@echo off rem BT411 -- STEAM play (EXPERIMENTAL, dev testers). Launches the glass rem front-end menu: HOST a Steam lobby or JOIN one from the menu -- there rem is no address to configure; sessions form through the Steam lobby. rem Requires: the Steam client RUNNING and logged in, and the steam build rem extracted next to content\. cd /d %~dp0 if not exist "build\Release\btl4.exe" goto badpath if not exist "content\BTL4.RES" goto badpath set BT_PLATFORM=glass set BT_STEAM_NET=1 rem Cockpit view + MFD gauges -- the same client flags the join bats set rem (field report: players booted 3rd-person without them). Inherited by rem the menu's mission relaunch. set BT_START_INSIDE=1 set BT_DEV_GAUGES=1 rem full menu here (all modes + steam buttons); clear the solo trim in rem case this shell ran play_solo.bat first set BT_FE_SOLO= rem LOGGING (2026-07-28): the bat no longer names or rotates the log. With rem BT_LOG unset the exe names a PER-DAY file itself -- content\steam_YYYYMMDD.log rem -- and always appends, so every session of the day lands in ONE file, each rem starting with a "===== BT411 SESSION ... =====" header naming the build, rem machine and pid (so it identifies itself even if the filename is changed rem in transit). Rotation used to keep only TWO generations: on 2026-07-27 a rem player crashed twice, kept playing, and his own relaunches deleted both rem crash sessions before anyone could ask for them. rem Clear any INHERITED BT_LOG: with it set the exe uses that path verbatim rem and, with no BT_LOG_APPEND, TRUNCATES it -- the exact evidence loss this rem change removes. Empty forces the per-day self-named file + append. set BT_LOG= cd content rem ------------------------------------------------------------------ rem OUR GENERATION ONLY (2026-07-27). The wait loop below used to hold rem this window open for ANY btl4.exe on the machine -- a second client, rem the operator's own pod, or an orphan left by a crash. The window rem then never printed the sign-off and looked hung: the reported "it rem leaves the terminal open". Snapshot the PIDs alive BEFORE we launch; rem those belong to somebody else and must not hold us here. rem ------------------------------------------------------------------ setlocal EnableDelayedExpansion set "BT_PRE=," for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do ( if /I "%%P"=="btl4.exe" set "BT_PRE=!BT_PRE!%%Q," ) rem LAUNCH RECORD (#41 forensics -- NEW on the Steam path, 2026-07-28). This rem bat never had the outside bracket the join/solo bats carry, which is why a rem Steam player whose exe was killed before WinMain left no evidence at all. rem The exe appends its own block to lastrun_steam.txt at first breath; delete it here rem so its ABSENCE afterwards means the exe never started. if exist lastrun_steam.txt del lastrun_steam.txt ..\build\Release\btl4.exe set BT_EXITCODE=%ERRORLEVEL% if not exist lastrun_steam.txt echo THE EXE NEVER REACHED WinMain: blocked before it could run (loader failure or antivirus) > lastrun_steam.txt echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> lastrun_steam.txt rem ------------------------------------------------------------------ rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it rem CreateProcess()es the mission generation and ExitProcess(0)s itself rem (btl4console.cpp). So OUR child exiting means "the menu handed off", rem NOT "the game closed" -- without this wait the window announced "The rem game has exited" while the game was still loading, which reads as a rem crash to a playtester. Wait for the handed-off generation(s) to go. rem rem NO EXTERNAL TOOLS: `find`, `findstr` and `timeout` are all shadowed by rem Git-Bash / MSYS / GnuWin32 builds of the same names when those are on rem PATH (a dev box, or a player who installed git). The MSYS `find` is rem the Unix one and dies with "find: '/I': No such file or directory", rem and GNU `timeout` takes different arguments. So: parse tasklist with rem a pure-cmd for/f, and call both helpers by ABSOLUTE System32 path. rem A genuinely dead exe leaves no process and falls straight through, so rem the #41 launch forensics above still work. If tasklist is missing rem entirely the loop degrades to reporting immediately -- the old rem behaviour, never a hang. rem ------------------------------------------------------------------ :btwait set "BT_STILL_RUNNING=" for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do ( if /I "%%P"=="btl4.exe" ( rem a PID that was NOT in the pre-launch snapshot is ours set "BT_STRIP=!BT_PRE:,%%Q,=!" if "!BT_STRIP!"=="!BT_PRE!" set "BT_STILL_RUNNING=1" ) ) if defined BT_STILL_RUNNING ( %SystemRoot%\System32\timeout.exe /t 2 /nobreak >nul 2>nul goto btwait ) echo. echo The game has exited. If it closed unexpectedly, 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) echo content\steam_YYYYMMDD.log (just the NEWEST one -- ignore the date. echo A log day runs 6am to 6am, so a session echo after midnight stays filed under the echo evening you started.) echo Steam not running = the menu still works but lobbies will not appear. pause exit /b :badpath echo. echo ================================================== echo ERROR: this file is not in the right place, or echo the zip was not fully extracted. echo. echo It must sit in the EXTRACTED game folder, next to echo the 'content' and 'build' folders. echo ================================================== echo. pause