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
13 lines
481 B
C
13 lines
481 B
C
/* Compatibility shim: the full LZO distribution exposes the LZO1X API as
|
|
* <lzo/lzo1x.h>. We vendor only miniLZO (LZO1X-1 compressor + safe/standard
|
|
* LZO1X decompressor), which is all mtproto's CLZO path needs
|
|
* (lzo_init / lzo1x_decompress_safe / LZO_E_OK / lzo_uint). This header lets
|
|
* extension/src/proto/proto.cpp keep its `#include <lzo/lzo1x.h>` unchanged.
|
|
*/
|
|
#ifndef MTGODOT_MINILZO_LZO1X_SHIM_H
|
|
#define MTGODOT_MINILZO_LZO1X_SHIM_H
|
|
|
|
#include "../minilzo.h"
|
|
|
|
#endif
|