Docs sweep: README + KB catch up with the full session's work

Coverage audit of this session's ~30 commits against the docs found
gaps; fixed:
- README §Multiplayer was stale (only the old mesh flow, 'combat in
  progress'): now leads with the relay + operator-console path
  (internet play, join.bat/play_solo.bat, patient wait) and lists what
  the mesh path has verified (4-pod, camera seat, callsigns, clock);
  README controls line updated (turn/twist/pitch, pad, CONTROLS.MAP)
- decomp-reference env table: added BT_CAM_LOG, BT_SPEC_LOG (were in
  code, not the hub); BT_INPUT_LOG note gains the twist/elev axis
- pod-hardware §input remap: the AXIS SIGN CONVENTION finding
  (positive sim = CCW/left; bridge negates once per channel;
  screenshot-forensics lesson) was only in commit cb82d8c -- now durable
- multiplayer.md: PATIENT WALK-UP + MISSION CLOCK sections (features
  shipped in f9f230c/f57d25f, only incidentally referenced before)

checkctx CLEAN (20 topics, 68 glossary keys).  All session features
now have topic-file coverage.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-18 17:51:01 -05:00
co-authored by Claude Fable 5
parent ff5260ce98
commit d26d0375ae
4 changed files with 57 additions and 7 deletions
+28 -5
View File
@@ -97,10 +97,31 @@ The authentic stack (gait, collision, real controls) is **default-on**; set `=0`
Debug/harness flags: `BT_FORCE_THROTTLE=1` (auto-walk), `BT_SPAWN_ENEMY=1` (spawn a target dummy),
`BT_FORCE_FIRE=1` (auto-fire), `BT_HEAPCHECK=1` (whole-heap validation — slow), `BT_BSL=0` (legacy
texture decode), `BT_DEV_GAUGES=1` (render the cockpit MFDs in a dev window), `BT_LOG=<file>`.
Interactive: **WASD** drive, **Space/Ctrl** fire, **X** all-stop. The complete env-gate table is in
`context/decomp-reference.md` §6 (routed from `CLAUDE.md`).
Interactive: **WASD** drive, **A/D** turn, **Q/E** torso twist, **R/F** torso pitch aim,
**Space / 1-4** fire, **X** all-stop, **V** view, **M** control mode. An Xbox-type controller
works out of the box. All bindings are user-editable in **`content/CONTROLS.MAP`** (delete it to
restore the compiled-in WASD default; `content/CONTROLS_NUMPAD.MAP` is an alternate profile). The
complete env-gate table is in `context/decomp-reference.md` §6 (routed from `CLAUDE.md`);
controls/pad details in `context/pod-hardware.md`.
## Multiplayer (two instances, one box)
## Multiplayer
**Modern path (relay + operator console).** Pods make ONE outbound connection to a relay/console,
so internet play needs no per-player port forwarding and CGNAT-safe LAN discovery just works. Run
the operator station:
```
python tools/btoperator.py # PySide6 GUI: build the mission egg (validated dropdowns),
# start the relay, watch pods arrive, assign seats, LAUNCH,
# end the timed mission, export player join.bat scripts
```
Players run one universal `join.bat` (internet, seat assigned by the relay) or `join_lan.bat`
(same LAN, auto-discovers the console) or `play_solo.bat` (offline practice) — see `players/`.
The pod waits patiently if the session isn't up yet. Full architecture, wire format, and the
D1 relay/UDP design: `context/multiplayer.md`.
**Legacy mesh (two instances, one box), still supported:**
```
instance A: btl4.exe -egg MP.EGG -net 1501 (BT_LOG=mp_a.log)
@@ -108,8 +129,10 @@ instance B: btl4.exe -net 1601 (BT_LOG=mp_b.log)
console: python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601
```
`-net <port>` enables networked mode; the console emulator delivers the mission egg and the launch
command. Entity + movement replication works; cross-pod combat is in progress.
`-net <port>` enables networked mode. Verified end-to-end: full entity/movement replication,
cross-pod combat + kills, per-pilot paint + callsigns, timed missions, 4-pod live sessions, and a
spectator/broadcast **camera seat** (`hostType=1 vehicle=camera`) with auto-directed coverage and
a live ranking window.
## Status & continuing the work
+3 -1
View File
@@ -268,7 +268,9 @@ default-ON (`'0'` disables).
