EffectLib's 18 units are copied verbatim (Type.h: drop a comment backslash that clang splices into the next enum line). The remaining Utils stubs get the 40250 bodies, so .msf fly data resolve relative .mse attachments, and CPythonResource registers mde/mdatr as 40250 does. login_flow spawns level_up.mse and sees its particle draws. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
685 lines
32 KiB
C++
685 lines
32 KiB
C++
// 批次 2V1-d/2V2: the real 40250 login → select → loading → game path, offline.
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//
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// The 40250 root scripts (intrologin.py, introselect.py, introloading.py, networkmodule.py) drive the
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// ported CPythonNetworkStream and CAccountConnector against FakeLoginServer (port_login_flow_server.h),
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// which answers the way the 40250 game server does. The test only plays the player:
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//
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// 1. frames advance the logo phase into introLogin.LoginWindow;
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// 2. LoginWindow.Connect(id, pwd) → net.ConnectToAccountServer: handshake + key agreement with the
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// auth server, CG_LOGIN3, GC_AUTH_SUCCESS; the account connector hands the login key to the stream,
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// which connects to the game server and sends CG_LOGIN2;
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// 3. GC_EMPIRE, PHASE_SELECT, GC_LOGIN_SUCCESS_NEWSLOT open introSelect.SelectCharacterWindow;
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// 4. SelectCharacterWindow.StartGame() → (3 s later) net.DirectEnter(0): the stream reconnects to the
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// slot's addr/port, logs in again, and in direct-enter mode the select phase goes straight to
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// introLoading.LoadingWindow, which sends CG_CHARACTER_SELECT;
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// 5. PHASE_LOADING, GC_MAIN_CHARACTER, GC_CHARACTER_POINTS: the loading phase answers the main
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// character with CG_CLIENT_VERSION(2), the server's proof the client reached Loading;
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// 6. (批次 2V2) the loading steps end in net.StartGame(): networkModule.SetGamePhase opens
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// game.GameWindow, whose Open sends CG_ENTERGAME;
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// 7. the server's Entergame answer (the actor's insert packets, PHASE_GAME, the Entergame burst) is
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// read by the ported GamePhase without an unknown packet, and a final ping gets its pong.
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//
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// The server checks every sequence byte against the 40250 table, so a skipped or extra sequenced
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// packet fails the run.
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//
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// port_login_flow_test <40250 Client dir> <python27.zip> [live]
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//
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// With `live` (批次 2V1-e, ctest port.login_live) the same path runs against a real 40250 server and
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// the client's own state is the proof: the character list arrived, the loading window got
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// LoadData from GC_MAIN_CHARACTER, which CPythonNetworkStream::RecvMainCharacter answers with
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// CG_CLIENT_VERSION, game.GameWindow is open, which sent CG_ENTERGAME, and 10 s of the real game
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// phase later it is still open and connected with no unknown packet. Everything about the
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// server comes from the environment and nothing of it is printed:
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//
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// MT_LIVE_HOST, MT_LIVE_LOGIN, MT_LIVE_PASSWORD required; without them the test is skipped
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// MT_LIVE_AUTH_PORT (11000), MT_LIVE_GAME_PORT (13000, channel 1), MT_LIVE_SLOT (0)
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//
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// Exit 77 (ctest SKIP) when the client is missing, unless MT_ASSETS_STRICT=1, which fails instead.
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#include "ScriptLib/StdAfx.h"
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#include "../src/platform/ScriptLib/PythonBoot.h"
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#include "../src/platform/ScriptLib/PythonHost.h"
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#include "../src/platform/UserInterface/UserInterface.h"
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#include "../src/platform/EterBase/TraceErrorObserver.h"
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#include "../src/platform/EterLib/RenderCommands3D.h"
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#include "GameLib/StdAfx.h"
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#include "GameLib/RaceManager.h"
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#include "GameLib/RaceData.h"
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#include "GameLib/RaceMotionData.h"
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#include "GameLib/FlyingData.h"
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#include "GameLib/FlyingObjectManager.h"
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#include "EffectLib/EffectManager.h"
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#include "GameLib/ItemManager.h"
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#include "UserInterface/PythonItem.h"
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#include "UserInterface/StdAfx.h"
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#include "UserInterface/PythonExchange.h"
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#include "UserInterface/PythonTextTail.h"
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#include "UserInterface/PythonCharacterManager.h"
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#include "UserInterface/InstanceBase.h"
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#include "UserInterface/PythonBackground.h"
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#include "EterGrnLib/StdAfx.h"
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#include "EterGrnLib/LODController.h"
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#include "EterGrnLib/ModelInstance.h"
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#include "EterGrnLib/Model.h"
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#include "port_login_flow_server.h"
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#include <memory>
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <functional>
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#include <mutex>
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#include <string>
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#include <thread>
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#include <vector>
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#include <unistd.h>
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static int g_failures = 0;
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#define CHECK(cond) \
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do { \
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if (!(cond)) { \
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std::fprintf(stderr, "%s:%d: CHECK(%s)\n", __FILE__, __LINE__, #cond); \
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++g_failures; \
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} \
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} while (0)
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// TraceError lines; the script thread writes them while the host thread waits for its baton.
