Files
RP412/RP_L4/RPL4.CPP
T
CydandClaude Fable 5 c66cb00a7e Network races: the local console marshals remote pods over the wire
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>
2026-07-12 21:08:18 -05:00

407 lines
13 KiB
C++

////===========================================================================//
//// File: rp4lbe4.cc //
//// Project: MUNGA Brick: Red Planet LBE Application //
//// Contents: //
////---------------------------------------------------------------------------//
//// Date Who Modification //
//// -------- --- ---------------------------------------------------------- //
//// //
////---------------------------------------------------------------------------//
//// Copyright (C) 1994, Virtual World Entertainment, Inc. //
//// All Rights reserved worldwide //
//// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
////===========================================================================//
//
#define WIN32_LEAN_AND_MEAN
#define _WIN32_WINNT 0x0500
#define WINVER 0x0500
#include <tchar.h>
#include "rpl4.h"
#pragma hdrstop
#include "rpl4pb.h"
#include "rpl4fe.h"
#include "rpl4console.h"
#include "..\munga_l4\l4steamtransport.h"
#include "..\munga_l4\l4splr.h"
#include "rpl4ver.h"
#include "..\munga\resver.h"
#include "..\munga\resource.h"
// added for game status drawing support
#include "..\munga\player.h"
#include "..\munga\mission.h"
#include "..\munga_l4\l4ctrl.h"
// end add
#include <DbgHelp.h>
#include <strsafe.h>
#include <direct.h>
#include <shellapi.h>
#define SPOOL_SIZE 0x600000
//#define SCREEN_WIDTH 1024
//#define SCREEN_HEIGHT 768
Byte version[3] = {MAJOR_DATA_VERSION, RELEASE_VERSION, MINOR_DATA_VERSION};
char* names[] = {"InitializingState",
"WaitingForEgg",
"LoadingMission",
"WaitingForLaunch",
"LaunchingMission",
"RunningMission",
"EndingMission",
"StoppingMission",
"SuspendingMission",
"ResumingMission",
"AbortingMission",
"CreatingMission",
"ApplicationStateCount"};
//##########################################################################
//################## RP4L4Application Globals ########################
//##########################################################################
extern const char* const ProgName;
const char* const ProgName = "rpl4";
Application *rpl4App;
HWND hWnd;
LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
char filename[50];
strcpy_s(filename, 50, "rpl4.log");
std::ofstream logfile;
logfile.open(filename);
std::cout.rdbuf(logfile.rdbuf());
// load up our environment variables
//controls
if(getenv("L4CONTROLS") == NULL)
putenv("L4CONTROLS=KEYBOARD");
if(getenv("DPLARG") == NULL)
putenv("DPLARG=1");
if(getenv("L4DPLCFG") == NULL)
putenv("L4DPLCFG=RPDPL.INI");
if(getenv("MULTISAMPLE") == NULL)
putenv("MULTISAMPLE=0");
if(getenv("TARGETFPS") == NULL)
putenv("TARGETFPS=60");
if(getenv("MAXPARTICLES") == NULL)
putenv("MAXPARTICLES=8192");
FILE *file;
char line[1024];
if (fopen_s(&file, "environ.ini", "r") == 0)
{
while (!feof(file))
{
if (fgets(line, sizeof(line), file))
{
for (int i = strlen(line); i >= 0; i--)
if (line[i] == '\n' || line[i] == '\r')
line[i] = 0;
putenv(line);
}
}
fclose(file);
}
DEBUG_STREAM << "Red Planet v4.10" << std::endl << std::flush;
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
#ifdef RP412_STEAM
//
// RP412STEAM=1 (environ.ini or a Steam launch) swaps the wire to
// ISteamNetworkingSockets. Failure logs the reason and the game
// carries on over TCP - dev boxes without Steam are unaffected.
//
{
const char *steam_switch = getenv("RP412STEAM");
if (steam_switch != NULL && atoi(steam_switch) != 0)
{
SteamNetTransport_Install();
}
}
#endif
// GetProcessAffinityMask(GetCurrentProcess(),
DWORD_PTR res = SetThreadAffinityMask(GetCurrentThread(), (DWORD_PTR)1);
if (res == 0)
{
DWORD err = GetLastError();
DEBUG_STREAM << "Could not set thread affinity. Err Code = " << err << std::endl << std::flush;
}
//
//----------------------------------------------------------------------
// Parse command line for an egg notation file name
//----------------------------------------------------------------------
//
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
Logical run_application = RPL4Application::ParseCommandLine(argc, argv);
if (!run_application)
{
return 1;
}
else
{
Start_Registering();
}
//
//-------------------------------------------------------------------------
// Create our window. This is only temporary because this will move after
// the graphics are moved over.
//-------------------------------------------------------------------------
//
WNDCLASS wc;
if (!hPrevInstance)
{
wc.style = 0;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon((HINSTANCE) NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor((HINSTANCE) NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = L"MainWndClass";
if (!RegisterClass(&wc))
return FALSE;
}
DWORD wsStyle = WS_OVERLAPPED | WS_SYSMENU;
if (L4Application::GetFullscreen())
wsStyle = WS_POPUP;
hWnd = CreateWindowEx(0, L"MainWndClass", L"RPL4", WS_OVERLAPPEDWINDOW, 0, 0, L4Application::GetScreenWidth(), L4Application::GetScreenHeight(), (HWND)NULL, (HMENU)NULL, hInstance, (LPVOID)NULL);
if (!hWnd)
return FALSE;
ShowWindow(hWnd, nShowCmd);
#if !_DEBUG
// Arcade pods have no mouse - but desktop/windowed play needs the
// cursor for the on-screen cockpit buttons, so hide it only when
// running fullscreen.
if (L4Application::GetFullscreen())
{
ShowCursor(FALSE);
}
#endif
//
//-------------------------------------------------------------------------
// Front-end mode: started without an egg, a network, or mission review.
