Files
BT411/game/btl4main.cpp
T
CydandClaude Opus 4.8 4c7f6fd9b1 environ.ini: document BT_GLASS_LAYOUT in the shipped default
The default environ.ini template (BTWriteDefaultEnvironIni) now carries a
commented BT_GLASS_LAYOUT block in the cockpit section, next to
BT_GLASS_PANELS: off/save/load explained in player-facing terms, noting
glass_layout.cfg lives beside the file and delete-to-reset.  Ships commented
out like every other option, so a fresh install still applies nothing.

Verified: Release builds clean; the new text is embedded in btl4.exe.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-28 20:27:26 -05:00

1593 lines
69 KiB
C++

//===========================================================================//
// File: btl4main.cpp //
// Project: BattleTech Brick: BattleTech LBE Application launcher //
//---------------------------------------------------------------------------//
// Win32 entry point for the reconstructed BattleTech port. //
// //
// Reconstructed/adapted from the Red Planet launcher RP_L4\RPL4.CPP -- the //
// only game-specific differences are the application class (BTL4Application //
// vs RPL4Application), the resource file (BTL4.RES), and the program name. //
// The RP-only mission-review / spool playback branch is intentionally //
// dropped for the first single-player bring-up. //
//===========================================================================//
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0500
#define WINVER 0x0500
// #define BT_HEAPCHECK // enable to validate the heap on every alloc (heap-corruption hunt)
#include <windows.h>
#include <shellapi.h> // CommandLineToArgvW
#include <btversion.h> // generated: 4.11.<commit count> (<hash>)
#include <crtdbg.h> // _CrtSetDbgFlag (heap validation, gated by BT_HEAPCHECK)
#include <fstream>
#include <iostream>
#include <cstdlib>
#include <cstring>
#include <ctime> // BT_EXPIRE tripwire (time)
#include <string>
#include <vector>
#include <bgfload.h> // LoadBgfFile (BGF probe) -- via game/fwd shim
#include <bt.hpp> // BT umbrella -- engine Entity/Application chain (matches btl4app.cpp)
#include "btl4app.hpp" // BTL4Application (pulls L4Application / Application chain)
#include "appmgr.hpp" // ApplicationManager
#include "resource.hpp" // StreamableResourceFile
#include "memreg.hpp" // Start_Registering / Register_Object / Stop_Registering
// Data version. The check (RESOURCE.cpp StreamableResourceFile ctor) compares our
// version[i] against the file's versionArray[i+1] (it skips the format byte), and the
// file is v1.1.0.6 → versionArray[1..3] = {1,0,6}. So our 3 bytes must be {1,0,6}.
Byte version[3] = { 1, 0, 6 };
extern const char* const ProgName;
const char* const ProgName = "btl4";
Application *btl4App = NULL;
HWND hWnd = NULL;
// Set by Application::StopMissionMessageHandler (APP.cpp): the round ended by
// operator/clock (NOT a window close) -- drives the between-rounds auto-rejoin.
int gBTMissionStoppedByConsole = 0;
// GLASS: resolvers for the per-display windows (declared in l4vb16.h), defined
// HERE off the launcher's own app + window pointers. They deliberately do NOT
// touch the `application`/`ghWnd` globals: those are duplicate-defined and bind
// non-deterministically per link under /FORCE (CMakeLists.txt:186), so a fresh
// engine TU (L4GLASSWIN) can read the NULL copy. btl4App/hWnd live in THIS obj
// and are the real, assigned pointers -- always correct.
class GaugeRenderer;
GaugeRenderer *BTResolveGaugeRenderer()
{
return btl4App ? btl4App->GetGaugeRenderer() : 0;
}
void *BTResolveMainWindow()
{
return (void *)hWnd;
}
//===========================================================================//
// Bring-up player DRIVE input (Tier 2 locomotion).
// Populated by the keyboard handler in WndProc below (WASD / arrow keys)
// and consumed each frame by Mech::PerformAndWatch
// (decomp/reconstructed/mech4.cpp), which walks the player mech and advances
// its localToWorld -- the matrix the render tree AND the chase camera are
// bound to, so the mech moves and the camera follows.
//
// throttle: +1 full ahead .. -1 full reverse turn: +1 right .. -1 left
// Both are the OUTPUT of the virtual-control integrator in mech4.cpp
// (dt-scaled, fps-independent) -- the pod's real inputs were an ABSOLUTE
// analog throttle LEVER + turn stick, which momentary 0/1 keys can't
// express directly (and at 60fps every key tap = full demand = the "too
// sensitive controls" report). The WndProc only records KEY STATE
// (keyFwd/keyBack/keyLeft/keyRight); mech4 integrates:
// W/S = move the persistent throttle lever (tap ~= +/-0.07 fine step,
// hold sweeps full range in ~1.4s, DETENT at zero: braking stops
// AT 0 -- release and press S again to engage reverse)
// A/D = ramped momentary stick (deflects over ~0.4s, auto-centers)
// X = all stop (lever -> 0)
// forced : DEBUG toggle (env BT_FORCE_THROTTLE), default OFF. When set the
// mech walks full-ahead with NO keypress -- used only for headless
// autonomous verification (you can't press keys in a headless run).
//===========================================================================//
// fire: weapon trigger held (1 while the fire key is down).
// fireForced: DEBUG auto-fire (env BT_FORCE_FIRE) -- fires on cooldown with no
// keypress, for headless verification.
struct BTDriveInput { float throttle; float turn; int forced; int fire; int fireForced; float forcedThrottle;
int keyFwd; int keyBack; int keyLeft; int keyRight; int allStop; };
BTDriveInput gBTDrive = { 0.0f, 0.0f, 0, 0, 0, 1.0f, 0, 0, 0, 0, 0 };
// The human clicked X (WM_CLOSE). Read by BTFE_RelaunchSelfAndExit: a
// user-closed window exits for REAL instead of relaunching into the join
// wait (the pod's authentic immortality, wrong for a desktop window).
volatile int gBTUserRequestedExit = 0;
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_KEYDOWN:
case WM_KEYUP:
// Drive keys are NOT read here: the engine's keyboard reader
// (L4CTRL.cpp:1506) GetMessage()s every WM_KEYUP / WM_CHAR out of the
// queue for its key-command channel, so this WndProc only ever saw the
// KEYDOWNs -- key state latched on and never released (the "controls
// incoherent" bug). The virtual-control integrator in mech4.cpp polls
// GetAsyncKeyState per frame instead (with a foreground guard), which
// is immune to message stealing.
return 0;
case WM_LBUTTONDOWN:
case WM_RBUTTONDOWN:
// COCKPIT SURROUND: route clicks on the composited panel buttons to the
// RIO (glass build) via the layout hit-test. No-op in other modes.
{
extern int gBTGaugeCockpit;
extern int BTCockpitMouseDown(int, int, int, int, int);
if (gBTGaugeCockpit)
{
RECT rc; GetClientRect(hWnd, &rc);
int consumed = BTCockpitMouseDown(
(int)(short)LOWORD(lParam), (int)(short)HIWORD(lParam),
(int)(rc.right - rc.left), (int)(rc.bottom - rc.top),
uMsg == WM_RBUTTONDOWN);
if (consumed && uMsg == WM_LBUTTONDOWN)
SetCapture(hWnd); // a release outside the button still clears it
}
}
return 0;
case WM_LBUTTONUP:
{
extern int gBTGaugeCockpit;
extern void BTCockpitMouseUp(void);
if (gBTGaugeCockpit) { BTCockpitMouseUp(); ReleaseCapture(); }
}
return 0;
case WM_SIZE:
// Window-resize aspect fix (task #20): rebuild the projection for the
// new client aspect so the scene doesn't stretch fat/skinny (the D3D9
// backbuffer stays at the configured size and is stretched into the
// client area; rendering with the client aspect cancels the stretch).
// Under the cockpit LETTERBOX the canvas is scaled uniformly instead,
// so the aspect comes from the view rect -- BTWorldAspectOf handles it.
if (wParam != SIZE_MINIMIZED && LOWORD(lParam) > 0 && HIWORD(lParam) > 0)
{
extern void L4NotifyWindowResized(int client_w, int client_h);
L4NotifyWindowResized((int)LOWORD(lParam), (int)HIWORD(lParam));
// Repaint the letterbox bars: a COPY present only writes its dest
// rect, so whatever the old bars held would otherwise persist. The
// class brush is black, so an erase is all it takes.
extern int gBTCockpitLetterbox;
if (gBTCockpitLetterbox)
InvalidateRect(hWnd, NULL, TRUE);
}
return 0;
case WM_CLOSE:
// The human clicked X / pressed Alt-F4. Without this stamp the
// relaunch chain treats the resulting RunMissions return like a
// round ending and RESURRECTS the client (the pod was immortal by
// design; a desktop window must not be) -- see the gate in
// BTFE_RelaunchSelfAndExit.
gBTUserRequestedExit = 1;
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
#ifdef BT_GLASS
#include "btl4fe.hpp"
#include "btl4console.hpp"
#endif
//
// CRASH SELF-REPORT (2026-07-24, the #35/#41 heisenbug hunt): every unhandled
// exception logs its code, address, and an EBP-chain stack walk as
// MODULE-RELATIVE offsets ("btl4+0x1234") into BT_LOG before the process
// dies -- so any field crash on any machine hands us a resolvable stack (we
// hold the PDB). The walker is guarded per-dereference; a corrupt frame
// chain just truncates the walk.
