2V2-a: game.GameWindow opens after Loading and sends CG_ENTERGAME
The 2V0 stub modules now carry the 40250 module constants (copied from each module's init function by stub_constants.py) and return zero values shaped like each reference function's Py_BuildValue, so interfaceModule.MakeInterface runs through (uiSafebox no longer divides by a zero SAFEBOX_SLOT_Y_COUNT). UserInterface/StdAfx.h includes Locale.h before GameType.h as the 40250 PCH does; the reversed order dropped GameType.h's ENABLE_NEW_EQUIPMENT_SYSTEM branches. port.login_flow's fake server checks CG_ENTERGAME; port.login_live reaches the GameWindow on 192.168.21.203. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
0073469dd1
commit
d16fabf61c
@@ -155,6 +155,9 @@ behavior verified from code inspection alone.
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skeleton `extension/src/platform/<Lib>/<File>.cpp` for platform-layer mirror headers from clang's AST
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(needs `script/port_gate.sh macos` for compile commands); never overwrites without `--force`.
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`grep -r MT_PLATFORM_STUB extension/src/platform` lists the platform functions still unimplemented.
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- `scripts/stub_constants.py [--check]` — regenerates the 2V0 stub modules' constants
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(`platform/ScriptLib/GameplayModuleConstants.cpp`) and stub return shapes (`GameplayModules.cpp`)
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from the 40250 module sources; rerun when a stub module is ported for real and removed.
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- `scripts/port_deps.py closure <file> | slices [--write] | order [--write]` — `#include` graph with the
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implicit edges each library's `StdAfx.h` supplies; writes the 2V0-2V3 unit lists and the batch-2
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topological order to `audit/slices/`. Regenerate after changing a slice definition.
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@@ -0,0 +1,216 @@
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#!/usr/bin/env python3
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"""Write the module constants and return shapes of the 2V0 native stub modules from the 40250 sources.
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stub_constants.py [--check]
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The stub modules in extension/src/platform/ScriptLib/GameplayModules.cpp only export names. Their
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constants are data the root scripts compute with (uiSafebox divides by safebox.SAFEBOX_SLOT_Y_COUNT),
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so each stub module gets its 40250 init function's `PyModule_Add{Int,String}Constant` lines verbatim,
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with the preprocessor lines around them and the source file's includes, in
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extension/src/platform/ScriptLib/GameplayModuleConstants.cpp as `AddStubConstants_<module>(poModule)`.
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A module that is ported for real drops out of the stub list and out of this file.
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The stub functions themselves (`stub_<module>_<Name>` in GameplayModules.cpp) return a zero value of
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the shape their 40250 function returns on its last `return`: the `Py_BuildValue` format with every
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number 0, every string "" and every object None, or None for `Py_BuildNone()`. uiTaskBar unpacks
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`player.GetLocalQuickSlot` as a pair, so an `int` 0 stops the script where the real module would not.
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Functions whose last return is not a build call (lists built by hand, ...) keep returning 0.
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"""
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from __future__ import annotations
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import argparse
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import re
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import sys
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import refroot
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REPO = refroot.repo_root()
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STUBS = REPO / "extension/src/platform/ScriptLib/GameplayModules.cpp"
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OUT = REPO / "extension/src/platform/ScriptLib/GameplayModuleConstants.cpp"
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INIT = re.compile(r'Py_InitModule\("([A-Za-z_]+)"')
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KEEP = re.compile(r'^\s*(PyModule_Add(Int|String)Constant\s*\(|#\s*(if|ifdef|ifndef|elif|else|endif)\b)')
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INCLUDE = re.compile(r'^\s*#\s*include\s*"([^"]+)"')
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def read(path) -> list[str]:
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return path.read_bytes().decode("cp949", "replace").replace("\r", "").split("\n")
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def init_body(lines: list[str], module: str) -> list[str]:
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start = next(i for i, l in enumerate(lines) if f'Py_InitModule("{module}"' in l and not l.strip().startswith("//"))
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body = []
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for line in lines[start + 1:]:
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if line.startswith("}"):
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break
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if KEEP.match(line):
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body.append(line.strip() if line.lstrip().startswith("#") else "\t" + line.strip())
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# Preprocessor pairs with nothing between them carry no constant.
