Author SHA1 Message Date
Joe DiPrimaandClaude Fable 5 40c35946cd tester handout regenerated after Oracle's annotated sweep: 35 closed, 59 open, 883 headliners called out (#149 glass fix + #150 double-kill, first fielded build with both)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 15:26:31 -05:00
Joe DiPrimaandClaude Fable 5 47dcc62fc1 pod RIO investigation day-end: board mutes ~13s after each start (render-load/power-rail hypothesis for tomorrow); USB re-enum does NOT revive it; keep tools/probe_rio.ps1 (raw COM1 hand-poll); note the stall-detector keying fix needed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 13:40:53 -05:00
Joe DiPrimaandClaude Fable 5 9754fb1295 correct the record: the 2026-08-10 boot wedges were the USB-serial adapter hanging an unbounded overlapped write, NOT print-deadlock (confounded A/B, retracted); pod runbook gets the full COM1/FTDI diagnosis + remote minidump procedure
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 13:35:13 -05:00
Joe DiPrimaandClaude Fable 5 716e10e3fa serial write hardening: bound the overlapped-write wait (500ms + CancelIo + 3s sick window) -- a dropped USB-serial link parked the game forever in GetOverlappedResult (ALPHA-MR minidump: SendPacket <- RIO ctor); txTO= counter joins the [rio] health line
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 13:30:41 -05:00
Joe DiPrimaandClaude Fable 5 ab1b3439f4 [rio] telemetry FIX: printing from the serial poll path deadlocks against the PCSPAK RX thread (0-CPU park ~10s after every live-RIO boot, A/B-convicted on ALPHA-MR) -- GetNextEvent now only COUNTS; the printer (BTRioHealthReport) rides the glass tick beside [glassperf]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 13:06:06 -05:00
Joe DiPrimaandClaude Fable 5 7cd58d3000 pod runbook: schtasks /end orphans the game (dead-RIO trap) + self-cleaning runpod.bat
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 12:35:52 -05:00
Joe DiPrimaandClaude Fable 5 a28878beaf [rio] link-health telemetry: req/rep/btn counters, reply age, the existing (never-printed) line-error/abandon/board counters, and STALL/RECOVER event lines -- default-on for hardware RIO, BT_RIO_LOG=0 opts out (encoder-dropout hunt on ALPHA-MR)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 12:34:10 -05:00
Joe DiPrimaandClaude Fable 5 a7722d9ca9 pod: EDID monitor:id binding DEPLOYED + verified on ALPHA-MR; runbook updates (Default_Monitor radar identity, cmd 1>> trap, tester-procedure deploy verified)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 11:56:26 -05:00
Joe DiPrimaandClaude Fable 5 bf04e1c079 port-layer papercuts for the playtest: #69 Denkou rename, #71 plasma X=minimize, #157 round-end UX (foreground handoff + lastrun clean-exit markers + bat sign-off rewording); tester-facing open-issues handout (docs/) + field-log anatomy notes
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 11:29:01 -05:00
Joe DiPrimaandClaude Opus 5 46ff8dd262 #150 double kill FIXED (two binary-cited gates) + #151 measured AUTHENTIC to the point
#150 -- one kill credited twice (Rajel on Oracle, Oracle on Conn Man).
CAUGHT: one death -> two type-2 arms 1ms apart (awards 501.96/505.88 -- the
tally GREW between them), victim inst=R.  Mechanism: this port deliberately
applies damage on replicants for local visual response; the report tail ran
there too, and a replicant's movement mode cannot flip to wreck until the
victim's death record round-trips -- so each round of a killing VOLLEY inside
that window re-posted the kill.  Why missiles, why intermittent.

The binary forbids the whole situation: its handler OPENS with the assertion
  if ((flags & 0xc) == 4) Fail("Replicant Mech recieving takedamage",
                               MECH.CPP, 0x3da)          [part_012.c:14613]
-- TakeDamage on a replicant was a BUG in 1995; the tail only ever ran on the
victim's master.  Fix: (1) gate the REPORT TAIL master-only (local damage
application stays); (2) adopt the binary's once-latch -- the 0->1 edge of
IsMechDestroyed() across the handler call (local_14), replacing the
deathBlastArmed form for the report gate.

VERIFIED (scratchpad/night14/scorepair.sh): 3 victim deaths, 5 shooter
respawns -> exactly one type-2 per credited kill, kills 0->1->2, zero doubles
(was: kills 0->2 on one death).

#151 -- panic eject "-499 instead of 0" is AUTHENTIC 1995 SCORING, decoded
from EjectPilot @0049f854: the punch-out dispatches a SELF TakeDamage of
  damageAmount = role->killBonus (+0x1c, 500 in dfltrole), type Explosive,
  senderMechID = SELF, player->suppressConsole = 1, graphicAlarm -> 10
which flows through the report tail as a SUICIDE kill: award = -CalcKillScore
(your own death), plus the type-1 death cost.  1000 - ~999 - 500 = -499:
the binary predicts Oracle's exact number.  Our port already used
role->killBonus for the blast (mech.cpp:652) -- faithful end to end; bench
shows each eject charged exactly once (-900/-1050 across three ejects).
Panic eject = scored as suicide.  Whether that is fun is a design question;
it is not a porting defect.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018SgmXGNMXavXiafKXf9MDC
2026-08-10 10:30:12 -05:00
21 changed files with 578 additions and 90 deletions
+1
View File
@@ -82,6 +82,7 @@ precise than anything you can infer.
| Multiplayer, replication, netcode | `context/multiplayer.md` |
| **The OPERATOR CONSOLE + RELAY** — how to launch it, ports, seats, the round/launch lifecycle, re-arm | `context/operator-console.md` |
| Running a session as sysop (operator-facing how-to) | `docs/OPERATOR_GUIDE.md` |
| The tester-facing OPEN-ISSUES handout (for Discord) | `docs/OPEN_ISSUES_FOR_TESTERS.txt` — regenerate from the tracker + update the header date before each playtest |
| Pod hardware, monitors, RIO, MFD surfaces, input remap (CONTROLS.MAP/XInput) | `context/pod-hardware.md` |
| Glass cockpit desktop dev layer (BT_GLASS/BT_STEAM gates, PadRIO, miniconsole, Steam) | `context/glass-cockpit.md` |
| Steam internet MP (the wire seam, identity tokens, lobby) | `context/steam-networking.md` |
+1 -1
View File
@@ -1384,7 +1384,7 @@ cmHeat(K,ModeSecondaryHeat,58,heatpal.pcc,heatpal2.pcc,Myomers);
}
#=======================================================================
# Sunder V1
# Denkou (was: Sunder V1)
#=======================================================================
Snd1Init
{
+17
View File
@@ -69,6 +69,23 @@ run\run.cmd [EGG] # default DEV.EGG; cd's to content\ and runs btl4.exe -eg
**Keep the `if /I "%%P"=="btl4.exe"` guard** — parsing tasklist with `tokens=2` alone reads its
*"INFO: No tasks are running"* line as a PID and spins forever with nothing running. Full
investigation, including which windows exit vs merely hide: `phases/phase-12-orphan-processes.md`.
