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>
171 lines
9.9 KiB
Markdown
171 lines
9.9 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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- ✅ **Prototype landed (2026-07-12).** The seam existed: the controls manager
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consumes a small RIO surface (8 methods + 5 analog scalars), now split out
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as `RIOBase`. **PadRIO** (`L4CONTROLS=PAD`) implements it from XInput + the
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PC keyboard with vRIO's default profile — the stock `VTVRIOMapper`, lamps,
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and button field run unchanged, no serial, hot-plug supported. Verified:
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boots and plays with vRIO off and no COM ports.
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- ✅ Plasma display: **PlasmaScreen** (`L4PLASMA=SCREEN`) renders the same
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`Video8BitBuffered` surface into a desktop "Plasma Display" window in
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plasma orange — verified drawing live game content (score readout).
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See BUILD.md §4 for bindings and the desktop `environ.ini`.
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- ✅ **7-display cockpit in-engine, single window** (`L4MFDSPLIT=1`): the
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five channel-packed MFDs, the portrait map, the plasma glass and the 3D
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viewscreen all assemble inside one cockpit window in the pod interior
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arrangement (MFD row / plasma+viewscreen band / MFD-map row), with each
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display's physical button bank around it. The 3D scene presents into
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the viewscreen child pane; MFDs/map render CPU-side from the gauge
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canvas. The external BitBlt-mirror wrapper is obsolete. Verified
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visually: live gauges (LIFT CUT/BOOST/CHUTE), tactical map with lit
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preset lamps, 3D scene in the viewscreen.
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- ✅ **Cockpit buttons on the displays** (2026-07-12): each split window
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carries its physical button bank — 4+4 red buttons per MFD, 6 amber per
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map side (Secondary/Screen columns; addresses per vRIO `CockpitLayout`,
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placement per the pod). Mouse presses inject into `PadRIO`; the game's
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lamp commands light them (verified: PRESET lamps lit on the map flank,
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aligned with the glass's own edge labels).
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- Next in A: port the full vRIO bindings-file model (deflect/rate/deadzone
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per axis, rebinding); pilot keypad (numpad / on-screen 4×4 → KeyEvent);
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Steam Input once C starts.
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- Polish pass (queued): **vRIO's Dynamic Lighting RGB-keyboard mirror** —
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lamp states glow on the physical keyboard's keys (per-key or zone-lit),
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blinking with the flash modes. Needs package identity for background
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light control (vRIO's `pkg\Register-vRIO.ps1` pattern; see the vRIO
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README for the Settings → Dynamic Lighting steps).
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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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- ✅ **Single-player front end landed** (2026-07-12): starting without
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`-egg`/`-net` boots a race-setup menu (`RP_L4/RPL4FE.cpp`) — track /
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vehicle / color / badge / time / weather / length + pilot name from the
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console's catalog — which builds the mission egg locally (full
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`RPMission.ToEggString` port incl. GDI-rendered plasma name bitmaps)
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and feeds the standard egg-load path. Verified end to end: menu →
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LAUNCH → generated egg → racing in the cockpit.
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- ✅ **LocalConsole marshal** (`RP_L4/RPL4CONSOLE.cpp`): hand-fed eggs are
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a dev shortcut — a mission only ends on a console command, otherwise
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the clock rolls past 00:00 and counts up forever. Front-end games are
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now marshaled by an in-process console **on its own thread** (like the
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real one): it owns the mission clock, dispatches the arcade's
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`StopMissionMessage` at expiry, and collects the final scores through
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the same intake `RPPlayer` fed the real console (`gConsoleScoreSink`).
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It also plays the **launcher role**: after a marshaled mission end the
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process respawns (the arcade launcher restarted pods per mission),
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landing back on the setup screen. Verified: 3:00 race ends at 3:00,
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score collected, fresh instance boots to the menu. `-egg` runs stay
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unmarshaled (the dev shortcut, timer counts up as before).
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Results SCREEN (showing the collected scores) is the next brick.
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- See [RP412-FRONTEND-DESIGN.md](RP412-FRONTEND-DESIGN.md) for the
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TeslaConsole control-code analysis and the Steam lobby mapping this
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builds toward (lobby owner = console, SteamID list = pilot list,
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Steam-sockets mesh = the egg's connect/listen ordering).
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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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- ✅ The pre-existing mission-load crash (NULL-texture `AddRef` in
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`d3d_OBJECT::LoadTexture`) is fixed — missing textures render untextured and
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log. The game boots standalone to a running window (BUILD.md §4). Note for
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Workstream B: pod skins (`player1–8`) come from the presets /
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replacement-material path the console used to drive; the in-game session UI
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must own that.
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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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