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