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
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# oracle dump 二进制格式
> `oracle.c``oracle dump`)产出。libgr2 侧对拍读取器(`tools/oracle_diff/`)必须与本文件一致。
> `oracle dump` 把**层① 世界矩阵**和**mesh N 蒙皮顶点**写进**同一个文件**:先文件头,
> 再 `kind=1` 段,紧接着 `kind=3` 段(`--mesh` 未命中时 `vertex_count=0`)。全部小端。
## 文件头(所有 dump 共用)
```
magic "XORC" 4B
version u32 1
kind u32 1=层① 2=层② 3=蒙皮顶点 1
coord u32 坐标约定编码: 1
bit0 手系 (0=左手 1=右手)
bit1 单位 (0=原始 1=米)
bit2 根变换已 apply
granny_ver char[16] 选定 granny2.dll 版本串
model_path len-prefixed str
anim_path len-prefixed str
t f32 采样时刻
```
## kind=1/2 段(骨骼世界矩阵,紧跟文件头)
```
bone_count u32
matrices f32[bone_count][16] GrannyGetWorldPose4x4Array 直出(骨骼空间→世界),行主序 Granny 原生
```
> ⚠ 不是 `GrannyGetWorldPoseComposite4x4Array` —— 那个返回 `InverseWorld4x4·world` = **蒙皮矩阵**bind pose 时 ≈ I)。
> `GrannyBuildWorldPose` 的 `Offset4x4` 传的是 model 的 `InitialPlacement``GrannyGetModelInitialPlacement4x4`),
> 与 libgr2 `skeleton.initial_placement` 一致;不传的话非单位 IP 的模型(如 assassin 双 root)会差一个平移。
## kind=3 段(mesh N 蒙皮顶点,紧跟 kind=1 段)
```
vertex_count u32 (--mesh 未命中 → 0,无后续)
positions f32[vertex_count][3] GrannyDeformVertices(PositionNormal) 后的位置
```
## 坐标约定
**M0/oracle 全程 raw**`coord` = 手系按选定 DLL 实际输出、单位=原始、根变换未 apply。
libgr2 的 `gr2::Mat4` 声明同一约定(见 `docs/steps/M0-gr2-reader.md` 「约定」)。
basis fix / 单位缩放是 M1 渲染时才做的事,不进 dump。