Files
TeslaSuite/GAME-INTEGRATION.md
T
CydandClaude Fable 5 0deb8303ee Add GAME-INTEGRATION.md: the pod-bay integration guide for new games
Specs everything a game team needs to deploy and command a title in a
Tesla pod bay: package zip + Apps.xml catalog contract, launch/watchdog
semantics, the full Munga wire spec (framing, message set, state machine,
egg envelope), the dedicated game-console escape hatch, the modern bay
address plan, LC/MR presentation roles, score-sheet printing, and RIO
board integration (native preferred over the RIOJoy shim). XP support is
documented as a nice-to-have for new games; the floor remains suite-side.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:18:46 -05:00

511 lines
26 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# Deploying and commanding a game in a Tesla pod bay
**Audience:** developers of games being brought to the Tesla cockpit pods —
current and future titles alike. This is the integration
contract from the game's point of view: what your package must look like so the
operator console can **deploy** it to pods, and what your executable must speak
so the console can **command** it through a mission.
Everything here is implemented and validated in this repo (TeslaSuite v4.11.4.x)
— file references point at the authoritative source.
---
## 1. The big picture: two independent channels
A pod (cockpit PC) runs two things that matter to you:
| Channel | Port | Who listens | Purpose |
|---|---|---|---|
| **Launcher RPC** | TCP **53290** | `TeslaLauncher.exe` (pod tray app) | Deploy: install/uninstall packages, register launch entries, launch/kill your exe, volume, reboot |
| **Munga game control** | TCP **1501** | **your game exe** | Command: mission load (the "egg"), run/stop/abort/suspend/resume, state polling, in-mission events |
These are separate. The launcher channel is fully game-agnostic — any exe can be
deployed and launched with **zero code changes** to your game. The Munga channel
is what your game implements if the console is to drive missions in it.
That split gives two integration tiers:
- **Tier 0 — deploy + launch only.** The console installs your package, starts
and stops your exe, and keeps it alive (watchdog). Your game runs its own show.
Examples in the shipped catalog: BattleTech Firestorm, RIOJoy.
Requires only §2 (a package + a catalog entry).
- **Tier 1 — full mission command.** Your game is a Munga TCP server; the console
streams it a mission egg, drives the state machine, and receives scoring
events. Examples: Red Planet 4.11 (`rpl4opt.exe`), BattleTech 4.11
(`btl4.exe`), TeslaRel410 (supervisor wrapping the DOS games). Requires §2 + §3,
plus a console-side game module (§3.7).
There is one escape hatch: a game that Munga control would not serve well may
ship its own dedicated **game console** instead (§3.9) — deployment still goes
through Tier 0 unchanged.
---
## 2. Deployment spec (Tier 0 — every game needs this)
### 2.1 The package zip
The console's **Manage Site → Install Product** streams a zip to the pod; the
launcher extracts it into the games root **`C:\Games`** (the zip is opened at
that root, not inside a product folder). Lay the zip out as:
```
YourGame.zip
├── YourGame\ ← your product folder → becomes C:\Games\YourGame\
│ ├── yourgame.exe
│ ├── (data files...)
│ └── pre-uninstall.bat ← optional; run on uninstall (driver/config removal)
└── postinstall.bat ← optional; at ZIP ROOT; run once after extract, then deleted
```
Rules and lifecycle (implementation: [Launcher/TeslaLauncher.cs](Launcher/TeslaLauncher.cs),
[Launcher/MiniZip.cs](Launcher/MiniZip.cs)):
- **Everything must extract under one `C:\Games\<Product>\` folder** (plus the
optional root `postinstall.bat`). Uninstall deletes `C:\Games\<Product>`
recursively — don't scatter files elsewhere unless `postinstall.bat` puts them
there and `pre-uninstall.bat` removes them.
- **`postinstall.bat`** (zip root) runs after extraction with the launcher's
token — the kiosk account is an Administrator, so driver installs work (RIOJoy
installs ViGEmBus this way). It is waited on, then deleted.
- **`pre-uninstall.bat`** (inside your product folder) runs before the folder is
deleted on uninstall.
- Zip format: stored + deflate (+ ZIP64) — the launcher uses its own extractor
(`MiniZip.cs`), no exotic compression methods.
- Install progress reported to the operator: 050% receive, 5095% extract,
~96% postinstall, 99100% complete.
- **OS range:** pods run **Windows XP SP3 through Windows 11** on one image.
