One-box smoke test re-run on the current build: console egg -> mesh -> RunningMission both instances, 174+ x144-byte update records each side, 2 mech trees per instance, 0 crashes (~6 min). The movement-replication milestone is intact after all the targeting/weapon/death changes. Gap map to a first playable LAN fight recorded in context/multiplayer.md (wiring order): (1) generalize the world-pick from gEnemyMech to all peer mechs; (2) exercise the Dispatch reroute for cross-pod TakeDamage; (3) victim state visuals on the shooter's screen (zone replication or a death event); (4) cross-pod beam visuals via the AUTHENTIC beam-keepalive messages (FUN_0041c350, templates @0x511e6c/78 -- already stubbed in emitter.cpp); (5) 2-window driving + DEATHS scoring; respawn deferred to the P5 teardown debt. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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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) |
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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
NETNUBwith 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 rumoredL4NET.CPP:1853send-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 aconst 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]
MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2]
Re-ran the one-box smoke test on the current build (world-pick targeting, weapon groups, death transition, HUD all landed since P6): console egg → mesh → RunningMission on BOTH instances, 174+ ×144-byte update records EACH side (msgID=6), 2 mech trees per instance, 0 crashes over ~6 min. Gap map to a first playable LAN fight (in wiring order):
- Enemy selection: the world-pick tests only
gEnemyMech(the solo dummy, btplayer.cpp:791). MP: the pick must test every OTHER mech (the peer replicants) — generalize to a candidate walk (mech entities != viewpoint). Small. - Cross-pod damage: dispatch TakeDamage at the REPLICANT → verify the engine reroute carries it to the owning master (the KB claims Dispatch reroutes; not yet exercised with our STEP-6 handler). The master takes real zone damage + runs its own death transition (task #42 placed the death dispatch victim-side — MP-correct by construction).
- Victim visuals on the shooter's screen: the wreck swap gates on zone/graphic state the REPLICANT copy may never see (zone damage may not replicate — only pose updates confirmed). Check DamageZone/subsystem state in the update stream; else replicate the death as an event.
- Cross-pod beam visuals: replicant emitters don't run the local trigger sim, so the peer's
beams never draw today. ⭐ The authentic path exists: ServiceDischarge/ContinueDischarge SEND
beam-keepalive messages (
FUN_0041c350, templates @0x511e6c/@0x511e78, emitter.cpp already stubs them) — decode + route those to drive replicant beam draws. - 2-window driving: input gates on window focus (alternate windows;
BT_KEY_NOFOCUSfor harness). DEATHS scoring should light via the existing BTPostKillScore MP branch. Respawn = the P5 teardown debt (deferred until needed).
Key Relationships
- Base: wintesla-port (L4NET). Depends on: locomotion (update writer), combat-damage
(entity lifecycle). Detail:
docs/HARD_PROBLEMS.md(P6).