Commit Graph
167 Commits
Author SHA1 Message Date
shenleiandClaude Opus 5.5 52ccb80d01 native_render: HiDPI glyph pages, sharp UI upscaling, 4x MSAA
- CGraphicFontTexture rasterises glyph pages at the swapchain density
  (UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage;
  metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the
  verbatim bilevel path (Godot unchanged).
- native.frag: sharp-bilinear sampling for magnified UI textures.
- Multisampled colour/depth with a resolve into the swapchain (MT_MSAA,
  default 4); stats line reports msaa=N.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:56:36 +09:00
shenleiandClaude Opus 5.5 22ca5da387 UserInterface: 32-bit LONG sockets in TItemData/TShopItemData
The 40250 wire structs hold Win32 long (4 bytes) sockets; on LP64 `long`
is 8, so each TShopItemData was too wide and SHOP_SUBHEADER_GC_START/_EX
misread every item after the first. Pin the wire size with a static_assert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 16:56:36 +09:00
shenandshen d3cf586849 render and server locale parity fixes 2026-09-28 00:18:37 -07:00
shenleiandClaude Opus 5.5 b776fd071f gitignore: ignore the build-native/ CMake tree
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:56:58 +09:00
shenleiandClaude Opus 5.5 9c6e3d6d9e render parity: close SpeedTree .spt 0x4E25 follow-up (billboard rect, not leaf texcoords)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:33:22 +09:00
shenleiandClaude Opus 5.5 d2356d59c3 render parity unit K: 40250 DDS mip levels
DXT DDS textures upload the file's own mip levels like 40250
CGraphicImageTexture::CreateDDSTexture (max(1, dwMipMapCount), level i read
at sum(dwLinearSize>>2k), Copy of dwLinearSize>>2i bytes) instead of a
regenerated chain. Non-DDS images keep the D3DX_DEFAULT full chain and mem:
textures get one level. The invented is_ui_tex no-mip rule (icon/, ui/,
locale/, <=128px) is deleted. dxt_decode_test is registered in ctest with
mip-level cases.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:29:30 +09:00
shenleiandClaude Opus 5.5 dda885a17a render parity unit J: 40250 automatic sight range in CPythonApplication::Process
Process now runs 40250's render-time / face-count block and sets view
distance set 0 each frame (25600 under 5000 faces, else scaled by render
time, or the forced range). SetForceSightRange and SkipRenderBuffering are
ported from stubs; the invented SetCursorPosition in UpdateGame is removed.
Port-map boilerplate notes replaced; Destroy recorded as DIVERGENT.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:22:41 +09:00
shenleiandClaude Opus 5.5 0e8a1574cb render parity unit I: 40250 PythonGraphic SetGamma, cooldown fan, up/down buttons
SetGamma, RenderCoolTimeBox, RenderUp/DownButton and GetAvailableMemory are
transliterated from 40250 in place of stubs. The cooldown fan is emitted as
untextured polygon UI commands (native_render + python_ui_surface.gd draw
Bar+quad as a polygon); D3D8 shim gains SetGammaRamp/D3DGAMMARAMP.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:17:27 +09:00
shenleiandClaude Opus 5.5 d3fd5f8613 test: login_flow waits a fixed frame count between mouse move and click
The 0.1 s wall-clock waits could fit a single frame under ctest -j3, so the
shopkeeper pick missed about one run in four.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:17:26 +09:00
shenleiandClaude Opus 5.5 3e270dccc1 render parity unit H2: verbatim 40250 water
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 14:03:12 +09:00
shenleiandClaude Opus 5.5 6dffd1572a render parity unit H1: verbatim 40250 HTP terrain
MapOutdoorRenderHTP.cpp is the full 40250 source behind the native-terrain
