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
153 lines
5.7 KiB
GDScript
153 lines
5.7 KiB
GDScript
# netplay_test —— P0 闭环胶水(net_play.gd)的 headless 自检。
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# godot --headless --path project --script netplay_test.gd
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# 用假 M2Client / 假 PlayerController / 假 HUD 驱动,断言 net_play 产生的调用正确。
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# 退出码 0 = 全过。
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extends SceneTree
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const NetPlay = preload("res://net_play.gd")
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const NetWorld = preload("res://net_world.gd")
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class FakeClient extends Node:
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signal entity_spawned(entity: Dictionary)
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signal entity_despawned(vid: int)
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signal entity_moved(vid: int)
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signal entity_info(vid: int, entity: Dictionary)
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signal entity_main_set(vid: int)
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signal entity_dead(vid: int)
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signal vitals_changed(vid: int)
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signal points_changed(points: Dictionary)
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signal target_info(vid: int, hp_percent: int)
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signal chat(type: int, vid: int, text: String)
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var ents := {}
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var main := 0
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var in_game := true
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var calls := {"move": [], "attack": [], "set_target": []}
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func is_in_game() -> bool: return in_game
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func get_main_vid() -> int: return main
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func get_entity(vid: int) -> Dictionary: return ents.get(vid, {})
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func move(f, a, rot, x, y) -> bool: calls.move.append([f, a, rot, x, y]); return true
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func attack(motion, vid) -> bool: calls.attack.append([motion, vid]); return true
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func set_target(vid) -> bool: calls.set_target.append(vid); return true
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class FakePC extends Node:
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signal target_selected(node: Node3D)
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signal moved(pos: Vector3)
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signal anim_state(state: String)
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var player: Node3D
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var server_speed := 1.0
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func set_server_speed(moving_speed: int) -> void: server_speed = float(moving_speed) / 100.0
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class FakeHud extends Node:
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var vitals := []
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var exp_v := []
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var level := 0
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var target := []
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var energy := []
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var cleared := 0
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func set_vitals(hp, mhp, sp, msp): vitals = [hp, mhp, sp, msp]
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func set_exp(xp, nxp): exp_v = [xp, nxp]
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func set_level(lv): level = lv
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func set_energy(value, maximum): energy = [value, maximum]
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func set_target(nm, pct): target = [nm, pct]
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func clear_target(): cleared += 1
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var _fail := 0
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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await _run()
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if _fail == 0:
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print("PASS: netplay_test (P0 move/attack/target/HUD loop)")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _run() -> void:
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var root := get_root()
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var fc := FakeClient.new()
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var pc := FakePC.new()
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var hud := FakeHud.new()
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var nw: Node = NetWorld.new()
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pc.player = Node3D.new()
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root.add_child(fc); root.add_child(pc); root.add_child(hud); root.add_child(nw)
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root.add_child(pc.player)
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var np: Node = NetPlay.new()
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root.add_child(np)
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np.setup(fc, pc, nw, hud)
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fc.main = 1000
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fc.ents[1000] = {"vid": 1000, "pos": Vector3.ZERO, "hp": 200, "max_hp": 200,
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"moving_speed": 150, "attack_speed": 150}
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fc.entity_main_set.emit(1000)
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fc.entity_info.emit(1000, fc.ents[1000])
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_ck(is_equal_approx(pc.server_speed, 1.5), "GC_CHANGE_SPEED -> local prediction speed scale")
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_ck(is_equal_approx(np.attack_period, 0.4), "entity attack_speed -> attack cadence")
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# 1) 点地移动 -> move(FUNC_MOVE) 带 server cm + heading
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pc.player.position = Vector3(3, 0, -5) # to_server_cm -> (300, -500)
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pc.player.rotation.y = 0.0
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pc.moved.emit(pc.player.position)
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_ck(fc.calls.move.size() == 1, "one move sent")
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if fc.calls.move.size() == 1:
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var mv: Array = fc.calls.move[0]
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_ck(mv[0] == 1, "func == FUNC_MOVE")
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_ck(mv[3] == 300 and mv[4] == -500, "server cm (300,-500), got (%d,%d)" % [mv[3], mv[4]])
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_ck(mv[2] >= 0 and mv[2] < 360, "heading in [0,360)")
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# 2) 节流:紧接着的小位移不发
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pc.player.position = Vector3(3.3, 0, -5)
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pc.moved.emit(pc.player.position)
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_ck(fc.calls.move.size() == 1, "small quick move throttled")
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# 3) 停下 -> move(FUNC_WAIT) 一次
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pc.anim_state.emit("wait")
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_ck(fc.calls.move.size() == 2 and fc.calls.move[1][0] == 0, "stop -> FUNC_WAIT sent")
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pc.anim_state.emit("wait")
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_ck(fc.calls.move.size() == 2, "second wait not re-sent")
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# 4) 点实体 -> set_target
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var mob := Node3D.new()
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mob.set_meta("vid", 2000)
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root.add_child(mob)
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mob.position = Vector3(4, 0, -5) # 距玩家(3.3,0,-5) 0.7m -> 攻击距离内
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fc.ents[2000] = {"vid": 2000, "name": "Wolf", "pos": mob.position, "hp": 50, "max_hp": 50, "dead": false}
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nw._by_vid[2000] = mob # 让 net_world.node_for(2000) 命中
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pc.target_selected.emit(mob)
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_ck(fc.calls.set_target.size() == 1 and fc.calls.set_target[0] == 2000, "set_target(2000)")
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# 5) 攻击距离内 -> 按 attack_period 自动 attack
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for i in 4: await process_frame
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_ck(fc.calls.attack.size() >= 1, "auto-attack fired, got %d" % fc.calls.attack.size())
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if fc.calls.attack.size() >= 1:
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_ck(fc.calls.attack[0][1] == 2000, "attack victim == 2000")
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var n1: int = fc.calls.attack.size()
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await process_frame
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_ck(fc.calls.attack.size() == n1, "attack throttled within period")
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# 6) points_changed -> HUD
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fc.points_changed.emit({"hp": 120, "max_hp": 200, "sp": 30, "max_sp": 80,
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"exp": 50, "next_exp": 100, "level": 7, "energy": 75})
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_ck(hud.vitals == [120, 200, 30, 80], "hud.set_vitals from points")
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_ck(hud.exp_v == [50, 100], "hud.set_exp")
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_ck(hud.level == 7, "hud.set_level")
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_ck(hud.energy == [75, 100], "hud.set_energy from POINT_ENERGY")
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# 7) 自己的 GC_MOVE 位置校正(远 -> 瞬移)
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fc.ents[1000]["pos"] = Vector3(50, 0, -5)
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fc.entity_moved.emit(1000)
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_ck(pc.player.position.distance_to(Vector3(50, 0, pc.player.position.z)) < 0.01,
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"far server pos -> snap, got %s" % pc.player.position)
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# 8) target_info -> hud.set_target
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fc.target_info.emit(2000, 40)
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_ck(hud.target.size() == 2 and hud.target[1] == 40, "hud.set_target(pct=40)")
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# 9) 目标死亡 -> 清目标
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fc.ents[2000]["dead"] = true
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fc.entity_dead.emit(2000)
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_ck(hud.cleared >= 1, "target cleared on death")
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