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maszyna/network/session.cpp
Hirek193 c3bf261934 multiplayer stage 4: server-authoritative input, permissions, per-source holds
Three things stood in the way of two people sharing a cab and of a client not
being able to reach past its own vehicle.

Vehicle commands were addressed by TTrain::id(), which every peer hands out
locally from its own counter, so the same number means a different vehicle on
a different peer. Commands now travel with the session wide NetworkEntityId
and are translated back to the local cab on arrival; outside of multiplayer
the registry is empty and both directions are a no-op, so singleplayer is
untouched.

A client could send any command it liked, including setweather, queueevent or
spawntrainset. The server now validates every incoming command: a player may
work the controls of the vehicle whose crew they are on and nothing else, and
world wide commands stay with the host until dispatcher roles exist. The
source is stamped by the server, never taken from what the peer sent, and
rejections are logged once per peer/command instead of every frame. Host input
runs through the very same validation, just without the transport.

Continuous commands were tracked per command and recipient only, so with two
people in one cab the release sent by one of them cancelled the other one's
hold. command_data now carries the source peer and the active set is keyed by
{source, recipient, command}.

Also: a client asking to quit no longer replicates quitsimulation, which would
have shut down everybody else's session.
2026-09-06 18:24:21 +00:00

336 lines
9.2 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/.
*/
#include "stdafx.h"
#include "network/session.h"
#include "input/command.h"
#include "simulation/simulation.h"
#include "utilities/Globals.h"
#include "utilities/Logs.h"
#include "utilities/Timer.h"
#include "vehicle/Driver.h"
#include "vehicle/DynObj.h"
#include "vehicle/Train.h"
namespace network
{
crew_registry Crews;
std::string describe(claim_result Result)
{
switch (Result)
{
case claim_result::granted:
return "granted";
case claim_result::already_member:
return "already a crew member";
case claim_result::unknown_vehicle:
return "no such vehicle in this session";
case claim_result::vehicle_missing:
return "the vehicle is not present in the scenario";
case claim_result::crew_full:
return "the crew of this vehicle is full";
}
return "unknown";
}
std::string describe(command_verdict Verdict)
{
switch (Verdict)
{
case command_verdict::accepted:
return "accepted";
case command_verdict::not_in_crew:
return "not a member of the crew of that vehicle";
case command_verdict::privileged:
return "reserved for the session host";
case command_verdict::unsupported_target:
return "command target not allowed over the network";
}
return "unknown";
}
command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient)
{
if (Peer == PEER_HOST)
{
// the host runs the session and holds every right in it
return command_verdict::accepted;
}
auto const target = (command_target)(Recipient & ~0xffff);
if (target == command_target::vehicle)
{
// a player works the controls of the vehicle they are on, and of no other
return Crews.is_member(Peer, (NetworkEntityId)(Recipient & 0xffff)) ? command_verdict::accepted : command_verdict::not_in_crew;
}
if (target == command_target::simulation)
{
// setweather, setdatetime, spawntrainset, destroytrainset, queueevent, the pause
// and the debug commands all reach the whole world, so they stay with the authority.
// TODO: open a subset of them once dispatcher and admin roles exist
(void)Command;
return command_verdict::privileged;
}
return command_verdict::unsupported_target;
}
void filter_commands(PeerId Peer, command_queue::commands_map &Commands)
{
for (auto it = Commands.begin(); it != Commands.end();)
{
auto &sequence = it->second;
for (auto command = sequence.begin(); command != sequence.end();)
{
if (validate_command(Peer, command->command, it->first) != command_verdict::accepted)
{
command = sequence.erase(command);
continue;
}
command->source = Peer;
++command;
}
if (sequence.empty())
it = Commands.erase(it);
else
++it;
}
}
vehicle_crew &crew_registry::entry(NetworkEntityId Id)
{
auto lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
{
vehicle_crew fresh;
fresh.entity_id = Id;
lookup = m_vehicles.emplace(Id, fresh).first;
}
return lookup->second;
}
claim_result crew_registry::claim(PeerId Peer, NetworkEntityId Id)
{
vehicle_entry const *published = Entities.find(Id);
if (published == nullptr)
return claim_result::unknown_vehicle;
if (Entities.resolve(Id) == nullptr)
return claim_result::vehicle_missing;
vehicle_crew &vehicle = entry(Id);
if (std::find(vehicle.crew.begin(), vehicle.crew.end(), Peer) != vehicle.crew.end())
return claim_result::already_member;
if (vehicle.crew.size() >= published->crew_capacity)
return claim_result::crew_full;
if (vehicle.crew.empty())
{
// remember whether this vehicle was actually being driven by the AI, so that it is
// handed back only to a driver that was really there before
TDynamicObject const *dynamic = Entities.resolve(Id);
