9 Commits
Author SHA1 Message Date
CydandClaude Opus 5 8ba2d4fc86 Zipping a release no longer costs you your own settings
The file-preserving repack landed with the restore before the zip and
skipped entirely under -Zip, to keep somebody's callsign and key
bindings out of a release. It worked, but at the price of -Zip quietly
wiping the settings out of dist\ - captured, then discarded.

Both properties are available at once by moving the restore after the
archive is taken: the zip is built from a folder with none of the
player's files in it, and they go back into dist\ immediately
afterwards. A fresh unzip still looks like a first run, and cutting a
release costs the person cutting it nothing.

Verified: edited all four files, packed with -Zip, and confirmed the
archive contains none of them - 1003 entries, nothing loose at the root -
while all four are still in dist\ with their edits intact.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 16:02:13 -05:00
CydandClaude Opus 5 a0a0ad51d1 Repacking dist keeps the player's files
The game stopped shipping environ.ini so a new build could land on an
existing folder without replacing anyone's settings. pack-dist.ps1 then
went on rebuilding dist\ from nothing every time, which threw away
environ.ini, bindings.txt, pilot.cfg and mfd_layout.cfg on every repack -
the one place the promise did not hold, and the folder we do most of our
own testing in.

They are now carried across the rebuild. -Fresh wipes them too, for
checking what a genuine first run does.

Restored last, after the tree is rebuilt, so nothing the pack writes can
land on top of them. Not restored at all under -Zip: the archive is taken
from dist\, so a preserved file would otherwise travel to whoever
downloads the release, and a release should always be built from a folder
with none of them in it.

Also fixes three paragraphs of the packaged README that have been saying
the opposite of the truth since the change: that environ.ini ships, that
it is the only one of the four that does, and that bindings.txt is the
only one never overwritten. Those edits were made at the time with
PowerShell .Replace() calls that silently matched nothing - which is
exactly why the same corrections here are made with an editor that fails
loudly instead.

Verified by editing all four files, repacking, and reading the first line
of each back out of the rebuilt folder; then again with -Fresh to confirm
all four are gone.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 15:56:01 -05:00
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 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 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 72bb3b394f The controls map becomes the handbook
It stopped being a controls map somewhere around the display arrangement
and the joystick wizard, and a page called CONTROLS.html is the wrong
place to look for what a file in the game folder does. So:
docs/rp412-controls.html is now docs/rp412-handbook.html and ships as
HANDBOOK.html, titled to match.

The new section answers the question the page could not: what is in the
game folder and which of it is yours. Four files are - environ.ini,
bindings.txt, pilot.cfg, mfd_layout.cfg - and only the first ships, so a
fresh unzip has none of the others and deleting one simply starts that
part over. A second table covers the shipped engine data, which nobody
should edit but everybody eventually wonders about: which INI the gauge
canvas comes from, why there are audio mixer tables for hardware that has
not existed since 1995, and that JOYSTICK.INI is the legacy path rather
than anything the new joystick support reads.

The callout carries the two that actually catch people, both of which
have caught us during this work: environ.ini is applied OVER the
environment, so a variable set in a shell loses to an uncommented line in
the file; and bindings.txt is never overwritten once it exists, which is
what protects a player's edits and also why an update's new defaults do
not appear until it is deleted.

CONTROLS.txt keeps its name. It is the controls half in plain text for
Notepad, which is still exactly what it is, and the README now says so
rather than describing the two as the same thing.

Verified by rendering the packed HANDBOOK.html headless: both tables and
the callout sit in the page's own components, the footer names the new
file, and the version stamp still flows through - the shipped copy reads
4.12.96 from the build it was packed with.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 14:25:34 -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 Opus 5 c1729e40c7 The callsign and loadout outlive the session
The loadout has always survived a race - gPersistSelection is why the
setup screen reopens the way you left it - but only for as long as the
process lived. Closing the game was a reset, and the callsign is the one
thing on that screen a player types rather than picks, so it was the one
they had to type again every launch.

pilot.cfg beside bindings.txt now holds both, KEY=VALUE like environ.ini,
one line per group.

BT411 solved this first, in fe_last.ini, and its own comment says why
RP412 never grew the file: BT411 relaunches the process between missions
and would otherwise forget the loadout mid-evening, while RP412 stays in
one process. That made the gap invisible from inside a session and total
across two. Same idea, two differences worth naming:

  BT411 saves only on a launch - it returns before SavePersisted when
  the player quits. That loses a callsign typed by somebody who then
  changed their mind, which is exactly the moment this feature exists
  for, so this writes on the way out however the menu is left:
  launching, stepping into a lobby, or EXIT GAME.

  BT411 takes the stored name as-is. A callsign here is quoted into
  frontend.egg, joined into a comma-separated list for the results
  screen, and published as Steam lobby member data, so a comma alone
  would split one pilot into two on the score sheet. SanitizeCallsign
  drops what could end a token early and is applied to what is typed as
  well as to what is read, so the file cannot hold what the game will
  not accept.

Every index is range-checked on the way in, against the group's real
size rather than a constant - the track list is the one that moves,
since football and the death race carry different maps, so it answers
for whichever scenario is selected. The track is re-checked after the
whole file is read as well, because the file is parsed in the order it
happens to be written and the scenario may arrive second.

Written unconditionally rather than only on a change: it is a few
hundred bytes, and writing every time means a value hand-edited out of
range comes back corrected instead of being quietly re-rejected on every
launch forever.

Verified by round trip. A callsign typed and then abandoned via EXIT
GAME is in the file and back in the box next launch. A file carrying
   Ba"d,Na#me   loads as BadName; an empty one falls back to Pilot. A
full loadout round-trips value for value; vehicle=999 and color=-3 come
back 0 with the rest untouched; and track=9 under football falls back to
0 both when the scenario is read first and when it is read second, which
is the case the second check exists for.

One correction to my own test rig on the way: cross-process
SetWindowText on an EDIT updates the cached caption, which an external
GetWindowText then reads back happily, while leaving the control's own
buffer alone - so the harness looked right and the game correctly saw
the old name. WM_SETTEXT is marshalled properly and shows the truth.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 12:56:15 -05:00
CydandClaude Opus 5 f20547cb25 Controls page covers the joystick setup
CONTROLS.md gained this in the port; the page that ships beside it did
not, and the page is the one people actually look at.

A "Bring your own stick" section before Rebinding: what DirectInput is
and why it needs telling what its axes are for, joyconfig.bat as the
answer, and the four beats of running it. The callout carries the reason
the wizard reads direction rather than asking you to know it, since that
is the part that looks like a quirk until it is explained. Then what it
writes beside the grammar that produced it, and a table for the two
rules the pod's shape asks for - the signed Pedals axis working the
pedal pair, and a real lever owning the throttle channel.

The reference tables were left incomplete by the port and are now
whole: Pedals joins the axis list, the joy rows join the grammar block,
and DirectInput's own axis names get a row of their own.

Written in the page's existing components - glance, callout, two-col,
tbl-scroll - rather than new ones. The two <kbd> elements I reached for
first are not styled anywhere on this page and would have rendered as
browser defaults, so they are <code> like every other inline literal
here.

No version change: 4.12.7 is republished with the page in it.

