +| 9.6 | 阈值冻结规则 | 同一机器连续渲染 5 次测噪声底;世界 ROI 阈值必须高于噪声并经一次人工签核后冻结。不得在回归失败时临时放宽阈值 | S | + +--- + +## 10. 平台(SHINSOO 的前置,不是观感项但影响「能不能发」) + +- Android(一加 13 / Vulkan)+ iOS(iPhone 16 / Metal,静态链接)bring-up:**一次都没跑过**。见 `BACKLOG` F1–F7。 +- 所有新 shader(`SRC_TERRAIN` / `SRC_WATER` / `SRC_LEAF` / `SRC_SKIN`)在 Mobile renderer 下未验。 +- 移动端性能预算(流式 + `MTGODOT_GPUSKIN` 人群)未测真机。 + +--- + +## 11. 建议推进顺序 + +**第 1 梯队(性价比最高,1–1.5 月)** +1. 0.1–0.3 目标帧/资产/UI 契约 + 8.1 机位 preset + 9.1/9.5 受控参考与验收配置 —— 没有基准就没法谈「一致」 +2. 3.1 全活动 splat 图层 + 3.2 原始 UV 公式 —— 先修复会丢内容/尺度错误的地表正确性问题 +3. 1.4 最终机位可见树种清单 + 单树 spike;先用替代 mesh 达到轮廓,再并行验证授权 converter +4. 5.2 光照校准 + 5.5 色调拟合 —— 全画面观感一次性拉近 +5. ✅ 2.1 武器(右手单持)+ ✅ 2.11 ypr 终核(修了漏轴转换 bug)+ ✅ 2.9 crossfade + ✅ 2.4 换色 —— 角色补齐(首版) +6. 🟡 6.1 HUD 真美术 —— 九宫格机制已上,布局待 §0;✅ 3.3 阴影分层首版 + +**第 2 梯队(保真化,1.5–2 月)** +7. 1.1 `.spt` reader/converter 通过授权与技术验证后批量离线转 Mesh,并接入统一 `TreeDescriptor` +8. 4.1–4.2 原客户端 30 帧水纹 + 深度 alpha;4.3–4.5 只按受控参考帧选择性增强 +9. 5.1 云层 + 1.3 lens flare +10. ✅ 2.7 sphere-map 高光(管线已端口,默认休眠);⬜ 2.5 其余固定功能材质分支 / 2.8 角色专属光 +11. 3.6 instanced grass(仅在取证确认后) + +**第 3 梯队(大工程 / 可并行 / 部分可选)** +12. 1.2 `.mse` parser/EffectLib 语义到 Godot 的端口 —— 独立子项目,L–XL +13. 2.3 换装系统、6.2–6.5 完整 HUD +14. 10. 移动端 bring-up + +**贯穿**:每个梯队做完过一次 9.2 的 ROI 门禁 + 人工签核,用数据说话,别靠感觉。 diff --git a/docs/PLATFORMS.md b/docs/PLATFORMS.md new file mode 100644 index 00000000..cf5a99bc --- /dev/null +++ b/docs/PLATFORMS.md @@ -0,0 +1,201 @@ +# Platform builds (macOS / iOS / Android) + +Phase 1 shipped the GDExtension for macOS only. As of 2026-08-30 the build system +is opened up for the two Phase 2 devices (BACKLOG F1/F2): **iPhone 16** (iOS, +Metal) and **OnePlus 13** (Android arm64, Vulkan). The native deps that used to +come from Homebrew are now vendored and cross-compile from the same tree — see +`docs/THIRD-PARTY.md`. + +## What each script does + +| Script | Target | Output | +|---------------------|---------------------------|---------------------------------------------------------| +| `./build.sh` | macOS (host) | `project/bin/libmtgodot.macos.template_{debug,release}.dylib` | +| `./build-ios.sh` | iOS arm64 device (`OS64`) | `project/bin/libmtgodot.ios.template_{debug,release}.a` + staged deps in `project/bin/ios/` | +| `./build-android.sh`| Android `arm64-v8a` | `project/bin/libmtgodot.android.template_{debug,release}.arm64.so` | +| `./export-android.sh [Debug\|Release] [--install]` | Android APK (wraps build-android + Godot export) | `build/export/mtgodot-poc[-release].apk` | +| `./gen-debug-keystore.sh` | Android debug keystore (once) | `~/Library/Application Support/Godot/keystores/debug.keystore` | +| `./pack-assets.sh` | Metin2 assets → mountable zip | `build/export/assets.zip` (`zip -0`, ~2.2 GB) | + +All three run `git submodule update --init --recursive` if needed. The host tools +(`packtool`, `net_probe`) and CTest suite build only on a host build +(`CMAKE_SYSTEM_NAME == CMAKE_HOST_SYSTEM_NAME`), never when cross-compiling. + +`project/bin/mtgodot.gdextension` has the `[libraries]` entries for all three +platforms and an `[dependencies]` block for iOS (see below). + +## Status + +### macOS — ✅ done +Unchanged. `./build.sh` → dylib, `ctest` 9/9. + +### iOS — 🟡 compiles; export/sign/device pending (F1) +**Verified here (Xcode 26.4.1 + iPhoneOS 26.4 SDK):** +- `./build-ios.sh Debug` cross-compiles the whole surface to **arm64, minos 15.0**: + libsodium, libzstd, miniLZO, libgr2, xr_formats, mtnet, godot-cpp, and the + extension itself → `libmtgodot.ios.template_debug.a` (valid `ar` archive). +- iOS forces the extension to **STATIC** (`MT_LIB_KIND` in `extension/CMakeLists.txt`) + because the platform can't `dlopen`. Godot links the archive + its deps into the + app at export time, which is why `.gdextension` carries an `[dependencies]` + `ios.debug` / `ios.release` map listing every archive `build-ios.sh` stages + into `project/bin/ios/`. + +**Not done (needs the device + Godot iOS export templates, ~2–3 days):** +- Install matching Godot 4.7 iOS export templates. +- Godot editor → Export → iOS preset; add `project/bin/ios/*.a` as extra link + libraries (or fold into an `.xcframework`). +- Free personal provisioning profile + signing for on-device install. +- First run on the iPhone 16; capture a frame for F3. +- Release build (`./build-ios.sh Release`) and size/strip pass. + +### Android — ✅ APK builds; on-device run pending USB debugging (F2/F3) +**Done (2026-08-31):** +- `extension/CMakeLists.txt` handles `CMAKE_SYSTEM_NAME == Android` (SHARED `.so`, + `arm64` output-name suffix). `./build-android.sh` drives it through the NDK's own + `build/cmake/android.toolchain.cmake` (`ANDROID_ABI=arm64-v8a`, `android-24`). +- Toolchain on this machine: `sdkmanager "ndk;27.2.12479018" "platforms;android-35" + "build-tools;35.0.0"`; `brew install openjdk@21`; Godot 4.7.1 export templates + installed; `./gen-debug-keystore.sh`. +- `editor_settings-4.7.tres`: `export/android/android_sdk_path` = `~/Library/Android/sdk`, + `java_sdk_path` = `/opt/homebrew/opt/openjdk@21/.../Home`, `debug_keystore` = the + generated one (pass `android`). +- `project/export_presets.cfg` `[preset.1]` "Android": `arm64-v8a` only, + `gradle_build/use_gradle_build=false` (prebuilt template APK — no Gradle/JDK17 build), + `permissions/internet=true`, pkg `org.internal.mtgodotpoc`, minSdk 24. +- `./export-android.sh Debug` → `build/export/mtgodot-poc.apk` (~73 MB), signed with the + debug keystore via `build-tools/28.0.3/apksigner`. Contains + `lib/arm64-v8a/{libgodot_android.so, libmtgodot.android.template_debug.arm64.so, libc++_shared.so}`. +- Renderer stays `forward_plus` (OnePlus 13 = flagship Vulkan). No GLES3 / Compatibility + fallback — all target devices are modern. + +**Asset IO portability (A1, 2026-08-31):** the extension used to read every asset with raw +`std::fopen` / `std::ifstream`, which cannot read a Godot PCK — so a bundled-assets APK +would launch to nothing. Fixed by routing all *running-extension* reads through +`godot::FileAccess` (works for `res://` PCK, `user://`, and absolute OS paths): +- `extension/src/asset_io.{h,cpp}` — `read_file()` / `dds_from_file()` / `gr2_from_file()`. + All `gr2::File::load_path` and `load_dds_path` call sites (model / anim / weapon / hair / + static objects / trees / terrain splat / water / shadowmap) now go through it. +- `formats/` funnels every read through `fmt::read_file`; added `fmt::set_file_reader()` and + `register_types.cpp` installs a `FileAccess`-backed reader → `height.raw` / `tile.raw` / + `water.wtr` / `.msenv` / `areadata.txt` / `map_setting` / `property` / `.spt` / + `texture_set` / `.msm` / `.msa` (textscript) all portable. +- `mtproto`: added `load_proto_bytes()`; `Metin2Proto` reads via `asset_io`. +- The standalone-lib `*_path()` functions are untouched, so the four non-Godot CTests + (`proto.item_mob`, `pack.roundtrip`, `formats.map_formats`, `libgr2.loader_errors`) stay green. +- **Phase 2b done (2026-08-31):** `fmt::AssetResolver` can no longer `std::filesystem`-scan a + PCK, so it's now a **baked index**: `AssetResolver::save_index()` / `load_index()` (line format + `MTIDX1` + `Y|R\t\t`, paths relative to assets_root), and + `build_or_load(root)` → loads `/asset_index.txt` via `fmt::read_file` if present, else + scans (desktop dev). `resolve()` now returns `assets_root + "/" + rel` so it's portable + (`res://assets/...` on device). Generate the index with + `godot --headless --path project --script bake_asset_index.gd` (→ `assets/asset_index.txt`, + ~8 MB, 54k files) — `export-android.sh` does this automatically. `metin2_world.cpp` calls + `build_or_load`; `Metin2World.bake_asset_index(out)` is the bound builder method. +- **`eterpack` / `asset_source`** — unused while the dev asset tree is fully loose (no `.epk`). + +### Bundling the assets (mobile) — the mount-a-zip approach + +The APK/IPA is **code-only** (73 MB): `assets/` (2.1 GB) + `bgm/` (80 MB) are gitignored and +sit beside `project/`, not under `res://`. Getting them into `res://` via the exporter fails: +`.gdignore` blocks `include_filter` too, and without `.gdignore` Godot imports the ~10 k +`.dds`/`.tga`/`.jpg`/`.wav` → converts them to `.ctex`/etc → `FileAccess("res://.../x.dds")` +no longer yields raw DXT bytes → the C++ decoder breaks. (It also litters the asset tree with +`.import`/`.uid` sidecars and bloats `.godot/` to ~190 MB.) + +Instead: **ship a plain `zip -0` and mount it at runtime.** All C++ asset IO now goes through +`godot::FileAccess` (see A1 above), so once the zip is mounted at `res://` everything reads +from it transparently. +- `./pack-assets.sh` → `build/export/assets.zip` (bakes `asset_index.txt` first; `zip -0` + store, no compression — DXT/gr2 don't compress and we want fast random access; paths stay + `assets/…` `bgm/…` so they mount as `res://assets/…` `res://bgm/…`). +- `project/asset_pack.gd` (`class_name AssetPack`) — `ensure()` finds the zip + (`MT_ASSETS_ZIP` env → `user://assets.zip` → `OS.get_user_data_dir()/assets.zip` → exe-dir → + `res://../assets.zip`) and `ProjectSettings.load_resource_pack()`s it. `client_main.gd` + calls it in `_ready()` before `AppFlow.start()`. +- `project/asset_root.gd` — adds `res://assets` as the first candidate **iff** + `res://assets/asset_index.txt` exists (the "pack mounted" sentinel; the empty + `project/assets/.gdignore` stub doesn't count). +- Deploy: `./export-android.sh Debug --install` pushes both the APK and (if present) + `assets.zip` → `/sdcard/Android/data/org.internal.mtgodotpoc/files/assets.zip` over USB. + iOS later: `ios-deploy --bundle_id … --upload assets.zip --to Documents/`. Same mount code. +- **Future (download instead of push):** only `AssetPack._find_local_zip()`'s failure branch + changes — HTTPRequest `ASSET_PACK_URL` → `user://assets.zip` (resume + sha256 + progress UI) + → same `load_resource_pack`. Structurally additive. +- One more `std::filesystem` scan turned up: `fmt::PropertyRegistry::scan()` walks + `/Property/` for `.pr*` CRC files (drives building/tree placement). Added + `PropertyRegistry::scan_list(root, rel_paths)` + `AssetResolver::all_rel()`; `metin2_world.cpp` + feeds it the resolver's file list (both index-loaded and dir-scanned modes). `scan()` kept + for the `formats.map_formats` CTest. +- **Verified end to end**: force-mount the real `assets.zip` (2.1 GB, 58183 entries) with the + loose tree hidden → `Metin2World.load_map("OutdoorA1/metin2_map_a1")` → + 20/20 chunks, 20 splatted, **601 objects (0 missing), 368 trees, 1330 property CRCs**, water, + env — byte-for-byte the same result as the loose tree. Desktop unaffected. ctest 10/10, + GDScript 34/34. Android `.so` + iOS `.a` rebuilt. + +**Pending:** the OnePlus 13 is on USB and macOS sees it (`ioreg` shows vendor "OnePlus"), +but `adb devices` is empty → enable **Developer options → USB debugging** on the phone and +accept the "Allow USB debugging?" RSA prompt (USB mode: File transfer / MTP). Then: +- `./export-android.sh Debug --install` (or `adb install -r build/export/mtgodot-poc.apk` + then `adb shell am start -n org.internal.mtgodotpoc/com.godot.game.GodotApp`). +- `adb logcat -s godot GodotError Godot` — first run WILL need shader / GPU-skin fixes + under Godot's mobile Vulkan path (never exercised); capture a frame for F3. +- adb note: a stale `sdk/platform-tools/adb` daemon can hold `:5037` ("Address already in + use"); `pkill -9 -f adb` then use one adb consistently (`/opt/homebrew/bin/adb`). + +## Notes / gotchas + +- The `ranlib: ... has no symbols` spam during a libsodium build is harmless: the + x86 SIMD translation units compile to empty objects on arm64 (their bodies are + guarded by CPU-feature macros). libsodium-cmake compiles the full file list on + every arch by design. +- The staged `project/bin/ios/libgodot-cpp.*.a` is ~430 MB in Debug (all classes, + unstripped). Fine for a dev link; Release + dead-strip shrinks it hard. + `project/bin/ios/` and `project/bin/android/` are gitignored. +- Shaders (`SRC_TERRAIN/WATER/LEAF/SKIN/MIX` + the §2.7 spec branch) and the + GPU-skin bone-texture path have **not** been exercised under Godot's Mobile + renderer yet — that's a separate verification pass once a device boots. +- `net_stream.cpp` is pure POSIX sockets → fine on iOS/Android/Linux/macOS; only + a Windows target would need a Winsock shim. + +## GPU texture compression (F4) + +`extension/src/texture_util.{h,cpp}` — `make_color_texture(w,h,rgba,len,mipmaps)` +is the single funnel for "decoded RGBA8 → `ImageTexture`". On a mobile OS (or +`MTGODOT_TEXCOMP=1`) it runs the decoded colour image through runtime **ASTC 8x8** +(~2 bpp vs 32 for RGBA8), falling back to RGBA8 if the encoder is unavailable. +Desktop default is **off** and byte-identical to the old per-site code. + +Wired: character skins (`metin2_model::_load_dds`), building albedo +(`static_object`), tree bark / leaf-composite (`tree_placeholder`). **Not** wired +(exact texel values matter): splat control maps, `shadowmap`, water, HUD +`load_dds` / minimap. + +`texcomp_set_enabled(bool)` overrides at runtime. Verified: macOS + iOS compile, +`ctest` 9/9, desktop character render unchanged, `MTGODOT_TEXCOMP=1` render OK. +Remaining: on-device quality check + VRAM/bandwidth numbers (needs F1/F2). + +## App lifecycle (F5) + +`project/app_lifecycle.gd` — an `AppLifecycle` node. Add it early (or as an +autoload); `bind(m2client, audio)` wires the common consumers. It turns the +SceneTree-forwarded MainLoop notifications into signals +(`paused` / `resumed` / `focus_changed(bool)` / `memory_warning` / +`back_requested` / `close_requested`) and, by default, on background: pauses the +tree, stops BGM, drops `Engine.max_fps` to 8; restores on foreground. +`pause_tree_on_background` / `background_max_fps` are tunable (login screen sets +`pause_tree_on_background = false`). + +`M2Client` (C++) handles `NOTIFICATION_APPLICATION_PAUSED/RESUMED` itself → +`suspend()` / `resume()`. While suspended `_process()` doesn't pump the socket. +A mobile OS drops the TCP connection within ~30 s of backgrounding, so the first +pump after `resume()` surfaces `disconnected`; `reconnect()` redoes the full +auth→game login from stored credentials. `login.gd` auto-calls it on `resumed` +when the stage was in-game. New signals: `suspended`, `resumed`. + +Rendering-context loss (Android Vulkan surface) is handled by Godot; every GPU +resource we hold (bone textures, MultiMesh, ShaderMaterials, ImageTextures) is +RenderingServer-managed and survives — nothing for the extension to do. + +Verified: headless smoke (`suspend`/`resume`/`reconnect` bound, idempotent, +signals fire once), `ctest` 9/9, iOS compile. Remaining: on-device background/ +resume/reconnect cycle and a real iOS memory-warning. diff --git a/docs/SHINSOO-WORLD-RENDERING.md b/docs/SHINSOO-WORLD-RENDERING.md new file mode 100644 index 00000000..3a804c20 --- /dev/null +++ b/docs/SHINSOO-WORLD-RENDERING.md @@ -0,0 +1,1103 @@ +# 神兽国 A1 场景最终渲染开发文档 + +> 状态:实施规格(Implementation Specification) +> 目标工程:`mtgodot-poc` +> 资源来源:仓库内 `assets/`(gitignored,`MT_ASSETS` 可覆盖) +> 原客户端行为参考:同级仓库 `m2dev-client-src-main/src` +> 目标参考图:`ingame-shinsoo.png`,1920×1080 的神兽国村庄第三人称画面 + +> ## 定位(先读) +> +> **这不是 Phase 1 / POC 收尾,是「正式移植」的一个独立子项目。** +> [`GODOT-POC-PLAN.md`](./GODOT-POC-PLAN.md) 的 POC 判定问题是「能否脱离 Granny 正确读+渲+动 `.gr2` +> 骨骼模型、且跨平台」——已答「能」。本文是世界渲染工程,**前置 = Phase 2 的三设备 bring-up +> (Mac / 一加 13 / iPhone 16)完成**——即确认整套桥接在两台移动设备上也能跑。项目自用、不对外 +> 发布,没有正式 go/no-go 门禁;**W0 可随时开始**(纯解析、无 Godot 依赖),W1 及以后建议等 +> bring-up 有结果,避免在移动端还没验证时就投入几个月的重 shader 工作。 +> +> 本文也**扩大了 POC 的排除范围**:POC §01 把「UI / Python 脚本层」列为「明确不做」;本文 R2 把 +> HUD / 小地图 / 头顶文字纳入交付。这是有意的范围扩张,因为最终画面对标的是完整客户端。 +> +> **规模粗估(置信度低,排期须细化)**:重写客户端的地形 + 地图对象 + 环境系统,参照原 +> `PRTerrainLib` / `GameLib/Area` / `Property` / `MapType`(原客户端里数千行)。 +> +> | 阶段 | 单人粗估 | +> |---|---| +> | W0(AssetResolver + 6 个格式 parser + 坐标 + 单测) | 2–3 周 | +> | W1–W2(地形几何 + splat + 烘焙阴影) | 3–5 周 | +> | W3(Property/AreaData 静态对象) | 2–3 周 | +> | W4(树木;含 `.spt` 工具链未知,见 §9 W4) | 2–6 周 | +> | W5–W6(环境/光照 + 玩家/NPC/相机) | 3–4 周 | +> | R1 合计 | **≈ 3.5–5.5 月** | +> | W7(水 + 必要 `.mse` + HUD) | 3–6 周 | +> | W8(流送 + 缓存 + 移动端性能) | 4–8 周(含一加 13 / iPhone 16 实测) | +> | R2 合计(在 R1 之上) | **≈ +2–3.5 月** | +> +> 叠加 Phase 2 的 bring-up。多人并行可压缩 W1/W3/W4/W6,但 W0 和坐标模块是串行硬前置。 + +> 距参考图「目视等价」的保真化剩余量,见 [`PARITY-GAP.md`](./PARITY-GAP.md)(本文管「怎么渲出来」, +> 那文管「怎么做到参考图那样」)。 + +## 1. 文档目的 + +本文定义在「Phase 2 三设备 bring-up 完成」之后,从当前“单个 `.gr2` 角色展示 POC”推进到“能够直接加载原始客户端资源并渲染神兽国 A1 村庄画面”的完整开发方案(前置见上方「定位」)。 + +本文是实现和验收依据,解决以下问题: + +1. 哪些数据直接来自 `assets/`; +2. 每种地图资源如何解析并转换为 Godot 运行时对象; +3. 新增模块与现有 `Metin2Model`、`libgr2`、DDS 解码器如何协作; +4. 按什么顺序实现,才能尽早得到可比较的场景截图; +5. 何时可以认为已经达到参考图中的地形、建筑、植被、角色、光照和 HUD 效果。 + +本文不要求还原网络、任务、战斗、商店等游戏逻辑。最终交付是可运行、可移动、可稳定截图的客户端渲染样板。 + +## 2. 最终目标 + +### 2.1 目标画面组成 + +最终 1920×1080 输出必须包含: + +- 神兽国 A1 的原始地形高度与道路/草地/石地分布; +- 原始坐标中的村庄建筑、围栏、灯柱和其他静态摆件; +- 树木及透明叶片; +- 玩家角色、至少一个 NPC、角色动画和地面阴影; +- 与 `A1.msenv` 接近的天空、阳光、环境光、远景雾和整体色调; +- 可见水域时的基础水面; +- 第三人称游戏相机; +- 最终验收阶段的背包、快捷栏、状态栏、小地图和头顶文字。 + +### 2.2 两级交付 + +为了避免 UI、粒子或完整地图流送阻塞三维场景验证,交付分成两级: + +| 级别 | 名称 | 必须包含 | 用途 | +|---|---|---|---| +| R1 | 世界渲染完成 | 地形、splat、建筑、树木、角色、相机、天空、光照、雾、阴影 | 验证截图主体是否成立 | +| R2 | 最终画面完成 | R1 + 水面 + 必要环境特效 + HUD/小地图/头顶文字 | 与参考图做最终视觉比较 | + +R1 是后续工作的硬前置;R2 是本文的最终完成条件。 + +## 3. 当前基础与真实缺口 + +### 3.1 已可复用能力 + +当前仓库已经具备: + +- `.gr2` v6/v7 解析; +- 骨架、网格、UV、四骨权重和动画采样; +- CPU 蒙皮和保留 Granny shear 的自定义 GPU 蒙皮; +- `.msa`、`.msm` 基础解析; +- DDS/DXT level 0 软解码; +- opaque、alpha、alpha-test、additive 的近似材质; +- Godot `DirectionalLight3D` 阴影; +- procedural sky、Filmic tonemap、MSAA 4× 和可选深度雾; +- 固定时间截图及部分 golden 回归能力。 + +对应实现主要位于: + +- [`extension/src/metin2_model.cpp`](../extension/src/metin2_model.cpp) +- [`extension/src/metin2_anim.cpp`](../extension/src/metin2_anim.cpp) +- [`extension/src/gr2_bridge.cpp`](../extension/src/gr2_bridge.cpp) +- [`extension/src/m2_material.cpp`](../extension/src/m2_material.cpp) +- [`extension/src/dxt.cpp`](../extension/src/dxt.cpp) +- [`formats/`](../formats/) +- [`libgr2/`](../libgr2/) + +### 3.2 必须补齐的能力 + +当前不能直接输出目标画面的主要原因是以下系统尚不存在: + +1. 统一虚拟资源路径与跨 pack 目录索引; +2. 地图设置、TextureSet、Environment、AreaData 和 Property 解析; +3. heightmap 地形网格; +4. `tile.raw` 多层地表 splatting; +5. 区块阴影贴图; +6. CRC 驱动的建筑/树木/特效实例化; +7. SpeedTree 替代或兼容路径; +8. 水面; +9. 地图区块流式加载和跨实例资源缓存; +10. 第三人称相机、NPC 放置和 HUD。 + +[`BACKLOG.md`](./BACKLOG.md) 中 E8、E9、E10、E7 的判断正确,但它们不足以覆盖地图渲染的全部前置:“地图文本格式”“区块二进制 + AreaData”“Property CRC 注册表”“虚拟资产解析器”“坐标统一”“地图回归”是独立工作项,已在 `BACKLOG.md` 补为 `E11`–`E13` / `G7` / `H7` / `I5`,不是 E8 内部可以忽略的小步骤。 + +## 4. 资源使用原则 + +### 4.1 直接读取原始资源 + +运行时默认直接读取: + +```text +assets/ +``` + +禁止为了构建一张演示图而手工重新摆放整座村庄。地形和对象位置必须由原地图数据驱动。 + +允许生成派生缓存,例如: + +- 解码后的 DDS GPU 纹理缓存; +- `tile.raw` 生成的 splat alpha/权重纹理; +- GR2 转换后的静态 `ArrayMesh`; +- 树木离线转换出的普通 Mesh; +- 地图区块碰撞和导航缓存。 + +派生缓存必须可删除并从原始 assets 重建,不能成为新的唯一数据源。 + +### 4.2 虚拟路径不能简单拼接 + +资源内部经常使用: + +```text +d:\ymir work\zone\... +d:/ymir work/environment/... +``` + +真实散文件按原 eterpack 名称分散在多个一级目录,例如: + +```text +assets/Zone/ymir work/... +assets/Terrain/ymir work/... +assets/ETC/ymir work/... +assets/PC/ymir work/... +assets/metin2_patch_*/ymir work/... +``` + +因此必须建立 `AssetResolver`,不能假设文件总在 `assets/ymir work/...`。 + +规范化规则: + +1. `\` 转 `/`; +2. 移除盘符和开头 `/`; +3. ASCII 小写作为索引键,但保留真实路径用于打开文件; +4. 去除重复 `/`、`.`,拒绝越过 assets 根目录的 `..`; +5. 以“虚拟路径 → 真实散文件路径”建立索引; +6. 同名资源按显式 pack 优先级解析,冲突必须记录日志; +7. 开发模式允许输出全部候选,便于确认 patch 覆盖关系。 + +推荐优先级配置,而不是依赖目录遍历顺序:基础包在前,patch 包在后,后注册者覆盖前注册者。最终采用的顺序要写入测试快照。 + +### 4.3 授权约束 + +技术实现可以读取本地原客户端资源,但发布物不得默认携带这些资源。构建、测试和分发流程必须把代码许可与游戏素材许可分开处理。 + +## 5. A1 地图数据规格 + +目标地图位于: + +```text +assets/OutdoorA1/metin2_map_a1 +``` + +### 5.1 全局设置 + +[`setting.txt`](../assets/OutdoorA1/metin2_map_a1/setting.txt) 的当前数据为: + +```text +CellScale 200 +HeightScale 0.5 +ViewRadius 128 +MapSize 4 5 +BasePosition 409600 896000 +TextureSet textureset\metin2_A1.txt +Environment A1.msenv +``` + +由原客户端常量可得: + +- 每个区块:128×128 个地形格; +- 每格:200 cm,即 2 m; +- 每个区块:256 m×256 m; +- A1 全图:4×5 个区块,即约 1024 m×1280 m; +- 高度:`uint16_value × HeightScale` cm,再乘 `0.01` 变成 Godot 米。 + +`BasePosition` 是地图在全局 Metin2 世界中的坐标基准,不应该直接变成离原点几千米的 Godot 节点坐标。渲染场景使用 map-local 坐标,网络/地图逻辑需要时再通过原点偏移换算。 + +### 5.2 区块目录编号 + +区块目录编号采用: + +```text +tile_id = tile_x * 1000 + tile_y +directory = six_digit_decimal(tile_id) +``` + +例如 `(0, 0) → 000000`,`(1, 3) → 001003`。 + +加载器不得把六位目录名按连续序号理解。 + +### 5.3 区块文件 + +| 文件 | 规格 | 用途 | +|---|---|---| +| `height.raw` | 131×131,little-endian `uint16`,34322 B | 含一圈边界样本的高度图 | +| `tile.raw` | 258×258,`uint8`,66564 B | TextureSet 图层编号 | +| `attr.atr` | 6 B header + 256×256 `uint8` | 阻挡、水域、禁 PK 等属性 | +| `water.wtr` | 7 B header + 128×128 layer id + layer heights | 水层索引与高度 | +| `shadowmap.dds` | 256×256 DDS | 地形烘焙阴影/颜色调制 | +| `shadowmap.raw` | 256×256 RGB565,131072 B | CPU 阴影颜色查询 | +| `minimap.dds` | 区块小地图 | HUD 小地图与地形分布校验 | +| `areadata.txt` | 对象记录 | 坐标、CRC、YPR、heightBias、portal id | +| `areaambiencedata.txt` | 环境声音对象 | R2 或后续音频阶段使用 | +| `areaproperty.txt` | 区块元数据 | AreaName、NumWater | + +二进制常量以原客户端 [`Terrain.h`](../../m2dev-client-src-main/src/PRTerrainLib/Terrain.h) 和 [`Terrain.cpp`](../../m2dev-client-src-main/src/PRTerrainLib/Terrain.cpp) 为真值来源。 + +### 5.4 TextureSet + +A1 使用: + +```text +assets/textureset/textureset/metin2_a1.txt +``` + +当前文件含 17 个图层。每个图层记录: + +```text +texture_path +u_scale +v_scale +u_offset +v_offset +splat_enabled +height_begin +height_end +``` + +索引 `0` 是原客户端内部的空图层;资源文件的 `Texture001` 对应运行时索引 `1`。不得产生一位偏移错误。 + +### 5.5 Environment + +A1 环境资源可由虚拟路径解析到: + +```text +assets/ETC/ymir work/environment/a1.msenv +``` + +当前包含: + +- background 和 character 两组方向光; +- material diffuse/ambient/emissive; +- fog level 和雾色; +- sky gradient; +- cloud texture、scale、height、speed; +- lens flare 参数。 + +文件头中的 `EnvrionmentData` 保留了原格式拼写,解析器应接受该拼写,并对 token 大小写不敏感。 + +> **真值来源(W0 已定位)**:`.msenv` 是文本(`Group NAME { ... }` + `List NAME { ... }` 匿名 rgba 行), +> 首行 `ScriptType EnvrionmentData`(原格式拼写错误,照收)。A1 实盘用 `foglevel `(非老版 +> `Enable`/`NearDistance`/`FarDistance`),10 行 `List Gradient`。`formats/environment.cpp` 已解析。 +> `.wtr` 头 = `{u16 magic=5426, u16 w=128, u16 h=128, u8 layerCount}` + `u8[128*128]` + +> `layerCount×(u16|u32)` 层高(`Terrain.cpp LoadWaterMapFile` 两种都收);`formats/terrain_files.cpp` 已实现。 + +### 5.6 AreaData 与 Property + +`areadata.txt` 每个对象按以下字段解析: + +```text +position.x position.y position.z +property_crc +yaw#pitch#roll +height_bias +optional_portal_ids... +``` + +> **`position` 的坐标系 —— W3 修正(2026-08-29):地图全局厘米,不是区块本地。** W0 时只看了 +> `000000`(在地图原点附近,全局≈本地)误判成本地;实测 20 个区块:`001003` 的 x∈[25665,49665]、 +> `003003` 的 x∈[77531,94553] —— 明显是 `tile_x·25600 + 区块内偏移`。`Area::SetCoordinate` 不偏移, +> 正因为 position 已是全局。`x` 正=东,`y` 负=南(`|y|` 随 tile_y 增大)。渲染时**直接** +> `position_to_godot(x, y, z+heightBias)`,**不再加区块原点**。`extension/src/metin2_world.cpp` +> `place_objects()` 已修正,`formats/tests/map_formats_test.cpp` 有 `001003` 的全局断言。 + +所有 `assets/Property/property/**/*` Property 文件都必须注册进 CRC 索引。格式(W0 实测):行1 = `YPRT` +fourcc;行2 = 十进制 uint32 CRC;行3+ = `\t""`(`propertyname` / `propertytype` + +类型专属键)。A1 扫出 1330 CRC(Building 1084 / Tree 85 / Effect 76 / DungeonBlock 84 / Ambience 2), +`formats/property.cpp` 的 `PropertyRegistry` 已实现,A1 areadata 的 136 个 CRC 全部命中。 + +支持的原始对象类型: + +| PropertyType | 扩展名 | 关键资源字段 | R1 处理 | +|---|---|---|---| +| `Tree` | `.prt` | `TreeFile`、`TreeSize`、`TreeVariance` | 转换树木并实例化 | +| `Building` | `.prb` | `BuildingFile`、`ShadowFlag` | 用 GR2 静态渲染器实例化 | +| `Effect` | `.pre` | `EffectFile` | R1 可占位,R2 必须实现必要效果 | +| `Ambience` | `.pra` | 声音与播放参数 | 不影响 R1 画面 | +| `DungeonBlock` | `.prd` | 模型和属性文件 | 按静态建筑处理 | + +解析和实例化行为以 [`Area.cpp`](../../m2dev-client-src-main/src/GameLib/Area.cpp)、[`Property.cpp`](../../m2dev-client-src-main/src/GameLib/Property.cpp) 和 [`MapType.cpp`](../../m2dev-client-src-main/src/GameLib/MapType.cpp) 为依据。 + +## 6. 坐标系统 + +Metin2 资源使用厘米和 Z-up;Godot 使用米和 Y-up。全项目只能有一套转换: + +```text +Godot.x = Metin2.x * 0.01 +Godot.y = Metin2.z * 0.01 +Godot.z = -Metin2.y * 0.01 +``` + +这与当前 `make_conv(unit_scale=0.01, flip_z=false)` 的 `-90° X` 转换一致。 + +要求: + +- 地形顶点、建筑位置、树木、角色、特效、相机目标和碰撞全部调用同一个转换函数; +- 法线只做轴转换,不做平移和单位缩放; +- YPR 使用与原客户端相同的 yaw/pitch/roll 顺序,先通过已知 A1 建筑验证方向,再固化成测试; +- AreaData `position` 是**地图全局 cm**(§5.6,W3 修正)—— 直接做 §6 轴转换,不加区块原点; +- `heightBias` 加在原始 Z 上,再转换到 Godot Y; +- 不允许分别在 GDScript、地形 builder 和 GR2 loader 中复制不同公式。 + +建议新增: + +```cpp +namespace mtgodot::coord { +godot::Vector3 position_to_godot(double x_cm, double y_cm, double z_cm); +godot::Vector3 direction_to_godot(double x, double y, double z); +godot::Basis ypr_to_godot(double yaw_deg, double pitch_deg, double roll_deg); +} +``` + +## 7. 目标运行时架构 + +```text +Metin2World (Node3D) +├── AssetResolver +├── PropertyRegistry +├── MapDefinition +├── TerrainStreamer +│ └── TerrainChunk[0..N] +│ ├── Terrain Mesh/Material +│ ├── Water Mesh +│ └── Collision +├── AreaObjectStreamer +│ ├── StaticBuilding instances +│ ├── Tree MultiMesh groups +│ └── Effect instances +├── CharacterRoot +│ ├── Player Metin2Model +│ └── NPC Metin2Model +├── WorldEnvironment +├── DirectionalLight3D +├── ThirdPersonCamera +└── HUD (CanvasLayer) +``` + +数据流: + +```text +assets_root + -> AssetResolver index + -> map setting / textureset / environment + -> visible tile set + -> binary parse on worker thread + -> mesh/mask/instance description + -> Godot resource creation on main/render thread + -> cache + scene attach +``` + +### 7.1 建议新增源码布局 + +```text +formats/ + map_setting.{h,cpp} + texture_set.{h,cpp} + environment.{h,cpp} + terrain_files.{h,cpp} + area_data.{h,cpp} + property.{h,cpp} + tests/map_formats_test.cpp + +extension/src/ + asset_resolver.{h,cpp} + metin2_world.{h,cpp} + terrain_builder.{h,cpp} + terrain_material.{h,cpp} + property_registry.{h,cpp} + area_object_loader.{h,cpp} + metin2_static_model.{h,cpp} + environment_builder.{h,cpp} + water_builder.{h,cpp} + resource_cache.{h,cpp} + coordinate.{h,cpp} + +project/ + world_demo.gd + third_person_camera.gd + hud/ + +test/ + maps/ + golden/world-a1-r1.png + golden/world-a1-r2.png +``` + +格式解析层不得依赖 godot-cpp,以便使用 CTest 做快速单元测试。Godot 对象创建留在 `extension/src`。 + +## 8. Godot API 契约 + +新增一个 GDExtension 节点: + +```text +Metin2World : Node3D +``` + +建议暴露: + +```gdscript +@export var assets_root: String +@export var map_path: String = "OutdoorA1/metin2_map_a1" +@export var load_radius_tiles: int = 1 +@export var player_global_position_cm: Vector3 +@export var enable_water: bool = true +@export var enable_effects: bool = true +@export var enable_collision: bool = true + +func load_map() -> bool +func unload_map() -> void +func set_focus_position(global_position_cm: Vector3) -> void +func sample_height(global_x_cm: float, global_y_cm: float) -> float +func sample_attribute(global_x_cm: float, global_y_cm: float) -> int +func get_load_report() -> Dictionary +func capture_reference_frame(path: String) -> void +``` + +信号: + +```gdscript +signal map_loaded(report: Dictionary) +signal tile_loaded(tile_x: int, tile_y: int) +signal tile_unloaded(tile_x: int, tile_y: int) +signal asset_missing(virtual_path: String, context: String) +signal load_failed(stage: String, detail: String) +``` + +`get_load_report()` 至少返回:地图尺寸、已加载区块、活动 terrain layers、AreaData 对象数、各 PropertyType 成功数、缺失资源数、缓存命中率和加载耗时。 + +## 9. 分阶段实施方案 + +> **贯穿全程的两条硬约束:** +> 1. **目标渲染器 = Godot Mobile renderer(Vulkan / Metal),不涉及 Compatibility(GLES3)。** +> 三台目标设备(Mac / 一加 13 / iPhone 16)都是现代硬件。R1 可在 macOS 上用 Forward+ 开发,但每个 +> 新写的 shader(地形、splat、水、天空、`SRC_SKIN`)要尽早在一加 13 / iPhone 16 上各跑一次, +> 不把「移动端能不能跑」推到 W8。 +> 2. **文本编码要显式声明。** `setting.txt` / `areadata.txt` / `areaproperty.txt` / Property 文本、 +> AreaName 等可能是 CP949/EUC-KR(原版)或 ASCII/UTF-8(m2dev fork)。每个文本 parser 必须声明它按 +> 什么编码读,`formats/tests` 要有一个非 ASCII 用例。 + +### Phase W0:资源索引与格式真值测试 + +目标:先证明所有后续系统能够稳定找到并读懂数据。 + +> **进度(2026-08-29)—— W0 解析层基本完成**。`formats/` 下已落地并通过 CTest `formats.map_formats` +> (内联单测 + `M2_ASSETS` 设时跑真实 A1 断言)+ `tools/map_probe` load report: +> - `m2_tokvec`(`LoadMultipleTextData` 等价)、`m2_coord`(I5:坐标 / 单位 / 区块编号) +> - `map_setting`(setting.txt)、`texture_set`(17 层)、`area_data`(areadata / ambience / property) +> - `terrain_files`(height/tile/attr/water,magic 2634/5426 + 尺寸校验,真值取自 `Terrain.cpp`) +> - `environment`(`.msenv` Group/List 文本树;A1 `foglevel 6` + 10 行 Gradient) +> - `property`(`.prb/.prt/.pre/.prd/.pra` + CRC 注册表:A1 扫出 1330 CRC,Building 1084 / Tree 85 …) +> - `asset_resolver`(虚拟路径 → 散文件;索引 54212 文件 / 26106 ymir key) +> +> A1 实测:MapSize 4×5 / 20 区块全可发现 / TextureSet 17 层且贴图 17/17 可解析 / `000000` areadata +> 23 对象 / **136/136 个 areadata CRC 都命中 Property 注册表** / 全 975 对象坐标为地图全局 cm(W3 修正,见 §5.6) / +> CRC `569394331` = Object000 = Property "Pagoda1"(**类型 Tree**,非 Building)。 +> +> **剩余**:`ingame-shinsoo.png` = A1 的 minimap 目视核对;`ypr_to_godot`(YPR→Basis,留 W3 用已知 +> A1 建筑验顺序);extension 侧 `Metin2World` 节点(W1);Property 模型引用 1200/1244 可解析,缺口 +> 是部分 `.spt` 树 / 未包含的 patch 包,非 W0 阻塞。 + +实现: + +1. `AssetResolver` 扫描 `assets` 并生成规范化索引; +2. 解析 `setting.txt`、TextureSet、`.msenv`; +3. 解析六类区块文件头和尺寸; +4. 扫描 Property 并建立 `uint32 CRC -> Property`; +5. 解析 `areadata.txt` 和 `areaambiencedata.txt`; +6. 所有 parser 返回结构化错误,不允许静默截断或越界读取; +7. 所有文本 parser 显式声明输入编码(见本节开头约束 2),非 ASCII 字段有测试覆盖。 + +验收: + +> 以下多数项已由 `tools/map_probe` + CTest `formats.map_formats` 对真实 A1 跑通(2026-08-29,见上方 +> 进度块)。仍需人工完成的只剩第一条(参考图 = A1 的目视核对)和最后的落点校验。 + +- **先确认参考图 = A1**(人工):核对 `ingame-shinsoo.png` 里的建筑 / 地貌 / 远景与 + `OutdoorA1/metin2_map_a1` 的 `minimap.dds` 拼图一致;若不是 A1,改用实际地图目录,§5 常量随之更新; +- ✅ `MapSize` = `4 5`(字段序 `x y`:目录 000000..003004 = tile_x 0..3 / tile_y 0..4); +- ✅ 20 个区块目录全部可发现; +- ✅ `height.raw` 131×131 `uint16`(无头)/ `tile.raw` 258×258 `uint8`(无头); +- ✅ `attr.atr` magic 2634 / `water.wtr` magic 5426(真值取自 `Terrain.cpp`); +- ✅ TextureSet 17 层,运行时保留 index 0 空图层,17/17 贴图经 `AssetResolver` 可解析; +- ✅ `000000/areadata.txt` 声明 23 = 解析 23;`.msenv` / `.prb.prt.pre.prd.pra` 全部解析; +- ✅ Property CRC 注册表:A1 全 136 个 distinct areadata CRC 都命中;CRC `569394331` = Object000 + = Property "Pagoda1"(类型 **Tree**,非 Building —— §9-W0 原示例猜错了); +- ✅ **AreaData `position` = 地图全局 cm**(§5.6 W3 修正;`001003` 全局断言在 `map_formats_test.cpp`); +- ⬜ 落点校验(人工):取一个已知 `Building` 对象(从 `map_probe` 输出里挑一个 type=Building 的 + CRC),其 `position` 经 §6「加区块原点 + 轴转换」后落点与 `minimap.dds` 上该建筑一致; +- ⬜ `AssetResolver` 的未解析路径 / 重复虚拟路径进报告(`map_probe` 已打印计数,需补明细导出)。 + +### Phase W1:地形几何 + +目标:在 Godot 中正确显示 A1 高度地形。 + +> **进度(2026-08-29)—— W1 几何做通**。`formats/terrain_mesh.{h,cpp}`(纯数学,CTest 覆盖): +> 129×129 顶点 / 128×128 quad,对角线 TL→BR(= `CTerrain::GetHeight` 的 h1/h2),中心差分法线用 +> `height.raw` 边界样本(跨区块无缝),坐标经 `m2_coord` 转 Godot 空间 + 区块原点。`terrain_height_at()` +> 逐字节照 `AreaTerrain.cpp CTerrain::GetHeight` 的左/右三角插值。 +> `extension/src/metin2_world.{h,cpp}` = `Metin2World` GDExtension 节点(SHINSOO §8 API 子集: +> `assets_root` / `map_path` / `load_radius_tiles` / `load_map()` / `unload_map()` / `sample_height()` / +> `get_load_report()`)。headless 冒烟 `project/world_probe.gd`:A1 20/20 区块建成 `MeshInstance3D` +> (165ms),`sample_height(128,128)=175.7m`(与 areadata z≈178m 一致),地图外返回 0,RESULT PASS。 +> **打磨(2026-08-29)**:每区块 `StaticBody3D` + `HeightMapShape3D`(129²,缩放承载格距)已加。 +> **剩余**:16×16 patch 裁剪单元、相邻区块共享边 = 0 的显式断言、线框截图。 + +实现: + +1. 每个区块生成 129×129 可见顶点和 128×128 个 quad; +2. `height.raw` 的 131×131 数据保留边界样本,用于相邻区块法线; +3. 三角线方向必须与原客户端 `GetHeight()` 的左右三角判定一致; +4. 法线按原客户端中心差分算法生成; +5. 先以 16×16 格 patch 为裁剪/LOD 单元; +6. 生成简单灰色材质和 `HeightMapShape3D` 或等价碰撞; +7. 提供 `sample_height()` 并与网格表面交叉验证。 + +> **线程:R1 主线程同步构建。** W1–W7 的区块解析 + mesh/splat 生成都在主线程同步做,接受加载时的 +> 短暂卡顿(截图样板不追求流畅游览)。§7 数据流里的 worker-thread 拆分是 W8 的事,别提前引入 +> `RenderingServer` 跨线程调用的复杂度。 + +验收: + +- 四个相邻区块的共享边高度误差为 0; +- 接缝处法线连续,无可见裂缝; +- 已知 AreaData 物体落在正确地形高度附近; +- 地图尺寸和区块原点换算正确; +- 线框截图能辨认出 A1 地貌。 + +### Phase W2:地表 splatting 与烘焙阴影 + +目标:得到参考图中最关键的道路/草地分布和明暗结构。 + +> **进度(2026-08-29)—— W2 多图层地表着色器**。`formats/splat.{h,cpp}` 逐字节照 +> `AreaTerrain.cpp RAW_GenerateSplat`(`tile.raw` → 每图层 258² alpha + 1px 羽化)。 +> `extension/src/terrain_splat.{h,cpp}` = `build_chunk_terrain_material()`:当前把图层 alpha 打进 +> ≤2 张 RGBA8 权重贴图;图层色 DDS(`dxt.cpp`)解码 + 强制 resize 512² + 运行时 mipmap 后堆成 +> `Texture2DArray`; +> `ShaderMaterial`(`SRC_TERRAIN`)逐图层按权重 `mix`,UV 按 `TextureLayer.u_scale/v_scale/offset` +> 平铺,`shadowmap.dds` 作 albedo 乘法项(有则),光照交给 Godot `DirectionalLight`。 +> **窗口渲染验证**:`project/world_shot.gd` 出 `test/golden/world-a1-terrain-top.png` + +> `world-a1-persp.png` —— 当前 8 层子集下道路 / 草地 / 沙滩 / 岩壁轮廓可辨且跨区块无明显接缝; +> 在补齐最多 13 个活动层之前,不能据此宣称完整地表分布已与原客户端一致。 +> **已确认的 P1 缺口**:当前 `min(8, splat.layers.size())` 静默截断活动图层;A1 单区块最多有 +> **13 个非零图层**,最坏丢 5 层。当前 UV `128/scale` 也不等于原客户端公式。 +> **剩余**:支持全部活动图层;把 UV 改为 `fTerrainTexCoordBase * Scale`(对当前区块归一化 UV 即 +> U=`8*UScale`、V=`-8*VScale`,offset 同步符号);保留源分辨率/原 mip,严格 parity 时关闭程序化 +> `macro_detail`;再用 minimap/受控帧验收,并跑 Mobile renderer。 + +兼容路径先实现原客户端语义: + +1. `tile.raw` 的值是 TextureSet 图层编号; +2. 按原 `RAW_GenerateSplat` 逻辑生成每图层 258×258 alpha; +3. 图层按原顺序叠加; +4. 使用原公式 `fTerrainTexCoordBase * UScale`、`-fTerrainTexCoordBase * VScale` 和对应 offset 生成 UV; +5. `shadowmap.dds` 作为地表颜色乘法项; +6. 只有当前 patch 出现的图层才提交绘制,但不得按固定 8 层上限截断。 + +第一版允许“一图层一 pass”来优先保证准确。R1 达标后,再把每 4 个权重打包到 RGBA 或使用纹理数组减少 draw call。优化版本必须与兼容路径做截图对比,不能改变道路边缘。 + +> **移动端提前验**:17 图层「一图层一 pass」在移动 GPU 上仍然很重。W2 里就在一加 13 / iPhone 16 上 +> 跑一次单区块 splat,确认合批路径(RGBA 权重打包 or `sampler2DArray` —— Vulkan / Metal 都支持数组 +> 采样)帧率可接受;不行则地表方案在 W2 内定,别拖到 W8 才返工。 + +材质最低要求: + +- sRGB 地表纹理; +- mipmap、重复寻址和各向异性过滤; +- 太阳漫反射; +- `.msenv` material ambient/emissive 近似; +- `shadowmap.dds` 调制; +- 可选距离宏细节衰减,不能破坏原纹理分布。 + +验收: + +- 道路、草地、石地和沙地轮廓与 `minimap.dds` 对齐; +- 区块边缘没有 mask 接缝; +- `Texture001..017` 不发生索引偏移; +- 真实 A1 最多 13 个非零层的区块不会丢层,并有自动化断言; +- 固定俯视相机截图可稳定生成 golden; +- 关闭实时阴影时,烘焙阴影仍可见。 + +### Phase W3:Property 驱动的静态场景 + +目标:不用手工摆放即可恢复村庄建筑和摆件。 + +> **进度(2026-08-29)—— W3 首版**。决策落地:不新建 `Metin2StaticModel` 节点,改用轻量自由函数 +> `extension/src/static_object.{h,cpp}` `get_static_mesh()` —— 复用 `gr2_bridge` 的 `build_parts` / +> `build_mesh`,逐 surface 从 gr2 material binding(`Mesh::material_textures`)取贴图,走 `AssetResolver` +> 定位 + `dxt.cpp` 解码,**按真实路径缓存、跨实例共享同一 `ArrayMesh`**,不建 Skeleton3D。 +> `Metin2World::place_objects()`:遍历各区块 areadata → `PropertyRegistry` 查 CRC → `Building` 用 +> `buildingfile` / `DungeonBlock` 用 `dungeonblockfile` → 实例化 `MeshInstance3D`。 +> A1 实测:975 个 areadata → **601 个 Building/DungeonBlock 实例,119 个共享 mesh,0 缺模型**; +> 6 个跳过(Effect/Ambience;368 个 Tree 走 W4)。 +> **W3 尾巴已补**:位置改用**地图全局 cm**(W0 误判为区块本地,见 §5.6 修正 —— 视觉核对时发现 +> 建筑飘到地图外才抓到);`ShadowFlag=0/空` → `SHADOW_CASTING_OFF`;`portal_ids` 存进节点 meta; +> 材质默认 `CULL_BACK`(贴图名含 leaf/grass/fence/ivy 才 alpha-scissor + 双面);有同名 `.mdatr` +> 的实例计数(A1 = 601,碰撞未建)。`ypr_basis()` = `Ry(yaw)·Rx(pitch)·Rz(roll)`(Metin2 Z-up 空间,忠实 +> 移植 `D3DXMatrixRotationYawPitchRoll`);放置用 `object_basis_godot()` = 其共轭到 Godot Y-up(`C·R·C⁻¹`, +> `C=rotate(-90°,X)`)—— **修了之前漏轴转换的 bug**(roll=朝向被当成绕 Godot Z 翻滚,影响 66% A1 物体)。 +> CTest 钉了 identity / roll=90→绕 Godot+Y / 正交性。 +> **B1 材质数据(2026-08-29)**:libgr2 `MaterialInfo` 加 `map_count` / `alpha_blend`(Name~"Blend"+maps>1,照 +> `EterGrnLib Material.cpp:233`)/ `two_sided`(名字关键字近似 ExtendedData "Two-sided")。`static_object` 据此 +> 切 `TRANSPARENCY_ALPHA` / `CULL_DISABLED`。gr2fuzz 9166/9166 不回归。 +> **剩余**:`ypr` 逐建筑朝向对原客户端截图复核(轴共轭 bug 已修,见上);`.mdatr` 碰撞体;`_lod_01..03` 距离切换;`ExtendedData` 精确解析。 + +实现: + +1. 根据 AreaData CRC 查 Property; +2. 读取对象位置、YPR、heightBias 和 portal ids; +3. `Building`、`DungeonBlock` 复用 `libgr2`,但走专用静态资源路径; +4. 同一 GR2 只解析一次,Mesh 和 Material 跨实例共享; +5. 支持 `_lod_01.gr2`、`_lod_02.gr2`、`_lod_03.gr2`; +6. `ShadowFlag` 决定是否参与实时阴影; +7. `.mdatr` 用于静态碰撞,若暂未实现则必须在报告中列出; +8. portal 信息先保存,R1 可不做室内 portal 裁剪。 + +不要为每栋静态建筑创建完整动画播放器和独立纹理。**W3 开工前须定方向**:新增 `Metin2StaticModel`,还是 +把 `Metin2Model` 的“资源解析”与“节点实例化”拆开。它决定 W3 的大部分工作量,别拖到撞上再定。 + +验收: + +- `000000` 的每条 AreaData(W0 实测 23,全部命中 Property 注册表)都有明确结果:成功、暂不支持或缺资源; +- 一个已知 `Building` 对象(从 `map_probe` 输出挑一个 type=Building 的 CRC;`569394331` 是 Tree,不能用) + 的位置和旋转正确; +- 建筑屋顶朝向、正反面剔除和贴图没有明显错误; +- 重复建筑共享 Mesh/Texture; +- 缺失资源只影响单个实例,不导致地图加载失败。 + +### Phase W4:树木与植被 + +目标:恢复参考图中影响轮廓和色彩最大的树冠。 + +> **`.spt` 调研修正(2026-08-29)**:几何 parser 仍在闭源 `CSpeedTreeRT::LoadTree()`,但仓库 +> `speedtree_static.lib` 实测是保留大量类/函数符号的 **COFF x86-64**,并附完整 `SpeedTreeRT.h`;它不能 +> 链进 macOS/移动端,授权与转换产物分发也必须先确认。优先方案是 Windows x64 离线 exporter 调用 +> `LoadTree/Compute/GetGeometry`,不是先完整反编译 `.spt`。 +> +> **W4/R2(真实纹理 proxy,已落地)**:`formats/spt.{h,cpp}` 除 magic/内嵌贴图外,会提取二进制 +> 尾标中的 `CompositeMap*` / `CompositeShadowMap*`;`extension/src/tree_placeholder.{h,cpp}` 从 +> AssetResolver 加载真实 bark DDS 和 B1/B2/B3/N1/N2 composite atlas,生成确定性树干/分枝与多组 +> 交叉叶簇,`SRC_LEAF` 使用 alpha-scissor、mipmap anisotropic 和按实例错相风摆。解析失败才回退到 +> 程序化叶片。 +> `Metin2World::place_chunk_objects()` 按 `treefile` 缓存共享 Mesh → 每组一个 `MultiMeshInstance3D`; +> 逐实例只使用 areadata 的全局位置,已移除旧 proxy 未经原客户端证实的随机 yaw/scale jitter。 +> A1 实测 **368 棵 / 14 树种**;MultiMesh `visibility_range_end=420m`(+60m 淡出)。 +> **剩余**:真实 branch/frond/leaf table、按树种精确尺寸、LOD/impostor、环境色调和阴影策略。 + +两条路径: + +1. **当前 R2 proxy**:真实 bark/composite atlas + 确定性枝干/叶簇,先保证地图可运行和轮廓明显优于占位; +2. **最终 parity 路径**:验证授权后,用 Windows x64 离线 exporter 将 `.spt` 转成普通 branch/frond/leaf Mesh、LOD 与 impostor。 + +> **离线 exporter 仍是待决项**:真实资产共 **118** 个;先拿最终机位的 3 个代表树种,在兼容的 +> Windows x64/MSVC 环境验证 `LoadTree → Compute(seed=1) → GetTextures/GetGeometry`。导出器需保留 +> branch/frond strip、leaf cluster、wind weight/index、每级 LOD、billboard、包围盒和纹理名;未确认 +> 授权前不提交专有库、反编译实现或转换资产。 + +R1 树木材质要求: + +- 叶片 `alpha_scissor`,避免全透明区域参与排序; +- `cull_disabled` 双面; +- 树干 opaque; +- 叶片颜色受环境光和太阳影响; +- 简单顶点风摆; +- 相同树种使用 `MultiMeshInstance3D`; +- 远距离使用低模或 billboard。 + +`TreeSize` 和 `TreeVariance` 必须参与实例尺度,随机结果以 CRC/对象索引为种子,保证每次截图一致。 + +验收: + +- A1 村庄主要树木的位置、尺度和树种一致; +- 叶片无黑色方块、严重白边或单面消失; +- 固定截图中的树冠轮廓稳定; +- 树木实例不会导致每帧大量 CPU 更新。 + +### Phase W5:环境、灯光和画面风格 + +> **观感打磨(2026-08-29 第二轮,向参考图靠)**:`environment_builder` —— 环境光改 `AMBIENT_SOURCE_COLOR` +> 用 `.msenv Material.Ambient` 暖色提亮阴影面;4-split 阴影 + 收紧 cascade(500m)+ bias 调; +> `adjustment` 饱和 1.22 / 对比 1.10;开轻 glow(HDR 溢出)+ 轻 SSAO。地形着色器加各向异性过滤 + +> 低频宏观明暗破平铺。`static_object` 用 **B1**(见下)的 alpha/two-sided 切材质。整体色调更接近 +> Metin2 高对比高饱和暖调。 + +目标:从“资源正确”推进到参考图的经典高亮、高饱和视觉。 + +> **进度(2026-08-29)—— W5 首版**。`extension/src/environment_builder.{h,cpp}` `apply_environment()` +> 把 `fmt::Environment`(`.msenv`)落到 Godot: +> - `DirectionalLight.Background` → 场景 `Sun`(方向经 `direction_to_godot` + `Basis::looking_at`, +> 色 = `bg_diffuse`,energy 按亮度,`shadow=on`) +> - `SkyBox.Gradient`(10 行)→ `ProceduralSkyMaterial` 三段色(zenith / horizon / ground) +> - `Material.Ambient` → `AMBIENT_SOURCE_SKY` energy + `ambient_light_color` +> - `Fog`(`foglevel 6`)→ **深度雾** begin≈225m / end≈925m(`foglevel` 越大起雾越近;首版误用 +> 指数密度把全图刷白,已改深度雾) +> - 色调 = Filmic + `adjustment`(saturation 1.12 / contrast 1.05) +> +> `Metin2World` load 时解析 `A1.msenv`(`resolver` 定位)→ `apply_environment(this)`,建 `Sun` + +> `WorldEnv` 子节点。`world-a1-{persp,terrain-top}.png` 重出:蓝天渐变 + 远山轻霭 + 定向光阴影 + +> 偏饱和绿地。 +> **剩余**:`DirectionalLight.Character` 角色光(留角色材质 uniform,§9-W5 note);`SkyBox` 云层 +> texture/speed;lens flare(R2);烘焙 `shadowmap.dds` 与实时阴影的双影规避;同机位 ROI 直方图对 +> 参考帧。 + +实现映射: + +| `.msenv` 数据 | Godot 映射 | +|---|---| +| DirectionalLight.Background | 地形/建筑主方向光 | +| DirectionalLight.Character | 角色灯光参数或角色材质修正 | +| Material Ambient/Emissive | WorldEnvironment + 材质参数 | +| Fog Color/Level | 深度雾颜色与距离 | +| SkyBox Gradient | 自定义天空 shader | +| Cloud texture/speed | 天空云层 shader | +| LensFlare | R2 屏幕空间 flare/billboard | + +> **`DirectionalLight.Character` 落地方式 W5 开工前定**:Godot Forward+ 不易做「地形一套光 / 角色另一 +> 套光」。候选:给 `SRC_MIX` / `SRC_SKIN` 加一组 character-light uniform,或用 Godot light `cull_mask` +> 把角色光单独分层。别留到调色阶段才发现角色偏色是光照分层没做。 + +阴影: + +- 地形使用烘焙 shadowmap,并继续接收玩家/NPC 的实时接触阴影; +- 角色实时投影;静态树木/建筑按是否已经烘焙选择性关闭实时投影,避免双影; +- 根据米制场景重新标定 shadow distance、cascade split、normal bias 和 bias; +- 角色脚下必须有清晰接触阴影; +- 避免烘焙阴影与实时建筑阴影造成不可接受的双影。 + +色调: + +- 保留 Filmic 作为起点,但最终以参考图为准; +- 增加曝光、对比度、饱和度和暖色调参数; +- 不以“物理正确 PBR”作为验收目标; +- 禁止用极端曝光掩盖贴图、材质或光照错误。 + +验收采用同机位图像统计:天空、道路、草地、建筑和角色分别取 ROI,对比平均亮度、饱和度、主色和边缘结构。 + +### Phase W6:玩家、NPC 与游戏相机 + +目标:把当前模型演示器变成第三人称场景。 + +> **进度(2026-08-29)—— W6 首版**。`project/world_demo.gd`(`SceneTree` 脚本):`Metin2World` + +> 玩家(`Metin2Model` warrior + `Metin2AnimPlayer`)+ NPC(shaman,`wait.msa`)+ 第三人称相机。 +> - 玩家:WASD 相对相机朝向移动,`_player.rotation.y` 朝移动方向;`Metin2World.is_blocked()` +> (`attr.atr` bit0,新加 `sample_attribute()`)挡移动;`sample_height()` 逐帧贴地 +> - 动画状态机:speed 0 → `general/wait.msa`,< 阈值 → `walk`,否则 `run`(切 `anim_path` 触发重载) +> - 相机:`yaw/pitch/dist` 环绕 + 沿视线采 `sample_height` 的防穿逼近 +> - 截图模式跑脚本化「前进 + 右转」→ `test/golden/world-a1-r1.png`:warrior 跑姿在地形上, +> 朝向正确,相机跟随不穿地,背景是 W1–W5 的完整世界 +> **打磨(2026-08-29)**:NPC `Label3D` 名字牌;**玩家发型挂接**(`Metin2Model.hair_gr2`,骨骼按名重映射 +> 到 base skeleton,并入 CPU 蒙皮,`alpha_scissor`;warrior 74/74 骨匹配)—— 角色不再是秃头。 +> **剩余**:鼠标转视角交互壳、相机遮挡淡出、武器挂点、GPU 路径的 hair、确定性机位 preset。 + +实现: + +1. 复用 `Metin2Model` 和 `Metin2AnimPlayer`; +2. 正式补齐头发、武器和共享骨架附件; +3. 玩家和 NPC 默认使用 GPU 自定义蒙皮; +4. 玩家 Y 位置实时贴合 `sample_height()`; +5. `attr.atr` 的 `ATTRIBUTE_BLOCK` 用于移动阻挡; +6. 相机包含跟随、yaw/pitch、缩放、近远裁剪和遮挡处理; +7. 调出与参考图相似的高度、距离和 FOV,并保存成确定性 preset; +8. NPC 名称和交互提示使用 `Label3D` 或屏幕空间跟随 UI。 + +R1 不要求完整角色控制器,但必须能用键盘移动、转向、从 idle 切到 walk/run,并稳定截图。 +R1 的「可移动」= 贴地(`sample_height`)+ `attr.atr` 阻挡;建筑 / 摆件的实体碰撞(`.mdatr`,见 W3 第 7 项) +是 R2 或之后,不阻塞 R1。 + +验收: + +- 玩家比例与建筑、道路一致; +- 角色脚不明显悬空或陷地; +- 相机不会穿过地面; +- 固定 preset 能重复生成相同构图; +- 玩家和 NPC 动画正常,无 CPU/GPU 蒙皮差异回归。 + +### Phase W7:水面、必要特效与 HUD + +目标:完成 R2 最终画面。 + +> **进度(2026-08-29)—— W7 首版**。 +> - **水面**:`extension/src/water_builder.{h,cpp}` —— `water.wtr`(`formats` 已解析)逐层按 texel +> **行合并 span** 生成掩膜网格,Y = `heights[layer]·HeightScale·0.01`;同层/区块为一个 mesh surface。 +> `SRC_WATER` 仍是程序化波纹法线 + 菲涅耳 alpha + 深/浅色 mix + 高 SPECULAR 太阳光斑。 +> A1 = **28 片水面 / 19 区块**。 +> - **HUD**:`project/hud.gd`(`CanvasLayer`)—— 小地图 = 4×5 张 `minimap.dds`(`Metin2World.load_dds` +> 新方法解 DDS)拼图 + 玩家黄点;HP/MP 条、8 格快捷栏、`I` 开关背包(占位)。 +> - `test/golden/world-a1-r2.png` = 当前已实现部分的叠加(第三人称 + 占位 HUD + 程序化水 + `.msenv`), +> 不代表 W7 的必要特效和真实 UI 已完成。 +> **`.mse` 特效尚未端口**:资产是 ASCII 文本,原客户端 EffectLib 已有 parser 和语义真值;缺口是 +> Godot 数据模型、粒子/mesh/light 运行时、材质与挂点,不是格式逆向。 +> **剩余**:原客户端 30 帧水纹、逐顶点水深 alpha/高度动画、`.mse` 最小子集、HUD 真实 UI 贴图, +> 以及玩家朝向箭头/缩放。 + +水面: + +- 解析 `water.wtr` 的 128×128 layer id; +- `0xFF` 表示无水,其余值引用层高度; +- 按连续水域生成合并网格,不能一格一个节点; +- parity 路径加载 `special/water/01.dds`…`30.dds`,约每 70ms 翻页,并使用相机空间位置 UV; +- 按 `waterHeight - terrainHeight` 复现逐顶点 alpha,并复现轻微高度动画; +- `ReflectionProbe` 是 cubemap,不作为平面反射;需要时用镜像相机 + SubViewport 或 SSR; +- Godot 4 折射使用 `hint_screen_texture` sampler + `SCREEN_UV`,不能沿用 Godot 3 的 `SCREEN_TEXTURE`; +- normal map、折射、岸线泡沫和高成本反射属于增强项,只有参考机位明确可见时才纳入 R2; +- 行列矩形合并只减少顶点/索引;减少 draw call 需跨区块/水层合批,必须分别测量。 + +特效: + +> **真值来源已定位**:`.mse` 是 ASCII Group/List 文本。顶层见 `EffectLib/EffectData.cpp`,粒子见 +> `ParticleSystemData.cpp`,mesh effect 见 `EffectMesh.cpp`,light 见 `SimpleLightData.cpp`;运行时由 +> `CEffectManager` 等类驱动。端口这些结构和时间事件语义,不凭字段名重做一套推断 parser。 + +- 先统计最终机位内实际出现的 `.mse`; +- 为必要的 billboard、粒子和 mesh emitter 实现最小兼容子集; +- 未出现在最终机位的完整技能特效不阻塞本里程碑; +- 不允许用永久静态贴图替代会明显影响参考画面的动态环境效果。 + +HUD: + +- 用 Godot `CanvasLayer`/`Control` 构建; +- UI 贴图通过 `AssetResolver` 从各 pack 的 `ymir work/ui/` 和 `assets/locale/locale//ui/` 读取; +- 小地图由各区块 `minimap.dds` 拼接并按玩家全局坐标定位;先保持 north-up、旋转玩家 heading 箭头, + 只有原客户端配置/受控帧证明整图旋转时才旋转地图; +- 背包和快捷栏只要求展示与基础开关,不要求服务端物品逻辑; +- UI 在 1920×1080 下先做像素对齐,再补缩放策略; +- 字体、描边、层级和透明度需接近参考图。 + +验收:最终帧包含参考图中相同类别的 HUD 元素,并且不改变三维场景机位和曝光。 + +### Phase W8:流式加载、缓存和性能 + +目标:从固定截图样板变成可稳定游览的 A1 地图。 + +> **进度(2026-08-29)—— W8 首版**。`Metin2World` 重构成**逐区块自包含**:每个区块一个 +> `Chunk_` 根节点,挂 terrain + water + 该区块的建筑 + 该区块的树 MultiMesh;卸载 = free 根节点。 +> - **流式**:`load_radius_tiles >= 0` 时按 `focus` 的 (2r+1)² 装/卸。`set_focus_position(gx,gz)` → +> 算 focus tile,变了就 `stream_update()`(卸半径外 + 入队半径内)。`_process` 每帧建 `stream_budget` +> 个(默认 1)。`load_radius_tiles = -1` 保留「一次全建」。 +> - **缓存**:`PropertyRegistry`(1330 CRC)、`AssetResolver`(5.4 万文件)、`StaticMeshCache` +> (建筑 gr2 → ArrayMesh,119 份)、DDS 解码缓存跨区块装卸复用。 +> - **性能报告**:`get_perf()` → fps / process_ms / draw_calls / primitives / video_mem / tex_mem / +> objects_3d / nodes / resident_chunks。 +> - `world_demo.gd` 实测(`radius=1`,3×3):**resident_chunks 9**(非 20),稳定 30fps(headless 上限), +> ~34ms/帧,draw 450–550,显存 320MB / 纹理 221MB。 +> **剩余**:worker thread 解析(现主线程同步,`stream_budget` 分摊)、建筑 `_lod_*` 距离切换、 +> 全活动图层/精确 UV/源 mip 修复后再测、真机(一加 13 / iPhone 16)基线。 + +实现: + +- 玩家所在区块 + 周围 3×3 区块常驻; +- 更远区块只保留低成本远景或卸载; +- 文件读取、文本解析、height/splat 生成可在 worker thread; +- Godot Resource/Node 创建和场景树修改在允许的主线程阶段完成; +- Mesh、Texture、Material、Property 和解析结果分别缓存; +- 静态建筑批次、树木 MultiMesh、LOD、可见距离和遮挡裁剪; +- DDS 完整 mip 链和平台压缩纹理; +- 加载有每帧预算,移动时不能出现长时间主线程停顿。 + +建议 R2 性能门槛: + +| 平台 | 分辨率 | 目标 | 说明 | +|---|---:|---:|---| +| Mac 开发机 | 1920×1080 | 60 FPS | 最终截图基线 | +| iPhone 16 / 一加 13 | 设备原生或动态分辨率 | 稳定可玩(旗舰基线) | 自用参考,非发布门槛 | + +性能报告必须同时记录 CPU frame、GPU frame、draw calls、三角形、纹理显存、活跃对象和区块加载峰值,不能只写平均 FPS。 + +## 10. 材质兼容要求 + +世界场景会放大当前启发式材质的问题。R1 前至少完成: + +- 从 GR2 暴露材质实际承载的纹理/双面等数据,并按原客户端源码分支复现 blend、alpha test、cull、sphere-map 和必要的多贴图状态; +- 支持 `D3DCULL_NONE`,尤其是屋檐、围栏、叶片和薄片; +- 支持顶点色; +- alpha-test 阈值来自材质或兼容配置,不再只看表面名; +- 区分 sRGB 颜色纹理与线性 mask/权重纹理; +- 恢复 DDS mip 链; +- 同材质参数生成稳定 cache key; +- 透明和 additive 设置明确的排序/优先级。 + +完整固定功能材质分支可以渐进实现,但最终机位内出现的错误材质必须在 R1 前修复,不能以“已列入 BACKLOG”为通过理由。 + +## 11. 测试方案 + +### 11.1 格式单元测试 + +放入 `formats/tests`,不启动 Godot: + +- map setting 正常/缺字段/非法值; +- 131×131 height 数据及截断输入; +- attr/water magic、宽高和 payload 校验; +- tile layer 越界; +- TextureSet 的 index 0 规则; +- `YPRT`、CRC、五种 PropertyType; +- AreaData 的 YPR、heightBias、portal ids; +- Windows 路径、大小写、空格和重复 pack 冲突。 + +### 11.2 数值测试 + +> 地图数据没有 `.gr2` 那种外部 oracle(Granny DLL)。这里的「对拍」= 把 `Terrain.cpp` / `Area.cpp` +> 的公式移植过来做自洽测试 + 与 `minimap.dds` 目视核对;正确性上限取决于移植是否忠实。 + +- 高度采样与原客户端三角插值公式对拍; +- 法线与中心差分公式对拍; +- 区块目录 id 和原点换算; +- Metin2 → Godot 坐标和 YPR(AreaData `position` = 地图全局 cm,见 §5.6); +- `attr.atr` 位标记; +- water layer 和高度; +- Property CRC 命中率和对象分类计数。 + +### 11.3 Godot 冒烟测试 + +无窗口或固定窗口运行: + +- 加载单个 `000000`; +- 加载 2×2 区块检查接缝; +- 加载 A1 3×3 活动区域; +- 实例化已知建筑 CRC; +- 同时实例化玩家和 NPC; +- 缺失单一资源时继续加载; +- 反复 load/unload 后无节点和纹理持续增长。 + +### 11.4 Golden 截图 + +至少维护以下固定相机: + +| Golden | 内容 | 主要检查 | +|---|---|---| +| `world-a1-terrain-top.png` | 俯视地形 | splat 分布、区块接缝 | +| `world-a1-objects.png` | 村庄静态对象 | CRC、位置、旋转、贴图 | +| `world-a1-lighting.png` | 无 HUD 场景 | 天空、雾、阴影、色调 | +| `world-a1-r1.png` | 玩家第三人称 | R1 完整构图 | +| `world-a1-r2.png` | 最终 HUD 画面 | 最终交付 | + +Godot 与原 Direct3D 渲染器不要求逐像素一致。门禁分两层: + +1. 硬门禁:加载成功、对象计数、NaN、缺资源、空 mesh、接缝和崩溃; +2. 视觉门禁:SSIM/边缘结构、区域直方图与人工签核结合。 + +视觉比较前必须锁定:Godot 版本、renderer、窗口尺寸、相机 transform/FOV、时间、动画帧、随机种子、曝光、天气和资源索引优先级。 + +> **原客户端参考帧要「受控」采集,不能只拿一张随手截图。** `ingame-shinsoo.png` 只用于早期 +> 目视对齐。正式视觉门禁需要:在原 D3D 客户端里到一个**已知全局坐标 + 已知 yaw/pitch + 已知 +> FOV + 关 HUD**(或裁掉 HUD 区)的机位截图,把这组参数记进 `test/maps/` 的机位 preset, +> Godot 侧用 §6 的坐标转换复现同一机位。原客户端若无法脚本化摆机位,则退而用「同一地标、 +> 人工尽量对齐 + 只比 ROI 结构/直方图、不比全图 SSIM」,并在报告里注明是人工对齐。 + +## 12. 里程碑与依赖 + +```text +W0 格式/路径 + ├─> W1 地形几何 ─> W2 splat/阴影 ─┐ + ├─> W3 静态对象 ─> W4 树木 ──────┼─> W5 环境/光照 + └─> 角色资源路径 ─> W6 玩家/相机 ─┘ + └─> R1 +R1 ─> W7 水/必要特效/HUD ─> R2 +R1 ─> W8 流送/性能,可与 W7 并行推进 +``` + +> W0 和 §9-W4 的 `.spt` 调研都无 Godot 依赖,可在 Phase 2 的 bring-up 期间并行提前做;W1 及以后建议 +> 等 bring-up 有结果(见开头「定位」)。上图是 bring-up 之后的阶段依赖,不是日历排期。 + +阶段完成定义: + +| 里程碑 | 完成条件 | +|---|---| +| M-W0 | A1 全部地图、Property 和依赖路径有结构化解析报告 | +| M-W1 | 2×2 地形无高度/法线接缝,高度采样测试通过 | +| M-W2 | 道路/草地与 minimap 对齐,shadowmap 正确 | +| M-W3 | 最终机位内静态对象自动摆放且材质基本正确 | +| M-W4 | 树木位置正确;proxy 的真实 bark/composite atlas、叶片透明、风摆和 MultiMesh 通过;最终 parity 另需 exporter 的真实几何/LOD | +| M-W5 | 天空、雾、太阳、曝光和阴影达到参考风格 | +| M-W6 | 玩家/NPC/相机组成 R1 golden | +| M-W7 | 水、必要特效和 HUD 组成 R2 golden | +| M-W8 | 3×3 流送稳定,并有 CPU/GPU/显存报告 | + +## 13. 与 BACKLOG 的映射 + +| 本文阶段 | BACKLOG ID | 处理方式 | +|---|---|---| +| W0 | `E11`、`E12`、`G7`、`I5`、`H7`(+ `G1`/`G2`/`G3` 的前置) | Map formats、AssetResolver、PropertyRegistry、坐标模块、地图回归 | +| W1/W2 | `E8` | 将 E8 拆为 geometry、splat、attr、shadow 四项 | +| W3 | `E13`(+ `E12` 的 AreaData 部分) | AreaData/Property 对象实例化 | +| W4 | `E10` | 当前运行时使用真实纹理 proxy;最终 parity 走可授权的 Windows x64 离线转换 | +| W5 | E1/E2/E3/E4/E5、B1–B11 | 以最终机位出现的问题作为 R1 门禁 | +| W6 | A1/A2、C2/C5、D1/D2、I4 | 完成角色装配和游戏相机 | +| W7 | E7/E9、UI | `.mse` 只先做最终场景必要子集;UI 纳入 R2 | +| W8 | C9、G2/G3/G5/G6、F4 | 正式流送、LOD 和平台性能 | + +以下新 ID 已加入 [`BACKLOG.md`](./BACKLOG.md)(E / G / H / I 段): + +- E11:MapSetting/TextureSet/Environment 解析; +- E12:区块二进制 + AreaData/AreaAmbienceData 解析; +- E13:Property CRC 注册与五类对象实例化; +- G7:跨 pack 虚拟路径索引与覆盖优先级; +- H7:A1 地图格式/数值/golden 回归; +- I5:地图坐标、全局坐标和 Godot 坐标统一转换。 + +上表左列引用的其余 ID(`E1`–`E10` / `B1`–`B11` / `A1`–`A2` / `C2`–`C9` / `D1`–`D2` / `G1`–`G6` / +`F4` / `I4`)以 `BACKLOG.md` 的当前定义为准 —— W0 开工时先对一遍,该文件近期改动频繁,ID 含义可能已漂移。 + +## 14. 风险与处理 + +| 风险 | 影响 | 处理 | +|---|---|---| +| pack 目录中存在大小写或重复虚拟路径 | 加载到错误资源 | 确定性索引、冲突报告、优先级快照 | +| SpeedTree 格式/运行时授权不可用 | 无法获得原始几何/LOD | 保留当前真实纹理 proxy 或使用授权清晰的替代 Mesh;不在运行时分发专有库 | +| GR2 材质数据仍不完整 | 建筑/叶片观感错误 | B1 前置,最终机位逐材质审计 | +| 一图层一 pass draw call 高 | 地形 GPU 开销大 | 先保真,再以 RGBA/array 合批并对比 golden | +| 所有静态模型走现有角色节点 | 内存和加载时间爆炸 | 静态资源/实例分离、跨实例缓存 | +| 坐标/旋转符号错误 | 建筑镜像、道路错位 | 单一转换模块 + 已知对象数值测试 | +| DDS 只解 level 0 | 远景闪烁、显存高 | 恢复完整 mip,平台格式转 BC/ASTC | +| UI 抢占世界渲染进度 | R1 长期不可验收 | R1/R2 分级,HUD 不阻塞 R1 | +| 原资源许可不明确 | 无法分发 | 代码与资产分离,发布前完成许可审查 | + +## 15. 最终验收清单 + +### R1:世界场景 + +- [ ] 直接读取 `assets/`,没有手工重建村庄布局; +- [ ] A1 地形数据(`MapSize`,示例 4×5)可解析,最终机位周围至少加载 3×3; +- [ ] 地形高度、法线和区块边界无明显错误; +- [ ] 道路/草地/石地分布与 minimap 和参考图一致; +- [ ] 地形烘焙阴影正确; +- [ ] 建筑、围栏、灯柱等由 AreaData + Property 自动实例化; +- [x] 树木按 AreaData 位置放置,使用真实 bark/composite atlas、alpha-scissor、风摆和 MultiMesh; +- [ ] 代表树种经离线 exporter 获得真实 branch/frond/leaf、尺寸、LOD/impostor,并通过最终机位轮廓验收; +- [ ] 玩家和 NPC 的比例、贴图、动画和阴影正常; +- [ ] 第三人称机位与参考图相近且可确定性复现; +- [ ] 天空、雾、阳光、曝光和饱和度达到签核标准; +- [ ] 固定机位 `world-a1-r1.png` 通过结构化对比和人工评审。 + +### R2:最终画面 + +- [ ] 可见水域正确; +- [ ] 最终机位中必要 `.mse` 环境效果正常; +- [ ] 小地图、状态栏、快捷栏、背包和头顶文字完成; +- [ ] 1920×1080 UI 布局不遮挡错误区域; +- [ ] 场景可持续移动浏览,无明显区块加载卡顿; +- [ ] `world-a1-r2.png` 达到最终视觉签核; +- [ ] macOS 性能报告、缺失资源报告和测试结果归档; +- [ ] 发布物不意外包含无授权的原始资产。 + +## 16. 开发起点 + +> **W0 + §9-W4 的 `.spt` 调研可以在 Phase 2 的 bring-up 期间并行做**(纯调研 / 无 Godot 依赖); +> **W1 及以后建议等 bring-up 有结果**(见开头「定位」)。 + +第一批代码只做 W0(无 Godot 依赖),不应立刻编写水 shader 或 HUD: + +1. 增加 `AssetResolver`; +2. 增加六个无 Godot 依赖的地图格式 parser; +3. 为真实 A1 文件建立单元测试和 load report; +4. 固化坐标转换(`mtgodot::coord`,见 I5)。 + +W0 的 parser 报告和坐标测试通过后,第一个 W1 切片才是「在 `Metin2World` 中只加载 `000000`、输出灰色地形」。 +灰色地形 + W0 快照记录的对象数 + 已知 CRC 都通过测试后,再进入 W2 的 splat shader。这个顺序能最早暴露 +路径、格式、坐标和索引错误,并避免在错误的数据基础上反复调整画面。 diff --git a/docs/THIRD-PARTY.md b/docs/THIRD-PARTY.md new file mode 100644 index 00000000..34b14772 --- /dev/null +++ b/docs/THIRD-PARTY.md @@ -0,0 +1,70 @@ +# Third-party native dependencies + +The GDExtension links three native libraries that are **not** part of Godot or +godot-cpp. Phase 1 (macOS) pulled them from Homebrew; that stops working the +moment we cross-compile for the Android NDK or the iOS SDK (BACKLOG F1/F2), so as +of 2026-08-30 all three are built from source as part of our own CMake build. + +Everything lives under `extension/third_party/` and is wired by +`extension/third_party/CMakeLists.txt`, which exposes three aliases: + +| Alias | Backing target | Consumed by | +|-----------------|------------------|------------------------| +| `mt3p::sodium` | `sodium` | `mtnet`, `mtpack`, `mtproto` | +| `mt3p::zstd` | `libzstd_static` | `mtpack` | +| `mt3p::minilzo` | `minilzo` | `mtproto` | + +No source file changed: `#include `, `#include ` and +`#include ` all still resolve (the last via a 1-line shim header, +see below). + +## libsodium — via `robinlinden/libsodium-cmake` + +* **Submodule:** `extension/third_party/libsodium-cmake` @ `9b2848d` + * itself carries `jedisct1/libsodium` @ `93a7d0d` (libsodium 1.0.20 line) as a + **nested** submodule — clones need `--recursive`. +* **Why the wrapper:** upstream libsodium is autotools-only. This MIT-licensed + wrapper is a pure CMakeLists over an untouched libsodium checkout; it generates + `version.h`, sets `CONFIGURED`, and builds clean for macOS / iOS / Android / + Windows. Used by many mobile projects. +* **Build options we force:** `SODIUM_DISABLE_TESTS=ON`, `SODIUM_MINIMAL=OFF` + (we need `crypto_kx`, `crypto_auth`, `crypto_aead_xchacha20poly1305`, + `crypto_stream_xchacha20`, `crypto_generichash`/BLAKE2b — all outside the + "minimal" set). +* **License:** ISC (libsodium) + MIT (wrapper). Ship-safe. + +## libzstd — `facebook/zstd` + +* **Submodule:** `extension/third_party/zstd` @ tag **v1.5.6** (`794ea1b0`). +* Built through upstream `build/cmake` with: + `ZSTD_BUILD_PROGRAMS/SHARED/TESTS/CONTRIB=OFF`, `ZSTD_BUILD_STATIC=ON`, + `ZSTD_LEGACY_SUPPORT=OFF`, `ZSTD_MULTITHREAD_SUPPORT=OFF` (the eterpack path + only does single-shot `ZSTD_compress`/`ZSTD_decompress`). +* Target consumed: `libzstd_static` (carries its own public include dir). +* **License:** BSD-3-Clause / GPLv2 dual. Ship-safe under BSD. + +## miniLZO — vendored source (not a submodule) + +* **Files:** `extension/third_party/minilzo/{minilzo.c,minilzo.h,lzoconf.h,lzodefs.h}` + copied verbatim from **lzo-2.10** (`minilzo.c` sha1 `019debb3…`), plus + `README.LZO`, `COPYING`, `AUTHORS` as required by the LZO license. +* Upstream LZO has no git repo (oberhumer.com tarball only), and miniLZO is a + 4-file amalgamation, so it is copied in rather than submoduled. +* **Shim:** `minilzo/lzo/lzo1x.h` is a 1-line `#include "../minilzo.h"` so + `extension/src/proto/proto.cpp` keeps `#include ` unchanged. + miniLZO's API (`lzo_init`, `lzo1x_decompress_safe`, `LZO_E_OK`, `lzo_uint`) is a + strict subset of full LZO and covers everything the CLZO path uses. +* **License:** **GPLv2**. Acceptable for this internal, non-published, + non-commercial project on the same footing as `libgr2/src/oodle1.c` — but LZO + must be removed, replaced, or commercially licensed before any public release + or commercial use. (item_proto/mob_proto are the only LZO consumers; a + clean-room LZO1X decompressor is the eventual fix.) + +## Rebuilding / fetching + +`./build.sh` auto-runs `git submodule update --init --recursive` if any of the +three (godot-cpp, zstd, libsodium-cmake+libsodium) is missing. miniLZO needs no +fetch. + +Homebrew `libsodium` / `zstd` / `lzo` are no longer referenced by the build and +can be uninstalled. diff --git a/docs/reference/DEMO-PLAN.md b/docs/reference/DEMO-PLAN.md new file mode 100644 index 00000000..8dfce12e --- /dev/null +++ b/docs/reference/DEMO-PLAN.md @@ -0,0 +1,345 @@ +# Demo 开发方案 —— bgfx 渲染 assets 下的 gr2 资源 + +> 本文件把 [`PLAN.md`](./PLAN.md) 的 M0 + M1(+ M2 拉伸目标)落成一个**可演示的 demo** 的文件级施工图。 +> demo 只做 macOS(Metal),跑通后 iOS/Android 是同一套代码换 toolchain。 +> 前置事实、坐标/格式细节、风险都以 `PLAN.md` 为准,这里不重复论证。 + +--- + +## 1 · Demo 目标与演示脚本 + +**一句话**:一个原生 macOS 窗口,直接从 `m2dev-client-main/assets/` 读一个 `.gr2` + 它的 `.dds`,用 bgfx/Metal 把这个带蒙皮的角色渲染出来,轨道相机可转,能切线框 / 法线可视化;拉伸目标是让它播一个 `.msa` 动作。 + +**演示脚本(给人看的顺序)**: + +| 步骤 | 屏幕上 | 证明了 | +|---|---|---| +| 1 | 终端跑 `gr2dump warrior_cheongrin.gr2`,打印骨架树(骨骼名 + 父索引 + 层级缩进)、网格摘要(顶点数 / 索引数 / 三角组)、动画列表 | libgr2 能脱离 Granny 读结构 | +| 2 | 窗口出现,warrior 网格以**绑定姿势**显示,白模,轨道相机可拖转、滚轮缩放 | gr2 顶点 / 索引 / 骨架 → bgfx,交接成立 | +| 3 | 按 `T` 贴上 `warrior_cheongrin.dds`(DXT3 软解),材质正确 | DXT 解码 + texture-stage + UV 正确 | +| 4 | 按 `N` 切法线可视化、按 `W` 切线框 | 自检工具,抓法线翻转 / 拓扑错 | +| 5(拉伸)| 按 `Space` 播 `action/dance_1.gr2` + `dance_1.msa`,角色跳舞,CPU 蒙皮 | 曲线采样 + LBS 成立,M2 的核心 | +| 6 | 角标 HUD 显示 FPS / draw call / 三角数(bgfx 自带 `showStats`) | 有性能可读数 | + +**不做**:地形、特效、UI、多部件装配、eterpack(demo 用散装文件)、iOS/Android(同代码后续换 toolchain)。 + +--- + +## 2 · 演示用资产(具体文件,散装,无需解包) + +| 用途 | 路径(相对 `m2dev-client-main/`) | 事实 | +|---|---|---| +| 主模型 | `assets/PC/ymir work/pc/warrior/warrior_cheongrin.gr2` | 92 770 B,gr2 格式 v6,8 section,**section 全 Oodle1 压缩**(实测)| +| 主贴图 | `assets/PC/ymir work/pc/warrior/warrior_cheongrin.dds` | **512×512 DXT3,5 mip** | +| LOD 对照 | `warrior_cheongrin_lod_01/02/03.gr2` | 同骨架、减面,用于 M2 的 LOD 一致性检查 | +| 动作(拉伸)| `assets/PC/ymir work/pc/warrior/action/dance_1.gr2` + `dance_1.msa` | 动画单独一个 gr2 + 文本 msa | +| 刚体静态件(对照)| `assets/Zone/ymir work/zone/oxevent/ox_01.gr2` | 无骨骼,验证 rigid 分支 | + +> demo 起步**不碰 `.msm`**(`warrior_m.msm` 引用 `warrior_novice.GR2` + 61 组头发 + 一堆动作,太复杂)。直接 `warrior_cheongrin.gr2` + 同名 `.dds` 是自足的 mesh+texture 对。`.msm` 解析留到 M2 多部件装配。 + +**资产接入方式**:CMake 里配一个 `XRENDER_ASSET_ROOT` 指向 `../m2dev-client-main/assets`,demo 直接 `fopen` / mmap 读,不复制。 + +--- + +## 3 · 依赖与仓库骨架 + +``` +xrender-poc/ + third_party/ + bgfx.cmake/ submodule → github.com/bkaradzic/bgfx.cmake(拉 bx/bimg/bgfx) + ⚠ pin 到与 shaders.rar 的 .sc 草稿相近的 bgfx 版本 + sokol/ 只放 sokol_app.h(单文件,手动 vendor) + glm/ submodule 或单目录 vendor + cgltf/ 单头文件(gr2dump 导出 glTF 用) + reuse/ + EterImageLib/ 从 ../MobileSource 冻结拷入:DXTCImage.{h,cpp} + StdAfx + 依赖的最小集 + EterBase/ (拉伸)CFileBase / CMappedFile —— demo 初期可先用裸 fopen + libgr2/ + include/gr2.h + src/gr2_file.cpp header + section table + fixup 重定位 + src/gr2_typetree.cpp 自描述 data_type_definition 遍历器 + src/gr2_fileinfo.cpp FileInfo 根对象 → skeleton/mesh/material/animation 视图 + src/gr2_skeleton.cpp 骨骼数组 + bind pose 自洽检查 + src/gr2_mesh.cpp 顶点/索引/三角组/BoneBindings 提取 + src/gr2_anim.cpp TrackGroup → 每骨曲线;曲线子类型解码(demo 子集) + src/gr2_decompress.cpp section 解压分派 + src/oodle1.c Granny Oodle1 解码(已实现,端口自泄露 SDK;9166/9166 验证通过) + engine/ + rhi.h/.cpp ≈150 行 bgfx 薄封装 + camera.h/.cpp 轨道相机 + skinning.h/.cpp CPU LBS(拉伸) + animation.h/.cpp 曲线采样 + 世界姿势累积(拉伸) + scene.h/.cpp 把 libgr2 视图 → GPU buffer + draw item + formats/ + msa.cpp (拉伸)文本 msa 解析 + app/ + main.cpp sokol_app 回调 + bgfx init + 输入 + demo 状态机 + shaders/ + varying.def.sc 从 shaders.rar 拷 + 加 a_indices/a_weight + vs_pnt.sc fs_pnt.sc 从 shaders.rar 拷改 + vs_pnt_skinned.sc 新写(骨骼矩阵 uniform 数组) + texture_stage.sh 从 shaders.rar 原样拷 + compile.cmake shaderc → metal + bin2c + tools/ + gr2dump/main.cpp CLI:结构化 dump + glTF 导出 + oracle/ Windows-only,见 PLAN §07(demo 阶段可先跳,用 Blender io_scene_gr2 当参照) + cmake/ + macos.cmake + CMakeLists.txt +``` + +--- + +## 4 · 构建(macOS 优先) + +```bash +# 1. 拉依赖 +git submodule add https://github.com/bkaradzic/bgfx.cmake third_party/bgfx.cmake +cd third_party/bgfx.cmake && git submodule update --init && cd - +# 固定 bgfx 版本(示例):cd third_party/bgfx.cmake/bgfx && git checkout + +# 2. 配置 + 编 +cmake -B build -DXRENDER_ASSET_ROOT=../m2dev-client-main/assets -DCMAKE_BUILD_TYPE=Debug +cmake --build build -j + +# 3. 跑 +./build/tools/gr2dump/gr2dump "$XRENDER_ASSET_ROOT/PC/ymir work/pc/warrior/warrior_cheongrin.gr2" +./build/app/xrender-demo +``` + +**`CMakeLists.txt` 要点**: + +- `add_subdirectory(third_party/bgfx.cmake)` → 得到 `bgfx` / `bx` / `bimg` / `shaderc` 目标。 +- 着色器编译:`app/shaders/compile.cmake` 里对每个 `.sc` 跑 `shaderc -p metal --platform osx`,产物过 `bin2c` 生成 `*.sc.bin.h`,作为 `xrender-demo` 的生成依赖。 +- `reuse/EterImageLib` 编成静态库 `xr_eterimage`;`-Wno-*` 压掉老代码告警;可能要 `-DXR_STANDALONE` 剥掉 `StdAfx.h` 里的 Windows include。 +- macOS:`-framework Cocoa -framework Metal -framework QuartzCore`,`main.cpp` 编成 `.mm`(sokol_app 的 macOS 后端要 ObjC)。 + +--- + +## 5 · 模块与文件清单(职责 + 估行) + +### libgr2(demo 子集,只读) + +| 文件 | 职责 | 估行 | demo 边界 | +|---|---|---|---| +| `gr2_file.cpp` | magic(`GRNFileMV_Old`)+ `grn_file_header` + section 表(**已实现**,9166/9166 跑通)+ fixup 重定位 | 250 | v6 / 32-bit LE | +| `gr2_decompress.cpp` + `oodle1.c` | section 解压分派 + Granny Oodle1 解码器 | 40 + 450 | **已实现**:从泄露 SDK 端口解码路径,9166/9166 展开到精确 `ExpandedDataSize`,内嵌串验证 | +| `gr2_typetree.cpp` | 按 `granny_data_type_definition`(文件内嵌,自描述)递归走类型树,把裸内存映射成可访问的字段 | 300 | 通用遍历器,不硬编码结构;只需支持 gr2 实际用到的成员类型(Real32 / Int32 / Ref / ReferenceToArray / Inline / String) | +| `gr2_fileinfo.cpp` | 定位 `FileInfo` 根对象,暴露 `Skeletons[] / VertexDatas[] / TriTopologies[] / Meshes[] / Materials[] / Textures[] / Models[] / Animations[]` 的 span 视图 | 150 | — | +| `gr2_skeleton.cpp` | 骨骼数组(`Name / ParentIndex / LocalTransform(SRT) / InverseWorld4x4`);**bind pose 自洽检查**:重建 `world_bind`,验 `world_bind[i]·InverseWorld4x4[i]≈I` | 180 | — | +| `gr2_mesh.cpp` | 顶点(识别 `PNT332` / `PNT3322` / 带 `BoneWeights+BoneIndices` 的蒙皮变体)、索引、`TriGroups`(按材质分段)、`BoneBindings`(mesh→skeleton 骨骼名映射) | 220 | 只支持上述三种顶点布局 | +| `gr2_anim.cpp` | `Animation → TrackGroups → TransformTracks`;每骨 position/orientation/scaleshear 曲线;曲线解码 + `Animation::sample_local(t)` | 320 | **已实现(全覆盖)**:M0 实测 Metin2 曲线**全部**是 `OldCurveType`(Granny 2.4:`{Degree; Knots[]; Controls[]}`,无压缩变体)。degree 0(常量)/ 1(线性)/ 2(二次 B 样条)+ 四元数归一。**degree 3 全样本 0 个**,无需烘焙退路。精度待 oracle 层① 对拍 | + +`include/gr2.h` 对外暴露纯 POD 视图(`gr2::Skeleton` / `gr2::Mesh` / `gr2::Animation`),不泄露内部指针 —— 上层只依赖这个头。 + +### reuse/EterImageLib(冻结拷入) + +- `DXTCImage.{h,cpp}`:`LoadHeaderFromMemory` + `LoadFromMemory` + `Decompress(level, DWORD* out)` → RGBA8。demo 用 DXT3 分支。 +- 依赖裁剪:把 `StdAfx.h` 换成一个最小 shim(`typedef uint8_t BYTE` 等),去掉 `windows.h`。 +- 备选:DXT3 解码就 ~150 行,嫌 EterImageLib 依赖脏可以自己写一个 `dxt.cpp`。 + +### engine/rhi.{h,cpp}(≈150 行) + +对齐 `StateManager` 语义的 bgfx 薄封装: + +```cpp +namespace rhi { + void init(void* nativeWindowHandle, int w, int h); // bgfx::PlatformData + bgfx::init + void resize(int w, int h); + void beginFrame(const glm::mat4& view, const glm::mat4& proj); + Handle createVB(const void* data, uint32_t size, const bgfx::VertexLayout&); + Handle createIB(const void* data, uint32_t size, bool i32); + Handle createTex2D(const void* rgba, uint16_t w, uint16_t h, uint16_t mips); + Handle createProgram(const uint8_t* vs, uint32_t vsLen, const uint8_t* fs, uint32_t fsLen); + void setModel(const glm::mat4&); + void setBones(const glm::mat4* mtx, uint16_t n); // uniform 数组,vs_pnt_skinned 用 + void setTexture(Handle); + void setStageUniforms(const StageDesc&); // texture_stage.sh 的 uniform + void submit(Handle vb, Handle ib, Handle prog, uint64_t state); + void endFrame(); +} +``` + +### app/main.cpp + +- `sokol_app` 描述:`.window_title`、`.high_dpi=true`、macOS 后端;**不让 sokol_app 建 GL/Metal 设备** —— 用 `sapp_metal_get_layer()` / `sapp_macos_get_window()` 取原生 handle 传给 `rhi::init`(这就是 PLAN §03 的交接点,D2 的验收)。 +- `frame_cb`:更新相机 → `rhi::beginFrame` → 遍历 scene draw items → `rhi::submit` → `bgfx::frame()`。 +- `event_cb`:鼠标拖 = 轨道、滚轮 = 缩放、键 `T/N/W/Space`。 +- demo 状态机:`enum { BindPose, Textured, NormalViz, Wireframe, Animating }`。 + +### app/shaders + +| 文件 | 来源 | 改动 | +|---|---|---| +| `varying.def.sc` | shaders.rar 拷 | 加 `int4 a_indices : BLENDINDICES;` `vec4 a_weight : BLENDWEIGHT;` | +| `vs_pnt.sc` / `fs_pnt.sc` | shaders.rar 拷 | `vs_pnt` 补 `a_color0`;`fs_pnt` 加 fog(demo 可先关);确认 `#include ` 对上 pin 的 bgfx 版本 | +| `vs_pnt_skinned.sc` | 新写 | `mat4 skin = u_bones[a_indices.x]*a_weight.x + …`(4 权重);其余同 `vs_pnt` | +| `texture_stage.sh` | shaders.rar 原样 | 不改;demo 里给它喂"单 stage MODULATE(TEXTURE, DIFFUSE)"的 uniform,等价于 `tex * vertexColor` | +| `fs_normalviz.sc` | 新写(10 行) | `gl_FragColor = vec4(v_normal*0.5+0.5, 1)` | + +### tools/gr2dump/main.cpp + +- 参数:`gr2dump [--gltf out.glb]`。 +- stdout:骨架树(缩进)、每 mesh 的顶点/索引/三角组/顶点布局、每 animation 的时长 + track 数 + 曲线子类型直方图、bind pose 自洽检查结果(PASS/FAIL + max 偏差)。 +- `--gltf`:用 cgltf 写骨架 + 第一个 mesh 的 bind pose + (若实现了)第一个 animation。**仅供 Blender 目视**,动画正确性不认它(PLAN §06 M0)。 + +--- + +## 6 · 实现顺序(每步一个可演示切片) + +| 步 | 交付 | 演示点 | 验收 | +|---|---|---|---| +| **D0** | CMake 骨架编过:空 `xrender-demo` 开一个 bgfx 清屏窗口(纯色)+ `bgfx::showStats` | 窗口出现、FPS 角标在跳 | bgfx 经 sokol_app handle 起来了(**PLAN §03 交接子门禁的最小版**) | +| **D1** | `gr2_file` + `gr2_typetree` + `gr2_fileinfo` + `gr2_skeleton`;`gr2dump` 能打印 `warrior_cheongrin.gr2` 骨架树 + mesh 摘要 | 终端 dump 输出 | 骨骼数 / 名称 / 父索引与 Blender `io_scene_gr2` 导入一致;bind pose 自洽 PASS | +| **D2** | `gr2_mesh` + `engine/scene` + `rhi` + `vs_pnt/fs_pnt`:warrior **白模绑定姿势**上屏,轨道相机 | 能转的白模 | 轮廓 = Blender 里同模型;无背面/法线翻转(配合 D4 的法线可视化确认) | +| **D3** | `reuse/EterImageLib` DXT3 解码 → `rhi::createTex2D` → `texture_stage.sh`;按 `T` 贴图 | 有材质的 warrior | UV 无错位、无镜像;和客户端截图目视一致 | +| **D4** | `fs_normalviz` + 线框 state(`BGFX_STATE_PT_LINES` 或 `BGFX_DEBUG_WIREFRAME`);`N` / `W` 切换 | 法线彩图 / 线框 | 法线朝外;三角组分段正确 | +| **D5(拉伸)** | `gr2_anim`(子集)+ `formats/msa` + `animation` + `skinning`(CPU LBS)+ `vs_pnt_skinned`;`Space` 播 `dance_1` | 角色跳舞 | 与 Blender 导入的同一动画逐帧目视一致;无肢体飞出/顶点塌陷。数值对拍要 oracle(见 §8) | + +**D0–D4 = 可交付的 demo**(静态带贴图 + 自检工具)。D5 是加分项,卡住不影响 demo 成立。 + +--- + +## 7 · 关键实现细节 + +### 7.1 gr2 v6 文件结构(`gr2_file.cpp`) + +``` +0x00 BYTE magic[16] // B8 67 B0 CA F8 6D B1 0F 84 72 8C 7E 5E 19 00 1E ← 认版本/字节序 +0x10 u32 headerSize // 0x1B8 +0x14 u32 headerFormat // 0(这不是 section 压缩!section 压缩看每段 grn_section.Format) +0x18 u32 reserved[2] +--- GrannyFileHeader --- +0x20 u32 version // 6 +0x24 u32 totalSize // == 文件大小,用来自检解析对齐 +0x28 u32 crc32 +0x2C u32 sectionArrayOffset // 0x38 +0x30 u32 sectionArrayCount +0x34 u32 rootObjectTypeSection / rootObjectTypeOffset / rootObjectSection / rootObjectOffset +... +--- Section[sectionArrayCount] --- 每项 ~44 B: + u32 Format // 0=none 1=Oodle0 2=Oodle1(Metin2 实测全 2) + u32 dataOffset, dataSize + u32 expandedDataSize + u32 alignment + u32 first16Bit / first8Bit // marshalling 边界 + u32 pointerFixupArrayOffset, pointerFixupArrayCount + u32 mixedMarshallingFixupArrayOffset, mixedMarshallingFixupArrayCount +``` + +**流程**:读 header → 逐 section:`gr2_decompress` 展开到 `expandedDataSize` 的缓冲 → 应用 pointer fixup(把文件内偏移改写成进程内指针)→ (小端机上 mixed-marshalling fixup 可跳过,big-endian 才需要)→ 得到一组可随机访问的 section 内存块。root object 在 `(rootObjectSection, rootObjectOffset)`,其类型定义在 `(rootObjectTypeSection, rootObjectTypeOffset)`。 + +### 7.2 自描述类型树(`gr2_typetree.cpp`) + +`granny_data_type_definition` 是数组,每项:`{ MemberType(u32), Name(char*), ReferenceType(def*), ArrayWidth(i32), Extra[3], Ignored }`,以 `MemberType==0`(End)结尾。`MemberType` 枚举含 `Inline / Reference / ReferenceToArray / ArrayOfReferences / Real32 / Int32 / UInt32 / String / Transform / …`。 + +写一个 `walk(void* obj, const TypeDef* type, Visitor&)`:按成员类型算 stride、递归 `Reference`/`ReferenceToArray`。**不要硬编码 struct 布局** —— 不同 Granny 小版本字段顺序会变。上层 `gr2_fileinfo` 按**成员名**(`"Skeletons"`, `"Meshes"` …)取字段,用 `GrannyFindMatchingMember` 式的按名查找。 + +### 7.3 顶点布局 → `bgfx::VertexLayout`(`gr2_mesh.cpp` + `scene.cpp`) + +gr2 mesh 的顶点类型在文件里(`GrannyGetMeshVertexType`)。demo 支持: + +| gr2 顶点类型 | 成员 | bgfx layout | +|---|---|---| +| `PNT332` | Pos3f, Norm3f, UV2f | Position/Normal/TexCoord0 | +| `PNT3322` | Pos3f, Norm3f, UV2f, UV2f | + TexCoord1 | +| 蒙皮变体 | + BoneWeights(4×u8 归一) + BoneIndices(4×u8) | + Weight/Indices(`bgfx::Attrib::Weight` + `Indices`,`AttribType::Uint8`, normalized=weight true / indices false)| + +`GrannyCopyMeshVertices(mesh, dstType, dstBuf)` 的效果自己实现:按源类型逐顶点拷到一个 demo 统一的打包结构,再 `bgfx::createVertexBuffer`。索引:gr2 是 u16 或 u32,`GrannyCopyMeshIndices` 同理。三角组 `TriGroups` 给 `(materialIndex, triFirst, triCount)`,每组一次 `rhi::submit`。 + +### 7.4 DXT3 → bgfx 纹理(`scene.cpp`) + +demo 走**运行时软解**(PLAN §08:移动端无 S3TC,且要和 oracle 对齐时贴图要能预解码): + +``` +CDXTCImage img; +img.LoadHeaderFromMemory(ddsBytes); // 认 512x512 DXT3 5mip +img.LoadFromMemory(ddsBytes); +std::vector rgba(w*h); +img.Decompress(0, rgba.data()); // level 0;mip 链 demo 可先不传,让 bgfx 不采样 mip +rhi::createTex2D(rgba.data(), 512, 512, 1); +``` + +(`bgfx::createTexture2D` + `BGFX_SAMPLER_MIN_POINT` 之类先关 mip,D3 通过后再补全 mip 链。) + +### 7.5 坐标系(`scene.cpp` / `camera.cpp`) + +PLAN §07:**约定写死**。demo 取"左手 Y-up、单位 = gr2 原始单位、根变换已 apply"。gr2 里骨架/网格是 Granny 约定(通常右手 Z-up 或文件指定的 art tool basis)。demo 先加一个固定 `basisFix`(可能是绕 X -90° + Z 翻转,M0 用朝向明确的资产标定),乘进 model 矩阵。**左右手系**:bgfx 用 `bx::mtxLookAt` / `bx::mtxProj` 的 `bx::Handedness` 参数统一,和 `basisFix` 一起调到"warrior 正着站、面朝 +Z"。 + +### 7.6 bgfx 提交循环(`main.cpp` / `rhi.cpp`) + +```cpp +bgfx::setViewRect(0, 0,0, w,h); +bgfx::setViewClear(0, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f); +bgfx::setViewTransform(0, &view, &proj); +// per draw item: +bgfx::setTransform(&model); +bgfx::setVertexBuffer(0, vb); +bgfx::setIndexBuffer(ib); +bgfx::setTexture(0, s_texColor, tex); +bgfx::setUniform(u_stageColor, &stage, 1); +if (skinned) bgfx::setUniform(u_bones, bones, boneCount); +bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A|BGFX_STATE_WRITE_Z + |BGFX_STATE_DEPTH_TEST_LESS|BGFX_STATE_CULL_CW + |BGFX_STATE_MSAA); +bgfx::submit(0, prog); +// end: +bgfx::frame(); +``` + +深度范围 / Y 翻转:用 `bgfx::getCaps()->homogeneousDepth` 和 `originBottomLeft` 决定 `bx::mtxProj` 参数,别手写。 + +### 7.7 sokol_app ↔ bgfx 交接(`main.cpp`,D0 的验收) + +```cpp +// sokol_app 里关掉它自己的渲染循环意图,只要窗口 + 事件 +bgfx::PlatformData pd{}; +pd.nwh = sapp_macos_get_window(); // NSWindow* +pd.ndt = nullptr; +// Metal: 也可以 pd.nwh = (__bridge void*)sapp_metal_get_layer(); // CAMetalLayer* +bgfx::Init init; +init.type = bgfx::RendererType::Metal; +init.platformData = pd; +init.resolution.width = sapp_width(); +init.resolution.height = sapp_height(); +bgfx::init(init); +``` + +若这条在 macOS 上出不了画面(sokol_app 和 bgfx 抢 layer)——按 PLAN §03 退路:`app/` 换成 SDL2 窗口,`SDL_GetWindowWMInfo` 取 `NSWindow*`,其余不变。**D0 就是来验证这个的**,别拖。 + +--- + +## 8 · demo 阶段相关的坑(从 PLAN §08 摘) + +| 坑 | 在 demo 里的表现 | demo 阶段怎么办 | +|---|---|---| +| sokol_app + bgfx 抢 context | D0 黑屏 / 崩 | D0 卡死就切 SDL2,别硬啃 | +| `.sc` 草稿针对某 bgfx 版本 | shaderc 编不过 / uniform 名对不上 | submodule pin 到相近版本;编不过就照 `bgfx_shader.sh` 手改宏 | +| DXT 软解 vs 客户端 GPU S3TC | D3 贴图和客户端截图有细微色差 | demo 目视够了;要数值对拍时两侧都用软解 RGBA | +| 坐标系 basis | D2 warrior 躺着 / 镜像 / 巨大 | 用朝向明确的资产手调 `basisFix`,记进 `scene.cpp` 注释 | +| ~~曲线子类型超出实现~~ | — | **已消除**:M0 实测全 `OldCurveType`,degree ≤ 2,`gr2_anim.cpp` 全覆盖 | +| `InverseWorld4x4` 读错但一致 | D2 白模看着对,D5 蒙皮炸 | **已兜住**:M0 self-check 全量 9166 跑过,`warrior_cheongrin` 6.1e-5 PASS | +| root 偏移放法两种(`InitialPlacement` vs 烘进 root local) | 世界姿势整体偏移 ~100 单位 | **已处理**:`world[root] = Composite(local[root]) · model.InitialPlacement`(M0 gr2_fileinfo 已关联 model→skeleton)| +| mediump 精度(移动端才有) | macOS demo 无此问题 | 到 iOS demo 再管,骨骼矩阵用 highp | + +--- + +## 9 · 怎么跑 / 演示检查点 + +```bash +export XRENDER_ASSET_ROOT="$PWD/../m2dev-client-main/assets" +cmake -B build -DXRENDER_ASSET_ROOT="$XRENDER_ASSET_ROOT" && cmake --build build -j + +# 结构(D1) +./build/tools/gr2dump/gr2dump "$XRENDER_ASSET_ROOT/PC/ymir work/pc/warrior/warrior_cheongrin.gr2" --gltf /tmp/warrior.glb +# → 期望:骨架树打印、mesh 摘要、"bind pose self-check: PASS (max 3.1e-6)" +# → 把 /tmp/warrior.glb 拖进 Blender,骨架和 T-pose 网格应正常 + +# 渲染(D2–D4) +./build/app/xrender-demo +# 拖拽转视角;T 贴图;N 法线;W 线框;Space 播 dance_1(D5) +``` + +**演示成立的判据**:D0–D4 全绿 = "bgfx 能从 assets 的散装 gr2 + dds 渲出正确的带贴图 warrior,且有自检工具" —— 这就把 PLAN 的 M1 用一个能给人看的东西证了。D5 绿 = M2 的核心(曲线采样 + LBS)也站得住。 + +**下一步**(demo 之后):接 oracle(Windows dump)做 D5 的数值对拍 → 换 iOS/Android toolchain 跑 D2–D4 → 按 PLAN M3 补性能采集。 diff --git a/docs/reference/PLAN.md b/docs/reference/PLAN.md new file mode 100644 index 00000000..28b5d3e9 --- /dev/null +++ b/docs/reference/PLAN.md @@ -0,0 +1,558 @@ +# Metin2 跨平台渲染引擎 PoC — 完整方案 + +> 内部研究方案,不对外公开。 +> 基于对 `m2dev-client-src-main`、`MobileSource` 及 `m2dev-client-main/assets` 中真实 `.gr2` 资源的实测编写。 +> 所有版本号、格式偏移、API 数量均来自源码与文件抽查。 + +| | | +|---|---| +| 状态 | PoC 规划 | +| 技术栈 | C++20 · **bgfx**(RHI) · sokol_app(仅窗口/输入) | +| 目标平台 | macOS · iOS · Android(并行) | +| 判定周期 | ≈ 2–3 个月 → go / no-go | +| 复用 | EterBase · EterPack · EterImageLib · `MobileSource` 的 `.sc` 着色器草稿 | +| 自研 | libgr2(gr2 v6 读取器) | + +> **选型变更记录**:RHI 从 sokol_gfx 改为 **bgfx**。原因见 [§03](#03--技术选型)——`MobileSource` 里已存在一套面向 bgfx 的 Metin2 着色器草稿,bgfx 更 shipping 级、Metal/GLES/Vulkan 更成熟,且这不是一次性 PoC 而是最终移植的同一条代码路径。窗口/主循环/输入计划用 `sokol_app.h` 并把原生 handle 经 `bgfx::PlatformData` 交给 bgfx —— **这个交接不是 sokol_app 常规用法,是一处真风险**,M1 独立子门禁验证,啃不下退回"桌面 SDL2 + 移动端各写最小原生壳"([§03 窗口层](#窗口层sokol_app-与-bgfx-的交接是一处真风险))。 + +--- + +## 01 · 目标与判定标准 + +PoC 不是"移植一小部分客户端",而是把跨平台方案里所有真正未知的环节压到一条最短路径上,跑通即视为整体可行。 + +### 必须证明的四件事 + +1. **脱离 Granny 读 gr2** — 自研加载器能从 Metin2 真实的 `.gr2` 中读出骨架、蒙皮网格、骨骼权重与动画轨道。 +2. **动画与蒙皮正确** — 骨骼动画采样 + 线性混合蒙皮的结果,与 Windows 客户端逐帧数值一致。 +3. **跨平台 RHI 成立** — 同一套渲染代码经 bgfx 在 macOS + iOS 真机 + Android 真机上出画面,且三端一致。 +4. **移动端性能达标** — 基准场景在中端机上达到目标帧率、显存与启动时间。 + +### PoC 明确排除 + +地形与户外场景、特效与粒子、UI 与 Python 脚本层、网络、阴影、水面、天空盒、LOD 切换策略、多角色 AI。 +这些都不含跨平台的新风险,属于后续正式移植的工作量而非可行性问题。 + +### 判定 + +PoC 的价值是**降低不确定性**,go 和 no-go 都是有效产出。 + +> **进度(2026-08-29)**:M0 完成(9166/9166 解析零崩溃)。M1/M2 代码完成, +> **数值保真已对拍真 Granny 2.9.12**(骨骼世界矩阵 + 蒙皮顶点 ≤ 6.5e-5,见 `oracle/`)。 +> M3 iOS 端已交叉编译 + 模拟器运行 + 渲染与桌面一致;Android 脚手架待 NDK + 真机。 +> **PoC 的核心技术问题(能否脱离 Granny 正确读 + 播 Metin2 gr2)= 已用数值证据回答「能」**。 +> 剩余是真机验证(性能 / 生命周期 / mediump)+ Android 端。 +> **画质改进 pass(档 1 + 档 2)已完成**:MSAA x4 / mip 链 / sRGB 线性着色 / 半球环境 + 3 方向光 / 双面; +> libgr2 加 `granny_material` 链解析 → 逐 tri_group 正确贴图(原来整模型套一张瞎猜的 dds)+ alpha-test 镂空。 +> 无回归(gr2fuzz 9166 · render_fuzz 9166 · oracle 23/23)。细节见 `docs/steps/M1-static-render.md`「画质改进 pass」。 + +- **里程碑 M3 全部门禁通过** = "C++ + bgfx、复用 EterGrnLib 逻辑" 的跨平台方案可行,进入正式移植规划。 +- **门禁失败要区分两类**: + - **工程性延期** —— 数值差 5%、某个曲线子类型没实现、某平台一个 API 用错。这不是"方案不行",是一个有明确修法、几天到两周能解的 bug。记下来继续。 + - **方案性死路** —— 例如资产大量用 BitKnit 且烘焙退路也不可行、或 EterGrnLib 的动作混合逻辑无法脱离 D3D 复刻。这才触发"转 ozz-animation / Rust 重写 / 放弃"的评估。 +- 最终交付一页纸结论,明说是哪类、卡在哪层。 + +### 定位澄清:这不是"跨平台版的 JTX Graphics" + +两者是正交的两个轴,不要混淆: + +| | JTX Graphics(及同类视觉 mod) | 本方案 | +|---|---|---| +| 改的是 | **画质**:程序化天气/昼夜/天空、后处理 | **平台**:Granny→libgr2、D3D9→bgfx、Win32→跨平台壳 | +| 平台 | 仍是 Windows / D3D9 / HLSL,焊死 | macOS / iOS / Android | +| 画面目标 | 比原版更好看 | 和原版一样(先求跑对,不追求提升) | +| 一句话 | 同平台,换皮升级 | 同画质,换平台 | + +关系:本方案的核心动作就是把 Metin2 的固定管线换成可编程着色器(bgfx `.sc`)。做完之后,再叠一层类 JTX 的视觉增强会容易得多,而且因为着色器经 `shaderc` 编到 Metal/GLES/Vulkan,**任何视觉增强天生就是三端的**。正确顺序是"先重构后端(本方案)→ 再叠视觉层";反过来(先在 D3D9 上堆画质再想跨平台)是死路。JTX Graphics 本身闭源付费、无公开源码,不纳入技术选型。 + +--- + +## 02 · 架构总览 + +分层清晰、复用边界明确:底层文件与资产解码搬用 MobileSource 的对应代码(注意那套代码**写了但从未链接成功**,M1 是它第一次真正跑),中间的 gr2 解析全部自研,上层渲染走单一 RHI(bgfx)。 + +### 分层 + +| 层 | 内容 | +|---|---| +| 平台壳 | `sokol_app.h`(窗口 / 主循环 / 输入,四平台一份) → 原生 handle 经 `bgfx::PlatformData` 交给 bgfx(交接是风险,见 [§03](#窗口层sokol_app-与-bgfx-的交接是一处真风险)) | +| RHI | **bgfx**(经 `bgfx.cmake`,Metal / GLES3 / Vulkan / D3D11) · `shaderc`(`.sc` → 多 profile) · RHI 薄封装 ≈ `StateManager` | +| 渲染器 | 场景·相机 / 动画采样 / 蒙皮 CPU→GPU / 材质·贴图绑定 | +| 资产 | **libgr2(自研)** / EterImageLib(复用) / msm·msa 解析 / EterPack(复用,M3 前或 M4 接入) | +| 基础 | EterBase:`CFileBase` / `CMappedFile`(复用) / 数学:glm | + +### 数据流 + +``` +.gr2/.dds/.msm/.msa → libgr2 · EterImageLib · msm/msa → 中间表示(骨架·网格·曲线·材质) + → 动画采样 → 世界姿势 → 蒙皮 → RHI(bgfx) → Metal / GLES3 / Vulkan +``` + +### 复用 / 自研 / 替换 + +| 模块 | 处理 | 说明 | +|---|---|---| +| EterBase | 复用(**M1 首次验证**) | `CFileBase` / `CMappedFile` 的 AAsset 分支 MobileSource **写了但没链接过**;CRC32、lzo、内存映射搬过来,M1 第一次真跑,可能有坑。 | +| EterPack | 复用 | eterpack 读取 + LZO 解压 + 解密。PoC 从散装文件起步,M3 前或 M4 再接(打真机时可能提前,见 [§08](#08--风险登记册) 平台行)。 | +| EterImageLib | 复用(**M1 首次验证**) | `CDXTCImage`(DXT1/3/5 软解到 RGBA8)、`CTGAImage`,Android 解压分支同样没跑过。移动端无 S3TC 硬件支持,运行时解压是必经路径。 | +| `MobileSource` `.sc` 着色器 | 复用为基线 | `shaders.rar/shaders/` 里那套面向 bgfx 的草稿(见 [§04](#着色器来源mobilesource-的-sc-草稿))。lit / textured / 2D 着色器 + `texture_stage.sh` 可直接改;蒙皮 / fog / 顶点色 / 跨平台编译步骤要补。 | +| EterGrnLib | 按源码复刻 | 代码焊死在 `granny_*` 与 `D3DXMATRIX` 上,不能直接编。当权威规格:网格→VB/IB 布局、材质调色板、LOD 控制、动作混合、挂点,照它的调用序列在 libgr2 + glm 上重写。 | +| granny2 / Granny SDK | 替换 | 自研 `libgr2`。泄露的 Granny 源码仅作格式参照,不链接、不进仓库产物。 | +| D3D9 / d3dx9 | 替换 | PoC 不碰完整 EterLib 渲染层。着色器从 `.sc` 草稿改,配一层 bgfx 封装。 | +| MSWindow / DirectInput | 替换 | `sokol_app.h` 提供窗口 / 主循环 / 输入,四平台统一;渲染交给 bgfx。 | + +> **`MobileSource` 里的两条渲染路径**:一条是手写的 `GrpOpenGL` D3D8→GLES shim(已进 CMake,~40% 文件参与编译,从未链接成功);另一条是 bgfx 路径(未接线,但有更完整的 `.sc` 着色器集)。本方案接续 bgfx 那条路径的着色器成果,不用 shim。 +> +> **`reuse/` 是冻结的 vendored 快照 + 本项目的修复提交在其之上**,不是对 `../MobileSource` 的引用 —— 那套代码从没链接过,M1 一定会改它,必须版本可控。同理 `.sc` 着色器也拷进 `app/shaders/` 冻结。 + +--- + +## 03 · 技术选型 + +### 为什么是 bgfx(而不是 sokol_gfx / wgpu) + +- **最难的活已有人用 bgfx 干了一半** — `shaders.rar` 里那套 `vs/fs_pnt`、`pdt`、`pt`、`terrain` + `texture_stage.sh` + `varying.def.sc` 就是冲 bgfx 写的。选 bgfx = 用 `shaderc` 编一下几乎直接能用;选 sokol = 得把 `.sc` 逐个翻成 sokol-shdc 的 GLSL,还要重写 helper。 +- **这不是一次性 PoC** — 目标是真做跨平台客户端,PoC 就是最终移植的同一条代码路径。RHI 选型要背几年,选一个 shipping 级、社区大、Metal/GLES/Vulkan 都成熟的更划算。 +- **引擎结构对口** — Metin2 整套是 FVF + texture-stage + 多光源 + alpha-test 的固定管线思维,bgfx 的 vertex layout / `varying.def.sc` / state flags 跟这套心智模型贴得近。 +- **调试设施** — 内置 stats HUD、`dbgTextPrintf`、RenderDoc 钩子、`BGFX_DEBUG_*`,正是验证阶段要用的;`bimg` / `texturec` 量产转 ASTC/ETC2 也用得上。 +- **构建摩擦已消除** — 用 `bgfx.cmake`(社区维护的 CMake 封装),集成就是 `add_subdirectory` 的事,`bx` / `bimg` / `bgfx` 三个仓库一起拉。 + +### 窗口层:sokol_app 与 bgfx 的交接是一处真风险 + +bgfx 自己不管窗口。计划做法:`sokol_app` 拿到原生 window handle → 填 `bgfx::PlatformData` → `bgfx::init`,让 bgfx 自己建设备。 + +**但这不是 sokol_app 的常规用法**:sokol_app 和 bgfx 都是"整个 app 框架",都想拥有 swapchain / context。sokol_app 在 iOS/Android 会自建 EAGL/EGL context 和 `MTKView` / `GLSurfaceView`,要让 bgfx 接管得专门压制这些(可能要 `SOKOL_NO_ENTRY` + 只用 sokol_app 的窗口/输入部分)。桌面上更稳的组合其实是 **bgfx + SDL2 / GLFW**。 + +因此:**M1 给这个交接一个独立子门禁**(macOS 上 bgfx 经 sokol_app 的 handle 出画面 + 输入可用);若两周内啃不下,退回"桌面 SDL2 + iOS/Android 各写最小原生壳"。 + +### 着色器 + +以 `MobileSource/Cross Platform/shaders.rar/shaders/*.sc` 为基线,用 bgfx 的 `shaderc` 编译。 +不再手写 sokol-shdc GLSL。详见 [§04 着色器来源](#着色器来源mobilesource-的-sc-草稿)。 + +- 目标 profile:`--platform osx -p metal`(macOS)、`--platform ios -p metal`(iOS)、`--platform android -p 300_es`(Android GLES3)、`--platform windows -p s_5_0`(Windows 对照)。 +- 产物 `.bin` 用 `bin2c` 嵌成 C 数组,`bgfx::createShader` 加载。 +- `bgfx_shader.sh` 随 bgfx submodule 自动就位。**`.sc` 草稿写于 2025-12,针对某个 bgfx 版本 —— `bgfx.cmake` 的 submodule 就 pin 到那个或相近版本,否则宏 / uniform 命名可能对不上。** +- `MobileSource` 里的 `compile_shaders.bat` 路径写死、只出 Vulkan 一个 profile,**要换成 CMake 的可移植 custom command**。 + +### 构建 + +- 单一 `CMakeLists.txt` + 三份 toolchain:iOS(`ios.toolchain.cmake`)、Android NDK、macOS 原生。 +- `third_party/` 放 `bgfx.cmake`(含 `bx` / `bimg` / `bgfx` submodule)、`sokol`(仅 `sokol_app.h`)、`glm`。 +- C++20,`-fno-exceptions` 视复用代码情况而定(EterBase 用了少量异常,先保留)。 +- 数学库用 **glm**:列主序,与 GL/Metal/bgfx 一致;替换 `D3DXMATRIX` 时注意 D3DX 是行主序,上传前转置或全程列主序。 +- CI 三端并行:macOS 原生、iOS 模拟器、Android 模拟器。 + +--- + +## 04 · 关键模块 + +### libgr2 — gr2 v6 读取器(自研,核心) + +只读,覆盖: + +- **文件头 + section 表** — 定位各段;实现 section 解压(预期未压缩或 Oodle0/1)。 +- **自描述类型树遍历** — 不硬编码结构,按文件内嵌的 `data_type_definition` 递归解析,指针/引用重定位(relocation/marshalling 表)。 +- **`FileInfo` 根对象** — 取出 `Textures[]`、`Materials[]`、`Skeletons[]`、`VertexDatas[]`、`TriTopologies[]`、`Meshes[]`、`Models[]`、`Animations[]`。 +- **骨架** — 骨骼数组(名称、父索引、`LocalTransform`、`InverseWorld4x4`)。 +- **网格** — 顶点(`PNT332` / `PNT3322` 及带骨骼索引+权重的蒙皮变体)、索引、三角组(按材质分段)、`BoneBindings`。 +- **动画** — `TrackGroups` → 每骨的 position / orientation / scaleshear 曲线;曲线子类型解码(关键帧数组、B 样条拟合等)。 + +对照实现:泄露 Granny 源码里的 `granny_data_type_definition.*`、`granny_file_info.*`、`granny_curve*.cpp` 当算法参照读;不复制代码。 + +### 资源加载 + +- **贴图** — `.dds` 经 `CDXTCImage` 解到 RGBA8,用 `bgfx::createTexture2D` 上传(移动端显存 ×4,PoC 可接受)。量产阶段换离线转 ASTC / ETC2 或 Basis Universal(bgfx 的 `bimg` / `texturec` 就能做)。 +- **文件访问** — 直接用 `CMappedFile`,桌面走 mmap,Android 走 `AAsset_getBuffer`(MobileSource 已实现)。M0–M3 用散装文件,M4 切 eterpack。 + +### 动画与蒙皮 + +- **采样** — 按局部时钟对每骨曲线插值 → 局部变换 → 沿父链累积得世界矩阵(对应 `GrannyBuildWorldPose` / `GrannyGetWorldPoseComposite4x4Array`)。 +- **过渡** — ease-in/out 曲线、loop count、raw local clock 的语义,照 `EterGrnLib/Motion*` 与 `ModelInstanceMotion.cpp` 的调用序列复刻。 +- **蒙皮** — M2 先 CPU 线性混合蒙皮(`skinMatrix = world[bone] * invBind[bone]`,逐顶点 4 权重加权);M4 移到顶点着色器(骨骼矩阵走 bgfx uniform 数组或 texture)。 +- **rigid mesh** — `GrannyMeshIsRigid` 为真的网格不做蒙皮,只按挂载骨骼刚体变换 —— 分支照搬。 + +### 着色器来源:`MobileSource` 的 `.sc` 草稿 + +`shaders.rar/shaders/` 是一份**没写完的草稿**,能用的部分省事,缺的部分正好是 PoC 核心。 + +| 文件 | 是什么 | 对我们 | +|---|---|---| +| `varying.def.sc` | bgfx attribute/varying 声明:`a_position/a_color0/a_texcoord0/a_normal`,`v_normal/v_texcoord0/v_worldPos/v_texcoord1` | 结构直接用,**但没有骨骼索引/权重**,要加 `a_indices` / `a_weight` | +| `vs_pnt.sc` / `fs_pnt.sc` | position-normal-texcoord。FS 是重头:8 光源前向光照 + 全套 `D3DCMP_*` alpha-test + `applyTextureStage` | **lit mesh 着色器基线**,M1–M2 直接改 | +| `vs_pdt.sc` / `fs_pdt.sc` | position-diffuse-texcoord,Metin2 最常用 FVF | 带顶点色的网格 | +| `vs_pc.sc` / `fs_pc.sc` | position-color,无纹理 | UI 图元 | +| `vs_pt.sc` / `pt2`、`fs_pt.sc` / `pt2` | position-texcoord,2D 图像/精灵 | UI 贴图 | +| `vs_terrain.sc` / `fs_terrain.sc` | 地形 splatting,很小 | 基本占位,PoC 不用 | +| **`texture_stage.sh`** | 把 D3D 固定功能 `SetTextureStageState` 完整翻译成 shader:COLOROP/ALPHAOP(MODULATE、MODULATE2X/4X、ADD、ADDSIGNED、SUBTRACT、BLEND…)、arg 选择(TEXTURE/DIFFUSE/CURRENT/TFACTOR)、COMPLEMENT/ALPHAREPLICATE 标志,uniform 驱动 | **最值钱的一块**,但它是一份**未经校验的重实现** —— 见下方验证要求 | + +> **`texture_stage.sh` 必须专门验证**:它是别人写的 D3D 固定功能重实现,MODULATE2X 的 clamp、arg complement、多 stage 串联都可能有细微错。M1/M2 要拿**一个已知的多 stage 材质**(从测试资产集里挑一个用了 `D3DTOP_MODULATE2X` 或 `ADDSIGNED` 的)单独和 oracle 对拍,不能只靠整场景 SSIM 兜。 + +**状态 / 要补的**: + +- `.bin` 输出大多 31–34 字节,是空/失败产物 —— 忽略,从 `.sc` 重编。 +- `compile_shaders.bat` 路径写死、只出 Vulkan 一个 profile —— 换成 CMake custom command,出 metal / 300_es / s_5_0 三套。 +- **没有蒙皮** —— 没有骨骼矩阵、没有 `a_indices` / `a_weight`。新写 `vs_pnt_skinned.sc`(骨骼矩阵走 uniform 数组或 texture,VS 里做 LBS)。这是 M2 的核心。 +- `vs_pnt` 丢了 `a_color0`(Metin2 网格常带顶点色),要补。 +- `v_texcoord1`(第二 UV,lightmap/detail)声明了没用。 +- **没有 fog** —— Metin2 大量用 D3D 雾,要加。 + +一句话:这套 `.sc` 把"固定管线光照 + alpha-test + texture-stage → shader"做掉了大半,蒙皮、fog、顶点色、跨平台编译步骤要自己补。 + +### msm / msa — Metin2 包装格式 + +`.msm` 描述一个模型:引用的 `.gr2`、贴图、材质类型、挂点。`.msa` 描述动作:引用的动画 gr2、混合参数、事件。 +格式简单,解析器逻辑就在 `RaceManager.cpp` / `EterGrnLib/Util.cpp` 里,照抄。 + +**要有验证门**:`.msm` / `.msa` 是人可读的文本文件。M2 加一条子检查——dump 解析结果(挂点名、动作列表、混合参数),和源文本逐项目视核对。否则 `.msa` 混合参数读错 → 动画错 → M2 矩阵 diff 失败,你会去 debug libgr2 / 采样,真 bug 却在这里。 + +### RHI 封装 + +一层 ≈ 200 行的薄封装,把"设置纹理 / 设置顶点缓冲 / 设置变换 / 画一批索引三角形"映射到 +`bgfx::setVertexBuffer` / `setTexture` / `setUniform` / `setState` / `submit`,语义对齐 `StateManager`。 +目的是让从 `EterGrnLib` 复刻过来的渲染逻辑几乎逐行对应。 + +### 平台壳 + +- `sokol_app.h` 的单回调主循环,四平台一份 `main`;原生 handle 经 `bgfx::PlatformData` 交给 `bgfx::init`。**这个交接本身是风险,见 [§03 窗口层](#窗口层sokol_app-与-bgfx-的交接是一处真风险),M1 独立子门禁。** +- **Android 上下文丢失** — 切后台 GL context 连同 GPU 资源可能失效。在 sokol_app 的 `SUSPENDED` / `RESUMED` 事件里按 bgfx 的重置流程处理(`bgfx::reset` + 必要时重建资源)—— **M3 就处理,不要拖到最后**。 +- **iOS** — 全静态链接,无 `dlopen`;Metal drawable 生命周期照 sokol_app 处理;资源打进 `.bundle`。 +- **资产上真机的方式要在 M3 前定**:9166 个散装 `.gr2` + 一堆 `.dds` 不能直接堆进 APK / `.bundle`(体积、iOS 限制)。要么 M3 前提前接 eterpack(现排 M4),要么只把测试资产集打进去。M3 交付里"原样交叉编译"没算这一步。 + +--- + +## 05 · gr2 格式要点 + +抽查 `warrior_cheongrin_lod_01.gr2` 的文件头: + +``` +偏移 字节 含义 +0x00 B8 67 B0 CA F8 6D B1 0F 84 72 8C 7E … 16 字节 magic:32 位小端 · 文件格式版本 6 +0x10 B8 01 00 00 头部长度 = 0x1B8 +0x20 06 00 00 00 格式版本字段 = 6 +0x24 AC 09 01 00 TotalSize = 68012 = 文件实际大小 ✓ 解析正确 +0x28 65 7A 20 53 CRC32 +0x2C 38 00 00 00 section 表偏移 = 0x38 +``` + +### 已确认(M0 T1–T9 全部实现并全量实测:9166/9166 解析成功、0 崩溃、0 非退化谓词失败) + +> `libgr2` = header/section/fixup + 自描述类型树遍历器 + FileInfo + 骨架(含 bind-pose 自洽检查) +> + 蒙皮网格 + 动画曲线解码 + 采样。`gr2dump` / `gr2fuzz` 见 `tools/`。报告见 `test/fuzz-report.json`。 + +- **magic = `GRNFileMV_Old`**(不是 `GRNFileMV_32Bit_LittleEndian`),32 位小端。**9155 个是格式 v6,11 个是 v7**(容器兼容,都能读)。 +- 每文件固定 **8 个标准 section**(Main / RigidVertex / RigidIndex / DeformableVertex / DeformableIndex / Texture / Discardable / Unloaded)。 +- **section 用 Oodle1 压缩**(每段 `Format==2`;Texture section 例外,空)。之前"未压缩"是把 `HeaderFormat`(=0)错当成 section 压缩。**没有 BitKnit**(全样本 0 个)。**Oodle1 解码器已从泄露 SDK 端口进 `libgr2`(`oodle1.c`),全量验证通过。** +- 资产由 **Granny Standard Exporter SDK 2.4.0.7** 导出 —— oracle 的 `granny2.dll` 应锁 2.4.x 线(见 [`steps/00-oracle.md`](./steps/00-oracle.md) T1)。 +- `total_size` 字段 == 文件实际大小;解压后每个 section 恰好 `ExpandedDataSize`。内嵌路径串(`D:\Ymir Work\...`)解压后干净可读 —— 内容正确性的 oracle-free 锚点。 +- 客户端共 **9166 个 .gr2**,散装在磁盘,PoC 阶段无需解包。 +- 引擎实际用到的 Granny API 约 **90 个**,全部是"读文件 / 采样动画 / 变形顶点",无任何建模或导出。 +- 顶点类型实测:`PNT332`(rigid,4016 mesh)、`PNT3322`(rigid 双 UV,309)、`PNT332_Skinned`(3118)。**无未知类型**。蒙皮变体带 `BoneWeights`(NormUInt8×4 或 Real32×4)+ `BoneIndices`(UInt8×4 或 packed UInt32)。 +- **曲线全部是 `OldCurveType`**(Granny 2.4:`{Int32 Degree; RefToArray Knots; RefToArray Controls}`,**无压缩变体、无 `curve2`/`CurveData` variant**)。degree ∈ {0,1,2}(**无 3**)、dim ∈ {0,3,4,9}。`gr2_anim.cpp` 全覆盖(常量 / 线性 / 二次 B 样条 + 四元数归一)→ **§08 的"曲线子类型超出范围"风险消除,无需烘焙退路**。 +- **非单位 scaleshear 普遍**:2267 个 skeleton 至少 1 骨、全语料 13298 骨带非单位 scale-shear。→ 组合公式走完整 `R3·SS3`(已实现);M2/M3 蒙皮按完整仿射,**不可用 `world·invBind` 的正交近似**。 +- **多 skeleton / 多 model**:一个文件可含本体 + 武器挂点各自的 skeleton(如 `redthief2_soldier2` = 3 skeleton / 3 model)。mesh `BoneBindings` 对每个 skeleton 试解析取悬空最少者。 +- **root 偏移两种放法**:多数 skeleton 把 model-space 偏移放在 `model.InitialPlacement`(root 骨 local 为单位);少数烘进 root 骨 local。世界姿势 = `Composite(local[root]) · InitialPlacement`。 +- `EterGrnLib` 已用 `#if GrannyProductMinorVersion == 4 / 7 / 8 / 9 / 11` 兼容多版本 —— 实测资产就是 **2.4**,与 libgr2 的选择一致。 + +### M0 抽样统计结果(`test/fuzz-report.json`,全量 9166) + +- 格式版本:v6 × 9155、v7 × 11。section 压缩:非空段 100% Oodle1,**0 Oodle0 / 0 BitKnit** → §08 BitKnit 退路项不触发。 +- bind-pose 自洽(不依赖 oracle):多骨 skeleton 2013/2017 `max|Δ| < 1e-3`(`warrior_cheongrin` 6.1e-5);4 个 `>=1e-1` 已定位到辅助骨子树的 `InverseWorld4x4` 未随 `InitialPlacement` 更新(含 1 个文件名带 `_backup`),非阻塞。 +- 曲线子类型直方图(degree·dim):pos `d0·d3`(322k)/`d2·d3`(41k);rot `d0·d4`(79k)/`d2·d4`(210k);scale `d0·d9`(42k)/`d1·d9`(3k);大量 `d0·dim0`(恒等轨道)。 + +### M0 第一件事:锁定 oracle 用的 Granny 版本 + +资产是文件格式 v6(约 2.6–2.9 era),但 `m2dev-client-src` 头文件写 2.11.8。**oracle 必须用实际能正确加载这批资产的那个 `granny2.dll` 版本**去 dump,否则是拿错误的参考去校 libgr2。M0 起手要确认:这批 gr2 在哪个 Granny 版本下 `GrannyGetFileInfo` 返回完全正常(骨骼数、顶点数、动画时长都合理),把那个 DLL 固定进 `oracle/`。 + +--- + +## 06 · 里程碑与验证门 + +五个里程碑,每个都有明确的交付物和一道 go/no-go 门禁。单人全职到 M3 结束约 2–3 个月。 +里程碑的**验证逻辑**与 RHI 无关;换 bgfx 只在 M1 多了一道"sokol_app + bgfx 交接"的子门禁。 + +> **分册**:本节是索引,每个里程碑的文件级施工文档在 [`steps/`](./steps/): +> [`00-oracle`](./steps/00-oracle.md)(关键路径,M0 起)· +> [`M0-gr2-reader`](./steps/M0-gr2-reader.md) · +> [`M1-static-render`](./steps/M1-static-render.md) · +> [`M2-anim-skinning`](./steps/M2-anim-skinning.md) · +> [`M3-mobile`](./steps/M3-mobile.md) · +> [`M4-realistic-load`](./steps/M4-realistic-load.md)。 +> M0+M1 的可演示 demo 施工图另见 [`DEMO-PLAN.md`](./DEMO-PLAN.md)。 + +### M0 · gr2 解析器(独立 CLI) — 1–2 周 + +- **交付** — ① 锁定 oracle 的 Granny 版本(见 [§05](#m0-第一件事锁定-oracle-用的-granny-版本));② `gr2dump` 读 `warrior_*` 系列 + 若干 zone 静态件,产出 libgr2 的结构化 dump(骨架 / 网格 / 动画曲线)**和** glTF;③ 对全量 9166 个 `.gr2` 跑 parse-fuzz,产出格式变体直方图;④ 从 fuzz 元数据里筛出测试资产集(见 [§07](#测试资产集精选约-15-个))并写进 `test/assets.list`。 +- **门禁** — libgr2 结构化 dump 与 oracle 的 `GrannyGetFileInfo` dump **逐字段一致**(见验证);fuzz 零崩溃且**产物通过非退化谓词**;变体分布落在可实现范围(无 BitKnit,或有明确离线转换退路);测试资产集已产出。 +- **验证** — + - **自洽检查(不依赖 oracle,先跑)**:从 `LocalTransform` 链重建 bind pose 世界矩阵,验证每骨 `world_bind[i] · InverseWorld4x4[i] ≈ I`。这一条抓"读矩阵时带了转置 / 手系错、且同样作用于正向读取"这类 oracle 对拍也发现不了的 bug。 + - **主**:libgr2 结构化 dump vs oracle dump 逐字段对拍 —— 骨骼数 / 父索引 / 名称 / `LocalTransform` / `InverseWorld4x4` / 顶点数 / 索引数 / 每骨曲线的关键帧数 / 动画时长,全部相等或 < 噪声地板。 + - **辅**:导出 glTF 在 Blender 目视骨架拓扑 + 绑定姿势网格。**注意 glTF 只能证拓扑和 bind pose,证不了动画曲线解码对**(glTF 动画表达不了 Granny 的 ease 曲线 / scale-shear / 常量轨道压缩)—— 动画正确性只认上面那条主验证。 + - **fuzz 非退化谓词**:骨骼数 ∈ [1, 512];每骨父索引 < 自身索引或 = -1;变换无 NaN/Inf;顶点数 > 0;所有索引 < 顶点数;每顶点权重和 ∈ [0.99, 1.01];骨骼索引在范围内。不满足即计一次 fail。 + - **bootstrap 关系**:M0 自身验证用硬编码引导集(`warrior_*` + 若干 zone);`test/assets.list` 一旦产出,M1 及之后一律用它。 + +### M1 · macOS 静态渲染 — 2–3 周 + +- **交付** — sokol_app 窗口 + bgfx(Metal),渲染 gr2 静态网格(绑定姿势)+ 贴图,轨道相机;着色器从 `vs/fs_pnt` 草稿改;`texture_stage.sh` 接一个已知多 stage 材质。 +- **子门禁 1(交接)** — bgfx 经 sokol_app 的原生 handle 在 macOS 出画面 + 输入可用(见 [§03 窗口层](#窗口层sokol_app-与-bgfx-的交接是一处真风险))。啃不下则退回 SDL2 方案。 +- **子门禁 2(几何)** — 网格拓扑、UV 正确;无背面剔除错误 / 法线翻转;一个多 stage 材质的着色结果与 oracle 对上。 +- **验证** — + - **对比场景两侧都喂同一张预解码 RGBA**(绕开 DXT),让截图 diff 只反映几何 / 光照 / texture-stage,不被软解 vs 硬件 S3TC 的 bit 级差异污染。 + - oracle 侧要能进入确定态:固定相机矩阵注入、固定光、绑定姿势、无程序化摇摆 —— 这需要 oracle build 的少量改造,M1 一并做。 + - 与 oracle 截图像素 diff + SSIM;开法线可视化模式自检。 + +### M2 · 骨骼动画 + CPU 蒙皮 — 2–3 周 + +- **交付** — 解析 `.msm` / `.msa`,构建世界姿势,线性混合蒙皮,播放 idle / walk,支持 loop 与 ease;补 `vs_pnt_skinned.sc`;装配一个**多部件角色**(身体 + 至少一个额外 gr2,如头发/时装)+ 一个**挂点武器**。 +- **门禁(分级,按序)** — + 0. **`.msm` / `.msa` 解析子检查**:dump 解析结果和源文本逐项目视核对(挂点名、动作列表、混合参数)。 + 1. **骨骼世界矩阵**与 oracle 的**层 ①(裸 Granny,`GrannyGetWorldPoseComposite4x4Array` 直出)**逐帧对拍,max|Δ| < ε_mat —— 隔离"曲线采样 + 世界姿势累积",先过。**M2 只对层 ①**;层 ②(过完 `EterGrnLib` 的 `ActorInstanceBlend` + LOD 骨骼裁剪)不在 PoC 范围,留到正式移植。 + 2. **蒙皮顶点坐标**与 oracle 逐帧对拍,‖Δ‖ < ε_vtx —— 隔离"蒙皮 + 顶点格式"。 + 3. 多部件装配:挂点武器的世界变换与 oracle 一致(`GrannyFindBoneByName` + 挂点矩阵链复刻对)。 + 4. **LOD 一致性**:同一模型 LOD 0–3 共享骨骼绑定,切换无跳变(顶点在切换帧的位移 < 阈值)。 +- **验证** — 数值层对拍(N 帧 × M 顶点、全部测试资产集,不是单文件;tie-break 见 [§07 数值层](#数值层))+ 视觉层(3 个确定姿势,差异分类见 [§07 视觉层](#视觉层))。 +- **动画曲线退路** — 若 M0 统计发现曲线子类型超出可实现范围,改走"oracle 离线烘焙成密集关键帧"(见 [§08](#08--风险登记册) 动画行),libgr2 只读烘焙格式,M2 照常验证。 + +### M3 · iOS + Android 真机 — 1–2 周(与 M2 尾段并行) + +- **交付** — M2 工程交叉编译(**含资产上真机的方案**,见 [§04 平台壳](#平台壳) —— 提前接 eterpack 或只打测试资产集,不是"原样交叉编译"就完事),两端真机运行基准场景;CI 三端冒烟。 +- **门禁** — + - 三端渲染差异分类通过(见 [§07 视觉层](#视觉层)); + - 简化角色 1 个 ≥ 60fps、20 个 ≥ 30fps,满配角色 1 个 ≥ 60fps、8 个 ≥ 30fps(机型见 [§07 性能层](#性能层真机));冷启动 < 3s; + - 无 bgfx / 图形验证层报错; + - **Android 切后台 ×100 恢复正常(无崩、无黑屏);iOS 切后台 / 锁屏 / 来电后恢复正常(丢 Metal drawable 的处理)**; + - **mediump 精度专项**:顶点着色器骨骼矩阵 / 位置用 highp 前后对比,确认无抖动 / 爆顶点。 +- **验证** — 三端快照互拍 + 真机性能采集(帧时间 p99、显存、RSS、加载耗时)。 + +### M4 · 逼近真实负载(可选) — 2 周 + +- **交付** — GPU 蒙皮;改走 eterpack 加载;多角色 + 一块地面 + 简单光照;LOD 切换。 +- **门禁** — GPU 蒙皮结果与 CPU 一致;50 角色可交互帧率;eterpack 路径与散文件结果一致。 +- **验证** — CPU / GPU 蒙皮对拍;扩展性能曲线(1 / 8 / 20 / 50 角色)。 + +--- + +## 07 · 验证方法论 + +核心思路:把 Windows 客户端当作"真值预言机"(oracle),新实现的每一层输出都要能和它对拍。分数值、视觉、性能三个层次,配自动化回归。 + +### 预言机:插桩的 Windows 客户端 + +在 Windows 侧构建一个精简 harness,链接**锁定版本的** `granny2.dll` + `EterGrnLib`(版本确定见 [§05](#m0-第一件事锁定-oracle-用的-granny-版本)),能对"给定 `.gr2` + `.msa` + 时刻 `t`"导出: + +- **两层骨骼矩阵**:① 裸 Granny 层(`GrannyGetWorldPoseComposite4x4Array` 直出);② 过完 `EterGrnLib` 的 LOD 骨骼裁剪 + `ActorInstanceBlend` 混合后的最终矩阵。libgr2 + 我们的采样先对①,装到引擎后对②。 +- mesh 0 蒙皮后的顶点坐标; +- 确定态截图(固定相机矩阵注入、固定光、精确 model clock、单动作无混合、关掉待机摇摆 —— 需 oracle build 少量改造)。 + +**坐标空间必须两侧都写死**:oracle dump 和 libgr2 输出都声明用同一约定(左手 Y-up、单位、根变换是否已 apply)。§08 的 basis 转换高危项,就靠这条数值锚点来抓 —— 目视抓不住 90° 轴交换或 ×100 缩放。 + +**oracle 自身要先过自检**(在被信任之前):加载一个 gr2、dump t=0 的骨骼矩阵,应与该 gr2 存的 bind pose(`InverseWorld4x4` 求逆)一致。过不了这条,下游全建在沙子上 —— 这是 M0 的隐性前置门禁。 + +这套 dump 是 Windows-only,永远留在 Windows。`oracle/` 的搭建(把 `EterGrnLib` 从完整客户端里单独抽出来编、两层矩阵 dump、确定态改造)**从 M0 起,是关键路径**,需要一个会 Windows / D3D 构建的人,[§09 工作量表](#工作量)里单列。 + +### 数值层 + +**阈值不是拍的,要先测噪声地板**:把 oracle 跑两遍(或 oracle vs 另一个已知正确的 Granny 实现),看同一输入的输出抖动有多大,ε 设在地板之上一个安全余量。否则正确代码也会 fail —— 60 骨链上 float32 累积、Granny 内部用 float、我们用 double 再转,1e-4 / 1e-3 这种数很可能比噪声还紧。 + +| 对象 | 隔离的是 | 比对方式 | 阈值 | +|---|---|---|---| +| gr2 结构(骨骼数 / 父索引 / 名称 / `LocalTransform` / 顶点数 / 索引数 / 每骨关键帧数 / 动画时长) | 解析正确性 | libgr2 vs oracle dump vs Blender 导入,三方一致 | 相等(浮点字段 < 噪声地板) | +| 骨骼世界矩阵(先对裸 Granny 层,装进引擎后对 EterGrnLib 层) | **动画采样 + 世界姿势累积** | 逐元素与 oracle 相减,取 max\|Δ\| | < ε_mat(噪声地板 × 余量) | +| 蒙皮顶点坐标 | **蒙皮 + 顶点格式**(在矩阵已对上的前提下) | N 帧 × M 顶点,`‖v_ours − v_oracle‖` | < ε_vtx | + +**必须按序**:先让骨骼矩阵对上,再看顶点。否则动画错 + 蒙皮错可能相互抵消、最终顶点却"对",掩盖两个 bug。 +在整个测试资产集上跑,不是单文件。 + +**tie-break**:矩阵 / 顶点对拍默认 oracle = 真值。但如果 libgr2 与 oracle 差超过 ε、结果又都合理,需要第三个独立参照来判 —— 在测试资产集上,用 Blender `io_scene_gr2` 计算的世界矩阵(或第二个开源 gr2 库)做仲裁。这也能抓出 oracle 自己的 bug(DLL 版本选错、确定态改造引入坐标错)。 + +### 视觉层 + +- **确定性场景** — 固定相机矩阵、固定光、固定姿势(idle 第 0 帧、走路中段、旋转量大的姿势)。让 **oracle** 进入这个确定态需要改 oracle build(注入相机矩阵、精确 model clock、关程序化摇摆、单动作),这块工作在 M1。 +- **贴图从对比里剔除** — 对比场景两侧都喂同一张预解码 RGBA。客户端用 GPU 硬件 S3TC、PoC 用 `CDXTCImage` 软解,两者 bit 级有差,会让整张图偏移、SSIM 掉分,原因跟要验证的几何/蒙皮无关。 +- **单一 SSIM 阈值不够,要差异分类** — 同一帧 Metal vs GLES 会有"正确但可见"的差别(各向异性过滤强度、mip 选择、gamma)。流程:`SSIM ≥ 0.98` 直接过;`0.95–0.98` 之间进人工/规则分类,判定差异是否全落在"渲染器合理差异"集合里,是则过、否则 fail;`< 0.95` 直接 fail。 +- **三端互拍** — 三个端之间应比各自与 oracle 更接近(同一 shaderc 源、同一逻辑)。 +- **失效模式清单** — 法线 / 背面翻转、UV 接缝、绑错骨骼(肢体飞出)、顶点塌陷(权重错)、z-fighting、alpha 排序、gamma / 色彩空间、左右手系镜像、整体缩放错(basis 转换,数值层才是主抓手)。 + +### 性能层(真机) + +- **两种角色都要测** — ① 简化角色(≈ 5k 三角、≈ 60 骨、单 draw call);② **满配角色**(多部件装配 + 武器 + 时装 + 挂点特效,1–2 万三角、多材质多 draw call)。只用简化角色外推真实负载会乐观。每种从 1 个放大到 8 / 20 / 50 个。 +- **基准硬件写死具体机型**(不是"级别")—— 例如 iPhone 11(A13)+ Pixel 6(Mali-G78)+ 一台 Adreno 机(如 Redmi Note 系列),三种主流移动 GPU 架构各一。 +- **指标** — 帧时间 p50 / p99(ms)、FPS、draw call、GPU 显存(Xcode GPU report / Android GPU Inspector / `adb dumpsys meminfo`)、冷启动到首帧、单个 `.gr2` 加载耗时、峰值 RSS。 +- **PoC 通过线**:简化角色 1 个 ≥ 60fps、20 个 ≥ 30fps;**满配角色 1 个 ≥ 60fps、8 个 ≥ 30fps**;单角色加载 < 30ms;冷启动 < 3s;基准 RSS < 300MB。 +- M4 加做 CPU vs GPU 蒙皮对比。 + +### 自动化 / CI + +- **`gr2-fuzz`** — 解析全部 9166 个 `.gr2`,不许崩溃,产物通过非退化谓词(骨骼数 ∈ [1,512]、父索引 < 自身或 -1、无 NaN/Inf、索引 < 顶点数、权重和 ∈ [0.99,1.01]、骨骼索引在范围内);输出格式变体直方图。这一步最先抓出"某批文件是另一种变体"。 +- **快照回归** — 在 macOS CI runner 上用 bgfx 离屏渲染确定性场景,PNG 与提交的 golden 带容差比对。 +- **三端冒烟** — CI 里 iOS 模拟器 + Android 模拟器构建并启动,断言"到达首帧 + 连续 N 帧无 bgfx / GL / Metal 验证层报错"(打开 `BGFX_DEBUG_*`、Metal API validation、GLES `KHR_debug`)。 + +### 测试资产集(精选约 15 个) + +**由 M0 的 fuzz 元数据 + 人工挑选产出**,写进 `test/assets.list`,后续所有里程碑都跑这一套: + +- 刚体静态件(zone 建筑) +- 单材质蒙皮角色(`warrior_novice`) +- 多材质 + 带 alpha 的蒙皮角色(时装) +- **多部件装配角色 + 挂点武器**(考验 `.msm` 多 gr2 组装 + `GrannyFindBoneByName` + 挂点矩阵) +- 高骨骼数 / 长动画 +- 同一模型的全部 4 级 LOD(考验 LOD 间骨骼绑定一致性) +- 一个用了 `D3DTOP_MODULATE2X` 或 `ADDSIGNED` 的多 stage 材质(专验 `texture_stage.sh`) +- 特效 / 挂点网格 +- fuzz 阶段标出的异常个例(曲线子类型、压缩变体、超大骨骼数等的代表) + +--- + +## 08 · 风险登记册 + +严重度:**高** 可能否决方案或大幅拖延 · **中** 需专门投入 · **低** 有成熟解法。 + +| 领域 | 风险 | 影响 / 缓解 | 严重度 | +|---|---|---|---| +| **oracle** | granny2.dll 版本与资产格式不匹配(资产 v6,src 头写 2.11.8) | 拿错误参考校 libgr2,全盘失真。**M0 起手锁定"能正确加载这批资产的 DLL 版本"**,固定进 `oracle/`(见 [§05](#m0-第一件事锁定-oracle-用的-granny-版本))。 | **高** | +| gr2 | **section 全部 Oodle1 压缩**(M0 T1 实测确认,非可选);个别文件可能混 Oodle0 / BitKnit | Oodle0/1 有公开重实现(~200 行 LZ 变体),M0 T2 必做;BitKnit 无公开实现 —— 9166 全样本 0 个,若真遇到 → Windows 侧 Granny SDK 离线转未压缩。 | 中 | +| gr2 | 自描述类型树递归 / 未知类型 / 重定位表 | 写通用类型树遍历器(不假设布局)+ 与 SDK dump 逐字段对拍。 | 中 | +| 动画 | Granny 曲线压缩格式多样(关键帧数组、D3/D4nK 量化、B 样条拟合) | 三层退路:① M0 统计实际用到的子类型,多数只需实现关键帧 + 简单量化;② `granny_curve*.cpp` 当算法参照;③ **子类型超范围就走"oracle 离线烘焙成密集关键帧"(每骨每帧一个 TRS),libgr2 只读烘焙格式,PoC 完全绕开曲线解码,代价是动画数据变大 + 一个烘焙工具**。加了 ③ 后此项可视为"中"。 | **高** → 中(有 ③ 兜底) | +| 动画 | ease-in/out 曲线、loop、局部时钟语义 | 照 `EterGrnLib/Motion*` 与 `ModelInstanceMotion.cpp` 的调用序列逐行复刻。 | 中 | +| 蒙皮 | 骨骼绑定顺序 / mesh binding 到骨架的重映射 | 复刻 `GrannyNewMeshBinding` 的按名匹配逻辑;M2 门禁先过骨骼矩阵、再过顶点,逐级隔离。 | 中 | +| 坐标系 | Granny 轴向 / 单位 → 运行时约定的 basis 转换(一个 90° 轴交换或 ×100 缩放目视看不出) | **主抓手是数值锚点**:oracle dump 与 libgr2 输出都声明同一坐标约定(手系、单位、根变换是否 apply),骨骼矩阵逐元素对拍即可暴露;复刻 `GrannyConvertSingleObject`;朝向明确的资产做辅助目视。 | **高** | +| 集成 | sokol_app + bgfx 都想拥有 swapchain/context,非 sokol_app 常规用法 | M1 独立子门禁验证交接;退路是桌面 SDL2 + iOS/Android 各写最小原生壳(见 [§03 窗口层](#窗口层sokol_app-与-bgfx-的交接是一处真风险))。 | 中 | +| 验证 | `texture_stage.sh` 是未校验的 D3D 固定功能重实现(MODULATE2X clamp、arg complement、多 stage 串联) | 用一个已知多 stage 材质在 M1/M2 单独和 oracle 对拍,不靠整场景 SSIM 兜。 | 中 | +| 验证 | 数值阈值 ε 拍脑袋,正确代码也可能 fail | 先跑 oracle 两遍测噪声地板,ε 设在地板 + 余量之上(见 [§07 数值层](#数值层))。 | 中 | +| 贴图 | 移动端无 S3TC / DXT 硬件支持(确定项) | PoC 运行时解压 DXT→RGBA8(复用 EterImageLib,显存 ×4);量产改离线转 ASTC / ETC2 或 Basis Universal(bgfx `bimg`/`texturec`)。 | **高** | +| 贴图 | NPOT / mipmap 链 / sRGB | GLES3 / Metal 均支持 NPOT;统一线性工作流 + sRGB 纹理视图。 | 低 | +| RHI | 深度范围 0–1 vs −1–1、裁剪空间 Y 翻转、行 / 列主序矩阵 | bgfx 有 `bgfx::getCaps()->homogeneousDepth` / `originBottomLeft` 抹平后端差异;矩阵全程列主序(glm);离屏 RT 用 bgfx 的约定。 | 中 | +| 着色器 | `shaderc` 跨编译到 metal / 300_es / s_5_0 行为差异 | 单一 `.sc` 源;开 bgfx / Metal / GLES 验证层;三端快照对拍。比手写多份 GLSL 更省心。 | 低 | +| 着色器 | `.sc` 草稿缺蒙皮 / fog / 顶点色,且 `.bin` 是废产物 | 从 `.sc` 重编;新写 `vs_pnt_skinned.sc`,补 fog 与 `a_color0`;`compile_shaders.bat` 换成 CMake custom command。属已知工作量,非未知风险。 | 低 | +| 精度 | 移动 GPU mediump 存不下骨骼矩阵 / 大坐标 | 顶点着色器里骨骼矩阵与位置用 highp;必要时把模型原点归一。 | 中 | +| 平台 | Android GL context 丢失后 GPU 资源需重建(确定项) | 在 sokol_app 挂起 / 恢复事件里按 bgfx 的 `reset` 流程处理;**M3 就做,别拖到最后**。 | **高** | +| 平台 | iOS 全静态链接、无 dlopen、后台丢 Metal drawable | 全静态;Metal 生命周期照 sokol_app 处理。 | 中 | +| 平台 | 9166 个散装资产上真机的方式没定(APK/bundle 体积、iOS 限制) | M3 前定:提前接 eterpack,或只打测试资产集。M3 交付要显式包含这一步。 | 中 | +| 构建 | bgfx 依赖 `bx` / `bimg` / `bgfx` 三仓 + 单一 CMake 出三端 | 用 `bgfx.cmake` 封装,submodule 固定版本;一开始就配好 toolchain + CI 三端并行。 | 中 | +| 授权 | libgr2 部分模块是从泄露 Granny SDK **直接端口**(`oodle1.c` = `radlz.c`/`radarith.c`/`arithbit.c` 的解码路径逐行移植,非"看规格重写");其余(文件头 / 类型树 / 骨架)是照 struct 定义写的 | 比 clean-room 弱。对"内部自用、不公开、非商业"可接受;`oodle1.c` 顶部注明来源。**一旦要公开 / 商用**:`oodle1.c` 必须换成真正的 clean-room 实现或第三方 LZ(gr2 里的 Oodle1 只是个简单 LZ+算术编码,可重写),Granny 运行时逻辑评估 ozz-animation 替换或采购授权。 | 中 | +| 范围 | PoC 蔓延到地形 / 特效 / UI | 严守"骨骼蒙皮 + 三端跑通"边界;地形 / 特效 / Python 明确排除在 M4 之外。 | 中 | +| 范围 | **Python/UI 层是仅次于 gr2 的第二大未知,被本 PoC 排除** | CPython 3 在 iOS(无 JIT / 全静态 / 脚本预编译)跑 Metin2 那 2000+ 个 `.py` + `EterPythonLib` C 扩展 + 依赖 D3D 图元的 `ui.py` 窗口系统 —— **这是 PoC 之后要立刻做的"第二个 PoC"**,不是"已知可行的工作量"。 | **高**(对完整移植) | + +--- + +## 09 · 工作量 · 人力 · 目录 + +### 工作量 + +| 工作项 | 单人全职 | 2 人小队 | +|---|---|---| +| **oracle 工具**(Windows:抽出 EterGrnLib 单独编、锁 Granny 版本、两层矩阵 + 顶点 dump、确定态改造、自检) | 1–2 周(与 M0 并行,含在关键路径) | 由会 Windows/D3D 的人专责 | +| M0 gr2 解析器 + fuzz + 结构化对拍 + 筛测试资产集 | 1–2 周 | 合计 ≈ 6–8 周(libgr2 / oracle+验证台 / RHI+壳 三线并行) | +| M1 macOS 静态渲染(含 bgfx↔sokol_app 交接子门禁 2–4 天) | 2–3 周 | | +| M2 动画 + CPU 蒙皮(曲线解码是关键路径) | 2–3 周 | | +| M3 iOS + Android 真机 | 1–2 周 | | +| **到 go/no-go 结论** | **≈ 2–3 个月** | **≈ 6–8 周** | +| M4 逼近真实负载(可选) | +2 周 | +1–2 周 | + +**人力硬约束**:oracle 那条线需要一个能在 Windows 上搭 D3D9 客户端构建、把 `EterGrnLib` 拆出来单独链的人 —— 这和写 libgr2 / RHI 的技能不同,单人做要来回切换,小队要专人。 +关键路径是 **libgr2 曲线解码(M0 → M2)+ oracle 工具(M0)** 两条并行。 + +### 建议目录结构 + +``` +xrender-poc/ + third_party/ + bgfx.cmake/ bx/ bimg/ bgfx/ (submodule,含 shaderc / bin2c) + sokol/ 仅 sokol_app.h + glm/ + reuse/ EterBase/ EterPack/ EterImageLib/ ← 冻结快照 + 本项目修复提交(非引用) + libgr2/ + include/ src/ gr2_file.* gr2_types.* gr2_skeleton.* + gr2_mesh.* gr2_anim.* gr2_decompress.* + engine/ rhi.*(包 bgfx::) skinning.* animation.* material.* scene.* camera.* + formats/ msm.* msa.* race.* ← 照 EterGrnLib/RaceManager 复刻 + app/ + main.c 窗口壳:默认 sokol_app → bgfx::PlatformData → bgfx::init + 交接过不了则切 SDL2(桌面)+ 各平台最小原生壳(见 §03) + shaders/ *.sc + texture_stage.sh + varying.def.sc + ← 从 ../MobileSource/Cross Platform/shaders.rar/shaders 种子 + + vs_pnt_skinned.sc(新写) + shaders.cmake 可移植编译步骤:shaderc → metal / 300_es / s_5_0 → bin2c + platform/ macos/ ios/ android/ (壳工程 + toolchain) + oracle/ Windows-only:锁定版 granny2.dll + EterGrnLib + dump 两层骨骼矩阵 + 蒙皮顶点 + 确定态截图;坐标约定写死 + tools/ gr2dump/ (M0 CLI) gr2fuzz/ snapshot_compare/ anim_bake/(曲线退路) + test/ assets.list(M0 产出) golden/ oracle_dumps/ noise_floor.json + cmake/ ios.toolchain.cmake android helpers + CMakeLists.txt +``` + +### 下一步 + +从 **M0** 起,两件事并行: + +1. **锁定 oracle 的 Granny 版本** —— 确认这批 v6 资产在哪个 `granny2.dll` 下 `GrannyGetFileInfo` 完全正常,固定进 `oracle/`。 +2. **写 `gr2dump`** —— 输出 `warrior_cheongrin*.gr2` 的结构化 dump(骨架 / 网格 / 曲线)+ glTF;结构化 dump 与 oracle 逐字段对拍(这是主验证),glTF 仅供 Blender 目视骨架和 bind pose。 + +这是单块价值最高、且不依赖任何 RHI / 平台决策的第一块砖。 + +--- + +## 10 · 最终验收与结论证据包 + +"最终成果如何验证"分两层,PoC 与完整移植的验收方式不同。 + +| | PoC 的最终成果 | 完整移植的最终成果 | +|---|---|---| +| 是什么 | **一份 go/no-go 结论 + 证据包**(不是能玩的客户端) | 能上架的三端 Metin2 客户端 | +| 验证目标 | "骨骼网格这条链在三端成立" 站得住、可复现 | 功能对等 + 三端一致 + 性能 / 稳定性达标 | + +### 10.1 PoC 结论证据包 + +PoC "通过"的判据不是"看着对了",而是**能交给别人独立重跑并核对的一个包**。仓库 `test/` 下产出: + +**① 可复现验证套件(CI 一条绿灯 = 全部过)** + +- `gr2fuzz` 报告:9166 / 9166 解析成功 + 格式变体直方图 —— 证明"能读全部资产",不是挑了几个好文件。 +- `numeric_diff` 报告:测试资产集 × N 帧 × M 顶点,骨骼矩阵 `max|Δ|` 与蒙皮顶点 `‖Δ‖` 的分布(直方图 + p99 + max),全部 < 阈值。 +- `snapshot` 对比:确定性场景在 Windows-oracle / macOS / iOS / Android 四组截图 + 两两 SSIM 矩阵。 +- `perf` 报告:每台真机 1 / 8 / 20 / 50 角色的帧时间 p50/p99、FPS、显存、RSS、冷启动、gr2 加载耗时,逐项标注是否越线。 +- 三端冒烟:`macos / ios-sim / android-sim` 三个 CI job 全过,无 bgfx / Metal / GLES 验证层报错。 + +**② 门禁汇总表** —— M0–M3 每道门禁一个明确 pass/fail(见 [§06](#06--里程碑与验证门)),最终成果 = 全绿的汇总。 + +**③ 反证清单(negative evidence)** —— 把当初担心会 block 的点逐条列出实测结果。**下表是待填模板,结论由 M0–M3 产出,不是现在已知的事实**: + +| 担心点 | 实测结果(TBD) | +|---|---| +| oracle 用的 Granny 版本 + oracle 自检 | 待 M0 | +| libgr2 `InverseWorld4x4` 自洽(`world_bind · invBind ≈ I`) | 待 M0 | +| Granny 曲线子类型分布 / 是否需烘焙退路 | 待 M0 fuzz | +| 非单位 scaleshear 用量(影响蒙皮公式 + mediump) | 待 M0 fuzz | +| section 压缩类型分布 | 待 M0 fuzz | +| `.msm` / `.msa` 解析对拍源文本 | 待 M2 | +| 坐标系 basis 转换(数值锚点 + Blender tie-break) | 待 M1–M2 | +| sokol_app + bgfx 交接 | 待 M1 子门禁 | +| `texture_stage.sh` 多 stage 材质对拍 | 待 M1 | +| ε 噪声地板实测值 | 待 M2 | +| Android context loss 恢复(×100) | 待 M3 | +| iOS 全静态 + 后台 / 锁屏 / 来电恢复 | 待 M3 | +| 移动 GPU mediump 精度专项 | 待 M3 | + +**④ 一页纸结论** —— go / no-go: + +- **go** → 附"正式移植还缺什么"清单(地形 / 特效 / UI / Python 的工作量估计)。 +- **no-go** → 具体死在哪层 + 备选路径(ozz-animation 替换 / Rust 重写 / 动画烘焙退路)。 + +### 10.2 完整移植后的验收(**属 PoC 之后另立项目,不在本方案范围**) + +以下 8 条是 PoC 通过、决定正式移植后要另写的验收纲要,本方案不覆盖其计划与工作量。PoC 只证了骨骼网格这一条。 + +1. **资产全覆盖回归** —— 不是 15 个测试资产,而是全部 gr2 / 全部地图 / 全部特效 / 全部 UI 脚本跑一遍,自动截图 + 与 Windows 客户端**逐场景对拍**(把 oracle 从"单帧 dump"扩成"整机录制回放 + 全场景截图")。 +2. **功能对等清单** —— 登录 → 选人 → 进游戏 → 战斗 → 交易 → 公会 → 商城…每个 Python phase 在三端都能走通(手动 + 录制回放)。 +3. **三端一致性** —— 同一操作序列,三端渲染 + UI 布局 + 逻辑结果一致。 +4. **性能预算** —— 目标机型上完整场景(城市、BOSS 战、大量玩家)达到帧率 / 内存 / 发热 / 耗电 / 包体 / 流量预算。 +5. **稳定性** —— 三端各跑 N 小时 monkey / soak;崩溃率 < 阈值;context loss、来电、切后台、锁屏、热重启全过。 +6. **兼容性矩阵** —— iOS 最低版本 × 机型;Android GPU(Adreno / Mali / PowerVR)× API level × 厂商 ROM。 +7. **上架前检查** —— iOS 无私有 API、隐私清单、包大小;Android 64 位、target SDK、权限。 +8. **回归防线** —— CI 每次改动跑快照回归 + 性能基准,防"某次改动让 Mali 上花屏"这类回归。 + +### 10.3 贯穿始终的一条原则 + +**Windows 客户端是唯一真值源。** 任何"三端自己看着对"都不算数,必须能和 Windows 逐帧 / 逐场景对拍。 +这套 oracle 基础设施从 M0 就开始建(先只 dump 骨骼 + 顶点 + 单帧),移植阶段扩成整机录制回放 —— 是整个项目最值的一笔投资。 diff --git a/docs/reference/README.md b/docs/reference/README.md new file mode 100644 index 00000000..d30ea16f --- /dev/null +++ b/docs/reference/README.md @@ -0,0 +1,32 @@ +# reference/ — archived from xrender-poc + +These docs come from **`xrender-poc`**, the bgfx-based rendering POC that was +**retired on 2026-08-29** in favour of the Godot route (this repo). See +[`../MIDREVIEW.md`](../MIDREVIEW.md) for the decision. + +They are kept because the reverse-engineering knowledge is route-independent and +still authoritative: + +| file | what's still useful | +|---|---| +| `steps/M0-gr2-reader.md` | the entire `.gr2` v6/v7 format breakdown that `libgr2` implements — header, sections, Oodle1, self-describing type tree, `granny_transform`, `OldCurveType` B-splines, the "明确不做" table. **`libgr2` is vendored here now** (`../../libgr2`). | +| `steps/00-oracle.md` | how the Wine + MinGW Granny oracle works — the ground truth for `libgr2` numeric verification. Oracle harness vendored at `../../oracle/`. | +| `steps/M1-static-render.md` | material-binding chain (`granny_material` → `.Maps[].Map` → `granny_texture.FromFileName`), DDS/DXT decode, the bgfx-era gotchas. The material logic maps 1:1 onto `m2_material.cpp` here. | +| `steps/M2-anim-skinning.md` | CPU LBS formula, `sample_pose` retarget-by-bone-name, the Granny normal-transform (plain 3×3, **no** inverse-transpose) — same math the GDExtension uses. Numeric gates vs Granny (≤6.5e-5). | +| `steps/M3-mobile.md` | iOS/Android notes from the bgfx shells — historical; Godot handles platform now. | +| `steps/M4-realistic-load.md` | eterpack / full-load plan — deferred in both routes. | +| `PLAN.md` | the bgfx-route master plan. §01 (go/no-go criteria, "工程性延期 vs 方案性死路"), §05 (format findings), §07 (visual-diff layering) are still the shared vocabulary. | +| `DEMO-PLAN.md` | bgfx RHI demo design record. Mostly superseded; kept for the shader/material-stage analysis. | + +**Relative paths inside these files** (`../libgr2`, `oracle/`, `test/golden/…`, +`engine/…`, `app/…`) refer to the old xrender-poc layout. The mapping: + +| old (xrender-poc) | now (mtgodot-poc) | +|---|---| +| `libgr2/` | `libgr2/` (vendored, unchanged) | +| `formats/` | `formats/` (vendored) | +| `oracle/` | `oracle/` (vendored; `oracle.exe` + `granny2_x64.dll` rebuilt locally) | +| `tools/{gr2dump,gr2fuzz,oracle_diff}` | `tools/` (build with `-DMTGODOT_BUILD_TOOLS=ON`) | +| `engine/`, `app/`, `platform/`, `third_party/` | **dropped** — Godot + the GDExtension in `extension/` replace them | +| `test/golden/*.png` (bgfx shots) | `test/bgfx-reference/` (cross-check images) | +| `test/{noise_floor,m2-numeric}.json`, `assets.list` | `test/` (vendored baselines) | diff --git a/docs/reference/steps/00-oracle.md b/docs/reference/steps/00-oracle.md new file mode 100644 index 00000000..bfca5cc6 --- /dev/null +++ b/docs/reference/steps/00-oracle.md @@ -0,0 +1,184 @@ +# 00 · Oracle —— Windows 真值源工具 + +> 总纲:[`../PLAN.md`](../PLAN.md) §07。本文件是 oracle 这条**关键路径**的详细施工文档。 +> oracle 不是一个里程碑,但它和 M0 并行起步,M0/M1/M2 的主验证全部依赖它。 + +--- + +## 目标 + +在 Windows 侧建一个精简 harness,链接**锁定版本**的 `granny2.dll` + 抽出来的 `EterGrnLib`, +对"给定 `.gr2` + `.msa` + 时刻 `t`"能稳定导出: + +1. 两层骨骼世界矩阵(① 裸 Granny,② 过完 EterGrnLib) +2. mesh 0 蒙皮后的顶点坐标 +3. 确定态截图(固定相机 / 光 / model clock / 单动作) + +这套 dump 是 Windows-only,永远留在 Windows。 + +## 前置 + +- 无硬前置,可与 [M0](./M0-gr2-reader.md) 第一天并行。 +- 需要一个会 Windows/MSVC + D3D9 的人(技能和写 libgr2 不同,见 PLAN §09 人力硬约束)。 + +## 两条轨(关键点) + +oracle 分成两半,混在一起会误判工期: + +| 轨 | 任务 | 依赖 | 谁需要 | 状态 | +|---|---|---|---|---| +| **Oracle-Lite** —— 只用 `granny2.dll` C API | T1 · T3 · T5 · T6 · T7 · T8 | 一个 `granny2.dll` + 几百行 D3D9 | M0 / M1 / M2 的验证全靠它 | **必做,关键路径** | +| **Oracle-Full** —— 加上抽出来的 `EterGrnLib` | T2 · T4 | 从完整 D3D9 客户端里拆 `EterGrnLib` + 依赖 | 只有正式移植的"层②"对拍 | **可延后**,demo/PoC 不阻塞 | + +> M2 的门禁只对**层①(裸 Granny)**。层② 是给正式移植准备的。所以 **Oracle-Full(T2/T4)不在 demo 关键路径**,`EterGrnLib` 拆不干净就整体延后。 + +## 交付物 + +| 产物 | 位置 | 轨 | +|---|---|---| +| `granny_probe.exe`(读 gr2 → 打 FileInfo) | `oracle/` | Lite | +| `oracle` CLI(`oracle dump -o out.bin`) | `oracle/` | Lite | +| 最小 D3D9 渲染器(骨架+mesh→PNG,不依赖 EterGrnLib) | `oracle/render/` | Lite | +| 锁定的 `granny2.dll` + 判定记录 | `oracle/vendor/` + `oracle/GRANNY-VERSION.md` | Lite | +| dump 二进制格式规范(含坐标约定) | `oracle/FORMAT.md` | Lite | +| 噪声地板测量 | `test/noise_floor.json` | Lite | +| 自检脚本(CI Windows runner) | `oracle/selfcheck.*` | Lite | +| `oracle_etergrn` 静态库 + 层② dump | `oracle/full/` | Full(延后)| + +--- + +## 构建顺序(依赖图) + +``` +T1(锁 DLL + granny_probe) ─┬─▶ T3(层① dump) ─┬─▶ T5(蒙皮顶点 dump) ─▶ T8(噪声地板) + │ │ │ + │ └─▶ T7(自检, 先用 1e-4) ◀──┘ T8 后收紧 + └─▶ T6(确定态截图 · 独立最小 D3D9) ← M1 视觉验证依赖 + +[延后 / Oracle-Full] T1 ─▶ T2(抽 EterGrnLib)[L] ─▶ T4(层② dump) +``` + +**推荐推进**:T1 → T3 → T7(早期最强信号)→ T5 → T6(M1 要)→ T8 → 收紧 T7。T2/T4 只在决定做正式移植时启动。 + +尺寸:**S** ≈ 0.5–1 天 · **M** ≈ 2–4 天 · **L** ≈ 1 周+ + +--- + +## 任务分解 + +> 每个 T 的 AC 是可勾选项。`warrior_cheongrin.gr2` 的期望 count 与 [`M0-gr2-reader.md`](./M0-gr2-reader.md) T4 对齐(第一天用 Blender 导入核对后两边一起填实)。 + +### T1 · 锁定 Granny 版本 + `granny_probe` **[S]** + +> **已知**(M0 T2 从解压后的 gr2 里读到):资产由 **Granny Standard Exporter SDK 2.4.0.7** 导出。候选 `granny2.dll` **优先试 2.4.x 线**(2.4.0.7 或最接近的 runtime)。9166 个里 11 个是文件格式 v7、其余 v6。 + +- 先写 `granny_probe.exe`(~30 行):`GrannyReadEntireFileFromMemory` → `GrannyGetFileInfo` → 打印 `Skeletons/Meshes/Materials/Textures/Animations` 的 count、`FromFileName`、每 skeleton 的骨骼数。 +- 收集候选 `granny2.dll`(**2.4.x 优先**,再 2.6.x / 2.9.x / 2.11.x 兜底),各链一遍 `granny_probe` 跑 `warrior_cheongrin.gr2` + 3 个 zone 静态件 + 1 个 `action/*.gr2`。 +- 选返回全部合理的那个,`git`-track 进 `oracle/vendor/granny2.dll`,判定写 `oracle/GRANNY-VERSION.md`(列出每个候选的输出)。 +- **AC**(选定 DLL 下): + - [ ] `warrior_cheongrin.gr2`:`Skeletons==1`、`Meshes>=1`、`Animations==0`、`FromFileName` 是可读路径串、骨骼数 ∈ [20, 120](人形合理范围)—— 与 [M0 T4](./M0-gr2-reader.md) 期望值一致。 + - [ ] `action/dance_1.gr2`:`Animations==1`、`Duration` ∈ (0, 60] 秒。 + - [ ] zone 静态件:`Skeletons==0` 或 1(rigid)、`Meshes>=1`。 + - [ ] 3+ 文件全过,其余候选 DLL 的失败表现记进 `GRANNY-VERSION.md`。 + +### T3 · dump 层①(裸 Granny) **[M]** + +- 链 `granny2.dll` C API。输入是**两个 gr2**:`model.gr2`(骨架 + ModelInstance)+ `anim.gr2`(`Animation`)。 +- 链路:`GrannyReadEntireFileFromMemory(model)` → `GrannyInstantiateModel` → 读 `anim.gr2` 的 `Animations[0]` → `GrannyPlayControlledAnimation(startTime=0, anim, modelInstance)` → `GrannySetModelClock(modelInstance, t)` → `GrannySampleModelAnimations(...)` → `GrannyGetWorldPoseComposite4x4Array(worldPose, boneCount, 0, out4x4)`。 +- 输出:`boneCount` + 每骨 `float[16]`(行主序,Granny 原生)。**坐标约定写死**进 `FORMAT.md`:手系、单位、根变换是否已 apply;libgr2 侧声明同一约定。 +- **AC**: + - [ ] 固定 `(model, anim, t)` 连续两次 dump **byte-identical**(确定性)。 + - [ ] **正确性锚**:t=0 + identity 动画(或不 play 任何动画)时,层① 的每骨世界矩阵 == 该骨 `InverseWorld4x4` 求逆(`max|Δ| < 1e-4`,即 T7 折进来先跑一遍)。 + - [ ] 骨骼数、骨骼名顺序与 `granny_probe` / Blender 一致。 + +### T5 · dump 蒙皮顶点 **[S–M]** + +- `GrannyNewMeshBinding(mesh, srcSkel, animSkel)` + `GrannyNewMeshDeformer(...)` + `GrannyDeformVertices(deformer, boneMatrixCount, worldPose4x4, vertexCount, srcVerts, dstVerts)`。 +- 另用 `GrannyCopyMeshVertices(mesh, PNT332Type, rawBuf)` 读原始顶点作对照。 +- 输出 mesh 0 的 `vertexCount` + 每顶点 `float[3]`(要的话加法线)。 +- **AC**: + - [ ] bind pose(t=0 / identity)下,`GrannyDeformVertices` 的输出 == `GrannyCopyMeshVertices` 的原始顶点,`max‖Δ‖ < 1e-3`(T8 后收紧到 noise_floor)。 + - [ ] 顶点数与 [M0 T6](./M0-gr2-reader.md) / Blender 一致。 + - [ ] 走路动画某帧的顶点与层① 世界矩阵手算 LBS 的结果一致(自洽)。 + +### T6 · 确定态截图 harness **[M]** —— M1 视觉验证依赖 + +- **独立最小 D3D9 渲染器**(~200–300 行,**不依赖 EterGrnLib**):`CreateDevice` → `CreateRenderTarget` 离屏 → 用 T3 的世界矩阵 + T5 的蒙皮顶点画三角 → `GetRenderTargetData` → 存 PNG(PNG-0 / 无压缩)。 +- 强制确定态:注入固定 view/proj、单方向光固定、`GrannySetModelClock(t)` 精确、单动作无混合、无 idle sway(本来就不走客户端 `ActorInstance`,所以天然没有)。 +- **AC**: + - [ ] 同参数两次截图 byte-identical(或 SSIM = 1.0)。 + - [ ] **视觉 sanity**:warrior 是人形、直立、面朝已知方向(+Z)、不炸开 —— 和 Blender 同相机渲染目视一致。 + - [ ] 换 `t` 能看到姿势变化(动画链路真的接上了)。 + +### T7 · oracle 自检(信任前必须过) **[S]** + +- 加载 gr2,dump t=0 层① 矩阵,对每骨验 `world_bind[i] · InverseWorld4x4[i] ≈ I`(`InverseWorld4x4` 来自文件)。 +- **AC**: + - [ ] 首轮:所有骨 `max|M − I| < 1e-4`(sanity 天花板)。 + - [ ] T8 之后:收紧到 `max|M − I| < noise_floor.mat`。 + - [ ] 过不了 = oracle 的坐标 / 读取有 bug,**下游全部作废**,回 T3。 + +### T8 · 噪声地板 **[S]** + +- 同 `(model, anim, t)`:用选定 DLL 跑一遍 + 用一个相邻版本 `granny2.dll` 跑一遍(T1 收集的候选之一);再同版本重复 100 次。 +- 记 `mat`(矩阵元素 `max|Δ|`)和 `vtx`(顶点 `max‖Δ‖`)到 `test/noise_floor.json`。 +- **AC**: + - [ ] `noise_floor.json` 产出,含 `mat` / `vtx` 两个值。 + - [ ] **sanity**:`mat < 1e-3`、`vtx < 1e-3`(模型单位)。若明显更大 → oracle 还有非确定源没关(回 T3/T6),不是"地板高"。 + - [ ] M2 的 `ε_mat` / `ε_vtx` = 对应值 × 安全余量(×10)。 + +--- + +## 延后任务(Oracle-Full · 层②) + +> 只在决定做正式移植时启动。demo / PoC 不需要。 + +### T2 · 抽 `EterGrnLib` 单独编 **[L]** + +- 从 `m2dev-client-src-main/src/` 拷 `EterGrnLib` + 依赖最小集(`EterBase` 大部分、`EterLib` 数学 / `GrannyLib` 封装、`SphereLib` 视情况)。 +- Windows/MSVC CMake 编成 `oracle_etergrn`。`#ifdef` 掉 D3D 渲染依赖(`ModelInstanceRender.cpp` 等),目标只是"加载 gr2、建 `CGrannyModelInstance`、跑动作混合、拿骨骼矩阵"。 +- **AC**:[ ] `oracle_etergrn` 链接通过;[ ] `new CGrannyModelInstance` + `SetModel(warrior_cheongrin.gr2)` 不崩。 +- **风险**:`EterGrnLib` 依赖 `EterLib` 一大坨(`GrpDevice` 等)。拆不干净 → **整体放弃层②**,M0/M2 只对层① 本来就够。 + +### T4 · dump 层②(过 EterGrnLib) **[M]** —— 依赖 T2 + +- `CGrannyModelInstance::Update(t)` → `GetBoneMatrixPointer()`,拿过完 LOD 骨骼裁剪 + `ActorInstanceBlend` 混合的最终矩阵。 +- **AC**:[ ] 单动作无混合时,层② == 层①(noise_floor 内)——这是 sanity;[ ] 混合场景(两动作 blend)与客户端一致(正式移植时再细化)。 + +--- + +## 门禁(Oracle-Lite = go / no-go) + +- **T1**:选定 DLL 下 3+ gr2 的 `GetFileInfo` 全过 AC,`GRANNY-VERSION.md` 留档。 +- **T7 自检**:全骨 `max|M − I|` < 首轮 `1e-4`、T8 后 < `noise_floor.mat`。**这是硬门禁,不过则下游作废。** +- **T3 / T5**:对测试资产集(M0 T9c 产出)产出稳定可复现,含正确性锚(t=0 == bind pose / 原始顶点)。 +- **T6**:确定态截图两次一致 + 视觉 sanity(人形直立)+ 换 t 有姿势变化。 +- **T8**:`noise_floor.json` 产出,`mat` / `vtx` 均 < `1e-3`(否则回 T3/T6 关非确定源)。 +- Oracle-Full(T2/T4)**不是门禁**。 + +## 验证 + +- **三方 tie-break**:层① dump vs Blender `io_scene_gr2` 在同 `t` 计算的世界矩阵(Blender 侧写个小脚本)。三方不一致时,**先怀疑 oracle**(DLL 版本 / 坐标约定 / T6 非确定源),再怀疑 libgr2。 +- Blender 插件选型见 [M0 开工前 TODO](./M0-gr2-reader.md#开工前要定的-todo跑起来才能定非文档缺陷)。 + +## 本步风险(从 PLAN §08 筛) + +| 风险 | 缓解 | +|---|---| +| granny2.dll 版本与资产不匹配 | T1 硬性锁定 + 每候选输出留档 | +| `EterGrnLib` 拆不干净(依赖 `EterLib` 渲染层) | T2/T4 是 **Oracle-Full**,本就延后。拆不动 → 整体放弃层②,M0/M2 只对层① 够用 | +| T6 需要一个 D3D9 渲染器 | 独立写 ~200–300 行离屏 D3D9,**不碰 EterGrnLib**(否则 T6 被 T2 阻塞,而 T6 是 M1 关键路径) | +| 确定态漏了程序化位移 | oracle 不走客户端 `ActorInstance`,天然无 idle sway;T6/T8 两次不一致就说明还有源,逐个查 | +| T7 阈值 / noise_floor 循环 | T7 首轮用 `1e-4` sanity 天花板;T8 测出真实地板后收紧 T7 | + +## DoD 清单(Oracle-Lite) + +- [ ] `granny_probe.exe` + `oracle/vendor/granny2.dll` 锁定 + `GRANNY-VERSION.md`(含候选对比) +- [ ] `oracle dump ` 可用;`oracle/FORMAT.md` 写清二进制布局 + 坐标约定 +- [ ] T3 正确性锚:t=0 层① == bind pose(`< 1e-4`) +- [ ] T5 正确性锚:bind pose 蒙皮 == 原始顶点 +- [ ] T6 确定态截图两次一致 + 视觉 sanity + 换 t 有变化 +- [ ] T7 自检脚本在 Windows CI runner 绿(首轮 `1e-4`,T8 后收紧) +- [ ] `test/noise_floor.json` 产出(`mat`/`vtx` < `1e-3`),M2 引用它设 ε +- [ ] 层① 与 Blender 三方对拍在测试资产集上一致 +- [ ] (Oracle-Full,可空)T2/T4 状态记录:已做 / 延后 / 放弃 diff --git a/docs/reference/steps/M0-gr2-reader.md b/docs/reference/steps/M0-gr2-reader.md new file mode 100644 index 00000000..13629a4a --- /dev/null +++ b/docs/reference/steps/M0-gr2-reader.md @@ -0,0 +1,292 @@ +# M0 · gr2 解析器(libgr2 + gr2dump + fuzz) + +> 总纲:[`../PLAN.md`](../PLAN.md) §04 / §05 / §06。演示切片见 [`../DEMO-PLAN.md`](../DEMO-PLAN.md) D1。 +> 本文件是 M0 的详细施工文档。 + +--- + +## 目标 + +自研 `libgr2`(只读子集),证明能脱离 Granny 从 Metin2 真实 `.gr2` 读出骨架 / 蒙皮网格 / 骨骼权重 / 动画轨道, +且结构与 [oracle](./00-oracle.md) 逐字段一致。产出后续所有里程碑用的测试资产集。 + +## 前置 + +- 无代码前置。 +- **构建可全程无 oracle 推进**:T1–T6、T7a、T8、T9a/b 的**代码实现**都不需要 oracle。 +- **需要 oracle 的只有验收对拍**:门禁·主、T4/T6 的 count 对拍、T7b 的曲线结果对拍。这些在 oracle 就绪前用**替代基准**(Blender `io_scene_gr2` 导入的 count、硬编码松阈值),oracle 到位后收紧。 +- **需要 T8 的噪声地板**(`test/noise_floor.json`,来自 [oracle](./00-oracle.md) T8):T5 自洽检查的**收紧阈值**。未就绪前 T5 用硬编码 `1e-3`。 +- oracle 那条线([00-oracle](./00-oracle.md))并行,由会 Windows/D3D 的人推。 + +## 参考文件(字节级规格来源) + +`libgr2` 的所有 struct 布局、枚举值、组合公式,**从泄露 SDK 抄**(只读、不复制代码,作规格): +`MobileSource/Cross Platform/Granny-3D-SDK-main/source/` + +| 要的东西 | 文件 | 关键内容 | +|---|---|---| +| 文件头 + magic 变体常量 | `granny_file_format.h` / `.cpp` | `grn_file_magic_value{ u32 MagicValue[4]; u32 HeaderSize; u32 HeaderFormat; u32 Reserved[2]; }`;命名常量 `GRNFileMV_32Bit_LittleEndian` 等 —— 比对文件前 16 字节即认版本 / 字节序 | +| section 头 + fixup 条目 | `granny_file_format.h` | `grn_reference{SectionIndex,Offset}`、`grn_pointer_fixup{u32 FromOffset; grn_reference To}`(12B)、`grn_mixed_marshalling_fixup`、`grn_section` | +| 成员类型枚举 + stride | `granny_data_type_definition.h` / `.cpp` | `GrannyReal32Member / Int32Member / ReferenceMember / InlineMember / StringMember / TransformMember / EndMember …` 的**数值**从这里抄;stride 表自己按类型算 | +| SRT → 4×4 组合 | `granny_transform.h` / `.cpp` | `granny_transform{ u32 Flags; f32 Position[3]; f32 Orientation[4](quat); f32 ScaleShear[3][3]; }`(68B)+ 组合顺序(T · R · SS);`Flags` 位表明哪部分非单位 | +| **section 解压(Oodle0/1)** | `granny_file_compressor.h`(接口 `DecompressData`);算法参照网上公开的 "granny2 Oodle0/Oodle1" 重实现 | **T2 主路径**,Metin2 全用 Oodle1(`Format==2`)| +| 压缩格式枚举 | `granny_file_compressor.h` | `NoCompression=0, Oodle0Compression=1, Oodle1Compression=2` | +| 曲线解码 | `granny_curve.cpp` / `granny_curve_fast.cpp` / `granny_compress_curve.cpp` | T7b 的算法参照;先看 `granny_curve.cpp` 的未压缩关键帧路径。曲线类型标签(T7a)看 `granny_curve.h` 的 `CurveDataHeader` | +| v6 兼容分支 | `granny_back_compat.cpp` | SDK 是 2.9.12,读 v6 文件走 back-compat;扫一遍有无 v6 特有偏移 | + +> SDK 头注明 `granny_29` / 2011 / v2.9.12。容器 struct(header / section / fixup / typetree / transform)在 2.6–2.11 之间稳定,v6/v7 差异主要在 FileInfo 里装什么对象,不在容器。 + +## 约定 + +- **M0 全程用文件原始值,不加任何 basis fix / 单位缩放**。T5 自洽检查、与 oracle 对拍、gr2dump 输出,全在 raw 空间。坐标系转换(Granny art-tool basis → 左手 Y-up)是 [M1](./M1-static-render.md) 渲染时的事。 +- oracle 侧 dump 也声明同一 raw 约定(见 [00-oracle](./00-oracle.md) T3)。 + +## 交付物 + +| 产物 | 位置 | +|---|---| +| `libgr2` 静态库(demo 子集) | `libgr2/` | +| `gr2dump` CLI(结构化 dump + `--sections` + 可选 glTF) | `tools/gr2dump/` | +| `gr2fuzz`(全量 ~9166 解析 + 谓词 + 直方图) | `tools/gr2fuzz/` | +| 格式变体直方图报告 | `test/fuzz-report.json` | +| 测试资产集 | `test/assets.list` | + +--- + +## 构建顺序(依赖图) + +线性读 T1→T9 会在 T7↔T9 卡住。实际依赖: + +``` +T1(header+section ✓) ──▶ T2(Oodle1 解压[M]) ──▶ T3 ──▶ T4 ──▶ ┬──▶ T5 + └──▶ T6 +T3,T4 ──▶ T7a(分类曲线子类型) +T1..T6 + T7a ──▶ T9a(收集崩溃) ──▶ T9b(加固) ──▶ T9c(报告 + assets.list) +T9c ──▶ T7b(解码选定子集) +T4,T5,T6(+可选 T7b) ──▶ T8(gr2dump) +[并行] 00-oracle 全程;门禁·主 / T4·T6 count / T7b 结果 的验收依赖它 +``` + +**推荐推进**:T1→T3→T4 打通"能读到 FileInfo" → T5 自洽检查(最强早期信号,无 oracle)→ T6 → T7a → T9a/b(这里吃掉大部分工作量)→ T9c → T7b → T8 收尾。 + +尺寸标记:**S** ≈ 0.5–1 天 · **M** ≈ 2–4 天 · **L** ≈ 1 周+ + +--- + +## 任务分解 + +> 每个 T 下的"AC"是可勾选的验收标准(不是一句话)。带 *(oracle)* 的项在 oracle 就绪前用替代基准。 + +### T1 · `gr2_file` —— header + section table + fixup **[M]** ✅ + +> **状态:header + section 表解析已实现**(`libgr2/src/gr2_file.cpp`),`gr2dump --sections` 跑通全部 9166 个文件、0 崩溃。 +> 剩下的是 **section 解压(Oodle1,见 T2)**和 **fixup 重定位**(需展开后的数据)。 + +**实测结论**(写进代码注释,替换旧假设): + +| 项 | 实测 | +|---|---| +| magic | `GRNFileMV_Old`(`{0xCAB067B8, 0x0FB16DF8, 0x7E8C7284, 0x1E00195E}`)—— **不是** `GRNFileMV_32Bit_LittleEndian` | +| 格式版本 | 6;每文件固定 8 个标准 section | +| section 压缩 | **全部 `Format==2`(Oodle1)**;Texture section 例外(`Format==0` 且空)。`HeaderFormat`(=0)不是 section 压缩字段。| +| `total_size` 字段 | == 文件实际大小(9166/9166) | +| BitKnit | 全样本 0 个 | +| section 头 | `SectionArrayOffset` 相对 `grn_file_header` 起点(= magic 结构之后 32B);每 `grn_section` = 11×u32 = 44B | + +- 逐 `grn_section`:`gr2_decompress` 展开到 `ExpandedDataSize`(T2,Oodle1)→ 遍历 `grn_pointer_fixup[]` 把 `FromOffset` 处的值改写成 `To`(section+offset) 的进程内指针 → 小端机跳过 `grn_mixed_marshalling_fixup`。 +- **AC**(`warrior_cheongrin.gr2` = 92 770 B;`warrior_cheongrin_lod_01.gr2` = 68 012 B): + - [x] magic 识别(`GRNFileMV_Old` → 32-bit LE);`version == 6`。 + - [x] `total_size` 字段 == 文件实际大小。 + - [x] section 数 == 8,各 `DataSize` / `ExpandedDataSize` ≤ 文件大小,`gr2dump --sections` 输出正确。 + - [x] 每个非空 section 成功 Oodle1 展开到 `ExpandedDataSize`(T2 完成)。 + - [x] 所有 `grn_pointer_fixup` 的 `From` / `To` 落在合法范围,0 越界(9166 全量)。 + - [x] root object 的 `grn_reference` 落在合法范围。 + - **注**:"fixup 后能从 root 走到 skeleton" 不在 T1 验收 —— 需要 T3/T4,见"T1+T3+T4 集成检查点"。 + +### T2 · `gr2_decompress` **[M]** —— 已实现并验证 + +> **状态:done。** `libgr2/src/oodle1.c` —— 从泄露 SDK 的 `granny_oodle1_compression.cpp` + `radlz.c` + `radarith.c` + `arithbit.c` 端口了**解码路径**(自适应算术编码 + LZ)。约 450 行 C。 + +- `format==0` → memcpy;`format==2`(Oodle1)→ `gr2_oodle1_decompress()`;`format==1`(Oodle0)/ `format==4`(BitKnit,全样本 0 个)→ 留桩报错。 +- 3-block 结构:`stop0/1/2` = section 的 `First16Bit` / `First8Bit` / `ExpandedDataSize`(32 位 / 16 位 / 8 位 marshalling 区各一块,共享算术流)。 +- **实测结果**: + - [x] 全部 **9166 个文件**、每个非空 section 展开到**恰好** `ExpandedDataSize`(否则 `load()` 报错 → fuzz 计 crashed;实际 `crashed=0`)。 + - [x] **内容锚(不依赖 oracle)**:展开后 Main section 里的内嵌 ASCII 串干净可读 —— `Granny Standard Exporter, SDK version 2.4.0.7`、`D:\Ymir Work\pc\warrior\warrior_cheongrin.DDS`、类型成员名 `ExporterInfo` / `ExporterName` 等。解码错了这些会是乱码。 + - [ ] (可选加强)与 granny2.dll 的 `GrannyDecompressData` 逐字节对拍一次(oracle 就绪后)。 + +**顺带实测发现**(更新其它文档): + +| 发现 | 影响 | +|---|---| +| 资产由 **Granny Standard Exporter SDK 2.4.0.7** 导出 | [00-oracle](./00-oracle.md) T1 的候选 `granny2.dll` 应锁定 **2.4.x 线**,不是 2.9 / 2.11 | +| 9166 个里 **11 个是格式 v7**,其余 v6 | 容器兼容,`libgr2` 两者都能读;`version != 6` 只 warn 不 fail | + +### T3 · `gr2_typetree` —— 自描述类型树遍历器 **[M]** ✅ + +- `granny_data_type_definition` 数组:`{u32 MemberType, char* Name, def* ReferenceType, i32 ArrayWidth, i32 Extra[3], void* Ignored}`(32-bit 指针 4B),`MemberType==0`(End) 结尾。枚举值 + stride 表从 `granny_data_type_definition.h/.cpp` 抄。 +- `walk(void* obj, const TypeDef* type, Visitor&)`:按成员类型算 stride、递归 `Reference` / `ReferenceToArray`。**不硬编码 struct 布局**,上层按**成员名**取字段。 +- 支持子集:`Inline / Reference / ReferenceToArray / ArrayOfReferences / Real32 / Int32 / UInt32 / String / Transform`。子集外 → 记日志、跳过、不崩。 +- **AC**(`warrior_cheongrin.gr2` root object): + - [x] 遍历不崩,无越界读(9166 全量)。 + - [ ] root 的**顶层成员名集合**(去重、排序)== `GrannyFileInfo` 的标准字段:`{ArtToolInfo, ExporterInfo, FromFileName, Textures, Materials, Skeletons, VertexDatas, TriTopologies, Meshes, Models, TrackGroups, Animations, ...}`(以 `granny_file_info.h` 的实际 struct 为准)。 + - [x] `gr2dump --members` 打印 `(name, MemberType, ArrayWidth)`,与 `granny_file_info.h` 一致。 + - [x] 未知成员类型 0 个(全量)。 + +### T1+T3+T4 集成检查点 + +- [x] 从 root 跟指针无崩走到 `Skeletons[0].Bones[0].Name` → `warrior_cheongrin` 读出 "Bip01"。 + +### T4 · `gr2_fileinfo` **[S]** ✅(期望值待复核) + +- 定位 `FileInfo` root,按名暴露 span 视图:`Skeletons[] / VertexDatas[] / TriTopologies[] / Meshes[] / Materials[] / Textures[] / Models[] / TrackGroups[] / Animations[]`。对外只给 POD 视图,不泄露内部指针。 +- **AC**(`warrior_cheongrin.gr2`,期望值先用 Blender 导入核对,oracle 到位后换 `GrannyGetFileInfo`): + - [ ] `Skeletons` count == 1;`Models` count == 1。 + - [ ] `Meshes` count ≥ 1(body,可能 + 附属);`Materials` count == `Textures` count(大概率 1,对应 `warrior_cheongrin.dds`)。 + - [ ] `Animations` count == 0(角色本体不带动画,动画在 `action/*.gr2`)。 + - [ ] 各 count *(oracle)* 与 `GrannyGetFileInfo` 一致。 + - **确认期望值**:M0 第一天先用 Blender 导入 `warrior_cheongrin.gr2` 记下真实 count,填进本节替换"大概率"。 + +### T5 · `gr2_skeleton` + bind pose 自洽检查 **[M]** ✅ + +- 骨骼数组:`Name` / `ParentIndex` / `LocalTransform`(`granny_transform` SRT)/ `InverseWorld4x4`。SRT→4×4 组合顺序照 `granny_transform.cpp`。 +- **自洽检查(纯本地,不依赖 oracle)**:沿父索引累积 `LocalTransform` 重建 `world_bind[i]`,验 `world_bind[i] · InverseWorld4x4[i] ≈ I`。 + - 阈值:oracle 的 `noise_floor.json` 就绪前用 `max|Δ| < 1e-3`;就绪后收紧到 `noise_floor × 余量`。 +- 抓"读矩阵带转置 / 手系错、且同样作用于正向读取"这类 oracle 对拍也发现不了的 bug。 +- **AC**: + - [ ] `warrior_cheongrin` 全骨 `world_bind · invBind` 的 `max|Δ|` < 当前阈值,PASS。 + - [ ] 骨骼数、`ParentIndex` 数组、骨骼名列表 *(oracle 或 Blender)* 一致。 + - [ ] `LocalTransform.Flags` 分布打印(有多少骨带非单位 orientation / scaleshear)。 + +### T6 · `gr2_mesh` **[M]** ✅ + +- 识别顶点类型:`PNT332` / `PNT3322` / 带 `BoneWeights(4×u8)+BoneIndices(4×u8)` 的蒙皮变体(映射表见 DEMO-PLAN §7.3)。 +- 实现 `CopyMeshVertices` / `CopyMeshIndices` 的效果:逐顶点拷到统一打包结构。`TriGroups`(`materialIndex, triFirst, triCount`)、`BoneBindings`(mesh 骨骼名→skeleton 索引重映射)。 +- 代码可无 oracle 构建;验收对拍见 AC。 +- **AC**(`warrior_cheongrin.gr2` mesh 0): + - [ ] 顶点类型正确识别(是蒙皮变体,含 weights+indices)。 + - [ ] 顶点数 / 索引数 / 三角组数 *(oracle 或 Blender)* 一致。 + - [ ] `BoneBindings` 里每个骨骼名都能在 skeleton 里查到(0 个悬空)。 + - [ ] 每三角组的 `triFirst + triCount*3 ≤ 索引总数`。 + +### T7a · 曲线子类型分类 **[S]** —— T9 依赖 ✅ + +- 只做**识别 + 分类**,不解码:遍历 `TrackGroups → TransformTracks`,读出每个 `PositionCurve` / `OrientationCurve` / `ScaleShearCurve` 的曲线类型标签(`CurveDataHeader.Format`)。 +- **AC**:[ ] `gr2fuzz` 能对任意 `action/*.gr2` 输出"用了哪些曲线子类型 + 每种出现次数";[ ] 未知类型有标签、不崩。 + +### T7b · 曲线解码(选定子集) **[M]** —— T9c 之后 ✅(精度待 oracle 对拍) + +- 依据 `fuzz-report.json` 的曲线子类型直方图,实现**占比最高的 1–2 种**(大概率 `granny_curve.cpp` 的未压缩关键帧 `DaKeyframes*` + 线性插值 / slerp)。 +- 其余子类型 → 记入报告,走 [M2](./M2-anim-skinning.md) 的 oracle 烘焙退路。 +- **AC**: + - [ ] `warrior/action/` 里至少 3 个只用已实现子类型的动画,能读出每骨曲线并在若干采样点求值。 + - [ ] track 数 / 动画时长 *(oracle)* 一致。 + - [ ] 某采样点的骨骼局部变换 *(oracle 层① @同 t)* `max|Δ| < ε`(ε 同 T5 阈值策略)。 + +### T8 · `gr2dump` CLI **[S]** ✅(`--gltf` 未实现,非门禁) + +- `gr2dump [--sections] [--gltf out.glb]`。 +- stdout:骨架树(缩进)、每 mesh 顶点/索引/三角组/顶点布局、每 animation 时长+track数+曲线子类型直方图、bind pose 自洽 PASS/FAIL + max 偏差。`--sections` 打 section 表。 +- `--gltf`(**辅助、非门禁、可延后**):写骨架 + 第一个 mesh 的 bind pose(+ 若 T7b 实现了,第一个 animation)。**用 `tinygltf` 或手写 JSON+bin —— 不用 `cgltf`(写支持弱)**。仅供 Blender 目视。 +- **AC**:[ ] `gr2dump warrior_cheongrin.gr2` 输出与上述 T4/T5/T6 的期望值一致;[ ] `--gltf` 产物能被选定的 Blender 插件导入(若已实现)。 + +### T9a · fuzz 收集崩溃 **[M]** ✅ + +- 遍历全部 `.gr2`(`find "$XRENDER_ASSET_ROOT" -name '*.gr2'`;路径含空格 `ymir work`;预期 ~9166 个)。 +- 每个文件在子进程 / try 里跑 `libgr2` 全流程,捕获崩溃 / 异常 / 断言,记 `(路径, 阶段, 错误)`。 +- **AC**:[ ] 跑完全量,产出崩溃清单(首轮预期有几十~几百条);[ ] 崩溃按"阶段(header/section/typetree/skeleton/mesh/curve)× 错误类型"聚类。 + +### T9b · 逐类加固 **[L]** —— M0 的主要工作量 ✅(9166 零崩溃 / 零谓词失败) + +- 按 T9a 的聚类逐个修 `libgr2`:多出来的顶点类型、类型树里的未知成员、section 变体、边界数据。 +- 每修一类,重跑 T9a 确认该类清零、无回归。 +- **AC**:[ ] 9166 个文件**零崩溃**;[ ] 产物全过非退化谓词: + - 通用:骨骼数 ∈ [1,512]、父索引 < 自身或 = -1、变换无 NaN/Inf、顶点数 > 0、所有索引 < 顶点数。 + - **仅蒙皮顶点格式**:骨骼索引在范围内;权重和 ∈ [0.99,1.01](3 显式 + 1 隐式的先补齐第 4 个)。rigid mesh 跳过这两条。 + +### T9c · 报告 + 测试资产集 **[S]** ✅ + +- 输出 `test/fuzz-report.json`:文件格式版本 / section 压缩类型 / 顶点类型 / **曲线子类型(来自 T7a)** / 非单位 scaleshear 用量 的直方图。 +- 人工挑 + 报告元数据 → `test/assets.list`(约 15 个,清单见 PLAN §07 测试资产集)。 +- **AC**:[ ] `fuzz-report.json` 五类直方图齐全;[ ] `assets.list` 覆盖多部件 / 全 4 级 LOD / 多 stage 材质 / 异常个例;[ ] 曲线子类型 + scaleshear 用量的退路决策写进本文件"开工前 TODO"或 PLAN §08。 + +--- + +## 门禁(go / no-go) + +- **主**:`libgr2` dump vs 真 Granny —— ✅ **达成**。`oracle probe` 的 `GrannyGetFileInfo` 与 `gr2dump` 逐字段一致;`tools/oracle_diff` 对拍 Granny **2.9.12** 的 `GrannyGetWorldPose4x4Array` + `GrannyDeformVertices`:23 用例(13 模型 bind + 8 动画帧,含 v7 / 双 root / 刚体)骨骼矩阵 ≤ 4.6e-5、蒙皮顶点 ≤ 6.5e-5(`test/m2-numeric.json`)。oracle 在 macOS + Wine + MinGW 跑(`oracle/RUNBOOK.md`)。 +- **自洽**:T5 bind pose 自洽 —— ✅ `warrior_cheongrin` `6.1e-5` PASS。全量 2013/2017 < 1e-3;4 个 `>=1e-1` **经 oracle 证实 libgr2 正确**(assassin 对 Granny 3.1e-5),是自洽不变量本身对这几个双-root 资产不成立,非 libgr2 bug。 +- **fuzz**:T9b 全量 9166 —— ✅ **零崩溃 + 零谓词失败**。 +- **变体可实现**:✅ 无 BitKnit / 无 Oodle0;曲线全 `OldCurveType`,degree ≤ 2,T7b 全覆盖。不做的变体见 [`../../libgr2/README.md`](../../libgr2/README.md)「明确不做」(均 0 出现,坏输入干净报错不崩)。 +- **产出**:✅ `test/{fuzz-report,m2-numeric,noise_floor}.json` + `test/assets.list` + `test/oracle_dumps/`。 +- **noise_floor**:✅ `test/noise_floor.json`。同-DLL 确定性 = 0(byte-identical);跨实现地板 = mat 4.6e-5 / vtx 6.5e-5;跨版本一档待另一个 granny2.dll。 + +**M0 结论:全部门禁达成(含 vs 真 Granny 逐字段对拍)。** + +## 验证 + +- **bootstrap 关系**:M0 自身验证用硬编码引导集(`warrior_*` + 若干 zone);`assets.list` 产出后,M1+ 一律用它。 +- **辅助**:`--gltf` 拖进 Blender 目视骨架拓扑 + bind pose 网格。glTF 证不了动画曲线解码(表达不了 ease / scale-shear / 常量轨道压缩)。 + +## 开工前要定的 TODO(跑起来才能定,非文档缺陷) + +- **[T4/T5/T6 期望值] Blender 导入核对** —— M0 第一天用选定的 Blender 插件导入 `warrior_cheongrin.gr2`,记下真实的 skeleton / mesh / material / vertex / bone count,替换各 T 里 "大概率" 的占位期望值,写进 `test/README.md`。 +- **[T7b] 曲线子类型清单** —— 具体做哪 1–2 种,要 T7a + T9c 的 `fuzz-report.json` 才知道。T7b 开工前 `gr2_anim.cpp` 先只做 `granny_curve.cpp` 的未压缩关键帧 + 线性插值。 +- **[验证] Blender `io_scene_gr2` 插件** —— 有多个同名插件(SWTOR 版、Metin2 fork),轴向约定各异。M0 第一周:定一个、确认能导入 `warrior_cheongrin.gr2`、记录轴向约定到 `test/README.md`。定不下来 → 三方 tie-break 暂时只靠 oracle,或找第二个开源 gr2 库。 + +## 本步风险(从 PLAN §08 筛) + +| 风险 | 状态 / 缓解 | +|---|---| +| **section 全是 Oodle1**(实测 9166),T2 从 [S] 变 [M] | **已解**:`oodle1.c` 端口自泄露 SDK,9166/9166 展开 == `ExpandedDataSize` | +| **T9b 加固吃掉大部分工期** | **已解**:9166 零崩溃 + 零谓词失败。实际 T9b 几乎没触发额外加固(类型树通用遍历 + 懒解引用 + 全程边界检查一次到位)| +| section 用 Oodle0 | **不适用**:全样本 0 个 | +| section 用 BitKnit | **不适用**:全样本 0 个 | +| 自描述类型树递归 / 未知类型 | **已解**:T3 通用遍历器不假设布局;全量 0 个未知成员类型 | +| 曲线子类型多样(B 样条拟合等) | **已解**:全部 `OldCurveType`,degree ∈ {0,1,2}、dim ∈ {0,3,4,9}。T7b 全覆盖(degree 3 全样本 0 个)| +| 非单位 scaleshear 普遍存在 | **确认普遍**(2267 skeleton / 13298 骨):组合公式已用完整 `R3·SS3`;通知 M2/M3 蒙皮走完整仿射 | +| `InverseWorld4x4` 读错但一致 | **已兜住**:T5 自洽检查全量跑,2013/2017 < 1e-3,4 个异常定位到辅助骨子树(见上)| + +## DoD 清单 + +- [x] T1 header + section 表:`gr2dump --sections` 跑通全部 9166 个文件、0 崩溃、`total_size` 全对 +- [x] T2 Oodle1 解压:9166/9166 全 section 展开 == `ExpandedDataSize`;内嵌路径串解压后干净可读(内容锚) +- [ ] T2 加强:与 `GrannyDecompressData` 逐字节对拍一次(oracle 就绪后) +- [x] T1 fixup:pointer fixup 索引建立(`(section<<32|from)->Ref`),懒解引用,0 越界(9166 全量) +- [x] T3 类型树遍历器:root object 顶层成员名集合 == `granny_file_info` 标准字段(13 个),`gr2dump --members` 打印一致 +- [x] T1+T3+T4 集成检查点:从 root 跟指针无崩走到 `Skeletons[0].Bones[0].Name` 读出字符串(`warrior_cheongrin` → "Bip01") +- [x] T4 FileInfo:`warrior_cheongrin.gr2` → skeletons=1 / models=1 / animations=0 / materials=4 / textures=2 / meshes=5(*期望值待 Blender/oracle 复核*) +- [x] T5 骨架 + bind pose 自洽:`warrior_cheongrin` `max|Δ|=6.1e-5` PASS(阈值 1e-3);全量 2017 个多骨 skeleton 中 2013 个 < 1e-3(4 个异常见下) +- [x] T6 网格:`warrior_cheongrin` 5 mesh 全 `PNT332_Skinned`,顶点/索引/三角组自洽(`triFirst+triCount*3==indices`),bone-binding 0 悬空 +- [x] T9a/b:9166 个 `.gr2` **零崩溃** + **零谓词失败**(骨骼数/父索引/NaN/索引越界/权重和/bone-index 范围) +- [x] T9c:`test/fuzz-report.json`(6 类直方图)+ `test/assets.list`(18 个)产出 +- [x] T7a 曲线子类型统计完成(见下);T7b OldCurve 解码(d0 常量 / d1 线性 / d2 二次 B 样条 + 四元数归一)+ `Animation::sample_local`,`dance_1` 等 3+ 采样点无非有限数 +- [ ] 门禁·主:结构 dump vs oracle 逐字段一致(oracle 就绪后) +- [ ] T4/T5/T6 期望值 Blender/oracle 复核(替换"待复核"占位) +- [ ] T7b 精度:某采样点骨骼局部变换 vs oracle 层① `max|Δ| < ε`(oracle 就绪后) + +## M0 实现结果(fuzz 全量 9166,`test/fuzz-report.json`) + +| 维度 | 结果 | +|---|---| +| 解析成功 | **9166 / 9166**,0 崩溃,0 谓词失败 | +| 格式版本 | v6 × 9155(magic `GRNFileMV_Old`)、**v7 × 11**(magic `GRNFileMV_32Bit_LittleEndian`,非 Old;含 `shaman_lord` / snow_dungeon zone / `warrior_rabbit1`)| +| section 压缩 | 非空 section 全 **Oodle1**(64162 段);每文件 1 个空 section(compression=none)。**无 Oodle0,无 BitKnit** | +| 顶点类型 | `PNT332` × 4016(rigid)、`PNT3322` × 309(rigid 双 UV)、`PNT332_Skinned` × 3118。**无 `PNT3322_Skinned`,无未知类型** | +| 曲线格式 | **全部是 `OldCurveType`**(Granny 2.4:`{Int32 Degree; RefToArray Knots; RefToArray Controls}`,无压缩变体、无 `curve2`/`CurveData` variant)。子类型 = (degree, dim):
pos `d0·dim3`(322k) / `d0·dim0`(2.5k,恒等) / `d2·dim3`(41k);
rot `d0·dim0`(77k) / `d0·dim4`(79k,常量四元数) / `d2·dim4`(210k);
scale `d0·dim0`(321k) / `d0·dim9`(42k,常量 3×3) / **`d1·dim9`(3k,线性 3×3)**。**无 degree 3** | +| ScaleShear | 2267 个 skeleton 至少 1 骨带非单位 scaleshear,全语料 13298 骨。**普遍存在** → 组合公式必须走完整 `R3·SS3`(已实现,warrior self-check 15 个 ss 骨仍 6.1e-5)| +| bind pose 自洽 | 多骨 skeleton:`<1e-4` × 1835、`<1e-3` × 178、`>=1e-1` × **4** | + +**bind pose 自洽 4 个异常**(`>=1e-1`):`assassin.gr2`(PC + season1,同)、`warrior_rabbit1_backup.gr2`、`hair_11_1.gr2`。 +这 4 个都是**多 root skeleton**(如 assassin:`assasin_low` + `Bip01` 两个 root),且 model 的 `InitialPlacement` 非单位。 + +> **后续更正(oracle 对拍后)**:这不是 libgr2 的 bug。`assassin` bind pose 的 **骨骼世界矩阵 + 蒙皮顶点与真 Granny 2.9.12 逐字段一致(3.1e-5 / 4.6e-5)**(见 [00-oracle](./00-oracle.md) / `oracle/RUNBOOK.md`)。 +> `world[i]·InverseWorld4x4[i] ≈ I` 这个**自洽不变量本身**对这几个资产不成立 —— 它们的 `InverseWorld4x4` 是相对「不含 InitialPlacement 的参考」烘的,而 `world = local链 · InitialPlacement`。是资产属性,不是读取错误。 +> 自洽检查因此是个**比 oracle 对拍弱的信号**:能抓转置 / 手系 bug,但对「InverseWorld 参考系不一致」会误报。`warrior_cheongrin` 等单 root 模型不受影响(IP 为单位,两者等价)。 + +## 关键格式发现(补 PLAN §05 / DEMO-PLAN §7) + +1. **`ReferenceToVariantArray` 磁盘布局是 `{def* Type; int32 Count; void* Ptr}`(Type 在前)**,不是 `{Count; Type; Ptr}`。`VertexData.Vertices` 用它。踩过一次。 +2. **`transform_track`(Granny 2.4)= `{String Name; Inline PositionCurve; Inline OrientationCurve; Inline ScaleShearCurve}`** —— 无 `Flags` 成员,且 Position 在 Orientation 之前,与 2.9 SDK 的 `TransformTrackType` 不同。类型树遍历器按文件自带 typedef 解,不硬编码,所以不受影响;但硬编码偏移会错。 +3. **root 偏移的两种放法**:多数 Metin2 skeleton 把 model-space 偏移放在 `model.InitialPlacement`,root 骨 `LocalTransform` 是单位;少数(如 `warrior_cheongrin`)把偏移烘进 root 骨 local。self-check 必须 `world[root] = Composite(local[root]) · InitialPlacement`。 +4. **一个文件可有多个 skeleton**(本体 + 武器/挂点,各带自己的 1-骨 skeleton 和 model)。mesh 的 `BoneBindings` 要对每个 skeleton 试解析、取悬空最少的那个。 +5. 组合矩阵语义(`granny_transform.cpp BuildCompositeTransform4x4` + `granny_matrix_operations.cpp ColumnMatrixMultiply4x3Impl`):行主序、平移在 elem 12–14、`world[i] = Composite(local[i]) · world[parent]`、上 3×3 = `transpose(R3·SS3)`。self-check 用同一套。 diff --git a/docs/reference/steps/M1-static-render.md b/docs/reference/steps/M1-static-render.md new file mode 100644 index 00000000..b6a41238 --- /dev/null +++ b/docs/reference/steps/M1-static-render.md @@ -0,0 +1,183 @@ +# M1 · macOS 静态渲染 + +> 总纲:[`../PLAN.md`](../PLAN.md) §03 / §04 / §06。演示切片见 [`../DEMO-PLAN.md`](../DEMO-PLAN.md) D0–D4。 +> 本文件是 M1 的详细施工文档。 + +--- + +## 目标 + +`sokol_app`/SDL2 窗口 + bgfx(Metal),把 [M0](./M0-gr2-reader.md) 读出的 gr2 静态网格(绑定姿势)+ DDS 贴图渲染出来, +轨道相机可转。同时验证 **bgfx ↔ 窗口层的交接**(PLAN §03 的高风险点)。 + +## 前置 + +- [M0](./M0-gr2-reader.md) 完成:`libgr2` 能出骨架 + 网格;`test/assets.list` 产出。 +- [oracle](./00-oracle.md) 的 T6(确定态截图)—— M1 视觉对拍要它。 +- `EterImageLib` 的 `CDXTCImage` 冻结拷进 `reuse/`。 + +## 交付物 + +| 产物 | 位置 | +|---|---| +| `xrender-demo` 可执行(macOS) | `build/app/` | +| `engine/rhi.{h,cpp}` bgfx 薄封装 | `engine/` | +| `engine/scene.{h,cpp}` `camera.{h,cpp}` | `engine/` | +| 着色器:`vs_pnt` / `fs_pnt` / `fs_normalviz` + `texture_stage.sh` | `app/shaders/` | +| 交接方案决议(sokol_app 还是 SDL2) | 记进 `app/README.md` | + +--- + +## 任务分解(按 DEMO-PLAN 的 D0–D4 切) + +### T0a · toolchain 骨架(对应 D0a) + +- `CMakeLists.txt`:`add_subdirectory(third_party/bgfx.cmake)`,pin bgfx 到与 `.sc` 草稿相近版本。 +- 窗口层**默认用 bgfx 自带 `entry` 或 SDL2**(零风险,bgfx 所有 example 用的)——不是 sokol_app。 +- 一个清屏 app:`bgfx::setViewClear(0x303030ff)` + `bgfx::setDebug(BGFX_DEBUG_STATS)` + `bgfx::frame()`。 +- **编一个 dummy `.sc`**(`vs_flat.sc` / `fs_flat.sc`),过 `shaderc -p metal --platform osx` + `bin2c`,断言 `*.sc.bin.h` 生成 —— 提前验证 shaderc 链路(否则要到 T2 才触发)。 +- hi-dpi:resize 事件里 `bgfx::reset(fbWidth, fbHeight)`(retina 上用 framebuffer 像素,不是点)。 +- **完成判据**:窗口出现纯色背景 + stats 角标;`*.sc.bin.h` 已生成。 + +### T0b · sokol_app ↔ bgfx 交接实验(对应 D0b,**不阻塞**) + +- 另开一个 target,用 `sokol_app.h` 取 `sapp_metal_get_layer()`(CAMetalLayer*)填 `bgfx::PlatformData::nwh`,`init.type = Metal`。 +- 已知障碍:sokol_app 会自建 MTKView + 自己 present,和 bgfx 抢 layer(PLAN §03)。 +- **成了** → M1 之后统一切 sokol_app(为移动端生命周期铺路)。**没成** → demo 全程用 T0a 的 SDL2/entry,sokol_app 留到 [M3](./M3-mobile.md) 再单独攻。 +- **完成判据**:二选一有明确结论并记进 `app/README.md`。 + +### T1 · `engine/rhi` —— bgfx 薄封装(≈150 行) + +- 接口签名见 DEMO-PLAN §5「engine/rhi」。语义对齐 `StateManager`。 +- 关键:`init(nativeHandle,w,h)`、`createVB/IB/Tex2D/Program`、`setModel/setBones/setTexture/setStageUniforms`、`submit`、`beginFrame/endFrame`。 +- 深度范围 / Y 翻转:用 `bgfx::getCaps()->homogeneousDepth` / `originBottomLeft` 决定 `bx::mtxProj` 参数,别手写。 + +### T2 · `engine/scene` + `vs_pnt/fs_pnt` —— 白模上屏(对应 D2) + +- `scene`:`libgr2::Mesh` → 打包顶点 → `bgfx::VertexLayout`(映射表见 DEMO-PLAN §7.3)→ `createVB`;索引 → `createIB`;每 `TriGroup` 一个 draw item。 +- `vs_pnt.sc` / `fs_pnt.sc`:从 `shaders.rar` 拷改。`vs_pnt` 补 `a_color0`;fog 先关。 +- `camera.{h,cpp}`:轨道相机(鼠标拖 = 绕轨道、滚轮 = 距离)。 +- 坐标系:加固定 `basisFix`(Granny art-tool basis → 左手 Y-up),用朝向明确的资产手调到"warrior 正着站、面朝 +Z",写进 `scene.cpp` 注释。 +- **完成判据**:可转的白模,轮廓 = Blender 里同模型。 + +### T3 · DXT 解码 + 贴图(对应 D3) + +- `reuse/EterImageLib` 的 `CDXTCImage`:`LoadHeaderFromMemory` + `LoadFromMemory` + `Decompress(0, rgba)`。 +- `warrior_cheongrin.dds` 实测 **512×512 DXT3 5mip** —— 先只传 level 0,`BGFX_SAMPLER_MIN_POINT` 关 mip;T3 过后再补全 mip 链。 +- `texture_stage.sh` 从 `shaders.rar` 原样拷,喂"单 stage MODULATE(TEXTURE, DIFFUSE)"的 uniform(等价 `tex * vertexColor`)。 +- 按 `T` 切贴图 / 白模。 +- **完成判据**:UV 无错位、无镜像;和 oracle 确定态截图目视一致。 + +### T4 · 自检工具(对应 D4) + +- `fs_normalviz.sc`(10 行):`gl_FragColor = vec4(v_normal*0.5+0.5, 1)`。按 `N` 切。 +- 线框:`BGFX_STATE_PT_LINES` 或 `bgfx::setDebug(BGFX_DEBUG_WIREFRAME)`。按 `W` 切。 +- **完成判据**:法线朝外;三角组分段可见且正确。 + +### T5 · 多 stage 材质专项(PLAN §04 要求) + +- 从 `test/assets.list` 挑一个用了 `D3DTOP_MODULATE2X` 或 `ADDSIGNED` 的材质,单独渲一帧和 oracle 确定态截图对拍。 +- 不能只靠整场景 SSIM 兜 `texture_stage.sh` 的正确性。 +- **完成判据**:该材质的着色结果与 oracle 一致(差异分类内)。 + +--- + +## 门禁(go / no-go) + +- **子门禁 1(交接)**:bgfx 经窗口层 handle 在 macOS 出画面 + 输入可用。sokol_app 啃不下 → 用 SDL2/entry,本门禁照样算过(方案已决议)。 +- **子门禁 2(几何)**:网格拓扑、UV 正确;无背面剔除错误 / 法线翻转。 +- **子门禁 3(材质)**:一个多 stage 材质的着色结果与 oracle 对上。 + +## 验证 + +- **对比场景两侧都喂同一张预解码 RGBA**(绕开 DXT),截图 diff 只反映几何 / 光照 / texture-stage,不被"软解 vs 硬件 S3TC"的 bit 级差异污染。 +- oracle 侧进入确定态(T6:注入相机矩阵、固定光、绑定姿势、无程序化摇摆)。 +- 与 oracle 截图像素 diff + SSIM;差异分类见 PLAN §07 视觉层。 +- 法线可视化模式自检。 + +## 本步风险(从 PLAN §08 筛) + +| 风险 | 状态 / 缓解 | +|---|---| +| sokol_app + bgfx 抢 context | **规避**:M1 用 GLFW(`GLFW_NO_API` + `glfwGetCocoaWindow` → `PlatformData.nwh`),零冲突。sokol_app 留到 M3。 | +| `.sc` 草稿针对某 bgfx 版本,shaderc 编不过 | **已解**:`vs_pnt`/`fs_pnt` 照 `shaders.rar` 改写对上当前 pin 的 `bgfx_shader.sh`,`shaderc -p metal` 编过。 | +| `reuse/EterImageLib` 从没链接过 | **规避**:DXT1/3/5 自研 `engine/dxt.cpp`(~180 行),完全不碰 EterImageLib。 | +| 坐标系 basis:warrior 躺着 / 镜像 / 巨大 | **已解**:`basis_fix = rotX(-90°)·scale(0.01)`,warrior 正着站、比例约 1.7m。写死在 `scene.cpp`。 | +| DXT 软解 vs 客户端 GPU S3TC 色差 | 对拍时两侧都用软解 RGBA(`engine/dxt.cpp` 产出,喂给 oracle 侧同一张)。 | +| hi-dpi 视口 | `on_fb_size` → `glfwGetFramebufferSize` → `rhi::reset`(framebuffer 像素)。 | + +## DoD 清单 + +- [x] `xrender-demo` 在 macOS 起窗口(GLFW)+ bgfx Metal init 成功(`renderer: Metal`)(T0a) +- [x] 交接方案定为 **GLFW**,记进 `app/README.md`(T0b)。sokol_app 不用(抢 layer),留到 M3。 +- [x] warrior 绑定姿势上屏,正着站、`basis_fix` = rotX(-90°)·scale(0.01)(Granny Z-up cm → Y-up m),轨道相机 + 键位 T/N/W/R(T2) +- [x] DXT1 / DXT3 软解(`engine/dxt.cpp`,绕开 `reuse/EterImageLib`),贴图 + UV 正确、无镜像(`warrior_cheongrin.dds` 512² DXT3、`warrior_face.dds` 256² DXT1)(T3) +- [x] `N` 法线可视化(朝外、平滑)/ `W` 线框(拓扑正确)自检(T4) +- [ ] 一个多 stage 材质与 oracle 对拍通过(T5)—— **待 oracle**。`texture_stage.sh` 单独走 `fs_stage.sc`,M1 主路径用固定 MODULATE(TEXTURE,DIFFUSE) +- [ ] 与 oracle 确定态截图 SSIM ≥ 0.98 或差异分类通过 —— **待 oracle** + +## M1 实现结果 + +| 项 | 结果 | +|---|---| +| 依赖 | bgfx.cmake + bx/bimg/bgfx + glm + glfw(`third_party/`,pin 见 `VERSIONS.md`)。`tools/bootstrap-submodules.sh` 拉。 | +| 构建 | `cmake -B build -DXRENDER_BUILD_DEMO=ON -DXRENDER_BUILD_TOOLS=OFF` → `cmake --build build --target xrender-demo`。着色器经 bgfx 的 `shaderc` 编成 `metal` `.bin`(`cmake/xrender-shaders.cmake`),运行时加载。 | +| 无头验证 | `XR_HIDDEN=1`(隐藏窗口)+ `XR_SCREENSHOT=`(bgfx `requestScreenShot` → TGA,`rhi` 自带 `CallbackI`)+ `XR_MODE=normals|wireframe|bindpose` + `XR_FRAMES=n`。CI / 无显示器也能出确定态截图。 | +| 参考截图 | `test/golden/m1-warrior_cheongrin-bindpose-textured.png`、`-normals.png` | +| 几何 | 5 mesh(Object16 / face / Object03 / Object09 / body),顶点/索引数与 M0 一致;bind pose = Granny T-pose;朝向、比例正确 | +| 坑 | ① 近期 bgfx 把 `platform.h` 并进 `bgfx.h`;② `bgfx::setUniform` 要在每次 `submit` 前调(frame 头单调一次不可靠)→ `rhi` 缓存 light/stage 每 draw 重设;③ 截图 TGA 带 alpha 通道,shader 输出非 1 的 alpha 会让 PNG 查看器合成成白 → 不透明物体 shader 固定 `gl_FragColor.a = 1`,截图 writer 也强制 alpha 255 | + +## 画质改进 pass(档 1 + 档 2) + +用户反馈"渲染毛糙"后做的一轮画质提升。基线:无 MSAA / 无 mip / 平光 / 贴图靠文件名瞎猜 / 无 sRGB。 + +### 档 1 —— 采样与着色正确性(`engine/` + `app/shaders/`) + +| 项 | 做法 | +|---|---| +| MSAA | `rhi.cpp` `init`/`reset` 加 `BGFX_RESET_MSAA_X4`;state 加 `BGFX_STATE_MSAA` | +| mip 链 | `engine/dxt.{h,cpp}` 重写:`decode()` 读 `dwMipMapCount`(off 28) 循环解每一级;`Image.mips` 存 level0..N。`scene.cpp` 把各级拼成一块传 `rhi::create_tex2d(packed, …, mips)`,bgfx `hasMips = mips>1` | +| sRGB 正确性 | `create_tex2d` 带 `BGFX_TEXTURE_SRGB`(采样自动 sRGB→linear);`fs_pnt.sc` 线性空间着色,末尾 `pow(col, 1/2.2)` 编回显示空间 | +| 各向异性过滤 | `create_tex2d` 带 `BGFX_SAMPLER_{MIN,MAG}_ANISOTROPIC` | +| 半球环境光 | `fs_pnt.sc`:`mix(u_ambientGround, u_ambientSky, n.y*0.5+0.5)` 代替常数 ambient | +| 3 盏方向光 | `LightDesc` 改 `dir[3]`/`color[3]`(key/fill/顶光),`.w` = 强度;`u_lightDir/u_lightColor` 是 `Vec4,3` uniform | +| 双面光照 | `fs_pnt.sc` 用 `abs(dot(n,l))`(薄片/头发/飘带两面都受光,和 Metin2 一致) | +| 法线 renormalize | vs 输出前 + fs `normalize(v_normal)` | + +### 档 2 —— 材质绑定(`libgr2` + `engine/`) + +**这是"毛糙"的最大来源**:原来整个模型套一张 `.dds`,`sura_lord` 根本没有 `sura_lord.dds` → 纯黑。 + +| 项 | 做法 | +|---|---| +| libgr2 解材质 | `gr2_mesh.cpp` `material_texture_name()`:`granny_material` → 直接 `.Texture.FromFileName`,或递归 `.Maps[].Map`(**注意**:本版 Granny 里 `granny_material_map` 的子材质成员名是 `Map` 不是 `Material`)。`gr2_fileinfo.cpp` 填 `FileInfo.materials`(顶层表,调试用)。 | +| 每网格贴图表 | `Mesh.material_textures`(与 `granny_mesh.MaterialBindings` 平行);`tri_group.material_index` 索引它 | +| 逐 tri_group 上贴图 | `scene.cpp`:`SubMesh.ranges`(`DrawRange{ib,index_count,tex,alpha_cutout}`),一个网格按 tri_group 切多段,**每段切出独立 IB**,各自贴图。贴图按 `FromFileName` 的 basename 在 gr2 同目录里大小写不敏感查找,带缓存。找不到时回落老的 stem 猜测。 | +| bind pose 也要蒙皮 | 很多 Metin2 模型(shaman_lord 等)的 raw 顶点不在 bind 空间,直接上 raw 会整块错位。`Scene::set_bind_pose()` 有骨架时走 `File::bind_pose(0)` 的蒙皮矩阵(= `set_pose`);bounds/相机框选也按 bind 姿势的顶点算。 | +| alpha-test(镂空) | 解贴图时看 mip0 的 alpha 分布:**同时**有 >5% 近 0 且 >20% 近 255(双峰)才判 cutout(头发/飘带/树叶)。只看"低 alpha 比例"会误伤 alpha 平面全 0 的不透明 DXT3(整块被 discard)。`rhi::set_alpha_test` 逐 draw 开,`fs_pnt.sc` 里 `texColor.a < ref → discard`。 | + +### 排障中发现并修掉的两个真 bug + +| bug | 现象 | 根因 / 修复 | +|---|---|---| +| **多材质网格第 2 段起整块飞出视锥** | shaman_lord(1 网格 2 材质组)只渲出头顶一小撮;任何多组网格丢掉第一组之后的内容 | `Scene::draw` 里 `rhi::set_model()`(→ `bgfx::setTransform`)每网格只调一次,但 **bgfx 每次 `submit` 消费一次 transform**。第 2 个 draw range 没设 transform → 用单位阵 → 顶点(~120 单位的 skin 空间坐标)画在 basis_fix 之外。**修复**:`set_model` 移进 range 循环,逐 submit 重设。 | +| **bind pose 直接上 raw 顶点** | shaman_lord 等模型整体错位、相机框选发飞(模型变成一个远处的点) | raw 顶点不在 bind 空间。**修复**:`set_bind_pose` 走蒙皮矩阵(见上表)。 | + +调试加了 `XR_CAM_YAW` / `XR_CAM_PITCH` / `XR_CAM_DIST`(乘子)env 覆盖初始相机,`XR_VERBOSE` 打 bounds / 相机参数,方便无头抽查各角度。 + +### 结果 + +- `warrior_cheongrin` / `warrior_novice` / `sura_lord` / `assassin` / `shaman_lord` / `snakeman` 等正/背/动画各角度截图:贴图正确、比例朝向对、边缘平滑、明暗有层次(见 `test/render-samples/`) +- **无回归**:`gr2fuzz` 9166/9166、`render_fuzz` 9166/9166(0 crash/empty/nan)、oracle 逐字段对拍 23/23(≤6.5e-5)、iOS 交叉编译通过 + +### 明确不做(本 POC 范围外,记档) + +| 项 | 原因 | +|---|---| +| 多 stage 材质混合(`fs_stage.sc`) | Metin2 角色基本是单 stage MODULATE(TEXTURE,DIFFUSE);多 stage 主要用于地形。`texture_stage.sh` 已备,未接主路径 | +| alpha blend(半透明排序) | cutout(alpha-test)已覆盖头发/飘带主要场景;真半透明要 OIT 或按深度排序,收益低 | +| 顶点色 | 语料里角色网格全是 PNT332(无 color 分量) | +| `.msm` 装配(换发型/换肤) | `formats/msm.cpp` 已能解析,装配是模型组合子系统,非渲染画质 | +| 法线贴图 / 切线帧 | PNT332 无切线;Metin2 资产也没有法线贴图 | +| 阴影 / IBL / FXAA / LOD 选择 | 已有 MSAA x4;阴影/IBL 是独立子系统,env map 资产缺失;FXAA 在 MSAA 之上边际收益小 | +| 特效 / 粒子 / 地形 / 水 / SpeedTree | 独立子系统,POC(读+渲+动 `.gr2` 骨骼模型)范围外 | diff --git a/docs/reference/steps/M2-anim-skinning.md b/docs/reference/steps/M2-anim-skinning.md new file mode 100644 index 00000000..28d81a9d --- /dev/null +++ b/docs/reference/steps/M2-anim-skinning.md @@ -0,0 +1,135 @@ +# M2 · 骨骼动画 + CPU 蒙皮 + +> 总纲:[`../PLAN.md`](../PLAN.md) §04 / §06 / §07。演示切片见 [`../DEMO-PLAN.md`](../DEMO-PLAN.md) D5(拉伸)。 +> 本文件是 M2 的详细施工文档。 + +--- + +## 目标 + +解析 `.msm` / `.msa`,把 [M0](./M0-gr2-reader.md) 读出的动画曲线采样成世界姿势,CPU 线性混合蒙皮, +让 warrior 播 idle / walk / dance,结果与 [oracle](./00-oracle.md) 的**层①(裸 Granny)**逐帧数值一致。 +装配一个多部件角色 + 挂点武器,验 LOD 一致性。 + +## 前置 + +- [M1](./M1-static-render.md) 完成:静态网格 + 贴图上屏。 +- [M0](./M0-gr2-reader.md) T7(`gr2_anim` 子集)+ scaleshear 用量已知。 +- [oracle](./00-oracle.md) T3(层① dump)+ T5(蒙皮顶点 dump)+ T8(噪声地板 → ε)。 + +## 交付物 + +| 产物 | 位置 | +|---|---| +| `engine/animation.{h,cpp}` 曲线采样 + 世界姿势累积 | `engine/` | +| `engine/skinning.{h,cpp}` CPU LBS | `engine/` | +| `formats/msa.cpp`(+ 视需要 `msm.cpp`) | `formats/` | +| `app/shaders/vs_pnt_skinned.sc` | `app/shaders/` | +| `tools/anim_bake/`(曲线退路,视 M0 结论决定是否要) | `tools/` | +| 数值对拍报告 | `test/m2-numeric.json` | + +--- + +## 任务分解 + +### T1 · `formats/msa` + `msm` 解析 + 验证门 + +- `.msa`(文本):引用的动画 `.gr2`、混合参数(blend time / ease)、事件。逻辑照 `RaceManager.cpp` / `EterGrnLib/Util.cpp`。 +- `.msm`(文本,仅多部件时需要):base model gr2、挂点、材质类型。 +- **验证门(PLAN §04 要求)**:dump 解析结果(挂点名、动作列表、混合参数),和源文本逐项目视核对。 +- **完成判据**:`dance_1.msa` 解析出的动画路径 + blend 参数与文本一致。 + +### T2 · `engine/animation` —— 曲线采样 + 世界姿势累积 + +- 按局部时钟 `t` 对每骨 position / orientation / scaleshear 曲线插值 → 局部 `granny_transform` → 沿父链累积 → `world[bone]`。 +- 对应 `GrannyBuildWorldPose` / `GrannyGetWorldPoseComposite4x4Array`。 +- ease-in/out 曲线、loop count、raw local clock 语义:照 `EterGrnLib/Motion*` + `ModelInstanceMotion.cpp` 调用序列复刻。 +- **非单位 scaleshear**:M0 若报告普遍存在,`world[bone]` 要保留完整仿射(4×4 或 4×3),不能退化成刚体。 +- **完成判据**:`gr2_anim` 子集覆盖的动画能采样出每帧世界矩阵。 + +### T3 · `engine/skinning` —— CPU LBS + +- `skinMatrix[bone] = world[bone] · InverseWorld4x4[bone]`。 +- 逐顶点:`v' = Σ weight[i] · skinMatrix[boneIndex[i]] · v`(4 权重),法线用 `skinMatrix` 的 3×3(scaleshear 时要用逆转置)。 +- `GrannyMeshIsRigid` 为真的网格不蒙皮,只按挂载骨骼刚体变换 —— 分支照搬。 +- **完成判据**:bind pose(identity 动画)下 CPU 蒙皮结果 == 原始顶点。 + +### T4 · `vs_pnt_skinned.sc`(GPU 版,D5 演示用) + +- `mat4 skin = u_bones[a_indices.x]*a_weight.x + u_bones[a_indices.y]*a_weight.y + ...`。 +- CPU 端 `rhi::setBones(skinMatrix[], boneCount)` 上传 uniform 数组。 +- **注意**:M2 的**数值门禁走 CPU 蒙皮**(可 dump 顶点对拍);GPU shader 只是演示。CPU/GPU 一致性放 [M4](./M4-realistic-load.md)。 + +### T5 · 多部件装配 + 挂点武器 + +- `.msm` → base gr2 + 额外 gr2(头发 / 时装);各自 mesh binding 到**同一骨架**。 +- 武器:`GrannyFindBoneByName("Bip01 R Hand"(或对应名))` → 取该骨世界矩阵 × 武器局部挂点矩阵 → 武器 gr2 的 model 变换。 +- **完成判据**:挂点武器的世界变换与 oracle 一致。 + +### T6 · LOD 一致性 + +- 加载同模型 LOD 0–3(`warrior_cheongrin_lod_01/02/03.gr2`),确认它们绑**同一骨架**、骨骼索引一致。 +- 在某帧切 LOD,测顶点位移(对应骨骼的顶点,切换前后位置差)。 +- **完成判据**:切换帧顶点位移 < 阈值(无肉眼可见跳变)。 + +### T7 · 曲线退路(`tools/anim_bake`,条件性) + +- **仅当** M0 fuzz 报告曲线子类型超出"1–2 种可实现"范围时启用。 +- `anim_bake`:Windows 侧用 oracle 把动画按固定帧率(如 60fps)烘焙成密集关键帧(每骨每帧一个 TRS),存自有格式。 +- `libgr2` / `animation` 增加"读烘焙格式"分支,PoC 完全绕开曲线解码。 +- **完成判据**:烘焙动画在 M2 数值对拍中照常通过。 + +--- + +## 门禁(分级,按序) + +0. `.msm` / `.msa` 解析子检查通过(T1)。 +1. **骨骼世界矩阵**与 oracle **层①(裸 Granny,`GrannyGetWorldPoseComposite4x4Array` 直出)** 逐帧对拍,`max|Δ| < ε_mat`(noise_floor × 余量)—— 隔离曲线采样 + 姿势累积,**先过**。 + - **M2 只对层①**。层②(`ActorInstanceBlend` + LOD 骨骼裁剪)不在 PoC 范围,留正式移植。 +2. **蒙皮顶点坐标**与 oracle 逐帧对拍,`‖Δ‖ < ε_vtx`(在矩阵已对上的前提下)—— 隔离蒙皮 + 顶点格式。 +3. 挂点武器世界变换与 oracle 一致(T5)。 +4. LOD 0–3 共享骨骼绑定,切换无跳变(T6)。 + +## 验证 + +- 数值层对拍:N 帧 × M 顶点、**全部测试资产集**,不是单文件。 +- **必须按序**:先骨骼矩阵,再顶点。否则动画错 + 蒙皮错相互抵消、最终顶点却"对",掩盖两个 bug。 +- **tie-break**:libgr2 与 oracle 分歧又都合理时,用 Blender `io_scene_gr2` 在同 `t` 算的世界矩阵仲裁(也能抓 oracle 自己的 bug)。 +- 视觉层:3 个确定姿势(idle 第 0 帧、走路中段、旋转量大的姿势),差异分类见 PLAN §07。 + +## 本步风险(从 PLAN §08 筛) + +| 风险 | 状态 / 缓解 | +|---|---| +| Granny 曲线压缩格式多样 | **消除**:M0 实测全 `OldCurveType`,degree ≤ 2,`gr2_anim` 全覆盖,无烘焙退路依赖 | +| ease/loop/局部时钟语义 | demo 用简单 loop(`fmod(t, duration)`);ease / blend / accumulation 是正式移植照 `EterGrnLib/Motion*` 复刻,PoC 不需要 | +| 骨骼绑定顺序 / mesh binding 重映射 | `gr2::sample_pose` 按骨骼名 retarget(181 warrior 动画 NaN=0);skin 矩阵按 `mesh.bone_bindings` → skeleton 索引 | +| rigid + deformable mesh 混合 | `engine/skinning.cpp` 按 `mesh.rigid` 分支(单骨刚体 vs 4 权重混合)| +| 非单位 scaleshear 让 `world·invBind` 近似失效 | 全程完整仿射 4x4(`mul4x3` 保 3x3 + 平移);法线用 skin 3x3(scaleshear 严格应逆转置,M2 先近似,记 M4 收紧)| +| ε 拍脑袋 | 待 oracle T8 的 noise_floor × 10 | +| ~~数值门禁未跑~~ | **已跑**:macOS + Wine + MinGW 交叉编译的 `oracle.exe`(Granny 2.9.12)vs libgr2,骨骼矩阵 + 蒙皮顶点全 ≤ 6.5e-5(float 累积误差量级)。`oracle/RUNBOOK.md` / `tools/oracle_diff` | + +## DoD 清单 + +- [x] `.msm`/`.msa` 解析 dump 与源文本核对通过(`formats/textscript` token 树 + `msa`/`msm`) +- [x] **骨骼世界矩阵 vs oracle 层① `max|Δ| ≤ 4.6e-5`** —— `oracle/run-diff-suite.sh` 跑 **23 用例**(warrior_cheongrin/lord ×4 LOD、assassin 双 root、shaman_lord **v7**、redthief2、snakeman、rabbit_backup、ox_01;dance_1/attack/run/wait @ 多个 t)。`test/m2-numeric.json`。 +- [x] **蒙皮顶点 vs oracle `‖Δ‖ ≤ 6.5e-5`**(同上,vs `GrannyDeformVertices`;法线用同 3x3,Granny 也不做逆转置 —— `engine/skinning.cpp`) +- [x] `test/noise_floor.json`:同-DLL 确定性 0,跨实现地板 mat 4.6e-5 / vtx 6.5e-5,ε=1e-3 +- [x] **`app/render_fuzz` 全量渲染烟测**:9166 个 `.gr2` 全过真管线(bgfx + `Scene::build` + DXT 解码 + CPU 蒙皮 + `submit`;skinned 4055 / anim-only 5109 / rigid 2)——**0 崩溃 / 0 空场景 / 0 NaN 姿势**(`test/render-fuzz.json`)。 + - **顺带修的 libgr2 bug**:`redthief_general/{back,front}_damage.gr2` 的 finger track 控制点在文件里就是 `NaN`。`read_old_curve` 现在遇到非有限 knot/control 整条曲线弃(回退 bind),不把 NaN 灌进蒙皮链。 + - 抽样截图里「模型扭曲」的都是 **render_fuzz 把某物种的动画 retarget 到别的 rig**(如怪物动画播到 warrior 身上,或 warrior dance 播到怪物身上)—— 按名 retarget 到 bind pose 比例不同的骨架,肢体会拉长。**不是 libgr2/engine bug**(同 rig 的 warrior + dance_1/attack/run/wait 已对拍 Granny 1e-5)。render_fuzz 已改成只在 rig 匹配时才应用动画,其余画 bind pose。 +- [~] 挂点武器变换 —— `gr2::sample_pose` 出每骨世界矩阵,武器 = `world[handBone]·mount`;未接进 demo(无 .msm 武器数据),逻辑就绪 +- [x] LOD 0–3 共享骨架:`warrior_cheongrin` lod_01/02/03 与 base 均 75 骨、骨骼名 + ParentIndex 逐项一致 → 切 LOD 骨骼索引不变、无跳变 +- [x] `xrender-demo` 按 `Space` 播 `dance_1`:CPU LBS 每帧更新 dynamic VB,姿势连贯(`test/golden/m2-*.png`) +- [ ] (条件)曲线退路 `anim_bake` —— **不需要**:M0 实测曲线全 `OldCurveType` degree ≤ 2,`gr2_anim` 全覆盖 + +## M2 实现结果 + +| 项 | 结果 | +|---|---| +| T1 `.msa`/`.msm` | `formats/textscript.cpp` 通用 token 树 + `msa.cpp`/`msm.cpp`。`dance_1.msa`→duration 28.333334 / accum 0;`throw.msa`→1 event(type10, t=0.824);`warrior_w.msm`→base + hair_path + 75 hairs。dump 与源文本逐项一致。 | +| T2 世界姿势 | `gr2::sample_pose(skeleton, animation, t, world, skin)`(libgr2,跨文件:model gr2 的 skeleton + anim gr2 的 tracks,按骨骼名 retarget)。`world[i]=Composite(local[i])·(parent<0?InitialPlacement:world[parent])`,`skin[i]=InverseWorld4x4[i]·world[i]`。bind pose 时 `skin ≈ I`(6.1e-5)。 | +| T3 CPU LBS | `engine/skinning.cpp`:`v'=Σ wᵢ·skin[bᵢ]·v`(4 权重归一),rigid mesh 走单骨刚体分支。`skin_bind_pose_residual` 自检 = 0(skin 全单位 → 输出 == 输入)。 | +| T4 GPU 蒙皮 shader | 跳过:M2 数值门禁走 CPU(可 dump 对拍),demo 也用 CPU + dynamic VB。`vs_pnt_skinned.sc` 留到 M4 CPU/GPU 一致性。 | +| 无 oracle 抽检 | 全部 181 个 `pc/warrior/**.gr2`:139 个带动画,各在 t=0/⅓/⅔/1 采样 —— **NaN=0**;56 个 track 全名匹配 skeleton(其余部分匹配,未匹配的骨退回 bind,安全)。 | +| demo 用法 | `XR_ANIM=` `XR_ANIM_T=<0..1\|秒>` + 交互 `Space` 播放/暂停。 | diff --git a/docs/reference/steps/M3-mobile.md b/docs/reference/steps/M3-mobile.md new file mode 100644 index 00000000..ec38ccde --- /dev/null +++ b/docs/reference/steps/M3-mobile.md @@ -0,0 +1,128 @@ +# M3 · iOS + Android 真机 + +> 总纲:[`../PLAN.md`](../PLAN.md) §04 / §06 / §07。 +> 本文件是 M3 的详细施工文档。与 [M2](./M2-anim-skinning.md) 尾段并行。 + +--- + +## 目标 + +把 [M2](./M2-anim-skinning.md) 的工程原样交叉编译到 iOS + Android 真机跑基准场景, +证明三端渲染一致、移动端性能达标、生命周期(context loss / 后台)稳。 + +## 前置 + +- [M2](./M2-anim-skinning.md) 门禁 1–2 通过(骨骼矩阵 + 蒙皮顶点对拍)。 +- [M1](./M1-static-render.md) T0b 的交接结论(决定移动端窗口壳用什么)。 +- **资产上真机的方案**(见下 T1)—— 不是"原样交叉编译"就完事。 + +## 交付物 + +| 产物 | 位置 | +|---|---| +| iOS `.app`(Xcode / CMake iOS toolchain) | `platform/ios/` | +| Android APK(NDK / Gradle 或纯 CMake + `native_app_glue`) | `platform/android/` | +| 三端 CI(macOS 原生 + iOS 模拟器 + Android 模拟器) | `.github/` 或等价 | +| 真机性能采集报告 | `test/m3-perf.json` | +| 三端快照互拍报告 | `test/m3-snapshot.json` | + +--- + +## 任务分解 + +### T1 · 资产上真机方案(PLAN §04 / §08) + +- 9166 个散装 `.gr2` + `.dds` 不能直接堆进 APK / `.bundle`(体积、iOS 限制)。二选一: + - **A(推荐)**:M3 前提前接 `EterPack`(现排 M4),资产走 `.eix/.epk`,`CMappedFile` 的 mmap / `AAsset_getBuffer` 路径。 + - **B(最小)**:只把 `test/assets.list` 里那 ~15 个 + 依赖贴图打进去。 +- **完成判据**:真机上 `libgr2` 能加载 warrior + dance_1,路径与桌面散文件结果一致。 + +### T2 · 平台壳 + +- **窗口 / 生命周期**:按 M1 T0b 结论——sokol_app(若交接成了)或各平台最小原生壳(iOS `MTKView` + `CADisplayLink`;Android `NativeActivity` / `GLSurfaceView`)。 +- **iOS**:全静态链接(无 `dlopen`);`.bundle` 打包资产;`Info.plist` / 签名走开发证书(不涉及上架)。 +- **Android**:NDK `arm64-v8a` + `armeabi-v7a`;`AAssetManager` 经 JNI 注入(复用 MobileSource `AndroidMain.cpp` 形态)。 +- bgfx `init.type`:iOS = `Metal`;Android = `OpenGLES`(或 `Vulkan`,先 GLES3 稳)。 + +### T3 · Android context loss(PLAN §08 高危,确定项) + +- 切后台 → GL context 连同 GPU 资源可能失效。 +- 在 `SUSPENDED` / `RESUMED`(或 `onSurfaceDestroyed/Created`)里按 bgfx 的重置流程:`bgfx::reset` + 必要时重建 `sg_*` / bgfx 资源句柄。 +- **测试**:切后台 ×100(`adb shell input keyevent KEYCODE_HOME` + 回前台脚本循环)。 +- **完成判据**:100 次无崩、无黑屏、无资源泄漏(`adb shell dumpsys meminfo` 稳定)。 + +### T4 · iOS 后台 / drawable 生命周期(PLAN §10.1) + +- 切后台 / 锁屏 / 来电 → 丢 `CAMetalDrawable`。 +- `applicationWillResignActive` 暂停渲染循环;`didBecomeActive` 恢复;`nextDrawable` 返回 nil 时跳过该帧不崩。 +- **完成判据**:后台 / 锁屏 / 来电各 ×20 恢复正常。 + +### T5 · mediump 精度专项(PLAN §08 / §10.1) + +- 移动 GPU 上 `mediump` 存不下 60 骨链的骨骼矩阵 / 大坐标 → 抖动 / 爆顶点。 +- 顶点着色器里骨骼矩阵与位置强制 `highp`;必要时把模型原点归一(减去包围盒中心)。 +- **测试**:highp 前后对比截图,确认抖动 / 爆顶点消失。 +- **完成判据**:highp 版无可见抖动。 + +### T6 · 性能采集(PLAN §07 性能层) + +- **基准硬件写死具体机型**:iPhone 11(A13)+ Pixel 6(Mali-G78)+ 一台 Adreno 机。 +- **两种角色**:① 简化(≈5k 三角、≈60 骨、单 draw call);② **满配**(多部件 + 武器 + 时装 + 挂点特效,1–2 万三角、多 draw call)。每种 1 → 8 → 20 → 50 个。 +- 指标:帧时间 p50/p99、FPS、draw call、GPU 显存(Xcode GPU report / Android GPU Inspector / `adb dumpsys meminfo`)、冷启动到首帧、单 `.gr2` 加载耗时、峰值 RSS。 +- 写进 `test/m3-perf.json`,逐项标注是否越线。 + +### T7 · 三端快照互拍 + CI + +- 确定性场景在 macOS / iOS / Android 各渲一帧,两两 SSIM。 +- 三端之间应比各自与 oracle 更接近(同 `shaderc` 源、同逻辑)。 +- CI:iOS 模拟器 + Android 模拟器构建并启动,断言"到达首帧 + 连续 N 帧无 bgfx / Metal / GLES 验证层报错"(开 `BGFX_DEBUG_*`、Metal API validation、GLES `KHR_debug`)。 + +--- + +## 门禁(go / no-go) + +- 三端渲染**差异分类通过**(不是"逐像素一致",见 PLAN §07 视觉层:SSIM ≥ 0.98 直接过;0.95–0.98 进分类;< 0.95 fail)。 +- 性能:简化角色 1 个 ≥ 60fps、20 个 ≥ 30fps;**满配角色 1 个 ≥ 60fps、8 个 ≥ 30fps**;冷启动 < 3s;基准 RSS < 300MB;单角色加载 < 30ms。 +- 无 bgfx / 图形验证层报错。 +- **Android 切后台 ×100 恢复正常**;**iOS 后台 / 锁屏 / 来电恢复正常**。 +- **mediump 精度专项通过**(highp 后无抖动)。 + +## 验证 + +- 三端快照互拍矩阵(T7)。 +- 真机性能逐项对通过线(T6)。 +- 生命周期压力测试脚本可复现(T3 / T4)。 + +## 本步风险(从 PLAN §08 筛) + +| 风险 | 缓解 | +|---|---| +| Android GL context 丢失后 GPU 资源需重建(确定项) | T3 在 suspend/resume 走 bgfx reset;M3 就做别拖 | +| iOS 全静态 + 后台丢 drawable | T2/T4 全静态链接 + drawable nil 跳帧 | +| 9166 散装资产上真机方式没定 | T1 二选一,M3 交付显式包含 | +| 移动 GPU mediump 精度不足 | T5 骨骼矩阵 / 位置用 highp | +| `shaderc` 跨编译 metal / 300_es 行为差异 | 单一 `.sc` 源;开验证层;T7 三端快照对拍 | +| 深度范围 / Y 翻转后端差异 | `bgfx::getCaps()->homogeneousDepth` / `originBottomLeft` 抹平 | +| sokol_app 交接在 iOS/Android 也不成 | 用各平台最小原生壳(T2 备选) | + +## DoD 清单 + +- [~] iOS **模拟器**跑起来,播 dance_1,CPU 蒙皮 + bgfx Metal,输出与 macOS 同 t **像素级一致**(同 `.bin` 着色器、同 `demo_core`)。`test/golden/m3-ios-*.png`。**真机**(差异分类、后台/锁屏/来电、mediump、perf)待设备。 +- [ ] Android 真机 —— **脚手架就绪(`platform/android/`)未构建**:本机无 NDK。 +- [ ] `test/m3-perf.json` —— 待真机 +- [ ] Android 切后台 ×100 —— 待设备(`android_main.cpp` 的 `APP_CMD_TERM/INIT_WINDOW` 分支已写 shutdown/reinit) +- [ ] iOS 后台 / 锁屏 / 来电 —— 待设备(`ios_main.mm` 的 `applicationWillResignActive`/`DidBecomeActive` 暂停/恢复 CADisplayLink 已写) +- [ ] mediump → highp 专项 —— `vs_pnt_skinned.sc` 已写(骨骼矩阵 + 位置全 `highp`);对比测试待真机 GPU +- [ ] CI 三端 job —— 待 +- [ ] **M3 全绿 = PLAN §01 判定"方案可行"** —— iOS 一端已验证(编译 + 运行 + 渲染一致);Android 端 + 真机压测待设备 + +## M3 实现结果(本轮) + +| 项 | 结果 | +|---|---| +| **平台无关核心** | `app/demo_core.{h,cpp}` —— 加载 gr2 + 建场景 + 采样姿势 + 画,无窗口/输入依赖。桌面壳(`app/main.cpp` GLFW)+ iOS 壳(`platform/ios/ios_main.mm` UIKit)+ Android 壳(`platform/android/android_main.cpp` native_app_glue)都调它。 | +| **iOS 壳(T2)** | `ios_main.mm`:`UIApplicationMain` → `MetalView`(`+layerClass = CAMetalLayer`)→ `CADisplayLink` 驱 `demo::frame`。bgfx `nwh = CAMetalLayer*`,`init.type = Metal`。生命周期回调(T4 骨架)已接。 | +| **iOS 构建 + 运行** | `cmake -G Xcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator` → **BUILD SUCCEEDED**。`xcrun simctl` 装 + 跑 iPhone 16 Pro 模拟器:libgr2 加载 warrior + dance_1、DXT3/DXT1 解码、bgfx Metal init、CADisplayLink 跑 120 帧无崩、`requestScreenShot` 出图。渲染结果与桌面同 t 一致。 | +| **交叉编译坑** | ① `BGFX_CONFIG_VIDEO` 默认 ON,`video_mtl.cpp` 在 iOS 模拟器编不过(`CVMetalTextureCache` 不可用)→ 关掉。② shaderc 跑不了目标平台 → `xrender_compile_shaders(... PREBUILT )` 用宿主机预编译的 `metal .bin`(Metal 字节码 macOS/iOS 通用)。③ iOS 不建 GLFW(`third_party/CMakeLists.txt` 加 `NOT IOS` 守卫)。 | +| **Android 壳(T2)** | `platform/android/`:`android_main.cpp`(native_app_glue + `ANativeWindow` → bgfx GLES nwh + `AAssetManager` 解资产)、`CMakeLists.txt`(NDK,链 `xr_democore` + bgfx GLES)、`build.gradle` + `AndroidManifest.xml`(`NativeActivity`)。**未构建**(本机无 NDK,`platform/android/README.md` 记了装 NDK 后的步骤)。 | +| **T5 GPU 蒙皮 shader** | `app/shaders/vs_pnt_skinned.sc`:`u_bones[64]` 混合,骨骼矩阵 + 位置 + 法线全 `highp`。**未接进 demo**(demo 走 CPU 蒙皮 = M2 数值门禁路径),留 M4 CPU/GPU 一致性 + 真机 mediump 对比。 | diff --git a/docs/reference/steps/M4-realistic-load.md b/docs/reference/steps/M4-realistic-load.md new file mode 100644 index 00000000..0d4dace8 --- /dev/null +++ b/docs/reference/steps/M4-realistic-load.md @@ -0,0 +1,92 @@ +# M4 · 逼近真实负载(可选) + +> 总纲:[`../PLAN.md`](../PLAN.md) §06。 +> 本文件是 M4 的详细施工文档。**可选** —— M3 全绿已经能给出 go/no-go 结论,M4 只是把结论从"骨骼网格能跑"推到"接近真实负载也能跑"。 + +--- + +## 目标 + +在 M3 已验证的基础上,加 GPU 蒙皮、eterpack 加载、多角色 + 地面 + 简单光照、LOD 切换, +把性能结论从简化场景推到接近真实的负载。 + +## 前置 + +- [M3](./M3-mobile.md) 全部门禁通过。 +- [M2](./M2-anim-skinning.md) 的 CPU 蒙皮作为 GPU 蒙皮的对拍基准。 + +## 交付物 + +| 产物 | 位置 | +|---|---| +| GPU 蒙皮路径(`vs_pnt_skinned` 全量启用 + 骨骼矩阵 texture 上传) | `engine/skinning.cpp` `app/shaders/` | +| eterpack 加载路径接入 | `reuse/EterPack/` + `engine/scene.cpp` | +| 多角色场景(1 / 8 / 20 / 50) + 地面 + 方向光 | `app/` | +| CPU vs GPU 蒙皮对拍报告 | `test/m4-skin-cmp.json` | +| 扩展性能曲线 | `test/m4-perf-curve.json` | + +--- + +## 任务分解 + +### T1 · GPU 蒙皮 + +- 骨骼矩阵改走 GPU:小骨架用 `bgfx::setUniform(u_bones, mtx, boneCount)`(uniform 数组,上限 ~128);大骨架 / 多实例用**骨骼矩阵 texture**(`bgfx::createTexture2D(RGBA32F)` 每帧 `updateTexture2D`,VS 里 `texelFetch`)。 +- `vs_pnt_skinned.sc` 从 M2 的演示版转正。 +- **完成判据(门禁)**:GPU 蒙皮输出顶点与 M2 的 CPU LBS 结果一致(离屏 transform feedback 或渲到 RT 读回对拍),`‖Δ‖ < ε_vtx`。 + +### T2 · eterpack 加载路径 + +- `reuse/EterPack`(冻结拷入):`CEterPackManager::RegisterPack` + `Get(mappedFile, "d:/ymir work/.../xxx.gr2", &data)` → LZO 解压 + 解密 → 裸字节喂 `libgr2`。 +- 需要 `assets/` 打包成 `.eix/.epk`(`m2dev-client-main/assets/PackMaker.exe` 或 `pack.py`,Windows 侧一次性做)。 +- **完成判据(门禁)**:同一 gr2 经 eterpack 路径 vs 散文件路径,`libgr2` 产出的骨架 / 网格 byte-identical。 + +### T3 · 多角色场景 + +- N 个 warrior 实例(各自动画时钟错开),一块带贴图的地面(用一个 zone 静态 gr2 或程序化 quad + terrain 贴图),一个方向光。 +- 实例化:bgfx `instanceDataBuffer`(每实例 model 矩阵);蒙皮 texture 每实例一段。 +- **完成判据**:50 个角色可交互帧率(真机上 ≥ 20fps 作为下限参考,非硬门禁)。 + +### T4 · LOD 切换(运行时) + +- 按相机距离在 LOD 0–3 间切(用 M2 T6 已验的 LOD 一致性)。 +- 切换要平滑:同帧不要让顶点跳(M2 已验位移 < 阈值),或加一帧 cross-fade。 +- **完成判据**:镜头拉远/拉近,LOD 切换无肉眼可见 pop。 + +### T5 · 扩展性能曲线 + +- 简化 + 满配角色,各 1 / 8 / 20 / 50 个,三台基准机各跑一遍。 +- 画帧时间 vs 角色数曲线,标出 CPU 蒙皮 vs GPU 蒙皮两条线。 +- 写进 `test/m4-perf-curve.json`。 + +--- + +## 门禁(go / no-go) + +- **GPU 蒙皮结果与 CPU 一致**(`‖Δ‖ < ε_vtx`)。 +- **eterpack 路径与散文件结果一致**(byte-identical 骨架 / 网格)。 +- 50 角色可交互帧率(参考线,非硬门禁)。 +- LOD 运行时切换无 pop。 + +## 验证 + +- CPU / GPU 蒙皮对拍(T1)。 +- eterpack vs 散文件对拍(T2)。 +- 扩展性能曲线覆盖 1 / 8 / 20 / 50 角色 × 两种复杂度 × 三台机(T5)。 + +## 本步风险 + +| 风险 | 缓解 | +|---|---| +| GPU 蒙皮骨骼矩阵上传带宽(每帧每实例 60 骨 × 64B) | 用骨骼 texture + `texelFetch`,只 update 变化实例;half-float 视精度 | +| eterpack 解密 key / IV(客户端从服务器拿 `RetrieveHybridCryptPackKeys`) | demo 用离线打包的非加密 pack,或把 key 硬编进 `test/`(自用不公开)| +| 实例化 + 蒙皮 texture 在 GLES3 的上限 | GLES3 保证 `texelFetch` + `RGBA32F` sampled;Adreno 老驱动测一下 | +| 50 角色 draw call 爆 | 按材质 / 程序批;满配角色本来就多 draw call,接受较低帧率 | + +## DoD 清单 + +- [ ] GPU 蒙皮输出 == CPU LBS(`test/m4-skin-cmp.json`) +- [ ] eterpack 路径 == 散文件路径(骨架 / 网格 byte-identical) +- [ ] 多角色场景(含地面 + 光)可跑,LOD 运行时切换无 pop +- [ ] `test/m4-perf-curve.json`:1/8/20/50 × 简化/满配 × 三机,CPU/GPU 两条线 +- [ ] 结论并入 PLAN §10.1 反证清单 + 一页纸结论的"正式移植还缺什么"部分 diff --git a/export-android.sh b/export-android.sh new file mode 100755 index 00000000..d510c4c4 --- /dev/null +++ b/export-android.sh @@ -0,0 +1,66 @@ +#!/usr/bin/env bash +# Build the Android APK end to end: native GDExtension .so -> Godot export -> (opt) install. +# +# ./export-android.sh [Debug|Release] [--install] +# +# Prereqs (one-time), see docs/PLATFORMS.md: +# - Android SDK at ~/Library/Android/sdk with an NDK under ndk/ +# (sdkmanager "ndk;27.2.12479018" "platforms;android-35" "build-tools;35.0.0") +# - JDK 17+ (brew install openjdk@21) +# - Godot 4.7.1 export templates installed +# - ./gen-debug-keystore.sh (once) +# - editor_settings-4.7.tres: export/android/{android_sdk_path,java_sdk_path,debug_keystore} +set -euo pipefail +cd "$(dirname "$0")" + +CONFIG="${1:-Debug}" +INSTALL=0 +[ "${2:-}" = "--install" ] && INSTALL=1 + +SDK="${ANDROID_HOME:-${ANDROID_SDK_ROOT:-$HOME/Library/Android/sdk}}" +export ANDROID_NDK_ROOT="${ANDROID_NDK_ROOT:-$SDK/ndk/$(ls -1 "$SDK/ndk" 2>/dev/null | sort -V | tail -1)}" +export JAVA_HOME="${JAVA_HOME:-/opt/homebrew/opt/openjdk@21/libexec/openjdk.jdk/Contents/Home}" +[ -d "$JAVA_HOME" ] || export JAVA_HOME=/opt/homebrew/opt/openjdk/libexec/openjdk.jdk/Contents/Home +GODOT="${GODOT:-godot}" +ADB="${ADB:-$SDK/platform-tools/adb}" + +case "$CONFIG" in + Release) MODE="--export-release" ;; + *) MODE="--export-debug" ;; +esac +OUT="build/export/mtgodot-poc$([ "$CONFIG" = Release ] && echo -release).apk" + +echo ">> NDK: $ANDROID_NDK_ROOT" +echo ">> JDK: $JAVA_HOME" + +# 1. native GDExtension +./build-android.sh "$CONFIG" + +# 2. bake the AssetResolver index (PCK can't std::filesystem-scan on device). +# Regenerate whenever assets/ changes. Harmless if assets are missing. +"$GODOT" --headless --path project --script bake_asset_index.gd || \ + echo ">> (asset_index bake skipped — no assets on this machine)" + +# 3. Godot export +mkdir -p build/export +"$GODOT" --headless --path project "$MODE" "Android" "$(pwd)/$OUT" + +echo +echo ">> APK: $OUT (index: $([ -f assets/asset_index.txt ] && echo baked || echo MISSING))" +unzip -l "$OUT" | grep -E "lib/arm64-v8a/.*\.so" || true + +# 3. optional install (+ push the asset zip if it exists) +if [ "$INSTALL" = 1 ]; then + "$ADB" devices -l + "$ADB" install -r "$OUT" + if [ -f build/export/assets.zip ]; then + DEST="/sdcard/Android/data/org.internal.mtgodotpoc/files/assets.zip" + echo ">> pushing assets.zip ($(du -h build/export/assets.zip | cut -f1)) -> $DEST" + "$ADB" shell mkdir -p /sdcard/Android/data/org.internal.mtgodotpoc/files/ || true + "$ADB" push build/export/assets.zip "$DEST" + else + echo ">> NOTE: no build/export/assets.zip — run ./pack-assets.sh; the world won't render without it" + fi + "$ADB" shell am start -n org.internal.mtgodotpoc/com.godot.game.GodotApp + echo ">> logcat: $ADB logcat -s godot GodotError Godot" +fi diff --git a/extension/CMakeLists.txt b/extension/CMakeLists.txt index 9362ba63..6cb36b12 100644 --- a/extension/CMakeLists.txt +++ b/extension/CMakeLists.txt @@ -1,41 +1,147 @@ -# mtgodot GDExtension — M0' skeleton (registers Metin2Model, links libgr2). +# mtgodot GDExtension — registers Metin2Model / Metin2AnimPlayer, links libgr2. +# libgr2 is added at the top-level CMakeLists (vendored under ../libgr2), so here +# we just consume the xrender::libgr2 target. -# --- godot-cpp (submodule @ master) --- -# master has no per-minor branch; it ships bundled extension_api-4-*.json. -# Pin to 4.7 to match the installed editor (4.7.1; patch-level ABI is compatible). +# --- godot-cpp (submodule pinned at 101ae38034304346a46ea9ea84ae156d3e860496) --- +# The parent gitlink is the source-of-truth; .gitmodules intentionally has no +# moving branch. The selected bundle targets Godot 4.7's extension API. set(GODOTCPP_API_VERSION "4.7" CACHE STRING "Target Godot API version" FORCE) add_subdirectory(godot-cpp) -# --- libgr2 from the sibling xrender-poc repo --- -# M0': plain sibling-directory reference (both repos live under .../mt/). -# For a portable checkout, either git-submodule xrender-poc or vendor libgr2, -# then pass -DXRENDER_POC_DIR=/path/to/xrender-poc. -set(XRENDER_POC_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../xrender-poc" - CACHE PATH "Path to the xrender-poc repo (provides libgr2)") -if(NOT EXISTS "${XRENDER_POC_DIR}/libgr2/CMakeLists.txt") - message(FATAL_ERROR - "libgr2 not found at '${XRENDER_POC_DIR}/libgr2'. " - "Pass -DXRENDER_POC_DIR=/path/to/xrender-poc") -endif() -add_subdirectory("${XRENDER_POC_DIR}/libgr2" "${CMAKE_CURRENT_BINARY_DIR}/libgr2") +# --- vendored native deps: libsodium / libzstd / miniLZO --- +# Built from source (pinned submodules + vendored miniLZO) so the same tree +# compiles on the Android NDK and iOS SDK, which have no Homebrew. Exposes the +# aliases mt3p::sodium / mt3p::zstd / mt3p::minilzo. See docs/THIRD-PARTY.md. +add_subdirectory(third_party) -# --- the extension shared library --- -add_library(mtgodot SHARED +# --- mtnet: Metin2 net protocol core (no godot-cpp dep; libsodium only) --- +add_library(mtnet STATIC + src/net/secure_cipher.cpp + src/net/net_stream.cpp + src/net/entity_store.cpp + src/net/mark_image.cpp +) +target_include_directories(mtnet PUBLIC src/net) +target_link_libraries(mtnet PUBLIC mt3p::sodium mt3p::minilzo) +target_compile_features(mtnet PUBLIC cxx_std_20) + +# --- mtpack: m2dev-fork asset pack reader/writer (libsodium + zstd) --- +add_library(mtpack STATIC + src/pack/eterpack.cpp + src/pack/pack_mount.cpp + src/pack/asset_source.cpp +) +target_include_directories(mtpack PUBLIC src/pack) +target_link_libraries(mtpack PUBLIC mt3p::sodium mt3p::zstd xrender::formats) +target_compile_features(mtpack PUBLIC cxx_std_20) + +# --- mtproto: item_proto / mob_proto reader (libsodium + LZO) --- +add_library(mtproto STATIC src/proto/proto.cpp) +target_include_directories(mtproto PUBLIC src/proto) +target_link_libraries(mtproto PUBLIC mt3p::sodium mt3p::minilzo) +target_compile_features(mtproto PUBLIC cxx_std_20) + +# Host-only CLIs + tests: they run on the build machine, so skip them entirely +# when cross-compiling the extension for a device. +set(MT_HOST_BUILD FALSE) +if(CMAKE_SYSTEM_NAME STREQUAL CMAKE_HOST_SYSTEM_NAME) + set(MT_HOST_BUILD TRUE) +endif() + +if(MT_HOST_BUILD) + add_executable(packtool tools/packtool.cpp) + target_link_libraries(packtool PRIVATE mtpack) + + # net_probe: connect to an auth server, run the handshake + CG_LOGIN3, report. + add_executable(net_probe tools/net_probe.cpp) + target_link_libraries(net_probe PRIVATE mtnet) + + # net_e2e: full auth -> game -> char list -> select -> PHASE_GAME against a + # real server; dumps entities / points / inventory. Live integration check. + add_executable(net_e2e tools/net_e2e.cpp) + target_link_libraries(net_e2e PRIVATE mtnet) +endif() + +if(BUILD_TESTING AND MT_HOST_BUILD) + add_executable(net_cipher_test tests/net_cipher_test.cpp) + target_link_libraries(net_cipher_test PRIVATE mtnet) + add_test(NAME net.cipher_roundtrip COMMAND net_cipher_test) + + add_executable(net_loopback_test tests/net_loopback_test.cpp) + target_link_libraries(net_loopback_test PRIVATE mtnet) + add_test(NAME net.loopback_flow COMMAND net_loopback_test) + + add_executable(net_entity_test tests/net_entity_test.cpp) + target_link_libraries(net_entity_test PRIVATE mtnet) + add_test(NAME net.entity_store COMMAND net_entity_test) + + add_executable(net_mark_test tests/net_mark_test.cpp) + target_link_libraries(net_mark_test PRIVATE mtnet mt3p::minilzo) + add_test(NAME net.guild_mark COMMAND net_mark_test) + + add_executable(pack_roundtrip_test tests/pack_roundtrip_test.cpp) + target_link_libraries(pack_roundtrip_test PRIVATE mtpack) + add_test(NAME pack.roundtrip COMMAND pack_roundtrip_test) + + add_executable(proto_test tests/proto_test.cpp) + target_link_libraries(proto_test PRIVATE mtproto) + add_test(NAME proto.item_mob COMMAND proto_test) + if(DEFINED ENV{M2_ASSETS}) + set_tests_properties(proto.item_mob PROPERTIES ENVIRONMENT "M2_ASSETS=$ENV{M2_ASSETS}") + endif() +endif() + +# --- the extension library --- +# macOS/Android: SHARED (Godot dlopen()s it). iOS: STATIC — the platform forbids +# loading dynamic libraries, so the archive is linked into the app at export time +# (see docs/PLATFORMS.md for the remaining F1 export/sign steps). +if(CMAKE_SYSTEM_NAME STREQUAL "iOS") + set(MT_LIB_KIND STATIC) + set(MT_PLAT_TAG "ios") +elseif(CMAKE_SYSTEM_NAME STREQUAL "Android") + set(MT_LIB_KIND SHARED) + set(MT_PLAT_TAG "android") +else() + set(MT_LIB_KIND SHARED) + set(MT_PLAT_TAG "macos") +endif() + +add_library(mtgodot ${MT_LIB_KIND} src/register_types.cpp src/metin2_model.cpp src/metin2_anim.cpp + src/metin2_world.cpp + src/terrain_splat.cpp + src/static_object.cpp + src/tree_placeholder.cpp + src/environment_builder.cpp + src/water_builder.cpp src/gr2_bridge.cpp src/m2_material.cpp src/dxt.cpp + src/asset_io.cpp + src/texture_util.cpp + src/net/m2_client.cpp + src/proto/proto_node.cpp ) target_compile_features(mtgodot PRIVATE cxx_std_20) -target_link_libraries(mtgodot PRIVATE godot::cpp xrender::libgr2) +target_link_libraries(mtgodot PRIVATE godot::cpp xrender::libgr2 xrender::formats mtnet mtproto) -# Drop the dylib straight into the Godot project where the .gdextension expects it: -# project/bin/libmtgodot.macos.template_debug.dylib (Debug) -# project/bin/libmtgodot.macos.template_release.dylib (Release) +# Godot's .gdextension expects, per platform: +# project/bin/libmtgodot.macos.template_{debug,release}.dylib +# project/bin/libmtgodot.ios.template_{debug,release}.a +# project/bin/libmtgodot.android.template_{debug,release}..so +set(MT_CFG_TAG "$,template_release,template_debug>") +if(CMAKE_SYSTEM_NAME STREQUAL "Android") + # godot_arch_name-style suffix; OnePlus 13 = arm64. + set(MT_ARCH_SUFFIX ".${CMAKE_ANDROID_ARCH_ABI}") + string(REPLACE "arm64-v8a" "arm64" MT_ARCH_SUFFIX "${MT_ARCH_SUFFIX}") +else() + set(MT_ARCH_SUFFIX "") +endif() set_target_properties(mtgodot PROPERTIES PREFIX "lib" - OUTPUT_NAME "mtgodot.macos.$,template_release,template_debug>" + OUTPUT_NAME "mtgodot.${MT_PLAT_TAG}.${MT_CFG_TAG}${MT_ARCH_SUFFIX}" + ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/project/bin" LIBRARY_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/project/bin" ) diff --git a/extension/src/asset_io.cpp b/extension/src/asset_io.cpp new file mode 100644 index 00000000..43bfa58f --- /dev/null +++ b/extension/src/asset_io.cpp @@ -0,0 +1,40 @@ +#include "asset_io.h" + +#include + +using namespace godot; + +namespace mtgodot { + +PackedByteArray read_file(const String &path) { + if (path.is_empty()) { + return PackedByteArray(); + } + // FileAccess::get_file_as_bytes handles res:// / user:// / absolute OS paths. + return FileAccess::get_file_as_bytes(path); +} + +bool file_exists(const String &path) { + return !path.is_empty() && FileAccess::file_exists(path); +} + +Image dds_from_file(const String &path) { + PackedByteArray b = read_file(path); + if (b.is_empty()) { + return Image{}; + } + return load_dds(b.ptr(), (size_t)b.size()); +} + +std::optional gr2_from_file(const String &path, gr2::LoadError *err) { + PackedByteArray b = read_file(path); + if (b.is_empty()) { + if (err) { + *err = {"open", std::string("cannot read ") + path.utf8().get_data()}; + } + return std::nullopt; + } + return gr2::File::load(b.ptr(), (size_t)b.size(), err); +} + +} // namespace mtgodot diff --git a/extension/src/asset_io.h b/extension/src/asset_io.h new file mode 100644 index 00000000..8e7ec706 --- /dev/null +++ b/extension/src/asset_io.h @@ -0,0 +1,33 @@ +// asset_io — the one portable asset-read point. +// +// The standalone libs (libgr2, formats, mtproto, mtpack) keep their raw +// fopen/ifstream `*_path()` entry points for the non-Godot CTests. Every read +// from the *running extension* goes through here instead, so it works for: +// - res:// (loose files in dev, PCK on iOS/Android read-only bundles) +// - user:// (extracted cache) +// - absolute OS paths (dev: AssetRoot points at mtgodot-poc/assets/) +// godot::FileAccess handles all three transparently. +#pragma once + +#include +#include + +#include + +#include + +#include "dxt.h" + +namespace mtgodot { + +// Whole-file read. Empty PackedByteArray on failure (path missing / unreadable). +godot::PackedByteArray read_file(const godot::String &path); +bool file_exists(const godot::String &path); // FileAccess::file_exists wrapper + +// .dds -> RGBA8 level 0 via read_file. !ok() on failure. +Image dds_from_file(const godot::String &path); + +// .gr2 parse via read_file. nullopt on read or parse failure. +std::optional gr2_from_file(const godot::String &path, gr2::LoadError *err = nullptr); + +} // namespace mtgodot diff --git a/extension/src/environment_builder.cpp b/extension/src/environment_builder.cpp new file mode 100644 index 00000000..2548feb9 --- /dev/null +++ b/extension/src/environment_builder.cpp @@ -0,0 +1,152 @@ +#include "environment_builder.h" + +#include +#include +#include +#include + +#include + +#include + +using namespace godot; + +namespace mtgodot { + +namespace { + +Color rgba(const fmt::Rgba &c) { return Color(c[0], c[1], c[2], c[3]); } +float luma(const fmt::Rgba &c) { return 0.2126f * c[0] + 0.7152f * c[1] + 0.0722f * c[2]; } + +} // namespace + +EnvNodes apply_environment(const fmt::Environment &env, Node *parent) { + EnvNodes out; + + // --- DirectionalLight (Background) --- + out.sun = Object::cast_to(parent->get_node_or_null(NodePath("Sun"))); + if (!out.sun) { + out.sun = memnew(DirectionalLight3D); + out.sun->set_name("Sun"); + parent->add_child(out.sun); + } + // .msenv Direction 是 Metin2 Z-up 向量(光传播方向)。 + fmt::m2coord::Vec3 d = fmt::m2coord::direction_to_godot( + env.dir_light.direction[0], env.dir_light.direction[1], env.dir_light.direction[2]); + Vector3 fwd(d.x, d.y, d.z); + if (fwd.length() < 1e-4f) + fwd = Vector3(-0.4f, -0.7f, -0.55f); + fwd.normalize(); + // Godot 光沿自身 -Z 照射 -> basis 的 -Z = fwd + Basis b = Basis::looking_at(fwd, Vector3(0, 1, 0)); + out.sun->set_transform(Transform3D(b, Vector3(0, 0, 0))); + if (env.dir_light.bg_enable || luma(env.dir_light.bg_diffuse) > 0.01f) { + out.sun->set_color(rgba(env.dir_light.bg_diffuse)); + out.sun->set_param(Light3D::PARAM_ENERGY, + std::clamp(0.9f + luma(env.dir_light.bg_diffuse) * 0.4f, 0.7f, 1.6f)); + } + out.sun->set_shadow(true); + out.sun->set_param(Light3D::PARAM_SHADOW_NORMAL_BIAS, 2.0f); + out.sun->set_param(Light3D::PARAM_SHADOW_BIAS, 0.06f); + out.sun->set_param(Light3D::PARAM_SHADOW_MAX_DISTANCE, 500.0f); + out.sun->set_param(Light3D::PARAM_SHADOW_SPLIT_1_OFFSET, 0.08f); + out.sun->set_param(Light3D::PARAM_SHADOW_SPLIT_2_OFFSET, 0.22f); + out.sun->set_param(Light3D::PARAM_SHADOW_SPLIT_3_OFFSET, 0.5f); + out.sun->set_shadow_mode(DirectionalLight3D::SHADOW_PARALLEL_4_SPLITS); + // 角色/物体的间接补光:暖色,能量取自 Material.Ambient + out.sun->set_param(Light3D::PARAM_SPECULAR, 0.4f); + + // --- WorldEnvironment --- + out.world_env = + Object::cast_to(parent->get_node_or_null(NodePath("WorldEnv"))); + if (!out.world_env) { + out.world_env = memnew(WorldEnvironment); + out.world_env->set_name("WorldEnv"); + parent->add_child(out.world_env); + } + Ref e = out.world_env->get_environment(); + if (e.is_null()) + e.instantiate(); + + // 天空:SkyBox Gradient -> ProceduralSky 的三段色(zenith / horizon / ground) + { + Ref psm; + psm.instantiate(); + const auto &g = env.sky.gradient; + if (g.size() >= 2) { + psm->set_sky_top_color(rgba(g.front())); + psm->set_sky_horizon_color(rgba(g[g.size() / 2])); + psm->set_ground_horizon_color(rgba(g.back())); + Color gb = rgba(g.back()); + psm->set_ground_bottom_color(Color(gb.r * 0.6f, gb.g * 0.6f, gb.b * 0.65f)); + } + psm->set_sun_angle_max(6.0f); + Ref sky; + sky.instantiate(); + sky->set_material(psm); + e->set_sky(sky); + e->set_background(godot::Environment::BG_SKY); + } + + // 环境光:Material.Ambient 定色 + 亮度(Metin2 用暖色环境光提亮阴影面) + e->set_ambient_source(godot::Environment::AMBIENT_SOURCE_COLOR); + Color amb = rgba(env.material.ambient); + e->set_ambient_light_color(amb); + e->set_ambient_light_energy(std::clamp(0.5f + luma(env.material.ambient) * 0.4f, 0.35f, 0.95f)); + e->set_ambient_light_sky_contribution(0.35f); + // Emissive 当作全局轻微自发光提亮(避免死黑) + e->set_bg_energy_multiplier(1.0f); + + // 雾:优先用 .msenv 的 NearDistance/FarDistance(cm,A1 = 5000/20000 -> 50/200m + // 太近,客户端 D3DFOG 实际按更大的世界尺度;乘一个系数放到远景轻霭区)。没给 + // 距离就退回 foglevel 启发式。参考端是线性远景雾 + 天空同色,不是浓雾。 + if (env.fog.enable) { + e->set_fog_enabled(true); + e->set_fog_light_color(rgba(env.fog.color)); + e->set_fog_mode(godot::Environment::FOG_MODE_DEPTH); + float begin_m, end_m; + if (env.fog.near_distance > 1.0f && env.fog.far_distance > env.fog.near_distance) { + begin_m = env.fog.near_distance * (float)fmt::m2coord::CM_TO_M; + end_m = env.fog.far_distance * (float)fmt::m2coord::CM_TO_M; + // 客户端摄距比我们远:把近雾往后推一截,别糊住中景 + begin_m = std::max(begin_m, 120.0f); + end_m = std::max(end_m, begin_m + 400.0f); + } else { + float fl = env.fog.fog_level > 0 ? float(env.fog.fog_level) : 4.0f; + begin_m = std::clamp((11.0f - fl) * 45.0f, 60.0f, 500.0f); + end_m = begin_m + 700.0f; + } + e->set_fog_depth_begin(begin_m); + e->set_fog_depth_end(end_m); + e->set_fog_depth_curve(0.5f); + e->set_fog_density(0.0f); + e->set_fog_sky_affect(0.0f); // 天空自己是渐变,不要被雾再洗一层 + e->set_fog_sun_scatter(0.05f); + } else { + e->set_fog_enabled(false); + } + + // 色调:参考端是 DX9 定功能、LDR、无 tonemap/HDR。用 LINEAR + 曝光 1 最贴近, + // Filmic 会抬黑、降饱和 -> 画面发灰。轻微加饱和/对比补回胶片感。 + e->set_tonemapper(godot::Environment::TONE_MAPPER_LINEAR); + e->set_tonemap_exposure(1.0f); + e->set_adjustment_enabled(true); + e->set_adjustment_saturation(1.12f); + e->set_adjustment_contrast(1.05f); + e->set_adjustment_brightness(1.0f); + // glow:参考端没有 bloom。留极轻的,只有真过曝才溢。 + e->set_glow_enabled(true); + e->set_glow_intensity(0.06f); + e->set_glow_strength(0.7f); + e->set_glow_bloom(0.0f); + e->set_glow_hdr_bleed_threshold(1.6f); + // SSAO:参考端把接触阴影烘进地形阴影贴图。这里用一点实时 SSAO 代替。 + e->set_ssao_enabled(true); + e->set_ssao_radius(1.2f); + e->set_ssao_intensity(0.9f); + + out.world_env->set_environment(e); + return out; +} + +} // namespace mtgodot diff --git a/extension/src/environment_builder.h b/extension/src/environment_builder.h new file mode 100644 index 00000000..3d281a16 --- /dev/null +++ b/extension/src/environment_builder.h @@ -0,0 +1,21 @@ +#pragma once + +#include +#include + +#include + +// W5 —— .msenv(已由 formats/environment 解析)-> Godot 光照 / 天空 / 雾 / 色调。 +// SHINSOO §9-W5。DirectionalLight.Background 驱动场景主光;Character 光留待角色材质 +// uniform(§9-W5 note)。云 / lens flare 留 R2。 +namespace mtgodot { + +struct EnvNodes { + godot::DirectionalLight3D *sun = nullptr; + godot::WorldEnvironment *world_env = nullptr; +}; + +// 在 parent 下建 / 配 DirectionalLight3D + WorldEnvironment。已存在则复用。 +EnvNodes apply_environment(const fmt::Environment &env, godot::Node *parent); + +} // namespace mtgodot diff --git a/extension/src/gr2_bridge.cpp b/extension/src/gr2_bridge.cpp index 17d48d73..8937ff05 100644 --- a/extension/src/gr2_bridge.cpp +++ b/extension/src/gr2_bridge.cpp @@ -18,6 +18,19 @@ using namespace godot; namespace mtgodot { +gr2::Mat4 mul4x3(const gr2::Mat4 &A, const gr2::Mat4 &B) { + gr2::Mat4 R{}; + for (int i = 0; i < 3; ++i) { + for (int k = 0; k < 3; ++k) + R[i * 4 + k] = A[i * 4 + 0] * B[0 * 4 + k] + A[i * 4 + 1] * B[1 * 4 + k] + + A[i * 4 + 2] * B[2 * 4 + k]; + } + for (int k = 0; k < 3; ++k) + R[12 + k] = A[12] * B[k] + A[13] * B[4 + k] + A[14] * B[8 + k] + B[12 + k]; + R[15] = 1.0f; + return R; +} + Transform3D gr2_to_godot(const gr2::Mat4 &m) { // gr2 row-major, row-vector: basis columns are (m0,m1,m2),(m4,m5,m6),(m8,m9,m10); // translation is the 4th row (m12,m13,m14). @@ -71,18 +84,59 @@ Ref build_skin(const gr2::Skeleton &sk) { return skin; } -Ref build_mesh(const gr2::FileInfo &fi, bool flip_winding, AABB &out_bounds) { +std::vector build_parts(const gr2::FileInfo &fi) { + std::vector parts; + for (int mi = 0; mi < (int)fi.meshes.size(); ++mi) { + const gr2::Mesh &m = fi.meshes[mi]; + if (m.vertices.empty() || m.indices.empty()) { + continue; + } + const uint32_t total = (uint32_t)m.indices.size(); + if (m.tri_groups.size() <= 1) { + RenderPart p; + p.mesh = mi; + p.mat_index = m.tri_groups.empty() ? -1 : m.tri_groups[0].material_index; + p.idx_first = 0; + p.idx_count = total; + parts.push_back(p); + continue; + } + for (int g = 0; g < (int)m.tri_groups.size(); ++g) { + const gr2::TriGroup &tg = m.tri_groups[g]; + if (tg.tri_count <= 0) { + continue; + } + uint32_t first = (uint32_t)(tg.tri_first < 0 ? 0 : tg.tri_first) * 3u; + uint32_t count = (uint32_t)tg.tri_count * 3u; + if (first >= total) { + continue; + } + if (first + count > total) { + count = total - first; + } + RenderPart p; + p.mesh = mi; + p.group = g; + p.mat_index = tg.material_index; + p.idx_first = first; + p.idx_count = count; + parts.push_back(p); + } + } + return parts; +} + +Ref build_mesh(const gr2::FileInfo &fi, const std::vector &parts, + bool flip_winding, AABB &out_bounds) { Ref am; am.instantiate(); am->set_name("ArrayMesh"); bool have_bounds = false; - for (size_t mi = 0; mi < fi.meshes.size(); ++mi) { - const gr2::Mesh &m = fi.meshes[mi]; - if (m.vertices.empty() || m.indices.empty()) { - continue; - } + // vertex arrays are per gr2 mesh; multiple parts of one mesh reuse them. + for (const RenderPart &part : parts) { + const gr2::Mesh &m = fi.meshes[part.mesh]; const int vcount = (int)m.vertices.size(); PackedVector3Array pos; @@ -144,18 +198,23 @@ Ref build_mesh(const gr2::FileInfo &fi, bool flip_winding, AABB &out_ } } + // indices: this part's sub-range of mesh.indices only + const uint32_t ib = part.idx_first; + const uint32_t ic = (part.idx_count && part.idx_first + part.idx_count <= m.indices.size()) + ? part.idx_count + : (uint32_t)m.indices.size() - ib; PackedInt32Array idx; - idx.resize((int)m.indices.size()); + idx.resize((int)ic); int32_t *idx_w = idx.ptrw(); if (flip_winding) { - for (size_t t = 0; t + 2 < m.indices.size(); t += 3) { - idx_w[t + 0] = (int)m.indices[t + 0]; - idx_w[t + 1] = (int)m.indices[t + 2]; - idx_w[t + 2] = (int)m.indices[t + 1]; + for (uint32_t t = 0; t + 2 < ic; t += 3) { + idx_w[t + 0] = (int)m.indices[ib + t + 0]; + idx_w[t + 1] = (int)m.indices[ib + t + 2]; + idx_w[t + 2] = (int)m.indices[ib + t + 1]; } } else { - for (size_t t = 0; t < m.indices.size(); ++t) { - idx_w[t] = (int)m.indices[t]; + for (uint32_t t = 0; t < ic; ++t) { + idx_w[t] = (int)m.indices[ib + t]; } } @@ -169,8 +228,11 @@ Ref build_mesh(const gr2::FileInfo &fi, bool flip_winding, AABB &out_ arrays[Mesh::ARRAY_INDEX] = idx; am->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays); - am->surface_set_name(am->get_surface_count() - 1, - m.name.empty() ? String("surf_") + itos((int)mi) : String(m.name.c_str())); + String nm = m.name.empty() ? String("surf_") + itos(part.mesh) : String(m.name.c_str()); + if (part.group >= 0) { + nm += String("#") + itos(part.group); + } + am->surface_set_name(am->get_surface_count() - 1, nm); } if (!have_bounds) { diff --git a/extension/src/gr2_bridge.h b/extension/src/gr2_bridge.h index b4c02992..b4bd6e29 100644 --- a/extension/src/gr2_bridge.h +++ b/extension/src/gr2_bridge.h @@ -14,6 +14,9 @@ #include +#include +#include + namespace godot { class Skeleton3D; class Skin; @@ -25,6 +28,10 @@ namespace mtgodot { // 4x4 transpose: gr2 row-major/row-vector -> Godot Transform3D. godot::Transform3D gr2_to_godot(const gr2::Mat4 &m); +// gr2 affine compose (row-vector: result applies A then B), same as libgr2's +// internal mul4x3. R = A · B with the 4th row treated as translation. +gr2::Mat4 mul4x3(const gr2::Mat4 &A, const gr2::Mat4 &B); + // Z-up cm -> Y-up m (+ optional Z flip for LH->RH content). godot::Transform3D make_conv(float unit_scale, bool flip_z); @@ -32,15 +39,27 @@ godot::Transform3D make_conv(float unit_scale, bool flip_z); // folded into root bones). Returns nullptr if the skeleton has no bones. godot::Skeleton3D *build_skeleton(const gr2::Skeleton &sk); +// One render part = one Godot surface. A gr2 mesh with N>1 tri_groups splits into +// N parts (each its own material); a mesh with 0/1 groups is one whole-mesh part. +struct RenderPart { + int mesh = -1; // gr2::FileInfo::meshes index + int group = -1; // gr2::Mesh::tri_groups index, or -1 = whole mesh + int mat_index = -1; // tri_groups[group].material_index (mesh-local), or -1 + uint32_t idx_first = 0; // start into mesh.indices (= tri_first * 3) + uint32_t idx_count = 0; // length into mesh.indices (= tri_count * 3) +}; +std::vector build_parts(const gr2::FileInfo &fi); + // Skin whose bind list is parallel to the skeleton bones: // bind i -> bone i, pose = gr2_to_godot(bone[i].inverse_world) godot::Ref build_skin(const gr2::Skeleton &sk); -// One ArrayMesh with a surface per gr2 Mesh that has geometry. +// One ArrayMesh with a surface per RenderPart (see build_parts). // ARRAY_BONES values are skeleton bone indices (mesh slot -> bone via // mesh.bone_bindings). Rigid meshes are bound rigidly to bone_bindings[0]. // Fills out_bounds with the untransformed vertex AABB. -godot::Ref build_mesh(const gr2::FileInfo &fi, bool flip_winding, +godot::Ref build_mesh(const gr2::FileInfo &fi, + const std::vector &parts, bool flip_winding, godot::AABB &out_bounds); } // namespace mtgodot diff --git a/extension/src/m2_material.cpp b/extension/src/m2_material.cpp index ed937cfa..8500f3f4 100644 --- a/extension/src/m2_material.cpp +++ b/extension/src/m2_material.cpp @@ -1,5 +1,6 @@ #include "m2_material.h" +#include #include #include #include @@ -19,15 +20,100 @@ uniform bool use_texture = true; uniform vec4 modulate : source_color = vec4(1.0); uniform float alpha_scissor : hint_range(0.0, 1.0) = 0.5; uniform int mode = 0; // 0 opaque | 1 alpha-blend | 2 alpha-test (cutout) +// sphere-map specular (EterGrnLib/Material.cpp:305 __ApplySpecularRenderState) +uniform sampler2D spec_map : source_color, filter_linear_mipmap, repeat_enable; +uniform float spec_power = 0.0; +uniform bool spec_enable = false; +uniform float lod_fade = 1.0; // LOD crossfade multiplier (1 = fully shown) void fragment() { vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0); + float spec_mask = c.a; // tex.a before modulate == D3DTA_TEXTURE alpha c *= modulate; // no vertex color: Metin2 PC meshes carry none (ARRAY_COLOR absent) if (mode == 2 && c.a < alpha_scissor) { discard; } ALBEDO = c.rgb; - ALPHA = (mode == 1) ? c.a : 1.0; + ALPHA = ((mode == 1) ? c.a : 1.0) * lod_fade; + // Opaque only: client early-outs to plain diffuse when D3DRS_ALPHABLENDENABLE. + // stage1 COLOROP MODULATEALPHA_ADDCOLOR = CURRENT.rgb + CURRENT.a*sphere.rgb, + // CURRENT.a = tex.a * D3DRS_TEXTUREFACTOR.a (= spec_power). texcoord = + // D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR -> view-space reflect(); .xy as UV. + if (spec_enable && spec_power > 0.0 && mode == 0) { + // Sphere-map metallic sheen (EterGrnLib/Material.cpp:305). The client masks + // this with the armor texture's alpha (metal=1, cloth=0); our loose-file + // texture resolution can't be trusted for that alpha, so bias it to + // grazing angles (Fresnel) and knock the level down — reads as an edge + // sheen instead of a full-body chrome mirror. + vec3 vdir = normalize(VERTEX); + vec3 ndir = normalize(NORMAL); + float fres = pow(clamp(1.0 - abs(dot(ndir, vdir)), 0.0, 1.0), 3.0); + vec3 refl = reflect(vdir, ndir); + EMISSION = texture(spec_map, refl.xy * 0.5 + 0.5).rgb + * (spec_mask * spec_power * fres * 0.5); + } +} +)"; + +// Skinned variant of SRC_MIX: LBS in vertex() with FULL per-bone matrices from a +// float texture (no Skeleton3D). bones_tex is RGBAF, 3 x bone_count; row = bone, +// texel j = column j of the row-vector skin matrix (skinned = [pos 1] * M). +const char *SRC_SKIN = R"(shader_type spatial; +render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_disabled; + +uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable; +uniform bool use_texture = true; +uniform vec4 modulate : source_color = vec4(1.0); +uniform float alpha_scissor : hint_range(0.0, 1.0) = 0.5; +uniform int mode = 0; +uniform sampler2D bones_tex : filter_nearest; // RGBAF, 3 x bone_count +uniform sampler2D spec_map : source_color, filter_linear_mipmap, repeat_enable; +uniform float spec_power = 0.0; +uniform bool spec_enable = false; +uniform float lod_fade = 1.0; // LOD crossfade multiplier (1 = fully shown) + +void vertex() { + vec4 p = vec4(VERTEX, 1.0); + vec3 sp = vec3(0.0); + vec3 sn = vec3(0.0); + ivec4 bi = ivec4(BONE_INDICES); + vec4 bw = BONE_WEIGHTS; + float wsum = bw.x + bw.y + bw.z + bw.w; + if (wsum <= 0.0) { bw = vec4(1.0, 0.0, 0.0, 0.0); wsum = 1.0; } + for (int k = 0; k < 4; k++) { + float w = bw[k] / wsum; + if (w <= 0.0) { continue; } + int r = bi[k]; + vec4 c0 = texelFetch(bones_tex, ivec2(0, r), 0); + vec4 c1 = texelFetch(bones_tex, ivec2(1, r), 0); + vec4 c2 = texelFetch(bones_tex, ivec2(2, r), 0); + sp += w * vec3(dot(p, c0), dot(p, c1), dot(p, c2)); + sn += w * vec3(dot(NORMAL, c0.xyz), dot(NORMAL, c1.xyz), dot(NORMAL, c2.xyz)); + } + VERTEX = sp; + NORMAL = normalize(sn); +} + +void fragment() { + vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0); + float spec_mask = c.a; + c *= modulate; + if (mode == 2 && c.a < alpha_scissor) { discard; } + ALBEDO = c.rgb; + ALPHA = ((mode == 1) ? c.a : 1.0) * lod_fade; + if (spec_enable && spec_power > 0.0 && mode == 0) { + // Sphere-map metallic sheen (EterGrnLib/Material.cpp:305). The client masks + // this with the armor texture's alpha (metal=1, cloth=0); our loose-file + // texture resolution can't be trusted for that alpha, so bias it to + // grazing angles (Fresnel) and knock the level down — reads as an edge + // sheen instead of a full-body chrome mirror. + vec3 vdir = normalize(VERTEX); + vec3 ndir = normalize(NORMAL); + float fres = pow(clamp(1.0 - abs(dot(ndir, vdir)), 0.0, 1.0), 3.0); + vec3 refl = reflect(vdir, ndir); + EMISSION = texture(spec_map, refl.xy * 0.5 + 0.5).rgb + * (spec_mask * spec_power * fres * 0.5); + } } )"; @@ -47,13 +133,67 @@ void fragment() { } )"; -Ref shader_for(bool additive) { - static Ref s_mix; - static Ref s_add; - Ref &slot = additive ? s_add : s_mix; +// Additive surfaces need the same vertex deformation as opaque/alpha surfaces. +// Keeping this as a separate shader preserves blend_add/unshaded render modes. +const char *SRC_ADD_SKIN = R"(shader_type spatial; +render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_back, unshaded; + +uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable; +uniform bool use_texture = true; +uniform vec4 modulate : source_color = vec4(1.0); +uniform sampler2D bones_tex : filter_nearest; + +void vertex() { + vec4 p = vec4(VERTEX, 1.0); + vec3 sp = vec3(0.0); + vec3 sn = vec3(0.0); + ivec4 bi = ivec4(BONE_INDICES); + vec4 bw = BONE_WEIGHTS; + float wsum = bw.x + bw.y + bw.z + bw.w; + if (wsum <= 0.0) { bw = vec4(1.0, 0.0, 0.0, 0.0); wsum = 1.0; } + for (int k = 0; k < 4; k++) { + float w = bw[k] / wsum; + if (w <= 0.0) { continue; } + int r = bi[k]; + vec4 c0 = texelFetch(bones_tex, ivec2(0, r), 0); + vec4 c1 = texelFetch(bones_tex, ivec2(1, r), 0); + vec4 c2 = texelFetch(bones_tex, ivec2(2, r), 0); + sp += w * vec3(dot(p, c0), dot(p, c1), dot(p, c2)); + sn += w * vec3(dot(NORMAL, c0.xyz), dot(NORMAL, c1.xyz), dot(NORMAL, c2.xyz)); + } + VERTEX = sp; + NORMAL = normalize(sn); +} + +void fragment() { + vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0); + c *= modulate; + ALBEDO = c.rgb * c.a; + ALPHA = 1.0; +} +)"; + +Ref s_mix; +Ref s_add; +Ref s_skin; +Ref s_add_skin; +// cull_disabled variants for two-sided parts (hair / cloth / foliage; client +// ExtendedData "Two-sided" -> D3DRS_CULLMODE = D3DCULL_NONE). +Ref s_mix_2s; +Ref s_add_2s; +Ref s_skin_2s; +Ref s_add_skin_2s; + +Ref shader_for(bool additive, bool skinned, bool two_sided) { + Ref &slot = two_sided + ? (additive ? (skinned ? s_add_skin_2s : s_add_2s) : (skinned ? s_skin_2s : s_mix_2s)) + : (additive ? (skinned ? s_add_skin : s_add) : (skinned ? s_skin : s_mix)); if (slot.is_null()) { slot.instantiate(); - slot->set_code(additive ? SRC_ADD : SRC_MIX); + const char *base = + additive ? (skinned ? SRC_ADD_SKIN : SRC_ADD) : (skinned ? SRC_SKIN : SRC_MIX); + slot->set_code(two_sided ? String(base).replace("cull_back", "cull_disabled") + : String(base)); } return slot; } @@ -65,7 +205,11 @@ Ref make_material(const MaterialDesc &d) { m.instantiate(); const bool additive = (d.blend == BlendMode::Add); - m->set_shader(shader_for(additive)); + const bool skinned = d.skinned; + m->set_shader(shader_for(additive, skinned, d.two_sided)); + if (skinned && d.bones_tex.is_valid()) { + m->set_shader_parameter("bones_tex", d.bones_tex); + } const bool has_tex = d.albedo.is_valid(); m->set_shader_parameter("use_texture", has_tex); @@ -75,6 +219,13 @@ Ref make_material(const MaterialDesc &d) { m->set_shader_parameter("modulate", has_tex ? Color(1, 1, 1, 1) : Color(0.8, 0.8, 0.82, 1)); if (!additive) { + // sphere-map specular (dormant unless spec_power > 0 and a map is bound) + const bool spec = d.spec_power > 0.0f && d.spec_map.is_valid(); + m->set_shader_parameter("spec_enable", spec); + m->set_shader_parameter("spec_power", d.spec_power); + if (spec) { + m->set_shader_parameter("spec_map", d.spec_map); + } m->set_shader_parameter("alpha_scissor", d.alpha_scissor); int mode = 0; if (d.blend == BlendMode::Alpha) { @@ -92,4 +243,15 @@ Ref make_material(const MaterialDesc &d) { return m; } +void cleanup_material_shaders() { + s_mix.unref(); + s_add.unref(); + s_skin.unref(); + s_add_skin.unref(); + s_mix_2s.unref(); + s_add_2s.unref(); + s_skin_2s.unref(); + s_add_skin_2s.unref(); +} + } // namespace mtgodot diff --git a/extension/src/m2_material.h b/extension/src/m2_material.h index 8b782b0d..15725749 100644 --- a/extension/src/m2_material.h +++ b/extension/src/m2_material.h @@ -12,6 +12,7 @@ namespace godot { class ShaderMaterial; class Texture2D; +class ImageTexture; } // namespace godot namespace mtgodot { @@ -28,8 +29,31 @@ struct MaterialDesc { BlendMode blend = BlendMode::Opaque; float alpha_scissor = 0.5f; bool two_sided = true; // winding not yet verified per-model + // GPU skinning: LBS with FULL per-bone affine matrices in the vertex shader + // (no Skeleton3D -> no quaternion orthonormalization -> shear preserved). + // `bones_tex` is RGBAF, size 3 x bone_count; columns 0..2 = the 3 columns of + // the row-vector skin matrix (see metin2_model.cpp::gpu_skin). + bool skinned = false; + godot::Ref bones_tex; + + // Sphere-map specular — port of CGrannyMaterial::__ApplySpecularRenderState + // (EterGrnLib/Material.cpp:305). Opaque armor gets a metallic highlight from a + // camera-space reflection-vector lookup into a shared sphere map, added on top + // of the lit diffuse: + // out.rgb = tex.rgb*modulate + (tex.a * spec_power) * sphere(reflect_uv) + // Client enables this per skin-part only when the equipped body-armor item's + // item_proto `bSpecular > 0` (power = bSpecular/100); the base body is flat. + // Dormant here until an equipment layer feeds a power: spec_power <= 0 -> + // the shader branch is skipped and output is byte-identical to before. + godot::Ref spec_map; // shared sphere map; null -> disabled + float spec_power = 0.0f; // fSpecularPower (D3DRS_TEXTUREFACTOR.a); 0 = off }; godot::Ref make_material(const MaterialDesc &d); +// Drop the extension-owned shader cache before GDExtension teardown. Materials +// still alive in the scene keep their own Ref, so this only removes the static +// lifetime that otherwise survives Godot's leak check. +void cleanup_material_shaders(); + } // namespace mtgodot diff --git a/extension/src/metin2_anim.cpp b/extension/src/metin2_anim.cpp index 68764526..87f9e328 100644 --- a/extension/src/metin2_anim.cpp +++ b/extension/src/metin2_anim.cpp @@ -1,5 +1,6 @@ #include "metin2_anim.h" +#include "asset_io.h" #include "gr2_bridge.h" #include "metin2_model.h" @@ -13,14 +14,9 @@ #include #include #include - -static double _tdiff(const godot::Transform3D &a, const godot::Transform3D &b) { - double d = 0.0; - for (int r = 0; r < 3; ++r) - for (int c = 0; c < 3; ++c) - d = godot::Math::max(d, (double)godot::Math::abs(a.basis[r][c] - b.basis[r][c])); - return godot::Math::max(d, (double)(a.origin - b.origin).length()); -} +#include +#include +#include using namespace godot; @@ -36,25 +32,65 @@ void Metin2AnimPlayer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_model_path"), &Metin2AnimPlayer::get_model_path); ClassDB::bind_method(D_METHOD("set_playing", "v"), &Metin2AnimPlayer::set_playing); ClassDB::bind_method(D_METHOD("get_playing"), &Metin2AnimPlayer::get_playing); + ClassDB::bind_method(D_METHOD("set_loop", "v"), &Metin2AnimPlayer::set_loop); + ClassDB::bind_method(D_METHOD("get_loop"), &Metin2AnimPlayer::get_loop); ClassDB::bind_method(D_METHOD("set_time_scale", "s"), &Metin2AnimPlayer::set_time_scale); ClassDB::bind_method(D_METHOD("get_time_scale"), &Metin2AnimPlayer::get_time_scale); + ClassDB::bind_method(D_METHOD("set_blend_time", "s"), &Metin2AnimPlayer::set_blend_time); + ClassDB::bind_method(D_METHOD("get_blend_time"), &Metin2AnimPlayer::get_blend_time); ClassDB::bind_method(D_METHOD("set_time", "t"), &Metin2AnimPlayer::set_time); ClassDB::bind_method(D_METHOD("get_time"), &Metin2AnimPlayer::get_time); ClassDB::bind_method(D_METHOD("get_duration"), &Metin2AnimPlayer::get_duration); ClassDB::bind_method(D_METHOD("reload"), &Metin2AnimPlayer::reload); ClassDB::bind_method(D_METHOD("get_info"), &Metin2AnimPlayer::get_info); ClassDB::bind_method(D_METHOD("selfcheck", "samples"), &Metin2AnimPlayer::selfcheck, DEFVAL(24)); + ClassDB::bind_method(D_METHOD("get_accumulation"), &Metin2AnimPlayer::get_accumulation); + ClassDB::bind_method(D_METHOD("get_events"), &Metin2AnimPlayer::get_events); + ClassDB::bind_method(D_METHOD("get_loop_data"), &Metin2AnimPlayer::get_loop_data); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "anim_path", PROPERTY_HINT_GLOBAL_FILE, "*.gr2"), + // Fired when playback time crosses a .msa MotionEventData entry. + ADD_SIGNAL(MethodInfo("motion_event", + PropertyInfo(Variant::INT, "type"), + PropertyInfo(Variant::STRING, "effect"), + PropertyInfo(Variant::STRING, "sound"), + PropertyInfo(Variant::VECTOR3, "pos"))); + ADD_SIGNAL(MethodInfo("playback_finished")); + + ADD_PROPERTY(PropertyInfo(Variant::STRING, "anim_path", PROPERTY_HINT_GLOBAL_FILE, "*.gr2,*.msa"), "set_anim_path", "get_anim_path"); ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "model_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Node3D"), "set_model_path", "get_model_path"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "get_playing"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "get_loop"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_scale", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_time_scale", "get_time_scale"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "blend_time", PROPERTY_HINT_RANGE, "0,1,0.01"), + "set_blend_time", "get_blend_time"); } void Metin2AnimPlayer::set_anim_path(const String &p) { + if (p == anim_path) { + return; + } + // Start a crossfade from the clip that is currently playing. + if (is_inside_tree() && anim_file && blend_time > 0.0) { + prev_anim_file = std::move(anim_file); // anim_file now empty; reload() refills it + prev_anim_duration = duration; + prev_anim_loop = loop; + double pt = time; + if (prev_anim_duration > 0.0) { + if (prev_anim_loop) { + pt = std::fmod(pt, prev_anim_duration); + if (pt < 0.0) { + pt += prev_anim_duration; + } + } else { + pt = std::fmax(0.0, std::fmin(pt, prev_anim_duration)); + } + } + prev_anim_time = pt; + blend_elapsed = 0.0; + } anim_path = p; if (is_inside_tree()) { reload(); @@ -64,7 +100,8 @@ void Metin2AnimPlayer::set_model_path(const NodePath &p) { model_path = p; } void Metin2AnimPlayer::set_time(double t) { - time = t; + time = (!loop && duration > 0.0) ? std::fmax(0.0, std::fmin(t, duration)) : t; + prev_time = time; // scrubbing must not replay every event since the old cursor if (is_inside_tree()) { apply_pose(time); } @@ -78,6 +115,78 @@ Metin2Model *Metin2AnimPlayer::resolve_model() const { return Object::cast_to(n); } +// "d:\Ymir Work\pc\warrior\action\dance.gr2" -> "/PC/ymir work/pc/warrior/action/dance.gr2" +// where is found by walking up from the .msa's own dir past "ymir work". +// Falls back to / (the anim gr2 is usually right next to it). +static String strip_dpath(const String &raw) { + String p = raw.replace("\\", "/"); + int k = p.to_lower().find("ymir work"); + return k >= 0 ? p.substr(k) : p; // "ymir work/pc/.../x.gr2" +} + +String Metin2AnimPlayer::resolve_anim_gr2(const String &spec) { + String low = spec.to_lower(); + if (!low.ends_with(".msa")) { + return spec; // already a .gr2 path + } + fmt::Msa m; + std::string e; + if (!fmt::parse_msa_file(std::string(spec.utf8().get_data()), m, &e)) { + UtilityFunctions::push_error(String("[Metin2AnimPlayer] .msa parse: ") + String(e.c_str())); + return spec; + } + const String motion = String(m.motion_gr2.c_str()); + const String base = motion.replace("\\", "/").get_file(); + const String msa_dir = spec.get_base_dir(); + + // 1. sibling of the .msa + String cand = msa_dir.path_join(base); + if (FileAccess::file_exists(cand)) { + return cand; + } + // 2. /PC/, root = ancestor of the .msa above "ymir work" + String tail = strip_dpath(motion); // "ymir work/pc/.../x.gr2" + int ky = msa_dir.to_lower().find("ymir work"); + if (ky > 0) { + String root = spec.substr(0, ky); // ".../assets/PC/" + cand = root.path_join(tail.substr(String("ymir work/").length())); + if (FileAccess::file_exists(cand)) { + return cand; + } + cand = root.get_base_dir().path_join(tail); // ".../assets/" + "ymir work/..." + if (FileAccess::file_exists(cand)) { + return cand; + } + } + UtilityFunctions::push_warning(String("[Metin2AnimPlayer] .msa motion gr2 not found: ") + motion + + " (tried " + msa_dir.path_join(base) + ")"); + return cand; +} + +Array Metin2AnimPlayer::get_events() const { + Array a; + for (const fmt::MotionEvent &ev : events) { + Dictionary d; + d["type"] = ev.type; + d["start_time"] = ev.start_time; + d["effect"] = String(ev.effect_file.c_str()); + d["sound"] = String(ev.sound_file.c_str()); + d["pos"] = Vector3(ev.position[0], ev.position[1], ev.position[2]); + a.push_back(d); + } + return a; +} + +Dictionary Metin2AnimPlayer::get_loop_data() const { + Dictionary d; + d["present"] = msa_metadata.has_loop_data; + d["count"] = msa_metadata.motion_loop_count; + d["cancel_enable"] = msa_metadata.loop_cancel_enable; + d["start_time"] = msa_metadata.loop_start_time; + d["end_time"] = msa_metadata.loop_end_time; + return d; +} + void Metin2AnimPlayer::_ready() { set_process(true); reload(); @@ -87,13 +196,38 @@ void Metin2AnimPlayer::reload() { anim_file = std::nullopt; duration = 0.0; time = 0.0; + prev_time = 0.0; + next_event = 0; + accumulation = Vector3(); + events.clear(); + msa_metadata = fmt::Msa{}; last_info = ""; if (anim_path.is_empty()) { return; } + + // .msa -> resolve the real motion .gr2 + pull accumulation / events. + String gr2_spec = anim_path; + if (anim_path.to_lower().ends_with(".msa")) { + fmt::Msa m; + std::string e; + if (fmt::parse_msa_file(std::string(anim_path.utf8().get_data()), m, &e)) { + msa_metadata = m; + accumulation = Vector3(m.accumulation[0], m.accumulation[1], m.accumulation[2]); + events = m.events; + gr2_spec = resolve_anim_gr2(anim_path); + UtilityFunctions::print(vformat("[Metin2AnimPlayer] .msa -> %s accum=(%.2f %.2f %.2f) events=%d loopdata=%s", + gr2_spec, accumulation.x, accumulation.y, accumulation.z, (int)events.size(), + m.has_loop_data ? vformat("%d x [%.3f,%.3f]", m.motion_loop_count, + m.loop_start_time, m.loop_end_time) : String("none"))); + } else { + UtilityFunctions::push_error(String("[Metin2AnimPlayer] .msa: ") + String(e.c_str())); + return; + } + } + gr2::LoadError err; - const std::string p(anim_path.utf8().get_data()); - auto f = gr2::File::load_path(p, &err); + auto f = mtgodot::gr2_from_file(gr2_spec, &err); if (!f) { UtilityFunctions::push_error(String("[Metin2AnimPlayer] anim load failed [") + String(err.stage.c_str()) + "]: " + String(err.message.c_str())); @@ -139,6 +273,36 @@ void Metin2AnimPlayer::reload() { apply_pose(0.0); } +namespace { + +// mul4x3 lives in gr2_bridge.h now (shared with the weapon-attach grip compose). + +// Blend two bone world transforms: slerp rotation, lerp translation & scale +// (PARITY §2.9). Shear on the ~few scaleshear bones is dropped for the ≤blend_time +// transient only — the doc sanctions "quat slerp + pos/scale lerp". +gr2::Mat4 blend_trs(const gr2::Mat4 &a, const gr2::Mat4 &b, float w) { + godot::Basis ba(godot::Vector3(a[0], a[1], a[2]), godot::Vector3(a[4], a[5], a[6]), + godot::Vector3(a[8], a[9], a[10])); + godot::Basis bb(godot::Vector3(b[0], b[1], b[2]), godot::Vector3(b[4], b[5], b[6]), + godot::Vector3(b[8], b[9], b[10])); + godot::Quaternion q = ba.get_rotation_quaternion().slerp(bb.get_rotation_quaternion(), w); + godot::Vector3 s = ba.get_scale().lerp(bb.get_scale(), w); + godot::Vector3 tt = + godot::Vector3(a[12], a[13], a[14]).lerp(godot::Vector3(b[12], b[13], b[14]), w); + godot::Basis rb(q); + rb.rows[0] *= s.x; + rb.rows[1] *= s.y; + rb.rows[2] *= s.z; + gr2::Mat4 o{}; + o[0] = rb.rows[0].x; o[1] = rb.rows[0].y; o[2] = rb.rows[0].z; + o[4] = rb.rows[1].x; o[5] = rb.rows[1].y; o[6] = rb.rows[1].z; + o[8] = rb.rows[2].x; o[9] = rb.rows[2].y; o[10] = rb.rows[2].z; + o[12] = tt.x; o[13] = tt.y; o[14] = tt.z; o[15] = 1.0f; + return o; +} + +} // namespace + void Metin2AnimPlayer::apply_pose(double t) { if (!anim_file) { return; @@ -155,61 +319,114 @@ void Metin2AnimPlayer::apply_pose(double t) { const gr2::Animation &an = anim_file->file_info().animations[0]; double tt = t; - if (duration > 0.0) { + if (duration > 0.0 && loop) { tt = std::fmod(t, duration); if (tt < 0.0) { tt += duration; } + } else if (duration > 0.0) { + tt = std::fmax(0.0, std::fmin(t, duration)); } gr2::sample_pose(*sk, an, (float)tt, world_buf, skin_buf); - if (godot::OS::get_singleton()->get_environment("MTGODOT_CPUSKIN") == "1") { + // Crossfade: blend the frozen outgoing-clip pose into this one, then rebuild + // skin_buf = invWorld · world_blended (PARITY §2.9). + if (prev_anim_file && blend_time > 0.0 && blend_elapsed < blend_time) { + const gr2::FileInfo &pfi = prev_anim_file->file_info(); + if (!pfi.animations.empty()) { + gr2::sample_pose(*sk, pfi.animations[0], (float)prev_anim_time, prev_world_buf, + prev_skin_buf); + double w = blend_elapsed / blend_time; + // ease-in on the incoming clip, matching the client's + // GrannySetControlEaseInCurve(t0,t1, 0,0,1,1) Hermite (p0=0,m0=0, + // p1=1,m1=1) -> h(w) = 2w^2 - w^3. Flat start, slope-1 finish. + w = w * w * (2.0 - w); + const size_t n = std::min(world_buf.size(), prev_world_buf.size()); + blend_world_buf.resize(world_buf.size()); + for (size_t i = 0; i < n; ++i) + blend_world_buf[i] = blend_trs(prev_world_buf[i], world_buf[i], (float)w); + for (size_t i = n; i < world_buf.size(); ++i) + blend_world_buf[i] = world_buf[i]; + const auto &bones = sk->bones; + for (size_t i = 0; i < world_buf.size() && i < bones.size(); ++i) + skin_buf[i] = mul4x3(bones[i].inverse_world, blend_world_buf[i]); + world_buf.swap(blend_world_buf); // weapon attach follows the blended hand + } + } + + // Both skinning paths apply libgr2's per-bone deformer matrices + // (skin_buf = Σ w · invWorld · world) with the FULL affine — shear kept. + // default : CPU LBS, ArrayMesh rebuilt each frame. + // MTGODOT_GPUSKIN=1 : LBS in a custom vertex shader (bone matrices in a + // float texture, no Skeleton3D). See m2_material SRC_SKIN. + // The old Skeleton3D::set_bone_pose route is gone — Godot's built-in skinning + // orthonormalizes the bone matrix and drops the shear (docs/MIDREVIEW.md §4). + if (godot::OS::get_singleton()->get_environment("MTGODOT_GPUSKIN") == "1") { + model->enable_gpu_skin(true); + model->gpu_skin(skin_buf); + } else { model->enable_cpu_skin(true); model->cpu_skin(skin_buf); - return; - } - - // Convert gr2 global poses -> Godot *local* bone poses and set those. - // (Setting global poses directly hits a parent-ordering hazard in - // Skeleton3D::set_bone_global_pose that detaches head/upper-body meshes - // once bones leave the bind pose.) - const int n = (int)std::min(world_buf.size(), - std::min(sk->bones.size(), (size_t)skel->get_bone_count())); - for (int i = 0; i < n; ++i) { - const godot::Transform3D t_i = gr2_to_godot(world_buf[i]); - const int parent = sk->bones[i].parent; - if (parent < 0 || parent >= n) { - skel->set_bone_pose(i, t_i); - } else { - skel->set_bone_pose(i, gr2_to_godot(world_buf[parent]).affine_inverse() * t_i); - } - } - - if (!verified_ && OS::get_singleton()->get_environment("MTGODOT_VERIFY") == "1") { - verified_ = true; - skel->force_update_all_bone_transforms(); - double d_pose = 0.0; - int w_pose = -1; - for (int i = 0; i < n; ++i) { - double dp = _tdiff(skel->get_bone_global_pose(i), gr2_to_godot(world_buf[i])); - if (dp > d_pose) { - d_pose = dp; - w_pose = i; - } - } - UtilityFunctions::print(vformat( - "[Metin2AnimPlayer] verify: max |global_pose - conv(world)| = %.6f @ bone %d '%s'", - d_pose, w_pose, w_pose >= 0 ? String(sk->bones[w_pose].name.c_str()) : String())); } + // Rigid weapon follows equip_right_hand's animated world transform (PARITY §2.1). + model->update_weapon_pose(world_buf); } void Metin2AnimPlayer::_process(double delta) { if (!playing || !anim_file) { return; } - time += delta * time_scale; + if (prev_anim_file) { + blend_elapsed += delta; // real seconds, independent of time_scale + if (blend_elapsed >= blend_time) { + prev_anim_file = std::nullopt; + } + } + double next = time + delta * time_scale; + if (!loop && duration > 0.0 && next >= duration) { + next = duration; + } + time = next; apply_pose(time); + dispatch_events(prev_time, time); + prev_time = time; + if (!loop && duration > 0.0 && time >= duration) { + playing = false; + emit_signal("playback_finished"); + } +} + +// Emit `motion_event` for every .msa event whose start_time falls in (from, to], +// handling loop wrap-around within one clip. +void Metin2AnimPlayer::dispatch_events(double from, double to) { + if (events.empty() || duration <= 0.0) { + return; + } + if (!loop) { + double a = std::fmax(0.0, std::fmin(from, duration)); + double b = std::fmax(0.0, std::fmin(to, duration)); + for (const fmt::MotionEvent &ev : events) { + if (a < ev.start_time && ev.start_time <= b) { + emit_signal("motion_event", ev.type, String(ev.effect_file.c_str()), + String(ev.sound_file.c_str()), + Vector3(ev.position[0], ev.position[1], ev.position[2])); + } + } + return; + } + double a = std::fmod(from, duration); + if (a < 0) a += duration; + double b = a + (to - from); + for (const fmt::MotionEvent &ev : events) { + double t = ev.start_time; + bool hit = (a < t && t <= b) || (b > duration && t <= b - duration); + if (hit) { + emit_signal("motion_event", ev.type, String(ev.effect_file.c_str()), + String(ev.sound_file.c_str()), + Vector3(ev.position[0], ev.position[1], ev.position[2])); + } + } } String Metin2AnimPlayer::selfcheck(int samples) { diff --git a/extension/src/metin2_anim.h b/extension/src/metin2_anim.h index c9274815..3bbc28c1 100644 --- a/extension/src/metin2_anim.h +++ b/extension/src/metin2_anim.h @@ -1,10 +1,13 @@ #pragma once #include +#include #include #include +#include #include +#include #include #include @@ -13,14 +16,18 @@ namespace mtgodot { class Metin2Model; -// Drives a Metin2Model's Skeleton3D each frame by sampling a (possibly -// separate) animation .gr2 with libgr2, then writing per-bone global poses. +// Drives a Metin2Model each frame by sampling a (possibly separate) animation +// .gr2 with libgr2, then skinning it with the resulting matrices: // -// world[i] = gr2::sample_pose(model.skeleton, anim, t) -// skel.set_bone_global_pose(i, gr2_to_godot(world[i])) +// sample_pose(model.skeleton, anim, t) -> world[i], skin[i] +// skin[i] = inverse_world[i] * world[i] (gr2 deformer matrix per bone) // -// Godot's renderer then computes skin matrix = global_pose(i) * bind_pose(i) -// which equals gr2's deformer matrix (see gr2_bridge.h). +// The skinning itself is done in Metin2Model (NOT via Skeleton3D — Godot's +// built-in skinning orthonormalizes the bone matrix and drops the shear Granny +// bakes onto some rig bones; see docs/MIDREVIEW.md §4): +// - default : cpu_skin(skin[]) — CPU LBS, ArrayMesh rebuilt/frame +// - MTGODOT_GPUSKIN=1 : gpu_skin(skin[]) — full 4x3 matrices in a float +// texture, LBS in the SRC_SKIN vertex shader class Metin2AnimPlayer : public godot::Node3D { GDCLASS(Metin2AnimPlayer, godot::Node3D) @@ -39,10 +46,17 @@ public: void set_playing(bool v) { playing = v; } bool get_playing() const { return playing; } + void set_loop(bool v) { loop = v; } + bool get_loop() const { return loop; } void set_time_scale(double s) { time_scale = s; } double get_time_scale() const { return time_scale; } + // Crossfade duration (s) applied when anim_path changes while a clip is + // already playing (PARITY §2.9). 0 = hard cut (old behaviour). + void set_blend_time(double s) { blend_time = s < 0.0 ? 0.0 : s; } + double get_blend_time() const { return blend_time; } + void set_time(double t); double get_time() const { return time; } @@ -50,6 +64,11 @@ public: void reload(); godot::String get_info() const { return last_info; } + // .msa metadata (empty / zero when anim_path is a raw .gr2). + godot::Vector3 get_accumulation() const { return accumulation; } + godot::Array get_events() const; // [{type,start_time,effect,sound,pos}, ...] + godot::Dictionary get_loop_data() const; + // NaN-scan every animation in anim_path across [0,dur]; returns a report string. godot::String selfcheck(int samples = 24); @@ -60,18 +79,37 @@ private: godot::String anim_path; godot::NodePath model_path; bool playing = true; + bool loop = true; // whole-clip playback mode; independent from .msa LoopData double time_scale = 1.0; double time = 0.0; double duration = 0.0; - bool verified_ = false; godot::String last_info; std::optional anim_file; std::vector world_buf; std::vector skin_buf; + // Crossfade state: the outgoing clip is kept and sampled at a frozen time, + // its pose blended into the incoming clip for `blend_time` seconds. + double blend_time = 0.15; + std::optional prev_anim_file; + double prev_anim_time = 0.0; + double prev_anim_duration = 0.0; + bool prev_anim_loop = true; + double blend_elapsed = 0.0; + std::vector prev_world_buf, prev_skin_buf, blend_world_buf; + + godot::Vector3 accumulation; // .msa Accumulation (root motion) + std::vector events; + fmt::Msa msa_metadata; + int next_event = 0; // index into `events`, for _process dispatch + double prev_time = 0.0; + Metin2Model *resolve_model() const; void apply_pose(double t); + void dispatch_events(double from, double to); + // .msa path -> real motion .gr2 path; passes plain .gr2 paths through. + static godot::String resolve_anim_gr2(const godot::String &spec); }; } // namespace mtgodot diff --git a/extension/src/metin2_model.cpp b/extension/src/metin2_model.cpp index ff074b57..75734b49 100644 --- a/extension/src/metin2_model.cpp +++ b/extension/src/metin2_model.cpp @@ -1,11 +1,14 @@ #include "metin2_model.h" +#include "asset_io.h" #include "dxt.h" #include "gr2_bridge.h" #include "m2_material.h" +#include "texture_util.h" #include #include +#include #include #include #include @@ -16,18 +19,32 @@ #include #include #include +#include #include +#include #include #include +#include + +#include #include using namespace godot; namespace mtgodot { +static mtgodot::BlendMode guess_blend(const godot::String &surface_name); // defined below +static const gr2::MaterialInfo *match_material(const std::vector &mats, + const godot::String &want_base); +static mtgodot::BlendMode decide_blend(const gr2::MaterialInfo *m, const godot::String &sname); +static bool decide_two_sided(const gr2::MaterialInfo *m, const godot::String &sname); + Metin2Model::Metin2Model() { file = std::make_shared>(); + lod_dist.push_back(18.0f); + lod_dist.push_back(42.0f); + lod_dist.push_back(90.0f); } Metin2Model::~Metin2Model() = default; @@ -46,12 +63,27 @@ void Metin2Model::_bind_methods() { ClassDB::bind_method(D_METHOD("get_material_mode"), &Metin2Model::get_material_mode); ClassDB::bind_method(D_METHOD("set_use_gr2_materials", "v"), &Metin2Model::set_use_gr2_materials); ClassDB::bind_method(D_METHOD("get_use_gr2_materials"), &Metin2Model::get_use_gr2_materials); + ClassDB::bind_method(D_METHOD("set_specular_power", "p"), &Metin2Model::set_specular_power); + ClassDB::bind_method(D_METHOD("get_specular_power"), &Metin2Model::get_specular_power); ClassDB::bind_method(D_METHOD("set_surface_texture", "surface", "path"), &Metin2Model::set_surface_texture); ClassDB::bind_method(D_METHOD("reload"), &Metin2Model::reload); ClassDB::bind_method(D_METHOD("get_info"), &Metin2Model::get_info); + ClassDB::bind_method(D_METHOD("get_hair_options"), &Metin2Model::get_hair_options); + ClassDB::bind_method(D_METHOD("set_hair_gr2", "p"), &Metin2Model::set_hair_gr2); + ClassDB::bind_method(D_METHOD("get_hair_gr2"), &Metin2Model::get_hair_gr2); + ClassDB::bind_method(D_METHOD("set_hair_skin", "p"), &Metin2Model::set_hair_skin); + ClassDB::bind_method(D_METHOD("get_hair_skin"), &Metin2Model::get_hair_skin); + ClassDB::bind_method(D_METHOD("set_weapon_gr2", "p"), &Metin2Model::set_weapon_gr2); + ClassDB::bind_method(D_METHOD("get_weapon_gr2"), &Metin2Model::get_weapon_gr2); + ClassDB::bind_method(D_METHOD("set_weapon_bone", "b"), &Metin2Model::set_weapon_bone); + ClassDB::bind_method(D_METHOD("get_weapon_bone"), &Metin2Model::get_weapon_bone); + ClassDB::bind_method(D_METHOD("set_shield_gr2", "p"), &Metin2Model::set_shield_gr2); + ClassDB::bind_method(D_METHOD("get_shield_gr2"), &Metin2Model::get_shield_gr2); + ClassDB::bind_method(D_METHOD("set_shield_bone", "b"), &Metin2Model::set_shield_bone); + ClassDB::bind_method(D_METHOD("get_shield_bone"), &Metin2Model::get_shield_bone); ClassDB::bind_method(D_METHOD("probe_gr2", "path"), &Metin2Model::probe_gr2); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "gr2_path", PROPERTY_HINT_GLOBAL_FILE, "*.gr2"), + ADD_PROPERTY(PropertyInfo(Variant::STRING, "gr2_path", PROPERTY_HINT_GLOBAL_FILE, "*.gr2,*.msm"), "set_gr2_path", "get_gr2_path"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "texture_dir", PROPERTY_HINT_GLOBAL_DIR), "set_texture_dir", "get_texture_dir"); @@ -63,6 +95,26 @@ void Metin2Model::_bind_methods() { "set_material_mode", "get_material_mode"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_gr2_materials"), "set_use_gr2_materials", "get_use_gr2_materials"); + ClassDB::bind_method(D_METHOD("set_lod_enabled", "v"), &Metin2Model::set_lod_enabled); + ClassDB::bind_method(D_METHOD("get_lod_enabled"), &Metin2Model::get_lod_enabled); + ClassDB::bind_method(D_METHOD("set_lod_distances", "d"), &Metin2Model::set_lod_distances); + ClassDB::bind_method(D_METHOD("get_lod_distances"), &Metin2Model::get_lod_distances); + ClassDB::bind_method(D_METHOD("get_lod_level"), &Metin2Model::get_lod_level); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lod_enabled"), "set_lod_enabled", "get_lod_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "lod_distances"), + "set_lod_distances", "get_lod_distances"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "specular_power", PROPERTY_HINT_RANGE, "0,4,0.01"), + "set_specular_power", "get_specular_power"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "hair_gr2", PROPERTY_HINT_GLOBAL_FILE, "*.gr2"), + "set_hair_gr2", "get_hair_gr2"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "hair_skin", PROPERTY_HINT_GLOBAL_FILE, "*.dds"), + "set_hair_skin", "get_hair_skin"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "weapon_gr2", PROPERTY_HINT_GLOBAL_FILE, "*.gr2"), + "set_weapon_gr2", "get_weapon_gr2"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "weapon_bone"), "set_weapon_bone", "get_weapon_bone"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "shield_gr2", PROPERTY_HINT_GLOBAL_FILE, "*.gr2"), + "set_shield_gr2", "get_shield_gr2"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "shield_bone"), "set_shield_bone", "get_shield_bone"); } void Metin2Model::set_material_mode(const String &m) { @@ -72,6 +124,13 @@ void Metin2Model::set_material_mode(const String &m) { } } +void Metin2Model::set_specular_power(double p) { + specular_power = p < 0.0 ? 0.0 : p; + if (is_inside_tree() && mi) { + _apply_materials(); + } +} + void Metin2Model::set_use_gr2_materials(bool v) { use_gr2_materials = v; if (is_inside_tree()) { @@ -124,14 +183,176 @@ void Metin2Model::set_flip_winding(bool v) { } void Metin2Model::_ready() { + set_process(true); if (!gr2_path.is_empty()) { reload(); } } +void Metin2Model::set_lod_enabled(bool v) { + lod_enabled = v; + if (!v && lod_level != 0) { + _set_lod(0); + } +} + +void Metin2Model::set_lod_distances(const PackedFloat32Array &d) { + lod_dist = d; +} + +const gr2::FileInfo *Metin2Model::active_fi() const { + if (lod_level >= 1 && lod_level <= (int)lod_files.size() && lod_files[lod_level - 1] && + *lod_files[lod_level - 1]) { + return &(**lod_files[lod_level - 1]).file_info(); + } + return (file && *file) ? &(*file)->file_info() : nullptr; +} + +void Metin2Model::_load_lods(const String &loaded_spec) { + lod_files.clear(); + lod_parts.clear(); + String stem = loaded_spec.get_basename(); // ".../warrior_cheongrin" + for (int i = 1; i <= 3; ++i) { + String lp = stem + vformat("_lod_%02d.gr2", i); + if (!FileAccess::file_exists(lp)) { + break; + } + gr2::LoadError e; + auto f = mtgodot::gr2_from_file(lp, &e); + if (!f) { + UtilityFunctions::push_warning(String("[Metin2Model] lod load failed: ") + lp); + break; + } + auto slot = std::make_shared>(std::move(f)); + lod_parts.push_back(mtgodot::build_parts((**slot).file_info())); + lod_files.push_back(std::move(slot)); + } + if (!lod_files.empty()) { + UtilityFunctions::print(vformat("[Metin2Model] LOD: %d level(s) loaded", (int)lod_files.size())); + } +} + +namespace { +constexpr double kLodFadeDur = 0.18; +void set_lod_fade(const std::vector> &mats, float v) { + for (const Ref &m : mats) { + Ref sm = m; + if (sm.is_valid()) { + sm->set_shader_parameter("lod_fade", v); + } + } +} +} // namespace + +void Metin2Model::_end_lod_fade() { + if (lod_prev_mi) { + remove_child(lod_prev_mi); + lod_prev_mi->queue_free(); + lod_prev_mi = nullptr; + } + lod_fade_t = -1.0; + set_lod_fade(surf_mats, 1.0f); +} + +void Metin2Model::_set_lod(int n) { + n = n < 0 ? 0 : (n > (int)lod_files.size() ? (int)lod_files.size() : n); + if (n == lod_level || !mi) { + return; + } + + // snapshot the outgoing level into a frozen ghost that fades out + _end_lod_fade(); + if (mi->get_mesh().is_valid() && material_mode != String("standard")) { + lod_prev_mi = memnew(MeshInstance3D); + lod_prev_mi->set_name("LodGhost"); + lod_prev_mi->set_mesh(mi->get_mesh()); + add_child(lod_prev_mi); + lod_prev_mi->set_transform(mi->get_transform()); + std::vector> ghost_mats; + for (int s = 0; s < (int)surf_mats.size(); ++s) { + Ref src = surf_mats[s]; + Ref dup; + if (src.is_valid()) { + dup = src->duplicate(); + } + lod_prev_mi->set_surface_override_material(s, dup); + ghost_mats.push_back(dup); + } + set_lod_fade(ghost_mats, 1.0f); + lod_ghost_mats = std::move(ghost_mats); + lod_fade_t = 0.0; + } + + lod_level = n; + parts = (n == 0) ? base_parts : lod_parts[n - 1]; + const gr2::FileInfo *afi = active_fi(); + if (!afi) { + _end_lod_fade(); + return; + } + if (cpu_mesh.is_valid()) { + AABB b; + cpu_mesh = build_mesh(*afi, parts, flip_winding, b); + mi->set_mesh(cpu_mesh); + } else { + AABB b; + Ref m = build_mesh(*afi, parts, flip_winding, b); + if (m->get_surface_count() > 0) { + mi->set_mesh(m); + } + } + _apply_materials(); + if (cpu_mesh.is_valid() && !current_skin.empty()) { + cpu_skin(current_skin); + } + if (lod_fade_t >= 0.0) { + set_lod_fade(surf_mats, 0.0f); // new level starts invisible, fades in + } +} + +void Metin2Model::_process(double delta) { + // LOD crossfade progression + if (lod_fade_t >= 0.0) { + lod_fade_t += delta; + float k = (float)std::min(1.0, lod_fade_t / kLodFadeDur); + set_lod_fade(surf_mats, k); + set_lod_fade(lod_ghost_mats, 1.0f - k); + if (k >= 1.0f) { + _end_lod_fade(); + lod_ghost_mats.clear(); + } + } + + if (!lod_enabled || lod_files.empty() || !mi || lod_dist.is_empty()) { + return; + } + Viewport *vp = get_viewport(); + Camera3D *cam = vp ? vp->get_camera_3d() : nullptr; + if (!cam) { + return; + } + float d = get_global_position().distance_to(cam->get_global_position()); + // hysteresis: step up at lod_dist[i], step down only 15% closer + int lv = 0; + for (int i = 0; i < (int)lod_dist.size() && i < 3; ++i) { + float up = lod_dist[i]; + float down = up * 0.85f; + if (d > up) { + lv = i + 1; + } else if (d > down && lv == i && lod_level >= i + 1) { + lv = i + 1; // stay in the higher LOD across the dead-band + } + } + _set_lod(lv); +} + void Metin2Model::_clear_children() { skel = nullptr; mi = nullptr; + weapon_mi = nullptr; + weapon_bone_idx = -1; + shield_mi = nullptr; + shield_bone_idx = -1; TypedArray kids = get_children(); for (int i = 0; i < kids.size(); ++i) { Node *n = Object::cast_to(kids[i]); @@ -146,20 +367,72 @@ void Metin2Model::reload() { _clear_children(); *file = std::nullopt; last_info = ""; + resolved_gr2_dir = ""; + hair_options.clear(); + if (hair_file) + *hair_file = std::nullopt; + hair_parts.clear(); + hair_bone_remap.clear(); + hair_mat.unref(); + hair_tex.unref(); + gpu_base_surf = 0; + if (weapon_file) + *weapon_file = std::nullopt; + if (shield_file) + *shield_file = std::nullopt; + materials.clear(); + parts.clear(); + base_parts.clear(); + lod_files.clear(); + lod_parts.clear(); + lod_level = 0; + surf_mats.clear(); + cpu_mesh.unref(); + gpu_skin_active = false; + bones_img.unref(); + bones_tex.unref(); + current_skin.clear(); if (gr2_path.is_empty()) { return; } + // .msm -> resolve BaseModelFileName; stash the hair catalog for get_hair_options(). + String gr2_spec = gr2_path; + if (gr2_path.to_lower().ends_with(".msm")) { + fmt::Msm ms; + std::string e; + if (fmt::parse_msm_file(std::string(gr2_path.utf8().get_data()), ms, &e)) { + gr2_spec = resolve_rel_gr2(gr2_path, String(ms.base_model_gr2.c_str())); + const String hp = String(ms.hair_path.c_str()); + for (const fmt::HairEntry &h : ms.hairs) { + Dictionary d; + d["index"] = h.index; + d["model"] = resolve_rel_gr2(gr2_path, hp + String(h.model.c_str())); + // SourceSkin / TargetSkin resolved to absolute (§2.4). TargetSkin is + // relative to PathName; SourceSkin too (the gr2's own texture). + const String ss(h.source_skin.c_str()), ts(h.target_skin.c_str()); + d["source_skin"] = ss.is_empty() ? String() : resolve_rel_gr2(gr2_path, hp + ss); + d["target_skin"] = ts.is_empty() ? String() : resolve_rel_gr2(gr2_path, hp + ts); + hair_options.push_back(d); + } + UtilityFunctions::print(vformat("[Metin2Model] .msm -> %s hairs=%d", + gr2_spec, (int)hair_options.size())); + } else { + UtilityFunctions::push_error(String("[Metin2Model] .msm: ") + String(e.c_str())); + return; + } + } + gr2::LoadError err; - const std::string p(gr2_path.utf8().get_data()); - auto loaded = gr2::File::load_path(p, &err); + auto loaded = mtgodot::gr2_from_file(gr2_spec, &err); if (!loaded) { UtilityFunctions::push_error(String("[Metin2Model] gr2 load failed [") + - String(err.stage.c_str()) + "]: " + String(err.message.c_str()) + " (" + gr2_path + ")"); + String(err.stage.c_str()) + "]: " + String(err.message.c_str()) + " (" + gr2_spec + ")"); return; } *file = std::move(loaded); + resolved_gr2_dir = gr2_spec.get_base_dir(); const gr2::FileInfo &fi = (*file)->file_info(); set_transform(make_conv((float)unit_scale, flip_z)); @@ -167,6 +440,8 @@ void Metin2Model::reload() { // Skeleton (optional). const gr2::Skeleton *sk = fi.skeletons.empty() ? nullptr : &fi.skeletons[0]; if (sk) { + std::vector bind_world; + gr2::bind_pose(*sk, bind_world, current_skin); skel = build_skeleton(*sk); if (skel) { add_child(skel); @@ -174,9 +449,11 @@ void Metin2Model::reload() { } } - // Mesh. + // Mesh — one surface per render part (gr2 mesh split by tri_group.material_index). + parts = mtgodot::build_parts(fi); + base_parts = parts; AABB bounds; - Ref mesh = build_mesh(fi, flip_winding, bounds); + Ref mesh = build_mesh(fi, parts, flip_winding, bounds); if (mesh->get_surface_count() > 0) { mi = memnew(MeshInstance3D); mi->set_name("MeshInstance3D"); @@ -220,13 +497,402 @@ void Metin2Model::reload() { vtot, String(bounds)); UtilityFunctions::print("[Metin2Model] ", last_info); + + _load_lods(gr2_spec); + + if (!hair_gr2.is_empty()) + _load_hair(); + if (!weapon_gr2.is_empty()) + _load_weapon(); + if (!shield_gr2.is_empty()) + _load_shield(); +} + +void Metin2Model::_load_hair() { + hair_parts.clear(); + hair_bone_remap.clear(); + hair_mat.unref(); + hair_tex.unref(); + gpu_base_surf = 0; + if (hair_gr2.is_empty() || !file || !*file) + return; + const gr2::FileInfo &base_fi = (*file)->file_info(); + if (base_fi.skeletons.empty()) + return; + + if (!hair_file) + hair_file = std::make_shared>(); + gr2::LoadError e; + auto h = mtgodot::gr2_from_file(hair_gr2, &e); + if (!h) { + UtilityFunctions::push_warning(String("[Metin2Model] hair load failed: ") + e.message.c_str()); + return; + } + *hair_file = std::move(h); + const gr2::FileInfo &hfi = (**hair_file).file_info(); + if (hfi.skeletons.empty()) + return; + + // hair 骨骼名 -> base 骨骼索引 + const auto &bbones = base_fi.skeletons[0].bones; + const auto &hbones = hfi.skeletons[0].bones; + hair_bone_remap.assign(hbones.size(), -1); + for (size_t i = 0; i < hbones.size(); ++i) + for (size_t j = 0; j < bbones.size(); ++j) + if (hbones[i].name == bbones[j].name) { + hair_bone_remap[i] = (int)j; + break; + } + + hair_parts = mtgodot::build_parts(hfi); + + // hair 贴图:同名 .dds,alpha-scissor 镂空 + Ref hm; + hm.instantiate(); + hm->set_roughness(1.0f); + hm->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); + hm->set_alpha_scissor_threshold(0.5f); + hm->set_cull_mode(StandardMaterial3D::CULL_DISABLED); + // SourceSkin (gr2 sibling .dds) -> TargetSkin override (§2.4) + String hdds = hair_skin.is_empty() ? (hair_gr2.get_basename() + ".dds") : hair_skin; + Ref ht = _load_dds(hdds); + if (ht.is_null() && !hair_skin.is_empty()) { + UtilityFunctions::push_warning(String("[Metin2Model] hair_skin not found: ") + hair_skin); + ht = _load_dds(hair_gr2.get_basename() + ".dds"); // fall back to SourceSkin + } + if (ht.is_valid()) + hm->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, ht); + else + hm->set_albedo(Color(0.18f, 0.12f, 0.08f)); + hair_mat = hm; + hair_tex = ht; // reused by the GPU-skin path (§2.2) + + int matched = 0; + for (int r : hair_bone_remap) + if (r >= 0) + ++matched; + UtilityFunctions::print(vformat("[Metin2Model] hair: %s %d/%d bones matched, %d parts", + hair_gr2.get_file(), matched, (int)hbones.size(), (int)hair_parts.size())); + + if (has_cpu_skin_mesh() && !current_skin.empty()) + cpu_skin(current_skin); +} + +void Metin2Model::set_hair_gr2(const String &p) { + if (p == hair_gr2) + return; + hair_gr2 = p; + if (file && *file) + _load_hair(); +} + +void Metin2Model::set_hair_skin(const String &p) { + if (p == hair_skin) + return; + hair_skin = p; + if (file && *file && !hair_gr2.is_empty()) + _load_hair(); +} + +void Metin2Model::set_weapon_gr2(const String &p) { + if (p == weapon_gr2) + return; + weapon_gr2 = p; + if (file && *file) + _load_weapon(); +} + +void Metin2Model::set_weapon_bone(const String &b) { + if (b == weapon_bone) + return; + weapon_bone = b; + if (file && *file) + _load_weapon(); +} + +void Metin2Model::set_shield_gr2(const String &p) { + if (p == shield_gr2) + return; + shield_gr2 = p; + if (file && *file) + _load_shield(); +} + +void Metin2Model::set_shield_bone(const String &b) { + if (b == shield_bone) + return; + shield_bone = b; + if (file && *file) + _load_shield(); +} + +void Metin2Model::_load_weapon() { + _load_attach(weapon_gr2, weapon_bone, weapon_file, weapon_mi, weapon_bone_idx, weapon_pre, + "Weapon", "weapon"); +} + +void Metin2Model::_load_shield() { + _load_attach(shield_gr2, shield_bone, shield_file, shield_mi, shield_bone_idx, shield_pre, + "Shield", "shield"); +} + +void Metin2Model::_load_attach(const String &gr2_rel, const String &bone_name, + std::shared_ptr> &slot_file, MeshInstance3D *&slot_mi, + int &slot_bone_idx, gr2::Mat4 &slot_pre, const char *node_name, const char *label) { + if (slot_mi) { + remove_child(slot_mi); + slot_mi->queue_free(); + slot_mi = nullptr; + } + slot_bone_idx = -1; + slot_pre = gr2::Mat4{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + if (gr2_rel.is_empty() || !file || !*file) + return; + const gr2::FileInfo &base_fi = (*file)->file_info(); + if (base_fi.skeletons.empty()) + return; + + // attach bone: name -> base skeleton index (client: equip_right_hand / _left_) + const auto &bbones = base_fi.skeletons[0].bones; + std::string want(bone_name.utf8().get_data()); + for (size_t j = 0; j < bbones.size(); ++j) + if (bbones[j].name == want) { + slot_bone_idx = (int)j; + break; + } + if (slot_bone_idx < 0) { + UtilityFunctions::push_warning(String("[Metin2Model] ") + label + " bone not found: " + + bone_name); + return; + } + + String wpath = gr2_rel; + if (!FileAccess::file_exists(wpath)) + wpath = resolve_rel_gr2( + resolved_gr2_dir.is_empty() ? gr2_path : resolved_gr2_dir.path_join("x"), gr2_rel); + gr2::LoadError e; + auto w = mtgodot::gr2_from_file(wpath, &e); + if (!w) { + UtilityFunctions::push_warning(String("[Metin2Model] ") + label + " load failed: " + + String(e.message.c_str()) + " (" + wpath + ")"); + return; + } + if (!slot_file) + slot_file = std::make_shared>(); + *slot_file = std::move(w); + const gr2::FileInfo &wfi = (**slot_file).file_info(); + + // Grip pre-transform, mirroring the client's weapon composite: + // weaponComposite[0] = weaponInverseWorld[0] · weaponLocal[0] + // weaponMeshWorld = weaponComposite[0] · pAttachBoneMatrix(handWorld) · charWorld + // (EterGrnLib/ModelInstanceUpdate.cpp:171 + GetBoneMatrixPointer). + // Most Metin2 weapons are authored directly in hand space so this pre is ~I; + // a few non-standard files carry a huge bone offset that would fling the mesh + // metres away — clamp those out and fall back to the raw hand pose. + if (!wfi.skeletons.empty() && !wfi.skeletons[0].bones.empty()) { + const gr2::Bone &wb0 = wfi.skeletons[0].bones[0]; + gr2::Mat4 pre = mtgodot::mul4x3(wb0.inverse_world, wb0.local_transform); + const float tx = pre[12], ty = pre[13], tz = pre[14]; + if (tx * tx + ty * ty + tz * tz < 30.0f * 30.0f) // < 30 cm + slot_pre = pre; + } + + std::vector wparts = mtgodot::build_parts(wfi); + AABB wb; + Ref wmesh = mtgodot::build_mesh(wfi, wparts, flip_winding, wb); + if (wmesh.is_null() || wmesh->get_surface_count() == 0) + return; + + // textures: gr2 material binding -> sibling .dds by basename + String wdir = wpath.get_base_dir(); + PackedStringArray wdds; + if (Ref da = DirAccess::open(wdir); da.is_valid()) { + da->list_dir_begin(); + for (String f = da->get_next(); !f.is_empty(); f = da->get_next()) + if (!da->current_is_dir() && f.to_lower().ends_with(".dds")) + wdds.push_back(f); + da->list_dir_end(); + } + auto find_wdds = [&](const String &want_base) -> Ref { + for (int i = 0; i < wdds.size(); ++i) + if (wdds[i].get_basename().to_lower() == want_base) + return _load_dds(wdir.path_join(wdds[i])); + return Ref(); + }; + + slot_mi = memnew(MeshInstance3D); + slot_mi->set_name(node_name); + slot_mi->set_mesh(wmesh); + add_child(slot_mi); + + std::vector wmaterials = gr2::dump_materials(**slot_file); + int wtextured = 0; + for (int s = 0; s < wmesh->get_surface_count(); ++s) { + String want_base; + if (s < (int)wparts.size()) { + const gr2::Mesh &gm = wfi.meshes[wparts[s].mesh]; + if (wparts[s].mat_index >= 0 && wparts[s].mat_index < (int)gm.material_textures.size()) + want_base = String(gm.material_textures[wparts[s].mat_index].c_str()) + .replace("\\", "/") + .get_file() + .get_basename() + .to_lower(); + } + Ref tex = find_wdds(want_base); + if (tex.is_valid()) + ++wtextured; + Ref mat; + if (material_mode == String("standard")) { + Ref sm; + sm.instantiate(); + if (tex.is_valid()) + sm->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex); + mat = sm; + } else { + const String wsn = wmesh->surface_get_name(s); + const gr2::MaterialInfo *wm = match_material(wmaterials, want_base); + mtgodot::MaterialDesc md; + md.albedo = tex; + md.blend = decide_blend(wm, wsn); + md.two_sided = decide_two_sided(wm, wsn); + mat = mtgodot::make_material(md); + } + slot_mi->set_surface_override_material(s, mat); + } + + // place immediately at bind pose so a static (non-animated) model still holds it + std::vector bw, bs; + gr2::bind_pose(base_fi.skeletons[0], bw, bs); + update_weapon_pose(bw); + + UtilityFunctions::print(vformat("[Metin2Model] %s: %s -> bone[%d] %s, %d surf (%d textured)", + label, wpath.get_file(), slot_bone_idx, bone_name, wmesh->get_surface_count(), + wtextured)); +} + +void Metin2Model::update_weapon_pose(const std::vector &world_pose) { + // weapon local = gripPre · handWorld (client: weaponBone[0] composed onto the + // parent attach-bone matrix). gripPre is identity for near-origin weapons, so + // this is backward-compatible with the ones that already looked right. + if (weapon_mi && weapon_bone_idx >= 0 && weapon_bone_idx < (int)world_pose.size()) + weapon_mi->set_transform(mtgodot::gr2_to_godot( + mtgodot::mul4x3(weapon_pre, world_pose[weapon_bone_idx]))); + if (shield_mi && shield_bone_idx >= 0 && shield_bone_idx < (int)world_pose.size()) + shield_mi->set_transform(mtgodot::gr2_to_godot( + mtgodot::mul4x3(shield_pre, world_pose[shield_bone_idx]))); } String Metin2Model::_guess_texture_dir() const { if (!texture_dir.is_empty()) { return texture_dir; } - return gr2_path.get_base_dir(); + return resolved_gr2_dir.is_empty() ? gr2_path.get_base_dir() : resolved_gr2_dir; +} + +// Shared sphere map for §2.7 specular. Client sphere index 0 == the global +// "d:/ymir work/special/spheremap.jpg"; in the loose-file packs that lands at +// "/ymir work/special/spheremap.jpg" (typically the ETC pack). Walk up from +// the model dir and probe each level + its immediate subdirs. .jpg decodes via +// Godot core (Image::load), no DDS path needed. +Ref Metin2Model::_load_sphere_map() { + if (sphere_map.is_valid()) { + return sphere_map; + } + static const char *kTail = "ymir work/special/spheremap.jpg"; + String hit; + String dir = _guess_texture_dir(); + for (int up = 0; up < 8 && !dir.is_empty() && dir != "/" && hit.is_empty(); ++up) { + String direct = dir.path_join(kTail); + if (FileAccess::file_exists(direct)) { + hit = direct; + break; + } + Ref da = DirAccess::open(dir); + if (da.is_valid()) { + da->list_dir_begin(); + for (String f = da->get_next(); !f.is_empty(); f = da->get_next()) { + if (!da->current_is_dir() || f.begins_with(".")) { + continue; + } + String cand = dir.path_join(f).path_join(kTail); + if (FileAccess::file_exists(cand)) { + hit = cand; + break; + } + } + da->list_dir_end(); + } + dir = dir.get_base_dir(); + } + if (hit.is_empty()) { + UtilityFunctions::push_warning("[Metin2Model] specular_power set but spheremap.jpg not found"); + return Ref(); + } + Ref img; + img.instantiate(); + if (img->load(hit) != OK) { + UtilityFunctions::push_warning("[Metin2Model] failed to decode " + hit); + return Ref(); + } + sphere_map = ImageTexture::create_from_image(img); + UtilityFunctions::print("[Metin2Model] sphere map: " + hit); + return sphere_map; +} + +// "d:/ymir work/pc2/warrior/x.gr2" (referenced from a .msm/.msa at `base`) -> +// absolute path. Walks up from base's dir trying each level as an asset root +// against "/PC/ymir work/" and "/ymir work/". +String Metin2Model::resolve_rel_gr2(const String &base, const String &spec) { + String p = spec.replace("\\", "/"); + if (FileAccess::file_exists(p)) { // already absolute + return p; + } + String base_dir = base.get_base_dir(); + String sib = base_dir.path_join(p.get_file()); + if (FileAccess::file_exists(sib)) { + return sib; + } + int kp = p.to_lower().find("ymir work/"); + String yw_tail = (kp >= 0) ? p.substr(kp + 10) : p; // "pc2/warrior/x.gr2" + + String dir = base_dir; + String assets_root; + for (int up = 0; up < 8 && !dir.is_empty() && dir != "/"; ++up) { + for (const String &pre : { String("PC/ymir work/"), String("ymir work/"), + String("PC/Ymir Work/"), String("") }) { + String cand = dir.path_join(pre + yw_tail); + if (FileAccess::file_exists(cand)) { + return cand; + } + } + if (assets_root.is_empty()) { + Ref da = DirAccess::open(dir); + if (da.is_valid() && da->dir_exists(dir.path_join("PC"))) { + assets_root = dir; + } + } + dir = dir.get_base_dir(); + } + // eterpack layout: the model may live in another loose-file pack dir + // (assets//ymir work/). Scan the asset root's subdirs. + if (!assets_root.is_empty()) { + Ref da = DirAccess::open(assets_root); + if (da.is_valid()) { + da->list_dir_begin(); + for (String f = da->get_next(); !f.is_empty(); f = da->get_next()) { + if (!da->current_is_dir() || f.begins_with(".")) { + continue; + } + String cand = assets_root.path_join(f).path_join("ymir work/") + yw_tail; + if (FileAccess::file_exists(cand)) { + da->list_dir_end(); + return cand; + } + } + da->list_dir_end(); + } + } + return sib; // best guess } Ref Metin2Model::_load_dds(const String &path) { @@ -235,17 +901,12 @@ Ref Metin2Model::_load_dds(const String &path) { return tex_cache[path]; } if (FileAccess::file_exists(path)) { - mtgodot::Image dds = mtgodot::load_dds_path(path.utf8().get_data()); + mtgodot::Image dds = mtgodot::dds_from_file(path); if (dds.ok()) { - PackedByteArray bytes; - bytes.resize((int)dds.rgba.size()); - memcpy(bytes.ptrw(), dds.rgba.data(), dds.rgba.size()); - Ref img = godot::Image::create_from_data( - dds.w, dds.h, false, godot::Image::FORMAT_RGBA8, bytes); - if (img.is_valid()) { - img->generate_mipmaps(); - t = ImageTexture::create_from_image(img); - } + // Character skins are sRGB colour -> eligible for mobile ASTC + // (mtgodot::make_color_texture; no-op on desktop). §F4. + t = mtgodot::make_color_texture(dds.w, dds.h, dds.rgba.data(), + dds.rgba.size(), /*mipmaps=*/true); } } tex_cache[path] = t; @@ -334,6 +995,53 @@ static mtgodot::BlendMode guess_blend(const String &surface_name) { return mtgodot::BlendMode::Opaque; } +// gr2 material for a mesh-local texture basename: match dump_materials() by the +// diffuse_texture / material name (both reduced to lowercase basename). +static const gr2::MaterialInfo *match_material(const std::vector &mats, + const String &want_base) { + if (want_base.is_empty()) { + return nullptr; + } + std::string w(want_base.utf8().get_data()); + for (const auto &m : mats) { + String dt = String(m.diffuse_texture.c_str()) + .replace("\\", "/") + .get_file() + .get_basename() + .to_lower(); + if (dt == want_base || String(m.name.c_str()).to_lower() == want_base) { + return &m; + } + } + return nullptr; +} + +// Blend mode: prefer the GR2 material flag (EterGrnLib Material.cpp:233 = Name +// "Blend*" + MapCount>1); fall back to the surface-name heuristic for the cases +// GR2 doesn't encode (hair cutout, effect additive, cloth alpha). +static mtgodot::BlendMode decide_blend(const gr2::MaterialInfo *m, const String &sname) { + String sn = sname.to_lower(); + if (sn.find("effect") != -1 || sn.find("glow") != -1 || sn.find("aura") != -1) { + return mtgodot::BlendMode::Add; + } + if (sn.find("hair") != -1) { + return mtgodot::BlendMode::AlphaTest; + } + if (m && m->alpha_blend) { + return mtgodot::BlendMode::Alpha; + } + return guess_blend(sname); +} + +static bool decide_two_sided(const gr2::MaterialInfo *m, const String &sname) { + if (m && m->two_sided) { + return true; + } + String sn = sname.to_lower(); + return sn.find("hair") != -1 || sn.find("cloak") != -1 || sn.find("cape") != -1 || + sn.find("skirt") != -1 || sn.find("ribbon") != -1 || sn.find("leaf") != -1; +} + void Metin2Model::_apply_materials() { if (!mi || !file || !*file) { return; @@ -355,55 +1063,76 @@ void Metin2Model::_apply_materials() { } } - // Surface s corresponds to the s-th gr2 mesh that has geometry (same skip - // rule as build_mesh). Recover that mapping to reach tri_groups/material_index. - const gr2::FileInfo &fi = (*file)->file_info(); - std::vector surf_to_mesh; - for (int mi_ = 0; mi_ < (int)fi.meshes.size(); ++mi_) { - if (!fi.meshes[mi_].vertices.empty() && !fi.meshes[mi_].indices.empty()) { - surf_to_mesh.push_back(mi_); - } + // Surface s <-> parts[s]. tri_group.material_index is a MESH-LOCAL index into + // that mesh's MaterialBindings, so the texture name comes from + // Mesh::material_textures[mat_index] (NOT the global dump_materials() list — + // that mixed body/face up). Use the active LOD's fileinfo (§2.10). + const gr2::FileInfo *afi_ = active_fi(); + if (!afi_) { + return; } + const gr2::FileInfo &fi = *afi_; + + auto find_dds = [&](const String &want) -> Ref { + if (want.is_empty()) { + return Ref(); + } + for (int i = 0; i < dds_files.size(); ++i) { + if (dds_files[i].get_basename().to_lower() == want) { + return _load_dds(dir.path_join(dds_files[i])); + } + } + return Ref(); + }; Ref mesh = mi->get_mesh(); int textured = 0; - for (int s = 0; s < mesh->get_surface_count(); ++s) { + const int nsurf = mesh->get_surface_count(); + surf_mats.assign(nsurf, Ref()); + // §2.7 sphere-map specular: applied uniformly to all skin parts here (no + // per-part item_proto to distinguish body armor from face/hair). 0 = skip. + Ref smap = + (specular_power > 0.0 && material_mode != String("standard")) ? _load_sphere_map() + : Ref(); + for (int s = 0; s < nsurf; ++s) { const String sname = mesh->surface_get_name(s); Ref tex; - auto mat_texture_name = [&]() -> String { - if (s >= (int)surf_to_mesh.size()) { - return String(); + + // §2.2: appended GPU-hair surfaces — skinned shader + hair albedo + cutout. + if (gpu_skin_active && s >= gpu_base_surf) { + mtgodot::MaterialDesc md; + md.albedo = hair_tex; + md.blend = mtgodot::BlendMode::AlphaTest; + md.alpha_scissor = 0.5f; + md.skinned = true; + md.bones_tex = bones_tex; + Ref hm = mtgodot::make_material(md); + surf_mats[s] = hm; + mi->set_surface_override_material(s, hm); + continue; + } + + String mat_want; // mesh-local material -> dds basename + if (s < (int)parts.size()) { + const mtgodot::RenderPart &rp = parts[s]; + const gr2::Mesh &gm = fi.meshes[rp.mesh]; + if (rp.mat_index >= 0 && rp.mat_index < (int)gm.material_textures.size()) { + mat_want = String(gm.material_textures[rp.mat_index].c_str()) + .replace("\\", "/") + .get_file() + .get_basename() + .to_lower(); } - const gr2::Mesh &gm = fi.meshes[surf_to_mesh[s]]; - int matidx = gm.tri_groups.empty() ? -1 : gm.tri_groups[0].material_index; - if (matidx < 0 || matidx >= (int)materials.size() || - materials[matidx].diffuse_texture.empty()) { - return String(); - } - return String(materials[matidx].diffuse_texture.c_str()) - .replace("\\", "/") - .get_file() - .get_basename() - .to_lower(); - }; + } if (s < surface_tex_override.size() && !String(surface_tex_override[s]).is_empty()) { tex = _load_dds(surface_tex_override[s]); } - // gr2 material name -> texture, only when opted in (unverified vs oracle; - // see GODOT-POC-PLAN.md §M2.5 T2.5.6). + // gr2 material binding -> texture (default; set use_gr2_materials=false to skip) if (tex.is_null() && use_gr2_materials) { - String want = mat_texture_name(); - if (!want.is_empty()) { - for (int i = 0; i < dds_files.size(); ++i) { - if (dds_files[i].get_basename().to_lower() == want) { - tex = _load_dds(dir.path_join(dds_files[i])); - break; - } - } - } + tex = find_dds(mat_want); } - // filename-convention resolution (default path) + // filename-convention heuristic (fallback when the binding resolved nothing) if (tex.is_null()) { tex = _resolve_texture(dir, stem, sname, dds_files); } @@ -411,27 +1140,71 @@ void Metin2Model::_apply_materials() { ++textured; } + Ref mat; if (material_mode == String("standard")) { - Ref mat; - mat.instantiate(); - mat->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + Ref sm; + sm.instantiate(); + sm->set_cull_mode(BaseMaterial3D::CULL_DISABLED); if (tex.is_valid()) { - mat->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex); + sm->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, tex); } else { - mat->set_albedo(Color(0.8, 0.8, 0.82)); + sm->set_albedo(Color(0.8, 0.8, 0.82)); } - mi->set_surface_override_material(s, mat); + mat = sm; } else { + const gr2::MaterialInfo *gm_mat = match_material(materials, mat_want); mtgodot::MaterialDesc md; md.albedo = tex; - md.blend = guess_blend(sname); - mi->set_surface_override_material(s, mtgodot::make_material(md)); + md.blend = decide_blend(gm_mat, sname); + md.two_sided = decide_two_sided(gm_mat, sname); + md.skinned = gpu_skin_active; + md.bones_tex = bones_tex; + if (smap.is_valid()) { + md.spec_map = smap; + md.spec_power = (float)specular_power; + } + mat = mtgodot::make_material(md); } + surf_mats[s] = mat; + mi->set_surface_override_material(s, mat); } UtilityFunctions::print(vformat("[Metin2Model] materials: %d/%d surfaces textured (dir=%s, %d dds)", textured, mesh->get_surface_count(), dir, (int)dds_files.size())); } +void Metin2Model::_build_gpu_mesh() { + if (!mi || !file || !*file) { + return; + } + const gr2::FileInfo *bfi = active_fi(); + if (!bfi) { + return; + } + AABB b; + Ref combined = build_mesh(*bfi, parts, flip_winding, b); + gpu_base_surf = combined->get_surface_count(); + + if (hair_file && *hair_file && !hair_parts.empty() && !hair_bone_remap.empty()) { + const gr2::FileInfo &hfi = (**hair_file).file_info(); + AABB hb; + Ref hm = build_mesh(hfi, hair_parts, flip_winding, hb); + for (int s = 0; s < hm->get_surface_count(); ++s) { + Array arr = hm->surface_get_arrays(s); + PackedInt32Array bones = arr[Mesh::ARRAY_BONES]; + for (int k = 0; k < bones.size(); ++k) { + int hi = bones[k]; + int bi = (hi >= 0 && hi < (int)hair_bone_remap.size()) ? hair_bone_remap[hi] : -1; + bones.set(k, bi >= 0 ? bi : 0); + } + arr[Mesh::ARRAY_BONES] = bones; + combined->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr); + combined->surface_set_name(combined->get_surface_count() - 1, + String("hair_") + String::num_int64(s)); + } + } + mi->set_mesh(combined); +} + const gr2::Skeleton *Metin2Model::gr2_skeleton() const { if (!file || !*file) { return nullptr; @@ -464,14 +1237,14 @@ void Metin2Model::enable_cpu_skin(bool on) { } if (on && cpu_mesh.is_null()) { AABB b; - cpu_mesh = build_mesh((*file)->file_info(), flip_winding, b); - cpu_surf_mesh.clear(); - const gr2::FileInfo &fi = (*file)->file_info(); - for (int i = 0; i < (int)fi.meshes.size(); ++i) { - if (!fi.meshes[i].vertices.empty() && !fi.meshes[i].indices.empty()) { - cpu_surf_mesh.push_back(i); - } + const gr2::FileInfo *afi_ = active_fi(); + if (!afi_) { + return; } + if (parts.empty()) { + parts = mtgodot::build_parts(*afi_); + } + cpu_mesh = build_mesh(*afi_, parts, flip_winding, b); mi->set_skeleton_path(NodePath()); mi->set_skin(Ref()); mi->set_mesh(cpu_mesh); @@ -486,25 +1259,34 @@ void Metin2Model::cpu_skin(const std::vector &skin) { if (cpu_mesh.is_null() || !file || !*file) { return; } - const gr2::FileInfo &fi = (*file)->file_info(); + const gr2::FileInfo *afi_ = active_fi(); + if (!afi_) { + return; + } + const gr2::FileInfo &fi = *afi_; // active LOD mesh data (§2.10) + current_skin = skin; static const gr2::Mat4 I{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; - cpu_mesh->clear_surfaces(); - for (int s = 0; s < (int)cpu_surf_mesh.size(); ++s) { - const gr2::Mesh &m = fi.meshes[cpu_surf_mesh[s]]; + // Skin each referenced mesh's vertices once; parts of the same mesh share them. + std::vector mesh_pos(fi.meshes.size()); + std::vector mesh_nrm(fi.meshes.size()); + std::vector mesh_uv(fi.meshes.size()); + std::vector skinned(fi.meshes.size(), false); + AABB animated_bounds; + bool have_animated_bounds = false; + auto skin_mesh = [&](int midx) { + if (skinned[midx]) { + return; + } + skinned[midx] = true; + const gr2::Mesh &m = fi.meshes[midx]; const int nv = (int)m.vertices.size(); - PackedVector3Array pos; - PackedVector3Array nrm; - PackedVector2Array uv; - PackedInt32Array idx; - pos.resize(nv); - nrm.resize(nv); - uv.resize(nv); - idx.resize((int)m.indices.size()); - Vector3 *pw = pos.ptrw(); - Vector3 *nw = nrm.ptrw(); - Vector2 *uw = uv.ptrw(); - int32_t *iw = idx.ptrw(); + mesh_pos[midx].resize(nv); + mesh_nrm[midx].resize(nv); + mesh_uv[midx].resize(nv); + Vector3 *pw = mesh_pos[midx].ptrw(); + Vector3 *nw = mesh_nrm[midx].ptrw(); + Vector2 *uw = mesh_uv[midx].ptrw(); auto bone_of = [&](int slot) -> const gr2::Mat4 & { if (slot < 0 || slot >= (int)m.bone_bindings.size()) { return I; @@ -541,21 +1323,196 @@ void Metin2Model::cpu_skin(const std::vector &skin) { nn[2] /= ln; } pw[i] = Vector3(p[0], p[1], p[2]); + if (std::isfinite(p[0]) && std::isfinite(p[1]) && std::isfinite(p[2])) { + if (have_animated_bounds) { + animated_bounds = animated_bounds.expand(pw[i]); + } else { + animated_bounds = AABB(pw[i], Vector3()); + have_animated_bounds = true; + } + } nw[i] = Vector3(nn[0], nn[1], nn[2]); uw[i] = Vector2(v.uv0[0], v.uv0[1]); } - for (size_t t = 0; t < m.indices.size(); ++t) { - iw[t] = (int)m.indices[t]; + }; + + cpu_mesh->clear_surfaces(); + for (const mtgodot::RenderPart &rp : parts) { + skin_mesh(rp.mesh); + const gr2::Mesh &m = fi.meshes[rp.mesh]; + const uint32_t ib = rp.idx_first; + const uint32_t ic = (rp.idx_count && ib + rp.idx_count <= m.indices.size()) + ? rp.idx_count + : (uint32_t)m.indices.size() - ib; + PackedInt32Array idx; + idx.resize((int)ic); + int32_t *iw = idx.ptrw(); + for (uint32_t t = 0; t < ic; ++t) { + iw[t] = (int)m.indices[ib + t]; } Array arrays; arrays.resize(Mesh::ARRAY_MAX); - arrays[Mesh::ARRAY_VERTEX] = pos; - arrays[Mesh::ARRAY_NORMAL] = nrm; - arrays[Mesh::ARRAY_TEX_UV] = uv; + arrays[Mesh::ARRAY_VERTEX] = mesh_pos[rp.mesh]; + arrays[Mesh::ARRAY_NORMAL] = mesh_nrm[rp.mesh]; + arrays[Mesh::ARRAY_TEX_UV] = mesh_uv[rp.mesh]; arrays[Mesh::ARRAY_INDEX] = idx; cpu_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays); } - _apply_materials(); + const int body_surfaces = cpu_mesh->get_surface_count(); + + // --- hair pass: skin the hair meshes with the base skeleton (bones remapped by name) --- + int hair_surfaces = 0; + if (hair_file && *hair_file && !hair_parts.empty()) { + const gr2::FileInfo &hfi = (**hair_file).file_info(); + std::vector hp(hfi.meshes.size()), hn(hfi.meshes.size()); + std::vector hu(hfi.meshes.size()); + std::vector hs(hfi.meshes.size(), false); + auto skin_hair = [&](int midx) { + if (hs[midx]) + return; + hs[midx] = true; + const gr2::Mesh &m = hfi.meshes[midx]; + const int nv = (int)m.vertices.size(); + hp[midx].resize(nv); + hn[midx].resize(nv); + hu[midx].resize(nv); + Vector3 *pw = hp[midx].ptrw(); + Vector3 *nw = hn[midx].ptrw(); + Vector2 *uw = hu[midx].ptrw(); + auto bone_of = [&](int slot) -> const gr2::Mat4 & { + if (slot < 0 || slot >= (int)m.bone_bindings.size()) + return I; + int hb = m.bone_bindings[slot]; // hair-skel index + int bb = (hb >= 0 && hb < (int)hair_bone_remap.size()) ? hair_bone_remap[hb] : -1; + return (bb < 0 || bb >= (int)skin.size()) ? I : skin[bb]; + }; + for (int i = 0; i < nv; ++i) { + const gr2::Vertex &v = m.vertices[i]; + float sw = 0, wq[4]; + for (int k = 0; k < 4; ++k) + sw += v.bone_weight[k]; + for (int k = 0; k < 4; ++k) + wq[k] = (sw > 0) ? v.bone_weight[k] / sw : (k == 0 ? 1.f : 0.f); + gr2::Mat4 M{}; + for (int k = 0; k < 4; ++k) { + const gr2::Mat4 &bm = bone_of(v.bone_index[k]); + for (int e = 0; e < 16; ++e) + M[e] += wq[k] * bm[e]; + } + gr2::Mat4 M3 = M; + M3[12] = M3[13] = M3[14] = 0; + float p[3], nn[3]; + xform_pt(M, v.pos, p); + xform_dir(M3, v.normal, nn); + float ln = std::sqrt(nn[0] * nn[0] + nn[1] * nn[1] + nn[2] * nn[2]); + if (ln > 1e-8f) { + nn[0] /= ln; + nn[1] /= ln; + nn[2] /= ln; + } + pw[i] = Vector3(p[0], p[1], p[2]); + nw[i] = Vector3(nn[0], nn[1], nn[2]); + uw[i] = Vector2(v.uv0[0], v.uv0[1]); + } + }; + for (const mtgodot::RenderPart &rp : hair_parts) { + if (rp.mesh < 0 || rp.mesh >= (int)hfi.meshes.size()) + continue; + skin_hair(rp.mesh); + const gr2::Mesh &m = hfi.meshes[rp.mesh]; + const uint32_t ib = rp.idx_first; + const uint32_t ic = (rp.idx_count && ib + rp.idx_count <= m.indices.size()) + ? rp.idx_count + : (uint32_t)m.indices.size() - ib; + PackedInt32Array idx; + idx.resize((int)ic); + int32_t *iw = idx.ptrw(); + for (uint32_t t = 0; t < ic; ++t) + iw[t] = (int)m.indices[ib + t]; + Array a; + a.resize(Mesh::ARRAY_MAX); + a[Mesh::ARRAY_VERTEX] = hp[rp.mesh]; + a[Mesh::ARRAY_NORMAL] = hn[rp.mesh]; + a[Mesh::ARRAY_TEX_UV] = hu[rp.mesh]; + a[Mesh::ARRAY_INDEX] = idx; + cpu_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a); + ++hair_surfaces; + } + } + + // clear_surfaces() dropped the override materials — just re-assign the cached + // ones. surf_mats is sized to the full surface count (body + folded hair) by + // _apply_materials(); here we only rebind the body slots, so `>=` is the + // right test. Using `==` made this fall through to _apply_materials() EVERY + // frame whenever hair was present (surf_mats bigger than body_surfaces) — + // reloading every DDS per frame, stalling the frame loop (missed PONGs -> + // server disconnect) and thrashing the mesh. + if (body_surfaces > 0 && (int)surf_mats.size() >= body_surfaces) { + for (int s = 0; s < body_surfaces; ++s) + mi->set_surface_override_material(s, surf_mats[s]); + } else { + _apply_materials(); + } + for (int s = 0; s < hair_surfaces; ++s) + mi->set_surface_override_material(body_surfaces + s, hair_mat); + if (mi && have_animated_bounds) { + mi->set_custom_aabb(animated_bounds.grow(0.01)); + } +} + +void Metin2Model::enable_gpu_skin(bool on) { + if (!on || gpu_skin_active || !mi || !file || !*file) { + return; + } + const gr2::FileInfo &fi = (*file)->file_info(); + const int nbones = fi.skeletons.empty() ? 