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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
202 lines
5.4 KiB
C++
202 lines
5.4 KiB
C++
#pragma once
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#include "network/message.h"
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#include "network/entities.h"
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#include "input/command.h"
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#include <queue>
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namespace network
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{
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struct message
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{
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enum type_e
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{
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CLIENT_HELLO = 0,
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SERVER_HELLO,
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FRAME_INFO,
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REQUEST_COMMAND,
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SERVER_REJECT,
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VEHICLE_LIST,
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CLAIM_VEHICLE,
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CLAIM_GRANTED,
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CLAIM_DENIED,
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LEAVE_VEHICLE,
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CREW_UPDATE,
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CLIENT_READY,
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SNAPSHOT,
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TYPE_MAX
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};
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type_e type;
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message(type_e t) : type(t) {}
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virtual void serialize(std::ostream &stream) const {}
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virtual void deserialize(std::istream &stream) {}
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};
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struct client_hello : public message
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{
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client_hello() : message(CLIENT_HELLO) {}
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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int32_t version;
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uint32_t start_packet;
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// build identification of the connecting simulator, informational only
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std::string app_version;
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};
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// sent by the server instead of SERVER_HELLO when the client cannot join;
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// carries a human readable reason so the player learns what went wrong
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struct server_reject : public message
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{
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server_reject() : message(SERVER_REJECT) {}
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std::string reason;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct server_hello : public message
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{
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server_hello() : message(SERVER_HELLO) {}
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uint32_t seed;
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int64_t timestamp;
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int64_t config;
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std::string scenario;
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// build identification of the server, informational only
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std::string app_version;
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// identity assigned to the joining peer for the rest of the session
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uint32_t peer_id{ PEER_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// authoritative roster of the vehicles a player may take over, broadcast by the server
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// whenever it changes (and periodically, so that a peer which just went active gets one)
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struct vehicle_list : public message
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{
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vehicle_list() : message(VEHICLE_LIST) {}
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std::vector<vehicle_entry> vehicles;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// sent once the joining peer has the scenario loaded and can take a snapshot
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struct client_ready : public message
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{
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client_ready() : message(CLIENT_READY) {}
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std::string scenario;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// the state of the world as of one particular tick, handed to a peer that is joining.
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// this is what replaces replaying the whole session from its first frame
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struct snapshot : public message
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{
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snapshot() : message(SNAPSHOT) {}
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uint64_t tick{ 0 };
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std::string blob;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// a peer asking the server to be put on the crew of a vehicle
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struct claim_vehicle : public message
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{
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claim_vehicle() : message(CLAIM_VEHICLE) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// answer to a claim the server accepted
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struct claim_granted : public message
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{
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claim_granted() : message(CLAIM_GRANTED) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// answer to a claim the server refused, with a reason the lobby can show
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struct claim_denied : public message
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{
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claim_denied() : message(CLAIM_DENIED) {}
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uint32_t entity_id{ ENTITY_NONE };
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std::string reason;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// a peer stepping off the crew of a vehicle
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struct leave_vehicle : public message
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{
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leave_vehicle() : message(LEAVE_VEHICLE) {}
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uint32_t entity_id{ ENTITY_NONE };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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// authoritative crew of one vehicle, broadcast whenever it changes
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struct crew_update : public message
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{
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crew_update() : message(CREW_UPDATE) {}
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uint32_t entity_id{ ENTITY_NONE };
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std::vector<PeerId> crew;
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct request_command : public message
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{
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request_command(type_e type) : message(type) {}
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request_command() : message(REQUEST_COMMAND) {}
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command_queue::commands_map commands;
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// logical step the sender was on when it produced these. the protocol is anchored to
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// this counter rather than to whatever frame the renderer happened to be drawing
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uint64_t tick{ 0 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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struct frame_info : public request_command
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{
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frame_info() : request_command(FRAME_INFO) {}
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double render_dt;
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double dt;
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// digest of the authoritative world after this step; a client compares its own
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uint64_t state_hash{ 0 };
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uint32_t state_hash_version{ 0 };
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virtual void serialize(std::ostream &stream) const override;
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virtual void deserialize(std::istream &stream) override;
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};
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std::shared_ptr<message> deserialize_message(std::istream &stream);
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void serialize_message(const message &msg, std::ostream &stream);
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} // namespace network
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