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>
44 lines
952 B
C++
44 lines
952 B
C++
// Stand-in for the 40250 logic unit GameLib/PhysicsObject.cpp, not ported yet: the members the ported units
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// reference, as platform_stub.py stubs. Delete this file in the commit that ports the unit into port/
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// (docs/PORT-PLAN.md).
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#include "GameLib/StdAfx.h"
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#include "GameLib/PhysicsObject.h"
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#include "../../PlatformStub.h"
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decltype(IObjectManager::ms_ObjManager) IObjectManager::ms_ObjManager{};
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decltype(IPhysicsWorld::ms_pWorld) IPhysicsWorld::ms_pWorld{};
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CPhysicsObject::CPhysicsObject()
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{
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MT_PLATFORM_STUB();
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}
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CPhysicsObject::~CPhysicsObject()
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{
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MT_PLATFORM_STUB();
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}
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auto CPhysicsObject::Initialize() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CPhysicsObject::Update(float) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CPhysicsObject::GetXMovement() -> float
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<float>();
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}
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auto CPhysicsObject::GetYMovement() -> float
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<float>();
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}
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