The ghost and the "wreckage moving and shooting" are the SAME failure at two ages: a stranded respawn (drop-zone reply never arrives) leaves the mech never Reset and never repainted, and the render-side wreck swap is ONE-WAY -- so the pilot drives a burning hulk that sinks (pure ~18s timer, btl4vid.cpp:1277) and then cannot be drawn at all. Records: the 8-cycle ledger (only 2 of 8 reached RESET; stranded correlates with ghosting 8/8 and 10/10); the host did not ghost because he never died; the SWALLOWED warning is BENIGN (100% base rate) and two earlier readings of mine that were wrong (spurious resets = aggregation artifact, per-match player IDs); the WinTesla-vs-1995 provenance caveat on DROPZONE.cpp; what the new instrumentation already killed (slots=8, so dropzone=one is not the bottleneck); and the four-separate-bugs breakdown of the "desync cluster" including the machine that stopped processing the death-transition stream mid-match. Raw per-machine logs + the verbatim agent findings stay in scratchpad/night6/ (uncommitted -- machine names + Steam identities). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
7.7 KiB
The GHOST MECH / zombie-wreck failure — field analysis 2026-07-29
Status: mechanism established [T1/T2]; the missing link (why the drop-zone handshake fails) is
still open. Field session: 2026-07-29 night, Steam MP, 5 players, build 4.11.642. Raw logs and the
verbatim agent findings are in scratchpad/night6/ (uncommitted — they contain machine names and
Steam identities). Tracker: #81 (zombie wreck), #57 (deathPending latch), #45 (tally replication).
The one-sentence version
A death whose drop-zone reply never arrives leaves the respawn cycle stranded, so the mech is never reset and never repainted — and because the render-side wreck swap is one-way, the pilot keeps driving a burning hulk that sinks out of the world after ~18 s and then cannot be drawn at all. The "wreckage moving and shooting" report and the "invisible ghost" report are the same failure at two different ages.
Established from the field logs [T1]
- Exactly 8 death cycles in the whole session. Every one has the same 3-line signature at
consecutive lines:
death cycle START→*** DESTROYED ***→WARNING: death ... SWALLOWED. - Only 2 of 8 reached
RESET at drop zone. A stranded cycle predicts ghosting perfectly: 8/8 cycles, 10/10 player-matches, in both directions. - Match 2: all four non-host players died, all four stranded, zero RESETs anywhere = "everybody ghosted". The host did not ghost because he never died — his log holds no death cycle at all. (There is nothing special about being host; an earlier reading of this was wrong.)
- Match 1: three deaths, two stranded, one completed. The completion is the control case, and it is the "self-corrected for one player" the testers reported.
- ⚠ The SWALLOWED warning is benign. It fires on 8 of 8 deaths, including both clean completions and a build-641 death, so its base rate is 100% and its correlation with ghosting is zero. It is not even a second death — it is the same death re-entering the notify from inside the cycle. Do not treat it as a signal (an earlier reading did).
- ⚠ Player IDs are per-match: node = lobby token octet + 1, host always
.1.player 3:1is a different human in every match. Any cross-machine identification must decode this first. - ⚠ An earlier "three spurious RESETs on the host" finding was an aggregation artifact — one log file spans ~18 sessions and each session legitimately logs one spawn RESET.
The render mechanism [T1, code]
btl4vid.cpp:1255-1300— the wreck sink is a pure timer, nothing about movement: 0.25 s reveal, thensink = -0.025·t², and at-8.0the hulk/debris/flames getSetDrawObj(NULL)plus[BTrender] wreck buried (sink complete). That threshold is reached at t ≈ 18 s.- The wreck objects hang off the mech's own render tree as an offset, so they travel with the pilot — hence a moving, burning, shooting wreck for the first ~18 s.
mech4.cpp:1827— a healthy respawn callsBTRebuildMechModelon Reset precisely because "the wreck swap is one-way on the render side". No reply → no Reset → no rebuild → the hulk sinks and the player is invisible but still simulated and driveable.- Peers apply the wreck swap correctly and in a bit-identical order across machines, so the ghost is not an entity peers never learned about — it is an entity whose presentation is frozen dead and then hidden.
