034e55c7f5338fee91c0ee60a603aa1bc1223679
6
Commits
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1777d5a62e |
one log per day, and every log says who it sent it -- rotation was eating the crash stacks
Conn Man crashed twice in an Owens on 2026-07-27, kept playing, and by the time
we asked for his logs they no longer existed. Not a mystery: every launcher did
if exist content\X.old.log del content\X.old.log
if exist content\X.log ren content\X.log X.old.log
which keeps TWO generations. He relaunched more than twice, so his own bat
deleted both crash sessions. The player who crashes is exactly the player who
relaunches immediately, so the retention window was aimed at the wrong case.
THE LOG. BT_LOG set still means "use this path verbatim" -- that contract is
load-bearing (mp_a.log/mp_b.log for 2-node runs from one cwd, btoperator's
operator_N.log, every scratchpad/mp_*.sh that greps the file it named) and is
untouched. Only when BT_LOG is UNSET does the exe now name the file itself:
content\<stem>_YYYYMMDD.log, appended, one per day, no rotation window to fall
out of. The stem (solo/join/steam/joyconfig) comes from the gates the bat
already sets, so solo still cannot overwrite the MULTIPLAYER log.
Self-named files append UNCONDITIONALLY. The default open mode is ios::out --
TRUNCATE -- and the operator GUI's exported bats never set BT_LOG_APPEND, so
they were truncating already; leaving append implicit would have let the second
launch of the day erase the morning.
IDENTITY, because these arrive from many players at once and Discord renames
half of them to message.txt (most of the night-5 evidence had to be
re-identified by hand):
===== BT411 SESSION build=4.11.603 (d64d75f+) machine=... user=...
callsign=Conn Man mode=solo pid=13192 local=... log=... =====
Also the session separator inside a per-day file, and it puts build+hash ABOVE
any [crash] block so btl4+0xNNNN offsets stay matchable to a PDB across builds.
SIZE. Never delete, but stay sendable: past 8 MB the next launch rolls to
<stem>_YYYYMMDD.1.log. Checked only at open, so a live session is never split.
CONSOLIDATION. launch_report.txt is gone, folded into lastrun_<stem>.txt (one
launch record: the exe appends its block at first breath, the bat appends the
exit line). Per-stem because one shared lastrun.txt let a second launcher's
`del` destroy the first launch's block. Its ABSENCE after a run is now the
#41 "never reached WinMain" probe -- the old "if not exist X.log" test cannot
work against a per-day file, which survives earlier launches, and would have
reported every healthy run as blocked by antivirus. marshal.log folded into
the day log too; it keeps its own handle and gained a CRITICAL_SECTION because
it runs on a worker thread while the engine log stream is single-threaded.
play_steam.bat gained a launch bracket it never had -- which is why a Steam
player killed before WinMain previously left no evidence at all.
_putenv_s, not SetEnvironmentVariableA, to pin the resolved name: MSVC's CRT
keeps its own environment copy, so getenv() in-process does NOT see a
SetEnvironmentVariableA write (measured). btl4console/btl4lobby resolve the
day log via getenv, so with the Win32-only call they silently fell back to
marshal.log and the fold never happened.
logfile.open() is now checked -- a failed open used to rebind cout to a dead
buffer, silently dropping the header, [boot] and any crash stack while
lastrun still claimed log=<name>.
Verified: append across sessions with distinct pids, crash block landing under
its own header, BT_LOG verbatim unmangled, an inherited BT_LOG cleared by the
bats, roll-over at 8 MB, and both forensic verdicts (exe ran / exe blocked).
Console auto-retrieval is unaffected -- it uploads the matchlog, a different
file, and a crashed round never reaches the upload call anyway.
