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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// setting.txtScriptType MapSetting)—— 地图全局设置。
// 对标 GameLib/MapOutdoorLoad.cpp 的 setting 解析。SHINSOO §5.1。
#pragma once
#include <string>
namespace fmt {
struct MapSetting {
int cell_scale = 200; // CellScalecm/格),默认取 PRTerrainLib 常量
double height_scale = 0.5; // HeightScaleraw 高度乘数)
int view_radius = 0; // ViewRadius
int map_size_x = 0; // MapSize 第 1 个数(区块列数)
int map_size_y = 0; // MapSize 第 2 个数(区块行数)
long base_position_x = 0; // BasePosition(全局世界基准,cm
long base_position_y = 0;
std::string texture_set; // TextureSet 相对路径(原样,含反斜杠)
std::string environment; // Environment.msenv 名)
int chunk_count() const { return map_size_x * map_size_y; }
};
// text = setting.txt 全文。缺关键字段 -> false + err。
bool parse_map_setting(const std::string& text, MapSetting& out, std::string* err);
bool parse_map_setting_file(const std::string& path, MapSetting& out, std::string* err);
} // namespace fmt