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flightgear/src/MultiPlayer/multiplaymgr.cxx

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C++

//////////////////////////////////////////////////////////////////////
//
// multiplaymgr.cxx
//
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// Copyright (C) 2003 Airservices Australia
// Copyright (C) 2005 Oliver Schroeder
// Copyright (C) 2006 Mathias Froehlich
//
// 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 <iostream>
#include <algorithm>
#include <cstring>
#include <errno.h>
#include <osg/Math> // isNaN
#include <simgear/misc/stdint.hxx>
#include <simgear/timing/timestamp.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/props/props.hxx>
#include <AIModel/AIManager.hxx>
#include <AIModel/AIMultiplayer.hxx>
#include <Main/fg_props.hxx>
#include "multiplaymgr.hxx"
#include "mpmessages.hxx"
#include <FDM/flightProperties.hxx>
using namespace std;
#define MAX_PACKET_SIZE 1200
#define MAX_TEXT_SIZE 128
// These constants are provided so that the ident
// command can list file versions
const char sMULTIPLAYMGR_BID[] = "$Id$";
const char sMULTIPLAYMGR_HID[] = MULTIPLAYTXMGR_HID;
struct IdPropertyList {
unsigned id;
const char* name;
simgear::props::Type type;
};
static const IdPropertyList* findProperty(unsigned id);
// A static map of protocol property id values to property paths,
// This should be extendable dynamically for every specific aircraft ...
// For now only that static list
static const IdPropertyList sIdPropertyList[] = {
{100, "surface-positions/left-aileron-pos-norm", simgear::props::FLOAT},
{101, "surface-positions/right-aileron-pos-norm", simgear::props::FLOAT},
{102, "surface-positions/elevator-pos-norm", simgear::props::FLOAT},
{103, "surface-positions/rudder-pos-norm", simgear::props::FLOAT},
{104, "surface-positions/flap-pos-norm", simgear::props::FLOAT},
{105, "surface-positions/speedbrake-pos-norm", simgear::props::FLOAT},
{106, "gear/tailhook/position-norm", simgear::props::FLOAT},
{107, "gear/launchbar/position-norm", simgear::props::FLOAT},
{108, "gear/launchbar/state", simgear::props::STRING},
{109, "gear/launchbar/holdback-position-norm", simgear::props::FLOAT},
{110, "canopy/position-norm", simgear::props::FLOAT},
{111, "surface-positions/wing-pos-norm", simgear::props::FLOAT},
{112, "surface-positions/wing-fold-pos-norm", simgear::props::FLOAT},
{200, "gear/gear[0]/compression-norm", simgear::props::FLOAT},
{201, "gear/gear[0]/position-norm", simgear::props::FLOAT},
{210, "gear/gear[1]/compression-norm", simgear::props::FLOAT},
{211, "gear/gear[1]/position-norm", simgear::props::FLOAT},
{220, "gear/gear[2]/compression-norm", simgear::props::FLOAT},
{221, "gear/gear[2]/position-norm", simgear::props::FLOAT},
{230, "gear/gear[3]/compression-norm", simgear::props::FLOAT},
{231, "gear/gear[3]/position-norm", simgear::props::FLOAT},
{240, "gear/gear[4]/compression-norm", simgear::props::FLOAT},
{241, "gear/gear[4]/position-norm", simgear::props::FLOAT},
{300, "engines/engine[0]/n1", simgear::props::FLOAT},
{301, "engines/engine[0]/n2", simgear::props::FLOAT},
{302, "engines/engine[0]/rpm", simgear::props::FLOAT},
{310, "engines/engine[1]/n1", simgear::props::FLOAT},
{311, "engines/engine[1]/n2", simgear::props::FLOAT},
{312, "engines/engine[1]/rpm", simgear::props::FLOAT},
{320, "engines/engine[2]/n1", simgear::props::FLOAT},
{321, "engines/engine[2]/n2", simgear::props::FLOAT},
{322, "engines/engine[2]/rpm", simgear::props::FLOAT},
{330, "engines/engine[3]/n1", simgear::props::FLOAT},
{331, "engines/engine[3]/n2", simgear::props::FLOAT},
{332, "engines/engine[3]/rpm", simgear::props::FLOAT},
{340, "engines/engine[4]/n1", simgear::props::FLOAT},
{341, "engines/engine[4]/n2", simgear::props::FLOAT},
{342, "engines/engine[4]/rpm", simgear::props::FLOAT},
{350, "engines/engine[5]/n1", simgear::props::FLOAT},
{351, "engines/engine[5]/n2", simgear::props::FLOAT},
{352, "engines/engine[5]/rpm", simgear::props::FLOAT},
{360, "engines/engine[6]/n1", simgear::props::FLOAT},
{361, "engines/engine[6]/n2", simgear::props::FLOAT},
{362, "engines/engine[6]/rpm", simgear::props::FLOAT},
{370, "engines/engine[7]/n1", simgear::props::FLOAT},
{371, "engines/engine[7]/n2", simgear::props::FLOAT},
{372, "engines/engine[7]/rpm", simgear::props::FLOAT},
{380, "engines/engine[8]/n1", simgear::props::FLOAT},
