Old reset code-path is removed.
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5e6c2b8e82
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03aa642155
3 changed files with 2 additions and 88 deletions
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@ -205,7 +205,7 @@ do_exit (const SGPropertyNode * arg)
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static bool
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static bool
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do_reset (const SGPropertyNode * arg)
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do_reset (const SGPropertyNode * arg)
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{
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{
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fgReInitSubsystems();
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fgResetIdleState();
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return true;
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return true;
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}
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}
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@ -1072,7 +1072,7 @@ static bool
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do_presets_commit (const SGPropertyNode * arg)
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do_presets_commit (const SGPropertyNode * arg)
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{
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{
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if (fgGetBool("/sim/initialized", false)) {
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if (fgGetBool("/sim/initialized", false)) {
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fgReInitSubsystems();
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fgResetIdleState();
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} else {
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} else {
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// Nasal can trigger this during initial init, which confuses
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// Nasal can trigger this during initial init, which confuses
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// the logic in ReInitSubsystems, since initial state has not been
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// the logic in ReInitSubsystems, since initial state has not been
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@ -849,89 +849,6 @@ void fgPostInitSubsystems()
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globals->saveInitialState();
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globals->saveInitialState();
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}
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}
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// Reset: this is what the 'reset' command (and hence, GUI) is attached to
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void fgReInitSubsystems()
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{
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#ifdef NEW_RESET
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fgResetIdleState();
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return;
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#endif
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SGPropertyNode *master_freeze = fgGetNode("/sim/freeze/master");
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SG_LOG( SG_GENERAL, SG_INFO, "fgReInitSubsystems()");
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// setup state to begin re-init
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bool freeze = master_freeze->getBoolValue();
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if ( !freeze ) {
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master_freeze->setBoolValue(true);
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}
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fgSetBool("/sim/signals/reinit", true);
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fgSetBool("/sim/crashed", false);
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// do actual re-init steps
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globals->get_subsystem("flight")->unbind();
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// reset control state, before restoring initial state; -set or config files
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// may specify values for flaps, trim tabs, magnetos, etc
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globals->get_controls()->reset_all();
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globals->restoreInitialState();
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// update our position based on current presets
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// this will mark position as needed finalized which we'll do in the
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// main-loop
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flightgear::initPosition();
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simgear::SGTerraSync* terraSync =
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static_cast<simgear::SGTerraSync*>(globals->get_subsystem("terrasync"));
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if (terraSync) {
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terraSync->reposition();
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}
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// Force reupdating the positions of the ai 3d models. They are used for
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// initializing ground level for the FDM.
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globals->get_subsystem("ai-model")->reinit();
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// Initialize the FDM
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globals->get_subsystem("flight")->reinit();
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// reset replay buffers
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globals->get_subsystem("replay")->reinit();
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// reload offsets from config defaults
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globals->get_viewmgr()->reinit();
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// ugly: finalizePosition waits for METAR to arrive for the new airport.
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// we don't re-init the environment manager here, since historically we did
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// not, and doing so seems to have other issues. All that's needed is to
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// schedule METAR fetch immediately, so it's available for finalizePosition.
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// So we manually extract the METAR-fetching component inside the environment
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// manager, and re-init that.
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SGSubsystemGroup* envMgr = static_cast<SGSubsystemGroup*>(globals->get_subsystem("environment"));
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if (envMgr) {
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envMgr->get_subsystem("realwx")->reinit();
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}
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globals->get_subsystem("time")->reinit();
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// need to bind FDMshell again, since we manually unbound it above...
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globals->get_subsystem("flight")->bind();
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// need to reset aircraft (systems/instruments) so they can adapt to current environment
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globals->get_subsystem("systems")->reinit();
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globals->get_subsystem("instrumentation")->reinit();
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// setup state to end re-init
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fgSetBool("/sim/signals/reinit", false);
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if ( !freeze ) {
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master_freeze->setBoolValue(false);
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}
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fgSetBool("/sim/sceneryloaded",false);
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}
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// re-position is a simplified version of the traditional (legacy)
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// re-position is a simplified version of the traditional (legacy)
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// reset procedure. We only need to poke systems which will be upset by
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// reset procedure. We only need to poke systems which will be upset by
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// a sudden change in aircraft position. Since this potentially includes
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// a sudden change in aircraft position. Since this potentially includes
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@ -61,9 +61,6 @@ void fgCreateSubsystems(bool duringReset);
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// called after the subsystems have been bound and initialised,
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// called after the subsystems have been bound and initialised,
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// to peform final init
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// to peform final init
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void fgPostInitSubsystems();
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void fgPostInitSubsystems();
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// Reset: this is what the 'reset' command (and hence, GUI) is attached to
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void fgReInitSubsystems();
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// Re-position: when only location is changing, we can do considerably
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// Re-position: when only location is changing, we can do considerably
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// less work than a full re-init.
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// less work than a full re-init.
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