KB: step-4 closeout -- Steam wire documented, live-test procedure, router
docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion on user hardware). context/glass-cockpit.md: steps 3+4 status. Final purity re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in the pod log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -74,6 +74,7 @@ precise than anything you can infer.
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| Multiplayer, replication, netcode | `context/multiplayer.md` |
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| Pod hardware, monitors, RIO, MFD surfaces | `context/pod-hardware.md` |
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| Glass cockpit desktop dev layer (BT_GLASS/BT_STEAM gates, PadRIO, miniconsole, Steam) | `context/glass-cockpit.md` |
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| Steam internet MP (the wire seam, identity tokens, lobby) | `context/steam-networking.md` |
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| Content archives, maps, where data lives | `context/content-archives.md` |
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| Offsets, ClassIDs, addresses, resource types, env vars | `context/decomp-reference.md` |
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| What we don't know / deferred systems | `context/open-questions.md` |
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+34
-34
@@ -5,7 +5,7 @@ scenario=freeforall
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time=day
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weather=clear
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temperature=27
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length=60
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length=600
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[ordinals]
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bitmap=Ordinal::BitMap::1
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bitmap=Ordinal::BitMap::2
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@@ -156,12 +156,12 @@ x=128
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y=32
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width=8
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[pilots]
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pilot=169.254.77.1:1502
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[169.254.77.1:1502]
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pilot=200.0.0.96
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[200.0.0.96]
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hostType=0
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advancedDamage=1
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loadzones=1
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name=Dev
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name=Aeolus
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bitmapindex=1
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experience=expert
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badge=VGL
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@@ -172,34 +172,34 @@ vehicle=bhk1
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vehicleValue=1000
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color=White
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[largebitmap]
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bitmap=BitMap::Large::Dev
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[BitMap::Large::Dev]
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bitmap=BitMap::Large::Aeolus
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[BitMap::Large::Aeolus]
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000FFC000000000000000000
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bitmap=00000000000FFE000000000000000000
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bitmap=00000000000FFF000000000000000000
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bitmap=00000000000E07800000000000000000
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bitmap=00000000000E0381F070700000000000
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bitmap=00000000000E01C3F870700000000000
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bitmap=00000000000E01C7FC70700000000000
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bitmap=00000000000E01CF1C38E00000000000
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bitmap=00000000000E01CE0E38E00000000000
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bitmap=00000000000E01CFFE38E00000000000
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bitmap=00000000000E01CFFE1DC00000000000
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bitmap=00000000000E01CE001DC00000000000
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bitmap=00000000000E038E000D800000000000
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bitmap=00000000000E07870E0F800000000000
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bitmap=00000000000FFF07FC0F800000000000
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bitmap=00000000000FFE03FC07000000000000
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bitmap=00000000000FFC01F007000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=000003FE0000000001E0000000000000
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bitmap=000007FF0000000001E0000000000000
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bitmap=00000F8F8000000001E0000000000000
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bitmap=00000F078000000001E0000000000000
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bitmap=00000F0781FF00FF81E0F0781FC00000
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bitmap=00000F0783FF81FFC1E0F0783FE00000
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bitmap=00000F0787C7C3E3E1E0F0783C700000
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bitmap=00000F078783C3C1E1E0F07878300000
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bitmap=00000F078783C3C1E1E0F07878000000
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bitmap=00000FFF8783C3C1E1E0F0787C000000
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bitmap=00000FFF8783C3C1E1E0F0787F000000
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bitmap=00000F0787FFC3C1E1E0F0783FC00000
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bitmap=00000F0787FFC3C1E1E0F0781FE00000
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bitmap=00000F07878003C1E1E0F07807F00000
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bitmap=00000F07878003C1E1E0F07801F00000
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bitmap=00000F07878003C1E1E0F07800F00000
