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.
In some testing, JSBsim sometimes passed extremely large values into
this function (larger than the radius of the earth). This causes
every tile on the planet to be scheduled if using the standard STG
terrain, effectively blocking startup.
This code allows us a chance to catch this case via logging, but does
not fix the underlying issues.
The problem is that the two aren't functionally equivalent; the Nasal version would fail silently - whereas the new C++ version gave a runtime error.
The immediate fix is therefore to simply remove the runtime error.
The bug fix is:
- if (!log.output) {
+ if ( !(*log.output) ) {
(i.e., testing the sg_ofstream instance instead of its address) and then
ensuring that the corresponding Log instance is removed from _logs and
destroyed.
The "destroy" part is made automatic by using std::unique_ptr instead of
raw pointers. This allows to simplify several areas of the code.
Don't provide custom definitions for the constructor and destructor of
FGLogger anymore, now that they don't need to do anything: IIRC, this
allows compilers to do some optimizations according to the C++ standard.
Since the paths of files overwritten by FGLogger come from the property
tree[1], they must be validated before we decide to write to these
files.
[1] Except for the "empty" case, which uses the default name
'fg_log.csv'. This file is deemed acceptable to overwrite in the
current directory, as the name is completely fixed and clearly
FG-specific.
Call fgInitAllowedPaths() right after Options::processOptions() (which,
among other things, determines $FG_ROOT and processes
--allow-nasal-read). This way, fgInitAllowedPaths() can be used in much
more code, such as when initializing subsystems.
Improve performance of Nasal properties access
by implementing the setValues/setChildren props.nas
functions in C++. Naive implementation effectively
copying the Nasal versions verbatim.
However, on a test suite writing 1000 Canvas paths,
results in a 50% reduction in runtime, and significant
reductions in memory occupancy.
On a much larger task (5500 paths) results in a 30%
reduction, probably due to Nasal GC.
Use base 26 numbering with letter-only digits for resource indices in
the C++ files generated by fgrcc. This is needed because, for instance,
'resource10' appears not to be a valid C++ variable name, mpfff...
Translations/en_US/FlightGear-nonQt.xlf is for a proper English
translation, where for instance "found %n airport(s)" would have two
plural forms, "found %n airport" and "found %n airports" (most
non-plural strings can be taken verbatim from the default translation,
and at this point there is no plural form at all yet).
As they are registered here, the files will have virtual paths such as:
/Translations/de/FlightGear-nonQt.xlf
/Translations/en_US/FlightGear-nonQt.xlf
etc.
for the EmbeddedResourceManager ('/' being the default virtual prefix).
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/
Updating the value takes immediately, as it did in 2017.1 and prior.
Additionally, passing —download-dir on the command-line is detected
and handled specially; the UI option is disabled, and no changes are
made to the value passed in. (The launcher does not override the value
with any value it has saved)
using --addon=/foo/bar does
* add /foo/bar/config.xml as propertyfile
* add /foo/bar to aircraft_paths to provide read-access
* sets property /addons/addon[n]/path = "/foo/bar"
* addons get initialized from addons.nas in FGDATA/Nasal
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.
Ground-bit is set manually (via the transponder GND knob position) or
automatically using a property referenced in instrumentation.xml.
Aircraft will only transmit these new properties when using the
multiplayer v2 protocol.
This adds console and message-box warnings, based upon aircraft
declaring the minimum FG version they support. A follow-up commit
will extend the launcher UI to warn the user about this in a nicer
way.
This is a headless mode, designed to be invoked from an installer, not
used directly by users. It doesn’t touch the ‘normal’ installation, but
rather removes the other files FG typically creates or downloads.
When building with MSVC, use the CMAKE_MSVCIDE_RUN_PATH variable to
prepend ${MSVC_3RDPARTY_ROOT}/${MSVC_3RDPARTY_DIR}/bin to the PATH in
order to (hopefully) allow fgrcc to find the libraries it needs. We may
need to add something similar for SimGear---will see.
The use of CMAKE_MSVCIDE_RUN_PATH and other ways to address this problem
are discussed at
<https://stackoverflow.com/questions/28533012/how-to-set-runtime-path-for-cmake-custom-command-on-windows>.
${CMAKE_SOURCE_DIR}/src/EmbeddedResources/FlightGear-resources.xml
(currently empty) is automatically "compiled" into
${CMAKE_BINARY_DIR}/src/EmbeddedResources/FlightGear-resources.[ch]xx by
fgrcc inside the build directory. These files are incorporated into the
FlightGear build (FlightGear-resources.cxx is linked into FlightGear).
When the XML embedded resource declaration file added here,
FlightGear-resources.xml, is compiled, fgrcc is passed the
--root=${CMAKE_SOURCE_DIR} option, so that files referred to in
FlightGear-resources.xml are looked up relatively to the root directory
of the FlightGear repository. One could use a second XML embedded
resource declaration file compiled with a different --root option to
grab files from FGData, for instance. I would name such a file
FGData-resources.xml to be consistent with the current naming scheme.
Note: this --root option applies to the paths of real files. Don't
confuse it with the 'prefix' attribute of <qresource> elements
inside XML resource declaration files (such as
FlightGear-resources.xml), which applies to the virtual path of
each resource defined beneath.
The commands in src/Main/CMakeLists.txt ensure that
FlightGear-resources.xml is recompiled with fgrcc whenever it is
changed, and obviously also when FlightGear-resources.cxx or
FlightGear-resources.hxx is missing. However, CMake doesn't know how to
parse fgrcc XML resource declaration files, therefore when a resource is
modified but the XML file it is declared in is not (here,
FlightGear-resources.xml), you have to trigger yourself a recompilation
of the XML resource declaration file to see the new resource contents
inside FlightGear. The easiest ways to do so are:
- either update the timestamp of the XML resource declaration file;
- or remove one or both of the generated files
(FlightGear-resources.cxx and FlightGear-resources.hxx here).
The EmbeddedResourceManager is created in fgMainInit() just after
Options::processOptions() set the language that was either requested by
the user or obtained from the system (locales). Resources from
FlightGear-resources.cxx are added to it, after which
EmbeddedResourceManager::selectLocale() is called with the user's
preferred locale (obtained with FGLocale::getPreferredLanguage()).
Upon reset (fgStartNewReset()), EmbeddedResourceManager::selectLocale()
is called in a similar way after Options::processOptions(), however in
this case the EmbeddedResourceManager instance doesn't have to be
recreated.
- remove use of boost in src/Main/locale.cxx;
- add missing header <cstring> for std::strlen();
- replace NULL with nullptr;
- fix some broken indentation;
- other small readability improvements.
This function returns the preferred "locale"[1] according to user choice
and/or settings (i.e., it is influenced by --language if passed,
otherwise by current locale/system settings). The return value never has
an encoding part. It is the empty string if nothing could be found,
otherwise should look like fr_BE or it_IT.
[1] "language" term used in the function name for consistency with the
existing and related FGLocale::selectLanguage().
Windows and Mac implementations return a string without any encoding
specifier -> remove this specifier directly in the Unix/Linux
implementation for consistency.
Also do some small refactoring with the new static method
FGLocale::removeEncodingPart(). Slight difference with the previous
algorithm: if a '.' is found in the given locale spec, we assert() that
it is not the first character. The previous code in
FGLocale::findLocaleNode() used to consider such weird locale specs
starting with a dot as normal locale specs without any encoding part.
Note: the same change could be done where FGLocale::findLocaleNode()
looks for an underscore in order to prepare for the fallback
search (e.g., 'fr' after not finding translations for 'fr_FR').
The wake induced force and moment are computed as an external reaction to the JSBSim model. For these force and moment to be accounted for by JSBSim, the following external reaction needs to be added to FDM XML definition:
<external reaction>
<force name="ai-wake">
...
</force>
<moment name="ai-wake">
...
</moment>
</external reaction>
This is similar to how the hook and wire feature is modeled in JSBSim.
Wake computations are now performed for all AI aircrafts within a range lower or equal to the value indicated by the property /fdm/ai-wake/max-radius-nm.
These computations are triggered by the property /fdm/ai-wake/enabled (it is disabled by default).
The result of the wake computations is not yet used by the FDMs so do not expect the user aircraft to react to the AI wake.
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>
At the moment, this is dead code: only the tests are compiled. FG is still compiled without this code.
A new directory is created that contains all the numerical computations made to estimate the wake induced by AI aircrafts. This is based on the venerable Vortex Lattice Method (VLM) which was all the rage in the 60's Computational Fluid Dynamics (CFD).
Even though quite old, the method is relevant to compute aircrafts wake in real time since 3D Navier-Stokes (NS3D) is out of reach for real time computations even with modern multicore personal computers and their GPUs.