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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 23:49:19 +02:00
Files
maszyna/network/network.cpp
Hirek193 a0537356bb multiplayer: correct a train by sliding it, not by putting it down again
Reversing on the host turned the whole set around on the client, and the
locomotive ended up looking like something derailed making its way across the
scenery. Both come from the same place: a routine correction was calling
place_on_track(), which sets the axles from scratch and works from the
vehicle's own idea of which way it faces. That is right for a peer joining with
nothing to go on, and wrong for a train that is already running - the placement
reorients it.

A correction now slides the vehicle along the track it is already on, by the
difference between the two bogie offsets, which is the same operation the
physics performs on every step. When the two sides disagree about which piece
of track the vehicle is on, it is left alone until they agree; guessing there
is what put a locomotive beside the rails. place_on_track() is kept for the one
case it suits, a peer joining the session.

Also:

- taking a seat works with the game paused. The whole thing sat inside the
  "has any time passed" branch, so with the world stopped the lobby button
  changed the roster and nothing else happened
- the debug panel gets a Network section, shown only in a session: role, peer,
  tick, bytes and messages each way with a running rate, two charts of kB/s so
  the cost of a session can be read off, how far the worst vehicle is out of
  place, and whether the state digest agrees. The separate "network" overlay
  window is gone - everything it said lives there now, together with the lobby
  and refusal messages that had nowhere to be seen
2026-09-07 07:49:47 +00:00

624 lines
18 KiB
C++

#include "stdafx.h"
#include "network/network.h"
#include "network/snapshot.h"
#include "network/message.h"
#include "utilities/Logs.h"
#include "scene/sn_utils.h"
#include "utilities/Timer.h"
#include "application/application.h"
#include "utilities/Globals.h"
#include "simulation/simulation.h"
#include <set>
#include <tuple>
// 2 - legacy lockstep protocol
// 3 - handshake carries build identification and an explicit rejection message
// 4 - peer identity, vehicle roster and crew handshake, command source,
// logical simulation tick and a versioned state digest instead of the position sum
std::uint32_t const EU07_NETWORK_VERSION = 4;
namespace network {
traffic_counters Traffic;
void traffic_counters::update()
{
auto const now = Timer::GetTime();
if (rate_time_mark < 0.0)
{
rate_time_mark = now;
rate_sent_mark = sent_bytes;
rate_received_mark = received_bytes;
return;
}
auto const elapsed = now - rate_time_mark;
if (elapsed < 1.0)
return;
sent_rate = (double)(sent_bytes - rate_sent_mark) / elapsed;
received_rate = (double)(received_bytes - rate_received_mark) / elapsed;
rate_time_mark = now;
rate_sent_mark = sent_bytes;
rate_received_mark = received_bytes;
}
backend_list_t& backend_list() {
// HACK: static initialization order fiasco fix
// NOTE: potential static deinitialization order fiasco
static backend_list_t backend_list;
return backend_list;
}
}
// connection
void network::connection::disconnect() {
WriteLog("net: peer dropped", logtype::net);
state = DEAD;
}
void network::connection::set_handler(std::function<void (const message &)> handler) {
message_handler = handler;
}
network::connection::connection(bool client, size_t counter) {
packet_counter = counter;
is_client = client;
state = AWAITING_HELLO;
}
void network::connection::connected()
{
WriteLog("net: socket connected", logtype::net);
if (is_client) {
client_hello msg;
msg.version = EU07_NETWORK_VERSION;
msg.start_packet = packet_counter;
msg.app_version = Global.asVersion;
msg.session_token = Global.network_session_token;
