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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# libgr2 —— gr2 v6 只读读取器(M0)。零第三方依赖。
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add_library(libgr2 STATIC
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src/gr2_file.cpp # T1 header + section table + fixup
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src/gr2_decompress.cpp # T2 section 解压分派
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src/oodle1.c # T2 Granny Oodle1 解码(端口自泄露 SDK)
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src/gr2_typetree.cpp # T3 自描述类型树遍历
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src/gr2_fileinfo.cpp # T4 FileInfo 汇总
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src/gr2_skeleton.cpp # T5 骨架 + bind pose 自洽检查
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src/gr2_mesh.cpp # T6 顶点 / 索引 / 三角组 / BoneBindings
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src/gr2_anim.cpp # T7a/T7b 曲线分类 + 解码子集
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src/gr2_material.cpp # 材质视图(附加):root.Materials → 贴图文件名
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)
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add_library(xrender::libgr2 ALIAS libgr2)
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target_include_directories(libgr2
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PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include
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PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/src)
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target_compile_features(libgr2 PUBLIC cxx_std_20)
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if(BUILD_TESTING)
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add_executable(libgr2_loader_errors_test tests/loader_errors.cpp)
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target_link_libraries(libgr2_loader_errors_test PRIVATE xrender::libgr2)
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add_test(NAME libgr2.loader_errors COMMAND libgr2_loader_errors_test)
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endif()
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