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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 15:39:20 +02:00
Files
maszyna/network/network.cpp
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

529 lines
15 KiB
C++

#include "stdafx.h"
#include "network/network.h"
#include "network/snapshot.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 "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 = 4;
namespace network {
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;
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()
{
for (auto it = clients.begin(); it != clients.end(); ) {
if ((*it)->state == connection::DEAD) {
if ((*it)->peer_id != PEER_NONE) {
WriteLog("net: 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);
}
it = clients.erase(it);
continue;
}
it++;
}
}
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);
}
}
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 = 0; // TODO: pass bitfield with state of relevant setting switches
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;
// 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, 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;
}
// 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.blob = take_snapshot();
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;
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::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.blob = take_snapshot();
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) {
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::get_next_delta(int counter)
{
auto now = std::chrono::high_resolution_clock::now();
if (counter == 1) {
frame_time = now - last_frame;
last_frame = now;
}
if (delta_queue.empty()) {
// buffer underflow
return frame_delta();
}
float size = delta_queue.size() - consume_counter;
const auto& entry = delta_queue.front();
float mult = entry.render_dt / std::chrono::duration_cast<std::chrono::duration<float>>(frame_time).count();
if (counter == 1 && size < MAX_BUFFER_SIZE * 2.0f) {
last_target = last_target * TARGET_MIX +
(std::min(TARGET_MIN + jitteriness * JITTERINESS_MULTIPIER, MAX_BUFFER_SIZE)) * (1.0f - TARGET_MIX);
float diff = size - last_target;
jitteriness = std::max(jitteriness * JITTERINESS_MIX, std::abs(diff));
float speed = 1.0f + diff * CONSUME_MULTIPIER;
consume_counter += speed;
}
float last_rcv_diff = std::chrono::duration_cast<std::chrono::duration<float>>(now - last_rcv).count();
if (size > MAX_BUFFER_SIZE || consume_counter > mult || last_rcv_diff > 1.0f) {
if (consume_counter > mult) {
consume_counter = std::clamp(consume_counter - mult, -MAX_BUFFER_SIZE, MAX_BUFFER_SIZE);
}
frame_delta delta;
delta.dt = entry.dt;
delta.tick = entry.tick;
delta.state_hash = entry.state_hash;
delta.state_hash_version = entry.state_hash_version;
delta.commands = entry.commands;
delta.valid = true;
delta_queue.pop();
return delta;
} else {
// nothing to push
return frame_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::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);
}
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::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;
// TODO: configure simulation settings according to received 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;
}
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);
if (apply_snapshot(cmd.blob)) {
Global.network_snapshot_applied = true;
// 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 {
ErrorLog("net: could not apply the snapshot handed to us", logtype::net);
Global.network_status = "The server sent a snapshot this build cannot read";
}
}
if (msg.type == message::VEHICLE_LIST) {
const auto& cmd = dynamic_cast<const vehicle_list&>(msg);
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);
}
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 cab itself is built by the replicated entervehicle the server posts;
// we only have to walk into it once it shows up
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();
}
}
// --------------