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>
This commit is contained in:
Cyd
2026-07-18 00:05:51 -05:00
co-authored by Claude Fable 5
parent f703bb1d56
commit 75f136e9ff
6 changed files with 156 additions and 37 deletions
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@@ -74,6 +74,7 @@ precise than anything you can infer.
| Multiplayer, replication, netcode | `context/multiplayer.md` |
| Pod hardware, monitors, RIO, MFD surfaces | `context/pod-hardware.md` |
| Glass cockpit desktop dev layer (BT_GLASS/BT_STEAM gates, PadRIO, miniconsole, Steam) | `context/glass-cockpit.md` |
| Steam internet MP (the wire seam, identity tokens, lobby) | `context/steam-networking.md` |
| Content archives, maps, where data lives | `context/content-archives.md` |
| Offsets, ClassIDs, addresses, resource types, env vars | `context/decomp-reference.md` |
| What we don't know / deferred systems | `context/open-questions.md` |
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time=day
weather=clear
temperature=27
length=60
length=600
[ordinals]
bitmap=Ordinal::BitMap::1
bitmap=Ordinal::BitMap::2
@@ -156,12 +156,12 @@ x=128
y=32
width=8
[pilots]
pilot=169.254.77.1:1502
[169.254.77.1:1502]
pilot=200.0.0.96
[200.0.0.96]
hostType=0
advancedDamage=1
loadzones=1
name=Dev
name=Aeolus
bitmapindex=1
experience=expert
badge=VGL
@@ -172,34 +172,34 @@ vehicle=bhk1
vehicleValue=1000
color=White
[largebitmap]
bitmap=BitMap::Large::Dev
[BitMap::Large::Dev]
bitmap=BitMap::Large::Aeolus
[BitMap::Large::Aeolus]
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@@ -210,15 +210,15 @@ x=128
y=32
width=8
[smallbitmap]
bitmap=BitMap::Small::Dev
[BitMap::Small::Dev]
bitmap=00000000000000000000000000000000
bitmap=0000000000000000000007C000000000
bitmap=000006600000000000000633D8C00000
bitmap=0000063678C00000000006366D800000
bitmap=00000637ED800000000006360D800000
bitmap=0000066667000000000007C3C7000000
bitmap=BitMap::Small::Aeolus
[BitMap::Small::Aeolus]
bitmap=00000000000000000000000000000000
bitmap=0000000000000000003E00000C000000
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bitmap=00000000000000000000000000000000
x=64
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@@ -61,9 +61,15 @@ copied from them.
(`BT_BUTTON_TRAP=1` restores) — each `[FAIL]` log = a missing L4 override to reconstruct.
Verified: authentic-path input (engine push → streamed `.CTL` → mapper), panel-click
survival, 2-node loopback MP un-regressed on the pod build. Detail: `docs/GLASS_COCKPIT.md`.
- Step 3 (miniconsole): pending. Architecture: the console stays a WIRE PEER — an in-process
worker-thread console client over loopback; no engine-loop hooks.
- Step 4 (Steam): pending.
- **Step 3 (miniconsole): DONE 2026-07-17 [T2].** `game/glass/btl4fe.*` (menu + console-shape
egg writer, golden-tested vs MP.EGG) + `btl4console.*` (the marshal: a worker-thread console
CLIENT speaking the btconsole.py wire verbatim; `content\marshal.log`). ZERO engine hooks —
the engine runs the stock console ladder. Per-mission process relaunch; `BT_FE_*` env arms the
marshal (menu relaunches clear it). Verified: solo cycle (menu→mission→60s clock→stop→menu)
and menu-hosted 2-node LAN.
- **Step 4 (Steam): CODE COMPLETE 2026-07-18 [T2 single-machine].** See [[steam-networking]] —
the wire seam + `L4STEAMNET` identity-token transport + `btl4lobby`. Live 2-account
cross-machine session pending (`docs/STEAM_TEST.md`).
