Port PythonNetworkStream with its HandShake/Login/Select/Loading/Offline phases, AccountConnector and PythonNetworkStreamModule verbatim; the net stub goes. PythonBoot creates the network stream, account connector, player, flying manager and effect manager like CPythonApplication, and app.Create/Process drive CNetworkDevice and both connectors. Packet.h long fields become 32-bit LONG; port.packet checks 38 login/select/loading packet sizes against wire_classic.h. Unported units in the link closure live under platform/pending/ as stand-ins. The macOS gate now builds all and finds iconv. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
178 lines
3.8 KiB
C++
178 lines
3.8 KiB
C++
// Stand-in for the 40250 logic unit UserInterface/NetworkActorManager.cpp, not ported yet: the platform_stub.py skeleton of its
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// header, so the units that call it (批次 2V1, the network slice) link. Delete this file in the commit
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// that ports the unit into port/ (docs/PORT-PLAN.md 2V1).
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#include "UserInterface/StdAfx.h"
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#include "UserInterface/NetworkActorManager.h"
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#include "UserInterface/PythonCharacterManager.h" // the __GetCharacterManager return type
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#include "../../PlatformStub.h"
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SNetworkActorData::SNetworkActorData()
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{
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MT_PLATFORM_STUB();
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}
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auto SNetworkActorData::SetDstPosition(DWORD, LONG, LONG, DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto SNetworkActorData::SetPosition(LONG, LONG) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto SNetworkActorData::UpdatePosition() -> void
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{
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MT_PLATFORM_STUB();
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}
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SNetworkActorData::SNetworkActorData(const SNetworkActorData &)
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{
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MT_PLATFORM_STUB();
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}
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auto SNetworkActorData::operator=(const SNetworkActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto SNetworkActorData::__copy__(const SNetworkActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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CNetworkActorManager::CNetworkActorManager()
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{
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MT_PLATFORM_STUB();
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}
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CNetworkActorManager::~CNetworkActorManager()
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::Destroy() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::SetMainActorVID(DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::RemoveActor(DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::AppendActor(const SNetworkActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::UpdateActor(const SNetworkUpdateActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::MoveActor(const SNetworkMoveActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::SyncActor(DWORD, LONG, LONG) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::SetActorOwner(DWORD, DWORD) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::Update() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__OLD_Update() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__UpdateMainActor() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__IsVisiblePos(LONG, LONG) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CNetworkActorManager::__IsVisibleActor(const SNetworkActorData &) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CNetworkActorManager::__IsMainActorVID(DWORD) -> bool
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<bool>();
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}
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auto CNetworkActorManager::__RemoveAllGroundItems() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__RemoveAllActors() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__RemoveDynamicActors() -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__RemoveCharacterManagerActor(SNetworkActorData &) -> void
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{
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MT_PLATFORM_STUB();
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}
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auto CNetworkActorManager::__FindActorData(DWORD) -> SNetworkActorData *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<SNetworkActorData *>();
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}
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auto CNetworkActorManager::__AppendCharacterManagerActor(SNetworkActorData &) -> CInstanceBase *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<CInstanceBase *>();
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}
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auto CNetworkActorManager::__FindActor(SNetworkActorData &) -> CInstanceBase *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<CInstanceBase *>();
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}
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auto CNetworkActorManager::__FindActor(SNetworkActorData &, LONG, LONG) -> CInstanceBase *
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{
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MT_PLATFORM_STUB();
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return mt_platform_stub_return<CInstanceBase *>();
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}
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auto CNetworkActorManager::__GetCharacterManager() -> CPythonCharacterManager &
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{
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// PORT: the 40250 body (NetworkActorManager.cpp:310-313); a stub's default reference would construct a
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// character manager.
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return CPythonCharacterManager::Instance();
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}
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