Commit Graph
21 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 10eee05b20 Launch with whoever connects + live roster display in the console
The operator no longer has to match the roster row count to the exact
player count (or watch the "empty seats will STALL" warning).  Two
mechanisms:

1. PRESENCE BEACONS: the pod keeps its seat-request TCP connection open
   for the process lifetime; the relay reads a live beacon as "seated"
   and a pre-claim FIN frees the seat (no ghost seats -- a ghost stalls
   every pod at the connection gate).  Reservation expiry spares
   beaconed seats.

2. TRIM-ON-LAUNCH (manual/GUI mode): operator LAUNCH before the roster
   fills shrinks the session to the seats present -- egg [pilots]/pages
   trimmed, seat ids REMAPPED by position (pods re-derive their host id
   from their tag's roster position, so walk-up prefs and beacons re-key
   consistently), roster/expected_ids shrink, eggs release, the launch
   pair fires as ACKs land.

GUI: roster rows now update LIVE from the walk-up requests (SEAT n
PRESENT/FREED lines -> callsign/mech cells + a blue "seated" status
light), and LAUNCH MISSION enables from the first seated player with a
"starts with whoever is here" banner.

Verified 2-node: 2-of-4 trim ran the mission with the requested mechs;
and the mid-roster GAP case -- three joined, the middle player quit
pre-launch (beacon FIN freed the seat), trim remapped seat 4->3 with the
survivor's callsign/mech following, both survivors registered under the
remapped ids and ran the mission.  Also: stdin reader guarded against
sys.stdin=None spawn shapes (the GUI QProcess pipe is the supported
operator channel).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 14:40:47 -05:00
arcattackandClaude Opus 4.8 fcedc046cf Walk-up callsign/mech request: join menu -> relay -> the session egg
The 1995 front-desk conversation, over the internet.  join.bat/
join_lan.bat now open a JOIN-GAME menu (the FE in BT_FE_JOIN trim:
CALLSIGN edit + the 18-mech list + JOIN); the choice relaunches into the
normal join with BT_CALLSIGN/BT_MECH env, rides the relay SEAT_REQUEST
as {callsign NUL mech NUL} (empty payload = roster defaults, wire-
compatible), and the relay validates the mech tag, HOLDS egg delivery
until every pod's console pad is connected, rewrites the egg via
eggmodel (vehicle= + rasterized callsign bitmaps, graceful no-PySide6
fallback) and streams it to all pads -- so every player's egg copy
carries every player's callsign.

The hold is gated on CONSOLE-PAD count, not game-side registration: a
pod HELLOs only after parsing the egg's roster, so a registration gate
deadlocks (hit live in the first run; pods animate in WAITING FOR
MISSION ASSIGNMENT during the hold).

Verified 2-node e2e (env-injected requests): thor/vulture requested over
roster defaults bhk1/ava1 -> relay held 1/2, released at 2/2, rewrote
both seats (relay log), the delivered egg carries vehicle=thor/vulture +
name=VIPER/MONGOOSE, both pods launched and built [cyl] tables for both
requested mechs.  Join-menu layout screenshot-verified; the menu's
click-through relaunch awaits live human verification.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 13:58:51 -05:00
arcattackandClaude Opus 4.8 753540de96 MP match forensics: per-peer matchlog + relay auto-upload + matchcheck
For the 8-player playtest.  Damage authority is VICTIM-side, so no single
peer sees the whole match: every -net instance now writes a compact
machine-parseable matchlog_<date>_<time>_<pid>.txt (auto-armed by -net;
BT_MATCHLOG=1/0 overrides; solo silent), and at mission end a relay-mode
pod dials the relay game port (the seat-request throwaway-dial pattern,
envelope route -9) and streams the file back -- the relay saves every
peer's copy under matchlogs/ on the operator's machine, so testers send
nothing by hand.  tools/matchcheck.py <dir> reconciles all of them:
damage claimed (FIRE/PROJ/SPLASH/RAM, shooter-side) vs applied (DMG,
victim-side authoritative), kill/death replication across observers,
PLAYER_DEAD counts, scores, version skew, replicant-application and
unattributed-damage anomalies, mid-mission disconnects.