Verified by rendering the packed CONTROLS.html headless at 1280 wide and
reading the section back - heading, lede, the four-panel strip, callout,
both code blocks, both tables, and the reference rows all sit in the
page's own idiom, and the tag balance is unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-05 10:27:19 -05:00
19 changed files with 1686 additions and 316 deletions
+9
View File
@@ -45,6 +45,15 @@ rpl4.log
# on somebody's desk.
mfd_layout.cfg
# The pilot's callsign, remembered between sessions. Whoever is sitting
# at this machine, which is not the repo's business.
pilot.cfg
# Generated by stamp-version.ps1 as RP_L4's pre-build step. The patch
# number in it IS this repository's commit count, so a committed copy
# would be stale the moment it was committed.
/RP_L4/rpl4build.h
# Build-output static libs that land in lib/ (the two committed dependency
# libs, OpenAL32.lib and libsndfile-1.lib, stay tracked).
/lib/Munga_L4.lib
+32 -3
View File
@@ -50,10 +50,39 @@ The solution is [WinTesla.sln](WinTesla.sln) with four v143 projects:
Build order is resolved by `ProjectReference` (RP_L4 and RPL4TOOL both reference
Munga_L4).
**Versioning:** the patch number *is* the repository's commit count, so a
build always names the commit it came from and there is no question about
which changes a given binary contains.
[stamp-version.ps1](stamp-version.ps1) runs as RP_L4's pre-build step and
writes the generated, uncommitted `RP_L4\rpl4build.h`:
```
#define RP412_VERSION "4.12.96"
#define RP412_VERSION_LONG "4.12.96 (a1b2c3d)"
```
The game logs the long form on its first line. A trailing `+` on the hash
means the tree had uncommitted changes to tracked files when it was built —
useful when a test machine reports something a clean build cannot reproduce.
Only the `4.12` product line is set by hand, at the top of the script.
The header is deliberately not committed: the commit that recorded a
hardcoded number would itself change the count, so the file would be stale
the moment it landed. It is rewritten only when the stamp actually changes,
so ordinary rebuilds do not recompile `RPL4.CPP` for nothing. Building
outside a git checkout stamps `4.12.x (no repository)` rather than inventing
a number that would sort against real ones.
**Packaging:** [pack-dist.ps1](pack-dist.ps1) assembles a runnable game into
`dist\` (exe + PDB, game data, OpenAL/libsndfile runtimes, desktop
`environ.ini`, `start-windowed.bat`, README). Pass `-Zip` to also produce
`dist\RedPlanet412-prototype.zip` for handing to someone else.
`dist\` (exe + PDB, game data, OpenAL/libsndfile runtimes, launch scripts,
HANDBOOK.html, README). It deliberately does **not** write `environ.ini`
the exe carries that template and writes it on first run
([RP_L4/RPL4ENVIRON.cpp](RP_L4/RPL4ENVIRON.cpp)), so a tester can drop a new
build over an old folder without losing their settings. Pass `-Zip` to also produce
`RedPlanet-<version>.zip` for handing to someone else. It reads the version
from `rpl4build.h` rather than asking git again, so the package and the
binary inside it cannot disagree, and it warns if the build it is packing
came from a modified tree.
## 3. VS2022 migration notes (what changed and why)
+23 -2
View File
@@ -649,8 +649,23 @@ Time endIntercom = Now();
//
if (GetApplicationState() == RunningMission)
{
secondsRemainingInGame =
currentMission->GetGameLength() - (Now() - gameStarted);
//
// Ask the console first: it owns the clock that actually ends the
// race, so this is the countdown the buzzer will agree with. Its
// own reckoning is the fallback for everything with no console of
// its own - see gMissionClockHook in APPMGR.h.
//
Scalar console_remaining;
if (gMissionClockHook != NULL &&
(*gMissionClockHook)(&console_remaining))
{
secondsRemainingInGame = console_remaining;
}
else
{
secondsRemainingInGame =
currentMission->GetGameLength() - (Now() - gameStarted);
}
}
routePacketFinished = False;
@@ -1125,6 +1140,12 @@ void
Check(this);
Check(egg_notation_file);
//
// Forget every peer's clock offset: the hosts in the next race are not
// the hosts in the last one, and a HostID gets reused.
//
NetClock_Reset();
//
//--------------------------------------------------------------------------
// Create mission from egg notation file
+3
View File
@@ -15,6 +15,9 @@ Logical gConsoleMarshalsLaunch = False;
// losing the console mid-mission ends it (lobby-member races)
Logical gConsoleLossEndsMission = False;
// the console's countdown, when a console is marshalling (see APPMGR.h)
Logical (*gMissionClockHook)(Scalar *seconds_remaining) = NULL;
ApplicationManager* ApplicationManager::CurrentAppManager = NULL;
ApplicationManager::ApplicationManager(HINSTANCE hInstance, HWND hWnd, Scalar frame_rate) : Node(ApplicationManagerClassID), runningApplications(this)
+22
View File
@@ -20,6 +20,28 @@ extern Logical gConsoleMarshalsLaunch;
// console to return, exactly as always.
extern Logical gConsoleLossEndsMission;
//
// The console's own countdown, when there is a console to ask.
//
// A mission ends when the console says so, but secondsRemainingInGame was
// computed here from the engine clock and its own idea of when the race
// started - a different clock, from a different epoch, than the one that
// actually fires the buzzer. The two agree to within a frame or so, which
// is why nobody noticed, but they are not the same number: the cockpit
// clock could read 0:00 with the race still running, and the camera
// directors' "last 30 seconds" behaviour switched on the engine's reading
// rather than on the real remaining time.
//
// Set by the console when it is marshalling; NULL restores the engine's
// own reckoning, which is what the arcade -net pods, lobby members and
// mission review all use (none of them run a console locally, and their
// clock is anchored by the console's RunMission arriving anyway).
//
// Returns False when it has no answer yet - the window between the
// application reaching RunningMission and the console noticing.
//
extern Logical (*gMissionClockHook)(Scalar *seconds_remaining);
class ApplicationManager : public Node
{
public:
+25
View File
@@ -377,8 +377,28 @@ void
//------------------------------------------------------------------------
// Step through each block until there are no more remaining, and send the
// update out the the simulation indicated by the subsystemID
//
// This is the only point on the receive path that knows WHOSE update
// this is - the records themselves carry a timestamp but not an owner -
// so the sender is published here for the net clock to align against.
// Every record in the message, and the damage zones nested inside them,
// came from the same machine in the same frame.
//------------------------------------------------------------------------
//
//
// Only for an entity somebody else owns. Our own clock needs no
// aligning, and an update we somehow handed ourselves would otherwise
// drag lastUpdate back by a frame for no reason.
//
Check(application);
Check(application->GetHostManager());
Logical remote_owner =
GetOwnerID() != application->GetHostManager()->GetLocalHostID();
if (remote_owner)
{
NetClock_BeginUpdate(GetOwnerID());
}
while (stream.GetBytesRemaining())
{
Simulation::UpdateRecord *update =
@@ -389,6 +409,11 @@ void
simulation->ReadUpdateRecord(update);
stream.AdvancePointer(update->recordLength);
}
if (remote_owner)
{
NetClock_EndUpdate();
}
Check_Fpu();
}
+181 -1
View File
@@ -264,6 +264,109 @@ Simulation::SharedData
// Model support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
//##########################################################################
// Net clock - see SIMULATE.h for why the sender's timestamp is estimated
// rather than used as it stands.
//##########################################################################
namespace
{
enum
{
netClockMaxPeers = 16,
// Samples per rolling minimum. A peer sends one record per
// simulation per frame, so at eight vehicles and 60 fps this is
// well under a second - fast enough to follow a route change,
// long enough that the minimum means something.
netClockWindow = 128,
// The furthest back we will believe a timestamp. Beyond this the
// packet is stale or the estimate is wrong, and extrapolating a
// vehicle half a second forward does more harm than the lag we
// are correcting.
netClockMaxLagTicks = 500
};
struct PeerClock
{
HostID host;
Logical inUse;
Logical settled;
long offsetTicks; // our clock - their clock
long windowMinTicks;
int windowCount;
};
PeerClock gPeerClocks[netClockMaxPeers];
HostID gUpdateSender = 0;
Logical gUpdateSenderValid = False;
Logical NetClockEnabled()
{
static int enabled = -1;
if (enabled < 0)
{
const char *setting = getenv("RP412NETCLOCK");
enabled = (setting != NULL && atoi(setting) == 0) ? 0 : 1;
if (!enabled)
{
DEBUG_STREAM << "NetClock: disabled by RP412NETCLOCK=0 - "
<< "replicants dead-reckon from arrival time\n" << std::flush;
}
}
return enabled ? True : False;
}
PeerClock *FindPeer(HostID host)
{
PeerClock *free_slot = NULL;
for (int i = 0; i < netClockMaxPeers; ++i)
{
if (gPeerClocks[i].inUse)
{
if (gPeerClocks[i].host == host)
{
return &gPeerClocks[i];
}
}
else if (free_slot == NULL)
{
free_slot = &gPeerClocks[i];
}
}
if (free_slot != NULL)
{
free_slot->inUse = True;
free_slot->host = host;
free_slot->settled = False;
free_slot->offsetTicks = 0;
free_slot->windowMinTicks = 0;
free_slot->windowCount = 0;
}
return free_slot;
}
}
void NetClock_BeginUpdate(HostID sender)
{
gUpdateSender = sender;
gUpdateSenderValid = True;
}
void NetClock_EndUpdate()
{
gUpdateSenderValid = False;
}
void NetClock_Reset()
{
memset(gPeerClocks, 0, sizeof(gPeerClocks));
gUpdateSenderValid = False;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void
@@ -272,7 +375,84 @@ void
Check(this);
Check_Pointer(message);
lastUpdate = Now(); // HACK - should be based upon message->timeStamp
//
//------------------------------------------------------------------
// When this update arrived is not when it was taken. Put lastUpdate
// at the sender's sampling moment, expressed in our clock, so the
// dead reckoner extrapolates over the network latency instead of
// starting from scratch once it has already elapsed.
//------------------------------------------------------------------
//
long now_ticks = Now().ticks;
long local_ticks = now_ticks;
PeerClock *peer = gUpdateSenderValid && NetClockEnabled()
? FindPeer(gUpdateSender) : NULL;
if (peer != NULL)
{
//
// sample = trueOffset + oneWayLatency, so the running minimum
// converges on the offset from above.
//
long sample = now_ticks - message->timeStamp.ticks;
if (!peer->settled)
{
peer->settled = True;
peer->offsetTicks = sample;
peer->windowMinTicks = sample;
peer->windowCount = 0;
DEBUG_STREAM << "NetClock: host " << peer->host
<< " first sample, offset " << sample << " ms\n" << std::flush;
}
else
{
if (sample < peer->windowMinTicks)
{
peer->windowMinTicks = sample;
}
if (sample < peer->offsetTicks)
{
peer->offsetTicks = sample; // a shorter path: believe it now
}
if (++peer->windowCount >= netClockWindow)
{
//
// Close the window: adopt its minimum even if it is
// LARGER than the running estimate, which is how the
// figure follows clock drift and a route that got
// slower rather than staying pinned to one old packet.
//
long moved = peer->windowMinTicks - peer->offsetTicks;
if (moved > 50 || moved < -50)
{
DEBUG_STREAM << "NetClock: host " << peer->host
<< " offset " << peer->offsetTicks << " -> "
<< peer->windowMinTicks << " ms\n" << std::flush;
}
peer->offsetTicks = peer->windowMinTicks;
peer->windowMinTicks = sample;
peer->windowCount = 0;
}
}
local_ticks = message->timeStamp.ticks + peer->offsetTicks;
//
// Never ahead of our own clock, and never further back than we
// are willing to extrapolate.
//
if (local_ticks > now_ticks)
{
local_ticks = now_ticks;
}
else if (now_ticks - local_ticks > netClockMaxLagTicks)
{
local_ticks = now_ticks - netClockMaxLagTicks;
}
}
lastUpdate.ticks = local_ticks;
SetSimulationState(message->simulationState);
Check_Fpu();
}
+35
View File
@@ -4,6 +4,41 @@
