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Files
maszyna/widgets/multiplayer_lobby.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

176 lines
5.1 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/.
*/
#include "stdafx.h"
#include "widgets/multiplayer_lobby.h"
#include "application/application.h"
#include "network/entities.h"
#include "network/session.h"
#include "simulation/simulation.h"
#include "utilities/Globals.h"
#include "utilities/translation.h"
#include "utilities/utilities.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "vehicle/Train.h"
ui::multiplayer_lobby_panel::multiplayer_lobby_panel()
: ui_panel(STR_C("Multiplayer lobby"), false)
{
// both bounds have to be set: ui_panel feeds them straight to imgui, and a maximum
// left at its -1 default is smaller than the minimum, which collapses the window
size_min = {560, 320};
size_max = {1920, 1080};
}
std::string ui::multiplayer_lobby_panel::describe_crew(network::NetworkEntityId const Entity) const
{
// the people on the whole train, wherever in it they happen to be sitting
std::vector<network::PeerId> crew;
for (auto const member : network::Entities.consist_members(network::Entities.consist_of(Entity)))
{
for (auto const peer : network::Crews.crew_of(member))
crew.emplace_back(peer);
}
if (crew.empty())
return std::string();
std::string description;
for (network::PeerId const peer : crew)
{
if (!description.empty())
description += ", ";
if (peer == Global.network_peer_id)
description += STR("you");
else if (peer == network::PEER_HOST)
description += STR("host");
else
description += STR("player") + " " + std::to_string(peer);
}
return description;
}
void ui::multiplayer_lobby_panel::render_contents()
{
bool const host{Application.is_server()};
bool const client{Application.is_client()};
if (!host && !client)
{
ImGui::TextUnformatted(STR_C("This is not a multiplayer session."));
return;
}
ImGui::Text("%s: %s, peer %u", STR_C("Session"), host ? (client ? "host + client" : "host") : "client", Global.network_peer_id);
if (!Global.SceneryFile.empty())
ImGui::TextDisabled("%s", Global.SceneryFile.c_str());
if (!Global.network_lobby_message.empty())
ImGui::TextColored(ImVec4(1.0f, 0.6f, 0.3f, 1.0f), "%s", Global.network_lobby_message.c_str());
ImGui::Separator();
auto const &entries = network::Entities.entries();
if (entries.empty())
{
ImGui::TextUnformatted(client ? STR_C("Waiting for the vehicle list from the server...") : STR_C("This scenario has no vehicles anybody could drive."));
return;
}
network::NetworkEntityId const ownvehicle{network::Crews.vehicle_of(Global.network_peer_id)};
float const scale = std::max(1.0f, Global.ui_scale);
float const crewwidth = 60.0f * scale;
float const statewidth = 150.0f * scale;
float const actionwidth = 110.0f * scale;
ImGui::Columns(4, "mp_vehicles", false);
ImGui::SetColumnWidth(0, std::max(120.0f * scale, ImGui::GetWindowWidth() - crewwidth - statewidth - actionwidth - 30.0f * scale));
ImGui::SetColumnWidth(1, crewwidth);
ImGui::SetColumnWidth(2, statewidth);
ImGui::SetColumnWidth(3, actionwidth);
ImGui::TextDisabled("%s", STR_C("Train"));
ImGui::NextColumn();
ImGui::TextDisabled("%s", STR_C("Crew"));
ImGui::NextColumn();
ImGui::TextDisabled("%s", STR_C("On board"));
ImGui::NextColumn();
ImGui::NextColumn();
ImGui::Separator();
network::NetworkEntityId const owntrain{network::Entities.consist_of(ownvehicle)};
for (auto const &entry : entries)
{
// one row per train. a player takes the whole set, not a single car, and moves
// between its cars freely once they are on it
if (!entry.consist_lead)
continue;
ImGui::PushID(static_cast<int>(entry.id));
if (entry.consist_size > 1)
ImGui::Text("%s +%u", entry.name.c_str(), (unsigned)(entry.consist_size - 1));
else
ImGui::TextUnformatted(entry.name.c_str());
ImGui::NextColumn();
ImGui::Text("%u/%u", (unsigned)entry.crew_count, (unsigned)entry.crew_capacity);
ImGui::NextColumn();
std::string const crew{describe_crew(entry.id)};
if (!crew.empty())
ImGui::TextUnformatted(crew.c_str());
else
ImGui::TextDisabled("%s", entry.ai_active ? STR_C("AI") : STR_C("free"));
ImGui::NextColumn();
if (owntrain != network::ENTITY_NONE && entry.consist_id == owntrain)
{
if (ImGui::Button(STR_C("Leave")))
Application.request_vehicle_leave(ownvehicle);
}
else if (entry.claimable)
{
// a vehicle somebody else is already working on can still be joined, that is
// what the crew capacity is for
if (ImGui::Button(entry.crew_count > 0 ? STR_C("Join crew") : STR_C("Enter")))
claim(entry.id, ownvehicle);
}
else
{
ImGui::TextDisabled("%s", STR_C("full"));
}
ImGui::NextColumn();
ImGui::PopID();
}
ImGui::Columns(1);
ImGui::Separator();
ImGui::TextDisabled("%s", STR_C("You can also walk up to a train and use the enter-vehicle key."));
}
void ui::multiplayer_lobby_panel::claim(network::NetworkEntityId const Entity, network::NetworkEntityId const Current)
{
if (Current != network::ENTITY_NONE)
{
// one person cannot work two vehicles at once
Application.request_vehicle_leave(Current);
}
Application.request_vehicle_claim(Entity);
}