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192 Commits

Author SHA1 Message Date
0112d81b77 multiplayer: names instead of peer numbers, a chat, and the exe as a dedicated server
Three things that turn out to be one thing: a session with people in it needs
to be able to say who they are, and a machine that only referees one should not
have to open a window to do it.

Names. A peer id is what the protocol addresses; "player 4" is no use to anybody
reading a lobby. CLIENT_HELLO carries a requested nickname now, and the server
decides what it actually is: trimmed of control characters and runs of spaces,
capped at 24, and made unique - two people called Marcin are two people and the
lobby has to say which is which. The result goes out as PEER_ROSTER whenever
somebody joins or leaves, and to a joining peer just before its snapshot, so the
crew section resolves to names rather than numbers. The name comes from
multiplayer.nickname in the ini or --nick on the command line, falling back to
the account name and, failing that, to the old numbering. The host is a peer
like any other here too, and registers its own name at startup.

Chat, on the key left of 1. Going up a line carries only its text: who said it
is decided by the connection it arrived on, never by the field in the packet,
which is what stops anybody putting words in anybody's mouth. The server tidies
and caps it, says it, and passes it on - a client waits to hear itself back, so
that everybody sees the conversation in the same order. While the box has the
keyboard imgui swallows the input before the driver mode sees it, so typing "d"
types "d" instead of opening the doors of whatever you are driving; that also
means the key that opened the panel cannot close it, hence escape.

And --nogui. No glfw, no window, no imgui, the null renderer, sound off, log to
the console it was started from, and nobody in a cab - the scenario is left to
its own drivers and this process is a referee rather than a participant. Every
window-dependent path is guarded on an empty window list rather than on a flag
scattered through the code, and the loop is paced at fifty steps a second
because nothing is waiting on a swapchain to slow it down. Chat lines go to the
log, which is what a machine with no window has instead of a chat panel.

    eu07.exe -s scenario.scn --host 0.0.0.0:7420 --nogui --nick Dispatcher
2026-09-07 13:54:34 +00:00
54d8b112b8 multiplayer stage 7: versioned snapshots instead of replaying the session
Joining meant replaying backbuffer.bin from the very first frame of the
session, so the longer a session ran, the longer it took to get in - and the
whole history had to be kept for it.

- network/snapshot: a chunked container with a version of its own. Every
  section carries its length, so a peer built before a section existed reads
  a newer snapshot and simply walks past what it does not know. Version 1
  carries the session (tick, clock, weather, the state of the random engine),
  the vehicles (position on the track, speed, direction, controls, brake
  pressures, whether the AI is driving) and the crew roster. Switches,
  memcells, signals and the event queue are the next sections
- joining is now: handshake -> load the scenario -> CLIENT_READY -> the server
  takes a snapshot on the spot and sends it -> the peer goes live. Because the
  snapshot is taken at the moment the peer becomes active there is no backlog
  to replay at all; the frame by frame catch-up is gone
- the server refuses a peer that loaded a different scenario, with a readable
  reason instead of a silent desync
- reconnecting into a session that is already loaded asks for a fresh snapshot
  straight away rather than waiting for a loader that will not run again
- a vehicle is only put back on the rails when it really is somewhere else; the
  arithmetic that turns the recorded bogie offset back into the nose distance
  place_on_track() expects mirrors what that function itself does
- the session log is still written out - it is useful when picking a desync
  apart - but nothing depends on replaying it any more
2026-09-06 19:37:28 +00:00
b255c8120a multiplayer stage 6: a logical simulation tick and a real state digest
The protocol hung off whatever frame the renderer happened to be drawing, and
the only thing standing in for synchronisation was the sum of every vehicle's
coordinates with a random number added on top - a value that cannot be equal on
two machines and therefore reported a desync on every single step.

- Global.simulation_tick: the authority counts the steps, a client takes the
  number from the authoritative frame it is executing. FRAME_INFO and the
  command requests carry it, so the network timeline has one unambiguous order
  independent of frame rates
- network/statehash: a versioned FNV digest of the gameplay critical state -
  vehicle position, speed, direction, brake pipe and cylinder pressure, plus the
  clock. Values are quantized so that float noise is not mistaken for drift, and
  vehicles are folded in under their own identity and summed, so the digest does
  not depend on the order the scenario created them in. Switches, memcells and
  the event queue are the next candidates; they go in when stage 7 pins down
  what a snapshot contains
- a client compares its own digest against the authoritative one and reports the
  drift when it starts and then only now and then, rather than every step; the
  overlay says how long it has been out of step and at which tick
- refusing to compare at all when the two builds disagree on the digest layout

EU07_NETWORK_VERSION is now 4.
2026-09-06 19:21:12 +00:00
3f62fd5927 multiplayer stage 3: crew model, claim handshake and AI handover
A vehicle is not owned by one player: two people share a cab, so the session
needs a crew relation rather than an owner field. The server keeps it and is
the only one allowed to change it.

