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Author SHA1 Message Date
scttgs0
e754b850f1 Maintenance: namespace
Clean up namespaces.
Don't use broad 'using namespace' context in header files.
Header Guards.
SPDX tags.
2023-05-20 17:28:50 -05:00
D-ECHO
1889045891 YASim Hitch: correct typo brake to break 2023-01-04 10:58:37 +00:00
Edward d'Auvergne
c1c7b043ac SGSubsystemMgr::get_subsystem(): Universal switch to the templated function.
The globals non-templated get_subsystem() helper function has been made private
to enforce the switch.
2022-11-17 15:57:39 +00:00
Colin Geniet
5d6ac7a1c1 MP: Fix recurrent bool array compatibility issues
When FG encounters an unknown property id in a MP packet, it discards
the remainder of the packet. This happens when adding new MP properties:
older clients will discard the property and anything that comes after.
This is normally not an issue because newer properties are placed at the
end of the packet.

However MP bool array properties (sim/generic/bool[*]) are transmitted
at the very end of a packet, meaning they get broken (for backward
compatibility) each time a property is added to the protocol.

Fix this by placing them earlier in the packet, with the same ordering
rules as other properties.
2022-09-09 08:02:08 +01:00
Colin Geniet
e6327466e6 MP: Reorder new property for backward compatibility
Commit 6aff646cf (Mach number added to mode-S XPDR properties, 2022-07-20)
added /instrumentation/transponder/mach-number as a new MP property.

It was inserted with other transponder properties, in the middle of
the list of MP properties. This breaks backward compatibility:
older FG client discard any property after this.

Move the new property to the end of the list, with the largest id.
2022-09-09 08:02:08 +01:00
Florent Rougon
563bc4775f Minor changes
Fix a typo and a warning about an unused variable.
2022-08-24 15:14:57 +02:00
Michael Filhol
6aff646cfa Mach number added to mode-S XPDR properties, exposed to MP (for ATC). 2022-07-26 10:30:14 +01:00
James Turner
43e0b3be48 CMake: fix missing header
Original fix by Mariusz Matuszek, adapted by me.
2022-05-25 11:16:44 +01:00
Lars Toenning
5051d90487 Use std::function for callbacks 2022-05-25 10:38:20 +01:00
Julian Smith
02bda6d8d2 src/MultiPlayer/multiplaymgr.cxx: avoid compiler warning for strncpy() call. 2022-01-06 22:17:05 +00:00
Roman Ludwicki
82f967ab92 Cope with SGPropertyNode::getStringValue() now returning std::string by value.
This is by Lars Toenning <dev@ltoenning.de>, Roman Ludwicki <romek21@op.pl> and
SDeAstis <salvatore.deastis@gmail.com>, in 2021 Hackathon.

Also cope with removal of SGPropertyNode::getName() - use getNameString()
instead.
2021-12-24 14:49:06 +00:00
Julian Smith
c872af41bf Allow AI carrier to be always tied exactly to MP carrier.
Also fixed uneven MP carrier motion.

If /ai/models/carrier[]/ai-latch is true (e.g. by MPCarrier.nas), we
set /position/* and /orientation/* in C++ every frame instead of in
nasal. For external multiplayer carriers the values are copied from
/ai/models/multiplayer[]/*, so the AI carrier follows the corresponding MP
carrier exactly. For this to be useful, multiplayer motion needs be smooth,
e.g. with /sim/time/simple-time/enabled=true.

scripts/python/recordreplay.py
    Added --carrier test - checks that multiplayer carrier moves with even
    speed.

src/AIModel/AIBase.hxx
    Added speed_fps, to be kept up to date and tied to velocities/uBody-fps
    when we are a carrier. Previously this was set from Nasal which doesn't
    do what is required when all updates happen in C++.

src/AIModel/AICarrier.cxx
src/AIModel/AICarrier.hxx
    If is-user-craft is true, we directly update /position/* every frame.

    If ai-latch is true, we don't call TurnToLaunch(), TurnToRecover(),
    ReturnToBox(), TurnToBase() etc, because our position and orientation is
    determined only by multiplayer packets.

src/AIModel/AIMultiplayer.cxx
src/AIModel/AIMultiplayer.hxx
    If an mp craft is a carrier, MP packets define velocities/speed-kts but
    set ecLinearVel to all-zeros. So we now copy across to ensure that the
    extrapolation algorithm has a velocity to work with. Previously the zero
    velocity caused very uneven motion.

