- 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>
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>
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>
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>
The live run passed its checks, but the screenshot showed wolves floating over a
ground that ended at the actor's feet. Native heights were right (every actor
meets sample_height); two Metin2World settings written for metre units culled
the terrain in this cm-scaled scene: the .msenv depth fog (120-520) and the
terrain patch visibility_range_end (3500). The 3D surface now turns the legacy
fog off (fog belongs to the recorded D3DRS_FOG* state, off until
SetEnvironmentData is ported) and builds one mesh per tile.
The render test checks that every actor (draws grouped by world matrix) stands
on the map and that the map behind the actor shows texture. mouse.cfg, written
by 40250 uitaskbar.py at runtime, is ignored.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fix the material cache key: bools given to %d failed to format, so every
draw shared the first material (the face texture). The render test now
checks one texture per texture name. Offline and live (192.168.21.203)
show the dressed main character; live also shows the nearby mobs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
python_3d_surface.gd turns RenderGame's recorded draws into meshes under a
camera read back from SetPerspective; textures come from the 40250 packs.
GetFarClip and the CMapManager ctor ported verbatim. Until the environment
is ported, lit draws with no light/ambient are shown unshaded (stand-in).
script/python_game_render_test.sh runs system.py login -> select -> game
against port_fake_login_server (or --live via MT_LIVE_*) and screenshots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port PythonNetworkStream with its HandShake/Login/Select/Loading/Offline
phases, AccountConnector and PythonNetworkStreamModule verbatim; the net
stub goes. PythonBoot creates the network stream, account connector,
player, flying manager and effect manager like CPythonApplication, and
app.Create/Process drive CNetworkDevice and both connectors.
Packet.h long fields become 32-bit LONG; port.packet checks 38
login/select/loading packet sizes against wire_classic.h. Unported units
in the link closure live under platform/pending/ as stand-ins. The macOS
gate now builds all and finds iconv.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies
verbatim; CGraphicTextInstance is verbatim except that its D3D draws become
UI render commands (one image quad per glyph, Bar for cursor/underline).
- platform/Win32Gdi.cpp: the GDI subset those files call, over vendored
FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp
rules; system font lookup with substitute and CJK fallback faces
- Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by
hand, other code pages through iconv)
- CGraphicImageTexture memory textures: glyph pages reach Godot as
"mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache
- Util.cpp code page / font face table, SetDefaultCodePage at boot,
DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height
- TextTag, StringCodec, Arabic, Vietnamese copied from 40250
- tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop
and python_host_test.gd now check glyph quads instead of text commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- system.py runs app.Loop() on the script fiber; each UIUpdate is one
CPythonApplication::Process(). Logo -> Login, popup ESC/click and
app.Exit teardown (launcher cleared first, as in 40250 Main) work.
- Image commands are base-texture quads with UVs (a .sub shares its parent
texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect
ported verbatim, so scale/rotation/rendering rect are drawn.
- CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background).
- port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui.
- TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CPython opens the stdlib zip with its own stdio, so it needs a real path.
On the desktop res:// is a directory and globalize_path() is enough; in an
exported build res:// is inside the PCK, which nothing outside Godot reads.
make_stdlib_zip.py now also writes <out>.sha256
mtpython_stdlib_project copies python27.zip + .sha256 into project/
(gitignored), and both export presets' include_filter lists them, so
they enter the PCK — checked with --export-pack
extension/src/python_stdlib.{h,cpp} (Metin2Python.stdlib_path in
GDScript): reads the bytes out of the PCK, writes
user://python27.zip.part, hashes the file as written against the
shipped digest, then renames. A sandbox copy is reused only when it
matches, so a first start killed mid-copy and a zip replaced by a new
build both re-stage instead of feeding zipimport a torn file.
PythonHost::SetDefaultStdLibPath / DefaultStdLibPath() answer with that
path ($MT_PYTHON_STDLIB still wins). python_stdlib.cpp is the only unit
that knows res:// / user://; port_platform stays godot-free.
Also fixes the Windows gate, which step 3b broke: without mtpython the
MinGW build compiled UserInterface/StdAfx.h (it includes ScriptLib/StdAfx.h,
as the original PCH does). port/CMakeLists.txt excludes that header and
PythonPackModule.cpp with ScriptLib, and platform/CMakeLists.txt excludes
platform/ScriptLib/ the same way.
