Disable error-reports in ‘developer-mode’, and only consider aircraft
errors critical if they happen before postinit().
Add logic to show the correct report when a popup is clicked.
- Lower the allowable minimum propeller inertia from 1e-3 to 1e-6
- Account for the vehicle angular rates in the computation of propellers local velocities.
- Apply the engine torque to the vehicle (The aerodynamic torque was applied until now but it is the engine generated torque that the aircraft is actually submitted to)
- Prevent FGPiston from sending negative powers to thrusters
- Fixed FGMagnetometer : no need to update the magnetic field every time step.
- FGMassBalance: remove a direct reference to FGGroundReactions
FGRenderer::update() happens after the CameraGroup is updated, which causes the
Compositor to use the previous frame cull mask. Setting the cull masks
explicitly during FGRenderer::update() fixes the issue.
Check the _initialized flag inside the listener, to avoid a crash
if Nasal sets fgcom properties during its startup, which happens
before FGCom runs its own postinit()
Ticket: https://sourceforge.net/p/flightgear/codetickets/2574/
Assess how critical the error is, and based on this, show a popup
instead of the dialog in some cases. Add commands to allow delayed
display of the main dialog, and stepping through multiple error
reports in the dialog.
Also add a new error category for shader errors, since these are
always emitted from the render thread and we can’t easily attribute
them to an aircraft, scenery or core feature.
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.
Previous commit removed the logic that sets the tower position and altitude; this commit fixes this.
Also added limits and default for tower altitude because there are a lot of towers that are at the same altitude as the airport; this is clearly a lack of data. Also there are some towers that are ludicrously high (e.g. KLSV). This commit defines a reasonable minimum and maximum values for tower altitude; together with a default altitude which will be added to the airport elevation when the tower altitude is outside of these ranges (above airpot altitude).
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I used the following queries can against the navdata cache to figure out what sensible values were:
to locate overly tall towers
select a.type, a.ident, a.name, (p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m) > 100
to locate towers at ground level:
select a.type, a.ident, a.name, (p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m) < 0.1
to calculate the average tower height
select avg(p.elev_m - a.elev_m) from positioned as p
inner join positioned as a on a.octree_node = p.octree_node
where p.type=22 and a.type=1 and abs(p.elev_m - a.elev_m)
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").
test_motion() now sets /sim/time/simple-time/enabled=true.
Also show any description items - these are generate by related changes to
src/AIModel/AIMultiplayer.cxx.
Also, when moving MP packets around, medium_term buffer can become empty. Have
added checks for empty short, medium and long term buffers when moving packets.
Simple-time mode is enabled by /sim/time/simple-time/enabled.
Simple-time is implemented by new TimeManager::computeTimeDeltasSimple()
method. This uses a plain UTC clock (e.g. with CLOCK_REALTIME /
gettimeofday()) for basic timing, and sets _mpProtocolClock (as returned by
getMPProtocolClockSec()) to the calculated FDM time.
We use our own fns to get UTC time and for sleeping, because
TimeManager doesn't work for us, e.g. SGTimeStamp::SGTimeStamp() uses
_POSIX_MONOTONIC_CLOCK if available so doesn't return UTC.
So getMPProtocolClockSec() now serves as a consistent time for both the
user aircraft and MP aircraft, avoiding problems where different Flightgear
instances could show aircraft in different relative positions.
For example it can be put into outgoing MP packets (which are about
the time/position of the user aircraft), and used as the target
time when calculating the position of multiplayer aircraft using
interpolation/extrapolation of incoming MP packets.
And getMPProtocolClockSec() can also be written into recordings, ensuring
that multiplayer replay will also show all aircraft with the correct relative
positions, regardless of varying frame rates at record or replay time. This is
tested by 'scripts/python/recordreplay.py --test-motion-mp'.
This is just for code clarity.
It changes the order of construction/registration of subsystems to match the
order in which subsystem groups are called when Flightgear is running.