40250 classic: increment 50 (Phase 1 W1) — §1.5 client version, §1.10 text codec, §2.2 two-packet merge
§1.5 CG_CLIENT_VERSION: send_client_version() now branches on locale. EUROPE (this project's locale) sends CGClientVersion2 (header 0xf1, 67B, timestamp "1215955205"); non-EUROPE sends CGClientVersion (0xfd) + CMake-injected MT_BUILD_TIMESTAMP in C __TIMESTAMP__ form. New ClassicSession::set_executable_name() (default "metin2.bin"; TODO(W0): M2Client passes OS::get_executable_path().get_file()). m_version_sent set only after send_fixed() succeeds. wire_classic.h gains CGClientVersion2 + size-table entry. §1.10 fixed-length text: new extension/src/net/text_codec.h — to_wire()/ from_wire_str() apply a hard byte cap without splitting a UTF-8 multibyte sequence; godot::String overloads are __has_include-guarded so mtnet stays godot-free. classic_session.cpp routes 8 fixed-length name/sign/comment fills through to_wire(); parser reads GC_CHAR_ADDITIONAL_INFO name via from_wire_str(). New net_text_codec_test (ctest net.text_codec). Locale codepage (CP949/CP1252) transcoding remains a follow-up; wire bytes are currently UTF-8 (ASCII round-trips). §2.2 two-packet PC/NPC merge: ClassicParser GC_CHARACTER_ADD drops invisible races (20025/20038/20039); PC/NPC only stash a bare Entity into m_pending_actor; everything else spawns immediately with a name from root/npclist.txt (new npc_names.h + set_npclist_path(); $MT_ASSETS/$M2_ASSETS fallback; TODO(W0): M2Client passes the asset root). GC_CHAR_ADDITIONAL_INFO with no pending entry records m_last_error + m_unhandled_headers and drops (never half-creates); on a hit it merges the pending Entity with the additional-info's 9 fields into one mut_spawn_full() then erases the pending entry. New pending_actor_count() test hook; net_classic_session_test updated (version assertions -> 0xf1; stash -> merge -> spawn, immediate monster spawn, invisible-race drop, no-pending additional-info is a no-op). Depends on W2 §2.2 steps 4-5 (entity_store mut_char_info touch / mut_shop_sign cleanup) — the merge works with current W2 code as-is. Build + ctest 17/17 (16 + net.text_codec); netbridge_test, p10_test green. Docs: CLIENT-GAP.md W1 row + increment-50 change-log entry; CLIENT-GAP-FIX.md §1.5/§1.10/§2.2 status + facts and C.5 batch record. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
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co-authored by
Claude Sonnet 5
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f32064c74a
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@@ -8,6 +8,7 @@
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// [header][uint16 size] prefix); `len` its length — i.e. exactly what
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// ClassicStream::on_packet delivers.
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#include "npc_names.h"
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#include "wire_classic.h"
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#include "../entity_store.h"
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@@ -67,6 +68,16 @@ public:
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uint8_t empire() const { return m_empire; }
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void set_phase_name(const std::string &name) { m_phase_name = name; }
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const std::string &last_error() const { return m_last_error; }
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// §2.2: path to root/npclist.txt (race -> model-code table). Used to name
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// monster / stone / object spawns, mirroring CPythonNonPlayer::GetName().
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// Empty path -> names resolve to "" (permitted). Falls back to
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// $MT_ASSETS / $M2_ASSETS when never set.
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// TODO(W0): M2Client should call
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// parser().set_npclist_path(AssetRoot::path("root/npclist.txt"))
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void set_npclist_path(std::string path);
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// §2.2 test hook: number of GC_CHARACTER_ADD records awaiting their
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// GC_CHAR_ADDITIONAL_INFO merge.
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size_t pending_actor_count() const { return m_pending_actor.size(); }
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std::vector<uint8_t> drain_unhandled_headers() {
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auto v = std::move(m_unhandled_headers);
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m_unhandled_headers.clear();
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@@ -101,12 +112,18 @@ private:
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void parse_login_success(const SimplePlayer *players, const uint32_t *guild_id,
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const char (*guild_name)[GUILD_NAME_MAX_LEN + 1], int n, uint32_t handle,
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uint32_t rkey);
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// Lazily loads npclist.txt on first use; returns "" for an unknown race or
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// when no list is available.
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const std::string &npc_name_for(uint16_t race);
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EntityStore &m_world;
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// §2.2 two-packet PC/NPC merge: GC_CHARACTER_ADD stages a bare Entity here
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// keyed by vid; GC_CHAR_ADDITIONAL_INFO merges its fields and flushes the
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// combined record via m_world.mut_spawn_full(). W1 owns the merge logic.
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std::unordered_map<uint32_t, Entity> m_pending_actor;
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std::string m_npclist_path;
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std::unordered_map<uint32_t, std::string> m_npc_names;
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bool m_npc_names_loaded = false;
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std::vector<CharSlot> m_slots;
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int m_slot_count = 0;
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uint32_t m_handle = 0;
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