BT410 5.3.57: the crash is deterministic, and the real blocker is the load gate

The previous commit's attribution was wrong and is corrected in the roadmap.

WRONG: 'the crash is the skeleton walk's' rested on 0 crashes in 2 runs with
the walk disabled -- a 25% coin flip presented as evidence.  The oldest
preserved dump has no [skl] line and ends on the old 'couldn't figure out how
to MakeEntityRenderables' fallback, so it predates the walk and faults
identically.

WRONG: 'it lands at different points each time'.  Every dump carries the same
numbers to the byte (cr2 7000FA64, EIP 66D9).  What varies is how far the log
gets, not where the fault is.

Resolving the address through btl4opt.map names it exactly:
EulerAngles::operator=(const LinearMatrix&)+0x19, a read through the matrix
reference.  A binary scan finds all three call sites of that operator pass a
stack local, so the 1.79GB pointer still has no static explanation -- that is
now its own open item rather than a guess.

Two theories killed cleanly by the new BT_STACK_LOG probe and a binary scan:
ESP drift (drift=0 over 2002 frames; exactly one callee-cleans function exists
in the whole binary) and an undersized stack (our PE and the shipped one have
identical 1MB/8K geometry).

What the probe found matters more: the application is parked in state=2, which
is LoadingMission, not WaitingForLaunch.  Priority 0 is where the interest
manager queues renderer events during load, the gate needs that priority empty,
and it never empties -- so the mission never launches and the renderer holds a
blank screen by design.  The fault arrives ~30s into that wait.  Runs that DO
launch never print a single [launch] line.  So 'crashes half the time' and
'hangs during load' are one event seen twice.

A 15x disagreement between two clocks looked like a reconstruction slip --
BTL4.CPP passes GetTicksPerSecond() where ApplicationManager wants a frame
rate.  Checked against the shipped binary before touching it: same instruction
sequence, same kind of static float pushed.  Authentic.  Documented so nobody
'fixes' it.

Also swept every subsystem DefaultData against its real C++ base.  Fifteen
chain past their immediate parent, but fourteen skip only classes that add no
handlers and no attributes, and no class's attribute-ID base disagrees with its
index chain -- so there are no gap slots there.  The one real defect: Generator
is a HeatSink but chained to Subsystem::MessageHandlers, so it ignored every
ToggleCooling message.  Fixed (compiles next build).

Tooling: podrun.sh stages the build over BTL4REC.EXE, exports the host-side VPX
board env -- without which the run dies at the iserver handshake rather than
merely rendering nothing -- and archives every run's log, marking it -CRASH
when it faulted.  Before this the only preserved dump was an accident, on a rig
where each run costs four minutes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-28 21:41:38 -05:00
co-authored by Claude Fable 5
parent f54e1a3c19
commit 4cf09917ce
9 changed files with 356 additions and 12 deletions
+14
View File
@@ -0,0 +1,14 @@
BattleTech v4.10
BTL4Application::BTL4Application
RIO never came back from test mode!
GaugeInterpreter: undefined label 'Initialization'
ColorMapperArmor warning: damage zone dz_missle not found
ColorMapperArmor warning: damage zone dz_missle not found
ColorMapperArmor warning: damage zone dz_lmissle not found
ColorMapperArmor warning: damage zone dz_rmissle not found
ColorMapperArmor warning: damage zone dz_ftorso not found
ColorMapperArmor warning: damage zone dz_btorso not found
BTL4Application::RunMissionMessageHandler
Turning Plasma Score Display On
BTL4Application::RunMissionMessageHandler
Turning Plasma Score Display On
+5
View File
@@ -0,0 +1,5 @@
BattleTech v4.10
BTL4Application::BTL4Application
RIO never came back from test mode!