Known gaps, deliberately not in this commit: the setlocal hoist for gate
leakage when two bats share one console (dev-only), and btoperator's exported
bats still lack the lastrun bracket -- do not press Export on a shipped zip.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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ecb9b338bd |
the X button means QUIT: a user-closed window exits for real instead of relaunching
Operator report (00:30): "my local instance auto-relaunches whenever I stop and
start a session, even if I close my window." Root cause is the pod's AUTHENTIC
immortality: an arcade cabinet's join loop never exits, so every RunMissions
return relaunches into the join wait -- and a human closing the window was
indistinguishable from a round ending. On a desktop that made the client
unkillable outside Task Manager, and explains every orphaned-plasma zombie
hunted this week (my own test teardowns included), plus tonight's "eventually
all I could find was my plasma display".
FIX, one flag + one gate:
* btl4main WndProc WM_CLOSE stamps gBTUserRequestedExit before DestroyWindow
(covers X, Alt-F4, taskbar close, Task Manager's polite phase).
* BTFE_RelaunchSelfAndExit -- the single choke point every relaunch path
funnels through (round end, console-pad lost, round abort, FE loop) --
exits for real when the flag is set, logging 'window closed by the user
-- exiting for real (no relaunch)' to the marshal log.
Round-end auto-rejoin is UNTOUCHED: the flag only sets on WM_CLOSE.
VERIFIED both directions on the built exe (4.11.591):
* WM_CLOSE posted to a live solo instance -> the whole process tree is GONE
8s later: no relaunched generation, no plasma orphan. [was: immortal]
* Offset-port rig, full launch -> StopMission -> both pods AUTO-REJOINED and
re-ACKed for the next round (2/2 ready, WAITING FOR OPERATOR); zero
exiting-for-real lines fired (nobody closed a window).
Requires the next zip for players; the operator's running instance keeps the
old behavior until restarted onto this build.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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8408165d92 |
Find content\ ourselves: a bare exe launch no longer scatters config and dies
Field report: `.\btl4.exe -fit` from build\Release opens the mission console,
then the mission crashes on Launch.
ROOT CAUSE (pre-existing landmine, newly reachable). The engine resolves
BTL4.RES, VIDEO\, BTDPL.INI, the eggs AND both player config files
(bindings.txt, environ.ini) RELATIVE TO CWD. Every launcher .bat does
`cd content` first, so this never showed. A bare launch of the exe therefore
found no resources ("Resource file btl4.res v1.0.0.0 is obsolete!"), wrote a
stray bindings.txt / environ.ini / btl4.log NEXT TO THE EXE -- so the player's
real ones in content\ looked like they had never been created -- and killed the
mission generation the menu launched (the child inherits the parent's cwd).
Recent work made that path inviting rather than obscure: glass is the desktop
default, a zero-arg launch opens the menu, and -fit is documented as something
you pass on the command line.
FIX: BTEnsureContentDirectory() runs before anything resolves a relative path
(the log file included, so a bare launch logs where the launchers log). If cwd
has no BTL4.RES, probe from the exe's own directory -- ..\..\content for the
shipped layout, plus the flattened and in-content cases -- and
SetCurrentDirectory there. Says so in the boot line when it had to go looking.
Belt and braces: the environ.ini writer refuses to write unless BTL4.RES is
beside it, so a failed probe cannot scatter a settings file either.
ALSO: -fit was silently dropped when the menu relaunched into a mission. The
front end rebuilds the child's command line from scratch, and the flag was
parsed at window creation -- code the menu process exits long before reaching.
Parsed early into gBTFitDisplay now, and appended to the relaunch.
Verified: bare `btl4.exe -fit` from build\Release leaves ZERO files next to the
exe, writes environ.ini + btl4.log into content\, and the mission child's exact
command line (-net 1501 -platform glass) from that same wrong cwd now logs
"cwd: found the content directory from the exe path", loads resources and
enters RunMissions instead of dying.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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d3ede2e635 |
Issue #33/#34: relaunch-storm + duplicate-seat fixes (pod-grade session stability)
Night-2 capture: one flapping pod cascaded 3 ROUND ABORTs in 8s; every
client relaunch-churned (~1 gen/s) until the D3D device-creation 20s
deadline fired on every machine ('could not connect direct 3d'), and
claim-less restarts minted duplicate roster seats.
