2V3-b: click on the ground to walk; read the terrain attribute map

CScreen::SetCursorPosition and CPythonGraphic::SetCursorPosition are the 40250
bodies, so RenderGame builds the pick ray under the cursor each frame.
CPythonBackground::GetPickingPoint* march that ray as
CMapOutdoor::__PickTerrainHeight does, against the native CMapManager height
(PR_FLOAT_TO_INT's x87 rounding becomes floor); object picking waits for
CMapOutdoor. CMapManager::isAttrOn reads the packed <map>/<xxxyyy>/attr.atr
as CMapOutdoor::isAttrOn + CTerrain::isAttrOn do, and CheckAdvancing with its
collision checkers is verbatim (no map objects are registered yet). All of
this stays in the pending/platform layer and is marked ADAPTED.

port.login_flow clicks the ground below the actor after the key walk. The
actor walks to the picked point (334 cm offline), and the fake server sees
FUNC_MOVE, then FUNC_WAIT. It also checks that the actor's cell is free and
that its terrain block has blocked cells. port.login_live against the real
server passed (key 133 cm, click 296 cm), and python_game_render_test.sh
passes offline. MT_TEST_MODE=python_ui now adds the 3D surface, so the port
route can be played by hand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-23 23:57:34 +09:00
co-authored by Claude Opus 5.5
parent ff0983d3c8
commit 8b4700f008
12 changed files with 627 additions and 46 deletions
+1
View File
@@ -525,3 +525,4 @@
{"time":"2026-09-23T12:54:00Z","event":"port_round","unit":"PORT-PLAN 2V2-e.5: native map height and character light transition adapter","ported":[],"adapted":["CMapManager Warp-facing AtlasInfo/Setting.txt/height.raw/.msenv loader and 40250 triangle height interpolation","CPythonBackground native map selection/local coordinates/character and background SetLight","Python 3D surface consumes native map name/local frame, removes initial terrain elevation shift and rebuilds on map change","EterBase/Utils MIN/MAX/MINMAX and fMIN/fMAX/fMINMAX exact 40250 pure functions"],"divergent":["CMapOutdoor and placed-object height, attributes, fog, minimap and portal lifecycle remain unported; native map functions are marked ADAPTED/TODO rather than PORTED"],"needs_live":["MT_LIVE_* credentials absent; real-server terrain and cross-map warp screenshots pending"],"tests":["script/python_game_render_test.sh offline: PASS (4/4 native light0, finite view, native map, actor foot-ground delta 0.1 cm, textured ground screenshot)","extension/tests/port_utils_test.cpp: PASS","port_map.py check: 0 errors"],"todo":["full CMapOutdoor/MapManager/PythonBackground unit port","real-server and cross-map visual smoke","2V3 player/input/event/movement chain"]}
{"time":"2026-09-23T13:09:00Z","event":"test_run","id":"PORT-PLAN 2V2-e.5","result":"PASS","tests":["script/port_gate.sh macos: PASS (12 port tests; port.login_live skipped without MT_LIVE_*)","script/python_game_render_test.sh: PASS (4/4 native light0, finite camera matrix, 0.1 cm foot-ground difference, 559 terrain texture contrasts)","port_map.py check: 0 errors","git diff --check: PASS"],"reason":"The first sandboxed port gate run denied localhost sockets; loopback-enabled rerun passed. Full CMapOutdoor and live/cross-map evidence remain outstanding."}
{"time": "2026-09-23T14:45:00Z", "event": "port_round", "unit": "PORT-PLAN 2V3-a: player/input/event handler chain and Granny root motion", "ported": ["UserInterface/PythonPlayer.cpp", "UserInterface/PythonPlayerInput.cpp", "UserInterface/PythonPlayerInputKeyboard.cpp", "UserInterface/PythonPlayerInputMouse.cpp", "UserInterface/PythonPlayerEventHandler.cpp", "UserInterface/PythonPlayerSkill.cpp", "UserInterface/PythonPlayerModule.cpp", "UserInterface/GameType.cpp"], "adapted": ["GrannyUpdateModelMatrix constant-extraction root motion from TrackGroups[0] AccumulationFlags/LoopTranslation (libgr2)"], "divergent": ["VDA accumulation not implemented", "CPythonSkill/CItemData/CItemManager/CPythonItem callees remain pending stubs"], "needs_live": [], "tests": ["port.login_flow: DIK_UP walked 108 cm; fake server got CG_MOVE FUNC_MOVE then FUNC_WAIT at moved y", "port.login_live 192.168.21.203: PASS, walked 132 cm", "ctest all: PASS (login_live skipped without MT_LIVE_*)", "port_map.py check: 0 errors"], "todo": ["mouse click-to-move and attack", "CheckAdvancing/map attribute stubs", "delete legacy movement when default route switches to port"]}
