17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 21:29:19 +02:00

multiplayer stage 1: --host/--connect startup, client without a local scenario

Networking used to be reachable only through the eu07.ini network.server /
network.client entries, and init_modes() refused to start at all unless a
scenery file was already known. That made it impossible to join a session
without knowing (and typing) the host's scenario up front, even though
SERVER_HELLO already carries the scenario name.

- add --host [address:port] and --connect address:port to the command line
  (default port 7420, --host defaults to 0.0.0.0), plus --scenario/--vehicle
  aliases and -h/--help; the existing ini settings keep working
- drop the init_modes() restriction: a client goes straight to the scenario
  loader and waits there for the handshake, a host without -s still gets the
  launcher and simply refuses joins until a scenario is up
- the loader screen reports the network state instead of sitting on a blank
  progress bar
- a client that did not ask for a vehicle with -v starts as an observer
  rather than failing to find the default EU07-424; the lobby of stage 2 will
  take over the choice
- handshake carries build identification and the server answers an
  impossible join with SERVER_REJECT and a readable reason instead of
  dropping the socket silently; protocol version bumped to 3
- deserialize_message() no longer dereferences a null message on an unknown
  message type
This commit is contained in:
2026-09-06 17:28:44 +00:00
parent eed44dc858
commit 8460fc531f
6 changed files with 200 additions and 21 deletions

View File

@@ -32,9 +32,14 @@ bool scenarioloader_mode::init() {
// mode-specific update of simulation data. returns: false on error, true otherwise
bool scenarioloader_mode::update() {
if (!Global.ready_to_load)
// waiting for network connection
if (!Global.ready_to_load) {
// waiting for the network handshake to tell us which scenario to load
m_userinterface->set_progress(
Global.network_status.empty()
? STR("Connecting to server")
: Global.network_status);
return true;
}
if (!state) {
WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic);
@@ -76,8 +81,15 @@ void scenarioloader_mode::enter() {
simulation::is_ready = false;
Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
m_userinterface->set_progress(STR("Loading scenery"));
if( Global.SceneryFile.empty() ) {
// multiplayer client: the scenario is not known until the server answers
Application.set_title( Global.AppName );
m_userinterface->set_progress( STR( "Connecting to server" ) );
}
else {
Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
m_userinterface->set_progress(STR("Loading scenery"));
}
}
// maintenance method, called when the mode is deactivated