Diffing the four master id lists in the Sim block accounts for every object created on turn 2->3: ship 1760 (server counter 110), fleet 1776 (111), fleet 34 (client node 2, counter 2), and DesignIDs unchanged at 43 -- so no design was created that turn and 1776 is a fleet, not a design. Sharpens the correction to turn-command-replay.md row 2. Also works out what explanation (B) implies for CB's reloaded run: the client re-issues 18, collides in its own map, and the autosave still matches because only the server's state is serialized.
18 KiB
Object id allocation: one allocator, sixteen node counters, and why the client's ids are free
Lane ID, 2026-09-08. Host work only — no VM run was needed and none was taken. VM140 was held
and released untouched; its SavedGames set is byte-identical to the oracle (§8).
Closes row 2 of turn-command-replay.md §4 — "the client's id allocator" — which lane RB flagged as
"a watchpoint, not a week of reading". It turned out to be neither: it is arithmetic on ids the
corpus already held, confirmed against the instruction stream and cross-checked on twenty saves.
Predictions were written before any of the work below and are quoted verbatim where they were
falsified (§3.2). Consumes: combat-retreat-pipeline.md (B5, IDMap::AllocateID),
turn-command-replay.md (RB), ai-order-emission.md (AI4), struct-recovery.md.
0. Lead: there is no second allocator
RB's gap list says "two id spaces, and the small one is part of the wire protocol". There are
two id spaces, and RB is right that a reimplementation which allocates on apply gets every
AI-created id wrong. But there is one allocator, one implementation, and one formula — B5's
IDMap::AllocateID 0x008b8ae0, id = (counter << 4) | (node & 0xF).
What differs is which node's counter is used, and that is a property of the sim object, not of the code:
Game::StrategyServerandGame::StrategyClientare bothGame::StrategySim(RTTI:StrategyClientbases[StrategyClient, StrategySim]at offset 0;StrategyServerbases[StrategyServer, IStreamable, StrategySim]with vftables at offset 0 and offset 4 — that is the "two bases 4 bytes apart" of earned rule 1, and the +4 one is theStrategySimsubobject).
StrategySimowns anIDMapatStrategySim + 0x80— i.e.StrategyServer + 0x84,StrategyClient + 0x80. Every sim allocates from its own map, on its own local node index atIDMap + 0x18.
So the object-creation code is base-class code that runs unchanged on both sides. The whole
client-allocates/server-honours protocol is one branch in StrategySim::CreateDesign 0x008827e0:
008828b3 mov eax,[ebp+0x10] ; explicitId, the third argument
008828b6 test eax,eax
008828b8 jne 0x8828c5 ; non-zero -> use the id the command carried
008828ba lea ecx,[edi+0x80] ; else: this sim's own IDMap
008828c0 call 0x8b8b70 ; IDMap::AllocateOnLocalNode
008828c5 ... call 0x8b9350 ; IDMap::Insert(map, design+0xa0, id)
The client calls it with explicitId = 0 and mints; the server calls it with the id off the wire
and mints nothing.
1. The arithmetic, which is the whole result
B5's formula, run backwards on RB's numbers:
| id | counter | node | |
|---|---|---|---|
| 18 design | client-allocated | 1 | 2 |
| 34 fleet | client-allocated | 2 | 2 |
| 1712 | from the master counter | 107 | 0 |
| 1728 | ship in the input save | 108 | 0 |
| 1776 | 111 | 0 | |
| 272, 288 systems; 32, 496, 512 players | 17, 18, 2, 31, 32 | 0 |
Every id that comes out of a save carries node nibble 0. Both client-allocated ids carry node nibble 2, with counters 1 and 2 — the first two ids that node ever issued.
1.1 On twenty saves, four games, three distinct client nodes
Nibble histogram over FltID/DesID/ShipID/SysID/PlayerID in the whole corpus
(verify/results/saves/*.sav, read with verify/save-reader/save_reader.py --dump):
| save | ids | nibbles | the non-zero ones |
|---|---|---|---|
turn1-state |
98 | {0: 98} |
— |
turn2-state |
102 | {0: 101, 2: 1} |
18 |
turn3-state |
104 | {0: 102, 2: 2} |
18, 34 |
cb-turn2to3-autosave |
104 | {0: 102, 2: 2} |
18, 34 |
human-turn3-noderoute |
90 | {0: 86, 2: 4} |
18, 34, 50, 66 |
human-turn8-traderoutes |
151 | {0: 141, 2: 10} |
18 … 242 |
human-turn15-spyprogram |
295 | {0: 252, **1: 1**, 2: 42} |
17, 18 … 818 |
zuul-turn15-orders |
150 | {0: 139, 2: 10, **3: 1**} |
18 … 162, 19 |
zuul-turn17-orders2 |
167 | {0: 151, 2: 14, **3: 2**} |
18 … 226, 19, 35 |
zuul-turn23-fleet23 |
222 | {0: 198, 2: 22, 3: 2} |
… |
Three facts fall straight out, and none of them needed a hook.
