40250 classic: parallel-dev checkpoint through increment 49 (W0 interface freeze)
Captures the uncommitted parallel-development work (increments 46-49) on the
40250 classic client port, folded into docs/CLIENT-GAP.md + CLIENT-GAP-FIX.md.
Increment 49 (W0 interface-freeze batch, Phase 1 prerequisite) lands the
cross-workflow shared-file scaffolding so the 4 Phase 1 workflows can run in
isolated worktrees without contention:
- entity_store.{h,cpp}: Entity gains empire/affect_flags/owner_vid/state_flags;
new mut_spawn_full() (single-shot two-packet merge, §2.3), mut_ownership()
(§2.5), mut_map_bgm() + take_bgm_dirty()/bgm_name()/bgm_volume() (§9.1),
drain_dirty() (§2.1/§2.5 bare-field-update queue); mut_char_info() now stores
empire; reset_for_map_change() clears m_dirty.
- m2_client.cpp: new bgm_changed(name, volume) signal; classic + m2dev pump
loops drain drain_dirty() -> entity_info and take_bgm_dirty() -> bgm_changed;
entity_dict() exposes the 4 new keys.
- classic/classic_parser.{h,cpp}: GC_MAIN_CHARACTER3_BGM /
GC_MAIN_CHARACTER4_BGM_VOL route bgm_name/bgm_volume to mut_map_bgm() (was
discarded); new m_pending_actor staging map (W1 fills §2.2 merge logic).
- project/bgm_director.gd (new) + game_scene.gd: BGM consumption split out of
net_world.gd so W2/W4 don't collide; §8.6/§4.8 keybind convergence (digits
1-4 -> quickslots 0-3, F1-F4 -> quickslots 4-7, Ctrl+1..9 -> _emote()).
Tests: cmake --build build clean; ctest 16/16; 15 GDScript regressions green
(netbridge, gamescene, netplay, p9, p10, p2b, p8, system_menu_ui, skill,
combat_fx, skill_fx, player_motion, char_status_ui, chat, inventory), no skips.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
This commit is contained in:
co-authored by
Claude Sonnet 5
parent
70f200e885
commit
f32064c74a
@@ -37,6 +37,12 @@ public:
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void disconnect() override;
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bool select_char(int slot) override;
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bool enter_game() override;
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// ClientVS22 DirectEnter: reconnect to the slot's lAddr:wPort, then the
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// loading phase sends CG_CHARACTER_SELECT on the new game connection.
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bool connect_direct_enter(int slot);
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// ClientVS22 GC_WARP: every warp is a new game connection to the address
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// carried by the packet. The selected slot and login ticket are retained.
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bool connect_warp(const std::string &game_host, uint16_t game_port);
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bool create_character(int slot, const std::string &name, int job, int shape,
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int con, int intel, int str, int dex);
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bool delete_character(int slot, const std::string &private_code);
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@@ -143,6 +149,7 @@ public:
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ClassicStream &auth_stream() { return m_auth_stream; } // auth-flow tests / trace
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ClassicParser &parser() { return m_parser; }
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uint32_t login_key() const { return m_auth_login_key; }
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bool was_online_lost() const { return m_game_connection_seen; }
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uint32_t now_ms() const { return m_now; }
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void set_now(uint32_t ms) {
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m_now = ms;
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@@ -163,10 +170,11 @@ private:
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void on_auth_phase(uint8_t phase);
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bool on_packet(uint8_t header, const uint8_t *body, uint32_t len);
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bool on_auth_packet(uint8_t header, const uint8_t *body, uint32_t len);
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void send_login();
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void send_auth_login();
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void send_login_by_key();
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bool send_login();
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bool send_auth_login();
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bool send_login_by_key();
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bool send_client_version();
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bool send_select_char(int slot);
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EntityStore m_world;
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ClassicStream m_stream;
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@@ -192,6 +200,10 @@ private:
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bool m_authenticated_game = false;
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bool m_auth_transition = false;
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bool m_version_sent = false;
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bool m_game_connection_seen = false;
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bool m_direct_enter = false;
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int m_direct_enter_slot = -1;
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int m_selected_slot = -1;
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};
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} // namespace mtnet::classic
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