docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion on user hardware). context/glass-cockpit.md: steps 3+4 status. Final purity re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in the pod log. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.4 KiB
2.4 KiB
STEAM_TEST — the live 2-machine internet-MP procedure (step 4 exit criterion)
Everything below the wire is verified single-machine (see docs/GLASS_COCKPIT.md §4); the ONE
untested leg is an actual cross-machine ConnectP2P session. Needs: two machines, each with
its own logged-in Steam account, both accounts able to see each other's lobbies (same region
or Steam friends; AppID 480 = Spacewar, no ownership needed).
Build + stage (each machine)
cmake -S . -B build-steam -G "Visual Studio 16 2019" -A Win32 -DCMAKE_GENERATOR_INSTANCE=... -DBT_GLASS=ON -DBT_STEAM=ONcmake --build build-steam --config Debug- Steam client running + logged in.
content\steam_appid.txt(480) is auto-written on first run.
Procedure
- Machine A (host): run
build-steam\Debug\btl4.exezero-arg fromcontent\→ the Mission Console menu. Set MAP/LENGTH (60 s recommended for the first attempt), MODE =HOST STEAM LOBBY, ENTER → the lobby room appears. - Machine B (member): same exe zero-arg → MODE =
JOIN STEAM LOBBY, ENTER → the room should list both pilots within ~10 s. (No lobby found → check both accounts' regions,marshal.log[lobby]lines both sides.) - A presses ENTER (GO). Both machines relaunch into mission processes; A's marshal feeds itself over TCP loopback and B over the Steam wire.
What to check (in order, both machines' content\btl4.log + marshal.log)
[steamnet] up -- identity <id64>, 2 roster token(s) incl. self— both sides.- A
marshal.log:egg -> 169.254.77.2:1501(B's token) — the Steam-wire console feed. - B
btl4.log:[steamnet] incoming connection queued on channel 0(the console feed arriving), then the egg ladder. - Both:
RunMission #1/#2, then[tick]lines reaching the full subsystem count — and[steamnet] connection N upon channel 1 (the game mesh crossing the internet). - In-game: see the peer mech, drive, shoot it (cross-pod damage), mission stop at clock, host returns to the menu.
Known limitations / notes
- The lobby does NOT survive the per-mission relaunch — re-host/re-join per mission.
- The token map is minted at GO; a member joining after GO is not in the mission.
- Firewall: no inbound rules needed (SDR relays); Steam client must be allowed out.
- Fail cleanly = both sides stay on Winsock and log why (
SteamAPI_Init failed/ token misses); nothing in the pod path is touched either way.