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Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
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#---------------------------------------------------------------------------
#
# Title : EMESARY inter-object communication
#
# File Type : Implementation File
#
# Description : Provides generic inter-object communication. For an object to receive a message it
# : must first register with an instance of a Transmitter, and provide a Receive method
#
# : To send a message use a Transmitter with an object. That's all there is to it.
#
# References : http://chateau-logic.com/content/emesary-nasal-implementation-flightgear
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
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# : http://www.chateau-logic.com/content/class-based-inter-object-communication
# : http://chateau-logic.com/content/emesary-efficient-inter-object-communication-using-interfaces-and-inheritance
# : http://chateau-logic.com/content/c-wpf-application-plumbing-using-emesary
#
# Author : Richard Harrison (richard@zaretto.com)
#
# Creation Date : 29 January 2016
#
# Version : 4.8
#
# Copyright <20> 2016 Richard Harrison Released under GPL V2
#
#---------------------------------------------------------------------------
# Classes in this file:
# Transmitter
# Notification
# Recipient
#---------------------------------------------------------------------------*/
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var __emesaryUniqueId = 14; # 0-15 are reserved, this way the global transmitter will be 15.
# add registry so we can find a transmitter by name in genericEmesaryGlobalTransmitterTransmit
var _transmitters = std.Hash.new({}, "transmitters");
var _registerTransmitter = func (key, t) {
_transmitters.set(key, t);
}
var getTransmitter = func (key) {
return _transmitters.get(key);
}
# Transmitters send notifications to all recipients that are registered.
var Transmitter =
{
ReceiptStatus_OK : 0, # Processing completed successfully
ReceiptStatus_Fail : 1, # Processing resulted in at least one failure
ReceiptStatus_Abort : 2, # Fatal error, stop processing any further recipients of this message. Implicitly failed.
ReceiptStatus_Finished : 3, # Definitive completion - do not send message to any further recipients
ReceiptStatus_NotProcessed : 4,# Return value when method doesn't process a message.
ReceiptStatus_Pending : 5, # Message sent with indeterminate return status as processing underway
ReceiptStatus_PendingFinished : 6,# Message definitively handled, status indeterminate. The message will not be sent any further
# create a new transmitter. shouldn't need many of these
# _ident: string; name of the transmitter, used in debug messages
new: func(_ident)
{
if (!isscalar(_ident)) {
logprint(LOG_ALERT, "Transmitter.new: argument must be a scalar!")
}
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__emesaryUniqueId += 1;
var new_class = {
parents : [Transmitter],
Recipients : [],
Ident : _ident,
Timestamp : nil,
MaxMilliseconds : 1,
UniqueId: __emesaryUniqueId,
};
_registerTransmitter(_ident, new_class);
return new_class;
},
OverrunDetection: func(max_ms=0){
if (isnum(max_ms) and max_ms) {
if (me.Timestamp == nil)
me.Timestamp = maketimestamp();
me.MaxMilliseconds = max_ms;
logprint(LOG_INFO, "Set overrun detection ",me.Ident, " to ", me.MaxMilliseconds);
return 1;
} else {
# me.Timestamp = nil;
me.MaxMilliseconds = 0;
logprint(LOG_INFO, "Disable overrun detection ",me.Ident);
return 0;
}
},
# Add a recipient to receive notifications from this transmitter
Register: func (recipient)
{
# not inheriting from Recipient is maybe strange but will not crash
if (!isa(recipient, Recipient))
{
logprint(LOG_INFO, "Transmitter.Register: argument is not a Recipient object");
}
# Warn if recipient doesn't have a Receive function - this is not an error because
#a receive function could be added after the recipient has been registered - so it is
# deprecated to do this.
if (!isfunc(recipient["Receive"]))
{
logprint(DEV_ALERT, "Transmitter.Register: Error, argument has no Receive method!");
}
foreach (var r; me.Recipients)
{
if (r == recipient) {
logprint(DEV_ALERT, "Transmitter.Register: Recipient already registered!");
return 1;
}
}
append(me.Recipients, recipient);
return 1;
},
DeleteAllRecipients: func
{
me.Recipients = [];
