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Two complaints, one cause underneath them. The brake and squeal sounds came out in shreds as a train got going. Both are shaped from UnitBrakeForce and Vel, and both of those are results of a physics step. An update arrives ten times a second; in the twenty-odd frames between them the local physics carries on computing its own speed and its own brake force for a train it has no business simulating, they fall away, and the next update snaps them back. rsBrake pitches on Vel and rsPisk gains on the brake force ratio, so what the ear got was that sawtooth. So the physics outputs of somebody else's train are now put back after every local step, not only on the frame an update lands: speed, brake force, wheel and engine revolutions, engine power, wheelslip, sand, and the running flags of the converter and the compressors, which the local physics kept switching off because the conditions it evaluates are not the ones the owner is evaluating. The relays are the same problem wearing a different hat. MainCtrlActualPos - the notch the resistors are actually on, as opposed to the one the handle is at - was being stepped by the local automatic notching, off its own guesses, so the clicks either fired at the wrong moment or never fired at all. It travels now, together with ScndCtrlActualPos and StLinFlag, which stops the local notching inventing anything, and every relay heard here is one that operated over there. The brake unit keeps a sound bitfield of its own, and that is where the accelerator and the cylinder venting live. Reading it clears it, so watching it had to be done without consuming it: TBrake grows PeekSoundFlag(), and only the flags that have just come up count as an event - the vehicle only clears them when it has an accelerator sound to play, so a bit that stays lit is one event, not one per frame. RaiseSoundFlag() hands them to the far end. Snapshot version 5.
92 lines
3.5 KiB
C++
92 lines
3.5 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 <cstdint>
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#include <string>
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#include "network/entities.h"
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namespace network
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{
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// layout of the snapshot container. a reader refuses a blob it does not understand
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constexpr uint32_t SNAPSHOT_VERSION = 5;
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// the sections a snapshot is built from. a reader skips over any id it does not know,
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// which is what makes the format extensible: a peer built before a section existed can
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// still read a newer snapshot and simply ignores what it has no use for
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enum snapshot_chunk : uint16_t
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{
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// tick, clock, weather and (in a full snapshot) the state of the random engine
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SNAPSHOT_SESSION = 1,
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// where every vehicle is, what its controls and appliances are set to, and what its
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// brakes are doing
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SNAPSHOT_VEHICLES = 2,
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// who is working which vehicle
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SNAPSHOT_CREWS = 3,
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// contents of the memory cells - this is what signalling reads
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SNAPSHOT_MEMCELLS = 4,
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// which way the switches are thrown
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SNAPSHOT_SWITCHES = 5
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};
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// what a peer is meant to do with the blob it received
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enum class snapshot_mode
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{
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// the peer is coming in cold and takes the world as it is given
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join,
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// routine correction on top of a simulation that is already running
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correction
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};
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struct snapshot_result
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{
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bool ok{false};
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// how far the worst vehicle was from where the authority says it is
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double worst_position_error{0.0};
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uint32_t vehicles{0};
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uint32_t repositioned{0};
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};
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// packs the state of the world. only ever called on the authority.
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// a full snapshot carries everything and is what a joining peer gets; otherwise only what
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// has changed since the last one goes out, which is what keeps the routine correction
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// stream small
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// OwnedOnly limits it to the trains this peer runs itself and leaves out everything that
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// is not a vehicle; that is what a client sends upstream about its own train
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std::string take_snapshot(bool Full, bool OwnedOnly = false);
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// restores state handed to us. vehicles this peer runs itself are never touched - their
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// physics is the authority, not the other way round. Owner, when given, limits the update
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// to the trains that peer is entitled to move, so a client cannot shove anybody else's
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snapshot_result apply_snapshot(std::string const &Blob, snapshot_mode Mode, PeerId Owner = PEER_NONE);
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// forgets what was last sent, so that the next delta comes out complete
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void reset_snapshot_history();
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// remembers the one-shot sound events a vehicle produced. they are set and cleared inside
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// a single frame, so by the time an update is put together they would be long gone; this
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// is called from the vehicle's own sound handling, just before it wipes them
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void note_sound_events(std::string const &Vehicle, int Events);
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// same, for the events the brake unit raises. those are only cleared when the vehicle
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// happens to have an accelerator sound to play, so what is passed here is peeked rather
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// than consumed and only the flags that have just appeared are taken
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void note_brake_sound_events(std::string const &Vehicle, int Events);
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// re-asserts, on every frame, the physics outputs of the vehicles somebody else is
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// running. an update arrives ten times a second; between them the local physics carries
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// on computing its own speed and brake force for a train it has no business simulating,
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// and the sawtooth that produces is what the brake and squeal sounds were chasing
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void hold_remote_state();
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} // namespace network
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