Files
RP412/docs/RP412-ROADMAP.md
T
CydandClaude Fable 5 214a8e079c Un-pack the 7-display cockpit in-engine (L4MFDSPLIT=1)
The pod drove five monochrome MFDs from the color channels of two video
outputs - SVGA16 packs bit-slices of the shared gauge canvas into R/G/B
of gauge window 3 (upper MFDs) and R/G of window 4 (lower MFDs), with the
map palettized on the secondary and physically mounted portrait. The
desktop reconstruction previously required an external BitBlt-mirror
wrapper.

With L4MFDSPLIT=1, SVGA16 renders each display into its own window
(MFDSplitView, plain GDI) straight from the canvas + port bit-masks:
five green-screen MFD windows and the 90CW-rotated Map, tiled in the pod
grid to the right of the main view (L4MFDSCALE percent, default 50). The
packed D3D windows stay hidden but keep presenting off-screen, leaving
the original path untouched. Handles spanning mode (2-window setups).

Also: the plasma glass now opens directly below the main view (clamped
to the work area; L4PLASMAPOS=x,y overrides) per playtest feedback.

Verified: window grid comes up as main + 5 MFDs + Map + plasma with the
packed windows hidden; screenshots confirm a green MFD score readout and
the portrait tactical map rendering correctly. dist packer and BUILD.md
updated; the launcher wrapper is obsolete for split-mode use.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:10:52 -05:00

7.5 KiB
Raw Blame History

RP 4.12 Roadmap — Steam + Internet Multiplayer

Working plan for turning the 4.11 arcade/cockpit build into a consumer Steam title. Status: initial assessment (2026-07-12). Items marked [investigate] need code archaeology before they become concrete tasks.

Where 4.11 stands

  • Game: rpl4opt.exe, 32-bit Win32, DirectX 9, VS2005/2008-era .vcproj projects (BUILD.md). Builds clean on VC++ 2008 Express.
  • Networking: the engine has a real multiplayer layer — MUNGA/NETWORK.cpp, MUNGA/SOCKET.cpp, MUNGA/HOSTMGR.cpp, interest management (MUNGA/INTEREST.cpp), bound to WinSock2 in MUNGA_L4/L4NET.CPP (TCP; the 2007 WinSock port of the 1995 code). It was built for pods on a dedicated LAN.
  • Input/output: the pod's controls are a RIO serial board (buttons, five analog axes, lamps) and a plasma display (128×32 dot-matrix on COM2, driven by MUNGA_L4/L4PLASMA.CPP). No cockpit, no controls.
  • Session control: races are configured and launched from the outside by TeslaConsole over the Munga control protocol (TCP 1501, via Munga Net.dll), with TeslaLauncher (TCP 53290) handling app lifecycle on each pod.

Workstream A — Play without the cockpit (from vRIO)

vRIO already solved the "no hardware" problem once, from the outside: it speaks the RIO serial protocol as the device, with a complete keyboard + XInput bindings model (deflect/rate/deadzone/invert per axis, bindings file), and vPLASMA renders the display's recovered command grammar (VPlasma.Core/Protocol/PlasmaProtocol.cs, grammar recovered from L4PLASMA.CPP itself). For 4.12 that logic moves inside the game:

Design principle — recreate the cockpit's feel on screen. The 4.12 screen layout places the RIO panel controls around the displays in the same physical arrangement as the pod: MFD button clusters framing the screens, board columns and keypads where they sit in the cockpit, the plasma glass in its place above. vRIO's panel layout data (VRio.Core, the five MFD clusters / four board columns / two keypads / encoder-gauge strip) is the geometry reference — it is already the faithful software copy of the physical panel. On-screen buttons light with the same lamp states the game commands, so press-feedback works like the real button field.

