Commit Graph
1 Commits
Author SHA1 Message Date
CydandClaude Fable 5 22421fb418 NetTransport seam: the wire moves behind an interface
The Steam-multiplayer prerequisite from the design doc: L4NET keeps
hosts, message queues, and the deterministic mesh ordering, while
connect/listen/accept/close, send/receive, startup/cleanup, the local
interface list, and ip[:port] parsing move behind NetTransport
(L4NETTRANSPORT.h). WinsockNetTransport carries the existing TCP
behavior over verbatim - including the connect retry-while-refused
loop the egg-ACK ordering relies on - and is the process default;
NetTransport_Set installs a replacement before the network manager
comes up.

L4STEAMTRANSPORT.h documents the ISteamNetworkingSockets mapping
per method (FakeIP keeps [pilots] entries as IPv4 strings) behind
RP412_STEAM until the Steamworks SDK lands.

Also fixed in passing: the ExclusiveBroadcast path sent
sizeof(network_packet) - four bytes of pointer - instead of the
message size, which would have sheared the stream framing had it
ever fired.

Verified: single-player race cycle (menu, race, results, menu, race)
green; -net 8000 boots, listens for a console through the transport,
and idles stable.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 19:38:37 -05:00