- network/session: vehicle_crew { entity_id, crew, ai_before_claim } and a
  crew_registry holding the roster. the host goes through exactly the same
  path as a remote peer (claim -> crew -> grant), only without transport
- CLAIM_VEHICLE / CLAIM_GRANTED / CLAIM_DENIED / LEAVE_VEHICLE / CREW_UPDATE;
  the server validates the vehicle exists, is present in the scenario and has
  room in the crew, and answers a refusal with a reason the lobby shows
- the cab of a claimed vehicle is created by the authority posting the
  ordinary replicated entervehicle, so every peer builds it and the vehicle is
  never moved. the claiming peer only walks in once the cab appears locally
- AI transitions follow the crew size: 0 -> 1 remembers whether an AI was
  really driving and takes the vehicle over, 1 -> 2 and 2 -> 1 change nothing,
  1 -> 0 hands the vehicle back but only if there was an AI driver to begin
  with. driver mode no longer fires aidriverdisable of its own in multiplayer
- losing a connection removes that peer from every crew it was on; a vehicle
  with somebody still on board carries on untouched
- the lobby lists who is on board, offers "join crew" for a vehicle another
  player already occupies, and lets a player step off

The AI and cab handling runs as a reconciliation pass rather than as edge
triggered actions, so a request that has not taken effect yet (the cab needs a
frame to appear) is simply repeated, with a cooldown to keep it off the wire.
2026-09-06 18:08:06 +00:00
b9bd0ee33d 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.
2026-09-06 17:48:35 +00:00
40df8e84f6 zmq: read simulator state from the shared TrainState registry
The zmq interface kept its own copy of the state field list, its own name
table and its own packer. All three are now the shared registry, which
resolves the same channel names and returns the same values, so the wire
format is unchanged. New state exposed to external interfaces is added in
one place from now on.

The registry reports the raw velocity rather than zeroing it while the
simulation is paused, and a symbol which doesn't apply to the current
vehicle keeps its measurement and says so through its quality flag.
2026-09-05 20:41:59 +00:00
91be90548f hardware protocol v2: configuration, wiring and debug panel
Adds the WITH_HARDWARE_PROTOCOL_V2 build option and the eu07.ini entries
which configure it: uart2 declares a serial link and may be repeated for
several controllers, the remaining uart2* entries tune frame size,
heartbeat, rate limits and logging. UART v1 is untouched and both may be
active at the same time on different ports.