    If ai-latch is true we set AI craft's position+velocities directly from
    the equivalent (extrapolated or interpolated) MP position, every frame. We
    also set AI craft's orientation. And we copy MP's uBody-fps to AI's
    velocities/speed-kts which ensures that friction works between carrier deck
    and aircraft undercarriage.

    Added logging of raw speeds implied by multiplayer packets, activated by
    /sim/log-multiplayer-callsign; used by scripts/python/recordreplay.py's
    --carrier test.

src/AIModel/AIShip.cxx
    Tie velocities/uBody-fps to new speed_fps member and set speed_fps in
    update() along with members that are tied to properties.

    Replaced code that calculated new position using heading and speed:

        Previously the new position after dt was calculated using
        ft_per_deg_lat, ft_per_deg_lon, speed_north_deg_sec and
        speed_east_deg_sec. But this was moving slightly faster than the
        specified speed.

        This was leading to incremental errors when a different Flightgear
        instance extrapolated the multiplayer position from the information in
        multiplayer packets, because the specified velocity was too small, so
        we jumped forwards when extrapolation moved to a new packet.

        The fix is to use a Quaternion-based calculation to calculate movement
        in the direction specified by (heading, pitch, roll), as done by other
        code such as the view code.

src/Main/fg_init.cxx
    Moved FGAIManager to just before FGMultiplayMgr so we send latest info in
    mp packets.

src/MultiPlayer/multiplaymgr.cxx
    Fixed minimum transmit rate calculation - if transmit rate is less than 1,
    default to 1, not 10.

src/Network/props.cxx
    Use more precision when sending double-precision values e.g. to telnet
    client. Otherwise for example UTC times don't have sufficient resolution.

src/Viewer/viewmgr.cxx
    Generate internal logs of multiplayer position and speed (after
    interpolation/extrapolation) if /sim/log-multiplayer-callsign is set. Used
    by scripts/python/recordreplay.py's --carrier test.
2021-06-25 11:08:12 +01:00
James Turner
34b8fbc58e Precomputed random numbers API
Use updated pre-compute API for random numbers

By Marc Eberhard
2021-05-25 12:57:07 +01:00
Julian Smith
1d4e2a2a69 src/MultiPlayer/multiplaymgr.cxx: decreased a diagnostic. 2021-04-15 17:23:58 +01:00
Richard Harrison
58d8b7faa0 minor improvement in comments in Multiplay mgr 2021-04-08 21:58:52 +02:00
Julian Smith
a606315bbb src/MultiPlayer/multiplaymgr.*: optionally gather info about multiplayer aircraft speed.
Used by scripts/python/recordreplay.py to test multiplayer packets.
2021-03-27 23:04:10 +00:00
James Turner
7e074f6b8b MP: reduce a replay message level, to avoid spamming at INFO 2021-03-07 13:08:29 +00:00
Julian Smith
4553d813b1 Various fixes and improvements to replaying of Continuous recordings.
FGFlightRecorder::replay():
    Fixed behaviour when going back in time while replaying - we were not
    replaying initial property changes correctly because we deliberately
    don't load signals data for some frames when we are only interested in
    multiplayer or extra properties.

    Removed incorrect code that tried to avoid replaying the same frame twice
    in succession.

FGReplay::update(double dt):
    Improved how we figure out which frames we need to replay just for multiplayer
    or extra property changes.

FGReplay::makeTapePath():
    New fn containing the code for converting tape name into path by prepending
    tape dir and appending .fgtape as necessary. Called when loading tape at
    startup or at runtime.

Cached some more property nodes in SGPropertyNode_ptr's.

Don't recordCHAT_MSG_ID messages; unfortunately it looks like most (all?)
chat message text is received as part of POS_DATA_ID messages tied to
sim/multiplay/chat, so this doesn't actually avoid recording chat messages.
2021-02-26 22:29:33 +00:00
James Turner
02e0d17dbc Fix MSVC unused-var warning 2021-02-15 09:33:30 +00:00
jano
4a4117b9ab make the mp protocol send rate independant from time accel,
based on mp protocol clock.
2021-02-15 09:27:36 +00:00
Erik Hofman
168a50756e Remove two instances of Conditional jump or move depends on uninitialised value(s) as reported by valgrind 2021-01-22 11:00:48 +01:00
James Turner
af387107a3 CPDLC updates from Henning 2021-01-06 15:46:56 +00:00
Henning Stahlke
527f58d353 Refactored CPDLP. 2021-01-06 15:46:56 +00:00
Julian Smith
d0db698c7b Correct any positive value of user and multiplayer chase-distance-m.
Chase distances are supposed to be negative. Otherwise in external views
vertical mouse moves have reversed behaviour when changing view angle. E.g.
see:

