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flightgear/docs-mini/README.multiplayer

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The commands are of the form:
--multiplay=in | out,Hz,destination address,destination port
--callsign=a_unique_name
Below are some examples of startup commands that demonstrate the use of the
multiplayer facilities.
For two players on a local network or across the internet:
----------------------------------------------------------
Player1:
--multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501
--callsign=player1
Player2:
--multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500
--callsign=player2
For multiple players on a local network:
----------------------------------------
Player1:
--multiplay=out,10,255.255.255.255,5500
--multiplay=in,10,255.255.255.255,5500 --callsign=player1
Playern:
--multiplay=out,10,255.255.255.255,5500
--multiplay=in,10,255.255.255.255,5500 --callsign=playern
Note that the callsign is used to identify each player in a multiplayer game
so the callsigns must be unique. The multiplayer code ignores packets that
are sent back to itself, as would occur with broadcasting when the rx and tx
ports are the same.
Multiple players sending to a single player:
--------------------------------------------
Player1:
--multiplay=out,10,192.168.0.2,5500 --callsign=player1
Player2:
--multiplay=out,10,192.168.0.2,5500 --callsign=player2
Player3:
--multiplay=out,10,192.168.0.2,5500 --callsign=player3
Player4 (rx only):
--multiplay=in,10,192.168.0.2,5500 --callsign=player4
This demonstrates that it is possible to have multiple instances of
Flightgear that send to a single instance that displays all the traffic. This
is the sort of implementation that we are considering for use as a tower
visual simulator.
For use with a server (when one is created):
--------------------------------------------
Player1:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500
--callsign=player1
Player2:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501
--callsign=player2
Playern:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502
--callsign=playern
The server would simply act as a packet forwarding mechanism. When it
receives a packet, it sends it to all other active players.