port 2V2-b: GamePhase dispatch consumes the Entergame burst
PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command, NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and dispatched at runtime; the 2V0 chat stub module is removed and initChat() runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until 2V2-c/d wire them. Units not ported yet get their singletons from PythonBoot's GameSingletons (CPythonApplication member order) and platform/pending stand-ins generated by platform_stub.py pending; const char* stand-ins return "". port.login_flow's fake server now sends the CInputLogin::Entergame order (actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet notice, ping) and a TraceError observer asserts no unknown packet header. port.login_live passes against the real server for 10 s of game phase. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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d16fabf61c
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62b6e23bfc
@@ -658,7 +658,7 @@ class CInstanceBase
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bool NEW_GetInstanceVectorInCircleRange(float fSkillDistance, std::vector<CInstanceBase*>* pkVct_pkInst);
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void NEW_SetOwner(DWORD dwOwnerVID);
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void NEW_SyncPixelPosition(long & nPPosX, long & nPPosY);
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void NEW_SyncPixelPosition(LONG & nPPosX, LONG & nPPosY); // PORT: 40250 Win32 long is 32-bit.
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void NEW_SyncCurrentPixelPosition();
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void NEW_SetPixelPosition(const TPixelPosition& c_rkPPosDst);
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@@ -1129,4 +1129,4 @@ inline int RaceToSex(int race)
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}
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return 0;
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}
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}
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