- Nodes 1, 2 and 3 all occur. "The client" is not singular. Each node's counters run
1, 2, 3, … contiguously from the start of the game — node 2's first id is
18in every save in the corpus, node 3's first is19, node 1's first is17. - The partition is absolute. ~2,600 ids across four games, zero collisions between spaces.
That is the entire purpose of the nibble and of
IDMap::Initialize'snumNodes <= 0x10cap. - Node = owning player's index + 1. Every node-nibble object belongs to exactly one player:
save id owner PIDthat player's PlyrIdxnode turn3-statedesign 18, fleet 34 32 1 2 human-turn15design 17 16 0 1 human-turn15design 18 32 1 2 zuul-turn17designs 18, 34, … 32 1 2 zuul-turn17designs 19, 35 496 2 3
2. The node index, read from the instruction stream
StrategyServer::InitGameForPlayer 0x007c8d90 builds the CreateGame message for one player's
client. Four instructions do the assignment:
007c8ddf mov esi,[eax+0x28] ; player->PlyrIdx
...
007c8ecb cmp esi,0xffffffff
007c8ece je 0x7c8ed3
007c8ed0 inc esi ; localNode = PlyrIdx + 1
007c8ed1 jmp 0x7c8ed5
007c8ed3 xor esi,esi ; PlyrIdx == -1 -> localNode = 0
007c8ed5 ... [ebx+0x90] - [ebx+0x8c], /20 ; numNodes = the server map's node count
007c8ef2 mov [ebp-0x134],ecx ; msg->numNodes
007c8ef8 push esi
007c8ef9 lea ecx,[ebx+0x84] ; the SERVER's IDMap
007c8eff mov [ebp-0x130],esi ; msg->localNode
007c8f05 call 0x8b8b80 ; IDMap::GetNodeCounter(server map, localNode)
007c8f1a mov [ebp-0x12c],eax ; msg->startId
The message is {numNodes, localNode = PlyrIdx + 1, startId = the server's counter for that node}.
The client receives it as case 0 of StrategyClient::RaiseEvent 0x00783ee0 (jump table
0x00784200, handler 0x00783f05) and StrategySim::OnCreateGame 0x00776f20 calls
IDMap::Initialize on its own map at +0x80 with exactly those three words.
So PlyrIdx + 1 is not an inference from the saves any more. The saves and the disassembly agree,
which is the only reason either is worth reporting.
3. Seeding: what a save carries, and what it cannot
IDMap::Initialize(numNodes, localNode, startId) 0x008b9ad0, ret 0xc:
- refuses
numNodes > 0x10— sixteen nodes, and that is the four-bit nibble; - refuses
localNodeoutside[0, numNodes); - resizes the 0x14-stride node vector, then zeroes every node's counter (0x008b9b20);
- writes
startIdintonodes[localNode].counteralone (0x008b9b38); - stores
localNodeatthis->+0x18(0x008b9b3d).
3.1 The save's NM* tags are now named
StrategyServer::Read 0x007d27a0 reads three ints and passes them straight in:
NMSz -> numNodes NMLc -> localNode NMnx -> startId
That confirms and extends B5's labelled hypothesis ("the counter is almost certainly NMnx"). It is NMnx, it is the counter for node NMLc only, and the two tags beside it are the node count and the local node index. Corpus:
| save | NMSz | NMLc | NMnx | ModCount | Frame |
|---|---|---|---|---|---|
turn1-state |
16 | 0 | 106 | 0 | 1 |
turn2-state |
16 | 0 | 109 | 12 | 2 |
turn3-state |
16 | 0 | 111 | 24 | 3 |
StrategyServer::LoadGame 0x007dd530 sets a fresh game up with Initialize(16, 0, 0), which is
where NMSz 16 / NMLc 0 come from and why the host's ids all carry nibble 0.
