Front end: LocalConsole marshal + single-binary loop (timed stop, relaunch)
The in-process console that replaces the operator for solo play: it owns
the mission clock and ends the race at the chosen length, then relaunches
to the setup menu -- the arcade launcher behavior in one binary.
- engine/APPMGR: gPerFrameHook -- a per-frame observer called on the game
thread in RunMissions (the marshal's engine-safe tick site).
- btl4console.{hpp,cpp}: BTLocalConsole_Install/MissionCompleted -- the
marshal watches for RunningMission, starts the clock, and dispatches
Application::StopMissionMessage at expiry (BT_MISSION_SECONDS overrides
for testing). Confirmed: StopMission cleanly ends the mission and
RunMissions returns.
- btl4fe: expose BTFrontEnd_LastMissionSeconds; Enter=LAUNCH / Esc=quit in
the menu loop; BT_FE_AUTOLAUNCH quick-launch (skips the menu).
- btl4main WinMain: front-end mode runs menu -> arms marshal -> mission;
when the marshal ends it, RELAUNCH a fresh instance (arcade launcher
model) -> lands back on the menu. This sidesteps BT's in-process
re-init fragility: a second mission in-process AV'd on stale gBT*
per-mission entity globals (gBTTerrainEntity et al., cdb-traced to
MakeEntityRenderables); a fresh process has none.
Verified: menu LAUNCH -> mission runs -> marshal stops it at the set
length -> RunMissions returns -> relaunch (3 distinct PIDs across a
multi-cycle run, no crash).
Remaining in Phase 5: the results screen (kills/deaths at stop).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
+65
-20
@@ -392,29 +392,16 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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//
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// FRONT-END MODE (BT412 Phase 5): no egg and no network address on the
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// command line means there is no operator console to hand us a mission.
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// Run the in-game miniconsole menu -- the player configures the race
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// (map / mech / color / time / weather / length / pilot name) and clicks
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// LAUNCH, which builds the mission egg locally and points the standard
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// -egg load path at it. Closing the menu quits. `-egg`/`-net` runs skip
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// the menu. (docs/BT412-ROADMAP.md Phase 5.)
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// command line means there is no operator console to hand us a mission --
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// the in-game miniconsole menu builds one, and the in-process marshal
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// runs the single-binary loop (menu -> mission -> menu). `-egg`/`-net`
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// runs are a single pass (the developer shortcut / real console).
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//
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int front_end_mode;
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{
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const char *cmdline_egg = L4Application::GetEggNotationFileName();
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const int no_egg = (!cmdline_egg || !strlen(cmdline_egg));
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const int no_net = (L4Application::GetNetworkCommonFlatAddress() == 0);
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if (no_egg && no_net)
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{
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extern int BTFrontEnd_Run();
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if (BTFrontEnd_Run())
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std::cout << "[frontend] menu LAUNCH -> frontend.egg built"
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<< std::endl << std::flush;
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else
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{
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std::cout << "[frontend] menu closed -- exiting" << std::endl << std::flush;
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return 0; // player quit from the setup menu
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}
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}
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front_end_mode = (!cmdline_egg || !strlen(cmdline_egg))
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&& (L4Application::GetNetworkCommonFlatAddress() == 0);
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}
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Start_Registering();
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@@ -531,6 +518,40 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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ShowWindow(hWnd, nShowCmd);
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//=======================================================================//
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// SINGLE-BINARY LOOP (BT412 Phase 5), arcade-launcher model: ONE mission
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// per process. Front-end mode shows the miniconsole menu, arms the
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// marshal, and runs the mission; when the marshal stops it at the chosen
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// length the process RELAUNCHES itself (below) -- landing back on the
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// setup menu. This is exactly how the arcade launcher restarted the pod
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// per mission, and it sidesteps BT's in-process re-init fragility (the
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// reconstructed gBT* globals hold per-mission entity pointers that a
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// second in-process mission would trip over). `-egg`/`-net` = single pass.
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//=======================================================================//
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extern int BTFrontEnd_Run();
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extern int BTFrontEnd_LastMissionSeconds();
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extern void BTLocalConsole_Install(int mission_seconds);
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extern int BTLocalConsole_MissionCompleted();
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if (front_end_mode)
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{
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ShowWindow(hWnd, SW_HIDE); // the menu is its own window
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if (!BTFrontEnd_Run())
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{
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std::cout << "[frontend] menu closed -- exiting" << std::endl << std::flush;
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Stop_Registering();
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return 0; // player quit from the setup menu
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}
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ShowWindow(hWnd, SW_SHOW);
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int secs = BTFrontEnd_LastMissionSeconds();
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const char *ov = getenv("BT_MISSION_SECONDS");
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if (ov != 0) secs = atoi(ov);
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BTLocalConsole_Install(secs);
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std::cout << "[frontend] menu LAUNCH -> marshal armed (" << secs << "s)"
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<< std::endl << std::flush;
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}
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{
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std::cout << "[boot] opening btl4.res..." << std::endl << std::flush;
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StreamableResourceFile resources("btl4.res", version);
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@@ -576,5 +597,29 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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}
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Stop_Registering();
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//-------------------------------------------------------------------//
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// LAUNCHER ROLE: if the marshal ended this front-end mission (the
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// selected time expired), relaunch a fresh instance -- it front-end-modes
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// again and lands back on the setup menu, exactly as the arcade launcher
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// restarted the pod per mission. A `-egg`/`-net` pass, or a mission that
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// ended some other way (window closed), just exits.
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//-------------------------------------------------------------------//
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if (front_end_mode && BTLocalConsole_MissionCompleted() && IsWindow(hWnd))
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{
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wchar_t exePath[MAX_PATH];
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GetModuleFileNameW(NULL, exePath, MAX_PATH);
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STARTUPINFOW si; memset(&si, 0, sizeof(si)); si.cb = sizeof(si);
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PROCESS_INFORMATION pi; memset(&pi, 0, sizeof(pi));
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// no args -> the new instance front-end-modes and shows the menu
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if (CreateProcessW(exePath, NULL, NULL, NULL, FALSE, 0, NULL, NULL, &si, &pi))
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{
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CloseHandle(pi.hThread);
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CloseHandle(pi.hProcess);
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std::cout << "[launcher] mission ended -- relaunched for the next race"
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<< std::endl << std::flush;
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}
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}
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return Exit_Code;
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}
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