Launchers (players/, the shipped source): wait for the handed-off game process instead of announcing "The game has exited" mid-load
Operator report while trying the build: the window said the game had exited
"with an error", yet the game loaded and played fine.
There was no error. The launchers were lying. The front end does NOT stay
resident: btl4console.cpp CreateProcessW()es the mission generation, closes
both handles and ExitProcess(0)s itself. So the bat's child exiting means
"the menu handed off", not "the game closed". All four launchers then
immediately printed
[.. ] btl4.exe exited with code 0
The game has exited. If it closed unexpectedly, send the operator ...
while the game was still loading in the handed-off process. Verified live on
the operator's own session: first process pid 33352 = MENU profile, handed off
to pid 12564 = GLASS profile, which was the one actually running; exit code 0
throughout. Harmless in itself, but it reads as a crash to a playtester and
would have generated false bug reports on a test night.
FIX: after the front-end child exits, poll until no btl4.exe remains, THEN
report. Applied to play_solo / join / join_lan / play_steam.
The #41 launch forensics are preserved: an exe that dies before it can run
leaves no process, so the wait falls straight through and launch_report.txt
still records timing, exit code and whether the log was ever created.
Verified the wait condition both ways against the live session (read-only, no
second instance spawned): btl4.exe present -> WOULD-WAIT; absent -> WOULD-EXIT.
NOTE for future edits: players/ is the SOURCE OF TRUTH (mkdist packages from
there, tools/mkdist.py:78); the root-level copies are gitignored local
conveniences AND were LF-only, while players/ is correctly CRLF. Since this
change adds a `goto` label -- the construct most likely to misbehave in an
LF-only bat -- the root copies have been re-synced byte-identical from
players/ so local runs match the shipped artifact.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
parent
4537cb42e5
commit
145bf368c8
@@ -29,6 +29,23 @@ set BT_EXITCODE=%ERRORLEVEL%
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echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> launch_report.txt
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if not exist join.log echo join.log WAS NEVER CREATED: the exe was blocked before it could run (loader failure or antivirus) >> launch_report.txt
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if exist join.log for %%A in (join.log) do echo join.log size: %%~zA bytes >> launch_report.txt
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rem ------------------------------------------------------------------
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rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
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rem CreateProcess()es the mission generation and ExitProcess(0)s itself
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rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
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rem NOT "the game closed" -- without this wait the window announced "The
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rem game has exited" while the game was still loading, which reads as a
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rem crash to a playtester. Wait for the handed-off generation(s) to go.
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rem A genuinely dead exe leaves no process and falls straight through, so
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rem the #41 launch forensics above still work.
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rem ------------------------------------------------------------------
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:btwait
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tasklist /FI "IMAGENAME eq btl4.exe" /NH 2>nul | find /I "btl4.exe" >nul
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if not errorlevel 1 (
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timeout /t 2 /nobreak >nul
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goto btwait
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)
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echo.
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echo The game has exited. If you did NOT quit on purpose
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echo (crash, or it never connected), send the operator BOTH files:
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@@ -32,6 +32,23 @@ set BT_EXITCODE=%ERRORLEVEL%
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echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> launch_report.txt
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if not exist join.log echo join.log WAS NEVER CREATED: the exe was blocked before it could run (loader failure or antivirus) >> launch_report.txt
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if exist join.log for %%A in (join.log) do echo join.log size: %%~zA bytes >> launch_report.txt
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rem ------------------------------------------------------------------
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rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
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rem CreateProcess()es the mission generation and ExitProcess(0)s itself
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rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
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rem NOT "the game closed" -- without this wait the window announced "The
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rem game has exited" while the game was still loading, which reads as a
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rem crash to a playtester. Wait for the handed-off generation(s) to go.
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rem A genuinely dead exe leaves no process and falls straight through, so
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rem the #41 launch forensics above still work.
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rem ------------------------------------------------------------------
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:btwait
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tasklist /FI "IMAGENAME eq btl4.exe" /NH 2>nul | find /I "btl4.exe" >nul
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if not errorlevel 1 (
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timeout /t 2 /nobreak >nul
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goto btwait
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)
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echo.
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echo The game has exited. If you did NOT quit on purpose
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echo (crash, or it never connected), send the operator BOTH files:
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@@ -28,6 +28,23 @@ set BT_EXITCODE=%ERRORLEVEL%
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echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> launch_report.txt
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if not exist join.log echo join.log WAS NEVER CREATED: the exe was blocked before it could run (loader failure or antivirus) >> launch_report.txt
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if exist join.log for %%A in (join.log) do echo join.log size: %%~zA bytes >> launch_report.txt
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rem ------------------------------------------------------------------
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rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
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rem CreateProcess()es the mission generation and ExitProcess(0)s itself
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rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
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rem NOT "the game closed" -- without this wait the window announced "The
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rem game has exited" while the game was still loading, which reads as a
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rem crash to a playtester. Wait for the handed-off generation(s) to go.
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rem A genuinely dead exe leaves no process and falls straight through, so
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rem the #41 launch forensics above still work.
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rem ------------------------------------------------------------------
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:btwait
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tasklist /FI "IMAGENAME eq btl4.exe" /NH 2>nul | find /I "btl4.exe" >nul
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if not errorlevel 1 (
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timeout /t 2 /nobreak >nul
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goto btwait
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)
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echo.
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echo The game has exited. If it closed unexpectedly,
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echo send the operator content\join.log.
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@@ -22,6 +22,23 @@ rem case this shell ran play_solo.bat first
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set BT_FE_SOLO=
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cd content
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..\build\Release\btl4.exe
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rem ------------------------------------------------------------------
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rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
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rem CreateProcess()es the mission generation and ExitProcess(0)s itself
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rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
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rem NOT "the game closed" -- without this wait the window announced "The
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rem game has exited" while the game was still loading, which reads as a
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rem crash to a playtester. Wait for the handed-off generation(s) to go.
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rem A genuinely dead exe leaves no process and falls straight through, so
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rem the #41 launch forensics above still work.
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rem ------------------------------------------------------------------
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:btwait
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tasklist /FI "IMAGENAME eq btl4.exe" /NH 2>nul | find /I "btl4.exe" >nul
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if not errorlevel 1 (
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timeout /t 2 /nobreak >nul
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goto btwait
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)
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echo.
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echo The game has exited. If it closed unexpectedly, send the operator
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echo content\steam.log. Steam not running = the menu still works but
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