//
static LONG WINAPI
BTCrashFilter(EXCEPTION_POINTERS *info)
{
unsigned long base = (unsigned long)GetModuleHandleA(NULL);
unsigned long code = info->ExceptionRecord->ExceptionCode;
unsigned long addr = (unsigned long)info->ExceptionRecord->ExceptionAddress;
std::cout << "\n[crash] UNHANDLED EXCEPTION code=0x" << std::hex << code
<< " addr=0x" << addr;
if (addr >= base && addr < base + 0x2000000UL)
std::cout << " (btl4+0x" << (addr - base) << ")";
if (code == 0xC0000005 && info->ExceptionRecord->NumberParameters >= 2)
std::cout << " access=" << std::dec
<< (int)info->ExceptionRecord->ExceptionInformation[0]
<< std::hex << " target=0x"
<< (unsigned long)info->ExceptionRecord->ExceptionInformation[1];
std::cout << "\n[crash] stack:";
unsigned long eip = info->ContextRecord->Eip;
unsigned long ebp = info->ContextRecord->Ebp;
for (int depth = 0; depth < 24; ++depth)
{
std::cout << " ";
if (eip >= base && eip < base + 0x2000000UL)
std::cout << "btl4+0x" << std::hex << (eip - base);
else
std::cout << "0x" << std::hex << eip;
MEMORY_BASIC_INFORMATION mbi;
if (ebp == 0 || (ebp & 3) != 0
|| VirtualQuery((void *)ebp, &mbi, sizeof(mbi)) == 0
|| mbi.State != MEM_COMMIT
|| (mbi.Protect & (PAGE_READWRITE | PAGE_READONLY)) == 0)
break;
unsigned long next_eip = ((unsigned long *)ebp)[1];
unsigned long next_ebp = ((unsigned long *)ebp)[0];
if (next_eip == 0 || next_ebp <= ebp)
break;
eip = next_eip;
ebp = next_ebp;
}
std::cout << std::dec << "\n" << std::flush;
return EXCEPTION_EXECUTE_HANDLER; // die (after the evidence is out)
}
//===========================================================================//
// environ.ini -- the player's settings file (cwd = content\). One KEY=VALUE
// per line; the real environment always WINS, so a launcher .bat or a shell
// export overrides the file rather than fighting it.
//
// ⚠ Loaded EARLY (2026-07-26). It used to be read ~300 lines into WinMain,
// after the platform-profile block had already run its getenv()s -- so every
// setting the profile reads (BT_PLATFORM, BT_COCKPIT, BT_GLASS_PANELS,
// BT_DEV_GAUGES, L4CONTROLS...) was silently ignored from the file and only
// worked as a real env var. It also putenv()'d comment lines verbatim, which
// turned a commented-out option into an environment variable literally named
// "#BT_MFD_SCALE" -- harmless, but it meant shipping a self-documenting file
// would have littered the environment with junk.
//===========================================================================//
//
// The shipped default, written on first run when the file is absent -- the
// bindings.txt convention ([[glass-cockpit]] §bindings.txt is a COMPATIBILITY
// SURFACE): the player customizes it, it stays UNTRACKED, and an
// extract-over-top upgrade therefore never clobbers their settings. Every
// option ships COMMENTED OUT, so a fresh install applies nothing and behaves
// exactly as it did before the file existed.
//
static const char *kEnvironIniDefault =
"# ============================================================================\n"
"# environ.ini -- BattleTech 4.11 settings\n"
"# ============================================================================\n"
"# One KEY=VALUE per line, read at game start. Lines starting with # or ;\n"
"# are comments. A real environment variable always WINS over this file, so\n"
"# a launcher .bat can override anything here. Delete a line to fall back to\n"
"# the built-in default.\n"
"#\n"
"# This file is for PERSISTENT settings only. One-shot switches (BT_JOYCONFIG\n"
"# -- use joyconfig.bat instead) are ignored here on purpose: they are designed\n"
"# to clear themselves after running once, and a file line would re-arm them at\n"
"# every mission start. Test/debug hooks (BT_MP_FORCE_DMG and friends) do not\n"
"# belong here either -- they would silently persist across every session.\n"
"#\n"
"# Input bindings live in bindings.txt beside this file (written with the\n"
"# full documented layout on first run; delete it to restore defaults).\n"
"\n"
"# ---- The cockpit ------------------------------------------------------------\n"
"\n"
"# Where the five MFDs and the map go:\n"
"# (unset) the COCKPIT SURROUND -- instruments composited around\n"
"# the viewscreen in one window (the default)\n"
"# BT_GLASS_PANELS=1 one desktop window PER display, arranged around the\n"
"# game window (the 'exploded' view -- handy for reading\n"
"# or screenshotting a display at full size)\n"
"# BT_COCKPIT=0 the plain docked gauge strip along the bottom\n"
"#BT_GLASS_PANELS=1\n"
"#BT_COCKPIT=0\n"
"\n"
"# Remembering where you drag the exploded windows (BT_GLASS_PANELS only).\n"
"# They open in the pod ring around the game window and you can drag any of\n"
"# them by its title bar -- but by default the arrangement resets on the next\n"
"# launch (and the game relaunches itself each time you go menu -> mission ->\n"
"# menu). This makes your layout stick:\n"
"# (unset)/off pod ring every launch, nothing saved (the default)\n"
"# save drag them where you like; each drop is saved and restored\n"
"# on every launch from here on (adjust/on/1 do the same)\n"
"# load restore the saved layout but never change it (read-only)\n"
"# The positions live in glass_layout.cfg beside this file -- delete it to go\n"
"# back to the pod ring. Windows not in the file keep their computed spot.\n"
"#BT_GLASS_LAYOUT=save\n"
"\n"
"# Size of the secondary displays in the cockpit surround, as a percentage of\n"
"# their pod size. The pod bolted them down at one size; on a big panel there\n"
"# is room to trade viewscreen for instrument, so turn these up if you want to\n"
"# actually read the other displays while you fly. 100 = as the pod had them.\n"
"# Range 25-200 (out-of-range or unreadable values fall back to the group\n"
"# setting, then to 100). The surround grows to fit whatever you ask for.\n"
"#\n"
"# BT_MFD_SCALE sets all five MFDs at once...\n"
"#BT_MFD_SCALE=100\n"
"# ...and any single display can override it:\n"
"# UL upper left (heat) UC upper center (engineering)\n"
"# UR upper right (comm) LL lower left (left weapons)\n"
"# LR lower right (right weapons)\n"
"#BT_MFD_SCALE_UL=100\n"
"#BT_MFD_SCALE_UC=100\n"
"#BT_MFD_SCALE_UR=100\n"
"#BT_MFD_SCALE_LL=100\n"
"#BT_MFD_SCALE_LR=100\n"
"\n"
"# The portrait map/radar, sized on its own.\n"
"#BT_RADAR_SCALE=100\n"
"\n"
"# Where the map sits:\n"
"# CENTER bottom centre, under the viewscreen, as the pod had it\n"
"# (default; BOTTOM and CENTRE mean the same)\n"
"# LEFT bottom left corner (or BOTTOMLEFT)\n"
"# RIGHT bottom right corner (or BOTTOMRIGHT)\n"
"# MIDLEFT left edge, halfway up (or LEFTCENTER)\n"
"# MIDRIGHT right edge, halfway up (or RIGHTCENTER)\n"
"# Anywhere but CENTER stops it sitting where the road is. In a bottom corner\n"
"# the lower MFD whose corner it takes slides inboard beside it; halfway up a\n"
"# side it leaves the bottom row entirely.\n"
"#BT_RADAR_POS=CENTER\n"
"\n"
"# Phosphor colour of the mono MFDs, RRGGBB. Default is a green tube.\n"
"#BT_COCKPIT_TINT=21FF42\n"
"\n"
"# ---- Display ----------------------------------------------------------------\n"
"\n"
"# The cockpit is fitted into the window at ONE uniform scale, centred, with\n"
"# the leftover black -- drag the window to any shape and nothing distorts.\n"
"# Launch with -fit (or -windowed-fullscreen) for a borderless window over the\n"
"# whole monitor.\n"
"\n"
"# Simulation/render frame rate, integer frames per second. The desktop\n"
"# default is 60; the arcade pods shipped at 25.\n"
"#TARGETFPS=60\n"
"\n"
"# Anti-aliasing sample count, passed straight to Direct3D 9: 0 = off, else\n"
"# 2..16 as the GPU supports. NOTE: turning this on disables the letterbox\n"
"# fit above (the two use incompatible swap modes) and the cockpit stretches\n"
"# to the window instead.\n"
"#MULTISAMPLE=0\n"
"\n"
"# Particle budget, integer. Default 8192.\n"
"#MAXPARTICLES=8192\n"
"\n"
"# ---- Optional ---------------------------------------------------------------\n"
"\n"
"# RGB keyboard lamp mirror (Windows Dynamic Lighting, Windows 11 22H2+):\n"
"# keys bound to a lamp button glow with the panel and flash in step with the\n"
"# on-screen buttons. OFF unless you set 1 (unshipped: the player base is\n"
"# not on Windows 11, and some builds carry only a dormant stub).\n"
"#BT_KEYLIGHT=1\n"
"\n"
"# ---- Multiplayer ------------------------------------------------------------\n"
"\n"
"# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client\n"
"# running; without it the game logs the reason and falls back to Winsock.\n"
"#BT_STEAM_NET=1\n";
//===========================================================================//
// CWD GUARD (2026-07-26, field report).
