Commit Graph
10 Commits
Author SHA1 Message Date
CydandClaude Opus 5 1dd40be0a3 The map draws on every step of the rate wheel
The renderer walks a sixteen-step rate wheel: one step per full pass over
the gauge list, shifted right each pass and reset at the bottom. A gauge
redraws only on the step its configured rate names, so the map - on one
step - waited a whole turn of the wheel however cheap its redraw was.

With the frame budget fixed the wheel turns about fifty times a second
and one-in-sixteen would be tolerable. It is still the wrong shape for
the map: the thing a pilot reads to navigate should not be the display
that updates least often, and RP412MAPRATE says how many of the sixteen
steps it draws on. Sixteen by default, one for the old data-driven
behaviour. Each extra step costs one gauge's redraw against a pass that
runs ninety of them, which measured as nothing.

The write has to be QUALIFIED, and that is worth recording because it
cost hours. GPS's constructor takes its rate as a parameter also called
'rate', which shadows the inherited Gauge::rate for the whole body - so a
bare assignment sets the parameter and leaves the member holding whatever
the gauge data asked for. oldRate is not shadowed, so it took the value,
and the pair then disagreed: rate=2000, old=ffff. That looked exactly
like something writing the member from outside, and there is no such
writer - Gauge touches rate in three places, none of which can produce
that pair. A hardware write-watch on the member settled it by reporting
an address on the STACK.

Also here, the terrain-arrival work on the map background. It draws one
placement into the cached picture when the static bounds are unchanged,
and rebuilds the whole thing only when they move - the bounds set the
scale, and the scale is what everything already on the picture was drawn
at. It is honest to say this fires rarely: the logs show terrain arriving
in one burst at mission load, not streaming in as you drive, so the
incremental path is mostly insurance. What it does close is real, though
- departures now order a rebuild. Nothing listened for those before, and
they had been swept up by the rebuild the next ARRIVAL ordered, which on
a track whose terrain all arrives at load is a rebuild that never comes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 13:13:03 -05:00
CydandClaude Opus 5 b7b2c3b148 The GPU transforms the vertices
The cockpit displays were updating every two to three seconds while the
3D view held a perfectly smooth 55 fps. This is why, and it is one line.

Every device was created D3DCREATE_SOFTWARE_VERTEXPROCESSING - every
vertex on the track transformed and lit on the CPU, on the one core this
game uses for everything. That was not a choice when the engine was
written; there was no hardware to hand it to. The error message beneath
the call still says "Couldn't create HARDWARE_VERTEXPROCESSING device",
so the flag was changed at some point and the message left behind.

Measured on the biggest track, 1920x1080:

  software   foreground 17.2 ms   background 1.2 ms   2.4 gauge passes/s
  hardware   foreground  0.2 ms   background 17.9 ms  50.0 gauge passes/s

The frame loop runs the foreground and then spends whatever is LEFT on
the background gauge work. A foreground costing 17.2 ms of an 18 ms frame
leaves nothing, so the gauge loop got the single pass it is guaranteed
and no more. A pass needs about twenty steps - eighteen gauges and three
display copies - so the cockpit ran at two passes a second, and since the
renderer walks a sixteen-step rate wheel, a gauge on one step redrew once
per SIXTEEN of those. Three seconds. The map, the clock, the boost gauge
and the sim still running after the fade to black were all that one
number.

Hardware T&L is now the default and sw is the way back. Fixed-function
lighting and fog are not bit-identical between the old software path and
a driver, so the escape hatch stays - but the picture was checked against
both and the difference is not the one worth defending. A cockpit whose
instruments update twice a second is. It falls back to software by itself
if the adapter has no hardware T&L.

