Operator report: "if a player disconnects from the console, it leaves their name
up in the roster ... it should turn their seat back to empty." I had not noticed
or fixed this -- the earlier review raised adjacent roster issues (lights mapped
through the untrimmed tag list after a trim) but not this one.
CAUSE. The GUI only ever WROTE walk-up names into the table. On a disconnect
the relay pops seat_info, the write-back loop hit `if not info: continue`, and
the cell kept the departed callsign for the rest of the session -- while the
pilot light beside it correctly said "waiting". So the table and the light
disagreed and a free seat looked occupied.
Two changes, because the relay's two seat-clearing signals are NOT symmetric:
* SessionMonitor now pops seat_info when a pilot goes idle from EITHER signal.
"PLAYER n LEFT" is only printed inside the beacon-close branch gated on
`if seat not in self.by_host` (the relay's own comment: "never claimed:
player left"), so a player who was fully REGISTERED and then dropped
produced only `game[...] dropped` -- the common case, and the one that left
the name up. Keying "seat is empty" off LEFT alone could never have worked.
* _refresh_pod_status stashes the operator's configured callsign/mech PER
OCCUPANCY when a seat fills, and restores it when the seat empties.
Per-occupancy rather than once at egg load, so an edit the operator makes
while a seat is empty is respected instead of being overwritten by a stale
snapshot.
It restores the CONFIGURED PILOT, not a literal blank, deliberately: that cell is
editable and is what gets written to the egg on Save, so a placeholder like
"-- empty --" would end up in the mission file. The "unoccupied" signal is the
grey `waiting` light beside it.
NOT CHANGED, and explained instead: a vacated seat is held for its player for 90s
(seat_reclaim) so a crash or a reconnect returns them to the same seat and mech.
Assignment skips claimed/reserved/reclaim-held seats, so a brand-new joiner in
that window gets the next free seat, or ROSTER FULL if there wasn't one; after 90s
the seat is fair game. The operator said they were happy with players keeping
their seat/address, so this stays -- it is now documented in both docs rather than
silently removed.
VERIFIED: scratchpad/test_operator_roster.py (new, 14 checks) drives the REAL Qt
widget offscreen and feeds it the REAL relay log lines: a walk-up name appears;
after REGISTERED then `dropped` the light returns to waiting AND the seat shows
the configured pilot again; the seat is reusable by a different player and clears
for them too; the `PLAYER n LEFT` path clears it as well; an operator edit made
while the seat was empty survives an occupancy; and a neighbouring row is never
touched by another seat's traffic. Other suites still pass (rearm 19/19, net
17/17); checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
205 lines
10 KiB
Markdown
205 lines
10 KiB
Markdown
# BattleTech 4.11 — Operator Console Guide
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How to run a games night: set up a mission, get pods seated, launch rounds, and recover when
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something sticks. Written for the sysop at the console, not for players.
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*Engineering detail (ports, protocol, state machine) lives in `context/operator-console.md`.
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Player-facing instructions ship in the zip as `README.txt`.*
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---
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## 1. Starting the console
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```
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cd C:\git\bt411
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python tools\btoperator.py
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```
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A window titled **BT411 Operator Console** opens. That is the console.
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> **One thing worth knowing:** there are two programs. `btoperator.py` is the window you use.
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> `btconsole.py` is the headless relay it starts for you in the background — all the actual
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> networking. You never launch that one directly; its output is what scrolls in the log pane at the
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> bottom of the window. When this guide says "the relay said…", that is where to look.
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---
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## 2. Set up the mission, then start the session
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Work top to bottom:
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1. **Pick the mission settings** — map, mission length, weather, experience level, and the seat
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(pod) count. Every dropdown is populated live from `BTL4.RES`, so anything offered is valid.
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2. **Set the seat count to roughly who you expect.** It does not have to be exact — you can launch
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with fewer (see §4) — but a wildly oversized roster makes the staging messages confusing.
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3. **Choose the mode**: **Relay (internet)** is normal — players dial out to you, so *they* need no
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port forwarding. **Mesh (LAN)** is the original cabinet direction for a local network.
