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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.
95 lines
3.7 KiB
C++
95 lines
3.7 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 <cstdint>
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#include <string>
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#include "network/entities.h"
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namespace network
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{
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// layout of the snapshot container. a reader refuses a blob it does not understand
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constexpr uint32_t SNAPSHOT_VERSION = 7;
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// the sections a snapshot is built from. a reader skips over any id it does not know,
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// which is what makes the format extensible: a peer built before a section existed can
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// still read a newer snapshot and simply ignores what it has no use for
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enum snapshot_chunk : uint16_t
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{
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// tick, clock, weather and (in a full snapshot) the state of the random engine
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SNAPSHOT_SESSION = 1,
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// where every vehicle is, what its controls and appliances are set to, and what its
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// brakes are doing
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SNAPSHOT_VEHICLES = 2,
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// who is working which vehicle
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SNAPSHOT_CREWS = 3,
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// contents of the memory cells - this is what signalling reads
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SNAPSHOT_MEMCELLS = 4,
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// which way the switches are thrown
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SNAPSHOT_SWITCHES = 5,
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// what is coupled to what. the session, not the copy of the scenery a peer happens to
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// have on disk, decides how the trains are made up
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SNAPSHOT_CONSISTS = 6
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};
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// what a peer is meant to do with the blob it received
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enum class snapshot_mode
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{
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// the peer is coming in cold and takes the world as it is given
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join,
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// routine correction on top of a simulation that is already running
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correction
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};
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struct snapshot_result
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{
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bool ok{false};
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// how far the worst vehicle was from where the authority says it is
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double worst_position_error{0.0};
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uint32_t vehicles{0};
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uint32_t repositioned{0};
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};
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// packs the state of the world. only ever called on the authority.
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// a full snapshot carries everything and is what a joining peer gets; otherwise only what
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// has changed since the last one goes out, which is what keeps the routine correction
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// stream small
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// OwnedOnly limits it to the trains this peer runs itself and leaves out everything that
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// is not a vehicle; that is what a client sends upstream about its own train
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std::string take_snapshot(bool Full, bool OwnedOnly = false);
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// restores state handed to us. vehicles this peer runs itself are never touched - their
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// physics is the authority, not the other way round. Owner, when given, limits the update
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// to the trains that peer is entitled to move, so a client cannot shove anybody else's
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snapshot_result apply_snapshot(std::string const &Blob, snapshot_mode Mode, PeerId Owner = PEER_NONE);
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// forgets what was last sent, so that the next delta comes out complete
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void reset_snapshot_history();
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// remembers the one-shot sound events a vehicle produced. they are set and cleared inside
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// a single frame, so by the time an update is put together they would be long gone; this
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// is called from the vehicle's own sound handling, just before it wipes them
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void note_sound_events(std::string const &Vehicle, int Events);
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// same, for the events the brake unit raises. those are only cleared when the vehicle
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// happens to have an accelerator sound to play, so what is passed here is peeked rather
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// than consumed and only the flags that have just appeared are taken
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void note_brake_sound_events(std::string const &Vehicle, int Events);
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// re-asserts, on every frame, the physics outputs of the vehicles somebody else is
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// running. an update arrives ten times a second; between them the local physics carries
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// on computing its own speed and brake force for a train it has no business simulating,
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// and the sawtooth that produces is what the brake and squeal sounds were chasing
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void hold_remote_state();
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} // namespace network
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