#include "receiver.h"
#include "time.h"
#include "resource.h"
#include "hostid.h"
//##########################################################################
//########################### Net clock ##############################
//##########################################################################
//
// Aligning a peer's clock with ours, so a replicant is dead-reckoned from
// when its update was SENT rather than when it happened to arrive.
//
// Every update record carries the sender's own timestamp. The receiver
// used to throw it away and stamp lastUpdate with its own Now() - the
// original code says so: "HACK - should be based upon message->timeStamp".
// The dead reckoner then extrapolates 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 arcade LAN that was invisible. Over Steam Datagram Relay it
// is a constant 50-150 ms of positional lag - a bias, not jitter.
//
// The timestamp cannot be used raw: two machines' clocks share no epoch,
// both being QueryPerformanceCounter since their own boot. So we estimate
// the offset per peer. Each arriving record gives
//
// sample = ourNow - theirStamp = trueOffset + oneWayLatency
//
// and since latency is never negative, the SMALLEST sample seen is the
// closest to the true offset. Taking a minimum over a short rolling
// window tracks crystal drift and re-adapts when the route changes,
// instead of being pinned forever by one lucky packet.
//
// RP412NETCLOCK=0 turns the whole thing off and restores the arrival-time
// behaviour, so a test machine can A/B it without a rebuild.
//
void NetClock_BeginUpdate(HostID sender); // around one message's records
void NetClock_EndUpdate();
void NetClock_Reset(); // forget every peer (new mission)
class Simulation__SharedData;
class Simulation__IndexData;
+7 -3
View File
@@ -96,9 +96,13 @@ team/position columns and its own track list). Steam multiplayer: see
[docs/STEAM-3-MACHINE-TEST.md](docs/STEAM-3-MACHINE-TEST.md) (until RP412
has its own AppID it runs under Spacewar, 480).
The two config files beside the exe are self-documenting: **environ.ini**
(every engine option, commented) and **bindings.txt** (every key, pad
button, and axis; written with the full default layout on first run).
The config files beside the exe are self-documenting and none of them
ship: the game writes each one the first time it needs it and then leaves
it alone, so a new build dropped over an existing folder keeps every
setting. **environ.ini** is every engine option, commented; **bindings.txt**
every key, pad button and axis; **pilot.cfg** your callsign and loadout;
**mfd_layout.cfg** where you dragged the windows. Delete any of them to
start that part over with the current defaults.
Default controls: numpad flies (8/2/4/6 stick, 7/9 pedals, 0 trigger),
Shift/Ctrl throttle, Alt reverse, arrows look, Space fires, letter rows
are the MFD button banks as printed on the panel. **Alt+Q** aborts a
+18 -25
View File
@@ -22,6 +22,7 @@
#include "rpl4pb.h"
#include "rpl4fe.h"
#include "rpl4environ.h"
#include "rpl4console.h"
#include "rpl4lobby.h"
#include "..\munga_l4\l4steamtransport.h"
@@ -29,6 +30,7 @@
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
#include "..\munga_l4\l4joy.h" // RPJoyConfigWizard
#include "rpl4ver.h"
#include "rpl4build.h" // generated: RP412_VERSION / RP412_VERSION_LONG
#include "..\munga\resver.h"
#include "..\munga\resource.h"
// added for game status drawing support
@@ -149,6 +151,15 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
SetUnhandledExceptionFilter(RPL4CrashDumpFilter);
//
// Which build this is, before anything else can fail. The patch number
// is this repository's commit count and the hash beside it names the
// commit, so a log from a test machine says exactly where it came from.
// A trailing '+' means the tree had uncommitted changes when it was
// built. See stamp-version.ps1.
//
DEBUG_STREAM << "Red Planet " << RP412_VERSION_LONG << std::endl << std::flush;
// load up our environment variables
//controls
if(getenv("L4CONTROLS") == NULL)
@@ -163,32 +174,14 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
putenv("TARGETFPS=60");
if(getenv("MAXPARTICLES") == NULL)
putenv("MAXPARTICLES=8192");
FILE *file;
char line[1024];
if (fopen_s(&file, "environ.ini", "r") == 0)
{
while (!feof(file))
{
if (fgets(line, sizeof(line), file))
{
for (int i = strlen(line); i >= 0; i--)
if (line[i] == '\n' || line[i] == '\r')
line[i] = 0;
// the file is self-documenting: skip comments, blanks,
// and anything that is not KEY=VALUE
char *setting = line;
while (*setting == ' ' || *setting == '\t')
++setting;
if (*setting == '\0' || *setting == '#' || *setting == ';' ||
strchr(setting, '=') == NULL)
continue;
putenv(setting);
}
}
fclose(file);
}
//
// environ.ini: written on first run and read here. The exe owns the
// template rather than the packaging script laying one down on every
// unzip, so a tester can drop a new build over an old folder and keep
// their settings. See rpl4environ.h.
//
RPL4Environ_Load();
DEBUG_STREAM << "Red Planet 4.12.7" << std::endl << std::flush;
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
#ifdef RP412_STEAM
+53
View File
@@ -352,6 +352,55 @@ namespace
gPhase = PhaseStopped;
}
//---------------------------------------------------------------
// The countdown the engine shows, taken from the clock that will
// actually end the race (gMissionClockHook - see APPMGR.h).
//
// Called on the game thread, reading two volatile LONGs the console
// thread writes with InterlockedExchange. Aligned 32-bit reads, and
// a torn value could only mistime the cockpit clock by one tick of
// a countdown nobody reads to the millisecond - not worth a lock on
// the frame path.
//---------------------------------------------------------------
Logical MissionClock(Scalar *seconds_remaining)
{
//
// Only answer for the race this console is actually marshalling.
// Nothing ever uninstalls the hook, 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 whose gLengthMs and
// gRunStartTick belong to the previous mission entirely.
//
if (gWatchedApp == NULL || gWatchedApp != application)
{
return False;
}
if (!gMissionRunning)
{
return False; // not started, or already stopped
}
LONG length_ms = gLengthMs;
if (length_ms <= 0)
{
return False; // endless: nothing to count down
}
// DWORD subtraction, so a GetTickCount wrap costs nothing
LONG elapsed_ms = (LONG)(GetTickCount() - (DWORD) gRunStartTick);
LONG left_ms = length_ms - elapsed_ms;
if (left_ms < 0)
{
//
// The console polls at 250 ms, so the clock reaches zero
// slightly before the stop is dispatched. Hold at zero
// rather than showing negative time in the cockpit.
//
left_ms = 0;
}
*seconds_remaining = (Scalar) left_ms / 1000.0f;
return True;
}
//---------------------------------------------------------------
// The game-thread tick: state reporting + engine-safe execution
//---------------------------------------------------------------
@@ -522,6 +571,10 @@ namespace
// game-thread execution point
gPerFrameHook = &ConsoleTick;
// the cockpit clock now counts down the same clock that will stop
// the race, rather than the engine's own reckoning of it
gMissionClockHook = &MissionClock;
// results intake from the RP layer
gConsoleScoreSink = &CollectFinalScore;
+516
View File
@@ -0,0 +1,516 @@
#include "rpl4.h"
#pragma hdrstop
#include "rpl4environ.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
//########################################################################
// environ.ini - see rpl4environ.h for why the exe owns this rather than
// the packaging script.
//########################################################################
namespace
{
const char kEnvironFileName[] = "environ.ini";
//-------------------------------------------------------------------
// The shipped configuration, verbatim. Lifted out of pack-dist.ps1
// so there is one source of truth and the exe alone can produce a
// working install.
//-------------------------------------------------------------------
const char kEnvironTemplate[] =
"# ============================================================================\n"
"# environ.ini - Red Planet 4.12 configuration\n"
"# ============================================================================\n"
"# One KEY=VALUE per line, read at game start. Lines starting with # or ;\n"
"# are comments; anything without an = is ignored. Delete a line (or\n"
"# comment it out) to fall back to the built-in default.\n"
"#\n"
"# Input bindings live in bindings.txt beside the exe (written with the\n"
"# full documented layout on first run; delete it to restore defaults).\n"
"#\n"
"# Your callsign and loadout are remembered in pilot.cfg beside the exe.\n"
"# Set them on the setup screen once and they come back every session,\n"
"# however you left - launching, joining a lobby, or quitting. Delete\n"
"# that file to start over.\n"
"\n"
"# ---- Core (the shipped configuration) --------------------------------------\n"
"\n"
"# Control stack: tokens separated by ; or , processed left to right.\n"
"# PAD the virtual RIO (XInput controller + keyboard,\n"
"# rebindable via bindings.txt)\n"
"# RIO real serial cockpit hardware on COM1\n"
"# RIO:COMn same, on another port (RIO:COM3, ...)\n"
"# KEYBOARD the engine keyboard handler\n"
"# MOUSE, JOYSTICK, FLIGHTSTICKPRO, THRUSTMASTER, DIJOYSTICK\n"
"# legacy pointer/joystick drivers (untested here)\n"
"# Unset falls back to KEYBOARD alone.\n"
"L4CONTROLS=PAD;KEYBOARD\n"
"\n"
"# Renderer bring-up argument. Only its presence is checked (the DPL\n"
"# resolution parsing it once fed is gone) and the game refuses to start\n"
"# without it - any non-empty value works. Leave as shipped.\n"
"DPLARG=1\n"
"\n"
"# DPL (renderer/scene) configuration file, searched beside the exe.\n"
"# Any notation file name; RPDPL.INI is the one that ships.\n"
"L4DPLCFG=RPDPL.INI\n"
"\n"
"# Gauge (MFD/instrument) canvas. Must name a page of GAUGE\\L4GAUGE.INI:\n"
"# 640x480x8 | 640x480x16 | 800x600x16\n"
"# Unset disables the gauge renderer (and with it all MFDs).\n"
"L4GAUGE=640x480x16\n"
"\n"
"# Plasma display.\n"
"# SCREEN render the pod's plasma glass in-window (currently\n"
"# parked off-layout)\n"
"# COM1, COM2... drive real plasma glass on that serial port\n"
"# (9600 baud, N81)\n"
"# Unset = no plasma display.\n"
"L4PLASMA=SCREEN\n"
"\n"
"# 0 = classic separate gauge windows; 1 = the single-window glass\n"
"# cockpit (all seven displays composed on a locked 1920x1080 canvas\n"
"# around the viewscreen); 2 = exploded diagnostic view (each display\n"
"# in its own native-resolution desktop window - MFDs 640x480, map\n"
"# 480x640 - decoded exactly as the pod's VDB split them, no downscale).\n"
"L4MFDSPLIT=1\n"
"\n"
"# The game window - and in the exploded view (L4MFDSPLIT=2) each display\n"
"# window - is placed fresh every launch, so moving one somewhere useful\n"
"# never survived the menu-race-menu loop. This remembers where you put\n"
"# them, in mfd_layout.cfg beside this file:\n"
"# off / 0 / unset computed placement only, no file (default)\n"
"# load put the windows back where they were saved\n"
"# save the same, and re-save on every finished drag\n"
"# The game window gets its size back too, so you can size the cockpit to\n"
"# suit your monitor once and keep it. The display windows get position\n"
"# only: their size follows their content and their button banks, so an\n"
"# old one is never restored over them. Arrange everything once with\n"
"# save, then leave it on load.\n"
"#\n"
"# The plasma display window takes part too, under \"Plasma Display\".\n"
"#\n"
"# Each line in mfd_layout.cfg reads <title>=<x>,<y>,<w>,<h>, and you can\n"
"# append ,noframe to take that window's title bar and border off - a\n"
"# cockpit that fills the monitor edge to edge without -fit taking the\n"
"# whole screen. Put the window where you want it first: a bare window\n"
"# has nothing to drag by. Delete the flag to get the frame back.\n"
"#RP412MFDLAYOUT=off\n"
"\n"
"# Size of the six secondary displays in the glass cockpit, as a\n"
