2892 lines
141 KiB
C++
2892 lines
141 KiB
C++
//////////////////////////////////////////////////////////////////////
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//
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// multiplaymgr.cxx
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//
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// Written by Duncan McCreanor, started February 2003.
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// duncan.mccreanor@airservicesaustralia.com
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//
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// Copyright (C) 2003 Airservices Australia
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// Copyright (C) 2005 Oliver Schroeder
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// Copyright (C) 2006 Mathias Froehlich
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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//
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//////////////////////////////////////////////////////////////////////
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#include <config.h>
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#include <iostream>
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#include <algorithm>
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#include <cstring>
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#include <errno.h>
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#include <memory>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.hxx>
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#include <simgear/misc/sg_dir.hxx>
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#include <simgear/misc/stdint.hxx>
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#include <simgear/misc/strutils.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/structure/commands.hxx>
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#include <simgear/structure/event_mgr.hxx>
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#include <simgear/timing/timestamp.hxx>
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#include <AIModel/AIManager.hxx>
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#include <AIModel/AIMultiplayer.hxx>
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#include <Main/fg_props.hxx>
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#include "multiplaymgr.hxx"
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#include "mpmessages.hxx"
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#include "MPServerResolver.hxx"
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#include <FDM/flightProperties.hxx>
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#include <Time/TimeManager.hxx>
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#include <Main/sentryIntegration.hxx>
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#include "mpirc.hxx"
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#include "cpdlc.hxx"
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#if defined(_MSC_VER) || defined(__MINGW32__)
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#include <WS2tcpip.h>
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#endif
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using namespace std;
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#define MAX_PACKET_SIZE 1200
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#define MAX_TEXT_SIZE 768 // Increased for 2017.3 to allow for long Emesary messages.
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/*
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* With the MP2017(V2) protocol it is possible to transmit using a different type/encoding than the property has,
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* for example a 32 bit int can be transmitted as a 16bit short int or a float transmitted in 16bits with appropriate precision.
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* The TransmissionType defines how a property should be transmitted.
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*/
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enum TransmissionType {
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TT_ASIS = 0, // transmit as defined in the property. This is the default
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TT_BOOL = simgear::props::BOOL,
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TT_INT = simgear::props::INT,
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TT_FLOAT = simgear::props::FLOAT,
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TT_STRING = simgear::props::STRING,
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TT_SHORTINT = 0x100,
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TT_SHORT_FLOAT_NORM = 0x101, // -1 .. 1 encoded into a short int (16 bit)
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TT_SHORT_FLOAT_1 = 0x102, //range -3276.7 .. 3276.7 float encoded into a short int (16 bit)
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TT_SHORT_FLOAT_2 = 0x103, //range -327.67 .. 327.67 float encoded into a short int (16 bit)
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TT_SHORT_FLOAT_3 = 0x104, //range -32.767 .. 32.767 float encoded into a short int (16 bit)
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TT_SHORT_FLOAT_4 = 0x105, //range -3.2767 .. 3.2767 float encoded into a short int (16 bit)
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TT_BOOLARRAY,
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TT_CHAR,
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TT_NOSEND, // Do not send this property - probably the receive element for a custom encoded property
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};
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/*
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* Definitions for the version of the protocol to use to transmit the items defined in the IdPropertyList
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*
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* The MP2017(V2) protocol allows for much better packing of strings, new types that are transmitted in 4bytes by transmitting
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* with short int (sometimes scaled) for the values (a lot of the properties that are transmitted will pack nicely into 16bits).
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* The MP2017(V2) protocol also allows for properties to be transmitted automatically as a different type and the encode/decode will
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* take this into consideration.
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* The pad magic is used to force older clients to use verifyProperties and as the first property transmitted is short int encoded it
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* will cause the rest of the packet to be discarded. This is the section of the packet that contains the properties defined in the list
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* here - the basic motion properties remain compatible, so the older client will see just the model, not chat, not animations etc.
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* The lower 16 bits of the prop_id (version) are the version and the upper 16bits are for meta data.
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*/
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const int V1_1_PROP_ID = 1;
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const int V1_1_2_PROP_ID = 2;
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const int V2_PROP_ID_PROTOCOL = 0x10001;
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const int V2_PAD_MAGIC = 0x1face002;
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/*
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* boolean arrays are transmitted in blocks of 31 mapping to a single int.
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* These parameters define where these are mapped and how they are sent.
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* The blocks should be in the same property range (with no other properties inside the range)
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* The blocksize is set to 40 to allow for ints being 32 bits, so block 0 will be 0..30 (31 bits)
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*/
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const int BOOLARRAY_BLOCKSIZE = 40;
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const int BOOLARRAY_BASE_1 = 11000;
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const int BOOLARRAY_BASE_2 = BOOLARRAY_BASE_1 + BOOLARRAY_BLOCKSIZE;
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const int BOOLARRAY_BASE_3 = BOOLARRAY_BASE_2 + BOOLARRAY_BLOCKSIZE;
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// define range of bool values for receive.
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const int BOOLARRAY_START_ID = BOOLARRAY_BASE_1;
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const int BOOLARRAY_END_ID = BOOLARRAY_BASE_3;
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// Transmission uses a buffer to build the value for each array block.
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const int MAX_BOOL_BUFFERS = 3;
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// starting with 2018.1 we will now append new properties for each version at the end of the list - as this provides much
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// better backwards compatibility.
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const int V2018_1_BASE = 11990;
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const int EMESARYBRIDGETYPE_BASE = 12200;
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const int EMESARYBRIDGE_BASE = 12000;
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const int V2018_3_BASE = 13000;
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const int FALLBACK_MODEL_ID = 13000;
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const int V2019_3_BASE = 13001;
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const int V2020_4_BASE = 13003;
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/*
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* definition of properties that are to be transmitted.
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* New for 2017.2:
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* 1. TransmitAs - this causes the property to be transmitted on the wire using the
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* specified format transparently.
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* 2. version - the minimum version of the protocol that is required to transmit a property.
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* Does not apply to incoming properties - as these will be decoded correctly when received
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* 3. encode_for_transmit - method that will convert from and to the packet for the value
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* Allows specific conversion rules to be applied; such as conversion of a string to an integer for transmission.
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* 4. decode_received - decodes received data
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* - when using the encode/decode methods there should be both specified, however if the result of the encode
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* is to transmit in a different property index the encode/decode will be on different elements in the property id list.
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* This is used to encode/decode the launchbar state - so that with 2017.2 instead of the string being transmitted in property 108
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* a short int encoded version is sent in property 120 - which when received will be placed into property 108. This reduces transmission space
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* and keeps compatibility.
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*/
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struct IdPropertyList {
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unsigned id;
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const char* name;
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simgear::props::Type type;
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TransmissionType TransmitAs;
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int version;
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xdr_data_t* (*encode_for_transmit)(const IdPropertyList *propDef, const xdr_data_t*, FGPropertyData*);
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xdr_data_t* (*decode_received)(const IdPropertyList *propDef, const xdr_data_t*, FGPropertyData*);
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};
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static const IdPropertyList* findProperty(unsigned id);
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/*
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* intermediate buffer used to build the ints that will be transmitted for the boolean arrays
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*/
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struct BoolArrayBuffer {
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int propertyId;
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int boolValue;
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};
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static xdr_data_t *encode_launchbar_state_for_transmission(const IdPropertyList *propDef, const xdr_data_t *_xdr, FGPropertyData*p)
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{
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xdr_data_t *xdr = (xdr_data_t *)_xdr;
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if (propDef->TransmitAs == TT_NOSEND)
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return xdr;
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int v = -1;
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if (p && p->string_value)
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{
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if (!strcmp("Engaged", p->string_value))
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v = 0;
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else if (!strcmp("Launching", p->string_value))
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v = 1;
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else if (!strcmp("Completed", p->string_value))
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v = 2;
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else if (!strcmp("Disengaged", p->string_value))
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v = 3;
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else
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return (xdr_data_t*)xdr;
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*xdr++ = XDR_encode_shortints32(120, v);
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}
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return xdr;
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}
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static xdr_data_t *decode_received_launchbar_state(const IdPropertyList *propDef, const xdr_data_t *_xdr, FGPropertyData*p)
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{
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xdr_data_t *xdr = (xdr_data_t *)_xdr;
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int v1, v2;
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XDR_decode_shortints32(*xdr, v1, v2);
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xdr++;
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const char *stringvalue = "";
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switch (v2)
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{
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case 0: stringvalue = "Engaged"; break;
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case 1: stringvalue = "Launching"; break;
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case 2: stringvalue = "Completed"; break;
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case 3: stringvalue = "Disengaged"; break;
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}
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p->id = 108; // this is for the string property for gear/launchbar/state
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if (p->string_value && p->type == simgear::props::STRING)
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delete[] p->string_value;
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p->string_value = new char[strlen(stringvalue) + 1];
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strcpy(p->string_value, stringvalue);
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p->type = simgear::props::STRING;
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return xdr;
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}
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// A static map of protocol property id values to property paths,
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// This should be extendable dynamically for every specific aircraft ...
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// For now only that static list
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static const IdPropertyList sIdPropertyList[] = {
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{ 10, "sim/multiplay/protocol-version", simgear::props::INT, TT_SHORTINT, V2_PROP_ID_PROTOCOL, NULL, NULL },
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{ 100, "surface-positions/left-aileron-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 101, "surface-positions/right-aileron-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 102, "surface-positions/elevator-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 103, "surface-positions/rudder-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 104, "surface-positions/flap-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 105, "surface-positions/speedbrake-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 106, "gear/tailhook/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 107, "gear/launchbar/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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//
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{ 108, "gear/launchbar/state", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, encode_launchbar_state_for_transmission, NULL },
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{ 109, "gear/launchbar/holdback-position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 110, "canopy/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 111, "surface-positions/wing-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 112, "surface-positions/wing-fold-pos-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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// to enable decoding this is the transient ID record that is in the packet. This is not sent directly - instead it is the result
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// of the conversion of property 108.
