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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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@@ -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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