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Vivian Meazza:

This patch is a combined effort by Gregor Richards, Oliver Schroeder, and
Vivian Meazza (and code cleanups and improvements by Erik Hofman). It corrects
the bug in which a Multiplayer model responds to local inputs, and the view
number bug which caused certain aircraft to appear as cockpit only models. It
passes remote properties over the net, and all major control surfaces and gear
are now animated correctly, providing that the local ~model.xml file contains
no leading "/" in the <property></property> data entries. MP objects
are now extrapolated using 1st and 2nd derivatives to make their movement
appear more smooth. The sim is now halted while a new client joins the net.

Known problems with MP are non-display of the remote client under certain
circumstances of starting/resetting, and a freeze on starting. These bugs are
long standing, and are not addressed by this patch.

Special thanks must go to AJ Macleod for his patient testing of this patch over many evenings.

We have also moved part of multiplayer into AIModels as part of the ongoing
development of MP.
This commit is contained in:
ehofman 2006-02-09 12:29:05 +00:00
parent ab7a594dab
commit 5bd2ef1edb
16 changed files with 1251 additions and 111 deletions

1
Thanks
View file

@ -622,6 +622,7 @@ Roy Vegard Ovesen <rvovesen@tiscali.no>
Stuart Buchanan <stuart_d_buchanan@yahoo.co.uk>
Substantial additions to the Getting Started Manual
Enhancements to the Cessna-310 3d model.
Added a generic yoke model, a generic throttle quadrant model and a
generic pedal set model.

View file

@ -56,7 +56,7 @@ FGAIBase::FGAIBase()
_refID( _newAIModelID() )
{
_type_str = "model";
tgt_heading = tgt_altitude = tgt_speed = 0.0;
tgt_heading = hdg = tgt_altitude = tgt_speed = 0.0;
tgt_roll = roll = tgt_pitch = tgt_yaw = tgt_vs = vs = pitch = 0.0;
bearing = elevation = range = rdot = 0.0;
x_shift = y_shift = rotation = 0.0;

View file

@ -113,7 +113,7 @@ public:
inline const Point3D& GetPos() const { return(pos); }
enum object_type { otNull = 0, otAircraft, otShip, otCarrier, otBallistic,
otRocket, otStorm, otThermal, otStatic,
otRocket, otStorm, otThermal, otStatic, otMultiplayer,
MAX_OBJECTS }; // Needs to be last!!!
virtual bool init();
@ -127,6 +127,7 @@ public:
void setLatitude( double latitude );
void setLongitude( double longitude );
void setBank( double bank );
void setPitch( double newpitch );
void setRadius ( double radius );
void setXoffset( double x_offset );
void setYoffset( double y_offset );
@ -273,6 +274,10 @@ inline void FGAIBase::setBank( double bank ) {
no_roll = false;
}
inline void FGAIBase::setPitch( double newpitch ) {
pitch = tgt_pitch = newpitch;
}
inline void FGAIBase::setLongitude( double longitude ) {
pos.setlon( longitude );
}

View file

@ -37,6 +37,7 @@
#include "AIThermal.hxx"
#include "AICarrier.hxx"
#include "AIStatic.hxx"
#include "AIMultiplayer.hxx"
SG_USING_STD(list);
@ -192,6 +193,23 @@ FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) {
return ai_plane;
}
void*
FGAIManager::createMultiplayer( FGAIModelEntity *entity ) {
FGAIMultiplayer* ai_plane = new FGAIMultiplayer(this);
ai_list.push_back(ai_plane);
++numObjects[0];
++numObjects[FGAIBase::otMultiplayer];
ai_plane->setAcType(entity->acType);
ai_plane->setCompany(entity->company);
ai_plane->setPath(entity->path.c_str());
ai_plane->init();
ai_plane->bind();
return ai_plane;
}
void*
FGAIManager::createShip( FGAIModelEntity *entity ) {

View file

@ -85,6 +85,7 @@ public:
void* createBallistic( FGAIModelEntity *entity );
void* createAircraft( FGAIModelEntity *entity, FGAISchedule *ref=0 );
void* createMultiplayer( FGAIModelEntity *entity );
void* createThermal( FGAIModelEntity *entity );
void* createStorm( FGAIModelEntity *entity );
void* createShip( FGAIModelEntity *entity );