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{ 120, "gear/launchbar/state-value", simgear::props::INT, TT_NOSEND, V1_1_2_PROP_ID, NULL, decode_received_launchbar_state },
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{ 200, "gear/gear[0]/compression-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 201, "gear/gear[0]/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 210, "gear/gear[1]/compression-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 211, "gear/gear[1]/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 220, "gear/gear[2]/compression-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 221, "gear/gear[2]/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 230, "gear/gear[3]/compression-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 231, "gear/gear[3]/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 240, "gear/gear[4]/compression-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 241, "gear/gear[4]/position-norm", simgear::props::FLOAT, TT_SHORT_FLOAT_NORM, V1_1_PROP_ID, NULL, NULL },
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{ 300, "engines/engine[0]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 301, "engines/engine[0]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 302, "engines/engine[0]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 310, "engines/engine[1]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 311, "engines/engine[1]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 312, "engines/engine[1]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 320, "engines/engine[2]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 321, "engines/engine[2]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 322, "engines/engine[2]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 330, "engines/engine[3]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 331, "engines/engine[3]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 332, "engines/engine[3]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 340, "engines/engine[4]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 341, "engines/engine[4]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 342, "engines/engine[4]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 350, "engines/engine[5]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 351, "engines/engine[5]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 352, "engines/engine[5]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 360, "engines/engine[6]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 361, "engines/engine[6]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 362, "engines/engine[6]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 370, "engines/engine[7]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 371, "engines/engine[7]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 372, "engines/engine[7]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 380, "engines/engine[8]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 381, "engines/engine[8]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 382, "engines/engine[8]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 390, "engines/engine[9]/n1", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 391, "engines/engine[9]/n2", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 392, "engines/engine[9]/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 800, "rotors/main/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 801, "rotors/tail/rpm", simgear::props::FLOAT, TT_SHORT_FLOAT_1, V1_1_PROP_ID, NULL, NULL },
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{ 810, "rotors/main/blade[0]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 811, "rotors/main/blade[1]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 812, "rotors/main/blade[2]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 813, "rotors/main/blade[3]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 820, "rotors/main/blade[0]/flap-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 821, "rotors/main/blade[1]/flap-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 822, "rotors/main/blade[2]/flap-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 823, "rotors/main/blade[3]/flap-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 830, "rotors/tail/blade[0]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 831, "rotors/tail/blade[1]/position-deg", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
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{ 900, "sim/hitches/aerotow/tow/length", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
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{ 901, "sim/hitches/aerotow/tow/elastic-constant", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
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{ 902, "sim/hitches/aerotow/tow/weight-per-m-kg-m", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
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{ 903, "sim/hitches/aerotow/tow/dist", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
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{ 904, "sim/hitches/aerotow/tow/connected-to-property-node", simgear::props::BOOL, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
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{ 905, "sim/hitches/aerotow/tow/connected-to-ai-or-mp-callsign", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 906, "sim/hitches/aerotow/tow/brake-force", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 907, "sim/hitches/aerotow/tow/end-force-x", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 908, "sim/hitches/aerotow/tow/end-force-y", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 909, "sim/hitches/aerotow/tow/end-force-z", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 930, "sim/hitches/aerotow/is-slave", simgear::props::BOOL, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 931, "sim/hitches/aerotow/speed-in-tow-direction", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 932, "sim/hitches/aerotow/open", simgear::props::BOOL, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 933, "sim/hitches/aerotow/local-pos-x", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 934, "sim/hitches/aerotow/local-pos-y", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 935, "sim/hitches/aerotow/local-pos-z", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 1001, "controls/flight/slats", simgear::props::FLOAT, TT_SHORT_FLOAT_4, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1002, "controls/flight/speedbrake", simgear::props::FLOAT, TT_SHORT_FLOAT_4, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1003, "controls/flight/spoilers", simgear::props::FLOAT, TT_SHORT_FLOAT_4, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1004, "controls/gear/gear-down", simgear::props::FLOAT, TT_SHORT_FLOAT_4, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1005, "controls/lighting/nav-lights", simgear::props::FLOAT, TT_SHORT_FLOAT_3, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1006, "controls/armament/station[0]/jettison-all", simgear::props::BOOL, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 1100, "sim/model/variant", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1101, "sim/model/livery/file", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ 1200, "environment/wildfire/data", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 1201, "environment/contrail", simgear::props::INT, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 1300, "tanker", simgear::props::INT, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 1400, "scenery/events", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ 1500, "instrumentation/transponder/transmitted-id", simgear::props::INT, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1501, "instrumentation/transponder/altitude", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1502, "instrumentation/transponder/ident", simgear::props::BOOL, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1503, "instrumentation/transponder/inputs/mode", simgear::props::INT, TT_SHORTINT, V1_1_PROP_ID, NULL, NULL },
|
|
{ 1504, "instrumentation/transponder/ground-bit", simgear::props::BOOL, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 1505, "instrumentation/transponder/airspeed-kt", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ 10001, "sim/multiplay/transmission-freq-hz", simgear::props::STRING, TT_NOSEND, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10002, "sim/multiplay/chat", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ 10100, "sim/multiplay/generic/string[0]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10101, "sim/multiplay/generic/string[1]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10102, "sim/multiplay/generic/string[2]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10103, "sim/multiplay/generic/string[3]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10104, "sim/multiplay/generic/string[4]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10105, "sim/multiplay/generic/string[5]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10106, "sim/multiplay/generic/string[6]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10107, "sim/multiplay/generic/string[7]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10108, "sim/multiplay/generic/string[8]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10109, "sim/multiplay/generic/string[9]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10110, "sim/multiplay/generic/string[10]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10111, "sim/multiplay/generic/string[11]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10112, "sim/multiplay/generic/string[12]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10113, "sim/multiplay/generic/string[13]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10114, "sim/multiplay/generic/string[14]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10115, "sim/multiplay/generic/string[15]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10116, "sim/multiplay/generic/string[16]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10117, "sim/multiplay/generic/string[17]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10118, "sim/multiplay/generic/string[18]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10119, "sim/multiplay/generic/string[19]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ 10200, "sim/multiplay/generic/float[0]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10201, "sim/multiplay/generic/float[1]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10202, "sim/multiplay/generic/float[2]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10203, "sim/multiplay/generic/float[3]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10204, "sim/multiplay/generic/float[4]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10205, "sim/multiplay/generic/float[5]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10206, "sim/multiplay/generic/float[6]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10207, "sim/multiplay/generic/float[7]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10208, "sim/multiplay/generic/float[8]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10209, "sim/multiplay/generic/float[9]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10210, "sim/multiplay/generic/float[10]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10211, "sim/multiplay/generic/float[11]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10212, "sim/multiplay/generic/float[12]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10213, "sim/multiplay/generic/float[13]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10214, "sim/multiplay/generic/float[14]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10215, "sim/multiplay/generic/float[15]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10216, "sim/multiplay/generic/float[16]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10217, "sim/multiplay/generic/float[17]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10218, "sim/multiplay/generic/float[18]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10219, "sim/multiplay/generic/float[19]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 10220, "sim/multiplay/generic/float[20]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10221, "sim/multiplay/generic/float[21]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10222, "sim/multiplay/generic/float[22]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10223, "sim/multiplay/generic/float[23]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10224, "sim/multiplay/generic/float[24]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10225, "sim/multiplay/generic/float[25]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10226, "sim/multiplay/generic/float[26]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10227, "sim/multiplay/generic/float[27]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10228, "sim/multiplay/generic/float[28]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10229, "sim/multiplay/generic/float[29]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10230, "sim/multiplay/generic/float[30]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10231, "sim/multiplay/generic/float[31]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10232, "sim/multiplay/generic/float[32]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10233, "sim/multiplay/generic/float[33]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10234, "sim/multiplay/generic/float[34]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10235, "sim/multiplay/generic/float[35]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10236, "sim/multiplay/generic/float[36]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10237, "sim/multiplay/generic/float[37]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10238, "sim/multiplay/generic/float[38]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10239, "sim/multiplay/generic/float[39]", simgear::props::FLOAT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 10300, "sim/multiplay/generic/int[0]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10301, "sim/multiplay/generic/int[1]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10302, "sim/multiplay/generic/int[2]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10303, "sim/multiplay/generic/int[3]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10304, "sim/multiplay/generic/int[4]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10305, "sim/multiplay/generic/int[5]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10306, "sim/multiplay/generic/int[6]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10307, "sim/multiplay/generic/int[7]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10308, "sim/multiplay/generic/int[8]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10309, "sim/multiplay/generic/int[9]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10310, "sim/multiplay/generic/int[10]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10311, "sim/multiplay/generic/int[11]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10312, "sim/multiplay/generic/int[12]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10313, "sim/multiplay/generic/int[13]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10314, "sim/multiplay/generic/int[14]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10315, "sim/multiplay/generic/int[15]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10316, "sim/multiplay/generic/int[16]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10317, "sim/multiplay/generic/int[17]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10318, "sim/multiplay/generic/int[18]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
{ 10319, "sim/multiplay/generic/int[19]", simgear::props::INT, TT_ASIS, V1_1_PROP_ID, NULL, NULL },
|
|
|
|
{ 10500, "sim/multiplay/generic/short[0]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10501, "sim/multiplay/generic/short[1]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10502, "sim/multiplay/generic/short[2]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10503, "sim/multiplay/generic/short[3]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10504, "sim/multiplay/generic/short[4]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10505, "sim/multiplay/generic/short[5]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10506, "sim/multiplay/generic/short[6]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10507, "sim/multiplay/generic/short[7]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10508, "sim/multiplay/generic/short[8]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10509, "sim/multiplay/generic/short[9]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10510, "sim/multiplay/generic/short[10]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10511, "sim/multiplay/generic/short[11]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10512, "sim/multiplay/generic/short[12]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10513, "sim/multiplay/generic/short[13]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10514, "sim/multiplay/generic/short[14]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10515, "sim/multiplay/generic/short[15]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10516, "sim/multiplay/generic/short[16]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10517, "sim/multiplay/generic/short[17]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10518, "sim/multiplay/generic/short[18]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10519, "sim/multiplay/generic/short[19]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10520, "sim/multiplay/generic/short[20]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10521, "sim/multiplay/generic/short[21]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10522, "sim/multiplay/generic/short[22]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10523, "sim/multiplay/generic/short[23]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10524, "sim/multiplay/generic/short[24]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10525, "sim/multiplay/generic/short[25]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10526, "sim/multiplay/generic/short[26]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10527, "sim/multiplay/generic/short[27]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10528, "sim/multiplay/generic/short[28]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10529, "sim/multiplay/generic/short[29]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10530, "sim/multiplay/generic/short[30]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10531, "sim/multiplay/generic/short[31]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10532, "sim/multiplay/generic/short[32]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10533, "sim/multiplay/generic/short[33]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10534, "sim/multiplay/generic/short[34]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10535, "sim/multiplay/generic/short[35]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10536, "sim/multiplay/generic/short[36]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10537, "sim/multiplay/generic/short[37]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10538, "sim/multiplay/generic/short[38]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10539, "sim/multiplay/generic/short[39]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10540, "sim/multiplay/generic/short[40]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10541, "sim/multiplay/generic/short[41]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10542, "sim/multiplay/generic/short[42]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10543, "sim/multiplay/generic/short[43]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10544, "sim/multiplay/generic/short[44]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10545, "sim/multiplay/generic/short[45]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10546, "sim/multiplay/generic/short[46]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10547, "sim/multiplay/generic/short[47]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10548, "sim/multiplay/generic/short[48]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10549, "sim/multiplay/generic/short[49]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10550, "sim/multiplay/generic/short[50]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10551, "sim/multiplay/generic/short[51]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10552, "sim/multiplay/generic/short[52]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10553, "sim/multiplay/generic/short[53]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10554, "sim/multiplay/generic/short[54]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10555, "sim/multiplay/generic/short[55]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10556, "sim/multiplay/generic/short[56]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10557, "sim/multiplay/generic/short[57]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10558, "sim/multiplay/generic/short[58]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10559, "sim/multiplay/generic/short[59]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10560, "sim/multiplay/generic/short[60]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10561, "sim/multiplay/generic/short[61]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10562, "sim/multiplay/generic/short[62]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10563, "sim/multiplay/generic/short[63]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10564, "sim/multiplay/generic/short[64]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10565, "sim/multiplay/generic/short[65]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10566, "sim/multiplay/generic/short[66]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10567, "sim/multiplay/generic/short[67]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10568, "sim/multiplay/generic/short[68]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10569, "sim/multiplay/generic/short[69]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10570, "sim/multiplay/generic/short[70]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10571, "sim/multiplay/generic/short[71]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10572, "sim/multiplay/generic/short[72]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10573, "sim/multiplay/generic/short[73]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10574, "sim/multiplay/generic/short[74]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10575, "sim/multiplay/generic/short[75]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10576, "sim/multiplay/generic/short[76]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10577, "sim/multiplay/generic/short[77]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10578, "sim/multiplay/generic/short[78]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ 10579, "sim/multiplay/generic/short[79]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ BOOLARRAY_BASE_1 + 0, "sim/multiplay/generic/bool[0]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 1, "sim/multiplay/generic/bool[1]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 2, "sim/multiplay/generic/bool[2]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 3, "sim/multiplay/generic/bool[3]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 4, "sim/multiplay/generic/bool[4]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 5, "sim/multiplay/generic/bool[5]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 6, "sim/multiplay/generic/bool[6]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 7, "sim/multiplay/generic/bool[7]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 8, "sim/multiplay/generic/bool[8]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 9, "sim/multiplay/generic/bool[9]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 10, "sim/multiplay/generic/bool[10]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 11, "sim/multiplay/generic/bool[11]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 12, "sim/multiplay/generic/bool[12]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 13, "sim/multiplay/generic/bool[13]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 14, "sim/multiplay/generic/bool[14]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 15, "sim/multiplay/generic/bool[15]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 16, "sim/multiplay/generic/bool[16]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 17, "sim/multiplay/generic/bool[17]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 18, "sim/multiplay/generic/bool[18]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 19, "sim/multiplay/generic/bool[19]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 20, "sim/multiplay/generic/bool[20]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 21, "sim/multiplay/generic/bool[21]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 22, "sim/multiplay/generic/bool[22]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 23, "sim/multiplay/generic/bool[23]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 24, "sim/multiplay/generic/bool[24]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 25, "sim/multiplay/generic/bool[25]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 26, "sim/multiplay/generic/bool[26]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 27, "sim/multiplay/generic/bool[27]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 28, "sim/multiplay/generic/bool[28]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 29, "sim/multiplay/generic/bool[29]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_1 + 30, "sim/multiplay/generic/bool[30]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ BOOLARRAY_BASE_2 + 0, "sim/multiplay/generic/bool[31]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 1, "sim/multiplay/generic/bool[32]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 2, "sim/multiplay/generic/bool[33]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 3, "sim/multiplay/generic/bool[34]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 4, "sim/multiplay/generic/bool[35]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 5, "sim/multiplay/generic/bool[36]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 6, "sim/multiplay/generic/bool[37]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 7, "sim/multiplay/generic/bool[38]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 8, "sim/multiplay/generic/bool[39]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 9, "sim/multiplay/generic/bool[40]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 10, "sim/multiplay/generic/bool[41]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
// out of sequence between the block and the buffer becuase of a typo. repurpose the first as that way [72] will work
|
|
// correctly on older versions.
