- Purged 66 obsolete GDScript UI components and mobile prototype UI from project/ui/ (retaining ui_assets.gd) - Purged deprecated GDScript game scene, flow state machines, and local gameplay controllers (app_flow, game_scene, player_controller, net_world, etc.) - Purged deprecated local system simulation scripts (consumable_system, chest_system, equip_rules, etc.) and project/fx/ - Purged legacy GDScript unit tests targeting obsolete classes - Unified viewport back buffer sizing in CGraphicBase/CGraphicDevice/PythonBoot - Cleaned up client_main.gd and python_host_check.gd for pure native port architecture - Verified all port tests passing: port_map.py check (0 errors), port_gate.sh macos PASS (19/19 suites), python_game_render_test PASS
650 lines
21 KiB
C++
650 lines
21 KiB
C++
// See PythonBoot.h. The sequence is 40250 UserInterface.cpp:241-352 (RunMainScript) and 419-434 (Main),
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// split so the launcher can outlive the call that creates it.
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#include "ScriptLib/StdAfx.h"
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#include "ScriptLib/PythonLauncher.h"
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#include "ScriptLib/Resource.h"
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#include "UserInterface/StdAfx.h" // initpack and the rest of the module initializer list
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#include "EterPythonLib/StdAfx.h"
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#include "EterBase/Timer.h"
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#include "EterLib/Util.h"
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#include "EterLib/GrpBase.h"
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#include "../EterLib/HostCursor.h"
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#include "UserInterface/PythonNetworkStream.h"
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#include "UserInterface/AccountConnector.h"
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#include "UserInterface/ServerStateChecker.h"
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#include "UserInterface/PythonPlayer.h"
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#include "GameLib/FlyingObjectManager.h"
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#include "MilesLib/SoundManager.h"
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#include "GameLib/RaceManager.h"
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#include "GameLib/GameEventManager.h"
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#include "EffectLib/EffectManager.h"
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#include "GameLib/ItemManager.h"
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#include "UserInterface/PythonCharacterManager.h"
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#include "UserInterface/PythonItem.h"
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#include "UserInterface/PythonShop.h"
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#include "UserInterface/PythonExchange.h"
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#include "UserInterface/PythonChat.h"
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#include "UserInterface/PythonTextTail.h"
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#include "UserInterface/PythonNonPlayer.h"
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#include "UserInterface/PythonMiniMap.h"
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#include "UserInterface/PythonEventManager.h"
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#include "UserInterface/PythonBackground.h"
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#include "UserInterface/PythonSkill.h"
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#include "UserInterface/PythonQuest.h"
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#include "UserInterface/PythonMessenger.h"
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#include "UserInterface/PythonSafeBox.h"
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#include "UserInterface/PythonGuild.h"
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#include "UserInterface/MarkManager.h"
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#include "UserInterface/GuildMarkDownloader.h"
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#include "UserInterface/GuildMarkUploader.h"
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#include "UserInterface/PythonSystem.h"
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#include "UserInterface/AbstractApplication.h"
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#include "UserInterface/PythonApplication.h"
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#include "EterBase/Timer.h"
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#include "PythonBoot.h"
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#include "PythonHost.h"
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#include "../EterLib/UIRenderCommands.h"
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#include "../EterBase/LogBox.h"
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#include <condition_variable>
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#include <cstdlib>
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#include <memory>
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#include <mutex>
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#include <pthread.h>
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namespace
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{
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// 40250 has this on Main()'s stack. CPythonLauncher is a CSingleton, so there is still only ever one.
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std::unique_ptr<CPythonLauncher> g_launcher;
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std::unique_ptr<UI::CWindowManager> g_window_manager;
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std::unique_ptr<CPythonResource> g_resource;
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// 40250 CPythonApplication::m_timer; CSlotWindow's cool time and Process() read it via Instance().
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std::unique_ptr<CTimer> g_timer;
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// 40250 CPythonApplication::m_pyNetworkStream and m_kAccountConnector (CSingletons); the app loop
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// processes them every frame and the net module reaches them through Instance().
