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A bystander heard nothing of somebody else's converter, compressors, brake air or relays. Two different reasons for that, and they need two different answers. The devices whose sound runs for as long as they do - the converter, the main compressor, the pantograph compressor, the releaser - are outputs of a physics that a peer only half runs for a vehicle it does not own. Their running flags travel now, alongside the permits that were already going. The clicks and hisses are a harder case: MoverParameters::SoundFlag is raised and wiped inside a single frame, so sampling it when an update happens to be put together would catch almost none of them. They are collected as the vehicle finishes with them, just before it clears the field, and the accumulation rides along with the next update. On arrival they are added to whatever the receiving peer's own physics produced, and its sound handling plays them once and wipes the lot, exactly as it does for its own.
81 lines
2.8 KiB
C++
81 lines
2.8 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 <cstdint>
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#include <string>
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#include "network/entities.h"
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namespace network
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{
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// layout of the snapshot container. a reader refuses a blob it does not understand
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constexpr uint32_t SNAPSHOT_VERSION = 4;
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// the sections a snapshot is built from. a reader skips over any id it does not know,
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// which is what makes the format extensible: a peer built before a section existed can
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// still read a newer snapshot and simply ignores what it has no use for
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enum snapshot_chunk : uint16_t
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{
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// tick, clock, weather and (in a full snapshot) the state of the random engine
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SNAPSHOT_SESSION = 1,
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// where every vehicle is, what its controls and appliances are set to, and what its
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// brakes are doing
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SNAPSHOT_VEHICLES = 2,
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// who is working which vehicle
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SNAPSHOT_CREWS = 3,
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// contents of the memory cells - this is what signalling reads
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SNAPSHOT_MEMCELLS = 4,
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// which way the switches are thrown
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SNAPSHOT_SWITCHES = 5
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};
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// what a peer is meant to do with the blob it received
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enum class snapshot_mode
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{
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// the peer is coming in cold and takes the world as it is given
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join,
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// routine correction on top of a simulation that is already running
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correction
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};
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struct snapshot_result
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{
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bool ok{false};
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// how far the worst vehicle was from where the authority says it is
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double worst_position_error{0.0};
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uint32_t vehicles{0};
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uint32_t repositioned{0};
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};
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// packs the state of the world. only ever called on the authority.
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// a full snapshot carries everything and is what a joining peer gets; otherwise only what
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// has changed since the last one goes out, which is what keeps the routine correction
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// stream small
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// OwnedOnly limits it to the trains this peer runs itself and leaves out everything that
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// is not a vehicle; that is what a client sends upstream about its own train
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std::string take_snapshot(bool Full, bool OwnedOnly = false);
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// restores state handed to us. vehicles this peer runs itself are never touched - their
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// physics is the authority, not the other way round. Owner, when given, limits the update
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// to the trains that peer is entitled to move, so a client cannot shove anybody else's
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snapshot_result apply_snapshot(std::string const &Blob, snapshot_mode Mode, PeerId Owner = PEER_NONE);
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// forgets what was last sent, so that the next delta comes out complete
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void reset_snapshot_history();
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// remembers the one-shot sound events a vehicle produced. they are set and cleared inside
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// a single frame, so by the time an update is put together they would be long gone; this
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// is called from the vehicle's own sound handling, just before it wipes them
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void note_sound_events(std::string const &Vehicle, int Events);
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} // namespace network
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