Protocol error : length 65535 too big, length_word 0xffffffff
+++ERROR : rcv_protocol fail during iserver handling, xmits=0
+6 -5
View File
@@ -29,11 +29,11 @@ prebuffer=60
# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected # DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h # pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
serial1=namedpipe pipe:vrio rxpollus:100 rxburst:16 serial1=namedpipe pipe:vrio rxpollus:100 rxburst:16
serial2=namedpipe pipe:vplasma serial2=namedpipe pipe:vplasma
# live UNBUFFERED game output: DOS char devices are not buffered, so
# live UNBUFFERED game output: DOS char devices are not buffered, so # redirecting stdout to COM3 lands every line immediately. A normal
# '> file' redirect stays 0 bytes until the process exits, which hides
# redirecting stdout to COM3 lands every line immediately. A normal # all progress on a run that does NOT crash.
serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
[autoexec] [autoexec]
mount c "C:\VWE\TeslaRel410\ALPHA_1" mount c "C:\VWE\TeslaRel410\ALPHA_1"
@@ -56,6 +56,7 @@ rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
rem attached; stdout redirected so mission-load progress survives kills. rem attached; stdout redirected so mission-load progress survives kills.
set BT_MECH_LOG=1 set BT_MECH_LOG=1
set BT_LAUNCH_LOG=1 set BT_LAUNCH_LOG=1
set BT_STACK_LOG=1
set BT_FORCE_THROTTLE=0.6 set BT_FORCE_THROTTLE=0.6
set BT_FORCE_TURN=0.25 set BT_FORCE_TURN=0.25
set HEAPSIZE=15000000 set HEAPSIZE=15000000
+70 -5
View File
@@ -1,14 +1,79 @@
BattleTech v4.10 BattleTech v4.10
BTL4Application::BTL4Application BTL4Application::BTL4Application
RIO never came back from test mode!
GaugeInterpreter: undefined label 'Initialization' GaugeInterpreter: undefined label 'Initialization'
[exp] master player experience=2 simLive=1 heatModelOn=1 advDamage=1
[role] 'Role::Default' lives=1000 killBonus=500 dmgMod=1
[torso] horizJoint 'jointtorso' -> 0x00a3fe78 type=1 enabled=1
[weap] 'AFC100' seg=13 mount=sitelgunport rear=0
[proj] 'AFC100' ammoBinIndex=21 -> AmmoBinAFC100 (rounds=20)
[weap] 'ERLLaser' seg=7 mount=siterugunport rear=0
[weap] 'ERSLaser_1' seg=13 mount=sitelgunport rear=0
[weap] 'ERSLaser_2' seg=8 mount=siterdgunport rear=0
[weap] 'LRM15_1' seg=18 mount=sitelmissleport rear=0
[proj] 'LRM15_1' ammoBinIndex=26 -> AmmoBinLRM15_1 (rounds=16)
[weap] 'LRM15_2' seg=19 mount=sitermissleport rear=0
[proj] 'LRM15_2' ammoBinIndex=28 -> AmmoBinLRM15_2 (rounds=16)
[mech] segment walk done: subsystemCount=32 weaponCount=6
