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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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widgets/multiplayer_lobby.h
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35
widgets/multiplayer_lobby.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "application/uilayer.h"
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#include "input/command.h"
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namespace ui
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{
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// lobby of a multiplayer session: shows the vehicle roster published by the server and
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// lets the player pick the one to work on. it lives inside the driver mode rather than in
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// a mode of its own on purpose - the world has to keep running while somebody is choosing,
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// and the very same screen is what a player uses to change vehicles later on
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class multiplayer_lobby_panel : public ui_panel
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{
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public:
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multiplayer_lobby_panel();
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void render_contents() override;
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private:
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void enter_vehicle(std::string const &Name);
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command_relay m_relay;
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};
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} // namespace ui
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