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SiteLink/docs/PODBAY-ECOSYSTEM.md
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CydandClaude Fable 5 499f94d007 Apply operator clarifications: BOOTP, attract mode, PQS scope
- BOOTP was never actually implemented anywhere despite header
  mentions: removed it as a design consideration (pod addressing is
  static config); left a one-line "never implemented, don't design
  against it" note so it doesn't creep back in.
- No cockpit title has an attract mode - the games were never deployed
  as walk-up public arcade machines (Firestorm had unfinished plans
  for one). Corrected the TeslaRel410 deployment-goal wording.
- PQS reclassified from core bay component to support tooling: it is
  the operator's own event traffic-flow tool, not standard bay
  infrastructure. Kept as the natural seed for future cross-site
  queue/roster coordination (brainstorm shared-services table + open
  question reworded accordingly).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 11:37:09 -05:00

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# The Pod Bay ecosystem — what SiteLink has to work with
Surveyed 2026-07-10 from the sibling repos under `C:\VWE`. Every claim below has a source
pointer so it can be re-verified as those repos evolve.
## 1. Physical bay composition
A Pod Bay is **an air-gapped network of ~20 computers**:
| Count | Machine | Software role |
|------:|---------|---------------|
| 1 | Command console | Operator station: TeslaConsole (pod management) + the game's console/lobby (Firestorm "BattleTech Console" ConLobby, or the era console for BT/RP) |
| 16 | Cockpit computers | Run the game exe in pod mode (`-ctcltype 2` for Firestorm) with cockpit I/O (RIO boards → RioJoy/VRio joystick layer) |
| 1 | Live Cam station | Firestorm: game exe as camera ship (`-ctcltype 3`, `ctcl-camera.ini`) |
| 1 | Mission Review station | Firestorm: `ctcl-mr.ini`; engine has a dedicated `MSRSpectator` project (`firestorm\Gameleap\code\mw4\Code\MSRSpectator`) |
| 1 | Printer | Debriefing / scoresheet output (`printdebriefing` flag in PQS game config) |
Air-gapped is a *feature*: the cockpit boxes run era Windows images, deliberately hardened
and never internet-exposed (TeslaLauncher's `install.bat` hardens the box). SiteLink must
preserve that property — the linked fleet becomes one bigger air-gapped network, not 20×N
machines on the internet.
## 2. Addressing conventions found in the wild
- **Dev/legacy bays:** `200.0.0.x` — pods at `.1.8` and `.11.18`, camera ship at `.9`
(see `firestorm\MW4\ctcl-game.ini` `[teslas]`). Note `200.0.0.0/8` is *public* address
space — harmless while air-gapped, a real conflict once bays are routed together.
- **FS507D 2016 LAN-center release:** per-machine `10.0.0.x` (release `postinstall.bat`,
ctcl inis) — already in RFC1918 space, and the convention the SiteLink seed proposal
generalizes to `10.0.<site>.x`.
## 3. Components and their wire protocols
### TeslaConsole ↔ TeslaLauncher (pod management plane)
- **TCP 53290**, length-prefixed JSON frames over an OFB-encrypted stream; per-pod key
(`TeslaSuite\Contract\PodRpcProtocol.cs`). Console provisions, installs products on,
and launches games on pods.
- **First-boot provisioning:** UDP beacons + RSA key exchange (`TeslaSuite\SecureConfig\`)
*broadcast-based, local-subnet only*. Provisioning is inherently an on-site act.
- **`local.siteconfig`** (`C:\VWE\local.siteconfig`): .NET BinaryFormatter graph of
`TeslaConsole.Squad` (mGuid, mName, mOnline) → `TeslaConsole.Pod` records:
`mId, mIPAddress, mGateway, mDns, mSubnet, mHostName, mKey, mMacAddress, mName,
mPodArtPath, mHostType, mOnline`. Two consequences for SiteLink:
1. "Concatenating" siteconfigs = a real deserialize/merge/reserialize tool (or native
multi-site support in TeslaConsole — buildable, since the console is now rebuilt
from source). The `Squad` concept maps naturally to "one squad per site".
2. `mKey` is the credential that lets a console command a pod. **Siteconfig files are
secrets.** Sharing one with a master console = handing over control of your bay.
- **vPOD** (`TeslaSuite\vPOD\`): impersonates both a pod's launcher (TCP 53290) and a
game client (Munga TCP 1501). **This is our test double for a whole remote bay** — we
can prototype every SiteLink flow without touching cockpit hardware.
### Firestorm (MW4/Gameleap engine) — the flagship game
- **Game transport: DirectPlay 4** (`IDirectPlay4A`, TCP/IP service provider, DirectPlay
reliable protocol enabled) — `firestorm\...\GameOS\Net_Main.cpp:387,2226`.
