LocalConsole: the in-process marshal that ends missions
Domain correction from playtest: hand-fed eggs are a developer shortcut - a mission only ends on a console command, so the clock hits 00:00 and counts up forever. Even single-player games need a console marshal. RPL4CONSOLE is that console. Like the real one it lives on its own thread: it owns the mission clock and raises the stop request at the selected length; the app-manager per-frame hook (new gPerFrameHook seam in APPMGR, called while the application global is live - the loop condition NULLs it on exit, which ate the first attempt) executes the engine-safe part, dispatching the same StopMissionMessage TeslaConsole sent. Final scores flow in through a new RP-layer sink (gConsoleScoreSink in RPCNSL): RPPlayer feeds it the same score it sends a real console at mission end. It also inherits the launcher role: the application tears down after a stop (arcade pods were relaunched per mission by TeslaLauncher), so WinMain respawns the process when the console ended the mission, landing back on the race-setup screen. L4NetworkManager grows FeedLocalEgg (the single-user egg-inject path, callable mid-session) for the future in-process loop. Verified end to end: menu -> 3:00 race -> stop dispatched exactly on time -> final score collected (host 1 = 4113) -> process respawned with the front end up. -egg runs stay unmarshaled (the dev shortcut). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -296,6 +296,11 @@ public:
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//static MessageHandlerSet MessageHandlers;
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static MessageHandlerSet& GetMessageHandlers();
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// Load a local egg file and kick the mission cycle - the same path
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// the single-user startup takes; used by the in-game front end /
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// local console for the race-after-race loop.
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void FeedLocalEgg(const char *egg_path);
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void ReceiveEggFileMessageHandler(
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ReceiveEggFileMessage *EggMessage);
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void AcknowledgeEggFileMessageHandler(
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