mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 23:49:19 +02:00
Three things that turn out to be one thing: a session with people in it needs
to be able to say who they are, and a machine that only referees one should not
have to open a window to do it.
Names. A peer id is what the protocol addresses; "player 4" is no use to anybody
reading a lobby. CLIENT_HELLO carries a requested nickname now, and the server
decides what it actually is: trimmed of control characters and runs of spaces,
capped at 24, and made unique - two people called Marcin are two people and the
lobby has to say which is which. The result goes out as PEER_ROSTER whenever
somebody joins or leaves, and to a joining peer just before its snapshot, so the
crew section resolves to names rather than numbers. The name comes from
multiplayer.nickname in the ini or --nick on the command line, falling back to
the account name and, failing that, to the old numbering. The host is a peer
like any other here too, and registers its own name at startup.
Chat, on the key left of 1. Going up a line carries only its text: who said it
is decided by the connection it arrived on, never by the field in the packet,
which is what stops anybody putting words in anybody's mouth. The server tidies
and caps it, says it, and passes it on - a client waits to hear itself back, so
that everybody sees the conversation in the same order. While the box has the
keyboard imgui swallows the input before the driver mode sees it, so typing "d"
types "d" instead of opening the doors of whatever you are driving; that also
means the key that opened the panel cannot close it, hence escape.
And --nogui. No glfw, no window, no imgui, the null renderer, sound off, log to
the console it was started from, and nobody in a cab - the scenario is left to
its own drivers and this process is a referee rather than a participant. Every
window-dependent path is guarded on an empty window list rather than on a flag
scattered through the code, and the loop is paced at fifty steps a second
because nothing is waiting on a swapchain to slow it down. Chat lines go to the
log, which is what a machine with no window has instead of a chat panel.
eu07.exe -s scenario.scn --host 0.0.0.0:7420 --nogui --nick Dispatcher
409 lines
9.8 KiB
C++
409 lines
9.8 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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#include "stdafx.h"
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#include "network/entities.h"
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#include "network/session.h"
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#include "simulation/simulation.h"
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#include "vehicle/DynObj.h"
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#include "vehicle/Driver.h"
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#include "vehicle/Train.h"
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#include "utilities/Logs.h"
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#include "utilities/Globals.h"
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namespace network
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{
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entity_registry Entities;
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peer_registry Peers;
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namespace
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{
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// long enough for a name worth having, short enough not to wreck a lobby column
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constexpr size_t NICKNAME_LIMIT = 24;
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std::string tidy_name(std::string const &Raw)
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{
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std::string name;
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name.reserve(Raw.size());
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bool space{false};
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for (char const character : Raw)
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{
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// control characters and tabs have no business in a name that goes on somebody
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// else's screen, and a run of spaces is one space
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unsigned char const value = (unsigned char)character;
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if (value < 0x20 || value == 0x7f)
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continue;
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if (character == ' ')
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{
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space = !name.empty();
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continue;
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}
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if (space)
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{
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name += ' ';
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space = false;
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}
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name += character;
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if (name.size() >= NICKNAME_LIMIT)
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break;
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}
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return name;
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}
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} // namespace
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std::string local_nickname()
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{
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auto name = tidy_name(Global.multiplayer_nickname);
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if (!name.empty())
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return name;
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// nothing configured: whoever is logged in will do, and failing that nothing at all -
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// the registry has a stand-in for that case
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for (char const *variable : {"EU07_NICKNAME", "USERNAME", "USER", "LOGNAME"})
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{
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char const *value = std::getenv(variable);
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if (value == nullptr)
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continue;
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name = tidy_name(value);
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if (!name.empty())
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return name;
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}
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return std::string();
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}
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bool peer_registry::taken(std::string const &Name, PeerId const Except) const
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{
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for (auto const &entry : m_names)
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{
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if (entry.first == Except)
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continue;
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if (entry.second == Name)
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return true;
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}
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return false;
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}
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std::string peer_registry::assign(PeerId const Peer, std::string const &Requested)
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{
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std::string name = tidy_name(Requested);
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if (name.empty())
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name = (Peer == PEER_HOST ? std::string("host") : "player " + std::to_string(Peer));
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// two people called Marcin are two people, and the lobby has to say which is which
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if (taken(name, Peer))
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{
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std::string const base = name;
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for (int suffix = 2; suffix < 100; ++suffix)
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{
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name = base + " (" + std::to_string(suffix) + ")";
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if (!taken(name, Peer))
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break;
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}
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}
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m_names[Peer] = name;
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return name;
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}
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void peer_registry::forget(PeerId const Peer)