The driver mode starts the manager when at least one link is configured
and pumps it from the input polling loop, and the debug panel gains a
Hardware Protocol v2 section reporting link and session condition,
packet rates, round trip time, protocol and transport error counters and
whatever diagnostics the device itself reports, with switches for
protocol and frame logging.
2026-09-05 20:35:38 +00:00
jakubg1
ba19db8715 Revert "Remove training card window"
This reverts commit 363b50c9c2.
2026-09-02 12:32:35 +02:00
jakubg1
363b50c9c2 Remove training card window
This was a leftover from attempts at modifying MaSzyna for professional simulators.
Interaction with this window could cause a crash.
2026-08-23 22:37:33 +02:00
Sebastian Krzyszkowiak
84b3de6088 cmake: Allow to disable date & git hash suffix in executable name 2026-06-29 23:32:38 +02:00
b0bb2c9c42 Fix autodetect python directory 2026-06-27 15:15:11 +02:00
16c94f8e19 Merge remote-tracking branch 'origin/feature/python314' into Editor-Python3.14 2026-06-18 18:22:38 +02:00
75461eaf86 World Streaming Part 1 2026-06-18 18:18:02 +02:00
449609d817 Snap to ground || New terrain system || Terrain sculping || Mesh simplification 2026-06-17 08:56:42 +02:00
5a39ed5193 ImGuizmo System OpenGL 2026-06-17 01:19:59 +02:00
3bed2212d7 Editor settings for New/Legacy camera controll 2026-06-16 23:53:01 +02:00
f07c8fdcd2 Enable /map identifier in cmakelists.txt 2026-05-26 22:08:18 +02:00
maj00r
996cc68822 Fix Windows post-build zlib path (Python DLLs folder)
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-11 18:25:01 +02:00
maj00r
4258af45dd cmake_path removed 2026-05-11 18:21:12 +02:00
maj00r
3786ecd98f Python 3.14 build and CI updates
Squashes the last five commits: migrate to Python 3.14 (CMake, AppVeyor, Azure, README), vcpkg/setup-ci fixes, CMake adjustments, remove bundled ref/python 2.7, and related scripting/static file updates.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-11 18:21:12 +02:00
02cffbe4ad Enable AVX2 support 2026-05-06 20:02:00 +02:00
docentYT
d5d1825e38 Remove dumb3d 2026-04-27 23:03:47 +02:00
copilot-swe-agent[bot]
7e49aa8740 Rewrite #includes to use explicit subdirectory paths
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:16:48 +00:00
copilot-swe-agent[bot]
0531086bb9 Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
2026-03-14 19:01:57 +00:00
11e79f52ae Conversion to cpp 20 2026-01-18 21:21:15 +01:00
c6c042aa52 Fix screenshot manager on OpenGL renderers 2025-09-17 17:34:53 +02:00
f43d4b5201 Add trivia randomisation 2025-09-16 00:25:00 +02:00
Ryba04
33ad7b718f Merge branch 'master' into master 2025-09-13 19:46:26 +02:00
jakubg1
5e2175302b Loading screen overhaul POC
The loading screen has been significantly changed:
- The background image is now properly picked randomly instead of taking the `textures/logo.bmp` file, prepended by an external program such as Rainsted/Starter.
- The progress bar has been moved from a floating window to a thin green line at the bottom of the loading screen.
- The log window is now hidden by default. It can be turned on by setting `loadinglog` to `true` in `eu07.ini`.
- There is an animated wheel icon on the loading screen, and a trivia text is displayed.

New translation key:
- `"Did you know"`

TODO:
- Load trivia from a separate file.
2025-09-10 01:53:22 +02:00
3810fff0dc Revert "Add TGUI library"
This reverts commit c6564351e8.
2025-09-09 16:46:12 +02:00
c6564351e8 Add TGUI library 2025-09-08 18:32:38 +02:00
ac2c5ab4cf Add auto dmp file genration 2025-06-02 22:41:39 +02:00
70b68a155b Fix rc porecompilation 2025-05-05 20:20:29 +02:00
cc82af3375 Add versioning info to binary 2025-05-05 19:58:17 +02:00
09920609ff Add generating PDBs and MAPs for executables 2025-04-17 10:56:42 +02:00
a39d972126 Some renaming 2025-04-15 01:32:56 +02:00
12d6a1578d Add vcpkg as submodule and ref it in cmake 2025-04-15 00:23:36 +02:00
WLs50
1feb4c4bd0 fix merging issue regarding discord-rpc 2025-04-05 14:49:42 +02:00
WLs50
0280b40ca5 Merge remote-tracking branch 'manul-public/master' into manul-staging 2025-04-05 14:24:53 +02:00
WLs50
ffe5ece058 wrap discord rpc as optional feature 2025-03-17 07:19:07 +01:00
WLs50
d793866937 Merge branch 'manul-staging' of https://github.com/wls50/maszyna-internal into manul-staging 2025-03-16 22:14:42 +01:00
WLs50
8f98292cbe implement moon 2025-03-16 22:12:37 +01:00
27f4920869 Add discord-rpc library 2025-03-16 16:22:54 +01:00
WLs50
07583a9f07 fix order of parameters after cmake -E copy -t 2025-03-16 14:51:38 +01:00
WLs50
d9b64c42fb fix unresolved symbols when static linking glfw 2025-03-10 20:32:27 +01:00
WLs50
33ffcaf66b always use included glfw for build 2025-03-09 21:22:35 +01:00
WLs50
a5f6397eca merge manul 2025-03-09 15:36:11 +01:00
33b85baf77 Add discord-rpc library 2025-02-24 22:02:01 +01:00
milek7
ba5dfda64d WITH_PYTHON build option 2022-07-07 02:29:36 +02:00
milek7
129bc9059c make imgui version runtime selectable 2022-04-13 22:15:43 +02:00