port: purge obsolete GDScript UI, legacy flows, and deprecated controllers
- Purged 66 obsolete GDScript UI components and mobile prototype UI from project/ui/ (retaining ui_assets.gd) - Purged deprecated GDScript game scene, flow state machines, and local gameplay controllers (app_flow, game_scene, player_controller, net_world, etc.) - Purged deprecated local system simulation scripts (consumable_system, chest_system, equip_rules, etc.) and project/fx/ - Purged legacy GDScript unit tests targeting obsolete classes - Unified viewport back buffer sizing in CGraphicBase/CGraphicDevice/PythonBoot - Cleaned up client_main.gd and python_host_check.gd for pure native port architecture - Verified all port tests passing: port_map.py check (0 errors), port_gate.sh macos PASS (19/19 suites), python_game_render_test PASS
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@@ -55,8 +55,8 @@ func run() -> int:
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print("system.py -> %s" % err)
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_ck(err.contains(EXPECTED_STOP),
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"system.py 进入 prototype.RunApp(),Create() 报告待实现的图形设备")
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_ck(Metin2PythonHost.run_line("import player, item; assert player.__port_stub__ == 1 and item.__port_stub__ == 1") == "",
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"2V0 玩法模块桩已注册,调用会记录到 stderr")
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_ck(Metin2PythonHost.run_line("import player, item; assert not hasattr(player, '__port_stub__') and not hasattr(item, '__port_stub__')") == "",
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"player 与 item 为 40250 原生移植模块")
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_ck(Metin2PythonHost.run_line("import net; assert not hasattr(net, '__port_stub__') and net.PHASE_WINDOW_SELECT == 2 and not net.IsConnect()") == "",
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"net 是移植的 40250 PythonNetworkStreamModule(2V1)")
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# 真正从 Godot 入口转发事件给 40250 的 CWindowManager,再由窗口树回调 Python。
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