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Files
maszyna/network/session.h
Hirek193 9dc78a65dc multiplayer: stream the authoritative state, and let a client walk into a cab
First live test showed three things wrong at once.

A client could not take a vehicle. Walking up to a locomotive and pressing the
enter-vehicle key posts entervehicle, which stage 4 classed as a world-wide
command and refused outright ("reserved for the session host"), so the client
never got a cab and every later control command died locally for want of one.
Walking into a cab is a request for a seat, not a world command: the authority
now turns it into a crew claim, for the host through the same path as for a
remote peer, and answers it the way the lobby button is answered.

Nothing but commands was ever replicated. The server sent dt and the commands
it ran, and the client simulated the rest for itself - so a pantograph the host
raised before the client joined, the contents of the memory cells the signalling
reads, brake pressures and switch positions simply never crossed the wire. The
server now streams the authoritative state a few times a second: whatever has
changed since the last one, and the whole of it every so often so a peer heals
from anything it missed. The snapshot carries the vehicle's inputs - line
breaker, battery, converter and compressor permits, pantograph valves, cab,
lights, doors - and lets the receiving peer derive the rest, plus the memory
cells and the switches.

Desync detection demanded that two state digests be equal, on a design where
the client deliberately runs its own physics. They never can be, so it reported
a desync permanently and asked for a resync every five seconds forever, which
fixed nothing because the next step disagreed again. The digest is a log line
now; what is measured instead is how far out of place the routine correction
found us, and a full resync is only asked for when even that is not catching up.

Also: a consist is put back on the rails as a whole or not at all. Correcting
one vehicle while its neighbour stayed put is what was stretching couplers
until they tore - the last test moved six vehicles out of eight, every time.

And the lobby window collapsed to nothing, because its size_max was left at the
-1 default while size_min was set, so imgui was handed a maximum smaller than
the minimum.
2026-09-06 22:19:28 +00:00

152 lines
5.5 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "network/entities.h"
#include "input/command.h"
#include <string>
#include <unordered_map>
#include <vector>
namespace network
{
// who is working on a given vehicle. a vehicle can hold more than one person, which is
// the whole point of the crew model - the container is not limited by design, only by
// the capacity the server advertises
struct vehicle_crew
{
NetworkEntityId entity_id{ENTITY_NONE};
std::vector<PeerId> crew;
// whether the AI was actually driving before the first human arrived. a vehicle that
// nobody was driving must not suddenly acquire an AI driver when its crew leaves
bool ai_before_claim{false};
// set on the 1 -> 0 transition, cleared once the AI has been handed the vehicle back
bool ai_restore_pending{false};
// keeps reconcile() from re-posting the same request every single frame while the
// previous one is still on its way through the command queue
int action_cooldown{0};
};
enum class claim_result
{
granted,
already_member,
unknown_vehicle,
vehicle_missing,
crew_full
};
std::string describe(claim_result Result);
// crew bookkeeping. authoritative on the server; on a client this is a read only mirror
// fed by CREW_UPDATE, used by the lobby
class crew_registry
{
public:
claim_result claim(PeerId Peer, NetworkEntityId Id);
// returns true when the peer really was part of the crew
bool leave(PeerId Peer, NetworkEntityId Id);
// removes a peer from every crew it belonged to
void drop_peer(PeerId Peer);
// the peer lost its connection. its seat is held for a while, so that a short dropout
// does not empty a cab and hand a vehicle back to the AI under the other driver's nose
void suspend_peer(PeerId Peer);
// the peer made it back in time and keeps everything it had
void resume_peer(PeerId Peer);
// actually removes the peers whose grace period ran out
void expire_absences();
// true while the peer is gone but still holding its seat
bool is_absent(PeerId Peer) const;
std::vector<PeerId> crew_of(NetworkEntityId Id) const;
bool is_member(PeerId Peer, NetworkEntityId Id) const;
uint8_t count(NetworkEntityId Id) const;
NetworkEntityId vehicle_of(PeerId Peer) const;
// client side: takes over the crew of one vehicle as published by the server
void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew);
// server side: brings the world in line with the crew roster - creates the cab of a
// claimed vehicle, hands the vehicle over from the AI and hands it back when the last
// person leaves. safe to call every frame, it only acts when something is out of place
void reconcile();
// ids whose crew changed since the last call
std::vector<NetworkEntityId> take_pending_updates();
// queues every crew for republication, so that a peer which just went active learns
// about the vehicles that were taken over before it arrived
void mark_all_pending();
void clear();
private:
vehicle_crew &entry(NetworkEntityId Id);
std::unordered_map<NetworkEntityId, vehicle_crew> m_vehicles;
std::vector<NetworkEntityId> m_pending;
// peers that dropped out, with the moment their seat stops being held
std::unordered_map<PeerId, double> m_absent;
};
extern crew_registry Crews;
// how long a disconnected peer keeps its place in the crew
constexpr double RECONNECT_GRACE_SECONDS = 60.0;
// settings the server imposes on everybody, carried in the handshake. only things that
// change how the physics comes out belong here - looks and comfort stay with the player
enum session_config_flags : int64_t
{
CONFIG_FULLPHYSICS = 1 << 0,
CONFIG_REALISTICCONTROL = 1 << 1
};
// packs the settings this machine is running, for the server to hand out
int64_t pack_session_config();
// takes on the settings the server handed us
void apply_session_config(int64_t Config);
// settings a session needs regardless of who set what, applied on every peer
void enforce_session_settings();
// resolves the identity of a connecting peer. an unknown or empty token means somebody
// new and gets a fresh peer id together with a token of their own; a token this server
// handed out before brings back the peer id that went with it, and with it the seat in
// whatever crew the peer was on
PeerId resolve_peer_identity(uint64_t &Token);
// what a peer is allowed to ask the simulation for
enum class command_verdict
{
accepted,
not_in_crew,
privileged,
unsupported_target
};
std::string describe(command_verdict Verdict);
// the whole of the authority check for an incoming command. the host passes it too, it
// simply holds every right - there is no separate path for the local participant
command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient);
// walking into a cab with the in-game key is the same request as pressing the button in
// the lobby, so it goes through the crew registry rather than being treated as a command
// that reaches the whole world. returns the vehicle it resolved to, if any
claim_result claim_by_name(PeerId Peer, std::string const &Vehicle, NetworkEntityId &Entity);
// drops everything the peer is not allowed to ask for and stamps the rest with its
// identity. used for the local participant as well, so that host input goes through the
// very same authority layer as input arriving over the wire, only without the transport
void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
} // namespace network