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bitmap=00000F078780C3C1E1E0F07860F00000
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bitmap=00000F0787C1C3E3E1E078F871E00000
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bitmap=00000F0783FF81FFC1E07FF83FE00000
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bitmap=00000F0781FF00FF81E03F781FC00000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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bitmap=00000000000000000000000000000000
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@@ -210,15 +210,15 @@ x=128
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y=32
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width=8
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[smallbitmap]
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bitmap=BitMap::Small::Dev
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[BitMap::Small::Dev]
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bitmap=00000000000000000000000000000000
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bitmap=0000000000000000000007C000000000
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bitmap=000006600000000000000633D8C00000
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bitmap=0000063678C00000000006366D800000
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bitmap=00000637ED800000000006360D800000
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bitmap=0000066667000000000007C3C7000000
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bitmap=BitMap::Small::Aeolus
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[BitMap::Small::Aeolus]
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bitmap=00000000000000000000000000000000
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bitmap=0000000000000000003E00000C000000
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bitmap=006300000C00000000631F0F8CC63C00
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bitmap=00633198CCC66200007F3198CCC66000
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bitmap=00633F98CCC6780000633018CCC61E00
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bitmap=00633018CCC6060000633098CCC64600
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bitmap=00631F0F8C7E3C000000000000000000
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bitmap=00000000000000000000000000000000
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x=64
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y=16
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@@ -61,9 +61,15 @@ copied from them.
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(`BT_BUTTON_TRAP=1` restores) — each `[FAIL]` log = a missing L4 override to reconstruct.
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Verified: authentic-path input (engine push → streamed `.CTL` → mapper), panel-click
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survival, 2-node loopback MP un-regressed on the pod build. Detail: `docs/GLASS_COCKPIT.md`.
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- Step 3 (miniconsole): pending. Architecture: the console stays a WIRE PEER — an in-process
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worker-thread console client over loopback; no engine-loop hooks.
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- Step 4 (Steam): pending.
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- **Step 3 (miniconsole): DONE 2026-07-17 [T2].** `game/glass/btl4fe.*` (menu + console-shape
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egg writer, golden-tested vs MP.EGG) + `btl4console.*` (the marshal: a worker-thread console
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CLIENT speaking the btconsole.py wire verbatim; `content\marshal.log`). ZERO engine hooks —
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the engine runs the stock console ladder. Per-mission process relaunch; `BT_FE_*` env arms the
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marshal (menu relaunches clear it). Verified: solo cycle (menu→mission→60s clock→stop→menu)
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and menu-hosted 2-node LAN.
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- **Step 4 (Steam): CODE COMPLETE 2026-07-18 [T2 single-machine].** See [[steam-networking]] —
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the wire seam + `L4STEAMNET` identity-token transport + `btl4lobby`. Live 2-account
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cross-machine session pending (`docs/STEAM_TEST.md`).
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## Key Relationships
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- Extends: [[pod-hardware]] (RIO input path) · Uses: [[gauges-hud]] dev-gauge modes ·
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@@ -0,0 +1,46 @@
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---
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id: steam-networking
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title: "Steam networking — the BT_STEAM wire (transport + lobby)"
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status: living
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source_sections: "docs/GLASS_COCKPIT.md §4; docs/STEAM_TEST.md; commits e79e8fa/48ede2f/f703bb1"
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related_topics: [glass-cockpit, multiplayer]
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key_terms: [PadRIO, miniconsole]
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open_questions: ["live 2-account cross-machine session (docs/STEAM_TEST.md) — the step-4 exit criterion"]
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---
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# Steam networking — the BT_STEAM wire
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Internet MP for the glass cockpit (dev tooling; gate `BT_STEAM`, requires `BT_GLASS`).
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**Status: CODE COMPLETE 2026-07-18; single-machine verified; live 2-machine test pending.**
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## The three layers
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1. **The wire seam** (`L4NET.CPP`, always compiled): file-local `BTNetSend/Recv/Accept/Close`
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wrappers around the 9 raw Winsock sites — pure code motion when OFF; under `BT_STEAM` each
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offers the op to the transport first. Est. delegates: `CheckSocket` (peer address),
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`OpenConnection` TCP_OPEN head, `GetMyAddress` (self token).