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changed = True
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while changed:
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changed = False
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for i in range(len(body) - 1):
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if re.match(r"#\s*if", body[i]) and re.match(r"#\s*endif", body[i + 1]):
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del body[i:i + 2]
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changed = True
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break
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return body
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def enums(lines: list[str]) -> list[str]:
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"""The file's constant definitions and enum blocks (file scope or inside the init function) that constants name."""
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out, inside = [], False
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for line in lines:
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if re.match(r"extern const \w+\s+\w+\s*=", line):
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out.append(line)
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continue
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if re.match(r"\s*enum\b", line):
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inside = True
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if inside:
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out.append(line[1:] if line.startswith("\t") and out and out[0].startswith("\t") else line)
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if "};" in line:
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inside = False
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out.append("")
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return out
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ZERO = {"i": "0", "b": "0", "h": "0", "B": "0", "H": "0", "I": "0u", "c": "0", "l": "0L", "k": "0UL",
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"L": "0LL", "K": "0ULL", "n": "(Py_ssize_t) 0", "f": "0.0", "d": "0.0", "s": '""', "z": '""',
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"O": "Py_None", "S": "Py_None", "N": "Py_None"}
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def zero_value(fmt: str) -> str | None:
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"""A C expression building `fmt` with zeros, or None when the format has a converter."""
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out_fmt, args, i = "", [], 0
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while i < len(fmt):
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ch = fmt[i]
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if ch in "()[]{}:, \t":
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out_fmt += ch
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elif ch in ZERO:
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out_fmt += "O" if ch in "SN" else ch
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args.append(ZERO[ch])
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if i + 1 < len(fmt) and fmt[i + 1] == "#":
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out_fmt += "#"
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args.append("0")
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i += 1
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elif ch == "O" and i + 1 < len(fmt) and fmt[i + 1] in "&!":
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return None
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else:
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return None
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i += 1
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return "Py_BuildValue(" + ", ".join([f'"{out_fmt}"'] + args) + ")"
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def function_bodies(ref) -> dict[str, str]:
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bodies = {}
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for path in ref.glob("*.cpp"):
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text = "\n".join(read(path))
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for m in re.finditer(r"PyObject\s*\*\s*(\w+)\s*\(\s*PyObject\s*\*\s*\w*\s*,\s*PyObject\s*\*\s*\w*\s*\)\s*\{", text):
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depth, j = 1, m.end()
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while depth and j < len(text):
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depth += {"{": 1, "}": -1}.get(text[j], 0)
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j += 1
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bodies.setdefault(m.group(1), text[m.end():j - 1])
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return bodies
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def return_shape(body: str) -> str | None:
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body = re.sub(r"//[^\n]*|/\*.*?\*/", "", body, flags=re.S)
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returns = [r.strip() for r in re.findall(r"\breturn\b([^;]*);", body)]
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returns = [r for r in returns if not r.startswith("Py_BuildException")]
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if not returns:
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return None
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last = returns[-1]
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if last.startswith("Py_BuildNone"):
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return "Py_BuildNone()"
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m = re.match(r'Py_BuildValue\s*\(\s*"([^"]*)"', last)
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return zero_value(m.group(1)) if m else None
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def shapes() -> tuple[str, int]:
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"""GameplayModules.cpp with every stub returning its 40250 shape; also the count left at 0."""