  • Prototype landed (2026-07-12). The seam existed: the controls manager consumes a small RIO surface (8 methods + 5 analog scalars), now split out as RIOBase. PadRIO (L4CONTROLS=PAD) implements it from XInput + the PC keyboard with vRIO's default profile — the stock VTVRIOMapper, lamps, and button field run unchanged, no serial, hot-plug supported. Verified: boots and plays with vRIO off and no COM ports.
  • Plasma display: PlasmaScreen (L4PLASMA=SCREEN) renders the same Video8BitBuffered surface into a desktop "Plasma Display" window in plasma orange — verified drawing live game content (score readout). See BUILD.md §4 for bindings and the desktop environ.ini.
  • 7-display cockpit in-engine (L4MFDSPLIT=1): the five MFDs the pod packed into the color channels of two video outputs, plus the portrait-mounted map, now open as their own windows (green-screen MFDs, 90°-rotated map), rendered CPU-side from the shared gauge canvas — the external BitBlt-mirror wrapper is obsolete. Verified visually (MFD score readout, full tactical map).
  • Next in A: on-screen RIO panel fed by PadRIO::lampState[] (the cockpit-feel layout — vRIO button clusters around the displays); port the full vRIO bindings-file model (deflect/rate/deadzone per axis, rebinding); pilot keypad (numpad → KeyEvent); Steam Input once C starts.
  • vRIO itself stays useful as a dev harness against unmodified builds.

Workstream B — In-game sessions (from TeslaConsole)

Consumer players get no operator. The create/configure/launch flow that TeslaConsole drives over TCP 1501 becomes in-game UI:

  • Front-end menus: pilot setup, race/mission select, create/join session. [investigate] how much of the mission-launch handshake lives in the game (MUNGA mission/host code) vs. in the console — TeslaSuite's Contract/ and the console's Munga-protocol client are the reference implementation.
  • vPOD (TeslaSuite) impersonates both the game client and launcher — a ready-made test double while the launch flow is being internalized.
  • TeslaLauncher's responsibilities (install, watchdog, auto-login) disappear — Steam owns install/update/launch.

Workstream C — Steam + internet multiplayer logistics

Networking

  • The engine's LAN TCP assumptions need auditing before anything else: [investigate] what HOSTMGR/NETWORK actually synchronize (state replication vs. lockstep), tick/latency assumptions, and who is authoritative. A LAN design that tolerates ~1 ms RTT may need prediction/interpolation work for 50100 ms internet RTTs; the existing interest manager is a good sign.
  • Transport: Steam Networking Sockets (ISteamNetworkingSockets) is the target — it gives NAT traversal + Steam Datagram Relay for free, hides IPs, and offers reliable + unreliable channels. Plan: introduce a transport abstraction under L4NET so raw-socket LAN play (dev) and Steam sockets (retail) coexist.
  • Topology: player-hosted (listen server / P2P over SDR) is the low-cost default for a pod-count-sized race; dedicated servers are a later option.
  • Matchmaking: Steam lobbies (ISteamMatchmaking) for create/join/invite; friends-list invites come nearly free once lobbies work.

Steamworks integration

  • Steamworks partner account + app credit (Steam Direct, $100/app), appid, depot layout via SteamPipe. The old Setup1/ installer project retires — Steam delivers files; OpenAL / libsndfile runtime DLLs ship in the depot.
  • steam_api.dll supports 32-bit Win32, so Steam does not force a 64-bit port. It does require init/callback pumping in the main loop and the overlay hooking D3D9 (works, but test early — old-engine present() paths sometimes fight the overlay).
  • Steam client requires Windows 10+ now, which frees 4.12 from the XP-era constraints that shaped the 4.11/TeslaSuite line.

Toolchain

  • Done (2026-07-12) — the solution builds on VS2022 (v143) with the Windows 11 SDK; see BUILD.md §3 for what changed and why. Runtime-verified equivalent to the VC9 baseline (including RIO init against vRIO). Remaining cleanups called out there: un-/Zp1 the Windows-header boundary, port stdext::hash_mapstd::unordered_map, single-TU the duplicated globals so /FORCE:MULTIPLE can go away.
  • The pre-existing mission-load crash (NULL-texture AddRef in d3d_OBJECT::LoadTexture) is fixed — missing textures render untextured and log. The game boots standalone to a running window (BUILD.md §4). Note for Workstream B: pod skins (player18) come from the presets / replacement-material path the console used to drive; the in-game session UI must own that.

Suggested order

  1. Toolchain upgrade to VS2022 (unblocks everything, no design risk).
  2. Workstream A input layer (makes the game playable on a desktop — also the fastest path to a demoable build).
  3. Networking audit (C), then transport abstraction + Steam sockets.
  4. Workstream B session UI, using vPOD as the test double.
  5. Steamworks bring-up (appid, overlay, lobbies), SteamPipe packaging.