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
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# race_spec_test —— P2:种族规格 `<race>.msm` 解析 + equip_model 身体换装。
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# godot --headless --path project --script race_spec_test.gd
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extends SceneTree
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const RaceSpec = preload("res://ui/race_spec.gd")
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const EquipModel = preload("res://ui/equip_model.gd")
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class FakeClient extends Node:
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signal inventory_changed(window: int, cell: int)
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signal entity_main_set(vid: int)
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var equip := []
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func _init():
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for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i})
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func get_equipment() -> Array: return equip
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func set_wear(idx, vnum):
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equip[idx] = {"vnum": vnum, "count": 1, "wear": idx}
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inventory_changed.emit(2, 90 + idx)
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class StubModel extends Node3D:
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var gr2_path := ""
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var weapon_gr2 := ""
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var surf := {}
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func _set(p, v):
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if p == "gr2_path": gr2_path = v; return true
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if p == "weapon_gr2": weapon_gr2 = v; return true
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return false
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func set_surface_texture(s, path): surf[s] = path
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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: race_spec_test (msm parse + body swap)")
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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 _run() -> void:
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var assets := AssetRoot.path()
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# 找一个真实的 warrior race spec
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var candidates := [
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assets.path_join("PC/ymir work/pc/warrior/warrior.msm"),
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assets.path_join("season1/season1/pc/warrior.msm"),
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assets.path_join("pc2/ymir work/pc2/warrior/warrior.msm"),
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]
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var spec_path := ""
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for c in candidates:
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if FileAccess.file_exists(c):
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spec_path = c
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break
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if spec_path == "":
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print(" (skip: no warrior.msm)")
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return
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var rs := RaceSpec.new()
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_ck(rs.load_file(spec_path), "race spec parsed: %s" % spec_path)
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_ck(rs.shapes.size() >= 5, "shapes parsed (%d)" % rs.shapes.size())
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_ck(rs.base_model.to_lower().contains("warrior_novice"), "base_model = warrior_novice (%s)" % rs.base_model)
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var s0: Dictionary = rs.shape(0)
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_ck(s0.get("model", "").to_lower() == "warrior_novice.gr2", "shape 0 model = warrior_novice.gr2 (%s)" % s0.get("model"))
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# shape 9 是 cheongrin(见 warrior.msm)
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var s9: Dictionary = rs.shape(9)
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if not s9.is_empty():
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_ck(s9.get("model", "").to_lower().contains("cheongrin"), "shape 9 model = warrior_cheongrin (%s)" % s9.get("model"))
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var h3: Dictionary = rs.hair(3)
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if not h3.is_empty():
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_ck(h3.get("model", "").contains("hair"), "hair 3 model has 'hair' (%s)" % h3.get("model"))
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_ck(h3.get("target_skin", "").contains("red"), "hair 3 target_skin = red variant (%s)" % h3.get("target_skin"))
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# --- equip_model 用 race_spec 换身体 ---
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var fc := FakeClient.new()
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var model := StubModel.new()
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get_root().add_child(fc)
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get_root().add_child(model)
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var em: Node = EquipModel.new()
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get_root().add_child(em)
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em.setup(fc, null, func() -> Node: return model, assets, 0) # race 0 = warrior
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# 装一件 shape 9(cheongrin)的 armor(armor_shape_of 默认 vnum==shape)
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fc.set_wear(0, 9)
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await process_frame
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if not rs.shape(9).is_empty():
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_ck(model.gr2_path.to_lower().contains("cheongrin") and FileAccess.file_exists(model.gr2_path),
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"body swap -> real warrior_cheongrin.gr2 (%s)" % model.gr2_path)
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# 换 shape 0(回 novice)—— 同模型不同 TargetSkin -> surface 0 覆盖
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fc.set_wear(0, 1) # shape 1: novice.gr2 + TargetSkin blue
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await process_frame
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if not rs.shape(1).is_empty():
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_ck(model.gr2_path.to_lower().contains("novice"), "shape 1 -> novice body")
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_ck(model.surf.has(0), "shape 1 recolour -> set_surface_texture(0, ...)")
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