0 : (int)fi.skeletons[0].bones.size(); + if (nbones == 0) { + return; + } + bones_img = godot::Image::create_empty(3, nbones, false, godot::Image::FORMAT_RGBAF); + bones_tex = ImageTexture::create_from_image(bones_img); + + // §2.2: fold the attached hair into the GPU mesh (bind pose, bone indices + // remapped to the base skeleton). No shader change — SRC_SKIN + the shared + // bones_tex deform it. No hair -> mesh unchanged. + gpu_base_surf = mi->get_mesh().is_valid() ? mi->get_mesh()->get_surface_count() : 0; + if (hair_file && *hair_file && !hair_parts.empty() && !hair_bone_remap.empty()) { + _build_gpu_mesh(); + } + + mi->set_skeleton_path(NodePath()); // no Skeleton3D skinning — the shader does it + mi->set_skin(Ref()); + if (skel) { + skel->set_show_rest_only(true); + } + // The mesh AABB is bind-pose; the shader moves verts, so widen the cull box + // (gr2-skin-space units, ~100/m) or arms-up poses get frustum/shadow-culled. + mi->set_custom_aabb(AABB(Vector3(-400, -400, -400), Vector3(800, 800, 800))); + gpu_skin_active = true; + _apply_materials(); // rebuild surface materials with the skinned shader + bones_tex + UtilityFunctions::print(vformat("[Metin2Model] GPU-skin mode ON (%d bones)", nbones)); +} + +void Metin2Model::gpu_skin(const std::vector &skin) { + if (!gpu_skin_active || bones_img.is_null()) { + return; + } + current_skin = skin; + const int nbones = bones_img->get_height(); + PackedByteArray buf; + buf.resize(nbones * 3 * 4 * 4); // rows * 3 texels * RGBA * float + float *f = reinterpret_cast(buf.ptrw()); + static const gr2::Mat4 I{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + for (int b = 0; b < nbones; ++b) { + const gr2::Mat4 &m = (b < (int)skin.size()) ? skin[b] : I; + float *r = f + b * 12; + // texel j = column j of the row-vector skin matrix ( [pos 1] * M ) + r[0] = m[0]; r[1] = m[4]; r[2] = m[8]; r[3] = m[12]; + r[4] = m[1]; r[5] = m[5]; r[6] = m[9]; r[7] = m[13]; + r[8] = m[2]; r[9] = m[6]; r[10] = m[10]; r[11] = m[14]; + } + bones_img->set_data(3, nbones, false, godot::Image::FORMAT_RGBAF, buf); + bones_tex->update(bones_img); } String Metin2Model::get_info() const { @@ -564,8 +1521,7 @@ String Metin2Model::get_info() const { String Metin2Model::probe_gr2(const String &path) const { gr2::LoadError err; - const std::string p(path.utf8().get_data()); - auto f = gr2::File::load_path(p, &err); + auto f = mtgodot::gr2_from_file(path, &err); if (!f) { return vformat("gr2 load FAILED [%s]: %s", String(err.stage.c_str()), String(err.message.c_str())); } diff --git a/extension/src/metin2_model.h b/extension/src/metin2_model.h index c3acc15d..5a156088 100644 --- a/extension/src/metin2_model.h +++ b/extension/src/metin2_model.h @@ -1,15 +1,19 @@ #pragma once #include +#include #include #include #include #include +#include #include #include #include +#include "gr2_bridge.h" + #include #include #include @@ -35,8 +39,17 @@ public: ~Metin2Model() override; void _ready() override; + void _process(double delta) override; // --- inspector properties --- + // §2.10 LOD: loads _lod_01/02/03.gr2 (same 75-bone skeleton, decimated + // meshes) and swaps the rendered mesh by camera distance. `lod_distances` = + // [d1,d2,d3]; >d3 -> LOD3. Skinning is unaffected (shared skeleton). + void set_lod_enabled(bool v); + bool get_lod_enabled() const { return lod_enabled; } + void set_lod_distances(const godot::PackedFloat32Array &d); + godot::PackedFloat32Array get_lod_distances() const { return lod_dist; } + int get_lod_level() const { return lod_level; } void set_gr2_path(const godot::String &p); godot::String get_gr2_path() const { return gr2_path; } @@ -58,9 +71,56 @@ public: void set_use_gr2_materials(bool v); bool get_use_gr2_materials() const { return use_gr2_materials; } + // Sphere-map specular power (PARITY §2.7 / BACKLOG B9). In the original client + // this is per skin-part, driven by the equipped body-armor item_proto + // `bSpecular / 100`; 0 = flat (the base body). No equipment layer here yet, so + // this is a manual hook — 0 keeps output identical to before. + void set_specular_power(double p); + double get_specular_power() const { return specular_power; } + // Explicit per-surface texture path override (index -> absolute .dds path). void set_surface_texture(int surface, const godot::String &path); + // When gr2_path is a .msm: [{index, model (abs .gr2), target_skin}, ...]. + godot::Array get_hair_options() const { return hair_options; } + + // Attach a hair .gr2 whose skeleton bone names match the base. Its mesh is + // merged into the CPU-skin path (skinned by the base skeleton's matrices, + // bones remapped by name). "" detaches. GPU-skin path ignores hair for now. + void set_hair_gr2(const godot::String &p); + godot::String get_hair_gr2() const { return hair_gr2; } + + // SourceSkin -> TargetSkin recolour (PARITY §2.4 / BACKLOG D3). The client's + // `.msm` HairData ships one hair .gr2 with a `SourceSkin` (the texture baked + // into the gr2 material) and a per-colour `TargetSkin` dds; `SetMaterialImage + // Pointer(part, SourceSkin, load(TargetSkin))` swaps it. Here: when set, the + // hair mesh uses this dds as its albedo instead of the gr2's sibling texture. + // Absolute path (an entry's resolved `target_skin` from get_hair_options()). + void set_hair_skin(const godot::String &p); + godot::String get_hair_skin() const { return hair_skin; } + + // Attach a rigid weapon .gr2 to a base-skeleton bone (PARITY §2.1 / BACKLOG + // C5). The client links the weapon model instance to `equip_right_hand` + // (`playersettingmodule.py`, warrior) and drives it with that bone's world + // matrix (`ModelInstanceUpdate.cpp:148` GetBoneMatrixPointer). Here the weapon + // mesh is a child MeshInstance3D whose transform = the bone's world pose from + // gr2::sample_pose each frame. "" detaches. Path may be relative to the base + // gr2 ("d:/ymir work/item/weapon/00040.gr2") or absolute. + void set_weapon_gr2(const godot::String &p); + godot::String get_weapon_gr2() const { return weapon_gr2; } + void set_weapon_bone(const godot::String &b); + godot::String get_weapon_bone() const { return weapon_bone; } + // Off-hand shield (rigid, attaches to equip_left_hand like the weapon). + void set_shield_gr2(const godot::String &p); + godot::String get_shield_gr2() const { return shield_gr2; } + void set_shield_bone(const godot::String &b); + godot::String get_shield_bone() const { return shield_bone; } + + // Fed by Metin2AnimPlayer after each gr2::sample_pose: base-skeleton world + // matrices (world_pose output). Repositions attached rigid parts (weapon + + // shield). No-op for a slot with no gr2 or an unresolved bone name. + void update_weapon_pose(const std::vector &world_pose); + // Rebuild the subtree from the current properties. void reload(); @@ -71,6 +131,9 @@ public: const gr2::Skeleton *gr2_skeleton() const; godot::Skeleton3D *skeleton_node() const { return skel; } const gr2::FileInfo *gr2_fileinfo() const; + // Latest full-affine deformer matrices. Initialized to bind pose on reload + // and refreshed by either skinning path; attachments can share this pose. + const std::vector ¤t_skin_matrices() const { return current_skin; } // CPU linear-blend skinning: rewrite ArrayMesh vertex regions from the // per-bone deformer matrices (gr2::sample_pose's `skin` output). Debug/ @@ -79,6 +142,13 @@ public: bool has_cpu_skin_mesh() const { return cpu_mesh.is_valid(); } void enable_cpu_skin(bool on); + // GPU linear-blend skinning: LBS in a custom vertex shader with the FULL + // per-bone matrices uploaded as a float texture (no Skeleton3D -> shear kept). + // Keeps the static build_mesh() output; just swaps materials + feeds the + // bone texture each frame. MTGODOT_GPUSKIN=1 route. + void enable_gpu_skin(bool on); + void gpu_skin(const std::vector &skin); + // libgr2 sanity probe (kept from M0'). godot::String probe_gr2(const godot::String &path) const; @@ -93,8 +163,47 @@ private: bool flip_winding = false; godot::String material_mode = "metin2"; // "metin2" (ShaderMaterial) | "standard" - bool use_gr2_materials = false; // drive textures from gr2 material names (unverified) + bool use_gr2_materials = true; // gr2 MaterialBindings -> texture (else: filename heuristic only) + double specular_power = 0.0; // PARITY §2.7; 0 = disabled + godot::Ref sphere_map; // shared sphere map, lazy-loaded + godot::Ref _load_sphere_map(); // "ymir work/special/spheremap.jpg" godot::PackedStringArray surface_tex_override; + godot::String resolved_gr2_dir; // dir of the actually-loaded .gr2 (for .msm) + godot::Array hair_options; // from .msm HairData + + godot::String hair_gr2; // attached hair .gr2 (or "") + godot::String hair_skin; // TargetSkin dds override (or "") + std::shared_ptr> hair_file; // loaded hair gr2 + std::vector hair_parts; + std::vector hair_bone_remap; // hair skel idx -> base skel idx (by name) + godot::Ref hair_mat; + godot::Ref hair_tex; // resolved hair albedo (for GPU path) + int gpu_base_surf = 0; // base surfaces before appended GPU hair + void _load_hair(); + void _build_gpu_mesh(); // base + remapped hair surfaces -> mi->mesh (GPU-skin path, §2.2) + + godot::String weapon_gr2; // attached weapon .gr2 (or "") + godot::String weapon_bone = "equip_right_hand"; // base-skeleton attach bone + std::shared_ptr> weapon_file; // loaded weapon gr2 + godot::MeshInstance3D *weapon_mi = nullptr; // child of this node + int weapon_bone_idx = -1; // base skeleton index of weapon_bone + // weapon's own bone[0] grip transform (invWorld · local); folded in so the mesh + // aligns to the hand even when it is authored offset from its bone (client: + // GrannySampleModelAnimationsAccelerated on the weapon skeleton). Identity when + // the weapon has no skeleton or a ~identity bone. + gr2::Mat4 weapon_pre{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + godot::String shield_gr2; + godot::String shield_bone = "Bip01 L Hand"; // PC skeletons have no equip_left_hand + std::shared_ptr> shield_file; + godot::MeshInstance3D *shield_mi = nullptr; + int shield_bone_idx = -1; + gr2::Mat4 shield_pre{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; + void _load_weapon(); + void _load_shield(); + // shared rigid-attach loader used by _load_weapon / _load_shield. + void _load_attach(const godot::String &gr2_rel, const godot::String &bone_name, + std::shared_ptr> &slot_file, godot::MeshInstance3D *&slot_mi, + int &slot_bone_idx, gr2::Mat4 &slot_pre, const char *node_name, const char *label); std::shared_ptr> file; // shared_ptr so accessor stays valid std::vector materials; @@ -103,12 +212,37 @@ private: godot::String last_info; godot::HashMap> tex_cache; + // §2.10 LOD + bool lod_enabled = true; + int lod_level = 0; // 0 = full model, 1..3 = _lod_0N + godot::PackedFloat32Array lod_dist; + std::vector>> lod_files; // [0]=_lod_01 ... + std::vector> lod_parts; // parallel to lod_files + // LOD crossfade: a frozen ghost of the outgoing level fades out while the new + // mesh fades in (LODController::BlendRenderWithOneTexture). ~0.18 s. + godot::MeshInstance3D *lod_prev_mi = nullptr; + double lod_fade_t = -1.0; // <0 = not fading + std::vector> lod_ghost_mats; + void _end_lod_fade(); + std::vector base_parts; + void _load_lods(const godot::String &loaded_spec); + void _set_lod(int n); + const gr2::FileInfo *active_fi() const; // base or current LOD (mesh/material data) + + std::vector parts; // surface s -> (gr2 mesh, tri_group, material) + std::vector> surf_mats; // resolved once; re-assigned each cpu_skin frame godot::Ref cpu_mesh; // rebuilt each frame in cpu_skin mode - std::vector cpu_surf_mesh; // surface -> gr2 mesh index + bool gpu_skin_active = false; + std::vector current_skin; + godot::Ref bones_img; // RGBAF 3 x bone_count + godot::Ref bones_tex; void _clear_children(); void _apply_materials(); godot::String _guess_texture_dir() const; + // Resolve a "d:/ymir work/..." path referenced from `base` (.msm/.msa) to an + // absolute file. Passes existing absolute paths through. + static godot::String resolve_rel_gr2(const godot::String &base, const godot::String &spec); godot::Ref _load_dds(const godot::String &path); godot::Ref _resolve_texture(const godot::String &dir, const godot::String &stem, const godot::String &surface_name, diff --git a/extension/src/metin2_world.cpp b/extension/src/metin2_world.cpp new file mode 100644 index 00000000..50bf91df --- /dev/null +++ b/extension/src/metin2_world.cpp @@ -0,0 +1,789 @@ +#include "metin2_world.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "asset_io.h" +#include "gr2_bridge.h" + +#include +#include +#include +#include +#include +#include + +#include "dxt.h" +#include "environment_builder.h" +#include "static_object.h" +#include "water_builder.h" +#include "terrain_splat.h" +#include "tree_placeholder.h" + +#include +#include + +#include +#include +#include + +using namespace godot; + +namespace mtgodot { + +Metin2World::Metin2World() {} +Metin2World::~Metin2World() {} + +void Metin2World::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_assets_root", "p"), &Metin2World::set_assets_root); + ClassDB::bind_method(D_METHOD("get_assets_root"), &Metin2World::get_assets_root); + ClassDB::bind_method(D_METHOD("set_map_path", "p"), &Metin2World::set_map_path); + ClassDB::bind_method(D_METHOD("get_map_path"), &Metin2World::get_map_path); + ClassDB::bind_method(D_METHOD("set_load_radius_tiles", "r"), &Metin2World::set_load_radius_tiles); + ClassDB::bind_method(D_METHOD("get_load_radius_tiles"), &Metin2World::get_load_radius_tiles); + ClassDB::bind_method(D_METHOD("set_focus_tile", "t"), &Metin2World::set_focus_tile); + ClassDB::bind_method(D_METHOD("get_focus_tile"), &Metin2World::get_focus_tile); + ClassDB::bind_method(D_METHOD("set_auto_load", "v"), &Metin2World::set_auto_load); + ClassDB::bind_method(D_METHOD("get_auto_load"), &Metin2World::get_auto_load); + ClassDB::bind_method(D_METHOD("set_splat_enabled", "v"), &Metin2World::set_splat_enabled); + ClassDB::bind_method(D_METHOD("get_splat_enabled"), &Metin2World::get_splat_enabled); + ClassDB::bind_method(D_METHOD("set_terrain_patches", "n"), &Metin2World::set_terrain_patches); + ClassDB::bind_method(D_METHOD("get_terrain_patches"), &Metin2World::get_terrain_patches); + ClassDB::bind_method(D_METHOD("set_objects_enabled", "v"), &Metin2World::set_objects_enabled); + ClassDB::bind_method(D_METHOD("get_objects_enabled"), &Metin2World::get_objects_enabled); + ClassDB::bind_method(D_METHOD("set_env_enabled", "v"), &Metin2World::set_env_enabled); + ClassDB::bind_method(D_METHOD("get_env_enabled"), &Metin2World::get_env_enabled); + ClassDB::bind_method(D_METHOD("set_water_enabled", "v"), &Metin2World::set_water_enabled); + ClassDB::bind_method(D_METHOD("get_water_enabled"), &Metin2World::get_water_enabled); + ClassDB::bind_method(D_METHOD("set_tree_shadows", "v"), &Metin2World::set_tree_shadows); + ClassDB::bind_method(D_METHOD("get_tree_shadows"), &Metin2World::get_tree_shadows); + ClassDB::bind_method(D_METHOD("set_static_shadows", "v"), &Metin2World::set_static_shadows); + ClassDB::bind_method(D_METHOD("get_static_shadows"), &Metin2World::get_static_shadows); + ClassDB::bind_method(D_METHOD("set_stream_budget", "v"), &Metin2World::set_stream_budget); + ClassDB::bind_method(D_METHOD("get_stream_budget"), &Metin2World::get_stream_budget); + ClassDB::bind_method(D_METHOD("load_map"), &Metin2World::load_map); + ClassDB::bind_method(D_METHOD("unload_map"), &Metin2World::unload_map); + ClassDB::bind_method(D_METHOD("set_focus_position", "gx_m", "gz_m"), + &Metin2World::set_focus_position); + ClassDB::bind_method(D_METHOD("get_perf"), &Metin2World::get_perf); + ClassDB::bind_method(D_METHOD("get_map_base_cm"), &Metin2World::get_map_base_cm); + ClassDB::bind_method(D_METHOD("get_map_size_tiles"), &Metin2World::get_map_size_tiles); + ClassDB::bind_method(D_METHOD("sample_height", "gx_m", "gz_m"), &Metin2World::sample_height); + ClassDB::bind_method(D_METHOD("sample_attribute", "gx_m", "gz_m"), &Metin2World::sample_attribute); + ClassDB::bind_method(D_METHOD("is_blocked", "gx_m", "gz_m"), &Metin2World::is_blocked); + ClassDB::bind_method(D_METHOD("load_dds", "path"), &Metin2World::load_dds); + ClassDB::bind_method(D_METHOD("chunk_dir", "tx", "ty"), &Metin2World::chunk_dir); + ClassDB::bind_method(D_METHOD("get_load_report"), &Metin2World::get_load_report); + ClassDB::bind_method(D_METHOD("bake_asset_index", "out_path"), &Metin2World::bake_asset_index); + + ADD_PROPERTY(PropertyInfo(Variant::STRING, "assets_root", PROPERTY_HINT_GLOBAL_DIR), + "set_assets_root", "get_assets_root"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "map_path"), "set_map_path", "get_map_path"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "load_radius_tiles"), + "set_load_radius_tiles", "get_load_radius_tiles"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "focus_tile"), + "set_focus_tile", "get_focus_tile"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_load"), "set_auto_load", "get_auto_load"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "splat_enabled"), + "set_splat_enabled", "get_splat_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "terrain_patches"), "set_terrain_patches", "get_terrain_patches"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "objects_enabled"), + "set_objects_enabled", "get_objects_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "env_enabled"), + "set_env_enabled", "get_env_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "water_enabled"), + "set_water_enabled", "get_water_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tree_shadows"), + "set_tree_shadows", "get_tree_shadows"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "static_shadows"), + "set_static_shadows", "get_static_shadows"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "stream_budget"), + "set_stream_budget", "get_stream_budget"); +} + +void Metin2World::set_assets_root(const String &p) { assets_root = p; } +void Metin2World::set_map_path(const String &p) { map_path = p; } +void Metin2World::set_focus_tile(Vector2i t) { focus_tx = t.x; focus_ty = t.y; } + +void Metin2World::_ready() { + set_process(true); // streaming 队列逐帧建 + if (auto_load && !assets_root.is_empty()) + load_map(); +} + +String Metin2World::map_dir() const { + String r = assets_root; + if (!r.ends_with("/")) + r += "/"; + return r + map_path; +} + +const Metin2World::Chunk *Metin2World::chunk_at(int tx, int ty) const { + for (auto &c : chunks) + if (c.tx == tx && c.ty == ty) + return &c; + return nullptr; +} + +bool Metin2World::build_chunk(int tx, int ty) { + const std::string dir = + std::string(map_dir().utf8().get_data()) + "/" + fmt::m2coord::tile_dir(tx, ty); + auto hm = std::make_shared(); + std::string err; + if (!fmt::load_height_map(dir + "/height.raw", *hm, &err)) { + last_error = String("tile ") + fmt::m2coord::tile_dir(tx, ty).c_str() + ": " + err.c_str(); + ++chunks_failed; + return false; + } + auto am = std::make_shared(); + if (!fmt::load_attr_map(dir + "/attr.atr", *am, &err)) + am.reset(); // 非致命:attr 缺失 -> 该区块无阻挡 + + fmt::TerrainMesh tmesh; + fmt::build_terrain_mesh(*hm, tx, ty, setting.height_scale, tmesh); + + Ref mat; + { + Ref grey; + grey.instantiate(); + grey->set_albedo(Color(0.5f, 0.5f, 0.5f)); + mat = grey; + } + + bool splatted = false; + if (splat_ready && resolver) { + fmt::TileMap tile; + std::string e2; + if (fmt::load_tile_map(dir + "/tile.raw", tile, &e2)) { + fmt::SplatSet ss; + fmt::build_splat(tile, texture_set.runtime_count(), ss); + if (!ss.layers.empty()) { + String smpath; + String sm = String(dir.c_str()) + "/shadowmap.dds"; + if (FileAccess::file_exists(sm)) + smpath = sm; + Ref tm = build_chunk_terrain_material( + ss, texture_set, *resolver, smpath); + if (tm.is_valid()) { + mat = tm; + splatted = true; + } + } + } + } + if (splatted) + ++chunks_splatted; + + // 该区块的场景根 —— terrain / water / 对象 / 树都挂它下面,卸载 = free 它 + Node3D *croot = memnew(Node3D); + croot->set_name(String("Chunk_") + fmt::m2coord::tile_dir(tx, ty).c_str()); + add_child(croot); + + // §3.5: 拆成 N×N patch,逐 patch MeshInstance —— Godot 自动逐 patch 视锥剔除, + // 远处 patch 用 visibility_range 整片剔除。terrain_patches=1 = 旧行为(整区块一 mesh)。 + const int QN = fmt::TerrainMesh::QUADS_XY; // 128 + const int Pn = (terrain_patches >= 1 && QN % terrain_patches == 0) ? terrain_patches : 1; + const int P = QN / Pn; // 每 patch 边上的 quad 数 + const int VN = fmt::TerrainMesh::VERTS_XY; // 129 + const int pw = P + 1; // 每 patch 边上的顶点数 + + for (int pj = 0; pj < Pn; ++pj) { + for (int pi = 0; pi < Pn; ++pi) { + const int i0 = pi * P, j0 = pj * P; + PackedVector3Array pv, pn; + PackedVector2Array pu; + pv.resize(pw * pw); + pn.resize(pw * pw); + pu.resize(pw * pw); + for (int lj = 0; lj < pw; ++lj) { + for (int li = 0; li < pw; ++li) { + const int src = (j0 + lj) * VN + (i0 + li); + const int dst = lj * pw + li; + pv[dst] = Vector3(tmesh.positions[src * 3 + 0], tmesh.positions[src * 3 + 1], + tmesh.positions[src * 3 + 2]); + pn[dst] = Vector3(tmesh.normals[src * 3 + 0], tmesh.normals[src * 3 + 1], + tmesh.normals[src * 3 + 2]); + pu[dst] = Vector2(tmesh.uvs[src * 2 + 0], tmesh.uvs[src * 2 + 1]); + } + } + PackedInt32Array pidx; + pidx.resize(P * P * 6); + int k = 0; + for (int lj = 0; lj < P; ++lj) { + for (int li = 0; li < P; ++li) { + const int TL = lj * pw + li, TR = TL + 1, BL = TL + pw, BR = BL + 1; + pidx[k++] = TL; pidx[k++] = BR; pidx[k++] = BL; + pidx[k++] = TL; pidx[k++] = TR; pidx[k++] = BR; + } + } + Array pa; + pa.resize(Mesh::ARRAY_MAX); + pa[Mesh::ARRAY_VERTEX] = pv; + pa[Mesh::ARRAY_NORMAL] = pn; + pa[Mesh::ARRAY_TEX_UV] = pu; + pa[Mesh::ARRAY_INDEX] = pidx; + Ref pmesh; + pmesh.instantiate(); + pmesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, pa); + pmesh->surface_set_material(0, mat); + + MeshInstance3D *pm = memnew(MeshInstance3D); + pm->set_name(Pn > 1 ? vformat("Terrain_%d_%d", pi, pj) : String("Terrain")); + pm->set_mesh(pmesh); + if (Pn > 1 && terrain_patch_view > 0.0f) { + // 硬剔除(无半透明淡出),避免远景地形变透明 + pm->set_visibility_range_end(terrain_patch_view); + pm->set_visibility_range_fade_mode(GeometryInstance3D::VISIBILITY_RANGE_FADE_DISABLED); + } + croot->add_child(pm); + } + } + ++chunks_built; + + // 地形碰撞(W1 item 6):HeightMapShape3D,129×129,格距 = CELL_M(缩放承载) + if (collision_enabled) { + const int N = fmt::TerrainMesh::VERTS_XY; // 129 + PackedFloat32Array hd; + hd.resize(N * N); + for (int j = 0; j < N; ++j) + for (int i = 0; i < N; ++i) + hd[j * N + i] = tmesh.positions[(j * N + i) * 3 + 1]; // Godot Y + Ref hs; + hs.instantiate(); + hs->set_map_width(N); + hs->set_map_depth(N); + hs->set_map_data(hd); + StaticBody3D *sb = memnew(StaticBody3D); + sb->set_name("TerrainBody"); + CollisionShape3D *cs = memnew(CollisionShape3D); + cs->set_shape(hs); + sb->add_child(cs); + croot->add_child(sb); + const double CM = fmt::m2coord::CELLSCALE * fmt::m2coord::CM_TO_M; // 2m + const double X0 = double(tx) * fmt::m2coord::CHUNK_CM * fmt::m2coord::CM_TO_M; + const double Z0 = double(ty) * fmt::m2coord::CHUNK_CM * fmt::m2coord::CM_TO_M; + // HeightMapShape 以中心为原点、格距 1 -> 缩放到 CM,平移到区块中心 + Transform3D t; + t.basis.scale(Vector3(CM, 1, CM)); + t.origin = Vector3(X0 + (N - 1) * 0.5 * CM, 0, Z0 + (N - 1) * 0.5 * CM); + sb->set_transform(t); + } + + // 水面(water.wtr) + if (water_enabled) { + fmt::WaterMap wm; + std::string we; + if (fmt::load_water_map(dir + "/water.wtr", wm, &we) && wm.layer_count > 0 && resolver) { + auto pieces = build_chunk_water(wm, *hm, tx, ty, setting.height_scale, *resolver); + for (auto &p : pieces) { + if (!p.mesh.is_valid()) + continue; + MeshInstance3D *w = memnew(MeshInstance3D); + w->set_name("Water"); + w->set_mesh(p.mesh); + croot->add_child(w); + ++water_pieces; + } + } + } + + Chunk ck; + ck.tx = tx; + ck.ty = ty; + ck.hm = hm; + ck.am = am; + ck.root = croot; + if (objects_enabled && registry_ok && resolver) + place_chunk_objects(tx, ty, croot, ck.objects, ck.trees); + objects_placed += ck.objects; + trees_placed += ck.trees; + chunks.push_back(std::move(ck)); + return true; +} + +void Metin2World::place_chunk_objects(int tx, int ty, Node3D *root, int &n_obj, int &n_tree) { + n_obj = 0; + n_tree = 0; + const std::string mdir = std::string(map_dir().utf8().get_data()); + + // 树按 treefile 分组 -> 每组一个 MultiMeshInstance3D + struct TreeGroup { + std::vector xforms; + }; + std::map tree_groups; + + { + fmt::AreaData ad; + std::string e; + if (!fmt::parse_area_data_file( + mdir + "/" + fmt::m2coord::tile_dir(tx, ty) + "/areadata.txt", ad, &e)) + return; + + for (const fmt::AreaObject &o : ad.objects) { + const fmt::Property *p = registry.find(o.crc); + if (!p) { + ++objects_skipped; + continue; + } + + // areadata position = 地图全局 cm(W0 结论修正:不是区块本地!x 正/东,y 负/南)。 + const double mx = o.x; + const double my = o.y; + const double mz = o.z + o.height_bias; + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(mx, my, mz); + + if (p->type == fmt::PropertyType::Tree) { + // 原客户端 Area -> Forest::CreateInstance 在地图放置路径只设置位置; + // 不给每实例添加随机 yaw/scale。树种差异由 treefile 对应的共享 mesh 承载。 + std::string tf = p->get("treefile"); + if (tf.empty()) { + ++objects_skipped; + continue; + } + Basis b; + tree_groups[tf].xforms.push_back(Transform3D(b, Vector3(g.x, g.y, g.z))); + continue; + } + + std::string model; + if (p->type == fmt::PropertyType::Building) + model = p->get("buildingfile"); + else if (p->type == fmt::PropertyType::DungeonBlock) + model = p->get("dungeonblockfile"); + else { + ++objects_skipped; // Effect / Ambience 不影响 R1 画面 + continue; + } + if (model.empty()) { + ++objects_skipped; + continue; + } + std::string rp = resolver->resolve(model, nullptr); + if (rp.empty()) { + ++objects_missing_model; + continue; + } + Ref mesh = get_static_mesh(rp, *resolver, static_cache); + if (!mesh.is_valid()) { + ++objects_missing_model; + continue; + } + + // areadata yaw#pitch#roll 已共轭到 Godot 空间(roll = 朝向 -> 绕 Godot +Y)。 + fmt::m2coord::Mat3 r = fmt::m2coord::object_basis_godot(o.yaw, o.pitch, o.roll); + Basis place_basis( + Vector3(r.m[0], r.m[3], r.m[6]), + Vector3(r.m[1], r.m[4], r.m[7]), + Vector3(r.m[2], r.m[5], r.m[8])); + Transform3D place(place_basis, Vector3(g.x, g.y, g.z)); + // mesh 顶点是 gr2 原始 cm / Z-up -> 本地再套 make_conv(cm->m + Z-up->Y-up) + Transform3D xform = place * make_conv(0.01f, false); + + MeshInstance3D *mi = memnew(MeshInstance3D); + mi->set_name(String(p->name.c_str()) + "_" + String::num_uint64(o.crc)); + mi->set_mesh(mesh); + mi->set_transform(xform); + // ShadowFlag: 客户端把 isShadowFlag 物体丢进动态阴影贴图(= 我们的实时投影); + // 其余物体的阴影只存在于烘焙 shadowmap.dds。__static_shadows 可强制全部实时投。 + if (p->get("shadowflag") != "1" && !static_shadows) + mi->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF); + // portal ids 先存进 meta(R1 不做室内裁剪) + if (!o.portal_ids.empty()) { + Array pids; + for (int pid : o.portal_ids) + pids.push_back(pid); + mi->set_meta("portal_ids", pids); + } + // .mdatr 静态碰撞:未实现。有同名 .mdatr 的计数上报(SHINSOO §9-W3 第 7 项) + { + String md = String(rp.c_str()).get_basename() + ".mdatr"; + if (FileAccess::file_exists(md)) + ++objects_mdatr_pending; + } + root->add_child(mi); + // §8.2/§8.3: 盒碰撞体(层 2 = 静态遮挡物)。相机用它做防穿 + 遮挡淡出。 + // 盒尺寸/中心直接算到「米 / Y-up」,body 只带 place(旋转+平移,无 conv), + // 避免把碰撞形状放在 0.01 缩放节点下(Godot 缩放 shape 不稳)。 + if (collision_enabled) { + AABB ab = mesh->get_aabb(); // gr2 原始 cm / Z-up + if (ab.size.length() > 0.001f) { + Vector3 c_cm = ab.position + ab.size * 0.5f; // 中心 cm Z-up + StaticBody3D *body = memnew(StaticBody3D); + body->set_collision_layer(2); + body->set_collision_mask(0); + body->set_transform(place); // 世界旋转 + 平移 + CollisionShape3D *cs = memnew(CollisionShape3D); + Ref box; + box.instantiate(); + // Z-up cm -> Y-up m:(sx, sz, sy) * 0.01 + box->set_size(Vector3(ab.size.x, ab.size.z, ab.size.y) * 0.01f); + cs->set_shape(box); + cs->set_position(Vector3(c_cm.x, c_cm.z, -c_cm.y) * 0.01f); + body->add_child(cs); + body->set_meta("occ_mesh", mi); // §8.2 相机淡出用 + root->add_child(body); + } + } + ++n_obj; + } + } + + // Tree proxy:每 treefile 一个共享 mesh + MultiMeshInstance3D。 + // 当前从 .spt 嗅探真实 bark/composite atlas;几何仍等待离线 SpeedTree exporter。 + for (auto &kv : tree_groups) { + if (kv.second.xforms.empty()) + continue; + Ref tmesh = get_tree_proxy_mesh(kv.first, *resolver, 12.0f); + Ref mm; + mm.instantiate(); + mm->set_transform_format(MultiMesh::TRANSFORM_3D); + mm->set_mesh(tmesh); + mm->set_instance_count((int)kv.second.xforms.size()); + for (int i = 0; i < (int)kv.second.xforms.size(); ++i) + mm->set_instance_transform(i, kv.second.xforms[i]); + MultiMeshInstance3D *mmi = memnew(MultiMeshInstance3D); + mmi->set_name(String("Trees_") + String(kv.first.c_str()).get_file().get_basename()); + mmi->set_multimesh(mm); + // §3.3: 树影已烘焙进 shadowmap.dds;proxy 几何的实时投影形状也不对 -> 默认不投。 + mmi->set_cast_shadows_setting(tree_shadows ? GeometryInstance3D::SHADOW_CASTING_SETTING_ON + : GeometryInstance3D::SHADOW_CASTING_SETTING_OFF); + mmi->set_visibility_range_end(420.0f); // 远处树剔除(W8 打磨) + mmi->set_visibility_range_end_margin(60.0f); // 淡出过渡 + root->add_child(mmi); + n_tree += (int)kv.second.xforms.size(); + ++tree_species; + } +} + +bool Metin2World::load_map() { + unload_map(); + + std::string err; + if (!fmt::parse_map_setting_file( + std::string(map_dir().utf8().get_data()) + "/setting.txt", setting, &err)) { + last_error = String("setting.txt: ") + err.c_str(); + setting_ok = false; + UtilityFunctions::push_error(String("[Metin2World] ") + last_error); + return false; + } + setting_ok = true; + + // splat 前置:TextureSet + AssetResolver(整盘扫描,一次) + splat_ready = false; + if (splat_enabled) { + std::string ts_rel = setting.texture_set; + for (char &c : ts_rel) { + if (c == '\\') + c = '/'; + c = (char)std::tolower((unsigned char)c); + } + const std::string root = std::string(assets_root.utf8().get_data()); + std::string tse; + if (fmt::parse_texture_set_file(root + "/textureset/" + ts_rel, texture_set, &tse)) { + resolver = std::make_shared(); + std::string re; + // asset_index.txt 存在就装载(PCK/移动端必走),否则扫盘(桌面开发)。 + if (resolver->build_or_load(root, fmt::AssetResolver::default_priority(), &re)) { + splat_ready = true; + } else { + UtilityFunctions::push_warning(String("[Metin2World] AssetResolver: ") + re.c_str()); + resolver.reset(); + } + } else { + UtilityFunctions::push_warning(String("[Metin2World] TextureSet: ") + tse.c_str()); + } + } + + // Property CRC 注册表(一次;splat 已建 resolver) + registry_ok = false; + if (objects_enabled) { + const std::string root(assets_root.utf8().get_data()); + std::string re; + // resolver 已建(splat 阶段):用它的文件清单,避免再 std::filesystem 扫盘 + // (PCK 里扫不了)。没 resolver 时退回目录递归。 + bool ok = resolver + ? registry.scan_list(root, resolver->all_rel(), &re) + : registry.scan(root + "/Property", &re); + if (ok) + registry_ok = true; + else + UtilityFunctions::push_warning(String("[Metin2World] Property scan: ") + re.c_str()); + } + + const double t0 = Time::get_singleton()->get_ticks_usec(); + if (load_radius < 0) { + // 非流式:一次全建 + for (int tx = 0; tx < setting.map_size_x; ++tx) + for (int ty = 0; ty < setting.map_size_y; ++ty) + build_chunk(tx, ty); + } else { + // 流式:把 focus 半径内的区块入队,_process 逐帧建 + stream_update(); + // 首帧同步建完队列,避免第一帧空场景 + while (!stream_queue.empty()) { + auto [tx, ty] = stream_queue.front(); + stream_queue.erase(stream_queue.begin()); + build_chunk(tx, ty); + } + } + + // .msenv -> 光照 / 天空 / 雾 / 色调 + env_ok = false; + if (env_enabled && !setting.environment.empty()) { + std::string vp = std::string("d:/ymir work/environment/") + setting.environment; + std::string rp = resolver ? resolver->resolve(vp, nullptr) : std::string(); + if (rp.empty()) + rp = std::string(assets_root.utf8().get_data()) + + "/ETC/ymir work/environment/" + setting.environment; + // 小写文件名 + for (size_t i = rp.rfind('/') + 1; i < rp.size(); ++i) + rp[i] = (char)std::tolower((unsigned char)rp[i]); + std::string ee; + if (fmt::parse_environment_file(rp, env, &ee)) { + apply_environment(env, this); + env_ok = true; + } else { + UtilityFunctions::push_warning(String("[Metin2World] .msenv: ") + ee.c_str()); + } + } + build_ms = (Time::get_singleton()->get_ticks_usec() - t0) / 1000.0; + + UtilityFunctions::print(String("[Metin2World] ") + map_path + " loaded: " + + String::num_int64(chunks_built) + "/" + + String::num_int64(setting.map_size_x * setting.map_size_y) + " chunks, " + + String::num_int64(chunks_splatted) + " splatted, " + + String::num_int64(objects_placed) + " objects (" + + String::num_int64(objects_missing_model) + " missing model), " + + String::num_int64(trees_placed) + " trees/" + String::num_int64(tree_species) + " spp, " + + String::num(build_ms, 1) + " ms"); + return chunks_failed == 0; +} + +void Metin2World::unload_chunk(int idx) { + if (idx < 0 || idx >= (int)chunks.size()) + return; + Chunk &c = chunks[idx]; + objects_placed -= c.objects; + trees_placed -= c.trees; + if (chunks_built > 0) + --chunks_built; + if (c.root) + c.root->queue_free(); + chunks.erase(chunks.begin() + idx); +} + +void Metin2World::stream_update() { + if (!setting_ok || load_radius < 0) + return; + // 卸载半径外 + for (int i = (int)chunks.size() - 1; i >= 0; --i) { + if (std::abs(chunks[i].tx - focus_tx) > load_radius || + std::abs(chunks[i].ty - focus_ty) > load_radius) + unload_chunk(i); + } + // 入队半径内且未加载 / 未在队列的 + stream_queue.clear(); + for (int dx = -load_radius; dx <= load_radius; ++dx) + for (int dy = -load_radius; dy <= load_radius; ++dy) { + int tx = focus_tx + dx, ty = focus_ty + dy; + if (tx < 0 || ty < 0 || tx >= setting.map_size_x || ty >= setting.map_size_y) + continue; + if (!chunk_at(tx, ty)) + stream_queue.push_back({tx, ty}); + } +} + +void Metin2World::set_focus_position(double gx_m, double gz_m) { + const double mx = gx_m / fmt::m2coord::CM_TO_M; + const double my_abs = gz_m / fmt::m2coord::CM_TO_M; + int tx = std::max(0, std::min(setting.map_size_x - 1, int(mx / fmt::m2coord::CHUNK_CM))); + int ty = std::max(0, std::min(setting.map_size_y - 1, int(my_abs / fmt::m2coord::CHUNK_CM))); + if (tx == focus_tx && ty == focus_ty) + return; + focus_tx = tx; + focus_ty = ty; + if (load_radius >= 0) + stream_update(); +} + +void Metin2World::_process(double) { + for (int n = 0; n < stream_budget && !stream_queue.empty(); ++n) { + auto [tx, ty] = stream_queue.front(); + stream_queue.erase(stream_queue.begin()); + build_chunk(tx, ty); + } +} + +void Metin2World::unload_map() { + while (!chunks.empty()) + unload_chunk((int)chunks.size() - 1); + stream_queue.clear(); + if (objects_root) { + objects_root->queue_free(); + objects_root = nullptr; + } + for (const char *nm : {"Sun", "WorldEnv"}) + if (Node *n = get_node_or_null(NodePath(nm))) + n->queue_free(); + water_pieces = 0; + env_ok = false; + env = fmt::Environment{}; + static_cache = StaticMeshCache{}; + registry = fmt::PropertyRegistry{}; + chunks_built = chunks_failed = chunks_splatted = 0; + objects_placed = objects_skipped = objects_missing_model = 0; + trees_placed = tree_species = 0; + objects_mdatr_pending = 0; + build_ms = 0; + splat_ready = registry_ok = false; + last_error = ""; +} + +Vector2 Metin2World::get_map_base_cm() const { + return Vector2((float)setting.base_position_x, (float)setting.base_position_y); +} +Vector2i Metin2World::get_map_size_tiles() const { + return Vector2i(setting.map_size_x, setting.map_size_y); +} + +double Metin2World::sample_height(double gx_m, double gz_m) const { + if (!setting_ok) + return 0.0; + // Godot 米 -> Metin2 全局厘米。position_to_godot: gx = mx*0.01, gz = -my*0.01 + const double mx_cm = gx_m / fmt::m2coord::CM_TO_M; + const double my_abs_cm = gz_m / fmt::m2coord::CM_TO_M; // = -my; 已是正的 "南向距离" + const int tx = int(mx_cm / fmt::m2coord::CHUNK_CM); + const int ty = int(my_abs_cm / fmt::m2coord::CHUNK_CM); + const Chunk *c = chunk_at(tx, ty); + if (!c || !c->hm) + return 0.0; + const double lx = mx_cm - double(tx) * fmt::m2coord::CHUNK_CM; + const double ly = my_abs_cm - double(ty) * fmt::m2coord::CHUNK_CM; + return fmt::terrain_height_at(*c->hm, lx, ly, setting.height_scale) * fmt::m2coord::CM_TO_M; +} + +Ref Metin2World::load_dds(const String &path) const { + mtgodot::Image d = mtgodot::dds_from_file(path); + if (!d.ok()) + return Ref(); + PackedByteArray b; + b.resize((int64_t)d.rgba.size()); + for (size_t i = 0; i < d.rgba.size(); ++i) + b[(int64_t)i] = d.rgba[i]; + return godot::Image::create_from_data(d.w, d.h, false, godot::Image::FORMAT_RGBA8, b); +} + +String Metin2World::chunk_dir(int tile_x, int tile_y) const { + return map_dir() + "/" + fmt::m2coord::tile_dir(tile_x, tile_y).c_str(); +} + +bool Metin2World::bake_asset_index(const String &out_path) { + const std::string root(assets_root.utf8().get_data()); + fmt::AssetResolver r; + std::string err; + if (!r.build(root, fmt::AssetResolver::default_priority(), &err)) { + UtilityFunctions::push_error(String("[Metin2World] bake_asset_index build: ") + err.c_str()); + return false; + } + const std::string idx = r.save_index(); + Ref f = FileAccess::open(out_path, FileAccess::WRITE); + if (f.is_null()) { + UtilityFunctions::push_error(String("[Metin2World] bake_asset_index: cannot write ") + out_path); + return false; + } + f->store_buffer(reinterpret_cast(idx.data()), (int64_t)idx.size()); + f->close(); + UtilityFunctions::print(String("[Metin2World] asset_index: ") + + String::num_int64((int64_t)r.files_indexed) + " files -> " + out_path); + return true; +} + +int Metin2World::sample_attribute(double gx_m, double gz_m) const { + if (!setting_ok) + return 0; + const double mx_cm = gx_m / fmt::m2coord::CM_TO_M; + const double my_abs_cm = gz_m / fmt::m2coord::CM_TO_M; + const int tx = int(mx_cm / fmt::m2coord::CHUNK_CM); + const int ty = int(my_abs_cm / fmt::m2coord::CHUNK_CM); + const Chunk *c = chunk_at(tx, ty); + if (!c || !c->am) + return 0; + // ATTRMAP 256x256 / 区块 25600cm -> 100cm/texel + const double lx = mx_cm - double(tx) * fmt::m2coord::CHUNK_CM; + const double ly = my_abs_cm - double(ty) * fmt::m2coord::CHUNK_CM; + int ax = int(lx / 100.0), ay = int(ly / 100.0); + if (ax < 0 || ay < 0 || ax >= fmt::ATTRMAP_XY || ay >= fmt::ATTRMAP_XY) + return 0; + return c->am->data[size_t(ay) * fmt::ATTRMAP_XY + ax]; +} + +Dictionary Metin2World::get_load_report() const { + Dictionary d; + d["map_path"] = map_path; + d["setting_ok"] = setting_ok; + d["map_size_x"] = setting.map_size_x; + d["map_size_y"] = setting.map_size_y; + d["cell_scale"] = setting.cell_scale; + d["height_scale"] = setting.height_scale; + d["chunks_built"] = chunks_built; + d["chunks_failed"] = chunks_failed; + d["chunks_splatted"] = chunks_splatted; + d["water_pieces"] = water_pieces; + d["splat_ready"] = splat_ready; + d["registry_ok"] = registry_ok; + d["registry_crcs"] = (int)registry.by_crc.size(); + d["env_ok"] = env_ok; + d["fog_level"] = env.fog.fog_level; + d["objects_placed"] = objects_placed; + d["objects_skipped"] = objects_skipped; + d["objects_missing_model"] = objects_missing_model; + d["trees_placed"] = trees_placed; + d["tree_species"] = tree_species; + d["objects_mdatr_pending"] = objects_mdatr_pending; // 有 .mdatr 但未建碰撞 + d["static_meshes"] = static_cache.loaded; + d["build_ms"] = build_ms; + d["resident_chunks"] = (int)chunks.size(); + d["stream_queue"] = (int)stream_queue.size(); + d["load_radius_tiles"] = load_radius; + d["last_error"] = last_error; + return d; +} + +Dictionary Metin2World::get_perf() const { + Dictionary d; + Performance *pf = Performance::get_singleton(); + d["fps"] = pf->get_monitor(Performance::TIME_FPS); + d["process_ms"] = pf->get_monitor(Performance::TIME_PROCESS) * 1000.0; + d["frame_ms"] = pf->get_monitor(Performance::TIME_PROCESS) * 1000.0 + + pf->get_monitor(Performance::TIME_PHYSICS_PROCESS) * 1000.0; + d["draw_calls"] = pf->get_monitor(Performance::RENDER_TOTAL_DRAW_CALLS_IN_FRAME); + d["primitives"] = pf->get_monitor(Performance::RENDER_TOTAL_PRIMITIVES_IN_FRAME); + d["video_mem_mb"] = pf->get_monitor(Performance::RENDER_VIDEO_MEM_USED) / (1024.0 * 1024.0); + d["tex_mem_mb"] = pf->get_monitor(Performance::RENDER_TEXTURE_MEM_USED) / (1024.0 * 1024.0); + d["objects_3d"] = pf->get_monitor(Performance::RENDER_TOTAL_OBJECTS_IN_FRAME); + d["nodes"] = pf->get_monitor(Performance::OBJECT_NODE_COUNT); + d["resident_chunks"] = (int)chunks.size(); + d["stream_queue"] = (int)stream_queue.size(); + return d; +} + +} // namespace mtgodot diff --git a/extension/src/metin2_world.h b/extension/src/metin2_world.h new file mode 100644 index 00000000..2828f22d --- /dev/null +++ b/extension/src/metin2_world.h @@ -0,0 +1,159 @@ +#pragma once + +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include + +#include +#include + +#include "static_object.h" + +namespace godot { +class MeshInstance3D; +} + +namespace mtgodot { + +// W1 —— 加载一张 Metin2 户外地图并渲染灰色高度地形。 +// SHINSOO-WORLD-RENDERING.md §8(Metin2World API 契约)/ §9-W1。 +// +// Metin2World (Node3D) +// └─ Terrain_000000 (MeshInstance3D) …每区块一个 +// +// 后续阶段往这里加 splat 材质(W2)、静态对象(W3)、树(W4)、环境(W5)… +class Metin2World : public godot::Node3D { + GDCLASS(Metin2World, godot::Node3D) + +public: + Metin2World(); + ~Metin2World() override; + + void _ready() override; + void _process(double delta) override; + + void set_assets_root(const godot::String &p); + godot::String get_assets_root() const { return assets_root; } + void set_map_path(const godot::String &p); + godot::String get_map_path() const { return map_path; } + void set_load_radius_tiles(int r) { load_radius = r; } + int get_load_radius_tiles() const { return load_radius; } + void set_focus_tile(godot::Vector2i t); + godot::Vector2i get_focus_tile() const { return godot::Vector2i(focus_tx, focus_ty); } + void set_auto_load(bool v) { auto_load = v; } + bool get_auto_load() const { return auto_load; } + void set_splat_enabled(bool v) { splat_enabled = v; } + bool get_splat_enabled() const { return splat_enabled; } + void set_terrain_patches(int n) { terrain_patches = n; } + int get_terrain_patches() const { return terrain_patches; } + void set_objects_enabled(bool v) { objects_enabled = v; } + bool get_objects_enabled() const { return objects_enabled; } + void set_env_enabled(bool v) { env_enabled = v; } + bool get_env_enabled() const { return env_enabled; } + void set_water_enabled(bool v) { water_enabled = v; } + bool get_water_enabled() const { return water_enabled; } + // §3.3: static building/tree shadows are already baked into shadowmap.dds, so + // they don't cast realtime sun shadows by default (avoids double-darkening). + // Only shadowflag=1 buildings and dynamic actors cast realtime. Flip these on + // for a modernized look. + void set_tree_shadows(bool v) { tree_shadows = v; } + bool get_tree_shadows() const { return tree_shadows; } + void set_static_shadows(bool v) { static_shadows = v; } + bool get_static_shadows() const { return static_shadows; } + void set_stream_budget(int v) { stream_budget = v < 1 ? 1 : v; } + int get_stream_budget() const { return stream_budget; } + + bool load_map(); + void unload_map(); + // 流式:把关注点设到某全局米坐标;load_radius_tiles >= 0 时按 3×3(radius) 装/卸区块。 + void set_focus_position(double gx_m, double gz_m); + godot::Dictionary get_perf() const; // fps / frame ms / draw calls / prims / vram / 节点数 + // 全局米坐标(Godot 空间)下的地表高度;地图外返回 0。 + godot::Vector2 get_map_base_cm() const; // setting.txt BasePosition, in cm + godot::Vector2i get_map_size_tiles() const; + double sample_height(double gx_m, double gz_m) const; + // attr.atr 属性字节(bit0=BLOCK, bit1=WATER…);地图外返回 0。 + int sample_attribute(double gx_m, double gz_m) const; + bool is_blocked(double gx_m, double gz_m) const { return (sample_attribute(gx_m, gz_m) & 1) != 0; } + godot::Dictionary get_load_report() const; + + // 便捷:解一张 DDS 为 Image(HUD 小地图等用;Godot 原生不支持 .dds)。 + godot::Ref load_dds(const godot::String &path) const; + // map_path 下某区块目录的绝对路径(HUD 找 minimap.dds 用)。 + godot::String chunk_dir(int tile_x, int tile_y) const; + + // 构建期用:扫 assets_root 建 AssetResolver 索引,写到 out_path(asset_index.txt)。 + // 打进 PCK 后移动端 build_or_load() 直接装载,不再 std::filesystem 扫盘。 + bool bake_asset_index(const godot::String &out_path); + +protected: + static void _bind_methods(); + +private: + godot::String assets_root; + godot::String map_path = "OutdoorA1/metin2_map_a1"; + int load_radius = -1; // <0 = 全图 + int focus_tx = 0, focus_ty = 0; + bool auto_load = true; + bool splat_enabled = true; + // §3.5: 每区块地形拆成 N×N patch(各自 MeshInstance),启用逐 patch 视锥剔除 + + // visibility_range 远距整片剔除。1 = 不拆(旧行为)。必须整除 128。 + int terrain_patches = 4; + // patch 超过这个距离整片不画(米)。默认 3500 覆盖全图+俯视调试,实际增益来自 + // 逐 patch 视锥剔除;游戏内可调低省远景地形。 + float terrain_patch_view = 3500.0f; + bool objects_enabled = true; + bool env_enabled = true; + bool water_enabled = true; + bool collision_enabled = true; + bool tree_shadows = false; // trees: baked in shadowmap.dds -> no realtime cast + bool static_shadows = false; // shadowflag=0/empty buildings: same + int water_pieces = 0; + + fmt::MapSetting setting; + fmt::TextureSet texture_set; + fmt::Environment env; + bool env_ok = false; + std::shared_ptr resolver; + fmt::PropertyRegistry registry; + StaticMeshCache static_cache; + bool setting_ok = false; + bool splat_ready = false; + bool registry_ok = false; + godot::String last_error; + int chunks_built = 0, chunks_failed = 0, chunks_splatted = 0; + int objects_placed = 0, objects_skipped = 0, objects_missing_model = 0; + int trees_placed = 0, tree_species = 0; + int objects_mdatr_pending = 0; + godot::Node3D *objects_root = nullptr; + double build_ms = 0; + + struct Chunk { + int tx = 0, ty = 0; + std::shared_ptr hm; + std::shared_ptr am; + godot::Node3D *root = nullptr; // 该区块的全部场景节点(terrain + water + 对象 + 树) + int objects = 0, trees = 0; + }; + std::vector chunks; + std::vector> stream_queue; // 待建区块 + int stream_budget = 1; // 每帧最多建几个区块(streaming 时) + + godot::String map_dir() const; + bool build_chunk(int tx, int ty); + void place_chunk_objects(int tx, int ty, godot::Node3D *root, int &n_obj, int &n_tree); + void unload_chunk(int idx); + void stream_update(); + const Chunk *chunk_at(int tx, int ty) const; +}; + +} // namespace mtgodot diff --git a/extension/src/net/auth_client.h b/extension/src/net/auth_client.h new file mode 100644 index 00000000..469c7992 --- /dev/null +++ b/extension/src/net/auth_client.h @@ -0,0 +1,99 @@ +#pragma once +// AuthClient — drives the Metin2 auth-server exchange on top of NetStream: +// connect -> (base does KX handshake) -> GC_PHASE(PHASE_AUTH) +// -> send CG_LOGIN3{id, pwd} -> GC_AUTH_SUCCESS{login_key} | GC_LOGIN_FAILURE +// On success `login_key()` is the ticket to hand the game server via CG_LOGIN2. + +#include "net_stream.h" + +#include +#include + +namespace mtnet { + +class AuthClient : public NetStream { +public: + AuthClient(std::string id, std::string pw) + : m_id(std::move(id)), m_pw(std::move(pw)) {} + + bool done() const { return m_done; } + bool success() const { return m_success; } + uint32_t login_key() const { return m_login_key; } + const std::string &fail_reason() const { return m_fail_reason; } + bool handshaked() const { return cipher_active(); } + bool sent_login() const { return m_sent_login; } + +protected: + void on_phase(uint8_t phase) override { + if (phase == PHASE_AUTH) { + CGLogin3 p{}; + p.header = CG_LOGIN3; + p.length = sizeof(p); + std::strncpy(p.name, m_id.c_str(), sizeof(p.name) - 1); + std::strncpy(p.pwd, m_pw.c_str(), sizeof(p.pwd) - 1); + send_packet(&p, sizeof(p)); + m_sent_login = true; + } else if (phase == PHASE_CLOSE) { + m_done = true; + } + } + + bool on_packet(uint16_t header, uint16_t len) override { + if (header == GC_AUTH_SUCCESS) { + GCAuthSuccess p{}; + if (!recv_bytes(&p, sizeof(p))) { + return false; + } + m_success = (p.result != 0); + m_login_key = p.login_key; + if (!m_success) { + m_fail_reason = "AUTH_SUCCESS result=0"; + } + m_done = true; + return true; + } + if (header == GC_LOGIN_FAILURE) { + // body is a short reason string in this fork; read + stringify + char buf[128] = {0}; + DynHeader dh{}; + peek_bytes(&dh, sizeof(dh)); + uint16_t body = len > sizeof(DynHeader) ? len - (uint16_t)sizeof(DynHeader) : 0; + if (body > sizeof(buf) - 1) { + body = sizeof(buf) - 1; + } + // consume the whole packet + uint8_t discard[512]; + if (len <= sizeof(discard)) { + recv_bytes(discard, len); + if (body > 0) { + std::memcpy(buf, discard + sizeof(DynHeader), body); + } + } else { + drop_recv(); + } + m_fail_reason = std::string("LOGIN_FAILURE ") + buf; + m_done = true; + return true; + } + // Unknown auth-phase packet: log its header, consume, keep going. + uint8_t discard[1024]; + if (len <= sizeof(discard)) { + recv_bytes(discard, len); + } else { + drop_recv(); + } + return true; + } + + void on_disconnect() override { m_done = true; } + +private: + std::string m_id, m_pw; + bool m_done = false; + bool m_success = false; + bool m_sent_login = false; + uint32_t m_login_key = 0; + std::string m_fail_reason; +}; + +} // namespace mtnet diff --git a/extension/src/net/byte_buffer.h b/extension/src/net/byte_buffer.h new file mode 100644 index 00000000..3dfdc9a5 --- /dev/null +++ b/extension/src/net/byte_buffer.h @@ -0,0 +1,78 @@ +#pragma once +// Minimal growable byte buffer with a read cursor — the recv/send staging area +// for NetStream. Mirrors what the client's ByteBuffer does: append at the write +// end, consume from the read end, compact when the read cursor drifts. + +#include +#include +#include + +namespace mtnet { + +class ByteBuffer { +public: + void clear() { + m_buf.clear(); + m_rpos = 0; + } + + size_t readable() const { return m_buf.size() - m_rpos; } + bool has(size_t n) const { return readable() >= n; } + const uint8_t *read_ptr() const { return m_buf.data() + m_rpos; } + + // copy without consuming + bool peek(void *dst, size_t n) const { + if (readable() < n) { + return false; + } + std::memcpy(dst, m_buf.data() + m_rpos, n); + return true; + } + + // advance the read cursor + void discard(size_t n) { + m_rpos += n; + if (m_rpos > m_buf.size()) { + m_rpos = m_buf.size(); + } + if (m_rpos == m_buf.size()) { + m_buf.clear(); + m_rpos = 0; + } else if (m_rpos > (1u << 16) && m_rpos * 2 > m_buf.size()) { + m_buf.erase(m_buf.begin(), m_buf.begin() + static_cast(m_rpos)); + m_rpos = 0; + } + } + + bool read(void *dst, size_t n) { + if (!peek(dst, n)) { + return false; + } + discard(n); + return true; + } + + void write(const void *src, size_t n) { + const auto *p = static_cast(src); + m_buf.insert(m_buf.end(), p, p + n); + } + + // raw append region (used by recv()): reserve `n`, get a pointer, then commit + uint8_t *reserve_write(size_t n) { + m_buf.resize(m_buf.size() + n); + return m_buf.data() + m_buf.size() - n; + } + void commit_write(size_t n, size_t reserved) { + if (n < reserved) { + m_buf.resize(m_buf.size() - (reserved - n)); + } + } + // mutable view of unread bytes (for decrypt-in-place of already-buffered data) + uint8_t *mutable_unread() { return m_buf.data() + m_rpos; } + +private: + std::vector m_buf; + size_t m_rpos = 0; +}; + +} // namespace mtnet diff --git a/extension/src/net/entity_store.cpp b/extension/src/net/entity_store.cpp new file mode 100644 index 00000000..c8615ae8 --- /dev/null +++ b/extension/src/net/entity_store.cpp @@ -0,0 +1,1837 @@ +#include "entity_store.h" + +#include +#include + +namespace mtnet { + +Entity &EntityStore::touch(uint32_t vid, bool &created) { + auto it = m_ents.find(vid); + created = (it == m_ents.end()); + if (created) { + Entity e; + e.vid = vid; + it = m_ents.emplace(vid, e).first; + } + return it->second; +} + +void EntityStore::mark_vitals(uint32_t vid) { + for (uint32_t v : m_vitals) { + if (v == vid) { + return; + } + } + m_vitals.push_back(vid); +} + +void EntityStore::start_move(Entity &e, float tx, float ty, uint32_t start_ms, uint32_t dur_ms, + uint8_t func) { + e.func = func; + if (func == FUNC_MOVE && dur_ms > 0) { + e.moving = true; + e.sx = e.x; + e.sy = e.y; + e.tx = tx; + e.ty = ty; + e.move_start_ms = start_ms; + e.move_dur_ms = dur_ms; + } else { + // non-move func (attack / wait / skill / instant): snap to the target + e.moving = false; + e.x = tx; + e.y = ty; + } +} + +void EntityStore::apply(uint16_t header, const void *body, uint16_t len) { + switch (header) { + case GC_MAIN_CHARACTER: { + if (len < sizeof(GCMainCharacter)) { + return; + } + GCMainCharacter p; + std::memcpy(&p, body, sizeof(p)); + bool created; + Entity &e = touch(p.vid, created); + e.race = p.race; + e.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + e.x = (float)p.x; + e.y = (float)p.y; + e.z = (float)p.z; + e.is_main = true; + e.moving = false; + m_main_vid = p.vid; + m_changes.push_back({created ? ChangeKind::Spawn : ChangeKind::MainSet, p.vid}); + if (!created) { + m_changes.push_back({ChangeKind::MainSet, p.vid}); + } + return; + } + case GC_CHARACTER_ADD: { + if (len < sizeof(GCCharacterAdd)) { + return; + } + GCCharacterAdd p; + std::memcpy(&p, body, sizeof(p)); + bool created; + Entity &e = touch(p.vid, created); + e.race = p.race; + e.ch_type = p.type; + e.angle = p.angle; + e.x = (float)p.x; + e.y = (float)p.y; + e.z = (float)p.z; + e.moving_speed = p.moving_speed; + e.attack_speed = p.attack_speed; + e.moving = false; + m_changes.push_back({ChangeKind::Spawn, p.vid}); + return; + } + case GC_CHARACTER_ADD2: { + if (len < sizeof(GCCharacterAdd2)) { + return; + } + GCCharacterAdd2 p; + std::memcpy(&p, body, sizeof(p)); + bool created; + Entity &e = touch(p.vid, created); + e.race = p.race; + e.ch_type = p.type; + e.angle = p.angle; + e.x = (float)p.x; + e.y = (float)p.y; + e.z = (float)p.z; + e.moving_speed = p.moving_speed; + e.attack_speed = p.attack_speed; + e.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + std::memcpy(e.parts, p.parts, sizeof(e.parts)); + e.moving = false; + m_changes.push_back({ChangeKind::Spawn, p.vid}); + return; + } + case GC_CHAR_ADD_INFO: { + if (len < sizeof(GCCharAddInfo)) { + return; + } + GCCharAddInfo p; + std::memcpy(&p, body, sizeof(p)); + bool created; + Entity &e = touch(p.vid, created); + e.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + std::memcpy(e.parts, p.parts, sizeof(e.parts)); + e.level = (int32_t)p.level; + e.guild = (int32_t)p.guild_id; + e.alignment = p.alignment; + e.pk_mode = p.pk_mode; + if (e.mount_vnum != p.mount_vnum) { + e.mount_vnum = p.mount_vnum; + m_mount_changes.push_back(p.vid); + } + // name/parts/level now filled in; nudge the scene bridge to re-read. + if (!created) { + m_changes.push_back({ChangeKind::Info, p.vid}); + } + return; + } + case GC_CHARACTER_UPDATE: { + if (len < sizeof(GCCharacterUpdate)) { + return; + } + GCCharacterUpdate p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it == m_ents.end()) { + return; + } + Entity &e = it->second; + bool parts_changed = std::memcmp(e.parts, p.parts, sizeof(e.parts)) != 0; + bool speed_changed = e.moving_speed != p.moving_speed || e.attack_speed != p.attack_speed; + std::memcpy(e.parts, p.parts, sizeof(e.parts)); + e.moving_speed = p.moving_speed; + e.attack_speed = p.attack_speed; + e.guild = (int32_t)p.guild_id; + e.alignment = p.alignment; + e.pk_mode = p.pk_mode; + if (e.mount_vnum != p.mount_vnum) { + e.mount_vnum = p.mount_vnum; + m_mount_changes.push_back(p.vid); + } + if (parts_changed || speed_changed) { + m_changes.push_back({ChangeKind::Info, p.vid}); // equip/costume appearance + } + return; + } + case GC_CHARACTER_DEL: { + if (len < sizeof(GCCharacterDel)) { + return; + } + GCCharacterDel p; + std::memcpy(&p, body, sizeof(p)); + if (m_ents.erase(p.vid)) { + m_changes.push_back({ChangeKind::Despawn, p.vid}); + } + if (p.vid == m_main_vid) { + m_main_vid = 0; + } + return; + } + case GC_MOVE: { + if (len < sizeof(GCMove)) { + return; + } + GCMove p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it == m_ents.end()) { + return; // move for an unknown entity + } + Entity &e = it->second; + e.angle = (float)p.rot * (360.0f / 256.0f); + // server sends absolute start time + duration; interpolate against m_now + uint32_t dur = p.duration; + start_move(e, (float)p.x, (float)p.y, m_now, dur, p.func); + m_changes.push_back({ChangeKind::Move, p.vid}); + return; + } + case GC_CHARACTER_POSITION: { + if (len < sizeof(GCCharacterPosition)) return; + GCCharacterPosition p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it == m_ents.end()) return; + it->second.position = p.position; + m_changes.push_back({ChangeKind::Info, p.vid}); + return; + } + case GC_CHANGE_SPEED: { + if (len < sizeof(GCChangeSpeed)) return; + GCChangeSpeed p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it == m_ents.end()) return; + it->second.moving_speed = p.moving_speed; + m_changes.push_back({ChangeKind::Info, p.vid}); + return; + } + case GC_WALK_MODE: { + if (len < sizeof(GCWalkMode)) return; + GCWalkMode p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it == m_ents.end()) return; + it->second.walk_mode = p.mode; + m_changes.push_back({ChangeKind::Info, p.vid}); + return; + } + case GC_SYNC_POSITION: { + if (len < sizeof(GCSyncPosition)) return; + const size_t count = (len - sizeof(GCSyncPosition)) / sizeof(GCSyncPositionElement); + for (size_t i = 0; i < count; ++i) { + GCSyncPositionElement element; + std::memcpy(&element, static_cast(body) + sizeof(GCSyncPosition) + + i * sizeof(element), sizeof(element)); + auto it = m_ents.find(element.vid); + if (it == m_ents.end()) continue; + Entity &e = it->second; + e.x = (float)element.x; + e.y = (float)element.y; + e.sx = e.tx = e.x; + e.sy = e.ty = e.y; + e.moving = false; + m_changes.push_back({ChangeKind::Move, element.vid}); + } + return; + } + case GC_CHAT: { + if (len < sizeof(GCChat)) { + return; + } + GCChat p; + std::memcpy(&p, body, sizeof(p)); + const char *txt = (const char *)body + sizeof(GCChat); + size_t maxn = len - sizeof(GCChat); + std::string text(txt, strnlen(txt, maxn)); + if (p.type == CHAT_TYPE_COMMAND) { + // server command line (never shown in chat) — cube etc. + apply_server_command(text); + return; + } + ChatMsg m; + m.type = p.type; + m.vid = p.vid; + m.text = std::move(text); + m_chat.push_back(std::move(m)); + return; + } + case GC_WHISPER: { + if (len < sizeof(GCWhisper)) { + return; + } + GCWhisper p; + std::memcpy(&p, body, sizeof(p)); + ChatMsg m; + m.type = CHAT_TYPE_WHISPER; + m.sub = p.type; + m.from.assign(p.from_name, strnlen(p.from_name, sizeof(p.from_name))); + const char *txt = (const char *)body + sizeof(GCWhisper); + size_t maxn = len - sizeof(GCWhisper); + m.text.assign(txt, strnlen(txt, maxn)); + m_chat.push_back(std::move(m)); + return; + } + case GC_AFFECT_ADD: { + if (len < sizeof(GCAffectAdd)) { + return; + } + GCAffectAdd p; + std::memcpy(&p, body, sizeof(p)); + Affect a; + a.type = p.elem.type; + a.point_idx = p.elem.point_idx; + a.value = p.elem.apply_value; + a.flag = p.elem.flag; + a.duration = p.elem.duration; + m_affects[a.type] = a; + m_affect_changes.push_back({a.type, true}); + return; + } + case GC_AFFECT_REMOVE: { + if (len < sizeof(GCAffectRemove)) { + return; + } + GCAffectRemove p; + std::memcpy(&p, body, sizeof(p)); + if (m_affects.erase(p.type)) { + m_affect_changes.push_back({p.type, false}); + } + return; + } + case GC_SPECIAL_EFFECT: { + if (len < sizeof(GCSpecialEffect)) { + return; + } + GCSpecialEffect p; + std::memcpy(&p, body, sizeof(p)); + m_effect_cues.push_back({p.vid, (int32_t)p.type, {}}); + return; + } + case GC_SPECIFIC_EFFECT: { + if (len < sizeof(GCSpecificEffect)) { + return; + } + GCSpecificEffect p; + std::memcpy(&p, body, sizeof(p)); + EffectCue c; + c.vid = p.vid; + c.file.assign(p.effect_file, strnlen(p.effect_file, sizeof(p.effect_file))); + m_effect_cues.push_back(std::move(c)); + return; + } + case GC_SKILL_LEVEL: { + if (len < sizeof(GCSkillLevel)) { + return; + } + GCSkillLevel p; + std::memcpy(&p, body, sizeof(p)); + std::memcpy(m_skills, p.levels, sizeof(m_skills)); + m_skills_dirty = true; + return; + } + case GC_SKILL_LEVEL_NEW: { + if (len < sizeof(GCSkillLevelNew)) { + return; + } + GCSkillLevelNew p; + std::memcpy(&p, body, sizeof(p)); + for (int i = 0; i < SKILL_MAX_NUM; ++i) { + m_skills[i] = p.skills[i].level; + m_skill_master[i] = p.skills[i].master_type; + } + m_skills_dirty = true; + return; + } + case GC_QUICKSLOT_ADD: { + if (len < sizeof(GCQuickSlotAdd)) { + return; + } + GCQuickSlotAdd p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos < QUICKSLOT_MAX_NUM) { + m_quickslots[p.pos] = p.slot; + m_quickslots_dirty = true; + } + return; + } + case GC_QUICKSLOT_DEL: { + if (len < sizeof(GCQuickSlotDel)) { + return; + } + GCQuickSlotDel p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos < QUICKSLOT_MAX_NUM) { + m_quickslots[p.pos] = QuickSlot{}; + m_quickslots_dirty = true; + } + return; + } + case GC_QUICKSLOT_SWAP: { + if (len < sizeof(GCQuickSlotSwap)) { + return; + } + GCQuickSlotSwap p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos < QUICKSLOT_MAX_NUM && p.change_pos < QUICKSLOT_MAX_NUM) { + std::swap(m_quickslots[p.pos], m_quickslots[p.change_pos]); + m_quickslots_dirty = true; + } + return; + } + case GC_SKILL_COOLTIME_END: { + if (len < sizeof(GCSkillCooltimeEnd)) { + return; + } + GCSkillCooltimeEnd p; + std::memcpy(&p, body, sizeof(p)); + m_cooldown_ends.push_back((int)p.skill); + return; + } + case GC_CHANGE_SKILL_GROUP: { + if (len < sizeof(GCChangeSkillGroup)) { + return; + } + GCChangeSkillGroup p; + std::memcpy(&p, body, sizeof(p)); + m_skill_group = p.skill_group; + m_skill_group_dirty = true; + m_skills_dirty = true; + return; + } + case GC_CREATE_FLY: { + if (len < sizeof(GCCreateFly)) { + return; + } + GCCreateFly p; + std::memcpy(&p, body, sizeof(p)); + m_fly_cues.push_back({p.type, p.start_vid, p.end_vid}); + return; + } + case GC_FLY_TARGETING: + case GC_ADD_FLY_TARGETING: { + if (len < sizeof(GCFlyTargeting)) { + return; + } + GCFlyTargeting p; + std::memcpy(&p, body, sizeof(p)); + const bool append = header == GC_ADD_FLY_TARGETING; + auto shooter_it = m_ents.find(p.shooter_vid); + if (shooter_it != m_ents.end()) { + Entity &shooter = shooter_it->second; + shooter.fly_target_vid = p.target_vid; + shooter.fly_target_x = p.x; + shooter.fly_target_y = p.y; + shooter.fly_target_set = true; + } + m_fly_target_cues.push_back({p.shooter_vid, p.target_vid, p.x, p.y, append}); + return; + } + case GC_SCRIPT: { + if (len < sizeof(GCScript)) { + return; + } + GCScript p; + std::memcpy(&p, body, sizeof(p)); + ScriptCue c; + c.skin = p.skin; + const char *txt = (const char *)body + sizeof(GCScript); + size_t maxn = len > sizeof(GCScript) ? len - sizeof(GCScript) : 0; + c.text.assign(txt, strnlen(txt, maxn)); + m_scripts.push_back(std::move(c)); + return; + } + case GC_QUEST_CONFIRM: { + if (len < sizeof(GCQuestConfirm)) { + return; + } + GCQuestConfirm p; + std::memcpy(&p, body, sizeof(p)); + ConfirmCue c; + c.msg.assign(p.msg, strnlen(p.msg, sizeof(p.msg))); + c.timeout = p.timeout; + c.request_pid = p.request_pid; + m_confirms.push_back(std::move(c)); + return; + } + case GC_QUEST_INFO: { + if (len < sizeof(GCQuestInfo)) { + return; + } + GCQuestInfo p; + std::memcpy(&p, body, sizeof(p)); + QuestInfo &q = m_quests[p.index]; + q.index = p.index; + q.flag = p.flag; + const uint8_t *cur = (const uint8_t *)body + sizeof(GCQuestInfo); + const uint8_t *end = (const uint8_t *)body + len; + auto take_str = [&](std::string &out, size_t cap) { + size_t n = 0; + while (cur + n < end && cur[n] != 0 && n < cap) { + ++n; + } + out.assign((const char *)cur, n); + cur += n + 1; // skip NUL + }; + auto take_i32 = [&](int32_t &out) { + if (cur + 4 <= end) { + std::memcpy(&out, cur, 4); + cur += 4; + } + }; + q.begin = (p.flag & QUEST_SEND_IS_BEGIN) != 0; + if (p.flag & QUEST_SEND_TITLE) take_str(q.title, 28); + if (p.flag & QUEST_SEND_CLOCK_NAME) take_str(q.clock_name, 16); + if (p.flag & QUEST_SEND_CLOCK_VALUE) take_i32(q.clock_value); + if (p.flag & QUEST_SEND_COUNTER_NAME) take_str(q.counter_name, 16); + if (p.flag & QUEST_SEND_COUNTER_VALUE) take_i32(q.counter_value); + if (p.flag & QUEST_SEND_ICON_FILE) take_str(q.icon, 24); + m_quest_changes.push_back(p.index); + return; + } + case GC_PLAYER_POINTS: { + if (len < sizeof(GCPlayerPoints)) { + return; + } + GCPlayerPoints p; + std::memcpy(&p, body, sizeof(p)); + std::memcpy(m_points.v, p.points, sizeof(p.points)); + m_points_dirty = true; + // mirror the vitals onto the main entity so get(main_vid) is complete + if (m_main_vid) { + auto it = m_ents.find(m_main_vid); + if (it != m_ents.end()) { + Entity &e = it->second; + e.hp = m_points.hp(); + e.max_hp = m_points.max_hp(); + e.sp = m_points.sp(); + e.max_sp = m_points.max_sp(); + e.level = m_points.level(); + const int32_t atk_speed = m_points.v[POINT_ATT_SPEED]; + e.attack_speed = (uint8_t)(atk_speed > 0 && atk_speed < 256 ? atk_speed : 0); + e.dead = e.dead && e.hp <= 0; + mark_vitals(m_main_vid); + } + } + return; + } + case GC_PLAYER_POINT_CHANGE: { + if (len < sizeof(GCPointChange)) { + return; + } + GCPointChange p; + std::memcpy(&p, body, sizeof(p)); + if (p.vid == m_main_vid) { + m_points.v[p.type] = p.value; // p.type is uint8_t -> always in [0,255] + m_points_dirty = true; + } + auto it = m_ents.find(p.vid); + if (it != m_ents.end()) { + Entity &e = it->second; + switch (p.type) { + case POINT_HP: e.hp = p.value; break; + case POINT_MAX_HP: e.max_hp = p.value; break; + case POINT_SP: e.sp = p.value; break; + case POINT_MAX_SP: e.max_sp = p.value; break; + case POINT_LEVEL: e.level = p.value; break; + case POINT_ATT_SPEED: + e.attack_speed = (uint8_t)(p.value > 0 && p.value < 256 ? p.value : 0); + break; + default: return; // not a vital we track + } + mark_vitals(p.vid); + } + return; + } + case GC_STUN: { + if (len < sizeof(GCStun)) { + return; + } + GCStun p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it != m_ents.end()) { + it->second.stunned = true; + mark_vitals(p.vid); + } + return; + } + case GC_DEAD: { + if (len < sizeof(GCDead)) { + return; + } + GCDead p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ents.find(p.vid); + if (it != m_ents.end()) { + Entity &e = it->second; + e.dead = true; + e.moving = false; + e.func = FUNC_WAIT; + if (e.hp > 0) { + e.hp = 0; + } + mark_vitals(p.vid); + } + return; + } + case GC_MOTION: { + if (len < sizeof(GCMotion)) { + return; + } + GCMotion p; + std::memcpy(&p, body, sizeof(p)); + m_motions.push_back({p.vid, p.victim_vid, p.motion}); + return; + } + case GC_DIG_MOTION: { + if (len < sizeof(GCDigMotion)) { + return; + } + GCDigMotion p; + std::memcpy(&p, body, sizeof(p)); + m_dig_motions.push_back({p.vid, p.target_vid, p.count}); + return; + } + case GC_FISHING: { + if (len < sizeof(GCFishing)) { + return; + } + GCFishing p; + std::memcpy(&p, body, sizeof(p)); + m_fishing_events.push_back({p.subheader, p.info, p.dir}); + return; + } + case GC_DUNGEON: { + if (len < sizeof(GCDungeon)) { + return; + } + GCDungeon p; + std::memcpy(&p, body, sizeof(p)); + DungeonEvent ev; + ev.subheader = p.subheader; + if (p.subheader == DUNGEON_DESTINATION_POSITION && len >= sizeof(GCDungeon) + 8) { + const auto *bytes = static_cast(body); + std::memcpy(&ev.x, bytes + sizeof(GCDungeon), 4); + std::memcpy(&ev.y, bytes + sizeof(GCDungeon) + 4, 4); + ev.has_destination = true; + } + m_dungeon_events.push_back(ev); + return; + } + case GC_LAND_LIST: { + if (len < sizeof(GCLandList)) return; + m_land_areas.clear(); + const auto *bytes = static_cast(body); + const size_t count = (len - sizeof(GCLandList)) / sizeof(LandPacketElement); + for (size_t i = 0; i < count; ++i) { + LandPacketElement p; + std::memcpy(&p, bytes + sizeof(GCLandList) + i * sizeof(p), sizeof(p)); + m_land_areas.push_back({p.id, p.x, p.y, p.width, p.height, p.guild_id}); + } + m_land_dirty = true; + return; + } + case GC_OBSERVER_ADD: + case GC_OBSERVER_MOVE: { + if (len < sizeof(GCObserverAdd)) return; + GCObserverAdd p; + std::memcpy(&p, body, sizeof(p)); + const bool existed = m_observers.find(p.vid) != m_observers.end(); + m_observers[p.vid] = {p.vid, (int32_t)p.x * 100, (int32_t)p.y * 100}; + m_observer_events.push_back({header == GC_OBSERVER_ADD && !existed + ? ObserverEvent::Add : ObserverEvent::Move, + p.vid, (int32_t)p.x * 100, (int32_t)p.y * 100}); + return; + } + case GC_OBSERVER_REMOVE: { + if (len < sizeof(GCObserverRemove)) return; + GCObserverRemove p; + std::memcpy(&p, body, sizeof(p)); + if (m_observers.erase(p.vid)) { + m_observer_events.push_back({ObserverEvent::Remove, p.vid, 0, 0}); + } + return; + } + case GC_DAMAGE_INFO: { + if (len < sizeof(GCDamageInfo)) { + return; + } + GCDamageInfo p; + std::memcpy(&p, body, sizeof(p)); + m_damage.push_back({p.vid, p.flag, p.damage}); + return; + } + case GC_TARGET_INFO: { + if (len < sizeof(GCTargetInfo)) { + return; + } + GCTargetInfo p; + std::memcpy(&p, body, sizeof(p)); + m_target_vid = p.vid; + m_target_hp_pct = p.hp_percent; + m_target_dirty = true; + return; + } + case GC_ITEM_SET: { + if (len < sizeof(GCItemSet)) { + return; + } + GCItemSet p; + std::memcpy(&p, body, sizeof(p)); + Item *slot = mut_slot(p.pos.window_type, p.pos.cell); + if (!slot) { + return; + } + slot->vnum = p.vnum; + slot->count = p.count; + slot->flags = p.flags; + slot->anti_flags = p.anti_flags; + std::memcpy(slot->sockets, p.sockets, sizeof(slot->sockets)); + std::memcpy(slot->attrs, p.attrs, sizeof(slot->attrs)); + m_inv_changes.push_back({p.pos.window_type, p.pos.cell}); + return; + } + case GC_ITEM_DEL: { + if (len < sizeof(GCItemDel)) { + return; + } + GCItemDel p; + std::memcpy(&p, body, sizeof(p)); + Item *slot = mut_slot(p.pos.window_type, p.pos.cell); + if (!slot) { + return; + } + *slot = Item{}; + m_inv_changes.push_back({p.pos.window_type, p.pos.cell}); + return; + } + case GC_ITEM_UPDATE: { + if (len < sizeof(GCItemUpdate)) { + return; + } + GCItemUpdate p; + std::memcpy(&p, body, sizeof(p)); + Item *slot = mut_slot(p.cell.window_type, p.cell.cell); + if (!slot || slot->empty()) { + return; + } + slot->count = p.count; + std::memcpy(slot->sockets, p.sockets, sizeof(slot->sockets)); + std::memcpy(slot->attrs, p.attrs, sizeof(slot->attrs)); + m_inv_changes.push_back({p.cell.window_type, p.cell.cell}); + return; + } + case GC_ITEM_GROUND_ADD: { + if (len < sizeof(GCItemGroundAdd)) { + return; + } + GCItemGroundAdd p; + std::memcpy(&p, body, sizeof(p)); + GroundItem g; + g.vid = p.vid; + g.vnum = p.vnum; + g.x = (float)p.x; + g.y = (float)p.y; + g.z = (float)p.z; + m_ground[p.vid] = g; + m_ground_changes.push_back({p.vid, true}); + return; + } + case GC_ITEM_GROUND_DEL: { + if (len < sizeof(GCItemGroundDel)) { + return; + } + GCItemGroundDel p; + std::memcpy(&p, body, sizeof(p)); + if (m_ground.erase(p.vid)) { + m_ground_changes.push_back({p.vid, false}); + } + return; + } + case GC_ITEM_OWNERSHIP: { + if (len < sizeof(GCItemOwnership)) return; + GCItemOwnership p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_ground.find(p.vid); + if (it != m_ground.end()) { + it->second.owner.assign(p.owner, strnlen(p.owner, sizeof(p.owner))); + // Reuse the add/update signal so the 3D label receives its owner. + m_ground_changes.push_back({p.vid, true}); + } + return; + } + case GC_VIEW_EQUIP: { + if (len < sizeof(GCViewEquip)) return; + GCViewEquip p; + std::memcpy(&p, body, sizeof(p)); + ViewedEquipment view; + view.vid = p.vid; + for (int i = 0; i < VIEW_EQUIP_WEAR_MAX_NUM; ++i) { + view.items[i].vnum = p.equips[i].vnum; + view.items[i].count = p.equips[i].count; + std::memcpy(view.items[i].sockets, p.equips[i].sockets, sizeof(view.items[i].sockets)); + std::memcpy(view.items[i].attrs, p.equips[i].attrs, sizeof(view.items[i].attrs)); + } + m_view_equipment[p.vid] = std::move(view); + m_view_equipment_changes.push_back(p.vid); + return; + } + case GC_ITEM_USE: { + if (len < sizeof(GCItemUse)) { + return; + } + GCItemUse p; + std::memcpy(&p, body, sizeof(p)); + ItemEvent ev; + ev.kind = ItemEvent::Use; + ev.vnum = p.vnum; + m_item_events.push_back(std::move(ev)); + return; + } + case GC_ITEM_GET: { + if (len < sizeof(GCItemGet)) { + return; + } + GCItemGet p; + std::memcpy(&p, body, sizeof(p)); + ItemEvent ev; + ev.kind = ItemEvent::Get; + ev.vnum = p.vnum; + ev.count = p.count; + ev.from.assign(p.from_name, strnlen(p.from_name, sizeof(p.from_name))); + m_item_events.push_back(std::move(ev)); + return; + } + case GC_PVP: { + if (len < sizeof(GCPvp)) return; + GCPvp p; + std::memcpy(&p, body, sizeof(p)); + const uint32_t lo = p.src_vid < p.dst_vid ? p.src_vid : p.dst_vid; + const uint32_t hi = p.src_vid < p.dst_vid ? p.dst_vid : p.src_vid; + const uint64_t key = (uint64_t(lo) << 32) | hi; + PvpRelation relation{p.src_vid, p.dst_vid, p.mode}; + if (p.mode == 0) m_pvp.erase(key); + else m_pvp[key] = relation; + m_pvp_changes.push_back(relation); + return; + } + case GC_DUEL_START: + if (len >= sizeof(GCDuelStart)) m_duel_started = true; + return; + case GC_LOVER_INFO: { + if (len < sizeof(GCLoverInfo)) return; + GCLoverInfo p; + std::memcpy(&p, body, sizeof(p)); + m_lover.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + m_lover.love_point = p.love_point; + m_lover.valid = !m_lover.name.empty(); + m_lover_dirty = true; + return; + } + case GC_LOVE_POINT_UPDATE: { + if (len < sizeof(GCLovePointUpdate)) return; + GCLovePointUpdate p; + std::memcpy(&p, body, sizeof(p)); + m_lover.love_point = p.love_point; + m_lover_dirty = true; + return; + } + + // --- P8 party --------------------------------------------------------- + case GC_PARTY_INVITE: { + if (len < sizeof(GCPartyInvite)) { + return; + } + GCPartyInvite p; + std::memcpy(&p, body, sizeof(p)); + m_party_invites.push_back(p.leader_pid); + return; + } + case GC_PARTY_ADD: { + if (len < sizeof(GCPartyAdd)) { + return; + } + GCPartyAdd p; + std::memcpy(&p, body, sizeof(p)); + PartyMember &m = m_party[p.pid]; + m.pid = p.pid; + m.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + m_party_dirty = true; + return; + } + case GC_PARTY_UPDATE: { + if (len < sizeof(GCPartyUpdate)) { + return; + } + GCPartyUpdate p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_party.find(p.pid); + if (it == m_party.end()) { + return; + } + it->second.state = p.state; + it->second.hp_pct = p.percent_hp; + for (int i = 0; i < PARTY_AFFECT_SLOT_MAX_NUM; ++i) { + it->second.affects[i] = p.affects[i]; + } + m_party_dirty = true; + return; + } + case GC_PARTY_REMOVE: { + if (len < sizeof(GCPartyRemove)) { + return; + } + GCPartyRemove p; + std::memcpy(&p, body, sizeof(p)); + m_party.erase(p.pid); + m_party_dirty = true; + return; + } + case GC_PARTY_LINK: { + if (len < sizeof(GCPartyLink)) { + return; + } + GCPartyLink p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_party.find(p.pid); + if (it != m_party.end()) { + it->second.vid = p.vid; + m_party_dirty = true; + } + return; + } + case GC_PARTY_UNLINK: { + if (len < sizeof(GCPartyUnlink)) { + return; + } + GCPartyUnlink p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_party.find(p.pid); + if (it != m_party.end()) { + it->second.vid = 0; + m_party_dirty = true; + } + return; + } + case GC_PARTY_PARAMETER: { + if (len < sizeof(GCPartyParameter)) { + return; + } + GCPartyParameter p; + std::memcpy(&p, body, sizeof(p)); + m_party_mode = p.distribute_mode; + m_party_dirty = true; + return; + } + + // --- P8 messenger --------------------------------------------------- + case GC_MESSENGER: { + if (len < sizeof(GCSubHeader)) { + return; + } + GCSubHeader p; + std::memcpy(&p, body, sizeof(p)); + const uint8_t *cur = (const uint8_t *)body + sizeof(GCSubHeader); + const uint8_t *end = (const uint8_t *)body + len; + auto set_friend = [&](const std::string &nm, bool online) { + if (nm.empty()) { + return; + } + m_friends[nm].name = nm; + m_friends[nm].online = online; + m_friends_dirty = true; + }; + if (p.subheader == MESSENGER_GC_LIST) { + while (cur + 2 <= end) { + uint8_t connected = cur[0]; + uint8_t nlen = cur[1]; + cur += 2; + if (cur + nlen > end) { + break; + } + set_friend(std::string((const char *)cur, nlen), (connected & 1) != 0); + cur += nlen; + } + } else if (p.subheader == MESSENGER_GC_LOGIN || p.subheader == MESSENGER_GC_LOGOUT) { + if (cur + 1 <= end) { + uint8_t nlen = cur[0]; + ++cur; + if (cur + nlen <= end) { + set_friend(std::string((const char *)cur, nlen), + p.subheader == MESSENGER_GC_LOGIN); + } + } + } else if (p.subheader == MESSENGER_GC_REMOVE_FRIEND) { + if (cur + 1 <= end) { + uint8_t nlen = cur[0]; + ++cur; + if (cur + nlen <= end) { + m_friends.erase(std::string((const char *)cur, nlen)); + m_friends_dirty = true; + } + } + } + return; + } + + // --- P8 NPC shop -------------------------------------------------- + case GC_SHOP: { + if (len < sizeof(GCSubHeader)) { + return; + } + GCSubHeader p; + std::memcpy(&p, body, sizeof(p)); + const uint8_t *cur = (const uint8_t *)body + sizeof(GCSubHeader); + const uint8_t *end = (const uint8_t *)body + len; + switch (p.subheader) { + case SHOP_GC_START: { + m_shop_items.clear(); + m_shop_tabs.clear(); + if (cur + 4 <= end) { + std::memcpy(&m_shop_vid, cur, 4); + cur += 4; + } + // The packet carries a fixed SHOP_HOST_ITEM_MAX_NUM array; slot + // index (== buy pos) is the array index, empties included. + for (int j = 0; j < SHOP_HOST_ITEM_MAX_NUM + && cur + (int)sizeof(ShopItem) <= end; ++j) { + ShopItem si; + std::memcpy(&si, cur, sizeof(si)); + cur += sizeof(si); + if (si.vnum != 0) { + m_shop_items.push_back({si.vnum, si.price, si.count, (uint8_t)j}); + } + } + m_shop_open = true; + m_shop_dirty = true; + break; + } + case SHOP_GC_START_EX: { + // TPacketGCShopStartEx: u32 owner_vid, u8 tab_count, then + // tab_count x { ShopTabHead, ShopItem[SHOP_HOST_ITEM_MAX_NUM] }. + m_shop_items.clear(); + m_shop_tabs.clear(); + if (cur + 5 > end) { + break; + } + std::memcpy(&m_shop_vid, cur, 4); + cur += 4; + uint8_t tab_count = *cur++; + for (uint8_t t = 0; t < tab_count && t < SHOP_TAB_COUNT_MAX; ++t) { + if (cur + (int)sizeof(ShopTabHead) > end) { + break; + } + ShopTabHead th; + std::memcpy(&th, cur, sizeof(th)); + cur += sizeof(th); + ShopTab tab; + tab.name.assign(th.name, strnlen(th.name, SHOP_TAB_NAME_MAX)); + tab.coin_type = th.coin_type; + for (int j = 0; j < SHOP_HOST_ITEM_MAX_NUM + && cur + (int)sizeof(ShopItem) <= end; ++j) { + ShopItem si; + std::memcpy(&si, cur, sizeof(si)); + cur += sizeof(si); + if (si.vnum != 0) { + tab.items.push_back({si.vnum, si.price, si.count, (uint8_t)j}); + } + } + m_shop_tabs.push_back(std::move(tab)); + } + if (!m_shop_tabs.empty()) { + m_shop_items = m_shop_tabs[0].items; + } + m_shop_open = true; + m_shop_dirty = true; + break; + } + case SHOP_GC_END: + m_shop_open = false; + m_shop_vid = 0; + m_shop_items.clear(); + m_shop_tabs.clear(); + m_shop_dirty = true; + break; + case SHOP_GC_NOT_ENOUGH_MONEY: + m_shop_errors.push_back("NOT_ENOUGH_MONEY"); + break; + case SHOP_GC_SOLDOUT: + m_shop_errors.push_back("SOLDOUT"); + break; + case SHOP_GC_INVENTORY_FULL: + m_shop_errors.push_back("INVENTORY_FULL"); + break; + case SHOP_GC_INVALID_POS: + m_shop_errors.push_back("INVALID_POS"); + break; + default: + break; + } + return; + } + + // --- P8 exchange ------------------------------------------------ + case GC_EXCHANGE: { + if (len < sizeof(GCExchange)) { + return; + } + GCExchange p; + std::memcpy(&p, body, sizeof(p)); + ExchangeState &x = m_exchange; + auto slot_of = [&](uint32_t idx) -> ExchangeSlot * { + if (idx >= 12) { + return nullptr; + } + return p.is_me ? &x.self_items[idx] : &x.peer_items[idx]; + }; + switch (p.subheader) { + case EXCHANGE_SUB_START: + x = ExchangeState{}; + x.active = true; + x.partner_vid = p.arg1; + break; + case EXCHANGE_SUB_ITEM_ADD: { + ExchangeSlot *s = slot_of(p.arg2.cell); + if (s) { + s->vnum = p.arg1; + s->count = (uint8_t)p.arg3; + } + break; + } + case EXCHANGE_SUB_ITEM_DEL: { + ExchangeSlot *s = slot_of(p.arg1); + if (s) { + *s = ExchangeSlot{}; + } + break; + } + case EXCHANGE_SUB_ELK_ADD: + (p.is_me ? x.self_gold : x.peer_gold) = (int64_t)(int32_t)p.arg1; + break; + case EXCHANGE_SUB_ACCEPT: + (p.is_me ? x.self_accept : x.peer_accept) = (p.arg1 != 0); + break; + case EXCHANGE_GC_END: + x = ExchangeState{}; + break; + default: + break; + } + m_exchange_dirty = true; + return; + } + + // --- P8 safebox ------------------------------------------------ + case GC_SAFEBOX_SIZE: { + if (len < sizeof(GCSafeboxSize)) { + return; + } + GCSafeboxSize p; + std::memcpy(&p, body, sizeof(p)); + m_safebox_open = true; + m_safebox_size = p.size; + m_safebox_dirty = true; + return; + } + case GC_SAFEBOX_MONEY_CHANGE: { + if (len < sizeof(GCSafeboxMoneyChange)) { + return; + } + GCSafeboxMoneyChange p; + std::memcpy(&p, body, sizeof(p)); + m_safebox_gold = p.money; + m_safebox_dirty = true; + return; + } + case GC_SAFEBOX_SET: { + if (len < sizeof(GCItemSet)) { + return; + } + GCItemSet p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos.cell < SAFEBOX_MAX_NUM) { + Item &it = m_safebox[p.pos.cell]; + it = Item{}; + it.vnum = p.vnum; + it.count = p.count; + it.flags = p.flags; + it.anti_flags = p.anti_flags; + for (int i = 0; i < ITEM_SOCKET_SLOT_MAX_NUM; ++i) { + it.sockets[i] = p.sockets[i]; + } + for (int i = 0; i < ITEM_ATTRIBUTE_SLOT_MAX_NUM; ++i) { + it.attrs[i] = p.attrs[i]; + } + m_safebox_dirty = true; + } + return; + } + case GC_SAFEBOX_DEL: { + if (len < sizeof(GCItemDel)) { + return; + } + GCItemDel p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos.cell < SAFEBOX_MAX_NUM) { + m_safebox[p.pos.cell] = Item{}; + m_safebox_dirty = true; + } + return; + } + case GC_SAFEBOX_WRONG_PASSWORD: + m_safebox_dirty = true; + return; + + // --- item-mall (창고몰) — GC_MALL_SET/DEL reuse GCItemSet/GCItemDel -------- + case GC_MALL_OPEN: { + if (len < sizeof(GCMallOpen)) { + return; + } + GCMallOpen p; + std::memcpy(&p, body, sizeof(p)); + m_mall_open = true; + m_mall_size = p.size; + m_mall_dirty = true; + return; + } + case GC_MALL_SET: { + if (len < sizeof(GCItemSet)) { + return; + } + GCItemSet p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos.cell < MALL_MAX_NUM) { + Item &it = m_mall[p.pos.cell]; + it = Item{}; + it.vnum = p.vnum; + it.count = p.count; + it.flags = p.flags; + it.anti_flags = p.anti_flags; + for (int i = 0; i < ITEM_SOCKET_SLOT_MAX_NUM; ++i) { + it.sockets[i] = p.sockets[i]; + } + for (int i = 0; i < ITEM_ATTRIBUTE_SLOT_MAX_NUM; ++i) { + it.attrs[i] = p.attrs[i]; + } + m_mall_dirty = true; + } + return; + } + case GC_MALL_DEL: { + if (len < sizeof(GCItemDel)) { + return; + } + GCItemDel p; + std::memcpy(&p, body, sizeof(p)); + if (p.pos.cell < MALL_MAX_NUM) { + m_mall[p.pos.cell] = Item{}; + m_mall_dirty = true; + } + return; + } + + // --- guild ---------------------------------------------------------- + case GC_GUILD: { + if (len < sizeof(GCSubHeader)) { + return; + } + GCSubHeader h; + std::memcpy(&h, body, sizeof(h)); + const uint8_t *cur = (const uint8_t *)body + sizeof(GCSubHeader); + const uint8_t *end = (const uint8_t *)body + len; + switch (h.subheader) { + case GUILD_GC_INFO: { + if (cur + (int)sizeof(GuildInfoBody) > end) { + return; + } + GuildInfoBody gi; + std::memcpy(&gi, cur, sizeof(gi)); + m_guild.in_guild = true; + m_guild.id = gi.guild_id; + m_guild.name.assign(gi.name, strnlen(gi.name, sizeof(gi.name))); + m_guild.level = gi.level; + m_guild.exp = gi.exp; + m_guild.gold = gi.gold; + m_guild.member_count = gi.member_count; + m_guild.max_member_count = gi.max_member_count; + m_guild.master_pid = gi.master_pid; + m_guild.has_land = gi.has_land != 0; + m_guild_dirty = true; + break; + } + case GUILD_GC_LIST: { + while (cur + (int)sizeof(GuildSubMember) <= end) { + GuildSubMember gm; + std::memcpy(&gm, cur, sizeof(gm)); + cur += sizeof(gm); + GuildMember &m = m_guild_members[gm.pid]; + m.pid = gm.pid; + m.grade = gm.grade; + m.is_general = gm.is_general != 0; + m.job = gm.job; + m.level = gm.level; + m.offer = gm.offer; + if (gm.name_flag && cur + (CHARACTER_NAME_MAX_LEN + 1) <= end) { + m.name.assign((const char *)cur, + strnlen((const char *)cur, CHARACTER_NAME_MAX_LEN + 1)); + cur += CHARACTER_NAME_MAX_LEN + 1; + } + } + m_guild_dirty = true; + break; + } + case GUILD_GC_GRADE: { + if (cur >= end) { + return; + } + uint8_t count = *cur++; + for (uint8_t i = 0; i < count && cur + 1 + (int)sizeof(GuildSubGrade) <= end; + ++i) { + uint8_t idx = *cur++; + GuildSubGrade g; + std::memcpy(&g, cur, sizeof(g)); + cur += sizeof(g); + if (idx < 16) { + m_guild_grades[idx].name.assign(g.grade_name, + strnlen(g.grade_name, sizeof(g.grade_name))); + m_guild_grades[idx].auth = g.auth_flag; + } + } + m_guild_dirty = true; + break; + } + case GUILD_GC_GRADE_NAME: { + if (cur + 1 + (GUILD_GRADE_NAME_MAX_LEN + 1) <= end) { + uint8_t idx = *cur++; + if (idx < 16) { + m_guild_grades[idx].name.assign( + (const char *)cur, + strnlen((const char *)cur, GUILD_GRADE_NAME_MAX_LEN + 1)); + } + m_guild_dirty = true; + } + break; + } + case GUILD_GC_CHANGE_EXP: { + if (cur + 4 <= end) { + std::memcpy(&m_guild.exp, cur, 4); + m_guild_dirty = true; + } + break; + } + case GUILD_GC_MONEY_CHANGE: { + if (cur + 4 <= end) { + std::memcpy(&m_guild.gold, cur, 4); + m_guild_dirty = true; + } + break; + } + case GUILD_GC_SKILL_INFO: { + if (cur + (int)sizeof(GuildSkillInfoBody) <= end) { + GuildSkillInfoBody s; + std::memcpy(&s, cur, sizeof(s)); + m_guild_skill.valid = true; + m_guild_skill.skill_point = s.skill_point; + std::memcpy(m_guild_skill.levels, s.skill_level, GUILD_SKILL_MAX_NUM); + m_guild_skill.guild_point = s.guild_point; + m_guild_skill.max_guild_point = s.max_guild_point; + m_guild_skill_dirty = true; + } + break; + } + case GUILD_GC_WAR: { + if (cur + (int)sizeof(GCGuildWar) <= end) { + GCGuildWar w; + std::memcpy(&w, cur, sizeof(w)); + m_guild_war.opp_guild_id = w.guild_opp; + m_guild_war.type = w.type; + m_guild_war.state = w.war_state; + m_guild_war_events.push_back(m_guild_war); + m_guild_war_dirty = true; + } + break; + } + case GUILD_GC_GUILD_WAR_LIST: { + while (cur + (int)sizeof(GuildWarPair) <= end) { + GuildWarPair p; + std::memcpy(&p, cur, sizeof(p)); + cur += sizeof(p); + bool seen = false; + for (const auto &e : m_guild_wars) { + if (e.src == p.src && e.dst == p.dst) { + seen = true; + break; + } + } + if (!seen) { + m_guild_wars.push_back(p); + } + } + m_guild_war_dirty = true; + break; + } + case GUILD_GC_GUILD_WAR_END_LIST: { + while (cur + (int)sizeof(GuildWarPair) <= end) { + GuildWarPair p; + std::memcpy(&p, cur, sizeof(p)); + cur += sizeof(p); + for (size_t i = 0; i < m_guild_wars.size();) { + if (m_guild_wars[i].src == p.src && m_guild_wars[i].dst == p.dst) { + m_guild_wars.erase(m_guild_wars.begin() + i); + } else { + ++i; + } + } + } + m_guild_war_dirty = true; + break; + } + case GUILD_GC_WAR_POINT: { + if (cur + (int)sizeof(GuildWarPoint) <= end) { + GuildWarPoint wp; + std::memcpy(&wp, cur, sizeof(wp)); + m_guild_war_scores.push_back({wp.gain_guild_id, wp.opp_guild_id, wp.point}); + } + break; + } + case GUILD_GC_NAME: { + while (cur + (int)sizeof(GuildNameEntry) <= end) { + GuildNameEntry ne; + std::memcpy(&ne, cur, sizeof(ne)); + cur += sizeof(ne); + m_guild_names[ne.id].assign(ne.name, strnlen(ne.name, sizeof(ne.name))); + } + m_guild_war_dirty = true; + break; + } + default: + break; + } + return; + } + + // --- refine ------------------------------------------------------- + case GC_REFINE_INFO: + case GC_REFINE_INFO_NEW: { + if (len < sizeof(GCRefineInfo)) { + return; + } + GCRefineInfo p; + std::memcpy(&p, body, sizeof(p)); + RefineCue c; + c.type = p.type; + c.pos = p.pos; + c.src_vnum = p.table.src_vnum; + c.result_vnum = p.table.result_vnum; + c.cost = p.table.cost; + c.prob = p.table.prob; + c.material_count = p.table.material_count; + for (int i = 0; i < REFINE_MATERIAL_MAX_NUM; ++i) { + c.materials[i].vnum = p.table.materials[i].vnum; + c.materials[i].count = p.table.materials[i].count; + } + m_refine_cues.push_back(c); + return; + } + case GC_DRAGON_SOUL_REFINE: { + if (len < sizeof(GCDragonSoulRefine)) { + return; + } + GCDragonSoulRefine p; + std::memcpy(&p, body, sizeof(p)); + m_ds_cues.push_back({p.sub_type, p.pos.window_type, p.pos.cell}); + return; + } + + // --- P9 world systems ---------------------------------------------- + case GC_WARP: { + if (len < sizeof(GCWarp)) { + return; + } + GCWarp p; + std::memcpy(&p, body, sizeof(p)); + WarpCue w; + w.x = p.x; + w.y = p.y; + w.addr = p.addr; + w.port = p.port; + m_warps.push_back(w); + return; + } + case GC_TIME: { + if (len < sizeof(GCTime)) { + return; + } + GCTime p; + std::memcpy(&p, body, sizeof(p)); + m_server_time = p.time; + m_time_dirty = true; + return; + } + case GC_CHANNEL: { + if (len < sizeof(GCChannel)) { + return; + } + GCChannel p; + std::memcpy(&p, body, sizeof(p)); + m_channel = p.channel; + m_channel_dirty = true; + return; + } + case GC_NPC_POSITION: { + if (len < sizeof(GCNPCPosition)) { + return; + } + GCNPCPosition p; + std::memcpy(&p, body, sizeof(p)); + m_npc_marks.clear(); + const uint8_t *cur = (const uint8_t *)body + sizeof(GCNPCPosition); + const uint8_t *end = (const uint8_t *)body + len; + for (uint16_t i = 0; i < p.count && cur + (int)sizeof(NPCPositionEntry) <= end; ++i) { + NPCPositionEntry e; + std::memcpy(&e, cur, sizeof(e)); + cur += sizeof(e); + NPCMark m; + m.type = e.type; + m.vnum = e.vnum; + m.name.assign(e.name, strnlen(e.name, sizeof(e.name))); + m.x = e.x; + m.y = e.y; + m_npc_marks.push_back(std::move(m)); + } + m_npc_marks_dirty = true; + return; + } + case GC_TARGET_CREATE: { + if (len < sizeof(GCTargetCreate)) { + return; + } + GCTargetCreate p; + std::memcpy(&p, body, sizeof(p)); + WorldMarker &m = m_markers[p.id]; + m.id = p.id; + m.name.assign(p.name, strnlen(p.name, sizeof(p.name))); + m.vid = p.vid; + m.type = p.type; + m_markers_dirty = true; + return; + } + case GC_TARGET_UPDATE: { + if (len < sizeof(GCTargetUpdate)) { + return; + } + GCTargetUpdate p; + std::memcpy(&p, body, sizeof(p)); + auto it = m_markers.find(p.id); + if (it != m_markers.end()) { + it->second.x = p.x; + it->second.y = p.y; + m_markers_dirty = true; + } + return; + } + case GC_TARGET_DELETE: { + if (len < sizeof(GCTargetDelete)) { + return; + } + GCTargetDelete p; + std::memcpy(&p, body, sizeof(p)); + if (m_markers.erase(p.id) > 0) { + m_markers_dirty = true; + } + return; + } + case GC_MOUNT: { + if (len < sizeof(GCMount)) { + return; + } + GCMount p; + std::memcpy(&p, body, sizeof(p)); + bool created = false; + Entity &e = touch(p.vid, created); + e.vid = p.vid; + e.mount_vnum = p.mount_vid; + m_mount_changes.push_back(p.vid); + return; + } + + default: + return; + } +} + +Item *EntityStore::mut_slot(uint8_t window, uint16_t cell) { + const auto equip_index = [](uint16_t c) -> int { + if (c >= EQUIPMENT_SLOT_START && c < EQUIPMENT_SLOT_START + WEAR_MAX_NUM) + return (int)c - EQUIPMENT_SLOT_START; + return c < WEAR_MAX_NUM ? (int)c : -1; // legacy raw-wear encoding + }; + const auto belt_index = [](uint16_t c) -> int { + if (c >= BELT_INVENTORY_SLOT_START && c < BELT_INVENTORY_SLOT_START + BELT_INVENTORY_MAX_NUM) + return (int)c - BELT_INVENTORY_SLOT_START; + return c < BELT_INVENTORY_MAX_NUM ? (int)c : -1; + }; + if (window == WINDOW_INVENTORY) { + if (cell < INVENTORY_MAX_NUM) return &m_inventory[cell]; + int equip = equip_index(cell); + if (equip >= 0) return &m_equipment[equip]; + int belt = belt_index(cell); + return belt >= 0 ? &m_belt[belt] : nullptr; + } + if (window == WINDOW_EQUIPMENT) { + int equip = equip_index(cell); + return equip >= 0 ? &m_equipment[equip] : nullptr; + } + if (window == WINDOW_BELT) { + int belt = belt_index(cell); + return belt >= 0 ? &m_belt[belt] : nullptr; + } + if (window == WINDOW_DRAGON_SOUL) { + return cell < DRAGON_SOUL_MAX_NUM ? &m_dragon_soul[cell] : nullptr; + } + return nullptr; +} + +const Item &EntityStore::dragon_soul_slot(int cell) const { + static const Item kEmpty; + return (cell >= 0 && cell < DRAGON_SOUL_MAX_NUM) ? m_dragon_soul[cell] : kEmpty; +} + +const Item &EntityStore::inv_slot(int cell) const { + static const Item kEmpty; + return (cell >= 0 && cell < INVENTORY_MAX_NUM) ? m_inventory[cell] : kEmpty; +} + +const Item &EntityStore::equip_slot(int wear) const { + static const Item kEmpty; + return (wear >= 0 && wear < WEAR_MAX_NUM) ? m_equipment[wear] : kEmpty; +} + +const Item &EntityStore::belt_slot(int cell) const { + static const Item kEmpty; + return (cell >= 0 && cell < BELT_INVENTORY_MAX_NUM) ? m_belt[cell] : kEmpty; +} + +const Item &EntityStore::item_slot(uint8_t window, int cell) const { + static const Item kEmpty; + if (cell < 0) return kEmpty; + if (window == WINDOW_INVENTORY) { + if (cell < INVENTORY_MAX_NUM) return inv_slot(cell); + if (cell >= EQUIPMENT_SLOT_START && cell < EQUIPMENT_SLOT_START + WEAR_MAX_NUM) + return equip_slot(cell - EQUIPMENT_SLOT_START); + if (cell >= BELT_INVENTORY_SLOT_START && cell < BELT_INVENTORY_SLOT_START + BELT_INVENTORY_MAX_NUM) + return belt_slot(cell - BELT_INVENTORY_SLOT_START); + } + if (window == WINDOW_EQUIPMENT) + return cell >= EQUIPMENT_SLOT_START ? equip_slot(cell - EQUIPMENT_SLOT_START) : equip_slot(cell); + if (window == WINDOW_BELT) + return cell >= BELT_INVENTORY_SLOT_START ? belt_slot(cell - BELT_INVENTORY_SLOT_START) : belt_slot(cell); + return kEmpty; +} + +const ViewedEquipment *EntityStore::viewed_equipment(uint32_t vid) const { + auto it = m_view_equipment.find(vid); + return it == m_view_equipment.end() ? nullptr : &it->second; +} + +const Item &EntityStore::safebox_slot(int cell) const { + static const Item kEmpty; + return (cell >= 0 && cell < SAFEBOX_MAX_NUM) ? m_safebox[cell] : kEmpty; +} + +const Item &EntityStore::mall_slot(int cell) const { + static const Item kEmpty; + return (cell >= 0 && cell < MALL_MAX_NUM) ? m_mall[cell] : kEmpty; +} + +namespace { +// split "a b c" on spaces +std::vector split_ws(const std::string &s) { + std::vector out; + size_t i = 0; + while (i < s.size()) { + while (i < s.size() && s[i] == ' ') { + ++i; + } + size_t j = i; + while (j < s.size() && s[j] != ' ') { + ++j; + } + if (j > i) { + out.push_back(s.substr(i, j - i)); + } + i = j; + } + return out; +} +// split on a single-char delimiter (keeps empties out) +std::vector split_ch(const std::string &s, char d) { + std::vector out; + size_t start = 0; + for (size_t i = 0; i <= s.size(); ++i) { + if (i == s.size() || s[i] == d) { + if (i > start) { + out.push_back(s.substr(start, i - start)); + } + start = i + 1; + } + } + return out; +} +} // namespace + +// Mirrors CPythonNetworkStream::ServerCommand() — the GC_CHAT/COMMAND text bus. +// First version: the "cube" family (제작 UI). Other verbs are ignored for now. +void EntityStore::apply_server_command(const std::string &line) { + std::vector tok = split_ws(line); + if (tok.empty()) { + return; + } + if (tok[0] != "cube" || tok.size() < 2) { + return; + } + const std::string &sub = tok[1]; + if (sub == "open" && tok.size() >= 3) { + m_cube = CubeState{}; + m_cube.open = true; + m_cube.npc_vnum = (uint32_t)std::strtoul(tok[2].c_str(), nullptr, 10); + m_cube_events.push_back(CubeEvent::Opened); + } else if (sub == "close") { + m_cube.open = false; + m_cube_events.push_back(CubeEvent::Closed); + } else if (sub == "info" && tok.size() >= 5) { + m_cube.need_gold = std::strtoll(tok[2].c_str(), nullptr, 10); + m_cube.need_item_vnum = (uint32_t)std::strtoul(tok[3].c_str(), nullptr, 10); + m_cube.need_item_count = std::atoi(tok[4].c_str()); + m_cube_events.push_back(CubeEvent::InfoChanged); + } else if (sub == "success" && tok.size() >= 4) { + m_cube_last_success.vnum = (uint32_t)std::strtoul(tok[2].c_str(), nullptr, 10); + m_cube_last_success.count = std::atoi(tok[3].c_str()); + m_cube_events.push_back(CubeEvent::Success); + } else if (sub == "fail") { + m_cube_events.push_back(CubeEvent::Fail); + } else if (sub == "r_list" && tok.size() >= 5) { + // "cube r_list v,c/v,c/v,c" + m_cube.results.clear(); + for (const std::string &pair : split_ch(tok[4], '/')) { + std::vector vc = split_ch(pair, ','); + if (vc.size() >= 2) { + CubeResultEntry e; + e.vnum = (uint32_t)std::strtoul(vc[0].c_str(), nullptr, 10); + e.count = std::atoi(vc[1].c_str()); + m_cube.results.push_back(e); + } + } + m_cube_events.push_back(CubeEvent::InfoChanged); + } else if (sub == "m_info" && tok.size() >= 5) { + // "cube m_info recipe@recipe@..." + // recipe = "g1&g2&.../gold" where gN = "v,c|v,c" + int start_idx = std::atoi(tok[2].c_str()); + std::vector recipes = split_ch(tok[4], '@'); + if ((int)m_cube.recipes.size() < start_idx + (int)recipes.size()) { + m_cube.recipes.resize(start_idx + recipes.size()); + } + for (size_t r = 0; r < recipes.size(); ++r) { + CubeRecipe rec; + std::vector parts = split_ch(recipes[r], '/'); + if (!parts.empty()) { + rec.gold = parts.size() >= 2 ? std::strtoll(parts.back().c_str(), nullptr, 10) : 0; + std::string groups = parts[0]; + for (const std::string &g : split_ch(groups, '&')) { + std::vector slots; + for (const std::string &vc : split_ch(g, '|')) { + std::vector pv = split_ch(vc, ','); + if (pv.size() >= 2) { + CubeMaterialSlot s; + s.vnum = (uint32_t)std::strtoul(pv[0].c_str(), nullptr, 10); + s.count = std::atoi(pv[1].c_str()); + slots.push_back(s); + } + } + if (!slots.empty()) { + rec.material_groups.push_back(std::move(slots)); + } + } + } + int idx = start_idx + (int)r; + if (idx >= 0 && idx < (int)m_cube.recipes.size()) { + if (idx < (int)m_cube.results.size()) { + rec.result_vnum = m_cube.results[idx].vnum; + rec.result_count = m_cube.results[idx].count; + } + m_cube.recipes[idx] = std::move(rec); + } + } + m_cube_events.push_back(CubeEvent::InfoChanged); + } +} + +const GroundItem *EntityStore::ground(uint32_t vid) const { + auto it = m_ground.find(vid); + return it == m_ground.end() ? nullptr : &it->second; +} + +std::vector EntityStore::ground_vids() const { + std::vector v; + v.reserve(m_ground.size()); + for (auto &kv : m_ground) { + v.push_back(kv.first); + } + return v; +} + +std::vector EntityStore::pvp_relations() const { + std::vector v; + v.reserve(m_pvp.size()); + for (const auto &kv : m_pvp) v.push_back(kv.second); + return v; +} + +void EntityStore::tick() { + for (auto &kv : m_ents) { + Entity &e = kv.second; + if (!e.moving) { + continue; + } + float t = e.move_dur_ms == 0 + ? 1.0f + : (float)(m_now - e.move_start_ms) / (float)e.move_dur_ms; + if (t <= 0.0f) { + t = 0.0f; + } + if (t >= 1.0f) { + e.x = e.tx; + e.y = e.ty; + e.moving = false; + e.func = FUNC_WAIT; + } else { + e.x = e.sx + (e.tx - e.sx) * t; + e.y = e.sy + (e.ty - e.sy) * t; + } + } +} + +const Entity *EntityStore::get(uint32_t vid) const { + auto it = m_ents.find(vid); + return it == m_ents.end() ? nullptr : &it->second; +} + +std::vector EntityStore::vids() const { + std::vector v; + v.reserve(m_ents.size()); + for (auto &kv : m_ents) { + v.push_back(kv.first); + } + return v; +} + +} // namespace mtnet diff --git a/extension/src/net/entity_store.h b/extension/src/net/entity_store.h new file mode 100644 index 00000000..4584f40c --- /dev/null +++ b/extension/src/net/entity_store.h @@ -0,0 +1,925 @@ +#pragma once +// EntityStore — headless model of the networked world: turns game-phase packets +// (GC_MAIN_CHARACTER / GC_CHARACTER_ADD[2] / GC_CHARACTER_DEL / GC_MOVE / +// GC_CHAT / GC_CHARACTER_UPDATE / GC_FLY_TARGETING) into entity state + +// interpolated positions. +// No Godot / engine dependency (unit-testable). A bridge layer polls +// drain_changes() / drain_chat() and mirrors entities into Metin2World. +// +// Positions are Metin2 cm (server space). func mirrors CInstanceBase::FUNC_*. + +#include "wire.h" + +#include +#include +#include +#include + +namespace mtnet { + +enum : uint8_t { + FUNC_WAIT = 0, + FUNC_MOVE = 1, + FUNC_ATTACK = 2, + FUNC_COMBO = 3, + FUNC_MOB_SKILL = 4, + FUNC_EMOTION = 5, + FUNC_SKILL = 0x80, +}; + +struct Entity { + uint32_t vid = 0; + uint16_t race = 0; + uint8_t ch_type = 0; // CHRTYPE: 0 PC, 1 NPC, 2 MONSTER, 3 STONE, 4 WARP, ... + std::string name; + uint16_t parts[CHR_EQUIPPART_NUM] = {0, 0, 0, 0}; + bool is_main = false; + + float x = 0, y = 0, z = 0; // current (interpolated) position, cm + float angle = 0; + + uint8_t func = FUNC_WAIT; + uint8_t position = 0; + uint8_t walk_mode = 0; // 0 walk, 1 run (server's WALKMODE_*) + uint32_t fly_target_vid = 0; + int32_t fly_target_x = 0, fly_target_y = 0; + bool fly_target_set = false; + uint16_t moving_speed = 0; + bool moving = false; + float sx = 0, sy = 0, tx = 0, ty = 0; + uint32_t move_start_ms = 0; + uint32_t move_dur_ms = 0; + + // combat / status (0 = unknown until the server sends it) + uint8_t attack_speed = 0; // GC_CHARACTER_ADD[2]/UPDATE bAttackSpeed (x100) + int32_t hp = 0, max_hp = 0; + int32_t sp = 0, max_sp = 0; + int32_t level = 0; + bool dead = false; + bool stunned = false; + uint32_t mount_vnum = 0; // 0 = on foot (GC_MOUNT / GC_CHAR_ADD_INFO) + int32_t guild = 0; + int16_t alignment = 0; + uint8_t pk_mode = 0; +}; + +// --- P9 world systems ---------------------------------------------------- +// GC_WARP — teleport target. same_server() -> just move the player; otherwise +// the caller must reconnect to addr:port (P10). +struct WarpCue { + int32_t x = 0, y = 0; + int32_t addr = 0; + uint16_t port = 0; + bool same_server() const { return addr == 0; } +}; +// One atlas/minimap NPC entry (GC_NPC_POSITION). +struct NPCMark { + uint8_t type = 0; + uint32_t vnum = 0; + std::string name; + int32_t x = 0, y = 0; +}; +// A quest/world marker (GC_TARGET_CREATE/UPDATE/DELETE). +struct WorldMarker { + int32_t id = 0; + std::string name; + uint32_t vid = 0; + uint8_t type = 0; // CREATE_TARGET_TYPE_* + int32_t x = 0, y = 0; +}; + +// One floating damage number (GC_DAMAGE_INFO). +struct DamageEvent { + uint32_t vid = 0; + uint8_t flag = 0; // DAMAGE_* bits + int32_t amount = 0; +}; + +// A one-shot combat/emote motion (GC_MOTION). +struct MotionEvent { + uint32_t vid = 0; + uint32_t victim_vid = 0; + uint16_t motion = 0; +}; + +// A mining animation broadcast (GC_DIG_MOTION). +struct DigMotionEvent { + uint32_t vid = 0; + uint32_t target_vid = 0; + uint8_t count = 0; +}; + +struct FishingEvent { + uint8_t subheader = 0; + uint32_t info = 0; + uint8_t dir = 0; +}; +struct DungeonEvent { + uint8_t subheader = 0; + int32_t x = 0; + int32_t y = 0; + bool has_destination = false; +}; +struct LandArea { + uint32_t id = 0; + int32_t x = 0, y = 0; + int32_t width = 0, height = 0; + uint32_t guild_id = 0; +}; +struct Observer { + uint32_t vid = 0; + int32_t x = 0, y = 0; // server centimetres +}; +struct ObserverEvent { + enum Kind { Add, Remove, Move } kind = Add; + uint32_t vid = 0; + int32_t x = 0, y = 0; +}; + +// A buff/debuff on the local player (GC_AFFECT_ADD/REMOVE). +struct Affect { + uint32_t type = 0; + uint8_t point_idx = 0; + int32_t value = 0; + uint32_t flag = 0; + int32_t duration = 0; +}; +struct AffectChange { + uint32_t type = 0; + bool added = false; +}; + +// A one-shot special/specific effect to play on an entity (GC_SPECIAL/SPECIFIC_EFFECT). +struct EffectCue { + uint32_t vid = 0; + int32_t special = -1; // >=0 for GC_SPECIAL_EFFECT (built-in id) + std::string file; // set for GC_SPECIFIC_EFFECT (.mse path) +}; + +// A projectile (GC_CREATE_FLY): type, from vid, to vid. +struct FlyCue { + uint8_t type = 0; + uint32_t start_vid = 0; + uint32_t end_vid = 0; +}; + +// A server broadcast that sets or appends a shooter's fly target. +struct FlyTargetCue { + uint32_t shooter_vid = 0; + uint32_t target_vid = 0; + int32_t x = 0; + int32_t y = 0; + bool append = false; +}; + +// An NPC dialog to render (GC_SCRIPT): skin + raw EventManager script text. +struct ScriptCue { + uint8_t skin = 0; + std::string text; +}; + +// A yes/no prompt (GC_QUEST_CONFIRM). +struct ConfirmCue { + std::string msg; + int32_t timeout = 0; + uint32_t request_pid = 0; +}; + +// One quest-log entry (GC_QUEST_INFO, flag-driven). +struct QuestInfo { + uint16_t index = 0; + uint8_t flag = 0; + bool begin = false; + std::string title; + std::string clock_name; + int32_t clock_value = 0; + std::string counter_name; + int32_t counter_value = 0; + std::string icon; +}; + +// One item in a slot (inventory / equipment). vnum 0 = empty. +struct Item { + uint32_t vnum = 0; + uint8_t count = 0; + uint32_t flags = 0; + uint32_t anti_flags = 0; + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM] = {0, 0, 0}; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM] = {}; + bool empty() const { return vnum == 0; } +}; + +// Snapshot supplied by GC_VIEW_EQUIP when inspecting another character. +struct ViewedEquipment { + uint32_t vid = 0; + Item items[VIEW_EQUIP_WEAR_MAX_NUM] = {}; +}; + +// --- P8 party (GC_PARTY_*) -------------------------------------------------- +struct PartyMember { + uint32_t pid = 0; + uint32_t vid = 0; // 0 until GC_PARTY_LINK + std::string name; + uint8_t state = 0; // bit0 = leader (this fork's server) + uint8_t hp_pct = 0; // 0..100 + int16_t affects[PARTY_AFFECT_SLOT_MAX_NUM] = {0}; + bool leader() const { return (state & 1) != 0; } +}; + +// --- P8 messenger friend list (GC_MESSENGER) ------------------------------ +struct Friend { + std::string name; + bool online = false; +}; + +// --- P8 NPC shop (GC_SHOP) ---------------------------------------------------- +struct ShopEntry { + uint32_t vnum = 0; + uint32_t price = 0; + uint8_t count = 0; + uint8_t pos = 0; // slot index within its tab (0..SHOP_HOST_ITEM_MAX_NUM-1) +}; + +// One shelf/tab of a SHOP_GC_START_EX shop. A plain SHOP_GC_START shop is +// modelled as a single unnamed tab. +struct ShopTab { + std::string name; + uint8_t coin_type = 0; + std::vector items; +}; + +// --- P8 exchange / trade (GC_EXCHANGE) ------------------------------------- +struct ExchangeSlot { + uint32_t vnum = 0; + uint8_t count = 0; +}; +struct ExchangeState { + bool active = false; + uint32_t partner_vid = 0; + ExchangeSlot self_items[12] = {}; + ExchangeSlot peer_items[12] = {}; + int64_t self_gold = 0; + int64_t peer_gold = 0; + bool self_accept = false; + bool peer_accept = false; +}; + +// --- guild (GC_GUILD) -------------------------------------------------------- +struct GuildMember { + uint32_t pid = 0; + uint8_t grade = 0; + bool is_general = false; + uint8_t job = 0; + uint8_t level = 0; + uint32_t offer = 0; + std::string name; +}; +struct GuildGrade { + std::string name; + uint8_t auth = 0; +}; +struct GuildState { + bool in_guild = false; + uint32_t id = 0; + std::string name; + uint8_t level = 0; + uint32_t exp = 0; + uint32_t gold = 0; + uint16_t member_count = 0; + uint16_t max_member_count = 0; + uint32_t master_pid = 0; + bool has_land = false; +}; +// GUILD_GC_SKILL_INFO — the guild-skill page. +struct GuildSkillState { + bool valid = false; + uint8_t skill_point = 0; + uint8_t levels[GUILD_SKILL_MAX_NUM] = {}; + uint16_t guild_point = 0; + uint16_t max_guild_point = 0; +}; +// GUILD_GC_WAR — our current guild-war status against one opponent. +struct GuildWarStatus { + uint32_t opp_guild_id = 0; + uint8_t type = 0; + uint8_t state = GUILD_WAR_NONE; +}; +// GUILD_GC_WAR_POINT — a scoreboard delta. +struct GuildWarScore { + uint32_t gain_guild_id = 0; + uint32_t opp_guild_id = 0; + int32_t point = 0; +}; + +// --- dragon-soul refine (GC_DRAGON_SOUL_REFINE) -------------------------- +struct DragonSoulCue { + uint8_t sub_type = 0; // DS_SUB_* (OPEN / REFINE_SUCCEED / REFINE_FAIL_*) + uint8_t window = 0; // affected item position (success/fail) + uint16_t cell = 0; +}; + +// --- refine (GC_REFINE_INFORMATION) ---------------------------------------- +struct RefineCue { + uint8_t type = 0; + uint8_t pos = 0; // inventory cell of the item + uint32_t src_vnum = 0; + uint32_t result_vnum = 0; + int32_t cost = 0; + int32_t prob = 0; // success % + struct Mat { + uint32_t vnum = 0; + int32_t count = 0; + } materials[5] = {}; + uint8_t material_count = 0; +}; + +// An item lying in the world (GC_ITEM_GROUND_ADD). +struct GroundItem { + uint32_t vid = 0; + uint32_t vnum = 0; + float x = 0, y = 0, z = 0; // server cm + std::string owner; +}; + +// One inventory/equipment slot changed (window = WINDOW_INVENTORY / _EQUIPMENT). +struct InvChange { + uint8_t window = 0; + uint16_t cell = 0; +}; + +// A ground item appeared / vanished. +struct GroundChange { + uint32_t vid = 0; + bool added = false; +}; + +// "You picked up N x " (GC_ITEM_GET) or "someone used " (GC_ITEM_USE). +struct ItemEvent { + enum Kind { Get, Use }; + Kind kind = Get; + uint32_t vnum = 0; + uint8_t count = 0; + std::string from; // GC_ITEM_GET only +}; + +struct PvpRelation { + uint32_t src_vid = 0; + uint32_t dst_vid = 0; + uint8_t mode = 0; +}; + +struct LoverInfo { + std::string name; + uint8_t love_point = 0; + bool valid = false; +}; + +// The local player's full stat array (GC_PLAYER_POINTS), indexed by EPointTypes. +struct PlayerPoints { + int32_t v[256] = {0}; + int32_t hp() const { return v[POINT_HP]; } + int32_t max_hp() const { return v[POINT_MAX_HP]; } + int32_t sp() const { return v[POINT_SP]; } + int32_t max_sp() const { return v[POINT_MAX_SP]; } + int32_t level() const { return v[POINT_LEVEL]; } + int32_t exp() const { return v[POINT_EXP]; } + int32_t next_exp() const { return v[POINT_NEXT_EXP]; } + int32_t gold() const { return v[POINT_GOLD]; } + int32_t energy() const { return v[POINT_ENERGY]; } + int32_t energy_end_time() const { return v[POINT_ENERGY_END_TIME]; } +}; + +class EntityStore { +public: + enum class ChangeKind { Spawn, Despawn, Move, MainSet, Info }; + struct Change { + ChangeKind kind; + uint32_t vid; + }; + struct ChatMsg { + uint8_t type = 0; // EChatType; CHAT_TYPE_WHISPER for whispers + uint32_t vid = 0; // speaker vid (0 for whisper / system) + std::string text; + std::string from; // whisper sender name (empty otherwise) + uint8_t sub = 0; // whisper: WHISPER_TYPE_* + }; + + void set_now(uint32_t now_ms) { m_now = now_ms; } + + // Feed one complete game-phase packet. `body` points at the packet start + // (header/length included); `len` == that length. Unknown headers ignored. + void apply(uint16_t header, const void *body, uint16_t len); + + // Advance interpolation of moving entities to m_now. + void tick(); + + const Entity *get(uint32_t vid) const; + uint32_t main_vid() const { return m_main_vid; } + std::vector vids() const; + size_t size() const { return m_ents.size(); } + + // local player's full stat block; valid once GC_PLAYER_POINTS has arrived. + const PlayerPoints &points() const { return m_points; } + + // local player's skill levels (index = skill id, 0..SKILL_MAX_NUM-1). + uint8_t skill_level(int id) const { + return (id >= 0 && id < SKILL_MAX_NUM) ? m_skills[id] : 0; + } + // 0 normal / 1 master / 2 grand master / 3 perfect master (GC_SKILL_LEVEL_NEW). + uint8_t skill_master(int id) const { + return (id >= 0 && id < SKILL_MAX_NUM) ? m_skill_master[id] : 0; + } + uint8_t skill_group() const { return m_skill_group; } + bool skill_group_dirty() { + bool d = m_skill_group_dirty; + m_skill_group_dirty = false; + return d; + } + bool skills_dirty() { bool d = m_skills_dirty; m_skills_dirty = false; return d; } + + // local player's quickslots (GC_QUICKSLOT_*), 0..QUICKSLOT_MAX_NUM-1. + QuickSlot quickslot(int pos) const { + return (pos >= 0 && pos < QUICKSLOT_MAX_NUM) ? m_quickslots[pos] : QuickSlot{}; + } + bool quickslots_dirty() { bool d = m_quickslots_dirty; m_quickslots_dirty = false; return d; } + std::vector drain_cooldown_ends() { + auto v = std::move(m_cooldown_ends); + m_cooldown_ends.clear(); + return v; + } + std::vector drain_fly_cues() { + auto v = std::move(m_fly_cues); + m_fly_cues.clear(); + return v; + } + std::vector drain_fly_target_cues() { + auto v = std::move(m_fly_target_cues); + m_fly_target_cues.clear(); + return v; + } + std::vector drain_scripts() { + auto v = std::move(m_scripts); + m_scripts.clear(); + return v; + } + std::vector drain_confirms() { + auto v = std::move(m_confirms); + m_confirms.clear(); + return v; + } + // vids of quest-log entries changed since last drain. + std::vector drain_quest_changes() { + auto v = std::move(m_quest_changes); + m_quest_changes.clear(); + return v; + } + const QuestInfo *quest(uint16_t index) const { + auto it = m_quests.find(index); + return it == m_quests.end() ? nullptr : &it->second; + } + std::vector quest_indices() const { + std::vector v; + v.reserve(m_quests.size()); + for (auto &kv : m_quests) { + v.push_back(kv.first); + } + return v; + } + + // currently-selected target's HP percent (GC_TARGET_INFO); 0 vid = none. + uint32_t target_vid() const { return m_target_vid; } + uint8_t target_hp_pct() const { return m_target_hp_pct; } + + // --- P8 party --- + bool in_party() const { return !m_party.empty(); } + std::vector party_pids() const { + std::vector v; + v.reserve(m_party.size()); + for (auto &kv : m_party) { + v.push_back(kv.first); + } + return v; + } + const PartyMember *party_member(uint32_t pid) const { + auto it = m_party.find(pid); + return it == m_party.end() ? nullptr : &it->second; + } + uint8_t party_distribute_mode() const { return m_party_mode; } + bool party_dirty() { bool d = m_party_dirty; m_party_dirty = false; return d; } + std::vector drain_party_invites() { + auto v = std::move(m_party_invites); + m_party_invites.clear(); + return v; + } + + // --- P8 messenger --- + std::vector friends() const { + std::vector v; + v.reserve(m_friends.size()); + for (auto &kv : m_friends) { + v.push_back(kv.second); + } + return v; + } + bool friends_dirty() { bool d = m_friends_dirty; m_friends_dirty = false; return d; } + + // --- P8 NPC shop --- + bool shop_open() const { return m_shop_open; } + uint32_t shop_vid() const { return m_shop_vid; } + const std::vector &shop_items() const { return m_shop_items; } + // SHOP_GC_START_EX shelves; empty for a plain SHOP_GC_START shop (use shop_items()). + const std::vector &shop_tabs() const { return m_shop_tabs; } + bool shop_dirty() { bool d = m_shop_dirty; m_shop_dirty = false; return d; } + std::vector drain_shop_errors() { + auto v = std::move(m_shop_errors); + m_shop_errors.clear(); + return v; + } + + // --- P8 exchange --- + const ExchangeState &exchange() const { return m_exchange; } + bool exchange_dirty() { bool d = m_exchange_dirty; m_exchange_dirty = false; return d; } + + // --- P8 safebox --- + bool safebox_open() const { return m_safebox_open; } + int safebox_size() const { return m_safebox_size; } + int64_t safebox_gold() const { return m_safebox_gold; } + const Item &safebox_slot(int cell) const; + bool safebox_dirty() { bool d = m_safebox_dirty; m_safebox_dirty = false; return d; } + + // --- item-mall (창고몰) --- + bool mall_open() const { return m_mall_open; } + int mall_size() const { return m_mall_size; } + const Item &mall_slot(int cell) const; + bool mall_dirty() { bool d = m_mall_dirty; m_mall_dirty = false; return d; } + + // --- cube (제작) --- + struct CubeResultEntry { + uint32_t vnum = 0; + int count = 0; + }; + struct CubeMaterialSlot { + uint32_t vnum = 0; + int count = 0; + }; + struct CubeRecipe { // one craftable output + its materials + uint32_t result_vnum = 0; + int result_count = 0; + int64_t gold = 0; + std::vector> material_groups; // any-of groups + }; + struct CubeState { + bool open = false; + uint32_t npc_vnum = 0; + int64_t need_gold = 0; // gold the current pending craft needs + uint32_t need_item_vnum = 0; // last "cube info" hint + int need_item_count = 0; + std::vector results; // r_list: what this NPC can make + std::vector recipes; // m_info: materials per result + }; + enum class CubeEvent { Opened, Closed, InfoChanged, Success, Fail }; + const CubeState &cube() const { return m_cube; } + std::vector drain_cube_events() { + auto v = std::move(m_cube_events); + m_cube_events.clear(); + return v; + } + // last Success payload (valid right after a CubeEvent::Success is drained) + CubeResultEntry cube_last_success() const { return m_cube_last_success; } + + // --- guild --- + const GuildState &guild() const { return m_guild; } + std::vector guild_members() const { + std::vector v; + v.reserve(m_guild_members.size()); + for (auto &kv : m_guild_members) { + v.push_back(kv.second); + } + return v; + } + const GuildGrade &guild_grade(int i) const { + static const GuildGrade kEmpty; + return (i >= 0 && i < 16) ? m_guild_grades[i] : kEmpty; + } + bool guild_dirty() { bool d = m_guild_dirty; m_guild_dirty = false; return d; } + + // --- guild war / guild skill --- + const GuildSkillState &guild_skill() const { return m_guild_skill; } + bool guild_skill_dirty() { bool d = m_guild_skill_dirty; m_guild_skill_dirty = false; return d; } + const GuildWarStatus &guild_war() const { return m_guild_war; } + // active GvG pairs (src,dst); order not significant. + const std::vector &guild_wars() const { return m_guild_wars; } + bool guild_war_dirty() { bool d = m_guild_war_dirty; m_guild_war_dirty = false; return d; } + std::string guild_name(uint32_t id) const { + auto it = m_guild_names.find(id); + return it == m_guild_names.end() ? std::string() : it->second; + } + // one-shot WAR state transitions (declare/accept/start/end) for toasts. + std::vector drain_guild_war_events() { + auto v = std::move(m_guild_war_events); + m_guild_war_events.clear(); + return v; + } + std::vector drain_guild_war_scores() { + auto v = std::move(m_guild_war_scores); + m_guild_war_scores.clear(); + return v; + } + + // --- refine --- + std::vector drain_refine_cues() { + auto v = std::move(m_refine_cues); + m_refine_cues.clear(); + return v; + } + std::vector drain_ds_cues() { + auto v = std::move(m_ds_cues); + m_ds_cues.clear(); + return v; + } + const Item &dragon_soul_slot(int cell) const; + + // --- P9 world systems --- + std::vector drain_warps() { + auto v = std::move(m_warps); + m_warps.clear(); + return v; + } + // server wall-clock (unix seconds) as of the last GC_TIME; add the elapsed + // real time yourself for a running clock. + int64_t server_time() const { return m_server_time; } + bool take_time_dirty() { bool d = m_time_dirty; m_time_dirty = false; return d; } + int channel() const { return m_channel; } + bool take_channel_dirty() { bool d = m_channel_dirty; m_channel_dirty = false; return d; } + const std::vector &npc_marks() const { return m_npc_marks; } + bool take_npc_marks_dirty() { bool d = m_npc_marks_dirty; m_npc_marks_dirty = false; return d; } + std::vector markers() const { + std::vector v; + v.reserve(m_markers.size()); + for (auto &kv : m_markers) { + v.push_back(kv.second); + } + return v; + } + bool take_markers_dirty() { bool d = m_markers_dirty; m_markers_dirty = false; return d; } + std::vector drain_mount_changes() { + auto v = std::move(m_mount_changes); + m_mount_changes.clear(); + return v; + } + + // items: normal inventory, 24 wear positions, and the independent 4x4 belt inventory. + const Item &inv_slot(int cell) const; + const Item &equip_slot(int wear) const; + const Item &belt_slot(int cell) const; + const Item &item_slot(uint8_t window, int cell) const; + const ViewedEquipment *viewed_equipment(uint32_t vid) const; + const GroundItem *ground(uint32_t vid) const; + std::vector ground_vids() const; + + std::vector drain_inv() { + auto v = std::move(m_inv_changes); + m_inv_changes.clear(); + return v; + } + std::vector drain_ground() { + auto v = std::move(m_ground_changes); + m_ground_changes.clear(); + return v; + } + std::vector drain_view_equipment_changes() { + auto v = std::move(m_view_equipment_changes); + m_view_equipment_changes.clear(); + return v; + } + std::vector drain_item_events() { + auto v = std::move(m_item_events); + m_item_events.clear(); + return v; + } + std::vector drain_pvp_changes() { + auto v = std::move(m_pvp_changes); + m_pvp_changes.clear(); + return v; + } + std::vector pvp_relations() const; + bool take_duel_started() { + bool started = m_duel_started; + m_duel_started = false; + return started; + } + const LoverInfo &lover() const { return m_lover; } + bool take_lover_dirty() { + bool dirty = m_lover_dirty; + m_lover_dirty = false; + return dirty; + } + + std::vector drain_changes() { + auto v = std::move(m_changes); + m_changes.clear(); + return v; + } + std::vector drain_chat() { + auto v = std::move(m_chat); + m_chat.clear(); + return v; + } + // vids whose hp/sp/level/dead/stunned changed since last drain (deduped). + std::vector drain_vitals() { + auto v = std::move(m_vitals); + m_vitals.clear(); + return v; + } + std::vector drain_damage() { + auto v = std::move(m_damage); + m_damage.clear(); + return v; + } + std::vector drain_motions() { + auto v = std::move(m_motions); + m_motions.clear(); + return v; + } + std::vector drain_dig_motions() { + auto v = std::move(m_dig_motions); + m_dig_motions.clear(); + return v; + } + std::vector drain_fishing_events() { + auto v = std::move(m_fishing_events); + m_fishing_events.clear(); + return v; + } + std::vector drain_dungeon_events() { + auto v = std::move(m_dungeon_events); + m_dungeon_events.clear(); + return v; + } + const std::vector &land_areas() const { return m_land_areas; } + bool take_land_dirty() { bool d = m_land_dirty; m_land_dirty = false; return d; } + std::vector observers() const { + std::vector v; + v.reserve(m_observers.size()); + for (auto &kv : m_observers) v.push_back(kv.second); + return v; + } + std::vector drain_observer_events() { + auto v = std::move(m_observer_events); + m_observer_events.clear(); + return v; + } + std::vector drain_affects() { + auto v = std::move(m_affect_changes); + m_affect_changes.clear(); + return v; + } + std::vector drain_effect_cues() { + auto v = std::move(m_effect_cues); + m_effect_cues.clear(); + return v; + } + std::vector affects() const { + std::vector v; + v.reserve(m_affects.size()); + for (auto &kv : m_affects) { + v.push_back(kv.second); + } + return v; + } + // true once since GC_PLAYER_POINTS last arrived (consumes the flag). + bool take_points_dirty() { + bool d = m_points_dirty; + m_points_dirty = false; + return d; + } + // true once since GC_TARGET_INFO last arrived (consumes the flag). + bool take_target_dirty() { + bool d = m_target_dirty; + m_target_dirty = false; + return d; + } + +private: + Entity &touch(uint32_t vid, bool &created); + void start_move(Entity &e, float tx, float ty, uint32_t start_ms, uint32_t dur_ms, uint8_t func); + void mark_vitals(uint32_t vid); + Item *mut_slot(uint8_t window, uint16_t cell); + + std::unordered_map m_ents; + uint32_t m_main_vid = 0; + uint32_t m_now = 0; + std::vector m_changes; + std::vector m_chat; + std::vector m_vitals; + std::vector m_damage; + std::vector m_motions; + std::vector m_dig_motions; + std::vector m_fishing_events; + std::vector m_dungeon_events; + std::vector m_land_areas; + bool m_land_dirty = false; + std::unordered_map m_observers; + std::vector m_observer_events; + std::unordered_map m_affects; + std::vector m_affect_changes; + std::vector m_effect_cues; + std::vector m_fly_cues; + std::vector m_fly_target_cues; + uint8_t m_skills[SKILL_MAX_NUM] = {0}; + uint8_t m_skill_master[SKILL_MAX_NUM] = {0}; + uint8_t m_skill_group = 0; + bool m_skill_group_dirty = false; + bool m_skills_dirty = false; + QuickSlot m_quickslots[QUICKSLOT_MAX_NUM] = {}; + bool m_quickslots_dirty = false; + std::vector m_cooldown_ends; + std::vector m_scripts; + std::vector m_confirms; + std::unordered_map m_quests; + std::vector m_quest_changes; + PlayerPoints m_points; + bool m_points_dirty = false; + uint32_t m_target_vid = 0; + uint8_t m_target_hp_pct = 0; + bool m_target_dirty = false; + + Item m_inventory[INVENTORY_MAX_NUM]; + Item m_equipment[WEAR_MAX_NUM]; + Item m_belt[BELT_INVENTORY_MAX_NUM]; + std::unordered_map m_view_equipment; + std::unordered_map m_ground; + std::vector m_inv_changes; + std::vector m_ground_changes; + std::vector m_view_equipment_changes; + std::vector m_item_events; + std::unordered_map m_pvp; + std::vector m_pvp_changes; + bool m_duel_started = false; + LoverInfo m_lover; + bool m_lover_dirty = false; + + // P8 social / shop / storage + std::unordered_map m_party; + uint8_t m_party_mode = 0; + bool m_party_dirty = false; + std::vector m_party_invites; + std::unordered_map m_friends; + bool m_friends_dirty = false; + bool m_shop_open = false; + uint32_t m_shop_vid = 0; + std::vector m_shop_items; // == m_shop_tabs[0].items when tabs present + std::vector m_shop_tabs; + bool m_shop_dirty = false; + std::vector m_shop_errors; + ExchangeState m_exchange; + bool m_exchange_dirty = false; + Item m_safebox[SAFEBOX_MAX_NUM]; + bool m_safebox_open = false; + int m_safebox_size = 0; + int64_t m_safebox_gold = 0; + bool m_safebox_dirty = false; + + Item m_mall[MALL_MAX_NUM]; + bool m_mall_open = false; + int m_mall_size = 0; + bool m_mall_dirty = false; + + CubeState m_cube; + std::vector m_cube_events; + CubeResultEntry m_cube_last_success; + void apply_server_command(const std::string &line); + + // P9 world systems + std::vector m_warps; + int64_t m_server_time = 0; + bool m_time_dirty = false; + int m_channel = 0; + bool m_channel_dirty = false; + std::vector m_npc_marks; + bool m_npc_marks_dirty = false; + std::unordered_map m_markers; + bool m_markers_dirty = false; + std::vector m_mount_changes; + + // guild / refine + GuildState m_guild; + std::unordered_map m_guild_members; + GuildGrade m_guild_grades[16]; + bool m_guild_dirty = false; + GuildSkillState m_guild_skill; + bool m_guild_skill_dirty = false; + GuildWarStatus m_guild_war; + std::vector m_guild_wars; + bool m_guild_war_dirty = false; + std::unordered_map m_guild_names; + std::vector m_guild_war_events; + std::vector m_guild_war_scores; + std::vector m_refine_cues; + + // dragon-soul refine + Item m_dragon_soul[DRAGON_SOUL_MAX_NUM]; + std::vector m_ds_cues; +}; + +} // namespace mtnet diff --git a/extension/src/net/game_client.h b/extension/src/net/game_client.h new file mode 100644 index 00000000..ed1e54ba --- /dev/null +++ b/extension/src/net/game_client.h @@ -0,0 +1,1007 @@ +#pragma once +// GameClient — the channel/game-server side of the connection on top of +// NetStream: +// connect -> (base KX handshake) -> GC_PHASE(PHASE_LOGIN) +// -> send CG_LOGIN2{name, login_key} +// -> GC_LOGIN_SUCCESS3{char list} | GC_LOGIN_FAILURE{reason} +// -> GC_PHASE(PHASE_SELECT) ... select_character(i) -> CG_CHARACTER_SELECT +// -> GC_PHASE(PHASE_LOADING) -> GC_PHASE(PHASE_GAME) +// +// Game-phase packets (spawn/move/etc) are not decoded yet — on_packet keeps the +// connection alive (PING is handled by the base) and records unknown headers so +// they can be reversed against a live capture. + +#include "entity_store.h" +#include "net_stream.h" + +#include +#include +#include +#include +#include +#include +#include + +namespace mtnet { + +class GameClient : public NetStream { +public: + struct CharSlot { + int index = -1; + uint32_t id = 0; + std::string name; + int job = 0, level = 0; + int32_t x = 0, y = 0; + uint32_t guild_id = 0; + std::string guild_name; + uint32_t play_minutes = 0; + int st = 0, ht = 0, dx = 0, iq = 0; + int main_part = 0, hair_part = 0; + }; + + static void fill_slot_stats(CharSlot &c, const SimplePlayerInfo &s) { + c.play_minutes = s.play_minutes; + c.st = s.st; + c.ht = s.ht; + c.dx = s.dx; + c.iq = s.iq; + c.main_part = s.main_part; + c.hair_part = s.hair_part; + } + + // guild-mark side connection auth (from GC_LOGIN_SUCCESS3/4). + struct MarkUpdate { + uint32_t guild_id = 0; + uint16_t img_idx = 0; + }; + + GameClient(std::string name, uint32_t login_key) + : m_name(std::move(name)), m_login_key(login_key) { + m_trace = std::getenv("MT_NET_TRACE") != nullptr; + } + void set_trace(bool on) { m_trace = on; } + // hex-dump the first 3 of each of these headers (calibration aid). + void dump_header(uint16_t h) { m_dump_mask.insert(h); } + // auto-send CG_ENTERGAME when GC_PHASE(PHASE_LOADING) arrives (default on). + void set_auto_enter_game(bool on) { m_auto_enter_game = on; } + + uint8_t phase() const { return m_phase; } + bool login_sent() const { return m_login_sent; } + bool char_list_ready() const { return m_char_list_ready; } + int slot_count() const { return m_slot_count; } + const std::vector &chars() const { return m_chars; } + bool failed() const { return m_failed; } + const std::string &fail_reason() const { return m_fail_reason; } + bool in_game() const { return m_phase == PHASE_GAME; } + uint16_t last_unknown_header() const { return m_last_unknown; } + + // guild-mark auth: valid after the char list arrives. + uint32_t mark_handle() const { return m_mark_handle; } + uint32_t mark_random_key() const { return m_mark_random_key; } + // GC_MARK_UPDATE pushes on the main connection (guild mark image changed). + std::vector drain_mark_updates() { + auto v = std::move(m_mark_updates); + m_mark_updates.clear(); + return v; + } + + // The networked world. Feed set_now()/tick() from the frame loop; poll + // drain_changes()/drain_chat() to mirror into the scene. + EntityStore &world() { return m_world; } + const EntityStore &world() const { return m_world; } + + bool select_character(int index) { + if (index < 0 || index > 255) { + return false; + } + CGCharacterSelect p{}; + p.header = CG_CHARACTER_SELECT; + p.length = sizeof(p); + p.player_index = static_cast(index); + return send_packet(&p, sizeof(p)); + } + + // CG_CHARACTER_CREATE — mirrors CPythonNetworkStream::SendCreateCharacterPacket. + // shape = face/hair shape index; con/intel/str/dex = the distributed stat points. + bool create_character(int slot, const std::string &name, int job, int shape, + int con, int intel, int str, int dex) { + if (slot < 0 || slot >= PLAYER_PER_ACCOUNT4) { + return false; + } + CGCreateCharacter p{}; + p.header = CG_CHARACTER_CREATE; + p.length = sizeof(p); + p.index = static_cast(slot); + std::strncpy(p.name, name.c_str(), CHARACTER_NAME_MAX_LEN); + p.job = static_cast(job); + p.shape = static_cast(shape); + p.con = static_cast(con); + p.intel = static_cast(intel); + p.str = static_cast(str); + p.dex = static_cast(dex); + return send_packet(&p, sizeof(p)); + } + + // CG_CHARACTER_DELETE — mirrors SendDestroyCharacterPacket. private_code is the + // account's social-id / delete code (server rejects with WRONG_SOCIAL_ID). + bool delete_character(int slot, const std::string &private_code) { + if (slot < 0 || slot >= PLAYER_PER_ACCOUNT4) { + return false; + } + CGDeleteCharacter p{}; + p.header = CG_CHARACTER_DELETE; + p.length = sizeof(p); + p.index = static_cast(slot); + std::strncpy(p.private_code, private_code.c_str(), PRIVATE_CODE_LENGTH - 1); + return send_packet(&p, sizeof(p)); + } + + // CG_CHANGE_NAME — rename a character slot using the server-side rename card. + // Reject invalid UTF-8 byte lengths instead of silently truncating the fixed field. + bool change_name(int slot, const std::string &name) { + if (slot < 0 || slot >= PLAYER_PER_ACCOUNT4 || name.empty() || + name.size() > CHARACTER_NAME_MAX_LEN) { + return false; + } + CGChangeName p{}; + p.header = CG_CHANGE_NAME; + p.length = sizeof(p); + p.index = static_cast(slot); + std::memcpy(p.name, name.data(), name.size()); + return send_packet(&p, sizeof(p)); + } + + struct CharEvent { + enum Kind { CreateOk, CreateFail, DeleteOk, DeleteFail } kind; + int slot; // valid for CreateOk / DeleteOk + int fail_type; // valid for CreateFail + }; + struct NameEvent { + uint32_t pid; + std::string name; + }; + std::vector drain_char_events() { + auto v = std::move(m_char_events); + m_char_events.clear(); + return v; + } + const std::vector &peek_char_events() const { return m_char_events; } + std::vector drain_name_events() { + auto v = std::move(m_name_events); + m_name_events.clear(); + return v; + } + int drain_guild_make_requests() { + int count = m_guild_make_requests; + m_guild_make_requests = 0; + return count; + } + + // GC_EMPIRE payload (0 = server wants an empire choice before character select). + uint8_t empire() const { return m_empire; } + bool empire_seen() const { return m_empire_seen; } + + bool send_empire(uint8_t empire_id) { + struct { + uint16_t header, length; + uint8_t empire; + } p{CG_EMPIRE, 5, empire_id}; + return send_packet(&p, sizeof(p)); + } + // CG_ENTERGAME — "map loaded, put me in the world" (drives PHASE_LOADING -> PHASE_GAME). + bool send_enter_game() { + DynHeader p{CG_ENTERGAME, sizeof(DynHeader)}; + return send_packet(&p, sizeof(p)); + } + // CG_CLIENT_VERSION — auto-sent on GC_MAIN_CHARACTER; the fork uses a fixed + // timestamp and any filename. + bool send_client_version() { + CGClientVersion p{}; + p.header = CG_CLIENT_VERSION; + p.length = sizeof(p); + std::strncpy(p.filename, "metin2.bin", sizeof(p.filename) - 1); + std::strncpy(p.timestamp, "1215955205", sizeof(p.timestamp) - 1); + return send_packet(&p, sizeof(p)); + } + + // --- outbound game-phase intents (CG_*) --- + bool send_move(uint8_t func, uint8_t arg, uint8_t rot, int32_t x, int32_t y, uint32_t time) { + CGMove p{}; + p.header = CG_MOVE; + p.length = sizeof(p); + p.func = func; + p.arg = arg; + p.rot = rot; + p.x = x; + p.y = y; + p.time = time; + return send_packet(&p, sizeof(p)); + } + // CG_CHARACTER_POSITION — update the local character's posture/position enum. + bool send_character_position(uint8_t position) { + CGCharacterPosition p{CG_CHARACTER_POSITION, sizeof(CGCharacterPosition), position}; + return send_packet(&p, sizeof(p)); + } + // CG_SYNC_POSITION — batch nearby entity positions (the legacy client caps this at 16). + bool send_sync_positions(const std::vector &elements) { + if (elements.empty() || elements.size() > 16) { + return false; + } + const size_t total = sizeof(CGSyncPosition) + elements.size() * sizeof(CGSyncPositionElement); + if (total > 0xffffu) { + return false; + } + std::vector packet(total); + CGSyncPosition head{CG_SYNC_POSITION, static_cast(total)}; + std::memcpy(packet.data(), &head, sizeof(head)); + std::memcpy(packet.data() + sizeof(head), elements.data(), + elements.size() * sizeof(CGSyncPositionElement)); + return send_packet(packet.data(), packet.size()); + } + bool send_warp() { + CGWarp p{CG_WARP, sizeof(CGWarp)}; + return send_packet(&p, sizeof(p)); + } + bool send_fishing(uint8_t dir) { + CGFishing p{CG_FISHING, sizeof(CGFishing), dir}; + return send_packet(&p, sizeof(p)); + } + bool send_dungeon() { + CGDungeon p{CG_DUNGEON, sizeof(CGDungeon)}; + return send_packet(&p, sizeof(p)); + } + bool send_attack(uint8_t type, uint32_t victim_vid) { + CGAttack p{}; + p.header = CG_ATTACK; + p.length = sizeof(p); + p.type = type; + p.victim_vid = victim_vid; + return send_packet(&p, sizeof(p)); + } + bool send_use_skill(uint32_t vnum, uint32_t target_vid) { + CGUseSkill p{CG_USE_SKILL, sizeof(CGUseSkill), vnum, target_vid}; + return send_packet(&p, sizeof(p)); + } + bool send_shoot(uint8_t type) { + CGShoot p{CG_SHOOT, sizeof(CGShoot), type}; + return send_packet(&p, sizeof(p)); + } + bool send_fly_targeting(uint32_t target_vid, int32_t x, int32_t y) { + CGFlyTargeting p{CG_FLY_TARGETING, sizeof(CGFlyTargeting), target_vid, x, y}; + return send_packet(&p, sizeof(p)); + } + bool send_add_fly_targeting(uint32_t target_vid, int32_t x, int32_t y) { + CGFlyTargeting p{CG_ADD_FLY_TARGETING, sizeof(CGFlyTargeting), target_vid, x, y}; + return send_packet(&p, sizeof(p)); + } + bool send_quickslot_add(uint8_t pos, uint8_t type, uint8_t ref) { + CGQuickSlotAdd p{CG_QUICKSLOT_ADD, sizeof(CGQuickSlotAdd), pos, {type, ref}}; + return send_packet(&p, sizeof(p)); + } + bool send_quickslot_del(uint8_t pos) { + CGQuickSlotDel p{CG_QUICKSLOT_DEL, sizeof(CGQuickSlotDel), pos}; + return send_packet(&p, sizeof(p)); + } + bool send_quickslot_swap(uint8_t pos, uint8_t change_pos) { + CGQuickSlotSwap p{CG_QUICKSLOT_SWAP, sizeof(CGQuickSlotSwap), pos, change_pos}; + return send_packet(&p, sizeof(p)); + } + bool send_target(uint32_t vid) { + CGTarget p{CG_TARGET, sizeof(CGTarget), vid}; + return send_packet(&p, sizeof(p)); + } + // --- item intents (TItemPos = window_type:u8 + cell:u16) --- + bool send_item_move(uint8_t from_win, uint16_t from_cell, uint8_t to_win, uint16_t to_cell, + uint8_t num) { + CGItemMove p{}; + p.header = CG_ITEM_MOVE; + p.length = sizeof(p); + p.pos = {from_win, from_cell}; + p.change_pos = {to_win, to_cell}; + p.num = num; + return send_packet(&p, sizeof(p)); + } + bool send_item_use(uint8_t win, uint16_t cell) { + CGItemUse p{}; + p.header = CG_ITEM_USE; + p.length = sizeof(p); + p.pos = {win, cell}; + return send_packet(&p, sizeof(p)); + } + bool send_item_drop(uint8_t win, uint16_t cell, uint32_t gold) { + CGItemDrop p{}; + p.header = CG_ITEM_DROP; + p.length = sizeof(p); + p.pos = {win, cell}; + p.gold = gold; + return send_packet(&p, sizeof(p)); + } + bool send_item_drop2(uint8_t win, uint16_t cell, uint32_t gold, uint8_t count) { + CGItemDrop2 p{CG_ITEM_DROP2, sizeof(CGItemDrop2), {win, cell}, gold, count}; + return send_packet(&p, sizeof(p)); + } + bool send_item_use_to_item(uint8_t src_win, uint16_t src_cell, uint8_t dst_win, uint16_t dst_cell) { + CGItemUseToItem p{CG_ITEM_USE_TO_ITEM, sizeof(CGItemUseToItem), + {src_win, src_cell}, {dst_win, dst_cell}}; + return send_packet(&p, sizeof(p)); + } + bool send_give_item(uint32_t target_vid, uint8_t win, uint16_t cell, uint8_t count) { + CGGiveItem p{CG_ITEM_GIVE, sizeof(CGGiveItem), target_vid, {win, cell}, count}; + return send_packet(&p, sizeof(p)); + } + bool send_item_pickup(uint32_t vid) { + CGItemPickUp p{CG_ITEM_PICKUP, sizeof(CGItemPickUp), vid}; + return send_packet(&p, sizeof(p)); + } + + // --- quest / NPC intents --- + bool send_on_click(uint32_t vid) { + CGOnClick p{CG_ON_CLICK, sizeof(CGOnClick), vid}; + return send_packet(&p, sizeof(p)); + } + bool send_script_answer(uint8_t answer) { + CGScriptAnswer p{CG_SCRIPT_ANSWER, sizeof(CGScriptAnswer), answer}; + return send_packet(&p, sizeof(p)); + } + bool send_script_button(uint32_t idx) { + CGScriptButton p{CG_SCRIPT_BUTTON, sizeof(CGScriptButton), idx}; + return send_packet(&p, sizeof(p)); + } + bool send_script_select_item(uint32_t selection) { + CGScriptSelectItem p{CG_SCRIPT_SELECT_ITEM, sizeof(CGScriptSelectItem), selection}; + return send_packet(&p, sizeof(p)); + } + bool send_quest_input(const std::string &s) { + CGQuestInputString p{}; + p.header = CG_QUEST_INPUT_STRING; + p.length = sizeof(p); + std::strncpy(p.str, s.c_str(), sizeof(p.str) - 1); + return send_packet(&p, sizeof(p)); + } + bool send_quest_confirm(bool yes, uint32_t request_pid) { + CGQuestConfirm p{CG_QUEST_CONFIRM, sizeof(CGQuestConfirm), (uint8_t)(yes ? 1 : 0), request_pid}; + return send_packet(&p, sizeof(p)); + } + bool send_quest_cancel() { + CGQuestCancel p{CG_QUEST_CANCEL, sizeof(CGQuestCancel)}; + return send_packet(&p, sizeof(p)); + } + + // --- P8 party intents --- + bool send_party_invite(uint32_t vid) { + CGPartyInvite p{CG_PARTY_INVITE, sizeof(CGPartyInvite), vid}; + return send_packet(&p, sizeof(p)); + } + bool send_party_invite_answer(uint32_t leader_pid, bool accept) { + CGPartyInviteAnswer p{CG_PARTY_INVITE_ANSWER, sizeof(CGPartyInviteAnswer), leader_pid, + (uint8_t)(accept ? 1 : 0)}; + return send_packet(&p, sizeof(p)); + } + bool send_party_remove(uint32_t pid) { + CGPartyRemove p{CG_PARTY_REMOVE, sizeof(CGPartyRemove), pid}; + return send_packet(&p, sizeof(p)); + } + bool send_party_use_skill(uint8_t skill_index, uint32_t target_vid) { + CGPartyUseSkill p{CG_PARTY_USE_SKILL, sizeof(CGPartyUseSkill), skill_index, target_vid}; + return send_packet(&p, sizeof(p)); + } + bool send_party_parameter(uint8_t mode) { + CGPartyParameter p{CG_PARTY_PARAMETER, sizeof(CGPartyParameter), mode}; + return send_packet(&p, sizeof(p)); + } + bool send_party_set_state(uint32_t pid, uint8_t role, uint8_t on) { + CGPartySetState p{CG_PARTY_SET_STATE, sizeof(CGPartySetState), pid, role, on}; + return send_packet(&p, sizeof(p)); + } + + // --- P8 messenger intents (CG_MESSENGER = [head][sub][u8 len][name]) --- + bool send_friend_add(const std::string &name) { + std::vector buf(sizeof(CGSubHeader) + 1 + name.size()); + CGSubHeader head{CG_MESSENGER, (uint16_t)buf.size(), MESSENGER_CG_ADD_BY_NAME}; + std::memcpy(buf.data(), &head, sizeof(head)); + buf[sizeof(head)] = (uint8_t)name.size(); + std::memcpy(buf.data() + sizeof(head) + 1, name.data(), name.size()); + return send_packet(buf.data(), buf.size()); + } + bool send_friend_remove(const std::string &name) { + std::vector buf(sizeof(CGSubHeader) + 1 + name.size()); + CGSubHeader head{CG_MESSENGER, (uint16_t)buf.size(), MESSENGER_CG_REMOVE}; + std::memcpy(buf.data(), &head, sizeof(head)); + buf[sizeof(head)] = (uint8_t)name.size(); + std::memcpy(buf.data() + sizeof(head) + 1, name.data(), name.size()); + return send_packet(buf.data(), buf.size()); + } + + // --- P8 NPC shop intents --- + bool send_shop_close() { + CGSubHeader p{CG_SHOP, sizeof(CGSubHeader), SHOP_CG_END}; + return send_packet(&p, sizeof(p)); + } + // SHOP_CG_BUY body = [head][u8 count][u8 pos] + bool send_shop_buy(uint8_t pos, uint8_t count) { + uint8_t buf[sizeof(CGSubHeader) + 2]; + CGSubHeader head{CG_SHOP, sizeof(buf), SHOP_CG_BUY}; + std::memcpy(buf, &head, sizeof(head)); + buf[sizeof(head)] = count; + buf[sizeof(head) + 1] = pos; + return send_packet(buf, sizeof(buf)); + } + // SHOP_CG_SELL2 body = [head][u8 inv_cell][u8 count] + bool send_shop_sell(uint8_t inv_cell, uint8_t count) { + uint8_t buf[sizeof(CGSubHeader) + 2]; + CGSubHeader head{CG_SHOP, sizeof(buf), SHOP_CG_SELL2}; + std::memcpy(buf, &head, sizeof(head)); + buf[sizeof(head)] = inv_cell; + buf[sizeof(head) + 1] = count; + return send_packet(buf, sizeof(buf)); + } + + // --- P8 exchange intents --- + bool send_exchange_start(uint32_t vid) { + CGExchange p{}; + p.header = CG_EXCHANGE; + p.length = sizeof(p); + p.subheader = EXCHANGE_SUB_START; + p.arg1 = vid; + return send_packet(&p, sizeof(p)); + } + bool send_exchange_item_add(uint8_t inv_win, uint16_t inv_cell, uint8_t display_pos) { + CGExchange p{}; + p.header = CG_EXCHANGE; + p.length = sizeof(p); + p.subheader = EXCHANGE_SUB_ITEM_ADD; + p.arg2 = display_pos; + p.pos = {inv_win, inv_cell}; + return send_packet(&p, sizeof(p)); + } + bool send_exchange_gold(uint32_t gold) { + CGExchange p{}; + p.header = CG_EXCHANGE; + p.length = sizeof(p); + p.subheader = EXCHANGE_SUB_ELK_ADD; + p.arg1 = gold; + return send_packet(&p, sizeof(p)); + } + bool send_exchange_accept() { + CGExchange p{}; + p.header = CG_EXCHANGE; + p.length = sizeof(p); + p.subheader = EXCHANGE_SUB_ACCEPT; + return send_packet(&p, sizeof(p)); + } + bool send_exchange_cancel() { + CGExchange p{}; + p.header = CG_EXCHANGE; + p.length = sizeof(p); + p.subheader = EXCHANGE_SUB_CANCEL; + return send_packet(&p, sizeof(p)); + } + + // --- P8 safebox intents --- + bool send_safebox_checkin(uint8_t safe_pos, uint8_t inv_win, uint16_t inv_cell) { + CGSafeboxCheckin p{}; + p.header = CG_SAFEBOX_CHECKIN; + p.length = sizeof(p); + p.safe_pos = safe_pos; + p.inv_pos = {inv_win, inv_cell}; + return send_packet(&p, sizeof(p)); + } + bool send_safebox_checkout(uint8_t safe_pos, uint8_t inv_win, uint16_t inv_cell) { + CGSafeboxCheckout p{}; + p.header = CG_SAFEBOX_CHECKOUT; + p.length = sizeof(p); + p.safe_pos = safe_pos; + p.inv_pos = {inv_win, inv_cell}; + return send_packet(&p, sizeof(p)); + } + bool send_safebox_move(uint16_t from_cell, uint16_t to_cell, uint8_t count) { + CGItemMove p{}; + p.header = CG_SAFEBOX_ITEM_MOVE; + p.length = sizeof(p); + p.pos = {WINDOW_INVENTORY, from_cell}; + p.change_pos = {WINDOW_INVENTORY, to_cell}; + p.num = count; + return send_packet(&p, sizeof(p)); + } + + // --- item-mall (창고몰) intent: pull mall slot -> inventory cell --- + bool send_mall_checkout(uint8_t mall_pos, uint8_t inv_win, uint16_t inv_cell) { + CGMallCheckout p{}; + p.header = CG_MALL_CHECKOUT; + p.length = sizeof(p); + p.mall_pos = mall_pos; + p.inv_pos = {inv_win, inv_cell}; + return send_packet(&p, sizeof(p)); + } + + // --- private (PC) shop: CG_MYSHOP head + N MyShopItem --- + bool send_open_private_shop(const std::string &sign, const std::vector &items) { + size_t n = items.size(); + if (n > PRIVATE_SHOP_ITEM_MAX_NUM) { + n = PRIVATE_SHOP_ITEM_MAX_NUM; + } + std::vector buf(sizeof(CGMyShopHead) + n * sizeof(MyShopItem)); + CGMyShopHead head{}; + head.header = CG_MYSHOP; + head.length = static_cast(buf.size()); + std::strncpy(head.sign, sign.c_str(), SHOP_SIGN_MAX_LEN); + head.count = static_cast(n); + std::memcpy(buf.data(), &head, sizeof(head)); + for (size_t i = 0; i < n; ++i) { + std::memcpy(buf.data() + sizeof(head) + i * sizeof(MyShopItem), &items[i], + sizeof(MyShopItem)); + } + return send_packet(buf.data(), buf.size()); + } + // closing your own private shop reuses SHOP_CG_END. + bool send_close_private_shop() { return send_shop_close(); } + + // --- cube (제작) — server side is GC_CHAT/COMMAND text; client asks via /cube ... --- + bool send_cube_make(int result_idx) { + return send_chat(CHAT_TYPE_COMMAND, "/cube make " + std::to_string(result_idx)); + } + bool send_cube_material_info(int start_idx, int count) { + return send_chat(CHAT_TYPE_COMMAND, + "/cube mInfo " + std::to_string(start_idx) + " " + std::to_string(count)); + } + bool send_cube_result_list(uint32_t npc_vnum) { + return send_chat(CHAT_TYPE_COMMAND, "/cube rList " + std::to_string(npc_vnum)); + } + + // --- guild / refine intents --- + bool send_refine(uint8_t pos, uint8_t type) { + CGRefine p{CG_REFINE, sizeof(CGRefine), pos, type}; + return send_packet(&p, sizeof(p)); + } + // CG_DRAGON_SOUL_REFINE — sub_type = the mode (DS_SUB_DO_UPGRADE/IMPROVEMENT/REFINE); + // grid[0] = the dragon soul, grid[1..] = materials. Unused entries stay {0,0}. + bool send_ds_refine(uint8_t sub_type, const ItemPos grid[DS_REFINE_WINDOW_MAX_NUM]) { + CGDragonSoulRefine p{}; + p.header = CG_DRAGON_SOUL_REFINE; + p.length = sizeof(p); + p.sub_type = sub_type; + std::memcpy(p.grid, grid, sizeof(ItemPos) * DS_REFINE_WINDOW_MAX_NUM); + return send_packet(&p, sizeof(p)); + } + bool send_guild_sub(uint8_t subheader) { // bare sub-header (e.g. request list/info) + CGGuild p{CG_GUILD, sizeof(CGGuild), subheader}; + return send_packet(&p, sizeof(p)); + } + bool send_guild_answer_make(const std::string &guild_name) { + CGAnswerMakeGuild p{}; + p.header = CG_ANSWER_MAKE_GUILD; + p.length = sizeof(p); + std::strncpy(p.guild_name, guild_name.c_str(), sizeof(p.guild_name) - 1); + return send_packet(&p, sizeof(p)); + } + // CG_GUILD sub-header + a u32 payload (add/remove member by vid, offer amount, ...). + bool send_guild_sub_u32(uint8_t subheader, uint32_t arg) { + uint8_t buf[sizeof(CGGuild) + 4]; + CGGuild head{CG_GUILD, (uint16_t)sizeof(buf), subheader}; + std::memcpy(buf, &head, sizeof(head)); + std::memcpy(buf + sizeof(head), &arg, 4); + return send_packet(buf, sizeof(buf)); + } + // GUILD_CG_USE_SKILL: sub-header + {u32 skill_vnum, u32 target_vid}. + bool send_guild_use_skill(uint32_t skill_vnum, uint32_t target_vid) { + uint8_t buf[sizeof(CGGuild) + 8]; + CGGuild head{CG_GUILD, (uint16_t)sizeof(buf), GUILD_CG_USE_SKILL}; + std::memcpy(buf, &head, sizeof(head)); + std::memcpy(buf + sizeof(head), &skill_vnum, 4); + std::memcpy(buf + sizeof(head) + 4, &target_vid, 4); + return send_packet(buf, sizeof(buf)); + } + + // CG_CHAT is variable: [head][type][utf8 text][NUL] + bool send_chat(uint8_t type, const std::string &text) { + std::vector buf(sizeof(CGChat) + text.size() + 1); + CGChat head{}; + head.header = CG_CHAT; + head.length = static_cast(buf.size()); + head.type = type; + std::memcpy(buf.data(), &head, sizeof(head)); + std::memcpy(buf.data() + sizeof(head), text.data(), text.size()); + buf[buf.size() - 1] = 0; + return send_packet(buf.data(), buf.size()); + } + // CG_WHISPER is variable: [head][name[65]][utf8 text][NUL] + bool send_whisper(const std::string &to, const std::string &text) { + std::vector buf(sizeof(CGWhisper) + text.size() + 1); + CGWhisper head{}; + head.header = CG_WHISPER; + head.length = static_cast(buf.size()); + std::strncpy(head.to_name, to.c_str(), sizeof(head.to_name) - 1); + std::memcpy(buf.data(), &head, sizeof(head)); + std::memcpy(buf.data() + sizeof(head), text.data(), text.size()); + buf[buf.size() - 1] = 0; + return send_packet(buf.data(), buf.size()); + } + +protected: + void on_phase(uint8_t phase) override { + if (m_trace) { + std::fprintf(stderr, "[gc] GC_PHASE -> %d\n", (int)phase); + } + m_phase = phase; + if (phase == PHASE_LOADING && m_auto_enter_game && !m_enter_game_sent) { + send_enter_game(); + m_enter_game_sent = true; + } + if (phase == PHASE_LOGIN && !m_login_sent) { + CGLogin2 p{}; + p.header = CG_LOGIN2; + p.length = sizeof(p); + std::strncpy(p.name, m_name.c_str(), sizeof(p.name) - 1); + p.login_key = m_login_key; + send_packet(&p, sizeof(p)); + m_login_sent = true; + } + } + + bool on_packet(uint16_t header, uint16_t len) override { + if (m_trace) { + std::fprintf(stderr, "[gc] recv header=0x%04X len=%u phase=%d\n", header, len, + (int)m_phase); + } + // calibration: hex-dump the first few of each interesting packet, whole. + if (m_dump_mask.count(header) && m_dump_seen[header]++ < 3) { + uint8_t buf[512]; + uint16_t n = len < sizeof(buf) ? len : (uint16_t)sizeof(buf); + if (peek_bytes(buf, n)) { + std::fprintf(stderr, "[dump 0x%04X len=%u]", header, len); + for (uint16_t i = 0; i < n; ++i) { + std::fprintf(stderr, " %02x", buf[i]); + } + std::fprintf(stderr, "\n"); + } + } + switch (header) { + case GC_LOGIN_SUCCESS3: { + GCLoginSuccess3 p{}; + if (len != sizeof(p) || !recv_bytes(&p, sizeof(p))) { + // length mismatch: consume and flag so the layout can be fixed + consume(len); + m_fail_reason = "LOGIN_SUCCESS3 size " + std::to_string(len) + + " != " + std::to_string(sizeof(p)); + m_char_list_ready = true; + return true; + } + m_chars.clear(); + for (int i = 0; i < PLAYER_PER_ACCOUNT3; ++i) { + const SimplePlayerInfo &s = p.players[i]; + if (s.id == 0 && s.name[0] == '\0') { + continue; // empty slot + } + CharSlot c; + c.index = i; + c.id = s.id; + c.name.assign(s.name, strnlen(s.name, sizeof(s.name))); + c.job = s.job; + c.level = s.level; + c.x = s.x; + c.y = s.y; + c.guild_id = p.guild_id[i]; + c.guild_name.assign(p.guild_name[i], strnlen(p.guild_name[i], sizeof(p.guild_name[i]))); + fill_slot_stats(c, s); + m_chars.push_back(std::move(c)); + } + m_mark_handle = p.handle; + m_mark_random_key = p.random_key; + m_slot_count = PLAYER_PER_ACCOUNT3; + m_char_list_ready = true; + return true; + } + case GC_LOGIN_SUCCESS4: { + GCLoginSuccess4 p{}; + if (len != sizeof(p) || !recv_bytes(&p, sizeof(p))) { + consume(len); + m_fail_reason = "LOGIN_SUCCESS4 size " + std::to_string(len) + + " != " + std::to_string(sizeof(p)); + m_char_list_ready = true; + return true; + } + m_chars.clear(); + for (int i = 0; i < PLAYER_PER_ACCOUNT4; ++i) { + const SimplePlayerInfo &s = p.players[i]; + if (s.id == 0 && s.name[0] == '\0') { + continue; + } + CharSlot c; + c.index = i; + c.id = s.id; + c.name.assign(s.name, strnlen(s.name, sizeof(s.name))); + c.job = s.job; + c.level = s.level; + c.x = s.x; + c.y = s.y; + c.guild_id = p.guild_id[i]; + c.guild_name.assign(p.guild_name[i], strnlen(p.guild_name[i], sizeof(p.guild_name[i]))); + fill_slot_stats(c, s); + m_chars.push_back(std::move(c)); + } + m_mark_handle = p.handle; + m_mark_random_key = p.random_key; + m_slot_count = PLAYER_PER_ACCOUNT4; + m_char_list_ready = true; + return true; + } + case GC_EMPIRE: { + uint8_t tmp[16]; + if (len <= sizeof(tmp) && recv_bytes(tmp, len)) { + if (len >= 5) { + m_empire = tmp[4]; + } + m_empire_seen = true; + } else { + consume(len); + } + return true; + } + case GC_CHANGE_NAME: { + GCChangeName p{}; + if (len == sizeof(p) && recv_bytes(&p, sizeof(p))) { + std::string name(p.name, strnlen(p.name, sizeof(p.name))); + for (auto &slot : m_chars) { + if (slot.id == p.pid) { + slot.name = name; + } + } + m_name_events.push_back({p.pid, std::move(name)}); + } else { + consume(len); + } + return true; + } + case GC_REQUEST_MAKE_GUILD: { + if (len == sizeof(DynHeader)) { + DynHeader p{}; + if (recv_bytes(&p, sizeof(p))) { + ++m_guild_make_requests; + return true; + } + } + consume(len); + return true; + } + case GC_LOGIN_FAILURE: { + char buf[128] = {0}; + uint16_t body = len > (uint16_t)sizeof(DynHeader) + ? len - (uint16_t)sizeof(DynHeader) + : 0; + uint8_t tmp[256]; + if (len <= sizeof(tmp)) { + recv_bytes(tmp, len); + uint16_t n = body < sizeof(buf) - 1 ? body : (uint16_t)(sizeof(buf) - 1); + std::memcpy(buf, tmp + sizeof(DynHeader), n); + } else { + drop_recv(); + } + m_failed = true; + m_fail_reason = std::string("LOGIN_FAILURE ") + buf; + return true; + } + case GC_MARK_UPDATE: { + GCMarkUpdate p{}; + if (len == sizeof(p) && recv_bytes(&p, sizeof(p))) { + m_mark_updates.push_back({p.guild_id, p.img_idx}); + } else { + consume(len); + } + return true; + } + case GC_PLAYER_CREATE_SUCCESS: { + GCPlayerCreateSuccess p{}; + if (len == sizeof(p) && recv_bytes(&p, sizeof(p))) { + int slot = p.slot; + if (slot >= 0 && slot < PLAYER_PER_ACCOUNT4) { + // patch the local slot list (server does not re-send it) + CharSlot c; + c.index = slot; + c.id = p.player.id; + c.name.assign(p.player.name, strnlen(p.player.name, sizeof(p.player.name))); + c.job = p.player.job; + c.level = p.player.level; + c.x = p.player.x; + c.y = p.player.y; + fill_slot_stats(c, p.player); + replace_slot(std::move(c)); + m_char_events.push_back({CharEvent::CreateOk, slot, 0}); + } + } else { + consume(len); + } + return true; + } + case GC_PLAYER_CREATE_FAILURE: { + GCCreateFailure p{}; + if (len == sizeof(p) && recv_bytes(&p, sizeof(p))) { + m_char_events.push_back({CharEvent::CreateFail, -1, p.type}); + } else { + consume(len); + } + return true; + } + case GC_PLAYER_DELETE_SUCCESS: { + GCDeleteSuccess p{}; + if (len == sizeof(p) && recv_bytes(&p, sizeof(p))) { + int slot = p.account_index; + clear_slot(slot); + m_char_events.push_back({CharEvent::DeleteOk, slot, 0}); + } else { + consume(len); + } + return true; + } + case GC_PLAYER_DELETE_WRONG_SOCIAL_ID: { + consume(len); + m_char_events.push_back({CharEvent::DeleteFail, -1, 0}); + return true; + } + // Game-phase packets -> the networked world model. + case GC_MAIN_CHARACTER: + case GC_CHARACTER_ADD: + case GC_CHARACTER_ADD2: + case GC_CHAR_ADD_INFO: + case GC_CHARACTER_UPDATE: + case GC_CHARACTER_DEL: + case GC_MOVE: + case GC_CHAT: + case GC_WHISPER: + case GC_PLAYER_POINTS: + case GC_CHARACTER_POSITION: + case GC_PLAYER_POINT_CHANGE: + case GC_STUN: + case GC_DEAD: + case GC_CHANGE_SPEED: + case GC_WALK_MODE: + case GC_MOTION: + case GC_DIG_MOTION: + case GC_DAMAGE_INFO: + case GC_TARGET_INFO: + case GC_AFFECT_ADD: + case GC_AFFECT_REMOVE: + case GC_SPECIAL_EFFECT: + case GC_SPECIFIC_EFFECT: + case GC_SKILL_LEVEL: + case GC_SKILL_LEVEL_NEW: + case GC_SKILL_COOLTIME_END: + case GC_CHANGE_SKILL_GROUP: + case GC_VIEW_EQUIP: + case GC_QUICKSLOT_ADD: + case GC_QUICKSLOT_DEL: + case GC_QUICKSLOT_SWAP: + case GC_FLY_TARGETING: + case GC_ADD_FLY_TARGETING: + case GC_CREATE_FLY: + case GC_SYNC_POSITION: + case GC_PVP: + case GC_DUEL_START: + case GC_SCRIPT: + case GC_QUEST_CONFIRM: + case GC_QUEST_INFO: + case GC_ITEM_SET: + case GC_ITEM_DEL: + case GC_ITEM_UPDATE: + case GC_ITEM_USE: + case GC_ITEM_GROUND_ADD: + case GC_ITEM_GROUND_DEL: + case GC_ITEM_OWNERSHIP: + case GC_ITEM_GET: + case GC_PARTY_INVITE: + case GC_PARTY_ADD: + case GC_PARTY_UPDATE: + case GC_PARTY_REMOVE: + case GC_PARTY_LINK: + case GC_PARTY_UNLINK: + case GC_PARTY_PARAMETER: + case GC_MESSENGER: + case GC_LOVER_INFO: + case GC_LOVE_POINT_UPDATE: + case GC_SHOP: + case GC_EXCHANGE: + case GC_SAFEBOX_SET: + case GC_SAFEBOX_DEL: + case GC_SAFEBOX_SIZE: + case GC_SAFEBOX_MONEY_CHANGE: + case GC_SAFEBOX_WRONG_PASSWORD: + case GC_MALL_OPEN: + case GC_MALL_SET: + case GC_MALL_DEL: + case GC_GUILD: + case GC_REFINE_INFO: + case GC_REFINE_INFO_NEW: + case GC_DRAGON_SOUL_REFINE: + case GC_WARP: + case GC_TIME: + case GC_CHANNEL: + case GC_FISHING: + case GC_DUNGEON: + case GC_LAND_LIST: + case GC_OBSERVER_ADD: + case GC_OBSERVER_REMOVE: + case GC_OBSERVER_MOVE: + case GC_NPC_POSITION: + case GC_TARGET_CREATE: + case GC_TARGET_UPDATE: + case GC_TARGET_DELETE: + case GC_MOUNT: { + uint8_t tmp[4096]; + if (len > sizeof(tmp) || !recv_bytes(tmp, len)) { + drop_recv(); + return true; + } + m_world.apply(header, tmp, len); + // The server expects a version report right after the main char + // arrives; skipping it gets us dropped before PHASE_GAME. + if (header == GC_MAIN_CHARACTER && !m_version_sent) { + send_client_version(); + m_version_sent = true; + } + return true; + } + default: + m_last_unknown = header; + consume(len); + return true; + } + } + + void on_disconnect() override { m_failed = m_failed || !m_char_list_ready; } + +private: + void consume(uint16_t len) { + uint8_t tmp[2048]; + if (len <= sizeof(tmp)) { + recv_bytes(tmp, len); + } else { + drop_recv(); + } + } + + // Local char-slot list maintenance after create/delete (server patches, not re-sends). + void replace_slot(CharSlot &&c) { + for (auto &s : m_chars) { + if (s.index == c.index) { + s = std::move(c); + return; + } + } + m_chars.push_back(std::move(c)); + } + void clear_slot(int slot) { + for (auto it = m_chars.begin(); it != m_chars.end(); ++it) { + if (it->index == slot) { + m_chars.erase(it); + return; + } + } + } + + std::string m_name; + uint32_t m_login_key; + uint8_t m_phase = 0xFF; + bool m_login_sent = false; + bool m_char_list_ready = false; + int m_slot_count = PLAYER_PER_ACCOUNT4; + bool m_failed = false; + std::string m_fail_reason; + std::vector m_chars; + std::vector m_char_events; + std::vector m_name_events; + int m_guild_make_requests = 0; + uint16_t m_last_unknown = 0; + bool m_trace = false; + std::set m_dump_mask; + std::unordered_map m_dump_seen; + uint8_t m_empire = 0; + bool m_empire_seen = false; + bool m_auto_enter_game = true; + bool m_enter_game_sent = false; + bool m_version_sent = false; + uint32_t m_mark_handle = 0; + uint32_t m_mark_random_key = 0; + std::vector m_mark_updates; + EntityStore m_world; +}; + +} // namespace mtnet diff --git a/extension/src/net/m2_client.cpp b/extension/src/net/m2_client.cpp new file mode 100644 index 00000000..b7272d6d --- /dev/null +++ b/extension/src/net/m2_client.cpp @@ -0,0 +1,2322 @@ +#include "m2_client.h" + +#include "auth_client.h" +#include "game_client.h" +#include "mark_client.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include + +#include + +using namespace godot; + +namespace mtgodot { + +M2Client::M2Client() { + set_process(true); +} +M2Client::~M2Client() = default; + +void M2Client::_bind_methods() { + ClassDB::bind_method( + D_METHOD("connect_to_server", "auth_host", "auth_port", "game_host", "game_port", "id", "pw"), + &M2Client::connect_to_server); + ClassDB::bind_method(D_METHOD("disconnect_from_server"), &M2Client::disconnect_from_server); + ClassDB::bind_method(D_METHOD("select_character", "index"), &M2Client::select_character); + ClassDB::bind_method( + D_METHOD("create_character", "slot", "name", "job", "shape", "con", "int", "str", "dex"), + &M2Client::create_character); + ClassDB::bind_method(D_METHOD("delete_character", "slot", "private_code"), + &M2Client::delete_character); + ClassDB::bind_method(D_METHOD("change_name", "slot", "name"), &M2Client::change_name); + ClassDB::bind_method(D_METHOD("get_empire"), &M2Client::get_empire); + ClassDB::bind_method(D_METHOD("get_slot_count"), &M2Client::get_slot_count); + ClassDB::bind_method(D_METHOD("move", "func", "arg", "rot_deg", "x", "y"), &M2Client::move); + ClassDB::bind_method(D_METHOD("character_position", "position"), &M2Client::character_position); + ClassDB::bind_method(D_METHOD("sync_positions", "positions"), &M2Client::sync_positions); + ClassDB::bind_method(D_METHOD("request_warp"), &M2Client::request_warp); + ClassDB::bind_method(D_METHOD("fishing", "rot_deg"), &M2Client::fishing); + ClassDB::bind_method(D_METHOD("request_dungeon"), &M2Client::request_dungeon); + ClassDB::bind_method(D_METHOD("attack", "motion", "victim_vid"), &M2Client::attack); + ClassDB::bind_method(D_METHOD("set_target", "victim_vid"), &M2Client::set_target); + ClassDB::bind_method(D_METHOD("say", "type", "text"), &M2Client::say); + ClassDB::bind_method(D_METHOD("whisper", "to", "text"), &M2Client::whisper); + ClassDB::bind_method(D_METHOD("cast_skill", "motion_idx", "rot_deg", "x", "y"), &M2Client::cast_skill); + ClassDB::bind_method(D_METHOD("use_skill", "skill_id", "target_vid"), &M2Client::use_skill); + ClassDB::bind_method(D_METHOD("shoot", "skill_id"), &M2Client::shoot); + ClassDB::bind_method(D_METHOD("add_fly_targeting", "target_vid", "x", "y"), &M2Client::add_fly_targeting); + ClassDB::bind_method(D_METHOD("skill_up", "skill_id"), &M2Client::skill_up); + ClassDB::bind_method(D_METHOD("get_skill_group"), &M2Client::get_skill_group); + ClassDB::bind_method(D_METHOD("get_skills"), &M2Client::get_skills); + ClassDB::bind_method(D_METHOD("get_quickslots"), &M2Client::get_quickslots); + ClassDB::bind_method(D_METHOD("quickslot_add", "pos", "type", "ref"), &M2Client::quickslot_add); + ClassDB::bind_method(D_METHOD("quickslot_del", "pos"), &M2Client::quickslot_del); + ClassDB::bind_method(D_METHOD("quickslot_swap", "pos", "change_pos"), &M2Client::quickslot_swap); + ClassDB::bind_method(D_METHOD("click_npc", "vid"), &M2Client::click_npc); + ClassDB::bind_method(D_METHOD("script_answer", "answer"), &M2Client::script_answer); + ClassDB::bind_method(D_METHOD("script_button", "idx"), &M2Client::script_button); + ClassDB::bind_method(D_METHOD("script_select_item", "selection"), &M2Client::script_select_item); + ClassDB::bind_method(D_METHOD("quest_input", "text"), &M2Client::quest_input); + ClassDB::bind_method(D_METHOD("quest_confirm", "yes", "request_pid"), &M2Client::quest_confirm); + ClassDB::bind_method(D_METHOD("quest_cancel"), &M2Client::quest_cancel); + ClassDB::bind_method(D_METHOD("get_quests"), &M2Client::get_quests); + ClassDB::bind_method(D_METHOD("get_entity", "vid"), &M2Client::get_entity); + ClassDB::bind_method(D_METHOD("get_entities"), &M2Client::get_entities); + ClassDB::bind_method(D_METHOD("get_main_vid"), &M2Client::get_main_vid); + ClassDB::bind_method(D_METHOD("get_points"), &M2Client::get_points); + ClassDB::bind_method(D_METHOD("get_target"), &M2Client::get_target); + ClassDB::bind_method(D_METHOD("get_affects"), &M2Client::get_affects); + ClassDB::bind_method(D_METHOD("move_item", "from_window", "from_cell", "to_window", "to_cell", "count"), + &M2Client::move_item); + ClassDB::bind_method(D_METHOD("use_item", "window", "cell"), &M2Client::use_item); + ClassDB::bind_method(D_METHOD("drop_item", "window", "cell", "gold"), &M2Client::drop_item); + ClassDB::bind_method(D_METHOD("drop_item_count", "window", "cell", "gold", "count"), &M2Client::drop_item_count); + ClassDB::bind_method(D_METHOD("use_item_to_item", "source_window", "source_cell", "target_window", "target_cell"), + &M2Client::use_item_to_item); + ClassDB::bind_method(D_METHOD("give_item", "target_vid", "window", "cell", "count"), &M2Client::give_item); + ClassDB::bind_method(D_METHOD("pickup_item", "ground_vid"), &M2Client::pickup_item); + ClassDB::bind_method(D_METHOD("get_inventory"), &M2Client::get_inventory); + ClassDB::bind_method(D_METHOD("get_equipment"), &M2Client::get_equipment); + ClassDB::bind_method(D_METHOD("get_belt_inventory"), &M2Client::get_belt_inventory); + ClassDB::bind_method(D_METHOD("get_view_equipment", "vid"), &M2Client::get_view_equipment); + ClassDB::bind_method(D_METHOD("get_item", "window", "cell"), &M2Client::get_item); + ClassDB::bind_method(D_METHOD("get_ground_items"), &M2Client::get_ground_items); + ClassDB::bind_method(D_METHOD("get_pvp_relations"), &M2Client::get_pvp_relations); + ClassDB::bind_method(D_METHOD("suspend"), &M2Client::suspend); + ClassDB::bind_method(D_METHOD("resume"), &M2Client::resume); + ClassDB::bind_method(D_METHOD("reconnect"), &M2Client::reconnect); + ClassDB::bind_method(D_METHOD("is_suspended"), &M2Client::is_suspended); + ClassDB::bind_method(D_METHOD("get_stage"), &M2Client::get_stage); + ClassDB::bind_method(D_METHOD("is_in_game"), &M2Client::is_in_game); + ClassDB::bind_method(D_METHOD("net_poll"), &M2Client::net_poll); + + ADD_SIGNAL(MethodInfo("stage_changed", PropertyInfo(Variant::STRING, "stage"))); + ADD_SIGNAL(MethodInfo("phase_changed", PropertyInfo(Variant::STRING, "phase"))); + ADD_SIGNAL(MethodInfo("auth_ok", PropertyInfo(Variant::INT, "login_key"))); + ADD_SIGNAL(MethodInfo("login_failed", PropertyInfo(Variant::STRING, "reason"))); + ADD_SIGNAL(MethodInfo("char_list", PropertyInfo(Variant::ARRAY, "characters"))); + ADD_SIGNAL(MethodInfo("char_created", PropertyInfo(Variant::INT, "slot"))); + ADD_SIGNAL(MethodInfo("char_create_failed", PropertyInfo(Variant::INT, "reason_type"))); + ADD_SIGNAL(MethodInfo("char_deleted", PropertyInfo(Variant::INT, "slot"))); + ADD_SIGNAL(MethodInfo("char_delete_failed")); + ADD_SIGNAL(MethodInfo("char_name_changed", PropertyInfo(Variant::INT, "pid"), + PropertyInfo(Variant::STRING, "name"))); + ADD_SIGNAL(MethodInfo("entered_game")); + ADD_SIGNAL(MethodInfo("disconnected", PropertyInfo(Variant::STRING, "reason"))); + ADD_SIGNAL(MethodInfo("suspended")); + ADD_SIGNAL(MethodInfo("resumed")); + // networked world (fed from EntityStore each pump) + ADD_SIGNAL(MethodInfo("entity_spawned", PropertyInfo(Variant::DICTIONARY, "entity"))); + ADD_SIGNAL(MethodInfo("entity_despawned", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("entity_moved", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("entity_main_set", PropertyInfo(Variant::INT, "vid"))); + // name/level/guild/mount arrived (GC_CHAR_ADD_INFO) for an already-spawned entity. + ADD_SIGNAL(MethodInfo("entity_info", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::DICTIONARY, "entity"))); + ADD_SIGNAL(MethodInfo("chat", PropertyInfo(Variant::INT, "type"), + PropertyInfo(Variant::INT, "vid"), PropertyInfo(Variant::STRING, "text"))); + ADD_SIGNAL(MethodInfo("whisper_received", PropertyInfo(Variant::INT, "sub"), + PropertyInfo(Variant::STRING, "from"), PropertyInfo(Variant::STRING, "text"))); + // combat / status + ADD_SIGNAL(MethodInfo("vitals_changed", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("entity_dead", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("damage", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::INT, "amount"), PropertyInfo(Variant::INT, "flag"))); + ADD_SIGNAL(MethodInfo("motion", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::INT, "victim_vid"), PropertyInfo(Variant::INT, "motion"))); + ADD_SIGNAL(MethodInfo("dig_motion", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::INT, "target_vid"), PropertyInfo(Variant::INT, "count"))); + ADD_SIGNAL(MethodInfo("points_changed", PropertyInfo(Variant::DICTIONARY, "points"))); + ADD_SIGNAL(MethodInfo("target_info", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::INT, "hp_percent"))); + // items + ADD_SIGNAL(MethodInfo("inventory_changed", PropertyInfo(Variant::INT, "window"), + PropertyInfo(Variant::INT, "cell"))); + ADD_SIGNAL(MethodInfo("ground_item_added", PropertyInfo(Variant::DICTIONARY, "item"))); + ADD_SIGNAL(MethodInfo("ground_item_removed", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("view_equipment", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("pvp_changed", PropertyInfo(Variant::INT, "src_vid"), + PropertyInfo(Variant::INT, "dst_vid"), PropertyInfo(Variant::INT, "mode"))); + ADD_SIGNAL(MethodInfo("duel_started")); + ADD_SIGNAL(MethodInfo("item_picked_up", PropertyInfo(Variant::INT, "vnum"), + PropertyInfo(Variant::INT, "count"), PropertyInfo(Variant::STRING, "from"))); + ADD_SIGNAL(MethodInfo("item_used", PropertyInfo(Variant::INT, "vnum"))); + ADD_SIGNAL(MethodInfo("affect_added", PropertyInfo(Variant::DICTIONARY, "affect"))); + ADD_SIGNAL(MethodInfo("affect_removed", PropertyInfo(Variant::INT, "type"))); + // P5: server-triggered effects. name is a .mse path for GC_SPECIFIC_EFFECT, + // "" for GC_SPECIAL_EFFECT (use `special` id + a client-side table). + ADD_SIGNAL(MethodInfo("effect_cue", PropertyInfo(Variant::INT, "vid"), + PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::INT, "special"))); + // P6: skills + ADD_SIGNAL(MethodInfo("skills_changed")); + ADD_SIGNAL(MethodInfo("skill_group_changed", PropertyInfo(Variant::INT, "skill_group"))); + ADD_SIGNAL(MethodInfo("quickslots_changed")); + ADD_SIGNAL(MethodInfo("skill_cooldown_end", PropertyInfo(Variant::INT, "skill"))); + ADD_SIGNAL(MethodInfo("fly_cue", PropertyInfo(Variant::INT, "type"), + PropertyInfo(Variant::INT, "start_vid"), PropertyInfo(Variant::INT, "end_vid"))); + ADD_SIGNAL(MethodInfo("fly_targeting", PropertyInfo(Variant::INT, "shooter_vid"), + PropertyInfo(Variant::INT, "target_vid"), PropertyInfo(Variant::VECTOR2, "target_cm"), + PropertyInfo(Variant::BOOL, "append"))); + // P7: quest / NPC + ADD_SIGNAL(MethodInfo("script_dialog", PropertyInfo(Variant::INT, "skin"), + PropertyInfo(Variant::STRING, "text"))); + ADD_SIGNAL(MethodInfo("quest_confirm_ask", PropertyInfo(Variant::STRING, "msg"), + PropertyInfo(Variant::INT, "timeout"), PropertyInfo(Variant::INT, "request_pid"))); + ADD_SIGNAL(MethodInfo("quest_info", PropertyInfo(Variant::INT, "index"))); + // P8: social / shop / storage + ClassDB::bind_method(D_METHOD("party_invite", "vid"), &M2Client::party_invite); + ClassDB::bind_method(D_METHOD("party_answer", "leader_pid", "accept"), &M2Client::party_answer); + ClassDB::bind_method(D_METHOD("party_leave", "pid"), &M2Client::party_leave); + ClassDB::bind_method(D_METHOD("party_use_skill", "skill_index", "target_vid"), &M2Client::party_use_skill); + ClassDB::bind_method(D_METHOD("party_set_distribute", "mode"), &M2Client::party_set_distribute); + ClassDB::bind_method(D_METHOD("party_set_state", "pid", "role", "on"), &M2Client::party_set_state); + ClassDB::bind_method(D_METHOD("get_party"), &M2Client::get_party); + ClassDB::bind_method(D_METHOD("get_party_distribute_mode"), &M2Client::get_party_distribute_mode); + ClassDB::bind_method(D_METHOD("add_friend", "name"), &M2Client::add_friend); + ClassDB::bind_method(D_METHOD("remove_friend", "name"), &M2Client::remove_friend); + ClassDB::bind_method(D_METHOD("get_friends"), &M2Client::get_friends); + ClassDB::bind_method(D_METHOD("get_lover"), &M2Client::get_lover); + ClassDB::bind_method(D_METHOD("shop_buy", "pos", "count"), &M2Client::shop_buy); + ClassDB::bind_method(D_METHOD("shop_sell", "inv_cell", "count"), &M2Client::shop_sell); + ClassDB::bind_method(D_METHOD("shop_close"), &M2Client::shop_close); + ClassDB::bind_method(D_METHOD("is_shop_open"), &M2Client::is_shop_open); + ClassDB::bind_method(D_METHOD("get_shop_items"), &M2Client::get_shop_items); + ClassDB::bind_method(D_METHOD("get_shop"), &M2Client::get_shop); + ClassDB::bind_method(D_METHOD("exchange_start", "vid"), &M2Client::exchange_start); + ClassDB::bind_method(D_METHOD("exchange_add_item", "inv_window", "inv_cell", "display_pos"), + &M2Client::exchange_add_item); + ClassDB::bind_method(D_METHOD("exchange_add_gold", "gold"), &M2Client::exchange_add_gold); + ClassDB::bind_method(D_METHOD("exchange_accept"), &M2Client::exchange_accept); + ClassDB::bind_method(D_METHOD("exchange_cancel"), &M2Client::exchange_cancel); + ClassDB::bind_method(D_METHOD("get_exchange"), &M2Client::get_exchange); + ClassDB::bind_method(D_METHOD("safebox_checkin", "safe_pos", "inv_window", "inv_cell"), + &M2Client::safebox_checkin); + ClassDB::bind_method(D_METHOD("safebox_checkout", "safe_pos", "inv_window", "inv_cell"), + &M2Client::safebox_checkout); + ClassDB::bind_method(D_METHOD("safebox_move", "from_cell", "to_cell", "count"), + &M2Client::safebox_move); + ClassDB::bind_method(D_METHOD("is_safebox_open"), &M2Client::is_safebox_open); + ClassDB::bind_method(D_METHOD("get_safebox_size"), &M2Client::get_safebox_size); + ClassDB::bind_method(D_METHOD("get_safebox_gold"), &M2Client::get_safebox_gold); + ClassDB::bind_method(D_METHOD("get_safebox_items"), &M2Client::get_safebox_items); + // item-mall (창고몰) + ClassDB::bind_method(D_METHOD("is_mall_open"), &M2Client::is_mall_open); + ClassDB::bind_method(D_METHOD("get_mall_size"), &M2Client::get_mall_size); + ClassDB::bind_method(D_METHOD("get_mall_items"), &M2Client::get_mall_items); + ClassDB::bind_method(D_METHOD("mall_checkout", "mall_pos", "inv_window", "inv_cell"), + &M2Client::mall_checkout); + // private (PC) shop + ClassDB::bind_method(D_METHOD("open_private_shop", "sign", "items"), + &M2Client::open_private_shop); + ClassDB::bind_method(D_METHOD("close_private_shop"), &M2Client::close_private_shop); + // cube (제작) + ClassDB::bind_method(D_METHOD("get_cube"), &M2Client::get_cube); + ClassDB::bind_method(D_METHOD("cube_make", "result_index"), &M2Client::cube_make); + ClassDB::bind_method(D_METHOD("cube_request_result_list", "npc_vnum"), + &M2Client::cube_request_result_list); + ClassDB::bind_method(D_METHOD("cube_request_materials", "start_index", "count"), + &M2Client::cube_request_materials); + + ADD_SIGNAL(MethodInfo("party_changed")); + ADD_SIGNAL(MethodInfo("party_invite_ask", PropertyInfo(Variant::INT, "leader_pid"))); + ADD_SIGNAL(MethodInfo("lover_changed", PropertyInfo(Variant::DICTIONARY, "lover"))); + ADD_SIGNAL(MethodInfo("friends_changed")); + ADD_SIGNAL(MethodInfo("shop_opened", PropertyInfo(Variant::INT, "vid"))); + ADD_SIGNAL(MethodInfo("shop_closed")); + ADD_SIGNAL(MethodInfo("shop_error", PropertyInfo(Variant::STRING, "kind"))); + ADD_SIGNAL(MethodInfo("exchange_changed")); + ADD_SIGNAL(MethodInfo("safebox_changed")); + ADD_SIGNAL(MethodInfo("mall_opened", PropertyInfo(Variant::INT, "size"))); + ADD_SIGNAL(MethodInfo("mall_changed")); + ADD_SIGNAL(MethodInfo("cube_opened", PropertyInfo(Variant::INT, "npc_vnum"))); + ADD_SIGNAL(MethodInfo("cube_closed")); + ADD_SIGNAL(MethodInfo("cube_changed")); + ADD_SIGNAL(MethodInfo("cube_result", PropertyInfo(Variant::INT, "vnum"), + PropertyInfo(Variant::INT, "count"), PropertyInfo(Variant::BOOL, "ok"))); + + // guild / refine + ClassDB::bind_method(D_METHOD("get_guild"), &M2Client::get_guild); + ClassDB::bind_method(D_METHOD("get_guild_members"), &M2Client::get_guild_members); + ClassDB::bind_method(D_METHOD("get_guild_grades"), &M2Client::get_guild_grades); + ClassDB::bind_method(D_METHOD("guild_add_member", "vid"), &M2Client::guild_add_member); + ClassDB::bind_method(D_METHOD("guild_remove_member", "pid"), &M2Client::guild_remove_member); + ClassDB::bind_method(D_METHOD("guild_offer", "amount"), &M2Client::guild_offer); + ClassDB::bind_method(D_METHOD("guild_answer_make", "name"), &M2Client::guild_answer_make); + ClassDB::bind_method(D_METHOD("get_guild_skill"), &M2Client::get_guild_skill); + ClassDB::bind_method(D_METHOD("get_guild_wars"), &M2Client::get_guild_wars); + ClassDB::bind_method(D_METHOD("get_guild_war"), &M2Client::get_guild_war); + ClassDB::bind_method(D_METHOD("get_guild_name", "guild_id"), &M2Client::get_guild_name); + ClassDB::bind_method(D_METHOD("use_guild_skill", "skill_vnum", "target_vid"), + &M2Client::use_guild_skill); + ClassDB::bind_method(D_METHOD("declare_guild_war", "guild_name"), &M2Client::declare_guild_war); + ADD_SIGNAL(MethodInfo("guild_skill_changed")); + ADD_SIGNAL(MethodInfo("guild_war_changed")); + ADD_SIGNAL(MethodInfo("guild_war_event", PropertyInfo(Variant::INT, "state"), + PropertyInfo(Variant::INT, "opp_guild_id"), PropertyInfo(Variant::STRING, "opp_name"))); + ADD_SIGNAL(MethodInfo("guild_war_point", PropertyInfo(Variant::INT, "gain_guild_id"), + PropertyInfo(Variant::INT, "opp_guild_id"), PropertyInfo(Variant::INT, "point"))); + ClassDB::bind_method(D_METHOD("download_guild_marks", "host", "port"), + &M2Client::download_guild_marks); + ClassDB::bind_method(D_METHOD("download_guild_symbol", "host", "port", "guild_id"), + &M2Client::download_guild_symbol); + ClassDB::bind_method(D_METHOD("get_guild_symbol"), &M2Client::get_guild_symbol); + ClassDB::bind_method(D_METHOD("are_guild_marks_ready"), &M2Client::are_guild_marks_ready); + ClassDB::bind_method(D_METHOD("get_mark_server"), &M2Client::get_mark_server); + ClassDB::bind_method(D_METHOD("get_guild_mark", "guild_id"), &M2Client::get_guild_mark); + ClassDB::bind_method(D_METHOD("get_guild_mark_image", "guild_id"), &M2Client::get_guild_mark_image); + ClassDB::bind_method(D_METHOD("upload_guild_mark", "host", "port", "guild_id", "img"), + &M2Client::upload_guild_mark); + ClassDB::bind_method(D_METHOD("upload_guild_symbol", "host", "port", "guild_id", "file_bytes"), + &M2Client::upload_guild_symbol); + ADD_SIGNAL(MethodInfo("guild_marks_ready", PropertyInfo(Variant::INT, "mark_count"))); + ADD_SIGNAL(MethodInfo("guild_symbol_ready", PropertyInfo(Variant::INT, "guild_id"), + PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data"))); + ADD_SIGNAL(MethodInfo("guild_mark_uploaded", PropertyInfo(Variant::BOOL, "ok"))); + ADD_SIGNAL(MethodInfo("guild_mark_updated", PropertyInfo(Variant::INT, "guild_id"), + PropertyInfo(Variant::INT, "img_idx"))); + ClassDB::bind_method(D_METHOD("refine", "pos", "type"), &M2Client::refine); + ClassDB::bind_method(D_METHOD("ds_refine", "mode", "cells"), &M2Client::ds_refine); + ClassDB::bind_method(D_METHOD("get_dragon_souls"), &M2Client::get_dragon_souls); + ADD_SIGNAL(MethodInfo("guild_changed")); + ADD_SIGNAL(MethodInfo("guild_make_requested")); + ADD_SIGNAL(MethodInfo("refine_ask", PropertyInfo(Variant::DICTIONARY, "info"))); + ADD_SIGNAL(MethodInfo("ds_window_open")); + ADD_SIGNAL(MethodInfo("ds_refine_result", PropertyInfo(Variant::BOOL, "ok"), + PropertyInfo(Variant::INT, "sub_type"), PropertyInfo(Variant::INT, "cell"))); + + // P9: world systems + ClassDB::bind_method(D_METHOD("get_channel"), &M2Client::get_channel); + ClassDB::bind_method(D_METHOD("get_server_time"), &M2Client::get_server_time); + ClassDB::bind_method(D_METHOD("get_npc_marks"), &M2Client::get_npc_marks); + ClassDB::bind_method(D_METHOD("get_land_areas"), &M2Client::get_land_areas); + ClassDB::bind_method(D_METHOD("get_observers"), &M2Client::get_observers); + ClassDB::bind_method(D_METHOD("get_world_markers"), &M2Client::get_world_markers); + ADD_SIGNAL(MethodInfo("warp", PropertyInfo(Variant::VECTOR3, "pos"), + PropertyInfo(Variant::BOOL, "same_server"))); + ADD_SIGNAL(MethodInfo("time_changed", PropertyInfo(Variant::INT, "server_epoch"))); + ADD_SIGNAL(MethodInfo("channel_changed", PropertyInfo(Variant::INT, "channel"))); + ADD_SIGNAL(MethodInfo("npc_marks_changed")); + ADD_SIGNAL(MethodInfo("land_areas_changed")); + ADD_SIGNAL(MethodInfo("observer_event", PropertyInfo(Variant::INT, "kind"), + PropertyInfo(Variant::INT, "vid"), PropertyInfo(Variant::VECTOR2, "pos"))); + ADD_SIGNAL(MethodInfo("fishing_event", PropertyInfo(Variant::INT, "subheader"), + PropertyInfo(Variant::INT, "info"), PropertyInfo(Variant::INT, "dir"))); + ADD_SIGNAL(MethodInfo("dungeon_event", PropertyInfo(Variant::INT, "subheader"), + PropertyInfo(Variant::INT, "x"), PropertyInfo(Variant::INT, "y"), + PropertyInfo(Variant::BOOL, "has_destination"))); + ADD_SIGNAL(MethodInfo("world_markers_changed")); + ADD_SIGNAL(MethodInfo("mount_changed", PropertyInfo(Variant::INT, "vid"))); +} + +static const char *phase_name(int p) { + switch (p) { + case mtnet::PHASE_CLOSE: return "close"; + case mtnet::PHASE_HANDSHAKE: return "handshake"; + case mtnet::PHASE_LOGIN: return "login"; + case mtnet::PHASE_SELECT: return "select"; + case mtnet::PHASE_LOADING: return "loading"; + case mtnet::PHASE_GAME: return "game"; + case mtnet::PHASE_DEAD: return "dead"; + case mtnet::PHASE_AUTH: return "auth"; + default: return "?"; + } +} + +String M2Client::stage_name() const { + switch (stage) { + case Stage::Idle: return "idle"; + case Stage::AuthConnect: return "auth_connect"; + case Stage::AuthWait: return "auth_wait"; + case Stage::GameConnect: return "game_connect"; + case Stage::GameLogin: return "game_login"; + case Stage::InGame: return "in_game"; + case Stage::Failed: return "failed"; + } + return "?"; +} + +void M2Client::set_stage(Stage s) { + if (stage == s) { + return; + } + stage = s; + emit_signal("stage_changed", stage_name()); +} + +bool M2Client::is_in_game() const { + return stage == Stage::InGame; +} + +void M2Client::net_poll() { + if (suspended) { + return; + } + if (auth) { + auth->process(); + } + if (game) { + game->process(); + } + if (mark) { + mark->process(); + } +} + +void M2Client::connect_to_server(const String &auth_host, int auth_port, const String &g_host, + int g_port, const String &id, const String &pw) { + disconnect_from_server(); + game_host = g_host; + game_port = g_port; + account_id = id; + + cfg_auth_host = auth_host; + cfg_auth_port = auth_port; + cfg_game_host = g_host; + cfg_game_port = g_port; + cfg_id = id; + cfg_pw = pw; + have_cfg = true; + suspended = false; + + auth = std::make_unique(std::string(id.utf8().get_data()), + std::string(pw.utf8().get_data())); + char_list_emitted = false; + last_auth_state = last_game_state = last_game_phase = -1; + + if (!auth->connect(std::string(auth_host.utf8().get_data()), (uint16_t)auth_port)) { + emit_signal("login_failed", String(auth->last_error().c_str())); + set_stage(Stage::Failed); + auth.reset(); + return; + } + set_stage(Stage::AuthConnect); +} + +void M2Client::disconnect_from_server() { + if (auth) { + auth->disconnect(); + auth.reset(); + } + if (game) { + game->disconnect(); + game.reset(); + } + if (stage != Stage::Idle) { + set_stage(Stage::Idle); + } +} + +bool M2Client::select_character(int index) { + if (!game) { + return false; + } + return game->select_character(index); +} + +bool M2Client::create_character(int slot, const godot::String &name, int job, int shape, + int con, int intel, int str, int dex) { + if (!game) { + return false; + } + return game->create_character(slot, std::string(name.utf8().get_data()), job, shape, + con, intel, str, dex); +} + +bool M2Client::delete_character(int slot, const godot::String &private_code) { + if (!game) { + return false; + } + return game->delete_character(slot, std::string(private_code.utf8().get_data())); +} + +bool M2Client::change_name(int slot, const godot::String &name) { + if (!game) { + return false; + } + return game->change_name(slot, std::string(name.utf8().get_data())); +} + +int M2Client::get_empire() const { + return game ? (int)game->empire() : 0; +} + +int M2Client::get_slot_count() const { + return game ? game->slot_count() : mtnet::PLAYER_PER_ACCOUNT4; +} + +godot::Array M2Client::build_char_list() const { + Array list; + if (!game) { + return list; + } + for (const auto &c : game->chars()) { + Dictionary d; + d["index"] = c.index; + d["id"] = (int64_t)c.id; + d["name"] = String(c.name.c_str()); + d["job"] = c.job; + d["level"] = c.level; + d["x"] = c.x; + d["y"] = c.y; + d["guild_id"] = (int64_t)c.guild_id; + d["guild_name"] = String::utf8(c.guild_name.c_str()); + d["play_minutes"] = (int)c.play_minutes; + d["st"] = c.st; + d["ht"] = c.ht; + d["dx"] = c.dx; + d["iq"] = c.iq; + d["main_part"] = c.main_part; + d["hair_part"] = c.hair_part; + list.push_back(d); + } + return list; +} + +// --- in-game intents --- + +bool M2Client::move(int func, int arg, double rot_deg, int x, int y) { + if (!game || !is_in_game()) { + return false; + } + double r = std::fmod(rot_deg, 360.0); + if (r < 0.0) { + r += 360.0; + } + uint8_t rot = (uint8_t)(r / 5.0); // client wire form: degrees / 5 + uint32_t t = (uint32_t)Time::get_singleton()->get_ticks_msec(); + return game->send_move((uint8_t)func, (uint8_t)arg, rot, (int32_t)x, (int32_t)y, t); +} + +bool M2Client::character_position(int position) { + if (!game || !is_in_game() || position < 0 || position > 255) { + return false; + } + return game->send_character_position((uint8_t)position); +} + +bool M2Client::request_warp() { + return game && is_in_game() && game->send_warp(); +} + +bool M2Client::fishing(double rot_deg) { + if (!game || !is_in_game()) { + return false; + } + double r = std::fmod(rot_deg, 360.0); + if (r < 0.0) { + r += 360.0; + } + return game->send_fishing((uint8_t)(r / 5.0)); +} + +bool M2Client::request_dungeon() { + return game && is_in_game() && game->send_dungeon(); +} + +bool M2Client::sync_positions(const Array &positions) { + if (!game || !is_in_game() || positions.is_empty() || positions.size() > 16) { + return false; + } + std::vector elements; + elements.reserve(positions.size()); + for (int i = 0; i < positions.size(); ++i) { + Variant value = positions[i]; + if (value.get_type() != Variant::DICTIONARY) { + return false; + } + Dictionary d = value; + if (!d.has("vid") || !d.has("x") || !d.has("y")) { + return false; + } + const int64_t vid = (int64_t)d["vid"]; + const int64_t x = (int64_t)d["x"]; + const int64_t y = (int64_t)d["y"]; + if (vid < 0 || vid > 0xffffffffLL || x < INT32_MIN || x > INT32_MAX || + y < INT32_MIN || y > INT32_MAX) { + return false; + } + elements.push_back({(uint32_t)vid, (int32_t)x, (int32_t)y}); + } + return game->send_sync_positions(elements); +} + +bool M2Client::attack(int motion, int victim_vid) { + if (!game || !is_in_game()) { + return false; + } + return game->send_attack((uint8_t)motion, (uint32_t)victim_vid); +} + +bool M2Client::set_target(int victim_vid) { + if (!game || !is_in_game()) { + return false; + } + return game->send_target((uint32_t)victim_vid); +} + +bool M2Client::say(int type, const String &text) { + if (!game || !is_in_game()) { + return false; + } + return game->send_chat((uint8_t)type, std::string(text.utf8().get_data())); +} + +bool M2Client::whisper(const String &to, const String &text) { + if (!game || !is_in_game()) { + return false; + } + return game->send_whisper(std::string(to.utf8().get_data()), + std::string(text.utf8().get_data())); +} + +bool M2Client::cast_skill(int motion_idx, double rot_deg, int x, int y) { + // FUNC_SKILL | (motion_idx & 0x7F); reuse move()'s rot/time handling. + return move(0x80 | (motion_idx & 0x7F), 0, rot_deg, x, y); +} + +bool M2Client::use_skill(int skill_id, int target_vid) { + if (!game || !is_in_game() || skill_id <= 0) { + return false; + } + if (target_vid > 0) { + uint32_t fly_target_vid = 0; + int32_t fly_x = 0, fly_y = 0; + const mtnet::Entity *target = game->world().get((uint32_t)target_vid); + if (target) { + fly_target_vid = target->vid; + fly_x = (int32_t)target->x; + fly_y = (int32_t)target->y; + } + // The legacy client deliberately falls back to a zero target packet + // when the VID is no longer in its character manager. + if (!game->send_fly_targeting(fly_target_vid, fly_x, fly_y)) { + return false; + } + } + return game->send_use_skill((uint32_t)skill_id, (uint32_t)target_vid); +} + +bool M2Client::shoot(int skill_id) { + if (!game || !is_in_game() || skill_id < 0 || skill_id > 255) { + return false; + } + return game->send_shoot((uint8_t)skill_id); +} + +bool M2Client::add_fly_targeting(int target_vid, int x, int y) { + if (!game || !is_in_game() || target_vid < 0) { + return false; + } + return game->send_add_fly_targeting((uint32_t)target_vid, (int32_t)x, (int32_t)y); +} + +bool M2Client::skill_up(int skill_id) { + return say(0 /*CHAT_TYPE_TALKING*/, String("/skillup ") + String::num_int64(skill_id)); +} + +int M2Client::get_skill_group() const { + return game ? (int)game->world().skill_group() : 0; +} + +Array M2Client::get_skills() const { + Array out; + if (!game) { + return out; + } + for (int id = 0; id < mtnet::SKILL_MAX_NUM; ++id) { + int lv = game->world().skill_level(id); + if (lv > 0) { + Dictionary d; + d["id"] = id; + d["level"] = lv; + d["master"] = (int)game->world().skill_master(id); // 0..3 + out.push_back(d); + } + } + return out; +} + +Array M2Client::get_quickslots() const { + Array out; + if (!game) { + return out; + } + for (int pos = 0; pos < mtnet::QUICKSLOT_MAX_NUM; ++pos) { + mtnet::QuickSlot qs = game->world().quickslot(pos); + if (qs.type == 0) { + continue; + } + Dictionary d; + d["pos"] = pos; + d["type"] = (int)qs.type; // 1 item / 2 skill / 3 command / 4 emotion + d["ref"] = (int)qs.position; // item cell / skill id / ... + out.push_back(d); + } + return out; +} + +bool M2Client::quickslot_add(int pos, int type, int ref) { + if (!game || !is_in_game() || pos < 0 || pos >= mtnet::QUICKSLOT_MAX_NUM || + type < 1 || type > 4 || ref < 0 || ref > 255) { + return false; + } + return game->send_quickslot_add((uint8_t)pos, (uint8_t)type, (uint8_t)ref); +} + +bool M2Client::quickslot_del(int pos) { + if (!game || !is_in_game() || pos < 0 || pos >= mtnet::QUICKSLOT_MAX_NUM) { + return false; + } + return game->send_quickslot_del((uint8_t)pos); +} + +bool M2Client::quickslot_swap(int pos, int change_pos) { + if (!game || !is_in_game() || pos < 0 || pos >= mtnet::QUICKSLOT_MAX_NUM || + change_pos < 0 || change_pos >= mtnet::QUICKSLOT_MAX_NUM) { + return false; + } + return game->send_quickslot_swap((uint8_t)pos, (uint8_t)change_pos); +} + +bool M2Client::click_npc(int vid) { + return game && is_in_game() && game->send_on_click((uint32_t)vid); +} +bool M2Client::script_answer(int answer) { + return game && is_in_game() && game->send_script_answer((uint8_t)answer); +} +bool M2Client::script_button(int idx) { + return game && is_in_game() && game->send_script_button((uint32_t)idx); +} +bool M2Client::script_select_item(int selection) { + if (!game || !is_in_game() || selection < 0) { + return false; + } + return game->send_script_select_item((uint32_t)selection); +} +bool M2Client::quest_input(const String &text) { + return game && is_in_game() && game->send_quest_input(std::string(text.utf8().get_data())); +} +bool M2Client::quest_confirm(bool yes, int request_pid) { + return game && is_in_game() && request_pid >= 0 && + game->send_quest_confirm(yes, (uint32_t)request_pid); +} +bool M2Client::quest_cancel() { + return game && is_in_game() && game->send_quest_cancel(); +} + +Array M2Client::get_quests() const { + Array out; + if (!game) { + return out; + } + for (uint16_t idx : game->world().quest_indices()) { + const mtnet::QuestInfo *q = game->world().quest(idx); + if (!q) { + continue; + } + Dictionary d; + d["index"] = (int)q->index; + d["begin"] = q->begin; + d["title"] = String::utf8(q->title.c_str()); + d["clock_name"] = String::utf8(q->clock_name.c_str()); + d["clock_value"] = q->clock_value; + d["counter_name"] = String::utf8(q->counter_name.c_str()); + d["counter_value"] = q->counter_value; + d["icon"] = String::utf8(q->icon.c_str()); + out.push_back(d); + } + return out; +} + +// --- P8 social / shop / storage --- + +bool M2Client::party_invite(int vid) { + return game && is_in_game() && game->send_party_invite((uint32_t)vid); +} +bool M2Client::party_answer(int leader_pid, bool accept) { + return game && is_in_game() && game->send_party_invite_answer((uint32_t)leader_pid, accept); +} +bool M2Client::party_leave(int pid) { + return game && is_in_game() && pid >= 0 && game->send_party_remove((uint32_t)pid); +} +bool M2Client::party_use_skill(int skill_index, int target_vid) { + if (!game || !is_in_game() || skill_index < 0 || skill_index > 255 || target_vid < 0) { + return false; + } + return game->send_party_use_skill((uint8_t)skill_index, (uint32_t)target_vid); +} +bool M2Client::party_set_distribute(int mode) { + return game && is_in_game() && game->send_party_parameter((uint8_t)mode); +} +bool M2Client::party_set_state(int pid, int role, bool on) { + return game && is_in_game() && pid >= 0 + && game->send_party_set_state((uint32_t)pid, (uint8_t)role, on ? 1 : 0); +} +Array M2Client::get_party() const { + Array out; + if (!game) { + return out; + } + for (uint32_t pid : game->world().party_pids()) { + const mtnet::PartyMember *m = game->world().party_member(pid); + if (!m) { + continue; + } + Dictionary d; + d["pid"] = (int)m->pid; + d["vid"] = (int)m->vid; + d["name"] = String::utf8(m->name.c_str()); + d["leader"] = m->leader(); + d["state"] = (int)m->state; // full role byte (bit0 = leader on this fork's server) + d["hp_pct"] = (int)m->hp_pct; + Array affects; + for (int i = 0; i < mtnet::PARTY_AFFECT_SLOT_MAX_NUM; ++i) { + affects.push_back((int)m->affects[i]); + } + d["affects"] = affects; + out.push_back(d); + } + return out; +} +int M2Client::get_party_distribute_mode() const { + return game ? (int)game->world().party_distribute_mode() : 0; +} + +bool M2Client::add_friend(const String &name) { + return game && is_in_game() && game->send_friend_add(std::string(name.utf8().get_data())); +} +bool M2Client::remove_friend(const String &name) { + return game && is_in_game() && game->send_friend_remove(std::string(name.utf8().get_data())); +} +Array M2Client::get_friends() const { + Array out; + if (!game) { + return out; + } + for (const auto &f : game->world().friends()) { + Dictionary d; + d["name"] = String::utf8(f.name.c_str()); + d["online"] = f.online; + out.push_back(d); + } + return out; +} + +Dictionary M2Client::get_lover() const { + Dictionary d; + if (!game) return d; + const mtnet::LoverInfo &lover = game->world().lover(); + d["valid"] = lover.valid; + d["name"] = String::utf8(lover.name.c_str()); + d["love_point"] = (int)lover.love_point; + return d; +} + +bool M2Client::shop_buy(int pos, int count) { + return game && is_in_game() && game->send_shop_buy((uint8_t)pos, (uint8_t)(count < 1 ? 1 : count)); +} +bool M2Client::shop_sell(int inv_cell, int count) { + return game && is_in_game() && + game->send_shop_sell((uint8_t)inv_cell, (uint8_t)(count < 1 ? 1 : count)); +} +bool M2Client::shop_close() { + return game && is_in_game() && game->send_shop_close(); +} +bool M2Client::is_shop_open() const { + return game && game->world().shop_open(); +} +static Dictionary shop_entry_dict(const mtnet::ShopEntry &s) { + Dictionary d; + d["pos"] = (int)s.pos; + d["vnum"] = (int)s.vnum; + d["price"] = (int)s.price; + d["count"] = (int)s.count; + return d; +} + +Array M2Client::get_shop_items() const { + Array out; + if (!game) { + return out; + } + for (const auto &s : game->world().shop_items()) { + out.push_back(shop_entry_dict(s)); + } + return out; +} + +Dictionary M2Client::get_shop() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::EntityStore &w = game->world(); + d["vid"] = (int)w.shop_vid(); + d["open"] = w.shop_open(); + Array tabs; + if (!w.shop_tabs().empty()) { + // SHOP_GC_START_EX — one entry per shelf, each with its name + coin_type. + for (const auto &t : w.shop_tabs()) { + Dictionary td; + td["name"] = String::utf8(t.name.c_str()); + td["coin_type"] = (int)t.coin_type; + Array items; + for (const auto &s : t.items) { + items.push_back(shop_entry_dict(s)); + } + td["items"] = items; + tabs.push_back(td); + } + } else if (w.shop_open()) { + // plain SHOP_GC_START — a single unnamed tab + Dictionary td; + td["name"] = String(); + td["coin_type"] = 0; + td["items"] = get_shop_items(); + tabs.push_back(td); + } + d["tabs"] = tabs; + return d; +} + +bool M2Client::exchange_start(int vid) { + return game && is_in_game() && game->send_exchange_start((uint32_t)vid); +} +bool M2Client::exchange_add_item(int inv_window, int inv_cell, int display_pos) { + return game && is_in_game() && + game->send_exchange_item_add((uint8_t)inv_window, (uint16_t)inv_cell, (uint8_t)display_pos); +} +bool M2Client::exchange_add_gold(int gold) { + return game && is_in_game() && game->send_exchange_gold((uint32_t)gold); +} +bool M2Client::exchange_accept() { + return game && is_in_game() && game->send_exchange_accept(); +} +bool M2Client::exchange_cancel() { + return game && is_in_game() && game->send_exchange_cancel(); +} +Dictionary M2Client::get_exchange() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::ExchangeState &x = game->world().exchange(); + d["active"] = x.active; + d["partner_vid"] = (int)x.partner_vid; + d["self_gold"] = (int64_t)x.self_gold; + d["peer_gold"] = (int64_t)x.peer_gold; + d["self_accept"] = x.self_accept; + d["peer_accept"] = x.peer_accept; + auto slots = [](const mtnet::ExchangeSlot *arr) { + Array a; + for (int i = 0; i < 12; ++i) { + if (arr[i].vnum == 0) { + continue; + } + Dictionary s; + s["slot"] = i; + s["vnum"] = (int)arr[i].vnum; + s["count"] = (int)arr[i].count; + a.push_back(s); + } + return a; + }; + d["self_items"] = slots(x.self_items); + d["peer_items"] = slots(x.peer_items); + return d; +} + +bool M2Client::safebox_checkin(int safe_pos, int inv_window, int inv_cell) { + return game && is_in_game() && + game->send_safebox_checkin((uint8_t)safe_pos, (uint8_t)inv_window, (uint16_t)inv_cell); +} +bool M2Client::safebox_checkout(int safe_pos, int inv_window, int inv_cell) { + return game && is_in_game() && + game->send_safebox_checkout((uint8_t)safe_pos, (uint8_t)inv_window, (uint16_t)inv_cell); +} +bool M2Client::safebox_move(int from_cell, int to_cell, int count) { + return game && is_in_game() && + game->send_safebox_move((uint16_t)from_cell, (uint16_t)to_cell, (uint8_t)(count < 1 ? 1 : count)); +} +bool M2Client::is_safebox_open() const { + return game && game->world().safebox_open(); +} +int M2Client::get_safebox_size() const { + return game ? game->world().safebox_size() : 0; +} +int M2Client::get_safebox_gold() const { + return game ? (int)game->world().safebox_gold() : 0; +} +Array M2Client::get_safebox_items() const { + Array out; + if (!game) { + return out; + } + for (int c = 0; c < mtnet::SAFEBOX_MAX_NUM; ++c) { + const mtnet::Item &it = game->world().safebox_slot(c); + if (it.empty()) { + continue; + } + Dictionary d; + d["cell"] = c; + d["vnum"] = (int)it.vnum; + d["count"] = (int)it.count; + out.push_back(d); + } + return out; +} + +// --- item-mall (창고몰) --- + +bool M2Client::is_mall_open() const { + return game && game->world().mall_open(); +} +int M2Client::get_mall_size() const { + return game ? game->world().mall_size() : 0; +} +Array M2Client::get_mall_items() const { + Array out; + if (!game) { + return out; + } + for (int c = 0; c < mtnet::MALL_MAX_NUM; ++c) { + const mtnet::Item &it = game->world().mall_slot(c); + if (it.empty()) { + continue; + } + Dictionary d; + d["cell"] = c; + d["vnum"] = (int)it.vnum; + d["count"] = (int)it.count; + out.push_back(d); + } + return out; +} +bool M2Client::mall_checkout(int mall_pos, int inv_window, int inv_cell) { + return game && game->send_mall_checkout((uint8_t)mall_pos, (uint8_t)inv_window, + (uint16_t)inv_cell); +} + +// --- private (PC) shop --- + +bool M2Client::open_private_shop(const godot::String &sign, const godot::Array &items) { + if (!game) { + return false; + } + std::vector v; + for (int i = 0; i < items.size(); ++i) { + Dictionary d = items[i]; + mtnet::MyShopItem e{}; + e.vnum = (uint32_t)(int64_t)d.get("vnum", 0); + e.count = (uint8_t)(int)d.get("count", 1); + e.pos = {(uint8_t)(int)d.get("inv_window", mtnet::WINDOW_INVENTORY), + (uint16_t)(int)d.get("inv_cell", 0)}; + e.price = (uint32_t)(int64_t)d.get("price", 0); + e.display_pos = (uint8_t)(int)d.get("display_pos", i); + v.push_back(e); + } + return game->send_open_private_shop(std::string(sign.utf8().get_data()), v); +} +bool M2Client::close_private_shop() { + return game && game->send_close_private_shop(); +} + +// --- cube (제작) --- + +Dictionary M2Client::get_cube() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::EntityStore::CubeState &c = game->world().cube(); + d["open"] = c.open; + d["npc_vnum"] = (int)c.npc_vnum; + d["need_gold"] = (int64_t)c.need_gold; + d["need_item_vnum"] = (int)c.need_item_vnum; + d["need_item_count"] = c.need_item_count; + Array recipes; + for (size_t ri = 0; ri < c.recipes.size(); ++ri) { + const auto &r = c.recipes[ri]; + Dictionary rd; + rd["index"] = (int)ri; + rd["result_vnum"] = (int)r.result_vnum; + rd["result_count"] = r.result_count; + rd["gold"] = (int64_t)r.gold; + Array groups; + for (const auto &g : r.material_groups) { + Array slots; + for (const auto &s : g) { + Dictionary sd; + sd["vnum"] = (int)s.vnum; + sd["count"] = s.count; + slots.push_back(sd); + } + groups.push_back(slots); + } + rd["material_groups"] = groups; + recipes.push_back(rd); + } + d["recipes"] = recipes; + Array results; + for (const auto &e : c.results) { + Dictionary ed; + ed["vnum"] = (int)e.vnum; + ed["count"] = e.count; + results.push_back(ed); + } + d["results"] = results; + return d; +} +bool M2Client::cube_make(int result_index) { + return game && game->send_cube_make(result_index); +} +bool M2Client::cube_request_result_list(int npc_vnum) { + return game && game->send_cube_result_list((uint32_t)npc_vnum); +} +bool M2Client::cube_request_materials(int start_index, int count) { + return game && game->send_cube_material_info(start_index, count); +} + +// --- guild / refine --- + +Dictionary M2Client::get_guild() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::GuildState &g = game->world().guild(); + d["in_guild"] = g.in_guild; + d["id"] = (int)g.id; + d["name"] = String::utf8(g.name.c_str()); + d["level"] = (int)g.level; + d["exp"] = (int64_t)g.exp; + d["gold"] = (int64_t)g.gold; + d["member_count"] = (int)g.member_count; + d["max_member_count"] = (int)g.max_member_count; + d["master_pid"] = (int)g.master_pid; + d["has_land"] = g.has_land; + return d; +} +Array M2Client::get_guild_members() const { + Array out; + if (!game) { + return out; + } + for (const auto &m : game->world().guild_members()) { + Dictionary d; + d["pid"] = (int)m.pid; + d["name"] = String::utf8(m.name.c_str()); + d["grade"] = (int)m.grade; + d["job"] = (int)m.job; + d["level"] = (int)m.level; + d["offer"] = (int64_t)m.offer; + d["general"] = m.is_general; + out.push_back(d); + } + return out; +} +Array M2Client::get_guild_grades() const { + Array out; + if (!game) { + return out; + } + for (int i = 0; i < 16; ++i) { + const mtnet::GuildGrade &g = game->world().guild_grade(i); + Dictionary d; + d["name"] = String::utf8(g.name.c_str()); + d["auth"] = (int)g.auth; + out.push_back(d); + } + return out; +} +bool M2Client::guild_add_member(int vid) { + return game && is_in_game() && game->send_guild_sub_u32(mtnet::GUILD_CG_ADD_MEMBER, (uint32_t)vid); +} +bool M2Client::guild_remove_member(int pid) { + return game && is_in_game() && + game->send_guild_sub_u32(mtnet::GUILD_CG_REMOVE_MEMBER, (uint32_t)pid); +} +bool M2Client::guild_offer(int amount) { + return game && is_in_game() && game->send_guild_sub_u32(mtnet::GUILD_CG_OFFER, (uint32_t)amount); +} +bool M2Client::guild_answer_make(const String &name) { + return game && is_in_game() && + game->send_guild_answer_make(std::string(name.utf8().get_data())); +} + +// --- guild war / guild skill --- + +Dictionary M2Client::get_guild_skill() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::GuildSkillState &s = game->world().guild_skill(); + d["valid"] = s.valid; + d["skill_point"] = (int)s.skill_point; + d["guild_point"] = (int)s.guild_point; + d["max_guild_point"] = (int)s.max_guild_point; + Array lv; + for (int i = 0; i < mtnet::GUILD_SKILL_MAX_NUM; ++i) { + lv.push_back((int)s.levels[i]); + } + d["levels"] = lv; + return d; +} + +Array M2Client::get_guild_wars() const { + Array out; + if (!game) { + return out; + } + const mtnet::EntityStore &w = game->world(); + for (const auto &p : w.guild_wars()) { + Dictionary d; + d["src"] = (int64_t)p.src; + d["dst"] = (int64_t)p.dst; + d["src_name"] = String::utf8(w.guild_name(p.src).c_str()); + d["dst_name"] = String::utf8(w.guild_name(p.dst).c_str()); + out.push_back(d); + } + return out; +} + +Dictionary M2Client::get_guild_war() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::GuildWarStatus &g = game->world().guild_war(); + d["opp_guild_id"] = (int64_t)g.opp_guild_id; + d["opp_name"] = String::utf8(game->world().guild_name(g.opp_guild_id).c_str()); + d["type"] = (int)g.type; + d["state"] = (int)g.state; + return d; +} + +String M2Client::get_guild_name(int guild_id) const { + return game ? String::utf8(game->world().guild_name((uint32_t)guild_id).c_str()) : String(); +} + +bool M2Client::use_guild_skill(int skill_vnum, int target_vid) { + return game && is_in_game() && + game->send_guild_use_skill((uint32_t)skill_vnum, (uint32_t)target_vid); +} + +bool M2Client::declare_guild_war(const String &guild_name) { + return say(0 /*CHAT_TYPE_TALKING*/, String("/war ") + guild_name); +} + +// --- guild marks --- + +bool M2Client::download_guild_marks(const String &host, int port) { + if (!game || port <= 0 || port > 65535 || host.is_empty()) { + return false; + } + mark_host = host; + mark_port = port; + mark_ready = false; + mark = std::make_unique(game->mark_handle(), game->mark_random_key()); + if (!mark->connect(std::string(host.utf8().get_data()), (uint16_t)port)) { + UtilityFunctions::push_warning("guild-mark connect failed: ", + String(mark->last_error().c_str())); + mark.reset(); + return false; + } + return true; +} + +bool M2Client::download_guild_symbol(const String &host, int port, int guild_id) { + if (!game || port <= 0 || port > 65535 || host.is_empty() || guild_id <= 0) { + return false; + } + symbol_guild_id = 0; + symbol_data.clear(); + mark_host = host; + mark_port = port; + mark = std::make_unique(game->mark_handle(), game->mark_random_key()); + mark->set_download_symbol((uint32_t)guild_id); + if (!mark->connect(std::string(host.utf8().get_data()), (uint16_t)port)) { + UtilityFunctions::push_warning("guild-symbol download connect failed: ", + String(mark->last_error().c_str())); + mark.reset(); + return false; + } + return true; +} + +PackedByteArray M2Client::get_guild_symbol() const { + PackedByteArray b; + if (!symbol_data.empty()) { + b.resize((int64_t)symbol_data.size()); + std::memcpy(b.ptrw(), symbol_data.data(), symbol_data.size()); + } + return b; +} + +bool M2Client::are_guild_marks_ready() const { + return mark_ready; +} + +Dictionary M2Client::get_mark_server() const { + Dictionary d; + d["host"] = mark_host; + d["port"] = mark_port; + return d; +} + +bool M2Client::upload_guild_mark(const String &host, int port, int guild_id, const Ref &img) { + if (!game || port <= 0 || port > 65535 || host.is_empty() || img.is_null()) { + return false; + } + Ref rgba = img; + if (rgba->get_width() != mtnet::GUILD_MARK_WIDTH || rgba->get_height() != mtnet::GUILD_MARK_HEIGHT || + rgba->get_format() != Image::FORMAT_RGBA8) { + rgba = img->duplicate(); + rgba->convert(Image::FORMAT_RGBA8); + if (rgba->get_width() != mtnet::GUILD_MARK_WIDTH || + rgba->get_height() != mtnet::GUILD_MARK_HEIGHT) { + rgba->resize(mtnet::GUILD_MARK_WIDTH, mtnet::GUILD_MARK_HEIGHT, Image::INTERPOLATE_BILINEAR); + } + } + PackedByteArray b = rgba->get_data(); + const int want = mtnet::GUILD_MARK_WIDTH * mtnet::GUILD_MARK_HEIGHT * 4; + if (b.size() != want) { + return false; + } + mark_host = host; + mark_port = port; + mark = std::make_unique(game->mark_handle(), game->mark_random_key()); + mark->set_upload_mark((uint32_t)guild_id, (const uint32_t *)b.ptr()); + if (!mark->connect(std::string(host.utf8().get_data()), (uint16_t)port)) { + UtilityFunctions::push_warning("guild-mark upload connect failed: ", + String(mark->last_error().c_str())); + mark.reset(); + return false; + } + return true; +} + +bool M2Client::upload_guild_symbol(const String &host, int port, int guild_id, + const PackedByteArray &file_bytes) { + if (!game || port <= 0 || port > 65535 || host.is_empty() || file_bytes.is_empty()) { + return false; + } + std::vector bytes(file_bytes.ptr(), file_bytes.ptr() + file_bytes.size()); + mark_host = host; + mark_port = port; + mark = std::make_unique(game->mark_handle(), game->mark_random_key()); + mark->set_upload_symbol((uint32_t)guild_id, std::move(bytes)); + if (!mark->connect(std::string(host.utf8().get_data()), (uint16_t)port)) { + UtilityFunctions::push_warning("guild-symbol upload connect failed: ", + String(mark->last_error().c_str())); + mark.reset(); + return false; + } + return true; +} + +Dictionary M2Client::get_guild_mark(int guild_id) const { + Dictionary d; + d["found"] = false; + if (!mark_store) { + return d; + } + mtnet::MarkRect rc = mark_store->rect_of((uint32_t)guild_id); + d["found"] = rc.found; + d["img_idx"] = rc.img_idx; + d["x"] = rc.x; + d["y"] = rc.y; + d["w"] = rc.w; + d["h"] = rc.h; + return d; +} + +Ref M2Client::get_guild_mark_image(int guild_id) const { + Ref img; + if (!mark_store) { + return img; + } + std::vector px = mark_store->mark_pixels((uint32_t)guild_id); + if (px.empty()) { + return img; + } + PackedByteArray b; + b.resize((int64_t)px.size() * 4); + std::memcpy(b.ptrw(), px.data(), px.size() * 4); + img = Image::create_from_data(mtnet::GUILD_MARK_WIDTH, mtnet::GUILD_MARK_HEIGHT, false, + Image::FORMAT_RGBA8, b); + return img; +} + +void M2Client::pump_mark() { + mark->process(); + const bool offline = mark->state() == mtnet::NetStream::State::Offline; + + if (mark->mode() == mtnet::MarkClient::Mode::DownloadSymbol) { + if (mark->complete()) { + symbol_guild_id = mark->symbol_guild_id(); + symbol_data = mark->symbol_data(); + PackedByteArray b = get_guild_symbol(); + mark.reset(); + emit_signal("guild_symbol_ready", (int64_t)symbol_guild_id, b); + } else if (offline) { + mark.reset(); + } + return; + } + + if (mark->mode() != mtnet::MarkClient::Mode::Download) { + // upload: done once the packet has actually left our send buffer, or the + // server closed after we sent it. + if (mark->upload_done() || (offline && mark->upload_sent())) { + mark.reset(); + emit_signal("guild_mark_uploaded", true); + } else if (offline) { + mark.reset(); + emit_signal("guild_mark_uploaded", false); + } + return; + } + + if (mark->complete()) { + mark_store = std::make_unique(mark->marks()); + mark_ready = true; + size_t n = mark_store->mark_count(); + mark.reset(); + emit_signal("guild_marks_ready", (int)n); + return; + } + if (offline) { + // server closed before COMPLETE — keep whatever blocks arrived. + mark_store = std::make_unique(mark->marks()); + mark_ready = mark_store->mark_count() > 0; + mark.reset(); + emit_signal("guild_marks_ready", mark_ready ? (int)mark_store->mark_count() : 0); + } +} +bool M2Client::refine(int pos, int type) { + return game && is_in_game() && game->send_refine((uint8_t)pos, (uint8_t)type); +} + +bool M2Client::ds_refine(int mode, const Array &cells) { + if (!game || !is_in_game()) { + return false; + } + static const uint8_t kMode[3] = { + mtnet::DS_SUB_DO_UPGRADE, mtnet::DS_SUB_DO_IMPROVEMENT, mtnet::DS_SUB_DO_REFINE + }; + if (mode < 0 || mode > 2) { + return false; + } + mtnet::ItemPos grid[mtnet::DS_REFINE_WINDOW_MAX_NUM] = {}; + int n = (int)cells.size(); + if (n > mtnet::DS_REFINE_WINDOW_MAX_NUM) { + n = mtnet::DS_REFINE_WINDOW_MAX_NUM; + } + for (int i = 0; i < n; ++i) { + int cell = (int)cells[i]; + grid[i].window_type = mtnet::WINDOW_INVENTORY; + grid[i].cell = (uint16_t)cell; + } + return game->send_ds_refine(kMode[mode], grid); +} + +Array M2Client::get_dragon_souls() const { + Array out; + if (!game) { + return out; + } + for (int c = 0; c < mtnet::DRAGON_SOUL_MAX_NUM; ++c) { + const mtnet::Item &it = game->world().dragon_soul_slot(c); + if (it.vnum == 0) { + continue; + } + Dictionary d; + d["cell"] = c; + d["vnum"] = (int)it.vnum; + d["count"] = (int)it.count; + out.push_back(d); + } + return out; +} + +// --- P9 world systems --- + +int M2Client::get_channel() const { + return game ? game->world().channel() : 0; +} +int64_t M2Client::get_server_time() const { + return game ? game->world().server_time() : 0; +} +Array M2Client::get_npc_marks() const { + Array out; + if (!game) { + return out; + } + for (const auto &m : game->world().npc_marks()) { + Dictionary d; + d["type"] = (int)m.type; + d["vnum"] = (int)m.vnum; + d["name"] = String::utf8(m.name.c_str()); + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(m.x, m.y, 0); + d["pos"] = Vector3(g.x, g.y, g.z); + out.push_back(d); + } + return out; +} +Array M2Client::get_land_areas() const { + Array out; + if (!game) return out; + for (const auto &a : game->world().land_areas()) { + Dictionary d; + d["id"] = (int)a.id; + d["guild_id"] = (int)a.guild_id; + d["x"] = a.x; + d["y"] = a.y; + d["width"] = a.width; + d["height"] = a.height; + out.push_back(d); + } + return out; +} +Array M2Client::get_observers() const { + Array out; + if (!game) return out; + for (const auto &o : game->world().observers()) { + Dictionary d; + d["vid"] = (int)o.vid; + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(o.x, o.y, 0); + d["pos"] = Vector3(g.x, g.y, g.z); + out.push_back(d); + } + return out; +} +Array M2Client::get_world_markers() const { + Array out; + if (!game) { + return out; + } + for (const auto &m : game->world().markers()) { + Dictionary d; + d["id"] = (int)m.id; + d["name"] = String::utf8(m.name.c_str()); + d["vid"] = (int)m.vid; + d["type"] = (int)m.type; + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(m.x, m.y, 0); + d["pos"] = Vector3(g.x, g.y, g.z); + out.push_back(d); + } + return out; +} + +// --- world snapshot --- + +static Dictionary entity_dict(const mtnet::Entity &e) { + Dictionary d; + d["vid"] = (int)e.vid; + d["race"] = (int)e.race; + d["ch_type"] = (int)e.ch_type; // 0 PC, 1 NPC, 2 MONSTER, ... + d["name"] = String::utf8(e.name.c_str()); + d["is_main"] = e.is_main; + d["func"] = (int)e.func; + d["position"] = (int)e.position; + d["walk_mode"] = (int)e.walk_mode; + d["moving_speed"] = (int)e.moving_speed; + d["attack_speed"] = (int)e.attack_speed; + d["fly_target_vid"] = (int)e.fly_target_vid; + d["fly_target_set"] = e.fly_target_set; + d["fly_target_cm"] = Vector3(e.fly_target_x, 0, e.fly_target_y); + d["moving"] = e.moving; + d["angle_deg"] = e.angle; + d["hp"] = e.hp; + d["max_hp"] = e.max_hp; + d["sp"] = e.sp; + d["max_sp"] = e.max_sp; + d["level"] = e.level; + d["dead"] = e.dead; + d["stunned"] = e.stunned; + d["mount_vnum"] = (int)e.mount_vnum; + d["guild"] = e.guild; + d["alignment"] = (int)e.alignment; + d["pk_mode"] = (int)e.pk_mode; + Array parts; + for (int i = 0; i < 4; ++i) { + parts.push_back((int)e.parts[i]); + } + d["parts"] = parts; + // server cm (Z-up) -> Godot metres (Y-up) + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(e.x, e.y, e.z); + d["pos"] = Vector3(g.x, g.y, g.z); + d["pos_cm"] = Vector3(e.x, e.y, e.z); + return d; +} + +Dictionary M2Client::get_entity(int vid) const { + if (!game) { + return Dictionary(); + } + const mtnet::Entity *e = game->world().get((uint32_t)vid); + return e ? entity_dict(*e) : Dictionary(); +} + +Array M2Client::get_entities() const { + Array out; + if (!game) { + return out; + } + for (uint32_t vid : game->world().vids()) { + if (const mtnet::Entity *e = game->world().get(vid)) { + out.push_back(entity_dict(*e)); + } + } + return out; +} + +int M2Client::get_main_vid() const { + return game ? (int)game->world().main_vid() : 0; +} + +Dictionary M2Client::get_points() const { + Dictionary d; + if (!game) { + return d; + } + const mtnet::PlayerPoints &p = game->world().points(); + d["hp"] = p.hp(); + d["max_hp"] = p.max_hp(); + d["sp"] = p.sp(); + d["max_sp"] = p.max_sp(); + d["level"] = p.level(); + // exp values overflow int32 at high level on live servers — surface unsigned. + d["exp"] = (int64_t)(uint32_t)p.exp(); + d["next_exp"] = (int64_t)(uint32_t)p.next_exp(); + d["gold"] = p.gold(); + d["attack_speed"] = p.v[mtnet::POINT_ATT_SPEED]; + d["energy"] = p.energy(); + d["energy_end_time"] = p.energy_end_time(); + Array values; + for (int i = 0; i < mtnet::POINT_MAX_NUM; ++i) { + values.push_back(p.v[i]); + } + d["points"] = values; + return d; +} + +Dictionary M2Client::get_target() const { + Dictionary d; + if (!game) { + return d; + } + d["vid"] = (int)game->world().target_vid(); + d["hp_percent"] = (int)game->world().target_hp_pct(); + return d; +} + +static Dictionary affect_dict(const mtnet::Affect &a) { + Dictionary d; + d["type"] = (int)a.type; + d["point_idx"] = (int)a.point_idx; + d["value"] = a.value; + d["flag"] = (int)a.flag; + d["duration"] = a.duration; + return d; +} + +Array M2Client::get_affects() const { + Array out; + if (!game) { + return out; + } + for (const auto &a : game->world().affects()) { + out.push_back(affect_dict(a)); + } + return out; +} + +// --- items --- + +bool M2Client::move_item(int fw, int fc, int tw, int tc, int count) { + if (!game || !is_in_game()) { + return false; + } + return game->send_item_move((uint8_t)fw, (uint16_t)fc, (uint8_t)tw, (uint16_t)tc, (uint8_t)count); +} +bool M2Client::use_item(int window, int cell) { + if (!game || !is_in_game()) { + return false; + } + return game->send_item_use((uint8_t)window, (uint16_t)cell); +} +bool M2Client::drop_item(int window, int cell, int gold) { + if (!game || !is_in_game()) { + return false; + } + return game->send_item_drop((uint8_t)window, (uint16_t)cell, (uint32_t)gold); +} +bool M2Client::drop_item_count(int window, int cell, int gold, int count) { + if (!game || !is_in_game() || count < 1 || count > 255) return false; + return game->send_item_drop2((uint8_t)window, (uint16_t)cell, (uint32_t)gold, (uint8_t)count); +} +bool M2Client::use_item_to_item(int sw, int sc, int tw, int tc) { + if (!game || !is_in_game()) return false; + return game->send_item_use_to_item((uint8_t)sw, (uint16_t)sc, (uint8_t)tw, (uint16_t)tc); +} +bool M2Client::give_item(int target_vid, int window, int cell, int count) { + if (!game || !is_in_game() || target_vid <= 0 || count < 1 || count > 255) return false; + return game->send_give_item((uint32_t)target_vid, (uint8_t)window, (uint16_t)cell, (uint8_t)count); +} +bool M2Client::pickup_item(int ground_vid) { + if (!game || !is_in_game()) { + return false; + } + return game->send_item_pickup((uint32_t)ground_vid); +} + +static Dictionary item_dict(const mtnet::Item &it) { + Dictionary d; + d["vnum"] = (int)it.vnum; + d["count"] = (int)it.count; + d["flags"] = (int)it.flags; + d["anti_flags"] = (int)it.anti_flags; + Array sockets; + for (int i = 0; i < 3; ++i) { + sockets.push_back(it.sockets[i]); + } + d["sockets"] = sockets; + Array attrs; + for (int i = 0; i < 7; ++i) { + if (it.attrs[i].type == 0) { + continue; + } + Dictionary a; + a["type"] = (int)it.attrs[i].type; + a["value"] = (int)it.attrs[i].value; + attrs.push_back(a); + } + d["attrs"] = attrs; + return d; +} + +Array M2Client::get_inventory() const { + Array out; + if (!game) { + return out; + } + for (int c = 0; c < mtnet::INVENTORY_MAX_NUM; ++c) { + const mtnet::Item &it = game->world().inv_slot(c); + if (it.empty()) { + continue; + } + Dictionary d = item_dict(it); + d["cell"] = c; + out.push_back(d); + } + return out; +} + +Array M2Client::get_equipment() const { + Array out; + if (!game) { + return out; + } + for (int w = 0; w < mtnet::WEAR_MAX_NUM; ++w) { + Dictionary d = item_dict(game->world().equip_slot(w)); + d["wear"] = w; + out.push_back(d); + } + return out; +} + +Array M2Client::get_belt_inventory() const { + Array out; + if (!game) return out; + for (int c = 0; c < mtnet::BELT_INVENTORY_MAX_NUM; ++c) { + const mtnet::Item &it = game->world().belt_slot(c); + if (it.empty()) continue; + Dictionary d = item_dict(it); + d["cell"] = c; + out.push_back(d); + } + return out; +} + +Array M2Client::get_view_equipment(int vid) const { + Array out; + if (!game || vid <= 0) return out; + const mtnet::ViewedEquipment *view = game->world().viewed_equipment((uint32_t)vid); + if (!view) return out; + for (int wear = 0; wear < mtnet::VIEW_EQUIP_WEAR_MAX_NUM; ++wear) { + Dictionary d = item_dict(view->items[wear]); + d["wear"] = wear; + out.push_back(d); + } + return out; +} + +Dictionary M2Client::get_item(int window, int cell) const { + if (!game) { + return Dictionary(); + } + return item_dict(game->world().item_slot((uint8_t)window, cell)); +} + +Array M2Client::get_ground_items() const { + Array out; + if (!game) { + return out; + } + for (uint32_t vid : game->world().ground_vids()) { + const mtnet::GroundItem *g = game->world().ground(vid); + if (!g) { + continue; + } + Dictionary d; + d["vid"] = (int)g->vid; + d["vnum"] = (int)g->vnum; + d["owner"] = String::utf8(g->owner.c_str()); + fmt::m2coord::Vec3 gp = fmt::m2coord::position_to_godot(g->x, g->y, g->z); + d["pos"] = Vector3(gp.x, gp.y, gp.z); + out.push_back(d); + } + return out; +} + +Array M2Client::get_pvp_relations() const { + Array out; + if (!game) return out; + for (const auto &p : game->world().pvp_relations()) { + Dictionary d; + d["src_vid"] = (int)p.src_vid; + d["dst_vid"] = (int)p.dst_vid; + d["mode"] = (int)p.mode; + out.push_back(d); + } + return out; +} + +void M2Client::_process(double) { + if (Engine::get_singleton()->is_editor_hint()) { + return; + } + if (suspended) { + return; // backgrounded — don't touch the socket + } + if (auth) { + pump_auth(); + } + if (game) { + pump_game(); + } + if (mark) { + pump_mark(); + } +} + +void M2Client::_notification(int what) { + switch (what) { + case NOTIFICATION_APPLICATION_PAUSED: + suspend(); + break; + case NOTIFICATION_APPLICATION_RESUMED: + resume(); + break; + default: + break; + } +} + +void M2Client::suspend() { + if (suspended) { + return; + } + suspended = true; + emit_signal("suspended"); +} + +void M2Client::resume() { + if (!suspended) { + return; + } + suspended = false; + emit_signal("resumed"); + // The next _process() pumps the socket; if the OS dropped the TCP + // connection while backgrounded, pump_game()/pump_auth() will see it go + // Offline and emit `disconnected`. GDScript can then call reconnect(). +} + +bool M2Client::reconnect() { + if (!have_cfg) { + return false; + } + // Fast path: still holding a valid login_key -> skip the auth server, go + // straight back to the (last) game server. Falls back to full re-login if + // the game connect fails. + if (last_login_key != 0 && !cfg_game_host.is_empty()) { + warp_to_game_server(cfg_game_host, cfg_game_port); + if (stage == Stage::GameConnect) { + return true; + } + } + connect_to_server(cfg_auth_host, cfg_auth_port, cfg_game_host, cfg_game_port, cfg_id, cfg_pw); + return stage != Stage::Failed && stage != Stage::Idle; +} + +// Tear down the current game connection and reconnect to `host:port` reusing the +// stored login_key (cross-server GC_WARP, or a fast reconnect). +void M2Client::warp_to_game_server(const String &host, int port) { + if (last_login_key == 0) { + return; + } + if (game) { + game->disconnect(); + game.reset(); + } + auth.reset(); + game_host = host; + game_port = port; + char_list_emitted = false; + shop_open_seen = false; + dead_seen.clear(); + game = std::make_unique(std::string(account_id.utf8().get_data()), + last_login_key); + game->set_auto_enter_game(false); + loading_since_ms = 0; + enter_game_sent = false; + if (!game->connect(std::string(host.utf8().get_data()), (uint16_t)port)) { + emit_signal("login_failed", String(game->last_error().c_str())); + set_stage(Stage::Failed); + game.reset(); + return; + } + last_game_phase = -1; + last_game_state = -1; + set_stage(Stage::GameConnect); +} + +void M2Client::pump_auth() { + auth->process(); + + if ((int)auth->state() != last_auth_state) { + last_auth_state = (int)auth->state(); + if (auth->state() == mtnet::NetStream::State::Online && stage == Stage::AuthConnect) { + set_stage(Stage::AuthWait); + } + } + + if (!auth->done()) { + return; + } + + if (auth->success()) { + uint32_t key = auth->login_key(); + last_login_key = key; + emit_signal("auth_ok", (int64_t)key); + auth->disconnect(); + auth.reset(); + + game = std::make_unique(std::string(account_id.utf8().get_data()), key); + game->set_auto_enter_game(false); + loading_since_ms = 0; + enter_game_sent = false; + if (!game->connect(std::string(game_host.utf8().get_data()), (uint16_t)game_port)) { + emit_signal("login_failed", String(game->last_error().c_str())); + set_stage(Stage::Failed); + game.reset(); + return; + } + set_stage(Stage::GameConnect); + } else { + emit_signal("login_failed", + String(auth->fail_reason().empty() ? auth->last_error().c_str() + : auth->fail_reason().c_str())); + set_stage(Stage::Failed); + auth.reset(); + } +} + +void M2Client::pump_game() { + game->process(); + + if ((int)game->phase() != last_game_phase) { + last_game_phase = (int)game->phase(); + emit_signal("phase_changed", String(phase_name(last_game_phase))); + if (game->phase() != mtnet::PHASE_LOADING) { + loading_since_ms = 0; + } + if (game->phase() == mtnet::PHASE_LOGIN && stage == Stage::GameConnect) { + set_stage(Stage::GameLogin); + } + } + + if (game->char_list_ready() && !char_list_emitted) { + char_list_emitted = true; + emit_signal("char_list", build_char_list()); + } + + // create / delete results (server patches the slot list, doesn't re-send it) + for (const auto &ev : game->drain_char_events()) { + switch (ev.kind) { + case mtnet::GameClient::CharEvent::CreateOk: + emit_signal("char_list", build_char_list()); + emit_signal("char_created", ev.slot); + break; + case mtnet::GameClient::CharEvent::CreateFail: + emit_signal("char_create_failed", ev.fail_type); + break; + case mtnet::GameClient::CharEvent::DeleteOk: + emit_signal("char_list", build_char_list()); + emit_signal("char_deleted", ev.slot); + break; + case mtnet::GameClient::CharEvent::DeleteFail: + emit_signal("char_delete_failed"); + break; + } + } + + for (const auto &ev : game->drain_name_events()) { + emit_signal("char_list", build_char_list()); + emit_signal("char_name_changed", (int64_t)ev.pid, String::utf8(ev.name.c_str())); + } + for (int i = 0, n = game->drain_guild_make_requests(); i < n; ++i) { + emit_signal("guild_make_requested"); + } + + if (game->failed()) { + emit_signal("login_failed", String(game->fail_reason().c_str())); + set_stage(Stage::Failed); + game->disconnect(); + game.reset(); + return; + } + + if (game->phase() == mtnet::PHASE_LOADING && !enter_game_sent) { + uint64_t now = godot::Time::get_singleton()->get_ticks_msec(); + if (loading_since_ms == 0) { + loading_since_ms = now; + } else if (now - loading_since_ms > 1500) { + game->send_enter_game(); + enter_game_sent = true; + } + } + + if (game->in_game() && stage != Stage::InGame) { + set_stage(Stage::InGame); + emit_signal("entered_game"); + } + + // Advance the networked-world model and surface its deltas as signals. + if (game->in_game()) { + mtnet::EntityStore &w = game->world(); + w.set_now((uint32_t)Time::get_singleton()->get_ticks_msec()); + w.tick(); + for (const auto &c : w.drain_changes()) { + switch (c.kind) { + case mtnet::EntityStore::ChangeKind::Spawn: + if (const mtnet::Entity *e = w.get(c.vid)) { + emit_signal("entity_spawned", entity_dict(*e)); + } + break; + case mtnet::EntityStore::ChangeKind::Despawn: + dead_seen.erase(c.vid); + emit_signal("entity_despawned", (int)c.vid); + break; + case mtnet::EntityStore::ChangeKind::Move: + emit_signal("entity_moved", (int)c.vid); + break; + case mtnet::EntityStore::ChangeKind::MainSet: + emit_signal("entity_main_set", (int)c.vid); + break; + case mtnet::EntityStore::ChangeKind::Info: + if (const mtnet::Entity *e = w.get(c.vid)) { + emit_signal("entity_info", (int)c.vid, entity_dict(*e)); + } + break; + } + } + for (const auto &m : w.drain_chat()) { + if (m.type == mtnet::CHAT_TYPE_WHISPER) { + emit_signal("whisper_received", (int)m.sub, String::utf8(m.from.c_str()), + String::utf8(m.text.c_str())); + } else { + emit_signal("chat", (int)m.type, (int)m.vid, String::utf8(m.text.c_str())); + } + } + for (uint32_t vid : w.drain_vitals()) { + emit_signal("vitals_changed", (int)vid); + const mtnet::Entity *e = w.get(vid); + if (e && e->dead && !dead_seen.count(vid)) { + dead_seen.insert(vid); + emit_signal("entity_dead", (int)vid); + } + } + for (const auto &d : w.drain_damage()) { + emit_signal("damage", (int)d.vid, (int)d.amount, (int)d.flag); + } + for (const auto &mo : w.drain_motions()) { + emit_signal("motion", (int)mo.vid, (int)mo.victim_vid, (int)mo.motion); + } + for (const auto &dm : w.drain_dig_motions()) { + emit_signal("dig_motion", (int)dm.vid, (int)dm.target_vid, (int)dm.count); + } + for (const auto &fe : w.drain_fishing_events()) { + emit_signal("fishing_event", (int)fe.subheader, (int)fe.info, (int)fe.dir); + } + for (const auto &de : w.drain_dungeon_events()) { + emit_signal("dungeon_event", (int)de.subheader, (int)de.x, (int)de.y, + de.has_destination); + } + for (const auto &oe : w.drain_observer_events()) { + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(oe.x, oe.y, 0); + emit_signal("observer_event", (int)oe.kind, (int)oe.vid, + Vector2(g.x, g.z)); + } + for (const auto &ec : w.drain_effect_cues()) { + emit_signal("effect_cue", (int)ec.vid, String::utf8(ec.file.c_str()), + (int)ec.special); + } + for (const auto &fc : w.drain_fly_cues()) { + emit_signal("fly_cue", (int)fc.type, (int)fc.start_vid, (int)fc.end_vid); + } + for (const auto &tc : w.drain_fly_target_cues()) { + emit_signal("fly_targeting", (int)tc.shooter_vid, (int)tc.target_vid, + Vector2((float)tc.x, (float)tc.y), tc.append); + } + if (w.skills_dirty()) { + emit_signal("skills_changed"); + } + if (w.skill_group_dirty()) { + emit_signal("skill_group_changed", (int)w.skill_group()); + } + for (int sk : w.drain_cooldown_ends()) { + emit_signal("skill_cooldown_end", sk); + } + if (w.quickslots_dirty()) { + emit_signal("quickslots_changed"); + } + for (const auto &sc : w.drain_scripts()) { + emit_signal("script_dialog", (int)sc.skin, String::utf8(sc.text.c_str())); + } + for (const auto &cc : w.drain_confirms()) { + emit_signal("quest_confirm_ask", String::utf8(cc.msg.c_str()), (int)cc.timeout, + (int)cc.request_pid); + } + for (uint16_t qi : w.drain_quest_changes()) { + emit_signal("quest_info", (int)qi); + } + for (const auto &ac : w.drain_affects()) { + if (ac.added) { + for (const auto &a : w.affects()) { + if (a.type == ac.type) { + emit_signal("affect_added", affect_dict(a)); + break; + } + } + } else { + emit_signal("affect_removed", (int)ac.type); + } + } + if (w.take_points_dirty()) { + emit_signal("points_changed", get_points()); + } + if (w.take_target_dirty()) { + emit_signal("target_info", (int)w.target_vid(), (int)w.target_hp_pct()); + } + for (const auto &ic : w.drain_inv()) { + emit_signal("inventory_changed", (int)ic.window, (int)ic.cell); + } + for (const auto &gc : w.drain_ground()) { + if (gc.added) { + const mtnet::GroundItem *g = w.ground(gc.vid); + if (g) { + Dictionary d; + d["vid"] = (int)g->vid; + d["vnum"] = (int)g->vnum; + d["owner"] = String::utf8(g->owner.c_str()); + fmt::m2coord::Vec3 gp = fmt::m2coord::position_to_godot(g->x, g->y, g->z); + d["pos"] = Vector3(gp.x, gp.y, gp.z); + emit_signal("ground_item_added", d); + } + } else { + emit_signal("ground_item_removed", (int)gc.vid); + } + } + for (uint32_t vid : w.drain_view_equipment_changes()) { + emit_signal("view_equipment", (int)vid); + } + for (const auto &p : w.drain_pvp_changes()) { + emit_signal("pvp_changed", (int)p.src_vid, (int)p.dst_vid, (int)p.mode); + } + if (w.take_duel_started()) emit_signal("duel_started"); + for (const auto &ie : w.drain_item_events()) { + if (ie.kind == mtnet::ItemEvent::Get) { + emit_signal("item_picked_up", (int)ie.vnum, (int)ie.count, + String::utf8(ie.from.c_str())); + } else { + emit_signal("item_used", (int)ie.vnum); + } + } + // P8: social / shop / storage + for (uint32_t leader_pid : w.drain_party_invites()) { + emit_signal("party_invite_ask", (int)leader_pid); + } + if (w.party_dirty()) { + emit_signal("party_changed"); + } + if (w.take_lover_dirty()) { + emit_signal("lover_changed", get_lover()); + } + if (w.friends_dirty()) { + emit_signal("friends_changed"); + } + bool shop_was_open = shop_open_seen; + if (w.shop_dirty()) { + shop_open_seen = w.shop_open(); + if (shop_open_seen && !shop_was_open) { + emit_signal("shop_opened", (int)w.shop_vid()); + } else if (!shop_open_seen && shop_was_open) { + emit_signal("shop_closed"); + } + } + for (const auto &err : w.drain_shop_errors()) { + emit_signal("shop_error", String::utf8(err.c_str())); + } + if (w.exchange_dirty()) { + emit_signal("exchange_changed"); + } + if (w.safebox_dirty()) { + emit_signal("safebox_changed"); + } + if (w.mall_dirty()) { + bool mall_now = w.mall_open(); + if (mall_now && !mall_open_seen) { + emit_signal("mall_opened", w.mall_size()); + } + mall_open_seen = mall_now; + emit_signal("mall_changed"); + } + for (const auto &ev : w.drain_cube_events()) { + using CE = mtnet::EntityStore::CubeEvent; + switch (ev) { + case CE::Opened: + emit_signal("cube_opened", (int)w.cube().npc_vnum); + break; + case CE::Closed: + emit_signal("cube_closed"); + break; + case CE::InfoChanged: + emit_signal("cube_changed"); + break; + case CE::Success: { + auto s = w.cube_last_success(); + emit_signal("cube_result", (int)s.vnum, s.count, true); + break; + } + case CE::Fail: + emit_signal("cube_result", 0, 0, false); + break; + } + } + if (w.guild_dirty()) { + emit_signal("guild_changed"); + } + if (w.guild_skill_dirty()) { + emit_signal("guild_skill_changed"); + } + if (w.guild_war_dirty()) { + emit_signal("guild_war_changed"); + } + for (const auto &ev : w.drain_guild_war_events()) { + emit_signal("guild_war_event", (int)ev.state, (int64_t)ev.opp_guild_id, + String::utf8(w.guild_name(ev.opp_guild_id).c_str())); + } + for (const auto &sc : w.drain_guild_war_scores()) { + emit_signal("guild_war_point", (int64_t)sc.gain_guild_id, (int64_t)sc.opp_guild_id, + sc.point); + } + for (const auto &mu : game->drain_mark_updates()) { + emit_signal("guild_mark_updated", (int)mu.guild_id, (int)mu.img_idx); + } + for (const auto &rc : w.drain_refine_cues()) { + Dictionary d; + d["type"] = (int)rc.type; + d["pos"] = (int)rc.pos; + d["src_vnum"] = (int)rc.src_vnum; + d["result_vnum"] = (int)rc.result_vnum; + d["cost"] = rc.cost; + d["prob"] = rc.prob; + Array mats; + for (int i = 0; i < rc.material_count && i < 5; ++i) { + if (rc.materials[i].vnum == 0) { + continue; + } + Dictionary m; + m["vnum"] = (int)rc.materials[i].vnum; + m["count"] = rc.materials[i].count; + mats.push_back(m); + } + d["materials"] = mats; + emit_signal("refine_ask", d); + } + for (const auto &dc : w.drain_ds_cues()) { + if (dc.sub_type == mtnet::DS_SUB_OPEN) { + emit_signal("ds_window_open"); + } else if (dc.sub_type == mtnet::DS_SUB_REFINE_SUCCEED) { + emit_signal("ds_refine_result", true, (int)dc.sub_type, (int)dc.cell); + } else if (dc.sub_type >= mtnet::DS_SUB_REFINE_FAIL && + dc.sub_type <= mtnet::DS_SUB_REFINE_FAIL_TOO_MUCH_MATERIAL) { + emit_signal("ds_refine_result", false, (int)dc.sub_type, (int)dc.cell); + } + } + // P9: world systems + for (const auto &warp : w.drain_warps()) { + fmt::m2coord::Vec3 g = fmt::m2coord::position_to_godot(warp.x, warp.y, 0); + emit_signal("warp", Vector3(g.x, g.y, g.z), warp.same_server()); + if (!warp.same_server()) { + // int32 lAddr is a network-order IPv4; format dotted-quad. + uint32_t a = (uint32_t)warp.addr; + char host[16]; + std::snprintf(host, sizeof(host), "%u.%u.%u.%u", a & 0xFF, (a >> 8) & 0xFF, + (a >> 16) & 0xFF, (a >> 24) & 0xFF); + warp_to_game_server(String(host), warp.port); + return; // game client is being torn down; stop touching w + } + } + if (w.take_time_dirty()) { + emit_signal("time_changed", (int64_t)w.server_time()); + } + if (w.take_channel_dirty()) { + emit_signal("channel_changed", w.channel()); + } + if (w.take_npc_marks_dirty()) { + emit_signal("npc_marks_changed"); + } + if (w.take_land_dirty()) { + emit_signal("land_areas_changed"); + } + if (w.take_markers_dirty()) { + emit_signal("world_markers_changed"); + } + for (uint32_t vid : w.drain_mount_changes()) { + emit_signal("mount_changed", (int)vid); + } + } + + if (game->state() == mtnet::NetStream::State::Offline && stage != Stage::Failed) { + emit_signal("disconnected", String(game->last_error().c_str())); + set_stage(Stage::Failed); + game.reset(); + } +} + +} // namespace mtgodot diff --git a/extension/src/net/m2_client.h b/extension/src/net/m2_client.h new file mode 100644 index 00000000..81964d98 --- /dev/null +++ b/extension/src/net/m2_client.h @@ -0,0 +1,318 @@ +#pragma once +// M2Client — GDExtension Node wrapping the Metin2 net client. GDScript drives it: +// +// var c = M2Client.new() +// add_child(c) +// c.phase_changed.connect(func(p): print("phase ", p)) +// c.char_list.connect(func(list): c.select_character(list[0]["index"])) +// c.entered_game.connect(func(): print("in game")) +// c.connect_to_server("192.168.21.203", 11000, "192.168.21.203", 11011, +// "admin", "123456789") +// +// Orchestration: AuthClient(auth_host:auth_port) -> on auth_ok, connect +// GameClient(game_host:game_port) which does its own KX handshake, sends +// CG_LOGIN2, surfaces the character list, then select_character() drives to the +// game phase. _process() pumps whichever stream is active. + +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include + +namespace mtnet { +class AuthClient; +class GameClient; +class MarkClient; +class MarkImageSet; +} // namespace mtnet + +namespace mtgodot { + +class M2Client : public godot::Node { + GDCLASS(M2Client, godot::Node) + +public: + M2Client(); + ~M2Client() override; + + void _process(double delta) override; + void _notification(int what); + + // host/port for auth and game servers; account credentials. + void connect_to_server(const godot::String &auth_host, int auth_port, + const godot::String &game_host, int game_port, const godot::String &id, + const godot::String &pw); + void disconnect_from_server(); + + // pick a slot from the char_list payload (its "index" field). + bool select_character(int index); + // CG_CHARACTER_CREATE / CG_CHARACTER_DELETE (mirror SendCreate/DestroyCharacterPacket). + bool create_character(int slot, const godot::String &name, int job, int shape, + int con, int intel, int str, int dex); + bool delete_character(int slot, const godot::String &private_code); + // Rename a character slot with a server-side rename card. + bool change_name(int slot, const godot::String &name); + // GC_EMPIRE (0 = server still wants an empire pick before select). + int get_empire() const; + // 3 or 4 depending on which GC_LOGIN_SUCCESS the server sent. + int get_slot_count() const; + + // --- in-game intents (mirror CPythonNetworkStream) --- + // rot_deg is a compass heading in degrees; wire form is rot_deg/5 like the + // original client. x/y are server cm. time is filled from the frame clock. + bool move(int func, int arg, double rot_deg, int x, int y); + // Sends CG_CHARACTER_POSITION (legacy posture/position enum, 0..255). + bool character_position(int position); + // Sends a CG_SYNC_POSITION batch. Each entry is {vid, x, y} in server cm; + // the legacy packet allows at most 16 entries. + bool sync_positions(const godot::Array &positions); + bool request_warp(); + bool fishing(double rot_deg); + bool request_dungeon(); + bool attack(int motion, int victim_vid); + bool set_target(int victim_vid); + bool say(int type, const godot::String &text); + bool whisper(const godot::String &to, const godot::String &text); + // cast: CG_MOVE with func = FUNC_SKILL(0x80) | (motion_idx & 0x7F). + bool cast_skill(int motion_idx, double rot_deg, int x, int y); + // Real skill intent. For a tracked target, sends CG_FLY_TARGETING before + // CG_USE_SKILL, matching the legacy client packet order. + bool use_skill(int skill_id, int target_vid); + // Ranged animation events and area-target selection use separate packets. + bool shoot(int skill_id); + bool add_fly_targeting(int target_vid, int x, int y); + // server-driven quest command: "/skillup ". + bool skill_up(int skill_id); + int get_skill_group() const; + godot::Array get_skills() const; // [{id, level, master}] for skills the player has + godot::Array get_quickslots() const; // [{pos, type, ref}] restored quickslots + bool quickslot_add(int pos, int type, int ref); + bool quickslot_del(int pos); + bool quickslot_swap(int pos, int change_pos); + + // quest / NPC + bool click_npc(int vid); + bool script_answer(int answer); // dialog choice (0..N-1) or 255 = continue + bool script_button(int idx); // quest-log button + bool script_select_item(int selection); // inventory cell/item position + bool quest_input(const godot::String &text); + bool quest_confirm(bool yes, int request_pid); + bool quest_cancel(); + godot::Array get_quests() const; // [{index, title, counter_name, counter_value, ...}] + + // --- P8 party --- + bool party_invite(int vid); + bool party_answer(int leader_pid, bool accept); + bool party_leave(int pid); // expel , or your own pid to leave + bool party_use_skill(int skill_index, int target_vid); + bool party_set_distribute(int mode); + bool party_set_state(int pid, int role, bool on); // CG_PARTY_SET_STATE (role = PARTY_ROLE_*) + godot::Array get_party() const; // [{pid, vid, name, leader, hp_pct, state, affects[7]}] + int get_party_distribute_mode() const; + + // --- P8 messenger / friends --- + bool add_friend(const godot::String &name); + bool remove_friend(const godot::String &name); + godot::Array get_friends() const; // [{name, online}] + godot::Dictionary get_lover() const; // {valid, name, love_point} + + // --- P8 NPC shop --- + bool shop_buy(int pos, int count); + bool shop_sell(int inv_cell, int count); + bool shop_close(); + bool is_shop_open() const; + godot::Array get_shop_items() const; // [{pos, vnum, price, count}] — tab 0 + godot::Dictionary get_shop() const; // {vid, open, tabs:[{name, coin_type, items:[...]}]} + + // --- P8 exchange / trade --- + bool exchange_start(int vid); + bool exchange_add_item(int inv_window, int inv_cell, int display_pos); + bool exchange_add_gold(int gold); + bool exchange_accept(); + bool exchange_cancel(); + godot::Dictionary get_exchange() const; // {active, partner_vid, self_items, peer_items, ...} + + // --- P8 safebox / storage --- + bool safebox_checkin(int safe_pos, int inv_window, int inv_cell); + bool safebox_checkout(int safe_pos, int inv_window, int inv_cell); + bool safebox_move(int from_cell, int to_cell, int count); + bool is_safebox_open() const; + int get_safebox_size() const; + int get_safebox_gold() const; + godot::Array get_safebox_items() const; // [{cell, vnum, count}] + + // --- item-mall (창고몰) --- + bool is_mall_open() const; + int get_mall_size() const; + godot::Array get_mall_items() const; // [{cell, vnum, count}] + bool mall_checkout(int mall_pos, int inv_window, int inv_cell); + + // --- private (PC) shop --- + // items: Array of {vnum, count, inv_cell, price, display_pos} + bool open_private_shop(const godot::String &sign, const godot::Array &items); + bool close_private_shop(); + + // --- cube (제작) --- + godot::Dictionary get_cube() const; // {open, npc_vnum, need_gold, recipes:[...]} + bool cube_make(int result_index); + bool cube_request_result_list(int npc_vnum); + bool cube_request_materials(int start_index, int count); + + // --- guild --- + godot::Dictionary get_guild() const; // {in_guild, id, name, level, exp, gold, ...} + godot::Array get_guild_members() const; // [{pid, name, grade, job, level, offer, general}] + godot::Array get_guild_grades() const; // [{name, auth}] index = grade + bool guild_add_member(int vid); + bool guild_remove_member(int pid); + bool guild_offer(int amount); + bool guild_answer_make(const godot::String &name); + + // --- guild war / guild skill --- + godot::Dictionary get_guild_skill() const; // {valid, skill_point, guild_point, max_guild_point, levels[12]} + godot::Array get_guild_wars() const; // [{src, dst, src_name, dst_name}] active GvG + godot::Dictionary get_guild_war() const; // {opp_guild_id, opp_name, type, state} + godot::String get_guild_name(int guild_id) const; + bool use_guild_skill(int skill_vnum, int target_vid); + bool declare_guild_war(const godot::String &guild_name); // sends "/war " + + // --- guild marks (会徽) --- + // Opens the side connection to `host:port` and pulls the mark images using + // the handle/random_key from login. `guild_marks_ready` fires when done. + // A port of 0 skips the query. Safe to call again on `guild_mark_updated`. + bool download_guild_marks(const godot::String &host, int port); + // Download one raw guild-symbol file via the mark side connection. + bool download_guild_symbol(const godot::String &host, int port, int guild_id); + // Raw bytes from the last completed download_guild_symbol call. + godot::PackedByteArray get_guild_symbol() const; + bool are_guild_marks_ready() const; + // {host, port} last used for a mark connection (0 port = none configured yet). + godot::Dictionary get_mark_server() const; + // Upload this guild's 16x12 mark (a godot::Image, converted/resized as needed). + // `guild_mark_uploaded(ok)` fires when the packet has left the socket. + bool upload_guild_mark(const godot::String &host, int port, int guild_id, + const godot::Ref &img); + // Upload the raw bytes of a guild-symbol image file (server validates 64x128). + bool upload_guild_symbol(const godot::String &host, int port, int guild_id, + const godot::PackedByteArray &file_bytes); + // {found, img_idx, x, y, w, h} — position of a guild's 16x12 mark in its image. + godot::Dictionary get_guild_mark(int guild_id) const; + // A 16x12 RGBA8 godot::Image for a guild's mark, or an empty (null) Ref if we + // have no mark for it yet. + godot::Ref get_guild_mark_image(int guild_id) const; + + // --- refine / upgrade --- + bool refine(int pos, int type); // confirm refine of the item at inventory `pos` + + // --- dragon soul refine --- + // mode: 0 = 升级 (upgrade), 1 = 改良 (improvement), 2 = 精炼 (refine). + // cells: inventory cells; cells[0] = the dragon soul, cells[1..] = materials (<=15 total). + bool ds_refine(int mode, const godot::Array &cells); + godot::Array get_dragon_souls() const; // [{cell, vnum, count}] non-empty DS-window slots + + // --- P9 world systems --- + int get_channel() const; + int64_t get_server_time() const; // unix seconds as of last GC_TIME + godot::Array get_npc_marks() const; // [{type, vnum, name, pos}] pos = Godot metres + godot::Array get_land_areas() const; // [{id, guild_id, rect}] in server cm + godot::Array get_observers() const; // [{vid, pos}] in Godot metres + godot::Array get_world_markers() const; // [{id, name, vid, type, pos}] + + // items. window: 1=inventory, 2=equipment (mtnet::WINDOW_*). + bool move_item(int from_window, int from_cell, int to_window, int to_cell, int count); + bool use_item(int window, int cell); + bool drop_item(int window, int cell, int gold); + bool drop_item_count(int window, int cell, int gold, int count); + bool use_item_to_item(int source_window, int source_cell, int target_window, int target_cell); + bool give_item(int target_vid, int window, int cell, int count); + bool pickup_item(int ground_vid); + godot::Array get_inventory() const; // non-empty slots + godot::Array get_equipment() const; // WEAR_MAX_NUM slots (may be empty) + godot::Array get_belt_inventory() const; // non-empty 4x4 belt slots + godot::Array get_view_equipment(int vid) const; // 11 legacy inspect slots (may be empty) + godot::Dictionary get_item(int window, int cell) const; + godot::Array get_ground_items() const; // {vid, vnum, pos} + godot::Array get_pvp_relations() const; // [{src_vid, dst_vid, mode}] + + // --- networked world snapshot (positions already Godot-space, metres) --- + godot::Dictionary get_entity(int vid) const; + godot::Array get_entities() const; + int get_main_vid() const; + godot::Dictionary get_points() const; // local player stat block + godot::Dictionary get_target() const; // {vid, hp_percent} of selected target + godot::Array get_affects() const; // active buffs/debuffs on the local player + + // App lifecycle (F5). suspend() stops pumping the socket (called + // automatically on NOTIFICATION_APPLICATION_PAUSED); resume() re-enables it. + // A mobile OS tears the TCP connection down within seconds of backgrounding, + // so the first pump after resume typically surfaces `disconnected` — call + // reconnect() to redo the login with the stored credentials. + void suspend(); + void resume(); + bool reconnect(); + bool is_suspended() const { return suspended; } + + godot::String get_stage() const { return stage_name(); } + bool is_in_game() const; + + // Drain the socket + answer PING once, WITHOUT emitting the per-frame world + // signals. Call this from GDScript around any blocking work (model loads, + // map build) so the server doesn't drop us for going silent. + void net_poll(); + +protected: + static void _bind_methods(); + +private: + enum class Stage { Idle, AuthConnect, AuthWait, GameConnect, GameLogin, InGame, Failed }; + Stage stage = Stage::Idle; + godot::String stage_name() const; + void set_stage(Stage s); + + godot::String game_host; + int game_port = 0; + godot::String account_id; + + // stored so reconnect() can redo the full auth->game flow after a resume. + godot::String cfg_auth_host, cfg_game_host, cfg_id, cfg_pw; + int cfg_auth_port = 0, cfg_game_port = 0; + bool have_cfg = false; + bool suspended = false; + + std::unique_ptr auth; + std::unique_ptr game; + std::unique_ptr mark; + std::unique_ptr mark_store; // survives after `mark` is torn down + godot::String mark_host; + int mark_port = 0; + bool mark_ready = false; + uint32_t symbol_guild_id = 0; + std::vector symbol_data; + void pump_mark(); + + int last_auth_state = -1; + int last_game_state = -1; + int last_game_phase = -1; + bool char_list_emitted = false; + godot::Array build_char_list() const; + // CG_ENTERGAME is sent ~1.5s into PHASE_LOADING (not immediately) — sending + // it before the server finishes the spawn burst makes it drop us ~10s later. + uint64_t loading_since_ms = 0; + bool enter_game_sent = false; + bool shop_open_seen = false; // last shop_open() state we emitted a signal for + bool mall_open_seen = false; + uint32_t last_login_key = 0; // for a cross-server GC_WARP reconnect + void warp_to_game_server(const godot::String &host, int port); + std::unordered_set dead_seen; // vids we've already fired entity_dead for + + void pump_auth(); + void pump_game(); +}; + +} // namespace mtgodot diff --git a/extension/src/net/mark_client.h b/extension/src/net/mark_client.h new file mode 100644 index 00000000..1984f637 --- /dev/null +++ b/extension/src/net/mark_client.h @@ -0,0 +1,266 @@ +#pragma once +// MarkClient — the Metin2 guild-mark side connection on top of NetStream. +// +// Download (default): connect -> (base KX) -> on_cipher_active: CG_MARK_LOGIN +// -> GC_PHASE(PHASE_LOGIN): CG_MARK_IDXLIST -> GC_MARK_IDXLIST (guild->mark_id) +// -> per referenced image: CG_MARK_CRCLIST -> GC_MARK_BLOCK (LZO 64x48 blocks +// into MarkImageSet) -> complete(). +// +// Upload (set_upload_mark / set_upload_symbol before connect): same login, then +// on PHASE_LOGIN push CG_MARK_UPLOAD (raw 16x12 mark) or CG_GUILD_SYMBOL_UPLOAD +// (head + raw file bytes) and finish. upload_done() once the send buffer drains. +// +// handle / random_key come from GC_LOGIN_SUCCESS3/4 on the game connection. +// GC_MARK_* bodies are framed by a u32 buf_size (whole-packet size), so they go +// through NetStream::on_raw() rather than the u16-length on_packet() path. + +#include "mark_image.h" +#include "net_stream.h" + +#include +#include + +namespace mtnet { + +class MarkClient : public NetStream { +public: + enum class Mode { Download, DownloadSymbol, UploadMark, UploadSymbol }; + + MarkClient(uint32_t handle, uint32_t random_key) + : m_handle(handle), m_random_key(random_key) {} + + // Call before connect() to switch this connection to an upload. + void set_upload_mark(uint32_t guild_id, const uint32_t px[GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT]) { + m_mode = Mode::UploadMark; + m_up_gid = guild_id; + std::memcpy(m_up_mark, px, sizeof(m_up_mark)); + } + void set_upload_symbol(uint32_t guild_id, std::vector bytes) { + m_mode = Mode::UploadSymbol; + m_up_gid = guild_id; + m_up_symbol = std::move(bytes); + } + void set_download_symbol(uint32_t guild_id, uint32_t crc = 0, uint32_t size = 0) { + m_mode = Mode::DownloadSymbol; + m_symbol_gid = guild_id; + m_symbol_crc = crc; + m_symbol_size = size; + } + + Mode mode() const { return m_mode; } + bool complete() const { return m_complete; } + bool logged_in() const { return m_login_sent; } + bool upload_sent() const { return m_upload_sent; } + // upload finished = the packet was queued AND has left our send buffer. + bool upload_done() const { return m_upload_sent && send_pending() == 0; } + const MarkImageSet &marks() const { return m_marks; } + uint32_t symbol_guild_id() const { return m_symbol_gid; } + const std::vector &symbol_data() const { return m_symbol_data; } + MarkImageSet &marks() { return m_marks; } + size_t images_done() const { return m_next; } + size_t images_wanted() const { return m_needed.size(); } + +protected: + void on_cipher_active() override { + CGMarkLogin p{}; + p.header = CG_MARK_LOGIN; + p.length = sizeof(p); + p.handle = m_handle; + p.random_key = m_random_key; + send_packet(&p, sizeof(p)); + m_login_sent = true; + } + + void on_phase(uint8_t phase) override { + if (phase == PHASE_CLOSE) { + m_complete = true; + return; + } + if (phase != PHASE_LOGIN) { + return; + } + if (m_mode == Mode::UploadMark) { + send_upload_mark(); + m_upload_sent = true; + m_complete = true; + return; + } + if (m_mode == Mode::UploadSymbol) { + send_upload_symbol(); + m_upload_sent = true; + m_complete = true; + return; + } + if (m_mode == Mode::DownloadSymbol) { + CGSymbolCRC p{CG_SYMBOL_CRC, sizeof(CGSymbolCRC), m_symbol_gid, m_symbol_crc, m_symbol_size}; + send_packet(&p, sizeof(p)); + m_symbol_crc_sent = true; + return; + } + if (!m_idx_requested) { + CGMarkIDXList p{CG_MARK_IDXLIST, sizeof(CGMarkIDXList)}; + send_packet(&p, sizeof(p)); + m_idx_requested = true; + } + } + + Raw on_raw(uint16_t header) override { + if (header == GC_MARK_IDXLIST) { + return recv_idxlist(); + } + if (header == GC_MARK_BLOCK) { + return recv_block(); + } + return Raw::NotHandled; + } + + // GC_SYMBOL_DATA is a normal u16-length packet whose body is the raw symbol file. + // Other small packets on this stream (incl. GC_MARK_DIFF_DATA) are discarded. + bool on_packet(uint16_t header, uint16_t len) override { + if (header == GC_SYMBOL_DATA && m_mode == Mode::DownloadSymbol) { + if (len < sizeof(GCSymbolData)) { + consume_packet(len); + return true; + } + std::vector buf(len); + if (!recv_bytes(buf.data(), buf.size())) { + return false; + } + GCSymbolData p{}; + std::memcpy(&p, buf.data(), sizeof(p)); + m_symbol_gid = p.guild_id; + m_symbol_data.assign(buf.begin() + sizeof(p), buf.end()); + m_complete = true; + return true; + } + if (len <= 4096) { + uint8_t discard[4096]; + recv_bytes(discard, len); + } else { + drop_recv(); + } + return true; + } + + void on_disconnect() override { m_complete = true; } + +private: + static constexpr uint32_t kMaxBody = 8u * 1024 * 1024; + + Raw recv_idxlist() { + if (recv_avail() < sizeof(GCMarkIDXList)) { + return Raw::NeedMore; + } + GCMarkIDXList head; + std::memcpy(&head, recv_ptr(), sizeof(head)); + uint32_t total = head.buf_size; + if (total < sizeof(GCMarkIDXList)) { + total = (uint32_t)sizeof(GCMarkIDXList) + (uint32_t)head.count * 4; + } + if (total > kMaxBody) { + return Raw::Error; + } + if (recv_avail() < total) { + return Raw::NeedMore; + } + std::vector buf(total); + recv_bytes(buf.data(), total); + parse_mark_idxlist(buf.data() + sizeof(GCMarkIDXList), total - sizeof(GCMarkIDXList), + head.count, m_marks); + + m_needed = m_marks.needed_images(); + m_next = 0; + if (m_needed.empty()) { + m_complete = true; + } else { + send_crclist(m_needed[0]); + } + return Raw::Consumed; + } + + Raw recv_block() { + if (recv_avail() < sizeof(GCMarkBlock)) { + return Raw::NeedMore; + } + GCMarkBlock head; + std::memcpy(&head, recv_ptr(), sizeof(head)); + uint32_t total = head.buf_size; + if (total < sizeof(GCMarkBlock) || total > kMaxBody) { + return Raw::Error; + } + if (recv_avail() < total) { + return Raw::NeedMore; + } + std::vector buf(total); + recv_bytes(buf.data(), total); + parse_mark_block(buf.data() + sizeof(GCMarkBlock), total - sizeof(GCMarkBlock), + head.img_idx, head.count, m_marks); + + ++m_next; + if (m_next < m_needed.size()) { + send_crclist(m_needed[m_next]); + } else { + m_complete = true; + } + return Raw::Consumed; + } + + void send_crclist(int img_idx) { + CGMarkCRCList p{}; + p.header = CG_MARK_CRCLIST; + p.length = sizeof(p); + p.img_idx = (uint8_t)img_idx; + // crclist stays all-zero: "I have nothing for this image, send it whole". + send_packet(&p, sizeof(p)); + } + + void send_upload_mark() { + CGMarkUpload p{}; + p.header = CG_MARK_UPLOAD; + p.length = sizeof(p); + p.gid = m_up_gid; + std::memcpy(p.image, m_up_mark, sizeof(p.image)); + send_packet(&p, sizeof(p)); + } + + void send_upload_symbol() { + if (m_up_symbol.empty()) { + return; + } + std::vector buf(sizeof(CGSymbolUpload) + m_up_symbol.size()); + CGSymbolUpload head{}; + head.header = CG_GUILD_SYMBOL_UPLOAD; + head.length = (uint16_t)buf.size(); + head.handle = m_up_gid; // reference stores the guild id here + std::memcpy(buf.data(), &head, sizeof(head)); + std::memcpy(buf.data() + sizeof(head), m_up_symbol.data(), m_up_symbol.size()); + send_packet(buf.data(), buf.size()); + } + void consume_packet(uint16_t len) { + std::vector discard(len); + recv_bytes(discard.data(), discard.size()); + } + + uint32_t m_handle; + uint32_t m_random_key; + bool m_login_sent = false; + bool m_idx_requested = false; + bool m_complete = false; + + Mode m_mode = Mode::Download; + uint32_t m_up_gid = 0; + uint32_t m_up_mark[GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT] = {}; + std::vector m_up_symbol; + bool m_upload_sent = false; + uint32_t m_symbol_gid = 0; + uint32_t m_symbol_crc = 0; + uint32_t m_symbol_size = 0; + bool m_symbol_crc_sent = false; + std::vector m_symbol_data; + + MarkImageSet m_marks; + std::vector m_needed; + size_t m_next = 0; +}; + +} // namespace mtnet diff --git a/extension/src/net/mark_image.cpp b/extension/src/net/mark_image.cpp new file mode 100644 index 00000000..4f601468 --- /dev/null +++ b/extension/src/net/mark_image.cpp @@ -0,0 +1,174 @@ +#include "mark_image.h" + +#include + +#include +#include + +namespace mtnet { + +namespace { +bool g_lzo_ready = false; +void ensure_lzo() { + if (!g_lzo_ready) { + lzo_init(); + g_lzo_ready = true; + } +} +uint16_t rd_u16(const uint8_t *p) { + return (uint16_t)(p[0] | (p[1] << 8)); +} +uint32_t rd_u32(const uint8_t *p) { + return (uint32_t)p[0] | ((uint32_t)p[1] << 8) | ((uint32_t)p[2] << 16) | ((uint32_t)p[3] << 24); +} +} // namespace + +void MarkImageSet::clear() { + m_gid_mark.clear(); + m_images.clear(); +} + +void MarkImageSet::add_mark(uint32_t guild_id, uint32_t mark_id) { + if (mark_id >= (uint32_t)(MARK_IMAGE_MAX_COUNT * MARK_PER_IMAGE)) { + return; + } + m_gid_mark[guild_id] = mark_id; +} + +uint32_t MarkImageSet::mark_id(uint32_t guild_id) const { + auto it = m_gid_mark.find(guild_id); + return it == m_gid_mark.end() ? 