The *suite itself* is deliberately held to the XP floor (one net40 binary
set) to retain compatibility with the original cockpit hardware. For new
games, XP support is a **nice-to-have, not a requirement**: meeting it
(native exes: x86 + XP-safe API surface; .NET exes: net40 — runs in-place on
Win10/11's 4.8 runtime) lets your game reach the original-hardware pods too.
If you skip it, note modern-pods-only in your catalog entry's comment so
operators don't push it to XP-era machines.
Existing package builders to crib from: [vPOD/pack.ps1](vPOD/pack.ps1)
(minimal) and TeslaRel410's `deploy\package.ps1` (in its own repo — produces
an Install-Product-ready zip with postinstall).
### 2.2 The catalog entry (`Apps.xml`)
The console's product menu is data-driven from
[Console/RedPlanet/Apps.xml](Console/RedPlanet/Apps.xml) (parser:
[Console/TeslaConsole/AppRegistry.cs](Console/TeslaConsole/AppRegistry.cs)).
Your game ships as one `<Product>` element:
```xml
<Product id="NEW-GUID-HERE" fresh Guid; also the install key
name="Your Game" friendly name (menus, status text)
menuText="Your Game..." exact Install Product submenu text
hostTypeDialog="false"> ← "true" only if you have LC/MR roles
<Launch key="NEW-GUID-HERE" first entry reuses the product id
displayName="Your Game" name in the pod's app list
exe="C:\Games\YourGame\yourgame.exe"
args="-net 1501{res}" whatever your exe takes; see below
workingDirectory="" optional; defaults to exe's folder
autoRestart="true"
hostType="None" /> ← GameClient|LiveCamera|MissionReview|None
</Product>
```
- **Key convention** (documented in the Apps.xml header — follow it exactly):
generate ONE fresh Guid for the product id; the first `<Launch>` reuses it;
each additional `<Launch>` increments the **last hex digit** (+1, +2…,
wrapping F→0). Never append `-1`/`-2` to the string — keys parse as
`System.Guid` and a suffixed string silently collapses to `Guid.Empty`.
- **`{res}`** in `args` expands to ` -res W H` when the operator picks a custom
resolution, else to nothing. Only use it if your exe accepts `-res W H`
(the RP411 engine convention); a game with different resolution flags just
pins them in `args`.
- **`autoRestart="true"`** enables the pod watchdog (§2.3). Almost always what
you want for a game client.
- **`hostTypeDialog="true"` + per-entry `hostType`** is for games with separate
live-camera / mission-review roles (RP/BT use `-lc` / `-mr` flags) — see §4
for what those stations do. A plain game ships one entry with
`hostType="None"` and `hostTypeDialog="false"`.
- XML gotcha: comments in this file must not contain `--``XmlDocument.Load`
throws and the whole catalog comes up empty.
Registering entries on pods does **not** require reinstalling files: the
console's **Register Product on Pods** context action pushes the catalog's
launch entries to connected pods over the `InstallApp` RPC. The wire shape is
`LaunchData { LaunchPair{LaunchKey, DisplayName}, WorkingDirectory, ExeFile,
Arguments, AutoRestart }` ([Contract/WireContract.cs](Contract/WireContract.cs)).
### 2.3 Launch / kill / watchdog semantics
What the launcher does with your entry
([Launcher/TeslaLauncher.cs](Launcher/TeslaLauncher.cs)):
- **LaunchApp** starts `exe` with `args`, working directory = `workingDirectory`
or the exe's folder. Missing exe → clean "registered but not yet installed"
error at the console (register-first / install-later is supported).
- **Kill** terminates the process. Console-ordered kills stay down.
- **Watchdog:** an `autoRestart` entry whose process **exits on its own** is
relaunched ~2 s later. The original games lean on this for their per-mission
cycle: `rpl4opt`/`btl4` **terminate after each mission** and the watchdog
brings a fresh process up waiting for the next egg. That exit-and-relaunch
cycle is **not strictly required** (FireStorm doesn't do it): a game may
instead stay resident and return itself to a dark waiting state, ready for
the next group (§3.6). Either way, design your exe so a cold start goes
straight to that ready state with no menus in the way — the watchdog is
still your crash recovery.
- Your process runs in the auto-logged-in kiosk session (account `Firestorm`,
Administrator, UAC disabled) — desktop, audio, and DirectX/OpenAL are all
available. Firewall is disabled on pods; don't ship your own rules.
