--- id: multiplayer title: "Multiplayer — replication, netcode, the console" status: provisional source_sections: "PROGRESS_LOG.md §7 (Phase 7), §8 (P6); docs/HARD_PROBLEMS.md (P6)" related_topics: [wintesla-port, combat-damage, locomotion, decomp-reference] key_terms: [master, replicant, EGG, dead-reckon] open_questions: - "Cross-pod combat (damage to a replicant's master); replicant gait; pod-LAN config" --- # Multiplayer Pod-to-pod networked play. The hard infrastructure exists (WinTesla replaced DOS `NETNUB` with a WinSock2 TCP stack); the work is integrating + smoke-testing it for BT. Full detail: `docs/PROGRESS_LOG.md §7, §8`; the problem writeup: `docs/HARD_PROBLEMS.md` (P6). ## The stack (already reconstructed) - WinTesla replaced `NETNUB` with a **3446-line WinSock2 TCP** reimplementation (`MUNGA_L4/L4NET.CPP`, `SOCK_STREAM`/ReliableMode, zero SOCK_DGRAM); the master/replicant distributed-sim core (InterestManager/Entity/HostManager) is complete. So MP = integrate + smoke-test that stack (gated on P3 locomotion + P5 entity lifecycle + subsystem WAVEs). The rumored `L4NET.CPP:1853` send-size bug is DEAD CODE (`#if MESSAGE_BUFFERING`==0). [T2] ## Master / replicant model - **[[master]]** = a locally-simulated entity (your mech + dummies); drives itself + EMITS update records. - **[[replicant]]** = a peer's mech, a local proxy; DeadReckons toward the master's replicated position. MUST `SetValidFlag()` at creation or every message defers forever ([[reconstruction-gotchas]] §9). ## How a session forms `-net ` = networked mode (the pod listens on for a CONSOLE, boots ConsoleOnly; game mesh = +1). Solo (no `-net`) never touches WinSock. The mission egg's `[pilots]` section IS the roster (`pilot=ip[:port]` + a per-address page); each pod self-identifies by local-IP+game-port, connects to earlier pilots, listens for later ones — a deterministic full mesh; the mission loads when all connect. The **CONSOLE** (operator station — ABSENT from every archive) delivers the egg as chunked `ReceiveEggFileMessage` packets + the LAUNCH `RunMissionMessage`; **`tools/btconsole.py` is our console emulator** (⚠ `NotationFile::ReadText` expects NUL-SEPARATED lines). [T2] ## Verified milestones (one box, two instances) - ⚠ **`-net` NODE RENDER GLITCH — OPEN (observed live 2026-07-09, cause NOT yet found):** in a 2-node session ONE window comes up visually GLITCHED FROM LOAD (before any death) — shadow clipping, camera stuck inside/blocked, targeting/firing feels dead — while the OTHER is fine. **Isolated by test, not theory:** (a) a SOLO instance is perfect; (b) **TWO SOLO instances (no `-net`) are BOTH perfect** (each logs `MECH under boresight … IN WEAPON RANGE`, no device fallback/error, both hardware HAL devices). So it is **NOT** a two-D3D9-apps-on-one-GPU / device-contention issue (an earlier note claimed that — WRONG, retracted) and NOT the warp/respawn (from-load, pre-death). It is **specific to the MP `-net` path** — the console-driven mission-start ladder / replication doing something to ONE node's render+input state, asymmetrically (the two nodes differ in launch order, affinity, net port, BT_MP_NET, BT_MP_FORCE_DMG). CAUSE UNKNOWN — next step: determine WHICH node glitches (A@1501 vs B@1601) and correlate, then audit the MP viewpoint/camera/HUD setup vs the (clean) solo path. Does NOT affect the pod (one instance per machine). Dev workflow: trust the SOLO window for visual/gameplay checks; the 2-node logs are still trustworthy for replication/netcode logic. - **P6 smoke test:** two instances share a world — console egg → TCP mesh → synchronized start → bidirectional entity replication (each renders its own mech + the peer's REPLICANT), 0 crashes. - **Movement replication:** A's mech WALKS on B's screen (the replicant tracks the master to ~1.5u via dead-reckoning). The authentic mission-start ladder runs (CreatingMission→…→RunningMission via the console LAUNCH). SIX bugs fixed to get here (dead-reckoner install, replicant-motion DeadReckon, master emission threshold, emission gated on RunningMission, the console-must-LAUNCH fact, replicant validity). [T2] - **Wire-format bug class found+fixed:** MakeMessages replicate RAW over TCP, so string payload must be INLINE (`char[N]` at the binary offsets), not a `const char*` pointer (garbage cross-pod). Check EVERY MakeMessage for pointer payloads. [T2] ## Debug tooling (`BT_NET_TRACE`, permanent) `[net-tx]/[net-rx]` (L4NET), `[net-upd]` (update lookup), `[upd-repl]`, `[ent-exec]` (state ladder). Per-instance: `BT_LOG=` + `BT_AFFINITY=` (CPU pin). Update stream ≈ 60 Hz × 144-byte records per moving master. [T2] ## Cross-pod combat step 1+2 (task #46, 2026-07-09) [T2 findings] **Step 1 — target ANY peer mech: DONE + verified.** A live-mech registry (`BTRegisterMech`/ `BTDeregisterMech` from the Mech ctor/dtor, btplayer.cpp) collects every Mech — player, dummy, AND peer replicants. The mech4 boresight world-pick now walks `BTGetTargetCandidates` (all mechs ≠ shooter) and picks the CLOSEST the ray strikes, retargeting the whole fire/damage block from the solo `gEnemyMech` to the picked `hotTarget` (missile impact + projectile validation generalised via `BTIsRegisteredMech`). Verified one-box: instance A correctly enumerates B's mech as a live `ReplicantInstance` (inst=4), 20 zones, `ownerID=3`, alive. Solo un-regressed (pick→damage→kill chain clean). **Step 2 — cross-pod damage: SOLVED + verified end-to-end (task #47, 2026-07-09).** A one-line fix (`Mech::Make`) yields a full cross-pod KILL: instance A (host 2) shoots B's mech (host 3) dead over the network, B runs the death transition (wreck swap + explosion) on its own screen. [T2] **THE BUG (root cause): B's own MASTER mech was INVALID, so every dispatched network message to it was DEFERRED forever.** `Entity::Receive(Event*)` (ENTITY.cpp:165) does `if(!IsValid()) event->Defer(); return;`. The reconstructed `Mech::Make` (mech.cpp) force-set `ValidFlag` ONLY for replicants (the P6 bring-up hack for the partial MakeReady/CheckLoad handshake); a locally-created **master** never got validated. So A→B TakeDamage arrived, resolved to B's real master mech, Posted, drained to `Entity::Receive` — which saw `valid=0` and Deferred it. Handler never ran → 0 damage. **THE FIX:** `Mech::Make` now sets `ValidFlag` for the master too (`if (mech != 0) mech->SetValidFlag();` — the reconstructed ctor builds the whole mech synchronously, so it's safe). NOTHING ELSE changed: the targeting, the virtual `victim->Dispatch`, the reroute, the wire, the receive, and the id resolution were all already correct. Solo un-regressed (the solo enemy was already force-valid via btplayer:839; the change only ADDS `ValidFlag`). **Verified full path** (2-node one-box, `BT_MP_FORCE_DMG` on A firing at B's replicant once/sec): 1. A: `victim->Dispatch(&td)` (VIRTUAL — the real beam path) → `Entity::Dispatch` reads `inst=Replicant`, stamps `entityID=3:22` (B's master id), `if(ReplicantInstance) SendMessage(ownerID=3, EntityManagerClientID)`. 2. Wire: `NetworkManager::Send` (L4NET.CPP:1062) → `send()` to host 3 (online). 