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A vehicle is not owned by one player: two people share a cab, so the session
needs a crew relation rather than an owner field. The server keeps it and is
the only one allowed to change it.
- network/session: vehicle_crew { entity_id, crew, ai_before_claim } and a
crew_registry holding the roster. the host goes through exactly the same
path as a remote peer (claim -> crew -> grant), only without transport
- CLAIM_VEHICLE / CLAIM_GRANTED / CLAIM_DENIED / LEAVE_VEHICLE / CREW_UPDATE;
the server validates the vehicle exists, is present in the scenario and has
room in the crew, and answers a refusal with a reason the lobby shows
- the cab of a claimed vehicle is created by the authority posting the
ordinary replicated entervehicle, so every peer builds it and the vehicle is
never moved. the claiming peer only walks in once the cab appears locally
- AI transitions follow the crew size: 0 -> 1 remembers whether an AI was
really driving and takes the vehicle over, 1 -> 2 and 2 -> 1 change nothing,
1 -> 0 hands the vehicle back but only if there was an AI driver to begin
with. driver mode no longer fires aidriverdisable of its own in multiplayer
- losing a connection removes that peer from every crew it was on; a vehicle
with somebody still on board carries on untouched
- the lobby lists who is on board, offers "join crew" for a vehicle another
player already occupies, and lets a player step off
The AI and cab handling runs as a reconciliation pass rather than as edge
triggered actions, so a request that has not taken effect yet (the cab needs a
frame to appear) is simply repeated, with a cooldown to keep it off the wire.
138 lines
4.1 KiB
C++
138 lines
4.1 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 "application/applicationmode.h"
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#include "scripting/PyInt.h"
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#include "network/manager.h"
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#include "utilities/headtrack.h"
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#ifdef WITH_UART
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#include "utilities/uart.h"
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#endif
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class eu07_application {
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const int MAX_NETWORK_PER_FRAME = 1000;
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public:
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// types
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enum mode {
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launcher = 0,
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scenarioloader,
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driver,
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editor,
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count_
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};
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// constructors
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eu07_application() = default;
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// methods
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int
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init( int Argc, char *Argv[] );
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int
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run();
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// issues request for a worker thread to perform specified task. returns: true if task was scheduled
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#ifdef WITH_DISCORD_RPC
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void DiscordRPCService(); // discord rich presence service function (runs as separate thread)
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#endif
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bool
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request( python_taskqueue::task_request const &Task );
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// ensures the main thread holds the python gil and can safely execute python calls
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void
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acquire_python_lock();
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// frees the python gil and swaps out the main thread
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void
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release_python_lock();
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void
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exit();
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void
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render_ui();
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void
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begin_ui_frame();
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// switches application to specified mode
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bool
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pop_mode();
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bool
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push_mode( eu07_application::mode const Mode );
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void
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set_title( std::string const &Title );
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void
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set_progress( float const Progress = 0.f, float const Subtaskprogress = 0.f );
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void
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set_tooltip( std::string const &Tooltip );
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void
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set_cursor( int const Mode );
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void
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set_cursor_pos( double const Horizontal, double const Vertical );
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void queue_screenshot();
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// input handlers
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void on_key( int const Key, int const Scancode, int const Action, int const Mods );
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void on_char( unsigned int const Char );
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void on_cursor_pos( double const Horizontal, double const Vertical );
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void on_mouse_button( int const Button, int const Action, int const Mods );
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void on_scroll( double const Xoffset, double const Yoffset );
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void on_focus_change(bool focus);
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void on_window_resize(int w, int h);
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// gives access to specified window, creates a new window if index == -1
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GLFWwindow *
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window( int const Windowindex = 0, bool visible = false, int width = 1, int height = 1, GLFWmonitor *monitor = nullptr, bool keep_ownership = true, bool share_ctx = true );
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GLFWmonitor * find_monitor( const std::string &str ) const;
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std::string describe_monitor( GLFWmonitor *monitor ) const;
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// generate network sync verification number
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double
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generate_sync();
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void
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queue_quit(bool direct);
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bool
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is_server() const;
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bool
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is_client() const;
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// asks the session authority to put us on the crew of given vehicle, or take us off it
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void
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request_vehicle_claim( network::NetworkEntityId const Entity );
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void
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request_vehicle_leave( network::NetworkEntityId const Entity );
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private:
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// types
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using modeptr_array = std::array<std::shared_ptr<application_mode>, static_cast<std::size_t>( mode::count_ )>;
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using mode_stack = std::stack<mode>;
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// methods
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bool needs_ogl() const;
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void init_debug();
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void init_console();
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void init_files();
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int init_settings( int Argc, char *Argv[] );
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int init_locale();
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int init_glfw();
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void init_callbacks();
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int init_ogl();
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int init_ui();
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int init_gfx();
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int init_audio();
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int init_data();
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int init_modes();
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bool init_network();
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int run_crashgui();
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// members
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bool m_screenshot_queued = false;
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modeptr_array m_modes { nullptr }; // collection of available application behaviour modes
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mode_stack m_modestack; // current behaviour mode
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python_taskqueue m_taskqueue;
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std::vector<GLFWwindow *> m_windows;
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int m_glfwversion;
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std::optional<network::manager> m_network;
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std::optional<headtrack> m_headtrack;
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};
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extern eu07_application Application;
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