// fg_init.cxx -- Flight Gear top level initialization routines // // Written by Curtis Olson, started August 1997. // // Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt // // 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. // // $Id$ #ifdef HAVE_CONFIG_H # include <config.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> // strcmp() #ifdef _WIN32 # include <io.h> // isatty() # define isatty _isatty #endif #include <simgear/compiler.h> #include <string> #include <boost/algorithm/string/compare.hpp> #include <boost/algorithm/string/predicate.hpp> #include <simgear/constants.h> #include <simgear/debug/logstream.hxx> #include <simgear/structure/exception.hxx> #include <simgear/structure/event_mgr.hxx> #include <simgear/structure/SGPerfMon.hxx> #include <simgear/misc/sg_path.hxx> #include <simgear/misc/sg_dir.hxx> #include <simgear/misc/sgstream.hxx> #include <simgear/misc/strutils.hxx> #include <simgear/props/props_io.hxx> #include <simgear/misc/interpolator.hxx> #include <simgear/scene/material/matlib.hxx> #include <simgear/scene/model/particles.hxx> #include <Aircraft/controls.hxx> #include <Aircraft/replay.hxx> #include <Aircraft/FlightHistory.hxx> #include <Airports/runways.hxx> #include <Airports/simple.hxx> #include <Airports/dynamics.hxx> #include <AIModel/AIManager.hxx> #include <ATCDCL/ATISmgr.hxx> #include <ATC/atc_mgr.hxx> #include <Autopilot/route_mgr.hxx> #include <Autopilot/autopilotgroup.hxx> #include <Cockpit/panel.hxx> #include <Cockpit/panel_io.hxx> #include <Canvas/canvas_mgr.hxx> #include <Canvas/gui_mgr.hxx> #include <GUI/new_gui.hxx> #include <Input/input.hxx> #include <Instrumentation/instrument_mgr.hxx> #include <Model/acmodel.hxx> #include <Model/modelmgr.hxx> #include <AIModel/submodel.hxx> #include <AIModel/AIManager.hxx> #include <Navaids/navdb.hxx> #include <Navaids/navlist.hxx> #include <Scenery/scenery.hxx> #include <Scenery/tilemgr.hxx> #include <Scripting/NasalSys.hxx> #include <Sound/voice.hxx> #include <Sound/soundmanager.hxx> #include <Systems/system_mgr.hxx> #include <Time/light.hxx> #include <Traffic/TrafficMgr.hxx> #include <MultiPlayer/multiplaymgr.hxx> #include <FDM/fdm_shell.hxx> #include <Environment/ephemeris.hxx> #include <Environment/environment_mgr.hxx> #include <Viewer/renderer.hxx> #include <Viewer/viewmgr.hxx> #include <Navaids/NavDataCache.hxx> #include <Instrumentation/HUD/HUD.hxx> #include <Cockpit/cockpitDisplayManager.hxx> #include <Network/HTTPClient.hxx> #include "fg_init.hxx" #include "fg_io.hxx" #include "fg_commands.hxx" #include "fg_props.hxx" #include "options.hxx" #include "globals.hxx" #include "logger.hxx" #include "main.hxx" #include "positioninit.hxx" using std::string; using std::endl; using std::cerr; using std::cout; using namespace boost::algorithm; // Return the current base package version string fgBasePackageVersion() { SGPath base_path( globals->get_fg_root() ); base_path.append("version"); sg_gzifstream in( base_path.str() ); if ( !in.is_open() ) { SGPath old_path( globals->get_fg_root() ); old_path.append( "Thanks" ); sg_gzifstream old( old_path.str() ); if ( !old.is_open() ) { return "[none]"; } else { return "[old version]"; } } string version; in >> version; return version; } template <class T> bool fgFindAircraftInDir(const SGPath& dirPath, T* obj, bool (T::*pred)(const SGPath& p)) { if (!dirPath.exists()) { SG_LOG(SG_GENERAL, SG_WARN, "fgFindAircraftInDir: no such path:" << dirPath.str()); return false; } bool recurse = true; simgear::Dir dir(dirPath); simgear::PathList setFiles(dir.children(simgear::Dir::TYPE_FILE, "-set.xml")); simgear::PathList::iterator p; for (p = setFiles.begin(); p != setFiles.end(); ++p) { // check file name ends with -set.xml // if we found a -set.xml at this level, don't recurse any deeper recurse = false; bool done = (obj->*pred)(*p); if (done) { return true; } } // of -set.xml iteration if (!recurse) { return false; } simgear::PathList subdirs(dir.children(simgear::Dir::TYPE_DIR | simgear::Dir::NO_DOT_OR_DOTDOT)); for (p = subdirs.begin(); p != subdirs.end(); ++p) { if (p->file() == "CVS") { continue; } if (fgFindAircraftInDir(*p, obj, pred)) { return true; } } // of subdirs iteration return false; } template <class T> void fgFindAircraft(T* obj, bool (T::*pred)(const SGPath& p)) { const string_list& paths(globals->get_aircraft_paths()); string_list::const_iterator it = paths.begin(); for (; it != paths.end(); ++it) { bool done = fgFindAircraftInDir(SGPath(*it), obj, pred); if (done) { return; } } // of aircraft paths iteration // if we reach this point, search the default location (always last) SGPath rootAircraft(globals->get_fg_root()); rootAircraft.append("Aircraft"); fgFindAircraftInDir(rootAircraft, obj, pred); } class FindAndCacheAircraft { public: FindAndCacheAircraft(SGPropertyNode* autoSave) { _cache = autoSave->getNode("sim/startup/path-cache", true); } bool loadAircraft() { std::string aircraft = fgGetString( "/sim/aircraft", ""); if (aircraft.empty()) { SG_LOG(SG_GENERAL, SG_ALERT, "no aircraft specified"); return false; } _searchAircraft = aircraft + "-set.xml"; std::string aircraftDir = fgGetString("/sim/aircraft-dir", ""); if (!aircraftDir.empty()) { // aircraft-dir was set, skip any searching at all, if it's valid simgear::Dir acPath(aircraftDir); SGPath setFile = acPath.file(_searchAircraft); if (setFile.exists()) { SG_LOG(SG_GENERAL, SG_INFO, "found aircraft in dir: " << aircraftDir ); try { readProperties(setFile.str(), globals->get_props()); } catch ( const sg_exception &e ) { SG_LOG(SG_INPUT, SG_ALERT, "Error reading aircraft: " << e.getFormattedMessage()); return false; } return true; } else { SG_LOG(SG_GENERAL, SG_ALERT, "aircraft '" << _searchAircraft << "' not found in specified dir:" << aircraftDir); return false; } } if (!checkCache()) { // prepare cache for re-scan SGPropertyNode *n = _cache->getNode("fg-root", true); n->setStringValue(globals->get_fg_root().c_str()); n->setAttribute(SGPropertyNode::USERARCHIVE, true); n = _cache->getNode("fg-aircraft", true); n->setStringValue(getAircraftPaths().c_str()); n->setAttribute(SGPropertyNode::USERARCHIVE, true); _cache->removeChildren("aircraft"); fgFindAircraft(this, &FindAndCacheAircraft::checkAircraft); } if (_foundPath.str().empty()) { SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find specified aircraft: " << aircraft ); return false; } SG_LOG(SG_GENERAL, SG_INFO, "Loading aircraft -set file from:" << _foundPath.str()); fgSetString( "/sim/aircraft-dir", _foundPath.dir().c_str()); if (!_foundPath.exists()) { SG_LOG(SG_GENERAL, SG_ALERT, "Unable to find -set file:" << _foundPath.str()); return false; } try { readProperties(_foundPath.str(), globals->get_props()); } catch ( const sg_exception &e ) { SG_LOG(SG_INPUT, SG_ALERT, "Error reading aircraft: " << e.getFormattedMessage()); return false; } return true; } private: SGPath getAircraftPaths() { string_list pathList = globals->get_aircraft_paths(); SGPath aircraftPaths; string_list::const_iterator it = pathList.begin(); if (it != pathList.end()) { aircraftPaths.set(*it); it++; } for (; it != pathList.end(); ++it) { aircraftPaths.add(*it); } return aircraftPaths; } bool checkCache() { if (globals->get_fg_root() != _cache->getStringValue("fg-root", "")) { return false; // cache mismatch } if (getAircraftPaths().str() != _cache->getStringValue("fg-aircraft", "")) { return false; // cache mismatch } vector<SGPropertyNode_ptr> cache = _cache->getChildren("aircraft"); for (unsigned int i = 0; i < cache.size(); i++) { const char *name = cache[i]->getStringValue("file", ""); if (!boost::equals(_searchAircraft, name, is_iequal())) { continue; } SGPath xml(cache[i]->getStringValue("path", "")); xml.append(name); if (xml.exists()) { _foundPath = xml; return true; } return false; } // of aircraft in cache iteration return false; } bool checkAircraft(const SGPath& p) { // create cache node int i = 0; while (1) { if (!