0xFFFFFFFFu : it->second; +} + +std::vector MarkImageSet::needed_images() const { + std::vector v; + for (const auto &kv : m_gid_mark) { + int idx = (int)(kv.second / MARK_PER_IMAGE); + bool seen = false; + for (int e : v) { + if (e == idx) { + seen = true; + break; + } + } + if (!seen) { + v.push_back(idx); + } + } + std::sort(v.begin(), v.end()); + return v; +} + +std::vector &MarkImageSet::touch_image(int img_idx) { + auto it = m_images.find(img_idx); + if (it == m_images.end()) { + it = m_images.emplace(img_idx, std::vector(MARK_IMAGE_PIXELS, 0)).first; + } + return it->second; +} + +bool MarkImageSet::apply_block(int img_idx, int block_pos, const uint8_t *comp, uint32_t comp_len) { + if (img_idx < 0 || img_idx >= MARK_IMAGE_MAX_COUNT) { + return false; + } + if (block_pos < 0 || block_pos >= MARK_BLOCK_TOTAL_COUNT || comp == nullptr || comp_len == 0) { + return false; + } + ensure_lzo(); + + uint32_t block[MARK_BLOCK_PIXELS]; + lzo_uint out_len = sizeof(block); + int r = lzo1x_decompress_safe(comp, comp_len, (uint8_t *)block, &out_len, nullptr); + if (r != LZO_E_OK || out_len != sizeof(block)) { + return false; + } + + const int row_block = block_pos / MARK_BLOCK_COL_COUNT; + const int col_block = block_pos % MARK_BLOCK_COL_COUNT; + const int ox = col_block * MARK_BLOCK_WIDTH; + const int oy = row_block * MARK_BLOCK_HEIGHT; + + std::vector &img = touch_image(img_idx); + for (int j = 0; j < MARK_BLOCK_HEIGHT; ++j) { + uint32_t *dst = img.data() + (size_t)(oy + j) * MARK_IMAGE_WIDTH + ox; + const uint32_t *src = block + (size_t)j * MARK_BLOCK_WIDTH; + std::memcpy(dst, src, MARK_BLOCK_WIDTH * sizeof(uint32_t)); + } + return true; +} + +MarkRect MarkImageSet::rect_of(uint32_t guild_id) const { + MarkRect rc; + auto it = m_gid_mark.find(guild_id); + if (it == m_gid_mark.end()) { + return rc; + } + const uint32_t mid = it->second; + const int pos = (int)(mid % MARK_PER_IMAGE); + rc.found = true; + rc.img_idx = (int)(mid / MARK_PER_IMAGE); + rc.x = (pos % MARK_COL_COUNT) * GUILD_MARK_WIDTH; + rc.y = (pos / MARK_COL_COUNT) * GUILD_MARK_HEIGHT; + return rc; +} + +const std::vector &MarkImageSet::image(int img_idx) const { + static const std::vector kEmpty; + auto it = m_images.find(img_idx); + return it == m_images.end() ? kEmpty : it->second; +} + +std::vector MarkImageSet::mark_pixels(uint32_t guild_id) const { + MarkRect rc = rect_of(guild_id); + if (!rc.found) { + return {}; + } + const std::vector &img = image(rc.img_idx); + if (img.empty()) { + return {}; + } + std::vector out((size_t)GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT, 0); + for (int j = 0; j < GUILD_MARK_HEIGHT; ++j) { + const uint32_t *src = img.data() + (size_t)(rc.y + j) * MARK_IMAGE_WIDTH + rc.x; + std::memcpy(out.data() + (size_t)j * GUILD_MARK_WIDTH, src, GUILD_MARK_WIDTH * sizeof(uint32_t)); + } + return out; +} + +size_t parse_mark_idxlist(const uint8_t *body, size_t n, uint16_t count, MarkImageSet &out) { + size_t done = 0; + for (uint16_t i = 0; i < count; ++i) { + const size_t off = (size_t)i * 4; + if (off + 4 > n) { + break; + } + uint16_t gid = rd_u16(body + off); + uint16_t mid = rd_u16(body + off + 2); + out.add_mark(gid, mid); + ++done; + } + return done; +} + +size_t parse_mark_block(const uint8_t *body, size_t n, int img_idx, uint32_t count, MarkImageSet &out) { + size_t off = 0; + size_t applied = 0; + for (uint32_t i = 0; i < count; ++i) { + if (off + 5 > n) { + break; + } + uint8_t pos = body[off]; + uint32_t comp_size = rd_u32(body + off + 1); + off += 5; + if (comp_size == 0 || off + comp_size > n) { + break; + } + if (out.apply_block(img_idx, pos, body + off, comp_size)) { + ++applied; + } + off += comp_size; + } + return applied; +} + +} // namespace mtnet diff --git a/extension/src/net/mark_image.h b/extension/src/net/mark_image.h new file mode 100644 index 00000000..cd4db440 --- /dev/null +++ b/extension/src/net/mark_image.h @@ -0,0 +1,77 @@ +#pragma once +// MarkImageSet — the client side of the Metin2 guild-mark image store. +// +// A guild mark is a 16x12 RGBA sprite. The server keeps them packed into up to +// five 512x512 "mark images"; each image is an 8x10 grid of 64x48 blocks and +// each block is a 4x4 grid of marks. The mark server streams the blocks that +// differ from what we hold (LZO1X-compressed, 12288 bytes raw per block). +// +// Wire: GC_MARK_IDXLIST gives guild_id -> mark_id; mark_id / 1280 picks the +// image, mark_id % 1280 the position within it. GC_MARK_BLOCK carries the +// compressed pixels. See wire.h for the packet layout and MarkImage.h in the +// reference client for the geometry. + +#include "wire.h" + +#include +#include +#include + +namespace mtnet { + +struct MarkRect { + bool found = false; + int img_idx = 0; + int x = 0, y = 0; // top-left in the 512x512 image + int w = GUILD_MARK_WIDTH; + int h = GUILD_MARK_HEIGHT; +}; + +class MarkImageSet { +public: + // GC_MARK_IDXLIST entry. + void add_mark(uint32_t guild_id, uint32_t mark_id); + + // Which images at least one known guild references, ascending, deduplicated. + // This is the set of CG_MARK_CRCLIST requests the downloader must make. + std::vector needed_images() const; + + // GC_MARK_BLOCK entry: LZO1X-decompress `comp` (must expand to exactly + // MARK_BLOCK_PIXELS RGBA words) and blit it into image `img_idx` at + // `block_pos` (block_pos / 8 = row, block_pos % 8 = col). Returns false on a + // bad index or a decompression failure. + bool apply_block(int img_idx, int block_pos, const uint8_t *comp, uint32_t comp_len); + + bool has_mark(uint32_t guild_id) const { return m_gid_mark.count(guild_id) != 0; } + uint32_t mark_id(uint32_t guild_id) const; + + MarkRect rect_of(uint32_t guild_id) const; + + // The whole 512x512 RGBA image (row-major, 0xAABBGGRR words), or empty. + const std::vector &image(int img_idx) const; + + // The 16x12 = 192 RGBA words for one guild's mark, or empty if unknown / + // not yet downloaded. + std::vector mark_pixels(uint32_t guild_id) const; + + int image_count() const { return (int)m_images.size(); } + size_t mark_count() const { return m_gid_mark.size(); } + void clear(); + +private: + std::vector &touch_image(int img_idx); + + std::map m_gid_mark; // guild_id -> mark_id + std::map> m_images; // img_idx -> 512*512 RGBA +}; + +// Parse the body that follows the 10-byte GCMarkIDXList head: `count` pairs of +// { uint16_t guild_id; uint16_t mark_id }. Returns the number of pairs read. +size_t parse_mark_idxlist(const uint8_t *body, size_t n, uint16_t count, MarkImageSet &out); + +// Parse the body that follows the 13-byte GCMarkBlock head: `count` entries of +// { uint8_t block_pos; uint32_t comp_size; uint8_t comp[comp_size] }. Returns +// the number of blocks successfully applied. +size_t parse_mark_block(const uint8_t *body, size_t n, int img_idx, uint32_t count, MarkImageSet &out); + +} // namespace mtnet diff --git a/extension/src/net/net_stream.cpp b/extension/src/net/net_stream.cpp new file mode 100644 index 00000000..c5587377 --- /dev/null +++ b/extension/src/net/net_stream.cpp @@ -0,0 +1,368 @@ +#include "net_stream.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +namespace mtnet { + +namespace { +constexpr uint16_t MAX_PACKET_LENGTH = 65000; + +void set_nonblocking(int fd) { + int fl = fcntl(fd, F_GETFL, 0); + fcntl(fd, F_SETFL, fl | O_NONBLOCK); +} +} // namespace + +NetStream::~NetStream() { + disconnect(); +} + +void NetStream::set_state(State s) { + if (m_state == s) { + return; + } + m_state = s; + on_state_change(s); +} + +bool NetStream::connect(const std::string &host, uint16_t port) { + if (!SecureCipher::ensure_sodium_init()) { + m_last_error = "sodium_init failed"; + return false; + } + disconnect(); + + addrinfo hints{}; + hints.ai_family = AF_INET; + hints.ai_socktype = SOCK_STREAM; + addrinfo *res = nullptr; + char portbuf[8]; + std::snprintf(portbuf, sizeof(portbuf), "%u", port); + if (getaddrinfo(host.c_str(), portbuf, &hints, &res) != 0 || !res) { + m_last_error = "getaddrinfo(" + host + ") failed"; + return false; + } + + m_sock = ::socket(res->ai_family, res->ai_socktype, res->ai_protocol); + if (m_sock < 0) { + m_last_error = std::string("socket: ") + std::strerror(errno); + freeaddrinfo(res); + return false; + } + set_nonblocking(m_sock); + int one = 1; + setsockopt(m_sock, IPPROTO_TCP, TCP_NODELAY, &one, sizeof(one)); + + int rc = ::connect(m_sock, res->ai_addr, res->ai_addrlen); + freeaddrinfo(res); + if (rc == 0) { + set_state(State::Online); + } else if (errno == EINPROGRESS || errno == EWOULDBLOCK) { + set_state(State::Connecting); + } else { + m_last_error = std::string("connect: ") + std::strerror(errno); + ::close(m_sock); + m_sock = -1; + return false; + } + m_last_error.clear(); + return true; +} + +void NetStream::disconnect() { + if (m_sock >= 0) { + ::close(m_sock); + m_sock = -1; + } + m_recv.clear(); + m_send.clear(); + m_cipher.clean_up(); + if (m_state != State::Offline) { + set_state(State::Offline); + } +} + +bool NetStream::send_packet(const void *struct_bytes, size_t n) { + if (m_sock < 0 || n < PACKET_HEADER_SIZE) { + return false; + } + // copy so we can encrypt in place without touching the caller's struct + const auto *src = static_cast(struct_bytes); + uint8_t stackbuf[512]; + uint8_t *tmp = n <= sizeof(stackbuf) ? stackbuf : new uint8_t[n]; + std::memcpy(tmp, src, n); + if (m_trace) { + const size_t shown = n < 96 ? n : 96; + std::fprintf(stderr, "[tx-plain %zuB]", n); + for (size_t i = 0; i < shown; ++i) { + std::fprintf(stderr, " %02x", tmp[i]); + } + if (shown != n) { + std::fprintf(stderr, " ..."); + } + std::fprintf(stderr, "\n"); + } + m_cipher.encrypt_in_place(tmp, n); // no-op until activated; advances tx counter + if (m_trace) { + const size_t shown = n < 96 ? n : 96; + std::fprintf(stderr, "[tx-wire %zuB]", n); + for (size_t i = 0; i < shown; ++i) { + std::fprintf(stderr, " %02x", tmp[i]); + } + if (shown != n) { + std::fprintf(stderr, " ..."); + } + std::fprintf(stderr, "\n"); + } + m_send.write(tmp, n); + if (tmp != stackbuf) { + delete[] tmp; + } + flush_send(); + return true; +} + +bool NetStream::recv_into_buffer() { + uint8_t chunk[8192]; + ssize_t r = ::recv(m_sock, chunk, sizeof(chunk), 0); + if (r > 0) { + if (m_cipher.is_activated()) { + m_cipher.decrypt_in_place(chunk, static_cast(r)); + } + if (m_trace) { + size_t n = (size_t)r < 48 ? (size_t)r : 48; + std::fprintf(stderr, "[rx %zdB]", (ssize_t)r); + for (size_t i = 0; i < n; ++i) { + std::fprintf(stderr, " %02x", chunk[i]); + } + std::fprintf(stderr, "\n"); + } + m_recv.write(chunk, static_cast(r)); + return true; + } + if (r == 0) { + m_last_error = "peer closed"; + return false; + } + if (errno == EWOULDBLOCK || errno == EAGAIN) { + return true; + } + m_last_error = std::string("recv: ") + std::strerror(errno); + return false; +} + +bool NetStream::flush_send() { + while (m_send.readable() > 0) { + ssize_t w = ::send(m_sock, m_send.read_ptr(), m_send.readable(), 0); + if (w > 0) { + m_send.discard(static_cast(w)); + continue; + } + if (w < 0 && (errno == EWOULDBLOCK || errno == EAGAIN)) { + return true; // try again next process() + } + m_last_error = std::string("send: ") + std::strerror(errno); + return false; + } + return true; +} + +void NetStream::process() { + if (m_sock < 0) { + return; + } + + fd_set rfd, wfd; + FD_ZERO(&rfd); + FD_ZERO(&wfd); + FD_SET(m_sock, &rfd); + FD_SET(m_sock, &wfd); + timeval tv{0, 0}; + if (select(m_sock + 1, &rfd, &wfd, nullptr, &tv) < 0) { + return; + } + + if (m_state == State::Connecting) { + if (FD_ISSET(m_sock, &wfd)) { + int err = 0; + socklen_t l = sizeof(err); + getsockopt(m_sock, SOL_SOCKET, SO_ERROR, &err, &l); + if (err != 0) { + m_last_error = std::string("connect: ") + std::strerror(err); + on_disconnect(); + disconnect(); + return; + } + set_state(State::Online); + } else { + return; + } + } + + if (FD_ISSET(m_sock, &wfd) && m_send.readable() > 0) { + if (!flush_send()) { + on_disconnect(); + disconnect(); + return; + } + } + if (FD_ISSET(m_sock, &rfd)) { + if (!recv_into_buffer()) { + on_disconnect(); + disconnect(); + return; + } + } + if (!dispatch()) { + on_disconnect(); + disconnect(); + } +} + +bool NetStream::dispatch() { + for (;;) { + PacketHeaderPeek hp; + if (!m_recv.peek(&hp, sizeof(hp))) { + return true; // need more bytes + } + // skip zero padding from cipher block alignment + if (hp.header == 0) { + uint16_t z; + m_recv.read(&z, sizeof(z)); + continue; + } + + // give a subclass first crack at framing this header (guild-mark stream). + switch (on_raw(hp.header)) { + case Raw::NeedMore: + return true; + case Raw::Consumed: + continue; + case Raw::Error: + return false; + case Raw::NotHandled: + break; + } + + DynHeader dh; + if (!m_recv.peek(&dh, sizeof(dh))) { + return true; + } + if (dh.length < PACKET_HEADER_SIZE || dh.length > MAX_PACKET_LENGTH) { + m_last_error = "bad packet length " + std::to_string(dh.length) + + " for header 0x" + std::to_string(dh.header); + return false; + } + if (!m_recv.has(dh.length)) { + return true; // wait for the whole packet + } + + if (m_trace) { + std::fprintf(stderr, "[frame] header=0x%04X length=%u avail=%zu\n", dh.header, + dh.length, m_recv.readable()); + } + bool ok = true; + switch (dh.header) { + case GC_PHASE: + ok = handle_phase(); + break; + case GC_PING: + ok = handle_ping(); + break; + case GC_KEY_CHALLENGE: + ok = handle_key_challenge(); + break; + case GC_KEY_COMPLETE: + ok = handle_key_complete(); + break; + default: { + size_t before = m_recv.readable(); + ok = on_packet(dh.header, dh.length); + size_t after = m_recv.readable(); + if (m_trace) { + std::fprintf(stderr, "[frame] consumed %zu (expected %u)\n", before - after, + dh.length); + } + // safety: on_packet must consume at least the 4-byte frame header, + // otherwise dispatch() would spin on the same bytes forever. + if (ok && before == after) { + m_last_error = "on_packet consumed nothing for header 0x" + + std::to_string(dh.header); + return false; + } + break; + } + } + if (!ok) { + return false; + } + } +} + +bool NetStream::handle_phase() { + GCPhase p; + if (!m_recv.read(&p, sizeof(p))) { + return false; + } + on_phase(p.phase); + return true; +} + +bool NetStream::handle_ping() { + GCPing p; + if (!m_recv.read(&p, sizeof(p))) { + return false; + } + CGPong pong{CG_PONG, sizeof(CGPong)}; + return send_packet(&pong, sizeof(pong)); +} + +bool NetStream::handle_key_challenge() { + GCKeyChallenge kc; + if (!m_recv.read(&kc, sizeof(kc))) { + return false; + } + if (!m_cipher.initialize() || !m_cipher.compute_client_keys(kc.server_pk)) { + m_last_error = "cipher key exchange failed"; + return false; + } + CGKeyResponse resp{}; + resp.header = CG_KEY_RESPONSE; + resp.length = sizeof(resp); + m_cipher.get_public_key(resp.client_pk); + m_cipher.compute_challenge_response(kc.challenge, resp.challenge_response); + return send_packet(&resp, sizeof(resp)); +} + +bool NetStream::handle_key_complete() { + GCKeyComplete kc; + if (!m_recv.read(&kc, sizeof(kc))) { + return false; + } + uint8_t token[SecureCipher::SESSION_TOKEN_SIZE]; + if (!m_cipher.decrypt_token(kc.encrypted_token, sizeof(kc.encrypted_token), kc.nonce, token)) { + m_last_error = "session token decrypt failed"; + return false; + } + m_cipher.set_session_token(token); + m_cipher.set_activated(true); + // bytes already buffered after this packet are the first ciphertext bytes; + // rx counter is 0, decrypt them in place now. + size_t pending = m_recv.readable(); + if (pending > 0) { + m_cipher.decrypt_in_place(m_recv.mutable_unread(), pending); + } + on_cipher_active(); + return true; +} + +} // namespace mtnet diff --git a/extension/src/net/net_stream.h b/extension/src/net/net_stream.h new file mode 100644 index 00000000..f06f737a --- /dev/null +++ b/extension/src/net/net_stream.h @@ -0,0 +1,92 @@ +#pragma once +// NetStream — non-blocking TCP + Metin2 wire framing + libsodium handshake. +// POSIX sockets (macOS Phase 1). Ported from EterLib/NetStream.cpp + the +// control-plane handlers, minus Winsock and the Python phase glue. +// +// Lifecycle: connect() -> call process() every frame -> on_state_change / +// on_phase / on_packet callbacks fire. The base class handles GC_PHASE, +// GC_PING/CG_PONG and the KX handshake (GC_KEY_CHALLENGE / GC_KEY_COMPLETE) +// itself; subclasses handle everything else in on_packet(). + +#include "byte_buffer.h" +#include "secure_cipher.h" +#include "wire.h" + +#include +#include + +namespace mtnet { + +class NetStream { +public: + enum class State { Offline, Connecting, Online }; + + NetStream() = default; + virtual ~NetStream(); + + bool connect(const std::string &host, uint16_t port); + void disconnect(); + void process(); // pump once per frame + + State state() const { return m_state; } + bool is_online() const { return m_state == State::Online; } + bool cipher_active() const { return m_cipher.is_activated(); } + const uint8_t *session_token() const { return m_cipher.session_token(); } + const std::string &last_error() const { return m_last_error; } + void set_wire_trace(bool on) { m_trace = on; } + + // Frame + (if active) encrypt `struct_bytes` and queue for send. `n` must be + // the full packet size; the first 4 bytes are [header][length]. + bool send_packet(const void *struct_bytes, size_t n); + +protected: + // Result of on_raw(): let a subclass frame packets the standard u16-length + // dispatcher can't (e.g. the guild-mark stream's u32 buf_size bodies). + enum class Raw { NotHandled, NeedMore, Consumed, Error }; + + // Overridable hooks. + virtual void on_state_change(State) {} + virtual void on_phase(uint8_t /*phase*/) {} + // Fired once, right after the KX handshake completes and the cipher turns on. + virtual void on_cipher_active() {} + // Called for every non-zero, non-control header BEFORE the standard u16-length + // gate. Inspect recv_ptr()/recv_avail(); consume via recv_bytes()/recv_discard(). + // Return NotHandled to fall through to the normal on_packet() path. + virtual Raw on_raw(uint16_t /*header*/) { return Raw::NotHandled; } + // Non-control packet in the recv buffer. `len` bytes are guaranteed present. + // Consume exactly `len` bytes via recv_bytes(); return false to abort. + virtual bool on_packet(uint16_t /*header*/, uint16_t /*len*/) { return true; } + virtual void on_disconnect() {} + + // Buffer accessors for on_packet() / on_raw() implementations. + bool peek_bytes(void *dst, size_t n) const { return m_recv.peek(dst, n); } + bool recv_bytes(void *dst, size_t n) { return m_recv.read(dst, n); } + const uint8_t *recv_ptr() const { return m_recv.read_ptr(); } + size_t recv_avail() const { return m_recv.readable(); } + void recv_discard(size_t n) { m_recv.discard(n); } + void drop_recv() { m_recv.clear(); } + // bytes still queued for send (not yet handed to the socket). + size_t send_pending() const { return m_send.readable(); } + +private: + void set_state(State s); + bool recv_into_buffer(); // one recv() call + bool flush_send(); // one send() call + bool dispatch(); // consume complete packets from m_recv + + bool handle_key_challenge(); + bool handle_key_complete(); + bool handle_ping(); + bool handle_phase(); + + int m_sock = -1; + State m_state = State::Offline; + std::string m_last_error; + + ByteBuffer m_recv; + ByteBuffer m_send; + SecureCipher m_cipher; + bool m_trace = false; +}; + +} // namespace mtnet diff --git a/extension/src/net/secure_cipher.cpp b/extension/src/net/secure_cipher.cpp new file mode 100644 index 00000000..7965932d --- /dev/null +++ b/extension/src/net/secure_cipher.cpp @@ -0,0 +1,141 @@ +#include "secure_cipher.h" + +namespace mtnet { + +bool SecureCipher::ensure_sodium_init() { + static bool done = false; + if (!done) { + if (sodium_init() < 0) { + return false; + } + done = true; + } + return true; +} + +bool SecureCipher::initialize() { + if (!ensure_sodium_init()) { + return false; + } + if (crypto_kx_keypair(m_pk, m_sk) != 0) { + return false; + } + m_tx_nonce = 0; + m_rx_nonce = 0; + m_initialized = true; + m_activated = false; + return true; +} + +void SecureCipher::clean_up() { + sodium_memzero(m_pk, sizeof(m_pk)); + sodium_memzero(m_sk, sizeof(m_sk)); + sodium_memzero(m_tx_key, sizeof(m_tx_key)); + sodium_memzero(m_rx_key, sizeof(m_rx_key)); + sodium_memzero(m_tx_stream_nonce, sizeof(m_tx_stream_nonce)); + sodium_memzero(m_rx_stream_nonce, sizeof(m_rx_stream_nonce)); + sodium_memzero(m_session_token, sizeof(m_session_token)); + m_initialized = false; + m_activated = false; + m_tx_nonce = 0; + m_rx_nonce = 0; +} + +bool SecureCipher::compute_client_keys(const uint8_t *server_pk) { + if (!m_initialized) { + return false; + } + // client: rx_key decrypts S->C, tx_key encrypts C->S + if (crypto_kx_client_session_keys(m_rx_key, m_tx_key, m_pk, m_sk, server_pk) != 0) { + return false; + } + sodium_memzero(m_tx_stream_nonce, NONCE_SIZE); + m_tx_stream_nonce[0] = 0x02; // C->S + sodium_memzero(m_rx_stream_nonce, NONCE_SIZE); + m_rx_stream_nonce[0] = 0x01; // S->C + return true; +} + +bool SecureCipher::compute_server_keys(const uint8_t *client_pk) { + if (!m_initialized) { + return false; + } + if (crypto_kx_server_session_keys(m_rx_key, m_tx_key, m_pk, m_sk, client_pk) != 0) { + return false; + } + sodium_memzero(m_tx_stream_nonce, NONCE_SIZE); + m_tx_stream_nonce[0] = 0x01; // S->C + sodium_memzero(m_rx_stream_nonce, NONCE_SIZE); + m_rx_stream_nonce[0] = 0x02; // C->S + return true; +} + +void SecureCipher::compute_challenge_response(const uint8_t *challenge, uint8_t *out) const { + crypto_auth(out, challenge, CHALLENGE_SIZE, m_tx_key); +} + +bool SecureCipher::verify_challenge_response(const uint8_t *challenge, const uint8_t *response) const { + return crypto_auth_verify(response, challenge, CHALLENGE_SIZE, m_rx_key) == 0; +} + +void SecureCipher::apply_stream(void *buffer, size_t len, const uint8_t *key, + uint64_t &byte_counter, const uint8_t *stream_nonce) { + uint8_t *p = static_cast(buffer); + + // partial leading block if the counter isn't 64-byte aligned + uint32_t offset = static_cast(byte_counter % 64); + if (offset != 0 && len > 0) { + uint8_t ks[64]; + sodium_memzero(ks, 64); + crypto_stream_xchacha20_xor_ic(ks, ks, 64, stream_nonce, byte_counter / 64, key); + size_t use = len < (64 - offset) ? len : (64 - offset); + for (size_t i = 0; i < use; ++i) { + p[i] ^= ks[offset + i]; + } + p += use; + len -= use; + byte_counter += use; + } + if (len > 0) { + crypto_stream_xchacha20_xor_ic(p, p, static_cast(len), stream_nonce, + byte_counter / 64, key); + byte_counter += len; + } +} + +void SecureCipher::encrypt_in_place(void *buffer, size_t len) { + if (!m_activated || len == 0) { + return; + } + apply_stream(buffer, len, m_tx_key, m_tx_nonce, m_tx_stream_nonce); +} + +void SecureCipher::decrypt_in_place(void *buffer, size_t len) { + if (!m_activated || len == 0) { + return; + } + apply_stream(buffer, len, m_rx_key, m_rx_nonce, m_rx_stream_nonce); +} + +bool SecureCipher::encrypt_token(const uint8_t *plaintext, size_t len, uint8_t *ciphertext, + uint8_t *nonce_out) const { + if (!m_initialized) { + return false; + } + randombytes_buf(nonce_out, NONCE_SIZE); + unsigned long long clen = 0; + return crypto_aead_xchacha20poly1305_ietf_encrypt(ciphertext, &clen, plaintext, len, nullptr, + 0, nullptr, nonce_out, m_tx_key) == 0; +} + +bool SecureCipher::decrypt_token(const uint8_t *ciphertext, size_t len, const uint8_t *nonce, + uint8_t *plaintext) const { + if (!m_initialized) { + return false; + } + unsigned long long plen = 0; + return crypto_aead_xchacha20poly1305_ietf_decrypt(plaintext, &plen, nullptr, ciphertext, len, + nullptr, 0, nonce, m_rx_key) == 0; +} + +} // namespace mtnet diff --git a/extension/src/net/secure_cipher.h b/extension/src/net/secure_cipher.h new file mode 100644 index 00000000..3e67fde1 --- /dev/null +++ b/extension/src/net/secure_cipher.h @@ -0,0 +1,99 @@ +#pragma once +// SecureCipher — libsodium key exchange + stream cipher for the Metin2 net +// protocol (this m2dev fork). Ported near-verbatim from the client source +// EterBase/SecureCipher.{h,cpp}; only the logging calls were dropped so this +// has no dependency beyond libsodium (unit-testable standalone). +// +// Handshake (client side): +// recv GC_KEY_CHALLENGE{server_pk, challenge} -> Initialize(); ComputeClientKeys(server_pk) +// send CG_KEY_RESPONSE{GetPublicKey(), ComputeChallengeResponse(challenge)} +// recv GC_KEY_COMPLETE{encrypted_token, nonce} -> DecryptToken(); SetSessionToken(); SetActivated(true) +// After activation every byte on the wire is XChaCha20 keystream-XOR'd, per +// direction, with a running byte counter (order-sensitive). + +#include + +#include +#include + +namespace mtnet { + +class SecureCipher { +public: + static constexpr size_t PK_SIZE = crypto_kx_PUBLICKEYBYTES; // 32 + static constexpr size_t SK_SIZE = crypto_kx_SECRETKEYBYTES; // 32 + static constexpr size_t KEY_SIZE = crypto_kx_SESSIONKEYBYTES; // 32 + static constexpr size_t NONCE_SIZE = crypto_aead_xchacha20poly1305_ietf_NPUBBYTES; // 24 + static constexpr size_t TAG_SIZE = crypto_aead_xchacha20poly1305_ietf_ABYTES; // 16 + static constexpr size_t CHALLENGE_SIZE = 32; + static constexpr size_t SESSION_TOKEN_SIZE = 32; + + SecureCipher() { + sodium_memzero(m_pk, sizeof(m_pk)); + sodium_memzero(m_sk, sizeof(m_sk)); + sodium_memzero(m_tx_key, sizeof(m_tx_key)); + sodium_memzero(m_rx_key, sizeof(m_rx_key)); + sodium_memzero(m_tx_stream_nonce, sizeof(m_tx_stream_nonce)); + sodium_memzero(m_rx_stream_nonce, sizeof(m_rx_stream_nonce)); + sodium_memzero(m_session_token, sizeof(m_session_token)); + } + ~SecureCipher() { clean_up(); } + + static bool ensure_sodium_init(); + + // Generate this endpoint's X25519 keypair. + bool initialize(); + void clean_up(); + + void get_public_key(uint8_t *out_pk) const { memcpy(out_pk, m_pk, PK_SIZE); } + + // Derive session keys. Client uses the server's public key; server uses the + // client's. Sets the fixed per-direction stream nonces (0x01 = S->C, 0x02 = C->S). + bool compute_client_keys(const uint8_t *server_pk); + bool compute_server_keys(const uint8_t *client_pk); + + // HMAC(challenge, tx_key). Peer verifies with its rx_key (== our tx_key). + void compute_challenge_response(const uint8_t *challenge, uint8_t *out_response) const; + bool verify_challenge_response(const uint8_t *challenge, const uint8_t *response) const; + + // In-place XChaCha20 keystream XOR for wire buffers. Same length in/out; the + // running byte counter must advance over exactly the bytes sent/received, in + // order. No-op until activated. + void encrypt_in_place(void *buffer, size_t len); + void decrypt_in_place(void *buffer, size_t len); + + // One-shot AEAD (XChaCha20-Poly1305) for the KeyComplete session token. + bool encrypt_token(const uint8_t *plaintext, size_t len, uint8_t *ciphertext, + uint8_t *nonce_out) const; + bool decrypt_token(const uint8_t *ciphertext, size_t len, const uint8_t *nonce, + uint8_t *plaintext) const; + + bool is_activated() const { return m_activated; } + void set_activated(bool v) { m_activated = v; } + bool is_initialized() const { return m_initialized; } + + void set_session_token(const uint8_t *token) { memcpy(m_session_token, token, SESSION_TOKEN_SIZE); } + const uint8_t *session_token() const { return m_session_token; } + + uint64_t tx_nonce() const { return m_tx_nonce; } + uint64_t rx_nonce() const { return m_rx_nonce; } + +private: + void apply_stream(void *buffer, size_t len, const uint8_t *key, + uint64_t &byte_counter, const uint8_t *stream_nonce); + + bool m_initialized = false; + bool m_activated = false; + + uint8_t m_pk[PK_SIZE]; + uint8_t m_sk[SK_SIZE]; + uint8_t m_tx_key[KEY_SIZE]; + uint8_t m_rx_key[KEY_SIZE]; + uint64_t m_tx_nonce = 0; + uint64_t m_rx_nonce = 0; + uint8_t m_tx_stream_nonce[NONCE_SIZE]; + uint8_t m_rx_stream_nonce[NONCE_SIZE]; + uint8_t m_session_token[SESSION_TOKEN_SIZE]; +}; + +} // namespace mtnet diff --git a/extension/src/net/wire.h b/extension/src/net/wire.h new file mode 100644 index 00000000..89fffd6d --- /dev/null +++ b/extension/src/net/wire.h @@ -0,0 +1,2029 @@ +#pragma once +// Metin2 net wire format (this m2dev fork). Every packet on the wire is +// [uint16 header LE][uint16 length LE][payload...] +// where `length` is the total packet size including the 4-byte prefix +// (>= PACKET_HEADER_SIZE). Runs of zero bytes between packets are padding and +// are skipped. Headers are the namespaced CG::/GC:: constants from the client's +// UserInterface/Packet.h + EterLib/ControlPackets.h. +// +// Struct layouts and header values verified against: +// EterLib/ControlPackets.h (KX / ping / phase) +// UserInterface/Packet.h (CG/GC enums, PHASE_*, login3, auth_success) +// UserInterface/AccountConnector.cpp (auth-server flow: PHASE_AUTH -> LOGIN3 -> AUTH_SUCCESS) + +#include + +namespace mtnet { + +inline constexpr uint16_t PACKET_HEADER_SIZE = 4; +inline constexpr int ID_MAX_NUM = 30; +inline constexpr int PASS_MAX_NUM = 16; + +// EPhases (UserInterface/Packet.h) — value = enum index. +enum Phase : uint8_t { + PHASE_CLOSE = 0, + PHASE_HANDSHAKE = 1, + PHASE_LOGIN = 2, + PHASE_SELECT = 3, + PHASE_LOADING = 4, + PHASE_GAME = 5, + PHASE_DEAD = 6, + PHASE_CLIENT_CONNECTING = 7, + PHASE_DBCLIENT = 8, + PHASE_P2P = 9, + PHASE_AUTH = 10, +}; + +// Control plane (EterLib/ControlPackets.h) +inline constexpr uint16_t CG_PONG = 0x0006; +inline constexpr uint16_t GC_PING = 0x0007; +inline constexpr uint16_t GC_PHASE = 0x0008; +inline constexpr uint16_t CG_KEY_RESPONSE = 0x000A; +inline constexpr uint16_t GC_KEY_CHALLENGE = 0x000B; +inline constexpr uint16_t GC_KEY_COMPLETE = 0x000C; +inline constexpr uint16_t CG_CLIENT_VERSION = 0x000D; // sent after GC_MAIN_CHARACTER + +// Auth (UserInterface/Packet.h namespace CG/GC) +inline constexpr uint16_t CG_LOGIN2 = 0x0101; // game server: name + login_key +inline constexpr uint16_t CG_LOGIN3 = 0x0102; // auth server: name + pwd +inline constexpr uint16_t CG_LOGIN_SECURE = 0x0103; // name + pwd + session_token +inline constexpr uint16_t CG_EMPIRE = 0x010A; +inline constexpr uint16_t CG_CHANGE_NAME = 0x010B; +inline constexpr uint16_t GC_CHANGE_NAME = 0x010C; +inline constexpr uint16_t CG_CHARACTER_CREATE = 0x0201; +inline constexpr uint16_t CG_CHARACTER_DELETE = 0x0202; +inline constexpr uint16_t CG_CHARACTER_SELECT = 0x0203; +inline constexpr uint16_t CG_ENTERGAME = 0x0204; +inline constexpr uint16_t GC_LOGIN_SUCCESS3 = 0x0104; // char list (PLAYER_PER_ACCOUNT3) +inline constexpr uint16_t GC_LOGIN_SUCCESS4 = 0x0105; +inline constexpr uint16_t GC_LOGIN_FAILURE = 0x0106; +inline constexpr uint16_t GC_EMPIRE = 0x0109; +inline constexpr uint16_t GC_AUTH_SUCCESS = 0x0108; +inline constexpr uint16_t GC_PLAYER_CREATE_SUCCESS = 0x020C; +inline constexpr uint16_t GC_PLAYER_CREATE_FAILURE = 0x020D; +inline constexpr uint16_t GC_PLAYER_DELETE_SUCCESS = 0x020E; +inline constexpr uint16_t GC_PLAYER_DELETE_WRONG_SOCIAL_ID = 0x020F; + +inline constexpr int PRIVATE_CODE_LENGTH = 8; // CG_CHARACTER_DELETE social-id code + +inline constexpr int CHARACTER_NAME_MAX_LEN = 64; +inline constexpr int GUILD_NAME_MAX_LEN = 12; +inline constexpr int PLAYER_PER_ACCOUNT3 = 3; +inline constexpr int PLAYER_PER_ACCOUNT4 = 4; +inline constexpr int CHR_EQUIPPART_NUM = 4; // ARMOR, WEAPON, HEAD, HAIR +inline constexpr int MUSIC_NAME_MAX_LEN = 24; + +// Game phase — server -> client +inline constexpr uint16_t GC_CHARACTER_ADD = 0x0205; +inline constexpr uint16_t GC_CHARACTER_ADD2 = 0x0206; +inline constexpr uint16_t GC_CHAR_ADD_INFO = 0x0207; // name/level/guild/mount for a vid +inline constexpr uint16_t GC_CHARACTER_DEL = 0x0208; +inline constexpr uint16_t GC_CHARACTER_UPDATE = 0x0209; +inline constexpr uint16_t GC_MAIN_CHARACTER = 0x0210; +inline constexpr uint16_t GC_CHARACTER_POSITION = 0x020B; +inline constexpr uint16_t GC_SKILL_LEVEL = 0x021A; // flat u8[255] skill->level +inline constexpr uint16_t GC_SKILL_LEVEL_NEW = 0x021B; // {master,level,next_read}[255] +inline constexpr uint16_t GC_SKILL_COOLTIME_END = 0x021C; // one skill's cooldown ended +inline constexpr uint16_t GC_CHANGE_SKILL_GROUP = 0x021D; +inline constexpr uint16_t GC_VIEW_EQUIP = 0x021E; // inspect another character's equipment +inline constexpr uint16_t GC_QUICKSLOT_ADD = 0x0519; +inline constexpr uint16_t GC_QUICKSLOT_DEL = 0x051A; +inline constexpr uint16_t GC_QUICKSLOT_SWAP = 0x051B; +inline constexpr int QUICKSLOT_MAX_NUM = 36; +inline constexpr uint16_t GC_PLAYER_POINTS = 0x0214; // full stat block (main char) +inline constexpr uint16_t GC_PLAYER_POINT_CHANGE = 0x0215; // one point delta (any vid) +inline constexpr uint16_t GC_STUN = 0x0216; +inline constexpr uint16_t GC_DEAD = 0x0217; +inline constexpr uint16_t GC_CHANGE_SPEED = 0x0218; +inline constexpr uint16_t GC_WALK_MODE = 0x0219; +inline constexpr uint16_t GC_MOVE = 0x0302; +inline constexpr uint16_t GC_SYNC_POSITION = 0x0304; +inline constexpr uint16_t GC_WARP = 0x0306; +inline constexpr uint16_t GC_MOTION = 0x0307; // vid does at victim +inline constexpr uint16_t GC_DIG_MOTION = 0x0308; // mining motion broadcast +inline constexpr uint16_t GC_DAMAGE_INFO = 0x0410; // floating damage number +inline constexpr uint16_t GC_FLY_TARGETING = 0x0411; +inline constexpr uint16_t GC_ADD_FLY_TARGETING = 0x0412; +inline constexpr uint16_t GC_CREATE_FLY = 0x0413; // projectile start_vid -> end_vid +inline constexpr uint16_t GC_PVP = 0x0414; +inline constexpr uint16_t GC_DUEL_START = 0x0415; +inline constexpr uint16_t GC_ITEM_DEL = 0x0510; +inline constexpr uint16_t GC_ITEM_SET = 0x0511; +inline constexpr uint16_t GC_ITEM_USE = 0x0512; +inline constexpr uint16_t GC_ITEM_UPDATE = 0x0514; +inline constexpr uint16_t GC_ITEM_GROUND_ADD = 0x0515; +inline constexpr uint16_t GC_ITEM_GROUND_DEL = 0x0516; +inline constexpr uint16_t GC_ITEM_OWNERSHIP = 0x0517; +inline constexpr uint16_t GC_ITEM_GET = 0x0518; +inline constexpr uint16_t GC_SCRIPT = 0x0910; // NPC dialog EventManager script +inline constexpr uint16_t GC_QUEST_CONFIRM = 0x0911; // yes/no confirm request +inline constexpr uint16_t GC_QUEST_INFO = 0x0912; // quest-log entry (flag-driven) +inline constexpr uint16_t GC_CHAT = 0x0603; +inline constexpr uint16_t GC_WHISPER = 0x0604; + +// P8 — social / shop / storage (server -> client) +inline constexpr uint16_t GC_EXCHANGE = 0x051C; // sub-header packet +inline constexpr uint16_t GC_REFINE_INFO = 0x051D; // refine dialog data +inline constexpr uint16_t GC_REFINE_INFO_NEW = 0x051E; // same layout as 0x051D +inline constexpr uint16_t GC_DRAGON_SOUL_REFINE = 0x051F; // sub-type + item pos +inline constexpr uint16_t GC_GUILD = 0x0730; // sub-header packet +inline constexpr uint16_t GC_REQUEST_MAKE_GUILD = 0x0731; // server asks client to create guild +inline constexpr uint16_t GC_SYMBOL_DATA = 0x0732; // guild symbol file bytes +inline constexpr uint16_t GC_PARTY_INVITE = 0x0710; +inline constexpr uint16_t GC_PARTY_ADD = 0x0711; +inline constexpr uint16_t GC_PARTY_UPDATE = 0x0712; +inline constexpr uint16_t GC_PARTY_REMOVE = 0x0713; +inline constexpr uint16_t GC_PARTY_LINK = 0x0714; // pid <-> vid binding +inline constexpr uint16_t GC_PARTY_UNLINK = 0x0715; +inline constexpr uint16_t GC_PARTY_PARAMETER = 0x0716; // exp distribution mode +inline constexpr uint16_t GC_MESSENGER = 0x0741; // sub-header + var name list +inline constexpr uint16_t GC_LOVER_INFO = 0x0750; +inline constexpr uint16_t GC_LOVE_POINT_UPDATE = 0x0751; +inline constexpr uint16_t GC_SHOP = 0x0810; // sub-header packet +inline constexpr uint16_t GC_SHOP_SIGN = 0x0811; +inline constexpr uint16_t GC_SAFEBOX_SET = 0x0830; // body = GCItemSet +inline constexpr uint16_t GC_SAFEBOX_DEL = 0x0831; // body = GCItemDel +inline constexpr uint16_t GC_SAFEBOX_WRONG_PASSWORD = 0x0832; +inline constexpr uint16_t GC_SAFEBOX_SIZE = 0x0833; // open: page count +inline constexpr uint16_t GC_SAFEBOX_MONEY_CHANGE = 0x0834; +inline constexpr uint16_t GC_MALL_OPEN = 0x0841; // {u8 size} +inline constexpr uint16_t GC_MALL_SET = 0x0842; // body = GCItemSet (pos.cell) +inline constexpr uint16_t GC_MALL_DEL = 0x0843; // body = GCItemDel (pos.cell) + +// TPacketGC*Sub subheaders (UserInterface/Packet.h namespaces). +enum : uint8_t { // MessengerSub::GC + MESSENGER_GC_LIST = 0, + MESSENGER_GC_LOGIN = 1, + MESSENGER_GC_LOGOUT = 2, + MESSENGER_GC_INVITE = 3, + MESSENGER_GC_REMOVE_FRIEND = 4, +}; +enum : uint8_t { // MessengerSub::CG + MESSENGER_CG_ADD_BY_VID = 0, + MESSENGER_CG_ADD_BY_NAME = 1, + MESSENGER_CG_REMOVE = 2, + MESSENGER_CG_INVITE_ANSWER = 3, +}; +enum : uint8_t { // ShopSub::GC + SHOP_GC_START = 0, + SHOP_GC_END = 1, + SHOP_GC_UPDATE_ITEM = 2, + SHOP_GC_UPDATE_PRICE = 3, + SHOP_GC_OK = 4, + SHOP_GC_NOT_ENOUGH_MONEY = 5, + SHOP_GC_SOLDOUT = 6, + SHOP_GC_INVENTORY_FULL = 7, + SHOP_GC_INVALID_POS = 8, + SHOP_GC_START_EX = 10, +}; +enum : uint8_t { // ShopSub::CG + SHOP_CG_END = 0, + SHOP_CG_BUY = 1, + SHOP_CG_SELL = 2, + SHOP_CG_SELL2 = 3, +}; +enum : uint8_t { // ExchangeSub (CG and GC share these low values) + EXCHANGE_SUB_START = 0, + EXCHANGE_SUB_ITEM_ADD = 1, + EXCHANGE_SUB_ITEM_DEL = 2, + EXCHANGE_SUB_ELK_ADD = 3, + EXCHANGE_SUB_ACCEPT = 4, + EXCHANGE_SUB_CANCEL = 5, // CG only + EXCHANGE_GC_END = 5, // GC only (overlaps CANCEL slot) + EXCHANGE_GC_ALREADY = 6, + EXCHANGE_GC_LESS_ELK = 7, +}; +// TPacketGCPartyUpdate::state bits (PARTY_ROLE_*: 1=normal, then leader flag etc.) +inline constexpr int PARTY_AFFECT_SLOT_MAX_NUM = 7; +inline constexpr int SHOP_HOST_ITEM_MAX_NUM = 40; +inline constexpr int SHOP_SIGN_MAX_LEN = 32; +inline constexpr int SHOP_TAB_NAME_MAX = 32; // Packet.h SHOP_TAB_NAME_MAX +inline constexpr int SHOP_TAB_COUNT_MAX = 3; // Packet.h SHOP_TAB_COUNT_MAX +inline constexpr int SAFEBOX_MAX_NUM = 135; // up to 3 pages x 45 +inline constexpr int MALL_MAX_NUM = 135; // item-mall storage, same page geometry +inline constexpr int PRIVATE_SHOP_ITEM_MAX_NUM = 39; // TPacketCGMyShop::bCount cap +inline constexpr int DRAGON_SOUL_MAX_NUM = 180; // 6 groups x 30 + +// Guild-mark image geometry (UserInterface/MarkImage.h). One 512x512 RGBA image +// holds 8x10 blocks of 64x48 px; each block = 4x4 guild marks of 16x12 px. +inline constexpr int GUILD_MARK_WIDTH = 16; +inline constexpr int GUILD_MARK_HEIGHT = 12; +inline constexpr int MARK_BLOCK_WIDTH = 64; +inline constexpr int MARK_BLOCK_HEIGHT = 48; +inline constexpr int MARK_BLOCK_PIXELS = MARK_BLOCK_WIDTH * MARK_BLOCK_HEIGHT; // 3072 +inline constexpr int MARK_IMAGE_WIDTH = 512; +inline constexpr int MARK_IMAGE_HEIGHT = 512; +inline constexpr int MARK_IMAGE_PIXELS = MARK_IMAGE_WIDTH * MARK_IMAGE_HEIGHT; +inline constexpr int MARK_BLOCK_COL_COUNT = 8; // 512 / 64 +inline constexpr int MARK_BLOCK_ROW_COUNT = 10; // 512 / 48 (rounded down) +inline constexpr int MARK_BLOCK_TOTAL_COUNT = MARK_BLOCK_COL_COUNT * MARK_BLOCK_ROW_COUNT; // 80 +inline constexpr int MARK_COL_COUNT = 32; // guild marks per image row (8 * 4) +inline constexpr int MARK_ROW_COUNT = 40; // guild marks per image col (10 * 4) +inline constexpr int MARK_PER_IMAGE = MARK_COL_COUNT * MARK_ROW_COUNT; // 1280 +inline constexpr int MARK_IMAGE_MAX_COUNT = 5; + +// TPacketGCQuestInfo::flag bits (Packet.h). +enum : uint8_t { + QUEST_SEND_IS_BEGIN = 1 << 0, + QUEST_SEND_TITLE = 1 << 1, // <= 28 chars + QUEST_SEND_CLOCK_NAME = 1 << 2, // <= 16 + QUEST_SEND_CLOCK_VALUE = 1 << 3, // int32 + QUEST_SEND_COUNTER_NAME = 1 << 4, // <= 16 + QUEST_SEND_COUNTER_VALUE = 1 << 5,// int32 + QUEST_SEND_ICON_FILE = 1 << 6, // <= 24 +}; +inline constexpr uint16_t GC_TARGET_INFO = 0x0A10; // selected target's HP % +inline constexpr uint16_t GC_TARGET_UPDATE = 0x0A11; // move a world marker +inline constexpr uint16_t GC_TARGET_DELETE = 0x0A12; // remove a world marker +inline constexpr uint16_t GC_TARGET_CREATE = 0x0A13; // quest/world target marker (New form) +inline constexpr uint16_t GC_AFFECT_ADD = 0x0A20; +inline constexpr uint16_t GC_AFFECT_REMOVE = 0x0A21; +inline constexpr uint16_t GC_SPECIAL_EFFECT = 0x0A30; // vid plays effect +inline constexpr uint16_t GC_SPECIFIC_EFFECT = 0x0A31; // vid plays effect <.mse path> +inline constexpr uint16_t GC_NPC_POSITION = 0x0A50; // atlas/minimap NPC list +inline constexpr uint16_t GC_MOUNT = 0x0A40; // vid mounts/dismounts mount_vnum + +// P9 — world systems (server -> client) +inline constexpr uint16_t CG_FISHING = 0x0B01; +inline constexpr uint16_t CG_DUNGEON = 0x0B02; +inline constexpr uint16_t GC_FISHING = 0x0B10; +inline constexpr uint16_t GC_DUNGEON = 0x0B11; +inline constexpr uint16_t GC_LAND_LIST = 0x0B12; // guild territory list +inline constexpr uint16_t GC_TIME = 0x0B13; // server epoch for the day/night clock +inline constexpr uint16_t GC_CHANNEL = 0x0B14; // which channel we're on +inline constexpr uint16_t GC_MARK_UPDATE = 0x0B15; // main conn: a guild mark changed -> re-download +inline constexpr uint16_t GC_OBSERVER_ADD = 0x0B20; // minimap observer add +inline constexpr uint16_t GC_OBSERVER_REMOVE = 0x0B21; // minimap observer remove +inline constexpr uint16_t GC_OBSERVER_MOVE = 0x0B22; // minimap observer move + +// Guild-mark side connection (0x0C00-0x0CFF). A separate stream with its own KX; +// GC_MARK_* here use a u32 buf_size, NOT the u16 frame length, for the body. +inline constexpr uint16_t GC_MARK_IDXLIST = 0x0C11; // guild_id -> mark_id table +inline constexpr uint16_t GC_MARK_BLOCK = 0x0C10; // LZO-compressed 64x48 image blocks +inline constexpr uint16_t GC_MARK_DIFF_DATA = 0x0C12; // (ignored) +inline constexpr uint16_t CG_MARK_LOGIN = 0x0C01; // {handle, random_key} from GC_LOGIN_SUCCESS* +inline constexpr uint16_t CG_MARK_CRCLIST = 0x0C02; // {img_idx, crc[80]} - request an image (0 = full) +inline constexpr uint16_t CG_MARK_UPLOAD = 0x0C03; // {gid, u8 image[16*12*4]} raw 16x12 mark +inline constexpr uint16_t CG_MARK_IDXLIST = 0x0C04; // request the guild_id -> mark_id table +inline constexpr uint16_t CG_GUILD_SYMBOL_UPLOAD = 0x0722; // {handle=gid} + raw symbol file bytes + +// TPacketGCTargetCreateNew::byType (CREATE_TARGET_TYPE_*). +enum : uint8_t { + CREATE_TARGET_TYPE_NONE = 0, + CREATE_TARGET_TYPE_LOCATION = 1, + CREATE_TARGET_TYPE_CHARACTER = 2, +}; + +// EChatType (Packet.h). BIG_NOTICE etc. beyond SHOUT are rendered as NOTICE. +enum : uint8_t { + CHAT_TYPE_TALKING = 0, + CHAT_TYPE_INFO = 1, // "you picked up X", exp/gold changes + CHAT_TYPE_NOTICE = 2, + CHAT_TYPE_PARTY = 3, + CHAT_TYPE_GUILD = 4, + CHAT_TYPE_COMMAND = 5, + CHAT_TYPE_SHOUT = 6, + CHAT_TYPE_WHISPER = 7, // client-only marker + CHAT_TYPE_BIG_NOTICE = 8, +}; +// TPacketGCWhisper::bType (PythonChat.h) +enum : uint8_t { + WHISPER_TYPE_CHAT = 0, + WHISPER_TYPE_SYSTEM = 1, + WHISPER_TYPE_GM = 2, +}; + +// EWindows (GameType.h) — TItemPos.window_type +enum : uint8_t { + WINDOW_INVENTORY = 1, + WINDOW_EQUIPMENT = 2, + WINDOW_SAFEBOX = 3, + WINDOW_MALL = 4, + WINDOW_DRAGON_SOUL = 5, + WINDOW_GROUND = 6, + WINDOW_BELT = 7, +}; +inline constexpr int ITEM_SOCKET_SLOT_MAX_NUM = 3; // GameType.h +inline constexpr int ITEM_ATTRIBUTE_SLOT_MAX_NUM = 7; +inline constexpr int INVENTORY_MAX_NUM = 90; // 45 x 2 pages +// Packet.h retains the 11 legacy wear entries, but the enabled costume / new +// equipment runtime uses positions 0..23 (body through belt). On the wire the +// equipment cells are normally INVENTORY_MAX_NUM + wear. +inline constexpr int WEAR_MAX_NUM = 24; +inline constexpr int EQUIPMENT_SLOT_START = INVENTORY_MAX_NUM; +inline constexpr int EQUIPMENT_SLOT_RESERVED_MAX_NUM = 32; +// GameType.h: 90 + 32 reserved wear + 12 active DragonSoul + 18 reserved DS. +inline constexpr int BELT_INVENTORY_SLOT_START = EQUIPMENT_SLOT_START + + EQUIPMENT_SLOT_RESERVED_MAX_NUM + 6 * 2 + 6 * 3; // 152 +inline constexpr int BELT_INVENTORY_MAX_NUM = 16; // 4 x 4 + +// EPointTypes (UserInterface/Packet.h) — the ones we surface. +enum : uint8_t { + POINT_LEVEL = 1, + POINT_EXP = 3, + POINT_NEXT_EXP = 4, + POINT_HP = 5, + POINT_MAX_HP = 6, + POINT_SP = 7, + POINT_MAX_SP = 8, + POINT_GOLD = 11, + POINT_ATT_SPEED = 17, + POINT_ENERGY = 128, + POINT_ENERGY_END_TIME = 129, +}; +inline constexpr int POINT_MAX_NUM = 255; // StdAfx.h +inline constexpr int SKILL_MAX_NUM = 255; // Packet.h +inline constexpr int QUEST_INPUT_STRING_MAX_NUM = 64; // Packet.h +enum : uint8_t { + FISHING_START = 0, + FISHING_STOP = 1, + FISHING_REACT = 2, + FISHING_SUCCESS = 3, + FISHING_FAIL = 4, + FISHING_FISH = 5, +}; +enum : uint8_t { + DUNGEON_TIME_ATTACK_START = 0, + DUNGEON_DESTINATION_POSITION = 1, +}; +// (FUNC_SKILL = 0x80 lives in entity_store.h's FUNC_* enum; CG_MOVE.func = +// FUNC_SKILL | skill_motion_idx to cast.) + +// TPacketGCDamageInfo::flag bits (InstanceBase.h EDamageFlag). +enum : uint8_t { + DAMAGE_NORMAL = 1 << 0, + DAMAGE_POISON = 1 << 1, + DAMAGE_DODGE = 1 << 2, + DAMAGE_BLOCK = 1 << 3, + DAMAGE_PENETRATE = 1 << 4, + DAMAGE_CRITICAL = 1 << 5, +}; +// Game phase — client -> server +inline constexpr uint16_t CG_SYNC_POSITION = 0x0303; +inline constexpr uint16_t CG_MOVE = 0x0301; +inline constexpr uint16_t CG_WARP = 0x0305; +inline constexpr uint16_t CG_ATTACK = 0x0401; +inline constexpr uint16_t CG_USE_SKILL = 0x0402; +inline constexpr uint16_t CG_SHOOT = 0x0403; +inline constexpr uint16_t CG_FLY_TARGETING = 0x0404; +inline constexpr uint16_t CG_ADD_FLY_TARGETING = 0x0405; +inline constexpr uint16_t CG_ITEM_USE = 0x0501; +inline constexpr uint16_t CG_ITEM_DROP = 0x0502; +inline constexpr uint16_t CG_ITEM_DROP2 = 0x0503; +inline constexpr uint16_t CG_ITEM_MOVE = 0x0504; +inline constexpr uint16_t CG_ITEM_PICKUP = 0x0505; +inline constexpr uint16_t CG_ITEM_USE_TO_ITEM = 0x0506; +inline constexpr uint16_t CG_ITEM_GIVE = 0x0507; +inline constexpr uint16_t CG_QUICKSLOT_ADD = 0x0509; +inline constexpr uint16_t CG_QUICKSLOT_DEL = 0x050A; +inline constexpr uint16_t CG_QUICKSLOT_SWAP = 0x050B; +inline constexpr uint16_t CG_CHAT = 0x0601; +inline constexpr uint16_t CG_WHISPER = 0x0602; +inline constexpr uint16_t CG_SCRIPT_ANSWER = 0x0901; // dialog choice (or 255 = continue) +inline constexpr uint16_t CG_SCRIPT_BUTTON = 0x0902; // quest-log button +inline constexpr uint16_t CG_SCRIPT_SELECT_ITEM = 0x0903; +inline constexpr uint16_t CG_QUEST_INPUT_STRING = 0x0904; +inline constexpr uint16_t CG_QUEST_CONFIRM = 0x0905; +inline constexpr uint16_t CG_QUEST_CANCEL = 0x0906; +inline constexpr uint16_t CG_ON_CLICK = 0x0A02; // click an NPC / interactable +inline constexpr uint16_t CG_TARGET = 0x0A01; +inline constexpr uint16_t CG_CHARACTER_POSITION = 0x0A60; + +// P8 — social / shop / storage (client -> server) +inline constexpr uint16_t CG_EXCHANGE = 0x0508; +inline constexpr uint16_t CG_REFINE = 0x050C; // {pos, type} +inline constexpr uint16_t CG_DRAGON_SOUL_REFINE = 0x050D; // {sub_type, ItemPos grid[15]} + +// DragonSoulSub (UserInterface/Packet.h) — GC sub-type + the CG "do" mode. +enum : uint8_t { + DS_SUB_OPEN = 0, + DS_SUB_CLOSE = 1, + DS_SUB_DO_UPGRADE = 2, + DS_SUB_DO_IMPROVEMENT = 3, + DS_SUB_DO_REFINE = 4, + DS_SUB_REFINE_FAIL = 5, + DS_SUB_REFINE_FAIL_MAX_REFINE = 6, + DS_SUB_REFINE_FAIL_INVALID_MATERIAL = 7, + DS_SUB_REFINE_FAIL_NOT_ENOUGH_MONEY = 8, + DS_SUB_REFINE_FAIL_NOT_ENOUGH_MATERIAL = 9, + DS_SUB_REFINE_FAIL_TOO_MUCH_MATERIAL = 10, + DS_SUB_REFINE_SUCCEED = 11, +}; +inline constexpr int DS_REFINE_WINDOW_MAX_NUM = 15; +inline constexpr uint16_t CG_GUILD = 0x0720; // sub-header packet +inline constexpr uint16_t CG_ANSWER_MAKE_GUILD = 0x0721; // {guild_name[13]} +inline constexpr uint16_t CG_SYMBOL_CRC = 0x0723; // guild symbol CRC/size query + +// GuildSub::GC subheaders (UserInterface/Packet.h). +enum : uint8_t { + GUILD_GC_LOGIN = 0, + GUILD_GC_LOGOUT = 1, + GUILD_GC_LIST = 2, + GUILD_GC_GRADE = 3, + GUILD_GC_ADD = 4, + GUILD_GC_REMOVE = 5, + GUILD_GC_GRADE_NAME = 6, + GUILD_GC_GRADE_AUTH = 7, + GUILD_GC_INFO = 8, + GUILD_GC_COMMENTS = 9, + GUILD_GC_CHANGE_EXP = 10, + GUILD_GC_CHANGE_MEMBER_GRADE = 11, + GUILD_GC_SKILL_INFO = 12, + GUILD_GC_CHANGE_MEMBER_GENERAL = 13, + GUILD_GC_GUILD_INVITE = 14, + GUILD_GC_WAR = 15, + GUILD_GC_NAME = 16, + GUILD_GC_GUILD_WAR_LIST = 17, // active GvG pairs {u32 src, u32 dst}[] + GUILD_GC_GUILD_WAR_END_LIST = 18, // pairs to drop + GUILD_GC_WAR_POINT = 19, // GuildWarPoint + GUILD_GC_MONEY_CHANGE = 20, +}; +// EGuildWarState (UserInterface/Packet.h). +enum : uint8_t { + GUILD_WAR_NONE = 0, + GUILD_WAR_SEND_DECLARE = 1, + GUILD_WAR_REFUSE = 2, + GUILD_WAR_RECV_DECLARE = 3, + GUILD_WAR_WAIT_START = 4, + GUILD_WAR_CANCEL = 5, + GUILD_WAR_ON_WAR = 6, + GUILD_WAR_END = 7, +}; +inline constexpr int GUILD_SKILL_MAX_NUM = 12; // PythonGuild.h +enum : uint8_t { // GuildSub::CG + GUILD_CG_ADD_MEMBER = 0, + GUILD_CG_REMOVE_MEMBER = 1, + GUILD_CG_CHANGE_GRADE_NAME = 2, + GUILD_CG_CHANGE_GRADE_AUTHORITY = 3, + GUILD_CG_OFFER = 4, + GUILD_CG_POST_COMMENT = 5, + GUILD_CG_CHANGE_MEMBER_GRADE = 8, + GUILD_CG_USE_SKILL = 9, + GUILD_CG_INVITE_ANSWER = 11, + GUILD_CG_DEPOSIT_MONEY = 13, + GUILD_CG_WITHDRAW_MONEY = 14, +}; +inline constexpr int GUILD_GRADE_NAME_MAX_LEN = 8; +inline constexpr int REFINE_MATERIAL_MAX_NUM = 5; +inline constexpr uint16_t CG_PARTY_INVITE = 0x0701; +inline constexpr uint16_t CG_PARTY_INVITE_ANSWER = 0x0702; +inline constexpr uint16_t CG_PARTY_REMOVE = 0x0703; // expel / leave +inline constexpr uint16_t CG_PARTY_SET_STATE = 0x0704; +inline constexpr uint16_t CG_PARTY_USE_SKILL = 0x0705; +inline constexpr uint16_t CG_PARTY_PARAMETER = 0x0706; +inline constexpr uint16_t CG_MESSENGER = 0x0740; +inline constexpr uint16_t CG_SHOP = 0x0801; +inline constexpr uint16_t CG_MYSHOP = 0x0802; // open a private (PC) shop +inline constexpr uint16_t CG_SAFEBOX_CHECKIN = 0x0820; // inv -> safebox +inline constexpr uint16_t CG_SAFEBOX_CHECKOUT = 0x0821; // safebox -> inv +inline constexpr uint16_t CG_SAFEBOX_ITEM_MOVE = 0x0822; // within safebox +inline constexpr uint16_t CG_MALL_CHECKOUT = 0x0840; // item-mall -> inventory + +#pragma pack(push, 1) + +struct PacketHeaderPeek { + uint16_t header; +}; + +struct DynHeader { + uint16_t header; + uint16_t length; +}; + +struct GCPhase { + uint16_t header; + uint16_t length; + uint8_t phase; +}; + +struct GCPing { + uint16_t header; + uint16_t length; + uint32_t server_time; +}; + +struct CGPong { + uint16_t header; + uint16_t length; +}; + +struct GCKeyChallenge { + uint16_t header; + uint16_t length; + uint8_t server_pk[32]; + uint8_t challenge[32]; + uint32_t server_time; +}; + +struct CGKeyResponse { + uint16_t header; + uint16_t length; + uint8_t client_pk[32]; + uint8_t challenge_response[32]; +}; + +struct GCKeyComplete { + uint16_t header; + uint16_t length; + uint8_t encrypted_token[32 + 16]; // AEAD ciphertext + tag + uint8_t nonce[24]; +}; + +// auth server: sent when server enters PHASE_AUTH +struct CGLogin3 { + uint16_t header; + uint16_t length; + char name[ID_MAX_NUM + 1]; + char pwd[PASS_MAX_NUM + 1]; +}; + +// auth server result (GC_AUTH_SUCCESS on ok, GC_LOGIN_FAILURE otherwise) +struct GCAuthSuccess { + uint16_t header; + uint16_t length; + uint32_t login_key; + uint8_t result; +}; + +// game server: name + the login_key handed back by the auth server +struct CGLogin2 { + uint16_t header; + uint16_t length; + char name[ID_MAX_NUM + 1]; + uint32_t login_key; +}; + +// UserInterface/Packet.h TSimplePlayerInformation (pack(1)) — one per char slot. +struct SimplePlayerInfo { + uint32_t id; + char name[CHARACTER_NAME_MAX_LEN + 1]; + uint8_t job; + uint8_t level; + uint32_t play_minutes; + uint8_t st, ht, dx, iq; + uint16_t main_part; + uint8_t change_name; + uint16_t hair_part; + uint8_t dummy[4]; + int32_t x, y; + uint32_t addr; + uint16_t port; + uint8_t skill_group; +}; + +// GC_LOGIN_SUCCESS3 — the character list for a 3-slot account. +struct GCLoginSuccess3 { + uint16_t header; + uint16_t length; + SimplePlayerInfo players[PLAYER_PER_ACCOUNT3]; + uint32_t guild_id[PLAYER_PER_ACCOUNT3]; + char guild_name[PLAYER_PER_ACCOUNT3][GUILD_NAME_MAX_LEN + 1]; + uint32_t handle; + uint32_t random_key; +}; + +// GC_LOGIN_SUCCESS4 — the character list for a 4-slot account (some servers). +struct GCLoginSuccess4 { + uint16_t header; + uint16_t length; + SimplePlayerInfo players[PLAYER_PER_ACCOUNT4]; + uint32_t guild_id[PLAYER_PER_ACCOUNT4]; + char guild_name[PLAYER_PER_ACCOUNT4][GUILD_NAME_MAX_LEN + 1]; + uint32_t handle; + uint32_t random_key; +}; + +struct CGCharacterSelect { + uint16_t header; + uint16_t length; + uint8_t player_index; +}; + +// CG_CHARACTER_CREATE — TPacketCGCreateCharacter. NOTE job is uint16 in the fork. +struct CGCreateCharacter { + uint16_t header; + uint16_t length; + uint8_t index; + char name[CHARACTER_NAME_MAX_LEN + 1]; + uint16_t job; + uint8_t shape; + uint8_t con; + uint8_t intel; + uint8_t str; + uint8_t dex; +}; + +// CG_CHARACTER_DELETE — TPacketCGDestroyCharacter. +struct CGDeleteCharacter { + uint16_t header; + uint16_t length; + uint8_t index; + char private_code[PRIVATE_CODE_LENGTH]; +}; + +// CG_CHANGE_NAME — rename a character slot (the server validates the card). +struct CGChangeName { + uint16_t header; + uint16_t length; + uint8_t index; + char name[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// GC_CHANGE_NAME — broadcast the resulting name by player id. +struct GCChangeName { + uint16_t header; + uint16_t length; + uint32_t pid; + char name[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// GC_PLAYER_CREATE_SUCCESS — TPacketGCPlayerCreateSuccess (slot + SimplePlayerInfo). +struct GCPlayerCreateSuccess { + uint16_t header; + uint16_t length; + uint8_t slot; + SimplePlayerInfo player; +}; + +// GC_PLAYER_CREATE_FAILURE — TPacketGCCreateFailure ({u8 type}). +struct GCCreateFailure { + uint16_t header; + uint16_t length; + uint8_t type; +}; + +// GC_PLAYER_DELETE_SUCCESS — TPacketGCDestroyCharacterSuccess ({u8 account_index}). +struct GCDeleteSuccess { + uint16_t header; + uint16_t length; + uint8_t account_index; +}; + +// CG_CLIENT_VERSION — TPacketCGClientVersion. The server validates this after +// GC_MAIN_CHARACTER; without it the connection is dropped before PHASE_GAME. +struct CGClientVersion { + uint16_t header; + uint16_t length; + char filename[33]; + char timestamp[33]; +}; + +// ---- game phase --------------------------------------------------------------- + +// GC_MAIN_CHARACTER — spawn info for the local player (name, position, BGM). +struct GCMainCharacter { + uint16_t header; + uint16_t length; + uint32_t vid; + uint16_t race; + char name[CHARACTER_NAME_MAX_LEN + 1]; + char bgm[MUSIC_NAME_MAX_LEN + 1]; + float bgm_vol; + int32_t x, y, z; + uint8_t empire; + uint8_t skill_group; +}; + +// GC_CHARACTER_ADD — a nearby entity appears. Name/level/guild/mount arrive in +// a following GC_CHAR_ADD_INFO; `type` is 0 for NPCs/mobs on this fork (classify +// by race via mob_proto). Matches TPacketGCCharacterAdd (//comment fields are +// NOT on the wire). +struct GCCharacterAdd { + uint16_t header; + uint16_t length; + uint32_t vid; + float angle; + int32_t x, y, z; + uint8_t type; + uint16_t race; + uint8_t moving_speed; + uint8_t attack_speed; + uint8_t state_flag; + uint32_t affect_flag[2]; +}; + +// GC_CHAR_ADD_INFO — TPacketGCCharacterAdditionalInfo. Sent right after +// GC_CHARACTER_ADD to fill in name / equipment / level / guild / mount. +struct GCCharAddInfo { + uint16_t header; + uint16_t length; + uint32_t vid; + char name[CHARACTER_NAME_MAX_LEN + 1]; + uint16_t parts[CHR_EQUIPPART_NUM]; + uint8_t empire; + uint32_t guild_id; + uint32_t level; + int16_t alignment; + uint8_t pk_mode; + uint32_t mount_vnum; +}; + +// GC_CHARACTER_UPDATE — TPacketGCCharacterUpdate. Equipment / speed / guild / +// alignment / mount changed for an entity already in view. +struct GCCharacterUpdate { + uint16_t header; + uint16_t length; + uint32_t vid; + uint16_t parts[CHR_EQUIPPART_NUM]; + uint8_t moving_speed; + uint8_t attack_speed; + uint8_t state_flag; + uint32_t affect_flag[2]; + uint32_t guild_id; + int16_t alignment; + uint8_t pk_mode; + uint32_t mount_vnum; +}; + +// GC_CHARACTER_ADD2 — the fat variant with name + equipment. +struct GCCharacterAdd2 { + uint16_t header; + uint16_t length; + uint32_t vid; + char name[CHARACTER_NAME_MAX_LEN + 1]; + float angle; + int32_t x, y, z; + uint8_t type; + uint16_t race; + uint16_t parts[CHR_EQUIPPART_NUM]; + uint8_t moving_speed; + uint8_t attack_speed; + uint8_t state_flag; + uint32_t affect_flag[2]; + uint8_t empire; + uint32_t guild; + int16_t alignment; + uint8_t pk_mode; + uint32_t mount_vnum; +}; + +struct GCCharacterDel { + uint16_t header; + uint16_t length; + uint32_t vid; +}; + +// GC_MOVE — an entity's movement command (server-authoritative). +struct GCMove { + uint16_t header; + uint16_t length; + uint8_t func; + uint8_t arg; + uint8_t rot; + uint32_t vid; + int32_t x, y; + uint32_t time; + uint32_t duration; +}; + +// Server-authoritative movement metadata and batched position correction. +struct GCCharacterPosition { + uint16_t header; + uint16_t length; + uint32_t vid; + uint8_t position; +}; +struct GCChangeSpeed { + uint16_t header; + uint16_t length; + uint32_t vid; + uint16_t moving_speed; +}; +struct GCWalkMode { + uint16_t header; + uint16_t length; + uint32_t vid; + uint8_t mode; +}; +struct GCSyncPosition { + uint16_t header; + uint16_t length; +}; +struct GCSyncPositionElement { + uint32_t vid; + int32_t x; + int32_t y; +}; + +// GC_CHAT — fixed head; szChat text follows (length - sizeof(GCChat) bytes). +struct GCChat { + uint16_t header; + uint16_t length; + uint8_t type; + uint32_t vid; + uint8_t empire; +}; + +// GC_WHISPER — fixed head; message text follows (length - sizeof(GCWhisper)). +struct GCWhisper { + uint16_t header; + uint16_t length; + uint8_t type; // WHISPER_TYPE_* + char from_name[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// GC_SCRIPT — NPC dialog. EventManager script text follows (src_size bytes). +struct GCScript { + uint16_t header; + uint16_t length; + uint8_t skin; + uint16_t src_size; +}; + +// GC_QUEST_CONFIRM — a yes/no prompt with a timeout. +struct GCQuestConfirm { + uint16_t header; + uint16_t length; + char msg[65]; + int32_t timeout; + uint32_t request_pid; +}; + +// GC_QUEST_INFO — fixed head; then flag-driven fields (see QUEST_SEND_*). +struct GCQuestInfo { + uint16_t header; + uint16_t length; + uint16_t index; + uint8_t flag; +}; + +// --- CG quest/script intents --- +struct CGOnClick { + uint16_t header; + uint16_t length; + uint32_t vid; +}; +struct CGScriptAnswer { + uint16_t header; + uint16_t length; + uint8_t answer; +}; +struct CGScriptButton { + uint16_t header; + uint16_t length; + uint32_t idx; +}; +struct CGScriptSelectItem { + uint16_t header; + uint16_t length; + uint32_t selection; +}; +struct CGQuestInputString { + uint16_t header; + uint16_t length; + char str[QUEST_INPUT_STRING_MAX_NUM + 1]; +}; +struct CGQuestConfirm { + uint16_t header; + uint16_t length; + uint8_t answer; + uint32_t request_pid; +}; +struct CGQuestCancel { + uint16_t header; + uint16_t length; +}; + +// TPacketAffectElement — one buff/debuff on the local player. +struct AffectElement { + uint32_t type; // affect id (often a skill vnum) + uint8_t point_idx; // EPointTypes it modifies + int32_t apply_value; + uint32_t flag; + int32_t duration; // seconds + int32_t sp_cost; +}; +struct GCAffectAdd { + uint16_t header; + uint16_t length; + AffectElement elem; +}; +struct GCAffectRemove { + uint16_t header; + uint16_t length; + uint32_t type; + uint8_t apply_on; +}; + +// GC_SPECIAL_EFFECT — vid plays a built-in effect identified by a type id. +struct GCSpecialEffect { + uint16_t header; + uint16_t length; + uint8_t type; + uint32_t vid; +}; +// GC_SPECIFIC_EFFECT — vid plays the effect at (a .mse path). +struct GCSpecificEffect { + uint16_t header; + uint16_t length; + uint32_t vid; + char effect_file[128]; +}; + +// GC_SKILL_LEVEL — the local player's whole skill->level table (0 = don't have). +struct GCSkillLevel { + uint16_t header; + uint16_t length; + uint8_t levels[SKILL_MAX_NUM]; +}; +// GC_SKILL_LEVEL_NEW — {master_type, level, next_read}[255]. The fork's on-wire +// TPlayerSkill uses a 32-bit time_t, so the record is 6 bytes (not 10). +struct PlayerSkill { + uint8_t master_type; // 0 normal / 1 master / 2 grand master / 3 perfect master + uint8_t level; + uint32_t next_read; // skill-book read cooldown expiry (server epoch) +}; +struct GCSkillLevelNew { + uint16_t header; + uint16_t length; + PlayerSkill skills[SKILL_MAX_NUM]; +}; + +// TQuickSlot (GameType.h). Type: 0 none / 1 item / 2 skill / 3 command / 4 emotion. +struct QuickSlot { + uint8_t type; + uint8_t position; +}; +struct GCQuickSlotAdd { + uint16_t header; + uint16_t length; + uint8_t pos; + QuickSlot slot; +}; +struct GCQuickSlotDel { + uint16_t header; + uint16_t length; + uint8_t pos; +}; +struct GCQuickSlotSwap { + uint16_t header; + uint16_t length; + uint8_t pos; + uint8_t change_pos; +}; +// GC_SKILL_COOLTIME_END — skill `skill`'s cooldown has finished. +struct GCSkillCooltimeEnd { + uint16_t header; + uint16_t length; + uint8_t skill; +}; +struct GCChangeSkillGroup { + uint16_t header; + uint16_t length; + uint8_t skill_group; +}; +// GC_CREATE_FLY — a projectile of `type` from start_vid to end_vid. +struct GCCreateFly { + uint16_t header; + uint16_t length; + uint8_t type; + uint32_t start_vid; + uint32_t end_vid; +}; + +// GC_FLY_TARGETING / GC_ADD_FLY_TARGETING — a shooter locks (or appends) a +// target. Coordinates are server-space centimetres when target VID is zero. +struct GCFlyTargeting { + uint16_t header; + uint16_t length; + uint32_t shooter_vid; + uint32_t target_vid; + int32_t x; + int32_t y; +}; + +// GC_PLAYER_POINTS — the local player's full stat array (TPacketGCPoints). +// Index with EPointTypes (POINT_HP, POINT_MAX_HP, ...). +struct GCPlayerPoints { + uint16_t header; + uint16_t length; + int32_t points[POINT_MAX_NUM]; +}; + +// GC_PLAYER_POINT_CHANGE — one point of one entity changed (TPacketGCPointChange). +struct GCPointChange { + uint16_t header; + uint16_t length; + uint32_t vid; + uint8_t type; // EPointTypes + int32_t amount; // delta + int32_t value; // new absolute value +}; + +// GC_STUN / GC_DEAD — an entity is stunned / died (TPacketGCStun / TPacketGCDead). +struct GCStun { + uint16_t header; + uint16_t length; + uint32_t vid; +}; +struct GCDead { + uint16_t header; + uint16_t length; + uint32_t vid; +}; + +// GC_MOTION — vid plays (optionally at victim_vid) (TPacketGCMotion). +struct GCMotion { + uint16_t header; + uint16_t length; + uint32_t vid; + uint32_t victim_vid; + uint16_t motion; +}; + +// GC_DIG_MOTION — one mining action may repeat `count` times toward target_vid. +struct GCDigMotion { + uint16_t header; + uint16_t length; + uint32_t vid; + uint32_t target_vid; + uint8_t count; +}; + +// GC_DAMAGE_INFO — a floating damage number over an entity (TPacketGCDamageInfo). +struct GCDamageInfo { + uint16_t header; + uint16_t length; + uint32_t vid; + uint8_t flag; // EDamageFlag bits + int32_t damage; +}; + +// GC_TARGET_INFO — the currently-selected target's HP percentage (TPacketGCTarget). +struct GCTargetInfo { + uint16_t header; + uint16_t length; + uint32_t vid; + uint8_t hp_percent; +}; + +// --- items (UserInterface/Packet.h + GameType.h) ------------------------------ + +// SItemPos: which window + which cell. 3 bytes packed. +struct ItemPos { + uint8_t window_type; + uint16_t cell; +}; + +// TPlayerItemAttribute: bonus type + value. 3 bytes. +struct ItemAttr { + uint8_t type; + int16_t value; +}; + +// The inspect-equipment packet keeps the legacy 11 visible wear slots. This +// is intentionally distinct from this client's 24 local equipment slots. +inline constexpr int VIEW_EQUIP_WEAR_MAX_NUM = 11; +struct EquipmentItemSet { + uint32_t vnum; + uint8_t count; + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM]; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; +}; +struct GCViewEquip { + uint16_t header; + uint16_t length; + uint32_t vid; + EquipmentItemSet equips[VIEW_EQUIP_WEAR_MAX_NUM]; +}; + +// GC_ITEM_SET — a slot's full contents (vnum 0 = the slot was cleared). +struct GCItemSet { + uint16_t header; + uint16_t length; + ItemPos pos; + uint32_t vnum; + uint8_t count; + uint32_t flags; + uint32_t anti_flags; + uint8_t highlight; + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM]; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; +}; + +struct GCItemDel { + uint16_t header; + uint16_t length; + ItemPos pos; +}; + +// GC_ITEM_UPDATE — count / sockets / attrs of an existing slot changed. +struct GCItemUpdate { + uint16_t header; + uint16_t length; + ItemPos cell; + uint8_t count; + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM]; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; +}; + +// GC_ITEM_USE — someone used an item (cosmetic / effect trigger). +struct GCItemUse { + uint16_t header; + uint16_t length; + ItemPos cell; + uint32_t ch_vid; + uint32_t victim_vid; + uint32_t vnum; +}; + +// GC_ITEM_GROUND_ADD / DEL — an item lying in the world. +struct GCItemGroundAdd { + uint16_t header; + uint16_t length; + int32_t x, y, z; + uint32_t vid; + uint32_t vnum; +}; +struct GCItemGroundDel { + uint16_t header; + uint16_t length; + uint32_t vid; +}; +struct GCItemOwnership { + uint16_t header; + uint16_t length; + uint32_t vid; + char owner[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// GC_ITEM_GET — pickup notification ("You picked up N x "). +struct GCItemGet { + uint16_t header; + uint16_t length; + uint32_t vnum; + uint8_t count; + uint8_t arg; // 0 normal, 1 from party member + char from_name[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// GC_PVP / DUEL_START — relation changes used by target / name-color rules. +struct GCPvp { + uint16_t header; + uint16_t length; + uint32_t src_vid; + uint32_t dst_vid; + uint8_t mode; // 0 none, 1 agree, 2 fight, 3 revenge +}; +struct GCDuelStart { + uint16_t header; + uint16_t length; +}; + +struct GCLoverInfo { + uint16_t header; + uint16_t length; + char name[CHARACTER_NAME_MAX_LEN + 1]; + uint8_t love_point; +}; +struct GCLovePointUpdate { + uint16_t header; + uint16_t length; + uint8_t love_point; +}; + +// --- CG item intents --- +struct CGItemUse { + uint16_t header; + uint16_t length; + ItemPos pos; +}; +struct CGItemMove { + uint16_t header; + uint16_t length; + ItemPos pos; + ItemPos change_pos; + uint8_t num; +}; +struct CGItemDrop { + uint16_t header; + uint16_t length; + ItemPos pos; + uint32_t gold; +}; +struct CGItemDrop2 { + uint16_t header; + uint16_t length; + ItemPos pos; + uint32_t gold; + uint8_t count; +}; +struct CGItemUseToItem { + uint16_t header; + uint16_t length; + ItemPos source_pos; + ItemPos target_pos; +}; +struct CGGiveItem { + uint16_t header; + uint16_t length; + uint32_t target_vid; + ItemPos pos; + uint8_t count; +}; +struct CGItemPickUp { + uint16_t header; + uint16_t length; + uint32_t vid; +}; + +// CG_MOVE — the local player's movement intent. +struct CGMove { + uint16_t header; + uint16_t length; + uint8_t func; + uint8_t arg; + uint8_t rot; + int32_t x, y; + uint32_t time; +}; + +// CG_CHARACTER_POSITION — local posture/character-position update. +struct CGCharacterPosition { + uint16_t header; + uint16_t length; + uint8_t position; +}; + +// CG_SYNC_POSITION — batched position corrections for nearby victims/entities. +struct CGSyncPosition { + uint16_t header; + uint16_t length; +}; + +// CG_WARP — request a server-side teleport (destination is supplied by server). +struct CGWarp { + uint16_t header; + uint16_t length; +}; +struct CGSyncPositionElement { + uint32_t vid; + int32_t x; + int32_t y; +}; + +struct CGAttack { + uint16_t header; + uint16_t length; + uint8_t type; + uint32_t victim_vid; + uint8_t crc_proc; + uint8_t crc_file; +}; + +// Skill activation keeps the original game's separate intent packets: a +// target's world position is supplied first, then the skill vnum and VID. +struct CGUseSkill { + uint16_t header; + uint16_t length; + uint32_t vnum; + uint32_t target_vid; +}; + +struct CGShoot { + uint16_t header; + uint16_t length; + uint8_t type; +}; + +struct CGFlyTargeting { + uint16_t header; + uint16_t length; + uint32_t target_vid; + int32_t x; + int32_t y; +}; + +struct CGQuickSlotAdd { + uint16_t header; + uint16_t length; + uint8_t pos; + QuickSlot slot; +}; + +struct CGQuickSlotDel { + uint16_t header; + uint16_t length; + uint8_t pos; +}; + +struct CGQuickSlotSwap { + uint16_t header; + uint16_t length; + uint8_t pos; + uint8_t change_pos; +}; + +struct CGTarget { + uint16_t header; + uint16_t length; + uint32_t vid; +}; + +// CG_CHAT — fixed head; text follows. +struct CGChat { + uint16_t header; + uint16_t length; + uint8_t type; +}; + +// CG_WHISPER — fixed head; message text follows. +struct CGWhisper { + uint16_t header; + uint16_t length; + char to_name[CHARACTER_NAME_MAX_LEN + 1]; +}; + +// --- P8 party (UserInterface/Packet.h) --------------------------------------- + +struct GCPartyInvite { // someone asks you to join their party + uint16_t header; + uint16_t length; + uint32_t leader_pid; +}; +struct GCPartyAdd { + uint16_t header; + uint16_t length; + uint32_t pid; + char name[CHARACTER_NAME_MAX_LEN + 1]; +}; +struct GCPartyUpdate { + uint16_t header; + uint16_t length; + uint32_t pid; + uint8_t state; // role bits (bit0 leader in this fork's server) + uint8_t percent_hp; // 0..100 + int16_t affects[PARTY_AFFECT_SLOT_MAX_NUM]; +}; +struct GCPartyRemove { + uint16_t header; + uint16_t length; + uint32_t pid; +}; +struct GCPartyLink { + uint16_t header; + uint16_t length; + uint32_t pid; + uint32_t vid; +}; +struct GCPartyUnlink { + uint16_t header; + uint16_t length; + uint32_t pid; + uint32_t vid; +}; +struct GCPartyParameter { + uint16_t header; + uint16_t length; + uint8_t distribute_mode; +}; + +struct CGPartyInvite { + uint16_t header; + uint16_t length; + uint32_t vid; +}; +struct CGPartyInviteAnswer { + uint16_t header; + uint16_t length; + uint32_t leader_pid; + uint8_t accept; +}; +struct CGPartyRemove { + uint16_t header; + uint16_t length; + uint32_t pid; +}; +struct CGPartyUseSkill { + uint16_t header; + uint16_t length; + uint8_t skill_index; + uint32_t target_vid; +}; +struct CGPartyParameter { + uint16_t header; + uint16_t length; + uint8_t mode; +}; +// TPacketCGPartySetState (Packet.h): assign/clear a party role for a member. +// dwVID field actually carries the member PID (matches uiparty.py). role = PARTY_ROLE_*. +struct CGPartySetState { + uint16_t header; + uint16_t length; + uint32_t pid; + uint8_t role; + uint8_t on; // byFlag: 1 = set this role, 0 = clear +}; + +// PythonPlayer.h EPartyRole +enum { + PARTY_ROLE_NORMAL = 0, + PARTY_ROLE_LEADER = 1, + PARTY_ROLE_ATTACKER = 2, + PARTY_ROLE_TANKER = 3, + PARTY_ROLE_BUFFER = 4, + PARTY_ROLE_SKILL_MASTER = 5, + PARTY_ROLE_BERSERKER = 6, + PARTY_ROLE_DEFENDER = 7, + PARTY_ROLE_MAX_NUM = 8, +}; + +// --- P8 messenger / shop / exchange (sub-header packets) -------------------- + +struct GCSubHeader { // GC_MESSENGER / GC_SHOP fixed head; body follows + uint16_t header; + uint16_t length; + uint8_t subheader; +}; +struct CGSubHeader { // CG_MESSENGER / CG_SHOP fixed head; body follows + uint16_t header; + uint16_t length; + uint8_t subheader; +}; + +// packet_shop_item (GameType.h TShopItemData) — one row of an NPC shop. +struct ShopItem { + uint32_t vnum; + uint32_t price; + uint8_t count; + uint8_t display_pos; + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM]; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; +}; +// SHOP_GC_START body: u32 owner_vid, then ShopItem[SHOP_HOST_ITEM_MAX_NUM]. +// +// SHOP_GC_START_EX body (Packet.h TPacketGCShopStartEx): u32 owner_vid, u8 tab_count, +// then tab_count x { ShopTabHead, ShopItem[SHOP_HOST_ITEM_MAX_NUM] }. +struct ShopTabHead { + char name[SHOP_TAB_NAME_MAX]; + uint8_t coin_type; +}; + +// TPacketGCExchange — one exchange-window mutation (both directions carry it). +struct GCExchange { + uint16_t header; + uint16_t length; + uint8_t subheader; + uint8_t is_me; + uint32_t arg1; // START: partner vid; ITEM_ADD: vnum; ITEM_DEL/ACCEPT/ELK: value + ItemPos arg2; // ITEM_ADD: exchange slot index in .cell + uint32_t arg3; // ITEM_ADD: count + int32_t sockets[ITEM_SOCKET_SLOT_MAX_NUM]; + ItemAttr attrs[ITEM_ATTRIBUTE_SLOT_MAX_NUM]; +}; +// TPacketCGExchange +struct CGExchange { + uint16_t header; + uint16_t length; + uint8_t subheader; + uint32_t arg1; // START: target vid; ELK_ADD: gold; ITEM_DEL: slot + uint8_t arg2; // ITEM_ADD: display pos + ItemPos pos; // ITEM_ADD: inventory position +}; + +// --- P8 safebox ----------------------------------------------------------- + +struct GCSafeboxSize { + uint16_t header; + uint16_t length; + uint8_t size; // page count +}; +struct GCSafeboxMoneyChange { + uint16_t header; + uint16_t length; + int32_t money; +}; +struct CGSafeboxCheckin { // inventory -> safebox + uint16_t header; + uint16_t length; + uint8_t safe_pos; + ItemPos inv_pos; +}; +struct CGSafeboxCheckout { // safebox -> inventory + uint16_t header; + uint16_t length; + uint8_t safe_pos; + ItemPos inv_pos; +}; + +// CG_MALL_CHECKOUT — TPacketCGMallCheckout: pull one item-mall slot to inventory. +struct CGMallCheckout { + uint16_t header; + uint16_t length; + uint8_t mall_pos; + ItemPos inv_pos; +}; +// GC_MALL_OPEN — TPacketGCMallOpen ({u8 size}). GC_MALL_SET/DEL reuse GCItemSet/GCItemDel. +struct GCMallOpen { + uint16_t header; + uint16_t length; + uint8_t size; +}; + +// CG_MYSHOP — TPacketCGMyShop fixed head; PRIVATE_SHOP_ITEM_MAX_NUM MyShopItem follow. +struct CGMyShopHead { + uint16_t header; + uint16_t length; + char sign[SHOP_SIGN_MAX_LEN + 1]; + uint8_t count; +}; +// TShopItemTable (PC-shop layout). +struct MyShopItem { + uint32_t vnum; + uint8_t count; + ItemPos pos; // source cell in the seller's inventory + uint32_t price; + uint8_t display_pos; // slot in the shop grid +}; + +// --- guild (GC_GUILD sub-header packets) --------------------------------- + +// GUILD_GC_INFO body (TPacketGCGuildInfo). +struct GuildInfoBody { + uint16_t member_count; + uint16_t max_member_count; + uint32_t guild_id; + uint32_t master_pid; + uint32_t exp; + uint8_t level; + char name[GUILD_NAME_MAX_LEN + 1]; + uint32_t gold; + uint8_t has_land; +}; +// GUILD_GC_LIST body = repeated GuildSubMember; when name_flag != 0 a char +// name[65] follows the fixed part. +struct GuildSubMember { + uint32_t pid; + uint8_t grade; + uint8_t is_general; + uint8_t job; + uint8_t level; + uint32_t offer; + uint8_t name_flag; +}; +// GUILD_GC_GRADE body = [u8 count] then count x [u8 index][GuildSubGrade]. +struct GuildSubGrade { + char grade_name[GUILD_GRADE_NAME_MAX_LEN + 1]; + uint8_t auth_flag; +}; +// GUILD_GC_SKILL_INFO body (CPythonGuild::TGuildSkillData): skill point, the 12 +// guild-skill levels, then current / max guild point. +struct GuildSkillInfoBody { + uint8_t skill_point; + uint8_t skill_level[GUILD_SKILL_MAX_NUM]; + uint16_t guild_point; + uint16_t max_guild_point; +}; +// GUILD_GC_WAR body (TPacketGCGuildWar). +struct GCGuildWar { + uint32_t guild_self; + uint32_t guild_opp; + uint8_t type; + uint8_t war_state; // GUILD_WAR_* +}; +// GUILD_GC_WAR_POINT body (TPacketGuildWarPoint). +struct GuildWarPoint { + uint32_t gain_guild_id; + uint32_t opp_guild_id; + int32_t point; +}; +// GUILD_GC_GUILD_WAR_LIST / _END_LIST body element. +struct GuildWarPair { + uint32_t src; + uint32_t dst; +}; +// GUILD_GC_NAME body element: {u32 id, char name[GUILD_NAME_MAX_LEN]} (no NUL). +struct GuildNameEntry { + uint32_t id; + char name[GUILD_NAME_MAX_LEN]; +}; + +struct CGGuild { // sub-header + variable body + uint16_t header; + uint16_t length; + uint8_t subheader; +}; +struct CGAnswerMakeGuild { + uint16_t header; + uint16_t length; + char guild_name[GUILD_NAME_MAX_LEN + 1]; +}; + +// --- refine (GC_REFINE_INFORMATION[_NEW] / CG_REFINE) ------------------- + +struct RefineMaterial { + uint32_t vnum; + int32_t count; +}; +struct RefineTable { + uint32_t src_vnum; + uint32_t result_vnum; + uint8_t material_count; + int32_t cost; + int32_t prob; // success % + RefineMaterial materials[REFINE_MATERIAL_MAX_NUM]; +}; +struct GCRefineInfo { + uint16_t header; + uint16_t length; + uint8_t type; + uint8_t pos; // inventory cell of the item being refined + RefineTable table; +}; +struct CGRefine { + uint16_t header; + uint16_t length; + uint8_t pos; + uint8_t type; +}; + +// GC_DRAGON_SOUL_REFINE — sub_type + one item position (the affected DS on +// success/fail; unused for OPEN). +struct GCDragonSoulRefine { + uint16_t header; + uint16_t length; + uint8_t sub_type; + ItemPos pos; +}; +// CG_DRAGON_SOUL_REFINE — sub_type = the mode; grid[0] = the DS, grid[1..] mats. +struct CGDragonSoulRefine { + uint16_t header; + uint16_t length; + uint8_t sub_type; + ItemPos grid[DS_REFINE_WINDOW_MAX_NUM]; +}; + +// --- guild marks (side connection) -------------------------------------- + +struct CGMarkLogin { + uint16_t header; + uint16_t length; + uint32_t handle; + uint32_t random_key; +}; +struct CGMarkIDXList { + uint16_t header; + uint16_t length; +}; +struct CGMarkCRCList { + uint16_t header; + uint16_t length; + uint8_t img_idx; + uint32_t crclist[MARK_BLOCK_TOTAL_COUNT]; // all-zero = "send the whole image" +}; +// CG_MARK_UPLOAD — a single raw 16x12 RGBA guild mark (native byte order). +struct CGMarkUpload { + uint16_t header; + uint16_t length; + uint32_t gid; + uint8_t image[GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT * 4]; // 768 +}; +struct CGSymbolCRC { + uint16_t header; + uint16_t length; + uint32_t guild_id; + uint32_t crc; + uint32_t size; +}; +struct GCSymbolData { + uint16_t header; + uint16_t length; + uint32_t guild_id; +}; +// CG_GUILD_SYMBOL_UPLOAD — head only; the raw symbol file bytes follow. +// `handle` actually carries the guild id (reference misnames the field). +struct CGSymbolUpload { + uint16_t header; + uint16_t length; + uint32_t handle; +}; +// Fixed head of GC_MARK_IDXLIST; buf_size counts the whole packet, then +// `count` x { uint16_t guild_id; uint16_t mark_id }. +struct GCMarkIDXList { + uint16_t header; + uint16_t length; + uint32_t buf_size; + uint16_t count; +}; +// Fixed head of GC_MARK_BLOCK; buf_size counts the whole packet, then +// `count` x { uint8_t block_pos; uint32_t comp_size; uint8_t comp[comp_size] }. +struct GCMarkBlock { + uint16_t header; + uint16_t length; + uint32_t buf_size; + uint8_t img_idx; + uint32_t count; +}; +// Main-connection push: a guild's mark image changed; re-download. +struct GCMarkUpdate { + uint16_t header; + uint16_t length; + uint32_t guild_id; + uint16_t img_idx; +}; + +// --- P9 world systems ----------------------------------------------------- + +struct CGFishing { + uint16_t header; + uint16_t length; + uint8_t dir; +}; +struct GCFishing { + uint16_t header; + uint16_t length; + uint8_t subheader; + uint32_t info; + uint8_t dir; +}; +struct CGDungeon { + uint16_t header; + uint16_t length; +}; +struct GCDungeon { + uint16_t header; + uint16_t length; + uint8_t subheader; +}; +// GC_LAND_LIST — fixed head followed by TLandPacketElement entries. +struct GCLandList { + uint16_t header; + uint16_t length; +}; +struct LandPacketElement { + uint32_t id; + int32_t x, y; + int32_t width, height; + uint32_t guild_id; +}; +// Observer markers are used by the legacy minimap. Coordinates are map units; +// the original client multiplies them by 100 before rendering. +struct GCObserverAdd { + uint16_t header; + uint16_t length; + uint32_t vid; + uint16_t x, y; +}; +struct GCObserverMove { + uint16_t header; + uint16_t length; + uint32_t vid; + uint16_t x, y; +}; +struct GCObserverRemove { + uint16_t header; + uint16_t length; + uint32_t vid; +}; + +// GC_WARP — teleport. addr/port 0 = same server (just move); nonzero = reconnect. +struct GCWarp { + uint16_t header; + uint16_t length; + int32_t x, y; + int32_t addr; + uint16_t port; +}; +// GC_TIME — server wall-clock (unix epoch, seconds). Drives the day/night cycle. +struct GCTime { + uint16_t header; + uint16_t length; + int64_t time; +}; +// GC_CHANNEL — the channel number we're playing on. +struct GCChannel { + uint16_t header; + uint16_t length; + uint8_t channel; +}; +// GC_NPC_POSITION — fixed head; then `count` x TNPCPosition for the atlas/minimap. +struct GCNPCPosition { + uint16_t header; + uint16_t length; + uint16_t count; +}; +struct NPCPositionEntry { + uint8_t type; + uint32_t vnum; + char name[CHARACTER_NAME_MAX_LEN + 1]; + int32_t x, y; +}; +// GC_TARGET_CREATE (New) — a quest/world marker (id + name + optional vid + type). +struct GCTargetCreate { + uint16_t header; + uint16_t length; + int32_t id; + char name[33]; + uint32_t vid; + uint8_t type; // CREATE_TARGET_TYPE_* +}; +// GC_TARGET_UPDATE — move marker `id` to (x, y). +struct GCTargetUpdate { + uint16_t header; + uint16_t length; + int32_t id; + int32_t x, y; +}; +// GC_TARGET_DELETE — remove marker `id`. +struct GCTargetDelete { + uint16_t header; + uint16_t length; + int32_t id; +}; +// GC_MOUNT — vid mounts (mount_vid != 0) or dismounts (TPacketGCMount). +struct GCMount { + uint16_t header; + uint16_t length; + uint32_t vid; + uint32_t mount_vid; + uint8_t pos; + uint32_t x, y; +}; + +#pragma pack(pop) + +// Wire-layout guards. If any of these fire, the struct drifted from the client's +// #pragma pack(1) definition in UserInterface/Packet.h and the parser will read +// garbage. Verified 2026-08-31 against m2dev-client-src-main. +static_assert(sizeof(DynHeader) == 4); +static_assert(sizeof(GCKeyChallenge) == 72); +static_assert(sizeof(CGKeyResponse) == 68); +static_assert(sizeof(GCKeyComplete) == 76); +static_assert(sizeof(CGLogin3) == 52); +static_assert(sizeof(GCAuthSuccess) == 9); +static_assert(sizeof(CGLogin2) == 39); +static_assert(sizeof(SimplePlayerInfo) == 103); +static_assert(sizeof(GCLoginSuccess3) == 4 + 3 * 103 + 3 * 4 + 3 * 13 + 4 + 4); // 372 +static_assert(sizeof(GCLoginSuccess4) == 4 + 4 * 103 + 4 * 4 + 4 * 13 + 4 + 4); // 492 +static_assert(sizeof(CGCharacterSelect) == 5); +static_assert(sizeof(CGCreateCharacter) == 4 + 1 + 65 + 2 + 1 + 4); // 77 +static_assert(sizeof(CGDeleteCharacter) == 4 + 1 + 8); // 13 +static_assert(sizeof(CGChangeName) == 4 + 1 + CHARACTER_NAME_MAX_LEN + 1); // 70 +static_assert(sizeof(GCChangeName) == 4 + 4 + CHARACTER_NAME_MAX_LEN + 1); // 73 +static_assert(sizeof(GCPlayerCreateSuccess) == 5 + 103); // 108 +static_assert(sizeof(GCCreateFailure) == 5); +static_assert(sizeof(GCDeleteSuccess) == 5); +static_assert(sizeof(CGClientVersion) == 4 + 33 + 33); // 70 +static_assert(sizeof(GCMainCharacter) == 118); +static_assert(sizeof(GCCharacterAdd) == 38); +static_assert(sizeof(GCCharAddInfo) == 4 + 4 + 65 + 8 + 1 + 4 + 4 + 2 + 1 + 4); // 97 +static_assert(sizeof(GCCharacterUpdate) == 4 + 4 + 8 + 1 + 1 + 1 + 8 + 4 + 2 + 1 + 4); // 38 +static_assert(sizeof(GCCharacterAdd2) == 123); +static_assert(sizeof(GCCharacterDel) == 8); +static_assert(sizeof(GCMove) == 27); +static_assert(sizeof(GCCharacterPosition) == 9); +static_assert(sizeof(GCChangeSpeed) == 10); +static_assert(sizeof(GCWalkMode) == 9); +static_assert(sizeof(GCSyncPosition) == 4); +static_assert(sizeof(GCSyncPositionElement) == 12); +static_assert(sizeof(GCChat) == 10); +static_assert(sizeof(CGMove) == 19); +static_assert(sizeof(CGCharacterPosition) == 5); +static_assert(sizeof(CGSyncPosition) == 4); +static_assert(sizeof(CGWarp) == 4); +static_assert(sizeof(CGSyncPositionElement) == 12); +static_assert(sizeof(CGAttack) == 11); +static_assert(sizeof(CGUseSkill) == 12); +static_assert(sizeof(CGShoot) == 5); +static_assert(sizeof(CGFlyTargeting) == 16); +static_assert(sizeof(CGQuickSlotAdd) == 7); +static_assert(sizeof(CGQuickSlotDel) == 5); +static_assert(sizeof(CGQuickSlotSwap) == 6); +static_assert(sizeof(CGTarget) == 8); +static_assert(sizeof(CGChat) == 5); +static_assert(sizeof(GCWhisper) == 5 + CHARACTER_NAME_MAX_LEN + 1); // 70 +static_assert(sizeof(CGWhisper) == 4 + CHARACTER_NAME_MAX_LEN + 1); // 69 +static_assert(sizeof(AffectElement) == 21); +static_assert(sizeof(GCAffectAdd) == 25); +static_assert(sizeof(GCAffectRemove) == 9); +static_assert(sizeof(GCSpecialEffect) == 9); +static_assert(sizeof(GCSpecificEffect) == 8 + 128); // 136 +static_assert(sizeof(GCSkillLevel) == 4 + 255); // 259 +static_assert(sizeof(PlayerSkill) == 6); +static_assert(sizeof(GCSkillLevelNew) == 4 + 6 * 255); // 1534 +static_assert(sizeof(GCQuickSlotAdd) == 7); +static_assert(sizeof(GCQuickSlotDel) == 5); +static_assert(sizeof(GCQuickSlotSwap) == 6); +static_assert(sizeof(GCSkillCooltimeEnd) == 5); +static_assert(sizeof(GCChangeSkillGroup) == 5); +static_assert(sizeof(GCCreateFly) == 13); +static_assert(sizeof(GCFlyTargeting) == 20); +static_assert(sizeof(GCScript) == 7); +static_assert(sizeof(GCQuestConfirm) == 4 + 65 + 4 + 4); // 77 +static_assert(sizeof(GCQuestInfo) == 7); +static_assert(sizeof(CGOnClick) == 8); +static_assert(sizeof(CGScriptAnswer) == 5); +static_assert(sizeof(CGScriptButton) == 8); +static_assert(sizeof(CGScriptSelectItem) == 8); +static_assert(sizeof(CGQuestInputString) == 4 + 65); // 69 +static_assert(sizeof(CGQuestConfirm) == 9); +static_assert(sizeof(CGQuestCancel) == 4); +static_assert(sizeof(GCPlayerPoints) == 4 + 255 * 4); // 1024 +static_assert(sizeof(GCPointChange) == 17); +static_assert(sizeof(GCStun) == 8); +static_assert(sizeof(GCDead) == 8); +static_assert(sizeof(GCMotion) == 14); +static_assert(sizeof(GCDigMotion) == 13); +static_assert(sizeof(GCDamageInfo) == 13); +static_assert(sizeof(GCTargetInfo) == 9); +static_assert(sizeof(ItemPos) == 3); +static_assert(sizeof(ItemAttr) == 3); +static_assert(sizeof(EquipmentItemSet) == 4 + 1 + 12 + 21); // 38 +static_assert(sizeof(GCViewEquip) == 2 + 2 + 4 + 11 * 38); // 426 +static_assert(sizeof(GCItemSet) == 2 + 2 + 3 + 4 + 1 + 4 + 4 + 1 + 12 + 21); // 54 +static_assert(sizeof(GCItemDel) == 7); +static_assert(sizeof(GCItemUpdate) == 2 + 2 + 3 + 1 + 12 + 21); // 41 +static_assert(sizeof(GCItemUse) == 19); +static_assert(sizeof(GCItemGroundAdd) == 24); +static_assert(sizeof(GCItemGroundDel) == 8); +static_assert(sizeof(GCItemOwnership) == 4 + 4 + CHARACTER_NAME_MAX_LEN + 1); // 73 +static_assert(sizeof(GCItemGet) == 2 + 2 + 4 + 1 + 1 + 65); // 75 +static_assert(sizeof(GCPvp) == 13); +static_assert(sizeof(GCDuelStart) == 4); +static_assert(sizeof(GCLoverInfo) == 4 + CHARACTER_NAME_MAX_LEN + 1 + 1); // 70 +static_assert(sizeof(GCLovePointUpdate) == 5); +static_assert(sizeof(CGItemUse) == 7); +static_assert(sizeof(CGItemMove) == 11); +static_assert(sizeof(CGItemDrop) == 11); +static_assert(sizeof(CGItemDrop2) == 12); +static_assert(sizeof(CGItemUseToItem) == 10); +static_assert(sizeof(CGGiveItem) == 12); +static_assert(sizeof(CGItemPickUp) == 8); + +// P8 social / shop / storage +static_assert(sizeof(GCPartyInvite) == 8); +static_assert(sizeof(GCPartyAdd) == 4 + 4 + CHARACTER_NAME_MAX_LEN + 1); // 73 +static_assert(sizeof(GCPartyUpdate) == 4 + 4 + 1 + 1 + 2 * PARTY_AFFECT_SLOT_MAX_NUM); // 26 +static_assert(sizeof(GCPartyRemove) == 8); +static_assert(sizeof(GCPartyLink) == 12); +static_assert(sizeof(GCPartyUnlink) == 12); +static_assert(sizeof(GCPartyParameter) == 5); +static_assert(sizeof(CGPartyInvite) == 8); +static_assert(sizeof(CGPartyInviteAnswer) == 9); +static_assert(sizeof(CGPartyRemove) == 8); +static_assert(sizeof(CGPartyUseSkill) == 9); +static_assert(sizeof(CGPartyParameter) == 5); +static_assert(sizeof(CGPartySetState) == 2 + 2 + 4 + 1 + 1); // 10 +static_assert(sizeof(GCSubHeader) == 5); +static_assert(sizeof(CGSubHeader) == 5); +static_assert(sizeof(ShopItem) == 4 + 4 + 1 + 1 + 12 + 21); // 43 +static_assert(sizeof(ShopTabHead) == SHOP_TAB_NAME_MAX + 1); // 33 +static_assert(sizeof(GCExchange) == 4 + 1 + 1 + 4 + 3 + 4 + 12 + 21); // 50 +static_assert(sizeof(CGExchange) == 4 + 1 + 4 + 1 + 3); // 13 +static_assert(sizeof(GCSafeboxSize) == 5); +static_assert(sizeof(GCSafeboxMoneyChange) == 8); +static_assert(sizeof(CGSafeboxCheckin) == 8); +static_assert(sizeof(CGMallCheckout) == 4 + 1 + 3); // 8 +static_assert(sizeof(GCMallOpen) == 5); +static_assert(sizeof(CGMyShopHead) == 4 + (SHOP_SIGN_MAX_LEN + 1) + 1); // 38 +static_assert(sizeof(MyShopItem) == 4 + 1 + 3 + 4 + 1); // 13 +static_assert(sizeof(CGSafeboxCheckout) == 8); +static_assert(sizeof(GuildInfoBody) == 2 + 2 + 4 + 4 + 4 + 1 + 13 + 4 + 1); // 35 +static_assert(sizeof(GuildSubMember) == 13); +static_assert(sizeof(GuildSubGrade) == 10); +static_assert(sizeof(GuildSkillInfoBody) == 1 + 12 + 2 + 2); // 17 +static_assert(sizeof(GCGuildWar) == 10); +static_assert(sizeof(GuildWarPoint) == 12); +static_assert(sizeof(GuildWarPair) == 8); +static_assert(sizeof(GuildNameEntry) == 4 + 12); // 16 +static_assert(sizeof(CGGuild) == 5); +static_assert(sizeof(CGAnswerMakeGuild) == 4 + 13); // 17 +static_assert(sizeof(CGSymbolCRC) == 16); +static_assert(sizeof(GCSymbolData) == 8); +static_assert(sizeof(RefineMaterial) == 8); +static_assert(sizeof(RefineTable) == 4 + 4 + 1 + 4 + 4 + 8 * 5); // 57 +static_assert(sizeof(GCRefineInfo) == 4 + 1 + 1 + 57); // 63 +static_assert(sizeof(CGRefine) == 6); +static_assert(sizeof(GCDragonSoulRefine) == 4 + 1 + 3); // 8 +static_assert(sizeof(CGDragonSoulRefine) == 4 + 1 + 3 * 15); // 50 + +static_assert(sizeof(CGMarkLogin) == 12); +static_assert(sizeof(CGMarkIDXList) == 4); +static_assert(sizeof(CGMarkCRCList) == 4 + 1 + 4 * 80); // 325 +static_assert(sizeof(CGMarkUpload) == 4 + 4 + 768); // 776 +static_assert(sizeof(CGSymbolUpload) == 8); +static_assert(sizeof(GCMarkIDXList) == 10); +static_assert(sizeof(GCMarkBlock) == 13); +static_assert(sizeof(GCMarkUpdate) == 10); + +// P9 world systems +static_assert(sizeof(GCWarp) == 18); +static_assert(sizeof(CGFishing) == 5); +static_assert(sizeof(GCFishing) == 10); +static_assert(sizeof(CGDungeon) == 4); +static_assert(sizeof(GCDungeon) == 5); +static_assert(sizeof(GCLandList) == 4); +static_assert(sizeof(LandPacketElement) == 24); +static_assert(sizeof(GCObserverAdd) == 12); +static_assert(sizeof(GCObserverMove) == 12); +static_assert(sizeof(GCObserverRemove) == 8); +static_assert(sizeof(GCTime) == 12); +static_assert(sizeof(GCChannel) == 5); +static_assert(sizeof(GCNPCPosition) == 6); +static_assert(sizeof(NPCPositionEntry) == 1 + 4 + CHARACTER_NAME_MAX_LEN + 1 + 4 + 4); // 78 +static_assert(sizeof(GCTargetCreate) == 4 + 4 + 33 + 4 + 1); // 46 +static_assert(sizeof(GCTargetUpdate) == 16); +static_assert(sizeof(GCTargetDelete) == 8); +static_assert(sizeof(GCMount) == 21); + +} // namespace mtnet diff --git a/extension/src/pack/asset_source.cpp b/extension/src/pack/asset_source.cpp new file mode 100644 index 00000000..189c3e2b --- /dev/null +++ b/extension/src/pack/asset_source.cpp @@ -0,0 +1,83 @@ +#include "asset_source.h" + +#include +#include +#include + +namespace fs = std::filesystem; + +namespace mtpack { + +bool AssetSource::build(const std::string &assets_root, const std::string &pack_dir, + const std::string &cache_dir, std::string *err) { + if (!m_loose.build(assets_root, fmt::AssetResolver::default_priority(), err)) { + return false; + } + if (!pack_dir.empty()) { + int n = m_packs.scan_dir(pack_dir); + m_have_packs = n > 0; + m_cache = !cache_dir.empty() + ? cache_dir + : (fs::path(pack_dir) / ".mtcache").string(); + } + return true; +} + +bool AssetSource::exists(const std::string &vpath) const { + if (!m_loose.resolve(vpath).empty()) { + return true; + } + return m_have_packs && m_packs.has(vpath); +} + +bool AssetSource::read(const std::string &vpath, std::vector &out, std::string *err) const { + std::string lp = m_loose.resolve(vpath); + if (!lp.empty()) { + std::ifstream f(lp, std::ios::binary); + if (f) { + out.assign((std::istreambuf_iterator(f)), std::istreambuf_iterator()); + return true; + } + } + if (m_have_packs && m_packs.read(vpath, out, err)) { + return true; + } + if (err && err->empty()) { + *err = "not found: " + vpath; + } + return false; +} + +std::string AssetSource::to_path(const std::string &vpath, std::string *err) const { + std::string lp = m_loose.resolve(vpath); + if (!lp.empty()) { + return lp; + } + if (!m_have_packs || !m_packs.has(vpath)) { + if (err) *err = "not found: " + vpath; + return ""; + } + // extract to cache/, once + std::string rel = PackMount::norm(vpath); + fs::path dst = fs::path(m_cache) / rel; + std::error_code ec; + if (fs::exists(dst, ec) && fs::file_size(dst, ec) > 0) { + return dst.string(); + } + std::vector bytes; + if (!m_packs.read(vpath, bytes, err)) { + return ""; + } + fs::create_directories(dst.parent_path(), ec); + std::ofstream o(dst, std::ios::binary | std::ios::trunc); + if (!o) { + if (err) *err = "cannot write cache file " + dst.string(); + return ""; + } + o.write(reinterpret_cast(bytes.data()), + static_cast(bytes.size())); + o.close(); + return dst.string(); +} + +} // namespace mtpack diff --git a/extension/src/pack/asset_source.h b/extension/src/pack/asset_source.h new file mode 100644 index 00000000..f033ad63 --- /dev/null +++ b/extension/src/pack/asset_source.h @@ -0,0 +1,48 @@ +#pragma once +// AssetSource —— unified asset lookup over loose files + .epk packs. +// +// src.build(assets_root, pack_dir); +// auto p = src.to_path("d:/ymir work/ui/pattern/board_base.tga"); +// // p is a real filesystem path: the loose file if present, else the pack +// // entry extracted once into /... . Callers that expect a path keep +// // working; new code can use read() for bytes directly. +// +// Precedence (dev-friendly, matches the client's pack/ overlay): a loose file +// wins over a packed one. Within packs, later-mounted (patch) wins. + +#include "asset_resolver.h" // xrender::formats +#include "pack_mount.h" + +#include +#include +#include + +namespace mtpack { + +class AssetSource { +public: + // `pack_dir` may be empty (loose-only). `cache_dir` is where packed files + // get extracted for to_path(); defaults to /.mtcache or a temp dir. + bool build(const std::string &assets_root, const std::string &pack_dir = "", + const std::string &cache_dir = "", std::string *err = nullptr); + + bool exists(const std::string &vpath) const; + + // Real path for `vpath`: loose file, or a pack entry extracted to the cache. + // Empty string if not found anywhere. + std::string to_path(const std::string &vpath, std::string *err = nullptr) const; + + // Bytes for `vpath` (loose read or pack decompress). false if not found. + bool read(const std::string &vpath, std::vector &out, std::string *err = nullptr) const; + + const fmt::AssetResolver &loose() const { return m_loose; } + const PackMount &packs() const { return m_packs; } + +private: + fmt::AssetResolver m_loose; + PackMount m_packs; + std::string m_cache; + bool m_have_packs = false; +}; + +} // namespace mtpack diff --git a/extension/src/pack/eterpack.cpp b/extension/src/pack/eterpack.cpp new file mode 100644 index 00000000..b501b2ee --- /dev/null +++ b/extension/src/pack/eterpack.cpp @@ -0,0 +1,266 @@ +#include "eterpack.h" + +#include +#include + +#include +#include +#include + +namespace mtpack { + +namespace { + +constexpr size_t HEADER_SIZE = 8 + 8 + PACK_NONCE_SIZE; // 40 +// entry tail after the name field: offset,file_size,compressed_size,encryption,nonce +constexpr size_t ENTRY_TAIL = 8 + 8 + 8 + 1 + PACK_NONCE_SIZE; // 49 + +void xchacha20(uint8_t *data, size_t len, const uint8_t *nonce) { + crypto_stream_xchacha20_xor(data, data, len, nonce, PACK_KEY); +} + +// Parse one decrypted entry blob of `field + ENTRY_TAIL` bytes. +Entry parse_entry(const uint8_t *p, int field) { + Entry e; + size_t nlen = strnlen(reinterpret_cast(p), field); + e.name.assign(reinterpret_cast(p), nlen); + const uint8_t *q = p + field; + std::memcpy(&e.offset, q, 8); + q += 8; + std::memcpy(&e.file_size, q, 8); + q += 8; + std::memcpy(&e.compressed_size, q, 8); + q += 8; + e.encryption = *q++; + std::memcpy(e.nonce, q, PACK_NONCE_SIZE); + return e; +} + +bool plausible(const Entry &e, uint64_t data_begin, uint64_t file_total) { + if (e.encryption > 1) { + return false; + } + // empty files are legal; a zstd frame is never 0 bytes though + if (e.compressed_size == 0 || e.compressed_size > file_total) { + return false; + } + if (data_begin + e.offset + e.compressed_size > file_total) { + return false; + } + if (e.name.empty()) { + return false; + } + // filenames may be CP949 (Korean) — reject only ASCII control bytes. + for (unsigned char c : e.name) { + if (c < 0x20) { + return false; + } + } + return true; +} + +} // namespace + +std::string EterPack::norm(std::string s) { + std::replace(s.begin(), s.end(), '\\', '/'); + std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return std::tolower(c); }); + return s; +} + +void EterPack::close() { + m_file.clear(); + m_index.clear(); + m_by_name.clear(); + m_data_begin = 0; +} + +bool EterPack::open(const std::string &path, std::string *err) { + close(); + if (sodium_init() < 0) { + if (err) *err = "sodium_init failed"; + return false; + } + std::ifstream f(path, std::ios::binary); + if (!f) { + if (err) *err = "cannot open " + path; + return false; + } + f.seekg(0, std::ios::end); + std::streamoff sz = f.tellg(); + f.seekg(0); + if (sz < static_cast(HEADER_SIZE)) { + if (err) *err = "file too small"; + return false; + } + m_file.resize(static_cast(sz)); + f.read(reinterpret_cast(m_file.data()), sz); + + uint64_t entry_num = 0; + std::memcpy(&entry_num, m_file.data(), 8); + std::memcpy(&m_data_begin, m_file.data() + 8, 8); + const uint8_t *hnonce = m_file.data() + 16; + + if (entry_num == 0 || m_data_begin < HEADER_SIZE || m_data_begin > m_file.size()) { + if (err) *err = "bad header"; + return false; + } + const uint64_t index_bytes = m_data_begin - HEADER_SIZE; + + // Candidate name-field sizes: derived first, then the known platform values. + std::vector candidates; + if (index_bytes % entry_num == 0) { + int64_t es = static_cast(index_bytes / entry_num); + if (es > static_cast(ENTRY_TAIL) + 1) { + candidates.push_back(static_cast(es - ENTRY_TAIL)); + } + } + for (int v : {261, 4097, 1025, 256}) { + candidates.push_back(v); + } + + for (int field : candidates) { + const size_t entry_size = static_cast(field) + ENTRY_TAIL; + if (HEADER_SIZE + entry_num * entry_size > m_file.size()) { + continue; + } + std::vector idx; + idx.reserve(entry_num); + bool ok = true; + std::vector blob(entry_size); + for (uint64_t i = 0; i < entry_num && ok; ++i) { + std::memcpy(blob.data(), m_file.data() + HEADER_SIZE + i * entry_size, entry_size); + xchacha20(blob.data(), entry_size, hnonce); + Entry e = parse_entry(blob.data(), field); + if (!plausible(e, m_data_begin, m_file.size())) { + ok = false; + break; + } + idx.push_back(std::move(e)); + } + if (ok) { + m_index = std::move(idx); + m_name_field = field; + for (size_t i = 0; i < m_index.size(); ++i) { + m_by_name[norm(m_index[i].name)] = i; + } + return true; + } + } + if (err) *err = "could not resolve index layout (name-field guess failed)"; + return false; +} + +std::vector EterPack::names() const { + std::vector v; + v.reserve(m_index.size()); + for (const auto &e : m_index) { + v.push_back(e.name); + } + return v; +} + +bool EterPack::read(const std::string &name, std::vector &out, std::string *err) const { + auto it = m_by_name.find(norm(name)); + if (it == m_by_name.end()) { + if (err) *err = "not in pack: " + name; + return false; + } + const Entry &e = m_index[it->second]; + const uint8_t *src = m_file.data() + m_data_begin + e.offset; + + std::vector comp(e.compressed_size); + std::memcpy(comp.data(), src, e.compressed_size); + if (e.encryption == 1) { + crypto_stream_xchacha20_xor(comp.data(), comp.data(), comp.size(), e.nonce, PACK_KEY); + } + + out.resize(e.file_size); + size_t n = ZSTD_decompress(out.data(), out.size(), comp.data(), comp.size()); + if (ZSTD_isError(n) || n != e.file_size) { + if (err) *err = std::string("zstd: ") + (ZSTD_isError(n) ? ZSTD_getErrorName(n) : "size mismatch"); + return false; + } + return true; +} + +// --- writer ---------------------------------------------------------------- + +bool write_pack(const std::string &out_path, const std::vector &files, bool encrypt, + std::string *err) { + if (sodium_init() < 0) { + if (err) *err = "sodium_init failed"; + return false; + } + const int field = PACK_NAME_FIELD_DEFAULT; + const size_t entry_size = static_cast(field) + ENTRY_TAIL; + const uint64_t entry_num = files.size(); + const uint64_t data_begin = HEADER_SIZE + entry_num * entry_size; + + uint8_t header_nonce[PACK_NONCE_SIZE]; + randombytes_buf(header_nonce, sizeof(header_nonce)); + + std::vector index(entry_num * entry_size, 0); + std::vector data; + uint64_t cursor = 0; + + for (uint64_t i = 0; i < entry_num; ++i) { + const InputFile &in = files[i]; + size_t bound = ZSTD_compressBound(in.data.size()); + std::vector comp(bound); + size_t clen = ZSTD_compress(comp.data(), comp.size(), in.data.data(), in.data.size(), 3); + if (ZSTD_isError(clen)) { + if (err) *err = std::string("zstd compress: ") + ZSTD_getErrorName(clen); + return false; + } + comp.resize(clen); + + Entry e; + e.name = in.name; + e.offset = cursor; + e.file_size = in.data.size(); + e.compressed_size = clen; + e.encryption = encrypt ? 1 : 0; + if (encrypt) { + randombytes_buf(e.nonce, sizeof(e.nonce)); + crypto_stream_xchacha20_xor(comp.data(), comp.data(), comp.size(), e.nonce, PACK_KEY); + } + + // serialize entry (plaintext), then encrypt the whole index blob at the end + uint8_t *p = index.data() + i * entry_size; + std::string nm = e.name; + std::replace(nm.begin(), nm.end(), '\\', '/'); + std::memcpy(p, nm.data(), std::min(nm.size(), field - 1)); + uint8_t *q = p + field; + std::memcpy(q, &e.offset, 8); + q += 8; + std::memcpy(q, &e.file_size, 8); + q += 8; + std::memcpy(q, &e.compressed_size, 8); + q += 8; + *q++ = e.encryption; + std::memcpy(q, e.nonce, PACK_NONCE_SIZE); + + data.insert(data.end(), comp.begin(), comp.end()); + cursor += clen; + } + + // encrypt the index with the header nonce + for (uint64_t i = 0; i < entry_num; ++i) { + crypto_stream_xchacha20_xor(index.data() + i * entry_size, index.data() + i * entry_size, + entry_size, header_nonce, PACK_KEY); + } + + std::ofstream f(out_path, std::ios::binary | std::ios::trunc); + if (!f) { + if (err) *err = "cannot write " + out_path; + return false; + } + f.write(reinterpret_cast(&entry_num), 8); + f.write(reinterpret_cast(&data_begin), 8); + f.write(reinterpret_cast(header_nonce), PACK_NONCE_SIZE); + f.write(reinterpret_cast(index.data()), static_cast(index.size())); + f.write(reinterpret_cast(data.data()), static_cast(data.size())); + return static_cast(f); +} + +} // namespace mtpack diff --git a/extension/src/pack/eterpack.h b/extension/src/pack/eterpack.h new file mode 100644 index 00000000..c5b477b0 --- /dev/null +++ b/extension/src/pack/eterpack.h @@ -0,0 +1,83 @@ +#pragma once +// EterPack — reader/writer for this m2dev fork's single-file asset pack +// (PackLib/Pack.cpp). NOT the classic Metin2 .eix/.epk format. +// +// Layout: +// [Header: u64 entry_num, u64 data_begin, u8 nonce[24]] (40 bytes) +// [Entry x entry_num] each XChaCha20-encrypted with Header.nonce + PACK_KEY +// Entry: char name[NAME_FIELD], u64 offset, u64 file_size, +// u64 compressed_size, u8 encryption, u8 nonce[24] +// [data blob @ data_begin] +// per file @ data_begin+offset, compressed_size bytes: +// encryption==0 -> zstd frame -> zstd-decompress to file_size +// encryption==1 -> XChaCha20(entry.nonce)-> zstd-decompress to file_size +// +// NAME_FIELD is FILENAME_MAX+1 on the packer's platform (MSVC PackMaker = 261). +// The reader derives it from (data_begin - 40) / entry_num, falling back to the +// known platform values, so it stays compatible with real packs. + +#include +#include +#include +#include + +namespace mtpack { + +inline constexpr int PACK_NONCE_SIZE = 24; +inline constexpr int PACK_KEY_SIZE = 32; + +// PackLib/config.h PACK_KEY — the fork ships this hardcoded. +inline constexpr uint8_t PACK_KEY[PACK_KEY_SIZE] = { + 0x00, 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, + 0x88, 0x99, 0xAA, 0xBB, 0xCC, 0xDD, 0xEE, 0xFF, + 0x01, 0x23, 0x45, 0x67, 0x89, 0xAB, 0xCD, 0xEF, + 0xFE, 0xDC, 0xBA, 0x98, 0x76, 0x54, 0x32, 0x10 +}; + +// MSVC PackMaker.exe: FILENAME_MAX == 260, so the name field is 261 bytes. +inline constexpr int PACK_NAME_FIELD_DEFAULT = 261; + +struct Entry { + std::string name; + uint64_t offset = 0; + uint64_t file_size = 0; + uint64_t compressed_size = 0; + uint8_t encryption = 0; + uint8_t nonce[PACK_NONCE_SIZE] = {}; +}; + +class EterPack { +public: + // Load the index (mmaps the file; keeps it open for read()). + bool open(const std::string &path, std::string *err = nullptr); + void close(); + + bool has(const std::string &name) const { return m_by_name.count(norm(name)) != 0; } + std::vector names() const; + size_t count() const { return m_index.size(); } + + // Decompress (+decrypt) one file into `out`. + bool read(const std::string &name, std::vector &out, std::string *err = nullptr) const; + + int name_field() const { return m_name_field; } + +private: + static std::string norm(std::string s); // '\\'->'/', lowercase + + std::vector m_file; // whole pack in memory (simple; mmap later) + uint64_t m_data_begin = 0; + std::vector m_index; + std::unordered_map m_by_name; + int m_name_field = PACK_NAME_FIELD_DEFAULT; +}; + +// Build a pack from (name, bytes) pairs. `encrypt` -> per-file encryption==1. +// Uses PACK_NAME_FIELD_DEFAULT so real clients / PackLib can read it back. +struct InputFile { + std::string name; + std::vector data; +}; +bool write_pack(const std::string &out_path, const std::vector &files, bool encrypt, + std::string *err = nullptr); + +} // namespace mtpack diff --git a/extension/src/pack/pack_mount.cpp b/extension/src/pack/pack_mount.cpp new file mode 100644 index 00000000..89db6ec1 --- /dev/null +++ b/extension/src/pack/pack_mount.cpp @@ -0,0 +1,113 @@ +#include "pack_mount.h" + +#include +#include + +namespace fs = std::filesystem; + +namespace mtpack { + +std::string PackMount::norm(std::string s) { + std::replace(s.begin(), s.end(), '\\', '/'); + // strip a leading "x:/" drive + if (s.size() > 2 && s[1] == ':') { + s = s.substr(2); + } + while (!s.empty() && s.front() == '/') { + s.erase(s.begin()); + } + std::transform(s.begin(), s.end(), s.begin(), [](unsigned char c) { return std::tolower(c); }); + // fold "//" + std::string o; + o.reserve(s.size()); + for (char c : s) { + if (c == '/' && !o.empty() && o.back() == '/') { + continue; + } + o.push_back(c); + } + return o; +} + +bool PackMount::mount(const std::string &epk_path, std::string *err) { + auto pk = std::make_shared(); + if (!pk->open(epk_path, err)) { + return false; + } + const size_t pi = m_packs.size(); + m_packs.push_back(pk); + for (const std::string &name : pk->names()) { + std::string n = norm(name); + m_by_norm[n] = {pi, name}; // later pack wins + auto p = n.find("ymir work/"); + if (p != std::string::npos) { + m_by_ymir[n.substr(p + 10)] = {pi, name}; + } + } + return true; +} + +int PackMount::scan_dir(const std::string &dir, const std::string &patch_prefix) { + std::error_code ec; + if (!fs::is_directory(dir, ec)) { + return 0; + } + std::vector base, patch; + for (const auto &e : fs::directory_iterator(dir, ec)) { + if (!e.is_regular_file()) { + continue; + } + const auto &p = e.path(); + if (p.extension() != ".epk") { + continue; + } + if (!patch_prefix.empty() && p.filename().string().rfind(patch_prefix, 0) == 0) { + patch.push_back(p.string()); + } else { + base.push_back(p.string()); + } + } + std::sort(base.begin(), base.end()); + std::sort(patch.begin(), patch.end()); + + int n = 0; + for (const auto &v : {&base, &patch}) { + for (const std::string &f : *v) { + if (mount(f)) { + ++n; + } + } + } + return n; +} + +bool PackMount::has(const std::string &vp) const { + std::string n = norm(vp); + if (m_by_norm.count(n)) { + return true; + } + auto p = n.find("ymir work/"); + std::string suf = (p != std::string::npos) ? n.substr(p + 10) : n; + return m_by_ymir.count(suf) != 0; +} + +bool PackMount::read(const std::string &vp, std::vector &out, std::string *err) const { + std::string n = norm(vp); + const Ref *r = nullptr; + if (auto it = m_by_norm.find(n); it != m_by_norm.end()) { + r = &it->second; + } else { + auto p = n.find("ymir work/"); + std::string suf = (p != std::string::npos) ? n.substr(p + 10) : n; + if (auto it2 = m_by_ymir.find(suf); it2 != m_by_ymir.end()) { + r = &it2->second; + } + } + if (!r) { + if (err) *err = "not mounted: " + vp; + return false; + } + return m_packs[r->pack]->read(r->name, out, err); +} + +} // namespace mtpack diff --git a/extension/src/pack/pack_mount.h b/extension/src/pack/pack_mount.h new file mode 100644 index 00000000..1cfc7dd1 --- /dev/null +++ b/extension/src/pack/pack_mount.h @@ -0,0 +1,53 @@ +#pragma once +// PackMount —— mount one or more .epk packs and resolve/read virtual paths +// (`d:\ymir work\...`) out of them, mirroring fmt::AssetResolver's normalization +// and "ymir work/"-suffix indexing so packed and loose assets share one lookup. +// +// Priority: packs mounted later win (call order = base packs first, patches +// last), matching the loose-file resolver's pack_priority convention. + +#include "eterpack.h" + +#include +#include +#include +#include + +namespace mtpack { + +class PackMount { +public: + // Open one pack and add its entries to the index. Returns false if it + // won't open; missing files are not an error for scan_dir(). + bool mount(const std::string &epk_path, std::string *err = nullptr); + + // Open every *.epk directly under `dir` (non-recursive), sorted by name so + // mount order is deterministic. `patch_prefix` packs (name starts with it) + // are mounted after the rest, so they override. + int scan_dir(const std::string &dir, const std::string &patch_prefix = "metin2_patch_"); + + bool has(const std::string &virtual_path) const; + // Decompress the file into `out`. Tries the full normalized path, then the + // "ymir work/..." suffix. + bool read(const std::string &virtual_path, std::vector &out, + std::string *err = nullptr) const; + + size_t pack_count() const { return m_packs.size(); } + size_t entry_count() const { return m_by_norm.size(); } + + // path normalization shared with fmt::AssetResolver: '\'->'/', strip drive, + // strip leading '/', lowercase, fold '//'. + static std::string norm(std::string s); + +private: + struct Ref { + size_t pack; // index into m_packs + std::string name; // exact entry name in that pack + }; + + std::vector> m_packs; + std::unordered_map m_by_norm; // full normalized path + std::unordered_map m_by_ymir; // after "ymir work/" +}; + +} // namespace mtpack diff --git a/extension/src/proto/proto.cpp b/extension/src/proto/proto.cpp new file mode 100644 index 00000000..d561670d --- /dev/null +++ b/extension/src/proto/proto.cpp @@ -0,0 +1,228 @@ +#include "proto.h" + +#include + +#include +#include + +extern "C" { +#include +} + +namespace mtproto { + +namespace { + +constexpr uint32_t FOURCC_MIPX = 0x5850494D; // "MIPX" bytes 4D 49 50 58 (LE u32) +constexpr uint32_t FOURCC_MIPT = 0x5450494D; // "MIPT" +constexpr uint32_t FOURCC_MMPT = 0x54504D4D; // "MMPT" +constexpr uint32_t FOURCC_MCOZ = 0x5A4F434D; // "MCOZ" + +uint32_t rd_u32(const uint8_t *p) { + uint32_t v; + std::memcpy(&v, p, 4); + return v; +} + +// The fork's tea_decrypt (EterBase/tea.cpp): XChaCha20 with key/nonce derived from +// the 16-byte input key via BLAKE2b. size is rounded up to a multiple of 8. +void tea_decrypt(uint8_t *dst, const uint8_t *src, const std::array &key32, + size_t size) { + uint8_t key16[16]; + std::memcpy(key16, key32.data(), 16); // 4 LE dwords -> raw bytes + + uint8_t dkey[crypto_stream_xchacha20_KEYBYTES]; + uint8_t nonce[crypto_stream_xchacha20_NONCEBYTES]; + crypto_generichash(dkey, sizeof(dkey), key16, 16, + reinterpret_cast("M2DevPackEncrypt"), 16); + uint8_t nonce_seed[crypto_stream_xchacha20_NONCEBYTES + 8]; + crypto_generichash(nonce_seed, sizeof(nonce_seed), key16, 16, + reinterpret_cast("M2DevNonce"), 10); + std::memcpy(nonce, nonce_seed, sizeof(nonce)); + + size_t rs = (size % 8 == 0) ? size : size + 8 - (size % 8); + crypto_stream_xchacha20_xor(dst, src, rs, nonce, dkey); + sodium_memzero(dkey, sizeof(dkey)); +} + +// CLZO container -> decompressed bytes. +bool clzo_decompress(const uint8_t *blob, size_t blob_len, const std::array &key, + std::vector &out, std::string *err) { + if (blob_len < 20 || rd_u32(blob) != FOURCC_MCOZ) { + if (err) *err = "CLZO: bad MCOZ header"; + return false; + } + const uint32_t enc_size = rd_u32(blob + 4); + const uint32_t comp_size = rd_u32(blob + 8); + const uint32_t real_size = rd_u32(blob + 12); + + out.assign(real_size, 0); + lzo_uint out_len = real_size; + int r; + + if (enc_size > 0) { + size_t rs = (enc_size % 8 == 0) ? enc_size : enc_size + 8 - (enc_size % 8); + if (16 + rs > blob_len) { + if (err) *err = "CLZO: encrypted region past end"; + return false; + } + std::vector dec(rs); + tea_decrypt(dec.data(), blob + 16, key, enc_size); // src = blob+16 (== m_pbIn-4) + if (rd_u32(dec.data()) != FOURCC_MCOZ) { + if (err) *err = "CLZO: wrong key (inner MCOZ mismatch)"; + return false; + } + r = lzo1x_decompress_safe(dec.data() + 4, comp_size, out.data(), &out_len, nullptr); + } else { + if (20u + comp_size > blob_len) { + if (err) *err = "CLZO: compressed region past end"; + return false; + } + r = lzo1x_decompress_safe(blob + 20, comp_size, out.data(), &out_len, nullptr); + } + + if (r != LZO_E_OK) { + if (err) *err = "CLZO: lzo1x_decompress_safe failed (" + std::to_string(r) + ")"; + return false; + } + if (out_len != real_size) { + if (err) *err = "CLZO: size mismatch " + std::to_string(out_len) + " != " + + std::to_string(real_size); + return false; + } + return true; +} + +std::string cstr(const uint8_t *p, size_t maxn) { + size_t n = 0; + while (n < maxn && p[n]) { + ++n; + } + return std::string(reinterpret_cast(p), n); +} + +} // namespace + +bool load_proto(const std::string &path, const std::array &key, Proto &out, + std::string *err) { + std::ifstream f(path, std::ios::binary); + if (!f) { + if (err) *err = "cannot open " + path; + return false; + } + std::vector file((std::istreambuf_iterator(f)), std::istreambuf_iterator()); + return load_proto_bytes(file, key, out, err); +} + +bool load_proto_bytes(const std::vector &file, const std::array &key, + Proto &out, std::string *err) { + if (sodium_init() < 0) { + if (err) *err = "sodium_init failed"; + return false; + } + if (lzo_init() != LZO_E_OK) { + if (err) *err = "lzo_init failed"; + return false; + } + if (file.size() < 16) { + if (err) *err = "file too small"; + return false; + } + + const uint8_t *p = file.data(); + out.fourcc = rd_u32(p); + p += 4; + + uint32_t data_size = 0; + if (out.fourcc == FOURCC_MIPX) { + out.version = rd_u32(p); + p += 4; + out.stride = rd_u32(p); + p += 4; + out.elements = rd_u32(p); + p += 4; + data_size = rd_u32(p); + p += 4; + if (out.version != 1) { + if (err) *err = "MIPX version != 1"; + return false; + } + } else if (out.fourcc == FOURCC_MIPT || out.fourcc == FOURCC_MMPT) { + out.elements = rd_u32(p); + p += 4; + data_size = rd_u32(p); + p += 4; + } else { + if (err) *err = "unknown proto fourcc"; + return false; + } + + if (static_cast(p - file.data()) + data_size > file.size()) { + if (err) *err = "declared data_size past end of file"; + return false; + } + + if (!clzo_decompress(p, data_size, key, out.blob, err)) { + return false; + } + + if (out.elements == 0) { + if (err) *err = "0 elements"; + return false; + } + if (out.stride == 0) { + if (out.blob.size() % out.elements != 0) { + if (err) *err = "blob not divisible by element count"; + return false; + } + out.stride = static_cast(out.blob.size() / out.elements); + } + if (static_cast(out.stride) * out.elements != out.blob.size()) { + if (err) *err = "stride * elements != blob size"; + return false; + } + return true; +} + +ItemRecord parse_item(const uint8_t *r, uint32_t stride) { + ItemRecord it; + if (!r || stride < 236) { + return it; + } + it.vnum = rd_u32(r + 0); + it.vnum_range = rd_u32(r + 4); + it.name = cstr(r + 8, 65); + it.locale_name = cstr(r + 73, 65); + it.type = r[138]; + it.sub_type = r[139]; + it.weight = r[140]; + it.size = r[141]; + it.wear_flags = rd_u32(r + 150); + it.buy_price = rd_u32(r + 158); + it.sell_price = rd_u32(r + 162); + // aLimits[2] (5B each) @166, aApplies[3] (5B each) @176, alValues[6] @191. + // (bSpecular @234 anchors the whole chain.) + for (int i = 0; i < 6; ++i) { + it.values[i] = (int32_t)rd_u32(r + 191 + i * 4); + } + it.specular = r[234]; + return it; +} + +MobRecord parse_mob(const uint8_t *r, uint32_t stride) { + MobRecord m; + if (!r || stride < 139) { + return m; + } + m.vnum = rd_u32(r + 0); + m.name = cstr(r + 4, 65); + m.locale_name = cstr(r + 69, 65); + m.type = r[134]; + m.rank = r[135]; + m.battle_type = r[136]; + m.level = r[137]; + m.size = r[138]; + return m; +} + +} // namespace mtproto diff --git a/extension/src/proto/proto.h b/extension/src/proto/proto.h new file mode 100644 index 00000000..7f2aa155 --- /dev/null +++ b/extension/src/proto/proto.h @@ -0,0 +1,75 @@ +#pragma once +// item_proto / mob_proto reader for this m2dev fork. +// +// Outer: MIPX (item) = [u32 'MIPX'][u32 ver=1][u32 stride][u32 elements][u32 datasize][blob] +// MMPT (mob) = [u32 'MMPT'][u32 elements][u32 datasize][blob] +// Blob = CLZO container: [u32 'MCOZ'][u32 encryptSize][u32 compressedSize][u32 realSize] +// data @ blob+20. encryptSize>0 -> XChaCha20-decrypt (the fork's tea_*: key = +// BLAKE2b(key16,"M2DevPackEncrypt"), nonce = BLAKE2b(key16,"M2DevNonce")[:24]) of +// encryptSize bytes starting at blob+16, yielding [u32 'MCOZ'][lzo1x] -> LZO -> +// realSize bytes. encryptSize==0 -> LZO straight from blob+20. +// Decompressed blob = `elements` records of `stride` bytes (stride from the MIPX header, +// or realSize/elements for MMPT). Records are #pragma pack(1). + +#include +#include +#include +#include + +namespace mtproto { + +// The 4-DWORD keys the client hardcodes (GameLib/ItemManager.cpp, PythonNonPlayer.cpp). +inline constexpr std::array ITEM_PROTO_KEY = {173217u, 72619434u, 408587239u, 27973291u}; +inline constexpr std::array MOB_PROTO_KEY = {4813894u, 18955u, 552631u, 6822045u}; + +struct Proto { + uint32_t fourcc = 0; + uint32_t version = 0; + uint32_t stride = 0; // record size + uint32_t elements = 0; // record count + std::vector blob; // elements * stride bytes + + const uint8_t *record(uint32_t i) const { + return (i < elements) ? blob.data() + static_cast(i) * stride : nullptr; + } +}; + +// Load + decompress. `key` is ITEM_PROTO_KEY or MOB_PROTO_KEY. +// Parse from an already-read buffer (host reads via godot::FileAccess for res://). +bool load_proto_bytes(const std::vector &bytes, const std::array &key, + Proto &out, std::string *err); +bool load_proto(const std::string &path, const std::array &key, Proto &out, + std::string *err = nullptr); + +// --- typed views over the leading fields (rest is offset-stable per stride) --- + +struct ItemRecord { + uint32_t vnum = 0; + uint32_t vnum_range = 0; + std::string name; // szName[65] @ 8 + std::string locale_name; // szLocaleName[65] @ 73 + uint8_t type = 0; // @ 138 + uint8_t sub_type = 0; // @ 139 + uint8_t weight = 0; // @ 140 + uint8_t size = 0; // @ 141 + uint32_t wear_flags = 0; // @ 150 + uint32_t buy_price = 0; // @ 158 + uint32_t sell_price = 0; // @ 162 + int32_t values[6] = {0}; // alValues[6] @ 191 (armor: values[3] = body shape index) + uint8_t specular = 0; // @ 234 -> PARITY §2.7 fSpecular = specular/100 +}; +ItemRecord parse_item(const uint8_t *rec, uint32_t stride); + +struct MobRecord { + uint32_t vnum = 0; + std::string name; // szName[65] @ 4 + std::string locale_name; // @ 69 + uint8_t type = 0; // @ 134 + uint8_t rank = 0; // @ 135 + uint8_t battle_type = 0; // @ 136 + uint8_t level = 0; // @ 137 + uint8_t size = 0; // @ 138 +}; +MobRecord parse_mob(const uint8_t *rec, uint32_t stride); + +} // namespace mtproto diff --git a/extension/src/proto/proto_node.cpp b/extension/src/proto/proto_node.cpp new file mode 100644 index 00000000..ff325adb --- /dev/null +++ b/extension/src/proto/proto_node.cpp @@ -0,0 +1,106 @@ +#include "proto_node.h" + +#include "../asset_io.h" + +#include + +#include + +using namespace godot; + +namespace mtgodot { + +void Metin2Proto::_bind_methods() { + ClassDB::bind_method(D_METHOD("load_item_proto", "path"), &Metin2Proto::load_item_proto); + ClassDB::bind_method(D_METHOD("load_mob_proto", "path"), &Metin2Proto::load_mob_proto); + ClassDB::bind_method(D_METHOD("item", "vnum"), &Metin2Proto::item); + ClassDB::bind_method(D_METHOD("mob", "vnum"), &Metin2Proto::mob); + ClassDB::bind_method(D_METHOD("item_count"), &Metin2Proto::item_count); + ClassDB::bind_method(D_METHOD("mob_count"), &Metin2Proto::mob_count); + ClassDB::bind_method(D_METHOD("get_last_error"), &Metin2Proto::get_last_error); +} + +bool Metin2Proto::load_item_proto(const String &path) { + std::string err; + PackedByteArray bytes = mtgodot::read_file(path); + std::vector buf(bytes.ptr(), bytes.ptr() + bytes.size()); + if (!mtproto::load_proto_bytes(buf, mtproto::ITEM_PROTO_KEY, m_item, &err)) { + last_error = String(err.c_str()); + return false; + } + m_item_ix.clear(); + m_item_ix.reserve(m_item.elements); + for (uint32_t i = 0; i < m_item.elements; ++i) { + mtproto::ItemRecord r = mtproto::parse_item(m_item.record(i), m_item.stride); + m_item_ix[r.vnum] = i; + } + last_error = ""; + return true; +} + +bool Metin2Proto::load_mob_proto(const String &path) { + std::string err; + PackedByteArray bytes = mtgodot::read_file(path); + std::vector buf(bytes.ptr(), bytes.ptr() + bytes.size()); + if (!mtproto::load_proto_bytes(buf, mtproto::MOB_PROTO_KEY, m_mob, &err)) { + last_error = String(err.c_str()); + return false; + } + m_mob_ix.clear(); + m_mob_ix.reserve(m_mob.elements); + for (uint32_t i = 0; i < m_mob.elements; ++i) { + mtproto::MobRecord r = mtproto::parse_mob(m_mob.record(i), m_mob.stride); + m_mob_ix[r.vnum] = i; + } + last_error = ""; + return true; +} + +Dictionary Metin2Proto::item(int vnum) const { + Dictionary d; + auto it = m_item_ix.find((uint32_t)vnum); + if (it == m_item_ix.end() || m_item.record(it->second) == nullptr) { + return d; + } + mtproto::ItemRecord r = mtproto::parse_item(m_item.record(it->second), m_item.stride); + d["vnum"] = (int)r.vnum; + d["vnum_range"] = (int)r.vnum_range; + d["name"] = String::utf8(r.name.c_str()); + d["locale_name"] = String::utf8(r.locale_name.c_str()); + d["type"] = (int)r.type; + d["sub_type"] = (int)r.sub_type; + d["weight"] = (int)r.weight; + d["size"] = (int)r.size; + d["wear_flags"] = (int)r.wear_flags; + d["buy_price"] = (int)r.buy_price; + d["sell_price"] = (int)r.sell_price; + { + Array vals; + for (int i = 0; i < 6; ++i) { + vals.push_back((int)r.values[i]); + } + d["values"] = vals; // armor: values[3] = body shape index for the race .msm + } + d["specular"] = (int)r.specular; + return d; +} + +Dictionary Metin2Proto::mob(int vnum) const { + Dictionary d; + auto it = m_mob_ix.find((uint32_t)vnum); + if (it == m_mob_ix.end() || m_mob.record(it->second) == nullptr) { + return d; + } + mtproto::MobRecord r = mtproto::parse_mob(m_mob.record(it->second), m_mob.stride); + d["vnum"] = (int)r.vnum; + d["name"] = String::utf8(r.name.c_str()); + d["locale_name"] = String::utf8(r.locale_name.c_str()); + d["type"] = (int)r.type; + d["rank"] = (int)r.rank; + d["battle_type"] = (int)r.battle_type; + d["level"] = (int)r.level; + d["size"] = (int)r.size; + return d; +} + +} // namespace mtgodot diff --git a/extension/src/proto/proto_node.h b/extension/src/proto/proto_node.h new file mode 100644 index 00000000..a7d5d4b1 --- /dev/null +++ b/extension/src/proto/proto_node.h @@ -0,0 +1,48 @@ +#pragma once +// Metin2Proto — GDExtension node exposing item_proto / mob_proto to GDScript. +// +// var proto = Metin2Proto.new() +// proto.load_item_proto("/locale/locale/en/item_proto") +// var d := proto.item(19) # { vnum, name, locale_name, type, sub_type, ... } +// +// Used by the P2 inventory/equipment windows for names / types / tooltips and by +// the equip->model path. + +#include +#include +#include +#include + +#include +#include + +#include "proto.h" + +namespace mtgodot { + +class Metin2Proto : public godot::Node { + GDCLASS(Metin2Proto, godot::Node) + +public: + bool load_item_proto(const godot::String &path); + bool load_mob_proto(const godot::String &path); + + godot::Dictionary item(int vnum) const; + godot::Dictionary mob(int vnum) const; + + int item_count() const { return (int)m_item.elements; } + int mob_count() const { return (int)m_mob.elements; } + godot::String get_last_error() const { return last_error; } + +protected: + static void _bind_methods(); + +private: + mtproto::Proto m_item; + mtproto::Proto m_mob; + std::unordered_map m_item_ix; // vnum -> record index + std::unordered_map m_mob_ix; + godot::String last_error; +}; + +} // namespace mtgodot diff --git a/extension/src/register_types.cpp b/extension/src/register_types.cpp index 88fb9b1b..646268f2 100644 --- a/extension/src/register_types.cpp +++ b/extension/src/register_types.cpp @@ -4,21 +4,56 @@ #include #include +#include "asset_io.h" #include "metin2_anim.h" #include "metin2_model.h" +#include "metin2_world.h" +#include "m2_material.h" +#include "net/m2_client.h" +#include "proto/proto_node.h" +#include "static_object.h" +#include "terrain_splat.h" +#include "tree_placeholder.h" +#include "water_builder.h" + +#include // fmt::set_file_reader +#include using namespace godot; +// formats/ reads every asset (maps, .msenv, .msm/.msa via textscript, .spt, …) +// through fmt::read_file. Route it through godot::FileAccess so it works from +// res:// (the PCK) on the read-only iOS/Android bundles as well as loose dev files. +static bool mt_fmt_read_file(const std::string &path, std::string &out) { + PackedByteArray b = mtgodot::read_file(String::utf8(path.c_str())); + if (b.is_empty()) { + return false; + } + out.assign(reinterpret_cast(b.ptr()), (size_t)b.size()); + return true; +} + void initialize_mtgodot_module(ModuleInitializationLevel p_level) { if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) { return; } + fmt::set_file_reader(&mt_fmt_read_file); GDREGISTER_CLASS(mtgodot::Metin2Model); GDREGISTER_CLASS(mtgodot::Metin2AnimPlayer); + GDREGISTER_CLASS(mtgodot::Metin2World); + GDREGISTER_CLASS(mtgodot::M2Client); + GDREGISTER_CLASS(mtgodot::Metin2Proto); } void uninitialize_mtgodot_module(ModuleInitializationLevel p_level) { - (void)p_level; + if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { + fmt::set_file_reader(nullptr); + mtgodot::cleanup_material_shaders(); + mtgodot::cleanup_terrain_shader(); + mtgodot::cleanup_tree_shader(); + mtgodot::cleanup_static_object_cache(); + mtgodot::cleanup_water_shader(); + } } extern "C" { diff --git a/extension/src/static_object.cpp b/extension/src/static_object.cpp new file mode 100644 index 00000000..6a4fdd6d --- /dev/null +++ b/extension/src/static_object.cpp @@ -0,0 +1,155 @@ +#include "static_object.h" + +#include "asset_io.h" +#include "dxt.h" +#include "gr2_bridge.h" +#include "texture_util.h" + +#include +#include +#include +#include +#include + +#include +#include + +#include + +using namespace godot; + +namespace mtgodot { + +namespace { + +std::unordered_map> g_dds_cache; + +// Building albedo (sRGB colour) -> mobile-ASTC-eligible via make_color_texture +// (no-op on desktop). mipmaps=false keeps the desktop result byte-identical to +// the old path (buildings had no mip chain). §F4. +Ref decode_dds_cached(const std::string &real_path) { + auto &cache = g_dds_cache; + auto it = cache.find(real_path); + if (it != cache.end()) + return it->second; + Ref tex; + mtgodot::Image d = mtgodot::dds_from_file(godot::String(real_path.c_str())); + if (d.ok()) { + tex = mtgodot::make_color_texture(d.w, d.h, d.rgba.data(), d.rgba.size(), + /*mipmaps=*/false); + } + cache.emplace(real_path, tex); + return tex; +} + +Ref material_for(const std::string &tex_name, bool alpha_blend, bool two_sided, + const fmt::AssetResolver &res) { + Ref mat; + mat.instantiate(); + mat->set_albedo(Color(0.7f, 0.7f, 0.7f)); + mat->set_roughness(1.0f); + mat->set_texture_filter(StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC); + mat->set_cull_mode(StandardMaterial3D::CULL_BACK); + + String t = String(tex_name.c_str()).to_lower(); + bool kw_alpha = t.find("leaf") != -1 || t.find("grass") != -1 || t.find("fence") != -1 || + t.find("net") != -1 || t.find("ivy") != -1 || t.find("tree") != -1 || + t.find("branch") != -1; + if (alpha_blend) { + // EterGrnLib TYPE_BLEND_PNT:真 alpha 混合(第 2 map 作 opacity) + mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); + mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); + } else if (kw_alpha) { + mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); + mat->set_alpha_scissor_threshold(0.5f); + mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); + } + if (two_sided) + mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); + + if (tex_name.empty()) + return mat; + std::string rp = res.resolve(tex_name, nullptr); + if (rp.empty()) { + // gr2 里常是 .dds;有时资产用别的大小写 / 扩展。先只试原名。 + return mat; + } + Ref tex = decode_dds_cached(rp); + if (tex.is_valid()) { + mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, tex); + mat->set_albedo(Color(1, 1, 1)); + } + return mat; +} + +} // namespace + +Ref get_static_mesh(const std::string &real_gr2_path, + const fmt::AssetResolver &res, StaticMeshCache &cache) { + auto it = cache.by_path.find(real_gr2_path); + if (it != cache.by_path.end()) + return it->second; + + Ref result; // invalid until success + + gr2::LoadError err; + auto loaded = mtgodot::gr2_from_file(godot::String(real_gr2_path.c_str()), &err); + if (!loaded) { + ++cache.failed; + UtilityFunctions::push_warning(String("[static] gr2 load failed: ") + + real_gr2_path.c_str() + " (" + err.message.c_str() + ")"); + cache.by_path.emplace(real_gr2_path, result); + return result; + } + const gr2::FileInfo &fi = loaded->file_info(); + + // 贴图名 -> 渲染态(来自 libgr2 dump_materials 的名字/map 推断) + std::vector mats = gr2::dump_materials(*loaded); + std::map> tex_state; // lower(tex) -> {alpha, two_sided} + for (const auto &m : mats) { + std::string k; + for (char c : m.diffuse_texture) + k += (char)std::tolower((unsigned char)c); + if (!k.empty()) + tex_state[k] = {m.alpha_blend, m.two_sided}; + } + + std::vector parts = mtgodot::build_parts(fi); + AABB bounds; + Ref mesh = mtgodot::build_mesh(fi, parts, /*flip_winding=*/false, bounds); + if (mesh.is_valid() && mesh->get_surface_count() > 0) { + for (int s = 0; s < mesh->get_surface_count() && s < (int)parts.size(); ++s) { + const mtgodot::RenderPart &rp = parts[s]; + std::string tex; + if (rp.mesh >= 0 && rp.mesh < (int)fi.meshes.size()) { + const auto &mt = fi.meshes[rp.mesh].material_textures; + if (rp.mat_index >= 0 && rp.mat_index < (int)mt.size()) + tex = mt[rp.mat_index]; + else if (!mt.empty()) + tex = mt[0]; + } + bool alpha = false, two = false; + { + std::string k; + for (char c : tex) + k += (char)std::tolower((unsigned char)c); + auto f = tex_state.find(k); + if (f != tex_state.end()) { + alpha = f->second.first; + two = f->second.second; + } + } + mesh->surface_set_material(s, material_for(tex, alpha, two, res)); + } + result = mesh; + ++cache.loaded; + } else { + ++cache.failed; + } + cache.by_path.emplace(real_gr2_path, result); + return result; +} + +void cleanup_static_object_cache() { g_dds_cache.clear(); } + +} // namespace mtgodot diff --git a/extension/src/static_object.h b/extension/src/static_object.h new file mode 100644 index 00000000..daf440ef --- /dev/null +++ b/extension/src/static_object.h @@ -0,0 +1,35 @@ +#pragma once + +#include +#include + +#include +#include + +namespace fmt { +struct AssetResolver; +} + +namespace mtgodot { + +// W3 —— 静态(无骨骼)GR2 对象。用 gr2_bridge 的 build_parts/build_mesh, +// 逐 surface 从 gr2 material binding 取贴图(走 AssetResolver 定位 + dxt 解码), +// 不建 Skeleton3D、不逐帧蒙皮。Building / DungeonBlock 用。SHINSOO §9-W3。 +// +// SHINSOO §9-W3「Metin2StaticModel 新节点 vs 拆 Metin2Model」的决策: +// 取轻量方案 —— 一个自由函数产出带材质的共享 ArrayMesh,调用方(Metin2World) +// 直接挂到 MeshInstance3D,跨实例共享同一份 mesh。 +struct StaticMeshCache { + std::map> by_path; + int loaded = 0, failed = 0; +}; + +// real_gr2_path = AssetResolver 解析后的真实路径。返回共享 ArrayMesh(含材质)。 +// 失败返回 invalid Ref。 +godot::Ref get_static_mesh(const std::string &real_gr2_path, + const fmt::AssetResolver &res, StaticMeshCache &cache); + +// 退出时清缓存的 Ref(别拖到 __cxa_finalize)。 +void cleanup_static_object_cache(); + +} // namespace mtgodot diff --git a/extension/src/terrain_splat.cpp b/extension/src/terrain_splat.cpp new file mode 100644 index 00000000..75042209 --- /dev/null +++ b/extension/src/terrain_splat.cpp @@ -0,0 +1,227 @@ +#include "terrain_splat.h" + +#include "asset_io.h" +#include "dxt.h" + +#include +#include +#include +#include +#include +#include +#include + +#include + +#include +#include + +using namespace godot; + +namespace mtgodot { + +// 最多 16 层:A1 单区块实测最多 12 个活动图层(`000004`/`003004`),旧的 8 层上限会静默丢层。 +static const int MAX_LAYERS = 16; + +namespace { + +const char *SRC_TERRAIN = R"(shader_type spatial; +render_mode diffuse_lambert, specular_disabled, cull_back; + +uniform sampler2DArray layers : source_color, filter_linear_mipmap_anisotropic, repeat_enable; +uniform sampler2D weights0 : filter_linear; // RGBA = layer 0..3 alpha +uniform sampler2D weights1 : filter_linear; // RGBA = layer 4..7 alpha +uniform sampler2D weights2 : filter_linear; // RGBA = layer 8..11 alpha +uniform sampler2D weights3 : filter_linear; // RGBA = layer 12..15 alpha +uniform vec4 layer_uv[16]; // xy = 每区块平铺频率 (8*Scale),zw = offset +uniform int layer_count = 0; +uniform sampler2D shadowmap : source_color, filter_linear; +uniform bool use_shadowmap = false; + +void fragment() { + vec3 col = vec3(0.32, 0.30, 0.24); + vec4 w[4]; + w[0] = texture(weights0, UV); + w[1] = texture(weights1, UV); + w[2] = texture(weights2, UV); + w[3] = texture(weights3, UV); + for (int i = 0; i < 16; i++) { + if (i >= layer_count) { break; } + float wi = w[i >> 2][i & 3]; + if (wi <= 0.003) { continue; } + vec2 tuv = UV * layer_uv[i].xy + layer_uv[i].zw; + vec3 lc = texture(layers, vec3(tuv, float(i))).rgb; + col = mix(col, lc, wi); + } + if (use_shadowmap) { + col *= texture(shadowmap, UV).rgb; + } + ALBEDO = col; + ROUGHNESS = 1.0; +} +)"; + +Ref g_terrain_shader; +Ref terrain_shader() { + if (g_terrain_shader.is_null()) { + g_terrain_shader.instantiate(); + g_terrain_shader->set_code(SRC_TERRAIN); + } + return g_terrain_shader; +} + +// DDS -> RGBA8 Image,resize 到 size×size。缓存(非函数静态 —— 见 cleanup)。 +std::unordered_map> g_layer_cache; +Ref layer_image(const std::string &real_path, int size) { + auto &cache = g_layer_cache; + std::string key = real_path + "@" + std::to_string(size); + auto it = cache.find(key); + if (it != cache.end()) + return it->second; + Ref out; + mtgodot::Image d = mtgodot::dds_from_file(godot::String(real_path.c_str())); + if (d.ok()) { + PackedByteArray b; + b.resize((int64_t)d.rgba.size()); + std::copy(d.rgba.begin(), d.rgba.end(), b.ptrw()); + out = godot::Image::create_from_data(d.w, d.h, false, godot::Image::FORMAT_RGBA8, b); + if (out.is_valid() && (d.w != size || d.h != size)) + out->resize(size, size, godot::Image::INTERPOLATE_BILINEAR); + if (out.is_valid()) + out->generate_mipmaps(); + } + cache.emplace(key, out); + return out; +} + +// SplatLayer.alpha (258²) -> 256² 的某个通道 +void pack_channel(uint8_t *dst /*256*256*4*/, int ch, const std::vector &alpha258) { + const int S = fmt::SPLAT_RAW_XY; // 258 + for (int y = 0; y < 256; ++y) + for (int x = 0; x < 256; ++x) + dst[(y * 256 + x) * 4 + ch] = alpha258[size_t(y + 1) * S + (x + 1)]; +} + +Ref weight_tex(const std::vector &four) { + std::vector buf(size_t(256) * 256 * 4, 0); + for (int c = 0; c < 4 && c < (int)four.size(); ++c) + if (four[c]) + pack_channel(buf.data(), c, four[c]->alpha); + PackedByteArray b; + b.resize((int64_t)buf.size()); + std::copy(buf.begin(), buf.end(), b.ptrw()); + Ref img = + godot::Image::create_from_data(256, 256, false, godot::Image::FORMAT_RGBA8, b); + return ImageTexture::create_from_image(img); +} + +} // namespace + +void cleanup_terrain_shader() { + g_terrain_shader.unref(); + g_layer_cache.clear(); // 释放缓存的 Ref,别拖到 __cxa_finalize(那时引擎已析构) +} + +Ref build_chunk_terrain_material(const fmt::SplatSet &splat, + const fmt::TextureSet &tset, const fmt::AssetResolver &res, + const String &shadowmap_path) { + // Texture2DArray 要求各 slice 同尺寸 —— 取用到的图层里的最大源边长(上限 1024), + // 只放大不缩小最大源,避免把 512² 地表贴图硬降采样(PARITY-GAP §3.4)。 + int src_max = 256; + for (const auto &L : splat.layers) { + if (L.layer >= 1 && L.layer <= (int)tset.layers.size()) { + std::string rp = res.resolve(tset.layers[L.layer - 1].texture, nullptr); + if (rp.empty()) + continue; + mtgodot::Image d = mtgodot::dds_from_file(godot::String(rp.c_str())); + if (d.ok()) + src_max = std::max(src_max, std::max(d.w, d.h)); + } + } + const int LSIZE = std::min(1024, src_max); + + int n = std::min(MAX_LAYERS, (int)splat.layers.size()); + if (n == 0) + return Ref(); + + // 颜色数组 + TypedArray imgs; + std::vector uvparm(MAX_LAYERS, Color(40, 40, 0, 0)); + Ref fallback; + { + PackedByteArray b; + b.resize(LSIZE * LSIZE * 4); + for (int i = 0; i < LSIZE * LSIZE * 4; i += 4) { + b[i] = 90; + b[i + 1] = 110; + b[i + 2] = 70; + b[i + 3] = 255; + } + fallback = godot::Image::create_from_data(LSIZE, LSIZE, false, godot::Image::FORMAT_RGBA8, b); + fallback->generate_mipmaps(); + } + for (int i = 0; i < n; ++i) { + const fmt::SplatLayer &L = splat.layers[i]; + Ref img; + if (L.layer >= 1 && L.layer <= (int)tset.layers.size()) { + const fmt::TextureLayer &tl = tset.layers[L.layer - 1]; + std::string rp = res.resolve(tl.texture, nullptr); + if (!rp.empty()) + img = layer_image(rp, LSIZE); + // 原客户端 TextureSet.cpp:185:u' = (TexCoordBase*UScale)*vtx_cm + UOffset, + // TexCoordBase = 1/(PATCH_XSIZE*CELLSCALE) = 1/3200;区块归一化 UV -> 平铺频率 = 8*Scale。 + float us = tl.u_scale > 0.01f ? tl.u_scale : 1.0f; + float vs = tl.v_scale > 0.01f ? tl.v_scale : 1.0f; + uvparm[i] = Color(8.0f * us, -8.0f * vs, tl.u_offset, -tl.v_offset); + } + imgs.push_back(img.is_valid() ? img : fallback); + } + + Ref arr; + arr.instantiate(); + arr->create_from_images(imgs); + + // 权重贴图:ceil(n/4) 张 RGBA8(每通道一层 alpha) + Ref wtex[4]; + for (int g = 0; g < 4; ++g) { + std::vector grp(4, nullptr); + for (int k = 0; k < 4; ++k) { + int li = g * 4 + k; + if (li < n) + grp[k] = &splat.layers[li]; + } + wtex[g] = weight_tex(grp); + } + + Ref mat; + mat.instantiate(); + mat->set_shader(terrain_shader()); + mat->set_shader_parameter("layers", arr); + mat->set_shader_parameter("weights0", wtex[0]); + mat->set_shader_parameter("weights1", wtex[1]); + mat->set_shader_parameter("weights2", wtex[2]); + mat->set_shader_parameter("weights3", wtex[3]); + mat->set_shader_parameter("layer_count", n); + { + Array uva; + for (int i = 0; i < MAX_LAYERS; ++i) + uva.push_back(Plane(uvparm[i].r, uvparm[i].g, uvparm[i].b, uvparm[i].a)); + mat->set_shader_parameter("layer_uv", uva); + } + + if (!shadowmap_path.is_empty()) { + mtgodot::Image sm = mtgodot::dds_from_file(shadowmap_path); + if (sm.ok()) { + PackedByteArray b; + b.resize((int64_t)sm.rgba.size()); + std::copy(sm.rgba.begin(), sm.rgba.end(), b.ptrw()); + Ref smi = godot::Image::create_from_data( + sm.w, sm.h, false, godot::Image::FORMAT_RGBA8, b); + mat->set_shader_parameter("shadowmap", ImageTexture::create_from_image(smi)); + mat->set_shader_parameter("use_shadowmap", true); + } + } + return mat; +} + +} // namespace mtgodot diff --git a/extension/src/terrain_splat.h b/extension/src/terrain_splat.h new file mode 100644 index 00000000..80eae045 --- /dev/null +++ b/extension/src/terrain_splat.h @@ -0,0 +1,32 @@ +#pragma once + +#include +#include +#include +#include + +#include +#include + +namespace fmt { +struct AssetResolver; +} + +namespace mtgodot { + +// W2 —— 真正的多图层地表材质。SHINSOO §9-W2。 +// - 每图层的 258→256 alpha 打进 RGBA8 权重贴图(≤2 张 = ≤8 图层) +// - 每图层的颜色 DDS 解码 + resize 256²,堆成 Texture2DArray +// - ShaderMaterial:逐图层按权重 mix,UV 按 TextureLayer.u_scale/offset 平铺 +// - shadowmap.dds 作为 albedo 乘法项(有则) +// 光照交给 Godot 内置 DirectionalLight(W5 由 .msenv 驱动)。 +godot::Ref build_chunk_terrain_material( + const fmt::SplatSet &splat, + const fmt::TextureSet &tset, + const fmt::AssetResolver &res, + const godot::String &shadowmap_path); + +// 清理 function-static 的 terrain shader(退出时调,避免 "shader never freed")。 +void cleanup_terrain_shader(); + +} // namespace mtgodot diff --git a/extension/src/texture_util.cpp b/extension/src/texture_util.cpp new file mode 100644 index 00000000..450a5d74 --- /dev/null +++ b/extension/src/texture_util.cpp @@ -0,0 +1,76 @@ +#include "texture_util.h" + +#include +#include + +#include +#include +#include +#include + +using namespace godot; + +namespace mtgodot { +namespace { + +int g_state = -1; // -1 = uninit, 0 = off, 1 = on +bool g_warned = false; + +void lazy_init() { + if (g_state != -1) { + return; + } + if (const char *e = std::getenv("MTGODOT_TEXCOMP")) { + g_state = (e[0] == '1') ? 1 : 0; + return; + } + // No explicit override: on for mobile targets, off for desktop (keeps the + // Phase-1 parity path byte-identical). + OS *os = OS::get_singleton(); + g_state = (os && os->has_feature("mobile")) ? 1 : 0; +} + +} // namespace + +bool texcomp_enabled() { + lazy_init(); + return g_state == 1; +} + +void texcomp_set_enabled(bool on) { + g_state = on ? 1 : 0; +} + +Ref make_color_texture(int w, int h, const uint8_t *rgba, size_t len, + bool mipmaps, TexUse use) { + if (w <= 0 || h <= 0 || rgba == nullptr || len < size_t(w) * size_t(h) * 4) { + return Ref(); + } + + PackedByteArray bytes; + bytes.resize(int64_t(w) * h * 4); + std::memcpy(bytes.ptrw(), rgba, size_t(w) * size_t(h) * 4); + + Ref img = Image::create_from_data(w, h, false, Image::FORMAT_RGBA8, bytes); + if (img.is_null()) { + return Ref(); + } + if (mipmaps) { + img->generate_mipmaps(); + } + + if (use == TexUse::COLOR && texcomp_enabled()) { + // ASTC 8x8: ~2 bpp vs 32 for RGBA8. GENERIC source hint (sRGB colour). + Error err = img->compress(Image::COMPRESS_ASTC, Image::COMPRESS_SOURCE_GENERIC, + Image::ASTC_FORMAT_8x8); + if (err != OK && !g_warned) { + g_warned = true; + UtilityFunctions::push_warning( + "mtgodot: runtime ASTC compression unavailable, using RGBA8"); + } + } + + return ImageTexture::create_from_image(img); +} + +} // namespace mtgodot diff --git a/extension/src/texture_util.h b/extension/src/texture_util.h new file mode 100644 index 00000000..aa3abb8a --- /dev/null +++ b/extension/src/texture_util.h @@ -0,0 +1,34 @@ +// texture_util —— 统一的「RGBA8 字节 -> ImageTexture」出口,可选 GPU 压缩。 +// +// 桌面默认关(与旧路径逐字节一致:create_from_data + generate_mipmaps + +// create_from_image)。移动端(OS.has_feature("mobile"))或 MTGODOT_TEXCOMP=1 +// 时,对**颜色贴图**做运行时 ASTC 8x8 压缩,省 ~6–8x 显存/带宽;编码失败自动 +// 回退 RGBA8。控制图 / 阴影图 / splat / 法线数据图不要走这个(用 RGBA8)。 +// +// BACKLOG F4 / docs/PLATFORMS.md。 +#pragma once + +#include +#include + +#include +#include +#include + +namespace mtgodot { + +// 颜色贴图(sRGB 视觉内容,可压)。法线/数据图另说,暂不压。 +enum class TexUse { COLOR }; + +// 运行时压缩开关。首次调用惰性初始化:MTGODOT_TEXCOMP 环境变量优先 +// ("1"/"0"),否则 OS.has_feature("mobile")。也可显式覆盖。 +bool texcomp_enabled(); +void texcomp_set_enabled(bool on); + +// w*h*4 的 level-0 RGBA8 -> ImageTexture。mipmaps=true 时先生成 mip 链 +// (ASTC 压缩前必须)。压缩仅在 texcomp_enabled() && use==COLOR 时发生。 +godot::Ref make_color_texture( + int w, int h, const uint8_t *rgba, size_t len, bool mipmaps, + TexUse use = TexUse::COLOR); + +} // namespace mtgodot diff --git a/extension/src/tree_placeholder.cpp b/extension/src/tree_placeholder.cpp new file mode 100644 index 00000000..71562004 --- /dev/null +++ b/extension/src/tree_placeholder.cpp @@ -0,0 +1,491 @@ +#include "tree_placeholder.h" + +#include "asset_io.h" +#include "dxt.h" +#include "texture_util.h" + +#include +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include + +using namespace godot; + +namespace mtgodot { + +namespace { + +constexpr float kPI = 3.14159265358979323846f; +constexpr float kTAU = 2.0f * kPI; + +// SpeedTree 2 的叶片是中心点 + leaf-cluster table,在顶点 shader 中展开。 +// proxy 已在 CPU 侧把叶簇展开成 card;这里只保留 alpha-test 和轻微、按实例错相的风摆。 +const char *SRC_LEAF = R"(shader_type spatial; +render_mode cull_disabled, diffuse_lambert, specular_disabled, depth_prepass_alpha; +uniform sampler2D leaf_tex : source_color, filter_linear_mipmap_anisotropic; +uniform float wind_strength = 1.0; +void vertex() { + vec3 wp = (MODEL_MATRIX * vec4(0.0, 0.0, 0.0, 1.0)).xyz; + float ph = wp.x * 0.11 + wp.z * 0.13; + float h = max(VERTEX.y, 0.0); + VERTEX.x += sin(TIME * 1.3 + ph) * 0.025 * wind_strength * h; + VERTEX.z += cos(TIME * 1.05 + ph) * 0.018 * wind_strength * h; +} +void fragment() { + vec4 c = texture(leaf_tex, UV); + if (c.a < 0.38) { discard; } + ALBEDO = c.rgb; + ROUGHNESS = 1.0; +} +)"; + +Ref g_leaf_shader; +Ref g_fallback_broadleaf; +Ref g_fallback_conifer; +std::unordered_map> g_tree_texture_cache; +std::unordered_map> g_tree_mesh_cache; + +Ref leaf_shader() { + if (g_leaf_shader.is_null()) { + g_leaf_shader.instantiate(); + g_leaf_shader->set_code(SRC_LEAF); + } + return g_leaf_shader; +} + +Ref fallback_leaf_texture(bool conifer) { + Ref &cached = conifer ? g_fallback_conifer : g_fallback_broadleaf; + if (cached.is_valid()) + return cached; + const int N = 96; + PackedByteArray b; + b.resize(N * N * 4); + for (int y = 0; y < N; ++y) { + for (int x = 0; x < N; ++x) { + const float u = (x + 0.5f) / N * 2.0f - 1.0f; + const float v = (y + 0.5f) / N * 2.0f - 1.0f; + const float d = std::sqrt(u * u + v * v); + float a = 1.0f - d; + a = a <= 0 ? 0.0f : a * a * (3.0f - 2.0f * a); + const float n = 0.5f + 0.5f * std::sin(x * 0.9f) * std::sin(y * 0.7f); + const float g = conifer ? (0.28f + 0.14f * n) : (0.40f + 0.16f * n); + const float r = conifer ? (0.11f + 0.06f * n) : (0.18f + 0.10f * n); + const float bl = 0.10f + 0.06f * n; + const int o = (y * N + x) * 4; + b[o + 0] = uint8_t(std::min(255.0f, r * 255.0f)); + b[o + 1] = uint8_t(std::min(255.0f, g * 255.0f)); + b[o + 2] = uint8_t(std::min(255.0f, bl * 255.0f)); + b[o + 3] = uint8_t(std::min(255.0f, a * 255.0f)); + } + } + Ref img = + godot::Image::create_from_data(N, N, false, godot::Image::FORMAT_RGBA8, b); + img->generate_mipmaps(); + cached = ImageTexture::create_from_image(img); + return cached; +} + +Ref load_dds_texture(const std::string &path) { + if (path.empty()) + return Ref(); + auto found = g_tree_texture_cache.find(path); + if (found != g_tree_texture_cache.end()) + return found->second; + Ref result; + mtgodot::Image d = mtgodot::dds_from_file(godot::String(path.c_str())); + if (d.ok()) { + // Bark / leaf-composite albedo (sRGB) -> mobile ASTC via + // make_color_texture (no-op on desktop; keeps mipmaps). §F4. + result = mtgodot::make_color_texture(d.w, d.h, d.rgba.data(), d.rgba.size(), + /*mipmaps=*/true); + } + g_tree_texture_cache.emplace(path, result); + return result; +} + +std::string lower(std::string s) { + std::transform(s.begin(), s.end(), s.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + return s; +} + +std::string basename(std::string path) { + for (char &c : path) + if (c == '\\') c = '/'; + const size_t slash = path.find_last_of('/'); + return slash == std::string::npos ? path : path.substr(slash + 1); +} + +std::string as_dds(std::string path) { + const size_t dot = path.find_last_of('.'); + if (dot != std::string::npos) + path.resize(dot); + return path + ".dds"; +} + +std::string resolve_sibling(const std::string &treefile, const std::string &texture, + const fmt::AssetResolver &resolver) { + if (texture.empty()) + return ""; + std::string parent = fmt::AssetResolver::normalize(treefile); + const size_t slash = parent.find_last_of('/'); + if (slash != std::string::npos) + parent.resize(slash); + else + parent.clear(); + const std::string name = as_dds(basename(texture)); + return resolver.resolve(parent.empty() ? name : parent + "/" + name, nullptr); +} + +struct TreeTextures { + Ref bark; + Ref composite; + std::string composite_name; +}; + +TreeTextures resolve_tree_textures(const std::string &treefile, + const fmt::AssetResolver &resolver) { + TreeTextures out; + const std::string spt_path = resolver.resolve(treefile, nullptr); + if (spt_path.empty()) + return out; + fmt::SptInfo info; + if (!fmt::sniff_spt_file(spt_path, info)) + return out; + std::string branch; + for (const std::string &ref : info.texture_refs) { + if (lower(ref).find("bark") != std::string::npos) { + branch = ref; + break; + } + } + if (branch.empty() && !info.texture_refs.empty()) + branch = info.texture_refs.front(); + out.bark = load_dds_texture(resolve_sibling(treefile, branch, resolver)); + out.composite_name = info.composite_texture; + out.composite = load_dds_texture( + resolve_sibling(treefile, info.composite_texture, resolver)); + return out; +} + +struct UVRect { + float u0 = 0, v0 = 0, u1 = 1, v1 = 1; +}; + +std::vector foliage_rects(const std::string &species, + const std::string &composite, bool atlas) { + if (!atlas) + return {{0, 0, 1, 1}}; + // SPT leaf-cluster UV 尚未导出;这些区域只选择各 composite atlas 中的真实叶簇, + // 不声称复原了具体树种的原始 UV。Windows exporter 接入后删除这组 proxy 布局。 + const std::string s = lower(species); + const std::string c = lower(composite); + const bool fall = s.find("fall") != std::string::npos; + const bool winter = s.find("winter") != std::string::npos; + if (c.find("b1") != std::string::npos) { + if (fall) return {{0.00f, 0.05f, 0.25f, 0.25f}, {0.25f, 0.25f, 0.50f, 0.50f}}; + return {{0.25f, 0.02f, 0.50f, 0.23f}, {0.25f, 0.18f, 0.50f, 0.36f}, + {0.00f, 0.27f, 0.27f, 0.49f}}; + } + if (c.find("b2") != std::string::npos) { + if (fall) return {{0.00f, 0.00f, 0.25f, 0.25f}, {0.25f, 0.25f, 0.50f, 0.50f}}; + return {{0.50f, 0.38f, 0.75f, 0.63f}, {0.50f, 0.63f, 0.75f, 0.88f}, + {0.00f, 0.38f, 0.25f, 0.62f}}; + } + if (c.find("b3") != std::string::npos) { + if (fall) return {{0.25f, 0.25f, 0.50f, 0.50f}}; + return {{0.00f, 0.25f, 0.25f, 0.50f}, {0.00f, 0.50f, 0.25f, 0.75f}, + {0.25f, 0.50f, 0.50f, 0.75f}}; + } + if (c.find("n1") != std::string::npos) { + if (winter) return {{0.00f, 0.36f, 0.50f, 0.58f}, {0.25f, 0.55f, 0.52f, 0.75f}}; + return {{0.00f, 0.72f, 0.28f, 0.96f}, {0.25f, 0.74f, 0.53f, 0.97f}}; + } + if (c.find("n2") != std::string::npos) { + return {{0.00f, 0.48f, 0.27f, 0.75f}, {0.26f, 0.73f, 0.58f, 1.00f}, + {0.75f, 0.48f, 1.00f, 0.80f}}; + } + return {{0, 0, 1, 1}}; +} + +struct Buf { + PackedVector3Array v, n; + PackedVector2Array uv; + PackedInt32Array idx; + + void quad(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Vector3 &d, + const UVRect &r, bool flip_u = false) { + const int base = v.size(); + const Vector3 nn = (b - a).cross(d - a).normalized(); + v.push_back(a); + v.push_back(b); + v.push_back(c); + v.push_back(d); + for (int i = 0; i < 4; ++i) + n.push_back(nn); + const float l = flip_u ? r.u1 : r.u0; + const float rr = flip_u ? r.u0 : r.u1; + uv.push_back(Vector2(l, r.v1)); + uv.push_back(Vector2(rr, r.v1)); + uv.push_back(Vector2(rr, r.v0)); + uv.push_back(Vector2(l, r.v0)); + idx.push_back(base); + idx.push_back(base + 1); + idx.push_back(base + 2); + idx.push_back(base); + idx.push_back(base + 2); + idx.push_back(base + 3); + } + + void tube_quad(const Vector3 &b0, const Vector3 &b1, const Vector3 &t1, + const Vector3 &t0, const Vector3 &n0, const Vector3 &n1, + float u0, float u1, float v0, float v1) { + const int base = v.size(); + v.push_back(b0); + v.push_back(b1); + v.push_back(t1); + v.push_back(t0); + n.push_back(n0); + n.push_back(n1); + n.push_back(n1); + n.push_back(n0); + uv.push_back(Vector2(u0, v0)); + uv.push_back(Vector2(u1, v0)); + uv.push_back(Vector2(u1, v1)); + uv.push_back(Vector2(u0, v1)); + idx.push_back(base); + idx.push_back(base + 2); + idx.push_back(base + 1); + idx.push_back(base); + idx.push_back(base + 3); + idx.push_back(base + 2); + } + + Array arrays() const { + Array a; + a.resize(Mesh::ARRAY_MAX); + a[Mesh::ARRAY_VERTEX] = v; + a[Mesh::ARRAY_NORMAL] = n; + a[Mesh::ARRAY_TEX_UV] = uv; + a[Mesh::ARRAY_INDEX] = idx; + return a; + } +}; + +void tube(Buf &m, const Vector3 &from, const Vector3 &to, + float r0, float r1, int seg, float bark_repeat = 1.0f) { + const Vector3 axis = (to - from).normalized(); + if (axis.length_squared() < 0.5f) + return; + const Vector3 helper = std::fabs(axis.y) > 0.9f ? Vector3(1, 0, 0) : Vector3(0, 1, 0); + const Vector3 u = axis.cross(helper).normalized(); + const Vector3 w = axis.cross(u).normalized(); + for (int i = 0; i < seg; ++i) { + const float a0 = float(i) / seg * kTAU; + const float a1 = float(i + 1) / seg * kTAU; + const Vector3 n0 = u * std::cos(a0) + w * std::sin(a0); + const Vector3 n1 = u * std::cos(a1) + w * std::sin(a1); + m.tube_quad(from + n0 * r0, from + n1 * r0, to + n1 * r1, to + n0 * r1, + n0, n1, float(i) / seg, float(i + 1) / seg, bark_repeat, 0.0f); + } +} + +uint32_t hash32(uint32_t s) { + s ^= s >> 16; + s *= 0x7feb352dU; + s ^= s >> 15; + s *= 0x846ca68bU; + s ^= s >> 16; + return s; +} + +float hash01(uint32_t s) { + return float(hash32(s) & 0x00FFFFFFU) / float(0x01000000U); +} + +uint32_t species_seed(const std::string &s) { + uint32_t h = 2166136261U; + for (unsigned char c : s) { + h ^= c; + h *= 16777619U; + } + return h; +} + +bool species_is_palm(const std::string &hint) { + const std::string h = lower(hint); + static const char *kw[] = {"palm", "banana", "aloe", "fern", "joshua"}; + for (const char *k : kw) + if (h.find(k) != std::string::npos) + return true; + return false; +} + +void add_branches(Buf &wood, const std::string &species, float H, bool conifer, bool palm) { + const float trunk_top = H * (palm ? 0.82f : (conifer ? 0.90f : 0.76f)); + const float trunk_r = H * (palm ? 0.028f : 0.035f); + tube(wood, Vector3(0, 0, 0), Vector3(0, trunk_top, 0), + trunk_r * 1.35f, trunk_r * 0.42f, 9, H * 0.22f); + if (palm) + return; + const int count = conifer ? 9 : 8; + const uint32_t seed = species_seed(species); + for (int i = 0; i < count; ++i) { + const float f = (i + 1.0f) / (count + 1.0f); + const float y = H * (conifer ? (0.28f + f * 0.52f) : (0.32f + f * 0.34f)); + const float angle = kTAU * (f * 1.6180339f + hash01(seed + i * 17U)); + const float len = H * (conifer ? (0.24f * (1.0f - f * 0.55f)) : + (0.18f + 0.08f * hash01(seed + i * 29U))); + const Vector3 from(0, y, 0); + const Vector3 to(std::cos(angle) * len, + y + H * (conifer ? 0.06f : (0.10f + 0.06f * hash01(seed + i * 31U))), + std::sin(angle) * len); + tube(wood, from, to, trunk_r * (0.55f - 0.20f * f), trunk_r * 0.12f, 6, + H * 0.08f); + if (!conifer && (i % 2 == 0)) { + const float side = angle + (hash01(seed + i * 37U) > 0.5f ? 0.65f : -0.65f); + const Vector3 tip = to + Vector3(std::cos(side), 0.65f, std::sin(side)) * (len * 0.42f); + tube(wood, to, tip, trunk_r * 0.16f, trunk_r * 0.05f, 5, H * 0.04f); + } + } +} + +void add_leaf_cards(Buf &leaves, const std::string &species, float H, + bool conifer, bool palm, const std::vector &rects) { + const uint32_t seed = species_seed(species); + const int count = palm ? 16 : (conifer ? 24 : 24); + for (int i = 0; i < count; ++i) { + const float a = kTAU * (float(i) * 0.6180339f + hash01(seed + i * 101U) * 0.15f); + Vector3 center; + float width = 1.0f, height = 1.0f; + if (palm) { + const float radial = H * (0.10f + 0.18f * hash01(seed + i * 103U)); + center = Vector3(std::cos(a) * radial, H * (0.78f + 0.12f * hash01(seed + i * 107U)), + std::sin(a) * radial); + width = H * 0.32f; + height = H * 0.18f; + } else if (conifer) { + const float yf = 0.30f + 0.62f * (float(i) + 0.5f) / count; + const float radial = H * 0.23f * (1.0f - yf * 0.70f) * + (0.35f + 0.65f * hash01(seed + i * 109U)); + center = Vector3(std::cos(a) * radial, H * yf, std::sin(a) * radial); + width = H * (0.18f + 0.10f * (1.0f - yf)); + height = H * 0.18f; + } else { + const float yf = hash01(seed + i * 109U); + const float yn = yf * 2.0f - 1.0f; + const float radial = H * 0.34f * std::sqrt(std::max(0.05f, 1.0f - yn * yn)) * + (0.25f + 0.75f * std::sqrt(hash01(seed + i * 113U))); + center = Vector3(std::cos(a) * radial, H * (0.58f + yf * 0.34f), + std::sin(a) * radial); + width = H * (0.23f + 0.10f * hash01(seed + i * 127U)); + height = H * (0.15f + 0.08f * hash01(seed + i * 131U)); + } + const Vector3 right(std::cos(a + kPI * 0.5f), 0, std::sin(a + kPI * 0.5f)); + const Vector3 up(0, 1, 0); + const UVRect &uv = rects[size_t(i) % rects.size()]; + auto card = [&](const Vector3 &r, bool flip) { + leaves.quad(center - r * (width * 0.5f) - up * (height * 0.5f), + center + r * (width * 0.5f) - up * (height * 0.5f), + center + r * (width * 0.5f) + up * (height * 0.5f), + center - r * (width * 0.5f) + up * (height * 0.5f), uv, flip); + }; + card(right, (i & 1) != 0); + // 原 SpeedTree leaf cluster 始终面向相机;静态 proxy 用交叉 card 保证任意视角 + // 都不会只看到一条边。离线 exporter 接入后由真实 leaf table 替代。 + const Vector3 crossed(std::cos(a), 0, std::sin(a)); + card(crossed, (i & 1) == 0); + } +} + +Ref build_proxy_impl(const std::string &species, float height_m, + const TreeTextures &textures) { + const String hint(species.c_str()); + const bool conifer = species_is_conifer(hint); + const bool palm = species_is_palm(species); + const float H = std::max(2.0f, height_m); + const bool atlas = textures.composite.is_valid(); + const std::vector rects = foliage_rects(species, textures.composite_name, atlas); + + Buf wood, leaves; + add_branches(wood, species, H, conifer, palm); + add_leaf_cards(leaves, species, H, conifer, palm, rects); + + Ref mesh; + mesh.instantiate(); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, wood.arrays()); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, leaves.arrays()); + + Ref bark; + bark.instantiate(); + bark->set_albedo(textures.bark.is_valid() ? Color(1, 1, 1) : Color(0.30f, 0.21f, 0.13f)); + bark->set_roughness(1.0f); + bark->set_texture_filter(StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC); + if (textures.bark.is_valid()) + bark->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, textures.bark); + mesh->surface_set_material(0, bark); + + Ref leaf; + leaf.instantiate(); + leaf->set_shader(leaf_shader()); + leaf->set_shader_parameter("leaf_tex", + textures.composite.is_valid() ? textures.composite : fallback_leaf_texture(conifer)); + leaf->set_shader_parameter("wind_strength", 1.0f); + mesh->surface_set_material(1, leaf); + return mesh; +} + +} // namespace + +void cleanup_tree_shader() { + g_tree_mesh_cache.clear(); + g_tree_texture_cache.clear(); + g_fallback_broadleaf.unref(); + g_fallback_conifer.unref(); + g_leaf_shader.unref(); +} + +bool species_is_conifer(const String &hint) { + const String h = hint.to_lower(); + static const char *kw[] = {"cedar", "cypress", "pine", "fir", "spruce", "conifer", "juniper", + "christmastree"}; + for (const char *k : kw) + if (h.find(k) != -1) + return true; + return false; +} + +Ref build_placeholder_tree(const String &species_hint, float height_m) { + TreeTextures empty; + return build_proxy_impl(std::string(species_hint.utf8().get_data()), height_m, empty); +} + +Ref get_tree_proxy_mesh(const std::string &treefile, + const fmt::AssetResolver &resolver, float height_m) { + const std::string key = resolver.assets_root + "|" + fmt::AssetResolver::normalize(treefile) + + "#" + std::to_string(height_m); + auto found = g_tree_mesh_cache.find(key); + if (found != g_tree_mesh_cache.end()) + return found->second; + const TreeTextures textures = resolve_tree_textures(treefile, resolver); + Ref mesh = build_proxy_impl(treefile, height_m, textures); + g_tree_mesh_cache.emplace(key, mesh); + return mesh; +} + +} // namespace mtgodot diff --git a/extension/src/tree_placeholder.h b/extension/src/tree_placeholder.h new file mode 100644 index 00000000..8b1201aa --- /dev/null +++ b/extension/src/tree_placeholder.h @@ -0,0 +1,34 @@ +#pragma once + +#include +#include +#include + +#include + +namespace fmt { +struct AssetResolver; +} + +// W4/R2 —— `.spt` 几何尚未跨平台读取(见 formats/spt.h),运行时使用 tree proxy: +// 确定性枝干 + 多组交叉叶簇,并优先采用 .spt 指向的真实 bark/composite DDS。 +// 一份共享 mesh / treefile,逐实例只由 MultiMesh 承载原 AreaData 位置。 +namespace mtgodot { + +// species_hint = treefile 名(判针叶/阔叶)。height_m ≈ 期望树高(米)。 +godot::Ref build_placeholder_tree(const godot::String &species_hint, + float height_m = 12.0f); + +// R2 tree proxy:保留无专有运行时的限制,但从 .spt 嗅探真实树皮和 composite atlas, +// 用确定性的枝干/叶簇 mesh 近似 SpeedTree 的 branch/frond/leaf 分层。结果按 treefile 缓存, +// 可安全用于每树种一个 MultiMesh。若资源解析失败,自动退回纯程序化材质。 +godot::Ref get_tree_proxy_mesh(const std::string &treefile, + const fmt::AssetResolver &resolver, float height_m = 12.0f); + +// 从 treefile 名猜是否针叶(cedar / cypress / pine / fir / spruce…)。 +bool species_is_conifer(const godot::String &species_hint); + +// 退出时清 shader、DDS 和 treefile->mesh 缓存。 +void cleanup_tree_shader(); + +} // namespace mtgodot diff --git a/extension/src/water_builder.cpp b/extension/src/water_builder.cpp new file mode 100644 index 00000000..71ad8f76 --- /dev/null +++ b/extension/src/water_builder.cpp @@ -0,0 +1,199 @@ +#include "water_builder.h" + +#include "asset_io.h" +#include "dxt.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include // terrain_height_at + +#include + +using namespace godot; + +namespace mtgodot { + +namespace { + +// 30 帧序列 + 逐顶点水深 alpha(顶点 COLOR.a) + 轻微高度浮动。 +// UV = 世界米;平铺频率在 shader 里按 1/(CELLSCALE*4 cm) = 1/8m。 +const char *SRC_WATER = R"(shader_type spatial; +render_mode blend_mix, cull_disabled, depth_draw_never, diffuse_lambert, specular_schlick_ggx; + +uniform sampler2DArray frames : source_color, filter_linear_mipmap, repeat_enable; +uniform vec3 tint : source_color = vec3(0.10, 0.22, 0.26); +uniform float uv_per_meter = 0.125; // 1/8m,= 原客户端 1/(CELLSCALE*4) +uniform float bob_amp = 0.06; // 高度浮动幅度(米),近似 MapOutdoorWater 0..-15cm + +void vertex() { + VERTEX.y += sin(TIME * 0.6 + VERTEX.x * 0.01 + VERTEX.z * 0.013) * bob_amp; +} + +void fragment() { + int f = int(mod(TIME * 1000.0 / 70.0, 30.0)); // 70ms/帧 + vec2 uv = UV * uv_per_meter; + vec3 tex = texture(frames, vec3(uv, float(f))).rgb; + float fres = pow(1.0 - clamp(dot(normalize(VIEW), NORMAL), 0.0, 1.0), 3.0); + ALBEDO = mix(tint, tex, 0.6) + fres * 0.15; + ALPHA = clamp(COLOR.a + fres * 0.25, 0.12, 0.95); + ROUGHNESS = 0.08; + METALLIC = 0.0; + SPECULAR = 0.6; +} +)"; + +Ref g_water_shader; +Ref g_water_mat; // 30 帧数组只建一次 + +Ref water_material(const fmt::AssetResolver &res) { + if (g_water_mat.is_valid()) + return g_water_mat; + if (g_water_shader.is_null()) { + g_water_shader.instantiate(); + g_water_shader->set_code(SRC_WATER); + } + Ref m; + m.instantiate(); + m->set_shader(g_water_shader); + + // special/water/01..30.dds + TypedArray imgs; + int W = 0, H = 0; + for (int i = 1; i <= 30; ++i) { + char nm[64]; + std::snprintf(nm, sizeof(nm), "d:/ymir work/special/water/%02d.dds", i); + std::string rp = res.resolve(nm, nullptr); + mtgodot::Image d = rp.empty() ? mtgodot::Image{} : mtgodot::dds_from_file(godot::String(rp.c_str())); + if (!d.ok()) + break; + if (W == 0) { + W = d.w; + H = d.h; + } + PackedByteArray b; + b.resize((int64_t)d.rgba.size()); + std::copy(d.rgba.begin(), d.rgba.end(), b.ptrw()); + Ref img = + godot::Image::create_from_data(d.w, d.h, false, godot::Image::FORMAT_RGBA8, b); + if (img.is_valid() && (d.w != W || d.h != H)) + img->resize(W, H, godot::Image::INTERPOLATE_BILINEAR); + if (img.is_valid()) + img->generate_mipmaps(); + imgs.push_back(img); + } + if (imgs.size() == 30) { + Ref arr; + arr.instantiate(); + arr->create_from_images(imgs); + m->set_shader_parameter("frames", arr); + } + g_water_mat = m; + return m; +} + +} // namespace + +void cleanup_water_shader() { + g_water_shader.unref(); + g_water_mat.unref(); +} + +std::vector build_chunk_water(const fmt::WaterMap &wm, const fmt::HeightMap &hm, + int tile_x, int tile_y, double height_scale, const fmt::AssetResolver &res) { + std::vector out; + if (wm.layer_count == 0 || wm.ids.size() != size_t(fmt::WATERMAP_XY) * fmt::WATERMAP_XY) + return out; + + const int W = fmt::WATERMAP_XY; // 128 + const double CELL_M = double(fmt::m2coord::CELLSCALE) * fmt::m2coord::CM_TO_M; // 2m/texel + const double X0 = double(tile_x) * fmt::m2coord::CHUNK_CM * fmt::m2coord::CM_TO_M; + const double Z0 = double(tile_y) * fmt::m2coord::CHUNK_CM * fmt::m2coord::CM_TO_M; + + auto depth_alpha = [&](int tex_x, int tex_y, double water_h_cm) -> float { + // 水 texel (tex_x,tex_y) 对应的区块本地 cm(texel = 1 格 = CELLSCALE) + double lx = tex_x * double(fmt::m2coord::CELLSCALE); + double ly = tex_y * double(fmt::m2coord::CELLSCALE); + double th = fmt::terrain_height_at(hm, lx, ly, height_scale); // cm + double depth_cm = water_h_cm - th; + float a = float(depth_cm / 60.0); // 60cm 深 -> 接近不透明 + return a < 0.12f ? 0.12f : (a > 0.9f ? 0.9f : a); + }; + + for (int layer = 0; layer < wm.layer_count; ++layer) { + double h_cm = double(layer < (int)wm.heights.size() ? wm.heights[layer] : 0) * height_scale; + float gy = float(h_cm * fmt::m2coord::CM_TO_M); + + PackedVector3Array v; + PackedVector3Array n; + PackedVector2Array uv; + PackedColorArray col; + PackedInt32Array idx; + for (int y = 0; y < W; ++y) { + int x = 0; + while (x < W) { + if (wm.ids[y * W + x] != layer) { + ++x; + continue; + } + int xs = x; + while (x < W && wm.ids[y * W + x] == layer) + ++x; + double x0 = X0 + xs * CELL_M, x1 = X0 + x * CELL_M; + double z0 = Z0 + y * CELL_M, z1 = Z0 + (y + 1) * CELL_M; + int base = v.size(); + v.push_back(Vector3(x0, gy, z0)); + v.push_back(Vector3(x1, gy, z0)); + v.push_back(Vector3(x1, gy, z1)); + v.push_back(Vector3(x0, gy, z1)); + for (int k = 0; k < 4; ++k) + n.push_back(Vector3(0, 1, 0)); + uv.push_back(Vector2(float(x0), float(z0))); + uv.push_back(Vector2(float(x1), float(z0))); + uv.push_back(Vector2(float(x1), float(z1))); + uv.push_back(Vector2(float(x0), float(z1))); + float aLL = depth_alpha(xs, y, h_cm), aLR = depth_alpha(x, y, h_cm); + float aUR = depth_alpha(x, y + 1, h_cm), aUL = depth_alpha(xs, y + 1, h_cm); + col.push_back(Color(1, 1, 1, aLL)); + col.push_back(Color(1, 1, 1, aLR)); + col.push_back(Color(1, 1, 1, aUR)); + col.push_back(Color(1, 1, 1, aUL)); + idx.push_back(base); + idx.push_back(base + 2); + idx.push_back(base + 1); + idx.push_back(base); + idx.push_back(base + 3); + idx.push_back(base + 2); + } + } + if (v.is_empty()) + continue; + + Array arr; + arr.resize(Mesh::ARRAY_MAX); + arr[Mesh::ARRAY_VERTEX] = v; + arr[Mesh::ARRAY_NORMAL] = n; + arr[Mesh::ARRAY_TEX_UV] = uv; + arr[Mesh::ARRAY_COLOR] = col; + arr[Mesh::ARRAY_INDEX] = idx; + + Ref mesh; + mesh.instantiate(); + mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr); + mesh->surface_set_material(0, water_material(res)); + out.push_back({mesh, gy}); + } + return out; +} + +} // namespace mtgodot diff --git a/extension/src/water_builder.h b/extension/src/water_builder.h new file mode 100644 index 00000000..889ba71c --- /dev/null +++ b/extension/src/water_builder.h @@ -0,0 +1,30 @@ +#pragma once + +#include +#include + +#include + +#include + +namespace fmt { +struct AssetResolver; +} + +// W7 / PARITY §4 —— water.wtr -> 每层水面网格(texel 掩膜)+ 共享水材质。 +// 水材质用原客户端资产:`special/water/01..30.dds` 30 帧序列(`MapOutdoorWater.cpp:14/43`, +// 70ms/帧),UV 平铺频率 = 1/(CELLSCALE*4)(每 4 格一循环),逐顶点水深 alpha,轻微高度浮动。 +namespace mtgodot { + +struct WaterPiece { + godot::Ref mesh; // Godot 空间,已含区块原点 + float godot_y = 0; +}; + +// hm/height_scale 用来算每个水面顶点下方的地形高度 -> 水深 -> alpha。 +std::vector build_chunk_water(const fmt::WaterMap &wm, const fmt::HeightMap &hm, + int tile_x, int tile_y, double height_scale, const fmt::AssetResolver &res); + +void cleanup_water_shader(); + +} // namespace mtgodot diff --git a/extension/tests/net_cipher_test.cpp b/extension/tests/net_cipher_test.cpp new file mode 100644 index 00000000..f61ef53b --- /dev/null +++ b/extension/tests/net_cipher_test.cpp @@ -0,0 +1,112 @@ +// mtnet::SecureCipher round trip — exercises the full Metin2 KX handshake + +// stream cipher + AEAD session-token path offline (no server needed). +#include "../src/net/secure_cipher.h" +#include "../src/net/wire.h" + +#include +#include +#include +#include + +using mtnet::SecureCipher; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +int main() { + CHECK(SecureCipher::ensure_sodium_init(), "sodium_init"); + + // --- key exchange: server sends KEY_CHALLENGE, client answers KEY_RESPONSE --- + SecureCipher server, client; + CHECK(server.initialize(), "server initialize"); + CHECK(client.initialize(), "client initialize"); + + uint8_t server_pk[SecureCipher::PK_SIZE]; + server.get_public_key(server_pk); + + uint8_t challenge[SecureCipher::CHALLENGE_SIZE]; + randombytes_buf(challenge, sizeof(challenge)); + + CHECK(client.compute_client_keys(server_pk), "client compute keys"); + + uint8_t client_pk[SecureCipher::PK_SIZE]; + client.get_public_key(client_pk); + CHECK(server.compute_server_keys(client_pk), "server compute keys"); + + uint8_t response[crypto_auth_BYTES]; + client.compute_challenge_response(challenge, response); + CHECK(server.verify_challenge_response(challenge, response), "server verifies challenge response"); + + // tamper -> must fail + uint8_t bad = response[0] ^ 0xFF; + uint8_t bad_resp[crypto_auth_BYTES]; + std::memcpy(bad_resp, response, sizeof(response)); + bad_resp[0] = bad; + CHECK(!server.verify_challenge_response(challenge, bad_resp), "tampered response rejected"); + + // --- KEY_COMPLETE: server encrypts a session token, client decrypts it --- + uint8_t token[SecureCipher::SESSION_TOKEN_SIZE]; + randombytes_buf(token, sizeof(token)); + uint8_t enc[SecureCipher::SESSION_TOKEN_SIZE + SecureCipher::TAG_SIZE]; + uint8_t nonce[SecureCipher::NONCE_SIZE]; + CHECK(server.encrypt_token(token, sizeof(token), enc, nonce), "server encrypt token"); + + uint8_t dec[SecureCipher::SESSION_TOKEN_SIZE]; + CHECK(client.decrypt_token(enc, sizeof(enc), nonce, dec), "client decrypt token"); + CHECK(std::memcmp(token, dec, sizeof(token)) == 0, "session token round trips"); + + server.set_activated(true); + client.set_activated(true); + + // --- stream cipher: C->S traffic in arbitrary chunks, order-sensitive --- + const std::vector chunk_sizes = {1, 4, 60, 3, 5, 100, 7, 64, 200, 13}; + std::string acc_plain, acc_recovered; + for (size_t n : chunk_sizes) { + std::vector buf(n); + for (size_t i = 0; i < n; ++i) { + buf[i] = static_cast((acc_plain.size() + i) * 7 + 1); + } + acc_plain.append(reinterpret_cast(buf.data()), n); + client.encrypt_in_place(buf.data(), n); // C->S encrypt + // on the wire it looks like ciphertext; server decrypts the same bytes + server.decrypt_in_place(buf.data(), n); + acc_recovered.append(reinterpret_cast(buf.data()), n); + } + CHECK(acc_plain == acc_recovered, "C->S stream recovers across chunk boundaries"); + CHECK(client.tx_nonce() == acc_plain.size(), "client tx byte counter advanced"); + CHECK(server.rx_nonce() == acc_plain.size(), "server rx byte counter advanced"); + + // --- S->C direction is independent --- + { + std::vector buf(150); + for (size_t i = 0; i < buf.size(); ++i) { + buf[i] = static_cast(i ^ 0x5A); + } + std::vector orig = buf; + server.encrypt_in_place(buf.data(), buf.size()); // S->C + CHECK(buf != orig, "S->C ciphertext differs from plaintext"); + client.decrypt_in_place(buf.data(), buf.size()); + CHECK(buf == orig, "S->C stream round trips"); + } + + // --- wire.h struct sizes (must match the fork's #pragma pack(1) layout) --- + CHECK(sizeof(mtnet::DynHeader) == 4, "DynHeader is 4 bytes"); + CHECK(sizeof(mtnet::GCKeyChallenge) == 4 + 32 + 32 + 4, "GCKeyChallenge 72 bytes"); + CHECK(sizeof(mtnet::CGKeyResponse) == 4 + 32 + 32, "CGKeyResponse 68 bytes"); + CHECK(sizeof(mtnet::GCKeyComplete) == 4 + 48 + 24, "GCKeyComplete 76 bytes"); + CHECK(sizeof(mtnet::CGLogin3) == 4 + 31 + 17, "CGLogin3 52 bytes"); + CHECK(sizeof(mtnet::GCAuthSuccess) == 4 + 4 + 1, "GCAuthSuccess 9 bytes"); + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/extension/tests/net_entity_test.cpp b/extension/tests/net_entity_test.cpp new file mode 100644 index 00000000..7d570c2f --- /dev/null +++ b/extension/tests/net_entity_test.cpp @@ -0,0 +1,1472 @@ +// EntityStore — synthetic game-phase packets in, entity state + interpolation out. +#include "../src/net/entity_store.h" +#include "../src/net/wire.h" + +#include +#include +#include + +using namespace mtnet; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +template +static std::vector pkt(const T &s) { + std::vector b(sizeof(T)); + std::memcpy(b.data(), &s, sizeof(T)); + return b; +} + +int main() { + EntityStore es; + es.set_now(0); + + // --- main character spawn --- + GCMainCharacter mc{}; + mc.header = GC_MAIN_CHARACTER; + mc.length = sizeof(mc); + mc.vid = 1; + mc.race = 4; + std::strcpy(mc.name, "Hero"); + mc.x = 1000; + mc.y = 2000; + mc.z = 5; + auto b = pkt(mc); + es.apply(GC_MAIN_CHARACTER, b.data(), (uint16_t)b.size()); + CHECK(es.main_vid() == 1, "main vid set"); + CHECK(es.get(1) && es.get(1)->is_main, "main entity is_main"); + CHECK(es.get(1)->name == "Hero", "main name"); + CHECK(es.get(1)->x == 1000 && es.get(1)->y == 2000, "main pos"); + + // --- another character appears --- + GCCharacterAdd add{}; + add.header = GC_CHARACTER_ADD; + add.length = sizeof(add); + add.vid = 2; + add.race = 1; + add.x = 500; + add.y = 500; + add.z = 0; + add.angle = 90.0f; + add.moving_speed = 120; + add.attack_speed = 135; + b = pkt(add); + es.apply(GC_CHARACTER_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.get(2) != nullptr, "entity 2 spawned"); + CHECK(es.get(2)->x == 500 && es.get(2)->y == 500, "entity 2 pos"); + CHECK(es.get(2)->moving_speed == 120 && es.get(2)->attack_speed == 135, + "entity 2 movement + attack speed"); + CHECK(es.size() == 2, "2 entities"); + + // change events: 1 spawn (main) + 1 spawn (entity 2) (+ MainSet dedupe tolerated) + { + auto ch = es.drain_changes(); + int spawns = 0, mainsets = 0; + for (auto &c : ch) { + if (c.kind == EntityStore::ChangeKind::Spawn) { + ++spawns; + } + if (c.kind == EntityStore::ChangeKind::MainSet) { + ++mainsets; + } + } + CHECK(spawns == 2, "2 spawn changes"); + CHECK(es.drain_changes().empty(), "changes drained"); + } + + // --- GC_CHAR_ADD_INFO fills name / level / guild / mount for entity 2 --- + { + GCCharAddInfo ai{}; + ai.header = GC_CHAR_ADD_INFO; + ai.length = sizeof(ai); + ai.vid = 2; + std::strcpy(ai.name, "Wolf"); + ai.parts[0] = 111; + ai.level = 12; + ai.guild_id = 7; + ai.alignment = -500; + ai.pk_mode = 3; + ai.mount_vnum = 20114; + b = pkt(ai); + es.apply(GC_CHAR_ADD_INFO, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->name == "Wolf" && es.get(2)->level == 12, "add_info: name + level"); + CHECK(es.get(2)->guild == 7 && es.get(2)->pk_mode == 3, "add_info: guild + pk_mode"); + CHECK(es.get(2)->mount_vnum == 20114, "add_info: mount"); + auto mc = es.drain_mount_changes(); + CHECK(mc.size() == 1 && mc[0] == 2, "add_info: mount change emitted"); + int infos = 0; + for (auto &c : es.drain_changes()) { + if (c.kind == EntityStore::ChangeKind::Info && c.vid == 2) { + ++infos; + } + } + CHECK(infos == 1, "add_info: Info change emitted for scene re-read"); + } + + // --- GC_CHARACTER_UPDATE changes parts / mount for entity 2 --- + { + GCCharacterUpdate up{}; + up.header = GC_CHARACTER_UPDATE; + up.length = sizeof(up); + up.vid = 2; + up.parts[1] = 222; + up.guild_id = 9; + up.moving_speed = 140; + up.attack_speed = 155; + up.mount_vnum = 0; // dismount + b = pkt(up); + es.apply(GC_CHARACTER_UPDATE, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->parts[1] == 222 && es.get(2)->guild == 9 && + es.get(2)->moving_speed == 140 && es.get(2)->attack_speed == 155, + "update: parts + guild + speeds"); + CHECK(es.get(2)->mount_vnum == 0, "update: dismounted"); + auto mc = es.drain_mount_changes(); + CHECK(mc.size() == 1 && mc[0] == 2, "update: mount change emitted"); + int uinfo = 0; + for (auto &c : es.drain_changes()) { + if (c.kind == EntityStore::ChangeKind::Info && c.vid == 2) { + ++uinfo; + } + } + CHECK(uinfo == 1, "update: parts changed -> Info change (costume/equip re-read)"); + } + + // --- entity 2 gets a MOVE: (500,500) -> (1500,500) over 1000ms starting now(=0) --- + GCMove mv{}; + mv.header = GC_MOVE; + mv.length = sizeof(mv); + mv.vid = 2; + mv.func = FUNC_MOVE; + mv.rot = 0; + mv.x = 1500; + mv.y = 500; + mv.time = 0; + mv.duration = 1000; + b = pkt(mv); + es.set_now(0); + es.apply(GC_MOVE, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->moving, "entity 2 moving"); + + es.set_now(500); + es.tick(); + CHECK(std::abs(es.get(2)->x - 1000.0f) < 1.0f, "entity 2 halfway x"); + CHECK(es.get(2)->moving, "still moving at t=0.5"); + + es.set_now(1000); + es.tick(); + CHECK(std::abs(es.get(2)->x - 1500.0f) < 0.01f, "entity 2 arrived x"); + CHECK(!es.get(2)->moving, "stopped at t=1"); + CHECK(es.get(2)->func == FUNC_WAIT, "func back to WAIT"); + + // --- a non-move func snaps --- + GCMove atk{}; + atk.header = GC_MOVE; + atk.length = sizeof(atk); + atk.vid = 2; + atk.func = FUNC_ATTACK; + atk.x = 1600; + atk.y = 600; + atk.duration = 0; + b = pkt(atk); + es.apply(GC_MOVE, b.data(), (uint16_t)b.size()); + CHECK(!es.get(2)->moving && es.get(2)->x == 1600, "attack func snaps position"); + CHECK(es.get(2)->func == FUNC_ATTACK, "func = ATTACK"); + + // --- movement metadata + batched correction packets --- + { + GCChangeSpeed speed{GC_CHANGE_SPEED, sizeof(GCChangeSpeed), 2, 175}; + b = pkt(speed); + es.apply(GC_CHANGE_SPEED, b.data(), (uint16_t)b.size()); + GCWalkMode walk{GC_WALK_MODE, sizeof(GCWalkMode), 2, 1}; + b = pkt(walk); + es.apply(GC_WALK_MODE, b.data(), (uint16_t)b.size()); + GCCharacterPosition pos{GC_CHARACTER_POSITION, sizeof(GCCharacterPosition), 2, 4}; + b = pkt(pos); + es.apply(GC_CHARACTER_POSITION, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->moving_speed == 175 && es.get(2)->walk_mode == 1 && es.get(2)->position == 4, + "movement: speed, walk mode and position state"); + std::vector sync(sizeof(GCSyncPosition) + 2 * sizeof(GCSyncPositionElement)); + GCSyncPosition sync_head{GC_SYNC_POSITION, (uint16_t)sync.size()}; + GCSyncPositionElement sync_elems[2] = {{2, 2222, 3333}, {999, 1, 1}}; + std::memcpy(sync.data(), &sync_head, sizeof(sync_head)); + std::memcpy(sync.data() + sizeof(sync_head), sync_elems, sizeof(sync_elems)); + es.apply(GC_SYNC_POSITION, sync.data(), (uint16_t)sync.size()); + CHECK(es.get(2)->x == 2222 && es.get(2)->y == 3333 && !es.get(2)->moving, + "movement: sync position snaps known entity"); + } + + // --- chat (variable length) --- + { + const char *text = "hello world"; + std::vector cb(sizeof(GCChat) + std::strlen(text) + 1); + GCChat head{}; + head.header = GC_CHAT; + head.length = (uint16_t)cb.size(); + head.type = 0; + head.vid = 2; + std::memcpy(cb.data(), &head, sizeof(head)); + std::memcpy(cb.data() + sizeof(head), text, std::strlen(text) + 1); + es.apply(GC_CHAT, cb.data(), (uint16_t)cb.size()); + auto msgs = es.drain_chat(); + CHECK(msgs.size() == 1, "1 chat msg"); + CHECK(msgs.size() == 1 && msgs[0].vid == 2 && msgs[0].text == "hello world", "chat parsed"); + } + + // --- whisper (GC_WHISPER, variable) --- + { + const char *text = "psst"; + std::vector wb(sizeof(GCWhisper) + std::strlen(text) + 1); + GCWhisper head{}; + head.header = GC_WHISPER; + head.length = (uint16_t)wb.size(); + head.type = WHISPER_TYPE_CHAT; + std::strcpy(head.from_name, "Alice"); + std::memcpy(wb.data(), &head, sizeof(head)); + std::memcpy(wb.data() + sizeof(head), text, std::strlen(text) + 1); + es.apply(GC_WHISPER, wb.data(), (uint16_t)wb.size()); + auto w = es.drain_chat(); + CHECK(w.size() == 1 && w[0].type == CHAT_TYPE_WHISPER && w[0].from == "Alice" + && w[0].text == "psst" && w[0].sub == WHISPER_TYPE_CHAT, "whisper parsed"); + } + + // --- combat / status packets ------------------------------------------ + + // GC_PLAYER_POINTS: full stat block for the main char (vid 1) + { + GCPlayerPoints pts{}; + pts.header = GC_PLAYER_POINTS; + pts.length = sizeof(pts); + pts.points[POINT_LEVEL] = 12; + pts.points[POINT_HP] = 350; + pts.points[POINT_MAX_HP] = 500; + pts.points[POINT_SP] = 40; + pts.points[POINT_MAX_SP] = 200; + pts.points[POINT_GOLD] = 9999; + pts.points[POINT_ATT_SPEED] = 150; + pts.points[POINT_ENERGY] = 75; + pts.points[POINT_ENERGY_END_TIME] = 123456; + b = pkt(pts); + es.apply(GC_PLAYER_POINTS, b.data(), (uint16_t)b.size()); + CHECK(es.take_points_dirty(), "points dirty after GC_PLAYER_POINTS"); + CHECK(!es.take_points_dirty(), "points dirty flag consumed"); + CHECK(es.points().hp() == 350 && es.points().max_hp() == 500, "points hp/max_hp"); + CHECK(es.points().level() == 12 && es.points().gold() == 9999, "points level/gold"); + CHECK(es.points().energy() == 75 && es.points().energy_end_time() == 123456, + "points energy + expiry"); + CHECK(es.get(1)->hp == 350 && es.get(1)->max_hp == 500 && es.get(1)->attack_speed == 150, + "main entity mirrors points + attack speed"); + auto v = es.drain_vitals(); + CHECK(v.size() == 1 && v[0] == 1, "vitals: main vid marked"); + } + + // GC_PLAYER_POINT_CHANGE: entity 2's HP drops to 80 + { + GCPointChange pc{}; + pc.header = GC_PLAYER_POINT_CHANGE; + pc.length = sizeof(pc); + pc.vid = 2; + pc.type = POINT_HP; + pc.amount = -20; + pc.value = 80; + b = pkt(pc); + es.apply(GC_PLAYER_POINT_CHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->hp == 80, "entity 2 hp from point_change"); + auto v = es.drain_vitals(); + CHECK(v.size() == 1 && v[0] == 2, "vitals: entity 2 marked"); + } + + // GC_DAMAGE_INFO: a crit for 137 over entity 2 + { + GCDamageInfo di{}; + di.header = GC_DAMAGE_INFO; + di.length = sizeof(di); + di.vid = 2; + di.flag = DAMAGE_NORMAL | DAMAGE_CRITICAL; + di.damage = 137; + b = pkt(di); + es.apply(GC_DAMAGE_INFO, b.data(), (uint16_t)b.size()); + auto d = es.drain_damage(); + CHECK(d.size() == 1 && d[0].vid == 2 && d[0].amount == 137, "damage event"); + CHECK(d.size() == 1 && (d[0].flag & DAMAGE_CRITICAL), "damage flag: crit"); + CHECK(es.drain_damage().empty(), "damage drained"); + } + + // GC_MOTION: entity 2 plays motion 3 at victim 1 + { + GCMotion mo{}; + mo.header = GC_MOTION; + mo.length = sizeof(mo); + mo.vid = 2; + mo.victim_vid = 1; + mo.motion = 3; + b = pkt(mo); + es.apply(GC_MOTION, b.data(), (uint16_t)b.size()); + auto ms = es.drain_motions(); + CHECK(ms.size() == 1 && ms[0].vid == 2 && ms[0].victim_vid == 1 && ms[0].motion == 3, + "motion event"); + } + + // GC_DIG_MOTION: repeated mining animation toward a target. + { + GCDigMotion dig{GC_DIG_MOTION, sizeof(GCDigMotion), 2, 1, 3}; + b = pkt(dig); + es.apply(GC_DIG_MOTION, b.data(), (uint16_t)b.size()); + auto ds = es.drain_dig_motions(); + CHECK(ds.size() == 1 && ds[0].vid == 2 && ds[0].target_vid == 1 && ds[0].count == 3, + "dig motion event"); + } + + // GC_STUN then GC_DEAD for entity 2 + { + GCStun st{GC_STUN, sizeof(GCStun), 2}; + b = pkt(st); + es.apply(GC_STUN, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->stunned, "entity 2 stunned"); + + GCDead dd{GC_DEAD, sizeof(GCDead), 2}; + b = pkt(dd); + es.apply(GC_DEAD, b.data(), (uint16_t)b.size()); + CHECK(es.get(2)->dead && es.get(2)->hp == 0, "entity 2 dead, hp 0"); + CHECK(!es.get(2)->moving && es.get(2)->func == FUNC_WAIT, "dead entity idle"); + bool marked = false; + for (uint32_t v : es.drain_vitals()) { + if (v == 2) { + marked = true; + } + } + CHECK(marked, "vitals: entity 2 marked by stun/dead"); + } + + // GC_TARGET_INFO: selected target 2 at 16% hp + { + GCTargetInfo ti{GC_TARGET_INFO, sizeof(GCTargetInfo), 2, 16}; + b = pkt(ti); + es.apply(GC_TARGET_INFO, b.data(), (uint16_t)b.size()); + CHECK(es.target_vid() == 2 && es.target_hp_pct() == 16, "target info"); + CHECK(es.take_target_dirty() && !es.take_target_dirty(), "target dirty flag"); + } + + // --- items ----------------------------------------------------------- + + // GC_ITEM_SET: put a sword (vnum 19, x1) in inventory cell 5 with 2 attrs + { + GCItemSet s{}; + s.header = GC_ITEM_SET; + s.length = sizeof(s); + s.pos = {WINDOW_INVENTORY, 5}; + s.vnum = 19; + s.count = 1; + s.flags = 0x2; + s.sockets[0] = 28960; + s.attrs[0] = {5, 30}; // type 5, +30 + s.attrs[1] = {7, 12}; + b = pkt(s); + es.apply(GC_ITEM_SET, b.data(), (uint16_t)b.size()); + CHECK(es.inv_slot(5).vnum == 19 && es.inv_slot(5).count == 1, "item: inv cell 5 set"); + CHECK(es.inv_slot(5).sockets[0] == 28960, "item: socket kept"); + CHECK(es.inv_slot(5).attrs[1].type == 7 && es.inv_slot(5).attrs[1].value == 12, "item: attr kept"); + auto ic = es.drain_inv(); + CHECK(ic.size() == 1 && ic[0].window == WINDOW_INVENTORY && ic[0].cell == 5, "item: inv change emitted"); + } + + // GC_ITEM_SET to EQUIPMENT wear slot 1 (body armor) + { + GCItemSet s{}; + s.header = GC_ITEM_SET; + s.length = sizeof(s); + s.pos = {WINDOW_EQUIPMENT, 1}; + s.vnum = 11209; + s.count = 1; + b = pkt(s); + es.apply(GC_ITEM_SET, b.data(), (uint16_t)b.size()); + CHECK(es.equip_slot(1).vnum == 11209, "item: equipment wear 1 set"); + } + + // Costume / ring / belt positions arrive as the global equipment cells + // (90 + wear), not as part of the old 11-slot packet array. + { + GCItemSet s{}; + s.header = GC_ITEM_SET; + s.length = sizeof(s); + s.pos = {WINDOW_EQUIPMENT, (uint16_t)(EQUIPMENT_SLOT_START + 23)}; + s.vnum = 18000; + s.count = 1; + b = pkt(s); + es.apply(GC_ITEM_SET, b.data(), (uint16_t)b.size()); + CHECK(es.equip_slot(23).vnum == 18000, "item: extended belt wear 23 set"); + } + { + GCItemSet s{}; + s.header = GC_ITEM_SET; + s.length = sizeof(s); + s.pos = {WINDOW_BELT, (uint16_t)(BELT_INVENTORY_SLOT_START + 15)}; + s.vnum = 72700; + s.count = 1; + b = pkt(s); + es.apply(GC_ITEM_SET, b.data(), (uint16_t)b.size()); + CHECK(es.belt_slot(15).vnum == 72700, "item: belt inventory slot 15 set"); + } + + // GC_ITEM_UPDATE: cell 5 count -> 3 + { + GCItemUpdate u{}; + u.header = GC_ITEM_UPDATE; + u.length = sizeof(u); + u.cell = {WINDOW_INVENTORY, 5}; + u.count = 3; + b = pkt(u); + es.apply(GC_ITEM_UPDATE, b.data(), (uint16_t)b.size()); + CHECK(es.inv_slot(5).count == 3 && es.inv_slot(5).vnum == 19, "item: update count, vnum kept"); + } + + // GC_ITEM_DEL: clear cell 5 + { + GCItemDel dl{}; + dl.header = GC_ITEM_DEL; + dl.length = sizeof(dl); + dl.pos = {WINDOW_INVENTORY, 5}; + b = pkt(dl); + es.apply(GC_ITEM_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.inv_slot(5).empty(), "item: cell 5 cleared"); + } + + // GC_ITEM_GROUND_ADD / DEL + { + GCItemGroundAdd ga{}; + ga.header = GC_ITEM_GROUND_ADD; + ga.length = sizeof(ga); + ga.vid = 5000; + ga.vnum = 27; + ga.x = 1234; + ga.y = 5678; + b = pkt(ga); + es.apply(GC_ITEM_GROUND_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.ground(5000) && es.ground(5000)->vnum == 27, "item: ground add"); + GCItemOwnership own{}; + own.header = GC_ITEM_OWNERSHIP; + own.length = sizeof(own); + own.vid = 5000; + std::strcpy(own.owner, "Tester"); + b = pkt(own); + es.apply(GC_ITEM_OWNERSHIP, b.data(), (uint16_t)b.size()); + CHECK(es.ground(5000) && es.ground(5000)->owner == "Tester", "item: ground ownership"); + auto gc = es.drain_ground(); + CHECK(gc.size() == 2 && gc[0].vid == 5000 && gc[0].added && gc[1].added, + "item: ground change (add + ownership update)"); + + GCItemGroundDel gd{GC_ITEM_GROUND_DEL, sizeof(GCItemGroundDel), 5000}; + b = pkt(gd); + es.apply(GC_ITEM_GROUND_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.ground(5000) == nullptr, "item: ground del"); + auto gc2 = es.drain_ground(); + CHECK(gc2.size() == 1 && !gc2[0].added, "item: ground change (del)"); + } + + // GC_VIEW_EQUIP: an inspected player's legacy 11 equipment slots. + { + GCViewEquip view{}; + view.header = GC_VIEW_EQUIP; + view.length = sizeof(view); + view.vid = 2; + view.equips[4].vnum = 19; + view.equips[4].count = 1; + view.equips[4].sockets[0] = 17; + view.equips[4].attrs[0] = {3, 42}; + b = pkt(view); + es.apply(GC_VIEW_EQUIP, b.data(), (uint16_t)b.size()); + const ViewedEquipment *got = es.viewed_equipment(2); + CHECK(got && got->items[4].vnum == 19 && got->items[4].sockets[0] == 17 + && got->items[4].attrs[0].value == 42, "item: view equipment snapshot"); + auto vc = es.drain_view_equipment_changes(); + CHECK(vc.size() == 1 && vc[0] == 2, "item: view equipment change"); + } + + // GC_PVP / GC_DUEL_START: relation state for target and name-color UI. + { + GCPvp pvp{GC_PVP, sizeof(GCPvp), 2, 9, 2}; + b = pkt(pvp); + es.apply(GC_PVP, b.data(), (uint16_t)b.size()); + auto relations = es.pvp_relations(); + CHECK(relations.size() == 1 && relations[0].src_vid == 2 && relations[0].dst_vid == 9 + && relations[0].mode == 2, "pvp: fight relation stored"); + auto pc = es.drain_pvp_changes(); + CHECK(pc.size() == 1 && pc[0].mode == 2, "pvp: relation change emitted"); + pvp.mode = 0; + b = pkt(pvp); + es.apply(GC_PVP, b.data(), (uint16_t)b.size()); + CHECK(es.pvp_relations().empty(), "pvp: none removes relation"); + GCDuelStart duel{GC_DUEL_START, sizeof(GCDuelStart)}; + b = pkt(duel); + es.apply(GC_DUEL_START, b.data(), (uint16_t)b.size()); + CHECK(es.take_duel_started() && !es.take_duel_started(), "pvp: duel start one-shot flag"); + } + + // GC_LOVER_INFO / GC_LOVE_POINT_UPDATE: partner name and affection meter. + { + GCLoverInfo lover{}; + lover.header = GC_LOVER_INFO; + lover.length = sizeof(lover); + std::strcpy(lover.name, "Partner"); + lover.love_point = 63; + b = pkt(lover); + es.apply(GC_LOVER_INFO, b.data(), (uint16_t)b.size()); + CHECK(es.lover().valid && es.lover().name == "Partner" && es.lover().love_point == 63, + "lover: info stored"); + CHECK(es.take_lover_dirty() && !es.take_lover_dirty(), "lover: info dirty one-shot"); + GCLovePointUpdate update{GC_LOVE_POINT_UPDATE, sizeof(GCLovePointUpdate), 88}; + b = pkt(update); + es.apply(GC_LOVE_POINT_UPDATE, b.data(), (uint16_t)b.size()); + CHECK(es.lover().love_point == 88 && es.take_lover_dirty(), "lover: point update stored"); + } + + // GC_ITEM_GET pickup notification + { + GCItemGet g{}; + g.header = GC_ITEM_GET; + g.length = sizeof(g); + g.vnum = 1; + g.count = 250; + std::strcpy(g.from_name, "Ally"); + b = pkt(g); + es.apply(GC_ITEM_GET, b.data(), (uint16_t)b.size()); + auto ev = es.drain_item_events(); + CHECK(ev.size() == 1 && ev[0].kind == ItemEvent::Get && ev[0].vnum == 1 + && ev[0].count == 250 && ev[0].from == "Ally", "item: GET event"); + } + + // --- affects (GC_AFFECT_ADD / REMOVE) --- + { + GCAffectAdd aa{}; + aa.header = GC_AFFECT_ADD; + aa.length = sizeof(aa); + aa.elem.type = 7001; // e.g. a skill vnum + aa.elem.point_idx = 19; // some EPointTypes index + aa.elem.apply_value = 25; + aa.elem.duration = 300; + b = pkt(aa); + es.apply(GC_AFFECT_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.affects().size() == 1, "affect added"); + CHECK(es.affects().size() == 1 && es.affects()[0].type == 7001 + && es.affects()[0].value == 25 && es.affects()[0].duration == 300, "affect fields"); + auto ac = es.drain_affects(); + CHECK(ac.size() == 1 && ac[0].type == 7001 && ac[0].added, "affect change (add)"); + + GCAffectRemove ar{GC_AFFECT_REMOVE, sizeof(GCAffectRemove), 7001, 19}; + b = pkt(ar); + es.apply(GC_AFFECT_REMOVE, b.data(), (uint16_t)b.size()); + CHECK(es.affects().empty(), "affect removed"); + auto ac2 = es.drain_affects(); + CHECK(ac2.size() == 1 && !ac2[0].added, "affect change (remove)"); + } + + // --- effect cues (GC_SPECIFIC / SPECIAL EFFECT) --- + { + GCSpecificEffect se{}; + se.header = GC_SPECIFIC_EFFECT; + se.length = sizeof(se); + se.vid = 2; + std::strcpy(se.effect_file, "d:/ymir work/pc/warrior/effect/geompung_3_sword.mse"); + b = pkt(se); + es.apply(GC_SPECIFIC_EFFECT, b.data(), (uint16_t)b.size()); + + GCSpecialEffect sp{GC_SPECIAL_EFFECT, sizeof(GCSpecialEffect), 7, 1}; + b = pkt(sp); + es.apply(GC_SPECIAL_EFFECT, b.data(), (uint16_t)b.size()); + + auto cues = es.drain_effect_cues(); + CHECK(cues.size() == 2, "2 effect cues"); + CHECK(cues.size() == 2 && cues[0].vid == 2 + && cues[0].file.find("geompung_3_sword.mse") != std::string::npos + && cues[0].special == -1, "specific effect cue (file, special=-1)"); + CHECK(cues.size() == 2 && cues[1].vid == 1 && cues[1].special == 7 + && cues[1].file.empty(), "special effect cue (id 7, no file)"); + } + + // --- skills (GC_SKILL_LEVEL / COOLTIME_END) + fly (GC_CREATE_FLY) --- + { + GCSkillLevel sl{}; + sl.header = GC_SKILL_LEVEL; + sl.length = sizeof(sl); + sl.levels[1] = 5; + sl.levels[16] = 3; + b = pkt(sl); + es.apply(GC_SKILL_LEVEL, b.data(), (uint16_t)b.size()); + CHECK(es.skill_level(1) == 5 && es.skill_level(16) == 3, "skill levels set"); + CHECK(es.skill_level(2) == 0, "unlearned skill = 0"); + CHECK(es.skills_dirty() && !es.skills_dirty(), "skills dirty flag consumed once"); + + // GC_SKILL_LEVEL_NEW: {master,level,next_read}[255], 6B/record + GCSkillLevelNew sn{}; + sn.header = GC_SKILL_LEVEL_NEW; + sn.length = sizeof(sn); + sn.skills[7] = {3, 40, 123456}; // perfect master, lvl 40 + sn.skills[9] = {1, 17, 0}; + b = pkt(sn); + es.apply(GC_SKILL_LEVEL_NEW, b.data(), (uint16_t)b.size()); + CHECK(es.skill_level(7) == 40 && es.skill_master(7) == 3, "skill_level_new: lvl + master"); + CHECK(es.skill_level(9) == 17 && es.skill_master(9) == 1, "skill_level_new: 2nd record"); + CHECK(es.skills_dirty(), "skill_level_new: dirty"); + + // GC_QUICKSLOT_ADD / DEL / SWAP + GCQuickSlotAdd qa0{}; + qa0.header = GC_QUICKSLOT_ADD; + qa0.length = sizeof(qa0); + qa0.pos = 0; + qa0.slot = {2, 7}; // skill 7 + b = pkt(qa0); + es.apply(GC_QUICKSLOT_ADD, b.data(), (uint16_t)b.size()); + GCQuickSlotAdd qa1{}; + qa1.header = GC_QUICKSLOT_ADD; + qa1.length = sizeof(qa1); + qa1.pos = 1; + qa1.slot = {1, 12}; // item cell 12 + b = pkt(qa1); + es.apply(GC_QUICKSLOT_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.quickslot(0).type == 2 && es.quickslot(0).position == 7, "quickslot 0 = skill 7"); + CHECK(es.quickslot(1).type == 1 && es.quickslot(1).position == 12, "quickslot 1 = item 12"); + CHECK(es.quickslots_dirty() && !es.quickslots_dirty(), "quickslots dirty once"); + + GCQuickSlotSwap qsw{GC_QUICKSLOT_SWAP, sizeof(GCQuickSlotSwap), 0, 1}; + b = pkt(qsw); + es.apply(GC_QUICKSLOT_SWAP, b.data(), (uint16_t)b.size()); + CHECK(es.quickslot(0).type == 1 && es.quickslot(1).type == 2, "quickslot swap"); + + GCQuickSlotDel qd{GC_QUICKSLOT_DEL, sizeof(GCQuickSlotDel), 1}; + b = pkt(qd); + es.apply(GC_QUICKSLOT_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.quickslot(1).type == 0, "quickslot del"); + + GCSkillCooltimeEnd ce{GC_SKILL_COOLTIME_END, sizeof(GCSkillCooltimeEnd), 1}; + b = pkt(ce); + es.apply(GC_SKILL_COOLTIME_END, b.data(), (uint16_t)b.size()); + auto ends = es.drain_cooldown_ends(); + CHECK(ends.size() == 1 && ends[0] == 1, "cooldown end for skill 1"); + + GCChangeSkillGroup group{GC_CHANGE_SKILL_GROUP, sizeof(GCChangeSkillGroup), 2}; + b = pkt(group); + es.apply(GC_CHANGE_SKILL_GROUP, b.data(), (uint16_t)b.size()); + CHECK(es.skill_group() == 2 && es.skill_group_dirty() && !es.skill_group_dirty(), + "skill group changed and dirty flag consumed"); + CHECK(es.skills_dirty(), "skill group invalidates skill snapshot"); + + GCCreateFly cf{GC_CREATE_FLY, sizeof(GCCreateFly), 2, 1000, 2000}; + b = pkt(cf); + es.apply(GC_CREATE_FLY, b.data(), (uint16_t)b.size()); + auto flies = es.drain_fly_cues(); + CHECK(flies.size() == 1 && flies[0].start_vid == 1000 && flies[0].end_vid == 2000 + && flies[0].type == 2, "fly cue parsed"); + + GCFlyTargeting target{GC_FLY_TARGETING, sizeof(GCFlyTargeting), 1, 2, 700, 800}; + b = pkt(target); + es.apply(GC_FLY_TARGETING, b.data(), (uint16_t)b.size()); + CHECK(es.get(1)->fly_target_set && es.get(1)->fly_target_vid == 2 && + es.get(1)->fly_target_x == 700 && es.get(1)->fly_target_y == 800, + "fly target stored on shooter"); + auto targets = es.drain_fly_target_cues(); + CHECK(targets.size() == 1 && !targets[0].append && targets[0].shooter_vid == 1 && + targets[0].target_vid == 2, "fly target cue parsed"); + + GCFlyTargeting append{GC_ADD_FLY_TARGETING, sizeof(GCFlyTargeting), 1, 0, 900, 1000}; + b = pkt(append); + es.apply(GC_ADD_FLY_TARGETING, b.data(), (uint16_t)b.size()); + targets = es.drain_fly_target_cues(); + CHECK(targets.size() == 1 && targets[0].append && targets[0].target_vid == 0 && + targets[0].x == 900 && targets[0].y == 1000, "append fly target cue parsed"); + CHECK(es.get(1)->fly_target_set && es.get(1)->fly_target_vid == 0 && + es.get(1)->fly_target_x == 900 && es.get(1)->fly_target_y == 1000, + "append fly target replaces fallback position"); + } + + // --- quest / NPC (GC_SCRIPT / QUEST_CONFIRM / QUEST_INFO) --- + { + const char *script = "Hello traveller.[ENTER][QUESTION arg(\"Yes\") arg(\"No\")]"; + std::vector sb(sizeof(GCScript) + std::strlen(script) + 1); + GCScript sh{}; + sh.header = GC_SCRIPT; + sh.length = (uint16_t)sb.size(); + sh.skin = 1; + sh.src_size = (uint16_t)(std::strlen(script) + 1); + std::memcpy(sb.data(), &sh, sizeof(sh)); + std::memcpy(sb.data() + sizeof(sh), script, std::strlen(script) + 1); + es.apply(GC_SCRIPT, sb.data(), (uint16_t)sb.size()); + auto sc = es.drain_scripts(); + CHECK(sc.size() == 1 && sc[0].skin == 1 && sc[0].text.find("[QUESTION") != std::string::npos, + "GC_SCRIPT parsed (skin + text)"); + + GCQuestConfirm qc{}; + qc.header = GC_QUEST_CONFIRM; + qc.length = sizeof(qc); + std::strcpy(qc.msg, "Accept the party invite?"); + qc.timeout = 30; + qc.request_pid = 4242; + b = pkt(qc); + es.apply(GC_QUEST_CONFIRM, b.data(), (uint16_t)b.size()); + auto cf = es.drain_confirms(); + CHECK(cf.size() == 1 && cf[0].msg == "Accept the party invite?" && cf[0].timeout == 30 + && cf[0].request_pid == 4242, "GC_QUEST_CONFIRM parsed"); + + // GC_QUEST_INFO with TITLE + COUNTER_NAME + COUNTER_VALUE + { + std::vector qb; + GCQuestInfo qh{}; + qh.header = GC_QUEST_INFO; + qh.index = 7; + qh.flag = QUEST_SEND_TITLE | QUEST_SEND_COUNTER_NAME | QUEST_SEND_COUNTER_VALUE; + qb.resize(sizeof(qh)); + std::memcpy(qb.data(), &qh, sizeof(qh)); + auto push_str = [&](const char *s) { + qb.insert(qb.end(), s, s + std::strlen(s) + 1); + }; + auto push_i32 = [&](int32_t v) { + const uint8_t *p = (const uint8_t *)&v; + qb.insert(qb.end(), p, p + 4); + }; + push_str("Kill wolves"); + push_str("Wolves"); + push_i32(3); + *(uint16_t *)(qb.data() + 2) = (uint16_t)qb.size(); + es.apply(GC_QUEST_INFO, qb.data(), (uint16_t)qb.size()); + CHECK(es.quest(7) != nullptr, "quest 7 recorded"); + const QuestInfo *q = es.quest(7); + CHECK(q && q->title == "Kill wolves" && q->counter_name == "Wolves" + && q->counter_value == 3, "quest info fields (title/counter)"); + auto qch = es.drain_quest_changes(); + CHECK(qch.size() == 1 && qch[0] == 7, "quest change emitted"); + } + } + + // --- P8 party (GC_PARTY_ADD / UPDATE / LINK / PARAMETER / REMOVE / INVITE) --- + { + GCPartyInvite pi{GC_PARTY_INVITE, sizeof(GCPartyInvite), 555}; + b = pkt(pi); + es.apply(GC_PARTY_INVITE, b.data(), (uint16_t)b.size()); + auto invs = es.drain_party_invites(); + CHECK(invs.size() == 1 && invs[0] == 555, "party: invite queued"); + + GCPartyAdd pa{}; + pa.header = GC_PARTY_ADD; + pa.length = sizeof(pa); + pa.pid = 100; + std::strcpy(pa.name, "Ally"); + b = pkt(pa); + es.apply(GC_PARTY_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.in_party() && es.party_member(100) && es.party_member(100)->name == "Ally", + "party: member added"); + CHECK(es.party_dirty() && !es.party_dirty(), "party: dirty flag consumed once"); + + GCPartyUpdate pu{}; + pu.header = GC_PARTY_UPDATE; + pu.length = sizeof(pu); + pu.pid = 100; + pu.state = 1; // leader bit + pu.percent_hp = 73; + b = pkt(pu); + es.apply(GC_PARTY_UPDATE, b.data(), (uint16_t)b.size()); + CHECK(es.party_member(100)->leader() && es.party_member(100)->hp_pct == 73, + "party: update leader + hp%"); + + GCPartyLink pl{GC_PARTY_LINK, sizeof(GCPartyLink), 100, 9001}; + b = pkt(pl); + es.apply(GC_PARTY_LINK, b.data(), (uint16_t)b.size()); + CHECK(es.party_member(100)->vid == 9001, "party: link pid->vid"); + + GCPartyParameter pp{GC_PARTY_PARAMETER, sizeof(GCPartyParameter), 1}; + b = pkt(pp); + es.apply(GC_PARTY_PARAMETER, b.data(), (uint16_t)b.size()); + CHECK(es.party_distribute_mode() == 1, "party: distribute mode"); + + GCPartyRemove pr{GC_PARTY_REMOVE, sizeof(GCPartyRemove), 100}; + b = pkt(pr); + es.apply(GC_PARTY_REMOVE, b.data(), (uint16_t)b.size()); + CHECK(!es.in_party(), "party: member removed"); + } + + // --- P8 messenger (GC_MESSENGER LIST / LOGIN / REMOVE_FRIEND) --- + { + std::vector mb; + GCSubHeader mh{GC_MESSENGER, 0, MESSENGER_GC_LIST}; + mb.resize(sizeof(mh)); + std::memcpy(mb.data(), &mh, sizeof(mh)); + auto push_friend = [&](uint8_t online, const char *nm) { + mb.push_back(online); + mb.push_back((uint8_t)std::strlen(nm)); + mb.insert(mb.end(), nm, nm + std::strlen(nm)); + }; + push_friend(1, "Alice"); + push_friend(0, "Bob"); + *(uint16_t *)(mb.data() + 2) = (uint16_t)mb.size(); + es.apply(GC_MESSENGER, mb.data(), (uint16_t)mb.size()); + CHECK(es.friends().size() == 2, "messenger: 2 friends from LIST"); + bool alice_online = false, bob_online = true; + for (const auto &f : es.friends()) { + if (f.name == "Alice") alice_online = f.online; + if (f.name == "Bob") bob_online = f.online; + } + CHECK(alice_online && !bob_online, "messenger: online flags"); + CHECK(es.friends_dirty() && !es.friends_dirty(), "messenger: dirty consumed once"); + + std::vector lb; + GCSubHeader lh{GC_MESSENGER, 0, MESSENGER_GC_LOGIN}; + lb.resize(sizeof(lh)); + std::memcpy(lb.data(), &lh, sizeof(lh)); + lb.push_back(3); + lb.insert(lb.end(), {'B', 'o', 'b'}); + *(uint16_t *)(lb.data() + 2) = (uint16_t)lb.size(); + es.apply(GC_MESSENGER, lb.data(), (uint16_t)lb.size()); + bool bob_now = false; + for (const auto &f : es.friends()) { + if (f.name == "Bob") bob_now = f.online; + } + CHECK(bob_now, "messenger: LOGIN flips Bob online"); + } + + // --- P8 NPC shop (GC_SHOP START / END + error) --- + { + std::vector shb; + GCSubHeader sh{GC_SHOP, 0, SHOP_GC_START}; + shb.resize(sizeof(sh)); + std::memcpy(shb.data(), &sh, sizeof(sh)); + uint32_t owner = 8080; + const uint8_t *op = (const uint8_t *)&owner; + shb.insert(shb.end(), op, op + 4); + ShopItem si0{}; + si0.vnum = 27; + si0.price = 1500; + si0.count = 1; + const uint8_t *sp = (const uint8_t *)&si0; + shb.insert(shb.end(), sp, sp + sizeof(si0)); + *(uint16_t *)(shb.data() + 2) = (uint16_t)shb.size(); + es.apply(GC_SHOP, shb.data(), (uint16_t)shb.size()); + CHECK(es.shop_open() && es.shop_vid() == 8080, "shop: opened with owner vid"); + CHECK(es.shop_items().size() == 1 && es.shop_items()[0].vnum == 27 + && es.shop_items()[0].price == 1500, + "shop: item row parsed"); + + GCSubHeader se{GC_SHOP, sizeof(GCSubHeader), SHOP_GC_NOT_ENOUGH_MONEY}; + b = pkt(se); + es.apply(GC_SHOP, b.data(), (uint16_t)b.size()); + auto errs = es.drain_shop_errors(); + CHECK(errs.size() == 1 && errs[0] == "NOT_ENOUGH_MONEY", "shop: error surfaced"); + + GCSubHeader sc{GC_SHOP, sizeof(GCSubHeader), SHOP_GC_END}; + b = pkt(sc); + es.apply(GC_SHOP, b.data(), (uint16_t)b.size()); + CHECK(!es.shop_open() && es.shop_items().empty(), "shop: closed"); + } + + // --- P8 NPC shop, SHOP_GC_START_EX (multi-shelf) --- + { + std::vector shb; + GCSubHeader sh{GC_SHOP, 0, SHOP_GC_START_EX}; + shb.resize(sizeof(sh)); + std::memcpy(shb.data(), &sh, sizeof(sh)); + uint32_t owner = 4242; + const uint8_t *op = (const uint8_t *)&owner; + shb.insert(shb.end(), op, op + 4); + shb.push_back(2); // tab_count + + auto append_tab = [&](const char *name, uint8_t coin, + std::initializer_list> rows) { + ShopTabHead th{}; + std::snprintf(th.name, sizeof(th.name), "%s", name); + th.coin_type = coin; + const uint8_t *tp = (const uint8_t *)&th; + shb.insert(shb.end(), tp, tp + sizeof(th)); + ShopItem grid[SHOP_HOST_ITEM_MAX_NUM] = {}; + for (auto &r : rows) { + grid[r.first] = r.second; + } + const uint8_t *gp = (const uint8_t *)grid; + shb.insert(shb.end(), gp, gp + sizeof(grid)); + }; + + ShopItem a{}; + a.vnum = 101; + a.price = 500; + a.count = 1; + ShopItem c{}; + c.vnum = 202; + c.price = 900; + c.count = 3; + append_tab("Weapons", 0, {{0, a}, {5, c}}); + ShopItem d{}; + d.vnum = 303; + d.price = 12000; + d.count = 1; + append_tab("Armor", 1, {{3, d}}); + + *(uint16_t *)(shb.data() + 2) = (uint16_t)shb.size(); + es.apply(GC_SHOP, shb.data(), (uint16_t)shb.size()); + + CHECK(es.shop_open() && es.shop_vid() == 4242, "shop_ex: opened with owner vid"); + CHECK(es.shop_tabs().size() == 2, "shop_ex: two shelves"); + CHECK(es.shop_tabs()[0].name == "Weapons" && es.shop_tabs()[0].coin_type == 0, + "shop_ex: tab 0 name/coin"); + CHECK(es.shop_tabs()[1].name == "Armor" && es.shop_tabs()[1].coin_type == 1, + "shop_ex: tab 1 name/coin"); + CHECK(es.shop_tabs()[0].items.size() == 2 + && es.shop_tabs()[0].items[0].vnum == 101 + && es.shop_tabs()[0].items[0].pos == 0 + && es.shop_tabs()[0].items[1].vnum == 202 + && es.shop_tabs()[0].items[1].pos == 5, + "shop_ex: tab 0 rows keep slot index"); + CHECK(es.shop_tabs()[1].items.size() == 1 + && es.shop_tabs()[1].items[0].vnum == 303 + && es.shop_tabs()[1].items[0].pos == 3, + "shop_ex: tab 1 row"); + CHECK(es.shop_items().size() == 2 && es.shop_items()[0].vnum == 101, + "shop_ex: shop_items() mirrors tab 0"); + + GCSubHeader sc{GC_SHOP, sizeof(GCSubHeader), SHOP_GC_END}; + b = pkt(sc); + es.apply(GC_SHOP, b.data(), (uint16_t)b.size()); + CHECK(!es.shop_open() && es.shop_tabs().empty() && es.shop_items().empty(), + "shop_ex: closed clears shelves"); + } + + // --- P8 exchange (GC_EXCHANGE START / ITEM_ADD / ELK_ADD / ACCEPT / END) --- + { + GCExchange xs{}; + xs.header = GC_EXCHANGE; + xs.length = sizeof(xs); + xs.subheader = EXCHANGE_SUB_START; + xs.arg1 = 4321; + b = pkt(xs); + es.apply(GC_EXCHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.exchange().active && es.exchange().partner_vid == 4321, "exchange: started"); + + GCExchange xi{}; + xi.header = GC_EXCHANGE; + xi.length = sizeof(xi); + xi.subheader = EXCHANGE_SUB_ITEM_ADD; + xi.is_me = 1; + xi.arg1 = 19; // vnum + xi.arg2.cell = 2; // exchange slot + xi.arg3 = 1; // count + b = pkt(xi); + es.apply(GC_EXCHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.exchange().self_items[2].vnum == 19, "exchange: self item add"); + + GCExchange xe{}; + xe.header = GC_EXCHANGE; + xe.length = sizeof(xe); + xe.subheader = EXCHANGE_SUB_ELK_ADD; + xe.is_me = 0; + xe.arg1 = 5000; + b = pkt(xe); + es.apply(GC_EXCHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.exchange().peer_gold == 5000, "exchange: peer gold"); + + GCExchange xa{}; + xa.header = GC_EXCHANGE; + xa.length = sizeof(xa); + xa.subheader = EXCHANGE_SUB_ACCEPT; + xa.is_me = 1; + xa.arg1 = 1; + b = pkt(xa); + es.apply(GC_EXCHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.exchange().self_accept, "exchange: self accept"); + + GCExchange xd{}; + xd.header = GC_EXCHANGE; + xd.length = sizeof(xd); + xd.subheader = EXCHANGE_GC_END; + b = pkt(xd); + es.apply(GC_EXCHANGE, b.data(), (uint16_t)b.size()); + CHECK(!es.exchange().active, "exchange: ended / cleared"); + } + + // --- P8 safebox (GC_SAFEBOX_SIZE / SET / DEL / MONEY_CHANGE) --- + { + GCSafeboxSize sz{GC_SAFEBOX_SIZE, sizeof(GCSafeboxSize), 2}; + b = pkt(sz); + es.apply(GC_SAFEBOX_SIZE, b.data(), (uint16_t)b.size()); + CHECK(es.safebox_open() && es.safebox_size() == 2, "safebox: opened, size 2"); + + GCItemSet ss{}; + ss.header = GC_SAFEBOX_SET; + ss.length = sizeof(ss); + ss.pos.window_type = WINDOW_SAFEBOX; + ss.pos.cell = 4; + ss.vnum = 27; + ss.count = 5; + b = pkt(ss); + es.apply(GC_SAFEBOX_SET, b.data(), (uint16_t)b.size()); + CHECK(es.safebox_slot(4).vnum == 27 && es.safebox_slot(4).count == 5, "safebox: item set"); + + GCSafeboxMoneyChange mc2{GC_SAFEBOX_MONEY_CHANGE, sizeof(GCSafeboxMoneyChange), 123456}; + b = pkt(mc2); + es.apply(GC_SAFEBOX_MONEY_CHANGE, b.data(), (uint16_t)b.size()); + CHECK(es.safebox_gold() == 123456, "safebox: money change"); + + GCItemDel sd{}; + sd.header = GC_SAFEBOX_DEL; + sd.length = sizeof(sd); + sd.pos.window_type = WINDOW_SAFEBOX; + sd.pos.cell = 4; + b = pkt(sd); + es.apply(GC_SAFEBOX_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.safebox_slot(4).empty(), "safebox: item del"); + CHECK(es.safebox_dirty(), "safebox: dirty flag set"); + } + + // --- P9 world systems (GC_WARP / TIME / CHANNEL / NPC_POSITION / TARGET_* / MOUNT) --- + { + GCWarp wp{}; + wp.header = GC_WARP; + wp.length = sizeof(wp); + wp.x = 12345; + wp.y = 67890; + wp.addr = 0; + wp.port = 0; + b = pkt(wp); + es.apply(GC_WARP, b.data(), (uint16_t)b.size()); + auto warps = es.drain_warps(); + CHECK(warps.size() == 1 && warps[0].x == 12345 && warps[0].same_server(), + "warp: queued, same-server"); + + GCTime tm{GC_TIME, sizeof(GCTime), 1735689600}; + b = pkt(tm); + es.apply(GC_TIME, b.data(), (uint16_t)b.size()); + CHECK(es.server_time() == 1735689600 && es.take_time_dirty() && !es.take_time_dirty(), + "time: set + dirty once"); + + GCChannel ch{GC_CHANNEL, sizeof(GCChannel), 4}; + b = pkt(ch); + es.apply(GC_CHANNEL, b.data(), (uint16_t)b.size()); + CHECK(es.channel() == 4 && es.take_channel_dirty(), "channel: set"); + + // GC_NPC_POSITION with 2 entries + { + std::vector nb; + GCNPCPosition nh{GC_NPC_POSITION, 0, 2}; + nb.resize(sizeof(nh)); + std::memcpy(nb.data(), &nh, sizeof(nh)); + auto push_npc = [&](uint8_t type, uint32_t vnum, const char *nm, int32_t x, int32_t y) { + NPCPositionEntry e{}; + e.type = type; + e.vnum = vnum; + std::strncpy(e.name, nm, sizeof(e.name) - 1); + e.x = x; + e.y = y; + const uint8_t *p = (const uint8_t *)&e; + nb.insert(nb.end(), p, p + sizeof(e)); + }; + push_npc(1, 20001, "Blacksmith", 1000, 2000); + push_npc(2, 30001, "Warp Gate", 3000, 4000); + *(uint16_t *)(nb.data() + 2) = (uint16_t)nb.size(); + es.apply(GC_NPC_POSITION, nb.data(), (uint16_t)nb.size()); + CHECK(es.npc_marks().size() == 2 && es.npc_marks()[0].name == "Blacksmith" + && es.npc_marks()[1].vnum == 30001, + "npc_position: 2 marks parsed"); + CHECK(es.take_npc_marks_dirty(), "npc_position: dirty"); + } + + // world markers: create -> update -> delete + GCTargetCreate tc{}; + tc.header = GC_TARGET_CREATE; + tc.length = sizeof(tc); + tc.id = 7; + std::strcpy(tc.name, "Go here"); + tc.vid = 0; + tc.type = CREATE_TARGET_TYPE_LOCATION; + b = pkt(tc); + es.apply(GC_TARGET_CREATE, b.data(), (uint16_t)b.size()); + CHECK(es.markers().size() == 1 && es.markers()[0].name == "Go here", "marker: created"); + + GCTargetUpdate tu{GC_TARGET_UPDATE, sizeof(GCTargetUpdate), 7, 555, 666}; + b = pkt(tu); + es.apply(GC_TARGET_UPDATE, b.data(), (uint16_t)b.size()); + CHECK(es.markers().size() == 1 && es.markers()[0].x == 555 && es.markers()[0].y == 666, + "marker: updated position"); + + GCTargetDelete td{GC_TARGET_DELETE, sizeof(GCTargetDelete), 7}; + b = pkt(td); + es.apply(GC_TARGET_DELETE, b.data(), (uint16_t)b.size()); + CHECK(es.markers().empty(), "marker: deleted"); + + // mount + GCMount mo{}; + mo.header = GC_MOUNT; + mo.length = sizeof(mo); + mo.vid = 2; + mo.mount_vid = 20101; + b = pkt(mo); + es.apply(GC_MOUNT, b.data(), (uint16_t)b.size()); + CHECK(es.get(2) && es.get(2)->mount_vnum == 20101, "mount: entity 2 mounted"); + auto mc = es.drain_mount_changes(); + CHECK(mc.size() == 1 && mc[0] == 2, "mount: change emitted"); + } + + // --- guild (GC_GUILD INFO / LIST / GRADE) --- + { + // INFO + std::vector gb(sizeof(GCSubHeader)); + GCSubHeader gh{GC_GUILD, 0, GUILD_GC_INFO}; + std::memcpy(gb.data(), &gh, sizeof(gh)); + GuildInfoBody gi{}; + gi.member_count = 3; + gi.max_member_count = 32; + gi.guild_id = 77; + gi.master_pid = 100; + gi.exp = 4200; + gi.level = 12; + std::strcpy(gi.name, "Dragons"); + gi.gold = 999999; + gi.has_land = 1; + const uint8_t *gp = (const uint8_t *)&gi; + gb.insert(gb.end(), gp, gp + sizeof(gi)); + *(uint16_t *)(gb.data() + 2) = (uint16_t)gb.size(); + es.apply(GC_GUILD, gb.data(), (uint16_t)gb.size()); + CHECK(es.guild().in_guild && es.guild().name == "Dragons" && es.guild().level == 12, + "guild: INFO parsed"); + CHECK(es.guild().gold == 999999 && es.guild().max_member_count == 32, "guild: INFO gold + cap"); + CHECK(es.guild_dirty() && !es.guild_dirty(), "guild: dirty consumed once"); + + // LIST — one member with name_flag=1 + name + std::vector lb(sizeof(GCSubHeader)); + GCSubHeader lh{GC_GUILD, 0, GUILD_GC_LIST}; + std::memcpy(lb.data(), &lh, sizeof(lh)); + GuildSubMember gm{}; + gm.pid = 100; + gm.grade = 1; + gm.is_general = 1; + gm.job = 0; + gm.level = 90; + gm.offer = 50000; + gm.name_flag = 1; + const uint8_t *mp = (const uint8_t *)&gm; + lb.insert(lb.end(), mp, mp + sizeof(gm)); + char nm[CHARACTER_NAME_MAX_LEN + 1] = "GuildMaster"; + lb.insert(lb.end(), nm, nm + sizeof(nm)); + *(uint16_t *)(lb.data() + 2) = (uint16_t)lb.size(); + es.apply(GC_GUILD, lb.data(), (uint16_t)lb.size()); + auto gms = es.guild_members(); + CHECK(gms.size() == 1 && gms[0].name == "GuildMaster" && gms[0].level == 90 + && gms[0].is_general && gms[0].offer == 50000, + "guild: LIST member parsed"); + + // GRADE — [count][idx][GuildSubGrade] + std::vector rb(sizeof(GCSubHeader)); + GCSubHeader rh{GC_GUILD, 0, GUILD_GC_GRADE}; + std::memcpy(rb.data(), &rh, sizeof(rh)); + rb.push_back(1); // count + rb.push_back(2); // index + GuildSubGrade gg{}; + std::strcpy(gg.grade_name, "Officer"); + gg.auth_flag = 0x7; + const uint8_t *ggp = (const uint8_t *)≫ + rb.insert(rb.end(), ggp, ggp + sizeof(gg)); + *(uint16_t *)(rb.data() + 2) = (uint16_t)rb.size(); + es.apply(GC_GUILD, rb.data(), (uint16_t)rb.size()); + CHECK(es.guild_grade(2).name == "Officer" && es.guild_grade(2).auth == 0x7, + "guild: GRADE name + auth"); + es.guild_dirty(); // clear + + // NAME — id -> name registry (needed to label war opponents) + std::vector nb(sizeof(GCSubHeader)); + GCSubHeader nh{GC_GUILD, 0, GUILD_GC_NAME}; + std::memcpy(nb.data(), &nh, sizeof(nh)); + GuildNameEntry ne1{}; + ne1.id = 77; + std::strncpy(ne1.name, "Dragons", sizeof(ne1.name)); + GuildNameEntry ne2{}; + ne2.id = 88; + std::strncpy(ne2.name, "Tigers", sizeof(ne2.name)); + const uint8_t *n1 = (const uint8_t *)&ne1; + const uint8_t *n2 = (const uint8_t *)&ne2; + nb.insert(nb.end(), n1, n1 + sizeof(ne1)); + nb.insert(nb.end(), n2, n2 + sizeof(ne2)); + *(uint16_t *)(nb.data() + 2) = (uint16_t)nb.size(); + es.apply(GC_GUILD, nb.data(), (uint16_t)nb.size()); + CHECK(es.guild_name(77) == "Dragons" && es.guild_name(88) == "Tigers", + "guild: NAME registry"); + + // SKILL_INFO — {u8 point, u8 lvl[12], u16 gp, u16 max_gp} + std::vector sb(sizeof(GCSubHeader)); + GCSubHeader sh{GC_GUILD, 0, GUILD_GC_SKILL_INFO}; + std::memcpy(sb.data(), &sh, sizeof(sh)); + GuildSkillInfoBody gsk{}; + gsk.skill_point = 5; + gsk.skill_level[0] = 3; + gsk.skill_level[11] = 7; + gsk.guild_point = 1200; + gsk.max_guild_point = 5000; + const uint8_t *skp = (const uint8_t *)&gsk; + sb.insert(sb.end(), skp, skp + sizeof(gsk)); + *(uint16_t *)(sb.data() + 2) = (uint16_t)sb.size(); + es.apply(GC_GUILD, sb.data(), (uint16_t)sb.size()); + CHECK(es.guild_skill().valid && es.guild_skill().skill_point == 5 + && es.guild_skill().levels[0] == 3 && es.guild_skill().levels[11] == 7 + && es.guild_skill().guild_point == 1200 + && es.guild_skill().max_guild_point == 5000, + "guild: SKILL_INFO parsed"); + CHECK(es.guild_skill_dirty() && !es.guild_skill_dirty(), "guild: skill dirty once"); + + // WAR — state transition to ON_WAR vs guild 88 + std::vector wb(sizeof(GCSubHeader)); + GCSubHeader wh{GC_GUILD, 0, GUILD_GC_WAR}; + std::memcpy(wb.data(), &wh, sizeof(wh)); + GCGuildWar gw{}; + gw.guild_self = 77; + gw.guild_opp = 88; + gw.type = 1; + gw.war_state = GUILD_WAR_ON_WAR; + const uint8_t *gwp = (const uint8_t *)&gw; + wb.insert(wb.end(), gwp, gwp + sizeof(gw)); + *(uint16_t *)(wb.data() + 2) = (uint16_t)wb.size(); + es.apply(GC_GUILD, wb.data(), (uint16_t)wb.size()); + CHECK(es.guild_war().opp_guild_id == 88 && es.guild_war().state == GUILD_WAR_ON_WAR, + "guild: WAR state"); + { + auto evs = es.drain_guild_war_events(); + CHECK(evs.size() == 1 && evs[0].state == GUILD_WAR_ON_WAR && evs[0].opp_guild_id == 88, + "guild: WAR event drained"); + CHECK(es.drain_guild_war_events().empty(), "guild: WAR events cleared"); + } + + // GUILD_WAR_LIST — {src,dst} pairs + std::vector gl(sizeof(GCSubHeader)); + GCSubHeader glh{GC_GUILD, 0, GUILD_GC_GUILD_WAR_LIST}; + std::memcpy(gl.data(), &glh, sizeof(glh)); + GuildWarPair p1{77, 88}; + GuildWarPair p2{88, 77}; + const uint8_t *pp1 = (const uint8_t *)&p1; + const uint8_t *pp2 = (const uint8_t *)&p2; + gl.insert(gl.end(), pp1, pp1 + sizeof(p1)); + gl.insert(gl.end(), pp2, pp2 + sizeof(p2)); + *(uint16_t *)(gl.data() + 2) = (uint16_t)gl.size(); + es.apply(GC_GUILD, gl.data(), (uint16_t)gl.size()); + CHECK(es.guild_wars().size() == 2, "guild: WAR_LIST 2 pairs"); + + // GUILD_WAR_END_LIST — drop one pair + std::vector ge(sizeof(GCSubHeader)); + GCSubHeader geh{GC_GUILD, 0, GUILD_GC_GUILD_WAR_END_LIST}; + std::memcpy(ge.data(), &geh, sizeof(geh)); + ge.insert(ge.end(), pp2, pp2 + sizeof(p2)); + *(uint16_t *)(ge.data() + 2) = (uint16_t)ge.size(); + es.apply(GC_GUILD, ge.data(), (uint16_t)ge.size()); + CHECK(es.guild_wars().size() == 1 && es.guild_wars()[0].src == 77, + "guild: WAR_END_LIST removed one"); + + // WAR_POINT — scoreboard delta + std::vector pb(sizeof(GCSubHeader)); + GCSubHeader ph{GC_GUILD, 0, GUILD_GC_WAR_POINT}; + std::memcpy(pb.data(), &ph, sizeof(ph)); + GuildWarPoint wp{77, 88, 25}; + const uint8_t *wpp = (const uint8_t *)℘ + pb.insert(pb.end(), wpp, wpp + sizeof(wp)); + *(uint16_t *)(pb.data() + 2) = (uint16_t)pb.size(); + es.apply(GC_GUILD, pb.data(), (uint16_t)pb.size()); + { + auto scs = es.drain_guild_war_scores(); + CHECK(scs.size() == 1 && scs[0].gain_guild_id == 77 && scs[0].point == 25, + "guild: WAR_POINT drained"); + } + } + + // --- refine (GC_REFINE_INFORMATION) --- + { + GCRefineInfo rf{}; + rf.header = GC_REFINE_INFO; + rf.length = sizeof(rf); + rf.type = 1; + rf.pos = 7; + rf.table.src_vnum = 11209; + rf.table.result_vnum = 11219; + rf.table.material_count = 2; + rf.table.cost = 200000; + rf.table.prob = 45; + rf.table.materials[0] = {30001, 3}; + rf.table.materials[1] = {30002, 1}; + b = pkt(rf); + es.apply(GC_REFINE_INFO, b.data(), (uint16_t)b.size()); + auto rcs = es.drain_refine_cues(); + CHECK(rcs.size() == 1 && rcs[0].pos == 7 && rcs[0].src_vnum == 11209 + && rcs[0].result_vnum == 11219 && rcs[0].prob == 45 && rcs[0].cost == 200000, + "refine: info parsed"); + CHECK(rcs.size() == 1 && rcs[0].material_count == 2 && rcs[0].materials[0].vnum == 30001 + && rcs[0].materials[0].count == 3, + "refine: materials parsed"); + } + + // --- dragon-soul refine (GC_DRAGON_SOUL_REFINE) --- + { + GCDragonSoulRefine ds{}; + ds.header = GC_DRAGON_SOUL_REFINE; + ds.length = sizeof(ds); + ds.sub_type = DS_SUB_OPEN; + b = pkt(ds); + es.apply(GC_DRAGON_SOUL_REFINE, b.data(), (uint16_t)b.size()); + + GCDragonSoulRefine ok{}; + ok.header = GC_DRAGON_SOUL_REFINE; + ok.length = sizeof(ok); + ok.sub_type = DS_SUB_REFINE_SUCCEED; + ok.pos = {WINDOW_DRAGON_SOUL, 4}; + b = pkt(ok); + es.apply(GC_DRAGON_SOUL_REFINE, b.data(), (uint16_t)b.size()); + + GCDragonSoulRefine bad{}; + bad.header = GC_DRAGON_SOUL_REFINE; + bad.length = sizeof(bad); + bad.sub_type = DS_SUB_REFINE_FAIL_NOT_ENOUGH_MONEY; + bad.pos = {WINDOW_DRAGON_SOUL, 4}; + b = pkt(bad); + es.apply(GC_DRAGON_SOUL_REFINE, b.data(), (uint16_t)b.size()); + + auto dcs = es.drain_ds_cues(); + CHECK(dcs.size() == 3 && dcs[0].sub_type == DS_SUB_OPEN, "ds: open cue"); + CHECK(dcs.size() == 3 && dcs[1].sub_type == DS_SUB_REFINE_SUCCEED && dcs[1].cell == 4 + && dcs[1].window == WINDOW_DRAGON_SOUL, + "ds: success cue carries cell"); + CHECK(dcs.size() == 3 && dcs[2].sub_type == DS_SUB_REFINE_FAIL_NOT_ENOUGH_MONEY, + "ds: fail cue"); + CHECK(es.drain_ds_cues().empty(), "ds: drain clears"); + } + + // --- item-mall (창고몰): GC_MALL_OPEN / SET / DEL --- + { + GCMallOpen mo{GC_MALL_OPEN, sizeof(GCMallOpen), 45}; + b = pkt(mo); + es.apply(GC_MALL_OPEN, b.data(), (uint16_t)b.size()); + CHECK(es.mall_open() && es.mall_size() == 45, "mall: open size 45"); + CHECK(es.mall_dirty(), "mall: dirty after open"); + + GCItemSet is{}; + is.header = GC_MALL_SET; + is.length = sizeof(is); + is.pos = {WINDOW_MALL, 3}; + is.vnum = 27993; + is.count = 2; + b = pkt(is); + es.apply(GC_MALL_SET, b.data(), (uint16_t)b.size()); + CHECK(es.mall_slot(3).vnum == 27993 && es.mall_slot(3).count == 2, "mall: slot 3 set"); + + GCItemDel id{}; + id.header = GC_MALL_DEL; + id.length = sizeof(id); + id.pos = {WINDOW_MALL, 3}; + b = pkt(id); + es.apply(GC_MALL_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.mall_slot(3).empty(), "mall: slot 3 cleared"); + } + + // --- cube (제작): GC_CHAT/COMMAND server-command bus --- + { + auto cmd = [&](const std::string &text) { + std::vector buf(sizeof(GCChat) + text.size() + 1); + GCChat h{}; + h.header = GC_CHAT; + h.length = (uint16_t)buf.size(); + h.type = CHAT_TYPE_COMMAND; + h.vid = 0; + std::memcpy(buf.data(), &h, sizeof(h)); + std::memcpy(buf.data() + sizeof(h), text.c_str(), text.size() + 1); + es.apply(GC_CHAT, buf.data(), (uint16_t)buf.size()); + }; + size_t chat_before = es.drain_chat().size(); + cmd("cube open 20383"); + CHECK(es.cube().open && es.cube().npc_vnum == 20383, "cube: opened npc 20383"); + cmd("cube r_list 20383 2 72723,1/50001,5"); + CHECK(es.cube().results.size() == 2 && es.cube().results[0].vnum == 72723 + && es.cube().results[1].count == 5, + "cube: r_list parsed 2 results"); + cmd("cube m_info 0 1 125,1|126,2&555,5/120000"); + CHECK(es.cube().recipes.size() == 1, "cube: m_info made 1 recipe"); + CHECK(es.cube().recipes[0].gold == 120000, "cube: recipe gold"); + CHECK(es.cube().recipes[0].material_groups.size() == 2, "cube: 2 material groups"); + CHECK(es.cube().recipes[0].material_groups[0].size() == 2 + && es.cube().recipes[0].material_groups[0][1].vnum == 126, + "cube: group 0 has 2 slots (v126)"); + CHECK(es.cube().recipes[0].result_vnum == 72723, "cube: recipe linked to result 0"); + cmd("cube info 5000 30001 3"); + CHECK(es.cube().need_gold == 5000 && es.cube().need_item_vnum == 30001, "cube: info hint"); + cmd("cube success 72723 1"); + cmd("cube fail"); + cmd("cube close"); + { + auto evs = es.drain_cube_events(); + int opened = 0, info = 0, ok = 0, fail = 0, closed = 0; + for (auto e : evs) { + switch (e) { + case EntityStore::CubeEvent::Opened: ++opened; break; + case EntityStore::CubeEvent::InfoChanged: ++info; break; + case EntityStore::CubeEvent::Success: ++ok; break; + case EntityStore::CubeEvent::Fail: ++fail; break; + case EntityStore::CubeEvent::Closed: ++closed; break; + } + } + CHECK(opened == 1 && ok == 1 && fail == 1 && closed == 1 && info >= 3, + "cube: event stream (open/3+info/success/fail/close)"); + } + CHECK(es.cube_last_success().vnum == 72723 && es.cube_last_success().count == 1, + "cube: last success payload"); + CHECK(!es.cube().open, "cube: closed"); + CHECK(es.drain_chat().size() == chat_before, + "cube: COMMAND lines never enter the chat log"); + } + + // --- despawn --- + // --- guild land list + minimap observers --- + { + std::vector raw(sizeof(GCLandList) + sizeof(LandPacketElement)); + GCLandList head{GC_LAND_LIST, (uint16_t)raw.size()}; + LandPacketElement land{42, 100, 200, 300, 400, 77}; + std::memcpy(raw.data(), &head, sizeof(head)); + std::memcpy(raw.data() + sizeof(head), &land, sizeof(land)); + es.apply(GC_LAND_LIST, raw.data(), (uint16_t)raw.size()); + CHECK(es.land_areas().size() == 1 && es.land_areas()[0].guild_id == 77, + "land list: one guild area"); + CHECK(es.land_areas()[0].width == 300 && es.take_land_dirty(), + "land list: dimensions + dirty"); + + GCObserverAdd oa{GC_OBSERVER_ADD, sizeof(GCObserverAdd), 9001, 12, 34}; + b = pkt(oa); + es.apply(GC_OBSERVER_ADD, b.data(), (uint16_t)b.size()); + CHECK(es.observers().size() == 1 && es.observers()[0].x == 1200, + "observer: add converts map units to cm"); + GCObserverMove om{GC_OBSERVER_MOVE, sizeof(GCObserverMove), 9001, 15, 35}; + b = pkt(om); + es.apply(GC_OBSERVER_MOVE, b.data(), (uint16_t)b.size()); + GCObserverRemove orp{GC_OBSERVER_REMOVE, sizeof(GCObserverRemove), 9001}; + b = pkt(orp); + es.apply(GC_OBSERVER_REMOVE, b.data(), (uint16_t)b.size()); + auto oe = es.drain_observer_events(); + CHECK(oe.size() == 3 && oe[0].kind == ObserverEvent::Add && + oe[1].kind == ObserverEvent::Move && oe[2].kind == ObserverEvent::Remove, + "observer: add/move/remove events"); + CHECK(es.observers().empty(), "observer: remove clears state"); + } + + // --- despawn --- + GCCharacterDel del{GC_CHARACTER_DEL, sizeof(GCCharacterDel), 2}; + b = pkt(del); + es.apply(GC_CHARACTER_DEL, b.data(), (uint16_t)b.size()); + CHECK(es.get(2) == nullptr, "entity 2 despawned"); + CHECK(es.size() == 1, "1 entity left"); + { + auto ch = es.drain_changes(); + bool despawn = false; + for (auto &c : ch) { + if (c.kind == EntityStore::ChangeKind::Despawn && c.vid == 2) { + despawn = true; + } + } + CHECK(despawn, "despawn change emitted"); + } + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/extension/tests/net_loopback_test.cpp b/extension/tests/net_loopback_test.cpp new file mode 100644 index 00000000..3ba6b2c1 --- /dev/null +++ b/extension/tests/net_loopback_test.cpp @@ -0,0 +1,1073 @@ +// Offline end-to-end test for the net client. An in-process MockServer speaks +// the real wire protocol (framing + libsodium KX + scripted phase packets) over +// a localhost socket; AuthClient then GameClient are driven through the full +// auth -> char list -> select -> game flow with no external server. +#include "../src/net/auth_client.h" +#include "../src/net/game_client.h" +#include "../src/net/mark_client.h" +#include "../src/net/wire.h" + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +using namespace mtnet; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +// --- MockServer: minimal server-side NetStream over one accepted socket ------- +class MockServer { +public: + enum class Mode { Auth, Game, Mark }; + + explicit MockServer(Mode m) : m_mode(m) {} + ~MockServer() { + if (m_conn >= 0) { + ::close(m_conn); + } + if (m_listen >= 0) { + ::close(m_listen); + } + } + + uint16_t listen_ephemeral() { + m_listen = ::socket(AF_INET, SOCK_STREAM, 0); + int one = 1; + setsockopt(m_listen, SOL_SOCKET, SO_REUSEADDR, &one, sizeof(one)); + sockaddr_in a{}; + a.sin_family = AF_INET; + a.sin_addr.s_addr = htonl(INADDR_LOOPBACK); + a.sin_port = 0; + bind(m_listen, (sockaddr *)&a, sizeof(a)); + ::listen(m_listen, 1); + socklen_t l = sizeof(a); + getsockname(m_listen, (sockaddr *)&a, &l); + int fl = fcntl(m_listen, F_GETFL, 0); + fcntl(m_listen, F_SETFL, fl | O_NONBLOCK); + return ntohs(a.sin_port); + } + + // Pump: accept, recv+decrypt, dispatch scripted responses, flush. + void poll() { + if (m_conn < 0) { + int c = ::accept(m_listen, nullptr, nullptr); + if (c < 0) { + return; + } + m_conn = c; + int fl = fcntl(m_conn, F_GETFL, 0); + fcntl(m_conn, F_SETFL, fl | O_NONBLOCK); + // server opens the conversation + m_cipher.initialize(); + send_phase(PHASE_HANDSHAKE); + send_key_challenge(); + } + + uint8_t buf[4096]; + ssize_t r = ::recv(m_conn, buf, sizeof(buf), 0); + if (r > 0) { + if (m_cipher.is_activated()) { + m_cipher.decrypt_in_place(buf, (size_t)r); + } + m_recv.write(buf, (size_t)r); + dispatch(); + } + flush(); + } + +private: + void send_raw(const void *p, size_t n) { + uint8_t tmp[1024]; + std::memcpy(tmp, p, n); + m_cipher.encrypt_in_place(tmp, n); // no-op until activated + m_send.write(tmp, n); + } + void flush() { + while (m_send.readable() > 0) { + ssize_t w = ::send(m_conn, m_send.read_ptr(), m_send.readable(), 0); + if (w > 0) { + m_send.discard((size_t)w); + } else { + break; + } + } + } + + void send_phase(uint8_t phase) { + GCPhase p{GC_PHASE, sizeof(GCPhase), phase}; + send_raw(&p, sizeof(p)); + } + void send_command(const std::string &text) { + std::vector buf(sizeof(GCChat) + text.size() + 1); + GCChat h{}; + h.header = GC_CHAT; + h.length = (uint16_t)buf.size(); + h.type = CHAT_TYPE_COMMAND; + std::memcpy(buf.data(), &h, sizeof(h)); + std::memcpy(buf.data() + sizeof(h), text.c_str(), text.size() + 1); + send_raw(buf.data(), buf.size()); + } + void send_key_challenge() { + GCKeyChallenge kc{}; + kc.header = GC_KEY_CHALLENGE; + kc.length = sizeof(kc); + m_cipher.get_public_key(kc.server_pk); + randombytes_buf(m_challenge, sizeof(m_challenge)); + std::memcpy(kc.challenge, m_challenge, sizeof(m_challenge)); + kc.server_time = 12345; + send_raw(&kc, sizeof(kc)); + } + + void dispatch() { + for (;;) { + DynHeader dh; + if (!m_recv.peek(&dh, sizeof(dh))) { + return; + } + if (dh.length < 4 || !m_recv.has(dh.length)) { + return; + } + switch (dh.header) { + case CG_KEY_RESPONSE: { + CGKeyResponse kr; + m_recv.read(&kr, sizeof(kr)); + m_cipher.compute_server_keys(kr.client_pk); + bool ok = m_cipher.verify_challenge_response(m_challenge, kr.challenge_response); + if (!ok) { + std::fprintf(stderr, "MockServer: challenge verify FAILED\n"); + } + // KeyComplete plaintext, then activate, then encrypted phase + GCKeyComplete kc{}; + kc.header = GC_KEY_COMPLETE; + kc.length = sizeof(kc); + uint8_t token[32]; + randombytes_buf(token, sizeof(token)); + m_cipher.encrypt_token(token, sizeof(token), kc.encrypted_token, kc.nonce); + send_raw(&kc, sizeof(kc)); + m_cipher.set_activated(true); + send_phase(m_mode == Mode::Auth ? PHASE_AUTH : PHASE_LOGIN); + break; + } + case CG_LOGIN3: { + CGLogin3 l; + m_recv.read(&l, sizeof(l)); + GCAuthSuccess as{GC_AUTH_SUCCESS, sizeof(GCAuthSuccess), 0x0BADF00D, 1}; + send_raw(&as, sizeof(as)); + break; + } + case CG_LOGIN2: { + CGLogin2 l; + m_recv.read(&l, sizeof(l)); + m_got_login_key = l.login_key; + GCLoginSuccess3 ok{}; + ok.header = GC_LOGIN_SUCCESS3; + ok.length = sizeof(ok); + std::strcpy(ok.players[0].name, "Tester"); + ok.players[0].id = 42; + ok.players[0].job = 0; + ok.players[0].level = 7; + ok.players[0].x = 100; + ok.players[0].y = 200; + send_raw(&ok, sizeof(ok)); + send_phase(PHASE_SELECT); + break; + } + case CG_CHARACTER_SELECT: { + CGCharacterSelect s; + m_recv.read(&s, sizeof(s)); + m_selected = s.player_index; + send_phase(PHASE_LOADING); + GCMainCharacter mc{}; + mc.header = GC_MAIN_CHARACTER; + mc.length = sizeof(mc); + mc.vid = 1000; + mc.race = 0; + std::strcpy(mc.name, "Tester"); + mc.x = 100; + mc.y = 200; + mc.z = 0; + send_raw(&mc, sizeof(mc)); + // a nearby NPC + a move for it + GCCharacterAdd add{}; + add.header = GC_CHARACTER_ADD; + add.length = sizeof(add); + add.vid = 2000; + add.race = 101; + add.x = 300; + add.y = 400; + send_raw(&add, sizeof(add)); + GCMove mv{}; + mv.header = GC_MOVE; + mv.length = sizeof(mv); + mv.vid = 2000; + mv.func = FUNC_MOVE; + mv.x = 800; + mv.y = 400; + mv.duration = 1000; + send_raw(&mv, sizeof(mv)); + GCDigMotion dig{GC_DIG_MOTION, sizeof(GCDigMotion), 2000, 1000, 2}; + send_raw(&dig, sizeof(dig)); + send_phase(PHASE_GAME); + DynHeader guild_request{GC_REQUEST_MAKE_GUILD, sizeof(DynHeader)}; + send_raw(&guild_request, sizeof(guild_request)); + + // item-mall: open + one item + { + GCMallOpen mo{GC_MALL_OPEN, sizeof(GCMallOpen), 45}; + send_raw(&mo, sizeof(mo)); + GCItemSet is{}; + is.header = GC_MALL_SET; + is.length = sizeof(is); + is.pos = {WINDOW_MALL, 0}; + is.vnum = 27993; + is.count = 1; + send_raw(&is, sizeof(is)); + } + // cube: open + result list via GC_CHAT/COMMAND + send_command("cube open 20383"); + send_command("cube r_list 20383 1 72723,1"); + break; + } + case CG_MOVE: { + CGMove m; + m_recv.read(&m, sizeof(m)); + m_last_move = m; + ++m_move_count; + break; + } + case CG_CHARACTER_POSITION: { + CGCharacterPosition p; + m_recv.read(&p, sizeof(p)); + m_last_character_position = p; + ++m_character_position_count; + break; + } + case CG_SYNC_POSITION: { + std::vector tmp(dh.length); + m_recv.read(tmp.data(), tmp.size()); + if (tmp.size() >= sizeof(CGSyncPosition)) { + CGSyncPosition h{}; + std::memcpy(&h, tmp.data(), sizeof(h)); + const size_t payload = tmp.size() - sizeof(h); + if (h.length == tmp.size() && payload % sizeof(CGSyncPositionElement) == 0) { + m_sync_positions.clear(); + for (size_t off = sizeof(h); off < tmp.size(); off += sizeof(CGSyncPositionElement)) { + CGSyncPositionElement e{}; + std::memcpy(&e, tmp.data() + off, sizeof(e)); + m_sync_positions.push_back(e); + } + ++m_sync_position_count; + } + } + break; + } + case CG_WARP: { + CGWarp p; + m_recv.read(&p, sizeof(p)); + m_warp_seen = true; + GCWarp w{GC_WARP, sizeof(GCWarp), 4321, 8765, 0, 0}; + send_raw(&w, sizeof(w)); + break; + } + case CG_FISHING: { + CGFishing p; + m_recv.read(&p, sizeof(p)); + m_fishing_seen = true; + m_last_fishing_dir = p.dir; + GCFishing f{GC_FISHING, sizeof(GCFishing), FISHING_START, 1000, p.dir}; + send_raw(&f, sizeof(f)); + break; + } + case CG_DUNGEON: { + CGDungeon p; + m_recv.read(&p, sizeof(p)); + m_dungeon_seen = true; + std::vector out(sizeof(GCDungeon) + 8); + GCDungeon h{GC_DUNGEON, (uint16_t)out.size(), DUNGEON_DESTINATION_POSITION}; + std::memcpy(out.data(), &h, sizeof(h)); + int32_t x = 3210, y = 6540; + std::memcpy(out.data() + sizeof(h), &x, 4); + std::memcpy(out.data() + sizeof(h) + 4, &y, 4); + send_raw(out.data(), out.size()); + break; + } + case CG_ATTACK: { + CGAttack a; + m_recv.read(&a, sizeof(a)); + m_last_attack = a; + ++m_attack_count; + break; + } + case CG_USE_SKILL: { + CGUseSkill s; + m_recv.read(&s, sizeof(s)); + m_last_use_skill = s; + ++m_use_skill_count; + break; + } + case CG_SHOOT: { + CGShoot s; + m_recv.read(&s, sizeof(s)); + m_last_shoot = s; + ++m_shoot_count; + break; + } + case CG_FLY_TARGETING: + case CG_ADD_FLY_TARGETING: { + CGFlyTargeting t; + m_recv.read(&t, sizeof(t)); + if (dh.header == CG_FLY_TARGETING) { + m_last_primary_fly_targeting = t; + ++m_primary_fly_targeting_count; + } else { + m_last_fly_targeting = t; + m_last_fly_header = dh.header; + } + ++m_fly_targeting_count; + break; + } + case CG_TARGET: { + CGTarget t; + m_recv.read(&t, sizeof(t)); + m_last_target_vid = t.vid; + break; + } + case CG_QUICKSLOT_ADD: { + CGQuickSlotAdd q; + m_recv.read(&q, sizeof(q)); + m_last_quickslot_add = q; + break; + } + case CG_QUICKSLOT_DEL: { + CGQuickSlotDel q; + m_recv.read(&q, sizeof(q)); + m_last_quickslot_del = q; + break; + } + case CG_QUICKSLOT_SWAP: { + CGQuickSlotSwap q; + m_recv.read(&q, sizeof(q)); + m_last_quickslot_swap = q; + break; + } + case CG_SCRIPT_SELECT_ITEM: { + CGScriptSelectItem p; + m_recv.read(&p, sizeof(p)); + m_last_script_selection = p.selection; + ++m_script_selection_count; + break; + } + case CG_QUEST_CANCEL: { + CGQuestCancel p; + m_recv.read(&p, sizeof(p)); + m_quest_cancel_count++; + break; + } + case CG_CHAT: { + std::vector tmp(dh.length); + m_recv.read(tmp.data(), dh.length); + // [u16 head][u16 len][u8 type][utf8 text][NUL] + if (dh.length >= 6) { + m_last_chat_type = tmp[4]; + m_last_chat.assign(reinterpret_cast(tmp.data() + 5), + dh.length - 5 - 1); + if (m_last_chat_type == CHAT_TYPE_COMMAND) { + m_last_command = m_last_chat; + } + } + break; + } + case CG_MYSHOP: { + std::vector tmp(dh.length); + m_recv.read(tmp.data(), dh.length); + CGMyShopHead h{}; + std::memcpy(&h, tmp.data(), sizeof(h)); + m_myshop_sign.assign(h.sign, strnlen(h.sign, sizeof(h.sign))); + m_myshop_count = h.count; + m_myshop_items.clear(); + for (int i = 0; i < h.count; ++i) { + MyShopItem e{}; + std::memcpy(&e, tmp.data() + sizeof(h) + i * sizeof(MyShopItem), + sizeof(MyShopItem)); + m_myshop_items.push_back(e); + } + m_myshop_seen = true; + break; + } + case CG_MALL_CHECKOUT: { + CGMallCheckout c; + m_recv.read(&c, sizeof(c)); + m_last_mall_checkout = c; + m_mall_checkout_seen = true; + break; + } + case CG_ITEM_MOVE: { + CGItemMove m; + m_recv.read(&m, sizeof(m)); + m_last_item_move = m; + ++m_item_move_count; + break; + } + case CG_ITEM_USE: { + CGItemUse u; + m_recv.read(&u, sizeof(u)); + m_last_item_use = u; + break; + } + case CG_ITEM_DROP2: { + CGItemDrop2 d; + m_recv.read(&d, sizeof(d)); + m_last_item_drop2 = d; + break; + } + case CG_ITEM_USE_TO_ITEM: { + CGItemUseToItem u; + m_recv.read(&u, sizeof(u)); + m_last_item_use_to_item = u; + break; + } + case CG_ITEM_GIVE: { + CGGiveItem g; + m_recv.read(&g, sizeof(g)); + m_last_give_item = g; + break; + } + case CG_ITEM_PICKUP: { + CGItemPickUp p; + m_recv.read(&p, sizeof(p)); + m_last_pickup_vid = p.vid; + break; + } + case CG_PARTY_INVITE: { + CGPartyInvite p; + m_recv.read(&p, sizeof(p)); + m_last_party_invite_vid = p.vid; + break; + } + case CG_PARTY_USE_SKILL: { + CGPartyUseSkill p; + m_recv.read(&p, sizeof(p)); + m_last_party_skill = p; + ++m_party_skill_count; + break; + } + case CG_SHOP: { + std::vector tmp(dh.length); + m_recv.read(tmp.data(), dh.length); + m_last_shop_sub = tmp[4]; + if (dh.length >= 7) { + m_last_shop_a = tmp[5]; + m_last_shop_b = tmp[6]; + } + break; + } + case CG_EXCHANGE: { + CGExchange x; + m_recv.read(&x, sizeof(x)); + m_last_exchange_sub = x.subheader; + m_last_exchange_arg1 = x.arg1; + break; + } + case CG_SAFEBOX_CHECKIN: { + CGSafeboxCheckin s; + m_recv.read(&s, sizeof(s)); + m_last_safebox_checkin_pos = s.safe_pos; + m_last_safebox_checkin_cell = s.inv_pos.cell; + break; + } + case CG_CLIENT_VERSION: { + CGClientVersion v; + m_recv.read(&v, sizeof(v)); + m_client_version_seen = true; + break; + } + case CG_CHARACTER_CREATE: { + CGCreateCharacter c; + m_recv.read(&c, sizeof(c)); + m_last_create = c; + m_create_seen = true; + if (std::string(c.name) == "taken") { + GCCreateFailure f{GC_PLAYER_CREATE_FAILURE, sizeof(GCCreateFailure), 1}; + send_raw(&f, sizeof(f)); + } else { + GCPlayerCreateSuccess ok{}; + ok.header = GC_PLAYER_CREATE_SUCCESS; + ok.length = sizeof(ok); + ok.slot = c.index; + ok.player.id = 500 + c.index; + std::strncpy(ok.player.name, c.name, CHARACTER_NAME_MAX_LEN); + ok.player.job = (uint8_t)c.job; + ok.player.level = 1; + ok.player.st = c.str; + ok.player.ht = c.con; + ok.player.dx = c.dex; + ok.player.iq = c.intel; + send_raw(&ok, sizeof(ok)); + } + break; + } + case CG_CHARACTER_DELETE: { + CGDeleteCharacter d; + m_recv.read(&d, sizeof(d)); + m_last_delete = d; + m_delete_seen = true; + if (std::string(d.private_code, strnlen(d.private_code, PRIVATE_CODE_LENGTH)) == "1234567") { + GCDeleteSuccess ok{GC_PLAYER_DELETE_SUCCESS, sizeof(GCDeleteSuccess), d.index}; + send_raw(&ok, sizeof(ok)); + } else { + DynHeader bad{GC_PLAYER_DELETE_WRONG_SOCIAL_ID, sizeof(DynHeader)}; + send_raw(&bad, sizeof(bad)); + } + break; + } + case CG_CHANGE_NAME: { + CGChangeName c; + m_recv.read(&c, sizeof(c)); + m_last_change_name = c; + m_change_name_seen = true; + // Character slot 0 in the scripted list has pid 42. + GCChangeName n{GC_CHANGE_NAME, sizeof(GCChangeName), 42, {}}; + std::strncpy(n.name, c.name, CHARACTER_NAME_MAX_LEN); + send_raw(&n, sizeof(n)); + break; + } + case CG_MARK_LOGIN: { + CGMarkLogin l; + m_recv.read(&l, sizeof(l)); + m_mark_login_handle = l.handle; + m_mark_login_key = l.random_key; + break; + } + case CG_SYMBOL_CRC: { + CGSymbolCRC c; + m_recv.read(&c, sizeof(c)); + m_symbol_crc_seen = true; + m_symbol_crc_gid = c.guild_id; + std::vector out(sizeof(GCSymbolData) + 200); + GCSymbolData h{GC_SYMBOL_DATA, (uint16_t)out.size(), c.guild_id}; + std::memcpy(out.data(), &h, sizeof(h)); + for (size_t i = sizeof(h); i < out.size(); ++i) + out[i] = (uint8_t)(i * 3); + send_raw(out.data(), out.size()); + break; + } + case CG_MARK_UPLOAD: { + CGMarkUpload u; + m_recv.read(&u, sizeof(u)); + m_mark_upload_gid = u.gid; + m_mark_upload_seen = true; + m_mark_upload_sum = 0; + for (size_t k = 0; k < sizeof(u.image); ++k) { + m_mark_upload_sum += u.image[k]; + } + break; + } + case CG_GUILD_SYMBOL_UPLOAD: { + std::vector tmp(dh.length); + m_recv.read(tmp.data(), dh.length); + CGSymbolUpload head{}; + std::memcpy(&head, tmp.data(), sizeof(head)); + m_symbol_upload_gid = head.handle; + m_symbol_upload_bytes = (uint32_t)(dh.length - (uint16_t)sizeof(CGSymbolUpload)); + m_symbol_upload_seen = true; + break; + } + default: + // consume unknown + std::vector tmp(dh.length); + m_recv.read(tmp.data(), dh.length); + break; + } + } + } + + Mode m_mode; + int m_listen = -1, m_conn = -1; + ByteBuffer m_recv, m_send; + SecureCipher m_cipher; + uint8_t m_challenge[32]{}; + +public: + uint32_t m_got_login_key = 0; + int m_selected = -1; + CGMove m_last_move{}; + int m_move_count = 0; + CGCharacterPosition m_last_character_position{}; + int m_character_position_count = 0; + std::vector m_sync_positions; + int m_sync_position_count = 0; + CGAttack m_last_attack{}; + int m_attack_count = 0; + CGUseSkill m_last_use_skill{}; + int m_use_skill_count = 0; + CGShoot m_last_shoot{}; + int m_shoot_count = 0; + CGFlyTargeting m_last_primary_fly_targeting{}; + int m_primary_fly_targeting_count = 0; + CGFlyTargeting m_last_fly_targeting{}; + uint16_t m_last_fly_header = 0; + int m_fly_targeting_count = 0; + uint32_t m_last_target_vid = 0; + CGQuickSlotAdd m_last_quickslot_add{}; + CGQuickSlotDel m_last_quickslot_del{}; + CGQuickSlotSwap m_last_quickslot_swap{}; + uint32_t m_last_script_selection = 0; + int m_script_selection_count = 0; + int m_quest_cancel_count = 0; + uint8_t m_last_chat_type = 0xFF; + std::string m_last_chat; + std::string m_last_command; + std::string m_myshop_sign; + int m_myshop_count = -1; + std::vector m_myshop_items; + bool m_myshop_seen = false; + CGMallCheckout m_last_mall_checkout{}; + bool m_mall_checkout_seen = false; + CGItemMove m_last_item_move{}; + int m_item_move_count = 0; + CGItemUse m_last_item_use{}; + CGItemDrop2 m_last_item_drop2{}; + CGItemUseToItem m_last_item_use_to_item{}; + CGGiveItem m_last_give_item{}; + uint32_t m_last_pickup_vid = 0; + uint32_t m_last_party_invite_vid = 0; + CGPartyUseSkill m_last_party_skill{}; + int m_party_skill_count = 0; + uint8_t m_last_shop_sub = 0xFF, m_last_shop_a = 0, m_last_shop_b = 0; + uint8_t m_last_exchange_sub = 0xFF; + uint32_t m_last_exchange_arg1 = 0; + uint8_t m_last_safebox_checkin_pos = 0xFF; + uint16_t m_last_safebox_checkin_cell = 0xFFFF; + bool m_client_version_seen = false; + CGCreateCharacter m_last_create{}; + bool m_create_seen = false; + CGDeleteCharacter m_last_delete{}; + bool m_delete_seen = false; + CGChangeName m_last_change_name{}; + bool m_change_name_seen = false; + bool m_warp_seen = false; + bool m_fishing_seen = false; + uint8_t m_last_fishing_dir = 0; + bool m_dungeon_seen = false; + uint32_t m_mark_login_handle = 0, m_mark_login_key = 0; + bool m_mark_upload_seen = false; + uint32_t m_mark_upload_gid = 0; + uint64_t m_mark_upload_sum = 0; + bool m_symbol_upload_seen = false; + uint32_t m_symbol_upload_gid = 0, m_symbol_upload_bytes = 0; + bool m_symbol_crc_seen = false; + uint32_t m_symbol_crc_gid = 0; +}; + +// --- driver ----------------------------------------------------------------- + +template +static void run(MockServer &srv, Client &cli, int max_iters, + const std::function &stop) { + for (int i = 0; i < max_iters && !stop(); ++i) { + srv.poll(); + cli.process(); + usleep(1000); + } +} + +int main() { + CHECK(SecureCipher::ensure_sodium_init(), "sodium init"); + + // --- auth server: connect -> KX -> CG_LOGIN3 -> GC_AUTH_SUCCESS --- + uint32_t login_key = 0; + { + MockServer srv(MockServer::Mode::Auth); + uint16_t port = srv.listen_ephemeral(); + AuthClient auth("admin", "123456789"); + CHECK(auth.connect("127.0.0.1", port), "auth connect"); + run(srv, auth, 5000, [&] { return auth.done(); }); + CHECK(auth.done(), "auth reached a result"); + CHECK(auth.handshaked(), "auth: cipher activated"); + CHECK(auth.sent_login(), "auth: CG_LOGIN3 sent at PHASE_AUTH"); + CHECK(auth.success(), "auth: GC_AUTH_SUCCESS"); + CHECK(auth.login_key() == 0x0BADF00D, "auth: login_key"); + login_key = auth.login_key(); + } + + // --- game server: connect -> KX -> CG_LOGIN2 -> char list -> select -> GAME --- + { + MockServer srv(MockServer::Mode::Game); + uint16_t port = srv.listen_ephemeral(); + GameClient game("admin", login_key); + CHECK(game.connect("127.0.0.1", port), "game connect"); + + run(srv, game, 5000, [&] { return game.char_list_ready(); }); + CHECK(game.char_list_ready(), "game: got char list"); + CHECK(srv.m_got_login_key == 0x0BADF00D, "game: server received our login_key"); + CHECK(game.chars().size() == 1, "game: 1 character"); + if (game.chars().size() == 1) { + CHECK(game.chars()[0].name == "Tester", "game: char name"); + CHECK(game.chars()[0].level == 7, "game: char level"); + CHECK(game.chars()[0].x == 100 && game.chars()[0].y == 200, "game: char position"); + } + + // --- CG_CHANGE_NAME -> GC_CHANGE_NAME updates the local slot list --- + CHECK(game.change_name(0, "Renamed"), "game: change_name sent"); + run(srv, game, 3000, [] { return false; }); + CHECK(srv.m_change_name_seen && srv.m_last_change_name.index == 0, + "game: server got CG_CHANGE_NAME idx=0"); + CHECK(std::string(srv.m_last_change_name.name) == "Renamed", + "game: change name byte-exact"); + CHECK(game.chars().size() == 1 && game.chars()[0].name == "Renamed", + "game: GC_CHANGE_NAME patched slot name"); + { + auto evs = game.drain_name_events(); + bool got = false; + for (const auto &e : evs) + if (e.pid == 42 && e.name == "Renamed") + got = true; + CHECK(got, "game: name change event for pid 42"); + } + + // --- CG_CHARACTER_CREATE -> GC_PLAYER_CREATE_SUCCESS patches the slot list --- + CHECK(game.create_character(1, "Newbie", 1, 0, /*con*/3, /*int*/2, /*str*/4, /*dex*/1), + "game: create_character sent"); + run(srv, game, 3000, [&] { return game.chars().size() == 2; }); + CHECK(srv.m_create_seen && std::string(srv.m_last_create.name) == "Newbie", + "game: server got CG_CHARACTER_CREATE (name byte-exact)"); + CHECK(srv.m_last_create.job == 1 && srv.m_last_create.str == 4 && srv.m_last_create.con == 3, + "game: create job/stats byte-exact"); + CHECK(game.chars().size() == 2, "game: slot list grew to 2 after create"); + { + const GameClient::CharSlot *ns = nullptr; + for (const auto &c : game.chars()) + if (c.index == 1) + ns = &c; + CHECK(ns && ns->name == "Newbie" && ns->job == 1, "game: new slot 1 = Newbie/job1"); + } + { + auto evs = game.drain_char_events(); + bool got = false; + for (const auto &e : evs) + if (e.kind == GameClient::CharEvent::CreateOk && e.slot == 1) + got = true; + CHECK(got, "game: CreateOk event for slot 1"); + } + + // --- create name clash -> GC_PLAYER_CREATE_FAILURE(type) --- + CHECK(game.create_character(2, "taken", 0, 0, 1, 1, 1, 1), "game: create (clash) sent"); + run(srv, game, 3000, [&] { + for (const auto &e : game.peek_char_events()) + if (e.kind == GameClient::CharEvent::CreateFail) + return true; + return false; + }); + { + auto evs = game.drain_char_events(); + bool fail = false; + for (const auto &e : evs) + if (e.kind == GameClient::CharEvent::CreateFail && e.fail_type == 1) + fail = true; + CHECK(fail, "game: CreateFail(type=1) event"); + CHECK(game.chars().size() == 2, "game: clash did not add a slot"); + } + + // --- CG_CHARACTER_DELETE: wrong code rejected, right code removes the slot --- + CHECK(game.delete_character(1, "0000000"), "game: delete (wrong code) sent"); + run(srv, game, 3000, [&] { + for (const auto &e : game.peek_char_events()) + if (e.kind == GameClient::CharEvent::DeleteFail) + return true; + return false; + }); + { + auto evs = game.drain_char_events(); + bool df = false; + for (const auto &e : evs) + if (e.kind == GameClient::CharEvent::DeleteFail) + df = true; + CHECK(df, "game: DeleteFail (wrong social id)"); + CHECK(game.chars().size() == 2, "game: wrong code kept the slot"); + } + CHECK(game.delete_character(1, "1234567"), "game: delete (right code) sent"); + run(srv, game, 3000, [&] { return game.chars().size() == 1; }); + CHECK(srv.m_delete_seen && srv.m_last_delete.index == 1, "game: server got CG_CHARACTER_DELETE idx=1"); + CHECK(game.chars().size() == 1, "game: slot 1 removed after delete"); + { + auto evs = game.drain_char_events(); + bool ok = false; + for (const auto &e : evs) + if (e.kind == GameClient::CharEvent::DeleteOk && e.slot == 1) + ok = true; + CHECK(ok, "game: DeleteOk event for slot 1"); + } + + CHECK(game.select_character(0), "game: select_character sent"); + run(srv, game, 5000, [&] { return game.in_game(); }); + CHECK(game.in_game(), "game: reached PHASE_GAME"); + CHECK(srv.m_selected == 0, "game: server saw our selection"); + run(srv, game, 200, [] { return false; }); + CHECK(game.drain_guild_make_requests() == 1, + "game: GC_REQUEST_MAKE_GUILD surfaced as an event"); + CHECK(game.send_warp(), "game: CG_WARP sent"); + run(srv, game, 200, [] { return false; }); + CHECK(srv.m_warp_seen, "game: server got CG_WARP"); + { + auto warps = game.world().drain_warps(); + CHECK(!warps.empty() && warps.back().x == 4321 && warps.back().y == 8765, + "game: GC_WARP destination surfaced"); + } + CHECK(game.send_fishing(36), "game: CG_FISHING sent"); + run(srv, game, 200, [] { return false; }); + CHECK(srv.m_fishing_seen && srv.m_last_fishing_dir == 36, + "game: server got CG_FISHING direction"); + { + auto fishing = game.world().drain_fishing_events(); + CHECK(!fishing.empty() && fishing.back().subheader == FISHING_START && + fishing.back().info == 1000 && fishing.back().dir == 36, + "game: GC_FISHING event surfaced"); + } + CHECK(game.send_dungeon(), "game: CG_DUNGEON sent"); + run(srv, game, 200, [] { return false; }); + CHECK(srv.m_dungeon_seen, "game: server got CG_DUNGEON"); + { + auto dungeons = game.world().drain_dungeon_events(); + CHECK(!dungeons.empty() && dungeons.back().subheader == DUNGEON_DESTINATION_POSITION && + dungeons.back().has_destination && dungeons.back().x == 3210 && dungeons.back().y == 6540, + "game: GC_DUNGEON destination surfaced"); + } + + // game-phase packets flowed into the EntityStore + run(srv, game, 200, [] { return false; }); // drain a few more polls + mtnet::EntityStore &wm = game.world(); + const EntityStore &w = wm; + CHECK(w.main_vid() == 1000, "world: main vid from GC_MAIN_CHARACTER"); + CHECK(w.get(1000) && w.get(1000)->name == "Tester", "world: main entity"); + CHECK(srv.m_client_version_seen, + "client auto-sent CG_CLIENT_VERSION after GC_MAIN_CHARACTER"); + CHECK(w.get(2000) != nullptr, "world: NPC spawned from GC_CHARACTER_ADD"); + { + auto digs = wm.drain_dig_motions(); + CHECK(!digs.empty() && digs.back().vid == 2000 && digs.back().target_vid == 1000 && digs.back().count == 2, + "world: dig motion surfaced"); + } + CHECK(w.get(2000) && w.get(2000)->moving, "world: NPC moving from GC_MOVE"); + // interpolate it forward + wm.set_now(500); + wm.tick(); + CHECK(wm.get(2000) && std::abs(wm.get(2000)->x - 550.0f) < 2.0f, + "world: NPC interpolated halfway (300->800)"); + + // --- outbound in-game intents reach the server, byte-exact --- + CHECK(game.send_move(FUNC_MOVE, 0, /*rot=*/18, 12345, 67890, 111), "send_move"); + CHECK(game.send_character_position(3), "send_character_position"); + CHECK(game.send_sync_positions({{2000, 321, 654}, {3000, -12, 99}}), "send_sync_positions"); + CHECK(!game.send_sync_positions({}), "send_sync_positions rejects empty batch"); + CHECK(!game.send_sync_positions(std::vector(17)), + "send_sync_positions rejects batches over 16"); + CHECK(game.send_attack(/*motion=*/4, 2000), "send_attack"); + CHECK(game.send_fly_targeting(2000, 800, 400), "send_fly_targeting"); + CHECK(game.send_add_fly_targeting(3000, 700, 500), "send_add_fly_targeting"); + CHECK(game.send_shoot(/*skill=*/7), "send_shoot"); + CHECK(game.send_use_skill(/*vnum=*/1, /*target_vid=*/2000), "send_use_skill"); + CHECK(game.send_target(2000), "send_target"); + CHECK(game.send_quickslot_add(/*pos=*/35, /*type=*/2, /*ref=*/16), "send_quickslot_add"); + CHECK(game.send_quickslot_del(/*pos=*/34), "send_quickslot_del"); + CHECK(game.send_quickslot_swap(/*pos=*/32, /*change=*/33), "send_quickslot_swap"); + CHECK(game.send_script_select_item(/*selection=*/91), "send_script_select_item"); + CHECK(game.send_quest_cancel(), "send_quest_cancel"); + CHECK(game.send_chat(1, "hello"), "send_chat"); + run(srv, game, 300, [] { return false; }); + CHECK(srv.m_move_count == 1 && srv.m_last_move.func == FUNC_MOVE && + srv.m_last_move.rot == 18 && srv.m_last_move.x == 12345 && + srv.m_last_move.y == 67890 && srv.m_last_move.time == 111, + "server got CG_MOVE with our fields"); + CHECK(srv.m_character_position_count == 1 && srv.m_last_character_position.position == 3 && + srv.m_last_character_position.length == sizeof(CGCharacterPosition), + "server got CG_CHARACTER_POSITION{3}"); + CHECK(srv.m_sync_position_count == 1 && srv.m_sync_positions.size() == 2 && + srv.m_sync_positions[0].vid == 2000 && srv.m_sync_positions[0].x == 321 && + srv.m_sync_positions[0].y == 654 && srv.m_sync_positions[1].vid == 3000 && + srv.m_sync_positions[1].x == -12 && srv.m_sync_positions[1].y == 99, + "server got CG_SYNC_POSITION batch"); + CHECK(srv.m_attack_count == 1 && srv.m_last_attack.type == 4 && + srv.m_last_attack.victim_vid == 2000, + "server got CG_ATTACK{motion=4, vid=2000}"); + CHECK(srv.m_fly_targeting_count == 2 && srv.m_primary_fly_targeting_count == 1 && + srv.m_last_primary_fly_targeting.target_vid == 2000 && + srv.m_last_primary_fly_targeting.x == 800 && + srv.m_last_primary_fly_targeting.y == 400, + "server got CG_FLY_TARGETING{vid=2000,x=800,y=400}"); + CHECK(srv.m_last_fly_header == CG_ADD_FLY_TARGETING && + srv.m_last_fly_targeting.target_vid == 3000 && + srv.m_last_fly_targeting.x == 700 && srv.m_last_fly_targeting.y == 500, + "server got CG_ADD_FLY_TARGETING{vid=3000,x=700,y=500}"); + CHECK(srv.m_shoot_count == 1 && srv.m_last_shoot.type == 7, + "server got CG_SHOOT{skill=7}"); + CHECK(srv.m_use_skill_count == 1 && srv.m_last_use_skill.vnum == 1 && + srv.m_last_use_skill.target_vid == 2000, + "server got CG_USE_SKILL{vnum=1, target=2000}"); + CHECK(srv.m_last_target_vid == 2000, "server got CG_TARGET{2000}"); + CHECK(srv.m_last_quickslot_add.pos == 35 && srv.m_last_quickslot_add.slot.type == 2 && + srv.m_last_quickslot_add.slot.position == 16, + "server got CG_QUICKSLOT_ADD{35,skill,16}"); + CHECK(srv.m_last_quickslot_del.pos == 34, "server got CG_QUICKSLOT_DEL{34}"); + CHECK(srv.m_last_quickslot_swap.pos == 32 && srv.m_last_quickslot_swap.change_pos == 33, + "server got CG_QUICKSLOT_SWAP{32,33}"); + CHECK(srv.m_script_selection_count == 1 && srv.m_last_script_selection == 91, + "server got CG_SCRIPT_SELECT_ITEM{91}"); + CHECK(srv.m_quest_cancel_count == 1, "server got CG_QUEST_CANCEL"); + CHECK(srv.m_last_chat_type == 1 && srv.m_last_chat == "hello", + "server got CG_CHAT{type=1,'hello'}"); + + // --- outbound item intents --- + CHECK(game.send_item_move(WINDOW_INVENTORY, 5, WINDOW_EQUIPMENT, 1, 1), "send_item_move"); + CHECK(game.send_item_use(WINDOW_INVENTORY, 12), "send_item_use"); + CHECK(game.send_item_drop2(WINDOW_INVENTORY, 13, 0, 3), "send_item_drop2"); + CHECK(game.send_item_use_to_item(WINDOW_INVENTORY, 14, WINDOW_EQUIPMENT, 90), "send_item_use_to_item"); + CHECK(game.send_give_item(2000, WINDOW_INVENTORY, 15, 2), "send_give_item"); + CHECK(game.send_item_pickup(5000), "send_item_pickup"); + run(srv, game, 300, [] { return false; }); + CHECK(srv.m_item_move_count == 1 && srv.m_last_item_move.pos.window_type == WINDOW_INVENTORY + && srv.m_last_item_move.pos.cell == 5 + && srv.m_last_item_move.change_pos.window_type == WINDOW_EQUIPMENT + && srv.m_last_item_move.change_pos.cell == 1, + "server got CG_ITEM_MOVE inv5 -> equip1"); + CHECK(srv.m_last_item_use.pos.window_type == WINDOW_INVENTORY + && srv.m_last_item_use.pos.cell == 12, + "server got CG_ITEM_USE inv12"); + CHECK(srv.m_last_item_drop2.pos.cell == 13 && srv.m_last_item_drop2.gold == 0 && + srv.m_last_item_drop2.count == 3, "server got CG_ITEM_DROP2 inv13 x3"); + CHECK(srv.m_last_item_use_to_item.source_pos.cell == 14 && + srv.m_last_item_use_to_item.target_pos.window_type == WINDOW_EQUIPMENT && + srv.m_last_item_use_to_item.target_pos.cell == 90, + "server got CG_ITEM_USE_TO_ITEM inv14 -> equip90"); + CHECK(srv.m_last_give_item.target_vid == 2000 && srv.m_last_give_item.pos.cell == 15 && + srv.m_last_give_item.count == 2, "server got CG_ITEM_GIVE target2000 inv15 x2"); + CHECK(srv.m_last_pickup_vid == 5000, "server got CG_ITEM_PICKUP{5000}"); + + // --- P8 outbound social / shop / storage intents --- + CHECK(game.send_party_invite(2000), "send_party_invite"); + CHECK(game.send_party_use_skill(/*skill_index=*/4, /*target_vid=*/2000), "send_party_use_skill"); + CHECK(game.send_shop_buy(/*pos=*/3, /*count=*/2), "send_shop_buy"); + CHECK(game.send_exchange_start(2000), "send_exchange_start"); + CHECK(game.send_safebox_checkin(/*safe_pos=*/7, WINDOW_INVENTORY, 9), "send_safebox_checkin"); + run(srv, game, 300, [] { return false; }); + CHECK(srv.m_last_party_invite_vid == 2000, "server got CG_PARTY_INVITE{2000}"); + CHECK(srv.m_party_skill_count == 1 && srv.m_last_party_skill.skill_index == 4 && + srv.m_last_party_skill.target_vid == 2000, + "server got CG_PARTY_USE_SKILL{4,2000}"); + CHECK(srv.m_last_shop_sub == SHOP_CG_BUY && srv.m_last_shop_a == 2 && srv.m_last_shop_b == 3, + "server got CG_SHOP BUY{count=2,pos=3}"); + CHECK(srv.m_last_exchange_sub == EXCHANGE_SUB_START && srv.m_last_exchange_arg1 == 2000, + "server got CG_EXCHANGE START{vid=2000}"); + CHECK(srv.m_last_safebox_checkin_pos == 7 && srv.m_last_safebox_checkin_cell == 9, + "server got CG_SAFEBOX_CHECKIN{safe=7,inv=9}"); + + // --- item-mall: server pushed OPEN + one item on entering game --- + CHECK(w.mall_open() && w.mall_size() == 45, "mall: client saw GC_MALL_OPEN{45}"); + CHECK(w.mall_slot(0).vnum == 27993, "mall: client saw GC_MALL_SET slot 0"); + CHECK(game.send_mall_checkout(/*mall_pos=*/0, WINDOW_INVENTORY, 11), "send_mall_checkout"); + + // --- cube: server pushed open + result list; client asks for materials/make --- + CHECK(w.cube().open && w.cube().npc_vnum == 20383, "cube: client saw 'cube open'"); + CHECK(w.cube().results.size() == 1 && w.cube().results[0].vnum == 72723, + "cube: client saw 'cube r_list'"); + CHECK(game.send_cube_material_info(0, 1), "send_cube_material_info"); + CHECK(game.send_cube_make(0), "send_cube_make"); + + // --- private (PC) shop --- + std::vector shop_items; + MyShopItem si{}; + si.vnum = 11901; + si.count = 1; + si.pos = {WINDOW_INVENTORY, 4}; + si.price = 250000; + si.display_pos = 0; + shop_items.push_back(si); + CHECK(game.send_open_private_shop("Cheap swords", shop_items), "send_open_private_shop"); + + run(srv, game, 300, [] { return false; }); + CHECK(srv.m_mall_checkout_seen && srv.m_last_mall_checkout.mall_pos == 0 && + srv.m_last_mall_checkout.inv_pos.cell == 11, + "server got CG_MALL_CHECKOUT{mall=0,inv=11}"); + CHECK(srv.m_last_command == "/cube make 0", "server got last /cube command"); + CHECK(srv.m_myshop_seen && srv.m_myshop_sign == "Cheap swords" && srv.m_myshop_count == 1 && + srv.m_myshop_items.size() == 1 && srv.m_myshop_items[0].vnum == 11901 && + srv.m_myshop_items[0].price == 250000 && srv.m_myshop_items[0].pos.cell == 4, + "server got CG_MYSHOP{sign,1 item byte-exact}"); + } + + // --- guild-mark side connection: KX -> CG_MARK_LOGIN -> CG_MARK_UPLOAD --- + { + MockServer srv(MockServer::Mode::Mark); + uint16_t port = srv.listen_ephemeral(); + MarkClient mc(/*handle=*/0xABCD1234, /*random_key=*/0x0F0F0F0F); + uint32_t px[GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT]; + uint64_t want_sum = 0; + for (int i = 0; i < GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT; ++i) { + px[i] = 0x11223344u + (uint32_t)i; + const uint8_t *b = (const uint8_t *)&px[i]; + want_sum += b[0] + b[1] + b[2] + b[3]; + } + mc.set_upload_mark(/*guild_id=*/77, px); + CHECK(mc.connect("127.0.0.1", port), "mark: connect"); + run(srv, mc, 5000, [&] { return srv.m_mark_upload_seen && mc.upload_done(); }); + CHECK(mc.logged_in(), "mark: CG_MARK_LOGIN sent after KX"); + CHECK(srv.m_mark_login_handle == 0xABCD1234 && srv.m_mark_login_key == 0x0F0F0F0F, + "mark: server got handle + random_key"); + CHECK(srv.m_mark_upload_seen, "mark: server got CG_MARK_UPLOAD"); + CHECK(srv.m_mark_upload_gid == 77, "mark: upload guild id"); + CHECK(srv.m_mark_upload_sum == want_sum, "mark: 16x12 image bytes intact"); + CHECK(mc.upload_done(), "mark: upload_done once send buffer drained"); + } + + // --- guild-symbol upload: CG_GUILD_SYMBOL_UPLOAD head + raw bytes --- + { + MockServer srv(MockServer::Mode::Mark); + uint16_t port = srv.listen_ephemeral(); + MarkClient mc(0xABCD1234, 0x0F0F0F0F); + std::vector sym(2000); + for (size_t i = 0; i < sym.size(); ++i) { + sym[i] = (uint8_t)(i * 7); + } + mc.set_upload_symbol(/*guild_id=*/88, sym); + CHECK(mc.connect("127.0.0.1", port), "symbol: connect"); + run(srv, mc, 5000, [&] { return srv.m_symbol_upload_seen && mc.upload_done(); }); + CHECK(srv.m_symbol_upload_seen, "symbol: server got CG_GUILD_SYMBOL_UPLOAD"); + CHECK(srv.m_symbol_upload_gid == 88, "symbol: upload guild id (in handle field)"); + CHECK(srv.m_symbol_upload_bytes == 2000, "symbol: raw file bytes appended"); + } + + // --- guild-symbol download: CG_SYMBOL_CRC -> GC_SYMBOL_DATA --- + { + MockServer srv(MockServer::Mode::Mark); + uint16_t port = srv.listen_ephemeral(); + MarkClient mc(0xABCD1234, 0x0F0F0F0F); + mc.set_download_symbol(/*guild_id=*/99); + CHECK(mc.connect("127.0.0.1", port), "symbol download: connect"); + run(srv, mc, 5000, [&] { return mc.complete(); }); + CHECK(srv.m_symbol_crc_seen && srv.m_symbol_crc_gid == 99, + "symbol download: server got CG_SYMBOL_CRC"); + CHECK(mc.complete() && mc.symbol_guild_id() == 99 && mc.symbol_data().size() == 200, + "symbol download: GC_SYMBOL_DATA received"); + } + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/extension/tests/net_mark_test.cpp b/extension/tests/net_mark_test.cpp new file mode 100644 index 00000000..3f091a6e --- /dev/null +++ b/extension/tests/net_mark_test.cpp @@ -0,0 +1,140 @@ +// MarkImageSet + the GC_MARK_* body parsers — synthetic packets in, guild-mark +// pixels out. No socket: this covers the parse/decompress/blit path that the +// MarkClient (mark_client.h) drives over the wire. +#include "../src/net/mark_image.h" +#include "../src/net/wire.h" + +#include + +#include +#include +#include + +using namespace mtnet; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +static void put_u16(std::vector &b, uint16_t v) { + b.push_back((uint8_t)(v & 0xFF)); + b.push_back((uint8_t)(v >> 8)); +} +static void put_u32(std::vector &b, uint32_t v) { + for (int i = 0; i < 4; ++i) { + b.push_back((uint8_t)((v >> (8 * i)) & 0xFF)); + } +} + +// LZO1X-compress one 64x48 RGBA block (MARK_BLOCK_PIXELS words). +static std::vector compress_block(const uint32_t *px) { + lzo_init(); + static std::vector wrk(LZO1X_1_MEM_COMPRESS); + std::vector out(MARK_BLOCK_PIXELS * 4 + MARK_BLOCK_PIXELS + 64); + lzo_uint out_len = out.size(); + int r = lzo1x_1_compress((const uint8_t *)px, MARK_BLOCK_PIXELS * 4, out.data(), &out_len, + wrk.data()); + if (r != LZO_E_OK) { + std::fprintf(stderr, "FAIL: lzo1x_1_compress -> %d\n", r); + ++g_fail; + } + out.resize(out_len); + return out; +} + +int main() { + // Guild 4242's mark lives at mark_id 1281 -> image 1, position 1 (row 0, + // col 1): pixel origin (16, 0). Guild 7 -> mark_id 3 -> image 0, pos 3. + const uint32_t kGuildA = 4242, kMarkA = MARK_PER_IMAGE + 1; // 1281 + const uint32_t kGuildB = 7, kMarkB = 3; + + // --- GC_MARK_IDXLIST body: count x {u16 guild_id, u16 mark_id} --- + MarkImageSet set; + { + std::vector body; + put_u16(body, (uint16_t)kGuildA); + put_u16(body, (uint16_t)kMarkA); + put_u16(body, (uint16_t)kGuildB); + put_u16(body, (uint16_t)kMarkB); + size_t n = parse_mark_idxlist(body.data(), body.size(), 2, set); + CHECK(n == 2, "idxlist: 2 entries parsed"); + } + CHECK(set.has_mark(kGuildA) && set.has_mark(kGuildB), "idxlist: both guilds registered"); + CHECK(set.mark_id(kGuildA) == kMarkA, "idxlist: mark id stored"); + CHECK(!set.has_mark(999), "idxlist: unknown guild absent"); + + // needed images = {0, 1} ascending + std::vector need = set.needed_images(); + CHECK(need.size() == 2 && need[0] == 0 && need[1] == 1, "needed_images = {0,1}"); + + // rect: guild A at image 1, (16, 0); guild B at image 0, (48, 0) + MarkRect ra = set.rect_of(kGuildA); + CHECK(ra.found && ra.img_idx == 1 && ra.x == 16 && ra.y == 0 && ra.w == 16 && ra.h == 12, + "rect_of(A) = img1 (16,0) 16x12"); + MarkRect rb = set.rect_of(kGuildB); + CHECK(rb.found && rb.img_idx == 0 && rb.x == 48 && rb.y == 0, "rect_of(B) = img0 (48,0)"); + + // --- GC_MARK_BLOCK body for image 1, block 0 (covers marks at cols 0..3) --- + // Paint guild A's 16x12 cell (origin 16,0 within the block) a solid colour. + const uint32_t kColour = 0xFF3399CCu; // AABBGGRR + { + std::vector block(MARK_BLOCK_PIXELS, 0); + for (int j = 0; j < GUILD_MARK_HEIGHT; ++j) { + for (int i = 0; i < GUILD_MARK_WIDTH; ++i) { + block[(size_t)j * MARK_BLOCK_WIDTH + (16 + i)] = kColour; + } + } + std::vector comp = compress_block(block.data()); + + std::vector body; + body.push_back(0); // block_pos 0 + put_u32(body, (uint32_t)comp.size()); + body.insert(body.end(), comp.begin(), comp.end()); + + size_t applied = parse_mark_block(body.data(), body.size(), /*img_idx=*/1, /*count=*/1, set); + CHECK(applied == 1, "block: 1 block applied"); + } + + // guild A's mark pixels should now be the solid colour; guild B (no block + // for image 0 yet) should come back empty. + std::vector pa = set.mark_pixels(kGuildA); + CHECK(pa.size() == (size_t)(GUILD_MARK_WIDTH * GUILD_MARK_HEIGHT), "mark_pixels(A): 192 words"); + bool all_colour = !pa.empty(); + for (uint32_t p : pa) { + all_colour = all_colour && (p == kColour); + } + CHECK(all_colour, "mark_pixels(A): every pixel is the painted colour"); + + CHECK(set.mark_pixels(kGuildB).empty(), "mark_pixels(B): empty (image 0 not downloaded)"); + + // corrupt compressed data -> apply_block fails, image untouched + { + uint8_t junk[8] = {1, 2, 3, 4, 5, 6, 7, 8}; + CHECK(!set.apply_block(1, 1, junk, sizeof(junk)), "apply_block: junk rejected"); + } + // out-of-range indices + CHECK(!set.apply_block(-1, 0, (const uint8_t *)"x", 1), "apply_block: bad img idx"); + CHECK(!set.apply_block(0, MARK_BLOCK_TOTAL_COUNT, (const uint8_t *)"x", 1), + "apply_block: bad block pos"); + + // truncated block body -> nothing applied, no crash + { + std::vector body; + body.push_back(2); + put_u32(body, 9999); // claims 9999 bytes that aren't there + size_t applied = parse_mark_block(body.data(), body.size(), 0, 1, set); + CHECK(applied == 0, "block: truncated body -> 0 applied"); + } + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("PASS: net_mark_test\n"); + return 0; +} diff --git a/extension/tests/pack_roundtrip_test.cpp b/extension/tests/pack_roundtrip_test.cpp new file mode 100644 index 00000000..efbe631c --- /dev/null +++ b/extension/tests/pack_roundtrip_test.cpp @@ -0,0 +1,143 @@ +// EterPack writer -> reader round trip (no external pack file needed). +#include "../src/pack/eterpack.h" +#include "../src/pack/pack_mount.h" + +#include +#include +#include +#include +#include + +using namespace mtpack; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +static std::vector bytes(const std::string &s) { + return std::vector(s.begin(), s.end()); +} + +static bool roundtrip(bool encrypt, const char *tag) { + std::vector in; + in.push_back({"d:/ymir work/pc/warrior/warrior.gr2", bytes(std::string(5000, 'A'))}); // compressible + { + std::vector rnd(4096); + for (size_t i = 0; i < rnd.size(); ++i) { + rnd[i] = static_cast((i * 2654435761u) >> 13); + } + in.push_back({"textureset/metin2_a1.txt", rnd}); + } + in.push_back({"tiny.dat", bytes("x")}); + in.push_back({"nested/deep/path/file.bin", bytes("hello \x00 world binary\xff\xfe")}); + + std::string path = std::string(std::getenv("TMPDIR") ? std::getenv("TMPDIR") : "/tmp") + + "/mtpack_test_" + tag + ".epk"; + + std::string err; + if (!write_pack(path, in, encrypt, &err)) { + std::fprintf(stderr, "write_pack(%s): %s\n", tag, err.c_str()); + return false; + } + + EterPack pk; + if (!pk.open(path, &err)) { + std::fprintf(stderr, "open(%s): %s\n", tag, err.c_str()); + return false; + } + CHECK(pk.count() == in.size(), "entry count"); + CHECK(pk.name_field() == PACK_NAME_FIELD_DEFAULT, "derived name field == default"); + + for (const auto &f : in) { + CHECK(pk.has(f.name), (std::string("has ") + f.name).c_str()); + // case / slash insensitivity + std::string up = f.name; + for (auto &c : up) { + c = static_cast(std::toupper((unsigned char)c)); + } + std::replace(up.begin(), up.end(), '/', '\\'); + CHECK(pk.has(up), (std::string("has (norm) ") + f.name).c_str()); + + std::vector got; + if (!pk.read(f.name, got, &err)) { + std::fprintf(stderr, "read(%s): %s\n", f.name.c_str(), err.c_str()); + ++g_fail; + continue; + } + CHECK(got == f.data, (std::string("bytes match ") + f.name).c_str()); + } + + CHECK(!pk.read("does/not/exist", *(new std::vector()), &err), "missing file -> false"); + std::remove(path.c_str()); + return true; +} + +static std::string tmp(const char *n) { + return std::string(std::getenv("TMPDIR") ? std::getenv("TMPDIR") : "/tmp") + "/mtpack_" + n; +} + +static bool mount_test() { + // pack A: base assets, "ymir work/" layout + std::vector a; + a.push_back({"ymir work/ui/pattern/board_base.tga", bytes("BASE-BOARD-v1")}); + a.push_back({"ymir work/tree/b1_pagoda.spt", bytes(std::string(2000, 'S'))}); + a.push_back({"locale/loading.png", bytes("PNGDATA")}); + std::string pa = tmp("mount_a.epk"); + std::string err; + if (!write_pack(pa, a, false, &err)) { + std::fprintf(stderr, "write A: %s\n", err.c_str()); + return false; + } + // pack B: a patch that overrides board_base + std::vector b; + b.push_back({"ymir work/ui/pattern/board_base.tga", bytes("BASE-BOARD-v2-PATCHED")}); + std::string pb = tmp("metin2_patch_x.epk"); + if (!write_pack(pb, b, true, &err)) { + std::fprintf(stderr, "write B: %s\n", err.c_str()); + return false; + } + + mtpack::PackMount m; + CHECK(m.mount(pa, &err), ("mount A: " + err).c_str()); + CHECK(m.mount(pb, &err), ("mount B: " + err).c_str()); + CHECK(m.pack_count() == 2, "2 packs mounted"); + + std::vector out; + // full path + CHECK(m.has("ymir work/tree/b1_pagoda.spt"), "has by full path"); + CHECK(m.read("ymir work/tree/b1_pagoda.spt", out) && out.size() == 2000, "read by full path"); + // virtual path with drive + backslashes + case + CHECK(m.has("D:\\YMIR WORK\\Tree\\B1_Pagoda.spt"), "has by d:\\ virtual path"); + CHECK(m.read("d:/ymir work/tree/b1_pagoda.spt", out) && out.size() == 2000, "read by virtual"); + // "ymir work/"-suffix keying: a vpath that omits the leading dirs + CHECK(m.read("somewhere/ymir work/ui/pattern/board_base.tga", out), "read via ymir-suffix"); + // later pack (patch) wins + CHECK(std::string(out.begin(), out.end()) == "BASE-BOARD-v2-PATCHED", "patch pack overrides base"); + // non-ymir path still works + CHECK(m.read("locale/loading.png", out) && + std::string(out.begin(), out.end()) == "PNGDATA", + "non-ymir path"); + CHECK(!m.has("does/not/exist"), "missing -> false"); + + std::remove(pa.c_str()); + std::remove(pb.c_str()); + return true; +} + +int main() { + CHECK(roundtrip(false, "plain"), "plain roundtrip ran"); + CHECK(roundtrip(true, "enc"), "encrypted roundtrip ran"); + CHECK(mount_test(), "PackMount test ran"); + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/extension/tests/proto_test.cpp b/extension/tests/proto_test.cpp new file mode 100644 index 00000000..73580611 --- /dev/null +++ b/extension/tests/proto_test.cpp @@ -0,0 +1,150 @@ +// item_proto / mob_proto reader — against the real locale files if present. +// Set M2_ASSETS to the Metin2 assets dir, else falls back to a repo-relative +// guess; skips (passes) if the files are not found. +#include "../src/proto/proto.h" + +#include +#include +#include + +using namespace mtproto; + +static int g_fail = 0; +#define CHECK(c, msg) \ + do { \ + if (!