port 2V2-b: GamePhase dispatch consumes the Entergame burst
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>
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co-authored by
Claude Opus 5.5
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commit
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{
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"reference": "GameLib/ActorInstanceData.cpp",
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"reference_sha256": "c8f4c28eeeac19e4d827d1c742477e46d2780acff230af49b74c668aac14a701",
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"priority": "P1",
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"contracts": [],
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"functions": {
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"CActorInstance::GetVirtualID": {
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"status": "TODO"
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},
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"CActorInstance::SetVirtualID": {
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"status": "TODO"
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},
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"CActorInstance::UpdateAttribute": {
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"status": "TODO"
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},
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"CActorInstance::__CreateAttributeInstance": {
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"status": "TODO"
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},
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"CActorInstance::GetRace": {
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"status": "TODO"
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},
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"CActorInstance::SetRace": {
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"status": "TODO"
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},
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"CActorInstance::SetHair": {
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"status": "TODO"
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},
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"CActorInstance::SetShape": {
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"status": "TODO"
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},
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"CActorInstance::ChangeMaterial": {
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"status": "TODO"
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},
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"CActorInstance::GetPartItemID": {
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"status": "TODO"
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},
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"CActorInstance::SetSpecularInfo": {
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"status": "TODO"
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},
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"CActorInstance::SetSpecularInfoForce": {
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"status": "TODO"
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}
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}
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}
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