UNIFY: one exe -- retire the pod/glass/steam compile split
The three build dirs (build\ pod, build-glass\, build-steam\) were compile-
time splits of the same game; the tax was real: a stale steam exe shipped 2
days behind, the felt keymap flipped with the boot flavor, and cockpit
clicks were silently dead in the pod build (the trigger-config incident).
Now everything compiles into the single build\ exe:
- CMakeLists: BT_GLASS/BT_STEAM options removed; the glass TUs (PadRIO,
bindings, panel, glass windows, plasma) + FE/console + Steam transport
compile unconditionally; both macros always defined (seam markers).
- Steam: steam_api.lib linked with /DELAYLOAD:steam_api.dll + delayimp --
the DLL maps only when SteamAPI is first called, and every call site
gates on BT_STEAM_NET=1 (BTSteamNet_* short-circuit on steamActive), so
machines without the DLL run everything but Steam sessions.
- CABINET GUARD (btl4main): the miniconsole menu previously claimed any
zero-arg launch -- unified, that would hijack the pod cabinet's boot
shape. The menu now requires BT_PLATFORM=glass (or BT_FE_MENU=1);
platform parse moved above the fe_menu_mode computation. A bare boot
behaves exactly like the old pod build (DEV profile, wait for egg).
- Bats (play_solo/join/join_lan/play_steam) + the btoperator.py template:
single build\ path + BT_PLATFORM=glass. mkdist: one exe (+DLL scan
picks up OpenAL32 + steam_api). build-glass\/build-steam\/build-glass2\
(a stale Jul-20 cache) deleted.
Verified matrix on the unified exe:
bare zero-arg boot == old pod exe (same DEV profile + egg-load path;
the segfault on a missing egg is pre-existing, baselined vs the zip exe)
glass + BT_BTNTEST scripted click -> [cfgmap] ENTER/EXIT (trigger config)
runs with steam_api.dll ABSENT (delay-load proven)
glass zero-arg -> miniconsole menu
2-node loopback MP: 145 ticks each, cross-connected
BT_STEAM_NET=1 without Steam client -> "staying on Winsock", game runs
KB: context/glass-cockpit.md compile-gates section rewritten for the
unified model.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
parent
d89ae71db5
commit
10ed66bd7c
+6
-11
@@ -2,23 +2,18 @@
|
||||
rem BT411 -- join 107.202.218.169's game (internet). Seat/mech assigned
|
||||
rem by the operator. Keep this file next to content\ + build\.
|
||||
cd /d %~dp0
|
||||
rem Prefer the GLASS build when present (dev checkout): PadRIO makes the
|
||||
rem cockpit surround's buttons mouse-clickable (trigger config etc.). The
|
||||
rem pod build renders the same cockpit but clicks are a no-op there; player
|
||||
rem zips ship only build\.
|
||||
set GAME=build\Release\btl4.exe
|
||||
if exist "build-glass\Release\btl4.exe" (
|
||||
set GAME=build-glass\Release\btl4.exe
|
||||
set BT_PLATFORM=glass
|
||||
)
|
||||
if not exist "%GAME%" goto badpath
|
||||
rem ONE unified build (2026-07-21): the exe carries every layer; the GLASS
|
||||
rem platform env arms the desktop cockpit (clickable MFD buttons, trigger
|
||||
rem config, bindings.txt keymap).
|
||||
set BT_PLATFORM=glass
|
||||
if not exist "build\Release\btl4.exe" goto badpath
|
||||
if not exist "content\OPERATOR.EGG" goto badpath
|
||||
set BT_RELAY=107.202.218.169:1500
|
||||
set BT_LOG=join.log
|
||||
set BT_START_INSIDE=1
|
||||
set BT_DEV_GAUGES=1
|
||||
cd content
|
||||
..\%GAME% -egg OPERATOR.EGG -net 1501
|
||||
..\build\Release\btl4.exe -egg OPERATOR.EGG -net 1501
|
||||
echo.
|
||||
echo The game has exited. If you did NOT quit on purpose
|
||||
echo (crash, or it never connected), send the operator the
|
||||
|
||||
Reference in New Issue
Block a user