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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 20:19:20 +02:00
Hirek193 0b75e701fc multiplayer: a player works a train, not a car - and put the corrections right
Second live test. Four things, three of them the same mistake seen from
different angles: the session was reasoning about single vehicles where it
should have been reasoning about trains.

- a peer may now operate anything coupled into the set it is sitting in. This
  is what "cabchangebackward rejected: not a member of the crew of that
  vehicle" was: the crew was recorded against one car of a four-car unit, and
  the cab switch addressed another
- every vehicle gets a network id, not only the ones worth driving. Commands
  are addressed by that id, and a player has to be able to walk into any car
  of their train. "peer 3 cannot take en71-017rb_4: no such vehicle in this
  session" was the driving trailer of an EN71 - a full desk, no engine, and
  nobody assigned to it, so the old test missed it. Having a driving position
  is what counts now, engine or not
- the roster groups vehicles into the trains they are coupled into and the
  lobby lists one row per train. Coupling is worked out afresh every time, so
  a train that comes apart becomes two, and because a crew entry sits on the
  car its player occupies, each half keeps the people who were riding in it
- walking to another car of your own train is not a new claim and asks nothing
  of the crew capacity, which counts people per train

Positional correction never actually did anything: it identified a track by
name, and most track in a scenery has none, so the lookup returned nothing and
place_on_track() was never reached. The client sat 178 m out of place for
minutes, reporting four vehicles "put back on the rails" every time while
moving none of them. Tracks now travel as their index in the path table, which
comes from the scenery file and is therefore the same on every peer.

Also from the test:

- the camera jumped in and out of the cab on the client whenever the host
  reversed, because the correction was forcing the server's CabActive and
  CabOccupied onto it. Which cab somebody sits in is theirs alone - two people
  sharing a vehicle each have their own - so it is no longer replicated
- the correction no longer touches the control positions of the train the local
  player is working. Their crew's commands reach every peer on their own, and
  snapping a lever back a fraction of a second after it was moved is what made
  the reverser look dead
- the frame buffer was sized for the old lockstep, up to sixty frames deep.
  Every frame in it is input lag, so it is down to twelve with a target of one
- asking the AI of a vehicle to step aside is given five tries and then said
  once, instead of every thirty frames forever; and a resync request now has a
  real cooldown
2026-09-06 23:39:13 +00:00
2021-01-21 15:51:03 +01:00
2025-03-09 15:36:11 +01:00
2026-06-17 01:19:59 +02:00
2026-07-25 12:59:54 +02:00
2025-03-09 15:36:11 +01:00
2026-09-06 01:34:25 +02:00
2026-04-19 04:15:25 +02:00
2017-10-28 19:21:37 +02:00
2025-11-16 19:00:38 +01:00
2025-09-19 17:53:46 +02:00
2026-03-14 20:51:11 +01:00
2015-04-03 21:58:35 +08:00
2026-04-01 20:10:33 +02:00
2026-08-19 14:50:28 +02:00
2026-05-11 18:21:12 +02:00
2025-09-09 16:46:12 +02:00
2026-02-25 08:30:20 +01:00
2025-03-09 15:36:11 +01:00
2021-02-13 18:32:19 +01:00
2019-07-09 22:09:37 +02:00

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MaSzyna - Railway vehicle simulator

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MaSzyna executable source code is licensed under the MPL 2.0 and comes with a large pack of free assets under a custom license.

Table of Contents

Getting Started

MaSzyna compiles and runs natively on Linux and Windows. Other platforms are not tested.

Heads-up
Our dev team is small; we keep improving the build process, but issues may still occur. If you get stuck, please ask on the official Discord server.

Prerequisites

For runtime requirements see Minimum Requirements.

1) Software (oldest tested in parentheses)

  • CMake (3.0)

  • make

  • A C++ compiler with C++20 support:

    • Windows: Visual Studio 2022

    • Linux: GCC (12.3.1)

Note: MinGW is currently not supported.

