The night-11 instrumentation that makes the next ghost/K-D report diagnosable instead of anecdotal: - UNGATED [ghost] stale-replicant detector: ReadUpdateRecord stamps every applied record; the death-handler tick logs ONE line per starvation episode (>600 frames, unburied) with entity id + mode + last position, plus a GHOST matchlog record. Verified both ways: zero false positives on a healthy 2-node session; fires on both nodes at frame 601 after a mid-session relay kill. - Entity IDs on the render forensics (MakeMechRenderables / RemakeEntity / wreck-swap fallbacks) and the replicant un-wreck line un-gated -- ghost triage no longer needs players to set envs. - players/*.bat (steam + both joins): BT_MATCHLOG/BT_SCORE_LOG/BT_DEATH_LOG on for every field session. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
119 lines
6.0 KiB
Batchfile
119 lines
6.0 KiB
Batchfile
@echo off
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rem BT411 -- join the operator's LAN game.
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rem BT_RELAY = the operator PC's LAN IP + console port (auto-discovery was
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rem unreliable on this network, so it is pinned). If the operator's IP changes,
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rem update the address below (find it on the operator PC with `ipconfig`).
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rem Joining over the INTERNET? Use join.bat instead.
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cd /d %~dp0
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rem ONE unified build (2026-07-21): the exe carries every layer; the GLASS
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rem platform env arms the desktop cockpit (clickable MFD buttons, trigger
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rem config, bindings.txt keymap).
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set BT_PLATFORM=glass
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if not exist "build\Release\btl4.exe" goto badpath
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if not exist "content\OPERATOR.EGG" goto badpath
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set BT_RELAY=10.0.0.46:1500
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rem one fresh log per bat run; the menu->game relaunch chain APPENDS
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rem so every generation's lines survive (0-byte logs = killed pre-start)
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REM keep the PREVIOUS session's log: a crash report died 2026-07-26
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REM because re-running this bat deleted the only evidence.
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set BT_START_INSIDE=1
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set BT_DEV_GAUGES=1
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rem LOGGING (2026-07-28): the bat no longer names or rotates the log. With
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rem BT_LOG unset the exe names a PER-DAY file itself -- content\join_YYYYMMDD.log
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rem -- and always appends, so every session of the day lands in ONE file, each
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rem starting with a "===== BT411 SESSION ... =====" header naming the build,
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rem machine and pid (so it identifies itself even if the filename is changed
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rem in transit). Rotation used to keep only TWO generations: on 2026-07-27 a
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rem player crashed twice, kept playing, and his own relaunches deleted both
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rem crash sessions before anyone could ask for them.
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rem Clear any INHERITED BT_LOG: with it set the exe uses that path verbatim
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rem and, with no BT_LOG_APPEND, TRUNCATES it -- the exact evidence loss this
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rem change removes. Empty forces the per-day self-named file + append.
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set BT_LOG=
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rem #108 FORENSICS (night-11): every field session records the match ledger
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rem (matchlog also auto-arms on -net; forcing covers menu-relaunch paths) and
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rem the score/death chain lines -- the ghost/K-D triage needs them from every
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rem player, not just the ones we can reach for env setup.
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set BT_MATCHLOG=1
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set BT_SCORE_LOG=1
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set BT_DEATH_LOG=1
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cd content
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rem JOIN-GAME menu (2026-07-22): pick your CALLSIGN + MECH, click JOIN --
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rem your choice is sent to the operator and lands in the mission roster.
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set BT_FE_JOIN=1
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rem LAUNCH FORENSICS (#41): bracket the exe from outside -- if it dies
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rem before it can write its own log, this report still records when it
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rem ran, how it exited, and whether it ever created its log at all.
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if exist lastrun_join.txt del lastrun_join.txt
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rem ------------------------------------------------------------------
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rem OUR GENERATION ONLY (2026-07-27). The wait loop below used to hold
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rem this window open for ANY btl4.exe on the machine -- a second client,
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rem the operator's own pod, or an orphan left by a crash. The window
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rem then never printed the sign-off and looked hung: the reported "it
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rem leaves the terminal open". Snapshot the PIDs alive BEFORE we launch;
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rem those belong to somebody else and must not hold us here.
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rem ------------------------------------------------------------------
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setlocal EnableDelayedExpansion
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set "BT_PRE=,"
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for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do (
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if /I "%%P"=="btl4.exe" set "BT_PRE=!BT_PRE!%%Q,"
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)
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..\build\Release\btl4.exe
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set BT_EXITCODE=%ERRORLEVEL%
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if not exist lastrun_join.txt echo THE EXE NEVER REACHED WinMain: blocked before it could run (loader failure or antivirus) > lastrun_join.txt
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echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> lastrun_join.txt
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rem ------------------------------------------------------------------
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rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
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rem CreateProcess()es the mission generation and ExitProcess(0)s itself
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rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
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rem NOT "the game closed" -- without this wait the window announced "The
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rem game has exited" while the game was still loading, which reads as a
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rem crash to a playtester. Wait for the handed-off generation(s) to go.
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rem
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rem NO EXTERNAL TOOLS: `find`, `findstr` and `timeout` are all shadowed by
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rem Git-Bash / MSYS / GnuWin32 builds of the same names when those are on
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rem PATH (a dev box, or a player who installed git). The MSYS `find` is
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rem the Unix one and dies with "find: '/I': No such file or directory",
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rem and GNU `timeout` takes different arguments. So: parse tasklist with
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rem a pure-cmd for/f, and call both helpers by ABSOLUTE System32 path.
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rem A genuinely dead exe leaves no process and falls straight through, so
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rem the #41 launch forensics above still work. If tasklist is missing
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rem entirely the loop degrades to reporting immediately -- the old
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rem behaviour, never a hang.
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rem ------------------------------------------------------------------
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:btwait
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set "BT_STILL_RUNNING="
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for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do (
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if /I "%%P"=="btl4.exe" (
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rem a PID that was NOT in the pre-launch snapshot is ours
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set "BT_STRIP=!BT_PRE:,%%Q,=!"
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if "!BT_STRIP!"=="!BT_PRE!" set "BT_STILL_RUNNING=1"
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)
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)
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if defined BT_STILL_RUNNING (
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%SystemRoot%\System32\timeout.exe /t 2 /nobreak >nul 2>nul
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goto btwait
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)
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echo.
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echo The game has exited. If you did NOT quit on purpose
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echo (crash, or it never connected), send the operator BOTH files:
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echo content\join_YYYYMMDD.log (today's, newest) and content\lastrun_join.txt
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echo Otherwise the session may not be up yet -- try again.
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pause
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exit /b
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:badpath
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echo.
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echo ==================================================
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echo ERROR: this file is not in the right place.
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echo.
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echo It must sit in the EXTRACTED game folder, next to
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echo the 'content' and 'build' folders.
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echo.
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echo Fix: right-click the .zip - Extract All, open the
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echo extracted folder, and run this file from THERE.
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echo (Do NOT run it from inside the zip.)
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echo ==================================================
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echo.
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pause
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