17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 22:39:19 +02:00
Files
maszyna/network/session.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

403 lines
11 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/.
*/
#include "stdafx.h"
#include "network/session.h"
#include "input/command.h"
#include "simulation/simulation.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/Timer.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "vehicle/Train.h"
namespace network
{
crew_registry Crews;
std::string describe(claim_result Result)
{
switch (Result)
{
case claim_result::granted:
return "granted";
case claim_result::already_member:
return "already a crew member";
case claim_result::unknown_vehicle:
return "no such vehicle in this session";
case claim_result::vehicle_missing:
return "the vehicle is not present in the scenario";
case claim_result::crew_full:
return "the crew of this vehicle is full";
}
return "unknown";
}
std::string describe(command_verdict Verdict)
{
switch (Verdict)
{
case command_verdict::accepted:
return "accepted";
case command_verdict::not_in_crew:
return "not a member of the crew of that vehicle";
case command_verdict::privileged:
return "reserved for the session host";
case command_verdict::unsupported_target:
return "command target not allowed over the network";
}
return "unknown";
}
command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient)
{
if (Peer == PEER_HOST)
{
// the host runs the session and holds every right in it
return command_verdict::accepted;
}
auto const target = (command_target)(Recipient & ~0xffff);
if (target == command_target::vehicle)
{
// a player works the controls of the vehicle they are on, and of no other
return Crews.is_member(Peer, (NetworkEntityId)(Recipient & 0xffff)) ? command_verdict::accepted : command_verdict::not_in_crew;
}
if (target == command_target::simulation)
{
// setweather, setdatetime, spawntrainset, destroytrainset, queueevent, the pause
// and the debug commands all reach the whole world, so they stay with the authority.
// TODO: open a subset of them once dispatcher and admin roles exist
(void)Command;
return command_verdict::privileged;
}
return command_verdict::unsupported_target;
}
void filter_commands(PeerId Peer, command_queue::commands_map &Commands)
{
for (auto it = Commands.begin(); it != Commands.end();)
{
auto &sequence = it->second;
for (auto command = sequence.begin(); command != sequence.end();)
{
if (validate_command(Peer, command->command, it->first) != command_verdict::accepted)
{
command = sequence.erase(command);
continue;
}
command->source = Peer;
++command;
}
if (sequence.empty())
it = Commands.erase(it);
else
++it;
}
}
vehicle_crew &crew_registry::entry(NetworkEntityId Id)
{
auto lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
{
vehicle_crew fresh;
fresh.entity_id = Id;
lookup = m_vehicles.emplace(Id, fresh).first;
}
return lookup->second;
}
claim_result crew_registry::claim(PeerId Peer, NetworkEntityId Id)
{
vehicle_entry const *published = Entities.find(Id);
if (published == nullptr)
return claim_result::unknown_vehicle;
if (Entities.resolve(Id) == nullptr)
return claim_result::vehicle_missing;
vehicle_crew &vehicle = entry(Id);
if (std::find(vehicle.crew.begin(), vehicle.crew.end(), Peer) != vehicle.crew.end())
return claim_result::already_member;
if (vehicle.crew.size() >= published->crew_capacity)
return claim_result::crew_full;
if (vehicle.crew.empty())
{
// remember whether this vehicle was actually being driven by the AI, so that it is
// handed back only to a driver that was really there before
TDynamicObject const *dynamic = Entities.resolve(Id);
vehicle.ai_before_claim = (dynamic != nullptr && dynamic->Mechanik != nullptr && dynamic->Mechanik->AIControllFlag);
vehicle.ai_restore_pending = false;
}
vehicle.crew.emplace_back(Peer);
m_pending.emplace_back(Id);
WriteLog("net: peer " + std::to_string(Peer) + " joined the crew of " + published->name + " (" + std::to_string(vehicle.crew.size()) + "/" +
std::to_string((int)published->crew_capacity) + ")",
logtype::net);
return claim_result::granted;
}
bool crew_registry::leave(PeerId Peer, NetworkEntityId Id)
{
auto lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
return false;
auto &crew = lookup->second.crew;
auto member = std::find(crew.begin(), crew.end(), Peer);
if (member == crew.end())
return false;
crew.erase(member);
m_pending.emplace_back(Id);
WriteLog("net: peer " + std::to_string(Peer) + " left the crew of " + Entities.name_of(Id) + " (" + std::to_string(crew.size()) + " left)", logtype::net);
if (crew.empty() && lookup->second.ai_before_claim)
{
// the vehicle came with an AI driver, so it gets one back
lookup->second.ai_restore_pending = true;
}
return true;
}
PeerId resolve_peer_identity(uint64_t &Token)
{
static std::unordered_map<uint64_t, PeerId> known;
if (Token != 0)
{
auto const lookup = known.find(Token);
if (lookup != known.end())
{
WriteLog("net: peer " + std::to_string(lookup->second) + " recognised, reconnecting", logtype::net);
Crews.resume_peer(lookup->second);
return lookup->second;
}
}
auto const peer = allocate_peer_id();
// only has to be hard to collide with, not hard to guess: it decides who is who