278
src/AIModel/AIMultiplayer.cxx Executable file
View file

@ -0,0 +1,278 @@
// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft
//
// Based on FGAIAircraft
// Written by David Culp, started October 2003.
// Also by Gregor Richards, started December 2005.
// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
// Copyright (C) 2005 Gregor Richards
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/math/point3d.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <simgear/route/waypoint.hxx>
#include <string>
#include <math.h>
#include <time.h>
#ifdef _MSC_VER
# include <float.h>
# define finite _finite
#elif defined(__sun) || defined(sgi)
# include <ieeefp.h>
#endif
SG_USING_STD(string);
#include "AIMultiplayer.hxx"
static string tempReg;
FGAIMultiplayer::FGAIMultiplayer(FGAIManager* mgr) {
manager = mgr;
_type_str = "multiplayer";
_otype = otMultiplayer;
_time_node = fgGetNode("/sim/time/elapsed-sec", true);
//initialise values
speedN = speedE = rateH = rateR = rateP = 0.0;
raw_hdg = hdg;
raw_roll = roll;
raw_pitch = pitch;
raw_speed_east_deg_sec = speedE / ft_per_deg_lon;
raw_speed_north_deg_sec = speedN / ft_per_deg_lat;
raw_lon = damp_lon = pos.lon();
raw_lat = damp_lat = pos.lat();
raw_alt = damp_alt = pos.elev() / SG_FEET_TO_METER;
//Exponentially weighted moving average time constants
speed_north_deg_sec_constant = speed_east_deg_sec_constant = 0.1;
alt_constant = 0.1;
lat_constant = 0.05;
lon_constant = 0.05;
hdg_constant = 0.1;
roll_constant = 0.1;
pitch_constant = 0.1;
}
FGAIMultiplayer::~FGAIMultiplayer() {
}
bool FGAIMultiplayer::init() {
return FGAIBase::init();
}
void FGAIMultiplayer::bind() {
FGAIBase::bind();
props->setStringValue("callsign", company.c_str());
props->tie("controls/constants/roll",
SGRawValuePointer<double>(&roll_constant));
props->tie("controls/constants/pitch",
SGRawValuePointer<double>(&pitch_constant));
props->tie("controls/constants/hdg",
SGRawValuePointer<double>(&hdg_constant));
props->tie("controls/constants/altitude",
SGRawValuePointer<double>(&alt_constant));
/*props->tie("controls/constants/speedE",
SGRawValuePointer<double>(&speed_east_deg_sec_constant));
props->tie("controls/constants/speedN",
SGRawValuePointer<double>(&speed_north_deg_sec_constant));*/
props->tie("controls/constants/lat",
SGRawValuePointer<double>(&lat_constant));
props->tie("controls/constants/lon",
SGRawValuePointer<double>(&lon_constant));
props->tie("surface-positions/rudder-pos-norm",
SGRawValuePointer<double>(&rudder));
props->tie("surface-positions/elevator-pos-norm",
SGRawValuePointer<double>(&elevator));
props->tie("velocities/speedE-fps",
SGRawValuePointer<double>(&speedE));
props->setDoubleValue("sim/current-view/view-number", 1);
}
void FGAIMultiplayer::setCompany(string comp) {
company = comp;
if (props)
props->setStringValue("callsign", company.c_str());
}
void FGAIMultiplayer::unbind() {
FGAIBase::unbind();
props->untie("controls/constants/roll");
props->untie("controls/constants/pitch");
props->untie("controls/constants/hdg");
props->untie("controls/constants/altitude");
/*props->untie("controls/constants/speedE");
props->untie("controls/constants/speedN");*/
props->untie("controls/constants/lat");
props->untie("controls/constants/lon");
props->untie("surface-positions/rudder-pos-norm");
props->untie("surface-positions/elevator-pos-norm");
props->untie("velocities/speedE-fps");
}
void FGAIMultiplayer::update(double dt) {
FGAIBase::update(dt);
Run(dt);
Transform();
}
void FGAIMultiplayer::Run(double dt) {
// strangely, this is called with a dt of 0 quite often
SG_LOG( SG_GENERAL, SG_DEBUG, "AIMultiplayer::main loop dt " << dt ) ;
//if (dt == 0) return;
//FGAIMultiplayer::dt = dt;
//double rhr, rha; // "real" heading radius/angle
// get the current sim elapsed time
double time =_time_node->getDoubleValue(); //secs
dt = 0;
//calulate the time difference, dt. Then use this value to extrapolate position and orientation
dt = time - time_stamp;
SG_LOG(SG_GENERAL, SG_DEBUG, "time: "
<< time << " timestamp: " << time_stamp << " dt: " << dt << " freq Hz: " << 1/dt);
// change heading/roll/pitch
raw_hdg = hdg + rateH * dt;
raw_roll = roll + rateR * dt;
raw_pitch = pitch + rateP * dt;
//apply lowpass filters
hdg = (raw_hdg * hdg_constant) + (hdg * (1 - hdg_constant));
roll = (raw_roll * roll_constant) + (roll * (1 - roll_constant));
pitch = (raw_pitch * pitch_constant) + (pitch * (1 - pitch_constant));
/*cout << "raw roll " << raw_roll <<" damp hdg " << roll << endl;
cout << "raw hdg" << raw_hdg <<" damp hdg " << hdg << endl;
cout << "raw pitch " << raw_pitch <<" damp pitch " << pitch << endl;*/
// sanitize HRP
while (hdg < 0) hdg += 360;
while (hdg >= 360) hdg -= 360;
while (roll <= -180) roll += 360;
while (roll > 180) roll -= 360;
while (pitch <= -180) pitch += 360;
while (pitch > 180) pitch -= 360;
// calculate the new accelerations by change in the rate of heading
/*rhr = sqrt(pow(accN,2) + pow(accE,2));
rha = atan2(accN, accE);
rha += rateH * dt;
accN = sin(rha);
accE = cos(rha);*/
// calculate new speed by acceleration
speedN += accN * dt;
speedE += accE * dt;
speedD += accD * dt;
// convert speed to degrees per second
// 1.686
speed_north_deg_sec = speedN / ft_per_deg_lat;
speed_east_deg_sec = speedE / ft_per_deg_lon;
// calculate new position by speed
raw_lat = pos.lat() + speed_north_deg_sec * dt;
raw_lon = pos.lon() + speed_east_deg_sec * dt ;
raw_alt = (pos.elev() / SG_FEET_TO_METER) + (speedD * dt);
//apply lowpass filters if the difference is small
if ( fabs ( pos.lat() - raw_lat) < 0.001 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"lat lowpass filter");
damp_lat = (raw_lat * lat_constant) + (damp_lat * (1 - lat_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"lat high pass filter");
damp_lat = raw_lat;
}
if ( fabs ( pos.lon() - raw_lon) < 0.001 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"lon lowpass filter");
damp_lon = (raw_lon * lon_constant) + (damp_lon * (1 - lon_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"lon high pass filter");
damp_lon = raw_lon;
}
if ( fabs ( (pos.elev()/SG_FEET_TO_METER) - raw_alt) < 10 ) {
SG_LOG(SG_GENERAL, SG_DEBUG,"alt lowpass filter");
damp_alt = (raw_alt * alt_constant) + (damp_alt * (1 - alt_constant));
}else {
// skip the filter
SG_LOG(SG_GENERAL, SG_DEBUG,"alt high pass filter");
damp_alt = raw_alt;
}
// cout << "raw lat" << raw_lat <<" damp lat " << damp_lat << endl;
//cout << "raw lon" << raw_lon <<" damp lon " << damp_lon << endl;
//cout << "raw alt" << raw_alt <<" damp alt " << damp_alt << endl;
// set new position
pos.setlat( damp_lat );
pos.setlon( damp_lon );
pos.setelev( damp_alt * SG_FEET_TO_METER );
//save the values
time_stamp = time;
//###########################//
// do calculations for radar //
//###########################//
//double range_ft2 = UpdateRadar(manager);
}
void FGAIMultiplayer::setTimeStamp()
{
// this function sets the timestamp as the sim elapsed time
time_stamp = _time_node->getDoubleValue(); //secs
//calculate the elapsed time since the latst update for display purposes only
double elapsed_time = time_stamp - last_time_stamp;
SG_LOG( SG_GENERAL, SG_DEBUG, " net input time s" << time_stamp << " freq Hz: " << 1/elapsed_time ) ;
//save the values
last_time_stamp = time_stamp;
}

101
src/AIModel/AIMultiplayer.hxx Executable file
View file

@ -0,0 +1,101 @@
// FGAIMultiplayer - AIBase derived class creates an AI multiplayer aircraft
//
// Written by David Culp, started October 2003.
// With additions by Vivian Meazza
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifndef _FG_AIMultiplayer_HXX
#define _FG_AIMultiplayer_HXX
#include "AIManager.hxx"
#include "AIBase.hxx"
//#include <Traffic/SchedFlight.hxx>
//#include <Traffic/Schedule.hxx>
#include <string>
SG_USING_STD(string);
class FGAIMultiplayer : public FGAIBase {
public:
FGAIMultiplayer(FGAIManager* mgr);
~FGAIMultiplayer();
bool init();
virtual void bind();
virtual void unbind();
void update(double dt);
void setSpeedN(double sn);
void setSpeedE(double se);
void setSpeedD(double sd);
void setAccN(double an);
void setAccE(double ae);
void setAccD(double ad);
void setRateH(double rh);
void setRateR(double rr);
void setRateP(double rp);
void setRudder( double r ) { rudder = r;}
void setElevator( double e ) { elevator = e; }
void setLeftAileron( double la ) { left_aileron = la; }
void setRightAileron( double ra ) { right_aileron = ra; }
void setTimeStamp();
inline SGPropertyNode *FGAIMultiplayer::getProps() { return props; }
void setAcType(string ac) { acType = ac; };
void setCompany(string comp);
double dt;
double speedN, speedE, speedD;
double rateH, rateR, rateP;
double raw_hdg , raw_roll , raw_pitch ;
double raw_speed_north_deg_sec, raw_speed_east_deg_sec;
double raw_lat, damp_lat, lat_constant;
double raw_lon, damp_lon, lon_constant;
double raw_alt, damp_alt, alt_constant;
double hdg_constant, roll_constant, pitch_constant;
double speed_north_deg_sec_constant, speed_east_deg_sec_constant;
double speed_north_deg_sec, speed_east_deg_sec;
double accN, accE, accD;
double rudder, elevator, left_aileron, right_aileron;
double time_stamp, last_time_stamp;
SGPropertyNode_ptr _time_node;
void Run(double dt);
inline double sign(double x) { return (x < 0.0) ? -1.0 : 1.0; }
string acType;
string company;
};
inline void FGAIMultiplayer::setSpeedN(double sn) { speedN = sn; }
inline void FGAIMultiplayer::setSpeedE(double se) { speedE = se; }
inline void FGAIMultiplayer::setSpeedD(double sd) { speedD = sd; }
inline void FGAIMultiplayer::setAccN(double an) { accN = an; }
inline void FGAIMultiplayer::setAccE(double ae) { accE = ae; }
inline void FGAIMultiplayer::setAccD(double ad) { accD = ad; }
inline void FGAIMultiplayer::setRateH(double rh) { rateH = rh; }
inline void FGAIMultiplayer::setRateR(double rr) { rateR = rr; }
inline void FGAIMultiplayer::setRateP(double rp) { rateP = rp; }
#endif // _FG_AIMultiplayer_HXX

View file

@ -5,6 +5,7 @@ libAIModel_a_SOURCES = \
AIManager.hxx AIManager.cxx \
AIBase.hxx AIBase.cxx \
AIAircraft.hxx AIAircraft.cxx \
AIMultiplayer.hxx AIMultiplayer.cxx \
AIShip.hxx AIShip.cxx \
AIBallistic.hxx AIBallistic.cxx \
AIStorm.hxx AIStorm.cxx \

