Net: NetTransport seam + Steam transport (Workstream C.1)
The wire moves behind NetTransport (L4NETTRANSPORT): L4NET.CPP taken from RP412 post-seam -- all ~24 Winsock call sites route through NetTransport_Get() -- with BT's 3 BT_NET_TRACE blocks re-sited onto their code anchors (they read message/packet metadata, not sockets, so no collision). Default WinsockNetTransport = the arcade/LAN TCP wire. SteamNetTransport (L4STEAMTRANSPORT, ISteamNetworkingSockets + FakeIP/ SDR) compiles under option(BT412_STEAM) (default OFF); Steamworks SDK 1.64 vendored at extern/steamworks_sdk_164. steam_appid.txt gitignored (Spacewar 480 by hand until a real AppID). Ported gConsoleLossEndsMission from RP412's APPMGR (default False = arcade re-listen). Verified: default TCP build passes full loopback MP through the seam (console -> egg msgID-3 chunks -> mesh complete -> both instances tick, net-tx/net-rx traces fire through NetTransport_Get()); BT412_STEAM=ON compiles + links against the SDK + boots solo. Live Steam session deferred to Phase 6. (Phase 4 of docs/BT412-ROADMAP.md) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -296,6 +296,11 @@ public:
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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// Load a local egg file and kick the mission cycle - the same path
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// the single-user startup takes; used by the in-game front end /
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// local console for the race-after-race loop.
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void FeedLocalEgg(const char *egg_path);
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void ReceiveEggFileMessageHandler(
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ReceiveEggFileMessage *EggMessage);
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void AcknowledgeEggFileMessageHandler(
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