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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# p10_test —— P10serverinfo + loading 遮罩 + 断线重连 + 串场状态机 headless 自检。
# godot --headless --path project --script p10_test.gd
extends SceneTree
const ServerInfoRes = preload("res://net/serverinfo.gd")
const LoadingScreen = preload("res://ui/loading_screen.gd")
const ReconnectUI = preload("res://ui/reconnect_ui.gd")
const AppFlow = preload("res://app_flow.gd")
class FakeClient extends Node:
signal phase_changed(phase: String)
signal char_list(characters: Array)
signal entered_game()
signal disconnected(reason: String)
signal login_failed(reason: String)
var reconnects := 0
var connects := []
var selects := []
func connect_to_server(ah, ap, gh, gp, id, pw) -> void:
connects.append([ah, ap, gh, gp, id, pw])
func select_character(i) -> bool: selects.append(i); return true
func reconnect() -> bool: reconnects += 1; return true
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: p10_test (serverinfo + loading + reconnect + app flow)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
# --- serverinfo ---
var si: RefCounted = ServerInfoRes.new()
_ck(si.count() == 1 and si.server(0)["auth_host"] == "192.168.21.203", "serverinfo: built-in default")
var addr: Dictionary = si.address(0, 3)
_ck(addr["game_port"] == 11013, "serverinfo: 内置 CH3 -> 11013 (step 1)")
var tmp := "user://p10_servers.txt"
var f := FileAccess.open(tmp, FileAccess.WRITE)
f.store_line("# test")
f.store_line("欧服\teu.example.com\t13000\teu.example.com\t13011\t1,2\t10")
f.close()
_ck(si.load_file(tmp) and si.count() == 1 and si.server(0)["name"] == "欧服", "serverinfo: parse file")
_ck(si.address(0, 2)["game_port"] == 13021, "serverinfo: file port_step 10 覆盖 -> CH2 = 13021")
# --- loading screen ---
var ls: Node = LoadingScreen.new()
get_root().add_child(ls)
ls.setup(null)
_ck(not ls.is_showing(), "loading: hidden initially")
ls._on_phase("loading")
_ck(ls.is_showing() and ls._label.text.contains("地图"), "loading: shows on phase=loading")
ls.set_progress(0.5)
_ck(ls._bar.visible and ls._bar.value == 50.0, "loading: progress bar")
ls._on_phase("select")
_ck(not ls.is_showing(), "loading: hides on phase=select (选人界面要露出来)")
ls._on_phase("loading")
ls._on_phase("game")
_ck(not ls.is_showing(), "loading: hides on phase=game")
ls._on_phase("login")
_ck(not ls.is_showing(), "loading: hides on phase=login")
# --- reconnect ---
var fc := FakeClient.new()
get_root().add_child(fc)
var rc: Node = ReconnectUI.new()
get_root().add_child(rc)
rc.setup(fc)
_ck(not rc.is_showing(), "reconnect: hidden initially")
fc.disconnected.emit("peer closed")
_ck(rc.is_showing() and rc._msg.text.contains("peer closed"), "reconnect: shows on disconnect")
# 倒计时耗尽 -> reconnect()
rc._left = 0.05
rc._process(0.1)
_ck(fc.reconnects == 1, "reconnect: auto-retry fired")
# 手动
rc._retry_now()
_ck(fc.reconnects == 2, "reconnect: manual retry")
# entered_game -> 收起
fc.entered_game.emit()
_ck(not rc.is_showing(), "reconnect: dismissed on entered_game")
# --- app flow 状态机 ---
var fc2 := FakeClient.new()
var af: Node = AppFlow.new()
af.build_game_scene = false
get_root().add_child(af)
af.start("", fc2)
_ck(af.state() == AppFlow.LOGIN, "flow: starts at LOGIN")
# 检测频道按钮存在 + 探测不可达端口快速返回 false
var has_probe := false
for b in af._ui.find_children("*", "Button", true, false):
if String(b.text) == "检测频道":
has_probe = true
_ck(has_probe, "flow: 检测频道 button present")
var reachable: bool = await af._probe_tcp("127.0.0.1", 1, 0.3)
_ck(reachable == false, "flow: _probe_tcp unreachable -> false")
af._do_connect()
_ck(fc2.connects.size() == 1 and fc2.connects[0][3] == 11011, "flow: connect uses serverinfo addr")
if af._loading and af._loading.has_method("show_for"):
af._loading.show_for("载入角色…") # 模拟 phase=select 时遮罩已亮
fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}])
_ck(af.state() == AppFlow.SELECT, "flow: char_list -> SELECT")
_ck(af._loading == null or not af._loading.is_showing(),
"flow: _goto_select 收起读取遮罩(选人界面不被盖)")
# 新版选人页:默认已选 slot 0,点“开始”进游戏
var picked := false
for b in af._ui.find_children("*", "Button", true, false):
if String(b.text) == "开始":
b.pressed.emit()
picked = true
_ck(picked and fc2.selects == [0], "flow: pick char -> select_character(0)")
fc2.entered_game.emit()
_ck(af.state() == AppFlow.GAME, "flow: entered_game -> GAME")
# 在 SELECT 时断线 -> 回 LOGIN
fc2.char_list.emit([{"index": 0, "name": "Hero", "level": 42}])
_ck(af.state() == AppFlow.SELECT, "flow: back to SELECT")
fc2.disconnected.emit("dropped")
_ck(af.state() == AppFlow.LOGIN, "flow: disconnect in SELECT -> LOGIN")