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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// M0 T2 —— section 解压分派。见 docs/steps/M0-gr2-reader.md
#include "internal.h"
#include "oodle1.h"
#include <cstring>
namespace gr2 {
// src 指向文件里该 section 的压缩字节(长度 s.data_size)。
// 本函数会做一份可写的、尾部留 32B 零的副本(Oodle1 解码器会写它、读过界)。
bool File::Impl::decompress_section(const detail::GrnSection& s, const uint8_t* src,
detail::Section& out, LoadError* err) {
out.info = {s.compression, s.data_size, s.expanded_data_size, s.pointer_fixup_count, 0};
if (s.expanded_data_size == 0) { // 空 section
out.data.clear();
return true;
}
switch (s.compression) {
case 0: { // NoCompression
out.data.assign(src, src + s.data_size);
out.data.resize(s.expanded_data_size);
return true;
}
case 1: // Oodle0 —— 同一族解码器的变体,暂未实现(T2 后续;样本里极少)
out.info.decompress_status = 1;
if (err) *err = {"section", "Oodle0 not implemented (M0 T2)"};
return false;
case 2: { // Oodle1
// 4 字节对齐的可写副本 + 32B 零尾
std::vector<uint8_t> buf;
buf.reserve(s.data_size + 32);
buf.assign(src, src + s.data_size);
buf.resize(s.data_size + 32, 0);
out.data.assign(s.expanded_data_size, 0);
int rc = gr2_oodle1_decompress(/*byte_reversed=*/0,
s.data_size, buf.data(),
s.first16bit, s.first8bit, s.expanded_data_size,
out.data.data());
out.info.decompress_status = rc;
if (rc != 0) {
if (err) *err = {"section", "Oodle1 decompress failed"};
return false;
}
return true;
}
case 4: // BitKnit —— 无公开实现(全样本 0 个)
out.info.decompress_status = 4;
if (err) *err = {"section", "BitKnit unsupported (M0 T2)"};
return false;
default:
out.info.decompress_status = -1;
if (err) *err = {"section", "unknown compression format"};
return false;
}
}
} // namespace gr2