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static std::mutex g_syserr_mutex;
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static std::vector<std::string> g_syserr;
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// The two headers CheckPacket saw last (UserInterface/PythonNetworkStream.cpp).
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extern int g_iLastPacket[2];
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// CPythonNetworkStream::RecvDefaultPacket's CP949 "unhandled packet header %d, state %s": a phase
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// dispatcher dropped the whole recv buffer.
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static const char kUnhandledPacket[] = "\xc3\xb3\xb8\xae\xb5\xc7\xc1\xf6 \xbe\xca\xc0\xba \xc6\xd0\xc5\xb6 \xc7\xec\xb4\xf5";
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static void on_trace_error(const char* line)
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{
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std::lock_guard<std::mutex> lock(g_syserr_mutex);
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g_syserr.emplace_back(line);
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// RecvDefaultPacket does not print the preceding headers; the packet before a stray header is
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// the one whose size disagrees with the server.
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if (std::string(line).find(kUnhandledPacket) != std::string::npos)
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std::fprintf(stderr, "port_login_flow_test: unhandled packet after headers %d, %d\n", g_iLastPacket[0], g_iLastPacket[1]);
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}
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static int count_syserr(const char* needle)
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{
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std::lock_guard<std::mutex> lock(g_syserr_mutex);
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int n = 0;
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for (const auto& line : g_syserr)
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n += line.find(needle) != std::string::npos;
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return n;
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}
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static bool py(const std::string& source)
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{
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std::string error;
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if (PythonBoot::RunLine(source.c_str(), &error))
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return true;
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std::fprintf(stderr, "python: %s\n%s\n", source.c_str(), error.c_str());
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return false;
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}
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// Evaluates a Python expression on the host thread without raising.
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static bool py_true(const char* expression)
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{
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PyObject* globals = PyModule_GetDict(PyImport_AddModule((char*) "__main__"));
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PyObject* result = PyRun_String(expression, Py_eval_input, globals, globals);
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if (!result)
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{
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PyErr_Clear();
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return false;
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}
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const bool truth = PyObject_IsTrue(result) == 1;
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Py_DECREF(result);
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return truth;
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}
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// Runs frames (~60 per second of wall time) until `done` or the deadline.
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static bool pump_until(double seconds, const std::function<bool()>& done)
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{
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const auto deadline = std::chrono::steady_clock::now() + std::chrono::duration<double>(seconds);
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while (std::chrono::steady_clock::now() < deadline && PythonBoot::IsAppLooping())
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{
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PythonBoot::UIUpdate();
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if (done())
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return true;
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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return done();
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}
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static void dump(FakeLoginServer& server)
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{
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std::fprintf(stderr, "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, "\nserver error: %s\n", server.Error().c_str());
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}
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static std::string env(const char* name, const char* fallback = "")
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{
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const char* value = std::getenv(name);
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return value && *value ? value : fallback;
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}
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// Hands a C string to __main__ as a Python object, so account data never goes through source text.
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static void py_set(const char* name, const std::string& value)
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{
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PyObject* object = PyString_FromString(value.c_str());
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PyDict_SetItemString(PyModule_GetDict(PyImport_AddModule((char*) "__main__")), name, object);
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Py_DECREF(object);
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}
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int main(int argc, char** argv)
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{
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const char* strict = std::getenv("MT_ASSETS_STRICT");
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const bool is_strict = strict && std::string(strict) == "1";
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const std::string client = argc > 1 ? argv[1] : "";
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const std::string stdlib = argc > 2 ? argv[2] : PythonHost::DefaultStdLibPath();
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const bool live = argc > 3 && std::string(argv[3]) == "live";
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if (client.empty() || chdir(client.c_str()) != 0 || access("pack/Index", 0) != 0)
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{
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std::fprintf(stderr, "port_login_flow_test: no 40250 Client/pack at '%s'\n", client.c_str());
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return is_strict ? 1 : 77;
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}
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std::string host = "127.0.0.1", login = FakeLoginServer::kLogin, password = FakeLoginServer::kPassword;
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int auth_port = 0, game_port = 0, slot = 0;
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std::unique_ptr<FakeLoginServer> server;
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if (live)
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{
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host = env("MT_LIVE_HOST");
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login = env("MT_LIVE_LOGIN");
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password = env("MT_LIVE_PASSWORD");
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if (host.empty() || login.empty() || password.empty())
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{
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std::fprintf(stderr, "port_login_flow_test: live mode needs MT_LIVE_HOST, MT_LIVE_LOGIN, MT_LIVE_PASSWORD\n");
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return 77;
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}
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auth_port = std::atoi(env("MT_LIVE_AUTH_PORT", "11000").c_str());
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game_port = std::atoi(env("MT_LIVE_GAME_PORT", "13000").c_str());
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slot = std::atoi(env("MT_LIVE_SLOT", "0").c_str());
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}
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else
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{
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server = std::make_unique<FakeLoginServer>();
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if (!server->Start())
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{
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std::fprintf(stderr, "port_login_flow_test: cannot listen on loopback\n");
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return 1;
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}
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auth_port = server->AuthPort();
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game_port = server->GamePort();
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}
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auto failed = [&] { return server && server->Failed(); };
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SetTraceErrorObserver(on_trace_error);
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PackSingletons();
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CHECK(PackInitialize("pack"));
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std::string error;
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const bool started = PythonBoot::Start(stdlib.c_str(), &error);
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if (!started)
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std::fprintf(stderr, "PythonBoot::Start: %s\n", error.c_str());
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CHECK(started);
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PythonBoot::SetUISize(800, 600);
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const bool ran = PythonBoot::RunMainScript("", &error);
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if (!ran)
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std::fprintf(stderr, "RunMainScript: %s\n", error.c_str());
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CHECK(ran && PythonBoot::IsAppLooping());
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CHECK(py("import __main__, networkModule, introLogin, introSelect, introLoading\n"
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"__main__._stream = [o for o in __import__('gc').get_objects() if isinstance(o, networkModule.MainStream)][0]"));
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CHECK(pump_until(20, [] { return py_true("isinstance(_stream.curPhaseWindow, introLogin.LoginWindow)"); }));
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// 2. The login button's path (LoginWindow.Connect), pointed at the fake or the live server.
