c66cb00a7e8764dbb8b11a8fedb792d43e84109f
The lobby-owner-as-console architecture, in-engine. RPL4CONSOLE gains RPL4LocalConsole_InstallNetworkRace: the owner pod switches to network mode and meshes like any pod (egg fed locally via FeedLocalEgg, which now opens the ConsoleOnly state gate), while the console tick also marshals REMOTE pods over NetTransport speaking the exact arcade protocol - egg chunks with 5s-retry-until-ACK, 1Hz state polling, RunMission once every pod stages at WaitingForLaunch, StopMission at expiry (remotes first, local pod holds until their EndMission scores land), score intake labeled with [pilots]-order names on the results screen. The front end builds the multi-pilot egg: RP412HOSTPODS lists member console channels (lobby stand-in; the Steam lobby feeds the same path), RP412HOSTPORT/RP412HOSTADDR set the owner side. Winsock Connect now redials with a fresh socket per attempt (a refused TCP socket is dead; the old loop reused it) bounded at 120s - needed whenever a peer boots after the caller, which is the normal Steam lobby launch order. Verified on loopback: member pod in -net, owner hosting from its menu; mesh completed both sides, 30s race, remote score collected over the wire (host 3), local stop after the drain, results screen shows both pilots by name in one process that returns to the menu. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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
- Steam distribution — Steamworks integration, SteamPipe builds, store-ready packaging.
- Internet multiplayer — take the engine's LAN-era WinSock networking online (NAT traversal, matchmaking, latency tolerance).
- No cockpit required — keyboard / mouse / gamepad input and on-screen replacements for the pod's RIO panel and plasma display, drawing on vRIO.
- 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.
Related repositories
| 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) |
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