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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.
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
#pragma once
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#include <memory>
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#include "network/network.h"
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#include "input/command.h"
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namespace network
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{
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class server_manager
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{
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private:
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std::vector<std::shared_ptr<server>> servers;
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std::shared_ptr<std::fstream> backbuffer;
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public:
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server_manager();
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void push_delta(double render_dt, double dt, double sync, const command_queue::commands_map &commands);
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command_queue::commands_map pop_commands();
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void create_server(const std::string &backend, const std::string &conf);
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// refreshes the authoritative vehicle roster and publishes it when it changed
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void publish_vehicle_list();
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// brings the world in line with the crew roster and announces every change
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void update_crews();
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// crew request coming from the local participant, which needs no transport
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void apply_local_claim(NetworkEntityId entity_id);
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void apply_local_leave(NetworkEntityId entity_id);
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private:
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// how many frames may pass between two unconditional broadcasts of the roster
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static const int PUBLISH_INTERVAL_FRAMES = 120;
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std::vector<vehicle_entry> last_published_list;
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int publish_countdown = 0;
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int crew_publish_countdown = 0;
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};
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class manager
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{
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public:
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manager();
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std::optional<server_manager> servers;
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std::shared_ptr<network::client> client;
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void create_server(const std::string &backend, const std::string &conf);
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void connect(const std::string &backend, const std::string &conf);
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void update();
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// routes a lobby request to whoever holds the authority: straight into the crew
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// registry when we are the server, over the wire when we are a client
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void request_claim(NetworkEntityId entity_id);
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void request_leave(NetworkEntityId entity_id);
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};
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}
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