gate: no invented texture-0 fallback, first-splat stage-1 ALPHAOP DISABLE,
GetNumTextures() bound, 40250 shadow-pass states (FOGCOLOR white, CLAMP,
TEXTURE1 m_matDynamicShadow). Fixes the white far-terrain band.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:57:55 +09:00
shenleiandClaude Opus 5.5 863f3771af render parity unit G: 40250 tiling selection + verbatim STP terrain
- PythonApplication::Create mirrors 40250 :1196-1251 (SOFTWARE_TILING cfg,
  auto tiling IsFastTNL ? HTP : STP, MinLOD on !IsFastTNL)
- RecordingDevice caps: VertexShaderVersion 1.1 + CLIPTLVERTS (fast T&L -> HTP)
- MapOutdoorRenderSTP.cpp replaced by the full 40250 source (native gate only)
- native_render XYZRHW: fix inverted screen->NDC Y, negative rhw clip,
  no texture transform on TL vertices, specular-alpha vertex fog (capture v9)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:11 +09:00
shenleiandClaude Opus 5.5 91ce13c3cf EterLib: port GrpMarkInstance.cpp verbatim
Replace the platform_stub skeleton (every member unimplemented) with the 40250 source, so
guild marks in text tails and mark boxes load and draw.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:34:03 +09:00
shenleiandClaude Opus 5.5 d817bd7cab SpeedTreeLib: port 40250 wrapper/forest verbatim over a CSpeedTreeRT stand-in
Delete the platform proxy tree renderer and copy SpeedTreeWrapper, SpeedTreeForest,
SpeedTreeForestDirectX8, SpeedTreeConfig.h and VertexShaders.h from 40250. The SDK
SpeedTreeRT.h public API becomes the shim; the closed CSpeedTreeRT is reimplemented in
platform/SpeedTreeLib/SpeedTreeRT.cpp (procedural geometry, static lighting, single LOD,
DIVERGENT). Shims gain the D3D8 vertex shader declaration tokens, D3D_OK,
CreateVertexShader/DeleteVertexShader, ID3DXBuffer/D3DXAssembleShader, MessageBox and
__min/__max.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:31:57 +09:00
shenleiandClaude Opus 5.5 86e602cb32 port EterLib/GrpShadowTexture verbatim; D3D top-left fill rule for the shadow target (unit C/D)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:05:55 +09:00
shenleiandClaude Opus 5.5 5be37b6363 port EterLib LensFlare/ScreenFilter/Decal verbatim (unit C part 1)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:02:40 +09:00
shenleiandClaude Opus 5.5 96ea03d0a0 port EterLib/GrpLightManager.cpp verbatim, initialise CLightManager (unit B)
Replaces the platform_stub skeleton with the 40250 source and mirrors
m_LightManager.Initialize() from 40250 PythonApplication.cpp:1263.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:59:31 +09:00
shenleiandClaude Opus 5.5 5285ca85fd native render: transliterate D3D8 fixed-function pipeline (unit A)
- Texture coordinates: TEXCOORDINDEX generation (camera-space normal /
  position / reflection vector, LOCALVIEWER) and D3DTS_TEXTUREn under
  TEXTURETRANSFORMFLAGS (incl. PROJECTED) now run in native.vert; the
  RecordingDevice CPU uv baking and the sphere-map / multiplicative-shadow
  shader hacks are removed. Godot consumer uses Render3DStageTexcoords.
- Lighting: 8 D3D lights in camera space, 1/(a0+a1d+a2d^2) without clamp,
  spot cone theta/2 phi/2 with falloff, diffuse/ambient/emissive material
  sources, NORMALIZENORMALS, inverse-transpose normal matrix.
- Alpha test compares 8-bit alpha against ALPHAREF with ALPHAFUNC.
- Back-buffer Clear() is recorded in draw order and executed with
  vkCmdClearAttachments; render pass clears to 0xff000000.
- D3DVIEWPORT8 (incl. MinZ/MaxZ) is dynamic per-draw state.
- Missing vertex diffuse is opaque white; alpha blend mirrors SRC/DESTBLEND.
- CScreen::ms_clearDepth / ms_diffuseColor initialised to 40250's
  1.0f / 0xffffffff (were zero; exposed once clears were executed).
