render and server locale parity fixes

This commit is contained in:
shen
2026-09-28 00:18:37 -07:00
parent b776fd071f
commit d3cf586849
20 changed files with 7853 additions and 4 deletions
+3
View File
@@ -222,6 +222,9 @@ if(BUILD_TESTING AND CMAKE_SYSTEM_NAME STREQUAL CMAKE_HOST_SYSTEM_NAME)
add_test(NAME port.login_flow
COMMAND $<TARGET_FILE:port_login_flow_test> ${MT_40250_CLIENT} ${MT_PYTHON_STDLIB_ZIP})
set_tests_properties(port.login_flow PROPERTIES SKIP_RETURN_CODE 77)
# Offline locale data builder: retains 40250 proto layout and gameplay fields.
add_executable(locale_proto_patch ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/locale_proto_patch.cpp)
target_link_libraries(locale_proto_patch PRIVATE port_platform)
# 2V2-e: the same fake server as a process, for the Godot-driven render run
# (script/python_game_render_test.sh).
add_executable(port_fake_login_server ${CMAKE_CURRENT_SOURCE_DIR}/../../tests/port_fake_login_server_main.cpp
@@ -371,6 +371,8 @@ bool CSpeedTreeWrapper::LoadTree(const char * pszSptFile, const BYTE * c_pbBlock
return false;
}
}
// PORT: the in-memory SpeedTree replacement needs the pack path for species geometry and UVs.
m_pSpeedTree->SetSourceName(pszSptFile);
// override the lighting method stored in the spt file
#ifdef WRAPPER_USE_DYNAMIC_LIGHTING
@@ -297,6 +297,8 @@ static void operator delete[](void* pRawMemory);
bool LoadTree(const char* pFilename);
bool LoadTree(const unsigned char* pBlock, unsigned int nNumBytes);
// PORT: supply the pack path when LoadTree receives only a memory block.
void SetSourceName(const char* pFilename);
unsigned char* SaveTree(unsigned int& nNumBytes, bool bSaveLeaves = false) const;
void GetTreeSize(float& fSize, float& fVariance) const;