View file

@ -96,12 +96,12 @@ FGGlobals::FGGlobals() :
FGGlobals::~FGGlobals()
{
delete soundmgr;
delete io;
delete subsystem_mgr;
delete event_mgr;
delete initial_state;
delete props;
delete commands;
delete io;
delete renderer;
delete initial_waypoints;
}

View file

@ -4,6 +4,8 @@
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// With minor additions be Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
//
// This program is free software; you can redistribute it and/or
@ -47,14 +49,17 @@ const uint32_t PROTO_VER = 0x00010001; // 1.1
// Message identifiers
#define CHAT_MSG_ID 1
#define UNUSABLE_POS_DATA_ID 2
#define POS_DATA_ID 3
#define OLD_POS_DATA_ID 3
#define POS_DATA_ID 4
#define PROP_MSG_ID 5
// XDR demands 4 byte alignment, but some compilers use8 byte alignment
// so it's safe to let the overall size of a netmork message be a
// so it's safe to let the overall size of a network message be a
// multiple of 8!
#define MAX_CALLSIGN_LEN 8
#define MAX_CHAT_MSG_LEN 48
#define MAX_MODEL_NAME_LEN 48
#define MAX_CHAT_MSG_LEN 256
#define MAX_MODEL_NAME_LEN 96
#define MAX_PROPERTY_LEN 52
/** Aircraft position message */
typedef xdr_data2_t xdrPosition[3];
@ -66,7 +71,7 @@ public:
xdr_data_t Magic; // Magic Value
xdr_data_t Version; // Protocoll version
xdr_data_t MsgId; // Message identifier
xdr_data_t MsgLen; // absolue length of message
xdr_data_t MsgLen; // absolute length of message
xdr_data_t ReplyAddress; // (player's receiver address
xdr_data_t ReplyPort; // player's receiver port
char Callsign[MAX_CALLSIGN_LEN]; // Callsign used by the player
@ -82,8 +87,39 @@ public:
class T_PositionMsg {
public:
char Model[MAX_MODEL_NAME_LEN]; // Name of the aircraft model
xdrPosition PlayerPosition; // players position
xdrOrientation PlayerOrientation; // players orientation
xdr_data_t time; // Time when this packet was generated
xdr_data_t timeusec; // Microsecs when this packet was generated
xdr_data2_t lat; // Position, orientation, speed
xdr_data2_t lon; // ...
xdr_data2_t alt; // ...
xdr_data2_t hdg; // ...
xdr_data2_t roll; // ...
xdr_data2_t pitch; // ...
xdr_data2_t speedN; // ...
xdr_data2_t speedE; // ...
xdr_data2_t speedD; // ...
xdr_data_t accN; // acceleration N
xdr_data_t accE; // acceleration E
xdr_data_t accD; // acceleration D
xdr_data_t left_aileron; // control positions
xdr_data_t right_aileron; // control positions
xdr_data_t elevator; // ...
xdr_data_t rudder; // ...
// xdr_data_t rpms[6]; // RPMs of all of the motors
xdr_data_t rateH; // Rate of change of heading
xdr_data_t rateR; // roll
xdr_data_t rateP; // and pitch
// xdr_data_t dummy; // pad message length
};
// Property message
class T_PropertyMsg {
public:
char property[MAX_PROPERTY_LEN]; // the property name
xdr_data_t type; // the type
xdr_data2_t val; // and value
// xdr_data2_t dummy; // pad message length
};
#endif