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{
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m_names.erase(Peer);
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}
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void peer_registry::adopt(std::vector<peer_entry> const &Roster)
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{
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m_names.clear();
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for (auto const &entry : Roster)
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m_names[entry.id] = entry.name;
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}
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std::string peer_registry::name_of(PeerId const Peer) const
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{
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auto const lookup = m_names.find(Peer);
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if (lookup != m_names.end())
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return lookup->second;
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if (Peer == PEER_HOST)
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return "host";
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if (Peer == PEER_NONE)
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return "nobody";
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return "player " + std::to_string(Peer);
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}
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std::vector<peer_entry> peer_registry::roster() const
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{
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std::vector<peer_entry> entries;
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entries.reserve(m_names.size());
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for (auto const &entry : m_names)
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entries.emplace_back(peer_entry{entry.first, entry.second});
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return entries;
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}
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void peer_registry::clear()
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{
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m_names.clear();
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}
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PeerId allocate_peer_id()
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{
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static PeerId next = PEER_FIRST_REMOTE;
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return next++;
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}
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bool is_multiplayer()
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{
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return Global.network_client.has_value() || !Global.network_servers.empty();
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}
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bool is_authority()
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{
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return !Global.network_client.has_value();
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}
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bool is_drivable(TDynamicObject const *Vehicle)
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{
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if (Vehicle == nullptr || Vehicle->MoverParameters == nullptr)
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return false;
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auto const &mover = *Vehicle->MoverParameters;
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// a driving position is what counts, not an engine: the driving trailer of a multiple
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// unit has a full desk and no traction of its own, and the scenario puts nobody in it
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return mover.EngineType != TEngineType::None || Vehicle->Mechanik != nullptr || mover.MainCtrlPosNo > 0 || mover.BrakeCtrlPosNo > 0;
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}
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void entity_registry::clear()
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{
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m_entries.clear();
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m_byname.clear();
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m_byid.clear();
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}
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void entity_registry::build()
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{
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clear();
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// every vehicle gets an id, not only the ones worth driving. commands are addressed by
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// it, and a player working a train may walk into any of its cars
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std::vector<std::string> names;
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for (TDynamicObject *vehicle : simulation::Vehicles.sequence())
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{
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if (vehicle == nullptr)
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continue;
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names.emplace_back(vehicle->name());
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}
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// name order keeps the numbering reproducible regardless of scenario spawn order
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std::sort(names.begin(), names.end());
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for (auto const &name : names)
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{
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if (m_byname.find(name) != m_byname.end())
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{
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// a malformed scenario can hold duplicate names; only the first one is addressable
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ErrorLog("net: duplicate vehicle name \"" + name + "\", not assigning a second network id", logtype::net);
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continue;
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}
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vehicle_entry entry;
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entry.id = static_cast<NetworkEntityId>(m_entries.size() + 1);
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entry.name = name;
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m_entries.emplace_back(entry);
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m_byname.emplace(name, entry.id);
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}
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if (m_entries.size() > 0xffff)
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{
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// the command channel packs the recipient into sixteen bits
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ErrorLog("net: scenario holds more vehicles than the command channel can address", logtype::net);
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}
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reindex();
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refresh();
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uint32_t drivable{0};
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for (auto const &entry : m_entries)
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if (entry.drivable)
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++drivable;
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WriteLog("net: assigned network ids to " + std::to_string(m_entries.size()) + " vehicles, " + std::to_string(drivable) + " of them with a driving position",
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logtype::net);
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}
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void entity_registry::adopt(std::vector<vehicle_entry> const &Entries)
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{
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m_entries = Entries;
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m_byname.clear();
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for (auto const &entry : m_entries)
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m_byname.emplace(entry.name, entry.id);
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reindex();
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}
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void entity_registry::reindex()
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{
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m_byid.clear();
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for (size_t i = 0; i < m_entries.size(); ++i)
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m_byid.emplace(m_entries[i].id, i);
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}
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void entity_registry::refresh()
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{
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// only there so that a malformed consist cannot spin us forever
