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
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# UiManager (P1) —— 窗口栈:打开 / 关闭 / 置顶 / ESC 关顶层 / modal 变暗 / 标题栏拖动。
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#
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# var ui := preload("res://ui/ui_manager.gd").new()
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# add_child(ui)
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# ui.locale = func(k): return Locale.t(k)
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# var w := ui.open_script("res://../assets/uiscript/uiscript/systemdialog.py", assets_root)
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# w.nodes["close_button"].pressed.connect(func(): ui.close(w.root))
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#
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# open_script 返回 { root: Control, nodes: {name: Control} }(同 UiBuild.build)。
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extends CanvasLayer
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const UiScript = preload("res://ui/uiscript.gd")
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const UiBuild = preload("res://ui/ui_build.gd")
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signal window_opened(root: Control)
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signal window_closed(root: Control)
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var locale: Callable
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var screen := Vector2i(1920, 1080)
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var _root: Control # 全屏容器
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var _dim: ColorRect # modal 变暗层
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var _stack: Array[Control] = []
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var _drag_win: Control = null
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var _drag_from := Vector2.ZERO
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func _ready() -> void:
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layer = 10
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_root = Control.new()
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_root.set_anchors_preset(Control.PRESET_FULL_RECT)
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_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(_root)
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_dim = ColorRect.new()
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_dim.color = Color(0, 0, 0, 0.45)
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_dim.set_anchors_preset(Control.PRESET_FULL_RECT)
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_dim.visible = false
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_root.add_child(_dim)
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set_process_unhandled_input(true)
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# --- open / close --------------------------------------------------------
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func build_script(path: String, assets_root: String) -> Dictionary:
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var us := UiScript.new()
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us.screen = screen
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if locale.is_valid():
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us.locale = locale
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var spec := us.parse_file(path)
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if spec.is_empty():
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push_warning("UiManager: parse failed (%s): %s" % [path, us.last_error])
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return {"root": Control.new(), "nodes": {}}
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return UiBuild.build(spec, assets_root)
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# 解析 + 构建 + 打开,返回 { root, nodes }
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func open_script(path: String, assets_root: String, modal := false) -> Dictionary:
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var r := build_script(path, assets_root)
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open(r.root, modal)
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return r
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func open(win: Control, modal := false) -> void:
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if win.get_parent() == null:
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_root.add_child(win)
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win.set_meta("modal", modal)
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_wire_drag(win)
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_stack.erase(win)
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_stack.append(win)
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_restack()
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window_opened.emit(win)
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func close(win: Control) -> void:
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if win == null:
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return
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_stack.erase(win)
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if win.get_parent():
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win.get_parent().remove_child(win)
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win.queue_free()
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_restack()
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window_closed.emit(win)
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func close_top() -> bool:
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if _stack.is_empty():
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return false
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close(_stack[-1])
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return true
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func top() -> Control:
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return _stack[-1] if not _stack.is_empty() else null
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func _restack() -> void:
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var any_modal := false
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for i in _stack.size():
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var w := _stack[i]
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w.move_to_front()
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if bool(w.get_meta("modal", false)):
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any_modal = true
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_dim.visible = any_modal
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if any_modal:
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# 变暗层紧贴在最顶层 modal 之下
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_dim.move_to_front()
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_stack[-1].move_to_front()
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# --- ESC ---------------------------------------------------------------
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func _unhandled_input(e: InputEvent) -> void:
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if e is InputEventKey and e.pressed and e.keycode == KEY_ESCAPE:
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if close_top():
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get_viewport().set_input_as_handled()
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# --- 标题栏拖动 --------------------------------------------------------
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func _wire_drag(win: Control) -> void:
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var handle := _find_drag_handle(win)
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if handle == null or handle.has_meta("_drag_wired"):
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return
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handle.set_meta("_drag_wired", true)
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handle.mouse_filter = Control.MOUSE_FILTER_STOP
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handle.gui_input.connect(func(ev: InputEvent): _on_handle_input(win, ev))
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func _find_drag_handle(win: Control) -> Control:
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# 优先 titlebar;否则 board_with_titlebar 的顶部条;否则整个 window 根
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for n in win.find_children("*", "", true, false):
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if n is Control and (n.get_meta("is_titlebar", false) or n.get_meta("titlebar_h", 0) > 0):
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return n
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return win
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func _on_handle_input(win: Control, ev: InputEvent) -> void:
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if ev is InputEventMouseButton and ev.button_index == MOUSE_BUTTON_LEFT:
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if ev.pressed:
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_drag_win = win
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_drag_from = win.get_global_mouse_position() - win.position
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open(win) # 置顶
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else:
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_drag_win = null
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elif ev is InputEventMouseMotion and _drag_win == win:
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win.position = win.get_global_mouse_position() - _drag_from
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