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
+58
View File
@@ -0,0 +1,58 @@
# 窗口渲染 + 顶视/斜视截图(W2-W4 视觉核对)。非 headless。
# godot --path project --script world_shot.gd --quit-after 90
extends SceneTree
var _w: Node
var _frames := 0
func _init() -> void:
var assets: String = AssetRoot.path()
_w = ClassDB.instantiate("Metin2World")
_w.set("assets_root", assets)
_w.set("map_path", "OutdoorA1/metin2_map_a1")
_w.set("auto_load", false)
get_root().add_child(_w)
var ok: bool = _w.call("load_map")
var rep: Dictionary = _w.call("get_load_report")
print("ok=", ok, " report=", rep)
var msx: float = float(rep["map_size_x"]) * 256.0
var msy: float = float(rep["map_size_y"]) * 256.0
# 光照 / 天空 / 雾 / 色调由 Metin2World 从 A1.msenv 建(env_ok=%s
print("env_ok=", rep.get("env_ok"), " fog_level=", rep.get("fog_level"))
var top := Camera3D.new()
top.name = "TopCam"
top.projection = Camera3D.PROJECTION_ORTHOGONAL
top.size = max(msx, msy) * 1.05
top.position = Vector3(msx * 0.5, 3000.0, msy * 0.5)
top.rotation_degrees = Vector3(-90.0, 0.0, 0.0)
top.far = 8000.0
get_root().add_child(top)
var persp := Camera3D.new()
persp.name = "PerspCam"
persp.fov = 55.0
persp.position = Vector3(msx * 0.35, 260.0, msy * 0.62)
persp.look_at(Vector3(msx * 0.5, 150.0, msy * 0.45))
persp.far = 6000.0
get_root().add_child(persp)
top.make_current()
func _process(_dt: float) -> bool:
_frames += 1
var outdir: String = ProjectSettings.globalize_path("res://../test/golden")
DirAccess.make_dir_recursive_absolute(outdir)
if _frames == 6:
var img := get_root().get_texture().get_image()
img.save_png(outdir + "/world-a1-terrain-top.png")
print("saved terrain-top.png ", img.get_size())
get_root().get_node("PerspCam").make_current()
elif _frames == 12:
var img2 := get_root().get_texture().get_image()
img2.save_png(outdir + "/world-a1-persp.png")
print("saved world-a1-persp.png ", img2.get_size())
quit(0)
return false