Gitea #55: respawn now restores COOLANT / heat / generator state (+ a Generator reset re-transcribed from the binary)
THE GAP: Mech::Reset sweeps every subsystem with the virtual DeathReset (mech4.cpp:1789), but only 7 weapon/ammo classes overrode it -- the entire heat/coolant/power family fell through to the empty Subsystem::DeathReset base (SUBSYSTM.h:161), so the respawn reset was a SILENT NO-OP for them. All the ResetToInitialState bodies already existed; nothing ever called them. Hence the field report: 'respawned with drained coolant'. Added DeathReset forwarders (ResetToInitialState is not virtual, so each class with its own body needs one): HeatableSubsystem, HeatSink, Condenser, PoweredSubsystem, Generator. HeatSink's also serves Reservoir -- the coolant tank -- which has no body of its own; that is the one that refills coolant. TWO MIS-TRANSCRIPTIONS FIXED, both verified against the binary with capstone: 1. HeatSink::ResetToInitialState chained HeatableSubsystem::ResetToInitialState with the comment 'FUN_004ac22c'. But @004ac22c is Subsystem's terminus -- disassembled: it reads the damage zone at this+0xe0, clears zone+0x158, and Set_Alarm_Levels zone+0x10 and this+0x2c to 0. And the binary's HeatSink @004ad760 calls only @004ad884 (ClearHeatFilter), @004ad7f0 (UpdateHeatLoad) and @004ac22c -- never HeatableSubsystem. Worse, HeatableSubsystem's body sets currentTemperature = 300.0f, CLOBBERING the startingTemperature that HeatSink assigned four lines earlier. Dropped the call; the terminus work is already done for every subsystem by MechSubsystem::RespawnRepair (mech4.cpp:1790). 2. Generator::ResetToInitialState chained HeatableSubsystem and set outputVoltage = 0 -- which matches GNRATOR.TCP, but BT's BINARY DIVERGES from the TCP source, and the binary is what shipped. Disassembled @004b215c instruction by instruction: it chains HeatSink (so the coolant refill DOES run for a generator), then generatorOn=1, startTimer=0, stateAlarm 0 then 2, **outputVoltage = ratedVoltage**, coolantAvailable=1, coolantFlowScale=1.0, startTimer=startTime. Every offset matches our declared members exactly. The old version brought generators back from a respawn at ZERO output voltage, so energy weapons could never charge -- no recharge ring, no ready dot, nothing damaged. That is a strong candidate for #54 (David's three dead lasers). LIVE VERIFICATION (sim3.py, 3 mechs + force damage): 4 death/respawn cycles, and every heat sink logged coolant == capacity on every respawn, with temp restored to startingTemperature (77) rather than the clobbered 300. Left as a silent regression guard that only speaks if a respawn leaves coolant short. KNOWN REMAINING [T3, noted in code]: Condenser's body chains HeatableSubsystem rather than HeatSink, so a coolant loop's VALVE DETENT may still persist across a respawn -- the binary's Condenser reset is not yet decompiled. Do not claim valves are fixed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
This commit is contained in:
co-authored by
Claude Opus 5
parent
2518e43719
commit
08977ff128
@@ -180,6 +180,17 @@ void
|
||||
heatLoad = 0.0f;
|
||||
}
|
||||
|
||||
//
|
||||
// DeathReset (Gitea #55): the respawn sweep's entry for a bare HeatableSubsystem.
|
||||
// Before this, the sweep hit the empty `Subsystem::DeathReset` base and nothing in
|
||||
// the heat family was reset on respawn at all.
|
||||
//
|
||||
void
|
||||
HeatableSubsystem::DeathReset(int /*reset_command*/)
|
||||
{
|
||||
ResetToInitialState(True);
|
||||
}
|
||||
|
||||
//###########################################################################
|
||||
// TestClass -- HeatableSubsystem
|
||||
//
|
||||
@@ -337,6 +348,21 @@ void
|
||||
HeatableSubsystem::ResetToInitialState(True);
|
||||
}
|
||||
|
||||
//
|
||||
// DeathReset (Gitea #55): the respawn sweep's entry for a Condenser -- a coolant
|
||||
// loop's valve. NOTE the body above chains HeatableSubsystem's (temperature +
|
||||
// heatLoad) and so does NOT run HeatSink's coolant refill, even though Condenser
|
||||
// derives from HeatSink. That mirrors the existing reconstruction; whether the
|
||||
// binary's Condenser reset also restores the VALVE SETTING is not established from
|
||||
// the decomp yet, so valve detents may still persist across a respawn.
|
||||
// [T3 -- do NOT claim valves are fixed; tracked on the issue.]
