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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
165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
#pragma once
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#include <memory>
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#include <functional>
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#include <optional>
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#include <queue>
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#include <chrono>
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#include "network/message.h"
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#include "network/entities.h"
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#include "network/session.h"
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#include "input/command.h"
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namespace network
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{
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//m7todo: separate client/server connection class?
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class connection
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{
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friend class server;
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friend class client;
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private:
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bool is_client;
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protected:
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size_t packet_counter;
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// exists only to keep the send buffer alive until asio is done with it
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void send_complete(std::shared_ptr<std::string> buf);
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public:
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std::function<void(const message &msg)> message_handler;
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virtual void connected() = 0;
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virtual void send_message(const message &msg) = 0;
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virtual void send_messages(const std::vector<std::shared_ptr<message>> &messages) = 0;
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connection(bool client = false, size_t counter = 0);
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void set_handler(std::function<void(const message &msg)> handler);
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virtual void disconnect() = 0;
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enum peer_state {
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AWAITING_HELLO,
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// handshake done, the peer is loading the scenario; it gets a snapshot and
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// goes live the moment it says it is ready
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AWAITING_READY,
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ACTIVE,
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DEAD
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};
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peer_state state;
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// session identity of the peer on the other side of this connection
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PeerId peer_id { PEER_NONE };
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};
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class server
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{
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private:
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// the session log is still written out, it is handy when picking a desync apart,
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// but joining no longer means replaying it
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std::shared_ptr<std::istream> backbuffer;
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protected:
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void handle_message(std::shared_ptr<connection> conn, const message &msg);
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std::vector<std::shared_ptr<connection>> clients;
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command_queue::commands_map client_commands_queue;
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protected:
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// drops peers whose socket is gone, together with their crew memberships
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void prune_clients();
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public:
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server(std::shared_ptr<std::istream> buf);
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void push_delta(const frame_info &msg);
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// sends an out of band message to every active peer. unlike push_delta this is not
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// written to the backbuffer, so it does not become part of the replayed history
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void push_message(const message &msg);
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command_queue::commands_map pop_commands();
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};
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// one authoritative simulation step handed to the client
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struct frame_delta
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{
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double dt { 0.0 };
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uint64_t tick { 0 };
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uint64_t state_hash { 0 };
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uint32_t state_hash_version { 0 };
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command_queue::commands_map commands;
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// false when there was nothing ready to consume in this pass
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bool valid { false };
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};
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class client
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{
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protected:
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virtual void connect() = 0;
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void handle_message(std::shared_ptr<connection> conn, const message &msg);
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std::shared_ptr<connection> conn;
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size_t resume_frame_counter = 0;
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size_t reconnect_delay = 0;
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const size_t RECONNECT_DELAY_FRAMES = 60;
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// the queue of authoritative frames waiting to be played out. every frame sitting
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// in here is a frame of delay between pressing a key and seeing it happen, so it
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// is kept as short as the connection allows rather than a comfortable second deep
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const float MAX_BUFFER_SIZE = 12.0f;
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const float JITTERINESS_MIX = 0.998f;
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const float TARGET_MIN = 1.0f;
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const float TARGET_MIX = 0.98f;
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const float JITTERINESS_MULTIPIER = 2.0f;
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const float CONSUME_MULTIPIER = 0.05f;
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std::queue<frame_info> delta_queue;
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// how far out of place a correction found us, in a row. a full resync is only
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// worth asking for when the routine stream is not catching up on its own
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int bad_corrections = 0;
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uint64_t last_resync_tick = 0;
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static constexpr double RESYNC_POSITION_ERROR = 25.0;
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static constexpr int RESYNC_BAD_CORRECTIONS = 5;
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// a correction needs time to take hold; asking again before it has is pointless
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static constexpr uint64_t RESYNC_COOLDOWN_TICKS = 600;
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float last_target = 2.0f;
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float jitteriness = 1.0f;
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float consume_counter = 0.0f;
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std::chrono::high_resolution_clock::time_point last_rcv;
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std::chrono::high_resolution_clock::time_point last_frame;
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std::chrono::high_resolution_clock::duration frame_time;
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public:
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void update();
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frame_delta get_next_delta(int counter);
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void send_commands(command_queue::commands_map commands);
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// tells the server the scenario is loaded and a snapshot can be applied
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void send_ready();
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// our world has drifted too far to carry on; ask to be put back in line
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void send_resync_request(uint64_t tick, uint64_t state_hash);
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// lobby requests; the server is the one that decides
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void send_claim(NetworkEntityId entity_id);
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void send_leave(NetworkEntityId entity_id);
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int get_frame_counter() {
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return resume_frame_counter;
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}
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int get_awaiting_frames() {
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return delta_queue.size();
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}
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};
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class backend_manager
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{
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public:
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virtual std::shared_ptr<server> create_server(std::shared_ptr<std::fstream>, const std::string &conf) = 0;
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virtual std::shared_ptr<client> create_client(const std::string &conf) = 0;
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virtual void update() = 0;
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};
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// HACK: static initialization order fiasco fix
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// extern std::unordered_map<std::string, backend_manager*> backend_list;
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using backend_list_t = std::unordered_map<std::string, backend_manager*>;
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backend_list_t& backend_list();
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}
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