|
|
{ BOOLARRAY_BASE_2 + 11, "sim/multiplay/generic/bool[91]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 12, "sim/multiplay/generic/bool[42]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 13, "sim/multiplay/generic/bool[43]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 14, "sim/multiplay/generic/bool[44]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 15, "sim/multiplay/generic/bool[45]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 16, "sim/multiplay/generic/bool[46]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 17, "sim/multiplay/generic/bool[47]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 18, "sim/multiplay/generic/bool[48]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 19, "sim/multiplay/generic/bool[49]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 20, "sim/multiplay/generic/bool[50]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 21, "sim/multiplay/generic/bool[51]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 22, "sim/multiplay/generic/bool[52]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 23, "sim/multiplay/generic/bool[53]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 24, "sim/multiplay/generic/bool[54]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 25, "sim/multiplay/generic/bool[55]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 26, "sim/multiplay/generic/bool[56]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 27, "sim/multiplay/generic/bool[57]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 28, "sim/multiplay/generic/bool[58]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 29, "sim/multiplay/generic/bool[59]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_2 + 30, "sim/multiplay/generic/bool[60]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ BOOLARRAY_BASE_3 + 0, "sim/multiplay/generic/bool[61]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 1, "sim/multiplay/generic/bool[62]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 2, "sim/multiplay/generic/bool[63]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 3, "sim/multiplay/generic/bool[64]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 4, "sim/multiplay/generic/bool[65]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 5, "sim/multiplay/generic/bool[66]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 6, "sim/multiplay/generic/bool[67]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 7, "sim/multiplay/generic/bool[68]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 8, "sim/multiplay/generic/bool[69]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 9, "sim/multiplay/generic/bool[70]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 10, "sim/multiplay/generic/bool[71]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
// out of sequence between the block and the buffer becuase of a typo. repurpose the first as that way [72] will work
|
|
// correctly on older versions.
|
|
{ BOOLARRAY_BASE_3 + 11, "sim/multiplay/generic/bool[92]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 12, "sim/multiplay/generic/bool[72]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 13, "sim/multiplay/generic/bool[73]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 14, "sim/multiplay/generic/bool[74]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 15, "sim/multiplay/generic/bool[75]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 16, "sim/multiplay/generic/bool[76]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 17, "sim/multiplay/generic/bool[77]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 18, "sim/multiplay/generic/bool[78]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 19, "sim/multiplay/generic/bool[79]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 20, "sim/multiplay/generic/bool[80]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 21, "sim/multiplay/generic/bool[81]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 22, "sim/multiplay/generic/bool[82]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 23, "sim/multiplay/generic/bool[83]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 24, "sim/multiplay/generic/bool[84]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 25, "sim/multiplay/generic/bool[85]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 26, "sim/multiplay/generic/bool[86]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 27, "sim/multiplay/generic/bool[87]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 28, "sim/multiplay/generic/bool[88]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 29, "sim/multiplay/generic/bool[89]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ BOOLARRAY_BASE_3 + 30, "sim/multiplay/generic/bool[90]", simgear::props::BOOL, TT_BOOLARRAY, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
|
|
{ V2018_1_BASE + 0, "sim/multiplay/mp-clock-mode", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
// Direct support for emesary bridge properties. This is mainly to ensure that these properties do not overlap with the string
|
|
// properties; although the emesary bridge can use any string property.
|
|
{ EMESARYBRIDGE_BASE + 0, "sim/multiplay/emesary/bridge[0]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 1, "sim/multiplay/emesary/bridge[1]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 2, "sim/multiplay/emesary/bridge[2]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 3, "sim/multiplay/emesary/bridge[3]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 4, "sim/multiplay/emesary/bridge[4]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 5, "sim/multiplay/emesary/bridge[5]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 6, "sim/multiplay/emesary/bridge[6]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 7, "sim/multiplay/emesary/bridge[7]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 8, "sim/multiplay/emesary/bridge[8]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 9, "sim/multiplay/emesary/bridge[9]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 10, "sim/multiplay/emesary/bridge[10]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 11, "sim/multiplay/emesary/bridge[11]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 12, "sim/multiplay/emesary/bridge[12]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 13, "sim/multiplay/emesary/bridge[13]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 14, "sim/multiplay/emesary/bridge[14]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 15, "sim/multiplay/emesary/bridge[15]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 16, "sim/multiplay/emesary/bridge[16]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 17, "sim/multiplay/emesary/bridge[17]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 18, "sim/multiplay/emesary/bridge[18]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 19, "sim/multiplay/emesary/bridge[19]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 20, "sim/multiplay/emesary/bridge[20]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 21, "sim/multiplay/emesary/bridge[21]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 22, "sim/multiplay/emesary/bridge[22]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 23, "sim/multiplay/emesary/bridge[23]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 24, "sim/multiplay/emesary/bridge[24]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 25, "sim/multiplay/emesary/bridge[25]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 26, "sim/multiplay/emesary/bridge[26]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 27, "sim/multiplay/emesary/bridge[27]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 28, "sim/multiplay/emesary/bridge[28]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGE_BASE + 29, "sim/multiplay/emesary/bridge[29]", simgear::props::STRING, TT_ASIS, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
// To allow the bridge to identify itself and allow quick filtering based on type/ID.
|
|
{ EMESARYBRIDGETYPE_BASE + 0, "sim/multiplay/emesary/bridge-type[0]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 1, "sim/multiplay/emesary/bridge-type[1]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 2, "sim/multiplay/emesary/bridge-type[2]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 3, "sim/multiplay/emesary/bridge-type[3]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 4, "sim/multiplay/emesary/bridge-type[4]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 5, "sim/multiplay/emesary/bridge-type[5]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 6, "sim/multiplay/emesary/bridge-type[6]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 7, "sim/multiplay/emesary/bridge-type[7]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 8, "sim/multiplay/emesary/bridge-type[8]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 9, "sim/multiplay/emesary/bridge-type[9]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 10, "sim/multiplay/emesary/bridge-type[10]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 11, "sim/multiplay/emesary/bridge-type[11]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 12, "sim/multiplay/emesary/bridge-type[12]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 13, "sim/multiplay/emesary/bridge-type[13]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 14, "sim/multiplay/emesary/bridge-type[14]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 15, "sim/multiplay/emesary/bridge-type[15]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 16, "sim/multiplay/emesary/bridge-type[16]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 17, "sim/multiplay/emesary/bridge-type[17]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 18, "sim/multiplay/emesary/bridge-type[18]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 19, "sim/multiplay/emesary/bridge-type[19]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 20, "sim/multiplay/emesary/bridge-type[20]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 21, "sim/multiplay/emesary/bridge-type[21]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 22, "sim/multiplay/emesary/bridge-type[22]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 23, "sim/multiplay/emesary/bridge-type[23]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 24, "sim/multiplay/emesary/bridge-type[24]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 25, "sim/multiplay/emesary/bridge-type[25]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 26, "sim/multiplay/emesary/bridge-type[26]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 27, "sim/multiplay/emesary/bridge-type[27]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 28, "sim/multiplay/emesary/bridge-type[28]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ EMESARYBRIDGETYPE_BASE + 29, "sim/multiplay/emesary/bridge-type[29]", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
|
|
{ FALLBACK_MODEL_ID, "sim/model/fallback-model-index", simgear::props::INT, TT_SHORTINT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ V2019_3_BASE, "sim/multiplay/comm-transmit-frequency-hz", simgear::props::INT, TT_INT, V1_1_2_PROP_ID, NULL, NULL },
|
|
{ V2019_3_BASE+1, "sim/multiplay/comm-transmit-power-norm", simgear::props::INT, TT_SHORT_FLOAT_NORM , V1_1_2_PROP_ID, NULL, NULL },
|
|
// Add new MP properties here
|
|
{ V2020_4_BASE, "instrumentation/transponder/mach-number", simgear::props::FLOAT, TT_SHORT_FLOAT_4, V1_1_2_PROP_ID, NULL, NULL },
|
|
};
|
|
/*
|
|
* For the 2017.x version 2 protocol the properties are sent in two partitions,
|
|
* the first of these is a V1 protocol packet (which should be fine with all clients), and a V2 partition
|
|
* which will contain the newly supported shortint and fixed string encoding schemes.
|
|
* This is to possibly allow for easier V1/V2 conversion - as the packet can simply be truncated at the
|
|
* first V2 property based on ID.
|
|
*/
|
|
const int MAX_PARTITIONS = 2;
|
|
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)
|
|
{
|
|
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 (SGMisc<float>::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;
|
|
};
|
|
|
|
|
|
/*
|
|
* 2018.1 introduces a new minimal generic packet concept.
|
|
* This allows a model to choose to only transmit a few essential properties, which leaves the packet at around 380 bytes.
|
|
* The rest of the packet can then be used for bridged Emesary notifications, which over allow much more control
|
|
* at the model level, including different notifications being sent.
|
|
* see $FGData/Nasal/Notifications.nas and $FGData/Nasal/emesary_mp_bridge.nas
|
|
* The property /sim/multiplay/transmit-filter-property-base can be set to 1 to turn off all of the standard properties and only send generics.
|
|
* or this property can be set to a number greater than 1 (e.g. 12000) to only transmit properties based on their index. It is a simple filtering
|
|
* mechanism.
|
|
* - in both cases the chat and transponder properties will be transmitted for compatibility.
|
|
*/
|
|
static inline bool IsIncludedInPacket(int filter_base, int property_id)
|
|
{
|
|
if (filter_base == 1) // transmit-property-base of 1 is equivalent to only generics.
|
|
return property_id >= 10002
|
|
|| (property_id == V2018_1_BASE) // MP time sync
|
|
|| (property_id >= 1500 && property_id < 1600); // include chat and generic properties.
|
|
else
|
|
return property_id >= filter_base
|
|
|| (property_id == V2018_1_BASE) // MP time sync
|
|
|| (property_id >= 1500 && property_id < 1600); // include chat and generic properties.