- **Field-log anatomy — reading a steam night (#157 forensics, 2026-08-10) [T2].** A night's log is
a CHAIN of `===== BT411 SESSION` blocks: menu stubs (`args=''`, "first process") alternating with
glass generations (`-net 1501 -platform glass`, "relaunched generation"); one glass block = one
drop, and boundaries are synchronized across every machine to ±2 s (mission-clock expiry relaunches
all peers' menus in the same second). **Stub anatomy:** the steam lobby is CLICK-driven
(`steamAction`, btl4fe.cpp), so a menu closed without a click logs exactly **4 boot lines** and
exits 0 — a 4-line stub at end-of-night is a player going to bed, NOT a crash (all four machines
ended night-14 with identical 4-line stubs at 00:31:2x). 78-line stubs = a lobby cycle
(`[steamnet] up` + `[lobby] join` + map). `BTCrashFilter` is armed before the first log line and
writes a `[crash]` block + module-relative stack on ANY unhandled exception — a silent log end
means quit/kill/hang, never an unlogged AV. **`lastrun_<stem>.txt` caveats:** appends stop silently
if the file gets locked (the `is_open` guard skips) — a lastrun ending mid-night while the log
continues means the file was captured/locked during live troubleshooting, not that the chain died.
And the bat sign-off ("The game has exited. If it closed unexpectedly, send…") prints after ANY
chain end including a normal quit — it primes players to report quits as crashes; #157 ("did not
exit cleanly") was exactly this echo. The arcade-authentic round-end (mission process exits →
menu relaunch) itself reads as a crash to first-night players.
- **Why this is a BT411-only hazard [T1].** The 1995 pod shipped ONE folder — `BTL4OPT.EXE` sits
next to `BTL4.RES`/`VIDEO\`/`GAUGE\`/`AUDIO\` (it is still there in `content\`) — and RP411/RP412
keep that shape (`pack-dist.ps1` copies the exe and every asset dir into one dist root). BT411's
-26
View File
@@ -203,32 +203,6 @@ appears in the cfg like any panel and honours `,noframe`. Verified: a drag wrote
at 321,222. NB the plasma window blits directly every frame (`GetDC`+`StretchDIBits`), so unlike
the panels it has no `WM_TIMER` focus-throttle to worry about.
## Glass-panel repaint pump — perf + dirty-skip (2026-08-09/10) [T2 measured]
The exploded per-display windows are pure CPU/GDI (`ExpandPlaneToBGRA` +
`StretchDIBits`), repainted synchronously on the MAIN render thread by
`BTGlassPanels_Tick` (~16 Hz). Three layered changes after a playtester reported
~20 fps in panels mode vs ~130 fps in the surround:
1. **HALFTONE → COLORONCOLOR** (`f3d27f5`, in master): the `HALFTONE` stretch
(GDI's per-output-pixel resample) × 7 windows per pump was the primary sink;
nearest is crisper for the low-res MFD pixels anyway. `BT_GLASS_SMOOTH=1` restores.
2. **Per-window dirty-skip** (`c9e25e5`, in master): each window carries a change
token = FNV over `SVGA16::PlaneChecksum(mask)` (the shared pixelBuffer masked to
every port that can feed the window) + each button's RENDERED lamp brightness +
held/latch. The pump re-blits only windows whose token moved: ~31 pumps/2s →
4-15 window repaints vs 217-224 always-on. `BT_GLASS_DIRTY=1` logs the tally.
3. **Palette generation in the token** (branch `glass-palette-token`): the
ColorMapper family (armor rosette tints, adpal/adpal2 damage flash) animates by
CLUT writes with ZERO pixel churn — invisible to a pixel checksum.
`SVGA16::paletteGeneration` is bumped by the palette writers
(`BuildSecondaryColor` only on a REAL entry change, since the flash alternates
palettes every Execute writing identical RGB at zero damage; full rebuilds
unconditionally) and folded into the token for palette-expanding windows
(`monoTint < 0`, or all under `BT_GLASS_MFD_PAL`). Without it the glass radar
held stale armor tints between pixel repaints while the D3D surround (which
re-expands every frame) tracked live.
**Turning it OFF: `L4PLASMA=NONE` (also `OFF`/`0`, 2026-08-06) [T2].** `L4GREND` creates a
marquee whenever `L4PLASMA` is set at all (`SCREEN` → the desktop window, anything else → a real
`PlasmaDisplay` on that serial port), and the GLASS profile force-defaults it to `SCREEN` — so on
+77 -3
View File
@@ -254,7 +254,22 @@ desktops. Two pieces were added for the cab:
once, and over CRD you cannot see the panels at all: the log IS the confirmation that a picture
landed on the right glass.
### Boot-STABLE panel binding — `monitor:id:` (2026-08-08, staged, pod-untested)
### Boot-STABLE panel binding — `monitor:id:` (DEPLOYED + POD-VERIFIED 2026-08-10)
**Live on ALPHA-MR since 2026-08-10** — mapping eye-verified over livestream, then the master
`C:\bt411\glass_layout.cfg` flipped to the id form (old cfg saved as
`glass_layout.cfg.displaynbak`) and the relaunch bound all three windows to the SAME rects with
zero mismatch shouts [T2]. The shipped binding:
```
Secondary / Radar=monitor:id:Default_Monitor,bare # colour radar LCD, USB adapter
VGA Port A=monitor:id:UID224795,bare # RAR0005: Heat + Comm + Mfd2 CRTs
VGA Port B=monitor:id:UID200195,bare # RAR0005: Mfd1 + Mfd3 CRTs
```
⚠ **The radar LCD's USB display adapter presents NO EDID** — its only stable identity is the
`Default_Monitor` placeholder (`#Default_Monitor#…&UID256#`). Unique today; a second EDID-less
panel would collide, and the per-boot `[glassid]` dump (BT_GLASS_IDS=1, now PERMANENT in
`podprofile.ini`) plus the mismatch shout are the diagnosis tools. The Dell (`DEL4025`) is the
PRIMARY main-view panel (BT_FIT owns it; not in the layout cfg) — the 08-08 note calling it a
"1908FP" service monitor mis-guessed its role.
**Windows renumbers displays.** Nick, after re-cabling + a reboot: *"the order changed … sometimes
they change when one gets turned off and back on, at least how windows SEEs them, even if the
visual desktop tool looks the same."* So the two original binding forms are both boot-fragile —
@@ -480,8 +495,67 @@ instantly and did nothing" actually means "it is still hung". Recover with
without a GUI):** `DISPLAY\RAR0005\…UID224795`, `DISPLAY\DEL4025\…UID249395` (DELL 1908FP),
`DISPLAY\RAR0005\…UID200195`. **The two RAR panels share one EDID code and have blank serials**, so
`monitor:id:RAR0005` is ambiguous — they must be bound by the per-connector form
(`monitor:id:UID224795` / `monitor:id:UID200195`). The Dell's code is unique. The cab's shipped
`glass_layout.cfg` still uses the fragile `monitor:DISPLAY4` device-name form.
