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
@@ -62,16 +62,24 @@ struct Entity {
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int32_t guild = 0;
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int16_t alignment = 0;
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uint8_t pk_mode = 0;
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// --- W0 interface freeze (CLIENT-GAP §2.3/§2.5) ---
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uint8_t empire = 0; // 1 Shinsoo, 2 Chunjo, 3 Jinno (GC_CHAR_ADDITIONAL_INFO)
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uint64_t affect_flags = 0; // AFF_* bitset carried on the entity (buff icons / aura)
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uint32_t owner_vid = 0; // summon / horse owner; 0 = none
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uint32_t state_flags = 0; // presentation-layer latch bits (W2 defines the enum)
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};
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// --- P9 world systems ----------------------------------------------------
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// GC_WARP — teleport target. same_server() -> just move the player; otherwise
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// the caller must reconnect to addr:port (P10).
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// GC_WARP — teleport target. The m2dev protocol uses addr==0 as an in-place
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// warp; the 40250 classic protocol always reconnects, including when lAddr is
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// zero. `reconnect` records that protocol-specific distinction at parse time.
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struct WarpCue {
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int32_t x = 0, y = 0;
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int32_t addr = 0;
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uint16_t port = 0;
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bool same_server() const { return addr == 0; }
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bool reconnect = false;
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bool same_server() const { return !reconnect && addr == 0; }
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};
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// One atlas/minimap NPC entry (GC_NPC_POSITION).
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struct NPCMark {
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@@ -466,6 +474,16 @@ public:
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uint8_t attack_speed = 0);
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void mut_spawn_main(uint32_t vid, uint16_t race, const std::string &name, float x, float y,
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float z);
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// Full spawn (CLIENT-GAP §2.3): merge every field of `e` into the world in one
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// shot, keyed by e.vid, so a two-packet PC/NPC add (GC_CHARACTER_ADD +
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// GC_CHAR_ADDITIONAL_INFO) lands as a single Spawn change with name/parts/
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// empire/affect_flags/owner already populated. Creates the entity if new.
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void mut_spawn_full(const Entity &e);
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// summon / horse ownership (CLIENT-GAP §2.5); no-op if vid unknown.
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void mut_ownership(uint32_t vid, uint32_t owner_vid);
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// Map background music (CLIENT-GAP §9.1). name is the resolved track id or
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// path; volume < 0 means "server did not specify, keep current".
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void mut_map_bgm(const std::string &name, float volume);
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void mut_despawn(uint32_t vid);
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// angle_deg is the already-decoded compass heading (m2dev: rot*360/256;
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// classic: rot*5 — the two wire encodings differ, so decode at the parser).
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@@ -554,7 +572,12 @@ public:
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int32_t counter_value, const std::string &icon);
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// --- P9 world systems ---
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void mut_warp(int32_t x, int32_t y, int32_t addr, uint16_t port);
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void mut_warp(int32_t x, int32_t y, int32_t addr, uint16_t port,
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bool reconnect = false);
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// Clear the loading-phase state that ClientVS22 resets before a new map
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// connection. Persistent account data (friends, guild, quests, inventory)
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// is retained; entities and map-local/transient state are discarded.
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void reset_for_map_change();
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void mut_server_time(int64_t time);
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void mut_channel(uint8_t channel);
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void mut_npc_marks(const std::vector<NPCMark> &marks);
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@@ -968,6 +991,22 @@ public:
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m_changes.clear();
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return v;
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}
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// vids whose entity fields changed without a Spawn/Move/Info change since the
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// last drain (deduped). W2 uses this for the §2.1 visibility pass so a bare
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// ownership/affect update still re-mirrors the node.
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std::vector<uint32_t> drain_dirty() {
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auto v = std::move(m_dirty);
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m_dirty.clear();
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return v;
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}
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// Map BGM (§9.1). Returns true once after mut_map_bgm and consumes the flag.
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bool take_bgm_dirty() {
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bool d = m_bgm_dirty;
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m_bgm_dirty = false;
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return d;
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}
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const std::string &bgm_name() const { return m_bgm_name; }
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float bgm_volume() const { return m_bgm_volume; }
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std::vector<ChatMsg> drain_chat() {
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auto v = std::move(m_chat);
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m_chat.clear();
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@@ -1063,6 +1102,10 @@ private:
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uint32_t m_main_vid = 0;
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uint32_t m_now = 0;
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std::vector<Change> m_changes;
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std::vector<uint32_t> m_dirty;
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std::string m_bgm_name;
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float m_bgm_volume = -1.0f;
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bool m_bgm_dirty = false;
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std::vector<ChatMsg> m_chat;
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std::vector<uint32_t> m_vitals;
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std::vector<DamageEvent> m_damage;
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