READY light: pods report load-complete to the operator roster
The roster showed "registered" for a still-loading pod and a ready one alike -- with multi-minute contended loads the operator couldn't tell who they'd be waiting on. When the app ladder reaches WaitingForLaunch the pod sends one empty route -10 frame on its live relay game socket (BTRelayNotifyReady; socket mirrored at HELLO); the relay announces SEAT n READY (k/m loaded) and the console GUI lights the seat bright-green with a "N pod(s) LOADED+READY" banner. Verified LIVE by the operator: blue (seated) -> teal (registered) -> green (ready) in order, twice. Also resolved the load-speed mystery: loads are ~30s uncontended; the 1-2+ minute cases were assistant background test runs competing with the user's interactive sessions on the same machine (memory note added -- no game-spawning tests while the user is testing). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -437,6 +437,17 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
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from take 2's commit is UNPROVEN -- the measured fact is just that loads outlive any fixed
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cap; the counter design is correct under either reading. Residual: WHY loads take 1-2+ min
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on the operator box (vs ~30s earlier same day) is an open perf question ([loadobj] timings).
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- **READY LIGHT (2026-07-22) [T2, live-verified]**: the roster showed "registered" for a
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still-loading pod and a ready one alike. When the app ladder reaches WaitingForLaunch
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(APP.cpp CheckLoad transition) the pod sends ONE empty route **-10** frame on its live relay
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game socket (`BTRelayNotifyReady`, L4NET; socket mirrored at HELLO via
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`BTRelayRememberGameSocket`); the relay prints `SEAT n READY tag='...' (k/m loaded)` and the
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GUI lights the seat bright-green (`ST_READY`) with a "N pod(s) LOADED+READY" banner. Chain
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verified LIVE by the operator: blue(seated) -> teal(registered) -> green(ready) in order.
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ALSO the load-speed "mystery" resolved: mission loads are ~30s uncontended; the 1-2+ minute
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loads happened when assistant background test runs (game instances + relay + cdb) ran
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CONCURRENTLY with the user's interactive sessions on the same box -- see the memory note;
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don't run game-spawning tests while the user is testing.
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- **ROUND RESET (2026-07-22) [T2]**: trim/prefs FINALIZE the egg for one round -- and that used
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to be permanent for the relay's lifetime, so a REJOIN after a mission (or crash) was served
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the stale finalized egg and its new callsign/mech request was recorded but never applied (the
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