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.
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.]
Ensure /orientation/heading-magnetic-deg, etc have a type of double
immediately. Showed up as a bug in the SenecaII, since the property
is created but has NIL value until the first update() call.
Both the route-path cade and the RNAV code were using some bad logic
to compute the intersection point. All fixed now, but requires a
new helper in Simgear.
Remove the non-functional turn-anticipation code from the GPS, and
enable fly-by mode in (some of the) RNAV controllers: initially the
leg controller.
The new config property is gps/config/enable-fly-by, defaults to off
for compatibility.
Previously, the Nasal files in fgdata/Nasal/*.nas were loaded in
file-name order. This created a particular problem file files
beginning with "a" which might want to use props.nas.
This adds support for an ordered list of files to be defined
in the property tree that will be loaded before the rest of the
Nasal files.
Avoid encoding test-data as strings, since this exceeds MSVC limits
on string literals, and tests don’t need to be relocatable anyway,
so we can just hard-code the source location into config.h
Overhaul how transitions are stored in FlightPlan XML, and how
they’re exposed to Nasal. Simplify the Nasal access by making
‘sid_trans’ and ‘star_trans’ writeable.
Extend the unit-tests a lot to cover this, both from C++ and also
from Nasal
As part of this, overhaul the ownership of FlightPlan delegate
factories, to make it safer (use ref-counting of the factories,
and allow the factory to customise delegate clean-up behaviour)
Make FlightPlan::findIndexOfWp use the correct ::matches() method,
and special case this for basic waypoints. This fixes the behaviour
when loaded routes / procedures store a navaid-waypoint as basic.
Where the plan does not contain departure / arrival WPs, fire the
corresponding delegate methods after load, to run the selection logic.
Also, add a ‘loaded’ delegate callback, to give delegates a chance to
perform validation and fix-up after all flight-plan loads.