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>
This commit is contained in:
shenlei
2026-09-23 18:20:57 +09:00
co-authored by Claude Opus 5.5
parent d16fabf61c
commit 62b6e23bfc
76 changed files with 21087 additions and 753 deletions
@@ -658,7 +658,7 @@ class CInstanceBase
bool NEW_GetInstanceVectorInCircleRange(float fSkillDistance, std::vector<CInstanceBase*>* pkVct_pkInst);
void NEW_SetOwner(DWORD dwOwnerVID);
void NEW_SyncPixelPosition(long & nPPosX, long & nPPosY);
void NEW_SyncPixelPosition(LONG & nPPosX, LONG & nPPosY); // PORT: 40250 Win32 long is 32-bit.
void NEW_SyncCurrentPixelPosition();
void NEW_SetPixelPosition(const TPixelPosition& c_rkPPosDst);
@@ -1129,4 +1129,4 @@ inline int RaceToSex(int race)
}
return 0;
}
}