Files
mtgodot-poc/formats/spt.h
T
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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// .spt —— SpeedTree RT 私有格式(IDV Inc.)。
//
// W4 调研结论(2026-08-29):**几何无法读**。`.spt` 的解析在闭源 `CSpeedTreeRT::LoadTree()`
// 里(`m2dev-client-src-main/extern/library/SpeedTree/speedtree_static.lib`,实测 COFF x86-64
// IDV 专有,不能链进 macOS/移动端、不可随意分发);`SpeedTreeLib/` 是渲染 wrapper,不含 parser。
// → 运行时使用读取真实 bark/composite atlas 的 proxy;真几何走经授权的 Windows x64 离线 exporter。
//
// 这里只做「嗅探」:读文件头 magic + version,抽取内嵌贴图和 composite atlas token。
// 不解析枝干/叶片几何。无 godot 依赖。
#pragma once
#include <string>
#include <vector>
namespace fmt {
struct SptInfo {
bool ok = false;
std::string magic; // "__IdvSpt_02_" 等
uint32_t header_dword = 0; // magic 前的第一个 u32(版本/大小,未定)
std::vector<std::string> texture_refs; // 内嵌的 *.tga / *.dds 路径(原样)
// SpeedTree 2 把这两个 atlas 名写成不一定以 NUL 结尾的 token(例如
// "CompositeMapB1#N"),普通 printable-string 扫描会漏掉。统一转成 .dds,
// 供无几何 reader 的 proxy 渲染使用。
std::string composite_texture;
std::string self_shadow_texture;
};
bool sniff_spt(const std::string& bytes, SptInfo& out);
bool sniff_spt_file(const std::string& path, SptInfo& out);
} // namespace fmt