With RP412STEAM=1 but no Steam client, the lobby buttons were not drawn
at all - the menu simply had two fewer buttons than last time, with the
only explanation a line near the top of rpl4.log that scrolls past during
a normal startup. It reads as a broken build, and it cost someone a
puzzled look today.
The buttons are now laid out whenever environ.ini asks for Steam, and
greyed out when the wire did not come up, with STEAM NOT RUNNING above
them. Clicks on a greyed button do nothing - a dead control that still
fires would be worse than the silence it replaces.
Two conditions rather than one, so RPL4Lobby_Configured joins Available:
configured is the ini switch, available is whether the transport got a
FakeIP. Configured keeps the #ifdef in the lobby module, so a build
without the Steam SDK still shows no buttons at all rather than a pair
that can never work.
The notice does not fit inside a button - they are about sixteen
characters wide and "HOST STEAM GAME - STEAM NOT RUNNING" is more than
twice that, so appending it clipped mid-word. It goes on its own line
above the pair instead.
Verified both ways, with the Steam client up and with it unavailable:
bright and clickable, dim and inert.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
RPL4LOBBY implements the multiplayer front door on ISteamMatchmaking.
The setup menu grows HOST STEAM RACE / JOIN STEAM RACE buttons when
the Steam wire is live; hosting creates a tagged public lobby, joining
finds one. Every member publishes FakeIP + fake ports + persona +
loadout as member data; the room screen lists members (host marked)
and gives the owner a launch button.
Launching writes a nonced go-roster into lobby data. Each pod
registers every peer with the Steam transport (two-port peer table:
engine console/game ports map to Steam fake ports on connect) and
enters the race: the owner through the hosted-race path - it builds
the multi-pilot egg from real personas and loadouts and its console
marshals everyone - and members as network pods that boot straight
into WaitingForEgg for the owner to feed over the wire.
The lobby outlives races: members loop back through WinMain into the
room (no local console needed - MissionCompleted is waived for member
races), and the owner returns to the room after its results screen.
Leaving the lobby clears the hosted-race priming.
Verified on this box: menu buttons appear under RP412STEAM=1, hosting
creates a lobby on the Steam backend, the room runs and leaves back to
the menu; single-player cycling and the LAN hosted race both still
pass. Full three-account mesh test is next, on real hardware.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>