{"time": "2026-09-23T15:00:00Z", "event": "port_round", "unit": "PORT-PLAN 2V3-b: click-to-move, terrain picking and attribute map", "ported": [], "adapted": ["CScreen::SetCursorPosition / CPythonGraphic::SetCursorPosition verbatim in platform layer", "CPythonBackground::GetPickingPoint* terrain half via CMapOutdoor::__PickTerrainHeight over native height", "CMapManager::isAttrOn via CMapOutdoor/CTerrain::isAttrOn over packed attr.atr", "CPythonBackground::CheckAdvancing + collision checkers verbatim (no map objects registered yet)"], "divergent": ["object picking and object collision wait for CMapOutdoor"], "needs_live": [], "tests": ["port.login_flow: click walked 334 cm, FUNC_MOVE..FUNC_WAIT; 17814 blocked cells", "port.login_live 192.168.21.203: PASS (key 133 cm, click 296 cm, 11406 blocked cells)", "script/python_game_render_test.sh offline: PASS", "ctest all: 19/19 (login_live skipped without env)", "port_map.py check: 0 errors"], "todo": ["switch client_main default to the port route and delete the legacy GDScript client"]}
+151
View File
@@ -0,0 +1,151 @@
{
"reference": "EterLib/GrpScreen.cpp",
"reference_sha256": "3efb287b5acc846f557ade7b828fa76026699a393407d1f0151f5fd5e1dcbebc",
"priority": "P4",
"contracts": [],
"functions": {
"CScreen::RenderLine3d": {
"status": "TODO"
},
"CScreen::RenderBox3d": {
"status": "TODO"
},
"CScreen::RenderBar3d": {
"status": "TODO"
},
"CScreen::RenderGradationBar3d": {
"status": "TODO"
},
"CScreen::RenderLineCube": {
"status": "TODO"
},
"CScreen::RenderCube": {
"status": "TODO"
},
"CScreen::RenderLine2d": {
"status": "TODO"
},
"CScreen::RenderBox2d": {
"status": "TODO"
},
"CScreen::RenderBar2d": {
"status": "TODO"
},
"CScreen::RenderGradationBar2d": {
"status": "TODO"
},
"CScreen::RenderCircle2d": {
"status": "TODO"
},
"CScreen::RenderCircle3d": {
"status": "TODO"
},
"CScreen::RenderD3DXMesh": {
"status": "TODO"
},
"CScreen::RenderSphere": {
"status": "TODO"
},
"CScreen::RenderCylinder": {
"status": "TODO"
},
"CScreen::RenderTextureBox": {
"status": "TODO"
},
"CScreen::RenderBillboard": {
"status": "TODO"
},
"CScreen::DrawMinorGrid": {
"status": "TODO"
},
"CScreen::DrawGrid": {
"status": "TODO"
},
"CScreen::SetCursorPosition": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/EterLib/GrpScreen.cpp:CScreen::SetCursorPosition"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "40250 body verbatim in the platform layer (pick ray through the cursor)."
},
"CScreen::GetCursorPosition": {
"status": "TODO"
},
"CScreen::GetCursorXYPosition": {
"status": "TODO"
},
"CScreen::GetCursorZPosition": {
"status": "TODO"
},
"CScreen::GetPickingPosition": {
"status": "TODO"
},
"CScreen::SetDiffuseColor": {
"status": "TODO"
},
"CScreen::SetClearColor": {
"status": "TODO"
},
"CScreen::SetClearDepth": {
"status": "TODO"
},
"CScreen::SetClearStencil": {
"status": "TODO"
},
"CScreen::ClearDepthBuffer": {
"status": "TODO"
},
"CScreen::Clear": {
"status": "TODO"
},
"CScreen::IsLostDevice": {
"status": "TODO"
},
"CScreen::RestoreDevice": {
"status": "TODO"
},
"CScreen::Begin": {
"status": "TODO"
},
"CScreen::End": {
"status": "TODO"
},
"CScreen::Show": {
"status": "TODO"
},
"CScreen::ProjectPosition": {
"status": "TODO"
},
"CScreen::UnprojectPosition": {
"status": "TODO"
},
"CScreen::SetColorOperation": {
"status": "TODO"
},
"CScreen::SetDiffuseOperation": {
"status": "TODO"
},
"CScreen::SetBlendOperation": {
"status": "TODO"
},
"CScreen::SetOneColorOperation": {
"status": "TODO"
},
"CScreen::SetAddColorOperation": {
"status": "TODO"
},
"CScreen::Identity": {
"status": "TODO"
},
"CScreen::CScreen": {
"status": "TODO"
},
"CScreen::~CScreen": {
"status": "TODO"
},
"CScreen::BuildViewFrustum": {
"status": "TODO"
}
}
}
@@ -0,0 +1,85 @@
{
"reference": "EterPythonLib/PythonGraphic.cpp",
"reference_sha256": "82fc01bd616637f92fcbc17e1eb2c7dd8ab78615695dc2aaabe9e5bf2f204632",
"priority": "P4",
"contracts": [],
"functions": {
"CPythonGraphic::Destroy": {
"status": "TODO"
},
"CPythonGraphic::GetD3D": {
"status": "TODO"
},
"CPythonGraphic::GetOrthoDepth": {
"status": "TODO"
},
"CPythonGraphic::SetInterfaceRenderState": {
"status": "TODO"
},
"CPythonGraphic::SetGameRenderState": {
"status": "TODO"
},
"CPythonGraphic::SetCursorPosition": {
"status": "ADAPTED",
"impl": [
"extension/src/platform/EterPythonLib/PythonGraphic.cpp:CPythonGraphic::SetCursorPosition"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "40250 body verbatim in the platform layer (pick ray through the cursor)."