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std::unique_ptr<CPythonNetworkStream> g_network_stream;
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std::unique_ptr<CAccountConnector> g_account_connector;
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// 40250 CPythonApplication::m_pyPlayer, m_FlyingManager and m_kEftMgr: the loading phase clears them
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// (CPythonNetworkStream::SetLoadingPhase).
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std::unique_ptr<CPythonPlayer> g_player;
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std::unique_ptr<CSoundManager> g_sound_manager;
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std::unique_ptr<CFlyingManager> g_flying_manager;
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// 40250 CPythonApplication::m_kServerStateChecker: intrologin.py's channel status list.
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std::unique_ptr<CServerStateChecker> g_server_state_checker;
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std::unique_ptr<CRaceManager> g_race_manager;
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std::unique_ptr<CGameEventManager> g_game_event_manager;
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std::unique_ptr<CEffectManager> g_effect_manager;
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// PORT: CPythonApplication is not constructed by the Godot host yet. GamePhase calls the
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// 40250 IAbstractApplication singleton, so expose the host's current timer and camera surface.
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class GameApplicationAdapter final : public IAbstractApplication
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{
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public:
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void GetMousePosition(POINT* point) override { if (point) *point = {}; }
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float GetGlobalTime() override { return CTimer::Instance().GetCurrentSecond(); }
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float GetGlobalElapsedTime() override { return CTimer::Instance().GetElapsedSecond(); }
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void SkipRenderBuffering(DWORD) override {}
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void SetServerTime(time_t) override {}
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void SetCenterPosition(float x, float y, float z) override
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{
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CPythonApplication::Instance().SetCenterPosition(x, y, z);
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}
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void SetEventCamera(const SCameraSetting& setting) override
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{
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CPythonApplication::Instance().SetEventCamera(setting);
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}
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void BlendEventCamera(const SCameraSetting&, float) override {}
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void SetDefaultCamera() override { CPythonApplication::Instance().SetDefaultCamera(); }
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// 40250 CPythonApplication::RunIME* (PythonApplicationEvent.cpp:148-195): CPythonIME's event sink.
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void RunIMEUpdate() override { UI::CWindowManager::Instance().RunIMEUpdate(); }
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void RunIMETabEvent() override { UI::CWindowManager::Instance().RunIMETabEvent(); }
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void RunIMEReturnEvent() override { UI::CWindowManager::Instance().RunIMEReturnEvent(); }
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void RunIMEChangeCodePage() override { UI::CWindowManager::Instance().RunChangeCodePage(); }
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void RunIMEOpenCandidateListEvent() override { UI::CWindowManager::Instance().RunOpenCandidate(); }
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void RunIMECloseCandidateListEvent() override { UI::CWindowManager::Instance().RunCloseCandidate(); }
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void RunIMEOpenReadingWndEvent() override { UI::CWindowManager::Instance().RunOpenReading(); }
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void RunIMECloseReadingWndEvent() override { UI::CWindowManager::Instance().RunCloseReading(); }
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};
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std::unique_ptr<GameApplicationAdapter> g_game_application;
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// The CPythonApplication members the game phase reaches through Instance() (批次 2V2), in 40250's member
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// order. All are platform/pending stand-ins so far: their stub constructors leave scalar members unset, so
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// the object is built in zeroed storage and inline header accessors read null/0 rather than garbage.
