Commit Graph
7 Commits
Author SHA1 Message Date
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
CydandClaude Opus 5 a1d2de591c The patch number is the commit count
A hand-maintained version says what somebody remembered to type. Pinning
it to the repository means a binary always names the commit it came from,
so a log from a test machine settles which changes are in it.

stamp-version.ps1 runs as RP_L4's pre-build step and writes the generated
RP_L4\rpl4build.h:

  #define RP412_VERSION       "4.12.96"
  #define RP412_VERSION_LONG  "4.12.96 (a1b2c3d)"

The hash beside the number names the commit exactly; a trailing '+' means
the tree had uncommitted changes to TRACKED files when it was built, which
is the state a puzzling bug report usually comes from. Untracked files do
not count - one scratch document in the tree would otherwise mark every
build dirty and the marker would stop meaning anything.

Generated rather than committed, and gitignored, because a hardcoded
number cannot work: the commit that records "4.12.96" is itself commit 96,
so the file is stale the moment it lands. The header is rewritten only
when the stamp changes, so ordinary rebuilds do not drag RPL4.CPP through
a recompile.

pack-dist.ps1 reads that header instead of asking git again - a commit
between building and packing would otherwise have the zip claiming a
version the binary inside it does not report - and warns when the build
it is packing came from a modified tree. The README banner, the zip name
and the shipped CONTROLS.html all take the same number.

Numbering stays ordered: 95 commits so far, so 4.12.95 follows 4.12.7 and
every future build sorts after it. Only the "4.12" line is set by hand,
at the top of the script.

Two things the wiring turned up:

  Windows PowerShell turns a native command's stderr into ErrorRecords,
  so with $ErrorActionPreference = 'Stop' git's routine "LF will be
  replaced by CRLF" warning threw straight past the dirty check and
  stamped a modified tree as clean. Every git call now goes through cmd,
  which keeps stderr out of PowerShell's error stream entirely.

  The script ended on "git diff --quiet", which exits 1 to mean "there
  are changes" - as a pre-build step that failed the build on exactly
  the tree a developer builds in. It exits 0 explicitly now.

Verified: deleting the header and building recreates it; a second build
reports "(unchanged)" and leaves the timestamp alone; a build on a
modified tree succeeds and stamps 4.12.95 (c1729e4+); and the packed game
logs "Red Planet 4.12.95 (c1729e4+)" on its first line while README.txt
and CONTROLS.html in the same package both read 4.12.95.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 13:38:38 -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
CydandClaude Fable 5 ff6ec8c56a SteamNetTransport: the Steam wire is implemented and live
Steamworks SDK 1.64 vendored at extern/steamworks_sdk_164 (headers +
win32 redistributables only; .gitignore trims the rest). Both projects
build with RP412_STEAM; activation stays behind the RP412STEAM=1
environment switch, so plain desktop runs never touch Steam.

L4STEAMTRANSPORT.cpp implements NetTransport on ISteamNetworkingSockets
with FakeIP: SteamNetTransport_Install brings up SteamAPI, relay
network access, and a two-port FakeIP identity (fake port 0 = console
channel, 1 = game mesh), then swaps the process wire; any failure logs
the reason and the game carries on over TCP. Addressing keeps the
engine untouched: all pods share the -net port convention, eggs carry
fakeip:engineport, and the transport alone translates engine ports to
Steam fake ports via the lobby-fed peer table (RegisterPeer). Connect
mirrors the TCP retry-while-refused loop; Receive normalizes message
lanes back into the stream semantics CheckBuffers expects.

Runtime verified on this box: RP412STEAM=1 under AppID 480 came up as
169.254.59.52 (fake ports 32256/32257); without Steam credentials it
falls back to TCP cleanly; default boot logs no Steam lines at all.
steam_api.dll ships in the dist.

Next: the lobby layer (ISteamMatchmaking member data -> RegisterPeer +
egg build + RPL4CONSOLE marshal), which needs a second account to test.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 20:34:07 -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 Fable 5 58eb25a792 In-game front end: race setup menu builds the mission egg locally
Starting without -egg, -net, or -mr now boots a race-setup screen
(RP_L4/RPL4FE.cpp) instead of aborting: track / vehicle / color / badge
/ time-of-day / weather / race length plus pilot name, populated from
TeslaConsole''s RPConfig.xml catalog (Death Race scenario). LAUNCH
builds the egg exactly as the console did - the RPMission.ToEggString
port, including the pilot name pre-rendered to 1bpp plasma bitmaps
(128x32 + 64x16) via GDI with the console''s auto-shrink font logic and
the verbatim ordinal graphics - writes frontend.egg, and injects it
into the standard egg-load path (new L4Application::
SetEggNotationFileName).

The menu is a GDI child of the main window (pod green-on-black, double
buffered, mouse driven, EDIT control for the name) running a modal loop
before engine init; closing the window exits cleanly. Found and fixed
along the way: the empty egg CString holds a NULL representation
(operator! is the safe emptiness test), and the modal loop needed a
queue nudge for launch clicks delivered via SendMessage.

Verified end to end: boot -> menu -> LAUNCH -> generated egg (7.5KB) ->
racing in the 1080p cockpit with score and mission clock running.
start-windowed.bat now boots into the front end.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 16:20:05 -05:00
CydandClaude Fable 5 12b31187f9 Move the build to VS2022 (v143) with runtime parity against VC9
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143,
Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now
builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln.

Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO,
/FORCE:MULTIPLE (header-defined globals still duplicated across TUs).
Changed: CRT unified to /MD(d); import libs linked by the exes instead of
merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined;
legacy_stdio_definitions.lib for the June-2010 dxerr.lib.

Source fixes, all behavior-preserving: Time gains standard (non-volatile)
copy-ctor/assignment overloads (rvalues cannot bind to volatile& in
standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's
Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG);
std::ios.in -> std::ios::in in CAMMGR.cpp.

Verified: VC9 baseline rebuilt from this tree first, then the v143 build
compared against it in a sandboxed game working copy - identical logs and
behavior through RIO init (against vRIO) and mission load, including the
same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both
toolchains hit; documented in BUILD.md 4 as the next debugging target.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:22:31 -05:00