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
parent
4d9b800efb
commit
8d9d863c7e
@@ -42,7 +42,11 @@
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#include "AbstractApplication.h"
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#include "MovieMan.h"
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class CPythonApplication : public CMSApplication, public CInputKeyboard, public IAbstractApplication
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// PORT: `final` added. The platform has no CPythonApplication object yet (platform/UserInterface/
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// PythonApplication.cpp), so its members are called on an empty Instance(); `final` lets the compiler
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// call the IAbstractApplication/CMSApplication overrides directly instead of through a vtable that
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// does not exist. Drop it with that note once the application object is constructed.
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class CPythonApplication final : public CMSApplication, public CInputKeyboard, public IAbstractApplication
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{
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public:
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enum EDeviceState
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