},
"CPythonGraphic::SetOmniLight": {
"status": "TODO"
},
"CPythonGraphic::SetViewport": {
"status": "TODO"
},
"CPythonGraphic::RestoreViewport": {
"status": "TODO"
},
"CPythonGraphic::SetGamma": {
"status": "TODO"
},
"GenScreenShotTag": {
"status": "TODO"
},
"CPythonGraphic::SaveJPEG": {
"status": "TODO"
},
"CPythonGraphic::SaveScreenShot": {
"status": "TODO"
},
"CPythonGraphic::PushState": {
"status": "TODO"
},
"CPythonGraphic::PopState": {
"status": "TODO"
},
"CPythonGraphic::RenderImage": {
"status": "TODO"
},
"CPythonGraphic::RenderAlphaImage": {
"status": "TODO"
},
"CPythonGraphic::RenderCoolTimeBox": {
"status": "TODO"
},
"CPythonGraphic::GenerateColor": {
"status": "TODO"
},
"CPythonGraphic::RenderDownButton": {
"status": "TODO"
},
"CPythonGraphic::RenderUpButton": {
"status": "TODO"
},
"CPythonGraphic::GetAvailableMemory": {
"status": "TODO"
},
"CPythonGraphic::CPythonGraphic": {
"status": "TODO"
},
"CPythonGraphic::~CPythonGraphic": {
"status": "TODO"
}
}
}
+42 -13
View File
@@ -12,13 +12,17 @@
},
"CMapManager::CMapManager": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::CMapManager"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::CMapManager"
],
"note": "Constructor matches 40250; kept in pending file until CMapOutdoor is ported.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::~CMapManager": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::~CMapManager"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::~CMapManager"
],
"note": "Calls transition adapter Destroy, which frees pack-backed map state.",
"test": "project/python_game_render_test.gd"
},
@@ -30,25 +34,33 @@
},
"CMapManager::Initialize": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Initialize"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Initialize"
],
"note": "40250 AtlasInfo loading order; pack text parsed in transition adapter.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::Create": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Create"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Create"
],
"note": "No CMapOutdoor allocation yet; Metin2World renders terrain.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::Destroy": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Destroy"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Destroy"
],
"note": "Frees transition map and environment data; CMapOutdoor cleanup remains TODO.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::Clear": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Clear"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::Clear"
],
"note": "Clears pack-backed terrain state, not CMapOutdoor.",
"test": "project/python_game_render_test.gd"
},
@@ -60,13 +72,17 @@
},
"CMapManager::LoadMap": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::LoadMap"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::LoadMap"
],
"note": "Loads Setting.txt, initial height tile and .msenv from 40250 packs for reachable Warp chain; outdoor scene lifecycle remains TODO.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::IsMapReady": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::IsMapReady"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::IsMapReady"
],
"note": "Reports pack-backed transition map readiness instead of CMapOutdoor::IsReady.",
"test": "project/python_game_render_test.gd"
},
@@ -81,7 +97,9 @@
},
"CMapManager::GetHeight": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::GetHeight"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::GetHeight"
],
"note": "Uses the 40250 terrain triangle interpolation on packed height.raw; placed-object height remains TODO.",
"test": "project/python_game_render_test.gd"
},
@@ -93,13 +111,17 @@
},
"CMapManager::BeginEnvironment": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::BeginEnvironment"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::BeginEnvironment"
],
"note": "Applies .msenv material/background light through RecordingDevice; fog and full CMapOutdoor environment remain TODO.",
"test": "project/python_game_render_test.gd"
},
"CMapManager::EndEnvironment": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::EndEnvironment"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::EndEnvironment"
],
"note": "Restores recorded lighting state; full environment state restoration remains TODO.",
"test": "project/python_game_render_test.gd"
},
@@ -158,7 +180,12 @@
"status": "TODO"
},
"CMapManager::isAttrOn": {
"status": "TODO"
"status": "ADAPTED",
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::isAttrOn"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "CMapOutdoor::isAttrOn + CTerrain::isAttrOn verbatim over native attr.atr tiles (Setting.txt map size instead of the CTerrain list)."
},
"CMapManager::GetAttr": {
"status": "TODO"
@@ -177,7 +204,9 @@
},
"CMapManager::__LoadMapInfoVector": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::__LoadMapInfoVector"],
"impl": [
"extension/src/platform/pending/GameLib/MapManager.cpp:CMapManager::__LoadMapInfoVector"
],
"note": "Reads packed AtlasInfo bounds with 40250 terrain tile size; parser is transitional.",
"test": "project/python_game_render_test.gd"
}
@@ -48,7 +48,9 @@
},
"CPythonBackground::Initialize": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Initialize"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Initialize"
],
"note": "40250 locale AtlasInfo setup, backed by transitional MapManager loader.",
"test": "project/python_game_render_test.gd"
},
@@ -56,26 +58,45 @@
"status": "TODO"
},
"CPythonBackground::GetPickingPoint": {
"status": "TODO"
"status": "ADAPTED",
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GetPickingPoint"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "40250 body over the cursor ray; CMapOutdoor::GetPickingPoint forwarded to GetPickingPointWithRay."
},
"CPythonBackground::GetPickingPointWithRay": {
"status": "TODO"
"status": "ADAPTED",
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GetPickingPointWithRay"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "Terrain half only: CMapOutdoor object pick (FGetPickingPoint over area objects) needs the unported CMapOutdoor."
},
"CPythonBackground::GetPickingPointWithRayOnlyTerrain": {
"status": "TODO"
"status": "ADAPTED",
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GetPickingPointWithRayOnlyTerrain"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "CMapOutdoor::GetPickingPointWithRayOnlyTerrain/__PickTerrainHeight verbatim over the native CMapManager height; PR_FLOAT_TO_INT as floor."
