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1 changed files with 443 additions and 428 deletions
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@ -38,58 +38,58 @@ using std::string;
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// #define SG_DEBUG SG_ALERT
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FGAIMultiplayer::FGAIMultiplayer() :
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FGAIBase(otMultiplayer, fgGetBool("/sim/multiplay/hot", false))
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FGAIBase(otMultiplayer, fgGetBool("/sim/multiplay/hot", false))
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{
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no_roll = false;
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no_roll = false;
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mTimeOffsetSet = false;
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mAllowExtrapolation = true;
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mLagAdjustSystemSpeed = 10;
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mLastTimestamp = 0;
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lastUpdateTime = 0;
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playerLag = 0.03;
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compensateLag = 1;
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mTimeOffsetSet = false;
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mAllowExtrapolation = true;
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mLagAdjustSystemSpeed = 10;
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mLastTimestamp = 0;
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lastUpdateTime = 0;
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playerLag = 0.03;
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compensateLag = 1;
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}
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}
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FGAIMultiplayer::~FGAIMultiplayer() {
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}
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bool FGAIMultiplayer::init(bool search_in_AI_path) {
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props->setStringValue("sim/model/path", model_path.c_str());
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//refuel_node = fgGetNode("systems/refuel/contact", true);
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isTanker = false; // do this until this property is
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// passed over the net
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props->setStringValue("sim/model/path", model_path.c_str());
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//refuel_node = fgGetNode("systems/refuel/contact", true);
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isTanker = false; // do this until this property is
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// passed over the net
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const string& str1 = _getCallsign();
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const string str2 = "MOBIL";
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const string& str1 = _getCallsign();
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const string str2 = "MOBIL";
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string::size_type loc1= str1.find( str2, 0 );
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if ( (loc1 != string::npos && str2 != "") ){
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// cout << " string found " << str2 << " in " << str1 << endl;
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isTanker = true;
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// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
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}
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string::size_type loc1 = str1.find(str2, 0);
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if ((loc1 != string::npos && str2 != "")) {
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// cout << " string found " << str2 << " in " << str1 << endl;
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isTanker = true;
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// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
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}
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// load model
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bool result = FGAIBase::init(search_in_AI_path);
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// propagate installation state (used by MP pilot list)
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props->setBoolValue("model-installed", _installed);
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return result;
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// load model
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bool result = FGAIBase::init(search_in_AI_path);
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// propagate installation state (used by MP pilot list)
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props->setBoolValue("model-installed", _installed);
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return result;
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}
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void FGAIMultiplayer::bind() {
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FGAIBase::bind();
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FGAIBase::bind();
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tie("refuel/contact", SGRawValuePointer<bool>(&contact));
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tie("tanker", SGRawValuePointer<bool>(&isTanker));
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tie("refuel/contact", SGRawValuePointer<bool>(&contact));
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tie("tanker", SGRawValuePointer<bool>(&isTanker));
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tie("controls/invisible",
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SGRawValuePointer<bool>(&invisible));
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tie("controls/invisible",
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SGRawValuePointer<bool>(&invisible));
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_uBodyNode = props->getNode("velocities/uBody-fps", true);
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_vBodyNode = props->getNode("velocities/vBody-fps", true);
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_wBodyNode = props->getNode("velocities/wBody-fps", true);
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#define AIMPROProp(type, name) \
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SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
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@ -97,16 +97,16 @@ SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
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SGRawValueMethods<FGAIMultiplayer, type>(*this, \
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&FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
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//tie("callsign", AIMPROProp(const char *, CallSign));
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//tie("callsign", AIMPROProp(const char *, CallSign));
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tie("controls/allow-extrapolation",
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AIMPRWProp(bool, AllowExtrapolation));
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tie("controls/lag-adjust-system-speed",
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AIMPRWProp(double, LagAdjustSystemSpeed));
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tie("controls/player-lag",
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AIMPRWProp(double, playerLag));
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tie("controls/compensate-lag",
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AIMPRWProp(int, compensateLag));
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tie("controls/allow-extrapolation",
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AIMPRWProp(bool, AllowExtrapolation));
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tie("controls/lag-adjust-system-speed",
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AIMPRWProp(double, LagAdjustSystemSpeed));
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tie("controls/player-lag",
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AIMPRWProp(double, playerLag));
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tie("controls/compensate-lag",
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AIMPRWProp(int, compensateLag));
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#undef AIMPROProp
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#undef AIMPRWProp
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@ -114,450 +114,465 @@ SGRawValueMethods<FGAIMultiplayer, type>(*this, \
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void FGAIMultiplayer::update(double dt)
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{
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using namespace simgear;
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using namespace simgear;
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if (dt <= 0)
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return;
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if (dt <= 0)
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return;
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FGAIBase::update(dt);
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FGAIBase::update(dt);
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// Check if we already got data
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if (mMotionInfo.empty())
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return;
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// Check if we already got data
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if (mMotionInfo.empty())
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return;
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// The current simulation time we need to update for,
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// note that the simulation time is updated before calling all the
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// update methods. Thus it contains the time intervals *end* time
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double curtime = globals->get_sim_time_sec();
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// The current simulation time we need to update for,
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// note that the simulation time is updated before calling all the
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// update methods. Thus it contains the time intervals *end* time
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double curtime = globals->get_sim_time_sec();
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// Get the last available time
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MotionInfo::reverse_iterator it = mMotionInfo.rbegin();
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double curentPkgTime = it->second.time;
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// Get the last available time
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MotionInfo::reverse_iterator it = mMotionInfo.rbegin();
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double curentPkgTime = it->second.time;
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// Dynamically optimize the time offset between the feeder and the client
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// Well, 'dynamically' means that the dynamic of that update must be very
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// slow. You would otherwise notice huge jumps in the multiplayer models.
