63 lines
2.6 KiB
Markdown
63 lines
2.6 KiB
Markdown
# Steam multiplayer — three-machine test procedure
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The full end-to-end: three machines, three Steam accounts, one lobby,
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one marshaled race over Steam Datagram Relay. Written 2026-07-12 for
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the first live test.
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## Per machine (all three)
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1. Steam client installed, logged in (different account per machine),
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and RUNNING.
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2. Copy the `dist\` folder onto the machine.
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3. In the dist folder, create `steam_appid.txt` containing exactly:
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`480`
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(Spacewar, Valve's public dev AppID — replaced by the real AppID
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once the store page exists.)
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4. Add to `environ.ini`:
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`RP412STEAM=1`
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5. Start with `start-windowed.bat` as usual.
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Sanity check per machine: `rpl4.log` should show
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`SteamNetTransport: up as 169.254.x.y (fake ports N console, M game)`.
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If it says "staying on TCP", Steam isn't running / not logged in / the
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appid file is missing.
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## The test
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1. **Machine A (host):** pick a track, vehicle, color, pilot name on
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the setup menu, then click **HOST STEAM RACE**. The lobby room
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appears with A listed as `[HOST]`.
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2. **Machines B and C:** click **JOIN STEAM RACE** on the setup menu.
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(It joins the first open RP412 lobby it finds — pick loadouts on the
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menu BEFORE joining; the lobby publishes them.)
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3. When all three names show bright in A's room (bright = FakeIP
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published), A clicks **L A U N C H R A C E**.
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4. All three pods leave the room and boot the mission. Expect in logs:
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- every pod: `SteamNetTransport: peer registered` x3
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- members: `SteamNetTransport: listening on engine port 1501/1502`
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- A: `LocalConsole: connecting to pod 169.254...` then
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`egg sent`, `EGG ACK (mesh complete)` per member
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- everyone: `All connections completed!` then the race
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5. The race runs for the length A picked; A's console stops everyone;
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A gets the results screen with all three personas and scores.
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6. Everyone lands back in the lobby room. A can launch again —
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different track, same lobby, no restarts.
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## Notes and knowns
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- All pods use engine ports 1501/1502 by convention under Steam; the
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transport maps them to the Steam-assigned fake ports per peer.
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- FakeIPs are allocated per session — they are exchanged live through
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lobby member data, never configured by hand.
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- Same-LAN machines may get a direct route from SDR; different
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networks relay. Both are fine.
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- Two instances under ONE Steam account cannot mesh (one identity per
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account) — hence three machines.
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- If a member joins after A already launched once, it will answer the
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NEXT launch only (launch signals are nonced).
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## What to collect if something breaks
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`rpl4.log` from each machine (each dist folder), plus which step of
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the sequence above diverged.
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