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py_set("_host", host);
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py_set("_login", login);
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py_set("_password", password);
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char ports[128];
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std::snprintf(ports, sizeof(ports), "_auth_port, _game_port, _slot = %d, %d, %d", auth_port, game_port, slot);
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CHECK(py(ports));
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CHECK(py("_stream.SetConnectInfo(_host, _game_port, _host, _auth_port)\n"
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"_stream.curPhaseWindow.Connect(_login, _password)\n"
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"del __main__._login, __main__._password"));
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// 3. The character list.
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const bool selecting = pump_until(live ? 30 : 20, [&] {
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return failed() || ((!server || server->Has("game1:login2")) &&
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py_true("isinstance(_stream.curPhaseWindow, introSelect.SelectCharacterWindow)"));
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});
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CHECK(selecting && !failed());
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if (!selecting)
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{
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// The login window reports failures in its popup (LOGIN_FAILURE, connect errors).
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py("import sys\n"
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"_w = _stream.curPhaseWindow\n"
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"_msg = _stream.popupWindow and _stream.popupWindow.IsShow() and _stream.popupWindow.GetChild('message').GetText()\n"
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"sys.stderr.write('phase window %s, popup %r\\n' % (_w.__class__.__name__, _msg))");
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}
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if (server)
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{
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CHECK(server->Has("auth:login3") && server->Has("auth:closed"));
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CHECK(py("import net\n"
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"_name = net.GetAccountCharacterSlotDataString(0, net.ACCOUNT_CHARACTER_SLOT_NAME)\n"
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"assert _name == '" + std::string(FakeLoginServer::kCharacterName) + "', _name\n"
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"assert net.GetEmpireID() == 1"));
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}
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else if (selecting)
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{
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CHECK(py("import net\n"
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"assert net.GetAccountCharacterSlotDataString(_slot, net.ACCOUNT_CHARACTER_SLOT_NAME), 'slot is empty'\n"
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"assert net.GetEmpireID() in (1, 2, 3), net.GetEmpireID()"));
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}
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// 3b. intrologin's channel status list (__RequestServerStateList / NotifyChannelState): ServerStateChecker
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// connects to the first channel, sends CG_STATE_CHECKER and reports each channel the answer lists
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// by port. TChannelStatus::nPort is a short, so the fake server's ephemeral state port (> 32767)
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// never matches its own channel; offline the proof is the second channel (13002) it also lists.
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// Live the game port answers for the channels the db knows, the game port among them.
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{
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const int state_port = server ? server->StatePort() : game_port;
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const int key = server ? 2 : 1;
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char channels[256];
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std::snprintf(channels, sizeof(channels),
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"ServerStateChecker.AddChannel(1, _host, %d)\nServerStateChecker.AddChannel(2, _host, %d)\n"
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"_channel_key = %d\n",
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state_port, FakeLoginServer::kOtherChannelPort, key);
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CHECK(py(std::string("import ServerStateChecker\n"
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"class _ChannelStates:\n"
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" def __init__(self): self.states = {}\n"
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" def NotifyChannelState(self, key, state): self.states[key] = state\n"
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"_channel_states = _ChannelStates()\n"
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"ServerStateChecker.Create(_channel_states)\n"
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"ServerStateChecker.Initialize()\n") +
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channels + "ServerStateChecker.Request()"));
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CHECK(pump_until(10, [] { return py("ServerStateChecker.Update()") && py_true("_channel_key in _channel_states.states"); }));
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py("import sys\nsys.stderr.write('port_login_flow_test: channel states %r\\n' % _channel_states.states)");
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CHECK(py_true("_channel_states.states.get(_channel_key, 0) > 0"));
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if (server)
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CHECK(server->Has("state:checker"));
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}
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// 3c. SetSelectCharacterPhase ran localeInfo.LoadLocaleData() → app.LoadLocaleData(app.GetLocalePath()):
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// CItemManager read item_list.txt/item_proto/itemdesc.txt and CPythonNonPlayer read mob_proto.