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// The reason is that we want to avoid huge extrapolation times since
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// extrapolation is highly error prone. For that we need something
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// approaching the average latency of the packets. This first order lag
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// component will provide this. We just take the error of the currently
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// requested time to the most recent available packet. This is the
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// target we want to reach in average.
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double lag = it->second.lag;
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if (!mTimeOffsetSet) {
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mTimeOffsetSet = true;
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mTimeOffset = curentPkgTime - curtime - lag;
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} else {
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double offset = 0.0;
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// Dynamically optimize the time offset between the feeder and the client
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// Well, 'dynamically' means that the dynamic of that update must be very
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// slow. You would otherwise notice huge jumps in the multiplayer models.
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// The reason is that we want to avoid huge extrapolation times since
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// extrapolation is highly error prone. For that we need something
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// approaching the average latency of the packets. This first order lag
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// component will provide this. We just take the error of the currently
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// requested time to the most recent available packet. This is the
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// target we want to reach in average.
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double lag = it->second.lag;
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if (!mTimeOffsetSet) {
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mTimeOffsetSet = true;
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mTimeOffset = curentPkgTime - curtime - lag;
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}
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else {
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double offset = 0.0;
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//spectator mode, more late to be in the interpolation zone
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if (compensateLag == 3) { offset = curentPkgTime -curtime -lag + playerLag;
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if (compensateLag == 3) {
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offset = curentPkgTime - curtime - lag + playerLag;
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// old behaviour
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} else if (compensateLag == 1) { offset = curentPkgTime - curtime - lag;
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// using the prediction mode to display the mpaircraft in the futur/past with given playerlag value
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//currently compensatelag = 2
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} else { offset = curentPkgTime - curtime + 0.48*lag + playerLag;
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}
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if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
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|| (offset - 10 > mTimeOffset)) {
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mTimeOffset = offset;
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SG_LOG(SG_AI, SG_DEBUG, "Resetting time offset adjust system to "
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"avoid extrapolation: time offset = " << mTimeOffset);
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} else {
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// the error of the offset, respectively the negative error to avoid
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// a minus later ...
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double err = offset - mTimeOffset;
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// limit errors leading to shorter lag values somehow, that is late
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// arriving packets will pessimize the overall lag much more than
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// early packets will shorten the overall lag
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double sysSpeed;
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//trying to slow the rudderlag phenomenon thus using more the prediction system
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//if we are off by less than 1.5s, do a little correction, and bigger step above 1.5s
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if (fabs(err) < 1.5) {
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if (err < 0) {
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sysSpeed = mLagAdjustSystemSpeed*err*0.01;
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} else {
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sysSpeed = SGMiscd::min(0.5*err*err, 0.05);
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// old behaviour
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}
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} else {
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if (err < 0) {
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else if (compensateLag == 1) {
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offset = curentPkgTime - curtime - lag;
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// Ok, we have some very late packets and nothing newer increase the
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// lag by the given speedadjust
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sysSpeed = mLagAdjustSystemSpeed*err;
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} else {
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// We have a too pessimistic display delay shorten that a small bit
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sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
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}
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}
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// using the prediction mode to display the mpaircraft in the futur/past with given playerlag value
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//currently compensatelag = 2
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}
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else {
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offset = curentPkgTime - curtime + 0.48*lag + playerLag;
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}
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if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
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|| (offset - 10 > mTimeOffset)) {
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mTimeOffset = offset;
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SG_LOG(SG_AI, SG_DEBUG, "Resetting time offset adjust system to "
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"avoid extrapolation: time offset = " << mTimeOffset);
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}
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else {
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// the error of the offset, respectively the negative error to avoid
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// a minus later ...
