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BT412/context/multiplayer.md
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arcattackandClaude Fable 5 a9c3e96f20 MP combat step 1 (target any peer) DONE; step 2 (cross-pod damage) localised (task #46)
STEP 1 -- target any peer mech: DONE + verified. A live-mech registry
(BTRegisterMech/BTDeregisterMech from the Mech ctor/dtor) collects
every mech -- player, dummy, and peer replicants. The boresight
world-pick walks BTGetTargetCandidates (all mechs != shooter, closest
ray hit) and the whole fire/damage block retargets from the solo
gEnemyMech to the picked hotTarget; missile/projectile validation
generalised via BTIsRegisteredMech. Verified one-box: instance A
enumerates B's mech as a live ReplicantInstance (20 zones, ownerID=3).
Solo un-regressed (pick->damage->kill clean, 28 hits + DESTROYED).

STEP 2 -- cross-pod damage: dispatch + engine reroute are CORRECT and
invoked with a valid owner, but the dispatched message doesn't reach
the master. Entity::Dispatch (ENTITY.cpp:244) reroutes a replicant's
msg via application->SendMessage(ownerID,...); BT_MP_FORCE_DMG proves A
dispatches at B's replicant with ownerID=3, yet B takes 0 STEP-6
damage. Corrects the KB's [T3] "Dispatch already reroutes": the reroute
FIRES; the break is downstream in the transport/delivery of a
dispatched entity-message (update records flow fine -- net-rx works).
Next MP task = that wire delivery. Diagnostics BT_MP_LOG /
BT_MP_FORCE_DMG retained.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 10:13:39 -05:00

7.8 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
multiplayer Multiplayer — replication, netcode, the console provisional PROGRESS_LOG.md §7 (Phase 7), §8 (P6); docs/HARD_PROBLEMS.md (P6)
wintesla-port
combat-damage
locomotion
decomp-reference
master
replicant
EGG
dead-reckon
Cross-pod combat (damage to a replicant's master); replicant gait; pod-LAN config

Multiplayer

Pod-to-pod networked play. The hard infrastructure exists (WinTesla replaced DOS NETNUB with a WinSock2 TCP stack); the work is integrating + smoke-testing it for BT. Full detail: docs/PROGRESS_LOG.md §7, §8; the problem writeup: docs/HARD_PROBLEMS.md (P6).

The stack (already reconstructed)

  • WinTesla replaced NETNUB with a 3446-line WinSock2 TCP reimplementation (MUNGA_L4/L4NET.CPP, SOCK_STREAM/ReliableMode, zero SOCK_DGRAM); the master/replicant distributed-sim core (InterestManager/Entity/HostManager) is complete. So MP = integrate + smoke-test that stack (gated on P3 locomotion + P5 entity lifecycle + subsystem WAVEs). The rumored L4NET.CPP:1853 send-size bug is DEAD CODE (#if MESSAGE_BUFFERING==0). [T2]

Master / replicant model

  • master = a locally-simulated entity (your mech + dummies); drives itself + EMITS update records.
  • replicant = a peer's mech, a local proxy; DeadReckons toward the master's replicated position. MUST SetValidFlag() at creation or every message defers forever (reconstruction-gotchas §9).

How a session forms

-net <port> = networked mode (the pod listens on for a CONSOLE, boots ConsoleOnly; game mesh = +1). Solo (no -net) never touches WinSock. The mission egg's [pilots] section IS the roster (pilot=ip[:port] + a per-address page); each pod self-identifies by local-IP+game-port, connects to earlier pilots, listens for later ones — a deterministic full mesh; the mission loads when all connect. The CONSOLE (operator station — ABSENT from every archive) delivers the egg as chunked ReceiveEggFileMessage packets + the LAUNCH RunMissionMessage; tools/btconsole.py is our console emulator (⚠ NotationFile::ReadText expects NUL-SEPARATED lines). [T2]

Verified milestones (one box, two instances)

  • P6 smoke test: two instances share a world — console egg → TCP mesh → synchronized start → bidirectional entity replication (each renders its own mech + the peer's REPLICANT), 0 crashes.
  • Movement replication: A's mech WALKS on B's screen (the replicant tracks the master to ~1.5u via dead-reckoning). The authentic mission-start ladder runs (CreatingMission→…→RunningMission via the console LAUNCH). SIX bugs fixed to get here (dead-reckoner install, replicant-motion DeadReckon, master emission threshold, emission gated on RunningMission, the console-must-LAUNCH fact, replicant validity). [T2]
  • Wire-format bug class found+fixed: MakeMessages replicate RAW over TCP, so string payload must be INLINE (char[N] at the binary offsets), not a const char* pointer (garbage cross-pod). Check EVERY MakeMessage for pointer payloads. [T2]

