Gitea #43: the Comm pilot list now shows EVERY pilot -- three stacked fixes
1. Roster count used the binary's raw entry+0x29&0x40 read on our compiled objects (databinding trap) -> garbage latched pilotCount=1. Decoded: the flag is Player::NonScoringPlayerFlag (bit 14 = Entity::NextBit); both loops now use IsScoringPlayer(). Also closes the pilotIDs[1] overrun. 2. The build-once latch races async replicant arrival (rig-proven 1-then-2): rebuild on scoring-census change [T3 accommodation, demand-latch precedent]; also un-dangles departed peers. Forensic: '[score] pilot roster built: N'. 3. Name icons were a NULL stub + zeros blank authentically -> rows invisible. Wired BTPilotNameBitmap (playerBitmapIndex -> Mission small callsign raster, the radar-label chain); replaces the raw pilot+0x1e0 key. Rig-verified: Aeolus + Boreas rows with callsigns on both nodes incl. the staggered-start race; solo unregressed (1 scoring pilot). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg
This commit is contained in:
co-authored by
Claude Opus 5
parent
7494e2ec6c
commit
b7107b1020
+23
-7
@@ -304,13 +304,29 @@ screen paint over the shared Eng plane, pinning it on the highest screen). Pixel
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`BT_PRESET_TEST=<frame>`, `BT_CTRLMAP_LOG`.
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## pilotList (Comm KILLS/DEATHS) row semantics + the −1 [T1/T2]
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**BUG (Gitea #43, 2026-07-24, rig-reproduced): in LIVE MP only the LOCAL row renders — remote
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players never get a row.** The "2-player MP = 2 rows" below is decomp row SEMANTICS [T1], not a
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verified MP observation (the audit's live evidence was solo-only). Suspect:
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`BuildPilotArray`'s count loop (mechmppr.cpp:1133) sizes the roster via the binary's RAW
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`entry+0x29 & 0x40` spectator-flag read on our compiled objects (databinding trap; the fill
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loop's same check was already TODO-removed) → pilotCount latches 1 (build-once latch),
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`GetPilot(1)` bounds-rejects the remote. Fix + MP re-verify pending — see the issue.
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**FIXED + RIG-VERIFIED (Gitea #43, 2026-07-24; awaiting live playtest).** Field report
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("never lists anyone in MP") reproduced on a 2-node rig, THREE stacked causes, all fixed:
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1. **Raw-flag miscount**: `BuildPilotArray`'s count loop used the binary's raw `entry+0x29 &
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0x40` read on our compiled objects (databinding trap) → garbage → roster latched at 1 row.
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DECODED: +0x29 bit 0x40 = bit 14 of `simulationFlags` @+0x28 = **`Player::
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NonScoringPlayerFlag`** (= `Entity::NextBit`, PLAYER.h:392) — the roster authentically
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lists SCORING players (flag cleared when the mech links its player, mech.cpp:688, all
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nodes). Both loops now use `Player::IsScoringPlayer()`; also closes a `pilotIDs[1]` heap
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overrun the undercount exposed.
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2. **Latch race**: the binary's build-once latch assumes 1995 synchronous pod loads; over
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async relay TCP the faster node ticks InterpretControls before the peer's replicants
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arrive (rig-proven: staggered node logged roster 1 → then peer arrival). [T3
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accommodation, demand-latch precedent]: rebuild whenever the scoring CENSUS changes —
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also un-dangles a departed peer's freed Player from the roster. Forensic: always-on
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`[score] pilot roster built: N scoring pilot(s)` per census change.
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3. **Invisible rows**: `LookupPlayerNameBitmap` was a NULL stub + numerals are authentic
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`signedBlankedZerosFormat` (zeros draw blank) → an unselected 0/0 row rendered as a black
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box: invisible even with a correct roster. Wired `BTPilotNameBitmap` (btplayer.cpp bridge:
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compiled `playerBitmapIndex` → `Mission::GetSmallNameBitmap`, the same 64×16 egg rasters
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the radar labels use; replaces the binary's raw pilot+0x1e0 key read). Rig-verified:
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Aeolus (local, center box) + Boreas (remote, roster strip) both render with callsigns.