(`monitor:id:UID224795` / `monitor:id:UID200195`). **RESOLVED 2026-08-10:** the full map is
UID224795 = VGA Port A (Heat+Comm+Mfd2), UID200195 = VGA Port B (Mfd1+Mfd3), `Default_Monitor`
(EDID-less USB adapter, UID256) = the colour radar LCD, DEL4025 = the PRIMARY main-view panel
(not a service monitor). The master cfg now ships the id form (see the binding section above);
`glass_layout.cfg.displaynbak` preserves the old DISPLAYn cfg.
**7. ⚠ cmd redirect trap when scripting over SSH:** `echo VAR=1>> file` appends `VAR=` — cmd
parses the digit-adjacent `1>>` as a stream-handle redirect and eats the value (and MSVC putenv
treats an EMPTY value as UNSET, so the flag silently never arms). Space it (`echo VAR=1 >>file`,
trailing-space payload) or use PowerShell `Add-Content`. Bit us arming BT_GLASS_IDS 2026-08-10.
**8. Tester-procedure deploy VERIFIED end-to-end (2026-08-10, build 876):** scp zip →
`Expand-Archive` → podkit → `schtasks /run` came up clean on the first try — rig config survived,
newest-install auto-resolve worked, no hand-edits. The cab genuinely upgrades like a tester box.
**9a. ⚠ THE RIO's "COM1" IS A USB-SERIAL ADAPTER — the axis-dropout / frozen-boot fault
(2026-08-10, minidump-proven) [T1].** `\Device\VCP0` = an FTDI adapter (FTE7PGA5A); COM2 is a
second FTDI (A995JTOYA); **two ghost Prolific PL2303 entries also claim "COM1"** from earlier
plug-ins (clean them in Device Manager). When the adapter's **USB side** drops mid-operation:
brief drop = analog polls go mute (the field "encoder dropouts", revived by hand-jostle /
re-enumeration — NOT by button protocol); drop with a write in flight = the 1995 code's
**unbounded `GetOverlappedResult` wait in `PCSerialPacket::SendPacket` parked the whole game at
0 CPU forever** (three boots on 2026-08-10; stack: NtWaitForSingleObject ← GetOverlappedResult ←
SendPacket ← RIO ctor). **Hardened in 4.11.881**: 500 ms bounded write + CancelIo + 3 s sick
window (fast-drop, game keeps frame rate, keyboard fallback lives); `txTO=` in the `[rio]` health
line counts the events — proven the same evening (`txTO=1 rRetry=4` on a boot that SURVIVED).
USB **selective suspend disabled** system-wide on the cab the same day (powercfg) — prime suspect
for the random-period idle dropouts. Hardware to-do: FTDI adapter into a REAR motherboard USB
port, reseat its USB end. ⚠ A first "print-deadlock" diagnosis of the boot wedge was WRONG
(confounded A/B) and is retracted — the dump is the authority.
**Day-end state (2026-08-10 evening) + the pick-up plan.** The 881 soak measured the fault
precisely: the board answers for **~13 s after each fresh game start** (254 replies at 20 Hz),
then goes MUTE on analog for minutes while host→board writes keep completing (`req=3846 rep=254
age=240s`, txTO frozen at 1, abandon=0). Direct hand-poll (`tools/probe_rio.ps1`, also at
`C:\bt411\probe_rio.ps1` — raw COM1 CHECK/VERSION/ANALOG with correct [cmd][sum&0x7F] framing,
DTR/RTS raised): **zero bytes**. USB re-enumeration of BOTH FTDI converters + immediate re-poll:
**still zero** — which argues AGAINST the adapter (a wedged adapter RX clears on re-enum) and AT
the board. ⚠ [T4 hypothesis for tomorrow]: 13 s ≈ when the mission render load lights up — a
**power rail sagging under the cab's full load** would also explain the original mid-combat
dropouts (explosion/load transients) and the button "revival" (load dips + harness jostle).
Tomorrow, with hands: (1) loopback plug on the FTDI (TX→RX jumper, probe echoes = adapter fully
exonerated); (2) 5 V/12 V at the RIO board while a mission loads (the 13 s correlation is the
test); (3) swap in one of the spare Prolific adapters as cheap elimination; (4) rear-mobo USB
port + ghost-COM cleanup regardless. ⚠ My STALL/RECOVER edge detector in 881 keys on
request-age, which the 50 ms poll keeps resetting — it never fires; the `age=` field carries the
real signal (fix the keying to reply-age at the next build).
**Remote minidump procedure (worked over SSH, no tools install):** 32-bit dump of the wedged pid
via `C:\Windows\SysWOW64\rundll32.exe C:\Windows\SysWOW64\comsvcs.dll, MiniDump <pid>
C:\bt411\w.dmp full` → scp home → local x86 cdb (`where.exe cdb` resolves the bt411-tools copy)
with `-y C:\git\bt411\dist` (the archived per-build PDBs) → `~*k`. A 64-bit comsvcs dump of the
WOW64 process shows only 64-bit frames — use the SysWOW64 pair.
**9. ⚠ `schtasks /end` ORPHANS the game — the dead-RIO trap (2026-08-10):** `/end` kills the
batch, but `runpod.bat` `start ""`s the exe DETACHED, so the old btl4.exe survives, keeps COM1
open, and the NEXT launch boots with a dead cockpit board: `InitSerialPort() failed
[GetLastError() = 5]` (access denied) → `RIO initialization failed!` → buttons dead while the
banner still says "hardware RIO" (the banner is the PROFILE, not the init result). Diagnosis:
`tasklist /FI "IMAGENAME eq btl4.exe"` showing ≥2 instances. FIXED at the root the same day:
`runpod.bat` now `taskkill /F /IM btl4.exe`s FIRST (original saved as `runpod.bat.bak`), making
the BT411Run task an idempotent restart — but any hand-rolled launcher on a future cab needs the
same line, and a mid-mission `/run` now RESTARTS the game rather than failing quietly.
## The 1995 player manual — alignment audit (2026-07-18) [T1, primary source]
`reference/manual/Tesla40_BT_manual.pdf` (34pp, from Nick). CONFIRMS the reconstruction on
+1 -1
View File
@@ -339,7 +339,7 @@ cavern.egg`. This is every option the original console exposed for a BattleTech
- experience (4 [T1 game decode]): novice, standard, veteran, expert ← was hardcoded `expert`
- vehicle (18, friendly→tag): Black Hawk=blkhawk, Loki=loki, Nova=bhk1, Mad Cat=madcat, Thor=thor,
Owens=owens, Kotori=own1, Summoner=thr1, Hellbringer=lok1, Timber Wolf=mad1, Avatar=avatar,
Satyr=ava1, Sunder=sunder, Sunder V1=snd1, Vulture=vulture, Mad Dog=vul1, Mischief=lok2,
Satyr=ava1, Sunder=sunder, Denkou=snd1 (#69), Vulture=vulture, Mad Dog=vul1, Mischief=lok2,
Zanin Neko=mad2 (the 18 ModelList names; matches the 2026-07-18 vehicle sweep)
- color/camo (7, display→tag): White=White, Black=Black, Brown=Brown, Red=**Crimson**, Green=Green,
Gray=**Grey**, Tan=Tan ← was White/Black/Crimson only
+135
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@@ -0,0 +1,135 @@
=============================================================================
BT411 -- ALL OPEN TRACKER ISSUES (59), SORTED FOR PLAYTESTERS
Updated 2026-08-10 (evening) -- after Oracle's full annotated sweep, which
closed 35 issues. Thank you Oracle: that is what this list is for.