},
# Stops a recipient from receiving notifications from this transmitter.
DeRegister: func(todelete_recipient)
{
var out_idx = 0;
var element_deleted = 0;
for (var idx = 0; idx < size(me.Recipients); idx += 1)
{
if (me.Recipients[idx] != todelete_recipient)
{
me.Recipients[out_idx] = me.Recipients[idx];
out_idx = out_idx + 1;
}
else
element_deleted = 1;
}
if (element_deleted)
pop(me.Recipients);
},
RecipientCount: func
{
return size(me.Recipients);
},
PrintRecipients: func
{
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print("Emesary: Recipient list for ",me.Ident,"(",me.UniqueId,")");
for (var idx = 0; idx < size(me.Recipients); idx += 1)
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print("Emesary: Recipient[",idx,"] ",me.Recipients[idx].Ident," (",me.Recipients[idx].UniqueId,")");
},
# Notify all registered recipients. Stop when receipt status of abort or finished are received.
# The receipt status from this method will be
# - OK > message handled
# - Fail > message not handled. A status of Abort from a recipient will result in our status
# being fail as Abort means that the message was not and cannot be handled, and
# allows for usages such as access controls.
# message: hash; Notification passed to the Receive() method of registered recipients
NotifyAll: func(message)
{
if (!isa(message, Notification))
{
logprint(DEV_ALERT, "Transmitter.NotifyAll: argument must be a Notification!");
return Transmitter.ReceiptStatus_NotProcessed;
}
me._return_status = Transmitter.ReceiptStatus_NotProcessed;
me.TimeTaken = 0;
foreach (var recipient; me.Recipients)
{
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if (recipient.RecipientActive)
{
me._rstat = nil;
if (me.MaxMilliseconds > 0 and me.Timestamp != nil)
me.Timestamp.stamp();
message.Timestamp = me.Timestamp;
call(func {me._rstat = recipient.Receive(message);},nil,nil,nil,var err = []);
if (size(err)){
foreach(var line; err) {
print(line);
}
logprint(LOG_ALERT, "Recipient ",recipient.Ident,
" has been removed from transmitter (", me.Ident,
") because of the above error");
me.DeRegister(recipient);
#need to break the foreach due to having modified what its iterating over.
return Transmitter.ReceiptStatus_Abort;
}
if (me.Timestamp != nil) {
recipient.TimeTaken = me.Timestamp.elapsedUSec()/1000.0;
me.TimeTaken += recipient.TimeTaken;
}
if(me._rstat == Transmitter.ReceiptStatus_Fail)
{
me._return_status = Transmitter.ReceiptStatus_Fail;
}
elsif(me._rstat == Transmitter.ReceiptStatus_Pending)
{
me._return_status = Transmitter.ReceiptStatus_Pending;
}
elsif(me._rstat == Transmitter.ReceiptStatus_PendingFinished)
{
return me._rstat;
}
# elsif(rstat == Transmitter.ReceiptStatus_NotProcessed)
# {
# ;
# }
elsif(me._rstat == Transmitter.ReceiptStatus_OK)
{
if (me._return_status == Transmitter.ReceiptStatus_NotProcessed)
me._return_status = me._rstat;
}
elsif(me._rstat == Transmitter.ReceiptStatus_Abort)
{
# this is a final results, e.g. no more recipients will be
# notified but the result is returned as NotifyAll result.
return Transmitter.ReceiptStatus_Abort;
}
elsif(me._rstat == Transmitter.ReceiptStatus_Finished)
{
# this is a final results, e.g. no more recipients will be
# notified but the result is returned as NotifyAll result.
return Transmitter.ReceiptStatus_OK;
}
}
}
if (me.MaxMilliseconds and me.TimeTaken > me.MaxMilliseconds) {
logprint(LOG_WARN, sprintf("Overrun: %s ['%s'] %1.2fms max (%d)",
me.Ident, message.NotificationType, me.TimeTaken, me.MaxMilliseconds));
foreach (var recipient; me.Recipients) {
if (recipient.TimeTaken) {
logprint(LOG_WARN, sprintf(" -- Recipient %25s %7.2f ms",
recipient.Ident, recipient.TimeTaken));
}
}
}
return me._return_status;