View file

@ -5,6 +5,8 @@
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
// Copyright (C) 2005 Oliver Schroeder
//
@ -46,6 +48,7 @@
#include "mpplayer.hxx"
#include <stdlib.h>
#if !(defined(_MSC_VER) || defined(__MINGW32__))
# include <netdb.h>
@ -56,12 +59,16 @@
#include <plib/netSocket.h>
#include <plib/sg.h>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/model/placementtrans.hxx>
#include <AIModel/AIBase.hxx>
#include <AIModel/AIManager.hxx>
#include <AIModel/AIMultiplayer.hxx>
#include <Main/globals.hxx>
#include <Scenery/scenery.hxx>
//#include <Scenery/scenery.hxx>
// These constants are provided so that the ident command can list file versions.
const char sMPPLAYER_BID[] = "$Id$";
@ -76,8 +83,14 @@ MPPlayer::MPPlayer()
{
m_Initialised = false;
m_LastUpdate = 0;
m_LastUpdate = 0;
m_LastTime = 0;
m_LastUTime = 0;
m_Elapsed = 0;
m_TimeOffset = 0.0;
m_Callsign = "none";
m_PlayerAddress.set("localhost", 0);
m_AIModel = NULL;
} // MPPlayer::MPPlayer()
//////////////////////////////////////////////////////////////////////
@ -118,7 +131,7 @@ MPPlayer::Open
if (!LocalPlayer)
{
try {
LoadModel();
LoadAI();
} catch (...) {
SG_LOG( SG_NETWORK, SG_ALERT,
"Failed to load remote model '" << ModelName << "'." );
@ -147,23 +160,86 @@ MPPlayer::Close(void)
// Remove the model from the game
if (m_Initialised && !m_LocalPlayer)
{
// Disconnect the model from the transform,
// then the transform from the scene.
m_ModelTrans->removeKid(m_Model);
globals->get_scenery()->unregister_placement_transform(m_ModelTrans);
globals->get_scenery()->get_aircraft_branch()->removeKid( m_ModelTrans);
// Flush the model loader so that it erases the model from its list of
// models.
// globals->get_model_lib()->flush1();
// Assume that plib/ssg deletes the model and transform as their
// refcounts should be zero.
m_Initialised = 0;
// get the model manager
FGAIManager *aiModelMgr = (FGAIManager *) globals->get_subsystem("ai_model");
if (!aiModelMgr) {
SG_LOG( SG_NETWORK, SG_ALERT, "MPPlayer::Close - "
<< "Cannot find AI model manager!" );
return;
}
// remove it
aiModelMgr->destroyObject(m_AIModel->getID());
m_AIModel = NULL;
}
m_Initialised = false;
m_Updated = false;
m_LastUpdate = 0;
m_LastUpdate = 0;
m_LastTime = 0;
m_LastUTime = 0;
m_Elapsed = 0;
m_TimeOffset = 0.0;
m_Callsign = "none";
}
/******************************************************************
* Name: CheckTime
* Description: Checks if the time is valid for a position update
* and perhaps sets the time offset
******************************************************************/
bool MPPlayer::CheckTime(int time, int timeusec)
{
double curOffset;
// set the offset
struct timeval tv;
int toff, utoff;
gettimeofday(&tv, NULL);
// calculate the offset
toff = ((int) tv.tv_sec) - time;
utoff = ((int) tv.tv_usec) - timeusec;
while (utoff < 0) {
toff--;
utoff += 1000000;
}
// set it
curOffset = ((double)toff) + (((double)utoff) / 1000000);
if (m_LastUpdate == 0) {
// set the main offset
m_TimeOffset = curOffset;
m_Elapsed = 0;
return true;
} else {
// check it
if (time < m_LastTime ||
(time == m_LastTime && timeusec <= m_LastUTime)) {
return false;
} else {
// set the current offset
m_LastOffset = curOffset;
// calculate the Hz
toff = time - m_LastTime;
utoff = timeusec - m_LastUTime;
while (utoff < 0) {
toff--;
utoff += 1000000;
}
m_Elapsed = ((double)toff) + (((double)utoff)/1000000);
m_LastTime = time;
m_LastUTime = timeusec;
return true;
}
}
}
/******************************************************************
* Name: SetPosition
* Description: Updates position data held for this player and resets
@ -172,20 +248,133 @@ MPPlayer::Close(void)
void
MPPlayer::SetPosition
(
const sgQuat PlayerOrientation,
const sgdVec3 PlayerPosition
const double lat, const double lon, const double alt,
const double heading, const double roll, const double pitch,
const double speedN, const double speedE, const double speedD,
const double left_aileron, const double right_aileron, const double elevator, const double rudder,
//const double rpms[6],
const double rateH, const double rateR, const double rateP,
const double accN, const double accE, const double accD
)
{
int toff, utoff;
// Save the position matrix and update time
if (m_Initialised)
{
sgdCopyVec3(m_ModelPosition, PlayerPosition);
sgCopyVec4(m_ModelOrientation, PlayerOrientation);
// calculate acceleration
/*if (m_Elapsed > 0) {
m_accN = (speedN - m_speedN) / m_Elapsed;
m_accE = (speedE - m_speedE) / m_Elapsed;
m_accD = (speedD - m_speedD) / m_Elapsed;
} else {
m_accN = 0;
m_accE = 0;
m_accD = 0;
}*/
// store the position
m_lat = lat;
m_lon = lon;
m_alt = alt;
m_hdg = heading;
m_roll = roll;
m_pitch = pitch;
m_speedN = speedN;
m_speedE = speedE;
m_speedD = speedD;
m_accN = accN;
m_accE = accE;
m_accD = accD;
m_left_aileron = left_aileron;
m_right_aileron = right_aileron;
m_elevator = elevator;
m_rudder = rudder;
/*for (int i = 0; i < 6; i++) {
m_rpms[i] = rpms[i];
}
m_rateH = rateH;
m_rateR = rateR;
m_rateP = rateP;*/
if (!m_LocalPlayer) {
m_AIModel->setLatitude(m_lat);
m_AIModel->setLongitude(m_lon);
m_AIModel->setAltitude(m_alt);
m_AIModel->setHeading(m_hdg);
m_AIModel->setBank(m_roll);
m_AIModel->setPitch(m_pitch);
m_AIModel->setSpeedN(m_speedN);
m_AIModel->setSpeedE(m_speedE);
m_AIModel->setSpeedD(m_speedD);
m_AIModel->setAccN(m_accN);
m_AIModel->setAccE(m_accE);
m_AIModel->setAccD(m_accD);
m_AIModel->setRateH(m_rateH);
m_AIModel->setRateR(m_rateR);
m_AIModel->setRateP(m_rateP);
// set properties
SGPropertyNode *root = m_AIModel->getProps();
root->getNode("surface-positions/left-aileron-pos-norm", true)->setDoubleValue(m_left_aileron);
root->getNode("surface-positions/right-aileron-pos-norm", true)->setDoubleValue(m_right_aileron);
root->getNode("surface-positions/elevator-pos-norm", true)->setDoubleValue(m_elevator);
root->getNode("surface-positions/rudder-pos-norm", true)->setDoubleValue(m_rudder);
/*root->getNode("engines/engine/rpm", true)->setDoubleValue(m_rpms[0]);
root->getNode("engines/engine[1]/rpm", true)->setDoubleValue(m_rpms[1]);
root->getNode("engines/engine[2]/rpm", true)->setDoubleValue(m_rpms[2]);
root->getNode("engines/engine[3]/rpm", true)->setDoubleValue(m_rpms[3]);
root->getNode("engines/engine[4]/rpm", true)->setDoubleValue(m_rpms[4]);
root->getNode("engines/engine[5]/rpm", true)->setDoubleValue(m_rpms[5]);*/
// Adjust by the last offset
//cout << "OFFSET: " << (m_LastOffset - m_TimeOffset) << endl;
//m_AIModel->timewarp(m_LastOffset - m_TimeOffset);
// set the timestamp for the data update (sim elapsed time (secs))
m_AIModel->setTimeStamp();
}
time(&m_LastUpdate);
m_Updated = true;
}
}
/******************************************************************
* Name: SetProperty
* Description: Sets a property of this player.
******************************************************************/
void MPPlayer::SetProperty(string property, SGPropertyNode::Type type, double val)
{
// get rid of any leading /
while (property[0] == '/') property = property.substr(1);
// get our root node
SGPropertyNode *node = m_AIModel->getProps()->getNode(property.c_str(), true);
// set the property
switch (type) {
case 2:
node->setBoolValue((bool) val);
break;
case 3:
node->setIntValue((int) val);
break;
case 4:
node->setLongValue((long) val);
break;
case 5:
node->setFloatValue((float) val);
break;
case 6:
default:
node->setDoubleValue(val);
}
}
/******************************************************************
* Name: Draw
* Description: Updates the position for the player's model
@ -202,12 +391,37 @@ MPPlayer::Draw (void)
// Peform an update if it has changed since the last update
if (m_Updated)
{
// Transform and update player model
sgMat4 orMat;
sgMakeIdentMat4(orMat);
sgQuatToMatrix(orMat, m_ModelOrientation);
m_ModelTrans->setTransform(m_ModelPosition, orMat);
/*
m_AIModel->setLatitude(m_lat);
m_AIModel->setLongitude(m_lon);
m_AIModel->setAltitude(m_alt);
m_AIModel->setHeading(m_hdg);
m_AIModel->setBank(m_roll);
m_AIModel->setPitch(m_pitch);
m_AIModel->setSpeedN(m_speedN);
m_AIModel->setSpeedE(m_speedE);
m_AIModel->_setVS_fps(m_speedU*60.0); // it needs input in fpm
m_AIModel->setRateH(m_rateH);
m_AIModel->setRateR(m_rateR);
m_AIModel->setRateP(m_rateP);
// set properties
SGPropertyNode *root = m_AIModel->getProps();
root->getNode("controls/flight/aileron", true)->setDoubleValue(m_aileron);
root->getNode("controls/flight/elevator", true)->setDoubleValue(m_elevator);
root->getNode("controls/flight/rudder", true)->setDoubleValue(m_rudder);
root->getNode("engines/engine/rpm", true)->setDoubleValue(m_rpms[0]);
root->getNode("engines/engine[1]/rpm", true)->setDoubleValue(m_rpms[1]);
root->getNode("engines/engine[2]/rpm", true)->setDoubleValue(m_rpms[2]);
root->getNode("engines/engine[3]/rpm", true)->setDoubleValue(m_rpms[3]);
root->getNode("engines/engine[4]/rpm", true)->setDoubleValue(m_rpms[4]);
root->getNode("engines/engine[5]/rpm", true)->setDoubleValue(m_rpms[5]);
// Adjust by the last offset
m_AIModel->update(m_LastOffset - m_TimeOffset);
*/
eResult = PLAYER_DATA_AVAILABLE;
// Clear the updated flag so that the position data
// is only available if it has changed
m_Updated = false;
@ -243,22 +457,31 @@ MPPlayer::CompareCallsign(const char *Callsign) const
}
/******************************************************************
* Name: LoadModel
* Description: Loads the player's aircraft model.
* Name: LoadAI
* Description: Loads the AI model into the AI core.
******************************************************************/
void
MPPlayer::LoadModel (void)
MPPlayer::LoadAI(void)
{
m_ModelTrans = new ssgPlacementTransform;
// Load the model
m_Model = globals->get_model_lib()->load_model( globals->get_fg_root(),
m_ModelName, globals->get_props(), globals->get_sim_time_sec() );
m_Model->clrTraversalMaskBits( SSGTRAV_HOT );
// Add model to transform
m_ModelTrans->addKid( m_Model );
// Place on scene under aircraft branch
globals->get_scenery()->get_aircraft_branch()->addKid( m_ModelTrans );
globals->get_scenery()->register_placement_transform( m_ModelTrans);
// set up the model info
FGAIModelEntity aiModel;
aiModel.m_type = "aircraft";
aiModel.path = m_ModelName;
aiModel.acType = "Multiplayer";
aiModel.company = m_Callsign;
// then get the model manager
FGAIManager *aiModelMgr = (FGAIManager *) globals->get_subsystem("ai_model");
if (!aiModelMgr) {
SG_LOG( SG_NETWORK, SG_ALERT, "MPPlayer::LoadAI - "
<< "Cannot find AI model manager!" );
return;
}
// then get the model
fgSetBool("/sim/freeze/clock", true);
m_AIModel = (FGAIMultiplayer *) aiModelMgr->createMultiplayer(&aiModel);
fgSetBool("/sim/freeze/clock", false);
}
/******************************************************************
@ -272,16 +495,36 @@ MPPlayer::FillPosMsg
T_PositionMsg *PosMsg
)
{
struct timeval tv;
gettimeofday(&tv, NULL);
FillMsgHdr(MsgHdr, POS_DATA_ID);
strncpy(PosMsg->Model, m_ModelName.c_str(), MAX_MODEL_NAME_LEN);
PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
PosMsg->PlayerPosition[0] = XDR_encode_double (m_ModelPosition[0]);
PosMsg->PlayerPosition[1] = XDR_encode_double (m_ModelPosition[1]);
PosMsg->PlayerPosition[2] = XDR_encode_double (m_ModelPosition[2]);
PosMsg->PlayerOrientation[0] = XDR_encode_float (m_ModelOrientation[0]);
PosMsg->PlayerOrientation[1] = XDR_encode_float (m_ModelOrientation[1]);
PosMsg->PlayerOrientation[2] = XDR_encode_float (m_ModelOrientation[2]);
PosMsg->PlayerOrientation[3] = XDR_encode_float (m_ModelOrientation[3]);
PosMsg->time = XDR_encode_uint32 (tv.tv_sec);
PosMsg->timeusec = XDR_encode_uint32 (tv.tv_usec);
PosMsg->lat = XDR_encode_double (m_lat);
PosMsg->lon = XDR_encode_double (m_lon);
PosMsg->alt = XDR_encode_double (m_alt);
PosMsg->hdg = XDR_encode_double (m_hdg);
PosMsg->roll = XDR_encode_double (m_roll);
PosMsg->pitch = XDR_encode_double (m_pitch);
PosMsg->speedN = XDR_encode_double (m_speedN);
PosMsg->speedE = XDR_encode_double (m_speedE);
PosMsg->speedD = XDR_encode_double (m_speedD);
PosMsg->left_aileron = XDR_encode_float ((float) m_left_aileron);
PosMsg->right_aileron = XDR_encode_float ((float) m_right_aileron);
PosMsg->elevator = XDR_encode_float ((float) m_elevator);
PosMsg->rudder = XDR_encode_float ((float) m_rudder);
/*for (int i = 0; i < 6; i++) {
PosMsg->rpms[i] = XDR_encode_float ((float) m_rpms[i]);
}*/
PosMsg->rateH = XDR_encode_float ((float) m_rateH);
PosMsg->rateR = XDR_encode_float ((float) m_rateR);
PosMsg->rateP = XDR_encode_float ((float) m_rateP);
PosMsg->accN = XDR_encode_float ((float) m_accN);
PosMsg->accE = XDR_encode_float ((float) m_accE);
PosMsg->accD = XDR_encode_float ((float) m_accD);
}
/******************************************************************
@ -305,6 +548,9 @@ MPPlayer::FillMsgHdr
case POS_DATA_ID:
len = sizeof(T_MsgHdr) + sizeof(T_PositionMsg);
break;
case PROP_MSG_ID:
len = sizeof(T_MsgHdr) + sizeof(T_PropertyMsg);
break;
default:
len = sizeof(T_MsgHdr);
break;