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double err = offset - mTimeOffset;
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// limit errors leading to shorter lag values somehow, that is late
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// arriving packets will pessimize the overall lag much more than
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// early packets will shorten the overall lag
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double sysSpeed;
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//trying to slow the rudderlag phenomenon thus using more the prediction system
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//if we are off by less than 1.5s, do a little correction, and bigger step above 1.5s
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if (fabs(err) < 1.5) {
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if (err < 0) {
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sysSpeed = mLagAdjustSystemSpeed*err*0.01;
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}
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else {
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sysSpeed = SGMiscd::min(0.5*err*err, 0.05);
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}
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}
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else {
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if (err < 0) {
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// Ok, we have some very late packets and nothing newer increase the
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// lag by the given speedadjust
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sysSpeed = mLagAdjustSystemSpeed*err;
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}
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else {
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// We have a too pessimistic display delay shorten that a small bit
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sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
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}
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}
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// simple euler integration for that first order system including some
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// overshooting guard to prevent to aggressive system speeds
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// (stiff systems) to explode the systems state
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double systemIncrement = dt*sysSpeed;
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if (fabs(err) < fabs(systemIncrement))
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systemIncrement = err;
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mTimeOffset += systemIncrement;
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SG_LOG(SG_AI, SG_DEBUG, "Offset adjust system: time offset = "
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<< mTimeOffset << ", expected longitudinal position error due to "
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" current adjustment of the offset: "
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<< fabs(norm(it->second.linearVel)*systemIncrement));
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}
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}
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// simple euler integration for that first order system including some
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// overshooting guard to prevent to aggressive system speeds
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// (stiff systems) to explode the systems state
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double systemIncrement = dt*sysSpeed;
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if (fabs(err) < fabs(systemIncrement))
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systemIncrement = err;
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mTimeOffset += systemIncrement;
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SG_LOG(SG_AI, SG_DEBUG, "Offset adjust system: time offset = "
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<< mTimeOffset << ", expected longitudinal position error due to "
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" current adjustment of the offset: "
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<< fabs(norm(it->second.linearVel)*systemIncrement));
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}
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}
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// Compute the time in the feeders time scale which fits the current time
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// we need to
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double tInterp = curtime + mTimeOffset;
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// Compute the time in the feeders time scale which fits the current time
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// we need to
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double tInterp = curtime + mTimeOffset;
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SGVec3d ecPos;
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SGQuatf ecOrient;
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SGVec3f ecLinearVel;
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SGVec3d ecPos;
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SGQuatf ecOrient;
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SGVec3f ecLinearVel;
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if (tInterp <= curentPkgTime) {
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// Ok, we need a time prevous to the last available packet,
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// that is good ...
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if (tInterp <= curentPkgTime) {
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// Ok, we need a time prevous to the last available packet,
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// that is good ...
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// Find the first packet before the target time
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MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
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if (nextIt == mMotionInfo.begin()) {
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SG_LOG(SG_AI, SG_DEBUG, "Taking oldest packet!");
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// We have no packet before the target time, just use the first one
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MotionInfo::iterator firstIt = mMotionInfo.begin();
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ecPos = firstIt->second.position;
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ecOrient = firstIt->second.orientation;
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ecLinearVel = firstIt->second.linearVel;
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speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
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// Find the first packet before the target time
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MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
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if (nextIt == mMotionInfo.begin()) {
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SG_LOG(SG_AI, SG_DEBUG, "Taking oldest packet!");
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// We have no packet before the target time, just use the first one
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MotionInfo::iterator firstIt = mMotionInfo.begin();
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ecPos = firstIt->second.position;
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ecOrient = firstIt->second.orientation;
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ecLinearVel = firstIt->second.linearVel;
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speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
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std::vector<FGPropertyData*>::const_iterator firstPropIt;
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std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
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firstPropIt = firstIt->second.properties.begin();
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firstPropItEnd = firstIt->second.properties.end();
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while (firstPropIt != firstPropItEnd) {
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//cout << " Setting property..." << (*firstPropIt)->id;
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PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
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if (pIt != mPropertyMap.end())
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{
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//cout << "Found " << pIt->second->getPath() << ":";
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switch ((*firstPropIt)->type) {
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case props::INT:
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case props::BOOL:
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case props::LONG:
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pIt->second->setIntValue((*firstPropIt)->int_value);
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//cout << "Int: " << (*firstPropIt)->int_value << "\n";
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break;
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case props::FLOAT:
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case props::DOUBLE:
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pIt->second->setFloatValue((*firstPropIt)->float_value);
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//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
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break;
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case props::STRING:
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case props::UNSPECIFIED:
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pIt->second->setStringValue((*firstPropIt)->string_value);
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//cout << "Str: " << (*firstPropIt)->string_value << "\n";
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break;
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default:
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// FIXME - currently defaults to float values
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pIt->second->setFloatValue((*firstPropIt)->float_value);
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//cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
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break;
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}
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}
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else
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{
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SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
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}
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++firstPropIt;
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}
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std::vector<FGPropertyData*>::const_iterator firstPropIt;
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std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
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firstPropIt = firstIt->second.properties.begin();
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firstPropItEnd = firstIt->second.properties.end();
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while (firstPropIt != firstPropItEnd) {
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//cout << " Setting property..." << (*firstPropIt)->id;
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PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
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if (pIt != mPropertyMap.end())
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{
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//cout << "Found " << pIt->second->getPath() << ":";
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switch ((*firstPropIt)->type) {
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case props::INT:
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case props::BOOL:
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case props::LONG:
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pIt->second->setIntValue((*firstPropIt)->int_value);
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//cout << "Int: " << (*firstPropIt)->int_value << "\n";
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break;
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case props::FLOAT:
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case props::DOUBLE:
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pIt->second->setFloatValue((*firstPropIt)->float_value);
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//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
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break;
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case props::STRING:
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case props::UNSPECIFIED:
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pIt->second->setStringValue((*firstPropIt)->string_value);
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//cout << "Str: " << (*firstPropIt)->string_value << "\n";
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break;
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default:
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// FIXME - currently defaults to float values
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pIt->second->setFloatValue((*firstPropIt)->float_value);
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//cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
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break;
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}
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}
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else
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{
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SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
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}
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++firstPropIt;
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}
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} else {
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// Ok, we have really found something where our target time is in between
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// do interpolation here
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MotionInfo::iterator prevIt = nextIt;
|
||||
--prevIt;
|
||||
}
|
||||
else {
|
||||
// Ok, we have really found something where our target time is in between
|
||||
// do interpolation here
|
||||
MotionInfo::iterator prevIt = nextIt;
|
||||
--prevIt;
|
||||
|
||||
// Interpolation coefficient is between 0 and 1
|
||||
double intervalStart = prevIt->second.time;
|
||||
double intervalEnd = nextIt->second.time;
|
||||
double intervalLen = intervalEnd - intervalStart;
|
||||
double tau = 0.0;
|
||||
if (intervalLen != 0.0) tau = (tInterp - intervalStart)/intervalLen;
|
||||
// Interpolation coefficient is between 0 and 1
|
||||
double intervalStart = prevIt->second.time;
|
||||
double intervalEnd = nextIt->second.time;
|
||||
double intervalLen = intervalEnd - intervalStart;
|
||||
double tau = 0.0;
|
||||
if (intervalLen != 0.0) tau = (tInterp - intervalStart) / intervalLen;
|
||||
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle interpolation: ["
|
||||
<< intervalStart << ", " << intervalEnd << "], intervalLen = "
|
||||
<< intervalLen << ", interpolation parameter = " << tau);
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle interpolation: ["
|
||||
<< intervalStart << ", " << intervalEnd << "], intervalLen = "
|
||||
<< intervalLen << ", interpolation parameter = " << tau);
|
||||
|
||||
// Here we do just linear interpolation on the position
|
||||
ecPos = interpolate(tau, prevIt->second.position, nextIt->second.position);
|
||||
ecOrient = interpolate((float)tau, prevIt->second.orientation,
|
||||
nextIt->second.orientation);
|
||||
ecLinearVel = interpolate((float)tau, prevIt->second.linearVel, nextIt->second.linearVel);
|
||||
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
|
||||
// Here we do just linear interpolation on the position
|
||||
ecPos = ((1 - tau)*prevIt->second.position + tau*nextIt->second.position);
|
||||
ecOrient = interpolate((float)tau, prevIt->second.orientation,
|
||||
nextIt->second.orientation);
|
||||
ecLinearVel = ((1 - tau)*prevIt->second.linearVel + tau*nextIt->second.linearVel);
|
||||
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
|
||||
|
||||
if (prevIt->second.properties.size()
|
||||
== nextIt->second.properties.size()) {
|
||||
std::vector<FGPropertyData*>::const_iterator prevPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
|
||||
std::vector<FGPropertyData*>::const_iterator nextPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
|
||||
prevPropIt = prevIt->second.properties.begin();
|
||||
prevPropItEnd = prevIt->second.properties.end();
|
||||
nextPropIt = nextIt->second.properties.begin();
|
||||
nextPropItEnd = nextIt->second.properties.end();
|
||||
while (prevPropIt != prevPropItEnd) {
|
||||
PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
|
||||
//cout << " Setting property..." << (*prevPropIt)->id;
|
||||
|
||||
if (pIt != mPropertyMap.end())
|
||||
{
|
||||
//cout << "Found " << pIt->second->getPath() << ":";
|
||||
|
||||
int ival;
|
||||
float val;
|
||||
/*
|
||||
* RJH - 2017-01-25
|
||||
* During multiplayer operations a series of crashes were encountered that affected all players
|
||||
* within range of each other and resulting in an exception being thrown at exactly the same moment in time
|
||||
* (within case props::STRING: ref http://i.imgur.com/y6MBoXq.png)
|
||||
* Investigation showed that the nextPropIt and prevPropIt were pointing to different properties
|
||||
* which may be caused due to certain models that have overloaded mp property transmission and
|
||||
* these craft have their properties truncated due to packet size. However the result of this
|
||||
* will be different contents in the previous and current packets, so here we protect against
|
||||
* this by only considering properties where the previous and next id are the same.
