Files
TeslaSuite/Console
CydandClaude Opus 5 33f734da2d Console: internet-session roster from TeslaLobby; vPOD per-address bind
The eight internet pod rows are furniture the operator builds once in
Manage Site — the slot-to-IP map is frozen — but which of those slots a
human actually claimed changes every session. New SessionRoster reads the
roster TeslaLobby writes at the state=launching flip, and both game panes
grow a session strip above Mission Properties: a banner (session key, game,
slots claimed, waiting, written-at), Apply Session, and the Reset Pods that
until now existed only as a right-click on a Go button that is disabled
exactly when the reset is wanted.

Two properties shape all of it. Only claimed slots appear in the file, so
absence is the unclaimed signal and every failure path — truncated, stale,
unreadable, refused — degrades to "no roster", which is byte-for-byte
today's arcade behaviour; museums run this software and a bad JSON file
must never stop a mission that would otherwise run by hand. And enabled
implies claimed, not the reverse: the operator may always sit a pilot out,
never add one, because an enabled row nobody claimed puts a dead IP in the
egg and the pods then wait on a peer that will never boot. Roster issues
join the pane's existing issue text, so the Go button is still the gate.

The roster is one file per launch generation and deliberately not a live
view: pod peer tables are boot-static, so a player whose lobby crashed is
still in every pod's table and still playable, and live tracking would
evict that working pod mid-session. Poll runs at ~1Hz off the existing
network timer with its own deadline, and the strips are built at runtime —
InitializeComponent is decompiled 1995 designer output that the
differential tests compare literally.

Go/Load also re-checks CheckAllValues at the click instead of trusting the
last status tick: a pod that died in that gap went straight into the
mission, and the post-Load barrier in NetworkScan then waited forever for a
WaitingForLaunch that never arrives.

vPOD gains -bind <ip>. Both listeners defaulted to IPAddress.Any, so a
second vPOD on the machine lost the port and the console could only ever
see one fake pod; binding each instance to its own address runs a whole
eight-pod session side by side with no cockpits. Bind all of them or none —
Windows lets IPAddress.Any take a port that specific addresses already
hold, and the unbound instance then answers for every slot nobody claimed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-28 13:14:38 -05:00
..

TeslaConsole

Reconstructed C# source for the original TeslaConsole.exe — the operator console that drives the cockpit pods (the counterpart to TeslaLauncherService / TeslaLauncherAgent).

Provenance

This source was recovered by decompiling the original managed assembly with ILSpy (ilspycmd 7.2). The original TeslaConsole.exe is a .NET Framework 2.0 WinForms application (assets/Tesla Console/TeslaConsole.exe, dated 2012). The reconstructed project here is retargeted to .NET Framework 4.8 so it builds with current tooling; it is otherwise a faithful decompilation, not a rewrite.

Decompiled code is functionally equivalent to the original but not character-for-character identical to the lost sources. Local variable names, some control flow, and compiler-generated members differ. Treat this as a recovered baseline, not pristine source.

Dependencies

The console references these assemblies. Most are vendored as binaries under lib/ (copied from assets/Tesla Console/):

Assembly Origin
WeifenLuo.WinFormsUI.Docking.dll Third-party docking UI (open source, see assets/Tesla Console/WeifenLuo.txt)
TeslaConsoleLaunchLib.dll Wire types / launch protocol — now built from source (see below)
TeslaSecureConfiguration.dll First-boot secure config protocol — now built from source (see below)
Munga Net.dll Managed C# client for the Red Planet game's Munga protocol (TCP 1501); manual binary serialization, no BinaryFormatter (proprietary, vendored)
BitmapLibrary.dll Plasma-display bitmap rendering (proprietary, vendored)

The Red Planet game itself is C++ and lives in its own repo (c:\vwe\rp411 / gitea.mysticmachines.com/VWE/RP411.git). That source defines the Munga protocol but is not a drop-in for the managed Munga Net.dll above, so it is not vendored here.

Two of these are no longer vendored binaries — they are built from source and shared across the suite:

  • TeslaConsoleLaunchLib../Contract/Tesla.Contract.csproj (net40, like the whole suite since XP11): the single source of truth for the Console↔Launcher RPC contract (wire types, the PodManagerConnection client, and the framed-JSON PodRpc protocol), shared with the Launcher. The assembly keeps the TeslaConsoleLaunchLib name so the original-exe baseline still resolves in the differential tests; the wire no longer embeds assembly names (see RPC note below).
  • TeslaSecureConfiguration../SecureConfig/Tesla.SecureConfig.csproj (net40), the first-boot provisioning protocol (UDP beacons, OFB crypto, RSA key exchange).

The original TeslaSecureConfiguration.dll is retained under lib/ as the baseline for the byte-identical crypto guard (SecureConfigCompatTests). The remaining vendored assemblies (Munga Net, BitmapLibrary) are .NET 2.0 managed and could be decompiled to source the same way if full-source builds are needed.

Console ↔ Launcher RPC (no BinaryFormatter)

The pod-management channel (TCP 53290) runs length-prefixed JSON frames over the existing OFB-encrypted stream — see Contract/PodRpcProtocol.cs, shared verbatim by both ends (Newtonsoft.Json — net40 has no System.Text.Json). This replaced the original BinaryFormatter + serialized-MethodBase scheme (a remote-code-execution sink, and what had pinned the Launcher to an old runtime); dispatch is now by method-name string. The Launcher and the Console both target net40 (XP11: XP SP3 through Windows 11). Note the Console still uses BinaryFormatter for local disk persistence (Site config, mission results) — that is local file I/O, not the network surface, and is intentionally left alone.

Layout

This folder is self-contained — it can be lifted out into its own repository and still build and run.

TeslaConsole/
  *.cs, TeslaConsole.*/    decompiled source (by namespace)
  *.resx, app.ico          string resources + icon
  assets/icons/            UI images (raw originals, embedded as manifest resources —
                           the resx BinaryFormatter blobs cannot build for net40)
  TeslaConsole.csproj      net40 project (XP11: runs on XP SP3 through Windows 11)
  RedPlanet/               runtime content (RPConfig.xml, RPStrings.xml) — copied to output
  images/                  source art (pod art / maps / vehicles) — reference only
  installer_banner.bmp     installer artwork — reference only
  lib/                     referenced binaries + WeifenLuo license
  original/                original TeslaConsole.exe + .InstallState — reference baseline

Building

Requirements: .NET SDK (6.0+) — the Microsoft.NETFramework.ReferenceAssemblies NuGet package supplies the net40 reference assemblies, so a standalone Framework targeting pack is not required.

dotnet build TeslaConsole.csproj -c Release

Output: bin/Release/net40/TeslaConsole.exe (with RedPlanet/ and all dependency DLLs copied alongside it).

Runtime content

  • RedPlanet\RPConfig.xml, RedPlanet\RPStrings.xml are loaded relative to the exe and are copied to the build output automatically.
  • Plasma Images\*.bmp (under %ProgramData%) is an optional override set; when absent the console renders plasma-display text procedurally, so it is not required to build or run.

Notes

  • The .resx resources embed BinaryFormatter-serialized bitmaps. The project sets GenerateResourceUsePreserializedResources and references System.Resources.Extensions so these build under the modern SDK.
  • Namespaces: TeslaConsole (UI + pod management), TeslaConsole.RedPlanet (the Red Planet game scenario/mission model), TeslaConsole.Properties (settings + resources).