=============================================================================
HOW TO REPORT: drop a line in Discord with the issue number and PASS /
FAIL / what you saw. Screenshots and rough times help; logs get collected
as usual.
=============================================================================
-----------------------------------------------------------------------------
A. FIXED -- PLEASE VERIFY (headliners first: new fixes fielded THIS build)
-----------------------------------------------------------------------------
#149 Glass cockpit stutter / hitching ** HEADLINER **
First fielded build with the fix. Glass users -- especially Oracle:
mission load and play should feel smooth again (repaints now skip
windows whose gauges did not change).
#150 Double kill credit (one kill counted twice) ** HEADLINER **
First fielded build with the fix (868's double-kills were pre-fix).
TEST: kill someone with a missile volley -- scoreboard +1, not +2.
#69 "Sunder V1" renamed to DENKOU
TEST: vehicle picker shows Denkou -- era witnesses, confirm spelling.
#71 Closing the Plasma window lost it until restart
TEST: X the plasma window -- it minimizes to the taskbar; click restores.
#25 Gamepad turn profile (stick X could not turn the mech)
TEST: RajelAran -- bind an axis to "Turn" in content\bindings.txt.
#27 Autocannon/Gauss dealt the wrong damage type
Oracle asked for a RETEST before closing: ballistics should feel/score
like solid shot (no blast splash).
#38 Mech colors reverted on respawn
TEST: custom paint, die, respawn -- colors stay.
#39 Controls were live before the game screen appeared
TEST: mash fire during load -- nothing happens until the scene shows.
#41 (David/Auric) launcher killed before it could run -- forensics armed
TEST: if join.bat ever fails again, send content\lastrun_join.txt.
#56 MFD buttons drift away from where they are drawn
TEST: alt-tab / focus changes mid-round -- buttons stay aligned.
#147 Range caret vanished for the session (ticks stayed)
Monitoring: if it happens, the log traps the culprit -- just report it.
#158 (Sauron) could not move after respawn until throttle cycled
TEST when it happens: does cycling the throttle free you?
YES -> the #146 release mechanic (expected). NO -> map + spawn spot.
-----------------------------------------------------------------------------
B. OPEN -- HELP US REPRODUCE / NARROW (what to note when it happens)
-----------------------------------------------------------------------------
#24 Controller hat/look view sticks (recovers after wiggling)
#37 Mech torso appears BACKWARDS to other players (transient)
#74 8BitDo gamepad works solo, dead in Steam MP (VexUbiquity)
#102 Owens: full-throttle run -> hold reverse = animation/audio hang
REPRO known (exterior cam, savannah); self-clears on a torso twist.
#125 Peers do not see the FIRST destroyed-zone graphic (2nd hit shows it)
#126 Peer weapon fire invisible AND silent from some positions
#128 Ramming terrain = INSTANT coolant leak -- Oracle re-confirms STILL LIVE
#130 Vulture "skating" (gliding without walk animation)
#132 (Conn Man) persistent yellow line on the HUD in every mech
#135 Coolant leak with NO flashing annunciators -- Oracle re-confirms LIVE
#136 A SHUT leaking loop starts/stops leaking with COMPONENT toggles
(Oracle marked "Clarify" -- one more description pass requested.)
#143 One panel hit -> smoke erupts from MULTIPLE places at once
#153 Basic-mode elevation limit only applies after cycling modes (fix pending)
#154 Generator Out warning fires on the WRONG EDGE (at recovery, not trip)
Refined by Oracle: the stuck-forever gen did NOT reproduce; era rule =
gens return at HALF-cooled (red bar portion gone). Threshold audit due.
#155 PANIC lit: Eng + Weapon MFD banks dead; Score/Radar/Coolant stay live
(Oracle mapped the exact bank split; #50 closed into this ticket.
Flicker half = authentic. Next: is the bank capture authentic too?)
#159 (Conn Man) lag during drops -- missiles / fire exploding in empty space
NOTE: shooter + target + rough time; match receipts measure the rest.
#160 Pod cab: RIO axis dropouts + boot wedges (hardware investigation)
Cab-side only. Bounded-write hardening is in this build; the cage
hardware work continues with Nick.
-----------------------------------------------------------------------------
C. STILL-OPEN ERA QUESTIONS
-----------------------------------------------------------------------------
#103 Mech-to-mech RAM: armor damage or internals only? (Oracle: don't know;
Lynx / Ronin / Draco -- your call. Binary does internals-only.)
#133 Generator X-out on the MFD: Oracle recalls an X "under certain
circumstances" -- WHICH circumstances? (shutdown / overheat / destroyed)
ALSO (#152 rider): did Mid/Adv auto-recentre the torso in the pod, or only
Basic? (Oracle: don't know. Binary says: no auto-recentre.)
-----------------------------------------------------------------------------
D. DESIGN CALLS -- group opinions wanted
-----------------------------------------------------------------------------
#151 Panic eject costs -499: verified REAL 1995 scoring (your death scored
as suicide + death penalty). Keep authentic, or house-rule a flat cost?
#23 Non-glass screen layout: Oracle proposes widescreen-aware sizing --
world view wider + taller, moved up, allowed to overlap the radar.
Opinions welcome before anyone prototypes it.
#77 Resizable Secondary/Radar window (touch-panel cockpits). Want it?
-----------------------------------------------------------------------------
E. KNOWN GAPS -- confirmed and on the list, no need to re-report
-----------------------------------------------------------------------------
#49 Radar/map does not draw the arena WALL geometry
#76 Glass layout save/restore rework (some windows not saved)
#83 INCOMING MISSILE alarm not implemented yet
#90 Flames/smoke from serious damage: less than the original (tuning)
#104 Mad Dog "NARC 15" label: NARC postdates our 4.10 binary (Oracle: added
in a late 4.x release; zero NARC in our decomp) -- content rename due.
#105 Sensor damage effects: Oracle's era spec captured (HUD flicker/loss,
radar loss) -- implementation pending.
