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Freeze MP position during replay.

Now you can replay and watch your favourite landing
101 times without pi**ing off everyone else playing MP. :)
This commit is contained in:
ThorstenB 2010-11-15 23:28:51 +01:00
parent 39bc2d53ff
commit da32e9332c

View file

@ -536,127 +536,144 @@ FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
return; return;
} }
MsgBuf msgBuf; static MsgBuf msgBuf;
static unsigned msgLen = 0;
T_PositionMsg* PosMsg = msgBuf.posMsg(); T_PositionMsg* PosMsg = msgBuf.posMsg();
strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN); strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0'; PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
if (fgGetBool("/sim/freeze/replay-state", true))
PosMsg->time = XDR_encode_double (motionInfo.time); {
PosMsg->lag = XDR_encode_double (motionInfo.lag); // do not send position updates during replay
for (unsigned i = 0 ; i < 3; ++i) for (unsigned i = 0 ; i < 3; ++i)
PosMsg->position[i] = XDR_encode_double (motionInfo.position(i)); {
SGVec3f angleAxis; // no movement during replay
motionInfo.orientation.getAngleAxis(angleAxis); PosMsg->linearVel[i] = XDR_encode_float (0.0);
for (unsigned i = 0 ; i < 3; ++i) PosMsg->angularVel[i] = XDR_encode_float (0.0);
PosMsg->orientation[i] = XDR_encode_float (angleAxis(i)); PosMsg->linearAccel[i] = XDR_encode_float (0.0);
for (unsigned i = 0 ; i < 3; ++i) PosMsg->angularAccel[i] = XDR_encode_float (0.0);
PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i)); }
for (unsigned i = 0 ; i < 3; ++i) // all other data remains unchanged (resend last state)
PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
xdr_data_t* ptr = msgBuf.properties();
std::vector<FGPropertyData*>::const_iterator it;
it = motionInfo.properties.begin();
//cout << "OUTPUT PROPERTIES\n";
xdr_data_t* msgEnd = msgBuf.propsEnd();
while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
// First element is the ID. Write it out when we know we have room for
// the whole property.
xdr_data_t id = XDR_encode_uint32((*it)->id);
// The actual data representation depends on the type
switch ((*it)->type) {
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
*ptr++ = id;
*ptr++ = XDR_encode_uint32((*it)->int_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
{
// String is complicated. It consists of
// The length of the string
// The string itself
// Padding to the nearest 4-bytes.
const char* lcharptr = (*it)->string_value;
if (lcharptr != 0)
{
// Add the length
////cout << "String length: " << strlen(lcharptr) << "\n";
uint32_t len = strlen(lcharptr);
if (len > MAX_TEXT_SIZE)
len = MAX_TEXT_SIZE;
// XXX This should not be using 4 bytes per character!
// If there's not enough room for this property, drop it
// on the floor.
if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
goto escape;
//cout << "String length unint32: " << len << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_uint32(len);
if (len != 0)
{
// Now the text itself
// XXX This should not be using 4 bytes per character!
int lcount = 0;
while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE))
{
*ptr++ = XDR_encode_int8(*lcharptr);
lcharptr++;
lcount++;
}
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
// Now pad if required
while ((lcount % 4) != 0)
{
*ptr++ = XDR_encode_int8(0);
lcount++;
//cout << "0";
}
//cout << "\n";
}
}
else
{
// Nothing to encode
*ptr++ = id;
*ptr++ = XDR_encode_uint32(0);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
}
}
break;
default:
//cout << " Unknown Type: " << (*it)->type << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);;
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
}
++it;
} }
escape: else
unsigned msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg; {
FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen); PosMsg->time = XDR_encode_double (motionInfo.time);
mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer); PosMsg->lag = XDR_encode_double (motionInfo.lag);
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));
SGVec3f angleAxis;
motionInfo.orientation.getAngleAxis(angleAxis);
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
xdr_data_t* ptr = msgBuf.properties();
std::vector<FGPropertyData*>::const_iterator it;
it = motionInfo.properties.begin();
//cout << "OUTPUT PROPERTIES\n";
xdr_data_t* msgEnd = msgBuf.propsEnd();
while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
// First element is the ID. Write it out when we know we have room for
// the whole property.
xdr_data_t id = XDR_encode_uint32((*it)->id);
// The actual data representation depends on the type
switch ((*it)->type) {
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
*ptr++ = id;
*ptr++ = XDR_encode_uint32((*it)->int_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
{
// String is complicated. It consists of
// The length of the string
// The string itself
// Padding to the nearest 4-bytes.
const char* lcharptr = (*it)->string_value;
if (lcharptr != 0)
{
// Add the length
////cout << "String length: " << strlen(lcharptr) << "\n";
uint32_t len = strlen(lcharptr);
if (len > MAX_TEXT_SIZE)
len = MAX_TEXT_SIZE;
// XXX This should not be using 4 bytes per character!
// If there's not enough room for this property, drop it
// on the floor.
if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
goto escape;
//cout << "String length unint32: " << len << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_uint32(len);
if (len != 0)
{
// Now the text itself
// XXX This should not be using 4 bytes per character!
int lcount = 0;
while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE))
{
*ptr++ = XDR_encode_int8(*lcharptr);
lcharptr++;
lcount++;
}
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
// Now pad if required
while ((lcount % 4) != 0)
{
*ptr++ = XDR_encode_int8(0);
lcount++;
//cout << "0";
}
//cout << "\n";
}
}
else
{
// Nothing to encode
*ptr++ = id;
*ptr++ = XDR_encode_uint32(0);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
}
}
break;
default:
//cout << " Unknown Type: " << (*it)->type << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);;
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
}
++it;
}
escape:
msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
}
if (msgLen>0)
mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition"); SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");
} // FGMultiplayMgr::SendMyPosition() } // FGMultiplayMgr::SendMyPosition()