Every peer used to evaluate event conditions for itself and put the results
straight into its own queue, so the same event could fire twice, or on one
machine only. Worse, the launchers were polled around Global.pCamera, which in
a session means "wherever one particular player happens to be looking".
Condition evaluation is now separated from execution:
authority: evaluate -> queueevent -> execute -> replicate
client: receive queueevent -> execute
- AddToQuery() takes the origin of the request. A locally evaluated launch on a
client is dropped, on the host it is handed to the session as the ordinary
queueevent command and comes back to be carried out by everybody, itself
included, so it happens exactly once per peer. Scenario init (onstart,
negative delay) and the children of an already replicated event are marked as
authority decisions and run in place, since they are identical everywhere.
With no session running, both branches collapse to the old behaviour
- queueevent now carries the delay as well
- event launchers are polled around every crewed vehicle instead of around the
local camera, and a cell is polled at most once per frame no matter how many
players stand near it - launcher activation counters are stateful
- Events.update() still services the queue on a client, with its delays and its
execution; only the condition checking is skipped there
An event whose request is still travelling is not requested again, with a
timeout so that a lost request cannot silence it for good. Instant (AddValues)
events are exempt from that guard, because every one of their additions has to
get through.
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.