08ca66e5b5c51dd5ebef590303e06e83eecdc597
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Commits
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4e89baeff3 |
bench parity: local nodes now launch exactly like a player's shortcut
Local benches had drifted from the shipped launchers and every divergence
cost a debugging session:
* no BT_START_INSIDE -> benches opened in the EXTERNAL CHASE camera while
every player starts in the COCKPIT. The first first-person look at a
bench window was misread as a broken HUD.
* novice bench eggs -> every SHIPPED egg is expert; novice gates off the
entire heat model, crits and jams, so bench combat was not field combat.
(Verified: the aligned node now boots experience=3 simLive=1
heatModelOn=1, where it used to boot 0/0/0.)
* 1-LP affinity pins -> starved the gauge executive and produced a false
"the comms panel never counts deaths" reading. Two LPs per node keeps
the documented single-box jitter fix without the starvation.
scratchpad/night6/bench_common.sh now owns the contract (bt_player_env,
bt_launch, bt_expert_egg, bt_novice_egg) copied verbatim from play_solo.bat,
with bt_assert_player_env warning if the shipped bat ever drifts. All three
4-node benches source it. The limp bench keeps a novice egg -- expert crits
the aimed leg and the mech turns-but-never-moves -- and now says so loudly.
Also: BT_SHOT_EVERY=<n> headless backbuffer capture (btl4vid.cpp), the tool
this was diagnosed with. It must sit above the warp phase-0 early-out since
that fn is the per-frame alpha-pass hook. OS screen-capture is off-limits:
a foreground-lock failure photographed the user's browser instead of the game.
KB: build-and-run.md gains the bench-parity rule + the capture diag;
cockpit-view.md gains the measured aspect/FOV finding (the surround's 2.05:1
view collapses vertical FOV to 31.5 deg vs the pod's 46.8, so fixed canopy
geometry covers 68.6% of the lower half -- NOT a regression: the shipped 643
binary reports identical geometry).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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a357dc4265 |
#81 GHOST MECH FIXED: release the death latch + stop the duplicate VehicleDead
Two defects that were masking each other, both now fixed and benched.
1) THE LATCH NEVER RELEASED ON FAILURE. The binary's FUN_004c012c tail is
Post(...) ; *(this+0x290)=0 ; *(this+0x258)=0 (part_013.c:10519-10523).
We had the Post and the suppressConsole and were missing the middle
instruction, so deathPending cleared only on SUCCESS paths. One failed
respawn latched the pilot for the whole mission: every later death hit the
dedup and was SWALLOWED, so the cycle could never restart -- a transient
hiccup became a PERMANENT ghost (dead, un-Reset, still driveable, a burning
wreck on every peer that sinks after ~18s and can never be drawn again).
Binary evidence: +0x290 is written in exactly THREE places in all of
BTL4OPT.EXE (0x0b75fb, 0x0bffe3, 0x0c0a05) and all three store a ZEROED
register; there is no write of 1 -- or any non-zero, in any instruction form
-- anywhere. The dedup gate itself IS authentic (@004c05c4 does
mov edx,[ebx+0x290]; test edx,edx; jne ret), so it is kept.
2) VehicleDeadMessage WAS DISPATCHED TWICE PER DEATH. BTPostKillScore
(btplayer.cpp:2263) sent a second one "to credit a death", but that message
is the RESPAWN-CYCLE TRIGGER, not a scoreboard increment, and the tally is
already credited by the handler's ++deathTally (:538). Both fire inside the
same death transition (BTPostKillScore at mech4.cpp:2006, the hardened
authentic notify at :2110), so they were always paired. Removed; the kill
credit above it is untouched (it correctly uses a ScoreMessage).
THEY HID EACH OTHER: the duplicate made the latch look necessary, and the latch
made the duplicate invisible. Every "death ... SWALLOWED" warning in the field
logs was just the latch deduping our own duplicate -- 8 of 8 deaths, a 100% base
rate, which is exactly why it correlated with nothing when tested. Fixing
either alone makes things visibly worse (the first bench of fix 1 alone produced
a DOUBLE cycle: deathCount double-incremented, cycle 1's re-post gone stale and
tripping the drop-zone MISMATCH). That is why earlier passes at #57/#55 kept
adding clear-sites instead of finding the root; the binary broke the tie.
VERIFIED
solo: 17 consecutive death/respawn cycles, every one START->RESET,
0 swallowed / 0 mismatch / 0 crash. Pre-fix this strands permanently
after cycle 1.
MP : two nodes over a real network path with cross-machine drop-zone replies
(each node's request is answered by the OTHER machine) -- A 11 cycles,
B 12, 0 swallowed / 0 mismatch / 0 discarded / 0 crash.
harness: BT_SELF_DAMAGE_REPEAT=1 re-arms the self-damage bench after respawn
so multiple cycles can be driven (a one-death harness can never
exercise this fix). scratchpad/night6/mp_ghost.sh.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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bf0555ccf1 |
#81: every MP respawn is a cross-machine round trip -- one degraded peer ghosts everyone
Two-node bench with the fixed host:local labels shows each player's drop-zone
request is answered by the OTHER machine's DropZone: A asks, B grants; B asks, A
grants. FindGroup("DropZones") iterates replicants of remotely-mastered zones
too and takes the geometrically closest, so a respawn is
my request -> an arbitrary peer's DropZone -> that peer's reply -> back to me.
With 5 players that is 5 round trips through arbitrary peers, and ONE degraded
peer can strand everybody else's respawn. That finally explains the otherwise
unexplained field datum that one machine stopped processing the death-transition
stream 57% into a match and never recovered (0 explosions/wreck swaps/burials
while four other machines logged 4/4/4) -- a node in that state cannot answer
anyone's respawn. It also explains why solo is 100% reliable (in-process) and
why a healthy 2-node bench passes.
Also fixes the instrumentation before it costs a night: every [dz] line printed
"entity 1" because a player's LOCAL entity id is 1 on every machine -- with five
players the log would have said a respawn stalled but not WHOSE. All [dz] lines
now print host:local (including the usedBy= owner of each busy slot).
Doc: two candidate fixes recorded (prefer a locally-mastered DropZone / make the
reply path tolerant of a deathCount that is ahead of ours), neither to be guessed
at -- the [ghost] DISCARDED line's mismatch direction decides it in one line.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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