"# percentage of their pod size. The pod bolted them down at one size;\n"
"# on a big panel there is room to trade viewscreen for instrument, so\n"
"# turn these up if you want to actually read the other displays while\n"
"# you fly. 100 = as the pod had them. Range 25-200 (out-of-range and\n"
"# unreadable values fall back to the group setting, then to 100).\n"
"#\n"
"# The scaling is applied in canvas units, before the cockpit is fitted\n"
"# to your window, so a given number looks the same on every monitor.\n"
"# The layout stays legal whatever you ask for - the panes are clamped\n"
"# against their actual neighbours, shrinking uniformly so a display\n"
"# never comes out stretched. They do overlap the viewscreen, exactly\n"
"# as the pod's bezels did, but never each other.\n"
"#\n"
"# L4MFDSCALE sets all five green MFDs at once.\n"
"L4MFDSCALE=100\n"
"\n"
"# ...and any single display can override it. Uncomment one to size it\n"
"# on its own - useful if you only care about, say, the damage readout.\n"
"# UL upper left UC upper center UR upper right\n"
"# LL lower left LR lower right\n"
"#L4MFDSCALE_UL=100\n"
"#L4MFDSCALE_UC=100\n"
"#L4MFDSCALE_UR=100\n"
"#L4MFDSCALE_LL=100\n"
"#L4MFDSCALE_LR=100\n"
"\n"
"# The portrait radar/map, sized on its own (it already sits at 1.35x\n"
"# the MFDs by default). It shares the canvas with whichever MFD is\n"
"# above it, so at extreme settings one of the two gives way.\n"
"L4RADARSCALE=100\n"
"\n"
"# Where the radar sits:\n"
"# CENTER bottom centre, under the viewscreen, as the pod had it\n"
"# (default; BOTTOM and CENTRE mean the same)\n"
"# LEFT bottom left corner (or BOTTOMLEFT)\n"
"# RIGHT bottom right corner (or BOTTOMRIGHT)\n"
"# MIDLEFT left edge, halfway up (or LEFTCENTER / LEFTCENTRE)\n"
"# MIDRIGHT right edge, halfway up (or RIGHTCENTER / RIGHTCENTRE)\n"
"# Anywhere but CENTER stops it blocking the middle of the road, which\n"
"# is worth having on a wide screen.\n"
"#\n"
"# In a bottom corner it is one of three panes along the bottom, and the\n"
"# lower MFD whose corner it takes slides inboard beside it. Halfway up\n"
"# a side it leaves the bottom row entirely and sits between that side's\n"
"# two MFDs - roomy on a tall radar, but if the MFDs on that side are\n"
"# also scaled up, the radar is the one that gives way (it has to clear\n"
"# both of them, and it grows from the middle in both directions).\n"
"L4RADARPOS=CENTER\n"
"\n"
"# The Winners Circle: at the end of a race the finishers are stood on\n"
"# the award platform in finishing order, with each pilot's callsign on\n"
"# the plate beside their spot, and held there for a few seconds before\n"
"# the results screen. 1 = show it, 0 = straight to the results.\n"
"RP412PODIUM=1\n"
"\n"
"# The shot is framed for you, but these move the camera if you want it\n"
"# somewhere else. Distances are in game units, measured from the middle\n"
"# of the group of finishers.\n"
"# STANDOFF how far out in front of the stand the camera sits\n"
"# HEIGHT how far above the group\n"
"# AIM height of the point it looks at, relative to the group -\n"
"# negative tilts down, positive tilts up\n"
"# ASPECT the stand was composed for a 4:3 pod monitor, so the shot\n"
"# is cropped to that shape with black either side. 0 runs it\n"
"# full width instead.\n"
"# FADEIN seconds to come up out of the black after the race fades\n"
"# CAM 0 watches from your own cockpit rather than off the stand\n"
"#RP412PODIUMSTANDOFF=36\n"
"#RP412PODIUMHEIGHT=12\n"
"#RP412PODIUMAIM=2\n"
"#RP412PODIUMASPECT=1.333\n"
"#RP412PODIUMFADEIN=0.45\n"
"#RP412PODIUMCAM=1\n"
"\n"
"# Override the game length the menu picked, in seconds. The shortest the\n"
"# menu offers is 3:00, which is a long wait when what you are testing is\n"
"# what happens at the buzzer. Unset = use the menu's choice.\n"
"#RP412MISSIONSECONDS=20\n"
"\n"
"# Simulation/render frame rate, integer frames/second. The desktop\n"
"# default is 60; the arcade pods shipped at 25.\n"
"TARGETFPS=60\n"
"\n"
"# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client\n"
"# running and steam_appid.txt beside the exe; without them the game\n"
"# logs the reason and falls back to plain TCP. 0 = TCP only.\n"
"RP412STEAM=1\n"
"\n"
"# Line up each remote player's clock with ours, so their vehicle is\n"
"# extrapolated from when its update was SENT rather than when it\n"
"# arrived. Without it every remote pod sits one network latency behind\n"
"# where it should be - invisible on the 1ms arcade LAN the engine was\n"
"# written for, a constant 50-150ms of lag over the internet. 0 restores\n"
"# the old arrival-time behaviour if you want to compare.\n"
"#RP412NETCLOCK=0\n"
"\n"
"# ---- Optional ---------------------------------------------------------------\n"
"\n"
"# RGB keyboard lamp mirror (Windows Dynamic Lighting): keys bound to\n"
"# lamp buttons glow with the panel, flash modes and all.\n"
"# Unset or nonzero = on (the default); 0 = off.\n"
"#RP412KEYLIGHT=0\n"
"\n"
"# Invert the stick on top of whatever bindings.txt produces:\n"
"# X = invert X only, Y = invert Y only, XY = both (case-insensitive).\n"
"#L4PADFLIP=XY\n"
"\n"
"# Anti-aliasing sample count, passed straight to Direct3D 9:\n"
"# 0 = off, else 2..16 as the GPU supports (1 selects the driver's\n"
"# \"nonmaskable\" mode; unsupported counts fail device creation).\n"
"#MULTISAMPLE=0\n"
"\n"
"# Particle budget, integer. Default 8192.\n"
"#MAXPARTICLES=8192\n"
"\n"
"# On-screen plasma glass (L4PLASMA=SCREEN only). SCALE = integer pixel\n"
"# size 1..16, default 4 (out-of-range values are ignored). POS = window\n"
"# top-left as X,Y screen coordinates; unset = auto, parked below the\n"
"# main window.\n"
"#L4PLASMASCALE=4\n"
"#L4PLASMAPOS=0,0\n"
"\n"
"# Fixed random seed (repeatable runs): any unsigned integer.\n"
"# Unset seeds from the clock.\n"
"#RANDOM=12345\n"
"\n"
"# ---- LAN play without Steam -------------------------------------------------\n"
"# Host a race over plain TCP: list the member pods' console channels\n"
"# (members run: rpl4opt.exe -windowed -res 1920 1080 -net 1501).\n"
"# RP412HOSTPODS comma-separated IP[:port] list, one entry per member\n"
"# pod; port defaults to 1501 per entry\n"
"# RP412HOSTPORT this machine's console port, integer > 0\n"
"# (default 1501)\n"
"# RP412HOSTADDR this machine's LAN IP as members can reach it\n"
"# (default 127.0.0.1)\n"
"#RP412HOSTPODS=192.168.1.20:1501,192.168.1.21:1501\n"
"#RP412HOSTPORT=1501\n"
"#RP412HOSTADDR=192.168.1.10\n"
"\n"
"# ---- Developer / testing ----------------------------------------------------\n"
"\n"
"# Nonzero arms the debug keys: Alt+W wireframe, Alt+V predator vision,\n"
"# Alt+F frame dump, Alt+/ perf stats, Alt+E event-queue dump.\n"
"# 0 or unset = off. (Alt+Q, the mission abort, is always live.)\n"
"#RP412DEVKEYS=1\n"
"\n"
"# Console race-length override, integer seconds (short test races).\n"
"# Values <= 0 are ignored.\n"
"#L4CONSOLELEN=30\n"
"\n"
"# Nonzero = Steam transport loopback self-test at boot (logs PASS/FAIL).\n"
"#RP412STEAMSELFTEST=1\n"
"\n"
"# ---- Arcade heritage (multi-monitor pods; not used on the desktop) ----------\n"
"# PRIMGAUGE / SECGAUGE / MFDGAUGE / MFDGAUGE2 pin a display to a monitor\n"
"# by adapter index (0, 1, 2...). SPANDISABLE: 0 = let the MFDs span one\n"
"# wide surface, nonzero = separate windows (setting MFDGAUGE2 alone also\n"
"# forces spanning off). L4EYES = \"x y z xrot yrot zrot [type]\" floats\n"
"# for a detached camera; a type starting with r offsets it relative to\n"
"# the pod. L4INTERCOM enables the crew intercom - only its presence\n"
"# matters (traditionally COM2). NOMODES skips the mode/lamp programming;\n"
"# presence alone triggers it, even NOMODES=0. LOGSIZE > 0 sizes the\n"
"# trace log in dev builds compiled with tracing.\n"
"#PRIMGAUGE=1\n"
"#SECGAUGE=2\n"
"#MFDGAUGE=3\n"
"#MFDGAUGE2=4\n"
"#SPANDISABLE=1\n"
"#L4EYES=1\n"
"#L4INTERCOM=COM2\n"
"#NOMODES=1\n"
"#LOGSIZE=1000000\n"
;
//-------------------------------------------------------------------
// Does the player's file mention this key at all - set, or commented
// out, or with whitespace in front of it?
//
// Deliberately generous: a key that is mentioned in ANY form is left
// alone. The alternative failure is worse than a missed notice, since
// environ.ini is applied line by line and a second copy of a key
// further down the file would silently override the player's own.
//-------------------------------------------------------------------
Logical FileMentionsKey(const char *text, const char *key, int key_length)
{
const char *cursor = text;
while ((cursor = strstr(cursor, key)) != NULL)
{
//
// Must be a whole key: preceded by start-of-line, whitespace
// or a comment mark, and followed by '='.
//
const char *after = cursor + key_length;
Logical starts_token =
(cursor == text) ||
(cursor[-1] == '\n') || (cursor[-1] == '\r') ||
(cursor[-1] == ' ') || (cursor[-1] == '\t') ||
(cursor[-1] == '#') || (cursor[-1] == ';');
if (starts_token)
{
const char *scan = after;
while (*scan == ' ' || *scan == '\t')
{
++scan;
}
if (*scan == '=')
{
return True;
}
}
cursor = after;
}
return False;
}
//-------------------------------------------------------------------
// Name every template key the player's file has never heard of. Not
// a fix - their file stays theirs - but it puts the reason for a
// missing feature in the log we already ask testers for.
//-------------------------------------------------------------------
void ReportUnmentionedKeys(const char *file_text)
{
char missing[1024]; // what gets printed
char seen[1024]; // the same keys as "KEY=", so the mention
// test above can dedupe against them
missing[0] = '\0';
seen[0] = '\0';
int count = 0; // how many are missing
int listed = 0; // how many fitted in the line
const char *cursor = kEnvironTemplate;
while (*cursor != '\0')
{
const char *line = cursor;
const char *end = strchr(line, '\n');
int length = (end != NULL) ? (int)(end - line) : (int) strlen(line);
cursor = (end != NULL) ? (end + 1) : (line + length);
//
// A template key line is "KEY=..." or "#KEY=..." - the
// commented ones are options that ship switched off, and a
// player who has never seen them wants to know they exist.
//
const char *scan = line;
int remaining = length;
if (remaining > 0 && *scan == '#')
{
++scan;
--remaining;
}
if (remaining <= 0 || !(isalpha((unsigned char) *scan) || *scan == '_'))
{
continue;
}
int key_length = 0;
while (key_length < remaining &&
(isalnum((unsigned char) scan[key_length]) || scan[key_length] == '_'))
{
++key_length;
}
if (key_length >= remaining || scan[key_length] != '=' || key_length > 60)
{
continue;
}
char key[64];
memcpy(key, scan, key_length);
key[key_length] = '\0';
if (FileMentionsKey(file_text, key, key_length))
{
continue;
}
//
// Templates list some keys twice (documented once, shown
// again in an example); do not name one twice.
//
if (FileMentionsKey(seen, key, key_length))
{
continue;
}
++count;
if (strlen(seen) + key_length + 3 < sizeof(seen))
{
strcat(seen, key);
strcat(seen, "=\n");
}
if (strlen(missing) + key_length + 3 < sizeof(missing))
{
if (missing[0] != '\0')
{
strcat(missing, ", ");
}
strcat(missing, key);
++listed;
}
}
if (count > 0)
{
//
// Say when the list is short of the count rather than letting
// a full buffer quietly shorten the answer.
//
DEBUG_STREAM << "Environ: " << kEnvironFileName << " does not mention "
<< count << " option(s) this build knows: " << missing;
if (listed < count)
{
DEBUG_STREAM << ", and " << (count - listed) << " more";
}
DEBUG_STREAM << "\nEnviron: they are at their built-in defaults - delete "
<< kEnvironFileName << " to get the documented file back\n"
<< std::flush;
}
}
}
void
RPL4Environ_Load()
{
//
// First run: lay down the documented default. From here on the file
// belongs to whoever is sitting at this machine.
//
FILE *file = fopen(kEnvironFileName, "rb");
if (file == NULL)
{
FILE *out = fopen(kEnvironFileName, "wb");
if (out != NULL)
{
fwrite(kEnvironTemplate, 1, strlen(kEnvironTemplate), out);
fclose(out);
DEBUG_STREAM << "Environ: wrote default " << kEnvironFileName
