// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft // // Based on FGAIAircraft // Written by David Culp, started October 2003. // Also by Gregor Richards, started December 2005. // // Copyright (C) 2003 David P. Culp - davidculp2@comcast.net // Copyright (C) 2005 Gregor Richards // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. #ifdef HAVE_CONFIG_H # include #endif #include #include "AIMultiplayer.hxx" // #define SG_DEBUG SG_ALERT FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) { no_roll = false; mTimeOffsetSet = false; mAllowExtrapolation = true; mLagAdjustSystemSpeed = 10; } FGAIMultiplayer::~FGAIMultiplayer() { } bool FGAIMultiplayer::init() { //refuel_node = fgGetNode("systems/refuel/contact", true); isTanker = false; // do this until this property is // passed over the net string str1 = mCallSign; string str2 = "MOBIL"; string::size_type loc1= str1.find( str2, 0 ); if ( (loc1 != string::npos && str2 != "") ){ // cout << " string found " << str2 << " in " << str1 << endl; isTanker = true; // cout << "isTanker " << isTanker << " " << mCallSign <tie("refuel/contact", SGRawValuePointer(&contact)); props->setBoolValue("tanker",isTanker); #define AIMPROProp(type, name) \ SGRawValueMethods(*this, &FGAIMultiplayer::get##name) #define AIMPRWProp(type, name) \ SGRawValueMethods(*this, \ &FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name) props->tie("callsign", AIMPROProp(const char *, CallSign)); props->tie("controls/allow-extrapolation", AIMPRWProp(bool, AllowExtrapolation)); props->tie("controls/lag-adjust-system-speed", AIMPRWProp(double, LagAdjustSystemSpeed)); #undef AIMPROProp #undef AIMPRWProp } void FGAIMultiplayer::unbind() { FGAIBase::unbind(); props->untie("callsign"); props->untie("controls/allow-extrapolation"); props->untie("controls/lag-adjust-system-speed"); props->untie("refuel/contact"); } void FGAIMultiplayer::update(double dt) { if (dt <= 0) return; FGAIBase::update(dt); // Check if we already got data if (mMotionInfo.empty()) return; // The current simulation time we need to update for, // note that the simulation time is updated before calling all the // update methods. Thus it contains the time intervals *end* time double curtime = globals->get_sim_time_sec(); // Get the last available time MotionInfo::reverse_iterator it = mMotionInfo.rbegin(); double curentPkgTime = it->second.time; // Dynamically optimize the time offset between the feeder and the client // Well, 'dynamically' means that the dynamic of that update must be very // slow. You would otherwise notice huge jumps in the multiplayer models. // The reason is that we want to avoid huge extrapolation times since // extrapolation is highly error prone. For that we need something // approaching the average latency of the packets. This first order lag // component will provide this. We just take the error of the currently // requested time to the most recent available packet. This is the // target we want to reach in average. double lag = it->second.lag; if (!mTimeOffsetSet) { mTimeOffsetSet = true; mTimeOffset = curentPkgTime - curtime - lag; } else { double offset = curentPkgTime - curtime - lag; if ((!mAllowExtrapolation && offset + lag < mTimeOffset) || (offset - 10 > mTimeOffset)) { mTimeOffset = offset; SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to " "avoid extrapolation: time offset = " << mTimeOffset); } else { // the error of the offset, respectively the negative error to avoid // a minus later ... double err = offset - mTimeOffset; // limit errors leading to shorter lag values somehow, that is late // arriving packets will pessimize the overall lag much more than // early packets will shorten the overall lag double sysSpeed; if (err < 0) { // Ok, we have some very late packets and nothing newer increase the // lag by the given speedadjust sysSpeed = mLagAdjustSystemSpeed*err; } else { // We have a too pessimistic display delay shorten that a small bit sysSpeed = SGMiscd::min(0.1*err*err, 0.5); } // simple euler integration for that first order system including some // overshooting guard to prevent to aggressive system speeds // (stiff systems) to explode the systems state double systemIncrement = dt*sysSpeed; if (fabs(err) < fabs(systemIncrement)) systemIncrement = err; mTimeOffset += systemIncrement; SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = " << mTimeOffset << ", expected longitudinal position