Files
TeslaRel410/restoration/source410/MUNGA/AUDREND.HPP
T
CydandClaude Fable 5 5b35eb973c 4.10 reconstruction: BTL4OPT.EXE links clean and BOOTS to the first staged brick
The reconstructed tree now produces a runnable binary with the authentic
1995 toolchain (BC4.52 / tlink32 / DPMI32):

- BTL4.CPP main TU reconstructed from the 4.11 Ghidra decomp (FUN_0040109c)
  + the 4.10 binary's own string pool + surviving RPL4TOOL.CPP house style;
  probe_main.cpp scaffold retired (BTL4.NOTES.md documents every decoded call)
- L4NET.CPP staged: L4NetworkManager ctor/dtor + 10 vtable-pulled virtuals
  (standalone-benign ones no-op, network ones Fail loudly) + NetNub client
  globals (Net_Common_Ptr=NULL routes L4File to its plain-DOS path)
- build410.sh: libs now built in the AUTHENTIC makefile member order
  (MUNGA.MAK / mungal4.mak / BT.MAK / BTL4.MAK). Order is load-bearing:
  tlink emits static-init records in module pull order, and alphabetical
  order booted into a null-vptr crash (IcomManager::ClassDerivations
  constructing before parent NetworkClient::ClassDerivations). Also fixed
  stage_link to the proven 32-bit lib set (SOSDBXC+SOSMBXC, no WATTCPLG)
- BOXTREE.HPP MemoryBlock unify, BTL4GRND notify stubs, remaining engine
  backfills (audio/gauge/resource/stream TUs) that closed the deep ledger

Smoke test (DOSBox-X + 32RTM, copy of the pod BT tree, our exe swapped in):
  BattleTech v4.10
  BTL4Application::BTL4Application
  l4net.cpp(22): L4NetworkManager -- l4net.cpp not yet reconstructed
Static init, main, -egg parse, BTL4.RES load (version 1.0.6 check passes),
ApplicationManager and the BTL4Application ctor chain all execute real
reconstructed code; boot halts at the first staged Fail() as designed.
Next brick: the real l4net.cpp body.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-19 19:05:53 -05:00

