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7 Commits

Author SHA1 Message Date
1bfa1644c9 multiplayer: a cab belongs to the peer it is on, and the first one aboard drives
Joining a crew did nothing. The cab was being built by a replicated entervehicle
that the authority posted only when it had no cab of its own - which is exactly
the case that never happens for the second person to board. The host claims a
vehicle, the server builds a cab, and from then on every further claim finds one
already standing over there, posts nothing, and the joining peer waits forever
for a command that is not coming.

A cab is not a shared object. Each participant has their own, with their own
camera and their own view of it, and nothing about it needs to travel. So it is
built locally by whoever needs one: the driver mode does it for the player when
their claim is granted, and the authority does it for itself, because it needs a
cab to address the AI handover commands to. That also stops a cab being created
on every peer for every claimed vehicle, which is what the entervehicle
broadcast was doing.

Who runs a shared train is no longer decided by car numbering. It is whoever
boarded first, and it stays with them: every crew member is stamped with a
session-wide counter when they sit down, and the smallest stamp on the whole
consist owns the physics. Coupling, uncoupling and renumbering do not move it,
and neither does somebody else joining - each handover is a stutter in the ride
of the person who has been driving, and they are the one who would notice it.
The stamps travel with CREW_UPDATE and in the snapshot, because a client works
out ownership for itself and has to arrive at the same answer.

Chat: the key that opens it is now read before imgui gets a look at the input.
Any window holding the keyboard - the lobby, most likely, which is precisely
where a client sits - would swallow it, so on that side the panel could not be
opened at all. The exception is text actually being typed, which is the chat box
itself; escape closes that. A client also logs what it says, so if a line goes
missing it is clear which half of the trip lost it.

Protocol version 6, snapshot version 7.
2026-09-07 16:00:41 +00:00
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
combolek
d863ec18c3 uilayer: Implement ui.bg.opacity setting (#139)
uilayer: Implement up ui.bg.opacity setting
2026-07-12 00:41:25 +02:00
jerrrrycho
d85096f64d reformat: remove redundant parentheses 2026-06-30 21:19:46 +02:00
3bed2212d7 Editor settings for New/Legacy camera controll 2026-06-16 23:53:01 +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