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TTrain::id() numbers cabs with a local counter, in the order each peer happens to create them, so it cannot address a vehicle across the session. Neither was there any way for a player to see what is available to drive. - network/entities: PeerId (the host is peer 1, remote peers are numbered from 2, so it is a participant rather than a special case) and NetworkEntityId, plus a registry that numbers the drivable vehicles of the loaded scenario in name order and resolves ids back to TDynamicObject - the server owns the numbering and publishes it as VEHICLE_LIST - name, crew occupancy, crew capacity, AI state, availability - on every change and at least every 120 frames, out of band so it stays out of the replay backbuffer; a client binds the received ids to its own copy of the scenario by name - SERVER_HELLO hands the joining peer its PeerId - a multiplayer lobby listing that roster, with vehicles taken by other players shown as such rather than hidden; entering one goes through the existing entervehicle command, the vehicle is never moved The lobby lives inside the driver mode instead of a mode of its own: the world has to keep running while somebody is choosing (a client stops consuming the server's frames the moment its mode is not a command processor), and the same screen is what a player needs to change vehicles later on. Crew occupancy is still derived from the presence of a cab instance; the real crew model, claim handshake and AI takeover follow in stage 3.
115 lines
2.7 KiB
C++
115 lines
2.7 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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#include "stdafx.h"
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#include "network/manager.h"
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#include "simulation/simulation.h"
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#include "utilities/Logs.h"
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network::server_manager::server_manager()
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{
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backbuffer = std::make_shared<std::fstream>("backbuffer.bin", std::ios::out | std::ios::in | std::ios::trunc | std::ios::binary);
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}
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command_queue::commands_map network::server_manager::pop_commands()
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{
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command_queue::commands_map map;
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for (auto srv : servers)
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add_to_dequemap(map, srv->pop_commands());
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return map;
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}
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void network::server_manager::push_delta(double render_dt, double dt, double sync, const command_queue::commands_map &commands)
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{
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if (dt == 0.0 && commands.empty())
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return;
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frame_info msg;
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msg.render_dt = render_dt;
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msg.dt = dt;
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msg.sync = sync;
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msg.commands = commands;
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for (auto srv : servers)
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srv->push_delta(msg);
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serialize_message(msg, *backbuffer.get());
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}
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void network::server_manager::create_server(const std::string &backend, const std::string &conf)
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{
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auto it = backend_list().find(backend);
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if (it == backend_list().end()) {
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ErrorLog("net: unknown backend: " + backend);
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return;
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}
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servers.emplace_back(it->second->create_server(backbuffer, conf));
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}
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network::manager::manager()
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{
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}
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void network::server_manager::publish_vehicle_list()
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{
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if (Entities.empty())
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return;
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Entities.refresh();
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// resend on every change, and once in a while regardless, so that a peer which has
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// just finished catching up does not have to wait for somebody to move
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bool const changed = (Entities.entries() != last_published_list);
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if (!changed && --publish_countdown > 0)
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return;
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last_published_list = Entities.entries();
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publish_countdown = PUBLISH_INTERVAL_FRAMES;
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vehicle_list msg;
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msg.vehicles = last_published_list;
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for (auto srv : servers)
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srv->push_message(msg);
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}
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void network::manager::update()
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{
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for (auto &backend : backend_list())
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backend.second->update();
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if (servers && simulation::is_ready)
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servers->publish_vehicle_list();
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if (client)
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client->update();
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}
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void network::manager::create_server(const std::string &backend, const std::string &conf)
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{
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servers.emplace();
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servers->create_server(backend, conf);
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}
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void network::manager::connect(const std::string &backend, const std::string &conf)
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{
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auto it = backend_list().find(backend);
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if (it == backend_list().end()) {
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ErrorLog("net: unknown backend: " + backend);
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return;
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}
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client = it->second->create_client(conf);
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}
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//std::unordered_map<std::string, std::shared_ptr<network::backend_manager>> network::backend_list;
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