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Commits
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ac7c46b87a |
#93: fix the end-of-round PerformAndWatch crash -- the STATIC projectile
pool held dangling entity pointers across round teardown Root cause (disasm-pinned on the shipped 4.11.659 exe): RajelAran's crash (call to 0x65676769 = ASCII 'igge', EBP-walk return btl4+0x2b91a) is the tgt->Dispatch vtable call in BTUpdateProjectiles' NON-MECH impact branch (mech4.cpp:1598; the site matches the disasm literally -- the 0x12/0x64 TakeDamageMessage ctor, the EntityID::Null ternary, the getenv gate after). The trap: the mech branch is guarded by BTIsRegisteredMech(tgt) -- but at round teardown a destroyed mech is DEREGISTERED, so a round still in flight (the pool is a static array that outlives the round; missiles are slow, #84) holding it as p.target now FAILS the mech check and falls into the !BTIsRegisteredMech branch, which treats the freed mech as a cultural icon and dispatches into freed memory. The liveness check itself routed the dangling pointer into the unguarded branch. Freed heap reused by a string -> vtable slot +0x10 read 'igge' -> call 0x65676769. (The EBP walker explains the stack shape: the faulting call pushed its return address on ESP, but the walk reads [EBP+4] = PerformAndWatch's frame.) Fix -- scrub at the source of truth: - BTProjectilesDropEntity(e): every pool entry drops a dying entity from p.target/p.shooter; called from ~Mech and ~CulturalIcon (the only free paths for targetable entities). Flight + impact code is already null-guarded on both fields. - BTProjectilesClearAll(): kills all rounds at RunMissions exit (cross- mission hygiene for the static pool). Verified: 6 short-mission cycles (45s missions with a spawned dummy + autofire, mission expiring mid-combat) -- 0 exceptions, 6/6 clean 'RunMissions returned'. The original crash was a heap-reuse race with no deterministic repro; the scrub eliminates the dangling-pointer class by construction. (Bench note: blind autofire never launches missiles -- the launcher needs a target lock -- so the exact in-flight race was not re-created; the non-regression + the pinned mechanism carry the verdict.) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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6f6a39b8c9 |
Issue #3 (b)+(c): weapon damage reaches cultural icons -> full trkdead explosion + authored burn fire
(b) The 'tiny explosion' on the ram kill is AUTHORED: crunch res 31 = 'stephit'
(one video object, effect 1008 = ddam5 damage smoke) -- a step/ram squash is
small by design. The FULL explosion res 32 = 'trkdead' = psfx 15 dtrkboom
(fiery omni burst) + psfx 16 dtrkburn (the burning-wreck fire), reached by
WEAPON kills -- which the 1995 binary dispatches [T1]:
- MechWeapon::SendDamageMessage @004b9728 (part_013.c:6765) gates only
"target NOT derived from Mech@0x50bdb4 OR aimed zone set": a non-Mech
boresight target takes the zone=-1 damage UNCONDITIONALLY;
- Missile contact @004be078 dispatches at the struck solid's OWNER entity
with no class test at all.
Port wiring: Mech::WorldStructurePick returns the struck solid's owning entity
(BoxedSolid::GetOwningSimulation; TERRAIN.cpp:107/246 build every static solid
with its Terrain/CulturalIcon/Door entity as owner); the mech4 pick block
designates IT instead of the gBTTerrainEntity sentinel (sentinel = fallback);
the projectile contact path grew the non-mech damage-zoned else-branch
(@004be078 mirror, direct Dispatch). Plain terrain ignores the damage
(ENTITY.cpp:885 zone==-1 guard); an icon's handler maps -1 -> 0 and dies.
Truck armor is WeaponDamagePoints=1 (TRK.DMG): one laser = one dead truck.
(c) The burning fire is dtrkburn.pfx, authored INTO the death package (every
icon family carries 1016: trkdead/bigdead/meddead/msldead/twrdead). There is
NO looping BurningState fire in the binary: the damage-zone effect watcher
ctor @0042a984 has exactly one call site (the Mech ctor, part_012.c:10405), so
icon ExplosionTables are inert, and CulturalIcon has no Performance.
Documented as authentic -- nothing invented.
Verified live (BT_SHOT pixel capture): 26 laser kills, [cult] TakeDamage
type=3 -> DYING res=32 -> DPLIndependantEffect 1015+1016 at the icon origin;
frames show the orange dtrkboom fireball, dtrkburn flames on the fresh wreck,
and the rubble aftermath; ram harness re-run still fires crunch res 31.
Diags: BT_FIRE_AT_ICON (designate nearest ahead icon; live-icon census in
CULTURAL.cpp), BT_FX_TEST="1015,1016".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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53ac927d4b |
Destructible props LIVE: revive StateInstanceSwitchRenderable (Gitea issue #3)
Playtest report: trucks play a collision sound on impact but never change
state -- no explosion swap, no destroyed model, collision volume persists.
Investigation (BT_CULT_LOG census + BT_GOTO ram harness): the SIM was never
broken. ARENA1 map-streams 124 CulturalIcon entities, each with a damage
zone, explosion resource and removeOnDeath; the mech crunch dispatch
(ProcessCollision -> BTDispatchCollisionDamage) reaches them; ~19 walking
bumps burn the zone -> CulturalIcon::TakeDamageMessageHandler spawns the
Explosion (psfx effect 1008 observed), posts the delayed BurningState and
deletes the collision boxes. All of that ran correctly and invisibly.
The ACTUAL bug: the 2007 WinTesla port fully stubbed
StateInstanceSwitchRenderable ('STUBBED: DPL RB 1/14/07') -- ctor never
registered on the state dial, Execute never toggled anything -- so the
intact->rubble visual swap on BurningState NEVER fired, for every cultural
icon in the game. The destroyed truck kept its intact model: exactly the
reported 'no state change'.
Revival (D3D9-native, 1995 semantics verbatim):
- StateInstanceSwitchRenderable now controls the draw COMPONENT via the
SetDrawObj in-place drawable swap (the mech RemakeEntity mechanism):
visible = captured d3d_OBJECT, hidden = NULL. Initial state in the ctor,
AddVideoWatcher on the SimulationState dial (SetState fires video
watchers), toggle only on a real change.
- L4VIDEO cultural case passes the draw component + object (the dead
dpl_INSTANCE param is gone); [video] Object hides at BurningState,
Rubble shows.
- REQUIRED: cultural objects stay OUT of static-mesh consolidation
(RecurseStaticObject, same exclusion class as banded LODs/shadows) --
a merged static draws forever regardless of DrawObj.
- Permanent env diag BT_CULT_LOG: creation census (zones/explosion/flags/
pos), TakeDamage trace, death transition, [cultvis] switch actions.
Verified live (BT_GOTO=-620,-328 ram, ARENA1): 19 crunches -> DYING ->
explosion 1008 at the icon -> [cultvis] HIDE x2 (intact) + SHOW (rubble)
-> contacts cease, mech walks into the former footprint. Boot + render
un-regressed (statics consolidate as before minus the 124 icons).
KB: context/rendering.md new section (the full chain + the consolidation
gotcha). MP replicant path shares the same SetState watcher (cross-pod
verification pending -- noted in the issue).
Co-Authored-By: Claude Fable 5 <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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