# Live Cam & Mission Review — how the VWE games did it Research notes, 2026-07-08. Sources: `CODE/RP/MUNGA` + `CODE/RP/MUNGA_L4` (the readable Red Planet tree; BattleTech shares the MUNGA engine and has the matching `CODE/BT/BT_L4/BTL4PB.HPP` + `CODE/BT/MUNGA/SPOOLER.HPP`), the `sda4/BTLIVE/MAPS/*.CAM` files, and the mission eggs. Everything below is from the code itself, not conjecture, except where marked. Both features ride the same insight: the game is a **replicated-entity network simulation**. Every machine on the mission LAN runs the full sim and mirrors the others' entities from network traffic (master/replicant, see `HOST.HPP`). A spectator view is therefore just *one more host* that renders without piloting — and a replay is just *the same network traffic played back from a file*. ## 1. Host roles come from the mission egg `HOST.HPP:41`: ```cpp enum HostType { GameMachineHostType, // 0 — a pod CameraShipHostType, // 1 — Live Cam station MissionReviewHostType, // 2 — replay station ConsoleHostType // 3 — the ops console }; ``` The console assigns a role to every IP on the mission when it authors the egg. Each `[pilots] pilot=` page carries a **mandatory `hostType=` key** (`MISSION.CPP:480` — boot aborts with *"ERROR: no host type in egg!"* if absent). Our own `cavern.egg` shows a pod: `[200.0.0.113] hostType=0 ...`. At player-creation time, `Registry::MakePlayer` (`REGISTRY.CPP:255`) switches on the local host's type: - `GameMachineHostType` → an ordinary `Player` (pod pilot); - `CameraShipHostType` / `MissionReviewHostType` → a **`CameraDirector`** player (the comment notes "Not a CameraShip to run on a POD!"). - Additionally, if the mission's `gamemodel` field is `"camera"`, the player's *vehicle* gets `CameraShipPlayerFlag` — so a GameMachine host can also fly a camera ("VTV, Mech, CameraShip w/controls" per the comment). **The same game EXE serves every role** — pod, camera, review — chosen purely by the egg. This is the actionable heart of it for us (§5). ## 2. Live Cam = CameraShip + CameraDirector Classes: `CAMSHIP.HPP/CPP` (the flying camera vehicle, a `Mover` entity) and `DIRECTOR.HPP/CPP` (the auto-director, a `Player` subclass). - **CameraDirector** (`DIRECTOR.CPP:184 BeADirector`): every frame it checks `timeLeftOnPlayer`; when it expires it finds the **top-ranked player** (`FindPlayerByRank(0)` over the "Players" entity group) and, if the leader changed, dispatches a `CameraShip::DirectionMessage{goalEntity, timeOnCamera, focusOffset}` and resets the shot clock to **10 seconds**. So the default broadcast is "follow the leader, re-cut every 10 s". - **HUD** (`DIRECTOR.CPP:118 UpdateHUD` + `CameraShipHUDRenderable` in `L4VIDRND.CPP:2199`): the feed overlays the followed player's identity and a **ranking window** cycling 10 s on / 15 s off — always on during the final 30 s of the mission, hidden once the mission stops. - **CameraShip** (`CAMSHIP.CPP:340 FollowGoal`): aims at `focusOffset × goal->localToWorld`, tracks the goal's linear position, and asks the director for a new goal when `timeOnCamera` runs out. Camera height is operator-adjustable (`ApplyControlledCameraHeight`). ### Manual camera operation `CAMMPPR.HPP` (`CameraControlsMapper` subsystem) + `L4MPPR.HPP`: the camera station reads **the same cockpit hardware as a pod** — there are three concrete mappers: `CameraL4Mapper`, `CameraThrustmasterMapper`, and `CameraRIOMapper` (a full RIO cockpit could fly the camera). Attributes: stick / throttle / pedals / reverse-thrust / drive-camera / slide-or-clamp. Buttons: **DirectorMode** toggle (auto-director vs manual), **Increment/DecrementCamera** (cut between fixed cameras), and **Create/Delete/OutputCameraInstances** — the camera-authoring workflow. ### Fixed trackside cameras — the `.CAM` files `CAMINST.HPP/CPP` + `CAMMGR.CPP` (`CameraInstanceManager`): each map has a notation file **`MAPS/.cam`** (e.g. `sda4/BTLIVE/MAPS/ARENA1.CAM`) holding `[cameraN]` pages: ```ini [camera0] cameraID=0 cameraType=DefaultCameraType ; or AlwaysSeesCameraType tranx/y/z = position quatx/y/z/w = orientation minYawClamp/maxYawClamp ; pan limits (radians) minPitchClamp/maxPitchClamp ; tilt limits ``` These are broadcast-style **fixed cameras with pan/tilt clamps**; `CameraInstance::CalculateCameraRotation` pans them to track the goal within the clamps. They were authored *in-game*: the operator flies to a spot, presses CreateCameraInstance, and OutputCameraInstances writes the `.cam` file back out (`CameraInstanceManager::WriteNotationFile`). ## 3. Mission Review = record the network, replay the network ### Recording (`SPOOLER.HPP/CPP`, `L4SPLR.HPP`) - `SpoolFile` is a `MemoryStream` of **raw `NetworkPacket`s** (header + payload, back to back). States: Empty → Spooling → Stored → Playing. `SpoolPacket()` appends (hard-exits if the RAM buffer fills); `SaveAs`/`Read` move it to/from disk. The canonical file name is **`last.spl`** (`SPOOLER.CPP:251,274`) — same "last