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maszyna/network/network.cpp
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

585 lines
17 KiB
C++

#include "stdafx.h"
#include "network/network.h"
#include "network/snapshot.h"
#include "network/message.h"
#include "utilities/Logs.h"
#include "scene/sn_utils.h"
#include "utilities/Timer.h"
#include "application/application.h"
#include "utilities/Globals.h"
#include "simulation/simulation.h"
#include <set>
#include <tuple>
// 2 - legacy lockstep protocol
// 3 - handshake carries build identification and an explicit rejection message
// 4 - peer identity, vehicle roster and crew handshake, command source,
// logical simulation tick and a versioned state digest instead of the position sum
std::uint32_t const EU07_NETWORK_VERSION = 4;
namespace network {
backend_list_t& backend_list() {
// HACK: static initialization order fiasco fix
// NOTE: potential static deinitialization order fiasco
static backend_list_t backend_list;
return backend_list;
}
}
// connection
void network::connection::disconnect() {
WriteLog("net: peer dropped", logtype::net);
state = DEAD;
}
void network::connection::set_handler(std::function<void (const message &)> handler) {
message_handler = handler;
}
network::connection::connection(bool client, size_t counter) {
packet_counter = counter;
is_client = client;
state = AWAITING_HELLO;
}
void network::connection::connected()
{
WriteLog("net: socket connected", logtype::net);
if (is_client) {
client_hello msg;
msg.version = EU07_NETWORK_VERSION;
msg.start_packet = packet_counter;
msg.app_version = Global.asVersion;
msg.session_token = Global.network_session_token;
send_message(msg);
}
}
void network::connection::send_complete(std::shared_ptr<std::string> buf)
{
// the shared buffer had to stay alive until asio finished writing it out; now it can go
}
// --------------
// server
network::server::server(std::shared_ptr<std::istream> buf) : backbuffer(buf)
{
}
namespace {
// keeps the log readable: a peer holding a forbidden key would otherwise produce a line
// every single frame, so each peer/command/verdict combination is reported once
void report_rejected_command(network::PeerId Peer, user_command Command, network::command_verdict Verdict)
{
static std::set<std::tuple<network::PeerId, user_command, network::command_verdict>> reported;
if (!reported.emplace(Peer, Command, Verdict).second)
return;
auto const &description = simulation::Commands_descriptions[static_cast<std::size_t>(Command)];
ErrorLog("net: command \"" + description.name + "\" from peer " + std::to_string(Peer) + " rejected: " + network::describe(Verdict), logtype::net);
}
} // namespace
void network::server::prune_clients()
{
for (auto it = clients.begin(); it != clients.end(); ) {
if ((*it)->state == connection::DEAD) {
if ((*it)->peer_id != PEER_NONE) {
WriteLog("net: peer " + std::to_string((*it)->peer_id) + " disconnected", logtype::net);
// the seat is held for a while in case the peer comes straight back. a
// vehicle keeps running for whoever is left on board either way; it only
// falls back to the AI once the crew really is empty
Crews.suspend_peer((*it)->peer_id);
}
it = clients.erase(it);
continue;
}
it++;
}
}
void network::server::push_delta(const frame_info &msg)
{
prune_clients();
for (auto const &client : clients) {
if (client->state == connection::ACTIVE)
client->send_message(msg);
}
}
void network::server::push_message(const message &msg)
{
prune_clients();
for (auto const &client : clients) {
if (client->state == connection::ACTIVE)
client->send_message(msg);
}
}
command_queue::commands_map network::server::pop_commands()
{
command_queue::commands_map map(client_commands_queue);
client_commands_queue.clear();
return map;
}
void network::server::handle_message(std::shared_ptr<connection> conn, const message &msg)
{
if (msg.type == message::TYPE_MAX)
{
conn->disconnect();
return;
}
if (msg.type == message::CLIENT_HELLO) {
const auto& cmd = dynamic_cast<const client_hello&>(msg);
std::string rejection;
if (cmd.version != (int32_t)EU07_NETWORK_VERSION) {
rejection = "incompatible protocol version: server speaks "
+ std::to_string(EU07_NETWORK_VERSION)
+ ", client speaks " + std::to_string(cmd.version);
