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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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