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:
shen
2026-08-31 20:02:12 +09:00
co-authored by Claude Sonnet 5
parent f4917a2b3b
commit 47baf6c0c6
414 changed files with 69568 additions and 385 deletions
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#pragma once
#include <godot_cpp/classes/image.hpp>
#include <godot_cpp/classes/node3d.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <godot_cpp/variant/dictionary.hpp>
#include <godot_cpp/variant/string.hpp>
#include <asset_resolver.h>
#include <environment.h>
#include <map_setting.h>
#include <property.h>
#include <terrain_files.h>
#include <texture_set.h>
#include <memory>
#include <vector>
#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 §8Metin2World 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<godot::Image> 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_pathasset_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<fmt::AssetResolver> 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<fmt::HeightMap> hm;
std::shared_ptr<fmt::AttrMap> 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<Chunk> chunks;
std::vector<std::pair<int, int>> 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