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Until now the server ran the physics of everything and a client re-ran it from the server's frame times, corrected a few times a second. That is the worst of both: the client's own train never moved smoothly, its controls answered a round trip late, and the two copies still sat metres apart between corrections. Simulation authority now follows the train: - the first person aboard a train runs its physics on their own machine, and what they produce is what the rest of the session is told about it. A train with nobody in it belongs to the host. Every peer works the owner out the same way, from the crew of its lowest numbered car, so nobody has to be told - a peer never applies corrections to a train it runs itself. Its own physics is the authority on it, and overwriting that is precisely what made the owner's ride stutter - a client publishes the state of its own trains upstream, ten times a second. The server takes it, filtered so a peer can only move the trains it is entitled to move, and passes it on to everybody else in its own stream - so the picture is: your train is smooth for you and may stutter for the others; their trains may stutter for you and are smooth for them Two things follow from it: - commands for the train you run take effect the moment you press the key instead of after a trip to the server and back. They are still sent, so everybody else sees them, and the echo is dropped when it returns - the client no longer replays the server's frame times out of a jitter buffer. It runs on its own clock, like the host does, and simply carries out the commands as they arrive. Playing back somebody else's frame times meant the world ran at the wrong speed whenever the two machines drew at different rates, and every buffered frame sat between the player and their controls Also: the server only sends a frame when it has commands in it, or every tenth one to carry the tick, instead of one per rendered frame.
175 lines
6.9 KiB
C++
175 lines
6.9 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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#pragma once
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#include "network/entities.h"
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#include "input/command.h"
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#include <string>
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#include <unordered_map>
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#include <vector>
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namespace network
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{
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// who is working on a given vehicle. a vehicle can hold more than one person, which is
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// the whole point of the crew model - the container is not limited by design, only by
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// the capacity the server advertises
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struct vehicle_crew
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{
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NetworkEntityId entity_id{ENTITY_NONE};
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std::vector<PeerId> crew;
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// whether the AI was actually driving before the first human arrived. a vehicle that
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// nobody was driving must not suddenly acquire an AI driver when its crew leaves
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bool ai_before_claim{false};
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// set on the 1 -> 0 transition, cleared once the AI has been handed the vehicle back
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bool ai_restore_pending{false};
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// keeps reconcile() from re-posting the same request every single frame while the
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// previous one is still on its way through the command queue
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int action_cooldown{0};
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// how many times we have asked the AI to hand this vehicle over. if it will not, that
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// is worth saying once rather than asking forever
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int ai_attempts{0};
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};
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enum class claim_result
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{
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granted,
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already_member,
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unknown_vehicle,
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vehicle_missing,
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crew_full
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};
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std::string describe(claim_result Result);
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// crew bookkeeping. authoritative on the server; on a client this is a read only mirror
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// fed by CREW_UPDATE, used by the lobby
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class crew_registry
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{
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public:
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claim_result claim(PeerId Peer, NetworkEntityId Id);
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// returns true when the peer really was part of the crew
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bool leave(PeerId Peer, NetworkEntityId Id);
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// removes a peer from every crew it belonged to
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void drop_peer(PeerId Peer);
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// the peer lost its connection. its seat is held for a while, so that a short dropout
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// does not empty a cab and hand a vehicle back to the AI under the other driver's nose
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void suspend_peer(PeerId Peer);
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// the peer made it back in time and keeps everything it had
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void resume_peer(PeerId Peer);
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// actually removes the peers whose grace period ran out
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void expire_absences();
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// true while the peer is gone but still holding its seat
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bool is_absent(PeerId Peer) const;
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std::vector<PeerId> crew_of(NetworkEntityId Id) const;
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bool is_member(PeerId Peer, NetworkEntityId Id) const;
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uint8_t count(NetworkEntityId Id) const;
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NetworkEntityId vehicle_of(PeerId Peer) const;
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// client side: takes over the crew of one vehicle as published by the server
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void mirror(NetworkEntityId Id, std::vector<PeerId> const &Crew);
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// puts a peer on a vehicle without asking about capacity; used when somebody walks to
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// another car of the train they are already working
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void take_seat(PeerId Peer, NetworkEntityId Id);