View file

@ -44,7 +44,9 @@
#include <plib/sg.h>
#include <plib/netSocket.h>
#include <simgear/io/sg_socket_udp.hxx>
#include <simgear/props/props.hxx>
#include <time.h>
#include <sys/time.h>
#include STL_STRING
SG_USING_STD(string);
@ -52,8 +54,7 @@ SG_USING_STD(string);
// Number of seconds before a player is consider to be lost
#define TIME_TO_LIVE 10
class ssgEntity;
class ssgPlacementTransform;
class FGAIMultiplayer;
class MPPlayer
{
@ -81,11 +82,21 @@ public:
const string &ModelName, const bool LocalPlayer);
/** Closes the player connection */
void Close(void);
/** Sets the positioning matrix held for this player
* @param PlayerPosMat4 Matrix for positioning player's aircraft
/** Checks if the time is valid for a position update and perhaps sets the time offset
*/
void SetPosition(const sgQuat PlayerOrientation,
const sgdVec3 PlayerPosition);
bool CheckTime(int time, int timeusec);
/** Sets the positioning matrix held for this player
*/
void SetPosition(const double lat, const double lon, const double alt,
const double heading, const double roll, const double pitch,
const double speedN, const double speedE, const double speedD,
const double left_aileron, const double right_aileron, const double elevator, const double rudder,
//const double rpms[6],
const double rateH, const double rateR, const double rateP,
const double accN, const double accE, const double accD);
/** Sets a property for this player
*/
void SetProperty(string property, SGPropertyNode::Type type, double val);
/** Transform and place model for player
*/
TPlayerDataState Draw(void);
@ -109,18 +120,42 @@ public:
*/
void FillMsgHdr(T_MsgHdr *MsgHdr, const int iMsgId);
private:
void LoadModel(void); // Loads the model of the aircraft
void LoadAI(void); // Loads the plane into the AI core
bool m_Initialised; // True if object is initialised
sgdVec3 m_ModelPosition; // players global position on earth
sgQuat m_ModelOrientation; // players global orientation
double m_lat; // location, orientation, etc...
double m_lon; // ...
double m_alt; // ...
double m_hdg; // ...
double m_roll; // ...
double m_pitch; // ...
double m_speedN; // ...
double m_speedE; // ...
double m_speedD; // ...
double m_accN; // ...
double m_accE; // ...
double m_accD; // ...
double m_left_aileron; // ...
double m_right_aileron; // ...
double m_elevator; // ...
double m_rudder; // ...
//double m_rpms[6]; // ...
double m_rateH; // ...
double m_rateR; // ...
double m_rateP; // ...
time_t m_LastUpdate; // last time update data received
int m_LastTime; // last seconds according to the packet
int m_LastUTime; // last microseconds according to the packet
double m_Elapsed; // Elapsed other-side time between responses
double m_TimeOffset; // the offset to aim for
double m_LastOffset; // the last offset we got
bool m_Updated; // Set when the player data is updated
string m_Callsign; // players callsign
bool m_LocalPlayer; // true if player is the local player
string m_ModelName; // Aircraft model name for player
ssgEntity *m_Model; // The player's loaded model
netAddress m_PlayerAddress; // Address information for the player
ssgPlacementTransform *m_ModelTrans; // Model transform
FGAIMultiplayer *m_AIModel; // The AI model of this aircraft
};
#endif

