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Commits
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48d47ef806 |
#45 review pass: correct three claims the fix's own comments got wrong
An adversarial review of the change returned NO BLOCKERS but caught three
statements that were wrong or unverifiable. All three are corrections to my own
comments/docs, not behaviour changes -- the verified binary is unchanged.
1. The phantom-kill note had the ORDERING backwards. It claimed the owner's
record "overwrites it on the next record -- the phantom stops being visible".
The engine's event priorities run the other way: an inbound update record is
posted at UpdateEventPriority == MaxEventPriority and drained by
ExecuteBackgroundTask, while the rerouted score message sits at
EntityManagerEventPriority == DefaultEventPriority and is popped later -- so
the correction usually lands FIRST and the phantom AFTER it. The artifact is
BOUNDED, not masked: on the killer's pod only, that victim's KILLS reads +1
until the next record, i.e. <= one 2s heartbeat instead of "until the victim
next scores or dies". Swept in btplayer.cpp, KD_SCOREBOARD_PLAN.md and
RECONCILE.md.
2. The corpus figures were not reproducible, and were mis-tiered. I cited
"125 of 125 SCORE type=2 over 255 node-logs" and "0 of 8800 DMG rows" -- true
when measured, but the corpus is append-only and this fix's OWN verification
runs grew it from ~255 to 425 files, so nobody can re-derive them. Replaced
everywhere with invariant RATIOS that hold at any corpus size, re-measured
here:
* 0 of 18818 DMG rows are inst=R (damage is applied master-side only)
* 439 of 439 DEATH inst=R rows read killer=0:0 killdmg=0.000, against
0 of 225 inst=M rows (sole lastInflictingID writer: mech.cpp:746)
Also re-tagged T1 -> T2: log-corpus field evidence is T2 per the CLAUDE.md
tier table. Lesson recorded in the banner: cite ratios, not counts, for a
corpus your own rigs append to.
3. The recordLength guard's justification was wrong (and the plan's risk 5 with
it). A short legacy record does NOT desync the stream -- both sides advance
by the WRITER's stamped recordLength and no reader asserts a length. The real
hazard is a read PAST THE ALLOCATION: an inbound update message lives in a
per-event heap block sized from messageLength, so on a TRAILING legacy record
the two new fields would be read off the end of it.
Plus: the record struct's own field comment still said "deathCount -- the DEATHS
column", the exact wrong-field belief #45 removed, sitting on the wire struct.
Filed the review's other finding on #60: a SECOND decomp export gap, index
jumping FUN_0049fe80 (ends 0x49ffc8) -> FUN_004a1232, 4714 unexported bytes
containing Mech::TakeDamageMessageHandler @0x4a0230 -- the producer of every
score and death message in the game. Verified independently against
functions_index.tsv before posting.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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a52207d779 |
#45 scoreboard: reclaim the binary's DEATHS field, add a heartbeat, sweep the false KB claims
Follow-up to
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4fa7eee54f |
K/D scoreboard ROOT-CAUSED for real (#45): the kill credit was rerouted, not lost
Kills/deaths only ever appeared on ONE machine. The cause is not a missing
tally -- it is Entity::Dispatch:
if (GetInstance() == ReplicantInstance) // ENTITY.cpp:244-251
application->SendMessage(ownerID, EntityManagerClientID, message);
BTPostKillScore runs on the VICTIM's node (the only node whose mech carries a
populated lastInflictingID), resolves the killer's Player -- a REPLICANT there --
and Dispatch()es to it. The engine reroutes that to the owning host, so
++killCount lands on the killer's own PC and nowhere else, and nothing carried it
back out: Player__UpdateRecord is currentScore + dropZoneLocation only. Every
other pod's copy therefore read 0 all mission. playerLink was never NULL for
these kills -- the dispatch proves it resolved.
Field proof over the whole corpus (255 node-logs): 125 of 125 SCORE type=2 rows
credit the LOGGING node's own player, not one credits a remote pilot; and 0 of
8800 DMG rows target a replicant, so no other node can even know the killer.
This means the owner's counter is already the single authoritative copy,
incremented exactly once per kill. So the "design decision" the plan was blocked
on collapses: there is no second writer to reconcile, only a one-way
owner->replicant mirror to add.
* BTPlayer__UpdateRecord = Player::UpdateRecord + killTally + deathTally, with
Read/WriteUpdateRecord overrides. No new data member, no new virtual ->
sizeof(BTPlayer)==0x28c and every existing offset lock still holds.
