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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
485 lines
14 KiB
C++
485 lines
14 KiB
C++
#include "stdafx.h"
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#include "network/network.h"
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#include "network/snapshot.h"
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#include "network/message.h"
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#include "utilities/Logs.h"
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#include "scene/sn_utils.h"
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#include "utilities/Timer.h"
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#include "application/application.h"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include <set>
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#include <tuple>
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// 2 - legacy lockstep protocol
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// 3 - handshake carries build identification and an explicit rejection message
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// 4 - peer identity, vehicle roster and crew handshake, command source,
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// logical simulation tick and a versioned state digest instead of the position sum
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std::uint32_t const EU07_NETWORK_VERSION = 4;
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namespace network {
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backend_list_t& backend_list() {
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// HACK: static initialization order fiasco fix
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// NOTE: potential static deinitialization order fiasco
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static backend_list_t backend_list;
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return backend_list;
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}
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}
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// connection
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void network::connection::disconnect() {
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WriteLog("net: peer dropped", logtype::net);
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state = DEAD;
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}
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void network::connection::set_handler(std::function<void (const message &)> handler) {
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message_handler = handler;
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}
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network::connection::connection(bool client, size_t counter) {
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packet_counter = counter;
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is_client = client;
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state = AWAITING_HELLO;
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}
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void network::connection::connected()
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{
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WriteLog("net: socket connected", logtype::net);
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if (is_client) {
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client_hello msg;
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msg.version = EU07_NETWORK_VERSION;
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msg.start_packet = packet_counter;
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msg.app_version = Global.asVersion;
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send_message(msg);
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}
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}
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void network::connection::send_complete(std::shared_ptr<std::string> buf)
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{
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// the shared buffer had to stay alive until asio finished writing it out; now it can go
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}
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// --------------
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// server
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network::server::server(std::shared_ptr<std::istream> buf) : backbuffer(buf)
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{
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}
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namespace {
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// keeps the log readable: a peer holding a forbidden key would otherwise produce a line
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// every single frame, so each peer/command/verdict combination is reported once
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void report_rejected_command(network::PeerId Peer, user_command Command, network::command_verdict Verdict)
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{
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static std::set<std::tuple<network::PeerId, user_command, network::command_verdict>> reported;
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if (!reported.emplace(Peer, Command, Verdict).second)
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return;
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auto const &description = simulation::Commands_descriptions[static_cast<std::size_t>(Command)];
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ErrorLog("net: command \"" + description.name + "\" from peer " + std::to_string(Peer) + " rejected: " + network::describe(Verdict), logtype::net);
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}
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} // namespace
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void network::server::prune_clients()
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{
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for (auto it = clients.begin(); it != clients.end(); ) {
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if ((*it)->state == connection::DEAD) {
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if ((*it)->peer_id != PEER_NONE) {
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WriteLog("net: peer " + std::to_string((*it)->peer_id) + " disconnected", logtype::net);
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// a vehicle keeps running for whoever is left on board; it only falls back
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// to the AI when the crew becomes empty, which Crews decides on its own
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Crews.drop_peer((*it)->peer_id);
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}
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it = clients.erase(it);
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continue;
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}
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it++;
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}
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}
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void network::server::push_delta(const frame_info &msg)
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{
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prune_clients();
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for (auto const &client : clients) {
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if (client->state == connection::ACTIVE)
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client->send_message(msg);
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}
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}
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void network::server::push_message(const message &msg)
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{
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prune_clients();
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for (auto const &client : clients) {
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if (client->state == connection::ACTIVE)
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client->send_message(msg);