View file

@ -5,6 +5,8 @@
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// With minor additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
// Copyright (C) 2005 Oliver Schroeder
//
@ -70,6 +72,8 @@ FGMultiplayMgr::FGMultiplayMgr()
m_RxPort = 0;
m_Initialised = false;
m_HaveServer = false;
send_all_props= false;
} // FGMultiplayMgr::FGMultiplayMgr()
//////////////////////////////////////////////////////////////////////
@ -84,6 +88,22 @@ FGMultiplayMgr::~FGMultiplayMgr()
} // FGMultiplayMgr::~FGMultiplayMgr()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
// Name: getSendAll
// Description: getter for send_all
/////////////////////////////////////////////////////////////////////
bool FGMultiplayMgr::getSendAllProps() {
return send_all_props;
}
//////////////////////////////////////////////////////////////////////
// Name: setSendAll
// Description: setter for send_all
/////////////////////////////////////////////////////////////////////
void FGMultiplayMgr::setSendAllProps(bool s) {
send_all_props = s;
}
//////////////////////////////////////////////////////////////////////
//
// Initialise object
@ -160,6 +180,7 @@ FGMultiplayMgr::init (void)
return (false);
}
m_Initialised = true;
send_all_props= true;
return (true);
} // FGMultiplayMgr::init()
//////////////////////////////////////////////////////////////////////
@ -215,8 +236,13 @@ FGMultiplayMgr::Close (void)
void
FGMultiplayMgr::SendMyPosition
(
const sgQuat PlayerOrientation,
const sgdVec3 PlayerPosition
const double lat, const double lon, const double alt,
const double heading, const double roll, const double pitch,
const double speedN, const double speedE, const double speedD,
const double left_aileron, const double right_aileron, const double elevator, const double rudder,
//const double rpms[6],
const double rateH, const double rateR, const double rateP,
const double accN, const double accE, const double accD
)
{
T_MsgHdr MsgHdr;
@ -233,15 +259,59 @@ FGMultiplayMgr::SendMyPosition
"FGMultiplayMgr::SendMyPosition - no server" );
return;
}
m_LocalPlayer->SetPosition(PlayerOrientation, PlayerPosition);
m_LocalPlayer->SetPosition(lat, lon, alt,
heading, roll, pitch,
speedN, speedE, speedD,
left_aileron, right_aileron, elevator, rudder,
//rpms,
rateH, rateR, rateP,
accN, accE, accD);
m_LocalPlayer->FillPosMsg(&MsgHdr, &PosMsg);
memcpy(Msg, &MsgHdr, sizeof(T_MsgHdr));
memcpy(Msg + sizeof(T_MsgHdr), &PosMsg, sizeof(T_PositionMsg));
m_DataSocket->sendto (Msg,
sizeof(T_MsgHdr) + sizeof(T_PositionMsg), 0, &m_Server);
SG_LOG( SG_NETWORK, SG_DEBUG,
"FGMultiplayMgr::SendMyPosition" );
} // FGMultiplayMgr::SendMyPosition()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// Description: Sends the property data for the local player.
//
//////////////////////////////////////////////////////////////////////
void FGMultiplayMgr::SendPropMessage (const string &property, SGPropertyNode::Type type, double value)
{SG_LOG( SG_NETWORK, SG_INFO,
"FGMultiplayMgr::Property: " << property << " Type " << type << " value " << value);
T_MsgHdr MsgHdr;
T_PropertyMsg PropMsg;
unsigned int iNextBlockPosition = 0;
char Msg[sizeof(T_MsgHdr) + sizeof(T_PropertyMsg)];
if ((! m_Initialised) || (! m_HaveServer))
{
return;
}
m_LocalPlayer->FillMsgHdr(&MsgHdr, PROP_MSG_ID);
strncpy(PropMsg.property, property.c_str(), MAX_PROPERTY_LEN);
PropMsg.property[MAX_PROPERTY_LEN-1] = '\0';
PropMsg.type = XDR_encode_uint32(type);
PropMsg.val = XDR_encode_double(value);
SG_LOG( SG_NETWORK, SG_INFO,
"FGMultiplayMgr::sending property message: "
<< PropMsg.property << " " << PropMsg.type << " " << PropMsg.val);
memcpy (Msg, &MsgHdr, sizeof(T_MsgHdr));
memcpy (Msg + sizeof(T_MsgHdr), &PropMsg, sizeof(T_PropertyMsg));
m_DataSocket->sendto (Msg,
sizeof(T_MsgHdr) + sizeof(T_PropertyMsg), 0, &m_Server);
} // FGMultiplayMgr::SendPropMessage ()
//////////////////////////////////////////////////////////////////////
//
// Name: SendTextMessage
@ -375,6 +445,9 @@ FGMultiplayMgr::ProcessData (void)
case POS_DATA_ID:
ProcessPosMsg ((char*) & Msg, SenderAddress);
break;
case PROP_MSG_ID:
ProcessPropMsg ((char *) & Msg, SenderAddress);
break;
default:
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
@ -401,27 +474,56 @@ FGMultiplayMgr::ProcessPosMsg
T_PositionMsg* PosMsg; // Pointer to position message in received data
T_MsgHdr* MsgHdr; // Pointer to header in received data
bool ActivePlayer;
sgQuat Orientation;
sgdVec3 Position;
struct in_addr PlayerAddress;
int time, timeusec;
double lat, lon, alt;
double hdg, roll, pitch;
double speedN, speedE, speedD;
double left_aileron, right_aileron, elevator, rudder;
//double rpms[6];
double rateH, rateR, rateP;
double accN, accE, accD;
t_MPClientListIterator CurrentPlayer;
ActivePlayer = false;
MsgHdr = (T_MsgHdr *)Msg;
if (MsgHdr->MsgLen != sizeof(T_MsgHdr) + sizeof(T_PositionMsg))
if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + sizeof(T_PositionMsg))
{
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
<< "Position message received with insufficient data" );
return;
} else if (MsgHdr->MsgLen > sizeof(T_MsgHdr) + sizeof(T_PositionMsg)) {
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
<< "Position message received with more data than I can handle" );
}
PosMsg = (T_PositionMsg *)(Msg + sizeof(T_MsgHdr));
Position[0] = XDR_decode_double (PosMsg->PlayerPosition[0]);
Position[1] = XDR_decode_double (PosMsg->PlayerPosition[1]);
Position[2] = XDR_decode_double (PosMsg->PlayerPosition[2]);
Orientation[0] = XDR_decode_float (PosMsg->PlayerOrientation[0]);
Orientation[1] = XDR_decode_float (PosMsg->PlayerOrientation[1]);
Orientation[2] = XDR_decode_float (PosMsg->PlayerOrientation[2]);
Orientation[3] = XDR_decode_float (PosMsg->PlayerOrientation[3]);
time = XDR_decode_uint32 (PosMsg->time);
timeusec = XDR_decode_uint32 (PosMsg->timeusec);
lat = XDR_decode_double (PosMsg->lat);
lon = XDR_decode_double (PosMsg->lon);
alt = XDR_decode_double (PosMsg->alt);
hdg = XDR_decode_double (PosMsg->hdg);
roll = XDR_decode_double (PosMsg->roll);
pitch = XDR_decode_double (PosMsg->pitch);
speedN = XDR_decode_double (PosMsg->speedN);
speedE = XDR_decode_double (PosMsg->speedE);
speedD = XDR_decode_double (PosMsg->speedD);
left_aileron = XDR_decode_float (PosMsg->left_aileron);
right_aileron = XDR_decode_float (PosMsg->right_aileron);
elevator = XDR_decode_float (PosMsg->elevator);
rudder = XDR_decode_float (PosMsg->rudder);
/*for (int i = 0; i < 6; i++) {
rpms[i] = XDR_decode_float (PosMsg->rpms[i]);
}*/
rateH = XDR_decode_float (PosMsg->rateH);
rateR = XDR_decode_float (PosMsg->rateR);
rateP = XDR_decode_float (PosMsg->rateP);
accN = XDR_decode_float (PosMsg->accN);
accE = XDR_decode_float (PosMsg->accE);
accD = XDR_decode_float (PosMsg->accD);
//////////////////////////////////////////////////
// Check if the player is already in the game
// by using the Callsign
@ -432,8 +534,16 @@ FGMultiplayMgr::ProcessPosMsg
{
if ((*CurrentPlayer)->CompareCallsign(MsgHdr->Callsign))
{
// Player found. Update the data for the player.
(*CurrentPlayer)->SetPosition(Orientation, Position);
// Player found. Update the data for the player if the timestamp is OK
if ((*CurrentPlayer)->CheckTime(time, timeusec))
(*CurrentPlayer)->SetPosition(lat, lon, alt,
hdg, roll, pitch,
speedN, speedE, speedD,
left_aileron, right_aileron, elevator, rudder,
//rpms,
rateH, rateR, rateP,
accN, accE, accD
);
ActivePlayer = true;
}
} // for (...)
@ -448,8 +558,19 @@ FGMultiplayMgr::ProcessPosMsg
NewPlayer = new MPPlayer;
NewPlayer->Open(SenderAddress.getHost(), MsgHdr->ReplyPort,
MsgHdr->Callsign, PosMsg->Model, false);
NewPlayer->SetPosition(Orientation, Position);
if (NewPlayer->CheckTime(time, timeusec))
NewPlayer->SetPosition(lat, lon, alt,
hdg, roll, pitch,
speedN, speedE, speedD,
left_aileron, right_aileron, elevator, rudder,
//rpms,
rateH, rateR, rateP,
accN, accE, accD);
m_MPClientList.push_back (NewPlayer);
// if we have a new player then we need to send all our properties
send_all_props = true;
} // FGMultiplayMgr::ProcessPosMsg()
//////////////////////////////////////////////////////////////////////
@ -470,19 +591,77 @@ FGMultiplayMgr::ProcessChatMsg
T_MsgHdr* MsgHdr; // Pointer to header in received data
MsgHdr = (T_MsgHdr *)Msg;
if (MsgHdr->MsgLen != sizeof(T_MsgHdr) + sizeof(T_ChatMsg))
if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + 1)
{
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
<< "Chat message received with insufficient data" );
return;
}
char *MsgBuf = new char[MsgHdr->MsgLen - sizeof(T_MsgHdr)];
strncpy(MsgBuf, ((T_ChatMsg *)(Msg + sizeof(T_MsgHdr)))->Text, MsgHdr->MsgLen - sizeof(T_MsgHdr));
MsgBuf[MsgHdr->MsgLen - sizeof(T_MsgHdr) - 1] = '\0';
ChatMsg = (T_ChatMsg *)(Msg + sizeof(T_MsgHdr));
SG_LOG ( SG_NETWORK, SG_ALERT,
"Chat [" << MsgHdr->Callsign << "]" << " " << ChatMsg->Text << endl);
"Chat [" << MsgHdr->Callsign << "]" << " " << MsgBuf << endl);
delete [] MsgBuf;
} // FGMultiplayMgr::ProcessChatMsg ()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// handle a property message
//
//////////////////////////////////////////////////////////////////////
void FGMultiplayMgr::ProcessPropMsg ( const char *Msg, netAddress & SenderAddress )
{
T_PropertyMsg* PropMsg; // Pointer to the message itself
T_MsgHdr* MsgHdr; // Pointer to the message header
t_MPClientListIterator CurrentPlayer;
MsgHdr = (T_MsgHdr *) Msg;
if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + sizeof(T_PropertyMsg)) {
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
<< "Properties message received with insufficient data" );
return;
} else if (MsgHdr->MsgLen > sizeof(T_MsgHdr) + sizeof(T_PropertyMsg)) {
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr::MP_ProcessData - "
<< "Properties message received with more data than I know how to handle" );
return;
}
PropMsg = (T_PropertyMsg *)(Msg + sizeof(T_MsgHdr));
//////////////////////////////////////////////////
// Check if the player is already in the game
// by using the Callsign, but don't activate
// new players (they need to send a position
// message)
//////////////////////////////////////////////////
for (CurrentPlayer = m_MPClientList.begin ();
CurrentPlayer != m_MPClientList.end ();
CurrentPlayer++)
{
if ((*CurrentPlayer)->CompareCallsign(MsgHdr->Callsign))
{
// Player found. Update the data for the player.
(*CurrentPlayer)->SetProperty(PropMsg->property,
(SGPropertyNode::Type) XDR_decode_uint32(PropMsg->type),
XDR_decode_double(PropMsg->val));
SG_LOG( SG_NETWORK, SG_INFO,
"FGMultiplayMgr::MP_ProcessData - "
<< PropMsg->property
<< (SGPropertyNode::Type) XDR_decode_uint32(PropMsg->type)
<< XDR_decode_double(PropMsg->val) );
}
} // for (...)
}
//////////////////////////////////////////////////////////////////////
//
// For each active player, tell the player object

