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>
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co-authored by
Claude Opus 4.8
parent
638cfca18d
commit
3a9b35fc06
@@ -313,6 +313,13 @@ class Relay:
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# meanwhile.
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self.seat_prefs = {}
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self.eggs_released = False
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# ROUND RESET originals (2026-07-22): trim/prefs FINALIZE the egg for
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# one round; when every pod leaves, the round resets to these so the
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# NEXT round's joins hold/rewrite a FRESH egg. (Field report: a
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# rejoin after a crash got the stale finalized egg -- the new mech
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# request was recorded but never applied.)
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self.orig_egg_path = egg_path
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self.orig_egg_bytes = self.egg_bytes
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# PRESENCE BEACONS (2026-07-22, "launch with whoever connects"): the
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# pod KEEPS its seat-request TCP connection open until it exits; a
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# live beacon = a seated player. A beacon dropping before the seat
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@@ -320,6 +327,7 @@ class Relay:
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# LAUNCH trims the roster to the seats present.
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self.seat_beacons = {}
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self.roster = parse_egg_roster(egg_path)
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self.orig_roster = list(self.roster) # round-reset restore point
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self.expected_ids = set(range(FIRST_GAME_HOST_ID,
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FIRST_GAME_HOST_ID + len(self.roster)))
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# OPERATOR-RESERVED SEATS: roster seats the operator flies LOCALLY (with
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@@ -545,6 +553,46 @@ class Relay:
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print(f"[relay] seat-pref egg rewrite FAILED ({e!r}) -- "
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f"serving the original egg", flush=True)
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def _maybe_reset_round(self):
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# All pods gone from a FINALIZED round -> restore the template so the
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# next round's joins are honored (held egg, fresh prefs/trim). Live
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# beacons (players already waiting for the next round) are re-keyed
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# by their TAG's position in the restored roster.
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if not self.eggs_released:
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return
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if self.by_host or any(c.acked for c in self.console_conns):
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return
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self.eggs_released = False
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self.egg_path = self.orig_egg_path
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self.egg_bytes = self.orig_egg_bytes
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self.roster = list(self.orig_roster)
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self.expected_ids = set(range(FIRST_GAME_HOST_ID,
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FIRST_GAME_HOST_ID + len(self.roster)))
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self.launches_sent = 0
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self.launch_at = None
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self.launch_requested = False
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self.eggs_done_at = None
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self._launch_blocked_warned = False
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self.stop_sent = False
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self.stop_requested = False
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self.mission_started_at = None
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old_beacons = self.seat_beacons
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old_prefs = self.seat_prefs
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self.seat_beacons = {}
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self.seat_prefs = {}
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self.seat_reservations = {}
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for old_id, conn in old_beacons.items():
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tag = getattr(conn, "seat_tag", None)
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if tag in self.roster:
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new_id = FIRST_GAME_HOST_ID + self.roster.index(tag)
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conn.seat_host = new_id
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self.seat_beacons[new_id] = conn
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if old_id in old_prefs:
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self.seat_prefs[new_id] = old_prefs[old_id]
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print(f"[relay] round RESET -- roster/egg restored "
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f"({len(self.seat_beacons)} player(s) already waiting)",
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flush=True)
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def _pods_ready(self):
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"""REAL pods = console connections that ACKED the egg (scanners never
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speak the protocol, so they can't hold a roster slot)."""
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@@ -620,6 +668,7 @@ class Relay:
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pass
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if conn in self.console_conns:
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self.console_conns.remove(conn)
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self._maybe_reset_round()
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def _log_launch_readiness(self):
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# PRE-LAUNCH READINESS (2026-07-18): make the "launching short" footgun
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@@ -834,6 +883,7 @@ class Relay:
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self._send_raw(conn, struct.pack(ENV_FMT_TCP, ROUTE_SEAT_ASSIGN,
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len(payload_out)) + payload_out)
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conn.seat_host = host_id # this conn IS the beacon now
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conn.seat_tag = tag # tag survives a round reset
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self.seat_beacons[host_id] = conn
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print(f"[relay] {conn.name()} seat request -> assigned host "
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f"{host_id} '{tag}' (reserved {SEAT_RESERVE_SECONDS:.0f}s)"
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@@ -929,6 +979,7 @@ class Relay:
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self.udp_endpoint.pop(conn.host_id, None)
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for other in self.by_host.values():
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self._send_control(other, ROUTE_PEER_DOWN, conn.host_id)
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self._maybe_reset_round()
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# ---------------- game UDP side ----------------
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