},
"CPythonBackground::GetLightDirection": {
"status": "TODO"
},
"CPythonBackground::Destroy": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Destroy"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Destroy"
],
"note": "Native map state cleanup; SnowEnvironment destruction remains TODO.",
"test": "project/python_game_render_test.gd"
},
"CPythonBackground::Create": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Create"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Create"
],
"note": "Calls transition MapManager::Create; property and snow initialization remain TODO.",
"test": "project/python_game_render_test.gd"
},
@@ -104,7 +125,12 @@
"status": "TODO"
},
"CPythonBackground::CheckAdvancing": {
"status": "TODO"
"status": "ADAPTED",
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::CheckAdvancing"
],
"test": "extension/tests/port_login_flow_test.cpp",
"note": "40250 body and collision checkers verbatim, kept in the pending unit; no map objects are registered with CCullingManager until CMapOutdoor is ported."
},
"CPythonBackground::RenderSky": {
"status": "TODO"
@@ -132,25 +158,33 @@
},
"CPythonBackground::SetCharacterDirLight": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::SetCharacterDirLight"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::SetCharacterDirLight"
],
"note": "Statement-equivalent 40250 function, kept in pending translation unit until the whole unit is ported; reachable RenderGame draws carry native light0.",
"test": "project/python_game_render_test.gd"
},
"CPythonBackground::SetBackgroundDirLight": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::SetBackgroundDirLight"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::SetBackgroundDirLight"
],
"note": "Statement-equivalent 40250 light setter, still in transitional pending translation unit.",
"test": "project/python_game_render_test.gd"
},
"CPythonBackground::GlobalPositionToLocalPosition": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GlobalPositionToLocalPosition"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GlobalPositionToLocalPosition"
],
"note": "40250 base subtraction, kept in transitional pending translation unit.",
"test": "project/python_game_render_test.gd"
},
"CPythonBackground::LocalPositionToGlobalPosition": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::LocalPositionToGlobalPosition"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::LocalPositionToGlobalPosition"
],
"note": "40250 base addition, kept in transitional pending translation unit.",
"test": "project/python_game_render_test.gd"
},
@@ -162,7 +196,9 @@
},
"CPythonBackground::Warp": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Warp"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::Warp"
],
"note": "Native AtlasInfo map selection and local coordinates reach pack-backed map; minimap, dungeon portals, target effects and full CMapOutdoor lifecycle remain TODO.",
"test": "project/python_game_render_test.gd"
},
@@ -174,7 +210,9 @@
},
"CPythonBackground::GetWarpMapName": {
"status": "ADAPTED",
"impl": ["extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GetWarpMapName"],
"impl": [
"extension/src/platform/pending/UserInterface/PythonBackground.cpp:CPythonBackground::GetWarpMapName"
],
"note": "Returns current native Warp map name; still in pending translation unit.",
"test": "project/python_game_render_test.gd"
},
+2 -1
View File
@@ -429,7 +429,8 @@ extension/third_party/cpython-2.7.18/ # 静态库(2P 批次
4. **2V3 — 本地移动**:加入 `PythonPlayer`、`PythonPlayerInput*`、`PythonPlayerEventHandler`、
`InstanceBaseMovement`、`ActorInstance{Motion,Event,Position,Rotation,CollisionDetection}` 的实际依赖闭包。验收为输入经过新路径
改变位置/朝向、发送与 40250 相同的移动封包,并在离线边界测试和真服 smoke 中通过。接通时删除对应 legacy 玩法逻辑。
