Round reset + device-creation retry + load-time pump (rejoin trilogy)

1. ROUND RESET (the "picked Hellbringer, got a Blackhawk" field bug):
   trim/prefs finalize the session egg for ONE round, and that was
   permanent for the relay's lifetime -- a rejoin after a mission or
   crash got the stale finalized egg and its new callsign/mech request
   was recorded but never applied.  _maybe_reset_round() (both drop
   paths) restores the original egg/roster/launch state once every pod
   is gone; live beacons re-key by tag position (conn.seat_tag).
   Verified two-round e2e: blkhawk mission -> exit -> RESET -> lok1
   request -> egg rewritten -> the Hellbringer spawned.

2. DEVICE-CREATION RETRY: CreateDevice(HARDWARE_VERTEXPROCESSING) fails
   transiently when a just-exited instance still holds the adapter
   (caught live; also the parked "exit 139" join crash).  The old
   double-failure path called PostQuitMessage(1) -- which does NOT stop
   execution -- and the NULL mDevice deref right after was the real
   crash.  Now: HW->SW retry with 500ms backoff and a 20s deadline,
   then a clean error box + ExitProcess.

3. LOAD-TIME PUMP: mission load is thousands of back-to-back
   synchronous model loads; the starved message pump ghosted the window
   "Not Responding" mid-load.  BTLoadPump() (hooked from
   d3d_OBJECT::LoadObject) pumps + repaints the wait screen at most
   every 150ms pre-run; no-op once the scene is live.

Also: round-reset originals captured after the roster parse (the first
cut crashed the relay constructor -- caught by the two-round test).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-22 18:57:50 -05:00
co-authored by Claude Opus 4.8
parent 638cfca18d
commit 3a9b35fc06
4 changed files with 134 additions and 7 deletions
+20
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@@ -425,6 +425,26 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
deferrals so a wedged load still surfaces the original Fail. `[launch] ... deferred +1s`
log per deferral. Verified: the crashing shape deferred 104x through a ~50s load, then
launched and ran clean.
- **ROUND RESET (2026-07-22) [T2]**: trim/prefs FINALIZE the egg for one round -- and that used
to be permanent for the relay's lifetime, so a REJOIN after a mission (or crash) was served
the stale finalized egg and its new callsign/mech request was recorded but never applied (the
field "picked Hellbringer, got a Blackhawk"). Now `_maybe_reset_round()` (triggered from both
drop paths) restores the ORIGINAL egg/roster/launch state once every pod is gone; live beacons
(players already waiting for the next round) re-key by their TAG's position in the restored
roster (`conn.seat_tag`, captured at assign). Verified two-round e2e: round 1 blkhawk mission
-> pod exit -> RESET -> round 2 requested lok1 -> egg rewritten vehicle=lok1 -> the pod
spawned the Hellbringer. Operator flow for code updates: the relay is spawned per Start
Session -- a session RESTART picks up new btconsole code.
- **DEVICE-CREATION RETRY (2026-07-22) [T2]**: `CreateDevice(HARDWARE_VERTEXPROCESSING)` can
fail TRANSIENTLY (a just-exited instance still holds the adapter -- caught live: a round-2
pod died while round-1 tore down; also the parked "exit 139 during join"). The old code had
no retry AND its double-failure path called PostQuitMessage(1) which does NOT stop execution
-- the NULL mDevice deref right after was the actual crash. Now: HW->SW retry loop, 500ms
backoff, 20s deadline, then a clean MessageBox + ExitProcess (L4VIDEO.cpp).
- **LOAD-TIME PUMP (2026-07-22) [T2]**: the mission load is thousands of small synchronous
model loads back-to-back -- the message pump starved and the window ghosted "Not Responding"
mid-load. `BTLoadPump()` (L4VIDEO, hooked from `d3d_OBJECT::LoadObject`) pumps + repaints the
wait screen at most every 150ms during pre-run states; no-op once the scene is live.