    https://sourceforge.net/p/flightgear/codetickets/2454

src/MultiPlayer/multiplaymgr.cxx
    Fix +ve chase-distance-m for multiplayer aircraft.
src/Viewer/viewmgr.cxx
    Fix +ve chase-distance-m for user aircraft.
2020-12-05 21:29:01 +00:00
James Turner
5386051413 MP-DNS: cancel pending request on close. 2020-11-04 22:32:30 +00:00
Julian Smith
270cada516 src/MultiPlayer/multiplaymgr.cxx: fix multiplayer replay when not connected to multiplayer server.
Previously when replaying a recording, we would not show any recorded
multiplayer aircraft if we were not connected to a multiplayer server.
2020-10-31 17:23:28 +00:00
Automatic Release Builder
77b6d635fe Multiplayer: change how we log activation
Use MANDATORY_INFO and set a Sentry tag when MP is active
2020-10-29 14:46:47 +00:00
James Turner
47ff3e9f67 Improve CMake strucutre 2020-08-23 11:31:37 +01:00
Julian Smith
001c1d231d If multiplayer record is enabled, carry on recording while replaying.
This background recording keeps the user aircraft stationary while recording
all movements of multiplayer aircraft. Allows one to look at replay without,
for example, disturbing continuous record to file.
2020-06-17 21:10:33 +01:00
Julian Smith
edb5be38ee Multiplayer replay: add support to fgtape recordings. improved replay behaviour.
Fgtape:

    If multipayer replay is active we write multiplayer packet information to
    fgtape files. We also add /sim/replay/multiplayer to the properties written
    to fgtape file so at load time we knows whether to expect multiplayer
    packets.

    New builds of fg can load and replay old recordings.

    It is expected (but has not been tested) that old builds of fg will be able
    to read new fgtape recordings where /sim/replay/multiplayer was unset or
    false (currently the default).

    Old builds of fg will not be able to load fgtape recordings that include
    multiplayer data.

Avoid incorrect removal of multiplayer aircraft when replaying:

    We now clear multiplayer motion history when we jump forwards or backwards
    during replay. This ensures that multiplayer code doesn't remove
    multiplayer aircraft because of inconsistent-looking time stamps.

    We preserve some multiplay information when purging recorded information
    to save space. This ensures that when replaying we get frequent enough
    packets to avoid the multiplayer code thinking that multiplayer aircraft
    have disappeared.
2020-06-05 21:21:14 +01:00
Julian Smith
e7b1f3f52e Multiplayer replay: new, support for replaying multiplayer aircraft as well as the user's aircraft.
At the moment this only works for live replays - we don't (yet) write the
multiplayer information to fgtape files.

Enable with:
    --prop:bool:/sim/replay/multiplayer=true

This works by copying all raw multiplayer packets into a buffer in
FGMultiplayMgr. Each time it is called, FGFlightRecorder::capture() moves all
the available packet from this buffer into its FGReplayData. Thus we store
roughly syncronised multiplayer packets along with the user aircraft's detailed
replay properties.

When replaying, FGFlightRecorder pushes packets into a buffer in
FGMultiplayMgr, which are used instead of live multiplayer packets. [Actually
when replaying FGMultiplayMgr still reads live packets in order to handle live
chat messages, and ignores chat messages from FGFlightRecorder.]
2020-06-05 21:21:14 +01:00
James Turner
4addaa9b00 Fix a warning 2020-04-01 15:30:15 +01:00
Julian Smith
904e55d657 src/MultiPlayer/multiplaymgr.cxx: use SGPropertyNode_ptr to avoid explicit delete.
As suggested by James Turner
2020-03-15 15:30:05 +00:00
Julian Smith
20a9953130 src/MultiPlayer/multiplaymgr.cxx: Don't load complete -set.xml of multiplayer aircraft.
When loading -set.xml, we load into temporary 'set' node,
then copy across only set/sim/view[]/config/* values into
/ai/models/multiplayer[]/set/sim/view[]/config/.