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// handle command "multiplayer-connect"
|
|
// args:
|
|
// server: servername to connect (mandatory)
|
|
// txport: outgoing port number (default: 5000)
|
|
// rxport: incoming port number (default: 5000)
|
|
//////////////////////////////////////////////////////////////////////
|
|
static bool do_multiplayer_connect(const SGPropertyNode * arg, SGPropertyNode * root) {
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
|
|
string servername = arg->getStringValue("servername", "");
|
|
if (servername.empty()) {
|
|
SG_LOG(SG_NETWORK, SG_WARN,
|
|
"do_multiplayer.connect: no server name given, command ignored.");
|
|
return false;
|
|
}
|
|
int port = arg->getIntValue("rxport", -1);
|
|
if (port > 0 && port <= 0xffff) {
|
|
fgSetInt("/sim/multiplay/rxport", port);
|
|
}
|
|
|
|
port = arg->getIntValue("txport", -1);
|
|
if (port > 0 && port <= 0xffff) {
|
|
fgSetInt("/sim/multiplay/txport", port);
|
|
}
|
|
|
|
servername = servername.substr(0, servername.find_first_of(' '));
|
|
fgSetString("/sim/multiplay/txhost", servername);
|
|
self->reinit();
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// handle command "multiplayer-disconnect"
|
|
// disconnect args:
|
|
// none
|
|
//////////////////////////////////////////////////////////////////////
|
|
static bool do_multiplayer_disconnect(const SGPropertyNode * arg, SGPropertyNode * root) {
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
|
|
fgSetString("/sim/multiplay/txhost", "");
|
|
self->reinit();
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// handle command "multiplayer-refreshserverlist"
|
|
// refreshserverlist args:
|
|
// none
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
static bool
|
|
do_multiplayer_refreshserverlist (const SGPropertyNode * arg, SGPropertyNode * root)
|
|
{
|
|
using namespace simgear;
|
|
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
|
|
// MPServerResolver implementation to fill the mp server list
|
|
// deletes itself when done
|
|
class MyMPServerResolver : public MPServerResolver {
|
|
public:
|
|
MyMPServerResolver () :
|
|
MPServerResolver ()
|
|
{
|
|
setTarget (fgGetNode ("/sim/multiplay/server-list", true));
|
|
setDnsName (fgGetString ("/sim/multiplay/dns/query-dn", "jingweiht.com"));
|
|
setService (fgGetString ("/sim/multiplay/dns/query-srv-service", "fgms"));
|
|
setProtocol (fgGetString ("/sim/multiplay/dns/query-srv-protocol", "udp"));
|
|
_completeNode->setBoolValue (false);
|
|
_failureNode->setBoolValue (false);
|
|
}
|
|
|
|
~MyMPServerResolver ()
|
|
{
|
|
}
|
|
|
|
virtual void
|
|
onSuccess ()
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "MyMPServerResolver: trigger success");
|
|
_completeNode->setBoolValue (true);
|
|
delete this;
|
|
}
|
|
virtual void
|
|
onFailure ()
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "MyMPServerResolver: trigger failure");
|
|
_failureNode->setBoolValue (true);
|
|
delete this;
|
|
}
|
|
|
|
private:
|
|
SGPropertyNode *_completeNode = fgGetNode ("/sim/multiplay/got-servers", true);
|
|
SGPropertyNode *_failureNode = fgGetNode ("/sim/multiplay/get-servers-failure", true);
|
|
};
|
|
|
|
MyMPServerResolver * mpServerResolver = new MyMPServerResolver ();
|
|
mpServerResolver->run ();
|
|
return true;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// CPDLC commands: cpdlc-connect, cpdlc-send-msg, cpdlc-disconnect
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
static bool do_cpdlc_connect(const SGPropertyNode* arg, SGPropertyNode* root)
|
|
{
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
|
|
// check for atc argument
|
|
std::string authority = arg->getStringValue("atc");
|
|
// otherwise see if we got a property name to read out
|
|
if (authority.empty()) {
|
|
std::string name = arg->getStringValue("property");
|
|
if (!name.empty()) {
|
|
SGPropertyNode* pNode = globals->get_props()->getNode(name);
|
|
if (!pNode) { return false; }
|
|
authority = pNode->getStringValue();
|
|
}
|
|
}
|
|
|
|
if (self->getCPDLC()) {
|
|
return self->getCPDLC()->connect(authority);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool do_cpdlc_send_msg(const SGPropertyNode* arg, SGPropertyNode* root)
|
|
{
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
|
|
// check for message argument
|
|
std::string message = arg->getStringValue("message");
|
|
// otherwise see if we got a property name to read out
|
|
if (message.empty()) {
|
|
std::string name = arg->getStringValue("property");
|
|
if (!name.empty()) {
|
|
SGPropertyNode* pNode = globals->get_props()->getNode(name);
|
|
if (!pNode) { return false; }
|
|
message = pNode->getStringValue();
|
|
}
|
|
}
|
|
if (self->getCPDLC()) {
|
|
return self->getCPDLC()->send(message);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static bool do_cpdlc_next_msg(const SGPropertyNode* arg, SGPropertyNode* root)
|
|
{
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
if (self->getCPDLC()) self->getCPDLC()->getMessage();
|
|
return true;
|
|
}
|
|
|
|
static bool do_cpdlc_disconnect(const SGPropertyNode* arg, SGPropertyNode* root)
|
|
{
|
|
const auto self = globals->get_subsystem<FGMultiplayMgr>();
|
|
if (!self) {
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Multiplayer subsystem not available.");
|
|
return false;
|
|
}
|
|
if (self->getCPDLC()) self->getCPDLC()->disconnect();
|
|
return true;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// MultiplayMgr constructor
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
FGMultiplayMgr::FGMultiplayMgr()
|
|
{
|
|
mPropertiesChanged = false;
|
|
mInitialised = false;
|
|
mHaveServer = false;
|
|
mListener = NULL;
|
|
globals->get_commands()->addCommand("multiplayer-connect", do_multiplayer_connect);
|
|
globals->get_commands()->addCommand("multiplayer-disconnect", do_multiplayer_disconnect);
|
|
globals->get_commands()->addCommand("multiplayer-refreshserverlist", do_multiplayer_refreshserverlist);
|
|
|
|
globals->get_commands()->addCommand("cpdlc-connect", do_cpdlc_connect);
|
|
globals->get_commands()->addCommand("cpdlc-send", do_cpdlc_send_msg);
|
|
globals->get_commands()->addCommand("cpdlc-next-message", do_cpdlc_next_msg);
|
|
globals->get_commands()->addCommand("cpdlc-disconnect", do_cpdlc_disconnect);
|
|
|
|
|
|
pXmitLen = fgGetNode("/sim/multiplay/last-xmit-packet-len", true);
|
|
pProtocolVersion = fgGetNode("/sim/multiplay/protocol-version", true);
|
|
pMultiPlayDebugLevel = fgGetNode("/sim/multiplay/debug-level", true);
|
|
pMultiPlayTransmitPropertyBase = fgGetNode("/sim/multiplay/transmit-filter-property-base", true);
|
|
pMultiPlayRange = fgGetNode("/sim/multiplay/visibility-range-nm", true);
|
|
pMultiPlayRange->setIntValue(100);
|
|
pReplayState = fgGetNode("/sim/replay/replay-state", true);
|
|
pLogRawSpeedMultiplayer = fgGetNode("/sim/replay/log-raw-speed-multiplayer", true);
|
|
|
|
|
|
} // FGMultiplayMgr::FGMultiplayMgr()
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// MultiplayMgr destructor
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
FGMultiplayMgr::~FGMultiplayMgr()
|
|
{
|
|
globals->get_commands()->removeCommand("multiplayer-connect");
|
|
globals->get_commands()->removeCommand("multiplayer-disconnect");
|
|
globals->get_commands()->removeCommand("multiplayer-refreshserverlist");
|
|
|
|
globals->get_commands()->removeCommand("cpdlc-connect");
|
|
globals->get_commands()->removeCommand("cpdlc-send");
|
|
globals->get_commands()->removeCommand("cpdlc-next-message");
|
|
globals->get_commands()->removeCommand("cpdlc-disconnect");
|
|
} // 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;
|
|
}
|
|
|
|
SGPropertyNode* propOnline = fgGetNode("/sim/multiplay/online", true);
|
|
propOnline->setBoolValue(false);
|
|
propOnline->setAttribute(SGPropertyNode::PRESERVE, true);
|
|
|
|
//////////////////////////////////////////////////
|
|
// 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 txRateHz = fgGetInt("/sim/multiplay/tx-rate-hz", 10);
|
|
if (txRateHz < 1) {
|
|
txRateHz = 1;
|
|
}
|
|
|
|
mDt = 1.0 / txRateHz;
|
|
mNextTransmitTime = sg_random() * mDt;
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "initial MP time: " << mNextTransmitTime);
|
|
|
|
mCallsign = fgGetString("/sim/multiplay/callsign");
|
|
fgGetNode("/sim/multiplay/callsign", true)->setAttribute(SGPropertyNode::PRESERVE, true);
|
|
|
|
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,
|
|
"Cannot enable multiplayer mode: resolving MP server address '"
|
|
<< txAddress << "' failed.");
|
|
return;
|
|
} else {
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - have server");
|
|
mHaveServer = true;
|
|
}
|
|
if (rxPort <= 0)
|
|
rxPort = txPort;
|
|
} else {
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - multiplayer mode disabled (no MP server specified).");
|
|
return;
|
|
}
|
|
|
|
if (rxPort <= 0) {
|
|
SG_LOG(SG_NETWORK, SG_ALERT,
|
|
"Cannot enable multiplayer mode: No receiver port specified.");
|
|
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_ALERT,
|
|
"Cannot enable multiplayer mode: creating data socket failed." );
|
|
return;
|
|
}
|
|
mSocket->setBlocking(false);
|
|
if (mSocket->bind(rxAddress.c_str(), rxPort) != 0) {
|
|
SG_LOG( SG_NETWORK, SG_ALERT,
|
|
"Cannot enable multiplayer mode: binding receive socket failed. "
|
|
<< strerror(errno) << "(errno " << errno << ")");
|
|
return;
|
|
}
|
|
|
|
mPropertiesChanged = true;
|
|
mListener = new MPPropertyListener(this);
|
|
globals->get_props()->addChangeListener(mListener, false);
|
|
|
|
fgSetBool("/sim/multiplay/online", true);
|
|
mInitialised = true;
|
|
|
|
|
|
SG_LOG(SG_NETWORK, SG_MANDATORY_INFO, "Multiplayer mode active");
|
|
flightgear::addSentryTag("mp", "active");
|
|
|
|
if (!fgGetBool("/sim/ai/enabled"))
|
|
{
|
|
// multiplayer depends on AI module
|
|
fgSetBool("/sim/ai/enabled", true);
|
|
}
|
|
|
|
// MP IRC CONNECTION SETUP
|
|
std::string host = fgGetString(MPIRC_SERVER_HOST_PROPERTY, MPIRC_SERVER_HOST_DEFAULT);
|
|
std::string port = fgGetString(MPIRC_SERVER_PORT_PROPERTY, IRC_DEFAULT_PORT);
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "Creating socket to MP IRC service " + host + " on port " + port);
|
|
|
|
_mpirc = std::make_unique<IRCConnection>(MPIRC_NICK_PREFIX + mCallsign, host, port);
|
|
_mpirc->setupProperties("/network/mpirc/");
|
|
|
|
_cpdlc = std::make_unique<CPDLCManager>(_mpirc.get());
|
|
} // 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;
|
|
|
|
if (_cpdlc) _cpdlc->disconnect();
|
|
if (_mpirc) _mpirc->quit();
|
|
|
|
_cpdlc.reset();
|
|
_mpirc.reset();
|
|
} // FGMultiplayMgr::shutdown(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 |= ((SGMisc<double>::isNaN(motionInfo.time )) ||
|
|
(SGMisc<double>::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)
|
|
{
|
|
//zhongjin
|
|
using namespace simgear;
|
|
FlightProperties ifce;
|
|
|
|
int protocolToUse = getProtocolToUse();
|
|
int transmitFilterPropertyBase = pMultiPlayTransmitPropertyBase->getIntValue();
|
|
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();
|
|
|
|
/*
|
|
* This is to provide a level of compatibility with the new V2 packets.