- **PATIENT WALK-UP (2026-07-18) [T2]**: a pod dialed at a relay that isn't up yet no longer
aborts (release `Fail()` is a bare `abort()` = looked like a "crash", field report). Both the
seat request (`RelayRequestSeat`) and LAN discovery (`BT_RELAY=auto`) now RETRY (2s dials, 30
+3
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@@ -75,6 +75,9 @@ struct BTLoadTimer
d3d_OBJECT *d3d_OBJECT::LoadObject(LPDIRECT3DDEVICE9 device, char *fileName)
{
// keep the window alive through long synchronous load stretches
extern void BTLoadPump(void);
BTLoadPump();
BTLoadTimer _lt(fileName);
char fullPath[512];
sprintf(fullPath, "VIDEO\\%s", fileName);
+60 -7
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@@ -3474,15 +3474,41 @@ DPLRenderer::DPLRenderer(
// the view; the GPU sat idle, Present <1ms). Try HARDWARE first (any modern
// or pod GPU has fixed-function T&L); fall back to software if it fails, as
// the original error message always intended.
V(gD3D->CreateDevice(*mPrimaryIndex, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &mPresentParams, &mDevice));
if (FAILED(hr))
// DEVICE-CREATION RETRY (2026-07-22): a transient failure is REAL -- a
// just-exited instance can still hold the adapter for a moment (caught
// live: a round-2 pod died here while round-1 tore down). The old code
// had TWO bugs: no retry, and on double failure PostQuitMessage(1) did
// NOT stop execution -- the NULL mDevice deref right below was the
// actual crash (the intermittent "exit 139" / silent join death).
// Retry HW->SW with a short backoff; on true exhaustion exit CLEANLY
// with a visible message.
{
DEBUG_STREAM<<"Couldn't create HARDWARE_VERTEXPROCESSING device."<<std::endl<<std::flush;
V(gD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &mPresentParams, &mDevice));
if (FAILED(hr))
unsigned long device_deadline = GetTickCount() + 20000UL;
for (;;)
{
PostQuitMessage(1);
hr = gD3D->CreateDevice(*mPrimaryIndex, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &mPresentParams, &mDevice);
if (SUCCEEDED(hr) && mDevice != NULL)
break;
DEBUG_STREAM << "Couldn't create HARDWARE_VERTEXPROCESSING device (hr=0x"
<< std::hex << (unsigned)hr << std::dec << ")." << std::endl << std::flush;
hr = gD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &mPresentParams, &mDevice);
if (SUCCEEDED(hr) && mDevice != NULL)
break;
DEBUG_STREAM << "SOFTWARE_VERTEXPROCESSING failed too (hr=0x"
<< std::hex << (unsigned)hr << std::dec
<< ") -- retrying in 500ms" << std::endl << std::flush;
if (GetTickCount() >= device_deadline)
{
MessageBoxA(NULL,
"Could not create a Direct3D device after 20 seconds.\n\n"
"Another program may be holding the graphics adapter.\n"
"Close other 3D applications and try again.",
"BattleTech -- graphics init failed", MB_OK | MB_ICONERROR);
ExitProcess(1); // CLEAN exit, not the NULL-deref crash
}
Sleep(500);
}
}
@@ -8858,6 +8884,33 @@ void BTWaitScreenPaint(const char *line1, const char *line2)
// with live game frames.
Logical gBTSceneHasPresented = False;
//
// BTLoadPump -- throttled message pump + wait-screen repaint for the LONG
// SYNCHRONOUS stretches of mission load (thousands of small model/texture
// loads back-to-back starve the message pump; the window ghosts "Not
// Responding" and the animation freezes -- user report 2026-07-22). Called
// from the model-load hot path (L4D3D LoadObject); at most one pump per
// 150ms so the load itself is unaffected. Pre-run states only: once the
// scene is live the render loop owns pumping and this is a no-op.