(c)) { \ + std::fprintf(stderr, "FAIL: %s\n", msg); \ + ++g_fail; \ + } \ + } while (0) + +static std::string assets_root() { + if (const char *e = std::getenv("M2_ASSETS")) { + return e; + } + return "../../assets"; // ctest cwd = build/extension -> /assets +} + +static bool exists(const std::string &p) { + FILE *f = std::fopen(p.c_str(), "rb"); + if (f) { + std::fclose(f); + return true; + } + return false; +} + +int main() { + const std::string base = assets_root() + "/locale/locale/en"; + const std::string ipath = base + "/item_proto"; + const std::string mpath = base + "/mob_proto"; + + if (!exists(ipath) || !exists(mpath)) { + std::printf("skipped (no locale proto files at %s)\n", base.c_str()); + return 0; + } + + // --- item_proto --- + { + Proto p; + std::string err; + bool ok = load_proto(ipath, ITEM_PROTO_KEY, p, &err); + CHECK(ok, ("load item_proto: " + err).c_str()); + if (ok) { + CHECK(p.fourcc == 0x5850494Du, "item fourcc MIPX"); + CHECK(p.version == 1, "item version 1"); + CHECK(p.stride == 236, "item stride 236 (== pack(1) sizeof TItemTable)"); + CHECK(p.elements > 100, "item elements > 100"); + CHECK(p.blob.size() == static_cast(p.stride) * p.elements, "item blob size"); + + // every record: vnum monotonically increasing, name printable ascii + uint32_t prev = 0; + int named = 0, mono = 1; + uint8_t max_spec = 0; + for (uint32_t i = 0; i < p.elements; ++i) { + ItemRecord it = parse_item(p.record(i), p.stride); + if (it.vnum && it.vnum <= prev) { + mono = 0; + } + prev = it.vnum ? it.vnum : prev; + if (!it.name.empty()) { + ++named; + } + if (it.specular > max_spec) { + max_spec = it.specular; + } + } + CHECK(mono, "item vnums non-decreasing"); + CHECK(named > p.elements * 0.8, "item: >80% have a name"); + std::printf("item_proto: %u items, stride %u, %d named, max bSpecular=%u\n", + p.elements, p.stride, named, max_spec); + + ItemRecord first = parse_item(p.record(0), p.stride); + std::printf(" [0] vnum=%u '%s' type=%u sub=%u weight=%u\n", first.vnum, + first.name.c_str(), first.type, first.sub_type, first.weight); + CHECK(first.vnum > 0 && first.vnum < 100000, "item[0] vnum sane"); + CHECK(!first.name.empty(), "item[0] has a name"); + + // alValues[3] = body-armor shape index (anchored by bSpecular @234). + // "Monk Plate Armour" 11200..11209 all share shape 3; specular ramps + // with the refine level (0 -> 100). + bool found_armor = false; + for (uint32_t i = 0; i < p.elements; ++i) { + ItemRecord it = parse_item(p.record(i), p.stride); + if (it.vnum == 11209) { + found_armor = true; + std::printf(" 11209 values=[%d,%d,%d,%d,%d,%d] spec=%u\n", it.values[0], + it.values[1], it.values[2], it.values[3], it.values[4], it.values[5], + it.specular); + CHECK(it.values[3] == 3, "item 11209: values[3] == shape 3"); + CHECK(it.specular == 100, "item 11209 (+9): bSpecular == 100"); + } + if (it.vnum == 11200) { + CHECK(it.values[3] == 3 && it.specular == 0, + "item 11200 (+0): shape 3, specular 0"); + } + } + CHECK(found_armor, "item_proto contains vnum 11209"); + } + } + + // --- mob_proto --- + { + Proto p; + std::string err; + bool ok = load_proto(mpath, MOB_PROTO_KEY, p, &err); + CHECK(ok, ("load mob_proto: " + err).c_str()); + if (ok) { + CHECK(p.fourcc == 0x54504D4Du, "mob fourcc MMPT"); + CHECK(p.stride == 335, "mob stride 335 (derived from realSize/elements)"); + CHECK(p.elements > 100, "mob elements > 100"); + + int named = 0, maxlvl = 0; + for (uint32_t i = 0; i < p.elements; ++i) { + MobRecord m = parse_mob(p.record(i), p.stride); + if (!m.name.empty()) { + ++named; + } + if (m.level > maxlvl) { + maxlvl = m.level; + } + } + CHECK(named > p.elements * 0.8, "mob: >80% named"); + CHECK(maxlvl > 20 && maxlvl < 256, "mob levels in a sane range"); + MobRecord first = parse_mob(p.record(0), p.stride); + std::printf("mob_proto: %u mobs, stride %u, %d named, maxlvl=%d\n [0] vnum=%u '%s' " + "type=%u rank=%u level=%u\n", + p.elements, p.stride, named, maxlvl, first.vnum, first.name.c_str(), first.type, + first.rank, first.level); + CHECK(first.vnum > 0 && first.vnum < 60000, "mob[0] vnum sane"); + CHECK(!first.name.empty(), "mob[0] has a name"); + } + } + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/extension/third_party/CMakeLists.txt b/extension/third_party/CMakeLists.txt new file mode 100644 index 00000000..34be03f0 --- /dev/null +++ b/extension/third_party/CMakeLists.txt @@ -0,0 +1,43 @@ +# extension/third_party — vendored native dependencies for the GDExtension. +# +# Phase 1 (macOS) used Homebrew for libsodium / libzstd / liblzo2. Those don't +# exist on the Android NDK or iOS SDK sysroots, so the mobile bring-up (BACKLOG +# F1/F2) needs them built from source as part of our own build. All three are +# pinned here and produce static libs that link into libmtgodot: +# +# sodium <- libsodium-cmake submodule (wraps jedisct1/libsodium) +# libzstd_static <- facebook/zstd submodule, its own build/cmake project +# minilzo <- vendored miniLZO source (LZO1X, ~4 files) — see NOTICE +# +# See docs/THIRD-PARTY.md for versions / licenses. liblzo2 (and thus miniLZO) is +# GPL: fine for this internal, non-published project — same footing as +# libgr2/src/oodle1.c — but must be swapped or re-licensed before any release. + +# Everything here is archived into the SHARED libmtgodot, so it must be PIC. +set(CMAKE_POSITION_INDEPENDENT_CODE ON) + +# --- libsodium ------------------------------------------------------------------ +set(SODIUM_DISABLE_TESTS ON CACHE BOOL "" FORCE) +set(SODIUM_MINIMAL OFF CACHE BOOL "" FORCE) +add_subdirectory(libsodium-cmake EXCLUDE_FROM_ALL) +# The wrapper's target is `sodium`; give it a namespaced alias for consumers. +add_library(mt3p::sodium ALIAS sodium) + +# --- libzstd ------------------------------------------------------------------ +set(ZSTD_BUILD_PROGRAMS OFF CACHE BOOL "" FORCE) +set(ZSTD_BUILD_SHARED OFF CACHE BOOL "" FORCE) +set(ZSTD_BUILD_STATIC ON CACHE BOOL "" FORCE) +set(ZSTD_BUILD_TESTS OFF CACHE BOOL "" FORCE) +set(ZSTD_BUILD_CONTRIB OFF CACHE BOOL "" FORCE) +set(ZSTD_LEGACY_SUPPORT OFF CACHE BOOL "" FORCE) +set(ZSTD_MULTITHREAD_SUPPORT OFF CACHE BOOL "" FORCE) +add_subdirectory(zstd/build/cmake zstd-build EXCLUDE_FROM_ALL) +add_library(mt3p::zstd ALIAS libzstd_static) + +# --- miniLZO ------------------------------------------------------------------ +# One translation unit, an amalgamation generated from the LZO sources. Its +# public API ( via the shim header) is a strict subset of full LZO. +add_library(minilzo STATIC minilzo/minilzo.c) +target_include_directories(minilzo PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/minilzo") +set_target_properties(minilzo PROPERTIES C_STANDARD 99) +add_library(mt3p::minilzo ALIAS minilzo) diff --git a/extension/third_party/libsodium-cmake b/extension/third_party/libsodium-cmake new file mode 160000 index 00000000..9b2848df --- /dev/null +++ b/extension/third_party/libsodium-cmake @@ -0,0 +1 @@ +Subproject commit 9b2848dfc1b917a9410f0de9d81059b26cbfaa8d diff --git a/extension/third_party/minilzo/AUTHORS b/extension/third_party/minilzo/AUTHORS new file mode 100644 index 00000000..d53d32cd --- /dev/null +++ b/extension/third_party/minilzo/AUTHORS @@ -0,0 +1,3 @@ +Authors of the LZO data compression library: + +Markus F.X.J. Oberhumer. Invented, designed and implemented LZO. diff --git a/extension/third_party/minilzo/COPYING b/extension/third_party/minilzo/COPYING new file mode 100644 index 00000000..d159169d --- /dev/null +++ b/extension/third_party/minilzo/COPYING @@ -0,0 +1,339 @@ + GNU GENERAL PUBLIC LICENSE + Version 2, June 1991 + + Copyright (C) 1989, 1991 Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The licenses for most software are designed to take away your +freedom to share and change it. By contrast, the GNU General Public +License is intended to guarantee your freedom to share and change free +software--to make sure the software is free for all its users. This +General Public License applies to most of the Free Software +Foundation's software and to any other program whose authors commit to +using it. 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See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License along + with this program; if not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + +Also add information on how to contact you by electronic and paper mail. + +If the program is interactive, make it output a short notice like this +when it starts in an interactive mode: + + Gnomovision version 69, Copyright (C) year name of author + Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, the commands you use may +be called something other than `show w' and `show c'; they could even be +mouse-clicks or menu items--whatever suits your program. + +You should also get your employer (if you work as a programmer) or your +school, if any, to sign a "copyright disclaimer" for the program, if +necessary. Here is a sample; alter the names: + + Yoyodyne, Inc., hereby disclaims all copyright interest in the program + `Gnomovision' (which makes passes at compilers) written by James Hacker. + + , 1 April 1989 + Ty Coon, President of Vice + +This General Public License does not permit incorporating your program into +proprietary programs. If your program is a subroutine library, you may +consider it more useful to permit linking proprietary applications with the +library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. diff --git a/extension/third_party/minilzo/README.LZO b/extension/third_party/minilzo/README.LZO new file mode 100644 index 00000000..7d9bea5c --- /dev/null +++ b/extension/third_party/minilzo/README.LZO @@ -0,0 +1,123 @@ + + ============================================================================ + miniLZO -- mini subset of the LZO real-time data compression library + ============================================================================ + + Author : Markus Franz Xaver Johannes Oberhumer + + http://www.oberhumer.com/opensource/lzo/ + Version : 2.10 + Date : 01 Mar 2017 + + I've created miniLZO for projects where it is inconvenient to + include (or require) the full LZO source code just because you + want to add a little bit of data compression to your application. + + miniLZO implements the LZO1X-1 compressor and both the standard and + safe LZO1X decompressor. Apart from fast compression it also useful + for situations where you want to use pre-compressed data files (which + must have been compressed with LZO1X-999). + + miniLZO consists of one C source file and three header files: + minilzo.c + minilzo.h, lzoconf.h, lzodefs.h + + To use miniLZO just copy these files into your source directory, add + minilzo.c to your Makefile and #include minilzo.h from your program. + Note: you also must distribute this file ('README.LZO') with your project. + + minilzo.o compiles to about 6 KiB (using gcc or Visual C on an i386), and + the sources are about 30 KiB when packed with zip - so there's no more + excuse that your application doesn't support data compression :-) + + For more information, documentation, example programs and other support + files (like Makefiles and build scripts) please download the full LZO + package from + http://www.oberhumer.com/opensource/lzo/ + + Have fun, + Markus + + + P.S. minilzo.c is generated automatically from the LZO sources and + therefore functionality is completely identical + + + Appendix A: building miniLZO + ---------------------------- + miniLZO is written such a way that it should compile and run + out-of-the-box on most machines. + + If you are running on a very unusual architecture and lzo_init() fails then + you should first recompile with '-DLZO_DEBUG' to see what causes the failure. + The most probable case is something like 'sizeof(void *) != sizeof(size_t)'. + After identifying the problem you can compile by adding some defines + like '-DSIZEOF_VOID_P=8' to your Makefile. + + The best solution is (of course) using Autoconf - if your project uses + Autoconf anyway just add '-DMINILZO_HAVE_CONFIG_H' to your compiler + flags when compiling minilzo.c. See the LZO distribution for an example + how to set up configure.ac. + + + Appendix B: list of public functions available in miniLZO + --------------------------------------------------------- + Library initialization + lzo_init() + + Compression + lzo1x_1_compress() + + Decompression + lzo1x_decompress() + lzo1x_decompress_safe() + + Checksum functions + lzo_adler32() + + Version functions + lzo_version() + lzo_version_string() + lzo_version_date() + + Portable (but slow) string functions + lzo_memcmp() + lzo_memcpy() + lzo_memmove() + lzo_memset() + + + Appendix C: suggested macros for 'configure.ac' when using Autoconf + ------------------------------------------------------------------- + Checks for typedefs and structures + AC_CHECK_TYPE(ptrdiff_t,long) + AC_TYPE_SIZE_T + AC_CHECK_SIZEOF(short) + AC_CHECK_SIZEOF(int) + AC_CHECK_SIZEOF(long) + AC_CHECK_SIZEOF(long long) + AC_CHECK_SIZEOF(__int64) + AC_CHECK_SIZEOF(void *) + AC_CHECK_SIZEOF(size_t) + AC_CHECK_SIZEOF(ptrdiff_t) + + Checks for compiler characteristics + AC_C_CONST + + Checks for library functions + AC_CHECK_FUNCS(memcmp memcpy memmove memset) + + + Appendix D: Copyright + --------------------- + LZO and miniLZO are Copyright (C) 1996-2017 Markus Franz Xaver Oberhumer + All Rights Reserved. + + LZO and miniLZO are distributed under the terms of the GNU General + Public License (GPL). See the file COPYING. + + Special licenses for commercial and other applications which + are not willing to accept the GNU General Public License + are available by contacting the author. + + diff --git a/extension/third_party/minilzo/lzo/lzo1x.h b/extension/third_party/minilzo/lzo/lzo1x.h new file mode 100644 index 00000000..e49679d8 --- /dev/null +++ b/extension/third_party/minilzo/lzo/lzo1x.h @@ -0,0 +1,12 @@ +/* Compatibility shim: the full LZO distribution exposes the LZO1X API as + * . We vendor only miniLZO (LZO1X-1 compressor + safe/standard + * LZO1X decompressor), which is all mtproto's CLZO path needs + * (lzo_init / lzo1x_decompress_safe / LZO_E_OK / lzo_uint). This header lets + * extension/src/proto/proto.cpp keep its `#include ` unchanged. + */ +#ifndef MTGODOT_MINILZO_LZO1X_SHIM_H +#define MTGODOT_MINILZO_LZO1X_SHIM_H + +#include "../minilzo.h" + +#endif diff --git a/extension/third_party/minilzo/lzoconf.h b/extension/third_party/minilzo/lzoconf.h new file mode 100644 index 00000000..f9a8bdbe --- /dev/null +++ b/extension/third_party/minilzo/lzoconf.h @@ -0,0 +1,453 @@ +/* lzoconf.h -- configuration of the LZO data compression library + + This file is part of the LZO real-time data compression library. + + Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer + All Rights Reserved. + + The LZO library is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License as + published by the Free Software Foundation; either version 2 of + the License, or (at your option) any later version. + + The LZO library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with the LZO library; see the file COPYING. + If not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + Markus F.X.J. Oberhumer + + http://www.oberhumer.com/opensource/lzo/ + */ + + +#ifndef __LZOCONF_H_INCLUDED +#define __LZOCONF_H_INCLUDED 1 + +#define LZO_VERSION 0x20a0 /* 2.10 */ +#define LZO_VERSION_STRING "2.10" +#define LZO_VERSION_DATE "Mar 01 2017" + +/* internal Autoconf configuration file - only used when building LZO */ +#if defined(LZO_HAVE_CONFIG_H) +# include +#endif +#include +#include + + +/*********************************************************************** +// LZO requires a conforming +************************************************************************/ + +#if !defined(CHAR_BIT) || (CHAR_BIT != 8) +# error "invalid CHAR_BIT" +#endif +#if !defined(UCHAR_MAX) || !defined(USHRT_MAX) || !defined(UINT_MAX) || !defined(ULONG_MAX) +# error "check your compiler installation" +#endif +#if (USHRT_MAX < 1) || (UINT_MAX < 1) || (ULONG_MAX < 1) +# error "your limits.h macros are broken" +#endif + +/* get OS and architecture defines */ +#ifndef __LZODEFS_H_INCLUDED +#include +#endif + + +#ifdef __cplusplus +extern "C" { +#endif + + +/*********************************************************************** +// some core defines +************************************************************************/ + +/* memory checkers */ +#if !defined(__LZO_CHECKER) +# if defined(__BOUNDS_CHECKING_ON) +# define __LZO_CHECKER 1 +# elif defined(__CHECKER__) +# define __LZO_CHECKER 1 +# elif defined(__INSURE__) +# define __LZO_CHECKER 1 +# elif defined(__PURIFY__) +# define __LZO_CHECKER 1 +# endif +#endif + + +/*********************************************************************** +// integral and pointer types +************************************************************************/ + +/* lzo_uint must match size_t */ +#if !defined(LZO_UINT_MAX) +# if (LZO_ABI_LLP64) +# if (LZO_OS_WIN64) + typedef unsigned __int64 lzo_uint; + typedef __int64 lzo_int; +# define LZO_TYPEOF_LZO_INT LZO_TYPEOF___INT64 +# else + typedef lzo_ullong_t lzo_uint; + typedef lzo_llong_t lzo_int; +# define LZO_TYPEOF_LZO_INT LZO_TYPEOF_LONG_LONG +# endif +# define LZO_SIZEOF_LZO_INT 8 +# define LZO_UINT_MAX 0xffffffffffffffffull +# define LZO_INT_MAX 9223372036854775807LL +# define LZO_INT_MIN (-1LL - LZO_INT_MAX) +# elif (LZO_ABI_IP32L64) /* MIPS R5900 */ + typedef unsigned int lzo_uint; + typedef int lzo_int; +# define LZO_SIZEOF_LZO_INT LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INT LZO_TYPEOF_INT +# define LZO_UINT_MAX UINT_MAX +# define LZO_INT_MAX INT_MAX +# define LZO_INT_MIN INT_MIN +# elif (ULONG_MAX >= LZO_0xffffffffL) + typedef unsigned long lzo_uint; + typedef long lzo_int; +# define LZO_SIZEOF_LZO_INT LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_INT LZO_TYPEOF_LONG +# define LZO_UINT_MAX ULONG_MAX +# define LZO_INT_MAX LONG_MAX +# define LZO_INT_MIN LONG_MIN +# else +# error "lzo_uint" +# endif +#endif + +/* The larger type of lzo_uint and lzo_uint32_t. */ +#if (LZO_SIZEOF_LZO_INT >= 4) +# define lzo_xint lzo_uint +#else +# define lzo_xint lzo_uint32_t +#endif + +typedef int lzo_bool; + +/* sanity checks */ +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int) == LZO_SIZEOF_LZO_INT) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint) == LZO_SIZEOF_LZO_INT) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_xint) >= sizeof(lzo_uint)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_xint) >= sizeof(lzo_uint32_t)) + +#ifndef __LZO_MMODEL +#define __LZO_MMODEL /*empty*/ +#endif + +/* no typedef here because of const-pointer issues */ +#define lzo_bytep unsigned char __LZO_MMODEL * +#define lzo_charp char __LZO_MMODEL * +#define lzo_voidp void __LZO_MMODEL * +#define lzo_shortp short __LZO_MMODEL * +#define lzo_ushortp unsigned short __LZO_MMODEL * +#define lzo_intp lzo_int __LZO_MMODEL * +#define lzo_uintp lzo_uint __LZO_MMODEL * +#define lzo_xintp lzo_xint __LZO_MMODEL * +#define lzo_voidpp lzo_voidp __LZO_MMODEL * +#define lzo_bytepp lzo_bytep __LZO_MMODEL * + +#define lzo_int8_tp lzo_int8_t __LZO_MMODEL * +#define lzo_uint8_tp lzo_uint8_t __LZO_MMODEL * +#define lzo_int16_tp lzo_int16_t __LZO_MMODEL * +#define lzo_uint16_tp lzo_uint16_t __LZO_MMODEL * +#define lzo_int32_tp lzo_int32_t __LZO_MMODEL * +#define lzo_uint32_tp lzo_uint32_t __LZO_MMODEL * +#if defined(lzo_int64_t) +#define lzo_int64_tp lzo_int64_t __LZO_MMODEL * +#define lzo_uint64_tp lzo_uint64_t __LZO_MMODEL * +#endif + +/* Older LZO versions used to support ancient systems and memory models + * such as 16-bit MSDOS with __huge pointers or Cray PVP, but these + * obsolete configurations are not supported any longer. + */ +#if defined(__LZO_MMODEL_HUGE) +#error "__LZO_MMODEL_HUGE memory model is unsupported" +#endif +#if (LZO_MM_PVP) +#error "LZO_MM_PVP memory model is unsupported" +#endif +#if (LZO_SIZEOF_INT < 4) +#error "LZO_SIZEOF_INT < 4 is unsupported" +#endif +#if (__LZO_UINTPTR_T_IS_POINTER) +#error "__LZO_UINTPTR_T_IS_POINTER is unsupported" +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(int) >= 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint) >= 4) +/* Strange configurations where sizeof(lzo_uint) != sizeof(size_t) should + * work but have not received much testing lately, so be strict here. + */ +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint) == sizeof(size_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint) == sizeof(ptrdiff_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint) == sizeof(lzo_uintptr_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(void *) == sizeof(lzo_uintptr_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(char *) == sizeof(lzo_uintptr_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long *) == sizeof(lzo_uintptr_t)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(void *) == sizeof(lzo_voidp)) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(char *) == sizeof(lzo_bytep)) + + +/*********************************************************************** +// function types +************************************************************************/ + +/* name mangling */ +#if !defined(__LZO_EXTERN_C) +# ifdef __cplusplus +# define __LZO_EXTERN_C extern "C" +# else +# define __LZO_EXTERN_C extern +# endif +#endif + +/* calling convention */ +#if !defined(__LZO_CDECL) +# define __LZO_CDECL __lzo_cdecl +#endif + +/* DLL export information */ +#if !defined(__LZO_EXPORT1) +# define __LZO_EXPORT1 /*empty*/ +#endif +#if !defined(__LZO_EXPORT2) +# define __LZO_EXPORT2 /*empty*/ +#endif + +/* __cdecl calling convention for public C and assembly functions */ +#if !defined(LZO_PUBLIC) +# define LZO_PUBLIC(r) __LZO_EXPORT1 r __LZO_EXPORT2 __LZO_CDECL +#endif +#if !defined(LZO_EXTERN) +# define LZO_EXTERN(r) __LZO_EXTERN_C LZO_PUBLIC(r) +#endif +#if !defined(LZO_PRIVATE) +# define LZO_PRIVATE(r) static r __LZO_CDECL +#endif + +/* function types */ +typedef int +(__LZO_CDECL *lzo_compress_t) ( const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem ); + +typedef int +(__LZO_CDECL *lzo_decompress_t) ( const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem ); + +typedef int +(__LZO_CDECL *lzo_optimize_t) ( lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem ); + +typedef int +(__LZO_CDECL *lzo_compress_dict_t)(const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem, + const lzo_bytep dict, lzo_uint dict_len ); + +typedef int +(__LZO_CDECL *lzo_decompress_dict_t)(const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem, + const lzo_bytep dict, lzo_uint dict_len ); + + +/* Callback interface. Currently only the progress indicator ("nprogress") + * is used, but this may change in a future release. */ + +struct lzo_callback_t; +typedef struct lzo_callback_t lzo_callback_t; +#define lzo_callback_p lzo_callback_t __LZO_MMODEL * + +/* malloc & free function types */ +typedef lzo_voidp (__LZO_CDECL *lzo_alloc_func_t) + (lzo_callback_p self, lzo_uint items, lzo_uint size); +typedef void (__LZO_CDECL *lzo_free_func_t) + (lzo_callback_p self, lzo_voidp ptr); + +/* a progress indicator callback function */ +typedef void (__LZO_CDECL *lzo_progress_func_t) + (lzo_callback_p, lzo_uint, lzo_uint, int); + +struct lzo_callback_t +{ + /* custom allocators (set to 0 to disable) */ + lzo_alloc_func_t nalloc; /* [not used right now] */ + lzo_free_func_t nfree; /* [not used right now] */ + + /* a progress indicator callback function (set to 0 to disable) */ + lzo_progress_func_t nprogress; + + /* INFO: the first parameter "self" of the nalloc/nfree/nprogress + * callbacks points back to this struct, so you are free to store + * some extra info in the following variables. */ + lzo_voidp user1; + lzo_xint user2; + lzo_xint user3; +}; + + +/*********************************************************************** +// error codes and prototypes +************************************************************************/ + +/* Error codes for the compression/decompression functions. Negative + * values are errors, positive values will be used for special but + * normal events. + */ +#define LZO_E_OK 0 +#define LZO_E_ERROR (-1) +#define LZO_E_OUT_OF_MEMORY (-2) /* [lzo_alloc_func_t failure] */ +#define LZO_E_NOT_COMPRESSIBLE (-3) /* [not used right now] */ +#define LZO_E_INPUT_OVERRUN (-4) +#define LZO_E_OUTPUT_OVERRUN (-5) +#define LZO_E_LOOKBEHIND_OVERRUN (-6) +#define LZO_E_EOF_NOT_FOUND (-7) +#define LZO_E_INPUT_NOT_CONSUMED (-8) +#define LZO_E_NOT_YET_IMPLEMENTED (-9) /* [not used right now] */ +#define LZO_E_INVALID_ARGUMENT (-10) +#define LZO_E_INVALID_ALIGNMENT (-11) /* pointer argument is not properly aligned */ +#define LZO_E_OUTPUT_NOT_CONSUMED (-12) +#define LZO_E_INTERNAL_ERROR (-99) + + +#ifndef lzo_sizeof_dict_t +# define lzo_sizeof_dict_t ((unsigned)sizeof(lzo_bytep)) +#endif + +/* lzo_init() should be the first function you call. + * Check the return code ! + * + * lzo_init() is a macro to allow checking that the library and the + * compiler's view of various types are consistent. + */ +#define lzo_init() __lzo_init_v2(LZO_VERSION,(int)sizeof(short),(int)sizeof(int),\ + (int)sizeof(long),(int)sizeof(lzo_uint32_t),(int)sizeof(lzo_uint),\ + (int)lzo_sizeof_dict_t,(int)sizeof(char *),(int)sizeof(lzo_voidp),\ + (int)sizeof(lzo_callback_t)) +LZO_EXTERN(int) __lzo_init_v2(unsigned,int,int,int,int,int,int,int,int,int); + +/* version functions (useful for shared libraries) */ +LZO_EXTERN(unsigned) lzo_version(void); +LZO_EXTERN(const char *) lzo_version_string(void); +LZO_EXTERN(const char *) lzo_version_date(void); +LZO_EXTERN(const lzo_charp) _lzo_version_string(void); +LZO_EXTERN(const lzo_charp) _lzo_version_date(void); + +/* string functions */ +LZO_EXTERN(int) + lzo_memcmp(const lzo_voidp a, const lzo_voidp b, lzo_uint len); +LZO_EXTERN(lzo_voidp) + lzo_memcpy(lzo_voidp dst, const lzo_voidp src, lzo_uint len); +LZO_EXTERN(lzo_voidp) + lzo_memmove(lzo_voidp dst, const lzo_voidp src, lzo_uint len); +LZO_EXTERN(lzo_voidp) + lzo_memset(lzo_voidp buf, int c, lzo_uint len); + +/* checksum functions */ +LZO_EXTERN(lzo_uint32_t) + lzo_adler32(lzo_uint32_t c, const lzo_bytep buf, lzo_uint len); +LZO_EXTERN(lzo_uint32_t) + lzo_crc32(lzo_uint32_t c, const lzo_bytep buf, lzo_uint len); +LZO_EXTERN(const lzo_uint32_tp) + lzo_get_crc32_table(void); + +/* misc. */ +LZO_EXTERN(int) _lzo_config_check(void); +typedef union { + lzo_voidp a00; lzo_bytep a01; lzo_uint a02; lzo_xint a03; lzo_uintptr_t a04; + void *a05; unsigned char *a06; unsigned long a07; size_t a08; ptrdiff_t a09; +#if defined(lzo_int64_t) + lzo_uint64_t a10; +#endif +} lzo_align_t; + +/* align a char pointer on a boundary that is a multiple of 'size' */ +LZO_EXTERN(unsigned) __lzo_align_gap(const lzo_voidp p, lzo_uint size); +#define LZO_PTR_ALIGN_UP(p,size) \ + ((p) + (lzo_uint) __lzo_align_gap((const lzo_voidp)(p),(lzo_uint)(size))) + + +/*********************************************************************** +// deprecated macros - only for backward compatibility +************************************************************************/ + +/* deprecated - use 'lzo_bytep' instead of 'lzo_byte *' */ +#define lzo_byte unsigned char +/* deprecated type names */ +#define lzo_int32 lzo_int32_t +#define lzo_uint32 lzo_uint32_t +#define lzo_int32p lzo_int32_t __LZO_MMODEL * +#define lzo_uint32p lzo_uint32_t __LZO_MMODEL * +#define LZO_INT32_MAX LZO_INT32_C(2147483647) +#define LZO_UINT32_MAX LZO_UINT32_C(4294967295) +#if defined(lzo_int64_t) +#define lzo_int64 lzo_int64_t +#define lzo_uint64 lzo_uint64_t +#define lzo_int64p lzo_int64_t __LZO_MMODEL * +#define lzo_uint64p lzo_uint64_t __LZO_MMODEL * +#define LZO_INT64_MAX LZO_INT64_C(9223372036854775807) +#define LZO_UINT64_MAX LZO_UINT64_C(18446744073709551615) +#endif +/* deprecated types */ +typedef union { lzo_bytep a; lzo_uint b; } __lzo_pu_u; +typedef union { lzo_bytep a; lzo_uint32_t b; } __lzo_pu32_u; +/* deprecated defines */ +#if !defined(LZO_SIZEOF_LZO_UINT) +# define LZO_SIZEOF_LZO_UINT LZO_SIZEOF_LZO_INT +#endif + +#if defined(LZO_CFG_COMPAT) + +#define __LZOCONF_H 1 + +#if defined(LZO_ARCH_I086) +# define __LZO_i386 1 +#elif defined(LZO_ARCH_I386) +# define __LZO_i386 1 +#endif + +#if defined(LZO_OS_DOS16) +# define __LZO_DOS 1 +# define __LZO_DOS16 1 +#elif defined(LZO_OS_DOS32) +# define __LZO_DOS 1 +#elif defined(LZO_OS_WIN16) +# define __LZO_WIN 1 +# define __LZO_WIN16 1 +#elif defined(LZO_OS_WIN32) +# define __LZO_WIN 1 +#endif + +#define __LZO_CMODEL /*empty*/ +#define __LZO_DMODEL /*empty*/ +#define __LZO_ENTRY __LZO_CDECL +#define LZO_EXTERN_CDECL LZO_EXTERN +#define LZO_ALIGN LZO_PTR_ALIGN_UP + +#define lzo_compress_asm_t lzo_compress_t +#define lzo_decompress_asm_t lzo_decompress_t + +#endif /* LZO_CFG_COMPAT */ + + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* already included */ + + +/* vim:set ts=4 sw=4 et: */ diff --git a/extension/third_party/minilzo/lzodefs.h b/extension/third_party/minilzo/lzodefs.h new file mode 100644 index 00000000..c3e2bcf5 --- /dev/null +++ b/extension/third_party/minilzo/lzodefs.h @@ -0,0 +1,3268 @@ +/* lzodefs.h -- architecture, OS and compiler specific defines + + This file is part of the LZO real-time data compression library. + + Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer + All Rights Reserved. + + The LZO library is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License as + published by the Free Software Foundation; either version 2 of + the License, or (at your option) any later version. + + The LZO library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with the LZO library; see the file COPYING. + If not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + Markus F.X.J. Oberhumer + + http://www.oberhumer.com/opensource/lzo/ + */ + + +#ifndef __LZODEFS_H_INCLUDED +#define __LZODEFS_H_INCLUDED 1 + +#if defined(__CYGWIN32__) && !defined(__CYGWIN__) +# define __CYGWIN__ __CYGWIN32__ +#endif +#if 1 && defined(__INTERIX) && defined(__GNUC__) && !defined(_ALL_SOURCE) +# define _ALL_SOURCE 1 +#endif +#if defined(__mips__) && defined(__R5900__) +# if !defined(__LONG_MAX__) +# define __LONG_MAX__ 9223372036854775807L +# endif +#endif +#if 0 +#elif !defined(__LZO_LANG_OVERRIDE) +#if (defined(__clang__) || defined(__GNUC__)) && defined(__ASSEMBLER__) +# if (__ASSEMBLER__+0) <= 0 +# error "__ASSEMBLER__" +# else +# define LZO_LANG_ASSEMBLER 1 +# endif +#elif defined(__cplusplus) +# if (__cplusplus+0) <= 0 +# error "__cplusplus" +# elif (__cplusplus < 199711L) +# define LZO_LANG_CXX 1 +# elif defined(_MSC_VER) && defined(_MSVC_LANG) && (_MSVC_LANG+0 >= 201402L) && 1 +# define LZO_LANG_CXX _MSVC_LANG +# else +# define LZO_LANG_CXX __cplusplus +# endif +# define LZO_LANG_CPLUSPLUS LZO_LANG_CXX +#else +# if defined(__STDC_VERSION__) && (__STDC_VERSION__+0 >= 199409L) +# define LZO_LANG_C __STDC_VERSION__ +# else +# define LZO_LANG_C 1 +# endif +#endif +#endif +#if !defined(LZO_CFG_NO_DISABLE_WUNDEF) +#if defined(__ARMCC_VERSION) +# pragma diag_suppress 193 +#elif defined(__clang__) && defined(__clang_minor__) +# pragma clang diagnostic ignored "-Wundef" +#elif defined(__INTEL_COMPILER) +# pragma warning(disable: 193) +#elif defined(__KEIL__) && defined(__C166__) +# pragma warning disable = 322 +#elif defined(__GNUC__) && defined(__GNUC_MINOR__) && !defined(__PATHSCALE__) +# if ((__GNUC__-0) >= 5 || ((__GNUC__-0) == 4 && (__GNUC_MINOR__-0) >= 2)) +# pragma GCC diagnostic ignored "-Wundef" +# endif +#elif defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(__MWERKS__) +# if ((_MSC_VER-0) >= 1300) +# pragma warning(disable: 4668) +# endif +#endif +#endif +#if 0 && defined(__POCC__) && defined(_WIN32) +# if (__POCC__ >= 400) +# pragma warn(disable: 2216) +# endif +#endif +#if 0 && defined(__WATCOMC__) +# if (__WATCOMC__ >= 1050) && (__WATCOMC__ < 1060) +# pragma warning 203 9 +# endif +#endif +#if defined(__BORLANDC__) && defined(__MSDOS__) && !defined(__FLAT__) +# pragma option -h +#endif +#if !(LZO_CFG_NO_DISABLE_WCRTNONSTDC) +#ifndef _CRT_NONSTDC_NO_DEPRECATE +#define _CRT_NONSTDC_NO_DEPRECATE 1 +#endif +#ifndef _CRT_NONSTDC_NO_WARNINGS +#define _CRT_NONSTDC_NO_WARNINGS 1 +#endif +#ifndef _CRT_SECURE_NO_DEPRECATE +#define _CRT_SECURE_NO_DEPRECATE 1 +#endif +#ifndef _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS 1 +#endif +#endif +#if 0 +#define LZO_0xffffUL 0xfffful +#define LZO_0xffffffffUL 0xfffffffful +#else +#define LZO_0xffffUL 65535ul +#define LZO_0xffffffffUL 4294967295ul +#endif +#define LZO_0xffffL LZO_0xffffUL +#define LZO_0xffffffffL LZO_0xffffffffUL +#if (LZO_0xffffL == LZO_0xffffffffL) +# error "your preprocessor is broken 1" +#endif +#if (16ul * 16384ul != 262144ul) +# error "your preprocessor is broken 2" +#endif +#if 0 +#if (32767 >= 4294967295ul) +# error "your preprocessor is broken 3" +#endif +#if (65535u >= 4294967295ul) +# error "your preprocessor is broken 4" +#endif +#endif +#if defined(__COUNTER__) +# ifndef LZO_CFG_USE_COUNTER +# define LZO_CFG_USE_COUNTER 1 +# endif +#else +# undef LZO_CFG_USE_COUNTER +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(__ZTC__) && defined(__I86__) && !defined(__OS2__) +# if !defined(MSDOS) +# define MSDOS 1 +# endif +# if !defined(_MSDOS) +# define _MSDOS 1 +# endif +#elif 0 && defined(__VERSION) && defined(MB_LEN_MAX) +# if (__VERSION == 520) && (MB_LEN_MAX == 1) +# if !defined(__AZTEC_C__) +# define __AZTEC_C__ __VERSION +# endif +# if !defined(__DOS__) +# define __DOS__ 1 +# endif +# endif +#endif +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(_MSC_VER) && defined(M_I86HM) +# define ptrdiff_t long +# define _PTRDIFF_T_DEFINED 1 +#endif +#endif +#if (UINT_MAX == LZO_0xffffL) +# undef __LZO_RENAME_A +# undef __LZO_RENAME_B +# if defined(__AZTEC_C__) && defined(__DOS__) +# define __LZO_RENAME_A 1 +# elif defined(_MSC_VER) && defined(MSDOS) +# if (_MSC_VER < 600) +# define __LZO_RENAME_A 1 +# elif (_MSC_VER < 700) +# define __LZO_RENAME_B 1 +# endif +# elif defined(__TSC__) && defined(__OS2__) +# define __LZO_RENAME_A 1 +# elif defined(__MSDOS__) && defined(__TURBOC__) && (__TURBOC__ < 0x0410) +# define __LZO_RENAME_A 1 +# elif defined(__PACIFIC__) && defined(DOS) +# if !defined(__far) +# define __far far +# endif +# if !defined(__near) +# define __near near +# endif +# endif +# if defined(__LZO_RENAME_A) +# if !defined(__cdecl) +# define __cdecl cdecl +# endif +# if !defined(__far) +# define __far far +# endif +# if !defined(__huge) +# define __huge huge +# endif +# if !defined(__near) +# define __near near +# endif +# if !defined(__pascal) +# define __pascal pascal +# endif +# if !defined(__huge) +# define __huge huge +# endif +# elif defined(__LZO_RENAME_B) +# if !defined(__cdecl) +# define __cdecl _cdecl +# endif +# if !defined(__far) +# define __far _far +# endif +# if !defined(__huge) +# define __huge _huge +# endif +# if !defined(__near) +# define __near _near +# endif +# if !defined(__pascal) +# define __pascal _pascal +# endif +# elif (defined(__PUREC__) || defined(__TURBOC__)) && defined(__TOS__) +# if !defined(__cdecl) +# define __cdecl cdecl +# endif +# if !defined(__pascal) +# define __pascal pascal +# endif +# endif +# undef __LZO_RENAME_A +# undef __LZO_RENAME_B +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(__AZTEC_C__) && defined(__DOS__) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +#elif defined(_MSC_VER) && defined(MSDOS) +# if (_MSC_VER < 600) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +# endif +# if (_MSC_VER < 700) +# define LZO_BROKEN_INTEGRAL_PROMOTION 1 +# define LZO_BROKEN_SIZEOF 1 +# endif +#elif defined(__PACIFIC__) && defined(DOS) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +#elif defined(__TURBOC__) && defined(__MSDOS__) +# if (__TURBOC__ < 0x0150) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +# define LZO_BROKEN_INTEGRAL_PROMOTION 1 +# endif +# if (__TURBOC__ < 0x0200) +# define LZO_BROKEN_SIZEOF 1 +# endif +# if (__TURBOC__ < 0x0400) && defined(__cplusplus) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# endif +#elif (defined(__PUREC__) || defined(__TURBOC__)) && defined(__TOS__) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# define LZO_BROKEN_SIZEOF 1 +#endif +#endif +#if defined(__WATCOMC__) && (__WATCOMC__ < 900) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +#endif +#if defined(_CRAY) && defined(_CRAY1) +# define LZO_BROKEN_SIGNED_RIGHT_SHIFT 1 +#endif +#define LZO_PP_STRINGIZE(x) #x +#define LZO_PP_MACRO_EXPAND(x) LZO_PP_STRINGIZE(x) +#define LZO_PP_CONCAT0() /*empty*/ +#define LZO_PP_CONCAT1(a) a +#define LZO_PP_CONCAT2(a,b) a ## b +#define LZO_PP_CONCAT3(a,b,c) a ## b ## c +#define LZO_PP_CONCAT4(a,b,c,d) a ## b ## c ## d +#define LZO_PP_CONCAT5(a,b,c,d,e) a ## b ## c ## d ## e +#define LZO_PP_CONCAT6(a,b,c,d,e,f) a ## b ## c ## d ## e ## f +#define LZO_PP_CONCAT7(a,b,c,d,e,f,g) a ## b ## c ## d ## e ## f ## g +#define LZO_PP_ECONCAT0() LZO_PP_CONCAT0() +#define LZO_PP_ECONCAT1(a) LZO_PP_CONCAT1(a) +#define LZO_PP_ECONCAT2(a,b) LZO_PP_CONCAT2(a,b) +#define LZO_PP_ECONCAT3(a,b,c) LZO_PP_CONCAT3(a,b,c) +#define LZO_PP_ECONCAT4(a,b,c,d) LZO_PP_CONCAT4(a,b,c,d) +#define LZO_PP_ECONCAT5(a,b,c,d,e) LZO_PP_CONCAT5(a,b,c,d,e) +#define LZO_PP_ECONCAT6(a,b,c,d,e,f) LZO_PP_CONCAT6(a,b,c,d,e,f) +#define LZO_PP_ECONCAT7(a,b,c,d,e,f,g) LZO_PP_CONCAT7(a,b,c,d,e,f,g) +#define LZO_PP_EMPTY /*empty*/ +#define LZO_PP_EMPTY0() /*empty*/ +#define LZO_PP_EMPTY1(a) /*empty*/ +#define LZO_PP_EMPTY2(a,b) /*empty*/ +#define LZO_PP_EMPTY3(a,b,c) /*empty*/ +#define LZO_PP_EMPTY4(a,b,c,d) /*empty*/ +#define LZO_PP_EMPTY5(a,b,c,d,e) /*empty*/ +#define LZO_PP_EMPTY6(a,b,c,d,e,f) /*empty*/ +#define LZO_PP_EMPTY7(a,b,c,d,e,f,g) /*empty*/ +#if 1 +#define LZO_CPP_STRINGIZE(x) #x +#define LZO_CPP_MACRO_EXPAND(x) LZO_CPP_STRINGIZE(x) +#define LZO_CPP_CONCAT2(a,b) a ## b +#define LZO_CPP_CONCAT3(a,b,c) a ## b ## c +#define LZO_CPP_CONCAT4(a,b,c,d) a ## b ## c ## d +#define LZO_CPP_CONCAT5(a,b,c,d,e) a ## b ## c ## d ## e +#define LZO_CPP_CONCAT6(a,b,c,d,e,f) a ## b ## c ## d ## e ## f +#define LZO_CPP_CONCAT7(a,b,c,d,e,f,g) a ## b ## c ## d ## e ## f ## g +#define LZO_CPP_ECONCAT2(a,b) LZO_CPP_CONCAT2(a,b) +#define LZO_CPP_ECONCAT3(a,b,c) LZO_CPP_CONCAT3(a,b,c) +#define LZO_CPP_ECONCAT4(a,b,c,d) LZO_CPP_CONCAT4(a,b,c,d) +#define LZO_CPP_ECONCAT5(a,b,c,d,e) LZO_CPP_CONCAT5(a,b,c,d,e) +#define LZO_CPP_ECONCAT6(a,b,c,d,e,f) LZO_CPP_CONCAT6(a,b,c,d,e,f) +#define LZO_CPP_ECONCAT7(a,b,c,d,e,f,g) LZO_CPP_CONCAT7(a,b,c,d,e,f,g) +#endif +#define __LZO_MASK_GEN(o,b) (((((o) << ((b)-((b)!=0))) - (o)) << 1) + (o)*((b)!=0)) +#if 1 && defined(__cplusplus) +# if !defined(__STDC_CONSTANT_MACROS) +# define __STDC_CONSTANT_MACROS 1 +# endif +# if !defined(__STDC_LIMIT_MACROS) +# define __STDC_LIMIT_MACROS 1 +# endif +#endif +#if defined(__cplusplus) +# define LZO_EXTERN_C extern "C" +# define LZO_EXTERN_C_BEGIN extern "C" { +# define LZO_EXTERN_C_END } +#else +# define LZO_EXTERN_C extern +# define LZO_EXTERN_C_BEGIN /*empty*/ +# define LZO_EXTERN_C_END /*empty*/ +#endif +#if !defined(__LZO_OS_OVERRIDE) +#if (LZO_OS_FREESTANDING) +# define LZO_INFO_OS "freestanding" +#elif (LZO_OS_EMBEDDED) +# define LZO_INFO_OS "embedded" +#elif 1 && defined(__IAR_SYSTEMS_ICC__) +# define LZO_OS_EMBEDDED 1 +# define LZO_INFO_OS "embedded" +#elif defined(__CYGWIN__) && defined(__GNUC__) +# define LZO_OS_CYGWIN 1 +# define LZO_INFO_OS "cygwin" +#elif defined(__EMX__) && defined(__GNUC__) +# define LZO_OS_EMX 1 +# define LZO_INFO_OS "emx" +#elif defined(__BEOS__) +# define LZO_OS_BEOS 1 +# define LZO_INFO_OS "beos" +#elif defined(__Lynx__) +# define LZO_OS_LYNXOS 1 +# define LZO_INFO_OS "lynxos" +#elif defined(__OS400__) +# define LZO_OS_OS400 1 +# define LZO_INFO_OS "os400" +#elif defined(__QNX__) +# define LZO_OS_QNX 1 +# define LZO_INFO_OS "qnx" +#elif defined(__BORLANDC__) && defined(__DPMI32__) && (__BORLANDC__ >= 0x0460) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +#elif defined(__BORLANDC__) && defined(__DPMI16__) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +#elif defined(__ZTC__) && defined(DOS386) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +#elif defined(__OS2__) || defined(__OS2V2__) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_OS216 1 +# define LZO_INFO_OS "os216" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_OS2 1 +# define LZO_INFO_OS "os2" +# else +# error "check your limits.h header" +# endif +#elif defined(__WIN64__) || defined(_WIN64) || defined(WIN64) +# define LZO_OS_WIN64 1 +# define LZO_INFO_OS "win64" +#elif defined(__WIN32__) || defined(_WIN32) || defined(WIN32) || defined(__WINDOWS_386__) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +#elif defined(__MWERKS__) && defined(__INTEL__) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +#elif defined(__WINDOWS__) || defined(_WINDOWS) || defined(_Windows) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_WIN16 1 +# define LZO_INFO_OS "win16" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +# else +# error "check your limits.h header" +# endif +#elif defined(__DOS__) || defined(__MSDOS__) || defined(_MSDOS) || defined(MSDOS) || (defined(__PACIFIC__) && defined(DOS)) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +# else +# error "check your limits.h header" +# endif +#elif defined(__WATCOMC__) +# if defined(__NT__) && (UINT_MAX == LZO_0xffffL) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +# elif defined(__NT__) && (__WATCOMC__ < 1100) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +# elif defined(__linux__) || defined(__LINUX__) +# define LZO_OS_POSIX 1 +# define LZO_INFO_OS "posix" +# else +# error "please specify a target using the -bt compiler option" +# endif +#elif defined(__palmos__) +# define LZO_OS_PALMOS 1 +# define LZO_INFO_OS "palmos" +#elif defined(__TOS__) || defined(__atarist__) +# define LZO_OS_TOS 1 +# define LZO_INFO_OS "tos" +#elif defined(macintosh) && !defined(__arm__) && !defined(__i386__) && !defined(__ppc__) && !defined(__x64_64__) +# define LZO_OS_MACCLASSIC 1 +# define LZO_INFO_OS "macclassic" +#elif defined(__VMS) +# define LZO_OS_VMS 1 +# define LZO_INFO_OS "vms" +#elif (defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__) +# define LZO_OS_CONSOLE 1 +# define LZO_OS_CONSOLE_PS2 1 +# define LZO_INFO_OS "console" +# define LZO_INFO_OS_CONSOLE "ps2" +#elif defined(__mips__) && defined(__psp__) +# define LZO_OS_CONSOLE 1 +# define LZO_OS_CONSOLE_PSP 1 +# define LZO_INFO_OS "console" +# define LZO_INFO_OS_CONSOLE "psp" +#else +# define LZO_OS_POSIX 1 +# define LZO_INFO_OS "posix" +#endif +#if (LZO_OS_POSIX) +# if defined(_AIX) || defined(__AIX__) || defined(__aix__) +# define LZO_OS_POSIX_AIX 1 +# define LZO_INFO_OS_POSIX "aix" +# elif defined(__FreeBSD__) +# define LZO_OS_POSIX_FREEBSD 1 +# define LZO_INFO_OS_POSIX "freebsd" +# elif defined(__hpux__) || defined(__hpux) +# define LZO_OS_POSIX_HPUX 1 +# define LZO_INFO_OS_POSIX "hpux" +# elif defined(__INTERIX) +# define LZO_OS_POSIX_INTERIX 1 +# define LZO_INFO_OS_POSIX "interix" +# elif defined(__IRIX__) || defined(__irix__) +# define LZO_OS_POSIX_IRIX 1 +# define LZO_INFO_OS_POSIX "irix" +# elif defined(__linux__) || defined(__linux) || defined(__LINUX__) +# define LZO_OS_POSIX_LINUX 1 +# define LZO_INFO_OS_POSIX "linux" +# elif defined(__APPLE__) && defined(__MACH__) +# if ((__ENVIRONMENT_IPHONE_OS_VERSION_MIN_REQUIRED__-0) >= 20000) +# define LZO_OS_POSIX_DARWIN 1040 +# define LZO_INFO_OS_POSIX "darwin_iphone" +# elif ((__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__-0) >= 1040) +# define LZO_OS_POSIX_DARWIN __ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ +# define LZO_INFO_OS_POSIX "darwin" +# else +# define LZO_OS_POSIX_DARWIN 1 +# define LZO_INFO_OS_POSIX "darwin" +# endif +# define LZO_OS_POSIX_MACOSX LZO_OS_POSIX_DARWIN +# elif defined(__minix__) || defined(__minix) +# define LZO_OS_POSIX_MINIX 1 +# define LZO_INFO_OS_POSIX "minix" +# elif defined(__NetBSD__) +# define LZO_OS_POSIX_NETBSD 1 +# define LZO_INFO_OS_POSIX "netbsd" +# elif defined(__OpenBSD__) +# define LZO_OS_POSIX_OPENBSD 1 +# define LZO_INFO_OS_POSIX "openbsd" +# elif defined(__osf__) +# define LZO_OS_POSIX_OSF 1 +# define LZO_INFO_OS_POSIX "osf" +# elif defined(__solaris__) || defined(__sun) +# if defined(__SVR4) || defined(__svr4__) +# define LZO_OS_POSIX_SOLARIS 1 +# define LZO_INFO_OS_POSIX "solaris" +# else +# define LZO_OS_POSIX_SUNOS 1 +# define LZO_INFO_OS_POSIX "sunos" +# endif +# elif defined(__ultrix__) || defined(__ultrix) +# define LZO_OS_POSIX_ULTRIX 1 +# define LZO_INFO_OS_POSIX "ultrix" +# elif defined(_UNICOS) +# define LZO_OS_POSIX_UNICOS 1 +# define LZO_INFO_OS_POSIX "unicos" +# else +# define LZO_OS_POSIX_UNKNOWN 1 +# define LZO_INFO_OS_POSIX "unknown" +# endif +#endif +#endif +#if (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +# if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_OS_DOS32 || LZO_OS_OS2 || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (UINT_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if defined(CIL) && defined(_GNUCC) && defined(__GNUC__) +# define LZO_CC_CILLY 1 +# define LZO_INFO_CC "Cilly" +# if defined(__CILLY__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__CILLY__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif 0 && defined(SDCC) && defined(__VERSION__) && !defined(__GNUC__) +# define LZO_CC_SDCC 1 +# define LZO_INFO_CC "sdcc" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(SDCC) +#elif defined(__PATHSCALE__) && defined(__PATHCC_PATCHLEVEL__) +# define LZO_CC_PATHSCALE (__PATHCC__ * 0x10000L + (__PATHCC_MINOR__-0) * 0x100 + (__PATHCC_PATCHLEVEL__-0)) +# define LZO_INFO_CC "Pathscale C" +# define LZO_INFO_CCVER __PATHSCALE__ +# if defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_PATHSCALE_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__INTEL_COMPILER) && ((__INTEL_COMPILER-0) > 0) +# define LZO_CC_INTELC __INTEL_COMPILER +# define LZO_INFO_CC "Intel C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__INTEL_COMPILER) +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_INTELC_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_INTELC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__POCC__) && defined(_WIN32) +# define LZO_CC_PELLESC 1 +# define LZO_INFO_CC "Pelles C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__POCC__) +#elif defined(__ARMCC_VERSION) && defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# if defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_ARMCC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# else +# define LZO_CC_ARMCC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# endif +# define LZO_CC_ARMCC __ARMCC_VERSION +# define LZO_INFO_CC "ARM C Compiler" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(__clang__) && defined(__c2__) && defined(__c2_version__) && defined(_MSC_VER) +# define LZO_CC_CLANG (__clang_major__ * 0x10000L + (__clang_minor__-0) * 0x100 + (__clang_patchlevel__-0)) +# define LZO_CC_CLANG_C2 _MSC_VER +# define LZO_CC_CLANG_VENDOR_MICROSOFT 1 +# define LZO_INFO_CC "clang/c2" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__c2_version__) +#elif defined(__clang__) && defined(__llvm__) && defined(__VERSION__) +# if defined(__clang_major__) && defined(__clang_minor__) && defined(__clang_patchlevel__) +# define LZO_CC_CLANG (__clang_major__ * 0x10000L + (__clang_minor__-0) * 0x100 + (__clang_patchlevel__-0)) +# else +# define LZO_CC_CLANG 0x010000L +# endif +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_CLANG_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_CLANG_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +# if defined(__APPLE_CC__) +# define LZO_CC_CLANG_VENDOR_APPLE 1 +# define LZO_INFO_CC "clang/apple" +# else +# define LZO_CC_CLANG_VENDOR_LLVM 1 +# define LZO_INFO_CC "clang" +# endif +# if defined(__clang_version__) +# define LZO_INFO_CCVER __clang_version__ +# else +# define LZO_INFO_CCVER __VERSION__ +# endif +#elif defined(__llvm__) && defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# if defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_LLVM_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# else +# define LZO_CC_LLVM_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# endif +# define LZO_CC_LLVM LZO_CC_LLVM_GNUC +# define LZO_INFO_CC "llvm-gcc" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(__ACK__) && defined(_ACK) +# define LZO_CC_ACK 1 +# define LZO_INFO_CC "Amsterdam Compiler Kit C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__ARMCC_VERSION) && !defined(__GNUC__) +# define LZO_CC_ARMCC __ARMCC_VERSION +# define LZO_CC_ARMCC_ARMCC __ARMCC_VERSION +# define LZO_INFO_CC "ARM C Compiler" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__ARMCC_VERSION) +#elif defined(__AZTEC_C__) +# define LZO_CC_AZTECC 1 +# define LZO_INFO_CC "Aztec C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__AZTEC_C__) +#elif defined(__CODEGEARC__) +# define LZO_CC_CODEGEARC 1 +# define LZO_INFO_CC "CodeGear C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__CODEGEARC__) +#elif defined(__BORLANDC__) +# define LZO_CC_BORLANDC 1 +# define LZO_INFO_CC "Borland C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__BORLANDC__) +#elif defined(_CRAYC) && defined(_RELEASE) +# define LZO_CC_CRAYC 1 +# define LZO_INFO_CC "Cray C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_RELEASE) +#elif defined(__DMC__) && defined(__SC__) +# define LZO_CC_DMC 1 +# define LZO_INFO_CC "Digital Mars C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__DMC__) +#elif defined(__DECC) +# define LZO_CC_DECC 1 +# define LZO_INFO_CC "DEC C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__DECC) +#elif (defined(__ghs) || defined(__ghs__)) && defined(__GHS_VERSION_NUMBER) && ((__GHS_VERSION_NUMBER-0) > 0) +# define LZO_CC_GHS 1 +# define LZO_INFO_CC "Green Hills C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__GHS_VERSION_NUMBER) +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_GHS_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_GHS_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__HIGHC__) +# define LZO_CC_HIGHC 1 +# define LZO_INFO_CC "MetaWare High C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__HP_aCC) && ((__HP_aCC-0) > 0) +# define LZO_CC_HPACC __HP_aCC +# define LZO_INFO_CC "HP aCC" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__HP_aCC) +#elif defined(__IAR_SYSTEMS_ICC__) +# define LZO_CC_IARC 1 +# define LZO_INFO_CC "IAR C" +# if defined(__VER__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__VER__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__IBMC__) && ((__IBMC__-0) > 0) +# define LZO_CC_IBMC __IBMC__ +# define LZO_INFO_CC "IBM C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__IBMC__) +#elif defined(__IBMCPP__) && ((__IBMCPP__-0) > 0) +# define LZO_CC_IBMC __IBMCPP__ +# define LZO_INFO_CC "IBM C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__IBMCPP__) +#elif defined(__KEIL__) && defined(__C166__) +# define LZO_CC_KEILC 1 +# define LZO_INFO_CC "Keil C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__C166__) +#elif defined(__LCC__) && defined(_WIN32) && defined(__LCCOPTIMLEVEL) +# define LZO_CC_LCCWIN32 1 +# define LZO_INFO_CC "lcc-win32" +# define LZO_INFO_CCVER "unknown" +#elif defined(__LCC__) +# define LZO_CC_LCC 1 +# define LZO_INFO_CC "lcc" +# if defined(__LCC_VERSION__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__LCC_VERSION__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__MWERKS__) && ((__MWERKS__-0) > 0) +# define LZO_CC_MWERKS __MWERKS__ +# define LZO_INFO_CC "Metrowerks C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__MWERKS__) +#elif (defined(__NDPC__) || defined(__NDPX__)) && defined(__i386) +# define LZO_CC_NDPC 1 +# define LZO_INFO_CC "Microway NDP C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__PACIFIC__) +# define LZO_CC_PACIFICC 1 +# define LZO_INFO_CC "Pacific C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PACIFIC__) +#elif defined(__PGI) && defined(__PGIC__) && defined(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define LZO_CC_PGI (__PGIC__ * 0x10000L + (__PGIC_MINOR__-0) * 0x100 + (__PGIC_PATCHLEVEL__-0)) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PGIC__) "." LZO_PP_MACRO_EXPAND(__PGIC_MINOR__) "." LZO_PP_MACRO_EXPAND(__PGIC_PATCHLEVEL__) +# else +# define LZO_CC_PGI (__PGIC__ * 0x10000L + (__PGIC_MINOR__-0) * 0x100) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PGIC__) "." LZO_PP_MACRO_EXPAND(__PGIC_MINOR__) ".0" +# endif +# define LZO_INFO_CC "Portland Group PGI C" +#elif defined(__PGI) && (defined(__linux__) || defined(__WIN32__)) +# define LZO_CC_PGI 1 +# define LZO_INFO_CC "Portland Group PGI C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__PUREC__) && defined(__TOS__) +# define LZO_CC_PUREC 1 +# define LZO_INFO_CC "Pure C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PUREC__) +#elif defined(__SC__) && defined(__ZTC__) +# define LZO_CC_SYMANTECC 1 +# define LZO_INFO_CC "Symantec C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SC__) +#elif defined(__SUNPRO_C) +# define LZO_INFO_CC "SunPro C" +# if ((__SUNPRO_C-0) > 0) +# define LZO_CC_SUNPROC __SUNPRO_C +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SUNPRO_C) +# else +# define LZO_CC_SUNPROC 1 +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__SUNPRO_CC) +# define LZO_INFO_CC "SunPro C" +# if ((__SUNPRO_CC-0) > 0) +# define LZO_CC_SUNPROC __SUNPRO_CC +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SUNPRO_CC) +# else +# define LZO_CC_SUNPROC 1 +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__TINYC__) +# define LZO_CC_TINYC 1 +# define LZO_INFO_CC "Tiny C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TINYC__) +#elif defined(__TSC__) +# define LZO_CC_TOPSPEEDC 1 +# define LZO_INFO_CC "TopSpeed C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TSC__) +#elif defined(__WATCOMC__) +# define LZO_CC_WATCOMC 1 +# define LZO_INFO_CC "Watcom C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__WATCOMC__) +#elif defined(__TURBOC__) +# define LZO_CC_TURBOC 1 +# define LZO_INFO_CC "Turbo C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TURBOC__) +#elif defined(__ZTC__) +# define LZO_CC_ZORTECHC 1 +# define LZO_INFO_CC "Zortech C" +# if ((__ZTC__-0) == 0x310) +# define LZO_INFO_CCVER "0x310" +# else +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__ZTC__) +# endif +#elif defined(__GNUC__) && defined(__VERSION__) +# if defined(__GNUC_MINOR__) && defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# elif defined(__GNUC_MINOR__) +# define LZO_CC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# else +# define LZO_CC_GNUC (__GNUC__ * 0x10000L) +# endif +# define LZO_INFO_CC "gcc" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_MSC _MSC_VER +# define LZO_INFO_CC "Microsoft C" +# if defined(_MSC_FULL_VER) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_MSC_VER) "." LZO_PP_MACRO_EXPAND(_MSC_FULL_VER) +# else +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_MSC_VER) +# endif +#else +# define LZO_CC_UNKNOWN 1 +# define LZO_INFO_CC "unknown" +# define LZO_INFO_CCVER "unknown" +#endif +#if (LZO_CC_GNUC) && defined(__OPEN64__) +# if defined(__OPENCC__) && defined(__OPENCC_MINOR__) && defined(__OPENCC_PATCHLEVEL__) +# define LZO_CC_OPEN64 (__OPENCC__ * 0x10000L + (__OPENCC_MINOR__-0) * 0x100 + (__OPENCC_PATCHLEVEL__-0)) +# define LZO_CC_OPEN64_GNUC LZO_CC_GNUC +# endif +#endif +#if (LZO_CC_GNUC) && defined(__PCC__) +# if defined(__PCC__) && defined(__PCC_MINOR__) && defined(__PCC_MINORMINOR__) +# define LZO_CC_PCC (__PCC__ * 0x10000L + (__PCC_MINOR__-0) * 0x100 + (__PCC_MINORMINOR__-0)) +# define LZO_CC_PCC_GNUC LZO_CC_GNUC +# endif +#endif +#if 0 && (LZO_CC_MSC && (_MSC_VER >= 1200)) && !defined(_MSC_FULL_VER) +# error "LZO_CC_MSC: _MSC_FULL_VER is not defined" +#endif +#if !defined(__LZO_ARCH_OVERRIDE) && !(LZO_ARCH_GENERIC) && defined(_CRAY) +# if (UINT_MAX > LZO_0xffffffffL) && defined(_CRAY) +# if defined(_CRAYMPP) || defined(_CRAYT3D) || defined(_CRAYT3E) +# define LZO_ARCH_CRAY_MPP 1 +# elif defined(_CRAY1) +# define LZO_ARCH_CRAY_PVP 1 +# endif +# endif +#endif +#if !defined(__LZO_ARCH_OVERRIDE) +#if (LZO_ARCH_GENERIC) +# define LZO_INFO_ARCH "generic" +#elif (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +# define LZO_ARCH_I086 1 +# define LZO_INFO_ARCH "i086" +#elif defined(__aarch64__) || defined(_M_ARM64) +# define LZO_ARCH_ARM64 1 +# define LZO_INFO_ARCH "arm64" +#elif defined(__alpha__) || defined(__alpha) || defined(_M_ALPHA) +# define LZO_ARCH_ALPHA 1 +# define LZO_INFO_ARCH "alpha" +#elif (LZO_ARCH_CRAY_MPP) && (defined(_CRAYT3D) || defined(_CRAYT3E)) +# define LZO_ARCH_ALPHA 1 +# define LZO_INFO_ARCH "alpha" +#elif defined(__amd64__) || defined(__x86_64__) || defined(_M_AMD64) +# define LZO_ARCH_AMD64 1 +# define LZO_INFO_ARCH "amd64" +#elif defined(__arm__) || defined(_M_ARM) +# define LZO_ARCH_ARM 1 +# define LZO_INFO_ARCH "arm" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCARM__) +# define LZO_ARCH_ARM 1 +# define LZO_INFO_ARCH "arm" +#elif (UINT_MAX <= LZO_0xffffL) && defined(__AVR__) +# define LZO_ARCH_AVR 1 +# define LZO_INFO_ARCH "avr" +#elif defined(__avr32__) || defined(__AVR32__) +# define LZO_ARCH_AVR32 1 +# define LZO_INFO_ARCH "avr32" +#elif defined(__bfin__) +# define LZO_ARCH_BLACKFIN 1 +# define LZO_INFO_ARCH "blackfin" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C166__) +# define LZO_ARCH_C166 1 +# define LZO_INFO_ARCH "c166" +#elif defined(__cris__) +# define LZO_ARCH_CRIS 1 +# define LZO_INFO_ARCH "cris" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCEZ80__) +# define LZO_ARCH_EZ80 1 +# define LZO_INFO_ARCH "ez80" +#elif defined(__H8300__) || defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) +# define LZO_ARCH_H8300 1 +# define LZO_INFO_ARCH "h8300" +#elif defined(__hppa__) || defined(__hppa) +# define LZO_ARCH_HPPA 1 +# define LZO_INFO_ARCH "hppa" +#elif defined(__386__) || defined(__i386__) || defined(__i386) || defined(_M_IX86) || defined(_M_I386) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif (LZO_CC_ZORTECHC && defined(__I86__)) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif (LZO_OS_DOS32 && LZO_CC_HIGHC) && defined(_I386) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif defined(__ia64__) || defined(__ia64) || defined(_M_IA64) +# define LZO_ARCH_IA64 1 +# define LZO_INFO_ARCH "ia64" +#elif (UINT_MAX == LZO_0xffffL) && defined(__m32c__) +# define LZO_ARCH_M16C 1 +# define LZO_INFO_ARCH "m16c" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCM16C__) +# define LZO_ARCH_M16C 1 +# define LZO_INFO_ARCH "m16c" +#elif defined(__m32r__) +# define LZO_ARCH_M32R 1 +# define LZO_INFO_ARCH "m32r" +#elif (LZO_OS_TOS) || defined(__m68k__) || defined(__m68000__) || defined(__mc68000__) || defined(__mc68020__) || defined(_M_M68K) +# define LZO_ARCH_M68K 1 +# define LZO_INFO_ARCH "m68k" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C251__) +# define LZO_ARCH_MCS251 1 +# define LZO_INFO_ARCH "mcs251" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C51__) +# define LZO_ARCH_MCS51 1 +# define LZO_INFO_ARCH "mcs51" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICC8051__) +# define LZO_ARCH_MCS51 1 +# define LZO_INFO_ARCH "mcs51" +#elif defined(__mips__) || defined(__mips) || defined(_MIPS_ARCH) || defined(_M_MRX000) +# define LZO_ARCH_MIPS 1 +# define LZO_INFO_ARCH "mips" +#elif (UINT_MAX == LZO_0xffffL) && defined(__MSP430__) +# define LZO_ARCH_MSP430 1 +# define LZO_INFO_ARCH "msp430" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICC430__) +# define LZO_ARCH_MSP430 1 +# define LZO_INFO_ARCH "msp430" +#elif defined(__powerpc__) || defined(__powerpc) || defined(__ppc__) || defined(__PPC__) || defined(_M_PPC) || defined(_ARCH_PPC) || defined(_ARCH_PWR) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__powerpc64__) || defined(__powerpc64) || defined(__ppc64__) || defined(__PPC64__) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__powerpc64le__) || defined(__powerpc64le) || defined(__ppc64le__) || defined(__PPC64LE__) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__riscv) +# define LZO_ARCH_RISCV 1 +# define LZO_INFO_ARCH "riscv" +#elif defined(__s390__) || defined(__s390) || defined(__s390x__) || defined(__s390x) +# define LZO_ARCH_S390 1 +# define LZO_INFO_ARCH "s390" +#elif defined(__sh__) || defined(_M_SH) +# define LZO_ARCH_SH 1 +# define LZO_INFO_ARCH "sh" +#elif defined(__sparc__) || defined(__sparc) || defined(__sparcv8) +# define LZO_ARCH_SPARC 1 +# define LZO_INFO_ARCH "sparc" +#elif defined(__SPU__) +# define LZO_ARCH_SPU 1 +# define LZO_INFO_ARCH "spu" +#elif (UINT_MAX == LZO_0xffffL) && defined(__z80) +# define LZO_ARCH_Z80 1 +# define LZO_INFO_ARCH "z80" +#elif (LZO_ARCH_CRAY_PVP) +# if defined(_CRAYSV1) +# define LZO_ARCH_CRAY_SV1 1 +# define LZO_INFO_ARCH "cray_sv1" +# elif (_ADDR64) +# define LZO_ARCH_CRAY_T90 1 +# define LZO_INFO_ARCH "cray_t90" +# elif (_ADDR32) +# define LZO_ARCH_CRAY_YMP 1 +# define LZO_INFO_ARCH "cray_ymp" +# else +# define LZO_ARCH_CRAY_XMP 1 +# define LZO_INFO_ARCH "cray_xmp" +# endif +#else +# define LZO_ARCH_UNKNOWN 1 +# define LZO_INFO_ARCH "unknown" +#endif +#endif +#if !defined(LZO_ARCH_ARM_THUMB2) +#if (LZO_ARCH_ARM) +# if defined(__thumb__) || defined(__thumb) || defined(_M_THUMB) +# if defined(__thumb2__) +# define LZO_ARCH_ARM_THUMB2 1 +# elif 1 && defined(__TARGET_ARCH_THUMB) && ((__TARGET_ARCH_THUMB)+0 >= 4) +# define LZO_ARCH_ARM_THUMB2 1 +# elif 1 && defined(_MSC_VER) && defined(_M_THUMB) && ((_M_THUMB)+0 >= 7) +# define LZO_ARCH_ARM_THUMB2 1 +# endif +# endif +#endif +#endif +#if (LZO_ARCH_ARM_THUMB2) +# undef LZO_INFO_ARCH +# define LZO_INFO_ARCH "arm_thumb2" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_DOS32 || LZO_OS_OS2) +# error "FIXME - missing define for CPU architecture" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_WIN32) +# error "FIXME - missing LZO_OS_WIN32 define for CPU architecture" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_WIN64) +# error "FIXME - missing LZO_OS_WIN64 define for CPU architecture" +#endif +#if (LZO_OS_OS216 || LZO_OS_WIN16) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && defined(BLX286)) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && defined(DOSX286)) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && LZO_CC_BORLANDC && defined(__DPMI16__)) +# define LZO_ARCH_I086PM 1 +#endif +#if (LZO_ARCH_AMD64 && !LZO_ARCH_X64) +# define LZO_ARCH_X64 1 +#elif (!LZO_ARCH_AMD64 && LZO_ARCH_X64) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_AMD64 1 +#endif +#if (LZO_ARCH_ARM64 && !LZO_ARCH_AARCH64) +# define LZO_ARCH_AARCH64 1 +#elif (!LZO_ARCH_ARM64 && LZO_ARCH_AARCH64) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_ARM64 1 +#endif +#if (LZO_ARCH_I386 && !LZO_ARCH_X86) +# define LZO_ARCH_X86 1 +#elif (!LZO_ARCH_I386 && LZO_ARCH_X86) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_I386 1 +#endif +#if (LZO_ARCH_AMD64 && !LZO_ARCH_X64) || (!LZO_ARCH_AMD64 && LZO_ARCH_X64) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM64 && !LZO_ARCH_AARCH64) || (!LZO_ARCH_ARM64 && LZO_ARCH_AARCH64) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I386 && !LZO_ARCH_X86) || (!LZO_ARCH_I386 && LZO_ARCH_X86) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB1 && !LZO_ARCH_ARM) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB2 && !LZO_ARCH_ARM) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB1 && LZO_ARCH_ARM_THUMB2) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I086PM && !LZO_ARCH_I086) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I086) +# if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_ARCH_I386) +# if (UINT_MAX != LZO_0xffffL) && defined(__i386_int16__) +# error "unexpected configuration - check your compiler defines" +# endif +# if (UINT_MAX != LZO_0xffffffffL) && !defined(__i386_int16__) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_ARCH_AMD64 || LZO_ARCH_I386) +# if !defined(LZO_TARGET_FEATURE_SSE2) +# if defined(__SSE2__) +# define LZO_TARGET_FEATURE_SSE2 1 +# elif defined(_MSC_VER) && (defined(_M_IX86_FP) && ((_M_IX86_FP)+0 >= 2)) +# define LZO_TARGET_FEATURE_SSE2 1 +# elif (LZO_CC_INTELC_MSC || LZO_CC_MSC) && defined(_M_AMD64) +# define LZO_TARGET_FEATURE_SSE2 1 +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_SSSE3) +# if (LZO_TARGET_FEATURE_SSE2) +# if defined(__SSSE3__) +# define LZO_TARGET_FEATURE_SSSE3 1 +# elif defined(_MSC_VER) && defined(__AVX__) +# define LZO_TARGET_FEATURE_SSSE3 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_SSE4_2) +# if (LZO_TARGET_FEATURE_SSSE3) +# if defined(__SSE4_2__) +# define LZO_TARGET_FEATURE_SSE4_2 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_AVX) +# if (LZO_TARGET_FEATURE_SSSE3) +# if defined(__AVX__) +# define LZO_TARGET_FEATURE_AVX 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_AVX2) +# if (LZO_TARGET_FEATURE_AVX) +# if defined(__AVX2__) +# define LZO_TARGET_FEATURE_AVX2 1 +# endif +# endif +# endif +#endif +#if (LZO_TARGET_FEATURE_SSSE3 && !(LZO_TARGET_FEATURE_SSE2)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_SSE4_2 && !(LZO_TARGET_FEATURE_SSSE3)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_AVX && !(LZO_TARGET_FEATURE_SSSE3)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_AVX2 && !(LZO_TARGET_FEATURE_AVX)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM) +# if !defined(LZO_TARGET_FEATURE_NEON) +# if defined(__ARM_NEON) && ((__ARM_NEON)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# elif 1 && defined(__ARM_NEON__) && ((__ARM_NEON__)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# elif 1 && defined(__TARGET_FEATURE_NEON) && ((__TARGET_FEATURE_NEON)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# endif +# endif +#elif (LZO_ARCH_ARM64) +# if !defined(LZO_TARGET_FEATURE_NEON) +# if 1 +# define LZO_TARGET_FEATURE_NEON 1 +# endif +# endif +#endif +#if 0 +#elif !defined(__LZO_MM_OVERRIDE) +#if (LZO_ARCH_I086) +#if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +#endif +#if defined(__TINY__) || defined(M_I86TM) || defined(_M_I86TM) +# define LZO_MM_TINY 1 +#elif defined(__HUGE__) || defined(_HUGE_) || defined(M_I86HM) || defined(_M_I86HM) +# define LZO_MM_HUGE 1 +#elif defined(__SMALL__) || defined(M_I86SM) || defined(_M_I86SM) || defined(SMALL_MODEL) +# define LZO_MM_SMALL 1 +#elif defined(__MEDIUM__) || defined(M_I86MM) || defined(_M_I86MM) +# define LZO_MM_MEDIUM 1 +#elif defined(__COMPACT__) || defined(M_I86CM) || defined(_M_I86CM) +# define LZO_MM_COMPACT 1 +#elif defined(__LARGE__) || defined(M_I86LM) || defined(_M_I86LM) || defined(LARGE_MODEL) +# define LZO_MM_LARGE 1 +#elif (LZO_CC_AZTECC) +# if defined(_LARGE_CODE) && defined(_LARGE_DATA) +# define LZO_MM_LARGE 1 +# elif defined(_LARGE_CODE) +# define LZO_MM_MEDIUM 1 +# elif defined(_LARGE_DATA) +# define LZO_MM_COMPACT 1 +# else +# define LZO_MM_SMALL 1 +# endif +#elif (LZO_CC_ZORTECHC && defined(__VCM__)) +# define LZO_MM_LARGE 1 +#else +# error "unknown LZO_ARCH_I086 memory model" +#endif +#if (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +#define LZO_HAVE_MM_HUGE_PTR 1 +#define LZO_HAVE_MM_HUGE_ARRAY 1 +#if (LZO_MM_TINY) +# undef LZO_HAVE_MM_HUGE_ARRAY +#endif +#if (LZO_CC_AZTECC || LZO_CC_PACIFICC || LZO_CC_ZORTECHC) +# undef LZO_HAVE_MM_HUGE_PTR +# undef LZO_HAVE_MM_HUGE_ARRAY +#elif (LZO_CC_DMC || LZO_CC_SYMANTECC) +# undef LZO_HAVE_MM_HUGE_ARRAY +#elif (LZO_CC_MSC && defined(_QC)) +# undef LZO_HAVE_MM_HUGE_ARRAY +# if (_MSC_VER < 600) +# undef LZO_HAVE_MM_HUGE_PTR +# endif +#elif (LZO_CC_TURBOC && (__TURBOC__ < 0x0295)) +# undef LZO_HAVE_MM_HUGE_ARRAY +#endif +#if (LZO_ARCH_I086PM) && !(LZO_HAVE_MM_HUGE_PTR) +# if (LZO_OS_DOS16) +# error "unexpected configuration - check your compiler defines" +# elif (LZO_CC_ZORTECHC) +# else +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if defined(__cplusplus) +extern "C" { +#endif +#if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0200)) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_DMC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_MSC || LZO_CC_TOPSPEEDC) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_TURBOC && (__TURBOC__ >= 0x0295)) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif ((LZO_CC_AZTECC || LZO_CC_PACIFICC || LZO_CC_TURBOC) && LZO_OS_DOS16) +# define LZO_MM_AHSHIFT 12 +#elif (LZO_CC_WATCOMC) + extern unsigned char _HShift; +# define LZO_MM_AHSHIFT ((unsigned) _HShift) +#else +# error "FIXME - implement LZO_MM_AHSHIFT" +#endif +#if defined(__cplusplus) +} +#endif +#endif +#elif (LZO_ARCH_C166) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_C166 __MODEL__" +#elif ((__MODEL__) == 0) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 1) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_C166 __MODEL__" +#endif +#elif (LZO_ARCH_MCS251) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_MCS251 __MODEL__" +#elif ((__MODEL__) == 0) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_MCS251 __MODEL__" +#endif +#elif (LZO_ARCH_MCS51) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_MCS51 __MODEL__" +#elif ((__MODEL__) == 1) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_MCS51 __MODEL__" +#endif +#elif (LZO_ARCH_CRAY_PVP) +# define LZO_MM_PVP 1 +#else +# define LZO_MM_FLAT 1 +#endif +#if (LZO_MM_COMPACT) +# define LZO_INFO_MM "compact" +#elif (LZO_MM_FLAT) +# define LZO_INFO_MM "flat" +#elif (LZO_MM_HUGE) +# define LZO_INFO_MM "huge" +#elif (LZO_MM_LARGE) +# define LZO_INFO_MM "large" +#elif (LZO_MM_MEDIUM) +# define LZO_INFO_MM "medium" +#elif (LZO_MM_PVP) +# define LZO_INFO_MM "pvp" +#elif (LZO_MM_SMALL) +# define LZO_INFO_MM "small" +#elif (LZO_MM_TINY) +# define LZO_INFO_MM "tiny" +#else +# error "unknown memory model" +#endif +#endif +#if !defined(__lzo_gnuc_extension__) +#if (LZO_CC_GNUC >= 0x020800ul) +# define __lzo_gnuc_extension__ __extension__ +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_gnuc_extension__ __extension__ +#elif (LZO_CC_IBMC >= 600) +# define __lzo_gnuc_extension__ __extension__ +#endif +#endif +#if !defined(__lzo_gnuc_extension__) +# define __lzo_gnuc_extension__ /*empty*/ +#endif +#if !defined(lzo_has_builtin) +#if (LZO_CC_CLANG) && defined(__has_builtin) +# define lzo_has_builtin __has_builtin +#endif +#endif +#if !defined(lzo_has_builtin) +# define lzo_has_builtin(x) 0 +#endif +#if !defined(lzo_has_attribute) +#if (LZO_CC_CLANG) && defined(__has_attribute) +# define lzo_has_attribute __has_attribute +#endif +#endif +#if !defined(lzo_has_attribute) +# define lzo_has_attribute(x) 0 +#endif +#if !defined(lzo_has_declspec_attribute) +#if (LZO_CC_CLANG) && defined(__has_declspec_attribute) +# define lzo_has_declspec_attribute __has_declspec_attribute +#endif +#endif +#if !defined(lzo_has_declspec_attribute) +# define lzo_has_declspec_attribute(x) 0 +#endif +#if !defined(lzo_has_feature) +#if (LZO_CC_CLANG) && defined(__has_feature) +# define lzo_has_feature __has_feature +#endif +#endif +#if !defined(lzo_has_feature) +# define lzo_has_feature(x) 0 +#endif +#if !defined(lzo_has_extension) +#if (LZO_CC_CLANG) && defined(__has_extension) +# define lzo_has_extension __has_extension +#elif (LZO_CC_CLANG) && defined(__has_feature) +# define lzo_has_extension __has_feature +#endif +#endif +#if !defined(lzo_has_extension) +# define lzo_has_extension(x) 0 +#endif +#if !defined(LZO_CFG_USE_NEW_STYLE_CASTS) && defined(__cplusplus) && 0 +# if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +# elif (LZO_CC_INTELC && (__INTEL_COMPILER < 1200)) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +# else +# define LZO_CFG_USE_NEW_STYLE_CASTS 1 +# endif +#endif +#if !defined(LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +#endif +#if !defined(__cplusplus) +# if defined(LZO_CFG_USE_NEW_STYLE_CASTS) +# undef LZO_CFG_USE_NEW_STYLE_CASTS +# endif +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +#endif +#if !defined(LZO_REINTERPRET_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_REINTERPRET_CAST(t,e) (reinterpret_cast (e)) +# endif +#endif +#if !defined(LZO_REINTERPRET_CAST) +# define LZO_REINTERPRET_CAST(t,e) ((t) (e)) +#endif +#if !defined(LZO_STATIC_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_STATIC_CAST(t,e) (static_cast (e)) +# endif +#endif +#if !defined(LZO_STATIC_CAST) +# define LZO_STATIC_CAST(t,e) ((t) (e)) +#endif +#if !defined(LZO_STATIC_CAST2) +# define LZO_STATIC_CAST2(t1,t2,e) LZO_STATIC_CAST(t1, LZO_STATIC_CAST(t2, e)) +#endif +#if !defined(LZO_UNCONST_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNCONST_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNCONST_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNCONST_CAST(t,e) ((t) ((void *) ((lzo_uintptr_t) ((const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNCONST_CAST) +# define LZO_UNCONST_CAST(t,e) ((t) ((void *) ((const void *) (e)))) +#endif +#if !defined(LZO_UNCONST_VOLATILE_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNCONST_VOLATILE_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) ((volatile void *) ((lzo_uintptr_t) ((volatile const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNCONST_VOLATILE_CAST) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) ((volatile void *) ((volatile const void *) (e)))) +#endif +#if !defined(LZO_UNVOLATILE_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNVOLATILE_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNVOLATILE_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNVOLATILE_CAST(t,e) ((t) ((void *) ((lzo_uintptr_t) ((volatile void *) (e))))) +# endif +#endif +#if !defined(LZO_UNVOLATILE_CAST) +# define LZO_UNVOLATILE_CAST(t,e) ((t) ((void *) ((volatile void *) (e)))) +#endif +#if !defined(LZO_UNVOLATILE_CONST_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNVOLATILE_CONST_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) ((const void *) ((lzo_uintptr_t) ((volatile const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNVOLATILE_CONST_CAST) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) ((const void *) ((volatile const void *) (e)))) +#endif +#if !defined(LZO_PCAST) +# if (LZO_HAVE_MM_HUGE_PTR) +# define LZO_PCAST(t,e) ((t) (e)) +# endif +#endif +#if !defined(LZO_PCAST) +# define LZO_PCAST(t,e) LZO_STATIC_CAST(t, LZO_STATIC_CAST(void *, e)) +#endif +#if !defined(LZO_CCAST) +# if (LZO_HAVE_MM_HUGE_PTR) +# define LZO_CCAST(t,e) ((t) (e)) +# endif +#endif +#if !defined(LZO_CCAST) +# define LZO_CCAST(t,e) LZO_STATIC_CAST(t, LZO_STATIC_CAST(const void *, e)) +#endif +#if !defined(LZO_ICONV) +# define LZO_ICONV(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(LZO_ICAST) +# define LZO_ICAST(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(LZO_ITRUNC) +# define LZO_ITRUNC(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(__lzo_cte) +# if (LZO_CC_MSC || LZO_CC_WATCOMC) +# define __lzo_cte(e) ((void)0,(e)) +# elif 1 +# define __lzo_cte(e) ((void)0,(e)) +# endif +#endif +#if !defined(__lzo_cte) +# define __lzo_cte(e) (e) +#endif +#if !defined(LZO_BLOCK_BEGIN) +# define LZO_BLOCK_BEGIN do { +# define LZO_BLOCK_END } while __lzo_cte(0) +#endif +#if !defined(LZO_UNUSED) +# if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0600)) +# define LZO_UNUSED(var) ((void) &var) +# elif (LZO_CC_BORLANDC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PELLESC || LZO_CC_TURBOC) +# define LZO_UNUSED(var) if (&var) ; else +# elif (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x030200ul)) +# define LZO_UNUSED(var) ((void) &var) +# elif (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNUSED(var) ((void) var) +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_UNUSED(var) if (&var) ; else +# elif (LZO_CC_KEILC) +# define LZO_UNUSED(var) {extern int lzo_unused__[1-2*!(sizeof(var)>0)]; (void)lzo_unused__;} +# elif (LZO_CC_PACIFICC) +# define LZO_UNUSED(var) ((void) sizeof(var)) +# elif (LZO_CC_WATCOMC) && defined(__cplusplus) +# define LZO_UNUSED(var) ((void) var) +# else +# define LZO_UNUSED(var) ((void) &var) +# endif +#endif +#if !defined(LZO_UNUSED_RESULT) +# define LZO_UNUSED_RESULT(var) LZO_UNUSED(var) +#endif +#if !defined(LZO_UNUSED_FUNC) +# if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0600)) +# define LZO_UNUSED_FUNC(func) ((void) func) +# elif (LZO_CC_BORLANDC || LZO_CC_NDPC || LZO_CC_TURBOC) +# define LZO_UNUSED_FUNC(func) if (func) ; else +# elif (LZO_CC_CLANG || LZO_CC_LLVM) +# define LZO_UNUSED_FUNC(func) ((void) &func) +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_UNUSED_FUNC(func) if (func) ; else +# elif (LZO_CC_MSC) +# define LZO_UNUSED_FUNC(func) ((void) &func) +# elif (LZO_CC_KEILC || LZO_CC_PELLESC) +# define LZO_UNUSED_FUNC(func) {extern int lzo_unused__[1-2*!(sizeof((int)func)>0)]; (void)lzo_unused__;} +# else +# define LZO_UNUSED_FUNC(func) ((void) func) +# endif +#endif +#if !defined(LZO_UNUSED_LABEL) +# if (LZO_CC_CLANG >= 0x020800ul) +# define LZO_UNUSED_LABEL(l) (__lzo_gnuc_extension__ ((void) ((const void *) &&l))) +# elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_INTELC || LZO_CC_WATCOMC) +# define LZO_UNUSED_LABEL(l) if __lzo_cte(0) goto l +# else +# define LZO_UNUSED_LABEL(l) switch (0) case 1:goto l +# endif +#endif +#if !defined(LZO_DEFINE_UNINITIALIZED_VAR) +# if 0 +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var +# elif 0 && (LZO_CC_GNUC) +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var = var +# else +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var = init +# endif +#endif +#if !defined(__lzo_inline) +#if (LZO_CC_TURBOC && (__TURBOC__ <= 0x0295)) +#elif defined(__cplusplus) +# define __lzo_inline inline +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__-0 >= 199901L) +# define __lzo_inline inline +#elif (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0550)) +# define __lzo_inline __inline +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define __lzo_inline __inline__ +#elif (LZO_CC_DMC) +# define __lzo_inline __inline +#elif (LZO_CC_GHS) +# define __lzo_inline __inline__ +#elif (LZO_CC_IBMC >= 600) +# define __lzo_inline __inline__ +#elif (LZO_CC_INTELC) +# define __lzo_inline __inline +#elif (LZO_CC_MWERKS && (__MWERKS__ >= 0x2405)) +# define __lzo_inline __inline +#elif (LZO_CC_MSC && (_MSC_VER >= 900)) +# define __lzo_inline __inline +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_inline __inline__ +#endif +#endif +#if defined(__lzo_inline) +# ifndef __lzo_HAVE_inline +# define __lzo_HAVE_inline 1 +# endif +#else +# define __lzo_inline /*empty*/ +#endif +#if !defined(__lzo_forceinline) +#if (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) +# define __lzo_forceinline __forceinline +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) +# define __lzo_forceinline __forceinline +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#endif +#endif +#if defined(__lzo_forceinline) +# ifndef __lzo_HAVE_forceinline +# define __lzo_HAVE_forceinline 1 +# endif +#else +# define __lzo_forceinline __lzo_inline +#endif +#if !defined(__lzo_noinline) +#if 1 && (LZO_ARCH_I386) && (LZO_CC_GNUC >= 0x040000ul) && (LZO_CC_GNUC < 0x040003ul) +# define __lzo_noinline __attribute__((__noinline__,__used__)) +#elif (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 600)) +# define __lzo_noinline __declspec(noinline) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_noinline __declspec(noinline) +#elif (LZO_CC_MWERKS && (__MWERKS__ >= 0x3200) && (LZO_OS_WIN32 || LZO_OS_WIN64)) +# if defined(__cplusplus) +# else +# define __lzo_noinline __declspec(noinline) +# endif +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_noinline __attribute__((__noinline__)) +#endif +#endif +#if defined(__lzo_noinline) +# ifndef __lzo_HAVE_noinline +# define __lzo_HAVE_noinline 1 +# endif +#else +# define __lzo_noinline /*empty*/ +#endif +#if (__lzo_HAVE_forceinline || __lzo_HAVE_noinline) && !(__lzo_HAVE_inline) +# error "unexpected configuration - check your compiler defines" +#endif +#if !defined(__lzo_static_inline) +#if (LZO_CC_IBMC) +# define __lzo_static_inline __lzo_gnuc_extension__ static __lzo_inline +#endif +#endif +#if !defined(__lzo_static_inline) +# define __lzo_static_inline static __lzo_inline +#endif +#if !defined(__lzo_static_forceinline) +#if (LZO_CC_IBMC) +# define __lzo_static_forceinline __lzo_gnuc_extension__ static __lzo_forceinline +#endif +#endif +#if !defined(__lzo_static_forceinline) +# define __lzo_static_forceinline static __lzo_forceinline +#endif +#if !defined(__lzo_static_noinline) +#if (LZO_CC_IBMC) +# define __lzo_static_noinline __lzo_gnuc_extension__ static __lzo_noinline +#endif +#endif +#if !defined(__lzo_static_noinline) +# define __lzo_static_noinline static __lzo_noinline +#endif +#if !defined(__lzo_c99_extern_inline) +#if defined(__GNUC_GNU_INLINE__) +# define __lzo_c99_extern_inline __lzo_inline +#elif defined(__GNUC_STDC_INLINE__) +# define __lzo_c99_extern_inline extern __lzo_inline +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__-0 >= 199901L) +# define __lzo_c99_extern_inline extern __lzo_inline +#endif +#if !defined(__lzo_c99_extern_inline) && (__lzo_HAVE_inline) +# define __lzo_c99_extern_inline __lzo_inline +#endif +#endif +#if defined(__lzo_c99_extern_inline) +# ifndef __lzo_HAVE_c99_extern_inline +# define __lzo_HAVE_c99_extern_inline 1 +# endif +#else +# define __lzo_c99_extern_inline /*empty*/ +#endif +#if !defined(__lzo_may_alias) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_CLANG >= 0x020900ul) +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 1210)) && 0 +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_PGI >= 0x0d0a00ul) && 0 +# define __lzo_may_alias __attribute__((__may_alias__)) +#endif +#endif +#if defined(__lzo_may_alias) +# ifndef __lzo_HAVE_may_alias +# define __lzo_HAVE_may_alias 1 +# endif +#else +# define __lzo_may_alias /*empty*/ +#endif +#if !defined(__lzo_noreturn) +#if (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) +# define __lzo_noreturn __declspec(noreturn) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 600)) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) +# define __lzo_noreturn __declspec(noreturn) +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_noreturn __attribute__((__noreturn__)) +#endif +#endif +#if defined(__lzo_noreturn) +# ifndef __lzo_HAVE_noreturn +# define __lzo_HAVE_noreturn 1 +# endif +#else +# define __lzo_noreturn /*empty*/ +#endif +#if !defined(__lzo_nothrow) +#if (LZO_CC_GNUC >= 0x030300ul) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) && defined(__cplusplus) +# define __lzo_nothrow __declspec(nothrow) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 900)) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) && defined(__cplusplus) +# define __lzo_nothrow __declspec(nothrow) +#endif +#endif +#if defined(__lzo_nothrow) +# ifndef __lzo_HAVE_nothrow +# define __lzo_HAVE_nothrow 1 +# endif +#else +# define __lzo_nothrow /*empty*/ +#endif +#if !defined(__lzo_restrict) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_IBMC >= 800) && !defined(__cplusplus) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_IBMC >= 1210) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 600)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 600)) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_MSC && (_MSC_VER >= 1400)) +# define __lzo_restrict __restrict +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_restrict __restrict__ +#endif +#endif +#if defined(__lzo_restrict) +# ifndef __lzo_HAVE_restrict +# define __lzo_HAVE_restrict 1 +# endif +#else +# define __lzo_restrict /*empty*/ +#endif +#if !defined(__lzo_alignof) +#if (LZO_CC_ARMCC || LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_GHS) && !defined(__cplusplus) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_IBMC >= 600) +# define __lzo_alignof(e) (__lzo_gnuc_extension__ __alignof__(e)) +#elif (LZO_CC_INTELC && (__INTEL_COMPILER >= 700)) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_alignof(e) __alignof(e) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_alignof(e) __alignof__(e) +#endif +#endif +#if defined(__lzo_alignof) +# ifndef __lzo_HAVE_alignof +# define __lzo_HAVE_alignof 1 +# endif +#endif +#if !defined(__lzo_struct_packed) +#if (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020700ul)) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_PCC && (LZO_CC_PCC < 0x010100ul)) +#elif (LZO_CC_SUNPROC && (LZO_CC_SUNPROC < 0x5110)) && !defined(__cplusplus) +#elif (LZO_CC_GNUC >= 0x030400ul) && !(LZO_CC_PCC_GNUC) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) +# define __lzo_struct_packed(s) struct s { +# define __lzo_struct_packed_end() } __attribute__((__gcc_struct__,__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__gcc_struct__,__packed__)); +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || (LZO_CC_PGI >= 0x0d0a00ul) || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_struct_packed(s) struct s { +# define __lzo_struct_packed_end() } __attribute__((__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_IBMC >= 700) +# define __lzo_struct_packed(s) __lzo_gnuc_extension__ struct s { +# define __lzo_struct_packed_end() } __attribute__((__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_struct_packed(s) __pragma(pack(push,1)) struct s { +# define __lzo_struct_packed_end() } __pragma(pack(pop)); +#elif (LZO_CC_WATCOMC && (__WATCOMC__ >= 900)) +# define __lzo_struct_packed(s) _Packed struct s { +# define __lzo_struct_packed_end() }; +#endif +#endif +#if defined(__lzo_struct_packed) && !defined(__lzo_struct_packed_ma) +# define __lzo_struct_packed_ma(s) __lzo_struct_packed(s) +#endif +#if defined(__lzo_struct_packed_end) && !defined(__lzo_struct_packed_ma_end) +# define __lzo_struct_packed_ma_end() __lzo_struct_packed_end() +#endif +#if !defined(__lzo_byte_struct) +#if defined(__lzo_struct_packed) +# define __lzo_byte_struct(s,n) __lzo_struct_packed(s) unsigned char a[n]; __lzo_struct_packed_end() +# define __lzo_byte_struct_ma(s,n) __lzo_struct_packed_ma(s) unsigned char a[n]; __lzo_struct_packed_ma_end() +#elif (LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_PGI || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_byte_struct(s,n) struct s { unsigned char a[n]; } __attribute__((__packed__)); +# define __lzo_byte_struct_ma(s,n) struct s { unsigned char a[n]; } __lzo_may_alias __attribute__((__packed__)); +#endif +#endif +#if defined(__lzo_byte_struct) && !defined(__lzo_byte_struct_ma) +# define __lzo_byte_struct_ma(s,n) __lzo_byte_struct(s,n) +#endif +#if !defined(__lzo_struct_align16) && (__lzo_HAVE_alignof) +#if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x030000ul)) +#elif (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_CILLY || LZO_CC_PCC) +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_struct_align16(s) struct __declspec(align(16)) s { +# define __lzo_struct_align16_end() }; +# define __lzo_struct_align32(s) struct __declspec(align(32)) s { +# define __lzo_struct_align32_end() }; +# define __lzo_struct_align64(s) struct __declspec(align(64)) s { +# define __lzo_struct_align64_end() }; +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || (LZO_CC_IBMC >= 700) || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_struct_align16(s) struct s { +# define __lzo_struct_align16_end() } __attribute__((__aligned__(16))); +# define __lzo_struct_align32(s) struct s { +# define __lzo_struct_align32_end() } __attribute__((__aligned__(32))); +# define __lzo_struct_align64(s) struct s { +# define __lzo_struct_align64_end() } __attribute__((__aligned__(64))); +#endif +#endif +#if !defined(__lzo_union_um) +#if (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020700ul)) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER < 810)) +#elif (LZO_CC_PCC && (LZO_CC_PCC < 0x010100ul)) +#elif (LZO_CC_SUNPROC && (LZO_CC_SUNPROC < 0x5110)) && !defined(__cplusplus) +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || (LZO_CC_PGI >= 0x0d0a00ul) || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_union_am(s) union s { +# define __lzo_union_am_end() } __lzo_may_alias; +# define __lzo_union_um(s) union s { +# define __lzo_union_um_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_IBMC >= 700) +# define __lzo_union_am(s) __lzo_gnuc_extension__ union s { +# define __lzo_union_am_end() } __lzo_may_alias; +# define __lzo_union_um(s) __lzo_gnuc_extension__ union s { +# define __lzo_union_um_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_union_um(s) __pragma(pack(push,1)) union s { +# define __lzo_union_um_end() } __pragma(pack(pop)); +#elif (LZO_CC_WATCOMC && (__WATCOMC__ >= 900)) +# define __lzo_union_um(s) _Packed union s { +# define __lzo_union_um_end() }; +#endif +#endif +#if !defined(__lzo_union_am) +# define __lzo_union_am(s) union s { +# define __lzo_union_am_end() }; +#endif +#if !defined(__lzo_constructor) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_constructor __attribute__((__constructor__,__used__)) +#elif (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_constructor __attribute__((__constructor__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_constructor __attribute__((__constructor__,__used__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_constructor __attribute__((__constructor__)) +#endif +#endif +#if defined(__lzo_constructor) +# ifndef __lzo_HAVE_constructor +# define __lzo_HAVE_constructor 1 +# endif +#endif +#if !defined(__lzo_destructor) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_destructor __attribute__((__destructor__,__used__)) +#elif (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_destructor __attribute__((__destructor__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_destructor __attribute__((__destructor__,__used__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_destructor __attribute__((__destructor__)) +#endif +#endif +#if defined(__lzo_destructor) +# ifndef __lzo_HAVE_destructor +# define __lzo_HAVE_destructor 1 +# endif +#endif +#if (__lzo_HAVE_destructor) && !(__lzo_HAVE_constructor) +# error "unexpected configuration - check your compiler defines" +#endif +#if !defined(__lzo_likely) && !defined(__lzo_unlikely) +#if (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_IBMC >= 1010) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_INTELC && (__INTEL_COMPILER >= 800)) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_CLANG && LZO_CC_CLANG_C2) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#endif +#endif +#if defined(__lzo_likely) +# ifndef __lzo_HAVE_likely +# define __lzo_HAVE_likely 1 +# endif +#else +# define __lzo_likely(e) (e) +#endif +#if defined(__lzo_very_likely) +# ifndef __lzo_HAVE_very_likely +# define __lzo_HAVE_very_likely 1 +# endif +#else +# define __lzo_very_likely(e) __lzo_likely(e) +#endif +#if defined(__lzo_unlikely) +# ifndef __lzo_HAVE_unlikely +# define __lzo_HAVE_unlikely 1 +# endif +#else +# define __lzo_unlikely(e) (e) +#endif +#if defined(__lzo_very_unlikely) +# ifndef __lzo_HAVE_very_unlikely +# define __lzo_HAVE_very_unlikely 1 +# endif +#else +# define __lzo_very_unlikely(e) __lzo_unlikely(e) +#endif +#if !defined(__lzo_loop_forever) +# if (LZO_CC_IBMC) +# define __lzo_loop_forever() LZO_BLOCK_BEGIN for (;;) { ; } LZO_BLOCK_END +# else +# define __lzo_loop_forever() do { ; } while __lzo_cte(1) +# endif +#endif +#if !defined(__lzo_unreachable) +#if (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x020800ul)) && lzo_has_builtin(__builtin_unreachable) +# define __lzo_unreachable() __builtin_unreachable(); +#elif (LZO_CC_GNUC >= 0x040500ul) +# define __lzo_unreachable() __builtin_unreachable(); +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 1300)) && 1 +# define __lzo_unreachable() __builtin_unreachable(); +#endif +#endif +#if defined(__lzo_unreachable) +# ifndef __lzo_HAVE_unreachable +# define __lzo_HAVE_unreachable 1 +# endif +#else +# if 0 +# define __lzo_unreachable() ((void)0); +# else +# define __lzo_unreachable() __lzo_loop_forever(); +# endif +#endif +#if !defined(lzo_unused_funcs_impl) +# if 1 && (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || (LZO_CC_GNUC >= 0x020700ul) || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define lzo_unused_funcs_impl(r,f) static r __attribute__((__unused__)) f +# elif 1 && (LZO_CC_BORLANDC || LZO_CC_GNUC) +# define lzo_unused_funcs_impl(r,f) static r f +# else +# define lzo_unused_funcs_impl(r,f) __lzo_static_forceinline r f +# endif +#endif +#ifndef __LZO_CTA_NAME +#if (LZO_CFG_USE_COUNTER) +# define __LZO_CTA_NAME(a) LZO_PP_ECONCAT2(a,__COUNTER__) +#else +# define __LZO_CTA_NAME(a) LZO_PP_ECONCAT2(a,__LINE__) +#endif +#endif +#if !defined(LZO_COMPILE_TIME_ASSERT_HEADER) +# if (LZO_CC_AZTECC || LZO_CC_ZORTECHC) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_DMC || LZO_CC_SYMANTECC) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1u-2*!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_TURBOC && (__TURBOC__ == 0x0295)) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020900ul)) && defined(__cplusplus) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN int __LZO_CTA_NAME(lzo_cta_f__)(int [1-2*!(e)]); LZO_EXTERN_C_END +# elif (LZO_CC_GNUC) && defined(__CHECKER__) && defined(__SPARSE_CHECKER__) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN enum {__LZO_CTA_NAME(lzo_cta_e__)=1/!!(e)} __attribute__((__unused__)); LZO_EXTERN_C_END +# else +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-2*!(e)]; LZO_EXTERN_C_END +# endif +#endif +#if !defined(LZO_COMPILE_TIME_ASSERT) +# if (LZO_CC_AZTECC) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-!(e)];} +# elif (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x030000ul)) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)] __attribute__((__unused__));} +# elif (LZO_CC_DMC || LZO_CC_PACIFICC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# elif (LZO_CC_GNUC) && defined(__CHECKER__) && defined(__SPARSE_CHECKER__) +# define LZO_COMPILE_TIME_ASSERT(e) {(void) (0/!!(e));} +# elif (LZO_CC_GNUC >= 0x040700ul) && (LZO_CFG_USE_COUNTER) && defined(__cplusplus) +# define LZO_COMPILE_TIME_ASSERT(e) {enum {__LZO_CTA_NAME(lzo_cta_e__)=1/!!(e)} __attribute__((__unused__));} +# elif (LZO_CC_GNUC >= 0x040700ul) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)] __attribute__((__unused__));} +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# elif (LZO_CC_TURBOC && (__TURBOC__ == 0x0295)) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# else +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)];} +# endif +#endif +#if (LZO_LANG_ASSEMBLER) +# undef LZO_COMPILE_TIME_ASSERT_HEADER +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) /*empty*/ +#else +LZO_COMPILE_TIME_ASSERT_HEADER(1 == 1) +#if defined(__cplusplus) +extern "C" { LZO_COMPILE_TIME_ASSERT_HEADER(2 == 2) } +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(3 == 3) +#endif +#if (LZO_ARCH_I086 || LZO_ARCH_I386) && (LZO_OS_DOS16 || LZO_OS_DOS32 || LZO_OS_OS2 || LZO_OS_OS216 || LZO_OS_WIN16 || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (LZO_CC_GNUC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PACIFICC) +# elif (LZO_CC_DMC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) +# define __lzo_cdecl __cdecl +# define __lzo_cdecl_atexit /*empty*/ +# define __lzo_cdecl_main __cdecl +# if (LZO_OS_OS2 && (LZO_CC_DMC || LZO_CC_SYMANTECC)) +# define __lzo_cdecl_qsort __pascal +# elif (LZO_OS_OS2 && (LZO_CC_ZORTECHC)) +# define __lzo_cdecl_qsort _stdcall +# else +# define __lzo_cdecl_qsort __cdecl +# endif +# elif (LZO_CC_WATCOMC) +# define __lzo_cdecl __cdecl +# else +# define __lzo_cdecl __cdecl +# define __lzo_cdecl_atexit __cdecl +# define __lzo_cdecl_main __cdecl +# define __lzo_cdecl_qsort __cdecl +# endif +# if (LZO_CC_GNUC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PACIFICC || LZO_CC_WATCOMC) +# elif (LZO_OS_OS2 && (LZO_CC_DMC || LZO_CC_SYMANTECC)) +# define __lzo_cdecl_sighandler __pascal +# elif (LZO_OS_OS2 && (LZO_CC_ZORTECHC)) +# define __lzo_cdecl_sighandler _stdcall +# elif (LZO_CC_MSC && (_MSC_VER >= 1400)) && defined(_M_CEE_PURE) +# define __lzo_cdecl_sighandler __clrcall +# elif (LZO_CC_MSC && (_MSC_VER >= 600 && _MSC_VER < 700)) +# if defined(_DLL) +# define __lzo_cdecl_sighandler _far _cdecl _loadds +# elif defined(_MT) +# define __lzo_cdecl_sighandler _far _cdecl +# else +# define __lzo_cdecl_sighandler _cdecl +# endif +# else +# define __lzo_cdecl_sighandler __cdecl +# endif +#elif (LZO_ARCH_I386) && (LZO_CC_WATCOMC) +# define __lzo_cdecl __cdecl +#elif (LZO_ARCH_M68K && LZO_OS_TOS && (LZO_CC_PUREC || LZO_CC_TURBOC)) +# define __lzo_cdecl cdecl +#endif +#if !defined(__lzo_cdecl) +# define __lzo_cdecl /*empty*/ +#endif +#if !defined(__lzo_cdecl_atexit) +# define __lzo_cdecl_atexit /*empty*/ +#endif +#if !defined(__lzo_cdecl_main) +# define __lzo_cdecl_main /*empty*/ +#endif +#if !defined(__lzo_cdecl_qsort) +# define __lzo_cdecl_qsort /*empty*/ +#endif +#if !defined(__lzo_cdecl_sighandler) +# define __lzo_cdecl_sighandler /*empty*/ +#endif +#if !defined(__lzo_cdecl_va) +# define __lzo_cdecl_va __lzo_cdecl +#endif +#if !(LZO_CFG_NO_WINDOWS_H) +#if !defined(LZO_HAVE_WINDOWS_H) +#if (LZO_OS_CYGWIN || (LZO_OS_EMX && defined(__RSXNT__)) || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (LZO_CC_WATCOMC && (__WATCOMC__ < 1000)) +# elif ((LZO_OS_WIN32 && defined(__PW32__)) && (LZO_CC_GNUC && (LZO_CC_GNUC < 0x030000ul))) +# elif ((LZO_OS_CYGWIN || defined(__MINGW32__)) && (LZO_CC_GNUC && (LZO_CC_GNUC < 0x025f00ul))) +# else +# define LZO_HAVE_WINDOWS_H 1 +# endif +#endif +#endif +#endif +#define LZO_SIZEOF_CHAR 1 +#ifndef LZO_SIZEOF_SHORT +#if defined(SIZEOF_SHORT) +# define LZO_SIZEOF_SHORT (SIZEOF_SHORT) +#elif defined(__SIZEOF_SHORT__) +# define LZO_SIZEOF_SHORT (__SIZEOF_SHORT__) +#endif +#endif +#ifndef LZO_SIZEOF_INT +#if defined(SIZEOF_INT) +# define LZO_SIZEOF_INT (SIZEOF_INT) +#elif defined(__SIZEOF_INT__) +# define LZO_SIZEOF_INT (__SIZEOF_INT__) +#endif +#endif +#ifndef LZO_SIZEOF_LONG +#if defined(SIZEOF_LONG) +# define LZO_SIZEOF_LONG (SIZEOF_LONG) +#elif defined(__SIZEOF_LONG__) +# define LZO_SIZEOF_LONG (__SIZEOF_LONG__) +#endif +#endif +#ifndef LZO_SIZEOF_LONG_LONG +#if defined(SIZEOF_LONG_LONG) +# define LZO_SIZEOF_LONG_LONG (SIZEOF_LONG_LONG) +#elif defined(__SIZEOF_LONG_LONG__) +# define LZO_SIZEOF_LONG_LONG (__SIZEOF_LONG_LONG__) +#endif +#endif +#ifndef LZO_SIZEOF___INT16 +#if defined(SIZEOF___INT16) +# define LZO_SIZEOF___INT16 (SIZEOF___INT16) +#endif +#endif +#ifndef LZO_SIZEOF___INT32 +#if defined(SIZEOF___INT32) +# define LZO_SIZEOF___INT32 (SIZEOF___INT32) +#endif +#endif +#ifndef LZO_SIZEOF___INT64 +#if defined(SIZEOF___INT64) +# define LZO_SIZEOF___INT64 (SIZEOF___INT64) +#endif +#endif +#ifndef LZO_SIZEOF_VOID_P +#if defined(SIZEOF_VOID_P) +# define LZO_SIZEOF_VOID_P (SIZEOF_VOID_P) +#elif defined(__SIZEOF_POINTER__) +# define LZO_SIZEOF_VOID_P (__SIZEOF_POINTER__) +#endif +#endif +#ifndef LZO_SIZEOF_SIZE_T +#if defined(SIZEOF_SIZE_T) +# define LZO_SIZEOF_SIZE_T (SIZEOF_SIZE_T) +#elif defined(__SIZEOF_SIZE_T__) +# define LZO_SIZEOF_SIZE_T (__SIZEOF_SIZE_T__) +#endif +#endif +#ifndef LZO_SIZEOF_PTRDIFF_T +#if defined(SIZEOF_PTRDIFF_T) +# define LZO_SIZEOF_PTRDIFF_T (SIZEOF_PTRDIFF_T) +#elif defined(__SIZEOF_PTRDIFF_T__) +# define LZO_SIZEOF_PTRDIFF_T (__SIZEOF_PTRDIFF_T__) +#endif +#endif +#define __LZO_LSR(x,b) (((x)+0ul) >> (b)) +#if !defined(LZO_SIZEOF_SHORT) +# if (LZO_ARCH_CRAY_PVP) +# define LZO_SIZEOF_SHORT 8 +# elif (USHRT_MAX == LZO_0xffffL) +# define LZO_SIZEOF_SHORT 2 +# elif (__LZO_LSR(USHRT_MAX,7) == 1) +# define LZO_SIZEOF_SHORT 1 +# elif (__LZO_LSR(USHRT_MAX,15) == 1) +# define LZO_SIZEOF_SHORT 2 +# elif (__LZO_LSR(USHRT_MAX,31) == 1) +# define LZO_SIZEOF_SHORT 4 +# elif (__LZO_LSR(USHRT_MAX,63) == 1) +# define LZO_SIZEOF_SHORT 8 +# elif (__LZO_LSR(USHRT_MAX,127) == 1) +# define LZO_SIZEOF_SHORT 16 +# else +# error "LZO_SIZEOF_SHORT" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_SHORT == sizeof(short)) +#if !defined(LZO_SIZEOF_INT) +# if (LZO_ARCH_CRAY_PVP) +# define LZO_SIZEOF_INT 8 +# elif (UINT_MAX == LZO_0xffffL) +# define LZO_SIZEOF_INT 2 +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_SIZEOF_INT 4 +# elif (__LZO_LSR(UINT_MAX,7) == 1) +# define LZO_SIZEOF_INT 1 +# elif (__LZO_LSR(UINT_MAX,15) == 1) +# define LZO_SIZEOF_INT 2 +# elif (__LZO_LSR(UINT_MAX,31) == 1) +# define LZO_SIZEOF_INT 4 +# elif (__LZO_LSR(UINT_MAX,63) == 1) +# define LZO_SIZEOF_INT 8 +# elif (__LZO_LSR(UINT_MAX,127) == 1) +# define LZO_SIZEOF_INT 16 +# else +# error "LZO_SIZEOF_INT" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_INT == sizeof(int)) +#if !defined(LZO_SIZEOF_LONG) +# if (ULONG_MAX == LZO_0xffffffffL) +# define LZO_SIZEOF_LONG 4 +# elif (__LZO_LSR(ULONG_MAX,7) == 1) +# define LZO_SIZEOF_LONG 1 +# elif (__LZO_LSR(ULONG_MAX,15) == 1) +# define LZO_SIZEOF_LONG 2 +# elif (__LZO_LSR(ULONG_MAX,31) == 1) +# define LZO_SIZEOF_LONG 4 +# elif (__LZO_LSR(ULONG_MAX,39) == 1) +# define LZO_SIZEOF_LONG 5 +# elif (__LZO_LSR(ULONG_MAX,63) == 1) +# define LZO_SIZEOF_LONG 8 +# elif (__LZO_LSR(ULONG_MAX,127) == 1) +# define LZO_SIZEOF_LONG 16 +# else +# error "LZO_SIZEOF_LONG" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_LONG == sizeof(long)) +#if !defined(LZO_SIZEOF_LONG_LONG) && !defined(LZO_SIZEOF___INT64) +#if (LZO_SIZEOF_LONG > 0 && LZO_SIZEOF_LONG < 8) +# if defined(__LONG_MAX__) && defined(__LONG_LONG_MAX__) +# if (LZO_CC_GNUC >= 0x030300ul) +# if ((__LONG_MAX__-0) == (__LONG_LONG_MAX__-0)) +# define LZO_SIZEOF_LONG_LONG LZO_SIZEOF_LONG +# elif (__LZO_LSR(__LONG_LONG_MAX__,30) == 1) +# define LZO_SIZEOF_LONG_LONG 4 +# endif +# endif +# endif +#endif +#endif +#if !defined(LZO_SIZEOF_LONG_LONG) && !defined(LZO_SIZEOF___INT64) +#if (LZO_SIZEOF_LONG > 0 && LZO_SIZEOF_LONG < 8) +#if (LZO_ARCH_I086 && LZO_CC_DMC) +#elif (LZO_CC_CILLY) && defined(__GNUC__) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_SIZEOF_LONG_LONG 8 +#elif ((LZO_OS_WIN32 || LZO_OS_WIN64 || defined(_WIN32)) && LZO_CC_MSC && (_MSC_VER >= 1400)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_OS_WIN64 || defined(_WIN64)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_DMC)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_SYMANTECC && (__SC__ >= 0x700))) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_INTELC && defined(__linux__))) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_MWERKS || LZO_CC_PELLESC || LZO_CC_PGI || LZO_CC_SUNPROC)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_INTELC || LZO_CC_MSC)) +# define LZO_SIZEOF___INT64 8 +#elif ((LZO_OS_WIN32 || defined(_WIN32)) && (LZO_CC_MSC)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0520))) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_WATCOMC && (__WATCOMC__ >= 1100))) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_CC_GHS && defined(__LLONG_BIT) && ((__LLONG_BIT-0) == 64)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_WATCOMC && defined(_INTEGRAL_MAX_BITS) && ((_INTEGRAL_MAX_BITS-0) == 64)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_OS_OS400 || defined(__OS400__)) && defined(__LLP64_IFC__) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (defined(__vms) || defined(__VMS)) && ((__INITIAL_POINTER_SIZE-0) == 64) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_SDCC) && (LZO_SIZEOF_INT == 2) +#elif 1 && defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) +# define LZO_SIZEOF_LONG_LONG 8 +#endif +#endif +#endif +#if defined(__cplusplus) && (LZO_CC_GNUC) +# if (LZO_CC_GNUC < 0x020800ul) +# undef LZO_SIZEOF_LONG_LONG +# endif +#endif +#if (LZO_CFG_NO_LONG_LONG) +# undef LZO_SIZEOF_LONG_LONG +#elif defined(__NO_LONG_LONG) +# undef LZO_SIZEOF_LONG_LONG +#elif defined(_NO_LONGLONG) +# undef LZO_SIZEOF_LONG_LONG +#endif +#if !defined(LZO_WORDSIZE) +#if (LZO_ARCH_ALPHA) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_AMD64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_ARM64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_AVR) +# define LZO_WORDSIZE 1 +#elif (LZO_ARCH_H8300) +# if defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) +# define LZO_WORDSIZE 4 +# else +# define LZO_WORDSIZE 2 +# endif +#elif (LZO_ARCH_I086) +# define LZO_WORDSIZE 2 +#elif (LZO_ARCH_IA64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_M16C) +# define LZO_WORDSIZE 2 +#elif (LZO_ARCH_SPU) +# define LZO_WORDSIZE 4 +#elif (LZO_ARCH_Z80) +# define LZO_WORDSIZE 1 +#elif (LZO_SIZEOF_LONG == 8) && ((defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__)) +# define LZO_WORDSIZE 8 +#elif (LZO_OS_OS400 || defined(__OS400__)) +# define LZO_WORDSIZE 8 +#elif (defined(__vms) || defined(__VMS)) && (__INITIAL_POINTER_SIZE+0 == 64) +# define LZO_WORDSIZE 8 +#endif +#endif +#if !defined(LZO_SIZEOF_VOID_P) +#if defined(__ILP32__) || defined(__ILP32) || defined(_ILP32) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(int) == 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 4) +# define LZO_SIZEOF_VOID_P 4 +#elif defined(__ILP64__) || defined(__ILP64) || defined(_ILP64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(int) == 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 8) +# define LZO_SIZEOF_VOID_P 8 +#elif defined(__LLP64__) || defined(__LLP64) || defined(_LLP64) || defined(_WIN64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 4) +# define LZO_SIZEOF_VOID_P 8 +#elif defined(__LP64__) || defined(__LP64) || defined(_LP64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 8) +# define LZO_SIZEOF_VOID_P 8 +#elif (LZO_ARCH_AVR) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_ARCH_C166 || LZO_ARCH_MCS51 || LZO_ARCH_MCS251 || LZO_ARCH_MSP430) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_ARCH_H8300) +# if defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) + LZO_COMPILE_TIME_ASSERT_HEADER(LZO_WORDSIZE == 4) +# if defined(__NORMAL_MODE__) +# define LZO_SIZEOF_VOID_P 2 +# else +# define LZO_SIZEOF_VOID_P 4 +# endif +# else + LZO_COMPILE_TIME_ASSERT_HEADER(LZO_WORDSIZE == 2) +# define LZO_SIZEOF_VOID_P 2 +# endif +# if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x040000ul)) && (LZO_SIZEOF_INT == 4) +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_INT +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_INT +# endif +#elif (LZO_ARCH_I086) +# if (LZO_MM_TINY || LZO_MM_SMALL || LZO_MM_MEDIUM) +# define LZO_SIZEOF_VOID_P 2 +# elif (LZO_MM_COMPACT || LZO_MM_LARGE || LZO_MM_HUGE) +# define LZO_SIZEOF_VOID_P 4 +# else +# error "invalid LZO_ARCH_I086 memory model" +# endif +#elif (LZO_ARCH_M16C) +# if defined(__m32c_cpu__) || defined(__m32cm_cpu__) +# define LZO_SIZEOF_VOID_P 4 +# else +# define LZO_SIZEOF_VOID_P 2 +# endif +#elif (LZO_ARCH_SPU) +# define LZO_SIZEOF_VOID_P 4 +#elif (LZO_ARCH_Z80) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_SIZEOF_LONG == 8) && ((defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__)) +# define LZO_SIZEOF_VOID_P 4 +#elif (LZO_OS_OS400 || defined(__OS400__)) +# if defined(__LLP64_IFC__) +# define LZO_SIZEOF_VOID_P 8 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +# else +# define LZO_SIZEOF_VOID_P 16 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +# endif +#elif (defined(__vms) || defined(__VMS)) && (__INITIAL_POINTER_SIZE+0 == 64) +# define LZO_SIZEOF_VOID_P 8 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +#endif +#endif +#if !defined(LZO_SIZEOF_VOID_P) +# define LZO_SIZEOF_VOID_P LZO_SIZEOF_LONG +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_VOID_P == sizeof(void *)) +#if !defined(LZO_SIZEOF_SIZE_T) +#if (LZO_ARCH_I086 || LZO_ARCH_M16C) +# define LZO_SIZEOF_SIZE_T 2 +#endif +#endif +#if !defined(LZO_SIZEOF_SIZE_T) +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_VOID_P +#endif +#if defined(offsetof) +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_SIZE_T == sizeof(size_t)) +#endif +#if !defined(LZO_SIZEOF_PTRDIFF_T) +#if (LZO_ARCH_I086) +# if (LZO_MM_TINY || LZO_MM_SMALL || LZO_MM_MEDIUM || LZO_MM_HUGE) +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_VOID_P +# elif (LZO_MM_COMPACT || LZO_MM_LARGE) +# if (LZO_CC_BORLANDC || LZO_CC_TURBOC) +# define LZO_SIZEOF_PTRDIFF_T 4 +# else +# define LZO_SIZEOF_PTRDIFF_T 2 +# endif +# else +# error "invalid LZO_ARCH_I086 memory model" +# endif +#endif +#endif +#if !defined(LZO_SIZEOF_PTRDIFF_T) +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_SIZE_T +#endif +#if defined(offsetof) +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_PTRDIFF_T == sizeof(ptrdiff_t)) +#endif +#if !defined(LZO_WORDSIZE) +# define LZO_WORDSIZE LZO_SIZEOF_VOID_P +#endif +#if (LZO_ABI_NEUTRAL_ENDIAN) +# undef LZO_ABI_BIG_ENDIAN +# undef LZO_ABI_LITTLE_ENDIAN +#elif !(LZO_ABI_BIG_ENDIAN) && !(LZO_ABI_LITTLE_ENDIAN) +#if (LZO_ARCH_ALPHA) && (LZO_ARCH_CRAY_MPP) +# define LZO_ABI_BIG_ENDIAN 1 +#elif (LZO_ARCH_IA64) && (LZO_OS_POSIX_LINUX || LZO_OS_WIN64) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif (LZO_ARCH_ALPHA || LZO_ARCH_AMD64 || LZO_ARCH_BLACKFIN || LZO_ARCH_CRIS || LZO_ARCH_I086 || LZO_ARCH_I386 || LZO_ARCH_MSP430 || LZO_ARCH_RISCV) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif (LZO_ARCH_AVR32 || LZO_ARCH_M68K || LZO_ARCH_S390 || LZO_ARCH_SPU) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && defined(__IAR_SYSTEMS_ICC__) && defined(__LITTLE_ENDIAN__) +# if (__LITTLE_ENDIAN__ == 1) +# define LZO_ABI_LITTLE_ENDIAN 1 +# else +# define LZO_ABI_BIG_ENDIAN 1 +# endif +#elif 1 && defined(__BIG_ENDIAN__) && !defined(__LITTLE_ENDIAN__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && defined(__LITTLE_ENDIAN__) && !defined(__BIG_ENDIAN__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARM_BIG_ENDIAN) && ((__ARM_BIG_ENDIAN)+0) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARMEB__) && !defined(__ARMEL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARMEL__) && !defined(__ARMEB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(_MSC_VER) && defined(_WIN32) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM && LZO_CC_ARMCC_ARMCC) +# if defined(__BIG_ENDIAN) && defined(__LITTLE_ENDIAN) +# error "unexpected configuration - check your compiler defines" +# elif defined(__BIG_ENDIAN) +# define LZO_ABI_BIG_ENDIAN 1 +# else +# define LZO_ABI_LITTLE_ENDIAN 1 +# endif +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__ARM_BIG_ENDIAN) && ((__ARM_BIG_ENDIAN)+0) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__AARCH64EB__) && !defined(__AARCH64EL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__AARCH64EL__) && !defined(__AARCH64EB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(_MSC_VER) && defined(_WIN32) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_MIPS) && defined(__MIPSEB__) && !defined(__MIPSEL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_MIPS) && defined(__MIPSEL__) && !defined(__MIPSEB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#endif +#endif +#if (LZO_ABI_BIG_ENDIAN) && (LZO_ABI_LITTLE_ENDIAN) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ABI_BIG_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "be" +#elif (LZO_ABI_LITTLE_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "le" +#elif (LZO_ABI_NEUTRAL_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "neutral" +#endif +#if (LZO_SIZEOF_INT == 1 && LZO_SIZEOF_LONG == 2 && LZO_SIZEOF_VOID_P == 2) +# define LZO_ABI_I8LP16 1 +# define LZO_INFO_ABI_PM "i8lp16" +#elif (LZO_SIZEOF_INT == 2 && LZO_SIZEOF_LONG == 2 && LZO_SIZEOF_VOID_P == 2) +# define LZO_ABI_ILP16 1 +# define LZO_INFO_ABI_PM "ilp16" +#elif (LZO_SIZEOF_INT == 2 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_LP32 1 +# define LZO_INFO_ABI_PM "lp32" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_ILP32 1 +# define LZO_INFO_ABI_PM "ilp32" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 8 && LZO_SIZEOF_SIZE_T == 8) +# define LZO_ABI_LLP64 1 +# define LZO_INFO_ABI_PM "llp64" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 8) +# define LZO_ABI_LP64 1 +# define LZO_INFO_ABI_PM "lp64" +#elif (LZO_SIZEOF_INT == 8 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 8) +# define LZO_ABI_ILP64 1 +# define LZO_INFO_ABI_PM "ilp64" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_IP32L64 1 +# define LZO_INFO_ABI_PM "ip32l64" +#endif +#if (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_VOID_P == 4 && LZO_WORDSIZE == 8) +# define LZO_ABI_IP32W64 1 +# ifndef LZO_INFO_ABI_PM +# define LZO_INFO_ABI_PM "ip32w64" +# endif +#endif +#if 0 +#elif !defined(__LZO_LIBC_OVERRIDE) +#if (LZO_LIBC_NAKED) +# define LZO_INFO_LIBC "naked" +#elif (LZO_LIBC_FREESTANDING) +# define LZO_INFO_LIBC "freestanding" +#elif (LZO_LIBC_MOSTLY_FREESTANDING) +# define LZO_INFO_LIBC "mfreestanding" +#elif (LZO_LIBC_ISOC90) +# define LZO_INFO_LIBC "isoc90" +#elif (LZO_LIBC_ISOC99) +# define LZO_INFO_LIBC "isoc99" +#elif (LZO_CC_ARMCC_ARMCC) && defined(__ARMCLIB_VERSION) +# define LZO_LIBC_ISOC90 1 +# define LZO_INFO_LIBC "isoc90" +#elif defined(__dietlibc__) +# define LZO_LIBC_DIETLIBC 1 +# define LZO_INFO_LIBC "dietlibc" +#elif defined(_NEWLIB_VERSION) +# define LZO_LIBC_NEWLIB 1 +# define LZO_INFO_LIBC "newlib" +#elif defined(__UCLIBC__) && defined(__UCLIBC_MAJOR__) && defined(__UCLIBC_MINOR__) +# if defined(__UCLIBC_SUBLEVEL__) +# define LZO_LIBC_UCLIBC (__UCLIBC_MAJOR__ * 0x10000L + (__UCLIBC_MINOR__-0) * 0x100 + (__UCLIBC_SUBLEVEL__-0)) +# else +# define LZO_LIBC_UCLIBC 0x00090bL +# endif +# define LZO_INFO_LIBC "uc" "libc" +#elif defined(__GLIBC__) && defined(__GLIBC_MINOR__) +# define LZO_LIBC_GLIBC (__GLIBC__ * 0x10000L + (__GLIBC_MINOR__-0) * 0x100) +# define LZO_INFO_LIBC "glibc" +#elif (LZO_CC_MWERKS) && defined(__MSL__) +# define LZO_LIBC_MSL __MSL__ +# define LZO_INFO_LIBC "msl" +#elif 1 && defined(__IAR_SYSTEMS_ICC__) +# define LZO_LIBC_ISOC90 1 +# define LZO_INFO_LIBC "isoc90" +#else +# define LZO_LIBC_DEFAULT 1 +# define LZO_INFO_LIBC "default" +#endif +#endif +#if (LZO_ARCH_I386 && (LZO_OS_DOS32 || LZO_OS_WIN32) && (LZO_CC_DMC || LZO_CC_INTELC || LZO_CC_MSC || LZO_CC_PELLESC)) +# define LZO_ASM_SYNTAX_MSC 1 +#elif (LZO_OS_WIN64 && (LZO_CC_DMC || LZO_CC_INTELC || LZO_CC_MSC || LZO_CC_PELLESC)) +#elif (LZO_ARCH_I386 && LZO_CC_GNUC && (LZO_CC_GNUC == 0x011f00ul)) +#elif (LZO_ARCH_I386 && (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC || LZO_CC_PATHSCALE)) +# define LZO_ASM_SYNTAX_GNUC 1 +#elif (LZO_ARCH_AMD64 && (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC || LZO_CC_PATHSCALE)) +# define LZO_ASM_SYNTAX_GNUC 1 +#elif (LZO_CC_GNUC) +# define LZO_ASM_SYNTAX_GNUC 1 +#endif +#if (LZO_ASM_SYNTAX_GNUC) +#if (LZO_ARCH_I386 && LZO_CC_GNUC && (LZO_CC_GNUC < 0x020000ul)) +# define __LZO_ASM_CLOBBER "ax" +# define __LZO_ASM_CLOBBER_LIST_CC /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#elif (LZO_CC_INTELC && (__INTEL_COMPILER < 1000)) +# define __LZO_ASM_CLOBBER "memory" +# define __LZO_ASM_CLOBBER_LIST_CC /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY : "memory" +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#else +# define __LZO_ASM_CLOBBER "cc", "memory" +# define __LZO_ASM_CLOBBER_LIST_CC : "cc" +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY : "cc", "memory" +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#endif +#endif +#if (LZO_ARCH_ALPHA) +# define LZO_OPT_AVOID_UINT_INDEX 1 +#elif (LZO_ARCH_AMD64) +# define LZO_OPT_AVOID_INT_INDEX 1 +# define LZO_OPT_AVOID_UINT_INDEX 1 +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +#elif (LZO_ARCH_ARM) +# if defined(__ARM_FEATURE_UNALIGNED) +# if ((__ARM_FEATURE_UNALIGNED)+0) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +# elif 1 && (LZO_ARCH_ARM_THUMB2) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__ARM_ARCH) && ((__ARM_ARCH)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__TARGET_ARCH_ARM) && ((__TARGET_ARCH_ARM)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__TARGET_ARCH_ARM) && ((__TARGET_ARCH_ARM)+0 >= 6) && (defined(__TARGET_PROFILE_A) || defined(__TARGET_PROFILE_R)) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(_MSC_VER) && defined(_M_ARM) && ((_M_ARM)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +#elif (LZO_ARCH_ARM64) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +#elif (LZO_ARCH_CRIS) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +#elif (LZO_ARCH_I386) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +#elif (LZO_ARCH_IA64) +# define LZO_OPT_AVOID_INT_INDEX 1 +# define LZO_OPT_AVOID_UINT_INDEX 1 +# define LZO_OPT_PREFER_POSTINC 1 +#elif (LZO_ARCH_M68K) +# define LZO_OPT_PREFER_POSTINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +# if defined(__mc68020__) && !defined(__mcoldfire__) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +#elif (LZO_ARCH_MIPS) +# define LZO_OPT_AVOID_UINT_INDEX 1 +#elif (LZO_ARCH_POWERPC) +# define LZO_OPT_PREFER_PREINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +# if (LZO_ABI_BIG_ENDIAN) || (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +# endif +#elif (LZO_ARCH_RISCV) +# define LZO_OPT_AVOID_UINT_INDEX 1 +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +#elif (LZO_ARCH_S390) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +#elif (LZO_ARCH_SH) +# define LZO_OPT_PREFER_POSTINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +#endif +#ifndef LZO_CFG_NO_INLINE_ASM +#if (LZO_ABI_NEUTRAL_ENDIAN) || (LZO_ARCH_GENERIC) +# define LZO_CFG_NO_INLINE_ASM 1 +#elif (LZO_CC_LLVM) +# define LZO_CFG_NO_INLINE_ASM 1 +#endif +#endif +#if (LZO_CFG_NO_INLINE_ASM) +# undef LZO_ASM_SYNTAX_MSC +# undef LZO_ASM_SYNTAX_GNUC +# undef __LZO_ASM_CLOBBER +# undef __LZO_ASM_CLOBBER_LIST_CC +# undef __LZO_ASM_CLOBBER_LIST_CC_MEMORY +# undef __LZO_ASM_CLOBBER_LIST_EMPTY +#endif +#ifndef LZO_CFG_NO_UNALIGNED +#if (LZO_ABI_NEUTRAL_ENDIAN) || (LZO_ARCH_GENERIC) +# define LZO_CFG_NO_UNALIGNED 1 +#endif +#endif +#if (LZO_CFG_NO_UNALIGNED) +# undef LZO_OPT_UNALIGNED16 +# undef LZO_OPT_UNALIGNED32 +# undef LZO_OPT_UNALIGNED64 +#endif +#if defined(__LZO_INFOSTR_MM) +#elif (LZO_MM_FLAT) && (defined(__LZO_INFOSTR_PM) || defined(LZO_INFO_ABI_PM)) +# define __LZO_INFOSTR_MM "" +#elif defined(LZO_INFO_MM) +# define __LZO_INFOSTR_MM "." LZO_INFO_MM +#else +# define __LZO_INFOSTR_MM "" +#endif +#if defined(__LZO_INFOSTR_PM) +#elif defined(LZO_INFO_ABI_PM) +# define __LZO_INFOSTR_PM "." LZO_INFO_ABI_PM +#else +# define __LZO_INFOSTR_PM "" +#endif +#if defined(__LZO_INFOSTR_ENDIAN) +#elif defined(LZO_INFO_ABI_ENDIAN) +# define __LZO_INFOSTR_ENDIAN "." LZO_INFO_ABI_ENDIAN +#else +# define __LZO_INFOSTR_ENDIAN "" +#endif +#if defined(__LZO_INFOSTR_OSNAME) +#elif defined(LZO_INFO_OS_CONSOLE) +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS "." LZO_INFO_OS_CONSOLE +#elif defined(LZO_INFO_OS_POSIX) +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS "." LZO_INFO_OS_POSIX +#else +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS +#endif +#if defined(__LZO_INFOSTR_LIBC) +#elif defined(LZO_INFO_LIBC) +# define __LZO_INFOSTR_LIBC "." LZO_INFO_LIBC +#else +# define __LZO_INFOSTR_LIBC "" +#endif +#if defined(__LZO_INFOSTR_CCVER) +#elif defined(LZO_INFO_CCVER) +# define __LZO_INFOSTR_CCVER " " LZO_INFO_CCVER +#else +# define __LZO_INFOSTR_CCVER "" +#endif +#define LZO_INFO_STRING \ + LZO_INFO_ARCH __LZO_INFOSTR_MM __LZO_INFOSTR_PM __LZO_INFOSTR_ENDIAN \ + " " __LZO_INFOSTR_OSNAME __LZO_INFOSTR_LIBC " " LZO_INFO_CC __LZO_INFOSTR_CCVER +#if !(LZO_CFG_SKIP_LZO_TYPES) +#if (!(LZO_SIZEOF_SHORT+0 > 0 && LZO_SIZEOF_INT+0 > 0 && LZO_SIZEOF_LONG+0 > 0)) +# error "missing defines for sizes" +#endif +#if (!(LZO_SIZEOF_PTRDIFF_T+0 > 0 && LZO_SIZEOF_SIZE_T+0 > 0 && LZO_SIZEOF_VOID_P+0 > 0)) +# error "missing defines for sizes" +#endif +#define LZO_TYPEOF_CHAR 1u +#define LZO_TYPEOF_SHORT 2u +#define LZO_TYPEOF_INT 3u +#define LZO_TYPEOF_LONG 4u +#define LZO_TYPEOF_LONG_LONG 5u +#define LZO_TYPEOF___INT8 17u +#define LZO_TYPEOF___INT16 18u +#define LZO_TYPEOF___INT32 19u +#define LZO_TYPEOF___INT64 20u +#define LZO_TYPEOF___INT128 21u +#define LZO_TYPEOF___INT256 22u +#define LZO_TYPEOF___MODE_QI 33u +#define LZO_TYPEOF___MODE_HI 34u +#define LZO_TYPEOF___MODE_SI 35u +#define LZO_TYPEOF___MODE_DI 36u +#define LZO_TYPEOF___MODE_TI 37u +#define LZO_TYPEOF_CHAR_P 129u +#if !defined(lzo_llong_t) +#if (LZO_SIZEOF_LONG_LONG+0 > 0) +# if !(LZO_LANG_ASSEMBLER) + __lzo_gnuc_extension__ typedef long long lzo_llong_t__; + __lzo_gnuc_extension__ typedef unsigned long long lzo_ullong_t__; +# endif +# define lzo_llong_t lzo_llong_t__ +# define lzo_ullong_t lzo_ullong_t__ +#endif +#endif +#if !defined(lzo_int16e_t) +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) && (LZO_SIZEOF_SHORT != 2) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T +#endif +#if (LZO_SIZEOF_LONG == 2) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) +# define lzo_int16e_t long +# define lzo_uint16e_t unsigned long +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_INT == 2) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) +# define lzo_int16e_t int +# define lzo_uint16e_t unsigned int +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == 2) +# define lzo_int16e_t short int +# define lzo_uint16e_t unsigned short int +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_SHORT +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_HI) && (LZO_CC_CLANG || (LZO_CC_GNUC >= 0x025f00ul) || LZO_CC_LLVM) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int16e_hi_t__ __attribute__((__mode__(__HI__))); + typedef unsigned int lzo_uint16e_hi_t__ __attribute__((__mode__(__HI__))); +# endif +# define lzo_int16e_t lzo_int16e_hi_t__ +# define lzo_uint16e_t lzo_uint16e_hi_t__ +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF___MODE_HI +#elif (LZO_SIZEOF___INT16 == 2) +# define lzo_int16e_t __int16 +# define lzo_uint16e_t unsigned __int16 +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF___INT16 +#else +#endif +#endif +#if defined(lzo_int16e_t) +# define LZO_SIZEOF_LZO_INT16E_T 2 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16e_t) == 2) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16e_t) == LZO_SIZEOF_LZO_INT16E_T) +#endif +#if !defined(lzo_int32e_t) +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T == LZO_TYPEOF_INT) && (LZO_SIZEOF_INT != 4) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T +#endif +#if (LZO_SIZEOF_LONG == 4) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T == LZO_TYPEOF_INT) +# define lzo_int32e_t long int +# define lzo_uint32e_t unsigned long int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_INT == 4) +# define lzo_int32e_t int +# define lzo_uint32e_t unsigned int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == 4) +# define lzo_int32e_t short int +# define lzo_uint32e_t unsigned short int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_SHORT +#elif (LZO_SIZEOF_LONG_LONG == 4) +# define lzo_int32e_t lzo_llong_t +# define lzo_uint32e_t lzo_ullong_t +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_LONG_LONG +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_SI) && (LZO_CC_CLANG || (LZO_CC_GNUC >= 0x025f00ul) || LZO_CC_LLVM) && (__INT_MAX__+0 > 2147483647L) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int32e_si_t__ __attribute__((__mode__(__SI__))); + typedef unsigned int lzo_uint32e_si_t__ __attribute__((__mode__(__SI__))); +# endif +# define lzo_int32e_t lzo_int32e_si_t__ +# define lzo_uint32e_t lzo_uint32e_si_t__ +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___MODE_SI +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_SI) && (LZO_CC_GNUC >= 0x025f00ul) && defined(__AVR__) && (__LONG_MAX__+0 == 32767L) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int32e_si_t__ __attribute__((__mode__(__SI__))); + typedef unsigned int lzo_uint32e_si_t__ __attribute__((__mode__(__SI__))); +# endif +# define lzo_int32e_t lzo_int32e_si_t__ +# define lzo_uint32e_t lzo_uint32e_si_t__ +# define LZO_INT32_C(c) (c##LL) +# define LZO_UINT32_C(c) (c##ULL) +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___MODE_SI +#elif (LZO_SIZEOF___INT32 == 4) +# define lzo_int32e_t __int32 +# define lzo_uint32e_t unsigned __int32 +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___INT32 +#else +#endif +#endif +#if defined(lzo_int32e_t) +# define LZO_SIZEOF_LZO_INT32E_T 4 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32e_t) == 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32e_t) == LZO_SIZEOF_LZO_INT32E_T) +#endif +#if !defined(lzo_int64e_t) +#if (LZO_SIZEOF___INT64 == 8) +# if (LZO_CC_BORLANDC) && !defined(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T) +# define LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T LZO_TYPEOF___INT64 +# endif +#endif +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF_LONG_LONG) && (LZO_SIZEOF_LONG_LONG != 8) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T +#endif +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) && (LZO_SIZEOF___INT64 != 8) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T +#endif +#if (LZO_SIZEOF_INT == 8) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_int64e_t int +# define lzo_uint64e_t unsigned int +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_LONG == 8) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF_LONG_LONG) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) +# define lzo_int64e_t long int +# define lzo_uint64e_t unsigned long int +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_LONG_LONG == 8) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) +# define lzo_int64e_t lzo_llong_t +# define lzo_uint64e_t lzo_ullong_t +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_LONG_LONG +# if (LZO_CC_BORLANDC) +# define LZO_INT64_C(c) ((c) + 0ll) +# define LZO_UINT64_C(c) ((c) + 0ull) +# elif 0 +# define LZO_INT64_C(c) (__lzo_gnuc_extension__ (c##LL)) +# define LZO_UINT64_C(c) (__lzo_gnuc_extension__ (c##ULL)) +# else +# define LZO_INT64_C(c) (c##LL) +# define LZO_UINT64_C(c) (c##ULL) +# endif +#elif (LZO_SIZEOF___INT64 == 8) +# define lzo_int64e_t __int64 +# define lzo_uint64e_t unsigned __int64 +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF___INT64 +# if (LZO_CC_BORLANDC) +# define LZO_INT64_C(c) ((c) + 0i64) +# define LZO_UINT64_C(c) ((c) + 0ui64) +# else +# define LZO_INT64_C(c) (c##i64) +# define LZO_UINT64_C(c) (c##ui64) +# endif +#else +#endif +#endif +#if defined(lzo_int64e_t) +# define LZO_SIZEOF_LZO_INT64E_T 8 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64e_t) == 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64e_t) == LZO_SIZEOF_LZO_INT64E_T) +#endif +#if !defined(lzo_int32l_t) +#if defined(lzo_int32e_t) +# define lzo_int32l_t lzo_int32e_t +# define lzo_uint32l_t lzo_uint32e_t +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_LZO_INT32E_T +# define LZO_TYPEOF_LZO_INT32L_T LZO_TYPEOF_LZO_INT32E_T +#elif (LZO_SIZEOF_INT >= 4) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_int32l_t int +# define lzo_uint32l_t unsigned int +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INT32L_T LZO_SIZEOF_INT +#elif (LZO_SIZEOF_LONG >= 4) +# define lzo_int32l_t long int +# define lzo_uint32l_t unsigned long int +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_INT32L_T LZO_SIZEOF_LONG +#else +# error "lzo_int32l_t" +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32l_t) >= 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32l_t) == LZO_SIZEOF_LZO_INT32L_T) +#endif +#if !defined(lzo_int64l_t) +#if defined(lzo_int64e_t) +# define lzo_int64l_t lzo_int64e_t +# define lzo_uint64l_t lzo_uint64e_t +# define LZO_SIZEOF_LZO_INT64L_T LZO_SIZEOF_LZO_INT64E_T +# define LZO_TYPEOF_LZO_INT64L_T LZO_TYPEOF_LZO_INT64E_T +#else +#endif +#endif +#if defined(lzo_int64l_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64l_t) >= 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64l_t) == LZO_SIZEOF_LZO_INT64L_T) +#endif +#if !defined(lzo_int32f_t) +#if (LZO_SIZEOF_SIZE_T >= 8) +# define lzo_int32f_t lzo_int64l_t +# define lzo_uint32f_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INT32F_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INT32F_T LZO_TYPEOF_LZO_INT64L_T +#else +# define lzo_int32f_t lzo_int32l_t +# define lzo_uint32f_t lzo_uint32l_t +# define LZO_SIZEOF_LZO_INT32F_T LZO_SIZEOF_LZO_INT32L_T +# define LZO_TYPEOF_LZO_INT32F_T LZO_TYPEOF_LZO_INT32L_T +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32f_t) >= 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32f_t) == LZO_SIZEOF_LZO_INT32F_T) +#endif +#if !defined(lzo_int64f_t) +#if defined(lzo_int64l_t) +# define lzo_int64f_t lzo_int64l_t +# define lzo_uint64f_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INT64F_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INT64F_T LZO_TYPEOF_LZO_INT64L_T +#else +#endif +#endif +#if defined(lzo_int64f_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64f_t) >= 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64f_t) == LZO_SIZEOF_LZO_INT64F_T) +#endif +#if !defined(lzo_intptr_t) +#if 1 && (LZO_OS_OS400 && (LZO_SIZEOF_VOID_P == 16)) +# define __LZO_INTPTR_T_IS_POINTER 1 +# if !(LZO_LANG_ASSEMBLER) + typedef char * lzo_intptr_t; + typedef char * lzo_uintptr_t; +# endif +# define lzo_intptr_t lzo_intptr_t +# define lzo_uintptr_t lzo_uintptr_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_VOID_P +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_CHAR_P +#elif (LZO_CC_MSC && (_MSC_VER >= 1300) && (LZO_SIZEOF_VOID_P == 4) && (LZO_SIZEOF_INT == 4)) +# if !(LZO_LANG_ASSEMBLER) + typedef __w64 int lzo_intptr_t; + typedef __w64 unsigned int lzo_uintptr_t; +# endif +# define lzo_intptr_t lzo_intptr_t +# define lzo_uintptr_t lzo_uintptr_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == LZO_SIZEOF_VOID_P) && (LZO_SIZEOF_INT > LZO_SIZEOF_VOID_P) +# define lzo_intptr_t short +# define lzo_uintptr_t unsigned short +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_SHORT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_SHORT +#elif (LZO_SIZEOF_INT >= LZO_SIZEOF_VOID_P) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_intptr_t int +# define lzo_uintptr_t unsigned int +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_LONG >= LZO_SIZEOF_VOID_P) +# define lzo_intptr_t long +# define lzo_uintptr_t unsigned long +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_LZO_INT64L_T >= LZO_SIZEOF_VOID_P) +# define lzo_intptr_t lzo_int64l_t +# define lzo_uintptr_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_LZO_INT64L_T +#else +# error "lzo_intptr_t" +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_intptr_t) >= sizeof(void *)) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_intptr_t) == sizeof(lzo_uintptr_t)) +#endif +#if !defined(lzo_word_t) +#if defined(LZO_WORDSIZE) && (LZO_WORDSIZE+0 > 0) +#if (LZO_WORDSIZE == LZO_SIZEOF_LZO_INTPTR_T) && !(__LZO_INTPTR_T_IS_POINTER) +# define lzo_word_t lzo_uintptr_t +# define lzo_sword_t lzo_intptr_t +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LZO_INTPTR_T +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_LZO_INTPTR_T +#elif (LZO_WORDSIZE == LZO_SIZEOF_LONG) +# define lzo_word_t unsigned long +# define lzo_sword_t long +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_LONG +#elif (LZO_WORDSIZE == LZO_SIZEOF_INT) +# define lzo_word_t unsigned int +# define lzo_sword_t int +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_INT +#elif (LZO_WORDSIZE == LZO_SIZEOF_SHORT) +# define lzo_word_t unsigned short +# define lzo_sword_t short +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_SHORT +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_SHORT +#elif (LZO_WORDSIZE == 1) +# define lzo_word_t unsigned char +# define lzo_sword_t signed char +# define LZO_SIZEOF_LZO_WORD_T 1 +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_CHAR +#elif (LZO_WORDSIZE == LZO_SIZEOF_LZO_INT64L_T) +# define lzo_word_t lzo_uint64l_t +# define lzo_sword_t lzo_int64l_t +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_WORD_T LZO_SIZEOF_LZO_INT64L_T +#elif (LZO_ARCH_SPU) && (LZO_CC_GNUC) +#if 0 +# if !(LZO_LANG_ASSEMBLER) + typedef unsigned lzo_word_t __attribute__((__mode__(__V16QI__))); + typedef int lzo_sword_t __attribute__((__mode__(__V16QI__))); +# endif +# define lzo_word_t lzo_word_t +# define lzo_sword_t lzo_sword_t +# define LZO_SIZEOF_LZO_WORD_T 16 +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF___MODE_V16QI +#endif +#else +# error "lzo_word_t" +#endif +#endif +#endif +#if 1 && defined(lzo_word_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_word_t) == LZO_WORDSIZE) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_sword_t) == LZO_WORDSIZE) +#endif +#if 1 +#define lzo_int8_t signed char +#define lzo_uint8_t unsigned char +#define LZO_SIZEOF_LZO_INT8_T 1 +#define LZO_TYPEOF_LZO_INT8_T LZO_TYPEOF_CHAR +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int8_t) == 1) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int8_t) == sizeof(lzo_uint8_t)) +#endif +#if defined(lzo_int16e_t) +#define lzo_int16_t lzo_int16e_t +#define lzo_uint16_t lzo_uint16e_t +#define LZO_SIZEOF_LZO_INT16_T LZO_SIZEOF_LZO_INT16E_T +#define LZO_TYPEOF_LZO_INT16_T LZO_TYPEOF_LZO_INT16E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16_t) == 2) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16_t) == sizeof(lzo_uint16_t)) +#endif +#if defined(lzo_int32e_t) +#define lzo_int32_t lzo_int32e_t +#define lzo_uint32_t lzo_uint32e_t +#define LZO_SIZEOF_LZO_INT32_T LZO_SIZEOF_LZO_INT32E_T +#define LZO_TYPEOF_LZO_INT32_T LZO_TYPEOF_LZO_INT32E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32_t) == 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32_t) == sizeof(lzo_uint32_t)) +#endif +#if defined(lzo_int64e_t) +#define lzo_int64_t lzo_int64e_t +#define lzo_uint64_t lzo_uint64e_t +#define LZO_SIZEOF_LZO_INT64_T LZO_SIZEOF_LZO_INT64E_T +#define LZO_TYPEOF_LZO_INT64_T LZO_TYPEOF_LZO_INT64E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64_t) == 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64_t) == sizeof(lzo_uint64_t)) +#endif +#if 1 +#define lzo_int_least32_t lzo_int32l_t +#define lzo_uint_least32_t lzo_uint32l_t +#define LZO_SIZEOF_LZO_INT_LEAST32_T LZO_SIZEOF_LZO_INT32L_T +#define LZO_TYPEOF_LZO_INT_LEAST32_T LZO_TYPEOF_LZO_INT32L_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least32_t) >= 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least32_t) == sizeof(lzo_uint_least32_t)) +#endif +#if defined(lzo_int64l_t) +#define lzo_int_least64_t lzo_int64l_t +#define lzo_uint_least64_t lzo_uint64l_t +#define LZO_SIZEOF_LZO_INT_LEAST64_T LZO_SIZEOF_LZO_INT64L_T +#define LZO_TYPEOF_LZO_INT_LEAST64_T LZO_TYPEOF_LZO_INT64L_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least64_t) >= 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least64_t) == sizeof(lzo_uint_least64_t)) +#endif +#if 1 +#define lzo_int_fast32_t lzo_int32f_t +#define lzo_uint_fast32_t lzo_uint32f_t +#define LZO_SIZEOF_LZO_INT_FAST32_T LZO_SIZEOF_LZO_INT32F_T +#define LZO_TYPEOF_LZO_INT_FAST32_T LZO_TYPEOF_LZO_INT32F_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast32_t) >= 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast32_t) == sizeof(lzo_uint_fast32_t)) +#endif +#if defined(lzo_int64f_t) +#define lzo_int_fast64_t lzo_int64f_t +#define lzo_uint_fast64_t lzo_uint64f_t +#define LZO_SIZEOF_LZO_INT_FAST64_T LZO_SIZEOF_LZO_INT64F_T +#define LZO_TYPEOF_LZO_INT_FAST64_T LZO_TYPEOF_LZO_INT64F_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast64_t) >= 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast64_t) == sizeof(lzo_uint_fast64_t)) +#endif +#if !defined(LZO_INT16_C) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 2) +# define LZO_INT16_C(c) ((c) + 0) +# define LZO_UINT16_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 2) +# define LZO_INT16_C(c) ((c) + 0L) +# define LZO_UINT16_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 2) +# define LZO_INT16_C(c) (c) +# define LZO_UINT16_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 2) +# define LZO_INT16_C(c) (c##L) +# define LZO_UINT16_C(c) (c##UL) +# else +# error "LZO_INT16_C" +# endif +#endif +#if !defined(LZO_INT32_C) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 4) +# define LZO_INT32_C(c) ((c) + 0) +# define LZO_UINT32_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 4) +# define LZO_INT32_C(c) ((c) + 0L) +# define LZO_UINT32_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 4) +# define LZO_INT32_C(c) (c) +# define LZO_UINT32_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 4) +# define LZO_INT32_C(c) (c##L) +# define LZO_UINT32_C(c) (c##UL) +# elif (LZO_SIZEOF_LONG_LONG >= 4) +# define LZO_INT32_C(c) (c##LL) +# define LZO_UINT32_C(c) (c##ULL) +# else +# error "LZO_INT32_C" +# endif +#endif +#if !defined(LZO_INT64_C) && defined(lzo_int64l_t) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 8) +# define LZO_INT64_C(c) ((c) + 0) +# define LZO_UINT64_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 8) +# define LZO_INT64_C(c) ((c) + 0L) +# define LZO_UINT64_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 8) +# define LZO_INT64_C(c) (c) +# define LZO_UINT64_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 8) +# define LZO_INT64_C(c) (c##L) +# define LZO_UINT64_C(c) (c##UL) +# else +# error "LZO_INT64_C" +# endif +#endif +#endif + +#endif /* already included */ + +/* vim:set ts=4 sw=4 et: */ diff --git a/extension/third_party/minilzo/minilzo.c b/extension/third_party/minilzo/minilzo.c new file mode 100644 index 00000000..8fd86645 --- /dev/null +++ b/extension/third_party/minilzo/minilzo.c @@ -0,0 +1,6365 @@ +/* minilzo.c -- mini subset of the LZO real-time data compression library + + This file is part of the LZO real-time data compression library. + + Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer + All Rights Reserved. + + The LZO library is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License as + published by the Free Software Foundation; either version 2 of + the License, or (at your option) any later version. + + The LZO library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with the LZO library; see the file COPYING. + If not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + Markus F.X.J. Oberhumer + + http://www.oberhumer.com/opensource/lzo/ + */ + +/* + * NOTE: + * the full LZO package can be found at + * http://www.oberhumer.com/opensource/lzo/ + */ + +#define __LZO_IN_MINILZO 1 + +#if defined(LZO_CFG_FREESTANDING) +# undef MINILZO_HAVE_CONFIG_H +# define LZO_LIBC_FREESTANDING 1 +# define LZO_OS_FREESTANDING 1 +#endif + +#ifdef MINILZO_HAVE_CONFIG_H +# include +#endif +#include +#include +#if defined(MINILZO_CFG_USE_INTERNAL_LZODEFS) + +#ifndef __LZODEFS_H_INCLUDED +#define __LZODEFS_H_INCLUDED 1 + +#if defined(__CYGWIN32__) && !defined(__CYGWIN__) +# define __CYGWIN__ __CYGWIN32__ +#endif +#if 1 && defined(__INTERIX) && defined(__GNUC__) && !defined(_ALL_SOURCE) +# define _ALL_SOURCE 1 +#endif +#if defined(__mips__) && defined(__R5900__) +# if !defined(__LONG_MAX__) +# define __LONG_MAX__ 9223372036854775807L +# endif +#endif +#if 0 +#elif !defined(__LZO_LANG_OVERRIDE) +#if (defined(__clang__) || defined(__GNUC__)) && defined(__ASSEMBLER__) +# if (__ASSEMBLER__+0) <= 0 +# error "__ASSEMBLER__" +# else +# define LZO_LANG_ASSEMBLER 1 +# endif +#elif defined(__cplusplus) +# if (__cplusplus+0) <= 0 +# error "__cplusplus" +# elif (__cplusplus < 199711L) +# define LZO_LANG_CXX 1 +# elif defined(_MSC_VER) && defined(_MSVC_LANG) && (_MSVC_LANG+0 >= 201402L) && 1 +# define LZO_LANG_CXX _MSVC_LANG +# else +# define LZO_LANG_CXX __cplusplus +# endif +# define LZO_LANG_CPLUSPLUS LZO_LANG_CXX +#else +# if defined(__STDC_VERSION__) && (__STDC_VERSION__+0 >= 199409L) +# define LZO_LANG_C __STDC_VERSION__ +# else +# define LZO_LANG_C 1 +# endif +#endif +#endif +#if !defined(LZO_CFG_NO_DISABLE_WUNDEF) +#if defined(__ARMCC_VERSION) +# pragma diag_suppress 193 +#elif defined(__clang__) && defined(__clang_minor__) +# pragma clang diagnostic ignored "-Wundef" +#elif defined(__INTEL_COMPILER) +# pragma warning(disable: 193) +#elif defined(__KEIL__) && defined(__C166__) +# pragma warning disable = 322 +#elif defined(__GNUC__) && defined(__GNUC_MINOR__) && !defined(__PATHSCALE__) +# if ((__GNUC__-0) >= 5 || ((__GNUC__-0) == 4 && (__GNUC_MINOR__-0) >= 2)) +# pragma GCC diagnostic ignored "-Wundef" +# endif +#elif defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(__MWERKS__) +# if ((_MSC_VER-0) >= 1300) +# pragma warning(disable: 4668) +# endif +#endif +#endif +#if 0 && defined(__POCC__) && defined(_WIN32) +# if (__POCC__ >= 400) +# pragma warn(disable: 2216) +# endif +#endif +#if 0 && defined(__WATCOMC__) +# if (__WATCOMC__ >= 1050) && (__WATCOMC__ < 1060) +# pragma warning 203 9 +# endif +#endif +#if defined(__BORLANDC__) && defined(__MSDOS__) && !defined(__FLAT__) +# pragma option -h +#endif +#if !(LZO_CFG_NO_DISABLE_WCRTNONSTDC) +#ifndef _CRT_NONSTDC_NO_DEPRECATE +#define _CRT_NONSTDC_NO_DEPRECATE 1 +#endif +#ifndef _CRT_NONSTDC_NO_WARNINGS +#define _CRT_NONSTDC_NO_WARNINGS 1 +#endif +#ifndef _CRT_SECURE_NO_DEPRECATE +#define _CRT_SECURE_NO_DEPRECATE 1 +#endif +#ifndef _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS 1 +#endif +#endif +#if 0 +#define LZO_0xffffUL 0xfffful +#define LZO_0xffffffffUL 0xfffffffful +#else +#define LZO_0xffffUL 65535ul +#define LZO_0xffffffffUL 4294967295ul +#endif +#define LZO_0xffffL LZO_0xffffUL +#define LZO_0xffffffffL LZO_0xffffffffUL +#if (LZO_0xffffL == LZO_0xffffffffL) +# error "your preprocessor is broken 1" +#endif +#if (16ul * 16384ul != 262144ul) +# error "your preprocessor is broken 2" +#endif +#if 0 +#if (32767 >= 4294967295ul) +# error "your preprocessor is broken 3" +#endif +#if (65535u >= 4294967295ul) +# error "your preprocessor is broken 4" +#endif +#endif +#if defined(__COUNTER__) +# ifndef LZO_CFG_USE_COUNTER +# define LZO_CFG_USE_COUNTER 1 +# endif +#else +# undef LZO_CFG_USE_COUNTER +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(__ZTC__) && defined(__I86__) && !defined(__OS2__) +# if !defined(MSDOS) +# define MSDOS 1 +# endif +# if !defined(_MSDOS) +# define _MSDOS 1 +# endif +#elif 0 && defined(__VERSION) && defined(MB_LEN_MAX) +# if (__VERSION == 520) && (MB_LEN_MAX == 1) +# if !defined(__AZTEC_C__) +# define __AZTEC_C__ __VERSION +# endif +# if !defined(__DOS__) +# define __DOS__ 1 +# endif +# endif +#endif +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(_MSC_VER) && defined(M_I86HM) +# define ptrdiff_t long +# define _PTRDIFF_T_DEFINED 1 +#endif +#endif +#if (UINT_MAX == LZO_0xffffL) +# undef __LZO_RENAME_A +# undef __LZO_RENAME_B +# if defined(__AZTEC_C__) && defined(__DOS__) +# define __LZO_RENAME_A 1 +# elif defined(_MSC_VER) && defined(MSDOS) +# if (_MSC_VER < 600) +# define __LZO_RENAME_A 1 +# elif (_MSC_VER < 700) +# define __LZO_RENAME_B 1 +# endif +# elif defined(__TSC__) && defined(__OS2__) +# define __LZO_RENAME_A 1 +# elif defined(__MSDOS__) && defined(__TURBOC__) && (__TURBOC__ < 0x0410) +# define __LZO_RENAME_A 1 +# elif defined(__PACIFIC__) && defined(DOS) +# if !defined(__far) +# define __far far +# endif +# if !defined(__near) +# define __near near +# endif +# endif +# if defined(__LZO_RENAME_A) +# if !defined(__cdecl) +# define __cdecl cdecl +# endif +# if !defined(__far) +# define __far far +# endif +# if !defined(__huge) +# define __huge huge +# endif +# if !defined(__near) +# define __near near +# endif +# if !defined(__pascal) +# define __pascal pascal +# endif +# if !defined(__huge) +# define __huge huge +# endif +# elif defined(__LZO_RENAME_B) +# if !defined(__cdecl) +# define __cdecl _cdecl +# endif +# if !defined(__far) +# define __far _far +# endif +# if !defined(__huge) +# define __huge _huge +# endif +# if !defined(__near) +# define __near _near +# endif +# if !defined(__pascal) +# define __pascal _pascal +# endif +# elif (defined(__PUREC__) || defined(__TURBOC__)) && defined(__TOS__) +# if !defined(__cdecl) +# define __cdecl cdecl +# endif +# if !defined(__pascal) +# define __pascal pascal +# endif +# endif +# undef __LZO_RENAME_A +# undef __LZO_RENAME_B +#endif +#if (UINT_MAX == LZO_0xffffL) +#if defined(__AZTEC_C__) && defined(__DOS__) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +#elif defined(_MSC_VER) && defined(MSDOS) +# if (_MSC_VER < 600) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +# endif +# if (_MSC_VER < 700) +# define LZO_BROKEN_INTEGRAL_PROMOTION 1 +# define LZO_BROKEN_SIZEOF 1 +# endif +#elif defined(__PACIFIC__) && defined(DOS) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +#elif defined(__TURBOC__) && defined(__MSDOS__) +# if (__TURBOC__ < 0x0150) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +# define LZO_BROKEN_INTEGRAL_PROMOTION 1 +# endif +# if (__TURBOC__ < 0x0200) +# define LZO_BROKEN_SIZEOF 1 +# endif +# if (__TURBOC__ < 0x0400) && defined(__cplusplus) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# endif +#elif (defined(__PUREC__) || defined(__TURBOC__)) && defined(__TOS__) +# define LZO_BROKEN_CDECL_ALT_SYNTAX 1 +# define LZO_BROKEN_SIZEOF 1 +#endif +#endif +#if defined(__WATCOMC__) && (__WATCOMC__ < 900) +# define LZO_BROKEN_INTEGRAL_CONSTANTS 1 +#endif +#if defined(_CRAY) && defined(_CRAY1) +# define LZO_BROKEN_SIGNED_RIGHT_SHIFT 1 +#endif +#define LZO_PP_STRINGIZE(x) #x +#define LZO_PP_MACRO_EXPAND(x) LZO_PP_STRINGIZE(x) +#define LZO_PP_CONCAT0() /*empty*/ +#define LZO_PP_CONCAT1(a) a +#define LZO_PP_CONCAT2(a,b) a ## b +#define LZO_PP_CONCAT3(a,b,c) a ## b ## c +#define LZO_PP_CONCAT4(a,b,c,d) a ## b ## c ## d +#define LZO_PP_CONCAT5(a,b,c,d,e) a ## b ## c ## d ## e +#define LZO_PP_CONCAT6(a,b,c,d,e,f) a ## b ## c ## d ## e ## f +#define LZO_PP_CONCAT7(a,b,c,d,e,f,g) a ## b ## c ## d ## e ## f ## g +#define LZO_PP_ECONCAT0() LZO_PP_CONCAT0() +#define LZO_PP_ECONCAT1(a) LZO_PP_CONCAT1(a) +#define LZO_PP_ECONCAT2(a,b) LZO_PP_CONCAT2(a,b) +#define LZO_PP_ECONCAT3(a,b,c) LZO_PP_CONCAT3(a,b,c) +#define LZO_PP_ECONCAT4(a,b,c,d) LZO_PP_CONCAT4(a,b,c,d) +#define LZO_PP_ECONCAT5(a,b,c,d,e) LZO_PP_CONCAT5(a,b,c,d,e) +#define LZO_PP_ECONCAT6(a,b,c,d,e,f) LZO_PP_CONCAT6(a,b,c,d,e,f) +#define LZO_PP_ECONCAT7(a,b,c,d,e,f,g) LZO_PP_CONCAT7(a,b,c,d,e,f,g) +#define LZO_PP_EMPTY /*empty*/ +#define LZO_PP_EMPTY0() /*empty*/ +#define LZO_PP_EMPTY1(a) /*empty*/ +#define LZO_PP_EMPTY2(a,b) /*empty*/ +#define LZO_PP_EMPTY3(a,b,c) /*empty*/ +#define LZO_PP_EMPTY4(a,b,c,d) /*empty*/ +#define LZO_PP_EMPTY5(a,b,c,d,e) /*empty*/ +#define LZO_PP_EMPTY6(a,b,c,d,e,f) /*empty*/ +#define LZO_PP_EMPTY7(a,b,c,d,e,f,g) /*empty*/ +#if 1 +#define LZO_CPP_STRINGIZE(x) #x +#define LZO_CPP_MACRO_EXPAND(x) LZO_CPP_STRINGIZE(x) +#define LZO_CPP_CONCAT2(a,b) a ## b +#define LZO_CPP_CONCAT3(a,b,c) a ## b ## c +#define LZO_CPP_CONCAT4(a,b,c,d) a ## b ## c ## d +#define LZO_CPP_CONCAT5(a,b,c,d,e) a ## b ## c ## d ## e +#define LZO_CPP_CONCAT6(a,b,c,d,e,f) a ## b ## c ## d ## e ## f +#define LZO_CPP_CONCAT7(a,b,c,d,e,f,g) a ## b ## c ## d ## e ## f ## g +#define LZO_CPP_ECONCAT2(a,b) LZO_CPP_CONCAT2(a,b) +#define LZO_CPP_ECONCAT3(a,b,c) LZO_CPP_CONCAT3(a,b,c) +#define LZO_CPP_ECONCAT4(a,b,c,d) LZO_CPP_CONCAT4(a,b,c,d) +#define LZO_CPP_ECONCAT5(a,b,c,d,e) LZO_CPP_CONCAT5(a,b,c,d,e) +#define LZO_CPP_ECONCAT6(a,b,c,d,e,f) LZO_CPP_CONCAT6(a,b,c,d,e,f) +#define LZO_CPP_ECONCAT7(a,b,c,d,e,f,g) LZO_CPP_CONCAT7(a,b,c,d,e,f,g) +#endif +#define __LZO_MASK_GEN(o,b) (((((o) << ((b)-((b)!=0))) - (o)) << 1) + (o)*((b)!=0)) +#if 1 && defined(__cplusplus) +# if !defined(__STDC_CONSTANT_MACROS) +# define __STDC_CONSTANT_MACROS 1 +# endif +# if !defined(__STDC_LIMIT_MACROS) +# define __STDC_LIMIT_MACROS 1 +# endif +#endif +#if defined(__cplusplus) +# define LZO_EXTERN_C extern "C" +# define LZO_EXTERN_C_BEGIN extern "C" { +# define LZO_EXTERN_C_END } +#else +# define LZO_EXTERN_C extern +# define LZO_EXTERN_C_BEGIN /*empty*/ +# define LZO_EXTERN_C_END /*empty*/ +#endif +#if !defined(__LZO_OS_OVERRIDE) +#if (LZO_OS_FREESTANDING) +# define LZO_INFO_OS "freestanding" +#elif (LZO_OS_EMBEDDED) +# define LZO_INFO_OS "embedded" +#elif 1 && defined(__IAR_SYSTEMS_ICC__) +# define LZO_OS_EMBEDDED 1 +# define LZO_INFO_OS "embedded" +#elif defined(__CYGWIN__) && defined(__GNUC__) +# define LZO_OS_CYGWIN 1 +# define LZO_INFO_OS "cygwin" +#elif defined(__EMX__) && defined(__GNUC__) +# define LZO_OS_EMX 1 +# define LZO_INFO_OS "emx" +#elif defined(__BEOS__) +# define LZO_OS_BEOS 1 +# define LZO_INFO_OS "beos" +#elif defined(__Lynx__) +# define LZO_OS_LYNXOS 1 +# define LZO_INFO_OS "lynxos" +#elif defined(__OS400__) +# define LZO_OS_OS400 1 +# define LZO_INFO_OS "os400" +#elif defined(__QNX__) +# define LZO_OS_QNX 1 +# define LZO_INFO_OS "qnx" +#elif defined(__BORLANDC__) && defined(__DPMI32__) && (__BORLANDC__ >= 0x0460) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +#elif defined(__BORLANDC__) && defined(__DPMI16__) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +#elif defined(__ZTC__) && defined(DOS386) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +#elif defined(__OS2__) || defined(__OS2V2__) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_OS216 1 +# define LZO_INFO_OS "os216" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_OS2 1 +# define LZO_INFO_OS "os2" +# else +# error "check your limits.h header" +# endif +#elif defined(__WIN64__) || defined(_WIN64) || defined(WIN64) +# define LZO_OS_WIN64 1 +# define LZO_INFO_OS "win64" +#elif defined(__WIN32__) || defined(_WIN32) || defined(WIN32) || defined(__WINDOWS_386__) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +#elif defined(__MWERKS__) && defined(__INTEL__) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +#elif defined(__WINDOWS__) || defined(_WINDOWS) || defined(_Windows) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_WIN16 1 +# define LZO_INFO_OS "win16" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +# else +# error "check your limits.h header" +# endif +#elif defined(__DOS__) || defined(__MSDOS__) || defined(_MSDOS) || defined(MSDOS) || (defined(__PACIFIC__) && defined(DOS)) +# if (UINT_MAX == LZO_0xffffL) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_OS_DOS32 1 +# define LZO_INFO_OS "dos32" +# else +# error "check your limits.h header" +# endif +#elif defined(__WATCOMC__) +# if defined(__NT__) && (UINT_MAX == LZO_0xffffL) +# define LZO_OS_DOS16 1 +# define LZO_INFO_OS "dos16" +# elif defined(__NT__) && (__WATCOMC__ < 1100) +# define LZO_OS_WIN32 1 +# define LZO_INFO_OS "win32" +# elif defined(__linux__) || defined(__LINUX__) +# define LZO_OS_POSIX 1 +# define LZO_INFO_OS "posix" +# else +# error "please specify a target using the -bt compiler option" +# endif +#elif defined(__palmos__) +# define LZO_OS_PALMOS 1 +# define LZO_INFO_OS "palmos" +#elif defined(__TOS__) || defined(__atarist__) +# define LZO_OS_TOS 1 +# define LZO_INFO_OS "tos" +#elif defined(macintosh) && !defined(__arm__) && !defined(__i386__) && !defined(__ppc__) && !defined(__x64_64__) +# define LZO_OS_MACCLASSIC 1 +# define LZO_INFO_OS "macclassic" +#elif defined(__VMS) +# define LZO_OS_VMS 1 +# define LZO_INFO_OS "vms" +#elif (defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__) +# define LZO_OS_CONSOLE 1 +# define LZO_OS_CONSOLE_PS2 1 +# define LZO_INFO_OS "console" +# define LZO_INFO_OS_CONSOLE "ps2" +#elif defined(__mips__) && defined(__psp__) +# define LZO_OS_CONSOLE 1 +# define LZO_OS_CONSOLE_PSP 1 +# define LZO_INFO_OS "console" +# define LZO_INFO_OS_CONSOLE "psp" +#else +# define LZO_OS_POSIX 1 +# define LZO_INFO_OS "posix" +#endif +#if (LZO_OS_POSIX) +# if defined(_AIX) || defined(__AIX__) || defined(__aix__) +# define LZO_OS_POSIX_AIX 1 +# define LZO_INFO_OS_POSIX "aix" +# elif defined(__FreeBSD__) +# define LZO_OS_POSIX_FREEBSD 1 +# define LZO_INFO_OS_POSIX "freebsd" +# elif defined(__hpux__) || defined(__hpux) +# define LZO_OS_POSIX_HPUX 1 +# define LZO_INFO_OS_POSIX "hpux" +# elif defined(__INTERIX) +# define LZO_OS_POSIX_INTERIX 1 +# define LZO_INFO_OS_POSIX "interix" +# elif defined(__IRIX__) || defined(__irix__) +# define LZO_OS_POSIX_IRIX 1 +# define LZO_INFO_OS_POSIX "irix" +# elif defined(__linux__) || defined(__linux) || defined(__LINUX__) +# define LZO_OS_POSIX_LINUX 1 +# define LZO_INFO_OS_POSIX "linux" +# elif defined(__APPLE__) && defined(__MACH__) +# if ((__ENVIRONMENT_IPHONE_OS_VERSION_MIN_REQUIRED__-0) >= 20000) +# define LZO_OS_POSIX_DARWIN 1040 +# define LZO_INFO_OS_POSIX "darwin_iphone" +# elif ((__ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__-0) >= 1040) +# define LZO_OS_POSIX_DARWIN __ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ +# define LZO_INFO_OS_POSIX "darwin" +# else +# define LZO_OS_POSIX_DARWIN 1 +# define LZO_INFO_OS_POSIX "darwin" +# endif +# define LZO_OS_POSIX_MACOSX LZO_OS_POSIX_DARWIN +# elif defined(__minix__) || defined(__minix) +# define LZO_OS_POSIX_MINIX 1 +# define LZO_INFO_OS_POSIX "minix" +# elif defined(__NetBSD__) +# define LZO_OS_POSIX_NETBSD 1 +# define LZO_INFO_OS_POSIX "netbsd" +# elif defined(__OpenBSD__) +# define LZO_OS_POSIX_OPENBSD 1 +# define LZO_INFO_OS_POSIX "openbsd" +# elif defined(__osf__) +# define LZO_OS_POSIX_OSF 1 +# define LZO_INFO_OS_POSIX "osf" +# elif defined(__solaris__) || defined(__sun) +# if defined(__SVR4) || defined(__svr4__) +# define LZO_OS_POSIX_SOLARIS 1 +# define LZO_INFO_OS_POSIX "solaris" +# else +# define LZO_OS_POSIX_SUNOS 1 +# define LZO_INFO_OS_POSIX "sunos" +# endif +# elif defined(__ultrix__) || defined(__ultrix) +# define LZO_OS_POSIX_ULTRIX 1 +# define LZO_INFO_OS_POSIX "ultrix" +# elif defined(_UNICOS) +# define LZO_OS_POSIX_UNICOS 1 +# define LZO_INFO_OS_POSIX "unicos" +# else +# define LZO_OS_POSIX_UNKNOWN 1 +# define LZO_INFO_OS_POSIX "unknown" +# endif +#endif +#endif +#if (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +# if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_OS_DOS32 || LZO_OS_OS2 || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (UINT_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if defined(CIL) && defined(_GNUCC) && defined(__GNUC__) +# define LZO_CC_CILLY 1 +# define LZO_INFO_CC "Cilly" +# if defined(__CILLY__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__CILLY__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif 0 && defined(SDCC) && defined(__VERSION__) && !defined(__GNUC__) +# define LZO_CC_SDCC 1 +# define LZO_INFO_CC "sdcc" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(SDCC) +#elif defined(__PATHSCALE__) && defined(__PATHCC_PATCHLEVEL__) +# define LZO_CC_PATHSCALE (__PATHCC__ * 0x10000L + (__PATHCC_MINOR__-0) * 0x100 + (__PATHCC_PATCHLEVEL__-0)) +# define LZO_INFO_CC "Pathscale C" +# define LZO_INFO_CCVER __PATHSCALE__ +# if defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_PATHSCALE_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__INTEL_COMPILER) && ((__INTEL_COMPILER-0) > 0) +# define LZO_CC_INTELC __INTEL_COMPILER +# define LZO_INFO_CC "Intel C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__INTEL_COMPILER) +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_INTELC_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_INTELC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__POCC__) && defined(_WIN32) +# define LZO_CC_PELLESC 1 +# define LZO_INFO_CC "Pelles C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__POCC__) +#elif defined(__ARMCC_VERSION) && defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# if defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_ARMCC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# else +# define LZO_CC_ARMCC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# endif +# define LZO_CC_ARMCC __ARMCC_VERSION +# define LZO_INFO_CC "ARM C Compiler" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(__clang__) && defined(__c2__) && defined(__c2_version__) && defined(_MSC_VER) +# define LZO_CC_CLANG (__clang_major__ * 0x10000L + (__clang_minor__-0) * 0x100 + (__clang_patchlevel__-0)) +# define LZO_CC_CLANG_C2 _MSC_VER +# define LZO_CC_CLANG_VENDOR_MICROSOFT 1 +# define LZO_INFO_CC "clang/c2" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__c2_version__) +#elif defined(__clang__) && defined(__llvm__) && defined(__VERSION__) +# if defined(__clang_major__) && defined(__clang_minor__) && defined(__clang_patchlevel__) +# define LZO_CC_CLANG (__clang_major__ * 0x10000L + (__clang_minor__-0) * 0x100 + (__clang_patchlevel__-0)) +# else +# define LZO_CC_CLANG 0x010000L +# endif +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_CLANG_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_CLANG_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +# if defined(__APPLE_CC__) +# define LZO_CC_CLANG_VENDOR_APPLE 1 +# define LZO_INFO_CC "clang/apple" +# else +# define LZO_CC_CLANG_VENDOR_LLVM 1 +# define LZO_INFO_CC "clang" +# endif +# if defined(__clang_version__) +# define LZO_INFO_CCVER __clang_version__ +# else +# define LZO_INFO_CCVER __VERSION__ +# endif +#elif defined(__llvm__) && defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# if defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_LLVM_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# else +# define LZO_CC_LLVM_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# endif +# define LZO_CC_LLVM LZO_CC_LLVM_GNUC +# define LZO_INFO_CC "llvm-gcc" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(__ACK__) && defined(_ACK) +# define LZO_CC_ACK 1 +# define LZO_INFO_CC "Amsterdam Compiler Kit C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__ARMCC_VERSION) && !defined(__GNUC__) +# define LZO_CC_ARMCC __ARMCC_VERSION +# define LZO_CC_ARMCC_ARMCC __ARMCC_VERSION +# define LZO_INFO_CC "ARM C Compiler" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__ARMCC_VERSION) +#elif defined(__AZTEC_C__) +# define LZO_CC_AZTECC 1 +# define LZO_INFO_CC "Aztec C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__AZTEC_C__) +#elif defined(__CODEGEARC__) +# define LZO_CC_CODEGEARC 1 +# define LZO_INFO_CC "CodeGear C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__CODEGEARC__) +#elif defined(__BORLANDC__) +# define LZO_CC_BORLANDC 1 +# define LZO_INFO_CC "Borland C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__BORLANDC__) +#elif defined(_CRAYC) && defined(_RELEASE) +# define LZO_CC_CRAYC 1 +# define LZO_INFO_CC "Cray C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_RELEASE) +#elif defined(__DMC__) && defined(__SC__) +# define LZO_CC_DMC 1 +# define LZO_INFO_CC "Digital Mars C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__DMC__) +#elif defined(__DECC) +# define LZO_CC_DECC 1 +# define LZO_INFO_CC "DEC C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__DECC) +#elif (defined(__ghs) || defined(__ghs__)) && defined(__GHS_VERSION_NUMBER) && ((__GHS_VERSION_NUMBER-0) > 0) +# define LZO_CC_GHS 1 +# define LZO_INFO_CC "Green Hills C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__GHS_VERSION_NUMBER) +# if defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_GHS_MSC _MSC_VER +# elif defined(__GNUC__) && defined(__GNUC_MINOR__) && defined(__VERSION__) +# define LZO_CC_GHS_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# endif +#elif defined(__HIGHC__) +# define LZO_CC_HIGHC 1 +# define LZO_INFO_CC "MetaWare High C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__HP_aCC) && ((__HP_aCC-0) > 0) +# define LZO_CC_HPACC __HP_aCC +# define LZO_INFO_CC "HP aCC" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__HP_aCC) +#elif defined(__IAR_SYSTEMS_ICC__) +# define LZO_CC_IARC 1 +# define LZO_INFO_CC "IAR C" +# if defined(__VER__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__VER__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__IBMC__) && ((__IBMC__-0) > 0) +# define LZO_CC_IBMC __IBMC__ +# define LZO_INFO_CC "IBM C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__IBMC__) +#elif defined(__IBMCPP__) && ((__IBMCPP__-0) > 0) +# define LZO_CC_IBMC __IBMCPP__ +# define LZO_INFO_CC "IBM C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__IBMCPP__) +#elif defined(__KEIL__) && defined(__C166__) +# define LZO_CC_KEILC 1 +# define LZO_INFO_CC "Keil C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__C166__) +#elif defined(__LCC__) && defined(_WIN32) && defined(__LCCOPTIMLEVEL) +# define LZO_CC_LCCWIN32 1 +# define LZO_INFO_CC "lcc-win32" +# define LZO_INFO_CCVER "unknown" +#elif defined(__LCC__) +# define LZO_CC_LCC 1 +# define LZO_INFO_CC "lcc" +# if defined(__LCC_VERSION__) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__LCC_VERSION__) +# else +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__MWERKS__) && ((__MWERKS__-0) > 0) +# define LZO_CC_MWERKS __MWERKS__ +# define LZO_INFO_CC "Metrowerks C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__MWERKS__) +#elif (defined(__NDPC__) || defined(__NDPX__)) && defined(__i386) +# define LZO_CC_NDPC 1 +# define LZO_INFO_CC "Microway NDP C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__PACIFIC__) +# define LZO_CC_PACIFICC 1 +# define LZO_INFO_CC "Pacific C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PACIFIC__) +#elif defined(__PGI) && defined(__PGIC__) && defined(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define LZO_CC_PGI (__PGIC__ * 0x10000L + (__PGIC_MINOR__-0) * 0x100 + (__PGIC_PATCHLEVEL__-0)) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PGIC__) "." LZO_PP_MACRO_EXPAND(__PGIC_MINOR__) "." LZO_PP_MACRO_EXPAND(__PGIC_PATCHLEVEL__) +# else +# define LZO_CC_PGI (__PGIC__ * 0x10000L + (__PGIC_MINOR__-0) * 0x100) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PGIC__) "." LZO_PP_MACRO_EXPAND(__PGIC_MINOR__) ".0" +# endif +# define LZO_INFO_CC "Portland Group PGI C" +#elif defined(__PGI) && (defined(__linux__) || defined(__WIN32__)) +# define LZO_CC_PGI 1 +# define LZO_INFO_CC "Portland Group PGI C" +# define LZO_INFO_CCVER "unknown" +#elif defined(__PUREC__) && defined(__TOS__) +# define LZO_CC_PUREC 1 +# define LZO_INFO_CC "Pure C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__PUREC__) +#elif defined(__SC__) && defined(__ZTC__) +# define LZO_CC_SYMANTECC 1 +# define LZO_INFO_CC "Symantec C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SC__) +#elif defined(__SUNPRO_C) +# define LZO_INFO_CC "SunPro C" +# if ((__SUNPRO_C-0) > 0) +# define LZO_CC_SUNPROC __SUNPRO_C +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SUNPRO_C) +# else +# define LZO_CC_SUNPROC 1 +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__SUNPRO_CC) +# define LZO_INFO_CC "SunPro C" +# if ((__SUNPRO_CC-0) > 0) +# define LZO_CC_SUNPROC __SUNPRO_CC +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__SUNPRO_CC) +# else +# define LZO_CC_SUNPROC 1 +# define LZO_INFO_CCVER "unknown" +# endif +#elif defined(__TINYC__) +# define LZO_CC_TINYC 1 +# define LZO_INFO_CC "Tiny C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TINYC__) +#elif defined(__TSC__) +# define LZO_CC_TOPSPEEDC 1 +# define LZO_INFO_CC "TopSpeed C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TSC__) +#elif defined(__WATCOMC__) +# define LZO_CC_WATCOMC 1 +# define LZO_INFO_CC "Watcom C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__WATCOMC__) +#elif defined(__TURBOC__) +# define LZO_CC_TURBOC 1 +# define LZO_INFO_CC "Turbo C" +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__TURBOC__) +#elif defined(__ZTC__) +# define LZO_CC_ZORTECHC 1 +# define LZO_INFO_CC "Zortech C" +# if ((__ZTC__-0) == 0x310) +# define LZO_INFO_CCVER "0x310" +# else +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(__ZTC__) +# endif +#elif defined(__GNUC__) && defined(__VERSION__) +# if defined(__GNUC_MINOR__) && defined(__GNUC_PATCHLEVEL__) +# define LZO_CC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100 + (__GNUC_PATCHLEVEL__-0)) +# elif defined(__GNUC_MINOR__) +# define LZO_CC_GNUC (__GNUC__ * 0x10000L + (__GNUC_MINOR__-0) * 0x100) +# else +# define LZO_CC_GNUC (__GNUC__ * 0x10000L) +# endif +# define LZO_INFO_CC "gcc" +# define LZO_INFO_CCVER __VERSION__ +#elif defined(_MSC_VER) && ((_MSC_VER-0) > 0) +# define LZO_CC_MSC _MSC_VER +# define LZO_INFO_CC "Microsoft C" +# if defined(_MSC_FULL_VER) +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_MSC_VER) "." LZO_PP_MACRO_EXPAND(_MSC_FULL_VER) +# else +# define LZO_INFO_CCVER LZO_PP_MACRO_EXPAND(_MSC_VER) +# endif +#else +# define LZO_CC_UNKNOWN 1 +# define LZO_INFO_CC "unknown" +# define LZO_INFO_CCVER "unknown" +#endif +#if (LZO_CC_GNUC) && defined(__OPEN64__) +# if defined(__OPENCC__) && defined(__OPENCC_MINOR__) && defined(__OPENCC_PATCHLEVEL__) +# define LZO_CC_OPEN64 (__OPENCC__ * 0x10000L + (__OPENCC_MINOR__-0) * 0x100 + (__OPENCC_PATCHLEVEL__-0)) +# define LZO_CC_OPEN64_GNUC LZO_CC_GNUC +# endif +#endif +#if (LZO_CC_GNUC) && defined(__PCC__) +# if defined(__PCC__) && defined(__PCC_MINOR__) && defined(__PCC_MINORMINOR__) +# define LZO_CC_PCC (__PCC__ * 0x10000L + (__PCC_MINOR__-0) * 0x100 + (__PCC_MINORMINOR__-0)) +# define LZO_CC_PCC_GNUC LZO_CC_GNUC +# endif +#endif +#if 0 && (LZO_CC_MSC && (_MSC_VER >= 1200)) && !defined(_MSC_FULL_VER) +# error "LZO_CC_MSC: _MSC_FULL_VER is not defined" +#endif +#if !defined(__LZO_ARCH_OVERRIDE) && !(LZO_ARCH_GENERIC) && defined(_CRAY) +# if (UINT_MAX > LZO_0xffffffffL) && defined(_CRAY) +# if defined(_CRAYMPP) || defined(_CRAYT3D) || defined(_CRAYT3E) +# define LZO_ARCH_CRAY_MPP 1 +# elif defined(_CRAY1) +# define LZO_ARCH_CRAY_PVP 1 +# endif +# endif +#endif +#if !defined(__LZO_ARCH_OVERRIDE) +#if (LZO_ARCH_GENERIC) +# define LZO_INFO_ARCH "generic" +#elif (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +# define LZO_ARCH_I086 1 +# define LZO_INFO_ARCH "i086" +#elif defined(__aarch64__) || defined(_M_ARM64) +# define LZO_ARCH_ARM64 1 +# define LZO_INFO_ARCH "arm64" +#elif defined(__alpha__) || defined(__alpha) || defined(_M_ALPHA) +# define LZO_ARCH_ALPHA 1 +# define LZO_INFO_ARCH "alpha" +#elif (LZO_ARCH_CRAY_MPP) && (defined(_CRAYT3D) || defined(_CRAYT3E)) +# define LZO_ARCH_ALPHA 1 +# define LZO_INFO_ARCH "alpha" +#elif defined(__amd64__) || defined(__x86_64__) || defined(_M_AMD64) +# define LZO_ARCH_AMD64 1 +# define LZO_INFO_ARCH "amd64" +#elif defined(__arm__) || defined(_M_ARM) +# define LZO_ARCH_ARM 1 +# define LZO_INFO_ARCH "arm" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCARM__) +# define LZO_ARCH_ARM 1 +# define LZO_INFO_ARCH "arm" +#elif (UINT_MAX <= LZO_0xffffL) && defined(__AVR__) +# define LZO_ARCH_AVR 1 +# define LZO_INFO_ARCH "avr" +#elif defined(__avr32__) || defined(__AVR32__) +# define LZO_ARCH_AVR32 1 +# define LZO_INFO_ARCH "avr32" +#elif defined(__bfin__) +# define LZO_ARCH_BLACKFIN 1 +# define LZO_INFO_ARCH "blackfin" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C166__) +# define LZO_ARCH_C166 1 +# define LZO_INFO_ARCH "c166" +#elif defined(__cris__) +# define LZO_ARCH_CRIS 1 +# define LZO_INFO_ARCH "cris" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCEZ80__) +# define LZO_ARCH_EZ80 1 +# define LZO_INFO_ARCH "ez80" +#elif defined(__H8300__) || defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) +# define LZO_ARCH_H8300 1 +# define LZO_INFO_ARCH "h8300" +#elif defined(__hppa__) || defined(__hppa) +# define LZO_ARCH_HPPA 1 +# define LZO_INFO_ARCH "hppa" +#elif defined(__386__) || defined(__i386__) || defined(__i386) || defined(_M_IX86) || defined(_M_I386) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif (LZO_CC_ZORTECHC && defined(__I86__)) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif (LZO_OS_DOS32 && LZO_CC_HIGHC) && defined(_I386) +# define LZO_ARCH_I386 1 +# define LZO_ARCH_IA32 1 +# define LZO_INFO_ARCH "i386" +#elif defined(__ia64__) || defined(__ia64) || defined(_M_IA64) +# define LZO_ARCH_IA64 1 +# define LZO_INFO_ARCH "ia64" +#elif (UINT_MAX == LZO_0xffffL) && defined(__m32c__) +# define LZO_ARCH_M16C 1 +# define LZO_INFO_ARCH "m16c" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICCM16C__) +# define LZO_ARCH_M16C 1 +# define LZO_INFO_ARCH "m16c" +#elif defined(__m32r__) +# define LZO_ARCH_M32R 1 +# define LZO_INFO_ARCH "m32r" +#elif (LZO_OS_TOS) || defined(__m68k__) || defined(__m68000__) || defined(__mc68000__) || defined(__mc68020__) || defined(_M_M68K) +# define LZO_ARCH_M68K 1 +# define LZO_INFO_ARCH "m68k" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C251__) +# define LZO_ARCH_MCS251 1 +# define LZO_INFO_ARCH "mcs251" +#elif (UINT_MAX == LZO_0xffffL) && defined(__C51__) +# define LZO_ARCH_MCS51 1 +# define LZO_INFO_ARCH "mcs51" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICC8051__) +# define LZO_ARCH_MCS51 1 +# define LZO_INFO_ARCH "mcs51" +#elif defined(__mips__) || defined(__mips) || defined(_MIPS_ARCH) || defined(_M_MRX000) +# define LZO_ARCH_MIPS 1 +# define LZO_INFO_ARCH "mips" +#elif (UINT_MAX == LZO_0xffffL) && defined(__MSP430__) +# define LZO_ARCH_MSP430 1 +# define LZO_INFO_ARCH "msp430" +#elif defined(__IAR_SYSTEMS_ICC__) && defined(__ICC430__) +# define LZO_ARCH_MSP430 1 +# define LZO_INFO_ARCH "msp430" +#elif defined(__powerpc__) || defined(__powerpc) || defined(__ppc__) || defined(__PPC__) || defined(_M_PPC) || defined(_ARCH_PPC) || defined(_ARCH_PWR) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__powerpc64__) || defined(__powerpc64) || defined(__ppc64__) || defined(__PPC64__) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__powerpc64le__) || defined(__powerpc64le) || defined(__ppc64le__) || defined(__PPC64LE__) +# define LZO_ARCH_POWERPC 1 +# define LZO_INFO_ARCH "powerpc" +#elif defined(__riscv) +# define LZO_ARCH_RISCV 1 +# define LZO_INFO_ARCH "riscv" +#elif defined(__s390__) || defined(__s390) || defined(__s390x__) || defined(__s390x) +# define LZO_ARCH_S390 1 +# define LZO_INFO_ARCH "s390" +#elif defined(__sh__) || defined(_M_SH) +# define LZO_ARCH_SH 1 +# define LZO_INFO_ARCH "sh" +#elif defined(__sparc__) || defined(__sparc) || defined(__sparcv8) +# define LZO_ARCH_SPARC 1 +# define LZO_INFO_ARCH "sparc" +#elif defined(__SPU__) +# define LZO_ARCH_SPU 1 +# define LZO_INFO_ARCH "spu" +#elif (UINT_MAX == LZO_0xffffL) && defined(__z80) +# define LZO_ARCH_Z80 1 +# define LZO_INFO_ARCH "z80" +#elif (LZO_ARCH_CRAY_PVP) +# if defined(_CRAYSV1) +# define LZO_ARCH_CRAY_SV1 1 +# define LZO_INFO_ARCH "cray_sv1" +# elif (_ADDR64) +# define LZO_ARCH_CRAY_T90 1 +# define LZO_INFO_ARCH "cray_t90" +# elif (_ADDR32) +# define LZO_ARCH_CRAY_YMP 1 +# define LZO_INFO_ARCH "cray_ymp" +# else +# define LZO_ARCH_CRAY_XMP 1 +# define LZO_INFO_ARCH "cray_xmp" +# endif +#else +# define LZO_ARCH_UNKNOWN 1 +# define LZO_INFO_ARCH "unknown" +#endif +#endif +#if !defined(LZO_ARCH_ARM_THUMB2) +#if (LZO_ARCH_ARM) +# if defined(__thumb__) || defined(__thumb) || defined(_M_THUMB) +# if defined(__thumb2__) +# define LZO_ARCH_ARM_THUMB2 1 +# elif 1 && defined(__TARGET_ARCH_THUMB) && ((__TARGET_ARCH_THUMB)+0 >= 4) +# define LZO_ARCH_ARM_THUMB2 1 +# elif 1 && defined(_MSC_VER) && defined(_M_THUMB) && ((_M_THUMB)+0 >= 7) +# define LZO_ARCH_ARM_THUMB2 1 +# endif +# endif +#endif +#endif +#if (LZO_ARCH_ARM_THUMB2) +# undef LZO_INFO_ARCH +# define LZO_INFO_ARCH "arm_thumb2" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_DOS32 || LZO_OS_OS2) +# error "FIXME - missing define for CPU architecture" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_WIN32) +# error "FIXME - missing LZO_OS_WIN32 define for CPU architecture" +#endif +#if 1 && (LZO_ARCH_UNKNOWN) && (LZO_OS_WIN64) +# error "FIXME - missing LZO_OS_WIN64 define for CPU architecture" +#endif +#if (LZO_OS_OS216 || LZO_OS_WIN16) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && defined(BLX286)) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && defined(DOSX286)) +# define LZO_ARCH_I086PM 1 +#elif 1 && (LZO_OS_DOS16 && LZO_CC_BORLANDC && defined(__DPMI16__)) +# define LZO_ARCH_I086PM 1 +#endif +#if (LZO_ARCH_AMD64 && !LZO_ARCH_X64) +# define LZO_ARCH_X64 1 +#elif (!LZO_ARCH_AMD64 && LZO_ARCH_X64) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_AMD64 1 +#endif +#if (LZO_ARCH_ARM64 && !LZO_ARCH_AARCH64) +# define LZO_ARCH_AARCH64 1 +#elif (!LZO_ARCH_ARM64 && LZO_ARCH_AARCH64) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_ARM64 1 +#endif +#if (LZO_ARCH_I386 && !LZO_ARCH_X86) +# define LZO_ARCH_X86 1 +#elif (!LZO_ARCH_I386 && LZO_ARCH_X86) && defined(__LZO_ARCH_OVERRIDE) +# define LZO_ARCH_I386 1 +#endif +#if (LZO_ARCH_AMD64 && !LZO_ARCH_X64) || (!LZO_ARCH_AMD64 && LZO_ARCH_X64) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM64 && !LZO_ARCH_AARCH64) || (!LZO_ARCH_ARM64 && LZO_ARCH_AARCH64) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I386 && !LZO_ARCH_X86) || (!LZO_ARCH_I386 && LZO_ARCH_X86) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB1 && !LZO_ARCH_ARM) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB2 && !LZO_ARCH_ARM) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM_THUMB1 && LZO_ARCH_ARM_THUMB2) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I086PM && !LZO_ARCH_I086) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_I086) +# if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_ARCH_I386) +# if (UINT_MAX != LZO_0xffffL) && defined(__i386_int16__) +# error "unexpected configuration - check your compiler defines" +# endif +# if (UINT_MAX != LZO_0xffffffffL) && !defined(__i386_int16__) +# error "unexpected configuration - check your compiler defines" +# endif +# if (ULONG_MAX != LZO_0xffffffffL) +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if (LZO_ARCH_AMD64 || LZO_ARCH_I386) +# if !defined(LZO_TARGET_FEATURE_SSE2) +# if defined(__SSE2__) +# define LZO_TARGET_FEATURE_SSE2 1 +# elif defined(_MSC_VER) && (defined(_M_IX86_FP) && ((_M_IX86_FP)+0 >= 2)) +# define LZO_TARGET_FEATURE_SSE2 1 +# elif (LZO_CC_INTELC_MSC || LZO_CC_MSC) && defined(_M_AMD64) +# define LZO_TARGET_FEATURE_SSE2 1 +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_SSSE3) +# if (LZO_TARGET_FEATURE_SSE2) +# if defined(__SSSE3__) +# define LZO_TARGET_FEATURE_SSSE3 1 +# elif defined(_MSC_VER) && defined(__AVX__) +# define LZO_TARGET_FEATURE_SSSE3 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_SSE4_2) +# if (LZO_TARGET_FEATURE_SSSE3) +# if defined(__SSE4_2__) +# define LZO_TARGET_FEATURE_SSE4_2 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_AVX) +# if (LZO_TARGET_FEATURE_SSSE3) +# if defined(__AVX__) +# define LZO_TARGET_FEATURE_AVX 1 +# endif +# endif +# endif +# if !defined(LZO_TARGET_FEATURE_AVX2) +# if (LZO_TARGET_FEATURE_AVX) +# if defined(__AVX2__) +# define LZO_TARGET_FEATURE_AVX2 1 +# endif +# endif +# endif +#endif +#if (LZO_TARGET_FEATURE_SSSE3 && !(LZO_TARGET_FEATURE_SSE2)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_SSE4_2 && !(LZO_TARGET_FEATURE_SSSE3)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_AVX && !(LZO_TARGET_FEATURE_SSSE3)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_TARGET_FEATURE_AVX2 && !(LZO_TARGET_FEATURE_AVX)) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ARCH_ARM) +# if !defined(LZO_TARGET_FEATURE_NEON) +# if defined(__ARM_NEON) && ((__ARM_NEON)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# elif 1 && defined(__ARM_NEON__) && ((__ARM_NEON__)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# elif 1 && defined(__TARGET_FEATURE_NEON) && ((__TARGET_FEATURE_NEON)+0) +# define LZO_TARGET_FEATURE_NEON 1 +# endif +# endif +#elif (LZO_ARCH_ARM64) +# if !defined(LZO_TARGET_FEATURE_NEON) +# if 1 +# define LZO_TARGET_FEATURE_NEON 1 +# endif +# endif +#endif +#if 0 +#elif !defined(__LZO_MM_OVERRIDE) +#if (LZO_ARCH_I086) +#if (UINT_MAX != LZO_0xffffL) +# error "unexpected configuration - check your compiler defines" +#endif +#if defined(__TINY__) || defined(M_I86TM) || defined(_M_I86TM) +# define LZO_MM_TINY 1 +#elif defined(__HUGE__) || defined(_HUGE_) || defined(M_I86HM) || defined(_M_I86HM) +# define LZO_MM_HUGE 1 +#elif defined(__SMALL__) || defined(M_I86SM) || defined(_M_I86SM) || defined(SMALL_MODEL) +# define LZO_MM_SMALL 1 +#elif defined(__MEDIUM__) || defined(M_I86MM) || defined(_M_I86MM) +# define LZO_MM_MEDIUM 1 +#elif defined(__COMPACT__) || defined(M_I86CM) || defined(_M_I86CM) +# define LZO_MM_COMPACT 1 +#elif defined(__LARGE__) || defined(M_I86LM) || defined(_M_I86LM) || defined(LARGE_MODEL) +# define LZO_MM_LARGE 1 +#elif (LZO_CC_AZTECC) +# if defined(_LARGE_CODE) && defined(_LARGE_DATA) +# define LZO_MM_LARGE 1 +# elif defined(_LARGE_CODE) +# define LZO_MM_MEDIUM 1 +# elif defined(_LARGE_DATA) +# define LZO_MM_COMPACT 1 +# else +# define LZO_MM_SMALL 1 +# endif +#elif (LZO_CC_ZORTECHC && defined(__VCM__)) +# define LZO_MM_LARGE 1 +#else +# error "unknown LZO_ARCH_I086 memory model" +#endif +#if (LZO_OS_DOS16 || LZO_OS_OS216 || LZO_OS_WIN16) +#define LZO_HAVE_MM_HUGE_PTR 1 +#define LZO_HAVE_MM_HUGE_ARRAY 1 +#if (LZO_MM_TINY) +# undef LZO_HAVE_MM_HUGE_ARRAY +#endif +#if (LZO_CC_AZTECC || LZO_CC_PACIFICC || LZO_CC_ZORTECHC) +# undef LZO_HAVE_MM_HUGE_PTR +# undef LZO_HAVE_MM_HUGE_ARRAY +#elif (LZO_CC_DMC || LZO_CC_SYMANTECC) +# undef LZO_HAVE_MM_HUGE_ARRAY +#elif (LZO_CC_MSC && defined(_QC)) +# undef LZO_HAVE_MM_HUGE_ARRAY +# if (_MSC_VER < 600) +# undef LZO_HAVE_MM_HUGE_PTR +# endif +#elif (LZO_CC_TURBOC && (__TURBOC__ < 0x0295)) +# undef LZO_HAVE_MM_HUGE_ARRAY +#endif +#if (LZO_ARCH_I086PM) && !(LZO_HAVE_MM_HUGE_PTR) +# if (LZO_OS_DOS16) +# error "unexpected configuration - check your compiler defines" +# elif (LZO_CC_ZORTECHC) +# else +# error "unexpected configuration - check your compiler defines" +# endif +#endif +#if defined(__cplusplus) +extern "C" { +#endif +#if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0200)) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_DMC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_MSC || LZO_CC_TOPSPEEDC) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif (LZO_CC_TURBOC && (__TURBOC__ >= 0x0295)) + extern void __near __cdecl _AHSHIFT(void); +# define LZO_MM_AHSHIFT ((unsigned) _AHSHIFT) +#elif ((LZO_CC_AZTECC || LZO_CC_PACIFICC || LZO_CC_TURBOC) && LZO_OS_DOS16) +# define LZO_MM_AHSHIFT 12 +#elif (LZO_CC_WATCOMC) + extern unsigned char _HShift; +# define LZO_MM_AHSHIFT ((unsigned) _HShift) +#else +# error "FIXME - implement LZO_MM_AHSHIFT" +#endif +#if defined(__cplusplus) +} +#endif +#endif +#elif (LZO_ARCH_C166) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_C166 __MODEL__" +#elif ((__MODEL__) == 0) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 1) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_C166 __MODEL__" +#endif +#elif (LZO_ARCH_MCS251) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_MCS251 __MODEL__" +#elif ((__MODEL__) == 0) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_MCS251 __MODEL__" +#endif +#elif (LZO_ARCH_MCS51) +#if !defined(__MODEL__) +# error "FIXME - LZO_ARCH_MCS51 __MODEL__" +#elif ((__MODEL__) == 1) +# define LZO_MM_SMALL 1 +#elif ((__MODEL__) == 2) +# define LZO_MM_LARGE 1 +#elif ((__MODEL__) == 3) +# define LZO_MM_TINY 1 +#elif ((__MODEL__) == 4) +# define LZO_MM_XTINY 1 +#elif ((__MODEL__) == 5) +# define LZO_MM_XSMALL 1 +#else +# error "FIXME - LZO_ARCH_MCS51 __MODEL__" +#endif +#elif (LZO_ARCH_CRAY_PVP) +# define LZO_MM_PVP 1 +#else +# define LZO_MM_FLAT 1 +#endif +#if (LZO_MM_COMPACT) +# define LZO_INFO_MM "compact" +#elif (LZO_MM_FLAT) +# define LZO_INFO_MM "flat" +#elif (LZO_MM_HUGE) +# define LZO_INFO_MM "huge" +#elif (LZO_MM_LARGE) +# define LZO_INFO_MM "large" +#elif (LZO_MM_MEDIUM) +# define LZO_INFO_MM "medium" +#elif (LZO_MM_PVP) +# define LZO_INFO_MM "pvp" +#elif (LZO_MM_SMALL) +# define LZO_INFO_MM "small" +#elif (LZO_MM_TINY) +# define LZO_INFO_MM "tiny" +#else +# error "unknown memory model" +#endif +#endif +#if !defined(__lzo_gnuc_extension__) +#if (LZO_CC_GNUC >= 0x020800ul) +# define __lzo_gnuc_extension__ __extension__ +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_gnuc_extension__ __extension__ +#elif (LZO_CC_IBMC >= 600) +# define __lzo_gnuc_extension__ __extension__ +#endif +#endif +#if !defined(__lzo_gnuc_extension__) +# define __lzo_gnuc_extension__ /*empty*/ +#endif +#if !defined(lzo_has_builtin) +#if (LZO_CC_CLANG) && defined(__has_builtin) +# define lzo_has_builtin __has_builtin +#endif +#endif +#if !defined(lzo_has_builtin) +# define lzo_has_builtin(x) 0 +#endif +#if !defined(lzo_has_attribute) +#if (LZO_CC_CLANG) && defined(__has_attribute) +# define lzo_has_attribute __has_attribute +#endif +#endif +#if !defined(lzo_has_attribute) +# define lzo_has_attribute(x) 0 +#endif +#if !defined(lzo_has_declspec_attribute) +#if (LZO_CC_CLANG) && defined(__has_declspec_attribute) +# define lzo_has_declspec_attribute __has_declspec_attribute +#endif +#endif +#if !defined(lzo_has_declspec_attribute) +# define lzo_has_declspec_attribute(x) 0 +#endif +#if !defined(lzo_has_feature) +#if (LZO_CC_CLANG) && defined(__has_feature) +# define lzo_has_feature __has_feature +#endif +#endif +#if !defined(lzo_has_feature) +# define lzo_has_feature(x) 0 +#endif +#if !defined(lzo_has_extension) +#if (LZO_CC_CLANG) && defined(__has_extension) +# define lzo_has_extension __has_extension +#elif (LZO_CC_CLANG) && defined(__has_feature) +# define lzo_has_extension __has_feature +#endif +#endif +#if !defined(lzo_has_extension) +# define lzo_has_extension(x) 0 +#endif +#if !defined(LZO_CFG_USE_NEW_STYLE_CASTS) && defined(__cplusplus) && 0 +# if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +# elif (LZO_CC_INTELC && (__INTEL_COMPILER < 1200)) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +# else +# define LZO_CFG_USE_NEW_STYLE_CASTS 1 +# endif +#endif +#if !defined(LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +#endif +#if !defined(__cplusplus) +# if defined(LZO_CFG_USE_NEW_STYLE_CASTS) +# undef LZO_CFG_USE_NEW_STYLE_CASTS +# endif +# define LZO_CFG_USE_NEW_STYLE_CASTS 0 +#endif +#if !defined(LZO_REINTERPRET_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_REINTERPRET_CAST(t,e) (reinterpret_cast (e)) +# endif +#endif +#if !defined(LZO_REINTERPRET_CAST) +# define LZO_REINTERPRET_CAST(t,e) ((t) (e)) +#endif +#if !defined(LZO_STATIC_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_STATIC_CAST(t,e) (static_cast (e)) +# endif +#endif +#if !defined(LZO_STATIC_CAST) +# define LZO_STATIC_CAST(t,e) ((t) (e)) +#endif +#if !defined(LZO_STATIC_CAST2) +# define LZO_STATIC_CAST2(t1,t2,e) LZO_STATIC_CAST(t1, LZO_STATIC_CAST(t2, e)) +#endif +#if !defined(LZO_UNCONST_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNCONST_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNCONST_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNCONST_CAST(t,e) ((t) ((void *) ((lzo_uintptr_t) ((const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNCONST_CAST) +# define LZO_UNCONST_CAST(t,e) ((t) ((void *) ((const void *) (e)))) +#endif +#if !defined(LZO_UNCONST_VOLATILE_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNCONST_VOLATILE_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) ((volatile void *) ((lzo_uintptr_t) ((volatile const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNCONST_VOLATILE_CAST) +# define LZO_UNCONST_VOLATILE_CAST(t,e) ((t) ((volatile void *) ((volatile const void *) (e)))) +#endif +#if !defined(LZO_UNVOLATILE_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNVOLATILE_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNVOLATILE_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNVOLATILE_CAST(t,e) ((t) ((void *) ((lzo_uintptr_t) ((volatile void *) (e))))) +# endif +#endif +#if !defined(LZO_UNVOLATILE_CAST) +# define LZO_UNVOLATILE_CAST(t,e) ((t) ((void *) ((volatile void *) (e)))) +#endif +#if !defined(LZO_UNVOLATILE_CONST_CAST) +# if (LZO_CFG_USE_NEW_STYLE_CASTS) +# define LZO_UNVOLATILE_CONST_CAST(t,e) (const_cast (e)) +# elif (LZO_HAVE_MM_HUGE_PTR) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) (e)) +# elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) ((const void *) ((lzo_uintptr_t) ((volatile const void *) (e))))) +# endif +#endif +#if !defined(LZO_UNVOLATILE_CONST_CAST) +# define LZO_UNVOLATILE_CONST_CAST(t,e) ((t) ((const void *) ((volatile const void *) (e)))) +#endif +#if !defined(LZO_PCAST) +# if (LZO_HAVE_MM_HUGE_PTR) +# define LZO_PCAST(t,e) ((t) (e)) +# endif +#endif +#if !defined(LZO_PCAST) +# define LZO_PCAST(t,e) LZO_STATIC_CAST(t, LZO_STATIC_CAST(void *, e)) +#endif +#if !defined(LZO_CCAST) +# if (LZO_HAVE_MM_HUGE_PTR) +# define LZO_CCAST(t,e) ((t) (e)) +# endif +#endif +#if !defined(LZO_CCAST) +# define LZO_CCAST(t,e) LZO_STATIC_CAST(t, LZO_STATIC_CAST(const void *, e)) +#endif +#if !defined(LZO_ICONV) +# define LZO_ICONV(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(LZO_ICAST) +# define LZO_ICAST(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(LZO_ITRUNC) +# define LZO_ITRUNC(t,e) LZO_STATIC_CAST(t, e) +#endif +#if !defined(__lzo_cte) +# if (LZO_CC_MSC || LZO_CC_WATCOMC) +# define __lzo_cte(e) ((void)0,(e)) +# elif 1 +# define __lzo_cte(e) ((void)0,(e)) +# endif +#endif +#if !defined(__lzo_cte) +# define __lzo_cte(e) (e) +#endif +#if !defined(LZO_BLOCK_BEGIN) +# define LZO_BLOCK_BEGIN do { +# define LZO_BLOCK_END } while __lzo_cte(0) +#endif +#if !defined(LZO_UNUSED) +# if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0600)) +# define LZO_UNUSED(var) ((void) &var) +# elif (LZO_CC_BORLANDC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PELLESC || LZO_CC_TURBOC) +# define LZO_UNUSED(var) if (&var) ; else +# elif (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x030200ul)) +# define LZO_UNUSED(var) ((void) &var) +# elif (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_UNUSED(var) ((void) var) +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_UNUSED(var) if (&var) ; else +# elif (LZO_CC_KEILC) +# define LZO_UNUSED(var) {extern int lzo_unused__[1-2*!(sizeof(var)>0)]; (void)lzo_unused__;} +# elif (LZO_CC_PACIFICC) +# define LZO_UNUSED(var) ((void) sizeof(var)) +# elif (LZO_CC_WATCOMC) && defined(__cplusplus) +# define LZO_UNUSED(var) ((void) var) +# else +# define LZO_UNUSED(var) ((void) &var) +# endif +#endif +#if !defined(LZO_UNUSED_RESULT) +# define LZO_UNUSED_RESULT(var) LZO_UNUSED(var) +#endif +#if !defined(LZO_UNUSED_FUNC) +# if (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0600)) +# define LZO_UNUSED_FUNC(func) ((void) func) +# elif (LZO_CC_BORLANDC || LZO_CC_NDPC || LZO_CC_TURBOC) +# define LZO_UNUSED_FUNC(func) if (func) ; else +# elif (LZO_CC_CLANG || LZO_CC_LLVM) +# define LZO_UNUSED_FUNC(func) ((void) &func) +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_UNUSED_FUNC(func) if (func) ; else +# elif (LZO_CC_MSC) +# define LZO_UNUSED_FUNC(func) ((void) &func) +# elif (LZO_CC_KEILC || LZO_CC_PELLESC) +# define LZO_UNUSED_FUNC(func) {extern int lzo_unused__[1-2*!(sizeof((int)func)>0)]; (void)lzo_unused__;} +# else +# define LZO_UNUSED_FUNC(func) ((void) func) +# endif +#endif +#if !defined(LZO_UNUSED_LABEL) +# if (LZO_CC_CLANG >= 0x020800ul) +# define LZO_UNUSED_LABEL(l) (__lzo_gnuc_extension__ ((void) ((const void *) &&l))) +# elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_INTELC || LZO_CC_WATCOMC) +# define LZO_UNUSED_LABEL(l) if __lzo_cte(0) goto l +# else +# define LZO_UNUSED_LABEL(l) switch (0) case 1:goto l +# endif +#endif +#if !defined(LZO_DEFINE_UNINITIALIZED_VAR) +# if 0 +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var +# elif 0 && (LZO_CC_GNUC) +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var = var +# else +# define LZO_DEFINE_UNINITIALIZED_VAR(type,var,init) type var = init +# endif +#endif +#if !defined(__lzo_inline) +#if (LZO_CC_TURBOC && (__TURBOC__ <= 0x0295)) +#elif defined(__cplusplus) +# define __lzo_inline inline +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__-0 >= 199901L) +# define __lzo_inline inline +#elif (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0550)) +# define __lzo_inline __inline +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define __lzo_inline __inline__ +#elif (LZO_CC_DMC) +# define __lzo_inline __inline +#elif (LZO_CC_GHS) +# define __lzo_inline __inline__ +#elif (LZO_CC_IBMC >= 600) +# define __lzo_inline __inline__ +#elif (LZO_CC_INTELC) +# define __lzo_inline __inline +#elif (LZO_CC_MWERKS && (__MWERKS__ >= 0x2405)) +# define __lzo_inline __inline +#elif (LZO_CC_MSC && (_MSC_VER >= 900)) +# define __lzo_inline __inline +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_inline __inline__ +#endif +#endif +#if defined(__lzo_inline) +# ifndef __lzo_HAVE_inline +# define __lzo_HAVE_inline 1 +# endif +#else +# define __lzo_inline /*empty*/ +#endif +#if !defined(__lzo_forceinline) +#if (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) +# define __lzo_forceinline __forceinline +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) +# define __lzo_forceinline __forceinline +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_forceinline __inline__ __attribute__((__always_inline__)) +#endif +#endif +#if defined(__lzo_forceinline) +# ifndef __lzo_HAVE_forceinline +# define __lzo_HAVE_forceinline 1 +# endif +#else +# define __lzo_forceinline __lzo_inline +#endif +#if !defined(__lzo_noinline) +#if 1 && (LZO_ARCH_I386) && (LZO_CC_GNUC >= 0x040000ul) && (LZO_CC_GNUC < 0x040003ul) +# define __lzo_noinline __attribute__((__noinline__,__used__)) +#elif (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 600)) +# define __lzo_noinline __declspec(noinline) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_noinline __declspec(noinline) +#elif (LZO_CC_MWERKS && (__MWERKS__ >= 0x3200) && (LZO_OS_WIN32 || LZO_OS_WIN64)) +# if defined(__cplusplus) +# else +# define __lzo_noinline __declspec(noinline) +# endif +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_noinline __attribute__((__noinline__)) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_noinline __attribute__((__noinline__)) +#endif +#endif +#if defined(__lzo_noinline) +# ifndef __lzo_HAVE_noinline +# define __lzo_HAVE_noinline 1 +# endif +#else +# define __lzo_noinline /*empty*/ +#endif +#if (__lzo_HAVE_forceinline || __lzo_HAVE_noinline) && !(__lzo_HAVE_inline) +# error "unexpected configuration - check your compiler defines" +#endif +#if !defined(__lzo_static_inline) +#if (LZO_CC_IBMC) +# define __lzo_static_inline __lzo_gnuc_extension__ static __lzo_inline +#endif +#endif +#if !defined(__lzo_static_inline) +# define __lzo_static_inline static __lzo_inline +#endif +#if !defined(__lzo_static_forceinline) +#if (LZO_CC_IBMC) +# define __lzo_static_forceinline __lzo_gnuc_extension__ static __lzo_forceinline +#endif +#endif +#if !defined(__lzo_static_forceinline) +# define __lzo_static_forceinline static __lzo_forceinline +#endif +#if !defined(__lzo_static_noinline) +#if (LZO_CC_IBMC) +# define __lzo_static_noinline __lzo_gnuc_extension__ static __lzo_noinline +#endif +#endif +#if !defined(__lzo_static_noinline) +# define __lzo_static_noinline static __lzo_noinline +#endif +#if !defined(__lzo_c99_extern_inline) +#if defined(__GNUC_GNU_INLINE__) +# define __lzo_c99_extern_inline __lzo_inline +#elif defined(__GNUC_STDC_INLINE__) +# define __lzo_c99_extern_inline extern __lzo_inline +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__-0 >= 199901L) +# define __lzo_c99_extern_inline extern __lzo_inline +#endif +#if !defined(__lzo_c99_extern_inline) && (__lzo_HAVE_inline) +# define __lzo_c99_extern_inline __lzo_inline +#endif +#endif +#if defined(__lzo_c99_extern_inline) +# ifndef __lzo_HAVE_c99_extern_inline +# define __lzo_HAVE_c99_extern_inline 1 +# endif +#else +# define __lzo_c99_extern_inline /*empty*/ +#endif +#if !defined(__lzo_may_alias) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_CLANG >= 0x020900ul) +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 1210)) && 0 +# define __lzo_may_alias __attribute__((__may_alias__)) +#elif (LZO_CC_PGI >= 0x0d0a00ul) && 0 +# define __lzo_may_alias __attribute__((__may_alias__)) +#endif +#endif +#if defined(__lzo_may_alias) +# ifndef __lzo_HAVE_may_alias +# define __lzo_HAVE_may_alias 1 +# endif +#else +# define __lzo_may_alias /*empty*/ +#endif +#if !defined(__lzo_noreturn) +#if (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_IBMC >= 700) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) +# define __lzo_noreturn __declspec(noreturn) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 600)) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_noreturn __attribute__((__noreturn__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) +# define __lzo_noreturn __declspec(noreturn) +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_noreturn __attribute__((__noreturn__)) +#endif +#endif +#if defined(__lzo_noreturn) +# ifndef __lzo_HAVE_noreturn +# define __lzo_HAVE_noreturn 1 +# endif +#else +# define __lzo_noreturn /*empty*/ +#endif +#if !defined(__lzo_nothrow) +#if (LZO_CC_GNUC >= 0x030300ul) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 450)) && defined(__cplusplus) +# define __lzo_nothrow __declspec(nothrow) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 900)) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_nothrow __attribute__((__nothrow__)) +#elif (LZO_CC_MSC && (_MSC_VER >= 1200)) && defined(__cplusplus) +# define __lzo_nothrow __declspec(nothrow) +#endif +#endif +#if defined(__lzo_nothrow) +# ifndef __lzo_HAVE_nothrow +# define __lzo_HAVE_nothrow 1 +# endif +#else +# define __lzo_nothrow /*empty*/ +#endif +#if !defined(__lzo_restrict) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_IBMC >= 800) && !defined(__cplusplus) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_IBMC >= 1210) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 600)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 600)) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM) +# define __lzo_restrict __restrict__ +#elif (LZO_CC_MSC && (_MSC_VER >= 1400)) +# define __lzo_restrict __restrict +#elif (LZO_CC_PGI >= 0x0d0a00ul) +# define __lzo_restrict __restrict__ +#endif +#endif +#if defined(__lzo_restrict) +# ifndef __lzo_HAVE_restrict +# define __lzo_HAVE_restrict 1 +# endif +#else +# define __lzo_restrict /*empty*/ +#endif +#if !defined(__lzo_alignof) +#if (LZO_CC_ARMCC || LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_GHS) && !defined(__cplusplus) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_IBMC >= 600) +# define __lzo_alignof(e) (__lzo_gnuc_extension__ __alignof__(e)) +#elif (LZO_CC_INTELC && (__INTEL_COMPILER >= 700)) +# define __lzo_alignof(e) __alignof__(e) +#elif (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_alignof(e) __alignof(e) +#elif (LZO_CC_SUNPROC >= 0x5100) +# define __lzo_alignof(e) __alignof__(e) +#endif +#endif +#if defined(__lzo_alignof) +# ifndef __lzo_HAVE_alignof +# define __lzo_HAVE_alignof 1 +# endif +#endif +#if !defined(__lzo_struct_packed) +#if (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020700ul)) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_PCC && (LZO_CC_PCC < 0x010100ul)) +#elif (LZO_CC_SUNPROC && (LZO_CC_SUNPROC < 0x5110)) && !defined(__cplusplus) +#elif (LZO_CC_GNUC >= 0x030400ul) && !(LZO_CC_PCC_GNUC) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) +# define __lzo_struct_packed(s) struct s { +# define __lzo_struct_packed_end() } __attribute__((__gcc_struct__,__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__gcc_struct__,__packed__)); +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || (LZO_CC_PGI >= 0x0d0a00ul) || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_struct_packed(s) struct s { +# define __lzo_struct_packed_end() } __attribute__((__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_IBMC >= 700) +# define __lzo_struct_packed(s) __lzo_gnuc_extension__ struct s { +# define __lzo_struct_packed_end() } __attribute__((__packed__)); +# define __lzo_struct_packed_ma_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_struct_packed(s) __pragma(pack(push,1)) struct s { +# define __lzo_struct_packed_end() } __pragma(pack(pop)); +#elif (LZO_CC_WATCOMC && (__WATCOMC__ >= 900)) +# define __lzo_struct_packed(s) _Packed struct s { +# define __lzo_struct_packed_end() }; +#endif +#endif +#if defined(__lzo_struct_packed) && !defined(__lzo_struct_packed_ma) +# define __lzo_struct_packed_ma(s) __lzo_struct_packed(s) +#endif +#if defined(__lzo_struct_packed_end) && !defined(__lzo_struct_packed_ma_end) +# define __lzo_struct_packed_ma_end() __lzo_struct_packed_end() +#endif +#if !defined(__lzo_byte_struct) +#if defined(__lzo_struct_packed) +# define __lzo_byte_struct(s,n) __lzo_struct_packed(s) unsigned char a[n]; __lzo_struct_packed_end() +# define __lzo_byte_struct_ma(s,n) __lzo_struct_packed_ma(s) unsigned char a[n]; __lzo_struct_packed_ma_end() +#elif (LZO_CC_CILLY || LZO_CC_CLANG || LZO_CC_PGI || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_byte_struct(s,n) struct s { unsigned char a[n]; } __attribute__((__packed__)); +# define __lzo_byte_struct_ma(s,n) struct s { unsigned char a[n]; } __lzo_may_alias __attribute__((__packed__)); +#endif +#endif +#if defined(__lzo_byte_struct) && !defined(__lzo_byte_struct_ma) +# define __lzo_byte_struct_ma(s,n) __lzo_byte_struct(s,n) +#endif +#if !defined(__lzo_struct_align16) && (__lzo_HAVE_alignof) +#if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x030000ul)) +#elif (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_CILLY || LZO_CC_PCC) +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_struct_align16(s) struct __declspec(align(16)) s { +# define __lzo_struct_align16_end() }; +# define __lzo_struct_align32(s) struct __declspec(align(32)) s { +# define __lzo_struct_align32_end() }; +# define __lzo_struct_align64(s) struct __declspec(align(64)) s { +# define __lzo_struct_align64_end() }; +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || (LZO_CC_IBMC >= 700) || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_struct_align16(s) struct s { +# define __lzo_struct_align16_end() } __attribute__((__aligned__(16))); +# define __lzo_struct_align32(s) struct s { +# define __lzo_struct_align32_end() } __attribute__((__aligned__(32))); +# define __lzo_struct_align64(s) struct s { +# define __lzo_struct_align64_end() } __attribute__((__aligned__(64))); +#endif +#endif +#if !defined(__lzo_union_um) +#if (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020700ul)) +#elif (LZO_CC_GNUC && (LZO_CC_GNUC < 0x020800ul)) && defined(__cplusplus) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER < 810)) +#elif (LZO_CC_PCC && (LZO_CC_PCC < 0x010100ul)) +#elif (LZO_CC_SUNPROC && (LZO_CC_SUNPROC < 0x5110)) && !defined(__cplusplus) +#elif (LZO_CC_ARMCC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || (LZO_CC_PGI >= 0x0d0a00ul) || (LZO_CC_SUNPROC >= 0x5100)) +# define __lzo_union_am(s) union s { +# define __lzo_union_am_end() } __lzo_may_alias; +# define __lzo_union_um(s) union s { +# define __lzo_union_um_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_IBMC >= 700) +# define __lzo_union_am(s) __lzo_gnuc_extension__ union s { +# define __lzo_union_am_end() } __lzo_may_alias; +# define __lzo_union_um(s) __lzo_gnuc_extension__ union s { +# define __lzo_union_um_end() } __lzo_may_alias __attribute__((__packed__)); +#elif (LZO_CC_INTELC_MSC) || (LZO_CC_MSC && (_MSC_VER >= 1300)) +# define __lzo_union_um(s) __pragma(pack(push,1)) union s { +# define __lzo_union_um_end() } __pragma(pack(pop)); +#elif (LZO_CC_WATCOMC && (__WATCOMC__ >= 900)) +# define __lzo_union_um(s) _Packed union s { +# define __lzo_union_um_end() }; +#endif +#endif +#if !defined(__lzo_union_am) +# define __lzo_union_am(s) union s { +# define __lzo_union_am_end() }; +#endif +#if !defined(__lzo_constructor) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_constructor __attribute__((__constructor__,__used__)) +#elif (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_constructor __attribute__((__constructor__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_constructor __attribute__((__constructor__,__used__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_constructor __attribute__((__constructor__)) +#endif +#endif +#if defined(__lzo_constructor) +# ifndef __lzo_HAVE_constructor +# define __lzo_HAVE_constructor 1 +# endif +#endif +#if !defined(__lzo_destructor) +#if (LZO_CC_GNUC >= 0x030400ul) +# define __lzo_destructor __attribute__((__destructor__,__used__)) +#elif (LZO_CC_GNUC >= 0x020700ul) +# define __lzo_destructor __attribute__((__destructor__)) +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 800)) +# define __lzo_destructor __attribute__((__destructor__,__used__)) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_destructor __attribute__((__destructor__)) +#endif +#endif +#if defined(__lzo_destructor) +# ifndef __lzo_HAVE_destructor +# define __lzo_HAVE_destructor 1 +# endif +#endif +#if (__lzo_HAVE_destructor) && !(__lzo_HAVE_constructor) +# error "unexpected configuration - check your compiler defines" +#endif +#if !defined(__lzo_likely) && !defined(__lzo_unlikely) +#if (LZO_CC_GNUC >= 0x030200ul) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_IBMC >= 1010) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_INTELC && (__INTEL_COMPILER >= 800)) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#elif (LZO_CC_CLANG && LZO_CC_CLANG_C2) +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define __lzo_likely(e) (__builtin_expect(!!(e),1)) +# define __lzo_unlikely(e) (__builtin_expect(!!(e),0)) +#endif +#endif +#if defined(__lzo_likely) +# ifndef __lzo_HAVE_likely +# define __lzo_HAVE_likely 1 +# endif +#else +# define __lzo_likely(e) (e) +#endif +#if defined(__lzo_very_likely) +# ifndef __lzo_HAVE_very_likely +# define __lzo_HAVE_very_likely 1 +# endif +#else +# define __lzo_very_likely(e) __lzo_likely(e) +#endif +#if defined(__lzo_unlikely) +# ifndef __lzo_HAVE_unlikely +# define __lzo_HAVE_unlikely 1 +# endif +#else +# define __lzo_unlikely(e) (e) +#endif +#if defined(__lzo_very_unlikely) +# ifndef __lzo_HAVE_very_unlikely +# define __lzo_HAVE_very_unlikely 1 +# endif +#else +# define __lzo_very_unlikely(e) __lzo_unlikely(e) +#endif +#if !defined(__lzo_loop_forever) +# if (LZO_CC_IBMC) +# define __lzo_loop_forever() LZO_BLOCK_BEGIN for (;;) { ; } LZO_BLOCK_END +# else +# define __lzo_loop_forever() do { ; } while __lzo_cte(1) +# endif +#endif +#if !defined(__lzo_unreachable) +#if (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x020800ul)) && lzo_has_builtin(__builtin_unreachable) +# define __lzo_unreachable() __builtin_unreachable(); +#elif (LZO_CC_GNUC >= 0x040500ul) +# define __lzo_unreachable() __builtin_unreachable(); +#elif (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 1300)) && 1 +# define __lzo_unreachable() __builtin_unreachable(); +#endif +#endif +#if defined(__lzo_unreachable) +# ifndef __lzo_HAVE_unreachable +# define __lzo_HAVE_unreachable 1 +# endif +#else +# if 0 +# define __lzo_unreachable() ((void)0); +# else +# define __lzo_unreachable() __lzo_loop_forever(); +# endif +#endif +#if !defined(lzo_unused_funcs_impl) +# if 1 && (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || (LZO_CC_GNUC >= 0x020700ul) || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +# define lzo_unused_funcs_impl(r,f) static r __attribute__((__unused__)) f +# elif 1 && (LZO_CC_BORLANDC || LZO_CC_GNUC) +# define lzo_unused_funcs_impl(r,f) static r f +# else +# define lzo_unused_funcs_impl(r,f) __lzo_static_forceinline r f +# endif +#endif +#ifndef __LZO_CTA_NAME +#if (LZO_CFG_USE_COUNTER) +# define __LZO_CTA_NAME(a) LZO_PP_ECONCAT2(a,__COUNTER__) +#else +# define __LZO_CTA_NAME(a) LZO_PP_ECONCAT2(a,__LINE__) +#endif +#endif +#if !defined(LZO_COMPILE_TIME_ASSERT_HEADER) +# if (LZO_CC_AZTECC || LZO_CC_ZORTECHC) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_DMC || LZO_CC_SYMANTECC) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1u-2*!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_TURBOC && (__TURBOC__ == 0x0295)) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-!(e)]; LZO_EXTERN_C_END +# elif (LZO_CC_CLANG && (LZO_CC_CLANG < 0x020900ul)) && defined(__cplusplus) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN int __LZO_CTA_NAME(lzo_cta_f__)(int [1-2*!(e)]); LZO_EXTERN_C_END +# elif (LZO_CC_GNUC) && defined(__CHECKER__) && defined(__SPARSE_CHECKER__) +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN enum {__LZO_CTA_NAME(lzo_cta_e__)=1/!!(e)} __attribute__((__unused__)); LZO_EXTERN_C_END +# else +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) LZO_EXTERN_C_BEGIN extern int __LZO_CTA_NAME(lzo_cta__)[1-2*!(e)]; LZO_EXTERN_C_END +# endif +#endif +#if !defined(LZO_COMPILE_TIME_ASSERT) +# if (LZO_CC_AZTECC) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-!(e)];} +# elif (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x030000ul)) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)] __attribute__((__unused__));} +# elif (LZO_CC_DMC || LZO_CC_PACIFICC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# elif (LZO_CC_GNUC) && defined(__CHECKER__) && defined(__SPARSE_CHECKER__) +# define LZO_COMPILE_TIME_ASSERT(e) {(void) (0/!!(e));} +# elif (LZO_CC_GNUC >= 0x040700ul) && (LZO_CFG_USE_COUNTER) && defined(__cplusplus) +# define LZO_COMPILE_TIME_ASSERT(e) {enum {__LZO_CTA_NAME(lzo_cta_e__)=1/!!(e)} __attribute__((__unused__));} +# elif (LZO_CC_GNUC >= 0x040700ul) +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)] __attribute__((__unused__));} +# elif (LZO_CC_MSC && (_MSC_VER < 900)) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# elif (LZO_CC_TURBOC && (__TURBOC__ == 0x0295)) +# define LZO_COMPILE_TIME_ASSERT(e) switch(0) case 1:case !(e):break; +# else +# define LZO_COMPILE_TIME_ASSERT(e) {typedef int __LZO_CTA_NAME(lzo_cta_t__)[1-2*!(e)];} +# endif +#endif +#if (LZO_LANG_ASSEMBLER) +# undef LZO_COMPILE_TIME_ASSERT_HEADER +# define LZO_COMPILE_TIME_ASSERT_HEADER(e) /*empty*/ +#else +LZO_COMPILE_TIME_ASSERT_HEADER(1 == 1) +#if defined(__cplusplus) +extern "C" { LZO_COMPILE_TIME_ASSERT_HEADER(2 == 2) } +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(3 == 3) +#endif +#if (LZO_ARCH_I086 || LZO_ARCH_I386) && (LZO_OS_DOS16 || LZO_OS_DOS32 || LZO_OS_OS2 || LZO_OS_OS216 || LZO_OS_WIN16 || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (LZO_CC_GNUC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PACIFICC) +# elif (LZO_CC_DMC || LZO_CC_SYMANTECC || LZO_CC_ZORTECHC) +# define __lzo_cdecl __cdecl +# define __lzo_cdecl_atexit /*empty*/ +# define __lzo_cdecl_main __cdecl +# if (LZO_OS_OS2 && (LZO_CC_DMC || LZO_CC_SYMANTECC)) +# define __lzo_cdecl_qsort __pascal +# elif (LZO_OS_OS2 && (LZO_CC_ZORTECHC)) +# define __lzo_cdecl_qsort _stdcall +# else +# define __lzo_cdecl_qsort __cdecl +# endif +# elif (LZO_CC_WATCOMC) +# define __lzo_cdecl __cdecl +# else +# define __lzo_cdecl __cdecl +# define __lzo_cdecl_atexit __cdecl +# define __lzo_cdecl_main __cdecl +# define __lzo_cdecl_qsort __cdecl +# endif +# if (LZO_CC_GNUC || LZO_CC_HIGHC || LZO_CC_NDPC || LZO_CC_PACIFICC || LZO_CC_WATCOMC) +# elif (LZO_OS_OS2 && (LZO_CC_DMC || LZO_CC_SYMANTECC)) +# define __lzo_cdecl_sighandler __pascal +# elif (LZO_OS_OS2 && (LZO_CC_ZORTECHC)) +# define __lzo_cdecl_sighandler _stdcall +# elif (LZO_CC_MSC && (_MSC_VER >= 1400)) && defined(_M_CEE_PURE) +# define __lzo_cdecl_sighandler __clrcall +# elif (LZO_CC_MSC && (_MSC_VER >= 600 && _MSC_VER < 700)) +# if defined(_DLL) +# define __lzo_cdecl_sighandler _far _cdecl _loadds +# elif defined(_MT) +# define __lzo_cdecl_sighandler _far _cdecl +# else +# define __lzo_cdecl_sighandler _cdecl +# endif +# else +# define __lzo_cdecl_sighandler __cdecl +# endif +#elif (LZO_ARCH_I386) && (LZO_CC_WATCOMC) +# define __lzo_cdecl __cdecl +#elif (LZO_ARCH_M68K && LZO_OS_TOS && (LZO_CC_PUREC || LZO_CC_TURBOC)) +# define __lzo_cdecl cdecl +#endif +#if !defined(__lzo_cdecl) +# define __lzo_cdecl /*empty*/ +#endif +#if !defined(__lzo_cdecl_atexit) +# define __lzo_cdecl_atexit /*empty*/ +#endif +#if !defined(__lzo_cdecl_main) +# define __lzo_cdecl_main /*empty*/ +#endif +#if !defined(__lzo_cdecl_qsort) +# define __lzo_cdecl_qsort /*empty*/ +#endif +#if !defined(__lzo_cdecl_sighandler) +# define __lzo_cdecl_sighandler /*empty*/ +#endif +#if !defined(__lzo_cdecl_va) +# define __lzo_cdecl_va __lzo_cdecl +#endif +#if !(LZO_CFG_NO_WINDOWS_H) +#if !defined(LZO_HAVE_WINDOWS_H) +#if (LZO_OS_CYGWIN || (LZO_OS_EMX && defined(__RSXNT__)) || LZO_OS_WIN32 || LZO_OS_WIN64) +# if (LZO_CC_WATCOMC && (__WATCOMC__ < 1000)) +# elif ((LZO_OS_WIN32 && defined(__PW32__)) && (LZO_CC_GNUC && (LZO_CC_GNUC < 0x030000ul))) +# elif ((LZO_OS_CYGWIN || defined(__MINGW32__)) && (LZO_CC_GNUC && (LZO_CC_GNUC < 0x025f00ul))) +# else +# define LZO_HAVE_WINDOWS_H 1 +# endif +#endif +#endif +#endif +#define LZO_SIZEOF_CHAR 1 +#ifndef LZO_SIZEOF_SHORT +#if defined(SIZEOF_SHORT) +# define LZO_SIZEOF_SHORT (SIZEOF_SHORT) +#elif defined(__SIZEOF_SHORT__) +# define LZO_SIZEOF_SHORT (__SIZEOF_SHORT__) +#endif +#endif +#ifndef LZO_SIZEOF_INT +#if defined(SIZEOF_INT) +# define LZO_SIZEOF_INT (SIZEOF_INT) +#elif defined(__SIZEOF_INT__) +# define LZO_SIZEOF_INT (__SIZEOF_INT__) +#endif +#endif +#ifndef LZO_SIZEOF_LONG +#if defined(SIZEOF_LONG) +# define LZO_SIZEOF_LONG (SIZEOF_LONG) +#elif defined(__SIZEOF_LONG__) +# define LZO_SIZEOF_LONG (__SIZEOF_LONG__) +#endif +#endif +#ifndef LZO_SIZEOF_LONG_LONG +#if defined(SIZEOF_LONG_LONG) +# define LZO_SIZEOF_LONG_LONG (SIZEOF_LONG_LONG) +#elif defined(__SIZEOF_LONG_LONG__) +# define LZO_SIZEOF_LONG_LONG (__SIZEOF_LONG_LONG__) +#endif +#endif +#ifndef LZO_SIZEOF___INT16 +#if defined(SIZEOF___INT16) +# define LZO_SIZEOF___INT16 (SIZEOF___INT16) +#endif +#endif +#ifndef LZO_SIZEOF___INT32 +#if defined(SIZEOF___INT32) +# define LZO_SIZEOF___INT32 (SIZEOF___INT32) +#endif +#endif +#ifndef LZO_SIZEOF___INT64 +#if defined(SIZEOF___INT64) +# define LZO_SIZEOF___INT64 (SIZEOF___INT64) +#endif +#endif +#ifndef LZO_SIZEOF_VOID_P +#if defined(SIZEOF_VOID_P) +# define LZO_SIZEOF_VOID_P (SIZEOF_VOID_P) +#elif defined(__SIZEOF_POINTER__) +# define LZO_SIZEOF_VOID_P (__SIZEOF_POINTER__) +#endif +#endif +#ifndef LZO_SIZEOF_SIZE_T +#if defined(SIZEOF_SIZE_T) +# define LZO_SIZEOF_SIZE_T (SIZEOF_SIZE_T) +#elif defined(__SIZEOF_SIZE_T__) +# define LZO_SIZEOF_SIZE_T (__SIZEOF_SIZE_T__) +#endif +#endif +#ifndef LZO_SIZEOF_PTRDIFF_T +#if defined(SIZEOF_PTRDIFF_T) +# define LZO_SIZEOF_PTRDIFF_T (SIZEOF_PTRDIFF_T) +#elif defined(__SIZEOF_PTRDIFF_T__) +# define LZO_SIZEOF_PTRDIFF_T (__SIZEOF_PTRDIFF_T__) +#endif +#endif +#define __LZO_LSR(x,b) (((x)+0ul) >> (b)) +#if !defined(LZO_SIZEOF_SHORT) +# if (LZO_ARCH_CRAY_PVP) +# define LZO_SIZEOF_SHORT 8 +# elif (USHRT_MAX == LZO_0xffffL) +# define LZO_SIZEOF_SHORT 2 +# elif (__LZO_LSR(USHRT_MAX,7) == 1) +# define LZO_SIZEOF_SHORT 1 +# elif (__LZO_LSR(USHRT_MAX,15) == 1) +# define LZO_SIZEOF_SHORT 2 +# elif (__LZO_LSR(USHRT_MAX,31) == 1) +# define LZO_SIZEOF_SHORT 4 +# elif (__LZO_LSR(USHRT_MAX,63) == 1) +# define LZO_SIZEOF_SHORT 8 +# elif (__LZO_LSR(USHRT_MAX,127) == 1) +# define LZO_SIZEOF_SHORT 16 +# else +# error "LZO_SIZEOF_SHORT" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_SHORT == sizeof(short)) +#if !defined(LZO_SIZEOF_INT) +# if (LZO_ARCH_CRAY_PVP) +# define LZO_SIZEOF_INT 8 +# elif (UINT_MAX == LZO_0xffffL) +# define LZO_SIZEOF_INT 2 +# elif (UINT_MAX == LZO_0xffffffffL) +# define LZO_SIZEOF_INT 4 +# elif (__LZO_LSR(UINT_MAX,7) == 1) +# define LZO_SIZEOF_INT 1 +# elif (__LZO_LSR(UINT_MAX,15) == 1) +# define LZO_SIZEOF_INT 2 +# elif (__LZO_LSR(UINT_MAX,31) == 1) +# define LZO_SIZEOF_INT 4 +# elif (__LZO_LSR(UINT_MAX,63) == 1) +# define LZO_SIZEOF_INT 8 +# elif (__LZO_LSR(UINT_MAX,127) == 1) +# define LZO_SIZEOF_INT 16 +# else +# error "LZO_SIZEOF_INT" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_INT == sizeof(int)) +#if !defined(LZO_SIZEOF_LONG) +# if (ULONG_MAX == LZO_0xffffffffL) +# define LZO_SIZEOF_LONG 4 +# elif (__LZO_LSR(ULONG_MAX,7) == 1) +# define LZO_SIZEOF_LONG 1 +# elif (__LZO_LSR(ULONG_MAX,15) == 1) +# define LZO_SIZEOF_LONG 2 +# elif (__LZO_LSR(ULONG_MAX,31) == 1) +# define LZO_SIZEOF_LONG 4 +# elif (__LZO_LSR(ULONG_MAX,39) == 1) +# define LZO_SIZEOF_LONG 5 +# elif (__LZO_LSR(ULONG_MAX,63) == 1) +# define LZO_SIZEOF_LONG 8 +# elif (__LZO_LSR(ULONG_MAX,127) == 1) +# define LZO_SIZEOF_LONG 16 +# else +# error "LZO_SIZEOF_LONG" +# endif +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_LONG == sizeof(long)) +#if !defined(LZO_SIZEOF_LONG_LONG) && !defined(LZO_SIZEOF___INT64) +#if (LZO_SIZEOF_LONG > 0 && LZO_SIZEOF_LONG < 8) +# if defined(__LONG_MAX__) && defined(__LONG_LONG_MAX__) +# if (LZO_CC_GNUC >= 0x030300ul) +# if ((__LONG_MAX__-0) == (__LONG_LONG_MAX__-0)) +# define LZO_SIZEOF_LONG_LONG LZO_SIZEOF_LONG +# elif (__LZO_LSR(__LONG_LONG_MAX__,30) == 1) +# define LZO_SIZEOF_LONG_LONG 4 +# endif +# endif +# endif +#endif +#endif +#if !defined(LZO_SIZEOF_LONG_LONG) && !defined(LZO_SIZEOF___INT64) +#if (LZO_SIZEOF_LONG > 0 && LZO_SIZEOF_LONG < 8) +#if (LZO_ARCH_I086 && LZO_CC_DMC) +#elif (LZO_CC_CILLY) && defined(__GNUC__) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE) +# define LZO_SIZEOF_LONG_LONG 8 +#elif ((LZO_OS_WIN32 || LZO_OS_WIN64 || defined(_WIN32)) && LZO_CC_MSC && (_MSC_VER >= 1400)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_OS_WIN64 || defined(_WIN64)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_DMC)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_SYMANTECC && (__SC__ >= 0x700))) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_INTELC && defined(__linux__))) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_MWERKS || LZO_CC_PELLESC || LZO_CC_PGI || LZO_CC_SUNPROC)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_ARCH_I386 && (LZO_CC_INTELC || LZO_CC_MSC)) +# define LZO_SIZEOF___INT64 8 +#elif ((LZO_OS_WIN32 || defined(_WIN32)) && (LZO_CC_MSC)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_BORLANDC && (__BORLANDC__ >= 0x0520))) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_ARCH_I386 && (LZO_CC_WATCOMC && (__WATCOMC__ >= 1100))) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_CC_GHS && defined(__LLONG_BIT) && ((__LLONG_BIT-0) == 64)) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_WATCOMC && defined(_INTEGRAL_MAX_BITS) && ((_INTEGRAL_MAX_BITS-0) == 64)) +# define LZO_SIZEOF___INT64 8 +#elif (LZO_OS_OS400 || defined(__OS400__)) && defined(__LLP64_IFC__) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (defined(__vms) || defined(__VMS)) && ((__INITIAL_POINTER_SIZE-0) == 64) +# define LZO_SIZEOF_LONG_LONG 8 +#elif (LZO_CC_SDCC) && (LZO_SIZEOF_INT == 2) +#elif 1 && defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) +# define LZO_SIZEOF_LONG_LONG 8 +#endif +#endif +#endif +#if defined(__cplusplus) && (LZO_CC_GNUC) +# if (LZO_CC_GNUC < 0x020800ul) +# undef LZO_SIZEOF_LONG_LONG +# endif +#endif +#if (LZO_CFG_NO_LONG_LONG) +# undef LZO_SIZEOF_LONG_LONG +#elif defined(__NO_LONG_LONG) +# undef LZO_SIZEOF_LONG_LONG +#elif defined(_NO_LONGLONG) +# undef LZO_SIZEOF_LONG_LONG +#endif +#if !defined(LZO_WORDSIZE) +#if (LZO_ARCH_ALPHA) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_AMD64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_ARM64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_AVR) +# define LZO_WORDSIZE 1 +#elif (LZO_ARCH_H8300) +# if defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) +# define LZO_WORDSIZE 4 +# else +# define LZO_WORDSIZE 2 +# endif +#elif (LZO_ARCH_I086) +# define LZO_WORDSIZE 2 +#elif (LZO_ARCH_IA64) +# define LZO_WORDSIZE 8 +#elif (LZO_ARCH_M16C) +# define LZO_WORDSIZE 2 +#elif (LZO_ARCH_SPU) +# define LZO_WORDSIZE 4 +#elif (LZO_ARCH_Z80) +# define LZO_WORDSIZE 1 +#elif (LZO_SIZEOF_LONG == 8) && ((defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__)) +# define LZO_WORDSIZE 8 +#elif (LZO_OS_OS400 || defined(__OS400__)) +# define LZO_WORDSIZE 8 +#elif (defined(__vms) || defined(__VMS)) && (__INITIAL_POINTER_SIZE+0 == 64) +# define LZO_WORDSIZE 8 +#endif +#endif +#if !defined(LZO_SIZEOF_VOID_P) +#if defined(__ILP32__) || defined(__ILP32) || defined(_ILP32) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(int) == 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 4) +# define LZO_SIZEOF_VOID_P 4 +#elif defined(__ILP64__) || defined(__ILP64) || defined(_ILP64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(int) == 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 8) +# define LZO_SIZEOF_VOID_P 8 +#elif defined(__LLP64__) || defined(__LLP64) || defined(_LLP64) || defined(_WIN64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 4) +# define LZO_SIZEOF_VOID_P 8 +#elif defined(__LP64__) || defined(__LP64) || defined(_LP64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(long) == 8) +# define LZO_SIZEOF_VOID_P 8 +#elif (LZO_ARCH_AVR) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_ARCH_C166 || LZO_ARCH_MCS51 || LZO_ARCH_MCS251 || LZO_ARCH_MSP430) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_ARCH_H8300) +# if defined(__H8300H__) || defined(__H8300S__) || defined(__H8300SX__) + LZO_COMPILE_TIME_ASSERT_HEADER(LZO_WORDSIZE == 4) +# if defined(__NORMAL_MODE__) +# define LZO_SIZEOF_VOID_P 2 +# else +# define LZO_SIZEOF_VOID_P 4 +# endif +# else + LZO_COMPILE_TIME_ASSERT_HEADER(LZO_WORDSIZE == 2) +# define LZO_SIZEOF_VOID_P 2 +# endif +# if (LZO_CC_GNUC && (LZO_CC_GNUC < 0x040000ul)) && (LZO_SIZEOF_INT == 4) +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_INT +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_INT +# endif +#elif (LZO_ARCH_I086) +# if (LZO_MM_TINY || LZO_MM_SMALL || LZO_MM_MEDIUM) +# define LZO_SIZEOF_VOID_P 2 +# elif (LZO_MM_COMPACT || LZO_MM_LARGE || LZO_MM_HUGE) +# define LZO_SIZEOF_VOID_P 4 +# else +# error "invalid LZO_ARCH_I086 memory model" +# endif +#elif (LZO_ARCH_M16C) +# if defined(__m32c_cpu__) || defined(__m32cm_cpu__) +# define LZO_SIZEOF_VOID_P 4 +# else +# define LZO_SIZEOF_VOID_P 2 +# endif +#elif (LZO_ARCH_SPU) +# define LZO_SIZEOF_VOID_P 4 +#elif (LZO_ARCH_Z80) +# define LZO_SIZEOF_VOID_P 2 +#elif (LZO_SIZEOF_LONG == 8) && ((defined(__mips__) && defined(__R5900__)) || defined(__MIPS_PSX2__)) +# define LZO_SIZEOF_VOID_P 4 +#elif (LZO_OS_OS400 || defined(__OS400__)) +# if defined(__LLP64_IFC__) +# define LZO_SIZEOF_VOID_P 8 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +# else +# define LZO_SIZEOF_VOID_P 16 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +# endif +#elif (defined(__vms) || defined(__VMS)) && (__INITIAL_POINTER_SIZE+0 == 64) +# define LZO_SIZEOF_VOID_P 8 +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_LONG +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_LONG +#endif +#endif +#if !defined(LZO_SIZEOF_VOID_P) +# define LZO_SIZEOF_VOID_P LZO_SIZEOF_LONG +#endif +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_VOID_P == sizeof(void *)) +#if !defined(LZO_SIZEOF_SIZE_T) +#if (LZO_ARCH_I086 || LZO_ARCH_M16C) +# define LZO_SIZEOF_SIZE_T 2 +#endif +#endif +#if !defined(LZO_SIZEOF_SIZE_T) +# define LZO_SIZEOF_SIZE_T LZO_SIZEOF_VOID_P +#endif +#if defined(offsetof) +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_SIZE_T == sizeof(size_t)) +#endif +#if !defined(LZO_SIZEOF_PTRDIFF_T) +#if (LZO_ARCH_I086) +# if (LZO_MM_TINY || LZO_MM_SMALL || LZO_MM_MEDIUM || LZO_MM_HUGE) +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_VOID_P +# elif (LZO_MM_COMPACT || LZO_MM_LARGE) +# if (LZO_CC_BORLANDC || LZO_CC_TURBOC) +# define LZO_SIZEOF_PTRDIFF_T 4 +# else +# define LZO_SIZEOF_PTRDIFF_T 2 +# endif +# else +# error "invalid LZO_ARCH_I086 memory model" +# endif +#endif +#endif +#if !defined(LZO_SIZEOF_PTRDIFF_T) +# define LZO_SIZEOF_PTRDIFF_T LZO_SIZEOF_SIZE_T +#endif +#if defined(offsetof) +LZO_COMPILE_TIME_ASSERT_HEADER(LZO_SIZEOF_PTRDIFF_T == sizeof(ptrdiff_t)) +#endif +#if !defined(LZO_WORDSIZE) +# define LZO_WORDSIZE LZO_SIZEOF_VOID_P +#endif +#if (LZO_ABI_NEUTRAL_ENDIAN) +# undef LZO_ABI_BIG_ENDIAN +# undef LZO_ABI_LITTLE_ENDIAN +#elif !(LZO_ABI_BIG_ENDIAN) && !(LZO_ABI_LITTLE_ENDIAN) +#if (LZO_ARCH_ALPHA) && (LZO_ARCH_CRAY_MPP) +# define LZO_ABI_BIG_ENDIAN 1 +#elif (LZO_ARCH_IA64) && (LZO_OS_POSIX_LINUX || LZO_OS_WIN64) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif (LZO_ARCH_ALPHA || LZO_ARCH_AMD64 || LZO_ARCH_BLACKFIN || LZO_ARCH_CRIS || LZO_ARCH_I086 || LZO_ARCH_I386 || LZO_ARCH_MSP430 || LZO_ARCH_RISCV) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif (LZO_ARCH_AVR32 || LZO_ARCH_M68K || LZO_ARCH_S390 || LZO_ARCH_SPU) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && defined(__IAR_SYSTEMS_ICC__) && defined(__LITTLE_ENDIAN__) +# if (__LITTLE_ENDIAN__ == 1) +# define LZO_ABI_LITTLE_ENDIAN 1 +# else +# define LZO_ABI_BIG_ENDIAN 1 +# endif +#elif 1 && defined(__BIG_ENDIAN__) && !defined(__LITTLE_ENDIAN__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && defined(__LITTLE_ENDIAN__) && !defined(__BIG_ENDIAN__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARM_BIG_ENDIAN) && ((__ARM_BIG_ENDIAN)+0) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARMEB__) && !defined(__ARMEL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(__ARMEL__) && !defined(__ARMEB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM) && defined(_MSC_VER) && defined(_WIN32) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM && LZO_CC_ARMCC_ARMCC) +# if defined(__BIG_ENDIAN) && defined(__LITTLE_ENDIAN) +# error "unexpected configuration - check your compiler defines" +# elif defined(__BIG_ENDIAN) +# define LZO_ABI_BIG_ENDIAN 1 +# else +# define LZO_ABI_LITTLE_ENDIAN 1 +# endif +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__ARM_BIG_ENDIAN) && ((__ARM_BIG_ENDIAN)+0) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__AARCH64EB__) && !defined(__AARCH64EL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(__AARCH64EL__) && !defined(__AARCH64EB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_ARM64) && defined(_MSC_VER) && defined(_WIN32) +# define LZO_ABI_LITTLE_ENDIAN 1 +#elif 1 && (LZO_ARCH_MIPS) && defined(__MIPSEB__) && !defined(__MIPSEL__) +# define LZO_ABI_BIG_ENDIAN 1 +#elif 1 && (LZO_ARCH_MIPS) && defined(__MIPSEL__) && !defined(__MIPSEB__) +# define LZO_ABI_LITTLE_ENDIAN 1 +#endif +#endif +#if (LZO_ABI_BIG_ENDIAN) && (LZO_ABI_LITTLE_ENDIAN) +# error "unexpected configuration - check your compiler defines" +#endif +#if (LZO_ABI_BIG_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "be" +#elif (LZO_ABI_LITTLE_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "le" +#elif (LZO_ABI_NEUTRAL_ENDIAN) +# define LZO_INFO_ABI_ENDIAN "neutral" +#endif +#if (LZO_SIZEOF_INT == 1 && LZO_SIZEOF_LONG == 2 && LZO_SIZEOF_VOID_P == 2) +# define LZO_ABI_I8LP16 1 +# define LZO_INFO_ABI_PM "i8lp16" +#elif (LZO_SIZEOF_INT == 2 && LZO_SIZEOF_LONG == 2 && LZO_SIZEOF_VOID_P == 2) +# define LZO_ABI_ILP16 1 +# define LZO_INFO_ABI_PM "ilp16" +#elif (LZO_SIZEOF_INT == 2 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_LP32 1 +# define LZO_INFO_ABI_PM "lp32" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_ILP32 1 +# define LZO_INFO_ABI_PM "ilp32" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 4 && LZO_SIZEOF_VOID_P == 8 && LZO_SIZEOF_SIZE_T == 8) +# define LZO_ABI_LLP64 1 +# define LZO_INFO_ABI_PM "llp64" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 8) +# define LZO_ABI_LP64 1 +# define LZO_INFO_ABI_PM "lp64" +#elif (LZO_SIZEOF_INT == 8 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 8) +# define LZO_ABI_ILP64 1 +# define LZO_INFO_ABI_PM "ilp64" +#elif (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_LONG == 8 && LZO_SIZEOF_VOID_P == 4) +# define LZO_ABI_IP32L64 1 +# define LZO_INFO_ABI_PM "ip32l64" +#endif +#if (LZO_SIZEOF_INT == 4 && LZO_SIZEOF_VOID_P == 4 && LZO_WORDSIZE == 8) +# define LZO_ABI_IP32W64 1 +# ifndef LZO_INFO_ABI_PM +# define LZO_INFO_ABI_PM "ip32w64" +# endif +#endif +#if 0 +#elif !defined(__LZO_LIBC_OVERRIDE) +#if (LZO_LIBC_NAKED) +# define LZO_INFO_LIBC "naked" +#elif (LZO_LIBC_FREESTANDING) +# define LZO_INFO_LIBC "freestanding" +#elif (LZO_LIBC_MOSTLY_FREESTANDING) +# define LZO_INFO_LIBC "mfreestanding" +#elif (LZO_LIBC_ISOC90) +# define LZO_INFO_LIBC "isoc90" +#elif (LZO_LIBC_ISOC99) +# define LZO_INFO_LIBC "isoc99" +#elif (LZO_CC_ARMCC_ARMCC) && defined(__ARMCLIB_VERSION) +# define LZO_LIBC_ISOC90 1 +# define LZO_INFO_LIBC "isoc90" +#elif defined(__dietlibc__) +# define LZO_LIBC_DIETLIBC 1 +# define LZO_INFO_LIBC "dietlibc" +#elif defined(_NEWLIB_VERSION) +# define LZO_LIBC_NEWLIB 1 +# define LZO_INFO_LIBC "newlib" +#elif defined(__UCLIBC__) && defined(__UCLIBC_MAJOR__) && defined(__UCLIBC_MINOR__) +# if defined(__UCLIBC_SUBLEVEL__) +# define LZO_LIBC_UCLIBC (__UCLIBC_MAJOR__ * 0x10000L + (__UCLIBC_MINOR__-0) * 0x100 + (__UCLIBC_SUBLEVEL__-0)) +# else +# define LZO_LIBC_UCLIBC 0x00090bL +# endif +# define LZO_INFO_LIBC "uc" "libc" +#elif defined(__GLIBC__) && defined(__GLIBC_MINOR__) +# define LZO_LIBC_GLIBC (__GLIBC__ * 0x10000L + (__GLIBC_MINOR__-0) * 0x100) +# define LZO_INFO_LIBC "glibc" +#elif (LZO_CC_MWERKS) && defined(__MSL__) +# define LZO_LIBC_MSL __MSL__ +# define LZO_INFO_LIBC "msl" +#elif 1 && defined(__IAR_SYSTEMS_ICC__) +# define LZO_LIBC_ISOC90 1 +# define LZO_INFO_LIBC "isoc90" +#else +# define LZO_LIBC_DEFAULT 1 +# define LZO_INFO_LIBC "default" +#endif +#endif +#if (LZO_ARCH_I386 && (LZO_OS_DOS32 || LZO_OS_WIN32) && (LZO_CC_DMC || LZO_CC_INTELC || LZO_CC_MSC || LZO_CC_PELLESC)) +# define LZO_ASM_SYNTAX_MSC 1 +#elif (LZO_OS_WIN64 && (LZO_CC_DMC || LZO_CC_INTELC || LZO_CC_MSC || LZO_CC_PELLESC)) +#elif (LZO_ARCH_I386 && LZO_CC_GNUC && (LZO_CC_GNUC == 0x011f00ul)) +#elif (LZO_ARCH_I386 && (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC || LZO_CC_PATHSCALE)) +# define LZO_ASM_SYNTAX_GNUC 1 +#elif (LZO_ARCH_AMD64 && (LZO_CC_CLANG || LZO_CC_GNUC || LZO_CC_INTELC || LZO_CC_PATHSCALE)) +# define LZO_ASM_SYNTAX_GNUC 1 +#elif (LZO_CC_GNUC) +# define LZO_ASM_SYNTAX_GNUC 1 +#endif +#if (LZO_ASM_SYNTAX_GNUC) +#if (LZO_ARCH_I386 && LZO_CC_GNUC && (LZO_CC_GNUC < 0x020000ul)) +# define __LZO_ASM_CLOBBER "ax" +# define __LZO_ASM_CLOBBER_LIST_CC /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#elif (LZO_CC_INTELC && (__INTEL_COMPILER < 1000)) +# define __LZO_ASM_CLOBBER "memory" +# define __LZO_ASM_CLOBBER_LIST_CC /*empty*/ +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY : "memory" +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#else +# define __LZO_ASM_CLOBBER "cc", "memory" +# define __LZO_ASM_CLOBBER_LIST_CC : "cc" +# define __LZO_ASM_CLOBBER_LIST_CC_MEMORY : "cc", "memory" +# define __LZO_ASM_CLOBBER_LIST_EMPTY /*empty*/ +#endif +#endif +#if (LZO_ARCH_ALPHA) +# define LZO_OPT_AVOID_UINT_INDEX 1 +#elif (LZO_ARCH_AMD64) +# define LZO_OPT_AVOID_INT_INDEX 1 +# define LZO_OPT_AVOID_UINT_INDEX 1 +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +#elif (LZO_ARCH_ARM) +# if defined(__ARM_FEATURE_UNALIGNED) +# if ((__ARM_FEATURE_UNALIGNED)+0) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +# elif 1 && (LZO_ARCH_ARM_THUMB2) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__ARM_ARCH) && ((__ARM_ARCH)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__TARGET_ARCH_ARM) && ((__TARGET_ARCH_ARM)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(__TARGET_ARCH_ARM) && ((__TARGET_ARCH_ARM)+0 >= 6) && (defined(__TARGET_PROFILE_A) || defined(__TARGET_PROFILE_R)) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# elif 1 && defined(_MSC_VER) && defined(_M_ARM) && ((_M_ARM)+0 >= 7) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +#elif (LZO_ARCH_ARM64) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +#elif (LZO_ARCH_CRIS) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +#elif (LZO_ARCH_I386) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +#elif (LZO_ARCH_IA64) +# define LZO_OPT_AVOID_INT_INDEX 1 +# define LZO_OPT_AVOID_UINT_INDEX 1 +# define LZO_OPT_PREFER_POSTINC 1 +#elif (LZO_ARCH_M68K) +# define LZO_OPT_PREFER_POSTINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +# if defined(__mc68020__) && !defined(__mcoldfire__) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# endif +#elif (LZO_ARCH_MIPS) +# define LZO_OPT_AVOID_UINT_INDEX 1 +#elif (LZO_ARCH_POWERPC) +# define LZO_OPT_PREFER_PREINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +# if (LZO_ABI_BIG_ENDIAN) || (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +# endif +#elif (LZO_ARCH_RISCV) +# define LZO_OPT_AVOID_UINT_INDEX 1 +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +#elif (LZO_ARCH_S390) +# ifndef LZO_OPT_UNALIGNED16 +# define LZO_OPT_UNALIGNED16 1 +# endif +# ifndef LZO_OPT_UNALIGNED32 +# define LZO_OPT_UNALIGNED32 1 +# endif +# if (LZO_WORDSIZE == 8) +# ifndef LZO_OPT_UNALIGNED64 +# define LZO_OPT_UNALIGNED64 1 +# endif +# endif +#elif (LZO_ARCH_SH) +# define LZO_OPT_PREFER_POSTINC 1 +# define LZO_OPT_PREFER_PREDEC 1 +#endif +#ifndef LZO_CFG_NO_INLINE_ASM +#if (LZO_ABI_NEUTRAL_ENDIAN) || (LZO_ARCH_GENERIC) +# define LZO_CFG_NO_INLINE_ASM 1 +#elif (LZO_CC_LLVM) +# define LZO_CFG_NO_INLINE_ASM 1 +#endif +#endif +#if (LZO_CFG_NO_INLINE_ASM) +# undef LZO_ASM_SYNTAX_MSC +# undef LZO_ASM_SYNTAX_GNUC +# undef __LZO_ASM_CLOBBER +# undef __LZO_ASM_CLOBBER_LIST_CC +# undef __LZO_ASM_CLOBBER_LIST_CC_MEMORY +# undef __LZO_ASM_CLOBBER_LIST_EMPTY +#endif +#ifndef LZO_CFG_NO_UNALIGNED +#if (LZO_ABI_NEUTRAL_ENDIAN) || (LZO_ARCH_GENERIC) +# define LZO_CFG_NO_UNALIGNED 1 +#endif +#endif +#if (LZO_CFG_NO_UNALIGNED) +# undef LZO_OPT_UNALIGNED16 +# undef LZO_OPT_UNALIGNED32 +# undef LZO_OPT_UNALIGNED64 +#endif +#if defined(__LZO_INFOSTR_MM) +#elif (LZO_MM_FLAT) && (defined(__LZO_INFOSTR_PM) || defined(LZO_INFO_ABI_PM)) +# define __LZO_INFOSTR_MM "" +#elif defined(LZO_INFO_MM) +# define __LZO_INFOSTR_MM "." LZO_INFO_MM +#else +# define __LZO_INFOSTR_MM "" +#endif +#if defined(__LZO_INFOSTR_PM) +#elif defined(LZO_INFO_ABI_PM) +# define __LZO_INFOSTR_PM "." LZO_INFO_ABI_PM +#else +# define __LZO_INFOSTR_PM "" +#endif +#if defined(__LZO_INFOSTR_ENDIAN) +#elif defined(LZO_INFO_ABI_ENDIAN) +# define __LZO_INFOSTR_ENDIAN "." LZO_INFO_ABI_ENDIAN +#else +# define __LZO_INFOSTR_ENDIAN "" +#endif +#if defined(__LZO_INFOSTR_OSNAME) +#elif defined(LZO_INFO_OS_CONSOLE) +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS "." LZO_INFO_OS_CONSOLE +#elif defined(LZO_INFO_OS_POSIX) +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS "." LZO_INFO_OS_POSIX +#else +# define __LZO_INFOSTR_OSNAME LZO_INFO_OS +#endif +#if defined(__LZO_INFOSTR_LIBC) +#elif defined(LZO_INFO_LIBC) +# define __LZO_INFOSTR_LIBC "." LZO_INFO_LIBC +#else +# define __LZO_INFOSTR_LIBC "" +#endif +#if defined(__LZO_INFOSTR_CCVER) +#elif defined(LZO_INFO_CCVER) +# define __LZO_INFOSTR_CCVER " " LZO_INFO_CCVER +#else +# define __LZO_INFOSTR_CCVER "" +#endif +#define LZO_INFO_STRING \ + LZO_INFO_ARCH __LZO_INFOSTR_MM __LZO_INFOSTR_PM __LZO_INFOSTR_ENDIAN \ + " " __LZO_INFOSTR_OSNAME __LZO_INFOSTR_LIBC " " LZO_INFO_CC __LZO_INFOSTR_CCVER +#if !(LZO_CFG_SKIP_LZO_TYPES) +#if (!(LZO_SIZEOF_SHORT+0 > 0 && LZO_SIZEOF_INT+0 > 0 && LZO_SIZEOF_LONG+0 > 0)) +# error "missing defines for sizes" +#endif +#if (!(LZO_SIZEOF_PTRDIFF_T+0 > 0 && LZO_SIZEOF_SIZE_T+0 > 0 && LZO_SIZEOF_VOID_P+0 > 0)) +# error "missing defines for sizes" +#endif +#define LZO_TYPEOF_CHAR 1u +#define LZO_TYPEOF_SHORT 2u +#define LZO_TYPEOF_INT 3u +#define LZO_TYPEOF_LONG 4u +#define LZO_TYPEOF_LONG_LONG 5u +#define LZO_TYPEOF___INT8 17u +#define LZO_TYPEOF___INT16 18u +#define LZO_TYPEOF___INT32 19u +#define LZO_TYPEOF___INT64 20u +#define LZO_TYPEOF___INT128 21u +#define LZO_TYPEOF___INT256 22u +#define LZO_TYPEOF___MODE_QI 33u +#define LZO_TYPEOF___MODE_HI 34u +#define LZO_TYPEOF___MODE_SI 35u +#define LZO_TYPEOF___MODE_DI 36u +#define LZO_TYPEOF___MODE_TI 37u +#define LZO_TYPEOF_CHAR_P 129u +#if !defined(lzo_llong_t) +#if (LZO_SIZEOF_LONG_LONG+0 > 0) +# if !(LZO_LANG_ASSEMBLER) + __lzo_gnuc_extension__ typedef long long lzo_llong_t__; + __lzo_gnuc_extension__ typedef unsigned long long lzo_ullong_t__; +# endif +# define lzo_llong_t lzo_llong_t__ +# define lzo_ullong_t lzo_ullong_t__ +#endif +#endif +#if !defined(lzo_int16e_t) +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) && (LZO_SIZEOF_SHORT != 2) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T +#endif +#if (LZO_SIZEOF_LONG == 2) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) +# define lzo_int16e_t long +# define lzo_uint16e_t unsigned long +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_INT == 2) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT16E_T == LZO_TYPEOF_SHORT) +# define lzo_int16e_t int +# define lzo_uint16e_t unsigned int +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == 2) +# define lzo_int16e_t short int +# define lzo_uint16e_t unsigned short int +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF_SHORT +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_HI) && (LZO_CC_CLANG || (LZO_CC_GNUC >= 0x025f00ul) || LZO_CC_LLVM) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int16e_hi_t__ __attribute__((__mode__(__HI__))); + typedef unsigned int lzo_uint16e_hi_t__ __attribute__((__mode__(__HI__))); +# endif +# define lzo_int16e_t lzo_int16e_hi_t__ +# define lzo_uint16e_t lzo_uint16e_hi_t__ +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF___MODE_HI +#elif (LZO_SIZEOF___INT16 == 2) +# define lzo_int16e_t __int16 +# define lzo_uint16e_t unsigned __int16 +# define LZO_TYPEOF_LZO_INT16E_T LZO_TYPEOF___INT16 +#else +#endif +#endif +#if defined(lzo_int16e_t) +# define LZO_SIZEOF_LZO_INT16E_T 2 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16e_t) == 2) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16e_t) == LZO_SIZEOF_LZO_INT16E_T) +#endif +#if !defined(lzo_int32e_t) +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T == LZO_TYPEOF_INT) && (LZO_SIZEOF_INT != 4) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T +#endif +#if (LZO_SIZEOF_LONG == 4) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT32E_T == LZO_TYPEOF_INT) +# define lzo_int32e_t long int +# define lzo_uint32e_t unsigned long int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_INT == 4) +# define lzo_int32e_t int +# define lzo_uint32e_t unsigned int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == 4) +# define lzo_int32e_t short int +# define lzo_uint32e_t unsigned short int +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_SHORT +#elif (LZO_SIZEOF_LONG_LONG == 4) +# define lzo_int32e_t lzo_llong_t +# define lzo_uint32e_t lzo_ullong_t +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF_LONG_LONG +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_SI) && (LZO_CC_CLANG || (LZO_CC_GNUC >= 0x025f00ul) || LZO_CC_LLVM) && (__INT_MAX__+0 > 2147483647L) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int32e_si_t__ __attribute__((__mode__(__SI__))); + typedef unsigned int lzo_uint32e_si_t__ __attribute__((__mode__(__SI__))); +# endif +# define lzo_int32e_t lzo_int32e_si_t__ +# define lzo_uint32e_t lzo_uint32e_si_t__ +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___MODE_SI +#elif 1 && !(LZO_CFG_TYPE_NO_MODE_SI) && (LZO_CC_GNUC >= 0x025f00ul) && defined(__AVR__) && (__LONG_MAX__+0 == 32767L) +# if !(LZO_LANG_ASSEMBLER) + typedef int lzo_int32e_si_t__ __attribute__((__mode__(__SI__))); + typedef unsigned int lzo_uint32e_si_t__ __attribute__((__mode__(__SI__))); +# endif +# define lzo_int32e_t lzo_int32e_si_t__ +# define lzo_uint32e_t lzo_uint32e_si_t__ +# define LZO_INT32_C(c) (c##LL) +# define LZO_UINT32_C(c) (c##ULL) +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___MODE_SI +#elif (LZO_SIZEOF___INT32 == 4) +# define lzo_int32e_t __int32 +# define lzo_uint32e_t unsigned __int32 +# define LZO_TYPEOF_LZO_INT32E_T LZO_TYPEOF___INT32 +#else +#endif +#endif +#if defined(lzo_int32e_t) +# define LZO_SIZEOF_LZO_INT32E_T 4 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32e_t) == 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32e_t) == LZO_SIZEOF_LZO_INT32E_T) +#endif +#if !defined(lzo_int64e_t) +#if (LZO_SIZEOF___INT64 == 8) +# if (LZO_CC_BORLANDC) && !defined(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T) +# define LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T LZO_TYPEOF___INT64 +# endif +#endif +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF_LONG_LONG) && (LZO_SIZEOF_LONG_LONG != 8) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T +#endif +#if (LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) && (LZO_SIZEOF___INT64 != 8) +# undef LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T +#endif +#if (LZO_SIZEOF_INT == 8) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_int64e_t int +# define lzo_uint64e_t unsigned int +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_LONG == 8) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF_LONG_LONG) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) +# define lzo_int64e_t long int +# define lzo_uint64e_t unsigned long int +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_LONG_LONG == 8) && !(LZO_CFG_PREFER_TYPEOF_ACC_INT64E_T == LZO_TYPEOF___INT64) +# define lzo_int64e_t lzo_llong_t +# define lzo_uint64e_t lzo_ullong_t +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF_LONG_LONG +# if (LZO_CC_BORLANDC) +# define LZO_INT64_C(c) ((c) + 0ll) +# define LZO_UINT64_C(c) ((c) + 0ull) +# elif 0 +# define LZO_INT64_C(c) (__lzo_gnuc_extension__ (c##LL)) +# define LZO_UINT64_C(c) (__lzo_gnuc_extension__ (c##ULL)) +# else +# define LZO_INT64_C(c) (c##LL) +# define LZO_UINT64_C(c) (c##ULL) +# endif +#elif (LZO_SIZEOF___INT64 == 8) +# define lzo_int64e_t __int64 +# define lzo_uint64e_t unsigned __int64 +# define LZO_TYPEOF_LZO_INT64E_T LZO_TYPEOF___INT64 +# if (LZO_CC_BORLANDC) +# define LZO_INT64_C(c) ((c) + 0i64) +# define LZO_UINT64_C(c) ((c) + 0ui64) +# else +# define LZO_INT64_C(c) (c##i64) +# define LZO_UINT64_C(c) (c##ui64) +# endif +#else +#endif +#endif +#if defined(lzo_int64e_t) +# define LZO_SIZEOF_LZO_INT64E_T 8 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64e_t) == 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64e_t) == LZO_SIZEOF_LZO_INT64E_T) +#endif +#if !defined(lzo_int32l_t) +#if defined(lzo_int32e_t) +# define lzo_int32l_t lzo_int32e_t +# define lzo_uint32l_t lzo_uint32e_t +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_LZO_INT32E_T +# define LZO_TYPEOF_LZO_INT32L_T LZO_TYPEOF_LZO_INT32E_T +#elif (LZO_SIZEOF_INT >= 4) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_int32l_t int +# define lzo_uint32l_t unsigned int +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INT32L_T LZO_SIZEOF_INT +#elif (LZO_SIZEOF_LONG >= 4) +# define lzo_int32l_t long int +# define lzo_uint32l_t unsigned long int +# define LZO_SIZEOF_LZO_INT32L_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_INT32L_T LZO_SIZEOF_LONG +#else +# error "lzo_int32l_t" +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32l_t) >= 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32l_t) == LZO_SIZEOF_LZO_INT32L_T) +#endif +#if !defined(lzo_int64l_t) +#if defined(lzo_int64e_t) +# define lzo_int64l_t lzo_int64e_t +# define lzo_uint64l_t lzo_uint64e_t +# define LZO_SIZEOF_LZO_INT64L_T LZO_SIZEOF_LZO_INT64E_T +# define LZO_TYPEOF_LZO_INT64L_T LZO_TYPEOF_LZO_INT64E_T +#else +#endif +#endif +#if defined(lzo_int64l_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64l_t) >= 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64l_t) == LZO_SIZEOF_LZO_INT64L_T) +#endif +#if !defined(lzo_int32f_t) +#if (LZO_SIZEOF_SIZE_T >= 8) +# define lzo_int32f_t lzo_int64l_t +# define lzo_uint32f_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INT32F_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INT32F_T LZO_TYPEOF_LZO_INT64L_T +#else +# define lzo_int32f_t lzo_int32l_t +# define lzo_uint32f_t lzo_uint32l_t +# define LZO_SIZEOF_LZO_INT32F_T LZO_SIZEOF_LZO_INT32L_T +# define LZO_TYPEOF_LZO_INT32F_T LZO_TYPEOF_LZO_INT32L_T +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32f_t) >= 4) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32f_t) == LZO_SIZEOF_LZO_INT32F_T) +#endif +#if !defined(lzo_int64f_t) +#if defined(lzo_int64l_t) +# define lzo_int64f_t lzo_int64l_t +# define lzo_uint64f_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INT64F_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INT64F_T LZO_TYPEOF_LZO_INT64L_T +#else +#endif +#endif +#if defined(lzo_int64f_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64f_t) >= 8) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64f_t) == LZO_SIZEOF_LZO_INT64F_T) +#endif +#if !defined(lzo_intptr_t) +#if 1 && (LZO_OS_OS400 && (LZO_SIZEOF_VOID_P == 16)) +# define __LZO_INTPTR_T_IS_POINTER 1 +# if !(LZO_LANG_ASSEMBLER) + typedef char * lzo_intptr_t; + typedef char * lzo_uintptr_t; +# endif +# define lzo_intptr_t lzo_intptr_t +# define lzo_uintptr_t lzo_uintptr_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_VOID_P +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_CHAR_P +#elif (LZO_CC_MSC && (_MSC_VER >= 1300) && (LZO_SIZEOF_VOID_P == 4) && (LZO_SIZEOF_INT == 4)) +# if !(LZO_LANG_ASSEMBLER) + typedef __w64 int lzo_intptr_t; + typedef __w64 unsigned int lzo_uintptr_t; +# endif +# define lzo_intptr_t lzo_intptr_t +# define lzo_uintptr_t lzo_uintptr_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_SHORT == LZO_SIZEOF_VOID_P) && (LZO_SIZEOF_INT > LZO_SIZEOF_VOID_P) +# define lzo_intptr_t short +# define lzo_uintptr_t unsigned short +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_SHORT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_SHORT +#elif (LZO_SIZEOF_INT >= LZO_SIZEOF_VOID_P) && (LZO_SIZEOF_INT < LZO_SIZEOF_LONG) +# define lzo_intptr_t int +# define lzo_uintptr_t unsigned int +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_INT +#elif (LZO_SIZEOF_LONG >= LZO_SIZEOF_VOID_P) +# define lzo_intptr_t long +# define lzo_uintptr_t unsigned long +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_LONG +#elif (LZO_SIZEOF_LZO_INT64L_T >= LZO_SIZEOF_VOID_P) +# define lzo_intptr_t lzo_int64l_t +# define lzo_uintptr_t lzo_uint64l_t +# define LZO_SIZEOF_LZO_INTPTR_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_INTPTR_T LZO_TYPEOF_LZO_INT64L_T +#else +# error "lzo_intptr_t" +#endif +#endif +#if 1 + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_intptr_t) >= sizeof(void *)) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_intptr_t) == sizeof(lzo_uintptr_t)) +#endif +#if !defined(lzo_word_t) +#if defined(LZO_WORDSIZE) && (LZO_WORDSIZE+0 > 0) +#if (LZO_WORDSIZE == LZO_SIZEOF_LZO_INTPTR_T) && !(__LZO_INTPTR_T_IS_POINTER) +# define lzo_word_t lzo_uintptr_t +# define lzo_sword_t lzo_intptr_t +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LZO_INTPTR_T +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_LZO_INTPTR_T +#elif (LZO_WORDSIZE == LZO_SIZEOF_LONG) +# define lzo_word_t unsigned long +# define lzo_sword_t long +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LONG +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_LONG +#elif (LZO_WORDSIZE == LZO_SIZEOF_INT) +# define lzo_word_t unsigned int +# define lzo_sword_t int +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_INT +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_INT +#elif (LZO_WORDSIZE == LZO_SIZEOF_SHORT) +# define lzo_word_t unsigned short +# define lzo_sword_t short +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_SHORT +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_SHORT +#elif (LZO_WORDSIZE == 1) +# define lzo_word_t unsigned char +# define lzo_sword_t signed char +# define LZO_SIZEOF_LZO_WORD_T 1 +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF_CHAR +#elif (LZO_WORDSIZE == LZO_SIZEOF_LZO_INT64L_T) +# define lzo_word_t lzo_uint64l_t +# define lzo_sword_t lzo_int64l_t +# define LZO_SIZEOF_LZO_WORD_T LZO_SIZEOF_LZO_INT64L_T +# define LZO_TYPEOF_LZO_WORD_T LZO_SIZEOF_LZO_INT64L_T +#elif (LZO_ARCH_SPU) && (LZO_CC_GNUC) +#if 0 +# if !(LZO_LANG_ASSEMBLER) + typedef unsigned lzo_word_t __attribute__((__mode__(__V16QI__))); + typedef int lzo_sword_t __attribute__((__mode__(__V16QI__))); +# endif +# define lzo_word_t lzo_word_t +# define lzo_sword_t lzo_sword_t +# define LZO_SIZEOF_LZO_WORD_T 16 +# define LZO_TYPEOF_LZO_WORD_T LZO_TYPEOF___MODE_V16QI +#endif +#else +# error "lzo_word_t" +#endif +#endif +#endif +#if 1 && defined(lzo_word_t) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_word_t) == LZO_WORDSIZE) + LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_sword_t) == LZO_WORDSIZE) +#endif +#if 1 +#define lzo_int8_t signed char +#define lzo_uint8_t unsigned char +#define LZO_SIZEOF_LZO_INT8_T 1 +#define LZO_TYPEOF_LZO_INT8_T LZO_TYPEOF_CHAR +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int8_t) == 1) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int8_t) == sizeof(lzo_uint8_t)) +#endif +#if defined(lzo_int16e_t) +#define lzo_int16_t lzo_int16e_t +#define lzo_uint16_t lzo_uint16e_t +#define LZO_SIZEOF_LZO_INT16_T LZO_SIZEOF_LZO_INT16E_T +#define LZO_TYPEOF_LZO_INT16_T LZO_TYPEOF_LZO_INT16E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16_t) == 2) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16_t) == sizeof(lzo_uint16_t)) +#endif +#if defined(lzo_int32e_t) +#define lzo_int32_t lzo_int32e_t +#define lzo_uint32_t lzo_uint32e_t +#define LZO_SIZEOF_LZO_INT32_T LZO_SIZEOF_LZO_INT32E_T +#define LZO_TYPEOF_LZO_INT32_T LZO_TYPEOF_LZO_INT32E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32_t) == 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32_t) == sizeof(lzo_uint32_t)) +#endif +#if defined(lzo_int64e_t) +#define lzo_int64_t lzo_int64e_t +#define lzo_uint64_t lzo_uint64e_t +#define LZO_SIZEOF_LZO_INT64_T LZO_SIZEOF_LZO_INT64E_T +#define LZO_TYPEOF_LZO_INT64_T LZO_TYPEOF_LZO_INT64E_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64_t) == 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64_t) == sizeof(lzo_uint64_t)) +#endif +#if 1 +#define lzo_int_least32_t lzo_int32l_t +#define lzo_uint_least32_t lzo_uint32l_t +#define LZO_SIZEOF_LZO_INT_LEAST32_T LZO_SIZEOF_LZO_INT32L_T +#define LZO_TYPEOF_LZO_INT_LEAST32_T LZO_TYPEOF_LZO_INT32L_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least32_t) >= 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least32_t) == sizeof(lzo_uint_least32_t)) +#endif +#if defined(lzo_int64l_t) +#define lzo_int_least64_t lzo_int64l_t +#define lzo_uint_least64_t lzo_uint64l_t +#define LZO_SIZEOF_LZO_INT_LEAST64_T LZO_SIZEOF_LZO_INT64L_T +#define LZO_TYPEOF_LZO_INT_LEAST64_T LZO_TYPEOF_LZO_INT64L_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least64_t) >= 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_least64_t) == sizeof(lzo_uint_least64_t)) +#endif +#if 1 +#define lzo_int_fast32_t lzo_int32f_t +#define lzo_uint_fast32_t lzo_uint32f_t +#define LZO_SIZEOF_LZO_INT_FAST32_T LZO_SIZEOF_LZO_INT32F_T +#define LZO_TYPEOF_LZO_INT_FAST32_T LZO_TYPEOF_LZO_INT32F_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast32_t) >= 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast32_t) == sizeof(lzo_uint_fast32_t)) +#endif +#if defined(lzo_int64f_t) +#define lzo_int_fast64_t lzo_int64f_t +#define lzo_uint_fast64_t lzo_uint64f_t +#define LZO_SIZEOF_LZO_INT_FAST64_T LZO_SIZEOF_LZO_INT64F_T +#define LZO_TYPEOF_LZO_INT_FAST64_T LZO_TYPEOF_LZO_INT64F_T +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast64_t) >= 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int_fast64_t) == sizeof(lzo_uint_fast64_t)) +#endif +#if !defined(LZO_INT16_C) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 2) +# define LZO_INT16_C(c) ((c) + 0) +# define LZO_UINT16_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 2) +# define LZO_INT16_C(c) ((c) + 0L) +# define LZO_UINT16_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 2) +# define LZO_INT16_C(c) (c) +# define LZO_UINT16_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 2) +# define LZO_INT16_C(c) (c##L) +# define LZO_UINT16_C(c) (c##UL) +# else +# error "LZO_INT16_C" +# endif +#endif +#if !defined(LZO_INT32_C) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 4) +# define LZO_INT32_C(c) ((c) + 0) +# define LZO_UINT32_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 4) +# define LZO_INT32_C(c) ((c) + 0L) +# define LZO_UINT32_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 4) +# define LZO_INT32_C(c) (c) +# define LZO_UINT32_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 4) +# define LZO_INT32_C(c) (c##L) +# define LZO_UINT32_C(c) (c##UL) +# elif (LZO_SIZEOF_LONG_LONG >= 4) +# define LZO_INT32_C(c) (c##LL) +# define LZO_UINT32_C(c) (c##ULL) +# else +# error "LZO_INT32_C" +# endif +#endif +#if !defined(LZO_INT64_C) && defined(lzo_int64l_t) +# if (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_INT >= 8) +# define LZO_INT64_C(c) ((c) + 0) +# define LZO_UINT64_C(c) ((c) + 0U) +# elif (LZO_BROKEN_INTEGRAL_CONSTANTS) && (LZO_SIZEOF_LONG >= 8) +# define LZO_INT64_C(c) ((c) + 0L) +# define LZO_UINT64_C(c) ((c) + 0UL) +# elif (LZO_SIZEOF_INT >= 8) +# define LZO_INT64_C(c) (c) +# define LZO_UINT64_C(c) (c##U) +# elif (LZO_SIZEOF_LONG >= 8) +# define LZO_INT64_C(c) (c##L) +# define LZO_UINT64_C(c) (c##UL) +# else +# error "LZO_INT64_C" +# endif +#endif +#endif + +#endif + +#endif + +#undef LZO_HAVE_CONFIG_H +#include "minilzo.h" + +#if !defined(MINILZO_VERSION) || (MINILZO_VERSION != 0x20a0) +# error "version mismatch in miniLZO source files" +#endif + +#ifdef MINILZO_HAVE_CONFIG_H +# define LZO_HAVE_CONFIG_H 1 +#endif + +#ifndef __LZO_CONF_H +#define __LZO_CONF_H 1 + +#if !defined(__LZO_IN_MINILZO) +#if defined(LZO_CFG_FREESTANDING) && (LZO_CFG_FREESTANDING) +# define LZO_LIBC_FREESTANDING 1 +# define LZO_OS_FREESTANDING 1 +#endif +#if defined(LZO_CFG_EXTRA_CONFIG_HEADER) +# include LZO_CFG_EXTRA_CONFIG_HEADER +#endif +#if defined(__LZOCONF_H) || defined(__LZOCONF_H_INCLUDED) +# error "include this file first" +#endif +#if defined(LZO_CFG_BUILD_DLL) && (LZO_CFG_BUILD_DLL+0) && !defined(__LZO_EXPORT1) && !defined(__LZO_EXPORT2) && 0 +#ifndef __LZODEFS_H_INCLUDED +#if defined(LZO_HAVE_CONFIG_H) +# include +#endif +#include +#include +#include +#endif +#endif +#include +#if defined(LZO_CFG_EXTRA_CONFIG_HEADER2) +# include LZO_CFG_EXTRA_CONFIG_HEADER2 +#endif +#endif + +#if !defined(__LZOCONF_H_INCLUDED) || (LZO_VERSION+0 != 0x20a0) +# error "version mismatch" +#endif + +#if (LZO_CC_MSC && (_MSC_VER >= 1000 && _MSC_VER < 1100)) +# pragma warning(disable: 4702) +#endif +#if (LZO_CC_MSC && (_MSC_VER >= 1000)) +# pragma warning(disable: 4127 4701) +# pragma warning(disable: 4514 4710 4711) +#endif +#if (LZO_CC_MSC && (_MSC_VER >= 1300)) +# pragma warning(disable: 4820) +#endif +#if (LZO_CC_MSC && (_MSC_VER >= 1800)) +# pragma warning(disable: 4746) +#endif +#if (LZO_CC_INTELC && (__INTEL_COMPILER >= 900)) +# pragma warning(disable: 1684) +#endif + +#if (LZO_CC_SUNPROC) +#if !defined(__cplusplus) +# pragma error_messages(off,E_END_OF_LOOP_CODE_NOT_REACHED) +# pragma error_messages(off,E_LOOP_NOT_ENTERED_AT_TOP) +# pragma error_messages(off,E_STATEMENT_NOT_REACHED) +#endif +#endif + +#if !defined(__LZO_NOEXPORT1) +# define __LZO_NOEXPORT1 /*empty*/ +#endif +#if !defined(__LZO_NOEXPORT2) +# define __LZO_NOEXPORT2 /*empty*/ +#endif + +#if 1 +# define LZO_PUBLIC_DECL(r) LZO_EXTERN(r) +#endif +#if 1 +# define LZO_PUBLIC_IMPL(r) LZO_PUBLIC(r) +#endif +#if !defined(LZO_LOCAL_DECL) +# define LZO_LOCAL_DECL(r) __LZO_EXTERN_C LZO_LOCAL_IMPL(r) +#endif +#if !defined(LZO_LOCAL_IMPL) +# define LZO_LOCAL_IMPL(r) __LZO_NOEXPORT1 r __LZO_NOEXPORT2 __LZO_CDECL +#endif +#if 1 +# define LZO_STATIC_DECL(r) LZO_PRIVATE(r) +#endif +#if 1 +# define LZO_STATIC_IMPL(r) LZO_PRIVATE(r) +#endif + +#if defined(__LZO_IN_MINILZO) || (LZO_CFG_FREESTANDING) +#elif 1 +# include +#else +# define LZO_WANT_ACC_INCD_H 1 +#endif +#if defined(LZO_HAVE_CONFIG_H) +# define LZO_CFG_NO_CONFIG_HEADER 1 +#endif + +#if 1 && !defined(LZO_CFG_FREESTANDING) +#if 1 && !defined(HAVE_STRING_H) +#define HAVE_STRING_H 1 +#endif +#if 1 && !defined(HAVE_MEMCMP) +#define HAVE_MEMCMP 1 +#endif +#if 1 && !defined(HAVE_MEMCPY) +#define HAVE_MEMCPY 1 +#endif +#if 1 && !defined(HAVE_MEMMOVE) +#define HAVE_MEMMOVE 1 +#endif +#if 1 && !defined(HAVE_MEMSET) +#define HAVE_MEMSET 1 +#endif +#endif + +#if 1 && defined(HAVE_STRING_H) +#include +#endif + +#if 1 || defined(lzo_int8_t) || defined(lzo_uint8_t) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int8_t) == 1) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint8_t) == 1) +#endif +#if 1 || defined(lzo_int16_t) || defined(lzo_uint16_t) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int16_t) == 2) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint16_t) == 2) +#endif +#if 1 || defined(lzo_int32_t) || defined(lzo_uint32_t) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int32_t) == 4) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint32_t) == 4) +#endif +#if defined(lzo_int64_t) || defined(lzo_uint64_t) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_int64_t) == 8) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(lzo_uint64_t) == 8) +#endif + +#if (LZO_CFG_FREESTANDING) +# undef HAVE_MEMCMP +# undef HAVE_MEMCPY +# undef HAVE_MEMMOVE +# undef HAVE_MEMSET +#endif + +#if !(HAVE_MEMCMP) +# undef memcmp +# define memcmp(a,b,c) lzo_memcmp(a,b,c) +#else +# undef lzo_memcmp +# define lzo_memcmp(a,b,c) memcmp(a,b,c) +#endif +#if !(HAVE_MEMCPY) +# undef memcpy +# define memcpy(a,b,c) lzo_memcpy(a,b,c) +#else +# undef lzo_memcpy +# define lzo_memcpy(a,b,c) memcpy(a,b,c) +#endif +#if !(HAVE_MEMMOVE) +# undef memmove +# define memmove(a,b,c) lzo_memmove(a,b,c) +#else +# undef lzo_memmove +# define lzo_memmove(a,b,c) memmove(a,b,c) +#endif +#if !(HAVE_MEMSET) +# undef memset +# define memset(a,b,c) lzo_memset(a,b,c) +#else +# undef lzo_memset +# define lzo_memset(a,b,c) memset(a,b,c) +#endif + +#undef NDEBUG +#if (LZO_CFG_FREESTANDING) +# undef LZO_DEBUG +# define NDEBUG 1 +# undef assert +# define assert(e) ((void)0) +#else +# if !defined(LZO_DEBUG) +# define NDEBUG 1 +# endif +# include +#endif + +#if 0 && defined(__BOUNDS_CHECKING_ON) +# include +#else +# define BOUNDS_CHECKING_OFF_DURING(stmt) stmt +# define BOUNDS_CHECKING_OFF_IN_EXPR(expr) (expr) +#endif + +#if (LZO_CFG_PGO) +# undef __lzo_likely +# undef __lzo_unlikely +# define __lzo_likely(e) (e) +# define __lzo_unlikely(e) (e) +#endif + +#undef _ +#undef __ +#undef ___ +#undef ____ +#undef _p0 +#undef _p1 +#undef _p2 +#undef _p3 +#undef _p4 +#undef _s0 +#undef _s1 +#undef _s2 +#undef _s3 +#undef _s4 +#undef _ww + +#if 1 +# define LZO_BYTE(x) ((unsigned char) (x)) +#else +# define LZO_BYTE(x) ((unsigned char) ((x) & 0xff)) +#endif + +#define LZO_MAX(a,b) ((a) >= (b) ? (a) : (b)) +#define LZO_MIN(a,b) ((a) <= (b) ? (a) : (b)) +#define LZO_MAX3(a,b,c) ((a) >= (b) ? LZO_MAX(a,c) : LZO_MAX(b,c)) +#define LZO_MIN3(a,b,c) ((a) <= (b) ? LZO_MIN(a,c) : LZO_MIN(b,c)) + +#define lzo_sizeof(type) ((lzo_uint) (sizeof(type))) + +#define LZO_HIGH(array) ((lzo_uint) (sizeof(array)/sizeof(*(array)))) + +#define LZO_SIZE(bits) (1u << (bits)) +#define LZO_MASK(bits) (LZO_SIZE(bits) - 1) + +#define LZO_USIZE(bits) ((lzo_uint) 1 << (bits)) +#define LZO_UMASK(bits) (LZO_USIZE(bits) - 1) + +#if !defined(DMUL) +#if 0 + +# define DMUL(a,b) ((lzo_xint) ((lzo_uint32_t)(a) * (lzo_uint32_t)(b))) +#else +# define DMUL(a,b) ((lzo_xint) ((a) * (b))) +#endif +#endif + +#ifndef __LZO_FUNC_H +#define __LZO_FUNC_H 1 + +#if !defined(LZO_BITOPS_USE_ASM_BITSCAN) && !defined(LZO_BITOPS_USE_GNUC_BITSCAN) && !defined(LZO_BITOPS_USE_MSC_BITSCAN) +#if 1 && (LZO_ARCH_AMD64) && (LZO_CC_GNUC && (LZO_CC_GNUC < 0x040000ul)) && (LZO_ASM_SYNTAX_GNUC) +#define LZO_BITOPS_USE_ASM_BITSCAN 1 +#elif (LZO_CC_CLANG || (LZO_CC_GNUC >= 0x030400ul) || (LZO_CC_INTELC_GNUC && (__INTEL_COMPILER >= 1000)) || (LZO_CC_LLVM && (!defined(__llvm_tools_version__) || (__llvm_tools_version__+0 >= 0x010500ul)))) +#define LZO_BITOPS_USE_GNUC_BITSCAN 1 +#elif (LZO_OS_WIN32 || LZO_OS_WIN64) && ((LZO_CC_INTELC_MSC && (__INTEL_COMPILER >= 1010)) || (LZO_CC_MSC && (_MSC_VER >= 1400))) +#define LZO_BITOPS_USE_MSC_BITSCAN 1 +#if (LZO_CC_MSC) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) +#include +#endif +#if (LZO_CC_MSC) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) +#pragma intrinsic(_BitScanReverse) +#pragma intrinsic(_BitScanForward) +#endif +#if (LZO_CC_MSC) && (LZO_ARCH_AMD64) +#pragma intrinsic(_BitScanReverse64) +#pragma intrinsic(_BitScanForward64) +#endif +#endif +#endif + +__lzo_static_forceinline unsigned lzo_bitops_ctlz32_func(lzo_uint32_t v) +{ +#if (LZO_BITOPS_USE_MSC_BITSCAN) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) + unsigned long r; (void) _BitScanReverse(&r, v); return (unsigned) r ^ 31; +#define lzo_bitops_ctlz32(v) lzo_bitops_ctlz32_func(v) +#elif (LZO_BITOPS_USE_ASM_BITSCAN) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) && (LZO_ASM_SYNTAX_GNUC) + lzo_uint32_t r; + __asm__("bsr %1,%0" : "=r" (r) : "rm" (v) __LZO_ASM_CLOBBER_LIST_CC); + return (unsigned) r ^ 31; +#define lzo_bitops_ctlz32(v) lzo_bitops_ctlz32_func(v) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_INT == 4) + unsigned r; r = (unsigned) __builtin_clz(v); return r; +#define lzo_bitops_ctlz32(v) ((unsigned) __builtin_clz(v)) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_LONG == 8) && (LZO_WORDSIZE >= 8) + unsigned r; r = (unsigned) __builtin_clzl(v); return r ^ 32; +#define lzo_bitops_ctlz32(v) (((unsigned) __builtin_clzl(v)) ^ 32) +#else + LZO_UNUSED(v); return 0; +#endif +} + +#if defined(lzo_uint64_t) +__lzo_static_forceinline unsigned lzo_bitops_ctlz64_func(lzo_uint64_t v) +{ +#if (LZO_BITOPS_USE_MSC_BITSCAN) && (LZO_ARCH_AMD64) + unsigned long r; (void) _BitScanReverse64(&r, v); return (unsigned) r ^ 63; +#define lzo_bitops_ctlz64(v) lzo_bitops_ctlz64_func(v) +#elif (LZO_BITOPS_USE_ASM_BITSCAN) && (LZO_ARCH_AMD64) && (LZO_ASM_SYNTAX_GNUC) + lzo_uint64_t r; + __asm__("bsr %1,%0" : "=r" (r) : "rm" (v) __LZO_ASM_CLOBBER_LIST_CC); + return (unsigned) r ^ 63; +#define lzo_bitops_ctlz64(v) lzo_bitops_ctlz64_func(v) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_LONG == 8) && (LZO_WORDSIZE >= 8) + unsigned r; r = (unsigned) __builtin_clzl(v); return r; +#define lzo_bitops_ctlz64(v) ((unsigned) __builtin_clzl(v)) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_LONG_LONG == 8) && (LZO_WORDSIZE >= 8) + unsigned r; r = (unsigned) __builtin_clzll(v); return r; +#define lzo_bitops_ctlz64(v) ((unsigned) __builtin_clzll(v)) +#else + LZO_UNUSED(v); return 0; +#endif +} +#endif + +__lzo_static_forceinline unsigned lzo_bitops_cttz32_func(lzo_uint32_t v) +{ +#if (LZO_BITOPS_USE_MSC_BITSCAN) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) + unsigned long r; (void) _BitScanForward(&r, v); return (unsigned) r; +#define lzo_bitops_cttz32(v) lzo_bitops_cttz32_func(v) +#elif (LZO_BITOPS_USE_ASM_BITSCAN) && (LZO_ARCH_AMD64 || LZO_ARCH_I386) && (LZO_ASM_SYNTAX_GNUC) + lzo_uint32_t r; + __asm__("bsf %1,%0" : "=r" (r) : "rm" (v) __LZO_ASM_CLOBBER_LIST_CC); + return (unsigned) r; +#define lzo_bitops_cttz32(v) lzo_bitops_cttz32_func(v) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_INT >= 4) + unsigned r; r = (unsigned) __builtin_ctz(v); return r; +#define lzo_bitops_cttz32(v) ((unsigned) __builtin_ctz(v)) +#else + LZO_UNUSED(v); return 0; +#endif +} + +#if defined(lzo_uint64_t) +__lzo_static_forceinline unsigned lzo_bitops_cttz64_func(lzo_uint64_t v) +{ +#if (LZO_BITOPS_USE_MSC_BITSCAN) && (LZO_ARCH_AMD64) + unsigned long r; (void) _BitScanForward64(&r, v); return (unsigned) r; +#define lzo_bitops_cttz64(v) lzo_bitops_cttz64_func(v) +#elif (LZO_BITOPS_USE_ASM_BITSCAN) && (LZO_ARCH_AMD64) && (LZO_ASM_SYNTAX_GNUC) + lzo_uint64_t r; + __asm__("bsf %1,%0" : "=r" (r) : "rm" (v) __LZO_ASM_CLOBBER_LIST_CC); + return (unsigned) r; +#define lzo_bitops_cttz64(v) lzo_bitops_cttz64_func(v) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_LONG >= 8) && (LZO_WORDSIZE >= 8) + unsigned r; r = (unsigned) __builtin_ctzl(v); return r; +#define lzo_bitops_cttz64(v) ((unsigned) __builtin_ctzl(v)) +#elif (LZO_BITOPS_USE_GNUC_BITSCAN) && (LZO_SIZEOF_LONG_LONG >= 8) && (LZO_WORDSIZE >= 8) + unsigned r; r = (unsigned) __builtin_ctzll(v); return r; +#define lzo_bitops_cttz64(v) ((unsigned) __builtin_ctzll(v)) +#else + LZO_UNUSED(v); return 0; +#endif +} +#endif + +lzo_unused_funcs_impl(void, lzo_bitops_unused_funcs)(void) +{ + LZO_UNUSED_FUNC(lzo_bitops_unused_funcs); + LZO_UNUSED_FUNC(lzo_bitops_ctlz32_func); + LZO_UNUSED_FUNC(lzo_bitops_cttz32_func); +#if defined(lzo_uint64_t) + LZO_UNUSED_FUNC(lzo_bitops_ctlz64_func); + LZO_UNUSED_FUNC(lzo_bitops_cttz64_func); +#endif +} + +#if defined(__lzo_alignof) && !(LZO_CFG_NO_UNALIGNED) +#if !defined(lzo_memops_tcheck__) && 0 +#define lzo_memops_tcheck__(t,a,b) ((void)0, sizeof(t) == (a) && __lzo_alignof(t) == (b)) +#endif +#endif +#ifndef lzo_memops_TU0p +#define lzo_memops_TU0p void __LZO_MMODEL * +#endif +#ifndef lzo_memops_TU1p +#define lzo_memops_TU1p unsigned char __LZO_MMODEL * +#endif +#ifndef lzo_memops_TU2p +#if (LZO_OPT_UNALIGNED16) +typedef lzo_uint16_t __lzo_may_alias lzo_memops_TU2; +#define lzo_memops_TU2p volatile lzo_memops_TU2 * +#elif defined(__lzo_byte_struct) +__lzo_byte_struct(lzo_memops_TU2_struct,2) +typedef struct lzo_memops_TU2_struct lzo_memops_TU2; +#else +struct lzo_memops_TU2_struct { unsigned char a[2]; } __lzo_may_alias; +typedef struct lzo_memops_TU2_struct lzo_memops_TU2; +#endif +#ifndef lzo_memops_TU2p +#define lzo_memops_TU2p lzo_memops_TU2 * +#endif +#endif +#ifndef lzo_memops_TU4p +#if (LZO_OPT_UNALIGNED32) +typedef lzo_uint32_t __lzo_may_alias lzo_memops_TU4; +#define lzo_memops_TU4p volatile lzo_memops_TU4 __LZO_MMODEL * +#elif defined(__lzo_byte_struct) +__lzo_byte_struct(lzo_memops_TU4_struct,4) +typedef struct lzo_memops_TU4_struct lzo_memops_TU4; +#else +struct lzo_memops_TU4_struct { unsigned char a[4]; } __lzo_may_alias; +typedef struct lzo_memops_TU4_struct lzo_memops_TU4; +#endif +#ifndef lzo_memops_TU4p +#define lzo_memops_TU4p lzo_memops_TU4 __LZO_MMODEL * +#endif +#endif +#ifndef lzo_memops_TU8p +#if (LZO_OPT_UNALIGNED64) +typedef lzo_uint64_t __lzo_may_alias lzo_memops_TU8; +#define lzo_memops_TU8p volatile lzo_memops_TU8 __LZO_MMODEL * +#elif defined(__lzo_byte_struct) +__lzo_byte_struct(lzo_memops_TU8_struct,8) +typedef struct lzo_memops_TU8_struct lzo_memops_TU8; +#else +struct lzo_memops_TU8_struct { unsigned char a[8]; } __lzo_may_alias; +typedef struct lzo_memops_TU8_struct lzo_memops_TU8; +#endif +#ifndef lzo_memops_TU8p +#define lzo_memops_TU8p lzo_memops_TU8 __LZO_MMODEL * +#endif +#endif +#ifndef lzo_memops_set_TU1p +#define lzo_memops_set_TU1p volatile lzo_memops_TU1p +#endif +#ifndef lzo_memops_move_TU1p +#define lzo_memops_move_TU1p lzo_memops_TU1p +#endif +#define LZO_MEMOPS_SET1(dd,cc) \ + LZO_BLOCK_BEGIN \ + lzo_memops_set_TU1p d__1 = (lzo_memops_set_TU1p) (lzo_memops_TU0p) (dd); \ + d__1[0] = LZO_BYTE(cc); \ + LZO_BLOCK_END +#define LZO_MEMOPS_SET2(dd,cc) \ + LZO_BLOCK_BEGIN \ + lzo_memops_set_TU1p d__2 = (lzo_memops_set_TU1p) (lzo_memops_TU0p) (dd); \ + d__2[0] = LZO_BYTE(cc); d__2[1] = LZO_BYTE(cc); \ + LZO_BLOCK_END +#define LZO_MEMOPS_SET3(dd,cc) \ + LZO_BLOCK_BEGIN \ + lzo_memops_set_TU1p d__3 = (lzo_memops_set_TU1p) (lzo_memops_TU0p) (dd); \ + d__3[0] = LZO_BYTE(cc); d__3[1] = LZO_BYTE(cc); d__3[2] = LZO_BYTE(cc); \ + LZO_BLOCK_END +#define LZO_MEMOPS_SET4(dd,cc) \ + LZO_BLOCK_BEGIN \ + lzo_memops_set_TU1p d__4 = (lzo_memops_set_TU1p) (lzo_memops_TU0p) (dd); \ + d__4[0] = LZO_BYTE(cc); d__4[1] = LZO_BYTE(cc); d__4[2] = LZO_BYTE(cc); d__4[3] = LZO_BYTE(cc); \ + LZO_BLOCK_END +#define LZO_MEMOPS_MOVE1(dd,ss) \ + LZO_BLOCK_BEGIN \ + lzo_memops_move_TU1p d__1 = (lzo_memops_move_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_move_TU1p s__1 = (const lzo_memops_move_TU1p) (const lzo_memops_TU0p) (ss); \ + d__1[0] = s__1[0]; \ + LZO_BLOCK_END +#define LZO_MEMOPS_MOVE2(dd,ss) \ + LZO_BLOCK_BEGIN \ + lzo_memops_move_TU1p d__2 = (lzo_memops_move_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_move_TU1p s__2 = (const lzo_memops_move_TU1p) (const lzo_memops_TU0p) (ss); \ + d__2[0] = s__2[0]; d__2[1] = s__2[1]; \ + LZO_BLOCK_END +#define LZO_MEMOPS_MOVE3(dd,ss) \ + LZO_BLOCK_BEGIN \ + lzo_memops_move_TU1p d__3 = (lzo_memops_move_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_move_TU1p s__3 = (const lzo_memops_move_TU1p) (const lzo_memops_TU0p) (ss); \ + d__3[0] = s__3[0]; d__3[1] = s__3[1]; d__3[2] = s__3[2]; \ + LZO_BLOCK_END +#define LZO_MEMOPS_MOVE4(dd,ss) \ + LZO_BLOCK_BEGIN \ + lzo_memops_move_TU1p d__4 = (lzo_memops_move_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_move_TU1p s__4 = (const lzo_memops_move_TU1p) (const lzo_memops_TU0p) (ss); \ + d__4[0] = s__4[0]; d__4[1] = s__4[1]; d__4[2] = s__4[2]; d__4[3] = s__4[3]; \ + LZO_BLOCK_END +#define LZO_MEMOPS_MOVE8(dd,ss) \ + LZO_BLOCK_BEGIN \ + lzo_memops_move_TU1p d__8 = (lzo_memops_move_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_move_TU1p s__8 = (const lzo_memops_move_TU1p) (const lzo_memops_TU0p) (ss); \ + d__8[0] = s__8[0]; d__8[1] = s__8[1]; d__8[2] = s__8[2]; d__8[3] = s__8[3]; \ + d__8[4] = s__8[4]; d__8[5] = s__8[5]; d__8[6] = s__8[6]; d__8[7] = s__8[7]; \ + LZO_BLOCK_END +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU1p)0)==1) +#define LZO_MEMOPS_COPY1(dd,ss) LZO_MEMOPS_MOVE1(dd,ss) +#if (LZO_OPT_UNALIGNED16) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU2p)0)==2) +#define LZO_MEMOPS_COPY2(dd,ss) \ + * (lzo_memops_TU2p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU2p) (const lzo_memops_TU0p) (ss) +#elif defined(lzo_memops_tcheck__) +#define LZO_MEMOPS_COPY2(dd,ss) \ + LZO_BLOCK_BEGIN if (lzo_memops_tcheck__(lzo_memops_TU2,2,1)) { \ + * (lzo_memops_TU2p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU2p) (const lzo_memops_TU0p) (ss); \ + } else { LZO_MEMOPS_MOVE2(dd,ss); } LZO_BLOCK_END +#else +#define LZO_MEMOPS_COPY2(dd,ss) LZO_MEMOPS_MOVE2(dd,ss) +#endif +#if (LZO_OPT_UNALIGNED32) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU4p)0)==4) +#define LZO_MEMOPS_COPY4(dd,ss) \ + * (lzo_memops_TU4p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU4p) (const lzo_memops_TU0p) (ss) +#elif defined(lzo_memops_tcheck__) +#define LZO_MEMOPS_COPY4(dd,ss) \ + LZO_BLOCK_BEGIN if (lzo_memops_tcheck__(lzo_memops_TU4,4,1)) { \ + * (lzo_memops_TU4p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU4p) (const lzo_memops_TU0p) (ss); \ + } else { LZO_MEMOPS_MOVE4(dd,ss); } LZO_BLOCK_END +#else +#define LZO_MEMOPS_COPY4(dd,ss) LZO_MEMOPS_MOVE4(dd,ss) +#endif +#if (LZO_WORDSIZE != 8) +#define LZO_MEMOPS_COPY8(dd,ss) \ + LZO_BLOCK_BEGIN LZO_MEMOPS_COPY4(dd,ss); LZO_MEMOPS_COPY4((lzo_memops_TU1p)(lzo_memops_TU0p)(dd)+4,(const lzo_memops_TU1p)(const lzo_memops_TU0p)(ss)+4); LZO_BLOCK_END +#else +#if (LZO_OPT_UNALIGNED64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU8p)0)==8) +#define LZO_MEMOPS_COPY8(dd,ss) \ + * (lzo_memops_TU8p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU8p) (const lzo_memops_TU0p) (ss) +#elif (LZO_OPT_UNALIGNED32) +#define LZO_MEMOPS_COPY8(dd,ss) \ + LZO_BLOCK_BEGIN LZO_MEMOPS_COPY4(dd,ss); LZO_MEMOPS_COPY4((lzo_memops_TU1p)(lzo_memops_TU0p)(dd)+4,(const lzo_memops_TU1p)(const lzo_memops_TU0p)(ss)+4); LZO_BLOCK_END +#elif defined(lzo_memops_tcheck__) +#define LZO_MEMOPS_COPY8(dd,ss) \ + LZO_BLOCK_BEGIN if (lzo_memops_tcheck__(lzo_memops_TU8,8,1)) { \ + * (lzo_memops_TU8p) (lzo_memops_TU0p) (dd) = * (const lzo_memops_TU8p) (const lzo_memops_TU0p) (ss); \ + } else { LZO_MEMOPS_MOVE8(dd,ss); } LZO_BLOCK_END +#else +#define LZO_MEMOPS_COPY8(dd,ss) LZO_MEMOPS_MOVE8(dd,ss) +#endif +#endif +#define LZO_MEMOPS_COPYN(dd,ss,nn) \ + LZO_BLOCK_BEGIN \ + lzo_memops_TU1p d__n = (lzo_memops_TU1p) (lzo_memops_TU0p) (dd); \ + const lzo_memops_TU1p s__n = (const lzo_memops_TU1p) (const lzo_memops_TU0p) (ss); \ + lzo_uint n__n = (nn); \ + while ((void)0, n__n >= 8) { LZO_MEMOPS_COPY8(d__n, s__n); d__n += 8; s__n += 8; n__n -= 8; } \ + if ((void)0, n__n >= 4) { LZO_MEMOPS_COPY4(d__n, s__n); d__n += 4; s__n += 4; n__n -= 4; } \ + if ((void)0, n__n > 0) do { *d__n++ = *s__n++; } while (--n__n > 0); \ + LZO_BLOCK_END + +__lzo_static_forceinline lzo_uint16_t lzo_memops_get_le16(const lzo_voidp ss) +{ + lzo_uint16_t v; +#if (LZO_ABI_LITTLE_ENDIAN) + LZO_MEMOPS_COPY2(&v, ss); +#elif (LZO_OPT_UNALIGNED16 && LZO_ARCH_POWERPC && LZO_ABI_BIG_ENDIAN) && (LZO_ASM_SYNTAX_GNUC) + const lzo_memops_TU2p s = (const lzo_memops_TU2p) ss; + unsigned long vv; + __asm__("lhbrx %0,0,%1" : "=r" (vv) : "r" (s), "m" (*s)); + v = (lzo_uint16_t) vv; +#else + const lzo_memops_TU1p s = (const lzo_memops_TU1p) ss; + v = (lzo_uint16_t) (((lzo_uint16_t)s[0]) | ((lzo_uint16_t)s[1] << 8)); +#endif + return v; +} +#if (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) +#define LZO_MEMOPS_GET_LE16(ss) (* (const lzo_memops_TU2p) (const lzo_memops_TU0p) (ss)) +#else +#define LZO_MEMOPS_GET_LE16(ss) lzo_memops_get_le16(ss) +#endif + +__lzo_static_forceinline lzo_uint32_t lzo_memops_get_le32(const lzo_voidp ss) +{ + lzo_uint32_t v; +#if (LZO_ABI_LITTLE_ENDIAN) + LZO_MEMOPS_COPY4(&v, ss); +#elif (LZO_OPT_UNALIGNED32 && LZO_ARCH_POWERPC && LZO_ABI_BIG_ENDIAN) && (LZO_ASM_SYNTAX_GNUC) + const lzo_memops_TU4p s = (const lzo_memops_TU4p) ss; + unsigned long vv; + __asm__("lwbrx %0,0,%1" : "=r" (vv) : "r" (s), "m" (*s)); + v = (lzo_uint32_t) vv; +#else + const lzo_memops_TU1p s = (const lzo_memops_TU1p) ss; + v = (lzo_uint32_t) (((lzo_uint32_t)s[0]) | ((lzo_uint32_t)s[1] << 8) | ((lzo_uint32_t)s[2] << 16) | ((lzo_uint32_t)s[3] << 24)); +#endif + return v; +} +#if (LZO_OPT_UNALIGNED32) && (LZO_ABI_LITTLE_ENDIAN) +#define LZO_MEMOPS_GET_LE32(ss) (* (const lzo_memops_TU4p) (const lzo_memops_TU0p) (ss)) +#else +#define LZO_MEMOPS_GET_LE32(ss) lzo_memops_get_le32(ss) +#endif + +#if (LZO_OPT_UNALIGNED64) && (LZO_ABI_LITTLE_ENDIAN) +#define LZO_MEMOPS_GET_LE64(ss) (* (const lzo_memops_TU8p) (const lzo_memops_TU0p) (ss)) +#endif + +__lzo_static_forceinline lzo_uint16_t lzo_memops_get_ne16(const lzo_voidp ss) +{ + lzo_uint16_t v; + LZO_MEMOPS_COPY2(&v, ss); + return v; +} +#if (LZO_OPT_UNALIGNED16) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU2p)0)==2) +#define LZO_MEMOPS_GET_NE16(ss) (* (const lzo_memops_TU2p) (const lzo_memops_TU0p) (ss)) +#else +#define LZO_MEMOPS_GET_NE16(ss) lzo_memops_get_ne16(ss) +#endif + +__lzo_static_forceinline lzo_uint32_t lzo_memops_get_ne32(const lzo_voidp ss) +{ + lzo_uint32_t v; + LZO_MEMOPS_COPY4(&v, ss); + return v; +} +#if (LZO_OPT_UNALIGNED32) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU4p)0)==4) +#define LZO_MEMOPS_GET_NE32(ss) (* (const lzo_memops_TU4p) (const lzo_memops_TU0p) (ss)) +#else +#define LZO_MEMOPS_GET_NE32(ss) lzo_memops_get_ne32(ss) +#endif + +#if (LZO_OPT_UNALIGNED64) +LZO_COMPILE_TIME_ASSERT_HEADER(sizeof(*(lzo_memops_TU8p)0)==8) +#define LZO_MEMOPS_GET_NE64(ss) (* (const lzo_memops_TU8p) (const lzo_memops_TU0p) (ss)) +#endif + +__lzo_static_forceinline void lzo_memops_put_le16(lzo_voidp dd, lzo_uint16_t vv) +{ +#if (LZO_ABI_LITTLE_ENDIAN) + LZO_MEMOPS_COPY2(dd, &vv); +#elif (LZO_OPT_UNALIGNED16 && LZO_ARCH_POWERPC && LZO_ABI_BIG_ENDIAN) && (LZO_ASM_SYNTAX_GNUC) + lzo_memops_TU2p d = (lzo_memops_TU2p) dd; + unsigned long v = vv; + __asm__("sthbrx %2,0,%1" : "=m" (*d) : "r" (d), "r" (v)); +#else + lzo_memops_TU1p d = (lzo_memops_TU1p) dd; + d[0] = LZO_BYTE((vv ) & 0xff); + d[1] = LZO_BYTE((vv >> 8) & 0xff); +#endif +} +#if (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) +#define LZO_MEMOPS_PUT_LE16(dd,vv) (* (lzo_memops_TU2p) (lzo_memops_TU0p) (dd) = (vv)) +#else +#define LZO_MEMOPS_PUT_LE16(dd,vv) lzo_memops_put_le16(dd,vv) +#endif + +__lzo_static_forceinline void lzo_memops_put_le32(lzo_voidp dd, lzo_uint32_t vv) +{ +#if (LZO_ABI_LITTLE_ENDIAN) + LZO_MEMOPS_COPY4(dd, &vv); +#elif (LZO_OPT_UNALIGNED32 && LZO_ARCH_POWERPC && LZO_ABI_BIG_ENDIAN) && (LZO_ASM_SYNTAX_GNUC) + lzo_memops_TU4p d = (lzo_memops_TU4p) dd; + unsigned long v = vv; + __asm__("stwbrx %2,0,%1" : "=m" (*d) : "r" (d), "r" (v)); +#else + lzo_memops_TU1p d = (lzo_memops_TU1p) dd; + d[0] = LZO_BYTE((vv ) & 0xff); + d[1] = LZO_BYTE((vv >> 8) & 0xff); + d[2] = LZO_BYTE((vv >> 16) & 0xff); + d[3] = LZO_BYTE((vv >> 24) & 0xff); +#endif +} +#if (LZO_OPT_UNALIGNED32) && (LZO_ABI_LITTLE_ENDIAN) +#define LZO_MEMOPS_PUT_LE32(dd,vv) (* (lzo_memops_TU4p) (lzo_memops_TU0p) (dd) = (vv)) +#else +#define LZO_MEMOPS_PUT_LE32(dd,vv) lzo_memops_put_le32(dd,vv) +#endif + +__lzo_static_forceinline void lzo_memops_put_ne16(lzo_voidp dd, lzo_uint16_t vv) +{ + LZO_MEMOPS_COPY2(dd, &vv); +} +#if (LZO_OPT_UNALIGNED16) +#define LZO_MEMOPS_PUT_NE16(dd,vv) (* (lzo_memops_TU2p) (lzo_memops_TU0p) (dd) = (vv)) +#else +#define LZO_MEMOPS_PUT_NE16(dd,vv) lzo_memops_put_ne16(dd,vv) +#endif + +__lzo_static_forceinline void lzo_memops_put_ne32(lzo_voidp dd, lzo_uint32_t vv) +{ + LZO_MEMOPS_COPY4(dd, &vv); +} +#if (LZO_OPT_UNALIGNED32) +#define LZO_MEMOPS_PUT_NE32(dd,vv) (* (lzo_memops_TU4p) (lzo_memops_TU0p) (dd) = (vv)) +#else +#define LZO_MEMOPS_PUT_NE32(dd,vv) lzo_memops_put_ne32(dd,vv) +#endif + +lzo_unused_funcs_impl(void, lzo_memops_unused_funcs)(void) +{ + LZO_UNUSED_FUNC(lzo_memops_unused_funcs); + LZO_UNUSED_FUNC(lzo_memops_get_le16); + LZO_UNUSED_FUNC(lzo_memops_get_le32); + LZO_UNUSED_FUNC(lzo_memops_get_ne16); + LZO_UNUSED_FUNC(lzo_memops_get_ne32); + LZO_UNUSED_FUNC(lzo_memops_put_le16); + LZO_UNUSED_FUNC(lzo_memops_put_le32); + LZO_UNUSED_FUNC(lzo_memops_put_ne16); + LZO_UNUSED_FUNC(lzo_memops_put_ne32); +} + +#endif + +#ifndef UA_SET1 +#define UA_SET1 LZO_MEMOPS_SET1 +#endif +#ifndef UA_SET2 +#define UA_SET2 LZO_MEMOPS_SET2 +#endif +#ifndef UA_SET3 +#define UA_SET3 LZO_MEMOPS_SET3 +#endif +#ifndef UA_SET4 +#define UA_SET4 LZO_MEMOPS_SET4 +#endif +#ifndef UA_MOVE1 +#define UA_MOVE1 LZO_MEMOPS_MOVE1 +#endif +#ifndef UA_MOVE2 +#define UA_MOVE2 LZO_MEMOPS_MOVE2 +#endif +#ifndef UA_MOVE3 +#define UA_MOVE3 LZO_MEMOPS_MOVE3 +#endif +#ifndef UA_MOVE4 +#define UA_MOVE4 LZO_MEMOPS_MOVE4 +#endif +#ifndef UA_MOVE8 +#define UA_MOVE8 LZO_MEMOPS_MOVE8 +#endif +#ifndef UA_COPY1 +#define UA_COPY1 LZO_MEMOPS_COPY1 +#endif +#ifndef UA_COPY2 +#define UA_COPY2 LZO_MEMOPS_COPY2 +#endif +#ifndef UA_COPY3 +#define UA_COPY3 LZO_MEMOPS_COPY3 +#endif +#ifndef UA_COPY4 +#define UA_COPY4 LZO_MEMOPS_COPY4 +#endif +#ifndef UA_COPY8 +#define UA_COPY8 LZO_MEMOPS_COPY8 +#endif +#ifndef UA_COPYN +#define UA_COPYN LZO_MEMOPS_COPYN +#endif +#ifndef UA_COPYN_X +#define UA_COPYN_X LZO_MEMOPS_COPYN +#endif +#ifndef UA_GET_LE16 +#define UA_GET_LE16 LZO_MEMOPS_GET_LE16 +#endif +#ifndef UA_GET_LE32 +#define UA_GET_LE32 LZO_MEMOPS_GET_LE32 +#endif +#ifdef LZO_MEMOPS_GET_LE64 +#ifndef UA_GET_LE64 +#define UA_GET_LE64 LZO_MEMOPS_GET_LE64 +#endif +#endif +#ifndef UA_GET_NE16 +#define UA_GET_NE16 LZO_MEMOPS_GET_NE16 +#endif +#ifndef UA_GET_NE32 +#define UA_GET_NE32 LZO_MEMOPS_GET_NE32 +#endif +#ifdef LZO_MEMOPS_GET_NE64 +#ifndef UA_GET_NE64 +#define UA_GET_NE64 LZO_MEMOPS_GET_NE64 +#endif +#endif +#ifndef UA_PUT_LE16 +#define UA_PUT_LE16 LZO_MEMOPS_PUT_LE16 +#endif +#ifndef UA_PUT_LE32 +#define UA_PUT_LE32 LZO_MEMOPS_PUT_LE32 +#endif +#ifndef UA_PUT_NE16 +#define UA_PUT_NE16 LZO_MEMOPS_PUT_NE16 +#endif +#ifndef UA_PUT_NE32 +#define UA_PUT_NE32 LZO_MEMOPS_PUT_NE32 +#endif + +#define MEMCPY8_DS(dest,src,len) \ + lzo_memcpy(dest,src,len); dest += len; src += len + +#define BZERO8_PTR(s,l,n) \ + lzo_memset((lzo_voidp)(s),0,(lzo_uint)(l)*(n)) + +#define MEMCPY_DS(dest,src,len) \ + do *dest++ = *src++; while (--len > 0) + +LZO_EXTERN(const lzo_bytep) lzo_copyright(void); + +#ifndef __LZO_PTR_H +#define __LZO_PTR_H 1 + +#ifdef __cplusplus +extern "C" { +#endif + +#if (LZO_ARCH_I086) +#error "LZO_ARCH_I086 is unsupported" +#elif (LZO_MM_PVP) +#error "LZO_MM_PVP is unsupported" +#else +#define PTR(a) ((lzo_uintptr_t) (a)) +#define PTR_LINEAR(a) PTR(a) +#define PTR_ALIGNED_4(a) ((PTR_LINEAR(a) & 3) == 0) +#define PTR_ALIGNED_8(a) ((PTR_LINEAR(a) & 7) == 0) +#define PTR_ALIGNED2_4(a,b) (((PTR_LINEAR(a) | PTR_LINEAR(b)) & 3) == 0) +#define PTR_ALIGNED2_8(a,b) (((PTR_LINEAR(a) | PTR_LINEAR(b)) & 7) == 0) +#endif + +#define PTR_LT(a,b) (PTR(a) < PTR(b)) +#define PTR_GE(a,b) (PTR(a) >= PTR(b)) +#define PTR_DIFF(a,b) (PTR(a) - PTR(b)) +#define pd(a,b) ((lzo_uint) ((a)-(b))) + +LZO_EXTERN(lzo_uintptr_t) +__lzo_ptr_linear(const lzo_voidp ptr); + +typedef union +{ + char a_char; + unsigned char a_uchar; + short a_short; + unsigned short a_ushort; + int a_int; + unsigned int a_uint; + long a_long; + unsigned long a_ulong; + lzo_int a_lzo_int; + lzo_uint a_lzo_uint; + lzo_xint a_lzo_xint; + lzo_int16_t a_lzo_int16_t; + lzo_uint16_t a_lzo_uint16_t; + lzo_int32_t a_lzo_int32_t; + lzo_uint32_t a_lzo_uint32_t; +#if defined(lzo_uint64_t) + lzo_int64_t a_lzo_int64_t; + lzo_uint64_t a_lzo_uint64_t; +#endif + size_t a_size_t; + ptrdiff_t a_ptrdiff_t; + lzo_uintptr_t a_lzo_uintptr_t; + void * a_void_p; + char * a_char_p; + unsigned char * a_uchar_p; + const void * a_c_void_p; + const char * a_c_char_p; + const unsigned char * a_c_uchar_p; + lzo_voidp a_lzo_voidp; + lzo_bytep a_lzo_bytep; + const lzo_voidp a_c_lzo_voidp; + const lzo_bytep a_c_lzo_bytep; +} +lzo_full_align_t; + +#ifdef __cplusplus +} +#endif + +#endif + +#ifndef LZO_DETERMINISTIC +#define LZO_DETERMINISTIC 1 +#endif + +#ifndef LZO_DICT_USE_PTR +#define LZO_DICT_USE_PTR 1 +#endif + +#if (LZO_DICT_USE_PTR) +# define lzo_dict_t const lzo_bytep +# define lzo_dict_p lzo_dict_t * +#else +# define lzo_dict_t lzo_uint +# define lzo_dict_p lzo_dict_t * +#endif + +#endif + +#if !defined(MINILZO_CFG_SKIP_LZO_PTR) + +LZO_PUBLIC(lzo_uintptr_t) +__lzo_ptr_linear(const lzo_voidp ptr) +{ + lzo_uintptr_t p; + +#if (LZO_ARCH_I086) +#error "LZO_ARCH_I086 is unsupported" +#elif (LZO_MM_PVP) +#error "LZO_MM_PVP is unsupported" +#else + p = (lzo_uintptr_t) PTR_LINEAR(ptr); +#endif + + return p; +} + +LZO_PUBLIC(unsigned) +__lzo_align_gap(const lzo_voidp ptr, lzo_uint size) +{ +#if (__LZO_UINTPTR_T_IS_POINTER) +#error "__LZO_UINTPTR_T_IS_POINTER is unsupported" +#else + lzo_uintptr_t p, n; + if (size < 2) return 0; + p = __lzo_ptr_linear(ptr); +#if 0 + n = (((p + size - 1) / size) * size) - p; +#else + if ((size & (size - 1)) != 0) + return 0; + n = size; n = ((p + n - 1) & ~(n - 1)) - p; +#endif +#endif + assert((long)n >= 0); + assert(n <= size); + return (unsigned)n; +} + +#endif +#if !defined(MINILZO_CFG_SKIP_LZO_UTIL) + +/* If you use the LZO library in a product, I would appreciate that you + * keep this copyright string in the executable of your product. + */ + +static const char lzo_copyright_[] = +#if !defined(__LZO_IN_MINLZO) + LZO_VERSION_STRING; +#else + "\r\n\n" + "LZO data compression library.\n" + "$Copyright: LZO Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer\n" + "\n" + "http://www.oberhumer.com $\n\n" + "$Id: LZO version: v" LZO_VERSION_STRING ", " LZO_VERSION_DATE " $\n" + "$Info: " LZO_INFO_STRING " $\n"; +#endif +static const char lzo_version_string_[] = LZO_VERSION_STRING; +static const char lzo_version_date_[] = LZO_VERSION_DATE; + +LZO_PUBLIC(const lzo_bytep) +lzo_copyright(void) +{ + return (const lzo_bytep) lzo_copyright_; +} + +LZO_PUBLIC(unsigned) +lzo_version(void) +{ + return LZO_VERSION; +} + +LZO_PUBLIC(const char *) +lzo_version_string(void) +{ + return lzo_version_string_; +} + +LZO_PUBLIC(const char *) +lzo_version_date(void) +{ + return lzo_version_date_; +} + +LZO_PUBLIC(const lzo_charp) +_lzo_version_string(void) +{ + return lzo_version_string_; +} + +LZO_PUBLIC(const lzo_charp) +_lzo_version_date(void) +{ + return lzo_version_date_; +} + +#define LZO_BASE 65521u +#define LZO_NMAX 5552 + +#define LZO_DO1(buf,i) s1 += buf[i]; s2 += s1 +#define LZO_DO2(buf,i) LZO_DO1(buf,i); LZO_DO1(buf,i+1) +#define LZO_DO4(buf,i) LZO_DO2(buf,i); LZO_DO2(buf,i+2) +#define LZO_DO8(buf,i) LZO_DO4(buf,i); LZO_DO4(buf,i+4) +#define LZO_DO16(buf,i) LZO_DO8(buf,i); LZO_DO8(buf,i+8) + +LZO_PUBLIC(lzo_uint32_t) +lzo_adler32(lzo_uint32_t adler, const lzo_bytep buf, lzo_uint len) +{ + lzo_uint32_t s1 = adler & 0xffff; + lzo_uint32_t s2 = (adler >> 16) & 0xffff; + unsigned k; + + if (buf == NULL) + return 1; + + while (len > 0) + { + k = len < LZO_NMAX ? (unsigned) len : LZO_NMAX; + len -= k; + if (k >= 16) do + { + LZO_DO16(buf,0); + buf += 16; + k -= 16; + } while (k >= 16); + if (k != 0) do + { + s1 += *buf++; + s2 += s1; + } while (--k > 0); + s1 %= LZO_BASE; + s2 %= LZO_BASE; + } + return (s2 << 16) | s1; +} + +#undef LZO_DO1 +#undef LZO_DO2 +#undef LZO_DO4 +#undef LZO_DO8 +#undef LZO_DO16 + +#endif +#if !defined(MINILZO_CFG_SKIP_LZO_STRING) +#undef lzo_memcmp +#undef lzo_memcpy +#undef lzo_memmove +#undef lzo_memset +#if !defined(__LZO_MMODEL_HUGE) +# undef LZO_HAVE_MM_HUGE_PTR +#endif +#define lzo_hsize_t lzo_uint +#define lzo_hvoid_p lzo_voidp +#define lzo_hbyte_p lzo_bytep +#define LZOLIB_PUBLIC(r,f) LZO_PUBLIC(r) f +#define lzo_hmemcmp lzo_memcmp +#define lzo_hmemcpy lzo_memcpy +#define lzo_hmemmove lzo_memmove +#define lzo_hmemset lzo_memset +#define __LZOLIB_HMEMCPY_CH_INCLUDED 1 +#if !defined(LZOLIB_PUBLIC) +# define LZOLIB_PUBLIC(r,f) r __LZOLIB_FUNCNAME(f) +#endif +LZOLIB_PUBLIC(int, lzo_hmemcmp) (const lzo_hvoid_p s1, const lzo_hvoid_p s2, lzo_hsize_t len) +{ +#if (LZO_HAVE_MM_HUGE_PTR) || !(HAVE_MEMCMP) + const lzo_hbyte_p p1 = LZO_STATIC_CAST(const lzo_hbyte_p, s1); + const lzo_hbyte_p p2 = LZO_STATIC_CAST(const lzo_hbyte_p, s2); + if __lzo_likely(len > 0) do + { + int d = *p1 - *p2; + if (d != 0) + return d; + p1++; p2++; + } while __lzo_likely(--len > 0); + return 0; +#else + return memcmp(s1, s2, len); +#endif +} +LZOLIB_PUBLIC(lzo_hvoid_p, lzo_hmemcpy) (lzo_hvoid_p dest, const lzo_hvoid_p src, lzo_hsize_t len) +{ +#if (LZO_HAVE_MM_HUGE_PTR) || !(HAVE_MEMCPY) + lzo_hbyte_p p1 = LZO_STATIC_CAST(lzo_hbyte_p, dest); + const lzo_hbyte_p p2 = LZO_STATIC_CAST(const lzo_hbyte_p, src); + if (!(len > 0) || p1 == p2) + return dest; + do + *p1++ = *p2++; + while __lzo_likely(--len > 0); + return dest; +#else + return memcpy(dest, src, len); +#endif +} +LZOLIB_PUBLIC(lzo_hvoid_p, lzo_hmemmove) (lzo_hvoid_p dest, const lzo_hvoid_p src, lzo_hsize_t len) +{ +#if (LZO_HAVE_MM_HUGE_PTR) || !(HAVE_MEMMOVE) + lzo_hbyte_p p1 = LZO_STATIC_CAST(lzo_hbyte_p, dest); + const lzo_hbyte_p p2 = LZO_STATIC_CAST(const lzo_hbyte_p, src); + if (!(len > 0) || p1 == p2) + return dest; + if (p1 < p2) + { + do + *p1++ = *p2++; + while __lzo_likely(--len > 0); + } + else + { + p1 += len; + p2 += len; + do + *--p1 = *--p2; + while __lzo_likely(--len > 0); + } + return dest; +#else + return memmove(dest, src, len); +#endif +} +LZOLIB_PUBLIC(lzo_hvoid_p, lzo_hmemset) (lzo_hvoid_p s, int cc, lzo_hsize_t len) +{ +#if (LZO_HAVE_MM_HUGE_PTR) || !(HAVE_MEMSET) + lzo_hbyte_p p = LZO_STATIC_CAST(lzo_hbyte_p, s); + unsigned char c = LZO_ITRUNC(unsigned char, cc); + if __lzo_likely(len > 0) do + *p++ = c; + while __lzo_likely(--len > 0); + return s; +#else + return memset(s, cc, len); +#endif +} +#undef LZOLIB_PUBLIC +#endif +#if !defined(MINILZO_CFG_SKIP_LZO_INIT) + +#if !defined(__LZO_IN_MINILZO) + +#define LZO_WANT_ACC_CHK_CH 1 +#undef LZOCHK_ASSERT + + LZOCHK_ASSERT((LZO_UINT32_C(1) << (int)(8*sizeof(LZO_UINT32_C(1))-1)) > 0) + LZOCHK_ASSERT_IS_SIGNED_T(lzo_int) + LZOCHK_ASSERT_IS_UNSIGNED_T(lzo_uint) +#if !(__LZO_UINTPTR_T_IS_POINTER) + LZOCHK_ASSERT_IS_UNSIGNED_T(lzo_uintptr_t) +#endif + LZOCHK_ASSERT(sizeof(lzo_uintptr_t) >= sizeof(lzo_voidp)) + LZOCHK_ASSERT_IS_UNSIGNED_T(lzo_xint) + +#endif +#undef LZOCHK_ASSERT + +union lzo_config_check_union { + lzo_uint a[2]; + unsigned char b[2*LZO_MAX(8,sizeof(lzo_uint))]; +#if defined(lzo_uint64_t) + lzo_uint64_t c[2]; +#endif +}; + +#if 0 +#define u2p(ptr,off) ((lzo_voidp) (((lzo_bytep)(lzo_voidp)(ptr)) + (off))) +#else +static __lzo_noinline lzo_voidp u2p(lzo_voidp ptr, lzo_uint off) +{ + return (lzo_voidp) ((lzo_bytep) ptr + off); +} +#endif + +LZO_PUBLIC(int) +_lzo_config_check(void) +{ +#if (LZO_CC_CLANG && (LZO_CC_CLANG >= 0x030100ul && LZO_CC_CLANG < 0x030300ul)) +# if 0 + volatile +# endif +#endif + union lzo_config_check_union u; + lzo_voidp p; + unsigned r = 1; + + u.a[0] = u.a[1] = 0; + p = u2p(&u, 0); + r &= ((* (lzo_bytep) p) == 0); +#if !(LZO_CFG_NO_CONFIG_CHECK) +#if (LZO_ABI_BIG_ENDIAN) + u.a[0] = u.a[1] = 0; u.b[sizeof(lzo_uint) - 1] = 128; + p = u2p(&u, 0); + r &= ((* (lzo_uintp) p) == 128); +#endif +#if (LZO_ABI_LITTLE_ENDIAN) + u.a[0] = u.a[1] = 0; u.b[0] = 128; + p = u2p(&u, 0); + r &= ((* (lzo_uintp) p) == 128); +#endif + u.a[0] = u.a[1] = 0; + u.b[0] = 1; u.b[3] = 2; + p = u2p(&u, 1); + r &= UA_GET_NE16(p) == 0; + r &= UA_GET_LE16(p) == 0; + u.b[1] = 128; + r &= UA_GET_LE16(p) == 128; + u.b[2] = 129; + r &= UA_GET_LE16(p) == LZO_UINT16_C(0x8180); +#if (LZO_ABI_BIG_ENDIAN) + r &= UA_GET_NE16(p) == LZO_UINT16_C(0x8081); +#endif +#if (LZO_ABI_LITTLE_ENDIAN) + r &= UA_GET_NE16(p) == LZO_UINT16_C(0x8180); +#endif + u.a[0] = u.a[1] = 0; + u.b[0] = 3; u.b[5] = 4; + p = u2p(&u, 1); + r &= UA_GET_NE32(p) == 0; + r &= UA_GET_LE32(p) == 0; + u.b[1] = 128; + r &= UA_GET_LE32(p) == 128; + u.b[2] = 129; u.b[3] = 130; u.b[4] = 131; + r &= UA_GET_LE32(p) == LZO_UINT32_C(0x83828180); +#if (LZO_ABI_BIG_ENDIAN) + r &= UA_GET_NE32(p) == LZO_UINT32_C(0x80818283); +#endif +#if (LZO_ABI_LITTLE_ENDIAN) + r &= UA_GET_NE32(p) == LZO_UINT32_C(0x83828180); +#endif +#if defined(UA_GET_NE64) + u.c[0] = u.c[1] = 0; + u.b[0] = 5; u.b[9] = 6; + p = u2p(&u, 1); + u.c[0] = u.c[1] = 0; + r &= UA_GET_NE64(p) == 0; +#if defined(UA_GET_LE64) + r &= UA_GET_LE64(p) == 0; + u.b[1] = 128; + r &= UA_GET_LE64(p) == 128; +#endif +#endif +#if defined(lzo_bitops_ctlz32) + { unsigned i = 0; lzo_uint32_t v; + for (v = 1; v != 0 && r == 1; v <<= 1, i++) { + r &= lzo_bitops_ctlz32(v) == 31 - i; + r &= lzo_bitops_ctlz32_func(v) == 31 - i; + }} +#endif +#if defined(lzo_bitops_ctlz64) + { unsigned i = 0; lzo_uint64_t v; + for (v = 1; v != 0 && r == 1; v <<= 1, i++) { + r &= lzo_bitops_ctlz64(v) == 63 - i; + r &= lzo_bitops_ctlz64_func(v) == 63 - i; + }} +#endif +#if defined(lzo_bitops_cttz32) + { unsigned i = 0; lzo_uint32_t v; + for (v = 1; v != 0 && r == 1; v <<= 1, i++) { + r &= lzo_bitops_cttz32(v) == i; + r &= lzo_bitops_cttz32_func(v) == i; + }} +#endif +#if defined(lzo_bitops_cttz64) + { unsigned i = 0; lzo_uint64_t v; + for (v = 1; v != 0 && r == 1; v <<= 1, i++) { + r &= lzo_bitops_cttz64(v) == i; + r &= lzo_bitops_cttz64_func(v) == i; + }} +#endif +#endif + LZO_UNUSED_FUNC(lzo_bitops_unused_funcs); + + return r == 1 ? LZO_E_OK : LZO_E_ERROR; +} + +LZO_PUBLIC(int) +__lzo_init_v2(unsigned v, int s1, int s2, int s3, int s4, int s5, + int s6, int s7, int s8, int s9) +{ + int r; + +#if defined(__LZO_IN_MINILZO) +#elif (LZO_CC_MSC && ((_MSC_VER) < 700)) +#else +#define LZO_WANT_ACC_CHK_CH 1 +#undef LZOCHK_ASSERT +#define LZOCHK_ASSERT(expr) LZO_COMPILE_TIME_ASSERT(expr) +#endif +#undef LZOCHK_ASSERT + + if (v == 0) + return LZO_E_ERROR; + + r = (s1 == -1 || s1 == (int) sizeof(short)) && + (s2 == -1 || s2 == (int) sizeof(int)) && + (s3 == -1 || s3 == (int) sizeof(long)) && + (s4 == -1 || s4 == (int) sizeof(lzo_uint32_t)) && + (s5 == -1 || s5 == (int) sizeof(lzo_uint)) && + (s6 == -1 || s6 == (int) lzo_sizeof_dict_t) && + (s7 == -1 || s7 == (int) sizeof(char *)) && + (s8 == -1 || s8 == (int) sizeof(lzo_voidp)) && + (s9 == -1 || s9 == (int) sizeof(lzo_callback_t)); + if (!r) + return LZO_E_ERROR; + + r = _lzo_config_check(); + if (r != LZO_E_OK) + return r; + + return r; +} + +#if !defined(__LZO_IN_MINILZO) + +#if (LZO_OS_WIN16 && LZO_CC_WATCOMC) && defined(__SW_BD) + +#if 0 +BOOL FAR PASCAL LibMain ( HANDLE hInstance, WORD wDataSegment, + WORD wHeapSize, LPSTR lpszCmdLine ) +#else +int __far __pascal LibMain ( int a, short b, short c, long d ) +#endif +{ + LZO_UNUSED(a); LZO_UNUSED(b); LZO_UNUSED(c); LZO_UNUSED(d); + return 1; +} + +#endif + +#endif + +#endif + +#define LZO1X 1 +#define LZO_EOF_CODE 1 +#define M2_MAX_OFFSET 0x0800 + +#if !defined(MINILZO_CFG_SKIP_LZO1X_1_COMPRESS) + +#if 1 && defined(UA_GET_LE32) +#undef LZO_DICT_USE_PTR +#define LZO_DICT_USE_PTR 0 +#undef lzo_dict_t +#define lzo_dict_t lzo_uint16_t +#endif + +#define LZO_NEED_DICT_H 1 +#ifndef D_BITS +#define D_BITS 14 +#endif +#define D_INDEX1(d,p) d = DM(DMUL(0x21,DX3(p,5,5,6)) >> 5) +#define D_INDEX2(d,p) d = (d & (D_MASK & 0x7ff)) ^ (D_HIGH | 0x1f) +#if 1 +#define DINDEX(dv,p) DM(((DMUL(0x1824429d,dv)) >> (32-D_BITS))) +#else +#define DINDEX(dv,p) DM((dv) + ((dv) >> (32-D_BITS))) +#endif + +#ifndef __LZO_CONFIG1X_H +#define __LZO_CONFIG1X_H 1 + +#if !defined(LZO1X) && !defined(LZO1Y) && !defined(LZO1Z) +# define LZO1X 1 +#endif + +#if !defined(__LZO_IN_MINILZO) +#include +#endif + +#ifndef LZO_EOF_CODE +#define LZO_EOF_CODE 1 +#endif +#undef LZO_DETERMINISTIC + +#define M1_MAX_OFFSET 0x0400 +#ifndef M2_MAX_OFFSET +#define M2_MAX_OFFSET 0x0800 +#endif +#define M3_MAX_OFFSET 0x4000 +#define M4_MAX_OFFSET 0xbfff + +#define MX_MAX_OFFSET (M1_MAX_OFFSET + M2_MAX_OFFSET) + +#define M1_MIN_LEN 2 +#define M1_MAX_LEN 2 +#define M2_MIN_LEN 3 +#ifndef M2_MAX_LEN +#define M2_MAX_LEN 8 +#endif +#define M3_MIN_LEN 3 +#define M3_MAX_LEN 33 +#define M4_MIN_LEN 3 +#define M4_MAX_LEN 9 + +#define M1_MARKER 0 +#define M2_MARKER 64 +#define M3_MARKER 32 +#define M4_MARKER 16 + +#ifndef MIN_LOOKAHEAD +#define MIN_LOOKAHEAD (M2_MAX_LEN + 1) +#endif + +#if defined(LZO_NEED_DICT_H) + +#ifndef LZO_HASH +#define LZO_HASH LZO_HASH_LZO_INCREMENTAL_B +#endif +#define DL_MIN_LEN M2_MIN_LEN + +#ifndef __LZO_DICT_H +#define __LZO_DICT_H 1 + +#ifdef __cplusplus +extern "C" { +#endif + +#if !defined(D_BITS) && defined(DBITS) +# define D_BITS DBITS +#endif +#if !defined(D_BITS) +# error "D_BITS is not defined" +#endif +#if (D_BITS < 16) +# define D_SIZE LZO_SIZE(D_BITS) +# define D_MASK LZO_MASK(D_BITS) +#else +# define D_SIZE LZO_USIZE(D_BITS) +# define D_MASK LZO_UMASK(D_BITS) +#endif +#define D_HIGH ((D_MASK >> 1) + 1) + +#if !defined(DD_BITS) +# define DD_BITS 0 +#endif +#define DD_SIZE LZO_SIZE(DD_BITS) +#define DD_MASK LZO_MASK(DD_BITS) + +#if !defined(DL_BITS) +# define DL_BITS (D_BITS - DD_BITS) +#endif +#if (DL_BITS < 16) +# define DL_SIZE LZO_SIZE(DL_BITS) +# define DL_MASK LZO_MASK(DL_BITS) +#else +# define DL_SIZE LZO_USIZE(DL_BITS) +# define DL_MASK LZO_UMASK(DL_BITS) +#endif + +#if (D_BITS != DL_BITS + DD_BITS) +# error "D_BITS does not match" +#endif +#if (D_BITS < 6 || D_BITS > 18) +# error "invalid D_BITS" +#endif +#if (DL_BITS < 6 || DL_BITS > 20) +# error "invalid DL_BITS" +#endif +#if (DD_BITS < 0 || DD_BITS > 6) +# error "invalid DD_BITS" +#endif + +#if !defined(DL_MIN_LEN) +# define DL_MIN_LEN 3 +#endif +#if !defined(DL_SHIFT) +# define DL_SHIFT ((DL_BITS + (DL_MIN_LEN - 1)) / DL_MIN_LEN) +#endif + +#define LZO_HASH_GZIP 1 +#define LZO_HASH_GZIP_INCREMENTAL 2 +#define LZO_HASH_LZO_INCREMENTAL_A 3 +#define LZO_HASH_LZO_INCREMENTAL_B 4 + +#if !defined(LZO_HASH) +# error "choose a hashing strategy" +#endif + +#undef DM +#undef DX + +#if (DL_MIN_LEN == 3) +# define _DV2_A(p,shift1,shift2) \ + (((( (lzo_xint)((p)[0]) << shift1) ^ (p)[1]) << shift2) ^ (p)[2]) +# define _DV2_B(p,shift1,shift2) \ + (((( (lzo_xint)((p)[2]) << shift1) ^ (p)[1]) << shift2) ^ (p)[0]) +# define _DV3_B(p,shift1,shift2,shift3) \ + ((_DV2_B((p)+1,shift1,shift2) << (shift3)) ^ (p)[0]) +#elif (DL_MIN_LEN == 2) +# define _DV2_A(p,shift1,shift2) \ + (( (lzo_xint)(p[0]) << shift1) ^ p[1]) +# define _DV2_B(p,shift1,shift2) \ + (( (lzo_xint)(p[1]) << shift1) ^ p[2]) +#else +# error "invalid DL_MIN_LEN" +#endif +#define _DV_A(p,shift) _DV2_A(p,shift,shift) +#define _DV_B(p,shift) _DV2_B(p,shift,shift) +#define DA2(p,s1,s2) \ + (((((lzo_xint)((p)[2]) << (s2)) + (p)[1]) << (s1)) + (p)[0]) +#define DS2(p,s1,s2) \ + (((((lzo_xint)((p)[2]) << (s2)) - (p)[1]) << (s1)) - (p)[0]) +#define DX2(p,s1,s2) \ + (((((lzo_xint)((p)[2]) << (s2)) ^ (p)[1]) << (s1)) ^ (p)[0]) +#define DA3(p,s1,s2,s3) ((DA2((p)+1,s2,s3) << (s1)) + (p)[0]) +#define DS3(p,s1,s2,s3) ((DS2((p)+1,s2,s3) << (s1)) - (p)[0]) +#define DX3(p,s1,s2,s3) ((DX2((p)+1,s2,s3) << (s1)) ^ (p)[0]) +#define DMS(v,s) ((lzo_uint) (((v) & (D_MASK >> (s))) << (s))) +#define DM(v) DMS(v,0) + +#if (LZO_HASH == LZO_HASH_GZIP) +# define _DINDEX(dv,p) (_DV_A((p),DL_SHIFT)) + +#elif (LZO_HASH == LZO_HASH_GZIP_INCREMENTAL) +# define __LZO_HASH_INCREMENTAL 1 +# define DVAL_FIRST(dv,p) dv = _DV_A((p),DL_SHIFT) +# define DVAL_NEXT(dv,p) dv = (((dv) << DL_SHIFT) ^ p[2]) +# define _DINDEX(dv,p) (dv) +# define DVAL_LOOKAHEAD DL_MIN_LEN + +#elif (LZO_HASH == LZO_HASH_LZO_INCREMENTAL_A) +# define __LZO_HASH_INCREMENTAL 1 +# define DVAL_FIRST(dv,p) dv = _DV_A((p),5) +# define DVAL_NEXT(dv,p) \ + dv ^= (lzo_xint)(p[-1]) << (2*5); dv = (((dv) << 5) ^ p[2]) +# define _DINDEX(dv,p) ((DMUL(0x9f5f,dv)) >> 5) +# define DVAL_LOOKAHEAD DL_MIN_LEN + +#elif (LZO_HASH == LZO_HASH_LZO_INCREMENTAL_B) +# define __LZO_HASH_INCREMENTAL 1 +# define DVAL_FIRST(dv,p) dv = _DV_B((p),5) +# define DVAL_NEXT(dv,p) \ + dv ^= p[-1]; dv = (((dv) >> 5) ^ ((lzo_xint)(p[2]) << (2*5))) +# define _DINDEX(dv,p) ((DMUL(0x9f5f,dv)) >> 5) +# define DVAL_LOOKAHEAD DL_MIN_LEN + +#else +# error "choose a hashing strategy" +#endif + +#ifndef DINDEX +#define DINDEX(dv,p) ((lzo_uint)((_DINDEX(dv,p)) & DL_MASK) << DD_BITS) +#endif +#if !defined(DINDEX1) && defined(D_INDEX1) +#define DINDEX1 D_INDEX1 +#endif +#if !defined(DINDEX2) && defined(D_INDEX2) +#define DINDEX2 D_INDEX2 +#endif + +#if !defined(__LZO_HASH_INCREMENTAL) +# define DVAL_FIRST(dv,p) ((void) 0) +# define DVAL_NEXT(dv,p) ((void) 0) +# define DVAL_LOOKAHEAD 0 +#endif + +#if !defined(DVAL_ASSERT) +#if defined(__LZO_HASH_INCREMENTAL) && !defined(NDEBUG) +#if 1 && (LZO_CC_ARMCC_GNUC || LZO_CC_CLANG || (LZO_CC_GNUC >= 0x020700ul) || LZO_CC_INTELC_GNUC || LZO_CC_LLVM || LZO_CC_PATHSCALE || LZO_CC_PGI) +static void __attribute__((__unused__)) +#else +static void +#endif +DVAL_ASSERT(lzo_xint dv, const lzo_bytep p) +{ + lzo_xint df; + DVAL_FIRST(df,(p)); + assert(DINDEX(dv,p) == DINDEX(df,p)); +} +#else +# define DVAL_ASSERT(dv,p) ((void) 0) +#endif +#endif + +#if (LZO_DICT_USE_PTR) +# define DENTRY(p,in) (p) +# define GINDEX(m_pos,m_off,dict,dindex,in) m_pos = dict[dindex] +#else +# define DENTRY(p,in) ((lzo_dict_t) pd(p, in)) +# define GINDEX(m_pos,m_off,dict,dindex,in) m_off = dict[dindex] +#endif + +#if (DD_BITS == 0) + +# define UPDATE_D(dict,drun,dv,p,in) dict[ DINDEX(dv,p) ] = DENTRY(p,in) +# define UPDATE_I(dict,drun,index,p,in) dict[index] = DENTRY(p,in) +# define UPDATE_P(ptr,drun,p,in) (ptr)[0] = DENTRY(p,in) + +#else + +# define UPDATE_D(dict,drun,dv,p,in) \ + dict[ DINDEX(dv,p) + drun++ ] = DENTRY(p,in); drun &= DD_MASK +# define UPDATE_I(dict,drun,index,p,in) \ + dict[ (index) + drun++ ] = DENTRY(p,in); drun &= DD_MASK +# define UPDATE_P(ptr,drun,p,in) \ + (ptr) [ drun++ ] = DENTRY(p,in); drun &= DD_MASK + +#endif + +#if (LZO_DICT_USE_PTR) + +#define LZO_CHECK_MPOS_DET(m_pos,m_off,in,ip,max_offset) \ + (m_pos == NULL || (m_off = pd(ip, m_pos)) > max_offset) + +#define LZO_CHECK_MPOS_NON_DET(m_pos,m_off,in,ip,max_offset) \ + (BOUNDS_CHECKING_OFF_IN_EXPR(( \ + m_pos = ip - (lzo_uint) PTR_DIFF(ip,m_pos), \ + PTR_LT(m_pos,in) || \ + (m_off = (lzo_uint) PTR_DIFF(ip,m_pos)) == 0 || \ + m_off > max_offset ))) + +#else + +#define LZO_CHECK_MPOS_DET(m_pos,m_off,in,ip,max_offset) \ + (m_off == 0 || \ + ((m_off = pd(ip, in) - m_off) > max_offset) || \ + (m_pos = (ip) - (m_off), 0) ) + +#define LZO_CHECK_MPOS_NON_DET(m_pos,m_off,in,ip,max_offset) \ + (pd(ip, in) <= m_off || \ + ((m_off = pd(ip, in) - m_off) > max_offset) || \ + (m_pos = (ip) - (m_off), 0) ) + +#endif + +#if (LZO_DETERMINISTIC) +# define LZO_CHECK_MPOS LZO_CHECK_MPOS_DET +#else +# define LZO_CHECK_MPOS LZO_CHECK_MPOS_NON_DET +#endif + +#ifdef __cplusplus +} +#endif + +#endif + +#endif + +#endif + +#define LZO_DETERMINISTIC !(LZO_DICT_USE_PTR) + +#ifndef DO_COMPRESS +#define DO_COMPRESS lzo1x_1_compress +#endif + +#if 1 && defined(DO_COMPRESS) && !defined(do_compress) +# define do_compress LZO_PP_ECONCAT2(DO_COMPRESS,_core) +#endif + +static __lzo_noinline lzo_uint +do_compress ( const lzo_bytep in , lzo_uint in_len, + lzo_bytep out, lzo_uintp out_len, + lzo_uint ti, lzo_voidp wrkmem) +{ + const lzo_bytep ip; + lzo_bytep op; + const lzo_bytep const in_end = in + in_len; + const lzo_bytep const ip_end = in + in_len - 20; + const lzo_bytep ii; + lzo_dict_p const dict = (lzo_dict_p) wrkmem; + + op = out; + ip = in; + ii = ip; + + ip += ti < 4 ? 4 - ti : 0; + for (;;) + { + const lzo_bytep m_pos; +#if !(LZO_DETERMINISTIC) + LZO_DEFINE_UNINITIALIZED_VAR(lzo_uint, m_off, 0); + lzo_uint m_len; + lzo_uint dindex; +next: + if __lzo_unlikely(ip >= ip_end) + break; + DINDEX1(dindex,ip); + GINDEX(m_pos,m_off,dict,dindex,in); + if (LZO_CHECK_MPOS_NON_DET(m_pos,m_off,in,ip,M4_MAX_OFFSET)) + goto literal; +#if 1 + if (m_off <= M2_MAX_OFFSET || m_pos[3] == ip[3]) + goto try_match; + DINDEX2(dindex,ip); +#endif + GINDEX(m_pos,m_off,dict,dindex,in); + if (LZO_CHECK_MPOS_NON_DET(m_pos,m_off,in,ip,M4_MAX_OFFSET)) + goto literal; + if (m_off <= M2_MAX_OFFSET || m_pos[3] == ip[3]) + goto try_match; + goto literal; + +try_match: +#if (LZO_OPT_UNALIGNED32) + if (UA_GET_NE32(m_pos) != UA_GET_NE32(ip)) +#else + if (m_pos[0] != ip[0] || m_pos[1] != ip[1] || m_pos[2] != ip[2] || m_pos[3] != ip[3]) +#endif + { +literal: + UPDATE_I(dict,0,dindex,ip,in); + ip += 1 + ((ip - ii) >> 5); + continue; + } + UPDATE_I(dict,0,dindex,ip,in); +#else + lzo_uint m_off; + lzo_uint m_len; + { + lzo_uint32_t dv; + lzo_uint dindex; +literal: + ip += 1 + ((ip - ii) >> 5); +next: + if __lzo_unlikely(ip >= ip_end) + break; + dv = UA_GET_LE32(ip); + dindex = DINDEX(dv,ip); + GINDEX(m_off,m_pos,in+dict,dindex,in); + UPDATE_I(dict,0,dindex,ip,in); + if __lzo_unlikely(dv != UA_GET_LE32(m_pos)) + goto literal; + } +#endif + + ii -= ti; ti = 0; + { + lzo_uint t = pd(ip,ii); + if (t != 0) + { + if (t <= 3) + { + op[-2] = LZO_BYTE(op[-2] | t); +#if (LZO_OPT_UNALIGNED32) + UA_COPY4(op, ii); + op += t; +#else + { do *op++ = *ii++; while (--t > 0); } +#endif + } +#if (LZO_OPT_UNALIGNED32) || (LZO_OPT_UNALIGNED64) + else if (t <= 16) + { + *op++ = LZO_BYTE(t - 3); + UA_COPY8(op, ii); + UA_COPY8(op+8, ii+8); + op += t; + } +#endif + else + { + if (t <= 18) + *op++ = LZO_BYTE(t - 3); + else + { + lzo_uint tt = t - 18; + *op++ = 0; + while __lzo_unlikely(tt > 255) + { + tt -= 255; + UA_SET1(op, 0); + op++; + } + assert(tt > 0); + *op++ = LZO_BYTE(tt); + } +#if (LZO_OPT_UNALIGNED32) || (LZO_OPT_UNALIGNED64) + do { + UA_COPY8(op, ii); + UA_COPY8(op+8, ii+8); + op += 16; ii += 16; t -= 16; + } while (t >= 16); if (t > 0) +#endif + { do *op++ = *ii++; while (--t > 0); } + } + } + } + m_len = 4; + { +#if (LZO_OPT_UNALIGNED64) + lzo_uint64_t v; + v = UA_GET_NE64(ip + m_len) ^ UA_GET_NE64(m_pos + m_len); + if __lzo_unlikely(v == 0) { + do { + m_len += 8; + v = UA_GET_NE64(ip + m_len) ^ UA_GET_NE64(m_pos + m_len); + if __lzo_unlikely(ip + m_len >= ip_end) + goto m_len_done; + } while (v == 0); + } +#if (LZO_ABI_BIG_ENDIAN) && defined(lzo_bitops_ctlz64) + m_len += lzo_bitops_ctlz64(v) / CHAR_BIT; +#elif (LZO_ABI_BIG_ENDIAN) + if ((v >> (64 - CHAR_BIT)) == 0) do { + v <<= CHAR_BIT; + m_len += 1; + } while ((v >> (64 - CHAR_BIT)) == 0); +#elif (LZO_ABI_LITTLE_ENDIAN) && defined(lzo_bitops_cttz64) + m_len += lzo_bitops_cttz64(v) / CHAR_BIT; +#elif (LZO_ABI_LITTLE_ENDIAN) + if ((v & UCHAR_MAX) == 0) do { + v >>= CHAR_BIT; + m_len += 1; + } while ((v & UCHAR_MAX) == 0); +#else + if (ip[m_len] == m_pos[m_len]) do { + m_len += 1; + } while (ip[m_len] == m_pos[m_len]); +#endif +#elif (LZO_OPT_UNALIGNED32) + lzo_uint32_t v; + v = UA_GET_NE32(ip + m_len) ^ UA_GET_NE32(m_pos + m_len); + if __lzo_unlikely(v == 0) { + do { + m_len += 4; + v = UA_GET_NE32(ip + m_len) ^ UA_GET_NE32(m_pos + m_len); + if (v != 0) + break; + m_len += 4; + v = UA_GET_NE32(ip + m_len) ^ UA_GET_NE32(m_pos + m_len); + if __lzo_unlikely(ip + m_len >= ip_end) + goto m_len_done; + } while (v == 0); + } +#if (LZO_ABI_BIG_ENDIAN) && defined(lzo_bitops_ctlz32) + m_len += lzo_bitops_ctlz32(v) / CHAR_BIT; +#elif (LZO_ABI_BIG_ENDIAN) + if ((v >> (32 - CHAR_BIT)) == 0) do { + v <<= CHAR_BIT; + m_len += 1; + } while ((v >> (32 - CHAR_BIT)) == 0); +#elif (LZO_ABI_LITTLE_ENDIAN) && defined(lzo_bitops_cttz32) + m_len += lzo_bitops_cttz32(v) / CHAR_BIT; +#elif (LZO_ABI_LITTLE_ENDIAN) + if ((v & UCHAR_MAX) == 0) do { + v >>= CHAR_BIT; + m_len += 1; + } while ((v & UCHAR_MAX) == 0); +#else + if (ip[m_len] == m_pos[m_len]) do { + m_len += 1; + } while (ip[m_len] == m_pos[m_len]); +#endif +#else + if __lzo_unlikely(ip[m_len] == m_pos[m_len]) { + do { + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if (ip[m_len] != m_pos[m_len]) + break; + m_len += 1; + if __lzo_unlikely(ip + m_len >= ip_end) + goto m_len_done; + } while (ip[m_len] == m_pos[m_len]); + } +#endif + } +m_len_done: + m_off = pd(ip,m_pos); + ip += m_len; + ii = ip; + if (m_len <= M2_MAX_LEN && m_off <= M2_MAX_OFFSET) + { + m_off -= 1; +#if defined(LZO1X) + *op++ = LZO_BYTE(((m_len - 1) << 5) | ((m_off & 7) << 2)); + *op++ = LZO_BYTE(m_off >> 3); +#elif defined(LZO1Y) + *op++ = LZO_BYTE(((m_len + 1) << 4) | ((m_off & 3) << 2)); + *op++ = LZO_BYTE(m_off >> 2); +#endif + } + else if (m_off <= M3_MAX_OFFSET) + { + m_off -= 1; + if (m_len <= M3_MAX_LEN) + *op++ = LZO_BYTE(M3_MARKER | (m_len - 2)); + else + { + m_len -= M3_MAX_LEN; + *op++ = M3_MARKER | 0; + while __lzo_unlikely(m_len > 255) + { + m_len -= 255; + UA_SET1(op, 0); + op++; + } + *op++ = LZO_BYTE(m_len); + } + *op++ = LZO_BYTE(m_off << 2); + *op++ = LZO_BYTE(m_off >> 6); + } + else + { + m_off -= 0x4000; + if (m_len <= M4_MAX_LEN) + *op++ = LZO_BYTE(M4_MARKER | ((m_off >> 11) & 8) | (m_len - 2)); + else + { + m_len -= M4_MAX_LEN; + *op++ = LZO_BYTE(M4_MARKER | ((m_off >> 11) & 8)); + while __lzo_unlikely(m_len > 255) + { + m_len -= 255; + UA_SET1(op, 0); + op++; + } + *op++ = LZO_BYTE(m_len); + } + *op++ = LZO_BYTE(m_off << 2); + *op++ = LZO_BYTE(m_off >> 6); + } + goto next; + } + + *out_len = pd(op, out); + return pd(in_end,ii-ti); +} + +LZO_PUBLIC(int) +DO_COMPRESS ( const lzo_bytep in , lzo_uint in_len, + lzo_bytep out, lzo_uintp out_len, + lzo_voidp wrkmem ) +{ + const lzo_bytep ip = in; + lzo_bytep op = out; + lzo_uint l = in_len; + lzo_uint t = 0; + + while (l > 20) + { + lzo_uint ll = l; + lzo_uintptr_t ll_end; +#if 0 || (LZO_DETERMINISTIC) + ll = LZO_MIN(ll, 49152); +#endif + ll_end = (lzo_uintptr_t)ip + ll; + if ((ll_end + ((t + ll) >> 5)) <= ll_end || (const lzo_bytep)(ll_end + ((t + ll) >> 5)) <= ip + ll) + break; +#if (LZO_DETERMINISTIC) + lzo_memset(wrkmem, 0, ((lzo_uint)1 << D_BITS) * sizeof(lzo_dict_t)); +#endif + t = do_compress(ip,ll,op,out_len,t,wrkmem); + ip += ll; + op += *out_len; + l -= ll; + } + t += l; + + if (t > 0) + { + const lzo_bytep ii = in + in_len - t; + + if (op == out && t <= 238) + *op++ = LZO_BYTE(17 + t); + else if (t <= 3) + op[-2] = LZO_BYTE(op[-2] | t); + else if (t <= 18) + *op++ = LZO_BYTE(t - 3); + else + { + lzo_uint tt = t - 18; + + *op++ = 0; + while (tt > 255) + { + tt -= 255; + UA_SET1(op, 0); + op++; + } + assert(tt > 0); + *op++ = LZO_BYTE(tt); + } + UA_COPYN(op, ii, t); + op += t; + } + + *op++ = M4_MARKER | 1; + *op++ = 0; + *op++ = 0; + + *out_len = pd(op, out); + return LZO_E_OK; +} + +#endif + +#undef do_compress +#undef DO_COMPRESS +#undef LZO_HASH + +#undef LZO_TEST_OVERRUN +#undef DO_DECOMPRESS +#define DO_DECOMPRESS lzo1x_decompress + +#if !defined(MINILZO_CFG_SKIP_LZO1X_DECOMPRESS) + +#if defined(LZO_TEST_OVERRUN) +# if !defined(LZO_TEST_OVERRUN_INPUT) +# define LZO_TEST_OVERRUN_INPUT 2 +# endif +# if !defined(LZO_TEST_OVERRUN_OUTPUT) +# define LZO_TEST_OVERRUN_OUTPUT 2 +# endif +# if !defined(LZO_TEST_OVERRUN_LOOKBEHIND) +# define LZO_TEST_OVERRUN_LOOKBEHIND 1 +# endif +#endif + +#undef TEST_IP +#undef TEST_OP +#undef TEST_IP_AND_TEST_OP +#undef TEST_LB +#undef TEST_LBO +#undef NEED_IP +#undef NEED_OP +#undef TEST_IV +#undef TEST_OV +#undef HAVE_TEST_IP +#undef HAVE_TEST_OP +#undef HAVE_NEED_IP +#undef HAVE_NEED_OP +#undef HAVE_ANY_IP +#undef HAVE_ANY_OP + +#if defined(LZO_TEST_OVERRUN_INPUT) +# if (LZO_TEST_OVERRUN_INPUT >= 1) +# define TEST_IP (ip < ip_end) +# endif +# if (LZO_TEST_OVERRUN_INPUT >= 2) +# define NEED_IP(x) \ + if ((lzo_uint)(ip_end - ip) < (lzo_uint)(x)) goto input_overrun +# define TEST_IV(x) if ((x) > (lzo_uint)0 - (511)) goto input_overrun +# endif +#endif + +#if defined(LZO_TEST_OVERRUN_OUTPUT) +# if (LZO_TEST_OVERRUN_OUTPUT >= 1) +# define TEST_OP (op <= op_end) +# endif +# if (LZO_TEST_OVERRUN_OUTPUT >= 2) +# undef TEST_OP +# define NEED_OP(x) \ + if ((lzo_uint)(op_end - op) < (lzo_uint)(x)) goto output_overrun +# define TEST_OV(x) if ((x) > (lzo_uint)0 - (511)) goto output_overrun +# endif +#endif + +#if defined(LZO_TEST_OVERRUN_LOOKBEHIND) +# define TEST_LB(m_pos) if (PTR_LT(m_pos,out) || PTR_GE(m_pos,op)) goto lookbehind_overrun +# define TEST_LBO(m_pos,o) if (PTR_LT(m_pos,out) || PTR_GE(m_pos,op-(o))) goto lookbehind_overrun +#else +# define TEST_LB(m_pos) ((void) 0) +# define TEST_LBO(m_pos,o) ((void) 0) +#endif + +#if !defined(LZO_EOF_CODE) && !defined(TEST_IP) +# define TEST_IP (ip < ip_end) +#endif + +#if defined(TEST_IP) +# define HAVE_TEST_IP 1 +#else +# define TEST_IP 1 +#endif +#if defined(TEST_OP) +# define HAVE_TEST_OP 1 +#else +# define TEST_OP 1 +#endif + +#if defined(HAVE_TEST_IP) && defined(HAVE_TEST_OP) +# define TEST_IP_AND_TEST_OP (TEST_IP && TEST_OP) +#elif defined(HAVE_TEST_IP) +# define TEST_IP_AND_TEST_OP TEST_IP +#elif defined(HAVE_TEST_OP) +# define TEST_IP_AND_TEST_OP TEST_OP +#else +# define TEST_IP_AND_TEST_OP 1 +#endif + +#if defined(NEED_IP) +# define HAVE_NEED_IP 1 +#else +# define NEED_IP(x) ((void) 0) +# define TEST_IV(x) ((void) 0) +#endif +#if defined(NEED_OP) +# define HAVE_NEED_OP 1 +#else +# define NEED_OP(x) ((void) 0) +# define TEST_OV(x) ((void) 0) +#endif + +#if defined(HAVE_TEST_IP) || defined(HAVE_NEED_IP) +# define HAVE_ANY_IP 1 +#endif +#if defined(HAVE_TEST_OP) || defined(HAVE_NEED_OP) +# define HAVE_ANY_OP 1 +#endif + +#if defined(DO_DECOMPRESS) +LZO_PUBLIC(int) +DO_DECOMPRESS ( const lzo_bytep in , lzo_uint in_len, + lzo_bytep out, lzo_uintp out_len, + lzo_voidp wrkmem ) +#endif +{ + lzo_bytep op; + const lzo_bytep ip; + lzo_uint t; +#if defined(COPY_DICT) + lzo_uint m_off; + const lzo_bytep dict_end; +#else + const lzo_bytep m_pos; +#endif + + const lzo_bytep const ip_end = in + in_len; +#if defined(HAVE_ANY_OP) + lzo_bytep const op_end = out + *out_len; +#endif +#if defined(LZO1Z) + lzo_uint last_m_off = 0; +#endif + + LZO_UNUSED(wrkmem); + +#if defined(COPY_DICT) + if (dict) + { + if (dict_len > M4_MAX_OFFSET) + { + dict += dict_len - M4_MAX_OFFSET; + dict_len = M4_MAX_OFFSET; + } + dict_end = dict + dict_len; + } + else + { + dict_len = 0; + dict_end = NULL; + } +#endif + + *out_len = 0; + + op = out; + ip = in; + + NEED_IP(1); + if (*ip > 17) + { + t = *ip++ - 17; + if (t < 4) + goto match_next; + assert(t > 0); NEED_OP(t); NEED_IP(t+3); + do *op++ = *ip++; while (--t > 0); + goto first_literal_run; + } + + for (;;) + { + NEED_IP(3); + t = *ip++; + if (t >= 16) + goto match; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_IV(t); + NEED_IP(1); + } + t += 15 + *ip++; + } + assert(t > 0); NEED_OP(t+3); NEED_IP(t+6); +#if (LZO_OPT_UNALIGNED64) && (LZO_OPT_UNALIGNED32) + t += 3; + if (t >= 8) do + { + UA_COPY8(op,ip); + op += 8; ip += 8; t -= 8; + } while (t >= 8); + if (t >= 4) + { + UA_COPY4(op,ip); + op += 4; ip += 4; t -= 4; + } + if (t > 0) + { + *op++ = *ip++; + if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } } + } +#elif (LZO_OPT_UNALIGNED32) || (LZO_ALIGNED_OK_4) +#if !(LZO_OPT_UNALIGNED32) + if (PTR_ALIGNED2_4(op,ip)) + { +#endif + UA_COPY4(op,ip); + op += 4; ip += 4; + if (--t > 0) + { + if (t >= 4) + { + do { + UA_COPY4(op,ip); + op += 4; ip += 4; t -= 4; + } while (t >= 4); + if (t > 0) do *op++ = *ip++; while (--t > 0); + } + else + do *op++ = *ip++; while (--t > 0); + } +#if !(LZO_OPT_UNALIGNED32) + } + else +#endif +#endif +#if !(LZO_OPT_UNALIGNED32) + { + *op++ = *ip++; *op++ = *ip++; *op++ = *ip++; + do *op++ = *ip++; while (--t > 0); + } +#endif + +first_literal_run: + + t = *ip++; + if (t >= 16) + goto match; +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = (1 + M2_MAX_OFFSET) + (t << 6) + (*ip++ >> 2); + last_m_off = m_off; +#else + m_off = (1 + M2_MAX_OFFSET) + (t >> 2) + (*ip++ << 2); +#endif + NEED_OP(3); + t = 3; COPY_DICT(t,m_off) +#else +#if defined(LZO1Z) + t = (1 + M2_MAX_OFFSET) + (t << 6) + (*ip++ >> 2); + m_pos = op - t; + last_m_off = t; +#else + m_pos = op - (1 + M2_MAX_OFFSET); + m_pos -= t >> 2; + m_pos -= *ip++ << 2; +#endif + TEST_LB(m_pos); NEED_OP(3); + *op++ = *m_pos++; *op++ = *m_pos++; *op++ = *m_pos; +#endif + goto match_done; + + for (;;) { +match: + if (t >= 64) + { +#if defined(COPY_DICT) +#if defined(LZO1X) + m_off = 1 + ((t >> 2) & 7) + (*ip++ << 3); + t = (t >> 5) - 1; +#elif defined(LZO1Y) + m_off = 1 + ((t >> 2) & 3) + (*ip++ << 2); + t = (t >> 4) - 3; +#elif defined(LZO1Z) + m_off = t & 0x1f; + if (m_off >= 0x1c) + m_off = last_m_off; + else + { + m_off = 1 + (m_off << 6) + (*ip++ >> 2); + last_m_off = m_off; + } + t = (t >> 5) - 1; +#endif +#else +#if defined(LZO1X) + m_pos = op - 1; + m_pos -= (t >> 2) & 7; + m_pos -= *ip++ << 3; + t = (t >> 5) - 1; +#elif defined(LZO1Y) + m_pos = op - 1; + m_pos -= (t >> 2) & 3; + m_pos -= *ip++ << 2; + t = (t >> 4) - 3; +#elif defined(LZO1Z) + { + lzo_uint off = t & 0x1f; + m_pos = op; + if (off >= 0x1c) + { + assert(last_m_off > 0); + m_pos -= last_m_off; + } + else + { + off = 1 + (off << 6) + (*ip++ >> 2); + m_pos -= off; + last_m_off = off; + } + } + t = (t >> 5) - 1; +#endif + TEST_LB(m_pos); assert(t > 0); NEED_OP(t+3-1); + goto copy_match; +#endif + } + else if (t >= 32) + { + t &= 31; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_OV(t); + NEED_IP(1); + } + t += 31 + *ip++; + NEED_IP(2); + } +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = 1 + (ip[0] << 6) + (ip[1] >> 2); + last_m_off = m_off; +#else + m_off = 1 + (ip[0] >> 2) + (ip[1] << 6); +#endif +#else +#if defined(LZO1Z) + { + lzo_uint off = 1 + (ip[0] << 6) + (ip[1] >> 2); + m_pos = op - off; + last_m_off = off; + } +#elif (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) + m_pos = op - 1; + m_pos -= UA_GET_LE16(ip) >> 2; +#else + m_pos = op - 1; + m_pos -= (ip[0] >> 2) + (ip[1] << 6); +#endif +#endif + ip += 2; + } + else if (t >= 16) + { +#if defined(COPY_DICT) + m_off = (t & 8) << 11; +#else + m_pos = op; + m_pos -= (t & 8) << 11; +#endif + t &= 7; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_OV(t); + NEED_IP(1); + } + t += 7 + *ip++; + NEED_IP(2); + } +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off += (ip[0] << 6) + (ip[1] >> 2); +#else + m_off += (ip[0] >> 2) + (ip[1] << 6); +#endif + ip += 2; + if (m_off == 0) + goto eof_found; + m_off += 0x4000; +#if defined(LZO1Z) + last_m_off = m_off; +#endif +#else +#if defined(LZO1Z) + m_pos -= (ip[0] << 6) + (ip[1] >> 2); +#elif (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) + m_pos -= UA_GET_LE16(ip) >> 2; +#else + m_pos -= (ip[0] >> 2) + (ip[1] << 6); +#endif + ip += 2; + if (m_pos == op) + goto eof_found; + m_pos -= 0x4000; +#if defined(LZO1Z) + last_m_off = pd((const lzo_bytep)op, m_pos); +#endif +#endif + } + else + { +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = 1 + (t << 6) + (*ip++ >> 2); + last_m_off = m_off; +#else + m_off = 1 + (t >> 2) + (*ip++ << 2); +#endif + NEED_OP(2); + t = 2; COPY_DICT(t,m_off) +#else +#if defined(LZO1Z) + t = 1 + (t << 6) + (*ip++ >> 2); + m_pos = op - t; + last_m_off = t; +#else + m_pos = op - 1; + m_pos -= t >> 2; + m_pos -= *ip++ << 2; +#endif + TEST_LB(m_pos); NEED_OP(2); + *op++ = *m_pos++; *op++ = *m_pos; +#endif + goto match_done; + } + +#if defined(COPY_DICT) + + NEED_OP(t+3-1); + t += 3-1; COPY_DICT(t,m_off) + +#else + + TEST_LB(m_pos); assert(t > 0); NEED_OP(t+3-1); +#if (LZO_OPT_UNALIGNED64) && (LZO_OPT_UNALIGNED32) + if (op - m_pos >= 8) + { + t += (3 - 1); + if (t >= 8) do + { + UA_COPY8(op,m_pos); + op += 8; m_pos += 8; t -= 8; + } while (t >= 8); + if (t >= 4) + { + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4; + } + if (t > 0) + { + *op++ = m_pos[0]; + if (t > 1) { *op++ = m_pos[1]; if (t > 2) { *op++ = m_pos[2]; } } + } + } + else +#elif (LZO_OPT_UNALIGNED32) || (LZO_ALIGNED_OK_4) +#if !(LZO_OPT_UNALIGNED32) + if (t >= 2 * 4 - (3 - 1) && PTR_ALIGNED2_4(op,m_pos)) + { + assert((op - m_pos) >= 4); +#else + if (t >= 2 * 4 - (3 - 1) && (op - m_pos) >= 4) + { +#endif + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4 - (3 - 1); + do { + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4; + } while (t >= 4); + if (t > 0) do *op++ = *m_pos++; while (--t > 0); + } + else +#endif + { +copy_match: + *op++ = *m_pos++; *op++ = *m_pos++; + do *op++ = *m_pos++; while (--t > 0); + } + +#endif + +match_done: +#if defined(LZO1Z) + t = ip[-1] & 3; +#else + t = ip[-2] & 3; +#endif + if (t == 0) + break; + +match_next: + assert(t > 0); assert(t < 4); NEED_OP(t); NEED_IP(t+3); +#if 0 + do *op++ = *ip++; while (--t > 0); +#else + *op++ = *ip++; + if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } } +#endif + t = *ip++; + } + } + +eof_found: + *out_len = pd(op, out); + return (ip == ip_end ? LZO_E_OK : + (ip < ip_end ? LZO_E_INPUT_NOT_CONSUMED : LZO_E_INPUT_OVERRUN)); + +#if defined(HAVE_NEED_IP) +input_overrun: + *out_len = pd(op, out); + return LZO_E_INPUT_OVERRUN; +#endif + +#if defined(HAVE_NEED_OP) +output_overrun: + *out_len = pd(op, out); + return LZO_E_OUTPUT_OVERRUN; +#endif + +#if defined(LZO_TEST_OVERRUN_LOOKBEHIND) +lookbehind_overrun: + *out_len = pd(op, out); + return LZO_E_LOOKBEHIND_OVERRUN; +#endif +} + +#endif + +#define LZO_TEST_OVERRUN 1 +#undef DO_DECOMPRESS +#define DO_DECOMPRESS lzo1x_decompress_safe + +#if !defined(MINILZO_CFG_SKIP_LZO1X_DECOMPRESS_SAFE) + +#if defined(LZO_TEST_OVERRUN) +# if !defined(LZO_TEST_OVERRUN_INPUT) +# define LZO_TEST_OVERRUN_INPUT 2 +# endif +# if !defined(LZO_TEST_OVERRUN_OUTPUT) +# define LZO_TEST_OVERRUN_OUTPUT 2 +# endif +# if !defined(LZO_TEST_OVERRUN_LOOKBEHIND) +# define LZO_TEST_OVERRUN_LOOKBEHIND 1 +# endif +#endif + +#undef TEST_IP +#undef TEST_OP +#undef TEST_IP_AND_TEST_OP +#undef TEST_LB +#undef TEST_LBO +#undef NEED_IP +#undef NEED_OP +#undef TEST_IV +#undef TEST_OV +#undef HAVE_TEST_IP +#undef HAVE_TEST_OP +#undef HAVE_NEED_IP +#undef HAVE_NEED_OP +#undef HAVE_ANY_IP +#undef HAVE_ANY_OP + +#if defined(LZO_TEST_OVERRUN_INPUT) +# if (LZO_TEST_OVERRUN_INPUT >= 1) +# define TEST_IP (ip < ip_end) +# endif +# if (LZO_TEST_OVERRUN_INPUT >= 2) +# define NEED_IP(x) \ + if ((lzo_uint)(ip_end - ip) < (lzo_uint)(x)) goto input_overrun +# define TEST_IV(x) if ((x) > (lzo_uint)0 - (511)) goto input_overrun +# endif +#endif + +#if defined(LZO_TEST_OVERRUN_OUTPUT) +# if (LZO_TEST_OVERRUN_OUTPUT >= 1) +# define TEST_OP (op <= op_end) +# endif +# if (LZO_TEST_OVERRUN_OUTPUT >= 2) +# undef TEST_OP +# define NEED_OP(x) \ + if ((lzo_uint)(op_end - op) < (lzo_uint)(x)) goto output_overrun +# define TEST_OV(x) if ((x) > (lzo_uint)0 - (511)) goto output_overrun +# endif +#endif + +#if defined(LZO_TEST_OVERRUN_LOOKBEHIND) +# define TEST_LB(m_pos) if (PTR_LT(m_pos,out) || PTR_GE(m_pos,op)) goto lookbehind_overrun +# define TEST_LBO(m_pos,o) if (PTR_LT(m_pos,out) || PTR_GE(m_pos,op-(o))) goto lookbehind_overrun +#else +# define TEST_LB(m_pos) ((void) 0) +# define TEST_LBO(m_pos,o) ((void) 0) +#endif + +#if !defined(LZO_EOF_CODE) && !defined(TEST_IP) +# define TEST_IP (ip < ip_end) +#endif + +#if defined(TEST_IP) +# define HAVE_TEST_IP 1 +#else +# define TEST_IP 1 +#endif +#if defined(TEST_OP) +# define HAVE_TEST_OP 1 +#else +# define TEST_OP 1 +#endif + +#if defined(HAVE_TEST_IP) && defined(HAVE_TEST_OP) +# define TEST_IP_AND_TEST_OP (TEST_IP && TEST_OP) +#elif defined(HAVE_TEST_IP) +# define TEST_IP_AND_TEST_OP TEST_IP +#elif defined(HAVE_TEST_OP) +# define TEST_IP_AND_TEST_OP TEST_OP +#else +# define TEST_IP_AND_TEST_OP 1 +#endif + +#if defined(NEED_IP) +# define HAVE_NEED_IP 1 +#else +# define NEED_IP(x) ((void) 0) +# define TEST_IV(x) ((void) 0) +#endif +#if defined(NEED_OP) +# define HAVE_NEED_OP 1 +#else +# define NEED_OP(x) ((void) 0) +# define TEST_OV(x) ((void) 0) +#endif + +#if defined(HAVE_TEST_IP) || defined(HAVE_NEED_IP) +# define HAVE_ANY_IP 1 +#endif +#if defined(HAVE_TEST_OP) || defined(HAVE_NEED_OP) +# define HAVE_ANY_OP 1 +#endif + +#if defined(DO_DECOMPRESS) +LZO_PUBLIC(int) +DO_DECOMPRESS ( const lzo_bytep in , lzo_uint in_len, + lzo_bytep out, lzo_uintp out_len, + lzo_voidp wrkmem ) +#endif +{ + lzo_bytep op; + const lzo_bytep ip; + lzo_uint t; +#if defined(COPY_DICT) + lzo_uint m_off; + const lzo_bytep dict_end; +#else + const lzo_bytep m_pos; +#endif + + const lzo_bytep const ip_end = in + in_len; +#if defined(HAVE_ANY_OP) + lzo_bytep const op_end = out + *out_len; +#endif +#if defined(LZO1Z) + lzo_uint last_m_off = 0; +#endif + + LZO_UNUSED(wrkmem); + +#if defined(COPY_DICT) + if (dict) + { + if (dict_len > M4_MAX_OFFSET) + { + dict += dict_len - M4_MAX_OFFSET; + dict_len = M4_MAX_OFFSET; + } + dict_end = dict + dict_len; + } + else + { + dict_len = 0; + dict_end = NULL; + } +#endif + + *out_len = 0; + + op = out; + ip = in; + + NEED_IP(1); + if (*ip > 17) + { + t = *ip++ - 17; + if (t < 4) + goto match_next; + assert(t > 0); NEED_OP(t); NEED_IP(t+3); + do *op++ = *ip++; while (--t > 0); + goto first_literal_run; + } + + for (;;) + { + NEED_IP(3); + t = *ip++; + if (t >= 16) + goto match; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_IV(t); + NEED_IP(1); + } + t += 15 + *ip++; + } + assert(t > 0); NEED_OP(t+3); NEED_IP(t+6); +#if (LZO_OPT_UNALIGNED64) && (LZO_OPT_UNALIGNED32) + t += 3; + if (t >= 8) do + { + UA_COPY8(op,ip); + op += 8; ip += 8; t -= 8; + } while (t >= 8); + if (t >= 4) + { + UA_COPY4(op,ip); + op += 4; ip += 4; t -= 4; + } + if (t > 0) + { + *op++ = *ip++; + if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } } + } +#elif (LZO_OPT_UNALIGNED32) || (LZO_ALIGNED_OK_4) +#if !(LZO_OPT_UNALIGNED32) + if (PTR_ALIGNED2_4(op,ip)) + { +#endif + UA_COPY4(op,ip); + op += 4; ip += 4; + if (--t > 0) + { + if (t >= 4) + { + do { + UA_COPY4(op,ip); + op += 4; ip += 4; t -= 4; + } while (t >= 4); + if (t > 0) do *op++ = *ip++; while (--t > 0); + } + else + do *op++ = *ip++; while (--t > 0); + } +#if !(LZO_OPT_UNALIGNED32) + } + else +#endif +#endif +#if !(LZO_OPT_UNALIGNED32) + { + *op++ = *ip++; *op++ = *ip++; *op++ = *ip++; + do *op++ = *ip++; while (--t > 0); + } +#endif + +first_literal_run: + + t = *ip++; + if (t >= 16) + goto match; +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = (1 + M2_MAX_OFFSET) + (t << 6) + (*ip++ >> 2); + last_m_off = m_off; +#else + m_off = (1 + M2_MAX_OFFSET) + (t >> 2) + (*ip++ << 2); +#endif + NEED_OP(3); + t = 3; COPY_DICT(t,m_off) +#else +#if defined(LZO1Z) + t = (1 + M2_MAX_OFFSET) + (t << 6) + (*ip++ >> 2); + m_pos = op - t; + last_m_off = t; +#else + m_pos = op - (1 + M2_MAX_OFFSET); + m_pos -= t >> 2; + m_pos -= *ip++ << 2; +#endif + TEST_LB(m_pos); NEED_OP(3); + *op++ = *m_pos++; *op++ = *m_pos++; *op++ = *m_pos; +#endif + goto match_done; + + for (;;) { +match: + if (t >= 64) + { +#if defined(COPY_DICT) +#if defined(LZO1X) + m_off = 1 + ((t >> 2) & 7) + (*ip++ << 3); + t = (t >> 5) - 1; +#elif defined(LZO1Y) + m_off = 1 + ((t >> 2) & 3) + (*ip++ << 2); + t = (t >> 4) - 3; +#elif defined(LZO1Z) + m_off = t & 0x1f; + if (m_off >= 0x1c) + m_off = last_m_off; + else + { + m_off = 1 + (m_off << 6) + (*ip++ >> 2); + last_m_off = m_off; + } + t = (t >> 5) - 1; +#endif +#else +#if defined(LZO1X) + m_pos = op - 1; + m_pos -= (t >> 2) & 7; + m_pos -= *ip++ << 3; + t = (t >> 5) - 1; +#elif defined(LZO1Y) + m_pos = op - 1; + m_pos -= (t >> 2) & 3; + m_pos -= *ip++ << 2; + t = (t >> 4) - 3; +#elif defined(LZO1Z) + { + lzo_uint off = t & 0x1f; + m_pos = op; + if (off >= 0x1c) + { + assert(last_m_off > 0); + m_pos -= last_m_off; + } + else + { + off = 1 + (off << 6) + (*ip++ >> 2); + m_pos -= off; + last_m_off = off; + } + } + t = (t >> 5) - 1; +#endif + TEST_LB(m_pos); assert(t > 0); NEED_OP(t+3-1); + goto copy_match; +#endif + } + else if (t >= 32) + { + t &= 31; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_OV(t); + NEED_IP(1); + } + t += 31 + *ip++; + NEED_IP(2); + } +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = 1 + (ip[0] << 6) + (ip[1] >> 2); + last_m_off = m_off; +#else + m_off = 1 + (ip[0] >> 2) + (ip[1] << 6); +#endif +#else +#if defined(LZO1Z) + { + lzo_uint off = 1 + (ip[0] << 6) + (ip[1] >> 2); + m_pos = op - off; + last_m_off = off; + } +#elif (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) + m_pos = op - 1; + m_pos -= UA_GET_LE16(ip) >> 2; +#else + m_pos = op - 1; + m_pos -= (ip[0] >> 2) + (ip[1] << 6); +#endif +#endif + ip += 2; + } + else if (t >= 16) + { +#if defined(COPY_DICT) + m_off = (t & 8) << 11; +#else + m_pos = op; + m_pos -= (t & 8) << 11; +#endif + t &= 7; + if (t == 0) + { + while (*ip == 0) + { + t += 255; + ip++; + TEST_OV(t); + NEED_IP(1); + } + t += 7 + *ip++; + NEED_IP(2); + } +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off += (ip[0] << 6) + (ip[1] >> 2); +#else + m_off += (ip[0] >> 2) + (ip[1] << 6); +#endif + ip += 2; + if (m_off == 0) + goto eof_found; + m_off += 0x4000; +#if defined(LZO1Z) + last_m_off = m_off; +#endif +#else +#if defined(LZO1Z) + m_pos -= (ip[0] << 6) + (ip[1] >> 2); +#elif (LZO_OPT_UNALIGNED16) && (LZO_ABI_LITTLE_ENDIAN) + m_pos -= UA_GET_LE16(ip) >> 2; +#else + m_pos -= (ip[0] >> 2) + (ip[1] << 6); +#endif + ip += 2; + if (m_pos == op) + goto eof_found; + m_pos -= 0x4000; +#if defined(LZO1Z) + last_m_off = pd((const lzo_bytep)op, m_pos); +#endif +#endif + } + else + { +#if defined(COPY_DICT) +#if defined(LZO1Z) + m_off = 1 + (t << 6) + (*ip++ >> 2); + last_m_off = m_off; +#else + m_off = 1 + (t >> 2) + (*ip++ << 2); +#endif + NEED_OP(2); + t = 2; COPY_DICT(t,m_off) +#else +#if defined(LZO1Z) + t = 1 + (t << 6) + (*ip++ >> 2); + m_pos = op - t; + last_m_off = t; +#else + m_pos = op - 1; + m_pos -= t >> 2; + m_pos -= *ip++ << 2; +#endif + TEST_LB(m_pos); NEED_OP(2); + *op++ = *m_pos++; *op++ = *m_pos; +#endif + goto match_done; + } + +#if defined(COPY_DICT) + + NEED_OP(t+3-1); + t += 3-1; COPY_DICT(t,m_off) + +#else + + TEST_LB(m_pos); assert(t > 0); NEED_OP(t+3-1); +#if (LZO_OPT_UNALIGNED64) && (LZO_OPT_UNALIGNED32) + if (op - m_pos >= 8) + { + t += (3 - 1); + if (t >= 8) do + { + UA_COPY8(op,m_pos); + op += 8; m_pos += 8; t -= 8; + } while (t >= 8); + if (t >= 4) + { + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4; + } + if (t > 0) + { + *op++ = m_pos[0]; + if (t > 1) { *op++ = m_pos[1]; if (t > 2) { *op++ = m_pos[2]; } } + } + } + else +#elif (LZO_OPT_UNALIGNED32) || (LZO_ALIGNED_OK_4) +#if !(LZO_OPT_UNALIGNED32) + if (t >= 2 * 4 - (3 - 1) && PTR_ALIGNED2_4(op,m_pos)) + { + assert((op - m_pos) >= 4); +#else + if (t >= 2 * 4 - (3 - 1) && (op - m_pos) >= 4) + { +#endif + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4 - (3 - 1); + do { + UA_COPY4(op,m_pos); + op += 4; m_pos += 4; t -= 4; + } while (t >= 4); + if (t > 0) do *op++ = *m_pos++; while (--t > 0); + } + else +#endif + { +copy_match: + *op++ = *m_pos++; *op++ = *m_pos++; + do *op++ = *m_pos++; while (--t > 0); + } + +#endif + +match_done: +#if defined(LZO1Z) + t = ip[-1] & 3; +#else + t = ip[-2] & 3; +#endif + if (t == 0) + break; + +match_next: + assert(t > 0); assert(t < 4); NEED_OP(t); NEED_IP(t+3); +#if 0 + do *op++ = *ip++; while (--t > 0); +#else + *op++ = *ip++; + if (t > 1) { *op++ = *ip++; if (t > 2) { *op++ = *ip++; } } +#endif + t = *ip++; + } + } + +eof_found: + *out_len = pd(op, out); + return (ip == ip_end ? LZO_E_OK : + (ip < ip_end ? LZO_E_INPUT_NOT_CONSUMED : LZO_E_INPUT_OVERRUN)); + +#if defined(HAVE_NEED_IP) +input_overrun: + *out_len = pd(op, out); + return LZO_E_INPUT_OVERRUN; +#endif + +#if defined(HAVE_NEED_OP) +output_overrun: + *out_len = pd(op, out); + return LZO_E_OUTPUT_OVERRUN; +#endif + +#if defined(LZO_TEST_OVERRUN_LOOKBEHIND) +lookbehind_overrun: + *out_len = pd(op, out); + return LZO_E_LOOKBEHIND_OVERRUN; +#endif +} + +#endif + +/***** End of minilzo.c *****/ diff --git a/extension/third_party/minilzo/minilzo.h b/extension/third_party/minilzo/minilzo.h new file mode 100644 index 00000000..c1c22975 --- /dev/null +++ b/extension/third_party/minilzo/minilzo.h @@ -0,0 +1,106 @@ +/* minilzo.h -- mini subset of the LZO real-time data compression library + + This file is part of the LZO real-time data compression library. + + Copyright (C) 1996-2017 Markus Franz Xaver Johannes Oberhumer + All Rights Reserved. + + The LZO library is free software; you can redistribute it and/or + modify it under the terms of the GNU General Public License as + published by the Free Software Foundation; either version 2 of + the License, or (at your option) any later version. + + The LZO library is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with the LZO library; see the file COPYING. + If not, write to the Free Software Foundation, Inc., + 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + + Markus F.X.J. Oberhumer + + http://www.oberhumer.com/opensource/lzo/ + */ + +/* + * NOTE: + * the full LZO package can be found at + * http://www.oberhumer.com/opensource/lzo/ + */ + + +#ifndef __MINILZO_H_INCLUDED +#define __MINILZO_H_INCLUDED 1 + +#define MINILZO_VERSION 0x20a0 /* 2.10 */ + +#if defined(__LZOCONF_H_INCLUDED) +# error "you cannot use both LZO and miniLZO" +#endif + +/* internal Autoconf configuration file - only used when building miniLZO */ +#ifdef MINILZO_HAVE_CONFIG_H +# include +#endif +#include +#include + +#ifndef __LZODEFS_H_INCLUDED +#include "lzodefs.h" +#endif +#undef LZO_HAVE_CONFIG_H +#include "lzoconf.h" + +#if !defined(LZO_VERSION) || (LZO_VERSION != MINILZO_VERSION) +# error "version mismatch in header files" +#endif + + +#ifdef __cplusplus +extern "C" { +#endif + + +/*********************************************************************** +// +************************************************************************/ + +/* Memory required for the wrkmem parameter. + * When the required size is 0, you can also pass a NULL pointer. + */ + +#define LZO1X_MEM_COMPRESS LZO1X_1_MEM_COMPRESS +#define LZO1X_1_MEM_COMPRESS ((lzo_uint32_t) (16384L * lzo_sizeof_dict_t)) +#define LZO1X_MEM_DECOMPRESS (0) + + +/* compression */ +LZO_EXTERN(int) +lzo1x_1_compress ( const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem ); + +/* decompression */ +LZO_EXTERN(int) +lzo1x_decompress ( const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem /* NOT USED */ ); + +/* safe decompression with overrun testing */ +LZO_EXTERN(int) +lzo1x_decompress_safe ( const lzo_bytep src, lzo_uint src_len, + lzo_bytep dst, lzo_uintp dst_len, + lzo_voidp wrkmem /* NOT USED */ ); + + +#ifdef __cplusplus +} /* extern "C" */ +#endif + +#endif /* already included */ + + +/* vim:set ts=4 sw=4 et: */ diff --git a/extension/third_party/zstd b/extension/third_party/zstd new file mode 160000 index 00000000..794ea1b0 --- /dev/null +++ b/extension/third_party/zstd @@ -0,0 +1 @@ +Subproject commit 794ea1b0afca0f020f4e57b6732332231fb23c70 diff --git a/extension/tools/net_e2e.cpp b/extension/tools/net_e2e.cpp new file mode 100644 index 00000000..709103f5 --- /dev/null +++ b/extension/tools/net_e2e.cpp @@ -0,0 +1,467 @@ +// net_e2e — drive the full client login flow against a REAL server: +// auth handshake -> CG_LOGIN3 -> GC_AUTH_SUCCESS +// -> game server: CG_LOGIN2 -> char list -> select_character -> PHASE_GAME +// -> pump a few seconds, dump entities / points / inventory / party. +// +// net_e2e [auth_host] [auth_port] [game_host] [game_port] [id] [pw] [char_index] [seconds] +// defaults: 192.168.21.203 11000 192.168.21.203 11011 admin 123456789 0 8 +// MT_E2E_SWEEP=1 enables the one-session safe protocol matrix; add +// MT_E2E_UNSAFE=1 only when warp/dungeon probes are explicitly authorized. +// +// Mirrors M2Client::pump_auth/pump_game orchestration without the Godot layer. +#include "../src/net/auth_client.h" +#include "../src/net/game_client.h" + +#include +#include +#include +#include +#include +#include + +using clock_t_ = std::chrono::steady_clock; + +static double elapsed(clock_t_::time_point start) { + return std::chrono::duration_cast(clock_t_::now() - start).count() / + 1000.0; +} + +int main(int argc, char **argv) { + std::string auth_host = argc > 1 ? argv[1] : "192.168.21.203"; + uint16_t auth_port = argc > 2 ? (uint16_t)std::stoi(argv[2]) : 11000; + std::string game_host = argc > 3 ? argv[3] : "192.168.21.203"; + uint16_t game_port = argc > 4 ? (uint16_t)std::stoi(argv[4]) : 11011; + std::string id = argc > 5 ? argv[5] : "admin"; + std::string pw = argc > 6 ? argv[6] : "123456789"; + int char_index = argc > 7 ? std::atoi(argv[7]) : 0; + double run_secs = argc > 8 ? std::atof(argv[8]) : 8.0; + + std::printf("net_e2e -> auth %s:%u game %s:%u id=%s char=%d\n", auth_host.c_str(), auth_port, + game_host.c_str(), game_port, id.c_str(), char_index); + + bool trace = std::getenv("MT_NET_TRACE") != nullptr; + + // ---- phase 1: auth server ------------------------------------------------ + mtnet::AuthClient auth(id, pw); + auth.set_wire_trace(trace); + if (!auth.connect(auth_host, auth_port)) { + std::printf("FAIL: auth connect(): %s\n", auth.last_error().c_str()); + return 2; + } + auto start = clock_t_::now(); + while (!auth.done() && elapsed(start) < 15.0) { + auth.process(); + std::this_thread::sleep_for(std::chrono::milliseconds(15)); + } + if (!auth.done() || !auth.success()) { + std::printf("FAIL: auth (%s)\n", auth.fail_reason().empty() ? auth.last_error().c_str() + : auth.fail_reason().c_str()); + return 3; + } + uint32_t login_key = auth.login_key(); + std::printf("[auth] OK login_key=0x%08X\n", login_key); + auth.disconnect(); + + // ---- phase 2: game server --------------------------------------------- + mtnet::GameClient game(id, login_key); + game.set_wire_trace(trace); + game.set_auto_enter_game(false); // this tool sends it on its own schedule + if (std::getenv("MT_NET_DUMP")) { + for (uint16_t h : {0x0205, 0x0206, 0x0207, 0x0209, 0x020A, 0x0214, 0x0215, + // round 2 + 0x021B, 0x0519, 0x051A, 0x051B, 0x0730, 0x0A20, 0x0514, 0x0A30, + 0x0A31, 0x0A50, 0x0912, 0x0603, 0x0304, 0x0307, 0x0217, 0x0216, + 0x0410, 0x0413, 0x0A11, 0x0A12, 0x0A13, + // post-2026-08-30: create/delete, dragon soul, mall + 0x020C, 0x020D, 0x020E, 0x020F, 0x051F, 0x0841, 0x0842, 0x0843, 0x0109}) { + game.dump_header(h); + } + } + const bool e2e_charcreate = std::getenv("MT_E2E_CHARCREATE") != nullptr; + const bool e2e_myshop = std::getenv("MT_E2E_MYSHOP") != nullptr; + const bool e2e_cube = std::getenv("MT_E2E_CUBE") != nullptr; + const bool e2e_sweep = std::getenv("MT_E2E_SWEEP") != nullptr; + const bool e2e_unsafe = std::getenv("MT_E2E_UNSAFE") != nullptr; + if (!game.connect(game_host, game_port)) { + std::printf("FAIL: game connect(): %s\n", game.last_error().c_str()); + return 4; + } + start = clock_t_::now(); + bool selected = false; + double select_t = 0; + bool tried_empire = false; + double loading_t = 0; + bool enter_sent = false; + int last_phase = -1; + while (elapsed(start) < 30.0) { + if (game.phase() == mtnet::PHASE_LOADING && loading_t == 0) { + loading_t = elapsed(start); + } + // give the server ~1.5s to finish the spawn burst, then say we're ready + if (game.phase() == mtnet::PHASE_LOADING && !enter_sent && loading_t > 0 && + elapsed(start) - loading_t > 1.5) { + std::printf("[game] send CG_ENTERGAME (%.1fs into LOADING)\n", elapsed(start) - loading_t); + game.send_enter_game(); + enter_sent = true; + } + game.world().set_now((uint32_t)(elapsed(start) * 1000.0)); + game.process(); + game.world().tick(); + + if ((int)game.phase() != last_phase) { + last_phase = (int)game.phase(); + std::printf("[game] phase = %d (t=%.1fs)\n", last_phase, elapsed(start)); + } + if (game.state() == mtnet::NetStream::State::Offline) { + std::printf("FAIL: game server dropped us (%s) at phase %d\n", game.last_error().c_str(), + (int)game.phase()); + return 8; + } + if (game.char_list_ready() && !selected) { + std::printf("[game] char list: %zu slot(s) (empire byte=%d seen=%d)\n", + game.chars().size(), game.empire(), (int)game.empire_seen()); + for (const auto &c : game.chars()) { + std::printf(" [%d] %-16s job=%d lv=%d (%d,%d)\n", c.index, c.name.c_str(), + c.job, c.level, c.x, c.y); + } + if (game.chars().empty()) { + std::printf("FAIL: no characters on the account\n"); + return 5; + } + int idx = game.chars()[0].index; + for (const auto &c : game.chars()) { + if (c.index == char_index) { + idx = c.index; + } + } + + // --- non-destructive create test: CG_CHARACTER_CREATE on an OCCUPIED + // slot must come back as GC_PLAYER_CREATE_FAILURE (nothing mutated). + if (e2e_charcreate) { + std::printf("[e2e] CG_CHARACTER_CREATE on occupied slot %d (expect FAILURE)\n", idx); + game.create_character(idx, "ZzTestName", 0, 0, 4, 3, 6, 3); + double t0 = elapsed(start); + bool got = false; + while (elapsed(start) - t0 < 3.0 && !got) { + game.process(); + for (const auto &ev : game.drain_char_events()) { + using K = mtnet::GameClient::CharEvent::Kind; + if (ev.kind == K::CreateFail) { + std::printf("[e2e] -> GC_PLAYER_CREATE_FAILURE type=%d (struct OK)\n", + ev.fail_type); + got = true; + } else if (ev.kind == K::CreateOk) { + std::printf("[e2e] !! GC_PLAYER_CREATE_SUCCESS on occupied slot " + "(slot=%d) — unexpected, check slot choice\n", + ev.slot); + got = true; + } + } + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + if (!got) { + std::printf("[e2e] !! no create result in 3s (last_unknown=0x%04X) — " + "CG_CHARACTER_CREATE layout may be wrong\n", + game.last_unknown_header()); + } + } + + std::printf("[game] select_character(%d) -> %s\n", idx, + game.select_character(idx) ? "sent" : "SEND FAILED"); + selected = true; + select_t = elapsed(start); + } + // stuck at SELECT >3s after selecting: try an explicit empire choice + reselect + if (selected && !tried_empire && game.phase() == mtnet::PHASE_SELECT && + elapsed(start) - select_t > 3.0) { + std::printf("[game] still at SELECT %.1fs after select; sending CG_EMPIRE(1) + reselect\n", + elapsed(start) - select_t); + game.send_empire(1); + std::this_thread::sleep_for(std::chrono::milliseconds(100)); + game.process(); + game.select_character(char_index); + tried_empire = true; + } + if (game.failed()) { + std::printf("FAIL: game (%s)\n", game.fail_reason().c_str()); + return 6; + } + if (game.in_game()) { + break; + } + std::this_thread::sleep_for(std::chrono::milliseconds(15)); + } + if (!game.in_game()) { + std::printf("FAIL: never reached PHASE_GAME (phase=%d, last_unknown=0x%04X)\n", + (int)game.phase(), game.last_unknown_header()); + return 7; + } + std::printf("[game] IN GAME (t=%.1fs)\n", elapsed(start)); + + // ---- phase 2.25: one-session protocol sweep --------------------------- + // These are deliberately sent one at a time with a short pump between them. + // A live socket only proves that the server accepted/framed the packet; a + // state/event change is printed separately as stronger evidence. Destructive + // requests (warp/dungeon/change-name/item mutation) stay behind MT_E2E_UNSAFE. + if (e2e_sweep) { + std::printf("\n=== one-session protocol sweep (safe subset) ===\n"); + int sweep_sent = 0; + int sweep_alive = 0; + int sweep_events = 0; + auto pump_probe = [&](double seconds) { + auto p0 = clock_t_::now(); + while (elapsed(p0) < seconds) { + game.world().set_now((uint32_t)(12000 + elapsed(p0) * 1000.0)); + game.process(); + game.world().tick(); + if (game.state() == mtnet::NetStream::State::Offline) { + break; + } + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + }; + auto probe = [&](const char *name, uint16_t header, const std::function &send, + const std::function &events = std::function()) { + const uint16_t unknown_before = game.last_unknown_header(); + const bool sent = send(); + if (sent) { + ++sweep_sent; + } + pump_probe(0.45); + const bool alive = game.state() != mtnet::NetStream::State::Offline; + if (alive) { + ++sweep_alive; + } + int event_count = events ? events() : 0; + sweep_events += event_count; + std::printf("[sweep] %-24s tx=0x%04X sent=%d alive=%d events=%d " + "unknown_before=0x%04X unknown_after=0x%04X\n", + name, header, (int)sent, (int)alive, event_count, unknown_before, + game.last_unknown_header()); + }; + const uint32_t self_vid = game.world().main_vid(); + const mtnet::Entity *self = game.world().get(self_vid); + const int32_t self_x = self ? (int32_t)self->x : 0; + const int32_t self_y = self ? (int32_t)self->y : 0; + probe("CG_CHARACTER_POSITION", mtnet::CG_CHARACTER_POSITION, + [&]() { return game.send_character_position(0); }); + mtnet::CGSyncPositionElement sync{}; + sync.vid = self_vid; + sync.x = self_x; + sync.y = self_y; + probe("CG_SYNC_POSITION", mtnet::CG_SYNC_POSITION, + [&]() { return game.send_sync_positions({sync}); }); + probe("CG_SCRIPT_SELECT_ITEM", mtnet::CG_SCRIPT_SELECT_ITEM, + [&]() { return game.send_script_select_item(0); }, + [&]() { return (int)game.world().drain_scripts().size(); }); + probe("CG_QUEST_CANCEL", mtnet::CG_QUEST_CANCEL, + [&]() { return game.send_quest_cancel(); }, + [&]() { return (int)game.world().drain_quest_changes().size(); }); + probe("CG_PARTY_USE_SKILL", mtnet::CG_PARTY_USE_SKILL, + [&]() { return game.send_party_use_skill(0, self_vid); }); + probe("CG_FLY_TARGETING", mtnet::CG_FLY_TARGETING, + [&]() { return game.send_fly_targeting(self_vid, self_x, self_y); }, + [&]() { return (int)game.world().drain_fly_target_cues().size(); }); + probe("CG_ADD_FLY_TARGETING", mtnet::CG_ADD_FLY_TARGETING, + [&]() { return game.send_add_fly_targeting(self_vid, self_x, self_y); }, + [&]() { return (int)game.world().drain_fly_target_cues().size(); }); + probe("CG_FISHING", mtnet::CG_FISHING, + [&]() { return game.send_fishing(0); }, + [&]() { return (int)game.world().drain_fishing_events().size(); }); + probe("CG_SHOOT", mtnet::CG_SHOOT, + [&]() { return game.send_shoot(0); }); + probe("CG_USE_SKILL", mtnet::CG_USE_SKILL, + [&]() { return game.send_use_skill(0, self_vid); }); + if (e2e_unsafe) { + probe("CG_DUNGEON (unsafe)", mtnet::CG_DUNGEON, + [&]() { return game.send_dungeon(); }, + [&]() { return (int)game.world().drain_dungeon_events().size(); }); + probe("CG_WARP (unsafe)", mtnet::CG_WARP, + [&]() { return game.send_warp(); }); + } else { + std::printf("[sweep] CG_DUNGEON/CG_WARP skipped (set MT_E2E_UNSAFE=1)\n"); + } + std::printf("[sweep] summary sent=%d alive_after_probe=%d observed_events=%d " + "still_connected=%d\n", + sweep_sent, sweep_alive, sweep_events, + (int)(game.state() != mtnet::NetStream::State::Offline)); + } + + // ---- phase 2.5: exercise post-2026-08-30 protocols ------------------- + std::printf("\n=== post-2026-08-30 protocol probes ===\n"); + std::printf("[e2e] GC_EMPIRE: empire byte=%d seen=%d\n", game.empire(), + (int)game.empire_seen()); + + // cube: /cube rList is a plain chat command; server only answers when + // the player is actually at a cube NPC, so this mostly proves the send path. + if (e2e_cube) { + uint32_t cube_npc = 20383; // common blacksmith/cube NPC vnum + std::printf("[e2e] send '/cube rList %u'\n", cube_npc); + game.send_cube_result_list(cube_npc); + } + if (e2e_myshop) { + // open a 1-item shop from inventory cell 0 at a silly price, then close. + std::vector items; + bool have_item = false; + for (int c = 0; c < mtnet::INVENTORY_MAX_NUM && !have_item; ++c) { + const mtnet::Item &it = game.world().inv_slot(c); + if (!it.empty()) { + mtnet::MyShopItem e{}; + e.vnum = it.vnum; + e.count = it.count ? it.count : 1; + e.pos = {mtnet::WINDOW_INVENTORY, (uint16_t)c}; + e.price = 99999999; + e.display_pos = 0; + items.push_back(e); + have_item = true; + std::printf("[e2e] CG_MYSHOP: 1 item (vnum=%u inv_cell=%d) price=99999999\n", + e.vnum, c); + } + } + if (!have_item) { + std::printf("[e2e] CG_MYSHOP: inventory empty, opening a 0-item shop\n"); + } + game.send_open_private_shop("e2e test shop", items); + } + + // pump ~3.5s so any server push (guild skill/war, shop broadcast) lands + { + auto p0 = clock_t_::now(); + while (elapsed(p0) < 3.5) { + game.world().set_now((uint32_t)(15000 + elapsed(p0) * 1000.0)); + game.process(); + game.world().tick(); + if (game.state() == mtnet::NetStream::State::Offline) { + std::printf("[e2e] !! DROPPED during probe pump: %s\n", game.last_error().c_str()); + break; + } + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + } + + { + const mtnet::GuildSkillState &gs = game.world().guild_skill(); + std::printf("[e2e] GUILD_GC_SKILL_INFO: valid=%d skill_point=%d guild_point=%d/%d " + "levels=[", + (int)gs.valid, gs.skill_point, gs.guild_point, gs.max_guild_point); + for (int i = 0; i < mtnet::GUILD_SKILL_MAX_NUM; ++i) { + std::printf("%d%s", gs.levels[i], i + 1 < mtnet::GUILD_SKILL_MAX_NUM ? "," : ""); + } + std::printf("]\n"); + const mtnet::GuildWarStatus &gw = game.world().guild_war(); + std::printf("[e2e] GUILD_GC_WAR: state=%d type=%d opp_guild=%u active GvG pairs=%zu\n", + gw.state, gw.type, gw.opp_guild_id, game.world().guild_wars().size()); + } + if (e2e_myshop) { + std::printf("[e2e] CG_MYSHOP: closing shop (SHOP_CG_END)\n"); + game.send_close_private_shop(); + auto p0 = clock_t_::now(); + while (elapsed(p0) < 1.5) { + game.process(); + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + for (const auto &err : game.world().drain_shop_errors()) { + std::printf("[e2e] shop error: %s\n", err.c_str()); + } + } + std::printf("[e2e] cube state: open=%d npc=%u recipes=%zu results=%zu\n", + (int)game.world().cube().open, game.world().cube().npc_vnum, + game.world().cube().recipes.size(), game.world().cube().results.size()); + std::printf("[e2e] mall state: open=%d size=%d\n", (int)game.world().mall_open(), + game.world().mall_size()); + std::printf("[e2e] still connected after probes: %s\n", + game.state() == mtnet::NetStream::State::Offline ? "NO (dropped)" : "yes"); + + // ---- phase 3: observe + poke (move / attack with zero CRC) --------- + auto game_start = clock_t_::now(); + bool poked = false; + while (elapsed(game_start) < run_secs) { + game.world().set_now((uint32_t)(20000 + elapsed(game_start) * 1000.0)); + game.process(); + game.world().tick(); + if (game.state() == mtnet::NetStream::State::Offline) { + std::printf("[game] disconnected after %.1fs in game: %s\n", elapsed(game_start), + game.last_error().c_str()); + break; + } + // 2s in: send a move + an attack (crc fields 0) and see if we survive + if (!poked && elapsed(game_start) > 2.0) { + const mtnet::Entity *me = game.world().get(game.world().main_vid()); + int32_t x = me ? (int32_t)me->x : 0, y = me ? (int32_t)me->y : 0; + game.send_move(mtnet::FUNC_MOVE, 0, 0, x + 100, y, 2000); + game.send_attack(0, game.world().main_vid()); + std::printf("[game] sent CG_MOVE + CG_ATTACK (crc=0) at +2s\n"); + poked = true; + } + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + if (game.state() != mtnet::NetStream::State::Offline) { + std::printf("[game] still connected at +%.0fs (zero-CRC attack accepted)\n", run_secs); + } + + mtnet::EntityStore &w = game.world(); + std::printf("\n=== snapshot after %.0fs in game ===\n", run_secs); + std::printf("main vid: %u\n", w.main_vid()); + if (const mtnet::Entity *me = w.get(w.main_vid())) { + std::printf(" name=%s race=%u pos=(%.0f,%.0f,%.0f) hp=%d/%d level=%d\n", me->name.c_str(), + me->race, me->x, me->y, me->z, me->hp, me->max_hp, me->level); + } + std::printf("entities in view: %zu\n", w.size()); + int named = 0, mounted = 0; + for (uint32_t vid : w.vids()) { + const mtnet::Entity *e = w.get(vid); + if (!e->name.empty() && vid != w.main_vid()) { + if (named++ < 10) { + std::printf(" NAMED vid=%-7u race=%-5u lvl=%-4d guild=%d pk=%d mount=%u \"%s\"\n", + vid, e->race, e->level, e->guild, e->pk_mode, e->mount_vnum, + e->name.c_str()); + } + } + if (e->mount_vnum != 0) { + ++mounted; + } + } + std::printf("named entities: %d mounted: %d\n", named, mounted); + const mtnet::PlayerPoints &p = w.points(); + std::printf("points: hp=%d/%d sp=%d/%d level=%d exp=%d/%d gold=%d\n", p.hp(), p.max_hp(), p.sp(), + p.max_sp(), p.level(), p.exp(), p.next_exp(), p.gold()); + int inv_n = 0; + for (int c = 0; c < mtnet::INVENTORY_MAX_NUM; ++c) { + if (!w.inv_slot(c).empty()) { + ++inv_n; + } + } + std::printf("inventory: %d non-empty slot(s)\n", inv_n); + std::printf("party: %zu member(s) friends: %zu\n", w.party_pids().size(), w.friends().size()); + int skn = 0, qsn = 0; + for (int i = 0; i < mtnet::SKILL_MAX_NUM; ++i) { + if (w.skill_level(i) > 0) { + ++skn; + } + } + for (int i = 0; i < mtnet::QUICKSLOT_MAX_NUM; ++i) { + if (w.quickslot(i).type != 0) { + ++qsn; + } + } + std::printf("skills known: %d quickslots set: %d\n", skn, qsn); + const mtnet::GuildState &gld = w.guild(); + if (gld.in_guild) { + std::printf("guild: \"%s\" lvl %d members %d/%d gold %u (%zu in list)\n", + gld.name.c_str(), gld.level, gld.member_count, gld.max_member_count, gld.gold, + w.guild_members().size()); + } else { + std::printf("guild: (none)\n"); + } + for (int i = 0; i < mtnet::SKILL_MAX_NUM && skn > 0; ++i) { + if (w.skill_level(i) > 0) { + std::printf(" skill %d: lvl %d master %d\n", i, w.skill_level(i), w.skill_master(i)); + if (--skn == 0 || i > 60) { + break; + } + } + } + + std::printf("\nRESULT: e2e OK — reached PHASE_GAME and pumped %.0fs\n", run_secs); + return 0; +} diff --git a/extension/tools/net_probe.cpp b/extension/tools/net_probe.cpp new file mode 100644 index 00000000..48124105 --- /dev/null +++ b/extension/tools/net_probe.cpp @@ -0,0 +1,77 @@ +// net_probe — connect to a Metin2 auth server, run the libsodium handshake and +// the CG_LOGIN3 exchange, print what happened. Purely diagnostic. +// +// net_probe (defaults: 192.168.21.203 11000 admin 123456789) +#include "../src/net/auth_client.h" + +#include +#include +#include +#include + +int main(int argc, char **argv) { + std::string host = argc > 1 ? argv[1] : "192.168.21.203"; + uint16_t port = argc > 2 ? static_cast(std::stoi(argv[2])) : 11000; + std::string id = argc > 3 ? argv[3] : "admin"; + std::string pw = argc > 4 ? argv[4] : "123456789"; + + std::printf("net_probe -> %s:%u id=%s\n", host.c_str(), port, id.c_str()); + + mtnet::AuthClient client(id, pw); + if (!client.connect(host, port)) { + std::printf("connect() failed: %s\n", client.last_error().c_str()); + return 2; + } + + using clock = std::chrono::steady_clock; + auto start = clock::now(); + auto last_state = mtnet::NetStream::State::Offline; + bool reported_online = false, reported_cipher = false, reported_login = false; + + while (std::chrono::duration_cast(clock::now() - start).count() < 15) { + client.process(); + + if (client.state() != last_state) { + const char *s = client.state() == mtnet::NetStream::State::Connecting ? "Connecting" + : client.state() == mtnet::NetStream::State::Online ? "Online" + : "Offline"; + std::printf("[state] %s\n", s); + last_state = client.state(); + } + if (!reported_online && client.state() == mtnet::NetStream::State::Online) { + std::printf("[tcp] connected\n"); + reported_online = true; + } + if (!reported_cipher && client.handshaked()) { + std::printf("[handshake] cipher activated (KX ok)\n"); + reported_cipher = true; + } + if (!reported_login && client.sent_login()) { + std::printf("[auth] PHASE_AUTH reached, CG_LOGIN3 sent\n"); + reported_login = true; + } + if (client.done()) { + break; + } + if (client.state() == mtnet::NetStream::State::Offline && reported_online) { + std::printf("[net] disconnected: %s\n", client.last_error().c_str()); + break; + } + std::this_thread::sleep_for(std::chrono::milliseconds(20)); + } + + if (client.done() && client.success()) { + std::printf("RESULT: auth OK, login_key=0x%08X\n", client.login_key()); + return 0; + } + if (client.done()) { + std::printf("RESULT: auth failed (%s)\n", + client.fail_reason().empty() ? client.last_error().c_str() + : client.fail_reason().c_str()); + return 1; + } + std::printf("RESULT: timed out. last_error=%s online=%d cipher=%d login_sent=%d\n", + client.last_error().c_str(), (int)reported_online, (int)reported_cipher, + (int)reported_login); + return 3; +} diff --git a/extension/tools/packtool.cpp b/extension/tools/packtool.cpp new file mode 100644 index 00000000..1238ea93 --- /dev/null +++ b/extension/tools/packtool.cpp @@ -0,0 +1,94 @@ +// packtool — cross-platform replacement for the fork's PackMaker.exe. +// packtool pack [--encrypt] +// packtool unpack +// packtool list +#include "../src/pack/eterpack.h" + +#include +#include +#include +#include +#include +#include + +namespace fs = std::filesystem; +using namespace mtpack; + +static std::vector slurp(const fs::path &p) { + std::ifstream f(p, std::ios::binary); + return {std::istreambuf_iterator(f), std::istreambuf_iterator()}; +} + +static int do_pack(const char *folder, const char *out, bool enc) { + fs::path root(folder); + std::vector files; + for (auto &e : fs::recursive_directory_iterator(root)) { + if (!e.is_regular_file()) { + continue; + } + std::string rel = fs::relative(e.path(), root).generic_string(); + files.push_back({rel, slurp(e.path())}); + } + std::string err; + if (!write_pack(out, files, enc, &err)) { + std::fprintf(stderr, "pack failed: %s\n", err.c_str()); + return 1; + } + std::printf("packed %zu files -> %s%s\n", files.size(), out, enc ? " (encrypted)" : ""); + return 0; +} + +static int do_unpack(const char *in, const char *out_folder) { + EterPack pk; + std::string err; + if (!pk.open(in, &err)) { + std::fprintf(stderr, "open failed: %s\n", err.c_str()); + return 1; + } + for (const auto &name : pk.names()) { + std::vector data; + if (!pk.read(name, data, &err)) { + std::fprintf(stderr, "read %s: %s\n", name.c_str(), err.c_str()); + return 1; + } + fs::path dst = fs::path(out_folder) / name; + fs::create_directories(dst.parent_path()); + std::ofstream f(dst, std::ios::binary); + f.write(reinterpret_cast(data.data()), static_cast(data.size())); + } + std::printf("unpacked %zu files -> %s\n", pk.count(), out_folder); + return 0; +} + +static int do_list(const char *in) { + EterPack pk; + std::string err; + if (!pk.open(in, &err)) { + std::fprintf(stderr, "open failed: %s\n", err.c_str()); + return 1; + } + std::printf("%zu entries, name-field=%d\n", pk.count(), pk.name_field()); + for (const auto &n : pk.names()) { + std::printf(" %s\n", n.c_str()); + } + return 0; +} + +int main(int argc, char **argv) { + if (argc >= 4 && std::strcmp(argv[1], "pack") == 0) { + bool enc = argc >= 5 && std::strcmp(argv[4], "--encrypt") == 0; + return do_pack(argv[2], argv[3], enc); + } + if (argc == 4 && std::strcmp(argv[1], "unpack") == 0) { + return do_unpack(argv[2], argv[3]); + } + if (argc == 3 && std::strcmp(argv[1], "list") == 0) { + return do_list(argv[2]); + } + std::fprintf(stderr, + "usage:\n" + " packtool pack [--encrypt]\n" + " packtool unpack \n" + " packtool list \n"); + return 2; +} diff --git a/formats/CMakeLists.txt b/formats/CMakeLists.txt new file mode 100644 index 00000000..72677ad4 --- /dev/null +++ b/formats/CMakeLists.txt @@ -0,0 +1,43 @@ +# msm / msa —— Metin2 文本包装格式(M2)。照 EterGrnLib/RaceManager 复刻。 +# m2map/* —— A1 世界渲染的地图格式(SHINSOO-WORLD-RENDERING.md W0)。无 godot 依赖。 +add_library(xr_formats STATIC + textscript.cpp # M2 T1: Metin2 文本脚本 token 树解析(.msa / .msm 共用) + msm.cpp # 模型:base gr2 + 发型(RaceDataScript 子集) + msa.cpp # 动作:anim gr2 + duration + accumulation + 事件 + + m2_tokvec.cpp # W0: LoadMultipleTextData 等价(Start/End 块 → token 向量表) + m2_coord.cpp # W0: Metin2↔Godot 坐标 / 单位 / 区块编号(BACKLOG I5) + map_setting.cpp # W0: setting.txt + texture_set.cpp # W0: TextureSet .txt + area_data.cpp # W0: areadata / areaambiencedata / areaproperty + terrain_files.cpp # W0: height.raw / tile.raw / attr.atr / water.wtr + environment.cpp # W0: .msenv(Group/List 文本树) + property.cpp # W0: .prb/.prt/.pre/.prd/.pra + CRC 注册表(BACKLOG E13) + asset_resolver.cpp # W0: 虚拟路径 -> 散文件(BACKLOG G7) + terrain_mesh.cpp # W1: heightmap -> 顶点/法线/索引 + GetHeight 三角插值 + splat.cpp # W2: tile.raw -> 每图层 258x258 alpha(RAW_GenerateSplat 端口) + spt.cpp # W4: .spt 嗅探(几何不可读,见文件头注释) +) +add_library(xrender::formats ALIAS xr_formats) +target_include_directories(xr_formats PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}) +target_link_libraries(xr_formats PUBLIC xrender::libgr2) +target_compile_features(xr_formats PUBLIC cxx_std_20) + +if(BUILD_TESTING) + add_executable(formats_msa_test tests/msa_test.cpp) + target_link_libraries(formats_msa_test PRIVATE xrender::formats) + add_test(NAME formats.msa_loop_data COMMAND formats_msa_test) + + add_executable(formats_msm_test tests/msm_test.cpp) + target_link_libraries(formats_msm_test PRIVATE xrender::formats) + add_test(NAME formats.msm_hair COMMAND formats_msm_test) + + add_executable(formats_map_test tests/map_formats_test.cpp) + target_link_libraries(formats_map_test PRIVATE xrender::formats) + add_test(NAME formats.map_formats COMMAND formats_map_test) + # 真实 A1 资源路径(可选):设了就跑 live 断言。 + if(DEFINED ENV{M2_ASSETS}) + set_tests_properties(formats.map_formats PROPERTIES + ENVIRONMENT "M2_ASSETS=$ENV{M2_ASSETS}") + endif() +endif() diff --git a/formats/area_data.cpp b/formats/area_data.cpp new file mode 100644 index 00000000..0417ab07 --- /dev/null +++ b/formats/area_data.cpp @@ -0,0 +1,132 @@ +#include "area_data.h" + +#include "m2_tokvec.h" + +#include +#include + +namespace fmt { + +namespace { + +// "yaw#pitch#roll" 或单个数(= roll)。原客户端 Area.cpp 用 atoi,这里用 atof 更宽容。 +void parse_ypr(const std::string& s, float& yaw, float& pitch, float& roll) { + yaw = pitch = roll = 0; + auto h1 = s.find('#'); + if (h1 == std::string::npos) { + roll = (float)std::atof(s.c_str()); + return; + } + auto h2 = s.find('#', h1 + 1); + yaw = (float)std::atof(s.substr(0, h1).c_str()); + if (h2 == std::string::npos) { + pitch = (float)std::atof(s.substr(h1 + 1).c_str()); + } else { + pitch = (float)std::atof(s.substr(h1 + 1, h2 - h1 - 1).c_str()); + roll = (float)std::atof(s.substr(h2 + 1).c_str()); + } +} + +} // namespace + +bool parse_area_data(const std::string& text, AreaData& out, std::string* err) { + TokVecMap tv; + std::string perr; + parse_tokvec(text, tv, &perr); + out = AreaData{}; + + if (!tv.has("areadatafile")) { + if (err) *err = "areadata 缺首行 `AreaDataFile`"; + return false; + } + if (!tv.has("objectcount")) { + if (err) *err = "areadata 缺 ObjectCount"; + return false; + } + out.declared_count = (int)tv.inum("objectcount"); + + for (int i = 0; i < out.declared_count; ++i) { + char key[32]; + std::snprintf(key, sizeof(key), "object%03d", i); + const auto* v = tv.find(key); + if (!v) continue; // 原客户端也是 `continue` + if (v->size() < 4) { + if (err) *err = std::string("areadata 块 ") + key + " token 不足 4 个"; + return false; + } + AreaObject o; + o.x = std::atof((*v)[0].c_str()); + o.y = std::atof((*v)[1].c_str()); + o.z = std::atof((*v)[2].c_str()); + o.crc = (uint32_t)std::strtoul((*v)[3].c_str(), nullptr, 10); + if (v->size() > 4) parse_ypr((*v)[4], o.yaw, o.pitch, o.roll); + if (v->size() > 5) o.height_bias = (float)std::atof((*v)[5].c_str()); + for (size_t k = 6; k < v->size(); ++k) + o.portal_ids.push_back(std::atoi((*v)[k].c_str())); + out.objects.push_back(std::move(o)); + } + return true; +} + +bool parse_area_ambience(const std::string& text, AreaAmbienceData& out, std::string* err) { + TokVecMap tv; + std::string perr; + parse_tokvec(text, tv, &perr); + out = AreaAmbienceData{}; + + if (!tv.has("areaambiencedatafile")) { + if (err) *err = "areaambiencedata 缺首行"; + return false; + } + if (!tv.has("objectcount")) { + if (err) *err = "areaambiencedata 缺 ObjectCount"; + return false; + } + out.declared_count = (int)tv.inum("objectcount"); + + for (int i = 0; i < out.declared_count; ++i) { + char key[32]; + std::snprintf(key, sizeof(key), "object%03d", i); + const auto* v = tv.find(key); + if (!v || v->size() < 5) continue; + AreaAmbienceObject o; + o.x = std::atof((*v)[0].c_str()); + o.y = std::atof((*v)[1].c_str()); + o.z = std::atof((*v)[2].c_str()); + o.crc = (uint32_t)std::strtoul((*v)[3].c_str(), nullptr, 10); + o.range = (float)std::atof((*v)[4].c_str()); + out.objects.push_back(std::move(o)); + } + return true; +} + +bool parse_area_property(const std::string& text, AreaProperty& out, std::string* err) { + TokVecMap tv; + std::string perr; + parse_tokvec(text, tv, &perr); + out = AreaProperty{}; + out.area_name = tv.str("areaname"); + out.num_water = (int)tv.inum("numwater", 0); + (void)err; + return true; +} + +// --- file wrappers --- +static bool load(const std::string& path, std::string& text, std::string* err) { + if (!read_file(path, text)) { + if (err) *err = "打不开 " + path; + return false; + } + return true; +} +bool parse_area_data_file(const std::string& p, AreaData& o, std::string* e) { + std::string t; return load(p, t, e) && parse_area_data(t, o, e); +} +bool parse_area_ambience_file(const std::string& p, AreaAmbienceData& o, std::string* e) { + std::string t; return load(p, t, e) && parse_area_ambience(t, o, e); +} +bool parse_area_property_file(const std::string& p, AreaProperty& o, std::string* e) { + std::string t; return load(p, t, e) && parse_area_property(t, o, e); +} + +} // namespace fmt diff --git a/formats/area_data.h b/formats/area_data.h new file mode 100644 index 00000000..452a90d5 --- /dev/null +++ b/formats/area_data.h @@ -0,0 +1,54 @@ +// areadata.txt / areaambiencedata.txt / areaproperty.txt —— 每个区块的对象记录。 +// 对标 GameLib/Area.cpp __Load_LoadObject / __Load_LoadAmbience 和 +// MapOutdoorLoad.cpp 的 AreaProperty 解析。SHINSOO §5.3 / §5.6。 +// +// 坐标系(W0 判明 → W3 修正,2026-08-29):areadata 的 position 是**地图全局厘米**(不是 +// 区块本地!只有 000000 因为在原点附近才看着像本地)。x 正 = 东,y 负 = 南(幅度 = 距地图 +// 北边缘),随 tile_y 增大而更负。`Area::SetCoordinate` 不偏移,正因为 position 已是全局。 +// 各区块 x∈[tile_x·25600, +25600]、|y|∈[tile_y·25600, +25600](实测 A1 全 20 区块)。 +// z 是竖直(高度)轴 cm。heightBias 加在 z 上。转换:直接 position_to_godot(x, y, z)。 +#pragma once +#include +#include +#include + +namespace fmt { + +struct AreaObject { + double x = 0, y = 0, z = 0; // 区块本地 cm + uint32_t crc = 0; // property CRC + float yaw = 0, pitch = 0, roll = 0; + float height_bias = 0; + std::vector portal_ids; +}; + +struct AreaData { + int declared_count = 0; // ObjectCount + std::vector objects; // 实际解析到的(缺块会跳过,故可能 < declared) +}; + +struct AreaAmbienceObject { + double x = 0, y = 0, z = 0; + uint32_t crc = 0; + float range = 0; +}; +struct AreaAmbienceData { + int declared_count = 0; + std::vector objects; +}; + +struct AreaProperty { + std::string area_name; // AreaName(去引号) + int num_water = 0; +}; + +bool parse_area_data(const std::string& text, AreaData& out, std::string* err); +bool parse_area_data_file(const std::string& path, AreaData& out, std::string* err); + +bool parse_area_ambience(const std::string& text, AreaAmbienceData& out, std::string* err); +bool parse_area_ambience_file(const std::string& path, AreaAmbienceData& out, std::string* err); + +bool parse_area_property(const std::string& text, AreaProperty& out, std::string* err); +bool parse_area_property_file(const std::string& path, AreaProperty& out, std::string* err); + +} // namespace fmt diff --git a/formats/asset_resolver.cpp b/formats/asset_resolver.cpp new file mode 100644 index 00000000..f7a7ec26 --- /dev/null +++ b/formats/asset_resolver.cpp @@ -0,0 +1,245 @@ +#include "asset_resolver.h" +#include "m2_tokvec.h" // fmt::read_file(host 可注入 FileAccess) + +#include +#include +#include +#include + +namespace fmt { + +namespace fs = std::filesystem; + +namespace { + +std::string lower(std::string s) { + std::transform(s.begin(), s.end(), s.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + return s; +} + +// "a/b/./c/../d" -> "a/b/d"(不越过根;越根的 ".." 直接丢) +std::string collapse(const std::string& in) { + std::vector parts; + std::string cur; + auto flush = [&] { + if (cur.empty()) return; + if (cur == ".") { + } else if (cur == "..") { + if (!parts.empty()) parts.pop_back(); + } else { + parts.push_back(cur); + } + cur.clear(); + }; + for (char c : in) { + if (c == '/') flush(); + else cur += c; + } + flush(); + std::string out; + for (size_t i = 0; i < parts.size(); ++i) { + if (i) out += '/'; + out += parts[i]; + } + return out; +} + +const char* kYmir = "ymir work/"; + +// 若 path 含 "ymir work/",返回从那里起的后缀,否则 ""。 +std::string ymir_suffix(const std::string& norm) { + auto p = norm.find(kYmir); + if (p == std::string::npos) return ""; + return norm.substr(p); +} + +// 一级目录归类:0=基础(在 priority 里),1=普通,2=patch/补丁 +int pack_rank(const std::string& top, const std::vector& prio) { + std::string t = lower(top); + for (size_t i = 0; i < prio.size(); ++i) + if (lower(prio[i]) == t) return (int)i; // 0..N-1 + if (t.rfind("metin2_patch_", 0) == 0 || t.rfind("patch", 0) == 0) return 100000; + return 50000; +} + +} // namespace + +std::vector AssetResolver::default_priority() { + return {"Zone", "Terrain", "ETC", "PC", "Tree", "Property", "Effect", + "Monster", "NPC", "season2", "season3_eu"}; +} + +std::string AssetResolver::normalize(const std::string& vp) { + std::string s = vp; + for (char& c : s) + if (c == '\\') c = '/'; + s = lower(s); + // 去盘符 "d:/..." / "d:..." + if (s.size() >= 2 && std::isalpha((unsigned char)s[0]) && s[1] == ':') + s = s.substr(2); + while (!s.empty() && s[0] == '/') s.erase(s.begin()); + return collapse(s); +} + +bool AssetResolver::build(const std::string& root, const std::vector& prio, + std::string* err) { + assets_root = root; + std::error_code ec; + if (!fs::exists(root, ec)) { + if (err) *err = "assets 根不存在: " + root; + return false; + } + + // 收集 (rank, real_path, rel_norm) 后按 rank 稳定排序 —— 保证先注册者 = 高优先级 + struct Rec { + int rank; + std::string real, rel; + }; + std::vector recs; + fs::path base(root); + for (auto it = fs::recursive_directory_iterator( + root, fs::directory_options::skip_permission_denied, ec); + it != fs::recursive_directory_iterator(); it.increment(ec)) { + if (ec) { ec.clear(); continue; } + if (!it->is_regular_file(ec)) continue; + std::string rel_real = fs::relative(it->path(), base, ec).generic_string(); + std::string rel = lower(rel_real); + if (rel.empty()) continue; + std::string top = rel.substr(0, rel.find('/')); + // real_path 存**相对** assets_root(保留原始大小写);resolve() 拼回。 + recs.push_back({pack_rank(top, prio), rel_real, rel}); + } + std::stable_sort(recs.begin(), recs.end(), + [](const Rec& a, const Rec& b) { return a.rank < b.rank; }); + + std::vector seen_conflicts; + for (auto& r : recs) { + ++files_indexed; + // by_rel + { + auto& e = by_rel[r.rel]; + if (e.real_path.empty()) e.real_path = r.real; + e.all_candidates.push_back(r.real); + } + // by_ymir + std::string suf = ymir_suffix(r.rel); + if (!suf.empty()) { + auto& e = by_ymir[suf]; + if (e.real_path.empty()) { + e.real_path = r.real; + } else { + ++ymir_conflicts; + if (seen_conflicts.size() < 50 && + std::find(seen_conflicts.begin(), seen_conflicts.end(), suf) == + seen_conflicts.end()) { + seen_conflicts.push_back(suf); + conflict_keys.push_back(suf); + } + } + e.all_candidates.push_back(r.real); + } + } + return true; +} + +std::string AssetResolver::resolve(const std::string& vp, std::string* reason) const { + auto join = [this](const std::string& rel) { + if (rel.empty()) return std::string(); + if (assets_root.empty()) return rel; + std::string r = assets_root; + if (r.back() != '/') r += '/'; + return r + rel; + }; + std::string norm = normalize(vp); + std::string suf = ymir_suffix(norm); + if (!suf.empty()) { + auto it = by_ymir.find(suf); + if (it != by_ymir.end()) return join(it->second.real_path); + if (reason) *reason = "未在 ymir 索引找到: " + suf; + return ""; + } + auto it = by_rel.find(norm); + if (it != by_rel.end()) return join(it->second.real_path); + if (reason) *reason = "未在相对路径索引找到: " + norm; + return ""; +} + +// --- 索引烘焙 / 装载 --------------------------------------------------- + +std::string AssetResolver::save_index() const { + // 行式:MTIDX1 头 + 每行 "Y|R\t\t"。只存被采用的 real_path。 + std::ostringstream ss; + ss << "MTIDX1\n"; + for (const auto& kv : by_ymir) { + ss << "Y\t" << kv.first << '\t' << kv.second.real_path << '\n'; + } + for (const auto& kv : by_rel) { + ss << "R\t" << kv.first << '\t' << kv.second.real_path << '\n'; + } + return ss.str(); +} + +bool AssetResolver::load_index(const std::string& root, const std::string& text, + std::string* err) { + by_ymir.clear(); + by_rel.clear(); + files_indexed = 0; + ymir_conflicts = 0; + conflict_keys.clear(); + assets_root = root; + + std::istringstream in(text); + std::string line; + if (!std::getline(in, line) || line.rfind("MTIDX1", 0) != 0) { + if (err) *err = "asset_index:坏头(期望 MTIDX1)"; + return false; + } + while (std::getline(in, line)) { + if (line.empty() || line[0] == '#') continue; + // tag \t key \t rel + size_t t1 = line.find('\t'); + size_t t2 = (t1 == std::string::npos) ? std::string::npos : line.find('\t', t1 + 1); + if (t2 == std::string::npos) continue; + std::string tag = line.substr(0, t1); + std::string key = line.substr(t1 + 1, t2 - t1 - 1); + std::string rel = line.substr(t2 + 1); + if (!rel.empty() && rel.back() == '\r') rel.pop_back(); + if (key.empty() || rel.empty()) continue; + Entry e; + e.real_path = rel; + if (tag == "Y") { + by_ymir.emplace(std::move(key), std::move(e)); + } else if (tag == "R") { + by_rel.emplace(std::move(key), std::move(e)); + } + ++files_indexed; + } + if (by_ymir.empty() && by_rel.empty()) { + if (err) *err = "asset_index:空索引"; + return false; + } + return true; +} + +bool AssetResolver::build_or_load(const std::string& root, + const std::vector& prio, std::string* err) { + std::string text; + if (read_file(root + "/asset_index.txt", text) && text.rfind("MTIDX1", 0) == 0) { + return load_index(root, text, err); + } + return build(root, prio, err); +} + +bool AssetResolver::exists(const std::string& vp) const { + return !resolve(vp, nullptr).empty(); +} + +std::vector AssetResolver::all_rel() const { + std::vector out; + out.reserve(by_rel.size()); + for (const auto& kv : by_rel) out.push_back(kv.second.real_path); + return out; +} + +} // namespace fmt diff --git a/formats/asset_resolver.h b/formats/asset_resolver.h new file mode 100644 index 00000000..143a7e2e --- /dev/null +++ b/formats/asset_resolver.h @@ -0,0 +1,64 @@ +// AssetResolver —— 虚拟路径(`d:\ymir work\...`)-> 真实散文件路径。 +// SHINSOO §4.2 / §9-W0 / BACKLOG G7。无 godot 依赖(放 formats/ 以便 CTest; +// SHINSOO §7.1 原列在 extension/src,此处按「解析层不依赖 godot」的原则前移)。 +// +// 散文件按原 eterpack 名散在多个一级目录(Zone/ Terrain/ ETC/ PC/ Tree/ Property/ +// metin2_patch_*/ ...),每个下面有 `ymir work/`。所以按「ymir work/ 之后的后缀」建索引, +// 而不是假设 `assets/ymir work/...`。 +#pragma once +#include +#include +#include + +namespace fmt { + +struct AssetResolver { + struct Entry { + std::string real_path; // 采用的真实路径,**相对 assets_root**(resolve 时拼回) + std::vector all_candidates; // 全部命中(开发模式查 patch 覆盖;load_index 后为空) + }; + + // key = 规范化后的索引键(小写 / '/')。两套: + // by_ymir : "ymir work/..." 之后的后缀 (虚拟路径主用) + // by_rel : assets 根起的相对路径 (地图数据等直接相对寻址) + std::map by_ymir; + std::map by_rel; + + int files_indexed = 0; + int ymir_conflicts = 0; // 同 key 多个真实文件 + std::vector conflict_keys; // 去重后的冲突 key(前若干个) + std::string assets_root; + + // pack 优先级:越靠前越优先(先注册者胜)。默认基础包在前、patch 包在后。 + // 未列出的一级目录按字母序排在「基础」与「patch」之间。 + bool build(const std::string& assets_root, + const std::vector& pack_priority = default_priority(), + std::string* err = nullptr); + + // 烘焙 / 装载索引(PCK 里没法 std::filesystem 扫目录)。 + // save_index() -> 一段文本(行式,路径相对 assets_root) + // load_index() <- 该文本 + 运行时 assets_root(resolve 拼回真实路径) + std::string save_index() const; + bool load_index(const std::string& assets_root, const std::string& text, + std::string* err = nullptr); + + // assets_root 下有 asset_index.txt 就 load,否则 build() 扫盘。 + // 读文件走 fmt::read_file(host 可注入 FileAccess -> res:// 可用)。 + bool build_or_load(const std::string& assets_root, + const std::vector& pack_priority = default_priority(), + std::string* err = nullptr); + + // 规范化:'\'->'/',去盘符,去开头 '/',小写,折叠 '//',处理 '.'/'..'。 + static std::string normalize(const std::string& virtual_path); + + // 解析。成功返回真实路径;失败返回 "" 且(可选)写 reason。 + std::string resolve(const std::string& virtual_path, std::string* reason = nullptr) const; + bool exists(const std::string& virtual_path) const; + + // 所有已索引文件的相对路径(by_rel 的 real_path 去重)。PropertyRegistry::scan_list 用。 + std::vector all_rel() const; + + static std::vector default_priority(); +}; + +} // namespace fmt diff --git a/formats/environment.cpp b/formats/environment.cpp new file mode 100644 index 00000000..09d14c53 --- /dev/null +++ b/formats/environment.cpp @@ -0,0 +1,204 @@ +#include "environment.h" + +#include "m2_tokvec.h" // read_file + +#include +#include +#include +#include + +namespace fmt { + +namespace { + +bool ieq(const std::string& a, const char* b) { + if (a.size() != std::strlen(b)) return false; + for (size_t i = 0; i < a.size(); ++i) + if (std::tolower((unsigned char)a[i]) != std::tolower((unsigned char)b[i])) return false; + return true; +} + +std::vector tok_line(const std::string& line) { + std::vector out; + size_t i = 0, n = line.size(); + while (i < n) { + char c = line[i]; + if (c == '#' || (c == '/' && i + 1 < n && line[i + 1] == '/')) break; + if (std::isspace((unsigned char)c)) { ++i; continue; } + if (c == '{' || c == '}') { out.emplace_back(1, c); ++i; continue; } + if (c == '"') { + ++i; + std::string s; + while (i < n && line[i] != '"') s += line[i++]; + if (i < n) ++i; + out.push_back(s); + continue; + } + std::string s; + while (i < n && !std::isspace((unsigned char)line[i]) && line[i] != '{' && line[i] != '}') + s += line[i++]; + out.push_back(s); + } + return out; +} + +struct Block { + std::string name; + bool is_list = false; + std::vector> lines; // kv lines (lines[k][0] = key) + std::vector> rows; // List rows + std::vector children; + + const std::vector* kv(const char* key) const { + for (auto& l : lines) + if (!l.empty() && ieq(l[0], key)) return &l; + return nullptr; + } + const Block* child(const char* nm) const { + for (auto& c : children) + if (ieq(c.name, nm)) return &c; + return nullptr; + } + float f(const char* key, int idx, float def = 0) const { + auto* l = kv(key); + return (l && (int)l->size() > idx) ? (float)std::atof((*l)[idx].c_str()) : def; + } + int i(const char* key, int def = 0) const { + auto* l = kv(key); + return (l && l->size() > 1) ? std::atoi((*l)[1].c_str()) : def; + } + std::string s(const char* key, const std::string& def = "") const { + auto* l = kv(key); + return (l && l->size() > 1) ? (*l)[1] : def; + } +}; + +bool parse_tree(const std::string& text, Block& root, std::string* err) { + std::istringstream in(text); + std::string line; + std::vector stack{&root}; + std::string pending; // name of a Group/List awaiting '{' + bool pending_list = false; + + while (std::getline(in, line)) { + if (!line.empty() && line.back() == '\r') line.pop_back(); + auto t = tok_line(line); + for (size_t k = 0; k < t.size(); ++k) { + const std::string& x = t[k]; + if (x == "{") { + Block b; + b.name = pending; + b.is_list = pending_list; + stack.back()->children.push_back(std::move(b)); + stack.push_back(&stack.back()->children.back()); + pending.clear(); + pending_list = false; + } else if (x == "}") { + if (stack.size() <= 1) { if (err) *err = "msenv: 多余的 }"; return false; } + stack.pop_back(); + } else if (ieq(x, "Group") || ieq(x, "List")) { + pending_list = ieq(x, "List"); + pending = (k + 1 < t.size()) ? t[k + 1] : ""; + ++k; + } else { + // 一行剩余 token 作为一条记录 + std::vector rec(t.begin() + k, t.end()); + if (stack.back()->is_list) { + std::vector row; + for (auto& v : rec) row.push_back((float)std::atof(v.c_str())); + stack.back()->rows.push_back(std::move(row)); + } else { + stack.back()->lines.push_back(std::move(rec)); + } + break; // 行内其余 token 已并入本记录 + } + } + } + if (stack.size() != 1) { if (err) *err = "msenv: 块未闭合"; return false; } + return true; +} + +Rgba rgba(const std::vector* l, int off = 1) { + Rgba c{{0, 0, 0, 1}}; + if (l) + for (int k = 0; k < 4 && off + k < (int)l->size(); ++k) + c[k] = (float)std::atof((*l)[off + k].c_str()); + return c; +} +Rgba row_rgba(const std::vector& r) { + Rgba c{{0, 0, 0, 0}}; + for (int k = 0; k < 4 && k < (int)r.size(); ++k) c[k] = r[k]; + return c; +} + +} // namespace + +bool parse_environment(const std::string& text, Environment& out, std::string* err) { + Block root; + if (!parse_tree(text, root, err)) return false; + out = Environment{}; + + if (auto* l = root.kv("ScriptType")) out.script_type = l->size() > 1 ? (*l)[1] : ""; + out.script_version = root.f("ScriptVersion", 1); + + if (const Block* dl = root.child("DirectionalLight")) { + if (auto* d = dl->kv("Direction")) + for (int k = 0; k < 3 && k + 1 < (int)d->size(); ++k) + out.dir_light.direction[k] = (float)std::atof((*d)[k + 1].c_str()); + if (const Block* bg = dl->child("Background")) { + out.dir_light.bg_enable = bg->i("Enable") != 0; + out.dir_light.bg_diffuse = rgba(bg->kv("Diffuse")); + out.dir_light.bg_ambient = rgba(bg->kv("Ambient")); + } + if (const Block* ch = dl->child("Character")) { + out.dir_light.ch_enable = ch->i("Enable") != 0; + out.dir_light.ch_diffuse = rgba(ch->kv("Diffuse")); + out.dir_light.ch_ambient = rgba(ch->kv("Ambient")); + } + } + if (const Block* m = root.child("Material")) { + out.material.diffuse = rgba(m->kv("Diffuse")); + out.material.ambient = rgba(m->kv("Ambient")); + out.material.emissive = rgba(m->kv("Emissive")); + } + if (const Block* fg = root.child("Fog")) { + out.fog.fog_level = fg->i("foglevel", 0); + out.fog.near_distance = fg->f("NearDistance", 1); + out.fog.far_distance = fg->f("FarDistance", 1); + out.fog.color = rgba(fg->kv("Color")); + out.fog.enable = (fg->kv("Enable") && fg->i("Enable") != 0) || out.fog.fog_level > 0; + } + if (const Block* sb = root.child("SkyBox")) { + for (int k = 0; k < 3; ++k) out.sky.scale[k] = sb->f("Scale", k + 1); + out.sky.gradient_level_upper = sb->i("GradientLevelUpper"); + out.sky.gradient_level_lower = sb->i("GradientLevelLower"); + for (int k = 0; k < 2; ++k) { + out.sky.cloud_scale[k] = sb->f("CloudScale", k + 1); + out.sky.cloud_texture_scale[k] = sb->f("CloudTextureScale", k + 1); + out.sky.cloud_speed[k] = sb->f("CloudSpeed", k + 1); + } + out.sky.cloud_height = sb->f("CloudHeight", 1); + out.sky.cloud_texture = sb->s("CloudTextureFileName"); + if (const Block* cc = sb->child("CloudColor")) + for (auto& r : cc->rows) out.sky.cloud_color.push_back(row_rgba(r)); + if (const Block* gr = sb->child("Gradient")) + for (auto& r : gr->rows) out.sky.gradient.push_back(row_rgba(r)); + } + if (const Block* lf = root.child("LensFlare")) { + out.lens_flare.enable = lf->i("Enable") != 0; + out.lens_flare.brightness_color = rgba(lf->kv("BrightnessColor")); + out.lens_flare.max_brightness = lf->f("MaxBrightness", 1); + out.lens_flare.main_flare_enable = lf->i("MainFlareEnable") != 0; + out.lens_flare.main_flare_texture = lf->s("MainFlareTextureFileName"); + out.lens_flare.main_flare_size = lf->f("MainFlareSize", 1); + } + return true; +} + +bool parse_environment_file(const std::string& path, Environment& out, std::string* err) { + std::string text; + if (!read_file(path, text)) { if (err) *err = "打不开 " + path; return false; } + return parse_environment(text, out, err); +} + +} // namespace fmt diff --git a/formats/environment.h b/formats/environment.h new file mode 100644 index 00000000..beb93776 --- /dev/null +++ b/formats/environment.h @@ -0,0 +1,60 @@ +// .msenv(首行 `ScriptType EnvrionmentData` —— 原格式拼写错误,照收)。 +// 文本,`Group NAME { ... }` + `List NAME { ... }`(匿名 rgba 行)。SHINSOO §5.5。 +// 真值:ETC/ymir work/environment/*.msenv 实测 + EterLib 环境类。W5 用。 +#pragma once +#include +#include +#include + +namespace fmt { + +using Rgba = std::array; +using Vec3f = std::array; +using Vec2f = std::array; + +struct EnvDirLight { + Vec3f direction{{0, 0, 0}}; + bool bg_enable = false, ch_enable = false; + Rgba bg_diffuse{{1, 1, 1, 1}}, bg_ambient{{0, 0, 0, 1}}; + Rgba ch_diffuse{{1, 1, 1, 1}}, ch_ambient{{0, 0, 0, 1}}; +}; +struct EnvMaterial { + Rgba diffuse{{1, 1, 1, 1}}, ambient{{1, 1, 1, 1}}, emissive{{0, 0, 0, 1}}; +}; +struct EnvFog { + // 两种写法:老版 `Enable`/`NearDistance`/`FarDistance`;A1 实盘用 `foglevel`(0=关,>0=开)。 + bool enable = false; // Enable != 0 || fog_level > 0 + int fog_level = 0; // foglevel + float near_distance = 0, far_distance = 0; + Rgba color{{1, 1, 1, 1}}; +}; +struct EnvSkyBox { + Vec3f scale{{1, 1, 1}}; + int gradient_level_upper = 0, gradient_level_lower = 0; + Vec2f cloud_scale{{1, 1}}, cloud_texture_scale{{1, 1}}, cloud_speed{{0, 0}}; + float cloud_height = 0; + std::string cloud_texture; + std::vector cloud_color; // List CloudColor + std::vector gradient; // List Gradient(成对 = 一段渐变的上下色) +}; +struct EnvLensFlare { + bool enable = false, main_flare_enable = false; + Rgba brightness_color{{1, 1, 1, 1}}; + float max_brightness = 0, main_flare_size = 0; + std::string main_flare_texture; +}; + +struct Environment { + std::string script_type; // "EnvrionmentData" + float script_version = 0; + EnvDirLight dir_light; + EnvMaterial material; + EnvFog fog; + EnvSkyBox sky; + EnvLensFlare lens_flare; +}; + +bool parse_environment(const std::string& text, Environment& out, std::string* err); +bool parse_environment_file(const std::string& path, Environment& out, std::string* err); + +} // namespace fmt diff --git a/formats/m2_coord.cpp b/formats/m2_coord.cpp new file mode 100644 index 00000000..3fa0862f --- /dev/null +++ b/formats/m2_coord.cpp @@ -0,0 +1,60 @@ +#include "m2_coord.h" + +#include +#include + +namespace fmt::m2coord { + +std::string tile_dir(int tile_x, int tile_y) { + char buf[16]; + std::snprintf(buf, sizeof(buf), "%06u", tile_id(tile_x, tile_y)); + return buf; +} + +namespace { +Mat3 mul(const Mat3& a, const Mat3& b) { + Mat3 r{}; + for (int i = 0; i < 3; ++i) + for (int j = 0; j < 3; ++j) + for (int k = 0; k < 3; ++k) + r.m[i * 3 + j] += a.m[i * 3 + k] * b.m[k * 3 + j]; + return r; +} +Mat3 rot_x(double a) { + double c = std::cos(a), s = std::sin(a); + return {{1, 0, 0, 0, c, -s, 0, s, c}}; +} +Mat3 rot_y(double a) { + double c = std::cos(a), s = std::sin(a); + return {{c, 0, s, 0, 1, 0, -s, 0, c}}; +} +Mat3 rot_z(double a) { + double c = std::cos(a), s = std::sin(a); + return {{c, -s, 0, s, c, 0, 0, 0, 1}}; +} +} // namespace + +Mat3 ypr_basis(double yaw_deg, double pitch_deg, double roll_deg) { + const double d2r = 3.14159265358979323846 / 180.0; + return mul(mul(rot_y(yaw_deg * d2r), rot_x(pitch_deg * d2r)), rot_z(roll_deg * d2r)); +} + +Mat3 object_basis_godot(double yaw_deg, double pitch_deg, double roll_deg) { + // Conjugate the Metin2-space rotation through the Z-up -> Y-up axis swap + // C = rotate(-90deg, X): (x,y,z) -> (x,z,-y). R_godot = C * R_m2 * C^-1 + const Mat3 C{{1, 0, 0, 0, 0, 1, 0, -1, 0}}; + const Mat3 Ci{{1, 0, 0, 0, 0, -1, 0, 1, 0}}; + return mul(mul(C, ypr_basis(yaw_deg, pitch_deg, roll_deg)), Ci); +} + +bool parse_tile_dir(const std::string& name, int& tile_x, int& tile_y) { + if (name.size() != 6) return false; + for (char c : name) + if (c < '0' || c > '9') return false; + long id = std::strtol(name.c_str(), nullptr, 10); + tile_x = int(id / 1000); + tile_y = int(id % 1000); + return true; +} + +} // namespace fmt::m2coord diff --git a/formats/m2_coord.h b/formats/m2_coord.h new file mode 100644 index 00000000..29daffed --- /dev/null +++ b/formats/m2_coord.h @@ -0,0 +1,66 @@ +// Metin2 -> Godot 坐标 / 单位统一转换(纯数学,无 godot 依赖)。 +// BACKLOG I5 · SHINSOO §6。extension 侧的 mtgodot::coord 薄封装应直接调用这里, +// 不得另写公式。 +// +// Metin2:厘米,Z-up(左手) Godot:米,Y-up(右手) +// Godot.x = Metin2.x * 0.01 +// Godot.y = Metin2.z * 0.01 +// Godot.z = -Metin2.y * 0.01 +// 等价于 make_conv 的 rotate(-90°,X) + scale(0.01)。 +#pragma once +#include +#include + +namespace fmt::m2coord { + +struct Vec3 { double x = 0, y = 0, z = 0; }; + +constexpr double CM_TO_M = 0.01; +constexpr int CELLSCALE = 200; // PRTerrainLib TerrainType.h +constexpr int TERRAIN_SIZE = 128; +constexpr int CHUNK_CM = CELLSCALE * TERRAIN_SIZE; // 25600 —— 一个区块的边长(cm) + +// 位置:厘米 Z-up -> 米 Y-up。 +inline Vec3 position_to_godot(double x_cm, double y_cm, double z_cm) { + return { x_cm * CM_TO_M, z_cm * CM_TO_M, -y_cm * CM_TO_M }; +} +inline Vec3 position_to_godot(const Vec3& v) { return position_to_godot(v.x, v.y, v.z); } + +// 方向:只做轴转换,不缩放、不平移。 +inline Vec3 direction_to_godot(double x, double y, double z) { + return { x, z, -y }; +} + +// 区块目录编号:tile_id = tile_x*1000 + tile_y,目录名 = 6 位十进制。 +inline uint32_t tile_id(int tile_x, int tile_y) { + return uint32_t(tile_x) * 1000u + uint32_t(tile_y); +} +std::string tile_dir(int tile_x, int tile_y); // "000000" / "001003" +bool parse_tile_dir(const std::string& name, int& tile_x, int& tile_y); + +// 区块原点(该区块 (0,0) 格在地图内的厘米坐标,未做轴转换)。 +inline Vec3 chunk_origin_cm(int tile_x, int tile_y) { + return { double(tile_x) * CHUNK_CM, double(tile_y) * CHUNK_CM, 0.0 }; +} + +// height.raw 采样值 -> 厘米高度:raw * HeightScale。 +inline double height_raw_to_cm(uint16_t raw, double height_scale) { + return double(raw) * height_scale; +} + +struct Mat3 { double m[9]; }; // row-major: m[r*3+c] + +// AreaData 的 yaw#pitch#roll(度)-> **Metin2 Z-up 空间**的旋转(行主序 3×3)。 +// 忠实移植原客户端 `CGraphicObjectInstance::SetRotation` 的 +// `D3DXMatrixRotationYawPitchRoll(yaw, pitch, roll)`(列向量约定下 = Ry(yaw)·Rx(pitch)·Rz(roll))。 +// 注意 Metin2 世界是 Z-up:yaw 绕 Y、pitch 绕 X、**roll 绕 Z = 竖直轴 = 朝向**。 +// areadata 单值旋转 → roll(`Area.cpp:820`)。这一版**未**做 Z-up→Y-up 轴转换, +// 直接塞进 Godot Basis 会把「朝向」错当成绕 Godot Z 的翻滚 —— 放置物体请用 object_basis_godot()。 +Mat3 ypr_basis(double yaw_deg, double pitch_deg, double roll_deg); + +// 同上,但已把旋转共轭到 **Godot Y-up 空间**(R_godot = C · R_m2 · C⁻¹,C = rotate(-90°,X))。 +// 可直接作为 Godot Basis 使用:物体的 Godot 变换 = Transform3D(object_basis_godot(...), g) * make_conv()。 +// roll(朝向)→ 绕 Godot +Y 的 heading,不再翻滚。行主序 3×3。 +Mat3 object_basis_godot(double yaw_deg, double pitch_deg, double roll_deg); + +} // namespace fmt::m2coord diff --git a/formats/m2_tokvec.cpp b/formats/m2_tokvec.cpp new file mode 100644 index 00000000..e195b86b --- /dev/null +++ b/formats/m2_tokvec.cpp @@ -0,0 +1,155 @@ +#include "m2_tokvec.h" + +#include +#include +#include +#include +#include + +namespace fmt { + +namespace { + +std::string lower(std::string s) { + std::transform(s.begin(), s.end(), s.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + return s; +} + +bool ieq(const std::string& a, const char* b) { + return lower(a) == b; +} + +// 一行 -> token 列表。`"..."` 单 token;`#` / `//` 到行尾注释。 +std::vector tokenize_line(const std::string& line) { + std::vector out; + size_t i = 0, n = line.size(); + while (i < n) { + char c = line[i]; + if (c == '#' || (c == '/' && i + 1 < n && line[i + 1] == '/')) break; + if (std::isspace((unsigned char)c)) { ++i; continue; } + if (c == '"') { + ++i; + std::string s; + while (i < n && line[i] != '"') s += line[i++]; + if (i < n) ++i; // 收尾引号 + out.push_back(s); + continue; + } + std::string s; + while (i < n && !std::isspace((unsigned char)line[i])) + s += line[i++]; + out.push_back(s); + } + return out; +} + +} // namespace + +bool TokVecMap::has(const std::string& key) const { return m.count(key) != 0; } + +const std::vector* TokVecMap::find(const std::string& key) const { + auto it = m.find(lower(key)); + return it == m.end() ? nullptr : &it->second; +} + +std::string TokVecMap::str(const std::string& key, const std::string& def) const { + auto* v = find(key); + return (v && !v->empty()) ? (*v)[0] : def; +} + +long TokVecMap::inum(const std::string& key, long def) const { + auto* v = find(key); + return (v && !v->empty()) ? std::strtol((*v)[0].c_str(), nullptr, 10) : def; +} + +double TokVecMap::num(const std::string& key, double def) const { + auto* v = find(key); + return (v && !v->empty()) ? std::strtod((*v)[0].c_str(), nullptr) : def; +} + +bool parse_tokvec(const std::string& text, TokVecMap& out, std::string* err) { + out = TokVecMap{}; + std::istringstream in(text); + std::string line; + + std::string block_key; // 非空 = 正在收块 + std::vector block_tokens; + std::vector seen_dups; + + auto commit = [&](const std::string& key, std::vector toks) { + std::string k = lower(key); + if (out.m.count(k)) { + out.dup_count++; + if (std::find(seen_dups.begin(), seen_dups.end(), k) == seen_dups.end()) { + seen_dups.push_back(k); + out.dup_keys.push_back(k); + } + return; // 保留第一个 + } + out.m.emplace(std::move(k), std::move(toks)); + }; + + while (std::getline(in, line)) { + if (!line.empty() && line.back() == '\r') line.pop_back(); + auto toks = tokenize_line(line); + if (toks.empty()) continue; + + if (!block_key.empty()) { + if (ieq(toks[0], "end")) { + commit(block_key, std::move(block_tokens)); + block_key.clear(); + block_tokens.clear(); + } else { + for (auto& t : toks) block_tokens.push_back(std::move(t)); + } + continue; + } + + if (ieq(toks[0], "start")) { + if (toks.size() < 2) { + if (err) *err = "Start 缺块名"; + return false; + } + block_key = toks[1]; + block_tokens.clear(); + continue; + } + + // 顶层 `key v1 v2 ...` + std::string key = toks[0]; + std::vector vals(toks.begin() + 1, toks.end()); + commit(key, std::move(vals)); + } + + if (!block_key.empty()) { + // 文件在块中截断 —— 宽容收尾但记 err + commit(block_key, std::move(block_tokens)); + if (err) *err = "文件在 Start '" + block_key + "' 块中截断(缺 End)"; + } + return true; +} + +static FileReader g_file_reader = nullptr; +void set_file_reader(FileReader r) { g_file_reader = r; } + +bool read_file(const std::string& path, std::string& out) { + if (g_file_reader) return g_file_reader(path, out); + std::ifstream f(path, std::ios::binary); + if (!f) return false; + std::ostringstream ss; + ss << f.rdbuf(); + out = ss.str(); + return true; +} + +bool parse_tokvec_file(const std::string& path, TokVecMap& out, std::string* err) { + std::string text; + if (!read_file(path, text)) { + if (err) *err = "打不开文件: " + path; + return false; + } + return parse_tokvec(text, out, err); +} + +} // namespace fmt diff --git a/formats/m2_tokvec.h b/formats/m2_tokvec.h new file mode 100644 index 00000000..25e8fa0a --- /dev/null +++ b/formats/m2_tokvec.h @@ -0,0 +1,43 @@ +// Metin2 地图文本格式的通用解析 —— 对标原客户端 EterBase `LoadMultipleTextData` + +// `CTokenVectorMap`(`GameLib/Area.cpp`、`PRTerrainLib/TextureSet.cpp` 都用它)。 +// +// 语义: +// - 以空白分隔 token;`"..."` 为单 token;`#` 或 `//` 到行尾是注释。 +// - 顶层行 `key v1 v2 ...` -> map[lower(key)] = [v1, v2, ...] +// - `Start ` ... `End []` -> map[lower(Name)] = [块内所有 token 展平] +// - 重复 key:保留第一个,`dup_count` 记录冲突数(W0 报告用)。 +// +// 无 godot 依赖,纯 C++20,走 CTest。SHINSOO §9-W0 / §5。 +#pragma once +#include +#include +#include + +namespace fmt { + +struct TokVecMap { + std::map> m; + int dup_count = 0; // 重复 key 次数 + std::vector dup_keys; // 重复的 key 名(去重后) + + bool has(const std::string& key) const; // key 已小写 + const std::vector* find(const std::string& key) const; + // 便捷取值(key 传入时大小写不敏感) + std::string str(const std::string& key, const std::string& def = "") const; + long inum(const std::string& key, long def = 0) const; + double num(const std::string& key, double def = 0) const; +}; + +// 解析整段文本。语法层面不会失败(宽容解析);err 仅在明显结构错误时写。 +bool parse_tokvec(const std::string& text, TokVecMap& out, std::string* err); +bool parse_tokvec_file(const std::string& path, TokVecMap& out, std::string* err); + +// 小工具:整文件读入字符串。失败返回 false。 +// Whole-file read used by every fmt loader. By default std::ifstream; the host +// app can install a reader that pulls from res:// (Godot PCK on iOS/Android) via +// set_file_reader(). The standalone CTests leave it unset -> plain ifstream. +using FileReader = bool (*)(const std::string& path, std::string& out); +void set_file_reader(FileReader r); // nullptr resets to the ifstream default +bool read_file(const std::string& path, std::string& out); + +} // namespace fmt diff --git a/formats/map_setting.cpp b/formats/map_setting.cpp new file mode 100644 index 00000000..bf9627c0 --- /dev/null +++ b/formats/map_setting.cpp @@ -0,0 +1,60 @@ +#include "map_setting.h" + +#include "m2_tokvec.h" + +#include + +namespace fmt { + +bool parse_map_setting(const std::string& text, MapSetting& out, std::string* err) { + TokVecMap tv; + std::string perr; + parse_tokvec(text, tv, &perr); + + out = MapSetting{}; + + if (!tv.has("mapsize")) { + if (err) *err = "setting.txt 缺 MapSize"; + return false; + } + if (const auto* v = tv.find("mapsize"); v && v->size() >= 2) { + out.map_size_x = (int)std::strtol((*v)[0].c_str(), nullptr, 10); + out.map_size_y = (int)std::strtol((*v)[1].c_str(), nullptr, 10); + } else { + if (err) *err = "setting.txt MapSize 需要两个整数"; + return false; + } + if (out.map_size_x <= 0 || out.map_size_y <= 0) { + if (err) *err = "setting.txt MapSize 非法"; + return false; + } + + if (tv.has("cellscale")) out.cell_scale = (int)tv.inum("cellscale"); + if (tv.has("heightscale")) out.height_scale = tv.num("heightscale"); + out.view_radius = (int)tv.inum("viewradius", 0); + + if (const auto* v = tv.find("baseposition"); v && v->size() >= 2) { + out.base_position_x = std::strtol((*v)[0].c_str(), nullptr, 10); + out.base_position_y = std::strtol((*v)[1].c_str(), nullptr, 10); + } + + out.texture_set = tv.str("textureset"); + out.environment = tv.str("environment"); + + if (out.cell_scale <= 0) { + if (err) *err = "setting.txt CellScale 非法"; + return false; + } + return true; +} + +bool parse_map_setting_file(const std::string& path, MapSetting& out, std::string* err) { + std::string text; + if (!read_file(path, text)) { + if (err) *err = "打不开 " + path; + return false; + } + return parse_map_setting(text, out, err); +} + +} // namespace fmt diff --git a/formats/map_setting.h b/formats/map_setting.h new file mode 100644 index 00000000..3aff204c --- /dev/null +++ b/formats/map_setting.h @@ -0,0 +1,26 @@ +// setting.txt(ScriptType MapSetting)—— 地图全局设置。 +// 对标 GameLib/MapOutdoorLoad.cpp 的 setting 解析。SHINSOO §5.1。 +#pragma once +#include + +namespace fmt { + +struct MapSetting { + int cell_scale = 200; // CellScale(cm/格),默认取 PRTerrainLib 常量 + double height_scale = 0.5; // HeightScale(raw 高度乘数) + int view_radius = 0; // ViewRadius + int map_size_x = 0; // MapSize 第 1 个数(区块列数) + int map_size_y = 0; // MapSize 第 2 个数(区块行数) + long base_position_x = 0; // BasePosition(全局世界基准,cm) + long base_position_y = 0; + std::string texture_set; // TextureSet 相对路径(原样,含反斜杠) + std::string environment; // Environment(.msenv 名) + + int chunk_count() const { return map_size_x * map_size_y; } +}; + +// text = setting.txt 全文。缺关键字段 -> false + err。 +bool parse_map_setting(const std::string& text, MapSetting& out, std::string* err); +bool parse_map_setting_file(const std::string& path, MapSetting& out, std::string* err); + +} // namespace fmt diff --git a/formats/msa.cpp b/formats/msa.cpp new file mode 100644 index 00000000..6c3c3b69 --- /dev/null +++ b/formats/msa.cpp @@ -0,0 +1,74 @@ +// M2 T1 —— .msa 解析(照 EterGrnLib/Util.cpp CGrannyMotion::LoadMotionData 的字段)。 +#include "msa.h" +#include "textscript.h" +#include + +namespace fmt { + +static void vec3(const std::vector* l, float* out) { + if (!l) return; + for (int k = 0; k < 3 && k + 1 < (int)l->size(); ++k) out[k] = float(std::atof((*l)[k + 1].c_str())); +} + +static void loop_data(const Node& root, Msa& out) { + if (const Node* loop = root.group("LoopData")) { + out.has_loop_data = true; + out.motion_loop_count = loop->inum("MotionLoopCount", -1); + out.loop_cancel_enable = loop->inum("LoopCancelEnable", 0) != 0; + out.loop_start_time = loop->num("LoopStartTime"); + out.loop_end_time = loop->num("LoopEndTime"); + } +} + +bool parse_msa(const std::string& text, Msa& out, std::string* err) { + Node root; + if (!parse_textscript(text, root, err)) return false; + out = Msa{}; + + out.motion_gr2 = root.str("MotionFileName"); + out.duration = root.num("MotionDuration"); + vec3(root.find("Accumulation"), out.accumulation); + loop_data(root, out); + + if (const Node* med = root.group("MotionEventData")) { + int count = med->inum("MotionEventDataCount", int(med->groups.size())); + (void)count; + for (const Node& ev : med->groups) { + MotionEvent e; + e.type = ev.inum("MotionEventType"); + e.start_time = ev.num("StartingTime"); + e.effect_file = ev.str("EffectFileName"); + e.sound_file = ev.str("SoundFileName"); + vec3(ev.find("EffectPosition"), e.position); + out.events.push_back(std::move(e)); + } + } + + if (out.motion_gr2.empty()) { if (err) *err = "msa: 缺 MotionFileName"; return false; } + return true; +} + +bool parse_msa_file(const std::string& path, Msa& out, std::string* err) { + Node root; + if (!parse_textscript_file(path, root, err)) return false; + // 复用上面逻辑:重解析文本更简单,这里直接从 root 走一遍 + out = Msa{}; + out.motion_gr2 = root.str("MotionFileName"); + out.duration = root.num("MotionDuration"); + vec3(root.find("Accumulation"), out.accumulation); + loop_data(root, out); + if (const Node* med = root.group("MotionEventData")) + for (const Node& ev : med->groups) { + MotionEvent e; + e.type = ev.inum("MotionEventType"); + e.start_time = ev.num("StartingTime"); + e.effect_file = ev.str("EffectFileName"); + e.sound_file = ev.str("SoundFileName"); + vec3(ev.find("EffectPosition"), e.position); + out.events.push_back(std::move(e)); + } + if (out.motion_gr2.empty()) { if (err) *err = "msa: 缺 MotionFileName (" + path + ")"; return false; } + return true; +} + +} // namespace fmt diff --git a/formats/msa.h b/formats/msa.h new file mode 100644 index 00000000..61240114 --- /dev/null +++ b/formats/msa.h @@ -0,0 +1,31 @@ +// .msa —— Metin2 动作描述(文本,ScriptType MotionData)。M2 T1。 +#pragma once +#include +#include + +namespace fmt { + +struct MotionEvent { + int type = 0; // MotionEventType(10=effect, 4/5=sound, ...) + float start_time = 0; // StartingTime + std::string effect_file; // EffectFileName(type 10) + std::string sound_file; // SoundFileName + float position[3] = {0, 0, 0}; +}; + +struct Msa { + std::string motion_gr2; // MotionFileName(原样,含 d:\... 前缀) + float duration = 0; // MotionDuration + float accumulation[3] = {0,0,0};// Accumulation(root motion 位移) + std::vector events; + bool has_loop_data = false; // LoopData 是片段循环,不等同于整段播放模式 + int motion_loop_count = 0; // -1 无限;原客户端仅在 >1 或 -1 时回绕片段 + bool loop_cancel_enable = false; + float loop_start_time = 0; + float loop_end_time = 0; +}; + +bool parse_msa(const std::string& text, Msa& out, std::string* err); +bool parse_msa_file(const std::string& path, Msa& out, std::string* err); + +} // namespace fmt diff --git a/formats/msm.cpp b/formats/msm.cpp new file mode 100644 index 00000000..f4706b87 --- /dev/null +++ b/formats/msm.cpp @@ -0,0 +1,36 @@ +// M2 T1 —— .msm 解析(照 RaceManager.cpp CRaceData::LoadRaceData 的字段子集)。 +#include "msm.h" +#include "textscript.h" + +namespace fmt { + +static bool fill(const Node& root, Msm& out, std::string* err) { + out = Msm{}; + out.base_model_gr2 = root.str("BaseModelFileName"); + if (const Node* hd = root.group("HairData")) { + out.hair_path = hd->str("PathName"); + for (const Node& h : hd->groups) { + HairEntry e; + e.index = h.inum("HairIndex"); + e.model = h.str("Model"); + e.source_skin = h.str("SourceSkin"); + e.target_skin = h.str("TargetSkin"); + out.hairs.push_back(std::move(e)); + } + } + if (out.base_model_gr2.empty()) { if (err) *err = "msm: 缺 BaseModelFileName"; return false; } + return true; +} + +bool parse_msm(const std::string& text, Msm& out, std::string* err) { + Node root; + if (!parse_textscript(text, root, err)) return false; + return fill(root, out, err); +} +bool parse_msm_file(const std::string& path, Msm& out, std::string* err) { + Node root; + if (!parse_textscript_file(path, root, err)) return false; + return fill(root, out, err); +} + +} // namespace fmt diff --git a/formats/msm.h b/formats/msm.h new file mode 100644 index 00000000..c3fbebb4 --- /dev/null +++ b/formats/msm.h @@ -0,0 +1,26 @@ +// .msm —— Metin2 种族/模型描述(文本,ScriptType RaceDataScript)。M2 T1。 +// 照 RaceManager.cpp CRaceData::LoadRaceData。 +#pragma once +#include +#include + +namespace fmt { + +struct HairEntry { + int index = 0; + std::string model; // gr2(相对 PathName) + std::string source_skin; + std::string target_skin; +}; + +struct Msm { + std::string base_model_gr2; // BaseModelFileName + std::string hair_path; // HairData.PathName + std::vector hairs; + // 武器 / 时装挂点 / 材质类型按需补(PoC 先到发型 + base) +}; + +bool parse_msm(const std::string& text, Msm& out, std::string* err); +bool parse_msm_file(const std::string& path, Msm& out, std::string* err); + +} // namespace fmt diff --git a/formats/property.cpp b/formats/property.cpp new file mode 100644 index 00000000..c4114208 --- /dev/null +++ b/formats/property.cpp @@ -0,0 +1,168 @@ +#include "property.h" + +#include "m2_tokvec.h" // read_file + +#include +#include +#include +#include +#include + +namespace fmt { + +namespace fs = std::filesystem; + +std::string Property::get(const std::string& key, const std::string& def) const { + auto it = kv.find(key); + return it == kv.end() ? def : it->second; +} + +PropertyType property_type_from_string(const std::string& s) { + std::string l = s; + std::transform(l.begin(), l.end(), l.begin(), [](unsigned char c) { return (char)std::tolower(c); }); + if (l == "tree") return PropertyType::Tree; + if (l == "building") return PropertyType::Building; + if (l == "effect") return PropertyType::Effect; + if (l == "ambience") return PropertyType::Ambience; + if (l == "dungeonblock") return PropertyType::DungeonBlock; + return PropertyType::Unknown; +} + +bool parse_property(const std::string& text, Property& out, std::string* err) { + out = Property{}; + std::istringstream in(text); + std::string line; + + // 行1: YPRT + if (!std::getline(in, line)) { if (err) *err = "空文件"; return false; } + while (!line.empty() && (line.back() == '\r' || line.back() == ' ' || line.back() == '\t')) + line.pop_back(); + { + std::string t; + for (char c : line) if (!std::isspace((unsigned char)c)) t += c; + if (t != "YPRT") { if (err) *err = "首行不是 YPRT: '" + t + "'"; return false; } + } + // 行2: crc + if (!std::getline(in, line)) { if (err) *err = "缺 CRC 行"; return false; } + out.crc = (uint32_t)std::strtoul(line.c_str(), nullptr, 10); + if (out.crc == 0) { if (err) *err = "CRC 行解析为 0: '" + line + "'"; return false; } + + // 行3+: key\t"value" + while (std::getline(in, line)) { + if (!line.empty() && line.back() == '\r') line.pop_back(); + // key = 第一段非空白 + size_t i = 0, n = line.size(); + while (i < n && std::isspace((unsigned char)line[i])) ++i; + if (i >= n) continue; + size_t ks = i; + while (i < n && !std::isspace((unsigned char)line[i])) ++i; + std::string key = line.substr(ks, i - ks); + std::transform(key.begin(), key.end(), key.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + // value = 引号内,或剩余去空白 + while (i < n && std::isspace((unsigned char)line[i])) ++i; + std::string val; + if (i < n && line[i] == '"') { + ++i; + while (i < n && line[i] != '"') val += line[i++]; + } else { + val = line.substr(i); + while (!val.empty() && (val.back() == '\r' || std::isspace((unsigned char)val.back()))) + val.pop_back(); + } + out.kv[key] = val; + } + + out.name = out.get("propertyname"); + out.type_str = out.get("propertytype"); + out.type = property_type_from_string(out.type_str); + return true; +} + +bool parse_property_file(const std::string& path, Property& out, std::string* err) { + std::string text; + if (!read_file(path, text)) { if (err) *err = "打不开 " + path; return false; } + if (!parse_property(text, out, err)) return false; + out.source_path = path; + return true; +} + +const Property* PropertyRegistry::find(uint32_t crc) const { + auto it = by_crc.find(crc); + return it == by_crc.end() ? nullptr : &it->second; +} + +bool PropertyRegistry::scan(const std::string& root, std::string* err) { + std::error_code ec; + if (!fs::exists(root, ec)) { if (err) *err = "目录不存在: " + root; return false; } + + static const char* kExts[] = {".prb", ".prt", ".pre", ".prd", ".pra"}; + for (auto it = fs::recursive_directory_iterator( + root, fs::directory_options::skip_permission_denied, ec); + it != fs::recursive_directory_iterator(); it.increment(ec)) { + if (ec) { ec.clear(); continue; } + if (!it->is_regular_file(ec)) continue; + std::string ext = it->path().extension().string(); + std::transform(ext.begin(), ext.end(), ext.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + if (std::find(std::begin(kExts), std::end(kExts), ext) == std::end(kExts)) continue; + + ++files_scanned; + Property p; + std::string e2; + if (!parse_property_file(it->path().string(), p, &e2)) { + ++parse_failed; + failed_paths.push_back(it->path().string() + " : " + e2); + continue; + } + type_counts[p.type_str.empty() ? "" : p.type_str]++; + auto [ins, ok] = by_crc.emplace(p.crc, p); + if (!ok) ++crc_collisions; + } + return true; +} + +bool PropertyRegistry::scan_list(const std::string& root, + const std::vector& rel_paths, std::string* err) { + static const char* kExts[] = {".prb", ".prt", ".pre", ".prd", ".pra"}; + std::string r = root; + if (!r.empty() && r.back() == '/') r.pop_back(); + for (const std::string& rel : rel_paths) { + // 只认顶层 Property/ 下的(对齐 scan(root + "/Property"),不吃 patch 覆盖) + if (rel.size() < 9) continue; + { + std::string top = rel.substr(0, 8); + std::transform(top.begin(), top.end(), top.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + if (top != "property" || (rel[8] != '/' && rel[8] != '\\')) continue; + } + std::string ext; + size_t dot = rel.find_last_of('.'); + if (dot != std::string::npos) { + ext = rel.substr(dot); + std::transform(ext.begin(), ext.end(), ext.begin(), + [](unsigned char c) { return (char)std::tolower(c); }); + } + if (std::find(std::begin(kExts), std::end(kExts), ext) == std::end(kExts)) continue; + + ++files_scanned; + Property p; + std::string e2; + std::string full = r + "/" + rel; + if (!parse_property_file(full, p, &e2)) { // read_file -> host FileAccess -> res:// ok + ++parse_failed; + failed_paths.push_back(full + " : " + e2); + continue; + } + type_counts[p.type_str.empty() ? "" : p.type_str]++; + auto [ins, ok] = by_crc.emplace(p.crc, p); + if (!ok) ++crc_collisions; + } + if (files_scanned == 0) { + if (err) *err = "清单里没有属性文件(.pr*)"; + return false; + } + return true; +} + +} // namespace fmt diff --git a/formats/property.h b/formats/property.h new file mode 100644 index 00000000..a4092df6 --- /dev/null +++ b/formats/property.h @@ -0,0 +1,55 @@ +// Property 文件(`.prb` Building / `.prt` Tree / `.pre` Effect / `.prd` DungeonBlock / +// `.pra` Ambience)+ CRC 注册表。SHINSOO §5.6 / §9-W0 / BACKLOG E13。 +// +// 文件格式(文本): +// 行1: YPRT +// 行2: 十进制 uint32 +// 行3+: \t"" (key 小写,value 去引号) +// +// AreaData 的 property_crc 指向这里的 crc。W0 只建 crc -> Property 索引,不做实例化。 +#pragma once +#include +#include +#include +#include + +namespace fmt { + +enum class PropertyType { Unknown, Tree, Building, Effect, Ambience, DungeonBlock }; + +struct Property { + uint32_t crc = 0; + PropertyType type = PropertyType::Unknown; + std::string name; // propertyname + std::string type_str; // propertytype 原字符串 + std::map kv; // 全部键值(含 buildingfile / treefile / ...) + std::string source_path; // 来源文件(诊断用) + + std::string get(const std::string& key, const std::string& def = "") const; +}; + +PropertyType property_type_from_string(const std::string& s); + +bool parse_property(const std::string& text, Property& out, std::string* err); +bool parse_property_file(const std::string& path, Property& out, std::string* err); + +// 扫一个目录树,收集所有 property 文件,按 crc 索引。 +struct PropertyRegistry { + std::map by_crc; + int files_scanned = 0; + int parse_failed = 0; + int crc_collisions = 0; // 同 crc 出现多次(保留第一个) + std::vector failed_paths; + std::map type_counts; // "Tree" -> N ... + + const Property* find(uint32_t crc) const; + // root 通常是 `/Property`。递归找 *.prb/*.prt/*.pre/*.prd/*.pra(std::filesystem)。 + bool scan(const std::string& root, std::string* err); + + // 同上,但文件清单外部给(PCK 里没法 recursive_directory_iterator)。 + // rel_paths 里挑属性扩展名的,逐个 read_file(root + "/" + rel) 解析。 + bool scan_list(const std::string& root, const std::vector& rel_paths, + std::string* err); +}; + +} // namespace fmt diff --git a/formats/splat.cpp b/formats/splat.cpp new file mode 100644 index 00000000..796777f1 --- /dev/null +++ b/formats/splat.cpp @@ -0,0 +1,61 @@ +#include "splat.h" + +namespace fmt { + +void build_splat(const TileMap& tile, int runtime_layer_count, SplatSet& out) { + out = SplatSet{}; + const int S = SPLAT_RAW_XY; // 258 + const auto& t = tile.raw; // 258*258 + if ((int)t.size() != S * S) return; + + // 直方图 + 出现过的图层 + int maxidx = 0; + for (uint8_t v : t) maxidx = std::max(maxidx, (int)v); + out.tile_histogram.assign(maxidx + 1, 0); + for (uint8_t v : t) out.tile_histogram[v]++; + + const int limit = std::max(runtime_layer_count - 1, maxidx); + for (int i = 1; i <= limit; ++i) { + if (i >= (int)out.tile_histogram.size() || out.tile_histogram[i] == 0) continue; + + SplatLayer L; + L.layer = i; + L.alpha.resize(size_t(S) * S); + int cov = 0; + for (int y = 0; y < S; ++y) { + const uint8_t* row = &t[size_t(y) * S]; + const uint8_t* up = y > 0 ? row - S : nullptr; + const uint8_t* dn = y < S - 1 ? row + S : nullptr; + uint8_t* a = &L.alpha[size_t(y) * S]; + for (int x = 0; x < S; ++x) { + uint8_t tn = row[x]; + if (tn == i) { + a[x] = 0xFF; + ++cov; + } else if (tn > i) { + bool found = false; + if (x > 0 && row[x - 1] == i) found = true; + else if (x < S - 1 && row[x + 1] == i) found = true; + else if (up) { + if (up[x] == i) found = true; + else if (x > 0 && up[x - 1] == i) found = true; + else if (x < S - 1 && up[x + 1] == i) found = true; + } + if (!found && dn) { + if (dn[x] == i) found = true; + else if (x > 0 && dn[x - 1] == i) found = true; + else if (x < S - 1 && dn[x + 1] == i) found = true; + } + a[x] = found ? 0xFF : 0x00; + if (found) ++cov; + } else { + a[x] = 0x00; + } + } + } + L.coverage = cov; + out.layers.push_back(std::move(L)); + } +} + +} // namespace fmt diff --git a/formats/splat.h b/formats/splat.h new file mode 100644 index 00000000..7e07d6ac --- /dev/null +++ b/formats/splat.h @@ -0,0 +1,30 @@ +// W2 —— tile.raw -> 每图层 258×258 alpha(splat 权重)。 +// 逐字节照 GameLib/AreaTerrain.cpp CTerrain::RAW_GenerateSplat: +// texel 值 = TextureSet 运行时图层索引; +// layer i 的 alpha = 0xFF 当 tile==i;当 tile>i 且 3×3 邻域有 ==i 时也 0xFF(1px 羽化);否则 0。 +// SHINSOO §9-W2。无 godot 依赖。 +#pragma once +#include +#include + +#include "terrain_files.h" + +namespace fmt { + +constexpr int SPLAT_RAW_XY = TILEMAP_RAW_XY; // 258 + +struct SplatLayer { + int layer = 0; // TextureSet 运行时索引(1..N) + std::vector alpha; // 258*258,行主序 + int coverage = 0; // alpha==0xFF 的 texel 数(调试 / 决定是否提交) +}; + +struct SplatSet { + std::vector layers; // 只含在本区块出现过的图层,按索引升序 + std::vector tile_histogram; // [runtime_layer_index] -> texel 数(长度 = max+1) +}; + +// tile 来自 load_tile_map。runtime_layer_count = TextureSet.runtime_count()(含 index 0 空层)。 +void build_splat(const TileMap& tile, int runtime_layer_count, SplatSet& out); + +} // namespace fmt diff --git a/formats/spt.cpp b/formats/spt.cpp new file mode 100644 index 00000000..dee3a574 --- /dev/null +++ b/formats/spt.cpp @@ -0,0 +1,100 @@ +#include "spt.h" + +#include "m2_tokvec.h" // read_file + +#include +#include +#include + +namespace fmt { + +namespace { + +bool ends_with_ci(const std::string& s, const char* suf) { + size_t n = std::strlen(suf); + if (s.size() < n) return false; + for (size_t i = 0; i < n; ++i) + if (std::tolower((unsigned char)s[s.size() - n + i]) != std::tolower((unsigned char)suf[i])) + return false; + return true; +} + +std::string token_ci(const std::string& bytes, const char* needle) { + const size_t n = std::strlen(needle); + if (n == 0 || bytes.size() < n) return ""; + for (size_t i = 0; i + n <= bytes.size(); ++i) { + bool match = true; + for (size_t j = 0; j < n; ++j) { + if (std::tolower((unsigned char)bytes[i + j]) != + std::tolower((unsigned char)needle[j])) { + match = false; + break; + } + } + if (!match) continue; + size_t e = i + n; + while (e < bytes.size()) { + const unsigned char c = (unsigned char)bytes[e]; + if (!(std::isalnum(c) || c == '_' || c == '-')) break; + ++e; + } + return bytes.substr(i, e - i); + } + return ""; +} + +std::string as_dds(std::string s) { + if (s.empty()) return s; + const size_t dot = s.find_last_of('.'); + if (dot != std::string::npos) s.resize(dot); + return s + ".dds"; +} + +} // namespace + +bool sniff_spt(const std::string& b, SptInfo& out) { + out = SptInfo{}; + if (b.size() < 20) return false; + + std::memcpy(&out.header_dword, b.data(), 4); + uint32_t maglen = 0; + std::memcpy(&maglen, b.data() + 4, 4); + if (maglen >= 4 && maglen <= 32 && 8 + maglen <= b.size()) { + out.magic.assign(b.data() + 8, b.data() + 8 + maglen); + // 去掉可能的尾随 NUL + while (!out.magic.empty() && out.magic.back() == '\0') out.magic.pop_back(); + } + out.ok = out.magic.rfind("__IdvSpt", 0) == 0; + + // 扫描可打印 ASCII 段,收 .tga / .dds 结尾的 + std::string cur; + auto flush = [&] { + if (cur.size() >= 5 && (ends_with_ci(cur, ".tga") || ends_with_ci(cur, ".dds"))) { + // 只留文件名基础部分之后的路径(原样) + out.texture_refs.push_back(cur); + } + cur.clear(); + }; + for (unsigned char c : b) { + if (c >= 0x20 && c < 0x7F) { + cur += (char)c; + } else { + flush(); + } + } + flush(); + + // 这两个名字在真实 v2 .spt 中常紧跟二进制标记,不会由上面的 + // "字符串必须正好以扩展名结尾" 规则捕获。 + out.composite_texture = as_dds(token_ci(b, "CompositeMap")); + out.self_shadow_texture = as_dds(token_ci(b, "CompositeShadowMap")); + return out.ok; +} + +bool sniff_spt_file(const std::string& path, SptInfo& out) { + std::string b; + if (!read_file(path, b)) return false; + return sniff_spt(b, out); +} + +} // namespace fmt diff --git a/formats/spt.h b/formats/spt.h new file mode 100644 index 00000000..b8039ab0 --- /dev/null +++ b/formats/spt.h @@ -0,0 +1,31 @@ +// .spt —— SpeedTree RT 私有格式(IDV Inc.)。 +// +// W4 调研结论(2026-08-29):**几何无法读**。`.spt` 的解析在闭源 `CSpeedTreeRT::LoadTree()` +// 里(`m2dev-client-src-main/extern/library/SpeedTree/speedtree_static.lib`,实测 COFF x86-64, +// IDV 专有,不能链进 macOS/移动端、不可随意分发);`SpeedTreeLib/` 是渲染 wrapper,不含 parser。 +// → 运行时使用读取真实 bark/composite atlas 的 proxy;真几何走经授权的 Windows x64 离线 exporter。 +// +// 这里只做「嗅探」:读文件头 magic + version,抽取内嵌贴图和 composite atlas token。 +// 不解析枝干/叶片几何。无 godot 依赖。 +#pragma once +#include +#include + +namespace fmt { + +struct SptInfo { + bool ok = false; + std::string magic; // "__IdvSpt_02_" 等 + uint32_t header_dword = 0; // magic 前的第一个 u32(版本/大小,未定) + std::vector texture_refs; // 内嵌的 *.tga / *.dds 路径(原样) + // SpeedTree 2 把这两个 atlas 名写成不一定以 NUL 结尾的 token(例如 + // "CompositeMapB1#N"),普通 printable-string 扫描会漏掉。统一转成 .dds, + // 供无几何 reader 的 proxy 渲染使用。 + std::string composite_texture; + std::string self_shadow_texture; +}; + +bool sniff_spt(const std::string& bytes, SptInfo& out); +bool sniff_spt_file(const std::string& path, SptInfo& out); + +} // namespace fmt diff --git a/formats/terrain_files.cpp b/formats/terrain_files.cpp new file mode 100644 index 00000000..13c74c87 --- /dev/null +++ b/formats/terrain_files.cpp @@ -0,0 +1,106 @@ +#include "terrain_files.h" + +#include "m2_tokvec.h" // read_file + +#include + +namespace fmt { + +namespace { +uint16_t rd_u16(const uint8_t* p) { return uint16_t(p[0]) | (uint16_t(p[1]) << 8); } +} // namespace + +bool load_height_map(const std::string& path, HeightMap& out, std::string* err) { + std::string buf; + if (!read_file(path, buf)) { if (err) *err = "打不开 " + path; return false; } + const size_t need = size_t(HEIGHTMAP_RAW_XY) * HEIGHTMAP_RAW_XY * 2; + if (buf.size() != need) { + if (err) *err = "height.raw 大小 " + std::to_string(buf.size()) + + " != " + std::to_string(need) + "(131*131*2)"; + return false; + } + out.raw.resize(size_t(HEIGHTMAP_RAW_XY) * HEIGHTMAP_RAW_XY); + const auto* p = reinterpret_cast(buf.data()); + for (size_t i = 0; i < out.raw.size(); ++i) out.raw[i] = rd_u16(p + i * 2); + return true; +} + +bool load_tile_map(const std::string& path, TileMap& out, std::string* err) { + std::string buf; + if (!read_file(path, buf)) { if (err) *err = "打不开 " + path; return false; } + const size_t need = size_t(TILEMAP_RAW_XY) * TILEMAP_RAW_XY; + if (buf.size() != need) { + if (err) *err = "tile.raw 大小 " + std::to_string(buf.size()) + + " != " + std::to_string(need) + "(258*258)"; + return false; + } + out.raw.assign(buf.begin(), buf.end()); + return true; +} + +bool load_attr_map(const std::string& path, AttrMap& out, std::string* err) { + std::string buf; + if (!read_file(path, buf)) { if (err) *err = "打不开 " + path; return false; } + const size_t payload = size_t(ATTRMAP_XY) * ATTRMAP_XY; + if (buf.size() != 6 + payload) { + if (err) *err = "attr.atr 大小 " + std::to_string(buf.size()) + + " != " + std::to_string(6 + payload) + "(6B 头 + 256*256)"; + return false; + } + const auto* p = reinterpret_cast(buf.data()); + uint16_t magic = rd_u16(p), w = rd_u16(p + 2), h = rd_u16(p + 4); + if (magic != ATTR_MAGIC) { + if (err) *err = "attr.atr magic " + std::to_string(magic) + " != 2634"; + return false; + } + if (w != ATTRMAP_XY || h != ATTRMAP_XY) { + if (err) *err = "attr.atr 尺寸头 " + std::to_string(w) + "x" + std::to_string(h) + + " != 256x256"; + return false; + } + out.data.assign(buf.begin() + 6, buf.end()); + return true; +} + +bool load_water_map(const std::string& path, WaterMap& out, std::string* err) { + std::string buf; + if (!read_file(path, buf)) { if (err) *err = "打不开 " + path; return false; } + if (buf.size() < 7) { if (err) *err = "water.wtr 太小"; return false; } + const auto* p = reinterpret_cast(buf.data()); + uint16_t magic = rd_u16(p), w = rd_u16(p + 2), h = rd_u16(p + 4); + uint8_t layers = p[6]; + if (magic != WATER_MAGIC) { + if (err) *err = "water.wtr magic " + std::to_string(magic) + " != 5426"; + return false; + } + if (w != WATERMAP_XY || h != WATERMAP_XY) { + if (err) *err = "water.wtr 尺寸头 != 128x128"; + return false; + } + const size_t ids = size_t(WATERMAP_XY) * WATERMAP_XY; + const size_t rest = buf.size() - 7; + // Terrain.cpp 接受两种:u16 层高 或 long(u32) 层高。 + size_t hsize = 0; + if (rest == ids + size_t(layers) * 2) hsize = 2; + else if (rest == ids + size_t(layers) * 4) hsize = 4; + else if (rest == ids && layers == 0) hsize = 0; + else { + if (err) *err = "water.wtr 数据段大小 " + std::to_string(rest) + + " 与 layers=" + std::to_string(layers) + " 不符"; + return false; + } + out.layer_count = layers; + out.ids.assign(buf.begin() + 7, buf.begin() + 7 + ids); + out.heights.clear(); + const auto* hp = p + 7 + ids; + for (int i = 0; i < layers; ++i) { + if (hsize == 2) out.heights.push_back((int16_t)rd_u16(hp + i * 2)); + else if (hsize == 4) + out.heights.push_back((int32_t)(uint32_t(hp[i * 4]) | (uint32_t(hp[i * 4 + 1]) << 8) | + (uint32_t(hp[i * 4 + 2]) << 16) | + (uint32_t(hp[i * 4 + 3]) << 24))); + } + return true; +} + +} // namespace fmt diff --git a/formats/terrain_files.h b/formats/terrain_files.h new file mode 100644 index 00000000..907fd2e1 --- /dev/null +++ b/formats/terrain_files.h @@ -0,0 +1,44 @@ +// 区块二进制:height.raw / tile.raw / attr.atr / water.wtr。 +// 真值来源:PRTerrainLib/Terrain.cpp(LoadHeightMap / RAW_LoadTileMap / LoadAttrMap / +// LoadWaterMapFile)+ Terrain.h / TerrainType.h 常量。SHINSOO §5.3。 +// +// XSIZE = 128 +// height.raw : 无头,u16 LE [131*131] (HEIGHTMAP_RAW = XSIZE+3) +// tile.raw : 无头,u8 [258*258] (TILEMAP_RAW = XSIZE*2+2) +// attr.atr : 6B 头 {u16 magic=2634, u16 w=256, u16 h=256} + u8 [256*256] +// water.wtr : 7B 头 {u16 magic=5426, u16 w=128, u16 h=128, u8 layers} +// + u8 [128*128] + layers×(u16 或 u32) 层高 +#pragma once +#include +#include +#include + +namespace fmt { + +constexpr int HEIGHTMAP_RAW_XY = 131; // 128+3 +constexpr int TILEMAP_RAW_XY = 258; // 128*2+2 +constexpr int ATTRMAP_XY = 256; // 128*2 +constexpr int WATERMAP_XY = 128; +constexpr uint16_t ATTR_MAGIC = 2634; +constexpr uint16_t WATER_MAGIC = 5426; + +struct HeightMap { + std::vector raw; // 131*131, 行主序(含 1 圈边界样本) + uint16_t at(int sx, int sy) const { // 与 Terrain.h GetHeight 一致:+1 偏移 + return raw[(sy + 1) * HEIGHTMAP_RAW_XY + (sx + 1)]; + } +}; +struct TileMap { std::vector raw; }; // 258*258 +struct AttrMap { std::vector data; }; // 256*256(去头) +struct WaterMap { + uint8_t layer_count = 0; + std::vector ids; // 128*128;0xFF = 无水 + std::vector heights; // layer_count 个 +}; + +bool load_height_map(const std::string& path, HeightMap& out, std::string* err); +bool load_tile_map(const std::string& path, TileMap& out, std::string* err); +bool load_attr_map(const std::string& path, AttrMap& out, std::string* err); +bool load_water_map(const std::string& path, WaterMap& out, std::string* err); + +} // namespace fmt diff --git a/formats/terrain_mesh.cpp b/formats/terrain_mesh.cpp new file mode 100644 index 00000000..cb1ae78b --- /dev/null +++ b/formats/terrain_mesh.cpp @@ -0,0 +1,102 @@ +#include "terrain_mesh.h" + +#include "m2_coord.h" + +#include +#include + +namespace fmt { + +namespace { +constexpr int CS = m2coord::CELLSCALE; // 200 cm +constexpr double CS_M = double(CS) * m2coord::CM_TO_M; // 2.0 m +} // namespace + +double terrain_height_at(const HeightMap& hm, double lx_cm, double ly_cm, double hs) { + // 照 CTerrain::GetHeight(本地坐标版,调用方已把全局->本地 + y 取绝对值) + if (lx_cm < 0 || ly_cm < 0 || lx_cm > double(m2coord::TERRAIN_SIZE) * CS || + ly_cm > double(m2coord::TERRAIN_SIZE) * CS) + return 0.0; + + long xi = (long)lx_cm, yi = (long)ly_cm; + long xdist = xi % CS, ydist = yi % CS; + long x = xi / CS, y = yi / CS; + const double oo = 1.0 / double(CS); + + double h1 = hm.at((int)x, (int)y) * hs; // TL + double h2 = hm.at((int)x + 1, (int)y + 1) * hs; // BR + if (xdist <= ydist) { // 左三角:TL, BR, BL + double h3 = hm.at((int)x, (int)y + 1) * hs; + double xslope = (h2 - h3) * oo; + double yslope = (h3 - h1) * oo; + return h1 + (xdist * xslope + ydist * yslope); + } + // 右三角:TL, BR, TR + double h3 = hm.at((int)x + 1, (int)y) * hs; + double xslope = (h3 - h1) * oo; + double yslope = (h2 - h3) * oo; + return h1 + (xdist * xslope + ydist * yslope); +} + +void build_terrain_mesh(const HeightMap& hm, int tile_x, int tile_y, double hs, + TerrainMesh& out, bool ccw_from_above) { + out = TerrainMesh{}; + const int N = TerrainMesh::VERTS_XY; // 129 + out.positions.resize(size_t(N) * N * 3); + out.normals.resize(size_t(N) * N * 3); + out.uvs.resize(size_t(N) * N * 2); + out.indices.reserve(size_t(TerrainMesh::QUADS_XY) * TerrainMesh::QUADS_XY * 6); + + // Godot 空间原点:见 area_data.h 说明 —— 区块 y 取负,position_to_godot 再翻正。 + const double X0 = double(tile_x) * m2coord::CHUNK_CM * m2coord::CM_TO_M; + const double Z0 = double(tile_y) * m2coord::CHUNK_CM * m2coord::CM_TO_M; + + auto height_m = [&](int i, int j) -> double { + return hm.at(i, j) * hs * m2coord::CM_TO_M; + }; + + double miny = 1e30, maxy = -1e30; + for (int j = 0; j < N; ++j) { + for (int i = 0; i < N; ++i) { + const double gy = height_m(i, j); + const size_t o = (size_t(j) * N + i) * 3; + out.positions[o + 0] = float(X0 + i * CS_M); + out.positions[o + 1] = float(gy); + out.positions[o + 2] = float(Z0 + j * CS_M); + const size_t uo = (size_t(j) * N + i) * 2; + out.uvs[uo + 0] = float(i) / float(TerrainMesh::QUADS_XY); + out.uvs[uo + 1] = float(j) / float(TerrainMesh::QUADS_XY); + miny = std::min(miny, gy); + maxy = std::max(maxy, gy); + + // 中心差分(用边界样本,跨区块无缝);y=f(x,z) 的法线 = (-df/dx, 1, -df/dz) + const double dh_di = (height_m(i + 1, j) - height_m(i - 1, j)) / (2.0 * CS_M); + const double dh_dj = (height_m(i, j + 1) - height_m(i, j - 1)) / (2.0 * CS_M); + double nx = -dh_di, ny = 1.0, nz = -dh_dj; + const double len = std::sqrt(nx * nx + ny * ny + nz * nz); + out.normals[o + 0] = float(nx / len); + out.normals[o + 1] = float(ny / len); + out.normals[o + 2] = float(nz / len); + } + } + out.min_y = float(miny); + out.max_y = float(maxy); + + auto vid = [N](int i, int j) { return int32_t(j * N + i); }; + for (int j = 0; j < TerrainMesh::QUADS_XY; ++j) { + for (int i = 0; i < TerrainMesh::QUADS_XY; ++i) { + int32_t TL = vid(i, j), TR = vid(i + 1, j); + int32_t BL = vid(i, j + 1), BR = vid(i + 1, j + 1); + // 对角线 TL-BR(= GetHeight 的 h1/h2) + if (ccw_from_above) { + out.indices.insert(out.indices.end(), {TL, BR, BL}); + out.indices.insert(out.indices.end(), {TL, TR, BR}); + } else { + out.indices.insert(out.indices.end(), {TL, BL, BR}); + out.indices.insert(out.indices.end(), {TL, BR, TR}); + } + } + } +} + +} // namespace fmt diff --git a/formats/terrain_mesh.h b/formats/terrain_mesh.h new file mode 100644 index 00000000..3a8567d2 --- /dev/null +++ b/formats/terrain_mesh.h @@ -0,0 +1,38 @@ +// W1 —— 一个区块的地形几何(heightmap -> 顶点 / 法线 / 索引),纯数学、无 godot 依赖。 +// 三角划分与法线照 GameLib/AreaTerrain.cpp CTerrain::GetHeight / CalculateNormal。 +// SHINSOO §9-W1。 +// +// 129×129 可见顶点,128×128 quad。每个 quad 对角线 = TL->BR(GetHeight 的 h1/h2)。 +// 顶点已做 Metin2(cm,Z-up) -> Godot(m,Y-up) 转换(m2_coord),并加了区块原点。 +#pragma once +#include +#include + +#include "terrain_files.h" + +namespace fmt { + +struct TerrainMesh { + static constexpr int VERTS_XY = 129; // XSIZE+1 + static constexpr int QUADS_XY = 128; // XSIZE + + std::vector positions; // 3/vert,Godot 空间(米,Y-up),含区块原点 + std::vector normals; // 3/vert,Godot 空间,单位向量 + std::vector uvs; // 2/vert,区块内 [0,1](用于 splat / 地表贴图) + std::vector indices; // 3/tri,6/quad + float min_y = 0, max_y = 0; // Godot Y(高度)范围,做 custom_aabb / 相机用 + + int vertex_count() const { return VERTS_XY * VERTS_XY; } + int index_count() const { return QUADS_XY * QUADS_XY * 6; } +}; + +// height_scale 从 MapSetting 取(A1 = 0.5)。tile_x/tile_y 决定区块原点。 +// ccw_from_above=true:三角绕序在 Godot 里从上方看为逆时针(默认,若发现背面朝上则传 false)。 +void build_terrain_mesh(const HeightMap& hm, int tile_x, int tile_y, double height_scale, + TerrainMesh& out, bool ccw_from_above = true); + +// 与 CTerrain::GetHeight 一致的三角插值。lx/ly = 区块本地厘米([0, 128*200])。 +// 返回厘米高度(未转 Godot 单位)。 +double terrain_height_at(const HeightMap& hm, double lx_cm, double ly_cm, double height_scale); + +} // namespace fmt diff --git a/formats/tests/map_formats_test.cpp b/formats/tests/map_formats_test.cpp new file mode 100644 index 00000000..3387dfe9 --- /dev/null +++ b/formats/tests/map_formats_test.cpp @@ -0,0 +1,512 @@ +// W0 —— A1 地图格式解析单测。SHINSOO §9-W0 / §11.1。 +// +// 无参数:跑内联字符串单测(不需要资源)。 +// 环境变量 M2_ASSETS 指向 Metin2 资产目录(默认 /assets):额外跑真实 A1 的 W0 验收断言。 +#include "area_data.h" +#include "asset_resolver.h" +#include "environment.h" +#include "m2_coord.h" +#include "m2_tokvec.h" +#include "map_setting.h" +#include "property.h" +#include "splat.h" +#include "spt.h" +#include "terrain_files.h" +#include "terrain_mesh.h" +#include "texture_set.h" + +#include +#include +#include +#include + +static int g_fail = 0; +#define CHECK(cond, msg) \ + do { \ + if (!(cond)) { \ + std::fprintf(stderr, "FAIL: %s (%s:%d)\n", (msg), __FILE__, __LINE__); \ + ++g_fail; \ + } \ + } while (0) + +static void test_tokvec() { + const std::string t = R"( +ScriptType MapSetting +MapSize 4 5 +Start Object000 + 1.5 -2.0 3.0 + 569394331 +End Object +# comment +Start Object000 + 9 9 9 +End Object +)"; + fmt::TokVecMap tv; + std::string err; + CHECK(fmt::parse_tokvec(t, tv, &err), "tokvec parse"); + CHECK(tv.str("scripttype") == "MapSetting", "tokvec top-level str"); + const auto* ms = tv.find("MapSize"); // 大小写不敏感 + CHECK(ms && ms->size() == 2 && (*ms)[1] == "5", "tokvec MapSize tokens"); + const auto* o0 = tv.find("object000"); + CHECK(o0 && o0->size() == 4, "tokvec block flattens all lines"); + CHECK(o0 && (*o0)[3] == "569394331", "tokvec block token order"); + CHECK(tv.dup_count == 1, "tokvec dup detected"); +} + +static void test_coord() { + using namespace fmt::m2coord; + Vec3 g = position_to_godot(100.0, 200.0, 300.0); + CHECK(std::fabs(g.x - 1.0) < 1e-9, "coord x"); + CHECK(std::fabs(g.y - 3.0) < 1e-9, "coord y = z*0.01"); + CHECK(std::fabs(g.z + 2.0) < 1e-9, "coord z = -y*0.01"); + CHECK(tile_id(1, 3) == 1003u, "tile_id"); + CHECK(tile_dir(0, 0) == "000000", "tile_dir 0"); + CHECK(tile_dir(1, 3) == "001003", "tile_dir 1,3"); + int tx = -1, ty = -1; + CHECK(parse_tile_dir("003004", tx, ty) && tx == 3 && ty == 4, "parse_tile_dir"); + CHECK(!parse_tile_dir("00300", tx, ty), "parse_tile_dir rejects len!=6"); + CHECK(CHUNK_CM == 25600, "chunk cm"); + + // ypr_basis = 原始 D3DXMatrixRotationYawPitchRoll 端口,在 **Metin2 Z-up 空间**。 + Mat3 y90 = ypr_basis(90.0, 0, 0); // yaw 绕 Metin2 Y(未转轴) + // m 是 row-major,基向量 = 列:new_x = (m[0],m[3],m[6]) + CHECK(std::fabs(y90.m[0]) < 1e-6 && std::fabs(y90.m[6] + 1.0) < 1e-6, + "ypr yaw=90: local +X -> -Z (Metin2 space)"); + Mat3 id = ypr_basis(0, 0, 0); + CHECK(std::fabs(id.m[0] - 1) < 1e-9 && std::fabs(id.m[4] - 1) < 1e-9 && + std::fabs(id.m[8] - 1) < 1e-9, + "ypr zero = identity"); + + // object_basis_godot = ypr_basis 共轭到 Godot Y-up。放置物体必须用这个。 + Mat3 og0 = object_basis_godot(0, 0, 0); + CHECK(std::fabs(og0.m[0] - 1) < 1e-9 && std::fabs(og0.m[4] - 1) < 1e-9 && + std::fabs(og0.m[8] - 1) < 1e-9, + "object_basis_godot zero = identity"); + // areadata 单值旋转 = roll = 朝向。共轭后必须是绕 Godot +Y 的 heading, + // 不是绕 Godot Z 的翻滚(修复前的 bug)。 + Mat3 rl90 = object_basis_godot(0, 0, 90.0); + CHECK(std::fabs(rl90.m[1]) < 1e-6 && std::fabs(rl90.m[4] - 1.0) < 1e-6 && + std::fabs(rl90.m[7]) < 1e-6, + "object_basis_godot roll=90: Godot +Y axis fixed (heading, no roll)"); + CHECK(std::fabs(rl90.m[0]) < 1e-6 && std::fabs(rl90.m[6] + 1.0) < 1e-6, + "object_basis_godot roll=90: local +X -> Godot -Z"); + // 正交且右手(det=+1):取一个混合角 + Mat3 m = object_basis_godot(20.0, -35.0, 110.0); + double det = m.m[0] * (m.m[4] * m.m[8] - m.m[5] * m.m[7]) - + m.m[1] * (m.m[3] * m.m[8] - m.m[5] * m.m[6]) + + m.m[2] * (m.m[3] * m.m[7] - m.m[4] * m.m[6]); + CHECK(std::fabs(det - 1.0) < 1e-6, "object_basis_godot det = +1"); + double col0 = m.m[0] * m.m[0] + m.m[3] * m.m[3] + m.m[6] * m.m[6]; + CHECK(std::fabs(col0 - 1.0) < 1e-6, "object_basis_godot col0 unit"); +} + +static void test_map_setting() { + const std::string t = R"( +ScriptType MapSetting +CellScale 200 +HeightScale 0.500000 +ViewRadius 128 +MapSize 4 5 +BasePosition 409600 896000 +TextureSet textureset\metin2_A1.txt +Environment A1.msenv +)"; + fmt::MapSetting s; + std::string err; + CHECK(fmt::parse_map_setting(t, s, &err), "map_setting parse"); + CHECK(s.cell_scale == 200, "cell_scale"); + CHECK(std::fabs(s.height_scale - 0.5) < 1e-9, "height_scale"); + CHECK(s.map_size_x == 4 && s.map_size_y == 5, "map_size"); + CHECK(s.chunk_count() == 20, "chunk_count"); + CHECK(s.base_position_x == 409600 && s.base_position_y == 896000, "base_position"); + CHECK(s.environment == "A1.msenv", "environment"); +} + +static void test_texture_set() { + const std::string t = R"( +TextureSet +TextureCount 2 +Start Texture001 + "d:\ymir work\terrainmaps\b\field\field 01.dds" + 5.0 5.0 0.0 0.0 0 0 0 +End Texture001 +Start Texture002 + "d:\ymir work\terrainmaps\b\field\field 02.dds" + 6.0 6.0 0.0 0.0 1 10 20 +End Texture002 +)"; + fmt::TextureSet ts; + std::string err; + CHECK(fmt::parse_texture_set(t, ts, &err), "texture_set parse"); + CHECK(ts.declared_count == 2, "declared_count"); + CHECK(ts.layers.size() == 2, "layers"); + CHECK(ts.runtime_count() == 3, "runtime_count = layers + 1 (index0 empty)"); + CHECK(ts.layers[1].splat_enabled && ts.layers[1].height_end == 20, "layer fields"); + CHECK(ts.layers[0].texture.find("field 01.dds") != std::string::npos, "quoted path w/ space"); +} + +static void test_area_data() { + const std::string t = R"( +AreaDataFile + +Start Object000 + 20801.746094 -13522.107422 17875.500000 + 569394331 + 0.000000#0.000000#180.000000 + -40.000000 +End Object +Start Object001 + 17069.0 -11315.7 17926.9 + 865570388 + 0.000000#15.000000#225.000000 +End Object + +ObjectCount 2 +)"; + fmt::AreaData a; + std::string err; + CHECK(fmt::parse_area_data(t, a, &err), "area_data parse"); + CHECK(a.declared_count == 2, "declared"); + CHECK(a.objects.size() == 2, "objects"); + CHECK(a.objects[0].crc == 569394331u, "crc"); + CHECK(std::fabs(a.objects[0].roll - 180.0f) < 1e-3f, "ypr roll"); + CHECK(std::fabs(a.objects[0].height_bias + 40.0f) < 1e-3f, "height_bias"); + CHECK(a.objects[0].x > 0 && a.objects[0].y < 0, "global cm: x>0 (east), y<0 (south)"); + CHECK(std::fabs(a.objects[1].pitch - 15.0f) < 1e-3f && a.objects[1].height_bias == 0.0f, + "ypr without height_bias"); +} + +static void test_environment() { + const std::string t = R"( +ScriptType EnvrionmentData +ScriptVersion 1.0000 +Group DirectionalLight +{ + Direction 0.35 0.56 -0.75 + Group Background + { + Enable 1 + Diffuse 1.0 0.97 0.97 1.0 + Ambient 0.0 0.0 0.0 1.0 + } + Group Character + { + Enable 1 + Ambient 0.15 0.15 0.15 1.0 + } +} +Group Fog +{ + foglevel 6 + Color 0.69 0.74 0.83 1.0 +} +Group SkyBox +{ + Scale 3500.0 3500.0 3500.0 + CloudTextureFileName "d:/ymir work/environment/clouds_zone01.tga" + List Gradient + { + 0.09 0.28 0.65 0.0 + 0.23 0.40 0.72 0.0 + 0.37 0.49 0.72 0.0 + } +} +)"; + fmt::Environment e; + std::string err; + CHECK(fmt::parse_environment(t, e, &err), ("env parse: " + err).c_str()); + CHECK(e.script_type == "EnvrionmentData", "env script_type (misspelled, accepted)"); + CHECK(std::fabs(e.dir_light.direction[2] + 0.75f) < 1e-3f, "env dir light Direction z"); + CHECK(e.dir_light.bg_enable && e.dir_light.ch_enable, "env bg/ch enable"); + CHECK(std::fabs(e.dir_light.bg_diffuse[1] - 0.97f) < 1e-3f, "env bg diffuse"); + CHECK(e.fog.enable && e.fog.fog_level == 6, "env fog (foglevel form)"); + CHECK(std::fabs(e.sky.scale[0] - 3500.0f) < 1e-1f, "env skybox scale"); + CHECK(e.sky.cloud_texture.find("clouds_zone01.tga") != std::string::npos, "env cloud tex path"); + CHECK(e.sky.gradient.size() == 3, "env List Gradient rows"); + CHECK(std::fabs(e.sky.gradient[2][0] - 0.37f) < 1e-3f, "env List row values"); +} + +static void test_property() { + const std::string prb = "YPRT\n274490822\nbuildingfile\t\"d:/ymir work/zone/x.gr2\"\n" + "propertyname\t\"rock_pillar_02\"\npropertytype\t\"Building\"\n" + "shadowflag\t\"1\"\n"; + fmt::Property p; + std::string err; + CHECK(fmt::parse_property(prb, p, &err), ("property parse: " + err).c_str()); + CHECK(p.crc == 274490822u, "property crc"); + CHECK(p.type == fmt::PropertyType::Building, "property type Building"); + CHECK(p.name == "rock_pillar_02", "property name"); + CHECK(p.get("buildingfile").find("x.gr2") != std::string::npos, "property buildingfile"); + CHECK(p.get("shadowflag") == "1", "property shadowflag"); + + fmt::Property bad; + CHECK(!fmt::parse_property("NOPE\n123\n", bad, &err), "property rejects non-YPRT"); +} + +static void test_terrain_mesh() { + // 合成一张 131x131 heightmap:平坦 + 一个已知斜坡 + fmt::HeightMap hm; + hm.raw.assign(size_t(fmt::HEIGHTMAP_RAW_XY) * fmt::HEIGHTMAP_RAW_XY, 1000); + // 在 (sx,sy)=(10,10) 抬高 + auto set = [&](int sx, int sy, uint16_t v) { + hm.raw[(sy + 1) * fmt::HEIGHTMAP_RAW_XY + (sx + 1)] = v; + }; + set(10, 10, 2000); + + fmt::TerrainMesh tm; + fmt::build_terrain_mesh(hm, 0, 0, 0.5, tm); + CHECK(tm.vertex_count() == 129 * 129, "terrain vert count"); + CHECK((int)tm.positions.size() == 129 * 129 * 3, "terrain positions size"); + CHECK((int)tm.indices.size() == 128 * 128 * 6, "terrain index count"); + // 平坦区顶点高度 = 1000 * 0.5 * 0.01 = 5.0 m + size_t o = (size_t(0) * 129 + 0) * 3; + CHECK(std::fabs(tm.positions[o + 1] - 5.0f) < 1e-4f, "terrain flat height 5m"); + // 平坦区法线朝上 + CHECK(std::fabs(tm.normals[o + 1] - 1.0f) < 1e-4f, "terrain flat normal up"); + // 抬高点:1000 高度差 * 0.5 * 0.01 = 5m 峰 + size_t p = (size_t(10) * 129 + 10) * 3; + CHECK(std::fabs(tm.positions[p + 1] - 10.0f) < 1e-4f, "terrain bump height 10m"); + // 峰邻域法线不再朝正上 + size_t q = (size_t(10) * 129 + 9) * 3; + CHECK(tm.normals[q + 1] < 0.999f, "terrain slope normal tilted"); + // 区块原点:tile(1,2) 的 (0,0) 顶点应在 (128*2, _, 256*2) m + fmt::TerrainMesh tm2; + fmt::build_terrain_mesh(hm, 1, 2, 0.5, tm2); + CHECK(std::fabs(tm2.positions[0] - 256.0f) < 1e-3f, "terrain chunk origin X = tile_x*256"); + CHECK(std::fabs(tm2.positions[2] - 512.0f) < 1e-3f, "terrain chunk origin Z = tile_y*256"); + + // GetHeight 三角插值:格心 + double h = fmt::terrain_height_at(hm, 100.0, 100.0, 0.5); // cell (0,0), xdist=ydist=100 + CHECK(std::fabs(h - 500.0) < 1.0, "terrain_height_at flat = 500cm"); +} + +static void test_splat() { + // 3 层棋盘:texel 值 1 / 2 / 3 + fmt::TileMap tile; + const int S = fmt::SPLAT_RAW_XY; + tile.raw.assign(size_t(S) * S, 1); + for (int y = 0; y < S; ++y) + for (int x = 0; x < S; ++x) { + if (x > S / 2) tile.raw[y * S + x] = 2; + if (x > S / 2 && y > S / 2) tile.raw[y * S + x] = 3; + } + fmt::SplatSet ss; + fmt::build_splat(tile, 4, ss); + CHECK(ss.layers.size() == 3, "splat: 3 used layers"); + CHECK(ss.layers[0].layer == 1 && ss.layers[2].layer == 3, "splat: layers sorted by index"); + // 图层 1 在左半区应满覆盖 + CHECK(ss.layers[0].alpha[10 * S + 10] == 0xFF, "splat L1 covers its region"); + CHECK(ss.layers[0].alpha[10 * S + (S - 10)] == 0x00, "splat L1 zero outside (no bleed there)"); + // 图层 2 在右半区覆盖;边界 1px 会羽化进 L3 区 + CHECK(ss.layers[1].alpha[10 * S + (S - 10)] == 0xFF, "splat L2 covers its region"); + CHECK(ss.layers[2].coverage > 0, "splat L3 has coverage"); + // 未出现的图层不生成 + fmt::TileMap flat; + flat.raw.assign(size_t(S) * S, 1); + fmt::SplatSet ss2; + fmt::build_splat(flat, 8, ss2); + CHECK(ss2.layers.size() == 1, "splat: only used layers emitted"); +} + +static void test_asset_resolver_norm() { + using fmt::AssetResolver; + CHECK(AssetResolver::normalize("d:\\ymir work\\Tree\\A.spt") == "ymir work/tree/a.spt", + "resolver normalize backslash+drive+case"); + CHECK(AssetResolver::normalize("D:/ymir work/env/./x/../y.tga") == "ymir work/env/y.tga", + "resolver normalize . and .."); + CHECK(AssetResolver::normalize("/foo//bar") == "foo/bar", "resolver normalize // and lead /"); +} + +static void test_spt_tokens() { + std::string b; + const uint32_t h = 0; + const uint32_t n = 13; + b.append(reinterpret_cast(&h), sizeof(h)); + b.append(reinterpret_cast(&n), sizeof(n)); + b.append("__IdvSpt_02_", n); + b.push_back('\0'); + b += "\\\\PagodaTreeBark.tga"; + b.push_back('\0'); + b += "CompositeShadowMapB1.tgaQF"; + b.push_back('\0'); + b += "CompositeMapB1#N"; + + fmt::SptInfo si; + CHECK(fmt::sniff_spt(b, si) && si.ok, "spt inline magic"); + CHECK(si.composite_texture == "CompositeMapB1.dds", "spt composite atlas token"); + CHECK(si.self_shadow_texture == "CompositeShadowMapB1.dds", "spt shadow atlas token"); +} + +// ---- live A1 断言(M2_ASSETS 设了才跑)---- +static void test_live(const std::string& assets) { + const std::string map = assets + "/OutdoorA1/metin2_map_a1"; + std::string err; + + fmt::MapSetting s; + CHECK(fmt::parse_map_setting_file(map + "/setting.txt", s, &err), + ("live setting.txt: " + err).c_str()); + CHECK(s.map_size_x == 4 && s.map_size_y == 5, "live MapSize 4x5"); + CHECK(s.chunk_count() == 20, "live 20 chunks"); + + // 20 个区块目录都在 + int found = 0; + for (int tx = 0; tx < s.map_size_x; ++tx) + for (int ty = 0; ty < s.map_size_y; ++ty) { + fmt::HeightMap hm; + std::string e2; + if (fmt::load_height_map(map + "/" + fmt::m2coord::tile_dir(tx, ty) + "/height.raw", + hm, &e2)) + ++found; + else + std::fprintf(stderr, " tile %s: %s\n", + fmt::m2coord::tile_dir(tx, ty).c_str(), e2.c_str()); + } + CHECK(found == 20, "live: all 20 height.raw load as 131x131"); + + fmt::TileMap tm; + CHECK(fmt::load_tile_map(map + "/000000/tile.raw", tm, &err), + ("live tile.raw 258x258: " + err).c_str()); + fmt::AttrMap am; + CHECK(fmt::load_attr_map(map + "/000000/attr.atr", am, &err), + ("live attr.atr magic 2634: " + err).c_str()); + fmt::WaterMap wm; + CHECK(fmt::load_water_map(map + "/000000/water.wtr", wm, &err), + ("live water.wtr magic 5426: " + err).c_str()); + + // TextureSet:解析路径 textureset\metin2_A1.txt(大小写不敏感 -> 实盘小写) + fmt::TextureSet ts; + bool got_ts = fmt::parse_texture_set_file( + assets + "/textureset/textureset/metin2_a1.txt", ts, &err); + CHECK(got_ts, ("live textureset: " + err).c_str()); + if (got_ts) CHECK(ts.layers.size() == 17, "live TextureSet 17 layers"); + + fmt::AreaData ad; + CHECK(fmt::parse_area_data_file(map + "/000000/areadata.txt", ad, &err), + ("live areadata: " + err).c_str()); + CHECK(ad.declared_count == 23, "live areadata ObjectCount 23"); + CHECK(ad.objects.size() == 23, "live areadata parsed 23"); + if (!ad.objects.empty()) + CHECK(ad.objects[0].crc == 569394331u, "live areadata Object000 CRC 569394331"); + // 坐标系:000000 在原点附近,x,y 幅度 < 一个区块(全局 == 本地在此区块巧合) + bool o000_ok = true; + for (auto& o : ad.objects) + if (o.x < 0 || o.x >= fmt::m2coord::CHUNK_CM || o.y > 0 || o.y <= -fmt::m2coord::CHUNK_CM) + o000_ok = false; + CHECK(o000_ok, "live 000000 areadata within chunk 0 (global cm, x>=0 y<=0)"); + // 别的区块要落在该区块的全局范围 —— 001003 的 x 应 > 25600 + fmt::AreaData ad13; + if (fmt::parse_area_data_file(map + "/001003/areadata.txt", ad13, &err) && !ad13.objects.empty()) { + bool shifted = false; + for (auto& o : ad13.objects) + if (o.x >= fmt::m2coord::CHUNK_CM) shifted = true; + CHECK(shifted, "live: 001003 objects are GLOBAL cm (x > 25600), not chunk-local"); + } + + // PARITY §3.7 —— 相邻区块共享边高度 / 顶点位置一致(无接缝) + { + fmt::HeightMap h00, h10; + std::string e3; + bool ok00 = fmt::load_height_map(map + "/000000/height.raw", h00, &e3); + bool ok10 = fmt::load_height_map(map + "/001000/height.raw", h10, &e3); + CHECK(ok00 && ok10, "seam: load 000000 + 001000 height.raw"); + if (ok00 && ok10) { + int bad = 0; + for (int j = 0; j < fmt::TerrainMesh::VERTS_XY; ++j) + if (h00.at(128, j) != h10.at(0, j)) // 000000 右缘 vs 001000 左缘 + ++bad; + CHECK(bad == 0, "seam: 000000 col-128 heights == 001000 col-0 (border samples)"); + + fmt::TerrainMesh m00, m10; + fmt::build_terrain_mesh(h00, 0, 0, s.height_scale, m00); + fmt::build_terrain_mesh(h10, 1, 0, s.height_scale, m10); + const int N = fmt::TerrainMesh::VERTS_XY; + int pbad = 0; + for (int j = 0; j < N; ++j) { + size_t a = (size_t(j) * N + (N - 1)) * 3; // m00 右缘 + size_t b = (size_t(j) * N + 0) * 3; // m10 左缘 + for (int k = 0; k < 3; ++k) + if (std::fabs(m00.positions[a + k] - m10.positions[b + k]) > 1e-3f) + ++pbad; + } + CHECK(pbad == 0, "seam: 000000/001000 shared-edge vertex positions match"); + } + } + + // .spt 嗅探(几何不可读,仅确认 magic + 抽贴图名 —— W4 结论 c 的程序化确认) + { + fmt::SptInfo si; + bool got = fmt::sniff_spt_file( + assets + "/Tree/ymir work/tree/b1_pagodatree_rt.spt", si); + CHECK(got && si.ok, "live .spt magic __IdvSpt"); + CHECK(si.magic.rfind("__IdvSpt", 0) == 0, "live .spt magic string"); + CHECK(!si.texture_refs.empty(), "live .spt has embedded texture refs"); + CHECK(si.composite_texture == "CompositeMapB1.dds", "live .spt composite atlas"); + CHECK(si.self_shadow_texture == "CompositeShadowMapB1.dds", "live .spt shadow atlas"); + } + + // Environment:A1.msenv 由虚拟路径解析 + fmt::Environment env; + CHECK(fmt::parse_environment_file(assets + "/ETC/ymir work/environment/a1.msenv", env, &err), + ("live a1.msenv: " + err).c_str()); + CHECK(env.script_type == "EnvrionmentData", "live msenv script_type"); + CHECK(env.fog.enable && env.sky.gradient.size() >= 8, "live msenv fog + gradient list"); + + // Property CRC 注册表 + fmt::PropertyRegistry reg; + CHECK(reg.scan(assets + "/Property", &err), ("live Property scan: " + err).c_str()); + CHECK(reg.by_crc.size() > 1000, "live Property registry > 1000 entries"); + const fmt::Property* p0 = reg.find(569394331u); + CHECK(p0 != nullptr, "live Property CRC 569394331 resolves"); + if (p0) CHECK(p0->type == fmt::PropertyType::Tree, "live CRC 569394331 = Tree (Pagoda1)"); + // areadata 的每个 CRC 都能在注册表命中 + int miss = 0; + for (auto& o : ad.objects) + if (!reg.find(o.crc)) ++miss; + CHECK(miss == 0, "live: every 000000 areadata CRC found in Property registry"); + + // AssetResolver + fmt::AssetResolver res; + CHECK(res.build(assets, fmt::AssetResolver::default_priority(), &err), + ("live AssetResolver build: " + err).c_str()); + CHECK(res.files_indexed > 10000, "live resolver indexed > 10000 files"); + std::string r; + CHECK(!res.resolve("d:/ymir work/environment/clouds_zone01.tga", &r).empty(), + ("live resolve cloud tga: " + r).c_str()); + CHECK(!res.resolve("d:\\ymir work\\tree\\b1_pagodatree_rt.spt", &r).empty(), + ("live resolve pagoda spt: " + r).c_str()); + CHECK(res.resolve("d:/ymir work/does/not/exist.xxx", &r).empty(), + "live resolve missing -> empty"); + // TextureSet 里的图层贴图路径应可解析 + int tex_miss = 0; + for (auto& L : ts.layers) + if (res.resolve(L.texture, nullptr).empty()) ++tex_miss; + CHECK(tex_miss == 0, "live: all TextureSet layer textures resolve"); +} + +int main() { + test_tokvec(); + test_coord(); + test_map_setting(); + test_texture_set(); + test_area_data(); + test_environment(); + test_property(); + test_terrain_mesh(); + test_asset_resolver_norm(); + test_spt_tokens(); + + if (const char* a = std::getenv("M2_ASSETS"); a && *a) { + std::fprintf(stderr, "-- live A1 asserts (M2_ASSETS=%s) --\n", a); + test_live(a); + } else { + std::fprintf(stderr, "-- M2_ASSETS unset: skipping live A1 asserts --\n"); + } + + if (g_fail) { + std::fprintf(stderr, "%d check(s) failed\n", g_fail); + return 1; + } + std::fprintf(stderr, "all checks passed\n"); + return 0; +} diff --git a/formats/tests/msa_test.cpp b/formats/tests/msa_test.cpp new file mode 100644 index 00000000..a8428e1f --- /dev/null +++ b/formats/tests/msa_test.cpp @@ -0,0 +1,34 @@ +#include + +#include +#include +#include + +int main() { + const std::string text = R"( +ScriptType MotionData +MotionFileName "d:/ymir work/pc/test.gr2" +MotionDuration 2.0 +Group LoopData +{ + MotionLoopCount 2 + LoopCancelEnable 1 + LoopStartTime 0.25 + LoopEndTime 1.75 +} +)"; + fmt::Msa msa; + std::string err; + if (!fmt::parse_msa(text, msa, &err)) { + std::fprintf(stderr, "parse failed: %s\n", err.c_str()); + return 1; + } + const bool ok = msa.has_loop_data && msa.motion_loop_count == 2 && + msa.loop_cancel_enable && std::fabs(msa.loop_start_time - 0.25f) < 1e-6f && + std::fabs(msa.loop_end_time - 1.75f) < 1e-6f; + if (!ok) { + std::fprintf(stderr, "LoopData fields were not preserved\n"); + return 1; + } + return 0; +} diff --git a/formats/tests/msm_test.cpp b/formats/tests/msm_test.cpp new file mode 100644 index 00000000..51ed07c2 --- /dev/null +++ b/formats/tests/msm_test.cpp @@ -0,0 +1,82 @@ +// .msm HairData: SourceSkin -> TargetSkin recolour catalogue (PARITY §2.4). +#include + +#include +#include + +int main() { + // Shape of assets/root/msm/warrior_m.msm HairData. + const std::string text = R"( +ScriptType RaceDataScript + +BaseModelFileName "d:/ymir work/pc2/warrior/warrior_novice.GR2" + +Group HairData +{ + PathName "d:/ymir Work/pc2/warrior/" + + HairDataCount 3 + Group HairData00 + { + HairIndex 0 + Model "hair/hair_1_1.gr2" + SourceSkin "hair/hair_1_1.dds" + TargetSkin "warrior_hair_01.dds" + } + Group HairData01 + { + HairIndex 3 + Model "hair/hair_1_1.gr2" + SourceSkin "hair/hair_1_1.dds" + TargetSkin "warrior_hair_01_red.dds" + } + Group HairData02 + { + HairIndex 1001 + Model "hair/hair_2_1.gr2" + SourceSkin "hair/hair_2_1.dds" + TargetSkin "warrior_hair_02_gold.dds" + } +} +)"; + fmt::Msm m; + std::string err; + if (!fmt::parse_msm(text, m, &err)) { + std::fprintf(stderr, "parse failed: %s\n", err.c_str()); + return 1; + } + int fails = 0; + auto check = [&](bool c, const char *msg) { + if (!c) { + std::fprintf(stderr, "FAIL: %s\n", msg); + ++fails; + } + }; + + check(m.base_model_gr2 == "d:/ymir work/pc2/warrior/warrior_novice.GR2" || + m.base_model_gr2 == "d:/ymir work/pc2/warrior/warrior_novice.gr2", + "base model gr2"); + check(m.hair_path == "d:/ymir Work/pc2/warrior/" || m.hair_path == "d:/ymir work/pc2/warrior/", + "hair PathName"); + check(m.hairs.size() == 3, "3 hair entries"); + if (m.hairs.size() == 3) { + check(m.hairs[0].index == 0, "entry0 HairIndex"); + check(m.hairs[0].model == "hair/hair_1_1.gr2", "entry0 Model"); + check(m.hairs[0].source_skin == "hair/hair_1_1.dds", "entry0 SourceSkin"); + check(m.hairs[0].target_skin == "warrior_hair_01.dds", "entry0 TargetSkin"); + // same gr2 + SourceSkin, different TargetSkin -> the recolour case + check(m.hairs[1].model == m.hairs[0].model, "entry1 shares gr2"); + check(m.hairs[1].source_skin == m.hairs[0].source_skin, "entry1 shares SourceSkin"); + check(m.hairs[1].target_skin == "warrior_hair_01_red.dds", "entry1 TargetSkin differs"); + check(m.hairs[1].index == 3, "entry1 HairIndex"); + check(m.hairs[2].model == "hair/hair_2_1.gr2", "entry2 Model"); + check(m.hairs[2].target_skin == "warrior_hair_02_gold.dds", "entry2 TargetSkin"); + } + + if (fails) { + std::fprintf(stderr, "%d check(s) failed\n", fails); + return 1; + } + std::printf("all checks passed\n"); + return 0; +} diff --git a/formats/textscript.cpp b/formats/textscript.cpp new file mode 100644 index 00000000..dc2bc29f --- /dev/null +++ b/formats/textscript.cpp @@ -0,0 +1,126 @@ +// M2 T1 —— Metin2 文本脚本 token 树解析。 +#include "textscript.h" +#include "m2_tokvec.h" // fmt::read_file (host-injectable; res:// on mobile) +#include +#include +#include +#include + +namespace fmt { +namespace { + +bool ieq(const std::string& a, const char* b) { + if (a.size() != std::strlen(b)) return false; + for (size_t i = 0; i < a.size(); ++i) + if (std::tolower((unsigned char)a[i]) != std::tolower((unsigned char)b[i])) return false; + return true; +} + +// tokenize 一行为止:支持 "quoted"(含空白)、# 注释 +std::vector tokenize_all(const std::string& text) { + std::vector toks; + size_t i = 0, n = text.size(); + while (i < n) { + char c = text[i]; + if (c == '#' || (c == '/' && i + 1 < n && text[i + 1] == '/')) { // 行注释 + while (i < n && text[i] != '\n') ++i; + continue; + } + if (std::isspace((unsigned char)c)) { ++i; continue; } + if (c == '{' || c == '}') { toks.emplace_back(1, c); ++i; continue; } + if (c == '"') { + ++i; std::string s; + while (i < n && text[i] != '"') s += text[i++]; + if (i < n) ++i; // 跳过右引号 + toks.push_back(s); + continue; + } + std::string s; + while (i < n && !std::isspace((unsigned char)text[i]) && text[i] != '{' && text[i] != '}') + s += text[i++]; + toks.push_back(s); + } + return toks; +} + +// 递归解析一个 Group 体(已消费到 '{' 之后;到匹配的 '}' 或流尾停) +bool parse_body(const std::vector& t, size_t& i, Node& node, std::string* err) { + while (i < t.size()) { + const std::string& tok = t[i]; + if (tok == "}") { ++i; return true; } + if (ieq(tok, "Group")) { + if (i + 2 >= t.size()) { if (err) *err = "Group 缺名字 / {"; return false; } + Node sub; + sub.name = t[i + 1]; + if (t[i + 2] != "{") { if (err) *err = "Group '" + sub.name + "' 后缺 {"; return false; } + i += 3; + if (!parse_body(t, i, sub, err)) return false; + node.groups.push_back(std::move(sub)); + continue; + } + // 普通行:从 tok 起,直到下一个会开启新语义的 token(Group / } / 或另一行的 key) + // .msa/.msm 是「一行一 key」,我们靠换行还原不了(已丢),改用: + // key + 其后所有非 Group/非} token 直到遇到一个「像 key 的」…太脆。 + // 实际这些文件每行 = key + 定长值,值都是数字 / 带引号串 / 简单标识。 + // 简化:把连续的 token 收进当前行,遇到 Group/} 或「首字母大写且后面还跟 Group 结构」时断。 + // 经验规则:值不会是 "Group";key 之后收 1..N 个值,遇到下一个满足「不是纯数字、不是带过引号」 + // 的裸标识就当新行开始。对 dance_1.msa / warrior_w.msm 足够。 + std::vector line; + line.push_back(t[i++]); + while (i < t.size()) { + const std::string& x = t[i]; + if (x == "}" || ieq(x, "Group")) break; + // 判断 x 是否是「新行的 key」:不含数字开头、不含 '.'、'/'、'\\'、'"' 迹象, + // 且当前行已至少有 1 个值 + bool looks_key = line.size() >= 2 && + (std::isalpha((unsigned char)x[0]) || x[0] == '_') && + x.find_first_of("/\\.:") == std::string::npos; + // 数字 / 负号 / 小数一律当值 + bool is_num = !x.empty() && (x[0] == '-' || x[0] == '+' || x[0] == '.' || + std::isdigit((unsigned char)x[0])); + if (looks_key && !is_num) break; + line.push_back(x); + ++i; + } + node.lines.push_back(std::move(line)); + } + return true; // 流尾(根节点) +} + +} // namespace + +const std::vector* Node::find(const char* key) const { + for (const auto& l : lines) if (!l.empty() && ieq(l[0], key)) return &l; + return nullptr; +} +std::string Node::str(const char* key, const std::string& def) const { + auto* l = find(key); + return (l && l->size() >= 2) ? (*l)[1] : def; +} +float Node::num(const char* key, float def) const { + auto* l = find(key); + return (l && l->size() >= 2) ? float(std::atof((*l)[1].c_str())) : def; +} +int Node::inum(const char* key, int def) const { + auto* l = find(key); + return (l && l->size() >= 2) ? std::atoi((*l)[1].c_str()) : def; +} +const Node* Node::group(const char* name) const { + for (const auto& g : groups) if (ieq(g.name, name)) return &g; + return nullptr; +} + +bool parse_textscript(const std::string& text, Node& root, std::string* err) { + root = Node{}; + auto toks = tokenize_all(text); + size_t i = 0; + return parse_body(toks, i, root, err); +} + +bool parse_textscript_file(const std::string& path, Node& root, std::string* err) { + std::string s; + if (!read_file(path, s)) { if (err) *err = "cannot open " + path; return false; } + return parse_textscript(s, root, err); +} + +} // namespace fmt diff --git a/formats/textscript.h b/formats/textscript.h new file mode 100644 index 00000000..0248ea63 --- /dev/null +++ b/formats/textscript.h @@ -0,0 +1,27 @@ +// Metin2 文本脚本(.msa / .msm / 各种 .txt)—— token 树解析。 +// 语法:空白分隔 token;`key value...` 行;`Group Name { ... }` 块;`"quoted"` 串;`#` 到行尾注释。 +// 照 EterBase/CTextFileLoader + EterLib CTokenVector 的效果。M2 T1。 +#pragma once +#include +#include + +namespace fmt { + +struct Node { + std::string name; // Group 名(根节点为空) + std::vector> lines; // 非 Group 行:token 列表([0]=key) + std::vector groups; // 子 Group + + // 便捷取值(在本节点的 lines 里找 key,大小写不敏感) + const std::vector* find(const char* key) const; + std::string str(const char* key, const std::string& def = "") const; // 取第 1 个值(去引号) + float num(const char* key, float def = 0) const; + int inum(const char* key, int def = 0) const; + const Node* group(const char* name) const; +}; + +// 解析整段文本。失败返回 false 并写 err。 +bool parse_textscript(const std::string& text, Node& root, std::string* err); +bool parse_textscript_file(const std::string& path, Node& root, std::string* err); + +} // namespace fmt diff --git a/formats/texture_set.cpp b/formats/texture_set.cpp new file mode 100644 index 00000000..1b550ca7 --- /dev/null +++ b/formats/texture_set.cpp @@ -0,0 +1,66 @@ +#include "texture_set.h" + +#include "m2_tokvec.h" + +#include +#include + +namespace fmt { + +bool parse_texture_set(const std::string& text, TextureSet& out, std::string* err) { + TokVecMap tv; + std::string perr; + parse_tokvec(text, tv, &perr); + + out = TextureSet{}; + + if (!tv.has("textureset")) { + if (err) *err = "textureset 缺首行 `TextureSet`"; + return false; + } + if (!tv.has("texturecount")) { + if (err) *err = "textureset 缺 TextureCount"; + return false; + } + out.declared_count = (int)tv.inum("texturecount"); + if (out.declared_count < 0) { + if (err) *err = "textureset TextureCount 非法"; + return false; + } + + for (int i = 1; i <= out.declared_count; ++i) { + char key[32]; + std::snprintf(key, sizeof(key), "texture%03d", i); + const auto* v = tv.find(key); + if (!v) { + if (err) *err = std::string("textureset 缺块 ") + key; + return false; + } + if (v->size() < 8) { + if (err) *err = std::string("textureset 块 ") + key + " token 不足 8 个"; + return false; + } + TextureLayer L; + L.texture = (*v)[0]; + L.u_scale = (float)std::atof((*v)[1].c_str()); + L.v_scale = (float)std::atof((*v)[2].c_str()); + L.u_offset = (float)std::atof((*v)[3].c_str()); + L.v_offset = (float)std::atof((*v)[4].c_str()); + L.splat_enabled = std::atoi((*v)[5].c_str()) != 0; + L.height_begin = (unsigned short)std::atoi((*v)[6].c_str()); + L.height_end = (unsigned short)std::atoi((*v)[7].c_str()); + out.layers.push_back(std::move(L)); + } + return true; +} + +bool parse_texture_set_file(const std::string& path, TextureSet& out, std::string* err) { + std::string text; + if (!read_file(path, text)) { + if (err) *err = "打不开 " + path; + return false; + } + return parse_texture_set(text, out, err); +} + +} // namespace fmt diff --git a/formats/texture_set.h b/formats/texture_set.h new file mode 100644 index 00000000..f051c21c --- /dev/null +++ b/formats/texture_set.h @@ -0,0 +1,31 @@ +// TextureSet .txt(首行 `TextureSet`)—— 地表图层表。 +// 对标 PRTerrainLib/TextureSet.cpp CTextureSet::Load。SHINSOO §5.4。 +// +// 关键:运行时 index 0 是原客户端内部的空图层(AddEmptyTexture),文件里的 +// `Texture001` 对应运行时索引 1。`layers` 按文件顺序(即运行时索引 1..N)。 +#pragma once +#include +#include + +namespace fmt { + +struct TextureLayer { + std::string texture; // 相对路径(原样,含 d:\ymir work\ 前缀) + float u_scale = 1, v_scale = 1; + float u_offset = 0, v_offset = 0; + bool splat_enabled = false; + unsigned short height_begin = 0; + unsigned short height_end = 0; +}; + +struct TextureSet { + int declared_count = 0; // TextureCount + std::vector layers; // 实际解析到的图层(运行时索引 = 下标 + 1) + + int runtime_count() const { return (int)layers.size() + 1; } // +1 空图层 +}; + +bool parse_texture_set(const std::string& text, TextureSet& out, std::string* err); +bool parse_texture_set_file(const std::string& path, TextureSet& out, std::string* err); + +} // namespace fmt diff --git a/gen-debug-keystore.sh b/gen-debug-keystore.sh new file mode 100755 index 00000000..3fcb1c7a --- /dev/null +++ b/gen-debug-keystore.sh @@ -0,0 +1,29 @@ +#!/usr/bin/env bash +# Generate the Android debug keystore Godot's editor settings point at: +# ~/Library/Application Support/Godot/keystores/debug.keystore +# (editor_settings-4.7.tres: export/android/debug_keystore, pass "android"). +# Standard well-known debug credentials — never used for release signing. +set -euo pipefail + +KS_DIR="$HOME/Library/Application Support/Godot/keystores" +KS="$KS_DIR/debug.keystore" + +if [ -f "$KS" ]; then + echo "already exists: $KS" + exit 0 +fi + +KEYTOOL="${JAVA_HOME:+$JAVA_HOME/bin/}keytool" +command -v "$KEYTOOL" >/dev/null 2>&1 || KEYTOOL=keytool + +mkdir -p "$KS_DIR" +"$KEYTOOL" -genkeypair -v \ + -keystore "$KS" \ + -storepass android -keypass android \ + -alias androiddebugkey \ + -keyalg RSA -keysize 2048 -validity 10000 \ + -dname "CN=Android Debug,O=Android,C=US" + +echo +echo "created: $KS" +echo "Godot editor settings already reference it (export/android/debug_keystore)." diff --git a/libgr2/CMakeLists.txt b/libgr2/CMakeLists.txt new file mode 100644 index 00000000..526c3d1d --- /dev/null +++ b/libgr2/CMakeLists.txt @@ -0,0 +1,25 @@ +# libgr2 —— gr2 v6 只读读取器(M0)。零第三方依赖。 +add_library(libgr2 STATIC + src/gr2_file.cpp # T1 header + section table + fixup + src/gr2_decompress.cpp # T2 section 解压分派 + src/oodle1.c # T2 Granny Oodle1 解码(端口自泄露 SDK) + src/gr2_typetree.cpp # T3 自描述类型树遍历 + src/gr2_fileinfo.cpp # T4 FileInfo 汇总 + src/gr2_skeleton.cpp # T5 骨架 + bind pose 自洽检查 + src/gr2_mesh.cpp # T6 顶点 / 索引 / 三角组 / BoneBindings + src/gr2_anim.cpp # T7a/T7b 曲线分类 + 解码子集 + src/gr2_material.cpp # 材质视图(附加):root.Materials → 贴图文件名 +) +add_library(xrender::libgr2 ALIAS libgr2) + +target_include_directories(libgr2 + PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include + PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/src) + +target_compile_features(libgr2 PUBLIC cxx_std_20) + +if(BUILD_TESTING) + add_executable(libgr2_loader_errors_test tests/loader_errors.cpp) + target_link_libraries(libgr2_loader_errors_test PRIVATE xrender::libgr2) + add_test(NAME libgr2.loader_errors COMMAND libgr2_loader_errors_test) +endif() diff --git a/libgr2/README.md b/libgr2/README.md new file mode 100644 index 00000000..c5fc8476 --- /dev/null +++ b/libgr2/README.md @@ -0,0 +1,42 @@ +# libgr2 + +自研 gr2 v6/v7 **只读**读取器。零第三方依赖。施工文档 [`../docs/steps/M0-gr2-reader.md`](../docs/steps/M0-gr2-reader.md)。 + +## 能做什么 + +- 容器:magic / header / section / pointer-fixup(懒解引用,不物化 32 位指针) +- section 解压:Oodle1(`oodle1.c`) +- 自描述类型树遍历(不硬编码 struct 布局) +- `FileInfo`:skeletons / meshes / materials / textures / models / animations +- 骨架 + `granny_transform` → 4x4 组合(`BuildCompositeTransform4x4` 语义) +- 蒙皮网格:顶点(按顶点格式自描述解)/ 索引 / 三角组 / BoneBindings(多 skeleton 取最优匹配) +- 材质:`granny_material` 链(直接 `.Texture` 或递归 `.Maps[].Map`)→ `granny_texture.FromFileName`; + `Mesh.material_textures` 与 `MaterialBindings` 平行,`tri_group.material_index` 索引它 +- 动画曲线(`OldCurveType` B 样条,degree 0/1/2)解码 + `gr2::sample_pose`(跨文件按骨骼名 retarget) + +## 验证 + +- 全量 9166 个 Metin2 `.gr2`:**0 崩溃、0 非退化谓词失败**(`tools/gr2fuzz`) +- **对拍真 Granny 2.9.12**:骨骼世界矩阵 ≤ 4.6e-5、蒙皮顶点 ≤ 6.5e-5(`tools/oracle_diff`,`test/m2-numeric.json`,23 用例含 v7 / 双 root / 刚体 / 多动画帧) +- 坏输入(空 / 错 magic / 截断 / 越界索引)一律干净报错,不崩 + +## 明确不做(Metin2 语料里 0 出现;要「任意 gr2」才需要) + +| 缺口 | 现状 | 补的成本 | +|---|---|---| +| **writer** | 无(设计上只读)| 大,PoC 不需要 | +| Oodle0 解压(`Format==1`)| `decompress_status=1`,不崩 | 中,同族算法变体 | +| BitKnit 解压(`Format==4`)| `decompress_status=4`,不崩 | 大,无公开实现;退路:Windows 侧离线转未压缩 | +| 压缩曲线(`curve2` / `CurveData*` 变体)| `classify_curve` 标 `Identity`/`Unknown`,`read_old_curve` 跳过 | 中,`granny_curve.cpp` 各 `Da*` 分支 | +| B 样条 degree ≥ 3 | `eval` 退化到 degree 2 | 小,加 `CubicCoefficients` | +| 64 位 / big-endian gr2 | `load` 直接拒(`only 32-bit little-endian`)| 中 | +| 多 skeleton 文件里刚体挂件的 skeleton 归属 | mesh binding 取「悬空最少」的 skeleton;`oracle_diff` 对这种 mesh 会误判(不是 libgr2 的问题)| 需要 FileInfo 暴露 per-model skeleton 索引 | + +## ⚠ 许可 + +`src/oodle1.c` 是从泄露的 Granny SDK **直接端口**的解码路径(约 450 行)。 + +- **内部研究 / 不发布 / 非商用**:可用(和「拿泄露 SDK 当字节级规格」同一风险类别,全项目都这么做)。 +- **任何对外发布 / 商用**:必须 clean-room 重写(照公开的「granny2 Oodle1」算法描述从零写,不看这份端口)。 + +其余代码(容器 / 类型树 / 骨架 / 网格 / 曲线 / 姿势)是照泄露 SDK **头文件的 struct 定义和公式注释**自己写的,不是复制实现。 diff --git a/libgr2/include/gr2/gr2.h b/libgr2/include/gr2/gr2.h new file mode 100644 index 00000000..ecd4ac15 --- /dev/null +++ b/libgr2/include/gr2/gr2.h @@ -0,0 +1,97 @@ +// libgr2 —— gr2 v6 只读读取器(demo 子集)。 +// 施工文档:docs/steps/M0-gr2-reader.md +#pragma once +#include "types.h" +#include +#include +#include +#include +#include +#include +#include + +namespace gr2 { + +enum class Magic { Unknown, Bit32_LE, Bit32_BE, Bit64_LE, Bit64_BE }; + +struct LoadError { + std::string stage; // "header" / "section" / "typetree" / "fileinfo" / ... + std::string message; +}; + +// T3:通用类型树遍历(gr2dump 打印成员用;不硬编码 struct 布局) +struct MemberDump { std::string name; int member_type; int array_width; }; +class File; +std::vector dump_root_members(const File&); + +// 材质视图(类型树遍历 root.Materials → granny_material)。 +// 只读文件名,不解码贴图。diffuse_texture 取 Usage 含 "diffuse" 的 map 的 +// 贴图,退而取第一张;all_textures 是从该材质可达的全部 FromFileName。 +struct MaterialInfo { + std::string name; + std::string diffuse_texture; + std::vector all_textures; + // Metin2/EterGrnLib 渲染态推断(gr2 不带 D3DRS,靠名字 + map 数 + ExtendedData): + int map_count = 0; // granny_material.MapCount(可达子材质的 Texture 数) + bool alpha_blend = false;// Name 以 "Blend" 开头且 map_count>1(EterGrnLib Material.cpp:233) + bool two_sided = false; // 名字含 2side/twoside/double/leaf/tree/ivy/fence(ExtendedData "Two-sided" 的近似) +}; +std::vector dump_materials(const File&); + +// 已解析、fixup 后的文件。析构释放所有 section 缓冲。 +class File { +public: + static std::optional load(const uint8_t* bytes, size_t len, LoadError* err); + static std::optional load_path(const std::string& path, LoadError* err); + + // T1 + Magic magic() const { return magic_; } + uint32_t format_version()const { return version_; } // 期望 6 + uint32_t total_size() const { return total_size_; } + const std::vector& sections() const { return sections_; } + + // T4 —— 完整汇总(内部会按需触发 T5/T6/T7a) + const FileInfo& file_info() const { return info_; } + + // 展开后的 section 字节(T2 产出)。空 section 返回空 span。调试 / 校验用。 + std::span section_bytes(size_t i) const; + + // T5 —— bind pose 自洽检查(不依赖 oracle)。返回 max|world_bind·invBind − I| + // 阈值策略见 M0-gr2-reader.md T5(noise_floor 前用 1e-3) + double bind_pose_self_check(int skeleton = 0) const; + + // M2 便捷封装(同文件内的 skeleton + animation)。跨文件(model gr2 + anim gr2) + // 用自由函数 gr2::sample_pose(skeleton, animation, t, ...)。anim/skeleton 是 file_info() 索引。 + bool sample_pose(int anim, float t, int skeleton, + std::vector& world_pose, std::vector& skin) const; + bool bind_pose(int skeleton, std::vector& world_pose, std::vector& skin) const; + +private: + File() = default; + Magic magic_ = Magic::Unknown; + uint32_t version_ = 0; + uint32_t total_size_ = 0; + std::vector sections_; + FileInfo info_; + // 内部:section 缓冲、root object 指针、类型树 —— 放 .cpp 的 Impl + struct Impl; + std::shared_ptr impl_; + + friend std::vector dump_root_members(const File&); + friend std::vector dump_materials(const File&); +}; + +// ── M2:姿势采样(model 的 skeleton + anim 的 tracks 可来自不同 gr2)────── +// Granny 语义、行主序、平移在 elem 12..14: +// world[i] = Composite(local[i]) · (parent<0 ? sk.initial_placement : world[parent]) +// skin[i] = sk.bones[i].inverse_world · world[i] +// tracks 按骨骼名匹配 sk;无匹配的骨骼用 sk 的 bind LocalTransform。 +void sample_pose(const Skeleton& sk, const Animation& an, float t, + std::vector& world, std::vector& skin); +void bind_pose(const Skeleton& sk, std::vector& world, std::vector& skin); + +// 打印辅助 +const char* magic_name(Magic); +const char* compression_name(uint32_t section_format); // 0=none 1=Oodle0 2=Oodle1 + +} // namespace gr2 diff --git a/libgr2/include/gr2/types.h b/libgr2/include/gr2/types.h new file mode 100644 index 00000000..401c466b --- /dev/null +++ b/libgr2/include/gr2/types.h @@ -0,0 +1,127 @@ +// libgr2 —— 对外 POD 视图。不泄露内部指针 / SDK 类型。 +// 规格来源:MobileSource/Cross Platform/Granny-3D-SDK-main/source/ +// granny_file_format.h / granny_data_type_definition.h / granny_transform.h / granny_file_info.h +#pragma once +#include +#include +#include +#include +#include + +namespace gr2 { + +using Mat4 = std::array; // 行主序,Granny 原生。坐标约定见 docs/steps/M0-gr2-reader.md「约定」 + +// ── 骨架 ────────────────────────────────────────────────────────────── +struct Bone { + std::string name; + int32_t parent = -1; // < 自身索引,或 -1 = 根 + Mat4 local_transform{}; // granny_transform SRT → 4x4(组合顺序照 granny_transform.cpp) + Mat4 inverse_world{}; // InverseWorld4x4,来自文件 + uint32_t lt_flags = 0; // granny_transform.Flags:哪部分非单位 +}; + +struct Skeleton { + std::vector bones; + Mat4 initial_placement{1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; // 绑定它的 model 的 InitialPlacement +}; + +// ── 网格 ────────────────────────────────────────────────────────────── +enum class VertexKind { PNT332, PNT3322, PNT332_Skinned, PNT3322_Skinned, Unknown }; + +struct Vertex { // demo 统一打包结构 + float pos[3]; + float normal[3]; + float uv0[2]; + float uv1[2]; // PNT3322 才有效 + uint8_t bone_index[4] = {0}; // *_Skinned 才有效 + uint8_t bone_weight[4] = {0}; // 归一 u8 +}; + +struct TriGroup { + int32_t material_index; + int32_t tri_first; // 三角序号 + int32_t tri_count; +}; + +struct Mesh { + std::string name; + VertexKind kind = VertexKind::Unknown; + std::vector vertices; + std::vector indices; // 三角形列表 + std::vector tri_groups; + std::vector bone_bindings; // mesh 局部骨骼槽 → skeleton 骨骼索引 + uint32_t source_bone_weight_slots = 0; // 顶点类型声明值;审计 >4/8 权重 + uint32_t source_bone_index_slots = 0; // packed UInt32 记为 4 + // 与 granny_mesh.MaterialBindings 平行:每项 = 解析出的漫反射贴图文件名 + // (granny_texture.FromFileName 原样,通常是 "D:\Ymir Work\...\x.dds";空 = 未解析)。 + // tri_groups[i].material_index 索引本表。 + std::vector material_textures; + bool rigid = false; // GrannyMeshIsRigid +}; + +// ── 动画 ────────────────────────────────────────────────────────────── +// 曲线子类型:T7a 分类。Metin2 = Granny 2.4,全是 OldCurveType(granny_curve.cpp): +// {Int32 Degree; RefToArray Knots(Real32[]); RefToArray Controls(Real32[])} +// 无压缩变体。label 形如 "Old(d=2,dim=4)"。 +enum class CurveFormat { Keyframes32f, /* T7a 跑 fuzz 后补齐 */ Unknown }; + +// T7b:解出的曲线(B 样条:knots 时间轴 + controls 控制点,行优先 [knot][dim]) +struct Curve { + int32_t degree = 0; + uint32_t dim = 0; // 3=vec, 4=quat, 9=3x3 scaleshear + std::vector knots; // KnotCount 个 + std::vector controls; // KnotCount * dim 个 + bool empty() const { return knots.empty() || dim == 0; } + // t 处求值,写 dim 个 float 到 out(identity 由调用方给)。 + void eval(float t, float* out) const; +}; + +struct BoneTrack { + std::string bone_name; + int32_t bone_index = -1; // 映射到 skeleton(未映射 = -1) + std::string pos_type = "none"; + std::string rot_type = "none"; + std::string scale_type = "none"; + Curve position; // dim 3 + Curve orientation; // dim 4(四元数 x,y,z,w) + Curve scale_shear; // dim 9(3x3)或 dim 3 +}; + +struct Animation { + std::string name; + float duration = 0.0f; + std::vector tracks; + // t 处每个 track 的局部 4x4(granny_transform 组合语义,行主序)。 + // out 按 tracks 顺序;bone_index 见各 track。 + void sample_local(float t, std::vector& out) const; +}; + +// 顶层 granny_material(driven by root Materials[])。name + 解析出的漫反射贴图。 +struct Material { + std::string name; + std::string diffuse_texture; // granny_texture.FromFileName 原样 +}; + +// ── FileInfo 汇总(T4)──────────────────────────────────────────────── +struct FileInfo { + std::string from_file_name; + std::vector skeletons; + std::vector meshes; + std::vector animations; + std::vector materials; + uint32_t material_count = 0; + uint32_t texture_count = 0; + uint32_t model_count = 0; +}; + +// ── section 表(T1,gr2dump --sections 用)──────────────────────────── +struct SectionInfo { + uint32_t compression; // 0=none 1/2=Oodle0/1 4=BitKnit + uint32_t data_size; // 压缩后 + uint32_t expanded_size; // 展开后 + uint32_t pointer_fixup_count; + int decompress_status; // 0=ok,非 0=解压失败/未实现(T2) +}; + +} // namespace gr2 diff --git a/libgr2/src/gr2_anim.cpp b/libgr2/src/gr2_anim.cpp new file mode 100644 index 00000000..14106ae5 --- /dev/null +++ b/libgr2/src/gr2_anim.cpp @@ -0,0 +1,270 @@ +// M0 T7a —— 曲线子类型分类(gr2fuzz 直方图依赖)。T7b(解码)见文末。 +// 见 docs/steps/M0-gr2-reader.md +// 规格:granny_track_group.cpp (TrackGroupType/TransformTrackType/Curve2Type) / +// granny_curve.cpp (CurveData*Type,均以 CurveDataHeaderType 开头) / +// granny_curve.h (curve_data_header{ u8 Format; u8 Degree }) +#include "internal.h" +#include +#include +#include +#include +#include + +#define ADBG(...) do { if (getenv("GR2_DEBUG")) fprintf(stderr, "[anim] " __VA_ARGS__); } while (0) + +namespace gr2 { + +using detail::Ref; +using detail::TypeMember; + +// Metin2 = Granny 2.4:曲线是 OldCurveType(granny_curve.cpp): +// {Int32 Degree; RefToArray Knots(Real32[]); RefToArray Controls(Real32[])} —— 20B,无压缩变体。 +// curve_obj 指向 transform_track 里 inline 的那个 curve 对象本体。 +// 新版(2.6+)是 curve2{variant CurveData},本函数一并识别、打标签。 +std::string File::Impl::classify_curve_obj(Ref curve_obj, Ref curve_type) { + if (!curve_obj.valid() || !curve_type.valid()) return "none"; + const auto& ms = parse_type(curve_type); + if (ms.empty()) return "Unknown"; + + // 老格式:第一个成员是 "Degree" + if (ms[0].name == "Degree") { + const TypeMember* mD = &ms[0]; + const TypeMember* mK = find_member(ms, "Knots"); + const TypeMember* mC = find_member(ms, "Controls"); + int32_t degree = rd_i32(member_slot(curve_obj, *mD)); + uint32_t kn = mK ? uint32_t(std::max(0, rd_i32(member_slot(curve_obj, *mK)))) : 0; + uint32_t cn = mC ? uint32_t(std::max(0, rd_i32(member_slot(curve_obj, *mC)))) : 0; + uint32_t dim = kn ? cn / kn : 0; + char buf[64]; + std::snprintf(buf, sizeof buf, "Old(d=%d,dim=%u)", degree, dim); + return buf; + } + // 新格式:curve2{variant CurveData} + if (ms[0].name == "CurveData") { + Ref type_ref = follow(member_slot(curve_obj, ms[0])); // variant.Type + if (!type_ref.valid()) return "Identity"; + const auto& dm = parse_type(type_ref); + if (dm.empty()) return "Unknown"; + const std::string& n = dm[0].name; + const char* pfx = "CurveDataHeader_"; + return (n.rfind(pfx, 0) == 0) ? n.substr(std::strlen(pfx)) : n; + } + return "Unknown"; +} + +// 读一条 OldCurveType 曲线({Int32 Degree; RefToArray Knots; RefToArray Controls})到 Curve。 +void File::Impl::read_old_curve(Ref curve_obj, Ref curve_type, Curve& out) { + if (!curve_obj.valid() || !curve_type.valid()) return; + const auto& ms = parse_type(curve_type); + if (ms.empty() || ms[0].name != "Degree") return; // 新格式暂不解 + const TypeMember* mD = &ms[0]; + const TypeMember* mK = find_member(ms, "Knots"); + const TypeMember* mC = find_member(ms, "Controls"); + if (!mK || !mC) return; + + out.degree = rd_i32(member_slot(curve_obj, *mD)); + + auto read_farr = [&](const TypeMember& m, std::vector& dst) { + Ref slot = member_slot(curve_obj, m); + int32_t cnt = rd_i32(slot); + if (cnt <= 0 || cnt > (1 << 24)) return; + Ref base = follow({slot.section, slot.offset + 4}); + const uint8_t* p = at(base, size_t(cnt) * 4); + if (!p) return; + dst.resize(cnt); + for (int32_t k = 0; k < cnt; ++k) std::memcpy(&dst[k], p + size_t(k) * 4, 4); + }; + read_farr(*mK, out.knots); + read_farr(*mC, out.controls); + out.dim = out.knots.empty() ? 0 : uint32_t(out.controls.size() / out.knots.size()); + if (out.dim && out.knots.size() * out.dim != out.controls.size()) out.dim = 0; // 不一致 → 弃 + + // 有些资产的曲线控制点本身是 NaN(如 redthief_general/*_damage.gr2 的 finger track)。 + // 不 sanitize 会把 NaN 灌进整条蒙皮链。→ 整条曲线弃(eval 返回空,调用方回退到 bind)。 + for (float v : out.knots) if (!std::isfinite(v)) { out.dim = 0; return; } + for (float v : out.controls) if (!std::isfinite(v)) { out.dim = 0; return; } +} + +// animation: {String Name; Real32 Duration; Real32 TimeStep; Real32 Oversampling; +// ArrayOfRefs TrackGroups; ...} +// track_group: {String Name; RefToArray VectorTracks; RefToArray TransformTracks; ...} +// transform_track: {String Name; Int32 Flags; Inline OrientationCurve(curve2); +// Inline PositionCurve(curve2); Inline ScaleShearCurve(curve2)} +bool File::Impl::extract_animation(Ref anim_obj, Ref anim_type, const Skeleton* skel, Animation& out) { + if (!anim_obj.valid() || !anim_type.valid()) return false; + const auto& ams = parse_type(anim_type); + + if (const TypeMember* m = find_member(ams, "Name")) + out.name = rd_str(member_slot(anim_obj, *m)); + if (const TypeMember* m = find_member(ams, "Duration")) + out.duration = rd_f32(member_slot(anim_obj, *m)); + + const TypeMember* mTG = find_member(ams, "TrackGroups"); + if (!mTG) return true; + auto groups = read_array_of_refs(anim_obj, *mTG); + const auto& tgms = parse_type(mTG->ref_type); + const TypeMember* mTT = find_member(tgms, "TransformTracks"); + if (!mTT) return true; + + const auto& ttms = parse_type(mTT->ref_type); + if (getenv("GR2_DEBUG")) { + fprintf(stderr, "[anim] transform_track type members=%zu:\n", ttms.size()); + for (auto& m : ttms) + fprintf(stderr, "[anim] %-20s type=%d aw=%d off=%u size=%u reftype=(%d,%u)\n", + m.name.c_str(), m.type, m.array_width, m.offset, m.size, + m.ref_type.section, m.ref_type.offset); + } + const TypeMember* mName = find_member(ttms, "Name"); + const TypeMember* mOri = find_member(ttms, "OrientationCurve"); + const TypeMember* mPos = find_member(ttms, "PositionCurve"); + const TypeMember* mScl = find_member(ttms, "ScaleShearCurve"); + + for (Ref g : groups) { + if (!g.valid()) continue; + Ref base; uint32_t count = 0, stride = 0; + if (!read_ref_to_array(g, *mTT, base, count, stride) || count == 0) continue; + for (uint32_t i = 0; i < count; ++i) { + Ref t = {base.section, base.offset + i * stride}; + BoneTrack bt; + if (mName) bt.bone_name = rd_str(member_slot(t, *mName)); + if (mPos) { + bt.pos_type = classify_curve_obj(member_slot(t, *mPos), mPos->ref_type); + read_old_curve(member_slot(t, *mPos), mPos->ref_type, bt.position); + } + if (mOri) { + bt.rot_type = classify_curve_obj(member_slot(t, *mOri), mOri->ref_type); + read_old_curve(member_slot(t, *mOri), mOri->ref_type, bt.orientation); + } + if (mScl) { + bt.scale_type = classify_curve_obj(member_slot(t, *mScl), mScl->ref_type); + read_old_curve(member_slot(t, *mScl), mScl->ref_type, bt.scale_shear); + } + if (skel) for (size_t k = 0; k < skel->bones.size(); ++k) + if (skel->bones[k].name == bt.bone_name) { bt.bone_index = int32_t(k); break; } + out.tracks.push_back(std::move(bt)); + } + } + return true; +} + +// ── T7b:曲线解码 ───────────────────────────────────────────────────── +// Metin2 曲线全是 OldCurveType(B 样条:Degree + Knots[] + Controls[knot*dim])。 +// 求值照 granny_bspline.cpp SampleBSpline{0,1,2}xN + granny_bspline_inlines.h +// {Linear,Quadratic}Coefficients。degree 0=常量,1=线性,2=二次 B 样条。 +// KnotIndex = "第一个 > t 的 knot"(granny CurveFindKnot),窗口越界按端点 clamp。 +// +// dim==4(四元数):blend 之前对本 span 参与的 degree+1 个控制点做 +// EnsureQuaternionContinuity(granny_math.cpp)—— 逐点若与前一点点积 < 0 则整体取反。 +// 少了这一步,跨半球(q vs -q)的控制点线性混合会收缩到近零,归一后得到一个 +// 合法但方向错约 180° 的旋转(表情动作里脖子/头会折叠塌陷)。 +void Curve::eval(float t, float* out) const { + const uint32_t n = (uint32_t)knots.size(); + if (n == 0 || dim == 0) return; + auto Kc = [&](int i) -> float { + i = i < 0 ? 0 : (i >= (int)n ? (int)n - 1 : i); + return knots[(uint32_t)i]; + }; + + if (n == 1 || degree <= 0) { // 常量 + for (uint32_t d = 0; d < dim; ++d) out[d] = controls[d]; + return; + } + if (t <= knots[0]) t = knots[0]; + if (t >= knots[n - 1]) t = knots[n - 1]; + int i = (int)n - 1; + for (uint32_t k = 0; k < n; ++k) if (knots[k] > t) { i = (int)k; break; } + if (i < 1) i = 1; + + const int span = (degree == 1) ? 2 : 3; // 本 span 的控制点数 = degree+1 + const int first = (degree == 1) ? (i - 1) : (i - 2); + + // 拷本 span 的控制点(越界按端点 clamp),四元数做半球连续化 + float cp[3 * 4]; // 最多 3 点 × dim4 + for (int s = 0; s < span; ++s) { + int ci = first + s; + ci = ci < 0 ? 0 : (ci >= (int)n ? (int)n - 1 : ci); + for (uint32_t d = 0; d < dim; ++d) cp[s * dim + d] = controls[(uint32_t)ci * dim + d]; + } + if (dim == 4) { + for (int s = 1; s < span; ++s) { + const float* p = &cp[(s - 1) * 4]; + float* q = &cp[s * 4]; + if (p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3] < 0.0f) + for (int d = 0; d < 4; ++d) q[d] = -q[d]; + } + } + + if (degree == 1) { + float denom = Kc(i) - Kc(i - 1); + float c0 = denom != 0.0f ? (t - Kc(i - 1)) / denom : 0.0f; + c0 = c0 < 0 ? 0 : (c0 > 1 ? 1 : c0); + float c1 = 1.0f - c0; + for (uint32_t d = 0; d < dim; ++d) + out[d] = c1 * cp[0 * dim + d] + c0 * cp[1 * dim + d]; + } else { // degree >= 2 → 二次(Metin2 无 degree 3) + float ti_2 = Kc(i - 2), ti_1 = Kc(i - 1), ti = Kc(i), ti1 = Kc(i + 1); + auto fdiv = [](float a, float b) { return b != 0.0f ? a / b : 0.0f; }; + float L0 = fdiv(t - ti_1, ti - ti_1); + float L1_1 = fdiv(t - ti_2, ti - ti_2); + float L1_2 = fdiv(t - ti_1, ti1 - ti_1); + float tmp = (L1_1 + L0) - L0 * L1_1; + float c0 = L0 * L1_2; // ci + float c1 = tmp - c0; // ci_1 + float c2 = 1.0f - tmp; // ci_2 + for (uint32_t d = 0; d < dim; ++d) + out[d] = c2 * cp[0 * dim + d] + c1 * cp[1 * dim + d] + c0 * cp[2 * dim + d]; + } + + if (dim == 4) { // 四元数:归一 + float m = std::sqrt(out[0]*out[0] + out[1]*out[1] + out[2]*out[2] + out[3]*out[3]); + if (m > 1e-12f) for (int d = 0; d < 4; ++d) out[d] /= m; + } +} + +// t 处每个 track 的局部 4x4(BuildCompositeTransform4x4 语义:C 上 3x3 = transpose(R3*SS3), +// 平移在 elem 12..14)。position 缺省 (0,0,0),orientation 缺省单位四元数,scaleshear 缺省 I。 +void Animation::sample_local(float t, std::vector& out) const { + out.assign(tracks.size(), Mat4{1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}); + for (size_t ti = 0; ti < tracks.size(); ++ti) { + const BoneTrack& tr = tracks[ti]; + float pos[3] = {0, 0, 0}; + float ori[4] = {0, 0, 0, 1}; + float ss[9] = {1,0,0, 0,1,0, 0,0,1}; + if (!tr.position.empty()) tr.position.eval(t, pos); + if (!tr.orientation.empty()) tr.orientation.eval(t, ori); + bool have_ss = false; + if (!tr.scale_shear.empty()) { + if (tr.scale_shear.dim == 9) { tr.scale_shear.eval(t, ss); have_ss = true; } + else if (tr.scale_shear.dim == 3) { + float s[3]; tr.scale_shear.eval(t, s); + ss[0] = s[0]; ss[4] = s[1]; ss[8] = s[2]; have_ss = true; + } + } + + // R3 (行主序) from quat + const float xx = ori[0]*ori[0], yy = ori[1]*ori[1], zz = ori[2]*ori[2]; + const float xy = ori[0]*ori[1], xz = ori[0]*ori[2], yz = ori[1]*ori[2]; + const float wx = ori[3]*ori[0], wy = ori[3]*ori[1], wz = ori[3]*ori[2]; + float r3[9] = { + 1 - 2*(yy+zz), 2*(xy-wz), 2*(xz+wy), + 2*(xy+wz), 1 - 2*(xx+zz), 2*(yz-wx), + 2*(xz-wy), 2*(yz+wx), 1 - 2*(xx+yy) + }; + float u3[9]; + if (have_ss) { + for (int r = 0; r < 3; ++r) + for (int c = 0; c < 3; ++c) + u3[r*3+c] = r3[r*3+0]*ss[0*3+c] + r3[r*3+1]*ss[1*3+c] + r3[r*3+2]*ss[2*3+c]; + } else { + for (int k = 0; k < 9; ++k) u3[k] = r3[k]; + } + Mat4& m = out[ti]; + m = Mat4{}; + m[0] = u3[0]; m[1] = u3[3]; m[2] = u3[6]; m[3] = 0; + m[4] = u3[1]; m[5] = u3[4]; m[6] = u3[7]; m[7] = 0; + m[8] = u3[2]; m[9] = u3[5]; m[10] = u3[8]; m[11] = 0; + m[12] = pos[0]; m[13] = pos[1]; m[14] = pos[2]; m[15] = 1; + } +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_decompress.cpp b/libgr2/src/gr2_decompress.cpp new file mode 100644 index 00000000..924d73d1 --- /dev/null +++ b/libgr2/src/gr2_decompress.cpp @@ -0,0 +1,58 @@ +// M0 T2 —— section 解压分派。见 docs/steps/M0-gr2-reader.md +#include "internal.h" +#include "oodle1.h" +#include + +namespace gr2 { + +// src 指向文件里该 section 的压缩字节(长度 s.data_size)。 +// 本函数会做一份可写的、尾部留 32B 零的副本(Oodle1 解码器会写它、读过界)。 +bool File::Impl::decompress_section(const detail::GrnSection& s, const uint8_t* src, + detail::Section& out, LoadError* err) { + out.info = {s.compression, s.data_size, s.expanded_data_size, s.pointer_fixup_count, 0}; + + if (s.expanded_data_size == 0) { // 空 section + out.data.clear(); + return true; + } + + switch (s.compression) { + case 0: { // NoCompression + out.data.assign(src, src + s.data_size); + out.data.resize(s.expanded_data_size); + return true; + } + case 1: // Oodle0 —— 同一族解码器的变体,暂未实现(T2 后续;样本里极少) + out.info.decompress_status = 1; + if (err) *err = {"section", "Oodle0 not implemented (M0 T2)"}; + return false; + case 2: { // Oodle1 + // 4 字节对齐的可写副本 + 32B 零尾 + std::vector buf; + buf.reserve(s.data_size + 32); + buf.assign(src, src + s.data_size); + buf.resize(s.data_size + 32, 0); + out.data.assign(s.expanded_data_size, 0); + int rc = gr2_oodle1_decompress(/*byte_reversed=*/0, + s.data_size, buf.data(), + s.first16bit, s.first8bit, s.expanded_data_size, + out.data.data()); + out.info.decompress_status = rc; + if (rc != 0) { + if (err) *err = {"section", "Oodle1 decompress failed"}; + return false; + } + return true; + } + case 4: // BitKnit —— 无公开实现(全样本 0 个) + out.info.decompress_status = 4; + if (err) *err = {"section", "BitKnit unsupported (M0 T2)"}; + return false; + default: + out.info.decompress_status = -1; + if (err) *err = {"section", "unknown compression format"}; + return false; + } +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_file.cpp b/libgr2/src/gr2_file.cpp new file mode 100644 index 00000000..d7b8ac3f --- /dev/null +++ b/libgr2/src/gr2_file.cpp @@ -0,0 +1,205 @@ +// M0 T1 —— header + section table + fixup。见 docs/steps/M0-gr2-reader.md +// 规格:MobileSource/Cross Platform/Granny-3D-SDK-main/source/granny_file_format.h + .cpp +// +// 本次实现范围:magic 识别 + grn_file_header + section 表解析(--sections 用)。 +// section 解压(Oodle0/1)是 T2;类型树 / FileInfo 是 T3/T4 —— 仍是 stub。 +#include "internal.h" +#include +#include +#include + +namespace gr2 { +namespace { + +// 小端读取 + 边界检查 +inline bool rd32(const uint8_t* p, size_t len, size_t off, uint32_t& out) { + if (off + 4 > len) return false; + out = uint32_t(p[off]) | (uint32_t(p[off + 1]) << 8) | + (uint32_t(p[off + 2]) << 16) | (uint32_t(p[off + 3]) << 24); + return true; +} + +// granny_file_format.cpp 里的 5 个已知 magic(LE u32 序列) +struct KnownMagic { uint32_t v[4]; Magic tag; const char* name; }; +constexpr KnownMagic kMagics[] = { + // GRNFileMV_Old —— Metin2 的 gr2(v6 era)用这个 + {{0xCAB067B8, 0x0FB16DF8, 0x7E8C7284, 0x1E00195E}, Magic::Bit32_LE, "Old(32LE)"}, + {{0xC06CDE29, 0x2B53A4BA, 0xA5B7F525, 0xEEE266F6}, Magic::Bit32_LE, "32Bit_LittleEndian"}, + {{0xB595110E, 0x4BB5A56A, 0x502828EB, 0x04B37825}, Magic::Bit32_BE, "32Bit_BigEndian"}, + {{0x5E499BE5, 0x141F636F, 0xA9EB131E, 0xC4EDBE90}, Magic::Bit64_LE, "64Bit_LittleEndian"}, + {{0xE3D49531, 0x624FDC20, 0x3AD036CC, 0x89FF82B1}, Magic::Bit64_BE, "64Bit_BigEndian"}, +}; + +constexpr size_t kMagicStructSize = 32; // grn_file_magic_value:4*u32 magic + HeaderSize + HeaderFormat + 2*u32 reserved +constexpr size_t kSectionSize = 44; // grn_section:11 * u32 + +} // namespace + +const char* magic_name(Magic m) { + switch (m) { + case Magic::Bit32_LE: return "32-bit LE"; + case Magic::Bit32_BE: return "32-bit BE"; + case Magic::Bit64_LE: return "64-bit LE"; + case Magic::Bit64_BE: return "64-bit BE"; + default: return "unknown"; + } +} +const char* compression_name(uint32_t f) { + switch (f) { + case 0: return "none"; + case 1: return "Oodle0"; + case 2: return "Oodle1"; + default: return "?"; + } +} + +std::optional File::load(const uint8_t* bytes, size_t len, LoadError* err) { + if (err) *err = {}; + auto fail = [&](const char* stage, const char* msg) { + if (err) *err = {stage, msg}; + return std::nullopt; + }; + + if (!bytes || len < kMagicStructSize + 32) + return fail("header", "file too small"); + + // ── magic ──────────────────────────────────────────────────────────── + uint32_t m[4]; + for (int i = 0; i < 4; ++i) rd32(bytes, len, size_t(i) * 4, m[i]); + Magic magic = Magic::Unknown; + for (const auto& k : kMagics) { + if (m[0] == k.v[0] && m[1] == k.v[1] && m[2] == k.v[2] && m[3] == k.v[3]) { + magic = k.tag; + break; + } + } + if (magic == Magic::Unknown) + return fail("header", "not a Granny file (unknown magic)"); + if (magic != Magic::Bit32_LE) + return fail("header", "only 32-bit little-endian supported (M0 range)"); + + uint32_t header_size = 0, header_format = 0; + rd32(bytes, len, 16, header_size); + rd32(bytes, len, 20, header_format); // 注意:这不是 section 压缩,section 压缩看每段 Format + + // ── grn_file_header(在 magic 结构之后)───────────────────────────── + const size_t H = kMagicStructSize; // header 起点 + // grn_file_header: Version(0) TotalSize(4) CRC(8) SectionArrayOffset(12) + // SectionArrayCount(16) RootObjectTypeDefinition{Section(20) Offset(24)} + // RootObject{Section(28) Offset(32)} TypeTag(36) ... + uint32_t version = 0, total_size = 0, sec_off = 0, sec_count = 0; + uint32_t rt_sec = 0, rt_off = 0, ro_sec = 0, ro_off = 0; + if (!rd32(bytes, len, H + 0, version) || + !rd32(bytes, len, H + 4, total_size) || + !rd32(bytes, len, H + 12, sec_off) || + !rd32(bytes, len, H + 16, sec_count) || + !rd32(bytes, len, H + 20, rt_sec) || + !rd32(bytes, len, H + 24, rt_off) || + !rd32(bytes, len, H + 28, ro_sec) || + !rd32(bytes, len, H + 32, ro_off)) + return fail("header", "truncated grn_file_header"); + + // ── section 表 ────────────────────────────────────────────────────── + // SectionArrayOffset 相对 grn_file_header 起点(H) + const size_t sec_base = H + sec_off; + if (sec_count > 64) + return fail("section", "implausible section count"); + if (sec_base + size_t(sec_count) * kSectionSize > len) + return fail("section", "section array out of range"); + + // ── AC 自检(不致命,仅 GR2_DEBUG 打日志)────────────────────────── + if (std::getenv("GR2_DEBUG")) { + if (version != 6 && version != 7) + std::fprintf(stderr, "gr2: warn: format_version=%u (期望 6/7)\n", version); + if (total_size != len) + std::fprintf(stderr, "gr2: warn: total_size=%u != file size %zu\n", total_size, len); + } + + File out; + out.magic_ = magic; + out.version_ = version; + out.total_size_ = total_size; + out.impl_ = std::make_shared(); + out.impl_->sections.resize(sec_count); + out.impl_->raw.resize(sec_count); + out.sections_.reserve(sec_count); + + // ── 逐 section:读头 + T2 展开 ───────────────────────────────────── + for (uint32_t i = 0; i < sec_count; ++i) { + const size_t s = sec_base + size_t(i) * kSectionSize; + uint32_t f[11]; + for (int j = 0; j < 11; ++j) rd32(bytes, len, s + size_t(j) * 4, f[j]); + // f: Format DataOffset DataSize ExpandedDataSize InternalAlignment + // First16Bit First8Bit PtrFixupOff PtrFixupCount MixedFixupOff MixedFixupCount + detail::GrnSection gs{}; + gs.compression = f[0]; + gs.data_offset = f[1]; + gs.data_size = f[2]; + gs.expanded_data_size = f[3]; + gs.internal_alignment = f[4]; + gs.first16bit = f[5]; + gs.first8bit = f[6]; + gs.pointer_fixup_off = f[7]; + gs.pointer_fixup_count= f[8]; + gs.mixed_fixup_off = f[9]; + gs.mixed_fixup_count = f[10]; + + if (size_t(gs.data_offset) > len || size_t(gs.data_size) > len - size_t(gs.data_offset)) + return fail("section", "section data out of range"); + + out.impl_->raw[i] = gs; + LoadError sec_err; + if (!out.impl_->decompress_section(gs, bytes + gs.data_offset, + out.impl_->sections[i], &sec_err)) { + if (err) { + *err = sec_err; + err->message += " (section " + std::to_string(i) + ")"; + } + return std::nullopt; + } + out.sections_.push_back(out.impl_->sections[i].info); + } + + // ── T1:fixup 索引(需要展开后的 section 数据 + 原始 section 头)────── + out.impl_->build_fixups(bytes, len); + out.impl_->root_type = { int32_t(rt_sec), rt_off }; + out.impl_->root_obj = { int32_t(ro_sec), ro_off }; + + // ── T3/T4:类型树 + FileInfo 汇总。失败必须传播;返回一个看似成功但 + // FileInfo 为空的对象会让上层把损坏文件误判成合法的空模型。 + LoadError fi_err; + if (!out.impl_->build_fileinfo(out.info_, &fi_err)) { + if (err) *err = fi_err; + return std::nullopt; + } + + (void)header_size; (void)header_format; + return out; +} + +std::optional File::load_path(const std::string& path, LoadError* err) { + FILE* f = std::fopen(path.c_str(), "rb"); + if (!f) { if (err) *err = {"open", "cannot open " + path}; return std::nullopt; } + std::fseek(f, 0, SEEK_END); + long n = std::ftell(f); + std::fseek(f, 0, SEEK_SET); + std::vector buf(n > 0 ? size_t(n) : 0); + if (!buf.empty()) { + size_t rd = std::fread(buf.data(), 1, buf.size(), f); + if (rd != buf.size()) { std::fclose(f); if (err) *err = {"open", "short read"}; return std::nullopt; } + } + std::fclose(f); + return load(buf.data(), buf.size(), err); +} + +double File::bind_pose_self_check(int skeleton) const { + return impl_ ? impl_->skeleton_self_check(skeleton) : 1e9; +} + +std::span File::section_bytes(size_t i) const { + if (!impl_ || i >= impl_->sections.size()) return {}; + const auto& d = impl_->sections[i].data; + return {d.data(), d.size()}; +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_fileinfo.cpp b/libgr2/src/gr2_fileinfo.cpp new file mode 100644 index 00000000..e474a3a9 --- /dev/null +++ b/libgr2/src/gr2_fileinfo.cpp @@ -0,0 +1,119 @@ +// M0 T4 —— FileInfo 汇总(驱动 T5 骨架 / T6 网格 / T7a 曲线分类)。 +// 见 docs/steps/M0-gr2-reader.md +// 规格:granny_file_info.cpp (FileInfoType) / granny_animation.cpp (AnimationType) +#include "internal.h" +#include +#include + +namespace gr2 { + +using detail::Ref; +using detail::TypeMember; + +bool File::Impl::build_fileinfo(FileInfo& out, LoadError* err) { + if (!root_obj.valid() || !root_type.valid()) { + if (err) *err = {"fileinfo", "no root object / type"}; + return false; + } + const auto& rms = parse_type(root_type); + if (rms.empty()) { + if (err) *err = {"fileinfo", "root type has no members"}; + return false; + } + + auto count_of = [&](const char* name) -> uint32_t { + const TypeMember* m = find_member(rms, name); + if (!m) return 0; + int32_t c = rd_i32(member_slot(root_obj, *m)); + return (c > 0 && c < (1 << 24)) ? uint32_t(c) : 0; + }; + + if (const TypeMember* m = find_member(rms, "FromFileName")) + out.from_file_name = rd_str(member_slot(root_obj, *m)); + + out.texture_count = count_of("Textures"); + out.material_count = count_of("Materials"); + out.model_count = count_of("Models"); + + // ── 顶层材质表(调试 / 备用查找)──────────────────────────────────── + if (const TypeMember* mMa = find_member(rms, "Materials")) { + auto refs = read_array_of_refs(root_obj, *mMa); + const auto& mams = parse_type(mMa->ref_type); + const TypeMember* mMN = find_member(mams, "Name"); + for (Ref r : refs) { + if (!r.valid()) continue; + Material mat; + if (mMN) mat.name = rd_str(member_slot(r, *mMN)); + mat.diffuse_texture = material_texture_name(r, mMa->ref_type, 0); + out.materials.push_back(std::move(mat)); + } + } + + // ── 骨架(T5)──────────────────────────────────────────────────── + skels_cache.clear(); + skel_refs.clear(); + if (const TypeMember* mSk = find_member(rms, "Skeletons")) { + auto refs = read_array_of_refs(root_obj, *mSk); + for (Ref r : refs) { + Skeleton sk; + if (extract_skeleton(r, mSk->ref_type, sk)) { + skels_cache.push_back(std::move(sk)); + skel_refs.push_back(r); + } + } + } + + // ── 模型 → 骨架关联:把 model.InitialPlacement 写进对应 skeleton ───── + // (很多 Metin2 骨架把 model 空间偏移放在 InitialPlacement 而非 root 骨骼的 + // LocalTransform;不带上它,bind pose 自洽检查会对这些文件失败) + if (const TypeMember* mMo = find_member(rms, "Models")) { + auto refs = read_array_of_refs(root_obj, *mMo); + const auto& moms = parse_type(mMo->ref_type); + const TypeMember* mSkRef = find_member(moms, "Skeleton"); + const TypeMember* mIP = find_member(moms, "InitialPlacement"); + for (Ref r : refs) { + if (!r.valid() || !mSkRef) continue; + Ref sref = read_reference(r, *mSkRef); + for (size_t k = 0; k < skel_refs.size(); ++k) { + if (skel_refs[k].section == sref.section && skel_refs[k].offset == sref.offset) { + if (mIP) { + uint32_t fl = 0; + transform_to_composite(member_slot(r, *mIP), skels_cache[k].initial_placement, fl); + } + break; + } + } + } + } + out.skeletons = skels_cache; + + // ── 网格(T6)──────────────────────────────────────────────────── + if (const TypeMember* mMe = find_member(rms, "Meshes")) { + auto refs = read_array_of_refs(root_obj, *mMe); + for (Ref r : refs) { + Mesh me; + bool ok = extract_mesh(r, mMe->ref_type, skels_cache, me); + if (getenv("GR2_DEBUG")) + fprintf(stderr, "[gr2] mesh ref (%d,%u) -> %s name=%s verts=%zu idx=%zu\n", + r.section, r.offset, ok ? "OK" : "FAIL", me.name.c_str(), + me.vertices.size(), me.indices.size()); + if (ok) out.meshes.push_back(std::move(me)); + } + } + + // ── 动画(T7a:名字 + 时长 + 每 track 的曲线子类型)───────────────── + if (const TypeMember* mAn = find_member(rms, "Animations")) { + auto refs = read_array_of_refs(root_obj, *mAn); + const Skeleton* sk0 = skels_cache.empty() ? nullptr : &skels_cache[0]; + for (Ref r : refs) { + if (!r.valid()) continue; + Animation an; + if (extract_animation(r, mAn->ref_type, sk0, an)) + out.animations.push_back(std::move(an)); + } + } + + return true; +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_material.cpp b/libgr2/src/gr2_material.cpp new file mode 100644 index 00000000..e5004362 --- /dev/null +++ b/libgr2/src/gr2_material.cpp @@ -0,0 +1,123 @@ +// 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 +#include + +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 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 dump_materials(const File& f) { + std::vector 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 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 diff --git a/libgr2/src/gr2_mesh.cpp b/libgr2/src/gr2_mesh.cpp new file mode 100644 index 00000000..67b4a94c --- /dev/null +++ b/libgr2/src/gr2_mesh.cpp @@ -0,0 +1,300 @@ +// M0 T6 —— 顶点 / 索引 / 三角组 / BoneBindings。见 docs/steps/M0-gr2-reader.md +// 规格:granny_mesh.cpp (MeshType/BoneBindingType) / granny_vertex_data.cpp (VertexDataType +// + 各顶点格式) / granny_tri_topology.cpp (TriTopologyType/TriMaterialGroupType) +// 顶点格式是自描述的(Vertices 是 ReferenceToVariantArray,带 data_type_definition*), +// 按成员名(Position/Normal/TextureCoordinates0/1/BoneWeights/BoneIndices)取分量,不硬编码布局。 +#include "internal.h" +#include +#include +#include +#include + +#define MDBG(...) do { if (getenv("GR2_DEBUG")) fprintf(stderr, "[mesh] " __VA_ARGS__); } while (0) + +namespace gr2 { + +using detail::Ref; +using detail::TypeMember; + +namespace { + +// member_type → (元素是浮点?, 元素字节数, 是否归一化整型) +struct Elem { bool is_float; int bytes; bool normalized; bool is_signed; }; +Elem elem_of(int mt) { + switch (mt) { + case detail::MT_Real32: return {true, 4, false, true}; + case detail::MT_Real16: return {false, 2, false, true}; // 半精度,少见,按需扩展 + case detail::MT_Int8: return {false, 1, false, true}; + case detail::MT_UInt8: return {false, 1, false, false}; + case detail::MT_BinormInt8: return {false, 1, true, true}; + case detail::MT_NormUInt8: return {false, 1, true, false}; + case detail::MT_Int16: return {false, 2, false, true}; + case detail::MT_UInt16: return {false, 2, false, false}; + case detail::MT_BinormInt16: return {false, 2, true, true}; + case detail::MT_NormUInt16: return {false, 2, true, false}; + case detail::MT_Int32: return {false, 4, false, true}; + case detail::MT_UInt32: return {false, 4, false, false}; + default: return {false, 0, false, false}; + } +} + +float read_scalar(const uint8_t* p, const Elem& e) { + switch (e.bytes) { + case 4: + if (e.is_float) { float v; std::memcpy(&v, p, 4); return v; } + if (e.is_signed) { int32_t v; std::memcpy(&v, p, 4); return float(v); } + { uint32_t v; std::memcpy(&v, p, 4); return float(v); } + case 2: { + if (e.is_signed) { int16_t v; std::memcpy(&v, p, 2); return e.normalized ? v / 32767.0f : float(v); } + uint16_t v; std::memcpy(&v, p, 2); return e.normalized ? v / 65535.0f : float(v); + } + case 1: { + if (e.is_signed) { int8_t v = (int8_t)p[0]; return e.normalized ? v / 127.0f : float(v); } + return e.normalized ? p[0] / 255.0f : float(p[0]); + } + default: return 0.0f; + } +} + +} // namespace + +// mesh: {String Name; Reference PrimaryVertexData; RefToArray MorphTargets; +// Reference PrimaryTopology; RefToArray MaterialBindings; RefToArray BoneBindings; ...} +bool File::Impl::extract_mesh(Ref mesh_obj, Ref mesh_type, + const std::vector& skels, Mesh& out) { + if (!mesh_obj.valid() || !mesh_type.valid()) return false; + const auto& mms = parse_type(mesh_type); + if (getenv("GR2_DEBUG")) { + fprintf(stderr, "[mesh] mesh_type=(%d,%u) members=%zu:\n", + mesh_type.section, mesh_type.offset, mms.size()); + for (auto& m : mms) + fprintf(stderr, "[mesh] %-20s type=%d aw=%d off=%u size=%u reftype=(%d,%u)\n", + m.name.c_str(), m.type, m.array_width, m.offset, m.size, + m.ref_type.section, m.ref_type.offset); + } + + if (const TypeMember* mName = find_member(mms, "Name")) + out.name = rd_str(member_slot(mesh_obj, *mName)); + + // ── 顶点 ────────────────────────────────────────────────────────── + const TypeMember* mVD = find_member(mms, "PrimaryVertexData"); + if (!mVD) { MDBG("no PrimaryVertexData member\n"); return false; } + MDBG("PrimaryVertexData m.offset=%u ref_type=(%d,%u)\n", + mVD->offset, mVD->ref_type.section, mVD->ref_type.offset); + Ref vd = read_reference(mesh_obj, *mVD); + if (!vd.valid()) { MDBG("PrimaryVertexData ref -> NULL (slot %d,%u)\n", + member_slot(mesh_obj, *mVD).section, member_slot(mesh_obj, *mVD).offset); return false; } + + const auto& vdms = parse_type(mVD->ref_type); + const TypeMember* mVerts = find_member(vdms, "Vertices"); + if (!mVerts) { MDBG("no Vertices member (vdms=%zu)\n", vdms.size()); return false; } + // ReferenceToVariantArray on-disk (32-bit): {def* Type; int32 Count; void* Ptr} + // (granny_data_type_definition.cpp: Ptr32 + int32 + Ptr32) + Ref vslot = member_slot(vd, *mVerts); + Ref vtype = follow({vslot.section, vslot.offset + 0}); + int32_t vcount = rd_i32({vslot.section, vslot.offset + 4}); + Ref vdata = follow({vslot.section, vslot.offset + 8}); + MDBG("Vertices count=%d vtype=(%d,%u) vdata=(%d,%u)\n", + vcount, vtype.section, vtype.offset, vdata.section, vdata.offset); + if (vcount <= 0 || vcount > (1 << 24) || !vtype.valid() || !vdata.valid()) return false; + + const auto& vfmt = parse_type(vtype); + uint32_t stride = 0; + for (const auto& m : vfmt) stride += m.size; + MDBG("vfmt members=%zu stride=%u\n", vfmt.size(), stride); + if (stride == 0) return false; + + struct Comp { const TypeMember* m; Elem e; }; + auto comp = [&](const char* n) -> Comp { + const TypeMember* m = find_member(vfmt, n); + if (!m) return {nullptr, {}}; + return {m, elem_of(m->type)}; + }; + Comp cPos = comp("Position"); + Comp cNrm = comp("Normal"); + Comp cUv0 = comp("TextureCoordinates0"); + Comp cUv1 = comp("TextureCoordinates1"); + Comp cBW = comp("BoneWeights"); + Comp cBI = comp("BoneIndices"); + + const bool skinned = (cBW.m && cBI.m); + out.rigid = !skinned; + if (skinned) { + out.source_bone_weight_slots = uint32_t(cBW.m->array_width > 0 ? cBW.m->array_width : 1); + out.source_bone_index_slots = (cBI.e.bytes == 4 && cBI.m->array_width <= 1) + ? 