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Files
maszyna/network/message.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

109 lines
2.7 KiB
C++

#pragma once
#include "network/message.h"
#include "network/entities.h"
#include "input/command.h"
#include <queue>
namespace network
{
struct message
{
enum type_e
{
CLIENT_HELLO = 0,
SERVER_HELLO,
FRAME_INFO,
REQUEST_COMMAND,
SERVER_REJECT,
VEHICLE_LIST,
TYPE_MAX
};
type_e type;
message(type_e t) : type(t) {}
virtual void serialize(std::ostream &stream) const {}
virtual void deserialize(std::istream &stream) {}
};
struct client_hello : public message
{
client_hello() : message(CLIENT_HELLO) {}
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
int32_t version;
uint32_t start_packet;
// build identification of the connecting simulator, informational only
std::string app_version;
};
// sent by the server instead of SERVER_HELLO when the client cannot join;
// carries a human readable reason so the player learns what went wrong
struct server_reject : public message
{
server_reject() : message(SERVER_REJECT) {}
std::string reason;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct server_hello : public message
{
server_hello() : message(SERVER_HELLO) {}
uint32_t seed;
int64_t timestamp;
int64_t config;
std::string scenario;
// build identification of the server, informational only
std::string app_version;
// identity assigned to the joining peer for the rest of the session
uint32_t peer_id{ PEER_NONE };
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
// authoritative roster of the vehicles a player may take over, broadcast by the server
// whenever it changes (and periodically, so that a peer which just went active gets one)
struct vehicle_list : public message
{
vehicle_list() : message(VEHICLE_LIST) {}
std::vector<vehicle_entry> vehicles;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct request_command : public message
{
request_command(type_e type) : message(type) {}
request_command() : message(REQUEST_COMMAND) {}
command_queue::commands_map commands;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
struct frame_info : public request_command
{
frame_info() : request_command(FRAME_INFO) {}
double render_dt;
double dt;
double sync;
virtual void serialize(std::ostream &stream) const override;
virtual void deserialize(std::istream &stream) override;
};
std::shared_ptr<message> deserialize_message(std::istream &stream);
void serialize_message(const message &msg, std::ostream &stream);
} // namespace network