Net: NetTransport seam + Steam transport (Workstream C.1)

The wire moves behind NetTransport (L4NETTRANSPORT): L4NET.CPP taken
from RP412 post-seam -- all ~24 Winsock call sites route through
NetTransport_Get() -- with BT's 3 BT_NET_TRACE blocks re-sited onto
their code anchors (they read message/packet metadata, not sockets, so
no collision). Default WinsockNetTransport = the arcade/LAN TCP wire.

SteamNetTransport (L4STEAMTRANSPORT, ISteamNetworkingSockets + FakeIP/
SDR) compiles under option(BT412_STEAM) (default OFF); Steamworks SDK
1.64 vendored at extern/steamworks_sdk_164. steam_appid.txt gitignored
(Spacewar 480 by hand until a real AppID). Ported gConsoleLossEndsMission
from RP412's APPMGR (default False = arcade re-listen).

Verified: default TCP build passes full loopback MP through the seam
(console -> egg msgID-3 chunks -> mesh complete -> both instances tick,
net-tx/net-rx traces fire through NetTransport_Get()); BT412_STEAM=ON
compiles + links against the SDK + boots solo. Live Steam session
deferred to Phase 6. (Phase 4 of docs/BT412-ROADMAP.md)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-14 08:33:34 -05:00
co-authored by Claude Fable 5
parent 5285117d3b
commit 5ebb9a5906
69 changed files with 34965 additions and 251 deletions
+8
View File
@@ -118,6 +118,14 @@ identical-to-baseline → take RP412's file verbatim, diverged → hand-apply th
(2) Steam smoke — transport installs, FakeIP allocated, graceful TCP degrade when
Steam is absent; (3) real Steam-sockets session (may defer to Phase 6).
> **Status (2026-07-14): DONE.** Seam landed; `L4NET.CPP` from RP412 post-seam with
> BT's 3 `BT_NET_TRACE` blocks re-sited; `gConsoleLossEndsMission` engine global
> ported. `option(BT412_STEAM)` gates the Steam TU + SDK. Verified: default TCP build
> passes full loopback MP through the seam (console → egg → mesh → both tick, traces
> fire through `NetTransport_Get()`); `BT412_STEAM=ON` compiles + links against the
> vendored SDK + boots solo. Live Steam session deferred to Phase 6 (needs the lobby +
> 3 machines). Details in `context/steamification.md`.
## Phase 5 — Front end + LocalConsole marshal (Workstream B — bulk of new code)
- **5a `game/reconstructed/btl4fe.cpp`** (skeleton: RP412 `RP_L4/RPL4FE.cpp`): no