Commit Graph
6 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5 ffbb5d48d6 port(2P step 3c): stage python27.zip into the mobile sandbox
CPython opens the stdlib zip with its own stdio, so it needs a real path.
On the desktop res:// is a directory and globalize_path() is enough; in an
exported build res:// is inside the PCK, which nothing outside Godot reads.

  make_stdlib_zip.py now also writes <out>.sha256
  mtpython_stdlib_project copies python27.zip + .sha256 into project/
    (gitignored), and both export presets' include_filter lists them, so
    they enter the PCK — checked with --export-pack
  extension/src/python_stdlib.{h,cpp} (Metin2Python.stdlib_path in
    GDScript): reads the bytes out of the PCK, writes
    user://python27.zip.part, hashes the file as written against the
    shipped digest, then renames. A sandbox copy is reused only when it
    matches, so a first start killed mid-copy and a zip replaced by a new
    build both re-stage instead of feeding zipimport a torn file.
  PythonHost::SetDefaultStdLibPath / DefaultStdLibPath() answer with that
    path ($MT_PYTHON_STDLIB still wins). python_stdlib.cpp is the only unit
    that knows res:// / user://; port_platform stays godot-free.

Also fixes the Windows gate, which step 3b broke: without mtpython the
MinGW build compiled UserInterface/StdAfx.h (it includes ScriptLib/StdAfx.h,
as the original PCH does). port/CMakeLists.txt excludes that header and
PythonPackModule.cpp with ScriptLib, and platform/CMakeLists.txt excludes
platform/ScriptLib/ the same way.

Not done: on-device staging. The macOS test drives the mobile path with
force_stage=true, and nothing in the app boot calls it yet — the
interpreter only starts in the process with 2V0.

gates: python_stdlib_test.gd PASS (in-place path, staging, sha256, bytes
equal res://, no .part, ZIPReader finds encodings/__init__.py, no re-copy
on a second call, corrupted copy re-staged) · macOS ctest 27/27 ·
mingw + android + ios port_platform compile clean · port_map.py check 0
errors · key leak check 8/8 none.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 09:39:33 +09:00
shenleiandClaude Opus 5 2b873f190f port(2P step 3a/3b): stdlib on sys.path + the pack module
step 3a — 标准库:
  tools/py_embed/make_stdlib_zip.py packs the vendored Lib/ into
  <build>/python27.zip (397 modules, 6876547 bytes, ZIP_STORED — the zlib
  module is trimmed out of our CPython, so zipimport cannot inflate).
  The mtpython_stdlib target builds it; py_embed_test and the launcher test
  both run against it.
  platform/ScriptLib/PythonHost sets the embedding flags before
  Py_Initialize and, after it, puts the zip on sys.path and re-registers
  encodings.search_function with codecs — 2.7 builds the codec registry
  once, at startup, so replacing sys.path afterwards needs it back.

step 3b — pack 模块:
  UserInterface/PythonPackModule.cpp copied verbatim; packExist/packGet/
  initpack read root/ and uiscript/ through CEterPackManager, i.e. through
  asset_io. The CHINA_CRYPT_KEY block in that unit is CAccountConnector's
  and is kept #if 0 until the login slice (2V1). UserInterface/StdAfx.h is
  a documented partial mirror — the original is the whole client's PCH.

The launcher test now runs initpack() as RunMainScript does (its first
line), reads system.py / uiscript / locale text back out of the packs, and
confirms cp1252 decoding works off the zip. system.py still stops at
"No module named app" — the C++ modules are the 2V0 slice.

gates: port_map.py check 0 errors · key leak check 8/8 none · macOS ctest
27/27 · android + ios port_platform compile clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 09:16:37 +09:00
shenleiandClaude Opus 5 43bb561551 port(2P step 2): ScriptLib/PythonLauncher on the embedded interpreter
Link mtpython into port_logic and copy 40250's ScriptLib launcher across:
PythonLauncher, PythonUtils and PythonMarshal, plus the 12 forwarding headers
that make its `#include <Python-2.7/*>` lines compile unchanged. symtable.h
forward-declares mod_ty rather than including Python-ast.h, whose one-word
macros (Delete, Module, Set, Print) collide with EterLib/Pool.h — the same
clash 40250 sidestepped by commenting out PySymtable_Build.

Two `// PORT:` edits: `unsigned char(val)` is an MSVC extension (PythonUtils.cpp,
twice), and PyObject_AsCharBuffer wants a Py_ssize_t* (TraceFunc).

port_python_launcher_test drives the launcher in the order UserInterface.cpp
does (:241-434): Create(), __DEBUG__/__COMMAND_LINE__, TRUE/FALSE, a CRLF script
through RunMemoryTextFile, a .pyc through RunCompiledFile, then RunFile reading
system.py out of the real pack. It stops at `ImportError: No module named app`,
i.e. the first C++ module RunMainScript registers — that is the 2V0 slice, and
the stdlib behind it is step 3. The host flags (Py_NoSiteFlag and friends) sit
in the test for now; step 3 moves them into the platform layer.

port-map statuses are set only for what the test actually executes: 10 of 12
launcher functions and 4 of 11 marshal ones (the small-.pyc path delegates to
CPython's own reader, so the ported r_object stays unreached). PythonUtils
compiles but nothing calls it until the binding modules arrive, so it stays TODO.

Windows has no mtpython yet, so port_logic drops ScriptLib and the shims there.

Tests: macOS ctest 27/27 incl. port.python_launcher; port_logic (with ScriptLib)
also compiles for android arm64 (NDK API 24) and ios arm64.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 08:54:48 +09:00
shenleiandClaude Opus 5 5fad769ee8 port 2P step 1: vendor CPython 2.7.18 as the mtpython static library
The embedded 40250 script layer needs its own interpreter on five platforms.
2.7 is end-of-life, so nothing can be fetched from the target SDKs and the
source is vendored (official 2.7.18 tarball, trimmed to 25MB; Lib/ stays for
step 3's python27.zip).

cpython-2.7.18/CMakeLists.txt builds one `mtpython` static library from exactly
the 133 objects the reference libpython2.7.a contains, off by default behind
-DMTGODOT_EMBED_PYTHON=ON. The source list and the built-in module table
(config/config.c, 39 entries) are shared; pyconfig.h is a probe result and is
not, so each platform keeps its own under config/<platform>/, regenerated by
tools/py_embed/gen_pyconfig.sh and checked against the shared table.

Three vendor patches, documented in docs/THIRD-PARTY.md: configure/configure.ac
learn arm64 on macOS, and posixmodule.c undefines the process-control calls it
hard-defines past pyconfig.h when building for iOS.

macOS (ctest python.embed: every builtin imports, codecs and pickle work off the
vendored Lib/), Android arm64 and iOS arm64 build. Linux needs a Linux host and
Windows needs a MinGW-vs-MSVC decision; both are noted for step 4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-23 08:27:35 +09:00
shenlei 8f61990a83 Implement 40250 classic client port 2026-09-01 18:49:28 +09:00
shenandClaude Sonnet 5 47baf6c0c6 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
2026-08-31 20:02:12 +09:00