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>
This commit is contained in:
shenlei
2026-09-22 17:17:49 +09:00
co-authored by Claude Opus 5
parent 6a175ee293
commit 55f733fda6
16 changed files with 621 additions and 468 deletions
@@ -8,9 +8,12 @@
there are not product code.
- Many `UserInterface/` files contain CP949 bytes in comments: use `grep -a` / `grep -arn`, or plain
grep silently reports no match.
- Python UI and game scripts are **not** in the source tree: they are in this repo at
`assets/root/*.py` (e.g. `uitarget.py`, `uitaskbar.py`) and `assets/uiscript/`.
- Server source (for protocol questions only, not client behavior): `../40250/Server Client TMP4/Server`.
- Python UI and game scripts: `../../Client/Eternexus/root/*.py` relative to the reference root
(90 files; identical to the shipped `Client/pack/root.epk`), window layouts in
`../../Client/Eternexus/uiscript/uiscript/`, locale data in `../../Client/Eternexus/locale_*/`.
**`assets/root` in this repo is a different (m2dev) version** with material differences
(e.g. `uitarget.py` button table); never use it as the 40250 reference.
- Server source (for protocol questions only, not client behavior): `../40250/Server Client TMP4/Server/metin2`.
| Library | Lines | Content |
| --- | ---: | --- |
@@ -63,8 +66,10 @@ code path when that path exists.
```bash
godot --headless --path project --script <test>.gd # most project tests
cmake --build build-debug -j4 && ctest --test-dir build-debug --output-on-failure -j2
cmake --build build -j8 && ctest --test-dir build --output-on-failure -j4
```
If `build-debug/CMakeCache.txt` points at another checkout path, reconfigure first:
`cmake -S . -B build-debug -DCMAKE_BUILD_TYPE=Debug`. Always finish with `git diff --check`.
`build/` (Debug) is the configured tree; it also writes `project/bin/libmtgodot.*.dylib`, so rebuild
before running Godot tests after pulling native changes (a stale dylib shows up as "method not
found" parse errors). `build-debug/` is a stale tree from another checkout; do not use it.
Always finish with `git diff --check`.