#111 Peers see a dying mech's blue warp bubble (should see explosion only)
#112 AFC rounds shotgun across zones (should land as one projectile)
#113 LRM burn/hit state lasts too long
#115 Hot box / target select not connected (Oracle era note: hotbox was a
STANDARD-mode feature; absent in Expert -- gating to reconcile)
#121 Sensor HEAT has no consequences yet
#123 Searchlight: the visible LIGHT + night-fog swap still to come
#145 IR "predator vision": decode done, display not implemented
#156 Fade-to-black at mission end not happening
-----------------------------------------------------------------------------
F. INTERNAL ENGINEERING BACKLOG (nothing to test)
-----------------------------------------------------------------------------
#14 Glass panel unreconstructed button handler backlog (census)
#17 Cavern upper-butte halves lack a collision stream (authenticity TBD)
#21 Weapon recharge arc dark after eng-page use (symptom trail -> #62)
#28 Confirm the vital-subsystem-crit death path can fire (machinery in)
#30 Weapon "unavailable" (level-7) display verification + accessor cleanup
#63 PlayerStatus reads raw 1995 offsets (databinding trap, dormant)
#64 damageZone shadow field (half-fixed; consequences disarmed)
#65 HandleMessage non-virtual across 10 classes (latent dispatch trap)
#72 BTLoadPump swallows WM_QUIT during load (latent)
#107 Destroyed HeatSink annunciates nothing (no lamp for condition 0)
#117 KB note: per-chassis cockpit bounce was deliberate (Ronin) -- FYI
=============================================================================
End of list. 59 open issues total:
12 verify (2 headliners), 17 reproduce, 3 era questions, 3 design calls,
14 known gaps, 11 internal.
35 issues closed 2026-08-10 on Oracle's annotated sweep.
=============================================================================
+9 -12
View File
@@ -2104,19 +2104,7 @@ static unsigned long
if (svga == NULL) svga = static_cast<SVGA16*>(p->graphicsDisplay);
}
if (svga != NULL && combined != 0)
{
token ^= svga->PlaneChecksum(combined);
// PALETTE-ANIMATED content (2026-08-10): a palette-expanding window
// (the radar; MFDs under BT_GLASS_MFD_PAL) changes colour with ZERO
// pixel writes -- the ColorMapper family (armor rosette tints, the
// adpal/adpal2 damage flash) writes CLUT entries. Fold the palette
// write generation in so those changes repaint; mono-tint windows
// don't read the palette and keep their pixel-only token.
static int sPalTok = -1;
if (sPalTok < 0) sPalTok = getenv("BT_GLASS_MFD_PAL") ? 1 : 0;
if (w->monoTint < 0 || sPalTok)
token = (token ^ svga->PaletteGeneration()) * 16777619UL;
}
}
// Lamps: each button's RENDERED brightness + held/latched, so a flash toggle or a
@@ -2133,12 +2121,21 @@ static unsigned long
return token;
}
// [rio] health printer (L4RIO.cpp): the serial poll path only COUNTS (kept
// I/O-free by design; the 2026-08-10 wedges once blamed on prints there were
// really the USB-serial adapter hanging an unbounded overlapped write --
// see PCSerialPacket::SendPacket); the report rides this tick, which
// already streams [glassperf] every second.
extern "C" void BTRioHealthReport();
void
BTGlassPanels_Tick()
{
if (gWinCount == 0)
return;
BTRioHealthReport();
static unsigned long sLastPaint = 0;
unsigned long now = GetTickCount();
if (now - sLastPaint < (unsigned long)RepaintMilliseconds)
+49 -4
View File
@@ -410,6 +410,20 @@ int PCSerialPacket::ReceivePacket(BYTE *destPtr) // returns len (zero if none)
// Returns:
// void
//-------------------------------------------------------------------------
//
// Serial-write health (see the bounded wait below): after a write timeout
// the link is SICK for 3 s and writes fast-drop -- one stall, not one per
// poll. BTPcspakTxTimeouts feeds the [rio] telemetry.
//
static unsigned gPcspakTxTimeout = 0;
static DWORD gPcspakTxSickUntil = 0;
extern "C" unsigned
BTPcspakTxTimeouts()
{
return gPcspakTxTimeout;
}
void PCSerialPacket::SendPacket(BYTE *srcPtr) //sends packet
{
//--------------------------------------------------------------
@@ -418,6 +432,11 @@ void PCSerialPacket::SendPacket(BYTE *srcPtr) //sends packet
if(!enabled) //if disabled, don't even try
return;
if (gPcspakTxSickUntil != 0 && GetTickCount() < gPcspakTxSickUntil)
{
return; // adapter sick: drop, don't stall
}
BYTE cmd = *srcPtr; //get the command byte
cmd &= 0x7F; //remove MSB
int length = txLengthPtr[cmd]; //get the length in al
@@ -459,11 +478,37 @@ void PCSerialPacket::SendPacket(BYTE *srcPtr) //sends packet
return;
}
}
DWORD bytesWritten;
GetOverlappedResult(hComm, &overlapSend, &bytesWritten, TRUE);
if(bytesWritten != length + 1)
//
// BOUNDED completion wait (2026-08-10, ALPHA-MR field minidump). The
// RIO's "COM1" is a USB-serial adapter; when its USB link drops with a
// write in flight the overlapped write NEVER completes, and the original
// GetOverlappedResult(..., TRUE) parked the whole game at 0 CPU forever
// (cdb-proven: NtWaitForSingleObject <- GetOverlappedResult <-
// SendPacket <- RIO ctor). Now: 500 ms bound (9600 baud needs ~21 ms),
// CancelIo on expiry, and a 3 s SICK window that fast-drops writes so a
// dead adapter costs one stall, not one per 50 ms poll -- the game stays
// at frame rate with a degraded RIO and the keyboard fallback alive.
// gPcspakTxTimeout feeds the [rio] health line (txTO=).
//
DWORD bytesWritten = 0;
DWORD wait_result = WaitForSingleObject(overlapSend.hEvent, 500);
if (wait_result == WAIT_OBJECT_0)
{
DEBUG_STREAM << "Not all data was written to serial port!\n" << std::flush;
GetOverlappedResult(hComm, &overlapSend, &bytesWritten, FALSE);
gPcspakTxSickUntil = 0;
if (bytesWritten != (DWORD)(length + 1))
{
DEBUG_STREAM << "Not all data was written to serial port!\n"
<< std::flush;
}
}
else
{
// No print here -- serial-path discipline; the counter surfaces in
// the [rio] health line (txTO=) from the glass-tick printer.
CancelIo(hComm);
++gPcspakTxTimeout;
gPcspakTxSickUntil = GetTickCount() + 3000;
}
delete buffer;
}
+5 -1
View File
@@ -25,7 +25,11 @@ static LRESULT CALLBACK
return 0;
case WM_CLOSE:
ShowWindow(window, SW_HIDE); // hide only; the renderer owns it
// Minimize, never hide (#71): SW_HIDE left no way back short of a
// restart. A minimized window keeps its taskbar button (both framed
// and ,noframe styles), so the player can recover the display. The
// renderer still owns the window either way.
ShowWindow(window, SW_MINIMIZE);
return 0;
}
return DefWindowProcW(window, message, wparam, lparam);
+148
View File
@@ -1240,6 +1240,105 @@ RIO::~RIO()
Check_Fpu();
}
//
// [rio] telemetry state (see the tracking block in GetNextEvent). File-scope
// statics on purpose: one hardware RIO per process, no header/layout churn --
// and the PRINTER (BTRioHealthReport, called from the glass tick) reads ONLY
// these statics, never RIO members, so it needs no instance and touches
// nothing the serial layer locks.
