Files
BT411/context/multiplayer.md
T
arcattackandClaude Opus 4.8 6cd5f0b940 KB CORRECTION: the blue whirlwind IS in the game — the translocation sphere (tsphere.bgf)
My earlier 'not a shipped asset' verdict was wrong. The effect is POVTranslocateRenderable
(engine) / BTTranslocationRenderable (our port), which loads tsphere.bgf BY FILENAME (not via
the RES table, so every resource-name search missed it) and runs a collapse-on-death /
expand-on-respawn sphere keyed on the SimulationState dial. Wiring already exists in
btl4vid.cpp; the renderable is a no-op stub in btstubs.cpp. That's why it never shows.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 21:15:48 -05:00

23 KiB
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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)
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]

Cross-pod combat step 1+2 (task #46, 2026-07-09) [T2 findings]

Step 1 — target ANY peer mech: DONE + verified. A live-mech registry (BTRegisterMech/ BTDeregisterMech from the Mech ctor/dtor, btplayer.cpp) collects every Mech — player, dummy, AND peer replicants. The mech4 boresight world-pick now walks BTGetTargetCandidates (all mechs ≠ shooter) and picks the CLOSEST the ray strikes, retargeting the whole fire/damage block from the solo gEnemyMech to the picked hotTarget (missile impact + projectile validation generalised via BTIsRegisteredMech). Verified one-box: instance A correctly enumerates B's mech as a live ReplicantInstance (inst=4), 20 zones, ownerID=3, alive. Solo un-regressed (pick→damage→kill chain clean). Step 2 — cross-pod damage: SOLVED + verified end-to-end (task #47, 2026-07-09). A one-line fix (Mech::Make) yields a full cross-pod KILL: instance A (host 2) shoots B's mech (host 3) dead over the network, B runs the death transition (wreck swap + explosion) on its own screen. [T2]

THE BUG (root cause): B's own MASTER mech was INVALID, so every dispatched network message to it was DEFERRED forever. Entity::Receive(Event*) (ENTITY.cpp:165) does if(!IsValid()) event->Defer(); return;. The reconstructed Mech::Make (mech.cpp) force-set ValidFlag ONLY for replicants (the P6 bring-up hack for the partial MakeReady/CheckLoad handshake); a locally-created master never got validated. So A→B TakeDamage arrived, resolved to B's real master mech, Posted, drained to Entity::Receive — which saw valid=0 and Deferred it. Handler never ran → 0 damage.

THE FIX: Mech::Make now sets ValidFlag for the master too (if (mech != 0) mech->SetValidFlag(); — the reconstructed ctor builds the whole mech synchronously, so it's safe). NOTHING ELSE changed: the targeting, the virtual victim->Dispatch, the reroute, the wire, the receive, and the id resolution were all already correct. Solo un-regressed (the solo enemy was already force-valid via btplayer:839; the change only ADDS ValidFlag).

Verified full path (2-node one-box, BT_MP_FORCE_DMG on A firing at B's replicant once/sec):

  1. A: victim->Dispatch(&td) (VIRTUAL — the real beam path) → Entity::Dispatch reads inst=Replicant, stamps entityID=3:22 (B's master id), if(ReplicantInstance) SendMessage(ownerID=3, EntityManagerClientID).
  2. Wire: NetworkManager::Send (L4NET.CPP:1062) → send() to host 3 (online).
  3. B: ReceiveNetworkPacket (NTTMGR.cpp:107) → GetEntityPointer(3:22) = entityIndexSocket.Find (HOSTMGR.h:270) → resolves to B's master mech (classID 3001=0xBB9)Post(EntityManagerEventPriority).
  4. B: event drains → Entity::Receive (now valid=1) → Mech::TakeDamageMessageHandler (mech.cpp:548) → invalidZone (1) cylinder lookup → zone damage. ~36 hits × 12 → B's mech DESTROYED + death transition.

