NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing the arcade Site-Management screen -- host creates (lobby data btl4=1), members join by filter, pilots publish name/mech/color, the host ENTER mints the roster and signals GO. THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by mission time -- the first cycle timed out connecting to its own stale address. Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES; connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual ports; the map reaches mission processes via env (BT_FE_MYFAKE + BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster self-match; CheckSocket reports peers by token. L4STEAMNET reworked (no FakeIP allocation at all); the marshal gained the Steam-wire branch. Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY -> room -> GO -> token map minted -> egg roster carries the token -> mission process up with 1 roster token incl. self -> pod self-matches -> stock console ladder -> mission RUNS (46 ticks). Remaining: the live 2-account cross-machine session (docs/STEAM_TEST.md). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
78 lines
2.4 KiB
C++
78 lines
2.4 KiB
C++
#pragma once
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//###########################################################################
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//
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// btl4fe -- the miniconsole front end (BT_GLASS only): a developer-grade
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// green-on-black GDI menu that composes a mission and self-launches it,
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// replacing the (absent) operator console for desktop testing.
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//
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// Runs BEFORE any engine init (the zero-arg path in WinMain): presents the
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// catalog menu, writes the console-shape mission egg (frontend.egg), and
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// returns a launch spec; WinMain then RELAUNCHES this exe with the real
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// arguments (the per-mission process-relaunch pattern -- reconstructed
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// gBT* globals do not survive in-process re-init).
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//
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// The egg writer emits the FULL console egg shape validated against
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// content/MP.EGG: [mission], [ordinals] + the 4 static rank bitmaps,
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// [pilots] roster, per-pilot pages, GDI-rendered [largebitmap]/
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// [smallbitmap] pilot-name plasma bitmaps, and the role model pages.
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//
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//###########################################################################
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struct BTFePilot
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{
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char name[32];
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char vehicle[16];
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char color[16];
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char address[64]; // ip:gamePort for the roster
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};
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struct BTFeMission
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{
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char map[16];
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char time[16];
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char weather[16];
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int temperature;
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int lengthSeconds;
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int pilotCount;
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BTFePilot pilots[8];
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};
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//
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// Launch modes the menu can resolve to.
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//
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enum BTFeLaunchMode
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{
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BTFeLaunchNone = 0, // quit / window closed
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BTFeLaunchSolo, // networked 1-pod mission (console marshal + self)
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BTFeLaunchRawSolo, // plain -egg endless solo (renderer work)
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BTFeLaunchHostLan, // marshal feeds self + remote pods
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BTFeLaunchJoinLan, // plain -net pod; a remote host's marshal feeds us
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BTFeLaunchHostSteam, // (BT_STEAM) lobby host: marshal over the Steam wire
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BTFeLaunchJoinSteam // (BT_STEAM) lobby member: -net pod on the Steam wire
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};
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struct BTFeLaunchSpec
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{
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BTFeLaunchMode mode;
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char eggPath[64]; // the written frontend.egg
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int consolePort; // this instance's -net port
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char podList[256]; // marshal targets (host modes)
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int missionSeconds;
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char steamMyToken[48]; // (BT_STEAM) my roster token ip
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char steamMap[512]; // (BT_STEAM) ip=steamid64;...
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};
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//
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// Write the console-shape egg for a mission. Returns 0 on success.
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//
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int
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BTFeMission_WriteEgg(const BTFeMission *mission, const char *path);
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//
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// Run the menu (blocking, own message loop). Fills the spec; returns 0
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// when a launch was chosen, nonzero for quit.
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//
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int
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BTFrontEnd_Run(BTFeLaunchSpec *spec);
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