{381, "engines/engine[8]/n2", simgear::props::FLOAT},
{382, "engines/engine[8]/rpm", simgear::props::FLOAT},
{390, "engines/engine[9]/n1", simgear::props::FLOAT},
{391, "engines/engine[9]/n2", simgear::props::FLOAT},
{392, "engines/engine[9]/rpm", simgear::props::FLOAT},
{800, "rotors/main/rpm", simgear::props::FLOAT},
{801, "rotors/tail/rpm", simgear::props::FLOAT},
{810, "rotors/main/blade[0]/position-deg", simgear::props::FLOAT},
{811, "rotors/main/blade[1]/position-deg", simgear::props::FLOAT},
{812, "rotors/main/blade[2]/position-deg", simgear::props::FLOAT},
{813, "rotors/main/blade[3]/position-deg", simgear::props::FLOAT},
{820, "rotors/main/blade[0]/flap-deg", simgear::props::FLOAT},
{821, "rotors/main/blade[1]/flap-deg", simgear::props::FLOAT},
{822, "rotors/main/blade[2]/flap-deg", simgear::props::FLOAT},
{823, "rotors/main/blade[3]/flap-deg", simgear::props::FLOAT},
{830, "rotors/tail/blade[0]/position-deg", simgear::props::FLOAT},
{831, "rotors/tail/blade[1]/position-deg", simgear::props::FLOAT},
{900, "sim/hitches/aerotow/tow/length", simgear::props::FLOAT},
{901, "sim/hitches/aerotow/tow/elastic-constant", simgear::props::FLOAT},
{902, "sim/hitches/aerotow/tow/weight-per-m-kg-m", simgear::props::FLOAT},
{903, "sim/hitches/aerotow/tow/dist", simgear::props::FLOAT},
{904, "sim/hitches/aerotow/tow/connected-to-property-node", simgear::props::BOOL},
{905, "sim/hitches/aerotow/tow/connected-to-ai-or-mp-callsign", simgear::props::STRING},
{906, "sim/hitches/aerotow/tow/brake-force", simgear::props::FLOAT},
{907, "sim/hitches/aerotow/tow/end-force-x", simgear::props::FLOAT},
{908, "sim/hitches/aerotow/tow/end-force-y", simgear::props::FLOAT},
{909, "sim/hitches/aerotow/tow/end-force-z", simgear::props::FLOAT},
{930, "sim/hitches/aerotow/is-slave", simgear::props::BOOL},
{931, "sim/hitches/aerotow/speed-in-tow-direction", simgear::props::FLOAT},
{932, "sim/hitches/aerotow/open", simgear::props::BOOL},
{933, "sim/hitches/aerotow/local-pos-x", simgear::props::FLOAT},
{934, "sim/hitches/aerotow/local-pos-y", simgear::props::FLOAT},
{935, "sim/hitches/aerotow/local-pos-z", simgear::props::FLOAT},
{1001, "controls/flight/slats", simgear::props::FLOAT},
{1002, "controls/flight/speedbrake", simgear::props::FLOAT},
{1003, "controls/flight/spoilers", simgear::props::FLOAT},
{1004, "controls/gear/gear-down", simgear::props::FLOAT},
{1005, "controls/lighting/nav-lights", simgear::props::FLOAT},
{1006, "controls/armament/station[0]/jettison-all", simgear::props::BOOL},
{1100, "sim/model/variant", simgear::props::INT},
{1101, "sim/model/livery/file", simgear::props::STRING},
{1200, "environment/wildfire/data", simgear::props::STRING},
{1201, "environment/contrail", simgear::props::INT},
{1300, "tanker", simgear::props::INT},
{10001, "sim/multiplay/transmission-freq-hz", simgear::props::STRING},
{10002, "sim/multiplay/chat", simgear::props::STRING},
{10100, "sim/multiplay/generic/string[0]", simgear::props::STRING},
{10101, "sim/multiplay/generic/string[1]", simgear::props::STRING},
{10102, "sim/multiplay/generic/string[2]", simgear::props::STRING},
{10103, "sim/multiplay/generic/string[3]", simgear::props::STRING},
{10104, "sim/multiplay/generic/string[4]", simgear::props::STRING},
{10105, "sim/multiplay/generic/string[5]", simgear::props::STRING},
{10106, "sim/multiplay/generic/string[6]", simgear::props::STRING},
{10107, "sim/multiplay/generic/string[7]", simgear::props::STRING},
{10108, "sim/multiplay/generic/string[8]", simgear::props::STRING},
{10109, "sim/multiplay/generic/string[9]", simgear::props::STRING},
{10110, "sim/multiplay/generic/string[10]", simgear::props::STRING},
{10111, "sim/multiplay/generic/string[11]", simgear::props::STRING},
{10112, "sim/multiplay/generic/string[12]", simgear::props::STRING},
{10113, "sim/multiplay/generic/string[13]", simgear::props::STRING},
{10114, "sim/multiplay/generic/string[14]", simgear::props::STRING},
{10115, "sim/multiplay/generic/string[15]", simgear::props::STRING},
{10116, "sim/multiplay/generic/string[16]", simgear::props::STRING},
{10117, "sim/multiplay/generic/string[17]", simgear::props::STRING},
{10118, "sim/multiplay/generic/string[18]", simgear::props::STRING},
{10119, "sim/multiplay/generic/string[19]", simgear::props::STRING},
{10200, "sim/multiplay/generic/float[0]", simgear::props::FLOAT},
{10201, "sim/multiplay/generic/float[1]", simgear::props::FLOAT},