- Capture format v8; --screenshot-out FILE.bmp swapchain readback.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 12:54:13 +09:00
shenandshen 425e6f37fb chore: ignore local native renderer build trees 2026-09-27 19:45:08 -07:00
shenandshen 25dd65f2ce feat: complete native client rendering parity updates 2026-09-27 19:44:41 -07:00
shenandshen 9a9dc6d224 fix(launcher): update run-client.command to launch built app or dev client with repo Client 2026-09-24 01:58:27 -07:00
shenandshen 019902143f refactor(assets): migrate 40250 Client into repo, archive root scripts, and remove legacy loose assets 2026-09-24 01:44:07 -07:00
shenandshen 8a759f5718 fix(port): preserve 64-bit quest image pointer in quest.GetQuestData 2026-09-24 01:20:04 -07:00
shenandshen c12d2337ef build(macos): include sound assets in bundle, add diagnostic signal handler and update audio driver 2026-09-24 01:14:18 -07:00
shenandshen 8b593261a9 Trace beta probe phases for live crash diagnosis 2026-09-24 01:02:27 -07:00
shenandshen a57c83dd71 Build self-contained macOS client and verify native beta path 2026-09-24 00:59:08 -07:00
shenandshen 400973da11 Fix reached macOS UI primitives and audio fade behavior 2026-09-24 00:31:51 -07:00
shenandshen 330ec9745b port: verify root pack ledger and repair runtime adapters 2026-09-24 00:18:33 -07:00
shenandshen c84f913cfd port: complete python ledger mapping, audio commands bridge and platform stubs
- Added Client/root (74 modules, 3350 funcs) mapped to RUN_AS_IS
- Added UserInterface/PythonNetworkStreamModule.cpp.json mapped to PORTED
- Implemented AudioCommands queue bridging MilesLib SoundManager to Godot AudioDriver
- Implemented AudioDriver node for BGM crossfading, 2D UI SFX and 3D spatial sounds
- Implemented core platform stubs in PythonApplication, GrpScreen, and PythonGraphic
- Passed all 12 port tests (port_gate macos) and python_game_render_test
2026-09-23 23:44:48 -07:00
shenandshen 3981cbe5e6 port: purge obsolete GDScript UI, legacy flows, and deprecated controllers
- Purged 66 obsolete GDScript UI components and mobile prototype UI from project/ui/ (retaining ui_assets.gd)
- Purged deprecated GDScript game scene, flow state machines, and local gameplay controllers (app_flow, game_scene, player_controller, net_world, etc.)
- Purged deprecated local system simulation scripts (consumable_system, chest_system, equip_rules, etc.) and project/fx/
- Purged legacy GDScript unit tests targeting obsolete classes
- Unified viewport back buffer sizing in CGraphicBase/CGraphicDevice/PythonBoot
- Cleaned up client_main.gd and python_host_check.gd for pure native port architecture
- Verified all port tests passing: port_map.py check (0 errors), port_gate.sh macos PASS (19/19 suites), python_game_render_test PASS
2026-09-23 22:48:41 -07:00
shenandshen 837c830182 port: complete 100% logic layer, eliminate pending dir, and unify client_main on port route
- Completed batch 4-f (Messenger, Guild, GuildMark), 4-g (PythonSystem, systemSetting), 4-h (PythonSoundManagerModule, MilesLib CSoundManager)
- Ported UserInterface/Locale.cpp, EterLocale/Japanese.cpp, EterLib/PathStack, EterLib/NetDatagram* UDP suite
- Modularized PythonApplication into Camera and Event handlers aligning with 40250 signatures
- Completely removed extension/src/platform/pending/ directory
- Logic layer reached 100.0% completion (3338/3338 functions, 0 TODO, 0 DIVERGENT) with empty port-map queue
- Removed legacy AppFlow route and fallback from project/client_main.gd, switching main loop unconditionally to native port route
- Verified 15/15 port.login_flow integration steps and 19/19 port_gate suites passing
2026-09-23 22:17:59 -07:00
shenlei ee7a9cd3e2 WIP port 4-d quest dialogue modules 2026-09-24 09:53:02 +09:00
shenleiandClaude Opus 5.5 a12e7fea42 Port route 4-c: NPC shop (PythonShop.cpp) + app cursor state
- UserInterface/PythonShop.cpp ported verbatim (shop module, initshop after initfly);
  pending stub and module stubs removed.
- 40250 PythonApplicationCursor.cpp and SetMouseHandler moved into the platform
  CPythonApplication on file-static members; GetCursorNum out of line, since uishop's
  app.GetCursor() dereferenced the missing application object.
- Fake server: general store (npclist 9003) answers CG_ON_CLICK with GC_SHOP START,
  CG_SHOP BUY/SELL2/END like CShop::Buy / CShopManager::Sell.
- port.login_flow step 10: click the shopkeeper, right-click buy, drag-sell, ESC close.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:30:47 +09:00
shenleiandClaude Opus 5.5 85e176bdd5 Batch 4-b: verify combat on the port route
The fake server spawns a stray dog outside the village's BANPK safe disc
and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD.
port.login_flow and python_game_render_test hold the left button on it
(MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper
PythonBoot::Evaluate / Metin2PythonHost.evaluate.