## Key Relationships
- Extends: [[pod-hardware]] (RIO input path) · Uses: [[gauges-hud]] dev-gauge modes ·
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---
id: steam-networking
title: "Steam networking — the BT_STEAM wire (transport + lobby)"
status: living
source_sections: "docs/GLASS_COCKPIT.md §4; docs/STEAM_TEST.md; commits e79e8fa/48ede2f/f703bb1"
related_topics: [glass-cockpit, multiplayer]
key_terms: [PadRIO, miniconsole]
open_questions: ["live 2-account cross-machine session (docs/STEAM_TEST.md) — the step-4 exit criterion"]
---
# Steam networking — the BT_STEAM wire
Internet MP for the glass cockpit (dev tooling; gate `BT_STEAM`, requires `BT_GLASS`).
**Status: CODE COMPLETE 2026-07-18; single-machine verified; live 2-machine test pending.**
## The three layers
1. **The wire seam** (`L4NET.CPP`, always compiled): file-local `BTNetSend/Recv/Accept/Close`
wrappers around the 9 raw Winsock sites — pure code motion when OFF; under `BT_STEAM` each
offers the op to the transport first. Est. delegates: `CheckSocket` (peer address),
`OpenConnection` TCP_OPEN head, `GetMyAddress` (self token).
2. **The transport** (`engine/MUNGA_L4/L4STEAMNET.*`, gated): `ISteamNetworkingSockets`
pseudo-SOCKETs (`0x5EA0xxxx`); engine TCP byte stream over reliable-NoNagle messages with
per-connection reassembly rings (recv: empty→`WSAEWOULDBLOCK`, closed→0); listen channels
console=0 / game=1 (`CreateListenSocketP2P`); install on env `BT_STEAM_NET=1`; degrades to
Winsock at every failure. Pump = `SteamAPI_RunCallbacks` AND sockets `RunCallbacks` (the
general dispatch carries the async results — sockets-only pumping stalls).
3. **The lobby** (`game/glass/btl4lobby.*`, gated): ISteamMatchmaking room (`btl4=1` list
filter); pilots publish name/mech/color; the host's GO mints the roster and signals.
## THE TOKEN MODEL (the FakeIP lesson) [T2]
FakeIP does NOT survive the per-mission process relaunch (live-disproven prior-art assumption:
menu and mission processes got different FakeIPs; the pod timed out dialing its own stale
address). Roster addresses are therefore **opaque ipv4-shaped tokens**`169.254.77.N`, port
1501=console / 1502=game — minted by the HOST at GO and mapped to **Steam identities**;
connections ride `ConnectP2P(identity, channel)`. Handoff to mission processes via env:
`BT_FE_MYFAKE` (own token → `GetMyAddress` self-match) + `BT_FE_STEAMMAP`
(`ip=steamid64;...`). The engine's roster matching, Waterloo swap logic, and self-identification
all run UNCHANGED on tokens.
## Testing
Single-machine (verified): lobby-of-1 GO → token map → egg roster token → mission runs over the
stock console ladder. Live 2-machine procedure + checklist: `docs/STEAM_TEST.md`. AppID 480
(Spacewar) via auto-written gitignored `content/steam_appid.txt`.
## Key Relationships
- Rides: [[glass-cockpit]] miniconsole (marshal has a Steam-wire branch) · Extends:
[[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
Official Valve zip (provided by Cyd at the repo root), extracted to
`extern/steamworks_sdk_164/` and trimmed to `public/` + `redistributable_bin/` + Readme
(12.5 MB); zip removed. Consumed only under `-DBT_STEAM=ON`.
## 2026-07-17/18 — Step 4: the Steam wire — CODE COMPLETE (commits e79e8fa, 48ede2f, f703bb1)
**4a (e79e8fa) — the wire seam:** file-local `BTNetSend/Recv/Accept/Close` wrappers around the
9 raw Winsock sites in `L4NET.CPP`; OFF builds are pure code motion. Regression: 2-node loopback
MP through the seam — mesh forms, full 31/31 mission on both nodes.
**4b (48ede2f) — the transport:** gated TU `L4STEAMNET` — pseudo-SOCKETs (0x5EA0xxxx) behind the
seam; the engine's TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
per-connection rings (recv semantics preserved: empty→WSAEWOULDBLOCK, closed→0); seam
completions: `CheckSocket` (peer = token address), `OpenConnection` TCP_OPEN delegate,
`GetMyAddress` self-token. Install on `BT_STEAM_NET=1`; graceful degrade to Winsock at every
step. BOTH pumps needed (`SteamAPI_RunCallbacks` + sockets `RunCallbacks`).
