Fix 2 (Gitea #12): gauge tree survives the in-session mech re-stream
The pre-launch host drop/rejoin re-stream re-creates every mech at mission launch; the LOBBY-built gauge tree kept attribute pointers into the freed first-stream mechs, every widget Execute AV'd, and the BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disabled each one PERMANENTLY (rate=0, no rebind) -- the frozen dev-gauges window of incident #12. The authentic engine flow only tears the tree down at mission transitions (Application::Shutdown -> gaugeRenderer->Shutdown() -> ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the re-stream bypassed it. Fix: BTL4GaugeRenderer::TearDownForViewpointRestream() performs the ENTITY-BOUND half of that same ShutdownImplementation sequence, in order (gaugeAlarmManager->RemoveAllAlarms() -> Remove(0) -> moving/static entity grid Clear), keeping the mission-scoped state (warehouse, graphics ports, interpreter, controls-owned L4Lamps -- RemoveAllLamps would delete them behind the buttonGroup's &lamp->automaticValue registrations). Called from BTL4Application::MakeViewpointEntity before ConfigureForModel("Init") on any viewpoint RE-make -- that handler runs once per stream (the incident log's [ctrlmap] installing x2) -- so the tree rebuilds bound to the NEW mech via the renderer's existing lazy build. Sentinel: "[gauge] viewpoint re-stream: tearing the gauge tree down for rebuild". Verified with the 2-instance relay harness (port 15600, MP_RELAY.EGG, the incident sequence): join A (dev gauges) + B, kill B by exact PID at WAITING FOR OPERATOR LAUNCH, rejoin B, operator launch. Pod A re-streamed (2x ctrlmap install, 4x zonebuild), logged the sentinel, and post-launch the docked composite is fully live (mission clock/heading/radar advancing between BT_SHOT frames) with ZERO [gauge-fault] DISABLED lines (the incident had 11). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -697,6 +697,31 @@ BTL4Application::SharedData
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<< (int)(gauge_renderer != NULL) << " -> ConfigureForModel(Init)\n" << std::flush;
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if (gauge_renderer != NULL)
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{
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//
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// GAUGE-TREE SURVIVAL ACROSS THE IN-SESSION RE-STREAM (Gitea #12 fix):
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// when the mechs are RE-CREATED pre-launch (host drop/rejoin re-stream),
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// this handler runs AGAIN for the new viewpoint mech -- but the
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// lobby-built gauge tree still holds attribute pointers into the FREED
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// first-stream mech; every widget then faults and the BT_DEV_GAUGES SEH
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// guard disables it permanently (GAUGE.cpp:618) = the frozen dev-gauges
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// window. The engine's own transition path is the Shutdown teardown
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// (Application::Shutdown -> gaugeRenderer->Shutdown() -> Remove(0),
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// APP.cpp:787 / GAUGREND.cpp:3264) followed by a lazy rebuild; the
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// re-stream bypasses it. So: tear the entity-bound tree down HERE
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// (alarms + gauges + entity grids -- see TearDownForViewpointRestream)
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// and let the ConfigureForModel below rebuild it against THIS mech.
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// A no-op on the first (lobby) build.
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//
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static int s_gaugeTreeBuilt = 0;
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if (s_gaugeTreeBuilt)
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{
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DEBUG_STREAM << "[gauge] viewpoint re-stream: tearing the gauge tree "
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"down for rebuild on entity " << (void *)viewing_entity
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<< "\n" << std::flush;
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gauge_renderer->TearDownForViewpointRestream();
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}
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s_gaugeTreeBuilt = 1;
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gauge_renderer->ConfigureForModel("Init", viewing_entity); // FUN_0046ff64
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}
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