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Joining a crew did nothing. The cab was being built by a replicated entervehicle that the authority posted only when it had no cab of its own - which is exactly the case that never happens for the second person to board. The host claims a vehicle, the server builds a cab, and from then on every further claim finds one already standing over there, posts nothing, and the joining peer waits forever for a command that is not coming. A cab is not a shared object. Each participant has their own, with their own camera and their own view of it, and nothing about it needs to travel. So it is built locally by whoever needs one: the driver mode does it for the player when their claim is granted, and the authority does it for itself, because it needs a cab to address the AI handover commands to. That also stops a cab being created on every peer for every claimed vehicle, which is what the entervehicle broadcast was doing. Who runs a shared train is no longer decided by car numbering. It is whoever boarded first, and it stays with them: every crew member is stamped with a session-wide counter when they sit down, and the smallest stamp on the whole consist owns the physics. Coupling, uncoupling and renumbering do not move it, and neither does somebody else joining - each handover is a stutter in the ride of the person who has been driving, and they are the one who would notice it. The stamps travel with CREW_UPDATE and in the snapshot, because a client works out ownership for itself and has to arrive at the same answer. Chat: the key that opens it is now read before imgui gets a look at the input. Any window holding the keyboard - the lobby, most likely, which is precisely where a client sits - would swallow it, so on that side the panel could not be opened at all. The exception is text actually being typed, which is the chat box itself; escape closes that. A client also logs what it says, so if a line goes missing it is clear which half of the trip lost it. Protocol version 6, snapshot version 7.
168 lines
5.3 KiB
C++
168 lines
5.3 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include <string>
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#include "model/Texture.h"
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#include "widgets/popup.h"
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// GuiLayer -- basic user interface class. draws requested information on top of openGL screen
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class ui_panel {
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public:
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// constructor
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ui_panel( std::string Identifier, bool Isopen );
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virtual ~ui_panel() = default;
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// methods
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virtual void update() {}
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virtual void on_window_resize(int w, int h) {}
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virtual void render();
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virtual void render_contents();
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// temporary access
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// types
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struct text_line {
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std::string data;
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glm::vec4 color;
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text_line( std::string const &Data, glm::vec4 const &Color) : data(Data), color(Color) {}
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};
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// members
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std::string title;
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bool is_open;
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glm::ivec2 pos { -1, -1 };
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glm::ivec2 size { -1, -1 };
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glm::ivec2 size_min { -1, -1 };
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glm::ivec2 size_max { -1, -1 };
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std::deque<text_line> text_lines;
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int window_flags = -1;
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bool no_title_bar = false;
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const std::string& name() { return m_name; }
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void register_popup(std::unique_ptr<ui::popup> &&popup);
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protected:
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// members
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std::string m_name;
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std::list<std::unique_ptr<ui::popup>> popups;
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};
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class ui_expandable_panel : public ui_panel {
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public:
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using ui_panel::ui_panel;
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bool is_expanded { false };
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void render_contents() override;
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};
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class ui_log_panel : public ui_panel {
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using ui_panel::ui_panel;
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void render_contents() override;
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};
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struct ImFont;
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class ui_layer {
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public:
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// constructors
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ui_layer();
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// destructor
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virtual ~ui_layer();
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// methods
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static bool init( GLFWwindow *Window );
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static void imgui_style();
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// assign texturing hardware unit
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static void set_unit( GLint const Textureunit ) { m_textureunit = GL_TEXTURE0 + Textureunit; }
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static void shutdown();
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virtual void showDebugUI() {};
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// potentially processes provided input key. returns: true if the input was processed, false otherwise
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virtual bool on_key( int Key, int Action );
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// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
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virtual bool on_cursor_pos( double Horizontal, double Vertical );
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// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
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virtual bool on_mouse_button( int Button, int Action );
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// processes window resize.
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virtual void on_window_resize(int w, int h);
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// updates state of UI elements
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virtual void update();
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// draws requested UI elements
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void render();
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static void render_internal();
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// begins new UI frame
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// (this is separate from render() to allow for debug GUI outside of proper UI framework)
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void begin_ui_frame();
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static void begin_ui_frame_internal();
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//
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static void set_cursor( int Mode );
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// loading
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void set_progress(std::string const &Text);
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void set_progress(float progress, float subtaskprogress);
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// sets the ui background texture, if any
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void set_background( std::string const &Filename = "" );
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void set_tooltip( std::string const &Tooltip ) { m_tooltip = Tooltip; }
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void clear_panels();
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void add_external_panel( ui_panel *Panel ) { m_panels.emplace_back( Panel ); }
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void add_owned_panel( ui_panel *Panel );
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// callback functions for imgui input
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// returns true if input is consumed
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static bool key_callback(int key, int scancode, int action, int mods);
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// true when something on screen is taking typed input and the game must keep its
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// hands off the keyboard
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static bool wants_keyboard();
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static bool char_callback(unsigned int c);
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static bool scroll_callback(double xoffset, double yoffset);
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static bool mouse_button_callback(int button, int action, int mods);
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static ImFont *font_default;
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static ImFont *font_mono;
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static ImFont *font_loading;
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protected:
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// members
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static GLFWwindow *m_window;
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static ImGuiIO *m_imguiio;
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static bool m_cursorvisible;
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virtual void render_menu_contents();
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ui_log_panel m_logpanel { "Log", true };
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bool m_suppress_menu = false; // if `true`, the menu at the top of the window will not be present
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// progress bar config
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float m_progress { 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
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float m_subtaskprogress{ 0.0f }; // percentage of filled progres bar, to indicate lengthy operations.
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std::string m_progresstext; // label placed over the progress bar
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private:
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// methods
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// render() subclass details
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virtual void render_() {}
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// draws background quad with specified earlier texture
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void render_background();
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void render_tooltip();
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void render_panels();
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void render_menu();
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void render_quit_widget();
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void render_hierarchy();
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// draws a quad between coordinates x,y and z,w with uv-coordinates spanning 0-1
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void quad( glm::vec4 const &Coordinates, glm::vec4 const &Color );
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// members
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static GLint m_textureunit;
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texture_handle m_background { null_handle }; // path to texture used as the background. size depends on mAspect.
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std::vector<ui_panel *> m_panels;
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std::vector<std::unique_ptr<ui_panel>> m_ownedpanels;
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std::string m_tooltip;
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bool m_quit_active = false;
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bool m_imgui_demo = false;
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bool m_editor_hierarchy = false;
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bool m_editor_change_history = false;
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};
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