Hooks at the authoritative sites: Mech::TakeDamageMessageHandler (DMG,
post-base, zone + post-application damageLevel), MechWeapon::
SendDamageMessage (FIRE), projectile impact/splash/collision dispatch
(PROJ/SPLASH/RAM), wreck entry (DEATH -- a ONE-SHOT latch at
MovementMode 9, NOT the transition: a replicant arrives at 9 straight
from the type-6 record header and never runs the transition branch),
BTPlayer vehicle/death/score handlers (VEHICLE/PLAYER_DEAD/SCORE), zone
crit cascade (CRIT), APP.cpp RunningMission (MISSION), L4NET host
handlers (PEER_UP/PEER_DOWN).  Every line t=/w=/st=-stamped + fflushed.

Verified 2-node: mesh run pairs A's 22 FIRE 1:1 with B's 22 DMG (same
amounts, cylinder-resolved zones, ~200ms latency); force-damage kill run
logs 103 DMG + 3 DEATH inst=M + 3 PLAYER_DEAD across three respawn
cycles victim-side and the kill SCOREs shooter-side; relay-mode run
auto-uploaded BOTH peers' files at the mission-clock stop and matchcheck
produced the full report with exactly one (correct) anomaly -- the force
hook's claim-less damage, the unattributed-damage detector working.
Relay gained a route-specific 8MB cap for the upload frame (game frames
stay capped at 1600).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 13:22:10 -05:00
arcattackandClaude Opus 4.8 f0918c66b0 Join wait: animate through EVERY pre-mission state
Two follow-ups to the waiting-screen work, both user-reported:

1. "Animation frozen after connecting": once the console seats the player
   and sends the egg, the state advances LoadingMission -> WaitingForLaunch
   -- where NOTHING presents until the operator's RunMission, so the last
   idle frame froze on screen with the mission audio already running.
   ExecuteForeground now keeps the idle clear + overlay alive through
   LoadingMission/WaitingForLaunch/LaunchingMission (no early return -- the
   load/replication work continues), and ExecuteIdle picks per-state text:
     WaitingForEgg    "WAITING FOR MISSION ASSIGNMENT"
     Loading/Launching "LOADING MISSION / stand by"
     WaitingForLaunch "MISSION READY / waiting for the operator to launch"

2. The roster-full retry pause was a raw Sleep(3000) -- with the relay up
   and answering SEAT_FULL instantly, the process spent ~95% of its time
   unpumped (IsHungAppWindow TRUE, spinner frozen).  Now 30 pumped 100ms
   slices with the reason on screen ("session is FULL -- waiting for a
   seat to free up").

Verified live against the running operator relay: roster-full wait shows
the reason text, spinner advances across 500ms captures, IsHungAppWindow
false on every sample.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 08:40:55 -05:00
arcattackandClaude Opus 4.8 a1c9a71898 Join wait: non-blocking dial -- the spinner no longer stutters
User-reported after the waiting-screen fix: "the animation keeps hanging."
Cause: RelayDialTcp used a BLOCKING connect() -- against a down/unreachable
operator each attempt froze the window thread for the OS SYN-retry window
(seconds), so the spinner ran only during the 2s sleep between attempts.

RelayDialTcp now connects NON-blocking and select()s in 100ms slices,
pumping the message loop + repainting the waiting screen every slice (both
in-flight and between retry attempts).  The success path already returned a
non-blocking socket (FIONBIO), so caller semantics are unchanged; the other
dial sites (console dial, game-socket dial) inherit the smooth behavior.

Verified: 4 window captures at 400ms intervals during a dead-host dial all
differ in the spinner region (uniform diff energy == continuous animation)
and IsHungAppWindow reads false on every sample.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 08:24:30 -05:00
arcattackandClaude Opus 4.8 f5e0ffcd14 Join wait: animated waiting screen instead of "Not Responding"
The relay seat-wait loop (RelayRequestSeat -- the join/join_lan "patient
walk-up") blocked the window thread's message pump for its whole 30-minute
patience window: dial (2s timeout) -> Sleep(2000) -> repeat, with status
going only to the parent bat console.  Windows flagged the frozen game
window "Not Responding" until the operator started the session
(user-reported).

