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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@@ -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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