22d534c5eb0a5134ee08318269273fac2ff1e0a1
VulkanWindow's 3000-line TU becomes sdl_window.cpp (window, events, cursor, screenshot BMP), vk_device.cpp (device, swapchain, MSAA, framebuffers), vk_pipelines.cpp (render passes, pipelines), vk_resources.cpp (buffers, render targets, geometry), vk_textures.cpp (textures, samplers, descriptors), vk_frame.cpp (render) and ui_batches.cpp; vulkan_window.cpp keeps construction and timing stats. Function bodies move verbatim. render() now reads fence/acquire -> prepare_draws -> prepare_ui -> write_draw_states -> record_passes -> record_readbacks -> submit -> finish_readbacks -> present, with FrameDraws / Readback carrying the locals that used to live across 500 lines. Verified: login-screen screenshot byte-identical to HEAD; game-world draw/vertex/index/UI counts identical; ctest, port_gate macos+android, Android build pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Metin2 原生客户端
40250 客户端的 macOS / Android 移植。SDL3 负责窗口与输入,Vulkan 负责 3D 和 UI 渲染;macOS 上通过 MoltenVK 使用 Metal。40250 的 C++ 逻辑、Python 2.7 脚本和 EPK 资源由 src/port 与 src/platform 提供。运行时不依赖 Godot。
macOS
需要 CMake、SDL3、Vulkan loader、MoltenVK、glslc(第三方库均已随仓库提供源码,无需子模块):
cmake -S . -B build/release -DCMAKE_BUILD_TYPE=Release \
-DMT_BUILD_NATIVE_RENDER=ON -DCMAKE_PREFIX_PATH=/opt/homebrew
cmake --build build/release --target mt_native_render -j8
./build/release/src/host/mt_native_render \
--live-client "/path/to/40250/Client" --login-screen --width 1024 --height 768
Android
./android/build.sh Release --install
./android/push-client.sh /path/to/40250/Client
adb shell am start -n org.metin2port.client/.MainActivity
APK 由 SDLActivity、libSDL3.so 和 Vulkan 原生 libmain.so 组成。40250 Client 资源单独复制到应用数据目录;--live-server HOST:AUTH_PORT:GAME_PORT --login-screen 可连接服务器。构建与启动细节见 src/host/README.md。
测试
./script/port_gate.sh macos
port_gate.sh 构建并运行 40250 移植层的 C++ 测试。原生渲染验收入口是 scripts/native_mac_acceptance.mjs。历史迁移记录保留在 docs/PORT-PLAN.md;其中旧 Godot 路径已经退役。
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