[skel] jointSubsystem=0x009e6d84 jointCount=25
[mech] model params: walkTR=65 runTR=40 maxAcc=20 throttleAdj=0.8 (deg,deg,u/s^2,scale)
[mech] look angles: L=50 R=-50 F=-15 B=0 (deg)
[mech] damage zones streamed: 22 [dz_dtorso,dz_hip,dz_larm,dz_ldleg,dz_ldoor,dz_lfoot,dz_lgun,dz_ltorso,dz_luleg,dz_rarm,dz_rdleg,dz_rdoor,dz_reardtorso,dz_rearltorso,dz_rearrtorso,dz_rearutorso,dz_rfoot,dz_rgun,dz_rtorso,dz_ruleg,dz_searchlight,dz_utorso]
[cyl] table 'madcat' LOADED rows=7
[valve] 'Condenser1' valve=1 flow=0.166667
[valve] 'Condenser2' valve=1 flow=0.166667
[valve] 'Condenser3' valve=1 flow=0.166667
[valve] 'Condenser4' valve=1 flow=0.166667
[valve] 'Condenser5' valve=1 flow=0.166667
[valve] 'Condenser6' valve=1 flow=0.166667
[mapper] ctor id=0 throttleAttr=0x002c30f8 controlModeAttr=0x002c3134
[gau2] cluster slot=14 classID=3011 auxScreen=5 name=Avionics
[gau2] cluster slot=15 classID=3014 auxScreen=6 name=Myomers
[gau2] cluster slot=22 classID=3021 auxScreen=1 name=AFC100
[gau2] cluster slot=23 classID=3016 auxScreen=10 name=ERLLaser
[gau2] cluster slot=24 classID=3016 auxScreen=3 name=ERSLaser_1
[gau2] cluster slot=25 classID=3016 auxScreen=12 name=ERSLaser_2
[gau2] cluster slot=27 classID=3024 auxScreen=2 name=LRM15_1
[gau2] cluster slot=29 classID=3024 auxScreen=9 name=LRM15_2
ColorMapperArmor warning: damage zone dz_missle not found ColorMapperArmor warning: damage zone dz_missle not found
ColorMapperArmor warning: damage zone dz_missle not found ColorMapperArmor warning: damage zone dz_missle not found
ColorMapperArmor warning: damage zone dz_lmissle not found ColorMapperArmor warning: damage zone dz_lmissle not found
ColorMapperArmor warning: damage zone dz_rmissle not found ColorMapperArmor warning: damage zone dz_rmissle not found
ColorMapperArmor warning: damage zone dz_ftorso not found ColorMapperArmor warning: damage zone dz_ftorso not found
ColorMapperArmor warning: damage zone dz_btorso not found ColorMapperArmor warning: damage zone dz_btorso not found
BTL4Application::RunMissionMessageHandler [link] InitializePlayerLink -> vehicle playerLink=0x00ac513c
Turning Plasma Score Display On [launch] state=11 minPriorityEmpty=0
BTL4Application::RunMissionMessageHandler [launch] state=11 minPriorityEmpty=0
Turning Plasma Score Display On [launch] state=11 minPriorityEmpty=0
[launch] state=11 minPriorityEmpty=0
[launch] state=11 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[stack] frame at 0x12dee7 drift=0 over 1001 frames
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[launch] state=2 minPriorityEmpty=0