Two prior mis-diagnoses corrected — both were the WRONG messageID. Entity::TakeDamageMessageID is 18, NOT 21 (confirmed at runtime: td.msgID=18, so Simulation::NextMessageID=3, not 6). Every earlier probe filtered msgID==21, so it NEVER matched a real TakeDamage — the stray msgID=21 hits it caught were an unrelated message, and correlating their 3:19 / classID 48 against the real 3:22 TakeDamage produced two phantom root causes: (a) the "cross-TU Entity layout divergence" (disproven separately — an offsetof probe showed Entity is IDENTICAL in both TUs: sizeof=444, entityID@380 (0x17C), ownerID@388, simulationFlags@32; distinct from the REAL P5 raw-offset stomps at this+0x2d4..0x2f0 in docs/HARD_PROBLEMS.md), and (b) the "localID drops by hostID on the wire" claim. Both are FALSE. The id is correct end-to-end (3:22 = B's master); nothing on the wire is corrupted. Lesson: when a message probe seems to see a wrong id, first confirm the numeric messageID.

Retained gated instrument: [mp-force] (BT_MP_FORCE_DMG + BT_MP_LOG) — the 2-node cross-pod reproducer, off in solo. [mp-hdlr] (BT_MP_NET, mech.cpp:554) logs each applied cross-pod hit. 2-node launch recipe + scratchpad/mp_test.sh: A -egg MP.EGG -net 1501, B -net 1601, then python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601 (MP.EGG [pilots] = game ports 1502/1602).

Interactive -net aim + drive (task #48, 2026-07-09) [T2]

Re-measured on a 2-node one-box run. The prior "aim ray dead / drive dead in -net" claim was STALE — both work: A's aim ray is live (noRay=0) and A drives (BT_AUTODRIVE/BT_GOTO move it).

FIXED — torso-pitch aim ray (gyro-stabilized boresight). The aim/pick ray was the active RENDER EYE's view direction, which (a) inherits the mech BODY pitch — on a slope the body tilts ~8° to conform to terrain and the boresight pointed that far DOWN, hitting terrain ~50-100 m short of the enemy (groundPicks, never mechPicks); and (b) in CHASE view (the DEFAULT) is the elevated behind-the-shoulder camera, so the ray started over the mech's shoulder. Fix (L4VIDRND DPLEyeRenderable::Execute, the BTSetAimCamera publish): LEVEL the boresight (drop the view-dir pitch, rebuild an upright basis with world +Y) AND anchor its ORIGIN at the mech's torso (myEntity->localToWorld translation + ~5) instead of the render eye. The guns now fire along the mech's horizontal heading from the torso, independent of view mode and terrain tilt. The reticle X still carries the torso twist (BTTwistToReticleX); reticle Y any elevation. VERIFIED end-to-end: solo, enemy 120 m ahead, both chase AND cockpit view → [target] MECH under boresight ... mechPicks=59 groundPicks=0 → beam → *** DESTROYED. Also proved PickRayHit resolves a REPLICANT when aimed at it (hit=1 at 757 m in a 2-node run); the replicant localToWorld is correct (DeadReckon + localToWorld= localOrigin, mech4.cpp:1191). [T2]

FIXED — drive-to-range (the automated cross-pod kill now runs end-to-end). The BT_GOTO beeline had three separate faults: (1) it was gated behind if(gBTDrive.forced) (mech4.cpp), and forced was set ONLY by BT_AUTODRIVE — so BT_GOTO alone never drove (chicken-and-egg: the block that would drive was gated on the drive being on). Fix: BT_GOTO now enables forced mode itself + supplies its own forward throttle (a "beeline" must drive, not just steer), cutting throttle inside a stop radius (weapon range for enemy, so it holds and shoots instead of ramming). (2) The steering used the gDriveHeading SCALAR MIRROR (seeded to 0), but MP pilots spawn facing a non-zero heading, so the beeline steered the WRONG way. Fix: compute the heading error from the mech's ACTUAL forward (localToWorld's -Z axis), signed angle to the target. (3) The goto turn was routed through controlsMapper->turnDemand, which read 0 in -net — the heading froze and A drove straight past B. Fix: apply the goto turn to the orientation integration DIRECTLY (if(gBTGotoActive) turn=gBTGotoTurn), after the mapper read. CAUSE FOUND LATER (task #51): turnDemand zeroed because controlMode was pointer garbage — the pilotArray[1] shrunk-span overrun (see reconstruction-gotchas §5), MP-only because solo's overrun wrote 0==BasicMode. Fixed at the root (10-slot array); the direct goto-turn stays (harmless, and it skips the 1-frame mapper latency). KEYBOARD turning in MP was restored by the root fix. VERIFIED 2-node: A BT_GOTO="enemy" alone (no autodrive) drives dist 1673→231 m, holds at range, mechPicks=59, autofire → B hdlr=192, DESTROYED — a fully automated human-style cross-pod kill via the real beam path (not the FORCE_DMG hook). Solo un-regressed (plain autodrive + goto both work). scratchpad/mp_kill_test.sh; BT_GOTO_LOG traces the beeline.

