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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# SystemMenuUI (P11) —— ESC 系统菜单(1:1 迁移 `assets/root/uisystem.py` `SystemDialog`
# 的 `__LoadSystemMenu_Default`;布局走真 `assets/uiscript/uiscript/systemdialog.py`)。
#
# var sm := preload("res://ui/system_menu_ui.gd").new()
# add_child(sm)
# sm.setup(ui_manager, m2client, assets_root, system_option_ui, game_option_ui)
# sm.toggle() # ESC(无其它窗打开时)
#
# 按钮绑定逐字对照 uisystem.py
# help_button → OpenHelpWindow(暂无帮助窗 → 提示)
# mall_button → net.SendChatPacket("/in_game_mall")
# system_option_button → uiSystemOption.OptionDialogsystem_option_ui
# game_option_button → uiGameOption.OptionDialoggame_option_ui
# change_button → net.ExitGame() = SendChatPacket("/phase_select")
# logout_button → net.LogOutGame() = SendChatPacket("/logout")
# exit_button → net.ExitApplication() = 退出进程
# cancel_button / 标题栏 → 关闭
extends Node
const LABELS := {
"help_button": "帮助", "mall_button": "商城", "system_option_button": "系统设置",
"game_option_button": "游戏设置", "change_button": "选择角色", "logout_button": "登出",
"exit_button": "退出游戏", "cancel_button": "取消",
}
var ui: CanvasLayer
var client: Node
var assets_root := ""
var uiscript_dir := ""
var system_option_ui: Node
var game_option_ui: Node
var toast: Callable = Callable() # 可选:func(msg: String) 显示提示
var _win: Dictionary = {}
func setup(ui_manager: CanvasLayer, m2client: Node, assets := "",
sys_opt: Node = null, game_opt: Node = null) -> void:
ui = ui_manager
client = m2client
system_option_ui = sys_opt
game_option_ui = game_opt
assets_root = assets
if assets_root == "" and ui and "assets_root" in ui:
assets_root = ui.assets_root
uiscript_dir = assets_root.path_join("uiscript/uiscript")
if not DirAccess.dir_exists_absolute(uiscript_dir):
uiscript_dir = assets_root.path_join("uiscript")
func is_open() -> bool:
return not _win.is_empty() and is_instance_valid(_win.get("root"))
func toggle() -> void:
if is_open(): close()
else: open()
func close() -> void:
if is_open():
ui.close(_win["root"])
_win = {}
func open() -> void:
if is_open():
return
var path := uiscript_dir.path_join("systemdialog.py")
if not FileAccess.file_exists(path):
push_warning("SystemMenuUI: no systemdialog.py at " + path)
return
_win = ui.open_script(path, assets_root, true) # modal
if not is_open():
return
_relabel()
_wire()
func _node(nm: String) -> Control:
if _win.is_empty():
return null
var n = _win.get("nodes", {}).get(nm, null)
return n if n is Control else null
func _relabel() -> void:
for nm in LABELS:
var n := _node(nm)
if n and n.has_method("set_text"):
n.set_text(LABELS[nm])
func _btn(nm: String, cb: Callable) -> void:
var b := _node(nm)
if b is BaseButton:
b.pressed.connect(cb)
func _wire() -> void:
_btn("help_button", func():
if toast.is_valid():
toast.call("帮助窗暂未实现")
)
_btn("mall_button", func():
if client and client.has_method("say"):
client.say(0, "/in_game_mall") # net.SendChatPacket("/in_game_mall")
close())
_btn("system_option_button", func():
close()
if system_option_ui and system_option_ui.has_method("open"):
system_option_ui.open())
_btn("game_option_button", func():
close()
if game_option_ui and game_option_ui.has_method("open"):
game_option_ui.open())
_btn("change_button", func():
if client and client.has_method("say"):
client.say(0, "/phase_select") # net.ExitGame()
close())
_btn("logout_button", func():
if client and client.has_method("say"):
client.say(0, "/logout") # net.LogOutGame()
close())
_btn("exit_button", func(): get_tree().quit())
_btn("cancel_button", close)
var board := _node("board")
if board:
for x in board.find_children("*", "BaseButton", true, false):
if x.get_meta("is_titlebar", false):
x.pressed.connect(close)