This ensures that we have just the information required for multiplayer views,
and avoids problems where some properties in /ai/models/multiplayer[]/ were
being archived to autosave_*.xml and loaded in later flightgear sessions.
2020-03-11 21:49:15 +00:00
Scott Giese
c97ad0182b Prevent buffer unterminated buffer 2019-12-15 16:37:44 -06:00
Richard Harrison
e8a50475ec Mutiplayer: increase log level for potential problems;
This is partly experimental to see how often these occur; but also errors in MP packets should be more visible to the developer.
2019-07-29 14:33:45 +02:00
Julian Smith
d71f8daa86 Revert "src/MultiPlayer/multiplaymgr.cxx: don't overwrite /sim/multiplay/visibility-range-nm if already set."
This reverts commit 4a067e721f.
2019-07-27 15:42:17 +01:00
Julian Smith
9a67910899 src/MultiPlayer/multiplaymgr.cxx: don't create view 8.
View 8 used to be new Tower View AGL view, but this interfered with hard-coded
aircraft view numbers. So fgdata now has removed Model View, meaning Tower
View AGL uses Model View's old number (7), which keeps sequential view numbers
unchanged.
2019-07-20 22:04:35 +01:00
Julian Smith
5990ba92f8 src/MultiPlayer/multiplaymgr.cxx: use std::initializer_list instead of C array.
After review. This simplifies iterating.
2019-07-04 13:16:22 +01:00
Julian Smith
2888eb00de Various fixes to view/multiplayer code after review.
src/MultiPlayer/multiplaymgr.cxx
src/MultiPlayer/multiplaymgr.hxx
    removed starts_with() and ends_with() - already provided in simgear::.
    removed output() fn for SGPropertyNode, as unused.
    added makeStringPropertyNameSafe().
    FGMultiplayMgr::addMultiplayer(): use std::find_if() to find model file.
    added FGMultiplayMgr::subsystemName().
src/Viewer/view.cxx
src/Viewer/view.hxx
    removed getDoubleValue() as not required.
    moved agl code into new View::handleAGL() fn.
    renamed View::Damping::setGet() => View::Damping::updateTarget().
2019-07-04 13:16:22 +01:00
Julian Smith
4a067e721f src/MultiPlayer/multiplaymgr.cxx: don't overwrite /sim/multiplay/visibility-range-nm if already set.
This allows it to be set e.g. in ~/.fgfsrc with --prop.
2019-07-04 13:16:22 +01:00
Julian Smith
5772325bc6 Allow most default views to work on multiplayer aircraft as well as the user's aircraft.
Currently this works for all the default views except for Tower Look From (for
which it doesn't really make sense) and Fly-by View.

We now search for and load a -set.xml that matches the model .xml,
when new multiplayer aircraft is set up. This allows us to find view
offsets etc, e.g. allowing cockpit and helicopter views to work with
multiplayer aircraft. Properties from the -set.xml are placed into
/ai/models/multiplayer[]/set, so for example viewing offsets are in
/ai/models/multiplayer[]/set/sim/view[]/config/target-{x,y,z}-offset-m. We also
copy the aircraft's chase-distance into the view config params, similar to how
fgdata:defaults.xml does for the user's aircraft. And we also fill in views'
missing offsets from the Helicopter View config; e.g. this enables the new
Tower View AGL to show aircraft correctly centred, despite aircraft currently
not having this view defined in their -set.xml. [We don't currently attempt to
cache or reuse -set.xml data.]

Have ensured that view position responds to mouse movement in the same way for
viewing the user's aircraft as for multiplayer aircraft (previously, Model View
reversed the affect of vertical mouse movements).

Added new Tower AGL view. Behaves similarly to Tower view, but automatically
scales and pans vertically in order to always show the vertical range
extending from just above the aircraft down to the ground immediately below
the aircraft. We use aircrafts chase-distance as an indication of size. We
damp the ground level value to reduce the viewing jumping around too much
e.g. if the aircraft flies over buildings. The amount of damping is set by
fgdata:defaults.xml's lookat-agl-damping value.

Fixed problem where Tower View eye position moves slightly as target
aircraft heading changes. This was caused by us unnecessarily applying the
aircraft-centre correction to the eye position.

src/FDM/flight.cxx: also make /orientation/true-heading-deg. This allows
local orientation to be used like multiplayer orientation, which only
has /ai/models/multiplayer[]/orientation/true-heading-deg. [A better fix
might be to replace all occurrencies of /orientation/true-heading-deg with
/orientation/heading-deg, but this would be a rather large commit.]

