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>
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Claude Opus 5.5
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d16fabf61c
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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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