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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 14:29:20 +02:00

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.
This commit is contained in:
2026-09-06 17:48:35 +00:00
parent 8460fc531f
commit b9bd0ee33d
17 changed files with 573 additions and 7 deletions

View File

@@ -1517,6 +1517,11 @@ bool eu07_application::init_network()
{
// create network manager
m_network.emplace();
// the host takes part in the session like any other peer, with an identity of its
// own, so that crew and permission handling needs no special case for it
if (!Global.network_client)
Global.network_peer_id = network::PEER_HOST;
}
for (auto const &pair : Global.network_servers)
@@ -1526,14 +1531,15 @@ bool eu07_application::init_network()
m_network->create_server(pair.first, pair.second);
}
if (!Global.local_start_vehicle_override && (Global.network_client || !Global.network_servers.empty()))
{
// in a multiplayer session the vehicle is picked in the lobby, so both the host
// and the joining clients start out as observers rather than in a random cab
Global.local_start_vehicle = "ghostview";
}
if (Global.network_client)
{
if (!Global.local_start_vehicle_override)
{
// in a multiplayer session the vehicle is assigned by the server;
// until the lobby exists the client simply starts out as an observer
Global.local_start_vehicle = "ghostview";
}
Global.network_status = "Connecting to " + Global.network_client->second + "...";
WriteLog("net: connecting to " + Global.network_client->second + " (" + Global.network_client->first + ")", logtype::net);