error due to " " current adjustment of the offset: " << fabs(norm(it->second.linearVel)*systemIncrement)); } } // Compute the time in the feeders time scale which fits the current time // we need to double tInterp = curtime + mTimeOffset; SGVec3d ecPos; SGQuatf ecOrient; if (tInterp <= curentPkgTime) { // Ok, we need a time prevous to the last available packet, // that is good ... // Find the first packet before the target time MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp); if (nextIt == mMotionInfo.begin()) { SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!"); // We have no packet before the target time, just use the first one MotionInfo::iterator firstIt = mMotionInfo.begin(); ecPos = firstIt->second.position; ecOrient = firstIt->second.orientation; speed = norm(firstIt->second.linearVel) * SG_METER_TO_NM * 3600.0; std::vector::const_iterator firstPropIt; std::vector::const_iterator firstPropItEnd; firstPropIt = firstIt->second.properties.begin(); firstPropItEnd = firstIt->second.properties.end(); while (firstPropIt != firstPropItEnd) { //cout << " Setting property..." << (*firstPropIt)->id; PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id); if (pIt != mPropertyMap.end()) { //cout << "Found " << pIt->second->getPath() << ":"; switch ((*firstPropIt)->type) { case SGPropertyNode::INT: case SGPropertyNode::BOOL: case SGPropertyNode::LONG: pIt->second->setIntValue((*firstPropIt)->int_value); //cout << "Int: " << (*firstPropIt)->int_value << "\n"; break; case SGPropertyNode::FLOAT: case SGPropertyNode::DOUBLE: pIt->second->setFloatValue((*firstPropIt)->float_value); //cout << "Flo: " << (*firstPropIt)->float_value << "\n"; break; case SGPropertyNode::STRING: case SGPropertyNode::UNSPECIFIED: pIt->second->setStringValue((*firstPropIt)->string_value); //cout << "Str: " << (*firstPropIt)->string_value << "\n"; break; default: // FIXME - currently defaults to float values pIt->second->setFloatValue((*firstPropIt)->float_value); //cout << "Unknown: " << (*firstPropIt)->float_value << "\n"; break; } } else { SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n"); } ++firstPropIt; } } else { // Ok, we have really found something where our target time is in between // do interpolation here MotionInfo::iterator prevIt = nextIt; --prevIt; // Interpolation coefficient is between 0 and 1 double intervalStart = prevIt->second.time; double intervalEnd = nextIt->second.time; double intervalLen = intervalEnd - intervalStart; double tau = (tInterp - intervalStart)/intervalLen; SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: [" << intervalStart << ", " << intervalEnd << "], intervalLen = " << intervalLen << ", interpolation parameter = " << tau); // Here we do just linear interpolation on the position ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position); ecOrient = interpolate((float)tau, prevIt->second.orientation, nextIt->second.orientation); speed = norm((1-tau)*prevIt->second.linearVel + tau*nextIt->second.linearVel) * SG_METER_TO_NM * 3600.0; if (prevIt->second.properties.size() == nextIt->second.properties.size()) { std::vector::const_iterator prevPropIt; std::vector::const_iterator prevPropItEnd; std::vector::const_iterator nextPropIt; std::vector::const_iterator nextPropItEnd; prevPropIt = prevIt->second.properties.begin(); prevPropItEnd = prevIt->second.properties.end(); nextPropIt = nextIt->second.properties.begin(); nextPropItEnd = nextIt->second.properties.end(); while (prevPropIt != prevPropItEnd) { PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id); //cout << " Setting property..." << (*prevPropIt)->id; if (pIt != mPropertyMap.end()) { //cout << "Found " << pIt->second->getPath() << ":"; int ival; float val; switch ((*prevPropIt)->type) { case SGPropertyNode::INT: case SGPropertyNode::BOOL: case SGPropertyNode::LONG: ival = (int) (1-tau)*((double) (*prevPropIt)->int_value) + tau*((double) (*nextPropIt)->int_value); pIt->second->setIntValue(ival); //cout << "Int: " << ival << "\n"; break; case SGPropertyNode::FLOAT: case SGPropertyNode::DOUBLE: val = (1-tau)*(*prevPropIt)->float_value + tau*(*nextPropIt)->float_value; //cout << "Flo: " << val << "\n"; pIt->second->setFloatValue(val); break; case SGPropertyNode::STRING: case SGPropertyNode::UNSPECIFIED: //cout << "Str: " << (*nextPropIt)->string_value << "\n"; pIt->second->setStringValue((*nextPropIt)->string_value); break; default: // FIXME - currently defaults to float values val = (1-tau)*(*prevPropIt)->float_value + tau*(*nextPropIt)->float_value; //cout << "Unk: " << val << "\n"; pIt->second->setFloatValue(val); break; } } else { SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n"); } ++prevPropIt; ++nextPropIt; } } // Now throw away too old data if (prevIt != mMotionInfo.begin()) { --prevIt; MotionInfo::iterator delIt; delIt = mMotionInfo.begin(); while (delIt != prevIt) { std::vector::const_iterator propIt; std::vector::const_iterator propItEnd; propIt = delIt->second.properties.begin(); propItEnd = delIt->second.properties.end(); //cout << "Deleting data\n"; while (propIt != propItEnd) { delete *propIt; propIt++; } delIt++; } mMotionInfo.erase(mMotionInfo.begin(), prevIt); } } } else { // Ok, we need to predict the future, so, take the best data we can have // and do some eom computation to guess that for now. FGExternalMotionData motionInfo = it->second; // The time to predict, limit to 5 seconds double t = tInterp - motionInfo.time; t = SGMisc::min(t, 5); SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: " "extrapolation time = " << t); // Do a few explicit euler steps with the constant acceleration's // This must be sufficient ... ecPos = motionInfo.position; ecOrient = motionInfo.orientation; SGVec3f linearVel = motionInfo.linearVel; SGVec3f angularVel = motionInfo.angularVel; while (0 < t) { double h = 1e-1; if (t < h) h = t; SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel)); ecPos += h*ecVel; ecOrient += h*ecOrient.derivative(angularVel); linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel); angularVel += h*motionInfo.angularAccel; t -= h; } std::vector::const_iterator firstPropIt; std::vector::const_iterator firstPropItEnd; speed = norm(linearVel) * SG_METER_TO_NM * 3600.0; firstPropIt = it->second.properties.begin(); firstPropItEnd = it->second.properties.end(); while (firstPropIt != firstPropItEnd) { PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id); //cout << " Setting property..." << (*firstPropIt)->id; if (pIt != mPropertyMap.end()) { switch ((*firstPropIt)->type) { case SGPropertyNode::INT: case SGPropertyNode::BOOL: case SGPropertyNode::LONG: pIt->second->setIntValue((*firstPropIt)->int_value); //cout << "Int: " << (*firstPropIt)->int_value << "\n"; break; case SGPropertyNode::FLOAT: case SGPropertyNode::DOUBLE: pIt->second->setFloatValue((*firstPropIt)->float_value); //cout << "Flo: " << (*firstPropIt)->float_value << "\n"; break; case SGPropertyNode::STRING: case SGPropertyNode::UNSPECIFIED: pIt->second->setStringValue((*firstPropIt)->string_value); //cout << "Str: " << (*firstPropIt)->string_value << "\n"; break; default: // FIXME - currently defaults to float values pIt->second->setFloatValue((*firstPropIt)->float_value); //cout << "Unk: " << (*firstPropIt)->float_value << "\n"; break; } } else { SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n"); } ++firstPropIt; } } // extract the position pos = SGGeod::fromCart(ecPos); altitude_ft = pos.getElevationFt(); // The quaternion rotating from the earth centered frame to the // horizontal local frame SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(), (float)pos.getLatitudeRad()); // The orientation wrt the horizontal local frame SGQuatf hlOr = conj(qEc2Hl)*ecOrient; float hDeg, pDeg, rDeg; hlOr.getEulerDeg(hDeg, pDeg, rDeg); hdg = hDeg; roll = rDeg; pitch = pDeg; SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: " << ecPos << ", " << hlOr); //###########################// // do calculations for radar // //###########################// double range_ft2 = UpdateRadar(manager); //************************************// // Tanker code // //************************************// if ( isTanker) { if ( (range_ft2 < 250.0 * 250.0) && (y_shift > 0.0) && (elevation > 0.0) ){ // refuel_node->setBoolValue(true); contact = true; } else { // refuel_node->setBoolValue(false); contact = false; } } else { contact = false; } Transform(); } void FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo, long stamp) { mLastTimestamp = stamp; // Drop packets arriving out of order if (!mMotionInfo.empty() && motionInfo.time < mMotionInfo.rbegin()->first) return; mMotionInfo[motionInfo.time] = motionInfo; } void FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val) { SGPropertyNode* pNode = props->getChild(prop.c_str(), true); pNode->setDoubleValue(val); }