vehicle.ai_before_claim = (dynamic != nullptr && dynamic->Mechanik != nullptr && dynamic->Mechanik->AIControllFlag);
vehicle.ai_restore_pending = false;
}
vehicle.crew.emplace_back(Peer);
m_pending.emplace_back(Id);
WriteLog("net: peer " + std::to_string(Peer) + " joined the crew of " + published->name + " (" + std::to_string(vehicle.crew.size()) + "/" +
std::to_string((int)published->crew_capacity) + ")",
logtype::net);
return claim_result::granted;
}
bool crew_registry::leave(PeerId Peer, NetworkEntityId Id)
{
auto lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
return false;
auto &crew = lookup->second.crew;
auto member = std::find(crew.begin(), crew.end(), Peer);
if (member == crew.end())
return false;
crew.erase(member);
m_pending.emplace_back(Id);
WriteLog("net: peer " + std::to_string(Peer) + " left the crew of " + Entities.name_of(Id) + " (" + std::to_string(crew.size()) + " left)", logtype::net);
if (crew.empty() && lookup->second.ai_before_claim)
{
// the vehicle came with an AI driver, so it gets one back
lookup->second.ai_restore_pending = true;
}
return true;
}
void crew_registry::drop_peer(PeerId Peer)
{
for (auto &pair : m_vehicles)
{
if (std::find(pair.second.crew.begin(), pair.second.crew.end(), Peer) != pair.second.crew.end())
leave(Peer, pair.first);
}
}
std::vector<PeerId> crew_registry::crew_of(NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
return lookup != m_vehicles.end() ? lookup->second.crew : std::vector<PeerId>();
}
bool crew_registry::is_member(PeerId Peer, NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
if (lookup == m_vehicles.end())
return false;
return std::find(lookup->second.crew.begin(), lookup->second.crew.end(), Peer) != lookup->second.crew.end();
}
uint8_t crew_registry::count(NetworkEntityId Id) const
{
auto const lookup = m_vehicles.find(Id);
return lookup != m_vehicles.end() ? (uint8_t)lookup->second.crew.size() : (uint8_t)0;
}
NetworkEntityId crew_registry::vehicle_of(PeerId Peer) const
{
for (auto const &pair : m_vehicles)
{
if (std::find(pair.second.crew.begin(), pair.second.crew.end(), Peer) != pair.second.crew.end())
return pair.first;
}
return ENTITY_NONE;
}
void crew_registry::mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew)
{
entry(Id).crew = Crew;
}
std::vector<NetworkEntityId> crew_registry::take_pending_updates()
{
std::vector<NetworkEntityId> pending;
pending.swap(m_pending);
// the same vehicle can change more than once between two publications
std::sort(pending.begin(), pending.end());
pending.erase(std::unique(pending.begin(), pending.end()), pending.end());
return pending;
}
void crew_registry::mark_all_pending()
{
for (auto const &pair : m_vehicles)
{
if (!pair.second.crew.empty())
m_pending.emplace_back(pair.first);
}
}
void crew_registry::clear()
{
m_vehicles.clear();
m_pending.clear();
}
namespace
{
// posts a command the way an input source would, but without going through command_relay:
// the authority acts on behalf of the session, not on behalf of the local camera, so it
// must not be filtered by the local free fly state
void post_authority_command(user_command Command, uint32_t Recipient, glm::vec3 const &Location, std::string const &Payload)
{
command_data data;
data.command = Command;
data.action = GLFW_PRESS;
data.param1 = 0.0;
data.param2 = 0.0;
data.time_delta = Timer::GetDeltaTime();
data.freefly = true;
data.location = Location;
data.payload = Payload;
simulation::Commands.push(data, Recipient);
}
} // namespace
// frames to wait before repeating an authority request that has not taken effect yet
static int const ACTION_COOLDOWN_FRAMES = 30;
void crew_registry::reconcile()
{
for (auto &pair : m_vehicles)
{
vehicle_crew &vehicle = pair.second;
TDynamicObject *dynamic = Entities.resolve(vehicle.entity_id);
if (dynamic == nullptr)
continue;
if (vehicle.action_cooldown > 0)
{
--vehicle.action_cooldown;
continue;
}
TTrain *train = simulation::Trains.find(dynamic->name());
if (!vehicle.crew.empty())
{
if (train == nullptr)
{
// the cab has to exist on every peer, so the authority asks for it with the
// ordinary replicated command instead of building it locally
post_authority_command(user_command::entervehicle, (uint32_t)command_target::simulation, dynamic->GetPosition(), dynamic->name());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
continue;
}
if (dynamic->Mechanik != nullptr && dynamic->Mechanik->AIControllFlag)
{
// first human on board takes over from the AI
WriteLog("net: " + dynamic->name() + " taken over from the AI driver", logtype::net);
post_authority_command(user_command::aidriverdisable, (uint32_t)command_target::vehicle | train->id(), dynamic->GetPosition(), std::string());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
}
continue;
}
if (vehicle.ai_restore_pending && train != nullptr)
{
// aidriverenable resets the driver, so it must happen exactly once
vehicle.ai_restore_pending = false;
vehicle.ai_before_claim = false;
WriteLog("net: handing " + dynamic->name() + " back to the AI driver", logtype::net);
post_authority_command(user_command::aidriverenable, (uint32_t)command_target::vehicle | train->id(), dynamic->GetPosition(), std::string());
vehicle.action_cooldown = ACTION_COOLDOWN_FRAMES;
}
}
}
} // namespace network