},
# Returns true if a return value from NotifyAll is to be considered a failure.
IsFailed: func(receiptStatus)
{
# Failed is either Fail or Abort.
# NotProcessed isn't a failure because it hasn't been processed.
if (receiptStatus == Transmitter.ReceiptStatus_Fail or receiptStatus == Transmitter.ReceiptStatus_Abort)
return 1;
return 0;
}
};
var QueuedTransmitter =
{
new: func(_ident){
var new_class = { parents:[QueuedTransmitter], base:emesary.Transmitter};
new_class = emesary.Transmitter.new(_ident);
new_class.baseNotifyAll = new_class.NotifyAll;
new_class.Q = [];
new_class.NotifyAll = func(message){
append(me.Q, message);
return emesary.Transmitter.ReceiptStatus_Pending;
};
new_class.Process = func {
foreach (var m ; me.Q)
me.baseNotifyAll(m);
me.Q = [];
return emesary.Transmitter.ReceiptStatus_PendingFinished;
};
new_class.size = func {
return size(me.Q);
}
return new_class;
}
};
#---------------------------------------------------------------------------
# Notification - base class
# By convention a Notification has a type and a value. Derived classes can add
# extra properties or methods.
#
# NotificationType: Notification Type
# Ident: Can be an ident, or for simple messages a value that needs transmitting.
# IsDistinct: non zero if this message supercedes previous messages of this type.
# Distinct messages are usually sent often and self contained
# (i.e. no relative state changes such as toggle value)
# Messages that indicate an event (such as after a pilot action)
# will usually be non-distinct. So an example would be gear/up down
# or ATC acknowledgements that all need to be transmitted
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# The IsDistinct is important for any messages that are bridged over MP as
# only the most recently sent distinct message will be transmitted over MP.
# Example:
# position update, where only current position is relevant -> IsDistinct=1;
# 0 = queue all messages for MP bridging
# 1 = queue only latest message (replace any old message of same type+ident)
#
var TypeIdUnspecified = 1;
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
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var NotificationAutoTypeId = 1;
var Notification =
{
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
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new: func(_type, _ident, _typeid=0)
{
if (!isscalar(_type)) {
logprint(DEV_ALERT, "Notification.new: _type must be a scalar!");
return nil;
}
if (!isscalar(_ident) and _ident != nil) {
logprint(DEV_ALERT, "Notification.new: _ident is not scalar but ", typeof(_ident));
return nil;
}
# typeID of 0 means that the notification does not have an assigned type ID
# <0 means an automatic ID is required
# >= 16 is a reserved ID
# normally the typeID should be unique across all of FlightGear.
# use of automatic ID's is really only for notifications that will never be bridged,
# or more accurate when bridged the type isn't going to be known fully.
if (_typeid < 0) {
if (_ident != nil){
logprint(DEV_ALERT, "_typeid can only be omitted when registering class");
return nil;
}
# IDs >= 16 are reserved; see http://wiki.flightgear.org/Emesary_Notifications
if (NotificationAutoTypeId >= 16) {
logprint(LOG_ALERT, "Notification: AutoTypeID limit exceeded: "~NotificationAutoTypeId);
return nil;
}
NotificationAutoTypeId += 1;
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
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_typeid = NotificationAutoTypeId;
}
var new_class = {
parents: [Notification],
NotificationType: _type,
Ident: _ident,
IsDistinct: 1, #1: MP bridge only latest notification
FromIncomingBridge: 0,
Callsign: nil,
TypeId: _typeid, # used in MP bridged
};
return new_class;
},
setType: func(_type) {
if (!isscalar(_type)) {
logprint(DEV_ALERT, "Notification.new: _type must be a scalar!");
return nil;
}
me.NotificationType = _type;
return me;
},
setIdent: func(_ident) {
if (!isscalar(_ident)) {
logprint(DEV_ALERT, "Notification.new: _ident is not scalar but ", typeof(_ident));
return nil;
}
me.Ident = _ident;
return me;
},
GetBridgeMessageNotificationTypeKey: func {
return me.NotificationType~"."~me.Ident;
},
};
