Files
mtgodot-poc/project/netplay_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

153 lines
5.7 KiB
GDScript

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