# Phase 12 — orphaned processes, the terminal that never closes, and the MP-hiccup claim *2026-07-27. Triggered by an operator report: "if you X close the game window it leaves the terminal/console open sometimes, and leaves orphaned processes — I think this is a major contributor to multiplayer game hiccups."* All findings below were produced against **4.11.600** on the dev rig, not recalled. Harnesses live in `scratchpad/orphan_*.ps1`, `scratchpad/btwait_probe.ps1`, `scratchpad/test_loop_logic.ps1`. --- ## What the process actually owns A running pod owns four top-level windows (enumerated live, `orphan_win.ps1`): | class | title | size | X does | |---|---|---|---| | `MainWndClass` | `BattleTech 4.11.600 — node 1601` | 1468x1038 | **destroy → real exit** | | `BTPlasmaWnd` | `BattleTech - Plasma` | 528x167 | **hide only** (`L4PLASMAWIN.cpp:21`) | | `MSCTFIME UI` / `IME` | — | 0x0 | OS input plumbing | Under `BT_GLASS_PANELS` the per-display panels (`L4GLASSWIN.cpp:693`) and the pad panel (`L4PADPANEL.cpp:468`) behave like the plasma window: `ShowWindow(SW_HIDE)`, never quit. ## Finding 1 — closing the MAIN window is CLEAN [T2] Verified in three states: solo mid-model-load (`[loadobj]` active), the relay join wait, and 16 s after a real console `launch`. Every run: **process exited ~1 s, no relaunch, no orphan**, and the relay logged `PLAYER 1 LEFT ... (0 seated)`. The close-means-quit gate (`ecb9b33`) works. **So the orphans the playtesters saw are consistent with 584 and earlier**, where every window close hit `BTFE_RelaunchSelfAndExit` and resurrected the client. That is already fixed in 600 and still `awaiting-verification`. ## Finding 2 — closing an AUX window hides it irrecoverably [T2] X on the plasma window (or a glass panel) hides it with **no way to bring it back** — no menu item, no hotkey — while the game runs on. Verified: `vis=True → vis=False`, process alive, both relay sockets still `Established`. Not an orphan (the main window is still there), but it explains the report *"eventually all I could find was my plasma display"*: the small plasma window is what survives when the big one is gone, and a player who closes it has silently lost it for the session. ## Finding 3 — the terminal that never closes [T2] — FIXED `join.bat`'s `:btwait` loop waited for **any `btl4.exe` on the machine**: ```bat for /f "tokens=1" %%P in ('tasklist /FI "IMAGENAME eq btl4.exe" /NH') do ( if /I "%%P"=="btl4.exe" set "BT_STILL_RUNNING=1" ) ``` Proved with `btwait_probe.ps1`: a bat that launched **nothing** reports `would KEEP SPINNING` purely because an unrelated instance is alive. So the window never prints its sign-off and looks hung whenever *anything else* is running — a second client, the operator's own pod, or a genuine orphan. **This is the reported symptom**, and it is a detector of an orphan, not a cause. All four launchers carried the identical block. Fixed by snapshotting the PIDs alive *before* the launch and only waiting on PIDs absent from that snapshot. The `if /I "%%P"=="btl4.exe"` guard is retained deliberately: `tokens=2` alone would parse tasklist's *"INFO: No tasks are running"* line as a PID and spin forever with nothing running — a worse bug than the one being fixed. Verified with the text lifted verbatim out of the shipped `play_solo.bat`: | case | expected | got | |---|---|---| | nothing running (regression guard) | sign off | sign off | | someone else's instance alive | sign off | sign off | | our own generation alive | keep waiting | keep waiting | | decoy gone, re-check | sign off | sign off | The patched bat still launches the game (pid + `launch_report.txt` confirmed). **Not verified:** the full handoff E2E — the bat blocks on the FE menu, which waits for human input, so an automated run never reaches `:btwait`. Needs one human run. Note the bat also ends in `pause` by design, so the window always stays until a keypress. That is intended and is a second, benign reason a terminal is "still open". ## Finding 4 — `BTLoadPump` eats WM_QUIT [T3, latent] `L4VIDEO.cpp:9039` drains the queue during mission load: ```c while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessageA(&msg); } ``` `WM_QUIT` dispatched this way is silently discarded — it belongs to no window — so a quit posted during load is destroyed and `APPMGR.cpp:102`'s pump never sees it. **This did not produce a hang in testing** (the destroyed HWND breaks rendering, which tears the process down another way), so it is not today's orphan mechanism. Flagged as a trap: any future code that relies on WM_QUIT surviving a load will fail here. ## The multiplayer-hiccup claim — verdict The mechanism is real **conditional on an orphan existing**: an orphan keeps both TCP connections to the relay (`:1600` console and `:1601` game) `Established`, so the relay counts a pilot who will never ready — and `SEAT_LEFT_GRACE_SECONDS` never starts, because nothing ever left. That matches "waiting for mission assignment" forever. But **no orphan could be produced from an X-close in 4.11.600**. So on the current build the more likely contributor is Finding 3: a second instance (the operator's own pod is enough) hangs every join window, which reads as "the game didn't exit", which invites people to kill processes and relaunch — and *that* is what manufactures real ghosts. ## Follow-ups - Aux windows should either refuse to close or be restorable (Finding 2). - Consider making `BTLoadPump` re-post WM_QUIT instead of swallowing it (Finding 4). - The `:btwait` fix reaches players only when the zip is re-cut; 4.11.600 as shipped still has the machine-wide wait.