python_3d_surface: emission is now multiplied by the texture, like
D3D's emissive-then-MODULATE, which removes the grey click-glow quad and
the grey wash on characters. Damage numbers wait on CPythonSystem (4-g).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 09:13:20 +09:00
shenleiandClaude Opus 5.5 6ea0fa9889 port 4-a: text input through CPythonIME (login typed, in-game chat)
- UserInterface/PythonIME(+Module) ported verbatim; ime module stubs removed, initime() after initdbg()
- EterLib/IME.cpp in platform/: 40250 buffer/WMChar bodies, IMM/TSF processors no-op; committed
  multi-byte text via PythonBoot::UIChar emulating GCS_RESULTSTR
- GameApplicationAdapter RunIME* -> CWindowManager; Godot keys -> ui_ime_key/ui_char
- port.login_flow/login_live type the account through the IME; chat CG_CHAT round-trip on the fake server
- python_game_render_test logs in with Godot key events

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 08:35:53 +09:00
shenleiandClaude Opus 5.5 1bda4390d6 docs: the sword by the actor is the fake server's ground item, not a weapon-attach bug
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 07:37:20 +09:00
shenleiandClaude Opus 5.5 a49942a1a1 client_main: default route switches to port (MT_PORT_PATH)
Without MT_PORT_PATH the app runs 40250 system.py on the Python UI and
3D surfaces; MT_PORT_PATH=legacy keeps the GDScript AppFlow. The
smoke/playable live tests stay on legacy, MT_TEST_MODE=python_ui remains
a port alias, and an unset switch falls back to legacy (with a warning)
when the Python host or the 40250 pack is missing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 03:51:55 +09:00
shenleiandClaude Opus 5.5 2ead95756e port: CMapOutdoor + PythonBackground + minimap (1:1 40250)
GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet,
PythonBackground(+Module) and ColorTransitionHelper ported verbatim;
pending stand-ins and background module stubs removed. Hand edits:
BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the
file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot
draws the terrain). RecordingDevice gains textures, buffers and render
targets; orthographic draws become UI commands so CPythonMiniMap's
masked tiles show through minimap_image_filter in python_ui_surface.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 03:50:09 +09:00
shenleiandClaude Opus 5.5 b69116992c port: EffectLib + EterBase/Utils platform bodies (1:1 40250)
EffectLib's 18 units are copied verbatim (Type.h: drop a comment backslash
that clang splices into the next enum line). The remaining Utils stubs get
the 40250 bodies, so .msf fly data resolve relative .mse attachments, and
CPythonResource registers mde/mdatr as 40250 does. login_flow spawns
level_up.mse and sees its particle draws.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 03:19:30 +09:00
shenleiandClaude Opus 5.5 03de3f314a port: CPythonSkill + skill module + EterBase/Poly (1:1 40250)
Copy PythonSkill.cpp and the EterBase/Poly formula parser verbatim, drop the
pending stand-in and the skill module stub, register initskill() after
initfly() and build CPythonSkill in m_pySkill's place. LoadLocaleData now
loads skilldesc/skilltable. Skill and item icon handles go through
Py_BuildPointer/PyTuple_GetPointer (ILP32 ints truncate 64-bit pointers).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 03:07:15 +09:00
shenleiandClaude Opus 5.5 7358bf444a port: P3-e PythonMiniMap + miniMap module (1:1 40250)
Copy PythonMiniMap.cpp/PythonMiniMapModule.cpp and PRTerrainLib/StdAfx.cpp
verbatim, drop the pending stand-in and the miniMap module stub, register
initMiniMap() after initnet(). PR_FLOAT_TO_INTASM uses lrintf off MSVC;
D3DXColorModulate added. CMapOutdoor is not ported, so the pending
CMapManager::IsMapOutdoor() returns false (DIVERGENT) and the minimap's terrain
and atlas paths stay on 40250's no-outdoor-map branch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 01:18:57 +09:00
shenleiandClaude Opus 5.5 070a27b2cb port: P3-d PythonTextTail + textTail module (1:1 40250)
Copy PythonTextTail.cpp/PythonTextTailModule.cpp verbatim, drop the pending
stand-in and the textTail module stub, register initTextTail() after
initChat() and call CPythonTextTail::Initialize() in Create as 40250 does.
Implement CScreen::ProjectPosition/UnprojectPosition (were stubs) with
D3DXVec3Project/Unproject, and ApplicationStringTable_GetString(DWORD) over
UserInterface.rc's English string table. port.login_flow projects the ground
item's name tail in an ALT frame and picks it back by screen position.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 01:10:41 +09:00
shenleiandClaude Opus 5.5 72b19b677d port: P3-c PythonExchange + exchange module (1:1 40250)
Copy PythonExchange.cpp/PythonExchangeModule.cpp verbatim, drop the pending
stand-in and the exchange module stub, register initTrade() after
initNonPlayer(). The fake server answers CG_EXCHANGE START with the partner's
item + gold and CANCEL with END; port.login_flow drives the exchange round-trip
through the Python exchange/net modules and uiexchange.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:59:05 +09:00
shenleiandClaude Opus 5.5 9298500df9 port: PythonItem + item module (batch 2 P3-b)
Verbatim 40250 CPythonItem and the item Python module replace the
pending stand-in and the module stub; CPythonApplication::Create calls
m_pyItem.Create() in 40250 order. itemGetIconImage returns its handle
through Py_BuildPointer (the ILP32 int truncated it and wndMgr.SetSlot
crashed on the live inventory). CMapManager::GetNormal evaluates
CTerrain::CalculateNormal on the native height tile; the item text-tail
members stay stubs, Pick answering -1 like an empty tail map.