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struct GameSingletons
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{
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static void* operator new(size_t size) { return std::calloc(1, size); }
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static void operator delete(void* p) { std::free(p); }
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CItemManager kItemMgr;
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CPythonCharacterManager kChrMgr;
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CPythonGraphic pyGraphic; // owns CCullingManager (m_CullingManager)
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CPythonIME pyIme;
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CPythonItem pyItem;
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CPythonShop pyShop;
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CPythonExchange pyExchange;
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CPythonChat pyChat;
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CPythonTextTail pyTextTail;
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CPythonNonPlayer pyNonPlayer;
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CPythonMiniMap pyMiniMap;
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CPythonEventManager pyEventManager;
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CPythonBackground pyBackground;
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CPythonSkill pySkill;
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CPythonQuest pyQuest;
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CPythonMessenger pyManager;
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CPythonSafeBox pySafeBox;
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CPythonGuild pyGuild;
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CGuildMarkManager kGuildMarkManager;
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CGuildMarkDownloader kGuildMarkDownloader;
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CGuildMarkUploader kGuildMarkUploader;
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CPythonSystem pySystem; // last CPythonApplication member (m_pySystem)
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};
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std::unique_ptr<GameSingletons> g_game_singletons;
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bool fail(std::string* error, const std::string& text)
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{
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if (error)
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*error = text;
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return false;
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}
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// PORT: 40250 RunApp() blocks inside app.Loop() (CPythonApplication::Loop, PythonApplication.cpp:980)
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// and only returns to run mainStream.Destroy() when the window closes. Godot owns the frame loop here,
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// so system.py runs on its own thread and the two threads pass a baton: exactly one of them runs at
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// any time. Loop() hands the baton back after every Process(), and the host hands it over once per
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// Godot frame (AppFrame). The script keeps its original control flow — including the code after
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// app.Loop() — without ever blocking the Godot main thread for more than one Process().
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struct ScriptFiber
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{
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enum Turn { Host, Script };
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std::mutex mutex;
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std::condition_variable cv;
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Turn turn = Host;
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pthread_t thread{};
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bool alive = false; // the thread exists and has not been joined
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bool finished = false; // RunMainScript's body returned
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bool looping = false; // parked inside CPythonApplication::Loop
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bool quit = false; // app.Exit / app.Abort / Stop
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bool ok = false;
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std::string error;
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std::string command_line;
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};
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ScriptFiber g_fiber;
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thread_local bool t_on_fiber = false;
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// Caller holds the GIL. Returns with the GIL held again after the script has given the baton back.
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void hand_to_script()
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{
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PyThreadState* state = PyEval_SaveThread();
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{
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std::unique_lock<std::mutex> lock(g_fiber.mutex);
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g_fiber.turn = ScriptFiber::Script;
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g_fiber.cv.notify_all();
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g_fiber.cv.wait(lock, [] { return g_fiber.turn == ScriptFiber::Host; });
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}
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PyEval_RestoreThread(state);
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}
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void join_fiber()
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{
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if (!g_fiber.alive)
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return;
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PyThreadState* state = PyEval_SaveThread();
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pthread_join(g_fiber.thread, nullptr);
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PyEval_RestoreThread(state);
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g_fiber.alive = false;
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}
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bool run_main_script_body(const char* lpCmdLine, std::string* error);
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void* fiber_main(void*)
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{
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{
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std::unique_lock<std::mutex> lock(g_fiber.mutex);
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g_fiber.cv.wait(lock, [] { return g_fiber.turn == ScriptFiber::Script; });
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}
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t_on_fiber = true;
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PyGILState_STATE gil = PyGILState_Ensure();
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std::string error;
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const bool ok = run_main_script_body(g_fiber.command_line.c_str(), &error);
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PyGILState_Release(gil);
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std::lock_guard<std::mutex> lock(g_fiber.mutex);
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g_fiber.ok = ok;
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g_fiber.error = error;
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g_fiber.finished = true;
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g_fiber.looping = false;
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g_fiber.turn = ScriptFiber::Host;
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g_fiber.cv.notify_all();
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return nullptr;
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}
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}
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void init_2v0_gameplay_stubs();
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namespace PythonBoot
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{
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std::string CurrentMapName()
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{
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if (!g_game_singletons)
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return {};
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return CPythonBackground::Instance().GetWarpMapName();
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}
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bool IsRunning()
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{
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return g_launcher != nullptr;
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}
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void SetUISize(int width, int height)
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{
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if (!g_window_manager || width <= 0 || height <= 0) return;
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g_window_manager->SetScreenSize(width, height);
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g_window_manager->SetResolution(width, height);
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UIRenderSetSize(width, height);
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CGraphicBase::SetBackBufferSize(width, height);
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if (g_game_singletons)
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{
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g_game_singletons->pySystem.GetConfig()->width = width;
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g_game_singletons->pySystem.GetConfig()->height = height;
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}
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}
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void UIMouseMove(int x, int y)
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{
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MtHostSetCursor(x, y);
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if (g_window_manager) g_window_manager->RunMouseMove(x, y);
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}
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void UIMouseButton(int button, bool pressed, int x, int y)
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{
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MtHostSetCursor(x, y);
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if (!g_window_manager) return;
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g_window_manager->RunMouseMove(x, y);
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switch (button)
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{
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case 1: if (pressed) g_window_manager->RunMouseLeftButtonDown(x, y); else g_window_manager->RunMouseLeftButtonUp(x, y); break;
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case 2: if (pressed) g_window_manager->RunMouseRightButtonDown(x, y); else g_window_manager->RunMouseRightButtonUp(x, y); break;
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case 3: if (pressed) g_window_manager->RunMouseMiddleButtonDown(x, y); else g_window_manager->RunMouseMiddleButtonUp(x, y); break;
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default: break;
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}
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}
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// 40250 CPythonApplication::OnKeyDown/OnKeyUp (PythonApplicationEvent.cpp:130-146): ESC first goes
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// to RunPressEscapeKey (the OnPressEscapeKey chain every dialog closes on), then to RunKeyDown.
