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Two hardcoded constants decided how far a train could drift before it was put
back, and there was no way to change them short of a rebuild. They are settings
now:
multiplayer.sync.running 1.5 // margin while the train is rolling
multiplayer.sync.stop 0.2 // one precise correction once it stands
The split is what the two numbers are for. A moving train is left to its own
physics unless it is well out, because nudging it several times a second is
worse than the error; a standing one is worth getting right to the centimetre,
and it is done once and then left alone until it moves again - a consist that
has had its correction is marked settled, and clears that mark the moment it
rolls. Both travel in SERVER_HELLO: whatever a player has in their own ini, a
session runs to the host's margins, which is the only way the peers agree on
what "out of place" means.
And the trainsets. Every peer loads its own copy of the scenery - that is the
only reason joining takes seconds instead of minutes - but the copy on disk is
not the session: the host may have shunted a set apart, put one together, or be
running a scenery whose consists were edited since. So the composition travels
in a full snapshot, ahead of the positions: which coupler of which vehicle is
joined to which coupler of which other, and with what hoses and cables. A
joining peer breaks what should not be coupled, makes what should, and only
then gets told where everything is - so the per-consist repositioning works on
the session's trains rather than on the ones its own scenery file described.
The vehicles themselves do not travel, and cannot: a peer missing one gets a
line in the log saying so, not a model over the wire.
Uncoupling has to be forced here. TDynamicObject::Dettach() leaves the
mechanical coupler alone unless the buffers are pressed together, which is
right for a player pulling a lever and wrong for putting a peer's world in
order.
Protocol version 5, snapshot version 6.
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 = 6;
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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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