Files
mtgodot-poc/.agents/skills/metin2-40250-parity-audit/SKILL.md
T
shenleiandClaude Opus 5.5 d16fabf61c 2V2-a: game.GameWindow opens after Loading and sends CG_ENTERGAME
The 2V0 stub modules now carry the 40250 module constants (copied from each
module's init function by stub_constants.py) and return zero values shaped like
each reference function's Py_BuildValue, so interfaceModule.MakeInterface runs
through (uiSafebox no longer divides by a zero SAFEBOX_SLOT_Y_COUNT).

UserInterface/StdAfx.h includes Locale.h before GameType.h as the 40250 PCH
does; the reversed order dropped GameType.h's ENABLE_NEW_EQUIPMENT_SYSTEM
branches.

port.login_flow's fake server checks CG_ENTERGAME; port.login_live reaches the
GameWindow on 192.168.21.203.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 16:56:23 +09:00

181 lines
13 KiB
Markdown

---
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.
## Code layout: mirror 40250
The logic layer has the 40250 structure, not a new architecture. Route, batch order and
prerequisites (2A base, 2R pack inventory, 2V0-2V3 vertical slices) are in `docs/PORT-PLAN.md`. `port_map.py` assigns every unit
one of three layers:
| Layer | 40250 units | How to port | Where |
| --- | --- | --- | --- |
| `logic` | `UserInterface/`, `GameLib/`, `EterLib` net/timer/text parsing, `EterPack`, `EterLocale`, `EterBase` pure units (`tea`, `lzo`, `cipher`, `Random`, `Stl`, `Timer`, `Poly/`) (everything not listed below) | Copy C++ -> C++. Same file name, class name, method names, member names and statement order; one reference file = one implementation file | `extension/src/port/<Lib>/<File>.{h,cpp}` |
| `python` | `Client/Eternexus/root/*.py`, `uiscript/`, `UserInterface/*Module.cpp`, `EterPythonLib/`, `ScriptLib/` | Decided: embedded CPython 2.7.18 runs the scripts unchanged (`docs/PYTHON-EMBED-EVAL.md`, batch 2P); port only the C++ side. Never translate the scripts. Script functions get `RUN_AS_IS` once its evidence gate passes, never `N_A`. Reference is 40250 `Eternexus/root`, **not** `assets/root` | `extension/src/port/<Lib>/` (bindings), scripts from pack |
| `platform` | Direct3D/`Grp*`, Granny (`EterGrnLib`), Miles, SpeedTree, `EffectLib`/terrain rendering, Win32 window/input/IME, threads, anti-cheat, `EterBase` file/OS units (`_ETERBASE_PLATFORM` in `port_map.py`) | Adapter behind the interface the 40250 caller uses; equivalence by observable output | `extension/src/platform/` + existing render code (`metin2_model`, `metin2_anim`, `gr2_bridge`, ...) |
Rules for the `logic` layer:
- Port a whole unit into its mirror file. Where 40250 calls a platform class (`CGraphicThingInstance`,
`CStateManager`, `CSoundManager`, ...), call a same-named adapter interface declared under
`extension/src/platform/`; never inline Godot calls into ported logic.
- 40250 singletons (`CPythonPlayer::Instance()`, `CPythonCharacterManager`, `CPythonNetworkStream`)
stay singletons owned by the extension. GDScript does not hold gameplay state.
- GDScript (`net_play.gd`, `net_world.gd`, `game_scene.gd`, `player_controller.gd`) and
`extension/src/net/entity_store.cpp` are migration sources. Old and new paths coexist behind a
switch until the new path is wired into the runtime; delete the old logic in the same commit that
switches its callers to the ported code, leaving only glue (node creation, forwarding Godot input,
reading ported state to place nodes). A ported function nothing calls at runtime stays `TODO`.
- Keep 40250 **widths and overflow semantics**, not its C type names: the 40250 executable targets
32-bit Win32 (ILP32), where `long`, `unsigned long`, and pointers are 32-bit. `Win32Types.h`
supplies fixed-width Win32 scalar aliases, but cannot redefine C++ keywords such as `long`;
serialized declarations use explicit fixed-width types. Every
serialized struct (proto records, packets, EPK index, msa/msm) gets 40250's `#pragma pack` and a
`static_assert(sizeof(T) == N)`. Pointer/handle types stay pointer-sized behind platform adapters;