Replicant gait animation (task #50, 2026-07-09) — DONE [T2]

A peer's replicant used to slide as a frozen statue (DeadReckon moved it; nothing animated it). Now the replicant block (mech4.cpp, after DeadReckon) derives a SIGNED speed demand from the replicated velocity — the master publishes worldLinearVelocity in every update record (Mover::WriteUpdateRecord MOVER.cpp:759), the replicant stores it in updateVelocity.linearMotion (:712); sign = the forward dot against the mech's -Z facing — writes it to controlsMapper->speedDemand (the LEG channel's live source) and advances the LEG state machine for its JOINT writes only. Travel stays DeadReckon (the returned distance is discarded) so position always follows the master; the clip cadence matches the replicated speed. ⚠ REPLICANT GAIT-SCALAR PRIMING (same class as the master's per-frame primes, which live in the PLAYER-only drive block): globalTimeScale/idleStrideScale read 0 on a replicant (clip frozen at advance-time dt*0, legState engaged but legCycle stuck 0), and reverseSpeedMax2@0x7a0 (the run-cycle rise-clamp; LoadLocomotionClips does NOT set it) read debug-heap garbage → legCycleSpeed clamped to -4.3e8 entering run state 13. Both primed in the replicant block; legCycleSpeed itself sane-banded once. VERIFIED 2-node: the observer's replicant runs the full lifecycle — stand→walk(5,7)→run(10,12) with legCycle 7.5→34 tracking the master's speed, wind-down (8) and back to Standing(0) when the master stops. Solo un-regressed. BT_REPL_LOG traces pos/vel/legState/legCycle; recipe scratchpad/mp_gait_test.sh. NOTE: the update-record velocity is currently the master's ACTUAL travel velocity (worldLinearVelocity from the leg channel); the binary publishes the BODY channel's smoothed projection (projectedVelocity, disasm +0x2a0). Swapping the source is a fidelity refinement DEFERRED — it risks a verified working feed for a smoothing nuance. [T3 on that nuance]

Remaining (P6 phase 4 / Phase 7)

The pod-LAN config (real IPs, bare-IP pilot entries); update-record velocity sourced from the body-channel projection (above). 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):

