Commit Graph
2 Commits
Author SHA1 Message Date
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