_cache->getChild("aircraft", i++, false)) break; } SGPropertyNode *n, *entry = _cache->getChild("aircraft", --i, true); std::string fileName(p.file()); n = entry->getNode("file", true); n->setStringValue(fileName); n->setAttribute(SGPropertyNode::USERARCHIVE, true); n = entry->getNode("path", true); n->setStringValue(p.dir()); n->setAttribute(SGPropertyNode::USERARCHIVE, true); if ( boost::equals(fileName, _searchAircraft.c_str(), is_iequal()) ) { _foundPath = p; return true; } return false; } std::string _searchAircraft; SGPath _foundPath; SGPropertyNode* _cache; }; #ifdef _WIN32 static SGPath platformDefaultDataPath() { char *envp = ::getenv( "APPDATA" ); SGPath config( envp ); config.append( "flightgear.org" ); return config; } #elif __APPLE__ #include <CoreServices/CoreServices.h> static SGPath platformDefaultDataPath() { FSRef ref; OSErr err = FSFindFolder(kUserDomain, kApplicationSupportFolderType, false, &ref); if (err) { return SGPath(); } unsigned char path[1024]; if (FSRefMakePath(&ref, path, 1024) != noErr) { return SGPath(); } SGPath appData; appData.set((const char*) path); appData.append("FlightGear"); return appData; } #else static SGPath platformDefaultDataPath() { SGPath config( getenv("HOME") ); config.append( ".fgfs" ); return config; } #endif void fgInitHome() { SGPath dataPath = platformDefaultDataPath(); const char *fg_home = getenv("FG_HOME"); if (fg_home) dataPath = fg_home; globals->set_fg_home(dataPath.c_str()); } // Read in configuration (file and command line) bool fgInitConfig ( int argc, char **argv ) { SGPath dataPath = globals->get_fg_home(); simgear::Dir exportDir(simgear::Dir(dataPath).file("Export")); if (!exportDir.exists()) { exportDir.create(0777); } // Set /sim/fg-home and don't allow malign code to override it until // Nasal security is set up. Use FG_HOME if necessary. SGPropertyNode *home = fgGetNode("/sim", true); home->removeChild("fg-home", 0, false); home = home->getChild("fg-home", 0, true); home->setStringValue(dataPath.c_str()); home->setAttribute(SGPropertyNode::WRITE, false); flightgear::Options* options = flightgear::Options::sharedInstance(); options->init(argc, argv, dataPath); bool loadDefaults = flightgear::Options::sharedInstance()->shouldLoadDefaultConfig(); if (loadDefaults) { // Read global preferences from $FG_ROOT/preferences.xml SG_LOG(SG_INPUT, SG_INFO, "Reading global preferences"); fgLoadProps("preferences.xml", globals->get_props()); SG_LOG(SG_INPUT, SG_INFO, "Finished Reading global preferences"); // do not load user settings when reset to default is requested if (flightgear::Options::sharedInstance()->isOptionSet("restore-defaults")) { SG_LOG(SG_ALL, SG_ALERT, "Ignoring user settings. Restoring defaults."); } else { globals->loadUserSettings(dataPath); } } else { SG_LOG(SG_GENERAL, SG_INFO, "not reading default configuration files"); }// of no-default-config selected // Scan user config files and command line for a specified aircraft. options->initAircraft(); FindAndCacheAircraft f(globals->get_props()); if (!f.loadAircraft()) { return false; } // parse options after loading aircraft to ensure any user // overrides of defaults are honored. options->processOptions(); return true; } /** * Initialize vor/ndb/ils/fix list management and query systems (as * well as simple airport db list) * This is called multiple times in the case of a cache rebuild, * to allow length caching to take place in the background, without * blocking the main/UI thread. */ bool fgInitNav () { flightgear::NavDataCache* cache = flightgear::NavDataCache::instance(); static bool doingRebuild = false; if (doingRebuild || cache->isRebuildRequired()) { doingRebuild = true; bool finished = cache->rebuild(); if (!finished) { // sleep to give the rebuild thread more time SGTimeStamp::sleepForMSec(50); return false; } } FGTACANList *channellist = new FGTACANList; globals->set_channellist( channellist ); SGPath path(globals->get_fg_root()); path.append( "Navaids/TACAN_freq.dat" ); flightgear::loadTacan(path, channellist); return true; } // General house keeping initializations bool fgInitGeneral() { string root; SG_LOG( SG_GENERAL, SG_INFO, "General Initialization" ); SG_LOG( SG_GENERAL, SG_INFO, "======= ==============" ); root = globals->get_fg_root(); if ( ! root.length() ) { // No root path set? Then bail ... SG_LOG( SG_GENERAL, SG_ALERT, "Cannot continue without a path to the base package " << "being defined." ); exit(-1); } SG_LOG( SG_GENERAL, SG_INFO, "FG_ROOT = " << '"' << root << '"' << endl ); // Note: browser command is hard-coded for Mac/Windows, so this only affects other platforms globals->set_browser(fgGetString("/sim/startup/browser-app", WEB_BROWSER)); fgSetString("/sim/startup/browser-app", globals->get_browser()); simgear::Dir cwd(simgear::Dir::current()); SGPropertyNode *curr = fgGetNode("/sim", true); curr->removeChild("fg-current", 0, false); curr = curr->getChild("fg-current", 0, true); curr->setStringValue(cwd.path().str()); curr->setAttribute(SGPropertyNode::WRITE, false); fgSetBool("/sim/startup/stdout-to-terminal", isatty(1) != 0 ); fgSetBool("/sim/startup/stderr-to-terminal", isatty(2) != 0 ); return true; } // This is the top level init routine which calls all the other // initialization routines. If you are adding a subsystem to flight // gear, its initialization call should located in this routine. // Returns non-zero if a problem encountered. void fgCreateSubsystems() { SG_LOG( SG_GENERAL, SG_INFO, "Creating Subsystems"); SG_LOG( SG_GENERAL, SG_INFO, "========== =========="); //////////////////////////////////////////////////////////////////// // Initialize the sound subsystem. //////////////////////////////////////////////////////////////////// // Sound manager uses an own subsystem group "SOUND" which is the last // to be updated in every loop. // Sound manager is updated last so it can use the CPU while the GPU // is processing the scenery (doubled the frame-rate for me) -EMH- globals->add_subsystem("sound", new FGSoundManager, SGSubsystemMgr::SOUND); //////////////////////////////////////////////////////////////////// // Initialize the event manager subsystem. //////////////////////////////////////////////////////////////////// globals->get_event_mgr()->init(); globals->get_event_mgr()->setRealtimeProperty(fgGetNode("/sim/time/delta-realtime-sec", true)); //////////////////////////////////////////////////////////////////// // Initialize the property interpolator subsystem. Put into the INIT // group because the "nasal" subsystem may need it at GENERAL take-down. //////////////////////////////////////////////////////////////////// globals->add_subsystem("interpolator", new SGInterpolator, SGSubsystemMgr::INIT); //////////////////////////////////////////////////////////////////// // Add the FlightGear property utilities. //////////////////////////////////////////////////////////////////// globals->add_subsystem("properties", new FGProperties); //////////////////////////////////////////////////////////////////// // Add the performance monitoring system. //////////////////////////////////////////////////////////////////// globals->add_subsystem("performance-mon", new SGPerformanceMonitor(globals->get_subsystem_mgr(), fgGetNode("/sim/performance-monitor", true))); //////////////////////////////////////////////////////////////////// // Initialize the material property subsystem. //////////////////////////////////////////////////////////////////// SGPath mpath( globals->get_fg_root() ); mpath.append( fgGetString("/sim/rendering/materials-file") ); if ( ! globals->get_matlib()->load(globals->get_fg_root(), mpath.str(), globals->get_props()) ) { SG_LOG( SG_GENERAL, SG_ALERT, "Error loading materials file " << mpath.str() ); exit(-1); } globals->add_subsystem( "http", new FGHTTPClient ); //////////////////////////////////////////////////////////////////// // Initialize the scenery management subsystem. //////////////////////////////////////////////////////////////////// globals->get_scenery()->get_scene_graph() ->addChild(simgear::Particles::getCommonRoot()); simgear::GlobalParticleCallback::setSwitch(fgGetNode("/sim/rendering/particles", true)); //////////////////////////////////////////////////////////////////// // Initialize the flight model subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("flight", new