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

134 lines
4.6 KiB
GDScript

# guild_mark_test —— 会徽下载:guild_ui 会徽图 + app_flow 触发 / 冷却 headless 自检。
# godot --headless --path project --script guild_mark_test.gd
extends SceneTree
const GuildUI = preload("res://ui/guild_ui.gd")
const AppFlow = preload("res://app_flow.gd")
class FakeClient extends Node:
signal guild_changed()
signal guild_marks_ready(mark_count: int)
signal guild_mark_updated(guild_id: int, img_idx: int)
signal guild_mark_uploaded(ok: bool)
signal char_list(list: Array)
signal entered_game()
signal disconnected(reason: String)
signal login_failed(reason: String)
var guild := {"in_guild": true, "id": 88, "name": "Wolves", "level": 9,
"member_count": 3, "max_member_count": 32, "gold": 1000}
var members := []
var grades := []
var mark_img: Image = null
var dl_calls := []
var up_calls := []
var mark_srv := {"host": "", "port": 0}
var connects := []
var selects := []
func is_in_game() -> bool: return true
func get_guild() -> Dictionary: return guild
func get_guild_members() -> Array: return members
func get_guild_grades() -> Array: return grades
func get_guild_mark_image(_gid: int) -> Image: return mark_img
func get_mark_server() -> Dictionary: return mark_srv
func download_guild_marks(host: String, port: int) -> bool:
dl_calls.append([host, port]); return true
func upload_guild_mark(host: String, port: int, gid: int, img: Image) -> bool:
up_calls.append([host, port, gid, img != null]); return true
func connect_to_server(ah, ap, gh, gp, id, pw) -> void:
connects.append([ah, ap, gh, gp, id, pw])
func select_character(i) -> void: selects.append(i)
var _fail := 0
func _ck(c: bool, m: String) -> void:
if not c:
_fail += 1
printerr("FAIL: " + m)
func _init() -> void:
_run()
if _fail == 0:
print("PASS: guild_mark_test")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _btn(root: Node, label: String) -> Button:
for b in root.find_children("*", "Button", true, false):
if String(b.text) == label:
return b
return null
func _make_mark() -> Image:
var b := PackedByteArray()
b.resize(16 * 12 * 4)
for i in range(0, b.size(), 4):
b[i] = 0x33; b[i + 1] = 0x99; b[i + 2] = 0xCC; b[i + 3] = 0xFF
return Image.create_from_data(16, 12, false, Image.FORMAT_RGBA8, b)
func _run() -> void:
var canvas := CanvasLayer.new()
get_root().add_child(canvas)
var fc := FakeClient.new()
get_root().add_child(fc)
# --- guild_ui 会徽图 ---
var gu: Node = GuildUI.new()
get_root().add_child(gu)
gu.setup(fc, canvas)
gu.toggle()
_ck(gu.is_open(), "公会窗打开")
_ck(gu._mark != null and not gu._mark.visible, "无会徽图 -> TextureRect 隐藏")
# 会徽下载完成 -> 刷新出图
fc.mark_img = _make_mark()
fc.guild_marks_ready.emit(2)
_ck(gu._mark.visible and gu._mark.texture != null, "guild_marks_ready -> 会徽显示")
_ck(gu._mark.texture.get_width() == 16 and gu._mark.texture.get_height() == 12, "会徽 16x12")
# --- 会徽上传按钮 ---
# 没配 mark server -> 无按钮
gu._set_tab(0)
_ck(_btn(gu._pages[0], "上传会徽") == null, "未配 mark server -> 无上传按钮")
# 配上 server + 图源 -> 出按钮
fc.mark_srv = {"host": "1.2.3.4", "port": 11002}
gu.mark_image_provider = _make_mark
gu._set_tab(0)
var ub := _btn(gu._pages[0], "上传会徽")
_ck(ub != null, "配好后 -> 有上传按钮")
ub.pressed.emit()
_ck(fc.up_calls == [["1.2.3.4", 11002, 88, true]], "上传 -> upload_guild_mark(host, port, gid, img)")
_ck(gu._upload_status.text.contains("上传中"), "上传中状态")
fc.guild_mark_uploaded.emit(true)
_ck(gu._upload_status.text.contains("已上传"), "guild_mark_uploaded(true) -> 状态更新")
# 无公会 -> 收起会徽
fc.guild = {"in_guild": false}
fc.guild_changed.emit()
_ck(not gu._mark.visible, "离开公会 -> 会徽隐藏")
# --- app_flow 触发下载 + 冷却 ---
var fc2 := FakeClient.new()
var af: Node = AppFlow.new()
af.build_game_scene = false
get_root().add_child(af)
af.start("", fc2)
# mark_port 默认 0 -> 不下载
fc2.entered_game.emit()
_ck(fc2.dl_calls.is_empty(), "mark_port=0 -> 不下载会徽")
# 配上 mark_port 再进游戏
af.serverinfo._servers[0]["mark_port"] = 11002
af._start_guild_mark_download()
_ck(fc2.dl_calls.size() == 1 and fc2.dl_calls[0][1] == 11002, "配置后 -> download_guild_marks(host, 11002)")
# guild_mark_updated:冷却过后重下一次
af._mark_redl_after = 0
fc2.guild_mark_updated.emit(88, 1)
_ck(fc2.dl_calls.size() == 2, "guild_mark_updated -> 重新下载")
# 立刻再来一次 -> 冷却内不重下
fc2.guild_mark_updated.emit(88, 1)
_ck(fc2.dl_calls.size() == 2, "1s 冷却内 -> 不重复下载")