# remote_player_test —— 远端 PC 真模型 + awPart[4] 换装链回归。 # godot --headless --path project --script remote_player_test.gd extends SceneTree const ItemListDB = preload("res://ui/item_list.gd") const RemotePlayerView = preload("res://ui/remote_player_view.gd") const NetWorld = preload("res://net_world.gd") const EffectRegistry = preload("res://fx/effect_registry.gd") class FieldProbe extends Node3D: var calls: Array = [] func set_armor(v: int) -> void: calls.append(["armor", v]) func set_weapon(v: int) -> void: calls.append(["weapon", v]) func set_head(v: int) -> void: calls.append(["head", v]) func set_hair(v: int) -> void: calls.append(["hair", v]) var _fail := 0 func _ck(ok: bool, msg: String) -> void: if not ok: _fail += 1 printerr("FAIL: " + msg) func _init() -> void: await _run() if _fail == 0: print("PASS: remote_player_test (remote PlayerView + awPart[4])") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"): print(" (skip: animation extension not registered)") return var assets := AssetRoot.path() if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")): print(" (skip: PC assets unavailable)") return var il := ItemListDB.new() if not il.load_file(assets.path_join("locale/locale/common/item_list.txt")): print(" (skip: item_list unavailable)") return var proto: Node if ClassDB.class_exists("Metin2Proto"): proto = ClassDB.instantiate("Metin2Proto") get_root().add_child(proto) var proto_path := assets.path_join("locale/locale/en/item_proto") if not FileAccess.file_exists(proto_path) or not proto.call("load_item_proto", proto_path): proto = null var effects := EffectRegistry.new() effects.setup(assets) var pv := RemotePlayerView.new() var parts: Array = [0, 3159, 0, 5] # ARMOR / TWO-HAND +9 / HEAD / HAIR _ck(pv.build_remote(assets, 0, parts, il, proto, Callable(), effects), "off-tree remote warrior PlayerView builds") get_root().add_child(pv) # NetWorld adds the fully assembled view this way. if pv.remote_equip == null: return _ck(pv.remote_equip._remote_parts == parts, "remote EquipModel receives awPart[4]") await process_frame await process_frame if proto: _ck(pv.get_motion_mode() == 3, "remote weapon 3159 -> TWOHAND_SWORD mode") _ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/wait.msa"), "remote heavy-weapon wait uses two-hand grip pose") _ck(pv.remote_equip._weapon_refine_fx.size() == 1, "remote +9 heavy weapon creates one persistent refine effect") if pv.remote_equip._weapon_refine_fx.size() == 1: var refine: Node = pv.remote_equip._weapon_refine_fx[0] _ck(refine.get_parent() == pv, "remote +9 effect is attached through the character skeleton") var emitters := refine.find_children("*", "GPUParticles3D", true, false) _ck(emitters.size() > 0, "remote +9 sword_9 effect contains rendered GPU particles") var emitting := false for emitter in emitters: emitting = emitting or bool(emitter.get("emitting")) _ck(emitting, "remote +9 sword_9 GPU particles are actively emitting") pv.set_weapon(0) await process_frame _ck(int(pv.remote_equip._remote_parts[1]) == 0, "set_weapon updates awPart[WEAPON]") if proto: _ck(pv.get_motion_mode() == 1, "remote unequip -> GENERAL mode") pv.set_head(19) await process_frame _ck(int(pv.remote_equip._remote_parts[2]) == 19, "set_head updates awPart[HEAD]") pv.set_hair(5) await process_frame _ck(int(pv.remote_equip._remote_parts[3]) == 5, "set_hair updates awPart[HAIR]") pv.queue_free() # NetworkActorManager::UpdateActor 的四个 awPart 字段序必须保持 ARMOR/WEAPON/HEAD/HAIR。 var nw := NetWorld.new() var probe := FieldProbe.new() nw._apply_field_updates(probe, {"parts": [11, 22, 33, 44]}) _ck(probe.calls == [["armor", 11], ["weapon", 22], ["head", 33], ["hair", 44]], "NetWorld applies awPart[4] in reference order") probe.free() nw.free()