Not done: on-device staging. The macOS test drives the mobile path with
force_stage=true, and nothing in the app boot calls it yet — the
interpreter only starts in the process with 2V0.
gates: python_stdlib_test.gd PASS (in-place path, staging, sha256, bytes
equal res://, no .part, ZIPReader finds encodings/__init__.py, no re-copy
on a second call, corrupted copy re-staged) · macOS ctest 27/27 ·
mingw + android + ios port_platform compile clean · port_map.py check 0
errors · key leak check 8/8 none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
tools/asset_manifest.py records path/size/sha256 of pack/Index, every .eix/.epk
and Eternexus/root/*.msm (audit/assets/40250-client.json). The gate script sets
MT_ASSETS_STRICT=1, verifies the manifest, runs the native pack/proto tests and
four Godot tests, and fails on a missing client, a mismatch or a skip.
MT_40250_CLIENT now comes from the environment for the native tests too.
remote_player_test accepts both weighted WAIT variants (wait/wait_1).
PORT-PLAN §5 records the 2D status.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
40250 playersettingmodule.py loads chrmgr.LoadLocalRaceData("warrior_m.msm") from
root/; m2dev root/msm/ stays as the fallback. equip_model_test checks all 8
races resolve from Eternexus/root with shape 0 under pc/ (0..3) or pc2/ (4..7).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
proto.cpp reads the 40250 MIPX/MMPT tables with the ported CLZO/TEA (156-byte
TItemTable, 255-byte SMobTable), replacing the m2dev XChaCha20 236/335 reader.
Names follow CItemData::GetName / GetMonsterName (szLocaleName, cp1252).
GDScript callers load AssetRoot.locale_file() = pack://locale/en/<name>, which
makes the EterPack chain runtime-reachable; port-map entries for the functions
a coverage run hit move to PORTED/ADAPTED.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
These files were loaded only by their own test_*_parity.gd and never by
the runtime (transitively checked, incl. client_phase_integration_system).
Removes 76 manifest implementation/evidence references across 18
contracts; contract docs get a note that conclusions based on them are
void. Live systems kept: chest, consumable, item_attr, metin_socket,
whisper_chat.
Full headless suite: no new failures (7 failing + 5 headless-hanging
render tests are identical before the deletion).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
- refroot.py: one reference-root resolver (MT_40250_SOURCE, then manifest)
used by every audit script; missing tree or fingerprint input is an error
- port_map.py: per-function inventory of active 40250 units plus the
40250 Python root, status/queue/init/show/check, 40250: tag scan
- manifest: fix 18 wrong reference paths (Python UI now points at the
40250 Client/Eternexus/root, not the m2dev assets/root), drop 2 deleted
implementation files, move 64 prose test entries to evidence.commands
- first port-map entry: PythonPlayerEventHandler.cpp
- roadmap replaced by a batch/unit queue
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
40250 only calls OnWaiting inside CInstanceBase::Transform() while
IsWalking() (InstanceBase.cpp:1922-1930); it never resends position
while standing. Remove _tick_on_waiting and its throttle state.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CInstanceBase::SetMoveSpeed only guards moving_speed > 1100 -> 0; the local
player's set_server_speed() was additionally floor/ceil-clamping the scale to
an arbitrary [0.25, 3.0] band with no basis in the reference or in this
project's already-fixed remote-entity equivalent (EntityStore::motion_move_speed).
A heavy haste stack or slow debuff on the local player would silently diverge
from what everyone else sees. Removed the extra clamp; kept the moving_speed<=0
early-return guard against pre-spawn/malformed values.
audit: movement.keyboard.motion/server-speed-scale-clamp closed with reference
citation, regression test, and full related-suite pass; contract stays PARTIAL.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
40250 parity: CPythonPlayer::NEW_MoveToDirection's m_isCmrRot branch
continuously rolls the camera toward the held movement direction every
frame while a direction key is down, independent of whether a new
translation target was just set. Add _camera_auto_rotate() to replicate
this (forward/back = no rotation, strafe = max rate, diagonal = half
rate), called unconditionally after the frozen/locked/shop/emotion gate
in _process(). Godot's yaw-increase handedness is opposite the
reference's D3D Roll(), so the sign is flipped as a platform adaptation;
verified by convergence invariants in keyboard_motion_timeline_test.gd
rather than bit-for-bit angle matching.
Closes movement.keyboard.motion/camera-auto-follow-rotation.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Handle late main-character data, guarded model construction, bounded retries and map correction. Validate player model sources and add lifecycle and real-asset visual regressions.
Include pending material and character-selection changes, updated A1 screenshot, and the detailed rendering repair plan. Hair occlusion, full UI parity and final macOS package acceptance remain unfinished.