|
||||
//
|
||||
void
|
||||
Condenser::DeathReset(int /*reset_command*/)
|
||||
{
|
||||
ResetToInitialState(True);
|
||||
}
|
||||
|
||||
//###########################################################################
|
||||
// TestClass / TestInstance / CreateStreamedSubsystem -- Condenser
|
||||
//
|
||||
@@ -646,7 +672,50 @@ void
|
||||
UpdateHeatLoad(); // FUN_004ad7f0
|
||||
coolantActive = 0;
|
||||
|
||||
HeatableSubsystem::ResetToInitialState(True); // FUN_004ac22c
|
||||
//
|
||||
// CHAIN CORRECTION (Gitea #55). This used to call
|
||||
// `HeatableSubsystem::ResetToInitialState(True)` with the comment
|
||||
// "FUN_004ac22c" -- but @004ac22c is NOT HeatableSubsystem's body.
|
||||
// Disassembled: @004ac22c reads the subsystem's damage zone (`this+0xe0`),
|
||||
// clears `zone+0x158`, then `Set_Alarm_Level(zone+0x10, 0)` and
|
||||
// `Set_Alarm_Level(this+0x2c, 0)` -- it is **Subsystem::ResetToInitialState**,
|
||||
// the terminus that heals the subsystem's own crit zone and status alarm.
|
||||
// And the binary's own HeatSink @004ad760 calls exactly three things:
|
||||
// @004ad884 (ClearHeatFilter), @004ad7f0 (UpdateHeatLoad), @004ac22c -- it
|
||||
// never touches HeatableSubsystem's body.
|
||||
//
|
||||
// Calling HeatableSubsystem's body here was actively harmful: it sets
|
||||
// `currentTemperature = 300.0f`, **clobbering the `startingTemperature` this
|
||||
// function assigned four lines above**.
|
||||
//
|
||||
// The terminus work (zone heal + status alarm) is already done for every
|
||||
// subsystem by `MechSubsystem::RespawnRepair()`, which `Mech::Reset` calls
|
||||
// immediately after `DeathReset` in the same loop (mech4.cpp:1790) -- so the
|
||||
// chain ends here rather than duplicating it.
|
||||
//
|
||||
}
|
||||
|
||||
//
|
||||
// DeathReset -- the respawn sweep's entry point (Gitea #55). Serves HeatSink and
|
||||
// every derived class that has no reset body of its own -- notably **Reservoir**
|
||||
// (the coolant tank), which is what refills coolant on respawn. Before this, the
|
||||
// sweep hit the empty `Subsystem::DeathReset` base and you respawned with whatever
|
||||
// coolant your previous life had left (user-reported: "respawned with drained
|
||||
// coolant").
|
||||
//
|
||||
void
|
||||
HeatSink::DeathReset(int /*reset_command*/)
|
||||
{
|
||||
ResetToInitialState(True); // @004ad760
|
||||
// Gitea #55 regression guard: the respawn refill must actually land. Verified
|
||||
// live 2026-07-25 -- coolant == capacity on every heat sink across 4 respawn
|
||||
// cycles, and the temperature restored to startingTemperature (77) instead of
|
||||
// the 300 the old HeatableSubsystem chain clobbered it with. Silent unless it
|
||||
// regresses.
|
||||
if (coolantLevel < thermalCapacity)
|
||||
DEBUG_STREAM << "[heat] BUG (Gitea #55): respawn left coolant "
|
||||
<< coolantLevel << " / " << thermalCapacity << " -- not refilled\n"
|
||||
<< std::flush;
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -276,6 +276,17 @@ inline int
|
||||
// not new/parallel slots. ResetToInitialState takes (Logical powered) to match.
|
||||
virtual void
|
||||
ResetToInitialState(Logical powered);
|
||||
// RESPAWN RE-ARM (Gitea #55). `Mech::Reset` sweeps every subsystem with
|
||||
// the virtual `DeathReset` (mech4.cpp:1789), but only 7 weapon/ammo
|
||||
// classes overrode it -- the whole heat/coolant/power family fell through
|
||||
// to the empty `Subsystem::DeathReset` base (SUBSYSTM.h:161), so the
|
||||
// respawn reset was a silent no-op for them and coolant/heat/generator
|
||||
// state persisted from the previous life. `ResetToInitialState` is NOT
|
||||
// virtual here, so each class that has its own body needs its own
|
||||
// forwarder (a derived class with no body inherits the nearest one --
|
||||
// e.g. Reservoir, the coolant tank, correctly uses HeatSink's).