* Both counter writes already ForceUpdate() (:508 death, :829/:840 score), so
no dirty-bit edit was needed (plan risk 6 avoided).
* recordLength guard in ReadUpdateRecord: a pod on a build without the
extension degrades to "remote counters don't move" instead of reading a
neighbouring record as a kill count.
* Size locks added per plan risk 2 (no false offsetof assert).
Rig-verified, 2-node loopback (scratchpad/rig45_up.ps1, BT_MP_FORCE_DMG):
owner 3:1 finished kills 3/deaths 2 and the peer read kills=3 deaths=2; owner 2:1
finished kills 2/deaths 3 and the peer read kills=2 deaths=3. Exact convergence
where a remote column previously never left 0. 3 respawns per side with intact
death sequences (deathCount is only overwritten on replicant copies; the
handshake runs on masters), no crash, no GLITCH rows.
Kept byte-faithful: the kill handler's partner increment (the binary's
inc [ebx+0x27c] / inc [edx+0x27c] wrong-column slip) is still reproduced. It
always lands on a replicant copy, so the owner's record now overwrites it -- the
rig caught the correction repeatedly (wasKills=3 -> kills=2). The phantom kill
stops being visible without silently deciding the fidelity question.
Still open and deliberately untouched: which field the LOCAL pod's DEATHS column
should read (+0x280 vs deathCount), last-hitter-takes-all/ram kills, and the
slip's fidelity. Awaiting live multi-pod verification by a human.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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2dd4ee3910 |
ROOT CAUSE: target designation wrote a Mech* into deathPending, disabling respawn (#57/#48)
MEASURED our compiled BTPlayer layout (new one-shot [layout] ctor diagnostic): sizeof=652 (0x28c) killCount@0x270 pad_0x280@0x274 objectiveMech@0x278 deathPending@0x284 The three target-designation sites wrote RAW at pilotArray[0]+0x284 intending the BINARY's objectiveMech. On our object 0x284 is deathPending -- the death-cycle latch. So EVERY target designation (the Comm bank 0x30-0x37, or the typed t/y/u/i/o keys) stored a Mech pointer into deathPending, and a non-zero deathPending makes VehicleDeadMessageHandler take its dedup early-return, which skips the warp, ++deathCount, the PLAYER_DEAD record AND the drop-zone hunt. => designating a target silently disabled your respawn for the rest of the process. That is #57's missing first cause: it explains David's very first death being swallowed with no prior death, and the 3-of-3 swallowed deaths in the final round. It also explains the operator's persistent observation that the trouble began when the comms panel went live -- before the pilot list populated, there was nothing to designate. And the designation never worked either: the value never reached objectiveMech (input-audit finding #1). FIX: all three sites now use named-member bridges in the complete-BTPlayer TU -- BTPilotSetObjectiveMech / BTPilotObjectiveMech / BTPilotVehicle / BTPilotPosition / BTVehicleDestroyed. Also retires the raw +0x1fc (playerVehicle) reads and the raw +0x100 position reads in ChooseNearestPilot, and routes its destroyed-check through the real Mech predicate instead of the Is_Destroyed stub. LAYOUT LOCKS: static_asserts on objectiveMech@0x278, deathPending@0x284, killCount@0x270 and sizeof==0x28c, in the friend fn BTPlayerLayoutSelfCheck, so a member shift fails the BUILD instead of silently clobbering the latch again. Rigs: scratchpad/commstest.py (drives designation + captures panels), valvetest.py, lampgallery.py (428-bitmap gallery for #48 visual search). Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
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d7158f1f82 |
Experience levels WIRED: the egg field drives the simulation tier (Gitea #2)
