17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 15:39:20 +02:00
Files
maszyna/network/manager.h
Hirek193 b9bd0ee33d multiplayer stage 2: peer identity, stable vehicle ids and a session lobby
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.
2026-09-06 17:48:35 +00:00

44 lines
1.1 KiB
C++

#pragma once
#include <memory>
#include "network/network.h"
#include "input/command.h"
namespace network
{
class server_manager
{
private:
std::vector<std::shared_ptr<server>> servers;
std::shared_ptr<std::fstream> backbuffer;
public:
server_manager();
void push_delta(double render_dt, double dt, double sync, const command_queue::commands_map &commands);
command_queue::commands_map pop_commands();
void create_server(const std::string &backend, const std::string &conf);
// refreshes the authoritative vehicle roster and publishes it when it changed
void publish_vehicle_list();
private:
// how many frames may pass between two unconditional broadcasts of the roster
static const int PUBLISH_INTERVAL_FRAMES = 120;
std::vector<vehicle_entry> last_published_list;
int publish_countdown = 0;
};
class manager
{
public:
manager();
std::optional<server_manager> servers;
std::shared_ptr<network::client> client;
void create_server(const std::string &backend, const std::string &conf);
void connect(const std::string &backend, const std::string &conf);
void update();
};
}