- BTWaitScreenPaint (L4VIDEO.cpp): a GDI waiting screen on the main window
  -- headline + detail line in the console green + a 12-segment marching
  spinner phased on the tick clock.  Pure GDI: flicker-free during the
  seat wait (no D3D presenting yet), and re-painted after each
  ExecuteIdle Present so the WaitingForEgg phase (previously a bare black
  frame) shows "WAITING FOR MISSION ASSIGNMENT" too.
- RelayWaitTick (L4NET.CPP): PeekMessage pump + paint.  The outer dial
  loop's Sleep(2000) becomes 20 pumped 100ms slices ("WAITING FOR THE
  OPERATOR'S SESSION" / "session at <ip:port> -- close this window to
  cancel"); the inner seat-reply wait pumps per 200ms select slice.

Verified live against a dead relay address: window-only PrintWindow capture
shows the animated screen, and user32 IsHungAppWindow (the API behind "Not
Responding") reports FALSE throughout the wait.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-22 08:16:13 -05:00
CydandClaude Fable 5 f889e24ce0 Merge origin/master: the D1 relay/operator line + input remap meet the glass layer
33 master commits in (relay TCP/UDP + PySide6 operator console, CONTROLS.MAP
+XInput binding engine, camera seats, torso pitch aim, sign fixes, the 1995
manual, version stamping, 18-mech certification).  Conflicts: .gitignore +
CLAUDE.md router rows (combined).

SEMANTIC RECONCILIATION (the one real overlap): masters btinput binding
engine (ungated, CONTROLS.MAP) and the glass PadRIO (gated, bindings.txt)
would both read the keyboard/pad in a glass+PAD session.  btinput now joins
the stand-down convention: BTInputPoll yields (and BTInputSuppressKey claims
NOTHING, so authentic hotkeys flow) when an operational cockpit device owns
the input path -- BTRIODevicePresent, BT_KEY_BRIDGE force-override honored,
forced harness exempt.  One input system per mode: btinput on pod/dev
desktops, PadRIO on glass.  The mechmppr/mech4 bridge merges composed clean
(masters negate-once sign fix inside our device-gated bridge).  The D1 relay
keeps its own raw sockets by design (an alternative LAN wire; Steam and
relay are separate modes).

Verified post-merge: all 3 configs build; glass boots with [input] binding
engine standing down + PadRIO owning input (30 ticks); pod forced-walk
speedDemand=61.501 with btinput ACTIVE; 2-node loopback MP full 31/31
mission, 76/76 ticks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 17:46:41 -05:00
arcattackandClaude Fable 5 f9f230c62b Patient walk-up: a pod at a dead relay WAITS for the session
User request after the first internet join attempt: 'should we modify
the program so it sits and retries with a waiting-for-session?'  The
arcade model is a pod that waits for the operator, not one that
aborts.

- RelayRequestSeat: retry loop (2s dials, 30 min cap) with live status
  into the join.bat console window (BTRelayWaitStatus: AttachConsole to
  the parent cmd; silent without one) -- banner + progress dots, a
  distinct 'game is FULL, waiting for a free seat' state, and 'seat
  assigned -- joining!' on success.  The unreachable MessageBox now
  only fires at the 30-minute give-up.
- BT_RELAY=auto discovery: same patient loop ('searching for a game on
  this network...'), LAN-only guidance in the give-up box.

Verified live: pod launched against a dead relay, waited 20+s, relay
started, pod seat-requested/registered/UDP-up automatically with no
user action.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 15:04:46 -05:00
arcattackandClaude Fable 5 dfd1894fb9 Unreachable-server UX: message boxes + bat guidance instead of a 'crash'
Field report (first internet-join attempt): both join bats 'hard
crash' on the remote machine.  Root cause was procedural -- the host
session was not running -- but the failure PRESENTATION was the bug:
Release Fail() is a bare abort(), so a dead relay = silent process
death + instantly-closing console window.

- L4NET: the two player-facing dead-ends (LAN discovery no-answer,
  seat request unreachable/full) now show a MessageBox saying what
  happened and what to do before exiting (verified live against a
  dead relay: 'BattleTech -- can't join the game' appears).
- join bats: echo + pause after exit so the window stays readable;
  join_lan.bat header now says it is LAN-only (the remote user ran
  both -- join_lan can never work over the internet).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 14:23:29 -05:00
arcattackandClaude Fable 5 f04e8019c2 D1: relay-assigned seats -- players never need a player number
A pod launched with no BT_SELF asks the relay for a seat before joining:
new control frames SEAT_REQUEST (-6) -> relay reserves the lowest roster
seat not claimed or reserved (60s reservation so simultaneous joiners
can't race onto one seat) -> SEAT_ASSIGN (-7, int32 hostID + NUL tag)
becomes relaySelf; everything downstream (egg self-match, HELLO) runs
exactly as if BT_SELF had been set. Roster full -> SEAT_FULL (-8) ->
clean Fail(). A real HELLO pops the reservation; a pod drop frees the
seat. Explicit BT_SELF still claims a specific seat (the operator's
local launches use it).

Client: L4NetworkManager::RelayRequestSeat (throwaway TCP dial to the
relay game port, 10s reply window). Relay: SEAT_REQUEST branch in
_handle_game_frame. Operator exporter collapsed from per-seat
join_as_playerN.bat to ONE universal join.bat (+ join_lan.bat with
BT_RELAY=auto) -- every player gets the same file, first come first
served, the arcade walk-up-to-a-pod model. players/ regenerated.

Verified: 8/8 seat stub tests (distinct seats in roster order, FULL on
exhaustion, claimed+reserved stays FULL, HELLO claim accepted, duplicate
HELLO refused); 2-node localhost e2e with NO BT_SELF on either pod ->
both seated, full ladder, RunMission pair, UDP flowing post-launch;
regression smoke: explicit-BT_SELF relay session clean with zero seat
requests, classic mesh (no BT_RELAY) un-regressed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 12:11:03 -05:00
arcattackandClaude Fable 5 1436d27ac6 D1 phase 7: LAN auto-discovery (BT_RELAY=auto) + operator LAN scripts
LAN players now find the game with zero configuration -- the 90s arcade
model (cabinets locate the operator station) restored:

- Client (L4NET RelayDiscover): BT_RELAY=auto broadcasts 'BTR1DISC' on
  udp/15999 (255.255.255.255 AND 127.0.0.1 -- broadcast doesn't reliably
  loop back on Windows; covers same-box sessions), 5 x 1s attempts; the
  answering relay's SOURCE IP + its advertised console port become the
  relay address.  Explicit <host>:<port> path unchanged; mesh untouched.
- Relay (btconsole.py): best-effort discovery responder on udp/15999
  answers 'BTR1HERE' + <u16 consolePort>; degrades gracefully (logged) if
  the port is taken.
- Operator app: Export player scripts now writes a join_as_playerN_lan.bat
  pair (BT_RELAY=auto) next to each internet script -- LAN guests
  double-click and are found; internet guests use the public-host script.

Verified 2-node: both pods BT_RELAY=auto -> probe answered through a real
interface (not just loopback) -> discovered 172.19.x.x:1500 -> full session
to RunningMission.  KB: multiplayer.md D1 section updated (+ the operator
console entry).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:12:01 -05:00
arcattackandClaude Fable 5 dbb9af2dfa D1 phase 5+6: UDP unreliable channel (restores the 1995 reliable/unreliable split)
The ~60Hz entity update records now ride UDP in relay mode, so a lost/late
datagram is dropped (dead reckoning absorbs the gap) instead of head-of-line-
blocking the reliable TCP stream -- the fix for internet rubber-banding.
Reliable traffic (make/damage/death/control/egg/launch) stays on TCP.

This RESTORES the authentic 1995 NETNUB split, it doesn't invent one:
Receiver::Message defaults messageFlags=ReliableFlag; the update path clears
it (flags=0, ENTITY.cpp:590); Mode(UnreliableMode) fires at LoadingMission
(APP.cpp:704 -- the 2007 port's Mode() was a no-op, now it STORES the mode).
Routing gate = (mode==UnreliableMode && !(flags & ReliableFlag)) -- flag AND
mode, so the map-stream creation messages (also flags=0 but flowing during the
still-Reliable CreatingMission window) ride TCP for free.

Client (L4NET):
- Mode() stores currentNetworkMode (was ignored).
- ConnectRelayUdp: UDP socket connect()ed to the relay game port; HELLO
  (outbound punch-through, relay learns our endpoint); udpUp on HELLO-ACK.
  BT_RELAY_TCP_ONLY=1 disables the channel (UDP-blocked nets degrade to the
  pure-TCP checkpoint automatically -- no ACK => everything stays on TCP).
- RelayUdpSendFrame: {route, fromHost, seq} envelope + frame, best-effort.
- RelayUdpKeepalive: ~15s NAT-hold + ~1s HELLO retry until acked.
- CheckRelayUdp: HELLO-ACK sets udpUp; per-sender seq gate drops stale/
  out-of-order datagrams; frames handed up envelope-stripped like TCP.
- Send / ExclusiveBroadcast: route unreliable-window traffic to UDP, else TCP.
- CheckBuffers polls the UDP channel first, then TCP; keepalive tick.
(The relay-side UDP forwarder + endpoint learning + --udp-drop hook landed in
phase 1.)

Verified 2-node localhost relay: during a drive the update stream flows on UDP
(relay udp tx 2->190+, TCP frozen at 53) and the peer's replicant tracks the
master to sub-2u; 15% forced drop (--udp-drop 15) stays coherent (tracked to
0.1u); TCP-only fallback confirmed (udp-known drops the TCP-only pod); no
crashes; mesh mode un-regressed.  KB: context/multiplayer.md gains the D1
RELAY MODE section.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 10:00:26 -05:00
arcattackandClaude Fable 5 c029df6e6b D1 phase 2+3: client TCP relay mode (L4NET) + 2-node verification
The pod can now run entirely over the relay: one outbound TCP connection
carries both the console protocol (egg/launch) and all game traffic
(envelope-multiplexed), so internet play works behind NAT with no port
forwarding.  All new code is behind 'if (relayMode)' (BT_RELAY unset => mesh
mode byte-for-byte untouched; verified un-regressed).

Env gates (parsed once in the ctor, after WSAStartup so gethostbyname works):
- BT_RELAY=<host>:<consolePort>  (host may be a DNS name; game port = +1)
- BT_SELF=<exact [pilots] entry> (NIC matching can't identify us across NAT)

L4NET changes:
- CreateConsoleHost: relay branch dials OUT to the relay console port
  (bounded retry; console-less continue on a re-dial) instead of listening.
- StartConnecting: relay self-match by BT_SELF string; peers become VIRTUAL
  hosts (INVALID_SOCKET, NoNetworkConnectionStatus) flipped online by the
  relay's PEER_UP; then ConnectRelayGame dials the game port + HELLOs.  HostID
  assignment / remoteHostCount / the connection gate / app ladder unchanged.
- CheckRelay (new): the receive seam -- drains {route,length} envelopes,
  synthesizes HostConnected/Disconnected from PEER_UP/DOWN (same messages the
  mesh accept path routes), returns game frames envelope-stripped (they
  self-identify via NetworkPacketHeader.fromHost; consumers route by payload).
- Send: game-host traffic -> relay unicast envelope (console host excluded --
  its legacy protocol is relay-TERMINATED, not routed).
- ExclusiveBroadcast: build ONCE, send ONCE with the broadcast route -- the
  relay fans out, killing the mesh's (N-1)x upload duplication.
- RelaySendAll (new): partial-send-safe transmit (required on the multiplexed
  socket -- a partial write would desync framing for all peers).
- CheckBuffers: polls CheckRelay first; skips recv on virtual game hosts.
- RelayGameDown: relay-loss synthesizes all-peers-disconnected (match
  continues peer-less; pod never exits mid-match).
- Mode(): now STORES the reliable/unreliable mode (was ignored) for the UDP
  phase's authentic mode+flag routing.

Verified 2-node localhost relay (MP_RELAY.EGG, tagged [pilots]):
- both pods reach 'All connections completed!' via PEER_UP, then
  RunningMission; both mechs' MakeMessages cross the relay (paint x2 each) and
  bidirectional 148-byte update records flow (net-tx/net-rx traces; relay
  stats tcp rx==tx, registered [2,3]); cockpit/HUD render; no crashes.
- driving one node transmits pose/damage/death frames through the relay.
- mesh smoke (no BT_RELAY): 2-node session still forms + simulates unchanged.