// across a dropped connection, nothing more
Token = ((uint64_t)Global.local_random_engine() << 32) ^ (uint64_t)Global.local_random_engine() ^ ((uint64_t)peer << 8);
if (Token == 0)
Token = peer;
known.emplace(Token, peer);
return peer;
}
void crew_registry::suspend_peer(PeerId Peer)
{
if (vehicle_of(Peer) == ENTITY_NONE)
return;
m_absent[Peer] = Timer::GetTime() + RECONNECT_GRACE_SECONDS;
WriteLog("net: peer " + std::to_string(Peer) + " lost its connection, holding its seat for " + std::to_string((int)RECONNECT_GRACE_SECONDS) + " s", logtype::net);
}
void crew_registry::resume_peer(PeerId Peer)
{
m_absent.erase(Peer);
}
bool crew_registry::is_absent(PeerId Peer) const
{
return m_absent.find(Peer) != m_absent.end();
}
void crew_registry::expire_absences()
{
auto const now = Timer::GetTime();
for (auto it = m_absent.begin(); it != m_absent.end();)
{
if (now < it->second)
{
++it;
continue;
}
WriteLog("net: peer " + std::to_string(it->first) + " did not come back, giving up its seat", logtype::net);
auto const peer = it->first;
it = m_absent.erase(it);
drop_peer(peer);
}
}
void crew_registry::drop_peer(PeerId Peer)
{
for (auto &pair : m_vehicles)
{
if (std::find(pair.second.crew.begin(), pair.second.crew.end(), Peer) != pair.second.crew.end())
leave(Peer, pair.first);
}
}
std::vector<PeerId> crew_registry::crew_of(NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
return lookup != m_vehicles.end() ? lookup->second.crew : std::vector<PeerId>();
}
bool crew_registry::is_member(PeerId Peer, NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
return false;
return std::find(lookup->second.crew.begin(), lookup->second.crew.end(), Peer) != lookup->second.crew.end();
}
uint8_t crew_registry::count(NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
return lookup != m_vehicles.end() ? (uint8_t)lookup->second.crew.size() : (uint8_t)0;
}
NetworkEntityId crew_registry::vehicle_of(PeerId Peer) const
{
for (auto const &pair : m_vehicles)
{
if (std::find(pair.second.crew.begin(), pair.second.crew.end(), Peer) != pair.second.crew.end())
return pair.first;
}
return ENTITY_NONE;
}
void crew_registry::mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew)
{
entry(Id).crew = Crew;
}
std::vector<NetworkEntityId> crew_registry::take_pending_updates()
{
std::vector<NetworkEntityId> pending;
pending.swap(m_pending);
// the same vehicle can change more than once between two publications
std::sort(pending.begin(), pending.end());
pending.erase(std::unique(pending.begin(), pending.end()), pending.end());
return pending;
}
void crew_registry::mark_all_pending()
{
for (auto const &pair : m_vehicles)
{
if (!pair.second.crew.empty())
m_pending.emplace_back(pair.first);
}
}
void crew_registry::clear()
{
m_vehicles.clear();
m_pending.clear();
}
namespace
{
// posts a command the way an input source would, but without going through command_relay:
// the authority acts on behalf of the session, not on behalf of the local camera, so it
// must not be filtered by the local free fly state
void post_authority_command(user_command Command, uint32_t Recipient, glm::vec3 const &Location, std::string const &Payload)
{
command_data data;
data.command = Command;
data.action = GLFW_PRESS;
data.param1 = 0.0;
data.param2 = 0.0;
data.time_delta = Timer::GetDeltaTime();
data.freefly = true;
data.location = Location;
data.payload = Payload;
simulation::Commands.push(data, Recipient);
}
} // namespace
// frames to wait before repeating an authority request that has not taken effect yet
static int const ACTION_COOLDOWN_FRAMES = 30;
void crew_registry::reconcile()
{
for (auto &pair : m_vehicles)
{
vehicle_crew &vehicle = pair.second;
TDynamicObject *dynamic = Entities.resolve(vehicle.entity_id);
if (dynamic == nullptr)
continue;
if (vehicle.action_cooldown > 0)
{
--vehicle.action_cooldown;
continue;
}
TTrain *train = simulation::Trains.find(dynamic->name());
if (!vehicle.crew.empty())
{
if (train == nullptr)
{
// the cab has to exist on every peer, so the authority asks for it with the
// ordinary replicated command instead of building it locally
post_authority_command(user_command::entervehicle, (uint32_t)command_target::simulation, dynamic->GetPosition(), dynamic->name());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
continue;
}
if (dynamic->Mechanik != nullptr && dynamic->Mechanik->AIControllFlag)
{
// first human on board takes over from the AI
WriteLog("net: " + dynamic->name() + " taken over from the AI driver", logtype::net);
post_authority_command(user_command::aidriverdisable, (uint32_t)command_target::vehicle | train->id(), dynamic->GetPosition(), std::string());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
}
continue;
}
if (vehicle.ai_restore_pending && train != nullptr)
{
// aidriverenable resets the driver, so it must happen exactly once
vehicle.ai_restore_pending = false;
vehicle.ai_before_claim = false;
WriteLog("net: handing " + dynamic->name() + " back to the AI driver", logtype::net);
post_authority_command(user_command::aidriverenable, (uint32_t)command_target::vehicle | train->id(), dynamic->GetPosition(), std::string());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
}
}
}
} // namespace network