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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# p2b_test —— P2 续:地面掉落物 + PlayerView(真模型)headless 自检。
# godot --headless --path project --script p2b_test.gd
extends SceneTree
const GroundItems = preload("res://ui/ground_items.gd")
const PlayerView = preload("res://ui/player_view.gd")
class FakeClient extends Node:
signal ground_item_added(item: Dictionary)
signal ground_item_removed(vid: int)
var ground := {}
var picked := []
func get_ground_items() -> Array: return ground.values()
func pickup_item(vid) -> bool: picked.append(vid); return true
func add_ground(vid, vnum, pos):
ground[vid] = {"vid": vid, "vnum": vnum, "pos": pos}
ground_item_added.emit(ground[vid])
func del_ground(vid):
ground.erase(vid); ground_item_removed.emit(vid)
class FakeProto extends Node:
func item(vnum: int) -> Dictionary:
return {"vnum": vnum, "name": "N%d" % vnum, "locale_name": "掉落%d" % vnum}
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: p2b_test (ground items + player view)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
# --- ground items ---
var mount := Node3D.new()
var fc := FakeClient.new()
var fp := FakeProto.new()
var pl := Node3D.new()
get_root().add_child(mount)
get_root().add_child(fc)
get_root().add_child(fp)
get_root().add_child(pl)
pl.position = Vector3.ZERO
var gi: Node = GroundItems.new()
get_root().add_child(gi)
gi.setup(fc, mount, func() -> Node: return pl, fp, null)
fc.add_ground(101, 27, Vector3(1, 0, 1)) # 距玩家 ~1.4m(范围内)
fc.add_ground(102, 28, Vector3(20, 0, 0)) # 远
await process_frame
_ck(mount.get_child_count() == 2, "2 drop nodes spawned")
_ck(mount.get_node_or_null("drop_101") != null, "drop_101 present")
var tag := mount.get_node("drop_101").get_node("tag") as Label3D
_ck(tag.text == "掉落27", "drop name from proto")
# 拾取最近的(101 在范围,102 不在)
var got: int = gi.try_pickup()
_ck(got == 101, "try_pickup -> nearest 101, got %d" % got)
_ck(fc.picked == [101], "client.pickup_item(101) called")
fc.del_ground(101)
await process_frame
_ck(mount.get_node_or_null("drop_101") == null, "drop_101 freed on removed")
_ck(mount.get_child_count() == 1, "1 drop left")
# 远处的捡不到
_ck(gi.try_pickup() == 0, "far item not picked")
# --- player view(有真资产才建)---
var assets := AssetRoot.path()
if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")):
print(" (skip PlayerView: no PC assets)")
return
if not ClassDB.class_exists("Metin2Model"):
print(" (skip PlayerView: extension not built)")
return
var pv: Node3D = PlayerView.new()
get_root().add_child(pv)
var ok: bool = pv.build(assets, 0) # race 0 = warrior male
_ck(ok, "PlayerView.build(race 0) ok")
_ck(pv.model != null, "PlayerView has Metin2Model")
_ck(pv.motion_dir.ends_with("warrior/general"), "motion_dir -> warrior/general (%s)" % pv.motion_dir)
# 转发 set
pv.set("weapon_gr2", "/tmp/fake_weapon.gr2")
_ck(String(pv.model.get("weapon_gr2")) == "/tmp/fake_weapon.gr2", "PlayerView forwards weapon_gr2 to model")
pv.set_anim_state("run")
await process_frame
if pv.anim:
_ck(String(pv.anim.get("anim_path")).ends_with("run.msa"), "set_anim_state('run') -> run.msa")