BTPlayer's master ctor now seeds the flag block from btMission->ExperienceLevel() + AdvancedDamageOn() (accessors from the SURVIVED 1995 BTMSSN.HPP [T0]) instead of the NULL-stubbed scenario role -- the egg experience knob works for the first time. Both switch slot errors fixed vs the binary @4c0bc8; phantom btMission duplicate member removed (+0x1f8 IS Player::playerMission). SEVEN gate stubs unified onto the real flags (two found empirically): HeatModelActive, OwnerAdvancedDamage, LiveFireEnabled, ControlsAllowLights, powersub @4b0efc, emitter's file-local FUN_004ad7d4 + FUN_004ac9c8 stubs. FUN_004ac9c8 family swept (incl. a live raw-offset databinding trap in MechSubsystem::IsDamaged). Flag block renamed to its true semantics (simLive/heatModelOn/...), scoring-era names kept as comments. Includes the #5 [aud-tail] diag in emitter.cpp. ALL 19 shipped eggs say experience=expert -> default behavior UNCHANGED (per-tier verified: novice/standard = no heat/jams, authentic; veteran/ expert = today's exact behavior). Real delta: egg advancedDamage=1 now reaches player+0x264/0x268 (was hardwired 0). Follow-up flagged: the glass FE defaults empty experience to veteran (one tier below shipped). Awaiting human verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0bcba26213 |
KB: land the EXPERIENCE-LEVELS decode from glass-cockpit (Cyd)
Brings Cyd's experience-level / simulation-mode research onto master (the KB-decode portion of glass-cockpit 4e01e83; the bundled BT410 source manifest is left for the full glass-cockpit merge). - context/experience-levels.md (NEW): the egg per-pilot 'experience' field (novice/standard/veteran/expert) is the pod's SIMULATION-FIDELITY tier, decoded end-to-end. FUN_004c0bc8 reads btMission->experienceLevel(+0xe4) and fans it into the +0x25c/+0x260/+0x26c/+0x270/+0x274 flag block: +0x25c 'sim live' (novice lockout: jams/searchlight/powersub), +0x260 the HEAT-MODEL master switch (veteran+expert; FUN_004ad7d4), +0x274 raw level (FUN_004ac9c8 = ==0 novice predicate; the valve/advanced-cockpit lockout). 4.0->4.10 drift: the viewscreen hunting-aid gate is GONE in 4.10 (HUD reads none of these flags), and movement heat is veteran+expert not expert-only. - btplayer.cpp/.hpp: CORRECTED comments/labels -- the +0x25c..+0x274 block is seeded from btMission experienceLevel/advancedDamageOn, NOT the scenario role's returnFromDeath; the 'roleClassIndex/showKills' names are scoring-era mislabels. Code logic UNCHANGED (comment-only): the ctor still reads scenarioRole (STAND-IN, defaults 2 = veteran) pending the wiring task. - Corrections swept into gauges-hud.md (ROOKIE->novice lockout), open-questions.md (player+0x260/0x274 semantics now PINNED), pod-hardware.md, subsystems.md, decomp-reference.md; CLAUDE.md router row. No code-logic change -> no rebuild needed (comment + markdown only). The runtime wiring (seed from BTMission::ExperienceLevel()) remains TODO. Co-Authored-By: Cyd <cyd@falloutshelterarcade.com> Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d7b900d108 |
Cockpit: GENERATOR POWER ROUTING -- assign weapons to generators (task #12)
The pilot's second heat-management tool: the PoweredSubsystem message table
@0x50F4EC (ids 4-8) registered and implemented -- SelectGeneratorA-D
(@004b099c..@004b0a74: FindGeneratorByNumber roster walk on generatorNumber
@0x1E0 -> AttachToVoltageSource re-tap with tap accounting -> modeAlarm
Connected) and ToggleGeneratorMode (@004b0abc: Manual -> Auto -> detach+Manual
cycle). Weapons inherit via the MechWeapon handler chain. Desktop: F5-F8
assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles
reconnect mode; BT_GENSEL_TEST scripts a headless verify.
Verified live end-to-end: dispatch -> handler -> re-tap ("PPC_1 ->
GeneratorD (tapped)") -> the charging I^2R physically moved (GenD cold ~90K
baseline -> ~1570K carrying the PPC; GenA relieved), stable over a sustained
autofire soak with thermal-breaker trips.
FOUR defects found and fixed on the way [all T1/T2]:
- THE e17 HEAT EXPLOSION: Generator::SourceLevel misread *(this[0x38]+0x158)
as linkedSinks->heatEnergy; it is the engine-base DamageZone @0xE0 ->
damageLevel [0..1] (the same named-member pattern as the bank radiator's
zone read). A breaker-restarting generator emitted (1 - 4e8) x 10000
volts; squared through the customers' I^2R feed, one restart blew the
whole thermal network to e17. Authentic: a damaged generator yields
proportionally less voltage.