View file

@ -44,6 +44,7 @@ SG_USING_STD(string);
SG_USING_STD(vector);
#include <simgear/compiler.h>
#include <simgear/props/props.hxx>
#include <plib/netSocket.h>
#include <Main/globals.hxx>
@ -59,14 +60,28 @@ public:
bool init(void);
void Close(void);
// transmitter
void SendMyPosition (const sgQuat PlayerOrientation,
const sgdVec3 PlayerPosition);
void SendMyPosition (const double lat, const double lon, const double alt,
const double heading, const double roll, const double pitch,
const double speedN, const double speedE, const double speedD,
const double left_aileron, const double right_aileron, const double elevator, const double rudder,
//const double rpms[6],
const double rateH, const double rateR, const double rateP,
const double accN, const double accE, const double accD
);
void SendPropMessage (const string &property, SGPropertyNode::Type type, double value);
void SendTextMessage (const string &sMsgText) const;
// receiver
void ProcessData(void);
void ProcessPosMsg ( const char *Msg, netAddress & SenderAddress );
void ProcessChatMsg ( const char *Msg, netAddress & SenderAddress );
void ProcessPropMsg ( const char *Msg, netAddress & SenderAddress );
void Update(void);
/* getters/setters */
bool getSendAllProps();
void setSendAllProps(bool s);
bool send_all_props;
private:
typedef vector<MPPlayer*> t_MPClientList;
typedef t_MPClientList::iterator t_MPClientListIterator;

