Brings the post-fork BT411 line forward via a local-path merge (never
touches the BT411 gitea remote): the full audio-fidelity system (engine
AUD*/L4AUD* + audiopresets.cpp + ~600 content wavs + AUDIO_FIDELITY.md),
missiles/rear-fire/HUD/gyro/gait tasks (#66-68), FOGDAY.EGG, and
refreshed context docs -- 91 commits, ~688 files clean.
Only 5 files overlapped the steamification; resolved keeping BOTH:
- L4NET.CPP: took BT411's task-#50 fix (don't close the game listener on
console loss) over the seam's adaptation of the old buggy close; sends
stay on NetTransport_Get().
- L4NETTRANSPORT.cpp: folded BT411's TCP_NODELAY latency fix into
WinsockNetTransport::Connect (the seam already had retry + nonblocking).
- mechmppr.cpp: combined the device_owns_input gating with BT411's
task-#68 look-behind, gating the lookBehind write too.
- .gitignore / CMakeLists.txt / mech4.cpp: trivial / auto-merged
(deviceOwnsInput gating preserved).
Verified: clean build (default + implicitly the Steam TU untouched);
solo front-end mode; loopback MP through the seam (mesh completes, both
tick, replication works, no NODELAY warnings).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>