- Port: registry value `DirectPlayPort` (`Games_LAN.cpp:2307`); `0` = stock DirectPlay
ports (TCP/UDP 47624 enumeration + dynamic 23002400 range). Setting it fixed makes
firewalling exact.
- **Directed join works without broadcast:** `TryToJoinASpecificGame(szIPAddress, name)`
builds a compound address with `DPAID_INet = host IP` and unicasts the session
enumeration (`Net_Main.cpp:28872937`). Broadcast is only the "browse LAN games"
path. **This is what makes routed (L3) site-linking viable.**
- Player cap: compiled default **16** (`MW4Shell.cpp:13319`); engine arrays go to 255.
A drafted, phased **16→32 plan** exists in `firestorm\CLAUDE.md` (code defaults +
lobby UI + ≥32 drop zones per map). Two full bays in one match needs it; one bay's
16 split across two sites does not.
- Replication is ~O(n²) at the session host — host placement/upstream matters.
- **CTCL — the console↔Tesla control layer:** `ctcl.dll` (client, compiled into
game/launcher/editor from shared `ctcl.cpp`) + `ctcls.dll` (server side,
`code\ctcls\`) + per-role inis (`ctcl-game.ini`, `ctcl-camera.ini`, `ctcl-mr.ini`):
`[teslas]` maps pod IP → pilot seat; `[Games]` lines carry the exe + `-ctcltype`
role; aux-message and taunt tables. The bay roster is **static config**, which is
exactly what a site-ID-based addressing scheme can template.
- *Naming note:* the acronym is never expanded anywhere in source, comments, or
docs. What **is** attested (`ctcl.h`, `ctcl.cpp`, `ctcl_params.h`): message
directions are commented "Console 2 Launcher" / "Launcher 2 Console"; role
constants are `_ECTCL_Console` / `_ECTCL_Launcher`; the API is Tesla-centric
(`CTCL_GetTeslaCount`, `STeslaInfo`, `MAX_TESLAS 16`, `MAX_CAMERAS 4`) and
coin-op-aware (`CTCL_CoinDisplay`). So "Console↔Tesla Control Layer/Link" is our
best reading — treat it as inference, not fact. *(Provenance question is out
with VWE veterans — update here when word comes back.)*
- **Game-agnostic:** app-type constants `_EAT_MW4` and `_EAT_RP` (`ctcl_params.h`)
— the same control layer drives both Firestorm and Red Planet. One layer for
SiteLink to reason about, not two.
- **Own ports:** `PORT_Launcher 1000`, `PORT_Game 1001`, `PORT_CameraShip 1001`
(`Launcher\ctcl.cpp`) — distinct from Munga 1501 and DirectPlay (transport
details unverified; confirm in Phase 0).
- **Dedicated server exists:** `mw4dedicatedui` project (`...\mw4\Code\mw4dedicatedui`) —
option to host cross-site matches on a neutral box instead of one bay's console.
- **Dormant internet-era code:** MSN Zone "GUN" matchmaking (`Games_GUN.cpp`,
`GUNGameList.h`) and GameSpy advertisement (`Games_GSpy.cpp`) — dead services, live
code paths; a revival hook if SiteLink ever wants a fleet-wide game browser.
- **2016 release integrated Mumble** for voice (FS507D postinstall) — cross-site voice is
a solved problem: one Mumble server on the shared network.
### BT411 (classic BattleTech — Tesla 4.10 reconstruction, native Win32)
- **Console-push model over plain TCP:** the console connects to each pod's `-net <port>`
listener (convention 1501/1601), streams the mission egg in 1040-byte framed chunks,
then sends `RunMission` twice (`BT411\tools\btconsole.py` documents the full wire
format, verified against the engine).
- Pods form their mesh from the egg's `[pilots]` list; the console must stay connected
for the duration (engine quirk: console loss also closes the game listener).
- Cross-site implication: `btconsole.py MP.EGG 10.0.1.11:1501 10.0.2.11:1501` is *already*
a cross-site game launch, modulo whatever the pod↔pod mesh needs (open question: does
the `[pilots]` list carry literal IPs? → see BRAINSTORM open questions).
- Status: entity/movement replication works; cross-pod combat in progress.
### Red Planet (RP411 — classic Red Planet, Tesla 4.10 reconstruction, native Win32)
- Same lineage as BT411: the classic Tesla 4.10 title carried forward as a native
Win32 port (MUNGA engine + L4 platform layer, DX9). Console game-control via
**Munga protocol, TCP 1501** (vendored `Munga Net.dll` in TeslaConsole 4.11.4).
Same console-directed model as BT411 (shared `MUNGA_L4\L4NET.CPP`).
