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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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