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
+122
View File
@@ -0,0 +1,122 @@
# SafeboxUI (P8) —— 仓库窗。
#
# var bu := preload("res://ui/safebox_ui.gd").new()
# add_child(bu)
# bu.setup(m2client, canvas_parent, proto) # proto 可空
#
# `safebox_changed` 刷新(size>0 → 打开)。列出仓库道具 + [取出]。
# inventory_ui 在仓库开着时右键道具 → 调 bu.deposit(win, cell)。
# 取出/存入用第一个空位(简版:deposit 用 safe_pos = 下一个空格;checkout 用道具 cell)。
extends Node
var client: Node
var proto: Node
var _root: Control
var _list: VBoxContainer
var _gold: Label
var _title: Label
func setup(m2client: Node, parent: Node, proto_node: Node = null) -> void:
client = m2client
proto = proto_node
_build(parent)
if client.has_signal("safebox_changed"):
client.safebox_changed.connect(refresh)
func is_open() -> bool:
return _root != null and _root.visible
func deposit(inv_window: int, inv_cell: int) -> void:
if is_open():
client.safebox_checkin(_next_free_slot(), inv_window, inv_cell)
func _next_free_slot() -> int:
var used := {}
for it in client.get_safebox_items():
used[int(it.get("cell", -1))] = true
var cap: int = maxi(1, client.get_safebox_size()) * 45
for i in range(cap):
if not used.has(i):
return i
return 0
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:
return
_root.visible = client.is_safebox_open()
if not _root.visible:
return
_title.text = "仓库(%d 页)" % client.get_safebox_size()
_gold.text = "仓库金币: %d" % client.get_safebox_gold()
for c in _list.get_children():
c.queue_free()
var items: Array = client.get_safebox_items()
if items.is_empty():
var e := Label.new()
e.text = "(空)"
_list.add_child(e)
return
for it in items:
_list.add_child(_row(it))
func _row(it: Dictionary) -> Control:
var row := HBoxContainer.new()
row.custom_minimum_size = Vector2(300, 0)
var nm := Label.new()
nm.text = "%s ×%d" % [_name_of(int(it.get("vnum", 0))), int(it.get("count", 1))]
nm.custom_minimum_size = Vector2(220, 0)
nm.add_theme_font_size_override("font_size", 12)
row.add_child(nm)
var out := Button.new()
out.text = "取出"
var cell := int(it.get("cell", 0))
out.pressed.connect(func() -> void: client.safebox_checkout(cell, 1, _first_free_inv()))
row.add_child(out)
return row
func _first_free_inv() -> int:
var used := {}
for it in client.get_inventory():
used[int(it.get("cell", -1))] = true
for i in range(90):
if not used.has(i):
return i
return 0
func _build(parent: Node) -> void:
_root = Control.new()
_root.set_anchors_preset(Control.PRESET_CENTER)
_root.position = Vector2(-170, -200)
_root.size = Vector2(340, 400)
_root.visible = false
_root.set_meta("is_titlebar", true)
parent.add_child(_root)
var panel := Panel.new()
panel.set_anchors_preset(Control.PRESET_FULL_RECT)
var sb := StyleBoxFlat.new()
sb.bg_color = Color(0.06, 0.08, 0.09, 0.97)
sb.set_corner_radius_all(4)
panel.add_theme_stylebox_override("panel", sb)
_root.add_child(panel)
_title = Label.new()
_title.text = "仓库"
_title.position = Vector2(12, 8)
_root.add_child(_title)
_gold = Label.new()
_gold.text = "仓库金币: 0"
_gold.position = Vector2(12, 30)
_gold.modulate = Color(0.95, 0.85, 0.5)
_gold.add_theme_font_size_override("font_size", 12)
_root.add_child(_gold)
_list = VBoxContainer.new()
_list.position = Vector2(12, 54)
_list.add_theme_constant_override("separation", 4)
_root.add_child(_list)