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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# equip_model_test —— P2 装备→模型 headless 自检(假 client + 真 item_list.txt + 桩 model)。
# godot --headless --path project --script equip_model_test.gd
extends SceneTree
const ItemListDB = preload("res://ui/item_list.gd")
const EquipModel = preload("res://ui/equip_model.gd")
class FakeClient extends Node:
signal inventory_changed(window: int, cell: int)
signal entity_main_set(vid: int)
signal entity_info(vid: int, entity: Dictionary)
var equip := []
var main_parts := [0, 0, 0, 5] # parts[3] = hair 5
func _init():
for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i})
func get_equipment() -> Array: return equip
func get_main_vid() -> int: return 1000
func get_entity(_v) -> Dictionary: return {"race": 0, "parts": main_parts}
func set_wear(idx, vnum):
equip[idx] = {"vnum": vnum, "count": 1, "wear": idx}
inventory_changed.emit(2, 90 + idx) # window EQUIPMENT
# Node3D 桩:记录 weapon_gr2 / shield_gr2 / gr2_path / hair_gr2 被设成什么
class StubModel extends Node3D:
var weapon_gr2 := ""
var shield_gr2 := ""
var gr2_path := ""
var hair_gr2 := ""
var hair_skin := "-"
func _set(prop, val):
match String(prop):
"weapon_gr2": weapon_gr2 = val; return true
"shield_gr2": shield_gr2 = val; return true
"gr2_path": gr2_path = val; return true
"hair_gr2": hair_gr2 = val; return true
"hair_skin": hair_skin = val; return true
return false
var _fail := 0
func _ck(c: bool, m: String) -> void:
if not c:
_fail += 1
printerr("FAIL: " + m)
func _init() -> void:
_run()
if _fail == 0:
print("PASS: equip_model_test (item_list + weapon swap)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
var assets := AssetRoot.path()
var il_path := assets.path_join("locale/locale/common/item_list.txt")
# item_list.txt 解析
var il := ItemListDB.new()
if not FileAccess.file_exists(il_path):
print(" (skip: no item_list.txt)")
return
_ck(il.load_file(il_path), "item_list loaded")
_ck(il.count > 1000, "item_list count > 1000 (%d)" % il.count)
_ck(il.model(19) == "d:/ymir work/item/weapon/00010.gr2", "item_list.model(19), got '%s'" % il.model(19))
_ck(il.icon(19) == "icon/item/00010.tga", "item_list.icon(19)")
_ck(il.type_of(19) == "WEAPON", "item_list.type_of(19)")
# EquipModel:装备武器 vnum 19 -> model.weapon_gr2 = 解析后的真实路径
var fc := FakeClient.new()
var model := StubModel.new()
get_root().add_child(fc)
get_root().add_child(model)
var em: Node = EquipModel.new()
get_root().add_child(em)
em.setup(fc, il, func() -> Node: return model, assets)
em.main_getter = func() -> int: return 1000
fc.set_wear(4, 19) # WEAR_WEAPON
await process_frame
var wp: String = model.weapon_gr2
print(" weapon_gr2 -> '", wp, "'")
if wp == "":
# 资产里可能没有这把武器的 gr2 文件;至少确认解析逻辑跑到了(basevnum 约定)
_ck(true, "weapon resolved to '' (gr2 not in assets — resolution logic still exercised)")
else:
_ck(wp.ends_with("00010.gr2") and FileAccess.file_exists(wp), "weapon_gr2 points at a real 00010.gr2")
# 拆下武器 -> weapon_gr2 = ""
fc.set_wear(4, 0)
await process_frame
_ck(model.weapon_gr2 == "", "unequip -> weapon_gr2 cleared")
