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multiplayer: fix the black screen - a cab and is_ready waiting on each other
The renderer draws nothing at all while simulation::is_ready is false, and that flag only goes up once the local player's cab is built. The previous commit made walking into a cab a crew request, so the cab of a claimed vehicle is created by Crews::reconcile() rather than by the command itself. reconcile() runs from the network housekeeping, which was gated on simulation::is_ready - so a host started with -v had its entervehicle turned into a claim, and then the cab waited for is_ready while is_ready waited for the cab. Black screen on both ends, since a client whose server never gets going has nothing to show either. - the housekeeping now waits for Global.simulation_loaded, which says the world exists, instead of simulation::is_ready, which says the player has a cab - in a session, a player with no cab counts as ready: they are an observer in the lobby, not a game still loading, and the world has to be drawn for them - entervehicle is only taken as a crew request when the session actually lists that vehicle; anything else stays an ordinary command, so a scenario that starts its host in something the roster does not cover still works
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@@ -29,6 +29,7 @@ http://mozilla.org/MPL/2.0/.
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#include "utilities/Timer.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "network/entities.h"
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/*
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namespace input {
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@@ -454,7 +455,11 @@ bool driver_mode::update()
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GfxRenderer->Update(deltarealtime);
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simulation::is_ready = simulation::is_ready || (simulation::Train != nullptr && simulation::Train->is_cab_initialized) || Global.local_start_vehicle == "ghostview";
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simulation::is_ready = simulation::is_ready || (simulation::Train != nullptr && simulation::Train->is_cab_initialized) || Global.local_start_vehicle == "ghostview"
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// in a session a player with no cab is an observer waiting in the
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// lobby, not a game still loading: the world has to be drawn for
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// them, or they are left staring at a black screen
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|| (network::is_multiplayer() && simulation::Train == nullptr);
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return true;
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}
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