//
// The engine resolves BTL4.RES, VIDEO\, BTDPL.INI, the eggs AND both player
// config files (bindings.txt, environ.ini) RELATIVE TO CWD -- every launcher
// .bat does `cd content` first, so this was invisible. A BARE launch of the
// exe (double-click, or a shell sitting in build\Release) then:
// - found no resources ("Resource file btl4.res v1.0.0.0 is obsolete!"),
// - wrote a stray bindings.txt / environ.ini / btl4.log NEXT TO THE EXE
// (so the player's real ones in content\ looked like they never appeared),
// - and killed the mission generation the menu launched.
// Reported live: `.\btl4.exe -fit` from build\Release -> menu opens -> crash
// on Launch.
//
// So find content\ ourselves rather than trusting whoever started us. Runs
// BEFORE the log file opens, so the log lands in content\ too -- same place
// the launchers put it. Returns what happened for the boot line.
//===========================================================================//
static const char *gBTCwdFixNote = NULL;
//
// -fit / -windowed-fullscreen, parsed EARLY: the miniconsole front end exits
// this process long before the window-creation code runs, and it rebuilds the
// mission child's command line from scratch -- so without this the flag was
// silently dropped the moment you launched from the menu (field report:
// `btl4.exe -fit` gave a borderless menu and then a windowed mission).
// btl4console.cpp reads it when composing the relaunch.
//
int gBTFitDisplay = 0;
static void BTEnsureContentDirectory(void)
{
if (GetFileAttributesA("BTL4.RES") != INVALID_FILE_ATTRIBUTES)
{
return; // already in the right place
}
char exeDir[MAX_PATH];
if (GetModuleFileNameA(NULL, exeDir, MAX_PATH) == 0)
{
return;
}
char *slash = strrchr(exeDir, '\\');
if (slash == NULL)
{
return;
}
*slash = 0;
// build\Release\btl4.exe -> ..\..\content is the shipped layout; the
// others cover a flattened install and an exe dropped into content\.
static const char *kProbe[] = {
"\\..\\..\\content", "\\..\\content", "\\content",
"", "\\..", "\\..\\.."
};
for (int i = 0; i < (int)(sizeof(kProbe) / sizeof(kProbe[0])); ++i)
{
char candidate[MAX_PATH * 2];
char resource[MAX_PATH * 2];
sprintf_s(candidate, sizeof(candidate), "%s%s", exeDir, kProbe[i]);
sprintf_s(resource, sizeof(resource), "%s\\BTL4.RES", candidate);
if (GetFileAttributesA(resource) != INVALID_FILE_ATTRIBUTES)
{
if (SetCurrentDirectoryA(candidate))
{
gBTCwdFixNote = "found the content directory from the exe path";
}
return;
}
}
gBTCwdFixNote = "NO content directory found (BTL4.RES is nowhere near the "
"exe) -- resources and settings will not load";
}
static void BTWriteDefaultEnvironIni(void)
{
FILE *probe;
if (fopen_s(&probe, "environ.ini", "r") == 0) // already there -- leave it alone
{
fclose(probe);
return;
}
// Only ever write it BESIDE THE RESOURCES. If the cwd guard could not
// find content\, writing here would scatter a stray settings file next to
// whatever the player happened to launch from -- which is exactly the
// confusion the guard exists to end.
if (GetFileAttributesA("BTL4.RES") == INVALID_FILE_ATTRIBUTES)
{
return;
}
FILE *out;
if (fopen_s(&out, "environ.ini", "w") != 0)
return;
fputs(kEnvironIniDefault, out);
fclose(out);
std::cout << "[boot] wrote a default content\\environ.ini (all options "
"commented out -- edit to taste)" << std::endl << std::flush;
}
static void BTLoadEnvironIni(void)
{
BTWriteDefaultEnvironIni();
FILE *file;
if (fopen_s(&file, "environ.ini", "r") != 0)
return;
char line[1024];
int applied = 0, skipped = 0;
while (fgets(line, sizeof(line), file))
{
// strip EOL + trailing blanks
int n = (int)strlen(line);
while (n > 0 && (line[n-1] == '\n' || line[n-1] == '\r' ||
line[n-1] == ' ' || line[n-1] == '\t'))
line[--n] = 0;
const char *p = line;
while (*p == ' ' || *p == '\t') ++p;
if (*p == 0 || *p == '#' || *p == ';') // blank or comment
continue;
const char *eq = strchr(p, '=');
if (eq == NULL || eq == p) // no key, or no '=' at all
{
++skipped;
continue;
}
// The real environment wins: only set what is not already set, so a
// launcher or a shell export beats the file.
char key[256];
size_t klen = (size_t)(eq - p);
if (klen >= sizeof(key)) { ++skipped; continue; }
memcpy(key, p, klen);
key[klen] = 0;
while (klen > 0 && (key[klen-1] == ' ' || key[klen-1] == '\t'))
key[--klen] = 0;
if (getenv(key) != NULL)
continue;
// ONE-SHOT variables never load from the file (merge review
// 2026-07-26). BT_JOYCONFIG is deliberately DELETED from the process
// environment after the wizard runs (the #66 one-shot) so the
// front-end relaunch chain cannot re-run it -- but a file line would
// re-arm it in every relaunched child, since by then there is no real
// env var left to win over the file. Result: the capture wizard at
// every mission start. environ.ini is for persistent settings;
// anything designed to clear itself cannot live in it.
if (_stricmp(key, "BT_JOYCONFIG") == 0)
{
++skipped;
continue;
}
putenv(p);
++applied;
}
fclose(file);
std::cout << "[boot] environ.ini: " << applied << " setting(s) applied"
<< (skipped ? ", " : "") << (skipped ? std::to_string(skipped) : std::string())
<< (skipped ? " line(s) ignored" : "") << std::endl << std::flush;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
// Boot tick for the relaunch storm damper (btl4console.cpp, issue #33):
// generations that die young relaunch with a 5 s pause.
{
extern unsigned long gBTBootTick;
gBTBootTick = GetTickCount();
}
// Crash self-report (see BTCrashFilter above) -- armed before anything
// else so even boot crashes leave a stack in the log.
SetUnhandledExceptionFilter(BTCrashFilter);
// Sit in content\ before ANYTHING resolves a relative path -- the log file
// below included, so a bare launch logs where the launchers log.
BTEnsureContentDirectory();
// BT_CRASHTEST=1: deliberately AV after the log opens -- verifies the
// crash filter's forensic path end-to-end on any machine.
// Heap-corruption hunt (env BT_HEAPCHECK=1; default OFF -- ~100x slower): validate
// the whole debug heap on EVERY alloc/free, so an out-of-bounds write is caught at
// the very next heap op (a stack near the culprit) instead of much later at some
// unrelated free. Route the CRT report to the debugger so cdb breaks at detection.
if (getenv("BT_HEAPCHECK"))
{
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_CHECK_ALWAYS_DF);
_CrtSetReportMode(_CRT_ERROR, _CRTDBG_MODE_DEBUG);
_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_DEBUG);
}
// Bring-up: route CRT asserts (e.g. fread stream!=nullptr) to the debugger
// instead of a modal MessageBox, so cdb breaks at the assert and we can dump
// the faulting stack in a headless run. Gated; default OFF (no behavior change).
if (getenv("BT_ASSERT_TO_DEBUGGER"))
{
_CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_DEBUG);
_CrtSetReportMode(_CRT_ERROR, _CRTDBG_MODE_DEBUG);
}
// Redirect the engine's std::cout/DEBUG_STREAM to a log file. TWO rules,
// in this order (2026-07-28):
//
// BT_LOG SET -> used VERBATIM, append per BT_LOG_APPEND. This is the
// documented multi-instance contract and MUST NOT change:
// mp_a.log/mp_b.log for 2-node runs from one cwd, the
// operator GUI's rotated operator_N.log, and every
// scratchpad/mp_*.sh harness that greps the file it named.
// BT_LOG UNSET -> the exe names a PER-DAY file itself and ALWAYS appends:
// <stem>_YYYYMMDD.log.
//
// WHY the per-day file: the launcher used to rotate (del *.old.log, then
// ren *.log *.old.log), keeping only TWO generations. On 2026-07-27 a
// player crashed twice in an Owens, kept playing, and his own relaunches
// deleted both crash sessions before anyone could ask for them -- the
// stacks are gone permanently. A per-day file has no rotation window to
// fall out of. The stem preserves the launcher identity the .bat used to
// supply; every gate below is set before the log opens and is inherited
// across the menu->mission relaunch.
// The STEM identifies which launcher started us. Hoisted out of the naming
// block because the launch record (lastrun_<stem>.txt) uses it too: one
// shared lastrun.txt let a second bat's `del` destroy the first launch's
// block, and file the first's exit code under the wrong pid.
char logStem[32];
lstrcpynA(logStem, "btl4", sizeof(logStem));
if (getenv("BT_JOYCONFIG")) lstrcpynA(logStem, "joyconfig", sizeof(logStem));
else if (getenv("BT_STEAM_NET")) lstrcpynA(logStem, "steam", sizeof(logStem));
else if (getenv("BT_FE_SOLO")) lstrcpynA(logStem, "solo", sizeof(logStem));
else if (getenv("BT_FE_JOIN") || getenv("BT_RELAY")) lstrcpynA(logStem, "join", sizeof(logStem));
char resolvedLog[MAX_PATH];
int logSelfNamed = 0;
{
const char *env_log = getenv("BT_LOG");
if (env_log != NULL && *env_log != '\0')
{
lstrcpynA(resolvedLog, env_log, MAX_PATH);
}
else
{
SYSTEMTIME lt;
GetLocalTime(&lt); // NOT cmd's %DATE%: locale-ordered, and
// on en-US it contains '/' (path chars).
