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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Claude Opus 5.5
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@@ -35,6 +35,12 @@ T mt_platform_stub_return()
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return static_cast<T>(*reinterpret_cast<U*>(storage));
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}
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}
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else if constexpr (std::is_same_v<T, const char*>)
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{
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// Callers strcmp/strlen/format the names these return (CPythonPlayer::GetName in RecvGuild); a
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// null string would crash where the real function never returns one.
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return "";
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}
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else if constexpr (std::is_default_constructible_v<T>)
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{
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return T{};
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