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flightgear/src/AIModel/AIMultiplayer.cxx
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2022-10-20 20:29:11 +08:00

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// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft
//
// Based on FGAIAircraft
// Written by David Culp, started October 2003.
// Also by Gregor Richards, started December 2005.
//
// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
// Copyright (C) 2005 Gregor Richards
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include <config.h>
#include <string>
#include <stdio.h>
#include <Aircraft/replay.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Time/TimeManager.hxx>
#include "AIMultiplayer.hxx"
using std::string;
// #define SG_DEBUG SG_ALERT
FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(object_type::otMultiplayer, fgGetBool("/sim/multiplay/hot", false)),
m_simple_time_enabled(fgGetNode("/sim/time/simple-time/enabled", true)),
m_sim_replay_replay_state(fgGetNode("/sim/replay/replay-state", true)),
m_sim_replay_time(fgGetNode("/sim/replay/time", true)),
mLogRawSpeedMultiplayer(fgGetNode("/sim/replay/log-raw-speed-multiplayer", true))
{
no_roll = false;
_searchOrder = ModelSearchOrder::PREFER_DATA;
}
bool FGAIMultiplayer::init(ModelSearchOrder searchOrder)
{
props->setStringValue("sim/model/path", model_path);
props->setIntValue("sim/model/fallback-model-index", _getFallbackModelIndex());
//refuel_node = fgGetNode("systems/refuel/contact", true);
isTanker = false; // do this until this property is
// passed over the net
const string& str1 = _getCallsign();
const string str2 = "MOBIL";
string::size_type loc1= str1.find( str2, 0 );
if ( (loc1 != string::npos && str2 != "") ){
// cout << " string found " << str2 << " in " << str1 << endl;
isTanker = true;
// cout << "isTanker " << isTanker << " " << mCallSign <<endl;
}
// ensure that these are created prior to calling base class init
// as otherwise the MP list will break
m_lagPPSAveragedNode = props->getNode("lag/pps-averaged", true);
m_lagPPSAveragedNode->setDoubleValue(0);
m_lagModAveragedNode = props->getNode("lag/lag-mod-averaged", true);
m_lagModAveragedNode->setDoubleValue(0);
// load model
bool result = FGAIBase::init(searchOrder);
// propagate installation state (used by MP pilot list)
props->setBoolValue("model-installed", _installed);
m_node_simple_time_latest = props->getNode("simple-time/latest", true);
m_node_simple_time_offset = props->getNode("simple-time/offset", true);
m_node_simple_time_offset_smoothed = props->getNode("simple-time/offset-smoothed", true);
m_node_simple_time_compensation = props->getNode("simple-time/compensation", true);
return result;
}
void FGAIMultiplayer::bind()
{
FGAIBase::bind();
//2018.1 mp-clock-mode indicates the clock mode that the client is running, so for backwards
// compatibility ensure this is initialized to 0 which means pre 2018.1
props->setIntValue("sim/multiplay/mp-clock-mode", 0);
tie("refuel/contact", SGRawValuePointer<bool>(&contact));
tie("tanker", SGRawValuePointer<bool>(&isTanker));
tie("controls/invisible",
SGRawValuePointer<bool>(&invisible));
_uBodyNode = props->getNode("velocities/uBody-fps", true);
_vBodyNode = props->getNode("velocities/vBody-fps", true);
_wBodyNode = props->getNode("velocities/wBody-fps", true);
m_node_ai_latch = props->getNode("ai-latch", true /*create*/);
m_node_log_multiplayer = globals->get_props()->getNode("/sim/log-multiplayer-callsign", true /*create*/);
#define AIMPROProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
#define AIMPRWProp(type, name) \
SGRawValueMethods<FGAIMultiplayer, type>(*this, \
&FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
//tie("callsign", AIMPROProp(const char *, CallSign));
tie("controls/allow-extrapolation",
AIMPRWProp(bool, AllowExtrapolation));
tie("controls/lag-adjust-system-speed",