Plan: ~/.claude/plans/partitioned-snuggling-piglet.md.  Next: UDP channel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 09:01:54 -05:00
CydandClaude Fable 5 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>
2026-07-18 00:03:17 -05:00
CydandClaude Fable 5 48ede2f7d7 Net: the Steam transport -- FakeIP + SDR behind the wire seam (step 4b)
NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP --
pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine
TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
per-connection rings (nonblocking recv semantics preserved: empty ->
WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade
console/game channel convention; listen sockets + accept queues via the
global status-changed callback; graceful degrade to Winsock at every step.
Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as
its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection
TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect.  WinMain installs
on BT_STEAM_NET=1 (lobby launch path / by hand).  CMake: gated SDK include/
lib/dll-copy.  Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks)
drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with
only the sockets pump timed out).

Verified live (ON/ON build, Steam client running): SteamAPI_Init OK,
steam_appid.txt(480) auto-written, FakeIP allocated
(169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or
without Steam the game stays pure Winsock.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:47:47 -05:00
CydandClaude Fable 5 e79e8faeed Net: the wire seam -- file-local Winsock primitive wrappers (step 4a)
BTNetSend/Recv/Accept/Close wrap the 9 raw wire sites in L4NET.CPP (send
@x3, recv, accept @x2, closesocket @x2).  OFF builds are PURE CODE MOTION
(bodies are the original calls; the statics inline back); under BT_STEAM
each wrapper first offers the op to the Steam transport (BTSteamNet_*,
lands next) -- handles stay SOCKET-typed so L4Host and every call site
above the seam are identical on both wires.  Connection-ESTABLISHMENT
delegates (OpenConnection/listener arms) land with the transport.  The 3
BT_NET_TRACE blocks stay at call-site level, untouched.

Regression (pod build, 2-node loopback MP + btconsole relay): mesh forms
through BTNetAccept (console + peer accepts logged), both nodes reach the
full 31/31-subsystem running mission, 71/76 ticks -- byte-identical wire
behavior.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 23:41:28 -05:00
arcattackandClaude Opus 4.8 bc4d6e5597 MP: console-death freeze NOT REPRODUCIBLE + fix the latent game-listener-close bug (task #50)
Investigated the "console death froze peer replication" open question (2026-07-14)
with a direct 2-node repro (BT_REPL_LOG on a circling peer, affinity-pinned):

- Clean relay kill -> replicant kept circling smoothly through the kill, NO
  disconnect logged, node survived. Replication did NOT freeze.
- Deliberately STUCK console (scratchpad/btconsole_stuck.py: connect, start
  mission, then stop recv() while holding the socket OPEN = the exact
  "receive pad full -> close never seen" mode hypothesized) -> replicant kept
  moving the whole run. Replication did NOT freeze.

Conclusion: peer replication is INDEPENDENT of the console (pods replicate
peer-to-peer over the GAME socket; the console is a separate egg/mission/status
channel). The original freeze was a transient -- plausibly the same single-box
packet-jitter/CPU-contention artifact root-caused in 49d73dc -- or was fixed by
later MP work.

FIX (the one real bug found): L4NetworkManager::HostDisconnectedMessageHandler's
ConsoleHostType branch closed gameListenerSocket (the GAME listener) on a CONSOLE
disconnect -- a naming bug (the comment + commented-out OpenConnection intended a
CONSOLE re-listen, which CreateConsoleHost already does). Removed. Harmless to
established peer sockets (why a live match survives console loss) but it would
have blocked a NEW peer from joining after a console cycle. Verified: 2-node
still connects (All connections completed!) + the peer circles.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 15:52:35 -05:00
arcattackandClaude Opus 4.8 d5d512e087 WIP checkpoint: TCP_NODELAY + dense-send + BT_JIT/BT_ANIM probes + FOGDAY test egg (task #50 investigation)
Session-in-progress peer-motion work, checkpointed before bisecting the
07-13/07-14 gait regression. Contains: TCP_NODELAY on game sockets (L4NET),
every-frame dense position send while moving + came-to-rest/REST send +
per-frame BT_JIT/BT_ANIM smoothness probes (mech4). bodyTargetSpeed feed
reverted to derived-velocity default. MOVER.cpp spline experiment already
reverted. NOT a fix -- a checkpoint.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 13:43:35 -05:00
arcattackandClaude Fable 5 04a2049ce2 MP task #47: DISPROVE the Entity-layout root cause; correct the record
The prior commit (c78662a) filed cross-pod damage failure under a
"cross-TU Entity/EntityID layout divergence" (and the P5 base-region
audit). A compile-time offsetof probe injected into BOTH translation
units disproves that: game/reconstructed AND engine/MUNGA compute an
IDENTICAL Entity layout --

