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Author SHA1 Message Date
9dc78a65dc multiplayer: stream the authoritative state, and let a client walk into a cab
First live test showed three things wrong at once.

A client could not take a vehicle. Walking up to a locomotive and pressing the
enter-vehicle key posts entervehicle, which stage 4 classed as a world-wide
command and refused outright ("reserved for the session host"), so the client
never got a cab and every later control command died locally for want of one.
Walking into a cab is a request for a seat, not a world command: the authority
now turns it into a crew claim, for the host through the same path as for a
remote peer, and answers it the way the lobby button is answered.

Nothing but commands was ever replicated. The server sent dt and the commands
it ran, and the client simulated the rest for itself - so a pantograph the host
raised before the client joined, the contents of the memory cells the signalling
reads, brake pressures and switch positions simply never crossed the wire. The
server now streams the authoritative state a few times a second: whatever has
changed since the last one, and the whole of it every so often so a peer heals
from anything it missed. The snapshot carries the vehicle's inputs - line
breaker, battery, converter and compressor permits, pantograph valves, cab,
lights, doors - and lets the receiving peer derive the rest, plus the memory
cells and the switches.

Desync detection demanded that two state digests be equal, on a design where
the client deliberately runs its own physics. They never can be, so it reported
a desync permanently and asked for a resync every five seconds forever, which
fixed nothing because the next step disagreed again. The digest is a log line
now; what is measured instead is how far out of place the routine correction
found us, and a full resync is only asked for when even that is not catching up.

Also: a consist is put back on the rails as a whole or not at all. Correcting
one vehicle while its neighbour stayed put is what was stretching couplers
until they tore - the last test moved six vehicles out of eight, every time.

And the lobby window collapsed to nothing, because its size_max was left at the
-1 default while size_min was set, so imgui was handed a maximum smaller than
the minimum.
2026-09-06 22:19:28 +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