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https://github.com/MaSzyna-EU07/maszyna.git
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Joining meant replaying backbuffer.bin from the very first frame of the session, so the longer a session ran, the longer it took to get in - and the whole history had to be kept for it. - network/snapshot: a chunked container with a version of its own. Every section carries its length, so a peer built before a section existed reads a newer snapshot and simply walks past what it does not know. Version 1 carries the session (tick, clock, weather, the state of the random engine), the vehicles (position on the track, speed, direction, controls, brake pressures, whether the AI is driving) and the crew roster. Switches, memcells, signals and the event queue are the next sections - joining is now: handshake -> load the scenario -> CLIENT_READY -> the server takes a snapshot on the spot and sends it -> the peer goes live. Because the snapshot is taken at the moment the peer becomes active there is no backlog to replay at all; the frame by frame catch-up is gone - the server refuses a peer that loaded a different scenario, with a readable reason instead of a silent desync - reconnecting into a session that is already loaded asks for a fresh snapshot straight away rather than waiting for a loader that will not run again - a vehicle is only put back on the rails when it really is somewhere else; the arithmetic that turns the recorded bogie offset back into the nose distance place_on_track() expects mirrors what that function itself does - the session log is still written out - it is useful when picking a desync apart - but nothing depends on replaying it any more
140 lines
4.2 KiB
C++
140 lines
4.2 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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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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// tells the network layer the scenario finished loading
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void
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network_scenario_loaded();
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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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// consecutive authoritative steps whose state digest did not match ours
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std::uint64_t m_statemismatches { 0 };
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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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