8231bee58cb0aede8399533d9ddd4b19da105a46
6
Commits
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3c42766f48 |
BT410 5.3.62: correction -- the fault address was never in our code
Every conclusion that named EulerAngles::operator=(const LinearMatrix&) as the
fault site was wrong, including the disassembly built on top of it. Three
independent proofs:
1. ROTATION.CPP is ours, so the function was instrumented directly -- print
this, &matrix and a local's address on the first twelve calls plus any wild
pointer. The run faulted with ZERO [euler] lines: never called.
2. After the probe was added, 0x66D9 disassembles to a two-byte conditional
jump (jnl) that touches no memory. The dump reports ErrCode 0004, a data
READ.
3. EIP 0x66D9 and cr2 0x7000FA64 are identical to the byte across every build
this session, including builds where the code at that offset changed
completely. A fault in our CODE segment moves when the code moves. This
one does not -- it lives in the DPMI host, which loads low and never gets
relinked.
The map lookup was a coincidence: our _TEXT is section-relative from 0, so its
offsets overlap the host's low addresses, and the map will name a function for
any small number. Before resolving a fault address against the map, confirm it
belongs to our segment -- cheapest check is whether it moves on relink.
What is actually true, by same-binary A/B:
vRIO DOWN, serial1 still a namedpipe -> mission LAUNCHES
vRIO UP, same conf, same binary -> FAULT
The trigger is a LIVE RIO stream, not an unplugged cable. The emulator reports
continuous serial1 RX overruns, the fault lands wherever the app happened to be
(terrain one run, the mech's inside view another), and the shipped binary
survives the identical conditions. A fault at a fixed host address, at
arbitrary points in the app, requiring an interrupt-driven stream, is an
interrupt re-entrancy signature rather than a wild pointer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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475ae3106e |
BT410 5.3.59: A MISSION RUNS -- the RIO serial port was blocking every load
pod_render_norio.conf is pod_render_rec.conf with one line changed, serial1=disabled instead of the vrio named pipe. Same binary, same egg. With it, our build launches and the mech walks: [launch] state=2 minPriorityEmpty=1 ticks=85316 [queues] p0=- p1=- p2=BUSY p3=- p4=- BTL4Application::RunMissionMessageHandler Turning Plasma Score Display On [sim] pos=(180.466,10,-358.703) yaw=-0.275605 spd=14.4 [sim] pos=(251.959,10,-250.498) yaw=-0.89103 spd=14.4 No fault, 290 log lines and counting. This is the first time the reconstruction has reached a running mission on the pod. The hang was never starvation, a deadlock, or a refill loop -- it was VOLUME, the first candidate I listed and then talked myself out of. 530 renderer events queue at priority 0 during load; BackgroundTasks::Execute runs exactly one task per call round-robin over seven tasks, and the 1ms frame budget is always blown here so no extra background passes happen. That is ~9 events per real second, so a load legitimately takes ~60s. The fault arrived at ~40s, before the backlog could clear. Every 'the queue never drains' reading was really 'the process dies before it can'. The disproof was already in hand: the post tally climbed to 530 and went FLAT, which means nothing was refilling. p0=BUSY with nextReady=1 is equally consistent with a large finite backlog still draining, and I read it as refill. Why the RIO port: the pipe has no server attached, which should behave as an unplugged cable. The emulator log shows steady serial1 RX overruns, our build prints 'RIO never came back from test mode!', and the SHIPPED binary prints 'lost RIO analog request' and launches anyway on this identical rig. So an unplugged RIO is survivable and our handling of it is not -- a real defect, not a rig artifact, since a pod with an unplugged RIO cable should still boot. The wild reference at EulerAngles::operator=(const LinearMatrix&)+0x19 is still unexplained, but it is now reproducible on demand by enabling serial1 rather than being a coin flip. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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4cf09917ce |
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> |
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15d509c8a8 |
BT410 5.3.52: frame rate measured properly -- the missing mech skeleton is the real gap
The pod updates every few seconds. Measured by sampling a head window every
2s (emulator/render-bridge/headrate.py): OURS changed in 5 of 12 samples,
SHIPPED in 1 of 12. So the reconstruction is not slower than the shipped
binary -- the emulated board is just expensive. Caveat recorded with it:
ours was being driven by the throttle hooks while the shipped exe ignores
them and sat parked, so treat those as same-order, not a win.
What did cost us 3x was mine: BT_MECH_LOG/BT_LAUNCH_LOG write per-frame lines
and DEBUG_STREAM=cout is redirected to COM3, so every one goes through an
emulated serial port. Turning them off took the wire from 480 to ~1480
bytes/sec. pod_render_quiet.conf is the conf to use for timing work.
And a correction to my own earlier framing: wire bytes/sec is NOT a frame
rate. Shipped pushes ~8900 B/s against our ~1480 and the difference is
CONTENT, not speed -- shipped submits the mech and we do not:
OURS: L4VIDEO.cpp wrong video resource type for object mad.skl
SHIPPED: (no such line)
The mech's model resource is a SKELETON. The engine's default
MakeEntityRenderables accepts only Object/Rubble and rejects anything else
with exactly that message, because skeletons are the GAME renderer's job. So
our arena renders but the MECH IS ABSENT, and with it the cockpit interior --
one unimplemented path explaining both the missing model and the lower wire
volume.
Next brick is now precisely scoped: answer MechClassID by reading the .SKL
notation pages into a dpl_DCS hierarchy and hanging the per-node .BGF
geometry off it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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09192367c0 |
BT410 5.3.51: THE 3-D WORLD RENDERS -- reconstruction to emulated board to a picture
emulator/render-bridge/first-3d-frame.png: the arena from the pod -- sky, horizon, ground, the arena structures along the skyline -- at ~31fps on the VelociRender bridge. The whole chain now works in our build: MakeVideoRenderer -> BTL4VideoRenderer over DPLRenderer -> board boot -> Renderer::LoadMission -> DPLReadEnvironment for the art paths -> 40/40 arena objects loaded -> mission launch -> per-frame submission over the wire. The mistake worth remembering: the run was never stalled after InitializePlayerLink. I called that from a 150-second sample and it was just too short. CheckLoadMessageHandler reposts every second and will not advance until the min-priority event queue drains, and with the video renderer in the mission that takes minutes. A BT_LAUNCH_LOG trace showed the queue draining and then both RunMissionMessageHandler calls, the plasma display, and the first sensor tick -- matching the shipped binary line for line. The renderer deliberately holds a blank screen until RunningMission (L4VIDEO.CPP:5100), so 'black' was the app still loading, not a rendering bug. Zero unbuildable entities, zero geometry failures. The frame is static only because the mech is parked with no input, and the camera in the bridge title is the bridge's own viewer, not the game's eyepoint. Also banked the launch-gate trace (BT_LAUNCH_LOG) behind an env var. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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060078e4ae |
BT410 5.3.50: geometry loads -- the bring-up no-op was suppressing the base
DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps. The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.
I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base. Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to. DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.
before: 40x 'couldn't load object', 'NULL instance', run ends,
wire ~24 bytes/sec
after: 0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
bridge live at 88fps
Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object. That A/B is cheap and is the right first move
whenever the pod misbehaves.
Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene. The mech and
arena entities still need MakeEntityRenderables bodies.
Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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