Operator report: "X-closing the game leaves the terminal open and leaves orphaned processes." Investigated on the rig against 4.11.600. The terminal half is real and is THIS: :btwait polled `tasklist /FI "IMAGENAME eq btl4.exe"`, which is machine-wide, so a bat that launched nothing at all keeps spinning while an unrelated instance lives -- proved with btwait_probe.ps1. A second client, the operator's own pod, or an orphan from a crash therefore hangs every join window, which reads as "the game never exited" and invites people to start killing processes. All four launchers carried the identical block. Fix: snapshot the btl4 PIDs alive BEFORE the launch; wait only on PIDs absent from that snapshot. The `if /I "%%P"=="btl4.exe"` guard is deliberately kept -- tokens=2 alone parses tasklist's "INFO: No tasks are running" line as a PID and spins forever with nothing running, which would be worse than the bug. Verified with the text lifted verbatim from the shipped play_solo.bat: nothing running -> signs off (the regression guard); someone else's instance -> signs off; our own generation -> keeps waiting; decoy gone -> signs off. The patched bat still launches (pid + launch_report.txt). NOT verified: the full handoff E2E, because the bat blocks on the FE menu waiting for a human. The orphan half did NOT reproduce on 600: closing the MAIN window exits cleanly in ~1s during solo model-load, in the relay join wait, and after a real console launch, with the relay logging the seat freed. The orphans the playtesters saw match 584 and earlier, where every close relaunched. Full write-up, including the aux windows that hide instead of closing and the WM_QUIT that BTLoadPump swallows, in phases/phase-12-orphan-processes.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Phase 12 — orphaned processes, the terminal that never closes, and the MP-hiccup claim
2026-07-27. Triggered by an operator report: "if you X close the game window it leaves the terminal/console open sometimes, and leaves orphaned processes — I think this is a major contributor to multiplayer game hiccups."
All findings below were produced against 4.11.600 on the dev rig, not recalled. Harnesses live
in scratchpad/orphan_*.ps1, scratchpad/btwait_probe.ps1, scratchpad/test_loop_logic.ps1.
What the process actually owns
A running pod owns four top-level windows (enumerated live, orphan_win.ps1):
| class | title | size | X does |
|---|---|---|---|
MainWndClass |
BattleTech 4.11.600 — node 1601 |
1468x1038 | destroy → real exit |
BTPlasmaWnd |
BattleTech - Plasma |
528x167 | hide only (L4PLASMAWIN.cpp:21) |
MSCTFIME UI / IME |
— | 0x0 | OS input plumbing |
Under BT_GLASS_PANELS the per-display panels (L4GLASSWIN.cpp:693) and the pad panel
(L4PADPANEL.cpp:468) behave like the plasma window: ShowWindow(SW_HIDE), never quit.
Finding 1 — closing the MAIN window is CLEAN [T2]
Verified in three states: solo mid-model-load ([loadobj] active), the relay join wait, and 16 s
after a real console launch. Every run: process exited ~1 s, no relaunch, no orphan, and the
relay logged PLAYER 1 LEFT ... (0 seated). The close-means-quit gate (ecb9b33) works.
So the orphans the playtesters saw are consistent with 584 and earlier, where every window
close hit BTFE_RelaunchSelfAndExit and resurrected the client. That is already fixed in 600 and
still awaiting-verification.
Finding 2 — closing an AUX window hides it irrecoverably [T2]
X on the plasma window (or a glass panel) hides it with no way to bring it back — no menu item,
no hotkey — while the game runs on. Verified: vis=True → vis=False, process alive, both relay
sockets still Established. Not an orphan (the main window is still there), but it explains the
report "eventually all I could find was my plasma display": the small plasma window is what
survives when the big one is gone, and a player who closes it has silently lost it for the session.
Finding 3 — the terminal that never closes [T2] — FIXED
join.bat's :btwait loop waited for any btl4.exe on the machine:
for /f "tokens=1" %%P in ('tasklist /FI "IMAGENAME eq btl4.exe" /NH') do (
if /I "%%P"=="btl4.exe" set "BT_STILL_RUNNING=1"
)
Proved with btwait_probe.ps1: a bat that launched nothing reports would KEEP SPINNING
purely because an unrelated instance is alive. So the window never prints its sign-off and looks
hung whenever anything else is running — a second client, the operator's own pod, or a genuine
orphan. This is the reported symptom, and it is a detector of an orphan, not a cause.
All four launchers carried the identical block. Fixed by snapshotting the PIDs alive before the
launch and only waiting on PIDs absent from that snapshot. The if /I "%%P"=="btl4.exe" guard is
retained deliberately: tokens=2 alone would parse tasklist's "INFO: No tasks are running" line
as a PID and spin forever with nothing running — a worse bug than the one being fixed.
Verified with the text lifted verbatim out of the shipped play_solo.bat:
| case | expected | got |
|---|---|---|
| nothing running (regression guard) | sign off | sign off |
| someone else's instance alive | sign off | sign off |
| our own generation alive | keep waiting | keep waiting |
| decoy gone, re-check | sign off | sign off |
The patched bat still launches the game (pid + launch_report.txt confirmed). Not verified: the
full handoff E2E — the bat blocks on the FE menu, which waits for human input, so an automated run
never reaches :btwait. Needs one human run.
Note the bat also ends in pause by design, so the window always stays until a keypress. That is
intended and is a second, benign reason a terminal is "still open".
Finding 4 — BTLoadPump eats WM_QUIT [T3, latent]
L4VIDEO.cpp:9039 drains the queue during mission load:
while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessageA(&msg); }
WM_QUIT dispatched this way is silently discarded — it belongs to no window — so a quit posted
during load is destroyed and APPMGR.cpp:102's pump never sees it. This did not produce a hang
in testing (the destroyed HWND breaks rendering, which tears the process down another way), so it
is not today's orphan mechanism. Flagged as a trap: any future code that relies on WM_QUIT
surviving a load will fail here.
The multiplayer-hiccup claim — verdict
The mechanism is real conditional on an orphan existing: an orphan keeps both TCP connections
to the relay (:1600 console and :1601 game) Established, so the relay counts a pilot who will
never ready — and SEAT_LEFT_GRACE_SECONDS never starts, because nothing ever left. That matches
"waiting for mission assignment" forever.
But no orphan could be produced from an X-close in 4.11.600. So on the current build the more likely contributor is Finding 3: a second instance (the operator's own pod is enough) hangs every join window, which reads as "the game didn't exit", which invites people to kill processes and relaunch — and that is what manufactures real ghosts.
Follow-ups
- Aux windows should either refuse to close or be restorable (Finding 2).
- Consider making
BTLoadPumpre-post WM_QUIT instead of swallowing it (Finding 4). - The
:btwaitfix reaches players only when the zip is re-cut; 4.11.600 as shipped still has the machine-wide wait.