<< "\n" << std::flush;
}
else
{
DEBUG_STREAM << "Environ: could not write " << kEnvironFileName
<< " - running on built-in defaults\n" << std::flush;
}
file = fopen(kEnvironFileName, "rb");
}
if (file == NULL)
{
return;
}
fseek(file, 0, SEEK_END);
long size = ftell(file);
fseek(file, 0, SEEK_SET);
if (size <= 0)
{
fclose(file);
return;
}
char *text = new char[size + 1];
size_t read = fread(text, 1, size, file);
text[read] = '\0';
fclose(file);
//
// One KEY=VALUE per line. Comments, blanks and anything without an
// '=' are skipped; everything else goes into the environment, which
// is why a line here beats a variable set in the shell.
//
int applied = 0;
char line[1024];
const char *cursor = text;
while (*cursor != '\0')
{
int length = 0;
while (cursor[length] != '\0' && cursor[length] != '\n' &&
length < (int) sizeof(line) - 1)
{
line[length] = cursor[length];
++length;
}
line[length] = '\0';
cursor += length;
while (*cursor == '\n' || *cursor == '\r')
{
++cursor;
}
for (int i = length - 1; i >= 0; --i)
{
if (line[i] == '\r' || line[i] == '\n')
{
line[i] = '\0';
}
}
char *setting = line;
while (*setting == ' ' || *setting == '\t')
{
++setting;
}
if (*setting == '\0' || *setting == '#' || *setting == ';' ||
strchr(setting, '=') == NULL)
{
continue;
}
putenv(setting);
++applied;
}
DEBUG_STREAM << "Environ: " << applied << " setting(s) from "
<< kEnvironFileName << "\n" << std::flush;
ReportUnmentionedKeys(text);
delete[] text;
}
+44
View File
@@ -0,0 +1,44 @@
//===========================================================================//
// File: rpl4environ.h //
// Project: MUNGA Brick: Red Planet LBE Application //
// Contents: environ.ini - written on first run, then the player's //
//---------------------------------------------------------------------------//
// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
// PROPRIETARY AND CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "..\munga\style.h"
//########################################################################
//
// environ.ini is the game's configuration: one KEY=VALUE per line, read
// once at startup and pushed into the environment, so every option the
// engine reads through getenv can be set from a file a player can open.
//
// The exe owns the template and writes it when the file is absent, the
// same way bindings.txt works, rather than the packaging script laying
// one down on every unzip. That is what lets a tester drop a new build
// over an old folder and keep their settings: the file is theirs from
// the moment it exists, and nothing overwrites it.
//
// It cannot simply be optional. Without it 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.
//
// The cost of a file that is never overwritten is that a tester carrying
// one across many builds stops being offered new options. Options added
// later default to "behave as before", so nothing breaks - but it does
// go unnoticed, so the load names any template key the player's file
// does not mention. That line in rpl4.log is what turns "the podium does
// not work" into "your environ.ini predates RP412PODIUM".
//
//########################################################################
// Write environ.ini if it is not there, then read it into the
// environment. Call once, before anything reads a setting.
void
RPL4Environ_Load();
+275 -10
View File
@@ -231,6 +231,241 @@ namespace
Logical gHavePersist = False;
char gLastPilotName[24] = "Pilot";
//---------------------------------------------------------------
// What the player set last time, in pilot.cfg beside bindings.txt:
// the callsign they typed and the loadout they picked.
//
// The loadout has always survived a race - gPersistSelection below
// is why the menu reopens the way you left it - but only for as
// long as the process lives. BT411 keeps the same things in
// fe_last.ini and had to, since it relaunches between missions;
// RP412 stayed in one process and so never needed a file. Closing
// the game was still a reset, which is what this fixes.
//
// KEY=VALUE like environ.ini, one line per group.
//---------------------------------------------------------------
const char kPilotFileName[] = "pilot.cfg";
//
// Stable file keys, independent of the on-screen headings - those
// carry spaces ("TIME OF DAY") and are free to be reworded.
//
struct GroupKey
{
int group;
const char *key;
};
const GroupKey kGroupKeys[] =
{
{ GroupScenario, "scenario" }, { GroupMap, "track" },
{ GroupVehicle, "vehicle" }, { GroupColor, "color" },
{ GroupBadge, "badge" }, { GroupTeam, "team" },
{ GroupPosition, "position" }, { GroupTime, "time" },
{ GroupWeather, "weather" }, { GroupLength, "length" },
};
//
// How many rows a group offers, so a stale or hand-edited index
// cannot select past the end of a list. The track list is the one
// that moves - football and the death race carry different maps -
// so it answers for whichever scenario is selected.
//
int GroupSize(int group, const int *selection)
{
switch (group)
{
case GroupScenario: return FE_COUNT(kScenarios);
case GroupMap:
{
int count = 0;
ActiveMaps(selection, &count);
return count;
}
case GroupVehicle: return FE_COUNT(kVehicles);
case GroupColor: return FE_COUNT(kColors);
case GroupBadge: return FE_COUNT(kBadges);
case GroupTeam: return FE_COUNT(kTeams);
case GroupPosition: return FE_COUNT(kPositions);
case GroupTime: return FE_COUNT(kTimes);
case GroupWeather: return FE_COUNT(kWeather);
case GroupLength: return FE_COUNT(kLengths);
}
return 0;
}
//
// A callsign is quoted into frontend.egg, joined into a
// comma-separated list for the results screen, and published as
// Steam lobby member data. Anything that could end a token early
// therefore has to go - a comma alone would split one pilot into
// two on the score sheet. Applied to what is typed as well as to
// what is read back, so the file cannot hold what the game will
// not accept.
//
void SanitizeCallsign(char *name, int size)
{
char clean[64];
int out = 0;
for (int i = 0; name[i] != '\0' && out < (int) sizeof(clean) - 1; ++i)
{
unsigned char c = (unsigned char) name[i];
if (c < 32 || c > 126) continue; // controls, high bytes
if (c == ',' || c == '"') continue; // egg and CSV delimiters
if (c == '#' || c == ';') continue; // pilot.cfg comment marks
clean[out++] = (char) c;
}
clean[out] = '\0';
char *start = clean;
while (*start == ' ' || *start == '\t')
{
++start;
}
int end = (int) strlen(start);
while (end > 0 && (start[end - 1] == ' ' || start[end - 1] == '\t'))
{
start[--end] = '\0';
}
if (start[0] == '\0')
{
strcpy(start, "Pilot");
}
strncpy(name, start, size - 1);
name[size - 1] = '\0';
}
void SavePilotSettings(const char *name, const int *selection)
{
FILE *file = fopen(kPilotFileName, "wt");
if (file == NULL)
{
DEBUG_STREAM << "FrontEnd: could not write " << kPilotFileName
<< "\n" << std::flush;
return;
}
fputs("# RP412 pilot settings, written by the game on the way out of\n"
"# the setup screen. Delete this file to start over.\n", file);
fprintf(file, "callsign=%s\n", name);
if (selection != NULL)
{
for (int i = 0; i < FE_COUNT(kGroupKeys); ++i)
{
fprintf(file, "%s=%d\n", kGroupKeys[i].key,
selection[kGroupKeys[i].group]);
}
}
fclose(file);
DEBUG_STREAM << "FrontEnd: saved callsign \"" << name << "\""
<< ((selection != NULL) ? " and loadout" : "")
<< " to " << kPilotFileName << "\n" << std::flush;
}
//
// Read once per run. Absent or unreadable simply leaves the
// built-in defaults in place - a missing file is a first run, not
// an error, and every value is range-checked so a hand-edited or
// out-of-date file cannot select past the end of a list.
//
void EnsurePilotSettingsLoaded()
{
static Logical loaded = False;
if (loaded)
{
return;
}
loaded = True;
FILE *file = fopen(kPilotFileName, "rt");
if (file == NULL)
{
return;
}
int selection[GroupCount];
memset(selection, 0, sizeof(selection));
selection[GroupLength] = 2; // 5:00, as the menu defaults
Logical have_loadout = False;
char line[256];
while (fgets(line, sizeof(line), file) != NULL)
{
char *cursor = line;
while (*cursor == ' ' || *cursor == '\t')
{
++cursor;
}
if (*cursor == '#' || *cursor == ';')
{
continue;
}
char *equals = strchr(cursor, '=');
if (equals == NULL)
{
continue;
}
*equals = '\0';
char *key = cursor;
char *value = equals + 1;
while (*value == ' ' || *value == '\t')
{
++value;
}
char *newline = strpbrk(value, "\r\n");
if (newline != NULL)
{
*newline = '\0';
}
if (_stricmp(key, "callsign") == 0)
{
char candidate[24];
strncpy(candidate, value, sizeof(candidate) - 1);
candidate[sizeof(candidate) - 1] = '\0';
SanitizeCallsign(candidate, sizeof(candidate));
strcpy(gLastPilotName, candidate);
continue;
}
for (int i = 0; i < FE_COUNT(kGroupKeys); ++i)
{
if (_stricmp(key, kGroupKeys[i].key) != 0)
{
continue;
}
int index = atoi(value);
if (index >= 0 && index < GroupSize(kGroupKeys[i].group, selection))
{
selection[kGroupKeys[i].group] = index;
have_loadout = True;
}
break;
}
}
fclose(file);
//
// The track list belongs to the scenario, and the file is read in
// whatever order it was written, so re-check the track once the
// scenario is settled - the same clamp the menu applies when the
// scenario is switched by hand.
//
if (have_loadout)
{
int map_count = 0;
ActiveMaps(selection, &map_count);
if (selection[GroupMap] >= map_count)
{
selection[GroupMap] = 0;
}
memcpy(gPersistSelection, selection, sizeof(gPersistSelection));
gHavePersist = True;
}
DEBUG_STREAM << "FrontEnd: callsign \"" << gLastPilotName << "\""
<< (have_loadout ? " and loadout" : "")
<< " from " << kPilotFileName << "\n" << std::flush;
}
// [pilots]-order names of the last launched race (owner first),
// comma separated - the network console labels results with them
char gLastPilotNamesCsv[256] = "";
@@ -1219,6 +1454,10 @@ Logical
{
gLastLaunchMode = FELaunchSingle;
// before the lobby branch below: a member rejoining a room publishes
// the callsign as member data without the menu ever opening
EnsurePilotSettingsLoaded();
//---------------------------------------------------------------
// Coming back from a race while still in a lobby: straight to
// the room (the lobby outlives races - single binary payoff)
@@ -1248,6 +1487,7 @@ Logical
{
FEState fe;
memset(&fe, 0, sizeof(fe));
EnsurePilotSettingsLoaded();
strcpy(fe.pilotName, gLastPilotName);
if (gHavePersist)
{
@@ -1346,20 +1586,41 @@ Logical
}
//---------------------------------------------------------------
// Harvest the loadout whichever way we leave the menu - the
// lobby publishes it as member data, launches build from it
// Harvest the callsign whichever way we leave the menu, INCLUDING
// a close: typing a name and then quitting is how somebody sets it
// for next time, and losing it there would be the one case that
// makes the whole thing feel unreliable. The loadout still only
// persists on a real exit - it is picked, not typed, and the menu
// reopens with it visible anyway.
//---------------------------------------------------------------
if (!fe.closed)
if (fe.nameEdit != NULL)
{
fe.pilotName[0] = '\0';
GetWindowTextA(fe.nameEdit, fe.pilotName, sizeof(fe.pilotName) - 1);
if (fe.pilotName[0] == '\0')
{
strcpy(fe.pilotName, "Pilot");
}
strcpy(gLastPilotName, fe.pilotName);
memcpy(gPersistSelection, fe.selection, sizeof(gPersistSelection));
gHavePersist = True;
SanitizeCallsign(fe.pilotName, sizeof(fe.pilotName));
}
else
{
strcpy(fe.pilotName, gLastPilotName);
}
strcpy(gLastPilotName, fe.pilotName);
memcpy(gPersistSelection, fe.selection, sizeof(gPersistSelection));
gHavePersist = True;
//
// Written on the way out however the player leaves - launching,
// stepping into a lobby, or quitting. BT411 saves only on a
// launch, which loses a callsign typed by somebody who then
// changed their mind, and that is the one moment this feature
// exists for.
//
// Unconditionally, rather than only when something changed: the
// file is a few hundred bytes, and writing it every time means a
// value that was hand-edited out of range comes back corrected
// instead of being quietly re-rejected on every launch forever.
//
SavePilotSettings(gLastPilotName, gPersistSelection);
