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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# AppLifecycle (F5) —— 移动端应用生命周期集中处理。
#
# 把 SceneTree 转发来的 MainLoop 通知收成信号,并做默认动作:后台时暂停游戏
# 逻辑 / 降帧 / 停 BGM,恢复时还原;iOS 内存告警时广播让各缓存自清。渲染上下文
# 丢失(Android Vulkan surface)由 Godot 自己重建,我们持有的 GPU 资源都由
# RenderingServer 托管,无需干预。
#
# 用法:
# var life := preload("res://app_lifecycle.gd").new()
# add_child(life) # 越早越好(autoload 亦可)
# life.bind(m2client, audio) # 可选:自动接常见消费方
# life.paused.connect(_on_bg); life.resumed.connect(_on_fg)
extends Node
signal paused # 进入后台(NOTIFICATION_APPLICATION_PAUSED
signal resumed # 回到前台
signal focus_changed(focused: bool)
signal memory_warning # iOS 内存压力
signal back_requested # Android 返回键
signal close_requested # 窗口关闭请求(桌面)
## 后台时是否 get_tree().paused = true(默认开;纯观战/录像可关)
var pause_tree_on_background := true
## 后台时把 max_fps 压到这个值省电(0 = 不改)
var background_max_fps := 8
var _bound_client: Node
var _bound_audio: Node
var _saved_max_fps := 0
var _bg := false
func _ready() -> void:
# 通知在暂停树时也要能收到
process_mode = Node.PROCESS_MODE_ALWAYS
func bind(m2client: Node = null, audio: Node = null) -> void:
_bound_client = m2client
_bound_audio = audio
func is_backgrounded() -> bool:
return _bg
func _notification(what: int) -> void:
match what:
NOTIFICATION_APPLICATION_PAUSED:
_enter_background()
NOTIFICATION_APPLICATION_RESUMED:
_exit_background()
NOTIFICATION_APPLICATION_FOCUS_IN, NOTIFICATION_WM_WINDOW_FOCUS_IN:
focus_changed.emit(true)
NOTIFICATION_APPLICATION_FOCUS_OUT, NOTIFICATION_WM_WINDOW_FOCUS_OUT:
focus_changed.emit(false)
NOTIFICATION_OS_MEMORY_WARNING:
memory_warning.emit()
NOTIFICATION_WM_GO_BACK_REQUEST:
back_requested.emit()
NOTIFICATION_WM_CLOSE_REQUEST:
close_requested.emit()
func _enter_background() -> void:
if _bg:
return
_bg = true
if background_max_fps > 0:
_saved_max_fps = Engine.max_fps
Engine.max_fps = background_max_fps
if _bound_audio and _bound_audio.has_method("stop_bgm"):
_bound_audio.stop_bgm()
if _bound_client and _bound_client.has_method("suspend"):
_bound_client.suspend()
if pause_tree_on_background:
get_tree().paused = true
paused.emit()
func _exit_background() -> void:
if not _bg:
return
_bg = false
if pause_tree_on_background:
get_tree().paused = false
if background_max_fps > 0:
Engine.max_fps = _saved_max_fps
if _bound_client and _bound_client.has_method("resume"):
_bound_client.resume()
resumed.emit()