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// server side: brings the world in line with the crew roster - creates the cab of a
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// claimed vehicle, hands the vehicle over from the AI and hands it back when the last
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// person leaves. safe to call every frame, it only acts when something is out of place
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void reconcile();
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// ids whose crew changed since the last call
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std::vector<NetworkEntityId> take_pending_updates();
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// queues every crew for republication, so that a peer which just went active learns
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// about the vehicles that were taken over before it arrived
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void mark_all_pending();
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void clear();
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private:
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vehicle_crew &entry(NetworkEntityId Id);
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std::unordered_map<NetworkEntityId, vehicle_crew> m_vehicles;
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std::vector<NetworkEntityId> m_pending;
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// peers that dropped out, with the moment their seat stops being held
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std::unordered_map<PeerId, double> m_absent;
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};
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extern crew_registry Crews;
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// how long a disconnected peer keeps its place in the crew
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constexpr double RECONNECT_GRACE_SECONDS = 60.0;
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// settings the server imposes on everybody, carried in the handshake. only things that
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// change how the physics comes out belong here - looks and comfort stay with the player
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enum session_config_flags : int64_t
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{
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CONFIG_FULLPHYSICS = 1 << 0,
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CONFIG_REALISTICCONTROL = 1 << 1
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};
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// packs the settings this machine is running, for the server to hand out
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int64_t pack_session_config();
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// takes on the settings the server handed us
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void apply_session_config(int64_t Config);
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// settings a session needs regardless of who set what, applied on every peer
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void enforce_session_settings();
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// resolves the identity of a connecting peer. an unknown or empty token means somebody
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// new and gets a fresh peer id together with a token of their own; a token this server
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// handed out before brings back the peer id that went with it, and with it the seat in
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// whatever crew the peer was on
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PeerId resolve_peer_identity(uint64_t &Token);
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// what a peer is allowed to ask the simulation for
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enum class command_verdict
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{
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accepted,
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not_in_crew,
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privileged,
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unsupported_target
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};
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std::string describe(command_verdict Verdict);
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// the whole of the authority check for an incoming command. the host passes it too, it
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// simply holds every right - there is no separate path for the local participant
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command_verdict validate_command(PeerId Peer, user_command Command, uint32_t Recipient);
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// a player works a train, not a single car: they may operate anything coupled into the
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// set they are sitting in, which is what makes the cab switches of a multiple unit work
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bool may_control(PeerId Peer, NetworkEntityId Entity);
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// whose machine actually runs the physics of a given train. the first person aboard does,
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// so their own train moves smoothly for them and only its result travels to the others;
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// a train with nobody in it is run by the host
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PeerId simulation_owner(NetworkEntityId Entity);
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// true when this peer is the one running it, and therefore must not have it corrected
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bool is_locally_simulated(NetworkEntityId Entity);
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// true for a command this peer may carry out at once instead of waiting for the round
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// trip: it addresses a train this peer both runs and is allowed to work
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bool is_predictable(uint32_t Recipient);
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// copies out of Commands everything that qualifies, leaving the original alone - it still
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// has to reach the server so that everybody else sees it
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void collect_predictable(command_queue::commands_map const &Commands, command_queue::commands_map &Predicted);
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// walking into a cab with the in-game key is the same request as pressing the button in
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// the lobby, so it goes through the crew registry rather than being treated as a command
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// that reaches the whole world. returns the vehicle it resolved to, if any
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claim_result claim_by_name(PeerId Peer, std::string const &Vehicle, NetworkEntityId &Entity);
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// drops everything the peer is not allowed to ask for and stamps the rest with its
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// identity. used for the local participant as well, so that host input goes through the
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// very same authority layer as input arriving over the wire, only without the transport
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void filter_commands(PeerId Peer, command_queue::commands_map &Commands);
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} // namespace network
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