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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 15:39:20 +02:00
Files
maszyna/application/application.h
Hirek193 30fa68cfd8 multiplayer stage 8: state correction and surviving a dropped connection
Two things were still missing once a session ran for a while: a peer that had
drifted apart from the authority had no way back short of restarting, and a
connection that blinked cost the player their seat and handed their vehicle to
the AI while the other driver was still sitting in it.

- a client that disagrees with the authoritative digest for 120 steps in a row
  asks to be put back in line, and the server answers with a fresh snapshot.
  There is a cooldown between requests, so a correction that needs a moment to
  take hold does not turn into a stream of them
- the server hands out a session token with its hello and remembers it. Present
  it again on the next connection and you come back as the same peer, with the
  same id
- a lost connection no longer removes the peer from its crews: the seat is held
  for a minute. Come back in time and nothing changed; stay away and the seat
  is given up properly, handing the vehicle back to the AI only when that
  leaves the crew empty and the AI was driving it in the first place
- after applying a snapshot a peer that finds itself on a crew walks into that
  cab, which is what makes a reconnect land the player back where they were
- the vehicle roster is sent to a joining peer right before its snapshot, so
  the crew section resolves to names instead of waiting for the next broadcast
2026-09-06 19:48:06 +00:00

142 lines
4.3 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 "application/applicationmode.h"
#include "scripting/PyInt.h"
#include "network/manager.h"
#include "utilities/headtrack.h"
#ifdef WITH_UART
#include "utilities/uart.h"
#endif
class eu07_application {
const int MAX_NETWORK_PER_FRAME = 1000;
public:
// types
enum mode {
launcher = 0,
scenarioloader,
driver,
editor,
count_
};
// constructors
eu07_application() = default;
// methods
int
init( int Argc, char *Argv[] );
int
run();
// issues request for a worker thread to perform specified task. returns: true if task was scheduled
#ifdef WITH_DISCORD_RPC
void DiscordRPCService(); // discord rich presence service function (runs as separate thread)
#endif
bool
request( python_taskqueue::task_request const &Task );
// ensures the main thread holds the python gil and can safely execute python calls
void
acquire_python_lock();
// frees the python gil and swaps out the main thread
void
release_python_lock();
void
exit();
void
render_ui();
void
begin_ui_frame();
// switches application to specified mode
bool
pop_mode();
bool
push_mode( eu07_application::mode const Mode );
void
set_title( std::string const &Title );
void
set_progress( float const Progress = 0.f, float const Subtaskprogress = 0.f );
void
set_tooltip( std::string const &Tooltip );
void
set_cursor( int const Mode );
void
set_cursor_pos( double const Horizontal, double const Vertical );
void queue_screenshot();
// input handlers
void on_key( int const Key, int const Scancode, int const Action, int const Mods );
void on_char( unsigned int const Char );
void on_cursor_pos( double const Horizontal, double const Vertical );
void on_mouse_button( int const Button, int const Action, int const Mods );
void on_scroll( double const Xoffset, double const Yoffset );
void on_focus_change(bool focus);
void on_window_resize(int w, int h);
// gives access to specified window, creates a new window if index == -1
GLFWwindow *
window( int const Windowindex = 0, bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr, bool keep_ownership = true, bool share_ctx = true );
GLFWmonitor * find_monitor( const std::string &str ) const;
std::string describe_monitor( GLFWmonitor *monitor ) const;
void
queue_quit(bool direct);
bool
is_server() const;
bool
is_client() const;
// asks the session authority to put us on the crew of given vehicle, or take us off it
void
request_vehicle_claim( network::NetworkEntityId const Entity );
void
request_vehicle_leave( network::NetworkEntityId const Entity );
// tells the network layer the scenario finished loading
void
network_scenario_loaded();
private:
// types
using modeptr_array = std::array<std::shared_ptr<application_mode>, static_cast<std::size_t>( mode::count_ )>;
using mode_stack = std::stack<mode>;
// methods
bool needs_ogl() const;
void init_debug();
void init_console();
void init_files();
int init_settings( int Argc, char *Argv[] );
int init_locale();
int init_glfw();
void init_callbacks();
int init_ogl();
int init_ui();
int init_gfx();
int init_audio();
int init_data();
int init_modes();
bool init_network();
int run_crashgui();
// members
bool m_screenshot_queued = false;
// consecutive authoritative steps whose state digest did not match ours
std::uint64_t m_statemismatches { 0 };
// tick at which we last asked the server to put us back in line
std::uint64_t m_lastresynctick { 0 };
modeptr_array m_modes { nullptr }; // collection of available application behaviour modes
mode_stack m_modestack; // current behaviour mode
python_taskqueue m_taskqueue;
std::vector<GLFWwindow *> m_windows;
int m_glfwversion;
std::optional<network::manager> m_network;
std::optional<headtrack> m_headtrack;
};
extern eu07_application Application;