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{
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CItemData* sword = nullptr;
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CHECK(CItemManager::Instance().GetItemDataPointer(19, &sword) && sword);
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if (sword)
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{
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std::printf("port_login_flow_test: item 19 %s type %u refine %u\n", sword->GetName(), sword->GetType(), sword->GetRefine());
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CHECK(sword->GetType() == CItemData::ITEM_TYPE_WEAPON && sword->GetRefine() == 9);
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CHECK(sword->GetModelThing() != nullptr);
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}
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CHECK(py("import nonplayer\n"
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"_mob = nonplayer.GetMonsterName(101)\n"
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"assert _mob, 'mob 101 has no name'\n"
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"import sys\nsys.stderr.write('port_login_flow_test: mob 101 %s\\n' % _mob)"));
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// CPythonSkill read skilldesc.txt and skilltable.txt (RegisterSkillDesc/RegisterSkillTable); skill 1's
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// cool time is skilltable's constant "12".
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CHECK(py("import skill\n"
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"assert skill.GetSkillName(1, 0) == 'Three-Way Cut', skill.GetSkillName(1, 0)\n"
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"assert skill.GetSkillType(1) == skill.SKILL_TYPE_ACTIVE, skill.GetSkillType(1)\n"
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"assert skill.GetSkillCoolTime(1, 1.0) == 12, skill.GetSkillCoolTime(1, 1.0)"));
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}
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// 4-5. Start the game on the slot: DirectEnter, the second game login and the loading phase.
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if (selecting)
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{
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CHECK(py("_stream.curPhaseWindow.SelectSlot(_slot)\n_stream.curPhaseWindow.StartGame()"));
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// GC_MAIN_CHARACTER → LoadingWindow.LoadData(x, y), then CG_CLIENT_VERSION in the same call.
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const char* loaded = "isinstance(_stream.curPhaseWindow, introLoading.LoadingWindow) and "
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"getattr(_stream.curPhaseWindow, 'playerX', None) is not None";
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const bool loading = pump_until(live ? 40 : 30, [&] {
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return failed() || (server ? server->Has("game2:client_version") : py_true(loaded));
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});
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CHECK(loading && !failed());
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CHECK(py_true(loaded));
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// 6. introLoading's update steps end in net.StartGame(); the next CPythonNetworkStream::Process calls
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// networkModule's SetGamePhase, which builds game.GameWindow (interfaceModule.MakeInterface) and
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// opens it, and GameWindow.Open sends CG_ENTERGAME.
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CHECK(py("import game"));
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const char* gaming = "isinstance(_stream.curPhaseWindow, game.GameWindow) and _stream.curPhaseWindow.IsShow()";
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const bool entered = pump_until(30, [&] {
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return failed() || (py_true(gaming) && (!server || server->Has("game2:entergame")));
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});
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CHECK(entered && !failed());
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// 7. (批次 2V2-b) The server answers CG_ENTERGAME with the character's own insert packets and
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// PHASE_GAME, then the Entergame burst (PVP/land list, time, channel, greet chat, ...). GamePhase
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// has to read all of it: an unknown or mis-sized packet makes CheckPacket log "Unknown packet
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// header" and drop the receive buffer. Offline the fake server ends with a ping the client
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// must answer; live the stream has to stay in the game window and connected for 10 s.
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const bool burst = pump_until(live ? 10 : 30, [&] {
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return failed() || (server && server->Has("game2:burst_pong"));
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});
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CHECK(live || (burst && !failed()));
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CHECK(py_true(gaming));
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CHECK(py("import net\nassert net.IsConnect(), 'disconnected in the game phase'"));
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CHECK(count_syserr("Unknown packet header") == 0);
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CHECK(count_syserr(kUnhandledPacket) == 0);
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CHECK(count_syserr("does not handle this header") == 0);
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// The fake greet notice went through RecvChatPacket into the ported CPythonChat, where
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// uichat's chat set (created by the game interface) counts it.
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CHECK(live || py("import chat\nassert any(chat.GetLineCount(i) > 0 for i in range(4)), 'greet notice not in chat'"));
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// playerSettingModule ran its race registration through the real chrmgr module: the warrior
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// (race 0) has a general-mode wait motion in its CRaceData.
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CHECK(py("import chr, chrmgr\nassert not hasattr(chr, '__port_stub__') and not hasattr(chrmgr, '__port_stub__')"));
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CRaceData* race = nullptr;
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const CRaceData::TMotionVector* waits = nullptr;
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CHECK(CRaceManager::Instance().GetRaceDataPointer(0, &race) && race &&
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race->GetMotionVectorPointer(CRaceMotionData::MODE_GENERAL, CRaceMotionData::NAME_WAIT, &waits) &&
|
|
waits && !waits->empty());
|
|
// (批次 2V2-d) GC_CHARACTER_ADD for the player's own VID went through RecvCharacterAppendPacket and
|
|
// CNetworkActorManager into CPythonCharacterManager: the main instance exists and SetRace ran on it
|
|
// (offline the fake server sends a warrior, race 0), and CHAR_ADDITIONAL_INFO found the actor.
