Files
mtgodot-poc/project/bake_asset_index.gd
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

23 lines
756 B
GDScript

# bake_asset_index —— 构建期跑一次:扫 assets_root 建 AssetResolver 索引,
# 写到 <assets_root>/asset_index.txt。打进 PCK 后移动端 build_or_load() 直接装载。
# godot --headless --path project --script bake_asset_index.gd
extends SceneTree
func _init() -> void:
var root := AssetRoot.path()
if not AssetRoot.available():
printerr("no assets at ", root)
quit(1)
return
var w = ClassDB.instantiate("Metin2World")
w.set("assets_root", root)
var out := root.path_join("asset_index.txt")
var ok: bool = w.call("bake_asset_index", out)
if ok:
var sz := FileAccess.get_file_as_bytes(out).size()
print("PASS: baked asset_index.txt (%d bytes) at %s" % [sz, out])
quit(0)
else:
printerr("bake failed")
quit(1)