AIMPRWProp(double, LagAdjustSystemSpeed));
tie("controls/player-lag",
AIMPRWProp(double, playerLag));
tie("controls/compensate-lag",
AIMPRWProp(int, compensateLag));
#undef AIMPROProp
#undef AIMPRWProp
}
void FGAIMultiplayer::FGAIMultiplayerInterpolate(
MotionInfo::iterator prevIt,
MotionInfo::iterator nextIt,
double tau,
SGVec3d& ecPos,
SGQuatf& ecOrient,
SGVec3f& ecLinearVel
)
{
// Here we do just linear interpolation on the position
ecPos = interpolate(tau, prevIt->second.position, nextIt->second.position);
ecOrient = interpolate((float)tau, prevIt->second.orientation,
nextIt->second.orientation);
ecLinearVel = interpolate((float)tau, prevIt->second.linearVel, nextIt->second.linearVel);
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
if (prevIt->second.properties.size() == nextIt->second.properties.size()) {
std::vector<FGPropertyData*>::const_iterator prevPropIt;
std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
std::vector<FGPropertyData*>::const_iterator nextPropIt;
std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
prevPropIt = prevIt->second.properties.begin();
prevPropItEnd = prevIt->second.properties.end();
nextPropIt = nextIt->second.properties.begin();
nextPropItEnd = nextIt->second.properties.end();
while (prevPropIt != prevPropItEnd)
{
PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
//cout << " Setting property..." << (*prevPropIt)->id;
if (pIt != mPropertyMap.end())
{
//cout << "Found " << pIt->second->getPath() << ":";
/*
* RJH - 2017-01-25
* During multiplayer operations a series of crashes were encountered that affected all players
* within range of each other and resulting in an exception being thrown at exactly the same moment in time
* (within case props::STRING: ref http://i.imgur.com/y6MBoXq.png)
* Investigation showed that the nextPropIt and prevPropIt were pointing to different properties
* which may be caused due to certain models that have overloaded mp property transmission and
* these craft have their properties truncated due to packet size. However the result of this
* will be different contents in the previous and current packets, so here we protect against
* this by only considering properties where the previous and next id are the same.
* It might be a better solution to search the previous and next lists to locate the matching id's
*/
if (*nextPropIt && (*nextPropIt)->id == (*prevPropIt)->id)
{
switch ((*prevPropIt)->type)
{
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
// Jean Pellotier, 2018-01-02 : we don't want interpolation for integer values, they are mostly used
// for non linearly changing values (e.g. transponder etc ...)
// fixes: https://sourceforge.net/p/flightgear/codetickets/1885/
pIt->second->setIntValue((*nextPropIt)->int_value);
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
{
float val = (1 - tau)*(*prevPropIt)->float_value +
tau*(*nextPropIt)->float_value;
pIt->second->setFloatValue(val);
}
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
//cout << "Str: " << (*nextPropIt)->string_value << "\n";
pIt->second->setStringValue((*nextPropIt)->string_value);
break;
default:
// FIXME - currently defaults to float values
{
float val = (1 - tau)*(*prevPropIt)->float_value +
tau*(*nextPropIt)->float_value;
pIt->second->setFloatValue(val);
}
break;
}
}
else
{
SG_LOG(SG_AI, SG_WARN, "MP packet mismatch during lag interpolation: " << (*prevPropIt)->id << " != " << (*nextPropIt)->id << "\n");
}
}
else
{
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
}
++prevPropIt;
++nextPropIt;
}
}
}
void FGAIMultiplayer::FGAIMultiplayerExtrapolate(
MotionInfo::iterator nextIt,
double tInterp,
bool motion_logging,
SGVec3d& ecPos,
SGQuatf& ecOrient,
SGVec3f& ecLinearVel
)
{
const FGExternalMotionData& motionInfo = nextIt->second;
// The time to predict, limit to 3 seconds. But don't do this if we are
// running motion tests, because it can mess up the results.