2V3-a(2026-09-23):`PythonPlayer`、`PythonPlayerInput`/`InputKeyboard`/`InputMouse`、`PythonPlayerEventHandler`、`PythonPlayerSkill`、`PythonPlayerModule`、`GameType` 原样移植(port-map 标 PORTED),`GameplayModules.cpp` 的 `player` 桩删除,`initPlayer()` 按 40250 顺序在 `initchrmgr()` 后调用;`pending/UserInterface/{PythonPlayer,GameType}.cpp` 替身删除,其余被调方(`CPythonSkill`、`CItemData`、`CItemManager`、`CPythonItem` 等)进 `pending`。64 位修正:`playerGetEmotionIconImage` 用 `Py_BuildPointer`,`PyDict_Next` 用 `Py_ssize_t`。根运动:Granny 运行时的 `GrannyUpdateModelMatrix` 原为直通,按 TrackGroups[0] 的 `AccumulationFlags`(AccumulationExtracted)/`LoopTranslation`(libgr2 新读出,战士 run = (0,-300,0),同 .msa `Accumulation`)按控制器本地时钟推进与权重累加位移(Delta × ModelMatrix);VDA 抽取未实现。`port.login_flow` 按 DIK_UP 经 `game.GameWindow` → `player.SetSingleDIKKeyState` 行走 >100 cm,假服解析 CG 包,收到 `CG_MOVE` FUNC_MOVE 后 FUNC_WAIT 且坐标变化;`port.login_live` 2026-09-23 对 192.168.21.203 走 132 cm 通过。待办:鼠标点地移动/攻击、`CheckAdvancing` 与地图属性替身、legacy 移动逻辑随默认路由切到 `port` 删除。
2V3-a(2026-09-23):`PythonPlayer`、`PythonPlayerInput`/`InputKeyboard`/`InputMouse`、`PythonPlayerEventHandler`、`PythonPlayerSkill`、`PythonPlayerModule`、`GameType` 原样移植(port-map 标 PORTED),`GameplayModules.cpp` 的 `player` 桩删除,`initPlayer()` 按 40250 顺序在 `initchrmgr()` 后调用;`pending/UserInterface/{PythonPlayer,GameType}.cpp` 替身删除,其余被调方(`CPythonSkill`、`CItemData`、`CItemManager`、`CPythonItem` 等)进 `pending`。64 位修正:`playerGetEmotionIconImage` 用 `Py_BuildPointer`,`PyDict_Next` 用 `Py_ssize_t`。根运动:Granny 运行时的 `GrannyUpdateModelMatrix` 原为直通,按 TrackGroups[0] 的 `AccumulationFlags`(AccumulationExtracted)/`LoopTranslation`(libgr2 新读出,战士 run = (0,-300,0),同 .msa `Accumulation`)按控制器本地时钟推进与权重累加位移(Delta × ModelMatrix);VDA 抽取未实现。`port.login_flow` 按 DIK_UP 经 `game.GameWindow` → `player.SetSingleDIKKeyState` 行走 >100 cm,假服解析 CG 包,收到 `CG_MOVE` FUNC_MOVE 后 FUNC_WAIT 且坐标变化;`port.login_live` 2026-09-23 对 192.168.21.203 走 132 cm 通过。(2V3-a 的待办见 2V3-b。)
2V3-b(2026-09-23):鼠标点地移动。`CScreen::SetCursorPosition`(GrpScreen.cpp:487)与 `CPythonGraphic::SetCursorPosition` 原样实现,`RenderGame` 每帧用光标建拾取射线;`CPythonBackground::GetPickingPoint`/`GetPickingPointWithRay`/`GetPickingPointWithRayOnlyTerrain` 按 `CMapOutdoor::__PickTerrainHeight` 原样沿射线步进,地形高度取 native `CMapManager::GetHeight`(`PR_FLOAT_TO_INT` 的 x87 取整按 floor),物件拾取随 `CMapOutdoor` 移植再接。`CMapManager::isAttrOn` 按 `CMapOutdoor::isAttrOn`+`CTerrain::isAttrOn` 读包内 `<map>/<xxxyyy>/attr.atr`(阻挡/水/禁 PK),`CheckAdvancing` 及两个碰撞检查器原样(地图物件未注册到 `CCullingManager` 前不会阻挡)。以上在 pending/platform 层,port-map 标 ADAPTED。`port.login_flow` 在按键行走后左键点击角色下方地面:`game.GameWindow.OnMouseLeftButtonDown` → `player.SetMouseState` → 角色走到拾取点(离线 334 cm),假服收到 FUNC_MOVE … FUNC_WAIT;另断言角色所在格不阻挡、所在地形块有阻挡格(离线 17814 格)。`port.login_live` 2026-09-23 对 192.168.21.203 通过(按键 133 cm、点地 296 cm、11406 阻挡格),`python_game_render_test.sh` 离线通过。`client_main` 的 `MT_TEST_MODE=python_ui` 加上 `python_3d_surface.gd`,新路径可手动登录进游戏走动。待办:默认路由切到 `port`(当前 `client_main` 默认仍走 GDScript `AppFlow`)后整体删除 legacy;攻击/拾取物品等 P1 战斗交互属批次 2 之后。
每个切片都必须同时跑 legacy/port 双路回归;只有 2V3 稳定并把默认路由切到 `port` 后,才能删除总开关和剩余 legacy 宿主。
+28 -2
View File
@@ -244,9 +244,35 @@ auto CScreen::SetClearStencil(DWORD) -> void
MT_PLATFORM_STUB();
}
auto CScreen::SetCursorPosition(int, int, int, int) -> void
// 40250 GrpScreen.cpp:487, verbatim: the pick ray through the cursor.
void CScreen::SetCursorPosition(int x, int y, int hres, int vres)
{
MT_PLATFORM_STUB();
D3DXVECTOR3 v;
v.x = -(((2.0f * x) / hres) - 1) / ms_matProj._11;
v.y = (((2.0f * y) / vres) - 1) / ms_matProj._22;
v.z = 1.0f;
D3DXMATRIX matViewInverse=ms_matInverseView;
//D3DXMatrixInverse(&matViewInverse, NULL, &ms_matView);
ms_vtPickRayDir.x = v.x * matViewInverse._11 +
v.y * matViewInverse._21 +
v.z * matViewInverse._31;
ms_vtPickRayDir.y = v.x * matViewInverse._12 +
v.y * matViewInverse._22 +
v.z * matViewInverse._32;
ms_vtPickRayDir.z = v.x * matViewInverse._13 +
v.y * matViewInverse._23 +
v.z * matViewInverse._33;
ms_vtPickRayOrig.x = matViewInverse._41;
ms_vtPickRayOrig.y = matViewInverse._42;
ms_vtPickRayOrig.z = matViewInverse._43;
ms_Ray.SetStartPoint(ms_vtPickRayOrig);
ms_Ray.SetDirection(-ms_vtPickRayDir, 51200.0f);
}
auto CScreen::GetCursorPosition(float *, float *, float *) -> bool
@@ -36,7 +36,11 @@ long CPythonGraphic::GenerateColor(float r, float g, float b, float a) { return
void CPythonGraphic::RenderUpButton(float, float, float, float) { MT_PLATFORM_STUB(); }
void CPythonGraphic::RenderDownButton(float, float, float, float) { MT_PLATFORM_STUB(); }
bool CPythonGraphic::SaveScreenShot(const char*) { MT_PLATFORM_STUB(); return false; }
void CPythonGraphic::SetCursorPosition(int, int) { MT_PLATFORM_STUB(); }
// 40250 PythonGraphic.cpp:52.
