Terminology: BattleTech missions, not races
"Race" is Red Planet's term (it's a racing game) and rode in with the
RPL4LOBBY port. In BattleTech the gameplay unit is a MISSION. Sweep it out
of the front-end / lobby / marshal code + the roadmap and steamification
digest: rename the public API BTLobby_Push/PullRaceResults ->
Push/PullMissionResults, the internal PrimeHostedRace -> PrimeHostedMission,
the deferred marshal InstallNetworkRace -> InstallNetworkMission, and the
user-facing strings ("STEAM MISSION LOBBY", "L A U N C H M I S S I O N",
"HOST/JOIN STEAM MISSION"). Comments follow. No behavior change; both gates
(default + BT412_STEAM) still build + link clean.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -91,7 +91,7 @@ namespace
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(GetTickCount() - gStartTick) >= (unsigned long)(gMissionSeconds * 1000))
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{
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// The console clock expired: snapshot the final scores (the
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// game state is still live here), then stop the race exactly
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// game state is still live here), then stop the mission exactly
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// as the arcade console did (StopMissionMessage on our pod).
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DEBUG_STREAM << "[marshal] time expired -- stopping mission\n" << std::flush;
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SnapshotResults();
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@@ -114,7 +114,7 @@ void BTLocalConsole_Install(int mission_seconds)
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gStartTick = 0;
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gWatched = 0;
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// Marshaled: the in-process console owns the clock, so a console-loss
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// (there is none locally) would end the race -- harmless for solo.
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// (there is none locally) would end the mission -- harmless for solo.
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gConsoleLossEndsMission = True;
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gPerFrameHook = &ConsoleTick;
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DEBUG_STREAM << "[marshal] installed (length " << mission_seconds << "s)\n" << std::flush;
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