The lobby could stage a room but the launched mission never fed the members.
BTLocalConsole_InstallNetworkMission (btl4console.cpp) makes the host play the
arcade console in-process over the NetTransport seam (Winsock TCP or Steam SDR):
- connect to each member's console channel (ip[:port] from BT412HOSTPODS);
- feed each the chunked egg (NetworkManager::ReceiveEggFileMessage, \n->NUL
wire image like tools/btconsole.py), resending until it ACKs;
- poll member state (StateQueryMessage); when the whole mesh is staged at
WaitingForLaunch, dispatch RunMission to every member + locally at once;
- StopMission at expiry (members first, then self after a short grace);
- scores are BT's kills/deaths snapshotted from the *meshed* roster at the
stop -- no EndMission wire intake (that flow is a BT stub; the mesh already
put every pilot in the host's roster). The owner's own pod is fed locally
via L4NetworkManager::FeedLocalEgg.
Engine change (ported 1:1 from RP412): gConsoleMarshalsLaunch (APPMGR.h/.cpp) +
the `!gConsoleMarshalsLaunch &&` guard in APP.cpp's WaitingForLaunch self-launch.
The owner has no console connection to itself, so without this it would
self-launch before the mesh staged and never send the coordinated RunMission.
Default False = stock behavior; solo boot un-regressed.
WinMain host path (btl4main.cpp) now honors BT412HOSTPODS (+BT412HOSTPORT) for
the lobby host AND a classic-LAN host: SetNetworkCommonFlatAddress +
InstallNetworkMission, falling back to a solo marshal if no member is reachable.
Verified (loopback): two `btl4.exe -net` pods fed by tools/btconsole.py reach
"All connections completed!" and run after the engine change -- the exact
protocol + launch handshake the marshal uses. Both gates build+link; the
Release dist boots and the Steam transport comes up. The live multi-machine
Steam mission (FakeIP mesh + pilot-slot matching) is untestable here -- see the
new docs/STEAM-3-MACHINE-TEST.md. Dist README updated: multiplayer is now
"newly implemented, please test" rather than deferred.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
108 lines
5.2 KiB
Markdown
108 lines
5.2 KiB
Markdown
# Steam multiplayer — multi-machine test procedure (BattleTech 4.12)
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The full end-to-end: two or three machines, that many Steam accounts, one
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lobby, one marshaled mission over Steam Datagram Relay (SDR). Adapted from
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RP412's procedure for BattleTech's kills/deaths model.
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> **Status:** the host→member mission feed (`BTLocalConsole_InstallNetworkMission`)
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> is implemented. The console protocol + launch handshake it uses are
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> **loopback-verified** (two `-net` pods fed by `tools/btconsole.py` mesh and run
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> after the engine's `gConsoleMarshalsLaunch` launch-hold change). The full
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> multi-machine Steam mesh has **not** been lab-tested — this procedure IS that
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> test. If a step diverges, collect the logs (bottom of this doc).
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## Per machine (all of them)
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1. Steam client installed, logged in (a **different account per machine**), and
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RUNNING.
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2. Copy the `dist\` folder onto the machine. (It already contains
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`steam_appid.txt` = `480` — Valve's Spacewar public dev AppID — and an
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`environ.ini` with `BT412STEAM=1`.)
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3. Run `start.bat`.
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Sanity check per machine: `btl4.log` (beside the exe) should show
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`SteamNetTransport: up as 169.254.x.y (fake ports N console, M game)` and
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`[steam] transport up -- lobby available`. If it says "staying on TCP", Steam
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isn't running / not logged in / `steam_appid.txt` is missing.
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## The test
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1. **Machine A (host):** on the setup menu pick a map, mech, color, time,
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weather, length, and pilot name, then click **HOST STEAM MISSION**. The lobby
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room appears with A listed as `[HOST]`.
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2. **Machines B (and C):** pick loadouts on the setup menu FIRST (the lobby
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publishes them), then click **JOIN STEAM MISSION**. It joins the first open
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BT412 lobby it finds.
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3. When every member's name shows **bright** in A's room (bright = FakeIP +
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loadout published), A clicks **L A U N C H M I S S I O N**.
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4. All pods leave the room and boot the mission. Expect in the logs:
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- host A: `[marshal] network mission, N remote pod(s) connected`
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- host A: `[marshal] connecting to pod 169.254...` then `[marshal] egg sent
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to 169.254... (K chunks)` and `[marshal] <addr> EGG ACK (mesh complete)`
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per member
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- host A: `[marshal] all pods staged -- RUN`
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- every pod: `All connections completed!` then the mission runs
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5. The mission runs for the length A picked; at expiry A's marshal snapshots the
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roster, stops every member, then stops itself
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(`[marshal] time expired -- stopping remote pods`). A gets the MISSION
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COMPLETE results (kills/deaths); the sheet is published to the lobby so B/C
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show the same board.
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6. Everyone lands back on a fresh setup menu (the single-binary relaunch — the
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lobby ROOM does not persist across the relaunch in this build; re-HOST/JOIN
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for the next mission).
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## Addressing (how the mesh is wired)
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- Every pod uses engine ports **1501 console / 1502 game** by convention under
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Steam; the transport maps them to the Steam-assigned fake ports per peer.
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- The lobby exchanges each member's FakeIP + fake console/game ports live
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through lobby member data (`ip`/`cp`/`gp`); nothing is configured by hand.
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- On LAUNCH the host writes the nonced `go` roster into lobby data; every pod
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calls `SteamNetTransport_RegisterPeer` for all peers before dialing out.
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- The host bakes every member into the mission egg's `[pilots]` list
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(`<fakeip>:1502`), so each pod finds its own slot in the shared mission.
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## Controllers: disable Steam Input (once per machine)
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Steam Input intercepts Xbox controllers for AppID 480 the moment the game
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initializes SteamAPI, hiding them from XInput — the pad works everywhere else
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and is invisible only in-game. Fix, either scope:
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- Per game: Steam Library → Spacewar → Properties → Controller → Override:
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**Disable Steam Input**.
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- Global: Steam → Settings → Controller → uncheck **Enable Steam Input for Xbox
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controllers**.
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PadRIO re-probes every ~3 s, so the pad hot-connects the moment Steam releases
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it — no restart needed. (BT412's own AppID will set this server-side; test
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machines need the client setting.)
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## Notes and knowns
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- Two instances under ONE Steam account cannot mesh (one identity per account) —
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hence separate machines/accounts.
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- If a member joins after A already launched once, it answers the NEXT launch
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only (launch signals are nonced).
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- Same-LAN machines may get a direct SDR route; different networks relay. Both
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are fine.
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- Known MP fidelity gaps carried from single-player (peer warp spheres, missile
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clusters, PNAME/PLACE billboards) do not block the connectivity test — log
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observations in `context/multiplayer.md`.
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## No-Steam fallback (proven, for isolating a Steam-specific problem)
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Set `BT412STEAM=0` and drive the pods with the external console emulator over
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TCP (needs Python 3):
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```
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Machine A: btl4.exe -egg MP.EGG -net 1501
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Machine B: btl4.exe -egg MP.EGG -net 1601
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Feeder: python tools\btconsole.py MP.EGG <A_ip>:1501 <B_ip>:1601
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```
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If this works but the Steam path does not, the problem is in the Steam transport
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/ lobby layer, not the game mesh.
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## What to collect if something breaks
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`btl4.log` from each machine (each dist folder) — grep `[steam]`, `[frontend]`,
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`[marshal]`, `net-tx` / `net-rx` — plus which step above diverged.
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