3. B: `ReceiveNetworkPacket` (NTTMGR.cpp:107) → `GetEntityPointer(3:22)` = `entityIndexSocket.Find` (HOSTMGR.h:270) → resolves to B's **master mech (classID 3001=0xBB9)** → `Post(EntityManagerEventPriority)`. 4. B: event drains → `Entity::Receive` (now `valid=1`) → `Mech::TakeDamageMessageHandler` (mech.cpp:548) → invalidZone (−1) cylinder lookup → zone damage. ~36 hits × 12 → B's mech DESTROYED + death transition. **Two prior mis-diagnoses corrected — both were the WRONG messageID.** `Entity::TakeDamageMessageID` is **18**, NOT 21 (confirmed at runtime: `td.msgID=18`, so `Simulation::NextMessageID`=3, not 6). Every earlier probe filtered `msgID==21`, so it NEVER matched a real TakeDamage — the stray `msgID=21` hits it caught were an unrelated message, and correlating their `3:19` / `classID 48` against the real `3:22` TakeDamage produced two phantom root causes: (a) the "cross-TU Entity layout divergence" (disproven separately — an `offsetof` probe showed `Entity` is IDENTICAL in both TUs: `sizeof=444`, `entityID@380 (0x17C)`, `ownerID@388`, `simulationFlags@32`; distinct from the REAL P5 raw-offset stomps at `this+0x2d4..0x2f0` in `docs/HARD_PROBLEMS.md`), and (b) the "localID drops by hostID on the wire" claim. Both are FALSE. The id is correct end-to-end (`3:22` = B's master); nothing on the wire is corrupted. Lesson: when a message probe seems to see a wrong id, first confirm the numeric messageID. Retained gated instrument: `[mp-force]` (BT_MP_FORCE_DMG + BT_MP_LOG) — the 2-node cross-pod reproducer, off in solo. `[mp-hdlr]` (BT_MP_NET, mech.cpp:554) logs each applied cross-pod hit. 2-node launch recipe + `scratchpad/mp_test.sh`: A `-egg MP.EGG -net 1501`, B `-net 1601`, then `python tools/btconsole.py MP.EGG 127.0.0.1:1501 127.0.0.1:1601` (MP.EGG `[pilots]` = game ports 1502/1602). ## Interactive -net aim + drive (task #48, 2026-07-09) [T2] Re-measured on a 2-node one-box run. **The prior "aim ray dead / drive dead in -net" claim was STALE — both work:** A's aim ray is live (`noRay=0`) and A drives (`BT_AUTODRIVE`/`BT_GOTO` move it). **FIXED — torso-pitch aim ray (gyro-stabilized boresight).** The aim/pick ray was the active RENDER EYE's view direction, which (a) inherits the mech BODY pitch — on a slope the body tilts ~8° to conform to terrain and the boresight pointed that far DOWN, hitting terrain ~50-100 m short of the enemy (`groundPicks`, never `mechPicks`); and (b) in CHASE view (the DEFAULT) is the elevated behind-the-shoulder camera, so the ray started over the mech's shoulder. Fix (L4VIDRND `DPLEyeRenderable::Execute`, the `BTSetAimCamera` publish): LEVEL the boresight (drop the view-dir pitch, rebuild an upright basis with world +Y) AND anchor its ORIGIN at the mech's torso (`myEntity->localToWorld` translation + ~5) instead of the render eye. The guns now fire along the mech's horizontal heading from the torso, independent of view mode and terrain tilt. The reticle X still carries the torso twist (`BTTwistToReticleX`); reticle Y any elevation. VERIFIED end-to-end: solo, enemy 120 m ahead, **both chase AND cockpit** view → `[target] MECH under boresight ... mechPicks=59 groundPicks=0` → beam → `*** DESTROYED`. Also proved `PickRayHit` resolves a REPLICANT when aimed at it (`hit=1` at 757 m in a 2-node run); the replicant `localToWorld` is correct (DeadReckon + `localToWorld= localOrigin`, mech4.cpp:1191). [T2] **FIXED — drive-to-range (the automated cross-pod kill now runs end-to-end).