Commit Graph
8 Commits
Author SHA1 Message Date
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 c18d2b0213 gitignore: local root copies of the player bats (players/ is the source)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 10:57:22 -05:00
CydandClaude Fable 5 7724ba392e gitignore: content/fe_last.ini (the persisted menu loadout)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 18:54:34 -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 7e269d6496 gitignore: dist/ (release zips)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 13:26:52 -05:00
CydandClaude Fable 5 3f49915d76 Build: the BT_GLASS/BT_STEAM compile gates -- glass-cockpit dev-layer scaffolding
Step 1 of the desktop developer layer: option(BT_GLASS OFF) + option(BT_STEAM OFF)
(BT_STEAM requires BT_GLASS, configure-time FATAL_ERROR), defines flow to all three
targets via BT_DEFS. Defaults build = the pure pod game, verified: 3-config configure
matrix + negative test + defaults Debug build (known mech3 /FORCE externals only).
New topic context/glass-cockpit.md + ledger docs/GLASS_COCKPIT.md; router rows added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-17 21:48:35 -05:00
arcattackandClaude Opus 4.8 abed41e711 gitignore: __pycache__
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 18:07:37 -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