The stall itself [T0 WinTesla — NOT proven authentic]
engine/MUNGA/DROPZONE.cpp: a slot is granted only if IsAvailable() — busy for DOWN_TIME = 5 s
after use, and any other player's vehicle within 2 m marks it busy. When no slot is free the
handler reposts the message to itself every 0.1 s at MaxEventPriority and never replies, so the
requester's deathPending latch is never cleared.
⚠ Provenance: engine/MUNGA is WinTesla, the later Windows port of MUNGA taken from updated
Red Planet (which converted the Division hardware to software). The 1995 game never ran it. So
this behaviour is authoritative for what we compile, not for what the pods did. BT's own
munga/dropzone.cpp is absent from the decomp export — the 1995 assignment policy is an
unrecovered gap. Recovering it (byte-scan + windowed disasm, the technique that recovered
FUN_004a6344) is the open task.
What the instrumentation already killed
slots=8 (measured, [dz] POOL). An 8-slot pool cannot be cooldown-starved by 5 players (at
most 5 slots on cooldown at once), so the shared dropzone=one in tools/eggmodel.py:42 is not
the bottleneck. Suspicion moves to the handshake: a lost reply, or a deathCount mismatch — the
engine gates the hunt on message->deathCount == deathCount and the DropZone's resend safety net is
keyed on lastDeathCount == message->deathCount, so one mismatch breaks both silently (cf. #45).
Instrumentation shipped (ba6756c) — always-on, no env var needed
| line | meaning |
|---|---|
[dz] POOL name= slots= downTime= proximityBlock= |
once per mission: the pool size |
[dz] GRANTED slot N to entity E death#D waited=Xs |
one per respawn; waited is the headline; tags (GHOST RECOVERED) past 15 s |
[dz] STALL / [dz] GHOST LIKELY |
escalating, rate-limited per waiter; names why each slot is busy (age + last user) — this discriminates cooldown saturation from proximity blocking |
[dzreq] player P asking ... try=N msgDeath= ourDeathCount= |
requester half; flags *** MISMATCH *** |
BT_DROPZONE_LOG=1 adds a verbose per-request slot dump for bench work. |
Next actions, in order
- Recover BT's 1995 drop-zone policy from
content/BTL4OPT.EXE(decomp gap). The key question: when no slot was available, did BT also repost forever and never reply? If yes, the stall is authentic and our divergence is elsewhere; if no, implement what BT did. - Read the next field logs'
[dz]/[dzreq]lines — they answer cooldown-vs-proximity and lost-reply-vs-deathCount-mismatch directly. - Ask the testers one question that discriminates a second defect: did a flaming mover stay
visible for more than ~20 s? If yes, the sink tick is not running for that entity (updater
early-return, or a render-tree rebuild resetting
wreckAge) — a second bug on top of this one. - Separately filed/needed: one machine stopped processing the effect/death-transition stream 57 % into a match and never recovered (0 explosions / 0 wreck swaps / 0 burials while the other four logged 4/4/4) — that machine was playing a stale world, and it is why that player reported the whole "desync cluster".
The desync cluster is four separate things, not one bug [T2]
- Throttle reads zero — local, and present in the good sessions too. ⚠ Unresolved nuance: the
internal
thrfield is 0 in every field[drive]sample while mechs moved, but reads 0.8 in solo benches; whether that is the same thing the player saw on his gauge is not established. - No weapon audio — local audio-source starvation caused by the map's ambient emitters
(
arena2_morning≈ 10.6 effects/s × ~2.5 voices pins the 256-source pool); thousands ofACQUIRE FAILED ... pool is exhausted. Unrelated to crits or the network. - Weapons fire without damage — replication staleness. The shooter resolves damage and awards its own score locally, so a shooter always sees hits even when the victim applies nothing.
- Other mechs lagging/misplaced — the same stale-world condition as item 4 above.
Why tonight and not before
Nothing in 642 broke multiplayer. Critical hits landing for real (first time) made deaths far more frequent, and every death is a chance for this stall — so a rare race became a common one. Fewer players ⇒ fewer deaths ⇒ clean matches, which is exactly what the testers observed.