---
## 3. Command spec (Tier 1 — the Munga protocol)
Reference implementations, in order of usefulness:
- **[vPOD/MungaPodServer.cs](vPOD/MungaPodServer.cs)** — the framing, complete
and commented (vPOD is a working software pod; the console can't tell it from
a real one).
- **[vPOD/PodSimulator.cs](vPOD/PodSimulator.cs)** — the pod-side state machine
and egg handling.
- **[Console/TeslaConsole/MungaGame.cs](Console/TeslaConsole/MungaGame.cs)** —
the console side you're talking to.
- The typed message classes live in the vendored `Console/lib/Munga Net.dll`;
the C++ originals are in the RP411 game repo.
### 3.1 Transport
**Your game is the TCP server.** Listen on **TCP 1501**; the console connects to
`<podIP>:1501` and keeps one connection open. One console at a time (a new
connection replaces the old — see `MungaPodServer.AcceptLoop`). Convention: the
port is passed on your command line (`-net 1501`) rather than hardcoded.
### 3.2 Framing (little-endian throughout)
Every message, both directions:
```
[16-byte NetworkPacketHeader][MungaMessage]
header: int32 ClientID | int32 GameID | int32 FromHost | int32 Timestamp(ms tick)
message: int32 MessageLength | int32 MessageID | int32 Flags | body...
```
`MessageLength` counts the 12-byte message base **but not** the 16-byte header.
Messages are dispatched by **(ClientID, MessageID)** pairs.
### 3.3 Message set
Console → pod (what you must accept):
| ClientID | MessageID | Message | Your reaction |
|---|---|---|---|
| Application | 3 | `StateQuery` | reply `StateResponse(host, state, appId)` |
| Application | 4 | `CheckLoad` | (load probe) |
| Application | 5 | `RunMission` | `WaitingForLaunch → LaunchingMission → RunningMission` |
| Application | 6 | `StopMission` | `RunningMission → EndingMission → exit` (§3.6) |
| Application | 8 | `SuspendMission` | `RunningMission → SuspendingMission` (pause) |
| Application | 9 | `ResumeMission` | `SuspendingMission → ResumingMission → RunningMission` |
| Application | 10 | `LoadMission` | `WaitingForEgg → LoadingMission` |
| Application | 11 | `AbortMission` | `AbortingMission → WaitingForEgg` (no results) |
| Application | 12 | `LightsOutMission` | cockpit lights-out |
| NetworkManager | 3 | `EggFile` | egg chunk — buffer it (§3.5) |
Pod → console (what you send): `StateResponse` (answer to every `StateQuery`),
`AcknowledgeEggFile` (NetworkManager 4, once the egg is complete), and the
in-mission event messages (§3.6).
### 3.4 Identity and state
- **`ApplicationID`** — which game this pod is running, reported in every
`StateResponse`. The enum lives in `Munga Net.dll`: `RPL4 = 0` (Red Planet),
`BTL4 = 1` (BattleTech), plus `NDL4`. **A brand-new title needs a new value**
agreed with the TeslaSuite side (the console maps `ApplicationID` → game
module), or it reuses an existing one if it's a port of that game.
- **`ApplicationState`** — the cockpit state machine. The values the console
drives/observes: `InitializingState, WaitingForEgg, LoadingMission,
WaitingForLaunch, LaunchingMission, RunningMission, SuspendingMission,
ResumingMission, EndingMission, AbortingMission, CreatingMission`.
- The console polls `StateQuery` about **once per second** and gates every
operator action on your reported state. Report honestly — the console's UI
("busy, must stop first", ready-to-run, etc.) is driven entirely by it.
The normal lifecycle:
```
boot → InitializingState → WaitingForEgg
← egg streamed (console sends it when it sees WaitingForEgg)
→ LoadingMission → WaitingForLaunch (send AcknowledgeEggFile)
← RunMission
→ LaunchingMission → RunningMission
← StopMission (once, at mission end)
→ EndingMission → back to WaitingForEgg, either by:
exiting (watchdog relaunches a fresh process — the original games), or
resetting in-process to a dark waiting state
```
### 3.5 The egg (mission definition)
The console streams the mission as **`EggFileMessage` chunks of ≤1000 bytes**
(`index, totalLength, thisLength, buffer`). Reassemble by index until
`totalLength` bytes have arrived, then send **`AcknowledgeEggFileMessage`** and
move to `LoadingMission`.
