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maszyna/network/session.h
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

162 lines
6.1 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "network/entities.h"
#include "input/command.h"
#include <string>
#include <unordered_map>
#include <vector>
namespace network
{
// who is working on a given vehicle. a vehicle can hold more than one person, which is
// the whole point of the crew model - the container is not limited by design, only by
// the capacity the server advertises
struct vehicle_crew
{
NetworkEntityId entity_id{ENTITY_NONE};
std::vector<PeerId> crew;
// whether the AI was actually driving before the first human arrived. a vehicle that
// nobody was driving must not suddenly acquire an AI driver when its crew leaves
bool ai_before_claim{false};
// set on the 1 -> 0 transition, cleared once the AI has been handed the vehicle back
bool ai_restore_pending{false};
// keeps reconcile() from re-posting the same request every single frame while the
// previous one is still on its way through the command queue
int action_cooldown{0};
// how many times we have asked the AI to hand this vehicle over. if it will not, that
// is worth saying once rather than asking forever
int ai_attempts{0};
};
enum class claim_result
{
granted,
already_member,
unknown_vehicle,
vehicle_missing,
crew_full
};
std::string describe(claim_result Result);
// crew bookkeeping. authoritative on the server; on a client this is a read only mirror
// fed by CREW_UPDATE, used by the lobby
class crew_registry
{
public:
claim_result claim(PeerId Peer, NetworkEntityId Id);
// returns true when the peer really was part of the crew
bool leave(PeerId Peer, NetworkEntityId Id);
// removes a peer from every crew it belonged to
void drop_peer(PeerId Peer);
// the peer lost its connection. its seat is held for a while, so that a short dropout
// does not empty a cab and hand a vehicle back to the AI under the other driver's nose
void suspend_peer(PeerId Peer);
// the peer made it back in time and keeps everything it had
void resume_peer(PeerId Peer);
// actually removes the peers whose grace period ran out
void expire_absences();
// true while the peer is gone but still holding its seat
bool is_absent(PeerId Peer) const;
std::vector<PeerId> crew_of(NetworkEntityId Id) const;
bool is_member(PeerId Peer, NetworkEntityId Id) const;
uint8_t count(NetworkEntityId Id) const;
NetworkEntityId vehicle_of(PeerId Peer) const;
// client side: takes over the crew of one vehicle as published by the server
void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew);
// puts a peer on a vehicle without asking about capacity; used when somebody walks to
// another car of the train they are already working
void take_seat(PeerId Peer, NetworkEntityId Id);
// server side: brings the world in line with the crew roster - creates the cab of a
// claimed vehicle, hands the vehicle over from the AI and hands it back when the last
// person leaves. safe to call every frame, it only acts when something is out of place
void reconcile();
// ids whose crew changed since the last call
std::vector<NetworkEntityId> take_pending_updates();
// queues every crew for republication, so that a peer which just went active learns
// about the vehicles that were taken over before it arrived
void mark_all_pending();
void clear();
private:
vehicle_crew &entry(NetworkEntityId Id);
std::unordered_map<NetworkEntityId, vehicle_crew> m_vehicles;
std::vector<NetworkEntityId> m_pending;
// peers that dropped out, with the moment their seat stops being held
std::unordered_map<PeerId, double> m_absent;
};
extern crew_registry Crews;
// how long a disconnected peer keeps its place in the crew
constexpr double RECONNECT_GRACE_SECONDS = 60.0;
// settings the server imposes on everybody, carried in the handshake. only things that
// change how the physics comes out belong here - looks and comfort stay with the player
enum session_config_flags : int64_t
{
CONFIG_FULLPHYSICS = 1 << 0,
CONFIG_REALISTICCONTROL = 1 << 1
};
// packs the settings this machine is running, for the server to hand out
int64_t pack_session_config();
// takes on the settings the server handed us
void apply_session_config(int64_t Config);
// settings a session needs regardless of who set what, applied on every peer
void enforce_session_settings();
// resolves the identity of a connecting peer. an unknown or empty token means somebody
// new and gets a fresh peer id together with a token of their own; a token this server
// handed out before brings back the peer id that went with it, and with it the seat in
// whatever crew the peer was on
PeerId resolve_peer_identity(uint64_t &Token);
// what a peer is allowed to ask the simulation for
enum class command_verdict
{
accepted,
not_in_crew,
privileged,
unsupported_target
};
std::string describe(command_verdict Verdict);
// the whole of the authority check for an incoming command. the host passes it too, it
// simply holds every right - there is no separate path for the local participant
command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient);
// a player works a train, not a single car: they may operate anything coupled into the
// set they are sitting in, which is what makes the cab switches of a multiple unit work
bool may_control(PeerId Peer, NetworkEntityId Entity);
// walking into a cab with the in-game key is the same request as pressing the button in
// the lobby, so it goes through the crew registry rather than being treated as a command
// that reaches the whole world. returns the vehicle it resolved to, if any
claim_result claim_by_name(PeerId Peer, std::string const &Vehicle, NetworkEntityId &Entity);
// drops everything the peer is not allowed to ask for and stamps the rest with its
// identity. used for the local participant as well, so that host input goes through the
// very same authority layer as input arriving over the wire, only without the transport
void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
} // namespace network