{10202, "sim/multiplay/generic/float[2]", simgear::props::FLOAT},
{10203, "sim/multiplay/generic/float[3]", simgear::props::FLOAT},
{10204, "sim/multiplay/generic/float[4]", simgear::props::FLOAT},
{10205, "sim/multiplay/generic/float[5]", simgear::props::FLOAT},
{10206, "sim/multiplay/generic/float[6]", simgear::props::FLOAT},
{10207, "sim/multiplay/generic/float[7]", simgear::props::FLOAT},
{10208, "sim/multiplay/generic/float[8]", simgear::props::FLOAT},
{10209, "sim/multiplay/generic/float[9]", simgear::props::FLOAT},
{10210, "sim/multiplay/generic/float[10]", simgear::props::FLOAT},
{10211, "sim/multiplay/generic/float[11]", simgear::props::FLOAT},
{10212, "sim/multiplay/generic/float[12]", simgear::props::FLOAT},
{10213, "sim/multiplay/generic/float[13]", simgear::props::FLOAT},
{10214, "sim/multiplay/generic/float[14]", simgear::props::FLOAT},
{10215, "sim/multiplay/generic/float[15]", simgear::props::FLOAT},
{10216, "sim/multiplay/generic/float[16]", simgear::props::FLOAT},
{10217, "sim/multiplay/generic/float[17]", simgear::props::FLOAT},
{10218, "sim/multiplay/generic/float[18]", simgear::props::FLOAT},
{10219, "sim/multiplay/generic/float[19]", simgear::props::FLOAT},
{10300, "sim/multiplay/generic/int[0]", simgear::props::INT},
{10301, "sim/multiplay/generic/int[1]", simgear::props::INT},
{10302, "sim/multiplay/generic/int[2]", simgear::props::INT},
{10303, "sim/multiplay/generic/int[3]", simgear::props::INT},
{10304, "sim/multiplay/generic/int[4]", simgear::props::INT},
{10305, "sim/multiplay/generic/int[5]", simgear::props::INT},
{10306, "sim/multiplay/generic/int[6]", simgear::props::INT},
{10307, "sim/multiplay/generic/int[7]", simgear::props::INT},
{10308, "sim/multiplay/generic/int[8]", simgear::props::INT},
{10309, "sim/multiplay/generic/int[9]", simgear::props::INT},
{10310, "sim/multiplay/generic/int[10]", simgear::props::INT},
{10311, "sim/multiplay/generic/int[11]", simgear::props::INT},
{10312, "sim/multiplay/generic/int[12]", simgear::props::INT},
{10313, "sim/multiplay/generic/int[13]", simgear::props::INT},
{10314, "sim/multiplay/generic/int[14]", simgear::props::INT},
{10315, "sim/multiplay/generic/int[15]", simgear::props::INT},
{10316, "sim/multiplay/generic/int[16]", simgear::props::INT},
{10317, "sim/multiplay/generic/int[17]", simgear::props::INT},
{10318, "sim/multiplay/generic/int[18]", simgear::props::INT},
{10319, "sim/multiplay/generic/int[19]", simgear::props::INT}
};
const unsigned int numProperties = (sizeof(sIdPropertyList)
/ sizeof(sIdPropertyList[0]));
// Look up a property ID using binary search.
namespace
{
struct ComparePropertyId
{
bool operator()(const IdPropertyList& lhs,
const IdPropertyList& rhs)
{
return lhs.id < rhs.id;
}
bool operator()(const IdPropertyList& lhs,
unsigned id)
{
return lhs.id < id;
}
bool operator()(unsigned id,
const IdPropertyList& rhs)
{
return id < rhs.id;
}
};
}
const IdPropertyList* findProperty(unsigned id)
{
std::pair<const IdPropertyList*, const IdPropertyList*> result
= std::equal_range(sIdPropertyList, sIdPropertyList + numProperties, id,
ComparePropertyId());
if (result.first == result.second) {
return 0;
} else {
return result.first;
}
}
namespace
{
bool verifyProperties(const xdr_data_t* data, const xdr_data_t* end)
{
using namespace simgear;
const xdr_data_t* xdr = data;
while (xdr < end) {
unsigned id = XDR_decode_uint32(*xdr);
const IdPropertyList* plist = findProperty(id);
if (plist) {
xdr++;
// How we decode the remainder of the property depends on the type
switch (plist->type) {
case props::INT:
case props::BOOL:
case props::LONG:
xdr++;
break;
case props::FLOAT:
case props::DOUBLE:
{
float val = XDR_decode_float(*xdr);
if (osg::isNaN(val))
return false;
xdr++;
break;
}
case props::STRING:
case props::UNSPECIFIED:
{
// String is complicated. It consists of
// The length of the string
// The string itself
// Padding to the nearest 4-bytes.
// XXX Yes, each byte is padded out to a word! Too late
// to change...
uint32_t length = XDR_decode_uint32(*xdr);
xdr++;
// Old versions truncated the string but left the length
// unadjusted.
if (length > MAX_TEXT_SIZE)
length = MAX_TEXT_SIZE;
xdr += length;
// Now handle the padding
while ((length % 4) != 0)
{
xdr++;
length++;
//cout << "0";
}
}
break;
default:
// cerr << "Unknown Prop type " << id << " " << type << "\n";
xdr++;
break;
}
}
else {
// give up; this is a malformed property list.