#---------------------------------------------------------------------------
# Recipient - base class for receiving notifications.
#
# You have to implement the Receive method
# The Receive method must return a sensible ReceiptStatus_* code
var Recipient =
{
new: func(_ident)
{
if (_ident == nil or _ident == "")
{
_ident = id(new_class);
logprint(LOG_WARN, "Emesary Error: Ident required when creating a recipient, defaulting to ", _ident);
}
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__emesaryUniqueId += 1;
var new_class = {
parents: [Recipient],
Ident: _ident,
RecipientActive: 1,
UniqueId: __emesaryUniqueId,
};
return new_class;
},
Receive: func(notification)
{
logprint(DEV_ALERT, "Emesary Error: Receive function not implemented in recipient ", me.Ident);
return Transmitter.ReceiptStatus_NotProcessed;
},
setReceive: func(f)
{
if (isfunc(f)) { me.Receive = f; }
else { logprint(DEV_ALERT, "Recipient.addReceive: argument must be a function!"); }
return me;
},
};
#
# Instantiate a Global Transmitter, this is a convenience and a known starting point.
# Generally most classes will use this transmitters, however other transmitters
# can be created and merely use the global transmitter to discover each other.
var GlobalTransmitter = Transmitter.new("GlobalTransmitter");
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#
# Base method of transferring all numeric based values.
# Using the same techinque as base64 - except this is base248 because we can use a much wider range of characters.
#
var BinaryAsciiTransfer =
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{
#excluded chars 32 (<space>), 33 (!), 35 (#), 36($), 126 (~), 127 (<del>)
alphabet :
chr(1)~chr(2)~chr(3)~chr(4)~chr(5)~chr(6)~chr(7)~chr(8)
~chr(9)~chr(10)~chr(11)~chr(12)~chr(13)~chr(14)~chr(15)~chr(16)~chr(17)~chr(18)~chr(19)
~chr(20)~chr(21)~chr(22)~chr(23)~chr(24)~chr(25)~chr(26)~chr(27)~chr(28)~chr(29)
~chr(30)~chr(31)~chr(34)
~"%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_`abcdefghijklmnopqrstuvwxyz{|}"
~chr(128)~chr(129)
~chr(130)~chr(131)~chr(132)~chr(133)~chr(134)~chr(135)~chr(136)~chr(137)~chr(138)~chr(139)
~chr(140)~chr(141)~chr(142)~chr(143)~chr(144)~chr(145)~chr(146)~chr(147)~chr(148)~chr(149)
~chr(150)~chr(151)~chr(152)~chr(153)~chr(154)~chr(155)~chr(156)~chr(157)~chr(158)~chr(159)
~chr(160)~chr(161)~chr(162)~chr(163)~chr(164)~chr(165)~chr(166)~chr(167)~chr(168)~chr(169)
~chr(170)~chr(171)~chr(172)~chr(173)~chr(174)~chr(175)~chr(176)~chr(177)~chr(178)~chr(179)
~chr(180)~chr(181)~chr(182)~chr(183)~chr(184)~chr(185)~chr(186)~chr(187)~chr(188)~chr(189)
~chr(190)~chr(191)~chr(192)~chr(193)~chr(194)~chr(195)~chr(196)~chr(197)~chr(198)~chr(199)
~chr(200)~chr(201)~chr(202)~chr(203)~chr(204)~chr(205)~chr(206)~chr(207)~chr(208)~chr(209)
~chr(210)~chr(211)~chr(212)~chr(213)~chr(214)~chr(215)~chr(216)~chr(217)~chr(218)~chr(219)
~chr(220)~chr(221)~chr(222)~chr(223)~chr(224)~chr(225)~chr(226)~chr(227)~chr(228)~chr(229)
~chr(230)~chr(231)~chr(232)~chr(233)~chr(234)~chr(235)~chr(236)~chr(237)~chr(238)~chr(239)
~chr(240)~chr(241)~chr(242)~chr(243)~chr(244)~chr(245)~chr(246)~chr(247)~chr(248)~chr(249)
~chr(250)~chr(251)~chr(252)~chr(253)~chr(254)~chr(255),
# base248: powers of 2 (i.e. po2(x) = f(248 ^ x);
# 0 based list so the first item is really[1]; i.e. 124 which is 248/2 as po2 is the magnitude excluding sign
po2: [1, 124, 30752, 7626496, 1891371008, 469060009984, 116326882476032, 28849066854055936],
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
_base: 248,
spaces: " ",
empty_encoding: chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1)~chr(1),
encodeNumeric : func(_num,length,factor)
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{
var num = int(_num / factor);
var irange = int(BinaryAsciiTransfer.po2[length]);
if (num < -irange) num = -irange;
else if (num > irange) num = irange;
num = int(num + irange);
if (num == 0)
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
return substr(BinaryAsciiTransfer.empty_encoding,0,length);
var arr="";
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
while (num > 0 and length > 0) {
var num0 = num;
num = int(num / BinaryAsciiTransfer._base);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
rem = num0-(num*BinaryAsciiTransfer._base);
arr =substr(BinaryAsciiTransfer.alphabet, rem,1) ~ arr;
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
length -= 1;
}
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
if (length>0)
arr = substr(BinaryAsciiTransfer.spaces,0,length)~arr;
return arr;
2016-04-09 19:39:57 +00:00
},
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
