The lobby could stage a room but the launched mission never fed the members.
BTLocalConsole_InstallNetworkMission (btl4console.cpp) makes the host play the
arcade console in-process over the NetTransport seam (Winsock TCP or Steam SDR):
- connect to each member's console channel (ip[:port] from BT412HOSTPODS);
- feed each the chunked egg (NetworkManager::ReceiveEggFileMessage, \n->NUL
wire image like tools/btconsole.py), resending until it ACKs;
- poll member state (StateQueryMessage); when the whole mesh is staged at
WaitingForLaunch, dispatch RunMission to every member + locally at once;
- StopMission at expiry (members first, then self after a short grace);
- scores are BT's kills/deaths snapshotted from the *meshed* roster at the
stop -- no EndMission wire intake (that flow is a BT stub; the mesh already
put every pilot in the host's roster). The owner's own pod is fed locally
via L4NetworkManager::FeedLocalEgg.
Engine change (ported 1:1 from RP412): gConsoleMarshalsLaunch (APPMGR.h/.cpp) +
the `!gConsoleMarshalsLaunch &&` guard in APP.cpp's WaitingForLaunch self-launch.
The owner has no console connection to itself, so without this it would
self-launch before the mesh staged and never send the coordinated RunMission.
Default False = stock behavior; solo boot un-regressed.
WinMain host path (btl4main.cpp) now honors BT412HOSTPODS (+BT412HOSTPORT) for
the lobby host AND a classic-LAN host: SetNetworkCommonFlatAddress +
InstallNetworkMission, falling back to a solo marshal if no member is reachable.
Verified (loopback): two `btl4.exe -net` pods fed by tools/btconsole.py reach
"All connections completed!" and run after the engine change -- the exact
protocol + launch handshake the marshal uses. Both gates build+link; the
Release dist boots and the Steam transport comes up. The live multi-machine
Steam mission (FakeIP mesh + pilot-slot matching) is untestable here -- see the
new docs/STEAM-3-MACHINE-TEST.md. Dist README updated: multiplayer is now
"newly implemented, please test" rather than deferred.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
#pragma once
|
|
|
|
#include "app.h"
|
|
|
|
extern HWND ghWnd;
|
|
|
|
// BT412: when True, losing the console mid-race ends the mission (the
|
|
// marshaled/lobby path where the in-process console owns the clock);
|
|
// False = the arcade -net pod re-listens for its console. See APPMGR.cpp.
|
|
extern Logical gConsoleLossEndsMission;
|
|
|
|
// BT412: per-frame observer hook (the LocalConsole marshal's game-thread tick).
|
|
extern void (*gPerFrameHook)();
|
|
|
|
// BT412: when True, a pod at WaitingForLaunch does NOT self-launch even with no
|
|
// connected console -- the IN-PROCESS console (hosted network mission) owns the
|
|
// launch and holds every pod at WaitingForLaunch until the whole mesh is staged,
|
|
// then dispatches RunMission everywhere at once. See APP.cpp. (Ported from
|
|
// RP412's engine mod; default False = the stock self-launch behavior.)
|
|
extern Logical gConsoleMarshalsLaunch;
|
|
|
|
class ApplicationManager : public Node
|
|
{
|
|
public:
|
|
ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate);
|
|
~ApplicationManager();
|
|
|
|
void StartApplication(Application *new_app);
|
|
|
|
void RunMissions();
|
|
|
|
Scalar GetFrameRate()
|
|
{
|
|
Check(this);
|
|
return frameRate;
|
|
}
|
|
|
|
HINSTANCE GetHInstance() { return mHInstance; }
|
|
HWND GetHWnd() { return ghWnd; }
|
|
|
|
static ApplicationManager* GetCurrentManager() { return CurrentAppManager; }
|
|
|
|
protected:
|
|
static ApplicationManager* CurrentAppManager;
|
|
|
|
Scalar frameDuration, frameRate;
|
|
SChainOf<Application*> runningApplications;
|
|
HINSTANCE mHInstance;
|
|
};
|