}
else if (!Global.ready_to_load || Global.SceneryFile.empty()) {
// the host has not picked a scenario yet, there is nothing to join
rejection = "the server has no scenario running yet";
}
if (!rejection.empty()) {
WriteLog("net: rejecting peer: " + rejection, logtype::net);
server_reject reply;
reply.reason = rejection;
conn->send_message(reply);
conn->disconnect();
return;
}
server_hello reply;
reply.seed = Global.random_seed;
reply.timestamp = Global.starting_timestamp;
reply.config = pack_session_config();
reply.scenario = Global.SceneryFile;
reply.app_version = Global.asVersion;
reply.session_token = cmd.session_token;
reply.peer_id = resolve_peer_identity(reply.session_token);
conn->peer_id = reply.peer_id;
// the peer now goes and loads the scenario. it gets the state of the world as a
// snapshot when it reports back, instead of replaying the session frame by frame
conn->state = connection::AWAITING_READY;
conn->packet_counter = cmd.start_packet;
conn->send_message(reply);
WriteLog("net: peer " + std::to_string(conn->peer_id) + " connected, build \"" + cmd.app_version
+ "\", scenario \"" + Global.SceneryFile + "\"", logtype::net);
}
else if (msg.type == message::CLIENT_READY) {
const auto& cmd = dynamic_cast<const client_ready&>(msg);
if (cmd.scenario != Global.SceneryFile) {
WriteLog("net: peer " + std::to_string(conn->peer_id) + " loaded \"" + cmd.scenario
+ "\" but the session runs \"" + Global.SceneryFile + "\"", logtype::net);
server_reject reply;
reply.reason = "scenario mismatch: the session runs \"" + Global.SceneryFile + "\"";
conn->send_message(reply);
conn->disconnect();
return;
}
// the roster first, so that the crew section of the snapshot resolves to names
vehicle_list roster;
roster.vehicles = Entities.entries();
conn->send_message(roster);
snapshot reply;
reply.tick = Global.simulation_tick;
reply.mode = 0; // joining: take the world as it is
reply.blob = take_snapshot(true);
conn->send_message(reply);
// from here on the peer receives the live stream; there is no backlog to catch up on
conn->state = connection::ACTIVE;
WriteLog("net: snapshot sent to peer " + std::to_string(conn->peer_id) + " at tick "
+ std::to_string(reply.tick), logtype::net);
// and it still has to learn who is where
Crews.mark_all_pending();
}
else if (msg.type == message::REQUEST_RESYNC) {
const auto& cmd = dynamic_cast<const request_resync&>(msg);
WriteLog("net: resync requested by peer " + std::to_string(conn->peer_id) + " at tick "
+ std::to_string(cmd.tick) + " (its digest " + std::to_string(cmd.state_hash) + ")", logtype::net);
snapshot reply;
reply.tick = Global.simulation_tick;
reply.mode = 0;
reply.blob = take_snapshot(true);
conn->send_message(reply);
}
else if (msg.type == message::CLAIM_VEHICLE) {
const auto& cmd = dynamic_cast<const claim_vehicle&>(msg);
auto const result = Crews.claim(conn->peer_id, cmd.entity_id);
if (result == claim_result::granted || result == claim_result::already_member) {
claim_granted reply;
reply.entity_id = cmd.entity_id;
conn->send_message(reply);
}
else {
WriteLog("net: refused claim of vehicle " + std::to_string(cmd.entity_id) + " by peer "
+ std::to_string(conn->peer_id) + ": " + describe(result), logtype::net);
claim_denied reply;
reply.entity_id = cmd.entity_id;
reply.reason = describe(result);
conn->send_message(reply);
}
}
else if (msg.type == message::LEAVE_VEHICLE) {
const auto& cmd = dynamic_cast<const leave_vehicle&>(msg);
Crews.leave(conn->peer_id, cmd.entity_id);
}
else if (msg.type == message::REQUEST_COMMAND) {
const auto& cmd = dynamic_cast<const request_command&>(msg);
for (auto const &kv : cmd.commands) {
for (command_data const &data : kv.second) {
if (data.command == user_command::entervehicle) {
// the peer walked into a cab; that is a request for a seat, exactly
// like the lobby button, and the crew registry is what decides on it
NetworkEntityId entity { ENTITY_NONE };
auto const result = claim_by_name(conn->peer_id, data.payload, entity);
if (result == claim_result::granted || result == claim_result::already_member) {
claim_granted reply;
reply.entity_id = entity;
conn->send_message(reply);
}
else {
WriteLog("net: peer " + std::to_string(conn->peer_id) + " cannot take "