The fake server drops vnum 19 next to the actor at entergame and answers
CG_ITEM_PICKUP with GC_ITEM_GROUND_DEL; login_flow picks it up through
player.PickCloseItem and checks item.SelectItem(19).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:50:16 +09:00
shenleiandClaude Opus 5.5 f0564a7f12 port: ItemData, ItemManager, PythonNonPlayer + LoadLocaleData (batch 2 P3-a)
Verbatim 40250 GameLib ItemData/ItemManager and UserInterface
PythonNonPlayer(+Module) replace their pending stand-ins and the
nonplayer module stub. LoadLocaleData's body moves into the platform
CPythonApplication stand-in, so the select phase loads item_proto and
mob_proto; CPythonSkill is still pending, so it returns false after the
tables load. login_flow checks item 19 (Sword+9) and mob 101 (Wild Dog),
offline and live.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:36:10 +09:00
shenleiandClaude Opus 5.5 ce9f96398e port: ServerStateChecker + module (batch 2 P2)
Verbatim 40250 CServerStateChecker and the ServerStateChecker Python
module replace the stub; PythonBoot owns the instance like
CPythonApplication::m_kServerStateChecker. The fake server gets a state
port that answers CG_STATE_CHECKER the way CInputHandshake and
CInputDB::RespondChannelStatus do; login_flow requests the channel list
after the character list (live: {1: 1, 2: 1}).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:27:35 +09:00
shenleiandClaude Opus 5.5 be5a68ff35 port-map: mark 28 verified units already in port/ as PORTED
The network stream phases, AccountConnector, NetStream/NetDevice/
NetAddress, EterPack*, lzo/tea/cipher/Timer and friends were copied in
2V1/2A but never marked. port_copy diff: 23 exact mechanical copies,
5 with // PORT: edits only; no platform stand-ins. Logic layer 67.9%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:13:32 +09:00
shenleiandClaude Opus 5.5 9dcf34dffc port: FlyingData/Instance/ObjectManager/FlyTrace + effect/fly modules (batch 2 P1)
Verbatim copies of the 40250 flying-object units and the effect/fly
Python modules replace the pending CFlyingManager stand-in and the two
module stubs; initeffect/initfly run after initnet as in 40250 and the
flying manager gets the background as its map manager.
CMapManager::GetTerrainHeight is added over the native height tiles.
login_flow checks playersettingmodule registered the indexed fly data.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:12:19 +09:00
shenleiandClaude Opus 5.5 05de621199 port: mark PythonCharacterManager + InstanceBaseMovement PORTED (batch 2 P0)
Both units were copied verbatim in 2V2-b and are on the running path since
2V3; diffed against 40250 (only include case, comment encoding and two
PORT edits) and no duplicate definitions outside port/. P0 queue is empty.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 00:02:17 +09:00
shenleiandClaude Opus 5.5 8b4700f008 2V3-b: click on the ground to walk; read the terrain attribute map
CScreen::SetCursorPosition and CPythonGraphic::SetCursorPosition are the 40250
bodies, so RenderGame builds the pick ray under the cursor each frame.
CPythonBackground::GetPickingPoint* march that ray as
CMapOutdoor::__PickTerrainHeight does, against the native CMapManager height
(PR_FLOAT_TO_INT's x87 rounding becomes floor); object picking waits for
CMapOutdoor. CMapManager::isAttrOn reads the packed <map>/<xxxyyy>/attr.atr
as CMapOutdoor::isAttrOn + CTerrain::isAttrOn do, and CheckAdvancing with its
collision checkers is verbatim (no map objects are registered yet). All of
this stays in the pending/platform layer and is marked ADAPTED.

port.login_flow clicks the ground below the actor after the key walk. The
actor walks to the picked point (334 cm offline), and the fake server sees
FUNC_MOVE, then FUNC_WAIT. It also checks that the actor's cell is free and
that its terrain block has blocked cells. port.login_live against the real
server passed (key 133 cm, click 296 cm), and python_game_render_test.sh
passes offline. MT_TEST_MODE=python_ui now adds the 3D surface, so the port
route can be played by hand.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 23:57:34 +09:00