--- id: reconstruction-gotchas title: "Reconstruction Gotchas — the systemic bug classes (check these FIRST)" status: established source_sections: "CLAUDE.md §5a, §10c; docs/HARD_PROBLEMS.md; docs/RESOURCE_AUDIT.md; gauge-wave notes" related_topics: [reconstruction-method, decomp-reference, subsystems, combat-damage, gauges-hud] key_terms: [shadow-field, databinding-trap, Wword-trap, FORCE-trap, dtor-epilogue, bridge, attribute-pointer] open_questions: - "Which reconstructed classes still carry un-audited raw-offset reads?" --- # Reconstruction Gotchas The reconstruction is a **layout + linkage** problem as much as a logic problem. Our compiled classes are NOT byte-identical to the 1995 binary, and the BT link uses `/FORCE`, so a whole family of bugs is **silent** — garbage that happens to be non-fatal, or a runtime AV with no link error. When a reconstructed class misbehaves, walk this checklist FIRST; the answer is usually here, not in the logic. > **The core rule (RULE: no stand-ins):** the full game logic IS in the pseudocode — a "gap" > is a reconstruction stub not yet filled, never a hole in the original. Never write > placeholder logic for an apparent gap; read the decomp. (User: "there are no gaps, just > work to be done.") Bring-up scaffolding (env-var paths, explosion-for-beam) is clearly > marked and meant to be REPLACED, never to substitute for reading the decomp. [T2] --- ## 1. Shadow field — re-declaring an engine-base field (THE most common) **Symptom:** a field reads `0xCDCDCDCD` (fresh-heap fill) even though the ctor "sets" it; or an object over-sizes past its factory alloc. **Cause:** the reconstruction re-declared a field the engine base already owns, at the *binary's* offset. Two failures: (a) the copy **shadows** the base — the engine ctor writes the base field, the reconstruction reads its own uninitialised copy; (b) it lands at a **different offset** than the binary assumed. **Fix:** delete the re-declaration; use the inherited member/accessor. Examples: `Mech` `damageZoneCount`/`damageZones` (shadowed `Entity`'s → zones never built); `Mech__DamageZone` `structureLevel`→engine `damageLevel`; the whole `HeatableSubsystem` de-shadow (`statusFlags`→`simulationFlags`, `destroyed`→`simulationState`, `statusBits`→`ForceUpdate()`). [T2] ## 2. Wword(N) — an ABSORBER, not storage (state cached there VANISHES) `mechrecon.hpp:226` defines `Wword(int i)` as `static BTVal bank[0x400]; return bank[i&0x3ff]`, and `BTVal` is the recon **absorber** type: `operator=` stores NOTHING, every read converts to `T()` (zero), and ALL comparisons (`==` and `!=`, vs BTVal or int) return **false**. Consequences: [T2] - Any state CACHED via `Wword(N) = x` silently vanishes; the later read is always 0/null. **Archetype:** the STEP-6 cylinder table was "cached" at `Wword(0x111)` → the unaimed TakeDamage path was totally inert (every hit no-op'd, "can't kill the enemy") while the ctor log looked fine. Fix = a real named member (`Mech::damageLookupTable`). If a Wword slot must hold real state, PROMOTE it to a named member mapped to that binary offset — check `mech.hpp`'s offset map first (the slot may already exist under a best-effort mislabel; 0x111 was mislabeled `ammoExpended`). - `if (Wword(a) != Wword(b))` and `if (Wword(a) == 2)` are BOTH always-false → the guarded branch is dead code. Known dead sites: `mech.cpp:1511` + `mech.cpp:1613` (replicant leg-state / stability-alarm sync in ReadUpdateRecord — multiplayer-only, deferred). - Any `Wword(N)` used for OBJECT access reads a shared global, not `this+i*4`; e.g. `(Mech*)Wword(3)` for a zone's owner → garbage; use `GetOwningSimulation()`. Sweep recipe: `grep -nE "\((int|void|[A-Z]\w+) ?\*\)\s*Wword\(|if \(Wword\(|Wword\([^)]+\)\s*(!