• src/doors/syncdoom/README.md syncdoom.c src/doors/syncduke/README.md s

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Fri Jul 3 01:03:50 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/3b8821c026f1c0d4a28e8ef9
    Modified Files:
    src/doors/syncdoom/README.md syncdoom.c src/doors/syncduke/README.md syncduke_door.c
    Log Message:
    SyncDOOM & SyncDuke: -help/usage banner + document every command-line argument

    Both doors now print a full option list on -help/--help/-?//? or a bare launch (no socket/args -> nothing to do but explain how to run it). SyncDOOM prints it from main(); SyncDuke prints it from its pre-main constructor, before the vendored engine parses argv (with an fflush since the caller _exit()s and that does not flush stdio). The banners group the door's own options (session, video,
    input, WADs, multiplayer client/server for Doom; session, config, multiplayer, engine slash-opts for Duke) and note that unrecognized switches pass through to the game engine.

    READMEs filled out to match: SyncDOOM gains -eventlog, -scaling, -wadname, a multiplayer client table (incl. -mustered) and the server metadata args (-maxplayers/-host/-wadset/-gamemode/-advertise/-gamesdir); SyncDuke gains -t, -name, -eventlog, tables for the -netrole/-netport/-netpeer and engine slash args, and its stale "single-player only, no multiplayer/audio" status line is corrected.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
    Claude-Session: https://claude.ai/code/session_01KYmBzSZGyRondAXevh9RJP

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    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net
  • From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Sat Jul 4 00:42:13 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/7adbd05c642e3a12eab697a6
    Modified Files:
    src/doors/syncdoom/README.md syncdoom.c src/doors/syncduke/README.md syncduke.h syncduke_input.c syncduke_node.c src/doors/termgfx/sbbs_node.c
    Log Message:
    syncduke/syncdoom: in-game Ctrl-P inter-node paging & messaging

    Add a non-blocking page/message overlay to both doors, opened with Ctrl-P during play. It lists who's online, then you type a message over the running game -- the game keeps ticking (your player just stands still, like the 'T' chat), so a co-op match never stalls waiting on your tics. A leading node number ("5 hi" / "5: hi") targets one node; a blank prefix broadcasts to every other online node. Esc, or a blank message, cancels; with nobody else online
    it just shows a "No one else is online" notice, like Ctrl-U.

    Each door routes the compose through its existing key path -- SyncDOOM feeds ASCII, SyncDuke feeds scancodes -- so printable text is captured in the ASCII layer and Enter/Esc/Backspace at the scancode chokepoint (press/hold_press), swallowing everything else so no movement leaks while you type. SyncDOOM
    forces a frame repaint per keystroke (its frame de-dupe would otherwise drop the overlay while you stand still); SyncDuke's banner has its own dirty signal.

    The incoming message reads "Node N: <sender> sent you a message: <text>" (shared termgfx sbbs_page_node), matching Synchronet's own user-message wording. The READMEs now document Ctrl-U (who's online) and Ctrl-P.

    Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

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    þ Synchronet þ Vertrauen þ Home of Synchronet þ [vert/cvs/bbs].synchro.net