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 ;)