feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复
- 桥梁与静态物体高度采样修复: - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程 - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题 - 新增 test_bridge_height_parity.gd 自动化对拍测试 - 40250 怪物击杀经验动效: - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附 - 40250 客户端全系统功能对齐(Batches 1-31): - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试 - 文档沉淀: - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
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@@ -88,8 +88,11 @@ func _process(_delta: float) -> void:
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match _state:
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"settle_first":
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if _seconds_in_state(now) >= SETTLE_SECONDS:
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if _seconds_in_state(now) >= SETTLE_SECONDS and _game_scene_ready():
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_run_world_checks()
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elif _seconds_in_state(now) >= STEP_TIMEOUT_SECONDS:
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_fail("进场后真实角色模型、装备或快捷栏未在时限内建立")
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_finish_later()
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"wait_move":
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if _seconds_in_state(now) >= 1.5:
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_send_stop()
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@@ -185,6 +188,10 @@ func _run_world_checks() -> void:
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_check(_has_method_and_array("get_skills"), "技能接口可读取")
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_check(_has_method_and_array("get_quickslots"), "快捷栏接口可读取")
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_check(_has_method_and_array("get_affects"), "状态接口可读取")
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var scene: Node = _flow.get("_game")
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_check(is_instance_valid(scene) and bool(scene.get("_model_built")), "真实角色模型建立")
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_check(is_instance_valid(scene) and is_instance_valid(scene.get("equip_model")), "装备渲染控制器建立")
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_check(is_instance_valid(scene) and is_instance_valid(scene.get("quickbar")), "技能快捷栏建立")
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var p: Variant = main_entity.get("pos_cm", null)
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if p is Vector3:
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@@ -195,10 +202,29 @@ func _run_world_checks() -> void:
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_fail("主角色缺少 pos_cm")
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if not _mutations:
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_set_state("capture")
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await _capture_diagnostic_frame()
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_start_reconnect()
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return
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_send_move()
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func _capture_diagnostic_frame() -> void:
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var path := OS.get_environment("MT_DIAG_SHOT").strip_edges()
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if path.is_empty():
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return
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await RenderingServer.frame_post_draw
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var image := get_viewport().get_texture().get_image()
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if image == null or image.save_png(path) != OK:
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_fail("无法保存联网渲染诊断截图")
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func _game_scene_ready() -> bool:
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if _flow == null:
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return false
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var scene: Node = _flow.get("_game")
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return is_instance_valid(scene) and bool(scene.get("_model_built")) \
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and is_instance_valid(scene.get("equip_model")) \
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and is_instance_valid(scene.get("quickbar"))
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func _has_method_and_array(method_name: String) -> bool:
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if _client == null or not _client.has_method(method_name):
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return false
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