Freeze MP position during replay.
Now you can replay and watch your favourite landing 101 times without pi**ing off everyone else playing MP. :)
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39bc2d53ff
commit
da32e9332c
1 changed files with 133 additions and 116 deletions
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@ -536,127 +536,144 @@ FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
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return;
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}
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MsgBuf msgBuf;
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static MsgBuf msgBuf;
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static unsigned msgLen = 0;
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T_PositionMsg* PosMsg = msgBuf.posMsg();
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strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
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PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
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PosMsg->time = XDR_encode_double (motionInfo.time);
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PosMsg->lag = XDR_encode_double (motionInfo.lag);
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));
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SGVec3f angleAxis;
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motionInfo.orientation.getAngleAxis(angleAxis);
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
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xdr_data_t* ptr = msgBuf.properties();
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std::vector<FGPropertyData*>::const_iterator it;
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it = motionInfo.properties.begin();
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//cout << "OUTPUT PROPERTIES\n";
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xdr_data_t* msgEnd = msgBuf.propsEnd();
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while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
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// First element is the ID. Write it out when we know we have room for
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// the whole property.
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xdr_data_t id = XDR_encode_uint32((*it)->id);
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// The actual data representation depends on the type
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switch ((*it)->type) {
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case simgear::props::INT:
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case simgear::props::BOOL:
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case simgear::props::LONG:
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32((*it)->int_value);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
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break;
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case simgear::props::FLOAT:
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case simgear::props::DOUBLE:
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*ptr++ = id;
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*ptr++ = XDR_encode_float((*it)->float_value);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
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break;
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case simgear::props::STRING:
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case simgear::props::UNSPECIFIED:
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{
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// String is complicated. It consists of
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// The length of the string
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// The string itself
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// Padding to the nearest 4-bytes.
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const char* lcharptr = (*it)->string_value;
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if (lcharptr != 0)
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{
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// Add the length
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////cout << "String length: " << strlen(lcharptr) << "\n";
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uint32_t len = strlen(lcharptr);
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if (len > MAX_TEXT_SIZE)
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len = MAX_TEXT_SIZE;
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// XXX This should not be using 4 bytes per character!
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// If there's not enough room for this property, drop it
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// on the floor.
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if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
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goto escape;
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//cout << "String length unint32: " << len << "\n";
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32(len);
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if (len != 0)
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{
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// Now the text itself
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// XXX This should not be using 4 bytes per character!
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int lcount = 0;
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while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE))
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{
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*ptr++ = XDR_encode_int8(*lcharptr);
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lcharptr++;
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lcount++;
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}
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
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// Now pad if required
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while ((lcount % 4) != 0)
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{
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*ptr++ = XDR_encode_int8(0);
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lcount++;
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//cout << "0";
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}
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//cout << "\n";
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}
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}
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else
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{
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// Nothing to encode
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32(0);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
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}
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}
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break;
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default:
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//cout << " Unknown Type: " << (*it)->type << "\n";
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*ptr++ = id;
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*ptr++ = XDR_encode_float((*it)->float_value);;
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
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break;
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}
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++it;
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if (fgGetBool("/sim/freeze/replay-state", true))
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{
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// do not send position updates during replay
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for (unsigned i = 0 ; i < 3; ++i)
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{
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// no movement during replay
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PosMsg->linearVel[i] = XDR_encode_float (0.0);
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PosMsg->angularVel[i] = XDR_encode_float (0.0);
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PosMsg->linearAccel[i] = XDR_encode_float (0.0);
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PosMsg->angularAccel[i] = XDR_encode_float (0.0);
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}
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// all other data remains unchanged (resend last state)
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}
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escape:
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unsigned msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
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FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
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mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
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else
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{
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PosMsg->time = XDR_encode_double (motionInfo.time);
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PosMsg->lag = XDR_encode_double (motionInfo.lag);
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));
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SGVec3f angleAxis;
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motionInfo.orientation.getAngleAxis(angleAxis);
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
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for (unsigned i = 0 ; i < 3; ++i)
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PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
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xdr_data_t* ptr = msgBuf.properties();
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std::vector<FGPropertyData*>::const_iterator it;
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it = motionInfo.properties.begin();
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//cout << "OUTPUT PROPERTIES\n";
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xdr_data_t* msgEnd = msgBuf.propsEnd();
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while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
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// First element is the ID. Write it out when we know we have room for
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// the whole property.
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xdr_data_t id = XDR_encode_uint32((*it)->id);
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// The actual data representation depends on the type
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switch ((*it)->type) {
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case simgear::props::INT:
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case simgear::props::BOOL:
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case simgear::props::LONG:
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32((*it)->int_value);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
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break;
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case simgear::props::FLOAT:
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case simgear::props::DOUBLE:
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*ptr++ = id;
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*ptr++ = XDR_encode_float((*it)->float_value);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
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break;
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case simgear::props::STRING:
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case simgear::props::UNSPECIFIED:
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{
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// String is complicated. It consists of
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// The length of the string
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// The string itself
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// Padding to the nearest 4-bytes.
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const char* lcharptr = (*it)->string_value;
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if (lcharptr != 0)
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{
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// Add the length
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////cout << "String length: " << strlen(lcharptr) << "\n";
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uint32_t len = strlen(lcharptr);
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if (len > MAX_TEXT_SIZE)
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len = MAX_TEXT_SIZE;
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// XXX This should not be using 4 bytes per character!
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// If there's not enough room for this property, drop it
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// on the floor.
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if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
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goto escape;
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//cout << "String length unint32: " << len << "\n";
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32(len);
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if (len != 0)
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{
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// Now the text itself
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// XXX This should not be using 4 bytes per character!
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int lcount = 0;
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while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE))
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{
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*ptr++ = XDR_encode_int8(*lcharptr);
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lcharptr++;
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lcount++;
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}
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
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// Now pad if required
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while ((lcount % 4) != 0)
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{
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*ptr++ = XDR_encode_int8(0);
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lcount++;
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//cout << "0";
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}
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//cout << "\n";
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}
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}
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else
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{
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// Nothing to encode
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*ptr++ = id;
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*ptr++ = XDR_encode_uint32(0);
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
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}
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}
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break;
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default:
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//cout << " Unknown Type: " << (*it)->type << "\n";
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*ptr++ = id;
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*ptr++ = XDR_encode_float((*it)->float_value);;
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//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
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break;
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}
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++it;
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}
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escape:
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msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
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FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
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}
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if (msgLen>0)
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mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
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SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");
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} // FGMultiplayMgr::SendMyPosition()
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