|
||||
* It might be a better solution to search the previous and next lists to locate the matching id's
|
||||
*/
|
||||
if (*nextPropIt && (*nextPropIt)->id == (*prevPropIt)->id ) {
|
||||
switch ((*prevPropIt)->type) {
|
||||
if (prevIt->second.properties.size()
|
||||
== nextIt->second.properties.size()) {
|
||||
std::vector<FGPropertyData*>::const_iterator prevPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
|
||||
std::vector<FGPropertyData*>::const_iterator nextPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
|
||||
prevPropIt = prevIt->second.properties.begin();
|
||||
prevPropItEnd = prevIt->second.properties.end();
|
||||
nextPropIt = nextIt->second.properties.begin();
|
||||
nextPropItEnd = nextIt->second.properties.end();
|
||||
while (prevPropIt != prevPropItEnd) {
|
||||
PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
|
||||
//cout << " Setting property..." << (*prevPropIt)->id;
|
||||
|
||||
if (pIt != mPropertyMap.end())
|
||||
{
|
||||
//cout << "Found " << pIt->second->getPath() << ":";
|
||||
|
||||
int ival;
|
||||
float val;
|
||||
/*
|
||||
* RJH - 2017-01-25
|
||||
* During multiplayer operations a series of crashes were encountered that affected all players
|
||||
* within range of each other and resulting in an exception being thrown at exactly the same moment in time
|
||||
* (within case props::STRING: ref http://i.imgur.com/y6MBoXq.png)
|
||||
* Investigation showed that the nextPropIt and prevPropIt were pointing to different properties
|
||||
* which may be caused due to certain models that have overloaded mp property transmission and
|
||||
* these craft have their properties truncated due to packet size. However the result of this
|
||||
* will be different contents in the previous and current packets, so here we protect against
|
||||
* this by only considering properties where the previous and next id are the same.
|
||||
* It might be a better solution to search the previous and next lists to locate the matching id's
|
||||
*/
|
||||
if (*nextPropIt && (*nextPropIt)->id == (*prevPropIt)->id) {
|
||||
switch ((*prevPropIt)->type) {
|
||||
case props::INT:
|
||||
case props::BOOL:
|
||||
case props::LONG:
|
||||
ival = (int)(0.5 + (1 - tau)*((double)(*prevPropIt)->int_value) +
|
||||
tau*((double)(*nextPropIt)->int_value));
|
||||
pIt->second->setIntValue(ival);
|
||||
//cout << "Int: " << ival << "\n";
|
||||
break;
|
||||
case props::FLOAT:
|
||||
case props::DOUBLE:
|
||||
val = (1 - tau)*(*prevPropIt)->float_value +
|
||||
tau*(*nextPropIt)->float_value;
|
||||
//cout << "Flo: " << val << "\n";
|
||||
pIt->second->setFloatValue(val);
|
||||
break;
|
||||
case props::STRING:
|
||||
case props::UNSPECIFIED:
|
||||
//cout << "Str: " << (*nextPropIt)->string_value << "\n";
|
||||
pIt->second->setStringValue((*nextPropIt)->string_value);
|
||||
break;
|
||||
default:
|
||||
// FIXME - currently defaults to float values
|
||||
val = (1 - tau)*(*prevPropIt)->float_value +
|
||||
tau*(*nextPropIt)->float_value;
|
||||
//cout << "Unk: " << val << "\n";
|
||||
pIt->second->setFloatValue(val);
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SG_LOG(SG_AI, SG_WARN, "MP packet mismatch during lag interpolation: " << (*prevPropIt)->id << " != " << (*nextPropIt)->id << "\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
|
||||
}
|
||||
|
||||
++prevPropIt;
|
||||
++nextPropIt;
|
||||
}
|
||||
}
|
||||
|
||||
// Now throw away too old data
|
||||
if (prevIt != mMotionInfo.begin())
|
||||
{
|
||||
--prevIt;
|
||||
mMotionInfo.erase(mMotionInfo.begin(), prevIt);
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Ok, we need to predict the future, so, take the best data we can have
|
||||
// and do some eom computation to guess that for now.
|
||||
FGExternalMotionData& motionInfo = it->second;
|
||||
|
||||
// The time to predict, limit to 3 seconds
|
||||
double t = tInterp - motionInfo.time;
|
||||
t = SGMisc<double>::min(t, 3);
|
||||
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle extrapolation: "
|
||||
"extrapolation time = " << t);
|
||||
|
||||
// using velocity and acceleration to guess a parabolic position...
