2004-08-21 08:57:29 +00:00
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The commands are of the form:
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--multiplay=in | out,Hz,destination address,destination port
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--callsign=a_unique_name
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Below are some examples of startup commands that demonstrate the use of the
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multiplayer facilities.
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For two players on a local network or across the internet:
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----------------------------------------------------------
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Player1:
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--multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501
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--callsign=player1
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Player2:
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--multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500
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--callsign=player2
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For multiple players on a local network:
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----------------------------------------
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Player1:
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--multiplay=out,10,255.255.255.255,5500
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--multiplay=in,10,255.255.255.255,5500 --callsign=player1
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Playern:
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--multiplay=out,10,255.255.255.255,5500
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--multiplay=in,10,255.255.255.255,5500 --callsign=playern
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Note that the callsign is used to identify each player in a multiplayer game
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so the callsigns must be unique. The multiplayer code ignores packets that
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are sent back to itself, as would occur with broadcasting when the rx and tx
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ports are the same.
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Multiple players sending to a single player:
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--------------------------------------------
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Player1:
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--multiplay=out,10,192.168.0.2,5500 --callsign=player1
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Player2:
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--multiplay=out,10,192.168.0.2,5500 --callsign=player2
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Player3:
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--multiplay=out,10,192.168.0.2,5500 --callsign=player3
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Player4 (rx only):
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--multiplay=in,10,192.168.0.2,5500 --callsign=player4
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This demonstrates that it is possible to have multiple instances of
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Flightgear that send to a single instance that displays all the traffic. This
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is the sort of implementation that we are considering for use as a tower
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visual simulator.
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2005-10-13 13:42:35 +00:00
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For use with a server:
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----------------------
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Oliver Schroeder has created a server for multiplayer flightgear use.
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The server acts as a packet forwarding mechanism. When it
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2005-10-16 08:24:24 +00:00
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receives a packet, it sends it to all other active players
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in the vicinity (the server is configured to use 100nm by default).
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2005-10-13 13:42:35 +00:00
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Check out the server homepage <http://www.o-schroeder.de/fg_server/>
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for the current status. You can either download the server for
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2005-10-16 08:24:24 +00:00
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some local use, or join the developers flying at the existing servers.
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As with flightgear, the server is free software, released under GPL.
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2005-10-13 13:42:35 +00:00
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Pigeon <http://pigeond.net> has created a web page monitoring
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two such servers, showing the traffic in a Google map environment.
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See <http://pigeond.net/flightgear/fg_server_map.html>.
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Options needed to enable multiplayer game with a server:
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2004-08-21 08:57:29 +00:00
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Player1:
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2007-12-30 16:24:31 +00:00
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--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
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2004-08-21 08:57:29 +00:00
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--callsign=player1
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Player2:
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2007-12-30 16:24:31 +00:00
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--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
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2004-08-21 08:57:29 +00:00
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--callsign=player2
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2005-10-13 13:42:35 +00:00
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...
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PlayerN:
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2007-12-30 16:24:31 +00:00
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--multiplay=out,10,serveraddress,5000 --multiplay=in,10,myaddress,5000
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2005-10-13 13:42:35 +00:00
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--callsign=playerN
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Note that if every player using a particular server, such as one of those
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listed on the Pigeon's page, needs to have a unique callsign, not
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already in use on that server.
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If you are sitting behind a NAT'ting firewall, then you need to forward
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the incoming traffic on the firewall outer (visible to the internet)
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2007-12-30 16:24:31 +00:00
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address arriving at the UDP port you use (5000 in the case above)
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2005-10-13 13:42:35 +00:00
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over to your private LAN address. In this case, use your PRIVATE LAN address
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as <myaddress>. Example (if your private LAN address is 10.0.0.1,
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in order to play on pigeond.net):
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2007-12-30 16:24:31 +00:00
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fgfs --multiplay=in,10,10.0.0.1,5000 --multiplay=out,10,pigeond.net,5000
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2005-10-13 13:42:35 +00:00
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--callsign=...UNIQUE callsign here...
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If you and the server are in the same address space (i.e., both have a public
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IP address or both are on the same private LAN), you hopefully don't need to
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mess with any firewalls.
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If you don't see other players playing on the same server in your flightgear,
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check that you have followed the above router configuration guidelines. Check
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that you don't have any LOCAL firewall running on your computer preventing the
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flightgear network traffic flow.
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Finally, use ethereal(1) or tethereal(1) to capture the UDP traffic on the port
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that you are using, and see if you observe both incoming and outgoing packets.
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It's a good idea to talk to the IRC channel #flightgear on irc.flightgear.org
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while flying on one of the public servers. Also, it makes sense for every user
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on the same server to use the same weather setup, e.g., the real weather
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METAR feed, selected by setting to true the real-world-weather-fetch and
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control-fdm-atmosphere properties.
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Further reading (a must if you have a problem):
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-----------------------------------------------
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2008-12-15 10:26:51 +00:00
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[1] The flightgear server homepage <http://fgms.sourceforge.net/>
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[2] The flightgear wiki multiplayer howto <http://wiki.flightgear.org/index.php/Howto:_Multiplayer>
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2005-10-13 13:42:35 +00:00
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[3] If everything else fails, ask for help on
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the IRC channel #flightgear on irc.flightgear.org
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