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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-03 17:50:21 +01:00

multiplayer: a cab belongs to the peer it is on, and the first one aboard drives

Joining a crew did nothing. The cab was being built by a replicated entervehicle
that the authority posted only when it had no cab of its own - which is exactly
the case that never happens for the second person to board. The host claims a
vehicle, the server builds a cab, and from then on every further claim finds one
already standing over there, posts nothing, and the joining peer waits forever
for a command that is not coming.

A cab is not a shared object. Each participant has their own, with their own
camera and their own view of it, and nothing about it needs to travel. So it is
built locally by whoever needs one: the driver mode does it for the player when
their claim is granted, and the authority does it for itself, because it needs a
cab to address the AI handover commands to. That also stops a cab being created
on every peer for every claimed vehicle, which is what the entervehicle
broadcast was doing.

Who runs a shared train is no longer decided by car numbering. It is whoever
boarded first, and it stays with them: every crew member is stamped with a
session-wide counter when they sit down, and the smallest stamp on the whole
consist owns the physics. Coupling, uncoupling and renumbering do not move it,
and neither does somebody else joining - each handover is a stutter in the ride
of the person who has been driving, and they are the one who would notice it.
The stamps travel with CREW_UPDATE and in the snapshot, because a client works
out ownership for itself and has to arrive at the same answer.

Chat: the key that opens it is now read before imgui gets a look at the input.
Any window holding the keyboard - the lobby, most likely, which is precisely
where a client sits - would swallow it, so on that side the panel could not be
opened at all. The exception is text actually being typed, which is the chat box
itself; escape closes that. A client also logs what it says, so if a line goes
missing it is clear which half of the trip lost it.

Protocol version 6, snapshot version 7.
This commit is contained in:
2026-09-07 16:00:41 +00:00
parent 0112d81b77
commit 1bfa1644c9
14 changed files with 168 additions and 36 deletions

View File

@@ -16,6 +16,9 @@ http://mozilla.org/MPL/2.0/.
#include <unordered_map>
#include <vector>
class TDynamicObject;
class TTrain;
namespace network
{
@@ -26,6 +29,11 @@ struct vehicle_crew
{
NetworkEntityId entity_id{ENTITY_NONE};
std::vector<PeerId> crew;
// when each of them sat down, on a counter that runs across the whole session. this
// is what settles who runs the physics of a shared train: the one who got there first
// keeps it, so their ride stays smooth and nobody's authority changes under them when
// somebody else joins or the consist is renumbered
std::vector<uint64_t> crew_since;
// whether the AI was actually driving before the first human arrived. a vehicle that
// nobody was driving must not suddenly acquire an AI driver when its crew leaves
bool ai_before_claim{false};
@@ -76,7 +84,9 @@ public:
NetworkEntityId vehicle_of(PeerId Peer) const;
// client side: takes over the crew of one vehicle as published by the server
void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew);
void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew, std::vector<uint64_t> const &Since);
// the join stamps of a crew, in the same order as crew_of()
std::vector<uint64_t> crew_since_of(NetworkEntityId Id) const;
// puts a peer on a vehicle without asking about capacity; used when somebody walks to
// another car of the train they are already working
void take_seat(PeerId Peer, NetworkEntityId Id);
@@ -171,4 +181,11 @@ claim_result claim_by_name(PeerId Peer, std::string const &Vehicle, NetworkEntit
// very same authority layer as input arriving over the wire, only without the transport
void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
// makes sure this peer has a cab instance for a vehicle, building one if it has none.
// the cab is a local object - each participant has their own, with their own camera and
// their own view - so it is never replicated: the second person to board a train finds
// the cab already built on the peer that got there first and would otherwise wait for a
// command that is never coming
TTrain *ensure_local_cab(TDynamicObject *Vehicle);
} // namespace network