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Files
maszyna/network/manager.cpp
Hirek193 1bfa1644c9 multiplayer: a cab belongs to the peer it is on, and the first one aboard drives
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.
2026-09-07 16:00:41 +00:00

283 lines
6.8 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "stdafx.h"
#include "network/manager.h"
#include "simulation/simulation.h"
#include "utilities/Logs.h"
#include "utilities/Globals.h"
#include "network/statehash.h"
#include "network/snapshot.h"
#include "network/chat.h"
network::server_manager::server_manager()
{
backbuffer = std::make_shared<std::fstream>("backbuffer.bin", std::ios::out | std::ios::in | std::ios::trunc | std::ios::binary);
}
command_queue::commands_map network::server_manager::pop_commands()
{
command_queue::commands_map map;
for (auto srv : servers)
add_to_dequemap(map, srv->pop_commands());
return map;
}
void network::server_manager::push_delta(double render_dt, double dt, uint64_t tick, uint64_t state_hash, const command_queue::commands_map &commands)
{
if (dt == 0.0)
return;
// a client no longer replays these frame by frame, so an empty one is only worth
// sending now and then, to carry the tick and the digest
if (commands.empty() && (--heartbeat_countdown > 0))
return;
if (commands.empty())
heartbeat_countdown = HEARTBEAT_INTERVAL_FRAMES;
frame_info msg;
msg.render_dt = render_dt;
msg.dt = dt;
msg.tick = tick;
msg.state_hash = state_hash;
msg.state_hash_version = STATE_HASH_VERSION;
msg.commands = commands;
for (auto srv : servers)
srv->push_delta(msg);
serialize_message(msg, *backbuffer.get());
}
void network::server_manager::create_server(const std::string &backend, const std::string &conf)
{
auto it = backend_list().find(backend);
if (it == backend_list().end()) {
ErrorLog("net: unknown backend: " + backend);
return;
}
servers.emplace_back(it->second->create_server(backbuffer, conf));
}
network::manager::manager()
{
}
void network::server_manager::publish_vehicle_list()
{
if (Entities.empty())
return;
Entities.refresh();
// resend on every change, and once in a while regardless, so that a peer which has
// just finished catching up does not have to wait for somebody to move
bool const changed = (Entities.entries() != last_published_list);
if (!changed && --publish_countdown > 0)
return;
last_published_list = Entities.entries();
publish_countdown = PUBLISH_INTERVAL_FRAMES;
vehicle_list msg;
msg.vehicles = last_published_list;
for (auto srv : servers)
srv->push_message(msg);
}
void network::server_manager::update_crews()
{
Crews.expire_absences();
Crews.reconcile();
if (--crew_publish_countdown <= 0) {
// peers that joined after somebody took a vehicle over have to learn about it too
crew_publish_countdown = PUBLISH_INTERVAL_FRAMES;
Crews.mark_all_pending();
}
auto const changed = Crews.take_pending_updates();
for (NetworkEntityId const id : changed) {
crew_update msg;
msg.entity_id = id;
msg.crew = Crews.crew_of(id);
msg.since = Crews.crew_since_of(id);
for (auto srv : servers)
srv->push_message(msg);
}
}
void network::server_manager::apply_local_claim(NetworkEntityId entity_id)
{
auto const result = Crews.claim(PEER_HOST, entity_id);
if (result == claim_result::granted || result == claim_result::already_member) {
Global.network_lobby_message.clear();
Global.network_pending_vehicle = Entities.name_of(entity_id);
}
else {
WriteLog("net: refused local claim of vehicle " + std::to_string(entity_id) + ": " + describe(result), logtype::net);
Global.network_lobby_message = describe(result);
}
}
void network::server_manager::apply_local_leave(NetworkEntityId entity_id)
{
if (Crews.leave(PEER_HOST, entity_id))
Global.network_leave_pending = true;
}
void network::manager::request_claim(NetworkEntityId entity_id)
{
if (client) {
client->send_claim(entity_id);
return;
}
if (servers)
servers->apply_local_claim(entity_id);
}
void network::manager::request_leave(NetworkEntityId entity_id)
{
if (client) {
client->send_leave(entity_id);
// the server owns the roster, but stepping out of our own cab is a local matter
Global.network_leave_pending = true;
return;
}
if (servers)
servers->apply_local_leave(entity_id);
}
void network::manager::notify_scenario_loaded()
{
if (client)
client->send_ready();
}
void network::server_manager::publish_state()
{
if (--state_countdown > 0)
return;
state_countdown = STATE_INTERVAL_FRAMES;
// most of the time only what changed goes out; every so often the whole thing does,
// so that anything a peer missed heals by itself
bool const full = ((state_updates++ % STATE_FULL_EVERY) == 0);
auto const blob = take_snapshot(full);
if (blob.empty())
return;
snapshot msg;
msg.tick = Global.simulation_tick;
msg.mode = 1; // correction on top of a running simulation
msg.blob = blob;
for (auto srv : servers)
srv->push_message(msg);
}
void network::server_manager::broadcast_chat(PeerId const author, const std::string &text)
{
chat_message msg;
msg.peer = author;
msg.text = text;
for (auto srv : servers)
srv->push_message(msg);
}
void network::server_manager::publish_roster()
{
for (auto srv : servers)
srv->publish_roster();
}
void network::manager::say(const std::string &text)
{
auto const line = tidy_chat(text);
if (line.empty())
return;
if (servers)
{
// the host is the one who decides what was said, so it says it and passes it on
note_chat(Global.network_peer_id, line);
servers->broadcast_chat(Global.network_peer_id, line);
return;
}
if (client)
{
// a client waits to hear itself back from the server, so that everybody sees the
// conversation in the same order
WriteLog("net: saying \"" + line + "\"", logtype::net);
client->send_chat(line);
}
}
void network::manager::request_resync(uint64_t tick, uint64_t state_hash)
{
if (client)
client->send_resync_request(tick, state_hash);
}
void network::manager::update()
{
Traffic.update();
for (auto &backend : backend_list())
backend.second->update();
if (servers && Global.simulation_loaded) {
// note: not simulation::is_ready. that one waits for the local player's cab, and
// the cab of a claimed vehicle is built by update_crews() - waiting for it here
// would leave the two waiting on each other
servers->update_crews();
servers->publish_vehicle_list();
servers->publish_state();
}
if (client) {
client->update();
if (Global.simulation_loaded)
client->publish_state();
}
}
void network::manager::create_server(const std::string &backend, const std::string &conf)
{
servers.emplace();
servers->create_server(backend, conf);
}
void network::manager::connect(const std::string &backend, const std::string &conf)
{
auto it = backend_list().find(backend);
if (it == backend_list().end()) {
ErrorLog("net: unknown backend: " + backend);
return;
}
client = it->second->create_client(conf);
}
//std::unordered_map<std::string, std::shared_ptr<network::backend_manager>> network::backend_list;