Files
mtgodot-poc/src/platform/ScriptLib/PythonBoot.cpp
T
shenleiandClaude Opus 5.5 5d64311a4d port: MSWindow/MSApplication verbatim over a winuser.h shim (Win32User.cpp)
Host-side window records + message queue; WM_SIZE/WM_MOVE/WM_DESTROY sent
synchronously as Win32 does; PostQuitMessage also queues WM_QUIT. 64-bit
pointer casts ADAPTED. port.ms_window.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 13:19:36 +09:00

1094 lines
34 KiB
C++

// See PythonBoot.h. The sequence is 40250 UserInterface.cpp:241-352 (RunMainScript) and 419-434 (Main),
// split so the launcher can outlive the call that creates it.
#include "ScriptLib/StdAfx.h"
#include "ScriptLib/PythonLauncher.h"
#include "ScriptLib/Resource.h"
#include "UserInterface/StdAfx.h" // initpack and the rest of the module initializer list
#include "EterPythonLib/StdAfx.h"
#include "EterPythonLib/PythonWindow.h"
#include "EterBase/Timer.h"
#include "EterLib/Util.h"
#include "EterLib/GrpBase.h"
#include "EterLib/GrpImage.h"
#include "EterLib/Camera.h"
#include "../EterLib/HostCursor.h"
#include "UserInterface/PythonNetworkStream.h"
#include "UserInterface/AccountConnector.h"
#include "UserInterface/PythonExceptionSender.h"
#include "UserInterface/ServerStateChecker.h"
#include "UserInterface/PythonPlayer.h"
#include "GameLib/FlyingObjectManager.h"
#include "MilesLib/SoundManager.h"
#include "GameLib/RaceManager.h"
#include "GameLib/GameEventManager.h"
#include "EffectLib/EffectManager.h"
#include "GameLib/ItemManager.h"
#include "UserInterface/PythonCharacterManager.h"
#include "UserInterface/PythonItem.h"
#include "UserInterface/PythonShop.h"
#include "UserInterface/PythonExchange.h"
#include "UserInterface/PythonChat.h"
#include "UserInterface/PythonTextTail.h"
#include "UserInterface/PythonNonPlayer.h"
#include "UserInterface/PythonMiniMap.h"
#include "UserInterface/PythonEventManager.h"
#include "UserInterface/PythonBackground.h"
#include "UserInterface/PythonSkill.h"
#include "UserInterface/PythonQuest.h"
#include "UserInterface/PythonMessenger.h"
#include "UserInterface/PythonSafeBox.h"
#include "UserInterface/PythonGuild.h"
#include "UserInterface/MarkManager.h"
#include "UserInterface/GuildMarkDownloader.h"
#include "UserInterface/GuildMarkUploader.h"
#include "UserInterface/PythonSystem.h"
#include "UserInterface/AbstractApplication.h"
#include "UserInterface/PythonApplication.h"
#include "EterBase/Timer.h"
#include "PythonBoot.h"
#include "PythonHost.h"
#include "../EterLib/UIRenderCommands.h"
#include "../EterBase/LogBox.h"
#include "../UserInterface/ServerClock.h"
#include <atomic>
#include <condition_variable>
#include <cstdlib>
#include <filesystem>
#include <memory>
#include <mutex>
#include <pthread.h>
#if defined(__APPLE__)
#include <execinfo.h>
#include <signal.h>
#include <unistd.h>
#endif
#if defined(__linux__) || defined(__ANDROID__)
#include <unistd.h>
#endif
namespace
{
// 40250 has this on Main()'s stack. CPythonLauncher is a CSingleton, so there is still only ever one.
std::unique_ptr<CPythonLauncher> g_launcher;
// 40250 Main(): CPythonExceptionSender pyExceptionSender; SetExceptionSender(&pyExceptionSender);
std::unique_ptr<CPythonExceptionSender> g_exception_sender;
std::unique_ptr<UI::CWindowManager> g_window_manager;
std::unique_ptr<CPythonResource> g_resource;
// 40250 CPythonApplication::m_timer; CSlotWindow's cool time and Process() read it via Instance().
std::unique_ptr<CTimer> g_timer;
// 40250 CPythonApplication::m_pyNetworkStream and m_kAccountConnector (CSingletons); the app loop
// processes them every frame and the net module reaches them through Instance().
