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.
Networking used to be reachable only through the eu07.ini network.server /
network.client entries, and init_modes() refused to start at all unless a
scenery file was already known. That made it impossible to join a session
without knowing (and typing) the host's scenario up front, even though
SERVER_HELLO already carries the scenario name.
- add --host [address:port] and --connect address:port to the command line
(default port 7420, --host defaults to 0.0.0.0), plus --scenario/--vehicle
aliases and -h/--help; the existing ini settings keep working
- drop the init_modes() restriction: a client goes straight to the scenario
loader and waits there for the handshake, a host without -s still gets the
launcher and simply refuses joins until a scenario is up
- the loader screen reports the network state instead of sitting on a blank
progress bar
- a client that did not ask for a vehicle with -v starts as an observer
rather than failing to find the default EU07-424; the lobby of stage 2 will
take over the choice
- handshake carries build identification and the server answers an
impossible join with SERVER_REJECT and a readable reason instead of
dropping the socket silently; protocol version bumped to 3
- deserialize_message() no longer dereferences a null message on an unknown
message type