return false;
}
}
return true;
}
}
class MPPropertyListener : public SGPropertyChangeListener
{
public:
MPPropertyListener(FGMultiplayMgr* mp) :
_multiplay(mp)
{
}
virtual void childAdded(SGPropertyNode*, SGPropertyNode*)
{
_multiplay->setPropertiesChanged();
}
private:
FGMultiplayMgr* _multiplay;
};
//////////////////////////////////////////////////////////////////////
//
// MultiplayMgr constructor
//
//////////////////////////////////////////////////////////////////////
FGMultiplayMgr::FGMultiplayMgr()
{
mInitialised = false;
mHaveServer = false;
mListener = NULL;
} // FGMultiplayMgr::FGMultiplayMgr()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// MultiplayMgr destructor
//
//////////////////////////////////////////////////////////////////////
FGMultiplayMgr::~FGMultiplayMgr()
{
} // FGMultiplayMgr::~FGMultiplayMgr()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// Initialise object
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::init (void)
{
//////////////////////////////////////////////////
// Initialise object if not already done
//////////////////////////////////////////////////
if (mInitialised) {
SG_LOG(SG_NETWORK, SG_WARN, "FGMultiplayMgr::init - already initialised");
return;
}
fgSetBool("/sim/multiplay/online", false);
//////////////////////////////////////////////////
// Set members from property values
//////////////////////////////////////////////////
short rxPort = fgGetInt("/sim/multiplay/rxport");
string rxAddress = fgGetString("/sim/multiplay/rxhost");
short txPort = fgGetInt("/sim/multiplay/txport", 5000);
string txAddress = fgGetString("/sim/multiplay/txhost");
int hz = fgGetInt("/sim/multiplay/tx-rate-hz", 10);
if (hz < 1) {
hz = 10;
}
mDt = 1.0 / hz;
mTimeUntilSend = 0.0;
mCallsign = fgGetString("/sim/multiplay/callsign");
if ((!txAddress.empty()) && (txAddress!="0")) {
mServer.set(txAddress.c_str(), txPort);
if (strncmp (mServer.getHost(), "0.0.0.0", 8) == 0) {
mHaveServer = false;
SG_LOG(SG_NETWORK, SG_ALERT,
"FGMultiplayMgr - Could not resolve '"
<< txAddress << "'. Multiplayer mode disabled.");
return;
} else {
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - have server");
mHaveServer = true;
}
if (rxPort <= 0)
rxPort = txPort;
}
if (rxPort <= 0) {
SG_LOG(SG_NETWORK, SG_ALERT,
"FGMultiplayMgr - No receiver port. Multiplayer mode disabled.");
return;
}
if (mCallsign.empty())
mCallsign = "JohnDoe"; // FIXME: use getpwuid
SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txaddress= "<<txAddress);
SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txport= "<<txPort );
SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxaddress="<<rxAddress );
SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxport= "<<rxPort);
SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-callsign= "<<mCallsign);
mSocket.reset(new simgear::Socket());
if (!mSocket->open(false)) {
SG_LOG( SG_NETWORK, SG_WARN,
"FGMultiplayMgr - Failed to create data socket." );
return;
}
mSocket->setBlocking(false);
if (mSocket->bind(rxAddress.c_str(), rxPort) != 0) {
SG_LOG( SG_NETWORK, SG_ALERT,
"FGMultiplayMgr - Failed to bind receive socket. Multiplayer mode disabled. "
<< strerror(errno) << "(errno " << errno << ")");
return;
}
mPropertiesChanged = true;
mListener = new MPPropertyListener(this);
globals->get_props()->addChangeListener(mListener, false);
fgSetBool("/sim/multiplay/online", true);
mInitialised = true;
} // FGMultiplayMgr::init()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// Closes and deletes the local player object. Closes
// and deletes the tx socket. Resets the object state to unitialised.
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::shutdown (void)
{
fgSetBool("/sim/multiplay/online", false);
if (mSocket.get()) {
mSocket->close();
mSocket.reset();
}
MultiPlayerMap::iterator it = mMultiPlayerMap.begin(),
end = mMultiPlayerMap.end();
for (; it != end; ++it) {
it->second->setDie(true);
}
mMultiPlayerMap.clear();
if (mListener) {
globals->get_props()->removeChangeListener(mListener);
delete mListener;
mListener = NULL;
}
mInitialised = false;
} // FGMultiplayMgr::Close(void)
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::reinit()
{
shutdown();
init();
}
//////////////////////////////////////////////////////////////////////
//
// Description: Sends the position data for the local position.
//
//////////////////////////////////////////////////////////////////////
/**
* The buffer that holds a multi-player message, suitably aligned.
*/
union FGMultiplayMgr::MsgBuf
{
MsgBuf()
{
memset(&Msg, 0, sizeof(Msg));
}
T_MsgHdr* msgHdr()
{
return &Header;
}
const T_MsgHdr* msgHdr() const
{
return reinterpret_cast<const T_MsgHdr*>(&Header);
}
T_PositionMsg* posMsg()
{
return reinterpret_cast<T_PositionMsg*>(Msg + sizeof(T_MsgHdr));
}
const T_PositionMsg* posMsg() const
{
return reinterpret_cast<const T_PositionMsg*>(Msg + sizeof(T_MsgHdr));
}
xdr_data_t* properties()
{
return reinterpret_cast<xdr_data_t*>(Msg + sizeof(T_MsgHdr)
+ sizeof(T_PositionMsg));
}
const xdr_data_t* properties() const
{
return reinterpret_cast<const xdr_data_t*>(Msg + sizeof(T_MsgHdr)
+ sizeof(T_PositionMsg));
}
/**
* The end of the properties buffer.
*/
xdr_data_t* propsEnd()
{
return reinterpret_cast<xdr_data_t*>(Msg + MAX_PACKET_SIZE);
};
const xdr_data_t* propsEnd() const
{
return reinterpret_cast<const xdr_data_t*>(Msg + MAX_PACKET_SIZE);
};
/**
* The end of properties actually in the buffer. This assumes that
* the message header is valid.
