5 Commits
Author SHA1 Message Date
CydandClaude Fable 5 18c6f05cf1 Members get the score sheet: owner publishes results through the lobby
Round seven was the first complete Steam race: three machines, five
minutes, wall deaths respawning, the console ending the race on time,
and rematches launched from the same lobby. The one gap the run showed:
only the owner saw scores - members went straight back to the room.

The owner now publishes its console results (host, score, name, keyed
by the race nonce) into lobby data right after teardown; members pull
the sheet (waiting up to 8s for it to land), inject it into the local
results intake, and the same RACE RESULTS screen shows on every
machine before the room.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 00:34:34 -05:00
CydandClaude Fable 5 c66cb00a7e Network races: the local console marshals remote pods over the wire
The lobby-owner-as-console architecture, in-engine. RPL4CONSOLE gains
RPL4LocalConsole_InstallNetworkRace: the owner pod switches to network
mode and meshes like any pod (egg fed locally via FeedLocalEgg, which
now opens the ConsoleOnly state gate), while the console tick also
marshals REMOTE pods over NetTransport speaking the exact arcade
protocol - egg chunks with 5s-retry-until-ACK, 1Hz state polling,
RunMission once every pod stages at WaitingForLaunch, StopMission at
expiry (remotes first, local pod holds until their EndMission scores
land), score intake labeled with [pilots]-order names on the results
screen.

The front end builds the multi-pilot egg: RP412HOSTPODS lists member
console channels (lobby stand-in; the Steam lobby feeds the same
path), RP412HOSTPORT/RP412HOSTADDR set the owner side.

Winsock Connect now redials with a fresh socket per attempt (a refused
TCP socket is dead; the old loop reused it) bounded at 120s - needed
whenever a peer boots after the caller, which is the normal Steam
lobby launch order.

Verified on loopback: member pod in -net, owner hosting from its menu;
mesh completed both sides, 30s race, remote score collected over the
wire (host 3), local stop after the drain, results screen shows both
pilots by name in one process that returns to the menu.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 21:08:18 -05:00
CydandClaude Fable 5 8d7373974f Results screen between race and menu
After a console-marshaled race ends, the race loop now shows a RACE
RESULTS screen (place / pilot / final score, sorted descending, with a
CONTINUE button) before returning to the setup menu. Scores come from
the local console's intake; single-player rows carry the pilot's own
name, additional pods show their host number until the Steam roster
maps IDs to personas.

The setup menu also keeps the player's selections and pilot name across
races now instead of resetting to defaults each cycle.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 19:05:55 -05:00
CydandClaude Fable 5 570eb3aceb Single-binary race loop: menu -> race -> menu in one process
WinMain now wraps the engine block in a loop: when a front-end-launched
mission ends under the local console, the setup screen comes back in the
same process instead of exiting (the arcade relaunch-per-mission model).
Replaces the CreateProcess self-respawn - required for Steam, where the
lobby and sockets must survive across races.

Second-cycle re-init crash fixed: d3d_OBJECT kept a static texture cache
keyed by filename, so race 2 got IDirect3DTexture9 pointers created on
race 1 destroyed device and died at first draw (DrawMesh AV). The cache
is now flushed in ~DPLRenderer before the device is released, and
ParticleEngine::Initialize drops particles left over from the previous
mission. Verified: three consecutive 30s races in one PID, each stopped
on time by the console with final scores collected.

Also: L4CONSOLELEN env override for test-length races, and the console
exposes MissionCompleted() for the loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:48:56 -05:00
CydandClaude Fable 5 9f79508257 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>
2026-07-12 18:10:02 -05:00