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NOTE: rows need the egg to carry name bitmaps (operator-console eggs do; bare rig eggs
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like MP2.EGG don't → authentic cache-miss blank box).
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One ROW PER PILOT in the mission (2-player MP = 2 rows — not duplicate displays). KILLS =
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`killCount` (the victim's ScoreMessageHandler credits the shooter cross-player, works for both
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rows); DEATHS = `Player::deathCount`: engine-inits to **−2** (PLAYER.cpp:759), the LOCAL
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@@ -299,11 +299,11 @@ extern void *BTResolveRosterPilot(int slot);
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extern int BTPilotKills(void *pilot);
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extern int BTPilotDeaths(void *pilot);
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extern int BTPilotIsSelected(void *pilot, void *local_player); // SELECT-TARGET highlight (safe)
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// App+0xC8 player-name-bitmap cache is not wired in the port (same deferral
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// PlayerStatus uses for its nameImage) -> NULL routes DrawMechIcon to the binary's
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// own cache-miss branch (the tinted name box), never an AV.
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static BitMap *LookupPlayerNameBitmap(int /*name_id*/) { return NULL; }
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// Gitea #43: the pilot's SMALL callsign raster (Mission small-bitmap chain via
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// the pilot's compiled playerBitmapIndex -- bridge in btplayer.cpp). Replaces
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// the port's old NULL-stub cache (which left every row an invisible blank box)
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// AND the binary's raw pilot+0x1e0 key read (our compiled layout differs).
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extern BitMap *BTPilotNameBitmap(void *pilot);
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MethodDescription
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PilotList::methodDescription =
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@@ -429,8 +429,7 @@ Logical
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void
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PilotList::DrawMechIcon(void *pilot, int selected)
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{
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int nameId = *(int *)((char *)pilot + 0x1e0); // pilot name/id key
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BitMap *bmp = LookupPlayerNameBitmap(nameId);
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BitMap *bmp = BTPilotNameBitmap(pilot); // small callsign raster
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int boxColor = selected ? 0xff : 0;
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int blitColor = selected ? 0 : 0xff;
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if (bmp == NULL)
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@@ -1497,6 +1497,23 @@ int BTPilotDeaths(void *pilot)
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int deaths = ((BTPlayer *)pilot)->GetDeaths();
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return (deaths < 0) ? 0 : deaths;
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}
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// Gitea #43 completion: the pilot-list NAME icon. The binary blits the
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// pilot's SMALL callsign raster -- the same 64x16 egg bitmaps the radar
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// labels use (Mission's small-bitmap chain, keyed 1-based by the egg
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// 'bitmapindex') -- but the port's PilotList had a NULL-stub lookup, so a
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// roster row was a blank box + blanked-zero numerals: invisible until the
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// pilot scored. Camera players carry index -1 (PLAYER.cpp:744) -> NULL ->
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// DrawMechIcon's authentic cache-miss box branch.
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BitMap *BTPilotNameBitmap(void *pilot)
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{
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if (pilot == 0 || application == 0)
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return 0;
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Mission *mission = application->GetCurrentMission();
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int index = ((BTPlayer *)pilot)->playerBitmapIndex;
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if (mission == 0 || index <= 0)
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return 0;
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return mission->GetSmallNameBitmap(index);
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}
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// OBSERVED-DEATH tally (MP DEATHS fix): each node maintains every player's
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// score from LOCALLY OBSERVED events -- exactly how the KILLS credit already
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@@ -1110,18 +1110,33 @@ void
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// @004b0600 -- build the pilot roster once, lazily, from the application's
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// "Players" group (skipping spectators flagged 0x40).
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// "Players" group, counting SCORING players only. The binary's raw check
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// `(entry+0x29 & 0x40) == 0` decoded (Gitea #43): +0x29 is byte 1 of the
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// simulationFlags LWord @+0x28, so 0x40 there == bit 14 == Entity::NextBit ==
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// Player::NonScoringPlayerFlag (PLAYER.h:392). Players START non-scoring
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// (DefaultFlags) and become scoring when their mech links its owning player
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// (mech.cpp:688 / btplayer.cpp:1210) -- so camera ships and unseated players
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// never get a roster row. Read via the named accessor, NOT the raw offset
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// (our compiled layout differs -- the raw read is the databinding trap and
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// was THE #43 bug: garbage count latched the roster at 1 row in live MP).