** The `BT_GOTO` beeline had three separate faults: (1) it was gated behind `if(gBTDrive.forced)` (mech4.cpp), and `forced` was set ONLY by `BT_AUTODRIVE` — so `BT_GOTO` alone never drove (chicken-and-egg: the block that would drive was gated on the drive being on). Fix: `BT_GOTO` now enables forced mode itself + supplies its own forward throttle (a "beeline" must drive, not just steer), cutting throttle inside a stop radius (weapon range for `enemy`, so it holds and shoots instead of ramming). (2) The steering used the `gDriveHeading` SCALAR MIRROR (seeded to 0), but MP pilots spawn facing a non-zero heading, so the beeline steered the WRONG way. Fix: compute the heading error from the mech's ACTUAL forward (`localToWorld`'s -Z axis), signed angle to the target. (3) The goto turn was routed through `controlsMapper->turnDemand`, which read 0 in -net — the heading froze and A drove straight past B. Fix: apply the goto turn to the orientation integration DIRECTLY (`if(gBTGotoActive) turn=gBTGotoTurn`), after the mapper read. **CAUSE FOUND LATER (task #51): turnDemand zeroed because `controlMode` was pointer garbage — the `pilotArray[1]` shrunk-span overrun (see [[reconstruction-gotchas]] §5), MP-only because solo's overrun wrote 0==BasicMode. Fixed at the root (10-slot array); the direct goto-turn stays (harmless, and it skips the 1-frame mapper latency). KEYBOARD turning in MP was restored by the root fix.** VERIFIED 2-node: A `BT_GOTO="enemy"` alone (no autodrive) drives `dist 1673→231 m`, holds at range, `mechPicks=59`, autofire → **B hdlr=192, DESTROYED** — a fully automated human-style cross-pod kill via the real beam path (not the FORCE_DMG hook). Solo un-regressed (plain autodrive + goto both work). `scratchpad/mp_kill_test.sh`; `BT_GOTO_LOG` traces the beeline. ## Replicant gait animation (task #50, 2026-07-09) — DONE [T2] A peer's replicant used to slide as a frozen statue (DeadReckon moved it; nothing animated it). Now the replicant block (mech4.cpp, after `DeadReckon`) derives a SIGNED speed demand from the replicated velocity — the master publishes `worldLinearVelocity` in every update record (`Mover::WriteUpdateRecord` MOVER.cpp:759), the replicant stores it in `updateVelocity.linearMotion` (:712); sign = the forward dot against the mech's -Z facing — writes it to `controlsMapper->speedDemand` (the LEG channel's live source) and advances the LEG state machine for its JOINT writes only. Travel stays DeadReckon (the returned distance is discarded) so position always follows the master; the clip cadence matches the replicated speed. ⚠ REPLICANT GAIT-SCALAR PRIMING (same class as the master's per-frame primes, which live in the PLAYER-only drive block): `globalTimeScale`/`idleStrideScale` read 0 on a replicant (clip frozen at advance-time dt*0, legState engaged but legCycle stuck 0), and `reverseSpeedMax2`@0x7a0 (the run-cycle rise-clamp; LoadLocomotionClips does NOT set it) read debug-heap garbage → legCycleSpeed clamped to -4.3e8 entering run state 13. Both primed in the replicant block; `legCycleSpeed` itself sane-banded once. VERIFIED 2-node: the observer's replicant runs the full lifecycle — stand→walk(5,7)→run(10,12) with legCycle 7.5→34 tracking the master's speed, wind-down (8) and back to Standing(0) when the master stops. Solo un-regressed. `BT_REPL_LOG` traces pos/vel/legState/legCycle; recipe `scratchpad/mp_gait_test.sh`. NOTE: the update-record velocity is currently the master's ACTUAL travel velocity (worldLinearVelocity from the leg channel); the binary publishes the BODY channel's smoothed projection (projectedVelocity, disasm +0x2a0). Swapping the source is a fidelity refinement DEFERRED — it risks a verified working feed for a smoothing nuance. [T3 on that nuance] ## Remaining (P6 phase 4 / Phase 7) The pod-LAN config (real