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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 21:29:19 +02:00
Files
maszyna/network/message.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

222 lines
6.1 KiB
C++

#pragma once
#include "network/message.h"
#include "network/entities.h"
#include "input/command.h"
#include <queue>
namespace network
{
struct message
{
enum type_e
{
CLIENT_HELLO = 0,
SERVER_HELLO,
FRAME_INFO,
REQUEST_COMMAND,
SERVER_REJECT,
VEHICLE_LIST,
CLAIM_VEHICLE,
CLAIM_GRANTED,
CLAIM_DENIED,
LEAVE_VEHICLE,
CREW_UPDATE,
CLIENT_READY,
SNAPSHOT,
REQUEST_RESYNC,
TYPE_MAX
};
type_e type;
message(type_e t) : type(t) {}
virtual void serialize(std::ostream &stream) const {}
virtual void deserialize(std::istream &stream) {}
};
struct client_hello : public message
{
client_hello() : message(CLIENT_HELLO) {}
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
int32_t version;
uint32_t start_packet;
// build identification of the connecting simulator, informational only
std::string app_version;
// identity handed out by this server on an earlier connection, echoed back so that a
// player who dropped out gets their seat and their peer id back. it is a reconnect
// token, not a credential - it says "this is the same session", nothing more
uint64_t session_token{ 0 };
};
// sent by the server instead of SERVER_HELLO when the client cannot join;
// carries a human readable reason so the player learns what went wrong
struct server_reject : public message
{
server_reject() : message(SERVER_REJECT) {}
std::string reason;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct server_hello : public message
{
server_hello() : message(SERVER_HELLO) {}
uint32_t seed;
int64_t timestamp;
int64_t config;
std::string scenario;
// build identification of the server, informational only
std::string app_version;
// identity assigned to the joining peer for the rest of the session
uint32_t peer_id{ PEER_NONE };
// hand this back on a later connection to be recognised as the same participant
uint64_t session_token{ 0 };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// authoritative roster of the vehicles a player may take over, broadcast by the server
// whenever it changes (and periodically, so that a peer which just went active gets one)
struct vehicle_list : public message
{
vehicle_list() : message(VEHICLE_LIST) {}
std::vector<vehicle_entry> vehicles;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// sent once the joining peer has the scenario loaded and can take a snapshot
struct client_ready : public message
{
client_ready() : message(CLIENT_READY) {}
std::string scenario;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// the state of the world as of one particular tick, handed to a peer that is joining.
// this is what replaces replaying the whole session from its first frame
struct snapshot : public message
{
snapshot() : message(SNAPSHOT) {}
uint64_t tick{ 0 };
std::string blob;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// a peer telling the server its world has drifted too far to carry on, and asking to be
// put back in line
struct request_resync : public message
{
request_resync() : message(REQUEST_RESYNC) {}
uint64_t tick{ 0 };
uint64_t state_hash{ 0 };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// a peer asking the server to be put on the crew of a vehicle
struct claim_vehicle : public message
{
claim_vehicle() : message(CLAIM_VEHICLE) {}
uint32_t entity_id{ ENTITY_NONE };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// answer to a claim the server accepted
struct claim_granted : public message
{
claim_granted() : message(CLAIM_GRANTED) {}
uint32_t entity_id{ ENTITY_NONE };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// answer to a claim the server refused, with a reason the lobby can show
struct claim_denied : public message
{
claim_denied() : message(CLAIM_DENIED) {}
uint32_t entity_id{ ENTITY_NONE };
std::string reason;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// a peer stepping off the crew of a vehicle
struct leave_vehicle : public message
{
leave_vehicle() : message(LEAVE_VEHICLE) {}
uint32_t entity_id{ ENTITY_NONE };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// authoritative crew of one vehicle, broadcast whenever it changes
struct crew_update : public message
{
crew_update() : message(CREW_UPDATE) {}
uint32_t entity_id{ ENTITY_NONE };
std::vector<PeerId> crew;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct request_command : public message
{
request_command(type_e type) : message(type) {}
request_command() : message(REQUEST_COMMAND) {}
command_queue::commands_map commands;
// logical step the sender was on when it produced these. the protocol is anchored to
// this counter rather than to whatever frame the renderer happened to be drawing
uint64_t tick{ 0 };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct frame_info : public request_command
{
frame_info() : request_command(FRAME_INFO) {}
double render_dt;
double dt;
// digest of the authoritative world after this step; a client compares its own
uint64_t state_hash{ 0 };
uint32_t state_hash_version{ 0 };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
std::shared_ptr<message> deserialize_message(std::istream &stream);
void serialize_message(const message &msg, std::ostream &stream);
} // namespace network