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2. **The transport** (`engine/MUNGA_L4/L4STEAMNET.*`, gated): `ISteamNetworkingSockets`
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pseudo-SOCKETs (`0x5EA0xxxx`); engine TCP byte stream over reliable-NoNagle messages with
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per-connection reassembly rings (recv: empty→`WSAEWOULDBLOCK`, closed→0); listen channels
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console=0 / game=1 (`CreateListenSocketP2P`); install on env `BT_STEAM_NET=1`; degrades to
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Winsock at every failure. Pump = `SteamAPI_RunCallbacks` AND sockets `RunCallbacks` (the
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general dispatch carries the async results — sockets-only pumping stalls).
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3. **The lobby** (`game/glass/btl4lobby.*`, gated): ISteamMatchmaking room (`btl4=1` list
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filter); pilots publish name/mech/color; the host's GO mints the roster and signals.
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## THE TOKEN MODEL (the FakeIP lesson) [T2]
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FakeIP does NOT survive the per-mission process relaunch (live-disproven prior-art assumption:
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menu and mission processes got different FakeIPs; the pod timed out dialing its own stale
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address). Roster addresses are therefore **opaque ipv4-shaped tokens** — `169.254.77.N`, port
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1501=console / 1502=game — minted by the HOST at GO and mapped to **Steam identities**;
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connections ride `ConnectP2P(identity, channel)`. Handoff to mission processes via env:
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`BT_FE_MYFAKE` (own token → `GetMyAddress` self-match) + `BT_FE_STEAMMAP`
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(`ip=steamid64;...`). The engine's roster matching, Waterloo swap logic, and self-identification
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all run UNCHANGED on tokens.
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## Testing
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Single-machine (verified): lobby-of-1 GO → token map → egg roster token → mission runs over the
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stock console ladder. Live 2-machine procedure + checklist: `docs/STEAM_TEST.md`. AppID 480
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(Spacewar) via auto-written gitignored `content/steam_appid.txt`.
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## Key Relationships
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- Rides: [[glass-cockpit]] miniconsole (marshal has a Steam-wire branch) · Extends:
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[[multiplayer]] (the arcade mesh, unchanged above the seam)
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@@ -133,3 +133,31 @@ menu; menu relaunches CLEAR the handoff — the leak re-armed a marshal in cycle
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Official Valve zip (provided by Cyd at the repo root), extracted to
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`extern/steamworks_sdk_164/` and trimmed to `public/` + `redistributable_bin/` + Readme
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(12.5 MB); zip removed. Consumed only under `-DBT_STEAM=ON`.
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## 2026-07-17/18 — Step 4: the Steam wire — CODE COMPLETE (commits e79e8fa, 48ede2f, f703bb1)
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**4a (e79e8fa) — the wire seam:** file-local `BTNetSend/Recv/Accept/Close` wrappers around the
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9 raw Winsock sites in `L4NET.CPP`; OFF builds are pure code motion. Regression: 2-node loopback
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MP through the seam — mesh forms, full 31/31 mission on both nodes.
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**4b (48ede2f) — the transport:** gated TU `L4STEAMNET` — pseudo-SOCKETs (0x5EA0xxxx) behind the
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seam; the engine's TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
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per-connection rings (recv semantics preserved: empty→WSAEWOULDBLOCK, closed→0); seam
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completions: `CheckSocket` (peer = token address), `OpenConnection` TCP_OPEN delegate,
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`GetMyAddress` self-token. Install on `BT_STEAM_NET=1`; graceful degrade to Winsock at every
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step. BOTH pumps needed (`SteamAPI_RunCallbacks` + sockets `RunCallbacks`).