IPs, bare-IP pilot entries); update-record velocity sourced from the body-channel projection (above). See [[open-questions]]. [T3] ## MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2] Re-ran the one-box smoke test on the current build (world-pick targeting, weapon groups, death transition, HUD all landed since P6): console egg → mesh → RunningMission on BOTH instances, 174+ ×144-byte update records EACH side (msgID=6), 2 mech trees per instance, 0 crashes over ~6 min. **Gap map to a first playable LAN fight** (in wiring order): 1. **Enemy selection**: the world-pick tests only `gEnemyMech` (the solo dummy, btplayer.cpp:791). MP: the pick must test every OTHER mech (the peer replicants) — generalize to a candidate walk (mech entities != viewpoint). Small. 2. **Cross-pod damage**: dispatch TakeDamage at the REPLICANT → verify the engine reroute carries it to the owning master (the KB claims Dispatch reroutes; not yet exercised with our STEP-6 handler). The master takes real zone damage + runs its own death transition (task #42 placed the death dispatch victim-side — MP-correct by construction). 3. **Victim visuals on the shooter's screen** — PARTIALLY resolved (user-observed 2026-07-09): the wreck SWAP does appear on the killer's screen, but the death SINK/burial does not (the collapse+ burial runs only in the owning pod's death transition). Fix path: transcribe the recovered Mech-level WriteUpdateRecord death/knockdown record types (5/6 — disasm preserved, task #51). 3b. **Respawn cycle** (task #52) — the AUTHENTIC cycle is now reconstructed [T1 @004c05c4 + engine PLAYER.cpp]: mech death transition (mech4.cpp) dispatches `VehicleDead` (ctor default `deathCount = -1` = the death notification) to `GetPlayerLink()` → `BTPlayer:: VehicleDeadMessageHandler` (@004c05c4 structure): MissionEnding(state 4) skips all; -1 → dedup on deathPending, ++deathCount, debit `scenarioRole` life, sever `playerVehicle` (the WRECK entity stays), re-post the same message at **now + 5.0 s** (5.0f @004c0830) stamped with deathCount; out of lives → the binary posts msgID 0x18 at +10 s (mission review; deferred). deathCount ≥ 0 / -2 with a vehicle in hand = acquired (clears deathPending); without one → engine base @0042db80 (PLAYER.cpp:214: closest non-"win" DropZone → AssignDropZone → 2s re-post probe) → DropZoneReply → CreatePlayerVehicle (a NEW mech; `deathCount = 0`) + viewpoint relink (Verify(viewpointEntity==NULL) is compiled out at DEBUG_LEVEL 0 — release overwrites, same as the 1995 build). @0049fe0c = roster-wide slot-11 DeathShutdown broadcast (the death transition already runs that pass). CORRECTIONS to the earlier scouting: BTL4.RES **type 12 = InternalAudioStream** (the engine's own resource-type table) — `*int.scp` are internal-AUDIO scripts, NOT per-mech intro scripts; and `adrop` (id 1994) is a **type-14 MakeMessageStream** = the map's four DropZone make records (0xE0 each: classID 3, origin, facing, name "two"/"three"/…), i.e. the respawn infrastructure. **⚠ CORRECTION (2026-07-09): the "blue whirlwind" IS in the game — it is the TRANSLOCATION SPHERE, and our port STUBS it.