Logical launched = fe.launched;
Logical closed = fe.closed;
@@ -1825,6 +2086,10 @@ Logical
return False;
}
// this screen labels a row with the pilot's own callsign, and in the
// -egg and lobby paths it can be the first screen of the session
EnsurePilotSettingsLoaded();
ResultsState rs;
memset(&rs, 0, sizeof(rs));
+14 -2
View File
@@ -357,8 +357,20 @@ Logical
//
if (GetApplicationState() == RunningMission)
{
secondsRemainingInGame =
currentMission->GetGameLength() - (Now() - gameStarted);
// same rule as Application::ExecuteForeground - the console's
// countdown when there is one, our own reckoning otherwise. There
// is no console in mission review, so this takes the fallback.
Scalar console_remaining;
if (gMissionClockHook != NULL &&
(*gMissionClockHook)(&console_remaining))
{
secondsRemainingInGame = console_remaining;
}
else
{
secondsRemainingInGame =
currentMission->GetGameLength() - (Now() - gameStarted);
}
}
CLEAR_FOREGROUND_PROCESSING();
+11
View File
@@ -70,6 +70,15 @@
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<!-- rpl4build.h is generated, not committed: the patch number is the
repository's commit count, so a hardcoded one would be stale the
moment it was committed. The script rewrites the header only when
the stamp actually changes, so this does not drag RPL4.CPP through
a recompile on every build. -->
<PreBuildEvent>
<Command>powershell -NoProfile -ExecutionPolicy Bypass -File "$(ProjectDir)..\stamp-version.ps1"</Command>
<Message>Stamping the build version from git</Message>
</PreBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
@@ -109,6 +118,7 @@
<ClCompile Include=".\RPL4APP.cpp" />
<ClCompile Include=".\RPL4CONSOLE.cpp" />
<ClCompile Include=".\RPL4FE.cpp" />
<ClCompile Include=".\RPL4ENVIRON.cpp" />
<ClCompile Include=".\RPL4LOBBY.cpp" />
<ClCompile Include=".\RPL4ARND.cpp" />
<ClCompile Include=".\RPL4GAUG.cpp" />
@@ -147,6 +157,7 @@
<ClInclude Include=".\RPL4APP.h" />
<ClInclude Include=".\RPL4CONSOLE.h" />
<ClInclude Include=".\RPL4FE.h" />
<ClInclude Include=".\rpl4environ.h" />
<ClInclude Include=".\RPL4LOBBY.h" />
<ClInclude Include=".\RPL4ARND.h" />
<ClInclude Include=".\RPL4GAUG.h" />
@@ -1,4 +1,4 @@
<title>Red Planet 4.12.7 — Controls</title>
<title>Red Planet 4.12.7 — Handbook</title>
<style>
:root {
@@ -755,12 +755,13 @@
<header class="masthead">
<p class="eyebrow">Virtual World Entertainment · Tesla pod · RP 4.12.7</p>
<h1>Red Planet<br>Controls Map</h1>
<h1>Red Planet<br>Handbook</h1>
<p class="lede">
Every input the pod answers to, on the gamepad and the keyboard. The
keyboard is the pod's button board: the letter and number rows are the
MFD banks laid out as they are printed on the panel, and flight moved to
the number pad so the board stays free.
Every input the pod answers to, on the gamepad and the keyboard, and
every file it keeps beside the exe. The keyboard is the pod's button
board: the letter and number rows are the MFD banks laid out as they are
printed on the panel, and flight moved to the number pad so the board
stays free.
</p>
<p class="provenance">Generated from the default <code>bindings.txt</code> · all of it rebindable</p>
</header>
@@ -1149,6 +1150,119 @@
</p>
</section>
<section>
<h2>Bring your own stick</h2>
<p class="sub">
A gamepad speaks XInput, and the game reads it without being asked.
Everything else — a flight stick, a HOTAS throttle, a twist grip,
rudder pedals, a wheel — speaks <b>DirectInput</b>, which names its axes
<span class="mono">X Y Z RX RY RZ SL0 SL1</span> and says nothing about
what they are <i>for</i>. Somebody has to decide that your twist grip is
the rudder and that pushing it right means right. That is what
<code>joyconfig.bat</code> is.
</p>
<div class="panel">
<dl class="glance">
<div>
<dt>Run it once</dt>
<dd>joyconfig.bat<small>beside the exe; re-run any time</small></dd>
</div>
<div>
<dt>It asks</dt>
<dd>Move that one<small>steer · pitch · pedals · throttle · buttons</small></dd>
</div>
<div>
<dt>It watches</dt>
<dd>Which way<small>the direction you moved sets the sign</small></dd>
</div>
<div>
<dt>Then</dt>
<dd>Straight in<small>the game carries on to the setup screen</small></dd>
</div>
</dl>
</div>
<div class="callout">
<p>
<strong>The direction is the whole point.</strong> A stick that reads
positive pushed right and one that reads negative are equally common,
and nothing printed on the box tells you which you own. So the wizard
does not ask you to know — it asks you to <i>move</i>, and reads the
answer off the movement. Skip a prompt with <code>SPACE</code> if you
have no such control, <code>ESC</code> to abort without writing.
</p>
</div>
<p class="sub">
It writes only its own section of <code>bindings.txt</code>, between two
marker lines, so anything you have written yourself is kept — including a
deadzone you tuned by hand after trying it. Before it starts it prints
every axis <i>at rest</i>: a stick whose driver reports an odd range
shows up there as <span class="mono">X +1.00</span> on an untouched
stick, rather than as a mystery later. Xbox-class pads are excluded from
all of this, so nothing ever counts twice.
</p>
<div class="two-col">
<pre><i># what it writes</i>
<b>joydev</b> 0 Logitech Extreme 3D
<b>joyaxis</b> X <b>axis</b> JoystickX invert deadzone 0.08
<b>joyaxis</b> Y <b>axis</b> JoystickY deadzone 0.08
<b>joyaxis</b> RZ <b>axis</b> Pedals deadzone 0.08
<b>joyaxis</b> SL0 <b>axis</b> Throttle invert deadzone 0
<b>joybutton</b> 0 <b>button</b> 0x40
<b>joyhat</b> 0 up <b>button</b> 0x42</pre>
<pre><i># grammar</i>
<b>joydev</b> &lt;slot&gt; [product-name substring]
<b>joyaxis</b> &lt;src&gt; <b>axis</b> &lt;axis&gt; [invert]
[deadzone &lt;d&gt;] [rate &lt;n&gt;]
<b>joybutton</b> &lt;n&gt; <b>button</b> &lt;addr&gt; [toggle]
<b>joyhat</b> &lt;n&gt; &lt;up|down|left|right&gt;
<b>button</b> &lt;addr&gt;
<i># a named slot binds that product; a bare
# one binds the Nth stick Windows lists</i></pre>
</div>
<div class="tbl-scroll" style="margin-top:22px">
<table>
<caption>Two rules the pod's shape asks for</caption>
<tbody>
<tr>
<th class="mono">Pedals</th>
<td>
A <b>signed</b> axis that works the pedal <b>pair</b> — positive
for the right pedal, negative for the left. The pod has one
under each foot; a twist grip or rudder bar is a single control
that presses one or the other and never both, which is exactly
what this says. It is a channel name like any other, so a gamepad
stick can drive the turn with it too.
</td>
</tr>
<tr>
<th class="mono">Throttle</th>
<td>
A <span class="mono">joyaxis</span> on the throttle with no
<span class="mono">rate</span> is treated as a <b>real lever</b>
and owns the channel: its full travel <i>is</i> the throttle
range. Spring-centred sticks have to nudge a position instead,
which is what <span class="mono">rate</span> does — a lever that
stays where you put it needs none of that.
</td>
</tr>
</tbody>
</table>
</div>
<p class="sub" style="margin-bottom:0">
A twist grip is usually <span class="mono">RZ</span>; a HOTAS throttle is
usually <span class="mono">Z</span> or <span class="mono">SL0</span>. Set
<code>RP412JOYLOG=1</code> to log devices as they attach and drop away.
</p>
</section>
<section>
<h2>Rebinding</h2>
<p class="sub">
@@ -1166,6 +1280,8 @@
<b>pad</b> &lt;button&gt; <b>button</b> &lt;addr&gt; [toggle]
<b>padaxis</b> &lt;src&gt; <b>axis</b> &lt;axis&gt; [invert]
[deadzone &lt;d&gt;] [rate &lt;n&gt;]
<b>joydev joyaxis joybutton joyhat</b>
<i>see above</i>
<i># deflect springs back, rate sticks where
# you leave it (that is the throttle)</i></pre>
@@ -1185,12 +1301,98 @@
<table>
<caption>Reference — axes, address space, key names</caption>
<tbody>
<tr><th>Axes</th><td class="mono">Throttle · LeftPedal · RightPedal · JoystickX · JoystickY</td></tr>
<tr><th>Axes</th><td class="mono">Throttle · LeftPedal · RightPedal · JoystickX · JoystickY · Pedals</td></tr>
<tr><th>Buttons</th><td class="addr">0x00 0x47</td></tr>
<tr><th>Keypads</th><td class="addr">0x50 0x6F <span style="color:var(--ink-quiet);font-family:var(--sans)">— unbound by default; the game never reads them</span></td></tr>
<tr><th>Key names</th><td class="mono">AZ · D0D9 · F1F12 · NumPad09 · Up Down Left Right · Space · Return · Shift · Ctrl · Alt · OemMinus · Oemplus · Oemcomma · OemPeriod</td></tr>
<tr><th>Pad</th><td class="mono">A B X Y · DPadUp/Down/Left/Right · Start · Back · LeftShoulder · RightShoulder · LeftThumb · RightThumb</td></tr>
<tr><th>Pad axes</th><td class="mono">LeftStickX/Y · RightStickX/Y · LeftTrigger · RightTrigger</td></tr>
<tr><th>Joystick axes</th><td class="mono">X · Y · Z · RX · RY · RZ · SL0 · SL1 <span style="color:var(--ink-quiet);font-family:var(--sans)">— DirectInput's own names</span></td></tr>
</tbody>
</table>
</div>
</section>
<section>
<h2>Files beside the exe</h2>
<p class="sub">
Four files in the game folder are yours. <b>None of them ship.</b> The
game writes each one the first time it needs it and then never touches
it again, so a new build dropped over this folder keeps everything you
have set — and deleting any of them simply starts that part over with
the current defaults.
</p>
<div class="tbl-scroll">
<table>
<caption>Yours to edit</caption>
<tbody>
<tr>
<th class="mono">environ.ini</th>
<td>
Every engine option, commented in place — displays, renderer,
Steam, the podium, the lot. The one to read first. Written on
first run; without it the MFDs do not come up at all, so the
game will always put one back.
</td>
</tr>
<tr>
<th class="mono">bindings.txt</th>
<td>
Every key, pad button, axis and joystick row. Written with the
full documented default layout the first time the game runs.
</td>
</tr>
<tr>
<th class="mono">pilot.cfg</th>
<td>
Your callsign and loadout, saved on the way out of the setup
screen so they are there next time.
</td>
</tr>
<tr>
<th class="mono">mfd_layout.cfg</th>
<td>
Where you dragged the windows, and the <code>,noframe</code>
flag. Only written when <code>RP412MFDLAYOUT=save</code>.
</td>
</tr>
</tbody>
</table>
</div>
<div class="callout">
<p>
<strong>Two that catch people out.</strong>
<code>environ.ini</code> is applied <i>over</i> the environment, so a
variable you set in a shell loses to an uncommented line in the file —
comment the line out rather than fighting it. And nothing here is ever
overwritten once it exists, which is exactly what lets you keep a
folder across builds — but it means a file carried through several
updates stops being offered new options. The game names any it has not
heard of in <code>rpl4.log</code>; <b>delete the file</b> to get the
fully documented current one back.
</p>
</div>
<h3>The rest of the folder</h3>
<p class="sub">
Shipped data the engine reads. Nothing here is meant to be edited, but
it is worth knowing what is what.
</p>
<div class="tbl-scroll">
<table>
<caption>Engine data</caption>
<tbody>
<tr><th class="mono">RPDPL.INI</th><td>Renderer and scene configuration. Named by <code>L4DPLCFG=</code>, so it can be swapped.</td></tr>
<tr><th class="mono">GAUGE\L4GAUGE.INI</th><td>Gauge canvas pages. <code>L4GAUGE=</code> picks one by name — a name that is not in here switches the MFDs off entirely.</td></tr>
<tr><th class="mono">GAUGE\L4GAUGE.CFG</th><td>The gauge layout data that page points at.</td></tr>
<tr><th class="mono">AUDIO\AUDIO.INI</th><td>Sound banks. <span class="mono">AUDIOMR.INI</span> is the mission-review twin.</td></tr>
<tr><th class="mono">JOYSTICK.INI</th><td>The 1995 single-stick calibration, for the legacy <code>L4CONTROLS=DIJOYSTICK</code> path only. Modern sticks are configured in <code>bindings.txt</code> — see above.</td></tr>
<tr><th class="mono">*.CFG <span style="color:var(--ink-quiet);font-family:var(--sans)">in AUDIO\</span></th><td>Pod audio-hardware mixer tables. Dead weight on a desktop; kept because the arcade path still reads them.</td></tr>
<tr><th class="mono">RPL4.RES</th><td>Resource blob, not text.</td></tr>
<tr><th class="mono">steam_appid.txt</th><td>Steam runs under Spacewar (480) until Red Planet has its own AppID.</td></tr>
</tbody>
</table>
</div>
@@ -1199,7 +1401,7 @@