// The race loop below keeps everything in ONE process - setup screen,
// mission, teardown, and back to the setup screen - with the local
// console marshaling each race. (-egg / -net / -mr run a single pass,
// exactly as before.)
//-------------------------------------------------------------------------
//
Logical front_end_mode =
L4Application::GetMissionReviewMode() == 0 &&
L4Application::GetNetworkCommonFlatAddress() == 0 &&
!L4Application::GetEggNotationFileName(); // no egg on the command line
for (;;)
{
if (front_end_mode)
{
if (!IsWindow(hWnd))
{
break; // the cockpit window is gone (closed mid-race)
}
// drain any WM_QUIT left over from the previous mission's
// teardown so it cannot instantly close the setup screen
MSG leftover;
while (PeekMessage(&leftover, NULL, WM_QUIT, WM_QUIT, PM_REMOVE))
{
}
// last race's final scores first (no-op on first boot)
if (!RPL4FrontEnd_ShowResults(hInstance, hWnd))
{
break;
}
static char frontend_egg[MAX_PATH];
if (!RPL4FrontEnd_Run(hInstance, hWnd, frontend_egg, sizeof(frontend_egg)))
{
break; // player closed the menu without launching
}
L4Application::SetEggNotationFileName(frontend_egg);
Exit_Code = 0;
// Front-end games are marshaled by the in-process console: it
// ends the race when the selected time expires. (Hand-fed -egg
// runs stay unmarshaled - the developer shortcut.)
//
// RP412HOSTPODS turns the launch into a hosted network race:
// this pod switches to network mode (it meshes like any pod)
// and the console also marshals the listed member pods over
// the wire. (The Steam lobby will feed this same path.)
const char *host_pods = getenv("RP412HOSTPODS");
if (host_pods != NULL && host_pods[0] != '\0')
{
int host_port = 1501;
const char *port_override = getenv("RP412HOSTPORT");
if (port_override != NULL && atoi(port_override) > 0)
{
host_port = atoi(port_override);
}
L4Application::SetNetworkCommonFlatAddress(host_port);
if (!RPL4LocalConsole_InstallNetworkRace(
RPL4FrontEnd_LastMissionSeconds(), frontend_egg,
host_pods, RPL4FrontEnd_LastPilotNames()))
{
DEBUG_STREAM << "Network race setup failed - back to the menu\n" << std::flush;
L4Application::SetNetworkCommonFlatAddress(0);
continue;
}
}
else
{
L4Application::SetNetworkCommonFlatAddress(0);
RPL4LocalConsole_Install(RPL4FrontEnd_LastMissionSeconds());
}
}
//
//-------------------------------------------------------------------------
// Open the resource file. The brace will help correct the scoping problem
// of destruction the resource file
//-------------------------------------------------------------------------
//
{
StreamableResourceFile resources("rpl4.res", version);
Check(&resources);
//
//----------------------------------------------
// Create and initialize the application manager
//----------------------------------------------
//
ApplicationManager* app_manager;
Application *new_app;
int review_mode = RPL4Application::GetMissionReviewMode();
if (review_mode > 0)
{
MissionReviewApplicationManager *spool_mgr = new MissionReviewApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")), (review_mode == 2) ? 1 : 2, SPOOL_SIZE);
app_manager = spool_mgr;
Register_Object(app_manager);
//
//-------------------------------------------------------------------
// Create and initialize the playback application if there is a spool
// file
//-------------------------------------------------------------------
//
#if 1
CString spoolFileName = L4Application::GetSpoolFileName();
if (!spoolFileName)
spoolFileName = "last.spl";
SpoolFile *spool = spool_mgr->GetStoredSpoolFile(spoolFileName);
if (spool)
{
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, spool);
} else
{
new_app = new RPL4IdleApplication(hInstance, hWnd, &resources);
}
Register_Object(new_app);
app_manager->StartApplication(new_app);
#else
new_app = new RPL4PlaybackApplication(hInstance, hWnd, &resources, NULL);
Register_Object(new_app);
app_manager->StartApplication(new_app);
#endif
//
//------------------------------------
// Initialize the spooling application
//------------------------------------
//
if (review_mode == 1)
{
new_app = new L4SpoolingApplication(hInstance, hWnd, &resources, RPL4);
Register_Object(new_app);
app_manager->StartApplication(new_app);
}
}
else
{
app_manager = new ApplicationManager(hInstance, hWnd, atoi(getenv("TARGETFPS")));
Register_Object(app_manager);
//
//--------------------------------------
// Create and initialize the application
//--------------------------------------
//
Application *new_app = new RPL4Application(hInstance, hWnd, &resources);
rpl4App = new_app;
Register_Object(new_app);
SetCursorPos(1680 / 2, 1050 / 2);
app_manager->StartApplication(new_app);
}
//
//--------------------------
// Run missions till we done
//--------------------------
//
app_manager->RunMissions();
rpl4App = NULL;
Unregister_Object(app_manager);
delete app_manager;
}
//
//-------------------------------------------------------------------------
// Single-binary race loop: if the local console ended this mission,
// go back to the setup screen for the next one; anything else (user
// quit, -egg / -net / -mr single pass) falls out.
//-------------------------------------------------------------------------
//
if (!front_end_mode || !RPL4LocalConsole_MissionCompleted())
{
break;
}
}
#if !_DEBUG
// symmetric with the fullscreen-only hide at startup
if (L4Application::GetFullscreen())
{
ShowCursor(TRUE);
}
#endif
Stop_Registering();
return Exit_Code;
}