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>
24 lines
393 B
Plaintext
24 lines
393 B
Plaintext
# build output
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/build/
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*.obj
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*.pdb
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*.ilk
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*.exp
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*.idb
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# logs / debugger dumps
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*.log
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cdb_*.txt
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# editor / OS
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.vs/
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*.user
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Thumbs.db
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# per-user input profile, written by the game on first PAD run (cwd=content)
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/content/bindings.txt
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# Steam AppID override: created by hand next to the exe for testing under
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# Spacewar (480) until BT412 has its own AppID. Never shipped in dist.
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steam_appid.txt
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