- Ecosystem doc: new section on the TeslaRel410 project — custom DOSBox-X fork HLE-emulating the Division VPX board to run the original, unmodified Tesla 4.10 BattleTech/Red Planet DOS binaries on current Windows 10 pod hardware (RIO COM1 / plasma COM2 passthrough). Networking facts for SiteLink: WATTCP (real TCP/IP) via NetNub over emulated NE2000 bridged by pcap -> routable in principle; BOOTP is broadcast -> site-local provisioning. - Clarified BT411 and RP411 as the two native Win32 Tesla 4.10 reconstructions (per operator), complementary to the emulation path. - Brainstorm: new game-linking subsection for the emulated originals + open question 11 (NetNub cross-subnet addressing, 30 Hz sim latency tolerance). - CTCL naming note: provenance question is out with VWE veterans. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
181 lines
12 KiB
Markdown
181 lines
12 KiB
Markdown
# The Pod Bay ecosystem — what SiteLink has to work with
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Surveyed 2026-07-10 from the sibling repos under `C:\VWE`. Every claim below has a source
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pointer so it can be re-verified as those repos evolve.
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## 1. Physical bay composition
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A Pod Bay is **an air-gapped network of ~20 computers**:
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| Count | Machine | Software role |
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|------:|---------|---------------|
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| 1 | Command console | Operator station: TeslaConsole (pod management) + the game's console/lobby (Firestorm "BattleTech Console" ConLobby, or the era console for BT/RP) + PQS front-of-house |
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| 16 | Cockpit computers | Run the game exe in pod mode (`-ctcltype 2` for Firestorm) with cockpit I/O (RIO boards → RioJoy/VRio joystick layer) |
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| 1 | Live Cam station | Firestorm: game exe as camera ship (`-ctcltype 3`, `ctcl-camera.ini`) |
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| 1 | Mission Review station | Firestorm: `ctcl-mr.ini`; engine has a dedicated `MSRSpectator` project (`firestorm\Gameleap\code\mw4\Code\MSRSpectator`) |
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| 1 | Printer | Debriefing / scoresheet output (`printdebriefing` flag in PQS game config) |
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Air-gapped is a *feature*: the cockpit boxes run era Windows images, deliberately hardened
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and never internet-exposed (TeslaLauncher's `install.bat` hardens the box). SiteLink must
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preserve that property — the linked fleet becomes one bigger air-gapped network, not 20×N
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machines on the internet.
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## 2. Addressing conventions found in the wild
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- **Dev/legacy bays:** `200.0.0.x` — pods at `.1–.8` and `.11–.18`, camera ship at `.9`
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(see `firestorm\MW4\ctcl-game.ini` `[teslas]`). Note `200.0.0.0/8` is *public* address
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space — harmless while air-gapped, a real conflict once bays are routed together.
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- **FS507D 2016 LAN-center release:** per-machine `10.0.0.x` (release `postinstall.bat`,
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ctcl inis) — already in RFC1918 space, and the convention the SiteLink seed proposal
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generalizes to `10.0.<site>.x`.
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## 3. Components and their wire protocols
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### TeslaConsole ↔ TeslaLauncher (pod management plane)
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- **TCP 53290**, length-prefixed JSON frames over an OFB-encrypted stream; per-pod key
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(`TeslaSuite\Contract\PodRpcProtocol.cs`). Console provisions, installs products on,
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and launches games on pods.
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- **First-boot provisioning:** UDP beacons + RSA key exchange (`TeslaSuite\SecureConfig\`)
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— *broadcast-based, local-subnet only*. Provisioning is inherently an on-site act.
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- **`local.siteconfig`** (`C:\VWE\local.siteconfig`): .NET BinaryFormatter graph of
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`TeslaConsole.Squad` (mGuid, mName, mOnline) → `TeslaConsole.Pod` records:
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`mId, mIPAddress, mGateway, mDns, mSubnet, mHostName, mKey, mMacAddress, mName,
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mPodArtPath, mHostType, mOnline`. Two consequences for SiteLink:
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1. "Concatenating" siteconfigs = a real deserialize/merge/reserialize tool (or native
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multi-site support in TeslaConsole — buildable, since the console is now rebuilt
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from source). The `Squad` concept maps naturally to "one squad per site".
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2. `mKey` is the credential that lets a console command a pod. **Siteconfig files are
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secrets.** Sharing one with a master console = handing over control of your bay.
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- **vPOD** (`TeslaSuite\vPOD\`): impersonates both a pod's launcher (TCP 53290) and a
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game client (Munga TCP 1501). **This is our test double for a whole remote bay** — we
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can prototype every SiteLink flow without touching cockpit hardware.
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### Firestorm (MW4/Gameleap engine) — the flagship game
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- **Game transport: DirectPlay 4** (`IDirectPlay4A`, TCP/IP service provider, DirectPlay
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reliable protocol enabled) — `firestorm\...\GameOS\Net_Main.cpp:387,2226`.
