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
+55
View File
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# ItemList (P2) —— 读 `locale/locale/common/item_list.txt`vnum → icon / model 路径。
#
# 格式(TSV,客户端 GameLib/ItemManager.cpp __LoadItemList):
# vnum <TAB> TYPE <TAB> iconpath <TAB> [modelpath]
# 例: 19 WEAPON icon/item/00010.tga d:/ymir work/item/weapon/00010.gr2
#
# var il := preload("res://ui/item_list.gd").new()
# il.load_file("<assets>/locale/locale/common/item_list.txt")
# il.icon(19) # "icon/item/00010.tga"
# il.model(19) # "d:/ymir work/item/weapon/00010.gr2" ("" if none)
extends RefCounted
var _by_vnum := {} # vnum:int -> { type, icon, model }
var count := 0
func load_file(path: String) -> bool:
_by_vnum.clear()
count = 0
if not FileAccess.file_exists(path):
return false
var f := FileAccess.open(path, FileAccess.READ)
if f == null:
return false
while not f.eof_reached():
var line := f.get_line()
if line.strip_edges() == "":
continue
var t := line.split("\t", false)
if t.size() < 3:
continue
var vnum := int(t[0])
if vnum == 0:
continue
_by_vnum[vnum] = {
"type": t[1].strip_edges(),
"icon": t[2].strip_edges(),
"model": t[3].strip_edges() if t.size() >= 4 else "",
}
count = _by_vnum.size()
return count > 0
func has(vnum: int) -> bool:
return _by_vnum.has(vnum)
func icon(vnum: int) -> String:
var d: Dictionary = _by_vnum.get(vnum, {})
return String(d.get("icon", ""))
func model(vnum: int) -> String:
var d: Dictionary = _by_vnum.get(vnum, {})
return String(d.get("model", ""))
func type_of(vnum: int) -> String:
var d: Dictionary = _by_vnum.get(vnum, {})
return String(d.get("type", ""))