Vassilii Khachaturov:
I've updated README.multiplayer to reflect the recent changes.
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@ -54,19 +54,72 @@ is the sort of implementation that we are considering for use as a tower
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visual simulator.
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visual simulator.
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For use with a server (when one is created):
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For use with a server:
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--------------------------------------------
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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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receives a packet, it sends it to all other active players.
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Future versions might be more scalable, only forwarding information
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on the planes in the receiving player's vicinity.
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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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some local use, or join the developers on the existing servers.
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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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Player1:
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Player1:
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--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500
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--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
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--callsign=player1
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--callsign=player1
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Player2:
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Player2:
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--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501
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--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
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--callsign=player2
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--callsign=player2
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Playern:
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...
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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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PlayerN:
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receives a packet, it sends it to all other active players.
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--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
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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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address arriving at the UDP port you use (5002 in the case above)
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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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fgfs --multiplay=in,10,10.0.0.1,5002 --multiplay=out,10,pigeond.net,5002
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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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[1] The flightgear server homepage <http://www.o-schroeder.de/fg_server/>
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[2] The flightgear wiki multiplayer howto <http://www.seedwiki.com/wiki/flight_gear/flightgear_multiplayer_documentation.cfm>
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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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