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.
Avoid a per-update() lookup of the AI controls properties. As part
of this, bypass updatePrimaryTargetValues for the user aircraft,
where it doesn’t make sense.
We previously ignored mp packets if their .time was very different from local
time, but this stops time-compensation (e.g. with simple-time) from working and
is unnecessary because we clean up old packets anyway.
Also removed unnecessary erase of mp packets after interpolation.
Otherwise a SGSharedPtr is implicitly created on ai_list.push_back(model). It's not clear to the caller that FGAIManager takes care of the passed raw pointer.
Also fixes a bug for swift using the passed dangling pointer after the created SGSharedPtr of FGAIManager got out of scope and deleted the resource.
As this commit mainly addresses the swift crash (also for backport to LTS) it doesn't fix other calls to ::attach(..) which might also use the raw pointer afterwards.
Add an assertion that controller has been cleared before the AIAircraft
destructor is run. If it’s not, then we are too late, don’t try to
sign off since the controller is probably gone.
Sentry-Id: FLIGHTGEAR-15
Tidying up:
* change to use direct initializtion
* put all of member variables in alpha order
* adjust init spacing to make init values clear.
* change all member variables to start with an underscore. The reason for this isn't clear but some had an underscore and some didn't; so although I don't know what the convention was intended for this seems to be the appropriate changes.
Moved motion test code into separate function and removed some now-unnecessary
logging.
Moved extrapolation code into separate method.
Converted some stray tabs into spaces.
FGReplay was using time t, AIMultiplayer was using t+dt. The fix is to make
FGReplay also use t+dt.
scripts/python/recordreplay.py
Make --test-motion-mp test for this problem - we check that user and mp
aircraft are a constant distance apart when replaying.
src/AIModel/AIMultiplayer.cxx
Create properties showing distance moved since start by user and mp
aircraft, which can then be tested by recordreplay.py.
src/Aircraft/replay.cxx
Increment current_time by dt before calling replay(current_time), to
ensure that replay() sees the time as is later used by AIMultiplayer (via
/sim/replay/time).
Carrier improvements
- Calculate lineup deviation (degrees left/right)
- Position for touchdown added (for more accurate lineup and glideslope deviation checks)
- LSO position and Tower position added (for views)
- Better logic for controlling the FLOLS
- Added ability to start on a specific course (works better
with the launcher if the carrier starts on a recovery course
when positioning in air for recovery (approach)
- Support for normal, tower, LSO views (via controls/view-index)
- Aircraft can define offset for FLOLS in sim/model/reference-offset-{xyz}
Added the ability to find the nearest carrier to use as a tower
Rework of the tower position so that it updates frequently to support moving towers.
TODO: Need to review how to better implement/integrate 'sub-views' i.e. ai/models/carrier[]/controls/view-index which is actually a sub index for the tower view.
Moved interpolation code into new method
FGAIMultiplayer::FGAIMultiplayerInterpolate().
FGAIMultiplayer::update():
If simple-time is enabled, always use getMPProtocolClockSec() (or
/sim/replay/time if replaying) as current time, so that multiple instances
of Flightgear all using simple-time will all show user and MP aircraft
in the same relative positions.
When interpolating, don't special-case single iterator, instead pass the
single iterator as both args to FGAIMultiplayerInterpolate().
Fixed removal of outdated frames using mMotionInfo.erase() - previously
this was not done if we had done extrapolation, and with interpolation we
left one too many frames in place.
FGAIMultiplayer::addMotionInfo():
If simple-time is enabled, apply compensation to MP aircraft's .time fields
if incoming packets' .time field differs significantly from our local UTC
time.
This allows simple-time to work with non-simple-time MP aircraft, or with
simple-time MP aircraft whose UTC clocks differ from local UTC clock. But
without the guarantee of consistent rendering across Flightgear instances.
We don't calculate lag when compensating in this way.
With these changes, scripts/python/recordreplay.py --test-motion-mp passes (the
test sets /sim/replay/simple-time").
Not complete yet, but add the ability to pass context in from the
AIBase to the loader thread. Also add error context to more places
in AI / scenario loading.
It was supposed to be in ft/min, but everything except AIAircraft was
using it as ft/sec. Change the name to AIBase::vs_fps and ensure the
same unit is used everywhere.
Fixes https://sourceforge.net/p/flightgear/codetickets/2521/
For submodels with rotation offsets, the rotation was applied to the
translation offset.
This is incorrect: translation offsets should be in the aircraft local
frame, and thus are not affected by submodel rotation offsets.
For FGAIBallistic objects affected by wind, speed vector denotes airspeed.
However, submodels initialize the speed vector using ground speed of the
parent aircraft, instead of its airspeed.
In effect, this means that wind is added to the initial airspeed,
or 'wind is applied twice on initialization'.
This was very noticeable when releasing a submodel with strong sidewind:
the submodel immediately starts drifting laterally at the speed of wind.
Fix the issue by subtracting wind vector from initial speed in
FGSubmodelMgr::transform for submodels affected by wind.
AirportDyanmics::innerGetActiveRunway can unfortunately return an
empty string even when it return ‘true’. Check for this in the wrapper,
and switch to the fallback, to avoid returning a bogus runway to
other parts of the code.
Sentry-Id: FLIGHTGEAR-39
Avoid 'findShortestRoute' exception by checking both the start
and end nodes are valid first. Doesn't fix the error but avoids
a traffic shutdown.
Sentry-Id: FLIGHTGEAR-2F
When starting at an airport, but not at parking or a runway, create
an empty AIFlightPlan, and ensure the AIManager code doesn’t choke on
empty FPs.
Add a unit-test which simulates the C172 tutorial reposition logic,
which is a little gnarly.
When reachedEndOfCruise fails, return true, so we trigger the next
phase of the flight. Without this we get stuck logging the error
message, but not progressing the flight.