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