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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# AssetRoot —— Metin2 资源根目录的唯一解析点。
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#
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# 资源(`.gr2` / `.dds` / `locale` / `OutdoorA1` / `uiscript` …)不进版本库。
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# 解析顺序:
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# 1. 环境变量 MT_ASSETS(绝对路径)
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# 2. res://../assets —— 开发树(仓库根的 assets/)
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# 3. <可执行文件>/../Resources/assets —— 打包进 .app 内
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# 4. <.app 同级>/assets —— .app 旁边放一份
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# 都没有就返回 res://../assets(调用方自行 warn)。
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#
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# var root := AssetRoot.path()
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# var il := AssetRoot.sub("locale/locale/common/item_list.txt")
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# if AssetRoot.available(): ...
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class_name AssetRoot
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extends RefCounted
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static func _candidates() -> Array:
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var out: Array = []
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var env := OS.get_environment("MT_ASSETS")
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if env != "":
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out.append(env)
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# 挂载的 assets.zip(AssetPack)把资源放到 res://assets —— 移动端主路径。
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# 用 asset_index.txt 作为「pack 已挂载」信号(空的 project/assets/ 占位目录不算)。
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if FileAccess.file_exists("res://assets/asset_index.txt"):
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out.append("res://assets")
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out.append(ProjectSettings.globalize_path("res://../assets"))
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var exe := OS.get_executable_path()
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if exe != "":
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var exe_dir := exe.get_base_dir() # .../mtgodot-poc.app/Contents/MacOS
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out.append(exe_dir.path_join("../Resources/assets").simplify_path())
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out.append(exe_dir.path_join("../../../assets").simplify_path()) # 与 .app 同级
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out.append(exe_dir.path_join("assets")) # 与裸可执行文件同级
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return out
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static func path() -> String:
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for c in _candidates():
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if DirAccess.dir_exists_absolute(c):
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return c
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return ProjectSettings.globalize_path("res://../assets")
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# 资源根下的子路径(用 path_join,跨平台)。
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static func sub(rel: String) -> String:
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return path().path_join(rel)
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# 资源目录是否真的存在(缺资源的测试据此跳过)。
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static func available() -> bool:
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return DirAccess.dir_exists_absolute(path())
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