** (My earlier "not a shipped asset" verdict was WRONG; it was wrong because I searched only RES resource NAMES + the keyword "whirlwind" — but the effect (a) loads `tsphere.bgf` by FILENAME via `d3d_OBJECT::LoadObject`, NOT through the RES table, and (b) is called "translocate," not "whirlwind.") The mechanism, fully recovered: - **Asset:** `content/VIDEO/GEO/TSPHERE.BGF` (2085-byte low-poly sphere; also in the pod install REL410/BT + RP + VWETEST/CYCLE). The exe string table has `tsphere.bgf` / `tsphere`. - **Engine class:** `POVTranslocateRenderable` (L4VIDRND.cpp:1749 / .h:638) — a `VideoRenderable` (Watcher) that loads `tsphere.bgf` and runs a state machine keyed on a `StateIndicator` "effect trigger" (the player's `SimulationState` dial) vs a control state: `IdleState` → (trigger hits control state) `InitialCollapseState` (sphere scales `COLLAPSE_START_SCALE 100`→1 over `COLLAPSE_TIME 1.3s`, then `SetIsDead(true)`) → `WaitForReincarnateState` (jitters via cos/sin `TRANSLATE_LIMIT 2.0`) → (trigger leaves control state = respawn) `ExpandRevealState` (scales 1→`EXPAND_END_SCALE 150` over `EXPAND_TIME 1.0s`, `SetIsDead(false)`) → IdleState. Rotates throughout (`ROTATE_RATE`). I.e. the sphere COLLAPSES onto the mech at death and EXPANDS to reveal the reborn mech at respawn — exactly the "blue warp that comes to get you & respawns you." - **Wiring (already present in our port!):** `btl4vid.cpp` `MakeEntityRenderables` for a `BTPlayerClassID` REPLICANT creates `new BTTranslocationRenderable(entity, Watcher, GetMainView(), sim_state=GetAttributePointer(SimulationState), drop_zone=GetAttributePointer("DropZoneLocation"), 1)` (FUN_00458d2c, alloc 0x40, control state 1); our own POV instead gets `BTPOVStartEndRenderable` (the mission fade in/out). So peers watch each other's translocation sphere; your own death is a POV fade. - **✅ DONE + LOG-VERIFIED (2026-07-09, task #52):** `BTTranslocationRenderable` was a no-op stub in `btstubs.cpp`; now reconstructed in `btl4vid.cpp` (state machine + `d3d_OBJECT::LoadObject ("tsphere.bgf")`), drawn direct from the render loop by `BTDrawTranslocationSpheres` (hooked in L4VIDEO.cpp beside `BTDrawBeams`, PASS_ALPHABLEND) — the same direct-draw accommodation the beams/ reticle use since our VideoComponent tree is partial. Trigger: the LOCAL player's own `SimulationState` dial, pulsed `DropZoneAcquired(1)`→`VehicleTranslocated(2)` at respawn (btplayer.cpp create branch + a 1.4 s flip timer in `PlayerSimulation`), with the respawn origin written into the player's `DropZoneLocation` attribute (the sphere's draw position). Wiring (btl4vid.cpp `MakeEntityRenderables`, BTPlayerClassID) originally built the sphere only for REPLICANT players (third-party view) + a POV fade for self; extended to build it for the LOCAL player too, since peer player-attribute replication (SimulationState/DropZoneLocation) isn't wired (on a replicant both read 0xCD… uninitialised — confirmed via `BT_TLOC_LOG`). Verified 2-node: on B's respawn the sphere COLLAPSES (scale ~100→5) then EXPANDS (→150) at the valid drop-zone origin, deduped to ≤2 active, respawn cycle un-regressed, no render errors. Env gate `BT_TLOC_LOG`. REMAINING (follow-up): the visual appearance (colour/translucency/size on screen) is unverified by logs — needs a live look; and the AUTHENTIC peer path (see OTHERS' spheres) needs player SimulationState/DropZoneLocation replication — until then the local-player sphere stands in. NOTE the respawn-cycle SIM path is separate + done: `DropZoneReply` (FUN_004bffd0) → `Mech::Reset` (@0049fb74) + the level-2 "translocated" cockpit alarm; `CreatePlayerVehicle` (FUN_004bfcac, disassembled — make+link only, matches RP analog). The sphere is a pure RENDER-side watcher on the SimulationState dial, independent of that sim path. Mech::Reset (@0049fb74) full subsystem-reset sweep is still a bring-up TODO. **Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified):** (i) **death-latch un-latch** — `IsMechDestroyed` tested `graphicAlarm>=9` alone; a later leg hit on the wreck rewrites the alarm