The 1995 front-desk conversation, over the internet. join.bat/
join_lan.bat now open a JOIN-GAME menu (the FE in BT_FE_JOIN trim:
CALLSIGN edit + the 18-mech list + JOIN); the choice relaunches into the
normal join with BT_CALLSIGN/BT_MECH env, rides the relay SEAT_REQUEST
as {callsign NUL mech NUL} (empty payload = roster defaults, wire-
compatible), and the relay validates the mech tag, HOLDS egg delivery
until every pod's console pad is connected, rewrites the egg via
eggmodel (vehicle= + rasterized callsign bitmaps, graceful no-PySide6
fallback) and streams it to all pads -- so every player's egg copy
carries every player's callsign.
The hold is gated on CONSOLE-PAD count, not game-side registration: a
pod HELLOs only after parsing the egg's roster, so a registration gate
deadlocks (hit live in the first run; pods animate in WAITING FOR
MISSION ASSIGNMENT during the hold).
Verified 2-node e2e (env-injected requests): thor/vulture requested over
roster defaults bhk1/ava1 -> relay held 1/2, released at 2/2, rewrote
both seats (relay log), the delivered egg carries vehicle=thor/vulture +
name=VIPER/MONGOOSE, both pods launched and built [cyl] tables for both
requested mechs. Join-menu layout screenshot-verified; the menu's
click-through relaunch awaits live human verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
88 lines
3.0 KiB
C++
88 lines
3.0 KiB
C++
#pragma once
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//###########################################################################
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//
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// btl4fe -- the miniconsole front end (BT_GLASS only): a developer-grade
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// green-on-black GDI menu that composes a mission and self-launches it,
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// replacing the (absent) operator console for desktop testing.
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//
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// Runs BEFORE any engine init (the zero-arg path in WinMain): presents the
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// catalog menu, writes the console-shape mission egg (frontend.egg), and
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// returns a launch spec; WinMain then RELAUNCHES this exe with the real
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// arguments (the per-mission process-relaunch pattern -- reconstructed
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// gBT* globals do not survive in-process re-init).
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//
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// The egg writer emits the FULL console egg shape validated against
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// content/MP.EGG: [mission], [ordinals] + the 4 static rank bitmaps,
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// [pilots] roster, per-pilot pages, GDI-rendered [largebitmap]/
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// [smallbitmap] pilot-name plasma bitmaps, and the role model pages.
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//
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//###########################################################################
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struct BTFePilot
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{
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char name[32];
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char vehicle[16]; // mech tag (madcat, ...)
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char color[16]; // camo tag (Grey, Crimson, ...)
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char experience[16]; // novice / standard / veteran / expert
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char badge[16]; // team emblem (VGL, Davion, ...)
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char patch[16]; // badge colour (Red, Yellow, ...)
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char dropzone[8]; // one .. five
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int advancedDamage; // 0/1
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char address[64]; // ip:gamePort for the roster
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};
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struct BTFeMission
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{
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char map[16];
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char time[16];
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char weather[16];
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char roleKey[16]; // egg role key: Default / NoReturn
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char roleModel[16]; // role model: dfltrole / noreturn
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int temperature;
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int lengthSeconds;
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int pilotCount;
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BTFePilot pilots[8];
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};
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//
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// Launch modes the menu can resolve to.
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//
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enum BTFeLaunchMode
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{
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BTFeLaunchNone = 0, // quit / window closed
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BTFeLaunchSolo, // networked 1-pod mission (console marshal + self)
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BTFeLaunchRawSolo, // plain -egg endless solo (renderer work)
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BTFeLaunchHostLan, // marshal feeds self + remote pods
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BTFeLaunchJoinLan, // plain -net pod; a remote host's marshal feeds us
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BTFeLaunchJoinRelay, // BT_FE_JOIN: relay join with callsign/mech request
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BTFeLaunchHostSteam, // (BT_STEAM) lobby host: marshal over the Steam wire
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BTFeLaunchJoinSteam // (BT_STEAM) lobby member: -net pod on the Steam wire
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};
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struct BTFeLaunchSpec
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{
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BTFeLaunchMode mode;
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char eggPath[64]; // the written frontend.egg
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int consolePort; // this instance's -net port
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char podList[256]; // marshal targets (host modes)
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int missionSeconds;
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char steamMyToken[48]; // (BT_STEAM) my roster token ip
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char steamMap[512]; // (BT_STEAM) ip=steamid64;...
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char joinCallsign[32]; // (BT_FE_JOIN) requested callsign
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char joinVehicle[16]; // (BT_FE_JOIN) requested mech tag
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};
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//
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// Write the console-shape egg for a mission. Returns 0 on success.
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//
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int
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BTFeMission_WriteEgg(const BTFeMission *mission, const char *path);
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//
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// Run the menu (blocking, own message loop). Fills the spec; returns 0
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// when a launch was chosen, nonzero for quit.
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//
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int
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BTFrontEnd_Run(BTFeLaunchSpec *spec);
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