Real-pod deployment launcher for the original VDB + octopus 4-head wiring: VPX_COCKPIT borderless head windows (radar/win0 800,0; 3-color MFD/win4 1440,0; 2-color MFD/win3 2080,0; all 640x480) + the GL bridge as the main out-the-window view (0,0, 800x600 via new BRIDGE_W/BRIDGE_H in live_bridge.py). Editable RECTS at the top of the script for other rigs. focus_dosbox.ps1 restores the deployment window state: renderer -> always-on-top (WS_EX_TOPMOST, game view never covered) + DOSBox-X -> 10,10 with foreground focus (keeps the emu thread at foreground priority so the RIO doesn't starve). Coexist cleanly: topmost renderer stays above the focused-but-non-topmost DOSBox. pod_deploy calls it last; re-run anytime the stack is disturbed. LAUNCH.md documents both. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
356 lines
15 KiB
Python
356 lines
15 KiB
Python
#!/usr/bin/env python3
|
|
"""Wire Dave's dpl3-revive renderer into our LIVE running pod.
|
|
|
|
Tails our device's VPX_FIFODUMP (VPXM records = the game's live VelociRender
|
|
wire), feeds each message into Dave's VirtualBoard, and renders every
|
|
draw_scene with his vrview software rasterizer in a real window -- using the
|
|
game's own camera (the player's RIO input drives it).
|
|
|
|
py live_bridge.py <live.fifodump>
|
|
"""
|
|
import os, sys, struct, time, math
|
|
import numpy as np
|
|
from _backend import pick_renderer
|
|
from vrboard import VirtualBoard, Msg, A
|
|
Renderer, backend = pick_renderer()
|
|
|
|
path = sys.argv[1]
|
|
catchup = sys.argv[2] if len(sys.argv) > 2 else None
|
|
board = VirtualBoard()
|
|
board.munga = False
|
|
# BRIDGE_W/BRIDGE_H size the main out-the-window render window (default the
|
|
# 832x512 debug size; pod deploy sets the main display's native res e.g.
|
|
# 800x600). BRIDGE_BORDERLESS=1 drops the title bar for a kiosk deploy.
|
|
r = Renderer(w=int(os.environ.get('BRIDGE_W', '832')),
|
|
h=int(os.environ.get('BRIDGE_H', '512')),
|
|
title=f"dpl3-revive renderer (Dave) -- LIVE from our pod [{backend}]")
|
|
r.fps = int(os.environ.get('BRIDGE_FPS', '60' if backend == 'GL' else '30'))
|
|
# eye TRIM on top of the camera position (live; render window must be
|
|
# focused): UP/DOWN = height +-1, LEFT/RIGHT = seat forward/back +-0.5
|
|
# along the look direction (user: the canopy reads as "sitting too far
|
|
# back" -- tune, then pin with FP_UPOFF / FP_FWDOFF). The chain camera
|
|
# carries the true cockpit eye so the default trims are 0; the vehicle-
|
|
# root fallback adds VEH_EYE below (12 was the hand-tuned value).
|
|
UPOFF = [float(os.environ.get('FP_UPOFF', '0'))]
|
|
FWDOFF = [float(os.environ.get('FP_FWDOFF', '0'))]
|
|
VEH_EYE = 12.0
|
|
# the un-overridden munga cam-chain method (fp_cam overrides r.cam_matrix
|
|
# every frame, so grab the bound original once)
|
|
CHAIN_CAM = r.cam_matrix
|
|
# torso twist: the 0x1f batch's 2f/5f joint entries are (sin,cos) of the
|
|
# joint angle keyed by the joint's DCS handle (calibrated live vs MADCAT.SUB
|
|
# +-130deg limits). The chain DCS values EXCLUDE joint angles, so the twist
|
|
# is composed onto the chain look direction in fp_cam. JOINTS holds the
|
|
# latest (sin,cos) per handle. FP_TWIST_SIGN flips, FP_TWIST=0 disables.
|
|
JOINTS = {}
|
|
TWIST_SIGN = float(os.environ.get('FP_TWIST_SIGN', '1'))
|
|
TWIST_ON = os.environ.get('FP_TWIST', '1') != '0'
|
|
|
|
def track_joints(payload):
|
|
"""Dave's backtracking 0x1f parse (vrboard.py), keeping the joint
|
|
(sin,cos) entries his board skips."""