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- Port: registry value `DirectPlayPort` (`Games_LAN.cpp:2307`); `0` = stock DirectPlay
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ports (TCP/UDP 47624 enumeration + dynamic 2300–2400 range). Setting it fixed makes
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firewalling exact.
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- **Directed join works without broadcast:** `TryToJoinASpecificGame(szIPAddress, name)`
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builds a compound address with `DPAID_INet = host IP` and unicasts the session
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enumeration (`Net_Main.cpp:2887–2937`). Broadcast is only the "browse LAN games"
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path. **This is what makes routed (L3) site-linking viable.**
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- Player cap: compiled default **16** (`MW4Shell.cpp:13319`); engine arrays go to 255.
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A drafted, phased **16→32 plan** exists in `firestorm\CLAUDE.md` (code defaults +
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lobby UI + ≥32 drop zones per map). Two full bays in one match needs it; one bay's
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16 split across two sites does not.
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- Replication is ~O(n²) at the session host — host placement/upstream matters.
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- **CTCL — the console↔Tesla control layer:** `ctcl.dll` (client, compiled into
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game/launcher/editor from shared `ctcl.cpp`) + `ctcls.dll` (server side,
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`code\ctcls\`) + per-role inis (`ctcl-game.ini`, `ctcl-camera.ini`, `ctcl-mr.ini`):
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`[teslas]` maps pod IP → pilot seat; `[Games]` lines carry the exe + `-ctcltype`
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role; aux-message and taunt tables. The bay roster is **static config**, which is
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exactly what a site-ID-based addressing scheme can template.
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- *Naming note:* the acronym is never expanded anywhere in source, comments, or
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docs. What **is** attested (`ctcl.h`, `ctcl.cpp`, `ctcl_params.h`): message
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directions are commented "Console 2 Launcher" / "Launcher 2 Console"; role
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constants are `_ECTCL_Console` / `_ECTCL_Launcher`; the API is Tesla-centric
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(`CTCL_GetTeslaCount`, `STeslaInfo`, `MAX_TESLAS 16`, `MAX_CAMERAS 4`) and
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coin-op-aware (`CTCL_CoinDisplay`). So "Console↔Tesla Control Layer/Link" is our
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best reading — treat it as inference, not fact. *(Provenance question is out
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with VWE veterans — update here when word comes back.)*
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- **Game-agnostic:** app-type constants `_EAT_MW4` and `_EAT_RP` (`ctcl_params.h`)
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— the same control layer drives both Firestorm and Red Planet. One layer for
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SiteLink to reason about, not two.
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- **Own ports:** `PORT_Launcher 1000`, `PORT_Game 1001`, `PORT_CameraShip 1001`
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(`Launcher\ctcl.cpp`) — distinct from Munga 1501 and DirectPlay (transport
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details unverified; confirm in Phase 0).
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- **Dedicated server exists:** `mw4dedicatedui` project (`...\mw4\Code\mw4dedicatedui`) —
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option to host cross-site matches on a neutral box instead of one bay's console.
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- **Dormant internet-era code:** MSN Zone "GUN" matchmaking (`Games_GUN.cpp`,
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`GUNGameList.h`) and GameSpy advertisement (`Games_GSpy.cpp`) — dead services, live
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code paths; a revival hook if SiteLink ever wants a fleet-wide game browser.
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- **2016 release integrated Mumble** for voice (FS507D postinstall) — cross-site voice is
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a solved problem: one Mumble server on the shared network.
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### BT411 (classic BattleTech — Tesla 4.10 reconstruction, native Win32)
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- **Console-push model over plain TCP:** the console connects to each pod's `-net <port>`
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listener (convention 1501/1601), streams the mission egg in 1040-byte framed chunks,
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then sends `RunMission` twice (`BT411\tools\btconsole.py` documents the full wire
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format, verified against the engine).
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- Pods form their mesh from the egg's `[pilots]` list; the console must stay connected
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for the duration (engine quirk: console loss also closes the game listener).
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- Cross-site implication: `btconsole.py MP.EGG 10.0.1.11:1501 10.0.2.11:1501` is *already*
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a cross-site game launch, modulo whatever the pod↔pod mesh needs (open question: does
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the `[pilots]` list carry literal IPs? → see BRAINSTORM open questions).
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- Status: entity/movement replication works; cross-pod combat in progress.
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### Red Planet (RP411 — classic Red Planet, Tesla 4.10 reconstruction, native Win32)
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- Same lineage as BT411: the classic Tesla 4.10 title carried forward as a native
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Win32 port (MUNGA engine + L4 platform layer, DX9). Console game-control via
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**Munga protocol, TCP 1501** (vendored `Munga Net.dll` in TeslaConsole 4.11.4).
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Same console-directed model as BT411 (shared `MUNGA_L4\L4NET.CPP`).