  1. 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.
  2. 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).
  3. Victim visuals on the shooter's screen — PARTIALLY resolved (user-observed 2026-07-09): the wreck SWAP does appear on the killer's screen, but the death SINK/burial does not (the collapse+ burial runs only in the owning pod's death transition). Fix path: transcribe the recovered Mech-level WriteUpdateRecord death/knockdown record types (5/6 — disasm preserved, task #51). 3b. Respawn cycle (task #52) — the AUTHENTIC cycle is now reconstructed [T1 @004c05c4 + engine PLAYER.cpp]: mech death transition (mech4.cpp) dispatches VehicleDead (ctor default deathCount = -1 = the death notification) to GetPlayerLink()BTPlayer:: VehicleDeadMessageHandler (@004c05c4 structure): MissionEnding(state 4) skips all; -1 → dedup on deathPending, ++deathCount, debit scenarioRole life, sever playerVehicle (the WRECK entity stays), re-post the same message at now + 5.0 s (5.0f @004c0830) stamped with deathCount; out of lives → the binary posts msgID 0x18 at +10 s (mission review; deferred). deathCount ≥ 0 / -2 with a vehicle in hand = acquired (clears deathPending); without one → engine base @0042db80 (PLAYER.cpp:214: closest non-"win" DropZone → AssignDropZone → 2s re-post probe) → DropZoneReply → CreatePlayerVehicle (a NEW mech; deathCount = 0) + viewpoint relink (Verify(viewpointEntity==NULL) is compiled out at DEBUG_LEVEL 0 — release overwrites, same as the 1995 build). @0049fe0c = roster-wide slot-11 DeathShutdown broadcast (the death transition already runs that pass). CORRECTIONS to the earlier scouting: BTL4.RES type 12 = InternalAudioStream (the engine's own resource-type table) — *int.scp are internal-AUDIO scripts, NOT per-mech intro scripts; and adrop (id 1994) is a type-14 MakeMessageStream = the map's four DropZone make records (0xE0 each: classID 3, origin, facing, name "two"/"three"/…), i.e. the respawn infrastructure. ⚠ CORRECTION (2026-07-09): the "blue whirlwind" IS in the game — it is the TRANSLOCATION SPHERE, and our port STUBS it. (My earlier "not a shipped asset" verdict was WRONG; it was wrong because I searched only RES resource NAMES + the keyword "whirlwind" — but the effect (a) loads tsphere.bgf by FILENAME via d3d_OBJECT::LoadObject, NOT through the RES table, and (b) is called "translocate," not "whirlwind.") The mechanism, fully recovered:
    • Asset: content/VIDEO/GEO/TSPHERE.BGF (2085-byte low-poly sphere; also in the pod install REL410/BT + RP + VWETEST/CYCLE). The exe string table has tsphere.bgf / tsphere.
    • Engine class: POVTranslocateRenderable (L4VIDRND.cpp:1749 / .h:638) — a VideoRenderable (Watcher) that loads tsphere.bgf and runs a state machine keyed on a StateIndicator "effect trigger" (the player's SimulationState dial) vs a control state: IdleState → (trigger hits control state) InitialCollapseState (sphere scales COLLAPSE_START_SCALE 100→1 over COLLAPSE_TIME 1.3s, then SetIsDead(true)) → WaitForReincarnateState (jitters via cos/sin TRANSLATE_LIMIT 2.0) → (trigger leaves control state = respawn) ExpandRevealState (scales 1→EXPAND_END_SCALE 150 over EXPAND_TIME 1.0s, SetIsDead(false)) → IdleState. Rotates throughout (ROTATE_RATE). I.e. the sphere COLLAPSES onto the mech at death and EXPANDS to reveal the reborn mech at respawn — exactly the "blue warp that comes to get you & respawns you."
    • Wiring (already present in our port!): btl4vid.cpp MakeEntityRenderables for a BTPlayerClassID REPLICANT creates new BTTranslocationRenderable(entity, Watcher, GetMainView(), sim_state=GetAttributePointer(SimulationState), drop_zone=GetAttributePointer("DropZoneLocation"), 1) (FUN_00458d2c, alloc 0x40, control state 1); our own POV instead gets BTPOVStartEndRenderable (the mission fade in/out). So peers watch each other's translocation sphere; your own death is a POV fade.