std::unique_ptr<CPythonNetworkStream> g_network_stream;
std::unique_ptr<CAccountConnector> g_account_connector;
// 40250 CPythonApplication::m_pyPlayer, m_FlyingManager and m_kEftMgr: the loading phase clears them
// (CPythonNetworkStream::SetLoadingPhase).
std::unique_ptr<CPythonPlayer> g_player;
std::unique_ptr<CSoundManager> g_sound_manager;
std::unique_ptr<CFlyingManager> g_flying_manager;
// 40250 CPythonApplication::m_kServerStateChecker: intrologin.py's channel status list.
std::unique_ptr<CServerStateChecker> g_server_state_checker;
std::unique_ptr<CRaceManager> g_race_manager;
std::unique_ptr<CGameEventManager> g_game_event_manager;
std::unique_ptr<CEffectManager> g_effect_manager;
// PORT: CPythonApplication is not constructed by the Godot host yet. GamePhase calls the
// 40250 IAbstractApplication singleton, so expose the host's current timer and camera surface.
class GameApplicationAdapter final : public IAbstractApplication
{
public:
void GetMousePosition(POINT* point) override
{
if (point)
CPythonApplication::Instance().GetMousePosition(point);
}
float GetGlobalTime() override { return CTimer::Instance().GetCurrentSecond(); }
float GetGlobalElapsedTime() override { return CTimer::Instance().GetElapsedSecond(); }
void SkipRenderBuffering(DWORD) override {}
void SetServerTime(time_t server_time) override { SetPlatformServerTime(server_time); }
void SetCenterPosition(float x, float y, float z) override
{
CPythonApplication::Instance().SetCenterPosition(x, y, z);
}
void SetEventCamera(const SCameraSetting& setting) override
{
CPythonApplication::Instance().SetEventCamera(setting);
}
void BlendEventCamera(const SCameraSetting&, float) override {}
void SetDefaultCamera() override { CPythonApplication::Instance().SetDefaultCamera(); }
// 40250 CPythonApplication::RunIME* (PythonApplicationEvent.cpp:148-195): CPythonIME's event sink.
void RunIMEUpdate() override { UI::CWindowManager::Instance().RunIMEUpdate(); }
void RunIMETabEvent() override { UI::CWindowManager::Instance().RunIMETabEvent(); }
void RunIMEReturnEvent() override { UI::CWindowManager::Instance().RunIMEReturnEvent(); }
void RunIMEChangeCodePage() override { UI::CWindowManager::Instance().RunChangeCodePage(); }
void RunIMEOpenCandidateListEvent() override { UI::CWindowManager::Instance().RunOpenCandidate(); }
void RunIMECloseCandidateListEvent() override { UI::CWindowManager::Instance().RunCloseCandidate(); }
void RunIMEOpenReadingWndEvent() override { UI::CWindowManager::Instance().RunOpenReading(); }
void RunIMECloseReadingWndEvent() override { UI::CWindowManager::Instance().RunCloseReading(); }
};
std::unique_ptr<GameApplicationAdapter> g_game_application;
// The CPythonApplication members the game phase reaches through Instance() (批次 2V2), in 40250's member
// order. All are platform/pending stand-ins so far: their stub constructors leave scalar members unset, so
// the object is built in zeroed storage and inline header accessors read null/0 rather than garbage.
struct GameSingletons
{
static void* operator new(size_t size) { return std::calloc(1, size); }
static void operator delete(void* p) { std::free(p); }
CItemManager kItemMgr;
CPythonCharacterManager kChrMgr;
CPythonGraphic pyGraphic; // owns CCullingManager (m_CullingManager)
CPythonIME pyIme;
CPythonItem pyItem;
CPythonShop pyShop;
CPythonExchange pyExchange;
CPythonChat pyChat;
CPythonTextTail pyTextTail;
CPythonNonPlayer pyNonPlayer;
CPythonMiniMap pyMiniMap;
CPythonEventManager pyEventManager;
CPythonBackground pyBackground;
CPythonSkill pySkill;
CPythonQuest pyQuest;
CPythonMessenger pyManager;
CPythonSafeBox pySafeBox;
CPythonGuild pyGuild;
CGuildMarkManager kGuildMarkManager;
CGuildMarkDownloader kGuildMarkDownloader;
CGuildMarkUploader kGuildMarkUploader;
CPythonSystem pySystem; // last CPythonApplication member (m_pySystem)
};
std::unique_ptr<GameSingletons> g_game_singletons;
bool g_host_hardware_cursor_enabled = false;
bool g_touch_input = false;
bool fail(std::string* error, const std::string& text)
{
if (error)
*error = text;
return false;
}
// PORT: 40250 RunApp() blocks inside app.Loop() (CPythonApplication::Loop, PythonApplication.cpp:980)
// and only returns to run mainStream.Destroy() when the window closes. Godot owns the frame loop here,
// so system.py runs on its own thread and the two threads pass a baton: exactly one of them runs at
// any time. Loop() hands the baton back after every Process(), and the host hands it over once per
// Godot frame (AppFrame). The script keeps its original control flow — including the code after
// app.Loop() — without ever blocking the Godot main thread for more than one Process().
