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