Move the build to VS2022 (v143) with runtime parity against VC9
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143, Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln. Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO, /FORCE:MULTIPLE (header-defined globals still duplicated across TUs). Changed: CRT unified to /MD(d); import libs linked by the exes instead of merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined; legacy_stdio_definitions.lib for the June-2010 dxerr.lib. Source fixes, all behavior-preserving: Time gains standard (non-volatile) copy-ctor/assignment overloads (rvalues cannot bind to volatile& in standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG); std::ios.in -> std::ios::in in CAMMGR.cpp. Verified: VC9 baseline rebuilt from this tree first, then the v143 build compared against it in a sandboxed game working copy - identical logs and behavior through RIO init (against vRIO) and mission load, including the same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both toolchains hit; documented in BUILD.md 4 as the next debugging target. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -30,6 +30,16 @@ vPLASMA renders the display's recovered command grammar
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(`VPlasma.Core/Protocol/PlasmaProtocol.cs`, grammar recovered from
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`L4PLASMA.CPP` itself). For 4.12 that logic moves *inside* the game:
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**Design principle — recreate the cockpit's feel on screen.** The 4.12 screen
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layout places the RIO panel controls *around* the displays in the same
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physical arrangement as the pod: MFD button clusters framing the screens,
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board columns and keypads where they sit in the cockpit, the plasma glass in
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its place above. vRIO's panel layout data (`VRio.Core`, the five MFD
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clusters / four board columns / two keypads / encoder-gauge strip) is the
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geometry reference — it is already the faithful software copy of the physical
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panel. On-screen buttons light with the same lamp states the game commands,
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so press-feedback works like the real button field.
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- Replace the RIO serial path in the L4 layer with a native input layer
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(keyboard / mouse / XInput, later Steam Input). Port vRIO's binding model —
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its axis-travel semantics (throttle ratchet, spring-back pedals, ±80 stick)
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@@ -89,11 +99,15 @@ TeslaConsole drives over TCP 1501 becomes in-game UI:
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### Toolchain
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- Shipping a Steam title from VC++ 2008 Express is untenable long-term
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(no modern CRT, no Steamworks-era toolchain testing, painful CI). Early
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task: upgrade `.vcproj` → `.vcxproj` on a branch (VS2022, `v143` toolset,
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still Win32/DX9) and burn down the warning list. This is a prerequisite for
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comfortable Steamworks SDK linkage.
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- ✅ **Done (2026-07-12)** — the solution builds on **VS2022 (v143)** with the
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Windows 11 SDK; see [BUILD.md](../BUILD.md) §3 for what changed and why.
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Runtime-verified equivalent to the VC9 baseline (including RIO init against
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vRIO). Remaining cleanups called out there: un-`/Zp1` the Windows-header
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boundary, port `stdext::hash_map` → `std::unordered_map`, single-TU the
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duplicated globals so `/FORCE:MULTIPLE` can go away.
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- ⚠️ Known pre-existing crash (both toolchains): standalone mission load AVs in
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`d3d_OBJECT::LoadTexture` (`L4D3D.cpp:262`) — first debugging target now
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that the v143 build has full PDBs (BUILD.md §4).
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## Suggested order
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