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### TeslaRel410 — the *original* Tesla 4.10 games under emulation
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The third route to the classic titles (`C:\VWE\TeslaRel410`): don't port the game —
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**emulate the 1996 pod computer** and run the original, unmodified DOS executables on
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the current Windows 10 cockpit hardware. Full plan: `TeslaRel410\emulator\PLAN.md`.
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- **What it is:** archival snapshot of the 1994–96 Tesla:BattleTech and
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Tesla:Red Planet source + content (Borland C++ 5.0 / TASM, MUNGA + MUNGA_L4), plus
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complete runnable DOS installs (`sda4\BTLIVE`, `sda4\RPLIVE`).
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- **The approach:** a custom **DOSBox-X fork** whose main addition is a
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high-level-emulation device impersonating **Division Ltd.'s VPX render board** at
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its host interface (INMOS C012 link adapter, polled I/O at port 0x150) and
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rendering via OpenGL. The cockpit's real **RIO (COM1)** and **plasma display
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(COM2)** are passed through to physical serial ports so the game's own 1996
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drivers run the actual cockpit hardware; SB16 emulation feeds the speakers.
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- **Ultimate goal:** deploy to the current pods — power-on → attract mode, playable
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in the cockpit (plan estimates ~3–5 months focused work; gauges deferred).
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- **Networking — the SiteLink-relevant part:** the original pods networked over
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Ethernet using **WATTCP (DOS TCP/IP, with BOOTP) via VWE's NetNub layer**
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(`CODE\*\MUNGA_L4\NETNUB\`). The emulator exposes this through **NE2000 emulation
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bridged via pcap** — i.e. the emulated game gets a real presence on the bay LAN
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with its own MAC/IP. Consequences:
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1. It's plain IP — in principle it routes across a SiteLink VPN like any other
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bay host (an emulated pod could be a `10.0.y.x` address).
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2. **BOOTP is broadcast** — the boot-time address assignment is site-local; each
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site needs its own BOOTP answerer (or static WATTCP config). Same pattern as
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SecureConfig beacons: provisioning local, play routable.
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3. Pod-to-pod/console addressing inside NetNub (discovery, mesh formation,
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latency assumptions of a 30 Hz 1996 sim) is unverified for cross-subnet play —
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open question, testable cheaply since emulator instances run on any PC.
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- **Relationship to BT411/RP411:** two complementary strategies for the same
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titles — native reconstruction (BT411/RP411, modern netcode we control) vs
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faithful emulation (TeslaRel410, original binaries, original protocols). SiteLink
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should assume *both* may want cross-site play eventually.
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### PQS — Pod Queue System (front of house)
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- XAMPP (Apache/PHP/MySQL) app: registration, callsigns, combined queue displays,
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history/search (`PQS\*.php`).
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- The game/console side **polls simple HTTP endpoints**: `getFSgame.php` prints the next
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mission's game type/map/16 condition flags; `getFSplayers.php` the roster. MySQL db
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`pqs`, tables `pqs_gameconfig`, `pqs_queue`, `pqs_mission`.
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- Single-site by construction today (localhost MySQL, one queue). Multi-site play needs
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either a shared central PQS or per-site PQS with an event/sync mode.
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### Support tooling
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- **VncThumbnailViewer** (`C:\VWE\VncThumbnailViewer`): operator monitoring of pod
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screens — works fine across a VPN, and a master console could reuse it for fleet-wide
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eyes-on.
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- **RioJoy / VRio**: cockpit hardware I/O → joystick. Purely local to each cockpit;
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SiteLink never touches it.
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- **SheepShaver**: classic-Mac emulation (the original 1990s VGL-era console stack) —
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heritage/reference only.
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- **blackthorn**: archived site builds (Airlock standard install 2018, Firestorm SMT
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builds) — useful as references for how deployed sites were actually configured.
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## 4. Port map (current, single bay)
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| Port | Proto | Flow | Purpose |
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|------|-------|------|---------|
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| 53290 | TCP | console → pod | TeslaLauncher RPC (provision/install/launch), OFB-encrypted framed JSON |
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| (local bcast) | UDP | pod ↔ console | SecureConfig first-boot beacons (on-site only) |
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| 1501 | TCP | console → pod | Munga game control (RP; BT411 uses same convention, port per `-net`) |
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| 1000 / 1001 | TCP/UDP (unverified) | console ↔ launcher/game/camera | CTCL control channel (`PORT_Launcher`/`PORT_Game`/`PORT_CameraShip` in `firestorm\...\Launcher\ctcl.cpp`) |
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| 47624 + 2300–2400, or fixed `DirectPlayPort` | TCP/UDP | pod ↔ session host | Firestorm DirectPlay 4 session + game traffic |
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| 80 | TCP | console/game → PQS box | PQS HTTP endpoints |
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| 3306 | TCP | PQS internal | MySQL (localhost today) |
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| 64738 | TCP/UDP | all → voice server | Mumble (2016 release convention) |
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| 5900 | TCP | operator → pods | VNC monitoring (optional) |
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