// THE LOG DAY STARTS AT 06:00 LOCAL, NOT MIDNIGHT. Playtests run
// late, and a midnight boundary splits one evening across two files
// exactly when the session is most worth reading whole -- the 01:30
// crash lands in a different file from the 23:00 run that set it up.
// (A 02:00 session is also "last night" to everyone who was in it,
// so a file named for the new calendar date reads wrong anyway.)
// Shift the clock back 6h before taking the date: the log day then
// runs 06:00 -> 06:00 and one night is one file. Only the FILENAME
// is shifted -- every line inside still carries real local time, and
// the session header still records the true date.
{
const ULONGLONG LogDayStartHour = 6;
FILETIME ft;
if (SystemTimeToFileTime(&lt, &ft)) // pure arithmetic; no TZ
{ // conversion either way
ULARGE_INTEGER u;
u.LowPart = ft.dwLowDateTime;
u.HighPart = ft.dwHighDateTime;
u.QuadPart -= LogDayStartHour * 3600ULL * 10000000ULL; // 100ns
ft.dwLowDateTime = u.LowPart;
ft.dwHighDateTime = u.HighPart;
SYSTEMTIME shifted;
// FileTimeToSystemTime carries month/year boundaries for us,
// so 01:00 on the 1st correctly names the previous month.
if (FileTimeToSystemTime(&ft, &shifted))
lt = shifted;
}
}
// SIZE ROLL-OVER -- never deletes anything, but keeps each FILE small
// enough to actually send. A playtest evening concatenates into one
// file (4.3 MB from a single session in scratchpad/night5/), and the
// channel this evidence travels through is a chat attachment. Part 0
// is <stem>_YYYYMMDD.log; once it passes the cap the NEXT launch opens
// <stem>_YYYYMMDD.1.log, and so on. Checked only at open, so one very
// long session can still overrun -- that is deliberate: never split a
// live session across files.
const DWORD part_max = 8UL * 1024UL * 1024UL;
for (int part = 0; part < 1000; ++part)
{
if (part == 0)
wsprintfA(resolvedLog, "%s_%04d%02d%02d.log",
logStem, (int)lt.wYear, (int)lt.wMonth, (int)lt.wDay);
else
wsprintfA(resolvedLog, "%s_%04d%02d%02d.%d.log",
logStem, (int)lt.wYear, (int)lt.wMonth, (int)lt.wDay, part);
WIN32_FILE_ATTRIBUTE_DATA fad;
if (!GetFileAttributesExA(resolvedLog, GetFileExInfoStandard, &fad))
break; // does not exist yet -- use it
if (fad.nFileSizeHigh == 0 && fad.nFileSizeLow < part_max)
break; // still room to append
}
logSelfNamed = 1;
}
}
std::ofstream logfile;
// A self-named day file appends UNCONDITIONALLY -- the default open mode is
// std::ios::out (TRUNCATE), so relying on the caller to pass BT_LOG_APPEND
// would let the second launch of the day erase the morning. (The operator
// GUI's exported bats do not set it and truncate today.)
logfile.open(resolvedLog,
(logSelfNamed
|| (getenv("BT_LOG_APPEND") != NULL && *getenv("BT_LOG_APPEND") == '1'))
? (std::ios::out | std::ios::app) : std::ios::out);
// If the log cannot be opened, DO NOT silently rebind cout to a dead buffer:
// the header, [boot] and any crash stack would vanish while lastrun still
// claimed a log=<name>. Fall back to a per-pid name, and if even that fails
// leave cout alone so the lines still go somewhere.
if (!logfile.is_open())
{
char fallback[MAX_PATH];
wsprintfA(fallback, "%s_pid%u.log", logStem, (unsigned)GetCurrentProcessId());
logfile.open(fallback, std::ios::out | std::ios::app);
if (logfile.is_open())
lstrcpynA(resolvedLog, fallback, MAX_PATH);
}
if (logfile.is_open())
std::cout.rdbuf(logfile.rdbuf());
// Pin the RESOLVED name (and append mode) into the environment so the
// menu->mission relaunch inherits it verbatim instead of re-deriving it.
// Without this a session started at 23:50 would re-resolve after midnight
// and split across two files -- the fragmentation this change exists to fix.
//
// _putenv_s, NOT SetEnvironmentVariableA. MSVC's CRT keeps its OWN copy of
// the environment; SetEnvironmentVariableA updates only the Win32 block, so
// a later getenv() IN THIS PROCESS still returns the old value (measured:
// getenv reads NULL immediately after a successful SetEnvironmentVariableA).
// That matters because btl4console.cpp/btl4lobby.cpp resolve the day log via
// getenv("BT_LOG") -- with SetEnvironmentVariableA they silently fell back to
// marshal.log and the fold never happened. _putenv_s updates BOTH the CRT
// copy and the Win32 block, so in-process getenv AND the inherited
// environment of the menu->mission relaunch both see it.
//
if (logSelfNamed)
{
_putenv_s("BT_LOG", resolvedLog);
_putenv_s("BT_LOG_APPEND", "1");
}
// SESSION HEADER -- the log must identify ITSELF, because attachments lose
// their filename in transit (Discord renames pasted logs to message.txt;
// most of the 2026-07-27 evidence arrived that way and had to be
// re-identified by hand). It doubles as the session separator inside a
// per-day file, and it puts build+pid ABOVE any [crash] block so the
// btl4+0xNNNN offsets stay matchable to the right PDB.
{
SYSTEMTIME lt;
GetLocalTime(&lt);
char machine[MAX_COMPUTERNAME_LENGTH + 1] = "?";
DWORD machine_len = sizeof(machine);
GetComputerNameA(machine, &machine_len);
std::cout << "\n===== BT411 SESSION"
<< " build=" << BT_VERSION_FULL // FULL = version + commit hash:
// a never-rotated day file spans
// builds, and btl4+0xNNNN offsets
// are meaningless without the exact
// build to match a PDB against.
// WHO and WHICH BOX -- the operator receives many of these from many
// players at once, often renamed in transit, so a file must be
// attributable from its CONTENTS alone. callsign is the name the
// operator actually knows a player by; user/machine survive even when
// no callsign has been chosen yet (menu, solo, joyconfig).
<< " machine=" << machine
<< " user=" << (getenv("USERNAME") ? getenv("USERNAME") : "?")
<< " callsign=" << (getenv("BT_CALLSIGN") && *getenv("BT_CALLSIGN")
? getenv("BT_CALLSIGN") : "-")
<< " mode=" << logStem
<< " pid=" << (unsigned)GetCurrentProcessId()
<< " local=" << lt.wYear << "-"
<< (lt.wMonth < 10 ? "0" : "") << lt.wMonth << "-"
<< (lt.wDay < 10 ? "0" : "") << lt.wDay << " "
<< (lt.wHour < 10 ? "0" : "") << lt.wHour << ":"
<< (lt.wMinute< 10 ? "0" : "") << lt.wMinute << ":"
<< (lt.wSecond< 10 ? "0" : "") << lt.wSecond
<< " log=" << resolvedLog
<< " =====" << std::endl << std::flush;
}
if (getenv("BT_CRASHTEST") != NULL && *getenv("BT_CRASHTEST") == '1')
{
*(volatile int *)0 = 0; // BT_CRASHTEST: exercise BTCrashFilter
}
// FIRST-BREATH line, flushed IMMEDIATELY (field 2026-07-23: a player's
// exe died repeatedly with a 0-byte join.log -- indistinguishable from
// "never ran"). After this line, an empty log can only mean the exe was
// killed before WinMain (antivirus / loader) -- an external cause, not
// ours. Cheap forensics: version, PID, args, generation markers.
std::cout << "[boot] btl4 " << BT_VERSION_STRING << " pid="
<< (unsigned)GetCurrentProcessId()
<< " args='" << (lpCmdLine ? lpCmdLine : "") << "'"
<< (getenv("BT_FE_LOOP") ? " (relaunched generation)" : " (first process)")
<< std::endl << std::flush;
// LAUNCH BREADCRUMB -- replaces launch_report.txt (Gitea #41 forensics).
// The .bat deletes this file before launching and tests for it afterwards:
// PRESENT means the exe reached WinMain, ABSENT means it was blocked before
// any of our code ran (loader failure / antivirus). This REPLACES the old
// "if not exist <log>" probe, which a per-day log silently breaks -- the
// file survives from earlier launches, so the probe could never fire again
// and every healthy run would be reported as blocked. It also records
// which day-log this launch actually wrote to, which the .bat cannot derive
// itself (cmd has no locale-safe date).
// APPEND, never truncate: the .bat deletes this file before launching and
// writes its own "launching" line into it FIRST, so truncating here would
// erase the outside half of the bracket. One file carries the whole launch
// record (bat -> exe -> bat), which is why launch_report.txt is gone.
// PER-STEM name (lastrun_solo.txt, lastrun_join.txt, ...): one shared
// lastrun.txt meant a second launcher's `del` wiped the first launch's block
// and filed its exit code under the wrong pid. Each bat now deletes and
// probes only its OWN record. Self-identifying for the same reason the log
// header is: these arrive from many players, often renamed.
{
SYSTEMTIME lt;
GetLocalTime(&lt);
char machine[MAX_COMPUTERNAME_LENGTH + 1] = "?";
DWORD machine_len = sizeof(machine);
GetComputerNameA(machine, &machine_len);
char lastrun_name[MAX_PATH];
wsprintfA(lastrun_name, "lastrun_%s.txt", logStem);
std::ofstream breadcrumb(lastrun_name, std::ios::out | std::ios::app);
if (breadcrumb.is_open())
{
breadcrumb << "exe reached WinMain"
<< " build=" << BT_VERSION_FULL
<< " machine=" << machine
<< " user=" << (getenv("USERNAME") ? getenv("USERNAME") : "?")