The instruments that found it stay in, because nothing about this was
visible from outside:

- FrameSplit, under RP412GAUGEDIAG, reports foreground against background
  against whole frame. APPMGR has computed those four timestamps every
  frame since forever and never reported one of them; it would have
  pointed here on the first day.
- FrameDiag reports frames per second on the same window, so the gauge
  sweep rate can be read against the frame rate rather than guessed at.
- ProfileReport, which already existed and was only reachable through F11
  on the RIO controls mapper - not the mapper a desktop player runs, so
  in practice unreachable - now runs on a timer under RP412GAUGEPROFILE.
  Its per-gauge line gains the rate mask and tier, which is what names a
  display as one-in-sixteen rather than merely slow.
- The winners' circle logs what its exterior and name-plate rebuilds
  cost, since nothing else runs while they do.

RP412VSYNC is here too, and it is honest about itself: presenting
IMMEDIATE was measured and made no difference to the frame budget,
because the frame was full of work rather than waiting. It stays as a
latency-against-tearing preference, not a fix.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 13:12:34 -05:00
CydandClaude Opus 5 827c5b295b The controls answer only while the game is the window in front
Testers taking notes in another window were flying the pod while they
typed. RP412INPUTFOCUS=1 is the new default; 0 restores the old
behaviour.

The pod was the only thing running on its cabinet, so the virtual RIO
reads the key state directly rather than waiting on the message pump.
That is the right call for latency and it is why the pedals feel like
pedals - but a direct read is a read of the WHOLE keyboard, whatever has
focus. On a cabinet that distinction did not exist. On a desktop it is
the difference between writing a bug report and steering into a wall
while you write it.

One choke point does the whole job: PadRIO::PollInputs is where the
keyboard, the XInput pad and the DirectInput stick are all read, so a
single flag covers the three of them. The joystick needs no change of
its own - unfocused the resolve block is skipped, every device slot
stays at -1, and the button, hat and axis loops find no device and read
released on their own. It is opened DISCL_BACKGROUND on purpose, or it
would stop answering the moment a cockpit pane took focus, so declining
to poll it is what makes it go quiet.

Each source reads as RELEASED rather than the poll returning early, and
that is the part worth keeping: bail out instead and whatever was held
at the moment you switched away stays held until you come back, which is
the stuck throttle this is meant to prevent rather than cause. Reading
released lets the diffs already in there turn it into proper release
events.

The throttle accumulator is the deliberate exception. It is the pod's
one sticky axis and it integrates what the controls ask for, so controls
asking for nothing simply stop moving it - you come back to the speed
you left rather than to a dead stop.

Focus is tested per PROCESS, not against one window handle. The cockpit
is a shell full of child panes, the exploded view is six windows of its
own and the plasma glass another; matching a single HWND would drop the
controls the moment somebody clicked an MFD.

Real RIO cockpit hardware is untouched - this is the keyboard, pad and
joystick path only. The volume and bass keys in L4CTRL were already
gated this way, unconditionally, which is where the idiom comes from.

On by default because the alternative is every tester editing a file
before the fix reaches them: an environ.ini written by an older build
does not carry the line, so the built-in default is what they get. The
log says which way it is set, and the option-mention check names it as
one they have not heard of.

Verified against the built exe both ways: a fresh run writes the
documented default and applies 14 settings where it applied 13, and a
file with the line removed reports exactly one unknown option and falls
back to focus-gated.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-08 20:24:40 -05:00
CydandClaude Opus 5 25e25260b1 Home and End are the bass knob
The volume keys wanted a partner, and the bass trim could not be one as it
stood: it scaled the sample data as it loaded, so by the time anyone pressed
a key the audio was already sitting in OpenAL buffers and nothing short of a
restart would move it.

So the trim is now a per-zone gain applied in the mix instead. Each buffer's
depth - how much of the low band it occupies - is still worked out once at
load from its playback rate, but the trim itself is read every frame, which
is what lets Home and End move it while sounds are playing. It is the better
form regardless: no rewriting of sample data, and no quantisation on top of
audio that has already been through one gain stage.

Home raises, End lowers, in steps of 0.05, and the setting is written to
bass.cfg beside the exe exactly as the volume writes volume.cfg. Together
with PageUp and PageDown that is the amplifier and the crossover the
cabinets had in hardware and a desktop does not.