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//
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void
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MechControlsMapper::BuildPilotArray()
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{
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if (pilotArrayBuilt)
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{
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return;
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}
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pilotArrayBuilt = True;
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pilotCount = 0;
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//
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// Scoring census. The binary latches the roster on the FIRST call
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// (pilotArrayBuilt, build-once) -- correct on 1995 pod hardware where
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// every pod's entities exist before any mission tick. In the port the
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// peers' Player/PlayerLink messages arrive over async TCP, and the rig
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// proved a frame-level race (Gitea #43): the faster-loading node ticks
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// InterpretControls once BEFORE the net queue creates the replicants,
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// latching a 1-row roster forever. [T3 accommodation, precedent =
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// the demand-latch]: re-run the build whenever the SCORING census
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// changes -- late-arriving pilots get their row, and a departed peer's
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// destroyed Player leaves the roster instead of dangling (the latched
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// design kept a freed pointer for the rest of the mission).
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//
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int scoring = 0;
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EntityGroup *players =
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application->GetEntityManager()->FindGroup("Players"); // @0050f44b
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@@ -1130,9 +1145,9 @@ void
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ChainIteratorOf<Node*> pilots(players->groupMembers); // FUN_00421414
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for (Node *entry; (entry = pilots.ReadAndNext()) != 0; )
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{
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if ((*(byte *)((int)entry + 0x29) & 0x40) == 0) // not a spectator
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if (((Player *)entry)->IsScoringPlayer()) // binary: (+0x29 & 0x40) == 0
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{
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++pilotCount;
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++scoring;
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}
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}
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}
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@@ -1141,10 +1156,18 @@ void
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// an 8-pod game fits). pilotCount beyond that would overrun the block in
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// the binary too -- clamp so the `<= pilotCount` zero-loop (which zeroes
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// the local slot 0 PLUS pilotCount remotes, faithful) stays in bounds.
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if (pilotCount > PilotArraySlots - 1)
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pilotCount = PilotArraySlots - 1;
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if (scoring > PilotArraySlots - 1)
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scoring = PilotArraySlots - 1;
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pilotIDs = new int[pilotCount]; // FUN_004022b0
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if (pilotArrayBuilt && scoring == pilotCount)
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{
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return; // steady state -- the binary's built-once path
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}
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pilotArrayBuilt = True;
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pilotCount = scoring;
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delete[] pilotIDs; // 0 on first build (ctor)
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pilotIDs = new int[pilotCount > 0 ? pilotCount : 1]; // FUN_004022b0
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for (int i = 0; i <= pilotCount; ++i)
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{
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@@ -1153,6 +1176,10 @@ void
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FillPilotArray(); // FUN_004b06cc
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ChooseDefaultPilot(); // FUN_004b07f0
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// Always-on forensic (Gitea #43): one line per census change.
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DEBUG_STREAM << "[score] pilot roster built: " << pilotCount
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<< " scoring pilot(s)" << std::endl;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@@ -1203,10 +1230,11 @@ void
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int slot = 1;
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for (Node *entry; (entry = pilots.ReadAndNext()) != 0; )
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{
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// TODO(mp-roster): the binary skips spectators via a flag byte at
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// entry+0x29 (bit 0x40) -- its WinTesla home is unmapped; solo has no
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// spectators, so the check is omitted until the flag is reconciled.
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if (entry == (Node *)local_pilot) // already slot 0
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// Binary @004b0790: skip non-scoring players (the same +0x29 & 0x40
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// == NonScoringPlayerFlag check as the count loop -- resolved, Gitea
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// #43) and the local pilot (already slot 0).
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if (!((Player *)entry)->IsScoringPlayer()
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|| entry == (Node *)local_pilot)
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{
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continue;
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}
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