*/
xdr_data_t* propsRecvdEnd()
{
return reinterpret_cast<xdr_data_t*>(Msg + Header.MsgLen);
}
const xdr_data_t* propsRecvdEnd() const
{
return reinterpret_cast<const xdr_data_t*>(Msg + Header.MsgLen);
}
xdr_data2_t double_val;
char Msg[MAX_PACKET_SIZE];
T_MsgHdr Header;
};
bool
FGMultiplayMgr::isSane(const FGExternalMotionData& motionInfo)
{
// check for corrupted data (NaNs)
bool isCorrupted = false;
isCorrupted |= ((osg::isNaN(motionInfo.time )) ||
(osg::isNaN(motionInfo.lag )) ||
(osg::isNaN(motionInfo.orientation(3) )));
for (unsigned i = 0; (i < 3)&&(!isCorrupted); ++i)
{
isCorrupted |= ((osg::isNaN(motionInfo.position(i) ))||
(osg::isNaN(motionInfo.orientation(i) ))||
(osg::isNaN(motionInfo.linearVel(i)) )||
(osg::isNaN(motionInfo.angularVel(i)) )||
(osg::isNaN(motionInfo.linearAccel(i)) )||
(osg::isNaN(motionInfo.angularAccel(i)) ));
}
return !isCorrupted;
}
void
FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
{
if ((! mInitialised) || (! mHaveServer))
return;
if (! mHaveServer) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition - no server");
return;
}
if (!isSane(motionInfo))
{
// Current local data is invalid (NaN), so stop MP transmission.
// => Be nice to older FG versions (no NaN checks) and don't waste bandwidth.
SG_LOG(SG_NETWORK, SG_ALERT, "FGMultiplayMgr::SendMyPosition - "
<< "Local data is invalid (NaN). Data not transmitted.");
return;
}
static MsgBuf msgBuf;
static unsigned msgLen = 0;
T_PositionMsg* PosMsg = msgBuf.posMsg();
strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
if (fgGetBool("/sim/freeze/replay-state", true))
{
// do not send position updates during replay
for (unsigned i = 0 ; i < 3; ++i)
{
// no movement during replay
PosMsg->linearVel[i] = XDR_encode_float (0.0);
PosMsg->angularVel[i] = XDR_encode_float (0.0);
PosMsg->linearAccel[i] = XDR_encode_float (0.0);
PosMsg->angularAccel[i] = XDR_encode_float (0.0);
}
// all other data remains unchanged (resend last state)
}
else
{
PosMsg->time = XDR_encode_double (motionInfo.time);
PosMsg->lag = XDR_encode_double (motionInfo.lag);
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));
SGVec3f angleAxis;
motionInfo.orientation.getAngleAxis(angleAxis);
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
for (unsigned i = 0 ; i < 3; ++i)
PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
xdr_data_t* ptr = msgBuf.properties();
std::vector<FGPropertyData*>::const_iterator it;
it = motionInfo.properties.begin();
//cout << "OUTPUT PROPERTIES\n";
xdr_data_t* msgEnd = msgBuf.propsEnd();
while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
// First element is the ID. Write it out when we know we have room for
// the whole property.
xdr_data_t id = XDR_encode_uint32((*it)->id);
// The actual data representation depends on the type
switch ((*it)->type) {
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
*ptr++ = id;
*ptr++ = XDR_encode_uint32((*it)->int_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
{
// String is complicated. It consists of
// The length of the string
// The string itself
// Padding to the nearest 4-bytes.
const char* lcharptr = (*it)->string_value;
if (lcharptr != 0)
{
// Add the length
////cout << "String length: " << strlen(lcharptr) << "\n";
uint32_t len = strlen(lcharptr);
if (len > MAX_TEXT_SIZE)
len = MAX_TEXT_SIZE;
// XXX This should not be using 4 bytes per character!
// If there's not enough room for this property, drop it
// on the floor.
if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
goto escape;
//cout << "String length unint32: " << len << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_uint32(len);
if (len != 0)
{
// Now the text itself
// XXX This should not be using 4 bytes per character!
int lcount = 0;
while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE))
{
*ptr++ = XDR_encode_int8(*lcharptr);
lcharptr++;
lcount++;
}
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
// Now pad if required
while ((lcount % 4) != 0)
{
*ptr++ = XDR_encode_int8(0);
lcount++;
//cout << "0";
}
//cout << "\n";
}
}
else
{
// Nothing to encode
*ptr++ = id;
*ptr++ = XDR_encode_uint32(0);
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
}
}
break;
default:
//cout << " Unknown Type: " << (*it)->type << "\n";
*ptr++ = id;
*ptr++ = XDR_encode_float((*it)->float_value);;
//cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
break;
}
++it;
}
escape:
msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
}
if (msgLen>0)
mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");
} // FGMultiplayMgr::SendMyPosition()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// Name: SendTextMessage
// Description: Sends a message to the player. The message must
// contain a valid and correctly filled out header and optional
// message body.
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::SendTextMessage(const string &MsgText)
{
if (!mInitialised || !mHaveServer)
return;
T_MsgHdr MsgHdr;
FillMsgHdr(&MsgHdr, CHAT_MSG_ID);
//////////////////////////////////////////////////
// Divide the text string into blocks that fit
// in the message and send the blocks.
//////////////////////////////////////////////////
unsigned iNextBlockPosition = 0;
T_ChatMsg ChatMsg;
char Msg[sizeof(T_MsgHdr) + sizeof(T_ChatMsg)];
while (iNextBlockPosition < MsgText.length()) {
strncpy (ChatMsg.Text,
MsgText.substr(iNextBlockPosition, MAX_CHAT_MSG_LEN - 1).c_str(),
MAX_CHAT_MSG_LEN);
ChatMsg.Text[MAX_CHAT_MSG_LEN - 1] = '\0';
memcpy (Msg, &MsgHdr, sizeof(T_MsgHdr));
memcpy (Msg + sizeof(T_MsgHdr), &ChatMsg, sizeof(T_ChatMsg));
mSocket->sendto (Msg, sizeof(T_MsgHdr) + sizeof(T_ChatMsg), 0, &mServer);
iNextBlockPosition += MAX_CHAT_MSG_LEN - 1;
}
} // FGMultiplayMgr::SendTextMessage ()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// Name: ProcessData
// Description: Processes data waiting at the receive socket. The
// processing ends when there is no more data at the socket.