send_message(msg);
}
}
void network::connection::send_complete(std::shared_ptr<std::string> buf)
{
// the shared buffer had to stay alive until asio finished writing it out; now it can go
}
// --------------
// server
network::server::server(std::shared_ptr<std::istream> buf) : backbuffer(buf)
{
}
namespace {
// keeps the log readable: a peer holding a forbidden key would otherwise produce a line
// every single frame, so each peer/command/verdict combination is reported once
void report_rejected_command(network::PeerId Peer, user_command Command, network::command_verdict Verdict)
{
static std::set<std::tuple<network::PeerId, user_command, network::command_verdict>> reported;
if (!reported.emplace(Peer, Command, Verdict).second)
return;
auto const &description = simulation::Commands_descriptions[static_cast<std::size_t>(Command)];
ErrorLog("net: command \"" + description.name + "\" from peer " + std::to_string(Peer) + " rejected: " + network::describe(Verdict), logtype::net);
}
} // namespace
void network::server::prune_clients()
{
for (auto it = clients.begin(); it != clients.end(); ) {
if ((*it)->state == connection::DEAD) {
if ((*it)->peer_id != PEER_NONE) {
WriteLog("net: peer " + std::to_string((*it)->peer_id) + " disconnected", logtype::net);
// the seat is held for a while in case the peer comes straight back. a
// vehicle keeps running for whoever is left on board either way; it only
// falls back to the AI once the crew really is empty
Crews.suspend_peer((*it)->peer_id);
}
it = clients.erase(it);
continue;
}
it++;
}
}
void network::server::push_delta(const frame_info &msg)
{
prune_clients();
for (auto const &client : clients) {
if (client->state == connection::ACTIVE)
client->send_message(msg);
}
}
void network::server::push_message(const message &msg)
{
prune_clients();
for (auto const &client : clients) {
if (client->state == connection::ACTIVE)
client->send_message(msg);
}
}
command_queue::commands_map network::server::pop_commands()
{
command_queue::commands_map map(client_commands_queue);
client_commands_queue.clear();
return map;
}
void network::server::handle_message(std::shared_ptr<connection> conn, const message &msg)
{
if (msg.type == message::TYPE_MAX)
{
conn->disconnect();
return;
}
if (msg.type == message::CLIENT_HELLO) {
const auto& cmd = dynamic_cast<const client_hello&>(msg);
std::string rejection;
if (cmd.version != (int32_t)EU07_NETWORK_VERSION) {
rejection = "incompatible protocol version: server speaks "
+ std::to_string(EU07_NETWORK_VERSION)
+ ", client speaks " + std::to_string(cmd.version);
}
else if (!Global.ready_to_load || Global.SceneryFile.empty()) {
// the host has not picked a scenario yet, there is nothing to join
rejection = "the server has no scenario running yet";
}
if (!rejection.empty()) {
WriteLog("net: rejecting peer: " + rejection, logtype::net);
server_reject reply;
reply.reason = rejection;
conn->send_message(reply);
conn->disconnect();
return;
}
server_hello reply;
reply.seed = Global.random_seed;
reply.timestamp = Global.starting_timestamp;
reply.config = pack_session_config();
reply.scenario = Global.SceneryFile;
reply.app_version = Global.asVersion;
reply.session_token = cmd.session_token;
reply.peer_id = resolve_peer_identity(reply.session_token);
conn->peer_id = reply.peer_id;
// the peer now goes and loads the scenario. it gets the state of the world as a
// snapshot when it reports back, instead of replaying the session frame by frame
conn->state = connection::AWAITING_READY;
conn->packet_counter = cmd.start_packet;
conn->send_message(reply);
WriteLog("net: peer " + std::to_string(conn->peer_id) + " connected, build \"" + cmd.app_version
+ "\", scenario \"" + Global.SceneryFile + "\"", logtype::net);
}
else if (msg.type == message::CLIENT_READY) {
const auto& cmd = dynamic_cast<const client_ready&>(msg);