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ref = refroot.reference_root() / "UserInterface"
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bodies = function_bodies(ref)
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tables = {}
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for path in ref.glob("*.cpp"):
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text = "\n".join(read(path))
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m = re.search(r'Py_InitModule\("(\w+)"', text)
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if not m:
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continue
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for name, func in re.findall(r'\{\s*"(\w+)"\s*,\s*(\w+)\s*,\s*METH_VARARGS', text):
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tables.setdefault(m.group(1), {}).setdefault(name, func)
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left = 0
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def fix(m):
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nonlocal left
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module, name = m.group(2).split(".", 1)
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shape = return_shape(bodies.get(tables.get(module, {}).get(name, ""), ""))
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if not shape:
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left += 1
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return f'{m.group(1)}"{m.group(2)}"); }}'
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return f'{m.group(1)}"{m.group(2)}", {shape}); }}'
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text = re.sub(r'(\{ return stub_call_named\()"([\w.]+)"(?:, .*)?\); \}$', fix, STUBS.read_text(), flags=re.M)
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return text, left
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def generate() -> str:
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ref = refroot.reference_root() / "UserInterface"
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modules = INIT.findall(STUBS.read_text())
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sources = {}
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for path in sorted(ref.glob("*.cpp")):
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for line in read(path):
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m = INIT.search(line)
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if m and not line.strip().startswith("//"):
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sources[m.group(1)] = path
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out = [
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"// Generated by .agents/skills/metin2-40250-parity-audit/scripts/stub_constants.py; do not edit.",
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"// The module constants of the 2V0 stub modules (GameplayModules.cpp), copied from each 40250",
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"// module's init function with the preprocessor lines around them.",
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'#include "UserInterface/StdAfx.h"',
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]
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root = REPO / "extension/src/port"
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port = {p.relative_to(root).as_posix().lower(): p.relative_to(root).as_posix() for p in root.rglob("*.h")}
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includes, bodies = [], []
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for module in modules:
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path = sources[module]
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body = init_body(read(path), module)
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for line in read(path):
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m = INCLUDE.match(line)
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if m and m.group(1).lower() != "stdafx.h":
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rel = m.group(1)[3:] if m.group(1).startswith("../") else "UserInterface/" + m.group(1)
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if rel.lower() not in port:
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continue # not mirrored (e.g. the UDP datagram unit); its constants need none of it
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inc = f'#include "{port[rel.lower()]}"'
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if inc not in includes:
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includes.append(inc)
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blocks = enums(read(path))
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if blocks:
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bodies.append(f"\n// 40250 UserInterface/{path.name}")
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bodies.extend(l for l in blocks[:-1])
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bodies.append(f"\n// 40250 UserInterface/{path.name}\nvoid AddStubConstants_{module}(PyObject* poModule)\n{{")
