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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
132 lines
4.6 KiB
C++
132 lines
4.6 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "network/entities.h"
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#include "input/command.h"
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace network
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{
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// who is working on a given vehicle. a vehicle can hold more than one person, which is
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// the whole point of the crew model - the container is not limited by design, only by
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// the capacity the server advertises
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struct vehicle_crew
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{
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NetworkEntityId entity_id{ENTITY_NONE};
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std::vector<PeerId> crew;
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// whether the AI was actually driving before the first human arrived. a vehicle that
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// nobody was driving must not suddenly acquire an AI driver when its crew leaves
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bool ai_before_claim{false};
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// set on the 1 -> 0 transition, cleared once the AI has been handed the vehicle back
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bool ai_restore_pending{false};
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// keeps reconcile() from re-posting the same request every single frame while the
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// previous one is still on its way through the command queue
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int action_cooldown{0};
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};
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enum class claim_result
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{
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granted,
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already_member,
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unknown_vehicle,
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vehicle_missing,
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crew_full
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};
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std::string describe(claim_result Result);
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// crew bookkeeping. authoritative on the server; on a client this is a read only mirror
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// fed by CREW_UPDATE, used by the lobby
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class crew_registry
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{
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public:
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claim_result claim(PeerId Peer, NetworkEntityId Id);
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// returns true when the peer really was part of the crew
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bool leave(PeerId Peer, NetworkEntityId Id);
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// removes a peer from every crew it belonged to
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void drop_peer(PeerId Peer);
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// the peer lost its connection. its seat is held for a while, so that a short dropout
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// does not empty a cab and hand a vehicle back to the AI under the other driver's nose
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void suspend_peer(PeerId Peer);
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// the peer made it back in time and keeps everything it had
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void resume_peer(PeerId Peer);
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// actually removes the peers whose grace period ran out
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void expire_absences();
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// true while the peer is gone but still holding its seat
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bool is_absent(PeerId Peer) const;
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std::vector<PeerId> crew_of(NetworkEntityId Id) const;
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bool is_member(PeerId Peer, NetworkEntityId Id) const;
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uint8_t count(NetworkEntityId Id) const;
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NetworkEntityId vehicle_of(PeerId Peer) const;
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// client side: takes over the crew of one vehicle as published by the server
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void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew);
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// server side: brings the world in line with the crew roster - creates the cab of a
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// claimed vehicle, hands the vehicle over from the AI and hands it back when the last
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// person leaves. safe to call every frame, it only acts when something is out of place
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void reconcile();
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// ids whose crew changed since the last call
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std::vector<NetworkEntityId> take_pending_updates();
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// queues every crew for republication, so that a peer which just went active learns
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// about the vehicles that were taken over before it arrived
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void mark_all_pending();
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void clear();
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private:
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vehicle_crew &entry(NetworkEntityId Id);
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std::unordered_map<NetworkEntityId, vehicle_crew> m_vehicles;
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std::vector<NetworkEntityId> m_pending;
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// peers that dropped out, with the moment their seat stops being held
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std::unordered_map<PeerId, double> m_absent;
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};
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extern crew_registry Crews;
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// how long a disconnected peer keeps its place in the crew
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constexpr double RECONNECT_GRACE_SECONDS = 60.0;
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// resolves the identity of a connecting peer. an unknown or empty token means somebody
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// new and gets a fresh peer id together with a token of their own; a token this server
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// handed out before brings back the peer id that went with it, and with it the seat in
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// whatever crew the peer was on
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PeerId resolve_peer_identity(uint64_t &Token);
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// what a peer is allowed to ask the simulation for
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enum class command_verdict
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{
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accepted,
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not_in_crew,
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privileged,
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unsupported_target
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};
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std::string describe(command_verdict Verdict);
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// the whole of the authority check for an incoming command. the host passes it too, it
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// simply holds every right - there is no separate path for the local participant
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command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient);
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// drops everything the peer is not allowed to ask for and stamps the rest with its
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// identity. used for the local participant as well, so that host input goes through the
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// very same authority layer as input arriving over the wire, only without the transport
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void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
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} // namespace network
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