EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement the Granny SDK 2.11 API the client uses on top of libgr2
(platform/EterGrnLib/GrannyRuntime.cpp, shim granny.h declared from the
SDK header): file sections, type-definition vertex conversion, material
textures by Usage, mesh/bone bindings, deformer, control clock/loop/ease
and weighted SRT sampling. Port EterGrnLib (LODController, Material, Mesh,
Model, ModelInstance*, Motion, Thing, ThingInstance, Util) plus EterLib
GrpObjectInstance/GrpCollisionObject/CollisionData verbatim and drop their
platform skeletons and pending stand-ins; register the gr2 resource
factory; vertex/index buffers are CPU-side until the 2V2-e render adapter.
app.UpdateGame/RenderGame now run 40250's bodies, reaching the
CPythonApplication members through their singletons (the platform has no
app object); CPythonGraphic joins GameSingletons in member order, and
GetMousePosition reads the host cursor.
port.login_flow asserts the main instance's PART_MAIN model has meshes,
its diffuse image loaded and the WAIT motion moves the bones between
frames; offline and live pass, port_gate macos PASS.
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>