to 4/3, un-latching → the death transition RE-RAN (double kill, double `VehicleDead(-1)`). Fixed to latch on `movementMode 2||9` (see combat-damage.md "Death-latch correction"). (ii) **score into severed vehicle** — `BTPlayer::ScoreMessageHandler` / `ScoreInflictedMessageHandler` deref `playerVehicle` unguarded; during the 5s dead window it is 0 → guard added (apply the award, skip the vehicle response). (iii) **renderer LoadMission re-entry** — the KILLER bug: `MakeAndLinkViewpointEntity` (APP.cpp:1265) calls `videoRenderer->LoadMission` on EVERY viewpoint-make, so the respawn re-runs `DPLReadEnvironment`→`DPLReadINIPage`; its light block `Fail`s ("All lights must be defined on a single INI page") because `sceneLightCount` was never reset between reads (ctor-only init). Fixed in L4VIDEO.cpp `DPLReadEnvironment`: tear down the prior mission's `sceneLight[]` + `sceneLightCount=0` before re-reading (the per-page invariant is intra-read only). This is a PORT-layer re-entrancy gap in the 2007 renderer, not BT logic. Caught via cdb `bp ucrtbased!abort` — a `Fail`/`Check` is an abort() MessageBox, not an AV, so `sxe av` misses it. 4. ✅ **Cross-pod beam visuals — DONE (task #51, 2026-07-09).** The keepalive theory needed one correction: `FUN_0041c350` = (a) queue the LOCAL deferred beam-effect callback (@0x4bac0c) on the app+0x34 manager (our per-weapon render walk plays that role) AND (b) set the subsystem DIRTY bit — which maps to the 2007 engine's `updateModel`/`ForceUpdate()`. The REPLICATION rides **subsystem update records inside the mech's update message**: the roster walk passes the entity's stream to every subsystem's `PerformAndWatch`; `Emitter::WriteUpdateRecord` (@004ba65c, corrected: record LENGTH not recordID; rec+0x30 = the TARGET's **EntityID** not a colour) serializes firingActive/beamEndpoint/beamFlag/targetID; the engine's `Entity::UpdateMessageHandler` routes records by `subsystemID` to `Emitter::ReadUpdateRecord` (@004ba568 — was MIStranscribed as TakeDamage; the whole weapon-family slot map was swapped: slot 6=Read, 7=Write, 9=TakeDamage — see mechweap.hpp). `ServiceDischarge`/`ContinueDischarge` call `ForceUpdate()` per keepalive tick + once at beam end. The render walk was extracted to `Mech::DrawWeaponBeams` (per-mech port cache) and runs for REPLICANTS. ⚠ two silent-failure traps fixed: the overrides originally used the class's own shadowing `UpdateRecord` typedef as the param type → never overrode the engine virtual (base ran, nothing serialized); and `recordLength` must be each level's sizeof or the stream framing misparses. VERIFIED 2-node: A fires 57 volleys → 225 records → B applies 225 → draws 414 replicant beams (PPC blue / laser red from A's replicant's gun ports). Solo un-regressed. REMAINING (deferred): the MECH-level writer @0x4a0c2c (recovered + preserved: `reference/decomp/mech_writeupdate_004a0c2c.disasm.txt`; 9 record types decoded — 0/1/4 pose variants, 2 alarm, 3 leg-state+heat with body-channel write-through re-sync, 5 knockdown (SetBodyAnimation(0x20) write-through), 6 death, 7 impact, 8 movementMode) — transcribing it would replicate remote KNOCKDOWN/death/heat states; beams did not need it. 5. **2-window driving**: input gates on window focus (alternate windows; `BT_KEY_NOFOCUS` for harness). DEATHS scoring should light via the existing BTPostKillScore MP branch. Respawn = the P5 teardown debt (deferred until needed). ## Key Relationships - Base: [[wintesla-port]] (L4NET). Depends on: [[locomotion]] (update writer), [[combat-damage]] (entity lifecycle). Detail: `docs/HARD_PROBLEMS.md` (P6).