|
|
CInstanceBase* main_instance = CPythonCharacterManager::Instance().GetMainInstancePtr();
|
|
CHECK(main_instance != nullptr);
|
|
CHECK(live || (main_instance && main_instance->GetRace() == 0));
|
|
CHECK(count_syserr("TPacketGCCharacterAdditionalInfo") == 0);
|
|
// (批次 2V2-d.2) SetRace/SetShape loaded the body .gr2 through the Granny runtime into PART_MAIN, and
|
|
// game.GameWindow's OnUpdate/OnRender (app.UpdateGame/RenderGame) play the WAIT motion: the
|
|
// sampled bone matrices change between frames.
|
|
CGrannyLODController* lod = main_instance ?
|
|
main_instance->GetGraphicThingInstanceRef().GetLODControllerPointer(CRaceData::PART_MAIN) : nullptr;
|
|
CGrannyModelInstance* model_instance = lod ? lod->GetModelInstance() : nullptr;
|
|
CGrannyModel* model = model_instance ? model_instance->GetModel() : nullptr;
|
|
CHECK(model && model->GetMeshCount() > 0);
|
|
// The material's diffuse map resolved through GrannyGetMaterialTextureByType to a loaded image.
|
|
CGrannyMaterialPalette* palette = model ? const_cast<CGrannyMaterialPalette*>(&model->GetMaterialPalette()) : nullptr;
|
|
CHECK(palette && palette->GetMaterialCount() > 0 && palette->GetMaterialRef(0).GetImagePointer(0));
|
|
const int bone_count = model ? model->GetGrannyModelPointer()->Skeleton->BoneCount : 0;
|
|
CHECK(bone_count > 1);
|
|
auto bones = [&] {
|
|
std::vector<float> out;
|
|
for (int i = 0; i < bone_count; ++i)
|
|
{
|
|
const float* m = model_instance->GetBoneMatrixPointer(i);
|
|
out.insert(out.end(), m, m + 16);
|
|
}
|
|
return out;
|
|
};
|
|
if (bone_count > 1)
|
|
{
|
|
const std::vector<float> before = bones();
|
|
CHECK(pump_until(3, [&] { return bones() != before; }));
|
|
}
|
|
// (批次 2V2-e.1) RenderGame drew the character through CStateManager into the recording device:
|
|
// a frame holds a textured, lit triangle draw (the PNT vertex format of RenderWithOneTexture)
|
|
// under CPythonGraphic::SetPerspective's right-handed projection (_34 = -1), and the camera that
|
|
// __UpdateCamera centred on the main actor puts every vertex of it on screen.
|
|
auto on_screen = [](const Render3DDraw& d) {
|
|
auto mul = [](const float* v, const float* m, float* o) {
|
|
for (int c = 0; c < 4; ++c)
|
|
o[c] = v[0] * m[c] + v[1] * m[4 + c] + v[2] * m[8 + c] + v[3] * m[12 + c];
|
|
};
|
|
for (size_t i = 0; i + 2 < d.positions.size(); i += 3)
|
|
{
|
|
const float local[4] = {d.positions[i], d.positions[i + 1], d.positions[i + 2], 1.0f};
|
|
float world[4], view[4], clip[4];
|
|
mul(local, d.world, world);
|
|
mul(world, d.view, view);
|
|
mul(view, d.proj, clip);
|
|
if (clip[3] <= 0.0f || std::fabs(clip[0]) > clip[3] || std::fabs(clip[1]) > clip[3])
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
auto character_draw = [&] {
|
|
for (const Render3DDraw& d : Render3DDraws())
|
|
if (!d.pretransformed && !d.lines && !d.indices.empty() && !d.texture0.empty() &&
|
|
!d.normals.empty() && !d.uv0.empty() && d.proj[11] == -1.0f && on_screen(d))
|
|
return true;
|
|
return false;
|
|
};
|
|
CHECK(pump_until(3, character_draw));
|
|
|
|
// 7. (批次 2V3) Keyboard movement through the original path: the key reaches game.GameWindow's
|
|
// onPressKeyDict, MoveUp calls player.SetSingleDIKKeyState(DIK_UP, True), CPythonPlayer turns
|
|
// it into NEW_MoveToDirection on the main instance, and CPythonPlayerEventHandler::OnMove sends
|
|
// CG_MOVE FUNC_MOVE. Releasing the key stops the actor (OnStop: FUNC_WAIT at the new position).
|
|
TPixelPosition start = {};
|
|
if (main_instance)
|
|
main_instance->NEW_GetPixelPosition(&start);
|
|
auto walked = [&] {
|
|
TPixelPosition now = {};
|
|
main_instance->NEW_GetPixelPosition(&now);
|
|
return std::hypot(now.x - start.x, now.y - start.y);
|
|
};
|
|
PythonBoot::UIKey(DIK_UP, true);
|
|
CHECK(main_instance && pump_until(3, [&] { return walked() > 100.0f; }));
|
|
PythonBoot::UIKey(DIK_UP, false);
|
|
CHECK(main_instance && pump_until(2, [&] { return !main_instance->IsWalking(); }));
|
|
const float distance = main_instance ? walked() : 0.0f;
|
|
std::printf("port_login_flow_test: DIK_UP walked %.0f cm\n", distance);
|
|
if (server)
|
|
{
|
|
// The fake server records "game2:move <func> <arg> <rot> <x> <y>"; x, y are the TPixelPosition
|
|
// (y negated back, as SendCharacterStatePacket does) plus the map base the server gave.
