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>
Found live during the port-forward verification: external port-checker nodes
(and by extension any internet scanner) that connect to the exposed console
port were streamed the egg AND counted as pods ('1/2 pods have it' from a
node in Turkey) -- a lingering scanner could hold a phantom roster slot or
nudge the ready/launch state.
Real pods send AcknowledgeEggFileMessage (clientID=0, msgID=4) after parsing
the egg (L4NET StartConnecting); scanners never speak the protocol. The
launch gate (auto timer AND manual-launch READY) now counts only console
connections that ACKED:
- RelayConsoleConn.acked; _console_read detects the ACK, logs
'pod ACK from <addr> (n/m ready)', drives _check_launch_gate.
- _eggs_out (egg_sent count) replaced by _pods_ready (acked count);
gate logic extracted to _check_launch_gate (called on each ACK).
- btoperator monitor regex updated to the ACK line.
Verified: scanner-simulation (3 lingering non-protocol connections + 1 real
ACK on a 3-pilot roster -> gate NOT tripped, ACK counted 1/3); full operator
e2e PASS (registered -> READY held -> operator launch -> both pods LAUNCHED).
(The two intermediate e2e failures during this work were a stale port-check
relay squatting on 1500 -- a test-rig cleanup bug (Get-Process CommandLine
filter matches nothing; use Get-CimInstance Win32_Process), not the
hardening.)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The operator now holds the lobby: with 'Manual launch' checked (default),
the relay stops at 'all pods have the egg; WAITING FOR OPERATOR LAUNCH'
instead of auto-firing on a 20s timer -- the app shows 'ALL PODS READY --
press LAUNCH MISSION' with the roster lights, and the big green button
fires the mission when the operator is ready (everyone seated, voice chat
confirmed). A 'Restart session' button cycles the same mission/roster for
the next round (players just re-run their join script).
- btconsole.py --relay --manual-launch: launch armed by the line 'launch'
on stdin (a daemon reader thread; the app's Launch button writes it via
QProcess). The settle window is still honoured relative to egg delivery
(max(now, eggs_done + 20s)) -- firing RunMission before the pods reach
WaitingForLaunch Fail()s them, the same hazard the auto timer guards.
Auto mode (no flag) unchanged -- CLI/test recipes unaffected.
- btoperator.py: Manual-launch checkbox (Network box, default on), LAUNCH
MISSION button (enabled by the relay's READY line, disabled after fire),
Restart session button, status headline shows the ready state.
- operator_e2e.py: now exercises the gate -- waits for READY, asserts the
button enabled, presses it, verifies the operator-gated LAUNCH.
Verified: scripted e2e PASS -- registered -> READY (held) -> operator
launch -> settle honoured -> both pods LAUNCHED (operator-gated=True).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The operator station the archive never preserved: build missions with
authoritative dropdowns, run the console/relay, watch pods arrive, launch --
LAN mesh or internet relay -- plus one-click local instances for testing.
tools/eggmodel.py (headless, importable, self-tested 14/14):
- Order-preserving egg parse/emit: the editor manages [mission]/[pilots]/
per-pilot pages; bitmap rasters, ordinals and role pages survive untouched.
- EVERY value set read LIVE from content/BTL4.RES (the resscan parser,
importable): maps = MakeMessageStream(14) INTERSECT ExistanceBoxStream(26)
(the game aborts unless both exist); colors/badges/patches from the
VehicleTable resource (type 25, NUL-line NotationFile text with ;-comments);
vehicles = ModelList names, known-good mechs (bhk1, madcat) surfaced first.
- validate(): the full required-key ruleset from MISSION.cpp/btl4mssn.cpp
(missing map/time/weather/scenario, per-pilot hostType/vehicle/dropzone/
color/patch/badge/experience/role, role page model=, illegal values,
duplicate addresses) -- kills the hand-edited-egg crash class, incl. the
color=Red-vs-Crimson gotcha that bit the dev eggs.
tools/btoperator.py (PySide6, dark Fusion theme):
- Mission form + pilot roster table (all dropdowns from eggmodel), relay-tag
auto-numbering, add/remove pilots, egg New/Open/Save/Validate.
- Mode switch: Relay (internet; runs btconsole --relay) / Mesh (LAN legacy;
dial-out console at address-port minus 1 per the +1 rule).
- Session panel: QProcess drives btconsole.py; stdout parsed live into
per-pilot state lights (waiting/egg/registered/LAUNCHED) + relay stats.
- Local launcher: spawns btl4.exe per roster row with BT_RELAY/BT_SELF (or
mesh -net port), BT_DEV_GAUGES/BT_START_INSIDE toggles.
- Export player scripts: per-pilot join_as_playerN.bat with the public
relay hostname (a remote player's whole setup = run one .bat).
- Wire/protocol code stays in btconsole.py/eggmodel.py -- the GUI is only
UI + process management; CLI + test harnesses share the same tested core.
Verified: eggmodel self-test 14/14; scripted end-to-end
(scratchpad/operator_e2e.py) drives the real window through its own methods --
start relay session -> launch 2 local instances -> monitor observes the
mission LAUNCH (user-confirmed live on screen: both pods in-mission).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>