Files
CydandClaude Fable 5 eefb8054e0 Catalog: launch-key convention, TeslaRel410 product, drop vPOD entry
- Adopt the launch-key convention (documented in the Apps.xml header):
  fresh Guid = product id, first Launch key reuses it, each extra entry
  increments the last hex digit (wrapping F->0). Never a -1 suffix:
  keys parse as System.Guid and silently collapse to Guid.Empty.
- Rewrite BT411 LC/MR + RIOJoy keys to the convention. RP4.11 LC/MR stay
  pinned to the original console's hardcoded Guids (SiteManagement
  constants + diff tests).
- Remove vPOD from the shipped catalog: dev tool, never a console-deployed
  product (README documents the ad-hoc Add Product path instead).
- Add TeslaRel410 (DOSBox-X preservation pods): six entries, BT/RP 4.10 x
  GameClient/LC/MR, all C:\Games\TeslaPod410\pod-launch.exe with mode
  bt/rp. LC/MR boot identically (role assigned via egg hostType) and no
  {res} token (output size fixed per rig at postinstall).
- CatalogTests: now 5 products / 14 entries; full diff suite 106/106.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:21:00 -05:00

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# vPOD — virtual pod / game-client stand-in
A test tool that impersonates a Tesla game client (Red Planet's `rpl4opt.exe`
or BattleTech's `btl4.exe`) so the operator **consoles can be exercised without
real cockpit hardware**. It speaks the Munga command/control protocol as a
server on TCP 1501 — the console connects to it exactly as it would a real pod —
emulates the pod `ApplicationState` machine, reassembles the streamed egg, and
shows everything on a live display.
It also impersonates the pod's **TeslaLauncher service** (the "Launcher / Site
Management" column), so the console's Manage Site — provisioning, Install /
Uninstall Product, launch/kill, volume, restart/shutdown — can be tested
end-to-end with no cockpit and **no console changes**. See
[Site management / virtual launcher](#site-management--virtual-launcher).
## What it does
- **Listens on TCP 1501** (configurable) and answers the console's
`StateQuery` with a `StateResponse`, reporting the game (`ApplicationID`) and
the current `ApplicationState`.
- **Walks the mission lifecycle** the console drives it through:
`WaitingForEgg → LoadingMission → WaitingForLaunch → LaunchingMission →
RunningMission → …`, reacting to the egg stream and to Run / Stop / Abort /
Suspend / Resume messages, and acknowledging the egg.
- **End-mission graceful exit + watchdog restart** — on the console's end-mission
command the "game exe" exits (the listener closes, the console's connection
drops), then a watchdog relaunches it a moment later and it comes back up in
`WaitingForEgg`. This is the real pod's per-game cycle (`autoRestart`); the
*Restart game after mission ends (watchdog)* checkbox (on by default) toggles
it — unchecked, the pod just returns to `WaitingForEgg` without exiting.
- **Pod Power (Power On / Power Off)** — the whole virtual machine: Power Off
darkens the game listener AND the launcher / site-management side; Power On
boots the launcher (or provisioning beacons) and auto-starts the game, like a
real pod booting with an `autoRestart` product installed.
- **Start Game / Stop Game** — just the emulated game "exe", separate from pod
power: Stop Game closes the Munga listener (the console's game connection
drops) while the pod and its launcher service stay up — the state of a pod
whose game client crashed or was killed. **Reset** returns a running game to
`WaitingForEgg`.
- **Reassembles and shows the egg** the console streams (the `EggFileMessage`
chunks), one field per line, with a summary line (adventure / map / scenario /
pilot count). The last egg is **kept** across missions/restarts (so it can be
copied for dev use) until the **Clear** button empties the viewer.
- **Game toggle** — a Red Planet ⇄ BattleTech switch on the window changes which
`ApplicationID` the pod reports, live, so one vPOD can stand in for either
game. (`-app rp|bt` sets the initial choice.)
- A **newest-first protocol log** of the traffic.
## Running it
```
vPOD.exe [-net <port>] [-app rp|bt] [-lc|-mr] [-host <id>] [-res W H] [-nomanage]
```
- `-net <port>` Munga control port (default **1501**).
- `-app rp|bt` which game to report initially (also switchable in the UI).
- `-lc` / `-mr` live-camera / mission-review role (cosmetic; the state model is
identical to a game machine).
- `-host <id>` responding host id reported in state responses (default 1).
- `-res W H` accepted and ignored (real clients take it; kept for drop-in
launch compatibility).
- `-nomanage` vPOD-only: disable the virtual launcher / site-management side
(no provisioning beacons, no TCP 53290 listener) — e.g. when a real
TeslaLauncher runs on the same machine, or for a second vPOD instance.
## Site management / virtual launcher
vPOD's right-hand column is a stand-in for the pod's **TeslaLauncher service**:
the OFB-encrypted, framed-JSON `ILauncherService` RPC on **TCP 53290** that the
console's Manage Site and squad/pod panel talk to (`Tesla.Contract` /
`Tesla.SecureConfig` are the same shared wire libraries both real ends use).
