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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# char_create_delete_test —— 选人页建号 / 删号 UI + M2Client 封包对接 headless 自检。
# godot --headless --path project --script char_create_delete_test.gd
# 用假 client 记录 create_character / delete_character 调用;不需要资产 / 服务器。
extends SceneTree
const CharSelectScreen = preload("res://ui/char_select_screen.gd")
class FakeClient extends Node:
signal char_created(slot: int)
signal char_create_failed(reason_type: int)
signal char_deleted(slot: int)
signal char_delete_failed()
var creates: Array = []
var deletes: Array = []
var slot_count := 4
func get_slot_count() -> int: return slot_count
func get_empire() -> int: return 1
func has_method_shim() -> void: pass
func create_character(slot, name, job, shape, con, i, s, d) -> bool:
creates.append({"slot": slot, "name": name, "job": job, "shape": shape,
"con": con, "int": i, "str": s, "dex": d})
return true
func delete_character(slot, code) -> bool:
deletes.append({"slot": slot, "code": code})
return true
var _fail := 0
func _ck(c: bool, m: String) -> void:
if not c:
_fail += 1
printerr("FAIL: " + m)
func _init() -> void:
await _run()
if _fail == 0:
print("PASS: char_create_delete_test")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
# 有弹窗时只在弹窗子树里找,避免撞到背后面板上的同名按钮
func _scope(s: Node) -> Node:
var d = s._dialog_node()
return d if d != null else s
func _find(node: Node, cls: String, pred := Callable()) -> Node:
for n in node.find_children("*", cls, true, false):
if not pred.is_valid() or pred.call(n):
return n
return null
func _btn(root: Node, text: String) -> Button:
return _find(_scope(root), "Button", func(b): return String(b.text) == text)
func _run() -> void:
var fc := FakeClient.new()
get_root().add_child(fc)
var s: Control = CharSelectScreen.new()
s.name = "CharSelect"
get_root().add_child(s)
# 1 个已有角色(槽 0),slot_count=4 -> 补 3 个空槽
s.setup(fc, "", [{"index": 0, "name": "Hero", "job": 0, "level": 30,
"guild_id": 0, "guild_name": "", "play_minutes": 90,
"st": 10, "ht": 9, "dx": 8, "iq": 7}])
# app_flow 平时做的接线(这里手接)
s.create_requested.connect(func(spec: Dictionary):
fc.create_character(spec["slot"], spec["name"], spec["job"], spec["shape"],
spec["con"], spec["int"], spec["str"], spec["dex"]))
s.delete_requested.connect(func(idx: int, code: String): fc.delete_character(idx, code))
await process_frame
_ck(s._chars.size() == 4, "padded to 4 slots, got %d" % s._chars.size())
_ck(s._first_occupied() == 0, "first occupied slot = 0")
# --- 建号:走到空槽 -> 开创建弹窗 -> 填名 -> 点“创建” ---
s._select(1) # 槽 1(空)
await process_frame
s._open_create_dialog()
await process_frame
var name_edit := _find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit
_ck(name_edit != null, "create dialog has Name field")
var job_opt := _find(s, "OptionButton", func(n): return n.name == "Job") as OptionButton
_ck(job_opt != null and job_opt.get_selected_id() == 1, "job defaults to slot index (assassin)")
name_edit.text = "Newbie"
var ok := _btn(s, "创建")
_ck(ok != null, "create dialog has 创建 button")
ok.pressed.emit()
await process_frame
_ck(fc.creates.size() == 1, "create_character called once")
if fc.creates.size() == 1:
var c: Dictionary = fc.creates[0]
_ck(c["slot"] == 1 and c["name"] == "Newbie" and c["job"] == 1, "create args: slot/name/job")
# assassin 基础四维 con3 int3 str4 dex6
_ck(c["con"] == 3 and c["int"] == 3 and c["str"] == 4 and c["dex"] == 6,
"create sends assassin base stats (got %s)" % c)
# 太短的名字不发
s._open_create_dialog()
await process_frame
(_find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit).text = "x"
_btn(s, "创建").pressed.emit()
await process_frame
_ck(fc.creates.size() == 1, "short name rejected client-side")
# 服务器回 char_created -> 弹窗关闭
fc.char_created.emit(1)
# app_flow 正常会转发;这里直接调
s.on_char_created(1)
await process_frame
_ck(s._dialog_node() == null, "dialog closed on char_created")
# --- 删号:选已有角色 -> 删除弹窗 -> 输码 -> 点“删除” ---
s._select(0)
await process_frame
s._open_delete_dialog()
await process_frame
var code := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit
_ck(code != null and code.secret, "delete dialog has secret Code field")
code.text = "1234567"
_btn(s, "删除").pressed.emit()
await process_frame
_ck(fc.deletes.size() == 1 and fc.deletes[0]["slot"] == 0 and fc.deletes[0]["code"] == "1234567",
"delete_character(0, '1234567')")
# 服务器拒绝 -> 清空输入框
s.on_char_delete_failed()
await process_frame
var code2 := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit
_ck(code2 == null or code2.text == "", "delete code cleared on failure")
# set_chars 保留当前选中槽
s._select(0)
s.set_chars([{"index": 0, "name": "Hero", "job": 0, "level": 31}])
await process_frame
_ck(s._slot_index() == 0, "set_chars keeps selection on slot 0")
s.queue_free()