KB: pod-LAN real-IP path VALIDATED -- not localhost-locked (task #50)

Tested the real-IP config path (not just 127.0.0.1): an egg with this machine's
real LAN IP (10.0.0.46) in [pilots] connected + replicated + moved end-to-end
between two nodes (Connected to GameMachineHost at 10.0.0.46:1602 / All
connections completed! / peer telemetry flowing). Confirms gethostbyname
local-address matching + WSAStringToAddressA IP:PORT parse work with real
addresses. Recorded the LAN recipe + noted the one remaining unknown: an actual
two-physical-machine run (firewall) -- validated single-box via the real IP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-15 16:24:12 -05:00
co-authored by Claude Opus 4.8
parent 3224009dc1
commit d624b9b783
+12 -2
View File
@@ -262,8 +262,18 @@ Base fns in every subsystem vtable: slot 6 = 41bd34 (Read/apply), slot 7 = 41c50
invisible). First real twist record overwrites it.
## Remaining (P6 phase 4 / Phase 7)
The pod-LAN config (real IPs, bare-IP pilot entries); update-record velocity sourced from the body-channel
projection (above). See [[open-questions]]. [T3]
Pod-LAN config: **real-IP path VALIDATED (2026-07-15)** — an egg with the machine's real LAN IP in
`[pilots]` (not `127.0.0.1`) connected + replicated + moved end-to-end (`Connected to
GameMachineHost at 10.0.0.46:1602`, `All connections completed!`, peer telemetry flowing). So
`gethostbyname` local-address matching (L4NET.CPP:2612, which also appends 127.0.0.1) + the
`WSAStringToAddressA` `IP:PORT` parse (ResolveAddress) both work with real addresses — NOT
localhost-locked. Recipe: egg `[pilots]` = each machine's LAN IP + its GAME port (`= -net port + 1`,
e.g. `10.0.0.46:1502`); each machine runs `btl4 -egg lan.egg -net <consolePort>`; console relay
(`btconsole.py lan.egg A_IP:1501 B_IP:1601`) from any machine; open the TCP console+game ports in
the Windows firewall. STILL UNTESTED: an ACTUAL two-physical-machine run (validated single-box via
the real LAN IP), so firewall is the main first-attempt unknown. Affinity pinning is NOT needed
across separate machines (the packet-jitter artifact is single-box only). Also: update-record
velocity sourced from the body-channel projection (above). See [[open-questions]]. [T2 path / T3 two-box]
## MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2]
Re-ran the one-box smoke test on the current build (world-pick targeting, weapon groups, death