2) Libraries (oldest tested in parentheses)

3) Graphics API

  • OpenGL 3.0 or newer
  • DirectX 12 via NVRHI (optional, Windows only, for Better Renderer)

CMake flags

Flag Meaning
-DCMAKE_BUILD_TYPE=Debug Debug build
-DCMAKE_BUILD_TYPE=Release Release build
-DCMAKE_BUILD_TYPE=RelWithDebInfo Release build with debug symbols
-DWITH_BETTER_RENDERER=ON/OFF Enable/disable NVRHI-based renderer
-DPython3_ROOT_DIR=<path> Root of the Python 3.14 install on Windows (python.exe, Lib, DLLs) for embed/copy steps; on Linux, optional if CMake picks the wrong interpreter

Linux note: WITH_BETTER_RENDERER uses DirectX 12 through NVRHI and is not supported on Linux.

Windows

Install Python 3.14 x64 from python.org and include the optional Python native development feature (headers and .lib for embedding). Pass -DPython3_ROOT_DIR="C:\Path\To\Python314" on the cmake line when you want the layout under that directory used for embedding and for copying Lib / DLLs next to the executable.

AppVeyor CI builds with the worker image’s preinstalled Python at C:/Python314-x64 (see appveyor.yml: -DPython3_ROOT_DIR=...).

# Clone repository with submodules
git clone --recursive https://github.com/MaSzyna-EU07/maszyna.git

cd maszyna

# Init vcpkg
call setup.bat

# Create directory for CMake build files
mkdir build
cd build

# Generate CMake project (replace %CONFIG% with Debug/Release/RelWithDebInfo)
cmake .. -G "Visual Studio 17 2022" -A x64 -DCMAKE_BUILD_TYPE=%CONFIG%

# Build (replace %CONFIG% accordingly)
cmake --build . --config %CONFIG% --parallel

Linux

# Install dependencies (Fedora/RHEL family)
sudo dnf install -y \
  @development-tools \
  cmake \
  mesa-libGL-devel \
  glew-devel \
  glfw-devel \
  python3.14-devel \
  libpng-devel \
  openal-soft-devel \
  luajit-devel \
  libserialport-devel \
  libsndfile-devel \
  gcc \
  g++ \
  wayland-devel \
  wayland-protocols-devel \
  libxkbcommon-devel

# Clone repository with submodules
git clone --recursive https://github.com/MaSzyna-EU07/maszyna.git

cd maszyna

# Create directory for CMake build files
mkdir build
cd build

# Generate Makefiles (NVRHI is not supported on Linux)
cmake .. -DWITH_BETTER_RENDERER=OFF

# Compile using all cores
make -j"$(nproc)"

Tip (Ubuntu/Debian): Package names differ; install equivalent build-essential, libgl1-mesa-dev, libglew-dev, libglfw3-dev, python3.14-dev, libpng-dev, libopenal-dev, libluajit-5.1-dev, libserialport-dev, libsndfile1-dev, and Wayland/X11 dev packages as needed.

Installing

There is no make install yet. Copy the built executable to your MaSzyna installation manually.

  • Output directory: ./bin

  • File name format: eu07_YYYY-MM-DD_<commit>[_d]

    • YYYY-MM-DD – build date

    • <commit> – short commit hash

    • _d – present in Debug builds

If you already have the MaSzyna assets, copy the executable to the install dir. Assets can be downloaded from eu07.pl.

Rainsted on Linux

If Rainsted (a third‑party starter) fails to detect the executable under Linux, you can create a small wrapper script named eu07.exe:

#!/bin/sh
./eu07 "$1" "$2" "$3" "$4" "$5"

If detection still fails, padding the file (with comments) up to ~1 MB may help.

Known Issues

  • GLFW linking – On some systems you must provide the GLFW library path explicitly with -DGLFW3_LIBRARIES.

  • X11/Wayland linking order – Linking order of X11 and related libs can matter.

  • NVRHI on Linux – The NVRHI/"Better Renderer" path targets DirectX 12 and is currently unsupported on Linux.

Support

Minimum requirements

  • OS: Windows 10 64-bit
  • Processor: 2 core at least 2 GHz (e.g. Intel Core i3-2100 / AMD Athlon II X2)
  • RAM: 6 GB RAM
  • Graphics Card: supporting OpenGL 3.3 with at least 1GB VRAM
  • 150 GB of free disk space
  • Sound card supporting OpenAL with stereo
  • Optional COM ports for custom control panel setups.

License

Languages
C++ 63.5%
C 34%
HLSL 1.4%
GLSL 0.6%
CMake 0.3%
Other 0.2%