retval : {value:0, pos:0},
decodeNumeric : func(str, length, factor, pos)
2016-04-09 19:39:57 +00:00
{
var irange = int(BinaryAsciiTransfer.po2[length]);
var power = length-1;
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
BinaryAsciiTransfer.retval.value = 0;
BinaryAsciiTransfer.retval.pos = pos;
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
while (length > 0 and power > 0) {
var c = substr(str,BinaryAsciiTransfer.retval.pos,1);
if (c != " ") break;
power = power -1;
length = length-1;
BinaryAsciiTransfer.retval.pos = BinaryAsciiTransfer.retval.pos + 1;
}
while (length >= 0 and power >= 0) {
var c = substr(str,BinaryAsciiTransfer.retval.pos,1);
# spaces are used as padding so ignore them.
if (c != " ") {
var cc = find(c,BinaryAsciiTransfer.alphabet);
if (cc < 0)
{
print("Emesary: BinaryAsciiTransfer.decodeNumeric: Bad encoding ");
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
return BinaryAsciiTransfer.retval;
}
BinaryAsciiTransfer.retval.value += int(cc * math.exp(math.ln(BinaryAsciiTransfer._base) * power));
power = power - 1;
}
length = length-1;
BinaryAsciiTransfer.retval.pos = BinaryAsciiTransfer.retval.pos + 1;
}
BinaryAsciiTransfer.retval.value -= irange;
BinaryAsciiTransfer.retval.value = BinaryAsciiTransfer.retval.value * factor;
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
return BinaryAsciiTransfer.retval;
},
encodeInt : func(num,length){
return me.encodeNumeric(num, length, 1.0);
},
decodeInt : func(str, length, pos){
return me.decodeNumeric(str, length, 1.0, pos);
2016-04-09 19:39:57 +00:00
}
};
var TransferString =
{
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
MaxLength:16,
#
# just to pack a valid range and keep the lower and very upper control codes for seperators
# that way we don't need to do anything special to encode the string.
getalphanumericchar : func(v)
{
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
if (find(v,BinaryAsciiTransfer.alphabet) > 0)#"-./0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ[\]^_abcdefghijklmnopqrstuvwxyz") > 0)
return v;
return nil;
},
encode : func(v)
{
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
if (v==nil)
return "0";
var l = size(v);
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
if (l > TransferString.MaxLength)
l = TransferString.MaxLength;
var rv = "";
var actual_len = 0;
for(var ii = 0; ii < l; ii = ii + 1)
{
ev = TransferString.getalphanumericchar(substr(v,ii,1));
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
if (ev != nil) {
rv = rv ~ ev;
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
actual_len = actual_len + 1;
}
}
rv = BinaryAsciiTransfer.encodeNumeric(l,1,1.0) ~ rv;
return rv;
},
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
decode : func(v,pos)
{
var dv = BinaryAsciiTransfer.decodeNumeric(v,1,1.0,pos);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
var length = dv.value;
if (length == 0){
dv.value = "";
Emesary changes to better support GeoEventNotifications. A GeoEventNotification can be used to notify all other MP craft (that are connected to the bridge) of AI objects or ballistic items that are present on the local player's machine. For example tankers, dropped payloads, missiles, carriers. Changes - Fix transfer string encoding for bridge. If the string contained untransmittable characters the length was wrong. Change to use the valid characters from BinaryTransfer. - Fix bug transferring negative numbers. - Add method to notification to provide the type key to be used to decide if a non distinct message should be added to the queue; rather than relying on the simple type.ident. This allows multiple notifications of the same type to be non distinct but also be transmitted - Allow the maximum size of the mp string to be defined per bridge; rather than a system wide value. This allows the bridges to have their size tuned to match expected requirements; for example a bridge that is transmitting GeoEventNotification may need a lot more space than a bridge that is transmitting property sync notifications. - Improve error message when out of space (due to the maximum string length) - add trace option to bridges to aid debugging of transmitted values. This will produce verbose output. - Add UniqueIndex to GeoEventNotification; to allow for multiple non-distinct notifications to be transmitted concurrently. This overrides the GetBridgeMessageNotificationTypeKey to include the UniqueIndex
2017-11-18 00:51:08 +00:00
return dv;
}
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
var rv = substr(v,dv.pos,length);
dv.pos = dv.pos + length;
dv.value = rv;
return dv;
}
};
