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
+16 -1
View File
@@ -6,14 +6,29 @@ config_version=5
[application]
config/name="mtgodot-poc"
run/main_scene="res://main.tscn"
# 完整客户端入口(登录→选人→进游戏)。旧的模型查看器 harness 仍可跑:
# godot --path project res://main.tscn
run/main_scene="res://client_main.tscn"
config/features=PackedStringArray("4.7", "Forward Plus")
[debug]
gdscript/warnings/untyped_declaration=1
[input_devices]
; F7: game_camera.gd / player_controller.gd handle InputEventScreenTouch/Drag
; directly on device — don't also synthesize mouse events from touch (would
; double-fire tap-to-move). Desktop still uses real mouse events.
pointing/emulate_mouse_from_touch=false
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
[rendering]
renderer/rendering_method="forward_plus"
anti_aliasing/quality/msaa_3d=2
textures/vram_compression/import_etc2_astc=true