|
|
* By setting padding it will force older clients to use verify properties which will
|
|
* bail out if there are any unknown props
|
|
* MP2017(V2) (for V1 clients) will always have an unknown property because V2 transmits
|
|
* the protocol version as the very first property as a shortint.
|
|
*/
|
|
if (protocolToUse > 1)
|
|
PosMsg->pad = XDR_encode_int32(V2_PAD_MAGIC);
|
|
else
|
|
PosMsg->pad = 0;
|
|
|
|
strncpy(PosMsg->Model, fgGetString("/sim/model/path").c_str(), MAX_MODEL_NAME_LEN-1);
|
|
PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
|
|
if (fgGetBool("/sim/freeze/replay-state", true)&&
|
|
fgGetBool("/sim/multiplay/freeze-on-replay",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));
|
|
if (fgGetBool("/sim/crashed",true))
|
|
{
|
|
for (unsigned i = 0 ; i < 3; ++i)
|
|
{
|
|
// no speed or acceleration sent when crashed, for better mp patch
|
|
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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//including speed up time in velocity and acceleration
|
|
double timeAccel = fgGetDouble("/sim/speed-up");
|
|
for (unsigned i = 0 ; i < 3; ++i)
|
|
PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i) * timeAccel);
|
|
for (unsigned i = 0 ; i < 3; ++i)
|
|
PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i) * timeAccel);
|
|
for (unsigned i = 0 ; i < 3; ++i)
|
|
PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i) * timeAccel * timeAccel);
|
|
|
|
//zhongjin
|
|
// for (unsigned i = 0 ; i < 3; ++i)
|
|
// PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i) * timeAccel * timeAccel);
|
|
|
|
float heading = ifce.get_Psi();
|
|
float pitch = ifce.get_Theta();
|
|
float roll = ifce.get_Phi();
|
|
|
|
PosMsg->angularAccel[0] = XDR_encode_float (motionInfo.angularAccel(0) * timeAccel * timeAccel);
|
|
PosMsg->angularAccel[1] = XDR_encode_float (motionInfo.angularAccel(1) * timeAccel * timeAccel);
|
|
PosMsg->angularAccel[2] = XDR_encode_float (motionInfo.angularAccel(2) * timeAccel * timeAccel);
|
|
|
|
|
|
}
|
|
xdr_data_t* ptr = msgBuf.properties();
|
|
xdr_data_t* data = ptr;
|
|
|
|
xdr_data_t* msgEnd = msgBuf.propsEnd();
|
|
|
|
//if (pMultiPlayDebugLevel->getIntValue())
|
|
// msgBuf.zero();
|
|
struct BoolArrayBuffer boolBuffer[MAX_BOOL_BUFFERS];
|
|
memset(&boolBuffer, 0, sizeof(boolBuffer));
|
|
|
|
/* Read BOOLARRAY properties.
|
|
*
|
|
* All properties contained in a bool array must be read before adding it to the packet.
|
|
* Earlier versions of this code read the properties in the main loop below,
|
|
* and added the bool array at the very end of the packet.
|
|
* This causes bool arrays to break whenever a new MP property is added:
|
|
* older client will stop reading the packet when encountering the new property,
|
|
* and never get to the bool array.
|
|
*
|
|
* Instead, read all properties early and send the array in the main loop.
|
|
*/
|
|
|
|
std::vector<FGPropertyData*>::const_iterator it = motionInfo.properties.begin();
|
|
while (it != motionInfo.properties.end()) {
|
|
switch (mPropertyDefinition[(*it)->id]->TransmitAs) {
|
|
case TT_BOOLARRAY:
|
|
{
|
|
struct BoolArrayBuffer *boolBuf = nullptr;
|
|
if ((*it)->id >= BOOLARRAY_START_ID && (*it)->id <= BOOLARRAY_END_ID + BOOLARRAY_BLOCKSIZE)
|
|
{
|
|
int buffer_block = ((*it)->id - BOOLARRAY_BASE_1) / BOOLARRAY_BLOCKSIZE;
|
|
boolBuf = &boolBuffer[buffer_block];
|
|
boolBuf->propertyId = BOOLARRAY_START_ID + buffer_block * BOOLARRAY_BLOCKSIZE;
|
|
}
|
|
if (boolBuf)
|
|
{
|
|
int bitidx = (*it)->id - boolBuf->propertyId;
|
|
if ((*it)->int_value)
|
|
boolBuf->boolValue |= 1 << bitidx;
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
++it;
|
|
}
|
|
|
|
for (int partition = 1; partition <= protocolToUse; partition++)
|
|
{
|
|
std::vector<FGPropertyData*>::const_iterator it = motionInfo.properties.begin();
|
|
while (it != motionInfo.properties.end()) {
|
|
const struct IdPropertyList* propDef = mPropertyDefinition[(*it)->id];
|
|
|
|
/*
|
|
* Excludes the 2017.2 property for the protocol version from V1 packets.
|
|
*/
|
|
if (protocolToUse == 1 && propDef->version == V2_PROP_ID_PROTOCOL)
|
|
{
|
|
++it;
|
|
continue;
|
|
}
|
|
/*
|
|
* If requested only transmit the properties that are above the filter base index; and essential other properties
|
|
* a value of 1 is equivalent to just transmitting generics (>10002)
|
|
* a value of 12000 is for only emesary properties.
|
|
*/
|
|
if (transmitFilterPropertyBase && !IsIncludedInPacket(transmitFilterPropertyBase, propDef->id))
|
|
{
|
|
++it;
|
|
continue;
|
|
}
|
|
/*
|
|
* 2017.2 partitions the buffer sent into protocol versions. Originally this was intended to allow
|
|
* compatability with older clients; however this will only work in the future or with support from fgms
|
|
* - so if a future version adds more properties to the protocol these can be transmitted in a third partition
|
|
* that will be ignored by older clients (such as 2017.2).
|
|
*/
|
|
if ( (propDef->version & 0xffff) == partition || (propDef->version & 0xffff) > protocolToUse)
|
|
{
|
|
if (ptr + 2 >= msgEnd)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer packet truncated prop id: " << (*it)->id << ": " << propDef->name);
|
|
break;
|
|
}
|
|
|
|
// 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);
|
|
|
|
|
|
/*
|
|
* 2017.2 protocol has the ability to transmit as a different type (to save space), so
|
|
* process this when using this protocol (protocolVersion 2) or later
|
|
*/
|
|
int transmit_type = (*it)->type;
|
|
|
|
if (propDef->TransmitAs != TT_ASIS && protocolToUse > 1)
|
|
{
|
|
transmit_type = propDef->TransmitAs;
|
|
}
|
|
else if (propDef->TransmitAs == TT_BOOLARRAY)
|
|
transmit_type = propDef->TransmitAs;
|
|
|
|
if (pMultiPlayDebugLevel->getIntValue() & 2)
|
|
SG_LOG(SG_NETWORK, SG_INFO,
|
|
"[SEND] pt " << partition <<
|
|
": buf[" << (ptr - data) * sizeof(*ptr)
|
|
<< "] id=" << (*it)->id << " type " << transmit_type);
|
|
|
|
if (propDef->encode_for_transmit && protocolToUse > 1)
|
|
{
|
|
ptr = (*propDef->encode_for_transmit)(propDef, ptr, (*it));
|
|
}
|
|
else
|
|
{
|
|
// The actual data representation depends on the type
|
|
switch (transmit_type) {
|
|
case TT_NOSEND:
|
|
break;
|
|
case TT_SHORTINT:
|
|
{
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, (*it)->int_value);
|
|
break;
|
|
}
|
|
case TT_SHORT_FLOAT_1:
|
|
{
|
|
short value = get_scaled_short((*it)->float_value, 10.0);
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, value);
|
|
break;
|
|
}
|
|
case TT_SHORT_FLOAT_2:
|
|
{
|
|
short value = get_scaled_short((*it)->float_value, 100.0);
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, value);
|
|
break;
|
|
}
|
|
case TT_SHORT_FLOAT_3:
|
|
{
|
|
short value = get_scaled_short((*it)->float_value, 1000.0);
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, value);
|
|
break;
|
|
}
|
|
case TT_SHORT_FLOAT_4:
|
|
{
|
|
short value = get_scaled_short((*it)->float_value, 10000.0);
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, value);
|
|
break;
|
|
}
|
|
|
|
case TT_SHORT_FLOAT_NORM:
|
|
{
|
|
short value = get_scaled_short((*it)->float_value, 32767.0);
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, value);
|
|
break;
|
|
}
|
|
case TT_BOOLARRAY:
|
|
{
|
|
int boolIdx = ((*it)->id - BOOLARRAY_BASE_1) / BOOLARRAY_BLOCKSIZE;
|
|
|
|
if (boolIdx < 0 || boolIdx >= MAX_BOOL_BUFFERS)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_WARN, "Unexpected prop id with type TT_BOOLARRAY: " << (*it)->id);
|
|
break;
|
|
}
|
|
|
|
if (!boolBuffer[boolIdx].propertyId)
|
|
{
|
|
// propertyId being unset indicates that this block was already written
|
|
break;
|
|
}
|
|
|
|
if (ptr + 2 >= msgEnd)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer packet truncated prop id: " << boolBuffer[boolIdx].propertyId << ": multiplay/generic/bools[" << boolIdx * 30 << "]");
|
|
}
|
|
*ptr++ = XDR_encode_int32(boolBuffer[boolIdx].propertyId);
|
|
*ptr++ = XDR_encode_int32(boolBuffer[boolIdx].boolValue);
|
|
|
|
boolBuffer[boolIdx].propertyId = 0; // mark block as written
|
|
break;
|
|
}
|
|
case simgear::props::INT:
|
|
case simgear::props::BOOL:
|
|
case simgear::props::LONG:
|
|
*ptr++ = id;
|
|
*ptr++ = XDR_encode_uint32((*it)->int_value);
|
|
break;
|
|
case simgear::props::FLOAT:
|
|
case simgear::props::DOUBLE:
|
|
*ptr++ = id;
|
|
*ptr++ = XDR_encode_float((*it)->float_value);
|
|
break;
|
|
case simgear::props::STRING:
|
|
case simgear::props::UNSPECIFIED:
|
|
{
|
|
if (protocolToUse > 1)
|
|
{
|
|
// New string encoding:
|
|
// xdr[0] : ID length packed into 32 bit containing two shorts.
