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
+154
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# RaceSpec (P2) —— 解析角色种族规格文件 `<race>.msm`(文本树,非二进制 mesh)。
#
# 客户端 GameLib/RaceDataFile.cpp `CRaceData::LoadRaceData`。格式是 Metin2 的
# CTextFileLoader 花括号树:
# ScriptType RaceDataScript
# BaseModelFileName "D:/YMIR WORK/pc/warrior/warrior_novice.GR2"
# Group ShapeData {
# PathName "d:/ymir Work/pc/warrior/"
# ShapeDataCount 26
# Group ShapeData00 { ShapeIndex 0 Model "warrior_novice.gr2"
# SourceSkin "..dds" TargetSkin "..dds" }
# ...
# }
# Group HairData { ... 同结构,HairIndex/Model/SourceSkin/TargetSkin ... }
#
# var rs := preload("res://ui/race_spec.gd").new()
# rs.load_file("<assets>/PC/ymir work/pc/warrior/warrior.msm") # 或 season1/pc/warrior.msm
# rs.shape(9) # { model:"warrior_cheongrin.gr2", source_skin:"..", target_skin:"..", path:"d:/ymir Work/pc/warrior/" }
# rs.hair(3) # 同上
extends RefCounted
var base_model := ""
var shape_path := ""
var hair_path := ""
var shapes := {} # shape_index:int -> { model, source_skin, target_skin }
var hairs := {} # hair_index:int -> { model, source_skin, target_skin }
var _dir := "" # 规格文件所在目录(资产实际就在这旁边)
func load_file(path: String) -> bool:
shapes.clear()
hairs.clear()
if not FileAccess.file_exists(path):
return false
_dir = path.get_base_dir()
var toks := _tokenize(FileAccess.get_file_as_string(path))
var i := [0]
var tree := _parse_block(toks, i, true) # 顶层当一个隐式 block
base_model = _s(tree.get("BaseModelFileName", ""))
var sd: Dictionary = tree.get("__group_ShapeData", {})
shape_path = _s(sd.get("PathName", ""))
for k in sd:
if String(k).begins_with("__group_ShapeData") and sd[k] is Dictionary:
var g: Dictionary = sd[k]
if g.has("ShapeIndex"):
shapes[int(g["ShapeIndex"])] = _entry(g)
var hd: Dictionary = tree.get("__group_HairData", {})
hair_path = _s(hd.get("PathName", ""))
for k in hd:
if String(k).begins_with("__group_HairData") and hd[k] is Dictionary:
var g: Dictionary = hd[k]
if g.has("HairIndex"):
hairs[int(g["HairIndex"])] = _entry(g)
return shapes.size() > 0
func shape(idx: int) -> Dictionary:
var e: Dictionary = shapes.get(idx, {})
if e.is_empty():
return {}
e = e.duplicate()
e["path"] = shape_path
e["spec_dir"] = _dir
return e
func hair(idx: int) -> Dictionary:
var e: Dictionary = hairs.get(idx, {})
if e.is_empty():
return {}
e = e.duplicate()
e["path"] = hair_path
e["spec_dir"] = _dir
return e
# --- internals --------------------------------------------------------
func _entry(g: Dictionary) -> Dictionary:
return {
"model": _s(g.get("Model", g.get("local_model", ""))).strip_edges(),
"source_skin": _s(g.get("SourceSkin", "")).strip_edges(),
"target_skin": _s(g.get("TargetSkin", "")).strip_edges(),
}
func _s(v) -> String:
return v if v is String else str(v)
# 词法:按空白切;"..." 是一个 token{ } 单独 token# / // 到行尾注释
func _tokenize(src: String) -> Array:
var out := []
var i := 0
var n := src.length()
while i < n:
var c := src[i]
if c in [" ", "\t", "\r", "\n"]:
i += 1
elif c == '"':
var j := i + 1
var s := ""
while j < n and src[j] != '"':
s += src[j]
j += 1
out.append("" + s) # 前缀标记「这是带引号的字符串值」
i = j + 1
elif c == "{" or c == "}":
out.append(c)
i += 1
elif c == "#" or (c == "/" and i + 1 < n and src[i + 1] == "/"):
while i < n and src[i] != "\n":
i += 1
else:
var j := i
while j < n and not (src[j] in [" ", "\t", "\r", "\n", "{", "}", '"']):
j += 1
out.append(src.substr(i, j - i))
i = j
return out
# 解析一个 { } 块(或 top=true 的隐式顶层)为 Dictionary。
# KEY VALUE -> d[KEY] = VALUE
# Group NAME { ... } -> d["__group_NAME"] = <block dict>
func _parse_block(toks: Array, i: Array, top := false) -> Dictionary:
var d := {}
var guard := 0
while i[0] < toks.size():
guard += 1
if guard > 100000:
break
var t = toks[i[0]]
if t == "}":
i[0] += 1
return d
if t is String and t == "Group":
i[0] += 1
var name := String(toks[i[0]]) if i[0] < toks.size() else "?"
i[0] += 1
if i[0] < toks.size() and toks[i[0]] == "{":
i[0] += 1
d["__group_" + name] = _parse_block(toks, i)
continue
if t == "{":
i[0] += 1
continue
# KEY VALUE
var key: String = str(_tokval(t))
i[0] += 1
if i[0] < toks.size() and toks[i[0]] != "}" and toks[i[0]] != "{":
d[key] = _tokval(toks[i[0]])
i[0] += 1
if top and i[0] >= toks.size():
break
return d
func _tokval(t):
if t is Dictionary and t.has("str"):
return t["str"]
return str(t)