Rewrite the position-init code for carrier starts, to precisely wait
on the carrier model being loaded, before proceeding with FDM init.
This allows the FDM to see the correct carrier model in the ground
cache, and hence avoids starting in the water.
To implement this, the CheckSceneryVisitor is used to force the carrier
model to be loaded while the splash-screen is visible.
This reduces the log noise in release builds, relating to AI ground-nets
with incomplete data, especially the commonly occurring ‘gate XYZ
doesn’t seem to have any routes associated with it’ message.
https://sourceforge.net/p/flightgear/codetickets/1974/
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.
AI wake code is still dead code except that it is now compiled with FG.
Input data for wake computations are extracted from the performance database. The data must be specified as follows (values are for illustration only) :
<geometry>
<wing>
<span-ft> 100. </span-ft>
<chord-ft> 12. <chord-ft>
</wing>
<weight-lbs> 90000. </weight-lbs>
</geometry>
In order to compute the AI aircrafts wake, the FDM will need access to the list of AI aircrafts as well as being able to compute their range to discard aircrafts which are too far.
Some buggy *.groundnet.xml files (as KSEA currently on TS) define the
pushback hold point for some parking positions as a node on a runway.
In this case, this the pushback hold point for parking
'North_Cargo_Ramp', defined as node 5344 in
Airports/K/S/E/KSEA.groundnet.xml, which is defined twice (second error),
first as:
<node index="5344" lat="N47 27.774559" lon="W122 18.465257" isOnRunway="1" holdPointType="PushBack" />
and then as:
<node index="5344" lat="N47 27.725747" lon="W122 18.159649" isOnRunway="1" holdPointType="PushBack" />
(due to code in flightgear/src/Airports/dynamicloader.cxx, it should be
the second one that wins, which is not on a runway but on apron in the
north cargo area)
As a consequence, when this gate is selected for an AI aircraft, the
pushback route has only one node (since the pushback hold point is then
the closest point to itself supposedly on runway!), and the
corresponding FGTaxiRoute instance has an empty 'routes' member
variable, which FGTaxiRoute::next() doesn't handle gracefully
(segfault).
It may be that an additional check/change could be desirable in
FGTaxiRoute::next() in such a case (one node and obviously no route in
the FGTaxiRoute instance), however I'm not sure how Durk wants this case
to be handled, since FGTaxiRoute::next() seems to iterate on nodes.
This fixes the bug reported at:
https://forum.flightgear.org/viewtopic.php?p=308397#p308397 and
https://sourceforge.net/p/flightgear/mailman/message/35776552/
Thanks to yanfiz and wkitty42 for the report, and to gooneybird for
inspecting the groundnet file.
Make a single Cmake value to expose the build type to code, and use
this to default a run-time ‘developer-mode’ property, which can be
over-ridden from the command line.
Use this to drive the different warning levels. Policies subject to
review, especially whether nightly builds should default to
developer mode or not.
Whilst debugging I had a cannot increment nextIt - because it was at end(). No idea if this could ever happen in flight but it still seems sensible to protect against it.
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.
- remove some global headers from AI headers, to avoid pollution
- change how ATC owns the ‘player’ FGAIAircraft so reset works
- ensure AIAircraft controllers are cleared on unbind for reset
- ATC functions move to GroundController, which layers above
remaining GroundNetwork functionality
- dynamics owns both the groundNetwork and the ground controller.
and using speed up time to allow a fine displayed predicted position
when time accelerated (no more jumping planes accelerated using the mp patch)
tell me if it's not the good pace to do such things ;)
This patch enables AIModels to use the size on the screen for LOD instead
of distance from eye point.
With /sim/rendering/static-lod/ai-range-mode-pixel set to true
/sim/rendering/static-lod/ai-detailed now contains the minimum size of the
model on the screen to be displayed. Values of 10-50 seem to make some sense.
