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https://github.com/MaSzyna-EU07/maszyna.git
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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
153 lines
4.4 KiB
C++
153 lines
4.4 KiB
C++
#pragma once
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#include <memory>
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#include <functional>
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#include <optional>
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#include <queue>
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#include <chrono>
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#include "network/message.h"
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#include "network/entities.h"
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#include "network/session.h"
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#include "input/command.h"
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namespace network
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{
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//m7todo: separate client/server connection class?
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class connection
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{
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friend class server;
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friend class client;
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private:
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bool is_client;
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protected:
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size_t packet_counter;
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// exists only to keep the send buffer alive until asio is done with it
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void send_complete(std::shared_ptr<std::string> buf);
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public:
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std::function<void(const message &msg)> message_handler;
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virtual void connected() = 0;
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virtual void send_message(const message &msg) = 0;
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virtual void send_messages(const std::vector<std::shared_ptr<message>> &messages) = 0;
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connection(bool client = false, size_t counter = 0);
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void set_handler(std::function<void(const message &msg)> handler);
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virtual void disconnect() = 0;
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enum peer_state {
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AWAITING_HELLO,
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// handshake done, the peer is loading the scenario; it gets a snapshot and
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// goes live the moment it says it is ready
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AWAITING_READY,
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ACTIVE,
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DEAD
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};
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peer_state state;
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// session identity of the peer on the other side of this connection
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PeerId peer_id { PEER_NONE };
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};
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class server
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{
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private:
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// the session log is still written out, it is handy when picking a desync apart,
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// but joining no longer means replaying it
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std::shared_ptr<std::istream> backbuffer;
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protected:
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void handle_message(std::shared_ptr<connection> conn, const message &msg);
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std::vector<std::shared_ptr<connection>> clients;
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command_queue::commands_map client_commands_queue;
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protected:
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// drops peers whose socket is gone, together with their crew memberships
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void prune_clients();
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public:
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server(std::shared_ptr<std::istream> buf);
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void push_delta(const frame_info &msg);
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// sends an out of band message to every active peer. unlike push_delta this is not
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// written to the backbuffer, so it does not become part of the replayed history
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void push_message(const message &msg);
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command_queue::commands_map pop_commands();
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};
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// one authoritative simulation step handed to the client
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struct frame_delta
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{
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double dt { 0.0 };
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uint64_t tick { 0 };
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uint64_t state_hash { 0 };
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uint32_t state_hash_version { 0 };
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command_queue::commands_map commands;
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// false when there was nothing ready to consume in this pass
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bool valid { false };
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};
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class client
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{
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protected:
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virtual void connect() = 0;
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void handle_message(std::shared_ptr<connection> conn, const message &msg);
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std::shared_ptr<connection> conn;
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size_t resume_frame_counter = 0;
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size_t reconnect_delay = 0;
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const size_t RECONNECT_DELAY_FRAMES = 60;
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const float MAX_BUFFER_SIZE = 60.0f;
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const float JITTERINESS_MIX = 0.998f;
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const float TARGET_MIN = 2.0f;
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const float TARGET_MIX = 0.98f;
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const float JITTERINESS_MULTIPIER = 2.0f;
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const float CONSUME_MULTIPIER = 0.05f;
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std::queue<frame_info> delta_queue;
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float last_target = 20.0f;
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float jitteriness = 1.0f;
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float consume_counter = 0.0f;
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std::chrono::high_resolution_clock::time_point last_rcv;
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std::chrono::high_resolution_clock::time_point last_frame;
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std::chrono::high_resolution_clock::duration frame_time;
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public:
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void update();
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frame_delta get_next_delta(int counter);
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void send_commands(command_queue::commands_map commands);
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// tells the server the scenario is loaded and a snapshot can be applied
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void send_ready();
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// our world has drifted too far to carry on; ask to be put back in line
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void send_resync_request(uint64_t tick, uint64_t state_hash);
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// lobby requests; the server is the one that decides
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void send_claim(NetworkEntityId entity_id);
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void send_leave(NetworkEntityId entity_id);
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int get_frame_counter() {
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return resume_frame_counter;
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}
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int get_awaiting_frames() {
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return delta_queue.size();
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}
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};
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class backend_manager
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{
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public:
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virtual std::shared_ptr<server> create_server(std::shared_ptr<std::fstream>, const std::string &conf) = 0;
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virtual std::shared_ptr<client> create_client(const std::string &conf) = 0;
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virtual void update() = 0;
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};
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// HACK: static initialization order fiasco fix
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// extern std::unordered_map<std::string, backend_manager*> backend_list;
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using backend_list_t = std::unordered_map<std::string, backend_manager*>;
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backend_list_t& backend_list();
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}
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