**4c (f703bb1) — the lobby + THE FAKEIP LESSON [T2]:** prior art assumed FakeIP survives the
per-mission process relaunch — DISPROVEN live (menu process got 169.254.124.110, the mission
process got 169.254.54.234; the pod timed out connecting to its own stale address). Redesign:
roster addresses are opaque ipv4-shaped TOKENS (`169.254.77.N`, ports 1501 console / 1502 game)
minted by the host at GO and mapped to Steam IDENTITIES; connections ride
`ConnectP2P(identity, channel)` (console=0, game=1); the map hands off via env
(`BT_FE_MYFAKE`/`BT_FE_STEAMMAP`). `btl4lobby`: ISteamMatchmaking room (`btl4=1` filter),
pilots publish name/mech/color, host GO mints tokens + writes `btl4map` + `btl4go`.
**Verified single-machine (ON/ON, live Steam client):** menu → HOST STEAM LOBBY → room → GO →
map `169.254.77.1=<steamID64>` → egg roster carries the token → mission process
`[steamnet] up ... 1 roster token(s) incl. self` → pod self-matches → stock console ladder →
mission RUNS (46 ticks). 3-config build matrix green throughout. **Remaining (user hardware):**
the live 2-account cross-machine session — procedure in `docs/STEAM_TEST.md`.
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# STEAM_TEST — the live 2-machine internet-MP procedure (step 4 exit criterion)
Everything below the wire is verified single-machine (see `docs/GLASS_COCKPIT.md` §4); the ONE
untested leg is an actual cross-machine `ConnectP2P` session. Needs: **two machines, each with
its own logged-in Steam account**, both accounts able to see each other's lobbies (same region
or Steam friends; AppID 480 = Spacewar, no ownership needed).
## Build + stage (each machine)
1. `cmake -S . -B build-steam -G "Visual Studio 16 2019" -A Win32 -DCMAKE_GENERATOR_INSTANCE=... -DBT_GLASS=ON -DBT_STEAM=ON`
2. `cmake --build build-steam --config Debug`
3. Steam client running + logged in. `content\steam_appid.txt` (480) is auto-written on first run.
## Procedure
1. **Machine A (host):** run `build-steam\Debug\btl4.exe` zero-arg from `content\` → the
Mission Console menu. Set MAP/LENGTH (60 s recommended for the first attempt), MODE =
`HOST STEAM LOBBY`, ENTER → the lobby room appears.
2. **Machine B (member):** same exe zero-arg → MODE = `JOIN STEAM LOBBY`, ENTER → the room
should list both pilots within ~10 s. (No lobby found → check both accounts' regions,
`marshal.log` `[lobby]` lines both sides.)
3. **A presses ENTER** (GO). Both machines relaunch into mission processes; A's marshal feeds
itself over TCP loopback and B over the Steam wire.
## What to check (in order, both machines' `content\btl4.log` + `marshal.log`)
1. `[steamnet] up -- identity <id64>, 2 roster token(s) incl. self` — both sides.
2. A `marshal.log`: `egg -> 169.254.77.2:1501` (B's token) — the Steam-wire console feed.
3. B `btl4.log`: `[steamnet] incoming connection queued on channel 0` (the console feed
arriving), then the egg ladder.
4. Both: `RunMission #1/#2`, then `[tick]` lines reaching the full subsystem count — and
`[steamnet] connection N up` on channel 1 (the game mesh crossing the internet).
5. In-game: see the peer mech, drive, shoot it (cross-pod damage), mission stop at clock,
host returns to the menu.
## Known limitations / notes
- The lobby does NOT survive the per-mission relaunch — re-host/re-join per mission.
- The token map is minted at GO; a member joining after GO is not in the mission.
- Firewall: no inbound rules needed (SDR relays); Steam client must be allowed out.
- Fail cleanly = both sides stay on Winsock and log why (`SteamAPI_Init failed` / token
misses); nothing in the pod path is touched either way.