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void UIKey(int key, bool pressed)
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{
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if (!g_window_manager) return;
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if (pressed)
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{
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if (DIK_ESCAPE == key)
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g_window_manager->RunPressEscapeKey();
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g_window_manager->RunKeyDown(key);
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}
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else
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g_window_manager->RunKeyUp(key);
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}
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// 40250 CPythonApplication::WindowProcedure (PythonApplicationProcedure.cpp:111-117): WM_CHAR goes to
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// CPythonIME::WMChar and WM_KEYDOWN to OnIMEKeyDown (the VK code, next to DirectInput's DIK stream). The host
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// delivers characters as Unicode code points; the 40250 window is an ANSI window, so a character that the input
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// code page holds as one byte arrives as that byte, like WM_CHAR. PORT: anything else is what a Windows IME
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// commits through WM_IME_COMPOSITION/GCS_RESULTSTR, which CIME::ResultProcess inserts as a wide string.
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void UIChar(unsigned codepoint)
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{
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if (!g_game_singletons || !codepoint) return;
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CPythonIME& ime = CPythonIME::Instance();
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if (codepoint < 0x80)
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{
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ime.WMChar(NULL, WM_CHAR, codepoint, 0);
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return;
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}
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const wchar_t wide = wchar_t(codepoint);
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char bytes[8];
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BOOL used_default = FALSE;
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const int n = WideCharToMultiByte(CIME::ms_uInputCodePage, 0, &wide, 1, bytes, sizeof(bytes), "?", &used_default);
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if (n == 1 && !used_default)
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{
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ime.WMChar(NULL, WM_CHAR, (unsigned char)bytes[0], 0);
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return;
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}
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// 40250 CIME::WMComposition with GCS_RESULTSTR: ResultProcess inserts the committed string, then OnUpdate.
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if (!CIME::ms_bCaptureInput)
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return;
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struct ResultAccess : CPythonIME
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{
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static void Insert(CPythonIME& ime, wchar_t* text, int len) { (ime.*(&ResultAccess::InsertString))(text, len); }
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};
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wchar_t text[1] = { wide };
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ResultAccess::Insert(ime, text, 1);
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if (CIME::ms_pEvent)
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CIME::ms_pEvent->OnUpdate();
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}
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void UIIMEKeyDown(int vkey)
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{
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if (g_window_manager) g_window_manager->RunIMEKeyDown(vkey);
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}
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void UIUpdate()
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{
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// While system.py is inside app.Loop(), one host frame is one CPythonApplication::Process(),
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// which updates and renders the window tree itself.
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if (IsAppLooping()) { AppFrame(); return; }
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if (g_window_manager) g_window_manager->Update();
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}
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void UIRender()
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{
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if (IsAppLooping()) return;
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UIRenderBeginFrame();
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if (g_window_manager) g_window_manager->Render();
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}
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bool Start(const char* stdlib_path, std::string* error)
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{
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if (g_launcher)
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return true;
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// 40250 Main (UserInterface.cpp:410): if (LocaleService_LoadGlobal(hInstance)) SetDefaultCodePage(...).