[stack] frame at 0x12dee7 drift=0 over 2002 frames
[launch] state=2 minPriorityEmpty=0
Reference to a page you don't own
PF cr2= 7000 FA64 at 00FF 0000 66D9
Unhandled exception 000E at 00FF 66D9 ErrCode 0004
+89
View File
@@ -0,0 +1,89 @@
#!/bin/bash
#
# podrun -- stage the current build and start one pod run, keeping the log.
#
# podrun.sh [conf-basename] [tag]
#
# podrun.sh # pod_render_rec.conf, our build
# podrun.sh pod_render_shp # the shipped exe, for A/B
# podrun.sh pod_render_rec noskl
#
# WHY THIS EXISTS
#
# Two traps have each already cost a round of wrong conclusions on this rig:
#
# 1. STALE BINARY. The confs run BTL4REC.EXE out of ALPHA_1/REL410/BT,
# while the build writes build410/btl4opt.exe. Forgetting to copy means
# silently measuring the previous binary. This script always stages and
# always prints the timestamp it staged, so the evidence is in the log.
#
# 2. OVERWRITTEN LOG. serial3 truncates podlog.txt on every launch, so the
# only preserved crash dump on this rig was an accident. Runs are four
# minutes and the defect is intermittent, so a lost log is a lost run.
# Every run is archived to logs/<tag>-<n>.txt when the NEXT one starts.
#
# The rule this rig taught: an intermittent fault needs TWO AGREEING RUNS
# before you believe anything. One run is a story, not evidence.
#
set -e
BR=/c/VWE/TeslaRel410/emulator/render-bridge
IMG=/c/VWE/TeslaRel410/ALPHA_1/REL410/BT
SRC=/c/VWE/TeslaRel410/restoration/build410/btl4opt.exe
CONF=${1:-pod_render_rec}
TAG=${2:-$CONF}
mkdir -p "$BR/logs"
# archive whatever the last run left behind before serial3 truncates it
if [ -s "$BR/podlog.txt" ]; then
N=$(ls "$BR/logs" 2>/dev/null | wc -l)
PREV="$BR/logs/$(printf '%03d' "$N")-prev.txt"
cp "$BR/podlog.txt" "$PREV"
if grep -q "page you don't own" "$PREV"; then
mv "$PREV" "${PREV%-prev.txt}-CRASH.txt"
echo "archived previous run (CRASHED) -> $(basename "${PREV%-prev.txt}-CRASH.txt")"
else
echo "archived previous run -> $(basename "$PREV")"
fi
fi
if tasklist //FI "IMAGENAME eq dosbox-x.exe" 2>/dev/null | grep -qi dosbox-x; then
echo "killing running dosbox-x"
taskkill //F //IM dosbox-x.exe > /dev/null 2>&1 || true
sleep 2
fi
case "$CONF" in
*shp*)
echo "shipped side -- no staging"
;;
*)
[ -f "$SRC" ] || { echo "no build at $SRC -- run build410.sh link"; exit 1; }
cp -f "$SRC" "$IMG/BTL4REC.EXE"
echo "staged BTL4REC.EXE <- btl4opt.exe $(ls -la "$SRC" | awk '{print $5" bytes "$6" "$7" "$8}')"
;;
esac
#
# HOST-SIDE BOARD ENV. These belong to the VPX device inside DOSBox, not to
# the guest, so they must be exported here. Launching without them does not
# merely disable rendering -- the iserver handshake fails outright with
# "Protocol error : length 65535 too big" and the run dies during boot.
#
WORK="$LOCALAPPDATA/Temp/vwe-pod"
mkdir -p "$WORK"
export VPXLOG="$WORK/vpxresp.txt"
export VPX_RESPOND=1
export VPX_RENDER=1
export VPX_EXPLODE=1
export VPX_DUMPDIR="$WORK"
export VPX_NOMAIN=1
export VPX_CLEAR=0,0,0
export RIO_TAP="$WORK/riotap.txt"
rm -f "$BR/podlog.txt"
cd /c/VWE/TeslaRel410/emulator/src/src
./dosbox-x.exe -conf "$BR/$CONF.conf" > /dev/null 2>&1 &
echo "launched $CONF (tag=$TAG) -- pid $!"
echo "watch: tail -f $BR/podlog.txt"
+11 -1
View File
@@ -608,10 +608,20 @@ Generator::AttributeIndexSet
HeatSink::AttributeIndex HeatSink::AttributeIndex
); );
//
// A Generator IS a HeatSink, and HeatSink is one of only two classes in the
// subsystem tree that defines a message handler of its own -- ToggleCooling.
// Chaining to Subsystem::MessageHandlers here skipped it, so a generator
// silently ignored every cooling toggle it was sent. Found by sweeping every
// DefaultData against its real C++ base: fifteen classes chain past their
// immediate parent, but the other fourteen skip only classes that add no
// handlers and no attributes, which makes them equivalent (and probably
// authentic). This one loses a handler, so it is a real defect.
//
Generator::SharedData Generator::SharedData
Generator::DefaultData( Generator::DefaultData(
Generator::ClassDerivations, Generator::ClassDerivations,
Subsystem::MessageHandlers, HeatSink::MessageHandlers,
Generator::AttributeIndex, Generator::AttributeIndex,
Subsystem::StateCount Subsystem::StateCount
); );
+50
View File
@@ -72,6 +72,13 @@ Application *application = NULL;
int Exit_Code = 0; int Exit_Code = 0;
Logical Application::suppressGauges = False; Logical Application::suppressGauges = False;
//
// Event-pump counters -- see the comment on Application::ProcessOneEvent in
// APP.HPP. Diagnostic only; the BT_STACK_LOG probe reports them.
//
long eventPumpCalls = 0;
long eventPumpHits = 0;
//############################################################################# //#############################################################################
//########################### Application ############################### //########################### Application ###############################
//############################################################################# //#############################################################################
@@ -540,6 +547,47 @@ Logical
Check(this); Check(this);
Verify(application == this); Verify(application == this);
//
// STACK-DRIFT PROBE (env BT_STACK_LOG).