void CPythonGraphic::SetCursorPosition(int x, int y)
{
CScreen::SetCursorPosition(x, y, ms_iWidth, ms_iHeight);
}
DWORD CPythonGraphic::GetAvailableMemory() { MT_PLATFORM_STUB(); return 0; }
void CPythonGraphic::SetGamma(float) { MT_PLATFORM_STUB(); }
@@ -27,6 +27,7 @@ struct NativeMapState {
fmt::MapSetting setting;
std::string name;
std::map<std::pair<int, int>, fmt::HeightMap> heights;
std::map<std::pair<int, int>, std::vector<BYTE>> attrs; // attr.atr payload, empty when unreadable
bool ready = false;
};
std::map<const CMapManager *, NativeMapState> s_native_maps;
@@ -61,6 +62,28 @@ bool load_height_tile(NativeMapState &state, int tx, int ty)
state.heights.emplace(key, std::move(map));
return true;
}
// attr.atr: {u16 magic=2634, u16 w=256, u16 h=256} + 256*256 bytes (40250 CTerrainImpl::LoadAttrMap).
const std::vector<BYTE> *attr_tile(NativeMapState &state, int tx, int ty)
{
if (tx < 0 || ty < 0 || tx >= state.setting.map_size_x || ty >= state.setting.map_size_y)
return nullptr;
const auto key = std::make_pair(tx, ty);
auto found = state.attrs.find(key);
if (found == state.attrs.end())
{
char tile[16];
snprintf(tile, sizeof(tile), "%03d%03d", tx, ty);
std::string bytes;
std::vector<BYTE> attr;
const size_t payload = size_t(CTerrainImpl::ATTRMAP_XSIZE) * CTerrainImpl::ATTRMAP_YSIZE;
if (pack_bytes(state.name + "/" + tile + "/attr.atr", bytes) && bytes.size() == 6 + payload &&
(static_cast<unsigned char>(bytes[0]) | (static_cast<unsigned char>(bytes[1]) << 8)) == 2634)
attr.assign(bytes.begin() + 6, bytes.end());
found = state.attrs.emplace(key, std::move(attr)).first;
}
return found->second.empty() ? nullptr : &found->second;
}
}
auto CMapManager::GetHeight(float fx, float fy) -> float
@@ -194,16 +217,56 @@ auto CMapManager::GetShadowMapColor(float, float) -> DWORD
return mt_platform_stub_return<DWORD>();
}
auto CMapManager::isAttrOn(float, float, BYTE) -> bool
// 40250 MapManager.cpp:506 → CMapOutdoor::isAttrOn (MapOutdoor.cpp:1202).
bool CMapManager::isAttrOn(float fX, float fY, BYTE byAttr)
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
if (!IsMapReady())
return false;
// PORT: PR_FLOAT_TO_INT is x87 fistp (round to nearest) corrected down, i.e. floor.
return isAttrOn(int(std::floor(fX)), int(std::floor(fY)), byAttr);
}
auto CMapManager::isAttrOn(int, int, BYTE) -> bool
// 40250 MapManager.cpp:524 → CMapOutdoor::isAttrOn (MapOutdoor.cpp:1220) → CTerrain::isAttrOn (AreaTerrain.cpp:487).
// PORT: CMapOutdoor/CTerrain are not ported; the terrain count and the attribute map come from the native map
// state (Setting.txt MapSize, <map>/<xxxyyy>/attr.atr) instead of the loaded CTerrain list.
bool CMapManager::isAttrOn(int iX, int iY, BYTE byAttr)
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
if (!IsMapReady())
return false;
auto state = s_native_maps.find(this);
if (state == s_native_maps.end() || !state->second.ready)
return false;
const int countX = state->second.setting.map_size_x, countY = state->second.setting.map_size_y;
if (iX < 0 || iY < 0 || iX > countX * CTerrainImpl::TERRAIN_XSIZE || iY > countY * CTerrainImpl::TERRAIN_YSIZE)
return false;
WORD wTerrainCoordX, wTerrainCoordY;
wTerrainCoordX = iX / CTerrainImpl::TERRAIN_XSIZE;
wTerrainCoordY = iY / CTerrainImpl::TERRAIN_YSIZE;
const std::vector<BYTE> *attr = attr_tile(state->second, wTerrainCoordX, wTerrainCoordY);
if (!attr)
return false;
WORD wLocalX, wLocalY;
wLocalX = (iX - wTerrainCoordX * CTerrainImpl::TERRAIN_XSIZE) / (CTerrainImpl::HALF_CELLSCALE);
wLocalY = (iY - wTerrainCoordY * CTerrainImpl::TERRAIN_YSIZE) / (CTerrainImpl::HALF_CELLSCALE);
if (wLocalX >= CTerrainImpl::ATTRMAP_XSIZE || wLocalY >= CTerrainImpl::ATTRMAP_YSIZE)
return false;
BYTE byMapAttr = (*attr)[wLocalY * CTerrainImpl::ATTRMAP_XSIZE + wLocalX];
if ( byAttr < 16 )
return (byMapAttr & byAttr) ? true : false;
else
{
if ( byAttr/16 == byMapAttr/16)
return true;
else
return false;
}
}
auto CMapManager::BeginEnvironment() -> void
@@ -3,6 +3,7 @@
// (docs/PORT-PLAN.md).