<< " callsign=" << (getenv("BT_CALLSIGN") && *getenv("BT_CALLSIGN")
? getenv("BT_CALLSIGN") : "-")
<< " mode=" << logStem
<< " pid=" << (unsigned)GetCurrentProcessId()
<< " local=" << lt.wYear << "-"
<< (lt.wMonth < 10 ? "0" : "") << lt.wMonth << "-"
<< (lt.wDay < 10 ? "0" : "") << lt.wDay << " "
<< (lt.wHour < 10 ? "0" : "") << lt.wHour << ":"
<< (lt.wMinute < 10 ? "0" : "") << lt.wMinute << ":"
<< (lt.wSecond < 10 ? "0" : "") << lt.wSecond
<< "\nlog=" << resolvedLog
<< "\nargs=" << (lpCmdLine ? lpCmdLine : "") << "\n";
}
}
// Say so when we had to go looking for content\ -- a player who launched
// the exe directly should see WHY their settings appeared where they did.
if (gBTCwdFixNote != NULL)
{
char here[MAX_PATH] = { 0 };
GetCurrentDirectoryA(MAX_PATH, here);
std::cout << "[boot] cwd: " << gBTCwdFixNote << " -> " << here
<< std::endl << std::flush;
}
// The player's settings, before ANYTHING reads the environment (the
// platform profile, the joystick wizard, the layout resolver...).
BTLoadEnvironIni();
if (lpCmdLine && (strstr(lpCmdLine, "-fit") != 0 ||
strstr(lpCmdLine, "-windowed-fullscreen") != 0))
{
gBTFitDisplay = 1;
}
// BT_JOYCONFIG=1: the generic-joystick capture wizard (flight sticks /
// HOTAS / pedals -- L4JOY.h). Console prompts detect which device/axis
// the player moves for each pod control and write the joystick section
// of content\bindings.txt, then the boot continues into the game with
// the new bindings live (PadRIO loads the file after this point).
if (getenv("BT_JOYCONFIG") != NULL && *getenv("BT_JOYCONFIG") != '0')
{
extern int BTJoyConfigWizard(void);
BTJoyConfigWizard();
//
// ONE-SHOT (input-path audit row 10): joyconfig.bat sets BT_JOYCONFIG=1
// *and* BT_FE_SOLO=1, so the wizard's process hands off to the front end,
// which CreateProcess()es the next generation with the CURRENT environment
// (btl4console.cpp clears only BT_FE_EGG/PODS/SECS/LOOP). The child then
// re-entered the wizard and blocked on console input BEHIND the 3D window
// -- an unrecoverable hang for anyone who configures a joystick. Clear it
// in the Win32 environment (what CreateProcess inherits, matching the
// console's own SetEnvironmentVariableA pattern) the moment the wizard is
// done, so exactly one generation ever runs it.
//
SetEnvironmentVariableA("BT_JOYCONFIG", NULL);
}
// MP wire-format probe (env BT_NET_PROBE=1): print the exact packet constants
// the console emulator (tools/btconsole.py) must speak, computed from OUR build
// (message IDs chain across class enums at compile time -- never hand-compute).
if (getenv("BT_NET_PROBE"))
{
std::cout << "[netprobe] ReceiveEggFileMessageID=" << (int)NetworkManager::ReceiveEggFileMessageID
<< " sizeof(NetworkPacketHeader)=" << sizeof(NetworkPacketHeader)
<< " sizeof(Receiver__Message)=" << sizeof(Receiver__Message)
<< " sizeof(ReceiveEggFileMessage)=" << sizeof(NetworkManager::ReceiveEggFileMessage)
<< " sizeof(Time)=" << sizeof(Time)
<< " NetworkManagerClientID=" << (int)NetworkClient::NetworkManagerClientID
<< " RunMissionMessageID=" << (int)Application::RunMissionMessageID
<< " sizeof(RunMissionMessage)=" << sizeof(Application::RunMissionMessage)
<< " ApplicationClientID=" << (int)NetworkClient::ApplicationClientID
<< "\n" << std::flush;
return 0;
}
// BGF loader probe (env BT_PROBE_BGF=<name>[,<name>...] or =ALL): load the named
// model(s) directly through the engine's LoadBgfFile -- NO app, NO renderer, NO
// mechs -- then exit. Isolates the loader: if this crashes/corrupts, the bug is
// in bgfload.cpp itself (H1); if hundreds of iterations are clean, the in-game
// corruption comes from elsewhere and the loader's frees only DETECT it (H2).
// Repeats each load BT_PROBE_N times (default 8). cwd must be the pod BT dir
// (the loader indexes VIDEO\ relative to cwd). Combine with BT_HEAPCHECK=1.
if (const char *probe = getenv("BT_PROBE_BGF"))
{
const int reps = getenv("BT_PROBE_N") ? atoi(getenv("BT_PROBE_N")) : 8;
std::vector<std::string> names;
if (_stricmp(probe, "ALL") == 0)
{
WIN32_FIND_DATAA fd;
HANDLE h = FindFirstFileA("VIDEO\\GEO\\*.BGF", &fd);
if (h != INVALID_HANDLE_VALUE)
{
do { names.push_back(fd.cFileName); } while (FindNextFileA(h, &fd));
FindClose(h);
}
}
else
{
std::string s(probe);
size_t p = 0;
while (p < s.size())
{
size_t c = s.find(',', p);
if (c == std::string::npos) c = s.size();
if (c > p) names.push_back(s.substr(p, c - p));
p = c + 1;
}
}
std::cout << "[probe] BGF probe: " << names.size() << " model(s) x " << reps
<< " reps, heapcheck=" << (getenv("BT_HEAPCHECK") ? 1 : 0) << "\n" << std::flush;
int fails = 0;
for (size_t i = 0; i < names.size(); ++i)
{
for (int r = 0; r < reps; ++r)
{
BgfData data;
bool ok = LoadBgfFile(names[i], data);
if (r == 0 || !ok)
std::cout << "[probe] " << names[i] << " rep " << r
<< (ok ? " OK" : " FAIL") << " verts=" << data.verts.size()
<< " idx=" << data.indices.size() << " tris=" << data.tris
<< (ok ? "" : (" err=" + data.error)) << "\n" << std::flush;
if (!ok) ++fails;
if (!_CrtCheckMemory())
{
std::cout << "[probe] *** HEAP CORRUPT after " << names[i]
<< " rep " << r << " ***\n" << std::flush;
return 3;
}
}
}
std::cout << "[probe] DONE: heap clean, fails=" << fails << "\n" << std::flush;
return 0;
}
// ---------------------------------------------------------------------------
// PLATFORM PROFILE -- dev (default) vs pod. This is NOT a code fork: the
// profile just selects WHICH environment preset the existing video/gauge/input
// code reads (the pod multi-surface path already exists -- FindBestAdapterIndices
// / SVGA16::BuildWindows / L4GaugeRenderer -- gated on these env vars).
// dev = single 800x600 window + keyboard (no L4GAUGE -> MakeGaugeRenderer
// returns NULL, btl4app.cpp:353). The working dev build.
// pod = multi-surface gauges/MFDs (L4GAUGE set) + RIO cockpit I/O, mirroring
// content/SETENV.BAT (the authentic pod preset). The `if getenv==NULL`
// guard lets a real pod environment (SETENV.BAT) override every value.
// Select with env BT_PLATFORM=pod|dev (robust; primary) or a `-platform pod`
// launcher arg. ⚠ A FULL pod run needs the pod's 2 adapters / 7 monitors + RIO
// & plasma serial + GAUGE\L4GAUGE.INI (Phase-8, on real hardware). On a dev box
// `-platform pod` ATTEMPTS the path (FindBestAdapterIndices degrades to the
// primary adapter) -- selectable for bring-up, not fully validated off-pod.
// ---------------------------------------------------------------------------
//
// MENU-MODE detection FIRST (glass): the front-end process must NOT
// apply a platform profile -- its putenv()s would leak into the
// relaunched mission child and defeat the child's own preset (found
// live: a direct btl4.exe start ran the menu under the DEV profile,
// the child inherited L4CONTROLS=KEYBOARD, and the glass preset could
// never select PAD -- no PadRIO, no panel, plasma only).
//
int gBTPlatformPod = 0;
int gBTPlatformGlass = 0;
{
const char *pe = getenv("BT_PLATFORM");
int platform_dev = 0;
if (pe && _stricmp(pe, "pod") == 0) gBTPlatformPod = 1;
if (pe && _stricmp(pe, "glass") == 0) gBTPlatformGlass = 1;
if (pe && _stricmp(pe, "dev") == 0) platform_dev = 1;
// Convenience: also accept a raw `-platform pod` on the command line,
// parsed off lpCmdLine independently of L4Application::ParseCommandLine.
const char *pf = lpCmdLine ? strstr(lpCmdLine, "-platform") : 0;
if (pf)
{
char pv[16] = { 0 };
if (sscanf(pf + 9, " %15s", pv) == 1 && _stricmp(pv, "pod") == 0)
gBTPlatformPod = 1;
if (pv[0] && _stricmp(pv, "glass") == 0)
gBTPlatformGlass = 1;
if (pv[0] && _stricmp(pv, "dev") == 0)
platform_dev = 1;
}
//
// DESKTOP DEFAULT = GLASS (2026-07-22, "competing keymaps" fix): every
// launcher that forgot BT_PLATFORM=glass booted the DEV profile -- no
// PadRIO, the bring-up keyboard bridge owning the keys ("the old
// keymap again": play bats, steam bat, then the operator console,
// each needed the same one-line fix). Glass is now the DEFAULT when
// no platform is chosen, so omission can never resurrect the old
// input stack. BT_PLATFORM=dev opts back into the legacy DEV profile
// for debugging; the FUTURE pod cabinet must set BT_PLATFORM=pod in
// its SETENV.BAT (contract recorded in context/glass-cockpit.md --
// note this changes the old "bare boot == cabinet shape" assumption).