View file

@ -3,6 +3,8 @@
// Written by Diarmuid Tyson, started February 2003.
// diarmuid.tyson@airservicesaustralia.com
//
// With addtions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
//
// This program is free software; you can redistribute it and/or
@ -29,6 +31,8 @@
#include STL_STRING
#include <iostream>
#include <map>
#include <string>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/model/placement.hxx>
@ -53,6 +57,9 @@ const char sFG_MULTIPLAY_HID[] = FG_MULTIPLAY_HID;
******************************************************************/
FGMultiplay::FGMultiplay (const string &dir, const int rate, const string &host, const int port) {
last_time = 0;
last_speedN = last_speedE = last_speedD = 0;
calcaccN = calcaccE = calcaccD = 0;
set_hz(rate);
set_direction(dir);
@ -69,6 +76,104 @@ FGMultiplay::FGMultiplay (const string &dir, const int rate, const string &host,
}
lat_n = fgGetNode("/position/latitude-deg", true);
lon_n = fgGetNode("/position/longitude-deg", true);
alt_n = fgGetNode("/position/altitude-ft", true);
heading_n = fgGetNode("/orientation/heading-deg", true);
roll_n = fgGetNode("/orientation/roll-deg", true);
pitch_n = fgGetNode("/orientation/pitch-deg", true);
speedN_n = fgGetNode("/velocities/speed-north-fps", true);
speedE_n = fgGetNode("/velocities/speed-east-fps", true);
speedD_n = fgGetNode("/velocities/speed-down-fps", true);
left_aileron_n = fgGetNode("/surface-positions/left-aileron-pos-norm", true);
right_aileron_n = fgGetNode("/surface-positions/right-aileron-pos-norm", true);
elevator_n = fgGetNode("/surface-positions/elevator-pos-norm", true);
rudder_n = fgGetNode("/surface-positions/rudder-pos-norm", true);
/*rpms_n[0] = fgGetNode("/engines/engine/rpm", true);
rpms_n[1] = fgGetNode("/engines/engine[1]/rpm", true);
rpms_n[2] = fgGetNode("/engines/engine[2]/rpm", true);
rpms_n[3] = fgGetNode("/engines/engine[3]/rpm", true);
rpms_n[4] = fgGetNode("/engines/engine[4]/rpm", true);
rpms_n[5] = fgGetNode("/engines/engine[5]/rpm", true);*/
rateH_n = fgGetNode("/orientation/yaw-rate-degps", true);
rateR_n = fgGetNode("/orientation/roll-rate-degps", true);
rateP_n = fgGetNode("/orientation/pitch-rate-degps", true);
SGPropertyNode_ptr n = fgGetNode("/controls/flight/slats",true);
_node_cache *c = new _node_cache( n->getDoubleValue(), n );
props["controls/flight/slats"] = c;
n = fgGetNode("/controls/flight/speedbrake", true);
c = new _node_cache( n->getDoubleValue(), n );
props["controls/flight/speedbrake"] = c;
n = fgGetNode("/controls/flight/spoilers", true);
c = new _node_cache( n->getDoubleValue(), n );
props["controls/flight/spoilers"] = c;
n = fgGetNode("/controls/gear/gear-down", true);
c = new _node_cache( n->getDoubleValue(), n );
props["controls/gear/gear-down"] = c;
n = fgGetNode("/controls/lighting/nav-lights", true);
c = new _node_cache( n->getDoubleValue(), n );
props["controls/lighting/nav-lights"] = c;
n = fgGetNode("/surface-positions/flap-pos-norm", true);
c = new _node_cache( n->getDoubleValue(), n );
props["surface-positions/flap-pos-norm"] = c;
n = fgGetNode("/surface-positions/speedbrake-pos-norm", true);
c = new _node_cache( n->getDoubleValue(), n );
props["surface-positions/speedbrake-pos-norm"] = c;
for (int i = 0; i < 6; i++)
{
char *s = new char[32];
snprintf(s, 32, "engines/engine[%i]/n1", i);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props["s"] = c;
snprintf(s, 32, "engines/engine[%i]/n2", i);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props[s] = c;
snprintf(s, 32, "engines/engine[%i]/rpm", i);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props[s] = c;
delete [] s;
}
for (int j = 0; j < 5; j++)
{
char *s = new char[32];
snprintf(s, 32, "gear/gear[%i]/compression-norm", j);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props["s"] = c;
snprintf(s, 32, "gear/gear[%i]/position-norm", j);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props[s] = c;
#if 0
snprintf(s, 32, "gear/gear[%i]/rollspeed-ms", j);
n = fgGetNode(s, true);
c = new _node_cache( n->getDoubleValue(), n );
props[s] = c;
#endif
delete [] s;
}
n = fgGetNode("gear/tailhook/position-norm", true);
c = new _node_cache( n->getDoubleValue(), n );
props["gear/tailhook/position-norm"] = c;
}
@ -77,6 +182,7 @@ FGMultiplay::FGMultiplay (const string &dir, const int rate, const string &host,
* Description: Destructor.
******************************************************************/
FGMultiplay::~FGMultiplay () {
props.clear();
}
@ -111,17 +217,74 @@ bool FGMultiplay::process() {
} else if (get_direction() == SG_IO_OUT) {
sgMat4 posTrans;
globals->get_aircraft_model()->get3DModel()->getTransform()->getTransform(posTrans);
Point3D center = globals->get_scenery()->get_center();
sgdVec3 PlayerPosition;
sgdSetVec3(PlayerPosition, posTrans[3][0] + center[0],
posTrans[3][1] + center[1], posTrans[3][2] + center[2]);
sgQuat PlayerOrientation;
sgMatrixToQuat(PlayerOrientation, posTrans);
double accN, accE, accD;
string fdm = fgGetString("/sim/flight-model");
globals->get_multiplayer_mgr()->SendMyPosition(PlayerOrientation, PlayerPosition);
if(fdm == "jsb"){
calcAcc(speedN_n->getDoubleValue(),
speedE_n->getDoubleValue(),
speedD_n->getDoubleValue());
accN = calcaccN;
accE = calcaccE;
accD = calcaccD;
}else{
SG_LOG(SG_GENERAL, SG_DEBUG," not doing acc calc" << fdm);
accN = fgGetDouble("/accelerations/ned/north-accel-fps_sec");
accE = fgGetDouble("/accelerations/ned/east-accel-fps_sec");
accD = fgGetDouble("/accelerations/ned/down-accel-fps_sec");
}
globals->get_multiplayer_mgr()->SendMyPosition(
lat_n->getDoubleValue(),
lon_n->getDoubleValue(),
alt_n->getDoubleValue(),
heading_n->getDoubleValue(),
roll_n->getDoubleValue(),
pitch_n->getDoubleValue(),
speedN_n->getDoubleValue(),
speedE_n->getDoubleValue(),
speedD_n->getDoubleValue(),
left_aileron_n->getDoubleValue(),
right_aileron_n->getDoubleValue(),
elevator_n->getDoubleValue(),
rudder_n->getDoubleValue(),
rateH_n->getDoubleValue(),
rateR_n->getDoubleValue(),
rateP_n->getDoubleValue(),
accN, accE, accD);
// check for changes
for (propit = props.begin(); propit != props.end(); propit++)
{
double val = propit->second->val;
double curr_val = propit->second->node->getDoubleValue();
if (curr_val < val * 0.99 || curr_val > val * 1.01 )
{
SGPropertyNode::Type type = propit->second->node->getType();
propit->second->val = val = curr_val;
globals->get_multiplayer_mgr()->SendPropMessage(propit->first, type, val);
//cout << "Prop " << propit->first <<" type " << type << " val " << val << endl;
} else {
// cout << "no change" << endl;
}
}
// send all properties when necessary
// FGMultiplayMgr::getSendAllProps();
bool send_all = globals->get_multiplayer_mgr()->getSendAllProps();
//cout << "send_all in " << send;
if (send_all){
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplay::sending ALL property messages" );
for (propit = props.begin(); propit != props.end(); propit++) {
SGPropertyNode::Type type = propit->second->node->getType();
double val = propit->second->val;
globals->get_multiplayer_mgr()->SendPropMessage(propit->first, type, val);
}
send_all = false;
globals->get_multiplayer_mgr()->setSendAllProps(send_all);
}
//cout << " send_all out " << s << endl;
}
return true;
@ -148,3 +311,39 @@ bool FGMultiplay::close() {
return true;
}
/******************************************************************
* Name: CalcAcc
* Description: Calculate accelerations given speedN, speedE, speedD
******************************************************************/
void FGMultiplay::calcAcc(double speedN, double speedE, double speedD)
{
double time, dt; //secs
/*double accN, accE, accD; */ //fps2
dt = 0;
time = fgGetDouble("/sim/time/elapsed-sec");
dt = time-last_time;
SG_LOG(SG_GENERAL, SG_DEBUG," doing acc calc"
<<"time: "<< time << " last " << last_time << " dt " << dt );
//calculate the accelerations
calcaccN = (speedN - last_speedN)/dt;
calcaccE = (speedE - last_speedE)/dt;
calcaccD = (speedD - last_speedD)/dt;
//set the properties
/*fgSetDouble("/accelerations/ned/north-accel-fps_sec",accN);
fgSetDouble("/accelerations/ned/east-accel-fps_sec",accE);
fgSetDouble("/accelerations/ned/down-accel-fps_sec",accN);*/
//save the values
last_time = time;
last_speedN = speedN;
last_speedE = speedE;
last_speedD = speedD;
}// end calcAcc

View file

@ -3,6 +3,8 @@
// Written by Diarmuid Tyson, started February 2003.
// diarmuid.tyson@airservicesaustralia.com
//
// With additions by Vivian Meazza, January 2006
//
// Copyright (C) 2003 Airservices Australia
//
// This program is free software; you can redistribute it and/or
@ -56,6 +58,8 @@ SG_USING_STD(string);
*
******************************************************************/
#include <simgear/props/props.hxx>
class FGMultiplay : public FGProtocol {
public:
@ -65,21 +69,42 @@ public:
/** Destructor. */
~FGMultiplay ();
/** Enables the FGMultiplay object
*/
/** Enables the FGMultiplay object. */
bool open();
/** Tells the multiplayer_mgr to send/receive data.
*/
/** Tells the multiplayer_mgr to send/receive data. */
bool process();
/** Closes the multiplayer_mgr.
*/
/** Closes the multiplayer_mgr. */
bool close();
private:
struct _node_cache {
double val;
SGPropertyNode_ptr node;
_node_cache(double v, SGPropertyNode_ptr n) {
val = v; node = n;
};
};
/** calculate accelerations
*/
void calcAcc(double speedN, double speedE, double speedD);
double last_time ; //sec
double last_speedN, last_speedE, last_speedD; //fps
double calcaccN, calcaccE, calcaccD; //fps2
SGPropertyNode *lat_n, *lon_n, *alt_n;
SGPropertyNode *heading_n, *pitch_n, *roll_n;
SGPropertyNode *speedN_n, *speedE_n, *speedD_n;
SGPropertyNode *left_aileron_n, *right_aileron_n;
SGPropertyNode *elevator_n, *rudder_n;
// SGPropertyNode *rpms[5];
SGPropertyNode *rateH_n, *rateR_n, *rateP_n;
map<string,struct _node_cache*> props;
map<string,struct _node_cache*>::iterator propit;
};
#endif // _FG_MULTIPLAY_HXX