|
|
// xdr[1..len/4] The string itself (char[length])
|
|
const char* lcharptr = (*it)->string_value;
|
|
|
|
if (lcharptr != 0)
|
|
{
|
|
uint32_t len = strlen(lcharptr);
|
|
|
|
if (len >= MAX_TEXT_SIZE)
|
|
{
|
|
len = MAX_TEXT_SIZE - 1;
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer property truncated at MAX_TEXT_SIZE in string " << (*it)->id);
|
|
}
|
|
|
|
char *encodeStart = (char*)ptr;
|
|
char *msgEndbyte = (char*)msgEnd;
|
|
|
|
if (encodeStart + 2 + len >= msgEndbyte)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer property not sent (no room) string " << (*it)->id);
|
|
goto escape;
|
|
}
|
|
|
|
*ptr++ = XDR_encode_shortints32((*it)->id, len);
|
|
encodeStart = (char*)ptr;
|
|
if (len != 0)
|
|
{
|
|
int lcount = 0;
|
|
while (*lcharptr && (lcount < MAX_TEXT_SIZE))
|
|
{
|
|
if (encodeStart + 2 >= msgEndbyte)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer packet truncated in string " << (*it)->id << " lcount " << lcount);
|
|
break;
|
|
}
|
|
*encodeStart++ = *lcharptr++;
|
|
lcount++;
|
|
}
|
|
}
|
|
ptr = (xdr_data_t*)encodeStart;
|
|
}
|
|
else
|
|
{
|
|
// empty string, just send the id and a zero length
|
|
*ptr++ = id;
|
|
*ptr++ = XDR_encode_uint32(0);
|
|
}
|
|
}
|
|
else {
|
|
|
|
// 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 - 1;
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer property truncated at MAX_TEXT_SIZE in string " << (*it)->id);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer property not sent (no room) string " << (*it)->id);
|
|
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))
|
|
{
|
|
if (ptr + 2 >= msgEnd)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer packet truncated in string " << (*it)->id << " lcount " << lcount);
|
|
break;
|
|
}
|
|
*ptr++ = XDR_encode_int8(*lcharptr);
|
|
lcharptr++;
|
|
lcount++;
|
|
}
|
|
// Now pad if required
|
|
while ((lcount % 4) != 0)
|
|
{
|
|
if (ptr + 2 >= msgEnd)
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer packet truncated in string " << (*it)->id << " lcount " << lcount);
|
|
break;
|
|
}
|
|
*ptr++ = XDR_encode_int8(0);
|
|
lcount++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Nothing to encode
|
|
*ptr++ = id;
|
|
*ptr++ = XDR_encode_uint32(0);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
*ptr++ = id;
|
|
*ptr++ = XDR_encode_float((*it)->float_value);;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
++it;
|
|
}
|
|
}
|
|
escape:
|
|
|
|
msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
|
|
FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
|
|
|
|
/*
|
|
* Informational:
|
|
* Save the last packet length sent, and
|
|
* if the property is set then dump the packet length to the console.
|
|
* ----------------------------
|
|
* This should be sufficient for rudimentary debugging (in order of useful ness)
|
|
* 1. loopback your own craft. fantastic for resolving animations and property transmission issues.
|
|
* 2. see what properties are being sent
|
|
* 3. see how much space it takes up
|
|
* 4. dump the packet as it goes out
|
|
* 5. dump incoming packets
|
|
*/
|
|
pXmitLen->setIntValue(msgLen); // 2. store the size of the properties as transmitted
|
|
|
|
if (pMultiPlayDebugLevel->getIntValue() & 2) // and dump it to the console
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_INFO,
|
|
"[SEND] Packet len " << msgLen);
|
|
}
|
|
if (pMultiPlayDebugLevel->getIntValue() & 4) // 4. hexdump the packet
|
|
SG_LOG_HEXDUMP(SG_NETWORK, SG_INFO, data, (ptr - data) * sizeof(*ptr));
|
|
/*
|
|
* simple loopback of ourselves - to enable easy MP debug for model developers; see (1) above
|
|
*/
|
|
if (pMultiPlayDebugLevel->getIntValue() & 1)
|
|
{
|
|
long stamp = SGTimeStamp::now().getSeconds();
|
|
ProcessPosMsg(msgBuf, mServer, stamp);
|
|
}
|
|
}
|
|
if (msgLen > 0)
|
|
mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
|
|
SG_LOG(SG_NETWORK, SG_BULK, "FGMultiplayMgr::SendMyPosition");
|
|
} // FGMultiplayMgr::SendMyPosition()
|
|
|
|
short FGMultiplayMgr::get_scaled_short(double v, double scale)
|
|
{
|
|
float nv = v * scale;
|
|
if (nv >= 32767) return 32767;
|
|
if (nv <= -32767) return -32767;
|
|
short rv = (short)nv;
|
|
return rv;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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 - 1);
|
|
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 ()
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
// If a message is available from mSocket, copies into <msgBuf>, converts
|
|
// endiness of the T_MsgHdr, and returns length.
|
|
//
|
|
// Otherwise returns 0.
|
|
//
|
|
int FGMultiplayMgr::GetMsgNetwork(MsgBuf& msgBuf, simgear::IPAddress& SenderAddress)
|
|
{
|
|
//////////////////////////////////////////////////
|
|
// 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.
|
|
//////////////////////////////////////////////////
|
|
if (!mSocket) {
|
|
return 0;
|
|
}
|
|
int RecvStatus = mSocket->recvfrom(msgBuf.Msg, sizeof(msgBuf.Msg), 0,
|
|
&SenderAddress);
|
|
//////////////////////////////////////////////////
|
|
// no Data received
|
|
//////////////////////////////////////////////////
|
|
if (RecvStatus == 0)
|
|
return 0;
|
|
|
|
// 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
|
|
return 0;
|
|
}
|
|
|
|
if (RecvStatus<0)
|
|
{
|
|
#ifdef _WIN32
|
|
if (::WSAGetLastError() != WSAEWOULDBLOCK) // this is normal on a receive when there is no data
|
|
{
|
|
// with Winsock the error will not be the actual problem.
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. WSAGetLastError=" << ::WSAGetLastError());
|
|
}
|
|
#else
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. "
|
|
<< strerror(errno) << "(errno " << errno << ")");
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
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';
|
|
|
|
return RecvStatus;
|
|
}
|
|
|
|
// Returns message in msgBuf out-param.
|
|
//
|
|
// If we are in replay mode, we return recorded messages (omitting recorded
|
|
// chat messages), and live chat messages from mSocket.
|
|
//
|
|
int FGMultiplayMgr::GetMsg(MsgBuf& msgBuf, simgear::IPAddress& SenderAddress)
|
|
{
|
|
if (pReplayState->getIntValue()) {
|
|
// We are replaying, so return non-chat multiplayer messages from
|
|
// mReplayMessageQueue and live chat messages from mSocket.
|
|
//
|
|
for(;;) {
|
|
|
|
if (mReplayMessageQueue.empty()) {
|
|
// No recorded messages available, so look for live messages
|
|
// from <mSocket>.
|
|
//
|
|
int RecvStatus = GetMsgNetwork(msgBuf, SenderAddress);
|
|
if (RecvStatus == 0) {
|
|
// No recorded messages, and no live messages, so return 0.
|
|
return 0;
|
|
}
|
|
|
|
// Always record all messages.
|
|
//
|
|
std::shared_ptr<std::vector<char>> data( new std::vector<char>(RecvStatus));
|
|
memcpy( &data->front(), msgBuf.Msg, RecvStatus);
|
|
mRecordMessageQueue.push_back(data);
|
|
|
|
if (msgBuf.Header.MsgId == CHAT_MSG_ID) {
|
|
return RecvStatus;
|
|
}
|
|
|
|
// If we get here, there is a live message but it is a
|
|
// multiplayer aircraft position so we ignore it while
|
|
// replaying.
|
|
}
|
|
else {
|
|
// Replay recorded message, unless it is a chat message.
|
|
//
|
|
auto replayMessage = mReplayMessageQueue.front();
|
|
mReplayMessageQueue.pop_front();
|
|
assert(replayMessage->size() <= sizeof(msgBuf));
|
|
int length = replayMessage->size();
|
|
memcpy(&msgBuf.Msg, &replayMessage->front(), length);
|
|
// Don't return recorded chat messages.
|
|
if (msgBuf.Header.MsgId != CHAT_MSG_ID) {
|
|
SG_LOG(SG_NETWORK, SG_BULK,
|
|
"replaying message length=" << replayMessage->size()
|
|
<< ". num remaining messages=" << mReplayMessageQueue.size());
|
|
return length;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
int length = GetMsgNetwork(msgBuf, SenderAddress);
|
|
|
|
// Make raw incoming packet available to recording code.
|
|
if (length) {
|
|
std::shared_ptr<std::vector<char>> data( new std::vector<char>(length));
|
|
memcpy( &data->front(), msgBuf.Msg, length);
|
|
mRecordMessageQueue.push_back(data);
|
|
}
|
|
return length;
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Name: update
|
|
// 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)
|
|
{
|
|
// We carry on even if !mInitialised, in case we are replaying a multiplayer
|
|
// recording.
|
|
//
|
|
|
|
/// Just for expiry
|
|
long stamp = SGTimeStamp::now().getSeconds();
|
|
|
|
//////////////////////////////////////////////////
|
|
// Send if required
|
|
//////////////////////////////////////////////////
|
|
//the mp protocol time is immune to pause, warp and time accel
|
|
const double mpTime = globals->get_subsystem<TimeManager>()->getMPProtocolClockSec();
|
|
|
|
// the mpTime is not monotonic (adjustable offset), going back in time will
|
|
// also trigger a send
|
|
if ((mpTime >= mNextTransmitTime) || (mpTime < (mNextTransmitTime - 2.0 * mDt))) {
|
|
Send(mpTime);
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
// Read from receive socket and/or multiplayer
|
|
// replay, and process any data.
