Net: the Steam transport -- FakeIP + SDR behind the wire seam (step 4b)
NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP -- pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine TCP byte stream rides reliable-NoNagle Steam messages re-assembled into per-connection rings (nonblocking recv semantics preserved: empty -> WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade console/game channel convention; listen sockets + accept queues via the global status-changed callback; graceful degrade to Winsock at every step. Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect. WinMain installs on BT_STEAM_NET=1 (lobby launch path / by hand). CMake: gated SDK include/ lib/dll-copy. Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks) drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with only the sockets pump timed out). Verified live (ON/ON build, Steam client running): SteamAPI_Init OK, steam_appid.txt(480) auto-written, FakeIP allocated (169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or without Steam the game stays pure Winsock. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -378,6 +378,18 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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}
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BTFE_RelaunchSelfAndExit(fe_arguments); // never returns
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}
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#ifdef BT_STEAM
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//
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// The Steam transport (step 4b): BT_STEAM_NET=1 (set by the lobby
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// launch path, or by hand for testing) brings up FakeIP + SDR
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// before the engine opens any connection. Degrades to Winsock.
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//
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if (getenv("BT_STEAM_NET") != NULL && *getenv("BT_STEAM_NET") != '0')
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{
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extern int BTSteamNet_Install();
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BTSteamNet_Install();
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}
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#endif
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//
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// A marshal-armed mission process: start the LocalConsole worker
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// (it retries until our own console listener is up).
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