A correction to turn-command-replay.md §4 row 2 (earned rule 11). It says the server "issued
1712 and 1776 the same turn", and that design 18 and fleet 34 are "objects that do not exist in the
input save". Neither is right on the canonical pair, and the master id lists say so exactly.
turn2-state → turn3-state moves NMnx 109 → 111, so the server issued counters 110 and 111
and nothing else. Diffing the four master lists in the Sim block gives a zero-residual account
of every object created on the reference turn — the id-level counterpart of RB's ModCount = 24:
| id | counter | node | list | what |
|---|---|---|---|---|
| 1760 | 110 | 0 | ShipID 16 → 17 |
the ship the build order built |
| 1776 | 111 | 0 | FleetIDs 7 → 8 |
a server-created fleet |
| 34 | 2 | 2 | FleetIDs 7 → 8 |
the client-created fleet |
| — | — | — | DesignIDs 43 → 43 |
no design was created that turn |
| — | — | — | PlayerIDs 8, SystemIDs 28 |
unchanged |
Three objects, three ids, and the counters on both nodes are contiguous with no gaps. So:
- 1712 is counter 107 and was issued during turn 1→2, not 2→3 (NMnx 106 → 109 covers counters 107, 108, 109 = ids 1712, 1728, 1744). 1776 is a fleet, not a design.
- Design 18 is already in
turn2-state.sav— in the masterDesignIDslist (43 entries, and still 43 at turn 3) and in player 32's block. It was allocated during turn 1→2. The turn-2→3 build order therefore names a design the input save already holds, and only fleet 34 is new. A faithful replay of the canonical pair mints exactly one client id, not two. That is a materially smaller gap than the row claims.
Everything else in the row stands, including the load-bearing part: allocate on apply and you get
1792 where the original has 34.
3.2 A falsified prediction, and the open item it leaves
Prediction ID-P3 said, in full:
If NMLc = 0 holds, then the node-2 counter that issued 18 and 34 is NOT in the save, is NOT restored by Initialize (which zeroes it), and therefore restarts at zero on every load.
NMLc is 0, and the first two clauses are read directly out of the code: no save carries a per-node
array, Initialize zeroes the rest, IDMap::Insert 0x008b9350 never touches a counter (read to
the end: it logs a duplicate, refuses id 0, bounds-checks id & 0xF, writes the id into obj->+4
and inserts into nodes[n]'s map — no counter write), and InitGameForPlayer seeds a client from
GetNodeCounter, which therefore returns 0 for every client node in a freshly loaded game.
The third clause is falsified by a save already in the corpus. cb-turn2to3-autosave.sav is a
fresh process that loaded turn2-state.sav (which contains design 18 = node 2, counter 1) and
pressed End Turn. The fleet it created is 34 — counter 2, not 18. If the client's counter had
started at 0 the fleet would have been 18, colliding with a design that already exists.
Two explanations survive, and this lane cannot separate them without a hook:
- (A) something restores the server's node-2 counter to 1 during the load, and the client is
seeded with it. I read
Initialize,Insert,AllocateID,FindNode,GetNodeCounterandInitGameForPlayerand found no such write. Absence in six functions is not absence. - (B) the counter really does start at 0 and the client made one earlier allocation that turn which never reached the save — a local design object, a task, an order — taking counter 1, so the fleet got counter 2. This fits the read code exactly and requires nothing unread.
(B) has a specific form that fits everything, including the master-list diff above. In the
continuous reference session (turn 1 → 3 in one process, which is where turn2-state and
turn3-state come from) the client allocated 18 for its design in turn 1→2 and 34 for its fleet in
turn 2→3 — counters 1 then 2, no gap, nothing extra needed. In CB's reloaded run the client's
counter started at 0 again, so its first allocation of the turn would be counter 1 = 18, an id
the loaded board already holds; IDMap::Insert logs and inserts anyway; the fleet then takes
counter 2 = 34. On that reading the collision has already happened, in a run whose autosave
matched the oracle — which is exactly what you would expect, because the colliding object lives in
the client's map and only the server's state is serialized. It also predicts what the earlier
allocation was: whatever the AI client makes each turn before it makes a fleet.
That is a story, not a measurement. The probe is one hook and it is cheap (earned rule 18, and rule 20 — instrument the entry):
detour IDMap::AllocateID 0x008b8ae0 and log (this, nodeIndex, resulting id, return address) for
one turn2-state → turn3-state End Turn. (A) predicts the client's very first allocation that turn
returns 34; (B) predicts it returns 18 from a site that is not the fleet creator. A count alone
cannot separate them — that is exactly the shape rule 20 exists for.
Whichever it is, the consequence for a reimplementation is the same and is stated in §5.
3.3 The collision hazard, stated as a hypothesis
If (B) is right, then a client's counter is a pure function of allocation order within the
process and a save/load loses it. Load a save in which a client has already allocated n objects
and let it allocate again, and it re-issues (1<<4)|k — an id the map already holds. IDMap::Insert
logs IDMap: Object already exists with id %d. and inserts anyway (0x008b9367: the log is
followed by fall-through, not a return). That would be an original defect, not ours.
Labelled hypothesis. The same one-hook probe settles it, and human-turn15-spyprogram.sav — node 2
at counter 51 — is the workload that would make it loud.
