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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-28 19:17:28 +01:00
multiplayer stage 2: peer identity, stable vehicle ids and a session lobby
TTrain::id() numbers cabs with a local counter, in the order each peer happens to create them, so it cannot address a vehicle across the session. Neither was there any way for a player to see what is available to drive. - network/entities: PeerId (the host is peer 1, remote peers are numbered from 2, so it is a participant rather than a special case) and NetworkEntityId, plus a registry that numbers the drivable vehicles of the loaded scenario in name order and resolves ids back to TDynamicObject - the server owns the numbering and publishes it as VEHICLE_LIST - name, crew occupancy, crew capacity, AI state, availability - on every change and at least every 120 frames, out of band so it stays out of the replay backbuffer; a client binds the received ids to its own copy of the scenario by name - SERVER_HELLO hands the joining peer its PeerId - a multiplayer lobby listing that roster, with vehicles taken by other players shown as such rather than hidden; entering one goes through the existing entervehicle command, the vehicle is never moved The lobby lives inside the driver mode instead of a mode of its own: the world has to keep running while somebody is choosing (a client stops consuming the server's frames the moment its mode is not a command processor), and the same screen is what a player needs to change vehicles later on. Crew occupancy is still derived from the presence of a cab instance; the real crew model, claim handshake and AI takeover follow in stage 3.
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@@ -1517,6 +1517,11 @@ bool eu07_application::init_network()
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{
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// create network manager
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m_network.emplace();
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// the host takes part in the session like any other peer, with an identity of its
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// own, so that crew and permission handling needs no special case for it
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if (!Global.network_client)
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Global.network_peer_id = network::PEER_HOST;
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}
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for (auto const &pair : Global.network_servers)
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@@ -1526,14 +1531,15 @@ bool eu07_application::init_network()
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m_network->create_server(pair.first, pair.second);
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}
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if (!Global.local_start_vehicle_override && (Global.network_client || !Global.network_servers.empty()))
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{
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// in a multiplayer session the vehicle is picked in the lobby, so both the host
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// and the joining clients start out as observers rather than in a random cab
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Global.local_start_vehicle = "ghostview";
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}
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if (Global.network_client)
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{
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if (!Global.local_start_vehicle_override)
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{
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// in a multiplayer session the vehicle is assigned by the server;
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// until the lobby exists the client simply starts out as an observer
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Global.local_start_vehicle = "ghostview";
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}
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Global.network_status = "Connecting to " + Global.network_client->second + "...";
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WriteLog("net: connecting to " + Global.network_client->second + " (" + Global.network_client->first + ")", logtype::net);
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@@ -266,6 +266,14 @@ bool driver_mode::update()
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// variable step simulation time routines
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if (change_train.empty() && !Global.network_pending_vehicle.empty())
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{
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// vehicle picked in the multiplayer lobby; the cab itself is built by the
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// replicated entervehicle command, we only have to move in once it exists
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change_train = Global.network_pending_vehicle;
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Global.network_pending_vehicle.clear();
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}
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if (!change_train.empty())
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{
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TTrain *train = simulation::Trains.find(change_train);
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@@ -452,6 +460,15 @@ void driver_mode::enter()
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Error("Bad scenario: failed to locate player train, \"" + Global.local_start_vehicle + "\"");
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}
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if (Application.is_server() || Application.is_client())
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{
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// in a multiplayer session nobody is dropped into a random vehicle: the roster
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// published by the server is offered instead, and stays available for later switches
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auto ui = std::dynamic_pointer_cast<driver_ui>(m_userinterface);
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if (ui != nullptr)
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ui->show_multiplayer_lobby(nPlayerTrain == nullptr);
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}
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// if (!Global.bMultiplayer) //na razie włączone
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{ // eventy aktywowane z klawiatury tylko dla jednego użytkownika
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KeyEvents[0] = simulation::Events.FindEvent("keyctrl00");
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@@ -37,6 +37,7 @@ driver_ui::driver_ui()
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add_external_panel(&m_logpanel);
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add_external_panel(&m_perfgraphpanel);
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add_external_panel(&m_cameraviewpanel);
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add_external_panel(&m_multiplayerlobby);
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m_logpanel.is_open = false;
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m_aidpanel.title = STR("Driving Aid");
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@@ -87,10 +88,18 @@ void driver_ui::render_menu_contents()
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if (ImGui::MenuItem(m_timepanel.name().c_str()))
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m_timepanel.open();
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if (Application.is_server() || Application.is_client())
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ImGui::MenuItem(m_multiplayerlobby.name().c_str(), nullptr, &m_multiplayerlobby.is_open);
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ImGui::EndMenu();
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}
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}
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void driver_ui::show_multiplayer_lobby(bool const Show)
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{
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m_multiplayerlobby.is_open = Show;
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}
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void driver_ui::showDebugUI()
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{
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m_debugpanel.is_open = !m_debugpanel.is_open;
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@@ -20,6 +20,7 @@ http://mozilla.org/MPL/2.0/.
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#include "widgets/trainingcard.h"
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#include "widgets/perfgraphs.h"
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#include "widgets/cameraview_extcam.h"
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#include "widgets/multiplayer_lobby.h"
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class driver_ui : public ui_layer {
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@@ -40,6 +41,9 @@ public:
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// updates state of UI elements
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void
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update() override;
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// opens or closes the multiplayer lobby
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void
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show_multiplayer_lobby( bool const Show );
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protected:
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void render_menu_contents() override;
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@@ -69,4 +73,5 @@ private:
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ui::map_panel m_mappanel;
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ui::time_panel m_timepanel;
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ui::cameraview_panel m_cameraviewpanel;
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ui::multiplayer_lobby_panel m_multiplayerlobby;
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};
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@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "utilities/translation.h"
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#include "network/entities.h"
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scenarioloader_mode::scenarioloader_mode() {
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m_userinterface = std::make_shared<scenarioloader_ui>();
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@@ -61,6 +62,11 @@ bool scenarioloader_mode::update() {
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Application.pop_mode();
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}
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if( Application.is_server() ) {
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// the server owns the vehicle numbering for the whole session and publishes it
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network::Entities.build();
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}
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WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" );
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// TODO: implement and use next mode cue
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