|
|
p = payload
|
|
if len(p) < 8:
|
|
return
|
|
n = min(struct.unpack_from('<I', p, 0)[0], 64)
|
|
nodes = board.nodes
|
|
def parse(off, k):
|
|
if k == 0:
|
|
return [] if off == len(p) else None
|
|
if off + 4 > len(p):
|
|
return None
|
|
h = struct.unpack_from('<I', p, off)[0]
|
|
if nodes.get(h, {}).get('type') != 5:
|
|
return None
|
|
for nf in (12, 2, 5):
|
|
end = off + 4 + nf * 4
|
|
if end > len(p):
|
|
continue
|
|
rest = parse(end, k - 1)
|
|
if rest is not None:
|
|
return [(h, off + 4, nf)] + rest
|
|
return None
|
|
for h, o, nf in parse(4, n) or ():
|
|
if nf in (2, 5):
|
|
JOINTS[h] = struct.unpack_from('<2f', p, o)
|
|
|
|
def fp_cam(board, cache):
|
|
"""First-person cockpit camera, best source first:
|
|
1. HEAD-LOOK (default): the munga cam DCS chain's translation row = the
|
|
true cockpit eye, its +Z row = the look direction (follows torso
|
|
twist). The chain's full rotation is singular through our wire (two
|
|
rows collapse to +-Y), so only eye + Z row are trusted and the basis
|
|
is rebuilt y-up. FP_CAM=vehicle forces the fallback.
|
|
2. Fallback: the player vehicle's 0x1f root pose -- eye at hull + VEH_EYE,
|
|
forward = -Z row (FP_FWD_SIGN flips)."""
|
|
anim = board.anim_abs
|
|
chain = cache.cam_chain
|
|
h = None
|
|
if chain and chain[-1] in anim:
|
|
h = chain[-1]
|
|
elif anim:
|
|
h = max(anim, key=lambda k: float(np.abs(np.array(anim[k][9:12])).sum()))
|
|
# h may be None before the FIRST vehicle articulation arrives (a freshly
|
|
# dropped mech that hasn't moved sends no 0x1f yet -- both -egg and the
|
|
# console flow). The CHAIN camera below works fine without it; bailing
|
|
# out here left the raw default chain convention on screen, which put
|
|
# the pre-movement view inside the mech's own geometry.
|
|
R = t = None
|
|
if h is not None:
|
|
fp_cam.root = h # player vehicle root DCS (for the pick backchannel)
|
|
f = anim[h]
|
|
R = np.array(f[:9]).reshape(3, 3)
|
|
t = np.array(f[9:12])
|
|
worldup = np.array([0.0, 1.0, 0.0])
|
|
eye = fwd = None
|
|
if os.environ.get('FP_CAM', 'chain') != 'vehicle':
|
|
try:
|
|
Mc = np.asarray(CHAIN_CAM(board), float)
|
|
ec, fc = Mc[3, :3], Mc[2, :3] # eye row; look = +Z row here
|
|
n = np.linalg.norm(fc)
|
|
if (np.isfinite(ec).all() and n > 1e-6 and
|
|
(t is None or np.linalg.norm(ec - t) < 100.0)):
|
|
eye = ec + worldup * UPOFF[0]
|
|
fwd = fc / n
|
|
except Exception:
|
|
pass
|
|
if eye is None and R is None:
|
|
return None
|
|
if eye is None:
|
|
# vehicle-root fallback: -Z row rendered forward (user-verified);
|
|
# FP_FWD_SIGN flips it back if needed.
|
|
fwd = float(os.environ.get('FP_FWD_SIGN', '-1')) * R[2]
|
|
n = np.linalg.norm(fwd)
|
|
if n < 1e-6:
|
|
return None
|
|
fwd = fwd / n
|
|
eye = t + worldup * (VEH_EYE + UPOFF[0])
|
|
# NOTE: a bridge-level "head-glance axis fix" (swap the hat glance's yaw<->
|
|
# pitch) was tried 2026-07-07 and REVERTED: the hat glance, torso twist and
|
|
# the stick-Y torso pitch all compose into this one look-vector and can't be
|
|
# separated here (we only have the vehicle ROOT pose, not the torso joints),
|
|
# so the swap also flipped the stick-Y vertical aim into yaw. The hat
|
|
# left/right->up/down permutation must be fixed at the source (device
|
|
# head-DCS decode -- the chain rotation is degenerate: X/Y rows collapse to
|
|
# +-Y) or in the vRIO input mapping, without touching the look-vector.
|
|
# torso twist: yaw the look direction by any chain-member joint angle
|
|
# (jointtorso lives IN the cam chain; the shadow joint does not)
|
|
if TWIST_ON:
|
|
for jh in (chain or ()):
|
|
sc = JOINTS.get(jh)
|
|
if sc is None:
|
|
continue
|
|
th = TWIST_SIGN * math.atan2(sc[0], sc[1])
|
|
cs, sn = math.cos(th), math.sin(th)
|
|
fwd = np.array([cs * fwd[0] + sn * fwd[2], fwd[1],
|
|
-sn * fwd[0] + cs * fwd[2]])
|
|
eye = eye + fwd * FWDOFF[0] # seat forward/back trim
|
|
back = -fwd
|
|
right = np.cross(worldup, back)
|
|
rn = np.linalg.norm(right)
|
|
if rn < 1e-6:
|
|
return None
|
|
right /= rn
|
|
up = np.cross(back, right)