268 lines
6.2 KiB
C++

#if !defined(AUDREND_HPP)
# define AUDREND_HPP
# if !defined(RENDERER_HPP)
# include <renderer.hpp>
# endif
# if !defined(AUDIO_HPP)
# include <audio.hpp>
# endif
# if !defined(AUDSRC_HPP)
# include <audsrc.hpp>
# endif
# if !defined(AUDWGT_HPP)
# include <audwgt.hpp>
# endif
# if !defined(EVENT_HPP)
# include <event.hpp>
# endif
# if !defined(VCHAIN_HPP)
# include <vchain.hpp>
# endif
# if !defined(L4AUDHDW_HPP)
# include <l4audhdw.hpp>
# endif
//##########################################################################
//######################## AudioRenderer #############################
//##########################################################################
class AudioEvent;
class AudioRenderer:
public Renderer
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction, Testing
//
public:
AudioRenderer(RendererRate render_rate);
~AudioRenderer();
Logical
TestInstance() const;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Renderer Interface
//
public:
virtual void
Initialize();
void
LinkToEntity(Entity *entity);
AudioHead*
GetAudioHead();
AudioFrameCount
GetAudioFrameCount();
void
PostAudioRequestMessage(
AudioSource *audio_source,
AudioSource::RequestMessage *message
);
Logical
ProcessAudioRequestMessage();
void
FlushAudioMessages(AudioSource *audio_source);
Logical
ExecuteBackground();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Implementations
//
protected:
void
ExecuteImplementation(
RendererComplexity complexity_update,
RendererOrigin::InterestingEntityIterator *iterator
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private Methods
//
private:
virtual AudioHead*
MakeAudioHead();
void
StartEntityEffectImplementation(
Entity *entity,
DamageZone *damage_zone,
ResourceDescription::ResourceID resource_ID
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Private data
//
private:
typedef VChainOf<AudioEvent*, AudioWeighting>
AudioEventSocket;
typedef VChainIteratorOf<AudioEvent*, AudioWeighting>
AudioEventIterator;
AudioHead
*audioHead;
AudioEventSocket
audioEventSocket;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Audio Renderer Statistics
//
#ifdef LAB_ONLY
public:
int
sourceClippedCount;
int
sourceStartCount;
int
sourceSuspendCount;
int
sourceResumeCount;
int
doubleTriggerCount;
int
resourceStealCount;
int
resourceStealPriorityCount;
int
resourceStealVolumeCount;
int
stealShortDurationCount;
#endif
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer inlines ~~~~~~~~~~~~~~~~~~~~~~~~
inline AudioHead*
AudioRenderer::GetAudioHead()
{
Check(audioHead);
return audioHead;
}
inline AudioFrameCount
AudioRenderer::GetAudioFrameCount()
{
Check(audioHead);
return audioHead->GetAudioFrameCount();
}
inline Logical
AudioRenderer::ExecuteBackground()
{
Check(this);
return ProcessAudioRequestMessage();
}
//~~~~~~~~~~~~~~~~~~~~~~~~ AudioRenderer profile macros ~~~~~~~~~~~~~~~~~~~~
#if defined(TRACE_AUDIO_RENDERER)
extern BitTrace Audio_Renderer;
#define SET_AUDIO_RENDERER() Audio_Renderer.Set()
#define CLEAR_AUDIO_RENDERER() Audio_Renderer.Clear()
#else
#define SET_AUDIO_RENDERER()
#define CLEAR_AUDIO_RENDERER()
#endif
#if defined(TRACE_AUDIO_RENDERER_CREATE_OBJECTS)
extern BitTrace Audio_Renderer_Create_Objects;
#define SET_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Set()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS() Audio_Renderer_Create_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_CREATE_OBJECTS()
#define CLEAR_AUDIO_RENDERER_CREATE_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_DESTROY_OBJECTS)
extern BitTrace Audio_Renderer_Destroy_Objects;
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Set()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS() Audio_Renderer_Destroy_Objects.Clear()
#else
#define SET_AUDIO_RENDERER_DESTROY_OBJECTS()
#define CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS()
#endif
#if defined(TRACE_AUDIO_RENDERER_START_HANDLER)
extern BitTrace Audio_Renderer_Start_Handler;
#define SET_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Set()
#define CLEAR_AUDIO_RENDERER_START_HANDLER() Audio_Renderer_Start_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_START_HANDLER()
#define CLEAR_AUDIO_RENDERER_START_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_STOP_HANDLER)
extern BitTrace Audio_Renderer_Stop_Handler;
#define SET_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Set()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER() Audio_Renderer_Stop_Handler.Clear()
#else
#define SET_AUDIO_RENDERER_STOP_HANDLER()
#define CLEAR_AUDIO_RENDERER_STOP_HANDLER()
#endif
#if defined(TRACE_AUDIO_RENDERER_EXECUTE)
extern BitTrace Audio_Renderer_Execute;
#define SET_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Set()
#define CLEAR_AUDIO_RENDERER_EXECUTE() Audio_Renderer_Execute.Clear()
#else
#define SET_AUDIO_RENDERER_EXECUTE()
#define CLEAR_AUDIO_RENDERER_EXECUTE()
#endif
//##########################################################################
//######################### AudioEvent ###############################
//##########################################################################
#define AUDIOEVENT_MEMORYBLOCK_ALLOCATION (20)
class AudioEvent:
public Node
{
friend class AudioRenderer;
private:
AudioEvent(
AudioSource *target,
AudioSource::RequestMessage *message
);
~AudioEvent();
static MemoryBlock AllocatedMemory;
void* operator new(size_t) { return AllocatedMemory.New(); }
void operator delete(void *where) { AllocatedMemory.Delete(where); }
void
Process();
void
ReleaseLinkHandler(
Socket *socket,
Plug *plug
);
AudioSource::RequestMessage
*messageToSend;
SlotOf<AudioSource*>
targetReceiver;
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioEvent inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
inline void
AudioEvent::Process()
{
Check(targetReceiver.GetCurrent());
targetReceiver.GetCurrent()->Receive(messageToSend);
Unregister_Object(this);
delete this;
}
#endif