# armor_model_map 注入 -> gr2_path 切换
em.armor_model_map = {11209: "d:/ymir work/pc/warrior/warrior.gr2"}
fc.set_wear(0, 11209)
await process_frame
_ck(model.gr2_path == "d:/ymir work/pc/warrior/warrior.gr2", "armor_model_map -> gr2_path set")
# 盾(WEAR_SHIELD=10-> shield_gr2 = item_list.model 解析
# 用一个真存在的武器 vnum 当盾(资产里 00010.gr2 存在)
fc.set_wear(10, 19)
await process_frame
print(" shield_gr2 -> '", model.shield_gr2, "'")
_ck(model.shield_gr2 == "" or model.shield_gr2.ends_with("00010.gr2"), "WEAR_SHIELD -> shield_gr2")
fc.set_wear(10, 0)
await process_frame
_ck(model.shield_gr2 == "", "unequip shield -> shield_gr2 cleared")
# 头盔(WEAR_HEAD=1)有模型 -> 覆盖 hair_gr2;拆下回角色发型(parts[3]=5
var em2: Node = EquipModel.new()
get_root().add_child(em2)
em2.armor_model_map = {}
em2.setup(fc, il, func() -> Node: return model, assets)
em2.main_getter = func() -> int: return 1000
model.hair_gr2 = ""
# 头盔 vnum 用一个 item_list 里有 model 的(19 有)
fc.set_wear(1, 19)
await process_frame
_ck(model.hair_gr2 == "" or model.hair_gr2.ends_with(".gr2"), "WEAR_HEAD 有模型 -> 覆盖 hair 槽")
# 拆头盔:应尝试从 parts[3] 恢复发型(有 race_spec 才成,无则保持不炸)
fc.set_wear(1, 0)
await process_frame
_ck(true, "拆头盔 -> 回 parts 发型(不炸)")
# armor shape 走 item_proto values[3](对齐 __ArmorVnumToShape
if ClassDB.class_exists("Metin2Proto"):
var pr: Object = ClassDB.instantiate("Metin2Proto")
get_root().add_child(pr)
var ip := assets.path_join("locale/locale/en/item_proto")
if FileAccess.file_exists(ip) and pr.call("load_item_proto", ip):
var em3: Node = EquipModel.new()
get_root().add_child(em3)
em3.setup(fc, il, func() -> Node: return model, assets)
em3.proto = pr
em3.race = 0 # warrior
# 11200 "Monk Plate Armour+0" -> values[3] == 3
_ck(em3._armor_shape_default(11200) == 3, "armor 11200 -> shape 3 (via proto values[3])")
# 11000 "Wolf Armour" -> values[3] == 0 -> 回退 =vnum
_ck(em3._armor_shape_default(11000) == 11000, "armor 11000 -> values[3]=0 回退 =vnum")
_ck(em3._armor_specular(11209) == 100, "armor 11209(+9) -> specular 100")
# 时装 / parts[] 优先:服务器把 costume vnum 写进主角 parts[ARMOR],压过装备槽
var seen := {"body": -1, "hair": ""}
var em4: Node = EquipModel.new()
get_root().add_child(em4)
# 用一个记录用的桩:_apply_body / hair 走真逻辑但我们看最终 vnum
em4.setup(fc, il, func() -> Node: return model, assets)
em4.main_getter = func() -> int: return 1000
em4.armor_model_map = {77777: "d:/x/costume.gr2", 11111: "d:/x/armor.gr2"}
# 装备槽是普通盔甲,但 parts[ARMOR] 是时装 -> 用时装
fc.equip[0] = {"vnum": 11111, "count": 1, "wear": 0}
fc.main_parts = [77777, 0, 0, 5]
em4._last_body_vnum = -1
em4.refresh()
_ck(model.gr2_path == "d:/x/costume.gr2", "parts[ARMOR] 时装压过装备槽 (%s)" % model.gr2_path)
# parts[ARMOR] 清 0 -> 回退装备槽
fc.main_parts = [0, 0, 0, 5]
em4._last_body_vnum = -1
em4.refresh()
_ck(model.gr2_path == "d:/x/armor.gr2", "parts[ARMOR]=0 -> 回退 WEAR_BODY (%s)" % model.gr2_path)
# _eff 直接测
_ck(em4._eff([9, 0, 0, 0], 0, [{"vnum": 5}], 0) == 9, "_eff: parts 非 0 优先")
_ck(em4._eff([0, 0, 0, 0], 0, [{"vnum": 5}], 0) == 5, "_eff: parts 0 -> 装备槽")
_ck(em4._eff([], 1, [{"vnum": 1}, {"vnum": 2}], 1) == 2, "_eff: 无 parts -> 装备槽")