Hand-converted the four .vcproj projects to .vcxproj (Win32, v143, Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln. Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO, /FORCE:MULTIPLE (header-defined globals still duplicated across TUs). Changed: CRT unified to /MD(d); import libs linked by the exes instead of merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and _SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined; legacy_stdio_definitions.lib for the June-2010 dxerr.lib. Source fixes, all behavior-preserving: Time gains standard (non-volatile) copy-ctor/assignment overloads (rvalues cannot bind to volatile& in standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG); std::ios.in -> std::ios::in in CAMMGR.cpp. Verified: VC9 baseline rebuilt from this tree first, then the v143 build compared against it in a sandboxed game working copy - identical logs and behavior through RIO init (against vRIO) and mission load, including the same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both toolchains hit; documented in BUILD.md 4 as the next debugging target. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
120 lines
6.6 KiB
Markdown
120 lines
6.6 KiB
Markdown
# RP 4.12 Roadmap — Steam + Internet Multiplayer
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Working plan for turning the 4.11 arcade/cockpit build into a consumer Steam
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title. Status: initial assessment (2026-07-12). Items marked **[investigate]**
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need code archaeology before they become concrete tasks.
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## Where 4.11 stands
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- **Game**: `rpl4opt.exe`, 32-bit Win32, DirectX 9, VS2005/2008-era `.vcproj`
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projects ([BUILD.md](../BUILD.md)). Builds clean on VC++ 2008 Express.
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- **Networking**: the engine has a real multiplayer layer —
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[MUNGA/NETWORK.cpp](../MUNGA/NETWORK.cpp), [MUNGA/SOCKET.cpp](../MUNGA/SOCKET.cpp),
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[MUNGA/HOSTMGR.cpp](../MUNGA/HOSTMGR.cpp), interest management
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([MUNGA/INTEREST.cpp](../MUNGA/INTEREST.cpp)), bound to WinSock2 in
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[MUNGA_L4/L4NET.CPP](../MUNGA_L4/L4NET.CPP) (TCP; the 2007 WinSock port of the
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1995 code). It was built for pods on a dedicated LAN.
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- **Input/output**: the pod's controls are a **RIO** serial board (buttons,
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five analog axes, lamps) and a **plasma display** (128×32 dot-matrix on COM2,
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driven by `MUNGA_L4/L4PLASMA.CPP`). No cockpit, no controls.
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- **Session control**: races are configured and launched from the outside by
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**TeslaConsole** over the Munga control protocol (TCP 1501, via `Munga Net.dll`),
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with TeslaLauncher (TCP 53290) handling app lifecycle on each pod.
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## Workstream A — Play without the cockpit (from vRIO)
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vRIO already solved the "no hardware" problem once, from the outside: it speaks
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the RIO serial protocol as the device, with a complete **keyboard + XInput
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bindings model** (deflect/rate/deadzone/invert per axis, bindings file), and
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vPLASMA renders the display's recovered command grammar
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(`VPlasma.Core/Protocol/PlasmaProtocol.cs`, grammar recovered from
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`L4PLASMA.CPP` itself). For 4.12 that logic moves *inside* the game:
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**Design principle — recreate the cockpit's feel on screen.** The 4.12 screen
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layout places the RIO panel controls *around* the displays in the same
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physical arrangement as the pod: MFD button clusters framing the screens,
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board columns and keypads where they sit in the cockpit, the plasma glass in
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its place above. vRIO's panel layout data (`VRio.Core`, the five MFD
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clusters / four board columns / two keypads / encoder-gauge strip) is the
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geometry reference — it is already the faithful software copy of the physical
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panel. On-screen buttons light with the same lamp states the game commands,
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so press-feedback works like the real button field.
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- Replace the RIO serial path in the L4 layer with a native input layer
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(keyboard / mouse / XInput, later Steam Input). Port vRIO's binding model —
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its axis-travel semantics (throttle ratchet, spring-back pedals, ±80 stick)
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are exactly what the game expects. **[investigate]** where the L4 layer reads
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RIO input, and whether an abstraction seam already exists.
