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e614924107dea0e62b2fbdb97baeb3ce720886dd
BT411
/
engine
T
History
Joe DiPrima
2fe58b8b89
#170
root-caused + fixed: the
#163
SteamAPI_Shutdown was the crash -- at round end every peer's close events are ALWAYS in flight, and Shutdown tears client state down while steamclient's own service thread dispatches them (the field stack: a steamclient worker calling literal NULL, zero btl4 frames, 7 hits / 3 machines / one module-relative stack). BTSteamNet_ShutdownAll is now a QUIESCE: steamActive gated FIRST, linger closes ('round over' not timeouts), one SNS drain, 60ms grace, NO SteamAPI_Shutdown -- and every exit path dies via TerminateProcess (menu-quit no longer returns through the CRT; it uses BTOrderlyDie like everything else, so the 883 detach deadlock stays dead too). Status callback guarded for the dying window. Crash filter now names foreign DLL frames (module+offset via VirtualQuery/GetModuleFileName) so the next foreign-thread crash arrives pre-symbolized. Exit contract: steam-networking.md
2026-08-12 23:23:23 -05:00
..
lib
Audio: ENABLE sound -- real OpenAL + in-tree WAV loader; both backend DLLs were no-op STUBS (task
#50
)
2026-07-15 18:55:33 -05:00
MUNGA
#156
layer 2+3, both field-caught watching the fade live: (a) the fade-out completed into a phase-0 re-arm that RESTORED normal fog for the ~2s before teardown -- the binary's zone fog stays closed, so the machine now holds a terminal black phase until the next MissionStarting edge; (b) the 3.0s end window itself never existed on ANY node: a REPLICANT player copy mirrors the remote master's MissionEndingState through its record header, and its never-armed fadeTimeRemaining (<=0 at first tick) dispatched the second StopMission instantly -- Stop() killed the mission loop before the fade could render ([fade-clk] receipts: a clean 3->2.976->... countdown interleaved with a stray remaining=-0.976). ManageApplicationStatus is now owner-gated (a replicant player must never drive application state -- the same authority discipline as scoring). This was the FIELD half of the no-fade report too: steam nodes hold up to 7 replicant players, any of which cut the window to ~one record heartbeat. Receipts now: 124-tick single countdown, phases 1-5 on both nodes, fade rendered + black held to teardown.
2026-08-12 01:43:14 -05:00
MUNGA_L4
#170
root-caused + fixed: the
#163
SteamAPI_Shutdown was the crash -- at round end every peer's close events are ALWAYS in flight, and Shutdown tears client state down while steamclient's own service thread dispatches them (the field stack: a steamclient worker calling literal NULL, zero btl4 frames, 7 hits / 3 machines / one module-relative stack). BTSteamNet_ShutdownAll is now a QUIESCE: steamActive gated FIRST, linger closes ('round over' not timeouts), one SNS drain, 60ms grace, NO SteamAPI_Shutdown -- and every exit path dies via TerminateProcess (menu-quit no longer returns through the CRT; it uses BTOrderlyDie like everything else, so the 883 detach deadlock stays dead too). Status callback guarded for the dying window. Crash filter now names foreign DLL frames (module+offset via VirtualQuery/GetModuleFileName) so the next foreign-thread crash arrives pre-symbolized. Exit contract: steam-networking.md
2026-08-12 23:23:23 -05:00
rp
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
shim
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
DPLSTUB.h
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
LOGGER.h
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00