//
double t = tInterp - nextIt->first;
if (!motion_logging)
{
props->setDoubleValue("lag/extrapolation-t", t);
if (t > 3)
{
t = 3;
props->setBoolValue("lag/extrapolation-out-of-range", true);
}
else
{
props->setBoolValue("lag/extrapolation-out-of-range", false);
}
}
// using velocity and acceleration to guess a parabolic position...
ecPos = motionInfo.position;
ecOrient = motionInfo.orientation;
ecLinearVel = motionInfo.linearVel;
SGVec3d ecVel = toVec3d(ecOrient.backTransform(ecLinearVel));
SGVec3f angularVel = motionInfo.angularVel;
SGVec3d ecAcc = toVec3d(ecOrient.backTransform(motionInfo.linearAccel));
double normVel = norm(ecVel);
double normAngularVel = norm(angularVel);
props->setDoubleValue("lag/norm-vel", normVel);
props->setDoubleValue("lag/norm-angular-vel", normAngularVel);
// not doing rotationnal prediction for small speed or rotation rate,
// to avoid agitated parked plane
if (( normAngularVel > 0.05 ) || ( normVel > 1.0 ))
{
ecOrient += t*ecOrient.derivative(angularVel);
}
// not using acceleration for small speed, to have better parked planes
// note that anyway acceleration is not transmit yet by mp
if ( normVel > 1.0 )
{
ecPos += t*(ecVel + 0.5*t*ecAcc);
}
else
{
ecPos += t*(ecVel);
}
std::vector<FGPropertyData*>::const_iterator firstPropIt;
std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
firstPropIt = motionInfo.properties.begin();
firstPropItEnd = motionInfo.properties.end();
while (firstPropIt != firstPropItEnd)
{
PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
//cout << " Setting property..." << (*firstPropIt)->id;
if (pIt != mPropertyMap.end())
{
switch ((*firstPropIt)->type)
{
case simgear::props::INT:
case simgear::props::BOOL:
case simgear::props::LONG:
pIt->second->setIntValue((*firstPropIt)->int_value);
//cout << "Int: " << (*firstPropIt)->int_value << "\n";
break;
case simgear::props::FLOAT:
case simgear::props::DOUBLE:
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Flo: " << (*firstPropIt)->float_value << "\n";
break;
case simgear::props::STRING:
case simgear::props::UNSPECIFIED:
pIt->second->setStringValue((*firstPropIt)->string_value);
//cout << "Str: " << (*firstPropIt)->string_value << "\n";
break;
default:
// FIXME - currently defaults to float values
pIt->second->setFloatValue((*firstPropIt)->float_value);
//cout << "Unk: " << (*firstPropIt)->float_value << "\n";
break;
}
}
else
{
SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
}
++firstPropIt;
}
}
// Populate
// /sim/replay/log-raw-speed-multiplayer-post-*-values/value[] with information
// on motion of MP and user aircraft.
//
// For use with scripts/python/recordreplay.py --test-motion-mp.
//
static void s_MotionLogging(const std::string& _callsign, double tInterp, SGVec3d ecPos, const SGGeod& pos)
{
SGGeod pos_geod = pos;
if (!fgGetBool("/sim/replay/replay-state-eof"))
{
static SGVec3d s_pos_0;
static SGVec3d s_pos_prev;
static double s_t_prev = -1;
SGVec3d pos2 = ecPos;
double sim_replay_time = fgGetDouble("/sim/replay/time");
double t = fgGetBool("/sim/replay/replay-state") ? sim_replay_time : tInterp;
if (s_t_prev == -1)
{
s_pos_0 = pos2;
}
double t_dt = t - s_t_prev;
if (s_t_prev != -1 /*&& t_dt != 0*/)
{
SGVec3d delta_pos = pos2 - s_pos_prev;
SGVec3d delta_pos_norm = normalize(delta_pos);
double distance0 = length(pos2 - s_pos_0);
double distance = length(delta_pos);
double speed = (t_dt) ? distance / t_dt : -999;
if (t_dt)
{
SGPropertyNode* n0 = fgGetNode("/sim/replay/log-raw-speed-multiplayer-post-values", true /*create*/);
SGPropertyNode* n;
n = n0->addChild("value");
n->setDoubleValue(speed);
n = n0->addChild("description");
char buffer[128];
snprintf(buffer, sizeof(buffer), "s_t_prev=%f t=%f t_dt=%f distance=%f",
