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maszyna/application/driveruilayer.h
Hirek193 b9bd0ee33d multiplayer stage 2: peer identity, stable vehicle ids and a session lobby
TTrain::id() numbers cabs with a local counter, in the order each peer happens
to create them, so it cannot address a vehicle across the session. Neither was
there any way for a player to see what is available to drive.

- network/entities: PeerId (the host is peer 1, remote peers are numbered from
  2, so it is a participant rather than a special case) and NetworkEntityId,
  plus a registry that numbers the drivable vehicles of the loaded scenario in
  name order and resolves ids back to TDynamicObject
- the server owns the numbering and publishes it as VEHICLE_LIST - name, crew
  occupancy, crew capacity, AI state, availability - on every change and at
  least every 120 frames, out of band so it stays out of the replay backbuffer;
  a client binds the received ids to its own copy of the scenario by name
- SERVER_HELLO hands the joining peer its PeerId
- a multiplayer lobby listing that roster, with vehicles taken by other players
  shown as such rather than hidden; entering one goes through the existing
  entervehicle command, the vehicle is never moved

The lobby lives inside the driver mode instead of a mode of its own: the world
has to keep running while somebody is choosing (a client stops consuming the
server's frames the moment its mode is not a command processor), and the same
screen is what a player needs to change vehicles later on.

Crew occupancy is still derived from the presence of a cab instance; the real
crew model, claim handshake and AI takeover follow in stage 3.
2026-09-06 17:48:35 +00:00

78 lines
2.3 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/uilayer.h"
#include "application/driveruipanels.h"
#include "input/command.h"
#include "widgets/vehiclelist.h"
#include "widgets/vehicleparams.h"
#include "widgets/map.h"
#include "widgets/time.h"
#include "widgets/trainingcard.h"
#include "widgets/perfgraphs.h"
#include "widgets/cameraview_extcam.h"
#include "widgets/multiplayer_lobby.h"
class driver_ui : public ui_layer {
public:
// constructors
driver_ui();
// methods
void showDebugUI() override;
// potentially processes provided input key. returns: true if the input was processed, false otherwise
bool
on_key( int const Key, int const Action ) override;
// potentially processes provided mouse movement. returns: true if the input was processed, false otherwise
bool
on_cursor_pos( double const Horizontal, double const Vertical ) override;
// potentially processes provided mouse button. returns: true if the input was processed, false otherwise
bool
on_mouse_button( int const Button, int const Action ) override;
// updates state of UI elements
void
update() override;
// opens or closes the multiplayer lobby
void
show_multiplayer_lobby( bool const Show );
protected:
void render_menu_contents() override;
private:
// methods
// sets visibility of the cursor
void
set_cursor( bool const Visible );
// render() subclass details
void
render_() override;
// members
drivingaid_panel m_aidpanel { "Driving Aid", false };
scenario_panel m_scenariopanel { "Scenario", false };
timetable_panel m_timetablepanel { "Timetable", false };
debug_panel m_debugpanel { "Debug Data", false };
transcripts_panel m_transcriptspanel { "Transcripts", true }; // voice transcripts
trainingcard_panel m_trainingcardpanel;
perfgraph_panel m_perfgraphpanel;
bool m_paused { false };
command_relay m_relay;
ui::vehiclelist_panel m_vehiclelist { ui::vehiclelist_panel(*this) };
ui::map_panel m_mappanel;
ui::time_panel m_timepanel;
ui::cameraview_panel m_cameraviewpanel;
ui::multiplayer_lobby_panel m_multiplayerlobby;
};