Console (relay):
- Round abort clears stale console-conn ACK flags and HOLDS the next
egg release for an 8s settle window (_tick_settle re-releases when
quiet) -- the abort->instant-re-release->drop->abort cycle is broken.
- HELLO from a stale identity gets a REJOIN reply (identity resync via
the seat-request path, 5s/IP rate limit) instead of a bare drop.
- STATIC SEATS: seats remember (IP + callsign); a claim-less restart
from the same machine+name RECLAIMS its own seat (displacing its
zombie beacon) instead of minting a duplicate -- the pod contract:
same box, same seat, always.
- Operator local instances log with BT_LOG_APPEND (the night-2 crash
loop left a 2-line file; generations now leave a full trail).
Client:
- Relaunch storm damper: a generation that lived <15s sleeps 5s before
respawning (storm decays to a gentle cadence; normal multi-minute
round relaunches untouched; menu clicks explicitly never delayed).
Rig-verified: normal round + mid-MISSION drop = no abort (correct);
mid-LOAD kill = exactly ONE abort + 8s hold + seat reclaimed + no
cascade. The night-2 'host 7' identity-derivation subtlety remains
under forensics (append logs + first-breath line will capture it).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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f703bb1d56 |
Steam: the lobby + IDENTITY-TOKEN roster -- internet MP code-complete (step 4c)
NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing the arcade Site-Management screen -- host creates (lobby data btl4=1), members join by filter, pilots publish name/mech/color, the host ENTER mints the roster and signals GO. THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by mission time -- the first cycle timed out connecting to its own stale address. Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES; connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual ports; the map reaches mission processes via env (BT_FE_MYFAKE + BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster self-match; CheckSocket reports peers by token. L4STEAMNET reworked (no FakeIP allocation at all); the marshal gained the Steam-wire branch. Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY -> room -> GO -> token map minted -> egg roster carries the token -> mission process up with 1 roster token incl. self -> pod self-matches -> stock console ladder -> mission RUNS (46 ticks). Remaining: the live 2-account cross-machine session (docs/STEAM_TEST.md). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c4ca87b808 |
Miniconsole: the front end + LocalConsole marshal -- self-launched missions (step 3)
NEW gated dir game/glass/: btl4fe (green-on-black GDI catalog menu -- map/ time/weather/length/mech/color/pilot/mode/port/peers; egg writer emitting the FULL console egg shape, golden-tested vs MP.EGG: identical section sequence at identical line offsets, the 4 static ordinal pages verbatim, GDI-rendered 128x32/64x16 pilot-name plasma bitmaps in MP.EGG framing) and btl4console (the marshal: a worker-thread console CLIENT speaking the btconsole.py wire protocol verbatim -- 1040-byte chunked egg, 20s settle, RunMission x2, STAY CONNECTED, own the clock, StopMission at expiry; logs marshal.log). The engine sees a real connected console and runs the 100% stock ladder -- NO engine hooks (less invasive than planned: the L4APP.H setters proved unnecessary; launches go through real argv on relaunch). WinMain (one gated block): zero-mission-arg glass launch -> menu -> relaunch self with the mission argv (per-mission process relaunch; BT_FE_* env arms the marshal); post-RunMissions BT_FE_LOOP tail returns to the menu. Menu relaunches CLEAR the BT_FE_* handoff (found live: the inherited env re-armed a marshal instead of showing the menu). Verified end-to-end (synthetic menu drive): menu -> frontend.egg -> relaunch -> marshal feeds self over loopback -> stock console ladder -> mission RUNS (58+ ticks) -> 60s clock -> StopMission -> clean menu return, no env leak. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |