Operator call: an opt-in flag on the one machine we most need data from is
the silent-diagnostic mistake this project's doctrine exists to prevent.
Every session log now carries [segperf] beside every [rstat] window, so the
next playtest gives the 817->857 stall hunt cross-machine baselines for free
-- Oracle's stalling rig and Sauron's clean one, same night, same build.
Cost: ~2 QPC reads per segment query, microseconds per second.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
A/B on identical 2-node beam-heavy runs (scratchpad/night14/segperf.sh),
BT_BEAM_SEGFRESH=1 (swept behaviour) vs =0 (pre-sweep compose at the beam
site, the only per-frame swept call):
fresh(swept) legacy(pre-sweep)
rstat blocks>50ms 0 0
maxDraw worst 730ms 646ms (mission-load spike, BOTH)
segperf dirty-passes 38/s 4/s <- the sweep DOES multiply
segperf accessor ms 0.97/s 0.57/s <- ...by 0.4 ms/s. Noise.
So the invalidation-storm hypothesis I filed on #149 is wrong by three orders
of magnitude, and Oracle's sustained 50-104ms stall window does NOT reproduce
on this rig at all. Refusing to guess a third time: the build now carries the
telemetry to answer it on the machine that actually regresses --
[segperf] calls= dirty= ms= printed beside every [rstat] window under
BT_PERF_LOG (JMOVER counters; two integer increments when unset), and
BT_BEAM_SEGFRESH=0 remains as a one-env A/B for the beam site.
Default stays FRESH (the swept accessor): its measured cost is trivial and it
is the correctness-cautious side while the peer-beam-staleness question is
unmeasured.
Next for #149: Oracle runs one session with BT_PERF_LOG=1. If [segperf] ms is
large inside his stalled windows, segment work is implicated on HIS
configuration and BT_BEAM_SEGFRESH=0 gives the immediate A/B; if it is small
(as here), the stall is elsewhere in the 817->857 delta and we hunt with his
numbers instead of my theories.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
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>