4u + : uint32_t(cBI.m->array_width > 0 ? cBI.m->array_width : 1); + } + if (skinned && cUv1.m) out.kind = VertexKind::PNT3322_Skinned; + else if (skinned) out.kind = VertexKind::PNT332_Skinned; + else if (cUv1.m) out.kind = VertexKind::PNT3322; + else if (cPos.m && cNrm.m) out.kind = VertexKind::PNT332; + else out.kind = VertexKind::Unknown; + + if ((uint64_t)vdata.offset + (uint64_t)vcount * stride > sections[vdata.section].data.size()) + return false; + + out.vertices.resize(vcount); + for (int32_t i = 0; i < vcount; ++i) { + const uint8_t* base = sections[vdata.section].data.data() + vdata.offset + size_t(i) * stride; + Vertex& v = out.vertices[i]; + auto rd = [&](const Comp& c, float* dst, int n) { + if (!c.m || !c.e.bytes) return; + int aw = c.m->array_width <= 0 ? 1 : c.m->array_width; + n = n < aw ? n : aw; + for (int k = 0; k < n; ++k) + dst[k] = read_scalar(base + c.m->offset + size_t(k) * c.e.bytes, c.e); + }; + rd(cPos, v.pos, 3); + rd(cNrm, v.normal, 3); + rd(cUv0, v.uv0, 2); + rd(cUv1, v.uv1, 2); + if (skinned) { + float w[4] = {0,0,0,0}, bi[4] = {0,0,0,0}; + rd(cBW, w, 4); + // BoneIndices 可能是 UInt8[4] 或 UInt32[N](PWN* 系列是单 uint32 packed 4×u8) + if (cBI.e.bytes == 1) { + rd(cBI, bi, 4); + } else if (cBI.e.bytes == 4 && cBI.e.is_float == false) { + uint32_t packed; + std::memcpy(&packed, base + cBI.m->offset, 4); + for (int k = 0; k < 4; ++k) bi[k] = float((packed >> (k * 8)) & 0xff); + } + for (int k = 0; k < 4; ++k) { + v.bone_index[k] = uint8_t(std::lround(bi[k])); + float wn = cBW.e.normalized ? w[k] : w[k]; // 已在 read_scalar 归一 + v.bone_weight[k] = uint8_t(std::lround(std::fmin(std::fmax(wn, 0.0f), 1.0f) * 255.0f)); + } + } + } + + // ── 索引 + 三角组 ──────────────────────────────────────────────── + const TypeMember* mTopo = find_member(mms, "PrimaryTopology"); + if (mTopo) { + Ref tt = read_reference(mesh_obj, *mTopo); + if (tt.valid()) { + const auto& tms = parse_type(mTopo->ref_type); + if (const TypeMember* mG = find_member(tms, "Groups")) { + Ref gb; uint32_t gc = 0, gs = 0; + if (read_ref_to_array(tt, *mG, gb, gc, gs) && gc) { + const auto& gmT = parse_type(mG->ref_type); + const TypeMember* mMI = find_member(gmT, "MaterialIndex"); + const TypeMember* mTF = find_member(gmT, "TriFirst"); + const TypeMember* mTC = find_member(gmT, "TriCount"); + for (uint32_t i = 0; i < gc; ++i) { + Ref g = {gb.section, gb.offset + i * gs}; + TriGroup tg{}; + if (mMI) tg.material_index = rd_i32(member_slot(g, *mMI)); + if (mTF) tg.tri_first = rd_i32(member_slot(g, *mTF)); + if (mTC) tg.tri_count = rd_i32(member_slot(g, *mTC)); + out.tri_groups.push_back(tg); + } + } + } + auto load_idx = [&](const char* name, int elem_bytes) -> bool { + const TypeMember* mI = find_member(tms, name); + if (!mI) return false; + Ref ib; uint32_t ic = 0, is = 0; + if (!read_ref_to_array(tt, *mI, ib, ic, is) || ic == 0) return false; + const uint8_t* p = at(ib, size_t(ic) * elem_bytes); + if (!p) return false; + out.indices.resize(ic); + for (uint32_t i = 0; i < ic; ++i) { + if (elem_bytes == 2) { uint16_t v; std::memcpy(&v, p + i*2, 2); out.indices[i] = v; } + else { uint32_t v; std::memcpy(&v, p + i*4, 4); out.indices[i] = v; } + } + return true; + }; + if (!load_idx("Indices", 4)) load_idx("Indices16", 2); + } + } + + // ── MaterialBindings:与 tri_group.material_index 平行的贴图名表 ─── + // granny_mesh.MaterialBindings = RefToArray of {Reference Material}。 + if (const TypeMember* mMB = find_member(mms, "MaterialBindings")) { + Ref mb; uint32_t mc = 0, ms = 0; + if (read_ref_to_array(mesh_obj, *mMB, mb, mc, ms) && mc) { + const auto& bT = parse_type(mMB->ref_type); + const TypeMember* mMat = find_member(bT, "Material"); + out.material_textures.reserve(mc); + for (uint32_t i = 0; i < mc; ++i) { + Ref e = {mb.section, mb.offset + i * ms}; + std::string tn; + if (mMat) { + Ref mat = read_reference(e, *mMat); + tn = material_texture_name(mat, mMat->ref_type, 0); + } + out.material_textures.push_back(std::move(tn)); + } + } + } + + // ── BoneBindings:mesh 局部骨骼槽 → skeleton 骨骼索引 ───────────── + // 文件可能带多个 skeleton(本体 + 武器挂点等)。对每个 skeleton 试解析, + // 取"悬空最少"的那个。 + if (const TypeMember* mBB = find_member(mms, "BoneBindings")) { + Ref bb; uint32_t bc = 0, bs = 0; + if (read_ref_to_array(mesh_obj, *mBB, bb, bc, bs) && bc) { + const auto& bbT = parse_type(mBB->ref_type); + const TypeMember* mBN = find_member(bbT, "BoneName"); + std::vector names(bc); + for (uint32_t i = 0; i < bc; ++i) { + Ref e = {bb.section, bb.offset + i * bs}; + names[i] = mBN ? rd_str(member_slot(e, *mBN)) : std::string(); + } + std::vector best(bc, -1); + int best_dangling = int(bc) + 1; + for (const auto& sk : skels) { + std::vector cur(bc, -1); + int dangling = 0; + for (uint32_t i = 0; i < bc; ++i) { + for (size_t k = 0; k < sk.bones.size(); ++k) + if (sk.bones[k].name == names[i]) { cur[i] = int32_t(k); break; } + if (cur[i] < 0) ++dangling; + } + if (dangling < best_dangling) { best_dangling = dangling; best = cur; } + if (dangling == 0) break; + } + out.bone_bindings = std::move(best); + } + } + return true; +} + +// granny_material {String Name; int MapCount; material_map* Maps; texture* Texture; ...} +// granny_material_map {String Usage; material* Material} +// granny_texture {String FromFileName; ...} +std::string File::Impl::material_texture_name(Ref mat_obj, Ref mat_type, int depth) { + if (!mat_obj.valid() || !mat_type.valid() || depth > 8) return {}; + const auto& mms = parse_type(mat_type); + + // 1) 直接挂 texture + if (const TypeMember* mTex = find_member(mms, "Texture")) { + Ref tex = read_reference(mat_obj, *mTex); + if (tex.valid()) { + const auto& tms = parse_type(mTex->ref_type); + if (const TypeMember* mFN = find_member(tms, "FromFileName")) { + std::string s = rd_str(member_slot(tex, *mFN)); + if (!s.empty()) return s; + } + } + } + // 2) 递归 Maps[].Map(复合材质:granny_material_map = {String Usage; material* Map}) + if (const TypeMember* mMaps = find_member(mms, "Maps")) { + Ref b; uint32_t c = 0, s = 0; + if (read_ref_to_array(mat_obj, *mMaps, b, c, s) && c) { + const auto& mapT = parse_type(mMaps->ref_type); + const TypeMember* mSub = find_member(mapT, "Map"); + if (!mSub) mSub = find_member(mapT, "Material"); + for (uint32_t i = 0; i < c && mSub; ++i) { + Ref e = {b.section, b.offset + i * s}; + Ref sub = read_reference(e, *mSub); + std::string r = material_texture_name(sub, mSub->ref_type, depth + 1); + if (!r.empty()) return r; + } + } + } + return {}; +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_skeleton.cpp b/libgr2/src/gr2_skeleton.cpp new file mode 100644 index 00000000..921a1e0f --- /dev/null +++ b/libgr2/src/gr2_skeleton.cpp @@ -0,0 +1,225 @@ +// M0 T5 —— 骨架提取 + bind pose 自洽检查。见 docs/steps/M0-gr2-reader.md +// 规格:granny_transform.cpp BuildCompositeTransform4x4 / granny_math.cpp +// MatrixEqualsQuaternion3x3 + MatrixMultiply3x3 / +// granny_matrix_operations.cpp ColumnMatrixMultiply4x3Impl / +// granny_world_pose.cpp BuildWorldPoseNoCompositeLOD + granny_bone_operations.cpp +// BuildFullWorldPoseOnly_Generic +#include "internal.h" +#include +#include +#include +#include + +namespace gr2 { + +using detail::Ref; +using detail::TypeMember; + +namespace { + +// 行主序 4x4:R = A * B(ColumnMatrixMultiply4x3Impl 语义,平移在第 3 行 elem 12..14) +Mat4 mul4x3(const Mat4& A, const Mat4& B) { + Mat4 R{}; + for (int i = 0; i < 3; ++i) { + for (int k = 0; k < 3; ++k) + R[i * 4 + k] = A[i * 4 + 0] * B[0 * 4 + k] + + A[i * 4 + 1] * B[1 * 4 + k] + + A[i * 4 + 2] * B[2 * 4 + k]; + R[i * 4 + 3] = 0.0f; + } + for (int k = 0; k < 3; ++k) + R[12 + k] = A[12] * B[0 * 4 + k] + + A[13] * B[1 * 4 + k] + + A[14] * B[2 * 4 + k] + + B[12 + k]; + R[15] = 1.0f; + return R; +} + +// granny_math.cpp MatrixEqualsQuaternion3x3(行主序 3x3) +void quat_to_m3(const float q[4], float d[9]) { + const float xx = q[0] * q[0], yy = q[1] * q[1], zz = q[2] * q[2]; + const float xy = q[0] * q[1], xz = q[0] * q[2], yz = q[1] * q[2]; + const float wx = q[3] * q[0], wy = q[3] * q[1], wz = q[3] * q[2]; + d[0] = 1 - 2 * (yy + zz); d[1] = 2 * (xy - wz); d[2] = 2 * (xz + wy); + d[3] = 2 * (xy + wz); d[4] = 1 - 2 * (xx + zz); d[5] = 2 * (yz - wx); + d[6] = 2 * (xz - wy); d[7] = 2 * (yz + wx); d[8] = 1 - 2 * (xx + yy); +} + +void m3_mul(const float a[9], const float b[9], float r[9]) { + for (int i = 0; i < 3; ++i) + for (int j = 0; j < 3; ++j) + r[i * 3 + j] = a[i * 3 + 0] * b[0 * 3 + j] + + a[i * 3 + 1] * b[1 * 3 + j] + + a[i * 3 + 2] * b[2 * 3 + j]; +} + +} // namespace + +// granny_transform (68B: u32 Flags; f32 Position[3]; f32 Orientation[4]; f32 ScaleShear[3][3]) +// → 行主序 4x4,上 3x3 = transpose(U3),平移在 elem 12..14。BuildCompositeTransform4x4 语义。 +void File::Impl::transform_to_composite(Ref tf, Mat4& out, uint32_t& flags) const { + const uint8_t* p = at(tf, 68); + out = Mat4{}; + out[0] = out[5] = out[10] = out[15] = 1.0f; + flags = 0; + if (!p) return; + + auto f32 = [&](size_t off) { float v; std::memcpy(&v, p + off, 4); return v; }; + flags = rd_u32(tf); + float pos[3] = { f32(4), f32(8), f32(12) }; + float ori[4] = { f32(16), f32(20), f32(24), f32(28) }; + float ss[9]; + for (int i = 0; i < 9; ++i) ss[i] = f32(32 + size_t(i) * 4); + + float q3[9]; + quat_to_m3(ori, q3); + float u3[9]; + if (flags & 0x4 /* HasScaleShear */) m3_mul(q3, ss, u3); + else std::memcpy(u3, q3, sizeof u3); + + // C 的上 3x3 = transpose(U3) + out[0] = u3[0]; out[1] = u3[3]; out[2] = u3[6]; out[3] = 0; + out[4] = u3[1]; out[5] = u3[4]; out[6] = u3[7]; out[7] = 0; + out[8] = u3[2]; out[9] = u3[5]; out[10] = u3[8]; out[11] = 0; + out[12] = pos[0]; out[13] = pos[1]; out[14] = pos[2]; out[15] = 1; +} + +// skeleton: {String Name; RefToArray Bones(bone[]); int32 LODType; VariantRef ExtendedData} +// bone: {String Name; int32 ParentIndex; Transform LocalTransform; +// Real32[16] InverseWorldTransform; Real32 LODError; VariantRef ExtendedData} +// 全程按类型树取偏移,不硬编码。 +bool File::Impl::extract_skeleton(Ref skel_obj, Ref skel_type, Skeleton& out) { + out.bones.clear(); + if (!skel_obj.valid() || !skel_type.valid()) return false; + + const auto& sms = parse_type(skel_type); + const TypeMember* mBones = find_member(sms, "Bones"); + if (!mBones) return false; + + Ref bones_base; + uint32_t bone_count = 0, stride = 0; + if (!read_ref_to_array(skel_obj, *mBones, bones_base, bone_count, stride)) return false; + if (bone_count == 0) return false; + if (bone_count > 8192 || stride == 0) return false; + + const auto& bms = parse_type(mBones->ref_type); + const TypeMember* mName = find_member(bms, "Name"); + const TypeMember* mParent = find_member(bms, "ParentIndex"); + const TypeMember* mLocal = find_member(bms, "LocalTransform"); + if (!mLocal) mLocal = find_member(bms, "Transform"); + const TypeMember* mInvW = find_member(bms, "InverseWorldTransform"); + if (!mInvW) mInvW = find_member(bms, "InverseWorld4x4"); + if (!mLocal || !mInvW) return false; + + out.bones.resize(bone_count); + for (uint32_t i = 0; i < bone_count; ++i) { + Ref b = { bones_base.section, bones_base.offset + i * stride }; + Bone& bo = out.bones[i]; + if (mName) bo.name = rd_str(member_slot(b, *mName)); + if (mParent) bo.parent = rd_i32(member_slot(b, *mParent)); + uint32_t flags = 0; + transform_to_composite(member_slot(b, *mLocal), bo.local_transform, flags); + bo.lt_flags = flags; + const uint8_t* iw = at(member_slot(b, *mInvW), 64); + if (iw) for (int k = 0; k < 16; ++k) std::memcpy(&bo.inverse_world[k], iw + k * 4, 4); + else bo.inverse_world = Mat4{}; + } + return true; +} + +// ── M2:姿势采样(自由函数 = 主 primitive;File::* 是便捷封装)────────── +namespace { +void accumulate_world(const Skeleton& sk, const std::vector& local, + std::vector& world, std::vector& skin) { + const size_t n = sk.bones.size(); + const Mat4 I{1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; + world.assign(n, I); + skin.assign(n, I); + for (size_t i = 0; i < n; ++i) { + int32_t par = sk.bones[i].parent; + const Mat4& parent_w = (par < 0 || (size_t)par >= i) ? sk.initial_placement : world[par]; + world[i] = mul4x3((i < local.size()) ? local[i] : sk.bones[i].local_transform, parent_w); + skin[i] = mul4x3(sk.bones[i].inverse_world, world[i]); + } +} +} // namespace + +void bind_pose(const Skeleton& sk, std::vector& world, std::vector& skin) { + std::vector local(sk.bones.size()); + for (size_t i = 0; i < sk.bones.size(); ++i) local[i] = sk.bones[i].local_transform; + accumulate_world(sk, local, world, skin); +} + +void sample_pose(const Skeleton& sk, const Animation& an, float t, + std::vector& world, std::vector& skin) { + std::vector track_local; + an.sample_local(t, track_local); + + std::vector local(sk.bones.size()); + for (size_t i = 0; i < sk.bones.size(); ++i) local[i] = sk.bones[i].local_transform; // 默认 = bind + + // track 按骨骼名匹配(bone_index 若已在 anim 提取时对某个 skeleton 映射过,可能不是这个 sk) + for (size_t ti = 0; ti < an.tracks.size() && ti < track_local.size(); ++ti) { + const BoneTrack& tr = an.tracks[ti]; + int bi = -1; + for (size_t k = 0; k < sk.bones.size(); ++k) + if (sk.bones[k].name == tr.bone_name) { bi = int(k); break; } + if (bi >= 0) local[bi] = track_local[ti]; + } + accumulate_world(sk, local, world, skin); +} + +bool File::bind_pose(int skeleton, std::vector& world, std::vector& skin) const { + if (!impl_ || skeleton < 0 || (size_t)skeleton >= impl_->skels_cache.size()) return false; + gr2::bind_pose(impl_->skels_cache[skeleton], world, skin); + return true; +} + +bool File::sample_pose(int anim, float t, int skeleton, + std::vector& world, std::vector& skin) const { + if (!impl_ || skeleton < 0 || (size_t)skeleton >= impl_->skels_cache.size()) return false; + if (anim < 0 || (size_t)anim >= info_.animations.size()) + return bind_pose(skeleton, world, skin); + gr2::sample_pose(impl_->skels_cache[skeleton], info_.animations[anim], t, world, skin); + return true; +} + +double File::Impl::skeleton_self_check(int skeleton) const { + if (skeleton < 0 || (size_t)skeleton >= skels_cache.size()) return 1e9; + const auto& sk = skels_cache[skeleton]; + const size_t n = sk.bones.size(); + if (n == 0) return 1e9; + + std::vector world(n); + double dev = 0.0; + size_t worst = 0; + for (size_t i = 0; i < n; ++i) { + int32_t par = sk.bones[i].parent; + if (par < 0 || (size_t)par >= i) { + // 根:world = local * InitialPlacement(BuildWorldPose 的 Offset4x4) + world[i] = mul4x3(sk.bones[i].local_transform, sk.initial_placement); + } else { + world[i] = mul4x3(sk.bones[i].local_transform, world[par]); + } + // E = InverseWorld * world ≈ I + Mat4 E = mul4x3(sk.bones[i].inverse_world, world[i]); + double bd = 0.0; + for (int k = 0; k < 16; ++k) { + float want = (k % 5 == 0) ? 1.0f : 0.0f; + bd = std::max(bd, (double)std::fabs(E[k] - want)); + } + if (bd > dev) { dev = bd; worst = i; } + } + if (getenv("GR2_DEBUG")) { + fprintf(stderr, "[skel] self-check dev=%.5f worst bone %zu '%s' parent=%d\n", + dev, worst, sk.bones[worst].name.c_str(), sk.bones[worst].parent); + const Mat4& E = mul4x3(sk.bones[worst].inverse_world, world[worst]); + fprintf(stderr, "[skel] E[worst]:"); + for (float x : E) fprintf(stderr, " %.3f", x); + fprintf(stderr, "\n"); + } + return dev; +} + +} // namespace gr2 diff --git a/libgr2/src/gr2_typetree.cpp b/libgr2/src/gr2_typetree.cpp new file mode 100644 index 00000000..a85b21a7 --- /dev/null +++ b/libgr2/src/gr2_typetree.cpp @@ -0,0 +1,204 @@ +// M0 T1(fixup 索引)+ T3(自描述类型树遍历)。见 docs/steps/M0-gr2-reader.md +// 规格:granny_file_format.h(fixup)+ granny_data_type_definition.h/.cpp(成员类型 + stride) +#include "internal.h" +#include + +namespace gr2 { + +using detail::Ref; +using detail::TypeMember; +using detail::kTypeDefEntrySize; + +// ── member_type → 文件里的单元字节数(32 位指针)────────────────────── +// 序数见 internal.h MemberType。InlineMember 需递归(这里在 member_unit_size 处理)。 +static const int8_t kUnit32[detail::MT_OnePastLast] = { + /* End */ 0, + /* Inline */ 0, /* 特判 */ + /* Reference */ 4, + /* RefToArray */ 8, /* int32 + ptr */ + /* ArrayOfRefs */ 8, + /* VariantRef */ 8, /* ptr + ptr */ + /* Removed */ 0, + /* RefToVariantArr*/ 12, + /* String */ 4, + /* Transform */ 68, /* u32 flags + f32[3] + f32[4] + f32[3][3] */ + /* Real32 */ 4, + /* Int8 */ 1, + /* UInt8 */ 1, + /* BinormInt8 */ 1, + /* NormUInt8 */ 1, + /* Int16 */ 2, + /* UInt16 */ 2, + /* BinormInt16 */ 2, + /* NormUInt16 */ 2, + /* Int32 */ 4, + /* UInt32 */ 4, + /* Real16 */ 2, + /* EmptyRef */ 4, +}; + +// ── section 内指针 + 边界检查 ──────────────────────────────────────── +const uint8_t* File::Impl::at(Ref r, size_t need) const { + if (r.section < 0 || (size_t)r.section >= sections.size()) return nullptr; + const auto& d = sections[r.section].data; + if ((size_t)r.offset + need > d.size()) return nullptr; + return d.data() + r.offset; +} + +uint32_t File::Impl::rd_u32(Ref r) const { + const uint8_t* p = at(r, 4); + if (!p) return 0; + return uint32_t(p[0]) | (uint32_t(p[1]) << 8) | (uint32_t(p[2]) << 16) | (uint32_t(p[3]) << 24); +} +float File::Impl::rd_f32(Ref r) const { + uint32_t u = rd_u32(r); + float f; + std::memcpy(&f, &u, 4); + return f; +} + +// 解一个"指针槽":查 fixup 表;查不到 => NULL(返回 invalid Ref) +Ref File::Impl::follow(Ref slot) const { + if (slot.section < 0) return {}; + auto it = fixups.find((uint64_t(uint32_t(slot.section)) << 32) | slot.offset); + if (it == fixups.end()) return {}; + return it->second; +} + +std::string File::Impl::rd_str(Ref slot) const { + Ref s = follow(slot); + const uint8_t* p = at(s, 1); + if (!p) return {}; + const auto& d = sections[s.section].data; + size_t maxn = d.size() - s.offset; + size_t n = 0; + while (n < maxn && p[n]) ++n; + return std::string((const char*)p, n); +} + +// ── T1:建 fixup 索引 ──────────────────────────────────────────────── +// grn_pointer_fixup 数组在文件里(PointerFixupArrayOffset 从文件起点算,Count 项,每 12B)。 +// 每项 { u32 FromOffset(本 section 展开数据内偏移); u32 DestSection; u32 DestOffset }。 +void File::Impl::build_fixups(const uint8_t* file, size_t file_len) { + auto le32 = [&](size_t off) -> uint32_t { + if (off + 4 > file_len) return 0; + return uint32_t(file[off]) | (uint32_t(file[off + 1]) << 8) | + (uint32_t(file[off + 2]) << 16) | (uint32_t(file[off + 3]) << 24); + }; + fixups.clear(); + for (size_t si = 0; si < raw.size(); ++si) { + const GrnSection& gs = raw[si]; + size_t base = gs.pointer_fixup_off; + for (uint32_t k = 0; k < gs.pointer_fixup_count; ++k) { + size_t p = base + size_t(k) * 12; + if (p + 12 > file_len) break; + uint32_t from = le32(p + 0); + uint32_t dsec = le32(p + 4); + uint32_t doff = le32(p + 8); + if (dsec >= sections.size()) continue; + fixups[(uint64_t(uint32_t(si)) << 32) | from] = + Ref{int32_t(dsec), doff}; + } + } +} + +// ── T3:走 data_type_definition 数组 ───────────────────────────────── +uint32_t File::Impl::member_unit_size(const TypeMember& m) { + if (m.type == detail::MT_Inline) return object_size(m.ref_type); + if (m.type <= 0 || m.type >= detail::MT_OnePastLast) return 0; + return (uint32_t)kUnit32[m.type]; +} + +uint32_t File::Impl::object_size(Ref type_ref) { + const auto& ms = parse_type(type_ref); + uint32_t sz = 0; + for (const auto& m : ms) sz += m.size; + return sz; +} + +const std::vector& File::Impl::parse_type(Ref type_ref) { + uint64_t key = (uint64_t(uint32_t(type_ref.section)) << 32) | type_ref.offset; + auto it = type_cache.find(key); + if (it != type_cache.end()) return it->second; + + std::vector out; + // 先占位(防递归 Inline 死循环) + auto& slot = type_cache[key]; + + Ref cur = type_ref; + uint32_t inst_off = 0; + for (int guard = 0; guard < 4096; ++guard) { + const uint8_t* e = at(cur, kTypeDefEntrySize); + if (!e) break; + int32_t type = (int32_t)rd_u32(cur); + if (type == detail::MT_End) break; + + TypeMember m; + m.type = type; + // Name @ +4(指针槽) + m.name = rd_str({cur.section, cur.offset + 4}); + // ReferenceType @ +8(指针槽 → data_type_definition 数组) + m.ref_type = follow({cur.section, cur.offset + 8}); + // ArrayWidth @ +12 + m.array_width = (int32_t)rd_u32({cur.section, cur.offset + 12}); + + uint32_t width = (m.array_width <= 0) ? 1u : (uint32_t)m.array_width; + m.offset = inst_off; + m.size = member_unit_size(m) * width; + inst_off += m.size; + + out.push_back(std::move(m)); + cur.offset += kTypeDefEntrySize; + } + slot = std::move(out); + return slot; +} + +const TypeMember* File::Impl::find_member(const std::vector& ms, const char* name) const { + for (const auto& m : ms) if (m.name == name) return &m; + return nullptr; +} + +// ArrayOfReferences 成员:{int32 count; ptr → count 个指针槽} +std::vector File::Impl::read_array_of_refs(Ref obj, const TypeMember& m) const { + std::vector out; + Ref slot = member_slot(obj, m); + int32_t count = rd_i32(slot); + if (count <= 0 || count > (1 << 24)) return out; + Ref arr = follow({slot.section, slot.offset + 4}); // 指针槽在 count 之后 + if (!arr.valid()) return out; + out.reserve(count); + for (int32_t i = 0; i < count; ++i) { + Ref elem = follow({arr.section, arr.offset + uint32_t(i) * 4}); + out.push_back(elem); // 可能 invalid(NULL 项) + } + return out; +} + +// ReferenceToArray 成员:{int32 count; ptr → count 个连续对象} +bool File::Impl::read_ref_to_array(Ref obj, const TypeMember& m, + Ref& base, uint32_t& count, uint32_t& stride) { + Ref slot = member_slot(obj, m); + int32_t c = rd_i32(slot); + base = {}; + count = 0; + stride = m.ref_type.valid() ? object_size(m.ref_type) : 0; + if (c <= 0 || c > (1 << 24)) return c == 0; // 空数组不算错 + base = follow({slot.section, slot.offset + 4}); + if (!base.valid()) return false; + count = uint32_t(c); + return true; +} + +// ── gr2dump 用:打印 root object 的类型成员(不硬编码 struct 布局)───── +std::vector dump_root_members(const File& f) { + std::vector out; + if (!f.impl_ || !f.impl_->root_type.valid()) return out; + const auto& ms = f.impl_->parse_type(f.impl_->root_type); + out.reserve(ms.size()); + for (const auto& m : ms) + out.push_back({m.name, m.type, m.array_width}); + return out; +} + +} // namespace gr2 diff --git a/libgr2/src/internal.h b/libgr2/src/internal.h new file mode 100644 index 00000000..fe86893f --- /dev/null +++ b/libgr2/src/internal.h @@ -0,0 +1,135 @@ +// libgr2 内部。SDK struct 镜像从 granny_file_format.h / granny_data_type_definition.h 抄。 +#pragma once +#include "gr2/gr2.h" +#include +#include +#include +#include + +namespace gr2 { + +namespace detail { + +// ── granny_file_format.h 镜像 ────────────────────────────────────────── +#pragma pack(push, 1) +struct GrnFileMagic { // grn_file_magic_value + uint32_t magic[4]; + uint32_t header_size; + uint32_t header_format; + uint32_t reserved[2]; +}; +struct GrnReference { uint32_t section; uint32_t offset; }; +struct GrnPointerFixup { uint32_t from_offset; GrnReference to; }; // 12B +struct GrnSection { // grn_section —— 44B + uint32_t compression; + uint32_t data_offset, data_size; + uint32_t expanded_data_size; + uint32_t internal_alignment; + uint32_t first16bit, first8bit; + uint32_t pointer_fixup_off, pointer_fixup_count; + uint32_t mixed_fixup_off, mixed_fixup_count; +}; +#pragma pack(pop) + +struct Section { + std::vector data; // 展开后 + SectionInfo info; +}; + +// section 内的位置。不物化指针(文件是 32 位指针,本进程 64 位), +// 全程用 (section, offset) + fixup 表按需解引用。 +struct Ref { + int32_t section = -1; + uint32_t offset = 0; + bool valid() const { return section >= 0; } +}; + +// ── granny_data_type_definition.h:member_type 枚举(序数不可变)──────── +enum MemberType { + MT_End = 0, MT_Inline, MT_Reference, MT_RefToArray, MT_ArrayOfRefs, + MT_VariantRef, MT_Removed, MT_RefToVariantArray, MT_String, MT_Transform, + MT_Real32, MT_Int8, MT_UInt8, MT_BinormInt8, MT_NormUInt8, + MT_Int16, MT_UInt16, MT_BinormInt16, MT_NormUInt16, + MT_Int32, MT_UInt32, MT_Real16, MT_EmptyRef, MT_OnePastLast +}; + +// data_type_definition 在文件里的字节数(32 位指针): +// Type(4) Name(ptr4) ReferenceType(ptr4) ArrayWidth(4) Extra[3](12) Ignored(ptr4) +constexpr uint32_t kTypeDefEntrySize = 32; + +struct TypeMember { + std::string name; + int32_t type = MT_End; + int32_t array_width = 0; // 0 => 1 + Ref ref_type; // Inline/Reference/... 的元素类型 + uint32_t offset = 0; // 在对象实例里的字节偏移(打包,无对齐 pad) + uint32_t size = 0; // 本 member 的总字节数 +}; + +} // namespace detail + +struct File::Impl { + std::vector sections; // 展开后数据 + info + std::vector raw; // 原始 section 头(fixup 用) + using Ref = detail::Ref; + using TypeMember = detail::TypeMember; + using GrnSection = detail::GrnSection; + + // (section<<32 | from_offset) -> 目标 Ref + std::unordered_map fixups; + + Ref root_obj; // grn_file_header.RootObject + Ref root_type; // grn_file_header.RootObjectTypeDefinition + bool typetree_ready = false; + + // 类型解析缓存:typedef 的 Ref -> 成员列表 + std::unordered_map> type_cache; + + // ── T2 / T1 ── + bool decompress_section(const GrnSection&, const uint8_t* src, detail::Section& out, LoadError*); + void build_fixups(const uint8_t* file, size_t file_len); // T1 + + // ── T3 ── + const uint8_t* at(Ref r, size_t need = 0) const; // section 内指针 + 边界检查 + Ref follow(Ref slot) const; // 解一个"指针槽" + const std::vector& parse_type(Ref type_ref); // 走 data_type_definition 数组 + uint32_t object_size(Ref type_ref); + uint32_t member_unit_size(const TypeMember&); + const TypeMember* find_member(const std::vector& ms, const char* name) const; + + // 便捷读取 + uint32_t rd_u32(Ref r) const; + int32_t rd_i32(Ref r) const { return (int32_t)rd_u32(r); } + float rd_f32(Ref r) const; + std::string rd_str(Ref slot) const; // 解引用一个 String 槽 + + // 成员访问(obj = 对象实例的 Ref,m = 其类型的某个成员) + Ref member_slot(Ref obj, const TypeMember& m) const { return {obj.section, obj.offset + m.offset}; } + Ref read_reference(Ref obj, const TypeMember& m) const { return follow(member_slot(obj, m)); } + // ArrayOfReferences: {int32 count; ptr → [count] 个指针槽 → 各自的对象} + std::vector read_array_of_refs(Ref obj, const TypeMember& m) const; + // ReferenceToArray: {int32 count; ptr → [count] 个连续对象(elem_type)} + bool read_ref_to_array(Ref obj, const TypeMember& m, Ref& base, uint32_t& count, uint32_t& stride); + + // ── T4/T5/T6/T7a ── + bool build_fileinfo(FileInfo& out, LoadError*); + bool extract_skeleton(Ref skel_obj, Ref skel_type, Skeleton& out); + bool extract_mesh(Ref mesh_obj, Ref mesh_type, const std::vector& skels, Mesh& out); + // granny_material 链:直接 .Texture.FromFileName,或递归 .Maps[].Material。返回 dds 文件名(原样)。 + std::string material_texture_name(Ref mat_obj, Ref mat_type, int depth); + bool extract_animation(Ref anim_obj, Ref anim_type, const Skeleton* skel, Animation& out); + // 曲线子类型分类(T7a)。curve_obj 指向 inline 曲线对象本体,curve_type 是它的类型。 + std::string classify_curve_obj(Ref curve_obj, Ref curve_type); + void read_old_curve(Ref curve_obj, Ref curve_type, Curve& out); // T7b + double skeleton_self_check(int skeleton) const; + + // granny_transform (68B) → 行主序 4x4(BuildCompositeTransform4x4 语义) + void transform_to_composite(Ref tf, Mat4& out, uint32_t& flags) const; + + std::vector skels_cache; // self-check 复用 + std::vector skel_refs; // 与 skels_cache 平行:各 skeleton 对象的 Ref(model 关联用) + + mutable FileInfo* info_cache = nullptr; // 指向 File::info_ +}; + +} // namespace gr2 diff --git a/libgr2/src/oodle1.c b/libgr2/src/oodle1.c new file mode 100644 index 00000000..8a1799d2 --- /dev/null +++ b/libgr2/src/oodle1.c @@ -0,0 +1,611 @@ +/* Granny "Oodle1" section decompressor (M0 T2). + * + * Ported (decode path only) from the leaked Granny 2.9.12 SDK: + * granny_oodle1_compression.cpp + radlz.c + radarith.c + arithbit.c + * Used as algorithm spec; RAD's build machinery / compressor are NOT included. + * See docs/steps/M0-gr2-reader.md T2. + */ +#include "oodle1.h" +#include +#include + +typedef uint8_t U8; +typedef uint16_t U16; +typedef uint32_t U32; +typedef int32_t S32; +typedef uintptr_t UINTa; + +#define radassert(x) ((void)0) + +/* ================================================================= */ +/* arithbit.c — byte-aligned range decoder */ +/* ================================================================= */ + +typedef struct ARITHBITS { + U32 low; + U32 range; + U8 *ptr; + U32 underflow; /* temp between Get()/Remove() to skip re-divide */ + U8 *start; /* low bit used as scratch */ +} ARITHBITS; + +static void ArithBitsGetStart(ARITHBITS *ab, const void *ptr) { + U32 buf; + ab->ptr = (U8 *)ptr + 1; + buf = ((const U8 *)ptr)[0]; + ab->start = (U8 *)((UINTa)ptr + (buf & 1)); + ab->low = buf >> 1; + ab->range = 1u << 7; +} + +static void ArithBitsDecRenorm(ARITHBITS *ab) { + U32 range = ab->range; + if (range <= 0x800000u) { + U32 low = ab->low; + U32 buf = (U32)((UINTa)ab->start & 1u); + U8 *ptr = ab->ptr; + do { + low = (low + low + buf) << 7; + buf = *ptr++; + low |= (buf >> 1); + buf &= 1u; + range <<= 8; + } while (range <= 0x800000u); + ab->low = low; + ab->start = (U8 *)(((UINTa)ab->start & ~(UINTa)1) + buf); + ab->range = range; + ab->ptr = ptr; + } +} + +static U32 ArithBitsGet(ARITHBITS *ab, U32 scale) { + U32 tmp; + ArithBitsDecRenorm(ab); + ab->underflow = ab->range / scale; + tmp = ab->low / ab->underflow; + return (tmp >= scale) ? (scale - 1) : tmp; +} + +static void ArithBitsRemove(ARITHBITS *ab, U32 start, U32 range, U32 scale) { + U32 tmp = ab->underflow * start; + ab->low -= tmp; + if ((start + range) < scale) ab->range = ab->underflow * range; + else ab->range -= tmp; +} + +static U32 ArithBitsGetValue(ARITHBITS *ab, U32 scale) { + U32 tmp, div, start; + ArithBitsDecRenorm(ab); + div = ab->range / scale; + start = ab->low / div; + if (start >= scale) start = scale - 1; + tmp = div * start; + ab->low -= tmp; + if ((start + 1) < scale) ab->range = div; + else ab->range -= tmp; + return start; +} + +static U32 ArithBitsGetBits(ARITHBITS *ab, U32 bits, U32 scale) { + U32 tmp; + ArithBitsDecRenorm(ab); + ab->underflow = ab->range >> bits; + tmp = ab->low / ab->underflow; + return (tmp >= scale) ? (scale - 1) : tmp; +} + +static U32 ArithBitsGetBitsValue(ARITHBITS *ab, U32 bits, U32 scale) { + U32 tmp, div, start; + ArithBitsDecRenorm(ab); + div = ab->range >> bits; + start = ab->low / div; + if (start >= scale) start = scale - 1; + tmp = div * start; + ab->low -= tmp; + if ((start + 1) < scale) ab->range = div; + else ab->range -= tmp; + return start; +} + +/* ================================================================= */ +/* radarith.c — adaptive arithmetic modeller (decode path) */ +/* ================================================================= */ + +#define NORM_BITS 14 +#define NORM_COUNT (1 << NORM_BITS) +#define ADJ_SUMS (NORM_COUNT << 1) +#define OVERFLOW_COUNT ((NORM_BITS / 2) - 1) /* 6 */ +#define COUNTTYPE U16 + +#define COUNTS_SIZE(v) (sizeof(COUNTTYPE) * (((v) + 1 + 1 + 3) & ~3u)) +#define VALUES_SIZE(v) COUNTS_SIZE(v) + +typedef struct ARITHDATA { + COUNTTYPE singles_tot; + COUNTTYPE update_tot; + COUNTTYPE update_max; + COUNTTYPE update_range; + COUNTTYPE rescale_tot; + COUNTTYPE singles_length; + COUNTTYPE summed_length; + COUNTTYPE unique_count; + COUNTTYPE *values; + COUNTTYPE *single_counts; + U32 table_walks[NORM_BITS]; + COUNTTYPE summed_counts[OVERFLOW_COUNT]; /* deliberately overflows into the gap before single_counts */ +} ARITHDATA; +typedef ARITHDATA *ARITH; + +#define Arith_was_escaped(val) (((UINTa)(val)) > 65536u) +#define Arith_set_decompressed_symbol(val, v) (*((U16 *)(val)) = (U16)(v)) + +static U32 Arith_decompress_alloc_size(U32 unique_values) { + return (U32)(sizeof(ARITHDATA) + COUNTS_SIZE(unique_values) + + COUNTS_SIZE(unique_values) + VALUES_SIZE(unique_values)); +} + +static ARITH Arith_open(void *ptr, void *compress_temp_buf, U32 max_value, U32 unique_values) { + ARITH a = (ARITH)ptr; + U32 u; + (void)compress_temp_buf; /* always NULL on the decode path */ + if (!a) return a; + memset(a, 0, Arith_decompress_alloc_size(unique_values)); + a->single_counts = (COUNTTYPE *)((char *)a + (sizeof(ARITHDATA) + COUNTS_SIZE(unique_values))); + a->values = (COUNTTYPE *)((char *)a->single_counts + COUNTS_SIZE(unique_values)); + a->unique_count = (COUNTTYPE)unique_values; + a->singles_tot = 4; + a->summed_counts[0] = ADJ_SUMS; + a->summed_counts[1] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[2] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[3] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[4] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[5] = NORM_COUNT + ADJ_SUMS; + a->single_counts[0] = 4; + a->update_tot = 8; + a->update_range = 4; + u = max_value * 32; + if (u < 256) u = 256; + else if (u > 15160) u = 15160; + a->rescale_tot = (COUNTTYPE)u; + u = max_value * 2; + if (u < 128) u = 128; + else if (u >= (((U32)a->rescale_tot >> 1) - 32)) u = (U32)(((U32)a->rescale_tot >> 1) - 32); + a->update_max = (COUNTTYPE)u; + return a; +} + +static void rescale_decompress(ARITH a) { + unsigned long i; + U32 max = 0, pos = (U32)-1; + a->single_counts[0] >>= 1; + a->singles_tot = a->single_counts[0]; + for (i = 1; i <= a->singles_length; i++) { + while (a->single_counts[i] <= 1) { + if (i < a->singles_length) { + a->single_counts[i] = a->single_counts[a->singles_length]; + a->single_counts[a->singles_length] = 0; + a->values[i] = a->values[a->singles_length]; + --a->singles_length; + } else { + a->single_counts[i] = 0; + --a->singles_length; + goto done; + } + } + a->single_counts[i] >>= 1; + a->singles_tot = (COUNTTYPE)(a->singles_tot + a->single_counts[i]); + if (a->single_counts[i] > max) { max = a->single_counts[i]; pos = (U32)i; } + } +done: + if (max && a->singles_length) { + U32 j = a->singles_length; + if (pos != j) { + U32 t; + t = a->single_counts[j]; a->single_counts[j] = a->single_counts[pos]; a->single_counts[pos] = (COUNTTYPE)t; + t = a->values[j]; a->values[j] = a->values[pos]; a->values[pos] = (COUNTTYPE)t; + } + } + if ((a->singles_length != a->unique_count) && (a->single_counts[0] == 0)) { + ++a->single_counts[0]; + ++a->singles_tot; + } +} + +static void update_counts(ARITH a) { + U32 i, tot, adj; + adj = (NORM_COUNT * 8) / a->singles_tot; + tot = ((((U32)a->single_counts[0]) * adj) >> 3) + ADJ_SUMS; + a->summed_counts[0] = ADJ_SUMS; + i = 1; + for (;;) { + a->summed_counts[i] = (COUNTTYPE)tot; + if (i > a->singles_length) break; + tot += (((U32)a->single_counts[i]) * adj) >> 3; + ++i; + } + tot = (U32)a->update_range << 1; + if (tot > a->update_max) { + a->update_tot = (COUNTTYPE)(a->singles_tot + a->update_max); + } else { + a->update_range = (COUNTTYPE)tot; + a->update_tot = (COUNTTYPE)(a->singles_tot + tot); + } + a->summed_length = a->singles_length; + a->summed_counts[a->summed_length + 1] = NORM_COUNT + ADJ_SUMS; +} + +static void build_walk_table(U32 *wtable, U32 v) { + U32 num = 0, *m = wtable; + ++v; + do { + v = (v + 1) >> 1; + ++num; + *m++ = v; + } while (v > 4); + num -= 1; + if (num) { + memmove(wtable + NORM_BITS - 1 - num + 1, wtable + 1, num * sizeof(wtable[0])); + } + wtable[1] = wtable[0]; + wtable[0] = num; +} + +static UINTa Arith_decompress(ARITH a, ARITHBITS *ab) { + U32 offset; + S32 index; + + if (a->singles_tot >= a->update_tot) { + if (a->update_tot >= a->rescale_tot) rescale_decompress(a); + update_counts(a); + a->summed_counts[a->summed_length + 2] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[a->summed_length + 3] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[a->summed_length + 4] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[a->summed_length + 5] = NORM_COUNT + ADJ_SUMS; + a->summed_counts[a->summed_length + 6] = NORM_COUNT + ADJ_SUMS; + build_walk_table(a->table_walks, a->summed_length); + } + + offset = ArithBitsGetBits(ab, NORM_BITS, NORM_COUNT) + ADJ_SUMS; + + { + index = (S32)a->table_walks[1]; + #define check_level(lev) \ + if (a->summed_counts[index] > (COUNTTYPE)offset) \ + index -= (S32)a->table_walks[NORM_BITS - 1 - (lev)]; \ + else \ + index += (S32)a->table_walks[NORM_BITS - 1 - (lev)]; + switch (a->table_walks[0]) { + case 11: check_level(10) /* fallthrough */ + case 10: check_level(9) /* fallthrough */ + case 9: check_level(8) /* fallthrough */ + case 8: check_level(7) /* fallthrough */ + case 7: check_level(6) /* fallthrough */ + case 6: check_level(5) /* fallthrough */ + case 5: check_level(4) /* fallthrough */ + case 4: check_level(3) /* fallthrough */ + case 3: check_level(2) /* fallthrough */ + case 2: check_level(1) /* fallthrough */ + case 1: check_level(0) /* fallthrough */ + case 0: break; + default: break; + } + #undef check_level + + if (a->summed_counts[index] > (COUNTTYPE)offset) index -= 2; + else index += 2; + + if (a->summed_counts[index] > (COUNTTYPE)offset) { + if (a->summed_counts[index - 1] > (COUNTTYPE)offset) index -= 2; + else --index; + } else { + if (a->summed_counts[index + 1] <= (COUNTTYPE)offset) ++index; + } + } + + ArithBitsRemove(ab, a->summed_counts[index] - ADJ_SUMS, + a->summed_counts[index + 1] - a->summed_counts[index], NORM_COUNT); + + ++a->single_counts[index]; + ++a->singles_tot; + + if (index <= 0) { + if (a->singles_length == a->summed_length) { + new_index: + index = ++a->singles_length; + a->single_counts[index] += 2; + a->singles_tot += 2; + if (a->singles_length == a->unique_count) { + a->singles_tot = (COUNTTYPE)(a->singles_tot - a->single_counts[0]); + a->single_counts[0] = 0; + } + return (UINTa)&a->values[index]; + } else { + if (ArithBitsGetBitsValue(ab, 1, 2)) { + index = (S32)(ArithBitsGetValue(ab, a->singles_length - a->summed_length) + + a->summed_length + 1); + a->single_counts[index] += 2; + a->singles_tot += 2; + } else { + goto new_index; + } + } + } + + return a->values[index]; +} + +/* ================================================================= */ +/* radlz.c — LZ decoder (decode path) */ +/* ================================================================= */ + +#define LOW_BITS 2 +#define MED_BITS 8 +#define TOP_BITS 8 +#define LARGEST_POSSIBLE_OFFSET ((1 << (LOW_BITS + MED_BITS + TOP_BITS)) - 1) +#define GRANNY_OFFSET LARGEST_POSSIBLE_OFFSET + +#define MAX_LENS 64 +#define LMAX (1 << LOW_BITS) /* 4 */ +#define MMAX (1 << MED_BITS) /* 256 */ +#define GETT(v) ((v) >> (LOW_BITS + MED_BITS)) +#define ADDRESS_MASK 3 + +static const U32 long_lengths[4] = { MAX_LENS * 2, MAX_LENS * 3, MAX_LENS * 4, MAX_LENS * 8 }; + +typedef struct LZ_HEADER { + U32 max_offset_and_byte; + U32 uniq_offset_and_byte; + U32 uniq_lens; +} LZ_HEADER; + +typedef struct LZDDATA { + ARITH bytes[ADDRESS_MASK + 1]; + ARITH lens[MAX_LENS + 1]; + ARITH offsl, offst; + ARITH offsm[256]; + U32 max_bytes, max_offs, max_offsL, max_offsM, max_offsT; + U32 bytes_decompressed; + U32 last_len; +} LZDDATA; +typedef LZDDATA *LZD; + +static void get_max_offsets(U32 max_offset, U32 *low_max, U32 *med_max, U32 *high_max) { + *low_max = (max_offset >= LMAX) ? LMAX : (max_offset + 1); + *med_max = ((max_offset >> LOW_BITS) >= MMAX) ? MMAX : ((max_offset >> LOW_BITS) + 1); + *high_max = GETT(max_offset) + 1; +} + +static void copy_bytes(void *d, const void *s, U32 length) { + U8 *dest = (U8 *)d; + const U8 *src = (const U8 *)s; + /* LZ back-refs always have src < dest, so the fast path never triggers here; + * byte copy is required for correct RLE-style overlap. */ + if (length >= 4 && (src - dest) >= 4) { + do { + length -= 4; + ((U32 *)dest)[0] = ((const U32 *)src)[0]; + dest += 4; src += 4; + } while (length > 4); + if (length == 0) return; + } + do { length--; *dest++ = *src++; } while (length); +} + +static U32 LZ_decompress_alloc_size(U32 max_byte_value, U32 uniq_byte_values, U32 max_offset) { + U32 size, h, low_max, med_max, high_max; + (void)max_byte_value; + size = (U32)sizeof(LZDDATA); + get_max_offsets(max_offset, &low_max, &med_max, &high_max); + h = Arith_decompress_alloc_size(uniq_byte_values); + size += h * (ADDRESS_MASK + 1); + size += Arith_decompress_alloc_size(MAX_LENS + 1) * (MAX_LENS + 1); + size += Arith_decompress_alloc_size(low_max); + size += high_max * Arith_decompress_alloc_size(med_max); + size += Arith_decompress_alloc_size(high_max); + return size; +} + +static LZD LZ_decompress_open_from_header(void *ptr, const LZ_HEADER *h) { + U32 i, j, size, uniq = 0; + U8 *addr; + LZD l = (LZD)ptr; + + l->max_bytes = h->max_offset_and_byte & 511; + l->max_offs = h->max_offset_and_byte >> 9; + get_max_offsets(l->max_offs, &l->max_offsL, &l->max_offsM, &l->max_offsT); + l->last_len = 0; + l->bytes_decompressed = 0; + + j = h->uniq_offset_and_byte & 511; + addr = (U8 *)(l + 1); + size = Arith_decompress_alloc_size(j); + for (i = 0; i <= ADDRESS_MASK; i++) { + l->bytes[i] = Arith_open(addr, 0, l->max_bytes - 1, j); + addr += size; + } + + for (j = 0; j < 4; j++) { + uniq = (h->uniq_lens >> ((3 - j) * 8)) & 255; + size = Arith_decompress_alloc_size(uniq); + for (i = 0; i < (MAX_LENS / 4); i++) { + l->lens[(j * (MAX_LENS / 4)) + i] = Arith_open(addr, 0, MAX_LENS, uniq); + addr += size; + } + } + for (i = (MAX_LENS / 4) * 4; i <= MAX_LENS; i++) { + l->lens[i] = Arith_open(addr, 0, MAX_LENS, uniq); /* inherits last uniq/size */ + addr += size; + } + + size = Arith_decompress_alloc_size(l->max_offsM); + for (i = 0; i < l->max_offsT; i++) { + l->offsm[i] = Arith_open(addr, 0, l->max_offsM - 1, l->max_offsM); + addr += size; + } + + l->offsl = Arith_open(addr, 0, l->max_offsL - 1, l->max_offsL); + l->offst = Arith_open(addr + Arith_decompress_alloc_size(l->max_offsL), + 0, l->max_offsT - 1, GETT(h->uniq_offset_and_byte >> 9) + 1); + return l; +} + +static U32 LZ_decompress(LZD l, ARITHBITS *ab, U8 *output) { + UINTa v; + U32 escaped; + + v = Arith_decompress(l->lens[l->last_len], ab); + if (Arith_was_escaped(v)) { + escaped = ArithBitsGetValue(ab, MAX_LENS + 1); + Arith_set_decompressed_symbol(v, escaped); + v = escaped; + } + l->last_len = (U32)v; + + if (v) { + U32 len, off, max_ofs; + UINTa m; + + max_ofs = l->max_offs; + if (max_ofs > l->bytes_decompressed) max_ofs = l->bytes_decompressed; + + len = (v >= (MAX_LENS - 3)) ? long_lengths[v - (MAX_LENS - 3)] : (U32)(v + 1); + + v = Arith_decompress(l->offsl, ab); + if (Arith_was_escaped(v)) { + escaped = ArithBitsGetValue(ab, l->max_offsL); + Arith_set_decompressed_symbol(v, escaped); + v = escaped; + } + off = (U32)(v + 1); + + v = Arith_decompress(l->offst, ab); + if (Arith_was_escaped(v)) { + escaped = ArithBitsGetValue(ab, GETT(max_ofs) + 1); + Arith_set_decompressed_symbol(v, escaped); + v = escaped; + } + + m = Arith_decompress(l->offsm[v], ab); + if (Arith_was_escaped(m)) { + U32 offsm_used; + if (max_ofs >= (MMAX << LOW_BITS)) offsm_used = MMAX; + else offsm_used = (max_ofs >> LOW_BITS) + 1; + escaped = ArithBitsGetValue(ab, offsm_used); + Arith_set_decompressed_symbol(m, escaped); + m = escaped; + } + + off = (U32)(off + ((U32)m << LOW_BITS) + ((U32)v << (LOW_BITS + MED_BITS))); + l->bytes_decompressed += len; + copy_bytes(output, output - off, len); + return len; + } else { + v = Arith_decompress(l->bytes[((UINTa)output) & ADDRESS_MASK], ab); + if (Arith_was_escaped(v)) { + escaped = ArithBitsGetValue(ab, l->max_bytes); + Arith_set_decompressed_symbol(v, escaped); + v = escaped; + } + *output = (U8)v; + ++l->bytes_decompressed; + return 1; + } +} + +/* ================================================================= */ +/* granny_oodle1_compression.cpp — the wrapper */ +/* ================================================================= */ + +#define ALIGN32(x) (((x) + 3u) & ~3u) + +static void reverse32(void *p, U32 nbytes) { + U8 *b = (U8 *)p; + U32 i; + for (i = 0; i + 4 <= nbytes; i += 4) { + U8 t0 = b[i], t1 = b[i + 1]; + b[i] = b[i + 3]; + b[i + 1] = b[i + 2]; + b[i + 2] = t1; + b[i + 3] = t0; + } +} + +int gr2_oodle1_decompress(int file_is_byte_reversed, + U32 comp_size, void *comp_bytes, + U32 stop0, U32 stop1, U32 stop2, void *out) { + LZ_HEADER headers[3]; + ARITHBITS ab; + U32 temp_size, size, b; + U32 stops[3]; + void *temp; + U8 *to; + + /* hanging-bit fix: zero-pad up to 32-bit alignment (caller also over-allocates). */ + { + U32 rounded = ALIGN32(comp_size) - comp_size; + while (rounded--) ((U8 *)comp_bytes)[comp_size + rounded] = 0; + } + + if (comp_size < sizeof(headers)) return -1; + memcpy(headers, comp_bytes, sizeof(headers)); + if (file_is_byte_reversed) reverse32(headers, sizeof(headers)); + + ArithBitsGetStart(&ab, (const U8 *)comp_bytes + sizeof(headers)); + + temp_size = LZ_decompress_alloc_size(255, 256, GRANNY_OFFSET); + temp = malloc(temp_size); + if (!temp) return -2; + + size = 0; + stops[0] = stop0; stops[1] = stop1; stops[2] = stop2; + to = (U8 *)out; + for (b = 0; b < 3; ++b) { + U32 stop = stops[b]; + LZD lz = LZ_decompress_open_from_header(temp, &headers[b]); + U32 guard = 0; + while (size < stop) { + U32 len = LZ_decompress(lz, &ab, to); + if (len == 0 || size + len > stop2 + 512) { free(temp); return -3; } /* corruption guard */ + size += len; + to += len; + if (++guard > stop2 + 16) { free(temp); return -4; } + } + if (size != stop) { free(temp); return -5; } + } + + free(temp); + return 0; +} + +int gr2_oodle1_decompress_chunk(int file_is_byte_reversed, + U32 comp_size, void *comp_bytes, + U32 decompressed_size, void *out) { + LZ_HEADER header; + ARITHBITS ab; + U32 temp_size, size; + void *temp; + U8 *to; + + if (comp_size < sizeof(header)) return -1; + memcpy(&header, comp_bytes, sizeof(header)); + if (file_is_byte_reversed) reverse32(&header, sizeof(header)); + + ArithBitsGetStart(&ab, (const U8 *)comp_bytes + sizeof(header)); + temp_size = LZ_decompress_alloc_size(255, 256, GRANNY_OFFSET); + temp = malloc(temp_size); + if (!temp) return -2; + + size = 0; + to = (U8 *)out; + { + LZD lz = LZ_decompress_open_from_header(temp, &header); + while (size < decompressed_size) { + U32 len = LZ_decompress(lz, &ab, to); + if (len == 0) { free(temp); return -3; } + size += len; + to += len; + } + } + free(temp); + return (size == decompressed_size) ? 0 : -5; +} diff --git a/libgr2/src/oodle1.h b/libgr2/src/oodle1.h new file mode 100644 index 00000000..c267db57 --- /dev/null +++ b/libgr2/src/oodle1.h @@ -0,0 +1,31 @@ +// Granny "Oodle1" section 解压(M0 T2)。 +// 端口自泄露 SDK 的 granny_oodle1_compression.cpp + radlz.c + radarith.c + arithbit.c +// (只移植解码路径,作算法规格 —— 不含压缩,不含 RAD 的构建机制)。 +#pragma once +#include + +#ifdef __cplusplus +extern "C" { +#endif + +// comp_bytes:可写缓冲,长度 >= comp_size + 32,尾部已清零(解码器会读过界)。 +// 起始地址必须 4 字节对齐。 +// stop0/1/2 :section 的 First16Bit / First8Bit / ExpandedDataSize(累积边界)。 +// out :至少 stop2 字节。 +// 返回 0 成功,非 0 失败。 +int gr2_oodle1_decompress(int file_is_byte_reversed, + uint32_t comp_size, + void* comp_bytes, + uint32_t stop0, uint32_t stop1, uint32_t stop2, + void* out); + +// 单块版(NoCompression 之外走不到;保留对称) +int gr2_oodle1_decompress_chunk(int file_is_byte_reversed, + uint32_t comp_size, + void* comp_bytes, + uint32_t decompressed_size, + void* out); + +#ifdef __cplusplus +} +#endif diff --git a/libgr2/tests/loader_errors.cpp b/libgr2/tests/loader_errors.cpp new file mode 100644 index 00000000..a13ec938 --- /dev/null +++ b/libgr2/tests/loader_errors.cpp @@ -0,0 +1,63 @@ +#include + +#include +#include +#include +#include + +namespace { + +void wr32(std::vector &bytes, size_t off, uint32_t value) { + bytes[off + 0] = uint8_t(value); + bytes[off + 1] = uint8_t(value >> 8); + bytes[off + 2] = uint8_t(value >> 16); + bytes[off + 3] = uint8_t(value >> 24); +} + +std::vector granny_header(size_t size, uint32_t section_count) { + std::vector bytes(size, 0); + const uint32_t magic[] = { 0xCAB067B8, 0x0FB16DF8, 0x7E8C7284, 0x1E00195E }; + for (int i = 0; i < 4; ++i) { + wr32(bytes, size_t(i) * 4, magic[i]); + } + constexpr size_t h = 32; + wr32(bytes, h + 0, 6); // Version + wr32(bytes, h + 4, uint32_t(size)); + wr32(bytes, h + 12, 40); // section table starts at byte 72 + wr32(bytes, h + 16, section_count); + // Root type/object remain section 0, offset 0. With no section this must be + // rejected by the FileInfo stage rather than returned as an empty File. + return bytes; +} + +bool expect_failure(const std::vector &bytes, const char *stage) { + gr2::LoadError err; + auto file = gr2::File::load(bytes.data(), bytes.size(), &err); + if (file || err.stage != stage) { + std::fprintf(stderr, "expected failure stage '%s', got file=%d stage='%s' message='%s'\n", + stage, file.has_value(), err.stage.c_str(), err.message.c_str()); + return false; + } + return true; +} + +} // namespace + +int main() { + bool ok = true; + ok &= expect_failure(std::vector(80, 0), "header"); + ok &= expect_failure(granny_header(80, 0), "fileinfo"); + + auto unsupported = granny_header(160, 1); + constexpr size_t section = 72; + wr32(unsupported, section + 0, 4); // unsupported BitKnit + wr32(unsupported, section + 4, uint32_t(unsupported.size())); + wr32(unsupported, section + 12, 1); // non-empty expanded section + ok &= expect_failure(unsupported, "section"); + + auto bad_offset = granny_header(160, 1); + wr32(bad_offset, section + 4, UINT32_MAX); + ok &= expect_failure(bad_offset, "section"); + + return ok ? 0 : 1; +} diff --git a/oracle/CMakeLists.txt b/oracle/CMakeLists.txt new file mode 100644 index 00000000..c43577f2 --- /dev/null +++ b/oracle/CMakeLists.txt @@ -0,0 +1,46 @@ +# oracle —— 独立 Windows 工程(不在主 CMake 树内)。见 ../docs/steps/00-oracle.md、RUNBOOK.md +# +# cmake -S oracle -B oracle/build -DGRANNY_SDK=<泄露 SDK 根> +# cmake --build oracle/build --config Release +# +# GRANNY_SDK 默认指向本仓库同级的 MobileSource 里的 Granny-3D-SDK-main。 +# 链 granny2_x64.lib(import lib);运行时需要对应的 granny2_x64.dll 在 PATH / exe 目录。 +# ⚠ 这个 DLL 是 SDK 2.9.12。资产由 2.4.0.7 导出(M0 T2 实测)。容器 + 组合公式在 2.4–2.11 +# 稳定,但 B 样条边界 / 少数曲线细节可能有差异 —— 先跑 selfcheck(T7)确认坐标约定, +# 再决定是否要换成 2.4.x 的 runtime DLL(见 GRANNY-VERSION.md)。 + +cmake_minimum_required(VERSION 3.20) +project(xrender_oracle C) + +set(CMAKE_C_STANDARD 11) + +set(GRANNY_SDK "${CMAKE_SOURCE_DIR}/../../MobileSource/Cross Platform/Granny-3D-SDK-main" + CACHE PATH "泄露 Granny SDK 根(含 include/ 和 lib/win64/)") + +if(NOT EXISTS "${GRANNY_SDK}/include/granny.h") + message(FATAL_ERROR "找不到 ${GRANNY_SDK}/include/granny.h —— 传 -DGRANNY_SDK=") +endif() + +add_executable(oracle oracle.c) +target_include_directories(oracle PRIVATE "${GRANNY_SDK}/include") + +if(WIN32) + if(CMAKE_SIZEOF_VOID_P EQUAL 8) + target_link_libraries(oracle PRIVATE "${GRANNY_SDK}/lib/win64/granny2_x64.lib") + set(_dll "${GRANNY_SDK}/lib/win64/granny2_x64.dll") + else() + target_link_libraries(oracle PRIVATE "${GRANNY_SDK}/lib/win32/granny2.lib") + set(_dll "${GRANNY_SDK}/lib/win32/granny2.dll") + endif() + # 把 DLL 拷到 exe 旁边,方便直接跑 / Wine + add_custom_command(TARGET oracle POST_BUILD + COMMAND ${CMAKE_COMMAND} -E copy_if_different "${_dll}" "$") +else() + message(WARNING + "非 Windows:SDK 只提供 win32/win64/wii/ps3/xenon 的 granny2 预编译库。\n" + " 选项 A:在 Windows 机器 / VM 上 build+run。\n" + " 选项 B:Wine(oracle 只做文件 IO + 数学 + 写二进制,不碰 GPU,Wine 够用)——\n" + " 用 MinGW 交叉编译或直接在 Wine 里跑 MSVC,链 granny2_x64.lib。\n" + " 选项 C(stretch):从 SDK source/ 移植 winxx/ 平台层出一个 POSIX libgranny。\n" + " 见 RUNBOOK.md。") +endif() diff --git a/oracle/FORMAT.md b/oracle/FORMAT.md new file mode 100644 index 00000000..239a2cf1 --- /dev/null +++ b/oracle/FORMAT.md @@ -0,0 +1,45 @@ +# oracle dump 二进制格式 + +> `oracle.c`(`oracle dump`)产出。libgr2 侧对拍读取器(`tools/oracle_diff/`)必须与本文件一致。 +> `oracle dump` 把**层① 世界矩阵**和**mesh N 蒙皮顶点**写进**同一个文件**:先文件头, +> 再 `kind=1` 段,紧接着 `kind=3` 段(`--mesh` 未命中时 `vertex_count=0`)。全部小端。 + +## 文件头(所有 dump 共用) + +``` +magic "XORC" 4B +version u32 1 +kind u32 1=层① 2=层② 3=蒙皮顶点 1 +coord u32 坐标约定编码: 1 + bit0 手系 (0=左手 1=右手) + bit1 单位 (0=原始 1=米) + bit2 根变换已 apply +granny_ver char[16] 选定 granny2.dll 版本串 +model_path len-prefixed str +anim_path len-prefixed str +t f32 采样时刻 +``` + +## kind=1/2 段(骨骼世界矩阵,紧跟文件头) + +``` +bone_count u32 +matrices f32[bone_count][16] GrannyGetWorldPose4x4Array 直出(骨骼空间→世界),行主序 Granny 原生 +``` + +> ⚠ 不是 `GrannyGetWorldPoseComposite4x4Array` —— 那个返回 `InverseWorld4x4·world` = **蒙皮矩阵**(bind pose 时 ≈ I)。 +> `GrannyBuildWorldPose` 的 `Offset4x4` 传的是 model 的 `InitialPlacement`(`GrannyGetModelInitialPlacement4x4`), +> 与 libgr2 `skeleton.initial_placement` 一致;不传的话非单位 IP 的模型(如 assassin 双 root)会差一个平移。 + +## kind=3 段(mesh N 蒙皮顶点,紧跟 kind=1 段) + +``` +vertex_count u32 (--mesh 未命中 → 0,无后续) +positions f32[vertex_count][3] GrannyDeformVertices(PositionNormal) 后的位置 +``` + +## 坐标约定 + +**M0/oracle 全程 raw**:`coord` = 手系按选定 DLL 实际输出、单位=原始、根变换未 apply。 +libgr2 的 `gr2::Mat4` 声明同一约定(见 `docs/steps/M0-gr2-reader.md` 「约定」)。 +basis fix / 单位缩放是 M1 渲染时才做的事,不进 dump。 diff --git a/oracle/GRANNY-VERSION.md b/oracle/GRANNY-VERSION.md new file mode 100644 index 00000000..6faa7ac2 --- /dev/null +++ b/oracle/GRANNY-VERSION.md @@ -0,0 +1,53 @@ +# Granny 版本判定(oracle T1) + +## 已知(M0 T2) + +- 资产由 **Granny Standard Exporter, SDK version 2.4.0.7** 导出(从解压后的 gr2 内嵌串读到)。 +- 9166 个 gr2 里 **9155 个文件格式 v6、11 个 v7**(magic:v6=`GRNFileMV_Old`,v7=`GRNFileMV_32Bit_LittleEndian`)。 +- libgr2 自研,`bind_pose_self_check` 全量 2013/2017 多骨 skeleton < 1e-3(`warrior_cheongrin` 6.1e-5)。 + +## 候选 runtime + +| DLL | 来源 | 状态 | +|---|---|---| +| `granny2_x64.dll` 2.9.12 | 泄露 SDK `lib/win64/` | **先用这个**(SDK 自带、能直接链)。容器 + 组合公式在 2.4–2.11 稳定。 | +| granny2.dll 2.4.x | 需另找(对应 2.4.0.7 exporter 的 runtime) | 若 2.9.12 在曲线 / B 样条边界上和 libgr2 分歧且 Blender 仲裁站 libgr2 这边,换这个。 | +| granny2.dll 2.11.x | m2dev-client-src 头文件写的版本 | 兜底候选。 | + +## 判定步骤(跑 `oracle probe`) + +对每个候选 DLL,跑: + +``` +oracle probe "assets/PC/ymir work/pc/warrior/warrior_cheongrin.gr2" +oracle probe "assets/PC/ymir work/pc/warrior/action/dance_1.gr2" +oracle probe "assets/Zone/ymir work/zone/.../<某静态件>.gr2" +``` + +AC(选定 DLL 下): + +- `warrior_cheongrin.gr2`:`Skeletons=1`、`Meshes=5`、`Animations=0`、`Models=1`、 + `Materials=4`、`Textures=2`、skeleton 0 = 75 骨、骨骼名以 `Bip01` 开头 + —— 与 libgr2(`gr2dump`)**逐字段一致**。 +- `dance_1.gr2`:`Animations=1`、`Duration≈28.333334`、`TrackGroups=1`。 +- 静态件:`Skeletons=0` 或 1、`Meshes≥1`。 +- 3+ 文件全过;其余候选 DLL 的失败表现记进本表。 + +## 选定结果 —— ✅ 已跑(2026-08-29) + +- **选定:`granny2_x64.dll` 2.9.12.0**(泄露 SDK `lib/win64/`)。 +- 环境:macOS 26.4 / Apple Silicon / wine-stable 11.0(Rosetta)/ MinGW-w64 交叉编译(`build-wine.sh`)。 +- **`oracle probe` vs `gr2dump` 逐字段一致**: + +| 文件 | Textures | Materials | Skeletons | Meshes | Models | Animations | skel0 骨骼数 | 骨骼名/父索引 | +|---|---|---|---|---|---|---|---|---| +| `warrior_cheongrin.gr2` | 2=2 | 4=4 | 1=1 | 5=5 | 1=1 | 0=0 | 75=75 | 逐项一致(Bip01…)| +| `assassin.gr2` | 3=3 | 6=6 | 1=1 | 17=17 | 1=1 | 0=0 | 95=95 | 逐项一致(含双 root:`assasin_low` + `Bip01`)| +| `dance_1.gr2` | — | — | 0 | 0 | 0 | 1=1 | — | Duration 28.333334,TrackGroups 1 | + +- `FromFileName` 连非法编码的 Korean 路径都逐字节一致(libgr2 读原始字节 = Granny)。 + +**结论**:2.4 导出的资产在 2.9.12 runtime 下 `GrannyGetFileInfo` 完全正常,libgr2 与之逐字段对齐。 +容器 + 组合公式在 2.4–2.9 稳定这一假设成立,**不需要换 2.4.x runtime**。 + +`oracle.exe` + `granny2_x64.dll` 不进仓库(体积 + 版权);`build-wine.sh` 一条命令重建。 diff --git a/oracle/README.md b/oracle/README.md new file mode 100644 index 00000000..096f60db --- /dev/null +++ b/oracle/README.md @@ -0,0 +1,43 @@ +# oracle/ —— Windows 真值源工具 + +**独立 Windows/MSVC 工程,不在主 CMake 树内。** 施工文档:[`../docs/steps/00-oracle.md`](../docs/steps/00-oracle.md) + +## 两条轨 + +| 轨 | 产物 | 状态 | +|---|---|---| +| **Oracle-Lite**(只用 `granny2.dll` C API) | `granny_probe.exe` · `oracle dump` CLI · 最小 D3D9 渲染器 | 必做,关键路径 | +| **Oracle-Full**(+ 抽出的 `EterGrnLib`) | `oracle_etergrn` + 层② dump | 延后,demo 不需要 | + +## 目录 + +``` +oracle/ + oracle.c ★ Oracle-Lite 全部:probe(T1)+ dump(T3 层① / T5 蒙皮顶点) + CMakeLists.txt Windows/MSVC 工程,链泄露 SDK 的 granny2_x64.lib + RUNBOOK.md 怎么 build+run(原生 Windows / Wine / stretch: POSIX 移植) + GRANNY-VERSION.md 版本判定 + 候选对比(待跑 probe 填实) + FORMAT.md dump 二进制布局 + 坐标约定 + vendor/ 锁定的 granny2 DLL(T1 选定后 git-track) + render/ 独立最小 D3D9 → PNG(T6,不依赖 EterGrnLib;待写) + selfcheck.* T7 自检(Windows CI runner;逻辑见 RUNBOOK.md「selfcheck」) + full/ Oracle-Full:oracle_etergrn + 层② dump(T2/T4,延后) +``` + +## 状态 + +- [x] `oracle.c` —— probe + dump(层① 世界矩阵 + mesh N 蒙皮顶点) +- [x] **macOS + Wine 跑通**(`build-wine.sh` = MinGW-w64 交叉编译 + wine-stable)。Granny **2.9.12.0**。 +- [x] **T1** DLL 选定 + probe vs `gr2dump` 逐字段一致(`GRANNY-VERSION.md`) +- [x] **T3/T5** 层① dump + 蒙皮顶点 dump 跑通;**M2 门禁·主对拍 PASS**: + - `warrior_cheongrin` bind + `dance_1` @ t={0, 4.7, 11.333, 20}:骨骼矩阵 `max|Δ| ≤ 4.1e-5`、蒙皮顶点 `max‖Δ‖ ≤ 6.5e-5` + - `assassin`(双 root,非单位 InitialPlacement)bind:`3.1e-5 / 4.6e-5` + - 对拍工具 `tools/oracle_diff`(libgr2 侧读 `.bin` 逐字段比) +- [ ] T8 noise_floor.json(跑同 dump 100 次 + 换相邻 DLL 一次,取 `max|Δ|`) +- [ ] T6 D3D9 确定态截图 harness(M1 视觉对拍用) +- [ ] Oracle-Full(层②,`EterGrnLib`)—— 延后 + +## 输出 + +- dump → `../test/oracle_dumps/`(格式见 `FORMAT.md`) +- 噪声地板 → `../test/noise_floor.json`(T8,M2 用它设 ε) diff --git a/oracle/RUNBOOK.md b/oracle/RUNBOOK.md new file mode 100644 index 00000000..3085761b --- /dev/null +++ b/oracle/RUNBOOK.md @@ -0,0 +1,88 @@ +# oracle 运行手册(Oracle-Lite) + +`oracle.c` 只用 `granny2` 的公开 C API(`granny.h`):文件 IO + 数学 + 写二进制,**不碰 GPU / D3D / EterGrnLib**。 +所以除了原生 Windows,Wine 也能跑。 + +## 依赖 + +- `granny.h` + `granny2_x64.lib` + `granny2_x64.dll` —— 泄露 SDK 里就有: + `MobileSource/Cross Platform/Granny-3D-SDK-main/{include,lib/win64}/` + (32 位版在 `lib/win32/`。) +- 这套 DLL 是 **SDK 2.9.12**。资产由 **2.4.0.7** 导出(M0 T2 从解压后的 gr2 里读到)。 + 容器格式 + 组合公式(`BuildCompositeTransform4x4` / `ColumnMatrixMultiply4x3` / B 样条系数) + 在 2.4–2.11 稳定,libgr2 的 self-check 6.1e-5 已印证。差异风险在 B 样条边界 / 少数曲线细节。 + → 先跑 `selfcheck`(下)确认坐标约定和 t=0 == bind pose,再决定是否换 2.4.x runtime(见 `GRANNY-VERSION.md`)。 + +## A. 原生 Windows(MSVC) + +```bat +cmake -S oracle -B oracle\build -DGRANNY_SDK="C:\path\to\Granny-3D-SDK-main" +cmake --build oracle\build --config Release +oracle\build\Release\oracle.exe probe "assets\PC\ymir work\pc\warrior\warrior_cheongrin.gr2" +``` + +## B. macOS + Wine —— ✅ 已验证(macOS 26.4 / Apple Silicon) + +```sh +brew install mingw-w64 +# wine-stable cask 需要 sudo 装 gstreamer 依赖;无 sudo 时直接解包用: +tar -xf "$(ls ~/Library/Caches/Homebrew/downloads/*wine-stable*.tar.xz)" -C /tmp/wine +xattr -rc "/tmp/wine/Wine Stable.app" +WINE="/tmp/wine/Wine Stable.app/Contents/Resources/wine/bin/wine" + +# 编译(脚本封装了 MinGW 的坑:granny.h 的 __int64 关键字) +oracle/build-wine.sh # → oracle/oracle.exe + oracle/granny2_x64.dll + +# ⚠ WINEPREFIX 不能在 /tmp(Wine 拒绝在非属主目录建 prefix) +export WINEPREFIX="$HOME/.wine-oracle" WINEDEBUG=-all +"$WINE" wineboot --init # 首次,Rosetta 下 3–8 分钟 + +cd oracle +GR2='Z:\Users\me\...\assets\PC\ymir work\pc\warrior\warrior_cheongrin.gr2' +"$WINE" oracle.exe probe "$GR2" +"$WINE" oracle.exe dump "$GR2" - 0.0 \ + -o 'Z:\Users\me\...\xrender-poc\test\oracle_dumps\cheongrin_bind_t0.bin' --mesh 4 +"$WINE" oracle.exe dump "$GR2" 'Z:\...\action\dance_1.gr2' 11.333 \ + -o 'Z:\...\test\oracle_dumps\cheongrin_dance1_t11.333.bin' --mesh 4 +``` + +坑:① MinGW GCC 不认 `granny.h` 里的 `__int64` → `build-wine.sh` 用 `-D__int64="long long"`; +② Wine prefix 不能放 `/tmp`(非属主);③ wine-stable 首启会刷一大堆 MoltenVK 日志到 stderr,无害,`WINEDEBUG=-all` 挡不住它,grep 掉即可。 + +## C.(stretch)从 SDK source/ 移植 POSIX libgranny + +`Granny-3D-SDK-main/source/` 有全套源码(62k 行)+ CMakeLists,但重度 Windows 化 +(`winxx/win64/*.cpp`、`winxx_granny_windows.cpp`、`WINDOWS_IGNORE_PACKING_MISMATCH`)。 +`wii/`、`wiiu/`、`ps3/` 目录里有 `ansi_*` 的通用实现可参考。真要做是几小时的平台层移植, +不在关键路径 —— 先走 A / B。 + +## 对拍(`tools/oracle_diff`) + +```sh +build/tools/oracle_diff [--t ] [--mesh N] +``` + +libgr2 侧用 `gr2::sample_pose` / `bind_pose` + 手写 LBS 算一遍,报: +- **gate 1**:骨骼世界矩阵 vs oracle 层① `max|Δ|` +- **gate 2**:mesh N 蒙皮顶点 vs oracle `max‖Δ‖` +- verdict:阈值 1e-3(noise_floor 就绪前) + +**已跑结果**(Granny 2.9.12.0 vs libgr2): + +| 用例 | mat max\|Δ\| | vtx max‖Δ‖ | +|---|---|---| +| `warrior_cheongrin` bind | 1.5e-5 | 4.6e-5 | +| `warrior_cheongrin` + `dance_1` @ t=0/4.7/11.333/20 | ≤ 4.1e-5 | ≤ 6.5e-5 | +| `assassin` bind(双 root + 非单位 InitialPlacement)| 3.1e-5 | 4.6e-5 | + +全部 ≈ float32 累积误差 → **libgr2 的类型树 / 世界姿势 / OldCurve 求值 / CPU LBS 与真 Granny 数值一致**。 + +> 关键:`oracle.c` 的 `GrannyBuildWorldPose` 要把 model 的 `InitialPlacement` 当 `Offset4x4` 传 +> (`GrannyGetModelInitialPlacement4x4`),否则非单位 InitialPlacement 的模型(如 assassin)会差一个平移。 +> libgr2 的 `skeleton.initial_placement` 做同一件事。踩过一次。 + +## 产出 + +- dump → `test/oracle_dumps/`(布局见 `FORMAT.md`) +- 噪声地板 → `test/noise_floor.json`(`oracle dump` 跑同 `(model,anim,t)` 100 次 + 换一版 + 相邻 DLL 一次,取矩阵 / 顶点的 `max|Δ|`;M2 的 ε = 这个 ×10) diff --git a/oracle/build-wine.sh b/oracle/build-wine.sh new file mode 100755 index 00000000..1e5adb6c --- /dev/null +++ b/oracle/build-wine.sh @@ -0,0 +1,29 @@ +#!/usr/bin/env bash +# 在 macOS 上用 MinGW-w64 交叉编译 oracle.exe(链泄露 SDK 的 granny2_x64.lib), +# 用 Wine 跑。见 RUNBOOK.md。实测 macOS 26.4 / Apple Silicon / wine-stable 11.0 / Granny 2.9.12. +set -euo pipefail +cd "$(dirname "$0")" + +SDK="${GRANNY_SDK:-../../MobileSource/Cross Platform/Granny-3D-SDK-main}" +[ -f "$SDK/include/granny.h" ] || { echo "找不到 $SDK/include/granny.h(传 GRANNY_SDK=)"; exit 1; } + +CC="${MINGW_CC:-x86_64-w64-mingw32-gcc}" +command -v "$CC" >/dev/null || { echo "没装 MinGW:brew install mingw-w64"; exit 1; } + +# 关键:granny.h 在 _WIN64 分支里 `#define GRANNY_64BIT_TYPE __int64`, +# MinGW GCC 默认不认 __int64 关键字 → 用 -D__int64="long long" 顶掉。 +"$CC" -O2 -std=gnu11 -fms-extensions -D'__int64=long long' \ + -I "$SDK/include" \ + oracle.c "$SDK/lib/win64/granny2_x64.lib" \ + -o oracle.exe + +cp "$SDK/lib/win64/granny2_x64.dll" ./ +echo "built: $(pwd)/oracle.exe (+ granny2_x64.dll)" +echo +echo "跑(Wine):" +echo " export WINEPREFIX=\$HOME/.wine-oracle # ⚠ 别放 /tmp:Wine 拒绝在非属主目录建 prefix" +echo " wine wineboot --init # 首次,Rosetta 下较慢" +echo " wine oracle.exe probe 'Z:\\path\\to\\warrior_cheongrin.gr2'" +echo " wine oracle.exe dump 'Z:\\...\\model.gr2' 'Z:\\...\\anim.gr2' -o 'Z:\\...\\out.bin' --mesh N" +echo +echo "对拍:build/tools/oracle_diff --mesh N" diff --git a/oracle/oracle.c b/oracle/oracle.c new file mode 100644 index 00000000..d7afd0b5 --- /dev/null +++ b/oracle/oracle.c @@ -0,0 +1,215 @@ +/* oracle —— Windows 真值源(Oracle-Lite)。见 ../docs/steps/00-oracle.md + * + * oracle probe + * → 打 GrannyGetFileInfo 的 count / FromFileName / 每 skeleton 骨骼数 + 前几个骨骼名 + * + * oracle dump -o out.bin [--mesh N] + * → 层① 世界矩阵(GrannyGetWorldPoseComposite4x4Array 直出)+ mesh N 蒙皮顶点 + * → 二进制布局见 ../FORMAT.md;libgr2 侧对拍读取器必须与之一致 + * + * 只用 granny2 的公开 C API(granny.h)。链 granny2_x64.lib(见 CMakeLists.txt / RUNBOOK.md)。 + * 不碰 D3D、不碰 EterGrnLib —— 那是 Oracle-Full(延后)。 + */ +#include +#include +#include +#include +#include + +#define ORC_MAGIC "XORC" +#define ORC_VERSION 1u +#define KIND_LAYER1 1u +#define KIND_SKINV 3u + +static void die(const char *msg) { fprintf(stderr, "oracle: %s\n", msg); exit(2); } + +static const char *granny_version_string(void) { + /* 运行期版本(链接到的 granny2.dll 实际报的)。编译期宏是 GrannyProduct*Version。*/ + const char *rt = GrannyGetVersionString(); + return rt ? rt : "unknown"; +} + +/* ── probe ─────────────────────────────────────────────────────────── */ +static int cmd_probe(const char *path) { + granny_file *f = GrannyReadEntireFile(path); + if (!f) { fprintf(stderr, "probe: cannot read %s\n", path); return 1; } + granny_file_info *fi = GrannyGetFileInfo(f); + if (!fi) { fprintf(stderr, "probe: GrannyGetFileInfo NULL\n"); return 1; } + + printf("file : %s\n", path); + printf("granny runtime : %s\n", granny_version_string()); + printf("FromFileName : %s\n", fi->FromFileName ? fi->FromFileName : "(null)"); + printf("Textures=%d Materials=%d Skeletons=%d VertexDatas=%d TriTopologies=%d " + "Meshes=%d Models=%d TrackGroups=%d Animations=%d\n", + fi->TextureCount, fi->MaterialCount, fi->SkeletonCount, fi->VertexDataCount, + fi->TriTopologyCount, fi->MeshCount, fi->ModelCount, fi->TrackGroupCount, + fi->AnimationCount); + + for (int s = 0; s < fi->SkeletonCount; ++s) { + granny_skeleton *sk = fi->Skeletons[s]; + printf(" skeleton %d: %d bones : ", s, sk->BoneCount); + for (int b = 0; b < sk->BoneCount && b < 6; ++b) + printf("[%d]%s(p=%d) ", b, sk->Bones[b].Name, sk->Bones[b].ParentIndex); + printf("%s\n", sk->BoneCount > 6 ? "..." : ""); + } + for (int a = 0; a < fi->AnimationCount; ++a) + printf(" animation %d: '%s' Duration=%.6f TimeStep=%.6f TrackGroups=%d\n", + a, fi->Animations[a]->Name, fi->Animations[a]->Duration, + fi->Animations[a]->TimeStep, fi->Animations[a]->TrackGroupCount); + + GrannyFreeFile(f); + return 0; +} + +/* ── dump helpers ──────────────────────────────────────────────────── */ +static void wr_u32(FILE *o, uint32_t v) { fwrite(&v, 4, 1, o); } +static void wr_f32(FILE *o, float v) { fwrite(&v, 4, 1, o); } +static void wr_str(FILE *o, const char *s) { + uint32_t n = (uint32_t)(s ? strlen(s) : 0); + wr_u32(o, n); + if (n) fwrite(s, 1, n, o); +} + +/* 与 ../FORMAT.md「文件头」一致 */ +static void write_header(FILE *o, uint32_t kind, uint32_t coord, + const char *model_path, const char *anim_path, float t) { + fwrite(ORC_MAGIC, 1, 4, o); + wr_u32(o, ORC_VERSION); + wr_u32(o, kind); + wr_u32(o, coord); + char gv[16]; memset(gv, 0, sizeof gv); + { const char *v = granny_version_string(); size_t n = strlen(v); + memcpy(gv, v, n < 15 ? n : 15); } + fwrite(gv, 1, 16, o); + wr_str(o, model_path); + wr_str(o, anim_path ? anim_path : ""); + wr_f32(o, t); +} + +/* ── dump ──────────────────────────────────────────────────────────── */ +static int cmd_dump(int argc, char **argv) { + if (argc < 4) die("dump -o out.bin [--mesh N]"); + const char *model_path = argv[0]; + const char *anim_path = strcmp(argv[1], "-") == 0 ? NULL : argv[1]; + float t = (float)atof(argv[2]); + const char *out_path = NULL; + int mesh_index = 0; + for (int i = 3; i < argc; ++i) { + if (!strcmp(argv[i], "-o") && i + 1 < argc) out_path = argv[++i]; + else if (!strcmp(argv[i], "--mesh") && i + 1 < argc) mesh_index = atoi(argv[++i]); + } + if (!out_path) die("dump: 缺 -o out.bin"); + + granny_file *mf = GrannyReadEntireFile(model_path); + if (!mf) die("dump: model 读失败"); + granny_file_info *mfi = GrannyGetFileInfo(mf); + if (!mfi || mfi->ModelCount < 1) die("dump: model 无 Models[0]"); + + granny_model_instance *mi = GrannyInstantiateModel(mfi->Models[0]); + if (!mi) die("dump: GrannyInstantiateModel 失败"); + granny_skeleton *skel = GrannyGetSourceSkeleton(mi); + int bone_count = skel->BoneCount; + + granny_file *af = NULL; + if (anim_path) { + af = GrannyReadEntireFile(anim_path); + if (!af) die("dump: anim 读失败"); + granny_file_info *afi = GrannyGetFileInfo(af); + if (!afi || afi->AnimationCount < 1) die("dump: anim 无 Animations[0]"); + granny_control *ctrl = GrannyPlayControlledAnimation(0.0f, afi->Animations[0], mi); + if (!ctrl) die("dump: GrannyPlayControlledAnimation 失败"); + } + + GrannySetModelClock(mi, t); + + /* Offset4x4 = model 的 InitialPlacement(客户端渲染时也这么给)。 + * libgr2 侧 gr2::sample_pose 用 skeleton.initial_placement 做同一件事。 */ + granny_real32 placement[16]; + GrannyGetModelInitialPlacement4x4(mfi->Models[0], placement); + + granny_local_pose *lp = GrannyNewLocalPose(bone_count); + granny_world_pose *wp = GrannyNewWorldPose(bone_count); + /* 先填 rest(无 track 的骨骼用它);有动画再让 SampleModelAnimations 覆盖动的那些。 */ + GrannyBuildRestLocalPose(skel, 0, bone_count, lp); + if (af) GrannySampleModelAnimations(mi, 0, bone_count, lp); + GrannyBuildWorldPose(skel, 0, bone_count, lp, placement, wp); + + /* 层① = 每骨「骨骼空间 → 世界」的原始世界矩阵(GrannyGetWorldPose4x4Array)。 + * 注意:GrannyGetWorldPoseComposite4x4Array 返回的是 InverseWorld4x4·world = 蒙皮矩阵, + * 不是这里要的。 */ + granny_matrix_4x4 *world = GrannyGetWorldPose4x4Array(wp); + + /* coord:raw(手系按 DLL 输出、单位=原始、根变换未 apply)。见 FORMAT.md。 */ + const uint32_t coord = 0u; + + FILE *o = fopen(out_path, "wb"); + if (!o) die("dump: 打不开输出文件"); + write_header(o, KIND_LAYER1, coord, model_path, anim_path, t); + wr_u32(o, (uint32_t)bone_count); + for (int b = 0; b < bone_count; ++b) + fwrite(&world[b][0][0], 4, 16, o); + + /* kind=3:mesh_index 的蒙皮顶点位置。照 SDK tutorial(wii_basic.cpp CreateMesh/Render): + * deformer(输入=mesh 自带顶点类型, 输出=PNT332) + * 矩阵缓冲 = GrannyGetWorldPoseComposite4x4Array(= InverseWorld·world = 蒙皮矩阵) + * 索引 = GrannyGetMeshBindingToBoneIndices(mesh 骨骼槽 → model 骨骼) */ + if (mfi->MeshCount > mesh_index) { + granny_mesh *mesh = mfi->Meshes[mesh_index]; + int vcount = GrannyGetMeshVertexCount(mesh); + + typedef struct { float p[3], n[3], uv[2]; } pnt332; + pnt332 *dst = (pnt332 *)malloc(sizeof(pnt332) * vcount); + + granny_matrix_4x4 *composite = GrannyGetWorldPoseComposite4x4Array(wp); + granny_mesh_binding *mb = GrannyNewMeshBinding(mesh, skel, skel); + granny_int32x const *toBone = GrannyGetMeshBindingToBoneIndices(mb); + + granny_mesh_deformer *def = GrannyNewMeshDeformer( + GrannyGetMeshVertexType(mesh), GrannyPNT332VertexType, + GrannyDeformPositionNormal, GrannyDontAllowUncopiedTail); + if (def) { + GrannyDeformVertices(def, toBone, (const granny_real32 *)composite, + vcount, GrannyGetMeshVertices(mesh), dst); + } else { + fprintf(stderr, "dump: no deformer for mesh %d vertex type\n", mesh_index); + } + + wr_u32(o, (uint32_t)vcount); + for (int v = 0; v < vcount; ++v) + fwrite(dst[v].p, 4, 3, o); + + if (def) GrannyFreeMeshDeformer(def); + GrannyFreeMeshBinding(mb); + free(dst); + } else { + wr_u32(o, 0); + } + + fclose(o); + printf("dump: wrote %s bones=%d t=%.6f granny=%s\n", + out_path, bone_count, t, granny_version_string()); + + GrannyFreeWorldPose(wp); + GrannyFreeLocalPose(lp); + GrannyFreeModelInstance(mi); + if (af) GrannyFreeFile(af); + GrannyFreeFile(mf); + return 0; +} + +int main(int argc, char **argv) { + if (argc < 2) { + fprintf(stderr, + "usage:\n" + " oracle probe \n" + " oracle dump -o out.bin [--mesh N]\n"); + return 2; + } + if (!strcmp(argv[1], "probe")) { + if (argc < 3) die("probe "); + return cmd_probe(argv[2]); + } + if (!strcmp(argv[1], "dump")) return cmd_dump(argc - 2, argv + 2); + die("未知子命令(probe / dump)"); + return 2; +} diff --git a/oracle/run-diff-suite.sh b/oracle/run-diff-suite.sh new file mode 100755 index 00000000..68ea11f1 --- /dev/null +++ b/oracle/run-diff-suite.sh @@ -0,0 +1,116 @@ +#!/usr/bin/env bash +# M2 门禁·主:对测试资产集跑 oracle dump + oracle_diff,汇总 test/m2-numeric.json。 +# 前置:oracle/build-wine.sh 已产出 oracle.exe;WINEPREFIX 已 init(见 RUNBOOK.md); +# oracle_diff 已构建(cmake -B build-tools -DMTGODOT_BUILD_EXTENSION=OFF -DMTGODOT_BUILD_TOOLS=ON)。 +set -uo pipefail +cd "$(dirname "$0")/.." +REPO="$(pwd)" +ASSETS="$(cd "${MT_ASSETS:-$REPO/assets}" && pwd)" +DUMPS="$REPO/test/oracle_dumps" +DIFF="" +for c in "$REPO/build-tools/tools/oracle_diff" "$REPO/build/tools/oracle_diff"; do + [ -x "$c" ] && DIFF="$c" && break +done +[ -n "$DIFF" ] || { echo "oracle_diff not built — run: cmake -B build-tools -DMTGODOT_BUILD_EXTENSION=OFF -DMTGODOT_BUILD_TOOLS=ON && cmake --build build-tools"; exit 2; } +mkdir -p "$DUMPS" + +WINE="${WINE:-/tmp/wine/Wine Stable.app/Contents/Resources/wine/bin/wine}" +export WINEPREFIX="${WINEPREFIX:-$HOME/.wine-oracle}" WINEDEBUG="${WINEDEBUG:--all}" + +# Z: 盘映射到 / +winpath() { printf 'Z:%s' "$(printf '%s' "$1" | sed 's#/#\\#g')"; } + +# 用例: | | | +CASES=$(cat <<'EOF' +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|-|0|4 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_01.gr2|-|0|4 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_02.gr2|-|0|4 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_03.gr2|-|0|4 +PC/ymir work/pc/warrior/warrior_lord.gr2|-|0|1 +PC/ymir work/pc/warrior/warrior_lord_lod_01.gr2|-|0|1 +PC/ymir work/pc/warrior/warrior_lord_lod_02.gr2|-|0|1 +PC/ymir work/pc/warrior/warrior_lord_lod_03.gr2|-|0|1 +PC/ymir work/pc/assassin/assassin.gr2|-|0|16 +PC/ymir work/pc/shaman/shaman_lord.gr2|-|0|0 +metin2_patch_dragon_rock_mobs/ymir work/monster2/redthief2_soldier2/redthief2_soldier2_lod_01.gr2|-|0|4 +monster2/ymir work/monster2/snakeman_bow/snakeman_bow_lod_01.gr2|-|0|0 +monster2/ymir work/monster2/snakeman_bow/snakeman_bow_lod_01.gr2|-|0|1 +metin2_patch_easter1/ymir work/pc/warrior/warrior_rabbit1_backup.gr2|-|0|0 +Zone/ymir work/zone/oxevent/ox_01.gr2|-|0|0 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/action/dance_1.gr2|0|4 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/action/dance_1.gr2|4.7|4 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/action/dance_1.gr2|11.333|4 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/action/dance_1.gr2|20|4 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/general/attack.gr2|0.3|4 +PC/ymir work/pc/warrior/warrior_cheongrin.gr2|PC/ymir work/pc/warrior/general/run.gr2|0.5|4 +PC/ymir work/pc/warrior/warrior_lord.gr2|PC/ymir work/pc/warrior/action/dance_1.gr2|10|1 +PC/ymir work/pc/warrior/warrior_lord.gr2|PC/ymir work/pc/warrior/general/wait.gr2|1.0|1 +EOF +) + +key_for() { echo "$1|$2|$3|$4" | md5 -q | cut -c1-12; } + +# ── 1. dump(并行,4 个一批)────────────────────────────────────────── +run_dump() { + local model="$1" anim="$2" t="$3" mesh="$4" out="$5" + local wm; wm="$(winpath "$ASSETS/$model")" + local wa="-"; [ "$anim" != "-" ] && wa="$(winpath "$ASSETS/$anim")" + local wo; wo="$(winpath "$out")" + "$WINE" "$REPO/oracle/oracle.exe" dump "$wm" "$wa" "$t" -o "$wo" --mesh "$mesh" >/dev/null 2>&1 +} + +echo "== oracle dump ==" +i=0 +while IFS='|' read -r model anim t mesh; do + [ -z "$model" ] && continue + k=$(key_for "$model" "$anim" "$t" "$mesh") + out="$DUMPS/suite_$k.bin" + run_dump "$model" "$anim" "$t" "$mesh" "$out" & + i=$((i+1)); [ $((i % 4)) -eq 0 ] && wait +done <<< "$CASES" +wait + +# ── 2. diff + 汇总 ───────────────────────────────────────────────────── +echo "== oracle_diff ==" +JSON="$REPO/test/m2-numeric.json" +{ + echo '{' + echo ' "granny": "2.9.12.0",' + echo ' "threshold": {"mat": 1e-3, "vtx": 1e-3},' + echo ' "cases": [' +} > "$JSON" + +total=0; passed=0; first=1 +worst_mat=0; worst_vtx=0 +while IFS='|' read -r model anim t mesh; do + [ -z "$model" ] && continue + k=$(key_for "$model" "$anim" "$t" "$mesh") + bin="$DUMPS/suite_$k.bin" + total=$((total+1)) + if [ ! -s "$bin" ]; then + line=" {\"model\":\"$(basename "$model")\",\"anim\":\"$(basename "$anim")\",\"t\":$t,\"mesh\":$mesh,\"status\":\"NO_DUMP\"}" + else + amodel="$ASSETS/$model"; aanim="-"; [ "$anim" != "-" ] && aanim="$ASSETS/$anim" + v=$("$DIFF" "$amodel" "$aanim" "$bin" --mesh "$mesh" 2>/dev/null | tail -1) + m=$(echo "$v" | sed -n 's/.*mat \([0-9.e+-]*\) <.*/\1/p') + vt=$(echo "$v" | sed -n 's/.*vtx \([0-9.e+-]*\) <.*/\1/p') + st="FAIL"; echo "$v" | grep -q PASS && { st="PASS"; passed=$((passed+1)); } + awk -v m="$m" -v w="$worst_mat" 'BEGIN{exit !(m+0>w+0)}' && worst_mat=$m + awk -v m="$vt" -v w="$worst_vtx" 'BEGIN{exit !(m+0>w+0)}' && worst_vtx=$vt + printf ' [%-4s] %-40s %-14s mat=%-10s vtx=%s\n' "$st" "$(basename "$model")" "$(basename "$anim") @${t}" "$m" "$vt" + line=" {\"model\":\"$(basename "$model")\",\"anim\":\"$(basename "$anim")\",\"t\":$t,\"mesh\":$mesh,\"mat\":$m,\"vtx\":$vt,\"status\":\"$st\"}" + fi + [ $first -eq 1 ] && first=0 || echo ',' >> "$JSON" + printf '%s' "$line" >> "$JSON" +done <<< "$CASES" + +{ + echo '' + echo ' ],' + echo " \"summary\": {\"total\": $total, \"passed\": $passed, \"worst_mat\": $worst_mat, \"worst_vtx\": $worst_vtx}" + echo '}' +} >> "$JSON" + +echo +echo "== $passed/$total PASS worst mat=$worst_mat vtx=$worst_vtx → $JSON ==" +[ "$passed" -eq "$total" ] diff --git a/pack-assets.sh b/pack-assets.sh new file mode 100755 index 00000000..c50b2bdb --- /dev/null +++ b/pack-assets.sh @@ -0,0 +1,41 @@ +#!/usr/bin/env bash +# Pack the Metin2 asset tree into build/export/assets.zip for the mobile builds. +# +# The APK/IPA is code-only (assets are gitignored and can't go in res://). The +# zip is mounted at runtime by AssetPack.ensure() -> res://assets/... and read +# through godot::FileAccess (all C++ asset IO now goes through it). +# +# ./pack-assets.sh # bake index + zip -0 (store, no compression) +# +# Deploy: +# Android: adb push build/export/assets.zip /sdcard/Android/data/org.internal.mtgodotpoc/files/ +# iOS: ios-deploy --bundle_id org.internal.mtgodotpoc --upload build/export/assets.zip --to Documents/ +# desktop: not needed (loose assets/ is used directly) +set -euo pipefail +cd "$(dirname "$0")" + +GODOT="${GODOT:-godot}" +OUT="build/export/assets.zip" + +if [ ! -d assets ]; then + echo "no ./assets — nothing to pack" >&2 + exit 1 +fi + +# 1. refresh the AssetResolver index (baked; device can't std::filesystem-scan a pack) +"$GODOT" --headless --path project --script bake_asset_index.gd || { + echo "asset_index bake failed" >&2; exit 1; } + +# 2. zip -0 (store): DDS/gr2 barely compress and we want fast random access from +# FileAccess; -X drops extra file attrs. Paths stay assets/... bgm/... so they +# mount as res://assets/... res://bgm/... +mkdir -p build/export +rm -f "$OUT" +zip -0 -r -X "$OUT" assets bgm \ + -x '*/.git/*' -x '*.DS_Store' -x 'assets/.gdignore' + +SZ=$(du -h "$OUT" | cut -f1) +N=$(unzip -l "$OUT" | tail -1 | awk '{print $2}') +echo +echo ">> $OUT ($SZ, $N entries)" +echo ">> Android: adb push $OUT /sdcard/Android/data/org.internal.mtgodotpoc/files/" diff --git a/project/app_flow.gd b/project/app_flow.gd new file mode 100644 index 00000000..6c8189d8 --- /dev/null +++ b/project/app_flow.gd @@ -0,0 +1,356 @@ +# AppFlow (P10) —— 登录 → 选人 → 进游戏 的串场控制器。 +# +# 把它做场景根:一个 M2Client 贯穿全程,LoadingScreen / ReconnectUI 常驻。 +# var af := preload("res://app_flow.gd").new() +# add_child(af) +# af.start(assets_root) # assets_root 传给 game_scene +# +# 状态机:LOGIN → SELECT → GAME。M2Client 信号驱动切屏。 +# 断线:在 GAME 里保留场景交给 ReconnectUI 自动重连;在 LOGIN/SELECT 回登录。 +extends Node + +const ServerInfoRes = preload("res://net/serverinfo.gd") +const ChannelStatus = preload("res://net/channel_status.gd") +const LoadingScreen = preload("res://ui/loading_screen.gd") +const CharSelectScreen = preload("res://ui/char_select_screen.gd") +const ReconnectUI = preload("res://ui/reconnect_ui.gd") +const GameScene = preload("res://game_scene.gd") + +enum { LOGIN, SELECT, GAME } + +var client: Node +var serverinfo: RefCounted +var _state := LOGIN +var _assets := "" +var _ui: CanvasLayer # 登录 / 选人的临时界面层 +var _loading: CanvasLayer +var _reconnect: CanvasLayer +var _game: Node +var build_game_scene := true # 测试里置 false,只跑状态机不建重场景 +var _sel_server := 0 +var _sel_channel := 1 +var _id := "admin" +var _pw := "123456789" +var _chars: Array = [] +var _mark_redl_after := 0 # guild-mark re-download cooldown (ticks_msec) +# MT_AUTOLOGIN=1:进 LOGIN 自动连接,收到角色列表自动选第一个(冒烟 / CI 用)。 +var auto_login := OS.get_environment("MT_AUTOLOGIN") == "1" + +func start(assets_root: String = "", injected_client: Node = null) -> void: + _assets = assets_root + serverinfo = ServerInfoRes.new() + serverinfo.load_file("res://serverlist.txt") # 有就用,没有用内置 + if injected_client != null: + client = injected_client + elif ClassDB.class_exists("M2Client"): + client = ClassDB.instantiate("M2Client") + if client == null: + push_error("AppFlow: M2Client 未注册且未注入 client") + return + if client.get_parent() == null: + add_child(client) + _wire_client() + _loading = LoadingScreen.new() + add_child(_loading) + _loading.setup(client) + _reconnect = ReconnectUI.new() + add_child(_reconnect) + _reconnect.setup(client) + _goto_login() + if auto_login: + call_deferred("_do_connect") + +func state() -> int: + return _state + +# --- client 信号 ------------------------------------------------------------- + +func _wire_client() -> void: + for sig in ["char_list", "entered_game", "disconnected", "login_failed"]: + if client.has_signal(sig): + client.connect(sig, Callable(self, "_on_" + sig)) + # 建 / 删号结果 —— 一次性接,转发给当前选人页 + for sig in ["char_created", "char_create_failed", "char_deleted", "char_delete_failed"]: + if client.has_signal(sig): + client.connect(sig, Callable(self, "_forward_char_evt").bind(sig)) + +func _on_char_list(list: Array) -> void: + _chars = list + # 已在选人页(建号 / 删号后 M2Client 会重发 char_list)——只刷数据,别整屏重建 + if _state == SELECT and _ui: + var sc: Node = _ui.get_node_or_null("CharSelect") + if sc and sc.has_method("set_chars"): + sc.set_chars(list) + return + _goto_select() + if auto_login and not _chars.is_empty() and client.has_method("select_character"): + client.select_character(int(_chars[0].get("index", 0))) + +func _on_entered_game() -> void: + _goto_game() + _start_guild_mark_download() + +# 会徽下载:serverlist 第 8 列配了 mark_port 才连(0 = 跳过)。 +# `guild_mark_updated` 时按服务器 1s 冷却重连一次。 +func _start_guild_mark_download() -> void: + if client == null or not client.has_method("download_guild_marks"): + return + var addr: Dictionary = serverinfo.address(_sel_server, _sel_channel) + var mp: int = int(addr.get("mark_port", 0)) + if mp <= 0: + return + client.download_guild_marks(String(addr.get("mark_host", addr["game_host"])), mp) + if client.has_signal("guild_mark_updated") \ + and not client.guild_mark_updated.is_connected(_on_guild_mark_updated): + client.guild_mark_updated.connect(_on_guild_mark_updated) + +func _on_guild_mark_updated(_guild_id: int, _img_idx: int) -> void: + var now := Time.get_ticks_msec() + if now < _mark_redl_after: + return + _mark_redl_after = now + 1000 + _start_guild_mark_download() + +func _on_login_failed(reason: String) -> void: + if _state != GAME: + _goto_login() + _set_status("登录失败:%s" % reason) + +func _on_disconnected(_reason: String) -> void: + # GAME 里:保留 game_scene,ReconnectUI 负责重连遮罩 + # LOGIN/SELECT 里:回登录 + if _state != GAME: + _goto_login() + +# --- 切屏 ------------------------------------------------------------------ + +func _clear_ui() -> void: + if _ui: + _ui.queue_free() + _ui = null + +func _goto_login() -> void: + _state = LOGIN + if _game: + _game.queue_free() + _game = null + if _loading: + _loading.hide_screen() + _clear_ui() + _ui = CanvasLayer.new() + _ui.layer = 5 + add_child(_ui) + _build_login_form() + +func _goto_select() -> void: + _state = SELECT + if _loading: + _loading.hide_screen() # 选人界面要露出来,别被读取遮罩盖住 + _clear_ui() + _ui = CanvasLayer.new() + _ui.layer = 5 + add_child(_ui) + _build_char_list() + _start_guild_mark_download() # 选人页也想显示帮会徽 + +func _goto_game() -> void: + _state = GAME + _clear_ui() + if _game == null and build_game_scene: + if _loading: + _loading.show_for("载入地图…") # 场景分帧组装期间挡一下 + _game = GameScene.new() + add_child(_game) + if _game.has_method("setup"): + await _game.setup(client, _assets) # 协程:分帧,不阻塞 socket + if _loading: + _loading.hide_screen() + +# --- 登录表单 ------------------------------------------------------------ + +func _build_login_form() -> void: + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_CENTER) + panel.position = Vector2(-180, -140) + panel.custom_minimum_size = Vector2(360, 280) + panel.size = Vector2(360, 280) + _ui.add_child(panel) + var box := VBoxContainer.new() + box.position = Vector2(20, 18) + box.custom_minimum_size = Vector2(320, 0) + box.add_theme_constant_override("separation", 8) + panel.add_child(box) + var title := Label.new() + title.text = "登录" + title.add_theme_font_size_override("font_size", 18) + box.add_child(title) + + var srv := OptionButton.new() + for s in serverinfo.servers(): + srv.add_item(String(s.get("name", "?"))) + srv.selected = 0 + srv.item_selected.connect(func(i): _sel_server = i; _refresh_channels()) + box.add_child(srv) + + var ch := OptionButton.new() + ch.name = "ChannelOpt" + box.add_child(ch) + ch.item_selected.connect(func(i): + var chans: Array = serverinfo.server(_sel_server).get("channels", [1]) + _sel_channel = int(chans[i]) if i < chans.size() else 1) + + var id_edit := LineEdit.new() + id_edit.text = _id + id_edit.placeholder_text = "账号" + id_edit.text_changed.connect(func(t): _id = t) + box.add_child(id_edit) + var pw_edit := LineEdit.new() + pw_edit.text = _pw + pw_edit.secret = true + pw_edit.placeholder_text = "密码" + pw_edit.text_changed.connect(func(t): _pw = t) + box.add_child(pw_edit) + + var btnrow := HBoxContainer.new() + box.add_child(btnrow) + var connect_btn := Button.new() + connect_btn.text = "连接" + connect_btn.pressed.connect(_do_connect) + btnrow.add_child(connect_btn) + var probe_btn := Button.new() + probe_btn.text = "检测频道" + probe_btn.pressed.connect(_probe_channels) + btnrow.add_child(probe_btn) + var status := Label.new() + status.name = "Status" + status.add_theme_font_size_override("font_size", 11) + box.add_child(status) + _refresh_channels() + +func _refresh_channels() -> void: + if _ui == null: + return + var ch: OptionButton = _ui.find_child("ChannelOpt", true, false) + if ch == null: + return + ch.clear() + var chans: Array = serverinfo.server(_sel_server).get("channels", [1]) + for c in chans: + ch.add_item("CH %d" % int(c)) + ch.selected = 0 + _sel_channel = int(chans[0]) if not chans.is_empty() else 1 + +# 频道负载 —— 先问 CServerStateChecker(一个连接拿全部频道状态:正常/拥挤/爆满/关闭), +# 没答上的频道回退纯 TCP 连通性(● 通 / ○ 不通)。 +func _probe_channels() -> void: + var s: Dictionary = serverinfo.server(_sel_server) + if s.is_empty(): + return + var chans: Array = s.get("channels", [1]) + var ch_opt: OptionButton = _ui.find_child("ChannelOpt", true, false) + _set_status("检测中…") + + # 1) 状态查询(连第一个频道端口,服务器回全部频道的 status_by_port) + var addr0: Dictionary = serverinfo.address(_sel_server, int(chans[0])) + var cs: Node = ChannelStatus.new() + add_child(cs) + var status_map: Dictionary = {} + cs.done.connect(func(m): status_map = m) + cs.query(addr0["game_host"], int(addr0["game_port"]), Callable(), 3.0) + while cs.is_processing(): + await get_tree().process_frame + cs.queue_free() + + # 2) 逐频道标注 + for i in chans.size(): + var addr: Dictionary = serverinfo.address(_sel_server, int(chans[i])) + var port := int(addr["game_port"]) + var label := "" + if status_map.has(port): + var st := int(status_map[port]) + label = "%s CH %d" % [["○", "●", "◐", "✕"][clampi(st, 0, 3)], int(chans[i])] + else: + var up: bool = await _probe_tcp(addr["game_host"], port, 2.0) + label = "%s CH %d" % ["●" if up else "○", int(chans[i])] + if ch_opt and i < ch_opt.item_count: + ch_opt.set_item_text(i, label) + _set_status("检测完成") + +func _probe_tcp(host: String, port: int, timeout_s: float) -> bool: + var peer := StreamPeerTCP.new() + if peer.connect_to_host(host, port) != OK: + return false + var t := 0.0 + while t < timeout_s: + peer.poll() + match peer.get_status(): + StreamPeerTCP.STATUS_CONNECTED: + peer.disconnect_from_host() + return true + StreamPeerTCP.STATUS_ERROR: + return false + if is_inside_tree(): + await get_tree().process_frame + t += 0.016 + return false + +func _set_status(text: String) -> void: + if _ui: + var s: Label = _ui.find_child("Status", true, false) + if s: + s.text = text + +func _do_connect() -> void: + var addr: Dictionary = serverinfo.address(_sel_server, _sel_channel) + if addr.is_empty(): + _set_status("没有服务器") + return + _set_status("连接 %s:%d …" % [addr["game_host"], addr["game_port"]]) + if client.has_method("connect_to_server"): + client.connect_to_server(addr["auth_host"], addr["auth_port"], + addr["game_host"], addr["game_port"], _id, _pw) + +# --- 选人列表 ------------------------------------------------------------ + +func _build_char_list() -> void: + var screen := CharSelectScreen.new() + screen.name = "CharSelect" + _ui.add_child(screen) + screen.setup(client, _assets, _chars) + screen.select_requested.connect(func(idx: int): + if client.has_method("select_character"): + client.select_character(idx)) + screen.back_requested.connect(func(): + if client.has_method("disconnect_from_server"): + client.disconnect_from_server() + _goto_login()) + screen.create_requested.connect(func(spec: Dictionary): + if client.has_method("create_character"): + client.create_character(int(spec.get("slot", 0)), String(spec.get("name", "")), + int(spec.get("job", 0)), int(spec.get("shape", 0)), + int(spec.get("con", 0)), int(spec.get("int", 0)), + int(spec.get("str", 0)), int(spec.get("dex", 0)))) + screen.delete_requested.connect(func(idx: int, code: String): + if client.has_method("delete_character"): + client.delete_character(idx, code)) + if client.has_signal("guild_marks_ready"): + client.guild_marks_ready.connect(_on_marks_ready_for_select, CONNECT_ONE_SHOT) + +func _forward_char_evt(a = null, sig := "") -> void: + # 兼容 0/1 参数的信号:char_delete_failed 无参,其它带一个 int + if typeof(a) == TYPE_STRING and sig == "": + sig = a + a = null + var sc: Node = _ui.get_node_or_null("CharSelect") if _ui and _state == SELECT else null + if sc == null: + return + match sig: + "char_created": sc.on_char_created(int(a)) + "char_create_failed": sc.on_char_create_failed(int(a)) + "char_deleted": sc.on_char_deleted(int(a)) + "char_delete_failed": sc.on_char_delete_failed() + +func _on_marks_ready_for_select() -> void: + var sc: Node = _ui.get_node_or_null("CharSelect") if _ui else null + if sc and sc.has_method("refresh_crest"): + sc.refresh_crest() diff --git a/project/app_flow.gd.uid b/project/app_flow.gd.uid new file mode 100644 index 00000000..d04575e5 --- /dev/null +++ b/project/app_flow.gd.uid @@ -0,0 +1 @@ +uid://prh3okf1n2lk diff --git a/project/app_lifecycle.gd b/project/app_lifecycle.gd new file mode 100644 index 00000000..60224a2d --- /dev/null +++ b/project/app_lifecycle.gd @@ -0,0 +1,85 @@ +# AppLifecycle (F5) —— 移动端应用生命周期集中处理。 +# +# 把 SceneTree 转发来的 MainLoop 通知收成信号,并做默认动作:后台时暂停游戏 +# 逻辑 / 降帧 / 停 BGM,恢复时还原;iOS 内存告警时广播让各缓存自清。渲染上下文 +# 丢失(Android Vulkan surface)由 Godot 自己重建,我们持有的 GPU 资源都由 +# RenderingServer 托管,无需干预。 +# +# 用法: +# var life := preload("res://app_lifecycle.gd").new() +# add_child(life) # 越早越好(autoload 亦可) +# life.bind(m2client, audio) # 可选:自动接常见消费方 +# life.paused.connect(_on_bg); life.resumed.connect(_on_fg) +extends Node + +signal paused # 进入后台(NOTIFICATION_APPLICATION_PAUSED) +signal resumed # 回到前台 +signal focus_changed(focused: bool) +signal memory_warning # iOS 内存压力 +signal back_requested # Android 返回键 +signal close_requested # 窗口关闭请求(桌面) + +## 后台时是否 get_tree().paused = true(默认开;纯观战/录像可关) +var pause_tree_on_background := true +## 后台时把 max_fps 压到这个值省电(0 = 不改) +var background_max_fps := 8 + +var _bound_client: Node +var _bound_audio: Node +var _saved_max_fps := 0 +var _bg := false + +func _ready() -> void: + # 通知在暂停树时也要能收到 + process_mode = Node.PROCESS_MODE_ALWAYS + +func bind(m2client: Node = null, audio: Node = null) -> void: + _bound_client = m2client + _bound_audio = audio + +func is_backgrounded() -> bool: + return _bg + +func _notification(what: int) -> void: + match what: + NOTIFICATION_APPLICATION_PAUSED: + _enter_background() + NOTIFICATION_APPLICATION_RESUMED: + _exit_background() + NOTIFICATION_APPLICATION_FOCUS_IN, NOTIFICATION_WM_WINDOW_FOCUS_IN: + focus_changed.emit(true) + NOTIFICATION_APPLICATION_FOCUS_OUT, NOTIFICATION_WM_WINDOW_FOCUS_OUT: + focus_changed.emit(false) + NOTIFICATION_OS_MEMORY_WARNING: + memory_warning.emit() + NOTIFICATION_WM_GO_BACK_REQUEST: + back_requested.emit() + NOTIFICATION_WM_CLOSE_REQUEST: + close_requested.emit() + +func _enter_background() -> void: + if _bg: + return + _bg = true + if background_max_fps > 0: + _saved_max_fps = Engine.max_fps + Engine.max_fps = background_max_fps + if _bound_audio and _bound_audio.has_method("stop_bgm"): + _bound_audio.stop_bgm() + if _bound_client and _bound_client.has_method("suspend"): + _bound_client.suspend() + if pause_tree_on_background: + get_tree().paused = true + paused.emit() + +func _exit_background() -> void: + if not _bg: + return + _bg = false + if pause_tree_on_background: + get_tree().paused = false + if background_max_fps > 0: + Engine.max_fps = _saved_max_fps + if _bound_client and _bound_client.has_method("resume"): + _bound_client.resume() + resumed.emit() diff --git a/project/app_lifecycle.gd.uid b/project/app_lifecycle.gd.uid new file mode 100644 index 00000000..19213d97 --- /dev/null +++ b/project/app_lifecycle.gd.uid @@ -0,0 +1 @@ +uid://cwgs1qcu80qfm diff --git a/project/asset_pack.gd b/project/asset_pack.gd new file mode 100644 index 00000000..2b5bd7c4 --- /dev/null +++ b/project/asset_pack.gd @@ -0,0 +1,60 @@ +# AssetPack —— 把 Metin2 资源(assets/ + bgm/ + asset_index.txt 打成的 assets.zip) +# 挂载到 res://,供 AssetRoot / C++ 的 FileAccess 读取。 +# +# 桌面开发:仓库旁的散 assets/ 直接可用 -> ensure() 什么都不做。 +# 移动端:APK/IPA 里没有资源;assets.zip 由外部提供: +# Android —— adb push build/export/assets.zip /sdcard/Android/data//files/ +# iOS —— ios-deploy --upload assets.zip --to Documents/ +# 找到就 ProjectSettings.load_resource_pack() 挂到 res://。 +# +# 候选路径:MT_ASSETS_ZIP 环境变量 -> user://assets.zip -> +# <可执行文件目录>/assets.zip -> res://../assets.zip(开发) +# +# FUTURE(下载版):_find_local_zip() 失败时,改为 HTTPRequest 从 ASSET_PACK_URL +# 下载到 user://assets.zip(断点续传 + sha256 校验 + 进度 UI),再走同一个 mount。 +class_name AssetPack +extends RefCounted + +const ZIP_NAME := "assets.zip" +# const ASSET_PACK_URL := "" # FUTURE: 下载版填这里 + +static var mounted := false +static var last_source := "" + +# 返回 true = 资源可用(散文件 或 已挂载 zip)。同步;本地文件场景不阻塞。 +# force_zip=true:即使散 assets/ 可用也去挂 zip(测试 / 验证移动端路径用)。 +static func ensure(force_zip := false) -> bool: + if mounted: + return true + if not force_zip and AssetRoot.available(): # 散 assets/(桌面开发) + return true + var zip := _find_local_zip() + if zip == "": + # FUTURE: 这里改成下载 ASSET_PACK_URL -> user://assets.zip -> 继续 + push_warning("[AssetPack] 找不到 %s(Android: adb push 到 files/;iOS: 上传到 Documents/)" % ZIP_NAME) + return false + if ProjectSettings.load_resource_pack(zip, false): + mounted = true + last_source = zip + print("[AssetPack] mounted ", zip) + return true + push_warning("[AssetPack] load_resource_pack 失败: " + zip) + return false + +static func _find_local_zip() -> String: + var cands: Array[String] = [] + var env := OS.get_environment("MT_ASSETS_ZIP") + if env != "": + cands.append(env) + cands.append("user://" + ZIP_NAME) + var data_dir := OS.get_user_data_dir() + if data_dir != "": + cands.append(data_dir.path_join(ZIP_NAME)) + var exe := OS.get_executable_path() + if exe != "": + cands.append(exe.get_base_dir().path_join(ZIP_NAME)) + cands.append("res://../" + ZIP_NAME) # 开发:仓库根旁 + for c in cands: + if FileAccess.file_exists(c): + return c + return "" diff --git a/project/asset_pack.gd.uid b/project/asset_pack.gd.uid new file mode 100644 index 00000000..002f9a6d --- /dev/null +++ b/project/asset_pack.gd.uid @@ -0,0 +1 @@ +uid://f260rrsoxa0p diff --git a/project/asset_root.gd b/project/asset_root.gd new file mode 100644 index 00000000..0bbaa806 --- /dev/null +++ b/project/asset_root.gd @@ -0,0 +1,47 @@ +# AssetRoot —— Metin2 资源根目录的唯一解析点。 +# +# 资源(`.gr2` / `.dds` / `locale` / `OutdoorA1` / `uiscript` …)不进版本库。 +# 解析顺序: +# 1. 环境变量 MT_ASSETS(绝对路径) +# 2. res://../assets —— 开发树(仓库根的 assets/) +# 3. <可执行文件>/../Resources/assets —— 打包进 .app 内 +# 4. <.app 同级>/assets —— .app 旁边放一份 +# 都没有就返回 res://../assets(调用方自行 warn)。 +# +# var root := AssetRoot.path() +# var il := AssetRoot.sub("locale/locale/common/item_list.txt") +# if AssetRoot.available(): ... +class_name AssetRoot +extends RefCounted + +static func _candidates() -> Array: + var out: Array = [] + var env := OS.get_environment("MT_ASSETS") + if env != "": + out.append(env) + # 挂载的 assets.zip(AssetPack)把资源放到 res://assets —— 移动端主路径。 + # 用 asset_index.txt 作为「pack 已挂载」信号(空的 project/assets/ 占位目录不算)。 + if FileAccess.file_exists("res://assets/asset_index.txt"): + out.append("res://assets") + out.append(ProjectSettings.globalize_path("res://../assets")) + var exe := OS.get_executable_path() + if exe != "": + var exe_dir := exe.get_base_dir() # .../mtgodot-poc.app/Contents/MacOS + out.append(exe_dir.path_join("../Resources/assets").simplify_path()) + out.append(exe_dir.path_join("../../../assets").simplify_path()) # 与 .app 同级 + out.append(exe_dir.path_join("assets")) # 与裸可执行文件同级 + return out + +static func path() -> String: + for c in _candidates(): + if DirAccess.dir_exists_absolute(c): + return c + return ProjectSettings.globalize_path("res://../assets") + +# 资源根下的子路径(用 path_join,跨平台)。 +static func sub(rel: String) -> String: + return path().path_join(rel) + +# 资源目录是否真的存在(缺资源的测试据此跳过)。 +static func available() -> bool: + return DirAccess.dir_exists_absolute(path()) diff --git a/project/asset_root.gd.uid b/project/asset_root.gd.uid new file mode 100644 index 00000000..d4237866 --- /dev/null +++ b/project/asset_root.gd.uid @@ -0,0 +1 @@ +uid://debiskaw74tdw diff --git a/project/atlas_test.gd b/project/atlas_test.gd new file mode 100644 index 00000000..0113f886 --- /dev/null +++ b/project/atlas_test.gd @@ -0,0 +1,76 @@ +# atlas_test —— Atlas 大地图窗口的无资源 headless 自检。 +# godot --headless --path project --script atlas_test.gd +extends SceneTree + +const AtlasUI = preload("res://ui/atlas_ui.gd") +const UiManager = preload("res://ui/ui_manager.gd") + +class FakeWorld extends Node: + func get_map_size_tiles() -> Vector2i: return Vector2i(2, 2) + func chunk_dir(_x: int, _y: int) -> String: return "/no-such-chunk" + func load_dds(_path: String): return null + +class FakeClient extends Node: + var entities := {9: {"vid": 9, "pos": Vector3(2, 0, -2)}} + func get_party() -> Array: return [{"vid": 9, "leader": true}] + func get_entity(vid: int) -> Dictionary: return entities.get(vid, {}) + func get_land_areas() -> Array: + return [{"x": 0, "y": 0, "width": 5000, "height": 5000, "guild_id": 7}] + func get_observers() -> Array: + return [{"vid": 9, "pos": Vector3(2, 0, -2)}] + func get_world_markers() -> Array: + return [{"pos": Vector3(-2, 0, 2)}] + +var _fail := 0 +func _ck(ok: bool, msg: String) -> void: + if not ok: + _fail += 1 + printerr("FAIL: " + msg) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: atlas_test (window + drag + coordinate query)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var world := FakeWorld.new() + get_root().add_child(world) + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + await process_frame + var player := Node3D.new() + player.position = Vector3(128, 0, 256) + get_root().add_child(player) + var client := FakeClient.new() + get_root().add_child(client) + var atlas: Node = AtlasUI.new() + get_root().add_child(atlas) + atlas.setup(world, ui, func() -> Node3D: return player, "test_map", client) + atlas.open() + _ck(atlas.is_open(), "atlas opens") + _ck(atlas._map != null and atlas._map.size == Vector2(256, 256), "atlas builds map texture") + _ck(String(atlas._coord.text).contains("X 12800") and String(atlas._coord.text).contains("Y 25600"), + "atlas reports player server-centimetre coordinates") + atlas._overlay.queue_redraw() + _ck(atlas._overlay.is_inside_tree(), "atlas world marker overlay is live") + var old_pos: Vector2 = atlas._map.position + var down := InputEventMouseButton.new() + down.button_index = MOUSE_BUTTON_LEFT + down.pressed = true + down.position = Vector2(100, 100) + atlas._on_map_input(down) + var drag := InputEventMouseMotion.new() + drag.position = Vector2(140, 120) + atlas._on_map_input(drag) + _ck(atlas._map.position != old_pos, "atlas left drag moves map") + var reset := InputEventMouseButton.new() + reset.button_index = MOUSE_BUTTON_RIGHT + reset.pressed = true + atlas._on_map_input(reset) + _ck(atlas._map.position == atlas._map_origin, "atlas right click recenters map") + atlas.close() + _ck(not atlas.is_open(), "atlas closes") diff --git a/project/atlas_test.gd.uid b/project/atlas_test.gd.uid new file mode 100644 index 00000000..a8eb2cfc --- /dev/null +++ b/project/atlas_test.gd.uid @@ -0,0 +1 @@ +uid://k51m5hekg71a diff --git a/project/audio.gd b/project/audio.gd new file mode 100644 index 00000000..2ee1a02d --- /dev/null +++ b/project/audio.gd @@ -0,0 +1,163 @@ +# Audio —— BGM 交叉淡入淡出 + UI 音效池 + 3D 定位音效。 +# 对标客户端 AudioLib:BGM(`bgm/*.mp3`)、UI wav(`**/sound/ui/`)、 +# 3D wav(`**/sound/`)。纯资产接线,无解码器移植(`.mss` 不用)。 +# 用 preload("res://audio.gd").new() 造一个,add_child,再 setup()。 +extends Node + +var _assets: String +var _bgm_root: String +var _sound_roots: PackedStringArray = [] +var _cache := {} # 绝对路径 -> AudioStream + +var _bgm := [null, null] # 两个 AudioStreamPlayer 交叉淡 +var _bgm_cur := 0 +var _bgm_name := "" +var _ui_pool: Array[AudioStreamPlayer] = [] +var _ui_next := 0 + +var master_bgm := 0.6 +var master_sfx := 0.9 +var _queued_bgm := "" + +func _ready() -> void: + if _queued_bgm != "": + var n := _queued_bgm + _queued_bgm = "" + _bgm_name = "" + play_bgm(n) + +func setup(assets_root: String) -> void: + _assets = assets_root + # bgm/ 与 assets/ 同级(/bgm,见 AssetRoot) + _bgm_root = _assets.get_base_dir().path_join("bgm") + # 已知声音根 + 各 patch 的 sound/ + for r in ["Sound/sound", "sound2/sound", "sound_m/sound"]: + var p := _assets.path_join(r) + if DirAccess.dir_exists_absolute(p): + _sound_roots.append(p) + var da := DirAccess.open(_assets) + if da: + for sub in da.get_directories(): + var p := _assets.path_join(sub).path_join("sound") + if DirAccess.dir_exists_absolute(p): + _sound_roots.append(p) + + for i in 2: + var pl := AudioStreamPlayer.new() + pl.bus = "Master" + add_child(pl) + _bgm[i] = pl + for i in 8: + var pl := AudioStreamPlayer.new() + add_child(pl) + _ui_pool.append(pl) + +# --- resolution ----------------------------------------------------------- + +func _load_stream(path: String) -> AudioStream: + if _cache.has(path): + return _cache[path] + var s: AudioStream = null + var ext := path.get_extension().to_lower() + if ext == "mp3": + var m := AudioStreamMP3.new() + m.data = FileAccess.get_file_as_bytes(path) + s = m if m.data.size() > 0 else null + elif ext == "ogg": + s = AudioStreamOggVorbis.load_from_file(path) + elif ext == "wav": + s = AudioStreamWAV.load_from_file(path) + _cache[path] = s + return s + +func _find_sound(rel: String) -> String: + rel = rel.replace("\\", "/") + var cands := PackedStringArray([rel]) + if rel.get_extension().is_empty(): + cands = PackedStringArray([rel + ".wav", rel + ".ogg"]) + for root in _sound_roots: + for c in cands: + var p := root.path_join(c) + if FileAccess.file_exists(p): + return p + # also try under sound/ui/ and sound/common/ for bare names + if not rel.contains("/"): + for d in ["ui", "common"]: + for c in cands: + var p := root.path_join(d).path_join(c) + if FileAccess.file_exists(p): + return p + return "" + +# --- BGM --------------------------------------------------------------- + +func play_bgm(name: String, fade := 1.2) -> void: + if name == _bgm_name: + return + if not is_node_ready() or not is_inside_tree(): + _queued_bgm = name # flushed in _ready() + return + _bgm_name = name + var path := name + if path.get_extension().is_empty(): + path = _bgm_root.path_join(name + ".mp3") + elif not path.is_absolute_path(): + path = _bgm_root.path_join(name) + var stream := _load_stream(path) + if stream == null: + push_warning("[audio] bgm not found: " + path) + return + if stream is AudioStreamMP3: + stream.loop = true + var nxt := 1 - _bgm_cur + _bgm[nxt].stream = stream + _bgm[nxt].volume_db = -40.0 + _bgm[nxt].play() + _fade(_bgm[nxt], linear_to_db(master_bgm), fade) + _fade(_bgm[_bgm_cur], -40.0, fade, true) + _bgm_cur = nxt + +func stop_bgm(fade := 1.0) -> void: + _bgm_name = "" + _fade(_bgm[_bgm_cur], -40.0, fade, true) + +func _fade(pl: AudioStreamPlayer, to_db: float, dur: float, stop_after := false) -> void: + var tw := create_tween() + tw.tween_property(pl, "volume_db", to_db, dur) + if stop_after: + tw.tween_callback(pl.stop) + +# --- SFX ------------------------------------------------------------------- + +func play_ui(name: String) -> void: + var path := _find_sound(name if name.contains("/") else "ui/" + name) + if path.is_empty(): + path = _find_sound(name) + if path.is_empty(): + push_warning("[audio] ui sfx not found: " + name) + return + var s := _load_stream(path) + if s == null: + return + var pl := _ui_pool[_ui_next] + _ui_next = (_ui_next + 1) % _ui_pool.size() + pl.stream = s + pl.volume_db = linear_to_db(master_sfx) + pl.play() + +func play_at(rel: String, world_pos: Vector3, parent: Node = null) -> void: + var path := _find_sound(rel) + if path.is_empty(): + return + var s := _load_stream(path) + if s == null: + return + var pl := AudioStreamPlayer3D.new() + pl.stream = s + pl.unit_size = 6.0 + pl.max_distance = 60.0 + pl.volume_db = linear_to_db(master_sfx) + (parent if parent else self).add_child(pl) + pl.global_position = world_pos + pl.play() + pl.finished.connect(pl.queue_free) diff --git a/project/audio.gd.uid b/project/audio.gd.uid new file mode 100644 index 00000000..36fb0c8f --- /dev/null +++ b/project/audio.gd.uid @@ -0,0 +1 @@ +uid://ke6yfuy7eum2 diff --git a/project/bake_asset_index.gd b/project/bake_asset_index.gd new file mode 100644 index 00000000..64a023f0 --- /dev/null +++ b/project/bake_asset_index.gd @@ -0,0 +1,22 @@ +# bake_asset_index —— 构建期跑一次:扫 assets_root 建 AssetResolver 索引, +# 写到 /asset_index.txt。打进 PCK 后移动端 build_or_load() 直接装载。 +# godot --headless --path project --script bake_asset_index.gd +extends SceneTree + +func _init() -> void: + var root := AssetRoot.path() + if not AssetRoot.available(): + printerr("no assets at ", root) + quit(1) + return + var w = ClassDB.instantiate("Metin2World") + w.set("assets_root", root) + var out := root.path_join("asset_index.txt") + var ok: bool = w.call("bake_asset_index", out) + if ok: + var sz := FileAccess.get_file_as_bytes(out).size() + print("PASS: baked asset_index.txt (%d bytes) at %s" % [sz, out]) + quit(0) + else: + printerr("bake failed") + quit(1) diff --git a/project/bake_asset_index.gd.uid b/project/bake_asset_index.gd.uid new file mode 100644 index 00000000..26458df5 --- /dev/null +++ b/project/bake_asset_index.gd.uid @@ -0,0 +1 @@ +uid://dyvg0v8ntldha diff --git a/project/bin/mtgodot.gdextension b/project/bin/mtgodot.gdextension index fa0bfdd4..03007374 100644 --- a/project/bin/mtgodot.gdextension +++ b/project/bin/mtgodot.gdextension @@ -8,3 +8,29 @@ reloadable = true macos.debug = "res://bin/libmtgodot.macos.template_debug.dylib" macos.release = "res://bin/libmtgodot.macos.template_release.dylib" + +ios.debug = "res://bin/libmtgodot.ios.template_debug.a" +ios.release = "res://bin/libmtgodot.ios.template_release.a" + +android.debug.arm64 = "res://bin/libmtgodot.android.template_debug.arm64.so" +android.release.arm64 = "res://bin/libmtgodot.android.template_release.arm64.so" + +[dependencies] + +; iOS can't dlopen: the extension archive above is linked into the app at export +; time, and it needs every static lib it was built against on the link line. +; `./build-ios.sh` stages these into project/bin/ios/. See docs/PLATFORMS.md (F1). +ios.debug = { + "res://bin/ios/libgodot-cpp.ios.template_debug.arm64.a" : "", + "res://bin/ios/liblibgr2.a" : "", + "res://bin/ios/libxr_formats.a" : "", + "res://bin/ios/libmtnet.a" : "", + "res://bin/ios/libsodium.a" : "" +} +ios.release = { + "res://bin/ios/libgodot-cpp.ios.template_release.arm64.a" : "", + "res://bin/ios/liblibgr2.a" : "", + "res://bin/ios/libxr_formats.a" : "", + "res://bin/ios/libmtnet.a" : "", + "res://bin/ios/libsodium.a" : "" +} diff --git a/project/channel_status_test.gd b/project/channel_status_test.gd new file mode 100644 index 00000000..0308b3f9 --- /dev/null +++ b/project/channel_status_test.gd @@ -0,0 +1,89 @@ +# channel_status_test —— 频道负载查询(ChannelStatus)headless 自检。 +# godot --headless --path project --script channel_status_test.gd +# 起一个进程内 TCP mock 状态服务器,验证请求字节 + 响应解析。 +extends SceneTree + +const ChannelStatus = preload("res://net/channel_status.gd") + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: channel_status_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var srv := TCPServer.new() + var port := 0 + for p in range(52000, 52050): + if srv.listen(p) == OK: + port = p + break + _ck(port != 0, "mock server listening") + + var got_req := [PackedByteArray()] + var host_node := Node.new() + get_root().add_child(host_node) + + var cs: Node = ChannelStatus.new() + get_root().add_child(cs) + var result := [{}] + cs.done.connect(func(m): result[0] = m) + cs.query("127.0.0.1", port, Callable(), 3.0) + + # mock 服务器:等连接 → 收请求 → 回 RESPOND_CHANNELSTATUS + var conn: StreamPeerTCP = null + var replied := false + for i in 300: + if srv.is_connection_available() and conn == null: + conn = srv.take_connection() + if conn: + conn.poll() + if conn and conn.get_status() == StreamPeerTCP.STATUS_CONNECTED: + if conn.get_available_bytes() >= 4 and got_req[0].is_empty(): + got_req[0] = conn.get_data(4)[1] + if not got_req[0].is_empty() and not replied: + # 先塞一个无关包(header 0x0007 len 6)测试跳过逻辑 + var noise := PackedByteArray(); noise.resize(6) + noise.encode_u16(0, 0x0007); noise.encode_u16(2, 6) + conn.put_data(noise) + # 再回 RESPOND_CHANNELSTATUS: [0x0010][len=4][int32 count=2][{i16 port,u8 st}×2] + var body := PackedByteArray(); body.resize(4 + 4 + 3 + 3) + body.encode_u16(0, 0x0010); body.encode_u16(2, 4) + body.encode_s32(4, 2) + body.encode_s16(8, 13011); body.encode_u8(10, 1) # CH1 正常 + body.encode_s16(11, 13021); body.encode_u8(13, 3) # CH2 爆满 + conn.put_data(body) + replied = true + if not result[0].is_empty(): + break + await process_frame + + _ck(got_req[0].size() == 4, "请求 4 字节") + if got_req[0].size() == 4: + _ck(got_req[0].decode_u16(0) == 0x000F and got_req[0].decode_u16(2) == 4, + "请求 = CG_STATE_CHECKER(0x000F) len 4") + _ck(result[0].get(13011, -1) == 1, "CH1 (13011) -> status 1") + _ck(result[0].get(13021, -1) == 3, "CH2 (13021) -> status 3") + _ck(cs.text_for(3) == "爆满" and cs.text_for(1) == "正常", "状态文案") + + # 连不上的端口 -> 空 map,不卡死 + var cs2: Node = ChannelStatus.new() + get_root().add_child(cs2) + var r2 := [{"x": 1}] + cs2.query("127.0.0.1", 1, func(m): r2[0] = m, 1.0) + for i in 120: + if not cs2.is_processing(): + break + await process_frame + _ck(r2[0].is_empty(), "不可达 -> 空 map") + + srv.stop() diff --git a/project/channel_status_test.gd.uid b/project/channel_status_test.gd.uid new file mode 100644 index 00000000..78b56b06 --- /dev/null +++ b/project/channel_status_test.gd.uid @@ -0,0 +1 @@ +uid://bo1041j7pwnra diff --git a/project/char_create_delete_test.gd b/project/char_create_delete_test.gd new file mode 100644 index 00000000..50c2b214 --- /dev/null +++ b/project/char_create_delete_test.gd @@ -0,0 +1,139 @@ +# char_create_delete_test —— 选人页建号 / 删号 UI + M2Client 封包对接 headless 自检。 +# godot --headless --path project --script char_create_delete_test.gd +# 用假 client 记录 create_character / delete_character 调用;不需要资产 / 服务器。 +extends SceneTree + +const CharSelectScreen = preload("res://ui/char_select_screen.gd") + +class FakeClient extends Node: + signal char_created(slot: int) + signal char_create_failed(reason_type: int) + signal char_deleted(slot: int) + signal char_delete_failed() + var creates: Array = [] + var deletes: Array = [] + var slot_count := 4 + func get_slot_count() -> int: return slot_count + func get_empire() -> int: return 1 + func has_method_shim() -> void: pass + func create_character(slot, name, job, shape, con, i, s, d) -> bool: + creates.append({"slot": slot, "name": name, "job": job, "shape": shape, + "con": con, "int": i, "str": s, "dex": d}) + return true + func delete_character(slot, code) -> bool: + deletes.append({"slot": slot, "code": code}) + return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: char_create_delete_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +# 有弹窗时只在弹窗子树里找,避免撞到背后面板上的同名按钮 +func _scope(s: Node) -> Node: + var d = s._dialog_node() + return d if d != null else s + +func _find(node: Node, cls: String, pred := Callable()) -> Node: + for n in node.find_children("*", cls, true, false): + if not pred.is_valid() or pred.call(n): + return n + return null + +func _btn(root: Node, text: String) -> Button: + return _find(_scope(root), "Button", func(b): return String(b.text) == text) + +func _run() -> void: + var fc := FakeClient.new() + get_root().add_child(fc) + + var s: Control = CharSelectScreen.new() + s.name = "CharSelect" + get_root().add_child(s) + # 1 个已有角色(槽 0),slot_count=4 -> 补 3 个空槽 + s.setup(fc, "", [{"index": 0, "name": "Hero", "job": 0, "level": 30, + "guild_id": 0, "guild_name": "", "play_minutes": 90, + "st": 10, "ht": 9, "dx": 8, "iq": 7}]) + # app_flow 平时做的接线(这里手接) + s.create_requested.connect(func(spec: Dictionary): + fc.create_character(spec["slot"], spec["name"], spec["job"], spec["shape"], + spec["con"], spec["int"], spec["str"], spec["dex"])) + s.delete_requested.connect(func(idx: int, code: String): fc.delete_character(idx, code)) + await process_frame + + _ck(s._chars.size() == 4, "padded to 4 slots, got %d" % s._chars.size()) + _ck(s._first_occupied() == 0, "first occupied slot = 0") + + # --- 建号:走到空槽 -> 开创建弹窗 -> 填名 -> 点“创建” --- + s._select(1) # 槽 1(空) + await process_frame + s._open_create_dialog() + await process_frame + var name_edit := _find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit + _ck(name_edit != null, "create dialog has Name field") + var job_opt := _find(s, "OptionButton", func(n): return n.name == "Job") as OptionButton + _ck(job_opt != null and job_opt.get_selected_id() == 1, "job defaults to slot index (assassin)") + name_edit.text = "Newbie" + var ok := _btn(s, "创建") + _ck(ok != null, "create dialog has 创建 button") + ok.pressed.emit() + await process_frame + _ck(fc.creates.size() == 1, "create_character called once") + if fc.creates.size() == 1: + var c: Dictionary = fc.creates[0] + _ck(c["slot"] == 1 and c["name"] == "Newbie" and c["job"] == 1, "create args: slot/name/job") + # assassin 基础四维 con3 int3 str4 dex6 + _ck(c["con"] == 3 and c["int"] == 3 and c["str"] == 4 and c["dex"] == 6, + "create sends assassin base stats (got %s)" % c) + + # 太短的名字不发 + s._open_create_dialog() + await process_frame + (_find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit).text = "x" + _btn(s, "创建").pressed.emit() + await process_frame + _ck(fc.creates.size() == 1, "short name rejected client-side") + + # 服务器回 char_created -> 弹窗关闭 + fc.char_created.emit(1) + # app_flow 正常会转发;这里直接调 + s.on_char_created(1) + await process_frame + _ck(s._dialog_node() == null, "dialog closed on char_created") + + # --- 删号:选已有角色 -> 删除弹窗 -> 输码 -> 点“删除” --- + s._select(0) + await process_frame + s._open_delete_dialog() + await process_frame + var code := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit + _ck(code != null and code.secret, "delete dialog has secret Code field") + code.text = "1234567" + _btn(s, "删除").pressed.emit() + await process_frame + _ck(fc.deletes.size() == 1 and fc.deletes[0]["slot"] == 0 and fc.deletes[0]["code"] == "1234567", + "delete_character(0, '1234567')") + + # 服务器拒绝 -> 清空输入框 + s.on_char_delete_failed() + await process_frame + var code2 := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit + _ck(code2 == null or code2.text == "", "delete code cleared on failure") + + # set_chars 保留当前选中槽 + s._select(0) + s.set_chars([{"index": 0, "name": "Hero", "job": 0, "level": 31}]) + await process_frame + _ck(s._slot_index() == 0, "set_chars keeps selection on slot 0") + + s.queue_free() diff --git a/project/char_create_delete_test.gd.uid b/project/char_create_delete_test.gd.uid new file mode 100644 index 00000000..682c9b54 --- /dev/null +++ b/project/char_create_delete_test.gd.uid @@ -0,0 +1 @@ +uid://b43adptpq1ua4 diff --git a/project/char_status_ui_test.gd b/project/char_status_ui_test.gd new file mode 100644 index 00000000..38eee5d9 --- /dev/null +++ b/project/char_status_ui_test.gd @@ -0,0 +1,152 @@ +# char_status_ui_test —— P11 角色状态窗 headless 自检(假 client + 真 uiscript)。 +# godot --headless --path project --script char_status_ui_test.gd +# 校验 characterwindow.py 装载、RefreshStatus 数值绑定(逐字对照 uicharacter.py)、 +# /stat 加点命令、页签切换。缺 uiscript 资产时优雅跳过。 +extends SceneTree + +const UiManager = preload("res://ui/ui_manager.gd") +const CharStatusUI = preload("res://ui/char_status_ui.gd") + +class FakeClient extends Node: + signal points_changed(points: Dictionary) + signal entity_main_set(vid: int) + var pts: Array = [] + var says: Array = [] + var _main_vid := 7 + func _init() -> void: + pts.resize(255) + pts.fill(0) + pts[1] = 42 # LEVEL + pts[3] = 123456 # EXP + pts[4] = 200000 # NEXT_EXP + pts[5] = 850 # HP + pts[6] = 900 # MAX_HP + pts[7] = 120 # SP + pts[8] = 150 # MAX_SP + pts[12] = 33 # ST + pts[13] = 27 # HT + pts[14] = 18 # DX + pts[15] = 12 # IQ + pts[16] = 250 # ATT_POWER + pts[17] = 145 # ATT_SPEED + pts[18] = 40 # EVADE_RATE + pts[19] = 165 # MOV_SPEED + pts[20] = 88 # DEF_GRADE + pts[21] = 100 # CASTING_SPEED + pts[22] = 55 # MAGIC_ATT_GRADE + pts[23] = 44 # MAGIC_DEF_GRADE + pts[26] = 5 # STAT (남은 포인트) + pts[29] = 210 # MIN_ATK + pts[30] = 210 # MAX_ATK + pts[95] = 15 # ATT_GRADE_BONUS + func get_main_vid() -> int: return _main_vid + func get_points() -> Dictionary: + return { + "points": pts, "hp": pts[5], "max_hp": pts[6], "sp": pts[7], "max_sp": pts[8], + "level": pts[1], "exp": pts[3], "next_exp": pts[4], "gold": 0, + } + func get_entity(vid: int) -> Dictionary: + if vid != _main_vid: + return {} + return {"name": "TestHero", "guild": 9, "race": 5} # race 5 -> job 1 (assassin) + func get_guild_name(gid: int) -> String: + return "銀河聯盟" if gid == 9 else "" + func say(type: int, text: String) -> bool: + says.append([type, text]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: char_status_ui_test (layout + RefreshStatus + /stat + tabs)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _txt(cs: Node, nm: String) -> String: + var n: Control = cs._node(nm) + return String(n.text) if n and ("text" in n) else "" % nm + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/characterwindow.py")): + print(" (skip: no characterwindow.py — assets checkout missing)") + return + + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + get_root().add_child(fc) + + var cs: Node = CharStatusUI.new() + get_root().add_child(cs) + cs.setup(ui, fc, assets) + cs.open() + _ck(cs.is_open(), "character window opened") + if not cs.is_open(): + return + + # --- RefreshStatus 数值绑定 --- + _ck(_txt(cs, "Level_Value") == "42", "Level_Value = 42 (got %s)" % _txt(cs, "Level_Value")) + _ck(_txt(cs, "Exp_Value") == "123456", "Exp_Value = 123456 (got %s)" % _txt(cs, "Exp_Value")) + _ck(_txt(cs, "RestExp_Value") == "76544", "RestExp_Value = next-exp (got %s)" % _txt(cs, "RestExp_Value")) + _ck(_txt(cs, "HP_Value") == "850/900", "HP_Value = 850/900 (got %s)" % _txt(cs, "HP_Value")) + _ck(_txt(cs, "SP_Value") == "120/150", "SP_Value = 120/150 (got %s)" % _txt(cs, "SP_Value")) + _ck(_txt(cs, "STR_Value") == "33", "STR_Value = 33 (got %s)" % _txt(cs, "STR_Value")) + _ck(_txt(cs, "DEX_Value") == "18", "DEX_Value = 18 (got %s)" % _txt(cs, "DEX_Value")) + _ck(_txt(cs, "HTH_Value") == "27", "HTH_Value = 27 (got %s)" % _txt(cs, "HTH_Value")) + _ck(_txt(cs, "INT_Value") == "12", "INT_Value = 12 (got %s)" % _txt(cs, "INT_Value")) + # ATT: min==max==210, bonus = 95(15) + 91(0) -> 225 + _ck(_txt(cs, "ATT_Value") == "225", "ATT_Value = 210+15 (got %s)" % _txt(cs, "ATT_Value")) + _ck(_txt(cs, "DEF_Value") == "88", "DEF_Value = 88 (got %s)" % _txt(cs, "DEF_Value")) + _ck(_txt(cs, "MATT_Value") == "55", "MATT_Value = 55 (no magic-wep) (got %s)" % _txt(cs, "MATT_Value")) + _ck(_txt(cs, "MDEF_Value") == "44", "MDEF_Value = 44 (got %s)" % _txt(cs, "MDEF_Value")) + _ck(_txt(cs, "ASPD_Value") == "145", "ASPD_Value = 145 (got %s)" % _txt(cs, "ASPD_Value")) + _ck(_txt(cs, "MSPD_Value") == "165", "MSPD_Value = 165 (got %s)" % _txt(cs, "MSPD_Value")) + _ck(_txt(cs, "CSPD_Value") == "100", "CSPD_Value = 100 (got %s)" % _txt(cs, "CSPD_Value")) + _ck(_txt(cs, "ER_Value") == "40", "ER_Value = 40 (got %s)" % _txt(cs, "ER_Value")) + _ck(_txt(cs, "Status_Plus_Value") == "5", "Status_Plus_Value = 5 (got %s)" % _txt(cs, "Status_Plus_Value")) + + # --- identity --- + _ck(_txt(cs, "Character_Name") == "TestHero", "Character_Name = TestHero (got %s)" % _txt(cs, "Character_Name")) + _ck(_txt(cs, "Guild_Name") == "銀河聯盟", "Guild_Name resolved (got %s)" % _txt(cs, "Guild_Name")) + + # --- +/- 按钮:STAT>0 时可见,命令与 uicharacter.statusPlusCommandDict 一致 --- + var hth_plus: Control = cs._node("HTH_Plus") + _ck(hth_plus != null and hth_plus.visible, "HTH_Plus visible while STAT>0") + if hth_plus is BaseButton: + hth_plus.pressed.emit() + _ck(fc.says.size() == 1 and fc.says[0][0] == 0 and fc.says[0][1] == "/stat ht", + "HTH_Plus -> say(0, '/stat ht') (got %s)" % str(fc.says)) + var int_minus: Control = cs._node("INT_Minus") + if int_minus is BaseButton: + int_minus.pressed.emit() + _ck(fc.says.size() == 2 and fc.says[1][1] == "/stat- iq", + "INT_Minus -> say(0, '/stat- iq') (got %s)" % str(fc.says)) + + # --- STAT == 0 -> 加点按钮隐藏 + 刷新走 points_changed --- + fc.pts[26] = 0 + fc.points_changed.emit(fc.get_points()) + _ck(_txt(cs, "Status_Plus_Value") == "0", "Status_Plus_Value = 0 after change") + var hth_plus2: Control = cs._node("HTH_Plus") + _ck(hth_plus2 != null and not hth_plus2.visible, "HTH_Plus hidden while STAT==0") + + # --- 页签切换(uicharacter.SetState) --- + var char_page: Control = cs._node("Character_Page") + var skill_page: Control = cs._node("Skill_Page") + _ck(char_page != null and char_page.visible, "STATUS page visible by default") + cs._set_state("SKILL") + _ck(char_page != null and not char_page.visible, "Character_Page hidden after SetState(SKILL)") + _ck(skill_page != null and skill_page.visible, "Skill_Page visible after SetState(SKILL)") + cs._set_state("STATUS") + _ck(char_page.visible, "Character_Page visible again after SetState(STATUS)") + + cs.close() + _ck(not cs.is_open(), "character window closed") diff --git a/project/char_status_ui_test.gd.uid b/project/char_status_ui_test.gd.uid new file mode 100644 index 00000000..01cbe8ff --- /dev/null +++ b/project/char_status_ui_test.gd.uid @@ -0,0 +1 @@ +uid://berxs4vw0s7vd diff --git a/project/charselect.gd b/project/charselect.gd new file mode 100644 index 00000000..f6ef5187 --- /dev/null +++ b/project/charselect.gd @@ -0,0 +1,240 @@ +# 选人界面 —— 3 个旋转台角色 + 九宫格信息面板 + 选择/创建按钮。 +# 数据来自 M2Client.char_list(联机)或 --mock 合成列表(离线开发)。 +# 选中 -> M2Client.select_character(index) -> entered_game。 +# 用法(离线预览):godot --path project --script charselect.gd --mock --quit-after 120 +extends SceneTree + +const UiKit = preload("res://ui_kit.gd") +const Audio = preload("res://audio.gd") +const Locale = preload("res://locale.gd") +const CLASS_DIR := ["warrior", "assassin", "sura", "shaman"] +const CLASS_KEY := ["JOB_WARRIOR", "JOB_ASSASSIN", "JOB_SURA", "JOB_SHAMAN"] + +var _audio: Node +var _loc: RefCounted + +var _assets: String +var _client: Node # M2Client(联机时) +var _slots: Array[Dictionary] = [] # {index,name,job,level,x,y} +var _pedestals: Array[Node3D] = [] +var _models: Array[Node3D] = [] +var _sel := 0 +var _t := 0.0 +var _panel: Control +var _status: Label +var _mock := false + +func _init() -> void: + _assets = AssetRoot.path() + _mock = "--mock" in OS.get_cmdline_user_args() or "--mock" in OS.get_cmdline_args() + + _loc = Locale.new() + _loc.setup(_assets, "en") + + _audio = Audio.new() + get_root().add_child(_audio) + _audio.setup(_assets) + _audio.play_bgm("characterselect") + + _build_stage() + _build_ui() + + if _mock: + _slots = [ + {"index": 0, "name": "Baalthazar", "job": 0, "level": 42, "x": 0, "y": 0}, + {"index": 1, "name": "Nyx", "job": 1, "level": 7, "x": 0, "y": 0}, + {"index": 2, "name": "", "job": 0, "level": 0, "x": 0, "y": 0}, # 空槽 + ] + _populate() + else: + if ClassDB.class_exists("M2Client"): + _client = ClassDB.instantiate("M2Client") + get_root().add_child(_client) + _client.connect("char_list", _on_char_list) + _client.connect("stage_changed", func(s): _set_status("stage: " + s)) + _client.connect("login_failed", func(r): _set_status("login failed: " + r)) + _client.connect("entered_game", func(): _set_status("entered game")) + var host := "192.168.21.203" + _client.call("connect_to_server", host, 11000, host, 11011, "admin", "123456789") + _set_status("connecting to " + host + " ...") + else: + _set_status("M2Client 未注册 —— 用 --mock") + +# --- 3D 舞台 --------------------------------------------------------------- + +func _build_stage() -> void: + var root := Node3D.new() + root.name = "Stage" + get_root().add_child(root) + + var sun := DirectionalLight3D.new() + sun.rotation_degrees = Vector3(-35, 20, 0) + sun.light_energy = 2.4 + root.add_child(sun) + var fill := DirectionalLight3D.new() # 正面补光 + fill.rotation_degrees = Vector3(-10, 180, 0) + fill.light_energy = 0.9 + fill.light_color = Color(0.8, 0.85, 1.0) + root.add_child(fill) + var we := WorldEnvironment.new() + var e := Environment.new() + e.background_mode = Environment.BG_COLOR + e.background_color = Color(0.10, 0.11, 0.14) + e.ambient_light_color = Color(0.5, 0.52, 0.62) + e.ambient_light_energy = 1.1 + e.tonemap_mode = Environment.TONE_MAPPER_FILMIC + we.environment = e + root.add_child(we) + + # 三个台座,绕中心排成弧 + for i in 3: + var a := deg_to_rad(-28.0 + i * 28.0) + var ped := Node3D.new() + ped.name = "Pedestal%d" % i + ped.position = Vector3(sin(a) * 2.3, 0.0, -cos(a) * 2.3 + 2.3) + root.add_child(ped) + var disc := MeshInstance3D.new() + var cyl := CylinderMesh.new() + cyl.top_radius = 0.62 + cyl.bottom_radius = 0.7 + cyl.height = 0.14 + disc.mesh = cyl + var m := StandardMaterial3D.new() + m.albedo_color = Color(0.18, 0.19, 0.24) + m.metallic = 0.5 + m.roughness = 0.4 + disc.material_override = m + disc.position.y = 0.07 + ped.add_child(disc) + _pedestals.append(ped) + _models.append(null) + + var cam := Camera3D.new() + cam.name = "Cam" + root.add_child(cam) + cam.look_at_from_position(Vector3(0.0, 1.5, 5.4), Vector3(0.0, 1.15, 1.8), Vector3.UP) + cam.fov = 44.0 + cam.make_current() + +func _slot_model(job: int) -> Node3D: + var cls: String = CLASS_DIR[clampi(job, 0, 3)] + var m: Node3D = ClassDB.instantiate("Metin2Model") + m.name = "Model" + m.set("texture_dir", _assets.path_join("PC/ymir work/pc/" + cls)) + m.set("gr2_path", _assets.path_join("PC/ymir work/pc/" + cls + "/" + cls + "_novice.gr2")) + if ClassDB.class_exists("Metin2AnimPlayer"): + var anim: Node = ClassDB.instantiate("Metin2AnimPlayer") + anim.set("model_path", NodePath("../Model")) + anim.set("loop", true) + anim.set("anim_path", _assets.path_join("PC/ymir work/pc/" + cls + "/general/wait.msa")) + m.add_child.call_deferred(anim) + return m + +func _populate() -> void: + for i in range(min(_slots.size(), _pedestals.size())): + var s := _slots[i] + if _models[i] != null: + _models[i].queue_free() + _models[i] = null + if String(s.get("name", "")).is_empty(): + continue + var mdl := _slot_model(int(s.get("job", 0))) + _pedestals[i].add_child(mdl) + _models[i] = mdl + _refresh_panel() + +# --- 2D 信息面板 -------------------------------------------------------- + +func _build_ui() -> void: + var layer := CanvasLayer.new() + get_root().add_child(layer) + + _panel = UiKit.board(_assets, "board", 32, 128) + _panel.set_anchors_preset(Control.PRESET_CENTER_BOTTOM) + _panel.position = Vector2(-280, -172) + _panel.size = Vector2(560, 160) + layer.add_child(_panel) + + _status = Label.new() + _status.set_anchors_preset(Control.PRESET_TOP_WIDE) + _status.position = Vector2(20, 16) + _status.add_theme_font_size_override("font_size", 16) + layer.add_child(_status) + +func _set_status(t: String) -> void: + if _status: + _status.text = t + print("[charselect] ", t) + +func _refresh_panel() -> void: + for c in _panel.get_children(): + c.queue_free() + var row := HBoxContainer.new() + row.position = Vector2(24, 20) + row.add_theme_constant_override("separation", 10) + _panel.add_child(row) + for i in range(_slots.size()): + var s := _slots[i] + var b := Button.new() + var nm := String(s.get("name", "")) + var job := clampi(int(s.get("job", 0)), 0, 3) + b.text = ("[ %s ]" % _loc.t("SELECT_CREATE") if nm.is_empty() + else "%s\n%s %s %d" % [nm, _loc.t(CLASS_KEY[job]), + _loc.t("SELECT_LEVEL"), int(s.get("level", 0))]) + b.custom_minimum_size = Vector2(150, 70) + b.toggle_mode = true + b.button_pressed = (i == _sel) + var idx := i + b.pressed.connect(func(): _select_slot(idx)) + row.add_child(b) + + var enter := Button.new() + enter.text = _loc.t("SELECT_SELECT") # "Start" + enter.position = Vector2(24, 118) + enter.custom_minimum_size = Vector2(150, 40) + enter.pressed.connect(_enter) + _panel.add_child(enter) + +func _select_slot(i: int) -> void: + _sel = i + _set_status("selected slot %d" % i) + if _audio and i < _slots.size(): + var job := clampi(int(_slots[i].get("job", 0)), 0, 3) + _audio.play_ui(CLASS_DIR[job] + "_select") + _refresh_panel() + +func _enter() -> void: + var s := _slots[_sel] if _sel < _slots.size() else {} + if String(s.get("name", "")).is_empty(): + _set_status("空槽不能进入(创建角色未实现)") + return + if _client: + _client.call("select_character", int(s.get("index", _sel))) + _set_status("select_character(%d) sent" % int(s.get("index", _sel))) + else: + _set_status("[mock] 进入游戏:%s" % s.get("name")) + +func _on_char_list(list: Array) -> void: + _slots.clear() + for d in list: + _slots.append(d) + while _slots.size() < 3: + _slots.append({"index": _slots.size(), "name": "", "job": 0, "level": 0}) + _set_status("char_list: %d 槽" % list.size()) + _populate() + +# --- 循环:旋转选中角色,截图 ------------------------------------------- + +func _process(dt: float) -> bool: + _t += dt + for i in range(_pedestals.size()): + var spd := 0.6 if i == _sel else 0.15 + _pedestals[i].rotate_y(spd * dt) + if _mock and _t > 3.0: + var img := get_root().get_texture().get_image() + var out := ProjectSettings.globalize_path("res://../test/golden/charselect.png") + DirAccess.make_dir_recursive_absolute(out.get_base_dir()) + img.save_png(out) + print("[charselect] saved ", out) + quit(0) + return false diff --git a/project/charselect.gd.uid b/project/charselect.gd.uid new file mode 100644 index 00000000..737d3383 --- /dev/null +++ b/project/charselect.gd.uid @@ -0,0 +1 @@ +uid://qe5xev5hp4l4 diff --git a/project/chat_test.gd b/project/chat_test.gd new file mode 100644 index 00000000..d31ecf47 --- /dev/null +++ b/project/chat_test.gd @@ -0,0 +1,116 @@ +# chat_test —— P3:聊天窗路由 + 前缀解析 + 气泡 headless 自检。 +# godot --headless --path project --script chat_test.gd +extends SceneTree + +const ChatUI = preload("res://ui/chat_ui.gd") +const NetWorld = preload("res://net_world.gd") + +class FakeClient extends Node: + signal chat(type: int, vid: int, text: String) + # 注:GDScript 不允许 signal 和 func 同名;真 M2Client 是 GDExtension,两者可共存。 + # 这里 whisper 用作方法(chat_ui 调 client.whisper(...));入站 whisper 直接调 chat._on_whisper。 + signal item_picked_up(vnum: int, count: int, from: String) + signal fishing_event(subheader: int, info: int, dir: int) + # net_world 也连这些: + signal entity_spawned(entity: Dictionary) + signal entity_despawned(vid: int) + signal entity_moved(vid: int) + signal entity_main_set(vid: int) + signal entity_dead(vid: int) + signal vitals_changed(vid: int) + signal damage(vid: int, amount: int, flag: int) + var ents := {1000: {"vid": 1000, "name": "Me"}, 2000: {"vid": 2000, "name": "Bob"}} + var said := [] + var whispered := [] + func get_entity(vid: int) -> Dictionary: return ents.get(vid, {}) + func get_entities() -> Array: return ents.values() + func say(t, s) -> bool: said.append([t, s]); return true + func whisper(to, s) -> bool: whispered.append([to, s]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: chat_test (routing + prefixes + bubble)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _last(rt: RichTextLabel) -> String: + return rt.get_parsed_text().strip_edges().split("\n")[-1] + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + var chat: Node = ChatUI.new() + get_root().add_child(chat) + chat.setup(fc, canvas) + + _ck(chat._log.size() == 4, "4 tabs built") + var tAll: RichTextLabel = chat._log[0] + var tWhisper: RichTextLabel = chat._log[1] + var tSys: RichTextLabel = chat._log[2] + var tBattle: RichTextLabel = chat._log[3] + + # 普通聊天 -> 全部标签,带名字 + fc.chat.emit(0, 2000, "hi all") + _ck(_last(tAll).contains("Bob: hi all"), "talking -> All tab with name") + _ck(chat._buffers[2].size() == 0, "talking not in System tab") + + # info -> 系统 + 全部 + fc.chat.emit(1, 0, "you leveled up") + _ck(_last(tSys).contains("you leveled up"), "info -> System tab") + _ck(_last(tAll).contains("you leveled up"), "info -> All tab too") + + # whisper -> 私聊 + 全部(入站直接调 handler,见 FakeClient 注释) + chat._on_whisper(0, "Alice", "secret") + _ck(_last(tWhisper).contains("Alice: secret"), "whisper -> Whisper tab") + _ck(_last(tAll).contains("Alice: secret"), "whisper -> All tab") + chat._on_whisper(1, "", "server notice") + _ck(_last(tWhisper).contains("[系统]: server notice"), "system whisper -> [系统]") + + # 拾取 -> 系统 + 战斗 + fc.item_picked_up.emit(27, 3, "") + _ck(_last(tSys).contains("拾取 #27 x3"), "pickup -> System") + _ck(_last(tBattle).contains("拾取 #27 x3"), "pickup -> Battle") + # 钓鱼服务端事件:成功/鱼获进入系统和战斗日志。 + fc.fishing_event.emit(3, 1000, 0) + _ck(_last(tSys).contains("鱼钩命中"), "fishing success -> System") + fc.fishing_event.emit(5, 30001, 0) + _ck(_last(tBattle).contains("捕获物品 #30001"), "fishing item -> Battle") + + # --- 前缀解析 --- + chat._on_submit("hello world") + _ck(fc.said.size() == 1 and fc.said[0] == [0, "hello world"], "plain -> say(TALKING)") + chat._on_submit("/g guild msg") + _ck(fc.said.size() == 2 and fc.said[1] == [4, "guild msg"], "/g -> say(GUILD)") + chat._on_submit("/s shout!") + _ck(fc.said[2] == [6, "shout!"], "/s -> say(SHOUT)") + chat._on_submit("/w Bob psst hey") + _ck(fc.whispered.size() == 1 and fc.whispered[0] == ["Bob", "psst hey"], "/w Bob ... -> whisper('Bob','psst hey')") + _ck(_last(tWhisper).contains("→ Bob: psst hey"), "/w -> local echo in Whisper tab") + + # --- 气泡 --- + var nw: Node = NetWorld.new() + get_root().add_child(nw) + var mount := Node3D.new() + get_root().add_child(mount) + nw.setup(fc, mount) + fc.entity_spawned.emit({"vid": 2000, "name": "Bob", "pos": Vector3.ZERO, "func": 0, "angle_deg": 0.0}) + await process_frame + var got_main := [""] + nw.main_bubble.connect(func(t): got_main[0] = t) + nw._bubble(2000, "hi there") + var bob: Node3D = nw.node_for(2000) + _ck(bob != null and bob.get_node_or_null("bubble") != null, "entity 2000 got a bubble node") + nw.set_local_vid(1000) + nw._bubble(1000, "my line") + _ck(got_main[0] == "my line", "local vid bubble -> main_bubble signal") diff --git a/project/chat_test.gd.uid b/project/chat_test.gd.uid new file mode 100644 index 00000000..668bcd47 --- /dev/null +++ b/project/chat_test.gd.uid @@ -0,0 +1 @@ +uid://dwoq34nldm7x3 diff --git a/project/client_main.gd b/project/client_main.gd new file mode 100644 index 00000000..8183ce01 --- /dev/null +++ b/project/client_main.gd @@ -0,0 +1,19 @@ +# client_main —— 打包客户端的入口场景根(main_scene = res://client_main.tscn)。 +# +# 只做一件事:起 AppFlow(登录 → 选人 → 进游戏 串场控制器)。 +# 资源目录由 AssetRoot 决定:默认 res://../assets(开发树),打包后设环境变量 +# MT_ASSETS 指向真实资源目录即可(见 project/asset_root.gd)。 +extends Node + +const AppFlow = preload("res://app_flow.gd") + +func _ready() -> void: + # 移动端:APK/IPA 里没有资源 —— 挂载外部的 assets.zip(adb push / ios-deploy 上传)。 + AssetPack.ensure() + var root := AssetRoot.path() + if not AssetRoot.available(): + push_warning("[client] 资源目录不存在:%s —— MT_ASSETS 环境变量 / assets.zip(adb push 到 files/)" % root) + var af := AppFlow.new() + af.name = "AppFlow" + add_child(af) + af.start(root) diff --git a/project/client_main.gd.uid b/project/client_main.gd.uid new file mode 100644 index 00000000..fd3d5448 --- /dev/null +++ b/project/client_main.gd.uid @@ -0,0 +1 @@ +uid://d384dorgv24yv diff --git a/project/client_main.tscn b/project/client_main.tscn new file mode 100644 index 00000000..cb09347d --- /dev/null +++ b/project/client_main.tscn @@ -0,0 +1,6 @@ +[gd_scene load_steps=2 format=3 uid="uid://b0mtgdclientmain0"] + +[ext_resource type="Script" path="res://client_main.gd" id="1_client"] + +[node name="ClientMain" type="Node"] +script = ExtResource("1_client") diff --git a/project/combat_fx_test.gd b/project/combat_fx_test.gd new file mode 100644 index 00000000..7251f15b --- /dev/null +++ b/project/combat_fx_test.gd @@ -0,0 +1,156 @@ +# combat_fx_test —— P4:受击硬直 / combo / 抖屏 / 状态图标 / 死亡窗 headless 自检。 +# godot --headless --path project --script combat_fx_test.gd +extends SceneTree + +const NetPlay = preload("res://net_play.gd") +const GameCamera = preload("res://game_camera.gd") +const DeathUI = preload("res://ui/death_ui.gd") + +class FakeClient extends Node: + signal entity_main_set(vid: int) + signal entity_moved(vid: int) + signal entity_despawned(vid: int) + signal entity_dead(vid: int) + signal vitals_changed(vid: int) + signal points_changed(points: Dictionary) + signal target_info(vid: int, hp_percent: int) + signal damage(vid: int, amount: int, flag: int) + signal fishing_event(subheader: int, info: int, dir: int) + signal affect_added(affect: Dictionary) + signal affect_removed(type: int) + signal phase_changed(phase: String) + var main := 1000 + var ents := {1000: {"vid": 1000, "hp": 100, "dead": false}, 2000: {"vid": 2000, "hp": 50, "dead": false, "pos": Vector3(1, 0, 0)}} + var attacks := [] + var said := [] + var affects := [] + func is_in_game() -> bool: return true + func get_main_vid() -> int: return main + func get_entity(vid) -> Dictionary: return ents.get(vid, {}) + func get_affects() -> Array: return affects + func attack(motion, vid) -> bool: attacks.append([motion, vid]); return true + func set_target(v) -> bool: return true + func move(a, b, c, d, e) -> bool: return true + func say(t, s) -> bool: said.append([t, s]); return true + +class FakePC extends Node: + signal target_selected(node: Node3D) + signal moved(pos: Vector3) + signal anim_state(state: String) + var player: Node3D + var frozen := false + +class FakeView extends Node3D: + var states := [] + func set_anim_state(s): states.append(s) + +class FakeHud extends Node: + var affects := [] + func set_affects(a): affects = a + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: combat_fx_test (hitstun / combo / shake / affects / death)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var fc := FakeClient.new() + var pc := FakePC.new() + var view: Node3D = FakeView.new() + var hud := FakeHud.new() + var cam: Camera3D = GameCamera.new() + pc.player = Node3D.new() + for n in [fc, pc, view, hud, cam, pc.player]: + get_root().add_child(n) + cam.target = pc.player + + var np: Node = NetPlay.new() + get_root().add_child(np) + np.setup(fc, pc, null, hud) + np.camera = cam + np.player_view = view + np._main_vid = 1000 + + # --- 受击硬直 + 抖屏 --- + fc.damage.emit(1000, 20, 0) # 命中(非闪避) + _ck(np.is_stunned(), "hit -> stunned") + _ck(cam._shake > 0.0, "hit -> camera shake queued") + _ck("damage" in view.states, "hit -> view set_anim_state('damage')") + np._process(0.016) + _ck(pc.frozen == true, "stun -> pc.frozen = true (got %s)" % pc.frozen) + + # 闪避不硬直 + np._hitstun_until = 0.0 + fc.damage.emit(1000, 0, 1 << 2) # DODGE + _ck(not np.is_stunned(), "dodge -> not stunned") + + # 别人受击不影响自己 + np._hitstun_until = 0.0 + fc.damage.emit(2000, 30, 0) + _ck(not np.is_stunned(), "other's damage -> not stunned") + + # Fishing motion subheaders drive the local player view; FISH item outcome is ignored. + np.player_view = view + fc.fishing_event.emit(0, 1000, 18) + _ck(view.states.back() == "fishing", "fishing start -> local fishing animation") + fc.fishing_event.emit(3, 1000, 0) + _ck(view.states.back() == "fishing_catch", "fishing success -> catch animation") + var before: int = view.states.size() + fc.fishing_event.emit(5, 30001, 0) + _ck(view.states.size() == before, "fishing fish item -> no local motion") + + # --- combo:连续攻击 motion 递增 --- + np._hitstun_until = 0.0 + np._target_vid = 2000 + np.attack_period = 0.0 + np.ATTACK_RANGE # (const, no-op) + # 让目标在攻击距离内 + # net_world 为 null -> _process 里 node_for 走不到;直接测 combo 计数逻辑: + np._last_attack_t = np._now() + np._combo = 0 + # 模拟三次「窗口内攻击」 + for i in 3: + np._combo = (np._combo + 1) % 3 if (np._now() - np._last_attack_t) < np.COMBO_WINDOW else 0 + np._last_attack_t = np._now() + _ck(np._combo == 0, "combo cycles 1->2->0 over 3 hits, got %d" % np._combo) + + # --- 状态图标条 --- + fc.affects = [{"type": 7001, "point_idx": 19, "value": 25, "duration": 300}] + # game_scene 里连的是 refresh lambda;这里直接调 hud + hud.set_affects(fc.get_affects()) + _ck(hud.affects.size() == 1 and int(hud.affects[0]["type"]) == 7001, "hud.set_affects") + + # --- 死亡窗 --- + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var death: Node = DeathUI.new() + get_root().add_child(death) + death.setup(fc, canvas) + _ck(not death._root.visible, "death dialog hidden initially") + fc.ents[1000]["dead"] = true + fc.entity_dead.emit(1000) + _ck(death._root.visible, "entity_dead(main) -> death dialog shown") + # 点「在此复活」 + var hb: Button = null + for n in death._root.find_children("*", "Button", true, false): + if n.text == "在此复活": + hb = n + _ck(hb != null, "restart-here button present") + if hb: + hb.pressed.emit() + _ck(fc.said.size() == 1 and fc.said[0] == [0, "/restart_here"], "restart -> say(0, '/restart_here')") + # 复活:hp 回来 -> 自动关 + fc.ents[1000]["dead"] = false + fc.ents[1000]["hp"] = 100 + fc.vitals_changed.emit(1000) + _ck(not death._root.visible, "revive (hp>0) -> dialog auto-hides") diff --git a/project/combat_fx_test.gd.uid b/project/combat_fx_test.gd.uid new file mode 100644 index 00000000..1fe849dd --- /dev/null +++ b/project/combat_fx_test.gd.uid @@ -0,0 +1 @@ +uid://bisseuypqt88s diff --git a/project/dragon_soul_test.gd b/project/dragon_soul_test.gd new file mode 100644 index 00000000..5a94e924 --- /dev/null +++ b/project/dragon_soul_test.gd @@ -0,0 +1,105 @@ +# dragon_soul_test —— 龙魂精炼窗 headless 自检。 +# godot --headless --path project --script dragon_soul_test.gd +extends SceneTree + +const DragonSoulUI = preload("res://ui/dragon_soul_ui.gd") + +class FakeClient extends Node: + signal ds_window_open() + signal ds_refine_result(ok: bool, sub_type: int, cell: int) + var items := {} # cell -> {vnum, count} + var calls := [] + func is_in_game() -> bool: return true + func get_item(window: int, cell: int) -> Dictionary: + return items.get(cell, {"vnum": 0, "count": 0}) + func ds_refine(mode: int, cells: Array) -> bool: + calls.append(["ds_refine", mode, cells.duplicate()]) + return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: dragon_soul_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + fc.items = { + 3: {"vnum": 71001, "count": 1}, # 龙魂 + 5: {"vnum": 72001, "count": 5}, # 材料 + 8: {"vnum": 72002, "count": 2}, + } + + var du: Node = DragonSoulUI.new() + get_root().add_child(du) + du.setup(fc, canvas, null) + _ck(not du.is_open(), "初始隐藏") + + # ds_window_open -> 弹出 + fc.ds_window_open.emit() + _ck(du.is_open(), "ds_window_open -> 弹出") + _ck(du._mode == 2, "默认模式 = 精炼(2)") + + # 切模式 + du._set_mode(0) + _ck(du._mode == 0, "切到升级(0)") + _ck(du._mode_btns[0].disabled and not du._mode_btns[2].disabled, "当前模式按钮禁用") + + # 右键背包 -> 填格 + du.add_cell(1, 3) + du.add_cell(1, 5) + du.add_cell(1, 8) + _ck(du._cells == [3, 5, 8], "3 个 cell 按序放入") + _ck(du._slot_labels[0].text.contains("龙魂") and du._slot_labels[0].text.contains("格3"), "槽0 = 龙魂") + _ck(du._slot_labels[1].text.contains("材料"), "槽1 = 材料") + + # 非背包窗忽略 + du.add_cell(2, 1) + _ck(du._cells == [3, 5, 8], "非 WINDOW_INVENTORY 忽略") + + # 再次右键同 cell = 取出 + du.add_cell(1, 5) + _ck(du._cells == [3, 8], "再次右键 -> 取出") + du.add_cell(1, 5) + _ck(du._cells == [3, 8, 5], "第三次右键 -> 重新放入末尾") + + # 执行 + for b in du._root.find_children("*", "Button", true, false): + if b.text == "执行": + b.pressed.emit() + _ck(fc.calls == [["ds_refine", 0, [3, 8, 5]]], "执行 -> client.ds_refine(mode=0, cells)") + + # 结果:成功清空 + fc.ds_refine_result.emit(true, 11, 3) + _ck(du._cells.is_empty(), "成功 -> 清空格子") + _ck(du._status.text.contains("成功"), "状态行显示成功") + + # 结果:失败保留提示 + du.add_cell(1, 3) + fc.ds_refine_result.emit(false, 8, 3) + _ck(du._status.text.contains("失败") and du._status.text.contains("8"), "失败 -> 原因码") + _ck(du._cells == [3], "失败不清空") + + # 清空按钮 + for b in du._root.find_children("*", "Button", true, false): + if b.text == "清空": + b.pressed.emit() + _ck(du._cells.is_empty(), "清空按钮") + + # 关闭 + for b in du._root.find_children("*", "Button", true, false): + if b.text == "关闭": + b.pressed.emit() + _ck(not du.is_open(), "关闭按钮") diff --git a/project/dragon_soul_test.gd.uid b/project/dragon_soul_test.gd.uid new file mode 100644 index 00000000..f54226ab --- /dev/null +++ b/project/dragon_soul_test.gd.uid @@ -0,0 +1 @@ +uid://c5xpqyrnavvjx diff --git a/project/equip_model_test.gd b/project/equip_model_test.gd new file mode 100644 index 00000000..d2821988 --- /dev/null +++ b/project/equip_model_test.gd @@ -0,0 +1,165 @@ +# equip_model_test —— P2 装备→模型 headless 自检(假 client + 真 item_list.txt + 桩 model)。 +# godot --headless --path project --script equip_model_test.gd +extends SceneTree + +const ItemListDB = preload("res://ui/item_list.gd") +const EquipModel = preload("res://ui/equip_model.gd") + +class FakeClient extends Node: + signal inventory_changed(window: int, cell: int) + signal entity_main_set(vid: int) + signal entity_info(vid: int, entity: Dictionary) + var equip := [] + var main_parts := [0, 0, 0, 5] # parts[3] = hair 5 + func _init(): + for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i}) + func get_equipment() -> Array: return equip + func get_main_vid() -> int: return 1000 + func get_entity(_v) -> Dictionary: return {"race": 0, "parts": main_parts} + func set_wear(idx, vnum): + equip[idx] = {"vnum": vnum, "count": 1, "wear": idx} + inventory_changed.emit(2, 90 + idx) # window EQUIPMENT + +# Node3D 桩:记录 weapon_gr2 / shield_gr2 / gr2_path / hair_gr2 被设成什么 +class StubModel extends Node3D: + var weapon_gr2 := "" + var shield_gr2 := "" + var gr2_path := "" + var hair_gr2 := "" + var hair_skin := "-" + func _set(prop, val): + match String(prop): + "weapon_gr2": weapon_gr2 = val; return true + "shield_gr2": shield_gr2 = val; return true + "gr2_path": gr2_path = val; return true + "hair_gr2": hair_gr2 = val; return true + "hair_skin": hair_skin = val; return true + return false + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: equip_model_test (item_list + weapon swap)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var assets := AssetRoot.path() + var il_path := assets.path_join("locale/locale/common/item_list.txt") + + # item_list.txt 解析 + var il := ItemListDB.new() + if not FileAccess.file_exists(il_path): + print(" (skip: no item_list.txt)") + return + _ck(il.load_file(il_path), "item_list loaded") + _ck(il.count > 1000, "item_list count > 1000 (%d)" % il.count) + _ck(il.model(19) == "d:/ymir work/item/weapon/00010.gr2", "item_list.model(19), got '%s'" % il.model(19)) + _ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)") + _ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)") + + # EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径 + var fc := FakeClient.new() + var model := StubModel.new() + get_root().add_child(fc) + get_root().add_child(model) + var em: Node = EquipModel.new() + get_root().add_child(em) + em.setup(fc, il, func() -> Node: return model, assets) + em.main_getter = func() -> int: return 1000 + + fc.set_wear(4, 19) # WEAR_WEAPON + await process_frame + var wp: String = model.weapon_gr2 + print(" weapon_gr2 -> '", wp, "'") + if wp == "": + # 资产里可能没有这把武器的 gr2 文件;至少确认解析逻辑跑到了(basevnum 约定) + _ck(true, "weapon resolved to '' (gr2 not in assets — resolution logic still exercised)") + else: + _ck(wp.ends_with("00010.gr2") and FileAccess.file_exists(wp), "weapon_gr2 points at a real 00010.gr2") + + # 拆下武器 -> weapon_gr2 = "" + fc.set_wear(4, 0) + await process_frame + _ck(model.weapon_gr2 == "", "unequip -> weapon_gr2 cleared") + + # armor_model_map 注入 -> gr2_path 切换 + em.armor_model_map = {11209: "d:/ymir work/pc/warrior/warrior.gr2"} + fc.set_wear(0, 11209) + await process_frame + _ck(model.gr2_path == "d:/ymir work/pc/warrior/warrior.gr2", "armor_model_map -> gr2_path set") + + # 盾(WEAR_SHIELD=10)-> shield_gr2 = item_list.model 解析 + # 用一个真存在的武器 vnum 当盾(资产里 00010.gr2 存在) + fc.set_wear(10, 19) + await process_frame + print(" shield_gr2 -> '", model.shield_gr2, "'") + _ck(model.shield_gr2 == "" or model.shield_gr2.ends_with("00010.gr2"), "WEAR_SHIELD -> shield_gr2") + fc.set_wear(10, 0) + await process_frame + _ck(model.shield_gr2 == "", "unequip shield -> shield_gr2 cleared") + + # 头盔(WEAR_HEAD=1)有模型 -> 覆盖 hair_gr2;拆下回角色发型(parts[3]=5) + var em2: Node = EquipModel.new() + get_root().add_child(em2) + em2.armor_model_map = {} + em2.setup(fc, il, func() -> Node: return model, assets) + em2.main_getter = func() -> int: return 1000 + model.hair_gr2 = "" + # 头盔 vnum 用一个 item_list 里有 model 的(19 有) + fc.set_wear(1, 19) + await process_frame + _ck(model.hair_gr2 == "" or model.hair_gr2.ends_with(".gr2"), "WEAR_HEAD 有模型 -> 覆盖 hair 槽") + # 拆头盔:应尝试从 parts[3] 恢复发型(有 race_spec 才成,无则保持不炸) + fc.set_wear(1, 0) + await process_frame + _ck(true, "拆头盔 -> 回 parts 发型(不炸)") + + # armor shape 走 item_proto values[3](对齐 __ArmorVnumToShape) + if ClassDB.class_exists("Metin2Proto"): + var pr: Object = ClassDB.instantiate("Metin2Proto") + get_root().add_child(pr) + var ip := assets.path_join("locale/locale/en/item_proto") + if FileAccess.file_exists(ip) and pr.call("load_item_proto", ip): + var em3: Node = EquipModel.new() + get_root().add_child(em3) + em3.setup(fc, il, func() -> Node: return model, assets) + em3.proto = pr + em3.race = 0 # warrior + # 11200 "Monk Plate Armour+0" -> values[3] == 3 + _ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])") + # 11000 "Wolf Armour" -> values[3] == 0 -> 回退 =vnum + _ck(em3._armor_shape_default(11000) == 11000, "armor 11000 -> values[3]=0 回退 =vnum") + _ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100") + + # 时装 / parts[] 优先:服务器把 costume vnum 写进主角 parts[ARMOR],压过装备槽 + var seen := {"body": -1, "hair": ""} + var em4: Node = EquipModel.new() + get_root().add_child(em4) + # 用一个记录用的桩:_apply_body / hair 走真逻辑但我们看最终 vnum + em4.setup(fc, il, func() -> Node: return model, assets) + em4.main_getter = func() -> int: return 1000 + em4.armor_model_map = {77777: "d:/x/costume.gr2", 11111: "d:/x/armor.gr2"} + # 装备槽是普通盔甲,但 parts[ARMOR] 是时装 -> 用时装 + fc.equip[0] = {"vnum": 11111, "count": 1, "wear": 0} + fc.main_parts = [77777, 0, 0, 5] + em4._last_body_vnum = -1 + em4.refresh() + _ck(model.gr2_path == "d:/x/costume.gr2", "parts[ARMOR] 时装压过装备槽 (%s)" % model.gr2_path) + # parts[ARMOR] 清 0 -> 回退装备槽 + fc.main_parts = [0, 0, 0, 5] + em4._last_body_vnum = -1 + em4.refresh() + _ck(model.gr2_path == "d:/x/armor.gr2", "parts[ARMOR]=0 -> 回退 WEAR_BODY (%s)" % model.gr2_path) + # _eff 直接测 + _ck(em4._eff([9, 0, 0, 0], 0, [{"vnum": 5}], 0) == 9, "_eff: parts 非 0 优先") + _ck(em4._eff([0, 0, 0, 0], 0, [{"vnum": 5}], 0) == 5, "_eff: parts 0 -> 装备槽") + _ck(em4._eff([], 1, [{"vnum": 1}, {"vnum": 2}], 1) == 2, "_eff: 无 parts -> 装备槽") diff --git a/project/equip_model_test.gd.uid b/project/equip_model_test.gd.uid new file mode 100644 index 00000000..44b8eb7e --- /dev/null +++ b/project/equip_model_test.gd.uid @@ -0,0 +1 @@ +uid://chnd4ymmuptf0 diff --git a/project/eterngrn_polish_test.gd b/project/eterngrn_polish_test.gd new file mode 100644 index 00000000..b08d1904 --- /dev/null +++ b/project/eterngrn_polish_test.gd @@ -0,0 +1,141 @@ +# eterngrn_polish_test —— EterGrnLib 对齐打磨(项 3/5/6)的 headless 自检。 +# godot --headless --path project --script eterngrn_polish_test.gd +# 项 1/2/4(材质 flag / LOD 淡入 / ease 曲线)是 C++ 内部 + 渲染,离线看不出,走目视。 +extends SceneTree + +const CharShadow = preload("res://ui/char_shadow.gd") +const PlayerCtl = preload("res://player_controller.gd") + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: eterngrn_polish_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + # ---- 5. CharShadow:Decal + 强制 cast_shadow ---- + var root := Node3D.new() + get_root().add_child(root) + var mi := MeshInstance3D.new() + mi.mesh = BoxMesh.new() + mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF # 模拟被 world OFF 波及 + root.add_child(mi) + CharShadow.attach(root, 1.4) + _ck(mi.cast_shadow == GeometryInstance3D.SHADOW_CASTING_SETTING_ON, + "CharShadow 把 mesh cast_shadow 拉回 ON") + var blob := root.get_node_or_null("BlobShadow") + _ck(blob != null and blob is Decal, "CharShadow 加了 BlobShadow Decal") + _ck(blob != null and blob.texture_albedo != null, "Decal 有径向渐变贴图") + _ck(blob != null and absf(blob.size.x - 1.4) < 0.01, "Decal 足印尺寸 = footprint") + CharShadow.attach(root, 1.4) # 幂等 + var n_blob := 0 + for c in root.get_children(): + if c.name == "BlobShadow": n_blob += 1 + _ck(n_blob == 1, "CharShadow.attach 幂等,不重复加 Decal") + + # ---- 6. player_controller._ray_pick_t:射线 vs 网格世界 AABB ---- + var pc = PlayerCtl.new() + get_root().add_child(pc) + var ent := Node3D.new() + ent.position = Vector3(0, 0, -10) + get_root().add_child(ent) + var emi := MeshInstance3D.new() + var bm := BoxMesh.new() + bm.size = Vector3(2, 2, 2) + emi.mesh = bm + emi.position = Vector3(0, 1, 0) # 盒中心 (0,1,-10) + ent.add_child(emi) + await process_frame + # 从原点朝 -Z 打,正中盒子 + var t_hit: float = pc._ray_pick_t(Vector3.ZERO, Vector3(0, 0, -1), ent) + _ck(t_hit > 8.0 and t_hit < 10.0, "_ray_pick_t 命中:进入 t≈9 (got %.2f)" % t_hit) + # 朝 +X 打,不该命中 + var t_miss: float = pc._ray_pick_t(Vector3.ZERO, Vector3(1, 0, 0), ent) + _ck(t_miss < 0.0, "_ray_pick_t 未命中返回 -1 (got %.2f)" % t_miss) + # 擦边未命中(偏 5m) + var t_edge: float = pc._ray_pick_t(Vector3(5, 1, 0), Vector3(0, 0, -1), ent) + _ck(t_edge < 0.0, "_ray_pick_t 偏 5m 不命中") + # 无网格 → 回退胶囊近似(PICK_RADIUS 内命中) + var ent2 := Node3D.new() + ent2.position = Vector3(0, 0, -6) + get_root().add_child(ent2) + var t_cap: float = pc._ray_pick_t(Vector3.ZERO, Vector3(0, 0, -1), ent2) + _ck(t_cap > 0.0, "_ray_pick_t 无网格 → 胶囊近似仍能命中 (got %.2f)" % t_cap) + + # ---- 3. game_scene._on_local_motion_event 分派 ---- + var GS = load("res://game_scene.gd") + var gs = GS.new() + get_root().add_child(gs) + # 桩:cam.shake / fx.spawn_at / _audio.play_at / ui + var calls := {"shake": 0, "spawn": [], "sound": []} + var fake_cam := Camera3D.new() + fake_cam.set_script(_inline_stub(""" +extends Camera3D +var log +func shake(s, d=8.0): log["shake"] += 1 +""")) + fake_cam.set("log", calls) + var fake_fx = RefCounted.new() + fake_fx.set_script(_inline_stub(""" +extends RefCounted +var log +func spawn_at(n, p, gp, o=true): log["spawn"].append(n); return null +""")) + fake_fx.set("log", calls) + var fake_audio := Node.new() + fake_audio.set_script(_inline_stub(""" +extends Node +var log +func play_at(rel, pos, parent=null): log["sound"].append(rel) +""")) + fake_audio.set("log", calls) + gs.cam = fake_cam + gs.fx = fake_fx + gs._audio = fake_audio + gs.player = Node3D.new() + gs._mount = Node3D.new() + var fake_client := Node.new() + fake_client.set_script(_inline_stub(""" +extends Node +var shots := [] +func shoot(skill): shots.append(skill); return true +""")) + get_root().add_child(fake_client) + gs.client = fake_client + get_root().add_child(gs._mount) + gs.ui = CanvasLayer.new() + get_root().add_child(gs.ui) + gs.hud = Node.new() + + gs._on_local_motion_event(5, "", "sfx/hit.wav", Vector3.ZERO) + _ck(calls["sound"] == ["sfx/hit.wav"], "motion_event: sound → play_at") + gs._on_local_motion_event(1, "effect/sword_trail.mse", "", Vector3(0, 100, 0)) + _ck(calls["spawn"] == ["sword_trail"], "motion_event: effect → fx.spawn_at(basename)") + gs._on_local_motion_event(2, "", "", Vector3.ZERO) # SCREEN_WAVING + _ck(calls["shake"] == 1, "motion_event: type 2 → cam.shake") + gs._on_local_motion_event(3, "", "", Vector3.ZERO) # SCREEN_FLASHING + await process_frame + _ck(gs.ui.get_node_or_null("ColorRect") != null or gs._flash_rect != null, + "motion_event: type 3 → 屏闪 ColorRect") + gs._pending_shoot_skill = 77 + gs._on_local_motion_event(6, "", "", Vector3.ZERO) + _ck(fake_client.shots == [77], "motion_event: FLY → sends pending CG_SHOOT once") + gs._on_local_motion_event(6, "", "", Vector3.ZERO) + _ck(fake_client.shots == [77], "motion_event: FLY clears pending shoot") + + gs.queue_free() + +func _inline_stub(src: String) -> GDScript: + var s := GDScript.new() + s.source_code = src + s.reload() + return s diff --git a/project/eterngrn_polish_test.gd.uid b/project/eterngrn_polish_test.gd.uid new file mode 100644 index 00000000..517506c6 --- /dev/null +++ b/project/eterngrn_polish_test.gd.uid @@ -0,0 +1 @@ +uid://4h1l6dtrxggf diff --git a/project/export_presets.cfg b/project/export_presets.cfg index 253ace6a..318fe835 100644 --- a/project/export_presets.cfg +++ b/project/export_presets.cfg @@ -59,3 +59,70 @@ privacy/downloads_folder_usage_description="" privacy/network_volumes_usage_description="" privacy/removable_volumes_usage_description="" ssh_remote_deploy/enabled=false + +[preset.1] + +name="Android" +platform="Android" +runnable=true +advanced_options=false +dedicated_server=false +custom_features="" +export_filter="all_resources" +include_filter="" +exclude_filter="" +export_path="../build/export/mtgodot-poc.apk" +patches=PackedStringArray() +encryption_include_filters="" +encryption_exclude_filters="" +seed=0 +encrypt_pck=false +encrypt_directory=false +script_export_mode=2 + +[preset.1.options] + +custom_template/debug="" +custom_template/release="" +gradle_build/use_gradle_build=true +gradle_build/gradle_build_directory="res://android" +gradle_build/android_source_template="" +gradle_build/compress_native_libraries=false +gradle_build/export_format=0 +gradle_build/min_sdk="" +gradle_build/target_sdk="" +architectures/armeabi-v7a=false +architectures/arm64-v8a=true +architectures/x86=false +architectures/x86_64=false +version/code=1 +version/name="1.0" +package/unique_name="org.internal.mtgodotpoc" +package/name="" +package/signed=true +package/app_category=2 +package/retain_data_on_uninstall=false +package/exclude_from_recents=false +package/show_in_android_tv=false +package/show_in_app_library=true +package/show_as_launcher_app=false +launcher_icons/main_192x192="" +launcher_icons/adaptive_foreground_432x432="" +launcher_icons/adaptive_background_432x432="" +launcher_icons/adaptive_monochrome_432x432="" +graphics/opengl_debug=false +xr_features/xr_mode=0 +screen/immersive_mode=true +screen/support_small=true +screen/support_normal=true +screen/support_large=true +screen/support_xlarge=true +user_data_backup/allow=false +command_line/extra_args="" +apk_expansion/enable=false +apk_expansion/SALT="" +apk_expansion/public_key="" +permissions/internet=true +permissions/access_network_state=true +permissions/access_wifi_state=true +permissions/wake_lock=true diff --git a/project/fx/effect_player.gd b/project/fx/effect_player.gd new file mode 100644 index 00000000..4ac05128 --- /dev/null +++ b/project/fx/effect_player.gd @@ -0,0 +1,242 @@ +# EffectPlayer (P5) —— 解析后的 `.mse` spec → Godot 节点树(GPUParticles3D 为主)。 +# +# var fx := preload("res://fx/effect_player.gd").new() +# fx.build(spec, assets_root) # spec 来自 fx/mse.gd +# add_child(fx) # 挂到要出特效的位置(可 reparent 到骨骼) +# fx.play() # 或 fx.play(true) 一次性 +# +# 覆盖 Particle 组:发射形状 / 速率 / 寿命 / 方向 / 重力 / 缩放曲线 / 颜色渐变 / +# billboard / 加法混合 / 旋转。纹理(.dds)暂用程序化径向渐变代替(GDScript 不解 DDS)。 +# Mesh 组:占位(MeshFileName 是 .mde,另需解码器)。SimpleLight:本资产集未用。 +extends Node3D + +var spec := {} +var assets_root := "" +var one_shot := false +var _emitters: Array[GPUParticles3D] = [] +var _mesh_nodes: Array[Node3D] = [] +var _bsphere_r := 0.0 + +static var _glow_tex: Texture2D + +func build(mse_spec: Dictionary, assets := "") -> void: + spec = mse_spec + assets_root = assets + _bsphere_r = float(spec.get("bsphere_r", 0.0)) + for p in spec.get("particles", []): + var e := _build_particle(p) + if e: + add_child(e) + _emitters.append(e) + for m in spec.get("meshes", []): + var mn := _build_mesh(m) + if mn: + add_child(mn) + _mesh_nodes.append(mn) + +func play(force_one_shot := false) -> void: + for i in _emitters.size(): + var e := _emitters[i] + var st := float(_emitters[i].get_meta("start_time", 0.0)) + if force_one_shot: + e.one_shot = true + var tree := get_tree() + if st <= 0.0 or tree == null: + e.restart() + e.emitting = true + else: + tree.create_timer(st).timeout.connect(func(): + if is_instance_valid(e): + e.restart() + e.emitting = true) + var tr := get_tree() + if (force_one_shot or one_shot) and tr: + var total := _longest_life() + 0.5 + tr.create_timer(maxf(total, 1.5)).timeout.connect(queue_free) + +func stop() -> void: + for e in _emitters: + e.emitting = false + +func _longest_life() -> float: + var m := 1.0 + for e in _emitters: + m = maxf(m, e.lifetime + float(e.get_meta("start_time", 0.0))) + return m + +# --- particle --------------------------------------------------------- + +func _build_particle(p: Dictionary) -> GPUParticles3D: + var emit: Dictionary = p.get("emitter", {}) + var prop: Dictionary = p.get("particle", {}) + var g := GPUParticles3D.new() + g.set_meta("start_time", float(p.get("start_time", 0.0))) + g.amount = maxi(1, int(_n(emit.get("MaxEmissionCount", 16)))) + g.explosiveness = 0.0 + + var life := _last_val(emit.get("TimeEventLifeTime", []), 1.0) + g.lifetime = clampf(life, 0.05, 12.0) + var cycle := _n(emit.get("CycleLength", 0.0)) + var loop := int(_n(emit.get("CycleLoopEnable", 0))) + g.one_shot = (loop == 0) + if cycle > 0.0 and loop != 0: + g.lifetime = maxf(g.lifetime, cycle) + + var pm := ParticleProcessMaterial.new() + # 发射形状 + var shape := int(_n(emit.get("EmitterShape", 0))) + if shape == 3: + pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_SPHERE + pm.emission_sphere_radius = maxf(0.01, _n(emit.get("EmittingRadius", 10.0)) * 0.01) + else: + pm.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_POINT + # 方向 / 速度 + var vel := _last_val(emit.get("TimeEventEmittingVelocity", []), 0.0) * 0.01 + pm.direction = Vector3(0, 1, 0) + pm.spread = 25.0 + pm.initial_velocity_min = vel * 0.6 + pm.initial_velocity_max = maxf(vel, 0.05) + # 重力 + var grav := _last_val(p.get("particle", {}).get("TimeEventGravity", []), 0.0) + pm.gravity = Vector3(0, -grav * 0.01, 0) + # 大小 + var sx := _last_val(emit.get("TimeEventSizeX", []), 32.0) * 0.01 + pm.scale_min = maxf(0.02, sx * 0.7) + pm.scale_max = maxf(0.03, sx) + pm.scale_curve = _curve_tex(prop.get("TimeEventScaleX", [[0, 1], [1, 0]])) + # 颜色渐变(RGB 曲线各取末值 + Alpha 曲线) + pm.color = _rgb(prop) + var ramp := _alpha_ramp(prop.get("TimeEventAlpha", []), pm.color) + if ramp: + pm.color_ramp = ramp + # 旋转 + var rspeed := _n(prop.get("RotationSpeed", 0.0)) + if rspeed != 0.0: + pm.angular_velocity_min = deg_to_rad(rspeed) * 0.3 + pm.angular_velocity_max = deg_to_rad(rspeed) + g.process_material = pm + + # 绘制网格 + 材质(billboard + 混合) + var qm := QuadMesh.new() + qm.size = Vector2(1, 1) + g.draw_pass_1 = qm + var mat := StandardMaterial3D.new() + mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED + mat.billboard_mode = _billboard(int(_n(prop.get("BillboardType", 1)))) + mat.billboard_keep_scale = true + mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA + mat.blend_mode = _blend(int(_n(prop.get("SrcBlendType", 5))), int(_n(prop.get("DestBlendType", 2)))) + mat.albedo_texture = _glow() + mat.vertex_color_use_as_albedo = true + g.material_override = mat + return g + +func _build_mesh(m: Dictionary) -> Node3D: + # .mde 需要专门解码器;先占位一个小 box,位置对 + var n := Node3D.new() + n.name = "mesh_" + String(m.get("mesh_file", "?")).get_basename() + var mi := MeshInstance3D.new() + var bm := BoxMesh.new() + bm.size = Vector3(0.1, 0.1, 0.4) + mi.mesh = bm + var mat := StandardMaterial3D.new() + mat.albedo_color = Color(1, 0.9, 0.5, 0.6) + mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA + mi.material_override = mat + n.add_child(mi) + return n + +# --- helpers --------------------------------------------------------- + +func _n(v) -> float: + if v is Array: + return float(v[0]) if v.size() > 0 else 0.0 + if v is float or v is int: + return float(v) + return 0.0 + +# List 表末行的值(列 idx,默认 col 1 = 时间后第一个数) +func _last_val(rows, def: float, col := 1) -> float: + if rows is Array and rows.size() > 0: + var r = rows[-1] + if r is Array and r.size() > col and (r[col] is float or r[col] is int): + return float(r[col]) + return def + +func _rgb(prop: Dictionary) -> Color: + return Color( + _last_val(prop.get("TimeEventColorRed", []), 1.0), + _last_val(prop.get("TimeEventColorGreen", []), 1.0), + _last_val(prop.get("TimeEventColorBlue", []), 1.0), + 1.0) + +# TimeEventScaleX rows [[t,v],...] -> CurveTexture +func _curve_tex(rows) -> CurveTexture: + var c := Curve.new() + c.min_value = 0.0 + c.max_value = 2.0 + if rows is Array and rows.size() > 0: + for r in rows: + if r is Array and r.size() >= 2: + c.add_point(Vector2(clampf(float(r[0]), 0, 1), float(r[1]))) + else: + c.add_point(Vector2(0, 1)) + c.add_point(Vector2(1, 0)) + var t := CurveTexture.new() + t.curve = c + return t + +func _alpha_ramp(rows, base: Color) -> GradientTexture1D: + if not (rows is Array) or rows.size() < 1: + return null + var grad := Gradient.new() + grad.offsets = PackedFloat32Array() + grad.colors = PackedColorArray() + var pts := [] + for r in rows: + if r is Array and r.size() >= 2: + pts.append([clampf(float(r[0]), 0, 1), float(r[1])]) + if pts.is_empty(): + return null + pts.sort_custom(func(a, b): return a[0] < b[0]) + if pts[0][0] > 0.0: + pts.push_front([0.0, pts[0][1]]) + if pts[-1][0] < 1.0: + pts.append([1.0, pts[-1][1]]) + for pt in pts: + grad.add_point(pt[0], Color(base.r, base.g, base.b, clampf(pt[1], 0, 1))) + grad.remove_point(0) + grad.remove_point(0) + var gt := GradientTexture1D.new() + gt.gradient = grad + return gt + +func _billboard(bt: int) -> int: + # 0 = none/local, 1 = 面向相机, 4 = Y 轴 + if bt == 4: + return BaseMaterial3D.BILLBOARD_FIXED_Y + if bt == 0: + return BaseMaterial3D.BILLBOARD_DISABLED + return BaseMaterial3D.BILLBOARD_ENABLED + +func _blend(src: int, dst: int) -> int: + # D3D blend: 5=SRCALPHA 2=ONE 4=INVSRCALPHA 3=SRCCOLOR + if dst == 2: + return BaseMaterial3D.BLEND_MODE_ADD + if dst == 4: + return BaseMaterial3D.BLEND_MODE_MIX + return BaseMaterial3D.BLEND_MODE_ADD + +# 程序化径向渐变(代替 .dds 粒子纹理) +static func _glow() -> Texture2D: + if _glow_tex == null: + var s := 48 + var img := Image.create(s, s, false, Image.FORMAT_RGBA8) + for y in s: + for x in s: + var d := Vector2(x - s / 2.0, y - s / 2.0).length() / (s / 2.0) + var a := clampf(1.0 - d, 0.0, 1.0) + a = a * a + img.set_pixel(x, y, Color(1, 1, 1, a)) + _glow_tex = ImageTexture.create_from_image(img) + return _glow_tex diff --git a/project/fx/effect_player.gd.uid b/project/fx/effect_player.gd.uid new file mode 100644 index 00000000..65a90dfd --- /dev/null +++ b/project/fx/effect_player.gd.uid @@ -0,0 +1 @@ +uid://dusxpcvp74to5 diff --git a/project/fx/effect_registry.gd b/project/fx/effect_registry.gd new file mode 100644 index 00000000..beb9714b --- /dev/null +++ b/project/fx/effect_registry.gd @@ -0,0 +1,99 @@ +# EffectRegistry (P5) —— 按名字 / 路径找 `.mse`,缓存解析结果,生成 EffectPlayer。 +# +# var fxr := preload("res://fx/effect_registry.gd").new() +# fxr.setup(assets_root) +# fxr.spawn("geompung_3_sword", weapon_bone_node) # 挂到某节点下播一次性 +# var pv := fxr.spawn_at("hit_spark", world, global_pos) +extends RefCounted + +const Mse = preload("res://fx/mse.gd") +const EffectPlayer = preload("res://fx/effect_player.gd") + +var assets_root := "" +var _path_cache := {} # name -> abs .mse path ("" = not found) +var _spec_cache := {} # abs path -> parsed spec + +func setup(assets: String) -> void: + assets_root = assets + +# name 可为: 裸名 "xxx"(扫 **/effect/ 下 xxx.mse)· 相对 "effect/xxx.mse" · "d:/ymir work/.../xxx.mse" +func resolve(name: String) -> String: + if _path_cache.has(name): + return _path_cache[name] + var p := _resolve_uncached(name) + _path_cache[name] = p + return p + +func _resolve_uncached(name: String) -> String: + if assets_root == "": + return "" + var rel := name.replace("\\", "/") + if rel.length() >= 2 and rel[1] == ":": + rel = rel.substr(2) + rel = rel.lstrip("/") + if not rel.ends_with(".mse"): + rel += ".mse" + # 直接 / 散包相对 + for cand in [assets_root.path_join(rel)]: + if FileAccess.file_exists(cand): + return cand + var da := DirAccess.open(assets_root) + if da: + for sub in da.get_directories(): + var c := assets_root.path_join(sub).path_join(rel) + if FileAccess.file_exists(c): + return c + # 裸名:按 basename 递归找(限定 effect 目录,限量) + if not name.contains("/"): + var bn := rel.get_file() + var hit := _scan_for(assets_root, bn, 7) + if hit != "": + return hit + return "" + +func _scan_for(dir: String, basename: String, depth: int) -> String: + if depth < 0: + return "" + var da := DirAccess.open(dir) + if da == null: + return "" + for f in da.get_files(): + if f == basename: + return dir.path_join(f) + for sub in da.get_directories(): + if sub.begins_with("."): + continue + var r := _scan_for(dir.path_join(sub), basename, depth - 1) + if r != "": + return r + return "" + +func spec_for(name: String) -> Dictionary: + var p := resolve(name) + if p == "": + return {} + if _spec_cache.has(p): + return _spec_cache[p] + var s := Mse.new().parse_file(p) + _spec_cache[p] = s + return s + +# 挂到 parent 下(跟随 parent 变换),播一次性 +func spawn(name: String, parent: Node3D, one_shot := true) -> Node3D: + var s := spec_for(name) + if s.is_empty() or parent == null: + return null + var fx: Node3D = EffectPlayer.new() + fx.name = "fx_" + name.get_file().get_basename() + fx.one_shot = one_shot + fx.build(s, assets_root) + parent.add_child(fx) + fx.play(one_shot) + return fx + +# 在世界某点播一次性 +func spawn_at(name: String, world_parent: Node3D, global_pos: Vector3, one_shot := true) -> Node3D: + var fx := spawn(name, world_parent, one_shot) + if fx: + fx.global_position = global_pos + return fx diff --git a/project/fx/effect_registry.gd.uid b/project/fx/effect_registry.gd.uid new file mode 100644 index 00000000..c1922bde --- /dev/null +++ b/project/fx/effect_registry.gd.uid @@ -0,0 +1 @@ +uid://dyu4mphxwm5ti diff --git a/project/fx/mse.gd b/project/fx/mse.gd new file mode 100644 index 00000000..3a42afbd --- /dev/null +++ b/project/fx/mse.gd @@ -0,0 +1,235 @@ +# Mse (P5) —— 解析 Metin2 `.mse` 特效脚本(EffectLib,非逆向,有完整源码)。 +# +# `.mse` 是 CTextFileLoader 花括号文本树: +# BoundingSphereRadius 120.0 +# Group Particle { +# StartTime 0.0 +# List TimeEventPosition { 0.0 "MOVING_TYPE_DIRECT" 8.0 0.0 25.0 } +# Group EmitterProperty { MaxEmissionCount 5 CycleLength 0.4 List TimeEventSizeX { 0.0 64.0 } ... } +# Group ParticleProperty { SrcBlendType 5 BillboardType 1 List TimeEventAlpha { 0.0 0.71 0.86 0.0 } List TextureFiles { "x.dds" } } +# } +# Group Mesh { MeshFileName "a.mde" MeshElementCount 1 Group MeshElement00 { ... } } +# +# var m := preload("res://fx/mse.gd").new() +# var spec := m.parse_file(path) +# # spec = { bsphere_r, bsphere_pos:Vector3, particles:[Dict], meshes:[Dict], dir } +# +# 每个 particle dict 保留原始键(大小写不变): +# start_time:float, position: [ [t, "MOVING_TYPE", x,y,z], ... ], +# emitter: Dict, particle: Dict (List 键 -> Array[Array],标量键 -> float/String/Array) +extends RefCounted + +var last_error := "" + +var _toks: Array = [] +var _p := 0 + +func parse_file(path: String) -> Dictionary: + last_error = "" + if not FileAccess.file_exists(path): + last_error = "no such file: " + path + return {} + var spec := parse_text(FileAccess.get_file_as_string(path)) + spec["dir"] = path.get_base_dir() + return spec + +func parse_text(src: String) -> Dictionary: + _toks = _tokenize(src) + _p = 0 + var top := _parse_block(true) + var out := { + "bsphere_r": float(_scalar(top.get("BoundingSphereRadius", 0.0))), + "bsphere_pos": _vec3(top.get("BoundingSpherePosition", [0, 0, 0])), + "particles": [], + "meshes": [], + "dir": "", + } + for g in top.get("__group_Particle", []): + out.particles.append(_norm_particle(g)) + for g in top.get("__group_Mesh", []): + out.meshes.append(_norm_mesh(g)) + return out + +# --- 归一化 ----------------------------------------------------------- + +func _norm_particle(g: Dictionary) -> Dictionary: + return { + "start_time": float(_scalar(g.get("StartTime", 0.0))), + "position": g.get("TimeEventPosition", []), + "emitter": _first(g.get("__group_EmitterProperty", [])), + "particle": _first(g.get("__group_ParticleProperty", [])), + } + +func _norm_mesh(g: Dictionary) -> Dictionary: + var elems := [] + for k in g: + if String(k).begins_with("__group_MeshElement"): + for e in g[k]: + elems.append(e) + return { + "start_time": float(_scalar(g.get("StartTime", 0.0))), + "position": g.get("TimeEventPosition", []), + "mesh_file": String(_scalar(g.get("MeshFileName", ""))), + "frame_delay": float(_scalar(g.get("MeshAnimationFrameDelay", 0.0))), + "elements": elems, + } + +func _first(a) -> Dictionary: + return a[0] if a is Array and a.size() > 0 else {} + +func _scalar(v): + if v is Array: + return v[0] if v.size() > 0 else 0.0 + return v + +func _vec3(v) -> Vector3: + if v is Array and v.size() >= 3: + return Vector3(float(v[0]), float(v[1]), float(v[2])) + return Vector3.ZERO + +# --- 词法 ----------------------------------------------------------- +# tokens: "{" "}" "\n" · {"s": } · 裸词/数字(String) + +func _tokenize(src: String) -> Array: + var out := [] + var i := 0 + var n := src.length() + while i < n: + var c := src[i] + if c == "\n": + out.append("\n") + i += 1 + elif c in [" ", "\t", "\r"]: + i += 1 + elif c == '"': + var j := i + 1 + var s := "" + while j < n and src[j] != '"': + s += src[j] + j += 1 + out.append({"q": s}) # 带引号的字符串(q 键区分裸词) + i = j + 1 + elif c == "{" or c == "}": + out.append(c) + i += 1 + elif c == "#" or (c == "/" and i + 1 < n and src[i + 1] == "/"): + while i < n and src[i] != "\n": + i += 1 + else: + var j := i + while j < n and not (src[j] in [" ", "\t", "\r", "\n", "{", "}", '"']): + j += 1 + out.append(src.substr(i, j - i)) + i = j + return out + +func _eq(v, ch) -> bool: + return v is String and v == ch + +func _val(t): + if t is Dictionary: + return t.get("q", "") + var s := String(t) + # 数字? + if s.is_valid_float(): + return float(s) + if s.is_valid_int(): + return int(s) + return s + +# 解析一个 { } 块(top=true 时是隐式顶层)。 +func _parse_block(top := false) -> Dictionary: + var d := {} + var guard := 0 + while _p < _toks.size(): + guard += 1 + if guard > 500000: + last_error = "runaway" + break + var t = _toks[_p] + if _eq(t, "}"): + _p += 1 + return d + if _eq(t, "\n"): + _p += 1 + continue + if _eq(t, "{"): + _p += 1 + continue + var word := "" if (t is Dictionary) else String(t) + if word == "Group": + _p += 1 + var name := _next_word() + _skip_newlines() + if _eq(_cur(), "{"): + _p += 1 + var sub := _parse_block() + var key := "__group_" + name + if not d.has(key): + d[key] = [] + d[key].append(sub) + continue + if word == "List": + _p += 1 + var lname := _next_word() + _skip_newlines() + var rows := [] + if _eq(_cur(), "{"): + _p += 1 + rows = _parse_list_rows() + d[lname] = rows + continue + # KEY v1 v2 ... (到行尾) + var key := word + _p += 1 + var vals := [] + while _p < _toks.size() and not _eq(_toks[_p], "\n") and not _eq(_toks[_p], "{") and not _eq(_toks[_p], "}"): + vals.append(_val(_toks[_p])) + _p += 1 + d[key] = vals[0] if vals.size() == 1 else vals + if top and _p >= _toks.size(): + break + return d + +func _parse_list_rows() -> Array: + var rows := [] + var row := [] + var guard := 0 + while _p < _toks.size(): + guard += 1 + if guard > 200000: + break + var t = _toks[_p] + if _eq(t, "}"): + _p += 1 + if not row.is_empty(): + rows.append(row) + break + if _eq(t, "\n"): + _p += 1 + if not row.is_empty(): + rows.append(row) + row = [] + continue + if _eq(t, "{"): + _p += 1 + continue + row.append(_val(t)) + _p += 1 + return rows + +func _cur(): + return _toks[_p] if _p < _toks.size() else null + +func _next_word() -> String: + while _p < _toks.size() and _eq(_toks[_p], "\n"): + _p += 1 + if _p < _toks.size() and not (_toks[_p] is Dictionary): + var w := String(_toks[_p]) + _p += 1 + return w + return "?" + +func _skip_newlines() -> void: + while _p < _toks.size() and _eq(_toks[_p], "\n"): + _p += 1 diff --git a/project/fx/mse.gd.uid b/project/fx/mse.gd.uid new file mode 100644 index 00000000..97cd94fa --- /dev/null +++ b/project/fx/mse.gd.uid @@ -0,0 +1 @@ +uid://c728y7nra8uhh diff --git a/project/fx/skill_fx.gd b/project/fx/skill_fx.gd new file mode 100644 index 00000000..bd1ee3da --- /dev/null +++ b/project/fx/skill_fx.gd @@ -0,0 +1,74 @@ +# SkillFx (P6 收尾) —— 技能 id / 内建特效 id → .mse 文件,接 P5 EffectRegistry。 +# +# var sfx := preload("res://fx/skill_fx.gd").new() +# sfx.setup(effect_registry, skill_table) +# sfx.spawn_skill(1, 3, caster_node) # 技能 1(samyeon) grade→_4 挂 caster 播 +# sfx.spawn_special(19, node) # GC_SPECIAL_EFFECT type 19 = SE_AUTO_HPUP -> drugup_red +# +# 技能特效表:skilldesc 的 motion_name(col13)就是特效基名;等级后缀 = 2 + master_type(夹 2..4)。 +# effect/pc//effect/_.mse(EffectRegistry 的 basename 扫描能找到散包 / PC / season1) +# 少数技能有 _blow / _head / _foot / _yong 子特效;这里只放主特效,缺就跳过。 +extends RefCounted + +# GC_SPECIAL_EFFECT 的 type(ItemData.h / Packet.h 的 SE_* enum,值 = 下标)-> etc 特效基名。 +# 不全 —— 只填常见的(真机 GM 号狂刷 19/20 自动喝药)。 +const SPECIAL_FX := { + 1: "drugup_red", # SE_HPUP_RED + 2: "drugup_blue", # SE_SPUP_BLUE + 3: "drugup_green", # SE_SPEEDUP_GREEN + 4: "drugup_purple", # SE_DXUP_PURPLE + 9: "firecracker_1", # SE_CHINA_FIREWORK + 11: "firecracker_2", # SE_SUCCESS(凑合) + 12: "fail", # SE_FAIL + 19: "drugup_red", # SE_AUTO_HPUP + 20: "drugup_blue", # SE_AUTO_SPUP +} + +var fxr: RefCounted # EffectRegistry +var table: RefCounted # SkillTable +# 一个 motion 常见的子特效后缀(有就一起播) +const SUB_SUFFIX := ["", "_blow", "_hand", "_head", "_foot", "_yong"] + +func setup(effect_registry: RefCounted, skill_table: RefCounted) -> void: + fxr = effect_registry + table = skill_table + +# skill_id + master_type(0..3) -> 主特效基名(_)。查不到 motion 返回 ""。 +func skill_effect_name(skill_id: int, master: int = 0) -> String: + if table == null: + return "" + var mn := String(table.entry(skill_id).get("motion", "")) + if mn == "": + return "" + var n := clampi(2 + master, 2, 4) + return "%s_%d" % [mn, n] + +# 在 host 下播技能特效(主 + 已存在的子特效各一份)。返回播了几个。 +func spawn_skill(skill_id: int, master: int, host: Node3D) -> int: + if fxr == null or host == null: + return 0 + var base := skill_effect_name(skill_id, master) + if base == "": + return 0 + var parts := base.rsplit("_", false, 1) # "samyeon_4" -> ["samyeon", "4"] + var stem: String = parts[0] + var num: String = parts[1] if parts.size() > 1 else "" + var played := 0 + for suf in SUB_SUFFIX: + var name: String = base + if suf != "": + name = "%s%s_%s" % [stem, suf, num] if num != "" else stem + suf + if fxr.resolve(name) != "": + fxr.spawn(name, host, true) + played += 1 + return played + +# GC_SPECIAL_EFFECT type -> 内建特效。返回是否播了。 +func spawn_special(special_id: int, host: Node3D) -> bool: + if fxr == null or host == null or not SPECIAL_FX.has(special_id): + return false + var name: String = SPECIAL_FX[special_id] + if fxr.resolve(name) == "": + return false + fxr.spawn(name, host, true) + return true diff --git a/project/fx/skill_fx.gd.uid b/project/fx/skill_fx.gd.uid new file mode 100644 index 00000000..8861daba --- /dev/null +++ b/project/fx/skill_fx.gd.uid @@ -0,0 +1 @@ +uid://dit70gssglg2b diff --git a/project/fx/weather.gd b/project/fx/weather.gd new file mode 100644 index 00000000..e63ad66f --- /dev/null +++ b/project/fx/weather.gd @@ -0,0 +1,83 @@ +# Weather (P9) —— 雪 / 雨 环境粒子。跟随相机,在其上方一片区域内下落。 +# +# var w := preload("res://fx/weather.gd").new() +# add_child(w) +# w.setup(camera) # camera: Camera3D / Node3D +# w.set_weather("snow") # "snow" | "rain" | "none" +# +# 用 GPUParticles3D + ParticleProcessMaterial 的盒子发射体,粒子朝下。 +# 由地图属性或调试驱动;没有专门封包。 +extends Node3D + +var _cam: Node3D +var _p: GPUParticles3D +var _kind := "none" + +func setup(camera: Node3D) -> void: + _cam = camera + _p = GPUParticles3D.new() + _p.amount = 800 + _p.lifetime = 3.0 + _p.visibility_aabb = AABB(Vector3(-30, -30, -30), Vector3(60, 60, 60)) + _p.local_coords = false + _p.emitting = false + add_child(_p) + _build_material() + set_weather("none") + +func kind() -> String: + return _kind + +func set_weather(k: String) -> void: + _kind = k + if _p == null: + return + if k == "none": + _p.emitting = false + return + _p.emitting = true + var m: ParticleProcessMaterial = _p.process_material + if k == "snow": + _p.amount = 700 + _p.lifetime = 6.0 + m.gravity = Vector3(0, -2.0, 0) + m.initial_velocity_min = 0.5 + m.initial_velocity_max = 1.5 + m.scale_min = 0.03 + m.scale_max = 0.08 + m.color = Color(1, 1, 1, 0.9) + m.turbulence_enabled = true + m.turbulence_noise_strength = 0.6 + elif k == "rain": + _p.amount = 1200 + _p.lifetime = 1.2 + m.gravity = Vector3(0, -30.0, 0) + m.initial_velocity_min = 12.0 + m.initial_velocity_max = 18.0 + m.scale_min = 0.015 + m.scale_max = 0.03 + m.color = Color(0.7, 0.8, 0.95, 0.5) + m.turbulence_enabled = false + +func _build_material() -> void: + var m := ParticleProcessMaterial.new() + m.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX + m.emission_box_extents = Vector3(25, 1, 25) + m.direction = Vector3(0, -1, 0) + m.spread = 8.0 + m.gravity = Vector3(0, -2.0, 0) + _p.process_material = m + var mesh := QuadMesh.new() + mesh.size = Vector2(0.1, 0.1) + var mat := StandardMaterial3D.new() + mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED + mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA + mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED + mat.albedo_color = Color(1, 1, 1, 0.85) + mesh.material = mat + _p.draw_pass_1 = mesh + +func _process(_dt: float) -> void: + if _cam and _p: + # 发射体盒子锚在相机上方 20m + _p.global_position = _cam.global_position + Vector3(0, 20, 0) diff --git a/project/fx/weather.gd.uid b/project/fx/weather.gd.uid new file mode 100644 index 00000000..6870829e --- /dev/null +++ b/project/fx/weather.gd.uid @@ -0,0 +1 @@ +uid://cj5x183tcq55n diff --git a/project/fx_test.gd b/project/fx_test.gd new file mode 100644 index 00000000..3f28df49 --- /dev/null +++ b/project/fx_test.gd @@ -0,0 +1,138 @@ +# fx_test —— P5:.mse 解析 + EffectPlayer 构建 headless 自检。 +# godot --headless --path project --script fx_test.gd +extends SceneTree + +const Mse = preload("res://fx/mse.gd") +const EffectPlayer = preload("res://fx/effect_player.gd") +const EffectRegistry = preload("res://fx/effect_registry.gd") + +const FIXTURE := """ +BoundingSphereRadius 120.000000 +BoundingSpherePosition 0.000000 0.000000 100.000000 + +Group Particle +{ + StartTime 0.000000 + List TimeEventPosition + { + 0.000000 "MOVING_TYPE_DIRECT" 8.000000 0.000000 25.000000 + } + Group EmitterProperty + { + MaxEmissionCount 5 + CycleLength 0.400000 + CycleLoopEnable 1 + EmitterShape 3 + EmittingRadius 10.000000 + List TimeEventLifeTime + { + 0.000000 0.077320 + } + List TimeEventSizeX + { + 0.000000 64.000000 + } + } + Group ParticleProperty + { + SrcBlendType 5 + DestBlendType 2 + BillboardType 1 + RotationSpeed 500.000000 + List TimeEventScaleX + { + 0.000000 1.000000 + 1.000000 0.000000 + } + List TimeEventColorRed { 0.000000 0.886275 } + List TimeEventColorGreen { 0.000000 0.086275 } + List TimeEventColorBlue { 0.000000 0.239216 } + List TimeEventAlpha + { + 0.000000 0.710000 + 0.864103 0.000000 + } + List TextureFiles { "bottom_under.dds" } + } +} +Group Particle +{ + StartTime 0.200000 + Group EmitterProperty { MaxEmissionCount 10 EmitterShape 0 } + Group ParticleProperty { SrcBlendType 5 DestBlendType 4 BillboardType 4 } +} +""" + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _test_parser() + _test_builder() + _test_registry() + if _fail == 0: + print("PASS: fx_test (.mse parser + EffectPlayer + registry)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _test_parser() -> void: + var m := Mse.new() + var s := m.parse_text(FIXTURE) + _ck(m.last_error == "", "parse: no error (%s)" % m.last_error) + _ck(abs(float(s.bsphere_r) - 120.0) < 0.01, "bsphere radius") + _ck(s.bsphere_pos == Vector3(0, 0, 100), "bsphere pos = (0,0,100)") + _ck(s.particles.size() == 2, "2 Particle groups (%d)" % s.particles.size()) + var p0: Dictionary = s.particles[0] + _ck(abs(p0.start_time) < 0.01, "p0 start_time 0") + _ck(p0.position.size() == 1 and String(p0.position[0][1]) == "MOVING_TYPE_DIRECT", "p0 TimeEventPosition row parsed with quoted enum") + _ck(int(p0.emitter.get("MaxEmissionCount")) == 5, "p0 emitter MaxEmissionCount 5") + _ck(int(p0.emitter.get("EmitterShape")) == 3, "p0 EmitterShape 3") + var scale_rows = p0.particle.get("TimeEventScaleX") + _ck(scale_rows is Array and scale_rows.size() == 2 and float(scale_rows[1][1]) == 0.0, "p0 ScaleX list = 2 rows, last v=0") + var tex = p0.particle.get("TextureFiles") + _ck(tex is Array and tex.size() == 1 and String(tex[0][0]) == "bottom_under.dds", "p0 TextureFiles") + _ck(abs(float(s.particles[1].start_time) - 0.2) < 0.01, "p1 start_time 0.2") + +func _test_builder() -> void: + var m := Mse.new() + var s := m.parse_text(FIXTURE) + var fx: Node3D = EffectPlayer.new() + get_root().add_child(fx) + fx.build(s, "") + _ck(fx._emitters.size() == 2, "EffectPlayer built 2 GPUParticles3D") + var g0: GPUParticles3D = fx._emitters[0] + _ck(g0.amount == 5, "emitter 0 amount = 5") + _ck(g0.process_material is ParticleProcessMaterial, "emitter 0 has process material") + var pm: ParticleProcessMaterial = g0.process_material + _ck(pm.emission_shape == ParticleProcessMaterial.EMISSION_SHAPE_SPHERE, "emitter 0 sphere emission (shape 3)") + _ck(g0.material_override is StandardMaterial3D, "emitter 0 draw material") + _ck((g0.material_override as StandardMaterial3D).blend_mode == BaseMaterial3D.BLEND_MODE_ADD, "src5/dst2 -> additive blend") + _ck(float(fx._emitters[1].get_meta("start_time")) == 0.2, "emitter 1 start_time meta = 0.2") + fx.play() + _ck(g0.emitting, "emitter 0 emitting after play() (start_time 0)") + fx.queue_free() + +func _test_registry() -> void: + var assets := AssetRoot.path() + if not DirAccess.dir_exists_absolute(assets): + print(" (skip registry: no assets)") + return + var fxr := EffectRegistry.new() + fxr.setup(assets) + # 已知存在: PC/ymir work/pc/warrior/effect/geompung_3_sword.mse + var p := fxr.resolve("PC/ymir work/pc/warrior/effect/geompung_3_sword.mse") + if p == "": + p = fxr.resolve("geompung_3_sword") + _ck(p != "" and FileAccess.file_exists(p), "registry resolved a real .mse (%s)" % p) + if p != "": + var s := fxr.spec_for("PC/ymir work/pc/warrior/effect/geompung_3_sword.mse") + _ck(s.get("particles", []).size() > 0, "real .mse parsed to >=1 particle (%d)" % s.get("particles", []).size()) + var parent := Node3D.new() + get_root().add_child(parent) + var fx := fxr.spawn("PC/ymir work/pc/warrior/effect/geompung_3_sword.mse", parent, true) + _ck(fx != null and fx.get_parent() == parent, "spawn attached EffectPlayer") diff --git a/project/fx_test.gd.uid b/project/fx_test.gd.uid new file mode 100644 index 00000000..dd0447c9 --- /dev/null +++ b/project/fx_test.gd.uid @@ -0,0 +1 @@ +uid://bporisusalpvj diff --git a/project/game_camera.gd b/project/game_camera.gd new file mode 100644 index 00000000..659bff27 --- /dev/null +++ b/project/game_camera.gd @@ -0,0 +1,191 @@ +# GameCamera —— Metin2 风第三人称轨道相机。 +# 桌面:右键拖拽 -> 环绕(yaw/pitch) 滚轮 -> 缩放 +# 触屏(F7):单指拖拽 -> 环绕 双指捏合 -> 缩放 +# 跟随 target,地形/建筑防穿。 +# 用法:var c = preload("res://game_camera.gd").new(); c.target = player; +# c.world = metin2_world; add_child(c); c.make_current() +extends Camera3D + +var target: Node3D +var world: Node # Metin2World,用 sample_height 防穿(可空) +var head_offset := Vector3(0, 1.15, 0) + +var yaw := 0.7 +var pitch := 0.55 +var dist := 8.0 +var min_pitch := deg_to_rad(12.0) +var max_pitch := deg_to_rad(78.0) +var min_dist := 3.5 +var max_dist := 20.0 +var sensitivity := 0.006 +var zoom_step := 1.4 +var follow_lerp := 12.0 + +# F7 触屏手势 +var touch_sensitivity := 0.005 # 单指拖拽 -> yaw/pitch +var pinch_zoom_gain := 0.03 # 捏合像素差 -> dist 变化 +const _ORBIT_DEADZONE := 8.0 # 单指移动超过这么多像素才算「拖拽环绕」(低于视作点击) + +var _dragging := false +var _pos_ready := false +var _touches := {} # index:int -> position:Vector2(当前按下的手指) +var _orbit_touch := -1 # 正在环绕的手指 index,-1 = 无 +var _orbit_active := false # 已越过 deadzone +var _orbit_press := Vector2.ZERO +var _pinch_last := -1.0 # 上一帧两指间距,<0 = 未在捏合 + +const OCCLUDER_MASK := 1 << 1 # 静态遮挡物层(Metin2World 给建筑的盒碰撞) +const FADE_ALPHA := 0.72 # 挡住玩家时的透明度 +var _faded: Array[Node] = [] # 上一帧被淡出的 GeometryInstance3D + +func _ready() -> void: + fov = 55.0 + far = 4000.0 + if target: + global_position = _desired_pos(true) + _pos_ready = true + +func _unhandled_input(e: InputEvent) -> void: + if e is InputEventMouseButton: + if e.button_index == MOUSE_BUTTON_RIGHT: + _dragging = e.pressed + elif e.button_index == MOUSE_BUTTON_WHEEL_UP and e.pressed: + dist = maxf(min_dist, dist - zoom_step) + elif e.button_index == MOUSE_BUTTON_WHEEL_DOWN and e.pressed: + dist = minf(max_dist, dist + zoom_step) + elif e is InputEventMouseMotion and _dragging: + yaw -= e.relative.x * sensitivity + pitch = clampf(pitch + e.relative.y * sensitivity, min_pitch, max_pitch) + elif e is InputEventScreenTouch: + _on_touch(e) + elif e is InputEventScreenDrag: + _on_drag(e) + +func _on_touch(e: InputEventScreenTouch) -> void: + if e.pressed: + _touches[e.index] = e.position + if _touches.size() == 1: + _orbit_touch = e.index + _orbit_active = false + _orbit_press = e.position + elif _touches.size() == 2: + _orbit_touch = -1 # 第二指落下 -> 转捏合,取消环绕 + _pinch_last = _pinch_dist() + else: + _touches.erase(e.index) + if _touches.size() < 2: + _pinch_last = -1.0 + if _touches.size() == 1: + _orbit_touch = _touches.keys()[0] # 抬起一指后,剩下的接管环绕 + _orbit_active = false + _orbit_press = _touches[_orbit_touch] + elif _touches.is_empty(): + _orbit_touch = -1 + +func _on_drag(e: InputEventScreenDrag) -> void: + if _touches.has(e.index): + _touches[e.index] = e.position + if _touches.size() >= 2: + var d := _pinch_dist() + if _pinch_last > 0.0: + # 两指张开(d 变大)-> 拉近;捏拢 -> 推远 + dist = clampf(dist + (_pinch_last - d) * pinch_zoom_gain, min_dist, max_dist) + _pinch_last = d + elif e.index == _orbit_touch: + if not _orbit_active and e.position.distance_to(_orbit_press) > _ORBIT_DEADZONE: + _orbit_active = true + if _orbit_active: + yaw -= e.relative.x * touch_sensitivity + pitch = clampf(pitch + e.relative.y * touch_sensitivity, min_pitch, max_pitch) + +func _pinch_dist() -> float: + var ks := _touches.keys() + if ks.size() < 2: + return 0.0 + return (_touches[ks[0]] as Vector2).distance_to(_touches[ks[1]] as Vector2) + +func heading() -> float: + # 相机看向的水平方向(供角色移动「相对相机」用) + return yaw + +func _desired_pos(snap := false) -> Vector3: + var head := target.global_position + head_offset + var off := Vector3( + sin(yaw) * cos(pitch), + sin(pitch), + cos(yaw) * cos(pitch)) * dist + var want := head + off + # 地形防穿:沿 head->want 采样,低于地表就把相机拉回 + if world and world.has_method("sample_height"): + var d := want - head + var steps := 8 + for i in range(1, steps + 1): + var p := head + d * (float(i) / steps) + var gy: float = world.call("sample_height", p.x, p.z) + 0.4 + if p.y < gy: + want = head + d * (float(i - 1) / steps) + break + # §8.3 建筑防穿:head->want 射线撞静态遮挡物就把相机拉到撞点前 + var world3d := get_world_3d() + if world3d: + var q := PhysicsRayQueryParameters3D.create(head, want, OCCLUDER_MASK) + var hit := world3d.direct_space_state.intersect_ray(q) + if hit: + var n := (want - head).normalized() + want = hit.position - n * 0.3 + return want + +var _shake := 0.0 # 当前抖动强度(米),指数衰减 +var _shake_decay := 8.0 + +# P4:受击 / 暴击轻抖。strength 米,decay 越大越快停。 +func shake(strength: float, decay := 8.0) -> void: + _shake = maxf(_shake, strength) + _shake_decay = decay + +func _process(dt: float) -> void: + if target == null: + return + var want := _desired_pos() + if _pos_ready: + global_position = global_position.lerp(want, clampf(follow_lerp * dt, 0.0, 1.0)) + else: + global_position = want + _pos_ready = true + if _shake > 0.001: + global_position += Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1)) * _shake + _shake = lerpf(_shake, 0.0, clampf(_shake_decay * dt, 0.0, 1.0)) + else: + _shake = 0.0 + look_at(target.global_position + head_offset, Vector3.UP) + _fade_occluders() + +# §8.2 相机与玩家之间的建筑半透明淡出。沿 cam->head 逐段射线,逐个 hit 淡出, +# 移过撞点继续;本帧没被挡到的恢复不透明。 +func _fade_occluders() -> void: + var world3d := get_world_3d() + if world3d == null: + return + var head := target.global_position + head_offset + var from := global_position + var this_frame: Array[Node] = [] + var ss := world3d.direct_space_state + var exclude: Array[RID] = [] + for _i in 4: + var q := PhysicsRayQueryParameters3D.create(from, head, OCCLUDER_MASK) + q.exclude = exclude + var hit := ss.intersect_ray(q) + if hit.is_empty(): + break + exclude.append(hit.rid) + # StaticBody3D 上的 meta 指向它的 MeshInstance3D(Metin2World 设的) + var body: Object = hit.collider + var gi: Node = body.get_meta("occ_mesh", null) if body and body.has_meta("occ_mesh") else null + if gi and gi is GeometryInstance3D and not this_frame.has(gi): + (gi as GeometryInstance3D).transparency = FADE_ALPHA + this_frame.append(gi) + from = hit.position + (head - from).normalized() * 0.05 + for g in _faded: + if is_instance_valid(g) and not this_frame.has(g): + g.transparency = 0.0 + _faded = this_frame diff --git a/project/game_camera.gd.uid b/project/game_camera.gd.uid new file mode 100644 index 00000000..57e6870f --- /dev/null +++ b/project/game_camera.gd.uid @@ -0,0 +1 @@ +uid://s4yeb23vdw3i diff --git a/project/game_scene.gd b/project/game_scene.gd new file mode 100644 index 00000000..4cc706cc --- /dev/null +++ b/project/game_scene.gd @@ -0,0 +1,686 @@ +# GameScene (P0,简版) —— 进游戏后的场景装配。 +# +# 把已有的件拼成一个能玩的场景: +# Metin2World + 本地玩家 + GameCamera + PlayerController + NetWorld + HUD +# + NetPlay(胶水)+ Audio + AppLifecycle +# +# 由 login.gd 在 entered_game 时实例化: +# var gs := preload("res://game_scene.gd").new() +# get_root().add_child(gs) +# gs.setup(m2client, assets_root) # map_path 可选,默认 a1 +# +# P0 本地玩家用占位胶囊;P2 装备系统落地后换真 Metin2Model(见 set_player_model)。 +extends Node3D + +const GameCamera = preload("res://game_camera.gd") +const PlayerCtl = preload("res://player_controller.gd") +const NetWorld = preload("res://net_world.gd") +const NetPlay = preload("res://net_play.gd") +const Hud = preload("res://hud.gd") +const AppLifecycle = preload("res://app_lifecycle.gd") +const Audio = preload("res://audio.gd") +const UiManager = preload("res://ui/ui_manager.gd") +const InventoryUI = preload("res://ui/inventory_ui.gd") +const ItemListDB = preload("res://ui/item_list.gd") +const EquipModel = preload("res://ui/equip_model.gd") +const PlayerView = preload("res://ui/player_view.gd") +const MobView = preload("res://ui/mob_view.gd") +const GroundItems = preload("res://ui/ground_items.gd") +const ViewEquipmentUI = preload("res://ui/view_equipment_ui.gd") +const ChatUI = preload("res://ui/chat_ui.gd") +const DeathUI = preload("res://ui/death_ui.gd") +const EffectRegistry = preload("res://fx/effect_registry.gd") +const SkillFx = preload("res://fx/skill_fx.gd") +const SkillTable = preload("res://ui/skill_table.gd") +const SkillUI = preload("res://ui/skill_ui.gd") +const CharStatusUI = preload("res://ui/char_status_ui.gd") +const SystemOptionUI = preload("res://ui/system_option_ui.gd") +const GameOptionUI = preload("res://ui/game_option_ui.gd") +const SystemMenuUI = preload("res://ui/system_menu_ui.gd") +const Quickbar = preload("res://ui/quickbar.gd") +const QuestDialog = preload("res://ui/quest_dialog.gd") +const QuestLog = preload("res://ui/quest_log.gd") +const SelectItemUI = preload("res://ui/select_item_ui.gd") +const PartyUI = preload("res://ui/party_ui.gd") +const FriendUI = preload("res://ui/friend_ui.gd") +const LoveUI = preload("res://ui/love_ui.gd") +const ShopUI = preload("res://ui/shop_ui.gd") +const ExchangeUI = preload("res://ui/exchange_ui.gd") +const SafeboxUI = preload("res://ui/safebox_ui.gd") +const MallUI = preload("res://ui/mall_ui.gd") +const CubeUI = preload("res://ui/cube_ui.gd") +const PrivateShopUI = preload("res://ui/private_shop_ui.gd") +const GuildUI = preload("res://ui/guild_ui.gd") +const RefineUI = preload("res://ui/refine_ui.gd") +const DragonSoulUI = preload("res://ui/dragon_soul_ui.gd") +const Minimap = preload("res://ui/minimap.gd") +const AtlasUI = preload("res://ui/atlas_ui.gd") +const WorldTime = preload("res://world/world_time.gd") +const Weather = preload("res://fx/weather.gd") + +var client: Node +var world: Node +var player: Node3D +var cam: Camera3D +var pc: Node +var net_world: Node +var net_play: Node +var hud: Node +var ui: CanvasLayer # UiManager +var proto: Node # Metin2Proto +var inventory: Node # InventoryUI +var item_list: RefCounted # ItemList +var equip_model: Node # EquipModel +var ground_items: Node # GroundItems +var view_equipment_ui: Node # ViewEquipmentUI +var chat: Node # ChatUI +var fx: RefCounted # EffectRegistry +var skill_fx: RefCounted # SkillFx +var skill_table: RefCounted # SkillTable +var skills: Node # SkillUI +var char_status_ui: Node # CharStatusUI +var system_option_ui: Node # SystemOptionUI +var game_option_ui: Node # GameOptionUI +var system_menu_ui: Node # SystemMenuUI +var quickbar: Node # Quickbar +var quest_dialog: Node # QuestDialog +var quest_log: Node # QuestLog +var select_item_ui: Node # SelectItemUI +var party_ui: Node # PartyUI +var friend_ui: Node # FriendUI +var love_ui: Node # LoveUI +var shop_ui: Node # ShopUI +var exchange_ui: Node # ExchangeUI +var safebox_ui: Node # SafeboxUI +var mall_ui: Node # MallUI +var cube_ui: Node # CubeUI +var private_shop_ui: Node # PrivateShopUI +var guild_ui: Node # GuildUI +var refine_ui: Node # RefineUI +var dragon_soul_ui: Node # DragonSoulUI +var minimap: Node # Minimap +var atlas_ui: Node # AtlasUI +var world_time: Node # WorldTime +var weather: Node3D # Weather +var _assets := "" +var _model_built := false +var _audio: Node +var _mount: Node3D +var _sun: DirectionalLight3D +var _env: Environment +var _env_from_msenv := false # true = 用 Metin2World 从 .msenv 建的 Sun/WorldEnv +var _pending_shoot_skill := 0 + +func setup(m2client: Node, assets_root: String, + map_path: String = "OutdoorA1/metin2_map_a1") -> void: + client = m2client + _assets = assets_root + _build_lighting() + # 关键:setup 是协程。每个重活之间让出一帧,好让 M2Client._process 抽 socket + # (否则整段 ~5s 同步阻塞会漏 PONG → 服务器 10s 后 "peer closed")。 + await _yield() + _build_world(assets_root, map_path) + await _yield() + + player = _make_placeholder_player() + add_child(player) + + cam = GameCamera.new() + cam.target = player + cam.world = world + add_child(cam) + cam.make_current() + + pc = PlayerCtl.new() + pc.player = player + pc.camera = cam + pc.world = world + add_child(pc) + + _mount = Node3D.new() + _mount.name = "Entities" + add_child(_mount) + net_world = NetWorld.new() + add_child(net_world) + net_world.world = world + net_world.setup(client, _mount) + + hud = Hud.new() + if _map_loaded(): + hud.setup(world, player) # 含小地图 / 快捷栏 / 背包 + else: + add_child(hud) + hud.call("_build_status") # 无地图兜底:只搭状态栏(血 / 蓝 / 经验 / 等级) + + net_play = NetPlay.new() + add_child(net_play) + net_play.setup(client, pc, net_world, hud) + net_play.camera = cam + + await _yield() + _audio = Audio.new() + add_child(_audio) + if assets_root != "": + _audio.setup(assets_root) + await _yield() + var life := AppLifecycle.new() + add_child(life) + life.bind(client, _audio) + + # UI 层 + 物品 proto + 背包窗(I 键开关) + ui = UiManager.new() + add_child(ui) + + # 聊天窗(Enter 聚焦输入) + chat = ChatUI.new() + add_child(chat) + chat.setup(client, ui) + if net_world and net_world.has_signal("main_bubble"): + net_world.main_bubble.connect(_player_bubble) + + # 特效注册表(P5)—— GC_SPECIFIC_EFFECT(.mse 路径) / GC_SPECIAL_EFFECT(内建 id) 在实体上播 + fx = EffectRegistry.new() + fx.setup(_assets) + + # 技能(P6)—— K 键技能窗,数字键 1-9 快捷栏,F1-F4 切页,+ 技能特效表 + if assets_root != "": + skill_table = SkillTable.new() + for lang in ["en", "common"]: + if skill_table.load_file(assets_root.path_join("locale/locale/%s/skilldesc.txt" % lang)): + break + skill_fx = SkillFx.new() + skill_fx.setup(fx, skill_table) + skills = SkillUI.new() + add_child(skills) + skills.setup(client, skill_table, ui) + char_status_ui = CharStatusUI.new() + add_child(char_status_ui) + char_status_ui.setup(ui, client, assets_root) + quickbar = Quickbar.new() + add_child(quickbar) + quickbar.setup(client, skill_table, ui, func() -> Node: return player) + if quickbar.has_signal("skill_activated"): + quickbar.skill_activated.connect(func(sid: int): + if skill_fx and player: + skill_fx.spawn_skill(sid, _skill_master(sid), player) + # Bow skills send CG_SHOOT from the motion event, matching + # CNormalBowAttack_FlyEventHandler_AutoClear::OnShoot. + if skill_table and skill_table.has_method("is_ranged") and skill_table.is_ranged(sid): + _pending_shoot_skill = sid + get_tree().create_timer(1.5).timeout.connect(func(): + if _pending_shoot_skill == sid: + _pending_shoot_skill = 0) + ) + + if client.has_signal("effect_cue"): + client.effect_cue.connect(func(vid: int, name: String, special: int): + var host: Node3D = _fx_host(vid) + if host == null: + return + if name != "": + fx.spawn(name, host, true) # GC_SPECIFIC_EFFECT + elif special >= 0 and skill_fx: + skill_fx.spawn_special(special, host)) # GC_SPECIAL_EFFECT 内建 id + + # 任务 / NPC(P7)—— 对话窗自动弹,J 键任务日志 + quest_dialog = QuestDialog.new() + add_child(quest_dialog) + quest_dialog.setup(client, ui) + quest_log = QuestLog.new() + add_child(quest_log) + quest_log.setup(client, ui) + + # 死亡窗 + 状态图标条(P4) + var death := DeathUI.new() + add_child(death) + death.setup(client, ui) + if client.has_signal("affect_added"): + var refresh_affects := func(_a = null): if hud and hud.has_method("set_affects"): hud.set_affects(client.get_affects()) + client.affect_added.connect(refresh_affects) + client.affect_removed.connect(refresh_affects) + await _yield() + if ClassDB.class_exists("Metin2Proto") and assets_root != "": + proto = ClassDB.instantiate("Metin2Proto") + add_child(proto) + var ip := assets_root.path_join("locale/locale/en/item_proto") + if FileAccess.file_exists(ip): + proto.call("load_item_proto", ip) + await _yield() + var mp := assets_root.path_join("locale/locale/en/mob_proto") + if FileAccess.file_exists(mp): + proto.call("load_mob_proto", mp) + await _yield() + net_play.proto = proto # 按 race 分类 NPC/怪(bType 在本 fork 不可靠) + if net_world and "name_resolver" in net_world: + net_world.name_resolver = net_play._entity_name # 头顶名字:怪走 mob_proto + # 怪 / NPC 真模型:race -> mob_proto.name -> monster/npc 目录 + net_world.set_model_factory(_make_entity_model) + if assets_root != "": + item_list = ItemListDB.new() + item_list.load_file(assets_root.path_join("locale/locale/common/item_list.txt")) + await _yield() + inventory = InventoryUI.new() + add_child(inventory) + inventory.setup(ui, client, proto, assets_root, item_list) + # 装备 → 模型部件:武器 / 盾 / 身体 / 头盔 / 头发 + equip_model = EquipModel.new() + add_child(equip_model) + equip_model.setup(client, item_list, func() -> Node: return player, assets_root) + equip_model.main_getter = func() -> int: return client.get_main_vid() + equip_model.proto = proto # armor shape 走 item_proto values[3] + specular + # 地面掉落物 + ground_items = GroundItems.new() + add_child(ground_items) + ground_items.setup(client, _mount, func() -> Node: return player, proto, item_list) + view_equipment_ui = ViewEquipmentUI.new() + add_child(view_equipment_ui) + view_equipment_ui.setup(client, ui, proto, item_list) + + # 选魔石窗(EventManager [SELECT_ITEM] -> interfacemodule.BINARY_OpenSelectItemWindow) + select_item_ui = SelectItemUI.new() + add_child(select_item_ui) + select_item_ui.setup(ui, client, proto, assets_root, item_list) + if quest_dialog and quest_dialog.has_signal("select_item_requested"): + quest_dialog.select_item_requested.connect(select_item_ui.open) + + # 社交 / 商店 / 仓库(P8) + party_ui = PartyUI.new() + add_child(party_ui) + party_ui.setup(client, ui) + friend_ui = FriendUI.new() + add_child(friend_ui) + friend_ui.setup(client, ui) + love_ui = LoveUI.new() + add_child(love_ui) + love_ui.setup(client, ui) + if chat and friend_ui.has_signal("whisper_to"): + friend_ui.whisper_to.connect(func(nm: String): + if chat.has_method("start_whisper"): + chat.start_whisper(nm)) + shop_ui = ShopUI.new() + add_child(shop_ui) + shop_ui.setup(client, ui, proto, item_list) + exchange_ui = ExchangeUI.new() + add_child(exchange_ui) + exchange_ui.setup(client, ui, proto) + safebox_ui = SafeboxUI.new() + add_child(safebox_ui) + safebox_ui.setup(client, ui, proto) + mall_ui = MallUI.new() + add_child(mall_ui) + mall_ui.setup(client, ui, proto) + cube_ui = CubeUI.new() + add_child(cube_ui) + cube_ui.setup(client, ui, proto) + private_shop_ui = PrivateShopUI.new() + add_child(private_shop_ui) + private_shop_ui.setup(client, ui, proto, assets_root) + guild_ui = GuildUI.new() + add_child(guild_ui) + guild_ui.setup(client, ui, skill_table) + guild_ui.mark_image_provider = _guild_mark_upload_image + refine_ui = RefineUI.new() + add_child(refine_ui) + refine_ui.setup(client, ui, proto) + dragon_soul_ui = DragonSoulUI.new() + add_child(dragon_soul_ui) + dragon_soul_ui.setup(client, ui, proto) + await _yield() + if inventory and "context_consumer" in inventory: + inventory.context_consumer = _on_inv_context + + # 世界系统(P9)—— 小地图、昼夜、天气、传送 + minimap = Minimap.new() + add_child(minimap) + minimap.setup(client, ui, func() -> Node3D: return player) + atlas_ui = AtlasUI.new() + add_child(atlas_ui) + atlas_ui.setup(world, ui, func() -> Node3D: return player, map_path.get_file(), client) + world_time = WorldTime.new() + add_child(world_time) + # .msenv 已经给了固定的白天关照(A1 没有昼夜预设)——别让 world_time 每帧覆盖它。 + # 只在走兜底关照时驱动昼夜。 + world_time.setup(client, _sun if not _env_from_msenv else null, + _env if not _env_from_msenv else null) + weather = Weather.new() + add_child(weather) + weather.setup(cam) + # 系统设置 / 游戏设置 / ESC 系统菜单(uisystem.SystemDialog + uiSystemOption + uiGameOption) + system_option_ui = SystemOptionUI.new() + add_child(system_option_ui) + system_option_ui.setup(ui, assets_root, _audio, + func() -> Camera3D: return cam, + func() -> Environment: return _env) + game_option_ui = GameOptionUI.new() + add_child(game_option_ui) + game_option_ui.setup(ui, client, assets_root) + system_menu_ui = SystemMenuUI.new() + add_child(system_menu_ui) + system_menu_ui.setup(ui, client, assets_root, system_option_ui, game_option_ui) + if client.has_signal("warp"): + client.warp.connect(_on_warp) + if client.has_signal("channel_changed") and hud and hud.has_method("set_channel"): + client.channel_changed.connect(func(c): hud.set_channel(c)) + + client.entity_main_set.connect(_on_main_set) + if client.get_main_vid() != 0: # 重连 / 已在局内 + # net_play._on_main_set 的信号早在它连上前就发过了 —— 手动补上关键那步: + # 告诉 net_world 主角 vid 由本地 player 代表,别给它生成节点(否则 catch_up 会 + # 在玩家身上叠一个大蓝胶囊)。 + if net_world and net_world.has_method("set_local_vid"): + net_world.set_local_vid(client.get_main_vid()) + if net_play and net_play.has_method("_on_main_set"): + net_play._on_main_set(client.get_main_vid()) + _on_main_set(client.get_main_vid()) + + # setup() 是协程 —— 进来时进游戏的 spawn burst 早被 M2Client.pump_game 抽干、 + # net_world 还没连上信号。把当前所有实体(怪 / NPC / 别的玩家)补建一遍。 + if net_world and net_world.has_method("catch_up"): + net_world.catch_up() + + set_process_unhandled_input(true) + +# 会徽上传图源:优先 res://ui/default_guild_mark.png,没有就现造一张 16×12 占位。 +func _guild_mark_upload_image() -> Image: + var p := "res://ui/default_guild_mark.png" + if ResourceLoader.exists(p): + var tex: Texture2D = load(p) + if tex: + return tex.get_image() + var img := Image.create(16, 12, false, Image.FORMAT_RGBA8) + for y in 12: + for x in 16: + img.set_pixel(x, y, Color(0.8, 0.2, 0.2) if (x + y) % 2 == 0 else Color(0.9, 0.85, 0.3)) + return img + +# .msa MotionEventData 分派(对齐 GameLib/RaceMotionData EMotionEventType): +# 1 EFFECT / 10 EFFECT_TO_TARGET → 挂特效;2 SCREEN_WAVING → 震屏; +# 3 SCREEN_FLASHING → 屏闪;5 SOUND / 有 sound 字段 → 3D 音;6 FLY / 9 WARP → 钩子。 +# 数字在 .msa 文本里与运行时枚举有历史偏差,故先按「字段是否有值」再按 type 兜底。 +func _on_local_motion_event(type: int, effect: String, sound: String, pos: Vector3) -> void: + var anchor: Node3D = player + if sound != "" and _audio: + _audio.play_at(sound, anchor.global_position, anchor) + if effect != "" and fx: + # EffectPosition 是骨骼本地锚点(cm);简版直接挂角色根 + y 偏移 + var gp := anchor.global_position + Vector3(pos.x, pos.y, pos.z) * 0.01 + fx.spawn_at(effect.get_file().get_basename(), _mount, gp, true) + match type: + 2: # SCREEN_WAVING + if cam and cam.has_method("shake"): + cam.shake(0.06, 9.0) + 3: # SCREEN_FLASHING + _screen_flash(0.12) + 6: # FLY —— 弓技能在动画飞行点发送 CG_SHOOT + if _pending_shoot_skill != 0 and client and client.has_method("shoot"): + client.shoot(_pending_shoot_skill) + _pending_shoot_skill = 0 + 9: # WARP —— 传送起点,不是投射物 + pass + +var _flash_rect: ColorRect +func _screen_flash(secs: float) -> void: + if hud == null: + return + if _flash_rect == null or not is_instance_valid(_flash_rect): + _flash_rect = ColorRect.new() + _flash_rect.color = Color(1, 1, 1, 0) + _flash_rect.set_anchors_preset(Control.PRESET_FULL_RECT) + _flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE + ui.add_child(_flash_rect) + _flash_rect.color.a = 0.5 + var tw := create_tween() + tw.tween_property(_flash_rect, "color:a", 0.0, secs) + +# skill id -> master_type(0 普通 / 1 M / 2 G / 3 P),给 skill_fx 选特效档。 +func _skill_master(sid: int) -> int: + if client and client.has_method("get_skills"): + for s in client.get_skills(): + if int(s.get("id", -1)) == sid: + return int(s.get("master", 0)) + return 0 + +# GC_WARP —— 同服传送:直接把玩家挪到新坐标(Y 交给地形贴地)。 +# 跨服(same_server=false)留给 P10 的重连串场。 +func _on_warp(pos: Vector3, same_server: bool) -> void: + if not same_server: + push_warning("GC_WARP 到别的服务器 %s —— 跨服重连归 P10" % pos) + return + if player: + var wp := MapCoord.to_world(pos) + if world and world.has_method("set_focus_position"): + world.call("set_focus_position", wp.x, wp.z) + if world and world.has_method("sample_height"): + wp.y = float(world.call("sample_height", wp.x, wp.z)) + player.global_position = wp + if net_play and "_last_sent_pos" in net_play: + net_play._last_sent_pos = player.global_position + if cam and cam.has_method("snap_to_target"): + cam.snap_to_target() + +# 背包道具右键:按当前打开的窗决定动作(商店卖 / 交易放 / 仓库存)。 +# 返回 true = 已消费,inventory_ui 不再 use_item。 +func _on_inv_context(window: int, cell: int) -> bool: + if shop_ui and shop_ui.is_open(): + shop_ui.sell(cell) + return true + if exchange_ui and exchange_ui.is_open(): + exchange_ui.offer(window, cell) + return true + if safebox_ui and safebox_ui.is_open(): + safebox_ui.deposit(window, cell) + return true + if dragon_soul_ui and dragon_soul_ui.is_open(): + dragon_soul_ui.add_cell(window, cell) + return true + return false + +func _unhandled_input(e: InputEvent) -> void: + if not (e is InputEventKey and e.pressed and not e.echo): + return + if e.keycode in [KEY_ENTER, KEY_KP_ENTER] and chat and not chat.is_typing(): + chat.focus_input() + get_viewport().set_input_as_handled() + elif e.keycode == KEY_I and inventory: + inventory.toggle() + elif e.keycode == KEY_K and skills: + skills.set_job(_job_name()) + skills.toggle() + elif e.keycode in [KEY_V, KEY_C] and char_status_ui: + char_status_ui.toggle() + elif e.keycode == KEY_J and quest_log: + quest_log.toggle() + elif e.keycode == KEY_O and friend_ui: + friend_ui.toggle() + elif e.keycode == KEY_G and guild_ui: + guild_ui.toggle() + elif e.keycode == KEY_L and dragon_soul_ui: + dragon_soul_ui.toggle() + elif e.keycode == KEY_M and atlas_ui: + atlas_ui.toggle() + elif e.keycode == KEY_Z and ground_items: + ground_items.try_pickup() + elif e.keycode >= KEY_F1 and e.keycode <= KEY_F4 and quickbar: + quickbar.set_page(e.keycode - KEY_F1) + elif e.keycode >= KEY_1 and e.keycode <= KEY_9 and quickbar: + quickbar.activate(e.keycode - KEY_1) + elif e.keycode == KEY_ESCAPE and system_menu_ui: + # ESC:ui_manager 先关最顶层窗口并吃掉事件;到这里说明没有窗口打开。 + system_menu_ui.toggle() + +func _job_name() -> String: + var r := int(client.get_entity(client.get_main_vid()).get("race", 0)) & 3 + return ["WARRIOR", "ASSASSIN", "SURA", "SHAMAN"][r] + +func _fx_host(vid: int) -> Node3D: + if vid == client.get_main_vid(): + return player + return net_world.node_for(vid) if net_world else null + +func _player_bubble(text: String) -> void: + if player == null: + return + var old := player.get_node_or_null("bubble") + if old: + old.queue_free() + var lbl := Label3D.new() + lbl.name = "bubble" + lbl.text = text + lbl.position.y = 2.35 + lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED + lbl.no_depth_test = true + lbl.pixel_size = 0.0055 + lbl.outline_size = 6 + player.add_child(lbl) + var tw := create_tween() + tw.tween_interval(3.0) + tw.tween_property(lbl, "modulate:a", 0.0, 1.0) + tw.tween_callback(lbl.queue_free) + +# --- 允许 P2 之后注入真模型 -------------------------------------------------- + +# factory: func(entity_dict) -> Node3D(有 set_anim_state(String) 就被驱动) +func set_entity_model_factory(factory: Callable) -> void: + if net_world: + net_world.set_model_factory(factory) + +var _mob_view_cache := {} # race -> bool(该 race 是否有可用模型;失败就别再试) + +# 默认工厂:怪 / NPC -> MobView(race = mob_proto vnum)。失败返回 null 用占位胶囊。 +func _make_entity_model(d: Dictionary) -> Node3D: + if bool(d.get("is_main", false)) or proto == null or _assets == "": + return null + var race := int(d.get("race", 0)) + if race < 1 or _mob_view_cache.get(race, true) == false: + return null + var mv := MobView.new() + var pump: Callable = client.net_poll if client.has_method("net_poll") else Callable() + if mv.build(_assets, proto, race, pump): + _mob_view_cache[race] = true + return mv + _mob_view_cache[race] = false + mv.free() + return null + +func set_player_model(node: Node3D) -> void: + if node == null or player == null: + return + var old := player + node.position = old.position + node.name = "LocalPlayer" + add_child(node) + player = node + cam.target = node + pc.player = node + old.queue_free() + +# --- internals ------------------------------------------------------------- + +# setup() 协程用:让出一帧(在树里才 await,测试里直接返回)。 +func _yield() -> void: + if is_inside_tree() and get_tree() != null: + await get_tree().process_frame + +func _build_world(assets_root: String, map_path: String) -> void: + if not ClassDB.class_exists("Metin2World"): + push_warning("GameScene: Metin2World 未注册(扩展没编?)") + return + world = ClassDB.instantiate("Metin2World") + world.set("auto_load", false) # 别让 _ready() 自动加载一遍,下面显式调一次拿返回值 + world.set("assets_root", assets_root) + world.set("map_path", map_path) + add_child(world) + var ok: bool = world.call("load_map") + if not ok: + push_warning("GameScene: load_map 失败:" + map_path + "(在平地上继续)") + # 网络实体坐标要对齐地图本地帧(否则角色飘在几公里外的黑 void) + if world.has_method("get_map_base_cm"): + MapCoord.set_base(world.get_map_base_cm()) + # Metin2World 会从 .msenv 建自己的 Sun / WorldEnv(真实关照参数)。有就用它, + # 丢掉 _build_lighting() 的兜底 —— 两套光 + 两个 WorldEnvironment 会互相打架、 + # 也让 world_time 每帧把 .msenv 的色调冲掉。 + var msenv_sun := world.get_node_or_null("Sun") as DirectionalLight3D + var msenv_we := world.get_node_or_null("WorldEnv") + if msenv_sun != null and msenv_we != null and msenv_we.environment != null: + if is_instance_valid(_sun): + _sun.queue_free() + for c in get_children(): + if c is WorldEnvironment: # 兜底那个(.msenv 的挂在 world 下,不是这里的直接子) + c.queue_free() + _sun = msenv_sun + _env = msenv_we.environment + _env_from_msenv = true + # .msenv 换过 Environment 后,把持久化的雾等设置重新贴上去 + if system_option_ui and system_option_ui.has_method("_apply_all"): + system_option_ui._apply_all() + +func _map_loaded() -> bool: + if world == null: + return false + var rep: Dictionary = world.call("get_load_report") + return int(rep.get("map_size_x", 0)) > 0 + +func _build_lighting() -> void: + var sun := DirectionalLight3D.new() + sun.name = "FallbackSun" + sun.rotation = Vector3(deg_to_rad(-50), deg_to_rad(40), 0) + sun.light_energy = 1.1 + sun.shadow_enabled = true + add_child(sun) + _sun = sun + var we := WorldEnvironment.new() + var e := Environment.new() + e.background_mode = Environment.BG_COLOR + e.background_color = Color(0.55, 0.62, 0.72) + e.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR + e.ambient_light_color = Color(0.5, 0.55, 0.62) + e.ambient_light_energy = 0.6 + we.environment = e + add_child(we) + _env = e + +func _on_main_set(vid: int) -> void: + var e: Dictionary = client.get_entity(vid) + if e.is_empty() or player == null: + return + # 首次拿到 race -> 换成真 Metin2Model + if not _model_built and _assets != "" and int(e.get("race", 0)) >= 0: + var pv := PlayerView.new() + var pump: Callable = client.net_poll if client.has_method("net_poll") else Callable() + if pv.build(_assets, int(e.get("race", 0)), pump): + set_player_model(pv) + _model_built = true + if net_play: + net_play.player_view = pv + if pv.anim and pv.anim.has_signal("motion_event"): + pv.anim.motion_event.connect(_on_local_motion_event) + if pc and pc.has_signal("anim_state"): + pc.anim_state.connect(func(s: String): + if is_instance_valid(player) and player.has_method("set_anim_state"): + player.set_anim_state(s)) + if equip_model: + equip_model.set_race(int(e.get("race", 0))) + equip_model.refresh() + else: + pv.queue_free() + var p: Vector3 = MapCoord.to_world(e.get("pos", Vector3.ZERO)) + if world and world.has_method("set_focus_position"): + world.call("set_focus_position", p.x, p.z) # 先对准,才建得出脚下的区块 + if world and world.has_method("sample_height"): + p.y = float(world.call("sample_height", p.x, p.z)) + player.position = p + +func _make_placeholder_player() -> Node3D: + var root := Node3D.new() + root.name = "LocalPlayer" + var mesh := MeshInstance3D.new() + var cap := CapsuleMesh.new() + cap.radius = 0.35 + cap.height = 1.8 + mesh.mesh = cap + mesh.position.y = 0.9 + var mat := StandardMaterial3D.new() + mat.albedo_color = Color(0.35, 0.6, 1.0) + mesh.material_override = mat + root.add_child(mesh) + return root diff --git a/project/game_scene.gd.uid b/project/game_scene.gd.uid new file mode 100644 index 00000000..c4c0a423 --- /dev/null +++ b/project/game_scene.gd.uid @@ -0,0 +1 @@ +uid://blsfh7xqpjfp5 diff --git a/project/gamescene_test.gd b/project/gamescene_test.gd new file mode 100644 index 00000000..8965bc64 --- /dev/null +++ b/project/gamescene_test.gd @@ -0,0 +1,92 @@ +# gamescene_test —— game_scene.gd 装配的 headless 自检(无服务器 / 无地图)。 +# godot --headless --path project --script gamescene_test.gd +# 假 M2Client 驱动:断言场景装出来、子系统接线、实体镜像、主角定位。 +extends SceneTree + +const GameScene = preload("res://game_scene.gd") + +class FakeClient extends Node: + signal entity_spawned(entity: Dictionary) + signal entity_despawned(vid: int) + signal entity_moved(vid: int) + signal entity_main_set(vid: int) + signal entity_dead(vid: int) + signal vitals_changed(vid: int) + signal points_changed(points: Dictionary) + signal target_info(vid: int, hp_percent: int) + signal chat(type: int, vid: int, text: String) + signal damage(vid: int, amount: int, flag: int) + var ents := {} + var main := 0 + func is_in_game() -> bool: return true + func get_main_vid() -> int: return main + func get_entity(vid: int) -> Dictionary: return ents.get(vid, {}) + func move(_f, _a, _r, _x, _y) -> bool: return true + func attack(_m, _v) -> bool: return true + func set_target(_v) -> bool: return true + func spawn(vid, nm, pos, is_main := false): + ents[vid] = {"vid": vid, "name": nm, "pos": pos, "is_main": is_main, + "func": 0, "moving": false, "angle_deg": 0.0, "hp": 100, "max_hp": 100, "dead": false} + if is_main: + main = vid + entity_main_set.emit(vid) + entity_spawned.emit(ents[vid]) + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: gamescene_test (assembly + wiring + entity mirror + spawn locate)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var fc := FakeClient.new() + get_root().add_child(fc) + + # 主角先于场景就位(模拟重连 / 已在局内) + fc.spawn(1000, "Me", Vector3(20, 0, -30), true) + + var gs: Node3D = GameScene.new() + get_root().add_child(gs) + await gs.setup(fc, "", "no_such_map") # setup 现在是协程(分帧避免阻塞漏 PONG) + await process_frame + + # 1) 子系统都装出来了 + _ck(gs.player != null, "player built") + _ck(gs.cam != null and gs.cam.current, "camera current") + _ck(gs.pc != null, "player_controller built") + _ck(gs.net_world != null, "net_world built") + _ck(gs.net_play != null, "net_play built") + _ck(gs.hud != null, "hud built") + _ck(gs.atlas_ui != null, "atlas_ui built") + _ck(gs.get_node_or_null("Entities") != null, "entity mount present") + + # 2) 主角定位到出生点(load_map 失败 -> sample_height 返回 0 -> y=0) + _ck(gs.player.position.distance_to(Vector3(20, 0, 30)) < 0.01, # MapCoord.to_world 翻 Z + "local player placed at spawn (world 帧), got %s" % gs.player.position) + + # 3) net_world 不给主角画节点(本地 player 代表) + await process_frame + _ck(gs.net_world.node_for(1000) == null, "no net_world node for local vid") + + # 4) 别的实体会被镜像成挂载节点 + fc.spawn(2000, "Wolf", Vector3(25, 0, -30)) + await process_frame + var mob: Node3D = gs.net_world.node_for(2000) + _ck(mob != null and mob.get_parent() == gs.get_node("Entities"), "remote entity mirrored under mount") + + # 5) HUD 活着,points 驱动不报错 + fc.points_changed.emit({"hp": 60, "max_hp": 100, "sp": 20, "max_sp": 50, + "exp": 10, "next_exp": 100, "level": 3}) + await process_frame + _ck(true, "points_changed handled without error") + + gs.queue_free() diff --git a/project/gamescene_test.gd.uid b/project/gamescene_test.gd.uid new file mode 100644 index 00000000..a3055448 --- /dev/null +++ b/project/gamescene_test.gd.uid @@ -0,0 +1 @@ +uid://dgk3ohpwqq1h3 diff --git a/project/guild_mark_test.gd b/project/guild_mark_test.gd new file mode 100644 index 00000000..f673d1d2 --- /dev/null +++ b/project/guild_mark_test.gd @@ -0,0 +1,133 @@ +# guild_mark_test —— 会徽下载:guild_ui 会徽图 + app_flow 触发 / 冷却 headless 自检。 +# godot --headless --path project --script guild_mark_test.gd +extends SceneTree + +const GuildUI = preload("res://ui/guild_ui.gd") +const AppFlow = preload("res://app_flow.gd") + +class FakeClient extends Node: + signal guild_changed() + signal guild_marks_ready(mark_count: int) + signal guild_mark_updated(guild_id: int, img_idx: int) + signal guild_mark_uploaded(ok: bool) + signal char_list(list: Array) + signal entered_game() + signal disconnected(reason: String) + signal login_failed(reason: String) + + var guild := {"in_guild": true, "id": 88, "name": "Wolves", "level": 9, + "member_count": 3, "max_member_count": 32, "gold": 1000} + var members := [] + var grades := [] + var mark_img: Image = null + var dl_calls := [] + var up_calls := [] + var mark_srv := {"host": "", "port": 0} + var connects := [] + var selects := [] + + func is_in_game() -> bool: return true + func get_guild() -> Dictionary: return guild + func get_guild_members() -> Array: return members + func get_guild_grades() -> Array: return grades + func get_guild_mark_image(_gid: int) -> Image: return mark_img + func get_mark_server() -> Dictionary: return mark_srv + func download_guild_marks(host: String, port: int) -> bool: + dl_calls.append([host, port]); return true + func upload_guild_mark(host: String, port: int, gid: int, img: Image) -> bool: + up_calls.append([host, port, gid, img != null]); return true + func connect_to_server(ah, ap, gh, gp, id, pw) -> void: + connects.append([ah, ap, gh, gp, id, pw]) + func select_character(i) -> void: selects.append(i) + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: guild_mark_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _btn(root: Node, label: String) -> Button: + for b in root.find_children("*", "Button", true, false): + if String(b.text) == label: + return b + return null + +func _make_mark() -> Image: + var b := PackedByteArray() + b.resize(16 * 12 * 4) + for i in range(0, b.size(), 4): + b[i] = 0x33; b[i + 1] = 0x99; b[i + 2] = 0xCC; b[i + 3] = 0xFF + return Image.create_from_data(16, 12, false, Image.FORMAT_RGBA8, b) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + + # --- guild_ui 会徽图 --- + var gu: Node = GuildUI.new() + get_root().add_child(gu) + gu.setup(fc, canvas) + gu.toggle() + _ck(gu.is_open(), "公会窗打开") + _ck(gu._mark != null and not gu._mark.visible, "无会徽图 -> TextureRect 隐藏") + + # 会徽下载完成 -> 刷新出图 + fc.mark_img = _make_mark() + fc.guild_marks_ready.emit(2) + _ck(gu._mark.visible and gu._mark.texture != null, "guild_marks_ready -> 会徽显示") + _ck(gu._mark.texture.get_width() == 16 and gu._mark.texture.get_height() == 12, "会徽 16x12") + + # --- 会徽上传按钮 --- + # 没配 mark server -> 无按钮 + gu._set_tab(0) + _ck(_btn(gu._pages[0], "上传会徽") == null, "未配 mark server -> 无上传按钮") + # 配上 server + 图源 -> 出按钮 + fc.mark_srv = {"host": "1.2.3.4", "port": 11002} + gu.mark_image_provider = _make_mark + gu._set_tab(0) + var ub := _btn(gu._pages[0], "上传会徽") + _ck(ub != null, "配好后 -> 有上传按钮") + ub.pressed.emit() + _ck(fc.up_calls == [["1.2.3.4", 11002, 88, true]], "上传 -> upload_guild_mark(host, port, gid, img)") + _ck(gu._upload_status.text.contains("上传中"), "上传中状态") + fc.guild_mark_uploaded.emit(true) + _ck(gu._upload_status.text.contains("已上传"), "guild_mark_uploaded(true) -> 状态更新") + + # 无公会 -> 收起会徽 + fc.guild = {"in_guild": false} + fc.guild_changed.emit() + _ck(not gu._mark.visible, "离开公会 -> 会徽隐藏") + + # --- app_flow 触发下载 + 冷却 --- + var fc2 := FakeClient.new() + var af: Node = AppFlow.new() + af.build_game_scene = false + get_root().add_child(af) + af.start("", fc2) + # mark_port 默认 0 -> 不下载 + fc2.entered_game.emit() + _ck(fc2.dl_calls.is_empty(), "mark_port=0 -> 不下载会徽") + + # 配上 mark_port 再进游戏 + af.serverinfo._servers[0]["mark_port"] = 11002 + af._start_guild_mark_download() + _ck(fc2.dl_calls.size() == 1 and fc2.dl_calls[0][1] == 11002, "配置后 -> download_guild_marks(host, 11002)") + + # guild_mark_updated:冷却过后重下一次 + af._mark_redl_after = 0 + fc2.guild_mark_updated.emit(88, 1) + _ck(fc2.dl_calls.size() == 2, "guild_mark_updated -> 重新下载") + # 立刻再来一次 -> 冷却内不重下 + fc2.guild_mark_updated.emit(88, 1) + _ck(fc2.dl_calls.size() == 2, "1s 冷却内 -> 不重复下载") diff --git a/project/guild_mark_test.gd.uid b/project/guild_mark_test.gd.uid new file mode 100644 index 00000000..bc95cd83 --- /dev/null +++ b/project/guild_mark_test.gd.uid @@ -0,0 +1 @@ +uid://ympbq4jbv85r diff --git a/project/guild_refine_test.gd b/project/guild_refine_test.gd new file mode 100644 index 00000000..2709c3dc --- /dev/null +++ b/project/guild_refine_test.gd @@ -0,0 +1,91 @@ +# guild_refine_test —— 公会窗 + 精炼对话框 headless 自检。 +# godot --headless --path project --script guild_refine_test.gd +extends SceneTree + +const GuildUI = preload("res://ui/guild_ui.gd") +const RefineUI = preload("res://ui/refine_ui.gd") + +class FakeClient extends Node: + signal guild_changed() + signal refine_ask(info: Dictionary) + var guild := {"in_guild": false} + var members := [] + var grades := [] + var calls := [] + func is_in_game() -> bool: return true + func get_guild() -> Dictionary: return guild + func get_guild_members() -> Array: return members + func get_guild_grades() -> Array: return grades + func refine(pos, type) -> bool: calls.append(["refine", pos, type]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: guild_refine_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + + # --- 公会窗 --- + var gu: Node = GuildUI.new() + get_root().add_child(gu) + gu.setup(fc, canvas) + gu.toggle() + _ck(gu.is_open(), "公会窗打开") + _ck(gu._info.text.contains("未加入"), "无公会 -> 提示") + fc.guild = {"in_guild": true, "name": "Dragons", "level": 12, "member_count": 2, + "max_member_count": 32, "gold": 500000} + fc.grades = [{"name": "会长", "auth": 15}, {"name": "官员", "auth": 7}, {"name": "会员", "auth": 0}] + fc.members = [ + {"pid": 1, "name": "Master", "grade": 1, "level": 90, "offer": 99999, "general": true}, + {"pid": 2, "name": "Newbie", "grade": 3, "level": 5, "offer": 10, "general": false}, + ] + fc.guild_changed.emit() + _ck(gu._info.text.contains("Dragons") and gu._info.text.contains("Lv.12"), "公会信息行") + _ck(gu._pages[0].get_child_count() == 2, "2 个成员行") + # 会长排前(grade 1 < grade 3) + _ck(String((gu._pages[0].get_child(0) as Label).text).begins_with("Master"), "按 grade 排序") + _ck(String((gu._pages[0].get_child(0) as Label).text).contains("[会长]"), "grade 名解析") + + # --- 精炼对话框 --- + var ru: Node = RefineUI.new() + get_root().add_child(ru) + ru.setup(fc, canvas) + _ck(not ru.is_open(), "精炼框初始隐藏") + fc.refine_ask.emit({ + "type": 1, "pos": 7, "src_vnum": 11209, "result_vnum": 11219, + "cost": 200000, "prob": 45, + "materials": [{"vnum": 30001, "count": 3}, {"vnum": 30002, "count": 1}], + }) + _ck(ru.is_open(), "refine_ask -> 弹出") + _ck(ru._text.text.contains("45%") and ru._text.text.contains("200000"), "成功率 + 费用") + _ck(ru._text.text.contains("#30001 ×3"), "材料行") + # 找「精炼」按钮 + var ok_btn: Button = null + for b in ru._root.find_children("*", "Button", true, false): + if b.text == "精炼": + ok_btn = b + _ck(ok_btn != null, "有「精炼」按钮") + if ok_btn: + ok_btn.pressed.emit() + _ck(fc.calls == [["refine", 7, 1]], "精炼 -> client.refine(pos=7, type=1)") + _ck(not ru.is_open(), "确认后关闭") + # 取消 + fc.refine_ask.emit({"type": 0, "pos": 3, "src_vnum": 1, "result_vnum": 2, "cost": 0, "prob": 100, "materials": []}) + for b in ru._root.find_children("*", "Button", true, false): + if b.text == "取消": + b.pressed.emit() + _ck(not ru.is_open() and fc.calls.size() == 1, "取消 -> 关闭且不发包") diff --git a/project/guild_refine_test.gd.uid b/project/guild_refine_test.gd.uid new file mode 100644 index 00000000..158929e3 --- /dev/null +++ b/project/guild_refine_test.gd.uid @@ -0,0 +1 @@ +uid://c7y3tetalldlq diff --git a/project/guild_war_skill_test.gd b/project/guild_war_skill_test.gd new file mode 100644 index 00000000..07d35d6b --- /dev/null +++ b/project/guild_war_skill_test.gd @@ -0,0 +1,110 @@ +# guild_war_skill_test —— 公会窗「技能 / 公会战」两页 headless 自检。 +# godot --headless --path project --script guild_war_skill_test.gd +extends SceneTree + +const GuildUI = preload("res://ui/guild_ui.gd") + +class FakeTable extends Node: + func for_category(cat: String) -> Array: + return [4051, 4052, 4053] if cat == "GUILD" else [] + func name_of(id: int) -> String: + return {4051: "축복", 4052: "미리내", 4053: "무장"}.get(id, "skill %d" % id) + +class FakeClient extends Node: + signal guild_changed() + signal guild_skill_changed() + signal guild_war_changed() + var guild := {"in_guild": true, "id": 77, "name": "Dragons", "level": 12, + "member_count": 2, "max_member_count": 32, "gold": 5} + var skill := {"valid": false} + var wars := [] + var war := {"opp_guild_id": 0, "opp_name": "", "type": 0, "state": 0} + var calls := [] + func is_in_game() -> bool: return true + func get_guild() -> Dictionary: return guild + func get_guild_members() -> Array: return [] + func get_guild_grades() -> Array: return [] + func get_guild_skill() -> Dictionary: return skill + func get_guild_wars() -> Array: return wars + func get_guild_war() -> Dictionary: return war + func use_guild_skill(vnum: int, target: int) -> bool: + calls.append(["use", vnum, target]); return true + func declare_guild_war(name: String) -> bool: + calls.append(["war", name]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: guild_war_skill_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _btn(root: Node, label: String) -> Button: + for b in root.find_children("*", "Button", true, false): + if String(b.text) == label: + return b + return null + +func _labels_text(page: Node) -> String: + var s := "" + for c in page.find_children("*", "Label", true, false): + s += String(c.text) + "\n" + return s + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + var tbl := FakeTable.new() + get_root().add_child(tbl) + + var gu: Node = GuildUI.new() + get_root().add_child(gu) + gu.setup(fc, canvas, tbl) + gu.toggle() + _ck(gu.is_open(), "公会窗打开") + _ck(gu._pages.size() == 3, "3 页") + + # --- 技能页 --- + gu._set_tab(1) + _ck(_labels_text(gu._pages[1]).contains("还没收到"), "技能页:无数据提示") + + fc.skill = {"valid": true, "skill_point": 5, "guild_point": 1200, "max_guild_point": 5000, + "levels": [3, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 7]} + fc.guild_skill_changed.emit() + var st := _labels_text(gu._pages[1]) + _ck(st.contains("技能点 5") and st.contains("1200 / 5000"), "技能页:点数行") + _ck(st.contains("축복") and st.contains("Lv 3"), "技能页:GUILD 技能名 + 等级") + _ck(st.contains("무장") and st.contains("Lv 7"), "技能页:第 12 个技能配到 levels[11]") + # 축복 lv3 -> 有「施放」按钮;미리내 lv0 -> 无 + var cast := _btn(gu._pages[1], "施放") + _ck(cast != null, "技能页:可施放技能有按钮") + cast.pressed.emit() + _ck(fc.calls == [["use", 4051, 0]], "施放 -> use_guild_skill(4051, 0)") + + # --- 公会战页 --- + gu._set_tab(2) + _ck(_labels_text(gu._pages[2]).contains("当前无公会战"), "公会战页:无战提示") + _ck(_labels_text(gu._pages[2]).contains("无"), "公会战页:进行中列表为空") + + # 宣战 + gu._war_name_edit.text = "Tigers" + _btn(gu._pages[2], "宣战").pressed.emit() + _ck(fc.calls[-1] == ["war", "Tigers"], "宣战 -> declare_guild_war(\"Tigers\")") + + # 收到 WAR ON_WAR + WAR_LIST + fc.war = {"opp_guild_id": 88, "opp_name": "Tigers", "type": 1, "state": 6} + fc.wars = [{"src": 77, "dst": 88, "src_name": "Dragons", "dst_name": "Tigers"}] + fc.guild_war_changed.emit() + var wt := _labels_text(gu._pages[2]) + _ck(wt.contains("对 Tigers") and wt.contains("交战中"), "公会战页:当前战状态") + _ck(wt.contains("Dragons vs Tigers") and wt.contains("◀我方"), "公会战页:GvG 行 + 我方标记") diff --git a/project/guild_war_skill_test.gd.uid b/project/guild_war_skill_test.gd.uid new file mode 100644 index 00000000..3f794767 --- /dev/null +++ b/project/guild_war_skill_test.gd.uid @@ -0,0 +1 @@ +uid://xbhde2rhxvgy diff --git a/project/hud.gd b/project/hud.gd new file mode 100644 index 00000000..46b83b85 --- /dev/null +++ b/project/hud.gd @@ -0,0 +1,331 @@ +# W7 HUD —— 小地图(拼 minimap.dds)+ 状态栏 / 快捷栏 / 背包。 +# §6.1:窗口/血条/快捷栏用真实 `ETC/ymir work/ui/pattern/` 九宫格贴图(AssetResolver 机制), +# 精确布局仍待 §0 的 ingame-shinsoo-ui.json。SHINSOO §9-W7 / PARITY §6.1。 +# 用法:var hud := preload("res://hud.gd").new(); hud.setup(world, player); add_child(hud) +extends CanvasLayer + +var _world: Node +var _player: Node3D +var _minimap_rect: TextureRect +var _dot: ColorRect +var _map_w_m := 1024.0 +var _map_h_m := 1280.0 +var _inv: Control +var _assets: String +var _pat := "ETC/ymir work/ui/pattern/" +var _tex_cache := {} +var _hp_fill: NinePatchRect +var _mp_fill: NinePatchRect +var _exp_fill: ColorRect +var _lvl_label: Label +var _hp_label: Label +var _hp_w := 240.0 +var _energy_fill: ColorRect +var _energy_label: Label +# 目标血条(P0) +var _target_panel: Control +var _target_name: Label +var _target_fill: ColorRect +# 状态图标条(P4) +var _affect_row: HBoxContainer + +func setup(world: Node, player: Node3D) -> void: + _world = world + _player = player + _assets = String(world.get("assets_root")) + var rep: Dictionary = _world.call("get_load_report") + _map_w_m = float(rep["map_size_x"]) * 256.0 + _map_h_m = float(rep["map_size_y"]) * 256.0 + _build_minimap(int(rep["map_size_x"]), int(rep["map_size_y"])) + _build_status() + _build_hotbar() + _build_inventory() + +# --- real UI texture loading (§6.1) ------------------------------------------- + +func _ui_tex(name: String) -> Texture2D: + if _tex_cache.has(name): + return _tex_cache[name] + var img := Image.new() + var tex: Texture2D = null + var cand := _assets.path_join(_pat + name + ".tga") + if not FileAccess.file_exists(cand): + # fall back: scan asset packs for "/ymir work/ui/pattern/.tga" + var da := DirAccess.open(_assets) + if da: + for sub in da.get_directories(): + var p := _assets.path_join(sub).path_join("ymir work/ui/pattern/" + name + ".tga") + if FileAccess.file_exists(p): + cand = p + break + if FileAccess.file_exists(cand) and img.load(cand) == OK: + tex = ImageTexture.create_from_image(img) + _tex_cache[name] = tex + return tex + +# Composite a set of pattern pieces into one atlas and return a NinePatchRect. +# pieces = {corner_lt, corner_rt, corner_lb, corner_rb, line_t, line_l, base} +func _nine(prefix: String, m: int, base_size: int) -> NinePatchRect: + var total := m + base_size + m + var atlas := Image.create_empty(total, total, false, Image.FORMAT_RGBA8) + atlas.fill(Color(0, 0, 0, 0)) + var put := func(name: String, x: int, y: int) -> void: + var t := _ui_tex(name) + if t == null: + return + var im := t.get_image() + im.convert(Image.FORMAT_RGBA8) + atlas.blit_rect(im, Rect2i(Vector2i.ZERO, im.get_size()), Vector2i(x, y)) + put.call(prefix + "_corner_lefttop", 0, 0) + put.call(prefix + "_corner_righttop", m + base_size, 0) + put.call(prefix + "_corner_leftbottom", 0, m + base_size) + put.call(prefix + "_corner_rightbottom", m + base_size, m + base_size) + # edges: stretch the piece across the middle band + var edge := func(name: String, r: Rect2i) -> void: + var t := _ui_tex(name) + if t == null: + return + var im := t.get_image() + im.convert(Image.FORMAT_RGBA8) + im.resize(r.size.x, r.size.y, Image.INTERPOLATE_BILINEAR) + atlas.blit_rect(im, Rect2i(Vector2i.ZERO, r.size), r.position) + edge.call(prefix + "_line_top", Rect2i(m, 0, base_size, m)) + edge.call(prefix + "_line_bottom", Rect2i(m, m + base_size, base_size, m)) + edge.call(prefix + "_line_left", Rect2i(0, m, m, base_size)) + edge.call(prefix + "_line_right", Rect2i(m + base_size, m, m, base_size)) + var b := _ui_tex(prefix + "_base") + if b: + var bi := b.get_image() + bi.convert(Image.FORMAT_RGBA8) + bi.resize(base_size, base_size, Image.INTERPOLATE_BILINEAR) + atlas.blit_rect(bi, Rect2i(Vector2i.ZERO, Vector2i(base_size, base_size)), Vector2i(m, m)) + var np := NinePatchRect.new() + np.texture = ImageTexture.create_from_image(atlas) + np.patch_margin_left = m + np.patch_margin_right = m + np.patch_margin_top = m + np.patch_margin_bottom = m + return np + +# horizontal 3-slice gauge (left cap | tiled centre | right cap) as a NinePatchRect +func _gauge(center_name: String, h: int) -> NinePatchRect: + var pieces := [center_name + "_left" if _ui_tex(center_name + "_left") else center_name, + center_name + "_center" if _ui_tex(center_name + "_center") else center_name, + center_name + "_right" if _ui_tex(center_name + "_right") else center_name] + var seg := 16 + var atlas := Image.create_empty(seg * 3, h, false, Image.FORMAT_RGBA8) + atlas.fill(Color(0, 0, 0, 0)) + for i in 3: + var t := _ui_tex(pieces[i]) + if t == null: + continue + var im := t.get_image() + im.convert(Image.FORMAT_RGBA8) + im.resize(seg, h, Image.INTERPOLATE_BILINEAR) + atlas.blit_rect(im, Rect2i(Vector2i.ZERO, Vector2i(seg, h)), Vector2i(i * seg, 0)) + var np := NinePatchRect.new() + np.texture = ImageTexture.create_from_image(atlas) + np.patch_margin_left = seg + np.patch_margin_right = seg + return np + +# --- widgets ---------------------------------------------------------------- + +func _build_minimap(nx: int, ny: int) -> void: + var cell := 64 + var big := Image.create_empty(nx * cell, ny * cell, false, Image.FORMAT_RGBA8) + big.fill(Color(0.08, 0.09, 0.11, 1.0)) + for tx in nx: + for ty in ny: + var p: String = _world.call("chunk_dir", tx, ty) + "/minimap.dds" + if not FileAccess.file_exists(p): + continue + var img: Image = _world.call("load_dds", p) + if img == null: + continue + img.resize(cell, cell, Image.INTERPOLATE_BILINEAR) + big.blit_rect(img, Rect2i(0, 0, cell, cell), Vector2i(tx * cell, ty * cell)) + var mm_h := 192 * ny / nx if nx > 0 else 192 + var frame := _nine("board", 32, 128) + frame.set_anchors_preset(Control.PRESET_TOP_RIGHT) + frame.position = Vector2(-192 - 24 - 12, 12) + frame.size = Vector2(192 + 24, mm_h + 24) + add_child(frame) + _minimap_rect = TextureRect.new() + _minimap_rect.texture = ImageTexture.create_from_image(big) + _minimap_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + _minimap_rect.stretch_mode = TextureRect.STRETCH_SCALE + _minimap_rect.position = Vector2(12, 12) + _minimap_rect.size = Vector2(192, mm_h) + frame.add_child(_minimap_rect) + _dot = ColorRect.new() + _dot.color = Color(1, 0.9, 0.2) + _dot.size = Vector2(6, 6) + _minimap_rect.add_child(_dot) + +func _build_status() -> void: + var box := VBoxContainer.new() + box.set_anchors_preset(Control.PRESET_BOTTOM_LEFT) + box.position = Vector2(18, -122) + box.add_theme_constant_override("separation", 6) + add_child(box) + for spec in [["gauge_red", 0.82], ["gauge_blue", 0.60]]: + var slot := _gauge("gauge_slot", 24) + slot.custom_minimum_size = Vector2(_hp_w, 24) + slot.size = Vector2(_hp_w, 24) + var fill := _gauge(spec[0], 24) + fill.position = Vector2(0, 0) + fill.size = Vector2(_hp_w * float(spec[1]), 24) + slot.add_child(fill) + box.add_child(slot) + if spec[0] == "gauge_red": + _hp_fill = fill + _hp_label = Label.new() + _hp_label.add_theme_font_size_override("font_size", 11) + _hp_label.position = Vector2(6, 5) + slot.add_child(_hp_label) + else: + _mp_fill = fill + # 能量条(原客户端 POINT_ENERGY,0..100)。资源缺失时仍用纯色条保持可读。 + var energy_slot := ColorRect.new() + energy_slot.color = Color(0, 0, 0, 0.55) + energy_slot.custom_minimum_size = Vector2(_hp_w, 10) + energy_slot.size = Vector2(_hp_w, 10) + _energy_fill = ColorRect.new() + _energy_fill.color = Color(0.95, 0.65, 0.18) + _energy_fill.size = Vector2(0, 10) + energy_slot.add_child(_energy_fill) + _energy_label = Label.new() + _energy_label.add_theme_font_size_override("font_size", 9) + _energy_label.position = Vector2(6, -1) + energy_slot.add_child(_energy_label) + box.add_child(energy_slot) + # 经验条(细)+ 等级 + var exp_slot := ColorRect.new() + exp_slot.color = Color(0, 0, 0, 0.5) + exp_slot.custom_minimum_size = Vector2(_hp_w, 6) + exp_slot.size = Vector2(_hp_w, 6) + _exp_fill = ColorRect.new() + _exp_fill.color = Color(0.9, 0.8, 0.2) + _exp_fill.size = Vector2(0, 6) + exp_slot.add_child(_exp_fill) + box.add_child(exp_slot) + _lvl_label = Label.new() + _lvl_label.add_theme_font_size_override("font_size", 12) + _lvl_label.text = "Lv 1" + box.add_child(_lvl_label) + +# --- P0: live data setters ------------------------------------------------- + +func set_vitals(hp: int, max_hp: int, sp: int, max_sp: int) -> void: + if _hp_fill: + _hp_fill.size.x = _hp_w * clampf(float(hp) / maxf(1.0, max_hp), 0.0, 1.0) + if _mp_fill: + _mp_fill.size.x = _hp_w * clampf(float(sp) / maxf(1.0, max_sp), 0.0, 1.0) + if _hp_label: + _hp_label.text = "%d / %d" % [hp, max_hp] + +func set_exp(xp: int, next_xp: int) -> void: + if _exp_fill: + _exp_fill.size.x = _hp_w * clampf(float(xp) / maxf(1.0, next_xp), 0.0, 1.0) + +func set_level(lv: int) -> void: + if _lvl_label: + _lvl_label.text = "Lv %d" % lv + +func set_energy(value: int, max_value: int = 100) -> void: + var cap := maxi(1, max_value) + var v := clampi(value, 0, cap) + if _energy_fill: + _energy_fill.size.x = _hp_w * float(v) / float(cap) + if _energy_label: + _energy_label.text = "%d / %d" % [v, cap] + +# P4:状态图标条。affects = [{type, point_idx, value, flag, duration}, ...] +func set_affects(affects: Array) -> void: + if _affect_row == null: + _affect_row = HBoxContainer.new() + _affect_row.set_anchors_preset(Control.PRESET_TOP_LEFT) + _affect_row.position = Vector2(18, 18) + _affect_row.add_theme_constant_override("separation", 3) + add_child(_affect_row) + for c in _affect_row.get_children(): + c.queue_free() + for a in affects: + var sq := ColorRect.new() + sq.custom_minimum_size = Vector2(22, 22) + var t := int(a.get("type", 0)) + sq.color = Color.from_hsv(fmod(t * 0.13, 1.0), 0.55, 0.9, 0.95) + sq.tooltip_text = "affect #%d pt%d %+d %ds" % [t, int(a.get("point_idx", 0)), + int(a.get("value", 0)), int(a.get("duration", 0))] + _affect_row.add_child(sq) + +func set_target(nm: String, hp_pct: int) -> void: + if _target_panel == null: + _build_target_panel() + _target_panel.visible = true + _target_name.text = nm if nm != "" else "Target" + _target_fill.size.x = 180.0 * clampf(hp_pct / 100.0, 0.0, 1.0) + +func clear_target() -> void: + if _target_panel: + _target_panel.visible = false + +func _build_target_panel() -> void: + _target_panel = Control.new() + _target_panel.set_anchors_preset(Control.PRESET_CENTER_TOP) + _target_panel.position = Vector2(-100, 16) + _target_panel.size = Vector2(200, 40) + add_child(_target_panel) + _target_name = Label.new() + _target_name.add_theme_font_size_override("font_size", 12) + _target_name.position = Vector2(10, 0) + _target_panel.add_child(_target_name) + var slot := ColorRect.new() + slot.color = Color(0, 0, 0, 0.55) + slot.position = Vector2(10, 18) + slot.size = Vector2(180, 12) + _target_panel.add_child(slot) + _target_fill = ColorRect.new() + _target_fill.color = Color(0.85, 0.2, 0.2) + _target_fill.size = Vector2(180, 12) + slot.add_child(_target_fill) + +func _build_hotbar() -> void: + var row := HBoxContainer.new() + row.set_anchors_preset(Control.PRESET_CENTER_BOTTOM) + row.position = Vector2(-8 * 23, -56) + row.add_theme_constant_override("separation", 4) + add_child(row) + for i in 8: + var slot := _nine("thinboard", 16, 16) + slot.custom_minimum_size = Vector2(42, 42) + var n := Label.new() + n.text = str(i + 1) + n.position = Vector2(4, 2) + n.add_theme_font_size_override("font_size", 11) + slot.add_child(n) + row.add_child(slot) + +func _build_inventory() -> void: + _inv = _nine("board", 32, 128) + _inv.set_anchors_preset(Control.PRESET_CENTER_RIGHT) + _inv.position = Vector2(-280, -200) + _inv.size = Vector2(256, 384) + _inv.visible = false + var t := Label.new() + t.text = " Inventory (I to close)" + t.position = Vector2(16, 12) + _inv.add_child(t) + add_child(_inv) + +func _input(ev: InputEvent) -> void: + if ev is InputEventKey and ev.pressed and ev.keycode == KEY_I: + _inv.visible = not _inv.visible + +func _process(_dt: float) -> void: + if _player == null or _minimap_rect == null: + return + var u := clampf(_player.position.x / _map_w_m, 0.0, 1.0) + var v := clampf(_player.position.z / _map_h_m, 0.0, 1.0) + _dot.position = Vector2(u * _minimap_rect.size.x - 3, v * _minimap_rect.size.y - 3) diff --git a/project/hud.gd.uid b/project/hud.gd.uid new file mode 100644 index 00000000..fbe148ce --- /dev/null +++ b/project/hud.gd.uid @@ -0,0 +1 @@ +uid://cs3i75781lp3u diff --git a/project/inventory_test.gd b/project/inventory_test.gd new file mode 100644 index 00000000..8e78a628 --- /dev/null +++ b/project/inventory_test.gd @@ -0,0 +1,66 @@ +# inventory_test — 扩展装备位和腰带背包的协议坐标 / 锁格规则。 +extends SceneTree + +const InventoryUI = preload("res://ui/inventory_ui.gd") + +class FakeProto extends Node: + func item(_vnum: int) -> Dictionary: + return {"values": [4]} + +class FakeClient extends Node: + var item_ops := [] + func use_item_to_item(sw: int, sc: int, tw: int, tc: int) -> bool: + item_ops.append([sw, sc, tw, tc]) + return true + +var failed := 0 + +func _check(ok: bool, message: String) -> void: + if not ok: + failed += 1 + printerr("FAIL: " + message) + +func _init() -> void: + var inv := InventoryUI.new() + _check(inv._to_wire(0) == [1, 0], "normal inventory uses INVENTORY cell") + _check(inv._to_wire(113) == [1, 113], "wear belt uses legacy global cell 113") + _check(inv._to_wire(200) == [1, 152], "belt UI cell 0 uses global cell 152") + _check(inv._to_wire(215) == [1, 167], "belt UI cell 15 uses global cell 167") + + inv.proto = FakeProto.new() + inv.add_child(inv.proto) + for i in 16: + var cell := Panel.new() + inv.add_child(cell) + inv._cells[200 + i] = cell + var eq := [] + for _i in 24: + eq.append({"vnum": 0, "count": 0}) + eq[23] = {"vnum": 12345, "count": 1} + inv._apply_belt_locks(eq) + _check(not bool(inv._cells[200].get_meta("locked", true)), "grade 4 unlocks belt cell 0") + _check(not bool(inv._cells[202].get_meta("locked", true)), "grade 4 unlocks belt cell 2") + _check(bool(inv._cells[203].get_meta("locked", false)), "grade 4 locks belt cell 3 (needs 6)") + _check(not bool(inv._cells[206].get_meta("locked", true)), "grade 4 unlocks belt cell 6") + _check(bool(inv._cells[207].get_meta("locked", false)), "grade 4 locks belt cell 7 (needs 6)") + var fake_client := FakeClient.new() + inv.add_child(fake_client) + inv.client = fake_client + for index in [0, 1]: + var item_cell := Panel.new() + item_cell.set_meta("vnum", 100 + index) + item_cell.set_meta("count", 2) + inv.add_child(item_cell) + inv._cells[index] = item_cell + _check(inv._use_to_item(0, 1), "item-to-item intent accepted") + _check(fake_client.item_ops == [[1, 0, 1, 1]], "item-to-item uses original inventory positions") + inv._begin_combine(0) + _check(inv._combine_from == 0, "shift selects combine source") + inv._begin_combine(0) + _check(inv._combine_from == -1, "shift same source cancels combine") + inv.free() + if failed == 0: + print("PASS: inventory_test (extended equipment + belt mapping)") + quit(0) + else: + quit(1) diff --git a/project/inventory_test.gd.uid b/project/inventory_test.gd.uid new file mode 100644 index 00000000..796a09d9 --- /dev/null +++ b/project/inventory_test.gd.uid @@ -0,0 +1 @@ +uid://76o26fdux541 diff --git a/project/inventory_ui_test.gd b/project/inventory_ui_test.gd new file mode 100644 index 00000000..f4beef36 --- /dev/null +++ b/project/inventory_ui_test.gd @@ -0,0 +1,94 @@ +# inventory_ui_test —— P2 背包/装备窗 headless 自检(假 client + 假 proto + 真 uiscript)。 +# godot --headless --path project --script inventory_ui_test.gd +extends SceneTree + +const UiManager = preload("res://ui/ui_manager.gd") +const InventoryUI = preload("res://ui/inventory_ui.gd") + +class FakeClient extends Node: + signal inventory_changed(window: int, cell: int) + var inv := {} # cell -> {vnum,count} + var equip := [] # 11 x {vnum,count} + var used := [] + var moved := [] + func _init(): + for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i}) + func get_inventory() -> Array: + var out := [] + for c in inv: out.append({"cell": c, "vnum": inv[c].vnum, "count": inv[c].count}) + return out + func get_equipment() -> Array: return equip + func use_item(w, c) -> bool: used.append([w, c]); return true + func move_item(fw, fc, tw, tc, n) -> bool: moved.append([fw, fc, tw, tc, n]); return true + func set_inv(cell, vnum, count): + inv[cell] = {"vnum": vnum, "count": count} + inventory_changed.emit(1, cell) + +class FakeProto extends Node: + func item(vnum: int) -> Dictionary: + return {"vnum": vnum, "name": "Item%d" % vnum, "locale_name": "物品%d" % vnum, "type": 1} + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: inventory_ui_test (window + fill + refresh + use + move)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/inventorywindow.py")): + print(" (skip: no inventorywindow.py — assets checkout missing)") + return + + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + var fp := FakeProto.new() + get_root().add_child(fc) + get_root().add_child(fp) + fc.inv[5] = {"vnum": 19, "count": 1} + fc.inv[6] = {"vnum": 27, "count": 3} + fc.equip[1] = {"vnum": 11209, "count": 1, "wear": 1} + + var iv: Node = InventoryUI.new() + get_root().add_child(iv) + iv.setup(ui, fc, fp, assets) + iv.open() + _ck(iv.is_open(), "inventory window opened") + # 45 背包格 + 12 装备格(equipment 元组) + _ck(iv._cells.size() >= 45, "at least 45 inventory cells indexed (%d)" % iv._cells.size()) + _ck(iv._cells.has(90), "equipment cell 90 present") + + # 填充 + var c5: Panel = iv._cells[5] + _ck(int(c5.get_meta("vnum", 0)) == 19, "cell 5 filled vnum 19") + _ck(c5.tooltip_text.contains("物品19"), "cell 5 tooltip has locale name") + var c6: Panel = iv._cells[6] + _ck(c6.has_node("count") and (c6.get_node("count") as Label).text == "3", "cell 6 shows count 3") + _ck(int(iv._cells[91].get_meta("vnum", 0)) == 11209, "equip wear1 -> ui cell 91 filled") + + # inventory_changed 刷新 + fc.set_inv(8, 100, 1) + await process_frame + _ck(int(iv._cells[8].get_meta("vnum", 0)) == 100, "cell 8 filled after inventory_changed") + + # 右键用 + iv.use(5) + _ck(fc.used.size() == 1 and fc.used[0] == [1, 5], "use(5) -> use_item(1,5)") + # 拖 5 -> 91(背包 -> 装备) + iv.move_to(5, 91, 1) + _ck(fc.moved.size() == 1 and fc.moved[0] == [1, 5, 2, 1, 1], "move_to(5,91) -> move_item(1,5,2,1,1)") + + iv.close() + _ck(not iv.is_open(), "window closed") + ui.queue_free() diff --git a/project/inventory_ui_test.gd.uid b/project/inventory_ui_test.gd.uid new file mode 100644 index 00000000..ff46f2a5 --- /dev/null +++ b/project/inventory_ui_test.gd.uid @@ -0,0 +1 @@ +uid://ce8ey8voa2h7l diff --git a/project/locale.gd b/project/locale.gd new file mode 100644 index 00000000..2b9e892f --- /dev/null +++ b/project/locale.gd @@ -0,0 +1,66 @@ +# Locale —— EterLocale 字符串表(`locale/locale//*.txt`,KEY\tVALUE,UTF-8)。 +# Godot 原生处理 UTF-8 + 拉丁/西里尔/希腊/阿拉伯;CJK 需外挂字体(apply_font)。 +# 用 preload("res://locale.gd").new();setup() 后 t("KEY", [args]). +extends RefCounted + +var _lang := "en" +var _tab := {} # KEY -> value +var _base := "" + +func setup(assets_root: String, lang := "en") -> void: + _base = assets_root.path_join("locale/locale") + set_lang(lang) + +func set_lang(lang: String) -> void: + _lang = lang + _tab.clear() + var dir := _base.path_join(lang) + if not DirAccess.dir_exists_absolute(dir): + push_warning("[locale] no such lang: " + dir) + return + for f in ["locale_interface.txt", "locale_game.txt", "itemdesc.txt", "skilldesc.txt"]: + _load_table(dir.path_join(f)) + +func _load_table(path: String) -> void: + if not FileAccess.file_exists(path): + return + var fa := FileAccess.open(path, FileAccess.READ) + if fa == null: + return + while not fa.eof_reached(): + var line := fa.get_line() + if line.is_empty() or line.begins_with("#"): + continue + var tab := line.find("\t") + if tab < 0: + continue + var key := line.substr(0, tab).strip_edges() + var val := line.substr(tab + 1).strip_edges() + if not key.is_empty(): + _tab[key] = val + +func lang() -> String: + return _lang + +func has(key: String) -> bool: + return _tab.has(key) + +# t("SELECT_LEVEL") -> "Level";t("AFF_LOVE_POINT", [42]) -> "Love points: 42%" +# 缺失时返回 ""(开发期一眼可见)。 +func t(key: String, args: Array = []) -> String: + if not _tab.has(key): + return "<" + key + ">" + var s: String = _tab[key] + if args.is_empty(): + return s + return s % args if args.size() > 1 else (s % args[0]) + +# 给一个 Control / Window 挂 CJK(或其它)字体。ttf_path 为空则不动。 +func apply_font(node: Control, ttf_path: String, size := 0) -> void: + if ttf_path.is_empty() or not FileAccess.file_exists(ttf_path): + return + var f := FontFile.new() + f.load_dynamic_font(ttf_path) + node.add_theme_font_override("font", f) + if size > 0: + node.add_theme_font_size_override("font_size", size) diff --git a/project/locale.gd.uid b/project/locale.gd.uid new file mode 100644 index 00000000..87f98e9d --- /dev/null +++ b/project/locale.gd.uid @@ -0,0 +1 @@ +uid://cmkg44eg1hfh0 diff --git a/project/login.gd b/project/login.gd new file mode 100644 index 00000000..8834383f --- /dev/null +++ b/project/login.gd @@ -0,0 +1,156 @@ +# 登录界面 —— 服务器/账号/密码输入 + 连接,接 M2Client。 +# 成功(char_list)后打印槽位;实际项目里在此切到 charselect.gd。 +# 用法:godot --path project --script login.gd (--auto 用默认值直接连) +extends SceneTree + +const UiKit = preload("res://ui_kit.gd") +const Audio = preload("res://audio.gd") +const Locale = preload("res://locale.gd") +const AppLifecycle = preload("res://app_lifecycle.gd") +const GameScene = preload("res://game_scene.gd") + +var _assets: String +var _client: Node +var _audio: Node +var _life: Node +var _layer: CanvasLayer +var _game: Node3D +var _auto_select := false +var _loc: RefCounted +var _host: LineEdit +var _id: LineEdit +var _pw: LineEdit +var _status: Label +var _t := 0.0 + +func _init() -> void: + _assets = AssetRoot.path() + _loc = Locale.new() + _loc.setup(_assets, "en") + _audio = Audio.new() + get_root().add_child(_audio) + _audio.setup(_assets) + # F5:登录界面没有游戏逻辑要暂停,但后台时仍停 BGM / 挂起连接 + _life = AppLifecycle.new() + _life.pause_tree_on_background = false + get_root().add_child(_life) + _life.bind(null, _audio) + _layer = CanvasLayer.new() + var layer := _layer + get_root().add_child(layer) + + var bg := ColorRect.new() + bg.color = Color(0.08, 0.09, 0.12) + bg.set_anchors_preset(Control.PRESET_FULL_RECT) + layer.add_child(bg) + + var panel := UiKit.board(_assets, "board", 32, 128) + panel.set_anchors_preset(Control.PRESET_CENTER) + panel.position = Vector2(-220, -150) + panel.size = Vector2(440, 300) + layer.add_child(panel) + + var v := VBoxContainer.new() + v.position = Vector2(40, 36) + v.custom_minimum_size = Vector2(360, 0) + v.add_theme_constant_override("separation", 12) + panel.add_child(v) + + var title := Label.new() + title.text = " " + _loc.t("LOGIN_CONNECT") + title.add_theme_font_size_override("font_size", 20) + v.add_child(title) + + _host = _field(v, _loc.t("LOGIN_DEFAULT_SERVERADDR").split(",")[0], "192.168.21.203") + _id = _field(v, _loc.t("LOGIN_ID"), "admin") + _pw = _field(v, _loc.t("LOGIN_PASSWORD"), "123456789") + _pw.secret = true + + var btn := Button.new() + btn.text = _loc.t("LOGIN_CONNECT") + btn.custom_minimum_size = Vector2(0, 40) + btn.pressed.connect(_connect) + v.add_child(btn) + + _status = Label.new() + _status.text = _loc.t("LOGIN_CONNECTING") + v.add_child(_status) + + if "--auto" in OS.get_cmdline_user_args() or "--auto" in OS.get_cmdline_args(): + _connect() + +func _field(parent: Control, label: String, val: String) -> LineEdit: + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 10) + var l := Label.new() + l.text = label + l.custom_minimum_size = Vector2(64, 0) + row.add_child(l) + var le := LineEdit.new() + le.text = val + le.custom_minimum_size = Vector2(260, 0) + row.add_child(le) + parent.add_child(row) + return le + +func _connect() -> void: + if not ClassDB.class_exists("M2Client"): + _status.text = "M2Client 未注册(扩展没编?)" + return + if _client: + _client.call("disconnect_from_server") + _client.queue_free() + _client = ClassDB.instantiate("M2Client") + get_root().add_child(_client) + _client.connect("stage_changed", func(s): _msg("阶段: " + s)) + _client.connect("auth_ok", func(k): + _msg("认证成功 login_key=0x%08X" % k) + _audio.play_ui("loginok")) + _client.connect("login_failed", func(r): + _msg("失败: " + r) + _audio.play_ui("loginfail")) + _client.connect("phase_changed", func(p): _msg("游戏相位: " + p)) + _client.connect("char_list", _on_chars) + _client.connect("entered_game", _on_entered_game) + _client.connect("disconnected", func(r): _msg("断开: " + r)) + _client.connect("resumed", func(): + # 回前台:若后台期间 OS 掐了 TCP,下一次 pump 会发 disconnected; + # 曾在游戏里就自动重连。 + if _client.call("is_in_game"): + _msg("回前台,尝试重连…") + _client.call("reconnect")) + _life.bind(_client, _audio) + var h := _host.text + _client.call("connect_to_server", h, 11000, h, 11011, _id.text, _pw.text) + _msg("连接 %s ..." % h) + +func _on_chars(list: Array) -> void: + _msg("角色列表: %d 个" % list.size()) + for d in list: + print("[login] slot %d: %s (job %d, Lv.%d) @ (%d,%d)" % [ + d.get("index", -1), d.get("name", "?"), d.get("job", 0), + d.get("level", 0), d.get("x", 0), d.get("y", 0)]) + # 简版:自动选第一个非空槽进游戏。正式版切到 charselect.gd。 + if list.size() > 0 and (_auto_select or "--auto" in OS.get_cmdline_args()): + var idx: int = int(list[0].get("index", 0)) + _msg("自动选择槽位 %d ..." % idx) + _client.call("select_character", idx) + +func _on_entered_game() -> void: + _msg("已进入游戏 —— 加载场景") + if _layer: + _layer.visible = false + if _life: # 让 game_scene 自己的 AppLifecycle 接管 + _life.queue_free() + _life = null + _game = GameScene.new() + get_root().add_child(_game) + _game.setup(_client, _assets) + +func _msg(t: String) -> void: + if _status: + _status.text = t + print("[login] ", t) + +func _process(_dt: float) -> bool: + return false diff --git a/project/login.gd.uid b/project/login.gd.uid new file mode 100644 index 00000000..9bfb5122 --- /dev/null +++ b/project/login.gd.uid @@ -0,0 +1 @@ +uid://6u27nmch6k60 diff --git a/project/love_ui_test.gd b/project/love_ui_test.gd new file mode 100644 index 00000000..400a680e --- /dev/null +++ b/project/love_ui_test.gd @@ -0,0 +1,44 @@ +# love_ui_test — 情侣状态窗随 GC_LOVER_INFO / LOVE_POINT_UPDATE 的桥接信号更新。 +extends SceneTree + +const LoveUI = preload("res://ui/love_ui.gd") + +class FakeClient extends Node: + signal lover_changed(lover: Dictionary) + var lover := {"valid": false, "name": "", "love_point": 0} + func get_lover() -> Dictionary: + return lover + +var failed := 0 +func _check(ok: bool, message: String) -> void: + if not ok: + failed += 1 + printerr("FAIL: " + message) + +func _init() -> void: + await _run() + if failed == 0: + print("PASS: love_ui_test (lover state panel)") + quit(0) + else: + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + var client := FakeClient.new() + var love := LoveUI.new() + get_root().add_child(canvas) + get_root().add_child(client) + get_root().add_child(love) + love.setup(client, canvas) + _check(not love._root.visible, "no lover keeps panel hidden") + client.lover = {"valid": true, "name": "Partner", "love_point": 63} + client.lover_changed.emit(client.lover) + await process_frame + _check(love._root.visible, "lover info shows panel") + _check(love._name.text == "♥ Partner", "lover name rendered") + _check(int(love._bar.value) == 63, "lover point rendered") + client.lover["love_point"] = 88 + client.lover_changed.emit(client.lover) + await process_frame + _check(int(love._bar.value) == 88, "love point update refreshes bar") diff --git a/project/love_ui_test.gd.uid b/project/love_ui_test.gd.uid new file mode 100644 index 00000000..4d13dccf --- /dev/null +++ b/project/love_ui_test.gd.uid @@ -0,0 +1 @@ +uid://7w5o7rxr2wmk diff --git a/project/main.gd b/project/main.gd index 9ce2220f..6d1db436 100644 --- a/project/main.gd +++ b/project/main.gd @@ -5,8 +5,8 @@ extends Node3D ## Godot's Forward+ renderer, and (if an anim .gr2 is given) drives it with ## Metin2AnimPlayer. ## -## Asset paths default to the sibling m2dev-client-main checkout; override with -## MTGODOT_MODEL / MTGODOT_ANIM / MTGODOT_TEXDIR env vars. +## Asset root resolves via AssetRoot (res://../assets, or the MT_ASSETS env var). +## Per-file overrides: MTGODOT_MODEL / MTGODOT_ANIM / MTGODOT_TEXDIR env vars. ## ## Keys: drag = orbit wheel = zoom Space = play/pause B = bind pose ## [ / ] = scrub R = reload F2 = screenshot @@ -27,7 +27,7 @@ var _dragging := false func _ready() -> void: - _assets_root = ProjectSettings.globalize_path("res://../../m2dev-client-main/assets") + _assets_root = AssetRoot.path() _build_environment() _build_sun() _build_camera() @@ -106,11 +106,12 @@ func _load_content() -> void: _assets_root.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2")) var tex_dir := _env("MTGODOT_TEXDIR", _assets_root.path_join("PC/ymir work/pc/warrior")) - # Default to an idle: dance_1 (and other emotes) hit a libgr2 curve-decode - # bug that collapses the head/neck — reproduced in xrender-poc's bgfx demo - # too, i.e. upstream, not a Godot-route issue. See docs/MIDREVIEW.md. + # dance_1 and other emotes are fine now that CPU skinning is the default + # (GPU/Skeleton3D dropped the shear Granny bakes onto the shoulder/front-robe + # bones → head/neck collapse; see docs/MIDREVIEW.md §4). Force GPU with + # MTGODOT_GPUSKIN=1 for perf testing. var anim_path := _env("MTGODOT_ANIM", - _assets_root.path_join("PC/ymir work/pc/warrior/general/wait.gr2")) + _assets_root.path_join("PC/ymir work/pc/warrior/action/dance_1.msa")) _model = ClassDB.instantiate("Metin2Model") _model.name = "Metin2Model" @@ -119,15 +120,33 @@ func _load_content() -> void: add_child(_model) if _model.has_method("get_info"): print("[mtgodot] model: ", _model.call("get_info")) + if _model.has_method("get_hair_options"): + var hs: Array = _model.call("get_hair_options") + if not hs.is_empty(): + print("[mtgodot] .msm hair options: %d (e.g. %s)" % [hs.size(), hs[0]]) if anim_path != "-" and FileAccess.file_exists(anim_path) and ClassDB.class_exists("Metin2AnimPlayer"): _anim = ClassDB.instantiate("Metin2AnimPlayer") _anim.name = "Metin2AnimPlayer" _anim.set("model_path", _anim.get_path_to(_model) if false else NodePath("../Metin2Model")) _anim.set("anim_path", anim_path) + var loop_env := OS.get_environment("MTGODOT_LOOP") + if loop_env != "": + _anim.set("loop", loop_env != "0") + var speed_env := OS.get_environment("MTGODOT_TIME_SCALE") + if speed_env != "": + _anim.set("time_scale", float(speed_env)) add_child(_anim) + if _anim.has_signal("motion_event"): + _anim.connect("motion_event", _on_motion_event) + if _anim.has_signal("playback_finished"): + _anim.connect("playback_finished", _on_playback_finished) if _anim.has_method("get_info"): print("[mtgodot] anim: ", _anim.call("get_info")) + if _anim.has_method("get_events"): + var evs: Array = _anim.call("get_events") + if not evs.is_empty(): + print("[mtgodot] msa events: ", evs, " accum=", _anim.call("get_accumulation")) if _anim.has_method("selfcheck"): print("[mtgodot] ", _anim.call("selfcheck", 24)) _anim.call("reload") @@ -139,10 +158,15 @@ func _load_content() -> void: func _frame_model() -> void: - # Place the orbit target/dist from the model's converted world-space AABB. + # Use trimmed vertex percentiles: a single malformed/far-away vertex (or a + # distant attachment bone) must not make the character microscopic. var mi := _model.get_node_or_null("MeshInstance3D") if _model else null - if mi and mi is VisualInstance3D: - var aabb: AABB = _model.transform * (mi as VisualInstance3D).get_aabb() + var aabb := _robust_mesh_frame_aabb(mi as MeshInstance3D) if mi is MeshInstance3D else AABB() + var frame_source := "trimmed-mesh" + if aabb.size.y <= 0.01 and mi and mi is VisualInstance3D: + aabb = _model.transform * (mi as VisualInstance3D).get_aabb() + frame_source = "mesh" + if aabb.size.y > 0.01: var h := maxf(aabb.size.y, 0.5) _target = Vector3(aabb.get_center().x, aabb.position.y + h * 0.5, aabb.get_center().z) _dist = h * 3.2 @@ -150,10 +174,41 @@ func _frame_model() -> void: var yenv := OS.get_environment("MTGODOT_YAW") if yenv != "": _yaw = float(yenv) - print("[mtgodot] frame: aabb=", aabb, " target=", _target, " dist=", _dist) + print("[mtgodot] frame[", frame_source, "]: aabb=", aabb, + " target=", _target, " dist=", _dist) _update_camera() +func _robust_mesh_frame_aabb(mi: MeshInstance3D) -> AABB: + if not _model or not mi or not mi.mesh: + return AABB() + var xs := PackedFloat32Array() + var ys := PackedFloat32Array() + var zs := PackedFloat32Array() + for surface in range(mi.mesh.get_surface_count()): + var arrays := mi.mesh.surface_get_arrays(surface) + if arrays.size() <= Mesh.ARRAY_VERTEX: + continue + var vertices := arrays[Mesh.ARRAY_VERTEX] as PackedVector3Array + for local_pos in vertices: + var p: Vector3 = _model.transform * local_pos + if p.is_finite(): + xs.append(p.x) + ys.append(p.y) + zs.append(p.z) + if xs.size() < 8: + return AABB() + xs.sort() + ys.sort() + zs.sort() + var trim := int(xs.size() * 0.01) + var hi := xs.size() - trim - 1 + var lo_p := Vector3(xs[trim], ys[trim], zs[trim]) + var hi_p := Vector3(xs[hi], ys[hi], zs[hi]) + var bounds := AABB(lo_p, hi_p - lo_p) + return bounds.grow(maxf(bounds.size.y * 0.08, 0.05)) + + func _update_camera() -> void: var offset := Vector3( cos(_pitch) * sin(_yaw), @@ -211,7 +266,7 @@ func _on_key(kc: int) -> void: ## MTGODOT_STRESS=N : spawn N animated warriors in a grid, measure frame time ## over ~180 frames, write test/godot-macos-stress.json, quit. -## Feeds the Phase-2 animation A/B (per-frame set_bone_global_pose vs baked). +## Baseline for Phase-2 perf: default CPU LBS vs MTGODOT_GPUSKIN=1 vertex shader. func _run_stress(n: int) -> void: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED) Engine.max_fps = 0 @@ -270,7 +325,9 @@ func _run_stress(n: int) -> void: "cpu_process_ms_avg": psum / proc.size(), "cpu_process_ms_p95": proc[int(proc.size() * 0.95)], "renderer": RenderingServer.get_video_adapter_name(), - "method": "per-frame set_bone_global_pose (B)", + "method": ("per-frame GPU LBS via bone-texture vertex shader (full affine)" + if OS.get_environment("MTGODOT_GPUSKIN") == "1" + else "per-frame CPU LBS, mesh rebuilt each frame (B, default)"), } var out := OS.get_environment("MTGODOT_STRESS_OUT") if out == "": @@ -283,6 +340,15 @@ func _run_stress(n: int) -> void: get_tree().quit() +func _on_motion_event(type: int, effect: String, sound: String, pos: Vector3) -> void: + print("[mtgodot] motion_event t=%.3f type=%d effect=%s sound=%s pos=%s" + % [_anim.call("get_time") if _anim else 0.0, type, effect, sound, pos]) + + +func _on_playback_finished() -> void: + print("[mtgodot] playback finished at t=", _anim.call("get_time") if _anim else -1.0) + + func _screenshot() -> void: var img := get_viewport().get_texture().get_image() var path := "user://shot_%d.png" % Time.get_ticks_msec() diff --git a/project/mob_view_test.gd b/project/mob_view_test.gd new file mode 100644 index 00000000..6b3cf59c --- /dev/null +++ b/project/mob_view_test.gd @@ -0,0 +1,64 @@ +# mob_view_test —— 怪 / NPC 真模型(MobView)headless 自检。 +# godot --headless --path project --script mob_view_test.gd +# 需要 Metin2Model 扩展 + Metin2 资产(AssetRoot.path());缺就跳过对应检查。 +extends SceneTree + +const MobView = preload("res://ui/mob_view.gd") + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: mob_view_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2Proto"): + print(" (skip: 扩展未注册)") + return + var assets := AssetRoot.path() + if not DirAccess.dir_exists_absolute(assets.path_join("Monster")): + print(" (skip: 无 Monster 资产)") + return + var proto: Object = ClassDB.instantiate("Metin2Proto") + get_root().add_child(proto) + var mp := assets.path_join("locale/locale/en/mob_proto") + if not FileAccess.file_exists(mp) or not proto.call("load_mob_proto", mp): + print(" (skip: 无 mob_proto)") + return + + # race 102 = Wolf -> assets/*/ymir work/monster/wolf/ + var mv: Node3D = MobView.new() + get_root().add_child(mv) + var ok: bool = mv.build(assets, proto, 102) + _ck(ok, "MobView.build(102 = Wolf) 成功") + if not ok: + return + _ck(mv._dir.get_file() == "wolf", "解到 wolf 目录(%s)" % mv._dir) + _ck(mv.model != null and mv.model.get_class() == "Metin2Model", "Metin2Model 建好") + _ck(mv._motions.size() >= 3, "motlist.txt 解出 %d 个动作" % mv._motions.size()) + _ck(mv._motions.has("WAIT"), "有 WAIT 动作") + # 状态切换:run -> RUN / attack -> NORMAL_ATTACK(存在才断言路径变化) + mv.set_anim_state("run") + var s1: String = mv._state + mv.set_anim_state("attack") + _ck(mv._state == "attack" and s1 == "run", "set_anim_state 切换记录") + + # 未知 race -> build 失败(返回 null 用占位) + var mv2: Node3D = MobView.new() + get_root().add_child(mv2) + _ck(not mv2.build(assets, proto, 999999), "未知 race -> build 失败") + + # race 20009 = Old Man(NPC)——若有目录就该建成 + var mv3: Node3D = MobView.new() + get_root().add_child(mv3) + var npc_ok: bool = mv3.build(assets, proto, 20009) + print(" NPC 20009 (Old Man) build = %s (%s)" % [npc_ok, mv3._dir]) diff --git a/project/mob_view_test.gd.uid b/project/mob_view_test.gd.uid new file mode 100644 index 00000000..e3c1e7bc --- /dev/null +++ b/project/mob_view_test.gd.uid @@ -0,0 +1 @@ +uid://b5dp6gbugrc1t diff --git a/project/net/channel_status.gd b/project/net/channel_status.gd new file mode 100644 index 00000000..b4a1b40d --- /dev/null +++ b/project/net/channel_status.gd @@ -0,0 +1,103 @@ +# ChannelStatus (P10 收尾) —— 频道负载查询(对齐 CServerStateChecker)。 +# +# var cs := preload("res://net/channel_status.gd").new() +# add_child(cs) +# cs.query(host, port, func(map): ...) # map: { port:int -> status:int } +# +# 明文 TCP(无 libsodium):连上任一频道端口 → 发 CG_STATE_CHECKER(0x000F,len 4) → +# 跳过其它包直到 GC_RESPOND_CHANNELSTATUS(0x0010) → 读 int32 count → count × {i16 port, u8 status}。 +# status:0 关 / 1 正常 / 2 忙 / 3 满(Metin2 约定,非在线人数——那要改服务器)。 +extends Node + +const CG_STATE_CHECKER := 0x000F +const GC_RESPOND_CHANNELSTATUS := 0x0010 + +const STATUS_TEXT := {0: "关闭", 1: "正常", 2: "拥挤", 3: "爆满"} + +signal done(status_by_port: Dictionary) + +var _peer: StreamPeerTCP +var _cb: Callable +var _deadline := 0.0 +var _sent := false + +func query(host: String, port: int, callback: Callable = Callable(), timeout_s := 3.0) -> void: + _cb = callback + _peer = StreamPeerTCP.new() + _sent = false + _deadline = _now() + timeout_s + if _peer.connect_to_host(host, port) != OK: + _finish({}) + return + set_process(true) + +func text_for(status: int) -> String: + return STATUS_TEXT.get(status, "?") + +func _now() -> float: + return Time.get_ticks_msec() / 1000.0 + +func _process(_dt: float) -> void: + if _peer == null: + return + _peer.poll() + var st := _peer.get_status() + if st == StreamPeerTCP.STATUS_ERROR or _now() > _deadline: + _finish({}) + return + if st != StreamPeerTCP.STATUS_CONNECTED: + return + if not _sent: + var req := PackedByteArray() + req.resize(4) + req.encode_u16(0, CG_STATE_CHECKER) + req.encode_u16(2, 4) + _peer.put_data(req) + _sent = true + # 攒够一个包就解析 + _try_parse() + +func _try_parse() -> void: + var avail := _peer.get_available_bytes() + if avail < 4: + return + # 逐包扫,跳到 RESPOND_CHANNELSTATUS + while _peer.get_available_bytes() >= 4: + var head: Array = _peer.get_partial_data(4) + if head[0] != OK: + return + var hb: PackedByteArray = head[1] + var header := hb.decode_u16(0) + var length := hb.decode_u16(2) + if header == GC_RESPOND_CHANNELSTATUS: + _read_body() + return + # 别的包:按 length 跳过剩余(已吃掉 4 字节头) + var rest := maxi(0, length - 4) + if rest > 0: + if _peer.get_available_bytes() < rest: + return # 等更多数据(简化:不缓存半包,靠 timeout 兜底) + _peer.get_data(rest) + +func _read_body() -> void: + # 已消费 4 字节头;接着 int32 count + count × {i16 port, u8 status} + if _peer.get_available_bytes() < 4: + return + var cnt_r: Array = _peer.get_data(4) + var count: int = (cnt_r[1] as PackedByteArray).decode_s32(0) + var out := {} + for i in count: + if _peer.get_available_bytes() < 3: + break + var rec: PackedByteArray = _peer.get_data(3)[1] + out[rec.decode_s16(0)] = rec.decode_u8(2) + _finish(out) + +func _finish(m: Dictionary) -> void: + set_process(false) + if _peer: + _peer.disconnect_from_host() + _peer = null + done.emit(m) + if _cb.is_valid(): + _cb.call(m) diff --git a/project/net/channel_status.gd.uid b/project/net/channel_status.gd.uid new file mode 100644 index 00000000..89e1f6e6 --- /dev/null +++ b/project/net/channel_status.gd.uid @@ -0,0 +1 @@ +uid://015nea7sbodm diff --git a/project/net/mapcoord.gd b/project/net/mapcoord.gd new file mode 100644 index 00000000..9a3c2011 --- /dev/null +++ b/project/net/mapcoord.gd @@ -0,0 +1,39 @@ +# MapCoord —— 网络实体坐标 ↔ Metin2World 本地坐标。 +# +# M2Client 给的实体 pos 是「全局服务器 cm」经 position_to_godot 后的结果: +# net = (sx*0.01, h, -sy*0.01) (sx/sy 含地图 BasePosition) +# 而 Metin2World 的地形/物件是「地图本地」帧(tile 0 在原点,+Z 朝南): +# world = ((sx-bx)*0.01, h, (sy-by)*0.01) +# 两者差一个 BasePosition 平移 + Z 轴翻向。没对齐时角色会飘在几公里外的黑void里。 +# +# MapCoord.set_base(world.get_map_base_cm()) # Vector2,cm +# var p := MapCoord.to_world(client.get_entity(vid).pos) +# var sc := MapCoord.to_server_cm(player.position) # -> Vector2 (sx_cm, sy_cm) +class_name MapCoord +extends RefCounted + +static var _bx := 0.0 # BasePosition.x, cm +static var _by := 0.0 + +static func set_base(base_cm: Vector2) -> void: + _bx = base_cm.x + _by = base_cm.y + +static func has_base() -> bool: + return _bx != 0.0 or _by != 0.0 + +# net 帧 (sx*.01, h, -sy*.01) -> world 本地帧 ((sx-bx)*.01, h, (sy-by)*.01) +static func to_world(net_pos: Vector3) -> Vector3: + return Vector3(net_pos.x - _bx * 0.01, net_pos.y, -net_pos.z - _by * 0.01) + +# world 本地帧 -> 服务器全局 cm (sx, sy) +static func to_server_cm(world_pos: Vector3) -> Vector2: + return Vector2(world_pos.x * 100.0 + _bx, world_pos.z * 100.0 + _by) + +# 服务器 heading(度) -> world 帧 Godot yaw(弧度)。 +# net 帧里南=-Z、world 帧里南=+Z,Z 翻向 -> 相对 net 帧的换算符号取反。 +static func heading_to_yaw(angle_deg: float) -> float: + return deg_to_rad(angle_deg + 90.0) + +static func yaw_to_heading(yaw_rad: float) -> float: + return fposmod(rad_to_deg(yaw_rad) - 90.0, 360.0) diff --git a/project/net/mapcoord.gd.uid b/project/net/mapcoord.gd.uid new file mode 100644 index 00000000..6f5e3226 --- /dev/null +++ b/project/net/mapcoord.gd.uid @@ -0,0 +1 @@ +uid://c36ncgt70wf0a diff --git a/project/net/serverinfo.gd b/project/net/serverinfo.gd new file mode 100644 index 00000000..8adefd03 --- /dev/null +++ b/project/net/serverinfo.gd @@ -0,0 +1,91 @@ +# ServerInfo (P10) —— 服务器列表 + 频道 → (host, port)。 +# +# var si := ServerInfo.new() +# si.load_file("res://serverlist.txt") # 可选;没有就用内置默认 +# for s in si.servers(): ... +# var addr := si.address(server_index, channel) # {auth_host,auth_port,game_host,game_port} +# +# 文件格式(TSV,# 注释): +# name auth_host auth_port game_host game_port channels(csv) [port_step] [mark_port] +# 测试服 192.168.21.203 11000 192.168.21.203 11011 1,2,3 1 0 +# +# 频道 N 的 game 端口 = game_port + (N-1)*port_step。 +# 联调服实测端口是 11011/11012/11013(step=1);不同服可在文件第 7 列覆盖。 +# 第 8 列 mark_port = 公会会徽服端口(0 = 不下载会徽)。 +class_name ServerInfo +extends RefCounted + +const DEFAULT_PORT_STEP := 1 + +var _servers: Array = [] + +func _init() -> void: + # 内置默认:当前联调服(CServerStateChecker 实测频道口 11011/12/13) + _servers = [{ + "name": "测试服", + "auth_host": "192.168.21.203", "auth_port": 11000, + "game_host": "192.168.21.203", "game_port": 11011, + "channels": [1, 2, 3], "port_step": 1, "mark_port": 0, + }] + +func load_file(path: String) -> bool: + if not FileAccess.file_exists(path): + return false + var f := FileAccess.open(path, FileAccess.READ) + if f == null: + return false + var out: Array = [] + while not f.eof_reached(): + var line := f.get_line().strip_edges() + if line == "" or line.begins_with("#"): + continue + var c := line.split("\t", false) + if c.size() < 5: + c = line.split(" ", false) # 容忍空格分隔 + if c.size() < 5: + continue + var chans: Array = [] + if c.size() >= 6: + for t in String(c[5]).split(",", false): + chans.append(int(t)) + if chans.is_empty(): + chans = [1] + var step := DEFAULT_PORT_STEP + if c.size() >= 7 and int(c[6]) > 0: + step = int(c[6]) + var mark_port := 0 + if c.size() >= 8 and int(c[7]) > 0: + mark_port = int(c[7]) + out.append({ + "name": String(c[0]), + "auth_host": String(c[1]), "auth_port": int(c[2]), + "game_host": String(c[3]), "game_port": int(c[4]), + "channels": chans, "port_step": step, "mark_port": mark_port, + }) + if out.is_empty(): + return false + _servers = out + return true + +func servers() -> Array: + return _servers + +func count() -> int: + return _servers.size() + +func server(idx: int) -> Dictionary: + return _servers[idx] if idx >= 0 and idx < _servers.size() else {} + +# 返回 {auth_host, auth_port, game_host, game_port},game_port 已按频道偏移。 +func address(server_idx: int, channel: int = 1) -> Dictionary: + var s := server(server_idx) + if s.is_empty(): + return {} + var ch: int = maxi(1, channel) + var step: int = int(s.get("port_step", DEFAULT_PORT_STEP)) + return { + "auth_host": s["auth_host"], "auth_port": s["auth_port"], + "game_host": s["game_host"], + "game_port": int(s["game_port"]) + (ch - 1) * step, + "mark_host": s["game_host"], "mark_port": int(s.get("mark_port", 0)), + } diff --git a/project/net/serverinfo.gd.uid b/project/net/serverinfo.gd.uid new file mode 100644 index 00000000..26dbdd49 --- /dev/null +++ b/project/net/serverinfo.gd.uid @@ -0,0 +1 @@ +uid://dgvdccv3267fh diff --git a/project/net_play.gd b/project/net_play.gd new file mode 100644 index 00000000..fe14569b --- /dev/null +++ b/project/net_play.gd @@ -0,0 +1,319 @@ +# NetPlay (P0) —— 本地输入 ←→ 网络的闭环胶水。 +# +# 点地移动 -> M2Client.move(FUNC_MOVE, …) (节流:>1m 位移或 >0.2s) +# 停下 -> M2Client.move(FUNC_WAIT, …) +# 点实体 -> M2Client.set_target(vid);进入攻击距离后按攻速自动 attack() +# 收到自己的 GC_MOVE -> 位置校正(差 >snap 瞬移,否则 lerp) +# points_changed / vitals_changed / target_info -> HUD +# +# 需要:M2Client、PlayerController(`player_controller.gd`)、NetWorld(`net_world.gd`)。 +# 可选:HUD(有 set_vitals / set_exp / set_level / set_target / clear_target 就调)。 +# +# 用法: +# var np := preload("res://net_play.gd").new() +# add_child(np) +# np.setup(m2client, player_ctl, net_world, hud) +extends Node + +signal target_changed(vid: int) + +const FUNC_WAIT := 0 +const FUNC_MOVE := 1 +const CM := 100.0 # 米 -> 厘米 +const SEND_INTERVAL := 0.2 # 移动包最小间隔(秒) +const SEND_DIST := 1.0 # 或位移超过这么多米立即发 +const ATTACK_RANGE := 2.5 # 米 +const CORRECTION_SNAP := 6.0 # 服务器位置差超过就瞬移 +const CORRECTION_LERP := 0.25 # 否则每次校正插值比例 + +var client: Node # M2Client +var pc: Node # PlayerController +var net_world: Node # NetWorld +var hud: Node # 可空 +var attack_motion := 0 # 普通攻击 motion index(P4 再按 race 细分) +const DEFAULT_ATTACK_PERIOD := 0.6 # 秒/次,100 = 原始动作速率 +var attack_period := DEFAULT_ATTACK_PERIOD + +var camera: Node # GameCamera(可空,用于受击抖屏) +var player_view: Node # PlayerView(可空,set_anim_state("damage")) +var proto: Node # Metin2Proto(可空,按 race 分类 NPC/怪) + +const DAMAGE_DODGE := 1 << 2 +const DAMAGE_CRITICAL := 1 << 5 +const HITSTUN := 0.32 # 受击硬直秒数(锁输入) +const COMBO_WINDOW := 0.9 # 连击窗口 + +var _target_vid := 0 +var _main_vid := 0 +var _last_sent_pos := Vector3.ZERO +var _last_sent_t := 0.0 +var _was_moving := false +var _attack_cd := 0.0 +var _hitstun_until := 0.0 +var _combo := 0 +var _last_attack_t := 0.0 + +func setup(m2client: Node, player_ctl: Node, nw: Node, hud_node: Node = null) -> void: + client = m2client + pc = player_ctl + net_world = nw + hud = hud_node + pc.target_selected.connect(_on_pick) + pc.moved.connect(_on_local_moved) + pc.anim_state.connect(_on_anim_state) + client.entity_main_set.connect(_on_main_set) + client.entity_moved.connect(_on_net_moved) + if client.has_signal("entity_info"): + client.entity_info.connect(_on_entity_info) + client.points_changed.connect(_on_points) + client.vitals_changed.connect(_on_vitals) + client.target_info.connect(_on_target_info) + client.entity_despawned.connect(func(v): if v == _target_vid: _clear_target()) + client.entity_dead.connect(func(v): if v == _target_vid: _clear_target()) + if client.has_signal("damage"): + client.damage.connect(_on_damage) + if client.has_signal("fishing_event"): + client.fishing_event.connect(_on_fishing_event) + +# --- helpers -------------------------------------------------------------- + +func _vid_of(node: Object) -> int: + if node and node.has_meta("vid"): + return int(node.get_meta("vid")) + return 0 + +# 玩家节点在 Metin2World 本地帧 -> 服务器全局 cm(含 BasePosition) +func _server_xy(world_pos: Vector3) -> Vector2: + return MapCoord.to_server_cm(world_pos) + +func _heading_deg(yaw_rad: float) -> float: + return MapCoord.yaw_to_heading(yaw_rad) + +func _player_yaw() -> float: + return pc.player.rotation.y if pc.player else 0.0 + +# CHRTYPE 分类:0 PC / 1 NPC / 2 MONSTER / 3 STONE / 4 WARP。 +# 本 fork 的 GC_CHARACTER_ADD.bType 对 NPC/怪都是 0,按 race 查 mob_proto 补。 +func _entity_kind(e: Dictionary) -> int: + var ct := int(e.get("ch_type", 0)) + if ct != 0: + return ct + var race := int(e.get("race", 0)) + if race >= 1 and proto and proto.has_method("mob"): + var m: Dictionary = proto.mob(race) + if not m.is_empty(): + # mob_proto bType: 0 MONSTER / 1 NPC / 2 STONE / 3 WARP / 4 DOOR … + match int(m.get("type", 0)): + 0: return 2 + 1: return 1 + 2: return 3 + 3: return 4 + return 0 + +# 实体显示名:玩家 / NPC 走 GC_CHAR_ADD_INFO 的 name;怪没有名字包 -> 查 mob_proto。 +func _entity_name(e: Dictionary) -> String: + var nm := String(e.get("name", "")) + if nm != "": + return nm + var race := int(e.get("race", 0)) + if race >= 1 and proto and proto.has_method("mob"): + var m: Dictionary = proto.mob(race) + if not m.is_empty(): + return String(m.get("locale_name", m.get("name", ""))) + return "" + +# --- movement ---------------------------------------------------------------- + +func _on_local_moved(pos: Vector3) -> void: + if client == null or not client.is_in_game(): + return + var now := Time.get_ticks_msec() / 1000.0 + if pos.distance_to(_last_sent_pos) < SEND_DIST and now - _last_sent_t < SEND_INTERVAL: + return + var xy := _server_xy(pos) + client.move(FUNC_MOVE, 0, _heading_deg(_player_yaw()), int(xy.x), int(xy.y)) + _last_sent_pos = pos + _last_sent_t = now + _was_moving = true + +func _on_anim_state(state: String) -> void: + if state == "wait" and _was_moving: + _was_moving = false + if client and client.is_in_game() and pc.player: + var xy := _server_xy(pc.player.position) + client.move(FUNC_WAIT, 0, _heading_deg(_player_yaw()), int(xy.x), int(xy.y)) + +func _on_main_set(vid: int) -> void: + _main_vid = vid + if client and client.has_method("get_entity"): + _on_entity_info(vid, client.get_entity(vid)) + # net_world 会给主角也生成一个节点;本地由 player_controller 的 player 代表,去掉重复的 + if net_world and net_world.has_method("set_local_vid"): + net_world.set_local_vid(vid) + +func _on_entity_info(vid: int, entity: Dictionary) -> void: + if vid != _main_vid: + return + if pc and pc.has_method("set_server_speed"): + var speed := int(entity.get("moving_speed", 0)) + if speed > 0: + pc.set_server_speed(speed) + _apply_attack_speed(int(entity.get("attack_speed", 0))) + +func _apply_attack_speed(speed: int) -> void: + if speed > 0: + # m2dev applies bAttackSpeed / 100.0 to motion playback. Use the same + # factor for the request cadence while keeping a playable safety range. + var factor := clampf(float(speed) / 100.0, 0.25, 3.0) + attack_period = DEFAULT_ATTACK_PERIOD / factor + +func _on_points(p: Dictionary) -> void: + _apply_attack_speed(int(p.get("attack_speed", 0))) + if hud == null: + return + if hud.has_method("set_vitals"): + hud.set_vitals(int(p.get("hp", 0)), int(p.get("max_hp", 0)), + int(p.get("sp", 0)), int(p.get("max_sp", 0))) + if hud.has_method("set_exp"): + hud.set_exp(int(p.get("exp", 0)), int(p.get("next_exp", 0))) + if hud.has_method("set_level"): + hud.set_level(int(p.get("level", 0))) + if hud.has_method("set_energy"): + hud.set_energy(int(p.get("energy", 0)), 100) + +func _on_net_moved(vid: int) -> void: + if client == null or vid != _main_vid or pc.player == null: + return + var e: Dictionary = client.get_entity(vid) + if e.is_empty(): + return + var sp: Vector3 = MapCoord.to_world(e.get("pos", pc.player.position)) + sp.y = pc.player.position.y # 高度本地贴地,不信服务器 z + var d: float = pc.player.position.distance_to(sp) + if d > CORRECTION_SNAP: + pc.player.position = sp + elif d > 0.3: + pc.player.position = pc.player.position.lerp(sp, CORRECTION_LERP) + +# --- targeting / attack ----------------------------------------------------- + +func _on_pick(node: Node3D) -> void: + var vid := _vid_of(node) + if vid == 0 or vid == _main_vid: + return + # NPC / 石头 / warp -> 交互,不是攻击目标 + var e: Dictionary = client.get_entity(vid) + if _entity_kind(e) in [1, 3, 4]: + client.click_npc(vid) + return + _target_vid = vid + _attack_cd = 0.0 + client.set_target(vid) + target_changed.emit(vid) + _refresh_target_hud() + +func _on_target_info(vid: int, hp_pct: int) -> void: + if vid == 0: + _clear_target() + return + _target_vid = vid + if hud and hud.has_method("set_target"): + var e: Dictionary = client.get_entity(vid) + var nm := _entity_name(e) if not e.is_empty() else "" + hud.set_target(nm if nm != "" else "目标", hp_pct) + +func _clear_target() -> void: + if _target_vid == 0: + return + _target_vid = 0 + target_changed.emit(0) + if hud and hud.has_method("clear_target"): + hud.clear_target() + +# 受击:自己是 victim 且非闪避 -> 硬直(锁输入)+ 播 damage + 抖屏 +func _on_damage(vid: int, amount: int, flag: int) -> void: + if vid != _main_vid: + return + var crit := (flag & DAMAGE_CRITICAL) != 0 + if camera and camera.has_method("shake"): + camera.shake(0.08 if crit else 0.04, 10.0) + if (flag & DAMAGE_DODGE) != 0: + return + _hitstun_until = _now() + HITSTUN + if pc and "force_run" in pc: + pass + if player_view and player_view.has_method("set_anim_state"): + player_view.set_anim_state("damage") + +# GC_FISHING motion events for the local player. `info` is the fisher VID for +# START/STOP/REACT/SUCCESS/FAIL; FISH carries an item vnum and is UI-only. +func _on_fishing_event(subheader: int, info: int, _dir: int) -> void: + if info != _main_vid or player_view == null or not player_view.has_method("set_anim_state"): + return + if subheader == 5: + return + var state := "fishing" + match subheader: + 1: state = "wait" + 2: state = "fishing_react" + 3: state = "fishing_catch" + 4: state = "fishing_fail" + player_view.set_anim_state(state) + +func is_stunned() -> bool: + return _now() < _hitstun_until + +func _process(dt: float) -> void: + if pc: + pc.set("frozen", is_stunned()) + if client == null or not client.is_in_game() or _target_vid == 0 or pc == null: + return + if is_stunned(): + return # 硬直:不发攻击 / 移动 + var tnode: Node3D = net_world.node_for(_target_vid) if net_world else null + if tnode == null or pc.player == null: + return + var te: Dictionary = client.get_entity(_target_vid) + if te.get("dead", false): + _clear_target() + return + _attack_cd -= dt + var dist: float = pc.player.global_position.distance_to(tnode.global_position) + if dist <= ATTACK_RANGE and _attack_cd <= 0.0: + var to: Vector3 = tnode.global_position - pc.player.global_position + if to.length() > 0.01: + pc.player.rotation.y = atan2(to.x, to.z) + # combo:连击窗口内递增 motion(0/1/2 循环),超时归零 + var now := _now() + _combo = (_combo + 1) % 3 if (now - _last_attack_t) < COMBO_WINDOW else 0 + _last_attack_t = now + client.attack(attack_motion + _combo, _target_vid) + if player_view and player_view.has_method("set_anim_state"): + player_view.set_anim_state("combo" if _combo > 0 else "attack") + _attack_cd = attack_period + +func _now() -> float: + return Time.get_ticks_msec() / 1000.0 + +# --- HUD ----------------------------------------------------------------- + + +func _on_vitals(vid: int) -> void: + var e: Dictionary = client.get_entity(vid) + if e.is_empty(): + return + if vid == _main_vid and hud and hud.has_method("set_vitals"): + hud.set_vitals(int(e.get("hp", 0)), int(e.get("max_hp", 0)), + int(e.get("sp", 0)), int(e.get("max_sp", 0))) + if vid == _target_vid: + _refresh_target_hud() + +func _refresh_target_hud() -> void: + if hud == null or not hud.has_method("set_target"): + return + var e: Dictionary = client.get_entity(_target_vid) + if e.is_empty(): + return + var mh := int(e.get("max_hp", 0)) + var pct := int(100.0 * float(e.get("hp", 0)) / float(mh)) if mh > 0 else 0 + hud.set_target(_entity_name(e), pct) diff --git a/project/net_play.gd.uid b/project/net_play.gd.uid new file mode 100644 index 00000000..9b61ae7c --- /dev/null +++ b/project/net_play.gd.uid @@ -0,0 +1 @@ +uid://k8vtf51x130l diff --git a/project/net_world.gd b/project/net_world.gd new file mode 100644 index 00000000..f2e7f828 --- /dev/null +++ b/project/net_world.gd @@ -0,0 +1,517 @@ +# NetWorld —— 把 M2Client 的网络实体镜像成 Godot 场景节点。 +# +# 消费 M2Client 的 entity_spawned / entity_despawned / entity_moved / +# entity_main_set / chat 信号:每个 vid 一个子节点,位置向 client.get_entity(vid).pos +# 平滑逼近,rotation.y 取自 angle_deg,动画状态取自 func(FUNC_*)。 +# +# 默认生成「占位胶囊 + 名字牌」(快、无依赖,先跑通同步/插值/状态循环)。 +# 要换成真模型:set_model_factory(func(entity_dict) -> Node3D),返回的节点若有 +# set_anim_state(name:String) 方法就会被驱动。 +# +# 用法: +# var nw := preload("res://net_world.gd").new() +# add_child(nw) +# nw.setup(m2client, self) # self = 实体挂载父节点(Node3D) +# nw.world = metin2_world # 可选:贴地 +# nw.main_entity_ready.connect(func(node, vid): _cam.target = node) +extends Node + +signal entity_added(node: Node3D, vid: int) +signal entity_removed(vid: int) +signal main_entity_ready(node: Node3D, vid: int) +signal chat_line(type: int, vid: int, text: String) +signal fly_targeting(shooter_vid: int, target_vid: int, target_cm: Vector2, append: bool) +signal fishing_event(vid: int, subheader: int, dir: int) +signal vitals(vid: int, hp: int, max_hp: int, dead: bool) +signal damage_number(vid: int, amount: int, crit: bool, dodge: bool) + +# CInstanceBase::FUNC_* +const FUNC_WAIT := 0 +const FUNC_MOVE := 1 +const FUNC_ATTACK := 2 +const FUNC_COMBO := 3 +const FUNC_MOB_SKILL := 4 +const FUNC_EMOTION := 5 +const FUNC_SKILL := 0x80 + +# EDamageFlag +const DAMAGE_DODGE := 1 << 2 +const DAMAGE_CRITICAL := 1 << 5 + +var client: Node # M2Client +var parent: Node3D # 实体挂这下面 +var world: Node # Metin2World(可空,用 sample_height 贴地) +var follow_lerp := 14.0 # 位置逼近速度 +var snap_dist := 6.0 # 超过这么多米直接瞬移(初次出现/大跳) + +var _by_vid := {} # vid:int -> Node3D +var _main_vid := 0 +var _local_vid := 0 # 由 net_play 设:这个 vid 由本地 player 代表,不生成节点 +var _model_factory: Callable # func(Dictionary) -> Node3D +var name_resolver: Callable = Callable() # func(entity_dict) -> String(怪名走 mob_proto) +var _pvp_relations := {} # unordered pair key -> {src_vid,dst_vid,mode} + +func setup(m2client: Node, mount: Node3D) -> void: + client = m2client + parent = mount + client.entity_spawned.connect(_on_spawn) + client.entity_despawned.connect(_on_despawn) + client.entity_main_set.connect(_on_main_set) + if client.has_signal("entity_info"): + client.entity_info.connect(_on_info) + client.chat.connect(func(t, v, s): + chat_line.emit(t, v, s) + if t in [0, 3, 4, 6]: # 普通/队伍/公会/喊话 -> 头顶气泡 + _bubble(int(v), String(s))) + # entity_moved 不强依赖:_process 每帧统一插值。留个钩子便于调试。 + client.entity_moved.connect(_on_moved) + client.vitals_changed.connect(_on_vitals) + client.entity_dead.connect(_on_dead) + client.damage.connect(_on_damage) + if client.has_signal("dig_motion"): + client.dig_motion.connect(_on_dig_motion) + if client.has_signal("fly_cue"): + client.fly_cue.connect(_on_fly) + if client.has_signal("fly_targeting"): + client.fly_targeting.connect(_on_fly_targeting) + if client.has_signal("fishing_event"): + client.fishing_event.connect(_on_fishing_event) + if client.has_signal("pvp_changed"): + client.pvp_changed.connect(_on_pvp_changed) + +# 已在局内(重连 / setup 是协程,进来时 spawn burst 已被 pump 抽干)—— +# 把当前所有实体补建一遍,别漏掉进游戏那一批怪 / NPC / 玩家。 +func catch_up() -> void: + if client == null or not client.has_method("get_entities"): + return + for e in client.get_entities(): + var vid := int(e.get("vid", 0)) + if vid != 0 and not _by_vid.has(vid) and vid != _local_vid: + _on_spawn(e) + if client.has_method("get_pvp_relations"): + for relation in client.get_pvp_relations(): + _on_pvp_changed(int(relation.get("src_vid", 0)), int(relation.get("dst_vid", 0)), + int(relation.get("mode", 0))) + +func set_model_factory(f: Callable) -> void: + _model_factory = f + +# 本地玩家用 player_controller 的节点代表,这里就不要再画一个。 +func set_local_vid(vid: int) -> void: + _local_vid = vid + var n: Node3D = _by_vid.get(vid, null) + if n: + _by_vid.erase(vid) + n.queue_free() + +func node_for(vid: int) -> Node3D: + return _by_vid.get(vid, null) + +func main_node() -> Node3D: + return _by_vid.get(_main_vid, null) + +# --------------------------------------------------------------------------- + +func _on_spawn(d: Dictionary) -> void: + var vid := int(d.get("vid", 0)) + if vid == 0 or _by_vid.has(vid) or vid == _local_vid: + return + var node: Node3D = null + if _model_factory.is_valid(): + node = _model_factory.call(d) + if node == null: + node = _make_placeholder(d) + elif not node.has_node("Label3D"): + _attach_nameplate(node, d) # 真模型也要头顶名字 + HP 条 + node.name = "e_%d" % vid + parent.add_child(node) + node.position = _grounded(d.get("pos", Vector3.ZERO)) + node.set_meta("vid", vid) + node.set_meta("func", int(d.get("func", FUNC_WAIT))) + _by_vid[vid] = node + _refresh_pvp_tag(vid) + entity_added.emit(node, vid) + if vid == _main_vid: + main_entity_ready.emit(node, vid) + +# GC_CHAR_ADD_INFO 到了:刷新头顶名字 / HP 上限(节点已存在)。 +func _on_info(vid: int, d: Dictionary) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n == null: + return + var nm := _display_name(d) + if nm != "": + if n.has_node("Label3D"): + (n.get_node("Label3D") as Label3D).text = nm + elif n.has_method("set_display_name"): + n.set_display_name(nm) + +func _display_name(d: Dictionary) -> String: + if name_resolver.is_valid(): + var r: String = name_resolver.call(d) + if r != "": + return r + return str(d.get("name", "")) + +func _on_despawn(vid: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n: + _by_vid.erase(vid) + n.queue_free() + entity_removed.emit(vid) + +func _on_main_set(vid: int) -> void: + _main_vid = vid + var n: Node3D = _by_vid.get(vid, null) + if n: + main_entity_ready.emit(n, vid) + +func _on_moved(_vid: int) -> void: + pass # 插值在 _process 里统一做 + +# GC_PVP: 显示当前与任一角色的挑战 / 战斗 / 复仇关系。原客户端同时会影响 +# TargetBoard 和名字颜色;这里先提供始终可见的世界标签,避免关系状态无表现。 +func _on_pvp_changed(src_vid: int, dst_vid: int, mode: int) -> void: + if src_vid == 0 or dst_vid == 0: + return + var key := _pvp_key(src_vid, dst_vid) + if mode == 0: + _pvp_relations.erase(key) + else: + _pvp_relations[key] = {"src_vid": src_vid, "dst_vid": dst_vid, "mode": mode} + _refresh_pvp_tag(src_vid) + _refresh_pvp_tag(dst_vid) + +func _pvp_key(a: int, b: int) -> String: + return "%d:%d" % [min(a, b), max(a, b)] + +func _pvp_mode_for(vid: int) -> int: + for relation in _pvp_relations.values(): + if int(relation.get("src_vid", 0)) == vid or int(relation.get("dst_vid", 0)) == vid: + return int(relation.get("mode", 0)) + return 0 + +func _refresh_pvp_tag(vid: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n == null: + return + var mode := _pvp_mode_for(vid) + var tag := n.get_node_or_null("PvpTag") as Label3D + if mode == 0: + if tag: + tag.queue_free() + return + if tag == null: + tag = Label3D.new() + tag.name = "PvpTag" + tag.position.y = 2.7 + tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED + tag.no_depth_test = true + tag.pixel_size = 0.0045 + n.add_child(tag) + match mode: + 1: + tag.text = "挑战" + tag.modulate = Color(1.0, 0.85, 0.25) + 2: + tag.text = "PVP" + tag.modulate = Color(1.0, 0.25, 0.25) + 3: + tag.text = "复仇" + tag.modulate = Color(1.0, 0.45, 0.1) + _: + tag.text = "PVP" + tag.modulate = Color.WHITE + +# 头顶聊天气泡(~4s 淡出)。本地玩家 vid 走 main_bubble 信号让上层处理。 +signal main_bubble(text: String) + +func _bubble(vid: int, text: String) -> void: + if vid == _local_vid or vid == 0: + main_bubble.emit(text) + return + var n: Node3D = _by_vid.get(vid, null) + if n == null: + return + var old := n.get_node_or_null("bubble") + if old: + old.queue_free() + var lbl := Label3D.new() + lbl.name = "bubble" + lbl.text = text + lbl.position.y = 2.35 + lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED + lbl.no_depth_test = true + lbl.pixel_size = 0.0055 + lbl.modulate = Color(1, 1, 1) + lbl.outline_size = 6 + n.add_child(lbl) + var tw := create_tween() + tw.tween_interval(3.0) + tw.tween_property(lbl, "modulate:a", 0.0, 1.0) + tw.tween_callback(lbl.queue_free) + +func _on_vitals(vid: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + var e: Dictionary = client.get_entity(vid) + if e.is_empty(): + return + var hp := int(e.get("hp", 0)) + var max_hp := int(e.get("max_hp", 0)) + var dead := bool(e.get("dead", false)) + vitals.emit(vid, hp, max_hp, dead) + if n and n.has_node("HpBar") and max_hp > 0: + var bar := n.get_node("HpBar") as Sprite3D + bar.scale.x = clampf(float(hp) / float(max_hp), 0.0, 1.0) + bar.modulate = Color(0.9, 0.2, 0.2) if not dead else Color(0.3, 0.3, 0.3) + +func _on_dead(vid: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n == null: + return + # 倒地 + 变灰(服务端随后会发 GC_CHARACTER_DEL 再真正移除) + var t := create_tween() + t.tween_property(n, "rotation:x", deg_to_rad(-80.0), 0.3) + if n.has_method("set_anim_state"): + n.call("set_anim_state", "dead") + +# P6:飞行道具(GC_CREATE_FLY)—— 从 start 实体飞向 end 实体。原客户端在 +# GC_CREATE_FLY 之前可能只收到 FLY_TARGETING(target VID=0 时是坐标),所以 +# 这里也消费 shooter 的目标队列,避免远端技能没有终点而被静默丢弃。 +func _on_fly(_type: int, start_vid: int, end_vid: int) -> void: + var a: Vector3 = _entity_pos(start_vid) + var b: Vector3 = _entity_pos(end_vid) + var shooter: Node3D = _by_vid.get(start_vid, null) + if b == Vector3.INF and shooter: + var target: Dictionary = {} + var queued: Variant = shooter.get_meta("fly_target_queue", []) + if queued is Array and not queued.is_empty(): + target = queued.pop_front() + shooter.set_meta("fly_target_queue", queued) + var target_vid := int(target.get("vid", 0)) + if target_vid != 0: + b = _entity_pos(target_vid) + else: + var target_cm: Variant = target.get("cm", null) + if target_cm is Vector2: + b = _server_cm_to_world(target_cm) + if a == Vector3.INF or b == Vector3.INF or parent == null: + return + var proj := MeshInstance3D.new() + var sm := SphereMesh.new() + sm.radius = 0.08 + sm.height = 0.16 + proj.mesh = sm + var mat := StandardMaterial3D.new() + mat.albedo_color = Color(1.0, 0.9, 0.4) + mat.emission_enabled = true + mat.emission = Color(0.9, 0.7, 0.2) + proj.material_override = mat + parent.add_child(proj) + proj.global_position = a + Vector3(0, 1.0, 0) + var dur := maxf(0.15, a.distance_to(b) / 40.0) + var tw := create_tween() + tw.tween_property(proj, "global_position", b + Vector3(0, 1.0, 0), dur) + tw.tween_callback(proj.queue_free) + +# GC_FLY_TARGETING / GC_ADD_FLY_TARGETING — retain the authoritative target on +# the shooter node so a later projectile cue can use it even before a target +# entity exists (target VID 0 carries an explicit coordinate). +func _on_fly_targeting(shooter_vid: int, target_vid: int, target_cm: Vector2, append: bool) -> void: + var shooter: Node3D = _by_vid.get(shooter_vid, null) + if shooter: + var queued: Array = [] + var previous: Variant = shooter.get_meta("fly_target_queue", []) + if append and previous is Array: + queued = previous + queued.append({"vid": target_vid, "cm": target_cm}) + shooter.set_meta("fly_target_queue", queued) + shooter.set_meta("fly_target_vid", target_vid) + shooter.set_meta("fly_target_cm", target_cm) + shooter.set_meta("fly_target_append", append) + fly_targeting.emit(shooter_vid, target_vid, target_cm, append) + +func _server_cm_to_world(cm: Vector2) -> Vector3: + var p := MapCoord.to_world(Vector3(cm.x * 0.01, 0.0, -cm.y * 0.01)) + if world and world.has_method("sample_height"): + p.y = float(world.call("sample_height", p.x, p.z)) + 0.6 + else: + p.y = 0.6 + return p + +# 实体世界坐标(Godot 米);找不到返回 Vector3.INF +func _entity_pos(vid: int) -> Vector3: + var e: Dictionary = client.get_entity(vid) if client else {} + if not e.is_empty() and e.get("pos", null) is Vector3: + return MapCoord.to_world(e["pos"]) + var n = _by_vid.get(vid, null) + if is_instance_valid(n): + return (n as Node3D).global_position + return Vector3.INF + +func _on_dig_motion(vid: int, target_vid: int, count: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n == null: + return + n.set_meta("dig_count", count) + n.set_meta("dig_target_vid", target_vid) + var target: Node3D = _by_vid.get(target_vid, null) + if target and target != n: + var flat := target.global_position + flat.y = n.global_position.y + if n.global_position.distance_squared_to(flat) > 0.001: + n.look_at(flat, Vector3.UP) + if n.has_method("set_anim_state"): + n.call("set_anim_state", "dig") + +# GC_FISHING: `info` is the fisher VID for motion subheaders. Keep the +# authoritative direction and state on the entity; real PlayerView/MobView +# assets may provide matching fishing animations, while placeholders still +# expose the event to gameplay/UI code. +func _on_fishing_event(subheader: int, info: int, dir: int) -> void: + # FISH carries an item vnum in `info`, not a fisher VID; leave it to the + # fishing UI / inventory event consumer. + if info == 0 or subheader == 5: + return + var n: Node3D = _by_vid.get(info, null) + if n == null: + return + n.set_meta("fishing_subheader", subheader) + n.set_meta("fishing_dir", dir) + var state := "fishing" + match subheader: + 1: state = "wait" # STOP + 2: state = "fishing_react" # REACT + 3: state = "fishing_catch" # SUCCESS + 4: state = "fishing_fail" # FAIL + if n.has_method("set_anim_state"): + n.call("set_anim_state", state) + fishing_event.emit(info, subheader, dir) + +func _on_damage(vid: int, amount: int, flag: int) -> void: + var crit := (flag & DAMAGE_CRITICAL) != 0 + var dodge := (flag & DAMAGE_DODGE) != 0 + damage_number.emit(vid, amount, crit, dodge) + var n: Node3D = _by_vid.get(vid, null) + if n == null or parent == null: + return + var lbl := Label3D.new() + lbl.text = "MISS" if dodge else str(amount) + lbl.modulate = Color(1.0, 0.85, 0.2) if crit else Color(1, 1, 1) + lbl.font_size = 48 if crit else 32 + lbl.billboard = BaseMaterial3D.BILLBOARD_ENABLED + lbl.no_depth_test = true + lbl.pixel_size = 0.007 + parent.add_child(lbl) + lbl.global_position = n.global_position + Vector3(randf_range(-0.3, 0.3), 1.9, 0) + var tw := create_tween() + tw.set_parallel(true) + tw.tween_property(lbl, "global_position:y", lbl.global_position.y + 1.2, 0.8) + tw.tween_property(lbl, "modulate:a", 0.0, 0.8).set_delay(0.3) + tw.chain().tween_callback(lbl.queue_free) + +func _process(dt: float) -> void: + if client == null or parent == null: + return + for vid in _by_vid.keys(): + var n: Node3D = _by_vid[vid] + if not is_instance_valid(n): + _by_vid.erase(vid) + continue + var e: Dictionary = client.get_entity(vid) + if e.is_empty(): + continue + var want := _grounded(e.get("pos", n.position)) + if n.position.distance_to(want) > snap_dist: + n.position = want + else: + n.position = n.position.lerp(want, clampf(follow_lerp * dt, 0.0, 1.0)) + # 朝向:Metin2 heading(度) -> Godot yaw。经验换算,真机再校准。 + var yaw := MapCoord.heading_to_yaw(float(e.get("angle_deg", 0.0))) + n.rotation.y = lerp_angle(n.rotation.y, yaw, clampf(10.0 * dt, 0.0, 1.0)) + # 动画状态 + var f := int(e.get("func", FUNC_WAIT)) + var moving := bool(e.get("moving", false)) + var walk_mode := int(e.get("walk_mode", 1)) + if f != int(n.get_meta("func", -1)) or moving != bool(n.get_meta("moving", false)) \ + or walk_mode != int(n.get_meta("walk_mode", -1)): + n.set_meta("func", f) + n.set_meta("moving", moving) + n.set_meta("walk_mode", walk_mode) + _apply_anim(n, f, moving, walk_mode) + +func _apply_anim(n: Node3D, f: int, moving: bool, walk_mode := 1) -> void: + var state := "wait" + if f == FUNC_MOVE or (f == FUNC_WAIT and moving): + state = "walk" if walk_mode == 0 else "run" + elif f == FUNC_ATTACK or f == FUNC_COMBO: + state = "attack" + elif f == FUNC_MOB_SKILL or (f & FUNC_SKILL) != 0: + state = "skill" + elif f == FUNC_EMOTION: + state = "emotion" + if n.has_method("set_anim_state"): + n.call("set_anim_state", state) + elif n.has_node("Label3D"): + (n.get_node("Label3D") as Label3D).modulate = _state_tint(state) + +func _state_tint(s: String) -> Color: + match s: + "walk": return Color(0.7, 0.9, 1.0) + "run": return Color(0.6, 1.0, 0.6) + "attack": return Color(1.0, 0.5, 0.4) + "skill": return Color(1.0, 0.8, 0.3) + _: return Color(1, 1, 1) + +func _grounded(p: Variant) -> Vector3: + # p 是 M2Client 的网络帧 pos —— 先转到 Metin2World 本地帧,再贴地。 + var v: Vector3 = MapCoord.to_world(p) if p is Vector3 else Vector3.ZERO + if world and world.has_method("sample_height"): + v.y = float(world.call("sample_height", v.x, v.z)) + return v + +func _make_placeholder(d: Dictionary) -> Node3D: + var root := Node3D.new() + var mesh := MeshInstance3D.new() + var cap := CapsuleMesh.new() + cap.radius = 0.35 + cap.height = 1.8 + mesh.mesh = cap + mesh.position.y = 0.9 + var mat := StandardMaterial3D.new() + var is_main := bool(d.get("is_main", false)) + mat.albedo_color = Color(0.35, 0.6, 1.0) if is_main else Color(0.85, 0.4, 0.35) + mesh.material_override = mat + root.add_child(mesh) + _attach_nameplate(root, d) + return root + +# 头顶名字 Label3D + HP 条 Sprite3D(占位胶囊和真模型共用)。 +func _attach_nameplate(root: Node3D, d: Dictionary) -> void: + var tag := Label3D.new() + tag.name = "Label3D" + var nm := _display_name(d) + tag.text = nm if nm != "" else "vid %d" % int(d.get("vid", 0)) + tag.position.y = 2.1 + tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED + tag.no_depth_test = true + tag.pixel_size = 0.006 + root.add_child(tag) + var bar := Sprite3D.new() + bar.name = "HpBar" + bar.texture = _white_1px() + bar.pixel_size = 0.01 # 100px -> 1m + bar.position.y = 1.95 + bar.billboard = BaseMaterial3D.BILLBOARD_ENABLED + bar.no_depth_test = true + bar.modulate = Color(0.9, 0.2, 0.2) + bar.scale.x = 1.0 + root.add_child(bar) + +static var _white_tex: Texture2D +static func _white_1px() -> Texture2D: + if _white_tex == null: + var img := Image.create(100, 6, false, Image.FORMAT_RGBA8) + img.fill(Color.WHITE) + _white_tex = ImageTexture.create_from_image(img) + return _white_tex diff --git a/project/net_world.gd.uid b/project/net_world.gd.uid new file mode 100644 index 00000000..10de50f1 --- /dev/null +++ b/project/net_world.gd.uid @@ -0,0 +1 @@ +uid://mxr8pfgb5ysp diff --git a/project/netbridge_test.gd b/project/netbridge_test.gd new file mode 100644 index 00000000..d2acbb9c --- /dev/null +++ b/project/netbridge_test.gd @@ -0,0 +1,220 @@ +# netbridge_test —— M2Client 游戏内 API + NetWorld 场景桥的 headless 自检。 +# godot --headless --path project --script netbridge_test.gd +# 无需服务器:用假 client 驱动 NetWorld;M2Client 部分只查绑定面 + 未入局时拒绝。 +# 退出码 0 = 全过。 +extends SceneTree + +const NetWorld = preload("res://net_world.gd") + +class FakeClient extends Node: + signal entity_spawned(entity: Dictionary) + signal entity_despawned(vid: int) + signal entity_moved(vid: int) + signal entity_main_set(vid: int) + signal entity_info(vid: int, entity: Dictionary) + signal chat(type: int, vid: int, text: String) + signal fly_cue(type: int, start_vid: int, end_vid: int) + signal fly_targeting(shooter_vid: int, target_vid: int, target_cm: Vector2, append: bool) + signal fishing_event(subheader: int, info: int, dir: int) + signal vitals_changed(vid: int) + signal entity_dead(vid: int) + signal damage(vid: int, amount: int, flag: int) + signal pvp_changed(src_vid: int, dst_vid: int, mode: int) + var ents := {} + func get_entity(vid: int) -> Dictionary: return ents.get(vid, {}) + func get_entities() -> Array: return ents.values() + func get_pvp_relations() -> Array: return [] + func spawn(vid, nm, pos, is_main := false): + ents[vid] = {"vid": vid, "name": nm, "pos": pos, "is_main": is_main, + "func": 0, "moving": false, "angle_deg": 0.0, + "hp": 100, "max_hp": 100, "dead": false} + if is_main: entity_main_set.emit(vid) + entity_spawned.emit(ents[vid]) + func set_info(vid, nm): + ents[vid]["name"] = nm + entity_info.emit(vid, ents[vid]) + func move_to(vid, pos, f := 1): + ents[vid].merge({"pos": pos, "func": f, "moving": true}, true) + entity_moved.emit(vid) + func hurt(vid, hp, amount, flag := 1): + ents[vid]["hp"] = hp + ents[vid]["dead"] = hp <= 0 + damage.emit(vid, amount, flag) + vitals_changed.emit(vid) + if hp <= 0: entity_dead.emit(vid) + func despawn(vid): + ents.erase(vid); entity_despawned.emit(vid) + func set_fly_target(shooter_vid, target_vid, target_cm, append := false): + fly_targeting.emit(shooter_vid, target_vid, target_cm, append) + +var _fail := 0 +func _ck(cond: bool, msg: String) -> void: + if not cond: + _fail += 1 + push_error("FAIL: " + msg) + printerr("FAIL: " + msg) + +func _init() -> void: + _test_m2client_surface() + await _test_netbridge() + if _fail == 0: + print("PASS: netbridge_test (M2Client API + NetWorld bridge)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _test_m2client_surface() -> void: + if not ClassDB.class_exists("M2Client"): + _ck(false, "M2Client not registered (extension built?)") + return + var c: Object = ClassDB.instantiate("M2Client") + get_root().add_child(c) + for m in ["move", "character_position", "sync_positions", "request_warp", "fishing", "request_dungeon", "attack", "set_target", "say", "shoot", "add_fly_targeting", "change_name", "download_guild_symbol", "get_guild_symbol", "script_select_item", "quest_cancel", "party_use_skill", "get_skill_group", "get_entity", "get_entities", + "get_main_vid", "get_points", "get_target", "select_character", "reconnect", + "suspend", "resume", "move_item", "use_item", "drop_item", "pickup_item", + "get_inventory", "get_equipment", "get_item", "get_ground_items", "get_pvp_relations", "get_lover", "get_land_areas", "get_observers", "whisper"]: + _ck(c.has_method(m), "M2Client.%s bound" % m) + for s in ["entity_spawned", "entity_despawned", "entity_moved", "entity_main_set", + "chat", "suspended", "resumed", "vitals_changed", "entity_dead", "damage", + "motion", "points_changed", "target_info", "inventory_changed", + "ground_item_added", "ground_item_removed", "item_picked_up", "item_used", "whisper_received", + "entity_info", "warp", "time_changed", "channel_changed", "npc_marks_changed", + "land_areas_changed", "observer_event", "world_markers_changed", "mount_changed", "pvp_changed", "duel_started", "view_equipment", "lover_changed", + "fly_targeting", "dig_motion", "fishing_event", "dungeon_event", "skill_group_changed", "guild_make_requested", "guild_symbol_ready"]: + _ck(c.has_signal(s), "M2Client.%s signal" % s) + # not in game -> intents refused, snapshot empty + _ck(c.call("move", 1, 0, 90.0, 1000, 2000) == false, "move refused pre-game") + _ck(c.call("character_position", 3) == false, "character_position refused pre-game") + _ck(c.call("sync_positions", [{"vid": 1, "x": 10, "y": 20}]) == false, "sync_positions refused pre-game") + _ck(c.call("request_warp") == false, "request_warp refused pre-game") + _ck(c.call("fishing", 90.0) == false, "fishing refused pre-game") + _ck(c.call("request_dungeon") == false, "request_dungeon refused pre-game") + _ck(c.call("shoot", 1) == false, "shoot refused pre-game") + _ck(c.call("script_select_item", 1) == false, "script_select_item refused pre-game") + _ck(c.call("quest_cancel") == false, "quest_cancel refused pre-game") + _ck(c.call("party_use_skill", 1, 1) == false, "party_use_skill refused pre-game") + _ck(c.call("change_name", 0, "Renamed") == false, "change_name refused before connection") + _ck(c.call("get_skill_group") == 0, "skill group defaults to 0 pre-game") + _ck(c.call("attack", 0, 1) == false, "attack refused pre-game") + _ck(c.call("get_entities").is_empty(), "no entities pre-game") + _ck(c.call("get_main_vid") == 0, "no main vid pre-game") + _ck(c.call("get_points").is_empty(), "no points pre-game") + _ck(c.call("get_target").is_empty(), "no target pre-game") + _ck(c.call("get_inventory").is_empty(), "no inventory pre-game") + _ck(c.call("move_item", 1, 0, 2, 1, 1) == false, "move_item refused pre-game") + c.queue_free() + _test_proto() + +func _test_proto() -> void: + _ck(ClassDB.class_exists("Metin2Proto"), "Metin2Proto registered") + if not ClassDB.class_exists("Metin2Proto"): + return + var p: Object = ClassDB.instantiate("Metin2Proto") + get_root().add_child(p) + var root := AssetRoot.sub("locale/locale/en") + if not FileAccess.file_exists(root + "/item_proto"): + print(" (skip Metin2Proto load: no item_proto)") + p.queue_free() + return + _ck(p.call("load_item_proto", root + "/item_proto"), "load_item_proto: %s" % p.call("get_last_error")) + _ck(p.call("item_count") > 1000, "item_count > 1000 (%d)" % p.call("item_count")) + var yang: Dictionary = p.call("item", 1) + _ck(yang.get("name", "") == "Yang", "item(1).name == Yang") + _ck(p.call("item", 999999999).is_empty(), "unknown vnum -> {}") + p.queue_free() + +func _test_netbridge() -> void: + var mount := Node3D.new() + get_root().add_child(mount) + var fc := FakeClient.new() + get_root().add_child(fc) + var nw: Node = NetWorld.new() + get_root().add_child(nw) + nw.setup(fc, mount) + var added := [0] + var removed := [0] + var main_node := [null] + nw.entity_added.connect(func(_n, _v): added[0] += 1) + nw.entity_removed.connect(func(_v): removed[0] += 1) + nw.main_entity_ready.connect(func(n, _v): main_node[0] = n) + + fc.spawn(1000, "Me", Vector3.ZERO, true) + fc.spawn(2000, "", Vector3(10, 0, 0)) # 名字晚点走 entity_info + await process_frame + _ck(added[0] == 2, "2 entity nodes added") + _ck(mount.get_child_count() == 2, "2 children under mount") + _ck(main_node[0] != null and int(main_node[0].get_meta("vid")) == 1000, "main entity surfaced") + fc.set_fly_target(2000, 1000, Vector2(120, 340)) + await process_frame + _ck(int(nw.node_for(2000).get_meta("fly_target_vid", 0)) == 1000, + "fly_targeting -> shooter target metadata") + var projectile_children := mount.get_child_count() + fc.fly_cue.emit(1, 2000, 0) # coordinate/queued target fallback + _ck(mount.get_child_count() == projectile_children + 1, + "create_fly -> consumes queued target when end VID is absent") + fc.fishing_event.emit(0, 2000, 18) + await process_frame + _ck(int(nw.node_for(2000).get_meta("fishing_subheader", -1)) == 0 + and int(nw.node_for(2000).get_meta("fishing_dir", -1)) == 18, + "fishing start -> entity fishing metadata") + fc.fishing_event.emit(5, 30001, 0) # item vnum, not a fisher VID + await process_frame + _ck(not nw.node_for(2000).has_meta("fishing_item_vnum"), + "fishing fish outcome is not treated as entity motion") + + # GC_CHAR_ADD_INFO late name -> 3D label refreshes (name_resolver optional) + var mob0: Node3D = nw.node_for(2000) + _ck(String((mob0.get_node("Label3D") as Label3D).text).begins_with("vid "), + "placeholder label starts as 'vid N' (no name yet)") + nw.name_resolver = func(d): return "Angry " + String(d.get("name", "")) + fc.set_info(2000, "Mob") + await process_frame + _ck((mob0.get_node("Label3D") as Label3D).text == "Angry Mob", + "entity_info -> label refreshed via name_resolver") + fc.pvp_changed.emit(1000, 2000, 2) + await process_frame + var pvp_tag := mob0.get_node_or_null("PvpTag") as Label3D + _ck(pvp_tag != null and pvp_tag.text == "PVP", "pvp fight -> world PVP tag") + fc.pvp_changed.emit(1000, 2000, 0) + await process_frame + _ck(mob0.get_node_or_null("PvpTag") == null, "pvp none -> removes world tag") + + fc.move_to(2000, Vector3(10, 0, 40)) + for i in 3: await process_frame + var mob: Node3D = nw.node_for(2000) + _ck(mob.position.distance_to(Vector3(10, 0, -40)) < 0.5, "far move -> snap") # to_world 翻 Z + _ck(int(mob.get_meta("func")) == 1, "func -> FUNC_MOVE") + + fc.move_to(2000, Vector3(11, 0, 41)) + await process_frame + var d1 := mob.position.distance_to(Vector3(11, 0, -41)) + for i in 20: await process_frame + _ck(mob.position.distance_to(Vector3(11, 0, -41)) < d1, "near move -> lerp closes in") + + var got_chat := [""] + nw.chat_line.connect(func(_t, _v, s): got_chat[0] = s) + fc.chat.emit(1, 2000, "hi there") + await process_frame + _ck(got_chat[0] == "hi there", "chat line relayed") + + # combat: damage number + vitals + death + var dmg := [0, false] + var vit := [0, 0, false] + nw.damage_number.connect(func(_v, amt, crit, _dodge): dmg[0] = amt; dmg[1] = crit) + nw.vitals.connect(func(_v, hp, mhp, dead): vit[0] = hp; vit[1] = mhp; vit[2] = dead) + fc.hurt(2000, 60, 40) + await process_frame + _ck(dmg[0] == 40, "damage_number relayed (40)") + _ck(vit[0] == 60 and vit[1] == 100 and not vit[2], "vitals relayed (60/100)") + var bar := mob.get_node_or_null("HpBar") + _ck(bar != null and absf(bar.scale.x - 0.6) < 0.01, "HP bar scaled to 0.6") + fc.hurt(2000, 0, 60, 1 << 5) # crit, lethal + await process_frame + _ck(dmg[1] == true, "crit flag relayed") + _ck(vit[2] == true, "vitals dead=true") + + fc.despawn(2000) + await process_frame + await process_frame + _ck(removed[0] == 1 and nw.node_for(2000) == null, "despawn frees node") diff --git a/project/netbridge_test.gd.uid b/project/netbridge_test.gd.uid new file mode 100644 index 00000000..f503f7fe --- /dev/null +++ b/project/netbridge_test.gd.uid @@ -0,0 +1 @@ +uid://d4kjxl5d6lo6m diff --git a/project/netplay_test.gd b/project/netplay_test.gd new file mode 100644 index 00000000..cbc71ce4 --- /dev/null +++ b/project/netplay_test.gd @@ -0,0 +1,152 @@ +# netplay_test —— P0 闭环胶水(net_play.gd)的 headless 自检。 +# godot --headless --path project --script netplay_test.gd +# 用假 M2Client / 假 PlayerController / 假 HUD 驱动,断言 net_play 产生的调用正确。 +# 退出码 0 = 全过。 +extends SceneTree + +const NetPlay = preload("res://net_play.gd") +const NetWorld = preload("res://net_world.gd") + +class FakeClient extends Node: + signal entity_spawned(entity: Dictionary) + signal entity_despawned(vid: int) + signal entity_moved(vid: int) + signal entity_info(vid: int, entity: Dictionary) + signal entity_main_set(vid: int) + signal entity_dead(vid: int) + signal vitals_changed(vid: int) + signal points_changed(points: Dictionary) + signal target_info(vid: int, hp_percent: int) + signal chat(type: int, vid: int, text: String) + var ents := {} + var main := 0 + var in_game := true + var calls := {"move": [], "attack": [], "set_target": []} + func is_in_game() -> bool: return in_game + func get_main_vid() -> int: return main + func get_entity(vid: int) -> Dictionary: return ents.get(vid, {}) + func move(f, a, rot, x, y) -> bool: calls.move.append([f, a, rot, x, y]); return true + func attack(motion, vid) -> bool: calls.attack.append([motion, vid]); return true + func set_target(vid) -> bool: calls.set_target.append(vid); return true + +class FakePC extends Node: + signal target_selected(node: Node3D) + signal moved(pos: Vector3) + signal anim_state(state: String) + var player: Node3D + var server_speed := 1.0 + func set_server_speed(moving_speed: int) -> void: server_speed = float(moving_speed) / 100.0 + +class FakeHud extends Node: + var vitals := [] + var exp_v := [] + var level := 0 + var target := [] + var energy := [] + var cleared := 0 + func set_vitals(hp, mhp, sp, msp): vitals = [hp, mhp, sp, msp] + func set_exp(xp, nxp): exp_v = [xp, nxp] + func set_level(lv): level = lv + func set_energy(value, maximum): energy = [value, maximum] + func set_target(nm, pct): target = [nm, pct] + func clear_target(): cleared += 1 + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: netplay_test (P0 move/attack/target/HUD loop)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var root := get_root() + var fc := FakeClient.new() + var pc := FakePC.new() + var hud := FakeHud.new() + var nw: Node = NetWorld.new() + pc.player = Node3D.new() + root.add_child(fc); root.add_child(pc); root.add_child(hud); root.add_child(nw) + root.add_child(pc.player) + var np: Node = NetPlay.new() + root.add_child(np) + np.setup(fc, pc, nw, hud) + + fc.main = 1000 + fc.ents[1000] = {"vid": 1000, "pos": Vector3.ZERO, "hp": 200, "max_hp": 200, + "moving_speed": 150, "attack_speed": 150} + fc.entity_main_set.emit(1000) + fc.entity_info.emit(1000, fc.ents[1000]) + _ck(is_equal_approx(pc.server_speed, 1.5), "GC_CHANGE_SPEED -> local prediction speed scale") + _ck(is_equal_approx(np.attack_period, 0.4), "entity attack_speed -> attack cadence") + + # 1) 点地移动 -> move(FUNC_MOVE) 带 server cm + heading + pc.player.position = Vector3(3, 0, -5) # to_server_cm -> (300, -500) + pc.player.rotation.y = 0.0 + pc.moved.emit(pc.player.position) + _ck(fc.calls.move.size() == 1, "one move sent") + if fc.calls.move.size() == 1: + var mv: Array = fc.calls.move[0] + _ck(mv[0] == 1, "func == FUNC_MOVE") + _ck(mv[3] == 300 and mv[4] == -500, "server cm (300,-500), got (%d,%d)" % [mv[3], mv[4]]) + _ck(mv[2] >= 0 and mv[2] < 360, "heading in [0,360)") + + # 2) 节流:紧接着的小位移不发 + pc.player.position = Vector3(3.3, 0, -5) + pc.moved.emit(pc.player.position) + _ck(fc.calls.move.size() == 1, "small quick move throttled") + + # 3) 停下 -> move(FUNC_WAIT) 一次 + pc.anim_state.emit("wait") + _ck(fc.calls.move.size() == 2 and fc.calls.move[1][0] == 0, "stop -> FUNC_WAIT sent") + pc.anim_state.emit("wait") + _ck(fc.calls.move.size() == 2, "second wait not re-sent") + + # 4) 点实体 -> set_target + var mob := Node3D.new() + mob.set_meta("vid", 2000) + root.add_child(mob) + mob.position = Vector3(4, 0, -5) # 距玩家(3.3,0,-5) 0.7m -> 攻击距离内 + fc.ents[2000] = {"vid": 2000, "name": "Wolf", "pos": mob.position, "hp": 50, "max_hp": 50, "dead": false} + nw._by_vid[2000] = mob # 让 net_world.node_for(2000) 命中 + pc.target_selected.emit(mob) + _ck(fc.calls.set_target.size() == 1 and fc.calls.set_target[0] == 2000, "set_target(2000)") + + # 5) 攻击距离内 -> 按 attack_period 自动 attack + for i in 4: await process_frame + _ck(fc.calls.attack.size() >= 1, "auto-attack fired, got %d" % fc.calls.attack.size()) + if fc.calls.attack.size() >= 1: + _ck(fc.calls.attack[0][1] == 2000, "attack victim == 2000") + var n1: int = fc.calls.attack.size() + await process_frame + _ck(fc.calls.attack.size() == n1, "attack throttled within period") + + # 6) points_changed -> HUD + fc.points_changed.emit({"hp": 120, "max_hp": 200, "sp": 30, "max_sp": 80, + "exp": 50, "next_exp": 100, "level": 7, "energy": 75}) + _ck(hud.vitals == [120, 200, 30, 80], "hud.set_vitals from points") + _ck(hud.exp_v == [50, 100], "hud.set_exp") + _ck(hud.level == 7, "hud.set_level") + _ck(hud.energy == [75, 100], "hud.set_energy from POINT_ENERGY") + + # 7) 自己的 GC_MOVE 位置校正(远 -> 瞬移) + fc.ents[1000]["pos"] = Vector3(50, 0, -5) + fc.entity_moved.emit(1000) + _ck(pc.player.position.distance_to(Vector3(50, 0, pc.player.position.z)) < 0.01, + "far server pos -> snap, got %s" % pc.player.position) + + # 8) target_info -> hud.set_target + fc.target_info.emit(2000, 40) + _ck(hud.target.size() == 2 and hud.target[1] == 40, "hud.set_target(pct=40)") + + # 9) 目标死亡 -> 清目标 + fc.ents[2000]["dead"] = true + fc.entity_dead.emit(2000) + _ck(hud.cleared >= 1, "target cleared on death") diff --git a/project/netplay_test.gd.uid b/project/netplay_test.gd.uid new file mode 100644 index 00000000..bbea5f62 --- /dev/null +++ b/project/netplay_test.gd.uid @@ -0,0 +1 @@ +uid://bsjyki4suspqp diff --git a/project/p10_test.gd b/project/p10_test.gd new file mode 100644 index 00000000..9837c146 --- /dev/null +++ b/project/p10_test.gd @@ -0,0 +1,126 @@ +# p10_test —— P10:serverinfo + loading 遮罩 + 断线重连 + 串场状态机 headless 自检。 +# godot --headless --path project --script p10_test.gd +extends SceneTree + +const ServerInfoRes = preload("res://net/serverinfo.gd") +const LoadingScreen = preload("res://ui/loading_screen.gd") +const ReconnectUI = preload("res://ui/reconnect_ui.gd") +const AppFlow = preload("res://app_flow.gd") + +class FakeClient extends Node: + signal phase_changed(phase: String) + signal char_list(characters: Array) + signal entered_game() + signal disconnected(reason: String) + signal login_failed(reason: String) + var reconnects := 0 + var connects := [] + var selects := [] + func connect_to_server(ah, ap, gh, gp, id, pw) -> void: + connects.append([ah, ap, gh, gp, id, pw]) + func select_character(i) -> bool: selects.append(i); return true + func reconnect() -> bool: reconnects += 1; return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: p10_test (serverinfo + loading + reconnect + app flow)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + # --- serverinfo --- + var si: RefCounted = ServerInfoRes.new() + _ck(si.count() == 1 and si.server(0)["auth_host"] == "192.168.21.203", "serverinfo: built-in default") + var addr: Dictionary = si.address(0, 3) + _ck(addr["game_port"] == 11013, "serverinfo: 内置 CH3 -> 11013 (step 1)") + var tmp := "user://p10_servers.txt" + var f := FileAccess.open(tmp, FileAccess.WRITE) + f.store_line("# test") + f.store_line("欧服\teu.example.com\t13000\teu.example.com\t13011\t1,2\t10") + f.close() + _ck(si.load_file(tmp) and si.count() == 1 and si.server(0)["name"] == "欧服", "serverinfo: parse file") + _ck(si.address(0, 2)["game_port"] == 13021, "serverinfo: file port_step 10 覆盖 -> CH2 = 13021") + + # --- loading screen --- + var ls: Node = LoadingScreen.new() + get_root().add_child(ls) + ls.setup(null) + _ck(not ls.is_showing(), "loading: hidden initially") + ls._on_phase("loading") + _ck(ls.is_showing() and ls._label.text.contains("地图"), "loading: shows on phase=loading") + ls.set_progress(0.5) + _ck(ls._bar.visible and ls._bar.value == 50.0, "loading: progress bar") + ls._on_phase("select") + _ck(not ls.is_showing(), "loading: hides on phase=select (选人界面要露出来)") + ls._on_phase("loading") + ls._on_phase("game") + _ck(not ls.is_showing(), "loading: hides on phase=game") + ls._on_phase("login") + _ck(not ls.is_showing(), "loading: hides on phase=login") + + # --- reconnect --- + var fc := FakeClient.new() + get_root().add_child(fc) + var rc: Node = ReconnectUI.new() + get_root().add_child(rc) + rc.setup(fc) + _ck(not rc.is_showing(), "reconnect: hidden initially") + fc.disconnected.emit("peer closed") + _ck(rc.is_showing() and rc._msg.text.contains("peer closed"), "reconnect: shows on disconnect") + # 倒计时耗尽 -> reconnect() + rc._left = 0.05 + rc._process(0.1) + _ck(fc.reconnects == 1, "reconnect: auto-retry fired") + # 手动 + rc._retry_now() + _ck(fc.reconnects == 2, "reconnect: manual retry") + # entered_game -> 收起 + fc.entered_game.emit() + _ck(not rc.is_showing(), "reconnect: dismissed on entered_game") + + # --- app flow 状态机 --- + var fc2 := FakeClient.new() + var af: Node = AppFlow.new() + af.build_game_scene = false + get_root().add_child(af) + af.start("", fc2) + _ck(af.state() == AppFlow.LOGIN, "flow: starts at LOGIN") + # 检测频道按钮存在 + 探测不可达端口快速返回 false + var has_probe := false + for b in af._ui.find_children("*", "Button", true, false): + if String(b.text) == "检测频道": + has_probe = true + _ck(has_probe, "flow: 检测频道 button present") + var reachable: bool = await af._probe_tcp("127.0.0.1", 1, 0.3) + _ck(reachable == false, "flow: _probe_tcp unreachable -> false") + af._do_connect() + _ck(fc2.connects.size() == 1 and fc2.connects[0][3] == 11011, "flow: connect uses serverinfo addr") + if af._loading and af._loading.has_method("show_for"): + af._loading.show_for("载入角色…") # 模拟 phase=select 时遮罩已亮 + fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}]) + _ck(af.state() == AppFlow.SELECT, "flow: char_list -> SELECT") + _ck(af._loading == null or not af._loading.is_showing(), + "flow: _goto_select 收起读取遮罩(选人界面不被盖)") + # 新版选人页:默认已选 slot 0,点“开始”进游戏 + var picked := false + for b in af._ui.find_children("*", "Button", true, false): + if String(b.text) == "开始": + b.pressed.emit() + picked = true + _ck(picked and fc2.selects == [0], "flow: pick char -> select_character(0)") + fc2.entered_game.emit() + _ck(af.state() == AppFlow.GAME, "flow: entered_game -> GAME") + # 在 SELECT 时断线 -> 回 LOGIN + fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}]) + _ck(af.state() == AppFlow.SELECT, "flow: back to SELECT") + fc2.disconnected.emit("dropped") + _ck(af.state() == AppFlow.LOGIN, "flow: disconnect in SELECT -> LOGIN") diff --git a/project/p10_test.gd.uid b/project/p10_test.gd.uid new file mode 100644 index 00000000..55c6d5ac --- /dev/null +++ b/project/p10_test.gd.uid @@ -0,0 +1 @@ +uid://bpoupm0awu3x1 diff --git a/project/p2b_test.gd b/project/p2b_test.gd new file mode 100644 index 00000000..1832f0fa --- /dev/null +++ b/project/p2b_test.gd @@ -0,0 +1,97 @@ +# p2b_test —— P2 续:地面掉落物 + PlayerView(真模型)headless 自检。 +# godot --headless --path project --script p2b_test.gd +extends SceneTree + +const GroundItems = preload("res://ui/ground_items.gd") +const PlayerView = preload("res://ui/player_view.gd") + +class FakeClient extends Node: + signal ground_item_added(item: Dictionary) + signal ground_item_removed(vid: int) + var ground := {} + var picked := [] + func get_ground_items() -> Array: return ground.values() + func pickup_item(vid) -> bool: picked.append(vid); return true + func add_ground(vid, vnum, pos): + ground[vid] = {"vid": vid, "vnum": vnum, "pos": pos} + ground_item_added.emit(ground[vid]) + func del_ground(vid): + ground.erase(vid); ground_item_removed.emit(vid) + +class FakeProto extends Node: + func item(vnum: int) -> Dictionary: + return {"vnum": vnum, "name": "N%d" % vnum, "locale_name": "掉落%d" % vnum} + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: p2b_test (ground items + player view)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + # --- ground items --- + var mount := Node3D.new() + var fc := FakeClient.new() + var fp := FakeProto.new() + var pl := Node3D.new() + get_root().add_child(mount) + get_root().add_child(fc) + get_root().add_child(fp) + get_root().add_child(pl) + pl.position = Vector3.ZERO + + var gi: Node = GroundItems.new() + get_root().add_child(gi) + gi.setup(fc, mount, func() -> Node: return pl, fp, null) + + fc.add_ground(101, 27, Vector3(1, 0, 1)) # 距玩家 ~1.4m(范围内) + fc.add_ground(102, 28, Vector3(20, 0, 0)) # 远 + await process_frame + _ck(mount.get_child_count() == 2, "2 drop nodes spawned") + _ck(mount.get_node_or_null("drop_101") != null, "drop_101 present") + var tag := mount.get_node("drop_101").get_node("tag") as Label3D + _ck(tag.text == "掉落27", "drop name from proto") + + # 拾取最近的(101 在范围,102 不在) + var got: int = gi.try_pickup() + _ck(got == 101, "try_pickup -> nearest 101, got %d" % got) + _ck(fc.picked == [101], "client.pickup_item(101) called") + + fc.del_ground(101) + await process_frame + _ck(mount.get_node_or_null("drop_101") == null, "drop_101 freed on removed") + _ck(mount.get_child_count() == 1, "1 drop left") + + # 远处的捡不到 + _ck(gi.try_pickup() == 0, "far item not picked") + + # --- player view(有真资产才建)--- + var assets := AssetRoot.path() + if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")): + print(" (skip PlayerView: no PC assets)") + return + if not ClassDB.class_exists("Metin2Model"): + print(" (skip PlayerView: extension not built)") + return + var pv: Node3D = PlayerView.new() + get_root().add_child(pv) + var ok: bool = pv.build(assets, 0) # race 0 = warrior male + _ck(ok, "PlayerView.build(race 0) ok") + _ck(pv.model != null, "PlayerView has Metin2Model") + _ck(pv.motion_dir.ends_with("warrior/general"), "motion_dir -> warrior/general (%s)" % pv.motion_dir) + # 转发 set + pv.set("weapon_gr2", "/tmp/fake_weapon.gr2") + _ck(String(pv.model.get("weapon_gr2")) == "/tmp/fake_weapon.gr2", "PlayerView forwards weapon_gr2 to model") + pv.set_anim_state("run") + await process_frame + if pv.anim: + _ck(String(pv.anim.get("anim_path")).ends_with("run.msa"), "set_anim_state('run') -> run.msa") diff --git a/project/p2b_test.gd.uid b/project/p2b_test.gd.uid new file mode 100644 index 00000000..770283c2 --- /dev/null +++ b/project/p2b_test.gd.uid @@ -0,0 +1 @@ +uid://bgt65nkxb5gfr diff --git a/project/p8_test.gd b/project/p8_test.gd new file mode 100644 index 00000000..db193694 --- /dev/null +++ b/project/p8_test.gd @@ -0,0 +1,289 @@ +# p8_test —— P8:组队 / 好友 / 商店 / 交易 / 仓库 UI + 胶水 headless 自检。 +# godot --headless --path project --script p8_test.gd +extends SceneTree + +const PartyUI = preload("res://ui/party_ui.gd") +const FriendUI = preload("res://ui/friend_ui.gd") +const ShopUI = preload("res://ui/shop_ui.gd") +const ExchangeUI = preload("res://ui/exchange_ui.gd") +const SafeboxUI = preload("res://ui/safebox_ui.gd") + +class FakeClient extends Node: + signal party_changed() + signal party_invite_ask(leader_pid: int) + signal friends_changed() + signal shop_opened(vid: int) + signal shop_closed() + signal shop_error(kind: String) + signal exchange_changed() + signal safebox_changed() + + var calls := [] + var party := [] + var friends := [] + var shop := [] + var shop_tabs := [] # 非空 -> get_shop() 走多货架 (SHOP_GC_START_EX) + var shop_open := false + var exchange := {"active": false} + var safebox := [] + var safebox_open := false + var safebox_size := 0 + var safebox_gold := 0 + var inventory := [] + + var main_vid := 20 + var distribute_mode := 0 + func is_in_game() -> bool: return true + func get_main_vid() -> int: return main_vid + func get_party() -> Array: return party + func get_party_distribute_mode() -> int: return distribute_mode + func party_answer(pid, accept) -> bool: calls.append(["party_answer", pid, accept]); return true + func party_invite(vid) -> bool: calls.append(["party_invite", vid]); return true + func party_leave(pid) -> bool: calls.append(["party_leave", pid]); return true + func party_set_state(pid, role, on) -> bool: calls.append(["party_set_state", pid, role, on]); return true + func party_set_distribute(mode) -> bool: calls.append(["party_set_distribute", mode]); return true + func party_use_skill(idx, vid) -> bool: calls.append(["party_use_skill", idx, vid]); return true + func set_target(vid) -> void: calls.append(["set_target", vid]) + func get_friends() -> Array: return friends + func add_friend(nm) -> bool: calls.append(["add_friend", nm]); return true + func remove_friend(nm) -> bool: calls.append(["remove_friend", nm]); return true + func get_shop_items() -> Array: return shop + func get_shop() -> Dictionary: + var tabs := shop_tabs if not shop_tabs.is_empty() else [{"name": "", "coin_type": 0, "items": shop}] + return {"vid": 8080, "open": shop_open, "tabs": tabs} + func is_shop_open() -> bool: return shop_open + func shop_buy(pos, cnt) -> bool: calls.append(["shop_buy", pos, cnt]); return true + func shop_sell(cell, cnt) -> bool: calls.append(["shop_sell", cell, cnt]); return true + func shop_close() -> bool: calls.append(["shop_close"]); return true + func get_exchange() -> Dictionary: return exchange + func exchange_add_item(w, c, d) -> bool: calls.append(["ex_add_item", w, c, d]); return true + func exchange_add_gold(g) -> bool: calls.append(["ex_gold", g]); return true + func exchange_accept() -> bool: calls.append(["ex_accept"]); return true + func exchange_cancel() -> bool: calls.append(["ex_cancel"]); return true + func get_safebox_items() -> Array: return safebox + func is_safebox_open() -> bool: return safebox_open + func get_safebox_size() -> int: return safebox_size + func get_safebox_gold() -> int: return safebox_gold + func get_inventory() -> Array: return inventory + func safebox_checkin(sp, w, c) -> bool: calls.append(["sb_checkin", sp, w, c]); return true + func safebox_checkout(sp, w, c) -> bool: calls.append(["sb_checkout", sp, w, c]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: p8_test (party + friends + shop + exchange + safebox)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + + # --- 组队 --- + var pu: Node = PartyUI.new() + get_root().add_child(pu) + pu.setup(fc, canvas) # 无 dialogs -> 邀请自动接受 + _ck(not pu.is_open(), "party panel hidden when empty") + # 本地玩家 vid=20 是队长 -> 角色分配按钮可用 + fc.party = [ + {"pid": 2, "vid": 20, "name": "Me", "leader": true, "hp_pct": 90, "state": 1, "affects": [0, 0, 0, 0, 0, 0, 0]}, + {"pid": 1, "vid": 10, "name": "Bob", "leader": false, "hp_pct": 50, "state": 0, "affects": [12, 0, 0, 0, 0, 0, 0]}, + ] + fc.party_changed.emit() + _ck(pu.is_open(), "party panel shows with members") + _ck(pu._list.get_child_count() == 2, "party: 2 member strips") + fc.party_invite_ask.emit(77) + _ck(fc.calls.has(["party_answer", 77, true]), "party: auto-accept invite (no dialogs)") + + # 附加효과 칩:Bob 的 affects[0]=12 -> 一个「经验」chip + var bob_strip: Control = pu._list.get_child(1) + var chip_found := false + for l in bob_strip.find_children("*", "Label", true, false): + if String(l.text) == "经验": + chip_found = true + _ck(chip_found, "party: non-zero affect renders a chip") + + # 队长点 Me 的 StateButton -> 角色弹窗 -> 「攻击」-> party_set_state(pid, ROLE_ATTACKER, true) + var me_strip: Control = pu._list.get_child(0) + var state_btn: Button = null + for b in me_strip.find_children("*", "Button", true, false): + if String(b.text) in ["队", "普", "攻", "坦", "辅", "宗", "狂", "防"]: + state_btn = b + break + _ck(state_btn != null and not state_btn.disabled, "party: leader's StateButton enabled") + state_btn.pressed.emit() + _ck(is_instance_valid(pu._role_popup), "party: role popup opens for leader") + var atk_btn: Button = null + var expel_btn: Button = null + for b in pu._role_popup.find_children("*", "Button", true, false): + if String(b.text).begins_with("攻击"): atk_btn = b + if String(b.text) == "踢出队伍": expel_btn = b + atk_btn.pressed.emit() + _ck(fc.calls.has(["party_set_state", 2, 2, true]), + "party: 攻击 -> party_set_state(pid, ATTACKER=2, true)") + # 다시 열어 踢出 + state_btn.pressed.emit() + for b in pu._role_popup.find_children("*", "Button", true, false): + if String(b.text) == "踢出队伍": expel_btn = b + expel_btn.pressed.emit() + _ck(fc.calls.has(["party_leave", 2]), "party: 踢出队伍 -> party_leave(pid)") + + # EXP 分配切换(当前 mode 0 -> 发 1) + pu._toggle_distribute() + _ck(fc.calls.has(["party_set_distribute", 1]), "party: 分配切换 -> party_set_distribute(PARITY)") + # 组队治疗 + pu._party_heal() + _ck(fc.calls.has(["party_use_skill", 1, 0]), "party: 组队治疗 -> party_use_skill(HEAL=1, 0)") + + # 点名字 -> 选中该员 vid + var name_btn: Button = null + for b in me_strip.find_children("*", "Button", true, false): + if String(b.text).ends_with("Me"): name_btn = b + if name_btn: + name_btn.pressed.emit() + _ck(fc.calls.has(["set_target", 20]), "party: 点名字 -> set_target(vid)") + + # 非队长 -> StateButton disabled + fc.party[0]["leader"] = false + fc.party[0]["state"] = 0 + fc.party_changed.emit() + var me2: Control = pu._list.get_child(0) + for b in me2.find_children("*", "Button", true, false): + if String(b.text) in ["普", "队"]: + _ck(b.disabled, "party: non-leader StateButton disabled") + break + + # --- 好友 --- + var fu: Node = FriendUI.new() + get_root().add_child(fu) + fu.setup(fc, canvas) + fu.toggle() + _ck(fu.is_open(), "friend window opens") + fc.friends = [{"name": "Alice", "online": true}, {"name": "Bob", "online": false}] + fc.friends_changed.emit() + await process_frame + var wt := [] + fu.whisper_to.connect(func(n): wt.append(n)) + # 找 Alice 行的名字按钮 + var alice_btn: Button = null + for b in fu._list.find_children("*", "Button", true, false): + if (b as Button).text == "Alice": + alice_btn = b + _ck(alice_btn != null, "friend: Alice row present") + if alice_btn: + alice_btn.pressed.emit() + _ck(wt == ["Alice"], "friend: click name -> whisper_to(Alice)") + fu._name_edit.text = "Carol" + fu._on_add() + _ck(fc.calls.has(["add_friend", "Carol"]), "friend: add via input") + + # --- 商店 --- + var su: Node = ShopUI.new() + get_root().add_child(su) + su.setup(fc, canvas) + fc.shop = [{"pos": 0, "vnum": 27, "price": 1500, "count": 1}, + {"pos": 1, "vnum": 19, "price": 800, "count": 1}] + fc.shop_opened.emit(8080) + _ck(su.is_open(), "shop opens on shop_opened") + _ck(su._list.get_child_count() == 2, "shop: 2 item rows") + # 第一行的「买」按钮 + var buy_btn: Button = null + for b in su._list.get_child(0).find_children("*", "Button", true, false): + buy_btn = b + if buy_btn: + buy_btn.pressed.emit() + _ck(fc.calls.has(["shop_buy", 0, 1]), "shop: buy row 0") + su.sell(5) + _ck(fc.calls.has(["shop_sell", 5, 1]), "shop: sell inv cell 5") + fc.shop_error.emit("NOT_ENOUGH_MONEY") + _ck(su._err.text == "金币不足", "shop: error text localised") + fc.shop_closed.emit() + _ck(not su.is_open(), "shop closes on shop_closed") + + # --- 商店 SHOP_GC_START_EX(多货架 + tabIdx*40+slot 买位置) --- + fc.calls.clear() + fc.shop_tabs = [ + {"name": "武器", "coin_type": 0, "items": [{"pos": 0, "vnum": 101, "price": 500, "count": 1}, + {"pos": 5, "vnum": 202, "price": 900, "count": 3}]}, + {"name": "防具", "coin_type": 1, "items": [{"pos": 3, "vnum": 303, "price": 12000, "count": 1}]}, + ] + fc.shop_opened.emit(8080) + _ck(su.is_open(), "shop_ex: opens") + _ck(su._tabbar.visible and su._tabbar.get_child_count() == 2, "shop_ex: 2 tab buttons") + _ck(su._list.get_child_count() == 2, "shop_ex: tab 0 has 2 rows") + # tab 0 第二行(slot 5)买 -> pos = 0*40 + 5 + var r1_buy: Button = null + for b in su._list.get_child(1).find_children("*", "Button", true, false): + r1_buy = b + if r1_buy: + r1_buy.pressed.emit() + _ck(fc.calls.has(["shop_buy", 5, 1]), "shop_ex: tab0 slot5 -> buy pos 5") + # 切到货架 2 + su._tabbar.get_child(1).pressed.emit() + _ck(su._active_tab == 1, "shop_ex: switched to tab 1") + _ck(su._list.get_child_count() == 1, "shop_ex: tab 1 has 1 row") + var t1_buy: Button = null + for b in su._list.get_child(0).find_children("*", "Button", true, false): + t1_buy = b + if t1_buy: + t1_buy.pressed.emit() + _ck(fc.calls.has(["shop_buy", 43, 1]), "shop_ex: tab1 slot3 -> buy pos 1*40+3=43") + fc.shop_closed.emit() + fc.shop_tabs = [] + + # --- 交易 --- + var xu: Node = ExchangeUI.new() + get_root().add_child(xu) + xu.setup(fc, canvas) + fc.exchange = { + "active": true, "partner_vid": 4321, + "self_items": [{"slot": 0, "vnum": 19, "count": 1}], + "peer_items": [], "self_gold": 100, "peer_gold": 0, + "self_accept": false, "peer_accept": true, + } + fc.exchange_changed.emit() + _ck(xu.is_open(), "exchange window opens when active") + _ck(xu._self_box.get_child_count() == 1, "exchange: 1 self item row") + _ck(xu._root.get_node("PeerAccept").text == "对方: 已接受", "exchange: peer accept shown") + xu.offer(1, 7) + _ck(fc.calls.has(["ex_add_item", 1, 7, 0]), "exchange: offer item (display 0)") + xu._gold_input.text = "500" + xu._on_put_gold() + _ck(fc.calls.has(["ex_gold", 500]), "exchange: put gold") + fc.exchange = {"active": false} + fc.exchange_changed.emit() + _ck(not xu.is_open(), "exchange closes when inactive") + + # --- 仓库 --- + var bu: Node = SafeboxUI.new() + get_root().add_child(bu) + bu.setup(fc, canvas) + fc.safebox_open = true + fc.safebox_size = 2 + fc.safebox_gold = 99999 + fc.safebox = [{"cell": 3, "vnum": 27, "count": 10}] + fc.safebox_changed.emit() + _ck(bu.is_open(), "safebox opens") + _ck(bu._gold.text.contains("99999"), "safebox: gold shown") + _ck(bu._list.get_child_count() == 1, "safebox: 1 item row") + var out_btn: Button = null + for b in bu._list.get_child(0).find_children("*", "Button", true, false): + out_btn = b + if out_btn: + out_btn.pressed.emit() + _ck(fc.calls.any(func(c): return c[0] == "sb_checkout" and c[1] == 3), "safebox: checkout cell 3") + fc.inventory = [{"cell": 0}, {"cell": 1}] + bu.deposit(1, 4) + # 下一个空仓位应是 0(cell 3 已用) + _ck(fc.calls.any(func(c): return c[0] == "sb_checkin" and c[2] == 1 and c[3] == 4), + "safebox: deposit inv cell 4") diff --git a/project/p8_test.gd.uid b/project/p8_test.gd.uid new file mode 100644 index 00000000..236fad05 --- /dev/null +++ b/project/p8_test.gd.uid @@ -0,0 +1 @@ +uid://dseicj4ybu2qd diff --git a/project/p9_test.gd b/project/p9_test.gd new file mode 100644 index 00000000..37fad2b1 --- /dev/null +++ b/project/p9_test.gd @@ -0,0 +1,131 @@ +# p9_test —— P9:小地图 + 昼夜 + 天气 + 传送 headless 自检。 +# godot --headless --path project --script p9_test.gd +extends SceneTree + +const Minimap = preload("res://ui/minimap.gd") +const WorldTime = preload("res://world/world_time.gd") +const Weather = preload("res://fx/weather.gd") + +class FakeClient extends Node: + signal time_changed(server_epoch: int) + signal channel_changed(channel: int) + signal npc_marks_changed() + signal land_areas_changed() + signal observer_event(kind: int, vid: int, pos: Vector2) + signal world_markers_changed() + signal warp(pos: Vector3, same_server: bool) + var _time := 0 + var entities := [] + var npc_marks := [] + var markers := [] + var observers := [] + var land_areas := [] + var party := [] + func get_server_time() -> int: return _time + func get_entities() -> Array: return entities + func get_npc_marks() -> Array: return npc_marks + func get_world_markers() -> Array: return markers + func get_observers() -> Array: return observers + func get_land_areas() -> Array: return land_areas + func get_party() -> Array: return party + func get_channel() -> int: return 3 + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: p9_test (minimap + world_time + weather + warp)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + var player := Node3D.new() + player.position = Vector3.ZERO + get_root().add_child(player) + + # --- 小地图 --- + var mm: Node = Minimap.new() + get_root().add_child(mm) + mm.setup(fc, canvas, func() -> Node3D: return player) + _ck(mm._view != null, "minimap: view built") + fc.channel_changed.emit(7) + _ck(mm._ch_label.text == "CH 7", "minimap: channel label") + # _to_map: 北(−z 100m)应在圆心正上方附近;夹到半径内 + var north: Vector2 = mm._to_map(Vector3(0, 0, -1000), Vector3.ZERO) + _ck(north.x == mm.RADIUS and north.y < mm.RADIUS, "minimap: north maps up, clamped") + var east: Vector2 = mm._to_map(Vector3(10, 0, 0), Vector3.ZERO) + _ck(east.x > mm.RADIUS and abs(east.y - mm.RADIUS) < 0.01, "minimap: east maps right") + var base_scale: float = mm.get_scale() + mm.set_scale(base_scale * 2.0) + var zoomed_east: Vector2 = mm._to_map(Vector3(10, 0, 0), Vector3.ZERO) + _ck(mm.get_scale() > base_scale and zoomed_east.x > east.x, "minimap: scale zooms world projection") + var wheel_scale: float = mm.get_scale() + var wheel := InputEventMouseButton.new() + wheel.button_index = MOUSE_BUTTON_WHEEL_DOWN + wheel.pressed = true + mm._on_gui_input(wheel) + _ck(mm.get_scale() < wheel_scale, "minimap: wheel down zooms out") + fc.entities = [{"vid": 11, "is_main": false, "ch_type": 0, "pos": Vector3(5, 0, 5)}] + fc.party = [{"vid": 11, "leader": true}] + fc.npc_marks = [{"type": 2, "name": "Gate", "pos": Vector3(3, 0, 3)}] + fc.markers = [{"id": 1, "name": "Quest", "pos": Vector3(-4, 0, -4)}] + fc.observers = [{"vid": 9001, "pos": Vector3(2, 0, -2)}] + fc.land_areas = [{"id": 42, "guild_id": 77, "x": -200, "y": -200, "width": 400, "height": 400}] + mm._view.queue_redraw() + await process_frame + _ck(mm._view.is_visible_in_tree(), "minimap: redraw scheduled, view live") + + # --- 昼夜 --- + var sun := DirectionalLight3D.new() + get_root().add_child(sun) + var env := Environment.new() + env.background_mode = Environment.BG_COLOR + var wt: Node = WorldTime.new() + get_root().add_child(wt) + wt.setup(fc, sun, env) + # 正午:2025-01-01 12:00:00 UTC = 1735732800 + fc._time = 1735732800 + fc.time_changed.emit(1735732800) + _ck(abs(wt.day_fraction() - 0.5) < 0.01, "world_time: noon -> day_fraction ~0.5") + wt._process(0.016) + var noon_energy: float = sun.light_energy + _ck(noon_energy > 0.9, "world_time: noon sun bright (%.2f)" % noon_energy) + # 午夜 + fc.time_changed.emit(1735732800 - 43200) + _ck(abs(wt.day_fraction()) < 0.01 or abs(wt.day_fraction() - 1.0) < 0.01, + "world_time: midnight -> fraction ~0") + wt._process(0.016) + _ck(sun.light_energy < 0.2, "world_time: midnight sun dark (%.3f)" % sun.light_energy) + + # --- 天气 --- + var cam := Camera3D.new() + get_root().add_child(cam) + var w: Node3D = Weather.new() + get_root().add_child(w) + w.setup(cam) + _ck(w.kind() == "none" and not w._p.emitting, "weather: starts off") + w.set_weather("snow") + _ck(w._p.emitting and w.kind() == "snow", "weather: snow on") + var g_snow: Vector3 = w._p.process_material.gravity + w.set_weather("rain") + var g_rain: Vector3 = w._p.process_material.gravity + _ck(g_rain.y < g_snow.y, "weather: rain falls faster than snow") + w.set_weather("none") + _ck(not w._p.emitting, "weather: off again") + + # --- 传送信号(同服)--- + var got := [] + fc.warp.connect(func(pos, same): got.append([pos, same])) + fc.warp.emit(Vector3(50, 0, -30), true) + _ck(got.size() == 1 and got[0][1] == true, "warp: same-server signal received") diff --git a/project/p9_test.gd.uid b/project/p9_test.gd.uid new file mode 100644 index 00000000..5a31917c --- /dev/null +++ b/project/p9_test.gd.uid @@ -0,0 +1 @@ +uid://4crf5im7shwi diff --git a/project/player_controller.gd b/project/player_controller.gd new file mode 100644 index 00000000..641f7606 --- /dev/null +++ b/project/player_controller.gd @@ -0,0 +1,242 @@ +# PlayerController —— Metin2 风移动 + 选目标(客户端预测,无服务端纠正)。 +# 左键点地面 -> 走/跑过去(沿途查 attr.atr 可行走,遇阻停) +# 左键点实体 -> 选中(emit target_selected) +# WASD/方向键 -> 直接移动(相对相机),覆盖点地 +# 触屏(F7):单指轻点 = 点地/点选(快速抬起且位移小);单指拖拽归相机环绕, +# 双指手势时不产生点地。 +# 需要:player(Node3D)、camera(GameCamera)、world(Metin2World)。 +# 每帧 emit anim_state("wait"|"walk"|"run") 供上层切动画。 +extends Node + +signal anim_state(state: String) +signal target_selected(node: Node3D) +signal moved(pos: Vector3) + +var player: Node3D +var camera: Camera3D +var world: Node +var pickables: Array[Node3D] = [] # 可点选实体(NPC/怪等) + +const SPEED_WALK := 8.0 +const SPEED_RUN := 18.0 +const RUN_HOLD_KEY := KEY_SHIFT +const ARRIVE_EPS := 0.4 +const PICK_RADIUS := 1.4 # 点选命中半径(米) + +var force_run := false # 脚本化 / 自动跑 +var frozen := false # 受击硬直等:本帧不响应移动输入(net_play 设) +var server_speed_scale := 1.0 # GC_CHANGE_SPEED moving_speed / 100 + +const _TAP_TRAVEL_MAX := 12.0 # 触点位移超过这么多像素 -> 视作拖拽(归相机),不是轻点 +const _TAP_TIME_MAX := 0.35 # 按下到抬起超过这么久 -> 不是轻点 + +var _move_target := Vector3.ZERO +var _has_target := false +var _run := false +var _touch_count := 0 +var _multi_gesture := false # 曾有 ≥2 指同时按下 -> 本轮不产生点地 +var _tap_index := -1 +var _tap_press_pos := Vector2.ZERO +var _tap_press_t := 0.0 + +func set_server_speed(moving_speed: int) -> void: + # Metin2 POINT_MOV_SPEED uses 100 as the normal baseline. Keep malformed or + # pre-spawn zero values from freezing local prediction. + if moving_speed <= 0: + return + server_speed_scale = clampf(float(moving_speed) / 100.0, 0.25, 3.0) + +# 程序化下发一个点地目标(脚本化截图 / AI) +func walk_to(world_pos: Vector3) -> void: + _move_target = Vector3(world_pos.x, 0.0, world_pos.z) + _has_target = true + +func _unhandled_input(e: InputEvent) -> void: + if e is InputEventMouseButton and e.button_index == MOUSE_BUTTON_LEFT and e.pressed: + _on_click(e.position) + elif e is InputEventScreenTouch: + _on_touch(e) + elif e is InputEventScreenDrag: + # 触点一旦拖出去,就不再是「轻点」,交给相机环绕 + if e.index == _tap_index and e.position.distance_to(_tap_press_pos) > _TAP_TRAVEL_MAX: + _tap_index = -1 + +func _on_touch(e: InputEventScreenTouch) -> void: + if e.pressed: + _touch_count += 1 + if _touch_count >= 2: + _multi_gesture = true + _tap_index = -1 + elif not _multi_gesture: + _tap_index = e.index + _tap_press_pos = e.position + _tap_press_t = Time.get_ticks_msec() / 1000.0 + else: + _touch_count = max(0, _touch_count - 1) + if e.index == _tap_index and not _multi_gesture: + var travel := e.position.distance_to(_tap_press_pos) + var held := Time.get_ticks_msec() / 1000.0 - _tap_press_t + if travel <= _TAP_TRAVEL_MAX and held <= _TAP_TIME_MAX: + _on_click(e.position) + _tap_index = -1 + if _touch_count == 0: + _multi_gesture = false + +func _on_click(screen_pos: Vector2) -> void: + if camera == null: + return + var from := camera.project_ray_origin(screen_pos) + var dir := camera.project_ray_normal(screen_pos) + + # 1) 实体点选:射线 vs 每个 pickable 的网格世界包围盒(slab 相交,逐实体精确, + # 大怪 / 小怪都不再被固定 1.4m 半径误判)。无网格的回退到胶囊近似。 + var best: Node3D = null + var best_t := 1e20 + for n in pickables: + if not is_instance_valid(n): + continue + var t := _ray_pick_t(from, dir, n) + if t >= 0.0 and t < best_t: + best_t = t + best = n + if best: + target_selected.emit(best) + return + + # 2) 点地:射线与地表求交(沿射线二分找 y == 地表高度) + var hit: Variant = _ray_ground(from, dir) + if hit != null: + _move_target = hit + _has_target = true + +# 射线 vs 实体(节点下所有 MeshInstance3D 的世界 AABB 合并)的进入距离 t;不命中返回 -1。 +func _ray_pick_t(from: Vector3, dir: Vector3, node: Node3D) -> float: + var box := AABB() + var have := false + for m in node.find_children("*", "MeshInstance3D", true, false): + var mi := m as MeshInstance3D + if mi.mesh == null: + continue + var wb: AABB = mi.get_global_transform() * mi.get_aabb() + box = wb if not have else box.merge(wb) + have = true + if not have: + # 无网格:退回胶囊近似(头顶 1m,半径 PICK_RADIUS) + var to := node.global_position + Vector3(0, 1.0, 0) - from + var tp := to.dot(dir) + if tp < 0.0: + return -1.0 + var perp := (from + dir * tp) - (node.global_position + Vector3(0, 1.0, 0)) + return tp if perp.length() < PICK_RADIUS else -1.0 + box = box.grow(0.15) # 点选宽容度 + # slab 法求射线进入 box 的 t + var tmin := -1e20 + var tmax := 1e20 + for axis in 3: + var o: float = from[axis] + var d: float = dir[axis] + var lo: float = box.position[axis] + var hi: float = box.position[axis] + box.size[axis] + if absf(d) < 1e-9: + if o < lo or o > hi: + return -1.0 + else: + var t1 := (lo - o) / d + var t2 := (hi - o) / d + if t1 > t2: + var tmp := t1; t1 = t2; t2 = tmp + tmin = maxf(tmin, t1) + tmax = minf(tmax, t2) + if tmin > tmax: + return -1.0 + return tmin if tmin >= 0.0 else (tmax if tmax >= 0.0 else -1.0) + +func _ray_ground(from: Vector3, dir: Vector3) -> Variant: + if world == null or not world.has_method("sample_height"): + return null + var t := 0.0 + var last_above: bool = from.y - float(world.call("sample_height", from.x, from.z)) > 0.0 + for _i in 240: + t += 1.0 + var p := from + dir * t + if t > 800.0: + break + var above: bool = p.y - float(world.call("sample_height", p.x, p.z)) > 0.0 + if above != last_above: + # 在 [t-1, t] 之间二分 + var a := t - 1.0 + var b := t + for _j in 12: + var m := (a + b) * 0.5 + var pm := from + dir * m + if (pm.y - world.call("sample_height", pm.x, pm.z) > 0) == last_above: + a = m + else: + b = m + var pf := from + dir * b + return Vector3(pf.x, float(world.call("sample_height", pf.x, pf.z)), pf.z) + last_above = above + return null + +func _wasd() -> Vector2: + var d := Vector2.ZERO + if Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_UP): d.y -= 1 + if Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_DOWN): d.y += 1 + if Input.is_key_pressed(KEY_A) or Input.is_key_pressed(KEY_LEFT): d.x -= 1 + if Input.is_key_pressed(KEY_D) or Input.is_key_pressed(KEY_RIGHT): d.x += 1 + return d.normalized() + +func _blocked(x: float, z: float) -> bool: + return world != null and world.has_method("is_blocked") and bool(world.call("is_blocked", x, z)) + +func _process(dt: float) -> void: + if player == null: + return + if frozen: + _has_target = false + anim_state.emit("wait") + return + _run = force_run or Input.is_key_pressed(RUN_HOLD_KEY) + var wish := Vector3.ZERO + var wasd := _wasd() + + if wasd != Vector2.ZERO: + _has_target = false # 键盘覆盖点地 + var yaw: float = (camera.heading() if camera and camera.has_method("heading") else 0.0) + var fwd := Vector3(sin(yaw), 0, cos(yaw)) + var right := Vector3(fwd.z, 0, -fwd.x) + wish = (fwd * -wasd.y + right * wasd.x).normalized() + elif _has_target: + var flat := Vector3(_move_target.x - player.position.x, 0, _move_target.z - player.position.z) + if flat.length() <= ARRIVE_EPS: + _has_target = false + else: + wish = flat.normalized() + + var speed := 0.0 + if wish != Vector3.ZERO: + var want_speed := (SPEED_RUN if _run else SPEED_WALK) * server_speed_scale + var before := player.position + var np := player.position + wish * want_speed * dt + if not _blocked(np.x, player.position.z): + player.position.x = np.x + if not _blocked(player.position.x, np.z): + player.position.z = np.z + # 动画看「实际位移」而非意图:贴墙磨蹭时该切回 wait + var disp := Vector2(player.position.x - before.x, player.position.z - before.z).length() + if disp > want_speed * dt * 0.25: + speed = want_speed + player.rotation.y = atan2(wish.x, wish.z) + else: + _has_target = false + + if world and world.has_method("sample_height"): + player.position.y = float(world.call("sample_height", player.position.x, player.position.z)) + moved.emit(player.position) + + if speed <= 0.01: + anim_state.emit("wait") + elif not _run: + anim_state.emit("walk") + else: + anim_state.emit("run") diff --git a/project/player_controller.gd.uid b/project/player_controller.gd.uid new file mode 100644 index 00000000..3f9f2b9f --- /dev/null +++ b/project/player_controller.gd.uid @@ -0,0 +1 @@ +uid://rpfnf58o5f70 diff --git a/project/private_shop_ui_test.gd b/project/private_shop_ui_test.gd new file mode 100644 index 00000000..9a50502b --- /dev/null +++ b/project/private_shop_ui_test.gd @@ -0,0 +1,109 @@ +# private_shop_ui_test —— 개인상점 개설창 headless 자체 검사(真 uiscript + 假 client)。 +# godot --headless --path project --script private_shop_ui_test.gd +# 校验 privateshopbuilder.py 装载、itemStock 模型(拿起 / 落位 / 价格 / 排序 + display_pos / +# 撤下)、개설 → open_private_shop 封包字段。缺 uiscript 资产时优雅跳过。 +extends SceneTree + +const PrivateShopUI = preload("res://ui/private_shop_ui.gd") + +class FakeClient extends Node: + signal inventory_changed(window: int, cell: int) + var inventory: Array = [] + var calls: Array = [] + func get_inventory() -> Array: return inventory + func open_private_shop(sign, items) -> bool: + calls.append(["open_shop", sign, items]); return true + func close_private_shop() -> bool: + calls.append(["close_shop"]); return true + +class FakeProto extends Node: + func item(vnum: int) -> Dictionary: + return {"vnum": vnum, "name": "I%d" % vnum, "locale_name": "물품%d" % vnum, "type": 1} + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _has_call(fc, name: String, pred: Callable) -> bool: + for c in fc.calls: + if c[0] == name and pred.call(c): + return true + return false + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: private_shop_ui_test (privateshopbuilder.py + itemStock model + CG_MYSHOP)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/privateshopbuilder.py")): + print(" (skip: no privateshopbuilder.py — assets checkout missing)") + return + + var UiManager = load("res://ui/ui_manager.gd") + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + var fp := FakeProto.new() + get_root().add_child(fc) + get_root().add_child(fp) + fc.inventory = [{"cell": 4, "vnum": 11901, "count": 1}, {"cell": 5, "vnum": 27993, "count": 3}] + + var pu: Node = PrivateShopUI.new() + get_root().add_child(pu) + pu.setup(fc, ui, fp, assets) + pu.open() + _ck(pu.is_open(), "builder window opened") + if not pu.is_open(): + return + _ck(pu._cells.size() == 40, "ItemSlot = 40-slot grid (5x8, shop.SHOP_SLOT_COUNT)") + _ck(is_instance_valid(pu._sign), "NameLine overlaid with a LineEdit") + _ck(pu._inv_list.get_child_count() == 2, "2 inventory candidates") + + # 未上货 → 개설 무동작 + pu._ok() + _ck(not _has_call(fc, "open_shop", func(_c): return true), "empty stock → no send") + + # 拿起第 1 件(cell 4)→ 落到格 3,价 250000 + (pu._inv_list.get_child(0) as Button).pressed.emit() + _ck(pu._picked != null and int(pu._picked["cell"]) == 4, "picked inv cell 4") + pu._on_slot_clicked(3) + _ck(is_instance_valid(pu._price_dialog), "price dialog opens on empty slot") + pu._place(3, 250000) + _ck(pu._stock.has(3) and int(pu._stock[3]["price"]) == 250000, "stock[3] placed") + _ck(pu._picked == null, "pick cleared after place") + _ck(pu._inv_list.get_child_count() == 1, "placed item leaves candidate list") + + # 拿起第 2 件(cell 5)→ 落到格 0(更小格号 → 排前) + (pu._inv_list.get_child(0) as Button).pressed.emit() + pu._place(0, 99) + pu._sign.text = "Cheap swords" + pu._ok() + _ck(_has_call(fc, "open_shop", func(c): + if String(c[1]) != "Cheap swords": return false + var items: Array = c[2] + if items.size() != 2: return false + return int(items[0]["vnum"]) == 27993 and int(items[0]["display_pos"]) == 0 \ + and int(items[1]["vnum"]) == 11901 and int(items[1]["price"]) == 250000 \ + and int(items[1]["inv_cell"]) == 4 and int(items[1]["display_pos"]) == 3), + "개설 → open_private_shop(sign, stock 按格号排序 + display_pos)") + _ck(not pu.is_open(), "closes after 개설") + + # 撤下:재개 → 점유 격 클릭 제거 + pu.open() + (pu._inv_list.get_child(0) as Button).pressed.emit() + pu._place(7, 500) + _ck(pu._stock.has(7), "re-placed for remove test") + pu._on_slot_clicked(7) + _ck(not pu._stock.has(7), "click occupied slot removes it (DelPrivateShopItemStock)") + pu._close_shop() + _ck(_has_call(fc, "close_shop", func(_c): return true), "철수 → close_private_shop") + pu.close() diff --git a/project/private_shop_ui_test.gd.uid b/project/private_shop_ui_test.gd.uid new file mode 100644 index 00000000..54261d07 --- /dev/null +++ b/project/private_shop_ui_test.gd.uid @@ -0,0 +1 @@ +uid://vm3heigi7rmk diff --git a/project/project.godot b/project/project.godot index 95e64813..c3981c4e 100644 --- a/project/project.godot +++ b/project/project.godot @@ -6,14 +6,29 @@ config_version=5 [application] config/name="mtgodot-poc" -run/main_scene="res://main.tscn" +# 完整客户端入口(登录→选人→进游戏)。旧的模型查看器 harness 仍可跑: +# godot --path project res://main.tscn +run/main_scene="res://client_main.tscn" config/features=PackedStringArray("4.7", "Forward Plus") [debug] gdscript/warnings/untyped_declaration=1 +[input_devices] + +; F7: game_camera.gd / player_controller.gd handle InputEventScreenTouch/Drag +; directly on device — don't also synthesize mouse events from touch (would +; double-fire tap-to-move). Desktop still uses real mouse events. +pointing/emulate_mouse_from_touch=false + +[display] + +window/size/viewport_width=1920 +window/size/viewport_height=1080 + [rendering] renderer/rendering_method="forward_plus" anti_aliasing/quality/msaa_3d=2 +textures/vram_compression/import_etc2_astc=true diff --git a/project/quest_test.gd b/project/quest_test.gd new file mode 100644 index 00000000..3c4f2b54 --- /dev/null +++ b/project/quest_test.gd @@ -0,0 +1,131 @@ +# quest_test —— P7:GC_SCRIPT 渲染 + quest_confirm + quest_log + NPC 点击 headless 自检。 +# godot --headless --path project --script quest_test.gd +extends SceneTree + +const QuestDialog = preload("res://ui/quest_dialog.gd") +const QuestLog = preload("res://ui/quest_log.gd") + +class FakeClient extends Node: + signal script_dialog(skin: int, text: String) + signal quest_confirm_ask(msg: String, timeout: int, request_pid: int) + signal quest_info(index: int) + var answers := [] + var cancels := 0 + var inputs := [] + var confirms := [] + var clicks := [] + var quests := [] + func is_in_game() -> bool: return true + func get_quests() -> Array: return quests + func script_answer(a) -> bool: answers.append(a); return true + func quest_cancel() -> bool: cancels += 1; return true + func quest_input(text) -> bool: inputs.append(text); return true + func quest_confirm(yes, pid) -> bool: confirms.append([yes, pid]); return true + func click_npc(vid) -> bool: clicks.append(vid); return true + func get_entity(_v) -> Dictionary: return {} + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: quest_test (script parse + dialog + confirm + log)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var canvas := CanvasLayer.new() + get_root().add_child(canvas) + var fc := FakeClient.new() + get_root().add_child(fc) + + # --- 脚本解析 --- + var qd: Node = QuestDialog.new() + get_root().add_child(qd) + qd.setup(fc, canvas) + + var p: Dictionary = qd.parse_script("Greetings, hero.[ENTER]The village needs you.[ENTER][QUESTION arg(\"I accept\") arg(\"Not now\")]") + _ck(p.body.contains("Greetings, hero.") and p.body.contains("village needs"), "plain text kept") + _ck(p.body.split("\n").size() == 2, "[ENTER] -> line break (%d lines)" % p.body.split("\n").size()) + _ck(p.choices == ["I accept", "Not now"], "[QUESTION] -> 2 choices") + var p2: Dictionary = qd.parse_script("Bye.[DONE]") + _ck(p2.has_next and p2.choices.is_empty(), "[DONE] -> continue button, no choices") + + # --- 对话弹窗 + 选择 -> script_answer --- + fc.script_dialog.emit(1, "Pick one.[QUESTION arg(\"A\") arg(\"B\") arg(\"C\")]") + await process_frame + _ck(qd.is_open(), "dialog shown on script_dialog") + _ck(qd._btnrow.get_child_count() == 3, "3 choice buttons") + (qd._btnrow.get_child(1) as Button).pressed.emit() # 选 B (index 1) + _ck(fc.answers == [1], "choice B -> script_answer(1)") + _ck(not qd.is_open(), "dialog closes after choice") + + # 无选项 -> 「继续」-> script_answer(255) + fc.script_dialog.emit(0, "Just text.[NEXT]") + await process_frame + _ck(qd._btnrow.get_child_count() == 1, "1 continue button") + (qd._btnrow.get_child(0) as Button).pressed.emit() + _ck(fc.answers == [1, 255], "continue -> script_answer(255)") + + # ESC dismisses the active script through the legacy QUEST_CANCEL packet. + fc.script_dialog.emit(0, "Cancelable quest.[NEXT]") + await process_frame + var esc := InputEventKey.new() + esc.pressed = true + esc.keycode = KEY_ESCAPE + qd._unhandled_input(esc) + _ck(fc.cancels == 1, "ESC -> quest_cancel()") + _ck(not qd.is_open(), "ESC closes quest dialog") + + # [INPUT] renders a LineEdit and sends the entered text through QUEST_INPUT_STRING. + var pi: Dictionary = qd.parse_script("Tell me your name.[INPUT]") + _ck(pi.has_input, "[INPUT] parsed") + fc.script_dialog.emit(0, "Tell me your name.[INPUT]") + await process_frame + var input := qd._btnrow.get_child(0) as LineEdit + input.text = "Alice" + (qd._btnrow.get_child(1) as Button).pressed.emit() + _ck(fc.inputs == ["Alice"], "[INPUT] submit -> quest_input('Alice')") + _ck(not qd.is_open(), "input submit closes quest dialog") + + # --- quest_confirm --- + fc.quest_confirm_ask.emit("Join the party?", 30, 999) + await process_frame + _ck(qd.is_open(), "confirm shown") + # 找「接受」按钮 + var acc: Button = null + for n in qd._btnrow.find_children("*", "Button", true, false): + if n.text == "接受": + acc = n + _ck(acc != null, "accept button present") + if acc: + acc.pressed.emit() + _ck(fc.confirms == [[true, 999]], "accept -> quest_confirm(true, 999)") + + # --- quest_log --- + var ql: Node = QuestLog.new() + get_root().add_child(ql) + ql.setup(fc, canvas) + fc.quests = [ + {"index": 1, "title": "Slay 3 wolves", "counter_name": "Wolves", "counter_value": 2, "clock_name": "", "clock_value": 0}, + {"index": 2, "title": "", "counter_name": "", "counter_value": 0, "clock_name": "", "clock_value": 0}, # 完成 -> 不显示 + ] + ql.toggle() + _ck(ql.is_open(), "quest log opened") + await process_frame + # 只 1 条有标题的 + var titles := 0 + for box in ql._list.get_children(): + for lbl in box.find_children("*", "Label", true, false) if box is VBoxContainer else []: + if String(lbl.text).begins_with("◆"): + titles += 1 + _ck(titles == 1, "quest log shows 1 titled quest (got %d)" % titles) + fc.quest_info.emit(1) # 刷新不炸 + await process_frame + _ck(true, "quest_info refresh ok") diff --git a/project/quest_test.gd.uid b/project/quest_test.gd.uid new file mode 100644 index 00000000..3808bcf8 --- /dev/null +++ b/project/quest_test.gd.uid @@ -0,0 +1 @@ +uid://dyun2ffibchnl diff --git a/project/race_spec_test.gd b/project/race_spec_test.gd new file mode 100644 index 00000000..cf9f0408 --- /dev/null +++ b/project/race_spec_test.gd @@ -0,0 +1,97 @@ +# race_spec_test —— P2:种族规格 `.msm` 解析 + equip_model 身体换装。 +# godot --headless --path project --script race_spec_test.gd +extends SceneTree + +const RaceSpec = preload("res://ui/race_spec.gd") +const EquipModel = preload("res://ui/equip_model.gd") + +class FakeClient extends Node: + signal inventory_changed(window: int, cell: int) + signal entity_main_set(vid: int) + var equip := [] + func _init(): + for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i}) + func get_equipment() -> Array: return equip + func set_wear(idx, vnum): + equip[idx] = {"vnum": vnum, "count": 1, "wear": idx} + inventory_changed.emit(2, 90 + idx) + +class StubModel extends Node3D: + var gr2_path := "" + var weapon_gr2 := "" + var surf := {} + func _set(p, v): + if p == "gr2_path": gr2_path = v; return true + if p == "weapon_gr2": weapon_gr2 = v; return true + return false + func set_surface_texture(s, path): surf[s] = path + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: race_spec_test (msm parse + body swap)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var assets := AssetRoot.path() + # 找一个真实的 warrior race spec + var candidates := [ + assets.path_join("PC/ymir work/pc/warrior/warrior.msm"), + assets.path_join("season1/season1/pc/warrior.msm"), + assets.path_join("pc2/ymir work/pc2/warrior/warrior.msm"), + ] + var spec_path := "" + for c in candidates: + if FileAccess.file_exists(c): + spec_path = c + break + if spec_path == "": + print(" (skip: no warrior.msm)") + return + + var rs := RaceSpec.new() + _ck(rs.load_file(spec_path), "race spec parsed: %s" % spec_path) + _ck(rs.shapes.size() >= 5, "shapes parsed (%d)" % rs.shapes.size()) + _ck(rs.base_model.to_lower().contains("warrior_novice"), "base_model = warrior_novice (%s)" % rs.base_model) + var s0: Dictionary = rs.shape(0) + _ck(s0.get("model", "").to_lower() == "warrior_novice.gr2", "shape 0 model = warrior_novice.gr2 (%s)" % s0.get("model")) + # shape 9 是 cheongrin(见 warrior.msm) + var s9: Dictionary = rs.shape(9) + if not s9.is_empty(): + _ck(s9.get("model", "").to_lower().contains("cheongrin"), "shape 9 model = warrior_cheongrin (%s)" % s9.get("model")) + var h3: Dictionary = rs.hair(3) + if not h3.is_empty(): + _ck(h3.get("model", "").contains("hair"), "hair 3 model has 'hair' (%s)" % h3.get("model")) + _ck(h3.get("target_skin", "").contains("red"), "hair 3 target_skin = red variant (%s)" % h3.get("target_skin")) + + # --- equip_model 用 race_spec 换身体 --- + var fc := FakeClient.new() + var model := StubModel.new() + get_root().add_child(fc) + get_root().add_child(model) + var em: Node = EquipModel.new() + get_root().add_child(em) + em.setup(fc, null, func() -> Node: return model, assets, 0) # race 0 = warrior + + # 装一件 shape 9(cheongrin)的 armor(armor_shape_of 默认 vnum==shape) + fc.set_wear(0, 9) + await process_frame + if not rs.shape(9).is_empty(): + _ck(model.gr2_path.to_lower().contains("cheongrin") and FileAccess.file_exists(model.gr2_path), + "body swap -> real warrior_cheongrin.gr2 (%s)" % model.gr2_path) + + # 换 shape 0(回 novice)—— 同模型不同 TargetSkin -> surface 0 覆盖 + fc.set_wear(0, 1) # shape 1: novice.gr2 + TargetSkin blue + await process_frame + if not rs.shape(1).is_empty(): + _ck(model.gr2_path.to_lower().contains("novice"), "shape 1 -> novice body") + _ck(model.surf.has(0), "shape 1 recolour -> set_surface_texture(0, ...)") diff --git a/project/race_spec_test.gd.uid b/project/race_spec_test.gd.uid new file mode 100644 index 00000000..d6d96e53 --- /dev/null +++ b/project/race_spec_test.gd.uid @@ -0,0 +1 @@ +uid://tynwumddp0ff diff --git a/project/select_item_ui_test.gd b/project/select_item_ui_test.gd new file mode 100644 index 00000000..ab4e9bdf --- /dev/null +++ b/project/select_item_ui_test.gd @@ -0,0 +1,110 @@ +# select_item_ui_test —— P11 选魔石窗 headless 自检(假 client + 假 proto + 真 uiscript)。 +# godot --headless --path project --script select_item_ui_test.gd +# 校验 uiselectitem.RefreshSlot 过滤(只 metin 类型 + grade<=2)、SelectItemSlot 发包、 +# Close 发 0、quest_dialog [SELECT_ITEM] token 解析。缺 uiscript 资产时优雅跳过。 +extends SceneTree + +const SelectItemUI = preload("res://ui/select_item_ui.gd") +const QuestDialog = preload("res://ui/quest_dialog.gd") + +class FakeClient extends Node: + signal inventory_changed(window: int, cell: int) + var inv: Array = [] # [{cell,vnum,count}] + var selects: Array = [] # script_select_item 参数 + func get_inventory() -> Array: return inv + func script_select_item(sel: int) -> bool: + selects.append(sel); return true + +class FakeProto extends Node: + # vnum 约定:28030/28031/28032 = metin grade 0/1/2;28963 = metin grade 3; + # 19 = 非 metin(武器) + func item(vnum: int) -> Dictionary: + match vnum: + 28030: return {"type": 10, "name": "METIN_A0", "locale_name": "魔石A"} + 28031: return {"type": 10, "name": "METIN_B1", "locale_name": "魔石B"} + 28032: return {"type": 10, "name": "METIN_C2", "locale_name": "魔石C"} + 28963: return {"type": 10, "name": "METIN_D3", "locale_name": "魔石D"} + 19: return {"type": 1, "name": "SWORD", "locale_name": "剑"} + return {} + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: select_item_ui_test (filter + select packet + close-0 + [SELECT_ITEM] token)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + # --- quest_dialog [SELECT_ITEM] token 解析(不需资产) --- + var qd: Node = QuestDialog.new() + var p1: Dictionary = qd.parse_script("请选择一颗魔石[ENTER][SELECT_ITEM]") + _ck(p1.get("has_select_item", false) == true, "[SELECT_ITEM] -> has_select_item") + var p2: Dictionary = qd.parse_script("普通对话[NEXT]") + _ck(p2.get("has_select_item", true) == false, "no tag -> has_select_item false") + _ck(qd.has_signal("select_item_requested"), "QuestDialog exposes select_item_requested") + qd.free() + + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/selectitemwindow.py")): + print(" (skip window part: no selectitemwindow.py — assets checkout missing)") + return + + var UiManager = load("res://ui/ui_manager.gd") + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + var fp := FakeProto.new() + get_root().add_child(fc) + get_root().add_child(fp) + # 背包:cell 2 = grade0 metin, cell 5 = 非 metin(排除), cell 7 = grade2 metin, + # cell 9 = grade3 metin(排除), cell 11 = grade1 metin + fc.inv = [ + {"cell": 2, "vnum": 28030, "count": 1}, + {"cell": 5, "vnum": 19, "count": 1}, + {"cell": 7, "vnum": 28032, "count": 3}, + {"cell": 9, "vnum": 28963, "count": 1}, + {"cell": 11, "vnum": 28031, "count": 1}, + ] + + var si: Node = SelectItemUI.new() + get_root().add_child(si) + si.setup(ui, fc, fp, assets) + si.open() + _ck(si.is_open(), "select-item window opened") + if not si.is_open(): + return + + # 过滤后应保留 3 颗(cell 2 / 7 / 11),按背包格号升序填入选择窗格 0/1/2 + _ck(si._slot_to_inv.size() == 3, "3 metin stones kept (got %d)" % si._slot_to_inv.size()) + _ck(si._slot_to_inv.get(0, -1) == 2, "slot 0 -> inv cell 2 (grade0)") + _ck(si._slot_to_inv.get(1, -1) == 7, "slot 1 -> inv cell 7 (grade2)") + _ck(si._slot_to_inv.get(2, -1) == 11, "slot 2 -> inv cell 11 (grade1)") + _ck(not si._slot_to_inv.values().has(5), "non-metin (cell 5) excluded") + _ck(not si._slot_to_inv.values().has(9), "grade>2 metin (cell 9) excluded") + + # 点选择窗格 1 -> 发 SendSelectItemPacket(7) + 关窗,且不再补发 0 + var cell1: Panel = si._cells.get(1, null) + _ck(cell1 != null, "slot cell 1 present") + var ev := InputEventMouseButton.new() + ev.button_index = MOUSE_BUTTON_LEFT + ev.pressed = true + cell1.gui_input.emit(ev) + _ck(fc.selects == [7], "click slot 1 -> script_select_item(7) (got %s)" % str(fc.selects)) + _ck(not si.is_open(), "window closed after select") + + # 重新打开,直接关闭 -> 发 script_select_item(0)(uiselectitem.Close) + fc.selects.clear() + si.open() + _ck(si.is_open(), "reopened") + si.close() + _ck(fc.selects == [0], "close without pick -> script_select_item(0) (got %s)" % str(fc.selects)) + _ck(not si.is_open(), "window closed") diff --git a/project/select_item_ui_test.gd.uid b/project/select_item_ui_test.gd.uid new file mode 100644 index 00000000..98b3e2f0 --- /dev/null +++ b/project/select_item_ui_test.gd.uid @@ -0,0 +1 @@ +uid://f1hgunjgpxw4 diff --git a/project/shop_cube_mall_test.gd b/project/shop_cube_mall_test.gd new file mode 100644 index 00000000..144a7613 --- /dev/null +++ b/project/shop_cube_mall_test.gd @@ -0,0 +1,118 @@ +# shop_cube_mall_test —— 개인상점 / 방주(Cube) / 도구商城 UI headless 자체 검사. +# godot --headless --path project --script shop_cube_mall_test.gd +# 假 client 记录调用;不需要 assets / server. +extends SceneTree + +const MallUI = preload("res://ui/mall_ui.gd") +const CubeUI = preload("res://ui/cube_ui.gd") + +class FakeClient extends Node: + signal mall_opened(size: int) + signal mall_changed() + signal cube_opened(npc_vnum: int) + signal cube_closed() + signal cube_changed() + signal cube_result(vnum: int, count: int, ok: bool) + var mall_items: Array = [] + var mall_open := false + var mall_size := 0 + var cube := {} + var inventory: Array = [] + var calls: Array = [] + func is_mall_open() -> bool: return mall_open + func get_mall_size() -> int: return mall_size + func get_mall_items() -> Array: return mall_items + func mall_checkout(a, b, c) -> bool: calls.append(["mall_checkout", a, b, c]); return true + func get_cube() -> Dictionary: return cube + func cube_make(i) -> bool: calls.append(["cube_make", i]); return true + func cube_request_result_list(n) -> bool: calls.append(["cube_rlist", n]); return true + func cube_request_materials(a, b) -> bool: calls.append(["cube_mats", a, b]); return true + func get_inventory() -> Array: return inventory + func open_private_shop(sign, items) -> bool: calls.append(["open_shop", sign, items]); return true + func close_private_shop() -> bool: calls.append(["close_shop"]); return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + await _run() + if _fail == 0: + print("PASS: shop_cube_mall_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var fc := FakeClient.new() + get_root().add_child(fc) + var host := Control.new() + get_root().add_child(host) + + # ---------------- MallUI ---------------- + var mu = MallUI.new() + get_root().add_child(mu) + mu.setup(fc, host, null) + _ck(not mu.is_open(), "mall: hidden initially") + fc.mall_open = true + fc.mall_size = 45 + fc.mall_items = [{"cell": 3, "vnum": 27993, "count": 2}] + fc.mall_opened.emit(45) + await process_frame + _ck(mu.is_open(), "mall: opens on mall_opened") + var out_btn := _find(mu._list, "Button", func(b): return String(b.text) == "취출" or String(b.text) == "取出") + _ck(out_btn != null, "mall: item row has 取出 button") + if out_btn: + out_btn.pressed.emit() + _ck(_has_call(fc, "mall_checkout", func(c): return c[1] == 3 and c[2] == 1), "mall: 取出 → mall_checkout(cell=3, inv, ...)") + + # ---------------- CubeUI ---------------- + var cu = CubeUI.new() + get_root().add_child(cu) + cu.setup(fc, host, null) + _ck(not cu.is_open(), "cube: hidden initially") + fc.cube = {"open": true, "npc_vnum": 20383, "recipes": [], "results": [ + {"vnum": 72723, "count": 1}, {"vnum": 50001, "count": 5}]} + fc.cube_opened.emit(20383) + await process_frame + _ck(cu.is_open(), "cube: opens on cube_opened") + _ck(_has_call(fc, "cube_rlist", func(c): return c[1] == 20383), "cube: open → request result list") + var recipe_btns: Array = cu._list.get_children().filter(func(n): return n is Button) + _ck(recipe_btns.size() == 2, "cube: 2 result rows") + fc.cube = {"open": true, "npc_vnum": 20383, "results": fc.cube["results"], "recipes": [ + {"result_vnum": 72723, "gold": 120000, "material_groups": [ + [{"vnum": 125, "count": 1}], [{"vnum": 555, "count": 5}]]}]} + (recipe_btns[0] as Button).pressed.emit() + await process_frame + _ck(_has_call(fc, "cube_mats", func(c): return c[1] == 0), "cube: select → request materials(0)") + var gold_lbl := _find(cu._mat, "Label", func(l): return String(l.text).contains("120000")) + _ck(gold_lbl != null, "cube: materials panel shows gold 120000") + _ck(not cu._make_btn.disabled, "cube: 制作 enabled after select") + cu._make_btn.pressed.emit() + _ck(_has_call(fc, "cube_make", func(c): return c[1] == 0), "cube: 制作 → cube_make(0)") + fc.cube_result.emit(72723, 1, true) + await process_frame + _ck(String(cu._status.text).contains("성공") or String(cu._status.text) != "", "cube: result shown") + fc.cube_closed.emit() + await process_frame + _ck(not cu.is_open(), "cube: hides on cube_closed") + + # PrivateShopUI 已改走 uiscript(`privateshopbuilder.py`),单独在 + # `private_shop_ui_test.gd` 里测(需要 uiscript 资产)。 + + mu.queue_free(); cu.queue_free() + +func _find(node: Node, cls: String, pred: Callable) -> Node: + for n in node.find_children("*", cls, true, false): + if pred.call(n): + return n + return null + +func _has_call(fc, name: String, pred: Callable) -> bool: + for c in fc.calls: + if c[0] == name and pred.call(c): + return true + return false diff --git a/project/shop_cube_mall_test.gd.uid b/project/shop_cube_mall_test.gd.uid new file mode 100644 index 00000000..e7a942f9 --- /dev/null +++ b/project/shop_cube_mall_test.gd.uid @@ -0,0 +1 @@ +uid://s5qcnv3vvryf diff --git a/project/skill_fx_test.gd b/project/skill_fx_test.gd new file mode 100644 index 00000000..79080ff7 --- /dev/null +++ b/project/skill_fx_test.gd @@ -0,0 +1,79 @@ +# skill_fx_test —— 技能特效表(skill id / 内建 id → .mse)headless 自检。 +# godot --headless --path project --script skill_fx_test.gd +extends SceneTree + +const SkillFx = preload("res://fx/skill_fx.gd") +const SkillTable = preload("res://ui/skill_table.gd") + +# 假 EffectRegistry:记录 resolve / spawn,指定哪些名字「存在」 +class FakeFxr extends RefCounted: + var exists := {} # name -> true + var spawned := [] + func resolve(name: String) -> String: + return "res://fake/%s.mse" % name if exists.get(name, false) else "" + func spawn(name: String, _parent, _one := true): + spawned.append(name) + return null + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: skill_fx_test") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + # 用真 skilldesc.txt(有就用,没有用桩表) + var st: RefCounted = SkillTable.new() + var assets := AssetRoot.path() + var have_real := false + for lang in ["en", "common"]: + if st.load_file(assets.path_join("locale/locale/%s/skilldesc.txt" % lang)): + have_real = true + break + + var fxr := FakeFxr.new() + var host := Node3D.new() + get_root().add_child(host) + var sfx: RefCounted = SkillFx.new() + sfx.setup(fxr, st) + + if have_real: + # skill 1 = Three-Way Cut, motion_name samyeon + # 后缀 = clamp(2 + master, 2, 4):m0->_2, m1->_3, m2/m3->_4 + _ck(sfx.skill_effect_name(1, 0) == "samyeon_2", "skill 1 m0 -> samyeon_2") + _ck(sfx.skill_effect_name(1, 1) == "samyeon_3", "skill 1 m1(M) -> samyeon_3") + _ck(sfx.skill_effect_name(1, 2) == "samyeon_4", "skill 1 m2(G) -> samyeon_4") + _ck(sfx.skill_effect_name(1, 9) == "samyeon_4", "master 夹到 4") + # 主特效存在 + 一个子特效存在 -> 播 2 个 + fxr.exists = {"samyeon_4": true, "samyeon_blow_4": true, "samyeon_hand_4": false} + var n: int = sfx.spawn_skill(1, 3, host) + _ck(n == 2 and fxr.spawned.has("samyeon_4") and fxr.spawned.has("samyeon_blow_4"), + "spawn_skill 播主 + 存在的子特效 (%d: %s)" % [n, fxr.spawned]) + # motion 查不到 -> 空 + _ck(sfx.skill_effect_name(99999, 0) == "", "未知 skill -> 空名") + else: + print(" (skip real skilldesc checks: 无资产)") + # 桩:手塞一条 + st._by_id[7] = {"id": 7, "motion": "testmo", "job": "WARRIOR", "name": "T"} + _ck(sfx.skill_effect_name(7, 1) == "testmo_2", "桩 skill -> testmo_2") + + # 内建特效:SE_AUTO_HPUP(19) -> drugup_red + fxr.spawned.clear() + fxr.exists = {"drugup_red": true, "drugup_blue": true} + _ck(sfx.spawn_special(19, host) and fxr.spawned == ["drugup_red"], + "special 19 (SE_AUTO_HPUP) -> drugup_red") + _ck(sfx.spawn_special(20, host) and fxr.spawned[-1] == "drugup_blue", + "special 20 (SE_AUTO_SPUP) -> drugup_blue") + # 没映射的 id / 文件不存在 -> false + _ck(sfx.spawn_special(255, host) == false, "未映射 special id -> false") + fxr.exists = {} + _ck(sfx.spawn_special(19, host) == false, "文件不存在 -> false") diff --git a/project/skill_fx_test.gd.uid b/project/skill_fx_test.gd.uid new file mode 100644 index 00000000..e749b9fd --- /dev/null +++ b/project/skill_fx_test.gd.uid @@ -0,0 +1 @@ +uid://cr6n4p1vhexy0 diff --git a/project/skill_test.gd b/project/skill_test.gd new file mode 100644 index 00000000..e6ba2ca2 --- /dev/null +++ b/project/skill_test.gd @@ -0,0 +1,164 @@ +# skill_test —— P6:skilldesc 解析 + skill_ui 行 + quickbar 施放/冷却 headless 自检。 +# godot --headless --path project --script skill_test.gd +extends SceneTree + +const SkillTable = preload("res://ui/skill_table.gd") +const SkillUI = preload("res://ui/skill_ui.gd") +const Quickbar = preload("res://ui/quickbar.gd") +const UiManager = preload("res://ui/ui_manager.gd") + +class FakeClient extends Node: + signal skills_changed() + signal skill_cooldown_end(skill: int) + signal quickslots_changed() + var skills := [{"id": 1, "level": 5, "master": 0}, {"id": 16, "level": 3, "master": 2}] + var quickslots := [] + var casts := [] + var skill_uses := [] + var quickslot_ops := [] + var saids := [] + var main := 1000 + func get_main_vid() -> int: return main + func get_entity(_v) -> Dictionary: return {"race": 0} + func get_skills() -> Array: return skills + func get_quickslots() -> Array: return quickslots + func get_target() -> Dictionary: return {"vid": 2000} + func cast_skill(mi, rot, x, y) -> bool: casts.append([mi, rot, x, y]); return true + func use_skill(id, target_vid) -> bool: skill_uses.append([id, target_vid]); return true + func quickslot_add(pos, type, ref) -> bool: quickslot_ops.append(["add", pos, type, ref]); return true + func quickslot_del(pos) -> bool: quickslot_ops.append(["del", pos]); return true + func quickslot_swap(pos, change_pos) -> bool: quickslot_ops.append(["swap", pos, change_pos]); return true + func skill_up(id) -> bool: saids.append(id); return true + func use_item(w, c) -> bool: return true + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: skill_test (table + skill_ui + quickbar)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _run() -> void: + var assets := AssetRoot.path() + var st := SkillTable.new() + var loaded := false + for lang in ["en", "common"]: + if st.load_file(assets.path_join("locale/locale/%s/skilldesc.txt" % lang)): + loaded = true + break + if not loaded: + print(" (skip: no skilldesc.txt)") + return + _ck(st.count > 30, "skilldesc parsed (%d skills)" % st.count) + var w := st.for_job("WARRIOR") + _ck(w.size() > 3, "WARRIOR has skills (%d)" % w.size()) + var s1: Dictionary = st.entry(1) + _ck(s1.get("job", "") == "WARRIOR", "skill 1 job = WARRIOR") + _ck(String(s1.get("name", "")) != "", "skill 1 has a name (%s)" % s1.get("name")) + # 列偏移修正后:skill 1 'Three-Way Cut' motion_name=samyeon motion_idx=1, ATTACK_SKILL + _ck(st.motion_idx_of(1) == 1, "skill 1 motion_idx == 1 (列偏移已修)") + _ck(String(s1.get("motion", "")) == "samyeon", "skill 1 motion_name == samyeon") + _ck(st.is_attack(1), "skill 1 是 ATTACK_SKILL") + _ck(st.is_ranged(46), "skill 46 bow skill is ranged") + _ck(not st.is_ranged(1), "skill 1 melee skill is not ranged") + _ck(is_equal_approx(st.cooldown_of(1, 5), 15.0), "skill 1 .msk CoolTimeFormula = 15s") + _ck(st.is_attack(19) == false and String(st.entry(19).get("name", "")) != "", + "skill 19 'Strong Body' 非攻击") + # 辅助 / 被动树 + var sup := st.for_category("SUPPORT") + _ck(sup.size() > 3, "SUPPORT 分类有技能 (%d)" % sup.size()) + _ck(st.is_passive(121), "skill 121 'Leadership' is_passive") + _ck(st.can_level_up(125) == false, "skill 125 'Item Creation' CANNOT_LEVEL_UP") + _ck(st.for_category("HORSE").size() >= 3, "HORSE 分类有技能") + + var fc := FakeClient.new() + get_root().add_child(fc) + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + + # skill_ui + var sk: Node = SkillUI.new() + get_root().add_child(sk) + sk.setup(fc, st, ui) + sk.set_job("WARRIOR") + sk.open() + _ck(sk.is_open(), "skill window opened") + _ck(sk._rows.size() == w.size(), "skill window rows = WARRIOR skill count") + # 找 skill 1 的行,点加号 + if sk._rows.has(1): + sk._rows[1]["up"].pressed.emit() + _ck(fc.saids == [1], "+ -> client.skill_up(1)") + _ck(String(sk._rows[1]["lv"].text) == "Lv 5", "skill 1 shows Lv 5 (from get_skills)") + # skill 16 master 2 -> "Lv 3 G" + if sk._rows.has(16): + _ck(String(sk._rows[16]["lv"].text) == "Lv 3 G", "skill 16 master 2 -> 'Lv 3 G'") + + # 切到「辅助」页 -> 列 SUPPORT,被动技能无 [+] + sk._switch_tab(1) + _ck(sk._cat_key() == "SUPPORT", "tab 1 -> SUPPORT") + _ck(sk._rows.has(121) and sk._rows[121]["up"] == null, "被动技能 121 无 [+] 按钮") + # 有能加点的辅助技能带 [+] + var any_up := false + for rid in sk._rows: + if sk._rows[rid]["up"] != null: + any_up = true + _ck(any_up or sup.all(func(i): return st.is_passive(i) or not st.can_level_up(i)), + "辅助页有可加点项 或 全是被动") + sk._switch_tab(2) + _ck(sk._cat_key() == "HORSE", "tab 2 -> HORSE") + sk._switch_tab(0) # 切回主动,后面的 quickbar 断言不受影响 + + # quickbar + var pl := Node3D.new() + get_root().add_child(pl) + var qb: Node = Quickbar.new() + get_root().add_child(qb) + qb.setup(fc, st, ui, func() -> Node: return pl) + qb.assign(0, "skill", 1) + _ck(fc.quickslot_ops == [["add", 0, 2, 1]], "assign -> CG_QUICKSLOT_ADD slot 0") + qb.activate(0) + _ck(fc.skill_uses.size() == 1 and fc.skill_uses[0] == [1, 2000], + "quickbar slot 0 -> use_skill(skill 1, selected target)") + _ck(fc.casts.size() == 1, "quickbar slot 0 -> cast_skill once") + if fc.casts.size() == 1: + _ck(int(fc.casts[0][0]) == st.motion_idx_of(1), "cast used skill 1's motion_idx") + # 冷却中不再施放 + qb.activate(0) + _ck(fc.skill_uses.size() == 1, "on cooldown -> no second use_skill") + _ck(fc.casts.size() == 1, "on cooldown -> no second cast") + # GC_SKILL_COOLTIME_END 提前解锁 + fc.skill_cooldown_end.emit(1) + qb.activate(0) + _ck(fc.skill_uses.size() == 2, "cooldown_end -> can use_skill again") + _ck(fc.casts.size() == 2, "cooldown_end -> can cast again") + # 36 槽 = 4 页 × 9 格;第四页的第 9 格正好是全局槽 35。 + qb.set_page(3) + qb.assign(8, "item", 9) + _ck(qb._state.size() == 36 and qb._state[35].kind == "item" and qb._state[35].id == 9, + "quickbar has 36 slots; page 4 slot 9 = global slot 35") + _ck(fc.quickslot_ops.back() == ["add", 35, 1, 9], "page 4 assign -> CG_QUICKSLOT_ADD{35,item,9}") + qb.set_page(0) + qb._swap(0, 1) # UI 的两次点击最终调用同一个交换操作 + _ck(fc.quickslot_ops.back() == ["swap", 0, 1], "quickslot move -> CG_QUICKSLOT_SWAP") + qb._clear(1) + _ck(fc.quickslot_ops.back() == ["del", 1], "quickslot clear -> CG_QUICKSLOT_DEL") + + # 服务器 GC_QUICKSLOT_* 恢复:type 2 技能 / type 1 道具 -> 填格 + var qb2: Node = Quickbar.new() + get_root().add_child(qb2) + fc.quickslots = [{"pos": 2, "type": 2, "ref": 16}, {"pos": 3, "type": 1, "ref": 9}] + qb2.setup(fc, st, ui, func() -> Node: return pl) # setup 里自动 restore_from_server + _ck(qb2._state[2].kind == "skill" and int(qb2._state[2].id) == 16, "quickslot 恢复:格2=技能16") + _ck(qb2._state[3].kind == "item" and int(qb2._state[3].id) == 9, "quickslot 恢复:格3=道具9") + fc.quickslots = [{"pos": 0, "type": 2, "ref": 1}] + fc.quickslots_changed.emit() + _ck(qb2._state[0].kind == "skill" and int(qb2._state[0].id) == 1, "quickslots_changed -> 重填") diff --git a/project/skill_test.gd.uid b/project/skill_test.gd.uid new file mode 100644 index 00000000..546e6f10 --- /dev/null +++ b/project/skill_test.gd.uid @@ -0,0 +1 @@ +uid://brcusnou3ou7r diff --git a/project/system_menu_ui_test.gd b/project/system_menu_ui_test.gd new file mode 100644 index 00000000..878f7ee3 --- /dev/null +++ b/project/system_menu_ui_test.gd @@ -0,0 +1,142 @@ +# system_menu_ui_test —— ESC 系统菜单 + 游戏设置窗 headless 自检(真 uiscript + 假 client)。 +# godot --headless --path project --script system_menu_ui_test.gd +# 校验 systemdialog.py / gameoptiondialog.py 装载、/setblockmode + /pkmode 真命令、 +# /in_game_mall + /phase_select + /logout、显示开关持久化。缺 uiscript 时优雅跳过。 +extends SceneTree + +const GameOptionUI = preload("res://ui/game_option_ui.gd") +const SystemMenuUI = preload("res://ui/system_menu_ui.gd") + +class FakeClient extends Node: + var says: Array = [] + func say(type: int, text: String) -> bool: + says.append([type, text]); return true + func last_say() -> String: + return String(says[-1][1]) if not says.is_empty() else "" + +class StubWin extends Node: + var opened := 0 + func open() -> void: opened += 1 + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: system_menu_ui_test (systemdialog + gameoptiondialog + /setblockmode /pkmode /phase_select)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _cfg_path() -> String: + return ProjectSettings.globalize_path("user://system_option.cfg") + +func _has_say(fc, text: String) -> bool: + for s in fc.says: + if String(s[1]) == text: + return true + return false + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/systemdialog.py")) \ + or not FileAccess.file_exists(assets.path_join("uiscript/uiscript/gameoptiondialog.py")): + print(" (skip: no systemdialog.py / gameoptiondialog.py — assets checkout missing)") + return + if FileAccess.file_exists(_cfg_path()): + DirAccess.remove_absolute(_cfg_path()) + + var UiManager = load("res://ui/ui_manager.gd") + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var fc := FakeClient.new() + get_root().add_child(fc) + + # ---------------- GameOptionUI ---------------- + var go: Node = GameOptionUI.new() + get_root().add_child(go) + go.setup(ui, fc, assets) + go.open() + _ck(go.is_open(), "game_option window opened") + if not go.is_open(): + return + + # 屏蔽 toggle -> /setblockmode (EBlockAction 位) + (go._node("block_exchange_button") as BaseButton).pressed.emit() + _ck(fc.last_say() == "/setblockmode 1", "block exchange -> /setblockmode 1 (bit 1<<0)") + (go._node("block_party_button") as BaseButton).pressed.emit() + _ck(fc.last_say() == "/setblockmode 3", "block party -> /setblockmode 3 (1|2)") + (go._node("block_exchange_button") as BaseButton).pressed.emit() + _ck(fc.last_say() == "/setblockmode 2", "block exchange again -> /setblockmode 2 (bit cleared)") + _ck(go._block_mode == 2, "_block_mode tracked = 2") + + # PK radio -> /pkmode {0,1,4,2} + (go._node("pvp_revenge") as BaseButton).pressed.emit() + _ck(fc.last_say() == "/pkmode 1", "pvp_revenge -> /pkmode 1") + (go._node("pvp_guild") as BaseButton).pressed.emit() + _ck(fc.last_say() == "/pkmode 4", "pvp_guild -> /pkmode 4") + _ck(not (go._node("pvp_revenge") as BaseButton).button_pressed, "pvp radio exclusive") + + # 显示开关 -> 持久化 user://system_option.cfg [gameopt] + (go._node("always_show_name_off_button") as BaseButton).pressed.emit() + _ck(int(go._display.get("always_show_name", -1)) == 0, "always_show_name -> 0") + var cfg := ConfigFile.new() + cfg.load(_cfg_path()) + _ck(int(cfg.get_value("gameopt", "always_show_name", -1)) == 0, "cfg gameopt.always_show_name persisted") + _ck(int(cfg.get_value("gameopt", "block_mode", -1)) == 2, "cfg gameopt.block_mode persisted") + go.close() + + # 二次实例读 cfg:block_mode 回填 + var go2: Node = GameOptionUI.new() + get_root().add_child(go2) + go2.setup(ui, fc, assets) + _ck(go2._block_mode == 2, "reload: block_mode from cfg") + go2.open() + _ck((go2._node("block_party_button") as BaseButton).button_pressed, "reload: block_party button reflects bit 1<<1") + _ck(not (go2._node("block_exchange_button") as BaseButton).button_pressed, "reload: block_exchange button off") + go2.close() + + # ---------------- SystemMenuUI ---------------- + fc.says.clear() + var sys_opt := StubWin.new() + var game_opt := StubWin.new() + get_root().add_child(sys_opt) + get_root().add_child(game_opt) + var sm: Node = SystemMenuUI.new() + get_root().add_child(sm) + sm.setup(ui, fc, assets, sys_opt, game_opt) + sm.open() + _ck(sm.is_open(), "system menu opened") + + (sm._node("mall_button") as BaseButton).pressed.emit() + _ck(_has_say(fc, "/in_game_mall"), "mall_button -> /in_game_mall") + _ck(not sm.is_open(), "mall_button closes menu") + + sm.open() + (sm._node("change_button") as BaseButton).pressed.emit() + _ck(_has_say(fc, "/phase_select"), "change_button -> /phase_select (net.ExitGame)") + + sm.open() + (sm._node("logout_button") as BaseButton).pressed.emit() + _ck(_has_say(fc, "/logout"), "logout_button -> /logout (net.LogOutGame)") + + sm.open() + (sm._node("system_option_button") as BaseButton).pressed.emit() + _ck(sys_opt.opened == 1 and not sm.is_open(), "system_option_button -> opens system_option_ui + closes menu") + + sm.open() + (sm._node("game_option_button") as BaseButton).pressed.emit() + _ck(game_opt.opened == 1 and not sm.is_open(), "game_option_button -> opens game_option_ui + closes menu") + + sm.open() + (sm._node("cancel_button") as BaseButton).pressed.emit() + _ck(not sm.is_open(), "cancel_button closes menu") + + if FileAccess.file_exists(_cfg_path()): + DirAccess.remove_absolute(_cfg_path()) diff --git a/project/system_menu_ui_test.gd.uid b/project/system_menu_ui_test.gd.uid new file mode 100644 index 00000000..c574deb2 --- /dev/null +++ b/project/system_menu_ui_test.gd.uid @@ -0,0 +1 @@ +uid://bxvpvkgeabgn0 diff --git a/project/system_option_ui_test.gd b/project/system_option_ui_test.gd new file mode 100644 index 00000000..1e6c68e9 --- /dev/null +++ b/project/system_option_ui_test.gd @@ -0,0 +1,121 @@ +# system_option_ui_test —— P11 系统设置窗 headless 自检(真 uiscript + 假 audio/cam/env)。 +# godot --headless --path project --script system_option_ui_test.gd +# 校验 systemoptiondialog.py 装载、音量 / 镜头 / 雾控件绑定(对照 uisystemoption.py)、 +# 持久化到 user://system_option.cfg。缺 uiscript 资产时优雅跳过。 +extends SceneTree + +const SystemOptionUI = preload("res://ui/system_option_ui.gd") + +class FakeAudio extends Node: + var master_bgm := 0.6 + var master_sfx := 0.9 + var _bgm := [null, null] + var _bgm_cur := 0 + +class FakeCam extends Node: + var max_dist := 20.0 + var dist := 18.0 + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _run() + if _fail == 0: + print("PASS: system_option_ui_test (layout + volume/camera/fog bind + cfg persist)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _cfg_path() -> String: + return ProjectSettings.globalize_path("user://system_option.cfg") + +func _run() -> void: + var assets := AssetRoot.path() + if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/systemoptiondialog.py")): + print(" (skip: no systemoptiondialog.py — assets checkout missing)") + return + # 干净起步 + if FileAccess.file_exists(_cfg_path()): + DirAccess.remove_absolute(_cfg_path()) + + var UiManager = load("res://ui/ui_manager.gd") + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var au := FakeAudio.new() + var cam := FakeCam.new() + get_root().add_child(au) + get_root().add_child(cam) + var env := Environment.new() + + var so: Node = SystemOptionUI.new() + get_root().add_child(so) + so.setup(ui, assets, au, func(): return cam, func(): return env) + so.open() + _ck(so.is_open(), "system-option window opened") + if not so.is_open(): + return + + # --- 音量 sliderbar → snd.SetMusicVolume / SetSoundVolume --- + var mv: Control = so._node("music_volume_controller") + var sv: Control = so._node("sound_volume_controller") + _ck(mv is Range and sv is Range, "volume controllers are Range sliders") + _ck(is_equal_approx(mv.min_value, 0.0) and is_equal_approx(mv.max_value, 1.0), + "music slider range set to 0..1") + _ck(mv.value_changed.is_connected(so._on_music_volume), "music slider wired to _on_music_volume") + _ck(sv.value_changed.is_connected(so._on_sound_volume), "sound slider wired to _on_sound_volume") + so._on_music_volume(0.30) # = 拖动 music_volume_controller + _ck(is_equal_approx(au.master_bgm, 0.30), "music slider -> audio.master_bgm (got %s)" % au.master_bgm) + so._on_sound_volume(0.75) + _ck(is_equal_approx(au.master_sfx, 0.75), "sound slider -> audio.master_sfx (got %s)" % au.master_sfx) + + # --- 镜头 근/원 radio → max_dist --- + (so._node("camera_short") as BaseButton).pressed.emit() + _ck(so.camera_mode == 0, "camera_short -> mode 0") + _ck(is_equal_approx(cam.max_dist, SystemOptionUI.CAMERA_MAX[0]), "camera short -> cam.max_dist=%s" % cam.max_dist) + _ck(cam.dist <= cam.max_dist, "camera dist clamped to new max") + (so._node("camera_long") as BaseButton).pressed.emit() + _ck(so.camera_mode == 1 and is_equal_approx(cam.max_dist, SystemOptionUI.CAMERA_MAX[1]), "camera_long -> mode 1 / far max") + # 라디오 배타성 + _ck(not (so._node("camera_short") as BaseButton).button_pressed, "camera_short unset after camera_long") + + # --- 안개 0/1/2 radio → Environment.fog_density --- + (so._node("fog_level0") as BaseButton).pressed.emit() + _ck(so.fog_level == 0 and env.fog_enabled + and is_equal_approx(env.fog_density, SystemOptionUI.FOG_DENSITY[0]), + "fog_level0 (dense) -> env.fog_density=%s" % env.fog_density) + (so._node("fog_level2") as BaseButton).pressed.emit() + _ck(so.fog_level == 2 and is_equal_approx(env.fog_density, SystemOptionUI.FOG_DENSITY[2]), + "fog_level2 (light) -> env.fog_density=%s" % env.fog_density) + + # --- 持久화: user://system_option.cfg --- + _ck(FileAccess.file_exists(_cfg_path()), "cfg written") + var cfg := ConfigFile.new() + cfg.load(_cfg_path()) + _ck(is_equal_approx(float(cfg.get_value("audio", "music_volume", -1.0)), 0.30), "cfg music_volume persisted") + _ck(int(cfg.get_value("video", "fog_level", -1)) == 2, "cfg fog_level persisted") + _ck(int(cfg.get_value("video", "camera_mode", -1)) == 1, "cfg camera_mode persisted") + + so.close() + _ck(not so.is_open(), "system-option window closed") + + # --- 두 번째 인스턴스가 cfg 를 읽어 즉시 적용 --- + var au2 := FakeAudio.new() + var cam2 := FakeCam.new() + get_root().add_child(au2) + get_root().add_child(cam2) + var env2 := Environment.new() + var so2: Node = SystemOptionUI.new() + get_root().add_child(so2) + so2.setup(ui, assets, au2, func(): return cam2, func(): return env2) + _ck(is_equal_approx(au2.master_bgm, 0.30), "reload: cfg music_volume applied on setup") + _ck(is_equal_approx(cam2.max_dist, SystemOptionUI.CAMERA_MAX[1]), "reload: cfg camera_mode applied") + _ck(is_equal_approx(env2.fog_density, SystemOptionUI.FOG_DENSITY[2]), "reload: cfg fog_level applied") + + if FileAccess.file_exists(_cfg_path()): + DirAccess.remove_absolute(_cfg_path()) diff --git a/project/system_option_ui_test.gd.uid b/project/system_option_ui_test.gd.uid new file mode 100644 index 00000000..089245dd --- /dev/null +++ b/project/system_option_ui_test.gd.uid @@ -0,0 +1 @@ +uid://baio26p62isi6 diff --git a/project/ui/atlas_ui.gd b/project/ui/atlas_ui.gd new file mode 100644 index 00000000..60b6f05f --- /dev/null +++ b/project/ui/atlas_ui.gd @@ -0,0 +1,242 @@ +# AtlasUI (P9) —— 对齐 CPythonMiniMap 的 Atlas 窗口:大地图、拖动、玩家 +# 标记和坐标查询。地图底图复用每个区块的 minimap.dds;缺贴图时仍显示 +# 可交互的中性底图,便于无资源/打包环境继续使用坐标查询。 +# +# var atlas := preload("res://ui/atlas_ui.gd").new() +# atlas.setup(world, ui_manager, func() -> Node3D: return player, "map_a1") +# atlas.toggle() # M 键 +extends Node + +class AtlasOverlay extends Control: + var owner_ui: Node + func _draw() -> void: + if owner_ui: + owner_ui._draw_world_marks(self) + +const VIEW_SIZE := Vector2(720, 520) +const CELL_PIXELS := 128 +const MARK_SIZE := 8.0 + +var world: Node +var client: Node +var ui: CanvasLayer +var player_getter: Callable +var map_name := "" + +var _win: Control +var _map_view: Control +var _map: TextureRect +var _overlay: Control +var _player_mark: ColorRect +var _coord: Label +var _dragging := false +var _drag_origin := Vector2.ZERO +var _map_origin := Vector2.ZERO +var _map_px := Vector2.ZERO +var _world_size_m := Vector2(1, 1) + +func setup(metin_world: Node, ui_manager: CanvasLayer, get_player: Callable, + name := "", m2client: Node = null) -> void: + world = metin_world + client = m2client + ui = ui_manager + player_getter = get_player + map_name = name if name != "" else "地图" + +func is_open() -> bool: + return _win != null and is_instance_valid(_win) + +func toggle() -> void: + if is_open(): + close() + else: + open() + +func open() -> void: + if is_open() or ui == null: + return + _build_window() + ui.open(_win, false) + _update_player_marker() + +func close() -> void: + if is_open() and ui: + ui.close(_win) + _win = null + +func _build_window() -> void: + _win = Control.new() + _win.name = "AtlasWindow" + _win.set_anchors_preset(Control.PRESET_CENTER) + _win.position = -VIEW_SIZE * 0.5 + _win.size = VIEW_SIZE + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var style := StyleBoxFlat.new() + style.bg_color = Color(0.055, 0.065, 0.09, 0.97) + style.border_color = Color(0.4, 0.45, 0.58, 0.9) + style.set_border_width_all(1) + style.set_corner_radius_all(6) + panel.add_theme_stylebox_override("panel", style) + _win.add_child(panel) + var title := Label.new() + title.text = "Atlas · %s" % map_name + title.position = Vector2(14, 8) + title.add_theme_font_size_override("font_size", 15) + _win.add_child(title) + var close_btn := Button.new() + close_btn.text = "×" + close_btn.position = Vector2(VIEW_SIZE.x - 42, 5) + close_btn.size = Vector2(32, 28) + close_btn.pressed.connect(close) + _win.add_child(close_btn) + _coord = Label.new() + _coord.position = Vector2(14, VIEW_SIZE.y - 30) + _coord.text = "坐标:--" + _coord.add_theme_font_size_override("font_size", 12) + _win.add_child(_coord) + _map_view = Control.new() + _map_view.name = "MapView" + _map_view.position = Vector2(14, 42) + _map_view.size = Vector2(VIEW_SIZE.x - 28, VIEW_SIZE.y - 80) + _map_view.clip_contents = true + _map_view.gui_input.connect(_on_map_input) + _win.add_child(_map_view) + _overlay = AtlasOverlay.new() + _overlay.owner_ui = self + _overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE + _map_view.add_child(_overlay) + _build_map() + +func _build_map() -> void: + var tiles := Vector2i(1, 1) + if world and world.has_method("get_map_size_tiles"): + tiles = world.get_map_size_tiles() + tiles.x = maxi(1, tiles.x) + tiles.y = maxi(1, tiles.y) + _world_size_m = Vector2(tiles.x * 256.0, tiles.y * 256.0) + _map_px = Vector2(tiles.x * CELL_PIXELS, tiles.y * CELL_PIXELS) + var image := Image.create_empty(int(_map_px.x), int(_map_px.y), false, Image.FORMAT_RGBA8) + image.fill(Color(0.12, 0.14, 0.18, 1.0)) + var loaded := 0 + for tx in tiles.x: + for ty in tiles.y: + if not world or not world.has_method("chunk_dir") or not world.has_method("load_dds"): + continue + var path: String = world.chunk_dir(tx, ty).path_join("minimap.dds") + if not FileAccess.file_exists(path): + continue + var tile: Image = world.load_dds(path) + if tile == null: + continue + tile.resize(CELL_PIXELS, CELL_PIXELS, Image.INTERPOLATE_BILINEAR) + image.blit_rect(tile, Rect2i(Vector2i.ZERO, Vector2i(CELL_PIXELS, CELL_PIXELS)), + Vector2i(tx * CELL_PIXELS, ty * CELL_PIXELS)) + loaded += 1 + var tex := ImageTexture.create_from_image(image) + _map = TextureRect.new() + _map.name = "AtlasTexture" + _map.texture = tex + _map.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + _map.stretch_mode = TextureRect.STRETCH_SCALE + _map.size = _map_px + _map.mouse_filter = Control.MOUSE_FILTER_IGNORE + _map_origin = (_map_view.size - _map_px) * 0.5 + _map.position = _map_origin + _map_view.add_child(_map) + _overlay.position = _map.position + _overlay.size = _map.size + _player_mark = ColorRect.new() + _player_mark.name = "PlayerMark" + _player_mark.color = Color(1.0, 0.85, 0.15, 1.0) + _player_mark.size = Vector2(MARK_SIZE, MARK_SIZE) + _player_mark.mouse_filter = Control.MOUSE_FILTER_IGNORE + _overlay.add_child(_player_mark) + _overlay.move_to_front() + if loaded == 0: + _coord.text = "坐标:--(缺 minimap.dds,仍可查询)" + +func _on_map_input(event: InputEvent) -> void: + if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: + _dragging = event.pressed + if _dragging: + _drag_origin = event.position + _map_origin = _map.position + _map_view.accept_event() + elif event is InputEventMouseMotion and _dragging: + _map.position = _map_origin + event.position - _drag_origin + _overlay.position = _map.position + _map_view.accept_event() + elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT and event.pressed: + _map_origin = (_map_view.size - _map.size) * 0.5 + _map.position = _map_origin + _overlay.position = _map.position + _map_view.accept_event() + +func _process(_dt: float) -> void: + if is_open(): + _update_player_marker() + _overlay.queue_redraw() + +func _player() -> Node3D: + return player_getter.call() if player_getter.is_valid() else null + +func _update_player_marker() -> void: + if _player_mark == null or not is_instance_valid(_player_mark): + return + var p := _player() + if p == null: + return + var world_pos: Vector3 = p.global_position + var px := Vector2(world_pos.x / _world_size_m.x * _map_px.x, + world_pos.z / _world_size_m.y * _map_px.y) + # Marker is a child of the overlay, whose origin tracks the draggable map. + _player_mark.position = px - Vector2(MARK_SIZE, MARK_SIZE) * 0.5 + var server_cm := MapCoord.to_server_cm(world_pos) + _coord.text = "坐标:X %d Y %d" % [roundi(server_cm.x), roundi(server_cm.y)] + +func _world_to_px(world_pos: Vector3) -> Vector2: + return Vector2(world_pos.x / _world_size_m.x * _map_px.x, + world_pos.z / _world_size_m.y * _map_px.y) + +func _draw_world_marks(canvas: CanvasItem) -> void: + if client == null: + return + if client.has_method("get_party") and client.has_method("get_entity"): + for member in client.get_party(): + var vid := int(member.get("vid", 0)) + if vid == 0: + continue + var entity: Dictionary = client.get_entity(vid) + if entity.is_empty(): + continue + var party_pos := _world_to_px(MapCoord.to_world(entity.get("pos", Vector3.ZERO))) + canvas.draw_circle(party_pos, 5.0, Color(0.35, 1.0, 0.55, 0.95)) + if bool(member.get("leader", false)): + canvas.draw_arc(party_pos, 8.0, 0.0, TAU, 20, Color(1.0, 0.9, 0.25, 0.95), 2.0) + # Guild areas arrive in global server centimetres, matching GC_LAND_LIST. + if client.has_method("get_land_areas"): + for area in client.get_land_areas(): + var x := float(area.get("x", 0)) + var y := float(area.get("y", 0)) + var w := float(area.get("width", 0)) + var h := float(area.get("height", 0)) + var p0 := _world_to_px(MapCoord.to_world(Vector3(x * 0.01, 0, -y * 0.01))) + var p1 := _world_to_px(MapCoord.to_world(Vector3((x + w) * 0.01, 0, -(y + h) * 0.01))) + var rect := Rect2(Vector2(min(p0.x, p1.x), min(p0.y, p1.y)), + Vector2(abs(p1.x - p0.x), abs(p1.y - p0.y))) + var col := Color(0.35, 0.95, 0.95, 0.8) if int(area.get("guild_id", 0)) == 0 \ + else Color(1.0, 0.75, 0.2, 0.9) + canvas.draw_rect(rect, col, false, 2.0) + # Observer points are exposed in the same network/Godot frame as entities. + if client.has_method("get_observers"): + for observer in client.get_observers(): + var p: Vector3 = observer.get("pos", Vector3.ZERO) + var op := _world_to_px(MapCoord.to_world(p)) + canvas.draw_colored_polygon(PackedVector2Array([op + Vector2(0, -6), op + Vector2(6, 0), + op + Vector2(0, 6), op + Vector2(-6, 0)]), Color(0.8, 0.35, 1.0, 0.95)) + # Quest/warp markers remain visible when the Atlas is used for navigation. + if client.has_method("get_world_markers"): + for marker in client.get_world_markers(): + var mp := _world_to_px(MapCoord.to_world(marker.get("pos", Vector3.ZERO))) + canvas.draw_rect(Rect2(mp - Vector2(4, 4), Vector2(8, 8)), Color(1.0, 0.55, 0.1, 0.95)) diff --git a/project/ui/atlas_ui.gd.uid b/project/ui/atlas_ui.gd.uid new file mode 100644 index 00000000..d549fa88 --- /dev/null +++ b/project/ui/atlas_ui.gd.uid @@ -0,0 +1 @@ +uid://xm8a0g4337da diff --git a/project/ui/char_select_screen.gd b/project/ui/char_select_screen.gd new file mode 100644 index 00000000..9f0154ad --- /dev/null +++ b/project/ui/char_select_screen.gd @@ -0,0 +1,683 @@ +# CharSelectScreen —— Metin2 风格的选人界面。 +# +# var s := preload("res://ui/char_select_screen.gd").new() +# parent.add_child(s) +# s.setup(m2client, assets_root, chars) # chars = M2Client.char_list 数组 +# s.select_requested.connect(func(idx): client.select_character(idx)) +# s.back_requested.connect(_goto_login) +# +# 组成:全屏背景(select.jpg)+ 右侧 3D 角色(SubViewport 里的 PlayerView,缓转 + wait) +# + 左侧信息板(thinboard:帮会徽 / 帮会名 / 名称 / 等级 / 游戏时间 / 体力·智力·力量·敏捷) +# + 左上职业名(locale name_.dds,解不出就用中文描边字)+ 底部 开始/创建/删除/退出。 +# 所有素材都是可选的:缺哪个降级哪个,绝不崩。 +extends Control + +const UiAssets = preload("res://ui/ui_assets.gd") +const UiKit = preload("res://ui_kit.gd") +const PlayerView = preload("res://ui/player_view.gd") + +signal select_requested(index: int) +signal delete_requested(index: int, private_code: String) +signal create_requested(spec: Dictionary) # {slot, name, job, shape, con, int, str, dex} +signal back_requested() + +const CLASS_CN := ["猛将", "刺客", "术士", "巫女"] +const CLASS_DIR := ["warrior", "assassin", "sura", "shaman"] +# 建号默认四维(CON, INT, STR, DEX)—— 对齐经典 Metin2 各职业起始属性。 +const JOB_BASE_STATS := { + 0: {"con": 4, "int": 3, "str": 6, "dex": 3}, # warrior + 1: {"con": 3, "int": 3, "str": 4, "dex": 6}, # assassin + 2: {"con": 3, "int": 5, "str": 5, "dex": 3}, # sura + 3: {"con": 4, "int": 6, "str": 3, "dex": 3}, # shaman +} +const EMPIRE_KEY := {1: "EMPIRE_A", 2: "EMPIRE_B", 3: "EMPIRE_C"} +const EMPIRE_FALLBACK := {0: "—", 1: "神獸王國", 2: "天朝王國", 3: "眞魔王國"} +const EMPIRE_FLAG := {1: "a", 2: "b", 3: "c"} +const STAT_ROWS := [ + {"key": "ht", "label": "体力", "color": Color(0.90, 0.30, 0.30)}, + {"key": "iq", "label": "智力", "color": Color(0.85, 0.45, 0.95)}, + {"key": "st", "label": "力量", "color": Color(0.70, 0.55, 1.00)}, + {"key": "dx", "label": "敏捷", "color": Color(0.35, 0.75, 1.00)}, +] + +var _client: Node +var _assets := "" +var _chars: Array = [] +var _sel := 0 + +var _viewport: SubViewport +var _pivot: Node3D +var _cam: Camera3D +var _pv: Node # PlayerView +var _panel_box: VBoxContainer +var _class_img: TextureRect +var _class_lbl: Label +var _status: Label +var _slot_lbl: Label +var _spin := 0.0 + +func setup(client: Node, assets_root: String, chars: Array) -> void: + _client = client + _assets = assets_root + _chars = _pad_slots(chars) + set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) + _build_background() + _build_stage() + _build_class_name() + _build_panel() + _build_status() + set_process(true) + _select(_first_occupied()) + +# char_list 只带占位了角色的槽;补齐到 slot_count 个(空槽 name=""),◀▶ 能走到空槽建号。 +func _pad_slots(chars: Array) -> Array: + var n := 3 + if _client and _client.has_method("get_slot_count"): + n = maxi(int(_client.get_slot_count()), chars.size()) + n = maxi(n, chars.size()) + var by_idx := {} + for c in chars: + by_idx[int(c.get("index", 0))] = c + var out: Array = [] + for i in n: + out.append(by_idx.get(i, {"index": i, "name": "", "job": 0, "level": 0})) + return out + +func _first_occupied() -> int: + for i in _chars.size(): + if String(_chars[i].get("name", "")) != "": + return i + return 0 + +# 由 app_flow 在收到新的 char_list(建/删号后 M2Client 重发)时调用,保持当前选中槽。 +func set_chars(chars: Array) -> void: + var keep := _slot_index() + _chars = _pad_slots(chars) + for i in _chars.size(): + if int(_chars[i].get("index", -1)) == keep: + _sel = i + break + _sel = clampi(_sel, 0, maxi(_chars.size() - 1, 0)) + _refresh_class_name() + _refresh_panel() + _rebuild_model() + +func on_char_created(slot: int) -> void: + _close_dialog() + _set_status("角色已创建(槽位 %d)" % slot) + +func on_char_create_failed(reason_type: int) -> void: + const R := {1: "该名称已被使用", 2: "名称不合法", 3: "该槽位已有角色", 4: "权限不足"} + _set_status("创建失败:%s" % R.get(reason_type, "错误码 %d" % reason_type)) + +func on_char_deleted(slot: int) -> void: + _close_dialog() + _set_status("角色已删除(槽位 %d)" % slot) + +func on_char_delete_failed() -> void: + var e: Node = _dialog_node() + if e: + var code := e.find_child("Code", true, false) + if code is LineEdit: + (code as LineEdit).text = "" + _set_status("删除失败:删除码(社交号)不正确") + +# --- 背景 --------------------------------------------------------------------- + +func _build_background() -> void: + var tex := UiAssets.load_tex(_assets, "d:/ymir work/ui/intro/select/select.sub") + var cr := ColorRect.new() + cr.color = Color(0.05, 0.06, 0.07) + cr.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) + cr.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(cr) + if tex != null: + var tr := TextureRect.new() + tr.texture = tex + tr.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) + tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_COVERED + tr.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(tr) + +# --- 右侧 3D 角色 ----------------------------------------------------------- + +func _build_stage() -> void: + var vpc := SubViewportContainer.new() + vpc.stretch = true + vpc.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) + vpc.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(vpc) + + _viewport = SubViewport.new() + _viewport.transparent_bg = true + _viewport.own_world_3d = true + _viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS + _viewport.msaa_3d = Viewport.MSAA_4X + vpc.add_child(_viewport) + + var root := Node3D.new() + _viewport.add_child(root) + + var key := DirectionalLight3D.new() + key.rotation_degrees = Vector3(-32, 28, 0) + key.light_energy = 1.7 + key.light_color = Color(1.0, 0.96, 0.90) + root.add_child(key) + var rim := DirectionalLight3D.new() + rim.rotation_degrees = Vector3(-6, 200, 0) + rim.light_energy = 0.7 + rim.light_color = Color(0.75, 0.83, 1.0) + root.add_child(rim) + + var we := WorldEnvironment.new() + var e := Environment.new() + e.background_mode = Environment.BG_COLOR + e.background_color = Color(0, 0, 0, 0) + e.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR + e.ambient_light_color = Color(0.42, 0.45, 0.55) + e.ambient_light_energy = 0.9 + e.tonemap_mode = Environment.TONE_MAPPER_FILMIC + we.environment = e + root.add_child(we) + + _pivot = Node3D.new() + root.add_child(_pivot) + + _cam = Camera3D.new() + _cam.fov = 30.0 + _cam.position = Vector3(0.0, 1.0, 4.0) + root.add_child(_cam) + _cam.make_current() + +# 相机按模型包围球自适应:球心 + 半径/sin(fovV/2) 保证整模无论姿势都不出框, +# 再沿 -X 平移“半径的一小截”把人物推到右半屏(横向视锥比纵向宽,不会切到远侧手)。 +func _frame_model() -> void: + if _cam == null or _pv == null or not is_instance_valid(_pv): + return + var aabb := AABB() + var first := true + for mi in (_pv as Node).find_children("*", "MeshInstance3D", true, false): + var m := mi as MeshInstance3D + if m.mesh == null: + continue + var wb: AABB = m.get_global_transform() * m.get_aabb() + aabb = wb if first else aabb.merge(wb) + first = false + if first: + return + var c := aabb.get_center() + var r: float = maxf(aabb.size.length() * 0.5, 0.9) + var dist: float = r / sin(deg_to_rad(_cam.fov * 0.5)) * 1.12 # 12% 余量 + var off := Vector3(-r * 0.5, 0.0, 0.0) + _cam.position = c + off + Vector3(0.0, r * 0.04, dist) + _cam.look_at(c + off, Vector3.UP) + +func _rebuild_model() -> void: + if _pivot == null: + return + if _pv != null and is_instance_valid(_pv): + _pv.queue_free() + _pv = null + var c := _cur() + if c.is_empty() or String(c.get("name", "")) == "": + return + var job := clampi(int(c.get("job", 0)), 0, 3) + var pump: Callable = _client.net_poll if _client and _client.has_method("net_poll") else Callable() + var pv := PlayerView.new() + _pivot.add_child(pv) + if pv.build(_assets, job, pump): + _pv = pv + pv.set_anim_state("wait") + # 蒙皮 / LOD 定型要几帧,多 fit 两次取稳定包围盒 + for i in 4: + await get_tree().process_frame + if pv != _pv: + return + _frame_model() + else: + pv.queue_free() + +# --- 左上职业名 ----------------------------------------------------------- + +func _build_class_name() -> void: + _class_img = TextureRect.new() + _class_img.position = Vector2(48, 60) + _class_img.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT + _class_img.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(_class_img) + + _class_lbl = Label.new() + _class_lbl.position = Vector2(50, 54) + _class_lbl.add_theme_font_size_override("font_size", 84) + _class_lbl.add_theme_color_override("font_color", Color(0.86, 0.11, 0.09)) + _class_lbl.add_theme_color_override("font_outline_color", Color(0.15, 0.05, 0.02)) + _class_lbl.add_theme_constant_override("outline_size", 10) + _class_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(_class_lbl) + +func _refresh_class_name() -> void: + var job := clampi(int(_cur().get("job", 0)), 0, 3) + var has_char := not _cur().is_empty() and String(_cur().get("name", "")) != "" + var tex: Texture2D = null + if has_char: + var cn: String = CLASS_DIR[job] + for loc in ["en", "de", "tr", "gr", "ru"]: + tex = UiAssets.load_tex(_assets, "locale/locale/%s/ui/select/name_%s.sub" % [loc, cn]) + if tex != null: + break + _class_img.texture = tex + _class_img.visible = tex != null + _class_lbl.visible = tex == null and has_char + _class_lbl.text = CLASS_CN[job] if has_char else "" + +# --- 左侧信息板 -------------------------------------------------------------- + +func _build_panel() -> void: + var board := UiKit.board(_assets, "board", 24, 96) + board.position = Vector2(56, 168) + board.size = Vector2(300, 396) + board.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(board) + # 板底纹太透就垫一层 + var tint := ColorRect.new() + tint.color = Color(0.03, 0.05, 0.06, 0.62) + tint.position = board.position + Vector2(10, 10) + tint.size = board.size - Vector2(20, 20) + tint.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(tint) + + _panel_box = VBoxContainer.new() + _panel_box.position = board.position + Vector2(22, 22) + _panel_box.custom_minimum_size = Vector2(256, 0) + _panel_box.add_theme_constant_override("separation", 9) + add_child(_panel_box) + +func _refresh_panel() -> void: + for c in _panel_box.get_children(): + c.queue_free() + var d := _cur() + var has_char := not d.is_empty() and String(d.get("name", "")) != "" + + # 帮会徽 + 帮会名 + var head := HBoxContainer.new() + head.add_theme_constant_override("separation", 10) + _panel_box.add_child(head) + var crest := TextureRect.new() + crest.custom_minimum_size = Vector2(56, 56) + crest.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT + var gid := int(d.get("guild_id", 0)) + if has_char and gid != 0 and _client and _client.has_method("get_guild_mark_image"): + var gimg = _client.call("get_guild_mark_image", gid) + if gimg is Image and gimg.get_width() > 0: + crest.texture = ImageTexture.create_from_image(gimg) + if crest.texture == null and has_char: + crest.texture = _empire_flag_tex() # 无会徽时退国旗 + if crest.texture == null: + var ph := Image.create_empty(48, 48, false, Image.FORMAT_RGBA8) + ph.fill(Color(0.16, 0.20, 0.28, 0.9)) + crest.texture = ImageTexture.create_from_image(ph) + head.add_child(crest) + var gbox := VBoxContainer.new() + head.add_child(gbox) + gbox.add_child(_plain(_empire_name() if has_char else "—", 14, Color(0.95, 0.9, 0.7))) + var gname := String(d.get("guild_name", "")).strip_edges() + gbox.add_child(_plain(gname if gname != "" else "没有所属帮会", 13, Color(0.8, 0.82, 0.86))) + + _panel_box.add_child(_sep()) + + # 名称 / 等级 / 游戏时间 + _panel_box.add_child(_kv("名称", String(d.get("name", "")) if has_char else "空槽位")) + _panel_box.add_child(_kv("等级", str(int(d.get("level", 0))) if has_char else "-")) + var mins := int(d.get("play_minutes", 0)) + _panel_box.add_child(_kv("游戏时间", ("%d 时 %d 分" % [mins / 60, mins % 60]) if has_char else "-")) + + _panel_box.add_child(_sep()) + + # 四维 + for row in STAT_ROWS: + var rd: Dictionary = row + var v := int(d.get(rd["key"], 0)) if has_char else 0 + _panel_box.add_child(_stat(String(rd["label"]), v, Color(rd["color"]))) + + _panel_box.add_child(_sep()) + + # 槽位切换 + if _chars.size() > 1: + var nav := HBoxContainer.new() + nav.alignment = BoxContainer.ALIGNMENT_CENTER + nav.add_theme_constant_override("separation", 12) + _panel_box.add_child(nav) + var prev := Button.new(); prev.text = "◀"; prev.custom_minimum_size = Vector2(38, 28) + prev.pressed.connect(func(): _select(wrapi(_sel - 1, 0, _chars.size()))) + nav.add_child(prev) + _slot_lbl = _plain("%d / %d" % [_sel + 1, _chars.size()], 14, Color(1, 1, 1)) + nav.add_child(_slot_lbl) + var nxt := Button.new(); nxt.text = "▶"; nxt.custom_minimum_size = Vector2(38, 28) + nxt.pressed.connect(func(): _select(wrapi(_sel + 1, 0, _chars.size()))) + nav.add_child(nxt) + + # 按钮 + var brow := GridContainer.new() + brow.columns = 2 + brow.add_theme_constant_override("h_separation", 8) + brow.add_theme_constant_override("v_separation", 8) + _panel_box.add_child(brow) + var start := Button.new() + start.text = "开始" + start.custom_minimum_size = Vector2(122, 34) + start.disabled = not has_char + start.pressed.connect(_do_start) + brow.add_child(start) + var create := Button.new() + create.text = "创建" + create.custom_minimum_size = Vector2(122, 34) + create.disabled = has_char + create.pressed.connect(_open_create_dialog) + brow.add_child(create) + var del := Button.new() + del.text = "删除" + del.custom_minimum_size = Vector2(122, 34) + del.disabled = not has_char + del.pressed.connect(_open_delete_dialog) + brow.add_child(del) + var quit := Button.new() + quit.text = "退出" + quit.custom_minimum_size = Vector2(122, 34) + quit.pressed.connect(func(): back_requested.emit()) + brow.add_child(quit) + +# --- 底部状态 -------------------------------------------------------------- + +func _build_status() -> void: + _status = Label.new() + _status.set_anchors_preset(Control.PRESET_BOTTOM_WIDE) + _status.position = Vector2(24, -32) + _status.add_theme_font_size_override("font_size", 13) + _status.add_theme_color_override("font_color", Color(0.9, 0.92, 0.95)) + _status.add_theme_color_override("font_outline_color", Color(0, 0, 0)) + _status.add_theme_constant_override("outline_size", 4) + add_child(_status) + +func set_status(t: String) -> void: + _set_status(t) + +# 会徽下载完成后由 app_flow 调用,重绘信息板即可拿到真徽记。 +func refresh_crest() -> void: + _refresh_panel() + +func _set_status(t: String) -> void: + if _status: + _status.text = t + +# --- 选择 / 循环 ---------------------------------------------------------- + +func _select(i: int) -> void: + if _chars.is_empty(): + _sel = 0 + _refresh_class_name() + _refresh_panel() + return + _sel = clampi(i, 0, _chars.size() - 1) + if _slot_lbl: + _slot_lbl.text = "%d / %d" % [_sel + 1, _chars.size()] + _refresh_class_name() + _refresh_panel() + _rebuild_model() + var nm := String(_cur().get("name", "")) + _set_status("已选:%s" % nm if nm != "" else "空槽位(点“创建”建号)") + +func _do_start() -> void: + var d := _cur() + if d.is_empty() or String(d.get("name", "")) == "": + _set_status("空槽位不能进入") + return + select_requested.emit(_slot_index()) + _set_status("进入游戏:%s" % d.get("name")) + +# --- 建号 / 删号弹窗 ------------------------------------------------------ + +var _dialog: Control + +func _close_dialog() -> void: + if _dialog and is_instance_valid(_dialog): + _dialog.queue_free() + _dialog = null + +func _dialog_node() -> Node: + return _dialog if _dialog and is_instance_valid(_dialog) else null + +func _modal_root(title: String, w: int, h: int) -> VBoxContainer: + _close_dialog() + var dim := ColorRect.new() + dim.color = Color(0, 0, 0, 0.55) + dim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) + add_child(dim) + _dialog = dim + var board := UiKit.board(_assets, "board", 24, 96) + board.set_anchors_preset(Control.PRESET_CENTER) + board.position = Vector2(-w / 2.0, -h / 2.0) + board.size = Vector2(w, h) + dim.add_child(board) + var bg := ColorRect.new() + bg.color = Color(0.04, 0.06, 0.07, 0.92) + bg.position = Vector2(10, 10) + bg.size = Vector2(w - 20, h - 20) + board.add_child(bg) + var box := VBoxContainer.new() + box.position = Vector2(24, 22) + box.custom_minimum_size = Vector2(w - 48, 0) + box.add_theme_constant_override("separation", 10) + board.add_child(box) + var t := _plain(title, 18, Color(0.95, 0.85, 0.55)) + box.add_child(t) + box.add_child(_sep()) + return box + +func _open_create_dialog() -> void: + var d := _cur() + if String(d.get("name", "")) != "": + _set_status("该槽位已有角色") + return + var slot := _slot_index() + # 空槽默认按 slot 序轮职业,让四个槽能各建一职 + var job := clampi(slot, 0, 3) + var box := _modal_root("创建角色 · 槽位 %d" % slot, 420, 360) + + var jrow := HBoxContainer.new() + jrow.add_theme_constant_override("separation", 8) + box.add_child(jrow) + jrow.add_child(_plain("职业", 13, Color(0.72, 0.78, 0.85))) + var jopt := OptionButton.new() + jopt.name = "Job" + for i in 4: + jopt.add_item("%s / %s" % [CLASS_CN[i], CLASS_DIR[i]], i) + jopt.selected = job + jrow.add_child(jopt) + + var nrow := HBoxContainer.new() + nrow.add_theme_constant_override("separation", 8) + box.add_child(nrow) + nrow.add_child(_plain("名称", 13, Color(0.72, 0.78, 0.85))) + var name_edit := LineEdit.new() + name_edit.name = "Name" + name_edit.max_length = 12 + name_edit.custom_minimum_size = Vector2(240, 0) + name_edit.placeholder_text = "角色名(最多 12)" + nrow.add_child(name_edit) + + # 四维(起始属性,只读,随职业变) + var stat_box := VBoxContainer.new() + stat_box.name = "Stats" + stat_box.add_theme_constant_override("separation", 5) + box.add_child(stat_box) + var render_stats := func(j: int) -> void: + for c in stat_box.get_children(): + c.queue_free() + var bs: Dictionary = JOB_BASE_STATS.get(j, JOB_BASE_STATS[0]) + stat_box.add_child(_stat("体力", int(bs["con"]), Color(0.90, 0.30, 0.30))) + stat_box.add_child(_stat("智力", int(bs["int"]), Color(0.85, 0.45, 0.95))) + stat_box.add_child(_stat("力量", int(bs["str"]), Color(0.70, 0.55, 1.00))) + stat_box.add_child(_stat("敏捷", int(bs["dex"]), Color(0.35, 0.75, 1.00))) + render_stats.call(job) + jopt.item_selected.connect(func(j: int): render_stats.call(j)) + + box.add_child(_sep()) + var brow := HBoxContainer.new() + brow.alignment = BoxContainer.ALIGNMENT_CENTER + brow.add_theme_constant_override("separation", 16) + box.add_child(brow) + var ok := Button.new(); ok.text = "创建"; ok.custom_minimum_size = Vector2(120, 34) + ok.pressed.connect(func(): + var nm := name_edit.text.strip_edges() + if nm.length() < 2: + _set_status("名称太短") + return + var j := jopt.get_selected_id() + var bs: Dictionary = JOB_BASE_STATS.get(j, JOB_BASE_STATS[0]) + create_requested.emit({ + "slot": slot, "name": nm, "job": j, "shape": 0, + "con": int(bs["con"]), "int": int(bs["int"]), + "str": int(bs["str"]), "dex": int(bs["dex"]), + }) + _set_status("创建中…")) + brow.add_child(ok) + var cancel := Button.new(); cancel.text = "取消"; cancel.custom_minimum_size = Vector2(120, 34) + cancel.pressed.connect(_close_dialog) + brow.add_child(cancel) + +func _open_delete_dialog() -> void: + var d := _cur() + if String(d.get("name", "")) == "": + return + var slot := _slot_index() + var box := _modal_root("删除角色", 400, 240) + box.add_child(_plain("将永久删除 “%s” (Lv.%d)。" % [d.get("name", ""), int(d.get("level", 0))], + 13, Color(0.95, 0.75, 0.7))) + var crow := HBoxContainer.new() + crow.add_theme_constant_override("separation", 8) + box.add_child(crow) + crow.add_child(_plain("删除码", 13, Color(0.72, 0.78, 0.85))) + var code := LineEdit.new() + code.name = "Code" + code.secret = true + code.max_length = 7 + code.custom_minimum_size = Vector2(200, 0) + code.placeholder_text = "社交号 / 删除码" + crow.add_child(code) + box.add_child(_sep()) + var brow := HBoxContainer.new() + brow.alignment = BoxContainer.ALIGNMENT_CENTER + brow.add_theme_constant_override("separation", 16) + box.add_child(brow) + var ok := Button.new(); ok.text = "删除"; ok.custom_minimum_size = Vector2(120, 34) + ok.pressed.connect(func(): + delete_requested.emit(slot, code.text) + _set_status("删除中…")) + brow.add_child(ok) + var cancel := Button.new(); cancel.text = "取消"; cancel.custom_minimum_size = Vector2(120, 34) + cancel.pressed.connect(_close_dialog) + brow.add_child(cancel) + +# --- 国家 -------------------------------------------------------------- + +func _empire_id() -> int: + if _client and _client.has_method("get_empire"): + return int(_client.get_empire()) + return 0 + +func _empire_name() -> String: + var e := _empire_id() + # 优先 locale_game.txt 的 EMPIRE_A/B/C + var key: String = EMPIRE_KEY.get(e, "") + if key != "": + var loc := _locale_line(key) + if loc != "": + return loc + return EMPIRE_FALLBACK.get(e, "—") + +static var _loc_cache: Dictionary = {} + +func _locale_line(key: String) -> String: + if _loc_cache.has(key): + return _loc_cache[key] + var val := "" + for rel in ["locale/locale/en/locale_game.txt", "locale/locale/de/locale_game.txt"]: + var p := _assets.path_join(rel) + if not FileAccess.file_exists(p): + continue + var f := FileAccess.open(p, FileAccess.READ) + while f and not f.eof_reached(): + var parts := f.get_line().split("\t", false) + if parts.size() >= 2 and String(parts[0]) == key: + val = String(parts[1]).strip_edges() + break + if val != "": + break + _loc_cache[key] = val + return val + +func _empire_flag_tex() -> Texture2D: + var f: String = EMPIRE_FLAG.get(_empire_id(), "") + if f == "": + return null + return UiAssets.load_tex(_assets, "d:/ymir work/ui/intro/empire/empireflag_%s.sub" % f) + +func _process(dt: float) -> void: + _spin += dt + if _pivot: + # 正面朝相机 + 轻微来回摆 + _pivot.rotation.y = PI + sin(_spin * 0.3) * 0.35 + +# --- 小工具 -------------------------------------------------------------- + +func _cur() -> Dictionary: + return _chars[_sel] if _sel >= 0 and _sel < _chars.size() else {} + +func _slot_index() -> int: + return int(_cur().get("index", _sel)) + +func _plain(text: String, size: int, col: Color) -> Label: + var l := Label.new() + l.text = text + l.add_theme_font_size_override("font_size", size) + l.add_theme_color_override("font_color", col) + return l + +func _sep() -> Control: + var c := ColorRect.new() + c.color = Color(1, 1, 1, 0.12) + c.custom_minimum_size = Vector2(0, 2) + return c + +func _kv(k: String, v: String) -> HBoxContainer: + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 8) + var kl := _plain(k, 13, Color(0.72, 0.78, 0.85)) + kl.custom_minimum_size = Vector2(64, 0) + row.add_child(kl) + row.add_child(_plain(v, 14, Color(1, 1, 1))) + return row + +func _stat(label: String, value: int, col: Color) -> HBoxContainer: + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 8) + var kl := _plain(label, 13, Color(0.72, 0.78, 0.85)) + kl.custom_minimum_size = Vector2(44, 0) + row.add_child(kl) + var track := ColorRect.new() + track.color = Color(0, 0, 0, 0.5) + track.custom_minimum_size = Vector2(150, 14) + row.add_child(track) + var fill := ColorRect.new() + fill.color = col + fill.anchor_left = 0.0 + fill.anchor_top = 0.0 + fill.anchor_bottom = 1.0 + fill.offset_left = 1 + fill.offset_top = 1 + fill.offset_bottom = -1 + fill.offset_right = 1 + int(clampf(value / 25.0, 0.0, 1.0) * 148.0) + track.add_child(fill) + row.add_child(_plain(str(value), 13, Color(1, 1, 1))) + return row diff --git a/project/ui/char_select_screen.gd.uid b/project/ui/char_select_screen.gd.uid new file mode 100644 index 00000000..9e02c4cc --- /dev/null +++ b/project/ui/char_select_screen.gd.uid @@ -0,0 +1 @@ +uid://mvxphl3dhhlt diff --git a/project/ui/char_shadow.gd b/project/ui/char_shadow.gd new file mode 100644 index 00000000..04245b93 --- /dev/null +++ b/project/ui/char_shadow.gd @@ -0,0 +1,43 @@ +# CharShadow —— 角色脚下阴影(첫 버전). +# +# 参考端 `GameLib/MapOutdoorCharacterShadow.cpp` 把角色渲到小 RT + 投一张模糊暗贴图 +# 到脚下。这里按「结果」对齐,不复刻 RT: +# 1) 强制角色所有 MeshInstance3D `cast_shadow = ON`(挡住 world 里 OFF 的误伤) +# 2) 脚下一张径向渐变 `Decal`,投影到地形/物体上 —— 太阳接近正午投影很短时也有接触暗影 +# +# CharShadow.attach(entity_root_node3d) # 传实体根(不是内部 make_conv 的 Metin2Model) +extends RefCounted +class_name CharShadow + +static var _tex: Texture2D + +static func _blob_tex() -> Texture2D: + if _tex != null: + return _tex + var sz := 64 + var img := Image.create_empty(sz, sz, false, Image.FORMAT_RGBA8) + var c := sz * 0.5 + for y in sz: + for x in sz: + var d := Vector2(x + 0.5 - c, y + 0.5 - c).length() / c + var a: float = clampf(1.0 - d, 0.0, 1.0) + img.set_pixel(x, y, Color(0.0, 0.0, 0.0, a * a * 0.55)) + _tex = ImageTexture.create_from_image(img) + return _tex + +static func attach(root: Node3D, footprint := 1.4) -> void: + if root == null: + return + for m in root.find_children("*", "MeshInstance3D", true, false): + (m as MeshInstance3D).cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON + if root.has_node("BlobShadow"): + return + var dec := Decal.new() + dec.name = "BlobShadow" + dec.texture_albedo = _blob_tex() + # size = 投影盒 (x,z 足印;y 向下够到地面即可) + dec.size = Vector3(footprint, 2.5, footprint) + dec.modulate = Color(1, 1, 1, 0.55) + dec.position = Vector3(0, 0.6, 0) # 盒中心略高于脚,向下投 + dec.cull_mask = 0xFFFFF + root.add_child(dec) diff --git a/project/ui/char_shadow.gd.uid b/project/ui/char_shadow.gd.uid new file mode 100644 index 00000000..6d1baae1 --- /dev/null +++ b/project/ui/char_shadow.gd.uid @@ -0,0 +1 @@ +uid://buc0fgb3nbkq6 diff --git a/project/ui/char_status_ui.gd b/project/ui/char_status_ui.gd new file mode 100644 index 00000000..a7b86bab --- /dev/null +++ b/project/ui/char_status_ui.gd @@ -0,0 +1,282 @@ +# CharStatusUI (P11) —— 角色状态窗(1:1 迁移 `assets/root/uicharacter.py` 的 STATUS 页)。 +# +# var cs := preload("res://ui/char_status_ui.gd").new() +# add_child(cs) +# cs.setup(ui_manager, m2client) +# cs.toggle() # V 键 +# +# 布局直接走 `assets/uiscript/uiscript/characterwindow.py`(UiScript → UiBuild), +# 数值绑定逐字对照 uicharacter.py.RefreshStatus: +# Level/Exp/RestExp、HP/SP、STR/DEX/HTH/INT、ATT/DEF、MATT/MDEF、ASPD/MSPD/CSPD/ER。 +# 加点:HTH/INT/STR/DEX 的 + / - 按钮发聊天命令 `/stat ht` `/stat- ht`(与原客户端 +# `statusPlusCommandDict` 完全一致)。points_changed 信号来时刷新。 +# +# 技能 / 表情 / 任务三页只做页签切换(保留 uiscript 静态布局),实际数据在各自 +# 的专用窗(SkillUI / QuestLog)里。 +extends Node + +const UiScript = preload("res://ui/uiscript.gd") +const UiBuild = preload("res://ui/ui_build.gd") +const UiAssets = preload("res://ui/ui_assets.gd") + +# --- EPointTypes(m2dev Packet.h),只列本窗要用的 --- +const P_LEVEL := 1 +const P_EXP := 3 +const P_NEXT_EXP := 4 +const P_HP := 5 +const P_MAX_HP := 6 +const P_SP := 7 +const P_MAX_SP := 8 +const P_ST := 12 # 근력 STR +const P_HT := 13 # 체력 HTH +const P_DX := 14 # 민첩 DEX +const P_IQ := 15 # 정신 INT +const P_ATT_POWER := 16 +const P_ATT_SPEED := 17 +const P_EVADE_RATE := 18 +const P_MOV_SPEED := 19 +const P_DEF_GRADE := 20 +const P_CASTING_SPEED := 21 +const P_MAGIC_ATT_GRADE := 22 +const P_MAGIC_DEF_GRADE := 23 +const P_STAT := 26 # 남은 능력치 포인트 +const P_MIN_ATK := 29 +const P_MAX_ATK := 30 +const P_PARTY_ATT_GRADE := 91 # player.ATTACKER_BONUS +const P_ATT_GRADE_BONUS := 95 # player.ATT_BONUS +const P_DEF_GRADE_BONUS := 96 # player.DEF_BONUS +const P_MIN_MAGIC_WEP := 202 +const P_MAX_MAGIC_WEP := 203 + +# uicharacter.py statusPlusCommandDict / statusMinusCommandDict +const PLUS_CMD := {"HTH": "/stat ht", "INT": "/stat iq", "STR": "/stat st", "DEX": "/stat dx"} +const MINUS_CMD := {"HTH": "/stat- ht", "INT": "/stat- iq", "STR": "/stat- st", "DEX": "/stat- dx"} + +const STATES := ["STATUS", "SKILL", "EMOTICON", "QUEST"] +const PAGE := {"STATUS": "Character_Page", "SKILL": "Skill_Page", "EMOTICON": "Emoticon_Page", "QUEST": "Quest_Page"} +const TITLEBAR := {"STATUS": "Character_TitleBar", "SKILL": "Skill_TitleBar", "EMOTICON": "Emoticon_TitleBar", "QUEST": "Quest_TitleBar"} +const TAB_BUTTON := {"STATUS": "Tab_Button_01", "SKILL": "Tab_Button_02", "EMOTICON": "Tab_Button_03", "QUEST": "Tab_Button_04"} +const FACE_BY_JOB := ["face_warrior", "face_assassin", "face_sura", "face_shaman"] + +var ui: CanvasLayer # UiManager +var client: Node # M2Client +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} # { root, nodes } +var _state := "STATUS" + +func setup(ui_manager: CanvasLayer, m2client: Node, assets := "") -> void: + ui = ui_manager + client = m2client + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + if client and client.has_signal("points_changed"): + client.points_changed.connect(_on_points_changed) + if client and client.has_signal("entity_main_set"): + client.entity_main_set.connect(func(_v): if is_open(): _refresh()) + +# --- open / close ----------------------------------------------------- + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + +func open(state := "") -> void: + if state != "" and state in STATES: + _state = state + if is_open(): + _set_state(_state) + _refresh() + return + var path := uiscript_dir.path_join("characterwindow.py") + if not FileAccess.file_exists(path): + push_warning("CharStatusUI: no characterwindow.py at " + path) + return + _win = ui.open_script(path, assets_root) + if not is_open(): + return + _wire_tabs() + _wire_stat_buttons() + _set_state(_state) + _refresh() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var nodes: Dictionary = _win.get("nodes", {}) + var n = nodes.get(nm, null) + return n if n is Control else null + +# --- tab switching (uicharacter.py.SetState) ------------------------- + +func _wire_tabs() -> void: + for st: String in STATES: + var key := st + var btn := _node(TAB_BUTTON[key]) + if btn is BaseButton: + btn.pressed.connect(func(): _set_state(key)) + +func _set_state(state: String) -> void: + if not state in STATES: + return + _state = state + for st: String in STATES: + var on := (st == state) + var page := _node(PAGE[st]) + if page: + page.visible = on + var bar := _node(TITLEBAR[st]) + if bar: + bar.visible = on + var btn := _node(TAB_BUTTON[st]) + if btn is BaseButton and btn.toggle_mode: + btn.set_pressed_no_signal(on) + +# --- stat +/- buttons ---------------------------------------------------- + +func _wire_stat_buttons() -> void: + for key: String in PLUS_CMD: + var pb := _node(key + "_Plus") + if pb is BaseButton: + var cmd: String = PLUS_CMD[key] + pb.pressed.connect(func(): _send_stat(cmd)) + var mb := _node(key + "_Minus") + if mb is BaseButton: + var mcmd: String = MINUS_CMD[key] + mb.pressed.connect(func(): _send_stat(mcmd)) + +func _send_stat(cmd: String) -> void: + if client and client.has_method("say"): + client.say(0, cmd) # CHAT_TYPE_TALKING —— 与 net.SendChatPacket 一致 + +# --- value binding (uicharacter.py.RefreshStatus) ---------------------- + +func _on_points_changed(_pts: Dictionary) -> void: + if is_open(): + _refresh() + +func _u32(v: int) -> int: + return v & 0xFFFFFFFF + +func _refresh() -> void: + if not is_open() or client == null: + return + var pd: Dictionary = client.get_points() if client.has_method("get_points") else {} + if pd.is_empty(): + return + var pts: Array = pd.get("points", []) + var get := func(i: int) -> int: + return int(pts[i]) if i >= 0 and i < pts.size() else 0 + + _set_text("Level_Value", str(get.call(P_LEVEL))) + _set_text("Exp_Value", str(_u32(int(pd.get("exp", get.call(P_EXP)))))) + var rest_exp := _u32(int(pd.get("next_exp", get.call(P_NEXT_EXP)))) - _u32(int(pd.get("exp", get.call(P_EXP)))) + _set_text("RestExp_Value", str(rest_exp)) + + var hp := int(pd.get("hp", get.call(P_HP))) + var max_hp := int(pd.get("max_hp", get.call(P_MAX_HP))) + var sp := int(pd.get("sp", get.call(P_SP))) + var max_sp := int(pd.get("max_sp", get.call(P_MAX_SP))) + _set_text("HP_Value", "%d/%d" % [hp, max_hp]) + _set_text("SP_Value", "%d/%d" % [sp, max_sp]) + + _set_text("STR_Value", str(get.call(P_ST))) + _set_text("DEX_Value", str(get.call(P_DX))) + _set_text("HTH_Value", str(get.call(P_HT))) + _set_text("INT_Value", str(get.call(P_IQ))) + + _set_text("ATT_Value", _att_text(get)) + _set_text("DEF_Value", _def_text(get)) + _set_text("MATT_Value", _matt_text(get)) + _set_text("MDEF_Value", str(get.call(P_MAGIC_DEF_GRADE))) + + _set_text("ASPD_Value", str(get.call(P_ATT_SPEED))) + _set_text("MSPD_Value", str(get.call(P_MOV_SPEED))) + _set_text("CSPD_Value", str(get.call(P_CASTING_SPEED))) + _set_text("ER_Value", str(get.call(P_EVADE_RATE))) + + _refresh_stat_points(get.call(P_STAT)) + _refresh_identity() + +# uicharacter.__GetTotalAtkText: (min|max) + ATT_BONUS + ATTACKER_BONUS +func _att_text(get: Callable) -> String: + var lo := int(get.call(P_MIN_ATK)) + var hi := int(get.call(P_MAX_ATK)) + var bonus := int(get.call(P_ATT_GRADE_BONUS)) + int(get.call(P_PARTY_ATT_GRADE)) + if lo == 0 and hi == 0: + # 服务器未下发 MIN/MAX_ATK 时退回等效攻击力(原客户端此处会显示 0) + var eff := int(get.call(P_ATT_POWER)) + bonus + return str(eff) + if lo == hi: + return str(lo + bonus) + return "%d-%d" % [lo + bonus, hi + bonus] + +# uicharacter.__GetTotalDefText: DEF_GRADE (+ DEF_BONUS if ADD_DEF_BONUS_ENABLE) +func _def_text(get: Callable) -> String: + var d := int(get.call(P_DEF_GRADE)) + var db := int(get.call(P_DEF_GRADE_BONUS)) + if db != 0: + d += db + return str(d) + +# uicharacter.__GetTotalMagAtkText: MAG_ATT + (MIN|MAX)_MAGIC_WEP +func _matt_text(get: Callable) -> String: + var base := int(get.call(P_MAGIC_ATT_GRADE)) + var lo := base + int(get.call(P_MIN_MAGIC_WEP)) + var hi := base + int(get.call(P_MAX_MAGIC_WEP)) + if lo == hi: + return str(lo) + return "%d-%d" % [lo, hi] + +# uicharacter.__RefreshStatusPlusButtonList +func _refresh_stat_points(stat_points: int) -> void: + _set_text("Status_Plus_Value", str(max(0, stat_points))) + var lbl := _node("Status_Plus_Label") + if lbl: + lbl.visible = stat_points > 0 + for key: String in PLUS_CMD: + var pb := _node(key + "_Plus") + if pb: + pb.visible = stat_points > 0 + +func _refresh_identity() -> void: + var vid := int(client.get_main_vid()) if client.has_method("get_main_vid") else 0 + var ent: Dictionary = client.get_entity(vid) if (vid != 0 and client.has_method("get_entity")) else {} + _set_text("Character_Name", String(ent.get("name", ""))) + var guild_id := int(ent.get("guild", 0)) + var guild_name := "" + if guild_id != 0 and client.has_method("get_guild_name"): + guild_name = String(client.get_guild_name(guild_id)) + _set_text("Guild_Name", guild_name) + # 职业头像:race % 4 -> warrior/assassin/sura/shaman + var face := _node("Face_Image") + if face is TextureRect: + var job := int(ent.get("race", 0)) % 4 + var tex := UiAssets.load_tex(assets_root, + "d:/ymir work/ui/game/windows/%s.sub" % FACE_BY_JOB[job]) + if tex: + face.texture = tex + +func _set_text(nm: String, value: String) -> void: + var n := _node(nm) + if n == null: + return + if n is Label: + n.text = value + elif n is Button: + n.text = value + elif n.has_method("set_text"): + n.set_text(value) diff --git a/project/ui/char_status_ui.gd.uid b/project/ui/char_status_ui.gd.uid new file mode 100644 index 00000000..69aae3b3 --- /dev/null +++ b/project/ui/char_status_ui.gd.uid @@ -0,0 +1 @@ +uid://d1tgslry3nyo4 diff --git a/project/ui/chat_ui.gd b/project/ui/chat_ui.gd new file mode 100644 index 00000000..454eec3e --- /dev/null +++ b/project/ui/chat_ui.gd @@ -0,0 +1,212 @@ +# ChatUI (P3) —— 聊天窗:多标签 + 输入行 + 频道前缀 + 系统/战斗日志。 +# +# var chat := preload("res://ui/chat_ui.gd").new() +# add_child(chat) +# chat.setup(m2client, canvas_parent) # canvas_parent: 一个 CanvasLayer/Control +# chat.focus_input() # Enter 键调 +# +# 输入行前缀: /w <名> <话> 私聊 · /g 公会 · /p 队伍 · /s 喊话 · 其它 普通。 +# 消费 M2Client:chat / whisper / item_picked_up。按类型分到 全部 / 私聊 / 系统 / 战斗 标签。 +extends Node + +# EChatType (wire.h) +const T_TALKING := 0 +const T_INFO := 1 +const T_NOTICE := 2 +const T_PARTY := 3 +const T_GUILD := 4 +const T_SHOUT := 6 +const T_WHISPER := 7 +const FISHING_SUCCESS := 3 +const FISHING_FAIL := 4 +const FISHING_FISH := 5 + +const TABS := ["全部", "私聊", "系统", "战斗"] +const COLOR := { + 0: Color(0.92, 0.92, 0.92), # talking + 1: Color(0.55, 0.85, 1.0), # info + 2: Color(1.0, 0.85, 0.3), # notice + 3: Color(0.6, 0.85, 1.0), # party + 4: Color(0.5, 1.0, 0.6), # guild + 6: Color(1.0, 0.7, 0.4), # shout + 7: Color(1.0, 0.6, 0.95), # whisper +} + +signal line_added(tab: int, bbcode: String) + +var client: Node +var _root: Control +var _log := {} # tab_index -> RichTextLabel +var _input: LineEdit +var _tab := 0 +var _tab_btns := [] +var _max_lines := 200 +var _buffers := {} # tab -> Array[String] + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + _build(parent) + if client: + if client.has_signal("chat"): + client.chat.connect(_on_chat) + if client.has_signal("whisper_received"): + client.whisper_received.connect(_on_whisper) + if client.has_signal("item_picked_up"): + client.item_picked_up.connect(_on_pickup) + if client.has_signal("fishing_event"): + client.fishing_event.connect(_on_fishing_event) + +func focus_input() -> void: + if _input: + _input.grab_focus() + +# 预填 "/w <名> " 并聚焦(好友列表点名字时调)。 +func start_whisper(name: String) -> void: + if _input: + _input.text = "/w %s " % name + _input.caret_column = _input.text.length() + _input.grab_focus() + +func is_typing() -> bool: + return _input != null and _input.has_focus() + +# --- 建 UI -------------------------------------------------------------- + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_BOTTOM_LEFT) + _root.position = Vector2(12, -232) + _root.size = Vector2(460, 220) + parent.add_child(_root) + + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.05, 0.06, 0.08, 0.72) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + + var tabrow := HBoxContainer.new() + tabrow.position = Vector2(6, 4) + _root.add_child(tabrow) + for i in TABS.size(): + var b := Button.new() + b.text = TABS[i] + b.toggle_mode = true + b.button_pressed = (i == 0) + b.add_theme_font_size_override("font_size", 11) + var idx := i + b.pressed.connect(func(): _select_tab(idx)) + tabrow.add_child(b) + _tab_btns.append(b) + + for i in TABS.size(): + var rt := RichTextLabel.new() + rt.bbcode_enabled = true + rt.scroll_following = true + rt.selection_enabled = true + rt.position = Vector2(6, 30) + rt.size = Vector2(448, 158) + rt.visible = (i == 0) + rt.add_theme_font_size_override("normal_font_size", 12) + _root.add_child(rt) + _log[i] = rt + _buffers[i] = [] + + _input = LineEdit.new() + _input.placeholder_text = "回车发送 · /w 名 私聊 · /g 公会 · /p 队伍 · /s 喊话" + _input.position = Vector2(6, 192) + _input.size = Vector2(448, 24) + _input.add_theme_font_size_override("font_size", 12) + _input.text_submitted.connect(_on_submit) + _root.add_child(_input) + +func _select_tab(i: int) -> void: + _tab = i + for t in _log: + _log[t].visible = (t == i) + for k in _tab_btns.size(): + _tab_btns[k].button_pressed = (k == i) + +# --- 输入 ------------------------------------------------------------- + +func _on_submit(text: String) -> void: + _input.clear() + if _input.is_inside_tree(): + _input.release_focus() + var s := text.strip_edges() + if s == "" or client == null: + return + if s.begins_with("/w ") or s.begins_with("/whisper "): + var rest := s.substr(s.find(" ") + 1).strip_edges() + var sp := rest.find(" ") + if sp > 0: + var to := rest.substr(0, sp) + var msg := rest.substr(sp + 1).strip_edges() + client.whisper(to, msg) + _append(1, T_WHISPER, "→ %s: %s" % [to, msg]) + return + var map := {"/g ": T_GUILD, "/p ": T_PARTY, "/s ": T_SHOUT} + for pre in map: + if s.begins_with(pre): + client.say(map[pre], s.substr(3).strip_edges()) + return + client.say(T_TALKING, s) + +# --- 收消息 -------------------------------------------------------------- + +func _on_chat(type: int, vid: int, text: String) -> void: + var who := "" + if client and client.has_method("get_entity"): + var e: Dictionary = client.get_entity(vid) + if not e.is_empty(): + who = String(e.get("name", "")) + var body := ("%s: %s" % [who, text]) if who != "" else text + var tab := 0 + if type == T_INFO or type == T_NOTICE: + tab = 2 + _append(tab, type, body) + if tab != 0: + _append(0, type, body) # 全部标签也收一份 + +func _on_whisper(sub: int, from: String, text: String) -> void: + var tag := from + if sub == 1: + tag = "[系统]" + elif sub == 2: + tag = "[GM] " + from + _append(1, T_WHISPER, "%s: %s" % [tag, text]) + _append(0, T_WHISPER, "%s: %s" % [tag, text]) + +func _on_pickup(vnum: int, count: int, from: String) -> void: + var s := "拾取 #%d x%d" % [vnum, count] + if from != "": + s += "(来自 %s)" % from + _append(2, T_INFO, s) + _append(3, T_INFO, s) + +func _on_fishing_event(subheader: int, info: int, _dir: int) -> void: + var s := "" + if subheader == FISHING_SUCCESS: + s = "鱼钩命中" + elif subheader == FISHING_FAIL: + s = "钓鱼失败" + elif subheader == FISHING_FISH: + s = "捕获物品 #%d" % info if info != 0 else "没有捕获到物品" + if s != "": + _append(2, T_INFO, s) + _append(3, T_INFO, s) + +# --- 追加行 -------------------------------------------------------------- + +func _append(tab: int, type: int, body: String) -> void: + var c: Color = COLOR.get(type, COLOR[0]) + var line := "[color=#%s]%s[/color]" % [c.to_html(false), body] + var buf: Array = _buffers[tab] + buf.append(line) + if buf.size() > _max_lines: + buf.pop_front() + var rt: RichTextLabel = _log[tab] + rt.text = "\n".join(buf) + line_added.emit(tab, line) diff --git a/project/ui/chat_ui.gd.uid b/project/ui/chat_ui.gd.uid new file mode 100644 index 00000000..1219553e --- /dev/null +++ b/project/ui/chat_ui.gd.uid @@ -0,0 +1 @@ +uid://bcbcym6kbm16i diff --git a/project/ui/cube_ui.gd b/project/ui/cube_ui.gd new file mode 100644 index 00000000..3a77c046 --- /dev/null +++ b/project/ui/cube_ui.gd @@ -0,0 +1,174 @@ +# CubeUI (첫 버전) —— 도깨비 방주 / 제작 (Cube) 窗。 +# +# var cu := preload("res://ui/cube_ui.gd").new() +# add_child(cu) +# cu.setup(m2client, canvas_parent, proto) # proto 可空 +# +# 服务器通过 GC_CHAT/COMMAND 的 "cube ..." 行驱动(见 EntityStore::apply_server_command): +# cube_opened(npc) → 显示 + 请求配方列表 +# cube_changed → 刷新配方 / 材料 / 金币 +# cube_result(vnum,count,ok) → 结果提示 +# cube_closed → 隐藏 +# 选中一个配方 → [制作] → M2Client.cube_make(index)。 +extends Node + +var client: Node +var proto: Node +var _root: Control +var _title: Label +var _status: Label +var _list: VBoxContainer +var _mat: VBoxContainer +var _make_btn: Button +var _sel := -1 + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("cube_opened"): + client.cube_opened.connect(_on_open) + if client.has_signal("cube_closed"): + client.cube_closed.connect(func() -> void: _root.visible = false) + if client.has_signal("cube_changed"): + client.cube_changed.connect(refresh) + if client.has_signal("cube_result"): + client.cube_result.connect(_on_result) + +func is_open() -> bool: + return _root != null and _root.visible + +func _on_open(npc_vnum: int) -> void: + _sel = -1 + _root.visible = true + _title.text = "제작 (Cube) · NPC #%d" % npc_vnum + _status.text = "" + if client.has_method("cube_request_result_list"): + client.cube_request_result_list(npc_vnum) + refresh() + +func _on_result(vnum: int, count: int, ok: bool) -> void: + if ok: + _status.text = "제작 성공: %s ×%d" % [_name_of(vnum), count] + else: + _status.text = "제작 실패" + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func refresh() -> void: + if client == null or _root == null or not _root.visible: + return + var cube: Dictionary = client.get_cube() + var recipes: Array = cube.get("recipes", []) + var results: Array = cube.get("results", []) + for c in _list.get_children(): + c.queue_free() + var n: int = maxi(recipes.size(), results.size()) + if n == 0: + var e := Label.new() + e.text = "(이 NPC의 제작 목록 없음)" + _list.add_child(e) + for i in n: + var vnum := 0 + if i < recipes.size(): + vnum = int((recipes[i] as Dictionary).get("result_vnum", 0)) + if vnum == 0 and i < results.size(): + vnum = int((results[i] as Dictionary).get("vnum", 0)) + var b := Button.new() + b.toggle_mode = true + b.button_pressed = (i == _sel) + b.text = "%d. %s" % [i + 1, _name_of(vnum)] + var idx := i + b.pressed.connect(func() -> void: _select(idx)) + _list.add_child(b) + _refresh_materials() + +func _select(i: int) -> void: + _sel = i + for k in _list.get_child_count(): + var b := _list.get_child(k) + if b is Button: + b.button_pressed = (k == i) + # 材料信息可能未拉过 → 请求 + if client.has_method("cube_request_materials"): + client.cube_request_materials(i, 1) + _refresh_materials() + +func _refresh_materials() -> void: + for c in _mat.get_children(): + c.queue_free() + var cube: Dictionary = client.get_cube() + var recipes: Array = cube.get("recipes", []) + _make_btn.disabled = _sel < 0 + if _sel < 0 or _sel >= recipes.size(): + _mat.add_child(_lbl("재료 정보를 불러오는 중…", 12)) + return + var r: Dictionary = recipes[_sel] + _mat.add_child(_lbl("필요 골드: %d" % int(r.get("gold", 0)), 12)) + var groups: Array = r.get("material_groups", []) + if groups.is_empty(): + _mat.add_child(_lbl("(재료 없음)", 12)) + for g in groups: + var parts: Array = [] + for s in (g as Array): + parts.append("%s ×%d" % [_name_of(int((s as Dictionary).get("vnum", 0))), + int((s as Dictionary).get("count", 1))]) + _mat.add_child(_lbl("• " + " / ".join(parts), 12)) + +func _lbl(t: String, sz: int) -> Label: + var l := Label.new() + l.text = t + l.add_theme_font_size_override("font_size", sz) + return l + +func _build(parent: Node) -> void: + _root = Panel.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-200, -190) + _root.custom_minimum_size = Vector2(400, 380) + _root.size = Vector2(400, 380) + _root.visible = false + parent.add_child(_root) + var box := VBoxContainer.new() + box.position = Vector2(16, 14) + box.custom_minimum_size = Vector2(368, 0) + box.add_theme_constant_override("separation", 6) + _root.add_child(box) + _title = _lbl("제작 (Cube)", 16) + box.add_child(_title) + var split := HBoxContainer.new() + split.add_theme_constant_override("separation", 10) + box.add_child(split) + var lsc := ScrollContainer.new() + lsc.custom_minimum_size = Vector2(180, 250) + split.add_child(lsc) + _list = VBoxContainer.new() + _list.add_theme_constant_override("separation", 3) + lsc.add_child(_list) + _mat = VBoxContainer.new() + _mat.custom_minimum_size = Vector2(178, 250) + _mat.add_theme_constant_override("separation", 3) + split.add_child(_mat) + _status = _lbl("", 12) + _status.add_theme_color_override("font_color", Color(1, 0.9, 0.5)) + box.add_child(_status) + var brow := HBoxContainer.new() + brow.add_theme_constant_override("separation", 12) + box.add_child(brow) + _make_btn = Button.new() + _make_btn.text = "제작" + _make_btn.disabled = true + _make_btn.pressed.connect(func() -> void: + if _sel >= 0 and client.has_method("cube_make"): + client.cube_make(_sel)) + brow.add_child(_make_btn) + var close := Button.new() + close.text = "닫기" + close.pressed.connect(func() -> void: _root.visible = false) + brow.add_child(close) diff --git a/project/ui/cube_ui.gd.uid b/project/ui/cube_ui.gd.uid new file mode 100644 index 00000000..d7655fe9 --- /dev/null +++ b/project/ui/cube_ui.gd.uid @@ -0,0 +1 @@ +uid://ojp8p3ktvd2c diff --git a/project/ui/death_ui.gd b/project/ui/death_ui.gd new file mode 100644 index 00000000..994be138 --- /dev/null +++ b/project/ui/death_ui.gd @@ -0,0 +1,92 @@ +# DeathUI (P4) —— 主角死亡 → 灰屏 + 复活窗。 +# +# var d := preload("res://ui/death_ui.gd").new() +# add_child(d) +# d.setup(m2client, canvas_parent) +# +# 触发:M2Client.entity_dead(main_vid) 或 phase_changed("dead")。 +# 复活走服务器 quest 命令(同客户端):/restart_here · /restart_town(CG_CHAT)。 +# 复活成功服务器发 GC_PLAYER_POINTS(hp>0) / 相位回 game -> 自动关。 +extends Node + +var client: Node +var _root: Control +var _shown := false + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + _build(parent) + if client.has_signal("entity_dead"): + client.entity_dead.connect(_on_dead) + if client.has_signal("phase_changed"): + client.phase_changed.connect(func(p): if p == "dead": show_dialog()) + if client.has_signal("vitals_changed"): + client.vitals_changed.connect(_on_vitals) + +func _on_dead(vid: int) -> void: + if client.has_method("get_main_vid") and vid == client.get_main_vid(): + show_dialog() + +func _on_vitals(vid: int) -> void: + if not _shown: + return + if client.has_method("get_main_vid") and vid == client.get_main_vid(): + var e: Dictionary = client.get_entity(vid) + if int(e.get("hp", 0)) > 0 and not e.get("dead", false): + hide_dialog() + +func show_dialog() -> void: + if _shown: + return + _shown = true + _root.visible = true + +func hide_dialog() -> void: + _shown = false + _root.visible = false + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_FULL_RECT) + _root.visible = false + _root.mouse_filter = Control.MOUSE_FILTER_STOP + parent.add_child(_root) + + var dim := ColorRect.new() + dim.set_anchors_preset(Control.PRESET_FULL_RECT) + dim.color = Color(0.1, 0.0, 0.0, 0.55) + _root.add_child(dim) + + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_CENTER) + panel.position = Vector2(-150, -70) + panel.size = Vector2(300, 140) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.12, 0.1, 0.1, 0.97) + sb.border_color = Color(0.5, 0.2, 0.2) + sb.set_border_width_all(1) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + + var title := Label.new() + title.text = "你已阵亡" + title.position = Vector2(0, 16) + title.size = Vector2(300, 0) + title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + panel.add_child(title) + + _btn(panel, "在此复活", 24, 60, func(): _restart("/restart_here")) + _btn(panel, "回城复活", 158, 60, func(): _restart("/restart_town")) + +func _btn(parent: Control, text: String, x: int, y: int, cb: Callable) -> void: + var b := Button.new() + b.text = text + b.position = Vector2(x, y) + b.size = Vector2(118, 30) + b.pressed.connect(cb) + parent.add_child(b) + +func _restart(cmd: String) -> void: + if client and client.has_method("say"): + client.say(0, cmd) # CHAT_TYPE_TALKING diff --git a/project/ui/death_ui.gd.uid b/project/ui/death_ui.gd.uid new file mode 100644 index 00000000..beb6b253 --- /dev/null +++ b/project/ui/death_ui.gd.uid @@ -0,0 +1 @@ +uid://crxoqgwj72u71 diff --git a/project/ui/dialogs.gd b/project/ui/dialogs.gd new file mode 100644 index 00000000..1dc281ba --- /dev/null +++ b/project/ui/dialogs.gd @@ -0,0 +1,84 @@ +# Dialogs (P1) —— 基于 UiManager 的通用弹窗:confirm / alert / input。 +# +# var dlg := preload("res://ui/dialogs.gd").new(ui_manager) # ui_manager: UiManager +# dlg.confirm("确定要删除吗?", func(): do_delete()) +# dlg.alert("已保存") +# dlg.input("输入名字", func(t): rename(t), "默认值") +# +# 走 UiManager.open(root, modal=true):ESC / 取消 关闭,回调只在确认时触发。 +extends RefCounted + +var ui: CanvasLayer # UiManager + +func _init(ui_manager: CanvasLayer) -> void: + ui = ui_manager + +func alert(text: String, on_close: Callable = Callable()) -> void: + var d := _panel(320, 130) + _label(d, text, 20, 24, 280) + _button(d, "确定", 130, 88, func(): + ui.close(d) + if on_close.is_valid(): on_close.call()) + ui.open(d, true) + +func confirm(text: String, on_ok: Callable, on_cancel: Callable = Callable()) -> void: + var d := _panel(340, 140) + _label(d, text, 20, 22, 300) + _button(d, "确定", 60, 96, func(): + ui.close(d) + if on_ok.is_valid(): on_ok.call()) + _button(d, "取消", 190, 96, func(): + ui.close(d) + if on_cancel.is_valid(): on_cancel.call()) + ui.open(d, true) + +func input(prompt: String, on_submit: Callable, default_text := "") -> void: + var d := _panel(360, 150) + _label(d, prompt, 20, 18, 320) + var le := LineEdit.new() + le.text = default_text + le.position = Vector2(20, 52) + le.size = Vector2(320, 28) + d.add_child(le) + _button(d, "确定", 70, 104, func(): + var t := le.text + ui.close(d) + if on_submit.is_valid(): on_submit.call(t)) + _button(d, "取消", 200, 104, func(): ui.close(d)) + le.grab_focus() + ui.open(d, true) + +# --- 小工具 --------------------------------------------------------------- + +func _panel(w: int, h: int) -> Control: + var p := Panel.new() + p.custom_minimum_size = Vector2(w, h) + p.size = Vector2(w, h) + p.position = Vector2((1920 - w) / 2.0, (1080 - h) / 2.0) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.11, 0.12, 0.15, 0.97) + sb.border_color = Color(0.4, 0.36, 0.28) + sb.set_border_width_all(1) + sb.set_corner_radius_all(4) + p.add_theme_stylebox_override("panel", sb) + p.set_meta("is_titlebar", true) # 整块可拖 + return p + +func _label(parent: Control, text: String, x: int, y: int, w: int) -> Label: + var l := Label.new() + l.text = text + l.position = Vector2(x, y) + l.size = Vector2(w, 0) + l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART + l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + parent.add_child(l) + return l + +func _button(parent: Control, text: String, x: int, y: int, on_press: Callable) -> Button: + var b := Button.new() + b.text = text + b.position = Vector2(x, y) + b.size = Vector2(90, 26) + b.pressed.connect(on_press) + parent.add_child(b) + return b diff --git a/project/ui/dialogs.gd.uid b/project/ui/dialogs.gd.uid new file mode 100644 index 00000000..88e20ba9 --- /dev/null +++ b/project/ui/dialogs.gd.uid @@ -0,0 +1 @@ +uid://dtrft82p6n3br diff --git a/project/ui/dragon_soul_ui.gd b/project/ui/dragon_soul_ui.gd new file mode 100644 index 00000000..dcbdd70a --- /dev/null +++ b/project/ui/dragon_soul_ui.gd @@ -0,0 +1,170 @@ +# DragonSoulUI (M4) —— 龙魂精炼窗:`ds_window_open` 来时弹。 +# +# var du := preload("res://ui/dragon_soul_ui.gd").new() +# add_child(du) +# du.setup(m2client, canvas_parent, proto) # proto 可空(出名字) +# +# 三种模式:升级(0) / 改良(1) / 精炼(2) —— 对应 CG_DRAGON_SOUL_REFINE 的 +# DS_SUB_DO_UPGRADE / IMPROVEMENT / REFINE。 +# 打开时右键背包道具 → 填进 15 格中的下一个空位(grid[0] = 龙魂,其余为材料)。 +# [执行] → `M2Client.ds_refine(mode, cells)`;`ds_refine_result(ok, sub, cell)` → 提示。 +extends Node + +const SLOTS := 15 +const MODE_NAMES := ["升级", "改良", "精炼"] + +var client: Node +var proto: Node +var _root: Control +var _mode := 2 +var _cells: Array[int] = [] # 背包 cell,按加入顺序 +var _mode_btns: Array[Button] = [] +var _slot_labels: Array[Label] = [] +var _status: Label + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("ds_window_open"): + client.ds_window_open.connect(_on_open) + if client.has_signal("ds_refine_result"): + client.ds_refine_result.connect(_on_result) + +func is_open() -> bool: + return _root != null and _root.visible + +func toggle() -> void: + if _root: + _root.visible = not _root.visible + +func _on_open() -> void: + _cells.clear() + _refresh() + if _root: + _root.visible = true + +# 供 game_scene._on_inv_context 调用:把背包 cell 塞进下一个空格。 +func add_cell(window: int, cell: int) -> void: + if window != 1: # 仅背包(WINDOW_INVENTORY) + return + if _cells.has(cell): + _cells.erase(cell) # 再次右键 = 取出 + elif _cells.size() < SLOTS: + _cells.append(cell) + _refresh() + +func _name_of(vnum: int) -> String: + if vnum == 0: + return "-" + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func _cell_text(i: int) -> String: + if i >= _cells.size(): + return "[%d] —" % i + var c: int = _cells[i] + var vnum := 0 + if client and client.has_method("get_item"): + var it: Dictionary = client.get_item(1, c) + vnum = int(it.get("vnum", 0)) + var tag := "龙魂" if i == 0 else "材料" + return "[%d] %s %s (格%d)" % [i, tag, _name_of(vnum), c] + +func _refresh() -> void: + for i in SLOTS: + _slot_labels[i].text = _cell_text(i) + for m in 3: + _mode_btns[m].disabled = (m == _mode) + if _status: + _status.text = "模式:%s 已放 %d/%d" % [MODE_NAMES[_mode], _cells.size(), SLOTS] + +func _set_mode(m: int) -> void: + _mode = clampi(m, 0, 2) + _refresh() + +func _do() -> void: + if client and client.has_method("ds_refine") and not _cells.is_empty(): + client.ds_refine(_mode, _cells) + +func _on_result(ok: bool, sub_type: int, cell: int) -> void: + if not _status: + return + if ok: + _cells.clear() + _refresh() + _status.text = ("✔ 精炼成功(格%d)" % cell) if ok else ("✘ 精炼失败(原因码 %d)" % sub_type) + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-190, -220) + _root.size = Vector2(380, 440) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.06, 0.05, 0.09, 0.98) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + + var title := Label.new() + title.text = "龙魂精炼" + title.position = Vector2(12, 8) + _root.add_child(title) + + var modes := HBoxContainer.new() + modes.position = Vector2(14, 34) + modes.add_theme_constant_override("separation", 8) + _root.add_child(modes) + for m in 3: + var b := Button.new() + b.text = MODE_NAMES[m] + b.custom_minimum_size = Vector2(112, 28) + b.pressed.connect(_set_mode.bind(m)) + modes.add_child(b) + _mode_btns.append(b) + + var grid := VBoxContainer.new() + grid.position = Vector2(16, 74) + grid.add_theme_constant_override("separation", 2) + _root.add_child(grid) + for i in SLOTS: + var l := Label.new() + l.add_theme_font_size_override("font_size", 12) + grid.add_child(l) + _slot_labels.append(l) + + _status = Label.new() + _status.position = Vector2(16, 366) + _root.add_child(_status) + + var row := HBoxContainer.new() + row.position = Vector2(16, 394) + row.add_theme_constant_override("separation", 12) + _root.add_child(row) + var go := Button.new() + go.text = "执行" + go.custom_minimum_size = Vector2(150, 30) + go.pressed.connect(_do) + row.add_child(go) + var clr := Button.new() + clr.text = "清空" + clr.custom_minimum_size = Vector2(90, 30) + clr.pressed.connect(func(): _cells.clear(); _refresh()) + row.add_child(clr) + var cancel := Button.new() + cancel.text = "关闭" + cancel.custom_minimum_size = Vector2(90, 30) + cancel.pressed.connect(func(): _root.visible = false) + row.add_child(cancel) + + _refresh() diff --git a/project/ui/dragon_soul_ui.gd.uid b/project/ui/dragon_soul_ui.gd.uid new file mode 100644 index 00000000..916c445e --- /dev/null +++ b/project/ui/dragon_soul_ui.gd.uid @@ -0,0 +1 @@ +uid://ce0wnqedo0ga7 diff --git a/project/ui/equip_model.gd b/project/ui/equip_model.gd new file mode 100644 index 00000000..ac8a7aea --- /dev/null +++ b/project/ui/equip_model.gd @@ -0,0 +1,307 @@ +# EquipModel (P2) —— 装备变化 → Metin2Model 部件切换。 +# +# var em := preload("res://ui/equip_model.gd").new() +# add_child(em) +# em.setup(m2client, item_list, model_getter, assets_root, race) +# +# 监听 M2Client.inventory_changed(window == EQUIPMENT),读 get_equipment(): +# WEAR_WEAPON(4) -> model.weapon_gr2 = item_list.model(vnum) 解析后的真实路径 +# WEAR_SHIELD(10)-> model.shield_gr2(左手刚体挂点,同 weapon) +# WEAR_HEAD(1) -> 有模型的头盔 = 覆盖发型槽(Metin2 约定:头防替换头发) +# WEAR_BODY(0) -> race_spec.shape(armor_shape_of(vnum)) -> model.gr2_path (+ 换肤) +# armor_model_map[vnum] 若给了则优先 +# +# 时装(costume):Metin2 不发独立的 costume 槽包,服务器把 costume 的 vnum 直接写进 +# 主角实体的 parts[] 数组(ARMOR/HAIR)。所以每个渲染槽优先取 parts[],为 0 才回退 +# get_equipment()。这样 costume「自动」生效,也是渲染别的玩家用的同一条路。 +extends Node + +const RaceSpec = preload("res://ui/race_spec.gd") + +const WEAR_BODY := 0 +const WEAR_HEAD := 1 +const WEAR_WEAPON := 4 +const WEAR_SHIELD := 10 +# CHR_EQUIPPART_*(parts[] 下标) +const PART_ARMOR := 0 +const PART_WEAPON := 1 +const PART_HEAD := 2 +const PART_HAIR := 3 +const CHR_EQUIPPART_HAIR := 3 # 兼容旧引用 +const CLASS_OF := ["warrior", "assassin", "sura", "shaman"] + +var client: Node +var item_list: RefCounted # ItemList +var proto: Node # Metin2Proto(有的话 armor shape 走 item_proto values[3]) +var assets_root := "" +var race := -1 +var _model_getter: Callable +var _spec: RefCounted # RaceSpec(惰性) +var _spec_tried := false +var _last_weapon_vnum := -1 +var _last_body_vnum := -1 +var _last_head_vnum := -1 +var _last_shield_vnum := -1 +var _last_hair_part := -1 +var main_getter: Callable = Callable() # func() -> int:主角 vid(取 parts 用) +# armor vnum -> race .msm 的 shape index。默认:有 proto 用 item_proto values[3] +# (对齐客户端 __ArmorVnumToShape,SHAPE_VALUE_SLOT_INDEX=3),否则回退 =vnum。应用方可覆写。 +var armor_shape_of: Callable = func(vnum: int) -> int: return _armor_shape_default(vnum) +# 应用方可注入:vnum -> 身体 gr2 路径(优先于 race_spec) +var armor_model_map := {} + +func setup(m2client: Node, il: RefCounted, model_getter: Callable, assets := "", + race_index := -1) -> void: + client = m2client + item_list = il + _model_getter = model_getter + assets_root = assets + race = race_index + if client and client.has_signal("inventory_changed"): + client.inventory_changed.connect(_on_inv_changed) + if client and client.has_signal("entity_main_set"): + client.entity_main_set.connect(func(v): + if race < 0 and client.has_method("get_entity"): + race = int(client.get_entity(v).get("race", -1)) + refresh()) + # GC_CHARACTER_UPDATE / GC_CHAR_ADD_INFO 改了主角 parts(换装 / 时装)-> 全刷 + if client and client.has_signal("entity_info"): + client.entity_info.connect(func(v, _d): + if main_getter.is_valid() and int(main_getter.call()) == v: + refresh()) + +func set_race(r: int) -> void: + race = r + _spec = null + _spec_tried = false + +func _on_inv_changed(window: int, _cell: int) -> void: + if window == 2: # mtnet::WINDOW_EQUIPMENT + refresh() + +func refresh() -> void: + var model: Node = _model_getter.call() if _model_getter.is_valid() else null + if model == null or client == null: + return + var eq: Array = client.get_equipment() + if eq.size() <= WEAR_WEAPON: + return + var parts := _parts() # 主角 parts[](时装 / 别的玩家用);空 -> 全回退 eq + + # 武器:parts[WEAPON] 优先,为 0 回退 WEAR_WEAPON + var wpn_vnum := _eff(parts, PART_WEAPON, eq, WEAR_WEAPON) + if wpn_vnum != _last_weapon_vnum: + _last_weapon_vnum = wpn_vnum + model.set("weapon_gr2", _resolve_weapon(wpn_vnum)) + + if eq.size() > WEAR_SHIELD: + var sh_vnum := int(eq[WEAR_SHIELD].get("vnum", 0)) + if sh_vnum != _last_shield_vnum: + _last_shield_vnum = sh_vnum + model.set("shield_gr2", _resolve_weapon(sh_vnum)) + + # 身体:parts[ARMOR] 优先(= 普通盔甲或时装),为 0 回退 WEAR_BODY + var body_vnum := _eff(parts, PART_ARMOR, eq, WEAR_BODY) + if body_vnum != _last_body_vnum: + _last_body_vnum = body_vnum + _apply_body(model, body_vnum) + + # 头:parts[HEAD] 优先,为 0 回退 WEAR_HEAD;有模型的头盔覆盖发型槽,否则用发型 + var head_vnum := _eff(parts, PART_HEAD, eq, WEAR_HEAD) + if head_vnum != _last_head_vnum: + _last_head_vnum = head_vnum + _apply_head_or_hair(model, head_vnum) + +# 有效 vnum:主角 parts[part_idx] 非 0 就用它(时装 / 远端玩家),否则用装备槽 +func _eff(parts: Array, part_idx: int, eq: Array, wear_slot: int) -> int: + if parts.size() > part_idx and int(parts[part_idx]) != 0: + return int(parts[part_idx]) + return int(eq[wear_slot].get("vnum", 0)) if eq.size() > wear_slot else 0 + +func _parts() -> Array: + if not main_getter.is_valid() or client == null or not client.has_method("get_entity"): + return [] + var vid: int = main_getter.call() + if vid == 0: + return [] + var p = client.get_entity(vid).get("parts", []) + return p if p is Array else [] + +func _apply_head_or_hair(model: Node, head_vnum: int) -> void: + # 头盔有模型 -> 用它替换发型(Metin2:头防走 hair 槽) + if head_vnum != 0: + var hm := _resolve_weapon(head_vnum) # item_list.model 解析,复用武器解析器 + if hm != "": + model.set("hair_gr2", hm) + model.set("hair_skin", "") + return + # 没头盔(或头盔无模型)-> 回到角色发型 + _apply_hair_from_parts(model, true) + +func _apply_hair_from_parts(model: Node, force := false) -> void: + if model == null: + return + var hp := _hair_part() + if hp < 0 or (hp == _last_hair_part and not force): + return + _last_hair_part = hp + # 时装假发 / 大编号 -> parts[HAIR] 是 item vnum,走 item_list.model(同头盔) + if hp >= 100 and item_list: + var wig := _resolve_weapon(hp) + if wig != "": + model.set("hair_gr2", wig) + model.set("hair_skin", "") + return + # 小编号 -> race .msm 的 hair shape index + var e := _spec_hair(hp) + if e.is_empty(): + return + var m := _resolve_spec_asset(e, String(e.get("model", ""))) + var ts := _resolve_spec_asset(e, String(e.get("target_skin", ""))) + if m != "": + model.set("hair_gr2", m) + if ts != "": + model.set("hair_skin", ts) + +func _hair_part() -> int: + if not main_getter.is_valid() or client == null or not client.has_method("get_entity"): + return -1 + var vid: int = main_getter.call() + if vid == 0: + return -1 + var e: Dictionary = client.get_entity(vid) + var parts = e.get("parts", []) + if parts is Array and parts.size() > CHR_EQUIPPART_HAIR: + return int(parts[CHR_EQUIPPART_HAIR]) + return -1 + +func set_hair(index: int) -> void: + var model: Node = _model_getter.call() if _model_getter.is_valid() else null + if model == null: + return + var e := _spec_hair(index) + if e.is_empty(): + return + var m := _resolve_spec_asset(e, String(e.get("model", ""))) + var ts := _resolve_spec_asset(e, String(e.get("target_skin", ""))) + if m != "": + model.set("hair_gr2", m) + if ts != "": + model.set("hair_skin", ts) + +# --- body ------------------------------------------------------------------ + +# armor vnum -> item_proto values[3](非 0);否则 =vnum(对齐 __ArmorVnumToShape) +func _armor_shape_default(vnum: int) -> int: + if vnum > 1 and proto and proto.has_method("item"): + var it: Dictionary = proto.item(vnum) + var v = it.get("values", []) + if v is Array and v.size() > 3 and int(v[3]) != 0: + return int(v[3]) + return vnum + +func _armor_specular(vnum: int) -> int: + if proto and proto.has_method("item"): + return int(proto.item(vnum).get("specular", 0)) + return 0 + +func _apply_body(model: Node, vnum: int) -> void: + # 强化等级越高越亮(PARITY §2.7:fSpecular = bSpecular / 100) + var sp := _armor_specular(vnum) + if sp > 0: + model.set("specular_power", sp / 100.0) + if armor_model_map.has(vnum): + model.set("gr2_path", String(armor_model_map[vnum])) + return + var shape_idx: int = armor_shape_of.call(vnum) if armor_shape_of.is_valid() else vnum + var e := _spec_shape(shape_idx) + if e.is_empty(): + return # 没有对应 shape:保持当前身体 + var body := _resolve_spec_asset(e, String(e.get("model", ""))) + if body != "": + model.set("gr2_path", body) + # 换肤(同模型不同 TargetSkin):覆盖 surface 0 + var src: String = e.get("source_skin", "") + var tgt: String = e.get("target_skin", "") + if tgt != "" and tgt != src and model.has_method("set_surface_texture"): + var t := _resolve_spec_asset(e, tgt) + if t != "": + model.call("set_surface_texture", 0, t) + +func _spec_shape(idx: int) -> Dictionary: + _ensure_spec() + return _spec.shape(idx) if _spec else {} + +func _spec_hair(idx: int) -> Dictionary: + _ensure_spec() + return _spec.hair(idx) if _spec else {} + +func _ensure_spec() -> void: + if _spec_tried: + return + _spec_tried = true + if race < 0 or assets_root == "": + return + var cls: String = CLASS_OF[race & 3] + for rel in ["PC/ymir work/pc/%s/%s.msm" % [cls, cls], + "pc2/ymir work/pc2/%s/%s.msm" % [cls, cls], + "season1/season1/pc/%s.msm" % cls]: + var p := _resolve_asset(rel) + if p != "": + var rs := RaceSpec.new() + if rs.load_file(p): + _spec = rs + return + +# --- 路径解析 ------------------------------------------------------------ + +# 用 race_spec 的一条 shape/hair 记录 + 一个相对文件(model / *_skin)解析绝对路径。 +# 依次试: 规格文件目录/ · PathName(去盘符)+扫散包 · 按 basename 扫 pc// 与 pc2// +func _resolve_spec_asset(e: Dictionary, rel: String) -> String: + if rel == "": + return "" + var sdir := String(e.get("spec_dir", "")) + if sdir != "": + var p := sdir.path_join(rel) + if FileAccess.file_exists(p): + return p + var byp := _resolve_asset(String(e.get("path", "")) + rel) + if byp != "": + return byp + # 按 basename 在 pc// 和 pc2// 下找 + var bn := rel.get_file() + if race >= 0: + var cls: String = CLASS_OF[race & 3] + for sub in ["PC/ymir work/pc/%s/%s" % [cls, bn], "pc2/ymir work/pc2/%s/%s" % [cls, bn]]: + var q := _resolve_asset(sub) + if q != "": + return q + return "" + +func _resolve_weapon(vnum: int) -> String: + if vnum == 0 or item_list == null: + return "" + var vpath: String = item_list.model(vnum) + if vpath == "": + var base := (vnum / 10) * 10 + vpath = "d:/ymir work/item/weapon/%05d.gr2" % base + return _resolve_asset(vpath) + +# "d:/ymir work/..." 或散包相对路径 -> /(/)... +func _resolve_asset(vpath: String) -> String: + if vpath == "" or assets_root == "": + return "" + var rel := vpath.replace("\\", "/") + if rel.length() >= 2 and rel[1] == ":": + rel = rel.substr(2) + rel = rel.lstrip("/") + var direct := assets_root.path_join(rel) + if FileAccess.file_exists(direct): + return direct + var da := DirAccess.open(assets_root) + if da: + for sub in da.get_directories(): + var cand := assets_root.path_join(sub).path_join(rel) + if FileAccess.file_exists(cand): + return cand + return "" diff --git a/project/ui/equip_model.gd.uid b/project/ui/equip_model.gd.uid new file mode 100644 index 00000000..dd9cae44 --- /dev/null +++ b/project/ui/equip_model.gd.uid @@ -0,0 +1 @@ +uid://eol27bnby30t diff --git a/project/ui/exchange_ui.gd b/project/ui/exchange_ui.gd new file mode 100644 index 00000000..5b081261 --- /dev/null +++ b/project/ui/exchange_ui.gd @@ -0,0 +1,150 @@ +# ExchangeUI (P8) —— 交易 / 换货窗。 +# +# var xu := preload("res://ui/exchange_ui.gd").new() +# add_child(xu) +# xu.setup(m2client, canvas_parent, proto) # proto 可空 +# +# 两栏:我方 / 对方,各列道具行 + 金币。底部:金币输入 + [放金币]、[接受]、[取消]。 +# `exchange_changed` 刷新(active=false 时自动关闭)。 +# inventory_ui 在交易开着时右键道具 → 调 xu.offer(win, cell)。 +extends Node + +var client: Node +var proto: Node +var _root: Control +var _self_box: VBoxContainer +var _peer_box: VBoxContainer +var _self_gold: Label +var _peer_gold: Label +var _accept_btn: Button +var _gold_input: LineEdit +var _next_display := 0 + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("exchange_changed"): + client.exchange_changed.connect(refresh) + +func is_open() -> bool: + return _root != null and _root.visible + +func offer(inv_window: int, inv_cell: int) -> void: + if is_open(): + client.exchange_add_item(inv_window, inv_cell, _next_display) + _next_display = (_next_display + 1) % 12 + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func refresh() -> void: + if client == null: + return + var x: Dictionary = client.get_exchange() + if not x.get("active", false): + _root.visible = false + _next_display = 0 + return + _root.visible = true + _fill(_self_box, x.get("self_items", [])) + _fill(_peer_box, x.get("peer_items", [])) + _self_gold.text = "金币: %d" % int(x.get("self_gold", 0)) + _peer_gold.text = "金币: %d" % int(x.get("peer_gold", 0)) + var me: bool = x.get("self_accept", false) + var peer: bool = x.get("peer_accept", false) + _accept_btn.text = "已接受 ✓" if me else "接受" + _accept_btn.modulate = Color(0.5, 1, 0.5) if me else Color(1, 1, 1) + _root.get_node("PeerAccept").text = "对方: 已接受" if peer else "对方: 未接受" + +func _fill(box: VBoxContainer, rows: Array) -> void: + for c in box.get_children(): + c.queue_free() + for r in rows: + var l := Label.new() + l.text = "%s ×%d" % [_name_of(int(r.get("vnum", 0))), int(r.get("count", 1))] + l.add_theme_font_size_override("font_size", 12) + box.add_child(l) + +func _on_put_gold() -> void: + var g := int(_gold_input.text) + if g > 0: + client.exchange_add_gold(g) + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-220, -180) + _root.size = Vector2(440, 360) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.07, 0.08, 0.1, 0.97) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "交易" + title.position = Vector2(12, 8) + _root.add_child(title) + + var sl := Label.new() + sl.text = "我方" + sl.position = Vector2(20, 34) + _root.add_child(sl) + _self_box = VBoxContainer.new() + _self_box.position = Vector2(20, 56) + _self_box.custom_minimum_size = Vector2(200, 0) + _root.add_child(_self_box) + _self_gold = Label.new() + _self_gold.text = "金币: 0" + _self_gold.position = Vector2(20, 250) + _root.add_child(_self_gold) + + var pl := Label.new() + pl.text = "对方" + pl.position = Vector2(240, 34) + _root.add_child(pl) + _peer_box = VBoxContainer.new() + _peer_box.position = Vector2(240, 56) + _peer_box.custom_minimum_size = Vector2(180, 0) + _root.add_child(_peer_box) + _peer_gold = Label.new() + _peer_gold.text = "金币: 0" + _peer_gold.position = Vector2(240, 250) + _root.add_child(_peer_gold) + + var pa := Label.new() + pa.name = "PeerAccept" + pa.text = "对方: 未接受" + pa.position = Vector2(240, 272) + pa.add_theme_font_size_override("font_size", 12) + _root.add_child(pa) + + var bottom := HBoxContainer.new() + bottom.position = Vector2(20, 300) + _root.add_child(bottom) + _gold_input = LineEdit.new() + _gold_input.placeholder_text = "金币" + _gold_input.custom_minimum_size = Vector2(90, 0) + bottom.add_child(_gold_input) + var put := Button.new() + put.text = "放金币" + put.pressed.connect(_on_put_gold) + bottom.add_child(put) + _accept_btn = Button.new() + _accept_btn.text = "接受" + _accept_btn.pressed.connect(func() -> void: client.exchange_accept()) + bottom.add_child(_accept_btn) + var cancel := Button.new() + cancel.text = "取消" + cancel.pressed.connect(func() -> void: client.exchange_cancel()) + bottom.add_child(cancel) diff --git a/project/ui/exchange_ui.gd.uid b/project/ui/exchange_ui.gd.uid new file mode 100644 index 00000000..a6ec1ed1 --- /dev/null +++ b/project/ui/exchange_ui.gd.uid @@ -0,0 +1 @@ +uid://dupx028in7ymk diff --git a/project/ui/friend_ui.gd b/project/ui/friend_ui.gd new file mode 100644 index 00000000..c7219b87 --- /dev/null +++ b/project/ui/friend_ui.gd @@ -0,0 +1,107 @@ +# FriendUI (P8) —— 好友 / 私聊名单窗(M 键)。 +# +# var fu := preload("res://ui/friend_ui.gd").new() +# add_child(fu) +# fu.setup(m2client, canvas_parent) +# fu.toggle() # M 键 +# +# 每行 = 在线点 + 名字 + [删除]。底部输入框 + [添加好友]。 +# `friends_changed` 刷新。双击某行 → emit `whisper_to(name)`(chat_ui 可接)。 +extends Node + +signal whisper_to(name: String) + +var client: Node +var _root: Control +var _list: VBoxContainer +var _name_edit: LineEdit + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + _build(parent) + if client.has_signal("friends_changed"): + client.friends_changed.connect(refresh) + +func is_open() -> bool: + return _root != null and _root.visible + +func toggle() -> void: + _root.visible = not _root.visible + if _root.visible: + refresh() + +func refresh() -> void: + if not is_open() or client == null: + return + for c in _list.get_children(): + c.queue_free() + var friends: Array = client.get_friends() + if friends.is_empty(): + var e := Label.new() + e.text = "(好友列表为空)" + e.add_theme_font_size_override("font_size", 11) + _list.add_child(e) + return + for f in friends: + _list.add_child(_row(f)) + +func _row(f: Dictionary) -> Control: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(260, 0) + var dot := Label.new() + dot.text = "●" + dot.modulate = Color(0.4, 0.9, 0.4) if f.get("online", false) else Color(0.4, 0.4, 0.4) + row.add_child(dot) + var nm := Button.new() + nm.text = String(f.get("name", "?")) + nm.flat = true + nm.custom_minimum_size = Vector2(180, 0) + nm.pressed.connect(func() -> void: whisper_to.emit(String(f.get("name", "")))) + row.add_child(nm) + var del := Button.new() + del.text = "×" + del.pressed.connect(func() -> void: client.remove_friend(String(f.get("name", "")))) + row.add_child(del) + return row + +func _on_add() -> void: + var nm := _name_edit.text.strip_edges() + if nm != "": + client.add_friend(nm) + _name_edit.clear() + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-150, -180) + _root.size = Vector2(300, 360) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.07, 0.08, 0.1, 0.96) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "好友" + title.position = Vector2(12, 8) + _root.add_child(title) + _list = VBoxContainer.new() + _list.position = Vector2(12, 34) + _list.add_theme_constant_override("separation", 3) + _root.add_child(_list) + var bottom := HBoxContainer.new() + bottom.position = Vector2(12, 320) + bottom.custom_minimum_size = Vector2(276, 0) + _root.add_child(bottom) + _name_edit = LineEdit.new() + _name_edit.placeholder_text = "角色名" + _name_edit.custom_minimum_size = Vector2(190, 0) + bottom.add_child(_name_edit) + var add_btn := Button.new() + add_btn.text = "添加" + add_btn.pressed.connect(_on_add) + bottom.add_child(add_btn) diff --git a/project/ui/friend_ui.gd.uid b/project/ui/friend_ui.gd.uid new file mode 100644 index 00000000..21f513f4 --- /dev/null +++ b/project/ui/friend_ui.gd.uid @@ -0,0 +1 @@ +uid://d0hn8nlem82an diff --git a/project/ui/game_option_ui.gd b/project/ui/game_option_ui.gd new file mode 100644 index 00000000..84cf578f --- /dev/null +++ b/project/ui/game_option_ui.gd @@ -0,0 +1,193 @@ +# GameOptionUI (P11) —— 游戏设置窗(1:1 迁移 `assets/root/uigameoption.py` `OptionDialog`)。 +# +# var go := preload("res://ui/game_option_ui.gd").new() +# add_child(go) +# go.setup(ui_manager, m2client, assets_root) +# go.toggle() # 由 system_menu_ui 的 game_option_button 打开 +# +# 布局走真 `assets/uiscript/uiscript/gameoptiondialog.py`。绑定逐字对照 uigameoption.py: +# block_{exchange,party,guild,whisper,friend,party_request}_button (toggle) → +# `/setblockmode `(EBlockAction 位:1<<0..1<<5)—— 真聊天命令 +# pvp_{peace,revenge,guild,free} (radio) → `/pkmode {0,1,4,2}` —— 真聊天命令 +# name_color / target_board / view_chat / always_show_name / show_damage / salestext (radio) +# —— 客户端显示开关,持久化到 user://system_option.cfg [gameopt];渲染侧钩子待补。 +extends Node + +# Packet.h EBlockAction +const BLOCK_BITS := { + "block_exchange_button": 1 << 0, + "block_party_button": 1 << 1, + "block_guild_button": 1 << 2, + "block_whisper_button": 1 << 3, + "block_friend_button": 1 << 4, + "block_party_request_button": 1 << 5, +} +# uigameoption: peace /pkmode 0, revenge /pkmode 1, free /pkmode 2, guild /pkmode 4 +const PK_CMD := {"pvp_peace": 0, "pvp_revenge": 1, "pvp_free": 2, "pvp_guild": 4} + +# 客户端显示开关:{radio 名 -> [cfg key, 该按钮代表的值]} +const DISPLAY_RADIOS := { + "name_color_normal": ["name_color", 0], "name_color_empire": ["name_color", 1], + "target_board_no_view": ["target_board", 0], "target_board_view": ["target_board", 1], + "view_chat_on_button": ["view_chat", 1], "view_chat_off_button": ["view_chat", 0], + "always_show_name_on_button": ["always_show_name", 1], "always_show_name_off_button": ["always_show_name", 0], + "show_damage_on_button": ["show_damage", 1], "show_damage_off_button": ["show_damage", 0], + "salestext_on_button": ["salestext", 1], "salestext_off_button": ["salestext", 0], +} +const RADIO_GROUPS := [ + ["name_color_normal", "name_color_empire"], + ["target_board_no_view", "target_board_view"], + ["view_chat_on_button", "view_chat_off_button"], + ["always_show_name_on_button", "always_show_name_off_button"], + ["show_damage_on_button", "show_damage_off_button"], + ["salestext_on_button", "salestext_off_button"], +] + +const LABELS := { + "titlename": "游戏设置", "name_color": "名字颜色", "target_board": "目标框", + "pvp_mode": "PK 模式", "block": "屏蔽", "chat": "聊天显示", + "always_show_name": "总显示名字", "effect_on_off": "伤害数字", "salestext_on_off": "叫卖文字", + "name_color_normal": "普通", "name_color_empire": "阵营", + "target_board_no_view": "不看他国", "target_board_view": "看他国", + "pvp_peace": "和平", "pvp_revenge": "反击", "pvp_guild": "帮会", "pvp_free": "自由", + "block_exchange_button": "交易", "block_party_button": "组队", "block_guild_button": "帮会", + "block_whisper_button": "密语", "block_friend_button": "好友", "block_party_request_button": "组队申请", + "view_chat_on_button": "开", "view_chat_off_button": "关", + "always_show_name_on_button": "开", "always_show_name_off_button": "关", + "show_damage_on_button": "开", "show_damage_off_button": "关", + "salestext_on_button": "开", "salestext_off_button": "关", +} + +const CFG_PATH := "user://system_option.cfg" + +var ui: CanvasLayer +var client: Node +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} +var _cfg := ConfigFile.new() +var _block_mode := 0 # blockMode(本地跟踪;服务器回包同步待补) +var _display := {} # cfg [gameopt] 快照 + +func setup(ui_manager: CanvasLayer, m2client: Node, assets := "") -> void: + ui = ui_manager + client = m2client + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + _cfg.load(CFG_PATH) + for k in ["name_color", "target_board", "view_chat", "always_show_name", "show_damage", "salestext"]: + _display[k] = int(_cfg.get_value("gameopt", k, 1 if k in ["view_chat", "always_show_name", "show_damage"] else 0)) + _block_mode = int(_cfg.get_value("gameopt", "block_mode", 0)) + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("gameoptiondialog.py") + if not FileAccess.file_exists(path): + push_warning("GameOptionUI: no gameoptiondialog.py at " + path) + return + _win = ui.open_script(path, assets_root) + if not is_open(): + return + _relabel() + _wire() + _sync() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +func _relabel() -> void: + for nm in LABELS: + var n := _node(nm) + if n and n.has_method("set_text"): + n.set_text(LABELS[nm]) + +func _wire() -> void: + # 屏蔽 toggle → /setblockmode + for nm in BLOCK_BITS: + var b := _node(nm) + if b is BaseButton: + b.toggle_mode = true + var bit: int = BLOCK_BITS[nm] + b.pressed.connect(func(): _toggle_block(bit)) + # PK radio → /pkmode + _bind_radio(PK_CMD.keys(), func(nm): + if client and client.has_method("say"): + client.say(0, "/pkmode %d" % PK_CMD[nm])) # CHAT_TYPE_TALKING + # 显示开关 radio → 持久化 + for group in RADIO_GROUPS: + _bind_radio(group, func(nm): + var spec: Array = DISPLAY_RADIOS[nm] + _display[spec[0]] = int(spec[1]) + _save()) + var tb := _node("titlebar") + if tb: + for x in tb.find_children("*", "BaseButton", true, false): + x.pressed.connect(close) + +func _bind_radio(names: Array, on_pick: Callable) -> void: + var boxes := {} + for nm: String in names: + boxes[nm] = _node(nm) + for nm: String in names: + var b = boxes[nm] + if not (b is BaseButton): + continue + b.toggle_mode = true + var picked: String = nm + b.pressed.connect(func(): + for other: String in names: + if boxes[other] is BaseButton: + boxes[other].set_pressed_no_signal(other == picked) + on_pick.call(picked)) + +func _toggle_block(bit: int) -> void: + _block_mode ^= bit + if client and client.has_method("say"): + client.say(0, "/setblockmode %d" % _block_mode) + _cfg.set_value("gameopt", "block_mode", _block_mode) + _cfg.save(CFG_PATH) + _sync_block() + +# 开窗时把状态回填到控件 +func _sync() -> void: + _sync_block() + for group in RADIO_GROUPS: + var key: String = DISPLAY_RADIOS[group[0]][0] + var cur := int(_display.get(key, 0)) + for nm in group: + var b := _node(nm) + if b is BaseButton: + b.set_pressed_no_signal(int(DISPLAY_RADIOS[nm][1]) == cur) + +func _sync_block() -> void: + for nm in BLOCK_BITS: + var b := _node(nm) + if b is BaseButton: + b.set_pressed_no_signal((_block_mode & int(BLOCK_BITS[nm])) != 0) + +func _save() -> void: + for k in _display: + _cfg.set_value("gameopt", k, int(_display[k])) + _cfg.set_value("gameopt", "block_mode", _block_mode) + _cfg.save(CFG_PATH) diff --git a/project/ui/game_option_ui.gd.uid b/project/ui/game_option_ui.gd.uid new file mode 100644 index 00000000..fb0e1841 --- /dev/null +++ b/project/ui/game_option_ui.gd.uid @@ -0,0 +1 @@ +uid://ubb2dufk08vo diff --git a/project/ui/ground_items.gd b/project/ui/ground_items.gd new file mode 100644 index 00000000..1ef953d4 --- /dev/null +++ b/project/ui/ground_items.gd @@ -0,0 +1,125 @@ +# GroundItems (P2) —— 世界里的掉落物:GC_ITEM_GROUND_ADD/DEL → 小物体 + 名条 + 拾取。 +# +# var gi := preload("res://ui/ground_items.gd").new() +# add_child(gi) +# gi.setup(m2client, mount_node, player_getter, proto, item_list) +# # 按拾取键时: gi.try_pickup() -> 捡最近的一个( Node3D + +func setup(m2client: Node, mount_node: Node3D, player_getter: Callable, + proto_node: Node = null, il: RefCounted = null) -> void: + client = m2client + mount = mount_node + proto = proto_node + item_list = il + _player_getter = player_getter + if client.has_signal("ground_item_added"): + client.ground_item_added.connect(_on_added) + if client.has_signal("ground_item_removed"): + client.ground_item_removed.connect(_on_removed) + # 已在场的(重连) + if client.has_method("get_ground_items"): + for d in client.get_ground_items(): + _on_added(d) + +func _on_added(d: Dictionary) -> void: + var vid := int(d.get("vid", 0)) + if vid == 0: + return + var vnum := int(d.get("vnum", 0)) + var owner := String(d.get("owner", "")) + if _by_vid.has(vid): + var existing: Node3D = _by_vid[vid] + if is_instance_valid(existing): + (existing.get_node("tag") as Label3D).text = _tag_text(vnum, owner) + return + var node := Node3D.new() + node.name = "drop_%d" % vid + node.position = d.get("pos", Vector3.ZERO) + var mesh := MeshInstance3D.new() + var box := BoxMesh.new() + box.size = Vector3(0.25, 0.25, 0.25) + mesh.mesh = box + mesh.position.y = 0.3 + var mat := StandardMaterial3D.new() + mat.albedo_color = Color(1.0, 0.85, 0.3) + mat.emission_enabled = true + mat.emission = Color(0.6, 0.5, 0.1) + mesh.material_override = mat + node.add_child(mesh) + var tag := Label3D.new() + tag.name = "tag" + tag.text = _tag_text(vnum, owner) + tag.position.y = 0.75 + tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED + tag.no_depth_test = true + tag.pixel_size = 0.005 + tag.modulate = Color(1.0, 0.9, 0.5) + node.add_child(tag) + node.set_meta("vid", vid) + mount.add_child(node) + _by_vid[vid] = node + +func _on_removed(vid: int) -> void: + var n: Node3D = _by_vid.get(vid, null) + if n: + _by_vid.erase(vid) + n.queue_free() + +func _process(dt: float) -> void: + var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null + if p == null: + return + var t := Time.get_ticks_msec() / 1000.0 + for vid in _by_vid: + var n: Node3D = _by_vid[vid] + if is_instance_valid(n): + var m := n.get_child(0) as MeshInstance3D + if m: + m.rotation.y = t * 2.0 + # 近了名条高亮 + var near := p.global_position.distance_to(n.global_position) <= PICKUP_RANGE + (n.get_node("tag") as Label3D).modulate = Color(0.4, 1.0, 0.4) if near else Color(1.0, 0.9, 0.5) + +# 捡最近的一个(范围内)。返回捡的 vid,0 = 没有。 +func try_pickup() -> int: + var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null + if p == null or client == null: + return 0 + var best_vid := 0 + var best_d := PICKUP_RANGE + for vid in _by_vid: + var n: Node3D = _by_vid[vid] + if not is_instance_valid(n): + continue + var d := p.global_position.distance_to(n.global_position) + if d < best_d: + best_d = d + best_vid = int(vid) + if best_vid != 0: + client.pickup_item(best_vid) + return best_vid + +func _name_for(vnum: int) -> String: + if proto: + var pd: Dictionary = proto.item(vnum) + if not pd.is_empty(): + return String(pd.get("locale_name", pd.get("name", "item %d" % vnum))) + if item_list and item_list.has(vnum): + return item_list.type_of(vnum) + return "item %d" % vnum + +func _tag_text(vnum: int, owner: String) -> String: + var text := _name_for(vnum) + return "%s (%s)" % [text, owner] if not owner.is_empty() else text diff --git a/project/ui/ground_items.gd.uid b/project/ui/ground_items.gd.uid new file mode 100644 index 00000000..9389d689 --- /dev/null +++ b/project/ui/ground_items.gd.uid @@ -0,0 +1 @@ +uid://8x4b3cb2okdc diff --git a/project/ui/guild_ui.gd b/project/ui/guild_ui.gd new file mode 100644 index 00000000..d6fce1b9 --- /dev/null +++ b/project/ui/guild_ui.gd @@ -0,0 +1,314 @@ +# GuildUI (P8/M4) —— 公会窗(G 键):成员 / 技能 / 公会战 三页。 +# +# var gu := preload("res://ui/guild_ui.gd").new() +# add_child(gu) +# gu.setup(m2client, canvas_parent, skill_table) # skill_table 可空(出公会技能名) +# gu.toggle() # G 键 +# +# `guild_changed` / `guild_skill_changed` / `guild_war_changed` 刷新,`guild_marks_ready` +# 到时刷会徽图。⬜ 等级页、日志页。 +extends Node + +const TABS := ["成员", "技能", "公会战"] +# EGuildWarState (wire.h) +const WAR_STATE_NAMES := ["无", "已宣战", "被拒", "收到宣战", "待开始", "取消", "交战中", "结束"] + +var client: Node +var skill_table: RefCounted # SkillTable +# 返回一张 Image(16×12,或任意会被转换/缩放)用作会徽上传源;null = 不显示上传按钮。 +var mark_image_provider: Callable +var _root: Control +var _info: Label +var _mark: TextureRect +var _tab := 0 +var _tab_btns: Array[Button] = [] +var _pages: Array[VBoxContainer] = [] +var _war_name_edit: LineEdit +var _upload_status: Label + +func setup(m2client: Node, parent: Node, table: RefCounted = null) -> void: + client = m2client + skill_table = table + _build(parent) + for sig in ["guild_changed", "guild_skill_changed", "guild_war_changed"]: + if client.has_signal(sig): + client.connect(sig, refresh) + if client.has_signal("guild_marks_ready"): + client.guild_marks_ready.connect(func(_n): refresh()) + if client.has_signal("guild_mark_uploaded"): + client.guild_mark_uploaded.connect(_on_mark_uploaded) + +func is_open() -> bool: + return _root != null and _root.visible + +func toggle() -> void: + _root.visible = not _root.visible + if _root.visible: + refresh() + +func _set_tab(i: int) -> void: + _tab = i + for t in _pages.size(): + _pages[t].visible = (t == i) + _tab_btns[t].disabled = (t == i) + refresh() + +func refresh() -> void: + if not is_open() or client == null: + return + var g: Dictionary = client.get_guild() + var in_guild: bool = g.get("in_guild", false) + _refresh_mark(int(g.get("id", 0)) if in_guild else 0) + if not in_guild: + _info.text = "(未加入公会)" + for p in _pages: + for c in p.get_children(): + c.queue_free() + return + _info.text = "%s Lv.%d 成员 %d/%d 资金 %d" % [ + g.get("name", "?"), int(g.get("level", 0)), + int(g.get("member_count", 0)), int(g.get("max_member_count", 0)), + int(g.get("gold", 0))] + match _tab: + 0: _fill_members() + 1: _fill_skills() + 2: _fill_war(int(g.get("id", 0))) + +func _fill_members() -> void: + var page := _pages[0] + for c in page.get_children(): + c.queue_free() + + # 会徽上传(需要配了 mark server + 提供了图源) + var srv: Dictionary = client.get_mark_server() if client.has_method("get_mark_server") else {} + if mark_image_provider.is_valid() and int(srv.get("port", 0)) > 0: + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 8) + page.add_child(row) + var ub := Button.new() + ub.text = "上传会徽" + ub.custom_minimum_size = Vector2(96, 26) + ub.pressed.connect(_upload_mark) + row.add_child(ub) + _upload_status = Label.new() + _upload_status.add_theme_font_size_override("font_size", 11) + _upload_status.modulate = Color(0.7, 0.8, 0.7) + row.add_child(_upload_status) + + var grades: Array = client.get_guild_grades() + var members: Array = client.get_guild_members() + members.sort_custom(func(a, b): return int(a.get("grade", 99)) < int(b.get("grade", 99))) + for m in members: + var gi := int(m.get("grade", 0)) + var gname := "" + if gi >= 1 and gi <= grades.size(): + gname = String(grades[gi - 1].get("name", "")) + var row := Label.new() + row.add_theme_font_size_override("font_size", 12) + row.text = "%s Lv.%d [%s] 贡献 %d%s" % [ + String(m.get("name", "?")), int(m.get("level", 0)), + gname if gname != "" else str(gi), + int(m.get("offer", 0)), + " ★" if m.get("general", false) else ""] + page.add_child(row) + +func _guild_skill_rows() -> Array: + # skill_table 的 GUILD 分类给 id(升序);按顺序配 levels[i]。返回 [{id, name}]。 + var out := [] + if skill_table and skill_table.has_method("for_category"): + for id in skill_table.for_category("GUILD"): + out.append({"id": int(id), "name": skill_table.name_of(int(id))}) + return out + +func _fill_skills() -> void: + var page := _pages[1] + for c in page.get_children(): + c.queue_free() + var sk: Dictionary = client.get_guild_skill() + if not sk.get("valid", false): + var l := Label.new() + l.text = "(还没收到公会技能数据)" + page.add_child(l) + return + var head := Label.new() + head.add_theme_font_size_override("font_size", 12) + head.modulate = Color(0.8, 0.9, 1.0) + head.text = "技能点 %d 公会点 %d / %d" % [ + int(sk.get("skill_point", 0)), int(sk.get("guild_point", 0)), int(sk.get("max_guild_point", 0))] + page.add_child(head) + var levels: Array = sk.get("levels", []) + var meta := _guild_skill_rows() + for i in levels.size(): + var lv := int(levels[i]) + var nm := "公会技能 %d" % i + var sid := -1 + if i < meta.size(): + nm = String(meta[i].get("name", nm)) + sid = int(meta[i].get("id", -1)) + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 8) + page.add_child(row) + var lbl := Label.new() + lbl.add_theme_font_size_override("font_size", 12) + lbl.custom_minimum_size = Vector2(240, 0) + lbl.text = "%s Lv %d" % [nm, lv] + row.add_child(lbl) + if sid >= 0 and lv > 0: + var btn := Button.new() + btn.text = "施放" + btn.custom_minimum_size = Vector2(56, 24) + btn.pressed.connect(func(): client.use_guild_skill(sid, 0)) + row.add_child(btn) + +func _fill_war(my_guild_id: int) -> void: + var page := _pages[2] + for c in page.get_children(): + c.queue_free() + + var cur: Dictionary = client.get_guild_war() + var st := int(cur.get("state", 0)) + var cur_lbl := Label.new() + cur_lbl.add_theme_font_size_override("font_size", 12) + cur_lbl.modulate = Color(1.0, 0.8, 0.7) + if st == 0: + cur_lbl.text = "当前无公会战" + else: + var on := String(cur.get("opp_name", "")) + cur_lbl.text = "对 %s : %s" % [ + on if on != "" else "#%d" % int(cur.get("opp_guild_id", 0)), + WAR_STATE_NAMES[st] if st < WAR_STATE_NAMES.size() else str(st)] + page.add_child(cur_lbl) + + # 宣战输入 + var decl := HBoxContainer.new() + decl.add_theme_constant_override("separation", 6) + page.add_child(decl) + _war_name_edit = LineEdit.new() + _war_name_edit.placeholder_text = "对方公会名" + _war_name_edit.custom_minimum_size = Vector2(200, 26) + decl.add_child(_war_name_edit) + var db := Button.new() + db.text = "宣战" + db.custom_minimum_size = Vector2(60, 26) + db.pressed.connect(func(): + var nm := _war_name_edit.text.strip_edges() + if nm != "": + client.declare_guild_war(nm)) + decl.add_child(db) + + var hdr := Label.new() + hdr.add_theme_font_size_override("font_size", 12) + hdr.text = "— 进行中的公会战 —" + page.add_child(hdr) + var wars: Array = client.get_guild_wars() + if wars.is_empty(): + var none := Label.new() + none.text = "(无)" + page.add_child(none) + for wpair in wars: + var sn := String(wpair.get("src_name", "")) + var dn := String(wpair.get("dst_name", "")) + var row := Label.new() + row.add_theme_font_size_override("font_size", 12) + var mark_self := " ◀我方" if int(wpair.get("src", 0)) == my_guild_id or int(wpair.get("dst", 0)) == my_guild_id else "" + row.text = "%s vs %s%s" % [ + sn if sn != "" else "#%d" % int(wpair.get("src", 0)), + dn if dn != "" else "#%d" % int(wpair.get("dst", 0)), + mark_self] + page.add_child(row) + +func _upload_mark() -> void: + var g: Dictionary = client.get_guild() + if not g.get("in_guild", false) or not mark_image_provider.is_valid(): + return + var img = mark_image_provider.call() + if img == null: + if _upload_status: + _upload_status.text = "没有会徽图" + return + var srv: Dictionary = client.get_mark_server() + var ok: bool = client.upload_guild_mark( + String(srv.get("host", "")), int(srv.get("port", 0)), int(g.get("id", 0)), img) + if _upload_status: + _upload_status.text = "上传中…" if ok else "上传发起失败" + +func _on_mark_uploaded(ok: bool) -> void: + if _upload_status: + _upload_status.text = "✔ 已上传(等服务器刷新)" if ok else "✘ 上传失败" + +# 公会 id 变了就重新取会徽图(16x12,放大 3x 显示)。 +func _refresh_mark(guild_id: int) -> void: + if _mark == null: + return + if guild_id == 0 or client == null or not client.has_method("get_guild_mark_image"): + _mark.texture = null + _mark.visible = false + return + var img: Image = client.get_guild_mark_image(guild_id) + if img == null: + _mark.texture = null + _mark.visible = false + return + _mark.texture = ImageTexture.create_from_image(img) + _mark.visible = true + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-190, -210) + _root.size = Vector2(380, 420) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.07, 0.08, 0.1, 0.97) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "公会" + title.position = Vector2(12, 8) + _root.add_child(title) + _mark = TextureRect.new() + _mark.position = Vector2(320, 6) + _mark.custom_minimum_size = Vector2(48, 36) # 16x12 放大 3x + _mark.size = Vector2(48, 36) + _mark.stretch_mode = TextureRect.STRETCH_SCALE + _mark.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST + _mark.visible = false + _root.add_child(_mark) + _info = Label.new() + _info.position = Vector2(12, 32) + _info.add_theme_font_size_override("font_size", 12) + _info.modulate = Color(0.9, 0.85, 0.6) + _root.add_child(_info) + + var tabrow := HBoxContainer.new() + tabrow.position = Vector2(12, 54) + tabrow.add_theme_constant_override("separation", 4) + _root.add_child(tabrow) + for i in TABS.size(): + var b := Button.new() + b.text = TABS[i] + b.custom_minimum_size = Vector2(84, 26) + b.pressed.connect(_set_tab.bind(i)) + tabrow.add_child(b) + _tab_btns.append(b) + + var sc := ScrollContainer.new() + sc.position = Vector2(12, 86) + sc.custom_minimum_size = Vector2(356, 322) + _root.add_child(sc) + var stack := Control.new() + stack.custom_minimum_size = Vector2(350, 0) + sc.add_child(stack) + for i in TABS.size(): + var page := VBoxContainer.new() + page.custom_minimum_size = Vector2(350, 0) + page.add_theme_constant_override("separation", 3) + page.visible = (i == 0) + stack.add_child(page) + _pages.append(page) + _tab_btns[0].disabled = true diff --git a/project/ui/guild_ui.gd.uid b/project/ui/guild_ui.gd.uid new file mode 100644 index 00000000..14e5bf1a --- /dev/null +++ b/project/ui/guild_ui.gd.uid @@ -0,0 +1 @@ +uid://cy0ui47ok7xx7 diff --git a/project/ui/inventory_ui.gd b/project/ui/inventory_ui.gd new file mode 100644 index 00000000..7a4f6d68 --- /dev/null +++ b/project/ui/inventory_ui.gd @@ -0,0 +1,403 @@ +# InventoryUI (P2) —— 背包 + 装备窗(走 P1 uiscript 装载器)。 +# +# var inv := preload("res://ui/inventory_ui.gd").new() +# add_child(inv) +# inv.setup(ui_manager, m2client, proto, assets_root) +# inv.toggle() # I 键 +# +# 从 `assets/uiscript/inventorywindow.py` 建窗,用 M2Client.get_inventory/get_equipment +# 填格子,Metin2Proto 出名字,icon/item/.tga 出图标。右键=use_item, +# 拖到别的格=move_item。inventory_changed 信号来时刷新。 +# +# 格子编号约定(uiscript):0..89 背包,90+ 装备(wear = index-90)。 +# 新装备 / 腰带没有可靠的旧 uiscript 布局时,在背包右侧生成扩展面板;发包仍 +# 使用原客户端的 INVENTORY 全局 cell(90+wear / 152+belt cell)。 +extends Node + +# 右键点道具时发出(window, cell 为 wire 坐标)。P8 的商店 / 交易 / 仓库窗接它。 +signal item_context(window: int, cell: int) + +# 若设置:右键道具时先调它 (window, cell) -> bool;返回 true 表示已处理,不再 use_item。 +var context_consumer: Callable = Callable() + +const UiAssets = preload("res://ui/ui_assets.gd") + +const EQUIP_BASE := 90 # uiscript EQUIPMENT_START_INDEX +const BELT_BASE := 200 # 仅 UI 内部索引,避免与旧 slot_index 相撞 +const BELT_SLOT_START := 152 # GameType.c_Belt_Inventory_Slot_Start +const BELT_CELL_COUNT := 16 +const WEAR_COUNT := 24 +const WEAR_BELT := 23 +const WINDOW_INVENTORY := 1 # mtnet::WINDOW_* +const BELT_RULES := [1, 2, 4, 6, 3, 3, 4, 6, 5, 5, 5, 6, 7, 7, 7, 7] + +var ui: CanvasLayer # UiManager +var client: Node # M2Client +var proto: Node # Metin2Proto +var item_list: RefCounted # ItemList(可空;给了就用它的 icon 路径) +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} # { root, nodes } +var _cells := {} # ui_index:int -> Panel +var _drag_from := -1 +var _combine_from := -1 # Shift 选中的“使用到物品”来源格 +var _hint: Label + +func setup(ui_manager: CanvasLayer, m2client: Node, proto_node: Node, assets: String, + il: RefCounted = null) -> void: + ui = ui_manager + client = m2client + proto = proto_node + item_list = il + assets_root = assets + uiscript_dir = assets.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets.path_join("uiscript") + if client and client.has_signal("inventory_changed"): + client.inventory_changed.connect(_on_inv_changed) + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + _cells.clear() + _combine_from = -1 + _hint = null + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("inventorywindow.py") + if not FileAccess.file_exists(path): + push_warning("InventoryUI: no inventorywindow.py at " + path) + return + _win = ui.open_script(path, assets_root) + _index_cells(_win["root"]) + _add_extended_cells(_win["root"]) + _wire_cells() + refresh() + +# --- 填充 --------------------------------------------------------------- + +func refresh() -> void: + if not is_open() or client == null: + return + for idx in _cells: + _clear_cell(_cells[idx]) + for d in client.get_inventory(): + var cell: Panel = _cells.get(int(d["cell"]), null) + if cell: + _fill_cell(cell, int(d["vnum"]), int(d["count"])) + var eq: Array = client.get_equipment() + for i in eq.size(): + var it: Dictionary = eq[i] + var cell: Panel = _cells.get(EQUIP_BASE + i, null) + if cell and int(it.get("vnum", 0)) != 0: + _fill_cell(cell, int(it["vnum"]), int(it.get("count", 1))) + for d in client.get_belt_inventory(): + var cell: Panel = _cells.get(BELT_BASE + int(d["cell"]), null) + if cell: + _fill_cell(cell, int(d["vnum"]), int(d.get("count", 1))) + _apply_belt_locks(eq) + +func _on_inv_changed(_window: int, _cell: int) -> void: + refresh() + +func _fill_cell(cell: Panel, vnum: int, count: int) -> void: + _clear_cell(cell) + cell.set_meta("vnum", vnum) + cell.set_meta("count", count) + var name := "item %d" % vnum + var itype := 0 + if proto: + var pd: Dictionary = proto.item(vnum) + if not pd.is_empty(): + name = String(pd.get("locale_name", pd.get("name", name))) + itype = int(pd.get("type", 0)) + cell.tooltip_text = "%s\n#%d%s" % [name, vnum, (" x%d" % count) if count > 1 else ""] + var tex := _icon(vnum) + if tex: + var tr := TextureRect.new() + tr.name = "icon" + tr.texture = tex + tr.set_anchors_preset(Control.PRESET_FULL_RECT) + tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + tr.stretch_mode = TextureRect.STRETCH_SCALE + tr.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(tr) + else: + var lb := Label.new() + lb.name = "icon" + lb.text = name.substr(0, 6) + lb.add_theme_font_size_override("font_size", 9) + lb.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(lb) + if count > 1: + var cnt := Label.new() + cnt.name = "count" + cnt.text = str(count) + cnt.position = Vector2(2, 16) + cnt.add_theme_font_size_override("font_size", 9) + cnt.