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4. **Press Start Session.** The relay comes up and begins accepting pods.
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**For internet play, you must be reachable.** Forward/allow these TCP ports to this machine
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(default console port 1500):
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| Port | Why |
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| 1500/tcp | the console channel (hands out the mission egg, sends the launch) |
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| 1501/tcp | game traffic between pods |
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| 1501/udp | the fast update channel (position/motion) |
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Port 1507/tcp is the operator control channel — only needed if someone drives this relay remotely.
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Players give their client `BT_RELAY=<your address>:1500`; `players/join.bat` handles that.
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---
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## 3. Watch the pods arrive
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Each pilot row lights up as they progress. In order:
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**waiting** → **seated** (claimed a seat, callsign and mech shown) → **egg sent** →
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**registered** → **ready** (mission loaded) → **LAUNCHED**.
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You will see this in the log and it is **normal, not an error**:
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```
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console conn 1.2.3.4:5678: egg HELD (3/8 pods present)
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```
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The mission file is deliberately held until every seat is present, so that every pod's copy
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contains everyone's callsign and mech choice. If you are not waiting for the rest, just launch —
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see next.
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---
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## 4. Launch a round
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Press **🚀 LAUNCH MISSION**.
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- If everyone has loaded, the round starts within a few seconds.
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- **If some seats are empty, launching is still correct** — the relay shrinks the session to the
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players who are actually here and starts. You do not need to edit the roster down first.
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- The relay holds the start until every pod reports **ready**, so nobody loads into a mission
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already in progress. If one pod is slow you will see who, every 10 seconds; after 3 minutes it
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starts anyway rather than letting one wedged client hold up the night.
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The mission then runs on its own clock (the mission length from the egg). **⏹ END MISSION** stops
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it early.
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---
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## 5. Running back-to-back rounds
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When a round ends, players' clients relaunch themselves and reconnect. Once they are back, press
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**LAUNCH** again. You can change mission settings between rounds and press **Apply** first.
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### If LAUNCH looks dead — press ↻ Re-arm
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This is the fix for the most annoying failure this console had. If a round has ended and the LAUNCH
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button is greyed out, or pressing it does nothing:
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> **Press ↻ Re-arm, then LAUNCH.**
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Re-arm clears the finished round's state and re-opens the launcher **while keeping everyone who is
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already connected**. You do **not** need Stop Session / Start Session, which disconnects everybody.
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**Why this happens:** the console used to only consider itself ready for a new round if *every*
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player from the last round came back, or if *all* of them left. In between — the normal case when
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one person closes their window or their client crashes — it got stuck, and said nothing. That is
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fixed (an explicit LAUNCH now re-arms by itself), and Re-arm is the belt-and-braces button. If you
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ever see the old behaviour, it is a bug worth reporting.
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---
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## 6. Known limitations — buttons that are not what they appear
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Read this once; each of these is a control that looks live but does nothing in that mode.
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**Mesh (LAN legacy) mode: the mission buttons do not work.** LAUNCH, END MISSION and Re-arm all log
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">> operator … sent" and are then **silently discarded** — the mesh console has no command channel.
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`Apply mission settings` is also inert (mesh reads the mission file once at startup). Mesh launches
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its rounds by itself once the pods have the mission. **If you want to control launches, use Relay
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mode.**
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**Remote relay mode** (driving another machine's relay) is now a full console — LAUNCH, END MISSION,
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Re-arm, Apply and Launch-local all work, and the pilot lights populate from the relay's own roster
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when you connect. Two things still differ: **Stop Session only disconnects you** (the remote relay
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keeps running, which is usually what you want), and **Restart Session** likewise just reconnects the
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control link rather than restarting that relay.
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**Other sharp edges:**
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- **Start Session overwrites your egg file** on disk, without asking. Keep a copy of any mission you
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care about under a different name.