|
|
//////////////////////////////////////////////////
|
|
ssize_t bytes;
|
|
do {
|
|
MsgBuf msgBuf;
|
|
simgear::IPAddress SenderAddress;
|
|
int RecvStatus = GetMsg(msgBuf, SenderAddress);
|
|
if (RecvStatus == 0) {
|
|
break;
|
|
}
|
|
// status is positive: bytes received
|
|
bytes = (ssize_t) RecvStatus;
|
|
if (bytes <= static_cast<ssize_t>(sizeof(T_MsgHdr))) {
|
|
SG_LOG( SG_NETWORK, SG_INFO, "FGMultiplayMgr::MP_ProcessData - "
|
|
<< "received message with insufficient data" );
|
|
break;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
// Read header
|
|
//////////////////////////////////////////////////
|
|
T_MsgHdr* MsgHdr = msgBuf.msgHdr();
|
|
if (MsgHdr->Magic != MSG_MAGIC) {
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr::MP_ProcessData - "
|
|
<< "message has invalid magic number!" );
|
|
break;
|
|
}
|
|
if (MsgHdr->Version != PROTO_VER) {
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr::MP_ProcessData - "
|
|
<< "message has invalid protocol number!" );
|
|
break;
|
|
}
|
|
if (static_cast<ssize_t>(MsgHdr->MsgLen) != bytes) {
|
|
SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr::MP_ProcessData - "
|
|
<< "message from " << MsgHdr->Callsign << " has invalid length!");
|
|
break;
|
|
}
|
|
//hexdump the incoming packet
|
|
if (pMultiPlayDebugLevel->getIntValue() & 16)
|
|
SG_LOG_HEXDUMP(SG_NETWORK, SG_INFO, msgBuf.Msg, MsgHdr->MsgLen);
|
|
|
|
//////////////////////////////////////////////////
|
|
// 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_INFO, "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;
|
|
}
|
|
|
|
if (_mpirc) {
|
|
_mpirc->update();
|
|
}
|
|
if (_cpdlc) {
|
|
_cpdlc->update();
|
|
}
|
|
} // FGMultiplayMgr::update(void)
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
void FGMultiplayMgr::ClearMotion()
|
|
{
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "Clearing all motion info");
|
|
for (auto it: mMultiPlayerMap) {
|
|
it.second->clearMotionInfo();
|
|
}
|
|
}
|
|
|
|
void FGMultiplayMgr::Send(double mpTime)
|
|
{
|
|
using namespace simgear;
|
|
|
|
findProperties();
|
|
|
|
// Try to stick to a grid with the sending rate as step,
|
|
// based on the MP protocol clock.
|
|
mNextTransmitTime += floor(1.0 + (mpTime - mNextTransmitTime) / mDt) * mDt;
|
|
|
|
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 = mpTime;
|
|
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();
|
|
}
|
|
|
|
PropertyMap::iterator it;
|
|
for (it = mPropertyMap.begin(); it != mPropertyMap.end(); ++it) {
|
|
FGPropertyData* pData = new FGPropertyData;
|
|
pData->id = it->first;
|
|
pData->type = findProperty(pData->id)->type;
|
|
|
|
switch (static_cast<int>(pData->type)) {
|
|
case TT_SHORTINT:
|
|
case TT_SHORT_FLOAT_1:
|
|
case TT_SHORT_FLOAT_2:
|
|
case TT_SHORT_FLOAT_3:
|
|
case TT_SHORT_FLOAT_4:
|
|
case TT_SHORT_FLOAT_NORM:
|
|
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.
|
|
|
|
string cstr = it->second->getStringValue();
|
|
size_t len = cstr.length();
|
|
|
|
if (len > 0)
|
|
{
|
|
pData->string_value = new char[len + 1];
|
|
strcpy(pData->string_value, cstr.c_str());
|
|
}
|
|
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;
|
|
int fallback_model_index = 0;
|
|
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();
|
|
const xdr_data_t* data = xdr;
|
|
|
|
/*
|
|
* with V2 we use the pad to forcefully invoke older clients to verify (and discard)
|
|
* our new protocol.
|
|
* This will preserve the position info but not transmit the properties; which is about
|
|
* the most reasonable compromise we can have
|
|
*/
|
|
if (PosMsg->pad != 0 && XDR_decode_int32(PosMsg->pad) != V2_PAD_MAGIC) {
|
|
if (verifyProperties(&PosMsg->pad, Msg.propsRecvdEnd()))
|
|
xdr = &PosMsg->pad;
|
|
else if (!verifyProperties(xdr, Msg.propsRecvdEnd()))
|
|
goto noprops;
|
|
}
|
|
while (xdr < Msg.propsRecvdEnd()) {
|
|
// First element is always the ID
|
|
unsigned id = XDR_decode_uint32(*xdr);
|
|
|
|
/*
|
|
* As we can detect a short int encoded value (by the upper word being non-zero) we can
|
|
* do the decode here; set the id correctly, extract the integer and set the flag.
|
|
* This can then be picked up by the normal processing based on the flag
|
|
*/
|
|
int int_value = 0;
|
|
bool short_int_encoded = false;
|
|
if (id & 0xffff0000)
|
|
{
|
|
int v1, v2;
|
|
XDR_decode_shortints32(*xdr, v1, v2);
|
|
int_value = v2;
|
|
id = v1;
|
|
short_int_encoded = true;
|
|
}
|
|
|
|
if (pMultiPlayDebugLevel->getIntValue() & 8)
|
|
SG_LOG(SG_NETWORK, SG_INFO,
|
|
"[RECV] add " << std::hex << xdr
|
|
<< std::dec <<
|
|
": buf[" << ((char*)xdr) - ((char*)data)
|
|
<< "] id=" << id
|
|
<< " SIenc " << short_int_encoded);
|
|
|
|
// Check the ID actually exists and get the type
|
|
const IdPropertyList* plist = findProperty(id);
|
|
|
|
if (plist)
|
|
{
|
|
FGPropertyData* pData = new FGPropertyData;
|
|
if (plist->decode_received)
|
|
{
|
|
//
|
|
// this needs the pointer prior to the extraction of the property id and possible shortint decode
|
|
// too allow the method to redecode as it wishes
|
|
xdr = (*plist->decode_received)(plist, xdr, pData);
|
|
}
|
|
else
|
|
{
|
|
pData->id = id;
|
|
pData->type = plist->type;
|
|
xdr++;
|
|
// How we decode the remainder of the property depends on the type
|
|
switch (pData->type) {
|
|
case simgear::props::BOOL:
|
|
/*
|
|
* For 2017.2 we support boolean arrays transmitted as a single int for 30 bools.
|
|
* this section handles the unpacking into the arrays.
|
|
*/
|
|
if (pData->id >= BOOLARRAY_START_ID && pData->id <= BOOLARRAY_END_ID)
|
|
{
|
|
unsigned int val = XDR_decode_uint32(*xdr);
|
|
bool first_bool = true;
|
|
xdr++;
|
|
for (int bitidx = 0; bitidx <= 30; bitidx++)
|
|
{
|
|
// ensure that this property is in the master list.
|
|
const IdPropertyList* plistBool = findProperty(id + bitidx);
|
|
|
|
if (plistBool)
|
|
{
|
|
if (first_bool)
|
|
first_bool = false;
|
|
else
|
|
pData = new FGPropertyData;
|
|
|
|
pData->id = id + bitidx;
|
|
pData->int_value = (val & (1 << bitidx)) != 0;
|
|
pData->type = simgear::props::BOOL;
|
|
motionInfo.properties.push_back(pData);
|
|
|
|
// ensure that this is null because this section of code manages the property data and list directly
|
|
// it has to be this way because one MP value results in multiple properties being set.
|
|
pData = nullptr;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case simgear::props::INT:
|
|
case simgear::props::LONG:
|
|
if (short_int_encoded)
|
|
{
|
|
pData->int_value = int_value;
|
|
pData->type = simgear::props::INT;
|
|
}
|
|
else
|
|
{
|
|
pData->int_value = XDR_decode_uint32(*xdr);
|
|
xdr++;
|
|
}
|
|
//cout << pData->int_value << "\n";
|
|
break;
|
|
case simgear::props::FLOAT:
|
|
case simgear::props::DOUBLE:
|
|
if (short_int_encoded)
|
|
{
|
|
switch (plist->TransmitAs)
|
|
{
|
|
case TT_SHORT_FLOAT_1:
|
|
pData->float_value = (double)int_value / 10.0;
|
|
break;
|
|
case TT_SHORT_FLOAT_2:
|
|
pData->float_value = (double)int_value / 100.0;
|
|
break;
|
|
case TT_SHORT_FLOAT_3:
|
|
pData->float_value = (double)int_value / 1000.0;
|
|
break;
|
|
case TT_SHORT_FLOAT_4:
|
|
pData->float_value = (double)int_value / 10000.0;
|
|
break;
|
|
case TT_SHORT_FLOAT_NORM:
|
|
pData->float_value = (double)int_value / 32767.0;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pData->float_value = XDR_decode_float(*xdr);
|
|
xdr++;
|
|
}
|
|
break;
|
|
case simgear::props::STRING:
|
|
case simgear::props::UNSPECIFIED:
|
|
{
|
|
// if the string is using short int encoding then it is in the new format.
|
|
if (short_int_encoded)
|
|
{
|
|
uint32_t length = int_value;
|
|
pData->string_value = new char[length + 1];
|
|
|
|
char *cptr = (char*)xdr;
|
|
for (unsigned i = 0; i < length; i++)
|
|
{
|
|
pData->string_value[i] = *cptr++;
|
|
}
|
|
pData->string_value[length] = '\0';
|
|
xdr = (xdr_data_t*)cptr;
|
|
}
|
|
else {
|
|
// 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++;
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
if (pData) {
|
|
motionInfo.properties.push_back(pData);
|
|
|
|
// Special case - we need the /sim/model/fallback-model-index to create
|
|
// the MP model
|
|
if (pData->id == FALLBACK_MODEL_ID) {
|
|
fallback_model_index = pData->int_value;
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "Found Fallback model index in message " << fallback_model_index);
|
|
}
|
|
}
|
|
}
|
|
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);
|
|
|
|
// At this point the packet must be considered to be unreadable
|
|
// as we have no way of knowing the length of this property (it could be a string)
|
|
break;
|
|
}
|
|
}
|
|
noprops:
|
|
FGAIMultiplayer* mp = getMultiplayer(MsgHdr->Callsign);
|
|
if (!mp)
|
|
mp = addMultiplayer(MsgHdr->Callsign, PosMsg->Model, fallback_model_index);
|
|
mp->addMotionInfo(motionInfo, stamp);
|
|
|
|
// Optionally gather information about the raw speed of a selected
|
|
// multiplayer aircraft. This is for scripts/python/recordreplay.py
|
|
// --test-motion-mp.
