- 桥梁与静态物体高度采样修复: - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程 - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题 - 新增 test_bridge_height_parity.gd 自动化对拍测试 - 40250 怪物击杀经验动效: - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附 - 40250 客户端全系统功能对齐(Batches 1-31): - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试 - 文档沉淀: - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
102 lines
4.0 KiB
GDScript
102 lines
4.0 KiB
GDScript
# remote_player_test —— 远端 PC 真模型 + awPart[4] 换装链回归。
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# godot --headless --path project --script remote_player_test.gd
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extends SceneTree
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const ItemListDB = preload("res://ui/item_list.gd")
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const RemotePlayerView = preload("res://ui/remote_player_view.gd")
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const NetWorld = preload("res://net_world.gd")
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const EffectRegistry = preload("res://fx/effect_registry.gd")
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class FieldProbe extends Node3D:
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var calls: Array = []
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func set_armor(v: int) -> void: calls.append(["armor", v])
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func set_weapon(v: int) -> void: calls.append(["weapon", v])
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func set_head(v: int) -> void: calls.append(["head", v])
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func set_hair(v: int) -> void: calls.append(["hair", v])
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var _fail := 0
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func _ck(ok: bool, msg: String) -> void:
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if not ok:
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_fail += 1
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printerr("FAIL: " + msg)
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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: remote_player_test (remote PlayerView + awPart[4])")
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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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if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"):
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print(" (skip: animation extension not registered)")
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return
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var assets := AssetRoot.path()
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if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")):
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print(" (skip: PC assets unavailable)")
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return
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var il := ItemListDB.new()
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if not il.load_file(assets.path_join("locale/locale/common/item_list.txt")):
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print(" (skip: item_list unavailable)")
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return
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var proto: Node
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if ClassDB.class_exists("Metin2Proto"):
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proto = ClassDB.instantiate("Metin2Proto")
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get_root().add_child(proto)
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var proto_path := assets.path_join("locale/locale/en/item_proto")
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if not FileAccess.file_exists(proto_path) or not proto.call("load_item_proto", proto_path):
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proto = null
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var effects := EffectRegistry.new()
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effects.setup(assets)
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var pv := RemotePlayerView.new()
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var parts: Array = [0, 3159, 0, 5] # ARMOR / TWO-HAND +9 / HEAD / HAIR
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_ck(pv.build_remote(assets, 0, parts, il, proto, Callable(), effects),
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"off-tree remote warrior PlayerView builds")
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get_root().add_child(pv) # NetWorld adds the fully assembled view this way.
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if pv.remote_equip == null:
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return
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_ck(pv.remote_equip._remote_parts == parts, "remote EquipModel receives awPart[4]")
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await process_frame
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await process_frame
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if proto:
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_ck(pv.get_motion_mode() == 3, "remote weapon 3159 -> TWOHAND_SWORD mode")
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_ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/wait.msa"),
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"remote heavy-weapon wait uses two-hand grip pose")
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_ck(pv.remote_equip._weapon_refine_fx.size() == 1,
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"remote +9 heavy weapon creates one persistent refine effect")
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if pv.remote_equip._weapon_refine_fx.size() == 1:
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var refine: Node = pv.remote_equip._weapon_refine_fx[0]
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_ck(refine.get_parent() == pv,
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"remote +9 effect is attached through the character skeleton")
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var emitters := refine.find_children("*", "GPUParticles3D", true, false)
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_ck(emitters.size() > 0,
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"remote +9 sword_9 effect contains rendered GPU particles")
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var emitting := false
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for emitter in emitters:
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emitting = emitting or bool(emitter.get("emitting"))
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_ck(emitting, "remote +9 sword_9 GPU particles are actively emitting")
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pv.set_weapon(0)
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await process_frame
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_ck(int(pv.remote_equip._remote_parts[1]) == 0, "set_weapon updates awPart[WEAPON]")
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if proto:
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_ck(pv.get_motion_mode() == 1, "remote unequip -> GENERAL mode")
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pv.set_head(19)
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await process_frame
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_ck(int(pv.remote_equip._remote_parts[2]) == 19, "set_head updates awPart[HEAD]")
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pv.set_hair(5)
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await process_frame
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_ck(int(pv.remote_equip._remote_parts[3]) == 5, "set_hair updates awPart[HAIR]")
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pv.queue_free()
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# NetworkActorManager::UpdateActor 的四个 awPart 字段序必须保持 ARMOR/WEAPON/HEAD/HAIR。
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var nw := NetWorld.new()
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var probe := FieldProbe.new()
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nw._apply_field_updates(probe, {"parts": [11, 22, 33, 44]})
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_ck(probe.calls == [["armor", 11], ["weapon", 22], ["head", 33], ["hair", 44]],
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"NetWorld applies awPart[4] in reference order")
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probe.free()
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nw.free()
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