steam-networking KB: the first real multi-player field verification (night 4)

Three back-to-back Steam lobbies, 3+ players, host-and-join, no operator
console: launch worked, DAMAGE APPLIED (previously suspected dead over Steam),
2 kills, clean round end, next mission launched.  Records what worked, the one
genuinely Steam-side defect found (#68 silent exit on a failed join), and the
triage lesson -- a bug found in a Steam lobby is only a Steam bug if it lives
in the lobby/token/transport layer; the three replication symptoms that night
produced (#67/#70/#55) are above the seam and would reproduce on the relay.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-27 06:55:14 -05:00
co-authored by Claude Opus 5
parent 184121c597
commit 9bb95d8580
+19
View File
@@ -41,6 +41,25 @@ Single-machine (verified): lobby-of-1 GO → token map → egg roster token →
stock console ladder. Live 2-machine procedure + checklist: `docs/STEAM_TEST.md`. AppID 480
(Spacewar) via auto-written gitignored `content/steam_appid.txt`.
## FIRST REAL MULTI-PLAYER VERIFICATION — playtest night 4 (2026-07-27, 4.11.584) [T2 live]
Players ran **three back-to-back Steam lobbies, host-and-join, 3+ players**, with no operator
console involved — the first genuine field exercise of this path. **What worked:** hosting and
joining (Draco, SAURON, somebodee, RajelAran all succeeded; "steam works for self-hosting? neat"),
mission launch, **damage application** (previously suspected dead over Steam — "panels were
changing color", "I was damaged"), **2 kills in one round**, clean round end, and the next mission
launching after it. SAURON: "3 missions ran smooth ... felt smooth and normal". Load after LAUNCH
felt "a bit long" (unquantified).
**Found, and filed:** #68 (a failed JOIN/HOST exits the process silently — the FE returns on any
`BTLobby_JoinAndWait` failure, so "Steam not running" and a real crash look identical to a player).
Everything else the night surfaced was NOT Steam-specific and is tracked in the general issues:
#67 (replicant torso twist / muzzle placement), #70 (twist after respawn), #55 (heat readout not
reset on death), #69 (Sunder V1 → Denkou naming).
**Lesson for triage:** a bug found in a Steam lobby is a Steam bug only if it lives in the lobby /
token / transport layer. Everything above the seam is the same arcade mesh — the three replication
symptoms this night produced would all reproduce on the relay.
## Key Relationships
- Rides: [[glass-cockpit]] miniconsole (marshal has a Steam-wire branch) · Extends:
[[multiplayer]] (the arcade mesh, unchanged above the seam)