The controls keyed off CPythonBackground's warp map name, which the
loading window sets before the game window exists, so the loading screen
already showed them. Also require CPythonNetworkStream's phase to be
"Game" (PORT_IsGamePhase, exposed as PythonBoot::InGamePhase).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A chat line keeps the IME focus under a hidden board (interfacemodule
__HideWindows for an NPC dialog, the focus handed back by
UnlockWindow/DeactivateWindow), and IsPointInsideFocusedWindow only
checked its own show flag and rect, so taps on the NPC dialog or the
minimap buttons opened the keyboard. Require the whole parent chain to
render and the picked window to be the focused one or its child.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CPythonNetworkStream::GamePhase throttles RefreshInventory/RefreshSafebox to
one call per 300 ms, so the bag slot could still be empty in the UI when the
test clicked it right after player state changed (~1 in 3 runs failed).
Also drops a leftover debug printf from CWindowManager::RunMouseMove.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>