c2cc093ed068c770c7ce6a2ef884954abd93e64c
- --perf-log CSV + logcat telemetry (perf_log.h, EterBase/PerfCounters.h), incl. display refresh rate / app vsync rate, thermal, CPU clocks; tools/pull_perf_logs.sh + tools/perf_summary.py - Vulkan renderer: two frames in flight, in-frame texture uploads (no vkQueueWaitIdle), --fps-cap / --refresh-rate / --frames-in-flight - Android: ANativeWindow_setFrameRate, ADPF performance hint, appCategory=game (ColorOS no longer drops to 60 Hz when idle) - Character shadow map rendered on the GPU into an offscreen render target instead of CPU rasterization + per-frame 1 MB upload; --cpu-shadow keeps the old path. Device (120 Hz, 32 mobs): 75 -> ~115 fps, script thread 8.9 -> 3.4 ms. draw_capture format v10. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Metin2 原生客户端
40250 客户端的 macOS / Android 移植。SDL3 负责窗口与输入,Vulkan 负责 3D 和 UI 渲染;macOS 上通过 MoltenVK 使用 Metal。40250 的 C++ 逻辑、Python 2.7 脚本和 EPK 资源由 extension/src/port 与 extension/src/platform 提供。运行时不依赖 Godot。
macOS
需要 CMake、SDL3、Vulkan loader、MoltenVK、glslc,以及仓库中的第三方子模块:
git submodule update --init --recursive
cmake -S . -B build-release -DCMAKE_BUILD_TYPE=Release \
-DMT_BUILD_NATIVE_RENDER=ON -DCMAKE_PREFIX_PATH=/opt/homebrew
cmake --build build-release --target mt_native_render -j8
./build-release/native_render/mt_native_render \
--live-client "/path/to/40250/Client" --login-screen --width 1024 --height 768
Android
./build-android-native.sh Release --install
./push-android-client.sh /path/to/40250/Client
adb shell am start -n org.metin2port.client/.MainActivity
APK 由 SDLActivity、libSDL3.so 和 Vulkan 原生 libmain.so 组成。40250 Client 资源单独复制到应用数据目录;--live-server HOST:AUTH_PORT:GAME_PORT --login-screen 可连接服务器。构建与启动细节见 native_render/README.md。
测试
./script/port_gate.sh macos
port_gate.sh 构建并运行 40250 移植层的 C++ 测试。原生渲染验收入口是 script/native_mac_acceptance.mjs。历史迁移记录保留在 docs/PORT-PLAN.md;其中旧 Godot 路径已经退役。
Languages
C++
80.1%
POV-Ray SDL
10.2%
Python
3.4%
C
3%
HTML
1.2%
Other
2.1%