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- **`Apply` only pushes the six mission settings** (map, time, weather, scenario, temperature,
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length). Callsign / mech / colour / badge / patch / experience edits need **Save**. Changing the
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**seat count** mid-session is refused outright — that needs a session restart.
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- **The Colour dropdown offers colours the game cannot paint.** Only Black, Brown, Crimson, Green,
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Grey, Tan and White work; anything else silently comes out grey. The relay warns in the log.
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- **If the relay dies on its own**, `Launch local instances` stays clickable and will start clients
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against nothing. Press Start Session first.
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- **`Public host`** is used only when exporting player scripts; it does not affect what the relay
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binds or advertises.
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## 7. When a player leaves
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Their pilot light goes grey (**waiting**) and the seat's callsign reverts to whatever you had
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configured for that row — so a free seat no longer looks occupied by a departed player.
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**Their seat is held for them for 90 seconds.** That is deliberate: someone who crashes or gets
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dropped comes straight back into the same seat with the same mech. During that window a *brand-new*
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player is given the next free seat instead, or told the roster is full if there wasn't one. After 90
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seconds the vacated seat is fair game for anybody.
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So if a new arrival can't get in right after somebody left, wait a minute and have them retry — or
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raise the seat count if you're simply out of seats.
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## 8. Troubleshooting
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| What you see | What it means | What to do |
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| `egg HELD (n/N pods present)` | normal staging — waiting for the rest of the seats | wait, or press LAUNCH to start with who is here |
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| LAUNCH greyed out after a round | the launcher is still holding the last round | press **↻ Re-arm** |
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| `LAUNCH pressed but NO players are seated yet` | nobody has claimed a seat | check the players are pointed at the right address/port |
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| `LAUNCH pressed but NOT all seats have ACKed` | some pods are still taking the mission file | wait a few seconds; if one is never coming, press **Re-arm** |
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| `launch HELD -- still loading: PLAYER n` | that pod has not finished loading | wait; it force-starts after 3 minutes |
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| `*** WARNING: ... EMPTY seat(s) ... the mission will STALL` | **can be a false alarm** after the roster is trimmed | if the round starts and plays fine, ignore it |
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| `seat RECLAIMED by identity` | a player who dropped got their seat back | nothing — this is working as intended |
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| `game[...] dropped: closed` | a pod disconnected | normal at round end; mid-round it means they crashed or lost connection |
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| A player gets **ROSTER FULL** | no free seat in the current round | Re-arm between rounds so the roster re-opens, then let them join |
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| Console window stops responding | the relay stalled on a dead connection | Stop Session, Start Session; please keep the log (below) |
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| A player says they cannot connect at all | ports, or wrong address | confirm 1500/1501 TCP + 1501 UDP reach this machine |
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### The one thing to do before restarting a session
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**Copy `content\operator_relay.log` somewhere first.** Start Session **overwrites** it — so
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restarting to clear a problem also destroys the evidence of that problem. If something misbehaved,
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save that file and hand it over; it is timestamped line-by-line and it is what makes these bugs
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diagnosable.
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---
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## 9. Match reports
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At the end of each clean round, every player's client **uploads its own match report to you
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automatically** (relay mode only). They land in `matchlogs\` named by the sender's address. You do
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not need to ask players to send anything.
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Exceptions worth knowing: a client that **crashes mid-round** loses its report, and players on
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**solo** or **Steam** have no relay to upload through. In those cases ask them for
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`content\matchlog_*.txt` directly. Their crash log, `content\join.log`, is **never** uploaded — ask
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for it explicitly when something went wrong on their end.
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---
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## 10. Local test instances
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**Launch local instances** starts game clients on this machine against your own session — useful
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for testing alone or filling a seat. **Stop games** closes them. In relay mode the session must
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already be started, or a local instance has nothing to dial.
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---
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## 11. Which build everyone needs
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**All pods must run the same build as each other.** Build **4.11.554** changed what pods tell each
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other about scores, so a mixed session shows disagreeing KILLS/DEATHS columns (nothing crashes —
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the remote numbers just do not move). When you hand out a new zip, make sure everyone takes it
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before the session.
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