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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 11:29:20 +02:00
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45 Commits

Author SHA1 Message Date
b255c8120a multiplayer stage 6: a logical simulation tick and a real state digest
The protocol hung off whatever frame the renderer happened to be drawing, and
the only thing standing in for synchronisation was the sum of every vehicle's
coordinates with a random number added on top - a value that cannot be equal on
two machines and therefore reported a desync on every single step.

- Global.simulation_tick: the authority counts the steps, a client takes the
  number from the authoritative frame it is executing. FRAME_INFO and the
  command requests carry it, so the network timeline has one unambiguous order
  independent of frame rates
- network/statehash: a versioned FNV digest of the gameplay critical state -
  vehicle position, speed, direction, brake pipe and cylinder pressure, plus the
  clock. Values are quantized so that float noise is not mistaken for drift, and
  vehicles are folded in under their own identity and summed, so the digest does
  not depend on the order the scenario created them in. Switches, memcells and
  the event queue are the next candidates; they go in when stage 7 pins down
  what a snapshot contains
- a client compares its own digest against the authoritative one and reports the
  drift when it starts and then only now and then, rather than every step; the
  overlay says how long it has been out of step and at which tick
- refusing to compare at all when the two builds disagree on the digest layout

EU07_NETWORK_VERSION is now 4.
2026-09-06 19:21:12 +00:00
4870935983 multiplayer stage 5: the authority decides which events fire
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.
2026-09-06 19:09:19 +00:00
c3bf261934 multiplayer stage 4: server-authoritative input, permissions, per-source holds
Three things stood in the way of two people sharing a cab and of a client not
being able to reach past its own vehicle.

Vehicle commands were addressed by TTrain::id(), which every peer hands out
locally from its own counter, so the same number means a different vehicle on
a different peer. Commands now travel with the session wide NetworkEntityId
and are translated back to the local cab on arrival; outside of multiplayer
the registry is empty and both directions are a no-op, so singleplayer is
untouched.

A client could send any command it liked, including setweather, queueevent or
spawntrainset. The server now validates every incoming command: a player may
work the controls of the vehicle whose crew they are on and nothing else, and
world wide commands stay with the host until dispatcher roles exist. The
source is stamped by the server, never taken from what the peer sent, and
rejections are logged once per peer/command instead of every frame. Host input
runs through the very same validation, just without the transport.

Continuous commands were tracked per command and recipient only, so with two
people in one cab the release sent by one of them cancelled the other one's
hold. command_data now carries the source peer and the active set is keyed by
{source, recipient, command}.

Also: a client asking to quit no longer replicates quitsimulation, which would
have shut down everybody else's session.
2026-09-06 18:24:21 +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
8460fc531f multiplayer stage 1: --host/--connect startup, client without a local scenario
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
2026-09-06 17:28:44 +00:00
docentYT
2bb8a64877 Specify auto as reference where possible 2026-05-12 19:16:33 +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
jakubg1
22c0aed82d Change asio::ip::address::from_string() to asio::ip::make_address()
The former function has been removed from Boost recently.
2025-09-09 15:51:33 +02:00
milek7
ca8145904b do not make unnecessary exports on nix platforms 2021-01-30 16:00:58 +01:00
milek7
29f8f91ad8 Merge remote-tracking branch 'tmj/master' into sim 2020-10-18 23:35:14 +02:00
milek7
936effa9db openvr WIP 2020-09-29 22:27:13 +02:00
tmj-fstate
330bd3c455 post-merge fixes 2020-02-20 20:28:32 +01:00
tmj-fstate
7a0c89f508 milek7/sim branch network code import 2020-02-16 03:03:17 +01:00
milek7
a16cf6cdab desync info tweaks 2019-11-17 15:21:02 +01:00
milek7
5c84f8b156 remove DBG_NEW new preprocessor kludges, ensure stdafx.h is included everywhere, add debug build to Azure CI 2019-08-30 23:35:58 +02:00
milek7
5160073282 fixup dynobj placement, tune network 2019-04-03 01:46:31 +02:00
milek7
4344ec192a network changes 2019-04-03 01:28:46 +02:00
milek7
155217243c gui changes, consist teleport command, etc 2019-04-02 20:42:18 +02:00
milek7
e3c88b9834 network-aware obstacles, other changes 2019-03-16 17:13:46 +01:00
milek7
3693c1660e renderer changes, time and environment window 2019-03-09 21:14:01 +01:00
milek7
52ff1ecb98 display train names on map 2019-02-18 00:07:09 +01:00
milek7
d391851c66 network improvements 2019-02-13 21:41:10 +01:00
milek7
75a9db413f tweak packet sizes 2019-02-06 00:16:45 +01:00
milek7
6962e25042 network improvements and fixes 2019-02-06 00:03:48 +01:00
milek7
85ad17af3c network fixes and improvements, code refactoring 2019-02-03 23:24:34 +01:00
milek7
ec34720ad6 work 2019-01-29 23:19:32 +01:00
milek7
cf6cbe9a8e work 2019-01-29 19:02:16 +01:00
milek7
672e3e022a work 2019-01-28 23:19:41 +01:00
milek7
d5760c9e9c work 2019-01-28 00:34:36 +01:00
milek7
90f18ea651 work 2019-01-27 20:38:03 +01:00
milek7
1ef74838ee work 2019-01-20 15:32:03 +01:00
milek7
1314f09c4d work 2019-01-18 00:36:41 +01:00
milek7
f63bd04bfe work 2019-01-18 00:26:48 +01:00
milek7
f55a5465ef work 2019-01-14 22:45:22 +01:00
milek7
b2a9388fab work 2019-01-14 00:20:14 +01:00
milek7
cb106fb135 work 2019-01-13 14:19:21 +01:00
milek7
3db9efd3f7 work 2019-01-11 23:15:03 +01:00
milek7
ead2123d8e work 2019-01-02 22:44:42 +01:00
milek7
b1cb4ad1ea work 2019-01-02 22:31:46 +01:00
milek7
63afece4a6 work 2019-01-01 00:26:11 +01:00
milek7
4db460d655 work 2018-12-25 23:38:47 +01:00
milek7
21fff27903 work 2018-12-20 20:47:19 +01:00
milek7
35af6d48d6 work 2018-12-09 19:03:02 +01:00
milek7
f525a77e23 work 2018-12-03 23:12:33 +01:00