- Introduce a new LOD: ai-interior
- Load a <model> with <usage>interior</usage> on-demand
- Avoid to load the cockpit of players in MP
- Default LOD is 0.0 - 50.0 meters
Firstly search model in $fg-root/AI/ path,
if not found, search model in --fg-aircraft paths,
if not found, search model in $fg-root/Aircraft path
This commit should solve the complaint "I have an aircraft in a separate Aircraft/ folder
but during MP session other user are shown with the aircraft from the $fg-root/Aircraft path
instead of this behaviour I want to see the aircraft from my separate Aircraft/ folder"
This is a work-around, probably indicates some glitch in the traffic
module flight-plans. Avoid a crash, also refine the exception logic
so individual AI objects can fail.
Nick Vatamaniuc: fix AI aircraft not updating waypoint headings when using custom flightplans.
(Commented out log-line following a non-parenthesised if() test causing problems)
If you want a scenario in a particular session of the sim, ask for
it on the command line / config files, or enable in the GUI.
Note if you had previously 'sticky' scenarios in your autosave.xml, you
will still get them until you clean your autosave, or disable them in
the GUI.
For now it is available in the positioned Nasal
module. FGAirport is fully ported, but especially
procedures/navaids and free functions are still
missing.
Iterator must be reset after clearing waypoint list.
Deleting "*waypoint.end()" doesn't delete the last waypoint (end()-1
does - it is never actually used though).
PositionedID is of "int64_t", which depends on platform: apparently it is
"long long int" for Mac (requiring %lld format), but it is "long int" for
64bit Linux (requiring %ld). To avoid a "compiler warning fix commit
war" ;-) use a type cast to the longest common type (long long int).
Inspired by Harald's patch, attempt to get AI models show realistic gear animations. Unfortunately AI models seem to be ignoring the gear properties, so keeping the code disabled until I can trace down why.
Track length is calculate every iteration/for every aircraft. Since some
tracks have hundreds of waypoints, calculation is slow. Cache the
track length between the waypoints ahead, so it rarely needs to be
recalculated.
AIManager had unfortunate code to pass some state to the traffic-manager; this is no longer required since traffic schedules hold onto their AI-Aircraft directly as needed.
Make landings and takeoffs look more correct; tweak climb-out and touchdown phases in particular, so the turn to destination heading occurs earlier on climb out, and touchdown occurs close the GS transmitter / some distance down the runway from the beginning.
Expand the performance DB logic to support aliases, and select based on aircraft type as well as class. This allows to introduce some variation into AI traffic performance. Change the initial climb-out waypoints to use pitch-hold until passing 3000', which looks much more convincing
In preparation for caching the groundnet in the NavCache, make taxi-nodes and parkings inherit from FGPositioned. As part of this, make them heap (as opposed to value) classes, disable their copy-constructors, remove many mutating operations, and give them real constructors.
Also adapt MP and traffic module to enable the AI module when required.
This makes /sim/ai/enabled an internal property: it can default to false
(in future), and can be enabled as soon as any user-level feature (traffic,
MP, local weather, ...) requires it.
SceneryPager singleton must not be removed while FGScenery is still alive,
so hold a reference to it in FGScenery, saving the pager from being
deleted first.
distance_to_go / lead_distance were not initialized in all constructors.
Fixes 'condition on uninitialized data' reported by valgrind.
Also comment-out unused vars.
MP aircraft are loaded by a separate OSG thread (introduced after FG2.4.0).
The OSG thread also calls the "modelLoaded" callback. However, we mustn't
allow the OSG thread to call FGNasalModelData::modelLoaded directly:
FGNasalModelData isn't thread-safe. There are obvious issues (_callCount++;),
tricky issues like calling the Nasal _parser_ or creating hashes and
modifying the global Nasal namespace. It doesn't use locks to protect
against another thread executing a Nasal context or running garbage
collection. It also executes Nasal code itself (the model's "load" hook),
which we also cannot allow in a separate thread...
This patch returns all Nasal parts of MP-aircraft loading (parsing,
module creation, execution) to the main thread, while keeping the
multi-threaded OSG part (loading of MP-aircraft model files itself).
