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4b986af94dc44946e2dfba4a8b5d58cac83c941c
BT411
/
game
T
History
Joe DiPrima
and
Claude Fable 5
1b6d247e51
#162
4-node retest CAUGHT + FIXED a same-frame double-credit: two lethal deliveries of one salvo (direct + splash, 2ms apart, no sim tick between) each read destroyedAtEntry=0 -- the entry latch samples movementMode 2||9 but our death transition (mode 9 write) ran NEXT TICK in UpdateDeathState, while the binary flips mode SYNCHRONOUSLY inside the same damage pass (its tail gate part_012.c:14761 reads 9||10 already set). Result: duplicate kill credit to the shooter (bench receipts: kills 1->2 in 2ms, awards 525.00/516.67) and a duplicate VehicleDead whose death cycle the receiver dedup swallowed -- but the kill report had already escaped. Invisible to every 2-node bench (direct kills deliver one lethal hit; splash+direct overlap needs crowds) -- the 8-player field 'kills way off' shape. Fix: the death tail now runs the once-per-death transition inline (mode 9 + type-6 + effects) before returning, exactly the binary's sequence; the next lethal message latches on both destroyedAtEntry and deathBlastArmed. The wrong 'synchronous' claim in the old comment corrected. Benches: kd4_bench (receipt-derived per-player invariants + bystander mirror convergence + no-mirror-exceeds-authority + inst=R audit) PASS 9/9/9/9 SWALLOWED=0; kd8_stress staged (8-node all-vs-all melee).
...
Co-Authored-By: Claude Fable 5 <
noreply@anthropic.com
>
2026-08-11 17:52:51 -05:00
..
fwd
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
glass
#169
rider: shorten the roster build-gate tag to [WRONG BUILD] -- the '-- WILL NOT LAUNCH' tail clipped at the 536px row edge (caught in the layout preview render)
2026-08-11 15:55:23 -05:00
original
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea
#11
)
2026-07-19 20:27:39 -05:00
reconstructed
#162
4-node retest CAUGHT + FIXED a same-frame double-credit: two lethal deliveries of one salvo (direct + splash, 2ms apart, no sim tick between) each read destroyedAtEntry=0 -- the entry latch samples movementMode 2||9 but our death transition (mode 9 write) ran NEXT TICK in UpdateDeathState, while the binary flips mode SYNCHRONOUSLY inside the same damage pass (its tail gate part_012.c:14761 reads 9||10 already set). Result: duplicate kill credit to the shooter (bench receipts: kills 1->2 in 2ms, awards 525.00/516.67) and a duplicate VehicleDead whose death cycle the receiver dedup swallowed -- but the kill report had already escaped. Invisible to every 2-node bench (direct kills deliver one lethal hit; splash+direct overlap needs crowds) -- the 8-player field 'kills way off' shape. Fix: the death tail now runs the once-per-death transition inline (mode 9 + type-6 + effects) before returning, exactly the binary's sequence; the next lethal message latches on both destroyedAtEntry and deathBlastArmed. The wrong 'synchronous' claim in the old comment corrected. Benches: kd4_bench (receipt-derived per-player invariants + bystander mirror convergence + no-mirror-exceeds-authority + inst=R audit) PASS 9/9/9/9 SWALLOWED=0; kd8_stress staged (8-node all-vs-all melee).
2026-08-11 17:52:51 -05:00
btl4main.cpp
#163
round-end freeze + hang-on-exit FIXED: bare ExitProcess ran DLL detach with live Steam threads (no SteamAPI_Shutdown existed anywhere) and intermittently deadlocked -- the dead process's fullscreen frame squatted on screen while its menu child hung in SteamAPI_Init against the wedged sibling (field-captured, ZEUS 22:12:38). Ordered exit everywhere: flush forensics, BTSteamNet_ShutdownAll BEFORE the child spawns, hide our windows, TerminateProcess (detach skipped, deadlock structurally unreachable). Audit ledger: docs/MISSION_END_AUDIT_20260811.md (also yields
#156
's fade root cause). Bench: relaunch_bench.sh -- old pids dead, menu children clean
2026-08-11 01:58:23 -05:00