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- Render the plasma display in-game (HUD overlay) instead of streaming
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`ESC P` graphics to COM2 — `L4PLASMA.CPP` already composes the frame into a
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local 1bpp buffer before serializing, so the seam is likely right there.
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- Lamp feedback (button lighting) maps to on-screen highlight / controller
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rumble / RGB later; low priority.
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- vRIO itself stays useful as a dev harness against unmodified builds.
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## Workstream B — In-game sessions (from TeslaConsole)
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Consumer players get no operator. The create/configure/launch flow that
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TeslaConsole drives over TCP 1501 becomes in-game UI:
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- Front-end menus: pilot setup, race/mission select, create/join session.
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**[investigate]** how much of the mission-launch handshake lives in the game
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(`MUNGA` mission/host code) vs. in the console — TeslaSuite's `Contract/` and
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the console's Munga-protocol client are the reference implementation.
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- **vPOD** (TeslaSuite) impersonates both the game client and launcher — a
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ready-made test double while the launch flow is being internalized.
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- TeslaLauncher's responsibilities (install, watchdog, auto-login) disappear —
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Steam owns install/update/launch.
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## Workstream C — Steam + internet multiplayer logistics
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### Networking
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- The engine's LAN TCP assumptions need auditing before anything else:
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**[investigate]** what `HOSTMGR`/`NETWORK` actually synchronize (state
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replication vs. lockstep), tick/latency assumptions, and who is authoritative.
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A LAN design that tolerates ~1 ms RTT may need prediction/interpolation work
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for 50–100 ms internet RTTs; the existing interest manager is a good sign.
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- Transport: **Steam Networking Sockets** (`ISteamNetworkingSockets`) is the
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target — it gives NAT traversal + Steam Datagram Relay for free, hides IPs,
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and offers reliable + unreliable channels. Plan: introduce a transport
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abstraction under `L4NET` so raw-socket LAN play (dev) and Steam sockets
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(retail) coexist.
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- Topology: player-hosted (listen server / P2P over SDR) is the low-cost
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default for a pod-count-sized race; dedicated servers are a later option.
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- Matchmaking: Steam **lobbies** (`ISteamMatchmaking`) for create/join/invite;
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friends-list invites come nearly free once lobbies work.
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### Steamworks integration
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- Steamworks partner account + app credit (Steam Direct, $100/app), appid,
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depot layout via SteamPipe. The old `Setup1/` installer project retires —
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Steam delivers files; OpenAL / libsndfile runtime DLLs ship in the depot.
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- `steam_api.dll` supports 32-bit Win32, so Steam does not *force* a 64-bit
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port. It does require init/callback pumping in the main loop and the
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overlay hooking D3D9 (works, but test early — old-engine present() paths
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sometimes fight the overlay).
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- Steam client requires Windows 10+ now, which **frees 4.12 from the XP-era
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constraints** that shaped the 4.11/TeslaSuite line.
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### Toolchain
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- ✅ **Done (2026-07-12)** — the solution builds on **VS2022 (v143)** with the
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Windows 11 SDK; see [BUILD.md](../BUILD.md) §3 for what changed and why.
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Runtime-verified equivalent to the VC9 baseline (including RIO init against
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vRIO). Remaining cleanups called out there: un-`/Zp1` the Windows-header
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boundary, port `stdext::hash_map` → `std::unordered_map`, single-TU the
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duplicated globals so `/FORCE:MULTIPLE` can go away.
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- ⚠️ Known pre-existing crash (both toolchains): standalone mission load AVs in
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`d3d_OBJECT::LoadTexture` (`L4D3D.cpp:262`) — first debugging target now
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that the v143 build has full PDBs (BUILD.md §4).
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## Suggested order
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1. Toolchain upgrade to VS2022 (unblocks everything, no design risk).
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2. Workstream A input layer (makes the game *playable* on a desktop — also the
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fastest path to a demoable build).
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3. Networking audit (**C**), then transport abstraction + Steam sockets.
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4. Workstream B session UI, using vPOD as the test double.
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5. Steamworks bring-up (appid, overlay, lobbies), SteamPipe packaging.
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