A door's position was an integrated countdown owned by whichever machine the map-entity round-robin happened to deal it to. That left doors one one-way-latency behind on every other machine, re-acquired at each state change; drifting permanently on any frame hitch over a second, which the old code dropped outright rather than clamping; and frozen mid-cycle, collision volumes included, when their owning peer left, since ownership transfer is not implemented. Doors are clockwork with no inputs, and door/VTV physics is already local pointer access - VTV::ProcessCollision reads door->currentVelocity off the local object and the crush test is local VTV state - so a door does not need an owner at all. Door::SlideDoor is now a phase function of Application::GetMissionElapsed(), anchored so phase zero reproduces the original DefaultState entry: fully open, starting to close. Every host builds its own doorframe out of the map stream as a HermitInstance, the instance kind DynamicEntityCreation does not broadcast, so nothing is sent, nothing is received, and a peer leaving takes no doors with it. Verified against a copy of the old integrator at 25fps with the real 10s travel / 3s dead timings: identical 26s cycle, a constant one-frame offset, and no drift across a 3s stall that leaves the old code permanently 3 seconds out of phase. Also fixes a latent bug found on the way: UpdateManager iterates the dynamic master socket, which holds Independant and Hermit instances as well as masters, and handed all of them to EntityUpdateReplicants, which asserts MasterInstance. Doorframes no longer consume a slot in the map-entity ownership cursor, which shifts who owns every map entity dealt after them, so this cannot share a session with an older build. The lobby publishes a simulation revision and refuses to launch a mixed room. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
162 lines
3.7 KiB
C++
162 lines
3.7 KiB
C++
#pragma once
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#include "subsystm.h"
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#include "boxsolid.h"
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class DoorFrame;
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//##########################################################################
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//##################### Door::SubsystemResource ###################
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//##########################################################################
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struct Door__SubsystemResource:
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public Subsystem::SubsystemResource
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{
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Vector3D motionExtent;
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Scalar
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travelTime,
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deadTime;
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ResourceDescription::ResourceID
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collisionID;
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};
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//
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// A door has no update record. It is Hermit clockwork - every host builds
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// its own out of the map stream and derives the position from the mission
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// clock, so there is nothing to publish and nothing to receive.
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//
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//##########################################################################
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//######################### CLASS Door ########################
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//##########################################################################
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class Door :
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public Subsystem
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Messaging Support
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//
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Shared Data Support
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//
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public:
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static Derivation *GetClassDerivations();
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static SharedData DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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PercentOpenAttributeID = Subsystem::NextAttributeID,
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CurrentPositionAttributeID,
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VideoResourceAttributeID,
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CurrentVelocityAttributeID,
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NextAttributeID
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};
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private:
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static const IndexEntry AttributePointers[];
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protected:
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//static AttributeIndexSet AttributeIndex
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static AttributeIndexSet& GetAttributeIndex();
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public:
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Scalar percentOpen;
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ResourceDescription::ResourceID videoResource;
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Point3D currentPosition;
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Vector3D currentVelocity;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Model Support
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//
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public:
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enum {
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Opening = Subsystem::StateCount,
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Opened,
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Closing,
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Closed,
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StateCount
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};
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typedef void
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(Door::*Performance)(Scalar time_slice);
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void
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SetPerformance(Performance performance)
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{
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Check(this);
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activePerformance = (Simulation::Performance)performance;
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}
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void
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SlideDoor(Scalar time_slice);
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void
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MoveCollisionVolume(Scalar open_percent);
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BoxedSolid*
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GetFirstBoxedSolid()
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{Check(this); return collisionVolumes;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction and Destruction
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//
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public:
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typedef Door__SubsystemResource SubsystemResource;
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Door(
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DoorFrame *entity,
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int subsystem_ID,
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SubsystemResource *subsystem_resource
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);
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~Door();
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Logical
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TestInstance() const;
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static Logical
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CreateStreamedSubsystem(
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NotationFile *model_file,
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const char *model_name,
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const char *subsystem_name,
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SubsystemResource *subsystem_resource,
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NotationFile *subsystem_file,
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const ResourceDirectories *directories,
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ResourceFile *res_file
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Local Support
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//
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private:
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Point3D
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localExtent,
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worldExtent;
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Scalar
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travelTime,
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deadTime,
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//
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// Where in the cycle this door sits at mission time zero, and the
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// length of one full open-close-open cycle. phaseOffset is not in
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// the subsystem resource yet: every door in the game is in lockstep,
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// and adding a field to Door__SubsystemResource changes its sizeof,
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// which invalidates every prebuilt .res. Wire it to a "PhaseOffset"
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// notation entry when there is a reason to rebuild resources.
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//
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phaseOffset,
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cycleTime;
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int collisionVolumeCount;
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BoxedSolid
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*collisionTemplates,
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*collisionVolumes;
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};
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