struct ScriptFiber
{
enum Turn { Host, Script };
std::mutex mutex;
std::condition_variable cv;
Turn turn = Host;
pthread_t thread{};
bool alive = false; // the thread exists and has not been joined
bool finished = false; // RunMainScript's body returned
bool looping = false; // parked inside CPythonApplication::Loop
bool quit = false; // app.Exit / app.Abort / Stop
bool ok = false;
std::string error;
std::string command_line;
};
ScriptFiber g_fiber;
thread_local bool t_on_fiber = false;
std::atomic<int> g_script_thread_id{0};
// Caller holds the GIL. Returns with the GIL held again after the script has given the baton back.
void hand_to_script()
{
PyThreadState* state = PyEval_SaveThread();
{
std::unique_lock<std::mutex> lock(g_fiber.mutex);
g_fiber.turn = ScriptFiber::Script;
g_fiber.cv.notify_all();
g_fiber.cv.wait(lock, [] { return g_fiber.turn == ScriptFiber::Host; });
}
PyEval_RestoreThread(state);
}
void join_fiber()
{
if (!g_fiber.alive)
return;
PyThreadState* state = PyEval_SaveThread();
pthread_join(g_fiber.thread, nullptr);
PyEval_RestoreThread(state);
g_fiber.alive = false;
}
bool run_main_script_body(const char* lpCmdLine, std::string* error);
void* fiber_main(void*)
{
{
std::unique_lock<std::mutex> lock(g_fiber.mutex);
g_fiber.cv.wait(lock, [] { return g_fiber.turn == ScriptFiber::Script; });
}
t_on_fiber = true;
#if defined(__linux__) || defined(__ANDROID__)
g_script_thread_id = int(gettid());
#endif
PyGILState_STATE gil = PyGILState_Ensure();
std::string error;
const bool ok = run_main_script_body(g_fiber.command_line.c_str(), &error);
PyGILState_Release(gil);
std::lock_guard<std::mutex> lock(g_fiber.mutex);
g_fiber.ok = ok;
g_fiber.error = error;
g_fiber.finished = true;
g_fiber.looping = false;
g_fiber.turn = ScriptFiber::Host;
g_fiber.cv.notify_all();
return nullptr;
}
}
void init_2v0_gameplay_stubs();
namespace PythonBoot
{
void SetHostHardwareCursorEnabled(bool enabled)
{
g_host_hardware_cursor_enabled = enabled;
}
bool HostHardwareCursorEnabled()
{
return g_host_hardware_cursor_enabled;
}
int CursorShape()
{
return g_game_singletons ? CPythonApplication::Instance().GetCursorNum() : 0;
}
bool CursorVisible()
{
return !g_game_singletons || CPythonApplication::Instance().GetCursorVisible();
}
std::string CurrentMapName()
{
if (!g_game_singletons)
return {};
return CPythonBackground::Instance().GetWarpMapName();
}
bool IsRunning()
{
return g_launcher != nullptr;
}
static int g_ui_safe_inset = 0;
void SetUISafeInset(int inset)
{
g_ui_safe_inset = std::max(0, inset);
}
void SetUISize(int width, int height)
{
if (!g_window_manager || width <= 0 || height <= 0) return;
const int inset = std::min(g_ui_safe_inset, width / 8);
g_window_manager->SetScreenSize(width - 2 * inset, height);
g_window_manager->SetResolution(width, height);
g_window_manager->SetScreenOffsetX(inset);
UIRenderSetSize(width, height);
CGraphicBase::SetBackBufferSize(width, height);
if (g_game_singletons)
{
g_game_singletons->pySystem.GetConfig()->width = width;
g_game_singletons->pySystem.GetConfig()->height = height;
}
}
void update_3d_pick_ray()
{
if (!g_game_singletons || !g_window_manager)
return;
if (!CPythonBackground::Instance().IsMapReady())
return;
long lx = 0, ly = 0;
g_window_manager->GetMousePosition(lx, ly);
// The pick ray goes through the full-screen 3D view: screen coordinates and resolution.
