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
+174
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# CubeUI (첫 버전) —— 도깨비 방주 / 제작 (Cube) 窗。
#
# var cu := preload("res://ui/cube_ui.gd").new()
# add_child(cu)
# cu.setup(m2client, canvas_parent, proto) # proto 可空
#
# 服务器通过 GC_CHAT/COMMAND 的 "cube ..." 行驱动(见 EntityStore::apply_server_command):
# cube_opened(npc) → 显示 + 请求配方列表
# cube_changed → 刷新配方 / 材料 / 金币
# cube_result(vnum,count,ok) → 结果提示
# cube_closed → 隐藏
# 选中一个配方 → [制作] → M2Client.cube_make(index)。
extends Node
var client: Node
var proto: Node
var _root: Control
var _title: Label
var _status: Label
var _list: VBoxContainer
var _mat: VBoxContainer
var _make_btn: Button
var _sel := -1
func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
client = m2client
proto = proto_node
_build(parent)
if client.has_signal("cube_opened"):
client.cube_opened.connect(_on_open)
if client.has_signal("cube_closed"):
client.cube_closed.connect(func() -> void: _root.visible = false)
if client.has_signal("cube_changed"):
client.cube_changed.connect(refresh)
if client.has_signal("cube_result"):
client.cube_result.connect(_on_result)
func is_open() -> bool:
return _root != null and _root.visible
func _on_open(npc_vnum: int) -> void:
_sel = -1
_root.visible = true
_title.text = "제작 (Cube) · NPC #%d" % npc_vnum
_status.text = ""
if client.has_method("cube_request_result_list"):
client.cube_request_result_list(npc_vnum)
refresh()
func _on_result(vnum: int, count: int, ok: bool) -> void:
if ok:
_status.text = "제작 성공: %s ×%d" % [_name_of(vnum), count]
else:
_status.text = "제작 실패"
func _name_of(vnum: int) -> String:
if proto and proto.has_method("item"):
var d: Dictionary = proto.item(vnum)
var n := String(d.get("locale_name", d.get("name", "")))
if n != "":
return n
return "#%d" % vnum
func refresh() -> void:
if client == null or _root == null or not _root.visible:
return
var cube: Dictionary = client.get_cube()
var recipes: Array = cube.get("recipes", [])
var results: Array = cube.get("results", [])
for c in _list.get_children():
c.queue_free()
var n: int = maxi(recipes.size(), results.size())
if n == 0:
var e := Label.new()
e.text = "(이 NPC의 제작 목록 없음)"
_list.add_child(e)
for i in n:
var vnum := 0
if i < recipes.size():
vnum = int((recipes[i] as Dictionary).get("result_vnum", 0))
if vnum == 0 and i < results.size():
vnum = int((results[i] as Dictionary).get("vnum", 0))
var b := Button.new()
b.toggle_mode = true
b.button_pressed = (i == _sel)
b.text = "%d. %s" % [i + 1, _name_of(vnum)]
var idx := i
b.pressed.connect(func() -> void: _select(idx))
_list.add_child(b)
_refresh_materials()
func _select(i: int) -> void:
_sel = i
for k in _list.get_child_count():
var b := _list.get_child(k)
if b is Button:
b.button_pressed = (k == i)
# 材料信息可能未拉过 → 请求
if client.has_method("cube_request_materials"):
client.cube_request_materials(i, 1)
_refresh_materials()
func _refresh_materials() -> void:
for c in _mat.get_children():
c.queue_free()
var cube: Dictionary = client.get_cube()
var recipes: Array = cube.get("recipes", [])
_make_btn.disabled = _sel < 0
if _sel < 0 or _sel >= recipes.size():
_mat.add_child(_lbl("재료 정보를 불러오는 중…", 12))
return
var r: Dictionary = recipes[_sel]
_mat.add_child(_lbl("필요 골드: %d" % int(r.get("gold", 0)), 12))
var groups: Array = r.get("material_groups", [])
if groups.is_empty():
_mat.add_child(_lbl("(재료 없음)", 12))
for g in groups:
var parts: Array = []
for s in (g as Array):
parts.append("%s ×%d" % [_name_of(int((s as Dictionary).get("vnum", 0))),
int((s as Dictionary).get("count", 1))])
_mat.add_child(_lbl("" + " / ".join(parts), 12))
func _lbl(t: String, sz: int) -> Label:
var l := Label.new()
l.text = t
l.add_theme_font_size_override("font_size", sz)
return l
func _build(parent: Node) -> void:
_root = Panel.new()
_root.set_anchors_preset(Control.PRESET_CENTER)
_root.position = Vector2(-200, -190)
_root.custom_minimum_size = Vector2(400, 380)
_root.size = Vector2(400, 380)
_root.visible = false
parent.add_child(_root)
var box := VBoxContainer.new()
box.position = Vector2(16, 14)
box.custom_minimum_size = Vector2(368, 0)
box.add_theme_constant_override("separation", 6)
_root.add_child(box)
_title = _lbl("제작 (Cube)", 16)
box.add_child(_title)
var split := HBoxContainer.new()
split.add_theme_constant_override("separation", 10)
box.add_child(split)
var lsc := ScrollContainer.new()
lsc.custom_minimum_size = Vector2(180, 250)
split.add_child(lsc)
_list = VBoxContainer.new()
_list.add_theme_constant_override("separation", 3)
lsc.add_child(_list)
_mat = VBoxContainer.new()
_mat.custom_minimum_size = Vector2(178, 250)
_mat.add_theme_constant_override("separation", 3)
split.add_child(_mat)
_status = _lbl("", 12)
_status.add_theme_color_override("font_color", Color(1, 0.9, 0.5))
box.add_child(_status)
var brow := HBoxContainer.new()
brow.add_theme_constant_override("separation", 12)
box.add_child(brow)
_make_btn = Button.new()
_make_btn.text = "제작"
_make_btn.disabled = true
_make_btn.pressed.connect(func() -> void:
if _sel >= 0 and client.has_method("cube_make"):
client.cube_make(_sel))
brow.add_child(_make_btn)
var close := Button.new()
close.text = "닫기"
close.pressed.connect(func() -> void: _root.visible = false)
brow.add_child(close)