Content: ASCII, INI-style sections, with every `key=value` separated by **NUL**
(`\0`) on the wire (the console builds it with `\n` separators and replaces them
before encoding). Parse by section name — section **order is not guaranteed**.
General shape (full field-by-field spec for an existing game:
[410console/battletech-port/BATTLETECH-PORT-SPEC.md](410console/battletech-port/BATTLETECH-PORT-SPEC.md) §2):
```
[mission] adventure= map= scenario= time= weather= temperature= length=...
[pilots] pilot=<podIP> ← one line per participant
[<podIP>] hostType= name= vehicle= dropzone= color= ... ← per-participant
[ordinals] 1st4th place plasma bitmaps (128×32)
[BitMap::Large::<pilot>] 128×32 pilot-name plasma bitmap
[BitMap::Small::<pilot>] 64×16 variant
```
- Participants are keyed by **pod IP**. `hostType` assigns the pod's role:
`0` = game machine, `2` = mission review / camera, `3` = console
([Console/TeslaConsole/HostType.cs](Console/TeslaConsole/HostType.cs)).
- The `[BitMap::*]`/`[ordinals]` sections are pre-rendered graphics for the
cockpit's 128×32 plasma scoreboard — the console authors them; your game just
forwards them to the plasma display if the cockpit has one.
- Egg *content* is game-specific; the envelope above (chunking, ack, NUL
delimiting, sections) is fixed.
### 3.6 Mission end, events, results
- **In-mission events** are pod → console `MungaMessage`s. Red Planet sends
`Scored / Killed / Damaged / Boost / ScoreUpdate`; BattleTech's set maps its
DamageMatrix/KillMarker model. Your game defines its own set, but the console
module (§3.7) must know how to decode it — coordinate the two.
- **Mission end / egress:** the console is the **sole mission timekeeper**. It
sends **one** `StopMission` when mission time expires. Any end-of-mission
ritual (RP/BT hold pilots in the cockpit ~30 s of egress) is the *game's* own
behavior after receiving it — the console does not send a second stop. After
egress the game must end up back in a **dark waiting state** reporting
`WaitingForEgg`, ready for the next group. The original games get there by
**exiting** — the launcher watchdog relaunches a fresh process (§2.3) and the
console reconnects — but staying resident and resetting in-process is equally
valid (FireStorm-style); the console only acts on the state you report and
tolerates either a dropped-and-reconnected or a continuously open socket.
- `AbortMission` is the operator bailing out: return to `WaitingForEgg`
(via `AbortingMission`), no results expected.
### 3.7 The console side of Tier 1
Commanding a game isn't only pod-side work — the console needs a per-game module
that builds the egg and provides the mission UI:
`Console/TeslaConsole.<YourGame>/` mirroring
[Console/TeslaConsole.RedPlanet/](Console/TeslaConsole.RedPlanet/)
(mission classes + `ToEggString()`, a config XML catalog of maps/vehicles/
scenarios, the game pane driving `MungaGame`). The BattleTech port spec
([BATTLETECH-PORT-SPEC.md](410console/battletech-port/BATTLETECH-PORT-SPEC.md))
is the worked example of adding one — budget for it in your plan, and open the
conversation with the TeslaSuite maintainers early (ApplicationID assignment,
event vocabulary, egg fields).
### 3.8 If your game already has its own control protocol
Precedent: BattleTech FireStorm (MechWarrior 4) speaks **CTCL** on ports
1000/1001, not Munga — researched and parked in
[FIRESTORM-CTCL.md](FIRESTORM-CTCL.md). The standing guidance: **do not teach
the console a second protocol**. Put an adapter on the pod that speaks Munga to
the console and your native protocol to the game (TeslaRel410 does exactly this:
`pod-launch.exe` supervises the DOS game and fronts for it). The console then
sees a normal Munga pod.
### 3.9 Escape hatch: a dedicated game console
If Munga control — direct or through a §3.8 adapter — would be **limiting or
detrimental to the game experience** (the mission model doesn't map to the
egg/state machine, the game needs richer or real-time operator control than
load/run/stop, the adapter would cost fidelity), you may instead build a
separate **game console**: a purpose-built operator application for your game,
run on the console computer alongside TeslaConsole. FireStorm is the precedent —
MechWarrior 4 venues ran their own dedicated console rather than bending the
game to the Tesla mission model ([FIRESTORM-CTCL.md](FIRESTORM-CTCL.md)).