|
||||
void
|
||||
DeathReset(int reset_command);
|
||||
virtual LWord
|
||||
GetStatusFlags();
|
||||
virtual Logical
|
||||
@@ -440,6 +451,17 @@ inline int
|
||||
HandleMessage(int message); // slot 8, @004add6c
|
||||
void
|
||||
ResetToInitialState(Logical powered); // slot 10, @004ad760
|
||||
// RESPAWN RE-ARM (Gitea #55). `Mech::Reset` sweeps every subsystem with
|
||||
// the virtual `DeathReset` (mech4.cpp:1789), but only 7 weapon/ammo
|
||||
// classes overrode it -- the whole heat/coolant/power family fell through
|
||||
// to the empty `Subsystem::DeathReset` base (SUBSYSTM.h:161), so the
|
||||
// respawn reset was a silent no-op for them and coolant/heat/generator
|
||||
// state persisted from the previous life. `ResetToInitialState` is NOT
|
||||
// virtual here, so each class that has its own body needs its own
|
||||
// forwarder (a derived class with no body inherits the nearest one --
|
||||
// e.g. Reservoir, the coolant tank, correctly uses HeatSink's).
|
||||
void
|
||||
DeathReset(int reset_command);
|
||||
void
|
||||
PrintState(); // slot 13, @004ae050
|
||||
|
||||
@@ -624,6 +646,17 @@ inline int
|
||||
TestInstance() const;
|
||||
void
|
||||
ResetToInitialState(Logical powered);
|
||||
// RESPAWN RE-ARM (Gitea #55). `Mech::Reset` sweeps every subsystem with
|
||||
// the virtual `DeathReset` (mech4.cpp:1789), but only 7 weapon/ammo
|
||||
// classes overrode it -- the whole heat/coolant/power family fell through
|
||||
// to the empty `Subsystem::DeathReset` base (SUBSYSTM.h:161), so the
|
||||
// respawn reset was a silent no-op for them and coolant/heat/generator
|
||||
// state persisted from the previous life. `ResetToInitialState` is NOT
|
||||
// virtual here, so each class that has its own body needs its own
|
||||
// forwarder (a derived class with no body inherits the nearest one --
|
||||
// e.g. Reservoir, the coolant tank, correctly uses HeatSink's).
|
||||
void
|
||||
DeathReset(int reset_command);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Simulation / overrides
|
||||
|
||||
@@ -426,6 +426,12 @@ Scalar
|
||||
// alarm goes idle; when restored it returns to "GeneratorOff" with the start
|
||||
// timer reset, but only while the source is actually Ready (state 2).
|
||||
//
|
||||
void
|
||||
PoweredSubsystem::DeathReset(int /*reset_command*/)
|
||||
{
|
||||
ResetToInitialState(True); // @004b0e6c
|
||||
}
|
||||
|
||||
void
|
||||
PoweredSubsystem::ResetToInitialState(Logical powered)
|
||||
{
|
||||
@@ -1086,10 +1092,56 @@ Logical Generator::TestInstance() const { return IsDerivedFrom(*GetClassDerivati
|
||||
// the generator output cold.
|
||||
//
|
||||
void
|
||||
Generator::ResetToInitialState(Logical /*powered*/)
|
||||
Generator::ResetToInitialState(Logical powered)
|
||||
{
|
||||
HeatableSubsystem::ResetToInitialState(True);
|
||||
outputVoltage = 0.0f;
|
||||
//
|
||||
// RE-TRANSCRIBED FROM THE BINARY (Gitea #55). The old body chained
|
||||
// `HeatableSubsystem::ResetToInitialState` and set `outputVoltage = 0` -- which
|
||||
// is what GNRATOR.TCP says (see gnrator.hpp), but **BT's binary diverges from
|
||||
// the TCP source here**, and the binary is what shipped in the pod.
|
||||
//
|
||||
// Disassembled @004b215c, instruction for instruction:
|
||||
// call 0x4ad760 (this, powered) -> HeatSink::ResetToInitialState (NOT
|
||||
// HeatableSubsystem -- so the coolant
|
||||
// refill DOES run for a generator)
|
||||
// [this+0x1d4] = 1 -> generatorOn = 1
|
||||
// [this+0x1f0] = 0 -> startTimer = 0
|
||||
// Set_Alarm_Level(this+0x1fc, 0) -> stateAlarm 0
|
||||
// Set_Alarm_Level(this+0x1fc, 2) -> stateAlarm 2 (on line)
|
||||
// eax = [this+0x1d8]; [this+0x1dc] = eax
|
||||
// -> outputVoltage = ratedVoltage
|
||||
// [this+0x134] = 1 -> coolantAvailable = 1
|
||||
// [this+0x15c] = 0x3f800000 -> coolantFlowScale = 1.0f
|
||||
// ecx = [this+0x1ec]; [this+0x1f0] = ecx
|
||||
// -> startTimer = startTime
|
||||
//
|
||||
// Why this matters: the old version brought a generator back from a respawn at
|
||||
// **ZERO output voltage** with its state alarm untouched. Energy weapons charge
|
||||
// from the generator's voltage, so a respawned pilot's lasers could never reach
|
||||
// ready -- no recharge ring, no fire-ready dot, nothing damaged (a strong
|
||||
// candidate for Gitea #54, David's three dead energy weapons).
