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CydandClaude Fable 5 5ebb9a5906 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>
2026-07-14 08:33:34 -05:00

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# Vendor only what the build uses: the SDK headers and the win32
# redistributables. Examples, tools, and other platforms stay local.
steamworks_sdk_164/sdk/glmgr/
steamworks_sdk_164/sdk/steamworksexample/
steamworks_sdk_164/sdk/tools/
steamworks_sdk_164/sdk/redistributable_bin/androidarm64/
steamworks_sdk_164/sdk/redistributable_bin/linux32/
steamworks_sdk_164/sdk/redistributable_bin/linux64/
steamworks_sdk_164/sdk/redistributable_bin/linuxarm64/
steamworks_sdk_164/sdk/redistributable_bin/osx/
steamworks_sdk_164/sdk/redistributable_bin/win64/