Files
CydandClaude Fable 5 9f79508257 LocalConsole: the in-process marshal that ends missions
Domain correction from playtest: hand-fed eggs are a developer shortcut
- a mission only ends on a console command, so the clock hits 00:00 and
counts up forever. Even single-player games need a console marshal.

RPL4CONSOLE is that console. Like the real one it lives on its own
thread: it owns the mission clock and raises the stop request at the
selected length; the app-manager per-frame hook (new gPerFrameHook seam
in APPMGR, called while the application global is live - the loop
condition NULLs it on exit, which ate the first attempt) executes the
engine-safe part, dispatching the same StopMissionMessage TeslaConsole
sent. Final scores flow in through a new RP-layer sink
(gConsoleScoreSink in RPCNSL): RPPlayer feeds it the same score it
sends a real console at mission end.

It also inherits the launcher role: the application tears down after a
stop (arcade pods were relaunched per mission by TeslaLauncher), so
WinMain respawns the process when the console ended the mission,
landing back on the race-setup screen. L4NetworkManager grows
FeedLocalEgg (the single-user egg-inject path, callable mid-session)
for the future in-process loop.

Verified end to end: menu -> 3:00 race -> stop dispatched exactly on
time -> final score collected (host 1 = 4113) -> process respawned with
the front end up. -egg runs stay unmarshaled (the dev shortcut).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 18:10:02 -05:00

288 lines
5.0 KiB
C++

#pragma once
#if defined(MAC)
#include "NetworkEndpoint.h"
#include "Participant.h"
#else
#include "..\munga\console.h"
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~ Console Message IDs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
enum
{
ConsolePlayerVTVScoredMessageID = 2,
ConsolePlayerVTVKilledMessageID = 3,
ConsolePlayerVTVBoosterMessageID = 4,
ConsolePlayerVTVScoreUpdateMessageID = 5,
ConsolePlayerVTVDamagedMessageID = 6
};
//~~~~~~~~~~~~~~~~~~~~~~~~ Local console sink ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// When an in-process console marshals the game (RP412 single player),
// this points at its final-score intake; the player's mission-ending
// path feeds it the same score it sends a real console. NULL when no
// local console is present.
extern void (*gConsoleScoreSink)(int player_host_ID, int final_score);
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoredMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVScoredMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVScoredMessage(HostID player_host_ID);
long
GetPlayerHostID()
{return playerHostID.value();}
private:
HostID
playerHostID;
};
#pragma options align=reset
#else
class ConsolePlayerVTVScoredMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVScoredMessage(HostID player_host_ID);
HostID
GetPlayerHostID()
{return playerHostID;}
private:
HostID
playerHostID;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVKilledMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVKilledMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVKilledMessage(
HostID player_host_ID,
HostID killer_host_ID
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetKillerHostID()
{return killerHostID.value();}
private:
HostID
playerHostID;
HostID
killerHostID;
};
#pragma options align=reset
#else
class ConsolePlayerVTVKilledMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVKilledMessage(
HostID player_host_ID,
HostID killer_host_ID
);
HostID
GetPlayerHostID()
{return playerHostID;}
HostID
GetKillerHostID()
{return killerHostID;}
private:
HostID
playerHostID,
killerHostID;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVBoosterMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVBoosterMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVBoosterMessage(
HostID player_host_ID,
LEDWORD booster_on
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetBoosterOn()
{return boosterOn.value();}
private:
HostID
playerHostID;
LEDWORD
boosterOn;
};
#pragma options align=reset
#else
class ConsolePlayerVTVBoosterMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVBoosterMessage(
HostID player_host_ID,
int booster_on
);
HostID
GetPlayerHostID()
{return playerHostID;}
int
GetBoosterOn()
{return boosterOn;}
private:
HostID
playerHostID;
int
boosterOn;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVScoreUpdateMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVScoreUpdateMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVScoreUpdateMessage(
HostID player_host_ID,
LEDWORD score
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetPlayerScore()
{return playerScore.value();}
private:
HostID
playerHostID;
LEDWORD
playerScore;
};
#pragma options align=reset
#else
class ConsolePlayerVTVScoreUpdateMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVScoreUpdateMessage(
HostID player_host_ID,
int score
);
HostID
GetPlayerHostID()
{return playerHostID;}
int
GetPlayerScore()
{return playerScore;}
private:
HostID
playerHostID;
int
playerScore;
};
#endif
//~~~~~~~~~~~~~~~~~~ ConsolePlayerVTVDamagedMessage ~~~~~~~~~~~~~~~~~~~
#ifdef MAC
#pragma options align=mac68k4byte
class ConsolePlayerVTVDamagedMessage:
public NetworkEndpoint::Message
{
public:
ConsolePlayerVTVDamagedMessage(
HostID player_host_ID,
HostID damager_host_ID,
LEDWORD loss,
LEDWORD points_transfered
);
long
GetPlayerHostID()
{return playerHostID.value();}
long
GetDamagerHostID()
{return damagerHostID.value();}
long
GetDamageLoss()
{return damageLoss.value();}
long
GetPointsTransfered()
{return pointsTransfered.value();}
private:
HostID
playerHostID;
HostID
damagerHostID;
LEDWORD
damageLoss;
LEDWORD
pointsTransfered;
};
#pragma options align=reset
#else
class ConsolePlayerVTVDamagedMessage:
public NetworkClient::Message
{
public:
ConsolePlayerVTVDamagedMessage(
HostID player_host_ID,
HostID damager_host_ID,
int loss,
int points_transfered
);
HostID
GetPlayerHostID()
{return playerHostID;}
HostID
GetDamagerHostID()
{return damagerHostID;}
int
GetDamageLoss()
{return damageLoss;}
int
GetPointsTransfered()
{return pointsTransfered;}
private:
HostID
playerHostID;
HostID
damagerHostID;
int
damageLoss;
int
pointsTransfered;
};
#endif