  sizeof(Entity)=444  offsetof(entityID)=380 (0x17C)
  offsetof(ownerID)=388  offsetof(simulationFlags)=32
  offsetof(Mech,entityID)=380  (Entity subobject at 0)

So Entity::Dispatch reads this->entityID at the SAME offset mech4's
GetEntityID() does -- there is no per-TU read difference, and the
logged 3:22 (mech4 candidate) vs 3:19 (engine Dispatch) cannot be one
object read two ways. Those lines were different objects/messages,
mis-correlated. The distinct, REAL P5 "base-region layout divergence"
(HARD_PROBLEMS.md) is about raw-offset stomps at this+0x2d4..0x2f0 --
far above entityID -- and is unrelated to #47.

Changes:
- Revert the committed BT_MP_NET engine diagnostics (ENTITY/EVENT/
  NTTMGR/RECEIVER/L4NET) to the clean a9c3e96 baseline -- those are
  the very instruments that produced the mis-correlated data.
- mech4 BT_MP_FORCE_DMG hook: dispatch via the real m->Dispatch(&td)
  path (no false id stamping); comment records the offsetof finding.
- context/multiplayer.md: layout-divergence RULED OUT; 3:22/3:19 marked
  unconfirmed; leading hypotheses reframed as H2 (wire host-relative
  (de)serialization) vs H3 (replicant id != master's registered key),
  to be distinguished by a 2-node run with per-message correlation.

Solo un-regressed (mech walks + targets, 0 faults). Cross-pod delivery
remains open, but the investigation is redirected off the wrong (large,
structural) layout-audit path onto the EntityID wire/id-assignment path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:09:50 -05:00
arcattackandClaude Fable 5 c78662a0f1 MP cross-pod damage ROOT-CAUSED: EntityID localID corrupted by hostID on the wire (task #47)
Traced the dispatched-message delivery end to end with BT_MP_NET /
BT_MP_FORCE_DMG. Everything works except one wire step:
- A's Entity::Dispatch reroutes the replicant's TakeDamage
  (application->SendMessage(ownerID=3, EntityManager, msg)); POST-Dispatch
  the message carries entityID=3:22 (host:local) -- the replicant's own
  ID, matching B's master (GetEntityID()==3:22). VERIFIED sent.
- On B the message ARRIVES, GetEntityPointer finds an entity, Posts it,
  the event drains (ProcessEventTask = ProcessOneEvent(0)), Event::Process
  runs, Receive finds+calls a handler. VERIFIED the full deliver chain.
- BUG: B receives entityID=3:19, NOT 3:22 -- the localID dropped by
  exactly the hostID (3) between A's send and B's receive. So
  GetEntityPointer(3:19) returns the WRONG entity (classID 48, not the
  mech 0xBB9), whose base handler ignores the unaimed hit -> 0 damage.
  Auto-replicated UPDATE records (msgID 18) arrive with the correct 3:22
  and find the mech, so the corruption is specific to the dispatched-
  message wire path/direction.

Next: the host-relative EntityID (de)serialization on the dispatched-msg
path (RoutePacket / packet EntityID encoding) -- diff vs the update path
which translates correctly. Diagnostics retained (all BT_MP_NET-gated,
off in solo -- verified: solo 22 hits, 0 probe noise).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 11:03:32 -05:00
arcattackandClaude Opus 4.8 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>
2026-07-05 21:03:40 -05:00