|
|
auto moves = [&] {
|
|
std::vector<std::string> out;
|
|
for (const auto& e : server->Events())
|
|
if (e.rfind("game2:move ", 0) == 0)
|
|
out.push_back(e);
|
|
return out;
|
|
};
|
|
CHECK(pump_until(2, [&] { auto m = moves(); return m.size() >= 2 && m.back().rfind("game2:move 0 ", 0) == 0; }));
|
|
const auto m = moves();
|
|
CHECK(!m.empty() && m.front().rfind("game2:move 1 0 ", 0) == 0);
|
|
for (const auto& e : m)
|
|
std::printf("port_login_flow_test: %s\n", e.c_str());
|
|
}
|
|
|
|
// The terrain attribute map (attr.atr) under the actor: CInstanceBase's block/water/ban-PK checks read it
|
|
// through CPythonBackground::isAttrOn. The actor stands on a free cell; its 256x256 tile has blocked cells.
|
|
if (main_instance)
|
|
{
|
|
TPixelPosition here = {};
|
|
main_instance->NEW_GetPixelPosition(&here);
|
|
CPythonBackground& bg = CPythonBackground::Instance();
|
|
CHECK(!bg.isAttrOn(here.x, here.y, CTerrainImpl::ATTRIBUTE_BLOCK));
|
|
const int tx = int(here.x) / CTerrainImpl::TERRAIN_XSIZE * CTerrainImpl::TERRAIN_XSIZE;
|
|
const int ty = int(here.y) / CTerrainImpl::TERRAIN_YSIZE * CTerrainImpl::TERRAIN_YSIZE;
|
|
int blocked = 0;
|
|
for (int y = 0; y < CTerrainImpl::TERRAIN_YSIZE; y += CTerrainImpl::HALF_CELLSCALE)
|
|
for (int x = 0; x < CTerrainImpl::TERRAIN_XSIZE; x += CTerrainImpl::HALF_CELLSCALE)
|
|
blocked += bg.isAttrOn(tx + x, ty + y, CTerrainImpl::ATTRIBUTE_BLOCK) ? 1 : 0;
|
|
std::printf("port_login_flow_test: %d blocked attribute cells in the actor's terrain\n", blocked);
|
|
CHECK(blocked > 0);
|
|
}
|
|
|
|
// playersettingmodule.py registered the indexed fly data (effect.RegisterIndexedFlyData → CFlyingManager →
|
|
// CFlyingData::LoadScriptFile): the .msf parses, and registering the name again finds it already present.
|
|
{
|
|
const char* msf = "d:/ymir work/effect/etc/gathering/ga_piece_yellow_small2.msf";
|
|
CFlyingData* data = CFlyingData::New();
|
|
CHECK(data->LoadScriptFile(msf));
|
|
CFlyingData::Delete(data);
|
|
CHECK(!CFlyingManager::Instance().RegisterFlyingData(msf));
|
|
}
|
|
|
|
// EffectLib: playersettingmodule.py registered the level-up effect (chrmgr.RegisterEffect → CEffectManager::
|
|
// RegisterEffect2, including the .mse files the .msf fly data attach by relative name). Created at the
|
|
// actor, RenderGame's CEffectManager::Render draws its particles as textured, alpha-blended world draws.
|
|
if (main_instance)
|
|
{
|
|
const char* mse = "d:/ymir work/effect/etc/levelup_1/level_up.mse";
|
|
TPixelPosition here = {};
|
|
main_instance->NEW_GetPixelPosition(&here);
|
|
CEffectManager& effects = CEffectManager::Instance();
|
|
const int index = effects.CreateEffect(mse, D3DXVECTOR3(here.x, -here.y, here.z), D3DXVECTOR3(0, 0, 0));
|
|
CHECK(index >= 0 && effects.IsAliveEffect(index));
|
|
auto effect_draw = [] {
|
|
for (const Render3DDraw& d : Render3DDraws())
|
|
if (!d.pretransformed && d.alpha_blend && d.texture0.find("effect\\etc\\levelup_1\\") != std::string::npos)
|
|
return true;
|
|
return false;
|
|
};
|
|
CHECK(pump_until(3, effect_draw));
|
|
effects.DestroyEffectInstance(index);
|
|
}
|
|
|
|
// item module (PythonItemModule.cpp) over the loaded item_proto: SelectItem + the selected item's fields.
|
|
CHECK(py("import item\n"
|
|
"item.SelectItem(19)\n"
|
|
"assert item.GetItemName() == 'Sword+9', item.GetItemName()\n"
|
|
"assert item.GetItemType() == item.ITEM_TYPE_WEAPON and item.GetItemSubType() == item.WEAPON_SWORD\n"
|
|
"assert item.GetValue(3) > 0, 'min attack'"));
|
|
|
|
// skill icons: RegisterSkillDesc loaded each skill's .sub icons; an active skill has one per grade
|
|
// (__RegisterGradeIconImage) and no plain icon, as in 40250. The icon instance handle survives the 64-bit
|
|
// round trip (Py_BuildPointer).
