CydandClaude Fable 5 7ad53e03b5 Steam transport: identity-resolved accepts + load-proof timeout
Round four reached one step from the race: eggs delivered, both
members ACKed with complete meshes, one member entered LoadingMission.
Two failures remained, both now fixed.

One: Steam reports incoming callers under locally-allocated ALIAS
FakeIPs, not their global ones - the owner accepted both mesh legs
but its identity check compared the alias against the egg address and
never counted the connections (no Connected to GameMachineHost on the
owner). The peer table now carries each member SteamID (lobby go
roster gained a field) and Accept resolves the caller identity back
to the global FakeIP the egg promised.

Two: mission load stalls the game thread for 10-30s with nothing
pumping, and Steam default 10s connected-timeout sheared every
connection mid-load (end reason 4001, rx ages 11.5-20.5s - right at
load duration). Connected timeout is now 90s; TCP never timed out an
idle arcade link and races pump every frame once running.

Self-test still green (ping, survives listener close).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 23:19:03 -05:00
2026-07-12 21:27:12 -05:00

Red Planet 4.12

Red Planet is the VWE pod-racing game built on the in-house MUNGA engine (Win32 / DirectX 9, MUNGA_L4 platform layer). The 4.12 line is the consumer port: a version of Red Planet that can be sold on Steam and played over internet multiplayer, without cockpit-pod hardware.

Forked from RP411 (the arcade/cockpit 4.11 line) with full history preserved.

Goals

  1. Steam distribution — Steamworks integration, SteamPipe builds, store-ready packaging.
  2. Internet multiplayer — take the engine's LAN-era WinSock networking online (NAT traversal, matchmaking, latency tolerance).
  3. No cockpit required — keyboard / mouse / gamepad input and on-screen replacements for the pod's RIO panel and plasma display, drawing on vRIO.
  4. Self-hosted sessions — in-game race setup/join replacing the operator-driven TeslaConsole flow.

See docs/RP412-ROADMAP.md for the plan and the Steam-multiplayer logistics.

Building

Unchanged from 4.11 for now — see BUILD.md (VS 2005/2008 + DirectX SDK June 2010, Release|Win32, output Release\rpl4opt.exe). Toolchain modernization is a roadmap item.

Repo Role
RP411 Upstream arcade source (this repo's base)
VRIO Virtual RIO panel + vPLASMA display — input bindings and display emulation to fold in
TeslaSuite TeslaConsole / Launcher / vPOD — the arcade session-control stack 4.12 replaces (and a reference for the Munga control protocol, TCP 1501)
S
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