2V2-e.2: Godot consumer of the 3D draw commands, offline screenshot
python_3d_surface.gd turns RenderGame's recorded draws into meshes under a camera read back from SetPerspective; textures come from the 40250 packs. GetFarClip and the CMapManager ctor ported verbatim. Until the environment is ported, lit draws with no light/ambient are shown unshaded (stand-in). script/python_game_render_test.sh runs system.py login -> select -> game against port_fake_login_server (or --live via MT_LIVE_*) and screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
5bfa13c5cc
commit
1fe8a4b643
@@ -219,6 +219,12 @@ if(BUILD_TESTING AND CMAKE_SYSTEM_NAME STREQUAL CMAKE_HOST_SYSTEM_NAME)
|
||||
add_test(NAME port.login_flow
|
||||
COMMAND $<TARGET_FILE:port_login_flow_test> ${MT_40250_CLIENT} ${MT_PYTHON_STDLIB_ZIP})
|
||||
set_tests_properties(port.login_flow PROPERTIES SKIP_RETURN_CODE 77)
|
||||
# 2V2-e: the same fake server as a process, for the Godot-driven render run
|
||||
# (script/python_game_render_test.sh).
|
||||
add_executable(port_fake_login_server ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/port_fake_login_server_main.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../tests/port_login_flow_server.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../net/classic/classic_cipher.cpp)
|
||||
target_link_libraries(port_fake_login_server PRIVATE port_platform)
|
||||
# 2V1-e: the same path against a live 40250 server; skipped unless MT_LIVE_* is set (see the test).
|
||||
add_test(NAME port.login_live
|
||||
COMMAND $<TARGET_FILE:port_login_flow_test> ${MT_40250_CLIENT} ${MT_PYTHON_STDLIB_ZIP} live)
|
||||
|
||||
Reference in New Issue
Block a user