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bodies.append("\t(void) poModule;")
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bodies.extend(body)
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bodies.append("}")
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return "\n".join(out + includes + bodies) + "\n"
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def main() -> int:
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ap = argparse.ArgumentParser()
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ap.add_argument("--check", action="store_true", help="fail if the file is out of date")
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args = ap.parse_args()
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text = generate()
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stubs, left = shapes()
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if args.check:
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stale = [p for p, t in ((OUT, text), (STUBS, stubs)) if not p.exists() or p.read_text() != t]
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for p in stale:
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print(f"{p.relative_to(REPO)} is out of date; run stub_constants.py", file=sys.stderr)
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return 1 if stale else 0
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OUT.write_text(text)
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STUBS.write_text(stubs)
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print(f"wrote {OUT.relative_to(REPO)} and {STUBS.relative_to(REPO)} ({left} stubs keep returning 0)")
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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@@ -512,3 +512,4 @@
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{"time": "2026-09-23T06:18:52Z", "event": "port_round", "unit": "PORT-PLAN 2V1-d: offline FakeServer login -> select -> loading", "ported": ["PythonNetworkStreamPhaseGame SendClientVersionPacket body (verbatim, in the platform/pending stand-in)"], "adapted": ["NetStream::ActivateCipher decrypts the unread receive buffer (PORT: ciphertext pipelined behind KEY_AGREEMENT_COMPLETED)", "CPythonApplication marked final (PORT: no application object on the platform, virtual overrides must be called directly)", "platform CPythonApplication::GetGlobalTime reads CTimer (40250 caches it in m_fGlobalTime each Process); SetCenterPosition/SetEventCamera/SetDefaultCamera stubs (2V3)"], "divergent": ["GetExcutedFileName is a platform stub, so CG_CLIENT_VERSION carries an empty filename", "SendClientVersionPacket lives in the PhaseGame stand-in until PhaseGame is ported"], "needs_live": ["login/select/loading against the 40250 server (2V1-e)"], "tests": ["port.login_flow: pass (auth + two game connections, every sequence byte checked; 5x repeat stable)", "ctest 34/34 pass", "script/port_gate.sh macos: PASS", "godot python_host_test.gd: pass"], "todo": ["2V1-e live smoke", "port the platform/pending units", "game.GameWindow after loading (2V2)"]}
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{"time": "2026-09-23T06:23:33Z", "event": "port_round", "unit": "PORT-PLAN 2V1-e: live smoke harness (port.login_live)", "ported": [], "adapted": ["port_login_flow_test live mode: server and account from MT_LIVE_* env vars only, passed to Python as objects, never printed"], "divergent": [], "needs_live": ["login -> character list -> loading against 192.168.21.203 (host unreachable from this machine on 2026-09-23)", "the live loading-phase packet burst through the platform/pending stand-ins", "auth/login failure popups (wrong password, already logged in, blocked)", "CG_CLIENT_VERSION with an empty filename (GetExcutedFileName stub) accepted by the server"], "tests": ["port.login_flow: pass", "port.login_live: skipped without MT_LIVE_*", "script/port_gate.sh macos: PASS"], "todo": ["run port.login_live once the server is reachable", "port the platform/pending units"]}
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{"time": "2026-09-23T07:40:54Z", "event": "port_round", "unit": "PORT-PLAN 2V1-e: live smoke against 192.168.21.203", "ported": [], "adapted": [], "divergent": [], "needs_live": ["the loading-phase packet burst after GC_MAIN_CHARACTER and CG_ENTERGAME (2V2 GameWindow)", "auth/login failure popups", "server handling of CG_CLIENT_VERSION with an empty filename (not observable client-side)"], "tests": ["port.login_live: pass x2 against 192.168.21.203 (auth handshake + key agreement + LOGIN3, game LOGIN2, character list, DirectEnter reconnect, CHARACTER_SELECT, GC_MAIN_CHARACTER -> LoadData + CG_CLIENT_VERSION; no unknown packets)", "port.login_flow: pass"], "todo": ["2V2", "port the platform/pending units"]}
