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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#pragma once
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#include <godot_cpp/classes/array_mesh.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <map>
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#include <string>
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namespace fmt {
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struct AssetResolver;
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}
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namespace mtgodot {
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// W3 —— 静态(无骨骼)GR2 对象。用 gr2_bridge 的 build_parts/build_mesh,
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// 逐 surface 从 gr2 material binding 取贴图(走 AssetResolver 定位 + dxt 解码),
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// 不建 Skeleton3D、不逐帧蒙皮。Building / DungeonBlock 用。SHINSOO §9-W3。
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//
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// SHINSOO §9-W3「Metin2StaticModel 新节点 vs 拆 Metin2Model」的决策:
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// 取轻量方案 —— 一个自由函数产出带材质的共享 ArrayMesh,调用方(Metin2World)
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// 直接挂到 MeshInstance3D,跨实例共享同一份 mesh。
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struct StaticMeshCache {
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std::map<std::string, godot::Ref<godot::ArrayMesh>> by_path;
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int loaded = 0, failed = 0;
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};
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// real_gr2_path = AssetResolver 解析后的真实路径。返回共享 ArrayMesh(含材质)。
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// 失败返回 invalid Ref。
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godot::Ref<godot::ArrayMesh> get_static_mesh(const std::string &real_gr2_path,
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const fmt::AssetResolver &res, StaticMeshCache &cache);
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// 退出时清缓存的 Ref<Image>(别拖到 __cxa_finalize)。
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void cleanup_static_object_cache();
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} // namespace mtgodot
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