| `BT_RELAY=<host:port\|auto>` | **D1 relay mode** — dial the relay/operator console instead of the P2P mesh; `auto` = LAN UDP-broadcast discovery on udp/15999 ([[multiplayer]] D1) |
| `BT_SELF=<[pilots] tag>` | claim a specific roster seat in relay mode; absent/`auto` = the relay assigns one (SEAT_REQUEST) |
| `BT_RELAY_TCP_ONLY=1` | disable the relay UDP channel (all unreliable traffic rides the TCP relay conn) |
| `BT_INPUT_LOG` | binding-engine trace: CONTROLS.MAP load, button/keypad emissions, pad connect ([[pod-hardware]] §Desktop input remap) |
| `BT_INPUT_LOG` | binding-engine trace: CONTROLS.MAP load, button/keypad emissions, pad connect, torso twist/elev axis ([[pod-hardware]] §Desktop input remap) |
| `BT_CAM_LOG` | camera-seat/broadcast trace: streamed camera network count, director pick + Players-group census, ship follow state, PlayerLink dispatch/receive, ranking-window render ([[multiplayer]] camera seat) |
| `BT_SPEC_LOG` | manual spec-audit dump at subsystem ctor: torso speed/limits, heat-sink count, reservoir capacity, per-subsystem coolant loop ([[pod-hardware]] §Spec cross-check) |
Full render/locomotion gates (BT_RAMP, BT_MATPRI, BT_CULL, BT_SHADOW_*, BT_LODSEL, BT_ADDLOD,
BT_PUNCH, …) are catalogued in [[rendering]]. Warp visuals: [[translocation-warp]].
+16
View File
@@ -326,6 +326,22 @@ phase). Plan: `~/.claude/plans/partitioned-snuggling-piglet.md`.
SEAT_REQUEST branch (btconsole.py). Verified: 8/8 stub tests (distinct seats, FULL on
exhaustion, claim clears reserve, duplicate-HELLO refused) + 2-node localhost e2e with NO
BT_SELF on either pod → both seated, full ladder, launch, UDP flowing.
- **PATIENT WALK-UP (2026-07-18) [T2]**: a pod dialed at a relay that isn't up yet no longer
aborts (release `Fail()` is a bare `abort()` = looked like a "crash", field report). Both the
seat request (`RelayRequestSeat`) and LAN discovery (`BT_RELAY=auto`) now RETRY (2s dials, 30
min cap) with live status into the join.bat console window (`BTRelayWaitStatus` attaches to the
parent cmd via `AttachConsole(ATTACH_PARENT_PROCESS)`): a banner + progress dots, a distinct
"game is FULL, waiting for a free seat" state, "seat assigned — joining!" on success. The pod
joins automatically the moment the operator starts the session; the unreachable MessageBox only
fires at the 30-min give-up. Removes the session-before-join ordering requirement. Verified:
pod launched at a dead relay, waited 20+s, relay started, pod seated + reached RunningMission
with no user action.
- **MISSION CLOCK (2026-07-18) [T2]**: the egg `[mission] length=` (600 = the 10-min pod mission)
drives the pod countdown + the final-30s ranking window; the relay now SENDS
`Application::StopMissionMessage` (clientID 4, msgID 6, exitCode 0) at length+2s grace, or on
the operator's ⏹ END MISSION button (stdin `stop`). Was half-implemented — nothing fired it in
1995 the console owned the stop. Pod runs the authentic fade → mission-loop exit → clean
process exit. Verified live (40s test mission ended on the clock).
- **OPERATOR CONSOLE (2026-07-18)**: `tools/btoperator.py` (PySide6) — the lost 1995 operator
station recreated: mission editor with ALL values validated live from BTL4.RES
(`tools/eggmodel.py`: maps=type14∩26, colors/badges/patches from the type-25 vehicletable,
+10 -1
View File
@@ -47,7 +47,16 @@ Axes: Throttle (lever, rate-walks + sticks), LeftPedal/RightPedal/Pedals (turn,
JoystickX (torso twist), **JoystickY (torso ELEVATION — pitch aim; every 1995 control mode
routes it to Torso::SetAnalogElevationAxis; keys R/F + pad LeftStickY in the default map;
verified to the authentic VerticalLimitTop clamp, 20° on the Blackhawk; aims the GUNS — reads
on the HUD elevation tape, the eyepoint stays level)**. Emissions mirror the RIO conventions above exactly; the four fire
on the HUD elevation tape, the eyepoint stays level)**.
**AXIS SIGN CONVENTION (2026-07-18, user-verified) [T1]:** the sim uses MATH convention —
positive turnDemand / twist / free-aim slew is **CCW (LEFT)**. On the pod the RIO Ranger owned
the hardware sign; the desktop key bridge negates ONCE per channel (`key_turn = -gBTDrive.turn`;
`stickPosition.x = -gBTTwistAxis`; the SetFreeAimSlew call-sites pass the bridge value un-negated)
so input-right = turn/twist RIGHT (manual p8: "pulling your joystick to the right torso twists
your 'Mech to the right"). Forced/BT_GOTO harness demands are already sim-frame and stay
un-negated. Lesson: large-rotation screenshot comparisons are AMBIGUOUS — trust tracked
landmarks, numeric yaw telemetry with an established convention, or the user's live observation.
Emissions mirror the RIO conventions above exactly; the four fire
buttons (0x40/45/46/47) publish as levels to the bring-up fire channels instead of buttonGroup
(avoids double-fire once the streamed ChooseButton mappings are exercised). XInput loads
dynamically (xinput1_4 → 9_1_0; disconnected-pad probing rate-limited to 1 Hz). **Keys claimed by