|
|
# FP_RIGHT_SIGN=-1 mirrors the image X (verified: exact fliplr). Tried as a
|
|
# yaw fix 2026-07-06 but the inverted-yaw report was about the NATIVE C++
|
|
# render, not this bridge -- the mirror just flipped the arena layout and
|
|
# made the bridge yaw wrong too. Keep +1 (the validated look).
|
|
right *= float(os.environ.get('FP_RIGHT_SIGN', '1'))
|
|
M = np.eye(4)
|
|
M[0, :3], M[1, :3], M[2, :3], M[3, :3] = right, up, back, eye
|
|
return M
|
|
|
|
def send_cam(M):
|
|
# Backchannel on the fifosock: hand the device OUR camera (the
|
|
# user-validated cockpit view, twist + glance included) so its reticle
|
|
# raycast aims where the player actually looks. The device's own view
|
|
# decode sits at the static view-node pose, which aimed every pick --
|
|
# and thus every missile volley and laser beam -- at one fixed wrong
|
|
# world point (the "missiles fly off to a fixed spot" bug).
|
|
if sock is None:
|
|
return
|
|
eye, fwd = M[3, :3], -M[2, :3]
|
|
# 7th field: player vehicle root DCS -- the device skips instances on
|
|
# this articulation subtree (own arms/torso/muzzle-flash), which the ray
|
|
# grazes intermittently and which retargeted mid-volley missiles.
|
|
root = getattr(fp_cam, 'root', 0) or 0
|
|
try:
|
|
sock.send(f"CAM {eye[0]:.3f} {eye[1]:.3f} {eye[2]:.3f} "
|
|
f"{fwd[0]:.6f} {fwd[1]:.6f} {fwd[2]:.6f} {root:x}\n".encode())
|
|
except OSError:
|
|
pass
|
|
|
|
def render(board):
|
|
try:
|
|
pg = r.pygame
|
|
for ev in pg.event.get(): # drain before r.draw; tune eye height
|
|
if ev.type == pg.QUIT:
|
|
raise KeyboardInterrupt
|
|
if ev.type == pg.KEYDOWN:
|
|
hstep = {pg.K_UP: 1, pg.K_DOWN: -1}.get(ev.key)
|
|
fstep = {pg.K_RIGHT: 0.1, pg.K_LEFT: -0.1}.get(ev.key)
|
|
sstep = {pg.K_EQUALS: 0.05, pg.K_MINUS: -0.05,
|
|
pg.K_KP_PLUS: 0.05, pg.K_KP_MINUS: -0.05}.get(ev.key)
|
|
if hstep:
|
|
UPOFF[0] += hstep
|
|
if fstep:
|
|
FWDOFF[0] += fstep
|
|
if sstep:
|
|
try:
|
|
import vrview_gl
|
|
vrview_gl.HUDSCALE[0] = max(
|
|
0.2, vrview_gl.HUDSCALE[0] + sstep)
|
|
print(f"HUD scale = {vrview_gl.HUDSCALE[0]:.2f}",
|
|
flush=True)
|
|
except Exception:
|
|
pass
|
|
if hstep or fstep:
|
|
print(f"eye trim: height {UPOFF[0]:+.1f} "
|
|
f"forward {FWDOFF[0]:+.1f}", flush=True)
|
|
r.cache.maybe_rebuild(board)
|
|
M = fp_cam(board, r.cache)
|
|
if M is not None:
|
|
r.cam_matrix = lambda _b, _M=M: _M
|
|
send_cam(M)
|
|
r.draw(board)
|
|
except KeyboardInterrupt:
|
|
raise
|
|
except Exception as e:
|
|
global _render_errs
|
|
_render_errs = globals().get('_render_errs', 0) + 1
|
|
if _render_errs <= 3:
|
|
import traceback
|
|
print(f"render error #{_render_errs}: {e}", flush=True)
|
|
traceback.print_exc()
|
|
sys.stdout.flush()