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{"time": "2026-09-23T07:52:21Z", "event": "port_round", "unit": "PORT-PLAN 2V2-a: game.GameWindow opens after Loading, CG_ENTERGAME", "ported": [], "adapted": ["2V0 stub modules: 40250 constants (verbatim init lines, stub_constants.py) and zero return values shaped like each reference function's last Py_BuildValue"], "divergent": [], "fixed": ["UserInterface/StdAfx.h included GameType.h before Locale.h, dropping GameType.h's ENABLE_NEW_EQUIPMENT_SYSTEM branches; 40250 PCH order restored"], "needs_live": ["PHASE_GAME and the Entergame burst: GamePhase/SetGamePhase still stand-ins (2V2-b)"], "tests": ["port.login_flow: pass (fake server receives CG_ENTERGAME with the right sequence byte, GameWindow shown)", "port.login_live: pass against 192.168.21.203 (GameWindow shown)", "port.packet: pass"], "todo": ["2V2-b PhaseGame dispatch", "2V2-c PythonCharacterManager", "2V2-d InstanceBase/ActorInstance", "2V2-e render"]}
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@@ -416,6 +416,14 @@ extension/third_party/cpython-2.7.18/ # 静态库(2P 批次
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3. **2V2 — GamePhase/角色显示**:加入 GamePhase 的最小分派闭包、`PythonCharacterManager`、`InstanceBase`、`ActorInstance`
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及角色模型/动画/资源 adapter。验收为进入游戏、创建主角并显示可辨认的静止角色;这个切片要求 2D 的 proto 和所需资源通过
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strict gate。
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| 子步骤 | 内容 | 状态 |
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| --- | --- | --- |
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| 2V2-a | Loading 结束后打开 `game.GameWindow`,发 `CG_ENTERGAME` | 完成:2V0 桩模块的常量与返回值形状改为按 40250 生成(`scripts/stub_constants.py`:常量逐行抄各模块 init 的 `PyModule_Add*Constant` 及其预处理行/枚举/`extern const` 定义,写到 `platform/ScriptLib/GameplayModuleConstants.cpp`;桩函数返回参考函数最后一个 `return` 的 `Py_BuildValue` 格式的零值或 None,而不是一律 `int 0`),`uiSafebox.SetTableSize` 的除零和 `uiTaskBar` 解包失败随之消失,`interfaceModule.MakeInterface` 走完。修正:`UserInterface/StdAfx.h` 按 40250 PCH 顺序先 `Locale.h` 后 `GameType.h`(之前反了,`GameType.h` 里 `ENABLE_NEW_EQUIPMENT_SYSTEM` 分支全被丢掉)。`port.login_flow` 假服在 `CG_CLIENT_VERSION` 后收 `CG_ENTERGAME`(校验序列字节),测试等到 `GameWindow` 显示;`port.login_live` 2026-09-23 对 192.168.21.203 同样走到 `GameWindow`。`GamePhase`/`SetGamePhase` 仍是替身:服务器的 PHASE_GAME 及 Loading 阶段落到 `GamePhase()` 的包会卡住读流 |
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| 2V2-b | `PythonNetworkStreamPhaseGame*.cpp` 分派闭包:`SetGamePhase`/`GamePhase`,PHASE_GAME 后的 Entergame 包洪流(`GC_TIME`/`GC_CHANNEL`/`GC_CHARACTER_ADD`/`GC_CHAR_ADDITIONAL_INFO`/`GC_CHARACTER_UPDATE`/技能/物品/快捷栏…)读流不断 | TODO |
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| 2V2-c | `PythonCharacterManager` + `chrmgr`/`chr` 模块:`playerSettingModule` 的种族/动作/特效注册走真实实现 | TODO |
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| 2V2-d | `InstanceBase` + `ActorInstance` + `CGraphicThingInstance` adapter:`GC_CHARACTER_ADD` 创建主角实例(msm 模型 + 待机动作) | TODO |
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| 2V2-e | Godot 显示主角(渲染 adapter),离线 + 真服 smoke:进游戏看到可辨认的静止角色 | TODO |
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4. **2V3 — 本地移动**:加入 `PythonPlayer`、`PythonPlayerInput*`、`PythonPlayerEventHandler`、
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`InstanceBaseMovement`、`ActorInstance{Motion,Event,Position,Rotation,CollisionDetection}` 的实际依赖闭包。验收为输入经过新路径
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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。
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File diff suppressed because it is too large
Load Diff
File diff suppressed because one or more lines are too long
@@ -11,8 +11,8 @@
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#include "../GameLib/StdAfx.h" // 40250 PCH order: GameLib types precede UserInterface/GameType.h.
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#include "../GameLib/RaceData.h"
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#include "../EterPythonLib/StdAfx.h"
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#include "Locale.h" // Before GameType.h, as in 40250: Locale_inc.h's feature macros shape its tables.
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#include "GameType.h" // 40250's UserInterface precompiled header supplies these item types.
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#include "Locale.h"
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#include "../EterBase/tea.h"
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#include <dinput.h>
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@@ -434,7 +434,13 @@ bool FakeLoginServer::ServeGame(Connection& c, int index)
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c.sequence = (c.sequence + 1) % SEQUENCE_TABLE_SIZE;
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Event(name + ":client_version");
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// Hold the connection (the loading screen) until the test stops us.
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// game.GameWindow.Open (after the loading steps' net.StartGame()) sends CG_ENTERGAME.
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auto enter = zeroed<CGEnterGame>();
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if (read_packet(c, HDR_CG_ENTERGAME, &enter, sizeof(enter), &error) != 1)
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return Fail(name + ": CG_ENTERGAME: " + error);
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Event(name + ":entergame");
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// Hold the connection until the test stops us.
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std::uint8_t byte = 0;
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while (!m_stop && c.Read(&byte, 1) == 1)
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;
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@@ -1,4 +1,4 @@
|
||||
// 批次 2V1-d: the real 40250 login → select → loading path, offline.
|
||||
// 批次 2V1-d/2V2: the real 40250 login → select → loading → game path, offline.
|
||||
//
|
||||
// The 40250 root scripts (intrologin.py, introselect.py, introloading.py, networkmodule.py) drive the
|
||||
// ported CPythonNetworkStream and CAccountConnector against FakeLoginServer (port_login_flow_server.h),
|
||||
@@ -13,7 +13,9 @@
|
||||
// slot's addr/port, logs in again, and in direct-enter mode the select phase goes straight to
|
||||
// introLoading.LoadingWindow, which sends CG_CHARACTER_SELECT;
|
||||
// 5. PHASE_LOADING, GC_MAIN_CHARACTER, GC_CHARACTER_POINTS: the loading phase answers the main
|
||||
// character with CG_CLIENT_VERSION(2), the server's proof the client reached Loading.
|
||||
// character with CG_CLIENT_VERSION(2), the server's proof the client reached Loading;
|
||||
// 6. (批次 2V2) the loading steps end in net.StartGame(): networkModule.SetGamePhase opens
|
||||
// game.GameWindow, whose Open sends CG_ENTERGAME.
|
||||
//
|
||||
// The server checks every sequence byte against the 40250 table, so a skipped or extra sequenced
|
||||
// packet fails the run.
|
||||
@@ -21,9 +23,9 @@
|
||||
// port_login_flow_test <40250 Client dir> <python27.zip> [live]
|
||||
//
|
||||
// With `live` (批次 2V1-e, ctest port.login_live) the same path runs against a real 40250 server and
|
||||
// the client's own state is the proof: the character list arrived, and the loading window got
|
||||
// the client's own state is the proof: the character list arrived, the loading window got
|
||||
// LoadData from GC_MAIN_CHARACTER, which CPythonNetworkStream::RecvMainCharacter answers with
|
||||
// CG_CLIENT_VERSION. The test exits before net.StartGame() would enter the game. Everything about the
|
||||
// CG_CLIENT_VERSION, and game.GameWindow is open, which sent CG_ENTERGAME. Everything about the
|
||||
// server comes from the environment and nothing of it is printed:
|
||||
//
|
||||
// MT_LIVE_HOST, MT_LIVE_LOGIN, MT_LIVE_PASSWORD required; without them the test is skipped
|
||||
@@ -226,16 +228,23 @@ int main(int argc, char** argv)
|
||||
return failed() || (server ? server->Has("game2:client_version") : py_true(loaded));
|
||||
});
|
||||
CHECK(loading && !failed());
|
||||
// Checked right away: introLoading's own update steps end in net.StartGame(), after which the stream
|
||||
// opens game.GameWindow itself (CPythonNetworkStream::Process, m_isStartGame), which is 2V2.
|
||||
CHECK(py_true(loaded));
|
||||
}
|
||||
|
||||
// 6. introLoading's update steps end in net.StartGame(); the next CPythonNetworkStream::Process calls
|
||||
// networkModule's SetGamePhase, which builds game.GameWindow (interfaceModule.MakeInterface) and
|
||||
// opens it, and GameWindow.Open sends CG_ENTERGAME.
|
||||
CHECK(py("import game"));
|
||||
const char* gaming = "isinstance(_stream.curPhaseWindow, game.GameWindow) and _stream.curPhaseWindow.IsShow()";
|
||||
const bool entered = pump_until(30, [&] {
|
||||
return failed() || (py_true(gaming) && (!server || server->Has("game2:entergame")));
|
||||
});
|
||||
CHECK(entered && !failed());
|
||||
}
|
||||
if (server)
|
||||
{
|
||||
const std::vector<std::string> expected = {
|
||||
"auth:handshake", "auth:login3", "game1:handshake", "game1:login2", "auth:closed",
|
||||
"game1:closed", "game2:handshake", "game2:login2", "game2:select", "game2:client_version",
|
||||
"game1:closed", "game2:handshake", "game2:login2", "game2:select", "game2:client_version", "game2:entergame",
|
||||
};
|
||||
auto events = server->Events();
|
||||
// auth:closed races game1's handshake; compare the order within each connection.
|
||||
|
||||
Reference in New Issue
Block a user