if (cmd.scenario != Global.SceneryFile) {
WriteLog("net: peer " + std::to_string(conn->peer_id) + " loaded \"" + cmd.scenario
+ "\" but the session runs \"" + Global.SceneryFile + "\"", logtype::net);
server_reject reply;
reply.reason = "scenario mismatch: the session runs \"" + Global.SceneryFile + "\"";
conn->send_message(reply);
conn->disconnect();
return;
}
// the roster first, so that the crew section of the snapshot resolves to names
vehicle_list roster;
roster.vehicles = Entities.entries();
conn->send_message(roster);
snapshot reply;
reply.tick = Global.simulation_tick;
reply.mode = 0; // joining: take the world as it is
reply.blob = take_snapshot(true);
conn->send_message(reply);
// from here on the peer receives the live stream; there is no backlog to catch up on
conn->state = connection::ACTIVE;
WriteLog("net: snapshot sent to peer " + std::to_string(conn->peer_id) + " at tick "
+ std::to_string(reply.tick), logtype::net);
// and it still has to learn who is where
Crews.mark_all_pending();
}
else if (msg.type == message::SNAPSHOT) {
const auto& cmd = dynamic_cast<const snapshot&>(msg);
// a peer telling us what its own trains are doing. the filter is what keeps it to
// its own: it cannot shove anybody else's stock around
apply_snapshot(cmd.blob, snapshot_mode::correction, conn->peer_id);
}
else if (msg.type == message::REQUEST_RESYNC) {
const auto& cmd = dynamic_cast<const request_resync&>(msg);
WriteLog("net: resync requested by peer " + std::to_string(conn->peer_id) + " at tick "
+ std::to_string(cmd.tick) + " (its digest " + std::to_string(cmd.state_hash) + ")", logtype::net);
snapshot reply;
reply.tick = Global.simulation_tick;
reply.mode = 0;
reply.blob = take_snapshot(true);
conn->send_message(reply);
}
else if (msg.type == message::CLAIM_VEHICLE) {
const auto& cmd = dynamic_cast<const claim_vehicle&>(msg);
auto const result = Crews.claim(conn->peer_id, cmd.entity_id);
if (result == claim_result::granted || result == claim_result::already_member) {
claim_granted reply;
reply.entity_id = cmd.entity_id;
conn->send_message(reply);
}
else {
WriteLog("net: refused claim of vehicle " + std::to_string(cmd.entity_id) + " by peer "
+ std::to_string(conn->peer_id) + ": " + describe(result), logtype::net);
claim_denied reply;
reply.entity_id = cmd.entity_id;
reply.reason = describe(result);
conn->send_message(reply);
}
}
else if (msg.type == message::LEAVE_VEHICLE) {
const auto& cmd = dynamic_cast<const leave_vehicle&>(msg);
Crews.leave(conn->peer_id, cmd.entity_id);
}
else if (msg.type == message::REQUEST_COMMAND) {
const auto& cmd = dynamic_cast<const request_command&>(msg);
for (auto const &kv : cmd.commands) {
for (command_data const &data : kv.second) {
if (data.command == user_command::entervehicle) {
// the peer walked into a cab; that is a request for a seat, exactly
// like the lobby button, and the crew registry is what decides on it
NetworkEntityId entity { ENTITY_NONE };
auto const result = claim_by_name(conn->peer_id, data.payload, entity);
if (result == claim_result::granted || result == claim_result::already_member) {
claim_granted reply;
reply.entity_id = entity;
conn->send_message(reply);
}
else {
WriteLog("net: peer " + std::to_string(conn->peer_id) + " cannot take "
+ data.payload + ": " + describe(result), logtype::net);
claim_denied reply;
reply.entity_id = entity;
reply.reason = describe(result);
conn->send_message(reply);
}
continue;
}
auto const verdict = validate_command(conn->peer_id, data.command, kv.first);
if (verdict != command_verdict::accepted) {
report_rejected_command(conn->peer_id, data.command, verdict);
continue;
}
command_data accepted = data;
// the source is decided here, never taken from what the peer sent
accepted.source = conn->peer_id;
auto lookup = client_commands_queue.emplace(kv.first, command_queue::commanddata_sequence());
lookup.first->second.emplace_back(accepted);
