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.
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.
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
Adds the WITH_HARDWARE_PROTOCOL_V2 build option and the eu07.ini entries
which configure it: uart2 declares a serial link and may be repeated for
several controllers, the remaining uart2* entries tune frame size,
heartbeat, rate limits and logging. UART v1 is untouched and both may be
active at the same time on different ports.
The driver mode starts the manager when at least one link is configured
and pumps it from the input polling loop, and the debug panel gains a
Hardware Protocol v2 section reporting link and session condition,
packet rates, round trip time, protocol and transport error counters and
whatever diagnostics the device itself reports, with switches for
protocol and frame logging.
std::uniform_real/int_distribution has UB when min>max. The old "fancy Random"
used interpolate(a,b,t) which tolerated a>b; the migration to
std::uniform_real_distribution did not, and only one inverted call site was
fixed by hand. Swap the bounds inside Random()/Random(int)/LocalRandom() so
every call site is safe, and reorder the two inverted literal calls in
Driver.cpp (fActionTime buzzer / departure delay) for readability.
The dumb3d->glm / utilities-simplification refactor replaced the old custom
clamp() (which tolerated Lo>Hi, returning the upper bound) with std::clamp,
where inverted bounds are undefined behaviour. Only a few sites were patched
afterwards, by hand, with std::minmax plumbing (incl. a stray `static` inside
a per-axle loop). Others silently produced wrong results in the AI braking /
acceleration path.
Add a safe_clamp() helper (normalizes inverted bounds) and use it ONLY where
Lo<=Hi cannot be proven at compile time (config min/max pairs, sign-dependent
expressions, container underflow). Sites with constant bounds or [0, x>=0]
keep std::clamp. Remove the manual std::minmax workarounds and rewrite the
damaged-track jolt code value-first.
Consolidates platform-specific config-directory logic (APPDATA on Windows,
~/Library/Application Support on macOS, ~/.config on Linux) into a single
user_config_path(filename) function in utilities/utilities.{cpp,h}, removing
copy-pasted #ifdef blocks from application.cpp, editor/editorSettings.cpp,
input/{keyboard,gamepad,drivermouse,uart}input.cpp.
Three small source tweaks that let the OpenGL renderer build and run
on Apple Silicon without affecting the Windows/Linux paths:
- stdafx.h: use GLM_FORCE_NEON on ARM64 instead of GLM_FORCE_AVX2.
AVX2 pulls <immintrin.h>, which clang on ARM64 rejects because
the x86 intrinsics are unimplemented.
- utilities/utilities.cpp: provide an Apple libc++ fallback for
Now() using localtime_r + strftime, since
std::chrono::current_zone() is not yet implemented there.
- audio/audio.h: prefer Khronos-style <AL/al.h> headers when they
are on the include path (brew openal-soft) and fall back to the
deprecated Apple OpenAL.framework's <OpenAL/al.h> only otherwise.