|
||||
//
|
||||
HeatSink::ResetToInitialState(powered); // @004ad760 (was HeatableSubsystem)
|
||||
|
||||
generatorOn = 1; // @0x1D4
|
||||
startTimer = 0.0f; // @0x1F0 (cleared, then seeded below)
|
||||
stateAlarm.SetLevel(0); // @0x1FC
|
||||
stateAlarm.SetLevel(2); // ... to GeneratorOnLine
|
||||
outputVoltage = ratedVoltage; // @0x1DC = @0x1D8 -- back ON LINE
|
||||
coolantAvailable = 1; // @0x134
|
||||
coolantFlowScale = 1.0f; // @0x15C
|
||||
startTimer = startTime; // @0x1F0 = @0x1EC
|
||||
}
|
||||
|
||||
//
|
||||
// DeathReset (Gitea #55): the respawn sweep's entry for a Generator. Without it
|
||||
// the sweep hit the empty `Subsystem::DeathReset` base and a respawned mech kept
|
||||
// its previous life's generator state.
|
||||
//
|
||||
void
|
||||
Generator::DeathReset(int /*reset_command*/)
|
||||
{
|
||||
ResetToInitialState(True); // @004b215c
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
@@ -223,6 +223,17 @@ class Generator;
|
||||
public:
|
||||
void
|
||||
ResetToInitialState(Logical powered = True); // slot 10, @004b0e6c
|
||||
// RESPAWN RE-ARM (Gitea #55). `Mech::Reset` sweeps every subsystem with
|
||||
// the virtual `DeathReset` (mech4.cpp:1789), but only 7 weapon/ammo
|
||||
// classes overrode it -- the whole heat/coolant/power family fell through
|
||||
// to the empty `Subsystem::DeathReset` base (SUBSYSTM.h:161), so the
|
||||
// respawn reset was a silent no-op for them and coolant/heat/generator
|
||||
// state persisted from the previous life. `ResetToInitialState` is NOT
|
||||
// virtual here, so each class that has its own body needs its own
|
||||
// forwarder (a derived class with no body inherits the nearest one --
|
||||
// e.g. Reservoir, the coolant tank, correctly uses HeatSink's).
|
||||
void
|
||||
DeathReset(int reset_command);
|
||||
Logical
|
||||
HandleMessage(int message); // slot 9, @004b0efc
|
||||
LWord
|
||||
@@ -429,6 +440,17 @@ class Generator;
|
||||
HandleMessage(int message); // slot 9, @004b21d0
|
||||
void
|
||||
ResetToInitialState(Logical powered = True); // slot 10 -- recovered verbatim from GNRATOR.TCP
|
||||
// RESPAWN RE-ARM (Gitea #55). `Mech::Reset` sweeps every subsystem with
|
||||
// the virtual `DeathReset` (mech4.cpp:1789), but only 7 weapon/ammo
|
||||
// classes overrode it -- the whole heat/coolant/power family fell through
|
||||
// to the empty `Subsystem::DeathReset` base (SUBSYSTM.h:161), so the
|
||||
// respawn reset was a silent no-op for them and coolant/heat/generator
|
||||
// state persisted from the previous life. `ResetToInitialState` is NOT
|
||||
// virtual here, so each class that has its own body needs its own
|
||||
// forwarder (a derived class with no body inherits the nearest one --
|
||||
// e.g. Reservoir, the coolant tank, correctly uses HeatSink's).
|
||||
void
|
||||
DeathReset(int reset_command);
|
||||
|
||||
// Source-state queries used by PoweredSubsystem / PowerWatcher.
|
||||
int
|
||||
|
||||
+2
-1
@@ -67,7 +67,8 @@ for i in (1, 2, 3):
|
||||
"BT_AUTOFIRE": "1", # hold the trigger
|
||||
"BT_MATCHLOG": "1",
|
||||
"BT_SCORE_LOG": "1",
|
||||
"BT_AUDIO_LOG": "1", # exposes AreWatchersDelayed (Gitea #59 probe)
|
||||
"BT_AUDIO_LOG": "1",
|
||||
"BT_HEAT_LOG": "1", # coolant/heat state (Gitea #55 probe) # exposes AreWatchersDelayed (Gitea #59 probe)
|
||||
"BT_LOG": os.path.join(OUT, "pod%d.log" % i),
|
||||
})
|
||||
if i == 2:
|
||||
|
||||
Reference in New Issue
Block a user