|
|
//
|
|
{
|
|
string callsign = pLogRawSpeedMultiplayer->getStringValue();
|
|
if (!callsign.empty() && callsign == string(MsgHdr->Callsign)) {
|
|
static SGVec3d s_pos_prev;
|
|
static double s_simtime_prev = -1;
|
|
SGVec3d pos = motionInfo.position;
|
|
double dt = motionInfo.time - s_simtime_prev;
|
|
if (s_simtime_prev != -1 && dt > 0) {
|
|
double distance = length(pos - s_pos_prev);
|
|
double speed = distance / dt;
|
|
SGPropertyNode* n = fgGetNode("/sim/replay/log-raw-speed-multiplayer-values", true /*create*/);
|
|
n = n->addChild("value");
|
|
n->setDoubleValue(speed);
|
|
SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer aircraft callsign=" << callsign << ":"
|
|
<< " motionInfo.time=" << motionInfo.time
|
|
<< " dt=" << dt
|
|
<< " distance=" << distance
|
|
<< " speed=" << speed
|
|
<< " s_pos_prev=" << s_pos_prev
|
|
<< " pos=" << pos
|
|
<< " n->getPath()=" << n->getPath(true /*simplify*/)
|
|
);
|
|
}
|
|
s_simtime_prev = motionInfo.time;
|
|
s_pos_prev = pos;
|
|
}
|
|
}
|
|
} // FGMultiplayMgr::ProcessPosMsg()
|
|
|
|
|
|
std::shared_ptr<std::vector<char>> FGMultiplayMgr::popMessageHistory()
|
|
{
|
|
if (mRecordMessageQueue.empty()) {
|
|
return nullptr;
|
|
}
|
|
|
|
auto ret = mRecordMessageQueue.front();
|
|
mRecordMessageQueue.pop_front();
|
|
return ret;
|
|
}
|
|
|
|
void FGMultiplayMgr::pushMessageHistory(std::shared_ptr<std::vector<char>> message)
|
|
{
|
|
mReplayMessageQueue.push_back(message);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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->RequestedRangeNm = XDR_encode_shortints32(0,pMultiPlayRange->getIntValue());
|
|
MsgHdr->ReplyPort = 0;
|
|
strncpy(MsgHdr->Callsign, mCallsign.c_str(), MAX_CALLSIGN_LEN);
|
|
MsgHdr->Callsign[MAX_CALLSIGN_LEN - 1] = '\0';
|
|
}
|
|
|
|
|
|
/* If <from>/<path> exists and <to>/<path> doesn't, copy the former to the
|
|
latter. */
|
|
static void copy_default(SGPropertyNode* from, const char* path, SGPropertyNode* to) {
|
|
SGPropertyNode* from_ = from->getNode(path);
|
|
if (from_) {
|
|
if (!to->getNode(path)) {
|
|
to->setDoubleValue(path, from_->getDoubleValue());
|
|
}
|
|
}
|
|
}
|
|
|
|
static std::string makeStringPropertyNameSafe(const std::string& s)
|
|
{
|
|
std::string ret;
|
|
for (size_t i=0; i<s.size(); ++i) {
|
|
char c = s[i];
|
|
if (i==0 && !isalpha(c) && c!='_') c = '_';
|
|
if (!isalnum(c) && c!='.' && c!='_' && c!='-') c = '_';
|
|
ret += c;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
FGAIMultiplayer*
|
|
FGMultiplayMgr::addMultiplayer(const std::string& callsign,
|
|
const std::string& modelName,
|
|
const int fallback_model_index)
|
|
{
|
|
if (0 < mMultiPlayerMap.count(callsign))
|
|
return mMultiPlayerMap[callsign].get();
|
|
|
|
FGAIMultiplayer* mp = new FGAIMultiplayer;
|
|
mp->setPath(modelName.c_str());
|
|
mp->setFallbackModelIndex(fallback_model_index);
|
|
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);
|
|
}
|
|
|
|
/* Try to find a -set.xml for <modelName>, so that we can use its view
|
|
parameters. If found, we install it into a 'set' property node.
|
|
|
|
If we are reusing an old entry in /ai/models/multiplayer[], there
|
|
might be an old set/ node, so remove it.
|
|
|
|
todo: maybe we should cache the -set.xml nodes in memory and/or share them in
|
|
properties?
|
|
*/
|
|
mp->_getProps()->removeChildren("set");
|
|
|
|
SGPropertyNode_ptr set;
|
|
|
|
if (simgear::strutils::ends_with(modelName, ".xml")
|
|
&& simgear::strutils::starts_with(modelName, "Aircraft/")) {
|
|
|
|
std::string tail = modelName.substr(strlen("Aircraft/"));
|
|
|
|
PathList dirs(globals->get_aircraft_paths());
|
|
|
|
/* Need to append <fgdata>/Aircraft, otherwise we won't be able to find
|
|
c172p. */
|
|
SGPath fgdata_aircraft = globals->get_fg_root();
|
|
fgdata_aircraft.append("Aircraft");
|
|
dirs.push_back(fgdata_aircraft);
|
|
|
|
SGPath model_file;
|
|
PathList::const_iterator it = std::find_if(dirs.begin(), dirs.end(),
|
|
[&](SGPath dir) {
|
|
model_file = dir;
|
|
model_file.append(tail);
|
|
return model_file.exists();
|
|
});
|
|
|
|
if (it != dirs.end()) {
|
|
/* We've found the model file.
|
|
|
|
Now try each -set.xml file in <modelName> aircraft directory. In theory
|
|
an aircraft could have a -set.xml in an unrelated directory so we should
|
|
scan all directories in globals->get_aircraft_paths(), but in practice
|
|
most -set.xml files and models are in the same aircraft directory. */
|
|
std::string model_file_head = it->str() + '/';
|
|
std::string model_file_tail = model_file.str().substr(model_file_head.size());
|
|
ssize_t p = model_file_tail.find('/');
|
|
std::string aircraft_dir = model_file_head + model_file_tail.substr(0, p);
|
|
simgear::Dir dir(aircraft_dir);
|
|
std::vector<SGPath> dir_contents = dir.children(0 /*types*/, "-set.xml");
|
|
/* simgear::Dir::children() claims that second param is glob, but
|
|
actually it's just a suffix. */
|
|
|
|
for (auto path: dir_contents) {
|
|
/* Load into a local SGPropertyNode.
|
|
|
|
As of 2020-03-08 we don't load directly into the global property tree
|
|
because that appears to result in runtime-specific multiplayer values
|
|
being written to autosave*.xml and reloaded next time fgfs is run,
|
|
which results in lots of bogus properties within /ai/multiplayer. So
|
|
instead we load into a local SGPropertyNode, then copy selected values
|
|
into the global tree below. */
|
|
set = new SGPropertyNode;
|
|
bool ok = true;
|
|
try {
|
|
readProperties(path, set);
|
|
}
|
|
catch ( const std::exception & ) {
|
|
ok = false;
|
|
}
|
|
if (ok) {
|
|
SGPropertyNode* sim_model_path = set->getNode("sim/model/path");
|
|
if (sim_model_path && sim_model_path->getStringValue() == modelName) {
|
|
/* We've found (and loaded) a matching -set.xml. */
|
|
break;
|
|
}
|
|
}
|
|
set.reset();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Copy values from our local <set>/sim/view[]/config/* into global
|
|
// /ai/models/multiplayer/set/sim/view[]/config/ so that we have view offsets
|
|
// available for this multiplayer aircraft.
|
|
SGPropertyNode* global_set = mp->_getProps()->addChild("set");
|
|
SGPropertyNode* global_sim = global_set->addChild("sim");
|
|
double sim_chase_distance_m = -25;
|
|
if (set) {
|
|
SGPropertyNode* sim = set->getChild("sim");
|
|
if (sim) {
|
|
/* Set <sim_chase_distance_m> to a default if not present. We
|
|
also force the value to be negative - positive values reverse the
|
|
affects of vertical mouse movements which isn't helpful; also see:
|
|
https://sourceforge.net/p/flightgear/codetickets/2454/ */
|
|
SGPropertyNode* sim_chase_distance_node = sim->getChild("chase-distance-m");
|
|
if (sim_chase_distance_node) {
|
|
sim_chase_distance_m = sim_chase_distance_node->getDoubleValue();
|
|
if (sim_chase_distance_m > 0) {
|
|
sim_chase_distance_m = -sim_chase_distance_m;
|
|
SG_LOG(SG_VIEW, SG_ALERT,
|
|
"Multiplayer aircraft's " << sim_chase_distance_node->getPath()
|
|
<< " is positive; correcting to: " << sim_chase_distance_m);
|
|
}
|
|
}
|
|
SG_LOG(SG_VIEW, SG_DEBUG, "setting to " << sim_chase_distance_m << ": " << global_sim->getPath());
|
|
global_sim->setDoubleValue("chase-distance-m", sim_chase_distance_m);
|
|
|
|
simgear::PropertyList views = sim->getChildren("view");
|
|
for (auto view: views) {
|
|
int view_index = view->getIndex();
|
|
SGPropertyNode* global_view = global_sim->addChild("view", view_index, false /*append*/);
|
|
assert(global_view->getIndex() == view_index);
|
|
SGPropertyNode* config = view->getChild("config");
|
|
SGPropertyNode* global_config = global_view->addChild("config");
|
|
if (config) {
|
|
int config_children_n = config->nChildren();
|
|
for (int i=0; i<config_children_n; ++i) {
|
|
SGPropertyNode* node = config->getChild(i);
|
|
global_config->setDoubleValue(node->getNameString(), node->getDoubleValue());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* For views that are similar to Helicopter View, copy across Helicopter View
|
|
target offsets if not specified. E.g. this allows Tower View AGL to work on
|
|
aircraft that don't know about it but need non-zero target-*-offset-m values
|
|
to centre the view on the middle of the aircraft.
|
|
|
|
This mimics what fgdata:Nasal/view.nas:manager does for the user aircraft's
|
|
views.
|
|
*/
|
|
SGPropertyNode* view_1 = global_sim->getNode("view", 1);
|
|
std::initializer_list<int> views_with_default_z_offset_m = {1, 2, 3, 5, 7};
|
|
for (int j: views_with_default_z_offset_m) {
|
|
SGPropertyNode* v = global_sim->getChild("view", j);
|
|
if (!v) {
|
|
v = global_sim->addChild("view", j, false /*append*/);
|
|
}
|
|
SGPropertyNode* z_offset_m = v->getChild("config/z-offset-m");
|
|
/* Setting config/z-offset-m default to <sim_chase_distance_m> here mimics
|
|
what fgdata/defaults.xml does when it defines default views. */
|
|
if (!z_offset_m) {
|
|
v->setDoubleValue("config/z-offset-m", sim_chase_distance_m);
|
|
}
|
|
copy_default(view_1, "config/target-x-offset-m", v);
|
|
copy_default(view_1, "config/target-y-offset-m", v);
|
|
copy_default(view_1, "config/target-z-offset-m", v);
|
|
}
|
|
|
|
/* Create a node /ai/models/callsigns/<callsign> containing the index of the
|
|
callsign's aircraft's entry in /ai/models/multiplayer[]. This isn't strictly
|
|
necessary, but simpifies debugging a lot and seems pretty lightweight. Note
|
|
that we need to avoid special characters in the node name, otherwise the
|
|
property system forces a fatal error. */
|
|
std::string path = "/ai/models/callsigns/" + makeStringPropertyNameSafe(callsign);
|
|
globals->get_props()->setIntValue(path, mp->_getProps()->getIndex());
|
|
|
|
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;
|
|
mPropertyDefinition[id] = &sIdPropertyList[i];
|
|
SG_LOG(SG_NETWORK, SG_DEBUG, "activating MP property:" << pNode->getPath());
|
|
}
|
|
}
|
|
|
|
|
|
// Register the subsystem.
|
|
SGSubsystemMgr::Registrant<FGMultiplayMgr> registrantFGMultiplayMgr(
|
|
SGSubsystemMgr::POST_FDM,
|
|
{{"ai-model", SGSubsystemMgr::Dependency::HARD},
|
|
{"flight", SGSubsystemMgr::Dependency::HARD},
|
|
{"mp", SGSubsystemMgr::Dependency::HARD},
|
|
{"time", SGSubsystemMgr::Dependency::HARD}});
|