+ data.payload + ": " + describe(result), logtype::net);
claim_denied reply;
reply.entity_id = entity;
reply.reason = describe(result);
conn->send_message(reply);
}
continue;
}
auto const verdict = validate_command(conn->peer_id, data.command, kv.first);
if (verdict != command_verdict::accepted) {
report_rejected_command(conn->peer_id, data.command, verdict);
continue;
}
command_data accepted = data;
// the source is decided here, never taken from what the peer sent
accepted.source = conn->peer_id;
auto lookup = client_commands_queue.emplace(kv.first, command_queue::commanddata_sequence());
lookup.first->second.emplace_back(accepted);
}
}
}
}
// ------------
void network::client::update()
{
if (conn && conn->state == connection::DEAD) {
conn.reset();
}
if (!Global.network_reject_reason.empty()) {
// the server explicitly refused us; retrying would only spam it
return;
}
if (!conn) {
if (!reconnect_delay) {
connect();
reconnect_delay = RECONNECT_DELAY_FRAMES;
}
reconnect_delay--;
}
}
// client
network::frame_delta network::client::get_next_delta(int counter)
{
auto now = std::chrono::high_resolution_clock::now();
if (counter == 1) {
frame_time = now - last_frame;
last_frame = now;
}
if (delta_queue.empty()) {
// buffer underflow
return frame_delta();
}
float size = delta_queue.size() - consume_counter;
const auto& entry = delta_queue.front();
float mult = entry.render_dt / std::chrono::duration_cast<std::chrono::duration<float>>(frame_time).count();
if (counter == 1 && size < MAX_BUFFER_SIZE * 2.0f) {
last_target = last_target * TARGET_MIX +
(std::min(TARGET_MIN + jitteriness * JITTERINESS_MULTIPIER, MAX_BUFFER_SIZE)) * (1.0f - TARGET_MIX);
float diff = size - last_target;
jitteriness = std::max(jitteriness * JITTERINESS_MIX, std::abs(diff));
float speed = 1.0f + diff * CONSUME_MULTIPIER;
consume_counter += speed;
}
float last_rcv_diff = std::chrono::duration_cast<std::chrono::duration<float>>(now - last_rcv).count();
if (size > MAX_BUFFER_SIZE || consume_counter > mult || last_rcv_diff > 1.0f) {
if (consume_counter > mult) {
consume_counter = std::clamp(consume_counter - mult, -MAX_BUFFER_SIZE, MAX_BUFFER_SIZE);
}
frame_delta delta;
delta.dt = entry.dt;
delta.tick = entry.tick;
delta.state_hash = entry.state_hash;
delta.state_hash_version = entry.state_hash_version;
delta.commands = entry.commands;
delta.valid = true;
delta_queue.pop();
return delta;
} else {
// nothing to push
return frame_delta();
}
}
void network::client::send_commands(command_queue::commands_map commands)
{
if (!conn || conn->state == connection::DEAD || commands.empty())
return;
// eh, maybe queue lost messages
request_command msg;
msg.tick = Global.simulation_tick;
msg.commands = commands;
conn->send_message(msg);
}
void network::client::send_ready()
{
if (!conn || conn->state == connection::DEAD)
return;
client_ready msg;
msg.scenario = Global.SceneryFile;
conn->send_message(msg);
WriteLog("net: scenario loaded, asking the server for a snapshot", logtype::net);
}
void network::client::send_resync_request(uint64_t tick, uint64_t state_hash)
{
if (!conn || conn->state != connection::ACTIVE)
return;
request_resync msg;
msg.tick = tick;
msg.state_hash = state_hash;
conn->send_message(msg);
}
void network::client::send_claim(NetworkEntityId entity_id)
{
if (!conn || conn->state != connection::ACTIVE)
return;
claim_vehicle msg;
msg.entity_id = entity_id;
conn->send_message(msg);
WriteLog("net: asking for a seat on vehicle " + std::to_string(entity_id) + " (" + Entities.name_of(entity_id) + ")", logtype::net);
}
void network::client::send_leave(NetworkEntityId entity_id)
{
if (!conn || conn->state != connection::ACTIVE)
return;
leave_vehicle msg;
msg.entity_id = entity_id;
conn->send_message(msg);
}
void network::client::handle_message(std::shared_ptr<connection> conn, const message &msg)
{
if (msg.type >= message::TYPE_MAX)
{
conn->disconnect();
return;
}
if (msg.type == message::SERVER_REJECT) {
const auto& cmd = dynamic_cast<const server_reject&>(msg);
ErrorLog("net: connection refused by the server: " + cmd.reason, logtype::net);
Global.network_reject_reason = cmd.reason;
Global.network_status = "Connection refused: " + cmd.reason;
conn->disconnect();
return;
}