- FUN_004ac9c8 is NOT "IsDamaged": raw body = owner -> mech+0x190 player ->
roleClassIndex(+0x274) == 0 -- the ROOKIE-role lockout for advanced
cockpit systems. New bridge BTPlayerRoleLocksAdvanced (NULL player =
unlocked [T3]; bring-up role 2 = unlocked). The old stand-in gated the
handlers off permanently (healthy subsystems have simulationState==1).
- MESSAGE_ENTRY tables must be FUNCTION-LOCAL statics inside the accessor:
as namespace-scope arrays they are read by other TUs' static-init chains
before their own initializers run -- Build copies zeros and every id in
the table is silently dropped (ids 9/10 only worked by TU-order luck;
both tables relocated; gotcha recorded, reconstruction-gotchas #9).
- The AutoConnect hunt scanned GetSegment() -- the raw @004b0bd0 walks the
subsystem ROSTER (+0x124/+0x128); EntitySegments were being cast to
Subsystems (the classic +0x128 gotcha).
Also: the dense handler table's GAP slots (skipped ids) are uninitialized
heap -- the name-based Find strcmp-walks them and AVs; diagnostic probes use
the id-based Find only (the 1995 binary's own tables carry the same holes).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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34aaa7dda4 |
gauge wave P3: wire the combat scoring feed (KILLS tracks combat)
The Comm roster + score gauges read 0 for 4 independent reasons (none was handler logic -- the BTPlayer ScoreMessage/VehicleDead/ScoreInflicted handlers were already reconstructed). Mapped by the scoring-feed-decode workflow; fixed all 4: - NO PRODUCER: combat only dispatched Entity::TakeDamageMessage, never a scoring message. Added producers (btplayer.cpp bridges, called from mech4.cpp): per-hit ScoreInflicted at the beam (:2171) + projectile (:831) damage dispatch -> SCORE; KillScore at the TARGET-DESTROYED edge (:2198) -> KILLS. senderMechID = the VICTIM (so the local player is credited via the !=our-mech branch, not the suicide-negate branch); dispatched to application->GetMissionPlayer(). - CROSS-FAMILY MECH OFFSETS: MECH_OWNING_PLAYER/TONNAGE/DAMAGE_BIAS read raw binary offsets (garbage in our 0x638 Mech). MECH_OWNING_PLAYER -> Entity::GetPlayerLink() (NULL for the ownerless dummy); tonnage/bias stubbed 1.0/0.0 (bring-up). - NULL scenarioRole: the BTMission role registry has no WinTesla analog, so every award path NULL-deref'd. CalcInflictedScore returns the neutral (damage+bias) when scenarioRole==0; DamageReceived guarded. - NULL-owner dummy: the KillScore sender-owner increment + StatusMessage now guard GetPlayerLink() (the dummy has none) so a solo kill credits only the local player. - DATABINDING: the PilotList read KILLS/DEATHS at raw offsets (pilot+0x27c/+0x200) that don't match our compiled layout -> silent 0. Repointed to the compiled members via bridges (BTPilotKills/BTPilotDeaths -> BTPlayer::GetKillCount/GetDeaths). ⚠ ROOT-CAUSE of the empty scoreboard: the PilotList SELECT-TARGET highlight did a raw-offset deref (*(local+0x284) objectiveMech, then *(tgt+0x190)) that AV'd on our layout -- caught silently by the SEH GuardedExecute, aborting Execute BEFORE the KILLS/DEATHS draw. Replaced with BTPilotIsSelected (accessors + GetPlayerLink). - SCORE persistence: PlayerSimulation's 10s flush zeroed currentScore (the binary's console delta); now only flushes/zeros when a console host exists (solo keeps the running score for the gauge + CalcRanking). Verified DBASE+dev gauges (BT_SCORE_LOG): SCORE climbs +5.83/hit -> 164; on the kill KILLS 0->1, and the Comm roster RENDERS KILLS=1 (screenshot). No crash. Follow-ups (noted): DEATHS=1 is a pre-existing spawn/respawn-handshake artifact (not from the producers -- the dummy's GetPlayerLink is NULL so no VehicleDead is posted; confirmed killCount=1 not 2); RANK=-1 is CalcRanking's non-scoring mark (Plasma serial surface, invisible on dev); MP VehicleDead/tonnage/role registry remain per the plan. Diagnostics kept: BT_SCORE_LOG. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7b7d465e5e |
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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