render and server locale parity fixes
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@@ -222,6 +222,9 @@ if(BUILD_TESTING AND CMAKE_SYSTEM_NAME STREQUAL CMAKE_HOST_SYSTEM_NAME)
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add_test(NAME port.login_flow
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COMMAND $<TARGET_FILE:port_login_flow_test> ${MT_40250_CLIENT} ${MT_PYTHON_STDLIB_ZIP})
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set_tests_properties(port.login_flow PROPERTIES SKIP_RETURN_CODE 77)
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# Offline locale data builder: retains 40250 proto layout and gameplay fields.
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add_executable(locale_proto_patch ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/locale_proto_patch.cpp)
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target_link_libraries(locale_proto_patch PRIVATE port_platform)
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# 2V2-e: the same fake server as a process, for the Godot-driven render run
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# (script/python_game_render_test.sh).
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add_executable(port_fake_login_server ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/port_fake_login_server_main.cpp
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@@ -371,6 +371,8 @@ bool CSpeedTreeWrapper::LoadTree(const char * pszSptFile, const BYTE * c_pbBlock
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return false;
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}
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}
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// PORT: the in-memory SpeedTree replacement needs the pack path for species geometry and UVs.
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m_pSpeedTree->SetSourceName(pszSptFile);
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// override the lighting method stored in the spt file
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#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
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@@ -297,6 +297,8 @@ static void operator delete[](void* pRawMemory);
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bool LoadTree(const char* pFilename);
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bool LoadTree(const unsigned char* pBlock, unsigned int nNumBytes);
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// PORT: supply the pack path when LoadTree receives only a memory block.
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void SetSourceName(const char* pFilename);
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unsigned char* SaveTree(unsigned int& nNumBytes, bool bSaveLeaves = false) const;
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void GetTreeSize(float& fSize, float& fVariance) const;
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