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>
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.
What it does
- Listens on TCP 1501 (configurable) and answers the console's
StateQuerywith aStateResponse, reporting the game (ApplicationID) and the currentApplicationState. - 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 toWaitingForEggwithout 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
autoRestartproduct 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
EggFileMessagechunks), 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
ApplicationIDthe pod reports, live, so one vPOD can stand in for either game. (-app rp|btsets 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|btwhich game to report initially (also switchable in the UI).-lc/-mrlive-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 Haccepted and ignored (real clients take it; kept for drop-in launch compatibility).-nomanagevPOD-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):
- Run vPOD (no
-nomanage). It broadcastsRQSTbeacons and displays a Request ID and Passphrase (the real pod shows these on its screen). - In the console: Manage Site — a "Configure <Request ID>" 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.
- 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 0–50% receive /
50–95% 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-ownedC:\Gamesisn't writable by your account, the install reports Failed — fix the folder's ACL or run vPOD elevated). Uninstalling a product removes itsC:\Games\<product>folder, like the real launcher. A packagedpostinstall.batis logged and removed unrun by default; the "Run postinstall.bat after install" checkbox makes the install execute it (viacmd /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: anautoRestartentry 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.