|
||||
ecPos = motionInfo.position;
|
||||
ecOrient = motionInfo.orientation;
|
||||
ecLinearVel = motionInfo.linearVel;
|
||||
SGVec3d ecVel = toVec3d(ecOrient.backTransform(ecLinearVel));
|
||||
SGVec3f angularVel = motionInfo.angularVel;
|
||||
SGVec3d ecAcc = toVec3d(ecOrient.backTransform(motionInfo.linearAccel));
|
||||
|
||||
double normVel = norm(ecVel);
|
||||
|
||||
// not doing rotationnal prediction for small speed or rotation rate,
|
||||
// to avoid agitated parked plane
|
||||
if ((norm(angularVel) > 0.05) || (normVel > 1.0)) {
|
||||
ecOrient += t*ecOrient.derivative(angularVel);
|
||||
}
|
||||
|
||||
// not using acceleration for small speed, to have better parked planes
|
||||
// note that anyway acceleration is not transmit yet by mp
|
||||
if (normVel > 1.0) {
|
||||
ecPos += t*(ecVel + 0.5*t*ecAcc);
|
||||
}
|
||||
else {
|
||||
ecPos += t*(ecVel);
|
||||
}
|
||||
|
||||
std::vector<FGPropertyData*>::const_iterator firstPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
|
||||
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
|
||||
firstPropIt = it->second.properties.begin();
|
||||
firstPropItEnd = it->second.properties.end();
|
||||
while (firstPropIt != firstPropItEnd) {
|
||||
PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
|
||||
//cout << " Setting property..." << (*firstPropIt)->id;
|
||||
|
||||
if (pIt != mPropertyMap.end())
|
||||
{
|
||||
switch ((*firstPropIt)->type) {
|
||||
case props::INT:
|
||||
case props::BOOL:
|
||||
case props::LONG:
|
||||
ival = (int)(0.5 + (1 - tau)*((double)(*prevPropIt)->int_value) +
|
||||
tau*((double)(*nextPropIt)->int_value));
|
||||
pIt->second->setIntValue(ival);
|
||||
//cout << "Int: " << ival << "\n";
|
||||
pIt->second->setIntValue((*firstPropIt)->int_value);
|
||||
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
|
||||
break;
|
||||
case props::FLOAT:
|
||||
case props::DOUBLE:
|
||||
val = (1 - tau)*(*prevPropIt)->float_value +
|
||||
tau*(*nextPropIt)->float_value;
|
||||
//cout << "Flo: " << val << "\n";
|
||||
pIt->second->setFloatValue(val);
|
||||
pIt->second->setFloatValue((*firstPropIt)->float_value);
|
||||
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
|
||||
break;
|
||||
case props::STRING:
|
||||
case props::UNSPECIFIED:
|
||||
//cout << "Str: " << (*nextPropIt)->string_value << "\n";
|
||||
pIt->second->setStringValue((*nextPropIt)->string_value);
|
||||
pIt->second->setStringValue((*firstPropIt)->string_value);
|
||||
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
|
||||
break;
|
||||
default:
|
||||
// FIXME - currently defaults to float values
|
||||
val = (1 - tau)*(*prevPropIt)->float_value +
|
||||
tau*(*nextPropIt)->float_value;
|
||||
//cout << "Unk: " << val << "\n";
|
||||
pIt->second->setFloatValue(val);
|
||||
pIt->second->setFloatValue((*firstPropIt)->float_value);
|
||||
//cout << "Unk: " << (*firstPropIt)->float_value << "\n";
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SG_LOG(SG_AI, SG_WARN, "MP packet mismatch during lag interpolation: " << (*prevPropIt)->id << " != " << (*nextPropIt)->id << "\n");
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
|
||||
}
|
||||
|
||||
++prevPropIt;
|
||||
++nextPropIt;
|
||||
}
|
||||
}
|
||||
|
||||
// Now throw away too old data
|
||||
if (prevIt != mMotionInfo.begin())
|
||||
{
|
||||
--prevIt;
|
||||
mMotionInfo.erase(mMotionInfo.begin(), prevIt);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Ok, we need to predict the future, so, take the best data we can have
|
||||
// and do some eom computation to guess that for now.
|
||||
FGExternalMotionData& motionInfo = it->second;
|
||||
|
||||
// The time to predict, limit to 3 seconds
|
||||
double t = tInterp - motionInfo.time;
|
||||
t = SGMisc<double>::min(t, 3);
|
||||
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle extrapolation: "
|
||||
"extrapolation time = " << t);
|
||||
|
||||
// using velocity and acceleration to guess a parabolic position...
