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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.
148 lines
3.7 KiB
C++
148 lines
3.7 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/entities.h"
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#include "network/session.h"
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#include "simulation/simulation.h"
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#include "vehicle/DynObj.h"
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#include "vehicle/Driver.h"
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#include "vehicle/Train.h"
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#include "utilities/Logs.h"
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namespace network
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{
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entity_registry Entities;
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PeerId allocate_peer_id()
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{
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static PeerId next = PEER_FIRST_REMOTE;
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return next++;
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}
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bool is_drivable(TDynamicObject const *Vehicle)
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{
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if (Vehicle == nullptr || Vehicle->MoverParameters == nullptr)
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return false;
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// anything with its own drive, plus anything the scenario already put a driver in
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// (this covers driving trailers of multiple units, which carry no engine of their own)
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// TODO: a cab count exposed by TMoverParameters would be a more precise test
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return Vehicle->MoverParameters->EngineType != TEngineType::None || Vehicle->Mechanik != nullptr;
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}
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void entity_registry::clear()
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{
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m_entries.clear();
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m_byname.clear();
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m_byid.clear();
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}
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void entity_registry::build()
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{
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clear();
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std::vector<std::string> names;
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for (TDynamicObject *vehicle : simulation::Vehicles.sequence())
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{
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if (!is_drivable(vehicle))
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continue;
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names.emplace_back(vehicle->name());
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}
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// name order keeps the numbering reproducible regardless of scenario spawn order
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std::sort(names.begin(), names.end());
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for (auto const &name : names)
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{
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if (m_byname.find(name) != m_byname.end())
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{
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// a malformed scenario can hold duplicate names; only the first one is addressable
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ErrorLog("net: duplicate vehicle name \"" + name + "\", not assigning a second network id", logtype::net);
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continue;
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}
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vehicle_entry entry;
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entry.id = static_cast<NetworkEntityId>(m_entries.size() + 1);
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entry.name = name;
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m_entries.emplace_back(entry);
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m_byname.emplace(name, entry.id);
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}
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reindex();
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refresh();
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WriteLog("net: assigned network ids to " + std::to_string(m_entries.size()) + " drivable vehicles", logtype::net);
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}
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void entity_registry::adopt(std::vector<vehicle_entry> const &Entries)
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{
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m_entries = Entries;
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m_byname.clear();
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for (auto const &entry : m_entries)
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m_byname.emplace(entry.name, entry.id);
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reindex();
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}
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void entity_registry::reindex()
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{
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m_byid.clear();
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for (size_t i = 0; i < m_entries.size(); ++i)
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m_byid.emplace(m_entries[i].id, i);
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}
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void entity_registry::refresh()
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{
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for (auto &entry : m_entries)
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{
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TDynamicObject const *vehicle = resolve(entry.id);
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entry.ai_active = (vehicle != nullptr && vehicle->Mechanik != nullptr && vehicle->Mechanik->AIControllFlag);
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entry.crew_count = Crews.count(entry.id);
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entry.crew_capacity = CREW_CAPACITY;
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entry.claimable = (vehicle != nullptr && entry.crew_count < entry.crew_capacity);
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}
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}
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NetworkEntityId entity_registry::id_of(std::string const &Name) const
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{
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auto const lookup = m_byname.find(Name);
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return lookup != m_byname.end() ? lookup->second : ENTITY_NONE;
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}
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NetworkEntityId entity_registry::id_of(TDynamicObject const *Vehicle) const
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{
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return Vehicle != nullptr ? id_of(Vehicle->name()) : ENTITY_NONE;
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}
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std::string entity_registry::name_of(NetworkEntityId Id) const
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{
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auto const *entry = find(Id);
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return entry != nullptr ? entry->name : std::string();
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}
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vehicle_entry const *entity_registry::find(NetworkEntityId Id) const
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{
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auto const lookup = m_byid.find(Id);
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return lookup != m_byid.end() ? &m_entries[lookup->second] : nullptr;
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}
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TDynamicObject *entity_registry::resolve(NetworkEntityId Id) const
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{
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auto const *entry = find(Id);
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if (entry == nullptr)
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return nullptr;
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return simulation::Vehicles.find(entry->name);
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}
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} // namespace network
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