layout: restructure into src/ tests/ android/ scripts/ tools/

- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
  (+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
  perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten

No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-29 19:08:19 +09:00
co-authored by Claude Opus 5.5
parent 70710477cf
commit a46093104c
2817 changed files with 13728 additions and 13744 deletions
@@ -0,0 +1,34 @@
// The fake 40250 auth + game server of port_login_flow_test as its own process, for runs that drive the
// real client from Godot (scripts/python_game_render_test.sh). Prints "ports <auth> <game>" once it
// listens and serves until SIGTERM or SIGINT; the milestones go to stderr on the way out.
#include "port_login_flow_server.h"
#include <csignal>
#include <cstdio>
#include <unistd.h>
static volatile std::sig_atomic_t g_stop = 0;
static void on_signal(int) { g_stop = 1; }
int main()
{
std::signal(SIGTERM, on_signal);
std::signal(SIGINT, on_signal);
FakeLoginServer server;
if (!server.Start())
{
std::fprintf(stderr, "port_fake_login_server: cannot listen on loopback\n");
return 1;
}
std::printf("ports %d %d\n", server.AuthPort(), server.GamePort());
std::fflush(stdout);
while (!g_stop)
pause();
std::fprintf(stderr, "port_fake_login_server events:");
for (const auto& e : server.Events())
std::fprintf(stderr, " %s", e.c_str());
std::fprintf(stderr, "\nport_fake_login_server error: %s\n", server.Error().c_str());
server.Stop();
return server.Failed() ? 1 : 0;
}