Launch pend counter: no timeout, no queue entry (mid-load launch crash 2)
The take-1 deferral (re-post at +1s, capped at 120) turned a SLOW load into a crash: loads on a busy operator box measure 1-2+ minutes, the cap expired, and the original "Not ready to run" Fail/abort fired (field report: sound after ~1 min, crash ~2 min later; the log shows exactly 120 deferrals all in LoadingMission). A mid-load RunMission now just bumps gBTRunMissionPendCount -- nothing enters the event queue and there is NO timeout to outlive -- and CheckLoadMessageHandler drains the counter immediately after advancing LoadingMission -> WaitingForLaunch, re-posting that many stack RunMissionMessages (the engine's own no-console launch pattern at the same site, which also demonstrates Post spools stack messages safely). Verified (two-round rig, round 1): both relay launches pended through the load, fired at load completion, the requested mech spawned and the scene went live. Round reset + round-2 rejoin remain verified from the prior run; why loads take 1-2+ min on a busy box is left as an open perf question. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -425,6 +425,18 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
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deferrals so a wedged load still surfaces the original Fail. `[launch] ... deferred +1s`
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log per deferral. Verified: the crashing shape deferred 104x through a ~50s load, then
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launched and ran clean.
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- **LAUNCH/LOAD RACE take 2 -- the PEND COUNTER (2026-07-22) [T2]**: the take-1 deferral
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(re-post at +1s, 120 cap) turned a SLOW load into a crash -- loads on a busy operator box
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measured 1-2+ minutes, the cap expired, and the original Fail/abort fired (field-reported:
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"sound after 1 min, crash 2 min later", exactly 120 deferrals in the log). Now a mid-load
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RunMission just bumps `gBTRunMissionPendCount` (L4APP.cpp) -- NOTHING enters the event queue,
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NO timeout -- and APP.cpp `CheckLoadMessageHandler` drains the counter right after it advances
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LoadingMission->WaitingForLaunch, re-posting that many stack RunMissions (the engine's own
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no-console launch pattern at the same site). Verified: both relay launches pended through the
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load, fired at completion, mech spawned + scene LIVE. NOTE the queue-blocking livelock theory
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from take 2's commit is UNPROVEN -- the measured fact is just that loads outlive any fixed
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cap; the counter design is correct under either reading. Residual: WHY loads take 1-2+ min
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on the operator box (vs ~30s earlier same day) is an open perf question ([loadobj] timings).
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- **ROUND RESET (2026-07-22) [T2]**: trim/prefs FINALIZE the egg for one round -- and that used
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to be permanent for the relay's lifetime, so a REJOIN after a mission (or crash) was served
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the stale finalized egg and its new callsign/mech request was recorded but never applied (the
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