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::update(double dt)
{
if (!mInitialised)
return;
/// Just for expiry
long stamp = SGTimeStamp::now().getSeconds();
//////////////////////////////////////////////////
// Send if required
//////////////////////////////////////////////////
mTimeUntilSend -= dt;
if (mTimeUntilSend <= 0.0) {
Send();
}
//////////////////////////////////////////////////
// Read the receive socket and process any data
//////////////////////////////////////////////////
ssize_t bytes;
do {
MsgBuf msgBuf;
//////////////////////////////////////////////////
// Although the recv call asks for
// MAX_PACKET_SIZE of data, the number of bytes
// returned will only be that of the next
// packet waiting to be processed.
//////////////////////////////////////////////////
simgear::IPAddress SenderAddress;
int RecvStatus = mSocket->recvfrom(msgBuf.Msg, sizeof(msgBuf.Msg), 0,
&SenderAddress);
//////////////////////////////////////////////////
// no Data received
//////////////////////////////////////////////////
if (RecvStatus == 0)
break;
// socket error reported?
// errno isn't thread-safe - so only check its value when
// socket return status < 0 really indicates a failure.
if ((RecvStatus < 0)&&
((errno == EAGAIN) || (errno == 0))) // MSVC output "NoError" otherwise
{
// ignore "normal" errors
break;
}
if (RecvStatus<0)
{
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. "
<< strerror(errno) << "(errno " << errno << ")");
break;
}
// status is positive: bytes received
bytes = (ssize_t) RecvStatus;
if (bytes <= static_cast<ssize_t>(sizeof(T_MsgHdr))) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "received message with insufficient data" );
break;
}
//////////////////////////////////////////////////
// Read header
//////////////////////////////////////////////////
T_MsgHdr* MsgHdr = msgBuf.msgHdr();
MsgHdr->Magic = XDR_decode_uint32 (MsgHdr->Magic);
MsgHdr->Version = XDR_decode_uint32 (MsgHdr->Version);
MsgHdr->MsgId = XDR_decode_uint32 (MsgHdr->MsgId);
MsgHdr->MsgLen = XDR_decode_uint32 (MsgHdr->MsgLen);
MsgHdr->ReplyPort = XDR_decode_uint32 (MsgHdr->ReplyPort);
MsgHdr->Callsign[MAX_CALLSIGN_LEN -1] = '\0';
if (MsgHdr->Magic != MSG_MAGIC) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "message has invalid magic number!" );
break;
}
if (MsgHdr->Version != PROTO_VER) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "message has invalid protocol number!" );
break;
}
if (static_cast<ssize_t>(MsgHdr->MsgLen) != bytes) {
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "message from " << MsgHdr->Callsign << " has invalid length!");
break;
}
//////////////////////////////////////////////////
// Process messages
//////////////////////////////////////////////////
switch (MsgHdr->MsgId) {
case CHAT_MSG_ID:
ProcessChatMsg(msgBuf, SenderAddress);
break;
case POS_DATA_ID:
ProcessPosMsg(msgBuf, SenderAddress, stamp);
break;
case UNUSABLE_POS_DATA_ID:
case OLD_OLD_POS_DATA_ID:
case OLD_PROP_MSG_ID:
case OLD_POS_DATA_ID:
break;
default:
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "Unknown message Id received: " << MsgHdr->MsgId );
break;
}
} while (bytes > 0);
// check for expiry
MultiPlayerMap::iterator it = mMultiPlayerMap.begin();
while (it != mMultiPlayerMap.end()) {
if (it->second->getLastTimestamp() + 10 < stamp) {
std::string name = it->first;
it->second->setDie(true);
mMultiPlayerMap.erase(it);
it = mMultiPlayerMap.upper_bound(name);
} else
++it;
}
} // FGMultiplayMgr::ProcessData(void)
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::Send()
{
using namespace simgear;
findProperties();
// smooth the send rate, by adjusting based on the 'remainder' time, which
// is how -ve mTimeUntilSend is. Watch for large values and ignore them,
// however.
if ((mTimeUntilSend < 0.0) && (fabs(mTimeUntilSend) < mDt)) {
mTimeUntilSend = mDt + mTimeUntilSend;
} else {
mTimeUntilSend = mDt;
}
double sim_time = globals->get_sim_time_sec();
static double lastTime = 0.0;
// SG_LOG(SG_GENERAL, SG_INFO, "actual dt=" << sim_time - lastTime);
lastTime = sim_time;
FlightProperties ifce;
// put together a motion info struct, you will get that later
// from FGInterface directly ...
FGExternalMotionData motionInfo;
// 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.
// The FDM is already run, so the states belong to that time.
motionInfo.time = sim_time;
motionInfo.lag = mDt;
// These are for now converted from lat/lon/alt and euler angles.
// But this should change in FGInterface ...
double lon = ifce.get_Longitude();
double lat = ifce.get_Latitude();
// first the aprioriate structure for the geodetic one
SGGeod geod = SGGeod::fromRadFt(lon, lat, ifce.get_Altitude());
// Convert to cartesion coordinate
motionInfo.position = SGVec3d::fromGeod(geod);
// The quaternion rotating from the earth centered frame to the
// horizontal local frame
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)lon, (float)lat);
// The orientation wrt the horizontal local frame
float heading = ifce.get_Psi();
float pitch = ifce.get_Theta();
float roll = ifce.get_Phi();
SGQuatf hlOr = SGQuatf::fromYawPitchRoll(heading, pitch, roll);
// The orientation of the vehicle wrt the earth centered frame
motionInfo.orientation = qEc2Hl*hlOr;
if (!globals->get_subsystem("flight")->is_suspended()) {
// velocities
motionInfo.linearVel = SG_FEET_TO_METER*SGVec3f(ifce.get_uBody(),
ifce.get_vBody(),
ifce.get_wBody());
motionInfo.angularVel = SGVec3f(ifce.get_P_body(),
ifce.get_Q_body(),
ifce.get_R_body());
// accels, set that to zero for now.
