Files
BT412/context/steamification.md
T
CydandClaude Fable 5 5285117d3b Cockpit 3a: PlasmaScreen on the desktop (L4PLASMA=SCREEN)
Renders BT's 128x32 plasma display into a desktop window instead of
streaming to serial hardware. L4PLASMASCREEN.* copied verbatim from
RP412; the L4GREND.cpp selector diff applied (BT's only divergence
there is a comment -- no collision).

Verified: a 'Plasma Display' window opens and the game ticks normally
beside it (L4GAUGE=640x480x16 L4PLASMA=SCREEN).

Phase 3b (single-window MFD-split cockpit) is DEFERRED -- blocked on
the missing BT cockpit-layout geometry and BT's unfinished upstream MFD
dev-composite; the L4VB16 hand-merge is HIGH-risk (BT's dev-gauge
docking overlaps RP412's split rewrite). See context/steamification.md
and docs/BT412-ROADMAP.md. (Phase 3 of the roadmap)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 08:23:43 -05:00

11 KiB
Raw Blame History

id, title, status, source_sections, related_topics, key_terms, open_questions
id title status source_sections related_topics key_terms open_questions
steamification BT412 Steamification — status, seams, and merge notes living docs/BT412-ROADMAP.md; RP412 repo (C:\vwe\RP412) git history + docs
pod-hardware
multiplayer
gauges-hud
build-and-run
wintesla-port
egg
RIO
console
BT cockpit button-bank geometry source (no vRIO CockpitLayout exists for BT): l4gauge.cfg / pod photos / Nick
Does BT's rebuilt L4D3D still have RP's NULL-texture AddRef crash pattern?
Does L4CONTROLS=PAD set primaryControlType=PrimaryRIO so MechRIOMapper engages unchanged?

BT412 Steamification — status, seams, and merge notes

BT412 = BT411 made distributable on Steam and playable over the internet with no pod hardware, following the recipe RP412 proved end-to-end (RP411 → RP412). The full plan and phase order: docs/BT412-ROADMAP.md. RP412 (C:\vwe\RP412) is the reference implementation — its git history from commit 467934c onward is the steamification, grouped roughly: toolchain → PadRIO input → MFD-split cockpit → front end/LocalConsole → NetTransport/Steam sockets → lobby → bindings/KeyLight → packaging.

Repo rule [T0]: origin = VWE/BT412.git only. This repo must never touch the BT411 remote (no cross-pull remote — deliberate difference from RP412's rp411 pattern). Forked at BT411 4e72f0c (2026-07-14).

