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:
@@ -1,10 +1,13 @@
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#pragma once
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/variant/dictionary.hpp>
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#include <godot_cpp/variant/node_path.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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#include <gr2/gr2.h>
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#include <msa.h>
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#include <optional>
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#include <vector>
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@@ -13,14 +16,18 @@ namespace mtgodot {
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class Metin2Model;
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// Drives a Metin2Model's Skeleton3D each frame by sampling a (possibly
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// separate) animation .gr2 with libgr2, then writing per-bone global poses.
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// Drives a Metin2Model each frame by sampling a (possibly separate) animation
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// .gr2 with libgr2, then skinning it with the resulting matrices:
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//
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// world[i] = gr2::sample_pose(model.skeleton, anim, t)
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// skel.set_bone_global_pose(i, gr2_to_godot(world[i]))
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// sample_pose(model.skeleton, anim, t) -> world[i], skin[i]
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// skin[i] = inverse_world[i] * world[i] (gr2 deformer matrix per bone)
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//
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// Godot's renderer then computes skin matrix = global_pose(i) * bind_pose(i)
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// which equals gr2's deformer matrix (see gr2_bridge.h).
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// The skinning itself is done in Metin2Model (NOT via Skeleton3D — Godot's
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// built-in skinning orthonormalizes the bone matrix and drops the shear Granny
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// bakes onto some rig bones; see docs/MIDREVIEW.md §4):
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// - default : cpu_skin(skin[]) — CPU LBS, ArrayMesh rebuilt/frame
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// - MTGODOT_GPUSKIN=1 : gpu_skin(skin[]) — full 4x3 matrices in a float
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// texture, LBS in the SRC_SKIN vertex shader
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class Metin2AnimPlayer : public godot::Node3D {
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GDCLASS(Metin2AnimPlayer, godot::Node3D)
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@@ -39,10 +46,17 @@ public:
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void set_playing(bool v) { playing = v; }
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bool get_playing() const { return playing; }
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void set_loop(bool v) { loop = v; }
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bool get_loop() const { return loop; }
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void set_time_scale(double s) { time_scale = s; }
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double get_time_scale() const { return time_scale; }
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// Crossfade duration (s) applied when anim_path changes while a clip is
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// already playing (PARITY §2.9). 0 = hard cut (old behaviour).
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void set_blend_time(double s) { blend_time = s < 0.0 ? 0.0 : s; }
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double get_blend_time() const { return blend_time; }
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void set_time(double t);
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double get_time() const { return time; }
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@@ -50,6 +64,11 @@ public:
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void reload();
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godot::String get_info() const { return last_info; }
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// .msa metadata (empty / zero when anim_path is a raw .gr2).
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godot::Vector3 get_accumulation() const { return accumulation; }
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godot::Array get_events() const; // [{type,start_time,effect,sound,pos}, ...]
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godot::Dictionary get_loop_data() const;
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// NaN-scan every animation in anim_path across [0,dur]; returns a report string.
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godot::String selfcheck(int samples = 24);
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@@ -60,18 +79,37 @@ private:
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godot::String anim_path;
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godot::NodePath model_path;
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bool playing = true;
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bool loop = true; // whole-clip playback mode; independent from .msa LoopData
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double time_scale = 1.0;
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double time = 0.0;
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double duration = 0.0;
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bool verified_ = false;
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godot::String last_info;
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std::optional<gr2::File> anim_file;
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std::vector<gr2::Mat4> world_buf;
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std::vector<gr2::Mat4> skin_buf;
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// Crossfade state: the outgoing clip is kept and sampled at a frozen time,
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// its pose blended into the incoming clip for `blend_time` seconds.
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double blend_time = 0.15;
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std::optional<gr2::File> prev_anim_file;
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double prev_anim_time = 0.0;
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double prev_anim_duration = 0.0;
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bool prev_anim_loop = true;
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double blend_elapsed = 0.0;
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std::vector<gr2::Mat4> prev_world_buf, prev_skin_buf, blend_world_buf;
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godot::Vector3 accumulation; // .msa Accumulation (root motion)
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std::vector<fmt::MotionEvent> events;
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fmt::Msa msa_metadata;
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int next_event = 0; // index into `events`, for _process dispatch
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double prev_time = 0.0;
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Metin2Model *resolve_model() const;
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void apply_pose(double t);
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void dispatch_events(double from, double to);
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// .msa path -> real motion .gr2 path; passes plain .gr2 paths through.
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static godot::String resolve_anim_gr2(const godot::String &spec);
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};
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} // namespace mtgodot
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