Details:

src/Viewer/view.*: removed View::updateData() as is no longer required.

src/MultiPlayer/multiplaymgr.cxx: use helicopter view target offsets as
defaults. E.g. in tower view agl, aircraft won't currently be defining these
offsets. More generally, this allows aircraft to define target offsets only in
helicoter view.

src/FDM/flight.cxx
    FGMultiplayMgr::FillMsgHdr(): Added tie of /orientation/true-heading-deg to
    get_Psi_deg, so it duplictes the existing /orientation/heading-deg.

src/MultiPlayer/multiplaymgr.cxx
src/MultiPlayer/multiplaymgr.hxx
    FGMultiplayMgr::addMultiplayer(): look for and load -set.xml that matches
    the model. Patch various view-related things up in similar way to what we
    do for the user's aircraft, so that multiplayer views work.

    Made FGMultiplayMgr::getMultiplayer() public, so it can be used by
    src/Viewer/view.cxx.

src/Viewer/view.cxx
src/Viewer/view.hxx
    View::View(): Added lookat_agl, lookat_agl_damping params for new Tower
    View AGL. Preserve user's field-of-view in separate variable so that Tower
    View AGL can modify the actual field of view independently.

    Added view_index param so that we can find multiplayer view[]/config/
    properties.

    getViewOffsets(): new fn that finds view offsets for user aircraft or
    multiplayer aircraft.

    View::recalcLookFrom() View::recalcLookAt: Lots of changes to allow things
    to work with multiplayer aircraft. View::recalcLookAt() can now do Tower
    View AGL.

    View::Damping: support for damping, used by Tower View AGL. Might be good
    to use this for other damping.

    View::updateData(): removed, as calculations are now all done inside
    View::recalc*().

    put properties {x,y,z}-offset-m into new View::_adjust_offset_m member
    instead of _offset_m. This avoids confusion between a view's offsets and
    the offsets added in by the user via the 'Adjust View Position' dialogue.

src/Viewer/viewmgr.cxx
    FGViewMgr::init(): pass view number to
    flightgear::View::createFromProperties().
2019-07-04 13:16:22 +01:00
Edward d'Auvergne
34a6cb3c74 SGSubsystem classes: Registration of all subsystems. 2019-07-01 14:51:32 +02:00
Edward d'Auvergne
d259c70560 SGSubsystem classes: Addition of staticSubsystemClassId() to all subsystems. 2019-07-01 14:51:32 +02:00
Edward d'Auvergne
7a6e63ddb9 SGSubsystem classes: Subsystem and subsystem group API declaration standardisation.
This is a cleanup commit.
2019-07-01 14:27:30 +02:00
Edward d'Auvergne
60a2444766 SGSubsystem classes: Whitespace standardisation of the declarations.
This is a clean up commit prior to the subsystem API standardisation to simplify
the diffs.  It includes all SGSubsystem and SGSubsystemGroup derived classes.
2019-07-01 14:27:28 +02:00
Richard Harrison
d2a179f1f3 Multiplayer: do not transmit the transmission-frequency-hz 2019-04-28 19:40:26 +02:00
Richard Harrison
b42969ae91 Add support for FGCom multiple radio support
PTT now uses an int channel number (0 means not pressed, 1 = comm radio 1 (index [0]),etc...)

/comm-radio-selected is the default comm channel to use. This should usually be the same as will be set by PTT into /controls/radios/comm-ptt

However PTT will switch the FG comm inbound and outbound frequency to whichever radio was PTT'd.

New properties also set in multi-player to indicate the transmission frequency and normalised power (currently just set to 1.0)

13001(int)        : sim/multiplay/comm-transmit-frequency-hz
13002(short-norm) : sim/multiplay/comm-transmit-power-norm
2019-03-19 21:20:17 +01:00
Michael Danilov
e425f74a7d Fix crash on invalid(?) fallback model id. 2018-08-25 18:43:05 +05:00
Stuart Buchanan
e43fe82094 Fallback AI model implementation
Aircraft can now set a /sim/model/fallback-model-index property that is transmitted over the MP network.

Receiving clients use this as an index into AI/Aircraft/fallback_models.xml to determine a model to use if the model path (/sim/model/path) cannot be found under Aircraft or AI/Aircraft.  This allows aircraft developers to identify a suitable fallback model to be used for those who do not have their aircraft installed.
2018-07-27 19:51:37 +01:00