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>
This commit is contained in:
shenlei
2026-09-23 18:20:57 +09:00
co-authored by Claude Opus 5.5
parent d16fabf61c
commit 62b6e23bfc
76 changed files with 21087 additions and 753 deletions
@@ -0,0 +1,61 @@
// Stand-in for the 40250 logic unit GameLib/ItemData.cpp, not ported yet: the members the ported units
// reference, as platform_stub.py stubs. Delete this file in the commit that ports the unit into port/
// (docs/PORT-PLAN.md).
#include "GameLib/StdAfx.h"
#include "GameLib/ItemData.h"
#include "../../PlatformStub.h"
auto CItemData::GetName() const -> const char *
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<const char *>();
}
auto CItemData::GetType() const -> BYTE
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BYTE>();
}
auto CItemData::GetValue(BYTE) const -> long
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<long>();
}
auto CItemData::GetIndex() const -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CItemData::GetSubType() const -> BYTE
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<BYTE>();
}
auto CItemData::GetRefine() const -> UINT
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<UINT>();
}
auto CItemData::GetWeaponType() const -> DWORD
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<DWORD>();
}
auto CItemData::GetSocketCount() const -> int
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<int>();
}
auto CItemData::GetSpecularPowerf() const -> float
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<float>();
}