lx += g_window_manager->GetScreenOffsetX();
long sw = 0, sh = 0;
g_window_manager->GetResolution(sw, sh);
if (sw <= 0 || sh <= 0)
return;
CScreen s;
s.SetPerspective(30.0f, g_window_manager->GetAspect(), 100.0f, CPythonBackground::Instance().GetFarClip());
s.UpdateViewMatrix();
s.BuildViewFrustum();
s.SetCursorPosition(lx, ly, sw, sh);
POINT ptMouse{static_cast<LONG>(lx), static_cast<LONG>(ly)};
CPythonItem::Instance().Update(ptMouse);
CPythonCharacterManager::Instance().Pick();
}
void UIMouseMove(int x, int y)
{
MtHostSetCursor(x, y);
if (g_game_singletons)
{
CPythonApplication::Instance().OnMouseMove(x, y);
if (g_window_manager)
{
long lx = x, ly = y;
g_window_manager->GetMousePosition(lx, ly);
MtHostSetCursor(static_cast<int>(lx), static_cast<int>(ly));
}
update_3d_pick_ray();
return;
}
if (g_window_manager) g_window_manager->RunMouseMove(x, y);
}
void UIMouseButton(int button, bool pressed, int x, int y)
{
MtHostSetCursor(x, y);
if (!g_window_manager) return;
if (g_game_singletons)
CPythonApplication::Instance().OnMouseMove(x, y);
else
g_window_manager->RunMouseMove(x, y);
{
long lx = x, ly = y;
g_window_manager->GetMousePosition(lx, ly);
MtHostSetCursor(static_cast<int>(lx), static_cast<int>(ly));
}
update_3d_pick_ray();
switch (button)
{
case 1:
if (pressed)
g_window_manager->RunMouseLeftButtonDown(x, y);
else
g_window_manager->RunMouseLeftButtonUp(x, y);
break;
case 2:
if (pressed)
{
g_window_manager->RunMouseRightButtonDown(x, y);
}
else
{
g_window_manager->RunMouseRightButtonUp(x, y);
if (g_game_singletons)
{
CCamera* pkCmrCur = CCameraManager::Instance().GetCurrentCamera();
if (pkCmrCur && pkCmrCur->IsDraging())
CPythonApplication::Instance().OnMouseMiddleButtonUp(x, y);
}
}
break;
case 3:
if (g_game_singletons)
{
if (pressed) CPythonApplication::Instance().OnMouseMiddleButtonDown(x, y);
else CPythonApplication::Instance().OnMouseMiddleButtonUp(x, y);
}
if (pressed) g_window_manager->RunMouseMiddleButtonDown(x, y); else g_window_manager->RunMouseMiddleButtonUp(x, y);
break;
default: break;
}
}
void UIMouseWheel(int nLen)
{
CCameraManager& rkCmrMgr = CCameraManager::Instance();
CCamera* pkCmrCur = rkCmrMgr.GetCurrentCamera();
if (pkCmrCur)
pkCmrCur->Wheel(nLen);
}
// 40250 CPythonApplication::WindowProcedure WM_ACTIVATEAPP (PythonApplicationProcedure.cpp:58): the sound
// is muted while the window is inactive.
void UIActivate(bool active)
{
if (!g_sound_manager) return;
if (active)
g_sound_manager->RestoreVolume();
else
g_sound_manager->SaveVolume();
}
// 40250 CPythonApplication::OnKeyDown/OnKeyUp (PythonApplicationEvent.cpp:130-146): ESC first goes
// to RunPressEscapeKey (the OnPressEscapeKey chain every dialog closes on), then to RunKeyDown.
void UIKey(int key, bool pressed)
{
if (!g_window_manager) return;
if (pressed)
{
CPythonApplication::Instance().KeyDown(key);
if (DIK_ESCAPE == key)
g_window_manager->RunPressEscapeKey();
g_window_manager->RunKeyDown(key);
}
else
{
CPythonApplication::Instance().KeyUp(key);
g_window_manager->RunKeyUp(key);
}
}
void SetMoveDirection(float angleDeg, bool moving)
{
if (!g_game_singletons) return;
if (moving)
// The touch stick only steers the player; the camera turns by the right-hand drag.
