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/array_mesh.hpp>
#include <godot_cpp/classes/ref.hpp>
#include <terrain_files.h>
#include <vector>
namespace fmt {
struct AssetResolver;
}
// W7 / PARITY §4 —— water.wtr -> 每层水面网格(texel 掩膜)+ 共享水材质。
// 水材质用原客户端资产:`special/water/01..30.dds` 30 帧序列(`MapOutdoorWater.cpp:14/43`
// 70ms/帧),UV 平铺频率 = 1/(CELLSCALE*4)(每 4 格一循环),逐顶点水深 alpha,轻微高度浮动。
namespace mtgodot {
struct WaterPiece {
godot::Ref<godot::ArrayMesh> mesh; // Godot 空间,已含区块原点
float godot_y = 0;
};
// hm/height_scale 用来算每个水面顶点下方的地形高度 -> 水深 -> alpha。
std::vector<WaterPiece> build_chunk_water(const fmt::WaterMap &wm, const fmt::HeightMap &hm,
int tile_x, int tile_y, double height_scale, const fmt::AssetResolver &res);
void cleanup_water_shader();
} // namespace mtgodot