Files
TeslaRel410/restoration/source410/BT_L4/BTL4VID.HPP
T
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

100 lines
3.4 KiB
C++

//===========================================================================//
// File: btl4vid.hpp //
// Project: BattleTech //
// Contents: Implementation details for the BT video renderer //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(BTL4VID_HPP)
# define BTL4VID_HPP
# if !defined(L4VIDEO_HPP)
# include <l4video.hpp>
# endif
# include <dpl.h>
# include <dplutils.h>
//###########################################################################
//####################### BTL4VideoRenderer #############################
//###########################################################################
class BTL4VideoRenderer:
public DPLRenderer
{
public:
BTL4VideoRenderer(
RendererRate calibration_rate,
RendererComplexity calibration_complexity,
RendererPriority calibration_priority,
InterestType interest_type,
InterestDepth depth_calibration
);
~BTL4VideoRenderer();
protected:
void
LoadMissionImplementation(Mission *mission);
//
// (A diagnostic ExecuteImplementation wrapper briefly lived here to
// count dynamic renderables per frame; it cannot exist, because
// DPLRenderer::ExecuteImplementation is PRIVATE -- virtual dispatch
// reaches it, but a subclass cannot chain it by name. The question
// it was built to answer got answered by the wire instead: zero
// vr_flush_dcs_artic records because NO dynamic renderable existed
// -- the engine rejects Skeleton resources, so chaining the base for
// the mech built nothing. See MakeEntityRenderables.)
//
//
// The bottom of this virtual chain is
// VideoRenderer::MakeEntityRenderables (VIDREND.CPP:231), whose own
// comment says it is only reached when nobody above could figure out
// what to build -- and it just complains. The engine's DPLRenderer
// layer knows the ENGINE classes; the game's own classes are ours.
//
void
MakeEntityRenderables(
Entity *entity,
ResourceDescription *model_resource,
ViewFrom view_type);
//
// The mech's model resource is a SKELETON, not an object, and the
// engine rejects it ("wrong video resource type") because building
// one is the GAME renderer's job. Shape taken from the surviving
// sibling header CODE/RP/RP_L4/RPL4VID.HPP.
//
dpl_DCS *
ReadSKLFile(
Entity *entity,
dpl_DCS *parent_dcs,
const char *skeleton_filename,
ViewFrom view_type);
dpl_DCS *
RecurseSKLFile(
Entity *entity,
dpl_DCS *parent_dcs,
NotationFile *skeleton,
const char *page_name,
int recursion_depth,
ViewFrom view_type,
dpl_ZONE *zone,
int *node_count,
int *object_count);
protected:
int reserved[16];
};
#endif