CPythonPlayer::Instance().NEW_MoveToDirection(angleDeg, false);
else
CPythonPlayer::Instance().NEW_Stop();
}
void SetAttackKey(bool pressed)
{
if (!g_game_singletons) return;
CPythonPlayer::Instance().SetAttackKeyState(pressed);
}
void UseLocalQuickSlot(int localSlotIndex)
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return;
CPythonPlayer::Instance().RequestUseLocalQuickSlot(static_cast<DWORD>(localSlotIndex));
}
void AutoHuntToggle()
{
std::string error;
if (g_game_singletons)
RunLine("__import__('mt_autohunt').Toggle()", &error);
}
void AutoHuntOpenSettings()
{
std::string error;
if (g_game_singletons)
RunLine("__import__('mt_autohunt').OpenSettings()", &error);
}
bool AutoHuntIsEnabled()
{
return g_game_singletons && CPythonPlayer::Instance().AutoHunt_IsEnabled();
}
bool AutoHuntAvailable()
{
return g_game_singletons && CPythonPlayer::Instance().NEW_GetMainActorPtr() != nullptr;
}
bool TryAssignAttachedObjectToLocalQuickSlot(int localSlotIndex)
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return false;
std::string attached;
std::string error;
if (!Evaluate("__import__('mouseModule').mouseController.isAttached()", &attached, &error) ||
(attached != "True" && attached != "1"))
return false;
const std::string command =
"_stream.curPhaseWindow.interface.wndTaskBar.AddQuickSlot(" + std::to_string(localSlotIndex) + ")";
return RunLine(command.c_str(), &error);
}
namespace
{
// The icons are .sub images (a rect of a shared texture). A resource only loads while referenced, and
// on touch hosts the taskbar slots that would reference it are hidden, so the overlay holds one.
bool quick_slot_image_uv(CGraphicImage* image, std::string* texture, float uv[4])
{
if (!image) return false;
static std::vector<CGraphicImage::TRef> s_heldIcons;
if (std::none_of(s_heldIcons.begin(), s_heldIcons.end(),
[image](const CGraphicImage::TRef& ref) { return ref.GetPointer() == image; }))
s_heldIcons.emplace_back(image);
CGraphicTexture* tex = image->GetTexturePointer();
if (image->IsEmpty() || !tex || tex->GetWidth() <= 0 || tex->GetHeight() <= 0) return false;
*texture = UIRenderTextureName(tex);
if (texture->empty()) return false;
// CGraphicImageInstance::OnRender's texture coordinates.
const RECT& rc = image->GetRectReference();
uv[0] = float(rc.left) / float(tex->GetWidth());
uv[1] = float(rc.top) / float(tex->GetHeight());
uv[2] = float(rc.right) / float(tex->GetWidth());
uv[3] = float(rc.bottom) / float(tex->GetHeight());
return true;
}
}
bool LocalQuickSlotIcon(int localSlotIndex, std::string* texture, float uv[4], int* count)
{
if (!g_game_singletons || localSlotIndex < 0 || localSlotIndex >= 8) return false;
DWORD type = SLOT_TYPE_NONE;
DWORD position = 0;
CPythonPlayer& player = CPythonPlayer::Instance();
player.GetLocalQuickSlotData(static_cast<DWORD>(localSlotIndex), &type, &position);
*count = 0;
if (type == SLOT_TYPE_SKILL) {
CPythonSkill::TSkillData* skillData = nullptr;
if (!CPythonSkill::Instance().GetSkillData(player.GetSkillIndex(position), &skillData) || !skillData)
return false;
const int grade = std::clamp(player.GetSkillGrade(position), 0, CPythonSkill::SKILL_GRADE_COUNT - 1);
CGraphicImage* image = skillData->GradeData[grade].pImage;
if (!image) image = skillData->pImage;
return quick_slot_image_uv(image, texture, uv);
}
if (type == SLOT_TYPE_INVENTORY) {
// uitaskbar.RefreshQuickSlot: the item's icon and, above one, its count.
const TItemPos cell(INVENTORY, static_cast<WORD>(position));
CItemData* itemData = nullptr;
if (!CItemManager::Instance().GetItemDataPointer(player.GetItemIndex(cell), &itemData) || !itemData)
return false;
const DWORD itemCount = player.GetItemCount(cell);
*count = itemCount > 1 ? static_cast<int>(itemCount) : 0;
return quick_slot_image_uv(itemData->GetIconImage(), texture, uv);
}
return false;
}
void UIMouseDoubleClick(int x, int y)
{
MtHostSetCursor(x, y);
if (!g_window_manager) return;
if (g_game_singletons)
CPythonApplication::Instance().OnMouseMove(x, y);
else
g_window_manager->RunMouseMove(x, y);
update_3d_pick_ray();
g_window_manager->RunMouseLeftButtonDoubleClick(x, y);
}
bool UIIsAttaching()
{
return g_window_manager && g_window_manager->IsAttaching();
}
void UIDeattachObject()
{
std::string error;
RunLine("__import__('mouseModule').mouseController.DeattachObject()", &error);
}
void CameraRotateBy(float rollDeg, float pitchDeg)
{
CCamera* pkCmrCur = CCameraManager::Instance().GetCurrentCamera();
if (!pkCmrCur || pkCmrCur->IsLock())
return;
// Same collision limits CCamera::Drag applies to its velocities.
switch (pkCmrCur->GetCameraState())
{
case CAMERA_STATE_CANTGOLEFT: rollDeg = std::max(0.0f, rollDeg); break;
case CAMERA_STATE_CANTGORIGHT: rollDeg = std::min(0.0f, rollDeg); break;
case CAMERA_STATE_CANTGODOWN: pitchDeg = std::max(0.0f, pitchDeg); break;
default: break;
}
pkCmrCur->RotateEyeAroundTarget(pitchDeg, rollDeg);
}
void SetTouchInput(bool touch)
{
g_touch_input = touch;
UI::CWindow::SetHideVirtualKeyboard(touch);
}
bool TouchInput()
{
return g_touch_input;
}
bool TextInputFocused()
{
return g_window_manager && CIME::ms_bCaptureInput;
}
bool IsPointInsideFocusedWindow(int x, int y)
{
if (!g_window_manager) return false;
UI::CWindow* pWin = g_window_manager->GetActivateWindow();
return pWin && pWin->IsShow() && pWin->IsIn(x - g_window_manager->GetScreenOffsetX(), y);
}
bool IsPointInsideActiveUI(int x, int y)
{
if (!g_window_manager) return false;
return g_window_manager->IsPointInsideActiveUI(x - g_window_manager->GetScreenOffsetX(), y);
}
PlayerStatusInfo GetPlayerStatusInfo()
{
PlayerStatusInfo info{};
if (!g_game_singletons) return info;
info.level = CPythonPlayer::Instance().GetStatus(POINT_LEVEL);
info.hp = CPythonPlayer::Instance().GetStatus(POINT_HP);
info.max_hp = CPythonPlayer::Instance().GetStatus(POINT_MAX_HP);
info.sp = CPythonPlayer::Instance().GetStatus(POINT_SP);
info.max_sp = CPythonPlayer::Instance().GetStatus(POINT_MAX_SP);
info.exp = CPythonPlayer::Instance().GetStatus(POINT_EXP);
info.max_exp = CPythonPlayer::Instance().GetStatus(POINT_NEXT_EXP);
const char* szName = CPythonPlayer::Instance().GetName();
if (szName) info.name = szName;
return info;
}
// 40250 CPythonApplication::WindowProcedure (PythonApplicationProcedure.cpp:111-117): WM_CHAR goes to
// CPythonIME::WMChar and WM_KEYDOWN to OnIMEKeyDown (the VK code, next to DirectInput's DIK stream). The host
// delivers characters as Unicode code points; the 40250 window is an ANSI window, so a character that the input
// code page holds as one byte arrives as that byte, like WM_CHAR. PORT: anything else is what a Windows IME
// commits through WM_IME_COMPOSITION/GCS_RESULTSTR, which CIME::ResultProcess inserts as a wide string.
void UIChar(unsigned codepoint)
{
if (!g_game_singletons || !codepoint) return;
CPythonIME& ime = CPythonIME::Instance();
if (codepoint < 0x80)
{
ime.WMChar(NULL, WM_CHAR, codepoint, 0);
return;
}
const wchar_t wide = wchar_t(codepoint);
char bytes[8];
BOOL used_default = FALSE;
const int n = WideCharToMultiByte(CIME::ms_uInputCodePage, 0, &wide, 1, bytes, sizeof(bytes), "?", &used_default);
if (n == 1 && !used_default)
{
ime.WMChar(NULL, WM_CHAR, (unsigned char)bytes[0], 0);
return;
}
// 40250 CIME::WMComposition with GCS_RESULTSTR: ResultProcess inserts the committed string, then OnUpdate.