2016-04-09 19:39:57 +00:00
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
#
# encode an int into a specified number of characters.
var TransferInt =
2016-04-09 19:39:57 +00:00
{
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
encode : func(v, length)
2016-04-09 19:39:57 +00:00
{
return BinaryAsciiTransfer.encodeNumeric(v,length, 1.0);
2016-04-09 19:39:57 +00:00
},
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
decode : func(v, length, pos)
2016-04-09 19:39:57 +00:00
{
return BinaryAsciiTransfer.decodeNumeric(v,length, 1.0, pos);
2016-04-09 19:39:57 +00:00
}
};
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
var TransferFixedDouble =
{
encode : func(v, length, factor)
{
return BinaryAsciiTransfer.encodeNumeric(v, length, factor);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
},
decode : func(v, length, factor, pos)
{
return BinaryAsciiTransfer.decodeNumeric(v, length, factor, pos);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
}
};
var TransferNorm =
{
powers: [1,10.0, 100.0, 1000.0, 10000.0, 100000.0, 1000000.0, 10000000.0, 100000000.0, 1000000000.0, 10000000000.0, 100000000000.0],
encode : func(v, length)
{
return BinaryAsciiTransfer.encodeNumeric(int(v * BinaryAsciiTransfer.po2[length]),length, 1.0);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
},
decode : func(v, length, pos)
{
dv = BinaryAsciiTransfer.decodeNumeric(v, length, 1.0, pos);
dv.value = (dv.value/BinaryAsciiTransfer.po2[length]);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
return dv;
}
};
var TransferByte =
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{
encode : func(v)
{
return BinaryAsciiTransfer.encodeNumeric(v,1, 1.0);
2016-04-09 19:39:57 +00:00
},
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
decode : func(v, pos)
2016-04-09 19:39:57 +00:00
{
return BinaryAsciiTransfer.decodeNumeric(v, 1, 1.0, pos);
2016-04-09 19:39:57 +00:00
}
};
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
var TransferCoord =
2016-04-09 19:39:57 +00:00
{
# LatLon scaling;
# 1 degree = 110574 meters;
# requires 4 bytes for 1 meter resolution.
# permits 0.1 meter resolution.
LatLonLength: 4,
LatLonFactor: 0.000001,
AltLength: 3,
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
encode : func(v)
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{
return BinaryAsciiTransfer.encodeNumeric(v.lat(), TransferCoord.LatLonLength, TransferCoord.LatLonFactor)
~ BinaryAsciiTransfer.encodeNumeric(v.lon(), TransferCoord.LatLonLength, TransferCoord.LatLonFactor)
~ emesary.TransferInt.encode(v.alt(), TransferCoord.AltLength);
2016-04-09 19:39:57 +00:00
},
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
decode : func(v,pos)
2016-04-09 19:39:57 +00:00
{
var dv = BinaryAsciiTransfer.decodeNumeric(v, TransferCoord.LatLonLength, TransferCoord.LatLonFactor, pos);
var lat = (dv.value);
dv = BinaryAsciiTransfer.decodeNumeric(v, TransferCoord.LatLonLength, TransferCoord.LatLonFactor, dv.pos);
var lon = (dv.value);
dv = emesary.TransferInt.decode(v, TransferCoord.AltLength, dv.pos);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
var alt =dv.value;
dv.value = geo.Coord.new().set_latlon(lat, lon).set_alt(alt);
return dv;
2016-04-09 19:39:57 +00:00
}
};
