# STEAM_TEST — the live 2-machine internet-MP procedure (step 4 exit criterion) Everything below the wire is verified single-machine (see `docs/GLASS_COCKPIT.md` §4); the ONE untested leg is an actual cross-machine `ConnectP2P` session. Needs: **two machines, each with its own logged-in Steam account**, both accounts able to see each other's lobbies (same region or Steam friends; AppID 480 = Spacewar, no ownership needed). ## Build + stage (each machine) 1. `cmake -S . -B build-steam -G "Visual Studio 16 2019" -A Win32 -DCMAKE_GENERATOR_INSTANCE=... -DBT_GLASS=ON -DBT_STEAM=ON` 2. `cmake --build build-steam --config Debug` 3. Steam client running + logged in. `content\steam_appid.txt` (480) is auto-written on first run. ## Procedure 1. **Machine A (host):** run `build-steam\Debug\btl4.exe` zero-arg from `content\` → the Mission Console menu. Set MAP/LENGTH (60 s recommended for the first attempt), MODE = `HOST STEAM LOBBY`, ENTER → the lobby room appears. 2. **Machine B (member):** same exe zero-arg → MODE = `JOIN STEAM LOBBY`, ENTER → the room should list both pilots within ~10 s. (No lobby found → check both accounts' regions, `marshal.log` `[lobby]` lines both sides.) 3. **A presses ENTER** (GO). Both machines relaunch into mission processes; A's marshal feeds itself over TCP loopback and B over the Steam wire. ## What to check (in order, both machines' `content\btl4.log` + `marshal.log`) 1. `[steamnet] up -- identity , 2 roster token(s) incl. self` — both sides. 2. A `marshal.log`: `egg -> 169.254.77.2:1501` (B's token) — the Steam-wire console feed. 3. B `btl4.log`: `[steamnet] incoming connection queued on channel 0` (the console feed arriving), then the egg ladder. 4. Both: `RunMission #1/#2`, then `[tick]` lines reaching the full subsystem count — and `[steamnet] connection N up` on channel 1 (the game mesh crossing the internet). 5. In-game: see the peer mech, drive, shoot it (cross-pod damage), mission stop at clock, host returns to the menu. ## Known limitations / notes - The lobby does NOT survive the per-mission relaunch — re-host/re-join per mission. - The token map is minted at GO; a member joining after GO is not in the mission. - Firewall: no inbound rules needed (SDR relays); Steam client must be allowed out. - Fail cleanly = both sides stay on Winsock and log why (`SteamAPI_Init failed` / token misses); nothing in the pod path is touched either way.