//
// The intermittent page fault reads a stack LOCAL through the frame
// pointer -- disassembly of the fault site shows edi = ebp-0x10, and all
// three callers of that function pass "lea eax,[ebp-0x30]" -- so the bad
// address cannot be a wild argument. It has to be the stack pointer
// itself sitting outside the region. The stack geometry matches the
// shipped exe exactly (1MB reserve, 8K commit), which leaves ESP drifting
// a few bytes per call, most likely a calling-convention mismatch on some
// function we re-declared.
//
// So: record where the frame actually sits, once a second. A monotone
// march proves the drift and its rate; a stable address kills the theory
// outright. One run either way.
//
if (getenv("BT_STACK_LOG"))
{
static char *first_frame = NULL;
static Scalar stack_accum = 0.0f;
static int stack_samples = 0;
char here;
if (first_frame == NULL)
{
first_frame = &here;
}
stack_accum += frame_duration;
stack_samples++;
if (stack_accum >= 1.0f)
{
stack_accum = 0.0f;
DEBUG_STREAM << "[stack] frame at 0x" << hex << (int)&here << dec
<< " drift=" << (int)(first_frame - &here)
<< " over " << stack_samples << " frames"
<< " ticks=" << (long)Now().ticks
<< " pump=" << eventPumpHits << "/" << eventPumpCalls
<< endl << flush;
}
}
if (!executeFrames) if (!executeFrames)
{ {
CLEAR_FOREGROUND_PROCESSING(); CLEAR_FOREGROUND_PROCESSING();
@@ -1391,6 +1439,8 @@ void
DEBUG_STREAM << "[launch] state=" << (int)applicationState.GetState() DEBUG_STREAM << "[launch] state=" << (int)applicationState.GetState()
<< " minPriorityEmpty=" << " minPriorityEmpty="
<< (eventQueue->IsPriorityEmpty(MinEventPriority) ? 1 : 0) << (eventQueue->IsPriorityEmpty(MinEventPriority) ? 1 : 0)
<< " events=" << eventQueue->GetEventCount()
<< " ticks=" << (long)Now().ticks
<< "\n" << flush; << "\n" << flush;
if (eventQueue->IsPriorityEmpty(MinEventPriority)) if (eventQueue->IsPriorityEmpty(MinEventPriority))
{ {
+25 -1
View File
@@ -661,11 +661,35 @@ inline void
networkManager->ExclusiveBroadcast(message,client_ID); networkManager->ExclusiveBroadcast(message,client_ID);
} }
//
// EVENT-PUMP COUNTERS (read by the BT_STACK_LOG probe in ExecuteForeground).
//
// The application parks in LoadingMission because IsPriorityEmpty(0) never
// becomes true, and priority 0 is where the interest manager queues every
// renderer event while the mission loads. Three very different faults look
// identical from outside -- the pump never runs, the pump runs but finds
// nothing (so something else holds the queue), or the pump drains events as
// fast as they are re-posted. Counting calls against hits separates them in
// a single run.
//
extern long
eventPumpCalls;
extern long
eventPumpHits;
inline Logical inline Logical
Application::ProcessOneEvent(int min_priority) Application::ProcessOneEvent(int min_priority)
{ {
Check(this); Check(this);
return eventQueue->ProcessOneEvent(min_priority); Logical processed;
eventPumpCalls++;
processed = eventQueue->ProcessOneEvent(min_priority);
if (processed)
{
eventPumpHits++;
}
return processed;
} }
inline void inline void
@@ -822,3 +822,89 @@ STILL TO TRY, cheapest first:
BT_NO_SKL stays in the tree: it is how any future "is it the skeleton?" BT_NO_SKL stays in the tree: it is how any future "is it the skeleton?"
question gets answered in one build instead of two. question gets answered in one build instead of two.
--------------------------------------------------------------------------------
CORRECTION: THE CRASH IS NOT THE SKELETON WALK'S, AND IT IS NOT RANDOM
--------------------------------------------------------------------------------
The previous entry attributed the intermittent page fault to the skeleton walk
on the strength of "0 crashes in 2 runs" with the walk disabled. That was a
25% coin flip dressed up as evidence, and it was wrong. Two facts settle it:
* The oldest preserved crash log has NO [skl] line and ends with the old
"couldn't figure out how to MakeEntityRenderables" fallback -- it is from a
build where the walk did not exist, and it faults identically.