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}
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}
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command_queue::commands_map network::server::pop_commands()
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{
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command_queue::commands_map map(client_commands_queue);
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client_commands_queue.clear();
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return map;
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}
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void network::server::handle_message(std::shared_ptr<connection> conn, const message &msg)
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{
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if (msg.type == message::TYPE_MAX)
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{
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conn->disconnect();
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return;
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}
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if (msg.type == message::CLIENT_HELLO) {
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const auto& cmd = dynamic_cast<const client_hello&>(msg);
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std::string rejection;
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if (cmd.version != (int32_t)EU07_NETWORK_VERSION) {
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rejection = "incompatible protocol version: server speaks "
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+ std::to_string(EU07_NETWORK_VERSION)
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+ ", client speaks " + std::to_string(cmd.version);
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}
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else if (!Global.ready_to_load || Global.SceneryFile.empty()) {
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// the host has not picked a scenario yet, there is nothing to join
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rejection = "the server has no scenario running yet";
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}
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if (!rejection.empty()) {
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WriteLog("net: rejecting peer: " + rejection, logtype::net);
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server_reject reply;
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reply.reason = rejection;
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conn->send_message(reply);
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conn->disconnect();
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return;
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}
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server_hello reply;
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reply.seed = Global.random_seed;
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reply.timestamp = Global.starting_timestamp;
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reply.config = 0; // TODO: pass bitfield with state of relevant setting switches
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reply.scenario = Global.SceneryFile;
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reply.app_version = Global.asVersion;
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reply.peer_id = allocate_peer_id();
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conn->peer_id = reply.peer_id;
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// the peer now goes and loads the scenario. it gets the state of the world as a
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// snapshot when it reports back, instead of replaying the session frame by frame
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conn->state = connection::AWAITING_READY;
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conn->packet_counter = cmd.start_packet;
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conn->send_message(reply);
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WriteLog("net: peer " + std::to_string(conn->peer_id) + " connected, build \"" + cmd.app_version
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+ "\", scenario \"" + Global.SceneryFile + "\"", logtype::net);
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}
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else if (msg.type == message::CLIENT_READY) {
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const auto& cmd = dynamic_cast<const client_ready&>(msg);
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if (cmd.scenario != Global.SceneryFile) {
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WriteLog("net: peer " + std::to_string(conn->peer_id) + " loaded \"" + cmd.scenario
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+ "\" but the session runs \"" + Global.SceneryFile + "\"", logtype::net);
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server_reject reply;
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reply.reason = "scenario mismatch: the session runs \"" + Global.SceneryFile + "\"";
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conn->send_message(reply);
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conn->disconnect();
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return;
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}
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snapshot reply;
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reply.tick = Global.simulation_tick;
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reply.blob = take_snapshot();
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conn->send_message(reply);
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// from here on the peer receives the live stream; there is no backlog to catch up on
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conn->state = connection::ACTIVE;
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WriteLog("net: snapshot sent to peer " + std::to_string(conn->peer_id) + " at tick "
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+ std::to_string(reply.tick), logtype::net);
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// and it still has to learn who is where
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Crews.mark_all_pending();
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}
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else if (msg.type == message::CLAIM_VEHICLE) {
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const auto& cmd = dynamic_cast<const claim_vehicle&>(msg);
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auto const result = Crews.claim(conn->peer_id, cmd.entity_id);
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if (result == claim_result::granted || result == claim_result::already_member) {
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claim_granted reply;
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reply.entity_id = cmd.entity_id;
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conn->send_message(reply);
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}
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else {
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WriteLog("net: refused claim of vehicle " + std::to_string(cmd.entity_id) + " by peer "
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+ std::to_string(conn->peer_id) + ": " + describe(result), logtype::net);
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claim_denied reply;
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reply.entity_id = cmd.entity_id;
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reply.reason = describe(result);
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conn->send_message(reply);
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}
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}
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else if (msg.type == message::LEAVE_VEHICLE) {
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const auto& cmd = dynamic_cast<const leave_vehicle&>(msg);
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Crews.leave(conn->peer_id, cmd.entity_id);
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}
