Files
RP412/MUNGA/DOOR.h
T
CydandClaude Opus 5 6e829f815e Doors run on the mission clock instead of being replicated
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>
2026-08-07 16:25:42 -05:00

162 lines
3.7 KiB
C++

#pragma once
#include "subsystm.h"
#include "boxsolid.h"
class DoorFrame;
//##########################################################################
//##################### Door::SubsystemResource ###################
//##########################################################################
struct Door__SubsystemResource:
public Subsystem::SubsystemResource
{
Vector3D motionExtent;
Scalar
travelTime,
deadTime;
ResourceDescription::ResourceID
collisionID;
};
//
// A door has no update record. It is Hermit clockwork - every host builds
// its own out of the map stream and derives the position from the mission
// clock, so there is nothing to publish and nothing to receive.
//
//##########################################################################
//######################### CLASS Door ########################
//##########################################################################
class Door :
public Subsystem
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Messaging Support
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data Support
//
public:
static Derivation *GetClassDerivations();
static SharedData DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Attribute Support
//
public:
enum {
PercentOpenAttributeID = Subsystem::NextAttributeID,
CurrentPositionAttributeID,
VideoResourceAttributeID,
CurrentVelocityAttributeID,
NextAttributeID
};
private:
static const IndexEntry AttributePointers[];
protected:
//static AttributeIndexSet AttributeIndex
static AttributeIndexSet& GetAttributeIndex();
public:
Scalar percentOpen;
ResourceDescription::ResourceID videoResource;
Point3D currentPosition;
Vector3D currentVelocity;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Model Support
//
public:
enum {
Opening = Subsystem::StateCount,
Opened,
Closing,
Closed,
StateCount
};
typedef void
(Door::*Performance)(Scalar time_slice);
void
SetPerformance(Performance performance)
{
Check(this);
activePerformance = (Simulation::Performance)performance;
}
void
SlideDoor(Scalar time_slice);
void
MoveCollisionVolume(Scalar open_percent);
BoxedSolid*
GetFirstBoxedSolid()
{Check(this); return collisionVolumes;}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction and Destruction
//
public:
typedef Door__SubsystemResource SubsystemResource;
Door(
DoorFrame *entity,
int subsystem_ID,
SubsystemResource *subsystem_resource
);
~Door();
Logical
TestInstance() const;
static Logical
CreateStreamedSubsystem(
NotationFile *model_file,
const char *model_name,
const char *subsystem_name,
SubsystemResource *subsystem_resource,
NotationFile *subsystem_file,
const ResourceDirectories *directories,
ResourceFile *res_file
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Local Support
//
private:
Point3D
localExtent,
worldExtent;
Scalar
travelTime,
deadTime,
//
// Where in the cycle this door sits at mission time zero, and the
// length of one full open-close-open cycle. phaseOffset is not in
// the subsystem resource yet: every door in the game is in lockstep,
// and adding a field to Door__SubsystemResource changes its sizeof,
// which invalidates every prebuilt .res. Wire it to a "PhaseOffset"
// notation entry when there is a reason to rebuild resources.
//
phaseOffset,
cycleTime;
int collisionVolumeCount;
BoxedSolid
*collisionTemplates,
*collisionVolumes;
};