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maszyna/network/session.h
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

192 lines
7.9 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/.
*/
#pragma once
#include "network/entities.h"
#include "input/command.h"
#include <string>
#include <unordered_map>
#include <vector>
class TDynamicObject;
class TTrain;
namespace network
{
// who is working on a given vehicle. a vehicle can hold more than one person, which is
// the whole point of the crew model - the container is not limited by design, only by
// the capacity the server advertises
struct vehicle_crew
{
NetworkEntityId entity_id{ENTITY_NONE};
std::vector<PeerId> crew;
// when each of them sat down, on a counter that runs across the whole session. this
// is what settles who runs the physics of a shared train: the one who got there first
// keeps it, so their ride stays smooth and nobody's authority changes under them when
// somebody else joins or the consist is renumbered
std::vector<uint64_t> crew_since;
// whether the AI was actually driving before the first human arrived. a vehicle that
// nobody was driving must not suddenly acquire an AI driver when its crew leaves
bool ai_before_claim{false};
// set on the 1 -> 0 transition, cleared once the AI has been handed the vehicle back
bool ai_restore_pending{false};
// keeps reconcile() from re-posting the same request every single frame while the
// previous one is still on its way through the command queue
int action_cooldown{0};
// how many times we have asked the AI to hand this vehicle over. if it will not, that
// is worth saying once rather than asking forever
int ai_attempts{0};
};
enum class claim_result
{
granted,
already_member,
unknown_vehicle,
vehicle_missing,
crew_full
};
std::string describe(claim_result Result);
// crew bookkeeping. authoritative on the server; on a client this is a read only mirror
// fed by CREW_UPDATE, used by the lobby
class crew_registry
{
public:
claim_result claim(PeerId Peer, NetworkEntityId Id);
// returns true when the peer really was part of the crew
bool leave(PeerId Peer, NetworkEntityId Id);
// removes a peer from every crew it belonged to
void drop_peer(PeerId Peer);
// the peer lost its connection. its seat is held for a while, so that a short dropout
// does not empty a cab and hand a vehicle back to the AI under the other driver's nose
void suspend_peer(PeerId Peer);
// the peer made it back in time and keeps everything it had
void resume_peer(PeerId Peer);
// actually removes the peers whose grace period ran out
void expire_absences();
// true while the peer is gone but still holding its seat
bool is_absent(PeerId Peer) const;
std::vector<PeerId> crew_of(NetworkEntityId Id) const;
bool is_member(PeerId Peer, NetworkEntityId Id) const;
uint8_t count(NetworkEntityId Id) const;
NetworkEntityId vehicle_of(PeerId Peer) const;
// client side: takes over the crew of one vehicle as published by the server
void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew, std::vector<uint64_t> const &Since);
// the join stamps of a crew, in the same order as crew_of()
std::vector<uint64_t> crew_since_of(NetworkEntityId Id) const;
// puts a peer on a vehicle without asking about capacity; used when somebody walks to
// another car of the train they are already working
void take_seat(PeerId Peer, NetworkEntityId Id);
// server side: brings the world in line with the crew roster - creates the cab of a
// claimed vehicle, hands the vehicle over from the AI and hands it back when the last
// person leaves. safe to call every frame, it only acts when something is out of place
void reconcile();
// ids whose crew changed since the last call
std::vector<NetworkEntityId> take_pending_updates();
// queues every crew for republication, so that a peer which just went active learns
// about the vehicles that were taken over before it arrived
void mark_all_pending();
void clear();
private:
vehicle_crew &entry(NetworkEntityId Id);
std::unordered_map<NetworkEntityId, vehicle_crew> m_vehicles;
std::vector<NetworkEntityId> m_pending;
// peers that dropped out, with the moment their seat stops being held
std::unordered_map<PeerId, double> m_absent;
};
extern crew_registry Crews;
// how long a disconnected peer keeps its place in the crew
constexpr double RECONNECT_GRACE_SECONDS = 60.0;
// settings the server imposes on everybody, carried in the handshake. only things that
// change how the physics comes out belong here - looks and comfort stay with the player
enum session_config_flags : int64_t
{
CONFIG_FULLPHYSICS = 1 << 0,
CONFIG_REALISTICCONTROL = 1 << 1
};
// packs the settings this machine is running, for the server to hand out
int64_t pack_session_config();
// takes on the settings the server handed us
void apply_session_config(int64_t Config);
// settings a session needs regardless of who set what, applied on every peer
void enforce_session_settings();
// resolves the identity of a connecting peer. an unknown or empty token means somebody
// new and gets a fresh peer id together with a token of their own; a token this server
// handed out before brings back the peer id that went with it, and with it the seat in
// whatever crew the peer was on
PeerId resolve_peer_identity(uint64_t &Token);
// what a peer is allowed to ask the simulation for
enum class command_verdict
{
accepted,
not_in_crew,
privileged,
unsupported_target
};
std::string describe(command_verdict Verdict);
// the whole of the authority check for an incoming command. the host passes it too, it
// simply holds every right - there is no separate path for the local participant
command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient);
// a player works a train, not a single car: they may operate anything coupled into the
// set they are sitting in, which is what makes the cab switches of a multiple unit work
bool may_control(PeerId Peer, NetworkEntityId Entity);
// whose machine actually runs the physics of a given train. the first person aboard does,
// so their own train moves smoothly for them and only its result travels to the others;
// a train with nobody in it is run by the host
PeerId simulation_owner(NetworkEntityId Entity);
// true when this peer is the one running it, and therefore must not have it corrected
bool is_locally_simulated(NetworkEntityId Entity);
// true for a command this peer may carry out at once instead of waiting for the round
// trip: it addresses a train this peer both runs and is allowed to work
bool is_predictable(uint32_t Recipient);
// copies out of Commands everything that qualifies, leaving the original alone - it still
// has to reach the server so that everybody else sees it
void collect_predictable(command_queue::commands_map const &Commands, command_queue::commands_map &Predicted);
// walking into a cab with the in-game key is the same request as pressing the button in
// the lobby, so it goes through the crew registry rather than being treated as a command
// that reaches the whole world. returns the vehicle it resolved to, if any
claim_result claim_by_name(PeerId Peer, std::string const &Vehicle, NetworkEntityId &Entity);
// drops everything the peer is not allowed to ask for and stamps the rest with its
// identity. used for the local participant as well, so that host input goes through the
// very same authority layer as input arriving over the wire, only without the transport
void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
// makes sure this peer has a cab instance for a vehicle, building one if it has none.
// the cab is a local object - each participant has their own, with their own camera and
// their own view - so it is never replicated: the second person to board a train finds
// the cab already built on the peer that got there first and would otherwise wait for a
// command that is never coming
TTrain *ensure_local_cab(TDynamicObject *Vehicle);
} // namespace network