=|==)"` — every hit is either dead code or a vanished cache. ## 3. Databinding trap — raw offsets read garbage Our compiled layout != the 1995 binary, so `*(T*)(obj+0xNN)` reads garbage for ANY object we compile. This is WHY shadow fields fail and why raw subsystem reads (e.g. a gauge reading `owner+0x438`) return junk. **Fix:** use compiled named members/accessors; for a cross-TU raw op, use a **bridge** (§8). A `+0x128`-style owner offset in subsystem code is the [[subsystem-roster]] (`subsystemArray`), NOT the segment table — check every `GetSegment(int)` in a reconstructed subsystem ctor. [T2] ## 4. Resource-struct layout mismatch (sibling of the shadow bug) **Symptom:** RESOURCE fields read garbage (silently — a `heatSinkIndex` reading `10.0f`). **Cause:** `*__SubsystemResource` structs overlay pre-built 256-byte records loaded VERBATIM at fixed offsets, so OUR struct must match the binary byte-for-byte. Breaks two ways: (a) wrong inheritance base (the resource must mirror the CLASS hierarchy — `HeatableSubsystem`'s resource inherits `MechSubsystem__SubsystemResource` 0xE4, not `Subsystem::SubsystemResource` 0x30); (b) under-sized fields (a 12-byte record field typed as a 4-byte `ResourceID`). **Diagnose:** log compiled offsets `(char*)&res->field - (char*)res` vs the binary's; dump raw record bytes as int+float. **Lock:** `static_assert(offsetof(...)==0xNN)` + `static_assert(sizeof(...)==0xNN)`. The 33-agent RESOURCE_AUDIT fixed 8 such bugs (docs/RESOURCE_AUDIT.md). [T2] ## 5. Alias / phantom / interior fields (object layout) - **Alias field:** a subclass member re-declaring an inherited slot the ctor reuses under a new name (Condenser `refrigerationOutput`==inherited `massScale@0x160`; Emitter `outputVoltage`==`rechargeLevel@0x320`). → delete, use the inherited name. - **Alarm-interior field:** a value the binary reads at `alarm+0x14` modeled as a separate member (HeatSink `heatState@0x184` == `heatAlarm.GetLevel()`). → route to the accessor. - **Phantom field:** a member at an offset PAST the object (Generator `shortFlag@0x25C` is really `*(owner+0x190)+0x25c` the msg-manager). → remove; read the real source. `GaugeAlarm54` = 0x54 (the real `AlarmIndicator`; STATUS level at +0x14, so `subsystem+0x184 == heatAlarm+0x14 == GetLevel()`); `SubsystemConnection` = 0xC. [T1] ## 6. /FORCE trap — unresolved symbol → runtime AV, not a link error `/FORCE` turns an unresolved external (or a prose-only vtable slot) into a **runtime AV near `__ImageBase`**, NOT a link error. **When a /FORCE build crashes with a garbage call target near the image base, grep the link log for "unresolved external" — the "successful" build is lying.** Corollary: a bridge fn / a `.data` fn-ptr callback MUST have a real (stub) definition. A `SetVideoPathPriority` defined in an anonymous namespace → internal linkage → unresolved in another TU → stubbed by /FORCE → AV in `LoadMissionImplementation`. [T2] ## 7. Dtor-epilogue rule — do not reconstruct compiler glue In a decompiled DESTRUCTOR, the trailing member-dtor calls (`FUN_xxx(this+N, 2)`), the base-dtor call (`FUN_xxx(this, 0)`), and the `(flags&1) && operator delete(this)` tail are COMPILER GLUE. Reconstruct only the body ABOVE them; C++ re-emits member+base destruction at the closing brace. An explicit base-dtor call runs the whole `~JointedMover → ~Mover → ~Entity` chain **TWICE** = the P5 double-free (re-`delete[]`s `collisionLists`, re-runs `DeletePlugs` over the freed segment table). ONE bug = BOTH the death-row crash AND the app-exit crash. [T2] ## 8. Bridges — the databinding-safe escape hatch When TU A needs a raw-offset-safe op but its local RECON stubs collide with the real class headers, put the op in a **bridge**: a free function in a complete-type TU, `extern`-declared in A. Examples: `BTResolveWeaponMuzzle` (mech4.cpp — a complete-Mech TU with the segment API), `BTRecomputeCondenserValves` (heatfamily_reslice.cpp — sees