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>
This commit is contained in:
arcattack
2026-07-22 19:57:03 -05:00
co-authored by Claude Opus 4.8
parent 53c86fa1dd
commit 9bec4b2050
5 changed files with 89 additions and 3 deletions
+11
View File
@@ -437,6 +437,17 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
from take 2's commit is UNPROVEN -- the measured fact is just that loads outlive any fixed
cap; the counter design is correct under either reading. Residual: WHY loads take 1-2+ min
on the operator box (vs ~30s earlier same day) is an open perf question ([loadobj] timings).
- **READY LIGHT (2026-07-22) [T2, live-verified]**: the roster showed "registered" for a
still-loading pod and a ready one alike. When the app ladder reaches WaitingForLaunch
(APP.cpp CheckLoad transition) the pod sends ONE empty route **-10** frame on its live relay
game socket (`BTRelayNotifyReady`, L4NET; socket mirrored at HELLO via
`BTRelayRememberGameSocket`); the relay prints `SEAT n READY tag='...' (k/m loaded)` and the
GUI lights the seat bright-green (`ST_READY`) with a "N pod(s) LOADED+READY" banner. Chain
verified LIVE by the operator: blue(seated) -> teal(registered) -> green(ready) in order.
ALSO the load-speed "mystery" resolved: mission loads are ~30s uncontended; the 1-2+ minute
loads happened when assistant background test runs (game instances + relay + cdb) ran
CONCURRENTLY with the user's interactive sessions on the same box -- see the memory note;
don't run game-spawning tests while the user is testing.
- **ROUND RESET (2026-07-22) [T2]**: trim/prefs FINALIZE the egg for one round -- and that used
to be permanent for the relay's lifetime, so a REJOIN after a mission (or crash) was served
the stale finalized egg and its new callsign/mech request was recorded but never applied (the