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>
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>
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>
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>
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>
PythonPlayer, PythonPlayerInput{,Keyboard,Mouse}, PythonPlayerEventHandler,
PythonPlayerSkill, PythonPlayerModule and GameType are verbatim copies; the
`player` stub module and the pending PythonPlayer/GameType stand-ins are gone.
Unported callees (CPythonSkill, CItemData, CItemManager, CPythonItem, ...) are
pending stubs. 64-bit fixes: emotion icon handles use Py_BuildPointer, and
PyDict_Next takes Py_ssize_t.
The actor did not move because GrannyUpdateModelMatrix passed the model matrix
through. Walk/run motions use constant root-motion extraction
(AccumulationFlags=AccumulationExtracted, LoopTranslation e.g. (0,-300,0) for
the warrior run, same as the .msa Accumulation). libgr2 now reads both fields
from TrackGroups[0], and the runtime moves by LoopTranslation over each
control's local-clock span, blended by control weight. VDA extraction is not
implemented.
port.login_flow presses DIK_UP; the actor walks more than 100 cm, and the fake
server parses CG packets and sees CG_MOVE FUNC_MOVE, then FUNC_WAIT at the new
position. port.login_live against the real server walked 132 cm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port the ActorInstance*/InstanceBase* siblings plus GameUtil, FlyTarget,
PhysicsObject, GameEventManager, WeaponTrace, MapUtil and lineintersect_utils
verbatim and drop their pending stand-ins; CGameEventManager and CPythonSystem
join PythonBoot in CPythonApplication member order.
Root cause of the intermittent Loading-phase header 7: TPlayerSkill::tNextRead
is time_t, 32-bit in 40250 (_USE_32BIT_TIME_T) but 64-bit on LP64, so
SKILL_LEVEL (76) was read as 2551 bytes instead of 1531. Packet.h now uses
LONG with a static_assert, and the fake server sends SKILL_LEVEL in Loading.
The fake server's CHARACTER_ADD now uses CHAR_TYPE_PC; port.login_flow
asserts the main instance exists with race 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonCharacterManagerModule/PythonCharacterModule ported verbatim; the
2V0 chr/chrmgr stubs are gone and initchr/initchrmgr run in 40250 order.
The registration chain they need (RaceData/RaceDataFile/RaceManager/
RaceMotionData, GameType, AttributeData/AttributeInstance, TextFileLoader,
Util, Camera/CameraProcedure) is ported; CRaceManager is created in
PythonBoot. port.login_flow asserts race 0 has its wait motions and no
unhandled packet header; port.login_live 8/8 against 192.168.21.203.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command,
NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and
dispatched at runtime; the 2V0 chat stub module is removed and initChat()
runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and
GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until
2V2-c/d wire them.
Units not ported yet get their singletons from PythonBoot's GameSingletons
(CPythonApplication member order) and platform/pending stand-ins generated
by platform_stub.py pending; const char* stand-ins return "".
port.login_flow's fake server now sends the CInputLogin::Entergame order
(actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet
notice, ping) and a TraceError observer asserts no unknown packet header.
port.login_live passes against the real server for 10 s of game phase.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
step 3a — 标准库:
tools/py_embed/make_stdlib_zip.py packs the vendored Lib/ into
<build>/python27.zip (397 modules, 6876547 bytes, ZIP_STORED — the zlib
module is trimmed out of our CPython, so zipimport cannot inflate).
The mtpython_stdlib target builds it; py_embed_test and the launcher test
both run against it.
platform/ScriptLib/PythonHost sets the embedding flags before
Py_Initialize and, after it, puts the zip on sys.path and re-registers
encodings.search_function with codecs — 2.7 builds the codec registry
once, at startup, so replacing sys.path afterwards needs it back.
step 3b — pack 模块:
UserInterface/PythonPackModule.cpp copied verbatim; packExist/packGet/
initpack read root/ and uiscript/ through CEterPackManager, i.e. through
asset_io. The CHINA_CRYPT_KEY block in that unit is CAccountConnector's
and is kept #if 0 until the login slice (2V1). UserInterface/StdAfx.h is
a documented partial mirror — the original is the whole client's PCH.
The launcher test now runs initpack() as RunMainScript does (its first
line), reads system.py / uiscript / locale text back out of the packs, and
confirms cp1252 decoding works off the zip. system.py still stops at
"No module named app" — the C++ modules are the 2V0 slice.
gates: port_map.py check 0 errors · key leak check 8/8 none · macOS ctest
27/27 · android + ios port_platform compile clean.
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>
- 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>