### TeslaRel410 — the *original* Tesla 4.10 games under emulation
The third route to the classic titles (`C:\VWE\TeslaRel410`): don't port the game —
**emulate the 1996 pod computer** and run the original, unmodified DOS executables on
the current Windows 10 cockpit hardware. Full plan: `TeslaRel410\emulator\PLAN.md`.
- **What it is:** archival snapshot of the 199496 Tesla:BattleTech and
Tesla:Red Planet source + content (Borland C++ 5.0 / TASM, MUNGA + MUNGA_L4), plus
complete runnable DOS installs (`sda4\BTLIVE`, `sda4\RPLIVE`).
- **The approach:** a custom **DOSBox-X fork** whose main addition is a
high-level-emulation device impersonating **Division Ltd.'s VPX render board** at
its host interface (INMOS C012 link adapter, polled I/O at port 0x150) and
rendering via OpenGL. The cockpit's real **RIO (COM1)** and **plasma display
(COM2)** are passed through to physical serial ports so the game's own 1996
drivers run the actual cockpit hardware; SB16 emulation feeds the speakers.
- **Ultimate goal:** deploy to the current pods — power-on boots straight into the
game, playable in the cockpit (plan estimates ~35 months focused work; gauges
deferred). *Note: none of the cockpit software has an attract mode — these titles
were never deployed as walk-up public arcade machines. Firestorm had plans for
one, never finished.*
- **Networking — the SiteLink-relevant part:** the original pods networked over
Ethernet using **WATTCP (DOS TCP/IP) via VWE's NetNub layer**
(`CODE\*\MUNGA_L4\NETNUB\`). Pod addressing is static configuration. (BOOTP
appears in a few WATTCP headers but was never actually implemented anywhere —
don't design against it.) The emulator exposes the stack through **NE2000
emulation bridged via pcap** — i.e. the emulated game gets a real presence on the
bay LAN with its own MAC/IP. Consequences:
1. It's plain IP — in principle it routes across a SiteLink VPN like any other
bay host (an emulated pod could be a `10.0.y.x` address).
2. Pod-to-pod/console addressing inside NetNub (discovery, mesh formation,
latency assumptions of a 30 Hz 1996 sim) is unverified for cross-subnet play —
open question, testable cheaply since emulator instances run on any PC.
- **Relationship to BT411/RP411:** two complementary strategies for the same
titles — native reconstruction (BT411/RP411, modern netcode we control) vs
faithful emulation (TeslaRel410, original binaries, original protocols). SiteLink
should assume *both* may want cross-site play eventually.
### Support tooling
- **PQS — Pod Queue System** (`C:\VWE\PQS`): operator-built event tooling — developed
by the pod owner to manage traffic flow when bringing pods to events, not part of
the standard bay network. XAMPP (Apache/PHP/MySQL): registration, callsigns,
combined queue displays, history/search. The game/console side polls simple HTTP
endpoints (`getFSgame.php` = next mission's type/map/condition flags;
`getFSplayers.php` = roster; MySQL db `pqs`). **SiteLink scope: support tooling for
now** — but it's the natural seed if cross-site queue/roster coordination is wanted
later.
- **VncThumbnailViewer** (`C:\VWE\VncThumbnailViewer`): operator monitoring of pod
screens — works fine across a VPN, and a master console could reuse it for fleet-wide
eyes-on.
- **RioJoy / VRio**: cockpit hardware I/O → joystick. Purely local to each cockpit;
SiteLink never touches it.
- **SheepShaver**: classic-Mac emulation (the original 1990s VGL-era console stack) —
heritage/reference only.
- **blackthorn**: archived site builds (Airlock standard install 2018, Firestorm SMT
builds) — useful as references for how deployed sites were actually configured.
## 4. Port map (current, single bay)
| Port | Proto | Flow | Purpose |
|------|-------|------|---------|
| 53290 | TCP | console → pod | TeslaLauncher RPC (provision/install/launch), OFB-encrypted framed JSON |
| (local bcast) | UDP | pod ↔ console | SecureConfig first-boot beacons (on-site only) |
| 1501 | TCP | console → pod | Munga game control (RP; BT411 uses same convention, port per `-net`) |
| 1000 / 1001 | TCP/UDP (unverified) | console ↔ launcher/game/camera | CTCL control channel (`PORT_Launcher`/`PORT_Game`/`PORT_CameraShip` in `firestorm\...\Launcher\ctcl.cpp`) |
| 47624 + 23002400, or fixed `DirectPlayPort` | TCP/UDP | pod ↔ session host | Firestorm DirectPlay 4 session + game traffic |
| 80 | TCP | console/game → PQS box | PQS HTTP endpoints (event tooling, when deployed) |
| 3306 | TCP | PQS internal | MySQL (localhost) |
| 64738 | TCP/UDP | all → voice server | Mumble (2016 release convention) |
| 5900 | TCP | operator → pods | VNC monitoring (optional) |