Port RP412's RPL4LOBBY to BT: an ISteamMatchmaking room stands in for the arcade Site-Management screen. Compiled both gates -- stubs without BT412_STEAM, the full room under it (both configs build + link clean). Lobby (game/reconstructed/btl4lobby.*): - Room screen (green-on-black, like the menu), owner = console. - Member data: FakeIP + fake console/game ports + persona + mech/color/badge (ip/cp/gp/nm/vh/cl/bd keys). - Nonced "go" launch roster -> SteamNetTransport_RegisterPeer for every peer. - Push/PullRaceResults over lobby data rebuild the shared score sheet. Front end (btl4fe.*): HOST/JOIN buttons when BTLobby_Available() (Steam transport up); the menu loop exits on a steam action and BTFrontEnd_Run routes the lobby outcome -- host builds the egg with every member as a [pilots] mesh entry (BTFrontEnd_SetHostedPilots), member returns launch mode 2. Results screen prefers the marshal's collated result names. Marshal (btl4console.*): add GetResultName / ClearResults / InjectResult so the lobby owner can refill the sheet from the collated wire scores; Result gains a name field. WinMain (btl4main.cpp): install the Steam transport on BT412STEAM env (before the front end, so the lobby is offered); branch on BTFrontEnd_LastLaunchMode() -- host owns the marshal clock + joins the mesh, member enters as a network pod on :1501 (SetNetworkCommonFlatAddress + gConsoleLossEndsMission); Push (host) / Pull (member) results, then relaunch. CMake: btl4lobby.cpp joins bt410_l4; that lib gets BT412_STEAM + the Steamworks include under the gate. build-steam/ gitignored. Deferred (untestable here -- needs Steam + multiple machines): the host->member wire egg-feed marshal (InstallNetworkRace); a member currently waits for a console connection nothing supplies, so a live host+member race is blocked on it. The lobby object does not survive the per-mission relaunch. docs/STEAM-3-MACHINE-TEST.md for BT not yet authored. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.7 KiB
C++
38 lines
1.7 KiB
C++
//===========================================================================//
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// btl4console.hpp -- BT412 in-process LocalConsole marshal.
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//
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// A front-end-launched solo mission has no operator console, so the mission
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// clock would count up forever. This marshal plays the console's role in
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// process: it watches the mission via the engine's per-frame hook
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// (gPerFrameHook, called on the game thread in RunMissions) and dispatches
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// StopMissionMessage when the selected length expires, exactly as the arcade
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// console did. The single-binary WinMain loop then collects the result and
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// cycles back to the setup menu.
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//===========================================================================//
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#ifndef BTL4CONSOLE_HPP
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#define BTL4CONSOLE_HPP
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// Arm the marshal for the next mission: it stops the mission after
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// `mission_seconds` (0 = endless -- never auto-stops). Registers the
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// per-frame hook.
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void BTLocalConsole_Install(int mission_seconds);
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// True once the marshaled mission has stopped (time expired, or ended some
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// other way while armed) -- the WinMain loop cycles back to the menu.
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int BTLocalConsole_MissionCompleted();
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// Final scores snapshotted at the stop (roster order; slot 0 = local pilot).
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int BTLocalConsole_ResultCount();
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int BTLocalConsole_GetResult(int index, int *kills, int *deaths);
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const char *BTLocalConsole_GetResultName(int index);
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// Lobby (owner) rebuilds the sheet from the collated wire scores before the
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// shared results screen: clear, then inject each pod's name/kills/deaths.
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void BTLocalConsole_ClearResults();
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void BTLocalConsole_InjectResult(int slot, int kills, int deaths, const char *name);
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// Drop the marshal + clear the per-frame hook.
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void BTLocalConsole_Uninstall();
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#endif // BTL4CONSOLE_HPP
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