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LocaleService_LoadConfig("locale.cfg");
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SetDefaultCodePage(LocaleService_GetCodePage());
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const std::string stdlib = (stdlib_path && *stdlib_path) ? stdlib_path : PythonHost::DefaultStdLibPath();
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if (stdlib.empty())
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return fail(error, "no Python standard library path (Metin2Python.stdlib_path / $MT_PYTHON_STDLIB)");
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// The flags have to be set before the interpreter starts, i.e. before the constructor below.
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PythonHost::Configure();
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g_launcher = std::make_unique<CPythonLauncher>(); // Py_Initialize
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// The script fiber (RunMainScript) is a second OS thread; 2.7 creates the GIL lazily.
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PyEval_InitThreads();
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if (!g_launcher->Create())
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{
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Stop();
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return fail(error, "CPythonLauncher::Create failed");
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}
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std::string stdlib_error;
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if (!PythonHost::InstallStdLib(stdlib.c_str(), &stdlib_error))
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{
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Stop();
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return fail(error, "InstallStdLib(" + stdlib + "): " + stdlib_error);
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}
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g_timer = std::make_unique<CTimer>();
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g_resource = std::make_unique<CPythonResource>();
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g_window_manager = std::make_unique<UI::CWindowManager>();
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g_network_stream = std::make_unique<CPythonNetworkStream>();
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g_account_connector = std::make_unique<CAccountConnector>();
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g_player = std::make_unique<CPythonPlayer>();
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g_sound_manager = std::make_unique<CSoundManager>();
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g_flying_manager = std::make_unique<CFlyingManager>();
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g_server_state_checker = std::make_unique<CServerStateChecker>();
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g_race_manager = std::make_unique<CRaceManager>();
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g_game_event_manager = std::make_unique<CGameEventManager>();
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g_effect_manager = std::make_unique<CEffectManager>();
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g_game_application = std::make_unique<GameApplicationAdapter>();
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g_game_singletons = std::make_unique<GameSingletons>();
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unsigned ui_w = 0, ui_h = 0;
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UIRenderGetSize(&ui_w, &ui_h);
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if (ui_w && ui_h)
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{
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g_game_singletons->pySystem.GetConfig()->width = ui_w;
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g_game_singletons->pySystem.GetConfig()->height = ui_h;
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}
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g_game_singletons->pySystem.GetDisplaySettings(); // 40250 CPythonApplication::Create (PythonApplication.cpp:1233)
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g_flying_manager->SetMapManagerPtr(&g_game_singletons->pyBackground); // 40250 CPythonApplication ctor (PythonApplication.cpp:82)
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return true;
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}
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}
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namespace
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{
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// Mirrors 40250 RunMainScript. Runs on the script fiber.
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bool run_main_script_body(const char* lpCmdLine, std::string* error)
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{
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CPythonLauncher& pyLauncher = *g_launcher;
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// The module initializers follow 40250's order; missing modules arrive in later 2V steps.
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initpack();
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initdbg();
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initime();
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initgrp();
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initgrpImage();
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initgrpText();
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initwndMgr();
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initapp();
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initsystem();
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initchr();
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initchrmgr();
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initPlayer();
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initItem();
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initNonPlayer();
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initTrade();
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initChat();
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initTextTail();
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initnet();
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initMiniMap();
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initEvent();
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initeffect();
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initfly();
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initsnd();
|
|
initeventmgr();
|
|
initshop();
|
|
initskill();
|
|
initquest();
|
|
initBackground();
|
|
initMessenger();
|
|
initsafebox();
|
|
initguild();
|
|
initServerStateChecker();
|
|
init_2v0_gameplay_stubs();
|
|
|
|
ClearLogBoxMessage();
|
|
|
|
NANOBEGIN
|
|
|
|
// RegisterDebugFlag
|
|
{
|
|
std::string stRegisterDebugFlag;
|
|
|
|
#ifdef _DISTRIBUTE
|
|
stRegisterDebugFlag ="__DEBUG__ = 0";
|
|
#else
|
|
stRegisterDebugFlag ="__DEBUG__ = 1";
|
|
#endif
|
|
|
|
if (!pyLauncher.RunLine(stRegisterDebugFlag.c_str()))
|
|
{
|
|
TraceError("RegisterDebugFlag Error");
|
|
return fail(error, "RegisterDebugFlag Error: " + LastLogBoxMessage());
|
|
}
|
|
}
|
|
|
|
// RegisterCommandLine.