Debug tooling (BT_NET_TRACE, permanent)

[net-tx]/[net-rx] (L4NET), [net-upd] (update lookup), [upd-repl], [ent-exec] (state ladder). Per-instance: BT_LOG=<file> + BT_AFFINITY=<mask> (CPU pin). Update stream ≈ 60 Hz × 144-byte records per moving master. [T2]

Cross-pod combat step 1+2 (task #46, 2026-07-09) [T2 findings]

Step 1 — target ANY peer mech: DONE + verified. A live-mech registry (BTRegisterMech/ BTDeregisterMech from the Mech ctor/dtor, btplayer.cpp) collects every Mech — player, dummy, AND peer replicants. The mech4 boresight world-pick now walks BTGetTargetCandidates (all mechs ≠ shooter) and picks the CLOSEST the ray strikes, retargeting the whole fire/damage block from the solo gEnemyMech to the picked hotTarget (missile impact + projectile validation generalised via BTIsRegisteredMech). Verified one-box: instance A correctly enumerates B's mech as a live ReplicantInstance (inst=4), 20 zones, ownerID=3, alive. Solo un-regressed (pick→damage→kill chain clean). Step 2 — cross-pod damage: dispatch + reroute CORRECT, wire delivery is the GAP. The engine Entity::Dispatch (ENTITY.cpp:244) DOES reroute a replicant's message: if (GetInstance()==ReplicantInstance) application->SendMessage(ownerID, EntityManagerClientID, message). Verified (BT_MP_FORCE_DMG): A dispatches TakeDamage at B's replicant with a VALID ownerID=3 → the reroute is invoked. BUT B's master takes 0 damage (no STEP-6 unaimed hit), and the message resolves nowhere on A either. So the reroute FIRES but the dispatched entity-message never reaches the owning master. ⚠ Corrects the earlier [T3] "Dispatch already reroutes" to: reroute code exists + is invoked with a valid owner; the break is DOWNSTREAM in the transport/delivery of a dispatched message (vs the auto-replicated update records, which flow — net-rx works both ways). ⚠ [net-tx] trace tag is NOT wired on the send path (logs 0 even though rx proves sends happen) — instrument the actual Application::SendMessageRoutePacket→ L4NET send + B-side EntityManager receive/deliver to localise. Diagnostics: BT_MP_LOG (candidate dump), BT_MP_FORCE_DMG (direct replicant-dispatch proof hook).

Remaining (P6 phase 4 / Phase 7)

Cross-pod damage WIRE DELIVERY (the step-2 gap above — the next MP task); interactive 2-window driving + the -net-mode aim projection / drive (A's aim ray was dead — noRay, and BT_AUTODRIVE/BT_GOTO didn't move A in -net mode); replicant GAIT animation (derive from replicated velocity); the pod-LAN config (real IPs, bare-IP pilot entries). See open-questions. [T3]

MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2]

Re-ran the one-box smoke test on the current build (world-pick targeting, weapon groups, death transition, HUD all landed since P6): console egg → mesh → RunningMission on BOTH instances, 174+ ×144-byte update records EACH side (msgID=6), 2 mech trees per instance, 0 crashes over ~6 min. Gap map to a first playable LAN fight (in wiring order):

  1. Enemy selection: the world-pick tests only gEnemyMech (the solo dummy, btplayer.cpp:791). MP: the pick must test every OTHER mech (the peer replicants) — generalize to a candidate walk (mech entities != viewpoint). Small.
  2. Cross-pod damage: dispatch TakeDamage at the REPLICANT → verify the engine reroute carries it to the owning master (the KB claims Dispatch reroutes; not yet exercised with our STEP-6 handler). The master takes real zone damage + runs its own death transition (task #42 placed the death dispatch victim-side — MP-correct by construction).
  3. Victim visuals on the shooter's screen: the wreck swap gates on zone/graphic state the REPLICANT copy may never see (zone damage may not replicate — only pose updates confirmed). Check DamageZone/subsystem state in the update stream; else replicate the death as an event.
  4. Cross-pod beam visuals: replicant emitters don't run the local trigger sim, so the peer's beams never draw today. The authentic path exists: ServiceDischarge/ContinueDischarge SEND beam-keepalive messages (FUN_0041c350, templates @0x511e6c/@0x511e78, emitter.cpp already stubs them) — decode + route those to drive replicant beam draws.
  5. 2-window driving: input gates on window focus (alternate windows; BT_KEY_NOFOCUS for harness). DEATHS scoring should light via the existing BTPostKillScore MP branch. Respawn = the P5 teardown debt (deferred until needed).

Key Relationships