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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

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#!/usr/bin/env bash
# Cross-compile the mtgodot GDExtension for iOS (iPhone 16 / arm64 device) and
# stage every static archive the app needs to link into project/bin/ios/.
#
# This gets you a compiled .a — it does NOT do the Xcode project / signing /
# on-device run. That's the rest of BACKLOG F1; see docs/PLATFORMS.md.
#
# Needs: full Xcode + iPhoneOS SDK. Submodules (recursive) must be present.
set -euo pipefail
cd "$(dirname "$0")"
CONFIG="${1:-Debug}" # Debug | Release
DEPLOY="${IOS_DEPLOYMENT_TARGET:-15.0}"
BUILD_DIR="build-ios"
JOBS="${JOBS:-$(sysctl -n hw.ncpu)}"
TOOLCHAIN="extension/godot-cpp/cmake/ios.toolchain.cmake"
case "$CONFIG" in
Release) TPL="template_release" ;;
*) TPL="template_debug" ;;
esac
if [ ! -f "$TOOLCHAIN" ]; then
echo "godot-cpp submodule missing — git submodule update --init --recursive" >&2
exit 1
fi
cmake -S . -B "$BUILD_DIR" -G "Unix Makefiles" \
-DCMAKE_TOOLCHAIN_FILE="$TOOLCHAIN" \
-DPLATFORM=OS64 \
-DDEPLOYMENT_TARGET="$DEPLOY" \
-DCMAKE_BUILD_TYPE="$CONFIG" \
-DMTGODOT_BUILD_TOOLS=OFF \
-DBUILD_TESTING=OFF
cmake --build "$BUILD_DIR" --target mtgodot -j "$JOBS"
# --- stage archives for the .gdextension [dependencies] block ---
OUT="project/bin/ios"
mkdir -p "$OUT"
cp -f "$BUILD_DIR/bin/libgodot-cpp.ios.${TPL}.arm64.a" "$OUT/"
cp -f "$BUILD_DIR/libgr2/liblibgr2.a" "$OUT/"
cp -f "$BUILD_DIR/formats/libxr_formats.a" "$OUT/"
cp -f "$BUILD_DIR/extension/libmtnet.a" "$OUT/"
cp -f "$(find "$BUILD_DIR" -name libsodium.a | head -1)" "$OUT/"
echo
echo "iOS ($CONFIG) archives:"
ls -la "project/bin/libmtgodot.ios.${TPL}.a" "$OUT"/*.a
lipo -info "project/bin/libmtgodot.ios.${TPL}.a"