This is a clean up commit prior to the subsystem API standardisation to simplify
the diffs. It includes all SGSubsystem and SGSubsystemGroup derived classes.
lag compensation, this is the time manager part.
- introduction of a pure steady clock initialised from system clock at init
- the mp protocol clock have an offset available (will be used
to sync the players, in case ntpd is not accurate or inavailable)
- got a way to see drift between system clock and the fg steady clock, mainly
to see how differents OS behave ...
These are the time statistics that are the simulation code, which is basically everything except the rendering.
For a while I've wondered how efficient each of my JSBSim models are, and how much of our valuable frame time is spent on simulation modules.
Ideally the simulation modules should be taking 2-3ms, anything longer indicates a need to consider optimising things more.
These are the new properties that are added by this change:
/sim/rendering/sim-frame-count Number of frames since start (or last time
/sim/rendering/sim-frame-count-reset Reset statistics. Can be useful to reset monitoring after a slow startup
/sim/rendering/sim-host-avg-ms Average amount of time spent in the "simulation" rather than rendering. This attempts to take into consideration the
frame rate throttling but when throttled this figure is less reliable.
/sim/rendering/sim-host-total-ms Total milliseconds since reset
/sim/time/frame-wait-ms Current frame wait to meet throttling rate.
These include Scenery/{maptest.cxx, test.cxx} and Time/{test_event.c, ttest.c,
win32test.c}. These files, essentially untouched since added in 1999, are not
useful for conversion for the test suite.
the current timestamp used in mp protocol and in AImultiplayer is not a good one:
it can pause, or even change speed if we change warp value.
we want it to be used for network protocol lag and jitter estimation, and
a time flowing linearly on both side is needed, here's a first introduction
of this timestamp relates to real elapsed time.
here it's initialised to the system clock, then follow the monotonic clock.
in future improvement, it will allow time synchronisation betwen mp players,
to have a very good close formation flight experience.
Change fgcommand to take an optional property tree root element.
This fixes the animation bindings to use the defined property tree root - to support multiplayer (or other) model that can bind to the correct part of the property tree.
Requires a corresponding fix in sg to allow the command methods to take an optional root parameter.
What this means is that when inside someone else's multiplayer model (e.g. backseat, or co-pilot), the multipalyer (AI) model will correctly modify properties inside the correct part of the property tree inside (/ai), rather than modifying the properties inside the same part of the tree as the non-ai model.
This means that a properly setup model will operate within it's own space in the property tree; and permit more generic multiplayer code to be written.
This is probably responsible for some of the pollution of the root property tree with MP aircraft properties.
The new FGLight::updateObjects() function is now being passed into the global
events manager as a task rather than FGLight::updateSunPos(). The
updateSunPos() function has been renamed to updateBodyPos() and generalised for
any solar system body and is called twice by updateObjects(), once for the sun
and once for the moon. The local position of the moon is then exposed at
"/ephemeris/moon/local/".
The functions fgSunPositionGST() and fgTimeSecondsUntilSunAngle() have been
renamed to fgBodyPositionGST() and fgBodyPositionGST() respectively, and both
require a new char argument specifying the body of interest. This allows the
position of all solar system bodies to be calculated from the aircraft frame of
reference.
Remove uses of .str(), .c_str() and some other methods of SGPath.
Pass SGPath directly where possible, or explicitly convert to the
appropriate 8-bit encoding.
- sim-speed-up (a/A keys) offsets warp correctly. This means at 4x speed
up the warp will increase by 3 seconds for one elapsed real second.
In practice this means simulation elements timed using sim ‘current time’
will be correctly synchronised with those using simulated elapsed time.
(AI traffic being a prime example of this)
- warp-delta (t/T keys) is independent of frame rate, and works when
paused. The warp-delta values in the keybindings / GUI dialog
will need to be updated since warp-delta in now seconds-per-second,
as opposed to seconds-per-frame.
- consistent with pause (freeze), /sim/speed-up is now applied to the
dt value for all subsystems, not just the FDM and some instruments.
For example AI traffic can now be sped-up or slowed down.
- requires both an FGData and Simgear update.
Configurable with properties:
/sim/time/warp-easing == false ? jump to new time offset (orig. behaviour)
/sim/time/warp-easing == true ? use easing parameter to adjust warp
/sim/time/warp-easing-duration-secs: time in seconds to reach the new value
/sim/time/warp-easing-method: easing method to apply. default: swing
Since d91a617423 (vectory color calculations)
all 4 elements of a color were scaled with the respective brightness.
The caused some panels to be transparent at night etc.
Before the change, only the 3 RGB elements of the colors were scaled,
while the 4th element (alpha channel?) remained unaltered.
Commit restores the alpha elements to their original behaviour.
=> "Quick hack" for 2.6.0. Need s.o. to double check the initial changes
and commit something clean to "next".
Commit 5f0066c resulted in an incorrect angle calculation. At certain view/sun
angles "hor_rotation" and "rf1" would skip from the minimum to the maximum
value).
Also, an offset angle of 90 degrees (PI/2) is added, which seems to align
the sky effect with the sun position. Calculation is probably still wrong,
but seems less wrong than before - and the flickering is gone...