Status ledger

  • Phase 0 bootstrap — DONE 2026-07-14. Tree copied (working tree + full history, build/ excluded), origin re-pointed, fast-forwarded to 4e72f0c, dev-state run/run.cmd working-tree edit discarded (committed version is the documented solo launcher), identity pass (README/CLAUDE.md/CMake project(bt412)), this topic + roadmap authored.
  • Phase 1 (VS2022 v143) — DONE 2026-07-14. Generator moved to Visual Studio 17 2022 (v143, Win32). One real change was forced: the v143 linker fails the image on unresolved externals even under /FORCE, so the dead offline-tool ladders in game/reconstructed/mech3.cpp are neutralized behind BT412_OFFLINE_TOOLS (default off) and the exe now links /FORCE:MULTIPLE (UNRESOLVED retired — real unresolved symbols are hard errors now). None of RP412's other v143 source fixes (TIME.h, NETWORK.h, L4DINPUT, CAMMGR) were needed — BT's tree was already v142-clean. Verified: clean build; solo DEV.EGG runs (gait/target/ 31-subsystem ticks); two-instance loopback MP via btconsole.py — mesh forms (console + 1502↔1602 game ports, "All connections completed!"), mission runs both sides, each world ticks its master + the remote replicant. [T2]
  • Phase 2 (PadRIO input layer) — DONE 2026-07-14. Ported from RP412: L4RIO.h (RIOBase split; serial RIO re-parented), L4CTRL.h (rioPointer is RIOBase*), L4CTRL.cpp PAD-token hook (→ primaryControlType=PrimaryRIO, so the stock MechRIOMapper engages — confirmed), new L4PADRIO.* / L4PADBINDINGS.* / L4KEYLIGHT.* (gates renamed BT412KEYLIGHT; KeyLight TU builds /std:c++17 /permissive- per-file). Default bindings.txt = the shared Tesla board layout (numpad flight, letter rows = MFD banks, F-keys = Secondary columns, joystick head 0x40-0x47 on Space/arrows/pad). content/bindings.txt is gitignored (written on first PAD run). BT-side changes PadRIO forced: (1) both keyboard input bridges (mech4.cpp write of mapper attrs; mechmppr.cpp BT_KEY_BRIDGE) now stand down when a RIO device exists (bridge_controls->rioPointer != 0) — they clobbered the engine push every frame; M mode-cycle / X recenter conveniences stay live. (2) the mapper attribute chain was off by one — see reconstruction-gotchas §11 (short-parent-chain positional trap): the .CTL stick mapping wrote throttlePosition. Fixed with a pad slot + binary-locked enum. This was a latent REAL-POD bug (Phase 8 would have hit it). Verified live: L4CONTROLS=PAD → throttle lever ramps (rate axis, sticky), stick deflects (turnDemand=1 + the authentic speed-vs-turn clamp: 61.5→22.0 u/s while turning), mech drives across the map, XInput pad detected + 3 s re-probe, bindings parse (59 key buttons/8 axes/12 pad buttons/5 pad axes). Keyboard fallback regression-verified headless (BT_FORCE_THROTTLE=1 walks). New diagnostics: BT_CTRLMAP_LOG=1 (streamed-mapping dump), BT_STICK_LOG=1 (RIO stick push trace).
  • Phase 3a (PlasmaScreen, L4PLASMA=SCREEN) — DONE 2026-07-14. L4PLASMASCREEN.* copied verbatim; L4GREND.cpp selector diff applied (BT's only divergence there is a comment at line 440 — no collision). Renders BT's 128×32 plasma into a desktop window. Verified: a window titled "Plasma Display" opens and the game ticks normally beside it (L4GAUGE=640x480x16 L4PLASMA=SCREEN). Note: the L4GAUGE gauge path binds a listen socket at startup → a first-run Windows Firewall prompt (expected; unrelated to plasma).
  • Phase 3b (single-window MFD-split cockpit, L4MFDSPLIT=1) — DEFERRED 2026-07-14. Two blockers make this the wrong thing to land now:
    1. No BT cockpit-layout geometry. RP412's L4MFDVIEW button-bank anchors/addresses come from vRIO's CockpitLayout for the Red Planet pod; vRIO has zero BattleTech data. The BT pod's panel geometry has no reference (needs pod photos / l4gauge.cfg mining / Nick) — the clickable lamp-lit banks can't be authentically placed.
    2. BT's MFD compositing is an unfinished upstream beachhead. Per docs/GAUGE_COMPOSITE.md, only the radar/secondary surface composites on a dev box; the five mono MFDs don't render yet (port-name mismatch, Step 2). RP412's split panes would be empty until that upstream work lands.
    3. Merge is HIGH-risk (quantified above): BT's 521-line L4VB16 divergence (dev-gauge docking + a 476-line block) overlaps RP412's 402-line split rewrite in the ctor and Update regions — a true hand-merge, not a drop-in. The 3-way diffs are staged in the scratchpad (rp412-L4VB16.diff, bt-L4VB16.diff). Prerequisite order when resumed: finish BT's MFD dev-composite (GAUGE_COMPOSITE.md Steps 23) → obtain BT cockpit geometry → then hand-merge MFDSplitView. Until then the game ships single-window with the dev-gauge dock (BT_DEV_GAUGES) as its cockpit composite.
  • Phases 47: Phase 4 (NetTransport seam) next — unblocked and independent of 3b.