* Every dump carries the SAME numbers, to the byte:
Reference to a page you don't own
PF cr2= 7000 FA64 at 00FF 0000 66D9
Unhandled exception 000E at 00FF 66D9 ErrCode 0004
So "it lands at different points each time" was also wrong. What varies is
how far the log gets, not where the fault is.
READING THE FAULT. 0x66D9 is a CODE offset (_TEXT starts at 0, and the DPMI
host reports EIP relative to the code selector), so btl4opt.map names it
directly:
0x0066C0 EulerAngles::operator=(const LinearMatrix&) <- +0x19 = the fault
Disassembling it, +0x19 is `mov eax,[edi]` with edi = ebp-0x10 -- a stack local.
But the BT_STACK_LOG probe puts the frame at 0x12DEE7, and cr2 is 0x7000FA64,
1790 MB away. A stack local cannot be there, so the reported EIP is one or two
instructions past the real one and the actual fault is the preceding
`fld dword [ebx+0x20]` -- a READ through the matrix reference (ErrCode 4 = read,
page not present), with ebx = 0x7000FA44.
That is still unexplained, because a binary scan of every direct call to 0x66C0
finds exactly three call sites, and ALL THREE pass `lea eax,[ebp-0x30]` -- a
stack local. None of them can hand it a 1.79 GB pointer. Unresolved.
WHAT THE PROBE KILLED. Two clean negatives, both worth keeping killed:
* ESP drift (a calling-convention mismatch marching the stack down a few
bytes per call). The probe reports drift=0 over 2002 frames, and a scan of
the whole binary finds exactly ONE callee-cleans function (__virt_decommit,
a runtime helper) -- everything else is cdecl, so there is nothing to
mismatch.
* A stack too small for our deeper call chains. Our PE and the shipped one
have identical geometry: 1 MB reserve, 8 KB commit.
WHAT THE PROBE FOUND INSTEAD -- and this matters more than the crash. The
application is parked in state=2, which is LoadingMission, NOT WaitingForLaunch.
It never advances, because the gate needs IsPriorityEmpty(MinEventPriority) and
priority 0 is where InterestManager::PostRendererEvent queues every renderer
event while a mission loads. The queue never drains, the mission never
launches, and the video renderer holds a blank screen by design until it does.
The crash arrives after ~30 seconds of that. Runs that DO launch never print a
single [launch] line -- they sail through the gate -- so "crashes about half the
time" and "hangs during load" are the same event, seen twice.
A TIMING RESULT THAT LOOKS LIKE A BUG AND IS NOT. The gate reposts itself at
Now()+1.0s and printed 31 times while the stack probe -- which accumulates
frame_duration to 1.0 -- printed twice. A 15x disagreement between two clocks.
It traces to `new ApplicationManager(GetTicksPerSecond())` in BTL4.CPP, which
passes a TICK rate (1000, from TIMESTUB.CPP) where the parameter is a FRAME
rate, making frameDuration 1ms. That reads exactly like a reconstruction slip,
so it was checked against the shipped binary before touching anything -- and
the shipped call site is the same instruction sequence pushing the same kind of
static float:
ours 6a 28 call new 59 8b d8 85 db 74 11 ff 35 a0 11 4e 00 53 call ctor
shipped 6a 28 call new 59 8b d8 85 c0 74 11 ff 35 0c 14 52 00 53 call ctor
So it is authentic. The 15x is just this emulated rig failing to hit a 1000 Hz
target, which the original hardware would have missed too. DO NOT "fix" it.
WHERE THIS GOES NEXT. The open question is why priority 0 drains for the
shipped exe and not for ours. Application::ProcessOneEvent now counts calls and
hits (BT_STACK_LOG reports them), which separates the three candidates in one
run: the pump never runs, the pump runs but finds nothing, or the pump drains
events as fast as something re-posts them.
TOOLING BANKED. emulator/render-bridge/podrun.sh stages the build over
BTL4REC.EXE, exports the host-side VPX board env (without which the run dies at
the iserver handshake, not merely unrendered), and archives each run's log --
marking the file -CRASH when it faulted. The only preserved dump before this
was an accident, on a rig where every run costs four minutes.