//
static int gRioPresent = 0;
static unsigned gRioReqCount = 0;
static unsigned gRioRepCount = 0;
static unsigned gRioBtnCount = 0;
static int gRioReqPending = 0;
static DWORD gRioLastReqTick = 0;
static DWORD gRioLastReplyTick = 0;
static int gRioStallActive = 0;
static DWORD gRioStallStart = 0;
static unsigned gRioStallBtnBase = 0;
static unsigned gRioStallCount = 0;
static DWORD gRioLastStallMs = 0;
static unsigned gRioLastStallBtns = 0;
static unsigned gRioLineErrMirror = 0;
static unsigned gRioOverrunMirror = 0;
static unsigned gRioAbandonMirror = 0;
static unsigned gRioRRetryMirror = 0;
static unsigned gRioRAbandonMirror = 0;
static unsigned gRioRFullMirror = 0;
extern "C" unsigned BTPcspakTxTimeouts(); // L4PCSPAK.cpp: bounded-write stat
//
// The printer half -- called from BTGlassPanels_Tick beside the [glassperf]
// report (a stream site that prints every second without incident), NEVER
// from the serial path. Edge lines land at the tick's ~1 s granularity,
// ample for the multi-second field dropouts this exists to catch.
// BT_RIO_LOG=0 opts out; silent when no hardware RIO ever came up.
//
extern "C" void
BTRioHealthReport()
{
static int sLog = -1;
static DWORD sLastLine = 0;
static unsigned sSeenStalls = 0;
static int sSawActive = 0;
if (!gRioPresent)
{
return;
}
if (sLog < 0)
{
const char *e = getenv("BT_RIO_LOG");
sLog = (e != 0 && *e == '0') ? 0 : 1;
}
if (!sLog)
{
return;
}
DWORD now = GetTickCount();
if (gRioStallActive && !sSawActive)
{
sSawActive = 1;
DEBUG_STREAM << "[rio] STALL analog silent "
<< (now - gRioStallStart) << "ms and counting req="
<< gRioReqCount << " rep=" << gRioRepCount
<< "\n" << std::flush;
}
else if (!gRioStallActive && sSawActive)
{
sSawActive = 0;
}
if (sSeenStalls != gRioStallCount)
{
sSeenStalls = gRioStallCount;
DEBUG_STREAM << "[rio] RECOVER stall#" << gRioStallCount
<< " lasted " << gRioLastStallMs
<< "ms btnDuring=" << gRioLastStallBtns
<< "\n" << std::flush;
}
if (now - sLastLine >= 5000)
{
sLastLine = now;
DEBUG_STREAM << "[rio] req=" << gRioReqCount
<< " rep=" << gRioRepCount
<< " btn=" << gRioBtnCount
<< " age=" << (gRioLastReplyTick != 0
? (now - gRioLastReplyTick) : 0)
<< "ms stalls=" << gRioStallCount
<< " txTO=" << BTPcspakTxTimeouts()
<< " lineErr=" << gRioLineErrMirror
<< " overrun=" << gRioOverrunMirror
<< " abandon=" << gRioAbandonMirror
<< " rRetry=" << gRioRRetryMirror
<< " rAbandon=" << gRioRAbandonMirror
<< " rFull=" << gRioRFullMirror
<< "\n" << std::flush;
}
}
Logical
RIO::TestInstance() const
{
@@ -1264,6 +1363,36 @@ Logical
Logical reply, looping;
Word errors;
//
// [rio] link-health TRACKING -- pure arithmetic, no I/O here by design.
// CORRECTED HISTORY (2026-08-10): the boot wedges first blamed on prints
// from this path were actually the USB-serial adapter dropping its link
// with a write in flight -- the unbounded GetOverlappedResult in
// PCSerialPacket::SendPacket parked the game (minidump-proven; the
// print-deadlock A/B was confounded by the adapter behaving that boot).
// The count-here / print-from-the-glass-tick split stays anyway: it
// keeps this hot polled path I/O-free and the printer at one known
// stream site (BTRioHealthReport below, beside [glassperf]).
//
if (operational)
{
DWORD now = GetTickCount();
if (!gRioStallActive && gRioReqPending
&& now - gRioLastReqTick > 500)
{
gRioStallActive = 1;
gRioStallStart = gRioLastReqTick;
gRioStallBtnBase = gRioBtnCount;
}
gRioPresent = 1;
gRioLineErrMirror = (unsigned) lineErrorCount;
gRioOverrunMirror = (unsigned) overrunCount;
gRioAbandonMirror = (unsigned) abandonCount;
gRioRRetryMirror = (unsigned) remoteRetryCount;
gRioRAbandonMirror = (unsigned) remoteAbandonCount;
gRioRFullMirror = (unsigned) remoteFullBufferCount;
}
//PCSPAKState(this);
//
//cout << flush;
@@ -1377,6 +1506,20 @@ Logical
break;
case AnalogReply:
++gRioRepCount;
gRioReqPending = 0;
gRioLastReplyTick = GetTickCount();
if (gRioStallActive)
{
// The reply that ended the drought -- record only; the
// glass-tick printer emits the RECOVER line. btnDuring
// is the field theory's verdict: >0 on every recover =
// button traffic resyncs the link; 0 = it self-heals.
gRioStallActive = 0;
++gRioStallCount;
gRioLastStallMs = gRioLastReplyTick - gRioStallStart;
gRioLastStallBtns = gRioBtnCount - gRioStallBtnBase;
}
destination->Type = RIO::AnalogEvent;
//
// NOTE: no data is sent in this packet.
@@ -1423,11 +1566,13 @@ Logical
break;
case ButtonPressed:
++gRioBtnCount;
destination->Type = RIO::ButtonPressedEvent;
destination->Data.Unit = receive_buffer[1];
break;
case ButtonReleased:
++gRioBtnCount;
destination->Type = RIO::ButtonReleasedEvent;
destination->Data.Unit = receive_buffer[1];
break;
@@ -1568,6 +1713,9 @@ void
if (operational && !TestModeActive)
{
SendPacket((Byte *) request_analog_string);
++gRioReqCount;
gRioReqPending = 1;
gRioLastReqTick = GetTickCount();
}
Check_Fpu();
}
-23
View File
@@ -5445,7 +5445,6 @@ SVGA16::SVGA16(
BuildWindows(init_width,init_height,windowed, secondaryIndex, aux1Index, aux2Index);
for (int _i = 0; _i < 10; _i++) // DEV-COMPOSITE: lazily created on first surface draw
mDevSurfaceTex[_i] = NULL;
paletteGeneration = 0; // GLASS dirty-skip palette tracking
//STUBBED: VIDEO RB 1/15/07
# if defined(DEBUG)
Tell("SVGA16::SVGA16()\n");
@@ -7191,7 +7190,6 @@ void
svga_palette->paletteData.Valid = True;
svga_palette->modified = True;
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild)
Check_Fpu();
}
@@ -7236,13 +7234,6 @@ void
SVGA16Palette
*svga_palette(&((SVGA16 *) graphicsDisplay)->palette[paletteID]);
// GLASS dirty-skip: track whether this write CHANGES anything -- the
// ColorMapper family calls this every Execute (the adpal/adpal2 flash
// alternates palettes even at zero damage, usually writing identical RGB),
// so bump the generation only on a real change or every glass window that
// palette-expands would repaint every pump for nothing.