|
|
// PORT: the "-cs"/"-ncs" auto-login argument is passed through unchanged. Decoding it needs
|
|
// EterBase/Utils.cpp SplitLine and EterLib/Util.cpp base64_decode, which are declared but not ported
|
|
// yet; they belong to the login track (批次 2V1) and nothing in this host passes -cs today.
|
|
{
|
|
std::string stRegisterCmdLine;
|
|
|
|
std::string stCmdLine = lpCmdLine ? lpCmdLine : "";
|
|
|
|
stRegisterCmdLine ="__COMMAND_LINE__ = ";
|
|
stRegisterCmdLine+='"';
|
|
stRegisterCmdLine+=stCmdLine;
|
|
stRegisterCmdLine+='"';
|
|
|
|
const CHAR* c_szRegisterCmdLine=stRegisterCmdLine.c_str();
|
|
if (!pyLauncher.RunLine(c_szRegisterCmdLine))
|
|
{
|
|
TraceError("RegisterCommandLine Error");
|
|
return fail(error, "RegisterCommandLine Error: " + LastLogBoxMessage());
|
|
}
|
|
}
|
|
// PORT: 40250 also honours "--pause-before-create-window" here with system("pause") and the XTrap
|
|
// init check. Neither exists on this platform (no console to pause, no XTrap), so only the RunFile
|
|
// is kept.
|
|
{
|
|
if (!pyLauncher.RunFile("system.py"))
|
|
{
|
|
TraceError("RunMain Error");
|
|
return fail(error, "RunMain Error: " + LastLogBoxMessage());
|
|
}
|
|
// system.py catches failures in prototype.py and calls dbg.LogBox. Its outer
|
|
// RunFile then succeeds, so surface that recorded failure to the Godot host.
|
|
if (!LastLogBoxMessage().empty())
|
|
return fail(error, "RunMain Error: " + LastLogBoxMessage());
|
|
}
|
|
|
|
NANOEND
|
|
return true;
|
|
}
|
|
}
|
|
|
|
namespace PythonBoot
|
|
{
|
|
|
|
bool RunMainScript(const char* lpCmdLine, std::string* error)
|
|
{
|
|
if (!g_launcher)
|
|
return fail(error, "PythonBoot::Start has not run");
|
|
if (g_fiber.alive)
|
|
return fail(error, "RunMainScript is already running");
|
|
|
|
g_fiber.turn = ScriptFiber::Host;
|
|
g_fiber.finished = g_fiber.looping = g_fiber.quit = g_fiber.ok = false;
|
|
g_fiber.error.clear();
|
|
g_fiber.command_line = lpCmdLine ? lpCmdLine : "";
|
|
|
|
// 40250's main thread has the default 1 MB Windows stack; Python frames are deep during
|
|
// uiScriptLocale/ui imports, so give the script thread more than a secondary thread's default.
