Verbatim 40250 GameLib ItemData/ItemManager and UserInterface
PythonNonPlayer(+Module) replace their pending stand-ins and the
nonplayer module stub. LoadLocaleData's body moves into the platform
CPythonApplication stand-in, so the select phase loads item_proto and
mob_proto; CPythonSkill is still pending, so it returns false after the
tables load. login_flow checks item 19 (Sword+9) and mob 101 (Wild Dog),
offline and live.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 CServerStateChecker and the ServerStateChecker Python
module replace the stub; PythonBoot owns the instance like
CPythonApplication::m_kServerStateChecker. The fake server gets a state
port that answers CG_STATE_CHECKER the way CInputHandshake and
CInputDB::RespondChannelStatus do; login_flow requests the channel list
after the character list (live: {1: 1, 2: 1}).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim copies of the 40250 flying-object units and the effect/fly
Python modules replace the pending CFlyingManager stand-in and the two
module stubs; initeffect/initfly run after initnet as in 40250 and the
flying manager gets the background as its map manager.
CMapManager::GetTerrainHeight is added over the native height tiles.
login_flow checks playersettingmodule registered the indexed fly data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonPlayer, PythonPlayerInput{,Keyboard,Mouse}, PythonPlayerEventHandler,
PythonPlayerSkill, PythonPlayerModule and GameType are verbatim copies; the
`player` stub module and the pending PythonPlayer/GameType stand-ins are gone.
Unported callees (CPythonSkill, CItemData, CItemManager, CPythonItem, ...) are
pending stubs. 64-bit fixes: emotion icon handles use Py_BuildPointer, and
PyDict_Next takes Py_ssize_t.
The actor did not move because GrannyUpdateModelMatrix passed the model matrix
through. Walk/run motions use constant root-motion extraction
(AccumulationFlags=AccumulationExtracted, LoopTranslation e.g. (0,-300,0) for
the warrior run, same as the .msa Accumulation). libgr2 now reads both fields
from TrackGroups[0], and the runtime moves by LoopTranslation over each
control's local-clock span, blended by control weight. VDA extraction is not
implemented.
port.login_flow presses DIK_UP; the actor walks more than 100 cm, and the fake
server parses CG packets and sees CG_MOVE FUNC_MOVE, then FUNC_WAIT at the new
position. port.login_live against the real server walked 132 cm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement the Granny SDK 2.11 API the client uses on top of libgr2
(platform/EterGrnLib/GrannyRuntime.cpp, shim granny.h declared from the
SDK header): file sections, type-definition vertex conversion, material
textures by Usage, mesh/bone bindings, deformer, control clock/loop/ease
and weighted SRT sampling. Port EterGrnLib (LODController, Material, Mesh,
Model, ModelInstance*, Motion, Thing, ThingInstance, Util) plus EterLib
GrpObjectInstance/GrpCollisionObject/CollisionData verbatim and drop their
platform skeletons and pending stand-ins; register the gr2 resource
factory; vertex/index buffers are CPU-side until the 2V2-e render adapter.
app.UpdateGame/RenderGame now run 40250's bodies, reaching the
CPythonApplication members through their singletons (the platform has no
app object); CPythonGraphic joins GameSingletons in member order, and
GetMousePosition reads the host cursor.
port.login_flow asserts the main instance's PART_MAIN model has meshes,
its diffuse image loaded and the WAIT motion moves the bones between
frames; offline and live pass, port_gate macos PASS.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port the ActorInstance*/InstanceBase* siblings plus GameUtil, FlyTarget,
PhysicsObject, GameEventManager, WeaponTrace, MapUtil and lineintersect_utils
verbatim and drop their pending stand-ins; CGameEventManager and CPythonSystem
join PythonBoot in CPythonApplication member order.
Root cause of the intermittent Loading-phase header 7: TPlayerSkill::tNextRead
is time_t, 32-bit in 40250 (_USE_32BIT_TIME_T) but 64-bit on LP64, so
SKILL_LEVEL (76) was read as 2551 bytes instead of 1531. Packet.h now uses
LONG with a static_assert, and the fake server sends SKILL_LEVEL in Loading.
The fake server's CHARACTER_ADD now uses CHAR_TYPE_PC; port.login_flow
asserts the main instance exists with race 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonCharacterManagerModule/PythonCharacterModule ported verbatim; the
2V0 chr/chrmgr stubs are gone and initchr/initchrmgr run in 40250 order.
The registration chain they need (RaceData/RaceDataFile/RaceManager/
RaceMotionData, GameType, AttributeData/AttributeInstance, TextFileLoader,
Util, Camera/CameraProcedure) is ported; CRaceManager is created in
PythonBoot. port.login_flow asserts race 0 has its wait motions and no
unhandled packet header; port.login_live 8/8 against 192.168.21.203.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
Port PythonNetworkStream with its HandShake/Login/Select/Loading/Offline
phases, AccountConnector and PythonNetworkStreamModule verbatim; the net
stub goes. PythonBoot creates the network stream, account connector,
player, flying manager and effect manager like CPythonApplication, and
app.Create/Process drive CNetworkDevice and both connectors.
Packet.h long fields become 32-bit LONG; port.packet checks 38
login/select/loading packet sizes against wire_classic.h. Unported units
in the link closure live under platform/pending/ as stand-ins. The macOS
gate now builds all and finds iconv.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies
verbatim; CGraphicTextInstance is verbatim except that its D3D draws become
UI render commands (one image quad per glyph, Bar for cursor/underline).
- platform/Win32Gdi.cpp: the GDI subset those files call, over vendored
FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp
rules; system font lookup with substitute and CJK fallback faces
- Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by
hand, other code pages through iconv)
- CGraphicImageTexture memory textures: glyph pages reach Godot as
"mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache
- Util.cpp code page / font face table, SetDefaultCodePage at boot,
DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height
- TextTag, StringCodec, Arabic, Vietnamese copied from 40250
- tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop
and python_host_test.gd now check glyph quads instead of text commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- system.py runs app.Loop() on the script fiber; each UIUpdate is one
CPythonApplication::Process(). Logo -> Login, popup ESC/click and
app.Exit teardown (launcher cleared first, as in 40250 Main) work.
- Image commands are base-texture quads with UVs (a .sub shares its parent
texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect
ported verbatim, so scale/rotation/rendering rect are drawn.
- CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background).
- port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui.
- TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>