//
if (!gBTPlatformPod && !gBTPlatformGlass && !platform_dev)
gBTPlatformGlass = 1;
}
// MENU GATE (2026-07-21, amended 2026-07-22): the miniconsole menu runs
// on a zero-arg GLASS boot. With glass now the desktop DEFAULT, a bare
// double-click of btl4.exe opens the menu -- the desired desktop UX.
// The pod cabinet opts out via BT_PLATFORM=pod (SETENV.BAT contract);
// BT_PLATFORM=dev keeps the old bare-boot wait-for-egg shape.
int fe_menu_mode = 0;
{
int fe_has_egg = lpCmdLine && strstr(lpCmdLine, "-egg") != NULL;
int fe_has_net = lpCmdLine && strstr(lpCmdLine, "-net") != NULL;
fe_menu_mode = !fe_has_egg && !fe_has_net && getenv("BT_FE_EGG") == NULL
&& (gBTPlatformGlass || getenv("BT_FE_MENU") != NULL);
}
if (fe_menu_mode)
{
// the front end owns this process; no profile putenvs (see above)
}
else if (gBTPlatformPod)
{
// POD profile. RIO cockpit input, which falls back to KEYBOARD when the
// serial port isn't present (e.g. a dev box: "RIO initialization failed!
// Shutting Down Serial Port!" -> keyboard).
if (getenv("L4CONTROLS") == NULL) putenv("L4CONTROLS=RIO,KEYBOARD");
// The multi-surface gauges/MFDs are a POD-HARDWARE capability: each surface
// needs its OWN fullscreen D3D device on one of the pod's 2 video cards
// (separate adapters), which can't be created on a typical dev box -- the
// L4GaugeRenderer/SVGA16 path bails there. So `-platform pod` does NOT
// auto-enable them; it stays bootable everywhere as single-window + the pod
// INPUT profile. On the REAL pod the gauges come from content/SETENV.BAT
// (which sets L4GAUGE + the gauge/adapter env); the existing, untouched
// FindBestAdapterIndices / SVGA16 / L4GaugeRenderer path then runs.
// To force-test the surfaces off-pod, set L4GAUGE explicitly (needs >=2 real
// display ADAPTERS, not just monitors). FOLLOW-UP for a dev-visible pod HUD:
// composite the MFDs/gauges into the single window ("MFD compositing on dev").
if (getenv("L4GAUGE") != NULL && getenv("L4PLASMA") == NULL)
putenv("L4PLASMA=com2"); // only when the pod env already asked for gauges
}
#ifdef BT_GLASS
else if (gBTPlatformGlass)
{
// GLASS profile (dev tooling, step 2e): the desktop cockpit --
// PadRIO input (XInput+keyboard, content\bindings.txt), the
// dev-composited MFD surfaces, and the desktop plasma window.
// Each only when not already set, so a developer env overrides.
if (getenv("L4CONTROLS") == NULL) putenv("L4CONTROLS=PAD,KEYBOARD");
if (getenv("BT_DEV_GAUGES") == NULL) putenv("BT_DEV_GAUGES=1");
if (getenv("L4PLASMA") == NULL) putenv("L4PLASMA=SCREEN");
// The SECONDARY-DISPLAY LAYOUT (surround / per-display windows / docked
// strip / separate window) is resolved once, below, after the shared
// defaults land -- it used to be half-decided here, which is how
// BT_COCKPIT=0 came to mean "per-display windows" despite being
// documented as the dock-bottom opt-out (the dock was unreachable under
// glass). This block now only sets the profile's env presets.
}
#endif
else
{
// DEV profile (default): keyboard controls, single 800x600 window.
if (getenv("L4CONTROLS") == NULL) putenv("L4CONTROLS=KEYBOARD");
}
// Shared renderer/config defaults (both profiles). L4DPLCFG=BTDPL.INI gives
// DPLReadEnvironment the real BT environment (paths/fog/lights/ambient) instead
// of the dpldflt.ini fallback.
if (getenv("L4DPLCFG") == NULL) putenv("L4DPLCFG=BTDPL.INI");
if (getenv("DPLARG") == NULL) putenv("DPLARG=1");
if (getenv("MULTISAMPLE") == NULL) putenv("MULTISAMPLE=0");
if (getenv("TARGETFPS") == NULL) putenv("TARGETFPS=60");
if (getenv("MAXPARTICLES")== NULL) putenv("MAXPARTICLES=8192");
// DEV-COMPOSITE GAUGES (opt-in, default OFF): BT_DEV_GAUGES wakes the (otherwise
// dormant) gauge renderer so the pod's gauges/MFDs render + can be composited into
// the dev window. Setting L4GAUGE makes MakeGaugeRenderer build the renderer; on a
// dev box the pod multi-surface (SVGA16 per-adapter fullscreen devices) stays at 0
// surfaces (guarded in SVGA16::Update), and a composite pass in the main renderer
// blits the CPU-rastered pixelBuffer as a window inset. See docs/GAUGE_COMPOSITE.md.
if (getenv("BT_DEV_GAUGES") != NULL && getenv("L4GAUGE") == NULL)
putenv("L4GAUGE=640x480x16");
// -------------------------------------------------------------------------
// SECONDARY-DISPLAY LAYOUT -- resolved ONCE, here, now that every profile
// putenv has landed. It used to be decided TWICE (the glass profile block
// picked BT_PAD_PANEL/BT_GLASS_PANELS; the window-sizing block further down
// re-derived cockpit-vs-dock from the same env with its own copy of the
// precedence) and the boot banner read NEITHER -- it announced "per-display
// cockpit windows" for every glass boot, including the surround default.
// The split also broke BT_COCKPIT=0: documented as the dock-bottom opt-out,
// it actually landed on the per-display windows, leaving the docked strip
// unreachable under the glass profile.
//
// One resolver, one answer, consumed by the banner, the pad-panel decision
// and the sizing block. Precedence:
// BT_GLASS_PANELS!=0 per-display cockpit windows (explicit only)
// BT_DEV_GAUGES_WINDOW the legacy separate MFD window
// BT_DEV_GAUGES_DOCK the docked bottom strip
// BT_COCKPIT=0 ...also the docked strip (the documented opt-out)
// (nothing) COCKPIT SURROUND -- the glass default
// -------------------------------------------------------------------------
enum BTGlassLayout { GlassLayoutNone, GlassLayoutCockpit, GlassLayoutPanels,
GlassLayoutDock, GlassLayoutWindow };
int glassLayout = GlassLayoutNone;
if (!fe_menu_mode && getenv("BT_DEV_GAUGES") != NULL)
{
int panels = 0;
#ifdef BT_GLASS
{ extern int BTGlassPanelsActive(); panels = BTGlassPanelsActive(); }
#endif
const char *ck = getenv("BT_COCKPIT");
if (panels) glassLayout = GlassLayoutPanels;
else if (getenv("BT_DEV_GAUGES_WINDOW")) glassLayout = GlassLayoutWindow;
else if (getenv("BT_DEV_GAUGES_DOCK")) glassLayout = GlassLayoutDock;
else if (ck != NULL && ck[0] == '0') glassLayout = GlassLayoutDock;
else glassLayout = GlassLayoutCockpit;
// The surround and the per-display windows carry their own buttons; the
// dock strip and the separate MFD window don't, so the single combined
// pad panel supplies them (else the whole 72-button field is unclickable).
if ((glassLayout == GlassLayoutDock || glassLayout == GlassLayoutWindow)
&& getenv("BT_PAD_PANEL") == NULL)
putenv("BT_PAD_PANEL=1");
}
static const char *kGlassLayoutName[] = {
"no dev gauges",
"cockpit surround",
"per-display cockpit windows [BT_GLASS_PANELS]",
"docked gauge strip",
"separate MFD window"
};
std::cout << "[boot] platform profile: "
<< (fe_menu_mode ? "MENU (front end -- no profile applied)"
: gBTPlatformPod ? "POD (RIO cockpit input; multi-surface gauges/MFDs via pod hardware or explicit L4GAUGE)"
: gBTPlatformGlass ? "GLASS (PadRIO + plasma window)"
: "DEV (single window + keyboard)");
if (!fe_menu_mode)
std::cout << " [secondary displays: " << kGlassLayoutName[glassLayout] << "]";
std::cout << std::endl << std::flush;
#ifdef BT_GLASS
//
// MINICONSOLE FRONT END (glass step 3): a zero-mission-arg launch (no
// -egg, no -net) runs the menu INSTEAD of the game, then RELAUNCHES
// this exe with the chosen mission's real arguments -- the per-mission
// process-relaunch pattern (reconstructed gBT* globals do not survive
// in-process re-init). BT_FE_* env vars arm the mission process's
// LocalConsole marshal; BT_FE_LOOP returns post-mission exits to the
// menu. The console-wire ladder itself is 100% stock -- the engine
// sees a real connected console (btl4console.cpp).