pointers stored in `DWORD` become `uintptr_t` with a port-map note. Arithmetic that relies on
32-bit wrap uses unsigned operations or explicit wrapping helpers, never signed-overflow UB.
- Keep 40250 units (`TPixelPosition` in cm, `DWORD` ms from `ELTimer_GetMSec`, degrees).
Convert to Godot space only in the adapter.
- Port in `#include`-dependency order: a shared header belongs to the first unit that needs it, and
units depending on it start only after it lands. Separate `.cpp` files do not make units independent.
- `port_map.py check` prints `LEGACY` for a `logic` function whose `impl` is outside its mirror file.
Mark each ported function with a one-line tag at its definition:
`// 40250: CInstanceBase::SetMoveSpeed`. Tag real counterparts only. In mirror files the tag is
optional, because the file and method name already map one to one.
## Round workflow
1. **Pick a unit** from the current batch in `audit/remediation-roadmap.md`, or from
`port_map.py queue` (logic layer by default, ordered by user-visible gameplay; see Priority). Run
`port_map.py init <unit>` and `port_map.py show <unit>` to get the function list.
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. **Copy the unit into its mirror file** and, for each reference function, compare it with the
old counterpart 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:
- keep the 40250 version; record each old behavior that differed as a divergence found;
- when the ported path is wired into the runtime, delete the old logic it replaces and rewire
callers in the same commit (see `docs/PORT-PLAN.md`, "迁移方式");
- 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.
- `RUN_AS_IS` — Python source is byte-identical to the reference, packaged and loaded by embedded
CPython on a reachable runtime path; `impl` names the packaged script and `evidence` names the
target-platform import/runtime proof. It is invalid for C++ units.
- `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/port_map.py status | queue [--layer logic|python|platform] | init <unit> | show <unit> | check`
— function inventory (active `.vcxproj` sources + the 40250 Python root), progress per library and
per layer, and tag/port-map/layout consistency. Run `check` before every commit that touches
`audit/port-map/`.
- `scripts/port_copy.py copy <Lib/File>... | diff [<Lib/File>...]` — copy 40250 files into the
`extension/src/port/` mirror with mechanical edits only (CP949→UTF-8, LF, include-path case); `diff`
lists the manual `// PORT:` edits.
- `scripts/platform_stub.py list | gen [<Lib/File.h>...] [--force]` — generate the empty platform
skeleton `extension/src/platform/<Lib>/<File>.cpp` for platform-layer mirror headers from clang's AST
(needs `script/port_gate.sh macos` for compile commands); never overwrites without `--force`.
`grep -r MT_PLATFORM_STUB extension/src/platform` lists the platform functions still unimplemented.
- `scripts/stub_constants.py [--check]` — regenerates the 2V0 stub modules' constants
(`platform/ScriptLib/GameplayModuleConstants.cpp`) and stub return shapes (`GameplayModules.cpp`)
from the 40250 module sources; rerun when a stub module is ported for real and removed.
- `scripts/port_deps.py closure <file> | slices [--write] | order [--write]` — `#include` graph with the
implicit edges each library's `StdAfx.h` supplies; writes the 2V0-2V3 unit lists and the batch-2
topological order to `audit/slices/`. Regenerate after changing a slice definition.
- `scripts/py_embed_spike.py` (Python 2.7) — runs the 40250 `system.py` bootstrap with stub native
modules; used by the embedded-Python evaluation.
- `scripts/audit_ledger.py refresh --write | report --write | validate` — run once per batch, not
per round. Missing reference, implementation or test files are an error; `evidence.tests` holds
paths only, command lines go in `evidence.commands`.
- `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.