audit: phase 0 tooling for file-by-file 40250 porting
- refroot.py: one reference-root resolver (MT_40250_SOURCE, then manifest) used by every audit script; missing tree or fingerprint input is an error - port_map.py: per-function inventory of active 40250 units plus the 40250 Python root, status/queue/init/show/check, 40250: tag scan - manifest: fix 18 wrong reference paths (Python UI now points at the 40250 Client/Eternexus/root, not the m2dev assets/root), drop 2 deleted implementation files, move 64 prose test entries to evidence.commands - first port-map entry: PythonPlayerEventHandler.cpp - roadmap replaced by a batch/unit queue Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -8,9 +8,12 @@
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there are not product code.
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- Many `UserInterface/` files contain CP949 bytes in comments: use `grep -a` / `grep -arn`, or plain
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grep silently reports no match.
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- Python UI and game scripts are **not** in the source tree: they are in this repo at
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`assets/root/*.py` (e.g. `uitarget.py`, `uitaskbar.py`) and `assets/uiscript/`.
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- Server source (for protocol questions only, not client behavior): `../40250/Server Client TMP4/Server`.
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- Python UI and game scripts: `../../Client/Eternexus/root/*.py` relative to the reference root
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(90 files; identical to the shipped `Client/pack/root.epk`), window layouts in
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`../../Client/Eternexus/uiscript/uiscript/`, locale data in `../../Client/Eternexus/locale_*/`.
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**`assets/root` in this repo is a different (m2dev) version** with material differences
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(e.g. `uitarget.py` button table); never use it as the 40250 reference.
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- Server source (for protocol questions only, not client behavior): `../40250/Server Client TMP4/Server/metin2`.
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| Library | Lines | Content |
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| --- | ---: | --- |
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@@ -63,8 +66,10 @@ code path when that path exists.
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```bash
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godot --headless --path project --script <test>.gd # most project tests
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cmake --build build-debug -j4 && ctest --test-dir build-debug --output-on-failure -j2
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cmake --build build -j8 && ctest --test-dir build --output-on-failure -j4
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```
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If `build-debug/CMakeCache.txt` points at another checkout path, reconfigure first:
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`cmake -S . -B build-debug -DCMAKE_BUILD_TYPE=Debug`. Always finish with `git diff --check`.
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`build/` (Debug) is the configured tree; it also writes `project/bin/libmtgodot.*.dylib`, so rebuild
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before running Godot tests after pulling native changes (a stale dylib shows up as "method not
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found" parse errors). `build-debug/` is a stale tree from another checkout; do not use it.
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Always finish with `git diff --check`.
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