//
{
if (fe_menu_mode)
{
BTFeLaunchSpec fe_spec;
if (BTFrontEnd_Run(&fe_spec) != 0 || fe_spec.mode == BTFeLaunchNone)
{
return 0; // quit from the menu
}
char fe_arguments[192];
char fe_value[64];
SetEnvironmentVariableA("BT_FE_LOOP", "1");
SetEnvironmentVariableA("BT_PLATFORM", "glass");
switch (fe_spec.mode)
{
case BTFeLaunchRawSolo:
SetEnvironmentVariableA("BT_FE_EGG", NULL);
sprintf(fe_arguments, "-egg %s -platform glass", fe_spec.eggPath);
break;
case BTFeLaunchJoinLan:
SetEnvironmentVariableA("BT_FE_EGG", NULL);
sprintf(fe_arguments, "-net %d -platform glass", fe_spec.consolePort);
break;
case BTFeLaunchJoinRelay:
// BT_FE_JOIN (join.bat): the callsign/mech request rides env
// into the relaunched pod; L4NET's SEAT_REQUEST carries it to
// the relay, which writes it into the session egg. Args = the
// universal join contract (OPERATOR.EGG + port 1501); the
// operator console overrides the port per LOCAL instance via
// BT_FE_JOINPORT (two instances on one box can't share -net).
SetEnvironmentVariableA("BT_FE_EGG", NULL);
SetEnvironmentVariableA("BT_CALLSIGN", fe_spec.joinCallsign);
SetEnvironmentVariableA("BT_MECH", fe_spec.joinVehicle);
{
const char *join_port = getenv("BT_FE_JOINPORT");
sprintf(fe_arguments, "-egg OPERATOR.EGG -net %d -platform glass",
join_port != NULL ? atoi(join_port) : 1501);
}
break;
#ifdef BT_STEAM
case BTFeLaunchJoinSteam:
SetEnvironmentVariableA("BT_FE_EGG", NULL);
SetEnvironmentVariableA("BT_STEAM_NET", "1");
SetEnvironmentVariableA("BT_FE_MYFAKE", fe_spec.steamMyToken);
SetEnvironmentVariableA("BT_FE_STEAMMAP", fe_spec.steamMap);
sprintf(fe_arguments, "-net %d -platform glass", fe_spec.consolePort);
break;
case BTFeLaunchHostSteam:
SetEnvironmentVariableA("BT_STEAM_NET", "1");
SetEnvironmentVariableA("BT_FE_MYFAKE", fe_spec.steamMyToken);
SetEnvironmentVariableA("BT_FE_STEAMMAP", fe_spec.steamMap);
// falls into the marshal-armed default
#endif
default: // Solo / HostLan: the marshal armed via env handoff
SetEnvironmentVariableA("BT_FE_EGG", fe_spec.eggPath);
SetEnvironmentVariableA("BT_FE_PODS", fe_spec.podList);
sprintf(fe_value, "%d", fe_spec.missionSeconds);
SetEnvironmentVariableA("BT_FE_SECS", fe_value);
sprintf(fe_arguments, "-net %d -platform glass", fe_spec.consolePort);
break;
}
{
// The user just clicked JOIN/LAUNCH in the menu -- never
// storm-damp a human (btl4console.cpp, issue #33).
extern int gBTRelaunchUserInitiated;
gBTRelaunchUserInitiated = 1;
}
BTFE_RelaunchSelfAndExit(fe_arguments); // never returns
}
#ifdef BT_STEAM
//
// The Steam transport (step 4b): BT_STEAM_NET=1 (set by the lobby
// launch path, or by hand for testing) brings up FakeIP + SDR
// before the engine opens any connection. Degrades to Winsock.
//
if (getenv("BT_STEAM_NET") != NULL && *getenv("BT_STEAM_NET") != '0')
{
extern int BTSteamNet_Install();
BTSteamNet_Install();
}
#endif
//
// A marshal-armed mission process: start the LocalConsole worker
// (it retries until our own console listener is up).
//
const char *fe_egg = getenv("BT_FE_EGG");
if (fe_egg != NULL && fe_egg[0])
{
const char *fe_pods = getenv("BT_FE_PODS");
const char *fe_secs = getenv("BT_FE_SECS");
BTLocalConsole_Start(fe_egg,
fe_pods ? fe_pods : "",
fe_secs ? atoi(fe_secs) : 600);
}
}
#endif
// DEBUG (bring-up, default OFF): force the player mech to walk full-ahead with
// no keypress so locomotion + camera-follow can be verified in a headless run.
// BT_FORCE_THROTTLE may carry a VALUE: +1 full run, ~0.3 walk, -1 reverse (default 1.0).
if (getenv("BT_FORCE_THROTTLE") != NULL)
{
gBTDrive.forced = 1;
float v = (float)atof(getenv("BT_FORCE_THROTTLE"));
gBTDrive.forcedThrottle = (v != 0.0f) ? v : 1.0f; // bare "1"/empty -> full ahead
}
if (getenv("BT_FORCE_FIRE") != NULL) gBTDrive.fireForced = 1;
// (environ.ini is loaded much earlier now -- see BTLoadEnvironIni.)
// Version scheme: 4.10 = the 1995 arcade release; 4.11 = this win32
// reconstruction; build = git commit count, hash pins exact source
// ('+' = built from an uncommitted tree). Stamped by tools/btversion.cmake.
std::cout << "BattleTech " << BT_VERSION_FULL
<< " (win32 reconstruction of Tesla 4.10)" << std::endl << std::flush;
#ifdef BT_EXPIRE
// TESTER-BUILD EXPIRY TRIPWIRE (compile gate BT_EXPIRE, default ON --
// see CMakeLists). Distributed zips go stale and stray; refuse to run
// BT_EXPIRE_DAYS after the build day (btversion.h BT_BUILD_UNIX, UTC
// midnight). Dev builds re-stamp every build, so this never fires
// locally. Quality gate, not DRM.
{
const time_t expires = (time_t)BT_BUILD_UNIX
+ (time_t)BT_EXPIRE_DAYS * 86400;
const time_t now = time(0);
if (now >= expires)
{
std::cout << "[boot] TEST BUILD EXPIRED (built " << BT_BUILD_DATE
<< ", " << BT_EXPIRE_DAYS << "-day test window)"
<< std::endl << std::flush;
char expired_text[256];
sprintf(expired_text,
"This BattleTech test build (%s, built %s) has expired.\n\n"
"Test builds stop working %d days after they are made so\n"
"stale copies don't wander around.\n\n"
"Ask the operator for the current build.",
BT_VERSION_STRING, BT_BUILD_DATE, (int)BT_EXPIRE_DAYS);
MessageBoxA(NULL, expired_text,
"BattleTech -- test build expired", MB_OK | MB_ICONWARNING);
return 0;
}
int days_left = (int)((expires - now + 86399) / 86400);
std::cout << "[boot] test build window: " << days_left
<< " day(s) left (built " << BT_BUILD_DATE << ")"
<< std::endl << std::flush;
}
#endif
// CPU pin (timing stability). BT_AFFINITY overrides the mask; =0 disables --
// required for multi-instance runs (two instances pinned to core 0 starve
// each other, and the L4NET connect-retry loop busy-waits).
{
DWORD_PTR mask = getenv("BT_AFFINITY")
? (DWORD_PTR)strtoul(getenv("BT_AFFINITY"), 0, 0) : (DWORD_PTR)1;
if (mask != 0)
SetThreadAffinityMask(GetCurrentThread(), mask);
}
// Parse the command line so the egg (mission descriptor) source is set:
// btl4.exe -egg <file.egg>
// With no network common address (single-user mode), L4NetworkManager reads
// GetEggNotationFileName() and posts the egg locally -- no real net needed.
int argc;
LPWSTR *argv = CommandLineToArgvW(GetCommandLineW(), &argc);
if (!L4Application::ParseCommandLine(argc, argv, L4Application::ParseToken))
{
std::cout << "ParseCommandLine failed (need: -egg <file>)" << std::endl << std::flush;
return 1;
}
Start_Registering();
// Create the main window (single 800x600 view for dev; pod multi-monitor is Phase 8).
WNDCLASS wc;
if (!hPrevInstance)
{
wc.style = 0;
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon((HINSTANCE)NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor((HINSTANCE)NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWndClass";
if (!RegisterClass(&wc)) return FALSE;
}
//
// Window/backbuffer resolution (task #20): the engine already parses
// `-res W H` (L4APP.cpp:165) for the D3D backbuffer; the window must match
// or the render is stretched. Parse the same args here for the WINDOW
// (client area = render size); default stays the authentic pod 800x600.
// Launch with e.g. `-egg DEV.EGG -res 1600 1200` for a 4x-pixel view.
//
int winW = 800, winH = 600;
{
const char *rp = lpCmdLine ? strstr(lpCmdLine, "-res") : 0;
if (rp != 0)
{
int w = 0, h = 0;
if (sscanf(rp + 4, " %d %d", &w, &h) == 2 && w >= 320 && h >= 240)
{
winW = w;
winH = h;
}
}
}
// DOCK-BOTTOM (single-window gauges, 2026-07-12): under BT_DEV_GAUGES the
// gauge strip is APPENDED below the world view in THIS window (strip height
// = width x 480/1320, the panel's design aspect); BT_DEV_GAUGES_WINDOW=1
// restores the old separate MFD window.
{
extern int gBTGaugeDockBottom;
extern int gBTGaugeCockpit;
extern int gBTCockpitCanvasW, gBTCockpitCanvasH;
extern int BTGaugeStripHeightFor(int width);
extern void BTCockpitCanvasFor(int viewW, int viewH, int *cw, int *ch);
// The mode came from the ONE resolver above (glassLayout) -- BT_GLASS_PANELS
// keeps the world window at its normal size (the per-display windows own the
// gauges: no cockpit surround, no bottom strip).
