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
+28
View File
@@ -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`.