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mtgodot-poc/.agents/skills/metin2-40250-parity-audit/SKILL.md
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shenleiandClaude Opus 5 ad6ea9ad7e skill: switch 40250 parity skill to file-by-file 1:1 porting
Unit of work is a 40250 source unit; current-only logic is a defect;
unreachable code is not evidence. Adds per-function port-map schema,
priority by player-visible gameplay, parallel worktree rules, and a
corrected project map.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 17:12:16 +09:00

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7.5 KiB
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---
name: metin2-40250-parity-audit
description: Port, fix, or verify 1:1 parity between the Metin2 40250 Windows C++ client and this Godot client. Use for any 40250 comparison, 1:1 parity, missing original-client behavior, parity regression, or continuation of the client port/audit. Work is done by transliterating 40250 source units, not by hunting behavior differences.
---
# Metin2 40250 1:1 port
## Principle
metin2-client is the cross-platform build of the 40250 Windows client. Apart from rendering and
platform APIs, every gameplay algorithm, branch, constant, state order, timing source, data
source, protocol side effect and cleanup path must be the 40250 one.
The 40250 source is the specification. Do not design behavior; transcribe it. Consequences:
- **The unit of work is a 40250 source unit** (one `.cpp` file, or one cohesive function group in a
very large file such as `PythonNetworkStreamPhaseGame.cpp`), not a behavior branch. A round reads
the whole unit and fixes every divergence in it.
- **Current-client logic with no 40250 counterpart is a defect**, not an adaptation: delete it
(e.g. an invented `clampf(0.25, 3.0)` on move speed, a periodic idle `FUNC_WAIT` resend, a
client-side boss AI). "The reference has no mechanism for X, so we added one" is never a
platform adaptation.
- **Unreachable code is not an implementation, and tests of it are not evidence.** Code that the
runtime never loads (e.g. a `*_system.gd` referenced only by its own `test_*_parity.gd`) must be
deleted or wired in by porting the real 40250 caller, never cited as parity.
## Porting target per layer
| 40250 layer | How to port | Where |
| --- | --- | --- |
| Platform-independent C++ logic (packet structs/handlers, sequence table, formulas, state machines in `UserInterface/`, `GameLib/`; `EterPack`, `EterLocale`) | Transliterate C++ -> C++, keeping class/function structure and names so each function has one counterpart | `extension/src/` |
| 40250 C++ logic that currently lives in GDScript | Port function by function, same names in snake_case, same order of statements | existing `.gd` owner |
| Python UI (`assets/root/*.py`, `uiscript/`) | Translate per `.py` file into its GDScript window, keeping method structure | `project/ui/` |
| Direct3D, Granny, Miles, Win32 input/window, IME, DirectX math | Platform adapter; equivalence by observable output | `extension/`, `project/` |
Mark every ported function with a one-line tag at its definition so coverage can be scanned
mechanically: `// 40250: CInstanceBase::SetMoveSpeed` (C++) or `# 40250: CInstanceBase::SetMoveSpeed`
(GDScript). Tag only real counterparts.
## Round workflow
1. **Pick a unit** from the queue in `audit/remediation-roadmap.md` (ordered by user-visible
gameplay; see Priority). Skip units whose port-map entries are all `PORTED`/`ADAPTED`/`N_A` and
whose reference hash is unchanged.
2. **Read the whole reference unit** under the reference root (see `references/project-map.md`;
use `grep -a`, many files contain CP949 bytes). Read every current counterpart, found by the
`40250:` tags, the port-map entry, or `references/project-map.md`.
3. **For each reference function**, compare statement by statement: preconditions and early
returns, branches, formulas, constants and units, state writes and their order, timing/event
source, data source (proto/msa/msm/txt, never hardcoded), packets sent, cleanup. Then:
- transliterate it where missing or divergent;
- delete current-only logic it replaces;
- mark `N_A` only for pure platform plumbing (D3D state, Python binding glue, Win32), with a reason.
4. **Test what changed**: a focused test using the reference's own boundary values for each changed
formula/branch (fails before, passes after). Do not write tests for unchanged or trivial code.
Run only the tests touching the changed files; the full suite runs once per batch.
5. **Record**: update the unit's port-map entry (per-function status) and append one line to
`audit/history.jsonl`. Touch `audit/manifest.json` and `audit/contracts/*.md` only when a
contract's status changes. Do not write narrative into `remediation-roadmap.md`; only reorder or
tick the queue.
6. **Commit** the unit (code + test + port-map) as one commit.
A round that finds no divergence still records the per-function result so the unit is never re-read
without a hash change.
## Port-map (dedup and coverage)
`audit/port-map/<Lib>/<File>.json`, one file per reference source unit (per-file to avoid merge
conflicts between parallel rounds). Schema in `references/audit-schema.md`. Function statuses:
- `TODO` — not yet compared.
- `PORTED` — current counterpart is statement-equivalent; `impl` names it.
- `ADAPTED` — platform adapter; `note` states both sides and the invariant, with a test.
- `N_A` — platform plumbing with no gameplay semantics; `note` states why.
- `DIVERGENT` — known different and not yet fixed; `note` says how.
- `NEEDS_LIVE` — code ported, but equivalence depends on real-server/Windows evidence.
A function is revisited only if its reference or implementation hash changed or new evidence
contradicts its status. This replaces the old per-branch "do not repeat" prose.
## Priority
Order the queue by what a player sees, P0 first:
1. Actor/movement: `InstanceBase*.cpp`, `GameLib/ActorInstance*.cpp`, `PythonPlayer*.cpp`,
`PythonPlayerEventHandler.cpp`, `PythonCharacterManager*.cpp`.
2. Combat/skill: `ActorInstanceBattle.cpp`, `ActorInstanceAttach*`, `FlyingObject*`,
`PythonPlayerSkill.cpp`, `PythonSkill.cpp`.
3. Game-phase packet handlers: `PythonNetworkStreamPhaseGame*.cpp`, `PythonNetworkStreamEvent.cpp`.
4. Items/inventory/UI data: `PythonItem.cpp`, `PythonExchange.cpp`, `PythonSafeBox.cpp`, `PythonShop.cpp`,
then the Python UI scripts.
5. World/map/terrain/effects, then audio, weather, platform.
Login/phase edge cases whose only open item is real-server evidence are `NEEDS_LIVE` and go to a
separate live-verification batch; do not spend porting rounds on them.
## Parallel rounds
Independent units may run in parallel, one git worktree per unit. Two parallel rounds must not
edit the same implementation file; if a unit's counterpart overlaps a running round, queue it.
Port-map files are per unit and `history.jsonl` is append-only, so merges are mechanical.
## Contracts and verification states
`audit/manifest.json` contracts remain the behavior-level roll-up (status meanings and gates in
`references/audit-schema.md`). A contract may reach `STATIC_VERIFIED` only when every reference
unit it lists has no `TODO`/`DIVERGENT` functions, and `TEST_VERIFIED` when its tests also pass.
Never cite a test of unreachable code, and never mark visual, timing-feel, driver or Windows-only
behavior verified from code inspection alone.
## Tools
- `scripts/audit_ledger.py refresh --write | report --write | validate` — run once per batch, not
per round. Missing reference files are an error, not a silent fingerprint.
- `scripts/audit_packet_registry.py`, `audit_phase_dispatch.py`, `audit_sequence_table.py` — run
when a round touches `extension/src/net/`.
- `scripts/audit_source_coverage.py` — maps active 40250 sources (from the `.vcxproj` files) to
contracts.
- Reference root: `MT_40250_SOURCE` env var, else `reference_root` in `audit/manifest.json`
(relative to the repo root).
## Completion report
Per round: unit, functions ported/fixed/deleted/marked `N_A`, divergences found (one line each:
reference vs old current behavior), tests run, commit hash, remaining `TODO`/`DIVERGENT`/`NEEDS_LIVE`
in the unit. Keep it short.