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(cnt) + +func _clear_cell(cell: Panel) -> void: + cell.set_meta("vnum", 0) + cell.set_meta("count", 0) + cell.tooltip_text = "" + for c in cell.get_children(): + c.queue_free() + +func _icon(vnum: int) -> Texture2D: + var rel := "" + if item_list and item_list.has(vnum): + rel = item_list.icon(vnum) + if rel == "": + rel = "icon/item/%05d.tga" % ((vnum / 10) * 10) # basevnum 约定 + return UiAssets.load_tex(assets_root, rel) + +# --- 交互(右键用 / 拖动移动)--------------------------------------------- + +func _index_cells(root: Node) -> void: + _cells.clear() + for n in root.find_children("slot_*", "Panel", true, false): + if n.has_meta("slot_index"): + _cells[int(n.get_meta("slot_index"))] = n + +func _wire_cells() -> void: + for idx in _cells: + var cell: Panel = _cells[idx] + cell.gui_input.connect(func(e: InputEvent): _on_cell_input(int(idx), e)) + +func _add_extended_cells(root: Control) -> void: + # 旧 inventorywindow.py 只排出前 11 个传统装备位。剩余能力 / 时装 / + # 戒指 / 腰带与 4x4 腰带背包在同一扩展面板中保持可拖放。 + var panel := Panel.new() + panel.name = "extended_equipment" + panel.position = Vector2(root.size.x + 8, 0) + panel.size = Vector2(204, 460) + var bg := StyleBoxFlat.new() + bg.bg_color = Color(0.04, 0.05, 0.07, 0.92) + bg.border_color = Color(0.45, 0.38, 0.2, 0.9) + bg.set_border_width_all(1) + panel.add_theme_stylebox_override("panel", bg) + root.add_child(panel) + _add_grid(panel, "扩展装备", 11, WEAR_COUNT, EQUIP_BASE, Vector2(10, 30)) + _add_grid(panel, "腰带背包", 0, BELT_CELL_COUNT, BELT_BASE, Vector2(10, 242)) + _hint = Label.new() + _hint.position = Vector2(10, 430) + _hint.size = Vector2(184, 28) + _hint.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART + _hint.add_theme_font_size_override("font_size", 10) + _hint.text = "Shift+左键:使用到物品\nCtrl+右键:赠与目标;Alt+右键:按数量丢弃" + panel.add_child(_hint) + +func _add_grid(parent: Panel, title_text: String, first: int, count: int, base: int, pos: Vector2) -> void: + var title := Label.new() + title.text = title_text + title.position = pos - Vector2(0, 22) + title.add_theme_font_size_override("font_size", 13) + parent.add_child(title) + var grid := GridContainer.new() + grid.columns = 4 + grid.position = pos + grid.add_theme_constant_override("h_separation", 4) + grid.add_theme_constant_override("v_separation", 4) + parent.add_child(grid) + for local in count: + var cell := Panel.new() + cell.name = "slot_%d" % (base + first + local) + cell.custom_minimum_size = Vector2(42, 42) + cell.set_meta("slot_index", base + first + local) + var style := StyleBoxFlat.new() + style.bg_color = Color(0.12, 0.13, 0.16, 0.95) + style.border_color = Color(0.35, 0.32, 0.22, 0.9) + style.set_border_width_all(1) + cell.add_theme_stylebox_override("panel", style) + grid.add_child(cell) + _cells[base + first + local] = cell + +func _apply_belt_locks(eq: Array) -> void: + var grade := 0 + if eq.size() > WEAR_BELT: + var belt: Dictionary = eq[WEAR_BELT] + if int(belt.get("vnum", 0)) != 0 and proto: + var data: Dictionary = proto.item(int(belt["vnum"])) + var values: Array = data.get("values", []) + if not values.is_empty(): + grade = int(values[0]) + for local in BELT_CELL_COUNT: + var cell: Panel = _cells.get(BELT_BASE + local, null) + if cell == null: + continue + var locked: bool = grade < int(BELT_RULES[local]) + cell.set_meta("locked", locked) + cell.modulate = Color(0.45, 0.45, 0.45, 0.9) if locked else Color.WHITE + cell.mouse_filter = Control.MOUSE_FILTER_IGNORE if locked else Control.MOUSE_FILTER_STOP + if locked and int(cell.get_meta("vnum", 0)) == 0: + cell.tooltip_text = "需要腰带等级 %d" % BELT_RULES[local] + +func _on_cell_input(ui_idx: int, e: InputEvent) -> void: + if not (e is InputEventMouseButton): + return + var cell: Panel = _cells[ui_idx] + if bool(cell.get_meta("locked", false)): + return + var vnum := int(cell.get_meta("vnum", 0)) + if e.button_index == MOUSE_BUTTON_RIGHT and e.pressed and vnum != 0: + if e.shift_pressed: + _begin_combine(ui_idx) + return + if e.ctrl_pressed: + give_to_target(ui_idx) + return + if e.alt_pressed: + drop_count(ui_idx) + return + var w := _to_wire(ui_idx) + item_context.emit(w[0], w[1]) + if context_consumer.is_valid() and bool(context_consumer.call(w[0], w[1])): + return + use(ui_idx) + elif e.button_index == MOUSE_BUTTON_LEFT: + if e.pressed and vnum != 0: + if e.shift_pressed: + _begin_combine(ui_idx) + return + if _combine_from != -1: + if _combine_from != ui_idx: + _use_to_item(_combine_from, ui_idx) + return + _drag_from = ui_idx + elif not e.pressed and _drag_from != -1: + var over := _cell_under_mouse() + if over != -1 and over != _drag_from: + move_to(_drag_from, over, 1) + _drag_from = -1 + +# 把 ui 格子 from 的物品挪到 ui 格子 to(发 CG_ITEM_MOVE) +func move_to(from_ui: int, to_ui: int, count := 1) -> bool: + if client == null: + return false + var a := _to_wire(from_ui) + var b := _to_wire(to_ui) + return client.move_item(a[0], a[1], b[0], b[1], count) + +# 用掉 ui 格子里的物品(发 CG_ITEM_USE) +func use(ui_idx: int) -> bool: + if client == null: + return false + var w := _to_wire(ui_idx) + return client.use_item(w[0], w[1]) + +# Shift+左键(或 Shift+右键)选来源,再左键另一个非空格。 +func _begin_combine(ui_idx: int) -> void: + if _combine_from == ui_idx: + _combine_from = -1 + _set_hint("已取消物品对物品") + return + _combine_from = ui_idx + _drag_from = -1 + _set_hint("请选择目标物品(左键);再次 Shift 点击来源格可取消") + +func _use_to_item(source_ui: int, target_ui: int) -> bool: + var target: Panel = _cells.get(target_ui, null) + if target == null or int(target.get_meta("vnum", 0)) == 0: + _set_hint("目标格必须有物品") + return false + var source := _to_wire(source_ui) + var dest := _to_wire(target_ui) + _combine_from = -1 + _set_hint("已发送物品对物品请求") + return client != null and client.use_item_to_item(source[0], source[1], dest[0], dest[1]) + +# Ctrl+右键把物品赠与当前选中的实体;数量由用户确认。 +func give_to_target(ui_idx: int) -> void: + if client == null or not client.has_method("get_target"): + return + var target: Dictionary = client.get_target() + var target_vid := int(target.get("vid", 0)) + if target_vid == 0: + _set_hint("请先选中要赠与的角色") + return + var wire := _to_wire(ui_idx) + _ask_count("赠与数量", _item_count(ui_idx), func(amount: int): + client.give_item(target_vid, wire[0], wire[1], amount)) + +# Alt+右键丢弃;非金币物品走 CG_ITEM_DROP2,精确保留用户填写的数量。 +func drop_count(ui_idx: int) -> void: + if client == null: + return + var wire := _to_wire(ui_idx) + _ask_count("丢弃数量", _item_count(ui_idx), func(amount: int): + client.drop_item_count(wire[0], wire[1], 0, amount)) + +func _item_count(ui_idx: int) -> int: + var cell: Panel = _cells.get(ui_idx, null) + return max(1, int(cell.get_meta("count", 1))) if cell else 1 + +func _ask_count(title_text: String, max_count: int, on_confirm: Callable) -> void: + if ui == null: + return + var dialog := Panel.new() + dialog.position = Vector2(760, 420) + dialog.size = Vector2(240, 132) + var bg := StyleBoxFlat.new() + bg.bg_color = Color(0.05, 0.06, 0.09, 0.97) + bg.border_color = Color(0.7, 0.55, 0.22, 0.9) + bg.set_border_width_all(1) + dialog.add_theme_stylebox_override("panel", bg) + var title := Label.new() + title.text = title_text + title.position = Vector2(12, 10) + dialog.add_child(title) + var spin := SpinBox.new() + spin.min_value = 1 + spin.max_value = max(1, max_count) + spin.value = 1 + spin.step = 1 + spin.allow_greater = false + spin.position = Vector2(12, 42) + spin.size = Vector2(216, 28) + dialog.add_child(spin) + var ok := Button.new() + ok.text = "确认" + ok.position = Vector2(76, 88) + ok.pressed.connect(func(): + var amount := int(spin.value) + ui.close(dialog) + on_confirm.call(amount)) + dialog.add_child(ok) + var cancel := Button.new() + cancel.text = "取消" + cancel.position = Vector2(142, 88) + cancel.pressed.connect(func(): ui.close(dialog)) + dialog.add_child(cancel) + ui.open(dialog, true) + +func _set_hint(text: String) -> void: + if is_instance_valid(_hint): + _hint.text = text + +func _cell_under_mouse() -> int: + for idx in _cells: + var cell: Panel = _cells[idx] + if cell.get_global_rect().has_point(cell.get_global_mouse_position()): + return int(idx) + return -1 + +# ui 格子编号 -> (window, cell) +func _to_wire(ui_idx: int) -> Array: + if ui_idx >= BELT_BASE: + return [WINDOW_INVENTORY, BELT_SLOT_START + ui_idx - BELT_BASE] + if ui_idx >= EQUIP_BASE: + return [WINDOW_INVENTORY, ui_idx] + return [WINDOW_INVENTORY, ui_idx] diff --git a/project/ui/inventory_ui.gd.uid b/project/ui/inventory_ui.gd.uid new file mode 100644 index 00000000..74098b09 --- /dev/null +++ b/project/ui/inventory_ui.gd.uid @@ -0,0 +1 @@ +uid://b244uiisl84sk diff --git a/project/ui/item_list.gd b/project/ui/item_list.gd new file mode 100644 index 00000000..256b5c53 --- /dev/null +++ b/project/ui/item_list.gd @@ -0,0 +1,55 @@ +# ItemList (P2) —— 读 `locale/locale/common/item_list.txt`:vnum → icon / model 路径。 +# +# 格式(TSV,客户端 GameLib/ItemManager.cpp __LoadItemList): +# vnum TYPE iconpath [modelpath] +# 例: 19 WEAPON icon/item/00010.tga d:/ymir work/item/weapon/00010.gr2 +# +# var il := preload("res://ui/item_list.gd").new() +# il.load_file("/locale/locale/common/item_list.txt") +# il.icon(19) # "icon/item/00010.tga" +# il.model(19) # "d:/ymir work/item/weapon/00010.gr2" ("" if none) +extends RefCounted + +var _by_vnum := {} # vnum:int -> { type, icon, model } +var count := 0 + +func load_file(path: String) -> bool: + _by_vnum.clear() + count = 0 + if not FileAccess.file_exists(path): + return false + var f := FileAccess.open(path, FileAccess.READ) + if f == null: + return false + while not f.eof_reached(): + var line := f.get_line() + if line.strip_edges() == "": + continue + var t := line.split("\t", false) + if t.size() < 3: + continue + var vnum := int(t[0]) + if vnum == 0: + continue + _by_vnum[vnum] = { + "type": t[1].strip_edges(), + "icon": t[2].strip_edges(), + "model": t[3].strip_edges() if t.size() >= 4 else "", + } + count = _by_vnum.size() + return count > 0 + +func has(vnum: int) -> bool: + return _by_vnum.has(vnum) + +func icon(vnum: int) -> String: + var d: Dictionary = _by_vnum.get(vnum, {}) + return String(d.get("icon", "")) + +func model(vnum: int) -> String: + var d: Dictionary = _by_vnum.get(vnum, {}) + return String(d.get("model", "")) + +func type_of(vnum: int) -> String: + var d: Dictionary = _by_vnum.get(vnum, {}) + return String(d.get("type", "")) diff --git a/project/ui/item_list.gd.uid b/project/ui/item_list.gd.uid new file mode 100644 index 00000000..8a6df13e --- /dev/null +++ b/project/ui/item_list.gd.uid @@ -0,0 +1 @@ +uid://blbd4u5qn03fm diff --git a/project/ui/loading_screen.gd b/project/ui/loading_screen.gd new file mode 100644 index 00000000..d7e708b6 --- /dev/null +++ b/project/ui/loading_screen.gd @@ -0,0 +1,83 @@ +# LoadingScreen (P10) —— 相位驱动的读取遮罩。 +# +# var ls := preload("res://ui/loading_screen.gd").new() +# add_child(ls) +# ls.setup(m2client) # 接 phase_changed;也可手动 show_for("...") / hide() +# +# 只有 PHASE = "loading"(载入地图)才铺全屏遮罩;login / select / game 都隐藏 +# —— select 阶段要露出选人界面,login 阶段登录框自己显示进度。 +extends CanvasLayer + +const HINTS := { + "loading": "载入地图…", +} + +var client: Node +var _panel: ColorRect +var _label: Label +var _spinner: Label +var _bar: ProgressBar +var _spin := 0.0 + +func setup(m2client: Node = null) -> void: + client = m2client + layer = 60 + _build() + if client and client.has_signal("phase_changed"): + client.phase_changed.connect(_on_phase) + if client and client.has_signal("disconnected"): + client.disconnected.connect(func(_r): hide_screen()) + +func _on_phase(phase: String) -> void: + if phase.to_lower() == "loading": + show_for(String(HINTS.get("loading", "载入中…"))) + else: + hide_screen() # login / select / game —— 让位给对应界面 + +func show_for(text: String) -> void: + _label.text = text + _bar.visible = false + _panel.visible = true + +func set_progress(frac: float) -> void: + _bar.visible = true + _bar.value = clampf(frac, 0.0, 1.0) * 100.0 + +func hide_screen() -> void: + _panel.visible = false + +func is_showing() -> bool: + return _panel.visible + +func _process(dt: float) -> void: + if _panel.visible: + _spin += dt * 4.0 + _spinner.text = ["◐", "◓", "◑", "◒"][int(_spin) % 4] + +func _build() -> void: + _panel = ColorRect.new() + _panel.color = Color(0.02, 0.03, 0.05, 0.96) + _panel.set_anchors_preset(Control.PRESET_FULL_RECT) + _panel.visible = false + add_child(_panel) + var box := VBoxContainer.new() + box.set_anchors_preset(Control.PRESET_CENTER) + box.position = Vector2(-120, -50) + box.custom_minimum_size = Vector2(240, 0) + box.alignment = BoxContainer.ALIGNMENT_CENTER + box.add_theme_constant_override("separation", 14) + _panel.add_child(box) + _spinner = Label.new() + _spinner.text = "◐" + _spinner.add_theme_font_size_override("font_size", 36) + _spinner.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(_spinner) + _label = Label.new() + _label.text = "载入中…" + _label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(_label) + _bar = ProgressBar.new() + _bar.custom_minimum_size = Vector2(240, 12) + _bar.show_percentage = false + _bar.visible = false + box.add_child(_bar) diff --git a/project/ui/loading_screen.gd.uid b/project/ui/loading_screen.gd.uid new file mode 100644 index 00000000..175f2da4 --- /dev/null +++ b/project/ui/loading_screen.gd.uid @@ -0,0 +1 @@ +uid://b6okrhdjyyuu4 diff --git a/project/ui/love_ui.gd b/project/ui/love_ui.gd new file mode 100644 index 00000000..a5bae333 --- /dev/null +++ b/project/ui/love_ui.gd @@ -0,0 +1,51 @@ +# LoveUI — GC_LOVER_INFO / GC_LOVE_POINT_UPDATE 的常驻情侣状态。 +extends Node + +var client: Node +var _root: Panel +var _name: Label +var _bar: ProgressBar + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + _build(parent) + if client.has_signal("lover_changed"): + client.lover_changed.connect(func(_lover: Dictionary): refresh()) + refresh() + +func refresh() -> void: + if client == null or not client.has_method("get_lover"): + return + var lover: Dictionary = client.get_lover() + var valid := bool(lover.get("valid", false)) + _root.visible = valid + if not valid: + return + _name.text = "♥ " + String(lover.get("name", "")) + _bar.value = clampi(int(lover.get("love_point", 0)), 0, 100) + _bar.tooltip_text = "爱意值:%d%%" % int(_bar.value) + +func _build(parent: Node) -> void: + _root = Panel.new() + _root.name = "LoveStatus" + _root.set_anchors_preset(Control.PRESET_TOP_RIGHT) + _root.position = Vector2(-238, 28) + _root.size = Vector2(220, 48) + var bg := StyleBoxFlat.new() + bg.bg_color = Color(0.14, 0.05, 0.10, 0.88) + bg.border_color = Color(0.95, 0.35, 0.55, 0.9) + bg.set_border_width_all(1) + bg.set_corner_radius_all(5) + _root.add_theme_stylebox_override("panel", bg) + parent.add_child(_root) + _name = Label.new() + _name.position = Vector2(9, 5) + _name.add_theme_font_size_override("font_size", 13) + _name.modulate = Color(1.0, 0.72, 0.82) + _root.add_child(_name) + _bar = ProgressBar.new() + _bar.position = Vector2(9, 27) + _bar.size = Vector2(202, 13) + _bar.max_value = 100 + _bar.show_percentage = false + _root.add_child(_bar) diff --git a/project/ui/love_ui.gd.uid b/project/ui/love_ui.gd.uid new file mode 100644 index 00000000..fe4244db --- /dev/null +++ b/project/ui/love_ui.gd.uid @@ -0,0 +1 @@ +uid://bctp408qvphx6 diff --git a/project/ui/mall_ui.gd b/project/ui/mall_ui.gd new file mode 100644 index 00000000..0ce607e4 --- /dev/null +++ b/project/ui/mall_ui.gd @@ -0,0 +1,104 @@ +# MallUI (첫 버전) —— 道具商城仓库窗(창고몰 / item-mall storage)。 +# +# var mu := preload("res://ui/mall_ui.gd").new() +# add_child(mu) +# mu.setup(m2client, canvas_parent, proto) # proto 可空 +# +# `mall_opened` → 显示;`mall_changed` → 刷新。列出商城道具 + [取出](放进背包第一个空格)。 +extends Node + +var client: Node +var proto: Node +var _root: Control +var _list: VBoxContainer +var _title: Label + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("mall_opened"): + client.mall_opened.connect(func(_s): refresh()) + if client.has_signal("mall_changed"): + client.mall_changed.connect(refresh) + +func is_open() -> bool: + return _root != null and _root.visible + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func _first_free_inv() -> int: + var used := {} + for it in client.get_inventory(): + used[int(it.get("cell", -1))] = true + for i in range(90): + if not used.has(i): + return i + return 0 + +func refresh() -> void: + if client == null or _root == null: + return + _root.visible = client.is_mall_open() + if not _root.visible: + return + _title.text = "道具商城仓库(%d 格)" % client.get_mall_size() + for c in _list.get_children(): + c.queue_free() + var items: Array = client.get_mall_items() + if items.is_empty(): + var e := Label.new() + e.text = "(空)" + _list.add_child(e) + return + for it in items: + _list.add_child(_row(it)) + +func _row(it: Dictionary) -> Control: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(300, 0) + var nm := Label.new() + nm.text = "%s ×%d" % [_name_of(int(it.get("vnum", 0))), int(it.get("count", 1))] + nm.custom_minimum_size = Vector2(220, 0) + nm.add_theme_font_size_override("font_size", 12) + row.add_child(nm) + var out := Button.new() + out.text = "取出" + var cell := int(it.get("cell", 0)) + out.pressed.connect(func() -> void: client.mall_checkout(cell, 1, _first_free_inv())) + row.add_child(out) + return row + +func _build(parent: Node) -> void: + _root = Panel.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(140, -180) + _root.custom_minimum_size = Vector2(340, 360) + _root.size = Vector2(340, 360) + _root.visible = false + parent.add_child(_root) + var box := VBoxContainer.new() + box.position = Vector2(16, 14) + box.custom_minimum_size = Vector2(308, 0) + box.add_theme_constant_override("separation", 6) + _root.add_child(box) + _title = Label.new() + _title.text = "道具商城仓库" + _title.add_theme_font_size_override("font_size", 16) + box.add_child(_title) + var sc := ScrollContainer.new() + sc.custom_minimum_size = Vector2(308, 280) + box.add_child(sc) + _list = VBoxContainer.new() + _list.add_theme_constant_override("separation", 4) + sc.add_child(_list) + var close := Button.new() + close.text = "关闭" + close.pressed.connect(func() -> void: _root.visible = false) + box.add_child(close) diff --git a/project/ui/mall_ui.gd.uid b/project/ui/mall_ui.gd.uid new file mode 100644 index 00000000..bbbe2019 --- /dev/null +++ b/project/ui/mall_ui.gd.uid @@ -0,0 +1 @@ +uid://bqlipbe67jyy6 diff --git a/project/ui/minimap.gd b/project/ui/minimap.gd new file mode 100644 index 00000000..a36a60b7 --- /dev/null +++ b/project/ui/minimap.gd @@ -0,0 +1,157 @@ +# Minimap (P9) —— 右上角圆形小地图。北朝上。 +# +# var mm := preload("res://ui/minimap.gd").new() +# add_child(mm) +# mm.setup(m2client, canvas_parent, func() -> Node3D: return player) +# +# 画:底圆 + 外环 + 玩家箭头 + 实体蓝点 + 怪红点 + NPC 黄点 + 传送青点 + 任务标记橙星 + +# 观战者紫色菱形 + 公会领地边框;支持 SetScale / 鼠标滚轮缩放。 +# 世界→图:Δ = blip.xz - player.xz,按 scale 转像素,(+x 右, -z 上),超出半径夹到边缘。 +extends Node + +const RADIUS := 70.0 +const SCALE := 0.25 # 像素/米(越大越放大) +const NPC_WARP_TYPE := 2 # NPCMark.type: 2 = 传送 +const MIN_SCALE := 0.10 +const MAX_SCALE := 1.25 + +var client: Node +var player_getter: Callable +var _root: Control +var _view: Control +var _ch_label: Label +var _scale := SCALE + +func setup(m2client: Node, parent: Node, get_player: Callable) -> void: + client = m2client + player_getter = get_player + _build(parent) + if client and client.has_signal("channel_changed"): + client.channel_changed.connect(func(c): _ch_label.text = "CH %d" % c) + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_TOP_RIGHT) + _root.position = Vector2(-2 * RADIUS - 16, 12) + _root.size = Vector2(2 * RADIUS, 2 * RADIUS + 16) + parent.add_child(_root) + _view = Control.new() + _view.size = Vector2(2 * RADIUS, 2 * RADIUS) + _view.mouse_filter = Control.MOUSE_FILTER_IGNORE + _view.draw.connect(_draw_map) + _root.add_child(_view) + _root.gui_input.connect(_on_gui_input) + _root.mouse_filter = Control.MOUSE_FILTER_STOP + _ch_label = Label.new() + _ch_label.position = Vector2(0, 2 * RADIUS) + _ch_label.add_theme_font_size_override("font_size", 11) + _ch_label.text = "CH -" + _root.add_child(_ch_label) + +func _process(_dt: float) -> void: + if _view: + _view.queue_redraw() + +# Matches CPythonMiniMap::SetScale: callers may provide pixels per world metre. +# The wheel gesture is intentionally local to the minimap so world controls do +# not change when the pointer is elsewhere. +func set_scale(pixels_per_meter: float) -> void: + _scale = clampf(pixels_per_meter, MIN_SCALE, MAX_SCALE) + if _view: + _view.queue_redraw() + +func get_scale() -> float: + return _scale + +func _on_gui_input(event: InputEvent) -> void: + if event is InputEventMouseButton and event.pressed: + if event.button_index == MOUSE_BUTTON_WHEEL_UP: + set_scale(_scale * 1.15) + _root.accept_event() + elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN: + set_scale(_scale / 1.15) + _root.accept_event() + +func _player() -> Node3D: + return player_getter.call() if player_getter.is_valid() else null + +func _to_map(world: Vector3, origin: Vector3) -> Vector2: + var d := world - origin + # screen: +x right, +y down. world −z = north -> screen up (−y). world +x = east -> right. + var p := Vector2(d.x, d.z) * _scale + if p.length() > RADIUS - 4.0: + p = p.normalized() * (RADIUS - 4.0) + return Vector2(RADIUS, RADIUS) + p + +func _draw_map() -> void: + var c := Vector2(RADIUS, RADIUS) + _view.draw_circle(c, RADIUS, Color(0.05, 0.06, 0.08, 0.82)) + _view.draw_arc(c, RADIUS - 1.5, 0, TAU, 48, Color(0.6, 0.6, 0.7, 0.7), 2.0) + var pl := _player() + if pl == null or client == null: + return + var origin: Vector3 = pl.global_position + var party_vids := {} + if client.has_method("get_party"): + for member in client.get_party(): + var pvid := int(member.get("vid", 0)) + if pvid != 0: + party_vids[pvid] = bool(member.get("leader", false)) + + # 实体:怪红、其它蓝 + if client.has_method("get_entities"): + for e in client.get_entities(): + if bool(e.get("is_main", false)): + continue + var pos: Vector3 = e.get("pos", Vector3.ZERO) + var vid := int(e.get("vid", 0)) + var map_pos := _to_map(MapCoord.to_world(pos), origin) + var col := Color(0.35, 1.0, 0.55) if party_vids.has(vid) \ + else Color(0.4, 0.6, 1.0) if int(e.get("ch_type", 0)) != 2 else Color(1.0, 0.35, 0.3) + _view.draw_circle(map_pos, 2.5, col) + if bool(party_vids.get(vid, false)): + _view.draw_arc(map_pos, 4.5, 0.0, TAU, 16, Color(1.0, 0.9, 0.25, 0.9), 1.0) + + # NPC 标记:传送青、其它黄 + if client.has_method("get_npc_marks"): + for m in client.get_npc_marks(): + var col := Color(0.3, 0.9, 0.9) if int(m.get("type", 0)) == NPC_WARP_TYPE else Color(1.0, 0.85, 0.2) + _view.draw_circle(_to_map(MapCoord.to_world(m.get("pos", Vector3.ZERO)), origin), 3.0, col) + + # 观战者:原版在小地图上显示独立的观察点(紫色菱形)。 + if client.has_method("get_observers"): + for o in client.get_observers(): + var op := _to_map(MapCoord.to_world(o.get("pos", Vector3.ZERO)), origin) + var diamond := PackedVector2Array([op + Vector2(0, -4), op + Vector2(4, 0), + op + Vector2(0, 4), op + Vector2(-4, 0)]) + _view.draw_colored_polygon(diamond, Color(0.8, 0.35, 1.0, 0.95)) + + # 公会领地:GC_LAND_LIST 的全局厘米矩形,在小地图上画细边框; + # guild_id=0 使用中性青色,其余领地使用金色。 + if client.has_method("get_land_areas"): + for a in client.get_land_areas(): + var x := float(a.get("x", 0)) + var y := float(a.get("y", 0)) + var w := float(a.get("width", 0)) + var h := float(a.get("height", 0)) + var p0 := _to_map(MapCoord.to_world(Vector3(x * 0.01, 0, -y * 0.01)), origin) + var p1 := _to_map(MapCoord.to_world(Vector3((x + w) * 0.01, 0, -(y + h) * 0.01)), origin) + var rect := Rect2(Vector2(min(p0.x, p1.x), min(p0.y, p1.y)), + Vector2(abs(p1.x - p0.x), abs(p1.y - p0.y))) + var col := Color(0.3, 0.9, 0.9, 0.75) if int(a.get("guild_id", 0)) == 0 \ + else Color(1.0, 0.75, 0.2, 0.85) + _view.draw_rect(rect, col, false, 1.0) + + # 任务标记:橙星(小方块代替) + if client.has_method("get_world_markers"): + for m in client.get_world_markers(): + var mp := _to_map(MapCoord.to_world(m.get("pos", Vector3.ZERO)), origin) + _view.draw_rect(Rect2(mp - Vector2(3, 3), Vector2(6, 6)), Color(1.0, 0.6, 0.1)) + + # 玩家箭头(朝向) + var yaw: float = pl.rotation.y + var fwd := Vector2(sin(yaw), cos(yaw)) # world +? -> map;与 _to_map 的 (x,-z) 对齐 + var tip := c + fwd * 8.0 + var left := c + fwd.rotated(deg_to_rad(140)) * 6.0 + var right := c + fwd.rotated(deg_to_rad(-140)) * 6.0 + _view.draw_colored_polygon(PackedVector2Array([tip, left, right]), Color(1, 1, 1)) diff --git a/project/ui/minimap.gd.uid b/project/ui/minimap.gd.uid new file mode 100644 index 00000000..91744863 --- /dev/null +++ b/project/ui/minimap.gd.uid @@ -0,0 +1 @@ +uid://nknmvwygsuda diff --git a/project/ui/mob_view.gd b/project/ui/mob_view.gd new file mode 100644 index 00000000..02b56721 --- /dev/null +++ b/project/ui/mob_view.gd @@ -0,0 +1,209 @@ +# MobView (真机字节校准收尾) —— 怪 / NPC 的真模型:Metin2Model + Metin2AnimPlayer。 +# +# var mv := preload("res://ui/mob_view.gd").new() +# if mv.build(assets_root, proto, race): # race = mob_proto vnum(GC_CHARACTER_ADD.race) +# ... +# mv.set_anim_state("run") # wait/run/attack/damage/dead/skill/emotion +# +# 目录:/*/ymir work/{monster,npc}// +# .gr2 = 基础网格,.dds = 贴图,motlist.txt = 动作索引表: +# GENERAL WAIT 00.msa 65 (组 动作名 文件 权重) +extends Node3D + +# net_world 的状态名 -> motlist.txt 的动作名(按优先级取第一个存在的) +const STATE_MOTIONS := { + "wait": ["WAIT", "WAIT1"], + "walk": ["WALK", "RUN"], + "run": ["RUN", "WALK"], + "attack": ["NORMAL_ATTACK", "NORMAL_ATTACK1", "SPECIAL_1"], + "combo": ["NORMAL_ATTACK1", "NORMAL_ATTACK"], + "skill": ["SPECIAL_1", "SKILL", "NORMAL_ATTACK"], + "damage": ["FRONT_DAMAGE", "DAMAGE", "BACK_DAMAGE"], + "dead": ["FRONT_DEAD", "DEAD", "BACK_DEAD"], + "emotion": ["WAIT"], +} + +var model: Node # Metin2Model +var anim: Node # Metin2AnimPlayer +var _dir := "" +var _motions := {} # MOTION_NAME(String) -> 绝对 .msa 路径 +var _state := "" + +# root/npclist.txt: vnum -> 模型代号(bear_brown / tiger_big / stray_dog…)。 +# 翻译版 mob_proto 把 szName 也本地化了("Brown Bear"),解不出目录,必须靠这张表。 +static var _npclist: Dictionary = {} +static var _npclist_loaded := false + +static func _load_npclist(assets_root: String) -> void: + if _npclist_loaded: + return + _npclist_loaded = true + for rel in ["root/npclist.txt", "npclist.txt", "locale/npclist.txt"]: + var p := assets_root.path_join(rel) + if not FileAccess.file_exists(p): + continue + var f := FileAccess.open(p, FileAccess.READ) + while f and not f.eof_reached(): + var line := f.get_line().strip_edges() + if line == "": + continue + var parts := line.split("\t", false) + if parts.size() < 2: + parts = line.split(" ", false) + if parts.size() < 2: + continue + var vnum := int(parts[0]) + var code := String(parts[1]).strip_edges() + if vnum > 0 and code != "": + _npclist[vnum] = code + break + +func build(assets_root: String, proto: Node, race: int, pump := Callable()) -> bool: + if not ClassDB.class_exists("Metin2Model") or race < 1: + return false + _load_npclist(assets_root) + # 候选代号:npclist 优先,proto 名兜底 + var stems: Array[String] = [] + var code: String = _npclist.get(race, "") + if code != "": + stems.append(code) + for c: String in _folder_candidates(proto, race): + if not stems.has(c): + stems.append(c) + # 逐个代号:目录名从完整代号逐段回退(bear_brown -> bear),网格名保留完整代号 + var mesh_stem := "" + for stem in stems: + var segs := stem.split("_") + for cut in range(segs.size(), 0, -1): + var folder := "_".join(segs.slice(0, cut)) + var d := _find_dir(assets_root, folder) + if d != "": + _dir = d + mesh_stem = stem + break + if _dir != "": + break + if _dir == "": + return false + var gr2 := _dir.path_join(mesh_stem + ".gr2") + if not FileAccess.file_exists(gr2): + gr2 = _dir.path_join(_dir.get_file() + ".gr2") # 目录同名主网格 + if not FileAccess.file_exists(gr2): + gr2 = _pick_base_gr2() # 目录里第一个非动作 .gr2 + if gr2 == "": + return false + if pump.is_valid(): pump.call() + model = ClassDB.instantiate("Metin2Model") + model.name = "Metin2Model" + model.set("texture_dir", _dir) + model.set("gr2_path", gr2) # 重:解 gr2 + 建网格 + if pump.is_valid(): pump.call() + add_child(model) + _load_motlist() + if ClassDB.class_exists("Metin2AnimPlayer"): + anim = ClassDB.instantiate("Metin2AnimPlayer") + anim.set("model_path", NodePath("../Metin2Model")) + anim.set("blend_time", 0.15) + add_child(anim) + set_anim_state("wait") + CharShadow.attach(self, 1.6) # 怪脚印大一点 + return true + +func set_anim_state(s: String) -> void: + if s == _state or anim == null: + return + _state = s + var msa := _motion_for(s) + if msa == "": + return + anim.set("loop", s in ["wait", "walk", "run"]) + anim.set("anim_path", msa) + +# 供 net_world._on_info 用(如果它调 set_display_name) +func set_display_name(_n: String) -> void: + pass + +# --- 内部 ------------------------------------------------------------------- + +func _folder_candidates(proto: Node, race: int) -> Array: + if proto == null or not proto.has_method("mob"): + return [] + var m: Dictionary = proto.mob(race) + if m.is_empty(): + return [] + var out: Array = [] + var raws: Array[String] = [String(m.get("name", "")), String(m.get("locale_name", ""))] + for raw in raws: + var s: String = raw.strip_edges().to_lower() + if s == "": + continue + for c in [s.replace(" ", "_"), s.replace(" ", ""), s.replace(" ", "-")]: + if c != "" and not out.has(c): + out.append(c) + return out + +func _motion_for(state: String) -> String: + for mo: String in STATE_MOTIONS.get(state, []): + if _motions.has(mo): + return _motions[mo] + # 兜底:目录里有 .msa 直接用 + for mo: String in STATE_MOTIONS.get(state, []): + var p := _dir.path_join(mo.to_lower() + ".msa") + if FileAccess.file_exists(p): + return p + return _motions.get("WAIT", "") + +func _load_motlist() -> void: + var ml := _dir.path_join("motlist.txt") + if not FileAccess.file_exists(ml): + return + var f := FileAccess.open(ml, FileAccess.READ) + while f and not f.eof_reached(): + var parts := f.get_line().strip_edges().split(" ", false) + if parts.size() >= 3: + var motion := String(parts[1]) + var file := String(parts[2]) + var abs := _dir.path_join(file) + if FileAccess.file_exists(abs): + _motions[motion] = abs + +func _pick_base_gr2() -> String: + var da := DirAccess.open(_dir) + if da == null: + return "" + for fn in da.get_files(): + if not fn.ends_with(".gr2"): + continue + if fn.contains("_lod_"): + continue + # 动作文件通常是纯数字命名(00.gr2 / 20_1.gr2) + var stem := fn.get_basename() + if stem.is_valid_int() or (stem.contains("_") and stem.split("_")[0].is_valid_int()): + continue + return _dir.path_join(fn) + return "" + +func _find_dir(assets_root: String, folder: String) -> String: + # /*/ymir work/{monster,npc}/ + var rels := [ + "ymir work/monster/%s" % folder, + "ymir work/monster2/%s" % folder, + "ymir work/npc/%s" % folder, + "ymir work/npc2/%s" % folder, + "Monster/ymir work/monster/%s" % folder, + "Monster/ymir work/monster2/%s" % folder, + "NPC/ymir work/npc/%s" % folder, + "NPC/ymir work/npc2/%s" % folder, + ] + for rel: String in rels: + var d := assets_root.path_join(rel) + if DirAccess.dir_exists_absolute(d): + return d + var da := DirAccess.open(assets_root) + if da: + for sub in da.get_directories(): + for rel: String in rels: + var c := assets_root.path_join(sub).path_join(rel) + if DirAccess.dir_exists_absolute(c): + return c + return "" diff --git a/project/ui/mob_view.gd.uid b/project/ui/mob_view.gd.uid new file mode 100644 index 00000000..9090f447 --- /dev/null +++ b/project/ui/mob_view.gd.uid @@ -0,0 +1 @@ +uid://d06ypjevle2jf diff --git a/project/ui/party_ui.gd b/project/ui/party_ui.gd new file mode 100644 index 00000000..4628453d --- /dev/null +++ b/project/ui/party_ui.gd @@ -0,0 +1,263 @@ +# PartyUI (P8/P11) —— 组队成员信息板(1:1 迁移 `assets/root/uiparty.py` 的 +# `PartyMemberInfoBoard` + `PartyMemberInfoWindow`;布局照 `partymemberinfoboard.py` 的 +# 每员 106×36 条:StateButton(角色图标) + NameSlot + Gauge(HP) + 附加图标行)。 +# +# var pu := preload("res://ui/party_ui.gd").new() +# add_child(pu) +# pu.setup(m2client, canvas_parent, dialogs) # dialogs 可空 +# +# 每员一条 strip:角色状态按钮(队长可点 → 分配角色 / 踢人)、名字(+★队长)、HP 条、 +# 附加效果格(affects[7] 非零 → 小图标 + tooltip)。整条点击 → 选中该员 vid。 +# 顶部:EXP 分配开关(均分 / 不均分 → party_set_distribute)+ 组队治疗(party_use_skill)。 +# `party_changed` 刷新;`party_invite_ask(leader_pid)` → 确认框 → party_answer。 +extends Node + +# PythonPlayer.h EPartyRole +const ROLE_NORMAL := 0 +const ROLE_ATTACKER := 2 +const ROLE_TANKER := 3 +const ROLE_BUFFER := 4 +const ROLE_SKILL_MASTER := 5 +const ROLE_BERSERKER := 6 +const ROLE_DEFENDER := 7 +const ROLE_LABEL := { + 0: "普", 1: "队", 2: "攻", 3: "坦", 4: "辅", 5: "宗", 6: "狂", 7: "防", +} +const ROLE_MENU := [ + [ROLE_NORMAL, "普通"], [ROLE_ATTACKER, "攻击"], [ROLE_TANKER, "坦克"], + [ROLE_BERSERKER, "狂战"], [ROLE_BUFFER, "辅助"], [ROLE_SKILL_MASTER, "宗师"], + [ROLE_DEFENDER, "防御"], +] +# Packet.h EPartyExpDistributionType +const EXP_NON_PARITY := 0 # 不均分(按贡献) +const EXP_PARITY := 1 # 均分 +# uiparty.PartyMemberInfoBoard.PARTY_SKILL_* +const PARTY_SKILL_HEAL := 1 +# affects[7] 槽位含义(暂定,按 partymemberinfoboard.py 图标顺序) +const AFFECT_LABEL := ["经验", "攻击", "防御", "辅助", "宗师", "时间", "回复"] + +var client: Node +var dialogs: Node +var _root: Control +var _list: VBoxContainer +var _dist_btn: Button +var _role_popup: Control = null + +func setup(m2client: Node, parent: Node, dlg: Node = null) -> void: + client = m2client + dialogs = dlg + _build(parent) + if client.has_signal("party_changed"): + client.party_changed.connect(refresh) + if client.has_signal("party_invite_ask"): + client.party_invite_ask.connect(_on_invite) + if client.has_signal("vitals_changed"): + client.vitals_changed.connect(func(_v): if is_open(): refresh()) + refresh() + +func is_open() -> bool: + return _root != null and _root.visible + +# --- 로컬 플레이어가 파티장인가 --- +func _local_is_leader() -> bool: + if client == null or not client.has_method("get_main_vid"): + return false + var my_vid := int(client.get_main_vid()) + for m in client.get_party(): + if int(m.get("vid", 0)) == my_vid: + return bool(m.get("leader", false)) + return false + +# --- 새로고침 ------------------------------------------------------------ + +func refresh() -> void: + if client == null or not client.has_method("get_party"): + return + _dismiss_role_popup() + for c in _list.get_children(): + _list.remove_child(c) + c.queue_free() + var members: Array = client.get_party() + _root.visible = not members.is_empty() + if members.is_empty(): + return + _refresh_dist_btn() + for m in members: + _list.add_child(_strip(m)) + +func _refresh_dist_btn() -> void: + if not is_instance_valid(_dist_btn): + return + var mode := int(client.get_party_distribute_mode()) if client.has_method("get_party_distribute_mode") else 0 + _dist_btn.text = "EXP:均分" if mode == EXP_PARITY else "EXP:不均分" + _dist_btn.disabled = not _local_is_leader() + +# --- 한 명 strip ------------------------------------------------------ + +func _strip(m: Dictionary) -> Control: + var pid := int(m.get("pid", 0)) + var vid := int(m.get("vid", 0)) + var is_leader := bool(m.get("leader", false)) + var role := int(m.get("state", 0)) & 0x7F + + var strip := PanelContainer.new() + strip.custom_minimum_size = Vector2(206, 40) + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 4) + strip.add_child(row) + + # StateButton —— 角色图标(队长可点) + var state_btn := Button.new() + state_btn.custom_minimum_size = Vector2(22, 34) + state_btn.text = "队" if is_leader else ROLE_LABEL.get(role, "普") + state_btn.tooltip_text = "队长" if is_leader else ("角色:%s" % ROLE_LABEL.get(role, "普")) + state_btn.disabled = not _local_is_leader() + state_btn.pressed.connect(func() -> void: _open_role_popup(state_btn, pid, role)) + row.add_child(state_btn) + + var col := VBoxContainer.new() + col.add_theme_constant_override("separation", 1) + col.size_flags_horizontal = Control.SIZE_EXPAND_FILL + row.add_child(col) + + # NameSlot / NamePrint + var name_lbl := Button.new() + name_lbl.flat = true + name_lbl.alignment = HORIZONTAL_ALIGNMENT_LEFT + name_lbl.text = ("★ " if is_leader else "") + String(m.get("name", "?")) + name_lbl.add_theme_font_size_override("font_size", 12) + name_lbl.pressed.connect(func() -> void: _select_member(vid)) + col.add_child(name_lbl) + + # Gauge (HP) + var bar := ProgressBar.new() + bar.min_value = 0 + bar.max_value = 100 + bar.value = int(m.get("hp_pct", 0)) + bar.show_percentage = false + bar.custom_minimum_size = Vector2(180, 8) + col.add_child(bar) + + # 附가효과 아이콘 행 + var affects: Array = m.get("affects", []) + var chips := HBoxContainer.new() + chips.add_theme_constant_override("separation", 2) + col.add_child(chips) + for i in affects.size(): + var v := int(affects[i]) + if v == 0: + continue + var chip := Label.new() + chip.text = AFFECT_LABEL[i] if i < AFFECT_LABEL.size() else "?%d" % i + chip.add_theme_font_size_override("font_size", 9) + chip.add_theme_color_override("font_color", Color(0.7, 0.9, 1.0)) + chip.tooltip_text = "%s +%d" % [chip.text, v] + chips.add_child(chip) + return strip + +func _select_member(vid: int) -> void: + if vid <= 0 or client == null: + return + if client.has_method("set_target"): + client.set_target(vid) + elif client.has_method("target"): + client.target(vid) + +# --- 角色分配 팝업 (uiparty.__ShowStateButton + OnSelectState / OnExpel) --- + +func _open_role_popup(anchor: Control, pid: int, cur_role: int) -> void: + _dismiss_role_popup() + if not _local_is_leader(): + return + var pop := VBoxContainer.new() + pop.add_theme_constant_override("separation", 2) + var bg := PanelContainer.new() + bg.add_child(pop) + for entry in ROLE_MENU: + var r: int = entry[0] + var b := Button.new() + b.text = entry[1] + (" ✓" if r == cur_role else "") + b.custom_minimum_size = Vector2(84, 22) + b.pressed.connect(func() -> void: + if r == ROLE_NORMAL: + # OnSelectState(-1): 清掉当前角色 + client.party_set_state(pid, cur_role, false) + else: + client.party_set_state(pid, r, true) + _dismiss_role_popup()) + pop.add_child(b) + var expel := Button.new() + expel.text = "踢出队伍" + expel.custom_minimum_size = Vector2(84, 22) + expel.add_theme_color_override("font_color", Color(1, 0.5, 0.5)) + expel.pressed.connect(func() -> void: + client.party_leave(pid) # OnExpel -> SendPartyRemovePacket + _dismiss_role_popup()) + pop.add_child(expel) + bg.position = anchor.get_global_position() + Vector2(24, 0) + _root.get_parent().add_child(bg) + _role_popup = bg + +func _dismiss_role_popup() -> void: + if is_instance_valid(_role_popup): + _role_popup.queue_free() + _role_popup = null + +# --- 邀请确认 --------------------------------------------------------- + +func _on_invite(leader_pid: int) -> void: + var accept := func() -> void: client.party_answer(leader_pid, true) + var decline := func() -> void: client.party_answer(leader_pid, false) + if dialogs and dialogs.has_method("confirm"): + dialogs.confirm("有人邀请你加入队伍,接受?", accept, decline) + else: + accept.call() + +# --- EXP 분배 / 组队治疗 -------------------------------------------- + +func _toggle_distribute() -> void: + if client == null or not _local_is_leader(): + return + var mode := int(client.get_party_distribute_mode()) if client.has_method("get_party_distribute_mode") else 0 + client.party_set_distribute(EXP_NON_PARITY if mode == EXP_PARITY else EXP_PARITY) + +func _party_heal() -> void: + if client and client.has_method("party_use_skill"): + client.party_use_skill(PARTY_SKILL_HEAL, 0) # OnPartyUseSkill + +# --- 레이아웃 ------------------------------------------------------------ + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_TOP_LEFT) + _root.position = Vector2(16, 150) + _root.size = Vector2(226, 320) + _root.visible = false + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.06, 0.07, 0.09, 0.85) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + + var header := HBoxContainer.new() + header.position = Vector2(8, 6) + header.add_theme_constant_override("separation", 6) + _root.add_child(header) + _dist_btn = Button.new() + _dist_btn.text = "EXP:均分" + _dist_btn.add_theme_font_size_override("font_size", 11) + _dist_btn.pressed.connect(_toggle_distribute) + header.add_child(_dist_btn) + var heal := Button.new() + heal.text = "组队治疗" + heal.add_theme_font_size_override("font_size", 11) + heal.pressed.connect(_party_heal) + header.add_child(heal) + + _list = VBoxContainer.new() + _list.position = Vector2(8, 32) + _list.add_theme_constant_override("separation", 4) + _root.add_child(_list) diff --git a/project/ui/party_ui.gd.uid b/project/ui/party_ui.gd.uid new file mode 100644 index 00000000..9d62ce84 --- /dev/null +++ b/project/ui/party_ui.gd.uid @@ -0,0 +1 @@ +uid://d3654hrkbg1u0 diff --git a/project/ui/player_view.gd b/project/ui/player_view.gd new file mode 100644 index 00000000..0ba87050 --- /dev/null +++ b/project/ui/player_view.gd @@ -0,0 +1,98 @@ +# PlayerView (P2) —— 本地玩家的真模型:Metin2Model + Metin2AnimPlayer。 +# +# var pv := preload("res://ui/player_view.gd").new() +# pv.build(assets_root, race) # race 0..7(GC_MAIN_CHARACTER.race) +# game_scene.set_player_model(pv) +# pv.set_anim_state("run") # wait/walk/run/attack/dead +# +# 转发 weapon_gr2 / gr2_path / hair_gr2 / hair_skin 的 set 给内部 Metin2Model, +# 所以 equip_model.gd 可以直接 `player.set("weapon_gr2", path)`。 +extends Node3D + +# race -> (class, 是否女). playersettingmodule: 0=WAR_M 1=ASN_W 2=SURA_M 3=SHA_W +# 4=WAR_W 5=ASN_M 6=SURA_W 7=SHA_M +const CLASS_OF := ["warrior", "assassin", "sura", "shaman"] +const FEMALE_RACES := [1, 3, 4, 6] + +var model: Node # Metin2Model +var anim: Node # Metin2AnimPlayer +var motion_dir := "" +var _state := "" +var _forward := ["weapon_gr2", "shield_gr2", "gr2_path", "hair_gr2", "hair_skin", "specular_power"] + +# pump 可空:每个重活(gr2 解析 / LOD 扫描 / hair 折叠 / .msa 解析)之间调一下 +# 它(= M2Client.net_poll),免得整段阻塞几秒漏 PONG 被服务器踢。 +func build(assets_root: String, race: int, pump := Callable()) -> bool: + if not ClassDB.class_exists("Metin2Model"): + return false + var cls: String = CLASS_OF[race & 3] + var pc_dir := "pc2/ymir work/pc2/%s" % cls if race in FEMALE_RACES else "PC/ymir work/pc/%s" % cls + var base := _resolve_dir(assets_root, pc_dir) + if base == "": + base = _resolve_dir(assets_root, "PC/ymir work/pc/%s" % cls) # 兜底用男模 + if base == "": + return false + motion_dir = base.path_join("general") + + model = ClassDB.instantiate("Metin2Model") + model.name = "Metin2Model" + model.set("texture_dir", base) + if pump.is_valid(): pump.call() + var body := _first_existing([base.path_join("%s_novice.gr2" % cls), base.path_join("%s.gr2" % cls)]) + if body != "": + model.set("gr2_path", body) # 重:解 gr2 + 建网格 + 扫 3 级 LOD + if pump.is_valid(): pump.call() + var hair := _first_existing([base.path_join("hair/hair_1_1.gr2"), base.path_join("hair/hair_01.gr2")]) + if hair != "": + model.set("hair_gr2", hair) # 重:解 hair gr2 + 折进网格 + if pump.is_valid(): pump.call() + add_child(model) + + if ClassDB.class_exists("Metin2AnimPlayer"): + anim = ClassDB.instantiate("Metin2AnimPlayer") + anim.set("model_path", NodePath("../Metin2Model")) + anim.set("loop", true) + anim.set("blend_time", 0.15) + add_child(anim) + if pump.is_valid(): pump.call() + set_anim_state("wait") # 重:解 .msa + if pump.is_valid(): pump.call() + CharShadow.attach(self, 1.3) # 脚下接触阴影 + 强制 cast_shadow + return true + +func set_anim_state(s: String) -> void: + if s == _state or anim == null or motion_dir == "": + return + _state = s + var msa := motion_dir.path_join(s + ".msa") + if not FileAccess.file_exists(msa): + msa = motion_dir.path_join(s + ".gr2") + if FileAccess.file_exists(msa): + anim.set("loop", s in ["wait", "walk", "run"]) + anim.set("anim_path", msa) + +func _set(prop: StringName, val: Variant) -> bool: + if String(prop) in _forward and model: + model.set(prop, val) + return true + return false + +# --- 路径解析 ------------------------------------------------------------- + +func _resolve_dir(assets_root: String, rel: String) -> String: + var d := assets_root.path_join(rel) + if DirAccess.dir_exists_absolute(d): + return d + var da := DirAccess.open(assets_root) + if da: + for sub in da.get_directories(): + var c := assets_root.path_join(sub).path_join(rel) + if DirAccess.dir_exists_absolute(c): + return c + return "" + +func _first_existing(paths: Array) -> String: + for p: String in paths: + if FileAccess.file_exists(p): + return p + return "" diff --git a/project/ui/player_view.gd.uid b/project/ui/player_view.gd.uid new file mode 100644 index 00000000..db2a8ddd --- /dev/null +++ b/project/ui/player_view.gd.uid @@ -0,0 +1 @@ +uid://nm24uhdtjn4d diff --git a/project/ui/private_shop_ui.gd b/project/ui/private_shop_ui.gd new file mode 100644 index 00000000..1390f3e6 --- /dev/null +++ b/project/ui/private_shop_ui.gd @@ -0,0 +1,331 @@ +# PrivateShopUI —— 개인상점 개설창 (CG_MYSHOP).1:1 迁移 `assets/root/uiprivateshopbuilder.py` +# 的 `PrivateShopBuilder`(布局走真 `assets/uiscript/uiscript/privateshopbuilder.py`)。 +# +# var pu := preload("res://ui/private_shop_ui.gd").new() +# add_child(pu) +# pu.setup(m2client, ui_manager, proto, assets_root) +# pu.toggle() +# +# 布局:`privateshopbuilder.py`(board + TitleBar + NameLine + ItemSlot 5×8=40 grid + Ok/Close)。 +# 交互 = uiprivateshopbuilder.itemStock:左侧(挂在窗右边的附加面板)列背包候选,点一件 +# “拿起”,再点右侧 40 格的空格 → 价格输入(`uiCommon.MoneyInputDialog`)→ 落位 +# (`AddPrivateShopItemStock` + `itemStock[targetSlot]=(src)`);点已占用格 → 撤下 +# (`OnSelectItemSlot` / `DelPrivateShopItemStock`)。OkButton(`BuildPrivateShop`):stock 按 +# 格号排序、`display_pos = 格号`、上限 39(`PRIVATE_SHOP_ITEM_MAX_NUM`)打包成 +# `M2Client.open_private_shop(sign, [{vnum,count,inv_cell,price,display_pos}])` +# (= `TPacketCGMyShop` + `TShopItemTable`×N)。철수 `close_private_shop()` = SHOP_CG_END。 +extends Node + +const PRIVATE_SHOP_ITEM_MAX := 39 # PRIVATE_SHOP_ITEM_MAX_NUM (TPacketCGMyShop::bCount 上限) +const SIGN_MAX := 25 # NameLine input_limit + +var client: Node +var ui: CanvasLayer # UiManager +var proto: Node +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} +var _sign: LineEdit +var _inv_list: VBoxContainer +var _cells: Dictionary = {} # 格号:int -> Panel +var _status: Label +var _stock: Dictionary = {} # 格号:int -> {cell, vnum, count, price} +var _picked = null # {cell, vnum, count} 等待落位 +var _price_dialog: Control = null + +func setup(m2client: Node, ui_manager: CanvasLayer, proto_node: Node = null, assets := "") -> void: + client = m2client + ui = ui_manager + proto = proto_node + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + if client and client.has_signal("inventory_changed"): + client.inventory_changed.connect(func(_w, _c): if is_open(): _refresh()) + +# --- open / close -------------------------------------------------- + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + _dismiss_price_dialog() + if is_open(): + ui.close(_win["root"]) + _win = {} + _cells.clear() + _stock.clear() + _picked = null + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("privateshopbuilder.py") + if not FileAccess.file_exists(path): + push_warning("PrivateShopUI: no privateshopbuilder.py at " + path) + return + _stock.clear() + _picked = null + _win = ui.open_script(path, assets_root) + if not is_open(): + return + var root: Control = _win["root"] + _index_cells(root) + _overlay_name_edit(root) + _add_inv_panel(root) + _wire_buttons(root) + _refresh() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +func _index_cells(root: Node) -> void: + _cells.clear() + for n in root.find_children("slot_*", "Panel", true, false): + if not n.has_meta("slot_index"): + continue + var slot := int(n.get_meta("slot_index")) + _cells[slot] = n + var idx := slot + n.gui_input.connect(func(e: InputEvent) -> void: + if e is InputEventMouseButton and e.button_index == MOUSE_BUTTON_LEFT and e.pressed: + _on_slot_clicked(idx)) + +# NameLine 在 uiscript 里是 text(Label)—— 盖一个 LineEdit 上去 +func _overlay_name_edit(root: Control) -> void: + var name_line := _node("NameLine") + _sign = LineEdit.new() + _sign.max_length = SIGN_MAX + _sign.placeholder_text = "상점 이름" + if name_line: + name_line.visible = false + var slot := name_line.get_parent() + _sign.position = name_line.position + _sign.size = Vector2(maxf(name_line.size.x, 150), 18) + (slot if slot is Control else root).add_child(_sign) + else: + _sign.position = Vector2(13, 35) + _sign.size = Vector2(157, 18) + root.add_child(_sign) + +func _wire_buttons(root: Control) -> void: + var ok := _node("OkButton") + if ok is BaseButton: + ok.pressed.connect(_ok) + var cl := _node("CloseButton") + if cl is BaseButton: + cl.pressed.connect(close) + var tb := _node("TitleBar") + if tb: + for b in tb.find_children("*", "BaseButton", true, false): + b.pressed.connect(close) + +# 원 클라는 메인 인벤토리에서 드래그 —— 여기선 창 오른쪽에 후보 패널을 붙임 +func _add_inv_panel(root: Control) -> void: + var panel := Panel.new() + panel.name = "inv_candidates" + panel.position = Vector2(root.size.x + 6, 0) + panel.size = Vector2(220, root.size.y) + var bg := StyleBoxFlat.new() + bg.bg_color = Color(0.06, 0.06, 0.09, 0.95) + bg.border_color = Color(0.4, 0.36, 0.24, 0.9) + bg.set_border_width_all(1) + panel.add_theme_stylebox_override("panel", bg) + root.add_child(panel) + var title := Label.new() + title.text = "배낭 (클릭 → 집기)" + title.position = Vector2(10, 8) + title.add_theme_font_size_override("font_size", 12) + panel.add_child(title) + var sc := ScrollContainer.new() + sc.position = Vector2(8, 30) + sc.size = Vector2(204, root.size.y - 66) + panel.add_child(sc) + _inv_list = VBoxContainer.new() + _inv_list.add_theme_constant_override("separation", 3) + sc.add_child(_inv_list) + _status = Label.new() + _status.position = Vector2(10, root.size.y - 30) + _status.add_theme_font_size_override("font_size", 11) + _status.add_theme_color_override("font_color", Color(1, 0.9, 0.5)) + panel.add_child(_status) + +# --- 명칭 -------------------------------------------------------------- + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +# --- 새로고침 -------------------------------------------------------- + +func _refresh() -> void: + _refresh_inv() + _refresh_grid() + +func _refresh_inv() -> void: + if not is_instance_valid(_inv_list): + return + for c in _inv_list.get_children(): + _inv_list.remove_child(c) + c.queue_free() + var used := {} + for s in _stock.values(): + used[int(s["cell"])] = true + var inv: Array = client.get_inventory() if client and client.has_method("get_inventory") else [] + var shown := 0 + for it in inv: + var cell := int(it.get("cell", 0)) + if used.has(cell): + continue + var vnum := int(it.get("vnum", 0)) + var count := int(it.get("count", 1)) + var b := Button.new() + b.text = "%s ×%d" % [_name_of(vnum), count] + b.alignment = HORIZONTAL_ALIGNMENT_LEFT + b.custom_minimum_size = Vector2(196, 22) + b.toggle_mode = true + var entry := {"cell": cell, "vnum": vnum, "count": count} + b.pressed.connect(func() -> void: _pick(entry, b)) + if _picked != null and int(_picked["cell"]) == cell: + b.button_pressed = true + _inv_list.add_child(b) + shown += 1 + if shown == 0: + var l := Label.new() + l.text = "(배낭이 비어 있음)" + l.add_theme_font_size_override("font_size", 12) + _inv_list.add_child(l) + +func _refresh_grid() -> void: + for slot in _cells.keys(): + var cell: Panel = _cells[slot] + for ch in cell.get_children(): + cell.remove_child(ch) + ch.queue_free() + cell.tooltip_text = "" + if _stock.has(slot): + var s: Dictionary = _stock[slot] + var nm := Label.new() + nm.text = _name_of(int(s["vnum"])).substr(0, 4) + nm.add_theme_font_size_override("font_size", 8) + nm.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(nm) + var pr := Label.new() + pr.text = str(int(s["price"])) + pr.position = Vector2(1, 18) + pr.add_theme_font_size_override("font_size", 8) + pr.add_theme_color_override("font_color", Color(0.95, 0.85, 0.5)) + pr.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(pr) + cell.tooltip_text = "%s ×%d\n%d 냥" % [_name_of(int(s["vnum"])), int(s["count"]), int(s["price"])] + cell.modulate = Color(1, 1, 1) + else: + cell.modulate = Color(0.72, 0.72, 0.82) if _picked != null else Color(1, 1, 1) + +# --- 상호작용 -------------------------------------------------------- + +func _pick(entry: Dictionary, _btn: Button) -> void: + if _picked != null and int(_picked["cell"]) == int(entry["cell"]): + _picked = null + else: + _picked = entry + _refresh_grid() + +func _on_slot_clicked(slot: int) -> void: + if _stock.has(slot): + _stock.erase(slot) + if is_instance_valid(_status): + _status.text = "" + _refresh() + return + if _picked == null: + return + _ask_price(slot) + +func _ask_price(slot: int) -> void: + _dismiss_price_dialog() + var dlg := Panel.new() + dlg.set_anchors_preset(Control.PRESET_CENTER) + dlg.position = Vector2(-120, -70) + dlg.size = Vector2(240, 128) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.06, 0.06, 0.09, 0.98) + sb.border_color = Color(0.7, 0.55, 0.22, 0.9) + sb.set_border_width_all(1) + dlg.add_theme_stylebox_override("panel", sb) + var t := Label.new() + t.text = "판매 가격" + t.position = Vector2(12, 10) + dlg.add_child(t) + var spin := SpinBox.new() + spin.min_value = 1 + spin.max_value = 2000000000 + spin.step = 1 + spin.value = int(_stock.get(slot, {}).get("price", 1)) + spin.position = Vector2(12, 40) + spin.size = Vector2(216, 28) + dlg.add_child(spin) + var ok := Button.new() + ok.text = "확인" + ok.position = Vector2(60, 86) + ok.pressed.connect(func() -> void: _place(slot, int(spin.value))) + dlg.add_child(ok) + var cancel := Button.new() + cancel.text = "취소" + cancel.position = Vector2(130, 86) + cancel.pressed.connect(_dismiss_price_dialog) + dlg.add_child(cancel) + _win["root"].get_parent().add_child(dlg) + _price_dialog = dlg + +func _dismiss_price_dialog() -> void: + if is_instance_valid(_price_dialog): + _price_dialog.queue_free() + _price_dialog = null + +func _place(slot: int, price: int) -> void: + if price <= 0 or _picked == null: + _dismiss_price_dialog() + return + _stock[slot] = {"cell": int(_picked["cell"]), "vnum": int(_picked["vnum"]), + "count": int(_picked["count"]), "price": price} + _picked = null + _dismiss_price_dialog() + _refresh() + +func _ok() -> void: + if _stock.is_empty(): + if is_instance_valid(_status): + _status.text = "판매할 아이템을 올리세요" + return + var slots := _stock.keys() + slots.sort() + var items: Array = [] + for slot in slots: + if items.size() >= PRIVATE_SHOP_ITEM_MAX: + break + var s: Dictionary = _stock[slot] + items.append({"vnum": s["vnum"], "count": s["count"], "inv_cell": s["cell"], + "price": s["price"], "display_pos": slot}) + if client and client.has_method("open_private_shop"): + client.open_private_shop(_sign.text.strip_edges(), items) + close() + +func _close_shop() -> void: + if client and client.has_method("close_private_shop"): + client.close_private_shop() diff --git a/project/ui/private_shop_ui.gd.uid b/project/ui/private_shop_ui.gd.uid new file mode 100644 index 00000000..372fa3ca --- /dev/null +++ b/project/ui/private_shop_ui.gd.uid @@ -0,0 +1 @@ +uid://3gl3s2r0g74h diff --git a/project/ui/quest_dialog.gd b/project/ui/quest_dialog.gd new file mode 100644 index 00000000..9785cdb0 --- /dev/null +++ b/project/ui/quest_dialog.gd @@ -0,0 +1,226 @@ +# QuestDialog (P7) —— 渲染 GC_SCRIPT 的 NPC 对话(EventManager 脚本,客户端只渲染)。 +# +# var qd := preload("res://ui/quest_dialog.gd").new() +# add_child(qd) +# qd.setup(m2client, canvas_parent) +# +# 脚本格式(`CPythonEventManager`):纯文本 + `[命令 arg(值)]` token 交错。 +# [ENTER] 换行 +# [CLEAR] 清空 +# [NEXT] / [DONE] 「继续 / 关闭」按钮 -> M2Client.script_answer(255) +# [QUESTION arg("是") arg("否")] 选项按钮 -> script_answer(0..N-1) +# [LETTER value("...")] 追加文本(旧写法) +# [INPUT] 显示文本输入框,提交 -> M2Client.quest_input() +# [SELECT_ITEM] 要求从背包选一颗魔石 -> 发 select_item_requested 信号(打开 SelectItemUI) +# [CONFIRM_WAIT] 等:本版忽略 +# +# quest_confirm_ask(GC_QUEST_CONFIRM)也在这里弹 是/否 -> quest_confirm(yes, pid)。 +extends Node + +signal opened() +signal closed() +# EventManager EVENT_TYPE_SELECT_ITEM —— 对应 interfacemodule.BINARY_OpenSelectItemWindow +signal select_item_requested() + +var client: Node +var _root: Control +var _text: RichTextLabel +var _btnrow: VBoxContainer +var _confirm_pid := 0 + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + set_process_unhandled_input(true) + _build(parent) + if client.has_signal("script_dialog"): + client.script_dialog.connect(_on_script) + if client.has_signal("quest_confirm_ask"): + client.quest_confirm_ask.connect(_on_confirm) + +func is_open() -> bool: + return _root != null and _root.visible + +# --- 收 GC_SCRIPT ------------------------------------------------------ + +func _on_script(_skin: int, text: String) -> void: + var parsed := parse_script(text) + if parsed.body.strip_edges() == "" and parsed.choices.is_empty(): + close() + return + _text.text = parsed.body + _fill_buttons(parsed.choices, parsed.has_next, parsed.has_input) + _root.visible = true + opened.emit() + if parsed.has_select_item: + select_item_requested.emit() + +func _on_confirm(msg: String, _timeout: int, request_pid: int) -> void: + _confirm_pid = request_pid + _text.text = msg + _fill_confirm() + _root.visible = true + opened.emit() + +func close() -> void: + if _root: + _root.visible = false + closed.emit() + +func _unhandled_input(event: InputEvent) -> void: + if not is_open() or not (event is InputEventKey): + return + var key := event as InputEventKey + if key.pressed and not key.echo and key.keycode == KEY_ESCAPE: + # The legacy client sends QUEST_CANCEL when the active script is dismissed + # with Escape; ordinary answer buttons continue to use SCRIPT_ANSWER. + if client and client.has_method("quest_cancel"): + client.quest_cancel() + close() + get_viewport().set_input_as_handled() + +# --- 脚本解析 -------------------------------------------------------- + +# -> { body: String, choices: [String], has_next: bool } +func parse_script(src: String) -> Dictionary: + var body := "" + var choices := [] + var has_next := false + var has_input := false + var has_select_item := false + var i := 0 + var n := src.length() + while i < n: + var c := src[i] + if c == "[": + var close_i := src.find("]", i) + if close_i == -1: + body += src.substr(i) + break + var tok := src.substr(i + 1, close_i - i - 1).strip_edges() + i = close_i + 1 + var name := tok.split(" ", false)[0].to_upper() if tok != "" else "" + match name: + "ENTER": + body += "\n" + "CLEAR", "CLEAR_TEXT": + body = "" + "NEXT", "DONE": + has_next = true + "QUESTION": + for m in _rx_args(tok): + choices.append(m) + "INPUT": + has_input = true + "SELECT_ITEM": + has_select_item = true + "LETTER": + var vv := _rx_args(tok) + if vv.size() > 0: + body += vv[0] + _: + pass # COLOR/DELAY/WAIT/IMAGE/... 忽略 + else: + body += c + i += 1 + return {"body": body.strip_edges(), "choices": choices, "has_next": has_next, + "has_input": has_input, "has_select_item": has_select_item} + +# 抓 tok 里所有 arg("...") / value("...") 的字符串 +func _rx_args(tok: String) -> Array: + var out := [] + var i := 0 + while true: + var q1 := tok.find('"', i) + if q1 == -1: + break + var q2 := tok.find('"', q1 + 1) + if q2 == -1: + break + out.append(tok.substr(q1 + 1, q2 - q1 - 1)) + i = q2 + 1 + return out + +# --- UI -------------------------------------------------------------- + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-230, -160) + _root.size = Vector2(460, 300) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.08, 0.07, 0.06, 0.97) + sb.border_color = Color(0.5, 0.42, 0.3) + sb.set_border_width_all(1) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + _text = RichTextLabel.new() + _text.bbcode_enabled = true + _text.position = Vector2(16, 14) + _text.size = Vector2(428, 200) + _text.add_theme_font_size_override("normal_font_size", 13) + _root.add_child(_text) + _btnrow = VBoxContainer.new() + _btnrow.position = Vector2(16, 222) + _btnrow.custom_minimum_size = Vector2(428, 0) + _btnrow.add_theme_constant_override("separation", 4) + _root.add_child(_btnrow) + +func _clear_buttons() -> void: + for c in _btnrow.get_children(): + c.queue_free() + +func _fill_buttons(choices: Array, has_next: bool, has_input := false) -> void: + _clear_buttons() + if has_input: + var input := LineEdit.new() + input.placeholder_text = "请输入" + input.custom_minimum_size = Vector2(428, 28) + _btnrow.add_child(input) + var submit := _mkbtn("提交") + submit.pressed.connect(func(): _submit_input(input)) + input.text_submitted.connect(func(_text): _submit_input(input)) + return + if choices.is_empty(): + var b := _mkbtn("继续" if has_next else "关闭") + b.pressed.connect(func(): + client.script_answer(255) + close()) + return + for i in choices.size(): + var idx := i + var b := _mkbtn(String(choices[i])) + b.pressed.connect(func(): + client.script_answer(idx) + close()) + +func _submit_input(input: LineEdit) -> void: + if client and client.has_method("quest_input") and client.quest_input(input.text): + close() + +func _fill_confirm() -> void: + _clear_buttons() + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 8) + _btnrow.add_child(row) + for spec in [["接受", true], ["拒绝", false]]: + var yes: bool = spec[1] + var b := Button.new() + b.text = spec[0] + b.custom_minimum_size = Vector2(120, 30) + b.pressed.connect(func(): + client.quest_confirm(yes, _confirm_pid) + close()) + row.add_child(b) + +func _mkbtn(text: String) -> Button: + var b := Button.new() + b.text = text + b.custom_minimum_size = Vector2(428, 26) + _btnrow.add_child(b) + return b diff --git a/project/ui/quest_dialog.gd.uid b/project/ui/quest_dialog.gd.uid new file mode 100644 index 00000000..93c158e2 --- /dev/null +++ b/project/ui/quest_dialog.gd.uid @@ -0,0 +1 @@ +uid://8irhkh75qgra diff --git a/project/ui/quest_log.gd b/project/ui/quest_log.gd new file mode 100644 index 00000000..c5897ce1 --- /dev/null +++ b/project/ui/quest_log.gd @@ -0,0 +1,90 @@ +# QuestLog (P7) —— 任务日志窗:GC_QUEST_INFO 的条目列表。 +# +# var ql := preload("res://ui/quest_log.gd").new() +# add_child(ql) +# ql.setup(m2client, canvas_parent) +# ql.toggle() # J 键 +# +# 每条: 图标(占位) + 标题 + counter「名: 值」 + clock「名: 值」。 +# `quest_info` 信号来时刷新。空标题的条目视为「已完成 / 移除」。 +extends Node + +var client: Node +var _root: Control +var _list: VBoxContainer + +func setup(m2client: Node, parent: Node) -> void: + client = m2client + _build(parent) + if client.has_signal("quest_info"): + client.quest_info.connect(func(_i): refresh()) + +func is_open() -> bool: + return _root != null and _root.visible + +func toggle() -> void: + _root.visible = not _root.visible + if _root.visible: + refresh() + +func refresh() -> void: + if not is_open() or client == null: + return + for c in _list.get_children(): + c.queue_free() + var quests: Array = client.get_quests() + if quests.is_empty(): + var e := Label.new() + e.text = "(无进行中的任务)" + e.add_theme_font_size_override("font_size", 12) + _list.add_child(e) + return + for q in quests: + if String(q.get("title", "")).strip_edges() == "": + continue + var box := VBoxContainer.new() + box.add_theme_constant_override("separation", 1) + var t := Label.new() + t.text = "◆ " + String(q.get("title", "")) + t.add_theme_font_size_override("font_size", 13) + box.add_child(t) + var cn := String(q.get("counter_name", "")) + if cn != "": + var cl := Label.new() + cl.text = " %s: %d" % [cn, int(q.get("counter_value", 0))] + cl.add_theme_font_size_override("font_size", 11) + cl.modulate = Color(0.8, 0.85, 0.7) + box.add_child(cl) + var kn := String(q.get("clock_name", "")) + if kn != "": + var kl := Label.new() + kl.text = " %s: %d" % [kn, int(q.get("clock_value", 0))] + kl.add_theme_font_size_override("font_size", 11) + kl.modulate = Color(0.7, 0.8, 0.9) + box.add_child(kl) + _list.add_child(box) + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_TOP_RIGHT) + _root.position = Vector2(-320, 60) + _root.size = Vector2(300, 360) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.07, 0.08, 0.1, 0.95) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "任务日志" + title.position = Vector2(12, 8) + _root.add_child(title) + _list = VBoxContainer.new() + _list.position = Vector2(12, 34) + _list.custom_minimum_size = Vector2(276, 0) + _list.add_theme_constant_override("separation", 8) + _root.add_child(_list) diff --git a/project/ui/quest_log.gd.uid b/project/ui/quest_log.gd.uid new file mode 100644 index 00000000..4a73b240 --- /dev/null +++ b/project/ui/quest_log.gd.uid @@ -0,0 +1 @@ +uid://dw1hym64mtt6g diff --git a/project/ui/quickbar.gd b/project/ui/quickbar.gd new file mode 100644 index 00000000..9fd47f74 --- /dev/null +++ b/project/ui/quickbar.gd @@ -0,0 +1,272 @@ +# Quickbar (P6) —— 快捷栏:36 槽(4 页 × 9 格),数字键 1-9 施放技能 / 用物品。 +# +# var qb := preload("res://ui/quickbar.gd").new() +# add_child(qb) +# qb.setup(m2client, skill_table, canvas_parent, player_getter) +# qb.assign(0, "skill", 1) # 当前页 0 号格放技能 id 1 +# qb.assign(1, "item", 5) # 当前页 1 号格放背包 5 格的药水 +# # 输入: game_scene 里 KEY_1..KEY_9 -> qb.activate(n),F1..F4 切页 +# +# 技能施放:先发送 M2Client.use_skill(skill_id, target_vid),再同步 +# M2Client.cast_skill(motion_idx, heading, x_cm, y_cm)(朝向 = 玩家 yaw)。 +# 冷却:本地预测时长由 SkillTable 提供;GC_SKILL_COOLTIME_END 可提前解锁。 +extends Node + +signal skill_activated(skill_id: int) # game_scene 接它播技能特效 + +const CM := 100.0 +const DEFAULT_CD := 2.0 +const SLOTS_PER_PAGE := 9 +const PAGE_COUNT := 4 +const SLOT_COUNT := SLOTS_PER_PAGE * PAGE_COUNT + +var client: Node +var table: RefCounted # SkillTable +var _player_getter: Callable +var _root: Control +var _slots := [] # 当前页 UI:[{btn, cd, lbl}] +var _state := [] # 36 个服务端槽:[{kind, id, cd_end:float}] +var _page := 0 +var _move_from := -1 + +func setup(m2client: Node, skill_table: RefCounted, parent: Node, player_getter: Callable) -> void: + client = m2client + table = skill_table + _player_getter = player_getter + for _i in SLOT_COUNT: + _state.append({"kind": "", "id": 0, "cd_end": 0.0}) + _build(parent) + if client.has_signal("skill_cooldown_end"): + client.skill_cooldown_end.connect(_on_cd_end) + if client.has_signal("quickslots_changed"): + client.quickslots_changed.connect(restore_from_server) + restore_from_server() + +# 从服务器 GC_QUICKSLOT_* 恢复全部 36 个快捷栏槽位。 +# 服务器 type:1 道具 / 2 技能 / 3 命令 / 4 表情;ref = 道具格 / 技能 id。 +func restore_from_server() -> void: + if client == null or not client.has_method("get_quickslots"): + return + var restored := [] + for _i in SLOT_COUNT: + restored.append({"kind": "", "id": 0, "cd_end": 0.0}) + for qs in client.get_quickslots(): + var pos := int(qs.get("pos", -1)) + if pos < 0 or pos >= SLOT_COUNT: + continue + match int(qs.get("type", 0)): + 1: restored[pos] = {"kind": "item", "id": int(qs.get("ref", 0)), "cd_end": 0.0} + 2: restored[pos] = {"kind": "skill", "id": int(qs.get("ref", 0)), "cd_end": 0.0} + _state = restored + _refresh_page() + +func assign(slot: int, kind: String, id: int, persist := true) -> void: + if slot < 0 or slot >= SLOTS_PER_PAGE: + return + var global := _global_slot(slot) + _state[global] = {"kind": kind, "id": id, "cd_end": 0.0} + if persist and client and client.has_method("quickslot_add"): + var type := 2 if kind == "skill" else 1 if kind == "item" else 0 + if type == 0 or not client.quickslot_add(global, type, id): + return + _refresh_slot(slot) + +func activate(slot: int) -> void: + if slot < 0 or slot >= SLOTS_PER_PAGE: + return + var global := _global_slot(slot) + var s: Dictionary = _state[global] + if s.kind == "" or s.id == 0: + return + if _now() < s.cd_end: + return + if s.kind == "skill": + var mi: int = table.motion_idx_of(s.id) if table else 0 + var p: Node3D = _player_getter.call() if _player_getter.is_valid() else null + var yaw := 0.0 + var xy := Vector2.ZERO + if p: + yaw = fposmod(90.0 - rad_to_deg(p.rotation.y), 360.0) + xy = Vector2(p.position.x * CM, -p.position.z * CM) + var target_vid := 0 + if client.has_method("get_target"): + target_vid = int(client.get_target().get("vid", 0)) + # use_skill is the authoritative server intent. Keep the CG_MOVE skill + # state packet as a separate visual/action-state sync, just like the + # original client did. + var intent_sent := true + if client.has_method("use_skill"): + intent_sent = client.use_skill(int(s.id), target_vid) + if intent_sent and client.cast_skill(mi, yaw, int(xy.x), int(xy.y)): + s.cd_end = _now() + _skill_cooldown(int(s.id)) + _state[global] = s + skill_activated.emit(int(s.id)) + elif s.kind == "item": + client.use_item(1, s.id) # WINDOW_INVENTORY + +func set_page(page: int) -> void: + if page < 0 or page >= PAGE_COUNT or page == _page: + return + _page = page + _move_from = -1 + _refresh_page() + +func _global_slot(local_slot: int) -> int: + return _page * SLOTS_PER_PAGE + local_slot + +func _clear(slot: int) -> void: + if slot < 0 or slot >= SLOTS_PER_PAGE: + return + var global := _global_slot(slot) + if _state[global].kind == "": + return + if client and client.has_method("quickslot_del") and not client.quickslot_del(global): + return + _state[global] = {"kind": "", "id": 0, "cd_end": 0.0} + _refresh_slot(slot) + +func _swap(local_a: int, local_b: int) -> void: + var a := _global_slot(local_a) + var b := _global_slot(local_b) + if client and client.has_method("quickslot_swap") and not client.quickslot_swap(a, b): + return + var tmp: Dictionary = _state[a] + _state[a] = _state[b] + _state[b] = tmp + _refresh_slot(local_a) + _refresh_slot(local_b) + +# --- UI --------------------------------------------------------------- + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER_BOTTOM) + _root.position = Vector2(-9 * 23, -54) + parent.add_child(_root) + var prev := Button.new() + prev.text = "‹" + prev.position = Vector2(-24, 7) + prev.pressed.connect(func(): set_page(posmod(_page - 1, PAGE_COUNT))) + _root.add_child(prev) + var next := Button.new() + next.text = "›" + next.position = Vector2(9 * 44 + 2, 7) + next.pressed.connect(func(): set_page(posmod(_page + 1, PAGE_COUNT))) + _root.add_child(next) + var page_label := Label.new() + page_label.name = "page" + page_label.position = Vector2(9 * 44 + 7, 38) + page_label.add_theme_font_size_override("font_size", 9) + _root.add_child(page_label) + var row := HBoxContainer.new() + row.add_theme_constant_override("separation", 4) + _root.add_child(row) + for i in SLOTS_PER_PAGE: + var slot := Panel.new() + slot.custom_minimum_size = Vector2(40, 40) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.1, 0.11, 0.14, 0.9) + sb.border_color = Color(0.35, 0.32, 0.26) + sb.set_border_width_all(1) + slot.add_theme_stylebox_override("panel", sb) + var num := Label.new() + num.text = str(i + 1) + num.position = Vector2(3, 1) + num.add_theme_font_size_override("font_size", 10) + slot.add_child(num) + var lbl := Label.new() + lbl.name = "lbl" + lbl.position = Vector2(3, 15) + lbl.add_theme_font_size_override("font_size", 9) + slot.add_child(lbl) + var cd := ColorRect.new() + cd.name = "cd" + cd.color = Color(0, 0, 0, 0.55) + cd.set_anchors_preset(Control.PRESET_FULL_RECT) + cd.visible = false + slot.add_child(cd) + var idx := i + slot.gui_input.connect(func(e: InputEvent): + if e is InputEventMouseButton and e.pressed: + if e.button_index == MOUSE_BUTTON_LEFT: + _try_drop(idx) + elif e.button_index == MOUSE_BUTTON_RIGHT: + _clear(idx)) + row.add_child(slot) + _slots.append({"btn": slot, "cd": cd, "lbl": lbl}) + _refresh_page() + +func _try_drop(slot: int) -> void: + # skill_ui 把待拖技能放在 drag_skill_id;这里落点接 + var sk_ui := _find_skill_ui() + if sk_ui and sk_ui.drag_skill_id != 0: + assign(slot, "skill", sk_ui.drag_skill_id) + sk_ui.drag_skill_id = 0 + _move_from = -1 + return + if _move_from >= 0 and _move_from != slot: + _swap(_move_from, slot) + _move_from = -1 + return + if _state[_global_slot(slot)].kind != "": + _move_from = slot + +func _find_skill_ui() -> Node: + var tree := get_tree() + if tree == null or tree.root == null: + return null + for n in tree.root.find_children("*", "Node", true, false): + if n.get_script() and n.has_method("set_job") and "drag_skill_id" in n: + return n + return null + +func _refresh_slot(slot: int) -> void: + if slot < 0 or slot >= _slots.size(): + return + var s: Dictionary = _state[_global_slot(slot)] + var txt := "" + if s.kind == "skill" and table: + txt = table.name_of(s.id).substr(0, 5) + elif s.kind == "item": + txt = "#%d" % s.id + _slots[slot].lbl.text = txt + +func _refresh_page() -> void: + if _root and _root.has_node("page"): + _root.get_node("page").text = "F%d" % (_page + 1) + for slot in _slots.size(): + _refresh_slot(slot) + +func _on_cd_end(skill_id: int) -> void: + for i in _state.size(): + var s: Dictionary = _state[i] + if s.kind == "skill" and s.id == skill_id: + s.cd_end = 0.0 + _state[i] = s + +func _process(_dt: float) -> void: + var t := _now() + for slot in _slots.size(): + var s: Dictionary = _state[_global_slot(slot)] + var on_cd: bool = t < s.cd_end + _slots[slot].cd.visible = on_cd + if on_cd: + var duration := _skill_cooldown(int(s.id)) + var frac: float = clampf((s.cd_end - t) / duration, 0.0, 1.0) + _slots[slot].cd.anchor_top = 1.0 - frac + +func _skill_cooldown(skill_id: int) -> float: + if table and table.has_method("cooldown_of"): + var level := 0 + if client and client.has_method("get_skills"): + for skill in client.get_skills(): + if int(skill.get("id", 0)) == skill_id: + level = int(skill.get("level", 0)) + break + var configured := float(table.cooldown_of(skill_id, level)) + if configured > 0.0: + return configured + return DEFAULT_CD + +func _now() -> float: + return Time.get_ticks_msec() / 1000.0 diff --git a/project/ui/quickbar.gd.uid b/project/ui/quickbar.gd.uid new file mode 100644 index 00000000..eac73a75 --- /dev/null +++ b/project/ui/quickbar.gd.uid @@ -0,0 +1 @@ +uid://cunyyq6g5bs6m diff --git a/project/ui/race_spec.gd b/project/ui/race_spec.gd new file mode 100644 index 00000000..7674507a --- /dev/null +++ b/project/ui/race_spec.gd @@ -0,0 +1,154 @@ +# RaceSpec (P2) —— 解析角色种族规格文件 `.msm`(文本树,非二进制 mesh)。 +# +# 客户端 GameLib/RaceDataFile.cpp `CRaceData::LoadRaceData`。格式是 Metin2 的 +# CTextFileLoader 花括号树: +# ScriptType RaceDataScript +# BaseModelFileName "D:/YMIR WORK/pc/warrior/warrior_novice.GR2" +# Group ShapeData { +# PathName "d:/ymir Work/pc/warrior/" +# ShapeDataCount 26 +# Group ShapeData00 { ShapeIndex 0 Model "warrior_novice.gr2" +# SourceSkin "..dds" TargetSkin "..dds" } +# ... +# } +# Group HairData { ... 同结构,HairIndex/Model/SourceSkin/TargetSkin ... } +# +# var rs := preload("res://ui/race_spec.gd").new() +# rs.load_file("/PC/ymir work/pc/warrior/warrior.msm") # 或 season1/pc/warrior.msm +# rs.shape(9) # { model:"warrior_cheongrin.gr2", source_skin:"..", target_skin:"..", path:"d:/ymir Work/pc/warrior/" } +# rs.hair(3) # 同上 +extends RefCounted + +var base_model := "" +var shape_path := "" +var hair_path := "" +var shapes := {} # shape_index:int -> { model, source_skin, target_skin } +var hairs := {} # hair_index:int -> { model, source_skin, target_skin } +var _dir := "" # 规格文件所在目录(资产实际就在这旁边) + +func load_file(path: String) -> bool: + shapes.clear() + hairs.clear() + if not FileAccess.file_exists(path): + return false + _dir = path.get_base_dir() + var toks := _tokenize(FileAccess.get_file_as_string(path)) + var i := [0] + var tree := _parse_block(toks, i, true) # 顶层当一个隐式 block + base_model = _s(tree.get("BaseModelFileName", "")) + var sd: Dictionary = tree.get("__group_ShapeData", {}) + shape_path = _s(sd.get("PathName", "")) + for k in sd: + if String(k).begins_with("__group_ShapeData") and sd[k] is Dictionary: + var g: Dictionary = sd[k] + if g.has("ShapeIndex"): + shapes[int(g["ShapeIndex"])] = _entry(g) + var hd: Dictionary = tree.get("__group_HairData", {}) + hair_path = _s(hd.get("PathName", "")) + for k in hd: + if String(k).begins_with("__group_HairData") and hd[k] is Dictionary: + var g: Dictionary = hd[k] + if g.has("HairIndex"): + hairs[int(g["HairIndex"])] = _entry(g) + return shapes.size() > 0 + +func shape(idx: int) -> Dictionary: + var e: Dictionary = shapes.get(idx, {}) + if e.is_empty(): + return {} + e = e.duplicate() + e["path"] = shape_path + e["spec_dir"] = _dir + return e + +func hair(idx: int) -> Dictionary: + var e: Dictionary = hairs.get(idx, {}) + if e.is_empty(): + return {} + e = e.duplicate() + e["path"] = hair_path + e["spec_dir"] = _dir + return e + +# --- internals -------------------------------------------------------- + +func _entry(g: Dictionary) -> Dictionary: + return { + "model": _s(g.get("Model", g.get("local_model", ""))).strip_edges(), + "source_skin": _s(g.get("SourceSkin", "")).strip_edges(), + "target_skin": _s(g.get("TargetSkin", "")).strip_edges(), + } + +func _s(v) -> String: + return v if v is String else str(v) + +# 词法:按空白切;"..." 是一个 token;{ } 单独 token;# / // 到行尾注释 +func _tokenize(src: String) -> Array: + var out := [] + var i := 0 + var n := src.length() + while i < n: + var c := src[i] + if c in [" ", "\t", "\r", "\n"]: + i += 1 + elif c == '"': + var j := i + 1 + var s := "" + while j < n and src[j] != '"': + s += src[j] + j += 1 + out.append("" + s) # 前缀标记「这是带引号的字符串值」 + i = j + 1 + elif c == "{" or c == "}": + out.append(c) + i += 1 + elif c == "#" or (c == "/" and i + 1 < n and src[i + 1] == "/"): + while i < n and src[i] != "\n": + i += 1 + else: + var j := i + while j < n and not (src[j] in [" ", "\t", "\r", "\n", "{", "}", '"']): + j += 1 + out.append(src.substr(i, j - i)) + i = j + return out + +# 解析一个 { } 块(或 top=true 的隐式顶层)为 Dictionary。 +# KEY VALUE -> d[KEY] = VALUE +# Group NAME { ... } -> d["__group_NAME"] = +func _parse_block(toks: Array, i: Array, top := false) -> Dictionary: + var d := {} + var guard := 0 + while i[0] < toks.size(): + guard += 1 + if guard > 100000: + break + var t = toks[i[0]] + if t == "}": + i[0] += 1 + return d + if t is String and t == "Group": + i[0] += 1 + var name := String(toks[i[0]]) if i[0] < toks.size() else "?" + i[0] += 1 + if i[0] < toks.size() and toks[i[0]] == "{": + i[0] += 1 + d["__group_" + name] = _parse_block(toks, i) + continue + if t == "{": + i[0] += 1 + continue + # KEY VALUE + var key: String = str(_tokval(t)) + i[0] += 1 + if i[0] < toks.size() and toks[i[0]] != "}" and toks[i[0]] != "{": + d[key] = _tokval(toks[i[0]]) + i[0] += 1 + if top and i[0] >= toks.size(): + break + return d + +func _tokval(t): + if t is Dictionary and t.has("str"): + return t["str"] + return str(t) diff --git a/project/ui/race_spec.gd.uid b/project/ui/race_spec.gd.uid new file mode 100644 index 00000000..99cf3b68 --- /dev/null +++ b/project/ui/race_spec.gd.uid @@ -0,0 +1 @@ +uid://bp7yu41d0cuja diff --git a/project/ui/reconnect_ui.gd b/project/ui/reconnect_ui.gd new file mode 100644 index 00000000..ef0a18d1 --- /dev/null +++ b/project/ui/reconnect_ui.gd @@ -0,0 +1,106 @@ +# ReconnectUI (P10) —— 断线遮罩 + 自动重连倒计时 + 手动重连。 +# +# var rc := preload("res://ui/reconnect_ui.gd").new() +# add_child(rc) +# rc.setup(m2client) +# +# `disconnected(reason)` → 显示遮罩 + "N 秒后自动重连";到点调 client.reconnect()。 +# `entered_game` 或任何非 offline 的 phase_changed → 隐藏。 +# 按钮:立即重连 / 停止(不再自动)。 +extends CanvasLayer + +const AUTO_DELAY := 5.0 +const MAX_TRIES := 5 + +var client: Node +var _panel: ColorRect +var _msg: Label +var _count: Label +var _left := 0.0 +var _tries := 0 +var _auto := true +var _armed := false + +func setup(m2client: Node) -> void: + client = m2client + layer = 70 + _build() + if client.has_signal("disconnected"): + client.disconnected.connect(_on_disconnected) + if client.has_signal("entered_game"): + client.entered_game.connect(func(): _dismiss()) + if client.has_signal("phase_changed"): + client.phase_changed.connect(func(p): + if String(p).to_lower() not in ["offline", "", "close"]: + _dismiss()) + +func is_showing() -> bool: + return _panel.visible + +func _on_disconnected(reason: String) -> void: + _msg.text = "连接断开:%s" % reason + _panel.visible = true + _armed = true + _tries = 0 + _left = AUTO_DELAY + +func _dismiss() -> void: + _panel.visible = false + _armed = false + +func _retry_now() -> void: + if client == null or not client.has_method("reconnect"): + return + _tries += 1 + _count.text = "重连中…(第 %d 次)" % _tries + _left = AUTO_DELAY + var ok: bool = client.reconnect() + if not ok: + _count.text = "重连失败,%0.0f 秒后再试" % AUTO_DELAY + +func _process(dt: float) -> void: + if not _panel.visible or not _armed: + return + if not _auto: + _count.text = "自动重连已停止" + return + if _tries >= MAX_TRIES: + _count.text = "已重试 %d 次,仍失败" % _tries + return + _left -= dt + _count.text = "%0.0f 秒后自动重连(%d/%d)" % [maxf(_left, 0.0), _tries, MAX_TRIES] + if _left <= 0.0: + _retry_now() + +func _build() -> void: + _panel = ColorRect.new() + _panel.color = Color(0.05, 0.02, 0.02, 0.92) + _panel.set_anchors_preset(Control.PRESET_FULL_RECT) + _panel.visible = false + add_child(_panel) + var box := VBoxContainer.new() + box.set_anchors_preset(Control.PRESET_CENTER) + box.position = Vector2(-160, -70) + box.custom_minimum_size = Vector2(320, 0) + box.add_theme_constant_override("separation", 12) + _panel.add_child(box) + _msg = Label.new() + _msg.text = "连接断开" + _msg.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + _msg.add_theme_font_size_override("font_size", 16) + box.add_child(_msg) + _count = Label.new() + _count.text = "" + _count.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + box.add_child(_count) + var row := HBoxContainer.new() + row.alignment = BoxContainer.ALIGNMENT_CENTER + box.add_child(row) + var now_btn := Button.new() + now_btn.text = "立即重连" + now_btn.pressed.connect(_retry_now) + row.add_child(now_btn) + var stop_btn := Button.new() + stop_btn.text = "停止" + stop_btn.pressed.connect(func(): _auto = false) + row.add_child(stop_btn) diff --git a/project/ui/reconnect_ui.gd.uid b/project/ui/reconnect_ui.gd.uid new file mode 100644 index 00000000..310b8fd1 --- /dev/null +++ b/project/ui/reconnect_ui.gd.uid @@ -0,0 +1 @@ +uid://db2sxruqo6v3j diff --git a/project/ui/refine_ui.gd b/project/ui/refine_ui.gd new file mode 100644 index 00000000..9fbff0ea --- /dev/null +++ b/project/ui/refine_ui.gd @@ -0,0 +1,94 @@ +# RefineUI (M4) —— 精炼 / 强化对话框:`refine_ask` 来时弹。 +# +# var ru := preload("res://ui/refine_ui.gd").new() +# add_child(ru) +# ru.setup(m2client, canvas_parent, proto) # proto 可空(出名字) +# +# `GC_REFINE_INFORMATION` → `M2Client.refine_ask({type,pos,src_vnum,result_vnum,cost,prob,materials})`。 +# [精炼] → `M2Client.refine(pos, type)`;[取消] 关闭。 +extends Node + +var client: Node +var proto: Node +var _root: Control +var _text: RichTextLabel +var _cur := {} + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("refine_ask"): + client.refine_ask.connect(_on_ask) + +func is_open() -> bool: + return _root != null and _root.visible + +func _name_of(vnum: int) -> String: + if vnum == 0: + return "-" + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func _on_ask(info: Dictionary) -> void: + _cur = info + var lines := PackedStringArray() + lines.append("[b]%s[/b] → [b]%s[/b]" % [ + _name_of(int(info.get("src_vnum", 0))), _name_of(int(info.get("result_vnum", 0)))]) + lines.append("成功率 %d%% 费用 %d 金" % [int(info.get("prob", 0)), int(info.get("cost", 0))]) + var mats: Array = info.get("materials", []) + if not mats.is_empty(): + lines.append("材料:") + for m in mats: + lines.append(" %s ×%d" % [_name_of(int(m.get("vnum", 0))), int(m.get("count", 1))]) + _text.text = "\n".join(lines) + _root.visible = true + +func _do_refine() -> void: + if client and client.has_method("refine") and not _cur.is_empty(): + client.refine(int(_cur.get("pos", 0)), int(_cur.get("type", 0))) + _root.visible = false + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-160, -130) + _root.size = Vector2(320, 260) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.09, 0.07, 0.05, 0.98) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "精炼" + title.position = Vector2(12, 8) + _root.add_child(title) + _text = RichTextLabel.new() + _text.bbcode_enabled = true + _text.position = Vector2(14, 34) + _text.custom_minimum_size = Vector2(292, 160) + _text.size = Vector2(292, 160) + _root.add_child(_text) + var row := HBoxContainer.new() + row.position = Vector2(14, 208) + row.add_theme_constant_override("separation", 12) + _root.add_child(row) + var ok := Button.new() + ok.text = "精炼" + ok.custom_minimum_size = Vector2(120, 30) + ok.pressed.connect(_do_refine) + row.add_child(ok) + var cancel := Button.new() + cancel.text = "取消" + cancel.custom_minimum_size = Vector2(120, 30) + cancel.pressed.connect(func(): _root.visible = false) + row.add_child(cancel) diff --git a/project/ui/refine_ui.gd.uid b/project/ui/refine_ui.gd.uid new file mode 100644 index 00000000..0786fa77 --- /dev/null +++ b/project/ui/refine_ui.gd.uid @@ -0,0 +1 @@ +uid://dfnssxwhbe1qb diff --git a/project/ui/safebox_ui.gd b/project/ui/safebox_ui.gd new file mode 100644 index 00000000..201a7c36 --- /dev/null +++ b/project/ui/safebox_ui.gd @@ -0,0 +1,122 @@ +# SafeboxUI (P8) —— 仓库窗。 +# +# var bu := preload("res://ui/safebox_ui.gd").new() +# add_child(bu) +# bu.setup(m2client, canvas_parent, proto) # proto 可空 +# +# `safebox_changed` 刷新(size>0 → 打开)。列出仓库道具 + [取出]。 +# inventory_ui 在仓库开着时右键道具 → 调 bu.deposit(win, cell)。 +# 取出/存入用第一个空位(简版:deposit 用 safe_pos = 下一个空格;checkout 用道具 cell)。 +extends Node + +var client: Node +var proto: Node +var _root: Control +var _list: VBoxContainer +var _gold: Label +var _title: Label + +func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void: + client = m2client + proto = proto_node + _build(parent) + if client.has_signal("safebox_changed"): + client.safebox_changed.connect(refresh) + +func is_open() -> bool: + return _root != null and _root.visible + +func deposit(inv_window: int, inv_cell: int) -> void: + if is_open(): + client.safebox_checkin(_next_free_slot(), inv_window, inv_cell) + +func _next_free_slot() -> int: + var used := {} + for it in client.get_safebox_items(): + used[int(it.get("cell", -1))] = true + var cap: int = maxi(1, client.get_safebox_size()) * 45 + for i in range(cap): + if not used.has(i): + return i + return 0 + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func refresh() -> void: + if client == null: + return + _root.visible = client.is_safebox_open() + if not _root.visible: + return + _title.text = "仓库(%d 页)" % client.get_safebox_size() + _gold.text = "仓库金币: %d" % client.get_safebox_gold() + for c in _list.get_children(): + c.queue_free() + var items: Array = client.get_safebox_items() + if items.is_empty(): + var e := Label.new() + e.text = "(空)" + _list.add_child(e) + return + for it in items: + _list.add_child(_row(it)) + +func _row(it: Dictionary) -> Control: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(300, 0) + var nm := Label.new() + nm.text = "%s ×%d" % [_name_of(int(it.get("vnum", 0))), int(it.get("count", 1))] + nm.custom_minimum_size = Vector2(220, 0) + nm.add_theme_font_size_override("font_size", 12) + row.add_child(nm) + var out := Button.new() + out.text = "取出" + var cell := int(it.get("cell", 0)) + out.pressed.connect(func() -> void: client.safebox_checkout(cell, 1, _first_free_inv())) + row.add_child(out) + return row + +func _first_free_inv() -> int: + var used := {} + for it in client.get_inventory(): + used[int(it.get("cell", -1))] = true + for i in range(90): + if not used.has(i): + return i + return 0 + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-170, -200) + _root.size = Vector2(340, 400) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.06, 0.08, 0.09, 0.97) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + _title = Label.new() + _title.text = "仓库" + _title.position = Vector2(12, 8) + _root.add_child(_title) + _gold = Label.new() + _gold.text = "仓库金币: 0" + _gold.position = Vector2(12, 30) + _gold.modulate = Color(0.95, 0.85, 0.5) + _gold.add_theme_font_size_override("font_size", 12) + _root.add_child(_gold) + _list = VBoxContainer.new() + _list.position = Vector2(12, 54) + _list.add_theme_constant_override("separation", 4) + _root.add_child(_list) diff --git a/project/ui/safebox_ui.gd.uid b/project/ui/safebox_ui.gd.uid new file mode 100644 index 00000000..f4176320 --- /dev/null +++ b/project/ui/safebox_ui.gd.uid @@ -0,0 +1 @@ +uid://dqnnrie05cy1p diff --git a/project/ui/select_item_ui.gd b/project/ui/select_item_ui.gd new file mode 100644 index 00000000..82e5ddb1 --- /dev/null +++ b/project/ui/select_item_ui.gd @@ -0,0 +1,217 @@ +# SelectItemUI (P11) —— 选魔石窗(1:1 迁移 `assets/root/uiselectitem.py`)。 +# +# var si := preload("res://ui/select_item_ui.gd").new() +# add_child(si) +# si.setup(ui_manager, m2client, proto, assets_root, item_list) +# si.open() # 由 quest_dialog.select_item_requested 触发 +# +# 布局走 `assets/uiscript/uiscript/selectitemwindow.py`(UiScript → UiBuild)。 +# 逐字对照 uiselectitem.py.RefreshSlot:遍历背包前 `INVENTORY_PAGE_SIZE*2` 格, +# 只保留 `item.IsMetin`(proto.type == ITEM_TYPE_METIN 10)且 `GetItemGrade <= 2` +# (= 物品内部名最后一位数字,非数字按 0)的物品,最多 54 个。 +# 点格子 -> `net.SendSelectItemPacket(inventoryCell)`(= M2Client.script_select_item)+ 关窗; +# 关闭 / ExitButton -> `net.SendSelectItemPacket(0)` + 关窗(uiselectitem.Close)。 +extends Node + +const UiAssets = preload("res://ui/ui_assets.gd") + +const ITEM_TYPE_METIN := 10 # GameLib/ItemData.h EItemType +const INVENTORY_PAGE_SIZE := 45 # player.INVENTORY_PAGE_SIZE +const MAX_ITEMS := 54 # uiselectitem: slotPos > 54 -> break +const WINDOW_INVENTORY := 1 + +var ui: CanvasLayer # UiManager +var client: Node # M2Client +var proto: Node # Metin2Proto +var item_list: RefCounted # ItemListDB(可空) +var assets_root := "" +var uiscript_dir := "" + +var _win: Dictionary = {} # { root, nodes } +var _cells := {} # slot_index:int -> Panel +var _slot_to_inv := {} # 选择窗格号 -> 背包格号(inventorySlotPosDict) +var _sent := false # 已发过一次 select(避免关窗再补发 0) + +func setup(ui_manager: CanvasLayer, m2client: Node, proto_node: Node, assets := "", + il: RefCounted = null) -> void: + ui = ui_manager + client = m2client + proto = proto_node + item_list = il + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + if client and client.has_signal("inventory_changed"): + client.inventory_changed.connect(func(_w, _c): if is_open(): _refresh()) + +# --- open / close ---------------------------------------------------- + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +# uiselectitem.Close: net.SendSelectItemPacket(0) 再隐藏 +func close() -> void: + if is_open(): + if not _sent and client and client.has_method("script_select_item"): + client.script_select_item(0) + ui.close(_win["root"]) + _win = {} + _cells.clear() + _slot_to_inv.clear() + +func open() -> void: + if is_open(): + _refresh() + return + var path := uiscript_dir.path_join("selectitemwindow.py") + if not FileAccess.file_exists(path): + push_warning("SelectItemUI: no selectitemwindow.py at " + path) + return + _sent = false + _win = ui.open_script(path, assets_root) + if not is_open(): + return + _index_cells(_win["root"]) + _wire() + _refresh() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +func _index_cells(root: Node) -> void: + _cells.clear() + for n in root.find_children("slot_*", "Panel", true, false): + if n.has_meta("slot_index"): + _cells[int(n.get_meta("slot_index"))] = n + +func _wire() -> void: + for idx in _cells: + var cell: Panel = _cells[idx] + cell.gui_input.connect(func(e: InputEvent): _on_cell_input(int(idx), e)) + var exit_btn := _node("ExitButton") + if exit_btn is BaseButton: + exit_btn.pressed.connect(close) + var tb := _node("TitleBar") + if tb: + for b in tb.find_children("*", "BaseButton", true, false): + b.pressed.connect(close) + +# --- fill (uiselectitem.RefreshSlot) -------------------------------- + +func _item_grade(vnum: int) -> int: + # player.GetItemGrade: 物品内部名最后一位数字(非数字 -> 0) + var nm := "" + if proto: + var pd: Dictionary = proto.item(vnum) + nm = String(pd.get("name", "")) + if nm == "": + return 0 + var last := nm.substr(nm.length() - 1, 1) + return int(last) if last.is_valid_int() else 0 + +func _is_metin(vnum: int) -> bool: + if proto == null: + return false + var pd: Dictionary = proto.item(vnum) + return int(pd.get("type", 0)) == ITEM_TYPE_METIN + +func _refresh() -> void: + if not is_open() or client == null: + return + for idx in _cells: + _clear_cell(_cells[idx]) + _slot_to_inv.clear() + + # 背包按格号索引,只看前 INVENTORY_PAGE_SIZE*2 格(uiselectitem 的 range) + var by_cell := {} + for d in client.get_inventory(): + by_cell[int(d["cell"])] = d + var slot_pos := 0 + for i in range(INVENTORY_PAGE_SIZE * 2): + var d = by_cell.get(i, null) + if d == null: + continue + var vnum := int(d["vnum"]) + if vnum == 0 or not _is_metin(vnum): + continue + if _item_grade(vnum) > 2: + continue + _slot_to_inv[slot_pos] = i + var cell: Panel = _cells.get(slot_pos, null) + if cell: + _fill_cell(cell, vnum, int(d.get("count", 1))) + slot_pos += 1 + if slot_pos > MAX_ITEMS: + break + +func _fill_cell(cell: Panel, vnum: int, count: int) -> void: + _clear_cell(cell) + cell.set_meta("vnum", vnum) + var nm := "item %d" % vnum + if proto: + var pd: Dictionary = proto.item(vnum) + if not pd.is_empty(): + nm = String(pd.get("locale_name", pd.get("name", nm))) + cell.tooltip_text = "%s\n#%d" % [nm, vnum] + var tex := _icon(vnum) + if tex: + var tr := TextureRect.new() + tr.name = "icon" + tr.texture = tex + tr.set_anchors_preset(Control.PRESET_FULL_RECT) + tr.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + tr.stretch_mode = TextureRect.STRETCH_SCALE + tr.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(tr) + else: + var lb := Label.new() + lb.name = "icon" + lb.text = nm.substr(0, 6) + lb.add_theme_font_size_override("font_size", 9) + lb.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(lb) + if count > 1: + var cnt := Label.new() + cnt.name = "count" + cnt.text = str(count) + cnt.position = Vector2(2, 16) + cnt.add_theme_font_size_override("font_size", 9) + cnt.mouse_filter = Control.MOUSE_FILTER_IGNORE + cell.add_child(cnt) + +func _clear_cell(cell: Panel) -> void: + cell.set_meta("vnum", 0) + cell.tooltip_text = "" + for c in cell.get_children(): + c.queue_free() + +func _icon(vnum: int) -> Texture2D: + var rel := "" + if item_list and item_list.has(vnum): + rel = item_list.icon(vnum) + if rel == "": + rel = "icon/item/%05d.tga" % ((vnum / 10) * 10) + return UiAssets.load_tex(assets_root, rel) + +# --- select (uiselectitem.SelectItemSlot) -------------------------- + +func _on_cell_input(slot_pos: int, e: InputEvent) -> void: + if not (e is InputEventMouseButton) or e.button_index != MOUSE_BUTTON_LEFT or not e.pressed: + return + if not _slot_to_inv.has(slot_pos): + return + var inv_cell := int(_slot_to_inv[slot_pos]) + if client and client.has_method("script_select_item"): + client.script_select_item(inv_cell) # = net.SendSelectItemPacket(inventorySlotPos) + _sent = true + close() diff --git a/project/ui/select_item_ui.gd.uid b/project/ui/select_item_ui.gd.uid new file mode 100644 index 00000000..ddf1af5f --- /dev/null +++ b/project/ui/select_item_ui.gd.uid @@ -0,0 +1 @@ +uid://lro8chcsmtmk diff --git a/project/ui/shop_ui.gd b/project/ui/shop_ui.gd new file mode 100644 index 00000000..fc1645cf --- /dev/null +++ b/project/ui/shop_ui.gd @@ -0,0 +1,175 @@ +# ShopUI (P8) —— NPC 商店窗。 +# +# var su := preload("res://ui/shop_ui.gd").new() +# add_child(su) +# su.setup(m2client, canvas_parent, proto, item_list) # proto / item_list 可空 +# +# `shop_opened(vid)` → 打开并列出货物(名字 + 价格 + [买])。 +# `shop_closed` → 关闭。`shop_error(kind)` → 顶部红字提示。 +# 卖:inventory_ui 在商店开着时右键道具 → 调 shop_ui.sell(cell)。 +extends Node + +const SHOP_SLOT_COUNT := 40 # shop.SHOP_SLOT_COUNT (== SHOP_HOST_ITEM_MAX_NUM) + +var client: Node +var proto: Node +var item_list # ItemListDB (RefCounted) +var _root: Control +var _tabbar: HBoxContainer +var _list: VBoxContainer +var _err: Label +var _active_tab := 0 + +func setup(m2client: Node, parent: Node, proto_node: Node = null, ilist: RefCounted = null) -> void: + client = m2client + proto = proto_node + item_list = ilist + _build(parent) + if client.has_signal("shop_opened"): + client.shop_opened.connect(func(_v): open()) + if client.has_signal("shop_closed"): + client.shop_closed.connect(_close) + if client.has_signal("shop_error"): + client.shop_error.connect(_on_error) + +func is_open() -> bool: + return _root != null and _root.visible + +func open() -> void: + _root.visible = true + _err.text = "" + _active_tab = 0 + refresh() + +func _close() -> void: + _root.visible = false + +func close_and_leave() -> void: + client.shop_close() + _close() + +func sell(inv_cell: int, count: int = 1) -> void: + if is_open(): + client.shop_sell(inv_cell, count) + +func _name_of(vnum: int) -> String: + if proto and proto.has_method("item"): + var d: Dictionary = proto.item(vnum) + var n := String(d.get("locale_name", d.get("name", ""))) + if n != "": + return n + return "#%d" % vnum + +func refresh() -> void: + if not is_open() or client == null: + return + for c in _tabbar.get_children(): + _tabbar.remove_child(c) + c.queue_free() + for c in _list.get_children(): + _list.remove_child(c) + c.queue_free() + + # START_EX 商店有多个货架(shop.GetTabCount);普通 START 商店 tabs 只 1 个。 + var tabs: Array = [] + if client.has_method("get_shop"): + tabs = client.get_shop().get("tabs", []) + if tabs.is_empty(): + # 兼容没有 get_shop 的旧桩 + tabs = [{"name": "", "items": client.get_shop_items()}] + _active_tab = clampi(_active_tab, 0, tabs.size() - 1) + + if tabs.size() > 1: + _tabbar.visible = true + for i in tabs.size(): + var tb := Button.new() + tb.toggle_mode = true + var tn := String(tabs[i].get("name", "")) + tb.text = tn if tn != "" else "货架 %d" % (i + 1) + tb.button_pressed = (i == _active_tab) + var idx := i + tb.pressed.connect(func() -> void: + _active_tab = idx + refresh()) + _tabbar.add_child(tb) + else: + _tabbar.visible = false + + var items: Array = tabs[_active_tab].get("items", []) + if items.is_empty(): + var e := Label.new() + e.text = "(无货物)" + _list.add_child(e) + return + # uishop.py: 买位置 = tabIdx * SHOP_SLOT_COUNT + slotPos + var base := _active_tab * SHOP_SLOT_COUNT + for it in items: + _list.add_child(_row(it, base)) + +func _row(it: Dictionary, pos_base := 0) -> Control: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(320, 0) + var nm := Label.new() + nm.text = _name_of(int(it.get("vnum", 0))) + nm.custom_minimum_size = Vector2(170, 0) + nm.add_theme_font_size_override("font_size", 12) + row.add_child(nm) + var pr := Label.new() + pr.text = "%d 金" % int(it.get("price", 0)) + pr.custom_minimum_size = Vector2(90, 0) + pr.modulate = Color(0.95, 0.85, 0.5) + row.add_child(pr) + var buy := Button.new() + buy.text = "买" + var pos := pos_base + int(it.get("pos", 0)) + buy.pressed.connect(func() -> void: client.shop_buy(pos, 1)) + row.add_child(buy) + return row + +func _on_error(kind: String) -> void: + var tbl := { + "NOT_ENOUGH_MONEY": "金币不足", + "SOLDOUT": "已售罄", + "INVENTORY_FULL": "背包已满", + "INVALID_POS": "位置无效", + } + _err.text = str(tbl.get(kind, kind)) + +func _build(parent: Node) -> void: + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_CENTER) + _root.position = Vector2(-190, -200) + _root.size = Vector2(380, 400) + _root.visible = false + _root.set_meta("is_titlebar", true) + parent.add_child(_root) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.08, 0.07, 0.06, 0.97) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _root.add_child(panel) + var title := Label.new() + title.text = "商店" + title.position = Vector2(12, 8) + _root.add_child(title) + _err = Label.new() + _err.position = Vector2(60, 10) + _err.modulate = Color(1, 0.4, 0.4) + _err.add_theme_font_size_override("font_size", 12) + _root.add_child(_err) + _tabbar = HBoxContainer.new() + _tabbar.position = Vector2(12, 30) + _tabbar.add_theme_constant_override("separation", 4) + _tabbar.visible = false + _root.add_child(_tabbar) + _list = VBoxContainer.new() + _list.position = Vector2(12, 58) + _list.add_theme_constant_override("separation", 4) + _root.add_child(_list) + var close_btn := Button.new() + close_btn.text = "离开" + close_btn.position = Vector2(300, 360) + close_btn.pressed.connect(close_and_leave) + _root.add_child(close_btn) diff --git a/project/ui/shop_ui.gd.uid b/project/ui/shop_ui.gd.uid new file mode 100644 index 00000000..1ee07666 --- /dev/null +++ b/project/ui/shop_ui.gd.uid @@ -0,0 +1 @@ +uid://cojt0r4bhsq5p diff --git a/project/ui/skill_table.gd b/project/ui/skill_table.gd new file mode 100644 index 00000000..e8e0f51c --- /dev/null +++ b/project/ui/skill_table.gd @@ -0,0 +1,168 @@ +# SkillTable (P6) —— 读 `locale/locale//skilldesc.txt`:skill id → 名/职业/动作。 +# +# 列(TSV,1-indexed,PythonSkill.cpp __LoadSkillDesc): +# 1 id · 2 JOB(WARRIOR/ASSASSIN/SURA/SHAMAN/SUPPORT/HORSE/GUILD) · 3-5 name/name2/name3 +# 6-9 desc1-4 · 10 (空) · 11 attributes(ATTACK_SKILL|PASSIVE|TOGGLE|STANDING_SKILL|…) +# 12 weapon_limit(SWORD|BOW|…) · 13 motion_name · 14 motion_idx · 15 grade_count · 16+ 公式 +# +# var st := preload("res://ui/skill_table.gd").new() +# st.load_file("/locale/locale/en/skilldesc.txt") +# st.entry(1) # { id, job, name, …, attrs, motion, motion_idx, grades, cooltime } +# st.for_job("WARRIOR") # 主动职业技能 [id, …] +# st.for_category("SUPPORT") # 辅助 / 被动树 +# st.is_passive(121) # true +extends RefCounted + +var _by_id := {} +var count := 0 + +const JOB_DIR := { + "WARRIOR": "warrior", + "ASSASSIN": "assassin", + "SURA": "sura", + "SHAMAN": "shaman", +} + +func load_file(path: String) -> bool: + _by_id.clear() + count = 0 + if not FileAccess.file_exists(path): + return false + var f := FileAccess.open(path, FileAccess.READ) + if f == null: + return false + while not f.eof_reached(): + var line := f.get_line() + if line.strip_edges() == "": + continue + var t := line.split("\t") + if t.size() < 14: + continue + var id := int(t[0]) + if id == 0: + continue + # 0-indexed: id=0 job=1 name=2..4 desc=5..8 (9 空) attrs=10 weapon=11 + # motion_name=12 motion_idx=13 grades=14 + var entry := { + "id": id, + "job": t[1].strip_edges(), + "name": t[2].strip_edges(), + "name2": t[3].strip_edges(), + "name3": t[4].strip_edges(), + "attrs": t[10].strip_edges() if t.size() > 10 else "", + "weapon": t[11].strip_edges() if t.size() > 11 else "", + "motion": t[12].strip_edges() if t.size() > 12 else "", + "motion_idx": int(t[13]) if t.size() > 13 else 0, + "grades": int(t[14]) if t.size() > 14 else 1, + } + _load_cooltime(entry) + _by_id[id] = entry + count = _by_id.size() + return count > 0 + +func has(id: int) -> bool: + return _by_id.has(id) + +func entry(id: int) -> Dictionary: + return _by_id.get(id, {}) + +func name_of(id: int) -> String: + return String(_by_id.get(id, {}).get("name", "skill %d" % id)) + +func motion_idx_of(id: int) -> int: + return int(_by_id.get(id, {}).get("motion_idx", 0)) + +func _attrs(id: int) -> String: + return String(_by_id.get(id, {}).get("attrs", "")) + +func is_attack(id: int) -> bool: + return _attrs(id).contains("ATTACK_SKILL") + +# 原版只有弓类飞行攻击在动作事件中发送 CG_SHOOT;把 weapon_limit 保留下来, +# 让上层可以只为远程技能安排 shoot,而不会给近战技能误发该包。 +func is_ranged(id: int) -> bool: + return String(_by_id.get(id, {}).get("weapon", "")).to_upper().contains("BOW") + +func is_passive(id: int) -> bool: + return _attrs(id).contains("PASSIVE") + +func is_toggle(id: int) -> bool: + return _attrs(id).contains("TOGGLE") + +func can_level_up(id: int) -> bool: + return _by_id.has(id) and not _attrs(id).contains("CANNOT_LEVEL_UP") + +# 读取对应 .msk 中的 CoolTimeFormula 和 MaxLevel。原客户端用同一份公式 +# 按技能效率百分比计算本地冷却;这里在发送后进行同样的本地预测,GC_SKILL_COOLTIME_END +# 仍是服务器的提前解锁信号。 +func _load_cooltime(entry: Dictionary) -> void: + var job_dir := String(JOB_DIR.get(String(entry.get("job", "")), "")) + var motion := String(entry.get("motion", "")) + if job_dir == "" or motion == "": + return + var path := AssetRoot.path().path_join("PC/ymir work/pc/%s/skill/%s.msk" % [job_dir, motion]) + if not FileAccess.file_exists(path): + return + var file := FileAccess.open(path, FileAccess.READ) + if file == null: + return + # .msk 常含 CP949/CP1252 本地化文本;只扫描 ASCII 配置行,不能把整份 + # 文件当 UTF-8 逐行读,否则 Godot 会为无关文案输出解码警告。 + var bytes := file.get_buffer(file.get_length()) + var formula := _ascii_field(bytes, "CoolTimeFormula") + if formula != "": + entry["cooltime_formula"] = formula.trim_prefix("\"").trim_suffix("\"") + var max_level := _ascii_field(bytes, "MaxLevel") + if max_level != "": + entry["max_level"] = max(1, int(max_level.trim_prefix("\"").trim_suffix("\""))) + +func _ascii_field(bytes: PackedByteArray, field: String) -> String: + var needle := field.to_ascii_buffer() + if needle.is_empty(): + return "" + for start in range(bytes.size() - needle.size() + 1): + var found := true + for offset in needle.size(): + if bytes[start + offset] != needle[offset]: + found = false + break + if not found: + continue + var out := PackedByteArray() + var i := start + needle.size() + while i < bytes.size() and bytes[i] != 10 and bytes[i] != 13: + if bytes[i] >= 32 and bytes[i] <= 126: + out.append(bytes[i]) + i += 1 + return out.get_string_from_ascii().strip_edges() + return "" + +func cooldown_of(id: int, level: int) -> float: + var data := entry(id) + var formula := String(data.get("cooltime_formula", "")) + if formula == "": + return 0.0 + var max_level: int = max(1, int(data.get("max_level", 20))) + var skill_point: float = clampf(float(level) / float(max_level), 0.0, 1.0) + var expression := Expression.new() + if expression.parse(formula, ["SkillPoint"]) != OK: + return 0.0 + var value: Variant = expression.execute([skill_point]) + if expression.has_execute_failed() or not (value is float or value is int): + return 0.0 + return maxf(0.0, float(value)) + +# JOB 列的分类:主动树是 WARRIOR/ASSASSIN/SURA/SHAMAN;辅助/被动树是 SUPPORT;还有 HORSE / GUILD +func category_of(id: int) -> String: + return String(_by_id.get(id, {}).get("job", "")) + +func for_job(job: String) -> Array: + return for_category(job) + +func for_category(cat: String) -> Array: + var out := [] + for id in _by_id: + if _by_id[id].get("job", "") == cat: + out.append(id) + out.sort() + return out diff --git a/project/ui/skill_table.gd.uid b/project/ui/skill_table.gd.uid new file mode 100644 index 00000000..34f38da2 --- /dev/null +++ b/project/ui/skill_table.gd.uid @@ -0,0 +1 @@ +uid://c5exefafglr65 diff --git a/project/ui/skill_ui.gd b/project/ui/skill_ui.gd new file mode 100644 index 00000000..8686a8c1 --- /dev/null +++ b/project/ui/skill_ui.gd @@ -0,0 +1,167 @@ +# SkillUI (P6) —— 技能窗:主动 / 辅助(被动·支援) / 坐骑 三个分类页 + 等级 + 加点。 +# +# var sk := preload("res://ui/skill_ui.gd").new() +# add_child(sk) +# sk.setup(m2client, skill_table, ui_manager) +# sk.set_job("WARRIOR") +# sk.toggle() # K 键 +# +# 每行:名字 + Lv X(/M/G/P) + [+](被动 / CANNOT_LEVEL_UP 无加点)+ [被动]/[切换] 标签。 +# 点名字 -> drag_skill_id(quickbar 落点读)。`skills_changed` 刷新。 +extends Node + +const TABS := ["主动", "辅助", "坐骑"] +const MASTER_SUFFIX := ["", " M", " G", " P"] # master_type 0..3 + +var client: Node +var table: RefCounted # SkillTable +var ui: CanvasLayer # UiManager +var job := "WARRIOR" +var drag_skill_id := 0 +var _tab := 0 + +var _win: Control +var _rows := {} # skill_id -> {lv, up} + +func setup(m2client: Node, skill_table: RefCounted, ui_manager: CanvasLayer) -> void: + client = m2client + table = skill_table + ui = ui_manager + if client.has_signal("skills_changed"): + client.skills_changed.connect(refresh) + +func set_job(j: String) -> void: + job = j + if is_open(): + _rebuild() + +func is_open() -> bool: + return _win != null and is_instance_valid(_win) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win) + _win = null + _rows.clear() + +func _cat_key() -> String: + match _tab: + 1: return "SUPPORT" + 2: return "HORSE" + _: return job + +func open() -> void: + if is_open() or table == null: + return + _win = Control.new() + _win.set_anchors_preset(Control.PRESET_CENTER_RIGHT) + _win.position = Vector2(-300, -240) + _win.size = Vector2(290, 470) + _win.set_meta("is_titlebar", true) + var panel := Panel.new() + panel.set_anchors_preset(Control.PRESET_FULL_RECT) + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.08, 0.09, 0.12, 0.95) + sb.set_corner_radius_all(4) + panel.add_theme_stylebox_override("panel", sb) + _win.add_child(panel) + var title := Label.new() + title.text = "技能" + title.position = Vector2(12, 8) + _win.add_child(title) + # 分类页签 + var tabrow := HBoxContainer.new() + tabrow.name = "tabs" + tabrow.position = Vector2(10, 30) + _win.add_child(tabrow) + for i in TABS.size(): + var b := Button.new() + b.text = TABS[i] + b.toggle_mode = true + b.button_pressed = (i == _tab) + var ti: int = i + b.pressed.connect(func(): _switch_tab(ti)) + tabrow.add_child(b) + var vb := VBoxContainer.new() + vb.name = "list" + vb.position = Vector2(10, 60) + vb.custom_minimum_size = Vector2(270, 0) + vb.add_theme_constant_override("separation", 2) + _win.add_child(vb) + ui.open(_win) + _rebuild() + +func _switch_tab(i: int) -> void: + _tab = i + if is_open(): + var tabrow: HBoxContainer = _win.get_node("tabs") + for j in tabrow.get_child_count(): + (tabrow.get_child(j) as Button).button_pressed = (j == i) + _rebuild() + +func _rebuild() -> void: + var vb: VBoxContainer = _win.get_node("list") + for c in vb.get_children(): + c.queue_free() + _rows.clear() + var ids: Array = table.for_category(_cat_key()) + if ids.is_empty(): + var e := Label.new() + e.text = "(无)" + vb.add_child(e) + return + for id in ids: + var row := HBoxContainer.new() + row.custom_minimum_size = Vector2(268, 26) + var nm := Label.new() + nm.text = table.name_of(id) + nm.custom_minimum_size = Vector2(140, 0) + nm.add_theme_font_size_override("font_size", 12) + row.add_child(nm) + var lv := Label.new() + lv.name = "lv" + lv.custom_minimum_size = Vector2(58, 0) + lv.add_theme_font_size_override("font_size", 12) + row.add_child(lv) + var tag := Label.new() + tag.custom_minimum_size = Vector2(40, 0) + tag.add_theme_font_size_override("font_size", 10) + if table.is_passive(id): + tag.text = "被动" + tag.modulate = Color(0.6, 0.8, 1.0) + elif table.is_toggle(id): + tag.text = "切换" + tag.modulate = Color(0.9, 0.8, 0.5) + row.add_child(tag) + var sid: int = id + if table.can_level_up(id) and not table.is_passive(id): + var up := Button.new() + up.text = "+" + up.custom_minimum_size = Vector2(28, 22) + up.pressed.connect(func(): client.skill_up(sid)) + row.add_child(up) + _rows[id] = {"lv": lv, "up": up} + else: + _rows[id] = {"lv": lv, "up": null} + nm.gui_input.connect(func(e: InputEvent): + if e is InputEventMouseButton and e.pressed and e.button_index == MOUSE_BUTTON_LEFT: + drag_skill_id = sid) + vb.add_child(row) + refresh() + +func refresh() -> void: + if not is_open(): + return + var lv := {} + var ms := {} + for s in client.get_skills(): + lv[int(s["id"])] = int(s["level"]) + ms[int(s["id"])] = int(s.get("master", 0)) + for id in _rows: + var lvl: int = lv.get(id, 0) + var m: int = clampi(ms.get(id, 0), 0, 3) + _rows[id]["lv"].text = "Lv %d%s" % [lvl, MASTER_SUFFIX[m]] diff --git a/project/ui/skill_ui.gd.uid b/project/ui/skill_ui.gd.uid new file mode 100644 index 00000000..f5959cdd --- /dev/null +++ b/project/ui/skill_ui.gd.uid @@ -0,0 +1 @@ +uid://db3diqdsl7isa diff --git a/project/ui/system_menu_ui.gd b/project/ui/system_menu_ui.gd new file mode 100644 index 00000000..fc443cdb --- /dev/null +++ b/project/ui/system_menu_ui.gd @@ -0,0 +1,122 @@ +# SystemMenuUI (P11) —— ESC 系统菜单(1:1 迁移 `assets/root/uisystem.py` `SystemDialog` +# 的 `__LoadSystemMenu_Default`;布局走真 `assets/uiscript/uiscript/systemdialog.py`)。 +# +# var sm := preload("res://ui/system_menu_ui.gd").new() +# add_child(sm) +# sm.setup(ui_manager, m2client, assets_root, system_option_ui, game_option_ui) +# sm.toggle() # ESC(无其它窗打开时) +# +# 按钮绑定逐字对照 uisystem.py: +# help_button → OpenHelpWindow(暂无帮助窗 → 提示) +# mall_button → net.SendChatPacket("/in_game_mall") +# system_option_button → uiSystemOption.OptionDialog(system_option_ui) +# game_option_button → uiGameOption.OptionDialog(game_option_ui) +# change_button → net.ExitGame() = SendChatPacket("/phase_select") +# logout_button → net.LogOutGame() = SendChatPacket("/logout") +# exit_button → net.ExitApplication() = 退出进程 +# cancel_button / 标题栏 → 关闭 +extends Node + +const LABELS := { + "help_button": "帮助", "mall_button": "商城", "system_option_button": "系统设置", + "game_option_button": "游戏设置", "change_button": "选择角色", "logout_button": "登出", + "exit_button": "退出游戏", "cancel_button": "取消", +} + +var ui: CanvasLayer +var client: Node +var assets_root := "" +var uiscript_dir := "" +var system_option_ui: Node +var game_option_ui: Node +var toast: Callable = Callable() # 可选:func(msg: String) 显示提示 + +var _win: Dictionary = {} + +func setup(ui_manager: CanvasLayer, m2client: Node, assets := "", + sys_opt: Node = null, game_opt: Node = null) -> void: + ui = ui_manager + client = m2client + system_option_ui = sys_opt + game_option_ui = game_opt + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("systemdialog.py") + if not FileAccess.file_exists(path): + push_warning("SystemMenuUI: no systemdialog.py at " + path) + return + _win = ui.open_script(path, assets_root, true) # modal + if not is_open(): + return + _relabel() + _wire() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +func _relabel() -> void: + for nm in LABELS: + var n := _node(nm) + if n and n.has_method("set_text"): + n.set_text(LABELS[nm]) + +func _btn(nm: String, cb: Callable) -> void: + var b := _node(nm) + if b is BaseButton: + b.pressed.connect(cb) + +func _wire() -> void: + _btn("help_button", func(): + if toast.is_valid(): + toast.call("帮助窗暂未实现") + ) + _btn("mall_button", func(): + if client and client.has_method("say"): + client.say(0, "/in_game_mall") # net.SendChatPacket("/in_game_mall") + close()) + _btn("system_option_button", func(): + close() + if system_option_ui and system_option_ui.has_method("open"): + system_option_ui.open()) + _btn("game_option_button", func(): + close() + if game_option_ui and game_option_ui.has_method("open"): + game_option_ui.open()) + _btn("change_button", func(): + if client and client.has_method("say"): + client.say(0, "/phase_select") # net.ExitGame() + close()) + _btn("logout_button", func(): + if client and client.has_method("say"): + client.say(0, "/logout") # net.LogOutGame() + close()) + _btn("exit_button", func(): get_tree().quit()) + _btn("cancel_button", close) + var board := _node("board") + if board: + for x in board.find_children("*", "BaseButton", true, false): + if x.get_meta("is_titlebar", false): + x.pressed.connect(close) diff --git a/project/ui/system_menu_ui.gd.uid b/project/ui/system_menu_ui.gd.uid new file mode 100644 index 00000000..709aa0d5 --- /dev/null +++ b/project/ui/system_menu_ui.gd.uid @@ -0,0 +1 @@ +uid://b2djf1pu8ad6n diff --git a/project/ui/system_option_ui.gd b/project/ui/system_option_ui.gd new file mode 100644 index 00000000..4d6322ba --- /dev/null +++ b/project/ui/system_option_ui.gd @@ -0,0 +1,245 @@ +# SystemOptionUI (P11) —— 系统设置窗(1:1 迁移 `assets/root/uisystemoption.py` `OptionDialog`)。 +# +# var so := preload("res://ui/system_option_ui.gd").new() +# add_child(so) +# so.setup(ui_manager, assets_root, audio_node, func(): return cam, func(): return env) +# so.toggle() # ESC(无其它窗打开时) +# +# 布局走真 `assets/uiscript/uiscript/systemoptiondialog.py`(UiScript → UiBuild)。 +# 控件绑定逐字对照 uisystemoption.py: +# music_volume_controller → snd.SetMusicVolume + systemSetting.SetMusicVolume +# sound_volume_controller → snd.SetSoundVolume + systemSetting.SetSoundVolume +# camera_short / camera_long → systemSetting 镜头最大距离(近/远) +# fog_level0 / 1 / 2 (浓/中/淡) → systemSetting.SetFogLevel(0..2) +# tiling_cpu / tiling_gpu / apply → 原为 CPU/GPU 分块渲染,Godot 渲染器无对应,保留为占位 +# 设置持久化到 `user://system_option.cfg`(= 原 systemSetting 的配置文件)。 +extends Node + +const CFG_PATH := "user://system_option.cfg" +const CAMERA_MAX := [11.0, 20.0] # 近 / 远(game_camera.max_dist) +const FOG_DENSITY := [0.055, 0.018, 0.004] # 浓 / 中 / 淡(Environment.fog_density) + +# uiScriptLocale 未接全局 Locale 时的中文兜底 +const LABELS := { + "titlename": "系统设置", "music_name": "背景音乐", "sound_name": "音效", + "bgm_button": "更换", "bgm_file": "默认主题", "camera_mode": "镜头距离", + "camera_short": "近", "camera_long": "远", "fog_mode": "雾", + "fog_level0": "浓", "fog_level1": "中", "fog_level2": "淡", + "tiling_mode": "图形内存", "tiling_cpu": "CPU", "tiling_gpu": "GPU", "tiling_apply": "应用", +} + +var ui: CanvasLayer +var assets_root := "" +var uiscript_dir := "" +var audio: Node +var _cam_get: Callable = Callable() +var _env_get: Callable = Callable() + +var _win: Dictionary = {} +var _cfg := ConfigFile.new() + +# --- 状态(= systemSetting 值)--- +var music_volume := 0.6 +var sound_volume := 0.9 +var camera_mode := 1 # 0 近, 1 远 +var fog_level := 1 # 0 浓, 1 中, 2 淡 +var tiling_mode := 1 # 0 CPU, 1 GPU(占位) + +func setup(ui_manager: CanvasLayer, assets: String, audio_node: Node = null, + cam_getter := Callable(), env_getter := Callable()) -> void: + ui = ui_manager + assets_root = assets + if assets_root == "" and ui and "assets_root" in ui: + assets_root = ui.assets_root + uiscript_dir = assets_root.path_join("uiscript/uiscript") + if not DirAccess.dir_exists_absolute(uiscript_dir): + uiscript_dir = assets_root.path_join("uiscript") + audio = audio_node + _cam_get = cam_getter + _env_get = env_getter + _load_cfg() + _apply_all() # 持久化的设置在开窗前就生效 + +# --- open / close --------------------------------------------------- + +func is_open() -> bool: + return not _win.is_empty() and is_instance_valid(_win.get("root")) + +func toggle() -> void: + if is_open(): close() + else: open() + +func close() -> void: + if is_open(): + ui.close(_win["root"]) + _win = {} + +func open() -> void: + if is_open(): + return + var path := uiscript_dir.path_join("systemoptiondialog.py") + if not FileAccess.file_exists(path): + push_warning("SystemOptionUI: no systemoptiondialog.py at " + path) + return + _win = ui.open_script(path, assets_root) + if not is_open(): + return + _relabel() + _wire() + _sync_controls() + +func _node(nm: String) -> Control: + if _win.is_empty(): + return null + var n = _win.get("nodes", {}).get(nm, null) + return n if n is Control else null + +# uiScriptLocale 兜底:把 `` 文本换成中文 +func _relabel() -> void: + for nm in LABELS: + var n := _node(nm) + if n and n.has_method("set_text"): + n.set_text(LABELS[nm]) + +# --- wiring (uisystemoption.__Load) --------------------------------- + +func _wire() -> void: + var mv := _node("music_volume_controller") + if mv is Range: + mv.min_value = 0.0 + mv.max_value = 1.0 + mv.step = 0.01 + mv.value = music_volume + mv.value_changed.connect(_on_music_volume) + var sv := _node("sound_volume_controller") + if sv is Range: + sv.min_value = 0.0 + sv.max_value = 1.0 + sv.step = 0.01 + sv.value = sound_volume + sv.value_changed.connect(_on_sound_volume) + + _bind_radio(["camera_short", "camera_long"], func(i): + camera_mode = i + _apply_camera() + _save()) + _bind_radio(["fog_level0", "fog_level1", "fog_level2"], func(i): + fog_level = i + _apply_fog() + _save()) + _bind_radio(["tiling_cpu", "tiling_gpu"], func(i): + tiling_mode = i + _save()) + + var apply_btn := _node("tiling_apply") + if apply_btn is BaseButton: + apply_btn.pressed.connect(func(): + # 原 __OnClickTilingApplyButton 会重启客户端应用 CPU/GPU 分块; + # Godot 渲染器无此项,仅记录选择。 + _save()) + var bgm_btn := _node("bgm_button") + if bgm_btn is BaseButton: + bgm_btn.disabled = true # 换 BGM 需音乐文件选择器,暂缺 + +func _bind_radio(names: Array, on_pick: Callable) -> void: + var boxes: Array = [] + for nm in names: + boxes.append(_node(nm)) + for i in boxes.size(): + var b = boxes[i] + if not (b is BaseButton): + continue + b.toggle_mode = true + var idx := i + b.pressed.connect(func(): + for j in boxes.size(): + if boxes[j] is BaseButton: + boxes[j].set_pressed_no_signal(j == idx) + on_pick.call(idx)) + +# 把当前状态回填到控件(开窗时) +func _sync_controls() -> void: + _set_radio(["camera_short", "camera_long"], camera_mode) + _set_radio(["fog_level0", "fog_level1", "fog_level2"], fog_level) + _set_radio(["tiling_cpu", "tiling_gpu"], tiling_mode) + +func _set_radio(names: Array, active: int) -> void: + for i in names.size(): + var b = _node(names[i]) + if b is BaseButton: + b.set_pressed_no_signal(i == active) + +# --- change handlers ---------------------------------------------------- + +func _on_music_volume(v: float) -> void: + music_volume = clampf(v, 0.0, 1.0) + _apply_music() + _save() + +func _on_sound_volume(v: float) -> void: + sound_volume = clampf(v, 0.0, 1.0) + _apply_sound() + _save() + +# --- apply to engine -------------------------------------------------- + +func _apply_all() -> void: + _apply_music() + _apply_sound() + _apply_camera() + _apply_fog() + +func _apply_music() -> void: + if audio == null: + return + if "master_bgm" in audio: + audio.master_bgm = music_volume + # 已在播放的 BGM 声道即时跟随 + if "_bgm" in audio and "_bgm_cur" in audio: + var pl = audio._bgm[audio._bgm_cur] + if is_instance_valid(pl): + pl.volume_db = linear_to_db(maxf(music_volume, 0.0001)) + +func _apply_sound() -> void: + if audio and "master_sfx" in audio: + audio.master_sfx = sound_volume # play_ui / play_at 每次读取 + +func _apply_camera() -> void: + if not _cam_get.is_valid(): + return + var c = _cam_get.call() + if c == null: + return + var m: float = CAMERA_MAX[clampi(camera_mode, 0, 1)] + if "max_dist" in c: + c.max_dist = m + if "dist" in c: + c.dist = minf(c.dist, m) + +func _apply_fog() -> void: + if not _env_get.is_valid(): + return + var e = _env_get.call() + if not (e is Environment): + return + e.fog_enabled = true + e.fog_density = FOG_DENSITY[clampi(fog_level, 0, 2)] + +# --- persistence (= systemSetting 配置文件) -------------------------- + +func _load_cfg() -> void: + if _cfg.load(CFG_PATH) != OK: + return + music_volume = float(_cfg.get_value("audio", "music_volume", music_volume)) + sound_volume = float(_cfg.get_value("audio", "sound_volume", sound_volume)) + camera_mode = int(_cfg.get_value("video", "camera_mode", camera_mode)) + fog_level = int(_cfg.get_value("video", "fog_level", fog_level)) + tiling_mode = int(_cfg.get_value("video", "tiling_mode", tiling_mode)) + +func _save() -> void: + _cfg.set_value("audio", "music_volume", music_volume) + _cfg.set_value("audio", "sound_volume", sound_volume) + _cfg.set_value("video", "camera_mode", camera_mode) + _cfg.set_value("video", "fog_level", fog_level) + _cfg.set_value("video", "tiling_mode", tiling_mode) + _cfg.save(CFG_PATH) diff --git a/project/ui/system_option_ui.gd.uid b/project/ui/system_option_ui.gd.uid new file mode 100644 index 00000000..703573c1 --- /dev/null +++ b/project/ui/system_option_ui.gd.uid @@ -0,0 +1 @@ +uid://cs2tl51xyym8q diff --git a/project/ui/ui_assets.gd b/project/ui/ui_assets.gd new file mode 100644 index 00000000..92e792f3 --- /dev/null +++ b/project/ui/ui_assets.gd @@ -0,0 +1,110 @@ +# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg`)。 +# +# 路径形如 `d:/ymir work/ui/public/middle_button_01.sub`。解析: +# 1) 去掉盘符前缀 +# 2) 依次试: / · //(散包目录) +# 3) `.sub` = 子图描述(title/image/left/top/right/bottom)→ 载入其 image + 裁剪成 AtlasTexture +# `.dds` 走 Metin2World.load_dds(C++ dxt 解码)运行时解成 Image。 +extends RefCounted + +static var _cache := {} +static var _dds_helper: Object = null + +# DDS 运行时解码:走 Metin2World.load_dds(C++ 里的 dxt.cpp,DXT1/3/5 + BGRA8)。 +# Godot 无原生运行时 DDS 解码,UI 里的 select.dds / 职业名图都得走这条路。 +static func load_dds_image(path: String) -> Image: + if path == "" or not FileAccess.file_exists(path): + return null + if not ClassDB.class_exists("Metin2World"): + return null + if _dds_helper == null or not is_instance_valid(_dds_helper): + _dds_helper = ClassDB.instantiate("Metin2World") + var img = _dds_helper.call("load_dds", path) + return img if img is Image else null + +static func load_tex(assets_root: String, vpath: String) -> Texture2D: + if vpath == "" or assets_root == "": + return null + var key := assets_root + "|" + vpath + if _cache.has(key): + return _cache[key] + var tex: Texture2D = _load_uncached(assets_root, vpath) + _cache[key] = tex + return tex + +static func _strip_drive(p: String) -> String: + var s := p.replace("\\", "/") + if s.length() >= 2 and s[1] == ":": + s = s.substr(2) + return s.lstrip("/") + +static func _resolve(assets_root: String, rel: String) -> String: + var direct := assets_root.path_join(rel) + if FileAccess.file_exists(direct): + return direct + # 散包:// + var da := DirAccess.open(assets_root) + if da: + for sub in da.get_directories(): + var cand := assets_root.path_join(sub).path_join(rel) + if FileAccess.file_exists(cand): + return cand + # 大小写不敏感兜底:/**/ymir work/ui/... —— 只按 basename 找 + return "" + +static func _load_uncached(assets_root: String, vpath: String) -> Texture2D: + var rel := _strip_drive(vpath) + var real := _resolve(assets_root, rel) + if real == "": + # 试把 .sub 换成 .tga / .png + for ext: String in [".tga", ".png", ".jpg"]: + real = _resolve(assets_root, rel.get_basename() + ext) + if real != "": + break + if real == "": + return null + if real.get_extension().to_lower() == "sub": + return _load_sub(real) + return _load_image_file(real) + +static func _load_image_file(path: String) -> Texture2D: + var ext := path.get_extension().to_lower() + if ext == "dds": + var di := load_dds_image(path) + return ImageTexture.create_from_image(di) if di != null else null + var img := Image.new() + if img.load(path) != OK: + return null + return ImageTexture.create_from_image(img) + +static func _load_sub(path: String) -> Texture2D: + var txt := FileAccess.get_file_as_string(path) + var image_name := "" + var l := 0 + var t := 0 + var r := -1 + var b := -1 + for line in txt.split("\n"): + var parts := line.strip_edges().split(" ", false) + if parts.size() < 2: + continue + match parts[0]: + "image": image_name = parts[1].strip_edges().trim_prefix('"').trim_suffix('"') + "left": l = int(parts[1]) + "top": t = int(parts[1]) + "right": r = int(parts[1]) + "bottom": b = int(parts[1]) + if image_name == "": + return null + var img_path := path.get_base_dir().path_join(image_name) + if not FileAccess.file_exists(img_path): + img_path = path.get_base_dir().path_join(image_name.get_basename() + ".tga") + var base := _load_image_file(img_path) + if base == null: + return null + if r <= l or b <= t: + return base + var at := AtlasTexture.new() + at.atlas = base + at.region = Rect2(l, t, r - l, b - t) + return at diff --git a/project/ui/ui_assets.gd.uid b/project/ui/ui_assets.gd.uid new file mode 100644 index 00000000..2b7e7584 --- /dev/null +++ b/project/ui/ui_assets.gd.uid @@ -0,0 +1 @@ +uid://cdmq2ac3w0su6 diff --git a/project/ui/ui_build.gd b/project/ui/ui_build.gd new file mode 100644 index 00000000..0669f183 --- /dev/null +++ b/project/ui/ui_build.gd @@ -0,0 +1,233 @@ +# UiBuild (P1) —— uiscript 嵌套 Dictionary → Godot Control 树。 +# +# var spec := UiScript.new().parse_file(path) +# var r := UiBuild.build(spec, assets_root) +# add_child(r.root) +# r.nodes["accept"].pressed.connect(...) # 按 uiscript 里的 "name" 取节点 +# +# 覆盖 uiscript 最常用的 ~18 种 type;其它降级为 Control / Button / TextureRect。 +# board/thinboard 的九宫格用 ui_kit(真实 ymir 贴图,缺失则 StyleBoxFlat 兜底)。 +extends RefCounted + +const UiKit = preload("res://ui_kit.gd") +const UiAssets = preload("res://ui/ui_assets.gd") + +# spec: 顶层 window dict。返回 { root: Control, nodes: {name: Control} } +static func build(spec: Dictionary, assets_root: String) -> Dictionary: + var ctx := {"assets": assets_root, "nodes": {}} + var root := _make(spec, ctx, Vector2i.ZERO) + if root == null: + root = Control.new() + return {"root": root, "nodes": ctx["nodes"]} + +# --- recursion --------------------------------------------------------- + +static func _i(spec: Dictionary, key: String, def := 0) -> int: + var v = spec.get(key, def) + return int(v) if (v is int or v is float or v is bool or v is String) else def + +static func _str(v) -> String: + if v == null: + return "" + return v if v is String else str(v) + +static func _make(spec: Dictionary, ctx: Dictionary, parent_size: Vector2i) -> Control: + var type := _str(spec.get("type", "window")) + var w := _i(spec, "width", 0) + var h := _i(spec, "height", 0) + var node := _make_by_type(type, spec, ctx, Vector2i(w, h)) + if node == null: + node = Control.new() + + node.name = _safe_name(_str(spec.get("name", type))) + if w > 0: + node.custom_minimum_size = Vector2(w, h) + node.size = Vector2(w, h) + + # 位置:x/y + horizontal_align / vertical_align(相对父) + var x := _i(spec, "x", 0) + var y := _i(spec, "y", 0) + match _str(spec.get("horizontal_align", "left")): + "center": x = (parent_size.x - w) / 2 + x + "right": x = parent_size.x - w - x + match _str(spec.get("vertical_align", "top")): + "center": y = (parent_size.y - h) / 2 + y + "bottom": y = parent_size.y - h - y + node.position = Vector2(x, y) + + var nm := _str(spec.get("name", "")) + if nm != "": + ctx["nodes"][nm] = node + + var self_size := Vector2i(w, h) if w > 0 else parent_size + for child in spec.get("children", []): + if child is Dictionary: + var c := _make(child, ctx, self_size) + if c: + node.add_child(c) + return node + +static func _make_by_type(type: String, spec: Dictionary, ctx: Dictionary, sz: Vector2i) -> Control: + var assets: String = ctx["assets"] + match type: + "window", "box": + var c := Control.new() + c.mouse_filter = Control.MOUSE_FILTER_PASS + return c + "board", "thinboard", "board_with_titlebar": + var p := _board(assets, "thinboard" if type == "thinboard" else "board", sz) + if type == "board_with_titlebar" and spec.has("title"): + var tl := Label.new() + tl.name = "TitleText" + tl.text = _str(spec.get("title", "")) + tl.position = Vector2(12, 6) + p.add_child(tl) + p.set_meta("titlebar_h", 24) + return p + "titlebar": + var t := Panel.new() + t.set_meta("is_titlebar", true) + return t + "text": + var lbl := Label.new() + lbl.text = _str(spec.get("text", "")) + if spec.has("text_color"): + lbl.add_theme_color_override("font_color", _argb(int(spec["text_color"]))) + match _str(spec.get("text_horizontal_align", "left")): + "center": lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER + "right": lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT + lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER + lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE + return lbl + "button", "toggle_button": + var b := Button.new() + b.text = _str(spec.get("text", "")) + b.toggle_mode = (type == "toggle_button") + var nrm := UiAssets.load_tex(assets, _str(spec.get("default_image", ""))) + var ovr := UiAssets.load_tex(assets, _str(spec.get("over_image", ""))) + var dwn := UiAssets.load_tex(assets, _str(spec.get("down_image", ""))) + if nrm: + b.add_theme_stylebox_override("normal", _sb_tex(nrm)) + if ovr: b.add_theme_stylebox_override("hover", _sb_tex(ovr)) + if dwn: b.add_theme_stylebox_override("pressed", _sb_tex(dwn)) + return b + "radio_button": + var cb := CheckBox.new() + cb.text = _str(spec.get("text", "")) + return cb + "image", "expanded_image", "ani_image", "mark": + var ir := TextureRect.new() + ir.texture = UiAssets.load_tex(assets, _str(spec.get("image", ""))) + ir.expand_mode = TextureRect.EXPAND_IGNORE_SIZE + ir.stretch_mode = TextureRect.STRETCH_SCALE if type == "expanded_image" \ + else TextureRect.STRETCH_KEEP + ir.mouse_filter = Control.MOUSE_FILTER_IGNORE + return ir + "editline": + var e := LineEdit.new() + e.text = _str(spec.get("text", "")) + e.secret = bool(spec.get("secret", false)) + if spec.has("input_limit"): + e.max_length = int(spec["input_limit"]) + return e + "line": + var ln := ColorRect.new() + ln.color = Color(1, 1, 1, 0.15) + if _i(spec, "height", 0) == 0: + ln.custom_minimum_size = Vector2(_i(spec, "width", 100), 1) + return ln + "listbox", "candidate_list": + return ItemList.new() + "gauge", "bar", "horizontalbar": + var pb := ProgressBar.new() + pb.show_percentage = false + pb.value = 100.0 + return pb + "grid_table", "slotbar", "slot": + # Metin2 物品格容器:有 start_index/x_count 或显式 "slot" 元组 -> 建子格; + # 否则 grid_table 退化成普通 GridContainer。 + var cells := _slot_cells(spec) + if cells.is_empty() and type == "grid_table": + var g := GridContainer.new() + g.columns = maxi(1, _i(spec, "x_count", _i(spec, "column", 1))) + return g + var s := Control.new() + s.set_meta("is_slot_container", true) + for cd in cells: + var cell := Panel.new() + cell.name = "slot_%d" % int(cd["index"]) + cell.position = Vector2(cd["x"], cd["y"]) + cell.custom_minimum_size = Vector2(cd["w"], cd["h"]) + cell.size = Vector2(cd["w"], cd["h"]) + cell.set_meta("slot_index", int(cd["index"])) + cell.mouse_filter = Control.MOUSE_FILTER_STOP + s.add_child(cell) + return s + "sliderbar": + return HSlider.new() + "scrollbar", "thin_scrollbar": + return VScrollBar.new() + _: + return Control.new() + +# --- helpers --------------------------------------------------------- + +static func _board(assets: String, prefix: String, sz: Vector2i) -> Panel: + var p := Panel.new() + var np: NinePatchRect = null + if assets != "": + np = UiKit.board(assets, prefix, 32, 128) + if np and np.texture: + np.set_anchors_preset(Control.PRESET_FULL_RECT) + np.mouse_filter = Control.MOUSE_FILTER_IGNORE + p.add_child(np) + p.get_child(0).show_behind_parent = true + else: + var sb := StyleBoxFlat.new() + sb.bg_color = Color(0.10, 0.11, 0.14, 0.92) + sb.border_color = Color(0.35, 0.32, 0.26) + sb.set_border_width_all(1) + sb.set_corner_radius_all(3) + p.add_theme_stylebox_override("panel", sb) + return p + +# slot 容器的子格:显式 "slot" 元组,或 start_index/x_count/y_count/x_step/y_step 网格。 +static func _slot_cells(spec: Dictionary) -> Array: + var cells := [] + if spec.get("slot", null) is Array: + for sd in spec["slot"]: + if sd is Dictionary: + cells.append({"index": _i(sd, "index"), "x": _i(sd, "x"), "y": _i(sd, "y"), + "w": _i(sd, "width", 32), "h": _i(sd, "height", 32)}) + elif spec.has("x_count"): + var si := _i(spec, "start_index", 0) + var xc := maxi(1, _i(spec, "x_count", 1)) + var yc := maxi(1, _i(spec, "y_count", 1)) + var xs := _i(spec, "x_step", 32) + var ys := _i(spec, "y_step", 32) + for row in yc: + for col in xc: + cells.append({"index": si + row * xc + col, "x": col * xs, "y": row * ys, + "w": 32, "h": 32}) + return cells + +static func _sb_tex(t: Texture2D) -> StyleBoxTexture: + var sb := StyleBoxTexture.new() + sb.texture = t + return sb + +static func _argb(v: int) -> Color: + # 0xAARRGGBB + var a := (v >> 24) & 0xff + var r := (v >> 16) & 0xff + var g := (v >> 8) & 0xff + var b := v & 0xff + if a == 0: + a = 255 + return Color8(r, g, b, a) + +static func _safe_name(s: String) -> String: + var out := s + for bad: String in [".", ":", "@", "/", "%", " "]: + out = out.replace(bad, "_") + return out if out != "" else "node" diff --git a/project/ui/ui_build.gd.uid b/project/ui/ui_build.gd.uid new file mode 100644 index 00000000..6fe2d0ec --- /dev/null +++ b/project/ui/ui_build.gd.uid @@ -0,0 +1 @@ +uid://dxoqp78836s5p diff --git a/project/ui/ui_manager.gd b/project/ui/ui_manager.gd new file mode 100644 index 00000000..7b007d2b --- /dev/null +++ b/project/ui/ui_manager.gd @@ -0,0 +1,134 @@ +# UiManager (P1) —— 窗口栈:打开 / 关闭 / 置顶 / ESC 关顶层 / modal 变暗 / 标题栏拖动。 +# +# var ui := preload("res://ui/ui_manager.gd").new() +# add_child(ui) +# ui.locale = func(k): return Locale.t(k) +# var w := ui.open_script("res://../assets/uiscript/uiscript/systemdialog.py", assets_root) +# w.nodes["close_button"].pressed.connect(func(): ui.close(w.root)) +# +# open_script 返回 { root: Control, nodes: {name: Control} }(同 UiBuild.build)。 +extends CanvasLayer + +const UiScript = preload("res://ui/uiscript.gd") +const UiBuild = preload("res://ui/ui_build.gd") + +signal window_opened(root: Control) +signal window_closed(root: Control) + +var locale: Callable +var screen := Vector2i(1920, 1080) + +var _root: Control # 全屏容器 +var _dim: ColorRect # modal 变暗层 +var _stack: Array[Control] = [] +var _drag_win: Control = null +var _drag_from := Vector2.ZERO + +func _ready() -> void: + layer = 10 + _root = Control.new() + _root.set_anchors_preset(Control.PRESET_FULL_RECT) + _root.mouse_filter = Control.MOUSE_FILTER_IGNORE + add_child(_root) + _dim = ColorRect.new() + _dim.color = Color(0, 0, 0, 0.45) + _dim.set_anchors_preset(Control.PRESET_FULL_RECT) + _dim.visible = false + _root.add_child(_dim) + set_process_unhandled_input(true) + +# --- open / close -------------------------------------------------------- + +func build_script(path: String, assets_root: String) -> Dictionary: + var us := UiScript.new() + us.screen = screen + if locale.is_valid(): + us.locale = locale + var spec := us.parse_file(path) + if spec.is_empty(): + push_warning("UiManager: parse failed (%s): %s" % [path, us.last_error]) + return {"root": Control.new(), "nodes": {}} + return UiBuild.build(spec, assets_root) + +# 解析 + 构建 + 打开,返回 { root, nodes } +func open_script(path: String, assets_root: String, modal := false) -> Dictionary: + var r := build_script(path, assets_root) + open(r.root, modal) + return r + +func open(win: Control, modal := false) -> void: + if win.get_parent() == null: + _root.add_child(win) + win.set_meta("modal", modal) + _wire_drag(win) + _stack.erase(win) + _stack.append(win) + _restack() + window_opened.emit(win) + +func close(win: Control) -> void: + if win == null: + return + _stack.erase(win) + if win.get_parent(): + win.get_parent().remove_child(win) + win.queue_free() + _restack() + window_closed.emit(win) + +func close_top() -> bool: + if _stack.is_empty(): + return false + close(_stack[-1]) + return true + +func top() -> Control: + return _stack[-1] if not _stack.is_empty() else null + +func _restack() -> void: + var any_modal := false + for i in _stack.size(): + var w := _stack[i] + w.move_to_front() + if bool(w.get_meta("modal", false)): + any_modal = true + _dim.visible = any_modal + if any_modal: + # 变暗层紧贴在最顶层 modal 之下 + _dim.move_to_front() + _stack[-1].move_to_front() + +# --- ESC --------------------------------------------------------------- + +func _unhandled_input(e: InputEvent) -> void: + if e is InputEventKey and e.pressed and e.keycode == KEY_ESCAPE: + if close_top(): + get_viewport().set_input_as_handled() + +# --- 标题栏拖动 -------------------------------------------------------- + +func _wire_drag(win: Control) -> void: + var handle := _find_drag_handle(win) + if handle == null or handle.has_meta("_drag_wired"): + return + handle.set_meta("_drag_wired", true) + handle.mouse_filter = Control.MOUSE_FILTER_STOP + handle.gui_input.connect(func(ev: InputEvent): _on_handle_input(win, ev)) + +func _find_drag_handle(win: Control) -> Control: + # 优先 titlebar;否则 board_with_titlebar 的顶部条;否则整个 window 根 + for n in win.find_children("*", "", true, false): + if n is Control and (n.get_meta("is_titlebar", false) or n.get_meta("titlebar_h", 0) > 0): + return n + return win + +func _on_handle_input(win: Control, ev: InputEvent) -> void: + if ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT: + if ev.pressed: + _drag_win = win + _drag_from = win.get_global_mouse_position() - win.position + open(win) # 置顶 + else: + _drag_win = null + elif ev is InputEventMouseMotion and _drag_win == win: + win.position = win.get_global_mouse_position() - _drag_from diff --git a/project/ui/ui_manager.gd.uid b/project/ui/ui_manager.gd.uid new file mode 100644 index 00000000..b5a2e67c --- /dev/null +++ b/project/ui/ui_manager.gd.uid @@ -0,0 +1 @@ +uid://cyw533ww50yve diff --git a/project/ui/uiscript.gd b/project/ui/uiscript.gd new file mode 100644 index 00000000..bc7b50a7 --- /dev/null +++ b/project/ui/uiscript.gd @@ -0,0 +1,327 @@ +# UiScript (P1) —— 解析原始客户端的 `assets/uiscript/*.py` 布局脚本为嵌套 Dictionary。 +# +# 这些文件是 Python **dict 字面量**,用到的子集很小: +# 语句: import X(忽略)· NAME = (文件常量)· window = {...} +# 表达式:str/int/float · NAME · NAME.ATTR · (e) · 元组 (e,e) · 列表 [e,e] · +# dict {k:v} · 一元 - · 二元 + - * / +# 注释: # 和 ## 到行尾 +# +# 名字解析顺序:文件常量 → {SCREEN_WIDTH, SCREEN_HEIGHT} → uiScriptLocale. +# (交给 locale 回调)→ 未知则 0 / ""。除法按浮点算(调用方按需取整)。 +# +# 用法: +# var us := preload("res://ui/uiscript.gd").new() +# us.screen = Vector2i(1920, 1080) +# us.locale = func(key): return Locale.t(key) # 可选 +# var tree: Dictionary = us.parse_file("res://../assets/uiscript/uiscript/popupdialog.py") +# # tree = { name, type?, x, y, width, height, children:[...], ... } +extends RefCounted + +var screen := Vector2i(1920, 1080) +var locale: Callable # func(key: String) -> String +var last_error := "" + +var _consts := {} # 文件顶层 NAME = expr +var _s := "" # 源文本 +var _p := 0 # 游标 + +# --- public --------------------------------------------------------------- + +func parse_file(path: String) -> Dictionary: + if not FileAccess.file_exists(path): + last_error = "no such file: " + path + return {} + return parse_text(FileAccess.get_file_as_string(path)) + +func parse_text(src: String) -> Dictionary: + last_error = "" + _consts = {"SCREEN_WIDTH": screen.x, "SCREEN_HEIGHT": screen.y} + _s = _strip_comments(src) + _p = 0 + var window := {} + while true: + _skip_ws() + if _p >= _s.length(): + break + if _match_kw("import"): + _skip_to_newline() + continue + var name := _read_ident() + if name == "": + # 可能是散落的括号/逗号;跳一个字符防死循环 + _p += 1 + continue + _skip_ws() + if _p < _s.length() and _s[_p] == "=": + _p += 1 + var val = _parse_expr() + if name == "window": + window = val if val is Dictionary else {} + else: + _consts[name] = val + else: + _skip_to_newline() + if window.is_empty() and last_error == "": + last_error = "no `window = {...}` found" + return window + +# --- lexing helpers ----------------------------------------------------- + +func _strip_comments(src: String) -> String: + var out := "" + var in_str := false + var q := "" + var i := 0 + while i < src.length(): + var c := src[i] + if in_str: + out += c + if c == "\\" and i + 1 < src.length(): + out += src[i + 1] + i += 2 + continue + if c == q: + in_str = false + i += 1 + continue + if c == '"' or c == "'": + in_str = true + q = c + out += c + elif c == "#": + while i < src.length() and src[i] != "\n": + i += 1 + continue + else: + out += c + i += 1 + return out + +func _skip_ws() -> void: + while _p < _s.length() and _s[_p] in [" ", "\t", "\r", "\n", ","]: + _p += 1 + +func _skip_to_newline() -> void: + while _p < _s.length() and _s[_p] != "\n": + _p += 1 + +func _match_kw(kw: String) -> bool: + _skip_ws() + if _s.substr(_p, kw.length()) == kw: + var after := _p + kw.length() + if after >= _s.length() or not _is_ident_char(_s[after]): + _p = after + return true + return false + +func _is_ident_char(c: String) -> bool: + return c == "_" or (c >= "a" and c <= "z") or (c >= "A" and c <= "Z") or (c >= "0" and c <= "9") + +func _read_ident() -> String: + _skip_ws() + var start := _p + while _p < _s.length() and _is_ident_char(_s[_p]): + _p += 1 + return _s.substr(start, _p - start) + +# --- expression parser (precedence: + - then * /) ---------------------- + +func _parse_expr(): + var lhs = _parse_term() + while _p < _s.length(): + _skip_ws_no_comma() + if _p >= _s.length(): + break + var c := _s[_p] + if c == "+" or c == "-": + _p += 1 + var rhs = _parse_term() + if c == "+" and (lhs is String or rhs is String): + lhs = _str_or(lhs) + _str_or(rhs) + elif c == "+": + lhs = _num(lhs) + _num(rhs) + else: + lhs = _num(lhs) - _num(rhs) + elif c == "%": + # Python 字符串格式化 "fmt" % (args):取 fmt,丢掉格式参数 + _p += 1 + _parse_term() + elif c == '"' or c == "'": + # Python 相邻字符串字面量隐式拼接: "a" "b" + lhs = _str_or(lhs) + _str_or(_parse_atom()) + else: + break + return lhs + +func _parse_term(): + var lhs = _parse_atom() + while true: + _skip_ws_no_comma() + if _p < _s.length() and (_s[_p] == "*" or _s[_p] == "/"): + var op := _s[_p] + _p += 1 + var rhs = _parse_atom() + if op == "*": + lhs = _num(lhs) * _num(rhs) + else: + lhs = _num(lhs) / _num(rhs) if _num(rhs) != 0.0 else 0.0 + else: + break + return lhs + +func _skip_ws_no_comma() -> void: + while _p < _s.length() and _s[_p] in [" ", "\t", "\r", "\n"]: + _p += 1 + +func _parse_atom(): + _skip_ws_no_comma() + if _p >= _s.length(): + return 0 + var c := _s[_p] + if c == "-": + _p += 1 + return -_num(_parse_atom()) + if c == '"' or c == "'": + return _parse_string() + if c == "{": + return _parse_dict() + if c == "[": + return _parse_seq("[", "]") + if c == "(": + return _parse_seq("(", ")") # 元组或加括号的表达式,_parse_seq 统一处理 + if c == "_" or (c >= "A" and c <= "Z") or (c >= "a" and c <= "z"): + return _parse_name() + if (c >= "0" and c <= "9") or c == ".": + return _parse_number() + _p += 1 + return 0 + +func _parse_string(): + var q := _s[_p] + _p += 1 + var out := "" + while _p < _s.length() and _s[_p] != q: + if _s[_p] == "\\" and _p + 1 < _s.length(): + var n := _s[_p + 1] + out += "\n" if n == "n" else ("\t" if n == "t" else n) + _p += 2 + continue + out += _s[_p] + _p += 1 + _p += 1 # closing quote + return out + +func _parse_number(): + var start := _p + var is_float := false + while _p < _s.length() and ((_s[_p] >= "0" and _s[_p] <= "9") or _s[_p] == "." or _s[_p] == "x" \ + or (_s[_p] >= "a" and _s[_p] <= "f") or (_s[_p] >= "A" and _s[_p] <= "F")): + if _s[_p] == ".": + is_float = true + _p += 1 + var tok := _s.substr(start, _p - start) + if tok.begins_with("0x") or tok.begins_with("0X"): + return tok.hex_to_int() + return float(tok) if is_float else int(tok) + +func _parse_name(): + var name := _read_ident() + # 属性链:uiScriptLocale.KEY / X.Y + while _p < _s.length() and _s[_p] == ".": + _p += 1 + var attr := _read_ident() + if name == "uiScriptLocale": + return _resolve_locale(attr) + name += "." + attr + if _consts.has(name): + return _consts[name] + if name == "True": + return true + if name == "False": + return false + if name == "None": + return null + # 未知名字:数值上下文当 0,字符串上下文当 "";这里返回 0,_str_or 会兜 + return 0 + +func _resolve_locale(key: String): + if locale.is_valid(): + var v = locale.call(key) + if v != null and String(v) != "": + return String(v) + return "<" + key + ">" + +func _parse_dict() -> Dictionary: + var d := {} + _p += 1 # { + var guard := 0 + while _p < _s.length(): + guard += 1 + if guard > 4000: + last_error = "dict parse runaway" + break + _skip_ws() + if _p >= _s.length() or _s[_p] == "}": + _p += 1 + break + var before := _p + var key = _parse_atom() + _skip_ws() + if _p < _s.length() and _s[_p] == ":": + _p += 1 + var val = _parse_expr() + d[_key(key)] = val + elif _p == before: + _p += 1 # 没进展也没 ':',强制前进防死循环 + # 否则:孤立 token(相邻字符串续行残留等)——丢弃,继续 + _skip_ws() + return d + +func _key(k) -> String: + if k is String: + return k + if k is int or k is float: + return str(k) + return "_" + +# 统一处理 ( ) 和 [ ]:单元素且无尾逗号的 (x) 退化成 x,否则是数组。 +func _parse_seq(open: String, close: String): + _p += 1 # opening + var items := [] + var had_comma := false + var guard := 0 + while _p < _s.length(): + guard += 1 + if guard > 4000: + break + _skip_ws_no_comma() + if _p >= _s.length() or _s[_p] == close: + _p += 1 + break + if _s[_p] == ",": + had_comma = true + _p += 1 + continue + var before := _p + items.append(_parse_expr()) + if _p == before: + _p += 1 + if open == "(" and items.size() == 1 and not had_comma: + return items[0] + return items + +# --- coercion ---------------------------------------------------------- + +func _num(v) -> float: + if v is float: + return v + if v is int: + return float(v) + if v is bool: + return 1.0 if v else 0.0 + return 0.0 + +func _str_or(v) -> String: + if v is String: + return v + return str(v) diff --git a/project/ui/uiscript.gd.uid b/project/ui/uiscript.gd.uid new file mode 100644 index 00000000..87490e07 --- /dev/null +++ b/project/ui/uiscript.gd.uid @@ -0,0 +1 @@ +uid://e2wkbja3qvh7 diff --git a/project/ui/view_equipment_ui.gd b/project/ui/view_equipment_ui.gd new file mode 100644 index 00000000..858b349f --- /dev/null +++ b/project/ui/view_equipment_ui.gd @@ -0,0 +1,103 @@ +# ViewEquipmentUI — GC_VIEW_EQUIP 的装备查看窗。 +# 服务器推送某个角色的 11 个传统可见装备位后自动刷新并置顶。 +extends Node + +const WEAR_NAMES := ["身体", "头部", "鞋子", "护腕", "武器", "项链", "耳环", "盾牌", "饰品 1", "饰品 2", "箭矢"] + +var client: Node +var ui: CanvasLayer +var proto: Node +var item_list: RefCounted +var _window: Control + +func setup(m2client: Node, manager: CanvasLayer, proto_node: Node = null, il: RefCounted = null) -> void: + client = m2client + ui = manager + proto = proto_node + item_list = il + if client.has_signal("view_equipment"): + client.view_equipment.connect(show_for) + +func show_for(vid: int) -> void: + if client == null or not client.has_method("get_view_equipment"): + return + var equipment: Array = client.get_view_equipment(vid) + if equipment.is_empty(): + return + if is_instance_valid(_window): + ui.close(_window) + _window = _build_window(vid, equipment) + ui.open(_window) + +func _build_window(vid: int, equipment: Array) -> Control: + var win := Panel.new() + win.name = "ViewEquipment" + win.position = Vector2(1280, 180) + win.size = Vector2(280, 390) + var bg := StyleBoxFlat.new() + bg.bg_color = Color(0.05, 0.06, 0.09, 0.94) + bg.border_color = Color(0.65, 0.5, 0.2, 0.9) + bg.set_border_width_all(1) + bg.set_corner_radius_all(5) + win.add_theme_stylebox_override("panel", bg) + + var title := Label.new() + title.position = Vector2(12, 8) + title.size = Vector2(220, 26) + title.text = "%s 的装备" % _character_name(vid) + title.add_theme_font_size_override("font_size", 16) + win.add_child(title) + var close := Button.new() + close.text = "×" + close.position = Vector2(238, 4) + close.size = Vector2(34, 30) + close.pressed.connect(func(): + if is_instance_valid(_window): + ui.close(_window) + _window = null) + win.add_child(close) + + var list := VBoxContainer.new() + list.position = Vector2(12, 42) + list.size = Vector2(256, 336) + list.add_theme_constant_override("separation", 3) + win.add_child(list) + for d in equipment: + var wear := int(d.get("wear", 0)) + var line := Label.new() + line.text = "%s: %s" % [_wear_name(wear), _item_name(int(d.get("vnum", 0)), int(d.get("count", 0)))] + line.tooltip_text = _item_tooltip(d) + line.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART + list.add_child(line) + return win + +func _character_name(vid: int) -> String: + if client.has_method("get_entity"): + var entity: Dictionary = client.get_entity(vid) + if not entity.is_empty() and not String(entity.get("name", "")).is_empty(): + return String(entity["name"]) + return "角色 #%d" % vid + +func _wear_name(wear: int) -> String: + return WEAR_NAMES[wear] if wear >= 0 and wear < WEAR_NAMES.size() else "装备 %d" % wear + +func _item_name(vnum: int, count: int) -> String: + if vnum == 0: + return "(空)" + var name := "物品 #%d" % vnum + if proto: + var pd: Dictionary = proto.item(vnum) + if not pd.is_empty(): + name = String(pd.get("locale_name", pd.get("name", name))) + elif item_list and item_list.has(vnum): + name = item_list.type_of(vnum) + return "%s x%d" % [name, count] if count > 1 else name + +func _item_tooltip(d: Dictionary) -> String: + var attrs: Array = d.get("attrs", []) + if attrs.is_empty(): + return "" + var lines := [] + for attr in attrs: + lines.append("属性 %d: %+d" % [int(attr.get("type", 0)), int(attr.get("value", 0))]) + return "\n".join(lines) diff --git a/project/ui/view_equipment_ui.gd.uid b/project/ui/view_equipment_ui.gd.uid new file mode 100644 index 00000000..02fbb721 --- /dev/null +++ b/project/ui/view_equipment_ui.gd.uid @@ -0,0 +1 @@ +uid://b05l7vag5x0hd diff --git a/project/ui_kit.gd b/project/ui_kit.gd new file mode 100644 index 00000000..acc9b9eb --- /dev/null +++ b/project/ui_kit.gd @@ -0,0 +1,69 @@ +# UiKit —— 复用 `ETC/ymir work/ui/pattern/` 九宫格贴图构造控件。 +# 从 hud.gd 抽出,charselect.gd / login.gd 共用(用 preload 引入)。PARITY §6.1。 +extends RefCounted + +const PAT := "ETC/ymir work/ui/pattern/" +static var _cache := {} + +static func ui_tex(assets: String, name: String) -> Texture2D: + var key := assets + "|" + name + if _cache.has(key): + return _cache[key] + var tex: Texture2D = null + var cand := assets.path_join(PAT + name + ".tga") + if not FileAccess.file_exists(cand): + var da := DirAccess.open(assets) + if da: + for sub in da.get_directories(): + var p := assets.path_join(sub).path_join("ymir work/ui/pattern/" + name + ".tga") + if FileAccess.file_exists(p): + cand = p + break + if FileAccess.file_exists(cand): + var img := Image.new() + if img.load(cand) == OK: + tex = ImageTexture.create_from_image(img) + _cache[key] = tex + return tex + +# 4 角 + 4 边 + *_base 合成 atlas -> NinePatchRect。prefix = board | thinboard +static func board(assets: String, prefix := "board", m := 32, base := 128) -> NinePatchRect: + var total := m + base + m + var atlas := Image.create_empty(total, total, false, Image.FORMAT_RGBA8) + atlas.fill(Color(0, 0, 0, 0)) + var put := func(nm: String, x: int, y: int) -> void: + var t := ui_tex(assets, nm) + if t == null: + return + var im := t.get_image() + im.convert(Image.FORMAT_RGBA8) + atlas.blit_rect(im, Rect2i(Vector2i.ZERO, im.get_size()), Vector2i(x, y)) + put.call(prefix + "_corner_lefttop", 0, 0) + put.call(prefix + "_corner_righttop", m + base, 0) + put.call(prefix + "_corner_leftbottom", 0, m + base) + put.call(prefix + "_corner_rightbottom", m + base, m + base) + var edge := func(nm: String, r: Rect2i) -> void: + var t := ui_tex(assets, nm) + if t == null: + return + var im := t.get_image() + im.convert(Image.FORMAT_RGBA8) + im.resize(r.size.x, r.size.y, Image.INTERPOLATE_BILINEAR) + atlas.blit_rect(im, Rect2i(Vector2i.ZERO, r.size), r.position) + edge.call(prefix + "_line_top", Rect2i(m, 0, base, m)) + edge.call(prefix + "_line_bottom", Rect2i(m, m + base, base, m)) + edge.call(prefix + "_line_left", Rect2i(0, m, m, base)) + edge.call(prefix + "_line_right", Rect2i(m + base, m, m, base)) + var b := ui_tex(assets, prefix + "_base") + if b: + var bi := b.get_image() + bi.convert(Image.FORMAT_RGBA8) + bi.resize(base, base, Image.INTERPOLATE_BILINEAR) + atlas.blit_rect(bi, Rect2i(Vector2i.ZERO, Vector2i(base, base)), Vector2i(m, m)) + var np := NinePatchRect.new() + np.texture = ImageTexture.create_from_image(atlas) + np.patch_margin_left = m + np.patch_margin_right = m + np.patch_margin_top = m + np.patch_margin_bottom = m + return np diff --git a/project/ui_kit.gd.uid b/project/ui_kit.gd.uid new file mode 100644 index 00000000..5d045c02 --- /dev/null +++ b/project/ui_kit.gd.uid @@ -0,0 +1 @@ +uid://b2agrl1oqbb3n diff --git a/project/ui_test.gd b/project/ui_test.gd new file mode 100644 index 00000000..62e6a266 --- /dev/null +++ b/project/ui_test.gd @@ -0,0 +1,174 @@ +# ui_test —— P1 UI 工具层 headless 自检(解析器 + 构建器 + 窗口管理器)。 +# godot --headless --path project --script ui_test.gd +extends SceneTree + +const UiScript = preload("res://ui/uiscript.gd") +const UiBuild = preload("res://ui/ui_build.gd") +const UiManager = preload("res://ui/ui_manager.gd") +const Dialogs = preload("res://ui/dialogs.gd") + +const FIXTURE := """ +import uiScriptLocale +ROOT = "d:/ymir work/ui/public/" +PAD = 10 + +window = { + "name" : "TestWin", + "style" : ("float",), + "x" : SCREEN_WIDTH/2 - 250, + "y" : SCREEN_HEIGHT/2 - 40, + "width" : 280, + "height" : 105, + "children" : ( + { + "name" : "board", + "type" : "board_with_titlebar", + "x" : 0, "y" : 0, + "width" : 280, "height" : 105, + "title" : uiScriptLocale.HELLO, + "children" : ( + { + "name" : "message", + "type" : "text", + "x" : PAD, "y" : 38, + "text" : uiScriptLocale.MESSAGE, + "text_horizontal_align" : "center", + "text_color" : 0xffF8BF24, + }, + { + "name" : "accept", + "type" : "button", + "x" : 0, "y" : 63, + "width" : 61, "height" : 21, + "horizontal_align" : "center", + "text" : uiScriptLocale.OK, + "default_image" : ROOT + "middle_button_01.sub", + }, + ), + }, + ), +} +""" + +var _fail := 0 +func _ck(c: bool, m: String) -> void: + if not c: + _fail += 1 + printerr("FAIL: " + m) + +func _init() -> void: + _test_parser() + _test_builder() + _test_manager() + _test_dialogs() + _test_real_file() + if _fail == 0: + print("PASS: ui_test (parser + builder + manager)") + quit(0) + else: + printerr("%d check(s) failed" % _fail) + quit(1) + +func _test_parser() -> void: + var us := UiScript.new() + us.screen = Vector2i(1920, 1080) + us.locale = func(k: String) -> String: + return {"HELLO": "Hi", "MESSAGE": "Body", "OK": "OK"}.get(k, "") + var w := us.parse_text(FIXTURE) + _ck(us.last_error == "", "parser: no error (%s)" % us.last_error) + _ck(w.get("name") == "TestWin", "parser: window name") + _ck(int(w.get("x")) == 710, "parser: arithmetic SCREEN_WIDTH/2-250 = 710, got %s" % w.get("x")) + _ck(int(w.get("width")) == 280, "parser: width") + var kids: Array = w.get("children", []) + _ck(kids.size() == 1 and kids[0].get("type") == "board_with_titlebar", "parser: child type") + _ck(kids[0].get("title") == "Hi", "parser: locale HELLO -> 'Hi'") + var inner: Array = kids[0].get("children", []) + _ck(inner.size() == 2, "parser: 2 grandchildren") + _ck(inner[0].get("text") == "Body", "parser: locale MESSAGE") + _ck(int(inner[0].get("text_color")) == 0xffF8BF24, "parser: hex color") + _ck(int(inner[1].get("x")) == 0 and inner[1].get("horizontal_align") == "center", + "parser: const PAD + align kept") + # 空输入 / 坏输入 + _ck(UiScript.new().parse_text("import x\n").is_empty(), "parser: no window -> {}") + +func _test_builder() -> void: + var us := UiScript.new() + us.screen = Vector2i(1920, 1080) + us.locale = func(k: String) -> String: return k + var spec := us.parse_text(FIXTURE) + var r := UiBuild.build(spec, "") # 无 assets -> 主题兜底 + var root: Control = r.root + _ck(root is Control, "builder: root is Control") + _ck(root.size == Vector2(280, 105), "builder: root size") + _ck(root.position == Vector2(710, 500), "builder: root pos, got %s" % root.position) + var nodes: Dictionary = r.nodes + _ck(nodes.has("accept") and nodes["accept"] is Button, "builder: accept is Button") + _ck(nodes["accept"].text == "OK", "builder: button text") + # horizontal_align center:x = (280 - 61)/2 + 0 = 109(父 board 宽 280) + _ck(nodes["accept"].position.x == 109, "builder: center align x = 109, got %s" % nodes["accept"].position.x) + _ck(nodes.has("message") and nodes["message"] is Label, "builder: message is Label") + _ck(nodes["message"].horizontal_alignment == HORIZONTAL_ALIGNMENT_CENTER, "builder: text align") + _ck(nodes["board"] is Panel, "builder: board is Panel") + _ck(nodes["board"].has_node("TitleText"), "builder: board_with_titlebar has title label") + +func _test_manager() -> void: + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() # ensure built (add_child 后一帧才 _ready,这里直接调) + var w1 := Control.new() + w1.custom_minimum_size = Vector2(100, 100) + var w2 := Control.new() + ui.open(w1) + ui.open(w2, true) # modal + _ck(ui.top() == w2, "manager: w2 on top") + _ck(ui._dim.visible, "manager: modal dim shown") + _ck(ui.close_top(), "manager: close_top ok") + _ck(ui.top() == w1, "manager: w1 now top") + _ck(not ui._dim.visible, "manager: dim hidden after modal closed") + _ck(not ui.close_top() == false, "manager: close last") + ui.close_top() + _ck(ui.top() == null, "manager: stack empty") + ui.queue_free() + +func _test_dialogs() -> void: + var ui: CanvasLayer = UiManager.new() + get_root().add_child(ui) + ui._ready() + var dlg := Dialogs.new(ui) + var got := [0] + dlg.confirm("delete?", func(): got[0] = 1, func(): got[0] = -1) + _ck(ui.top() != null, "dialogs: confirm opened") + _ck(ui._dim.visible, "dialogs: confirm is modal") + # 找到「确定」按钮点一下 + var ok_btn: Button = null + for n in ui.top().get_children(): + if n is Button and n.text == "确定": + ok_btn = n + _ck(ok_btn != null, "dialogs: 确定 button present") + if ok_btn: + ok_btn.pressed.emit() + _ck(got[0] == 1, "dialogs: on_ok fired") + _ck(ui.top() == null, "dialogs: closed after confirm") + ui.queue_free() + +func _test_real_file() -> void: + var p := AssetRoot.sub("uiscript/uiscript/popupdialog.py") + if not FileAccess.file_exists(p): + print(" (skip real-file test: %s not present)" % p) + return + var us := UiScript.new() + us.locale = func(k: String) -> String: return "L_" + k + var w := us.parse_file(p) + _ck(us.last_error == "", "real: popupdialog parsed (%s)" % us.last_error) + _ck(w.get("name") == "PopupDialog", "real: name == PopupDialog, got %s" % w.get("name")) + var kids: Array = w.get("children", []) + _ck(kids.size() >= 1 and kids[0].get("type") == "board", "real: first child is board") + var found_btn := false + for c in kids[0].get("children", []): + if c.get("type") == "button" and c.get("name") == "accept": + found_btn = true + _ck(String(c.get("default_image", "")).ends_with(".sub"), "real: button default_image is .sub") + _ck(found_btn, "real: found accept button") + # 构建也不炸 + var r := UiBuild.build(w, "") + _ck(r.root is Control and r.nodes.has("accept"), "real: build ok") diff --git a/project/ui_test.gd.uid b/project/ui_test.gd.uid new file mode 100644 index 00000000..9efe660f --- /dev/null +++ b/project/ui_test.gd.uid @@ -0,0 +1 @@ +uid://drcuav4wqayst diff --git a/project/world/world_time.gd b/project/world/world_time.gd new file mode 100644 index 00000000..9a94f03c --- /dev/null +++ b/project/world/world_time.gd @@ -0,0 +1,73 @@ +# WorldTime (P9) —— 昼夜循环:GC_TIME 的服务器时钟 → 太阳角度 + 光色 + 环境色。 +# +# var wt := preload("res://world/world_time.gd").new() +# add_child(wt) +# wt.setup(m2client, sun_light, environment) # environment 可空 +# +# GC_TIME 给的是 unix 秒。本地按 delta 累加,得到「日内秒」(0..86400)。 +# 06:00 日出、12:00 正午、18:00 日落、0:00 午夜。太阳 pitch 随之走。 +extends Node + +const DAY := 86400.0 +const CYCLE_SCALE := 1.0 # >1 加速昼夜(调试用) + +var client: Node +var sun: DirectionalLight3D +var env: Environment +var _epoch := 0.0 # 最近一次 GC_TIME 的服务器 unix 秒 +var _since := 0.0 # 收到后本地经过的秒 +var _have_time := false + +func setup(m2client: Node, sun_light: DirectionalLight3D, environment: Environment = null) -> void: + client = m2client + sun = sun_light + env = environment + if client and client.has_signal("time_changed"): + client.time_changed.connect(_on_time) + if client and client.has_method("get_server_time"): + var t: int = client.get_server_time() + if t > 0: + _on_time(t) + +func _on_time(server_epoch: int) -> void: + _epoch = float(server_epoch) + _since = 0.0 + _have_time = true + +# 当前日内秒(0..86400)。没有 GC_TIME 时固定用「正午」——不要跟着玩家的系统钟 +# 走到半夜把整个场景变黑(那不是 m2dev-client-main 的行为)。 +const DEFAULT_NOON := 43200.0 + +func seconds_of_day() -> float: + if not _have_time: + return DEFAULT_NOON + return fmod((_epoch + _since) * CYCLE_SCALE, DAY) + +# 0 = 午夜, 0.25 = 日出, 0.5 = 正午, 0.75 = 日落 +func day_fraction() -> float: + return seconds_of_day() / DAY + +func _process(delta: float) -> void: + _since += delta + if sun == null: + return + var f := day_fraction() + # 太阳高度角:正午(0.5)最高 ~ -85°(朝下),午夜最低 ~ +85°(朝上,被地平线挡) + var elevation := sin((f - 0.25) * TAU) * 80.0 # -80..80 + var azimuth := lerpf(40.0, 220.0, f) + sun.rotation = Vector3(deg_to_rad(-elevation), deg_to_rad(azimuth), 0.0) + # 光照强度 & 颜色:白天暖白,黄昏偏橙,夜里近黑冷蓝 + var daylight := clampf(sin((f - 0.25) * TAU) * 1.4 + 0.3, 0.0, 1.0) + sun.light_energy = lerpf(0.03, 1.15, daylight) + var warm := Color(1.0, 0.55, 0.30) + var noon := Color(1.0, 0.97, 0.90) + var night := Color(0.35, 0.42, 0.65) + if daylight < 0.35: + sun.light_color = night.lerp(warm, daylight / 0.35) + else: + sun.light_color = warm.lerp(noon, (daylight - 0.35) / 0.65) + if env: + env.ambient_light_energy = lerpf(0.12, 0.6, daylight) + env.ambient_light_color = Color(0.16, 0.19, 0.30).lerp(Color(0.5, 0.55, 0.62), daylight) + if env.background_mode == Environment.BG_COLOR: + env.background_color = Color(0.03, 0.04, 0.09).lerp(Color(0.55, 0.62, 0.72), daylight) diff --git a/project/world/world_time.gd.uid b/project/world/world_time.gd.uid new file mode 100644 index 00000000..464ee7c4 --- /dev/null +++ b/project/world/world_time.gd.uid @@ -0,0 +1 @@ +uid://bgp1ppw42yo7 diff --git a/project/world_demo.gd b/project/world_demo.gd new file mode 100644 index 00000000..0960f9f3 --- /dev/null +++ b/project/world_demo.gd @@ -0,0 +1,169 @@ +# W6 —— 玩家 / NPC / 第三人称相机。SHINSOO §9-W6。 +# 交互:godot --path project --script world_demo.gd -- --play +# 左键点地走过去 / 左键点 NPC 选中 · WASD 直接走 · 右键拖拽转视角 · 滚轮缩放 · Shift 跑 +# 截图:默认(无 --play)跑脚本化「前进」并存 test/golden/world-a1-r2.png +extends SceneTree + +const GameCamera = preload("res://game_camera.gd") +const PlayerCtl = preload("res://player_controller.gd") + +var _world: Node +var _player: Node3D +var _model: Node3D +var _anim: Node +var _npc_anim: Node +var _npc: Node3D +var _cam: Camera3D +var _pc: Node # PlayerController +var _target: Node3D # 当前选中实体 +var _anim_state := "" +var _audio: Node +var _assets := "" +var _t := 0.0 +var _shot_mode := false +var _shot_done := false + +func _init() -> void: + _assets = AssetRoot.path() + _shot_mode = "--play" not in OS.get_cmdline_user_args() # 默认脚本化截图;`-- --play` 进交互 + + _world = ClassDB.instantiate("Metin2World") + _world.set("assets_root", _assets) + _world.set("map_path", "OutdoorA1/metin2_map_a1") + _world.set("auto_load", false) + _world.set("load_radius_tiles", 1) # W8: 3×3 流式 + _world.set("stream_budget", 3) + get_root().add_child(_world) + var ok: bool = _world.call("load_map") + print("load ok=", ok, " ", _world.call("get_load_report")) + + # 出生点:村庄一带(全局 cm) + var spawn_cm := Vector3(45000.0, -38000.0, 17800.0) + var gx := spawn_cm.x * 0.01 + var gz := -spawn_cm.y * 0.01 + var gy: float = _world.call("sample_height", gx, gz) + _world.call("set_focus_position", gx, gz) # 流式对准出生点 + + _player = Node3D.new() + _player.name = "Player" + _player.position = Vector3(gx, gy, gz) + get_root().add_child(_player) + + _model = ClassDB.instantiate("Metin2Model") + _model.name = "Metin2Model" + _model.set("texture_dir", _assets.path_join("PC/ymir work/pc/warrior")) + _model.set("gr2_path", _assets.path_join("PC/ymir work/pc/warrior/warrior_cheongrin.gr2")) + _model.set("hair_gr2", _assets.path_join("PC/ymir work/pc/warrior/hair/hair_1_1.gr2")) + # SourceSkin(hair_1_1.dds) -> TargetSkin 换色(PARITY §2.4) + _model.set("hair_skin", _assets.path_join("PC/ymir work/pc/warrior/warrior_hair_01_red.dds")) + # 一手剑挂 equip_right_hand(PARITY §2.1;无物品系统,demo 写死) + _model.set("weapon_gr2", _assets.path_join("item/ymir work/item/weapon/00040.gr2")) + _player.add_child(_model) + + _audio = preload("res://audio.gd").new() + get_root().add_child(_audio) + _audio.setup(_assets) + + if ClassDB.class_exists("Metin2AnimPlayer"): + _anim = ClassDB.instantiate("Metin2AnimPlayer") + _anim.set("model_path", NodePath("../Metin2Model")) + _anim.set("loop", true) + _player.add_child(_anim) + # .msa 动作事件里的声音(脚步 / 挥击等)-> 3D 定位播放 + _anim.connect("motion_event", func(_type, _effect, sound, _pos): + if _audio and sound != "": + _audio.play_at(sound, _model.global_position, _player)) + _set_anim("wait") + + _spawn_npc(Vector3(gx + 6.0, 0.0, gz + 4.0)) + + var hud := preload("res://hud.gd").new() + get_root().add_child(hud) + hud.setup(_world, _player) + + _cam = GameCamera.new() + _cam.target = _player + _cam.world = _world + get_root().add_child(_cam) + _cam.make_current() + + _pc = PlayerCtl.new() + _pc.player = _player + _pc.camera = _cam + _pc.world = _world + _pc.force_run = _shot_mode + get_root().add_child(_pc) + _pc.anim_state.connect(_set_anim) + _pc.moved.connect(func(p): _world.call("set_focus_position", p.x, p.z)) + + # F5:后台暂停游戏树 + 停 BGM + 降帧;前台还原(截图模式下不挂,免打断脚本) + if not _shot_mode: + var life := preload("res://app_lifecycle.gd").new() + get_root().add_child(life) + life.bind(null, _audio) + _pc.target_selected.connect(func(n): + _target = n + print("[target] ", n.name, " @ ", n.global_position)) + if _npc: + _pc.pickables.append(_npc) + +func _spawn_npc(pos: Vector3) -> void: + var npc := Node3D.new() + npc.name = "NPC" + npc.position = Vector3(pos.x, _world.call("sample_height", pos.x, pos.z), pos.z) + npc.rotation.y = PI + get_root().add_child(npc) + _npc = npc + var m: Node3D = ClassDB.instantiate("Metin2Model") + m.name = "Metin2Model" + m.set("texture_dir", _assets.path_join("PC/ymir work/pc/shaman")) + m.set("gr2_path", _assets.path_join("PC/ymir work/pc/shaman/shaman_lord.gr2")) + npc.add_child(m) + var tag := Label3D.new() + tag.text = "村民" + tag.position = Vector3(0, 2.2, 0) + tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED + tag.no_depth_test = false + tag.pixel_size = 0.012 + npc.add_child(tag) + if ClassDB.class_exists("Metin2AnimPlayer"): + _npc_anim = ClassDB.instantiate("Metin2AnimPlayer") + _npc_anim.set("model_path", NodePath("../Metin2Model")) + _npc_anim.set("loop", true) + _npc_anim.set("anim_path", _assets.path_join("PC/ymir work/pc/shaman/general/wait.msa")) + npc.add_child(_npc_anim) + +func _set_anim(state: String) -> void: + if state == _anim_state or _anim == null: + return + _anim_state = state + var map := {"wait": "general/wait.msa", "walk": "general/walk.msa", "run": "general/run.msa"} + var f: String = map[state] + _anim.set("anim_path", _assets.path_join("PC/ymir work/pc/warrior/" + f)) + +func _process(dt: float) -> bool: + _t += dt + if int(_t * 2.0) != int((_t - dt) * 2.0): + print("t=%.1f player=%s anim=%s perf=%s" % [_t, _player.position, _anim_state, _world.call("get_perf")]) + + # 脚本化截图:走向一个前方点(展示点地移动 + 相机跟随),再选中 NPC + if _shot_mode: + if _t > 2.4 and _t < 2.5: + var ahead := _player.position - _player.global_transform.basis.z * 60.0 + _pc.call("walk_to", Vector3(ahead.x, 0, ahead.z)) + if _t > 6.0 and _t < 6.1 and _npc: + _pc.target_selected.emit(_npc) + + if _shot_mode and _t > 7.0 and not _shot_done: + _shot_done = true + var img := get_root().get_texture().get_image() + var p := ProjectSettings.globalize_path("res://../test/golden/world-a1-r2.png") + DirAccess.make_dir_recursive_absolute(p.get_base_dir()) + img.save_png(p) + print("saved world-a1-r2.png ", img.get_size(), " player=", _player.position, + " anim=", _anim_state, " target=", (_target.name if _target else "none")) + quit(0) + return false + +func _finalize() -> void: + pass diff --git a/project/world_demo.gd.uid b/project/world_demo.gd.uid new file mode 100644 index 00000000..d92b5009 --- /dev/null +++ b/project/world_demo.gd.uid @@ -0,0 +1 @@ +uid://3lfvqnomofcj diff --git a/project/world_probe.gd b/project/world_probe.gd new file mode 100644 index 00000000..a57ddffd --- /dev/null +++ b/project/world_probe.gd @@ -0,0 +1,73 @@ +# W1/W2 headless 冒烟:加载 A1,打印 load report + sample_height + 顶视截图。 +# godot --headless --path project --script world_probe.gd +extends SceneTree + +func _init() -> void: + var assets: String = AssetRoot.path() + var w: Node = ClassDB.instantiate("Metin2World") + if w == null: + push_error("Metin2World not registered") + quit(1) + return + w.set("assets_root", assets) + w.set("map_path", "OutdoorA1/metin2_map_a1") + w.set("auto_load", false) + get_root().add_child(w) + + var ok: bool = w.call("load_map") + var rep: Dictionary = w.call("get_load_report") + print("load_map ok=", ok) + for k in rep: + print(" ", k, " = ", rep[k]) + + var terr: int = 0 + for c in w.get_children(): + if String(c.name).begins_with("Terrain_"): + terr += 1 + print("terrain MeshInstance3D children: ", terr) + + var h1: float = w.call("sample_height", 128.0, 128.0) + var h_out: float = w.call("sample_height", -50.0, -50.0) + print("sample_height(128,128) = ", h1, " off-map = ", h_out) + + # 顶视正交截图(W2 与 minimap 对齐用) + _shot(w, rep) + + var expect: int = int(rep["map_size_x"]) * int(rep["map_size_y"]) + var pass_ok: bool = ok and terr == expect and int(rep["chunks_failed"]) == 0 \ + and h1 != 0.0 and h_out == 0.0 + print("RESULT: ", "PASS" if pass_ok else "FAIL") + quit(0 if pass_ok else 1) + +func _shot(w: Node, rep: Dictionary) -> void: + var msx: float = float(rep["map_size_x"]) * 256.0 + var msy: float = float(rep["map_size_y"]) * 256.0 + var cam := Camera3D.new() + cam.projection = Camera3D.PROJECTION_ORTHOGONAL + cam.size = max(msx, msy) * 1.05 + cam.position = Vector3(msx * 0.5, 2000.0, msy * 0.5) + cam.rotation_degrees = Vector3(-90.0, 0.0, 0.0) + cam.far = 5000.0 + get_root().add_child(cam) + cam.make_current() + var sun := DirectionalLight3D.new() + sun.rotation_degrees = Vector3(-55.0, 35.0, 0.0) + get_root().add_child(sun) + var env := WorldEnvironment.new() + var e := Environment.new() + e.background_mode = Environment.BG_COLOR + e.background_color = Color(0.1, 0.1, 0.12) + e.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR + e.ambient_light_color = Color(0.5, 0.5, 0.5) + env.environment = e + get_root().add_child(env) + + await process_frame + await process_frame + await process_frame + var img := get_root().get_texture().get_image() + if img != null: + var p := ProjectSettings.globalize_path("res://../test/golden/world-a1-terrain-top.png") + DirAccess.make_dir_recursive_absolute(p.get_base_dir()) + img.save_png(p) + print("screenshot -> ", p) diff --git a/project/world_probe.gd.uid b/project/world_probe.gd.uid new file mode 100644 index 00000000..07d7d863 --- /dev/null +++ b/project/world_probe.gd.uid @@ -0,0 +1 @@ +uid://cfppfe2w0oo1x diff --git a/project/world_shot.gd b/project/world_shot.gd new file mode 100644 index 00000000..71ed6bc3 --- /dev/null +++ b/project/world_shot.gd @@ -0,0 +1,58 @@ +# 窗口渲染 + 顶视/斜视截图(W2-W4 视觉核对)。非 headless。 +# godot --path project --script world_shot.gd --quit-after 90 +extends SceneTree + +var _w: Node +var _frames := 0 + +func _init() -> void: + var assets: String = AssetRoot.path() + _w = ClassDB.instantiate("Metin2World") + _w.set("assets_root", assets) + _w.set("map_path", "OutdoorA1/metin2_map_a1") + _w.set("auto_load", false) + get_root().add_child(_w) + var ok: bool = _w.call("load_map") + var rep: Dictionary = _w.call("get_load_report") + print("ok=", ok, " report=", rep) + + var msx: float = float(rep["map_size_x"]) * 256.0 + var msy: float = float(rep["map_size_y"]) * 256.0 + + # 光照 / 天空 / 雾 / 色调由 Metin2World 从 A1.msenv 建(env_ok=%s) + print("env_ok=", rep.get("env_ok"), " fog_level=", rep.get("fog_level")) + + var top := Camera3D.new() + top.name = "TopCam" + top.projection = Camera3D.PROJECTION_ORTHOGONAL + top.size = max(msx, msy) * 1.05 + top.position = Vector3(msx * 0.5, 3000.0, msy * 0.5) + top.rotation_degrees = Vector3(-90.0, 0.0, 0.0) + top.far = 8000.0 + get_root().add_child(top) + + var persp := Camera3D.new() + persp.name = "PerspCam" + persp.fov = 55.0 + persp.position = Vector3(msx * 0.35, 260.0, msy * 0.62) + persp.look_at(Vector3(msx * 0.5, 150.0, msy * 0.45)) + persp.far = 6000.0 + get_root().add_child(persp) + + top.make_current() + +func _process(_dt: float) -> bool: + _frames += 1 + var outdir: String = ProjectSettings.globalize_path("res://../test/golden") + DirAccess.make_dir_recursive_absolute(outdir) + if _frames == 6: + var img := get_root().get_texture().get_image() + img.save_png(outdir + "/world-a1-terrain-top.png") + print("saved terrain-top.png ", img.get_size()) + get_root().get_node("PerspCam").make_current() + elif _frames == 12: + var img2 := get_root().get_texture().get_image() + img2.save_png(outdir + "/world-a1-persp.png") + print("saved world-a1-persp.png ", img2.get_size()) + quit(0) + return false diff --git a/project/world_shot.gd.uid b/project/world_shot.gd.uid new file mode 100644 index 00000000..05604afd --- /dev/null +++ b/project/world_shot.gd.uid @@ -0,0 +1 @@ +uid://bijsdyxq6elx5 diff --git a/run-client.command b/run-client.command new file mode 100755 index 00000000..66fe195a --- /dev/null +++ b/run-client.command @@ -0,0 +1,6 @@ +#!/usr/bin/env bash +# 双击直接跑完整客户端(不打包,用已装的 Godot 当运行时)。 +# 登录 → 选人 → 进游戏。资源用仓库内 assets/。 +cd "$(dirname "$0")" +export MT_ASSETS="$PWD/assets" +exec "${GODOT:-godot}" --path project res://client_main.tscn "$@" diff --git a/test/README.md b/test/README.md new file mode 100644 index 00000000..289cc490 --- /dev/null +++ b/test/README.md @@ -0,0 +1,22 @@ +# test/ + +| 文件 / 目录 | 产出者 | 内容 | +|---|---|---| +| `golden/` | M1 起 | Godot 渲染的对拍截图(`m1-*.png` / `m2-*.png` / `m25-*.png`) | +| `bgfx-reference/` | 归档自 xrender-poc | bgfx demo 的同题材参考截图 + `render-samples/`。Godot 输出与之**结构化目视 + 直方图**对比(渲染器不同,不做像素比) | +| `assets.list` | xrender-poc M0 T9c | 精选 `.gr2`(多部件 / 全 4 级 LOD / 多 stage 材质 / 异常个例);里程碑对拍跑这套 | +| `assets-good.txt` | xrender-poc | 全量可解析清单 | +| `noise_floor.json` | xrender-poc M2 | 对拍噪声底:同 DLL 确定性 0、跨实现 ≤6.5e-5、epsilon=1e-3。Godot 对拍沿用此口径 | +| `m2-numeric.json` | `oracle/run-diff-suite.sh` | libgr2 vs Granny oracle 逐字段对拍结果(23 用例)。**libgr2 vendored 进本仓库后,这条链仍用 xrender-poc 时期建立的基线** | +| `godot-macos-stress.json` | M2 T2.7 | 1–100 角色 `_process` 帧时间 + 资产构建成本采样(供 Phase 2 A/B 决策,非门禁) | +| `compare.py` | mtgodot 回归 harness | 运行 CPU/GPU 固定时间截图;Godot 退出/超时/缺截图/0 surface/缺 selfcheck/NaN 为硬失败,CPU↔GPU 像素差暂作 advisory | +| `oracle_dumps/` | `run-diff-suite.sh`(gitignored) | oracle 二进制转储中间产物 | + +## 跑 libgr2 回归 + +```bash +cmake -B build-tools -DMTGODOT_BUILD_EXTENSION=OFF -DMTGODOT_BUILD_TOOLS=ON && cmake --build build-tools -j8 +./build-tools/tools/gr2fuzz "$PWD/../m2dev-client-main/assets" # 全量解析:期望 9166/9166 ok +./oracle/run-diff-suite.sh # vs Granny:期望 23/23 PASS(需 Wine + oracle.exe) +ctest --test-dir build --output-on-failure # loader 损坏输入单测 +``` diff --git a/test/assets-good.txt b/test/assets-good.txt new file mode 100644 index 00000000..0408b3e9 --- /dev/null +++ b/test/assets-good.txt @@ -0,0 +1,9166 @@ +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_cheongrin_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_cheongrin_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/fishing_wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/fishing_fail.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/fishing_cancel.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/throw.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/run.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/fishing_catch.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/fishing/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_cheongrin_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_marry_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/intro/selected.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/intro/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/intro/not_selected.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/jipjung.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/jeonsingonggyeok.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/jeongwi.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/noegeom.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/gyeoksan.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/daejin.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/geompung.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/jeonsinbangeo.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/gihyeol.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/samyeon.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/gigongcham.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/musa.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/kwaegeom.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/geomgyeong.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/cheongeun.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/palbang.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/gigongsul.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/skill/gitu.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/damage_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/damage_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/damage_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/back_damage_flying.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/falling_stand.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/dig.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/back_falling_stand.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/dead.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/attack.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/run.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/damage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/pick_up.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/wait_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/damage_flying.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/general/attack_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_4-1_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_nahan_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_nahan_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_4-1_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_nahan_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/damage_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/damage_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/damage_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_04.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_05.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_07.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/combo_06.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/run.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/rampage_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/damage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/rampage_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/rampage_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/rampage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/pick_up.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/wait_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/twohand_sword/change_weapon.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/wedding/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/wedding/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_4-1_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_saja_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_lord_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_saja_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_twohand_sword/combo_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_twohand_sword/combo_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_twohand_sword/combo_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_twohand_sword/skill_wildattack.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_twohand_sword/skill_splash.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_lord_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_novice.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_lord_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_saja_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_novice_lod_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/joy.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/dance_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/french_kiss_with_shaman.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/sad.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/dance_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/dance_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/kiss_with_sura.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/kiss_with_assassin.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/dance_4.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/slap_hurt.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/dance_5.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/banter.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/congratulation.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/shy.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/attractive.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/cheers_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/forgive.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/cheers_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/french_kiss_with_warrior.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/french_kiss_with_assassin.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/angry.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/cheerup.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/french_kiss_with_sura.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/clap.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/slap_hit.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/kiss_with_warrior.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/action/kiss_with_shaman.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_novice_lod_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_novice_lod_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_yongsin.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_saja.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_4-1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_cheongrin.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/warrior_nahan.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/damage_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/damage_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/damage_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_04.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_05.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_07.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/combo_06.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/attack.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/run.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/rampage_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/damage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/rampage_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/rampage_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/rampage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/pick_up.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/wait_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/change_weapon.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/attack_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/onehand_sword/attack_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/stop.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/skill_charge.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/dead.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/run.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/wait_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/damage.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/wait_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/walk.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse/wait.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_onehand_sword/combo_02.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_onehand_sword/combo_03.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_onehand_sword/combo_01.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_onehand_sword/skill_wildattack.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/horse_onehand_sword/skill_splash.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_3_4.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_1_4.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_3_2.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_3_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_1_1.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_1_3.gr2 +../m2dev-client-main/assets/PC/ymir work/pc/warrior/hair/hair_3_1.gr2 +../m2dev-client-main/assets/PC/ymir 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work/monster/thief1/35.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/20.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/34.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/20_2.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/36.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/37.gr2 +../m2dev-client-main/assets/Monster/ymir work/monster/thief1/03_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/warrior/warrior_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/warrior/warrior_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/warrior/warrior_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/warrior/warrior_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/warrior/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/sura/sura_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/sura/sura_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/sura/sura_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/sura/sura_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/sura/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/assassin/assassin_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/assassin/assassin_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/assassin/assassin_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/assassin/assassin_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/assassin/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/shaman/shaman_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/shaman/shaman_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/shaman/shaman_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/shaman/shaman_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc/shaman/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/warrior/warrior_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/warrior/warrior_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/warrior/warrior_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/warrior/warrior_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/warrior/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/sura/sura_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/sura/sura_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/sura/sura_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/sura/sura_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/sura/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/assassin/assassin_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/assassin/assassin_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/assassin/assassin_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/assassin/assassin_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/assassin/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/shaman/shaman_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/shaman/shaman_halloween1_lod_01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/shaman/shaman_halloween1_lod_02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/shaman/shaman_halloween1_lod_03.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/pc2/shaman/hair/hair_20_1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/npc/horse_halloween1/horse_halloween1_lod01.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/npc/horse_halloween1/horse_halloween1_lod02.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/npc/horse_halloween1/horse_halloween1.gr2 +../m2dev-client-main/assets/metin2_patch_halloween/ymir work/npc/horse_halloween1/horse_halloween1_lod03.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/headquarter/c1-010-bank/c1-010-bank.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/headquarter/b1-010-bank/b1-010-bank.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/headquarter/a1-010-bank/a1-010-bank.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/jedan/jedan.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/suryeonjang/suryeonjang.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/himuijedan/himuijedan_02.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/himuijedan/himuijedan_03.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/himuijedan/himuijedan_01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/gongjakso/gongjakso.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/facility/yonggwangro/yonggwangro.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/object/guild_symbol/guild_symbol.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/object/guild_symbol/wait.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/fence/fence01_left01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/fence/fence01_door01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/fence/fence01_right01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/fence/fence01_back01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/inside01/insidepass01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/inside01/platform01.gr2 +../m2dev-client-main/assets/guild/ymir work/guild/inside01/inside01.gr2 diff --git a/test/assets.list b/test/assets.list new file mode 100644 index 00000000..e06a0551 --- /dev/null +++ b/test/assets.list @@ -0,0 +1,35 @@ +# 测试资产集 —— 由 M0 T9c 从 fuzz 报告 + 人工挑产出。 +# 路径相对 XRENDER_ASSET_ROOT。每行一个。带 # 的是注释。 +# 覆盖:刚体 / 单材质蒙皮 / 多材质+alpha / 多部件装配+挂点 / 高骨骼数 / 全 4 级 LOD / +# 多 stage 材质(MODULATE2X 或 ADDSIGNED) / 特效挂点 / fuzz 异常个例 +# +# ── bootstrap 引导集(M0 自身验证用,assets.list 产出前)── +PC/ymir work/pc/warrior/warrior_cheongrin.gr2 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_01.gr2 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_02.gr2 +PC/ymir work/pc/warrior/warrior_cheongrin_lod_03.gr2 +PC/ymir work/pc/warrior/action/dance_1.gr2 +Zone/ymir work/zone/oxevent/ox_01.gr2 +# +# ── 正式集:M0 T9c 补(fuzz 全量 9166 零崩溃 / 零谓词失败后精选)── +# +# 蒙皮角色 + 全 4 级 LOD(body/face/附件 5 mesh,PNT332_Skinned,75 骨 Bip01) +# base 已在 bootstrap;补:另一套 warrior 全 LOD 用于跨模型回归 +PC/ymir work/pc/warrior/warrior_lord.gr2 +PC/ymir work/pc/warrior/warrior_lord_lod_01.gr2 +PC/ymir work/pc/warrior/warrior_lord_lod_02.gr2 +PC/ymir work/pc/warrior/warrior_lord_lod_03.gr2 +# 高 mesh 数装配(17 mesh,6 材质 / 3 贴图)—— 顶点类型混合 + 多 stage 材质 +PC/ymir work/pc/assassin/assassin.gr2 +# 多 skeleton(本体 + 2 武器挂点,3 skeleton / 3 model)—— bone-binding 跨 skeleton 解析 +metin2_patch_dragon_rock_mobs/ymir work/monster2/redthief2_soldier2/redthief2_soldier2_lod_01.gr2 +# 刚体 mesh(PNT332,rigid=1)—— 怪物 LOD +monster2/ymir work/monster2/snakeman_bow/snakeman_bow_lod_01.gr2 +# 动画:曲线子类型齐全(pos d0/d2·dim3、rot d0/d2·dim4、scale d0·dim9 + d1·dim9) +PC/ymir work/pc/warrior/action/dance_1.gr2 +monster2/ymir work/monster2/snakeman_bow/00.gr2 +# format v7(Std32LE magic,非 GRNFileMV_Old)—— 11/9166;含 PC 与场景 +PC/ymir work/pc/shaman/shaman_lord.gr2 +Zone/ymir work/zone/dungeon/snow_dungeon/dungeon_a1.gr2 +# 异常个例:bind-pose 自洽 >= 1e-1 的 4 个之一(root 偏移未落在 local/IP 链上) +metin2_patch_easter1/ymir work/pc/warrior/warrior_rabbit1_backup.gr2 diff --git a/test/bgfx-reference/m1-warrior_cheongrin-bindpose-textured.png b/test/bgfx-reference/m1-warrior_cheongrin-bindpose-textured.png new file mode 100644 index 00000000..20bdc5db Binary files /dev/null and b/test/bgfx-reference/m1-warrior_cheongrin-bindpose-textured.png differ diff --git a/test/bgfx-reference/m1-warrior_cheongrin-normals.png b/test/bgfx-reference/m1-warrior_cheongrin-normals.png new file mode 100644 index 00000000..dc03d4b1 Binary files /dev/null and b/test/bgfx-reference/m1-warrior_cheongrin-normals.png differ diff --git a/test/bgfx-reference/m2-warrior_cheongrin-bindpose.png b/test/bgfx-reference/m2-warrior_cheongrin-bindpose.png new file mode 100644 index 00000000..c0f82e21 Binary files /dev/null and b/test/bgfx-reference/m2-warrior_cheongrin-bindpose.png differ diff --git a/test/bgfx-reference/m2-warrior_cheongrin-dance_1-t14.2.png b/test/bgfx-reference/m2-warrior_cheongrin-dance_1-t14.2.png new file mode 100644 index 00000000..a8972b31 Binary files /dev/null and b/test/bgfx-reference/m2-warrior_cheongrin-dance_1-t14.2.png differ diff --git a/test/bgfx-reference/m3-ios-warrior_cheongrin-dance_1-t11.3.png b/test/bgfx-reference/m3-ios-warrior_cheongrin-dance_1-t11.3.png new file mode 100644 index 00000000..dad91ee6 Binary files /dev/null and b/test/bgfx-reference/m3-ios-warrior_cheongrin-dance_1-t11.3.png differ diff --git a/test/bgfx-reference/render-samples/assassin-bindpose.png b/test/bgfx-reference/render-samples/assassin-bindpose.png new file mode 100644 index 00000000..7f38e803 Binary files /dev/null and b/test/bgfx-reference/render-samples/assassin-bindpose.png differ diff --git a/test/bgfx-reference/render-samples/shaman_lord-bindpose.png b/test/bgfx-reference/render-samples/shaman_lord-bindpose.png new file mode 100644 index 00000000..577f682a Binary files /dev/null and b/test/bgfx-reference/render-samples/shaman_lord-bindpose.png differ diff --git a/test/bgfx-reference/render-samples/snakeman-bindpose.png b/test/bgfx-reference/render-samples/snakeman-bindpose.png new file mode 100644 index 00000000..a53a9b0e Binary files /dev/null and b/test/bgfx-reference/render-samples/snakeman-bindpose.png differ diff --git a/test/bgfx-reference/render-samples/sura_lord-bindpose.png b/test/bgfx-reference/render-samples/sura_lord-bindpose.png new file mode 100644 index 00000000..31fdca49 Binary files /dev/null and b/test/bgfx-reference/render-samples/sura_lord-bindpose.png differ diff --git a/test/bgfx-reference/render-samples/warrior_cheongrin-bindpose.png b/test/bgfx-reference/render-samples/warrior_cheongrin-bindpose.png new file mode 100644 index 00000000..20bdc5db Binary files /dev/null and b/test/bgfx-reference/render-samples/warrior_cheongrin-bindpose.png differ diff --git a/test/bgfx-reference/render-samples/warrior_cheongrin-dance_1-mid.png b/test/bgfx-reference/render-samples/warrior_cheongrin-dance_1-mid.png new file mode 100644 index 00000000..a8972b31 Binary files /dev/null and b/test/bgfx-reference/render-samples/warrior_cheongrin-dance_1-mid.png differ diff --git a/test/bgfx-reference/rf-sura_hair_8_1.png b/test/bgfx-reference/rf-sura_hair_8_1.png new file mode 100644 index 00000000..6d6520bc Binary files /dev/null and b/test/bgfx-reference/rf-sura_hair_8_1.png differ diff --git a/test/compare.py b/test/compare.py new file mode 100755 index 00000000..167cfbc8 --- /dev/null +++ b/test/compare.py @@ -0,0 +1,205 @@ +#!/usr/bin/env python3 +"""Phase-1 cross-check harness. + +Skinning's numeric truth lives in libgr2 (shared by mtgodot and the retired +xrender-poc) and is oracle-verified against real Granny. mtgodot's default +CPU-skin path applies libgr2's `skin` matrices verbatim, so "mtgodot == Granny" +reduces to "libgr2 == Granny" (oracle suite) + "mtgodot ran libgr2 cleanly" +(0 NaN). It renders each case on the CPU path and, for animated cases, also on the +GPU-skin (SRC_SKIN vertex shader) path. No pixel diff vs bgfx-reference +(renderers/cameras differ) — the reference shot path is recorded for eyeballing. + + test/compare.py [--cases test/compare-cases.json] [--out test/compare-report.json] + +Prereqs used if present: + - test/m2-numeric.json (from oracle/run-diff-suite.sh; libgr2 vs Granny) + - godot on PATH, extension built (project/bin/*.dylib) + - Pillow + numpy +""" +import json, os, re, subprocess, sys, time +from pathlib import Path +import numpy as np +from PIL import Image + +REPO = Path(__file__).resolve().parent.parent +# Metin2 assets live in-tree at /assets (gitignored); override with MT_ASSETS. +ASSETS = Path(os.environ.get("MT_ASSETS", REPO / "assets")).resolve() +OUT_DIR = REPO / "test" / "compare-shots" +REF_DIR = REPO / "test" / "bgfx-reference" + +DEFAULT_CASES = [ + # name, model (rel to assets/PC/ymir work), texdir, anim ('-' = bind), t + ("warrior-bind", "pc/warrior/warrior_cheongrin.gr2", "pc/warrior", "-", 0.0), + ("warrior-dance-t7", "pc/warrior/warrior_cheongrin.gr2", "pc/warrior", + "pc/warrior/action/dance_1.gr2", 7.0), + ("warrior-dance-t19","pc/warrior/warrior_cheongrin.gr2", "pc/warrior", + "pc/warrior/action/dance_1.gr2", 19.0), + ("sura-bind", "pc/sura/sura_lord.gr2", "pc/sura", "-", 0.0), + ("assassin-bind", "pc/assassin/assassin.gr2", "pc/assassin", "-", 0.0), + ("shaman-bind", "pc/shaman/shaman_lord.gr2", "pc/shaman", "-", 0.0), +] + + +def run_godot(env_extra, timeout=120): + godot = subprocess.run(["which", "godot"], capture_output=True, text=True).stdout.strip() + if not godot: + return None, "godot not on PATH", None + env = {**os.environ, **env_extra} + try: + p = subprocess.run([godot, "--path", str(REPO / "project"), + "--rendering-driver", "metal", "--quit-after", "45"], + capture_output=True, text=True, env=env, timeout=timeout) + except subprocess.TimeoutExpired: + return None, "timeout", None + log = p.stdout + p.stderr + if p.returncode != 0: + return log, f"godot exited with status {p.returncode}", p.returncode + return log, None, p.returncode + + +def case_env(c): + _, model, texdir, anim, t = c + e = {"MTGODOT_MODEL": str(ASSETS / "PC" / "ymir work" / model), + "MTGODOT_TEXDIR": str(ASSETS / "PC" / "ymir work" / texdir), + "MTGODOT_YAW": "0.7"} + if anim == "-": + e["MTGODOT_ANIM"] = "-" + else: + e["MTGODOT_ANIM"] = str(ASSETS / "PC" / "ymir work" / anim) + e["MTGODOT_ANIM_T"] = str(t) + return e + + +def _luma(path): + im = np.asarray(Image.open(path).convert("RGB")).astype(np.float32) + return 0.2126 * im[..., 0] + 0.7152 * im[..., 1] + 0.0722 * im[..., 2], im + + +def img_stats(path): + l, _ = _luma(path) + return {"luma_mean": round(float(l.mean()), 2), "luma_std": round(float(l.std()), 2)} + + +def img_diff(a, b): + """Coarse diff between two same-camera renders (CPU vs GPU skinning). + + Advisory only — both paths feed the SAME libgr2 matrices with the full affine, + so they match visually; residual changed_frac is AA / float-precision on the + shaded surface, not a collapse. (The old Skeleton3D route DID collapse limbs; + it's gone — replaced by the SRC_SKIN vertex shader.) Eyeball the .cpu/.gpu PNGs. + """ + la, ia = _luma(a) + lb, ib = _luma(b) + if ia.shape != ib.shape: + return {"error": "size mismatch"} + d = np.abs(ia - ib).sum(axis=2) + return {"changed_frac": round(float((d > 24).mean()), 4), + "max_abs": int(d.max()), "mean_abs": round(float(d.mean()), 3)} + + +def parse(log, pat): + m = re.search(pat, log or "") + return m.group(1) if m else None + + +def report_path(path): + try: + return str(path.relative_to(REPO)) + except ValueError: + return str(path) + + +def oracle_gate(): + js = REPO / "test" / "m2-numeric.json" + if not js.exists(): + return {"status": "skipped", "reason": "test/m2-numeric.json absent — run oracle/run-diff-suite.sh"} + d = json.loads(js.read_text()) + cases = d.get("cases", []) + fails = [c for c in cases if str(c.get("status", "")).upper() != "PASS"] + return {"status": "pass" if cases and not fails else ("fail" if fails else "empty"), + "cases": len(cases), "failures": len(fails), + "worst_mat": max((float(c.get("mat", 0)) for c in cases), default=0.0), + "worst_vtx": max((float(c.get("vtx", 0)) for c in cases), default=0.0), + "note": "libgr2 vs real Granny 2.9.12 — shared by mtgodot's CPU-skin path"} + + +def main(): + cases_path = out_path = None + args = sys.argv[1:] + for i, a in enumerate(args): + if a == "--cases" and i + 1 < len(args): cases_path = Path(args[i + 1]) + if a == "--out" and i + 1 < len(args): out_path = Path(args[i + 1]) + out_path = out_path or REPO / "test" / "compare-report.json" + cases = json.loads(cases_path.read_text()) if cases_path and cases_path.exists() else DEFAULT_CASES + OUT_DIR.mkdir(parents=True, exist_ok=True) + + report = {"generated": time.strftime("%Y-%m-%d %H:%M:%S"), + "oracle_gate": oracle_gate(), "cases": []} + fails = [] + + for c in cases: + name, anim = c[0], c[3] + rec = {"name": name} + env = case_env(c) + + shot = OUT_DIR / f"{name}.cpu.png" + shot.unlink(missing_ok=True) # stale output must never turn a failed run green + log, err, returncode = run_godot({**env, "MTGODOT_AUTOSHOT": str(shot)}) + nan = parse(log, r"NaN/Inf=(\d+)") + surf = parse(log, r"surfaces=(\d+)") + cpu = {"nan_inf": int(nan) if nan is not None else None, + "surfaces": int(surf) if surf else None, + "shot": report_path(shot) if shot.exists() else None, + "returncode": returncode, "error": err} + if shot.exists(): + cpu.update(img_stats(shot)) + rec["cpu"] = cpu + if err: + fails.append(f"{name}: {err}") + if not shot.exists(): + fails.append(f"{name}: screenshot missing") + if cpu["surfaces"] is None or cpu["surfaces"] <= 0: + fails.append(f"{name}: model did not report a non-empty surface set") + if anim != "-" and cpu["nan_inf"] is None: + fails.append(f"{name}: animation self-check result missing") + elif cpu["nan_inf"] not in (0, None): + fails.append(f"{name}: NaN/Inf={cpu['nan_inf']}") + + if anim != "-": + gshot = OUT_DIR / f"{name}.gpu.png" + gshot.unlink(missing_ok=True) + glog, gerr, greturncode = run_godot( + {**env, "MTGODOT_GPUSKIN": "1", "MTGODOT_AUTOSHOT": str(gshot)}) + gpu = {"shot": report_path(gshot) if gshot.exists() else None, + "returncode": greturncode, "error": gerr} + if gshot.exists(): + gpu.update(img_stats(gshot)) + if shot.exists(): + gpu["vs_cpu"] = img_diff(shot, gshot) + rec["gpu_skin"] = gpu + if gerr: + fails.append(f"{name} GPU: {gerr}") + if not gshot.exists(): + fails.append(f"{name} GPU: screenshot missing") + + ref = next((p for p in REF_DIR.glob(f"*{name.split('-')[0]}*")), None) + rec["bgfx_reference"] = str(ref.relative_to(REPO)) if ref else None + report["cases"].append(rec) + g = rec.get("gpu_skin", {}) + print(f" {name:18s} cpu[nan={cpu['nan_inf']} surf={cpu['surfaces']} luma={cpu.get('luma_mean')}]" + + (f" gpu[changed_vs_cpu={g.get('vs_cpu', {}).get('changed_frac')}]" if g else "")) + + out_path.parent.mkdir(parents=True, exist_ok=True) + out_path.write_text(json.dumps(report, indent=2)) + og = report["oracle_gate"] + print(f"\noracle gate: {og['status']}" + + (f" ({og['cases']} cases, worst mat={og['worst_mat']:.1e} vtx={og['worst_vtx']:.1e})" + if og.get("cases") else f" — {og.get('reason', '')}")) + print(f"cpu failures: {fails or 'none'}") + print("gpu-skin (SRC_SKIN vertex shader) rendered for each anim case — eyeball .gpu.png vs .cpu.png") + print(f"report -> {report_path(out_path)}") + return 1 if (og["status"] == "fail" or fails) else 0 + + +if __name__ == "__main__": + sys.exit(main()) diff --git a/test/godot-macos-stress.json b/test/godot-macos-stress.json index 96ab15b0..9ebe63ff 100644 --- a/test/godot-macos-stress.json +++ b/test/godot-macos-stress.json @@ -1,63 +1,30 @@ { - "note": "macOS, background/unfocused window -> Godot throttles to ~30fps; frame_ms rows at ~33.3 are the throttle ceiling, not measured cost. build_ms_per_char and the 100-char breakout (52ms) are the reliable signals. Proper frame timing = Phase 2 (focused window / on-device).", - "renderer": "Apple M2 (Apple8)", - "method": "per-frame set_bone_global_pose (B)", + "measured": "2026-08-29 (foreground window, M2, Metal, vsync off)", + "method": "per-frame CPU LBS + full ArrayMesh rebuild (current default)", + "caveats": [ + "frame_ms is the trustworthy signal; cpu_process_ms (Performance.TIME_PROCESS) reads inconsistent (drops as N rises) \u2014 do not use.", + "per-frame cpu_mesh->clear_surfaces()+add_surface_from_arrays is the likely bottleneck, not the LBS math.", + "build ~170ms/char is single-threaded, no cross-model texture/mesh cache.", + "Phase 2 needs: (1) custom GPU skinning shader (full bone matrices) so this path is not on the CPU, (2) multithreaded build + eterpack shared assets, (3) a proper bench harness." + ], "runs": [ { - "build_ms_per_char": 170.682, - "build_ms_total": 170.682, "characters": 1, - "cpu_process_ms_avg": 34.1602583333333, - "cpu_process_ms_p95": 34.405, - "fps_avg": 29.345480700072, - "frame_ms_avg": 34.0767973856208, - "frame_ms_max": 58.8235294117647, - "frame_ms_p95": 33.3333333333333, - "frames": 240, - "method": "per-frame set_bone_global_pose (B)", - "renderer": "Apple M2 (Apple8)" + "build_ms_per_char": 171.7, + "frame_ms_avg": 21.8, + "fps_avg": 46.0 }, { - "build_ms_per_char": 167.27, - "build_ms_total": 1672.7, "characters": 10, - "cpu_process_ms_avg": 35.1748875, - "cpu_process_ms_p95": 41.667, - "fps_avg": 30.0000000000001, - "frame_ms_avg": 33.3333333333332, - "frame_ms_max": 33.3333333333333, - "frame_ms_p95": 33.3333333333333, - "frames": 240, - "method": "per-frame set_bone_global_pose (B)", - "renderer": "Apple M2 (Apple8)" + "build_ms_per_char": 171.1, + "frame_ms_avg": 27.5, + "fps_avg": 36.3 }, { - "build_ms_per_char": 164.90146, - "build_ms_total": 8245.073, - "characters": 50, - "cpu_process_ms_avg": 34.5210166666665, - "cpu_process_ms_p95": 34.624, - "fps_avg": 30.1173930643639, - "frame_ms_avg": 33.203405017921, - "frame_ms_max": 33.3333333333333, - "frame_ms_p95": 33.3333333333333, - "frames": 240, - "method": "per-frame set_bone_global_pose (B)", - "renderer": "Apple M2 (Apple8)" - }, - { - "build_ms_per_char": 164.65813, - "build_ms_total": 16465.813, - "characters": 100, - "cpu_process_ms_avg": 54.0874916666667, - "cpu_process_ms_p95": 62.877, - "fps_avg": 19.1516169676607, - "frame_ms_avg": 52.2149122807017, - "frame_ms_max": 52.6315789473684, - "frame_ms_p95": 52.6315789473684, - "frames": 240, - "method": "per-frame set_bone_global_pose (B)", - "renderer": "Apple M2 (Apple8)" + "characters": 30, + "build_ms_per_char": 168.7, + "frame_ms_avg": 41.2, + "fps_avg": 24.3 } ] } \ No newline at end of file diff --git a/test/golden/char_lod_strip.png b/test/golden/char_lod_strip.png new file mode 100644 index 00000000..32d6c4ea Binary files /dev/null and b/test/golden/char_lod_strip.png differ diff --git a/test/golden/charselect.png b/test/golden/charselect.png new file mode 100644 index 00000000..cf532d1f Binary files /dev/null and b/test/golden/charselect.png differ diff --git a/test/golden/gpu_hair.png b/test/golden/gpu_hair.png new file mode 100644 index 00000000..c6dfc648 Binary files /dev/null and b/test/golden/gpu_hair.png differ diff --git a/test/golden/m2-dance_1-t7.png b/test/golden/m2-dance_1-t7.png new file mode 100644 index 00000000..71f90873 Binary files /dev/null and b/test/golden/m2-dance_1-t7.png differ diff --git a/test/golden/m2-wait.png b/test/golden/m2-wait.png index ce31fda7..ca25cc87 100644 Binary files a/test/golden/m2-wait.png and b/test/golden/m2-wait.png differ diff --git a/test/golden/m25-shaman.png b/test/golden/m25-shaman.png index 5186a13f..11a8c4e9 100644 Binary files a/test/golden/m25-shaman.png and b/test/golden/m25-shaman.png differ diff --git a/test/golden/world-a1-persp.png b/test/golden/world-a1-persp.png new file mode 100644 index 00000000..f709f9dd Binary files /dev/null and b/test/golden/world-a1-persp.png differ diff --git a/test/golden/world-a1-r1.png b/test/golden/world-a1-r1.png new file mode 100644 index 00000000..a40b21b2 Binary files /dev/null and b/test/golden/world-a1-r1.png differ diff --git a/test/golden/world-a1-r2.png b/test/golden/world-a1-r2.png new file mode 100644 index 00000000..c166398d Binary files /dev/null and b/test/golden/world-a1-r2.png differ diff --git a/test/golden/world-a1-terrain-top.png b/test/golden/world-a1-terrain-top.png new file mode 100644 index 00000000..c4237c00 Binary files /dev/null and b/test/golden/world-a1-terrain-top.png differ diff --git a/test/m2-numeric.json b/test/m2-numeric.json new file mode 100644 index 00000000..cffd3a5a --- /dev/null +++ b/test/m2-numeric.json @@ -0,0 +1,30 @@ +{ + "granny": "2.9.12.0", + "threshold": {"mat": 1e-3, "vtx": 1e-3}, + "cases": [ + {"model":"warrior_cheongrin.gr2","anim":"-","t":0,"mesh":4,"mat":1.5e-05,"vtx":4.6e-05,"status":"PASS"}, + {"model":"warrior_cheongrin_lod_01.gr2","anim":"-","t":0,"mesh":4,"mat":1.5e-05,"vtx":4.6e-05,"status":"PASS"}, + {"model":"warrior_cheongrin_lod_02.gr2","anim":"-","t":0,"mesh":4,"mat":1.5e-05,"vtx":4.6e-05,"status":"PASS"}, + {"model":"warrior_cheongrin_lod_03.gr2","anim":"-","t":0,"mesh":4,"mat":1.5e-05,"vtx":4.6e-05,"status":"PASS"}, + {"model":"warrior_lord.gr2","anim":"-","t":0,"mesh":1,"mat":1.5e-05,"vtx":1.5e-05,"status":"PASS"}, + {"model":"warrior_lord_lod_01.gr2","anim":"-","t":0,"mesh":1,"mat":1.5e-05,"vtx":1.5e-05,"status":"PASS"}, + {"model":"warrior_lord_lod_02.gr2","anim":"-","t":0,"mesh":1,"mat":1.5e-05,"vtx":1.5e-05,"status":"PASS"}, + {"model":"warrior_lord_lod_03.gr2","anim":"-","t":0,"mesh":1,"mat":1.5e-05,"vtx":1.5e-05,"status":"PASS"}, + {"model":"assassin.gr2","anim":"-","t":0,"mesh":16,"mat":3.1e-05,"vtx":4.6e-05,"status":"PASS"}, + {"model":"shaman_lord.gr2","anim":"-","t":0,"mesh":0,"mat":7.6e-06,"vtx":3.8e-05,"status":"PASS"}, + {"model":"redthief2_soldier2_lod_01.gr2","anim":"-","t":0,"mesh":4,"mat":0,"vtx":0,"status":"PASS"}, + {"model":"snakeman_bow_lod_01.gr2","anim":"-","t":0,"mesh":0,"mat":3.1e-05,"vtx":6.1e-05,"status":"PASS"}, + {"model":"snakeman_bow_lod_01.gr2","anim":"-","t":0,"mesh":1,"mat":3.1e-05,"vtx":3.2e-05,"status":"PASS"}, + {"model":"warrior_rabbit1_backup.gr2","anim":"-","t":0,"mesh":0,"mat":1.5e-05,"vtx":3.9e-05,"status":"PASS"}, + {"model":"ox_01.gr2","anim":"-","t":0,"mesh":0,"mat":0,"vtx":0,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"dance_1.gr2","t":0,"mesh":4,"mat":2.3e-05,"vtx":3.9e-05,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"dance_1.gr2","t":4.7,"mesh":4,"mat":3.1e-05,"vtx":5e-05,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"dance_1.gr2","t":11.333,"mesh":4,"mat":4.1e-05,"vtx":5.8e-05,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"dance_1.gr2","t":20,"mesh":4,"mat":3.1e-05,"vtx":6.5e-05,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"attack.gr2","t":0.3,"mesh":4,"mat":4.5e-05,"vtx":5.9e-05,"status":"PASS"}, + {"model":"warrior_cheongrin.gr2","anim":"run.gr2","t":0.5,"mesh":4,"mat":2.3e-05,"vtx":5e-05,"status":"PASS"}, + {"model":"warrior_lord.gr2","anim":"dance_1.gr2","t":10,"mesh":1,"mat":4.6e-05,"vtx":6.4e-05,"status":"PASS"}, + {"model":"warrior_lord.gr2","anim":"wait.gr2","t":1.0,"mesh":1,"mat":4.6e-05,"vtx":4.8e-05,"status":"PASS"} + ], + "summary": {"total": 23, "passed": 23, "worst_mat": 4.6e-05, "worst_vtx": 6.5e-05} +} diff --git a/test/maps/ingame-shinsoo.json b/test/maps/ingame-shinsoo.json new file mode 100644 index 00000000..76da4ec0 --- /dev/null +++ b/test/maps/ingame-shinsoo.json @@ -0,0 +1,70 @@ +{ + "_doc": "PARITY-GAP.md §0.1 受控参考帧契约。'待采集' = 需从原 D3D 客户端实测,未落盘前只允许修正确性/管线问题,不接受为匹配这张图做的相机/光照/色调/材质调参。参考图应放到 test/reference/ingame-shinsoo.png。", + "reference_image": "test/reference/ingame-shinsoo.png", + + "output": { + "resolution": [1920, 1080], + "godot_version": "4.7.1.stable", + "renderer": "待采集 (Forward+ / Mobile)", + "msaa": "待采集", + "taa": "待采集", + "color_space": "待采集 (sRGB / linear)", + "random_seed": 0 + }, + + "map": { + "map_id": "OutdoorA1/metin2_map_a1", + "confirmed_is_a1": false, + "player_global_cm": ["待采集", "待采集", "待采集"], + "load_radius_tiles": 1, + "visible_tiles": "待采集" + }, + + "camera": { + "yaw_deg": "待采集", + "pitch_deg": "待采集", + "roll_deg": "待采集", + "distance_m": "待采集", + "height_m": "待采集", + "fov_deg": "待采集", + "near": "待采集", + "far": "待采集" + }, + + "player": { + "race": "待采集", + "sex": "待采集", + "body_gr2": "待采集", + "hair_gr2": "待采集", + "weapon": "待采集", + "equipment": "待采集", + "motion": "待采集", + "anim_time_s": "待采集" + }, + + "npc": [], + + "environment": { + "msenv": "A1.msenv", + "time_of_day": "待采集", + "weather": "待采集", + "sun_dir": "待采集", + "fog": "待采集", + "exposure": "待采集", + "post": "待采集" + }, + + "ui": { + "locale": "待采集 (截图角标显示 es?)", + "inventory_open": "待采集", + "minimap_round": "待采集", + "chat_lines": ["待采集"], + "status_bar": "待采集", + "hotbar": "待采集" + }, + + "excluded_from_frame": [ + { "item": "完整 .mse 特效", "reason": "目标帧内不可见", "roi": null }, + { "item": "远离机位的地图内容", "reason": "load_radius 外 / 视锥外", "roi": null } + ] +} diff --git a/test/noise_floor.json b/test/noise_floor.json new file mode 100644 index 00000000..61305c2d --- /dev/null +++ b/test/noise_floor.json @@ -0,0 +1,32 @@ +{ + "_comment": "浮点噪声地板。M2/M3 的对拍阈值 ε = 对应值 × 安全余量(约 ×10)。来源见下。", + + "same_dll_determinism": { + "granny": "2.9.12.0", + "mat": 0.0, + "vtx": 0.0, + "method": "同 (model,anim,t) 连续两次 oracle dump,byte-identical。Granny 这条路径单线程无 RNG,完全确定。" + }, + + "cross_impl": { + "_comment": "libgr2 vs 真 Granny —— 两个都正确、浮点运算顺序不同造成的差。这就是实际的地板。", + "granny": "2.9.12.0", + "mat": 4.6e-05, + "vtx": 6.5e-05, + "method": "oracle/run-diff-suite.sh:23 用例(13 模型 bind + 8 动画帧 + v7 + 双 root + 刚体),取 max。", + "report": "m2-numeric.json" + }, + + "cross_version": { + "_comment": "换一版相邻 granny2.dll(2.4.x 或 2.11.x)跑同一 dump 的差 —— 待补,本机只有 2.9.12。", + "mat": null, + "vtx": null, + "status": "pending: 需要另一个 granny2.dll 版本" + }, + + "epsilon": { + "_comment": "M2/M3 数值门禁用。cross_impl × ~15 余量,向上取整到 1e-3。", + "mat": 1e-3, + "vtx": 1e-3 + } +} diff --git a/test/shear-bones-survey.md b/test/shear-bones-survey.md new file mode 100644 index 00000000..62f0dab4 --- /dev/null +++ b/test/shear-bones-survey.md @@ -0,0 +1,37 @@ +# Shear-bone survey (Godot GPU-skinning viability) + +`tools/anim_probe ` — for every bone, the parent-relative +local that would be fed to `Skeleton3D::set_bone_pose`, its shear, and the error +of a `T·R(quat)·S` round-trip (= what Godot's GPU vertex skinning keeps after it +orthonormalizes the bone matrix before upload). High round-trip error = that bone +**collapses on the GPU (Skeleton3D) path once an animation moves it**. + +Probed with `pc/warrior/action/dance_1.gr2` (retarget by bone name; unmatched +bones sit at bind, so their numbers reflect the model's rest rig). + +| model | shear bones | worst TRS err | worst minDet | GPU-skin viable? | +|---|---|---|---|---| +| `warrior_cheongrin` | **7** (`bone_front_01..04`, `Bone_shoulder_01..04`) | 0.94 | 0.065 (6.5% squash) | ❌ collapses (`dance_1` animates these) | +| `assassin` | 0 | — | — | ✅ | +| `sura_lord` | **16** (`Bone05/06`, `Bone14..27`) | **1.52** | **0.0024** (0.24% squash) | ❌❌ severe | +| `shaman_lord` | 0 | — | — | ✅ | + +## Takeaways + +- The shear/non-uniform-scale is **baked into the rest rig** of these cloth/plate + helper bones (metrics are constant across the animation clock). Static bind pose + survives because `skin_matrix ≈ I` there; any animation that moves a shear bone + breaks it on GPU skinning. +- **`sura` is unusable on Godot's built-in GPU skinning** — 16 bones, one squashed + to 0.24%. It's a core class, so this isn't a corner case. +- `assassin` / `shaman` are clean — GPU skinning would be fine for them. +- **Done (2026-08-29)**: the custom skinning vertex shader is implemented — + `m2_material.cpp` `SRC_SKIN` does LBS with the full per-bone 4×3 matrices from an + RGBAF texture (`Metin2Model::gpu_skin` fills it each frame), no `Skeleton3D`, no + orthonormalization. `MTGODOT_GPUSKIN=1` now routes here (the old broken + `set_bone_pose` path is deleted). warrior `dance_1` GPU render == CPU render + (`test/compare-shots/*.gpu.png`). CPU LBS stays the default; GPU is for crowds + (Phase 2 bench). + +Re-run for a full race sweep (incl. monsters, NPCs, mounts) before Phase 2 to +size the shader work and catch any rig that also needs >4 bone influences. diff --git a/tools/CMakeLists.txt b/tools/CMakeLists.txt new file mode 100644 index 00000000..07f0fb8a --- /dev/null +++ b/tools/CMakeLists.txt @@ -0,0 +1,21 @@ +# M0 工具。只依赖 libgr2。 +add_executable(gr2dump gr2dump/main.cpp) +target_link_libraries(gr2dump PRIVATE xrender::libgr2) + +add_executable(gr2fuzz gr2fuzz/main.cpp) +target_link_libraries(gr2fuzz PRIVATE xrender::libgr2) + +# M2 门禁·主:libgr2 vs oracle 逐字段对拍(读 oracle/oracle.exe 产出的 .bin) +add_executable(oracle_diff oracle_diff/main.cpp) +target_link_libraries(oracle_diff PRIVATE xrender::libgr2) + +# bisect:dump 每骨 world 3x3 的 det / shear / scale spread(查 dance_1 头塌陷) +add_executable(anim_probe anim_probe/main.cpp) +target_link_libraries(anim_probe PRIVATE xrender::libgr2) + +# SHINSOO W0:一张地图的 load report(setting / textureset / 区块二进制 / areadata) +add_executable(map_probe map_probe/main.cpp) +target_link_libraries(map_probe PRIVATE xrender::formats) + +# gr2dump --gltf 需要 tinygltf(M0 T8 辅助、可延后): +# if(TARGET tinygltf) target_link_libraries(gr2dump PRIVATE tinygltf) endif() diff --git a/tools/anim_probe/main.cpp b/tools/anim_probe/main.cpp new file mode 100644 index 00000000..365c8413 --- /dev/null +++ b/tools/anim_probe/main.cpp @@ -0,0 +1,144 @@ +// anim_probe — bisect the dance_1 "head/neck collapse". +// +// anim_probe [--bone ] [t0 t1 ...] +// +// libgr2's world pose per bone is well-formed (det, shear, finiteness) — the probe +// confirms that. The real question is the mtgodot bridge: metin2_anim.cpp feeds +// local = conv(world[parent])⁻¹ · conv(world[i]) +// to Skeleton3D::set_bone_pose(), which in Godot 4 DECOMPOSES to position + +// Quaternion + per-axis scale. That representation cannot hold shear. So for every +// bone we also compute the parent-relative local, its shear, and the error of a +// T·R(quat)·S round-trip (= what Godot actually keeps). High round-trip error = +// Godot will visibly break that bone once the anim leaves bind pose. +#include "gr2/gr2.h" +#include +#include +#include +#include +#include +#include + +using gr2::Mat4; + +static double det3(const Mat4& m){ + return m[0]*(m[5]*m[10]-m[6]*m[9]) - m[4]*(m[1]*m[10]-m[2]*m[9]) + m[8]*(m[1]*m[6]-m[2]*m[5]); +} +static void axes_len(const Mat4& m,double&a,double&b,double&c){ + a=std::sqrt(m[0]*m[0]+m[1]*m[1]+m[2]*m[2]); + b=std::sqrt(m[4]*m[4]+m[5]*m[5]+m[6]*m[6]); + c=std::sqrt(m[8]*m[8]+m[9]*m[9]+m[10]*m[10]); +} +static double shear(const Mat4& m){ + double r0[3]={m[0],m[1],m[2]}, r1[3]={m[4],m[5],m[6]}, r2[3]={m[8],m[9],m[10]}; + double a,b,c; axes_len(m,a,b,c); + if(a<1e-9||b<1e-9||c<1e-9) return 9.99; + auto D=[&](double*x,double*y){return x[0]*y[0]+x[1]*y[1]+x[2]*y[2];}; + return std::fmax(std::fabs(D(r0,r1))/(a*b), + std::fmax(std::fabs(D(r0,r2))/(a*c), std::fabs(D(r1,r2))/(b*c))); +} +static bool finite16(const Mat4& m){ for(float v:m) if(!std::isfinite(v)) return false; return true; } + +static Mat4 mul(const Mat4& A,const Mat4& B){ // row-major, v'=v*M + Mat4 R{}; + for(int r=0;r<4;++r)for(int c=0;c<4;++c){ double s=0; for(int k=0;k<4;++k) s+=(double)A[r*4+k]*B[k*4+c]; R[r*4+c]=(float)s; } + return R; +} +static Mat4 inv_affine(const Mat4& m){ + double a=m[0],b=m[1],c=m[2],d=m[4],e=m[5],f=m[6],g=m[8],h=m[9],i=m[10]; + double D=a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g); + Mat4 r{}; if(std::fabs(D)<1e-12){ for(int k=0;k<16;++k) r[k]=std::nanf(""); return r; } + double id=1.0/D; + double m00=(e*i-f*h)*id,m01=(c*h-b*i)*id,m02=(b*f-c*e)*id; + double m10=(f*g-d*i)*id,m11=(a*i-c*g)*id,m12=(c*d-a*f)*id; + double m20=(d*h-e*g)*id,m21=(b*g-a*h)*id,m22=(a*e-b*d)*id; + r[0]=m00;r[1]=m01;r[2]=m02; r[4]=m10;r[5]=m11;r[6]=m12; r[8]=m20;r[9]=m21;r[10]=m22; r[15]=1; + double tx=m[12],ty=m[13],tz=m[14]; + r[12]=-(tx*m00+ty*m10+tz*m20); r[13]=-(tx*m01+ty*m11+tz*m21); r[14]=-(tx*m02+ty*m12+tz*m22); + return r; +} +// Godot set_bone_pose keeps T · R(orthonormal, from unit-quat) · diag(S). +// R comes from Gram-Schmidt-style orthonormalization of the local basis (matching +// Basis::get_rotation_quaternion / orthonormalized), so shear IS dropped. +// Reconstruct R·diag(S) and return max |element - original local 3x3|. +static double trs_roundtrip_err(const Mat4& L){ + double x[3]={L[0],L[1],L[2]}, y[3]={L[4],L[5],L[6]}, z[3]={L[8],L[9],L[10]}; + auto nrm=[&](double*v){ double l=std::sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]); if(l<1e-12) return 0.0; v[0]/=l;v[1]/=l;v[2]/=l; return l; }; + auto dot=[&](double*a,double*b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}; + // Gram-Schmidt: x normalized; y -= (y·x)x then normalized; z = x×y (keep handedness) + double sx=nrm(x); if(sx==0) return 9.99; + double d=dot(y,x); double yo[3]={y[0]-d*x[0],y[1]-d*x[1],y[2]-d*x[2]}; + double sy=std::sqrt(yo[0]*yo[0]+yo[1]*yo[1]+yo[2]*yo[2]); if(sy<1e-12) return 9.99; + yo[0]/=sy;yo[1]/=sy;yo[2]/=sy; + double zo[3]={ x[1]*yo[2]-x[2]*yo[1], x[2]*yo[0]-x[0]*yo[2], x[0]*yo[1]-x[1]*yo[0] }; + double sz=dot(z,zo); // signed + // recompose rows: sx*x, sy*yo, sz*zo (Godot's scale is per-axis on the orthonormal frame) + double M[9]={ sx*x[0],sx*x[1],sx*x[2], sy*yo[0],sy*yo[1],sy*yo[2], sz*zo[0],sz*zo[1],sz*zo[2] }; + const double orig[9]={L[0],L[1],L[2],L[4],L[5],L[6],L[8],L[9],L[10]}; + double e=0; for(int k=0;k<9;++k) e=std::fmax(e,std::fabs(M[k]-orig[k])); + return e; +} + +int main(int argc,char**argv){ + if(argc<3){ std::fprintf(stderr,"usage: anim_probe [--bone ] [t...]\n"); return 2; } + std::string bonefilter; + std::vector ts; + for(int i=3;ifile_info().skeletons.at(0); + const auto& an=anim->file_info().animations.at(0); + std::printf("model=%s anim=%s dur=%.3f bones=%zu tracks=%zu\n\n",argv[1],an.name.c_str(),an.duration,sk.bones.size(),an.tracks.size()); + if(ts.empty()) for(int k=0;k<=16;++k) ts.push_back(an.duration*k/16.0f); + + // per-bone maxima across a fine sweep + std::vector mxLocShear(sk.bones.size(),0), mxTRS(sk.bones.size(),0), mxWShear(sk.bones.size(),0), mnDet(sk.bones.size(),1e9); + std::vector W,S; + for(int k=0;k<=240;++k){ + gr2::sample_pose(sk,an,an.duration*k/240.0f,W,S); + for(size_t i=0;i=0&&p<(int)W.size()&&finite16(W[p])){ + Mat4 L=mul(inv_affine(W[p]),W[i]); + if(finite16(L)){ mxLocShear[i]=std::fmax(mxLocShear[i],shear(L)); mxTRS[i]=std::fmax(mxTRS[i],trs_roundtrip_err(L)); } + } + } + } + std::printf("== bones Godot's set_bone_pose can't represent (TRS round-trip err) ==\n"); + std::printf("%-4s %-26s %10s %10s %10s %8s parent\n","idx","name","locShear","TRSerr","wShear","minDet"); + bool any=false; + for(size_t i=0;i0.01 || mxLocShear[i]>0.02){ + any=true; + std::printf("b%-3zu %-26s %10.4f %10.4f %10.4f %8.4f %d\n", + i,sk.bones[i].name.c_str(),mxLocShear[i],mxTRS[i],mxWShear[i],mnDet[i],sk.bones[i].parent); + } + } + if(!any) std::printf(" (none — every parent-relative local is T·R·S representable)\n"); + + if(!bonefilter.empty()){ + std::printf("\n== per-frame detail for bones matching \"%s\" ==\n",bonefilter.c_str()); + for(float t: ts){ + gr2::sample_pose(sk,an,t,W,S); + std::printf("t=%7.3f\n",t); + for(size_t i=0;i=0&&p<(int)W.size()){ Mat4 L=mul(inv_affine(W[p]),W[i]); locsh=shear(L); trs=trs_roundtrip_err(L); } + std::printf(" b%-3zu %-24s worldAxes=(%.3f %.3f %.3f) wDet=%.4f locShear=%.4f TRSerr=%.4f\n", + i,sk.bones[i].name.c_str(),a,b,c,det3(W[i]),locsh,trs); + } + } + } + return 0; +} diff --git a/tools/gr2dump/main.cpp b/tools/gr2dump/main.cpp new file mode 100644 index 00000000..b1752009 --- /dev/null +++ b/tools/gr2dump/main.cpp @@ -0,0 +1,195 @@ +// M0 T8 —— gr2dump CLI。见 docs/steps/M0-gr2-reader.md +// gr2dump [--sections] [--gltf out.glb] +#include "gr2/gr2.h" +#include +#include +#include +#include +#include + +// 从展开后的 section 里找可打印 ASCII 串(>= minlen)。 +// 用途:Metin2 gr2 都内嵌 "d:\ymir work\...\xxx.gr2" 之类的路径 —— +// 解压正确的话这些串会原样出现,是不依赖 oracle 的内容正确性锚。 +static int dump_strings(const gr2::File& f, size_t minlen) { + int hits = 0; + for (size_t i = 0; i < f.sections().size(); ++i) { + auto b = f.section_bytes(i); + std::string cur; + for (size_t k = 0; k <= b.size(); ++k) { + unsigned char c = (k < b.size()) ? b[k] : 0; + if (c >= 0x20 && c < 0x7f) { cur += char(c); continue; } + if (cur.size() >= minlen) { std::printf(" [sec %zu] %s\n", i, cur.c_str()); ++hits; } + cur.clear(); + } + } + return hits; +} + +int main(int argc, char** argv) { + if (argc < 2) { + std::fprintf(stderr, "usage: gr2dump [--sections] [--strings] [--gltf out.glb]\n"); + return 2; + } + const std::string path = argv[1]; + bool want_sections = false, want_strings = false, want_members = false; + std::string gltf_out; + for (int i = 2; i < argc; ++i) { + if (!std::strcmp(argv[i], "--sections")) want_sections = true; + else if (!std::strcmp(argv[i], "--strings")) want_strings = true; + else if (!std::strcmp(argv[i], "--members")) want_members = true; + else if (!std::strcmp(argv[i], "--gltf") && i + 1 < argc) gltf_out = argv[++i]; + } + + gr2::LoadError err; + auto file = gr2::File::load_path(path, &err); + if (!file) { + std::fprintf(stderr, "load failed [%s]: %s\n", err.stage.c_str(), err.message.c_str()); + return 1; + } + + std::printf("magic : %s\n", gr2::magic_name(file->magic())); + std::printf("format_version : %u\n", file->format_version()); + std::printf("total_size : %u\n", file->total_size()); + std::printf("sections : %zu\n", file->sections().size()); + + if (want_sections) { + std::printf("\n idx compression data_size expanded ratio ptr_fixups decomp\n"); + std::printf(" --- ----------- --------- -------- ----- ---------- ------\n"); + int idx = 0, ok = 0, nonempty = 0; + for (const auto& s : file->sections()) { + double ratio = s.expanded_size ? double(s.data_size) / s.expanded_size : 0.0; + const char* st = s.expanded_size == 0 ? "empty" + : s.decompress_status == 0 ? "OK" : "FAIL"; + if (s.expanded_size) { ++nonempty; if (s.decompress_status == 0) ++ok; } + std::printf(" %3d %-11s %9u %8u %4.2f %10u %s\n", + idx++, gr2::compression_name(s.compression), + s.data_size, s.expanded_size, ratio, s.pointer_fixup_count, st); + } + std::printf(" → decompress: %d/%d non-empty sections OK\n", ok, nonempty); + } + + if (want_strings) { + std::printf("\nembedded strings (>=6 chars, from decompressed sections):\n"); + int n = dump_strings(*file, 6); + std::printf(" → %d strings\n", n); + } + + if (want_members) { + static const char* kMT[] = { + "End","Inline","Reference","RefToArray","ArrayOfRefs","VariantRef", + "Removed","RefToVariantArray","String","Transform","Real32","Int8", + "UInt8","BinormInt8","NormUInt8","Int16","UInt16","BinormInt16", + "NormUInt16","Int32","UInt32","Real16","EmptyRef"}; + std::printf("\nroot object type members (T3 typetree walk):\n"); + auto ms = gr2::dump_root_members(*file); + for (const auto& m : ms) { + const char* tn = (m.member_type >= 0 && m.member_type < 23) ? kMT[m.member_type] : "?"; + std::printf(" %-24s %-18s array_width=%d\n", m.name.c_str(), tn, m.array_width); + } + std::printf(" → %zu members\n", ms.size()); + } + + // ── T4/T5/T6:FileInfo 摘要 ────────────────────────────────────── + const auto& fi = file->file_info(); + std::printf("\nFileInfo:\n"); + std::printf(" from_file_name : %s\n", fi.from_file_name.c_str()); + std::printf(" skeletons=%zu meshes=%zu animations=%zu materials=%u textures=%u models=%u\n", + fi.skeletons.size(), fi.meshes.size(), fi.animations.size(), + fi.material_count, fi.texture_count, fi.model_count); + for (size_t i = 0; i < fi.materials.size(); ++i) + std::printf(" material %zu: %-24s tex=%s\n", i, + fi.materials[i].name.c_str(), fi.materials[i].diffuse_texture.c_str()); + + for (size_t si = 0; si < fi.skeletons.size(); ++si) { + const auto& sk = fi.skeletons[si]; + int nonI_ori = 0, nonI_ss = 0; + for (const auto& b : sk.bones) { + if (b.lt_flags & 0x2) ++nonI_ori; + if (b.lt_flags & 0x4) ++nonI_ss; + } + std::printf("\n skeleton %zu: %zu bones (non-identity: orientation=%d scaleshear=%d)\n", + si, sk.bones.size(), nonI_ori, nonI_ss); + for (size_t i = 0; i < sk.bones.size(); ++i) { + const auto& b = sk.bones[i]; + int depth = 0; + for (int p = b.parent; p >= 0 && depth < 64; ) { ++depth; p = sk.bones[p].parent; } + std::printf(" %*s[%zu] %s (parent=%d)\n", depth * 2, "", i, b.name.c_str(), b.parent); + } + } + + for (size_t mi = 0; mi < fi.meshes.size(); ++mi) { + const auto& me = fi.meshes[mi]; + static const char* kK[] = {"PNT332","PNT3322","PNT332_Skinned","PNT3322_Skinned","Unknown"}; + std::printf("\n mesh %zu: %s\n", mi, me.name.c_str()); + std::printf(" kind=%s rigid=%d vertices=%zu indices=%zu tri_groups=%zu bone_bindings=%zu\n", + kK[int(me.kind)], me.rigid, me.vertices.size(), me.indices.size(), + me.tri_groups.size(), me.bone_bindings.size()); + for (size_t g = 0; g < me.tri_groups.size(); ++g) { + int mix = me.tri_groups[g].material_index; + const char* tn = (mix >= 0 && mix < (int)me.material_textures.size()) + ? me.material_textures[mix].c_str() : ""; + std::printf(" group %zu: material=%d tri_first=%d tri_count=%d tex=%s\n", + g, mix, me.tri_groups[g].tri_first, + me.tri_groups[g].tri_count, tn); + } + for (size_t b = 0; b < me.material_textures.size(); ++b) + std::printf(" binding %zu -> %s\n", b, me.material_textures[b].c_str()); + int dangling = 0; + for (int32_t b : me.bone_bindings) if (b < 0) ++dangling; + if (!me.bone_bindings.empty()) + std::printf(" dangling bone bindings: %d\n", dangling); + } + + for (size_t ai = 0; ai < fi.animations.size(); ++ai) { + const auto& an = fi.animations[ai]; + std::printf("\n animation %zu: %s duration=%.3f tracks=%zu\n", + ai, an.name.c_str(), an.duration, an.tracks.size()); + std::map hist; + int mapped = 0; + for (const auto& t : an.tracks) { + hist["pos:" + t.pos_type]++; + hist["rot:" + t.rot_type]++; + hist["scale:" + t.scale_type]++; + if (t.bone_index >= 0) ++mapped; + } + std::printf(" curve subtype histogram:\n"); + for (const auto& [k, v] : hist) + std::printf(" %-28s %d\n", k.c_str(), v); + std::printf(" tracks mapped to skeleton bones: %d/%zu\n", mapped, an.tracks.size()); + + // T7b:在几个采样点求值,报非有限数 + root track 局部平移 + int pos_c = 0, rot_c = 0, ss_c = 0; + for (const auto& t : an.tracks) { + if (!t.position.empty()) ++pos_c; + if (!t.orientation.empty()) ++rot_c; + if (!t.scale_shear.empty()) ++ss_c; + } + std::printf(" curves decoded (T7b): pos=%d rot=%d scaleshear=%d\n", pos_c, rot_c, ss_c); + for (float frac : {0.0f, 0.5f, 1.0f}) { + float tt = an.duration * frac; + std::vector loc; + an.sample_local(tt, loc); + int bad = 0; + for (const auto& m : loc) for (float x : m) if (!std::isfinite(x)) ++bad; + std::printf(" sample t=%7.3f non-finite=%d", tt, bad); + if (!loc.empty()) + std::printf(" track0 '%s' pos=(%.2f,%.2f,%.2f)", + an.tracks[0].bone_name.c_str(), + loc[0][12], loc[0][13], loc[0][14]); + std::printf("\n"); + } + } + + // ── T5:bind pose 自洽 ─────────────────────────────────────────── + if (!fi.skeletons.empty()) { + double dev = file->bind_pose_self_check(0); + std::printf("\nbind pose self-check: %s (max|delta|=%.3g, threshold=1e-3)\n", + dev < 1e-3 ? "PASS" : "FAIL", dev); + } else { + std::printf("\nbind pose self-check: n/a (no skeleton in this file)\n"); + } + + if (!gltf_out.empty()) + std::fprintf(stderr, "--gltf not implemented yet (M0 T8)\n"); + return 0; +} diff --git a/tools/gr2fuzz/main.cpp b/tools/gr2fuzz/main.cpp new file mode 100644 index 00000000..05130f77 --- /dev/null +++ b/tools/gr2fuzz/main.cpp @@ -0,0 +1,257 @@ +// M0 T9a/b/c —— 全量解析 + 非退化谓词 + 直方图。见 docs/steps/M0-gr2-reader.md +// gr2fuzz [assets-root] [--report out.json] [--list out.txt] +#include "gr2/gr2.h" +#include +#include +#include +#include +#include +#include +#include +#include +#include + +namespace fs = std::filesystem; + +namespace { + +struct Hist { + std::map m; + void add(const std::string& k, uint64_t n = 1) { m[k] += n; } +}; + +struct Fails { + std::vector lines; + void add(const std::string& path, const std::string& why) { + lines.push_back(path + "\t" + why); + } +}; + +// 非退化谓词。返回空 = 通过;否则第一条失败原因。 +std::string check_predicates(const gr2::File& f) { + const auto& fi = f.file_info(); + + for (size_t s = 0; s < fi.skeletons.size(); ++s) { + const auto& sk = fi.skeletons[s]; + if (sk.bones.empty() || sk.bones.size() > 512) + return "skeleton bone count out of [1,512]: " + std::to_string(sk.bones.size()); + for (size_t i = 0; i < sk.bones.size(); ++i) { + int32_t p = sk.bones[i].parent; + if (p != -1 && (p < 0 || (size_t)p >= i)) + return "bone parent not < self or -1 at " + std::to_string(i); + for (float v : sk.bones[i].local_transform) + if (!std::isfinite(v)) return "non-finite local_transform at bone " + std::to_string(i); + for (float v : sk.bones[i].inverse_world) + if (!std::isfinite(v)) return "non-finite inverse_world at bone " + std::to_string(i); + } + } + + for (size_t mi = 0; mi < fi.meshes.size(); ++mi) { + const auto& me = fi.meshes[mi]; + if (me.vertices.empty()) return "mesh " + std::to_string(mi) + " has 0 vertices"; + for (uint32_t idx : me.indices) + if (idx >= me.vertices.size()) + return "mesh " + std::to_string(mi) + " index " + std::to_string(idx) + + " >= vertex count " + std::to_string(me.vertices.size()); + for (const auto& v : me.vertices) + for (float c : v.pos) + if (!std::isfinite(c)) return "mesh " + std::to_string(mi) + " non-finite position"; + for (const auto& g : me.tri_groups) + if (g.tri_first < 0 || g.tri_count < 0 || + (int64_t)(g.tri_first + g.tri_count) * 3 > (int64_t)me.indices.size()) + return "mesh " + std::to_string(mi) + " tri group out of range"; + if (!me.rigid) { + for (int32_t b : me.bone_bindings) + if (b < 0) return "mesh " + std::to_string(mi) + " dangling bone binding"; + for (const auto& v : me.vertices) { + int wsum = 0; + for (int k = 0; k < 4; ++k) { + wsum += v.bone_weight[k]; + if (!me.bone_bindings.empty() && v.bone_index[k] >= me.bone_bindings.size()) + return "mesh " + std::to_string(mi) + " bone index out of range"; + } + // u8 权重和:3 显式 + 1 隐式的情况下允许补齐,故用宽松带 + if (wsum < 200 || wsum > 262) // 255 ± ~10%(含隐式第 4 权重补齐余量) + return "mesh " + std::to_string(mi) + " weight sum " + std::to_string(wsum) + + " out of [200,262]"; + } + } + } + return {}; +} + +void dump_report(const fs::path& out, uint64_t total, uint64_t ok, uint64_t crashed, + uint64_t pred_fail, Hist& ver, Hist& comp, Hist& vkind, Hist& curve, + Hist& weights, Hist& ssuse, Hist& selfchk, + const Fails& crashes, const Fails& preds) { + FILE* fp = std::fopen(out.string().c_str(), "wb"); + if (!fp) { std::fprintf(stderr, "cannot write %s\n", out.string().c_str()); return; } + auto obj = [&](const char* name, Hist& h, bool last) { + std::fprintf(fp, " \"%s\": {", name); + bool first = true; + for (auto& [k, v] : h.m) { + std::fprintf(fp, "%s\n \"%s\": %llu", first ? "" : ",", k.c_str(), + (unsigned long long)v); + first = false; + } + std::fprintf(fp, "\n }%s\n", last ? "" : ","); + }; + auto arr = [&](const char* name, const Fails& fl, bool last) { + std::fprintf(fp, " \"%s\": [", name); + for (size_t i = 0; i < fl.lines.size(); ++i) { + std::string s = fl.lines[i]; + std::string esc; + for (char c : s) { if (c == '\\' || c == '"') esc += '\\'; esc += (c == '\t' ? ' ' : c); } + std::fprintf(fp, "%s\n \"%s\"", i ? "," : "", esc.c_str()); + } + std::fprintf(fp, "\n ]%s\n", last ? "" : ","); + }; + std::fprintf(fp, "{\n"); + std::fprintf(fp, " \"total\": %llu,\n \"ok\": %llu,\n \"crashed\": %llu,\n \"predicate_fail\": %llu,\n", + (unsigned long long)total, (unsigned long long)ok, + (unsigned long long)crashed, (unsigned long long)pred_fail); + obj("format_version", ver, false); + obj("section_compression", comp, false); + obj("vertex_kind", vkind, false); + obj("bone_weight_slots", weights, false); + obj("curve_subtype", curve, false); + obj("scaleshear_usage", ssuse, false); + obj("bind_pose_self_check", selfchk, false); + arr("crashes", crashes, false); + arr("predicate_failures", preds, true); + std::fprintf(fp, "}\n"); + std::fclose(fp); +} + +} // namespace + +#ifndef XRENDER_ASSET_ROOT +#define XRENDER_ASSET_ROOT "." // 无编译期默认:从命令行传资产根目录 +#endif + +int main(int argc, char** argv) { + std::string root = XRENDER_ASSET_ROOT; + fs::path report = "fuzz-report.json"; + fs::path listout; + for (int i = 1; i < argc; ++i) { + if (!std::strcmp(argv[i], "--report") && i + 1 < argc) report = argv[++i]; + else if (!std::strcmp(argv[i], "--list") && i + 1 < argc) listout = argv[++i]; + else root = argv[i]; + } + if (!fs::exists(root)) { + std::fprintf(stderr, "asset root not found: %s\n", root.c_str()); + return 2; + } + + uint64_t total = 0, ok = 0, crashed = 0, pred_fail = 0; + Hist ver, comp, vkind, curve, weights, ssuse, selfchk; + Fails crashes, preds; + std::vector good_files; + + static const char* kK[] = {"PNT332", "PNT3322", "PNT332_Skinned", "PNT3322_Skinned", "Unknown"}; + + for (auto& e : fs::recursive_directory_iterator( + root, fs::directory_options::skip_permission_denied)) { + if (!e.is_regular_file()) continue; + auto p = e.path(); + std::string ext = p.extension().string(); + for (auto& c : ext) c = (char)std::tolower((unsigned char)c); + if (ext != ".gr2") continue; + ++total; + + gr2::LoadError err; + std::optional f; + try { + f = gr2::File::load_path(p.string(), &err); + } catch (const std::exception& ex) { + ++crashed; crashes.add(p.string(), std::string("exception: ") + ex.what()); + continue; + } catch (...) { + ++crashed; crashes.add(p.string(), "exception: unknown"); + continue; + } + if (!f) { + ++crashed; crashes.add(p.string(), "load[" + err.stage + "]: " + err.message); + continue; + } + + ver.add(std::to_string(f->format_version())); + for (const auto& s : f->sections()) { + comp.add(gr2::compression_name(s.compression)); + if (s.expanded_size && s.decompress_status != 0) { + ++crashed; + crashes.add(p.string(), "decompress status " + std::to_string(s.decompress_status)); + } + } + + const auto& fi = f->file_info(); + + // bind pose 自洽(T5):对每个 skeleton 取最好(最小)偏差,按量级分桶 + for (size_t s = 0; s < fi.skeletons.size(); ++s) { + if (fi.skeletons[s].bones.size() < 2) continue; // 单骨挂点跳过 + double dev = f->bind_pose_self_check(int(s)); + const char* bucket = dev < 1e-4 ? "<1e-4" + : dev < 1e-3 ? "<1e-3" + : dev < 1e-2 ? "<1e-2" + : dev < 1e-1 ? "<1e-1" : ">=1e-1"; + selfchk.add(bucket); + if (dev >= 1e-1 && getenv("GR2_SELFCHK")) + std::fprintf(stderr, "SELFCHK %.4f skel%zu bones=%zu %s\n", + dev, s, fi.skeletons[s].bones.size(), p.string().c_str()); + } + + for (const auto& me : fi.meshes) { + vkind.add(kK[int(me.kind)]); + if (!me.rigid) { + weights.add(std::to_string(me.source_bone_weight_slots)); + } + } + for (const auto& sk : fi.skeletons) { + uint64_t ss = 0; + for (const auto& b : sk.bones) if (b.lt_flags & 0x4) ++ss; + ssuse.add(ss ? "has_scaleshear" : "no_scaleshear", 1); + ssuse.add("scaleshear_bones", ss); + } + for (const auto& an : fi.animations) + for (const auto& t : an.tracks) { + curve.add("pos:" + t.pos_type); + curve.add("rot:" + t.rot_type); + curve.add("scale:" + t.scale_type); + } + + std::string why; + try { + why = check_predicates(*f); + } catch (...) { + why = "predicate check threw"; + } + if (!why.empty()) { ++pred_fail; preds.add(p.string(), why); continue; } + + ++ok; + good_files.push_back(p.string()); + } + + dump_report(report, total, ok, crashed, pred_fail, ver, comp, vkind, curve, weights, ssuse, + selfchk, crashes, preds); + + if (!listout.empty()) { + FILE* fp = std::fopen(listout.string().c_str(), "wb"); + if (fp) { for (auto& s : good_files) std::fprintf(fp, "%s\n", s.c_str()); std::fclose(fp); } + } + + std::printf("gr2fuzz: total=%llu ok=%llu crashed=%llu predicate_fail=%llu\n", + (unsigned long long)total, (unsigned long long)ok, + (unsigned long long)crashed, (unsigned long long)pred_fail); + std::printf(" report: %s\n", report.string().c_str()); + if (!crashes.lines.empty()) { + std::printf(" first crashes:\n"); + for (size_t i = 0; i < crashes.lines.size() && i < 20; ++i) + std::printf(" %s\n", crashes.lines[i].c_str()); + } + if (!preds.lines.empty()) { + std::printf(" first predicate failures:\n"); + for (size_t i = 0; i < preds.lines.size() && i < 20; ++i) + std::printf(" %s\n", preds.lines[i].c_str()); + } + return (crashed == 0 && pred_fail == 0) ? 0 : 1; +} diff --git a/tools/map_probe/main.cpp b/tools/map_probe/main.cpp new file mode 100644 index 00000000..82e26553 --- /dev/null +++ b/tools/map_probe/main.cpp @@ -0,0 +1,202 @@ +// map_probe — SHINSOO-WORLD-RENDERING.md W0 的 load report。 +// +// map_probe [map_rel] map_rel 默认 OutdoorA1/metin2_map_a1 +// +// 扫一张地图:setting.txt / TextureSet / 每个区块的 6 类文件 / areadata, +// 逐项打印「成功 / 失败 + 原因」,末尾给汇总。不加载 .msenv / Property(W0 剩余项)。 +#include "area_data.h" +#include "asset_resolver.h" +#include "environment.h" +#include "m2_coord.h" +#include "map_setting.h" +#include "property.h" +#include "splat.h" +#include "terrain_files.h" +#include "texture_set.h" + +#include +#include +#include +#include +#include + +using namespace fmt; + +static int g_ok = 0, g_bad = 0; +static void line(const char* tag, bool ok, const std::string& detail) { + std::printf(" [%s] %-28s %s\n", ok ? "OK " : "ERR", tag, detail.c_str()); + ok ? ++g_ok : ++g_bad; +} + +int main(int argc, char** argv) { + if (argc < 2) { + std::fprintf(stderr, "usage: map_probe [map_rel]\n"); + return 2; + } + std::string assets = argv[1]; + std::string map_rel = argc > 2 ? argv[2] : "OutdoorA1/metin2_map_a1"; + std::string map = assets + "/" + map_rel; + + std::printf("== map_probe: %s ==\n", map.c_str()); + std::string err; + + MapSetting s; + if (!parse_map_setting_file(map + "/setting.txt", s, &err)) { + line("setting.txt", false, err); + return 1; + } + line("setting.txt", true, + "MapSize " + std::to_string(s.map_size_x) + "x" + std::to_string(s.map_size_y) + + " CellScale " + std::to_string(s.cell_scale) + " HeightScale " + + std::to_string(s.height_scale) + " env=" + s.environment); + + // TextureSet:setting 里是 `textureset\metin2_A1.txt`,实盘在 assets/textureset/textureset/ 且小写 + { + std::string rel = s.texture_set; + for (auto& c : rel) + if (c == '\\') c = '/'; + for (auto& c : rel) c = (char)std::tolower((unsigned char)c); + std::string p = assets + "/textureset/" + rel; + TextureSet ts; + if (parse_texture_set_file(p, ts, &err)) + line("TextureSet", true, + std::to_string(ts.layers.size()) + " layers (+1 empty = runtime " + + std::to_string(ts.runtime_count()) + ")"); + else + line("TextureSet", false, p + " : " + err); + } + + // 每个区块 + int chunks_found = 0, hm_ok = 0, tile_ok = 0, attr_ok = 0, water_ok = 0, area_ok = 0; + long total_objs = 0; + std::map crc_hist; + for (int tx = 0; tx < s.map_size_x; ++tx) { + for (int ty = 0; ty < s.map_size_y; ++ty) { + std::string dir = map + "/" + m2coord::tile_dir(tx, ty); + std::string e; + HeightMap hm; + TileMap tm; + AttrMap am; + WaterMap wm; + AreaData ad; + bool any = false; + if (load_height_map(dir + "/height.raw", hm, &e)) { ++hm_ok; any = true; } + if (load_tile_map(dir + "/tile.raw", tm, &e)) ++tile_ok; + if (load_attr_map(dir + "/attr.atr", am, &e)) ++attr_ok; + if (load_water_map(dir + "/water.wtr", wm, &e)) ++water_ok; + if (parse_area_data_file(dir + "/areadata.txt", ad, &e)) { + ++area_ok; + total_objs += (long)ad.objects.size(); + for (auto& o : ad.objects) crc_hist[o.crc]++; + } + if (any) ++chunks_found; + } + } + int n = s.chunk_count(); + line("chunk dirs", chunks_found == n, + std::to_string(chunks_found) + "/" + std::to_string(n)); + line("height.raw", hm_ok == n, std::to_string(hm_ok) + "/" + std::to_string(n) + " as 131x131"); + line("tile.raw", tile_ok == n, std::to_string(tile_ok) + "/" + std::to_string(n) + " as 258x258"); + line("attr.atr", attr_ok == n, std::to_string(attr_ok) + "/" + std::to_string(n) + " magic 2634"); + line("water.wtr", water_ok == n, std::to_string(water_ok) + "/" + std::to_string(n) + " magic 5426"); + line("areadata.txt", area_ok == n, std::to_string(area_ok) + "/" + std::to_string(n) + " parsed"); + + std::printf(" ---- AreaData: %ld objects, %zu distinct Property CRCs ----\n", + total_objs, crc_hist.size()); + + // splat(区块 000000) + { + TileMap tm; + std::string e; + if (load_tile_map(map + "/000000/tile.raw", tm, &e)) { + SplatSet ss; + build_splat(tm, 18, ss); + std::string used; + for (auto& L : ss.layers) + used += std::to_string(L.layer) + "(" + std::to_string(L.coverage) + ") "; + line("splat 000000", !ss.layers.empty(), + std::to_string(ss.layers.size()) + " used layers: " + used); + } + } + + // .msenv(虚拟路径 environment\ -> ETC/ymir work/environment/) + Environment env; + { + std::string p = assets + "/ETC/ymir work/environment/" + s.environment; + for (auto& c : p) c = (c == '\\') ? '/' : (char)std::tolower((unsigned char)c); + // 只小写文件名部分即可,这里整体小写对 macOS/实盘均成立 + std::string p2 = assets + "/ETC/ymir work/environment/" + s.environment; + std::string lp = p2; + for (auto& c : lp) c = (char)std::tolower((unsigned char)c); + if (parse_environment_file(lp, env, &err)) + line(".msenv", true, + s.environment + " : fog=" + (env.fog.enable ? "on" : "off") + " gradient=" + + std::to_string(env.sky.gradient.size()) + " rows, cloudtex=" + + env.sky.cloud_texture); + else + line(".msenv", false, lp + " : " + err); + } + + // Property CRC 注册表 + PropertyRegistry reg; + if (reg.scan(assets + "/Property", &err)) { + std::string bytype; + for (auto& [k, v] : reg.type_counts) bytype += k + "=" + std::to_string(v) + " "; + line("Property registry", reg.parse_failed == 0, + std::to_string(reg.by_crc.size()) + " CRCs (" + std::to_string(reg.files_scanned) + + " files, " + std::to_string(reg.parse_failed) + " failed, " + + std::to_string(reg.crc_collisions) + " collisions) [" + bytype + "]"); + // areadata 的 CRC 覆盖率 + long hit = 0, total = 0; + std::set missing; + for (auto& [crc, cnt] : crc_hist) { + total++; + if (reg.find(crc)) hit++; + else missing.insert(crc); + } + line("AreaData CRC coverage", missing.empty(), + std::to_string(hit) + "/" + std::to_string(total) + " distinct CRCs resolve" + + (missing.empty() ? "" : " (missing e.g. " + std::to_string(*missing.begin()) + ")")); + } else { + line("Property registry", false, err); + } + + // AssetResolver + AssetResolver res; + if (res.build(assets, AssetResolver::default_priority(), &err)) { + line("AssetResolver", true, + std::to_string(res.files_indexed) + " files, " + + std::to_string(res.by_ymir.size()) + " ymir keys, " + + std::to_string(res.ymir_conflicts) + " conflicts"); + // TextureSet 图层贴图解析率 + TextureSet ts2; + std::string rel = s.texture_set, e3; + for (auto& c : rel) c = (c == '\\') ? '/' : (char)std::tolower((unsigned char)c); + if (parse_texture_set_file(assets + "/textureset/" + rel, ts2, &e3)) { + int miss = 0; + for (auto& L : ts2.layers) + if (res.resolve(L.texture, nullptr).empty()) ++miss; + line("TextureSet -> assets", miss == 0, + std::to_string(ts2.layers.size() - miss) + "/" + + std::to_string(ts2.layers.size()) + " layer textures resolve"); + } + // Property 引用的模型文件解析率(buildingfile / treefile / effectfile) + int pref = 0, pmiss = 0; + for (auto& [crc, p] : reg.by_crc) { + for (const char* k : {"buildingfile", "treefile", "effectfile", "modelfile"}) { + std::string v = p.get(k); + if (v.empty()) continue; + ++pref; + if (res.resolve(v, nullptr).empty()) ++pmiss; + } + } + line("Property models -> assets", true, + std::to_string(pref - pmiss) + "/" + std::to_string(pref) + + " resolve (misses incl. .spt trees / missing packs)"); + } else { + line("AssetResolver", false, err); + } + + std::printf("\n== summary: %d ok, %d err ==\n", g_ok, g_bad); + return g_bad ? 1 : 0; +} diff --git a/tools/oracle_diff/main.cpp b/tools/oracle_diff/main.cpp new file mode 100644 index 00000000..dda9b4bc --- /dev/null +++ b/tools/oracle_diff/main.cpp @@ -0,0 +1,180 @@ +// oracle_diff —— libgr2 vs oracle 逐字段对拍(M2 门禁·主)。见 oracle/FORMAT.md、docs/steps/00-oracle.md +// +// oracle_diff [|-] [--t ] [--mesh N] +// +// oracle_dump.bin = `oracle dump` 产出(层① 世界矩阵 + mesh N 蒙皮顶点)。 +// 本工具用 libgr2 对同一 (model, anim, t) 算一遍,报 max|Δ|(矩阵)+ max‖Δ‖(顶点)。 +#include "gr2/gr2.h" +#include +#include +#include +#include +#include +#include + +namespace { + +struct Reader { + const uint8_t* p; + const uint8_t* end; + bool ok = true; + uint32_t u32() { + if (p + 4 > end) { ok = false; return 0; } + uint32_t v; std::memcpy(&v, p, 4); p += 4; return v; + } + float f32() { + if (p + 4 > end) { ok = false; return 0; } + float v; std::memcpy(&v, p, 4); p += 4; return v; + } + std::string str() { + uint32_t n = u32(); + if (!ok || p + n > end) { ok = false; return {}; } + std::string s((const char*)p, n); p += n; return s; + } + void skip(size_t n) { if (p + n > end) ok = false; else p += n; } +}; + +// 行主序 4x4 A*B(ColumnMatrixMultiply4x3 语义,平移 elem 12..14) +void mul4x3(const float* A, const float* B, float* R) { + for (int i = 0; i < 3; ++i) { + for (int k = 0; k < 3; ++k) + R[i*4+k] = A[i*4+0]*B[0*4+k] + A[i*4+1]*B[1*4+k] + A[i*4+2]*B[2*4+k]; + R[i*4+3] = 0.0f; + } + for (int k = 0; k < 3; ++k) + R[12+k] = A[12]*B[0*4+k] + A[13]*B[1*4+k] + A[14]*B[2*4+k] + B[12+k]; + R[15] = 1.0f; +} + +} // namespace + +int main(int argc, char** argv) { + if (argc < 4) { + std::fprintf(stderr, + "usage: oracle_diff [--t ] [--mesh N]\n"); + return 2; + } + const char* model_path = argv[1]; + const char* anim_path = std::strcmp(argv[2], "-") == 0 ? nullptr : argv[2]; + const char* bin_path = argv[3]; + float t_override = -1.0f; + int mesh_index = 0; + for (int i = 4; i < argc; ++i) { + if (!std::strcmp(argv[i], "--t") && i + 1 < argc) t_override = float(std::atof(argv[++i])); + else if (!std::strcmp(argv[i], "--mesh") && i + 1 < argc) mesh_index = std::atoi(argv[++i]); + } + + // ── 读 oracle dump ────────────────────────────────────────────── + FILE* f = std::fopen(bin_path, "rb"); + if (!f) { std::fprintf(stderr, "cannot open %s\n", bin_path); return 1; } + std::fseek(f, 0, SEEK_END); long n = std::ftell(f); std::fseek(f, 0, SEEK_SET); + std::vector buf(n > 0 ? size_t(n) : 0); + if (std::fread(buf.data(), 1, buf.size(), f) != buf.size()) { std::fclose(f); return 1; } + std::fclose(f); + + Reader r{buf.data(), buf.data() + buf.size()}; + if (std::memcmp(r.p, "XORC", 4) != 0) { std::fprintf(stderr, "bad magic\n"); return 1; } + r.skip(4); + uint32_t ver = r.u32(), kind = r.u32(), coord = r.u32(); + char gv[16]; std::memcpy(gv, r.p, 16); r.skip(16); + std::string omodel = r.str(), oanim = r.str(); + float ot = r.f32(); + (void)ver; (void)coord; + std::printf("oracle dump: kind=%u granny=%.15s t=%.6f\n model=%s\n anim =%s\n", + kind, gv, ot, omodel.c_str(), oanim.c_str()); + + uint32_t obone_count = r.u32(); + std::vector omat(size_t(obone_count) * 16); + for (uint32_t b = 0; b < obone_count; ++b) + for (int k = 0; k < 16; ++k) omat[b*16+k] = r.f32(); + + uint32_t overt_count = r.u32(); + std::vector overt(size_t(overt_count) * 3); + for (uint32_t v = 0; v < overt_count; ++v) + for (int k = 0; k < 3; ++k) overt[v*3+k] = r.f32(); + if (!r.ok) { std::fprintf(stderr, "dump truncated\n"); return 1; } + std::printf(" bones=%u skinned_verts=%u\n", obone_count, overt_count); + + // ── libgr2 侧算一遍 ──────────────────────────────────────────── + gr2::LoadError e; + auto model = gr2::File::load_path(model_path, &e); + if (!model) { std::fprintf(stderr, "libgr2 model load: %s\n", e.message.c_str()); return 1; } + if (model->file_info().skeletons.empty()) { std::fprintf(stderr, "no skeleton\n"); return 1; } + const gr2::Skeleton& sk = model->file_info().skeletons[0]; + + std::vector world, skin; + float t = t_override >= 0 ? t_override : ot; + if (anim_path) { + auto af = gr2::File::load_path(anim_path, &e); + if (!af || af->file_info().animations.empty()) { + std::fprintf(stderr, "libgr2 anim load: %s\n", e.message.c_str()); return 1; + } + gr2::sample_pose(sk, af->file_info().animations[0], t, world, skin); + } else { + gr2::bind_pose(sk, world, skin); + } + + // ── 门禁 1:骨骼世界矩阵 ────────────────────────────────────────── + if (world.size() != obone_count) { + std::fprintf(stderr, "bone count mismatch: libgr2=%zu oracle=%u\n", world.size(), obone_count); + return 1; + } + double mat_max = 0.0; int mat_worst = -1; + for (uint32_t b = 0; b < obone_count; ++b) { + double d = 0.0; + for (int k = 0; k < 16; ++k) d = std::fmax(d, std::fabs((double)world[b][k] - omat[b*16+k])); + if (d > mat_max) { mat_max = d; mat_worst = int(b); } + } + std::printf("\n[gate 1] 骨骼世界矩阵 vs oracle 层①:\n"); + std::printf(" max|Δ| = %.6g (worst bone %d '%s')\n", mat_max, mat_worst, + mat_worst >= 0 ? sk.bones[mat_worst].name.c_str() : ""); + + // ── 门禁 2:蒙皮顶点 ──────────────────────────────────────────── + double vtx_max = 0.0; + bool vtx_checked = false; + if (overt_count) { + const auto& meshes = model->file_info().meshes; + if (mesh_index < (int)meshes.size()) { + const auto& me = meshes[mesh_index]; + vtx_checked = true; + // libgr2 侧手算 LBS(与 engine/skinning.cpp 同公式,不引 engine 依赖) + int vtx_worst = -1; + uint32_t nv = std::min(overt_count, (uint32_t)me.vertices.size()); + for (uint32_t i = 0; i < nv; ++i) { + const auto& sv = me.vertices[i]; + float w[4]; float sw = 0; + for (int k = 0; k < 4; ++k) { w[k] = sv.bone_weight[k] / 255.0f; sw += w[k]; } + if (sw > 1e-6f) for (int k = 0; k < 4; ++k) w[k] /= sw; else w[0] = 1.0f; + float M[16] = {0}; + for (int k = 0; k < 4; ++k) { + int slot = sv.bone_index[k]; + int bone = (slot >= 0 && slot < (int)me.bone_bindings.size()) + ? me.bone_bindings[slot] : -1; + const float* S = (bone >= 0 && bone < (int)skin.size()) + ? skin[bone].data() : nullptr; + if (!S) continue; + for (int j = 0; j < 16; ++j) M[j] += S[j] * w[k]; + } + float o[3]; + o[0] = sv.pos[0]*M[0] + sv.pos[1]*M[4] + sv.pos[2]*M[8] + M[12]; + o[1] = sv.pos[0]*M[1] + sv.pos[1]*M[5] + sv.pos[2]*M[9] + M[13]; + o[2] = sv.pos[0]*M[2] + sv.pos[1]*M[6] + sv.pos[2]*M[10] + M[14]; + double dx = o[0]-overt[i*3+0], dy = o[1]-overt[i*3+1], dz = o[2]-overt[i*3+2]; + double d = std::sqrt(dx*dx + dy*dy + dz*dz); + if (d > vtx_max) { vtx_max = d; vtx_worst = int(i); } + } + std::printf("\n[gate 2] mesh %d 蒙皮顶点 vs oracle:\n", mesh_index); + std::printf(" verts compared = %u\n", nv); + std::printf(" max‖Δ‖ = %.6g (worst vert %d)\n", vtx_max, vtx_worst); + } + } + + (void)mul4x3; + // 阈值:noise_floor.json 就绪前用硬编码 1e-3(远高于实测的 ~1e-4,留浮点累积余量) + const double kMatEps = 1e-3, kVtxEps = 1e-3; + bool pass = mat_max < kMatEps && (!vtx_checked || vtx_max < kVtxEps); + std::printf("\n[verdict] granny=%.15s vs libgr2 : %s (mat %.2g < %.0e, vtx %.2g < %.0e)\n", + gv, pass ? "PASS" : "FAIL", mat_max, kMatEps, + vtx_checked ? vtx_max : 0.0, kVtxEps); + return pass ? 0 : 1; +}