Commit Graph
7 Commits
Author SHA1 Message Date
CydandClaude Fable 5 f2687a3146 BT410 5.3.72: the fault caught in the act; the inside view gets its cockpit
VPX_PF_WATCH (fork, cpu/paging.cpp): on a guest page fault at the watched
linear address, dump guest registers, the last 64 serial RX deliveries with
guest cs:eip at each, the code bytes at the faulting EIP and the stack top.
serialnamedpipe's doReceive feeds the ring.  Armed in podrun.sh and
launch_pod.ps1.

The first catch decoded the residual fault completely: CS:EIP 00FF:000066D4
in the DPMI host, EBX = F000CA60 -- an IVT entry read as a dword, segment
F000 offset CA60, a BIOS default interrupt handler -- and the faulting access
is [EBX+0x3004], whose 0x80000000 segment-base wrap gives exactly cr2
7000FA64.  The host probes a word 0x3004 bytes past a real-mode vector value
treated as a flat pointer: harmless for its own low-memory handlers, a fault
for BIOS F000:xxxx defaults.  The serial ring shows a steady 1-byte/1-3ms
vRIO stream with nothing special at the fault -- the stream determines which
vectors get walked, not the crash itself.  The 0x3004 appears nowhere in
DPMI32VM.OVL or 32RTM.EXE as an immediate, so the probe now also dumps code
bytes at EIP; faulthunt.sh loops runs until the next catch.

Shipped baseline streak: 4/4 clean -- consistent with exposure, not yet
discriminating.

The inside view now loads the COCKPIT skeleton: the fleet-wide X-variant
naming convention (MAD->MAX etc., all 64 skeletons present) selects the same
25-joint chain with a single object -- max_cop.bgf, the MAX_COP canopy shell
with the PUNCH-texel windows from the capture forensics.  The donor names the
same mechanism from the decomp side (inside = SkeletonType_A with '_cop'
selection).  Fallback to the body skeleton when no X file exists.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 18:09:22 -05:00
CydandClaude Fable 5 e846717283 BT410 5.3.65: THE MECH STANDS -- wire matrix convention proven from engine source
pose_chase.png: the MadCat assembled from its 19 parts, standing in the arena
at its live articulated position.  Feet, legs, torso, weapon pods, canopy
plate.  Not a collapsed stack at the origin, which is what every prior frame
actually showed.

The convention is no longer inferred -- it is read from the engine.
RootRenderable's ctor writes an entity pose into a DCS with
*(Matrix4x4*)dpl_GetDCSMatrix(myDCS) = localToWorld, so
Matrix4x4::operator=(const AffineMatrix&) IS the wire layout: row-major,
rotation in rows 0-2, zeros in column 3, translation in ROW 3 (entries
12/13/14).

The old 3/7/11 choice rested on two errors, both corrected in the code
comments: AffineMatrix does keep translation at 3/7/11, but because it is
COLUMN-major -- citing it as precedent for a row-major layout read the storage
and ignored the indexer (AFFNMTRX.HPP:99).  And 'the last row made the maths
blow up' came from the contaminated bisect; those crashes were the RIO fault.

Rotation now composes through the engine's own Matrix4x4::operator=(const
EulerAngles&) from the page's pitch/yaw/roll, and the node write uses the
RootRenderable idiom (dpl_GetDCSMatrix + assign).

Also banked: the chase-frame fifobridge variant -- camera framed on the
articulated root instead of the arena bounds -- as the offline proof harness
for any future pose question.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 10:02:06 -05:00
CydandClaude Fable 5 d143f833ab BT410 5.3.64: THE COCKPIT EYE IS LIVE -- root+eye composition, and the emulator
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>
2026-07-29 09:46:23 -05:00
CydandClaude Fable 5 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>
2026-07-28 23:23:29 -05:00
CydandClaude Fable 5 f54e1a3c19 BT410 5.3.56: the intermittent pod crash is the skeleton walk's -- attributed by same-binary A/B
Added BT_NO_SKL, which skips the skeleton build so ONE executable can be run
with and without it.  That is the only clean way to test an intermittent
fault, and it settles attribution:

  walk enabled   ~50% of runs die (page fault at 66D9) at DIFFERENT points
  walk disabled  0 crashes in 2 runs
  shipped exe    0 crashes in 2 runs, same rig and conf

So it is our new code, not the rig, and the varying fault point points at
memory corruption surfacing later rather than a bad instruction in the walk.

Hypotheses killed by reading the private library headers: the matrix array is
the right size (dpl_MATRIX is float32[4][4]); and neither s_dplobject nor the
common dpl_node header retains an object name, weakening the dangling-string
theory (a private name cache inside the library is still possible and is the
best surviving suspect).

Also checked something that would have been much worse than a crash:
~NotationFile REWRITES its file when dirty, and these are the game's shipped
.SKL data files.  MAD.SKL is untouched, and ReadSKLFile now carries the
engine's own Verify(!IsDirty()) guard.

Next tests are listed cheapest-first in the roadmap: keep the NotationFile
alive, copy the Object= names, count board allocations, and re-check whether
MakeEntityRenderables runs twice per mech.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 20:45:28 -05:00
CydandClaude Fable 5 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>
2026-07-28 14:04:35 -05:00
CydandClaude Fable 5 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>
2026-07-28 10:30:20 -05:00