|
||||
ecPos = motionInfo.position;
|
||||
ecOrient = motionInfo.orientation;
|
||||
ecLinearVel = motionInfo.linearVel;
|
||||
SGVec3d ecVel = toVec3d(ecOrient.backTransform(ecLinearVel));
|
||||
SGVec3f angularVel = motionInfo.angularVel;
|
||||
SGVec3d ecAcc = toVec3d(ecOrient.backTransform(motionInfo.linearAccel));
|
||||
|
||||
double normVel = norm(ecVel);
|
||||
|
||||
// not doing rotationnal prediction for small speed or rotation rate,
|
||||
// to avoid agitated parked plane
|
||||
if (( norm(angularVel) > 0.05 ) || ( normVel > 1.0 )) {
|
||||
ecOrient += t*ecOrient.derivative(angularVel);
|
||||
++firstPropIt;
|
||||
}
|
||||
}
|
||||
|
||||
// not using acceleration for small speed, to have better parked planes
|
||||
// note that anyway acceleration is not transmit yet by mp
|
||||
if ( normVel > 1.0 ) {
|
||||
ecPos += t*(ecVel + 0.5*t*ecAcc);
|
||||
} else {
|
||||
ecPos += t*(ecVel);
|
||||
// extract the position
|
||||
pos = SGGeod::fromCart(ecPos);
|
||||
double recent_alt_ft = altitude_ft;
|
||||
altitude_ft = pos.getElevationFt();
|
||||
|
||||
// expose a valid vertical speed
|
||||
if (lastUpdateTime != 0)
|
||||
{
|
||||
double dT = curtime - lastUpdateTime;
|
||||
double Weighting = 1;
|
||||
if (dt < 1.0)
|
||||
Weighting = dt;
|
||||
// simple smoothing over 1 second
|
||||
vs = (1.0 - Weighting)*vs + Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
|
||||
}
|
||||
lastUpdateTime = curtime;
|
||||
|
||||
// The quaternion rotating from the earth centered frame to the
|
||||
// horizontal local frame
|
||||
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
|
||||
(float)pos.getLatitudeRad());
|
||||
// The orientation wrt the horizontal local frame
|
||||
SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
|
||||
float hDeg, pDeg, rDeg;
|
||||
hlOr.getEulerDeg(hDeg, pDeg, rDeg);
|
||||
hdg = hDeg;
|
||||
roll = rDeg;
|
||||
pitch = pDeg;
|
||||
|
||||
// expose velocities/u,v,wbody-fps in the mp tree
|
||||
_uBodyNode->setValue(ecLinearVel[0] * SG_METER_TO_FEET);
|
||||
_vBodyNode->setValue(ecLinearVel[1] * SG_METER_TO_FEET);
|
||||
_wBodyNode->setValue(ecLinearVel[2] * SG_METER_TO_FEET);
|
||||
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer position and orientation: "
|
||||
<< ecPos << ", " << hlOr);
|
||||
|
||||
//###########################//
|
||||
// do calculations for radar //
|
||||
//###########################//
|
||||
double range_ft2 = UpdateRadar(manager);
|
||||
|
||||
//************************************//
|
||||
// Tanker code //
|
||||
//************************************//
|
||||
|
||||
|
||||
if (isTanker) {
|
||||
//cout << "IS tanker ";
|
||||
if ((range_ft2 < 250.0 * 250.0) &&
|
||||
(y_shift > 0.0) &&
|
||||
(elevation > 0.0)) {
|
||||
// refuel_node->setBoolValue(true);
|
||||
//cout << "in contact" << endl;
|
||||
contact = true;
|
||||
}
|
||||
else {
|
||||
// refuel_node->setBoolValue(false);
|
||||
//cout << "not in contact" << endl;
|
||||
contact = false;
|
||||
}
|
||||
}
|
||||
else {
|
||||
//cout << "NOT tanker " << endl;
|
||||
contact = false;
|
||||
}
|
||||
|
||||
std::vector<FGPropertyData*>::const_iterator firstPropIt;
|
||||
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
|
||||
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
|
||||
firstPropIt = it->second.properties.begin();
|
||||
firstPropItEnd = it->second.properties.end();
|
||||
while (firstPropIt != firstPropItEnd) {
|
||||
PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
|
||||
//cout << " Setting property..." << (*firstPropIt)->id;
|
||||
|
||||
if (pIt != mPropertyMap.end())
|
||||
{
|
||||
switch ((*firstPropIt)->type) {
|
||||
case props::INT:
|
||||
case props::BOOL:
|
||||
case props::LONG:
|
||||
pIt->second->setIntValue((*firstPropIt)->int_value);
|
||||
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
|
||||
break;
|
||||
case props::FLOAT:
|
||||
case props::DOUBLE:
|
||||
pIt->second->setFloatValue((*firstPropIt)->float_value);
|
||||
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
|
||||
break;
|
||||
case props::STRING:
|
||||
case props::UNSPECIFIED:
|
||||
pIt->second->setStringValue((*firstPropIt)->string_value);
|
||||
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
|
||||
break;
|
||||
