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A vehicle is not owned by one player: two people share a cab, so the session
needs a crew relation rather than an owner field. The server keeps it and is
the only one allowed to change it.
- network/session: vehicle_crew { entity_id, crew, ai_before_claim } and a
crew_registry holding the roster. the host goes through exactly the same
path as a remote peer (claim -> crew -> grant), only without transport
- CLAIM_VEHICLE / CLAIM_GRANTED / CLAIM_DENIED / LEAVE_VEHICLE / CREW_UPDATE;
the server validates the vehicle exists, is present in the scenario and has
room in the crew, and answers a refusal with a reason the lobby shows
- the cab of a claimed vehicle is created by the authority posting the
ordinary replicated entervehicle, so every peer builds it and the vehicle is
never moved. the claiming peer only walks in once the cab appears locally
- AI transitions follow the crew size: 0 -> 1 remembers whether an AI was
really driving and takes the vehicle over, 1 -> 2 and 2 -> 1 change nothing,
1 -> 0 hands the vehicle back but only if there was an AI driver to begin
with. driver mode no longer fires aidriverdisable of its own in multiplayer
- losing a connection removes that peer from every crew it was on; a vehicle
with somebody still on board carries on untouched
- the lobby lists who is on board, offers "join crew" for a vehicle another
player already occupies, and lets a player step off
The AI and cab handling runs as a reconciliation pass rather than as edge
triggered actions, so a request that has not taken effect yet (the cab needs a
frame to appear) is simply repeated, with a cooldown to keep it off the wire.
35 lines
961 B
C++
35 lines
961 B
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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#pragma once
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#include "application/uilayer.h"
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#include "network/entities.h"
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namespace ui
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{
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// lobby of a multiplayer session: shows the vehicle roster published by the server and
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// lets the player pick the one to work on. it lives inside the driver mode rather than in
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// a mode of its own on purpose - the world has to keep running while somebody is choosing,
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// and the very same screen is what a player uses to change vehicles later on
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class multiplayer_lobby_panel : public ui_panel
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{
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public:
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multiplayer_lobby_panel();
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void render_contents() override;
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private:
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void claim(network::NetworkEntityId const Entity, network::NetworkEntityId const Current);
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std::string describe_crew(network::NetworkEntityId const Entity) const;
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};
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} // namespace ui
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