|
|
CHECK(py("import skill\n"
|
|
"assert skill.GetIconImage(1) == 0\n"
|
|
"assert skill.GetIconImageNew(1, 0) != 0, 'skill 1 has no grade icon'\n"
|
|
"_icon = skill.GetIconInstanceNew(1, 0)\n"
|
|
"assert _icon != 0\n"
|
|
"skill.DeleteIconInstance(_icon)"));
|
|
|
|
// miniMap module (PythonMiniMapModule.cpp): uiminimap.MiniMap created and showed it. CMapOutdoor is not
|
|
// ported, so CMapManager::IsMapOutdoor() is false and the atlas reports "not loaded" as 40250 does off an
|
|
// outdoor map.
|
|
CHECK(py("import miniMap\n"
|
|
"assert miniMap.isShow()\n"
|
|
"(bGet, x, y) = miniMap.GetAtlasSize()\n"
|
|
"assert not bGet, (bGet, x, y)"));
|
|
|
|
// Ground items (CPythonItem): the fake server put vnum 19 next to the actor at entergame (GC_ITEM_GROUND_ADD
|
|
// + GC_ITEM_OWNERSHIP). player.PickCloseItem finds it within __GetPickableDistance, sends CG_ITEM_PICKUP,
|
|
// and the server's GC_ITEM_GROUND_DEL removes it.
|
|
if (server)
|
|
{
|
|
CPythonItem& ground = CPythonItem::Instance();
|
|
TPixelPosition item_pos = {};
|
|
const char* owner = nullptr;
|
|
CHECK(ground.GetGroundItemPosition(FakeLoginServer::kGroundItemVID, &item_pos));
|
|
CHECK(ground.GetOwnership(FakeLoginServer::kGroundItemVID, &owner) && owner &&
|
|
std::string(owner) == FakeLoginServer::kCharacterName);
|
|
CHECK(ground.GetVirtualNumberOfGroundItem(FakeLoginServer::kGroundItemVID) == FakeLoginServer::kGroundItemVnum);
|
|
std::printf("port_login_flow_test: ground item at %.0f %.0f\n", item_pos.x, item_pos.y);
|
|
// CPythonItem::CreateItem registered the item's name tail (CPythonTextTail::RegisterItemTextTail) next to
|
|
// the actor's character tail. Shown and projected, the name is pickable on screen: textTail.Pick is how
|
|
// game.GameWindow.OnRender finds the item under the cursor while names are shown.
|
|
auto tail_info = [] {
|
|
std::string info;
|
|
CPythonTextTail::Instance().GetInfo(&info);
|
|
return info;
|
|
};
|
|
std::printf("port_login_flow_test: %s\n", tail_info().c_str());
|
|
CHECK(tail_info().find("ItemTail (Map 1,") != std::string::npos);
|
|
CHECK(tail_info().find("ChrTail (Map 1,") != std::string::npos);
|
|
// Holding ALT (game.GameWindow.ShowName) makes OnRender show every tail in range and project it after
|
|
// app.RenderGame; the item tail keeps that screen rect, which is what textTail.Pick tests.
|
|
PythonBoot::UIKey(DIK_LMENU, true);
|
|
pump_until(0.1, [] { return false; });
|
|
PythonBoot::UIKey(DIK_LMENU, false);
|
|
int picked = -1, pick_x = 0, pick_y = 0;
|
|
for (int y = 0; y < 1200 && picked < 0; y += 2)
|
|
for (int x = 0; x < 1600 && picked < 0; x += 2)
|
|
if ((picked = CPythonTextTail::Instance().Pick(x, y)) >= 0)
|
|
pick_x = x, pick_y = y;
|
|
std::printf("port_login_flow_test: item name tail picked at %d %d\n", pick_x, pick_y);
|
|
CHECK(picked == (int) FakeLoginServer::kGroundItemVID);
|
|
CHECK(py("import player\nplayer.PickCloseItem()"));
|
|
const std::string pickup = "game2:pickup " + std::to_string(FakeLoginServer::kGroundItemVID);
|
|
CHECK(pump_until(2, [&] { return server->Has(pickup); }));
|
|
CHECK(pump_until(2, [&] { return !ground.GetGroundItemPosition(FakeLoginServer::kGroundItemVID, &item_pos); }));
|
|
CHECK(tail_info().find("ItemTail (Map 0,") != std::string::npos);
|
|
}
|
|
|
|
// Exchange (CPythonExchange + exchange module): net.SendExchangeStartPacket → the fake partner's GC_EXCHANGE
|
|
// START/ITEM_ADD/GOLD_ADD fill the target side and open uiexchange; net.SendExchangeExitPacket → END.