}
}
}
}
// ------------
void network::client::update()
{
if (conn && conn->state == connection::DEAD) {
conn.reset();
}
if (!Global.network_reject_reason.empty()) {
// the server explicitly refused us; retrying would only spam it
return;
}
if (!conn) {
if (!reconnect_delay) {
connect();
reconnect_delay = RECONNECT_DELAY_FRAMES;
}
reconnect_delay--;
}
}
// client
network::frame_delta network::client::take_pending(command_queue::commands_map &commands)
{
frame_delta delta;
while (!delta_queue.empty()) {
auto const &entry = delta_queue.front();
for (auto const &kv : entry.commands) {
auto lookup = commands.end();
for (auto const &data : kv.second) {
// our own commands for a train we run ourselves were carried out the
// moment we issued them; applying the echo would do it a second time
if ((data.source == Global.network_peer_id) && is_predictable(kv.first))
continue;
if (lookup == commands.end())
lookup = commands.emplace(kv.first, command_queue::commanddata_sequence()).first;
lookup->second.emplace_back(data);
}
}
delta.dt = entry.dt;
delta.tick = entry.tick;
delta.state_hash = entry.state_hash;
delta.state_hash_version = entry.state_hash_version;
delta.valid = true;
delta_queue.pop();
}
return delta;
}
void network::client::send_commands(command_queue::commands_map commands)
{
if (!conn || conn->state == connection::DEAD || commands.empty())
return;
// eh, maybe queue lost messages
request_command msg;
msg.tick = Global.simulation_tick;
msg.commands = commands;
conn->send_message(msg);
}
void network::client::send_ready()
{
if (!conn || conn->state == connection::DEAD)
return;
client_ready msg;
msg.scenario = Global.SceneryFile;
conn->send_message(msg);
WriteLog("net: scenario loaded, asking the server for a snapshot", logtype::net);
}
void network::client::publish_state()
{
if (!conn || conn->state != connection::ACTIVE)
return;
if (--state_countdown > 0)
return;
state_countdown = STATE_INTERVAL_FRAMES;
bool const full = ((state_updates++ % STATE_FULL_EVERY) == 0);
auto const blob = take_snapshot(full, true);
if (blob.empty())
return;
snapshot msg;
msg.tick = Global.simulation_tick;
msg.mode = 1; // a correction, on top of what the receiver is already running
msg.blob = blob;
conn->send_message(msg);
}
void network::client::send_resync_request(uint64_t tick, uint64_t state_hash)
{
if (!conn || conn->state != connection::ACTIVE)
return;
request_resync msg;
msg.tick = tick;
msg.state_hash = state_hash;
conn->send_message(msg);
}
void network::client::send_claim(NetworkEntityId entity_id)
{
if (!conn || conn->state != connection::ACTIVE)
return;
claim_vehicle msg;
msg.entity_id = entity_id;
conn->send_message(msg);
WriteLog("net: asking for a seat on vehicle " + std::to_string(entity_id) + " (" + Entities.name_of(entity_id) + ")", logtype::net);
}
void network::client::send_leave(NetworkEntityId entity_id)
{
if (!conn || conn->state != connection::ACTIVE)
return;
leave_vehicle msg;
msg.entity_id = entity_id;
conn->send_message(msg);
}
void network::client::handle_message(std::shared_ptr<connection> conn, const message &msg)
{
if (msg.type >= message::TYPE_MAX)
{
conn->disconnect();
return;
}
if (msg.type == message::SERVER_REJECT) {
const auto& cmd = dynamic_cast<const server_reject&>(msg);
ErrorLog("net: connection refused by the server: " + cmd.reason, logtype::net);
Global.network_reject_reason = cmd.reason;
Global.network_status = "Connection refused: " + cmd.reason;
conn->disconnect();
return;
}
if (msg.type == message::SERVER_HELLO) {
const auto& cmd = dynamic_cast<const server_hello&>(msg);
conn->state = connection::ACTIVE;
bool const firsthandshake { !Global.ready_to_load };
if (!Global.ready_to_load) {
Global.random_seed = cmd.seed;
Global.random_engine.seed(Global.random_seed);
Global.starting_timestamp = cmd.timestamp;
apply_session_config(cmd.config);
