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>
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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) |
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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
NETNUBwith 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 rumoredL4NET.CPP:1853send-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 aconst 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::SendMessage→RoutePacket→
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):
- 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. - 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).
- 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.
- 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. - 2-window driving: input gates on window focus (alternate windows;
BT_KEY_NOFOCUSfor harness). DEATHS scoring should light via the existing BTPostKillScore MP branch. Respawn = the P5 teardown debt (deferred until needed).
Key Relationships
- Base: wintesla-port (L4NET). Depends on: locomotion (update writer), combat-damage
(entity lifecycle). Detail:
docs/HARD_PROBLEMS.md(P6).