Commit Graph
2 Commits
Author SHA1 Message Date
CydandClaude Fable 5 7ad53e03b5 Steam transport: identity-resolved accepts + load-proof timeout
Round four reached one step from the race: eggs delivered, both
members ACKed with complete meshes, one member entered LoadingMission.
Two failures remained, both now fixed.

One: Steam reports incoming callers under locally-allocated ALIAS
FakeIPs, not their global ones - the owner accepted both mesh legs
but its identity check compared the alias against the egg address and
never counted the connections (no Connected to GameMachineHost on the
owner). The peer table now carries each member SteamID (lobby go
roster gained a field) and Accept resolves the caller identity back
to the global FakeIP the egg promised.

Two: mission load stalls the game thread for 10-30s with nothing
pumping, and Steam default 10s connected-timeout sheared every
connection mid-load (end reason 4001, rx ages 11.5-20.5s - right at
load duration). Connected timeout is now 90s; TCP never timed out an
idle arcade link and races pump every frame once running.

Self-test still green (ping, survives listener close).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:19:03 -05:00
CydandClaude Fable 5 5892af318e Steam lobby: host, join, room, and launch into a marshaled race
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>
2026-07-12 21:26:31 -05:00