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