if (msg.type == message::SERVER_HELLO) {
const auto& cmd = dynamic_cast<const server_hello&>(msg);
conn->state = connection::ACTIVE;
bool const firsthandshake { !Global.ready_to_load };
if (!Global.ready_to_load) {
Global.random_seed = cmd.seed;
Global.random_engine.seed(Global.random_seed);
Global.starting_timestamp = cmd.timestamp;
apply_session_config(cmd.config);
Global.SceneryFile = cmd.scenario;
Global.ready_to_load = true;
WriteLog("net: scenario handshake: \"" + cmd.scenario + "\", server build \"" + cmd.app_version + "\"", logtype::net);
} else if (Global.random_seed != cmd.seed) {
ErrorLog("net: seed mismatch", logtype::net);
conn->disconnect();
return;
}
if (cmd.peer_id != PEER_NONE) {
Global.network_peer_id = cmd.peer_id;
WriteLog("net: assigned peer id " + std::to_string(cmd.peer_id), logtype::net);
}
if (cmd.session_token != 0) {
// kept for the next connection, so that a dropout does not cost us our seat
Global.network_session_token = cmd.session_token;
}
Global.network_status.clear();
WriteLog("net: accept received", logtype::net);
if (!firsthandshake && simulation::is_ready) {
// we are coming back to a session we already have loaded, so there is nobody
// to wait for: ask for a fresh snapshot straight away
send_ready();
}
}
if (conn->state != connection::ACTIVE)
return;
if (msg.type == message::SNAPSHOT) {
const auto& cmd = dynamic_cast<const snapshot&>(msg);
auto const mode = (cmd.mode == 0 ? snapshot_mode::join : snapshot_mode::correction);
auto const result = apply_snapshot(cmd.blob, mode);
if (!result.ok) {
ErrorLog("net: could not apply the state handed to us", logtype::net);
Global.network_status = "The server sent a snapshot this build cannot read";
}
else if (mode == snapshot_mode::join) {
Global.network_snapshot_applied = true;
Global.network_position_error = (float)result.worst_position_error;
// the roster may say we are on a crew already - after a reconnect, or because
// the claim was granted while we were still loading. walk into that cab
auto const own = Crews.vehicle_of(Global.network_peer_id);
if (own != ENTITY_NONE) {
auto const name = Entities.name_of(own);
if (!name.empty())
Global.network_pending_vehicle = name;
}
}
else {
Global.network_position_error = (float)result.worst_position_error;
// the routine correction is what keeps us in line; a full resync is only worth
// asking for when even that is not catching up
if (result.worst_position_error > RESYNC_POSITION_ERROR) {
++bad_corrections;
if ((bad_corrections >= RESYNC_BAD_CORRECTIONS)
&& (last_resync_tick == 0 || Global.simulation_tick > last_resync_tick + RESYNC_COOLDOWN_TICKS)) {
bad_corrections = 0;
last_resync_tick = Global.simulation_tick;
WriteLog("net: " + std::to_string((int)result.worst_position_error)
+ " m out of place after a correction, asking for a full resync", logtype::net);
send_resync_request(Global.simulation_tick, 0);
}
}
else {
bad_corrections = 0;
}
}
}
if (msg.type == message::VEHICLE_LIST) {
const auto& cmd = dynamic_cast<const vehicle_list&>(msg);
if (Entities.empty() && !cmd.vehicles.empty())
WriteLog("net: vehicle roster received, " + std::to_string(cmd.vehicles.size()) + " vehicles to choose from", logtype::net);
Entities.adopt(cmd.vehicles);
}
if (msg.type == message::CREW_UPDATE) {
const auto& cmd = dynamic_cast<const crew_update&>(msg);
Crews.mirror(cmd.entity_id, cmd.crew);
}
if (msg.type == message::CLAIM_GRANTED) {
const auto& cmd = dynamic_cast<const claim_granted&>(msg);
WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " granted", logtype::net);
Global.network_lobby_message.clear();
// the cab itself is built by the replicated entervehicle the server posts;
// we only have to walk into it once it shows up
Global.network_pending_vehicle = Entities.name_of(cmd.entity_id);
}
if (msg.type == message::CLAIM_DENIED) {
const auto& cmd = dynamic_cast<const claim_denied&>(msg);
WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " denied: " + cmd.reason, logtype::net);
Global.network_lobby_message = cmd.reason;
}
if (msg.type == message::FRAME_INFO) {
resume_frame_counter++;
auto delta = dynamic_cast<const frame_info&>(msg);
delta_queue.push(delta);
last_rcv = std::chrono::high_resolution_clock::now();
}
}
// --------------