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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# UiAssets (P1) —— 解析 uiscript 里的图片路径(`.sub` / `.tga` / `.png` / `.jpg`)。
#
# 路径形如 `d:/ymir work/ui/public/middle_button_01.sub`。解析:
# 1) 去掉盘符前缀
# 2) 依次试: <assets>/<rel> · <assets>/<pack>/<rel>(散包目录)
# 3) `.sub` = 子图描述(title/image/left/top/right/bottom)→ 载入其 image + 裁剪成 AtlasTexture
# `.dds` 走 Metin2World.load_ddsC++ dxt 解码)运行时解成 Image。
extends RefCounted
static var _cache := {}
static var _dds_helper: Object = null
# DDS 运行时解码:走 Metin2World.load_ddsC++ 里的 dxt.cppDXT1/3/5 + BGRA8)。
# Godot 无原生运行时 DDS 解码,UI 里的 select.dds / 职业名图都得走这条路。
static func load_dds_image(path: String) -> Image:
if path == "" or not FileAccess.file_exists(path):
return null
if not ClassDB.class_exists("Metin2World"):
return null
if _dds_helper == null or not is_instance_valid(_dds_helper):
_dds_helper = ClassDB.instantiate("Metin2World")
var img = _dds_helper.call("load_dds", path)
return img if img is Image else null
static func load_tex(assets_root: String, vpath: String) -> Texture2D:
if vpath == "" or assets_root == "":
return null
var key := assets_root + "|" + vpath
if _cache.has(key):
return _cache[key]
var tex: Texture2D = _load_uncached(assets_root, vpath)
_cache[key] = tex
return tex
static func _strip_drive(p: String) -> String:
var s := p.replace("\\", "/")
if s.length() >= 2 and s[1] == ":":
s = s.substr(2)
return s.lstrip("/")
static func _resolve(assets_root: String, rel: String) -> String:
var direct := assets_root.path_join(rel)
if FileAccess.file_exists(direct):
return direct
# 散包:<assets>/<sub>/<rel>
var da := DirAccess.open(assets_root)
if da:
for sub in da.get_directories():
var cand := assets_root.path_join(sub).path_join(rel)
if FileAccess.file_exists(cand):
return cand
# 大小写不敏感兜底:<assets>/**/ymir work/ui/... —— 只按 basename 找
return ""
static func _load_uncached(assets_root: String, vpath: String) -> Texture2D:
var rel := _strip_drive(vpath)
var real := _resolve(assets_root, rel)
if real == "":
# 试把 .sub 换成 .tga / .png
for ext: String in [".tga", ".png", ".jpg"]:
real = _resolve(assets_root, rel.get_basename() + ext)
if real != "":
break
if real == "":
return null
if real.get_extension().to_lower() == "sub":
return _load_sub(real)
return _load_image_file(real)
static func _load_image_file(path: String) -> Texture2D:
var ext := path.get_extension().to_lower()
if ext == "dds":
var di := load_dds_image(path)
return ImageTexture.create_from_image(di) if di != null else null
var img := Image.new()
if img.load(path) != OK:
return null
return ImageTexture.create_from_image(img)
static func _load_sub(path: String) -> Texture2D:
var txt := FileAccess.get_file_as_string(path)
var image_name := ""
var l := 0
var t := 0
var r := -1
var b := -1
for line in txt.split("\n"):
var parts := line.strip_edges().split(" ", false)
if parts.size() < 2:
continue
match parts[0]:
"image": image_name = parts[1].strip_edges().trim_prefix('"').trim_suffix('"')
"left": l = int(parts[1])
"top": t = int(parts[1])
"right": r = int(parts[1])
"bottom": b = int(parts[1])
if image_name == "":
return null
var img_path := path.get_base_dir().path_join(image_name)
if not FileAccess.file_exists(img_path):
img_path = path.get_base_dir().path_join(image_name.get_basename() + ".tga")
var base := _load_image_file(img_path)
if base == null:
return null
if r <= l or b <= t:
return base
var at := AtlasTexture.new()
at.atlas = base
at.region = Rect2(l, t, r - l, b - t)
return at