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else if (msg.type == message::REQUEST_COMMAND) {
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const auto& cmd = dynamic_cast<const request_command&>(msg);
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for (auto const &kv : cmd.commands) {
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for (command_data const &data : kv.second) {
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auto const verdict = validate_command(conn->peer_id, data.command, kv.first);
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if (verdict != command_verdict::accepted) {
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report_rejected_command(conn->peer_id, data.command, verdict);
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continue;
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}
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command_data accepted = data;
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// the source is decided here, never taken from what the peer sent
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accepted.source = conn->peer_id;
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auto lookup = client_commands_queue.emplace(kv.first, command_queue::commanddata_sequence());
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lookup.first->second.emplace_back(accepted);
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}
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}
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}
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}
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// ------------
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void network::client::update()
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{
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if (conn && conn->state == connection::DEAD) {
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conn.reset();
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}
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if (!Global.network_reject_reason.empty()) {
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// the server explicitly refused us; retrying would only spam it
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return;
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}
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if (!conn) {
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if (!reconnect_delay) {
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connect();
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reconnect_delay = RECONNECT_DELAY_FRAMES;
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}
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reconnect_delay--;
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}
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}
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// client
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network::frame_delta network::client::get_next_delta(int counter)
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{
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auto now = std::chrono::high_resolution_clock::now();
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if (counter == 1) {
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frame_time = now - last_frame;
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last_frame = now;
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}
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if (delta_queue.empty()) {
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// buffer underflow
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return frame_delta();
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}
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float size = delta_queue.size() - consume_counter;
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const auto& entry = delta_queue.front();
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float mult = entry.render_dt / std::chrono::duration_cast<std::chrono::duration<float>>(frame_time).count();
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if (counter == 1 && size < MAX_BUFFER_SIZE * 2.0f) {
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last_target = last_target * TARGET_MIX +
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(std::min(TARGET_MIN + jitteriness * JITTERINESS_MULTIPIER, MAX_BUFFER_SIZE)) * (1.0f - TARGET_MIX);
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float diff = size - last_target;
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jitteriness = std::max(jitteriness * JITTERINESS_MIX, std::abs(diff));
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float speed = 1.0f + diff * CONSUME_MULTIPIER;
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consume_counter += speed;
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}
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float last_rcv_diff = std::chrono::duration_cast<std::chrono::duration<float>>(now - last_rcv).count();
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if (size > MAX_BUFFER_SIZE || consume_counter > mult || last_rcv_diff > 1.0f) {
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if (consume_counter > mult) {
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consume_counter = std::clamp(consume_counter - mult, -MAX_BUFFER_SIZE, MAX_BUFFER_SIZE);
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}
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frame_delta delta;
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delta.dt = entry.dt;
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delta.tick = entry.tick;
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delta.state_hash = entry.state_hash;
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delta.state_hash_version = entry.state_hash_version;
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delta.commands = entry.commands;
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delta.valid = true;
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delta_queue.pop();
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return delta;
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} else {
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// nothing to push
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return frame_delta();
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}
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}
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void network::client::send_commands(command_queue::commands_map commands)
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{
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if (!conn || conn->state == connection::DEAD || commands.empty())
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return;
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// eh, maybe queue lost messages
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request_command msg;
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msg.tick = Global.simulation_tick;
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msg.commands = commands;
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conn->send_message(msg);
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}
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void network::client::send_ready()
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{
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if (!conn || conn->state == connection::DEAD)
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return;
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client_ready msg;
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msg.scenario = Global.SceneryFile;
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conn->send_message(msg);
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WriteLog("net: scenario loaded, asking the server for a snapshot", logtype::net);
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}
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void network::client::send_claim(NetworkEntityId entity_id)
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{
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if (!conn || conn->state != connection::ACTIVE)
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return;
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claim_vehicle msg;
