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
+163
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# Audio —— BGM 交叉淡入淡出 + UI 音效池 + 3D 定位音效。
# 对标客户端 AudioLibBGM`bgm/*.mp3`)、UI wav`**/sound/ui/`)、
# 3D wav`**/sound/<rel>`)。纯资产接线,无解码器移植(`.mss` 不用)。
# 用 preload("res://audio.gd").new() 造一个,add_child,再 setup()。
extends Node
var _assets: String
var _bgm_root: String
var _sound_roots: PackedStringArray = []
var _cache := {} # 绝对路径 -> AudioStream
var _bgm := [null, null] # 两个 AudioStreamPlayer 交叉淡
var _bgm_cur := 0
var _bgm_name := ""
var _ui_pool: Array[AudioStreamPlayer] = []
var _ui_next := 0
var master_bgm := 0.6
var master_sfx := 0.9
var _queued_bgm := ""
func _ready() -> void:
if _queued_bgm != "":
var n := _queued_bgm
_queued_bgm = ""
_bgm_name = ""
play_bgm(n)
func setup(assets_root: String) -> void:
_assets = assets_root
# bgm/ 与 assets/ 同级(<repo>/bgm,见 AssetRoot
_bgm_root = _assets.get_base_dir().path_join("bgm")
# 已知声音根 + 各 patch 的 sound/
for r in ["Sound/sound", "sound2/sound", "sound_m/sound"]:
var p := _assets.path_join(r)
if DirAccess.dir_exists_absolute(p):
_sound_roots.append(p)
var da := DirAccess.open(_assets)
if da:
for sub in da.get_directories():
var p := _assets.path_join(sub).path_join("sound")
if DirAccess.dir_exists_absolute(p):
_sound_roots.append(p)
for i in 2:
var pl := AudioStreamPlayer.new()
pl.bus = "Master"
add_child(pl)
_bgm[i] = pl
for i in 8:
var pl := AudioStreamPlayer.new()
add_child(pl)
_ui_pool.append(pl)
# --- resolution -----------------------------------------------------------
func _load_stream(path: String) -> AudioStream:
if _cache.has(path):
return _cache[path]
var s: AudioStream = null
var ext := path.get_extension().to_lower()
if ext == "mp3":
var m := AudioStreamMP3.new()
m.data = FileAccess.get_file_as_bytes(path)
s = m if m.data.size() > 0 else null
elif ext == "ogg":
s = AudioStreamOggVorbis.load_from_file(path)
elif ext == "wav":
s = AudioStreamWAV.load_from_file(path)
_cache[path] = s
return s
func _find_sound(rel: String) -> String:
rel = rel.replace("\\", "/")
var cands := PackedStringArray([rel])
if rel.get_extension().is_empty():
cands = PackedStringArray([rel + ".wav", rel + ".ogg"])
for root in _sound_roots:
for c in cands:
var p := root.path_join(c)
if FileAccess.file_exists(p):
return p
# also try under sound/ui/ and sound/common/ for bare names
if not rel.contains("/"):
for d in ["ui", "common"]:
for c in cands:
var p := root.path_join(d).path_join(c)
if FileAccess.file_exists(p):
return p
return ""
# --- BGM ---------------------------------------------------------------
func play_bgm(name: String, fade := 1.2) -> void:
if name == _bgm_name:
return
if not is_node_ready() or not is_inside_tree():
_queued_bgm = name # flushed in _ready()
return
_bgm_name = name
var path := name
if path.get_extension().is_empty():
path = _bgm_root.path_join(name + ".mp3")
elif not path.is_absolute_path():
path = _bgm_root.path_join(name)
var stream := _load_stream(path)
if stream == null:
push_warning("[audio] bgm not found: " + path)
return
if stream is AudioStreamMP3:
stream.loop = true
var nxt := 1 - _bgm_cur
_bgm[nxt].stream = stream
_bgm[nxt].volume_db = -40.0
_bgm[nxt].play()
_fade(_bgm[nxt], linear_to_db(master_bgm), fade)
_fade(_bgm[_bgm_cur], -40.0, fade, true)
_bgm_cur = nxt
func stop_bgm(fade := 1.0) -> void:
_bgm_name = ""
_fade(_bgm[_bgm_cur], -40.0, fade, true)
func _fade(pl: AudioStreamPlayer, to_db: float, dur: float, stop_after := false) -> void:
var tw := create_tween()
tw.tween_property(pl, "volume_db", to_db, dur)
if stop_after:
tw.tween_callback(pl.stop)
# --- SFX -------------------------------------------------------------------
func play_ui(name: String) -> void:
var path := _find_sound(name if name.contains("/") else "ui/" + name)
if path.is_empty():
path = _find_sound(name)
if path.is_empty():
push_warning("[audio] ui sfx not found: " + name)
return
var s := _load_stream(path)
if s == null:
return
var pl := _ui_pool[_ui_next]
_ui_next = (_ui_next + 1) % _ui_pool.size()
pl.stream = s
pl.volume_db = linear_to_db(master_sfx)
pl.play()
func play_at(rel: String, world_pos: Vector3, parent: Node = null) -> void:
var path := _find_sound(rel)
if path.is_empty():
return
var s := _load_stream(path)
if s == null:
return
var pl := AudioStreamPlayer3D.new()
pl.stream = s
pl.unit_size = 6.0
pl.max_distance = 60.0
pl.volume_db = linear_to_db(master_sfx)
(parent if parent else self).add_child(pl)
pl.global_position = world_pos
pl.play()
pl.finished.connect(pl.queue_free)