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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.
8.5 KiB
8.5 KiB