#include "UserInterface/StdAfx.h"
#include "UserInterface/PythonBackground.h"
#include "UserInterface/InstanceBase.h"
#include "EterLib/StateManager.h"
#include "../../PlatformStub.h"
@@ -107,16 +108,143 @@ CPythonBackground::~CPythonBackground()
MT_PLATFORM_STUB();
}
auto CPythonBackground::CheckAdvancing(CInstanceBase *) -> bool
// 40250 PythonBackground.cpp:547-608, verbatim. No map objects are registered with CCullingManager until
// CMapOutdoor is ported, so the checkers see no opponent and advancing is never blocked.
struct CollisionChecker
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
bool isBlocked;
CInstanceBase* pInstance;
CollisionChecker(CInstanceBase* pInstance) : pInstance(pInstance), isBlocked(false) {}
void operator () (CGraphicObjectInstance* pOpponent)
{
if (isBlocked)
return;
if (!pOpponent)
return;
if (pInstance->IsBlockObject(*pOpponent))
isBlocked=true;
}
};
struct CollisionAdjustChecker
{
bool isBlocked;
CInstanceBase* pInstance;
CollisionAdjustChecker(CInstanceBase* pInstance) : pInstance(pInstance), isBlocked(false) {}
void operator () (CGraphicObjectInstance* pOpponent)
{
if (!pOpponent)
return;
if (pInstance->AvoidObject(*pOpponent))
isBlocked=true;
}
};
bool CPythonBackground::CheckAdvancing(CInstanceBase * pInstance)
{
if (!IsMapReady())
return true;
Vector3d center;
float radius;
pInstance->GetGraphicThingInstanceRef().GetBoundingSphere(center,radius);
CCullingManager & rkCullingMgr = CCullingManager::Instance();
CollisionAdjustChecker kCollisionAdjustChecker(pInstance);
rkCullingMgr.ForInRange(center, radius, &kCollisionAdjustChecker);
if (kCollisionAdjustChecker.isBlocked)
{
CollisionChecker kCollisionChecker(pInstance);
rkCullingMgr.ForInRange(center, radius, &kCollisionChecker);
if (kCollisionChecker.isBlocked)
{
pInstance->BlockMovement();
return true;
}
else
{
pInstance->NEW_MoveToDestPixelPositionDirection(pInstance->NEW_GetDstPixelPositionRef());
}
return false;
}
return false;
}
auto CPythonBackground::GetPickingPointWithRayOnlyTerrain(const CRay &, D3DXVECTOR3 *) -> bool
namespace
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
// 40250 CMapOutdoor::__PickTerrainHeight (MapOutdoor.cpp:448), marching the ray against the terrain height.
// PORT: CMapOutdoor is not ported; the terrain is the native CMapManager height map, and GetTerrainNum/
// GetTerrainPointer become "the map is ready" (GetHeight reads the height tile under the point).
bool PickTerrainHeight(CMapManager& rkMap, float& fPos, const D3DXVECTOR3& v3Start, const D3DXVECTOR3& v3End, float fStep,
float fRayRange, float fLimitRange, D3DXVECTOR3* pv3Pick)
{
D3DXVECTOR3 v3CurPos;
float fRayRangeInv=1.0f/fRayRange;
while (fPos < fRayRange && fPos<fLimitRange)
{
D3DXVec3Lerp(&v3CurPos, &v3Start, &v3End, fPos*fRayRangeInv);
float fMultiplier = 1.0f;
if (rkMap.IsMapReady())
{
// PORT: PR_FLOAT_TO_INT is x87 fistp (round to nearest) corrected down, i.e. floor.
int ix = int(std::floor(v3CurPos.x)), iy = int(std::floor(fabs(v3CurPos.y)));
float fMapHeight = rkMap.GetHeight(float(ix), float(iy));
if ( fMapHeight >= v3CurPos.z)
{
*pv3Pick = v3CurPos;
return true;
}
else
{
fMultiplier = fMAX(1.0f, 0.01f * ( v3CurPos.z - fMapHeight ) );
}
}
fPos += fStep * fMultiplier;
}
return false;
}
}
// 40250 CMapOutdoor::GetPickingPointWithRayOnlyTerrain (MapOutdoor.cpp:549).
bool CPythonBackground::GetPickingPointWithRayOnlyTerrain(const CRay & rRay, D3DXVECTOR3 * v3IntersectPt)
{
bool bTerrainPick = false;
D3DXVECTOR3 v3TerrainPick;
D3DXVECTOR3 v3Start, v3End, v3Dir;
float fRayRange;
rRay.GetStartPoint(&v3Start);
rRay.GetDirection(&v3Dir, &fRayRange);
rRay.GetEndPoint(&v3End);
float fPos = 0.0f;
bTerrainPick=true;
if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 5.0f, fRayRange, 5000.0f, &v3TerrainPick))
if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 10.0f, fRayRange, 10000.0f, &v3TerrainPick))
if (!PickTerrainHeight(*this, fPos, v3Start, v3End, 100.0f, fRayRange, 100000.0f, &v3TerrainPick))
bTerrainPick=false;
if (bTerrainPick)
{
*v3IntersectPt = v3TerrainPick;
return true;
}
return false;
}
// 40250 CMapOutdoor::GetPickingPointWithRay (MapOutdoor.cpp:484).
