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>
35 lines
1.1 KiB
C++
35 lines
1.1 KiB
C++
// The fake 40250 auth + game server of port_login_flow_test as its own process, for runs that drive the
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// real client from Godot (script/python_game_render_test.sh). Prints "ports <auth> <game>" once it
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// listens and serves until SIGTERM or SIGINT; the milestones go to stderr on the way out.
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#include "port_login_flow_server.h"
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#include <csignal>
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#include <cstdio>
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#include <unistd.h>
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static volatile std::sig_atomic_t g_stop = 0;
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static void on_signal(int) { g_stop = 1; }
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int main()
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{
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std::signal(SIGTERM, on_signal);
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std::signal(SIGINT, on_signal);
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FakeLoginServer server;
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if (!server.Start())
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{
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std::fprintf(stderr, "port_fake_login_server: cannot listen on loopback\n");
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return 1;
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}
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std::printf("ports %d %d\n", server.AuthPort(), server.GamePort());
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std::fflush(stdout);
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while (!g_stop)
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pause();
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std::fprintf(stderr, "port_fake_login_server events:");
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for (const auto& e : server.Events())
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std::fprintf(stderr, " %s", e.c_str());
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std::fprintf(stderr, "\nport_fake_login_server error: %s\n", server.Error().c_str());
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server.Stop();
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return server.Failed() ? 1 : 0;
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}
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