<footer>
<span>Red Planet 4.12.7</span>
<span>gitea.mysticmachines.com/VWE/RP412</span>
<span>docs/CONTROLS.md · CONTROLS.txt ships with the game</span>
<span>docs/rp412-handbook.html · HANDBOOK.html ships with the game</span>
<span>RGB keyboards mirror the pod lamps · RP412KEYLIGHT=0 to disable</span>
</footer>
</div>
+105 -262
View File
@@ -8,13 +8,15 @@
# TEST.EGG) - but not the arcade launch scripts or the old 4.10 exe
# - libsndfile-1.dll beside the exe; OpenAL32.dll copied from the system
# when installed, with oalinst.exe included as the fallback installer
# - a desktop environ.ini (PAD;KEYBOARD controls, on-screen plasma)
# - start-windowed.bat and a README
# (environ.ini is NOT shipped - the exe writes it on first run)
# - start/joyconfig scripts, HANDBOOK.html, CONTROLS.txt and a README
#
# Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip]
# Usage: powershell -ExecutionPolicy Bypass -File pack-dist.ps1 [-Zip] [-Fresh]
#
param(
[switch]$Zip
[switch]$Zip,
# Wipe the player's files too, for testing what a first run does.
[switch]$Fresh
)
$ErrorActionPreference = 'Stop'
@@ -27,6 +29,23 @@ if (-not (Test-Path $exe)) {
throw "Release\rpl4opt.exe not found - build first (see BUILD.md 2)."
}
# --- version ---------------------------------------------------------------
# Read the stamp the exe was BUILT with rather than asking git again: a
# commit between the build and the pack would otherwise have the package
# claiming a version the binary inside it does not report.
$buildHeader = Join-Path $root 'RP_L4\rpl4build.h'
if (-not (Test-Path $buildHeader)) {
throw "RP_L4\rpl4build.h not found - build first, or run stamp-version.ps1."
}
$stamp = Get-Content $buildHeader -Raw
$version = ([regex]::Match($stamp, '#define\s+RP412_VERSION\s+"([^"]+)"')).Groups[1].Value
$versionLong = ([regex]::Match($stamp, '#define\s+RP412_VERSION_LONG\s+"([^"]+)"')).Groups[1].Value
if (-not $version) { throw "could not read RP412_VERSION from $buildHeader" }
if ($stamp -match '#define\s+RP412_BUILD_DIRTY\s+1') {
Write-Warning "packing a build made from a modified tree ($versionLong)"
}
Write-Host "Version $versionLong"
# Refuse to touch a dist the game is currently running from.
$running = Get-Process rpl4opt -ErrorAction SilentlyContinue |
Where-Object { $_.Path -like "$dist\*" }
@@ -35,6 +54,27 @@ if ($running) {
}
Write-Host "Packing into $dist"
# --- the player's own files ------------------------------------------------
# None of these ship: the game writes each one the first time it needs it and
# then leaves it alone, so a new build dropped over a folder keeps every
# setting. This script rebuilds dist\ from scratch, which would throw exactly
# those away - the one place the promise did not hold, and it is the folder we
# do most of our own testing in. Carry them across. -Fresh to start over.
$keepFiles = @('environ.ini', 'bindings.txt', 'pilot.cfg', 'mfd_layout.cfg')
$kept = @{}
if (-not $Fresh) {
foreach ($name in $keepFiles) {
$path = Join-Path $dist $name
if (Test-Path $path) { $kept[$name] = [System.IO.File]::ReadAllBytes($path) }
}
if ($kept.Count -gt 0) {
Write-Host " keeping $($kept.Keys -join ', ')"
}
} elseif (Test-Path $dist) {
Write-Host " -Fresh: the player's files go too"
}
if (Test-Path $dist) { Remove-Item -Recurse -Force $dist }
New-Item -ItemType Directory -Force "$dist\SPOOLS" | Out-Null
@@ -64,9 +104,8 @@ foreach ($file in 'RPDPL.INI', 'JOYSTICK.INI', 'RPL4.RES', 'TEST.EGG',
Copy-Item (Join-Path $assets $file) $dist
}
# The controls map travels with the game (players get the diagrams
# without needing the repo). Flattened to ASCII so it reads correctly
# in Notepad - the markdown source keeps its typography.
# The controls half as plain text, for Notepad. Flattened to ASCII so it
# reads correctly there - the markdown source keeps its typography.
$controls = Get-Content (Join-Path $root 'docs\CONTROLS.md') -Raw -Encoding UTF8
foreach ($pair in @(
@([char]0x2014, '-'), @([char]0x2013, '-'), @([char]0x2018, "'"),
@@ -76,13 +115,18 @@ foreach ($pair in @(
}
Set-Content -Path "$dist\CONTROLS.txt" -Encoding ascii -Value $controls
# The same map as a page, for anyone who would rather look at the
# diagrams than read them. Its source is the published artifact, which is
# a fragment - the publisher supplies the document shell - so wrap it to
# The handbook as a page: the controls map with the diagrams, plus the
# joystick setup and what every file in the folder is for. Its source is
# the published artifact, which is a fragment - the publisher supplies
# the document shell - so wrap it to
# stand alone: without a doctype the browser drops into quirks mode, and
# without a charset the typography arrives as mojibake. Written without a
# BOM so the charset declaration is the only thing speaking.
$controlsPage = Get-Content (Join-Path $root 'docs\rp412-controls.html') -Raw -Encoding UTF8
$handbookPage = Get-Content (Join-Path $root 'docs\rp412-handbook.html') -Raw -Encoding UTF8
# Stamp the shipped copy with the build's own version. The source keeps a
# readable one for publishing; only "4.12.<n>" is touched, which on this
# page is always the version and never anything else.
$handbookPage = [regex]::Replace($handbookPage, '4\.12\.\d+', $version)
$page = @"
<!doctype html>
<html lang="en">
@@ -91,12 +135,12 @@ $page = @"
<meta name="viewport" content="width=device-width, initial-scale=1">
</head>
<body>
$controlsPage
$handbookPage
</body>
</html>
"@
[System.IO.File]::WriteAllText(
"$dist\CONTROLS.html", $page, (New-Object System.Text.UTF8Encoding $false))
"$dist\HANDBOOK.html", $page, (New-Object System.Text.UTF8Encoding $false))
# --- OpenAL runtime --------------------------------------------------------
# The exe links OpenAL32.dll (32-bit). Prefer shipping the already-installed
@@ -113,247 +157,12 @@ if (Test-Path $openal) {
}
# --- desktop configuration -------------------------------------------------
Set-Content -Path "$dist\environ.ini" -Encoding ascii -Value @"
# ============================================================================
# environ.ini - Red Planet 4.12 configuration
# ============================================================================
# One KEY=VALUE per line, read at game start. Lines starting with # or ;
# are comments; anything without an = is ignored. Delete a line (or
# comment it out) to fall back to the built-in default.
#
# Input bindings live in bindings.txt beside the exe (written with the
# full documented layout on first run; delete it to restore defaults).
# ---- Core (the shipped configuration) --------------------------------------
# Control stack: tokens separated by ; or , processed left to right.
# PAD the virtual RIO (XInput controller + keyboard,
# rebindable via bindings.txt)
# RIO real serial cockpit hardware on COM1
# RIO:COMn same, on another port (RIO:COM3, ...)
# KEYBOARD the engine keyboard handler
# MOUSE, JOYSTICK, FLIGHTSTICKPRO, THRUSTMASTER, DIJOYSTICK
# legacy pointer/joystick drivers (untested here)
# Unset falls back to KEYBOARD alone.
L4CONTROLS=PAD;KEYBOARD
# Renderer bring-up argument. Only its presence is checked (the DPL
# resolution parsing it once fed is gone) and the game refuses to start
# without it - any non-empty value works. Leave as shipped.
DPLARG=1
# DPL (renderer/scene) configuration file, searched beside the exe.
# Any notation file name; RPDPL.INI is the one that ships.
L4DPLCFG=RPDPL.INI
# Gauge (MFD/instrument) canvas. Must name a page of GAUGE\L4GAUGE.INI:
# 640x480x8 | 640x480x16 | 800x600x16
# Unset disables the gauge renderer (and with it all MFDs).
L4GAUGE=640x480x16
# Plasma display.
# SCREEN render the pod's plasma glass in-window (currently
# parked off-layout)
# COM1, COM2... drive real plasma glass on that serial port
# (9600 baud, N81)
# Unset = no plasma display.
L4PLASMA=SCREEN
# 0 = classic separate gauge windows; 1 = the single-window glass
# cockpit (all seven displays composed on a locked 1920x1080 canvas
# around the viewscreen); 2 = exploded diagnostic view (each display
# in its own native-resolution desktop window - MFDs 640x480, map
# 480x640 - decoded exactly as the pod's VDB split them, no downscale).
L4MFDSPLIT=1
# The game window - and in the exploded view (L4MFDSPLIT=2) each display
# window - is placed fresh every launch, so moving one somewhere useful
# never survived the menu-race-menu loop. This remembers where you put
# them, in mfd_layout.cfg beside this file:
# off / 0 / unset computed placement only, no file (default)
# load put the windows back where they were saved
# save the same, and re-save on every finished drag
# The game window gets its size back too, so you can size the cockpit to
# suit your monitor once and keep it. The display windows get position
# only: their size follows their content and their button banks, so an
# old one is never restored over them. Arrange everything once with
# save, then leave it on load.
#
# The plasma display window takes part too, under "Plasma Display".
#
# Each line in mfd_layout.cfg reads <title>=<x>,<y>,<w>,<h>, and you can
# append ,noframe to take that window's title bar and border off - a
# cockpit that fills the monitor edge to edge without -fit taking the
# whole screen. Put the window where you want it first: a bare window
# has nothing to drag by. Delete the flag to get the frame back.
#RP412MFDLAYOUT=off
# Size of the six secondary displays in the glass cockpit, as a
# percentage of their pod size. The pod bolted them down at one size;
# on a big panel there is room to trade viewscreen for instrument, so
# turn these up if you want to actually read the other displays while
# you fly. 100 = as the pod had them. Range 25-200 (out-of-range and
# unreadable values fall back to the group setting, then to 100).
#
# The scaling is applied in canvas units, before the cockpit is fitted
# to your window, so a given number looks the same on every monitor.
# The layout stays legal whatever you ask for - the panes are clamped
# against their actual neighbours, shrinking uniformly so a display
# never comes out stretched. They do overlap the viewscreen, exactly
# as the pod's bezels did, but never each other.
#
# L4MFDSCALE sets all five green MFDs at once.
L4MFDSCALE=100
# ...and any single display can override it. Uncomment one to size it
# on its own - useful if you only care about, say, the damage readout.
# UL upper left UC upper center UR upper right
# LL lower left LR lower right
#L4MFDSCALE_UL=100
#L4MFDSCALE_UC=100
#L4MFDSCALE_UR=100
#L4MFDSCALE_LL=100
#L4MFDSCALE_LR=100
# The portrait radar/map, sized on its own (it already sits at 1.35x
# the MFDs by default). It shares the canvas with whichever MFD is
# above it, so at extreme settings one of the two gives way.
L4RADARSCALE=100
# Where the radar sits:
# CENTER bottom centre, under the viewscreen, as the pod had it
# (default; BOTTOM and CENTRE mean the same)
# LEFT bottom left corner (or BOTTOMLEFT)
# RIGHT bottom right corner (or BOTTOMRIGHT)
# MIDLEFT left edge, halfway up (or LEFTCENTER / LEFTCENTRE)
# MIDRIGHT right edge, halfway up (or RIGHTCENTER / RIGHTCENTRE)
# Anywhere but CENTER stops it blocking the middle of the road, which
# is worth having on a wide screen.
#
# In a bottom corner it is one of three panes along the bottom, and the
# lower MFD whose corner it takes slides inboard beside it. Halfway up
# a side it leaves the bottom row entirely and sits between that side's
# two MFDs - roomy on a tall radar, but if the MFDs on that side are
# also scaled up, the radar is the one that gives way (it has to clear
# both of them, and it grows from the middle in both directions).
L4RADARPOS=CENTER
# The Winners Circle: at the end of a race the finishers are stood on
# the award platform in finishing order, with each pilot's callsign on
# the plate beside their spot, and held there for a few seconds before
# the results screen. 1 = show it, 0 = straight to the results.
RP412PODIUM=1
