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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 00:59:18 +02:00
Files
maszyna/network/network.h
Hirek193 a0537356bb multiplayer: correct a train by sliding it, not by putting it down again
Reversing on the host turned the whole set around on the client, and the
locomotive ended up looking like something derailed making its way across the
scenery. Both come from the same place: a routine correction was calling
place_on_track(), which sets the axles from scratch and works from the
vehicle's own idea of which way it faces. That is right for a peer joining with
nothing to go on, and wrong for a train that is already running - the placement
reorients it.

A correction now slides the vehicle along the track it is already on, by the
difference between the two bogie offsets, which is the same operation the
physics performs on every step. When the two sides disagree about which piece
of track the vehicle is on, it is left alone until they agree; guessing there
is what put a locomotive beside the rails. place_on_track() is kept for the one
case it suits, a peer joining the session.

Also:

- taking a seat works with the game paused. The whole thing sat inside the
  "has any time passed" branch, so with the world stopped the lobby button
  changed the roster and nothing else happened
- the debug panel gets a Network section, shown only in a session: role, peer,
  tick, bytes and messages each way with a running rate, two charts of kB/s so
  the cost of a session can be read off, how far the worst vehicle is out of
  place, and whether the state digest agrees. The separate "network" overlay
  window is gone - everything it said lives there now, together with the lobby
  and refusal messages that had nowhere to be seen
2026-09-07 07:49:47 +00:00

189 lines
6.1 KiB
C++

#pragma once
#include <memory>
#include <functional>
#include <optional>
#include <queue>
#include <chrono>
#include "network/message.h"
#include "network/entities.h"
#include "network/session.h"
#include "input/command.h"
namespace network
{
// what has gone over the wire so far, and how fast it is going now. the transport
// layer feeds it; the debug panel reads it
struct traffic_counters
{
uint64_t sent_bytes { 0 };
uint64_t received_bytes { 0 };
uint64_t sent_messages { 0 };
uint64_t received_messages { 0 };
// bytes per second, averaged over the last second
double sent_rate { 0.0 };
double received_rate { 0.0 };
void sent(size_t Bytes) { sent_bytes += Bytes; ++sent_messages; }
void received(size_t Bytes) { received_bytes += Bytes; ++received_messages; }
// recomputes the rates; called once per frame
void update();
private:
uint64_t rate_sent_mark { 0 };
uint64_t rate_received_mark { 0 };
double rate_time_mark { -1.0 };
};
extern traffic_counters Traffic;
//m7todo: separate client/server connection class?
class connection
{
friend class server;
friend class client;
private:
bool is_client;
protected:
size_t packet_counter;
// exists only to keep the send buffer alive until asio is done with it
void send_complete(std::shared_ptr<std::string> buf);
public:
std::function<void(const message &msg)> message_handler;
virtual void connected() = 0;
virtual void send_message(const message &msg) = 0;
virtual void send_messages(const std::vector<std::shared_ptr<message>> &messages) = 0;
connection(bool client = false, size_t counter = 0);
void set_handler(std::function<void(const message &msg)> handler);
virtual void disconnect() = 0;
enum peer_state {
AWAITING_HELLO,
// handshake done, the peer is loading the scenario; it gets a snapshot and
// goes live the moment it says it is ready
AWAITING_READY,
ACTIVE,
DEAD
};
peer_state state;
// session identity of the peer on the other side of this connection
PeerId peer_id { PEER_NONE };
};
class server
{
private:
// the session log is still written out, it is handy when picking a desync apart,
// but joining no longer means replaying it
std::shared_ptr<std::istream> backbuffer;
protected:
void handle_message(std::shared_ptr<connection> conn, const message &msg);
std::vector<std::shared_ptr<connection>> clients;
command_queue::commands_map client_commands_queue;
protected:
// drops peers whose socket is gone, together with their crew memberships
void prune_clients();
public:
server(std::shared_ptr<std::istream> buf);
void push_delta(const frame_info &msg);
// sends an out of band message to every active peer. unlike push_delta this is not
// written to the backbuffer, so it does not become part of the replayed history
void push_message(const message &msg);
command_queue::commands_map pop_commands();
};
// one authoritative simulation step handed to the client
struct frame_delta
{
double dt { 0.0 };
uint64_t tick { 0 };
uint64_t state_hash { 0 };
uint32_t state_hash_version { 0 };
command_queue::commands_map commands;
// false when there was nothing ready to consume in this pass
bool valid { false };
};
class client
{
protected:
virtual void connect() = 0;
void handle_message(std::shared_ptr<connection> conn, const message &msg);
std::shared_ptr<connection> conn;
size_t resume_frame_counter = 0;
size_t reconnect_delay = 0;
const size_t RECONNECT_DELAY_FRAMES = 60;
// authoritative frames that have arrived and not been handed to the simulation yet.
// they are taken in full every render: nothing is held back on purpose. the old
// design played them out one per frame at the server's pace, which meant the world
// ran at the wrong speed whenever the two machines drew at different rates, and
// every frame kept in reserve was a frame of delay on the player's own controls
std::queue<frame_info> delta_queue;
// how far out of place a correction found us, in a row. a full resync is only
// worth asking for when the routine stream is not catching up on its own
int bad_corrections = 0;
uint64_t last_resync_tick = 0;
int state_countdown = 0;
int state_updates = 0;
static constexpr int STATE_INTERVAL_FRAMES = 6;
static constexpr int STATE_FULL_EVERY = 100;
static constexpr double RESYNC_POSITION_ERROR = 25.0;
static constexpr int RESYNC_BAD_CORRECTIONS = 5;
// a correction needs time to take hold; asking again before it has is pointless
static constexpr uint64_t RESYNC_COOLDOWN_TICKS = 600;
std::chrono::high_resolution_clock::time_point last_rcv;
public:
void update();
// hands over everything the authority has sent since the last call, merging the
// commands into the map. returns what the newest of those frames said about itself
frame_delta take_pending(command_queue::commands_map &commands);
void send_commands(command_queue::commands_map commands);
// tells the server the scenario is loaded and a snapshot can be applied
void send_ready();
// publishes what our own trains are doing, so that the rest of the session can see
// them. we run their physics, so this is the authority on them
void publish_state();
// our world has drifted too far to carry on; ask to be put back in line
void send_resync_request(uint64_t tick, uint64_t state_hash);
// lobby requests; the server is the one that decides
void send_claim(NetworkEntityId entity_id);
void send_leave(NetworkEntityId entity_id);
int get_frame_counter() {
return resume_frame_counter;
}
int get_awaiting_frames() {
return delta_queue.size();
}
};
class backend_manager
{
public:
virtual std::shared_ptr<server> create_server(std::shared_ptr<std::fstream>, const std::string &conf) = 0;
virtual std::shared_ptr<client> create_client(const std::string &conf) = 0;
virtual void update() = 0;
};
// HACK: static initialization order fiasco fix
// extern std::unordered_map<std::string, backend_manager*> backend_list;
using backend_list_t = std::unordered_map<std::string, backend_manager*>;
backend_list_t& backend_list();
}