FDMShell, SGSubsystemMgr::FDM); //////////////////////////////////////////////////////////////////// // Initialize the weather subsystem. //////////////////////////////////////////////////////////////////// // Initialize the weather modeling subsystem globals->add_subsystem("environment", new FGEnvironmentMgr); globals->add_subsystem("ephemeris", new Ephemeris); //////////////////////////////////////////////////////////////////// // Initialize the aircraft systems and instrumentation (before the // autopilot.) //////////////////////////////////////////////////////////////////// globals->add_subsystem("systems", new FGSystemMgr, SGSubsystemMgr::FDM); globals->add_subsystem("instrumentation", new FGInstrumentMgr, SGSubsystemMgr::FDM); globals->add_subsystem("hud", new HUD, SGSubsystemMgr::DISPLAY); globals->add_subsystem("cockpit-displays", new flightgear::CockpitDisplayManager, SGSubsystemMgr::DISPLAY); //////////////////////////////////////////////////////////////////// // Initialize the XML Autopilot subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem( "xml-autopilot", FGXMLAutopilotGroup::createInstance("autopilot"), SGSubsystemMgr::FDM ); globals->add_subsystem( "xml-proprules", FGXMLAutopilotGroup::createInstance("property-rule"), SGSubsystemMgr::GENERAL ); globals->add_subsystem( "route-manager", new FGRouteMgr ); //////////////////////////////////////////////////////////////////// // Initialize the Input-Output subsystem //////////////////////////////////////////////////////////////////// globals->add_subsystem( "io", new FGIO ); //////////////////////////////////////////////////////////////////// // Create and register the logger. //////////////////////////////////////////////////////////////////// globals->add_subsystem("logger", new FGLogger); //////////////////////////////////////////////////////////////////// // Create and register the XML GUI. //////////////////////////////////////////////////////////////////// globals->add_subsystem("gui", new NewGUI, SGSubsystemMgr::INIT); ////////////////////////////////////////////////////////////////////// // Initialize the 2D cloud subsystem. //////////////////////////////////////////////////////////////////// fgGetBool("/sim/rendering/bump-mapping", false); //////////////////////////////////////////////////////////////////// // Initialize the canvas 2d drawing subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("Canvas", new CanvasMgr, SGSubsystemMgr::DISPLAY); globals->add_subsystem("CanvasGUI", new GUIMgr, SGSubsystemMgr::DISPLAY); //////////////////////////////////////////////////////////////////// // Initialise the ATIS Manager // Note that this is old stuff, but is necessary for the // current ATIS implementation. Therefore, leave it in here // until the ATIS system is ported over to make use of the ATIS // sub system infrastructure. //////////////////////////////////////////////////////////////////// globals->add_subsystem("ATIS", new FGATISMgr, SGSubsystemMgr::INIT, 0.4); //////////////////////////////////////////////////////////////////// // Initialize the ATC subsystem //////////////////////////////////////////////////////////////////// globals->add_subsystem("ATC", new FGATCManager, SGSubsystemMgr::POST_FDM); //////////////////////////////////////////////////////////////////// // Initialize multiplayer subsystem //////////////////////////////////////////////////////////////////// globals->add_subsystem("mp", new FGMultiplayMgr, SGSubsystemMgr::POST_FDM); //////////////////////////////////////////////////////////////////// // Initialise the AI Model Manager //////////////////////////////////////////////////////////////////// SG_LOG(SG_GENERAL, SG_INFO, " AI Model Manager"); globals->add_subsystem("ai-model", new FGAIManager, SGSubsystemMgr::POST_FDM); globals->add_subsystem("submodel-mgr", new FGSubmodelMgr, SGSubsystemMgr::POST_FDM); // It's probably a good idea to initialize the top level traffic manager // After the AI and ATC systems have been initialized properly. // AI