int palette_changed = 0;
//-------------------------------------------
// If any of the ...TransparentZero modes are used,
// leave color zero undefined for this bit group by
@@ -7284,31 +7275,21 @@ void
{
case RedChannel:
case RedChannelTransparentZero:
if (destination_triplet->Red != source_triplet->Red)
palette_changed = 1;
destination_triplet->Red = source_triplet->Red;
break;
case GreenChannel:
case GreenChannelTransparentZero:
if (destination_triplet->Green != source_triplet->Green)
palette_changed = 1;
destination_triplet->Green = source_triplet->Green;
break;
case BlueChannel:
case BlueChannelTransparentZero:
if (destination_triplet->Blue != source_triplet->Blue)
palette_changed = 1;
destination_triplet->Blue = source_triplet->Blue;
break;
case AllChannels:
case AllChannelsTransparentZero:
if (destination_triplet->Red != source_triplet->Red
|| destination_triplet->Green != source_triplet->Green
|| destination_triplet->Blue != source_triplet->Blue)
palette_changed = 1;
*destination_triplet = *source_triplet;
break;
}
@@ -7329,8 +7310,6 @@ void
svga_palette->paletteData.Valid = True;
svga_palette->modified = True;
if (palette_changed)
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip
Check_Fpu();
}
@@ -7434,7 +7413,6 @@ void
svga_palette->paletteData.Valid = True;
svga_palette->modified = True;
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild)
# if defined(TESTPALETTE)
std::cout << "L4GraphicsPort::BuildAuxiliaryPalette for port " <<
@@ -7545,7 +7523,6 @@ void
svga_palette->paletteData.Valid = True;
svga_palette->modified = True;
((SVGA16 *) graphicsDisplay)->paletteGeneration++; // glass dirty-skip (full rebuild)
Check_Fpu();
}
-14
View File
@@ -382,15 +382,6 @@ protected:
SVGA16Palette
palette[PaletteCount];
// GLASS dirty-skip (2026-08-10): bumped by the palette writers
// (L4GraphicsPort::BuildSecondaryColor on a REAL entry change; the full
// palette rebuilds unconditionally) so the glass repaint token can see
// palette-only animation -- the ColorMapper family (armor rosette tints,
// damage flash) changes COLORS with zero pixel writes, which the pixel
// checksum alone can never catch.
unsigned long
paletteGeneration;
private:
int NUMGAUGEWINDOWS;
HWND *gaugeWindows;
@@ -434,11 +425,6 @@ public:
// glass repaint pump re-blit ONLY the windows whose plane actually changed
// (idle MFDs / static panels skip; the sweeping radar keeps updating).
unsigned long PlaneChecksum(int mask) const;
// GLASS dirty-skip: the palette write generation (see paletteGeneration).
// Folded into the repaint token of palette-expanding windows so ColorMapper
// palette animation (armor tints / damage flash) repaints without pixel churn.
unsigned long PaletteGeneration() const { return paletteGeneration; }
};
//########################################################################
+32
View File
@@ -234,6 +234,36 @@ static LONG WINAPI
return EXCEPTION_EXECUTE_HANDLER; // die (after the evidence is out)
}
//
// lastrun_<stem>.txt clean-exit markers (#157, 2026-08-10): the launch record
// only ever said "exe reached WinMain", so a night that ended with the player
// closing the menu was indistinguishable from a silent death -- and the bat's
// sign-off taught players to report normal quits as crashes. The deliberate
// exit paths stamp the record themselves now, so the file answers "crash or
// quit?" on its own. Name captured at breadcrumb time (cwd is content\ by
// then -- the same file the bats bracket).
//
static char gBTLastrunName[MAX_PATH] = "";
void
BTLastrunNote(const char *note)
{
if (gBTLastrunName[0] == 0)
{
return;
}
SYSTEMTIME lt;
GetLocalTime(&lt);
std::ofstream f(gBTLastrunName, std::ios::out | std::ios::app);
if (f.is_open())
{
char stamp[64];
wsprintfA(stamp, "[%04d-%02d-%02d %02d:%02d:%02d] ",
lt.wYear, lt.wMonth, lt.wDay, lt.wHour, lt.wMinute, lt.wSecond);
f << stamp << note << "\n";
}
}
//===========================================================================//
// environ.ini -- the player's settings file (cwd = content\). One KEY=VALUE
// per line; the real environment always WINS, so a launcher .bat or a shell
@@ -833,6 +863,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
GetComputerNameA(machine, &machine_len);
char lastrun_name[MAX_PATH];
wsprintfA(lastrun_name, "lastrun_%s.txt", logStem);
lstrcpynA(gBTLastrunName, lastrun_name, MAX_PATH);
std::ofstream breadcrumb(lastrun_name, std::ios::out | std::ios::app);
if (breadcrumb.is_open())
{
@@ -1209,6 +1240,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
BTFeLaunchSpec fe_spec;
if (BTFrontEnd_Run(&fe_spec) != 0 || fe_spec.mode == BTFeLaunchNone)
{
BTLastrunNote("clean exit: player quit from the menu");
return 0; // quit from the menu
}
char fe_arguments[192];
+12
View File
@@ -174,6 +174,8 @@ void
{
MarshalLog("window closed by the user -- exiting for real "
"(no relaunch)");
extern void BTLastrunNote(const char *);
BTLastrunNote("clean exit: player closed the game window");
ExitProcess(0);
}
}
@@ -257,6 +259,16 @@ void
if (CreateProcessW(exe_path, command_line, NULL, NULL, FALSE,
0, NULL, NULL, &startup, &process))
{
// Hand the child our foreground right BEFORE we die (#157): Windows
// refuses SetForegroundWindow to a process spawned by an exiting
// background parent, so the round-end menu could open BEHIND the
// desktop clutter -- which is how a normal between-rounds relaunch
// read as "the game crashed" from the cockpit seat.
if (!AllowSetForegroundWindow(process.dwProcessId))
{
MarshalLog("foreground handoff denied -- the next window may "
"open behind");
}
CloseHandle(process.hThread);
CloseHandle(process.hProcess);
}
+1 -1
View File
@@ -412,7 +412,7 @@ static const CatalogEntry kVehicles[] =
{ "avatar", "Avatar" },
{ "ava1", "Satyr" },
{ "sunder", "Sunder" },
{ "snd1", "Sunder V1" },
{ "snd1", "Denkou" }, // #69: the 4.x-era name (two era witnesses)
{ "vulture", "Vulture" },
{ "vul1", "Mad Dog" },
{ "lok2", "Mischief" },
+27 -1
View File
@@ -1032,6 +1032,12 @@ void
{
Check(message);
// #150 -- the binary's ONCE-PER-DEATH latch (local_14 @0x4a0230 body,
// part_012.c:14625-14629): IsMechDestroyed() sampled AT ENTRY. The kill
// report posts only on the 0->1 edge (!destroyedAtEntry && destroyed-now);
// a later salvo of the killing volley takes the inflicted-only path.
const int destroyedAtEntry = IsMechDestroyed();
// MP DIAGNOSTIC (task #47): confirm the handler runs on the OWNING MASTER
// for a cross-pod (network-delivered) TakeDamage + what state it carries.
if (getenv("BT_MP_NET"))
@@ -1242,11 +1248,31 @@ void
// vital-wreck flag, and the loop-ENTRY zone. This retires
// BTPostDamageScore/BTPostKillScore -- see the btplayer.cpp tombstone.
