Files
mtgodot-poc/extension/src/asset_io.h
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

34 lines
1.2 KiB
C++

// asset_io — the one portable asset-read point.
//
// The standalone libs (libgr2, formats, mtproto, mtpack) keep their raw
// fopen/ifstream `*_path()` entry points for the non-Godot CTests. Every read
// from the *running extension* goes through here instead, so it works for:
// - res:// (loose files in dev, PCK on iOS/Android read-only bundles)
// - user:// (extracted cache)
// - absolute OS paths (dev: AssetRoot points at mtgodot-poc/assets/)
// godot::FileAccess handles all three transparently.
#pragma once
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/string.hpp>
#include <gr2/gr2.h>
#include <optional>
#include "dxt.h"
namespace mtgodot {
// Whole-file read. Empty PackedByteArray on failure (path missing / unreadable).
godot::PackedByteArray read_file(const godot::String &path);
bool file_exists(const godot::String &path); // FileAccess::file_exists wrapper
// .dds -> RGBA8 level 0 via read_file. !ok() on failure.
Image dds_from_file(const godot::String &path);
// .gr2 parse via read_file. nullopt on read or parse failure.
std::optional<gr2::File> gr2_from_file(const godot::String &path, gr2::LoadError *err = nullptr);
} // namespace mtgodot