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
+156
View File
@@ -0,0 +1,156 @@
# 登录界面 —— 服务器/账号/密码输入 + 连接,接 M2Client。
# 成功(char_list)后打印槽位;实际项目里在此切到 charselect.gd。
# 用法:godot --path project --script login.gd --auto 用默认值直接连)
extends SceneTree
const UiKit = preload("res://ui_kit.gd")
const Audio = preload("res://audio.gd")
const Locale = preload("res://locale.gd")
const AppLifecycle = preload("res://app_lifecycle.gd")
const GameScene = preload("res://game_scene.gd")
var _assets: String
var _client: Node
var _audio: Node
var _life: Node
var _layer: CanvasLayer
var _game: Node3D
var _auto_select := false
var _loc: RefCounted
var _host: LineEdit
var _id: LineEdit
var _pw: LineEdit
var _status: Label
var _t := 0.0
func _init() -> void:
_assets = AssetRoot.path()
_loc = Locale.new()
_loc.setup(_assets, "en")
_audio = Audio.new()
get_root().add_child(_audio)
_audio.setup(_assets)
# F5:登录界面没有游戏逻辑要暂停,但后台时仍停 BGM / 挂起连接
_life = AppLifecycle.new()
_life.pause_tree_on_background = false
get_root().add_child(_life)
_life.bind(null, _audio)
_layer = CanvasLayer.new()
var layer := _layer
get_root().add_child(layer)
var bg := ColorRect.new()
bg.color = Color(0.08, 0.09, 0.12)
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
layer.add_child(bg)
var panel := UiKit.board(_assets, "board", 32, 128)
panel.set_anchors_preset(Control.PRESET_CENTER)
panel.position = Vector2(-220, -150)
panel.size = Vector2(440, 300)
layer.add_child(panel)
var v := VBoxContainer.new()
v.position = Vector2(40, 36)
v.custom_minimum_size = Vector2(360, 0)
v.add_theme_constant_override("separation", 12)
panel.add_child(v)
var title := Label.new()
title.text = " " + _loc.t("LOGIN_CONNECT")
title.add_theme_font_size_override("font_size", 20)
v.add_child(title)
_host = _field(v, _loc.t("LOGIN_DEFAULT_SERVERADDR").split(",")[0], "192.168.21.203")
_id = _field(v, _loc.t("LOGIN_ID"), "admin")
_pw = _field(v, _loc.t("LOGIN_PASSWORD"), "123456789")
_pw.secret = true
var btn := Button.new()
btn.text = _loc.t("LOGIN_CONNECT")
btn.custom_minimum_size = Vector2(0, 40)
btn.pressed.connect(_connect)
v.add_child(btn)
_status = Label.new()
_status.text = _loc.t("LOGIN_CONNECTING")
v.add_child(_status)
if "--auto" in OS.get_cmdline_user_args() or "--auto" in OS.get_cmdline_args():
_connect()
func _field(parent: Control, label: String, val: String) -> LineEdit:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 10)
var l := Label.new()
l.text = label
l.custom_minimum_size = Vector2(64, 0)
row.add_child(l)
var le := LineEdit.new()
le.text = val
le.custom_minimum_size = Vector2(260, 0)
row.add_child(le)
parent.add_child(row)
return le
func _connect() -> void:
if not ClassDB.class_exists("M2Client"):
_status.text = "M2Client 未注册(扩展没编?)"
return
if _client:
_client.call("disconnect_from_server")
_client.queue_free()
_client = ClassDB.instantiate("M2Client")
get_root().add_child(_client)
_client.connect("stage_changed", func(s): _msg("阶段: " + s))
_client.connect("auth_ok", func(k):
_msg("认证成功 login_key=0x%08X" % k)
_audio.play_ui("loginok"))
_client.connect("login_failed", func(r):
_msg("失败: " + r)
_audio.play_ui("loginfail"))
_client.connect("phase_changed", func(p): _msg("游戏相位: " + p))
_client.connect("char_list", _on_chars)
_client.connect("entered_game", _on_entered_game)
_client.connect("disconnected", func(r): _msg("断开: " + r))
_client.connect("resumed", func():
# 回前台:若后台期间 OS 掐了 TCP,下一次 pump 会发 disconnected
# 曾在游戏里就自动重连。
if _client.call("is_in_game"):
_msg("回前台,尝试重连…")
_client.call("reconnect"))
_life.bind(_client, _audio)
var h := _host.text
_client.call("connect_to_server", h, 11000, h, 11011, _id.text, _pw.text)
_msg("连接 %s ..." % h)
func _on_chars(list: Array) -> void:
_msg("角色列表: %d" % list.size())
for d in list:
print("[login] slot %d: %s (job %d, Lv.%d) @ (%d,%d)" % [
d.get("index", -1), d.get("name", "?"), d.get("job", 0),
d.get("level", 0), d.get("x", 0), d.get("y", 0)])
# 简版:自动选第一个非空槽进游戏。正式版切到 charselect.gd。
if list.size() > 0 and (_auto_select or "--auto" in OS.get_cmdline_args()):
var idx: int = int(list[0].get("index", 0))
_msg("自动选择槽位 %d ..." % idx)
_client.call("select_character", idx)
func _on_entered_game() -> void:
_msg("已进入游戏 —— 加载场景")
if _layer:
_layer.visible = false
if _life: # 让 game_scene 自己的 AppLifecycle 接管
_life.queue_free()
_life = null
_game = GameScene.new()
get_root().add_child(_game)
_game.setup(_client, _assets)
func _msg(t: String) -> void:
if _status:
_status.text = t
print("[login] ", t)
func _process(_dt: float) -> bool:
return false