Files
iw4L/docs/RUN.md
T
vtroc 311c8fa336 Time a whole run in one process, and keep a hitch from ending the session.
`make bench` is one recipe over one run now. `IW4L_BENCH=1` arms an in-process
recorder on the spans that already feed Perfetto, and at exit the run prints
two independent reports and writes them to `iw4l-artifacts/bench/<stamp>.txt`:
the waterfall from the shell command to a playable map, carrying the time each
load stage held the pool alone, and frame time as a span tree whose nesting is
recorded rather than declared. Neither needs a trace file or Trace Processor,
and either can be MISS while the other stands. `bench-demo` and `bench-load`
are gone — a goal after `bench` is a demo, `ZONE=` is a live map.

A bot is no longer minted onto an id a real client already owns. The roster
steps over the ids the authority and the local player hold, and a slot that
still lands on the local player is retired, because `is_bot` would otherwise
claim the player and nothing could drive the slot anyway.

A stretch with no authority ack re-adopts the next snapshot and counts one
stall; three of them still fail the link. Failing on the first turned every
long frame into a permanent disconnect.

The loading overlay comes down once the world is installed rather than waiting
on the class-select hop, which a replay never makes — it was playing the whole
demo behind `UiLayer::Loading`, with map ambience held back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013bHwyKwUjaYmtVG1F3Ttku
2026-09-15 14:56:07 +03:00

2.9 KiB
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Run and poke the live game

How to touch the live process. Observation is PERF.md.

set -a; . ./.env; set +a          # IW4L_GAMES; DISPLAY=:0 if the session has none
make map mp_boneyard CMDS='spawn assault; wait 2s; quit'
cargo run --profile play -p launcher -- map iw5:mp_overwatch --cmds '…'

make passes no foreign flags through: in the Makefile it is CMDS, on the binary --cmds. The colon is a GNU make pattern, so make map iw5:… fails — write make map ZONE=iw5:mp_overwatch or use cargo run. Recipes: make scenario, chaos, bench (BENCH.md), bench-live, lifecycle-* (*_CMDS in the Makefile). Live recipes use [profile.play]; LTO is PROFILE=release.

Controls are frozen until the match starts. sim::step allows movement only in MatchPhase::Playing; hold +attack, +forward and move do nothing before then. You wait out PLAYER_WAIT_MS 15 s + MATCH_START_MS 5 s (crates/gamemode_iw4/src/prematch.rs) — bots (≥ 2 live players) cut the first timer short, a single-player script waits the full 20 s. The verb is shorter: wait world; spawn assault; force_match_start; wait 1s; …, and a script involving firing, hits or decals lies with a zero without it.

Sync by default. Ritual waits are unnecessary: a command holds the FIFO until its own fact — map/demo/play until the swap plus GPU-ready WorldScene::spawned, spawn until AppScreen::InGame, move/look/tp until a matching presented pose, force_match_start until Playing, disconnect until the hold is torn down. wait Ns remains, for pacing and observation windows. The & suffix is a loud refusal to wait (map mp_rust &), ! jumps the queue (in bash write disconnect !, or history expansion bites). The 120 s gate timeout aborts the rest with an echo; parsing is crates/console/src/. Hand-typed dump/clip/screenshot pass through any wait while preserving the queue, which inside --cmds takes an explicit !.

Verbs and traps

map spawn class give attach name kill damage move tp look nudge press hold release bind bot wait mark record stoprecord clip demo dump screenshot ui disconnect quit plus the debug force_match_start / showpos. bot is add | hold | tp | give | fire; dump [name] writes the current snapshot into dumps/. clip writes the last available 45 s into clips/<ULID>/ (demo + dump) on host and clients — the host records authority, a client the snapshots it received plus its own presented state; demo LATEST plays it back.

  • ADS is hold +speed_throw, not +speed;
  • bolt action (fire_type=1): hold +attack is one shot, and a full magazine will not reload itself (press +attack ×N, then press +reload);
  • look without LookState only writes ps.viewangles — no aiming;
  • give takes a namespace: give t5:weapon/psg1_acog, give iw5:weapon/msr.