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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// 区块二进制:height.raw / tile.raw / attr.atr / water.wtr。
// 真值来源:PRTerrainLib/Terrain.cppLoadHeightMap / RAW_LoadTileMap / LoadAttrMap /
// LoadWaterMapFile+ Terrain.h / TerrainType.h 常量。SHINSOO §5.3。
//
// XSIZE = 128
// height.raw : 无头,u16 LE [131*131] (HEIGHTMAP_RAW = XSIZE+3)
// tile.raw : 无头,u8 [258*258] (TILEMAP_RAW = XSIZE*2+2)
// attr.atr : 6B 头 {u16 magic=2634, u16 w=256, u16 h=256} + u8 [256*256]
// water.wtr : 7B 头 {u16 magic=5426, u16 w=128, u16 h=128, u8 layers}
// + u8 [128*128] + layers×(u16 或 u32) 层高
#pragma once
#include <cstdint>
#include <string>
#include <vector>
namespace fmt {
constexpr int HEIGHTMAP_RAW_XY = 131; // 128+3
constexpr int TILEMAP_RAW_XY = 258; // 128*2+2
constexpr int ATTRMAP_XY = 256; // 128*2
constexpr int WATERMAP_XY = 128;
constexpr uint16_t ATTR_MAGIC = 2634;
constexpr uint16_t WATER_MAGIC = 5426;
struct HeightMap {
std::vector<uint16_t> raw; // 131*131, 行主序(含 1 圈边界样本)
uint16_t at(int sx, int sy) const { // 与 Terrain.h GetHeight 一致:+1 偏移
return raw[(sy + 1) * HEIGHTMAP_RAW_XY + (sx + 1)];
}
};
struct TileMap { std::vector<uint8_t> raw; }; // 258*258
struct AttrMap { std::vector<uint8_t> data; }; // 256*256(去头)
struct WaterMap {
uint8_t layer_count = 0;
std::vector<uint8_t> ids; // 128*1280xFF = 无水
std::vector<int32_t> heights; // layer_count 个
};
bool load_height_map(const std::string& path, HeightMap& out, std::string* err);
bool load_tile_map(const std::string& path, TileMap& out, std::string* err);
bool load_attr_map(const std::string& path, AttrMap& out, std::string* err);
bool load_water_map(const std::string& path, WaterMap& out, std::string* err);
} // namespace fmt