Traffic manager globals->add_subsystem("traffic-manager", new FGTrafficManager, SGSubsystemMgr::POST_FDM); //////////////////////////////////////////////////////////////////// // Add a new 2D panel. //////////////////////////////////////////////////////////////////// fgSetArchivable("/sim/panel/visibility"); fgSetArchivable("/sim/panel/x-offset"); fgSetArchivable("/sim/panel/y-offset"); fgSetArchivable("/sim/panel/jitter"); //////////////////////////////////////////////////////////////////// // Initialize the controls subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("controls", new FGControls, SGSubsystemMgr::GENERAL); //////////////////////////////////////////////////////////////////// // Initialize the input subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("input", new FGInput, SGSubsystemMgr::GENERAL); //////////////////////////////////////////////////////////////////// // Initialize the replay subsystem //////////////////////////////////////////////////////////////////// globals->add_subsystem("replay", new FGReplay); globals->add_subsystem("history", new FGFlightHistory); #ifdef ENABLE_AUDIO_SUPPORT //////////////////////////////////////////////////////////////////// // Initialize the sound-effects subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("voice", new FGVoiceMgr, SGSubsystemMgr::DISPLAY); #endif //////////////////////////////////////////////////////////////////// // Initialize the lighting subsystem. //////////////////////////////////////////////////////////////////// globals->add_subsystem("lighting", new FGLight, SGSubsystemMgr::DISPLAY); // ordering here is important : Nasal (via events), then models, then views globals->add_subsystem("events", globals->get_event_mgr(), SGSubsystemMgr::DISPLAY); globals->add_subsystem("aircraft-model", new FGAircraftModel, SGSubsystemMgr::DISPLAY); globals->add_subsystem("model-manager", new FGModelMgr, SGSubsystemMgr::DISPLAY); globals->add_subsystem("view-manager", new FGViewMgr, SGSubsystemMgr::DISPLAY); globals->add_subsystem("tile-manager", globals->get_tile_mgr(), SGSubsystemMgr::DISPLAY); } void fgPostInitSubsystems() { SGTimeStamp st; st.stamp(); //////////////////////////////////////////////////////////////////////// // Initialize the Nasal interpreter. // Do this last, so that the loaded scripts see initialized state //////////////////////////////////////////////////////////////////////// FGNasalSys* nasal = new FGNasalSys(); globals->add_subsystem("nasal", nasal, SGSubsystemMgr::INIT); nasal->init(); SG_LOG(SG_GENERAL, SG_INFO, "Nasal init took:" << st.elapsedMSec()); // initialize methods that depend on other subsystems. st.stamp(); globals->get_subsystem_mgr()->postinit(); SG_LOG(SG_GENERAL, SG_INFO, "Subsystems postinit took:" << st.elapsedMSec()); //////////////////////////////////////////////////////////////////////// // End of subsystem initialization. //////////////////////////////////////////////////////////////////// fgSetBool("/sim/crashed", false); fgSetBool("/sim/initialized", true); SG_LOG( SG_GENERAL, SG_INFO, endl); // Save the initial state for future // reference. globals->saveInitialState(); } // Reset: this is what the 'reset' command (and hence, GUI) is attached to void fgReInitSubsystems() { SGPropertyNode *master_freeze = fgGetNode("/sim/freeze/master"); SG_LOG( SG_GENERAL, SG_INFO, "fgReInitSubsystems()"); // setup state to begin re-init bool freeze = master_freeze->getBoolValue(); if ( !freeze ) { master_freeze->setBoolValue(true); } fgSetBool("/sim/signals/reinit", true); fgSetBool("/sim/crashed", false); // do actual re-init steps globals->get_subsystem("flight")->unbind(); // reset control state, before restoring initial state; -set or config files // may specify values for flaps, trim tabs, magnetos, etc globals->get_controls()->reset_all(); globals->restoreInitialState(); // update our position based on current presets // this will mark position as needed finalized which we'll do in the // main-loop flightgear::initPosition(); // Force reupdating the positions of the