// Angular accelerations are missing from the interface anyway,
// linear accelerations are screwed up at least for JSBSim.
// motionInfo.linearAccel = SG_FEET_TO_METER*SGVec3f(ifce.get_U_dot_body(),
// ifce.get_V_dot_body(),
// ifce.get_W_dot_body());
motionInfo.linearAccel = SGVec3f::zeros();
motionInfo.angularAccel = SGVec3f::zeros();
} else {
// if the interface is suspendend, prevent the client from
// wild extrapolations
motionInfo.linearVel = SGVec3f::zeros();
motionInfo.angularVel = SGVec3f::zeros();
motionInfo.linearAccel = SGVec3f::zeros();
motionInfo.angularAccel = SGVec3f::zeros();
}
// now send the properties
PropertyMap::iterator it;
for (it = mPropertyMap.begin(); it != mPropertyMap.end(); ++it) {
FGPropertyData* pData = new FGPropertyData;
pData->id = it->first;
pData->type = it->second->getType();
switch (pData->type) {
case props::INT:
case props::LONG:
case props::BOOL:
pData->int_value = it->second->getIntValue();
break;
case props::FLOAT:
case props::DOUBLE:
pData->float_value = it->second->getFloatValue();
break;
case props::STRING:
case props::UNSPECIFIED:
{
// FIXME: We assume unspecified are strings for the moment.
const char* cstr = it->second->getStringValue();
int len = strlen(cstr);
if (len > 0)
{
pData->string_value = new char[len + 1];
strcpy(pData->string_value, cstr);
}
else
{
// Size 0 - ignore
pData->string_value = 0;
}
//cout << " Sending property " << pData->id << " " << pData->type << " " << pData->string_value << "\n";
break;
}
default:
// FIXME Currently default to a float.
//cout << "Unknown type when iterating through props: " << pData->type << "\n";
pData->float_value = it->second->getFloatValue();
break;
}
motionInfo.properties.push_back(pData);
}
SendMyPosition(motionInfo);
}
//////////////////////////////////////////////////////////////////////
//
// handle a position message
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::ProcessPosMsg(const FGMultiplayMgr::MsgBuf& Msg,
const simgear::IPAddress& SenderAddress, long stamp)
{
const T_MsgHdr* MsgHdr = Msg.msgHdr();
if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + sizeof(T_PositionMsg)) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "Position message received with insufficient data" );
return;
}
const T_PositionMsg* PosMsg = Msg.posMsg();
FGExternalMotionData motionInfo;
motionInfo.time = XDR_decode_double(PosMsg->time);
motionInfo.lag = XDR_decode_double(PosMsg->lag);
for (unsigned i = 0; i < 3; ++i)
motionInfo.position(i) = XDR_decode_double(PosMsg->position[i]);
SGVec3f angleAxis;
for (unsigned i = 0; i < 3; ++i)
angleAxis(i) = XDR_decode_float(PosMsg->orientation[i]);
motionInfo.orientation = SGQuatf::fromAngleAxis(angleAxis);
for (unsigned i = 0; i < 3; ++i)
motionInfo.linearVel(i) = XDR_decode_float(PosMsg->linearVel[i]);
for (unsigned i = 0; i < 3; ++i)
motionInfo.angularVel(i) = XDR_decode_float(PosMsg->angularVel[i]);
for (unsigned i = 0; i < 3; ++i)
motionInfo.linearAccel(i) = XDR_decode_float(PosMsg->linearAccel[i]);
for (unsigned i = 0; i < 3; ++i)
motionInfo.angularAccel(i) = XDR_decode_float(PosMsg->angularAccel[i]);
// sanity check: do not allow injection of corrupted data (NaNs)
if (!isSane(motionInfo))
{
// drop this message, keep old position until receiving valid data
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::ProcessPosMsg - "
<< "Position message with invalid data (NaN) received from "
<< MsgHdr->Callsign);
return;
}
//cout << "INPUT MESSAGE\n";
// There was a bug in 1.9.0 and before: T_PositionMsg was 196 bytes
// on 32 bit architectures and 200 bytes on 64 bit, and this
// structure is put directly on the wire. By looking at the padding,
// we can sort through the mess, mostly:
// If padding is 0 (which is not a valid property type), then the
// message was produced by a new client or an old 64 bit client that
// happened to have 0 on the stack;
// Else if the property list starting with the padding word is
// well-formed, then the client is probably an old 32 bit client and
// we'll go with that;
// Else it is an old 64-bit client and properties start after the
// padding.
// There is a chance that we could be fooled by garbage in the
// padding looking like a valid property, so verifyProperties() is
// strict about the validity of the property values.
const xdr_data_t* xdr = Msg.properties();
if (PosMsg->pad != 0) {
if (verifyProperties(&PosMsg->pad, Msg.propsRecvdEnd()))
xdr = &PosMsg->pad;
else if (!verifyProperties(xdr, Msg.propsRecvdEnd()))
goto noprops;
}
while (xdr < Msg.propsRecvdEnd()) {
// simgear::props::Type type = simgear::props::UNSPECIFIED;
// First element is always the ID
unsigned id = XDR_decode_uint32(*xdr);
//cout << pData->id << " ";
xdr++;
// Check the ID actually exists and get the type
const IdPropertyList* plist = findProperty(id);
if (plist)
{
FGPropertyData* pData = new FGPropertyData;
pData->id = id;
pData->type = plist->type;
// How we decode the remainder of the property depends on the type
switch (pData->type) {
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
pData->int_value = XDR_decode_uint32(*xdr);
xdr++;
//cout << pData->int_value << "\n";
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
pData->float_value = XDR_decode_float(*xdr);
xdr++;
//cout << pData->float_value << "\n";
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
{
// String is complicated. It consists of
// The length of the string
// The string itself
// Padding to the nearest 4-bytes.
