Commit Graph
2 Commits
Author SHA1 Message Date
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