//
void BTLoadPump(void)
{
if (gBTSceneHasPresented)
return;
static unsigned long s_lastPump = 0;
unsigned long now = GetTickCount();
if (now - s_lastPump < 150UL)
return;
s_lastPump = now;
MSG msg;
while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessageA(&msg);
}
BTWaitScreenPaint("LOADING MISSION", "stand by");
}
void DPLRenderer::ExecuteIdle()
{
HRESULT hr;
+51
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@@ -313,6 +313,13 @@ class Relay:
# meanwhile.
self.seat_prefs = {}
self.eggs_released = False
# ROUND RESET originals (2026-07-22): trim/prefs FINALIZE the egg for
# one round; when every pod leaves, the round resets to these so the
# NEXT round's joins hold/rewrite a FRESH egg. (Field report: a
# rejoin after a crash got the stale finalized egg -- the new mech
# request was recorded but never applied.)
self.orig_egg_path = egg_path
self.orig_egg_bytes = self.egg_bytes
# PRESENCE BEACONS (2026-07-22, "launch with whoever connects"): the
# pod KEEPS its seat-request TCP connection open until it exits; a
# live beacon = a seated player. A beacon dropping before the seat
@@ -320,6 +327,7 @@ class Relay:
# LAUNCH trims the roster to the seats present.
self.seat_beacons = {}
self.roster = parse_egg_roster(egg_path)
self.orig_roster = list(self.roster) # round-reset restore point
self.expected_ids = set(range(FIRST_GAME_HOST_ID,
FIRST_GAME_HOST_ID + len(self.roster)))
# OPERATOR-RESERVED SEATS: roster seats the operator flies LOCALLY (with
@@ -545,6 +553,46 @@ class Relay:
print(f"[relay] seat-pref egg rewrite FAILED ({e!r}) -- "
f"serving the original egg", flush=True)
def _maybe_reset_round(self):
# All pods gone from a FINALIZED round -> restore the template so the
# next round's joins are honored (held egg, fresh prefs/trim). Live
# beacons (players already waiting for the next round) are re-keyed
# by their TAG's position in the restored roster.
if not self.eggs_released:
return
if self.by_host or any(c.acked for c in self.console_conns):
return
self.eggs_released = False
self.egg_path = self.orig_egg_path
self.egg_bytes = self.orig_egg_bytes
self.roster = list(self.orig_roster)
self.expected_ids = set(range(FIRST_GAME_HOST_ID,
FIRST_GAME_HOST_ID + len(self.roster)))
self.launches_sent = 0
self.launch_at = None
self.launch_requested = False
self.eggs_done_at = None
self._launch_blocked_warned = False
self.stop_sent = False
self.stop_requested = False
self.mission_started_at = None
old_beacons = self.seat_beacons
old_prefs = self.seat_prefs
self.seat_beacons = {}
self.seat_prefs = {}
self.seat_reservations = {}
for old_id, conn in old_beacons.items():
tag = getattr(conn, "seat_tag", None)
if tag in self.roster:
new_id = FIRST_GAME_HOST_ID + self.roster.index(tag)
conn.seat_host = new_id
self.seat_beacons[new_id] = conn
if old_id in old_prefs:
self.seat_prefs[new_id] = old_prefs[old_id]
print(f"[relay] round RESET -- roster/egg restored "
f"({len(self.seat_beacons)} player(s) already waiting)",
flush=True)
def _pods_ready(self):
"""REAL pods = console connections that ACKED the egg (scanners never
speak the protocol, so they can't hold a roster slot)."""
@@ -620,6 +668,7 @@ class Relay:
pass
if conn in self.console_conns:
self.console_conns.remove(conn)
self._maybe_reset_round()
def _log_launch_readiness(self):
# PRE-LAUNCH READINESS (2026-07-18): make the "launching short" footgun
@@ -834,6 +883,7 @@ class Relay:
self._send_raw(conn, struct.pack(ENV_FMT_TCP, ROUTE_SEAT_ASSIGN,
len(payload_out)) + payload_out)
conn.seat_host = host_id # this conn IS the beacon now
conn.seat_tag = tag # tag survives a round reset
self.seat_beacons[host_id] = conn
print(f"[relay] {conn.name()} seat request -> assigned host "
f"{host_id} '{tag}' (reserved {SEAT_RESERVE_SECONDS:.0f}s)"
@@ -929,6 +979,7 @@ class Relay:
self.udp_endpoint.pop(conn.host_id, None)
for other in self.by_host.values():
self._send_control(other, ROUTE_PEER_DOWN, conn.host_id)
self._maybe_reset_round()
# ---------------- game UDP side ----------------