//
// #150 DOUBLE-KILL FIX, two binary-grounded gates (2026-08-10):
//
// (1) MASTER ONLY. The binary OPENS this handler with the assertion
// `if ((flags & 0xc) == 4) Fail("Replicant Mech recieving takedam...",
// MECH.CPP, 0x3da)` (part_012.c:14613-14616) -- in 1995 a replicant
// executing TakeDamage was a BUG, so the report tail could only ever
// run on the victim's master, once. This port deliberately applies
// damage on replicants too (local visual responsiveness), so the tail
// ALSO ran there -- and the replicant's movement mode can't flip to
// wreck until the death record round-trips, so a multi-round killing
// volley posted a kill report PER ROUND inside that window. Measured:
// one death -> two type-2 arms 1ms apart, kills 0->2 (the field's
// "one kill counted twice", #150). Gate the REPORTS to the master;
// the local damage application stays.
//
// (2) ENTRY LATCH. The binary's newly-destroyed test is the 0->1 edge of
// IsMechDestroyed() across THIS handler call (local_14), not the
// movement-mode-derived deathBlastArmed -- on the master both agree,
// but the binary's form is the spec.
if (GetInstance() != ReplicantInstance)
{
extern void BTMechPostCombatReports(void *, void *, float, int, int, int);
BTMechPostCombatReports((void *)this, (void *)message,
(float)damageTally, zoneDestroyed, reportZone,
deathBlastArmed && IsMechDestroyed());
!destroyedAtEntry && IsMechDestroyed());
}
}
+3 -2
View File
@@ -93,8 +93,9 @@ if defined BT_STILL_RUNNING (
goto btwait
)
echo.
echo The game has exited. If it closed unexpectedly, send the operator
echo BOTH of these from the content folder:
echo The game has exited. (Quitting from the menu lands here -- normal.)
echo If it CRASHED or would not start, send the operator BOTH of these
echo from the content folder:
echo content\lastrun_solo.txt (tiny -- send it EVEN IF there is
echo no solo_*.log at all: that combination
echo is how we spot a blocked launch)
+4 -1
View File
@@ -97,7 +97,10 @@ if defined BT_STILL_RUNNING (
goto btwait
)
echo.
echo The game has exited. If it closed unexpectedly, send the operator BOTH
echo The game has exited.
echo (Normal exits land here too: round ends return everyone to the menu,
echo and closing the menu window quits -- neither is a crash.)
echo If it CRASHED or would not start, send the operator BOTH:
echo content\lastrun_steam.txt (tiny -- send it EVEN IF there is no
echo steam_*.log at all: that is how we spot
echo a launch blocked before it ran)
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
# #150/#151: count type-2 arm executions per kill + measure the eject score arithmetic
. /c/git/bt411/scratchpad/night6/bench_common.sh
cd /c/git/bt411/content || exit 1
taskkill //F //IM btl4.exe >/dev/null 2>&1; sleep 3
rm -f sc_a.log sc_b.log sc_r.log
mkdir -p /c/git/bt411/scratchpad/night14/mlbak && mv matchlog_*.txt /c/git/bt411/scratchpad/night14/mlbak/ 2>/dev/null
bt_expert_egg MP.EGG SC.EGG
sed -i "s/^map=.*/map=grass/; s/^time=.*/time=day/; s/^vehicle=.*/vehicle=madcat/" SC.EGG
# B: unarmed slow target, respawns on death
( export BT_GOTO=enemy BT_GOTO_STOP=80 BT_SCORE_LOG=1 BT_DEATH_LOG=1 BT_MATCHLOG=1 BT_MP_LOG=1
bt_launch sc_b.log SC.EGG 0x0C -net 1601 )
sleep 2
# A: kills B with autofire, then panic-ejects late
( export BT_GOTO=enemy BT_GOTO_STOP=100 BT_AUTOFIRE=1 BT_AF_MISSILE=1 BT_AF_PERIOD=4
export BT_EJECT_AT=9000
export BT_SCORE_LOG=1 BT_DEATH_LOG=1 BT_MATCHLOG=1 BT_MP_LOG=1
bt_launch sc_a.log SC.EGG 0x03 -net 1501 )
sleep 5
python ../tools/btconsole.py SC.EGG 127.0.0.1:1501 127.0.0.1:1601 > sc_r.log 2>&1 &
R=$!; sleep 300; kill $R 2>/dev/null; sleep 2
bt_kill_ours; sleep 2; taskkill //F //IM btl4.exe >/dev/null 2>&1
echo RESULT
echo "--- B deaths (kills A should have earned) ---"
grep -ac "Mech::Reset" sc_b.log
echo "--- A: kill-arm executions + score sequence (matchlog) ---"
grep -ah "SCORE\|KILL\|EJECT\|DEATH" matchlog_*.txt 2>/dev/null | head -25
echo "--- A: scorepost receipts (producer side) ---"
grep -a "scorepost" sc_a.log | head -10
grep -a "scorepost" sc_b.log | head -10
+26
View File
@@ -0,0 +1,26 @@
# Hand-poll the RIO board over COM1 -- no game involved. Wire format per
# PCSerialPacket::SendPacket: [cmd][checksum = sum & 0x7F].
$p = New-Object System.IO.Ports.SerialPort COM1,9600,None,8,One
$p.DtrEnable = $true
$p.RtsEnable = $true
$p.ReadTimeout = 200
$p.Open()
'PORT OPEN CTS=' + $p.CtsHolding + ' DSR=' + $p.DsrHolding
function Send-Cmd([byte[]]$bytes, [string]$name) {
$p.DiscardInBuffer()
$p.Write($bytes, 0, $bytes.Length)
Start-Sleep -Milliseconds 700
$got = @()
while ($p.BytesToRead -gt 0) { $got += [byte]$p.ReadByte() }
$hex = ($got | ForEach-Object { $_.ToString('X2') }) -join ' '
"$name -> $($got.Count) byte(s): $hex"
}
Send-Cmd @([byte]0x80, [byte]0x00) 'CHECK 0x80'
Send-Cmd @([byte]0x81, [byte]0x01) 'VERSION 0x81'
Send-Cmd @([byte]0x82, [byte]0x02) 'ANALOG 0x82'
Start-Sleep -Seconds 2
Send-Cmd @([byte]0x82, [byte]0x02) 'ANALOG again'
$p.Close()
'DONE'