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**4c (f703bb1) — the lobby + THE FAKEIP LESSON [T2]:** prior art assumed FakeIP survives the
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per-mission process relaunch — DISPROVEN live (menu process got 169.254.124.110, the mission
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process got 169.254.54.234; the pod timed out connecting to its own stale address). Redesign:
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roster addresses are opaque ipv4-shaped TOKENS (`169.254.77.N`, ports 1501 console / 1502 game)
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minted by the host at GO and mapped to Steam IDENTITIES; connections ride
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`ConnectP2P(identity, channel)` (console=0, game=1); the map hands off via env
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(`BT_FE_MYFAKE`/`BT_FE_STEAMMAP`). `btl4lobby`: ISteamMatchmaking room (`btl4=1` filter),
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pilots publish name/mech/color, host GO mints tokens + writes `btl4map` + `btl4go`.
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**Verified single-machine (ON/ON, live Steam client):** menu → HOST STEAM LOBBY → room → GO →
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map `169.254.77.1=<steamID64>` → egg roster carries the token → mission process
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`[steamnet] up ... 1 roster token(s) incl. self` → pod self-matches → stock console ladder →
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mission RUNS (46 ticks). 3-config build matrix green throughout. **Remaining (user hardware):**
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the live 2-account cross-machine session — procedure in `docs/STEAM_TEST.md`.
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@@ -0,0 +1,38 @@
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# STEAM_TEST — the live 2-machine internet-MP procedure (step 4 exit criterion)
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Everything below the wire is verified single-machine (see `docs/GLASS_COCKPIT.md` §4); the ONE
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untested leg is an actual cross-machine `ConnectP2P` session. Needs: **two machines, each with
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its own logged-in Steam account**, both accounts able to see each other's lobbies (same region
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or Steam friends; AppID 480 = Spacewar, no ownership needed).
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## Build + stage (each machine)
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1. `cmake -S . -B build-steam -G "Visual Studio 16 2019" -A Win32 -DCMAKE_GENERATOR_INSTANCE=... -DBT_GLASS=ON -DBT_STEAM=ON`
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2. `cmake --build build-steam --config Debug`
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3. Steam client running + logged in. `content\steam_appid.txt` (480) is auto-written on first run.
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## Procedure
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1. **Machine A (host):** run `build-steam\Debug\btl4.exe` zero-arg from `content\` → the
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Mission Console menu. Set MAP/LENGTH (60 s recommended for the first attempt), MODE =
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`HOST STEAM LOBBY`, ENTER → the lobby room appears.
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2. **Machine B (member):** same exe zero-arg → MODE = `JOIN STEAM LOBBY`, ENTER → the room
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should list both pilots within ~10 s. (No lobby found → check both accounts' regions,
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`marshal.log` `[lobby]` lines both sides.)
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3. **A presses ENTER** (GO). Both machines relaunch into mission processes; A's marshal feeds
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itself over TCP loopback and B over the Steam wire.
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## What to check (in order, both machines' `content\btl4.log` + `marshal.log`)
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1. `[steamnet] up -- identity <id64>, 2 roster token(s) incl. self` — both sides.
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2. A `marshal.log`: `egg -> 169.254.77.2:1501` (B's token) — the Steam-wire console feed.
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3. B `btl4.log`: `[steamnet] incoming connection queued on channel 0` (the console feed
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arriving), then the egg ladder.
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4. Both: `RunMission #1/#2`, then `[tick]` lines reaching the full subsystem count — and
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`[steamnet] connection N up` on channel 1 (the game mesh crossing the internet).
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5. In-game: see the peer mech, drive, shoot it (cross-pod damage), mission stop at clock,
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host returns to the menu.
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## Known limitations / notes
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- The lobby does NOT survive the per-mission relaunch — re-host/re-join per mission.
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- The token map is minted at GO; a member joining after GO is not in the mission.
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- Firewall: no inbound rules needed (SDR relays); Steam client must be allowed out.
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- Fail cleanly = both sides stay on Winsock and log why (`SteamAPI_Init failed` / token
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misses); nothing in the pod path is touched either way.
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Block a user