Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
38 lines
2.2 KiB
Markdown
38 lines
2.2 KiB
Markdown
# Cessna dedicated-server check — 8 October 2026
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Reforger 1.8.0.13, Cessna 172 1.0.0, Propeller Flight Core 1.0.18. Private Everon
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server, loopback-only network namespace, separate profile and frozen source;
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no Steam player profile, live server or published addon was changed.
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The retained fixture advances HQ on the otherwise empty server, transitions to
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the normal escaped phase and places three active opposing AI actors near the
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runway. It does not manufacture sightings, reports, radio delivery or aircraft
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motion. The patrol uses its production airport survey, native crew boarding,
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engine start and PFC flight controls. After 120 seconds airborne, the fixture
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destroys the aircraft through its damage manager, waits for the replacement to
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take off, then changes its faction to check release and restoration of controls.
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Results in `native-summary.log`:
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- Native crew sighting reached HQ with the plane group as its source.
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- Original plane took off from the airport and remained alive through the patrol.
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- Replacement took off 108.1 seconds after destruction, including the minimum
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60-second delay, additional clearance search and engine/ground takeoff time.
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- Faction takeover retained the living aircraft and restored its original rates.
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- Separate native compile without either plane addon passed.
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- Menu structure/routing, setting validation, settings import/migration and HQ
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registration checks passed; the development source bundle audit passed without
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adding aircraft addon dependencies.
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`result.json` contains source hashes and explicit test limitations. The native
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snapshot matches the production sources listed there; its runway survey has one
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additional diagnostic Print on rejected clearance, and the fixture is injected
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as a separate script. `isolated-runner.py` records the local fixture setup; its
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runtime, downloaded addon and RDB paths are machine-specific prerequisites.
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This is **not** a clean full-mission or multiplayer playtest: two optional-site
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initial guard preparations failed during the busy escaped-phase fixture. They
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are retained in the summary rather than hidden. No connected human client was
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used, so first-person visuals/audio and an actual player boarding takeover still
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need normal gameplay validation.
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