Files
BT411/context/multiplayer.md
T
arcattackandClaude Opus 4.8 f914fc040a context-system: complete migration -> CLAUDE.md is now a 160-line router (zero context lost)
Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context
knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads
on-demand instead of every session.

ZERO CONTEXT LOST:
- docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the
  lossless safety net + the "full detail" quick-lookup fallback.
- 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview,
  §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness,
  §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b ->
  reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems,
  render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions).
- reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub.

CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table,
evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime /
T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure.
Retains the load-bearing work directives (build recipe pointer, "keep current" mandate).

Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup +
docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the
detailed logs; context/*.md are the curated digests that route into them.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:19:50 -05:00

3.9 KiB
Raw Blame History

id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
multiplayer Multiplayer — replication, netcode, the console provisional PROGRESS_LOG.md §7 (Phase 7), §8 (P6); docs/HARD_PROBLEMS.md (P6)
wintesla-port
combat-damage
locomotion
decomp-reference
master
replicant
EGG
dead-reckon
Cross-pod combat (damage to a replicant's master); replicant gait; pod-LAN config

Multiplayer

Pod-to-pod networked play. The hard infrastructure exists (WinTesla replaced DOS NETNUB with a WinSock2 TCP stack); the work is integrating + smoke-testing it for BT. Full detail: docs/PROGRESS_LOG.md §7, §8; the problem writeup: docs/HARD_PROBLEMS.md (P6).

The stack (already reconstructed)

  • WinTesla replaced NETNUB with a 3446-line WinSock2 TCP reimplementation (MUNGA_L4/L4NET.CPP, SOCK_STREAM/ReliableMode, zero SOCK_DGRAM); the master/replicant distributed-sim core (InterestManager/Entity/HostManager) is complete. So MP = integrate + smoke-test that stack (gated on P3 locomotion + P5 entity lifecycle + subsystem WAVEs). The rumored L4NET.CPP:1853 send-size bug is DEAD CODE (#if MESSAGE_BUFFERING==0). [T2]

Master / replicant model

  • master = a locally-simulated entity (your mech + dummies); drives itself + EMITS update records.
  • replicant = a peer's mech, a local proxy; DeadReckons toward the master's replicated position. MUST SetValidFlag() at creation or every message defers forever (reconstruction-gotchas §9).

How a session forms

-net <port> = networked mode (the pod listens on for a CONSOLE, boots ConsoleOnly; game mesh = +1). Solo (no -net) never touches WinSock. The mission egg's [pilots] section IS the roster (pilot=ip[:port] + a per-address page); each pod self-identifies by local-IP+game-port, connects to earlier pilots, listens for later ones — a deterministic full mesh; the mission loads when all connect. The CONSOLE (operator station — ABSENT from every archive) delivers the egg as chunked ReceiveEggFileMessage packets + the LAUNCH RunMissionMessage; tools/btconsole.py is our console emulator (⚠ NotationFile::ReadText expects NUL-SEPARATED lines). [T2]

Verified milestones (one box, two instances)

  • P6 smoke test: two instances share a world — console egg → TCP mesh → synchronized start → bidirectional entity replication (each renders its own mech + the peer's REPLICANT), 0 crashes.
  • Movement replication: A's mech WALKS on B's screen (the replicant tracks the master to ~1.5u via dead-reckoning). The authentic mission-start ladder runs (CreatingMission→…→RunningMission via the console LAUNCH). SIX bugs fixed to get here (dead-reckoner install, replicant-motion DeadReckon, master emission threshold, emission gated on RunningMission, the console-must-LAUNCH fact, replicant validity). [T2]
  • Wire-format bug class found+fixed: MakeMessages replicate RAW over TCP, so string payload must be INLINE (char[N] at the binary offsets), not a const char* pointer (garbage cross-pod). Check EVERY MakeMessage for pointer payloads. [T2]

Debug tooling (BT_NET_TRACE, permanent)

[net-tx]/[net-rx] (L4NET), [net-upd] (update lookup), [upd-repl], [ent-exec] (state ladder). Per-instance: BT_LOG=<file> + BT_AFFINITY=<mask> (CPU pin). Update stream ≈ 60 Hz × 144-byte records per moving master. [T2]

Remaining (P6 phase 4 / Phase 7)

Cross-pod COMBAT (target a replicant + route damage to the owning master — Entity::Dispatch already reroutes); interactive 2-window driving; replicant GAIT animation (derive from replicated velocity); the pod-LAN config (real IPs, bare-IP pilot entries). See open-questions. [T3]

Key Relationships