4. Layout, for the record
IDMap (StrategySim + 0x80)
+0x08 / +0x0c / +0x10 vector<NodeEntry>, STRIDE 0x14 (allocator +0x10, rule 5)
+0x18 int localNodeIndex
NodeEntry 0x14 bytes
+0x00 .. +0x0f std::map<int, void*> id -> object, for THIS node
+0x10 int counter pre-incremented; 0 is never issued
AllocateID(node): 0 if node == -1 or the node does not exist; else ++nodes[node].counter
(pre-increment, and on wrap to 0 it logs and increments again, so INVALID_NETWORK_ID is never
handed out); id = (counter << 4) | (node & 0xF), with an overflow log if the counter no longer
round-trips.
5. What a faithful replay has to do
- A per-node counter array, not one counter. Sixteen of them.
- Node 0 for the sim that owns the board; node
PlyrIdx + 1for each player's client. - Restore only node
NMLc's counter fromNMnx. There is nothing else in the save to restore, and inventing a per-node array in the save format would diverge from the original. - Mint the id at command emission, not at apply, and carry it in the command — the applier
must honour a non-zero id and mint only on zero (
StrategySim::CreateDesign's branch). - Do not model the client counter as a function of the save. It is a function of allocation order in the process, and until §3.2 is settled a replay of the canonical pair should take the client's ids from the capture rather than derive them.
For the canonical pair specifically, (4) plus "design 18 is already in the input save" means the
replay needs exactly one minted id, 34, and it is the second thing node 2 allocates that turn.
6. What this lane did NOT do
- No hook, no VM run, no new instrument. Every number is from the checked-in corpus and the image. That is also the limit: §3.2 is open precisely because nothing ran.
- The second
LoadTechFileloop and the message send were not read. I readInitGameForPlayerup to the point where the message is filled, andOnCreateGamefrom the point where it is received; the transport between them is assumed, not read. It is a single process, so nothing observable depends on it — but it is not read. FUN_008a9030's counter at+0x23cis a different mechanism (a Mars scene object with its ownIDMapat+0x68,Initialize(1, 0, 0), and a separate per-object counter gated onobj->+0x20 & 0xF == 2). It is not game state and it is not this. Recorded so the next lane that greps for& 0xFdoes not chase it.- Multiplayer is untested. Every save in the corpus is
NMLc 0. A real client machine would save withNMLc = kand its own counter, and the server's copy of that counter is the thing §3.2 is about. Nothing here has been exercised across two machines. ShipIDallocation was not traced to its site. Ships in the corpus are all node 0, so they are minted server-side; I did not read which function does it.
7. Reproducing every number here
cd ~/sots-re
uv run python3 verify/save-reader/save_reader.py --dump verify/results/saves/turn3-state.sav \
| grep -E 'NMSz|NMLc|NMnx'
# nibble histogram: see the one-screen script in section 1.1's method note below
uv run python3 dumps/b6dis.py 0x008b9ad0 # IDMap::Initialize
uv run python3 dumps/b6dis.py 0x007c8d90 # InitGameForPlayer; the +1 is at 0x007c8ed0
The histogram is re.match(r'\s*@[0-9a-f]+\s+(\S+)\s+int\??\s+(-?\d+)', line) over the dump,
keeping the five id tags and counting value & 15. No tool was added for it — it is four lines and
a tool would only hide what it does.
8. VM140 released
The game was never launched and nothing was written. C:\SOTS\SavedGames verified over SSH before
release — 8 files, and the three oracle hashes match:
| file | bytes | sha256[0:16] | |
|---|---|---|---|
(Autosave).sav |
67,219 | 978041acd168b56e |
✅ oracle |
(Autosave EndTurn).sav |
66,732 | bb4fd9ac89f41e3b |
✅ oracle |
(Autosave Backup).sav |
67,219 | 978041acd168b56e |
✅ oracle |
MyGameverify1rtD.sav |
66,732 | bb4fd9ac89f41e3b |
|
MyGameverify1rtE.sav |
66,732 | bb4fd9ac89f41e3b |
|
MyGameverify1verify1.sav |
66,732 | bb4fd9ac89f41e3b |
|
ref-turn2.sav |
66,739 | ab4ac2d7e2977260 |
|
zuul-turn5.sav |
59,131 | 48559ab5b719b332 |
Note for the next VM lane: a filename with parentheses cannot be hashed through
ssh … 'certutil -hashfile "…(Autosave).sav"' — cmd.exe eats the parens and returns
"Check the spelling", which reads exactly like a missing file. Use
powershell -NoProfile -c "(Get-FileHash -LiteralPath '…' -Algorithm SHA256).Hash". My first
attempt reported the three oracle files as absent and they were never absent.
Please mark VM140 free.