default:
|
||||
// FIXME - currently defaults to float values
|
||||
pIt->second->setFloatValue((*firstPropIt)->float_value);
|
||||
//cout << "Unk: " << (*firstPropIt)->float_value << "\n";
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
|
||||
}
|
||||
|
||||
++firstPropIt;
|
||||
}
|
||||
}
|
||||
|
||||
// extract the position
|
||||
pos = SGGeod::fromCart(ecPos);
|
||||
double recent_alt_ft = altitude_ft;
|
||||
altitude_ft = pos.getElevationFt();
|
||||
|
||||
// expose a valid vertical speed
|
||||
if (lastUpdateTime != 0)
|
||||
{
|
||||
double dT = curtime - lastUpdateTime;
|
||||
double Weighting=1;
|
||||
if (dt < 1.0)
|
||||
Weighting = dt;
|
||||
// simple smoothing over 1 second
|
||||
vs = (1.0-Weighting)*vs + Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
|
||||
}
|
||||
lastUpdateTime = curtime;
|
||||
|
||||
// The quaternion rotating from the earth centered frame to the
|
||||
// horizontal local frame
|
||||
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
|
||||
(float)pos.getLatitudeRad());
|
||||
// The orientation wrt the horizontal local frame
|
||||
SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
|
||||
float hDeg, pDeg, rDeg;
|
||||
hlOr.getEulerDeg(hDeg, pDeg, rDeg);
|
||||
hdg = hDeg;
|
||||
roll = rDeg;
|
||||
pitch = pDeg;
|
||||
|
||||
// expose velocities/u,v,wbody-fps in the mp tree
|
||||
_uBodyNode->setValue(ecLinearVel[0] * SG_METER_TO_FEET);
|
||||
_vBodyNode->setValue(ecLinearVel[1] * SG_METER_TO_FEET);
|
||||
_wBodyNode->setValue(ecLinearVel[2] * SG_METER_TO_FEET);
|
||||
|
||||
SG_LOG(SG_AI, SG_DEBUG, "Multiplayer position and orientation: "
|
||||
<< ecPos << ", " << hlOr);
|
||||
|
||||
//###########################//
|
||||
// do calculations for radar //
|
||||
//###########################//
|
||||
double range_ft2 = UpdateRadar(manager);
|
||||
|
||||
//************************************//
|
||||
// Tanker code //
|
||||
//************************************//
|
||||
|
||||
|
||||
if ( isTanker) {
|
||||
//cout << "IS tanker ";
|
||||
if ( (range_ft2 < 250.0 * 250.0) &&
|
||||
(y_shift > 0.0) &&
|
||||
(elevation > 0.0) ){
|
||||
// refuel_node->setBoolValue(true);
|
||||
//cout << "in contact" << endl;
|
||||
contact = true;
|
||||
} else {
|
||||
// refuel_node->setBoolValue(false);
|
||||
//cout << "not in contact" << endl;
|
||||
contact = false;
|
||||
}
|
||||
} else {
|
||||
//cout << "NOT tanker " << endl;
|
||||
contact = false;
|
||||
}
|
||||
|
||||
Transform();
|
||||
Transform();
|
||||
}
|
||||
|
||||
void
|
||||
FGAIMultiplayer::addMotionInfo(FGExternalMotionData& motionInfo,
|
||||
long stamp)
|
||||
long stamp)
|
||||
{
|
||||
mLastTimestamp = stamp;
|
||||
mLastTimestamp = stamp;
|
||||
|
||||
if (!mMotionInfo.empty()) {
|
||||
double diff = motionInfo.time - mMotionInfo.rbegin()->first;
|
||||
if (!mMotionInfo.empty()) {
|
||||
double diff = motionInfo.time - mMotionInfo.rbegin()->first;
|
||||
|
||||
// packet is very old -- MP has probably reset (incl. his timebase)
|
||||
if (diff < -10.0)
|
||||
mMotionInfo.clear();
|
||||
// packet is very old -- MP has probably reset (incl. his timebase)
|
||||
if (diff < -10.0)
|
||||
mMotionInfo.clear();
|
||||
|
||||
// drop packets arriving out of order
|
||||
else if (diff < 0.0)
|
||||
return;
|
||||
}
|
||||
mMotionInfo[motionInfo.time] = motionInfo;
|
||||
// We just copied the property (pointer) list - they are ours now. Clear the
|
||||
// properties list in given/returned object, so former owner won't deallocate them.
|
||||
motionInfo.properties.clear();
|
||||
// drop packets arriving out of order
|
||||
else if (diff < 0.0)
|
||||
return;
|
||||
}
|
||||
mMotionInfo[motionInfo.time] = motionInfo;
|
||||
// We just copied the property (pointer) list - they are ours now. Clear the
|
||||
// properties list in given/returned object, so former owner won't deallocate them.
|
||||
motionInfo.properties.clear();
|
||||
}
|
||||
|
||||
void
|
||||
FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
|
||||
{
|
||||
SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
|
||||
pNode->setDoubleValue(val);
|
||||
SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
|
||||
pNode->setDoubleValue(val);
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue