- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
(+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten
No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.
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 (scripts/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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