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https://github.com/MaSzyna-EU07/maszyna.git
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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
261 lines
7.6 KiB
C++
261 lines
7.6 KiB
C++
#pragma once
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#include "network/message.h"
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#include "network/entities.h"
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#include "input/command.h"
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#include <queue>
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namespace network
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{
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struct message
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{
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enum type_e
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{
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CLIENT_HELLO = 0,
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SERVER_HELLO,
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FRAME_INFO,
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REQUEST_COMMAND,
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SERVER_REJECT,
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VEHICLE_LIST,
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CLAIM_VEHICLE,
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CLAIM_GRANTED,
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CLAIM_DENIED,
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LEAVE_VEHICLE,
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CREW_UPDATE,
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CLIENT_READY,
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SNAPSHOT,
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REQUEST_RESYNC,
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PEER_ROSTER,
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CHAT,
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TYPE_MAX
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};
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type_e type;
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message(type_e t) : type(t) {}
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virtual void serialize(std::ostream &stream) const {}
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virtual void deserialize(std::istream &stream) {}
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};
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struct client_hello : public message
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{
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client_hello() : message(CLIENT_HELLO) {}
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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int32_t version;
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uint32_t start_packet;
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// build identification of the connecting simulator, informational only
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std::string app_version;
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// identity handed out by this server on an earlier connection, echoed back so that a
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// player who dropped out gets their seat and their peer id back. it is a reconnect
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// token, not a credential - it says "this is the same session", nothing more
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uint64_t session_token{ 0 };
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// what the player would like to be called. a request, not a fact: the server tidies
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// it up, makes it unique and hands back what it settled on
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std::string nickname;
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};
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// sent by the server instead of SERVER_HELLO when the client cannot join;
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// carries a human readable reason so the player learns what went wrong
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struct server_reject : public message
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{
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server_reject() : message(SERVER_REJECT) {}
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std::string reason;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct server_hello : public message
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{
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server_hello() : message(SERVER_HELLO) {}
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uint32_t seed;
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int64_t timestamp;
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// settings the server imposes on the whole session, see network/session.h
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int64_t config;
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std::string scenario;
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// build identification of the server, informational only
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std::string app_version;
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// identity assigned to the joining peer for the rest of the session
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uint32_t peer_id{ PEER_NONE };
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// hand this back on a later connection to be recognised as the same participant
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uint64_t session_token{ 0 };
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// how far a train may drift from the session's idea of where it is before it is put
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// back: while it rolls, and once it has stopped. the client takes these over from the
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// server, so everybody in a session works to the same margins
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double sync_running{ 1.5 };
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double sync_stop{ 0.2 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// authoritative roster of the vehicles a player may take over, broadcast by the server
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// whenever it changes (and periodically, so that a peer which just went active gets one)
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struct vehicle_list : public message
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{
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vehicle_list() : message(VEHICLE_LIST) {}
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std::vector<vehicle_entry> vehicles;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// sent once the joining peer has the scenario loaded and can take a snapshot
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struct client_ready : public message
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{
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client_ready() : message(CLIENT_READY) {}
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std::string scenario;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// the state of the world as of one particular tick, handed to a peer that is joining.
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// this is what replaces replaying the whole session from its first frame
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struct snapshot : public message
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{
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snapshot() : message(SNAPSHOT) {}
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uint64_t tick{ 0 };
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// 0 - the peer is joining and takes the world as given
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// 1 - routine correction on top of a simulation that is already running
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uint8_t mode{ 0 };
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std::string blob;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// a peer telling the server its world has drifted too far to carry on, and asking to be
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// put back in line
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struct request_resync : public message
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{
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request_resync() : message(REQUEST_RESYNC) {}
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uint64_t tick{ 0 };
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uint64_t state_hash{ 0 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// who is taking part, and what each of them is called. rebroadcast whenever somebody
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// joins or leaves, so that no peer has to guess at a name
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struct peer_roster : public message
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{
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peer_roster() : message(PEER_ROSTER) {}
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std::vector<peer_entry> peers;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// something a participant said. going up it carries only the text - who said it is
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// decided by the connection it arrived on, never by what the sender put in the field
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struct chat_message : public message
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{
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chat_message() : message(CHAT) {}
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uint32_t peer{ PEER_NONE };
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std::string text;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// a peer asking the server to be put on the crew of a vehicle
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struct claim_vehicle : public message
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{
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claim_vehicle() : message(CLAIM_VEHICLE) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// answer to a claim the server accepted
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struct claim_granted : public message
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{
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claim_granted() : message(CLAIM_GRANTED) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// answer to a claim the server refused, with a reason the lobby can show
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struct claim_denied : public message
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{
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claim_denied() : message(CLAIM_DENIED) {}
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uint32_t entity_id{ ENTITY_NONE };
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std::string reason;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// a peer stepping off the crew of a vehicle
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struct leave_vehicle : public message
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{
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leave_vehicle() : message(LEAVE_VEHICLE) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// authoritative crew of one vehicle, broadcast whenever it changes
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struct crew_update : public message
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{
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crew_update() : message(CREW_UPDATE) {}
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uint32_t entity_id{ ENTITY_NONE };
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std::vector<PeerId> crew;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct request_command : public message
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{
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request_command(type_e type) : message(type) {}
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request_command() : message(REQUEST_COMMAND) {}
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command_queue::commands_map commands;
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// logical step the sender was on when it produced these. the protocol is anchored to
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// this counter rather than to whatever frame the renderer happened to be drawing
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uint64_t tick{ 0 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct frame_info : public request_command
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{
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frame_info() : request_command(FRAME_INFO) {}
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double render_dt;
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double dt;
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// digest of the authoritative world after this step; a client compares its own
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uint64_t state_hash{ 0 };
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uint32_t state_hash_version{ 0 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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std::shared_ptr<message> deserialize_message(std::istream &stream);
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void serialize_message(const message &msg, std::ostream &stream);
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} // namespace network
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