diff --git a/docs-mini/README.multiplayer b/docs-mini/README.multiplayer index ee081a139..af410c13c 100644 --- a/docs-mini/README.multiplayer +++ b/docs-mini/README.multiplayer @@ -54,19 +54,72 @@ is the sort of implementation that we are considering for use as a tower visual simulator. -For use with a server (when one is created): --------------------------------------------- +For use with a server: +---------------------- +Oliver Schroeder has created a server for multiplayer flightgear use. +The server acts as a packet forwarding mechanism. When it +receives a packet, it sends it to all other active players. +Future versions might be more scalable, only forwarding information +on the planes in the receiving player's vicinity. + +Check out the server homepage +for the current status. You can either download the server for +some local use, or join the developers on the existing servers. + +Pigeon has created a web page monitoring +two such servers, showing the traffic in a Google map environment. +See . + +Options needed to enable multiplayer game with a server: Player1: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500 +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 --callsign=player1 Player2: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501 +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 --callsign=player2 -Playern: ---multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502 ---callsign=playern +... -The server would simply act as a packet forwarding mechanism. When it -receives a packet, it sends it to all other active players. +PlayerN: +--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002 +--callsign=playerN + +Note that if every player using a particular server, such as one of those +listed on the Pigeon's page, needs to have a unique callsign, not +already in use on that server. + +If you are sitting behind a NAT'ting firewall, then you need to forward +the incoming traffic on the firewall outer (visible to the internet) +address arriving at the UDP port you use (5002 in the case above) +over to your private LAN address. In this case, use your PRIVATE LAN address +as . Example (if your private LAN address is 10.0.0.1, +in order to play on pigeond.net): + +fgfs --multiplay=in,10,10.0.0.1,5002 --multiplay=out,10,pigeond.net,5002 + --callsign=...UNIQUE callsign here... + +If you and the server are in the same address space (i.e., both have a public +IP address or both are on the same private LAN), you hopefully don't need to +mess with any firewalls. + +If you don't see other players playing on the same server in your flightgear, +check that you have followed the above router configuration guidelines. Check +that you don't have any LOCAL firewall running on your computer preventing the +flightgear network traffic flow. + +Finally, use ethereal(1) or tethereal(1) to capture the UDP traffic on the port +that you are using, and see if you observe both incoming and outgoing packets. + +It's a good idea to talk to the IRC channel #flightgear on irc.flightgear.org +while flying on one of the public servers. Also, it makes sense for every user +on the same server to use the same weather setup, e.g., the real weather +METAR feed, selected by setting to true the real-world-weather-fetch and +control-fdm-atmosphere properties. + +Further reading (a must if you have a problem): +----------------------------------------------- +[1] The flightgear server homepage +[2] The flightgear wiki multiplayer howto +[3] If everything else fails, ask for help on +the IRC channel #flightgear on irc.flightgear.org