Builds clean, runs, and neither knob fires unprompted.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 00:08:55 -05:00
CydandClaude Opus 5 4e8392fcfb PageUp and PageDown are the volume knob
The cabinets had no volume control - they ran at unity and left level to an
external amplifier - so a player without that hardware had nowhere to turn
it down but environ.ini and a restart. PageUp and PageDown now step the
master volume by 0.05 while you play, from silent to double, and whatever
you leave it on is written to volume.cfg beside the exe and used from then
on. The environ.ini figure decides where a machine that has never been
touched starts out; the keys are the knob, and a knob stays where it was
left.

Page keys because they produce no typed character, so they cannot collide
with the character-keyed commands the engine already answers to, nothing
else in RP binds them, and they are on every keyboard including tenkeyless.

They are polled rather than read off the key-message path, which is worth
recording because the message path looked like the obvious home for them
and was tried first. RP's keyboard pump only takes WM_KEYUP, WM_SYSKEYUP
and WM_CHAR off the front of the queue, and the front end runs message
loops of its own, so key messages get raced for and lost: six deliberate,
well-spaced presses arrived as two. Fine for the abort chord, useless for
something you tap repeatedly to find a level. Reading key state directly
costs nothing and cannot be dropped. That losses figure is a pre-existing
property of the input path, not something this change introduced, and is
worth knowing before anything else gets bound there.

Builds clean, runs, and does not fire unprompted. The step function itself
is proven - it was driven end to end through the message path before the
switch, stepping the right way, clamping, and persisting. What I could not
test from here is the polling trigger, because Windows would not hand the
game foreground and injecting keys without it would have sprayed them
across whatever else was open.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-06 00:00:36 -05:00
CydandClaude Opus 5 523f713a30 Volume and bass knobs, for players without an amplifier
The cabinets ran the game at unity and shaped volume and tone outside it,
in an external amplifier and a 3-way crossover. That is why there is no
master volume anywhere in the original code and none in AUDIO.INI - an
operator turned a knob on an amp. A desktop player has no amp and no
crossover, and the recovered soundbanks are a good deal livelier than what
4.12 shipped with, so the game has to offer the two controls the pod got
from hardware.

RP412AUDIOVOLUME, 0.0 to 4.0, is the amplifier: a listener gain, which the
port had never set at all. RP412AUDIOBASS, 0.0 to 1.0, is the crossover's
low band. Both default to leaving the mix exactly as the pod played it, so
neither changes anything for anyone who does not go looking.

The bass trim is not a filter, and the reason is worth writing down: the
OpenAL we ship is Creative's, not OpenAL Soft, and it implements only
AL_FILTER_LOWPASS. It rejects highpass and bandpass outright. A bandpass
would have been the tidy answer, carrying the authored brightness model on
GAINHF and the trim on GAINLF across the single direct filter a source
gets. It is not on offer.

So the trim scales sample data as it loads, which suits how this low end is
actually built: the weight lives in discrete deep layer zones whose per-zone
tuning bakes out to a very low playback rate - thirteen zones below 8kHz,
three to five octaves under their recorded pitch, against four fifths of the
set at 22kHz and up. Baked rate is a dependable proxy for band, so pulling
down the low-rate zones is a real low-band trim and not a blunt cut. It eases
in below 22kHz and reaches full depth at 5.5kHz.

Caught while building this, and the reason for the probe: EFX_Initialize
checks alGetError after configuring the scratch filter, so asking for a
filter type the driver refuses leaves an error pending and takes the entire
bridge down - reverb included. The bandpass attempt did precisely that and
would have silently killed the reverb and brightness work. Initialize now
survives losing the filter and says so.

Builds clean, runs with both knobs set and with neither.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 23:45:29 -05:00
CydandClaude Opus 5 6ce729bab5 Lit cockpit buttons keep up with the sim
BT411's f99003c, brought across. Its playtesters reported the cockpit
lighting going slow or stopping altogether while the 3D view stayed
smooth, and RP412 has the same structure exactly: the on-screen vRIO
buttons light themselves from PadRIO::GetLampState, but what FILLS that
store is lampManager->Update() in GaugeRenderer::ExecuteForeground - once
per full gauge cycle.

