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flightgear/src/MultiPlayer/multiplaymgr.hxx
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

115 lines
3.3 KiB
C++

//////////////////////////////////////////////////////////////////////
//
// multiplaymgr.hxx
//
// Written by Duncan McCreanor, started February 2003.
// duncan.mccreanor@airservicesaustralia.com
//
// Copyright (C) 2003 Airservices Australia
// Copyright (C) 2005 Oliver Schroeder
//
// 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.
//
// $Id$
//
//////////////////////////////////////////////////////////////////////
#ifndef MULTIPLAYMGR_H
#define MULTIPLAYMGR_H
#define MULTIPLAYTXMGR_HID "$Id$"
#include <string>
#include <vector>
#include <memory>
#include <simgear/compiler.h>
#include <simgear/props/props.hxx>
#include <simgear/io/raw_socket.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
struct FGExternalMotionData;
class MPPropertyListener;
struct T_MsgHdr;
class FGAIMultiplayer;
class FGMultiplayMgr : public SGSubsystem
{
public:
FGMultiplayMgr();
~FGMultiplayMgr();
virtual void init(void);
virtual void update(double dt);
virtual void shutdown(void);
virtual void reinit();
// transmitter
void SendTextMessage(const std::string &sMsgText);
// receiver
private:
friend class MPPropertyListener;
void setPropertiesChanged()
{
mPropertiesChanged = true;
}
void findProperties();
void Send();
void SendMyPosition(const FGExternalMotionData& motionInfo);
union MsgBuf;
FGAIMultiplayer* addMultiplayer(const std::string& callsign,
const std::string& modelName);
FGAIMultiplayer* getMultiplayer(const std::string& callsign);
void FillMsgHdr(T_MsgHdr *MsgHdr, int iMsgId, unsigned _len = 0u);
void ProcessPosMsg(const MsgBuf& Msg, const simgear::IPAddress& SenderAddress,
long stamp);
void ProcessChatMsg(const MsgBuf& Msg, const simgear::IPAddress& SenderAddress);
bool isSane(const FGExternalMotionData& motionInfo);
/// maps from the callsign string to the FGAIMultiplayer
typedef std::map<std::string, SGSharedPtr<FGAIMultiplayer> > MultiPlayerMap;
MultiPlayerMap mMultiPlayerMap;
std::unique_ptr<simgear::Socket> mSocket;
simgear::IPAddress mServer;
bool mHaveServer;
bool mInitialised;
std::string mCallsign;
// Map between the property id's from the multiplayers network packets
// and the property nodes
typedef std::map<unsigned int, SGSharedPtr<SGPropertyNode> > PropertyMap;
PropertyMap mPropertyMap;
typedef std::map<unsigned int, const struct IdPropertyList*> PropertyDefinitionMap;
PropertyDefinitionMap mPropertyDefinition;
bool mPropertiesChanged;
MPPropertyListener* mListener;
double mDt; // reciprocal of /sim/multiplay/tx-rate-hz
double mTimeUntilSend;
};
#endif