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
104 lines
2.9 KiB
GDScript
104 lines
2.9 KiB
GDScript
# ChannelStatus (P10 收尾) —— 频道负载查询(对齐 CServerStateChecker)。
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#
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# var cs := preload("res://net/channel_status.gd").new()
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# add_child(cs)
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# cs.query(host, port, func(map): ...) # map: { port:int -> status:int }
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#
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# 明文 TCP(无 libsodium):连上任一频道端口 → 发 CG_STATE_CHECKER(0x000F,len 4) →
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# 跳过其它包直到 GC_RESPOND_CHANNELSTATUS(0x0010) → 读 int32 count → count × {i16 port, u8 status}。
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# status:0 关 / 1 正常 / 2 忙 / 3 满(Metin2 约定,非在线人数——那要改服务器)。
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extends Node
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const CG_STATE_CHECKER := 0x000F
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const GC_RESPOND_CHANNELSTATUS := 0x0010
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const STATUS_TEXT := {0: "关闭", 1: "正常", 2: "拥挤", 3: "爆满"}
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signal done(status_by_port: Dictionary)
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var _peer: StreamPeerTCP
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var _cb: Callable
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var _deadline := 0.0
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var _sent := false
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func query(host: String, port: int, callback: Callable = Callable(), timeout_s := 3.0) -> void:
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_cb = callback
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_peer = StreamPeerTCP.new()
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_sent = false
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_deadline = _now() + timeout_s
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if _peer.connect_to_host(host, port) != OK:
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_finish({})
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return
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set_process(true)
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func text_for(status: int) -> String:
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return STATUS_TEXT.get(status, "?")
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func _now() -> float:
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return Time.get_ticks_msec() / 1000.0
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func _process(_dt: float) -> void:
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if _peer == null:
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return
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_peer.poll()
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var st := _peer.get_status()
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if st == StreamPeerTCP.STATUS_ERROR or _now() > _deadline:
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_finish({})
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return
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if st != StreamPeerTCP.STATUS_CONNECTED:
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return
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if not _sent:
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var req := PackedByteArray()
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req.resize(4)
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req.encode_u16(0, CG_STATE_CHECKER)
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req.encode_u16(2, 4)
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_peer.put_data(req)
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_sent = true
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# 攒够一个包就解析
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_try_parse()
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func _try_parse() -> void:
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var avail := _peer.get_available_bytes()
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if avail < 4:
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return
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# 逐包扫,跳到 RESPOND_CHANNELSTATUS
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while _peer.get_available_bytes() >= 4:
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var head: Array = _peer.get_partial_data(4)
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if head[0] != OK:
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return
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var hb: PackedByteArray = head[1]
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var header := hb.decode_u16(0)
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var length := hb.decode_u16(2)
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if header == GC_RESPOND_CHANNELSTATUS:
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_read_body()
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return
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# 别的包:按 length 跳过剩余(已吃掉 4 字节头)
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var rest := maxi(0, length - 4)
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if rest > 0:
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if _peer.get_available_bytes() < rest:
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return # 等更多数据(简化:不缓存半包,靠 timeout 兜底)
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_peer.get_data(rest)
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func _read_body() -> void:
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# 已消费 4 字节头;接着 int32 count + count × {i16 port, u8 status}
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if _peer.get_available_bytes() < 4:
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return
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var cnt_r: Array = _peer.get_data(4)
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var count: int = (cnt_r[1] as PackedByteArray).decode_s32(0)
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var out := {}
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for i in count:
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if _peer.get_available_bytes() < 3:
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break
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var rec: PackedByteArray = _peer.get_data(3)[1]
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out[rec.decode_s16(0)] = rec.decode_u8(2)
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_finish(out)
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func _finish(m: Dictionary) -> void:
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set_process(false)
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if _peer:
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_peer.disconnect_from_host()
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_peer = null
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done.emit(m)
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if _cb.is_valid():
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_cb.call(m)
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