The seams (what plugs in where) [T0 unless noted]

  • Input: LBE4ControlsManager PUSH model; L4CTRL.cpp parses L4CONTROLS tokens; RP412 adds token PADnew PadRIO() (a RIOBase implementation from XInput+keyboard), and the stock RIO mapper runs against it unchanged. BT's mapper selection: btl4app.cpp MakeViewpointEntity switch on controls->primaryControlType (+0xc98) → MechRIOMapper for PrimaryRIO(4).
  • Plasma: BT's plasma is identical hardware to RP's (128×32, L4PLASMA.h); RP412's PlasmaScreen renders the same Video8BitBuffered surface into a desktop window, selected in L4GREND.cpp on L4PLASMA=SCREEN.
  • Displays: BT pod = main 800×600 3D view + 640×480 radar + five mono MFDs on one spanned 1280×480 surface (+ plasma). All cockpit surfaces are bit-plane masks over one shared SVGA16 pixelBuffer (see gauges-hud, pod-hardware). RP412's MFDSplitView (L4MFDVIEW.* + L4VB16.cpp split mode, L4MFDSPLIT=1) composes child panes on a fixed 1920×1080 canvas; 3D presents into the viewscreen pane via Present(hDestWindowOverride).
  • Networking: arcade stack unchanged (see multiplayer); RP412 moved the wire behind NetTransport (L4NETTRANSPORT.*), default WinsockNetTransport, Steam implementation L4STEAMTRANSPORT.* (ISteamNetworkingSockets, FakeIP + SDR, degrade-to-TCP on any failure). Addresses stay SOCKADDR_IN-shaped so the egg [pilots] ip[:port] roster works over both wires.
  • Session: console protocol (egg msgID 3, 1040-byte chunks + ACK; RunMission msgID 5 ×2; console must stay connected) — tools/btconsole.py is the working feeder and the spec for the in-process LocalConsole marshal (Phase 5).

Known merge risks (from the 3-way BT411 / RP411-baseline / RP412 comparison)

Quantified 2026-07-14 [T1] — BT-vs-RP411-baseline divergence measured with diff --strip-trailing-cr (baseline extracted from RP412 history, git show 3b8b729:MUNGA_L4/<f>); RP412-side change sizes from git diff 3b8b729..HEAD:

File BT vs baseline RP412 change Treatment
L4RIO.h identical 125 lines (RIOBase split) RP412 verbatim
L4RIO.cpp identical 0 nothing to do
L4CTRL.h, L4NET.H, L4PLASMA.*, L4KEYBD.h identical small RP412 verbatim
L4CTRL.cpp 29 diff lines 17 (PadRIO hook) apply RP412 diff
L4GREND.cpp 6 diff lines 15 (PlasmaScreen selector) apply RP412 diff
L4VIDEO.cpp 2725 diff lines (BT render work) only 14 apply RP412 diff — small despite BT divergence
L4VIDEO.h 29 diff lines 7 apply RP412 diff
L4NET.CPP 23 diff lines (BT_NET_TRACE ×5) 345 (seam refactor) MEDIUM — apply seam refactor, re-site traces
L4VB16.cpp 514 diff lines (dev-gauge dock) 350 (split view) HIGH — true hand-merge
L4VB16.h 14 diff lines 32 hand-merge with L4VB16.cpp
  • L4VB16.cpp — HIGH. RP412 rebuilt ~38464046 (splitViews/canvas/present); BT rebuilt the same window-management region for dev-gauge docking (BT_DEV_GAUGES, BT_DEV_GAUGES_WINDOW, BT_DEV_GAUGES_DOCK, BT_GAUGE_SCALE, BT_GAUGE_SEC_ROT, BT_ALL — 15 sites). Hand-merge; write the 3-way diff notes HERE before editing.
  • L4NET.CPP — MEDIUM. RP412 rerouted all ~2226 Winsock call sites through NetTransport_Get(); BT's 5 BT_NET_TRACE diagnostic blocks sit exactly on those send/receive sites and must be re-sited onto the seam calls.
  • CMake: engine sources are explicit per-file lines (no globs) — every ported .cpp needs its own add_library line or it silently doesn't compile. New deps: xinput9_1_0.lib (PadRIO), C++/WinRT (KeyLight, per-file C++17), Steamworks SDK + steam_api.lib behind option(BT412_STEAM).
  • No /Zp1 in BT's build (RP's engine builds /Zp1): RP412's packing-mismatch workarounds (WINDOWS_IGNORE_PACKING_MISMATCH, KeyLight default-packing carve-out, pack(push,8) around Steam headers) are no-ops here — keep them for verbatim-ness, but eyeball any copied code for /Zp1-layout assumptions.

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