# The shot is framed for you, but these move the camera if you want it
# somewhere else. Distances are in game units, measured from the middle
# of the group of finishers.
# STANDOFF how far out in front of the stand the camera sits
# HEIGHT how far above the group
# AIM height of the point it looks at, relative to the group -
# negative tilts down, positive tilts up
# ASPECT the stand was composed for a 4:3 pod monitor, so the shot
# is cropped to that shape with black either side. 0 runs it
# full width instead.
# FADEIN seconds to come up out of the black after the race fades
# CAM 0 watches from your own cockpit rather than off the stand
#RP412PODIUMSTANDOFF=36
#RP412PODIUMHEIGHT=12
#RP412PODIUMAIM=2
#RP412PODIUMASPECT=1.333
#RP412PODIUMFADEIN=0.45
#RP412PODIUMCAM=1
# Override the game length the menu picked, in seconds. The shortest the
# menu offers is 3:00, which is a long wait when what you are testing is
# what happens at the buzzer. Unset = use the menu's choice.
#RP412MISSIONSECONDS=20
# Simulation/render frame rate, integer frames/second. The desktop
# default is 60; the arcade pods shipped at 25.
TARGETFPS=60
# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client
# running and steam_appid.txt beside the exe; without them the game
# logs the reason and falls back to plain TCP. 0 = TCP only.
RP412STEAM=1
# ---- Optional ---------------------------------------------------------------
# RGB keyboard lamp mirror (Windows Dynamic Lighting): keys bound to
# lamp buttons glow with the panel, flash modes and all.
# Unset or nonzero = on (the default); 0 = off.
#RP412KEYLIGHT=0
# Invert the stick on top of whatever bindings.txt produces:
# X = invert X only, Y = invert Y only, XY = both (case-insensitive).
#L4PADFLIP=XY
# Anti-aliasing sample count, passed straight to Direct3D 9:
# 0 = off, else 2..16 as the GPU supports (1 selects the driver's
# "nonmaskable" mode; unsupported counts fail device creation).
#MULTISAMPLE=0
# Particle budget, integer. Default 8192.
#MAXPARTICLES=8192
# On-screen plasma glass (L4PLASMA=SCREEN only). SCALE = integer pixel
# size 1..16, default 4 (out-of-range values are ignored). POS = window
# top-left as X,Y screen coordinates; unset = auto, parked below the
# main window.
#L4PLASMASCALE=4
#L4PLASMAPOS=0,0
# Fixed random seed (repeatable runs): any unsigned integer.
# Unset seeds from the clock.
#RANDOM=12345
# ---- LAN play without Steam -------------------------------------------------
# Host a race over plain TCP: list the member pods' console channels
# (members run: rpl4opt.exe -windowed -res 1920 1080 -net 1501).
# RP412HOSTPODS comma-separated IP[:port] list, one entry per member
# pod; port defaults to 1501 per entry
# RP412HOSTPORT this machine's console port, integer > 0
# (default 1501)
# RP412HOSTADDR this machine's LAN IP as members can reach it
# (default 127.0.0.1)
#RP412HOSTPODS=192.168.1.20:1501,192.168.1.21:1501
#RP412HOSTPORT=1501
#RP412HOSTADDR=192.168.1.10
# ---- Developer / testing ----------------------------------------------------
# Nonzero arms the debug keys: Alt+W wireframe, Alt+V predator vision,
# Alt+F frame dump, Alt+/ perf stats, Alt+E event-queue dump.
# 0 or unset = off. (Alt+Q, the mission abort, is always live.)
#RP412DEVKEYS=1
# Console race-length override, integer seconds (short test races).
# Values <= 0 are ignored.
#L4CONSOLELEN=30
# Nonzero = Steam transport loopback self-test at boot (logs PASS/FAIL).
#RP412STEAMSELFTEST=1
# ---- Arcade heritage (multi-monitor pods; not used on the desktop) ----------
# PRIMGAUGE / SECGAUGE / MFDGAUGE / MFDGAUGE2 pin a display to a monitor
# by adapter index (0, 1, 2...). SPANDISABLE: 0 = let the MFDs span one
# wide surface, nonzero = separate windows (setting MFDGAUGE2 alone also
# forces spanning off). L4EYES = "x y z xrot yrot zrot [type]" floats
# for a detached camera; a type starting with r offsets it relative to
# the pod. L4INTERCOM enables the crew intercom - only its presence
# matters (traditionally COM2). NOMODES skips the mode/lamp programming;
# presence alone triggers it, even NOMODES=0. LOGSIZE > 0 sizes the
# trace log in dev builds compiled with tracing.
#PRIMGAUGE=1
#SECGAUGE=2
#MFDGAUGE=3
#MFDGAUGE2=4
#SPANDISABLE=1
#L4EYES=1
#L4INTERCOM=COM2
#NOMODES=1
#LOGSIZE=1000000
"@
# --- desktop configuration -------------------------------------------------
# environ.ini is NOT shipped. The exe carries the template and writes it on
# first run (RPL4ENVIRON.cpp), the same way it writes bindings.txt - so a
# tester can drop a new build over an old folder and keep every setting they
# have changed. Laying one down here would overwrite their file on every
# unzip, which is the whole problem.
Set-Content -Path "$dist\start-windowed.bat" -Encoding ascii -Value @"
@echo off
@@ -396,7 +205,7 @@ set RP412JOYCONFIG=
"@
Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
Red Planet 4.12.7
Red Planet $version
=================
Run start-fullscreen.bat for borderless over the whole monitor, or
@@ -446,13 +255,32 @@ at its left, and the lower MFDs flanking the portrait map. The red
buttons around each MFD and the amber buttons beside the map are the
pod's real button banks: click them with the mouse, and they light up
as the game commands their lamps.
environ.ini is self-documenting: every option ships in the file with
a comment (Steam networking, keyboard lighting, stick inversion, LAN
hosting, developer keys, display scaling and radar placement, and more).
environ.ini is self-documenting: the game writes it on first run with
every option in it and a comment on each (Steam networking, keyboard
lighting, stick inversion, LAN hosting, developer keys, display scaling
and radar placement, and more).
CONTROLS.html is the full controls map - open it in a browser for the
pad, keyboard and pod-panel diagrams. CONTROLS.txt is the same thing as
plain text.
HANDBOOK.html is the full manual - open it in a browser for the pad,
keyboard and pod-panel diagrams, the joystick setup, and what every file
in this folder is for. CONTROLS.txt is the controls half as plain text.
Four files here are yours. None of them ship - the game writes each one
the first time it needs it and then leaves it alone, so a new build
unzipped over this folder keeps everything you have set. Delete any of
them to start that part over:
environ.ini every engine option, commented in place
bindings.txt every key, pad button, axis and joystick row
pilot.cfg your callsign and loadout
mfd_layout.cfg where you dragged the windows (RP412MFDLAYOUT)
Two that catch people out: environ.ini is applied OVER the environment,
so a variable set in a shell loses to an uncommented line in the file;
and none of these four is ever overwritten once it exists, which is what
lets you keep a folder across builds. The trade is that a file carried
through several updates stops being offered new options - rpl4.log names
any it has not heard of, and deleting the file brings back the fully
documented current one.
Known prototype notes: pods race untextured (the player1-8 skins come
from the presets system, not shipped data), and text drawn on the plasma
@@ -466,9 +294,13 @@ $size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum
Write-Host ("dist ready: {0:N1} MB" -f ($size / 1MB))
if ($Zip) {
$zipPath = Join-Path $root 'RedPlanet-4.12.7.zip'
$zipPath = Join-Path $root "RedPlanet-$version.zip"
Write-Host "zipping to $zipPath..."
# Taken BEFORE the player's files go back, so a release never carries
# somebody's callsign, key bindings or window positions to everyone who
# downloads it. A fresh unzip must look like a first run.
#
# Everything lives under a single RP412\ folder inside the zip, so
# unpacking anywhere gives one self-contained game directory instead
# of scattering files into the extraction folder.
@@ -479,3 +311,14 @@ if ($Zip) {
Compress-Archive -Path "$stage\RP412" -DestinationPath $zipPath -Force
Remove-Item -Recurse -Force $stage
}
# --- the player's own files, back where they were --------------------------
# Last of all: after the rebuilt tree, so nothing the pack writes can land on
# top of them, and after the zip, so the release stays clean. Zipping should
# not cost you your own settings.
if ($kept.Count -gt 0) {
foreach ($name in $kept.Keys) {
[System.IO.File]::WriteAllBytes((Join-Path $dist $name), $kept[$name])
}
Write-Host " restored $($kept.Keys -join ', ')"
}
+103
View File
@@ -0,0 +1,103 @@
# ============================================================================
# stamp-version.ps1 - write RP_L4\rpl4build.h from the repository's own state
# ============================================================================
#
# The patch number IS the commit count, so a build names the commit it came
# from and there is never a question about which changes are in a binary
# somebody is holding. Run as RP_L4's pre-build step; also readable by
# pack-dist.ps1, so the package and the exe cannot disagree.
#
# A hardcoded version could not do this: the commit that records "4.12.96"
# is itself commit 96, so the file is stale the moment it is committed.
#
# Usage: powershell -ExecutionPolicy Bypass -File stamp-version.ps1
#
$ErrorActionPreference = 'Stop'
# The product line. Bump this by hand when the line moves; the patch
# number after it looks after itself.
$line = '4.12'
$root = Split-Path -Parent $MyInvocation.MyCommand.Path
$header = Join-Path $root 'RP_L4\rpl4build.h'
$count = 0
$commit = 'nogit'
$dirty = 0
#
# Every git call goes through cmd so that stderr never reaches PowerShell's
# error stream. Windows PowerShell turns a native command's stderr into
# ErrorRecords, and with $ErrorActionPreference = 'Stop' git's routine
# "LF will be replaced by CRLF" warning is enough to throw - which silently
# skipped the dirty check and stamped every modified build as clean.
#
try {
Push-Location $root
$c = cmd /c "git rev-list --count HEAD 2>NUL"
if ($LASTEXITCODE -eq 0 -and $c) {
$count = [int]$c
$commit = (cmd /c "git rev-parse --short HEAD 2>NUL").Trim()
#
# Tracked modifications only. An untracked scratch file in the tree
# is not in the binary, and marking every build dirty for one would
# make the marker mean nothing.
#
cmd /c "git diff --quiet HEAD -- 2>NUL"
if ($LASTEXITCODE -ne 0) { $dirty = 1 }
}
} catch {
# no git, or not a repository: fall through to the placeholder below
} finally {
Pop-Location
}
if ($count -eq 0) {
# Built outside the repository (a source drop, say). Say so plainly
# rather than inventing a number that would sort against real ones.
$version = "$line.x"
$long = "$line.x (no repository)"
} else {
$version = "$line.$count"
$long = "$version ($commit$(if ($dirty) { '+' } else { '' }))"
}
$content = @"
//===========================================================================//
// File: rpl4build.h GENERATED - do not edit, do not commit //
//---------------------------------------------------------------------------//
// Written by stamp-version.ps1 as RP_L4's pre-build step. The patch number //
// is the repository's commit count and the hash beside it names the exact //
// commit, so a running build always says where it came from. A trailing '+' //
// means the tree had uncommitted changes to tracked files when it was built. //
//===========================================================================//
#pragma once
#define RP412_BUILD_COUNT $count
#define RP412_BUILD_COMMIT "$commit"
#define RP412_BUILD_DIRTY $dirty
#define RP412_VERSION "$version"
#define RP412_VERSION_LONG "$long"
"@
#
# Only rewrite when something actually changed: an unconditional write
# would touch the header on every build and drag RPL4.CPP through a
# recompile each time.
#
$existing = if (Test-Path $header) { [IO.File]::ReadAllText($header) } else { '' }
if ($existing -ne $content) {
[IO.File]::WriteAllText($header, $content, (New-Object System.Text.ASCIIEncoding))
Write-Host "stamp-version: $long"
} else {
Write-Host "stamp-version: $long (unchanged)"
}
#
# Explicitly: this runs as a pre-build step, and the last thing above it is
# "git diff --quiet", which exits 1 to mean "there are changes". Letting that
# escape would fail the build on every modified tree - the exact case a
# developer builds in.
#
exit 0