2V1-d: offline login -> select -> loading against a fake 40250 server
port.login_flow drives the real 40250 root scripts through the ported CPythonNetworkStream and CAccountConnector against a loopback auth + game server built from net/classic (wire layouts, sequence table, cipher) that answers like the 40250 desc.cpp/input*.cpp: handshake, key agreement, LOGIN3/AUTH_SUCCESS, LOGIN2, the character list, DirectEnter reconnect, CHARACTER_SELECT, the loading packets and CLIENT_VERSION, with every sequence byte checked. - NetStream::ActivateCipher decrypts ciphertext already buffered behind KEY_AGREEMENT_COMPLETED (PORT) - CPythonApplication is final (PORT): no application object exists on the platform yet, so its virtual overrides must be called directly - app.GetTime (GetGlobalTime) and camera/center-position stubs - SendClientVersionPacket verbatim in the PhaseGame stand-in 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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8d9d863c7e
@@ -3006,6 +3006,12 @@ bool CNetworkStream::Activate(size_t agreed_length, const void* buffer, size_t l
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void CNetworkStream::ActivateCipher()
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{
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return m_cipher.set_activated(true);
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m_cipher.set_activated(true);
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// PORT: __RecvInternalBuffer decrypts each recv as it arrives, so encrypted bytes the server sent right
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// behind KEY_AGREEMENT_COMPLETED that landed in the same recv are still ciphertext. In 40250 the
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// server's next pulse usually keeps them apart; on loopback or a fast LAN they arrive together, so
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// decrypt the unread rest of the buffer here.
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if (m_recvBufInputPos > m_recvBufOutputPos)
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m_cipher.Decrypt(m_recvBuf + m_recvBufOutputPos, m_recvBufInputPos - m_recvBufOutputPos);
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}
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#endif // _IMPROVED_PACKET_ENCRYPTION_
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