uint32_t length = XDR_decode_uint32(*xdr);
xdr++;
//cout << length << " ";
// Old versions truncated the string but left the length unadjusted.
if (length > MAX_TEXT_SIZE)
length = MAX_TEXT_SIZE;
pData->string_value = new char[length + 1];
//cout << " String: ";
for (unsigned i = 0; i < length; i++)
{
pData->string_value[i] = (char) XDR_decode_int8(*xdr);
xdr++;
//cout << pData->string_value[i];
}
pData->string_value[length] = '\0';
// Now handle the padding
while ((length % 4) != 0)
{
xdr++;
length++;
//cout << "0";
}
//cout << "\n";
}
break;
default:
pData->float_value = XDR_decode_float(*xdr);
SG_LOG(SG_NETWORK, SG_DEBUG, "Unknown Prop type " << pData->id << " " << pData->type);
xdr++;
break;
}
motionInfo.properties.push_back(pData);
}
else
{
// We failed to find the property. We'll try the next packet immediately.
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::ProcessPosMsg - "
"message from " << MsgHdr->Callsign << " has unknown property id "
<< id);
}
}
noprops:
FGAIMultiplayer* mp = getMultiplayer(MsgHdr->Callsign);
if (!mp)
mp = addMultiplayer(MsgHdr->Callsign, PosMsg->Model);
mp->addMotionInfo(motionInfo, stamp);
} // FGMultiplayMgr::ProcessPosMsg()
//////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////
//
// handle a chat message
// FIXME: display chat message within flightgear
//
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::ProcessChatMsg(const MsgBuf& Msg,
const simgear::IPAddress& SenderAddress)
{
const T_MsgHdr* MsgHdr = Msg.msgHdr();
if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + 1) {
SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
<< "Chat message received with insufficient data" );
return;
}
char *chatStr = new char[MsgHdr->MsgLen - sizeof(T_MsgHdr)];
const T_ChatMsg* ChatMsg
= reinterpret_cast<const T_ChatMsg *>(Msg.Msg + sizeof(T_MsgHdr));
strncpy(chatStr, ChatMsg->Text,
MsgHdr->MsgLen - sizeof(T_MsgHdr));
chatStr[MsgHdr->MsgLen - sizeof(T_MsgHdr) - 1] = '\0';
SG_LOG (SG_NETWORK, SG_WARN, "Chat [" << MsgHdr->Callsign << "]"
<< " " << chatStr);
delete [] chatStr;
} // FGMultiplayMgr::ProcessChatMsg ()
//////////////////////////////////////////////////////////////////////
void
FGMultiplayMgr::FillMsgHdr(T_MsgHdr *MsgHdr, int MsgId, unsigned _len)
{
uint32_t len;
switch (MsgId) {
case CHAT_MSG_ID:
len = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);
break;
case POS_DATA_ID:
len = _len;
break;
default:
len = sizeof(T_MsgHdr);
break;
}
MsgHdr->Magic = XDR_encode_uint32(MSG_MAGIC);
MsgHdr->Version = XDR_encode_uint32(PROTO_VER);
MsgHdr->MsgId = XDR_encode_uint32(MsgId);
MsgHdr->MsgLen = XDR_encode_uint32(len);
MsgHdr->ReplyAddress = 0; // Are obsolete, keep them for the server for
MsgHdr->ReplyPort = 0; // now
strncpy(MsgHdr->Callsign, mCallsign.c_str(), MAX_CALLSIGN_LEN);
MsgHdr->Callsign[MAX_CALLSIGN_LEN - 1] = '\0';
}
FGAIMultiplayer*
FGMultiplayMgr::addMultiplayer(const std::string& callsign,
const std::string& modelName)
{
if (0 < mMultiPlayerMap.count(callsign))
return mMultiPlayerMap[callsign].get();
FGAIMultiplayer* mp = new FGAIMultiplayer;
mp->setPath(modelName.c_str());
mp->setCallSign(callsign);
mMultiPlayerMap[callsign] = mp;
FGAIManager *aiMgr = (FGAIManager*)globals->get_subsystem("ai_model");
if (aiMgr) {
aiMgr->attach(mp);
/// FIXME: that must follow the attach ATM ...
for (unsigned i = 0; i < numProperties; ++i)
mp->addPropertyId(sIdPropertyList[i].id, sIdPropertyList[i].name);
}
return mp;
}
FGAIMultiplayer*
FGMultiplayMgr::getMultiplayer(const std::string& callsign)
{
if (0 < mMultiPlayerMap.count(callsign))
return mMultiPlayerMap[callsign].get();
else
return 0;
}
void
FGMultiplayMgr::findProperties()
{
if (!mPropertiesChanged) {
return;
}
mPropertiesChanged = false;
for (unsigned i = 0; i < numProperties; ++i) {
const char* name = sIdPropertyList[i].name;
SGPropertyNode* pNode = globals->get_props()->getNode(name);
if (!pNode) {
continue;
}
int id = sIdPropertyList[i].id;
if (mPropertyMap.find(id) != mPropertyMap.end()) {
continue; // already activated
}
mPropertyMap[id] = pNode;
SG_LOG(SG_NETWORK, SG_DEBUG, "activating MP property:" << pNode->getPath());
}
}