mission" convention as `LAST.EGG`. - `MissionReviewApplicationManager` owns a pool of `spool_count` RAM buffers of `spool_size` each. - `L4SpoolingApplication` (+ `L4SpoolingNetworkManager`, `SpoolingInterestManager`) is the **recorder**: its `ReceiveNetworkPacket()` override tees every packet arriving over the mission LAN into the active spool *while also processing it normally* — so the recording host fully participates (renders, directs cameras) as it records. A `missionSpooled` flag tracks state; the spool is stored (→ `last.spl`) when the mission stops. Because the recorder simply captures **received replication traffic**, the recording is exactly what any spectator host saw: entity creations, state updates, weapon events, kills — everything needed to re-simulate the battle, at a tiny fraction of the size of video. ### Playback (`BTL4PB.HPP`, `L4SPLR.HPP`) - `BTL4PlaybackApplication` (BT flavor of `RPPlaybackApplication`) is a full game application whose network manager is `L4PlaybackNetworkManager` — a `NetworkManager` with **no real network**: `CheckBuffers()` sources packets from the `SpoolFile` instead of the wire. - `SpoolerTask` (an `ApplicationTask`) walks the spool with `NextPacket()` and `DispatchPacket()`s each one into the app, using **`timeBias`** to shift the recorded timestamps onto the playback clock — packets are released on the same relative schedule they were recorded, so the replayed entities move exactly as they did live. - The playback host's player is again a `CameraDirector` (host type switch, §1) — so a review session *is* the Live Cam presentation (auto-cuts to the leader, ranking overlays, fixed trackside cameras) running over recorded traffic. This is what the debrief room / take-home tapes showed. ### What's NOT in the repo The readable tree is partial: `L4SPLR.CPP` (SpoolerTask::Execute pacing, exact spool start/stop triggers) and `BTL4PB.CPP` are missing — only their headers survive. The compiled implementations are in the era binaries. The trigger for "start spooling" (console message vs automatic at mission start) is therefore unconfirmed; the message-handler names (`Run/Stop/AbortMissionMessageHandler` on the spooling app) suggest it simply records from RunMission to StopMission. ## 4. The physical setup at a center (period context, inferred) A "camera ship" machine = one more networked PC with a Division board, its out-the-window video feeding the spectator monitors (and the VHS deck for take-home tapes). The mission-review station = the same machine (or another) replaying `last.spl` into the debrief room after the mission. Both could be driven hands-off (CameraDirector) or by an operator with a joystick/RIO. ## 5. What this means for OUR pod project 1. **No new binary needed.** BTL4OPT.EXE already contains all of it. A Live Cam station = a second emulated machine on the pod LAN whose egg page says `hostType=1`. Mission Review = `hostType=2` + a `last.spl`. 2. **The console app owns the roles.** When the TeslaSuite console port authors eggs, adding a camera-host page is how you light this up — it's an egg field, not a build variant. 3. **We can record spools ourselves.** The spool format is trivial (length- prefixed file of raw NetworkPackets, `SPOOLER.CPP:50-95`); our emulated NIC path (slirp/pcap) could tee mission traffic into a `last.spl` independently of any spooling host — giving Mission Review of any pod session after the fact. 4. **Camera authoring works from a cockpit.** `CameraRIOMapper` means the vRIO can fly the camera ship and author `.cam` files for our arenas. 5. **Renderer note:** a camera/review host renders through the same Division wire our bridge already decodes — the bridge should work unchanged for a spectator host, modulo the `CameraShipHUDRenderable` overlays (2D HUD layer, same 0x29/0x2b dpl2d path as the pod HUD). ## Quick reference — the cast | Piece | File | Role | |---|---|---| | `HostType` enum | `MUNGA/HOST.HPP` | pod / camera / review / console, set per-IP in the egg (`hostType=`) | | `Registry::MakePlayer` | `MUNGA/REGISTRY.CPP` | host type → `Player` or `CameraDirector` | | `CameraDirector` | `MUNGA/DIRECTOR.*` | auto-director: cut to rank-0 player every 10 s; ranking-window HUD | | `CameraShip` | `MUNGA/CAMSHIP.*` | the flying camera vehicle (a Mover entity) | | `CameraControlsMapper` | `MUNGA/CAMMPPR.*` | stick/throttle/pedals camera flight, director toggle, camera authoring buttons | | `CameraL4/Thrustmaster/RIOMapper` | `MUNGA_L4/L4MPPR.*` | camera station input bindings (RIO cockpit supported) | | `CameraInstance(Manager)` | `MUNGA/CAMINST.*`, `CAMMGR.CPP` | fixed clamped cameras; reads/writes `MAPS/.cam` | | `SpoolFile` | `MUNGA/SPOOLER.*` | NetworkPacket recording; `last.spl` on disk | | `L4SpoolingApplication` | `MUNGA_L4/L4SPLR.HPP` | records the mission LAN while participating | | `BTL4PlaybackApplication` + `SpoolerTask` | `BT_L4/BTL4PB.HPP` | replays the spool with `timeBias` re-timing; no real network |