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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# system_menu_ui_test —— ESC 系统菜单 + 游戏设置窗 headless 自检(真 uiscript + 假 client)。
# godot --headless --path project --script system_menu_ui_test.gd
# 校验 systemdialog.py / gameoptiondialog.py 装载、/setblockmode + /pkmode 真命令、
# /in_game_mall + /phase_select + /logout、显示开关持久化。缺 uiscript 时优雅跳过。
extends SceneTree
const GameOptionUI = preload("res://ui/game_option_ui.gd")
const SystemMenuUI = preload("res://ui/system_menu_ui.gd")
class FakeClient extends Node:
var says: Array = []
func say(type: int, text: String) -> bool:
says.append([type, text]); return true
func last_say() -> String:
return String(says[-1][1]) if not says.is_empty() else ""
class StubWin extends Node:
var opened := 0
func open() -> void: opened += 1
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: system_menu_ui_test (systemdialog + gameoptiondialog + /setblockmode /pkmode /phase_select)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _cfg_path() -> String:
return ProjectSettings.globalize_path("user://system_option.cfg")
func _has_say(fc, text: String) -> bool:
for s in fc.says:
if String(s[1]) == text:
return true
return false
func _run() -> void:
var assets := AssetRoot.path()
if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/systemdialog.py")) \
or not FileAccess.file_exists(assets.path_join("uiscript/uiscript/gameoptiondialog.py")):
print(" (skip: no systemdialog.py / gameoptiondialog.py — assets checkout missing)")
return
if FileAccess.file_exists(_cfg_path()):
DirAccess.remove_absolute(_cfg_path())
var UiManager = load("res://ui/ui_manager.gd")
var ui: CanvasLayer = UiManager.new()
get_root().add_child(ui)
ui._ready()
var fc := FakeClient.new()
get_root().add_child(fc)
# ---------------- GameOptionUI ----------------
var go: Node = GameOptionUI.new()
get_root().add_child(go)
go.setup(ui, fc, assets)
go.open()
_ck(go.is_open(), "game_option window opened")
if not go.is_open():
return
# 屏蔽 toggle -> /setblockmode <mask ^ bit>EBlockAction 位)
(go._node("block_exchange_button") as BaseButton).pressed.emit()
_ck(fc.last_say() == "/setblockmode 1", "block exchange -> /setblockmode 1 (bit 1<<0)")
(go._node("block_party_button") as BaseButton).pressed.emit()
_ck(fc.last_say() == "/setblockmode 3", "block party -> /setblockmode 3 (1|2)")
(go._node("block_exchange_button") as BaseButton).pressed.emit()
_ck(fc.last_say() == "/setblockmode 2", "block exchange again -> /setblockmode 2 (bit cleared)")
_ck(go._block_mode == 2, "_block_mode tracked = 2")
# PK radio -> /pkmode {0,1,4,2}
(go._node("pvp_revenge") as BaseButton).pressed.emit()
_ck(fc.last_say() == "/pkmode 1", "pvp_revenge -> /pkmode 1")
(go._node("pvp_guild") as BaseButton).pressed.emit()
_ck(fc.last_say() == "/pkmode 4", "pvp_guild -> /pkmode 4")
_ck(not (go._node("pvp_revenge") as BaseButton).button_pressed, "pvp radio exclusive")
# 显示开关 -> 持久化 user://system_option.cfg [gameopt]
(go._node("always_show_name_off_button") as BaseButton).pressed.emit()
_ck(int(go._display.get("always_show_name", -1)) == 0, "always_show_name -> 0")
var cfg := ConfigFile.new()
cfg.load(_cfg_path())
_ck(int(cfg.get_value("gameopt", "always_show_name", -1)) == 0, "cfg gameopt.always_show_name persisted")
_ck(int(cfg.get_value("gameopt", "block_mode", -1)) == 2, "cfg gameopt.block_mode persisted")
go.close()
# 二次实例读 cfgblock_mode 回填
var go2: Node = GameOptionUI.new()
get_root().add_child(go2)
go2.setup(ui, fc, assets)
_ck(go2._block_mode == 2, "reload: block_mode from cfg")
go2.open()
_ck((go2._node("block_party_button") as BaseButton).button_pressed, "reload: block_party button reflects bit 1<<1")
_ck(not (go2._node("block_exchange_button") as BaseButton).button_pressed, "reload: block_exchange button off")
go2.close()
# ---------------- SystemMenuUI ----------------
fc.says.clear()
var sys_opt := StubWin.new()
var game_opt := StubWin.new()
get_root().add_child(sys_opt)
get_root().add_child(game_opt)
var sm: Node = SystemMenuUI.new()
get_root().add_child(sm)
sm.setup(ui, fc, assets, sys_opt, game_opt)
sm.open()
_ck(sm.is_open(), "system menu opened")
(sm._node("mall_button") as BaseButton).pressed.emit()
_ck(_has_say(fc, "/in_game_mall"), "mall_button -> /in_game_mall")
_ck(not sm.is_open(), "mall_button closes menu")
sm.open()
(sm._node("change_button") as BaseButton).pressed.emit()
_ck(_has_say(fc, "/phase_select"), "change_button -> /phase_select (net.ExitGame)")
sm.open()
(sm._node("logout_button") as BaseButton).pressed.emit()
_ck(_has_say(fc, "/logout"), "logout_button -> /logout (net.LogOutGame)")
sm.open()
(sm._node("system_option_button") as BaseButton).pressed.emit()
_ck(sys_opt.opened == 1 and not sm.is_open(), "system_option_button -> opens system_option_ui + closes menu")
sm.open()
(sm._node("game_option_button") as BaseButton).pressed.emit()
_ck(game_opt.opened == 1 and not sm.is_open(), "game_option_button -> opens game_option_ui + closes menu")
sm.open()
(sm._node("cancel_button") as BaseButton).pressed.emit()
_ck(not sm.is_open(), "cancel_button closes menu")
if FileAccess.file_exists(_cfg_path()):
DirAccess.remove_absolute(_cfg_path())