### Provisioning (first run)
The console only talks to a pod's launcher after minting a 32-byte session key
for it via the SecureConfig **Configure** flow, so an unprovisioned vPOD
behaves like a freshly-imaged pod — minus the NIC/registry changes (the
assigned network config is shown in the window but never applied):
1. Run vPOD (no `-nomanage`). It broadcasts `RQST` beacons and displays a
**Request ID** and **Passphrase** (the real pod shows these on its screen).
2. In the console: **Manage Site** — a **"Configure &lt;Request ID&gt;"** button
appears at the bottom. Click it, enter the pod's name/squad, its IP
(**127.0.0.1** when vPOD runs on the console machine — accepted), any
subnet (e.g. 255.255.255.0), and the passphrase from vPOD's window.
3. The console sends the encrypted config + session key; vPOD stores the key
and starts the launcher RPC. The pod row goes healthy (`Idle [<n> ms]`).
The key persists in `%LocalAppData%\vPOD\TeslaKeyStore.key` (launcher format),
so provisioning is one-time. **Reprovision** resets to a fresh pod — drops the
key, clears the installed-apps store (`LaunchApps.json`) and returns to beacon
mode — pair it with deleting the pod in Manage Site (the console's
**Reconfigure…** does both ends automatically: its `ClearStore` makes vPOD do
the same wipe and beacon again). Extracted packages under `C:\Games` are left
on disk either way.
### Product deployments
Right-click the pod row → **Install Product ▸** works exactly as against a real
pod: the console streams the package zip out-of-band on a second 53290
connection while polling progress on the first; vPOD extracts it into the real
`C:\Games` — the launcher's games root, so products land where their catalog
launch entries point — and reports the launcher's usual `050%` receive /
`5095%` extract / `99% Complete` progression. Then:
- Installed apps land in the column's list (and in `GetInstalledApps`, so the
Uninstall menu populates). Registrations persist in
`%LocalAppData%\vPOD\LaunchApps.json`.
- Packages extract into `C:\Games` (created on first install if missing; if an
admin-owned `C:\Games` isn't writable by your account, the install reports
Failed — fix the folder's ACL or run vPOD elevated). Uninstalling a product
removes its `C:\Games\<product>` folder, like the real launcher. A packaged
`postinstall.bat` is logged and removed **unrun by default**; the **"Run
postinstall.bat after install"** checkbox makes the install execute it (via
`cmd /c`, waited on up to 5 min) before deleting it, like the real Agent —
off by default because it runs package script code on the host machine.
- **Launch/Kill** from the squad panel simulate PIDs by default. The
**"Actually launch apps (real processes)"** checkbox switches to the real
Agent's behavior: LaunchApp starts the entry's exe from `C:\Games` (missing
exe → the same "registered but not yet installed" error a real pod gives),
Kill\* terminate the processes, and apps that exit or crash on their own
disappear from the console's running list. The indented **"Auto-restart
after the app exits (watchdog)"** checkbox (on by default) adds the Agent's
watchdog: an `autoRestart` entry that exits on its own relaunches after 2 s,
while console-ordered kills stay down — exactly the real pod's behavior.
Real processes also die when the pod is powered off / rebooted / the vPOD
window closes (which also cancels pending watchdog restarts). Caveat:
launching a *deployed vPOD* or a real game client this way will fight the
running vPOD for ports 1501/53290. Volume round-trips; **Restart/Shutdown**
power-cycle the virtual pod (dark for a few seconds on restart).
### Ports
| Port | Proto | Direction | Purpose |
|---|---|---|---|
| 1501 | TCP | console → vPOD | Munga game control (existing) |
| 53290 | TCP | console → vPOD | Launcher RPC (`ILauncherService`) |
| 53291 | UDP | vPOD → console (broadcast) | `RQST` provisioning beacon |
| 53292 | UDP+TCP | console → vPOD | `RPLY` config broadcast + RSA key exchange |
Same-machine testing needs no firewall changes (loopback). Running vPOD on a
**different machine** needs inbound allows for TCP 1501/53290/53292 and UDP
53292 on the vPOD machine (the console installer already opens its own side).
Not emulated: the console's remote Windows-service control (`ServiceController`
over SCM/SMB, used by some SitePanel service start/stop paths — dormant against
real pods too, since it queries service name `TeslaLauncherService` while the
launcher registers as `Tesla Application Launcher`).
An end-to-end loopback test of this server against the console's real
`PodManagerConnection` client lives in the differential suite:
`Console/tests/TeslaConsole.DiffTests/VPodLauncherServerTests.cs`.
## Deploying from the console (Manage Site → Install Product)
vPOD is **not** in the shipped catalog (`Console\RedPlanet\Apps.xml`) — it was
removed 2026-07-11 since it is a dev tool, never a console-deployed product. To
push it to a pod for testing, add it locally via Site Management → **Add New
Product...** (or hand-edit Apps.xml) and build the deployable package first:
```
pwsh -File pack.ps1 # produces dist\vPOD.zip
```
The zip lays out `vPOD\vPOD.exe` (+ `Munga Net.dll`) so the launcher extracts it
to `C:\Games\vPOD` and a launch entry pointing at `C:\Games\vPOD\vPOD.exe` works
as-is.
## Testing locally against the console
The default site ships a **`local` pod at 127.0.0.1**. Run vPOD on the console
machine, open a game window (e.g. *Games → Red Planet: Death Race*), and enable
the local pod — the console connects to `127.0.0.1:1501` (vPOD), and you can
drive Load → Run → Stop and watch vPOD's state and egg viewer follow along.