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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co-authored by
Claude Fable 5
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2edde29671
commit
0d032029a0
@@ -73,6 +73,7 @@
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#if !defined(L4LAMP_HPP)
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# include <l4lamp.hpp>
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#endif
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#include <GAUGALRM.hpp> // GaugeAlarmManager (TearDownForViewpointRestream, Gitea #12)
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#if !defined(L4WARE_HPP)
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# include <l4ware.hpp>
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#endif
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@@ -269,6 +270,49 @@ Logical
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return GaugeRenderer::TestInstance(); // FUN_00447b60
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}
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//
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//#############################################################################
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// TearDownForViewpointRestream (PORT FIX -- Gitea #12)
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//#############################################################################
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//
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// The in-session mech RE-STREAM (a pre-launch host drop/rejoin re-creates all
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// mechs at mission launch) frees the mech the LOBBY-built gauge tree was bound
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// to; every gauge Execute then AVs on its dangling attribute pointers and the
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// BT_DEV_GAUGES SEH guard (Gauge::GuardedExecute, GAUGE.cpp:618) disables each
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// one PERMANENTLY (rate=0, nothing rebinds) -- the frozen dev-gauges window of
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// incident #12. The AUTHENTIC engine flow only tears the tree down at mission
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// transitions (Application::Shutdown -> gaugeRenderer->Shutdown() ->
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// ShutdownImplementation -> Remove(0), APP.cpp:787 / GAUGREND.cpp:3264); the
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// re-stream path bypasses it. This method performs the ENTITY-BOUND half of
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// that same ShutdownImplementation sequence, in the same order:
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// gaugeAlarmManager->RemoveAllAlarms() (alarms hold entity/subsystem ptrs)
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// Remove(0) (delete every gauge, active+inactive)
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// movingEntities/staticEntities.Clear() (raw Entity* grids for radar/map)
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// and deliberately SKIPS the mission-scoped steps -- warehouse purge, graphics
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// port destruction, lampManager->RemoveAllLamps() (the L4Lamps are owned by the
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// CONTROLS layer, which registers &lamp->automaticValue into its buttonGroup --
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// deleting them mid-session would dangle the button mappings; the mech-state
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// "lamps" like AnimatedSubsystemLamp are Gauges and go with Remove(0)). The
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// caller (MakeViewpointEntity) immediately re-runs ConfigureForModel("Init",
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// <new mech>) against the still-initialized interpreter/warehouse, so the tree
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// rebuilds bound to the NEW mech -- the gauge renderer builds lazily by design.
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//
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void
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BTL4GaugeRenderer::TearDownForViewpointRestream()
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{
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Check(this);
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if (gaugeAlarmManager != NULL)
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{
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Check(gaugeAlarmManager);
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gaugeAlarmManager->RemoveAllAlarms();
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}
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Remove(0); // FUN_00447fc0(this, 0) -- all gauges
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movingEntities.Clear();
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staticEntities.Clear();
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Check_Fpu();
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}
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//
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//#############################################################################
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// NotifyOfNewInterestingEntity
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