mirror of
https://github.com/MaSzyna-EU07/maszyna.git
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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
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@@ -7,7 +7,9 @@
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#include "application/application.h"
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#include "utilities/Globals.h"
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std::uint32_t const EU07_NETWORK_VERSION = 2;
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// 2 - legacy lockstep protocol
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// 3 - handshake carries build identification and an explicit rejection message
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std::uint32_t const EU07_NETWORK_VERSION = 3;
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namespace network {
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@@ -44,6 +46,7 @@ void network::connection::connected()
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client_hello msg;
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msg.version = EU07_NETWORK_VERSION;
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msg.start_packet = packet_counter;
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msg.app_version = Global.asVersion;
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send_message(msg);
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}
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}
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@@ -127,8 +130,23 @@ void network::server::handle_message(std::shared_ptr<connection> conn, const mes
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if (msg.type == message::CLIENT_HELLO) {
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const auto& cmd = dynamic_cast<const client_hello&>(msg);
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if (cmd.version != EU07_NETWORK_VERSION // wrong version
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|| !Global.ready_to_load) { // not ready yet
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std::string rejection;
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if (cmd.version != (int32_t)EU07_NETWORK_VERSION) {
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rejection = "incompatible protocol version: server speaks "
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+ std::to_string(EU07_NETWORK_VERSION)
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+ ", client speaks " + std::to_string(cmd.version);
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}
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else if (!Global.ready_to_load || Global.SceneryFile.empty()) {
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// the host has not picked a scenario yet, there is nothing to join
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rejection = "the server has no scenario running yet";
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}
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if (!rejection.empty()) {
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WriteLog("net: rejecting peer: " + rejection, logtype::net);
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server_reject reply;
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reply.reason = rejection;
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conn->send_message(reply);
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conn->disconnect();
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return;
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}
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@@ -138,6 +156,7 @@ void network::server::handle_message(std::shared_ptr<connection> conn, const mes
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reply.timestamp = Global.starting_timestamp;
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reply.config = 0; // TODO: pass bitfield with state of relevant setting switches
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reply.scenario = Global.SceneryFile;
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reply.app_version = Global.asVersion;
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conn->state = connection::CATCHING_UP;
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conn->backbuffer = backbuffer;
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conn->backbuffer_pos = 0;
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@@ -145,7 +164,7 @@ void network::server::handle_message(std::shared_ptr<connection> conn, const mes
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conn->send_message(reply);
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WriteLog("net: client accepted", logtype::net);
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WriteLog("net: peer connected, build \"" + cmd.app_version + "\", scenario \"" + Global.SceneryFile + "\"", logtype::net);
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}
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else if (msg.type == message::REQUEST_COMMAND) {
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const auto& cmd = dynamic_cast<const request_command&>(msg);
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@@ -163,6 +182,11 @@ void network::client::update()
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conn.reset();
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}
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if (!Global.network_reject_reason.empty()) {
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// the server explicitly refused us; retrying would only spam it
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return;
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}
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if (!conn) {
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if (!reconnect_delay) {
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connect();
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@@ -240,6 +264,16 @@ void network::client::handle_message(std::shared_ptr<connection> conn, const mes
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return;
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}
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if (msg.type == message::SERVER_REJECT) {
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const auto& cmd = dynamic_cast<const server_reject&>(msg);
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ErrorLog("net: connection refused by the server: " + cmd.reason, logtype::net);
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Global.network_reject_reason = cmd.reason;
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Global.network_status = "Connection refused: " + cmd.reason;
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conn->disconnect();
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return;
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}
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if (msg.type == message::SERVER_HELLO) {
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const auto& cmd = dynamic_cast<const server_hello&>(msg);
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conn->state = connection::ACTIVE;
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@@ -251,12 +285,16 @@ void network::client::handle_message(std::shared_ptr<connection> conn, const mes
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// TODO: configure simulation settings according to received cmd.config
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Global.SceneryFile = cmd.scenario;
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Global.ready_to_load = true;
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WriteLog("net: scenario handshake: \"" + cmd.scenario + "\", server build \"" + cmd.app_version + "\"", logtype::net);
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} else if (Global.random_seed != cmd.seed) {
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ErrorLog("net: seed mismatch", logtype::net);
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conn->disconnect();
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return;
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}
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Global.network_status.clear();
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WriteLog("net: accept received", logtype::net);
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}
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