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msg.entity_id = entity_id;
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conn->send_message(msg);
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}
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void network::client::send_leave(NetworkEntityId entity_id)
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{
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if (!conn || conn->state != connection::ACTIVE)
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return;
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leave_vehicle msg;
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msg.entity_id = entity_id;
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conn->send_message(msg);
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}
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void network::client::handle_message(std::shared_ptr<connection> conn, const message &msg)
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{
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if (msg.type >= message::TYPE_MAX)
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{
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conn->disconnect();
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return;
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}
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if (msg.type == message::SERVER_REJECT) {
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const auto& cmd = dynamic_cast<const server_reject&>(msg);
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ErrorLog("net: connection refused by the server: " + cmd.reason, logtype::net);
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Global.network_reject_reason = cmd.reason;
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Global.network_status = "Connection refused: " + cmd.reason;
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conn->disconnect();
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return;
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}
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if (msg.type == message::SERVER_HELLO) {
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const auto& cmd = dynamic_cast<const server_hello&>(msg);
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conn->state = connection::ACTIVE;
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bool const firsthandshake { !Global.ready_to_load };
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if (!Global.ready_to_load) {
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Global.random_seed = cmd.seed;
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Global.random_engine.seed(Global.random_seed);
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Global.starting_timestamp = cmd.timestamp;
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// TODO: configure simulation settings according to received cmd.config
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Global.SceneryFile = cmd.scenario;
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Global.ready_to_load = true;
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WriteLog("net: scenario handshake: \"" + cmd.scenario + "\", server build \"" + cmd.app_version + "\"", logtype::net);
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} else if (Global.random_seed != cmd.seed) {
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ErrorLog("net: seed mismatch", logtype::net);
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conn->disconnect();
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return;
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}
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if (cmd.peer_id != PEER_NONE) {
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Global.network_peer_id = cmd.peer_id;
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WriteLog("net: assigned peer id " + std::to_string(cmd.peer_id), logtype::net);
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}
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Global.network_status.clear();
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WriteLog("net: accept received", logtype::net);
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if (!firsthandshake && simulation::is_ready) {
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// we are coming back to a session we already have loaded, so there is nobody
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// to wait for: ask for a fresh snapshot straight away
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send_ready();
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}
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}
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if (conn->state != connection::ACTIVE)
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return;
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if (msg.type == message::SNAPSHOT) {
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const auto& cmd = dynamic_cast<const snapshot&>(msg);
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if (apply_snapshot(cmd.blob)) {
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Global.network_snapshot_applied = true;
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}
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else {
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ErrorLog("net: could not apply the snapshot handed to us", logtype::net);
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Global.network_status = "The server sent a snapshot this build cannot read";
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}
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}
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if (msg.type == message::VEHICLE_LIST) {
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const auto& cmd = dynamic_cast<const vehicle_list&>(msg);
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Entities.adopt(cmd.vehicles);
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}
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if (msg.type == message::CREW_UPDATE) {
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const auto& cmd = dynamic_cast<const crew_update&>(msg);
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Crews.mirror(cmd.entity_id, cmd.crew);
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}
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if (msg.type == message::CLAIM_GRANTED) {
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const auto& cmd = dynamic_cast<const claim_granted&>(msg);
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WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " granted", logtype::net);
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Global.network_lobby_message.clear();
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// the cab itself is built by the replicated entervehicle the server posts;
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// we only have to walk into it once it shows up
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Global.network_pending_vehicle = Entities.name_of(cmd.entity_id);
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}
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if (msg.type == message::CLAIM_DENIED) {
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const auto& cmd = dynamic_cast<const claim_denied&>(msg);
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WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " denied: " + cmd.reason, logtype::net);
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Global.network_lobby_message = cmd.reason;
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}
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if (msg.type == message::FRAME_INFO) {
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resume_frame_counter++;
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auto delta = dynamic_cast<const frame_info&>(msg);
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delta_queue.push(delta);
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last_rcv = std::chrono::high_resolution_clock::now();
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}
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}
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// --------------
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