|
|
if (server)
|
|
{
|
|
CHECK(py("import net\nnet.SendExchangeStartPacket(" + std::to_string(FakeLoginServer::kMainVID) + ")"));
|
|
CHECK(pump_until(2, [&] { return CPythonExchange::Instance().GetElkFromTarget() == FakeLoginServer::kExchangeGold; }));
|
|
CHECK(py("import exchange\n"
|
|
"assert exchange.isTrading() == 1\n"
|
|
"assert exchange.GetItemVnumFromTarget(0) == " + std::to_string(FakeLoginServer::kExchangeItemVnum) + "\n"
|
|
"assert exchange.GetItemCountFromTarget(0) == 1\n"
|
|
"assert exchange.GetElkFromSelf() == 0"));
|
|
CHECK(py("import net\nnet.SendExchangeExitPacket()"));
|
|
CHECK(pump_until(2, [&] { return !CPythonExchange::Instance().isTrading(); }));
|
|
CHECK(server->Has("game2:exchange 0 " + std::to_string(FakeLoginServer::kMainVID)));
|
|
CHECK(server->Has("game2:exchange 5"));
|
|
// uiexchange.CloseDialog armed wndMgr.OnceIgnoreMouseLeftButtonUpEvent (in the client that release belongs
|
|
// to the click that closed the dialog); spend it so step 8's click-release is not swallowed.
|
|
PythonBoot::UIMouseButton(1, false, 400, 520);
|
|
}
|
|
|
|
// 8. (批次 2V3) Click-to-move: a left click on the ground below the actor reaches game.GameWindow's
|
|
// OnMouseLeftButtonDown → player.SetMouseState(MBT_LEFT, MBS_PRESS); CPythonPlayer picks the ground
|
|
// through the cursor ray (CScreen::SetCursorPosition → CPythonBackground::GetPickingPoint) and the
|
|
// actor walks to it, sending CG_MOVE FUNC_MOVE, then FUNC_WAIT on arrival.
|
|
const size_t moves_before = server ? server->Events().size() : 0;
|
|
if (main_instance)
|
|
main_instance->NEW_GetPixelPosition(&start);
|
|
PythonBoot::UIMouseButton(1, true, 400, 520);
|
|
pump_until(0.1, [] { return false; });
|
|
PythonBoot::UIMouseButton(1, false, 400, 520);
|
|
CHECK(main_instance && pump_until(3, [&] { return walked() > 100.0f; }));
|
|
CHECK(main_instance && pump_until(5, [&] { return !main_instance->IsWalking(); }));
|
|
std::printf("port_login_flow_test: click walked %.0f cm\n", main_instance ? walked() : 0.0f);
|
|
if (server)
|
|
{
|
|
auto click_moves = [&] {
|
|
std::vector<std::string> out;
|
|
const auto events = server->Events();
|
|
for (size_t i = moves_before; i < events.size(); ++i)
|
|
if (events[i].rfind("game2:move ", 0) == 0)
|
|
out.push_back(events[i]);
|
|
return out;
|
|
};
|
|
CHECK(pump_until(2, [&] { auto m = click_moves(); return m.size() >= 2 && m.back().rfind("game2:move 0 ", 0) == 0; }));
|
|
const auto m = click_moves();
|
|
CHECK(!m.empty() && m.front().rfind("game2:move 1 0 ", 0) == 0);
|
|
for (const auto& e : m)
|
|
std::printf("port_login_flow_test: %s\n", e.c_str());
|
|
}
|
|
}
|
|
if (server)
|
|
{
|
|
const std::vector<std::string> expected = {
|
|
"auth:handshake", "auth:login3", "game1:handshake", "game1:login2", "auth:closed",
|
|
"game1:closed", "game2:handshake", "game2:login2", "game2:select", "game2:client_version", "game2:entergame",
|
|
"game2:burst_sent", "game2:burst_pong",
|
|
};
|
|
auto events = server->Events();
|
|
// auth:closed races game1's handshake; compare the order within each connection.
|
|
for (const char* prefix : {"auth:", "game1:", "game2:"})
|
|
{
|
|
std::vector<std::string> want, got;
|
|
for (const auto& e : expected)
|
|
if (e.rfind(prefix, 0) == 0)
|
|
want.push_back(e);
|
|
for (const auto& e : events)
|
|
if (e.rfind(prefix, 0) == 0 && e.find(":move ") == std::string::npos &&
|
|
e.find(":pickup ") == std::string::npos &&
|
|
e.find(":exchange ") == std::string::npos)
|
|
got.push_back(e);
|
|
CHECK(want == got);
|
|
}
|
|
if (g_failures)
|
|
dump(*server);
|
|
}
|
|
|
|
CHECK(py("import app\napp.Exit()"));
|
|
pump_until(2, [] { return !PythonBoot::IsAppLooping(); });
|
|
CHECK(!PythonBoot::IsAppLooping());
|
|
PythonBoot::Stop();
|
|
if (server)
|
|
server->Stop();
|
|
|
|
if (g_failures)
|
|
std::fprintf(stderr, "%d check(s) failed\n", g_failures);
|
|
else
|
|
std::printf("port_login_flow_test: ok%s\n", live ? " (live)" : "");
|
|
return g_failures ? 1 : 0;
|
|
}
|