ai 3d models. They are used for // initializing ground level for the FDM. globals->get_subsystem("ai-model")->reinit(); // Initialize the FDM globals->get_subsystem("flight")->reinit(); // reset replay buffers globals->get_subsystem("replay")->reinit(); // reload offsets from config defaults globals->get_viewmgr()->reinit(); // ugly: finalizePosition waits for METAR to arrive for the new airport. // we don't re-init the environment manager here, since historically we did // not, and doing so seems to have other issues. All that's needed is to // schedule METAR fetch immediately, so it's available for finalizePosition. // So we manually extract the METAR-fetching component inside the environment // manager, and re-init that. SGSubsystemGroup* envMgr = static_cast<SGSubsystemGroup*>(globals->get_subsystem("environment")); if (envMgr) { envMgr->get_subsystem("realwx")->reinit(); } globals->get_subsystem("time")->reinit(); // need to bind FDMshell again, since we manually unbound it above... globals->get_subsystem("flight")->bind(); // need to reset aircraft (systems/instruments) so they can adapt to current environment globals->get_subsystem("systems")->reinit(); globals->get_subsystem("instrumentation")->reinit(); globals->get_subsystem("ATIS")->reinit(); // setup state to end re-init fgSetBool("/sim/signals/reinit", false); if ( !freeze ) { master_freeze->setBoolValue(false); } fgSetBool("/sim/sceneryloaded",false); } /////////////////////////////////////////////////////////////////////////////// // helper object to implement the --show-aircraft command. // resides here so we can share the fgFindAircraftInDir template above, // and hence ensure this command lists exectly the same aircraft as the normal // loading path. class ShowAircraft { public: ShowAircraft() { _minStatus = getNumMaturity(fgGetString("/sim/aircraft-min-status", "all")); } void show(const SGPath& path) { fgFindAircraftInDir(path, this, &ShowAircraft::processAircraft); std::sort(_aircraft.begin(), _aircraft.end(), ciLessLibC()); SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on Windows cout << "Available aircraft:" << endl; for ( unsigned int i = 0; i < _aircraft.size(); i++ ) { cout << _aircraft[i] << endl; } } private: bool processAircraft(const SGPath& path) { SGPropertyNode root; try { readProperties(path.str(), &root); } catch (sg_exception& ) { return false; } int maturity = 0; string descStr(" "); descStr += path.file(); // trim common suffix from file names int nPos = descStr.rfind("-set.xml"); if (nPos == (int)(descStr.size() - 8)) { descStr.resize(nPos); } SGPropertyNode *node = root.getNode("sim"); if (node) { SGPropertyNode* desc = node->getNode("description"); // if a status tag is found, read it in if (node->hasValue("status")) { maturity = getNumMaturity(node->getStringValue("status")); } if (desc) { if (descStr.size() <= 27+3) { descStr.append(29+3-descStr.size(), ' '); } else { descStr += '\n'; descStr.append( 32, ' '); } descStr += desc->getStringValue(); } } // of have 'sim' node if (maturity < _minStatus) { return false; } _aircraft.push_back(descStr); return false; } int getNumMaturity(const char * str) { // changes should also be reflected in $FG_ROOT/data/options.xml & // $FG_ROOT/data/Translations/string-default.xml const char* levels[] = {"alpha","beta","early-production","production"}; if (!strcmp(str, "all")) { return 0; } for (size_t i=0; i<(sizeof(levels)/sizeof(levels[0]));i++) if (strcmp(str,levels[i])==0) return i; return 0; } // recommended in Meyers, Effective STL when internationalization and embedded // NULLs aren't an issue. Much faster than the STL or Boost lex versions. struct ciLessLibC : public std::binary_function<string, string, bool> { bool operator()(const std::string &lhs, const std::string &rhs) const { return strcasecmp(lhs.c_str(), rhs.c_str()) < 0 ? 1 : 0; } }; int _minStatus; string_list _aircraft; }; void fgShowAircraft(const SGPath &path) { ShowAircraft s; s.show(path); #ifdef _MSC_VER cout << "Hit a key to continue..." << endl; std::cin.get(); #endif }