if (!CIME::ms_bCaptureInput)
return;
struct ResultAccess : CPythonIME
{
static void Insert(CPythonIME& ime, wchar_t* text, int len) { (ime.*(&ResultAccess::InsertString))(text, len); }
};
wchar_t text[1] = { wide };
ResultAccess::Insert(ime, text, 1);
if (CIME::ms_pEvent)
CIME::ms_pEvent->OnUpdate();
}
void UIIMEKeyDown(int vkey)
{
if (g_window_manager) g_window_manager->RunIMEKeyDown(vkey);
}
void UIUpdate()
{
// While system.py is inside app.Loop(), one host frame is one CPythonApplication::Process(),
// which updates and renders the window tree itself.
if (IsAppLooping()) { AppFrame(); return; }
if (g_window_manager) g_window_manager->Update();
}
void UIRender()
{
if (IsAppLooping()) return;
UIRenderBeginFrame();
if (g_window_manager) g_window_manager->Render();
}
bool IsSoftwareCursorVisible()
{
if (!g_game_singletons)
return false;
return CPythonApplication::Instance().GetCursorMode() == CPythonApplication::CURSOR_MODE_SOFTWARE &&
CPythonApplication::Instance().GetCursorVisible();
}
bool Start(const char* stdlib_path, std::string* error)
{
if (g_launcher)
return true;
#if defined(__APPLE__)
if (std::getenv("MT_BETA_DIAGNOSTIC"))
signal(SIGSEGV, [](int) {
void* frames[64];
int count = backtrace(frames, 64);
backtrace_symbols_fd(frames, count, STDERR_FILENO);
std::_Exit(139);
});
#endif
// 40250 Main (UserInterface.cpp:410): if (LocaleService_LoadGlobal(hInstance)) SetDefaultCodePage(...).
std::string locale_config = "locale.cfg";
if (const char* client = std::getenv("MT_40250_CLIENT"))
locale_config = (std::filesystem::path(client) / "locale.cfg").string();
LocaleService_LoadConfig(locale_config.c_str());
SetDefaultCodePage(LocaleService_GetCodePage());
if (const char* data_dir = std::getenv("MT_40250_USER_DATA_DIR"))
{
std::error_code ec;
std::filesystem::current_path(data_dir, ec);
if (ec)
return fail(error, "cannot use player settings directory: " + ec.message());
}
const std::string stdlib = (stdlib_path && *stdlib_path) ? stdlib_path : PythonHost::DefaultStdLibPath();
if (stdlib.empty())
return fail(error, "no Python standard library path (Metin2Python.stdlib_path / $MT_PYTHON_STDLIB)");
// The flags have to be set before the interpreter starts, i.e. before the constructor below.
PythonHost::Configure();
g_launcher = std::make_unique<CPythonLauncher>(); // Py_Initialize
g_exception_sender = std::make_unique<CPythonExceptionSender>();
SetExceptionSender(g_exception_sender.get());
// The script fiber (RunMainScript) is a second OS thread; 2.7 creates the GIL lazily.
PyEval_InitThreads();
if (!g_launcher->Create())
{
Stop();
return fail(error, "CPythonLauncher::Create failed");
}
std::string stdlib_error;
if (!PythonHost::InstallStdLib(stdlib.c_str(), &stdlib_error))
{
Stop();
return fail(error, "InstallStdLib(" + stdlib + "): " + stdlib_error);
}
g_timer = std::make_unique<CTimer>();
g_resource = std::make_unique<CPythonResource>();
g_window_manager = std::make_unique<UI::CWindowManager>();
g_network_stream = std::make_unique<CPythonNetworkStream>();
g_account_connector = std::make_unique<CAccountConnector>();
g_player = std::make_unique<CPythonPlayer>();
g_sound_manager = std::make_unique<CSoundManager>();
g_flying_manager = std::make_unique<CFlyingManager>();
g_server_state_checker = std::make_unique<CServerStateChecker>();
g_race_manager = std::make_unique<CRaceManager>();
g_game_event_manager = std::make_unique<CGameEventManager>();
g_effect_manager = std::make_unique<CEffectManager>();
g_game_application = std::make_unique<GameApplicationAdapter>();
g_game_singletons = std::make_unique<GameSingletons>();
unsigned ui_w = 0, ui_h = 0;
UIRenderGetSize(&ui_w, &ui_h);
if (ui_w && ui_h)
{
g_game_singletons->pySystem.GetConfig()->width = ui_w;
g_game_singletons->pySystem.GetConfig()->height = ui_h;
}
// 40250 CPythonApplication::Create (PythonApplication.cpp:1186): no warning box when it fails.