The same issue exists with scenery models (see other commit).
To summarize with 2 words: It s*cks... ;-)
* Pregenerating taxiroutes could interfere with runway assignments by ATC, when conditions changed, resulting in a taxi to one runway and a takeoff from another
* A simpler solution for the "Error in Traffic record bug". This still needs some more testing, but I haven't seen any error message anymore, since changing to the current code.
* Initialize AI traffic at speed zero, this should prevent some weirdness observed under boundary conditions.
* Don't activate groundnetwork proximity detection for pushback traffic until the "ready for startup message is transmitted. this should allow sufficient time for them to reserve a route, but a little more testing still needs to be done.
Replace SG_GENERAL by more specific log classes in many places.
Allow "," to separate logging classes (using "|" is odd on the
command-line).
Also add new option to make logging more useful for developers.
You can use:
--log-level=debug --log-class=environment
to only get environment debug messages, or
--log-level=debug --log-class=sound,ai
to only get debug messages related to the sound or AI subsystem.
Untangle AI reinit and init methods. Some code in init hooks expects to be
called once only. Derived classes should not redirect their reinit to init,
even if this seems fine for the methods of the derived class itself. This
also triggers the init methods of all base classes, which may not expect
multiple calls to their init methods (or to "init" on "reinit").
FGFX objects must be dereferenced early enough, and sound manager must be
removed late enough - otherwise openal complains about resources being
still in use when tryin to remove buffers.
Also: do not create FGFX objects for AI/MP aircraft, when AI sound is
disabled.
* Improved groundnetwork routing algorithm. Don't uncesscarily block taxiways. Instead, use a "just-in-time" blocking system. The unblocking algorithm still needs some work, but the current version is already a major improvement over the previous version.
* Some tweaks to the handover from ground to tower controller. Aircraft could refuse to take-off of even refuse to taxi onto the runway. This now seems to be solved.
* Landing AIAircraft now land properly!!!
* Fixed problems with takeoff scheduling.
* Untangled several vertical speed calculation algorithms.
* No more bent-over-backwards and jump-in-the-air AI aircraft initializations.
* Fixed intermixed target speed and target altitude during climb phase.
* Implemented beginnings of a "line up and wait" procedure.
* Tried to use actual runway elevation for calculating the decent profile.
Traffic Manager:
* Just continue routing until we run out of flights. This change removes one of the major requirements for setting the "Home port" field.
* Add a time restriction requirement for the aircraft scheduler; this became necessary after removing the limited-to-home-port routing restriction.
* Added a new field to the heuristics calculation: take into account whether an aircraft has already been used in a previous session. Rotate aircraft assignments for greater variability across sessions.
* Added a revision number to the cache files, so that old cache results, which are no longer compatible with the new file format, are discarded.
Groundnetwork and traffic control:
* Added a revision number to the cache files, so that old and incompatible results are discarded.
* The caching algorithm probably didn't store the correct data for airports that were processed while the user was quite far away. This is now corrected by checking whether the cached elevation data are equal to the generic airport elevation.
AIAircraft:
* I've been searching for the infamous aircraft bend-over-backward bug, that can occur during initialization, but to no avail yet. The only variable potentially responsible (tgt_vs) wich can explain the irregular jumping behavior, as well as the weird pitch results is initialized in AIAircraft's only constructor (through AIBase), and I can't find any situation in the ground handling code where this variable could get bizarre values. But,
* a couple of tgt_vs. calculations appear to be completely redundant. This value was calculated twice inside the ProcessFlightplan function, and subsequently again in the updateSecondaryTargetValues function. I have removed the calculations in the process flightplan function, without any apparent side effect.
Add a LOD (range animation) to each AI model if the property
/sim/rendering/static-lod/ai is set to any number greater than
zero. AI models get loaded but only displayed when closer than
the number given in the property (in meters).
If the property is absent or it's value is less or equal 0.0
than no LOD is added to the AI model.