Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
This commit is contained in:
Executable
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#!/usr/bin/env bash
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# Cross-compile the mtgodot GDExtension for Android (OnePlus 13 / arm64 / Vulkan).
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# Produces project/bin/libmtgodot.android.template_{debug,release}.arm64.so.
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#
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# On-device run + APK export is the rest of BACKLOG F2; see docs/PLATFORMS.md.
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#
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# Needs the Android NDK. Point at it with ANDROID_NDK_ROOT (or install via
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# Android Studio → SDK Manager → NDK, default ~/Library/Android/sdk/ndk/<ver>).
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set -euo pipefail
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cd "$(dirname "$0")"
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CONFIG="${1:-Debug}" # Debug | Release
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ABI="${ANDROID_ABI:-arm64-v8a}"
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API="${ANDROID_PLATFORM:-24}"
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BUILD_DIR="build-android"
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JOBS="${JOBS:-$(sysctl -n hw.ncpu)}"
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# --- locate the NDK ---
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NDK="${ANDROID_NDK_ROOT:-${ANDROID_NDK_HOME:-}}"
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if [ -z "$NDK" ]; then
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SDK="${ANDROID_HOME:-${ANDROID_SDK_ROOT:-$HOME/Library/Android/sdk}}"
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if [ -d "$SDK/ndk" ]; then
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NDK="$SDK/ndk/$(ls -1 "$SDK/ndk" | sort -V | tail -1)"
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fi
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fi
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if [ -z "$NDK" ] || [ ! -f "$NDK/build/cmake/android.toolchain.cmake" ]; then
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echo "Android NDK not found. Set ANDROID_NDK_ROOT to an NDK with" >&2
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echo " build/cmake/android.toolchain.cmake (install via Android Studio SDK Manager)." >&2
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exit 1
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fi
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echo "NDK: $NDK"
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if [ ! -f extension/godot-cpp/cmake/android.cmake ]; then
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echo "godot-cpp submodule missing — git submodule update --init --recursive" >&2
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exit 1
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fi
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cmake -S . -B "$BUILD_DIR" -G "Unix Makefiles" \
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-DCMAKE_TOOLCHAIN_FILE="$NDK/build/cmake/android.toolchain.cmake" \
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-DANDROID_ABI="$ABI" \
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-DANDROID_PLATFORM="android-$API" \
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-DCMAKE_BUILD_TYPE="$CONFIG" \
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-DMTGODOT_BUILD_TOOLS=OFF \
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-DBUILD_TESTING=OFF
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cmake --build "$BUILD_DIR" --target mtgodot -j "$JOBS"
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echo
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echo "Android ($CONFIG / $ABI) library:"
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ls -la project/bin/libmtgodot.android.*.so
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