Files
BT411/players/join_lan.bat
T
arcattackandClaude Opus 5 7afbda900e the terminal that never closes: every launcher waited for ANY btl4.exe on the machine
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>
2026-07-27 16:06:39 -05:00

105 lines
5.1 KiB
Batchfile

@echo off
rem BT411 -- join the operator's LAN game.
rem BT_RELAY = the operator PC's LAN IP + console port (auto-discovery was
rem unreliable on this network, so it is pinned). If the operator's IP changes,
rem update the address below (find it on the operator PC with `ipconfig`).
rem Joining over the INTERNET? Use join.bat instead.
cd /d %~dp0
rem ONE unified build (2026-07-21): the exe carries every layer; the GLASS
rem platform env arms the desktop cockpit (clickable MFD buttons, trigger
rem config, bindings.txt keymap).
set BT_PLATFORM=glass
if not exist "build\Release\btl4.exe" goto badpath
if not exist "content\OPERATOR.EGG" goto badpath
set BT_RELAY=10.0.0.46:1500
rem one fresh log per bat run; the menu->game relaunch chain APPENDS
rem so every generation's lines survive (0-byte logs = killed pre-start)
REM keep the PREVIOUS session's log: a crash report died 2026-07-26
REM because re-running this bat deleted the only evidence.
if exist content\join.old.log del content\join.old.log
if exist content\join.log ren content\join.log join.old.log
set BT_LOG=join.log
set BT_LOG_APPEND=1
set BT_START_INSIDE=1
set BT_DEV_GAUGES=1
cd content
rem JOIN-GAME menu (2026-07-22): pick your CALLSIGN + MECH, click JOIN --
rem your choice is sent to the operator and lands in the mission roster.
set BT_FE_JOIN=1
rem LAUNCH FORENSICS (#41): bracket the exe from outside -- if it dies
rem before it can write its own log, this report still records when it
rem ran, how it exited, and whether it ever created its log at all.
echo [%DATE% %TIME%] launching btl4.exe > launch_report.txt
rem ------------------------------------------------------------------
rem OUR GENERATION ONLY (2026-07-27). The wait loop below used to hold
rem this window open for ANY btl4.exe on the machine -- a second client,
rem the operator's own pod, or an orphan left by a crash. The window
rem then never printed the sign-off and looked hung: the reported "it
rem leaves the terminal open". Snapshot the PIDs alive BEFORE we launch;
rem those belong to somebody else and must not hold us here.
rem ------------------------------------------------------------------
setlocal EnableDelayedExpansion
set "BT_PRE=,"
for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do (
if /I "%%P"=="btl4.exe" set "BT_PRE=!BT_PRE!%%Q,"
)
..\build\Release\btl4.exe
set BT_EXITCODE=%ERRORLEVEL%
echo [%DATE% %TIME%] btl4.exe exited with code %BT_EXITCODE% >> launch_report.txt
if not exist join.log echo join.log WAS NEVER CREATED: the exe was blocked before it could run (loader failure or antivirus) >> launch_report.txt
if exist join.log for %%A in (join.log) do echo join.log size: %%~zA bytes >> launch_report.txt
rem ------------------------------------------------------------------
rem HANDOFF WAIT (2026-07-25). The front end does NOT stay resident: it
rem CreateProcess()es the mission generation and ExitProcess(0)s itself
rem (btl4console.cpp). So OUR child exiting means "the menu handed off",
rem NOT "the game closed" -- without this wait the window announced "The
rem game has exited" while the game was still loading, which reads as a
rem crash to a playtester. Wait for the handed-off generation(s) to go.
rem
rem NO EXTERNAL TOOLS: `find`, `findstr` and `timeout` are all shadowed by
rem Git-Bash / MSYS / GnuWin32 builds of the same names when those are on
rem PATH (a dev box, or a player who installed git). The MSYS `find` is
rem the Unix one and dies with "find: '/I': No such file or directory",
rem and GNU `timeout` takes different arguments. So: parse tasklist with
rem a pure-cmd for/f, and call both helpers by ABSOLUTE System32 path.
rem A genuinely dead exe leaves no process and falls straight through, so
rem the #41 launch forensics above still work. If tasklist is missing
rem entirely the loop degrades to reporting immediately -- the old
rem behaviour, never a hang.
rem ------------------------------------------------------------------
:btwait
set "BT_STILL_RUNNING="
for /f "tokens=1,2" %%P in ('%SystemRoot%\System32\tasklist.exe /FI "IMAGENAME eq btl4.exe" /NH 2^>nul') do (
if /I "%%P"=="btl4.exe" (
rem a PID that was NOT in the pre-launch snapshot is ours
set "BT_STRIP=!BT_PRE:,%%Q,=!"
if "!BT_STRIP!"=="!BT_PRE!" set "BT_STILL_RUNNING=1"
)
)
if defined BT_STILL_RUNNING (
%SystemRoot%\System32\timeout.exe /t 2 /nobreak >nul 2>nul
goto btwait
)
echo.
echo The game has exited. If you did NOT quit on purpose
echo (crash, or it never connected), send the operator BOTH files:
echo content\join.log and content\launch_report.txt
echo Otherwise the session may not be up yet -- try again.
pause
exit /b
:badpath
echo.
echo ==================================================
echo ERROR: this file is not in the right place.
echo.
echo It must sit in the EXTRACTED game folder, next to
echo the 'content' and 'build' folders.
echo.
echo Fix: right-click the .zip - Extract All, open the
echo extracted folder, and run this file from THERE.
echo (Do NOT run it from inside the zip.)
echo ==================================================
echo.
pause