Commit Graph
6 Commits
Author SHA1 Message Date
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 68f5780efa The cockpit clock counts the console's clock
A race ends when the console says so, but the countdown on the map
display was computed from the engine clock and its own idea of when the
race started - QueryPerformanceCounter from Application::gameStarted,
against the console's GetTickCount from gRunStartTick. Two clocks, two
epochs, two threads. They agreed to within a frame in the ordinary case,
which is why nobody noticed.

They do not agree at all when RP412MISSIONSECONDS is set: the override
shortens the CONSOLE's length and leaves the egg's alone, so a 25-second
test race displayed a clock counting down from 5:00 and was stopped with
4:35 still showing.

gMissionClockHook (APPMGR.h, alongside the gPerFrameHook it mirrors) lets
the console answer for the countdown when it is marshalling. NULL, or a
console that has no answer yet, falls back to exactly the old
computation - which is what the arcade -net pods, lobby members and
mission review all take, none of them running a console locally. A
member's clock is anchored by the console's RunMission arriving over the
wire anyway, so it starts within one latency of correct and only drifts
at the rate the two crystals differ.

Two things come out of it beyond the clock itself. The camera directors
switch behaviour at "30 seconds left" (DIRECTOR.cpp, RPDIRECT.cpp) and
were reading the same free-running number, so the dramatic end-of-race
camera and the actual buzzer were on different clocks too; they now
share one. And the countdown holds at 00:00 instead of going negative -
the console polls at 250 ms, so zero always arrives slightly before the
stop is dispatched.

The hook is guarded on gWatchedApp == application. Nothing ever
uninstalls it, so a player who hosts a race and then joins somebody
else's lobby still has it wired up, and in that race the console is a
bystander holding the previous mission's gLengthMs and gRunStartTick.

Verified by running a 25-second race with the menu still set to 5:00 and
photographing the map display: 00:17, 00:01, then 00:00 held while
"time expired - stopping mission" went to the log. Captures use
PrintWindow rather than CopyFromScreen - the first attempt grabbed the
desktop sitting in front of the Map window, which is somebody's screen
contents written to disk, and those files were deleted.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 15:39:19 -05:00
CydandClaude Fable 5 3f691cacb3 Departed-pod resilience: collision guard + console loss ends the race
Round six raced all three machines (staging fix confirmed) and then
exposed what happens when a pod leaves mid-mission - which arcade pods
never did.

The B crash dump named it exactly: VTV::TakeDamageMessageHandler
resolved message->inflictingEntity to NULL (the entity belonged to the
departed owner) and dereferenced it - Verify is compiled out in
release. Collision damage from an entity that no longer exists is now
ignored.

And the race B and C were left in was a zombie: the owner (console)
had aborted, so the mission clock would count up forever and the
death/respawn flow hung with nobody to arbitrate. Lobby-member races
now set gConsoleLossEndsMission: losing the console mid-mission posts
StopMission locally, the pod tears down, and lands back in the lobby
room. Arcade -net pods keep the re-listen-and-wait behavior.

Loopback hosted race still green.

For the drivers: the ampersand key is the arcade mission-abort - that
was every crash-on-keypress so far; and a sleeping Bluetooth pad wakes
on the Xbox button and hot-connects within 3 seconds (PadRIO
re-probes).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 00:02:54 -05:00
CydandClaude Fable 5 2d5057c528 Hosted races stage properly: the owner no longer launches itself
Round five reached the race - full mesh on all three machines, eggs,
ACKs, mission running - but the owner raced ALONE. Cause: the engine
self-runs a pod at WaitingForLaunch when its console host is not
online (the arcade no-console fallback), and the owner''s in-process
console never connects to its own pod. On fast-loading owners the
self-run beat the console''s staging gate, so RunMission was never
sent and the members sat staged at black screens until someone hit
the & emergency-abort key.

gConsoleMarshalsLaunch (APPMGR) now tells the engine an in-process
console owns the launch: the network-race install sets it and the
owner holds at WaitingForLaunch with everyone else; plain single
player leaves it False and auto-runs as always. Verified on loopback:
all pods staged - RUN is back in the hosted-race log and both the
hosted race and the single-player cycle pass.

Also: unhandled-exception minidumps (rpl4crash.dmp beside the exe,
dbghelp loaded lazily) so test-machine crashes hand back stacks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:40:04 -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
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00