Gitea #46: ammo bay fire now DETONATES and KILLS (+ #47 fire icon) -- three stacked kill-switches removed, the fuse decoded, and a vptr-alias corruption caught by regression
Field report (night 3): "two ammo bay fires and no death" (Cyd + RajelAran; one
purged, one left burning). Root cause = THREE independent kill-switches stacked
on the same path, all in ammobin.cpp:
1. `GameClock::Now() { return 0; }` -- `cookOffTime < Now()` was `0 < 0`, so
an ARMED bay fire never detonated.
2. `InjectHeat(void*) {}` -- the detonation body was a no-op.
3. The bin's Damage record was never stamped -- 0 damage of type 0 (which the
mech TakeDamage handler drops) even if 1+2 had fired.
THE FUSE (raw disasm, scratchpad/disammo.py): the old "RandomDelay" was a Ghidra
carve artifact -- FUN_004dcd94 is __ftol and the export DROPPED the caller's x87
expression. The real bytes @004bd450: fld 10.0 / fmul [ticksPerSecond] /
fadd 0.5 / __ftol -- a FIXED 10.0-SECOND fuse in clock ticks. New gotcha #19
(reconstruction-gotchas.md) documents the __ftol export blind spot.
THE DAMAGE RECORD: bin+0x1F0..0x21C is a real engine `Damage` (FUN_0041db7c IS
Damage::Damage(), byte-matched to T0 DAMAGE.cpp). The linked ProjectileWeapon's
ctor @004bc3fc stamps it from weapon->damageData @0x3A8 via
owner->roster[0x128][res+0x1C0] -- projweap.cpp's old comment called this "the
bin's HUD display block ... wired in the AmmoBin family"; both halves were wrong
and it was wired nowhere. Now stamped (before MissileLauncher's ctor divides by
missileCount -- a missile bin authentically holds the per-SALVO amount).
THE DETONATION (@004ac274 = MechSubsystem::DistributeCriticalHit -- the old
"HeatableSubsystem::InjectHeat" label was wrong, and the old reconstruction
iterated a stand-in CriticalChain whose First()/Next() returned 0):
statusAlarm pulse Exploding(2)->Destroyed(1) (slot 13 = the printSimulationState
state PRINT @004ac8c0, not an "explosion notify"), own private zone pinned
destroyed, then collect the mech DamageZones whose crit entries plug the bin
(the binary filters plug classID 0x4E = DamageZoneClassID -- VDATA.h idx 78,
cross-checked via idx 28 = AudioStateTrigger), split the amount evenly, and send
the OWNER one full Entity::TakeDamageMessage per zone: inflictingEntity = SELF,
damageZone = the zone index, inflictingSubsystemID = the bin (the message-
manager explosion-bundling key, ENTITY3.h's own NOTE), printing the binary's
exact "ammo explosion damaging <zoneName>" @0050df61.
Port shape: Mech::AmmoExplosionFanOut (mechdmg.cpp) behind a databinding bridge;
guarded deviation: zoneCount==0 warns instead of the binary's unguarded divide.
CriticalChain/CriticalEntry stand-ins DELETED from mechrecon.hpp.
VERIFIED LIVE (BT_BAYTEST hook = message 1, the crit-induced arm channel):
scratchpad/baytest.py : arm -> 10s -> "20 rounds x 35 = 700 (type 2)" ->
"ammo explosion damaging dz_ltorso" -> zone cascade -> mech DESTROYED
(authentic death list).
scratchpad/baypurge.py: arm -> eject-hold purge -> "bay fire EXTINGUISHED
(bin empty)", no detonation.
scratchpad/sim3.py : the HEAT route arms organically in combat (overheated
AFC100), detonates "11 x 25 = 275 (type 1)" split across dz_larm + dz_lgun.
BAYBOOM matchlog record added for MP field forensics.
FIX-OF-THE-FIX (caught by the sim3 regression, would have shipped a crash):
MechSubsystem's ReconDamageZone proxy puts structureLevel at OFFSET 0 -- which
ALIASES THE REAL DamageZone's VTABLE POINTER (the private zone is `new
DamageZone`, mechsub.cpp:154; mechsub.hpp:260 documents the alias). My first
DistributeCriticalHit kept the old body's `damageZone->structureLevel = 1.0f`
and OVERWROTE THE ZONE'S VPTR with 0x3F800000; the respawn sweep's virtual
SetGraphicState (vtable+0xC) then called through it -> AV at 0x3f80000c in
RespawnRepair, one frame after a bay-fire death. ALL EIGHT proxy-view sites in
mechsub.cpp swept to the engine view (((DamageZone*)damageZone)->damageLevel
@0x158) -- including two silently-wrong LIVE readers: GetStatusFlags (vptr as
float -> always "intact") and ApplyDamageAndMeasure (the crit cascade's
measure). Ruled out first by evidence: the weapon->bin stamps were all clean
(six stamps, all classID 0xbcb, logged).
#47 (half 1 -- the FIRE ICON): BallisticWeaponCluster::Execute @004c9a38 reads
bin+0x18C = cookOffArmed into the btefire.pcc TwoState, and while armed computes
(Now - cookOffTime)/ticksPerSecond -- the COOK-OFF COUNTDOWN -- into the numeric
beside it. The old reconstruction misread 0x18C as "the reload state" and
bridged the icon to BTAmmoBinFeeding, so it blinked on every feed and never lit
on a bay fire (RajelAran: "it doesn't"). Now driven by the
BTAmmoBinCookOffArmed/CookOffTime complete-type bridges. [T2 -- the data path
is rig-verified; the pixels await the next live session.]
#47 (half 2 -- the ENG-BUTTON FLASH): fully mapped, deliberately NOT built this
session. The authored data SHIPS (BTL4.RES carries exactly one type-31
GaugeAlarmStream); the chain is alarm SetLevel -> gauge-watcher socket ->
Renderer msg 7 -> GaugeAlarmManager::Activate @00448d00 (T0) -> the BTL4
override @004cc148..@004cc2fc (btl4galm.cpp's provenance note claiming "no
override body exists" is WRONG -- corrected in-file) -> LampManager::FindLamp
@00444c80 -> Lamp::SetAlertState @00444e64 (flash counter) -> the L4 flush
@00474e94 emitting flashFast states 0x37/0x13 (== T0 L4LAMP.cpp:234-239).
Missing: the override bodies, the gauge-watcher sender, the aux-button lamps.
3-piece plan in context/open-questions.md.
Also logged: HandleMessage is vtable slot 8/9 in the binary but NON-virtual
across 10 reconstruction classes (bit the BT_BAYTEST hook; typed call used, gap
documented in open-questions).
KB: combat-damage.md (the full cook-off section), decomp-reference.md (the
cluster addresses + the GaugeAlarm/lamp map + BT_BAYTEST env), gauges-hud.md
(the fire-icon correction), reconstruction-gotchas.md #19 (__ftol),
open-questions.md (2 entries), btl4galm.cpp provenance correction.
checkctx CLEAN. 40 LNK2019 unchanged (the two pre-existing families).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
d39227ef39
commit
5ae4410914
@@ -155,6 +155,7 @@
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#include <messmgr.hpp> // SubsystemMessageManager (task #7 consolidated delivery)
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#include <mechweap.hpp> // MechWeapon::GetExplosionResourceID (per-round detonation)
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#include <mislanch.hpp> // MissileLauncher::ClassDerivations (splash-radius gate)
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#include <ammobin.hpp> // AmmoBin::HandleMessage (BT_BAYTEST -- slot 8 is non-virtual in the recon, see the hook comment)
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#include <matchlog.hpp> // MP match forensics (DEATH/PROJ/SPLASH/RAM event lines)
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#include "btinput.hpp" // the CONTROLS.MAP + XInput binding engine
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#include <string.h> // [aud-tail] strchr -- BT_FIRE_PULSE "on,off" parse (Gitea #5, instrumentation only)
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@@ -5553,6 +5554,42 @@ void
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gBTFlushKey = (s_ftFrame >= t0 && s_ftFrame < t0 + 60) ? 1 : 0;
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}
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// Gitea #46 scripted verify (BT_BAYTEST=<frame>): at the given sim frame
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// send message 1 to the FIRST AmmoBin (0xBCB) on the roster -- the
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// crit-induced "begin cook-off countdown" channel (@004bdb94). The
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// authentic 10-second fuse then runs: expect the [ammo] BAY FIRE arm
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// line, ~10s of countdown, the DETONATION line, "ammo explosion
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// damaging <zone>", and zone damage on this mech. Purge (eject-hold)
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// before it fires and the cook-off cancels instead.
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if ((Entity *)this == application->GetViewpointEntity()
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&& getenv("BT_BAYTEST"))
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{
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static int s_btFrame = 0;
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++s_btFrame;
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int t0 = atoi(getenv("BT_BAYTEST"));
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if (t0 < 1) t0 = 600;
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if (s_btFrame == t0)
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{
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for (int s = 1; s < GetSubsystemCount(); ++s)
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{
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Subsystem *sub = GetSubsystem(s);
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if (sub != 0 && (int)sub->GetClassID() == 0xBCB) // AmmoBin
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{
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DEBUG_STREAM << "[baytest] message 1 -> "
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<< sub->GetName() << "\n" << std::flush;
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// NOTE: the binary dispatches message 1 through vtable
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// slot 8; the reconstruction family declares HandleMessage
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// NON-virtual (10 classes, no live callers), so a base cast
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// would statically bind to MechSubsystem's. Call the
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// AmmoBin override directly; the family-wide virtual-slot
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// gap is logged in context/open-questions.md.
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((AmmoBin *)sub)->HandleMessage(1);
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break;
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}
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}
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}
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}
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// Gitea #7: the COOLANT FLUSH button (the coolant MFD's top-right
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// button, manual p24 -- "punch (or hold down) the coolant button to
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// flush fresh coolant through your 'Mech's loops"). Press AND
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