Which is the cycle the previous commit was about. Measured on a starved
frame budget it now completes 3.1 times a second, and completed 0.7
times a second before that; either way far too slow to carry a flashing
lamp. So sweep the lamps once per frame from the main render instead,
which runs regardless of how little frame is left over. It is cheap, and
AssertNewLampValue already drops anything unchanged, so this pushes no
extra traffic - it only stops changes arriving late.

Only when a PadRIO is active, i.e. cockpit-less play, and only while a
mission is actually running. With real serial hardware selected the pod
keeps its authentic bandwidth-paced cadence, untouched.
RP412LAMPSWEEP=0 restores the once-per-cycle behaviour.

BT411's other half, 02ce9f5, does not apply. That one is about Windows
throttling WM_TIMER and paint messages for background windows, which
made the glass panels' flash crawl whenever they did not have focus.
RP412 has no timer-driven repaint anywhere - the MFD windows are D3D
devices presented from SVGA16::Update, and the panel strips repaint from
there too - so there is no throttled message path to bypass. That path
was starved rather than throttled, and the previous commit is the fix.

Verified: no regression at either budget, 20.0 display sweeps/s at a
normal frame budget and 3.1/s starved, both unchanged by this commit;
mission runs clean. The lamp win itself is structural - the sweep is now
an unconditional per-frame call - and would want a busy multiplayer
mission to see directly.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 22:45:23 -05:00
CydandClaude Opus 5 f4fef29428 The map keeps drawing when the view gets busy
Two testers reported the map and the countdown clock freezing, one of
them only on larger, more complex maps, and one of them until a death.
Both details point at the same place.

The gauges and the cockpit displays are redrawn in whatever time is left
after the 3D view. The background loop is guaranteed a single pass per
frame and gets more only while time remains before the frame is due, and
one pass drew exactly one gauge. So a full sweep of ninety-odd gauges
needed ninety-odd passes - free when there is spare frame, but on a busy
map the 3D view eats all of it, the loop drops to its one guaranteed
pass, and a sweep takes ninety-odd FRAMES. Seconds. A death makes the
renderer skip every static object, the budget frees up, and the backlog
drains at once: the display appears to come back to life.

Worse, the copy phase that follows ended after a SINGLE display, so the
map - one of three - came round only every third sweep.

So: draw gauges to a 2ms slice rather than one per pass, which ties the
refresh rate to elapsed time instead of to how much spare frame there
happened to be; and copy every display before reporting the sweep done.

Measured on a deliberately starved frame budget, which reproduces the
reported symptom: 0.7 sweeps/s before, 3.1 after. At a normal budget
20/s, against 18-19 before - no cost to the healthy case. RP412GAUGESLICE
tunes the slice and 0 restores the old behaviour, which reproduces the
0.7 exactly. RP412GAUGEDIAG=1 logs the rate; watching the screen cannot
tell a display that has stopped refreshing from one whose picture simply
is not changing, which is what made this hard to see.

Also fixes the constructor calling Update() three lines before it
initialised mDisplayToUpdate, so the first pass indexed the D3D device
and surface arrays with whatever was on the stack.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 22:36:45 -05:00
CydandClaude Opus 5 82e733c1a6 Replicants reckon from when an update was sent
Simulation::ReadUpdateRecord threw away the sender's timestamp and
stamped lastUpdate with its own arrival time. The line carried the
original authors' own note: "HACK - should be based upon
message->timeStamp".

The dead reckoner extrapolates a replicant over
(lastPerformance - lastUpdate), so starting that clock at ARRIVAL rather
than at SEND leaves every remote vehicle exactly one network latency
behind where it should be. On the 1 ms LAN inside an arcade that is
nothing. Over Steam Datagram Relay it is 50-150 ms of positional lag on
every other player - a constant bias, not jitter, and the information
needed to remove it was already in the packet.

