The crash that has killed lifecycle2.conf since somewhere in 5.3.26..120 was never in the missile code. The map named Missile::MoveAndCollide because it resolves the nearest preceding symbol; the instruction bytes named the truth: mov eax,[ebx+0x128]; mov eax,[eax]; mov eax,[eax+0xFC] = mech->subsystemArray[0]->member through a NULL slot 0. Roster slot 0 is the CONTROLS MAPPER, and the BT_SPAWN_ENEMY dev enemy never got one -- SetMappingSubsystem is only called on the player's viewpoint mech. The binary never NULL-checks that slot (mech2's advancers, the master perf's duck evaluation and the effectiveness census all deref it bare, correctly: a real mech always has its mapper), so the enemy faulted the first frame it reached one of those reads. Nothing dereferenced a non-player mech's mapper before the gait arc, which is exactly why it lay hidden. The object was proven by the fault-address rule this project already learned: the faulting member offset MOVED 0xFC -> 0x100 across the 5.3.125 build, which added ejectLatch to MechControlsMapper -- a 4-byte layout shift in the very class being dereferenced. The dev enemy now installs a plain MechControlsMapper (inert without device input), preserving the binary's contract. VERIFIED end to end: kill -> respawn -> second kill -> OUT OF LIVES -> mission end -> clean DOS exit, zero exceptions -- the full lifecycle is green for the first time since 5.3.25. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
128 lines
7.3 KiB
Markdown
128 lines
7.3 KiB
Markdown
# MISSILE.CPP / SEEKER.CPP / MISTHRST.CPP / PROJTILE.CPP — the flying rounds
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**Status: LIVE and DEFAULT (5.3.19) — the full entity lifecycle is verified:
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spawn → guided flight → proximity detonation → death-row teardown, 20/20/20
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over a 110s mutual fight with zero faults. `BT_MISSILE_INSTANT=1` keeps the
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5.3.18a instant-hit delivery as an A/B dev opt-out.**
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## Interfaces
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- `SEEKER.HPP` + `MISTHRST.HPP` are AUTHENTIC survivors (CODE/BT/BT/). The
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Subsystem base chain is the NAME ctor (binary FUN_0041c52c) with the
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shipped strings "Seeker" @00512e1e and **"MissleThruster"** @00512e25 (the
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1995 misspelling is authentic — keep it).
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- `MISSILE.HPP` / `PROJTILE.HPP` are STAGED (only MISSILE.TCP / PROJTILE.TCP
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survive). Binary chain: Entity → Projectile (@004be1bc, 0x340) → Missile
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(@004bf5b4, vtable @00512f2c, 0x368). Our staged chain matches:
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Projectile : Mover (make-message path), Missile : Projectile.
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## What is verified live (BT_MISSILE_FLIGHT=1 fight run)
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ONE cluster Missile entity per SRM salvo, spawned through the real Mover make
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machinery mid-weapon-sim (the Entity ctor self-registers — the engine
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tolerates mid-roster-walk creation, as the binary did); flight telemetry
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shows thruster acceleration (150→153 u/s) and closing range; the proximity
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fuse (rangeToTarget <= 20u staged) delivers `damageData` (salvo-split amount,
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burstCount=missileCount) exactly once via TakeDamageMessage with the LAUNCHER
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as inflictor; lifetime fizzle retires unexploded rounds. Guidance constants
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are binary-decoded (steer deadband 1e-4, turn gain 4.0, seeker loft
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200/50/300/0.1 — .rdata @004bec18/@004bf594).
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## The teardown crash — SOLVED (5.3.19)
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The dtor-chain bisect (logs in ~Missile/~Projectile/~Seeker/~MissileThruster)
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showed the whole chain COMPLETING, then the fault. The killer was the third
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strike of the uninitialized-zone-array trap: the staged spawn uses the MECH
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FAMILY's resourceID, whose DamageZoneStream makes the Entity base ctor
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allocate the 20-pointer `damageZones[]` array (entity.cpp:1032, slots
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UNINITIALIZED) — the Missile never fills it, and `~Entity`'s teardown loop
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`if (damageZones[i]) delete damageZones[i]` called 20 virtual dtors through
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trash vtables (EIP-in-heap AFTER the subsystem dtors — exactly the bisect
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signature). FIX: the Projectile ctor NULLs every inherited zone slot.
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**RULE (three crashes now): any entity subclass that does not FILL the
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allocated zone array must NULL it — the Entity base never initializes the
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slots, on construction OR destruction.** Also fixed en route: the Subsystem
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NAME ctor left `damageZone` uninitialized (the resource ctor NULLs it).
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Ruled out along the way: AlwaysExecute flags, interestZoneID (message base
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NULLs it), the subsystemArray idiom, Sensor caching, FryDeathRow timing (an
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app task, one delete per frame, not mid-walk).
