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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@@ -0,0 +1,89 @@
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# channel_status_test —— 频道负载查询(ChannelStatus)headless 自检。
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# godot --headless --path project --script channel_status_test.gd
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# 起一个进程内 TCP mock 状态服务器,验证请求字节 + 响应解析。
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extends SceneTree
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const ChannelStatus = preload("res://net/channel_status.gd")
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var _fail := 0
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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await _run()
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if _fail == 0:
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print("PASS: channel_status_test")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _run() -> void:
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var srv := TCPServer.new()
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var port := 0
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for p in range(52000, 52050):
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if srv.listen(p) == OK:
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port = p
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break
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_ck(port != 0, "mock server listening")
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var got_req := [PackedByteArray()]
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var host_node := Node.new()
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get_root().add_child(host_node)
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var cs: Node = ChannelStatus.new()
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get_root().add_child(cs)
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var result := [{}]
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cs.done.connect(func(m): result[0] = m)
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cs.query("127.0.0.1", port, Callable(), 3.0)
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# mock 服务器:等连接 → 收请求 → 回 RESPOND_CHANNELSTATUS
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var conn: StreamPeerTCP = null
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var replied := false
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for i in 300:
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if srv.is_connection_available() and conn == null:
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conn = srv.take_connection()
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if conn:
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conn.poll()
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if conn and conn.get_status() == StreamPeerTCP.STATUS_CONNECTED:
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if conn.get_available_bytes() >= 4 and got_req[0].is_empty():
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got_req[0] = conn.get_data(4)[1]
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if not got_req[0].is_empty() and not replied:
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# 先塞一个无关包(header 0x0007 len 6)测试跳过逻辑
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var noise := PackedByteArray(); noise.resize(6)
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noise.encode_u16(0, 0x0007); noise.encode_u16(2, 6)
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conn.put_data(noise)
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# 再回 RESPOND_CHANNELSTATUS: [0x0010][len=4][int32 count=2][{i16 port,u8 st}×2]
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var body := PackedByteArray(); body.resize(4 + 4 + 3 + 3)
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body.encode_u16(0, 0x0010); body.encode_u16(2, 4)
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body.encode_s32(4, 2)
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body.encode_s16(8, 13011); body.encode_u8(10, 1) # CH1 正常
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body.encode_s16(11, 13021); body.encode_u8(13, 3) # CH2 爆满
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conn.put_data(body)
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replied = true
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if not result[0].is_empty():
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break
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await process_frame
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_ck(got_req[0].size() == 4, "请求 4 字节")
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if got_req[0].size() == 4:
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_ck(got_req[0].decode_u16(0) == 0x000F and got_req[0].decode_u16(2) == 4,
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"请求 = CG_STATE_CHECKER(0x000F) len 4")
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_ck(result[0].get(13011, -1) == 1, "CH1 (13011) -> status 1")
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_ck(result[0].get(13021, -1) == 3, "CH2 (13021) -> status 3")
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_ck(cs.text_for(3) == "爆满" and cs.text_for(1) == "正常", "状态文案")
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# 连不上的端口 -> 空 map,不卡死
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var cs2: Node = ChannelStatus.new()
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get_root().add_child(cs2)
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var r2 := [{"x": 1}]
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cs2.query("127.0.0.1", 1, func(m): r2[0] = m, 1.0)
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for i in 120:
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if not cs2.is_processing():
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break
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await process_frame
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_ck(r2[0].is_empty(), "不可达 -> 空 map")
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srv.stop()
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