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:
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# guild_mark_test —— 会徽下载:guild_ui 会徽图 + app_flow 触发 / 冷却 headless 自检。
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# godot --headless --path project --script guild_mark_test.gd
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extends SceneTree
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const GuildUI = preload("res://ui/guild_ui.gd")
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const AppFlow = preload("res://app_flow.gd")
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class FakeClient extends Node:
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signal guild_changed()
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signal guild_marks_ready(mark_count: int)
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signal guild_mark_updated(guild_id: int, img_idx: int)
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signal guild_mark_uploaded(ok: bool)
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signal char_list(list: Array)
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signal entered_game()
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signal disconnected(reason: String)
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signal login_failed(reason: String)
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var guild := {"in_guild": true, "id": 88, "name": "Wolves", "level": 9,
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"member_count": 3, "max_member_count": 32, "gold": 1000}
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var members := []
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var grades := []
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var mark_img: Image = null
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var dl_calls := []
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var up_calls := []
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var mark_srv := {"host": "", "port": 0}
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var connects := []
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var selects := []
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func is_in_game() -> bool: return true
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func get_guild() -> Dictionary: return guild
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func get_guild_members() -> Array: return members
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func get_guild_grades() -> Array: return grades
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func get_guild_mark_image(_gid: int) -> Image: return mark_img
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func get_mark_server() -> Dictionary: return mark_srv
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func download_guild_marks(host: String, port: int) -> bool:
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dl_calls.append([host, port]); return true
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func upload_guild_mark(host: String, port: int, gid: int, img: Image) -> bool:
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up_calls.append([host, port, gid, img != null]); return true
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func connect_to_server(ah, ap, gh, gp, id, pw) -> void:
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connects.append([ah, ap, gh, gp, id, pw])
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func select_character(i) -> void: selects.append(i)
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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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_run()
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if _fail == 0:
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print("PASS: guild_mark_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 _btn(root: Node, label: String) -> Button:
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for b in root.find_children("*", "Button", true, false):
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if String(b.text) == label:
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return b
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return null
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func _make_mark() -> Image:
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var b := PackedByteArray()
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b.resize(16 * 12 * 4)
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for i in range(0, b.size(), 4):
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b[i] = 0x33; b[i + 1] = 0x99; b[i + 2] = 0xCC; b[i + 3] = 0xFF
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return Image.create_from_data(16, 12, false, Image.FORMAT_RGBA8, b)
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func _run() -> void:
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var canvas := CanvasLayer.new()
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get_root().add_child(canvas)
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var fc := FakeClient.new()
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get_root().add_child(fc)
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# --- guild_ui 会徽图 ---
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var gu: Node = GuildUI.new()
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get_root().add_child(gu)
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gu.setup(fc, canvas)
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gu.toggle()
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_ck(gu.is_open(), "公会窗打开")
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_ck(gu._mark != null and not gu._mark.visible, "无会徽图 -> TextureRect 隐藏")
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# 会徽下载完成 -> 刷新出图
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fc.mark_img = _make_mark()
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fc.guild_marks_ready.emit(2)
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_ck(gu._mark.visible and gu._mark.texture != null, "guild_marks_ready -> 会徽显示")
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_ck(gu._mark.texture.get_width() == 16 and gu._mark.texture.get_height() == 12, "会徽 16x12")
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# --- 会徽上传按钮 ---
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# 没配 mark server -> 无按钮
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gu._set_tab(0)
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_ck(_btn(gu._pages[0], "上传会徽") == null, "未配 mark server -> 无上传按钮")
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# 配上 server + 图源 -> 出按钮
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fc.mark_srv = {"host": "1.2.3.4", "port": 11002}
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gu.mark_image_provider = _make_mark
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gu._set_tab(0)
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var ub := _btn(gu._pages[0], "上传会徽")
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_ck(ub != null, "配好后 -> 有上传按钮")
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ub.pressed.emit()
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_ck(fc.up_calls == [["1.2.3.4", 11002, 88, true]], "上传 -> upload_guild_mark(host, port, gid, img)")
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_ck(gu._upload_status.text.contains("上传中"), "上传中状态")
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fc.guild_mark_uploaded.emit(true)
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_ck(gu._upload_status.text.contains("已上传"), "guild_mark_uploaded(true) -> 状态更新")
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# 无公会 -> 收起会徽
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fc.guild = {"in_guild": false}
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fc.guild_changed.emit()
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_ck(not gu._mark.visible, "离开公会 -> 会徽隐藏")
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# --- app_flow 触发下载 + 冷却 ---
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var fc2 := FakeClient.new()
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var af: Node = AppFlow.new()
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af.build_game_scene = false
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get_root().add_child(af)
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af.start("", fc2)
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# mark_port 默认 0 -> 不下载
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fc2.entered_game.emit()
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_ck(fc2.dl_calls.is_empty(), "mark_port=0 -> 不下载会徽")
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# 配上 mark_port 再进游戏
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af.serverinfo._servers[0]["mark_port"] = 11002
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af._start_guild_mark_download()
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_ck(fc2.dl_calls.size() == 1 and fc2.dl_calls[0][1] == 11002, "配置后 -> download_guild_marks(host, 11002)")
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# guild_mark_updated:冷却过后重下一次
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af._mark_redl_after = 0
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fc2.guild_mark_updated.emit(88, 1)
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_ck(fc2.dl_calls.size() == 2, "guild_mark_updated -> 重新下载")
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# 立刻再来一次 -> 冷却内不重下
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fc2.guild_mark_updated.emit(88, 1)
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_ck(fc2.dl_calls.size() == 2, "1s 冷却内 -> 不重复下载")
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