Files
mtgodot-poc/project/select_item_ui_test.gd
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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# select_item_ui_test —— P11 选魔石窗 headless 自检(假 client + 假 proto + 真 uiscript)。
# godot --headless --path project --script select_item_ui_test.gd
# 校验 uiselectitem.RefreshSlot 过滤(只 metin 类型 + grade<=2)、SelectItemSlot 发包、
# Close 发 0、quest_dialog [SELECT_ITEM] token 解析。缺 uiscript 资产时优雅跳过。
extends SceneTree
const SelectItemUI = preload("res://ui/select_item_ui.gd")
const QuestDialog = preload("res://ui/quest_dialog.gd")
class FakeClient extends Node:
signal inventory_changed(window: int, cell: int)
var inv: Array = [] # [{cell,vnum,count}]
var selects: Array = [] # script_select_item 参数
func get_inventory() -> Array: return inv
func script_select_item(sel: int) -> bool:
selects.append(sel); return true
class FakeProto extends Node:
# vnum 约定:28030/28031/28032 = metin grade 0/1/228963 = metin grade 3
# 19 = 非 metin(武器)
func item(vnum: int) -> Dictionary:
match vnum:
28030: return {"type": 10, "name": "METIN_A0", "locale_name": "魔石A"}
28031: return {"type": 10, "name": "METIN_B1", "locale_name": "魔石B"}
28032: return {"type": 10, "name": "METIN_C2", "locale_name": "魔石C"}
28963: return {"type": 10, "name": "METIN_D3", "locale_name": "魔石D"}
19: return {"type": 1, "name": "SWORD", "locale_name": "剑"}
return {}
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: select_item_ui_test (filter + select packet + close-0 + [SELECT_ITEM] token)")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
# --- quest_dialog [SELECT_ITEM] token 解析(不需资产) ---
var qd: Node = QuestDialog.new()
var p1: Dictionary = qd.parse_script("请选择一颗魔石[ENTER][SELECT_ITEM]")
_ck(p1.get("has_select_item", false) == true, "[SELECT_ITEM] -> has_select_item")
var p2: Dictionary = qd.parse_script("普通对话[NEXT]")
_ck(p2.get("has_select_item", true) == false, "no tag -> has_select_item false")
_ck(qd.has_signal("select_item_requested"), "QuestDialog exposes select_item_requested")
qd.free()
var assets := AssetRoot.path()
if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/selectitemwindow.py")):
print(" (skip window part: no selectitemwindow.py — assets checkout missing)")
return
var UiManager = load("res://ui/ui_manager.gd")
var ui: CanvasLayer = UiManager.new()
get_root().add_child(ui)
ui._ready()
var fc := FakeClient.new()
var fp := FakeProto.new()
get_root().add_child(fc)
get_root().add_child(fp)
# 背包:cell 2 = grade0 metin, cell 5 = 非 metin(排除), cell 7 = grade2 metin,
# cell 9 = grade3 metin(排除), cell 11 = grade1 metin
fc.inv = [
{"cell": 2, "vnum": 28030, "count": 1},
{"cell": 5, "vnum": 19, "count": 1},
{"cell": 7, "vnum": 28032, "count": 3},
{"cell": 9, "vnum": 28963, "count": 1},
{"cell": 11, "vnum": 28031, "count": 1},
]
var si: Node = SelectItemUI.new()
get_root().add_child(si)
si.setup(ui, fc, fp, assets)
si.open()
_ck(si.is_open(), "select-item window opened")
if not si.is_open():
return
# 过滤后应保留 3 颗(cell 2 / 7 / 11),按背包格号升序填入选择窗格 0/1/2
_ck(si._slot_to_inv.size() == 3, "3 metin stones kept (got %d)" % si._slot_to_inv.size())
_ck(si._slot_to_inv.get(0, -1) == 2, "slot 0 -> inv cell 2 (grade0)")
_ck(si._slot_to_inv.get(1, -1) == 7, "slot 1 -> inv cell 7 (grade2)")
_ck(si._slot_to_inv.get(2, -1) == 11, "slot 2 -> inv cell 11 (grade1)")
_ck(not si._slot_to_inv.values().has(5), "non-metin (cell 5) excluded")
_ck(not si._slot_to_inv.values().has(9), "grade>2 metin (cell 9) excluded")
# 点选择窗格 1 -> 发 SendSelectItemPacket(7) + 关窗,且不再补发 0
var cell1: Panel = si._cells.get(1, null)
_ck(cell1 != null, "slot cell 1 present")
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_LEFT
ev.pressed = true
cell1.gui_input.emit(ev)
_ck(fc.selects == [7], "click slot 1 -> script_select_item(7) (got %s)" % str(fc.selects))
_ck(not si.is_open(), "window closed after select")
# 重新打开,直接关闭 -> 发 script_select_item(0)uiselectitem.Close
fc.selects.clear()
si.open()
_ck(si.is_open(), "reopened")
si.close()
_ck(fc.selects == [0], "close without pick -> script_select_item(0) (got %s)" % str(fc.selects))
_ck(not si.is_open(), "window closed")