Global.SceneryFile = cmd.scenario;
Global.ready_to_load = true;
WriteLog("net: scenario handshake: \"" + cmd.scenario + "\", server build \"" + cmd.app_version + "\"", logtype::net);
} else if (Global.random_seed != cmd.seed) {
ErrorLog("net: seed mismatch", logtype::net);
conn->disconnect();
return;
}
if (cmd.peer_id != PEER_NONE) {
Global.network_peer_id = cmd.peer_id;
WriteLog("net: assigned peer id " + std::to_string(cmd.peer_id), logtype::net);
}
if (cmd.session_token != 0) {
// kept for the next connection, so that a dropout does not cost us our seat
Global.network_session_token = cmd.session_token;
}
Global.network_status.clear();
WriteLog("net: accept received", logtype::net);
if (!firsthandshake && simulation::is_ready) {
// we are coming back to a session we already have loaded, so there is nobody
// to wait for: ask for a fresh snapshot straight away
send_ready();
}
}
if (conn->state != connection::ACTIVE)
return;
if (msg.type == message::SNAPSHOT) {
const auto& cmd = dynamic_cast<const snapshot&>(msg);
auto const mode = (cmd.mode == 0 ? snapshot_mode::join : snapshot_mode::correction);
auto const result = apply_snapshot(cmd.blob, mode);
if (!result.ok) {
ErrorLog("net: could not apply the state handed to us", logtype::net);
Global.network_status = "The server sent a snapshot this build cannot read";
}
else if (mode == snapshot_mode::join) {
Global.network_snapshot_applied = true;
Global.network_position_error = (float)result.worst_position_error;
// the roster may say we are on a crew already - after a reconnect, or because
// the claim was granted while we were still loading. walk into that cab
auto const own = Crews.vehicle_of(Global.network_peer_id);
if (own != ENTITY_NONE) {
auto const name = Entities.name_of(own);
if (!name.empty())
Global.network_pending_vehicle = name;
}
}
else {
Global.network_position_error = (float)result.worst_position_error;
// the routine correction is what keeps us in line; a full resync is only worth
// asking for when even that is not catching up
if (result.worst_position_error > RESYNC_POSITION_ERROR) {
++bad_corrections;
if ((bad_corrections >= RESYNC_BAD_CORRECTIONS)
&& (last_resync_tick == 0 || Global.simulation_tick > last_resync_tick + RESYNC_COOLDOWN_TICKS)) {
bad_corrections = 0;
last_resync_tick = Global.simulation_tick;
WriteLog("net: " + std::to_string((int)result.worst_position_error)
+ " m out of place after a correction, asking for a full resync", logtype::net);
send_resync_request(Global.simulation_tick, 0);
}
}
else {
bad_corrections = 0;
}
}
}
if (msg.type == message::VEHICLE_LIST) {
const auto& cmd = dynamic_cast<const vehicle_list&>(msg);
if (Entities.empty() && !cmd.vehicles.empty())
WriteLog("net: vehicle roster received, " + std::to_string(cmd.vehicles.size()) + " vehicles to choose from", logtype::net);
Entities.adopt(cmd.vehicles);
}
if (msg.type == message::CREW_UPDATE) {
const auto& cmd = dynamic_cast<const crew_update&>(msg);
Crews.mirror(cmd.entity_id, cmd.crew);
}
if (msg.type == message::CLAIM_GRANTED) {
const auto& cmd = dynamic_cast<const claim_granted&>(msg);
WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " granted", logtype::net);
Global.network_lobby_message.clear();
// the cab itself is built by the replicated entervehicle the server posts;
// we only have to walk into it once it shows up
Global.network_pending_vehicle = Entities.name_of(cmd.entity_id);
}
if (msg.type == message::CLAIM_DENIED) {
const auto& cmd = dynamic_cast<const claim_denied&>(msg);
WriteLog("net: claim of vehicle " + std::to_string(cmd.entity_id) + " denied: " + cmd.reason, logtype::net);
Global.network_lobby_message = cmd.reason;
}
if (msg.type == message::FRAME_INFO) {
resume_frame_counter++;
auto delta = dynamic_cast<const frame_info&>(msg);
delta_queue.push(delta);
last_rcv = std::chrono::high_resolution_clock::now();
}
}
// --------------