Fgtape: If multipayer replay is active we write multiplayer packet information to fgtape files. We also add /sim/replay/multiplayer to the properties written to fgtape file so at load time we knows whether to expect multiplayer packets. New builds of fg can load and replay old recordings. It is expected (but has not been tested) that old builds of fg will be able to read new fgtape recordings where /sim/replay/multiplayer was unset or false (currently the default). Old builds of fg will not be able to load fgtape recordings that include multiplayer data. Avoid incorrect removal of multiplayer aircraft when replaying: We now clear multiplayer motion history when we jump forwards or backwards during replay. This ensures that multiplayer code doesn't remove multiplayer aircraft because of inconsistent-looking time stamps. We preserve some multiplay information when purging recorded information to save space. This ensures that when replaying we get frequent enough packets to avoid the multiplayer code thinking that multiplayer aircraft have disappeared. |
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.. | ||
AircraftPerformance.cxx | ||
AircraftPerformance.hxx | ||
CMakeLists.txt | ||
controls.cxx | ||
controls.hxx | ||
FlightHistory.cxx | ||
FlightHistory.hxx | ||
flightrecorder.cxx | ||
flightrecorder.hxx | ||
initialstate.cxx | ||
initialstate.hxx | ||
replay.cxx | ||
replay.hxx |