Rules if you take this path:
- **It ships inside the same deployment zip as the pod-side game.** One Install
Product archive is the whole product — no separate installer, no side-channel
distribution. Put it in a subfolder of your product
(e.g. `YourGame\GameConsole\`); the pod-side extraction just carries the
folder along, and the operator runs it from that same archive on the console
machine.
- It runs on the **console computer**, never on pods.
- **TeslaConsole still owns deployment and process lifecycle** (§2):
install/uninstall, launch/kill, and the watchdog all stay on the launcher
channel. Your game console owns only in-game command — it is a replacement
for §3.13.7, not for §2.
- Don't collide with the suite's ports on either end: 1501, 53290, 53291/53292
are spoken for.
---
## 4. Presentation: live camera, mission review, score sheets
A pod bay is more than cockpits: spectators watch the current game on a bay
display, players coming out of the pods watch a replay at the mission-review
station, and everyone walks away with a printed score sheet. Plan for all
three.
### 4.1 The bay address plan
Modern bay deployments follow the FireStorm/CTCL site layout: squads of eight
pods per address decade, with the `9`/`10` slots of each decade reserved for
stations.
| Address | Station |
|---|---|
| `x.x.x.18` | Pods, squad 1 |
| `x.x.x.9` | **Live camera** |
| `x.x.x.10` | **Operator console** |
| `x.x.x.1118` | Pods, squad 2 |
| `x.x.x.19` | **Mission review** |
| `x.x.x.20` | **Score-sheet printer** |
| `x.x.x.2128` | Pods, squad 3 |
| `x.x.x.3138` | Pods, squad 4 — and so on: pods at `18` of every further decade, `9`/`10` slots reserved for future stations |
(Legacy RP/BT-era installs used the `200.0.0.x` scheme with the console at
`.1` and pods from `.11`. The suite doesn't hardcode either — addressing is
per-site via Manage Site — but new bays should follow the plan above.)
### 4.2 Live camera — presenting the current game
The live-cam station runs your game exe in a **spectator role**, rendering the
running mission on the bay display. The RP/BT model, which the console
generalizes:
- The station is a pod like any other — installed, launched, watchdogged —
whose catalog launch entry has `hostType="LiveCamera"`; RP/BT pass a `-lc`
flag so the exe boots into the camera role (§2.2).
- The console enrolls every enabled camera station in the mission as a
**camera participant**: it receives the same egg and walks the same Munga
state machine as a game pod, but its participant block says `hostType=2`,
`vehicle=camera`, `name=Camera`, `loadzones=0`
([RPCamera.cs](Console/TeslaConsole.RedPlanet/RPCamera.cs)).
- Your game's job in the role: observe the running mission and render a
spectator view — no cockpit input, no scoring participation. The camera's
view of the action travels over the game's own network traffic between pods;
the console only issues the egg and state commands.
### 4.3 Mission review — replaying the finished game
The mission-review station **replays the completed mission** for the players
who just climbed out. To the console it looks exactly like the live cam — a
`hostType="MissionReview"` catalog entry (`-mr` flag in RP/BT), enrolled as an
egg camera participant — the difference is entirely inside your game: the MR
role captures the mission as it runs and replays it on demand afterwards.
**Replay capture and playback are the game's responsibility.** The console does
not record or transport replay data: RP/BT capture from the game's own network
traffic; FireStorm writes `{guid}.mr` files pod-side and its console points the
review station at them ([FIRESTORM-CTCL.md](FIRESTORM-CTCL.md)).
### 4.4 Score sheets
Players get a printed score sheet. How it works for a Tier 1 game:
- During the mission the console builds results from your **in-mission event
messages** (§3.6) via the game module's mission recorder
([RPMissionRecorder.cs](Console/TeslaConsole.RedPlanet/RPMissionRecorder.cs)).
The event vocabulary is what makes score sheets possible — a game that
reports no events has nothing to print.
- The game module renders the results as a print document
([RPPrintDocument.cs](Console/TeslaConsole.RedPlanet/RPPrintDocument.cs)).
The operator's **Auto Print** checkbox prints each mission as it ends;
**Print Last Mission** reprints on demand. Output goes to the bay's
score-sheet printer (`x.x.x.20`, a network printer configured on the console
machine).
- A §3.9 dedicated game console owns its own scoring and printing (FireStorm:
the game writes `{guid}.pr` files pod-side, the console hands them to the
`mw4print` helper) — it should print to the same bay printer.
---
## 5. Pod environment reference
| Fact | Value |
|---|---|
| OS range | Windows XP SP3 → Windows 11, one binary set (.NET products: net40) |
| Session | auto-login kiosk account `Firestorm` (Administrator, UAC off) |
| Games root | `C:\Games\<Product>\` |
| Launcher state | `<CommonAppData>\TeslaLauncher\` (`LaunchApps.xml`, key store, log) |
| Network plan | squads of 8 pods per address decade; live cam `.9`, console `.10`, mission review `.19`, printer `.20` — see §4.1 |
| Ports | 1501 TCP game control (your game listens) · 53290 TCP launcher RPC · 53291/53292 UDP first-boot provisioning |
| Cockpit extras | 128×32 plasma scoreboard on COM2; RIO board cockpit controls — native integration preferred, RIOJoy shim optional (§5.1) |
| Firewall | disabled by the pod installer |
### 5.1 Cockpit controls: the RIO board
The cockpit's controls come in through the **RIO board**. Two integration
paths:
- **Native RIO integration — preferred.** Talk to the board directly, as the
original games do (FireStorm's `CRIOMAIN.CPP` is the documented precedent).
This is the only path that reaches the board's **output side** — the
**cockpit lighting** — which native games get as a feedback channel to the
player. A game that only reads a gamepad can't touch it.
- **RIOJoy — optional shim.** A deployable catalog product that feeds RIO
board input into a virtual gamepad (RioGamepad HID via the ViGEmBus driver;
Win10+ only) with per-game mapping profiles. Zero game-side changes — if
your engine already reads a standard gamepad, a RIOJoy profile gets a
cockpit playable. **Input only:** no lighting, no feedback.
A RIOJoy profile is a fine way to get playable quickly during development;
plan on native RIO integration for the real deployment so the cockpit lighting
works for your game. (The board interface and the feeder implementation live
in the RIOJoy repo.)
---
## 6. Testing your integration without a pod bay
- **[vPOD/](vPOD/)** is a full software pod: it emulates the launcher side
(install your zip into a real `C:\Games`, launch/kill with the real watchdog
semantics) *and* the Munga side. Two ways to use it:
1. **Test your package/catalog entry:** run vPOD on any machine, provision it
from the console (README walk-through), Install Product your zip, launch —
with "Actually launch apps" checked your real exe runs.
2. **Test your Munga implementation:** point the console at your game instead
of vPOD (the shipped site has a `local` pod at `127.0.0.1` — run your exe
with `-net 1501` on the console machine). vPOD's egg viewer is also handy:
drive a mission at vPOD, copy the egg it captures, and use it as a fixture
for your parser.
- Console-side changes are pinned by the differential suite
([Console/tests/TeslaConsole.DiffTests](Console/tests/TeslaConsole.DiffTests)).
---
## 7. Checklists
**To make your game deployable (Tier 0):**
- [ ] Package zip: `<Product>\` folder + optional root `postinstall.bat`,
optional `<Product>\pre-uninstall.bat` (§2.1)
- [ ] Runs on your target pod OS range — XP SP3 support is a nice-to-have that
reaches the original hardware (x86 + net40 if .NET); if skipped, catalog
comment says modern-pods-only
- [ ] `Apps.xml` `<Product>` entry, key convention respected (§2.2)
- [ ] Cold start reaches gameplay/ready state unattended (kiosk + watchdog)
- [ ] Cockpit controls wired: native RIO integration preferred (enables
lighting feedback), RIOJoy profile acceptable (§5.1)
- [ ] Install → launch → kill → uninstall verified against vPOD
**To make your game commandable (Tier 1), additionally** *(or, if Munga control
would hurt the game: a dedicated game console per §3.9, shipped in the same
deployment zip)*:
- [ ] TCP server on 1501 (`-net` arg), Munga framing per §3.2
- [ ] `StateQuery``StateResponse` with an agreed `ApplicationID`
- [ ] Egg reassembly + `AcknowledgeEggFile` + state walk to `RunningMission`
- [ ] `Stop/Abort/Suspend/Resume` honored; after mission end, back to a dark
`WaitingForEgg` — by exiting (watchdog relaunch) or by in-process reset
- [ ] Event vocabulary agreed with the console module — rich enough for score
sheets (§4.4)
- [ ] Live-camera and mission-review roles: spectator rendering + replay
capture/playback in the game (§4.24.3), LC/MR catalog entries (§2.2)
- [ ] Console game module exists or is planned (§3.7)