// PORT: the object pick (FGetPickingPoint over CCullingManager) needs CMapOutdoor's area objects; only the
// terrain half runs until the map is ported.
bool CPythonBackground::GetPickingPointWithRay(const CRay & rRay, D3DXVECTOR3 * v3IntersectPt)
{
return GetPickingPointWithRayOnlyTerrain(rRay, v3IntersectPt);
}
// 40250 PythonBackground.cpp:173 (CPythonApplication::RenderGame's SetPerspective); m_pkMap stays null
@@ -207,8 +335,8 @@ void CPythonBackground::Initialize()
CMapManager::Initialize();
}
auto CPythonBackground::GetPickingPoint(D3DXVECTOR3 *) -> bool
// 40250 PythonBackground.cpp:263 → CMapOutdoor::GetPickingPoint (MapOutdoor.cpp:443): the cursor ray.
bool CPythonBackground::GetPickingPoint(D3DXVECTOR3 * v3IntersectPt)
{
MT_PLATFORM_STUB();
return mt_platform_stub_return<bool>();
return GetPickingPointWithRay(ms_Ray, v3IntersectPt);
}
+49
View File
@@ -48,6 +48,7 @@
#include "UserInterface/StdAfx.h"
#include "UserInterface/PythonCharacterManager.h"
#include "UserInterface/InstanceBase.h"
#include "UserInterface/PythonBackground.h"
#include "EterGrnLib/StdAfx.h"
#include "EterGrnLib/LODController.h"
#include "EterGrnLib/ModelInstance.h"
@@ -413,6 +414,54 @@ int main(int argc, char** argv)
for (const auto& e : m)
std::printf("port_login_flow_test: %s\n", e.c_str());
}
// The terrain attribute map (attr.atr) under the actor: CInstanceBase's block/water/ban-PK checks read it
// through CPythonBackground::isAttrOn. The actor stands on a free cell; its 256x256 tile has blocked cells.
if (main_instance)
{
TPixelPosition here = {};
main_instance->NEW_GetPixelPosition(&here);
CPythonBackground& bg = CPythonBackground::Instance();
CHECK(!bg.isAttrOn(here.x, here.y, CTerrainImpl::ATTRIBUTE_BLOCK));
const int tx = int(here.x) / CTerrainImpl::TERRAIN_XSIZE * CTerrainImpl::TERRAIN_XSIZE;
const int ty = int(here.y) / CTerrainImpl::TERRAIN_YSIZE * CTerrainImpl::TERRAIN_YSIZE;
int blocked = 0;
for (int y = 0; y < CTerrainImpl::TERRAIN_YSIZE; y += CTerrainImpl::HALF_CELLSCALE)
for (int x = 0; x < CTerrainImpl::TERRAIN_XSIZE; x += CTerrainImpl::HALF_CELLSCALE)
blocked += bg.isAttrOn(tx + x, ty + y, CTerrainImpl::ATTRIBUTE_BLOCK) ? 1 : 0;
std::printf("port_login_flow_test: %d blocked attribute cells in the actor's terrain\n", blocked);
CHECK(blocked > 0);
}
// 8. (批次 2V3) Click-to-move: a left click on the ground below the actor reaches game.GameWindow's
// OnMouseLeftButtonDown → player.SetMouseState(MBT_LEFT, MBS_PRESS); CPythonPlayer picks the ground
// through the cursor ray (CScreen::SetCursorPosition → CPythonBackground::GetPickingPoint) and the
// actor walks to it, sending CG_MOVE FUNC_MOVE, then FUNC_WAIT on arrival.
const size_t moves_before = server ? server->Events().size() : 0;
if (main_instance)
main_instance->NEW_GetPixelPosition(&start);
PythonBoot::UIMouseButton(1, true, 400, 520);
pump_until(0.1, [] { return false; });
PythonBoot::UIMouseButton(1, false, 400, 520);
CHECK(main_instance && pump_until(3, [&] { return walked() > 100.0f; }));
CHECK(main_instance && pump_until(5, [&] { return !main_instance->IsWalking(); }));
std::printf("port_login_flow_test: click walked %.0f cm\n", main_instance ? walked() : 0.0f);
if (server)
{
auto click_moves = [&] {
std::vector<std::string> out;
const auto events = server->Events();
for (size_t i = moves_before; i < events.size(); ++i)
if (events[i].rfind("game2:move ", 0) == 0)
out.push_back(events[i]);
return out;
};
CHECK(pump_until(2, [&] { auto m = click_moves(); return m.size() >= 2 && m.back().rfind("game2:move 0 ", 0) == 0; }));
const auto m = click_moves();
CHECK(!m.empty() && m.front().rfind("game2:move 1 0 ", 0) == 0);
for (const auto& e : m)
std::printf("port_login_flow_test: %s\n", e.c_str());
}
}
if (server)
{
+7 -1
View File
@@ -36,12 +36,18 @@ func _ready() -> void:
get_tree().quit(1 if fail else 0)
return
# MT_TEST_MODE=python_ui:40250 system.py 的界面直接画在 Godot Canvas 上(PORT-PLAN 2V0-f),
# Logo → 登录阶段,可用鼠标键盘操作;app.Exit() 退出进程。
# Logo → 登录 → 选人 → 进游戏,RenderGame 的 3D 绘制由 python_3d_surface.gd 画出(2V2-e),
# 方向键/鼠标点地走动走 40250 原路径(2V3);app.Exit() 退出进程。
if OS.get_environment("MT_TEST_MODE") == "python_ui":
AssetPack.ensure()
var surface: Control = preload("res://python_ui_surface.gd").new()
surface.name = "PythonUISurface"
add_child(surface)
# The UI surface runs CPythonApplication::Process in its _process; the 3D surface reads that
# frame's draws after it, so it comes second in the tree.
var world: Node3D = preload("res://python_3d_surface.gd").new()
world.name = "Python3DSurface"
add_child(world)
var err: String = surface.run_app()
if err != "":
printerr("python_ui: " + err)