Condenser), `BTResolveMessageBoard` (btplayer.cpp — complete BTPlayer), `BTGetSubsystemAuxScreen` (powersub.cpp — casts through the real PoweredSubsystem). Keep the alloc SIZE + special-cache when swapping a factory case. [T2] ## 9. Message-handler chaining + entity validity - A reconstructed class's `MessageHandlers` set must be built **chained to the parent's** (`Receiver::MessageHandlerSet(Entity::GetMessageHandlers())`). An empty default-ctor set has no parent chain → `Receiver::Receive` finds no handler → every inherited message (TakeDamage!) is **silently dropped**. [T2] - `Entity::Dispatch` delivers synchronously only for a VALID master; an invalid entity `Post`s a deferred event that never fires. A manually-spawned entity (no CheckLoad handshake) must call `SetValidFlag()` itself — else EVERY message defers forever (the replicant / spawned-dummy / MessageBoard-source class of bug). [T2] ## 10. Container-Execute must override (gauges) The 2007 engine `Gauge::Execute` base is `Fail("not overridden")` → `abort()` (GAUGE.cpp:598); `GuardedExecute`'s SEH **cannot catch abort()**. So a container/parent gauge MUST override `Execute` (even as a no-op) AND override `BecameActive` with a **non-inactivating** body (the default `GaugeBase::BecameActive` inactivates). A `GraphicGaugeBackground`-derived widget (PrepEngrScreen/BackgroundBitmap) has NO Execute virtual → the hazard doesn't apply; there the overridden slot is `BecameActive`. [T2] ## 11. Dense-table hazard (attribute publishing) `AttributeIndexSet::Build` leaves gap slots uninitialized and `Find` strcmps EVERY slot → a published attribute table MUST be a **dense prefix** from the parent's `NextAttributeID`; a gap AVs. Fill gaps with a shared read-only pad member. Same for a class's `AttributeID` enum. [T2] ## 12. Verification gotchas (don't fool yourself) - **Lazy gauge build:** `GaugeRenderer::BuildConfigurationFile` runs LAZILY. A too-early process kill shows `[gskip]=0` / "not built" even though the widget is fine — **wait for the gauge window** before concluding. (Cost a long detour this session.) [T2] - **ReconStream is a no-op:** `btl4gau3.cpp`'s `DebugStream` is the `ReconStream` whose `operator<<` is `{ return *this; }` — it DISCARDS everything. Use the engine `DEBUG_STREAM` (what heat.cpp uses) for a log that reaches the BT_LOG file. [T2] - **Head-on repro hides intermittent bugs:** a straight ram gives 1 clean result; the bug shows on GLANCING/sliding/rough-terrain contact. Reproduce with an angled/terrain-crossing approach. [T2] - **`static_assert` not runtime `Check`:** a runtime `Check(sizeof<=alloc)` in a factory bridge does NOT fail the build (it's a runtime assert → heap overflow at construction). Use a compile-time `static_assert` sizeof lock. [T2] - **Engine-class new member:** a NEW member on a 2007 engine class (d3d_OBJECT, DPLRenderer) MUST be initialized in EVERY ctor init-list (debug heap fills 0xCDCDCDCD → an uninit flag reads TRUE); and any device state a special draw path sets must be save/restored exactly. Deleting stale `.obj`s fixes layout-mismatch corruption when a base class grows. [T2] --- ## Diagnostic recipe (the standard loop) 1. Read the RAW decomp `reference/decomp/all/part_*.c` for the `FUN_xxxx`. 2. Map `FUN_`/`DAT_`/`this+0xNN` to engine symbols via BT headers + WinTesla MUNGA source + `CLASSMAP.md` + RP's parallel code. 3. Write the REAL reconstruction; `static_assert`-lock the layout. 4. Build; run env-gated; read `btl4.log`; cdb on any crash (0xCDCDCDCD=uninit, 0xFEEEFEEE=freed). 5. For exhaustive multi-function analysis: a read-only Workflow (understand), then implement hands-on. ## Key Relationships - Applies to: every topic that reconstructs a class ([[subsystems]], [[combat-damage]], [[gauges-hud]], [[locomotion]]). - Uses: [[decomp-reference]] (offsets/ClassIDs), [[reconstruction-method]] (the loop).