Files
mtgodot-poc/project/remote_player_test.gd
T
shenandshen 66d217b313 feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复
- 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
2026-09-19 08:51:25 -07:00

102 lines
4.0 KiB
GDScript

# remote_player_test —— 远端 PC 真模型 + awPart[4] 换装链回归。
# godot --headless --path project --script remote_player_test.gd
extends SceneTree
const ItemListDB = preload("res://ui/item_list.gd")
const RemotePlayerView = preload("res://ui/remote_player_view.gd")
const NetWorld = preload("res://net_world.gd")
const EffectRegistry = preload("res://fx/effect_registry.gd")
class FieldProbe extends Node3D:
var calls: Array = []
func set_armor(v: int) -> void: calls.append(["armor", v])
func set_weapon(v: int) -> void: calls.append(["weapon", v])
func set_head(v: int) -> void: calls.append(["head", v])
func set_hair(v: int) -> void: calls.append(["hair", v])
var _fail := 0
func _ck(ok: bool, msg: String) -> void:
if not ok:
_fail += 1
printerr("FAIL: " + msg)
func _init() -> void:
await _run()
if _fail == 0:
print("PASS: remote_player_test (remote PlayerView + awPart[4])")
quit(0)
else:
printerr("%d check(s) failed" % _fail)
quit(1)
func _run() -> void:
if not ClassDB.class_exists("Metin2Model") or not ClassDB.class_exists("Metin2AnimPlayer"):
print(" (skip: animation extension not registered)")
return
var assets := AssetRoot.path()
if not DirAccess.dir_exists_absolute(assets.path_join("PC/ymir work/pc/warrior")):
print(" (skip: PC assets unavailable)")
return
var il := ItemListDB.new()
if not il.load_file(assets.path_join("locale/locale/common/item_list.txt")):
print(" (skip: item_list unavailable)")
return
var proto: Node
if ClassDB.class_exists("Metin2Proto"):
proto = ClassDB.instantiate("Metin2Proto")
get_root().add_child(proto)
var proto_path := assets.path_join("locale/locale/en/item_proto")
if not FileAccess.file_exists(proto_path) or not proto.call("load_item_proto", proto_path):
proto = null
var effects := EffectRegistry.new()
effects.setup(assets)
var pv := RemotePlayerView.new()
var parts: Array = [0, 3159, 0, 5] # ARMOR / TWO-HAND +9 / HEAD / HAIR
_ck(pv.build_remote(assets, 0, parts, il, proto, Callable(), effects),
"off-tree remote warrior PlayerView builds")
get_root().add_child(pv) # NetWorld adds the fully assembled view this way.
if pv.remote_equip == null:
return
_ck(pv.remote_equip._remote_parts == parts, "remote EquipModel receives awPart[4]")
await process_frame
await process_frame
if proto:
_ck(pv.get_motion_mode() == 3, "remote weapon 3159 -> TWOHAND_SWORD mode")
_ck(String(pv.anim.get("anim_path")).contains("/twohand_sword/wait.msa"),
"remote heavy-weapon wait uses two-hand grip pose")
_ck(pv.remote_equip._weapon_refine_fx.size() == 1,
"remote +9 heavy weapon creates one persistent refine effect")
if pv.remote_equip._weapon_refine_fx.size() == 1:
var refine: Node = pv.remote_equip._weapon_refine_fx[0]
_ck(refine.get_parent() == pv,
"remote +9 effect is attached through the character skeleton")
var emitters := refine.find_children("*", "GPUParticles3D", true, false)
_ck(emitters.size() > 0,
"remote +9 sword_9 effect contains rendered GPU particles")
var emitting := false
for emitter in emitters:
emitting = emitting or bool(emitter.get("emitting"))
_ck(emitting, "remote +9 sword_9 GPU particles are actively emitting")
pv.set_weapon(0)
await process_frame
_ck(int(pv.remote_equip._remote_parts[1]) == 0, "set_weapon updates awPart[WEAPON]")
if proto:
_ck(pv.get_motion_mode() == 1, "remote unequip -> GENERAL mode")
pv.set_head(19)
await process_frame
_ck(int(pv.remote_equip._remote_parts[2]) == 19, "set_head updates awPart[HEAD]")
pv.set_hair(5)
await process_frame
_ck(int(pv.remote_equip._remote_parts[3]) == 5, "set_hair updates awPart[HAIR]")
pv.queue_free()
# NetworkActorManager::UpdateActor 的四个 awPart 字段序必须保持 ARMOR/WEAPON/HEAD/HAIR。
var nw := NetWorld.new()
var probe := FieldProbe.new()
nw._apply_field_updates(probe, {"parts": [11, 22, 33, 44]})
_ck(probe.calls == [["armor", 11], ["weapon", 22], ["head", 33], ["hair", 44]],
"NetWorld applies awPart[4] in reference order")
probe.free()
nw.free()