73 lines
2.2 KiB
Text
73 lines
2.2 KiB
Text
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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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For use with a server (when one is created):
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--------------------------------------------
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Player1:
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--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500
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--callsign=player1
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Player2:
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--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501
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--callsign=player2
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Playern:
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--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502
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--callsign=playern
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The server would simply act as a packet forwarding mechanism. When it
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receives a packet, it sends it to all other active players.
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