{
if (glassLayout == GlassLayoutCockpit)
{
gBTGaugeCockpit = 1;
// -res W H = the WORLD VIEW size in cockpit mode; default 900x500.
int viewW = 900, viewH = 500;
if (strstr(lpCmdLine ? lpCmdLine : "", "-res") != 0) { viewW = winW; viewH = winH; }
// Clamp the CANVAS to the work area (minus the window frame): shrink
// viewH (floor 400) then viewW (floor 640) until it fits (1080p tight).
RECT wa = { 0, 0, 1920, 1080 };
SystemParametersInfo(SPI_GETWORKAREA, 0, &wa, 0);
RECT fr = { 0, 0, 1000, 1000 };
AdjustWindowRect(&fr, WS_OVERLAPPEDWINDOW, FALSE);
int availW = (wa.right - wa.left) - ((fr.right - fr.left) - 1000);
int availH = (wa.bottom - wa.top) - ((fr.bottom - fr.top) - 1000);
int cw, ch;
BTCockpitCanvasFor(viewW, viewH, &cw, &ch);
while (ch > availH && viewH > 400) { viewH -= 20; BTCockpitCanvasFor(viewW, viewH, &cw, &ch); }
while (cw > availW && viewW > 640) { viewW -= 20; BTCockpitCanvasFor(viewW, viewH, &cw, &ch); }
winW = cw; winH = ch;
gBTCockpitCanvasW = winW; // windowed backbuffer = client canvas
gBTCockpitCanvasH = winH;
//
// LETTERBOX INTENT, decided HERE rather than at device creation:
// the first WM_SIZE arrives before the device exists, and the
// world-aspect calc needs to know whether the canvas will be
// scaled uniformly (aspect = the view's own) or stretched to
// the client (aspect = the stretched one). Deciding it late
// gave a -fit boot aspect=3.14 on an ultrawide -- applied on
// the first frame, since nothing resizes the window again.
// L4VIDEO clears the flag if it cannot actually get COPY.
{
extern int gBTCockpitLetterbox;
const char *ms = getenv("MULTISAMPLE");
gBTCockpitLetterbox = (ms == NULL || atoi(ms) == 0) ? 1 : 0;
}
std::cout << "[cockpit] view " << viewW << "x" << viewH
<< " canvas " << winW << "x" << winH << std::endl << std::flush;
}
else if (glassLayout == GlassLayoutDock)
{
gBTGaugeDockBottom = 1;
// Readability default (user-reported: the strip at 800 wide is a
// 0.6x downscale, hard to read): a WIDER world region (the
// projection is aspect-correct for any shape) buys strip pixels --
// 1100x600 world + 1100x400 strip = a 1000-tall window that fits a
// 1080p desktop with the panel at 83% of design size. -res still
// overrides both.
if (strstr(lpCmdLine ? lpCmdLine : "", "-res") == 0)
{
winW = 1100;
winH = 600;
}
winH += BTGaugeStripHeightFor(winW);
}
}
}
//
// -fit (alias -windowed-fullscreen): borderless over the whole monitor.
// The cockpit canvas letterboxes inside it at one uniform scale, so a
// wider-than-canvas monitor gets black bars rather than a stretch -- the
// same deal a dragged window gets, just without the chrome. Only useful
// with a layout that HAS a canvas to fit; other modes keep their window.
//
extern int gBTFitDisplay; // parsed early (the menu exits before here)
int fitDisplay = gBTFitDisplay;
RECT wr = { 0, 0, winW, winH };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
DWORD winStyle = WS_OVERLAPPEDWINDOW;
int winX = 0, winY = 0;
if (fitDisplay)
{
RECT mon = { 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN) };
MONITORINFO mi;
memset(&mi, 0, sizeof(mi));
mi.cbSize = sizeof(mi);
POINT origin = { 0, 0 };
HMONITOR hmon = MonitorFromPoint(origin, MONITOR_DEFAULTTOPRIMARY);
if (GetMonitorInfo(hmon, &mi))
mon = mi.rcMonitor;
winStyle = WS_POPUP | WS_CLIPCHILDREN;
winX = mon.left;
winY = mon.top;
wr.left = 0; wr.top = 0;
wr.right = mon.right - mon.left;
wr.bottom = mon.bottom - mon.top;
std::cout << "[cockpit] -fit: borderless " << (wr.right - wr.left) << "x"
<< (wr.bottom - wr.top) << " (canvas letterboxes inside)"
<< std::endl << std::flush;
}
//
// Window identity (MP dev): tag the title with the -net port so a player
// running two nodes side-by-side can tell the windows apart when
// reporting ("node 1501" = A / player 1, "node 1601" = B / player 2).
//
wchar_t winTitle[64];
{
int netPort = 0;
const char *np = lpCmdLine ? strstr(lpCmdLine, "-net") : 0;
if (np != 0)
sscanf(np + 4, " %d", &netPort);
if (netPort > 0)
swprintf(winTitle, 64, L"BattleTech %S \x2014 node %d",
BT_VERSION_STRING, netPort);
else
swprintf(winTitle, 64, L"BattleTech %S", BT_VERSION_STRING);
}
hWnd = CreateWindowEx(0, L"MainWndClass", winTitle, winStyle,
winX, winY, wr.right - wr.left, wr.bottom - wr.top,
(HWND)NULL, (HMENU)NULL, hInstance, (LPVOID)NULL);
if (!hWnd) return FALSE;
ShowWindow(hWnd, nShowCmd);
{
std::cout << "[boot] opening btl4.res..." << std::endl << std::flush;
StreamableResourceFile resources("btl4.res", version);
Check(&resources);
std::cout << "[boot] resources OK; creating ApplicationManager..." << std::endl << std::flush;
// Frame rate (task #20 perf): TARGETFPS was read with no null check --
// atoi(NULL) when unset -> garbage frameRate -> the APPMGR frame pacer
// (end_of_frame = now + 1/frameRate) degenerated and the game ran at a
// timer-quantized ~15 FPS (66-70ms frames measured) on ANY hardware.
// Default 60; env TARGETFPS still overrides (clamped to sanity).
int target_fps = 30; // the pod's authentic rate; frame work (~20-40ms in
// this build) misses 60Hz beats -> jitter, but holds
// 30 rock-steady. TARGETFPS env still overrides.
{
const char *tf = getenv("TARGETFPS");
if (tf != 0)
{
int v = atoi(tf);
if (v >= 15 && v <= 240)
target_fps = v;
}
}
std::cout << "[boot] target frame rate: " << target_fps << " fps" << std::endl << std::flush;
ApplicationManager *app_manager =
new ApplicationManager(hInstance, hWnd, (Scalar)target_fps);
Register_Object(app_manager);
std::cout << "[boot] ApplicationManager OK; creating BTL4Application..." << std::endl << std::flush;
Application *new_app = new BTL4Application(hInstance, hWnd, &resources);
btl4App = new_app;
Register_Object(new_app);
std::cout << "[boot] BTL4Application OK; StartApplication..." << std::endl << std::flush;
app_manager->StartApplication(new_app);
std::cout << "[boot] StartApplication returned; entering RunMissions..." << std::endl << std::flush;
app_manager->RunMissions();
std::cout << "[boot] RunMissions returned (mission loop exited)." << std::endl << std::flush;
// MATCHLOG AUTO-UPLOAD (2026-07-22): in relay mode, send this peer's
// match forensic log back to the operator's relay (saved under the
// relay's matchlogs\ folder). No-op for mesh/solo or when the
// matchlog never armed; the local file stays either way.
{
extern void BTRelayUploadMatchLog(void);
BTRelayUploadMatchLog();
}
// LOBBY LOOP (2026-07-23): a round ended by the operator/clock
// relaunches this pod straight back into the join wait -- the arcade
// between-rounds flow (pods rebooted to attract mode; players stayed
// put). BT_SEAT_CLAIM carries our seat tag so the relay gives us the
// SAME seat back (static ordering, real-pod style); BT_CALLSIGN /
// BT_MECH ride the inherited environment so the choice persists.
// Closing the window still exits for good (flag set only by
// StopMission).
if (gBTMissionStoppedByConsole && getenv("BT_RELAY") != NULL)
{
extern const char *BTRelaySelfTag(void);
const char *seat_tag = BTRelaySelfTag();
if (seat_tag != NULL && seat_tag[0] != 0)
SetEnvironmentVariableA("BT_SEAT_CLAIM", seat_tag);
char rejoin_arguments[512];
int m = 0;
for (const char *s2 = lpCmdLine;
s2 != NULL && *s2 && m < (int)sizeof(rejoin_arguments) - 1; ++s2)
rejoin_arguments[m++] = *s2;
rejoin_arguments[m] = 0;
std::cout << "[boot] round ended -- relaunching into the join wait"
<< std::endl << std::flush;
BTFE_RelaunchSelfAndExit(rejoin_arguments); // never returns
}
#ifdef BT_GLASS
//
// Front-end loop (glass step 3): a menu-launched mission returns
// to the menu on exit. (Marshal missions normally relaunch from
// the marshal thread at clock expiry; this tail covers raw-solo
// and early exits.)
//
if (getenv("BT_FE_LOOP") != NULL)
{
std::cout << "[fe] mission over -- relaunching the menu"
<< std::endl << std::flush;
BTFE_RelaunchSelfAndExit("");
}
#endif
btl4App = NULL;
Unregister_Object(app_manager);
delete app_manager;
}
Stop_Registering();
return Exit_Code;
}