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
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#include "asset_io.h"
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#include <godot_cpp/classes/file_access.hpp>
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using namespace godot;
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namespace mtgodot {
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PackedByteArray read_file(const String &path) {
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if (path.is_empty()) {
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return PackedByteArray();
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}
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// FileAccess::get_file_as_bytes handles res:// / user:// / absolute OS paths.
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return FileAccess::get_file_as_bytes(path);
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}
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bool file_exists(const String &path) {
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return !path.is_empty() && FileAccess::file_exists(path);
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}
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Image dds_from_file(const String &path) {
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PackedByteArray b = read_file(path);
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if (b.is_empty()) {
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return Image{};
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}
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return load_dds(b.ptr(), (size_t)b.size());
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}
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std::optional<gr2::File> gr2_from_file(const String &path, gr2::LoadError *err) {
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PackedByteArray b = read_file(path);
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if (b.is_empty()) {
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if (err) {
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*err = {"open", std::string("cannot read ") + path.utf8().get_data()};
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}
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return std::nullopt;
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}
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return gr2::File::load(b.ptr(), (size_t)b.size(), err);
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}
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} // namespace mtgodot
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