# genericEmesaryGlobalTransmitterTransmit allowes to use the emesary.GlobalTransmitter via fgcommand
# which in turn allows using it in XML bindings, e.g.
# <binding>
# <command>emesary-transmit</command>
# <type>cockpit-switch</type>
# <ident>eicas-page-select</ident>
# <page>hydraulic</page>
# </binding>
#
var genericEmesaryGlobalTransmitterTransmit = func(node)
{
var transmitter = emesary.GlobalTransmitter;
var t = node.getNode("transmitter",1).getValue();
if (t != nil) {
transmitter = emesary.getTransmitter(t);
if (transmitter == nil) {
logprint(LOG_WARN, "Invalid transmitter "~t);
return;
}
}
var type = node.getNode("type").getValue();
if (type == nil) {
logprint(LOG_WARN, "emesary-transmit requires a type");
return;
}
var ident = node.getNode("ident").getValue();
if (ident == nil) {
logprint(LOG_WARN, "emesary-transmit requires an ident");
return;
}
var typeid = node.getNode("typeid",1).getValue() or 0;
if (typeid == 0) {
typeid = TypeIdUnspecified;
logprint(LOG_WARN, "emesary-transmit using generic typeid ", typeid);
}
var message = emesary.Notification.new(type, ident, typeid);
node.removeChild("type");
node.removeChild("id");
node.removeChild("typeid");
# add remaining nodes to the message hash
var children = node.getValues();
if (children != nil) {
foreach (var key; keys(children)) {
message[key] = children[key];
}
}
transmitter.NotifyAll(message);
};
# Temporary bugfix -- FIXME
# removecommand("emesary-transmit"); #in case of reload
addcommand("emesary-transmit", genericEmesaryGlobalTransmitterTransmit);
Emesary multiplayer bridge rework. The primary goal of this work is to provide a alternative to multiplayer property transmission, one that is more efficient and event driven. By using notifications in the model bindings these control messages can be bridged and do not require extra code to implement dual controls. Using this alternative permits the modeller much greater control of which properties are transmitted, how these are encoded, and how often the updates are needed. Please remember that this is a use case for Emesary, it is not all that Emesary can provide and there are still many other uses for the event driven object oriented system that Emesary provides. Briefly the changes are: - New PropertySyncNotificationBase to permit property transfer between ownship and MP versions using notifications instead of the pre-defined MP messages. This gives a much more flexible way to seutp multiplayer property transfer - and can probably support more properties because of the more efficient packing. There is a corresponding parameter (/sim/multiplay/transmit-only-generics) that will only transmit the bare minimum of parameters; making more space for notifications. - new AircraftControlNotification to allow for animation bindings in the model, these notifications can be easily bridged over MP thus adding a simple method to implement dual controls. - more efficient packing of encoded notifications over MP saving roughly 30% (by using a much larger encoding space and also changing to use fixed length encoding). This breaks compatibility with previous MP bridges, however at this time I don't think anything is using the current code. There can be different types of PropertySyncNotification (with unique ID's) sent at a different schedule (so you could have a 10 second update of very slow moving items). However bear in mind that the messages have a lifetime of 10 seconds to ensure receipt - so to optimise space would require > 15 seconds to make much difference, and that is very slow moving.
2017-07-23 14:04:46 +00:00
#setprop("/sim/startup/terminal-ansi-colors",0);
#for(i=-1;i<=1;i+=0.1)
#print ("i ",i, " --> ", (TransferNorm.decode(TransferNorm.encode(i,2), 2,0)).value);
#debug.dump(TransferNorm.decode(TransferNorm.encode(-1,2), 2,0));
#debug.dump(TransferNorm.decode(TransferNorm.encode(0,2), 2,0));
#debug.dump(TransferNorm.decode(TransferNorm.encode(1,2), 2,0));