if (!g_game_singletons->pySystem.IsNoSoundCard())
g_sound_manager->Create();
g_game_singletons->pySystem.GetDisplaySettings(); // 40250 CPythonApplication::Create (PythonApplication.cpp:1233)
g_flying_manager->SetMapManagerPtr(&g_game_singletons->pyBackground); // 40250 CPythonApplication ctor (PythonApplication.cpp:82)
return true;
}
}
namespace
{
// Mirrors 40250 RunMainScript. Runs on the script fiber.
bool run_main_script_body(const char* lpCmdLine, std::string* error)
{
CPythonLauncher& pyLauncher = *g_launcher;
// The module initializers follow 40250's order; missing modules arrive in later 2V steps.
initpack();
initdbg();
initime();
initgrp();
initgrpImage();
initgrpText();
initwndMgr();
initapp();
initsystem();
initchr();
initchrmgr();
initPlayer();
initItem();
initNonPlayer();
initTrade();
initChat();
initTextTail();
initnet();
initMiniMap();
initEvent();
initeffect();
initfly();
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
{
// PORT: the auto hunt window (AutoHuntScript.inc) as module mt_autohunt and the account registration
// window (RegisterScript.inc) as mt_register. They hook game.GameWindow / introLogin.LoginWindow, so they
// have to run once the root scripts are importable; a failure leaves the game without them, not broken.
#include "AutoHuntScript.inc"
#include "RegisterScript.inc"
#include "FrameRateOptionScript.inc"
#include "UIScaleOptionScript.inc"
#include "InventoryPagesScript.inc"
#include "MallHintScript.inc"
static void install_script_module(const char* c_szModule, const char* c_szScript)
{
PyObject* module = PyImport_AddModule(c_szModule);
PyObject* dict = module ? PyModule_GetDict(module) : nullptr;
if (!dict)
{
PyErr_Clear();
return;
}
if (!PyDict_GetItemString(dict, "__builtins__"))
PyDict_SetItemString(dict, "__builtins__", PyEval_GetBuiltins());
PyObject* result = PyRun_String(c_szScript, Py_file_input, dict, dict);
if (!result)
{
TraceError("%s: install failed", c_szModule);
PyErr_Print();
}
Py_XDECREF(result);
}
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);
}
if (IsAppLooping())
{
install_script_module("mt_autohunt", c_szAutoHuntScript);
install_script_module("mt_register", c_szRegisterScript);
install_script_module("mt_framerate", c_szFrameRateOptionScript);
install_script_module("mt_uiscale", c_szUIScaleOptionScript);
install_script_module("mt_inventory", c_szInventoryPagesScript);
install_script_module("mt_mallhint", c_szMallHintScript);
}
return true;
}
int ScriptThreadId()
{
return g_script_thread_id;
}
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__.
if (Py_IsInitialized())
{
PyGILState_STATE gil = PyGILState_Ensure();
PyRun_SimpleString(
"import sys\n"
"_mm = sys.modules.get('mouseModule')\n"
"if _mm and hasattr(_mm, 'mouseController'):\n"
" getattr(_mm.mouseController, 'cursorDict', {}).clear()\n");
PyGILState_Release(gil);
}
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->Destroy(); // 40250 CPythonApplication::Destroy (PythonApplication.cpp:1442)
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();
// PORT: 40250 leaves g_pkExceptionSender dangling once Main() returns; Boot can run again here.
SetExceptionSender(NULL);
g_exception_sender.reset();
g_launcher.reset();
}
}
// winuser.h (common/shim/win32/winuser.h). WM_QUIT ends 40250's CPythonApplication::Loop; here the script
// fiber's loop ends the same way. The WM_QUIT is also queued for a GetMessage loop (CMSApplication).
void PostQuitMessage(int nExitCode)
{
PostMessage(NULL, WM_QUIT, WPARAM(nExitCode), 0);
PythonBoot::AppRequestQuit();
}