deadlock it exposed
The camera gap root-caused and fixed through three layers:
LAYER 1 (ours): "chain the engine after the skeleton" was a non-fix. The
engine's MakeEntityRenderables only accepts Object/Rubble resources, so
chaining it with a Skeleton printed "wrong video resource type" and built
NOTHING -- the fifodump proved it: zero vr_flush_dcs_artic records. The real
fix mirrors the engine's Mover composition (L4VIDEO.CPP:4795-4860) inside our
mech case: a Dynamic RootRenderable (whose ctor seeds its DCS from
localToWorld and whose Execute re-flushes on change -- the ONLY source of
per-frame wire articulation), the skeleton hung UNDER its DCS via ReadSKLFile's
new parent_dcs parameter, and for the inside view a DPLEyeRenderable on that
root with the published EyepointRotation. Also explains the mystery monolith
in the first frame: the skeleton was parked at the world origin with the
camera inside its shins.
LAYER 2 (1995 library, read from our own linked symbols): dpl_DrawSceneComplete
= velocirender_frameack(0), and frameack's unsolicited-reply path prints
"dpl error - unsolicited input during frame ack", adds the 1995 authors' own
puzzled "flush artic??" when the stray action is 0x1f, and calls exit(9).
Documented before it ever fires.
LAYER 3 (emulator, the actual deadlock): with per-frame articulation flowing
for the first time, the game stopped drawing at frame 232 -- one 0x1f burst
per frame forever, no receives, no error. The VPX device feeds the frame ack
only after 6 CONSECUTIVE empty polls and reset that counter on EVERY
outputData write; per-frame articulation writes made the count unreachable, so
dpl_DrawSceneComplete never went true. Fix: the reset is gated on
!frame_outstanding -- once a draw is outstanding the only receive the game
will do next is the frame ack. The iserver-drain concern the reset guarded is
boot-time only, when no frame is outstanding.
Verified: two agreeing runs of ours on the fixed emulator (611 draws / 222
artic batches in run 2 -- the 232 wall is gone), camera travelling with the
mech (cam -329.7,0,60.5 -> -362.3,0,54.5 across 8s), anim_abs 0 -> 1 on the
bridge, view now INSIDE the cockpit cage. Shipped binary re-run on the fixed
emulator: launches and runs, no regression.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MakeEntityRenderables no longer stops after the skeleton. It builds ours AND
chains DPLRenderer, which is what creates the RootRenderable and the
DPLEyeRenderable the camera follows. Verified over three runs:
[mer] 208 class=3001 view=1 res=1
[vid] type=1 file='mad.skl'
[skl] video\mad.skl -> 26 nodes, 19 objects
[chain] into DPLRenderer, skeleton=yes, stack at 0x12dde7
No fault, mission launches, sim runs. Worth noting separately: the engine's
eyepoint construction -- prime suspect for the page fault through most of a
session -- runs perfectly here, with the stack at 0x12dde7, right beside the
main loop's frame. Both are consistent with the corrected finding that the
fault is a live-RIO artifact at a fixed DPMI host address.
The camera still does not move: two frames six seconds apart differ by zero
pixels while [sim] shows the mech travelling from (487,20,288) to (493,20,301),
and the bridge reads cam (0.0, 10.0, 0.0) -- world origin plus eye height. So
the eye renderable was necessary but not sufficient.
Eliminated by reading our own code rather than guessing: the viewpoint entity
IS the mech (BTL4APP.CPP:354), the video renderer IS linked to it
(APP.CPP:1337), and SetupCull would Fail() loudly if the mech lacked
"siteeyepoint" or EyepointRotation -- neither Fail appears. That leaves the
path from SetupCull's worldToEyeMatrix to what the bridge reads off the wire,
which is bridge territory rather than reconstruction territory.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>