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Files
maszyna/network/network.cpp
Hirek193 1bfa1644c9 multiplayer: a cab belongs to the peer it is on, and the first one aboard drives
Joining a crew did nothing. The cab was being built by a replicated entervehicle
that the authority posted only when it had no cab of its own - which is exactly
the case that never happens for the second person to board. The host claims a
vehicle, the server builds a cab, and from then on every further claim finds one
already standing over there, posts nothing, and the joining peer waits forever
for a command that is not coming.

A cab is not a shared object. Each participant has their own, with their own
camera and their own view of it, and nothing about it needs to travel. So it is
built locally by whoever needs one: the driver mode does it for the player when
their claim is granted, and the authority does it for itself, because it needs a
cab to address the AI handover commands to. That also stops a cab being created
on every peer for every claimed vehicle, which is what the entervehicle
broadcast was doing.

Who runs a shared train is no longer decided by car numbering. It is whoever
boarded first, and it stays with them: every crew member is stamped with a
session-wide counter when they sit down, and the smallest stamp on the whole
consist owns the physics. Coupling, uncoupling and renumbering do not move it,
and neither does somebody else joining - each handover is a stutter in the ride
of the person who has been driving, and they are the one who would notice it.
The stamps travel with CREW_UPDATE and in the snapshot, because a client works
out ownership for itself and has to arrive at the same answer.

Chat: the key that opens it is now read before imgui gets a look at the input.
Any window holding the keyboard - the lobby, most likely, which is precisely
where a client sits - would swallow it, so on that side the panel could not be
opened at all. The exception is text actually being typed, which is the chat box
itself; escape closes that. A client also logs what it says, so if a line goes
missing it is clear which half of the trip lost it.

Protocol version 6, snapshot version 7.
2026-09-07 16:00:41 +00:00

700 lines
21 KiB
C++

#include "stdafx.h"
#include "network/network.h"
#include "network/snapshot.h"
#include "network/chat.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 "utilities/utilities.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 = 6;
namespace network {
traffic_counters Traffic;
void traffic_counters::update()
{
auto const now = Timer::GetTime();
if (rate_time_mark < 0.0)
{
rate_time_mark = now;
rate_sent_mark = sent_bytes;
rate_received_mark = received_bytes;
return;
}
auto const elapsed = now - rate_time_mark;
if (elapsed < 1.0)
return;
sent_rate = (double)(sent_bytes - rate_sent_mark) / elapsed;
received_rate = (double)(received_bytes - rate_received_mark) / elapsed;
rate_time_mark = now;
rate_sent_mark = sent_bytes;
rate_received_mark = received_bytes;
}
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;
msg.nickname = local_nickname();
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()
{
bool dropped{false};
for (auto it = clients.begin(); it != clients.end(); ) {
if ((*it)->state == connection::DEAD) {
if ((*it)->peer_id != PEER_NONE) {
WriteLog("net: " + Peers.name_of((*it)->peer_id) + " (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);
Peers.forget((*it)->peer_id);
dropped = true;
}
it = clients.erase(it);
continue;
}
it++;
}
if (dropped) {
// whoever is left learns who is left. sent from here rather than through
// push_message, which is what called us
peer_roster msg;
msg.peers = Peers.roster();
for (auto const &client : clients) {
if (client->state == connection::ACTIVE)
client->send_message(msg);
}
}
}
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);
}
}
void network::server::publish_roster()
{
peer_roster msg;
msg.peers = Peers.roster();
push_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.sync_running = Global.multiplayer_sync_running;
reply.sync_stop = Global.multiplayer_sync_stop;
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;
// what the player asked to be called, tidied up and made unique within the session
auto const name = Peers.assign(conn->peer_id, cmd.nickname);
// 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 as \"" + name + "\", 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;
}
// who is taking part, so that the crew section of the snapshot has names to show
peer_roster people;
people.peers = Peers.roster();
conn->send_message(people);
// 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;
// and everybody already in the session learns who just walked in
publish_roster();
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::CHAT) {
const auto& cmd = dynamic_cast<const chat_message&>(msg);
// the sender is the connection this arrived on, never the field in the packet:
// otherwise anybody could put words in anybody's mouth
auto const text = tidy_chat(cmd.text);
if (text.empty())
return;
chat_message relay;
relay.peer = conn->peer_id;
relay.text = text;
note_chat(relay.peer, relay.text);
push_message(relay);
}
else if (msg.type == message::SNAPSHOT) {
const auto& cmd = dynamic_cast<const snapshot&>(msg);
// a peer telling us what its own trains are doing. the filter is what keeps it to
// its own: it cannot shove anybody else's stock around
apply_snapshot(cmd.blob, snapshot_mode::correction, conn->peer_id);
}
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::take_pending(command_queue::commands_map &commands)
{
frame_delta delta;
while (!delta_queue.empty()) {
auto const &entry = delta_queue.front();
for (auto const &kv : entry.commands) {
auto lookup = commands.end();
for (auto const &data : kv.second) {
// our own commands for a train we run ourselves were carried out the
// moment we issued them; applying the echo would do it a second time
if ((data.source == Global.network_peer_id) && is_predictable(kv.first))
continue;
if (lookup == commands.end())
lookup = commands.emplace(kv.first, command_queue::commanddata_sequence()).first;
lookup->second.emplace_back(data);
}
}
delta.dt = entry.dt;
delta.tick = entry.tick;
delta.state_hash = entry.state_hash;
delta.state_hash_version = entry.state_hash_version;
delta.valid = true;
delta_queue.pop();
}
return 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::publish_state()
{
if (!conn || conn->state != connection::ACTIVE)
return;
if (--state_countdown > 0)
return;
state_countdown = STATE_INTERVAL_FRAMES;
bool const full = ((state_updates++ % STATE_FULL_EVERY) == 0);
auto const blob = take_snapshot(full, true);
if (blob.empty())
return;
snapshot msg;
msg.tick = Global.simulation_tick;
msg.mode = 1; // a correction, on top of what the receiver is already running
msg.blob = blob;
conn->send_message(msg);
}
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::send_chat(const std::string &text)
{
if (!conn || conn->state != connection::ACTIVE)
return;
chat_message msg;
// the peer field is filled in by the server from the connection; whatever we put here
// is ignored, which is the point
msg.peer = Global.network_peer_id;
msg.text = text;
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;
}
// the session decides how tightly it is kept in step, not the machine that joined it
if ((cmd.sync_running > 0.0) && (cmd.sync_stop > 0.0)) {
if ((std::abs(Global.multiplayer_sync_running - (float)cmd.sync_running) > 0.001f)
|| (std::abs(Global.multiplayer_sync_stop - (float)cmd.sync_stop) > 0.001f)) {
WriteLog("net: the session syncs to " + to_string(cmd.sync_running, 2) + " m while running and "
+ to_string(cmd.sync_stop, 2) + " m at a stand", logtype::net);
}
Global.multiplayer_sync_running = (float)cmd.sync_running;
Global.multiplayer_sync_stop = (float)cmd.sync_stop;
}
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, cmd.since);
}
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 driver mode builds this peer's own cab for the vehicle and moves in
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();
}
}
// --------------