|
|
pthread_attr_t attr;
|
|
pthread_attr_init(&attr);
|
|
pthread_attr_setstacksize(&attr, 16u * 1024u * 1024u);
|
|
const int rc = pthread_create(&g_fiber.thread, &attr, fiber_main, nullptr);
|
|
pthread_attr_destroy(&attr);
|
|
if (rc != 0)
|
|
return fail(error, "cannot start the script thread");
|
|
g_fiber.alive = true;
|
|
|
|
hand_to_script(); // until system.py parks in app.Loop() or returns
|
|
if (g_fiber.finished)
|
|
{
|
|
join_fiber();
|
|
if (!g_fiber.ok)
|
|
return fail(error, g_fiber.error);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool IsAppLooping()
|
|
{
|
|
return g_fiber.alive && g_fiber.looping && !g_fiber.finished;
|
|
}
|
|
|
|
bool AppFrame()
|
|
{
|
|
if (!IsAppLooping())
|
|
return false;
|
|
hand_to_script();
|
|
if (g_fiber.finished)
|
|
join_fiber();
|
|
return IsAppLooping();
|
|
}
|
|
|
|
bool AppLoopWait()
|
|
{
|
|
if (!t_on_fiber)
|
|
return false;
|
|
g_fiber.looping = true;
|
|
if (g_fiber.quit)
|
|
return false;
|
|
PyThreadState* state = PyEval_SaveThread();
|
|
{
|
|
std::unique_lock<std::mutex> lock(g_fiber.mutex);
|
|
g_fiber.turn = ScriptFiber::Host;
|
|
g_fiber.cv.notify_all();
|
|
g_fiber.cv.wait(lock, [] { return g_fiber.turn == ScriptFiber::Script; });
|
|
}
|
|
PyEval_RestoreThread(state);
|
|
return !g_fiber.quit;
|
|
}
|
|
|
|
void AppRequestQuit()
|
|
{
|
|
g_fiber.quit = true;
|
|
}
|
|
|
|
bool RunLine(const char* source, std::string* error)
|
|
{
|
|
if (!g_launcher)
|
|
return fail(error, "PythonBoot::Start has not run");
|
|
|
|
ClearLogBoxMessage();
|
|
if (!g_launcher->RunLine(source ? source : ""))
|
|
return fail(error, LastLogBoxMessage());
|
|
return true;
|
|
}
|
|
|
|
bool Evaluate(const char* expression, std::string* result, std::string* error)
|
|
{
|
|
// A host/test helper with no 40250 counterpart: RunLine stores str(expression) in __main__, read back here.
|
|
if (!RunLine(("__mt_evaluate = str(" + std::string(expression ? expression : "None") + ")").c_str(), error))
|
|
return false;
|
|
PyObject* main = PyImport_AddModule("__main__");
|
|
PyObject* value = main ? PyObject_GetAttrString(main, "__mt_evaluate") : nullptr;
|
|
if (!value || !PyString_Check(value))
|
|
{
|
|
Py_XDECREF(value);
|
|
PyErr_Clear();
|
|
return fail(error, "evaluate: no result");
|
|
}
|
|
result->assign(PyString_AsString(value));
|
|
Py_DECREF(value);
|
|
PyObject_DelAttrString(main, "__mt_evaluate");
|
|
return true;
|
|
}
|
|
|
|
void Stop()
|
|
{
|
|
if (!g_launcher)
|
|
return;
|
|
// In 40250, closing the window ends Loop(); RunApp() then runs mainStream.Destroy() and returns.
|
|
if (g_fiber.alive)
|
|
{
|
|
AppRequestQuit();
|
|
while (g_fiber.alive && !g_fiber.finished)
|
|
hand_to_script();
|
|
join_fiber();
|
|
}
|
|
g_fiber.finished = false;
|
|
// 40250 Main(): pyLauncher.Clear() runs before app->Destroy()/delete app, so the window manager
|
|
// (a CPythonApplication member) is still alive while Py_Finalize runs the windows' __del__.
|
|
g_launcher->Clear();
|
|
g_game_singletons.reset();
|
|
g_game_application.reset();
|
|
g_effect_manager.reset();
|
|
g_game_event_manager.reset();
|
|
g_race_manager.reset();
|
|
g_server_state_checker.reset();
|
|
g_flying_manager.reset();
|
|
g_sound_manager.reset();
|
|
g_player.reset();
|
|
g_account_connector.reset();
|
|
g_network_stream.reset();
|
|
g_window_manager.reset();
|
|
g_resource.reset();
|
|
g_timer.reset();
|
|
g_launcher.reset();
|
|
}
|
|
|
|
}
|
|
|
|
// winuser.h (declared in the port's windows.h shim). WM_QUIT ends 40250's CPythonApplication::Loop;
|
|
// here the script fiber's loop ends the same way.
|
|
void PostQuitMessage(int)
|
|
{
|
|
PythonBoot::AppRequestQuit();
|
|
}
|