    • Why unseen: BTTranslocationRenderable (declared btl4vid.hpp:320) is a NO-OP STUB in btstubs.cpp:365 (: BTRenderableBase(entity) {}). Porting it = reimplement over the engine's POVTranslocateRenderable (its d3d_OBJECT::LoadObject("tsphere.bgf") + Execute state machine are already in L4VIDRND.cpp; the DPL instance/DCS calls are commented — render via our d3d_OBJECT + Scene renderable path, same infra as the beam/reticle renderables). TODO — task #52 whirlwind visual. NOTE the respawn-cycle SIM path is separate + done: DropZoneReply (FUN_004bffd0) → Mech::Reset (@0049fb74) + the level-2 "translocated" cockpit alarm; CreatePlayerVehicle (FUN_004bfcac, disassembled — make+link only, matches RP analog). The sphere is a pure RENDER-side watcher on the SimulationState dial, independent of that sim path. Mech::Reset (@0049fb74) full subsystem-reset sweep is still a bring-up TODO. Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified): (i) death-latch un-latchIsMechDestroyed tested graphicAlarm>=9 alone; a later leg hit on the wreck rewrites the alarm to 4/3, un-latching → the death transition RE-RAN (double kill, double VehicleDead(-1)). Fixed to latch on movementMode 2||9 (see combat-damage.md "Death-latch correction"). (ii) score into severed vehicleBTPlayer::ScoreMessageHandler / ScoreInflictedMessageHandler deref playerVehicle unguarded; during the 5s dead window it is 0 → guard added (apply the award, skip the vehicle response). (iii) renderer LoadMission re-entry — the KILLER bug: MakeAndLinkViewpointEntity (APP.cpp:1265) calls videoRenderer->LoadMission on EVERY viewpoint-make, so the respawn re-runs DPLReadEnvironmentDPLReadINIPage; its light block Fails ("All lights must be defined on a single INI page") because sceneLightCount was never reset between reads (ctor-only init). Fixed in L4VIDEO.cpp DPLReadEnvironment: tear down the prior mission's sceneLight[] + sceneLightCount=0 before re-reading (the per-page invariant is intra-read only). This is a PORT-layer re-entrancy gap in the 2007 renderer, not BT logic. Caught via cdb bp ucrtbased!abort — a Fail/Check is an abort() MessageBox, not an AV, so sxe av misses it.
  4. Cross-pod beam visuals — DONE (task #51, 2026-07-09). The keepalive theory needed one correction: FUN_0041c350 = (a) queue the LOCAL deferred beam-effect callback (@0x4bac0c) on the app+0x34 manager (our per-weapon render walk plays that role) AND (b) set the subsystem DIRTY bit — which maps to the 2007 engine's updateModel/ForceUpdate(). The REPLICATION rides subsystem update records inside the mech's update message: the roster walk passes the entity's stream to every subsystem's PerformAndWatch; Emitter::WriteUpdateRecord (@004ba65c, corrected: record LENGTH not recordID; rec+0x30 = the TARGET's EntityID not a colour) serializes firingActive/beamEndpoint/beamFlag/targetID; the engine's Entity::UpdateMessageHandler routes records by subsystemID to Emitter::ReadUpdateRecord (@004ba568 — was MIStranscribed as TakeDamage; the whole weapon-family slot map was swapped: slot 6=Read, 7=Write, 9=TakeDamage — see mechweap.hpp). ServiceDischarge/ContinueDischarge call ForceUpdate() per keepalive tick + once at beam end. The render walk was extracted to Mech::DrawWeaponBeams (per-mech port cache) and runs for REPLICANTS. ⚠ two silent-failure traps fixed: the overrides originally used the class's own shadowing UpdateRecord typedef as the param type → never overrode the engine virtual (base ran, nothing serialized); and recordLength must be each level's sizeof or the stream framing misparses. VERIFIED 2-node: A fires 57 volleys → 225 records → B applies 225 → draws 414 replicant beams (PPC blue / laser red from A's replicant's gun ports). Solo un-regressed. REMAINING (deferred): the MECH-level writer @0x4a0c2c (recovered + preserved: reference/decomp/mech_writeupdate_004a0c2c.disasm.txt; 9 record types decoded — 0/1/4 pose variants, 2 alarm, 3 leg-state+heat with body-channel write-through re-sync, 5 knockdown (SetBodyAnimation(0x20) write-through), 6 death, 7 impact, 8 movementMode) — transcribing it would replicate remote KNOCKDOWN/death/heat states; beams did not need it.
  5. 2-window driving: input gates on window focus (alternate windows; BT_KEY_NOFOCUS for harness). DEATHS scoring should light via the existing BTPostKillScore MP branch. Respawn = the P5 teardown debt (deferred until needed).

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