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int const CONSIST_LIMIT{256};
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for (auto &entry : m_entries)
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{
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TDynamicObject const *vehicle = resolve(entry.id);
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entry.consist_id = entry.id;
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entry.consist_size = 1;
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entry.consist_lead = false;
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entry.drivable = is_drivable(vehicle);
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entry.ai_active = (vehicle != nullptr && vehicle->Mechanik != nullptr && vehicle->Mechanik->AIControllFlag);
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entry.crew_capacity = CREW_CAPACITY;
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}
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// group the vehicles into the trains they are currently coupled into. this is redone
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// every time, so a train that comes apart turns into two trains here, and the crews
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// follow whichever half each player happens to be sitting in
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std::unordered_set<TDynamicObject const *> visited;
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for (auto const &entry : m_entries)
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{
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TDynamicObject *vehicle = resolve(entry.id);
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if (vehicle == nullptr || visited.count(vehicle) > 0)
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continue;
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TDynamicObject *front = vehicle;
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for (int step = 0; step < CONSIST_LIMIT; ++step)
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{
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TDynamicObject *previous = front->Prev();
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if (previous == nullptr || previous == vehicle || visited.count(previous) > 0)
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break;
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front = previous;
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}
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std::vector<NetworkEntityId> members;
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TDynamicObject *member = front;
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for (int step = 0; step < CONSIST_LIMIT && member != nullptr; ++step, member = member->Next())
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{
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if (visited.count(member) > 0)
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break;
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visited.emplace(member);
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auto const id = id_of(member->name());
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if (id != ENTITY_NONE)
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members.emplace_back(id);
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}
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if (members.empty())
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continue;
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// the lowest id in the set names the train, and the lowest one that can actually
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// be driven stands for it in the lobby
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NetworkEntityId consist{members.front()};
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NetworkEntityId lead{ENTITY_NONE};
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uint8_t crew{0};
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for (auto const id : members)
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{
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consist = std::min(consist, id);
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crew = (uint8_t)std::min<int>(255, crew + Crews.count(id));
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auto const *candidate = find(id);
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if (candidate != nullptr && candidate->drivable && (lead == ENTITY_NONE || id < lead))
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lead = id;
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}
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if (lead == ENTITY_NONE)
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lead = consist;
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for (auto const id : members)
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{
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auto const lookup = m_byid.find(id);
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if (lookup == m_byid.end())
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continue;
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auto &target = m_entries[lookup->second];
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target.consist_id = consist;
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target.consist_size = (uint8_t)std::min<size_t>(255, members.size());
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target.consist_lead = (id == lead);
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target.crew_count = crew;
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target.claimable = (crew < target.crew_capacity);
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}
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}
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}
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NetworkEntityId entity_registry::consist_of(NetworkEntityId Id) const
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{
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auto const *entry = find(Id);
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return entry != nullptr ? entry->consist_id : ENTITY_NONE;
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}
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std::vector<NetworkEntityId> entity_registry::consist_members(NetworkEntityId Consist) const
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{
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std::vector<NetworkEntityId> members;
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if (Consist == ENTITY_NONE)
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return members;
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for (auto const &entry : m_entries)
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{
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if (entry.consist_id == Consist)
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members.emplace_back(entry.id);
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}
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return members;
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}
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NetworkEntityId entity_registry::id_of(std::string const &Name) const
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{
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auto const lookup = m_byname.find(Name);
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return lookup != m_byname.end() ? lookup->second : ENTITY_NONE;
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}
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NetworkEntityId entity_registry::id_of(TDynamicObject const *Vehicle) const
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{
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return Vehicle != nullptr ? id_of(Vehicle->name()) : ENTITY_NONE;
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}
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std::string entity_registry::name_of(NetworkEntityId Id) const
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{
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auto const *entry = find(Id);
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return entry != nullptr ? entry->name : std::string();
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}
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vehicle_entry const *entity_registry::find(NetworkEntityId Id) const
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{
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auto const lookup = m_byid.find(Id);
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return lookup != m_byid.end() ? &m_entries[lookup->second] : nullptr;
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}
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TDynamicObject *entity_registry::resolve(NetworkEntityId Id) const
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{
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auto const *entry = find(Id);
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if (entry == nullptr)
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return nullptr;
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return simulation::Vehicles.find(entry->name);
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}
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} // namespace network
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