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## Engine truths learned (load-bearing)
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- `ResourceFile::SearchList(id, type)` CRASHES (@0x414938) when `id` is not
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in the top-level directory — it derefs its inner FindResourceDescription
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unconditionally. `FindResourceDescription(int)` is the NULL-safe probe.
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- Resource IDs in MakeMessages must be FAMILY ids: the Mover base ctor runs
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its own `SearchList(resourceID, GameModelResourceType)`, and member
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resources resolve only through their family head.
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- The streamed `explosionModelFile` IS a resource FAMILY id after all
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(5.3.20 decode): SRM6's 17 = **'mslhit'** — a 3-member family:
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VideoModel (id 225, 100 bytes), AudioStreamList (id 227), and an 8-byte
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GameModel (id 228) = `{ int 498, Scalar maxTimeOfFlight }` — SRM reads
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**5.0 s** (range 800 at ~160 u/s checks out). Resource TYPE numbering
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(RESOURCE.HPP): 1 ModelList, 9 BoxedSolidStream, 10 VideoModel,
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**15 GameModel**, 17 SubsystemModelStream, 18 GaugeImageStream,
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20 DamageZoneStream, 21 SkeletonStream, 30 ExplosionTableStream. A
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family's raw stream = `int count` + count member resource ids (what
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SearchList walks).
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- **NoCollisionVolumeFlag is LOAD-BEARING on projectile spawns**: collision
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volumes are the Mover DEFAULT (`IsCollisionVolume()` = the flag NOT set),
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and the ctor then demands a BoxedSolidStream member — which a projectile
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family doesn't carry (SearchList NULL → Lock() page fault; the mech
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family works because bhk1 carries blh_cv.sld). The round's collision is
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the world query / proximity fuse.
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- The original SearchList crash (@0x414938) is the missing-MEMBER case:
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`Check(res)` on a member id that doesn't resolve is compiled out in opt
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and the walk derefs NULL. Probe families manually (FindResourceDescription
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per member) before handing them to engine paths.
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- The spawn keeps the resolved family LOCKED (no Unlock) — the launcher
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holds its projectile model resident, as the binary does.
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## Staged / deferred
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- Muzzle = mech origin; the authored MuzzleVelocity arc through the MOUNT
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segment world frame (fire builder @0x4bcc60:8758-64, z NEGATED + mech
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velocity) is the muzzle wave.
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- Lifetime is AUTHORED now (5.0 s from the mslhit GameModel, sanity-banded
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[0.5, 30] so the owner-family fallback's mech record keeps the default);
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burn (2s @120 u/s²), launch speed (150 u/s) and fuse radius (20u) remain
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staged — BT411's model +0x44/+0x48/+0x50 offsets describe a bigger record
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than the 8-byte 4.10 GameModel, so thrust/detonation-mode live elsewhere
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(candidates: the VideoModel record's tail, or per-launcher resources).
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- Cluster SPLASH + explosion entity (ClassID 0x5C @004be078), world-geometry
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collision (@0042291c), target-velocity intercept lead, Missile
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WriteUpdateRecord (tag 0x78) for MP replication.
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## SOLVED (5.3.126): the lifecycle kill-cycle crash was a MISSING MAPPER
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Symptom: `lifecycle2.conf` died seconds after the SRM salvos with
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`Exception 0E ... illegal address 000000FC`, EBX = the spawned enemy mech.
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The map put the EIP inside `Missile::MoveAndCollide` -- **a red herring**:
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the map resolves the nearest PRECEDING symbol, and the real faulting code
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was a mech-side inline.
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The instruction settled it: `mov eax,[ebx+0x128]; mov eax,[eax];
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mov eax,[eax+0xFC]` = `mech->subsystemArray[0]->member` with
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subsystemArray[0] NULL. **Roster slot 0 is the controls mapper, and the
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BT_SPAWN_ENEMY dev enemy never got one** -- `SetMappingSubsystem` is
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called only from BTL4APP's viewpoint-entity path, i.e. for the PLAYER's
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mech. The binary never NULL-checks slot 0 (mech2's advancers, the master
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perf's duck evaluation and the census all deref it bare, correctly: a
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real mech always has its mapper), so the first frame the enemy reached
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one of those reads, it faulted.
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CONFIRMING EVIDENCE (the fault-address rule, used properly this time):
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the faulting member offset MOVED 0xFC -> 0x100 across the 5.3.125 build,
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which added `ejectLatch` to MechControlsMapper -- a 4-byte layout shift
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in exactly the class being dereferenced. That named the object beyond
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doubt.
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Why it lay hidden since ~5.3.26: before the gait arc nothing dereferenced
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a non-player mech's mapper. `Missile::MoveAndCollide` was never involved;
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the missile flight path is exonerated.
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FIX: the dev enemy spawn now installs a plain `MechControlsMapper` (inert
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without device input) in slot 0, preserving the binary's contract.
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VERIFIED: full lifecycle green -- kill -> respawn -> second kill -> OUT OF
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LIVES -> mission end -> clean DOS exit, zero exceptions.
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