The timestamp cannot be used as it stands: both machines run
QueryPerformanceCounter since their own boot, so the two clocks share no
epoch. The offset is estimated per peer instead. Each record gives

    sample = ourNow - theirStamp = trueOffset + oneWayLatency

and latency is never negative, so the smallest sample seen is the
closest to the truth. A rolling minimum over 128 samples follows crystal
drift and re-adapts when a route gets slower, rather than being pinned
forever by one lucky packet; a shorter path is believed immediately.

Applied with two clamps: never ahead of our own clock, and never further
back than 500 ms. Past that the packet is stale or the estimate is
wrong, and throwing a vehicle half a second forward does more damage
than the lag being corrected.

Entity::UpdateMessageHandler is the only point on the receive path that
knows whose update this is - records carry a timestamp but not an owner -
so it publishes the sender around the loop, and only for entities
somebody else owns. Offsets are forgotten in CreateMission: the hosts in
the next race are not the hosts in the last one and a HostID gets reused.

RP412NETCLOCK=0 restores the arrival-time behaviour, documented in
environ.ini, so a test machine can compare the two without a rebuild.
The estimate is logged per host when it first settles and whenever it
moves more than 50 ms, which is what a three-machine session should be
read against.

WHAT IS AND IS NOT VERIFIED. A full single-player race runs unchanged -
the path is never entered without replicants, which is the regression
risk that reaches everybody. The behaviour this exists for needs real
latency between real machines and is therefore untested: a two-instance
loopback race would only have exercised the zero-latency case, where the
correction is a no-op by construction. Expect remote vehicles to sit
further forward than before, and watch for overshoot when somebody
changes direction sharply - that is the tradeoff this makes, and the
clamp above is what bounds it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 15:50:28 -05:00
CydandClaude Opus 5 4f34684b16 environ.ini is written on first run, not shipped
Packing one into every zip meant a tester who unzipped a new build over
their folder got their configuration replaced. bindings.txt has never had
that problem, because the exe carries the template and writes the file
only when it is absent. environ.ini now works the same way, so a new
build can land on an existing folder and every setting survives.

The 245-line template moves out of pack-dist.ps1 and into RPL4ENVIRON.cpp
as the exe's own literal, which also means the exe alone can produce a
working install. It was lifted mechanically rather than retyped, and the
file it writes is line-for-line identical to the one we have been
shipping - only the line endings changed, from a mongrel 243 LF plus one
stray CRLF that PowerShell's Set-Content left on the end, to the uniform
LF the game already writes bindings.txt with.

It cannot simply become optional. Without environ.ini, L4GAUGE is unset -
which disables the gauge renderer and takes every MFD with it - and
L4MFDSPLIT is unset, which is the packed-window arcade layout rather than
the glass cockpit. The shipped values ARE the desktop game; the built-in
getenv fallbacks are the 1995 pod. So the game writes the file rather
than tolerating its absence.

The cost of a file that is never overwritten is that a tester carrying
one across many builds stops being offered new options. Nothing breaks -
an option added later defaults to "behave as before" - but it goes
unnoticed, and "the podium does not work" is a confusing bug report when
the real answer is that their environ.ini predates RP412PODIUM. So the
load names every template key the player's file has never mentioned, and
says they are at built-in defaults and that deleting the file brings the
documented one back. A stale seven-line file lists all 40.

The file is read, never rewritten. The mention test is deliberately
generous - a key counts as known if it appears in any form, commented or
not - because the failure it guards against is worse than a missed
notice: environ.ini is applied line by line, so a second copy of a key
appearing later in the file would silently override the player's own.

The version line also moves to the top of WinMain. It used to print after
the environment was loaded, so the first thing in rpl4.log was a message
about environ.ini rather than which build wrote it.

Verified: the written file matches the old shipped one line for line; an
edited file with a hand-added comment survives another run untouched; a
seven-line file from an older build boots and names all 40 options it has
never heard of; and a full mission on a self-written file brings up the
glass cockpit at 125% with the virtual RIO active and nothing alarming in
the log.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:46:18 -05:00