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Commits
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bfa1b04990 |
#81 follow-ups: peer warp must not stomp the POV vortex; panel draw probe; mech3 ghost symbols
Two field observations from watching the 4-node stress, both run down: 1. "A respawn happened without the blue vortex" -- REAL. The translocation effect is ONE global slot shared by the POV lifecycle and the world-anchored peer sphere (a port extension). A peer's un-wreck arriving while the local pilot's own collapse/wait/expand was in flight overwrote gWarpPhase/gWarpPOV and killed the POV vortex. Invisible before the respawn fix only because overlapping respawns barely existed; now they are routine. Fix: the POV lifecycle owns the slot -- BTStartWarpEffect self-skips while it is active ([tloc] peer warp SKIPPED). 2-node bench: 20/20 POV collapse+expand pairs, 9 peer spheres played, 11 correctly skipped; solo: 8/8 pairs unchanged. 2. "Comms panel counted no deaths" -- panel machinery CORRECT; the 4-node zeros were the bench's own CPU crush (4 core-pinned instances starved the PilotList to <0.6 Hz, so rows redrew minutes-stale). Added the arbiter: [score] panel DRAW slot/pilot/kills/deaths edge log (BT_SCORE_LOG) -- the 2-node rerun drew 0->9 / 0->11 live on both nodes, local AND replicated (SBMIRROR rows confirm owner->replicant tally flow on all 4 stress nodes). Also: the mech3 offline-authoring stubs declared every <Subsystem>::DefaultData as Entity__SharedData while the real statics are Simulation__SharedData (this engine derives Entity FROM Simulation) -- ~20 ghost symbols /FORCE silently resolved to garbage. DefaultData half fixed (SubsystemDefaultData now returns the true common base Simulation::SharedData); the CreateStreamedSubsystem stub signatures remain wrong (nested SubsystemResource* + ResourceFile*), are cold (no callers), and are tracked in open-questions + gotchas §6 stub-typedef corollary. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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830a976192 |
#81: 4-node stress PASS -- 56 overlapping death cycles, zero strands; DEATHS tally exact
Four simultaneous networked nodes, all dying every ~35s on staggered timers so respawn handshakes overlap (the field condition that stranded 6 of 8 cycles): 56 cycles, every completed one START->RESET, 0 swallowed / 0 mismatch / 0 discarded / 0 ghost / 0 crash. Scoreboard: every node's PLAYER_DEAD rows show deaths=N tally=N in lockstep (13/13/15/15) -- exactly one increment per death, so removing the duplicate VehicleDead dispatch did not drop the DEATHS column and the latch release did not double it. The kill-credit path evaluated all 56 deaths and correctly declined each self-kill (NOCREDIT self=1); KILLS uses the separate ScoreMessage path the fix never touched. content/MP4.EGG: the 4-pilot bench egg (ports 1502/1602/1702/1802, novice). 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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d4ba91bd39 |
#81 THE ANSWER: deathPending is OUR invention -- the binary has no death latch
Read BT's own respawn code and checked it against BTL4OPT.EXE itself. FAITHFUL: BT's Player::VehicleDeadMessageHandler (FUN_0042db80, part_003.c:12029) gates on message->deathCount == player->deathCount AND player+0x40 != 1 (simulationState != DropZoneAcquiredState) -- exactly WinTesla's two gates -- then runs the same closest-DropZone search skipping "win*" zones, dispatches AssignDropZone and re-posts to itself on a timer. So the retry loop and the cross-machine hunt are authentic 1995 behaviour, not a WinTesla artifact. NOT FAITHFUL: BT's BTPlayer::VehicleDeadMessageHandler (FUN_004c012c, part_013.c:10504) ENDS with *(param_1 + 0x290) = 0 -- it CLEARS the field our reconstruction calls deathPending, at the end of every death. Verified in the raw binary: +0x290 is written in exactly three places in the whole executable (0x0b75fb, 0x0bffe3, 0x0c0a05) and ALL THREE store a zeroed register (xor ecx,ecx / xor eax,eax / xor edx,edx immediately before). There is NO write of 1 or of any non-zero value to +0x290 anywhere in BTL4OPT.EXE. Two are ctor/reset sweeps; the middle one is the death handler, sitting right after the call to Post and add esp,0x14, matching the decompiled tail exactly. So 1995 has NO death-pending gate. We invented it (btplayer.cpp:505) and then needed six clear sites to patch the strandings it caused (:382 :469 :1431 :1442 :1461 :1532). #57 and #55 are artifacts of that invention. It is also what makes a ghost PERMANENT: in BT a failed respawn is harmless (the 2s re-post keeps hunting, the next death starts a clean cycle); in ours the first failure latches the pilot and every later death is SWALLOWED forever -- exactly the field signature of 8 cycles, 6 stranded, none recovering. Fix proposed in the doc (match the binary: clear instead of latch, drop the dedup gate) but NOT applied -- six sites depend on the latch and the dedup is load-bearing, so it wants a deliberate two-node bench, not a 1am edit. 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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0dbdad17f3 |
#81 ghost: light the SILENT DISCARD -- the only path a respawn can vanish on
Walked the respawn handshake end to end and measured the assumptions. Two
eliminations and one find:
ELIMINATED: the engine hunt re-posts to itself every 2s forever while the mech
is dead (PLAYER.cpp:325-327; its only state-based exit never fires, see below),
and the DropZone re-grants the SAME slot to a repeat request from the same
requester+deathCount even while busy (DROPZONE.cpp:182-194). So neither a
transient "no slot" nor a single lost reply can strand a respawn -- the request
keeps being re-sent and re-granted. A permanent strand needs a permanent cause.
THE FIND: BTPlayer::DropZoneReplyMessageHandler ends
if (!playerVehicle) ... else if (deathCount == message->deathCount) ... else { return; }
and that last branch was a BARE RETURN WITH NO LOG. The drop zone grants a
spot, replies, the numbers disagree, the reply is dropped, deathPending stays
latched, the mech is never Reset -> permanent ghost, zero evidence. That is
why 6 of 8 field cycles stranded silently. Now always-on, printing the
DIRECTION of the mismatch: msgDeath < ours = genuinely stale (dropping is
right); msgDeath > ours = our counter is behind and we just threw away a LIVE
respawn -> points straight at #45 (the death tally does not replicate).
Deliberately NOT auto-recovered: guessing would be a stand-in, and the wrong
guess resets a mech that is still alive.
LANDMINE DOCUMENTED IN CODE: Set_Alarm_Level is an empty stub (btstubs.cpp:87),
so the death path's Set_Alarm_Level(this+0x2c,1) and the reply's (+0x2c,2) are
no-ops. Their values decode against Player's enum as DropZoneAcquiredState(1)
and VehicleTranslocatedState(2), which makes "these should obviously be
SetSimulationState() calls" both attractive and CATASTROPHIC: the engine hunt is
gated on GetSimulationState() != DropZoneAcquiredState, so setting 1 on death
would stop AssignDropZone ever being dispatched and ghost EVERY pilot. Measured
our simulationState at 0x24 (not 0x2c) and the write leaves it 0; in the binary
+0x2c is the Simulation-base alarm (the field the mech side calls graphicAlarm,
@0x4ac126 "owner alarm+0x2C -> level 9"), which our layout models only on Mech.
Verified solo: a healthy death+respawn logs the grant and the RESET and emits
ZERO discard/gate-off lines (no false positives).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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372cbfa344 |
docs: GHOST_MECH_ANALYSIS -- the field analysis, durable across sessions
The ghost and the "wreckage moving and shooting" are the SAME failure at two ages: a stranded respawn (drop-zone reply never arrives) leaves the mech never Reset and never repainted, and the render-side wreck swap is ONE-WAY -- so the pilot drives a burning hulk that sinks (pure ~18s timer, btl4vid.cpp:1277) and then cannot be drawn at all. Records: the 8-cycle ledger (only 2 of 8 reached RESET; stranded correlates with ghosting 8/8 and 10/10); the host did not ghost because he never died; the SWALLOWED warning is BENIGN (100% base rate) and two earlier readings of mine that were wrong (spurious resets = aggregation artifact, per-match player IDs); the WinTesla-vs-1995 provenance caveat on DROPZONE.cpp; what the new instrumentation already killed (slots=8, so dropzone=one is not the bottleneck); and the four-separate-bugs breakdown of the "desync cluster" including the machine that stopped processing the death-transition stream mid-match. Raw per-machine logs + the verbatim agent findings stay in scratchpad/night6/ (uncommitted -- machine names + Steam identities). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |