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Author SHA1 Message Date
Richard Harrison
ee951c00e7 2017.2 Multiplayer compatibility fixes
2017.2 in compatible mode was not compatible with 2017.1.x because the V1 packet had V2 properties in it; the protocol version and the new launchbar encoding - both of which should not be transmitted. This only affected 2017.1 because it discards the rest of the packet once an unknown property is encountered (to increase reliability).
2017-05-20 13:32:03 +02:00
Richard Harrison
ffde50484c Added support for multiplay/generic/bool[0..90] packed into three ints of 31 bits.
Add support for per property encoding.
- encode_for_transmit  - method that will convert from and to the packet for the value.
- decode_received - decodes received data
2017-05-18 00:15:59 +02:00
James Turner
9e7924a4b1 Silence a warning. 2017-05-02 12:45:32 +01:00
Richard Harrison
feca0a73ba Multiplay: Fix transponder property definitions 2017-04-14 19:46:12 +02:00
Richard Harrison
a9a85a618e Remove duplicated properties from multiplayer defintions.
This may have impacted the ability of the binary search to function correct.
2017-04-13 06:08:36 +02:00
Gary Preston
8958b4d130 Cleanup unused variable warning.
Remove, comment out or relocate variables as appropriate to silence
unused variable warning.
2017-04-06 18:26:18 +09:00
Richard Harrison
9ba1fbdb35 MP2017.2 V2 protocol enhancements
/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
2017-04-02 15:30:49 +02:00
Richard Harrison
5d2e596043 Multiplayer protocol enhancements (MP2017.2 V2)
/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
2017-04-02 13:52:43 +02:00
Richard Harrison
48b93ff982 Fix comments in message header to identify the reuse of an obsolete field 2017-04-02 02:22:51 +02:00
Richard Harrison
239334f4d1 The conditions were swapped for the total output and the hexdump 2017-04-02 02:22:50 +02:00
Richard Harrison
80dc810d15 MP2017.2 V2 protocol enhancements
1. Add support for scaled floats; most of the floats we transmit are small and thus can fit into a scaled short.
2. Change most properties to use scaled floats.
2017-02-23 22:33:33 +01:00
Richard Harrison
3fceba7a24 MP2017.2 changes
Support for short int encoded values (32 bits with 16 bit for ID and 16 bits for value)

Added extra debugging options
1. 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

2. Update property (/simwith packet
- configurable debug (loopback, packet trace (in,out), packet dump)
- prevent properties from being visible to V1 clients - to ensure reliable compatibility, with just the basic position message being processed. This allows more changes to the V2 protocol whilst giving basic V1 support
- add debug
2017-02-23 00:46:01 +01:00
Richard Harrison
36fd6466b7 Multiplayer packet handling bugfix;
Unknown property ID causes break out of the loop to ensure that no further properties are processed from the incoming packet
2017-02-16 18:39:38 +01:00
Richard Harrison
275d73d01f Multiplay: Improve log message handling for win32. 2017-02-14 16:08:04 +01:00
Richard Harrison
ecc38e76c2 ShortInts now transmit properly over MP.
I get a "unknown property ID" as we appear to transmit an extra 0 at the end; will investigate this next
2017-02-13 02:06:39 +01:00
Richard Harrison
31e684b7e0 added support for short int encoding.
This is where the ID and the 16 bit value are transitted in the ID field; with no data field. The ID is in the highword - and this is detected by the client and processed as |ID  |VALU|
2017-02-12 20:14:02 +01:00
Richard Harrison
561087a30a Support for configurable MP Protocol Version 1.1.2
/sim/multiplay/protocol-version is either 1 or 2

The properties defined in multiplaymgr define which version they are related to; however if these are in a more recent protocol than selected they will be transmitted in the selected protocol version.

The id property list now defines a "transmit as" - however this is not yet implemented.

This commit is intended to be a WIP towards changes for 2017.1 that will ensure any future protocol changes are compatible with this version (so this 2017.1 would be able to see a protocl V3 FG if one ever existed), key to this is to stop processing the property list as soon as an unknown ID is encountered.
2017-02-12 16:57:24 +01:00
Richard Harrison
abd3e02d4d partitioned MP messages.
This moves certain properties into a second part of the buffer that isn't visible to the first with the intention of making a backwards compatible MP protocol that can have more efficient encoding in a second part that is after MsgLen.

Unfortunately this doesn't work because the code ensures that MsgLen in the header matches the received byte count.
2017-02-04 23:59:14 +01:00
Richard Harrison
a896f4d20c Added new generic properties.
New string encoding that is efficient.
2017-02-04 06:11:12 +01:00
Richard Harrison
4e87b8ea9a Multiplay: Improve log message handling for win32. 2017-02-02 06:25:35 +01:00
Torsten Dreyer
b652758330 Merge branch 'topics/mpdiscovery-via-dns' into next 2016-11-17 14:45:40 +01:00
Torsten Dreyer
994ea1674b replace many auto_ptr by unique_ptr 2016-11-14 22:20:46 +01:00
Torsten Dreyer
09949ff3e3 Some logging cleanup and ignore SRV records with port #0 2016-11-14 21:57:50 +01:00
Torsten Dreyer
979010de4d Initial commit of mpserver discovery via DNS 2016-11-10 11:14:49 +01:00
Richard Harrison
b128de3bc6 Fix MSVC10 compilation errors by using streams. 2016-05-12 12:05:28 +02:00
Richard Harrison
887916b26e Multiplayer packet boundary warnings
* Add warning if multiplayer packet boundary reached
* Add warning if string too big for remaining space in packet

ref: https://sourceforge.net/p/flightgear/mailman/message/35059961/
2016-05-12 09:38:03 +02:00
James Turner
733e3b3f0c HTTP subsystem has a default name.
Switch to using type-safe accessors now.
2016-03-24 15:08:38 +00:00
Torsten Dreyer
4f8cbbb204 Fix #1851, wrong type in multiplayer messages
See https://sourceforge.net/p/flightgear/codetickets/1851/
for details
2016-02-29 22:29:32 +01:00
janodesbois
0d9091bab6 stop sending velocity and acceleration in the motion information when crashed
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 ;)
2015-06-13 11:02:30 +02:00
Torsten Dreyer
b21bb90ae5 Split multiplayer command
better split into
multiplayer-connect
multiplayer-disconnect
miltiplayer-refreshserverlist
2015-03-12 09:18:41 +01:00
Torsten Dreyer
956054afe7 Add command multiplayer to control the multiplay_mgr
push the logic to connect/disconnect/refresh out of the UI
into the backend.
2015-03-11 22:25:50 +01:00
James Turner
f2a3090384 Fix some Clang warnings. 2014-03-11 16:46:00 +00:00
Clément de l'Hamaide
43b8d157ce Send transponder mode over network 2014-01-29 21:04:58 +01:00
James Turner
45ea8b5daa Bug 947, menu item state wrong after reset.
Mark the entire /sim/menubar tree as PRESERVED, so reset doesn't
mess up all the state.
2013-06-25 21:28:56 +01:00
f-jjth
977cfb77b5 Improve transponder instrumentation: new version 2013-05-10 19:04:53 +01:00
James Turner
563ea69d34 Missing std:: namespace in a header. 2012-11-20 17:09:09 +00:00
ThorstenB
1d99401c04 Remove osg dependency for isNaN only. 2012-11-11 17:22:42 +01:00
ThorstenB
46fdb2079d Remember MP online status throughout a sim reset. 2012-11-01 15:49:45 +01:00
ThorstenB
a2c2373758 #248: support enabling AI module at run-time
Move /sim/ai/enabled check behind the MP enabled check.
2012-04-30 17:48:13 +02:00
ThorstenB
9b51c5e87e #248: support enabling AI module at run-time
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.
2012-04-30 17:26:04 +02:00
ThorstenB
b8f61df80f #734: MP cannot be enabled without 'AI' module
Add and improve error messages.
2012-04-30 14:32:35 +02:00
Stuart Buchanan
af150d1a56 Only initialize MP subsystem if a txhost is set. 2012-01-04 21:47:35 +00:00
Torsten Dreyer
ddb4fa050f Some warning fixes, mostly unused variables 2011-12-25 14:41:47 +01:00
ThorstenB
4b2506d709 Add new performance monitoring subsystem.
Rename some subsystems for naming consistency.
2011-11-19 15:37:49 +01:00
James Turner
70b4f38ebc Goodbye automake. 2011-11-01 11:15:53 +00:00
ThorstenB
b16338598a Use more specific log classes.
Log class filters work better when different modules
use different classes :).
2011-10-11 21:55:50 +02:00
ThorstenB
558f0c2d8f multiplay manager: option to disable freeze-on-replay feature 2011-10-02 13:23:31 +02:00
Anders Gidenstam
90b35f2cbe Added /scenery/events as a new MP enabled property for sharing scenery events. 2011-10-01 00:17:23 +02:00
James Turner
51e307a742 Make errno dependency explicit, since raw_socket.hxx won't expose it, soon. 2011-08-23 10:25:17 +01:00
ThorstenB
d76a0b09f8 Use SG_LOG(&strerror) instead of "perror".
Also clean-up some error messages.
2011-08-20 23:13:42 +02:00