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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 19:39:20 +02:00
Files
maszyna/network/network.h
Hirek193 54d8b112b8 multiplayer stage 7: versioned snapshots instead of replaying the session
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
2026-09-06 19:37:28 +00:00

151 lines
4.2 KiB
C++

#pragma once
#include <memory>
#include <functional>
#include <optional>
#include <queue>
#include <chrono>
#include "network/message.h"
#include "network/entities.h"
#include "network/session.h"
#include "input/command.h"
namespace network
{
//m7todo: separate client/server connection class?
class connection
{
friend class server;
friend class client;
private:
bool is_client;
protected:
size_t packet_counter;
// exists only to keep the send buffer alive until asio is done with it
void send_complete(std::shared_ptr<std::string> buf);
public:
std::function<void(const message &msg)> message_handler;
virtual void connected() = 0;
virtual void send_message(const message &msg) = 0;
virtual void send_messages(const std::vector<std::shared_ptr<message>> &messages) = 0;
connection(bool client = false, size_t counter = 0);
void set_handler(std::function<void(const message &msg)> handler);
virtual void disconnect() = 0;
enum peer_state {
AWAITING_HELLO,
// handshake done, the peer is loading the scenario; it gets a snapshot and
// goes live the moment it says it is ready
AWAITING_READY,
ACTIVE,
DEAD
};
peer_state state;
// session identity of the peer on the other side of this connection
PeerId peer_id { PEER_NONE };
};
class server
{
private:
// the session log is still written out, it is handy when picking a desync apart,
// but joining no longer means replaying it
std::shared_ptr<std::istream> backbuffer;
protected:
void handle_message(std::shared_ptr<connection> conn, const message &msg);
std::vector<std::shared_ptr<connection>> clients;
command_queue::commands_map client_commands_queue;
protected:
// drops peers whose socket is gone, together with their crew memberships
void prune_clients();
public:
server(std::shared_ptr<std::istream> buf);
void push_delta(const frame_info &msg);
// sends an out of band message to every active peer. unlike push_delta this is not
// written to the backbuffer, so it does not become part of the replayed history
void push_message(const message &msg);
command_queue::commands_map pop_commands();
};
// one authoritative simulation step handed to the client
struct frame_delta
{
double dt { 0.0 };
uint64_t tick { 0 };
uint64_t state_hash { 0 };
uint32_t state_hash_version { 0 };
command_queue::commands_map commands;
// false when there was nothing ready to consume in this pass
bool valid { false };
};
class client
{
protected:
virtual void connect() = 0;
void handle_message(std::shared_ptr<connection> conn, const message &msg);
std::shared_ptr<connection> conn;
size_t resume_frame_counter = 0;
size_t reconnect_delay = 0;
const size_t RECONNECT_DELAY_FRAMES = 60;
const float MAX_BUFFER_SIZE = 60.0f;
const float JITTERINESS_MIX = 0.998f;
const float TARGET_MIN = 2.0f;
const float TARGET_MIX = 0.98f;
const float JITTERINESS_MULTIPIER = 2.0f;
const float CONSUME_MULTIPIER = 0.05f;
std::queue<frame_info> delta_queue;
float last_target = 20.0f;
float jitteriness = 1.0f;
float consume_counter = 0.0f;
std::chrono::high_resolution_clock::time_point last_rcv;
std::chrono::high_resolution_clock::time_point last_frame;
std::chrono::high_resolution_clock::duration frame_time;
public:
void update();
frame_delta get_next_delta(int counter);
void send_commands(command_queue::commands_map commands);
// tells the server the scenario is loaded and a snapshot can be applied
void send_ready();
// lobby requests; the server is the one that decides
void send_claim(NetworkEntityId entity_id);
void send_leave(NetworkEntityId entity_id);
int get_frame_counter() {
return resume_frame_counter;
}
int get_awaiting_frames() {
return delta_queue.size();
}
};
class backend_manager
{
public:
virtual std::shared_ptr<server> create_server(std::shared_ptr<std::fstream>, const std::string &conf) = 0;
virtual std::shared_ptr<client> create_client(const std::string &conf) = 0;
virtual void update() = 0;
};
// HACK: static initialization order fiasco fix
// extern std::unordered_map<std::string, backend_manager*> backend_list;
using backend_list_t = std::unordered_map<std::string, backend_manager*>;
backend_list_t& backend_list();
}