Files
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

77 lines
1.8 KiB
C++

#include "texture_util.h"
#include <cstdlib>
#include <cstring>
#include <godot_cpp/classes/os.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/utility_functions.hpp>
using namespace godot;
namespace mtgodot {
namespace {
int g_state = -1; // -1 = uninit, 0 = off, 1 = on
bool g_warned = false;
void lazy_init() {
if (g_state != -1) {
return;
}
if (const char *e = std::getenv("MTGODOT_TEXCOMP")) {
g_state = (e[0] == '1') ? 1 : 0;
return;
}
// No explicit override: on for mobile targets, off for desktop (keeps the
// Phase-1 parity path byte-identical).
OS *os = OS::get_singleton();
g_state = (os && os->has_feature("mobile")) ? 1 : 0;
}
} // namespace
bool texcomp_enabled() {
lazy_init();
return g_state == 1;
}
void texcomp_set_enabled(bool on) {
g_state = on ? 1 : 0;
}
Ref<ImageTexture> make_color_texture(int w, int h, const uint8_t *rgba, size_t len,
bool mipmaps, TexUse use) {
if (w <= 0 || h <= 0 || rgba == nullptr || len < size_t(w) * size_t(h) * 4) {
return Ref<ImageTexture>();
}
PackedByteArray bytes;
bytes.resize(int64_t(w) * h * 4);
std::memcpy(bytes.ptrw(), rgba, size_t(w) * size_t(h) * 4);
Ref<Image> img = Image::create_from_data(w, h, false, Image::FORMAT_RGBA8, bytes);
if (img.is_null()) {
return Ref<ImageTexture>();
}
if (mipmaps) {
img->generate_mipmaps();
}
if (use == TexUse::COLOR && texcomp_enabled()) {
// ASTC 8x8: ~2 bpp vs 32 for RGBA8. GENERIC source hint (sRGB colour).
Error err = img->compress(Image::COMPRESS_ASTC, Image::COMPRESS_SOURCE_GENERIC,
Image::ASTC_FORMAT_8x8);
if (err != OK && !g_warned) {
g_warned = true;
UtilityFunctions::push_warning(
"mtgodot: runtime ASTC compression unavailable, using RGBA8");
}
}
return ImageTexture::create_from_image(img);
}
} // namespace mtgodot