/sim/multiplay/protocol-version is either 1 or 2 and controls how packets are sent. V2 packets will only have the (motioninfo) basic properties visible to older clients.
New string encoding that is efficient.
Support short int encoding (pack a property and value into 4 bytes).
Allow properties to be transmitted using a different encoding to the property type in the tree.
Support scaled floats; most of the floats we transmit are small and thus can fit into a scaled short.
V2 protocol uses transmit so most properties are either scaled floats or short ints.
Allow the client to request a larger visibility range by setting /sim/multiplay/visibility-range-nm. This will transmit in the repurposed header field ReplyAddress - which has been renamed to RequestedRangeNm. This will require support from fgms to actually do anything.
Extra debugging options. The most useful (for aircraft developers) is the loopback bit, as this allows model multiplay testing without running two instances.
Update property /sim/multiplay/last-xmit-packet-len with the size of the packet transmitted
Debug level bits in property /sim/multiplay/debug-level
bit 1 - loopback (show your own model as an MP model)
bit 2 - dump outgoing packets
bit 3 - dump incoming packets
bit 4 - hexdump outgoing packets
/sim/multiplay/protocol-version is either 1 or 2 and controls how packets are sent. V2 packets will only have the (motioninfo) basic properties visible to older clients.
New string encoding that is efficient.
Support short int encoding (pack a property and value into 4 bytes).
Allow properties to be transmitted using a different encoding to the property type in the tree.
Support scaled floats; most of the floats we transmit are small and thus can fit into a scaled short.
V2 protocol uses transmit so most properties are either scaled floats or short ints.
Allow the client to request a larger visibility range by setting /sim/multiplay/visibility-range-nm. This will transmit in the repurposed header field ReplyAddress - which has been renamed to RequestedRangeNm. This will require support from fgms to actually do anything.
Extra debugging options. The most useful (for aircraft developers) is the loopback bit, as this allows model multiplay testing without running two instances.
Update property /sim/multiplay/last-xmit-packet-len with the size of the packet transmitted
Debug level bits in property /sim/multiplay/debug-level
bit 1 - loopback (show your own model as an MP model)
bit 2 - dump outgoing packets
bit 3 - dump incoming packets
bit 4 - hexdump outgoing packets
We probably need a warning for cross-aircraft paths, but leaving that
for a separate change since I’m worried it will warn on MP aircraft.
Maybe better checked in the Python scripts than in the app?
Compile a useful subset of FG as a shared library, and add two basic
uses of this to exercise some Flightplan / RoutePath / navaid
functions.
The test framework can/will be expanded incrementally from here, this
is just a starting point.
As part of this, add the ability to distinguish default vs explicit
airport selection via a new /sim/presets/airport-requested flag. This
enables us to more cleanly handle different combinations of startup,
especially the case where the user requests an airport but no runway
(wants auto selection), ensuring we don’t look for the default airport’s
runway (from location-presets.xml) in that case.
This renders sgGMTime obsolete, it will go away shortly. Thanks to
Ron H for help tracking this down and Richard Harrison for his
knowledge of Windows APIs in confirming the issue.
Read all values as floating point before applying a factor, then
convert to the target type (int, byte or short). Suggested and
implemented by Oliver Kroth.
As suggested by Chris, these are normalised and account for the logo
size after scaling, so 0.5 will centre, 1.0 is the right/bottom edge.
E.g. (in /sim/startup)
<splash-logo-x-norm>0.5</splash-logo-x-norm>
<splash-logo-y-norm>0.9</splash-logo-y-norm>
Many values will overlap with other text, so use with care!
When adding a scenery path in the built-in launcher, accept folders
containing any of the new directories populated by osm2city. Also try to
improve the message that is displayed when the sanity check conditions
for the added scenery path aren't met (cf. discussion around
<https://sourceforge.net/p/flightgear/mailman/message/35716946/>).
* Propeller required power now accounts for the engine tilt
* Fixed a division by zero in FGLGear::GetSteerNorm for non steerable gears
* Fixed a bug reported by Ron H. and Rebecca N. Palmer on the FG mailing list: the 'length' parameter passed to gethostbyaddr in FGFdmSocket was erroneous.
- Declare 'datTypeStr' and 'defaultDatFile' as public member variables
of NavDataCache ('defaultDatFile' is not *required* for this commit,
it just seems to make sense to treat both members the same way/keep
them together in the source code).
- New keys under "navigation data" in the JSON report: "fix.dat files"
and "nav.dat files".
The frequency field is always an integer, so reading it as a float to
convert it to int doesn't make sense. I've probably been confused by
field indices when I introduced this in commit a2bf424118.
This clarifies things, but shouldn't change the code behavior in any
way (unless with bogus nav.dat files, of course).
This allows using NavXP1100-formatted nav.dat from gateway.x-plane.com.
The skipped field types are:
14 Final approach path alignment point of an SBAS or GBAS approach path
15 GBAS differential ground station of a GLS
16 Landing threshold point or fictitious threshold point of an SBAS/GBAS
approach
We don't have SBAS/GBAS in Flightgear.
This change also includes duplicate detection for multiple nav.dat files
support.
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.