|
|
|
|
# wire source: a fifodump file to tail, or "tcp:<port>" = the device's
|
|
# VPX_FIFOSOCK live tee (same VPXM records, no file-poll quantum; recv blocks
|
|
# until data arrives so wire-to-render latency is the socket itself).
|
|
tcp_port = int(path[4:]) if path.startswith('tcp:') else None
|
|
sock = None
|
|
|
|
def read_chunk():
|
|
global sock
|
|
if tcp_port is None:
|
|
return f.read(1 << 20)
|
|
if sock is None:
|
|
import socket as sk
|
|
while True:
|
|
s = sk.socket()
|
|
try:
|
|
s.connect(('127.0.0.1', tcp_port))
|
|
s.settimeout(0.02) # idle cap: keeps the event pump alive
|
|
s.setsockopt(sk.IPPROTO_TCP, sk.TCP_NODELAY, 1)
|
|
print("fifosock connected", flush=True)
|
|
sock = s
|
|
break
|
|
except OSError:
|
|
time.sleep(0.3)
|
|
try:
|
|
c = sock.recv(1 << 20)
|
|
except TimeoutError:
|
|
return b''
|
|
except OSError:
|
|
sock = None
|
|
return b''
|
|
if c == b'':
|
|
print("fifosock closed; reconnecting", flush=True)
|
|
sock = None
|
|
return c
|
|
|
|
if tcp_port is None:
|
|
print(f"waiting for {path} ...")
|
|
while not os.path.exists(path):
|
|
time.sleep(0.2)
|
|
f = open(path, 'rb')
|
|
elif catchup and os.path.exists(catchup):
|
|
# a socket client joining mid-mission missed the scene-create records;
|
|
# replay the archival fifodump first (no rendering), then ride the tee.
|
|
# Records between our EOF and the socket accept are lost -- poses are
|
|
# absolute so the state self-heals within a frame.
|
|
data = open(catchup, 'rb').read()
|
|
o = fed = 0
|
|
while o + 8 <= len(data):
|
|
if data[o:o + 4] != b'VPXM':
|
|
o += 1; continue
|
|
ln = struct.unpack_from('<I', data, o + 4)[0]
|
|
if o + 8 + ln > len(data):
|
|
break
|
|
body = data[o + 8:o + 8 + ln]; o += 8 + ln
|
|
if len(body) >= 4:
|
|
a = struct.unpack_from('<I', body, 0)[0]
|
|
if a < 0x100:
|
|
try: board.handle(Msg(False, 0xff, a, body[4:]))
|
|
except Exception: pass
|
|
if a == 0x1f:
|
|
try: track_joints(body[4:])
|
|
except Exception: pass
|
|
fed += 1
|
|
print(f"catchup: {fed} records from {catchup}", flush=True)
|
|
print("tailing live wire -> Dave's renderer; drive the pod")
|
|
|
|
pending = b''
|
|
frames = 0
|
|
skipped = 0
|
|
last_report = time.time()
|
|
while True:
|
|
chunk = read_chunk()
|
|
if chunk:
|
|
pending += chunk
|
|
# Slice ALL complete records out of the buffer first, so we know which
|
|
# draw_scene is the newest. Rendering every draw_scene in arrival order
|
|
# means any render slowdown plays the mission slower than real time and
|
|
# the view drifts seconds behind the game (backpressure hides in the
|
|
# socket, not in len(pending)). State records all still apply, in order;
|
|
# only superseded frame PRESENTS are skipped -- the view latches to the
|
|
# freshest frame no matter how slow GL is.
|
|
records = []
|
|
off = 0
|
|
n = len(pending)
|
|
while n - off >= 8:
|
|
if pending[off:off + 4] != b'VPXM':
|
|
off += 1
|
|
continue
|
|
ln = struct.unpack_from('<I', pending, off + 4)[0]
|
|
if n - off < 8 + ln:
|
|
break # incomplete record: wait for more
|
|
records.append(pending[off + 8:off + 8 + ln])
|
|
off += 8 + ln
|
|
pending = pending[off:]
|
|
last_draw = -1
|
|
for i, body in enumerate(records):
|
|
if len(body) >= 4 and struct.unpack_from('<I', body, 0)[0] == 9:
|
|
last_draw = i
|
|
for i, body in enumerate(records):
|
|
if len(body) < 4:
|
|
continue
|
|
action = struct.unpack_from('<I', body, 0)[0]
|
|
if action < 0x100:
|
|
try:
|
|
board.handle(Msg(False, 0xff, action, body[4:]))
|
|
except Exception:
|
|
pass
|
|
if action == 0x1f: # torso/limb joint angles ride here
|
|
try: track_joints(body[4:])
|
|
except Exception: pass
|
|
if action == 9: # draw_scene -> present a frame
|
|
if i == last_draw:
|
|
render(board)
|
|
frames += 1
|
|
else:
|
|
skipped += 1
|
|
if not chunk:
|
|
try: r.pump()
|
|
except KeyboardInterrupt: break
|
|
except Exception: pass
|
|
if tcp_port is None:
|
|
time.sleep(0.02) # socket mode already waited in recv
|
|
if time.time() - last_report > 4:
|
|
last_report = time.time()
|
|
print(f"frames={frames} skipped={skipped} nodes={len(board.nodes)} "
|
|
f"uploads={len(board.uploads)} tex={len(board.tex)} "
|
|
f"munga={board.munga} anim_abs={len(board.anim_abs)} "
|
|
f"backlog={len(pending)}B", flush=True)
|