s_t_prev, t, t_dt, distance);
n->setStringValue(buffer);
}
SGGeod user_pos_geod = globals->get_aircraft_position();
SGVec3d user_pos = globals->get_aircraft_position_cart();
double user_to_mp_distance = SGGeodesy::distanceM(user_pos_geod, pos_geod);
double user_to_mp_bearing = SGGeodesy::courseDeg(user_pos_geod, pos_geod);
double user_distance0 = length(user_pos - s_pos_0);
fgGetNode("/sim/replay/log-raw-speed-multiplayer-post-relative-distance", true /*create*/)
->addChild("value")
->setDoubleValue(user_to_mp_distance);
fgGetNode("/sim/replay/log-raw-speed-multiplayer-post-relative-bearing", true /*create*/)
->addChild("value")
->setDoubleValue(user_to_mp_bearing);
fgGetNode("/sim/replay/log-raw-speed-multiplayer-post-absolute-distance", true /*create*/)
->addChild("value")
->setDoubleValue(distance0);
fgGetNode("/sim/replay/log-raw-speed-multiplayer-post-user-absolute-distance", true /*create*/)
->addChild("value")
->setDoubleValue(user_distance0);
}
if (t_dt)
{
s_t_prev = t;
s_pos_prev = pos2;
}
}
}
void FGAIMultiplayer::update(double dt)
{
using namespace simgear;
if (dt <= 0)
{
return;
}
FGAIBase::update(dt);
// Check if we already got data
if (mMotionInfo.empty())
{
return;
}
// motion_logging is true if we are being run by
// scripts/python/recordreplay.py --test-motion-mp.
//
bool motion_logging = false;
{
string callsign = mLogRawSpeedMultiplayer->getStringValue();
if (!callsign.empty() && this->_callsign == callsign)
{
motion_logging = true;
}
}
double curtime;
double tInterp;
if (m_simple_time_enabled->getBoolValue())
{
// Simplified timekeeping.
//
if (m_sim_replay_replay_state->getBoolValue())
{
tInterp = m_sim_replay_time->getDoubleValue();
SG_LOG(SG_GENERAL, SG_BULK, "tInterp=" << std::fixed << std::setprecision(6) << tInterp);
}
else
{
tInterp = globals->get_subsystem<TimeManager>()->getMPProtocolClockSec();
}
curtime = tInterp;
}
else
{
// Get the last available time
MotionInfo::reverse_iterator motioninfo_back = mMotionInfo.rbegin();
const double curentPkgTime = motioninfo_back->first;
// The current simulation time we need to update for,
// note that the simulation time is updated before calling all the
// update methods. Thus motioninfo_back contains the time intervals *end* time
// 2018: notice this time is specifically used for mp protocol
curtime = globals->get_subsystem<TimeManager>()->getMPProtocolClockSec();
// Dynamically optimize the time offset between the feeder and the client
// Well, 'dynamically' means that the dynamic of that update must be very
// slow. You would otherwise notice huge jumps in the multiplayer models.
// The reason is that we want to avoid huge extrapolation times since
// extrapolation is highly error prone. For that we need something
// approaching the average latency of the packets. This first order lag
// component will provide this. We just take the error of the currently
// requested time to the most recent available packet. This is the
// target we want to reach in average.
double lag = motioninfo_back->second.lag;
rawLag = curentPkgTime - curtime;
realTime = false; //default behaviour
if (!mTimeOffsetSet)
{
mTimeOffsetSet = true;
mTimeOffset = curentPkgTime - curtime - lag;
lastTime = curentPkgTime;
lagModAveraged = remainder((curentPkgTime - curtime), 3600.0);
m_lagPPSAveragedNode->setDoubleValue(lagPpsAveraged);
m_lagModAveragedNode->setDoubleValue(lagModAveraged);
}
else
{
if ((curentPkgTime - lastTime) != 0)
{
lagPpsAveraged = 0.99 * lagPpsAveraged + 0.01 * fabs( 1 / (lastTime - curentPkgTime));
lastTime = curentPkgTime;
rawLagMod = remainder(rawLag, 3600.0);
lagModAveraged = lagModAveraged *0.99 + 0.01 * rawLagMod;
m_lagPPSAveragedNode->setDoubleValue(lagPpsAveraged);
m_lagModAveragedNode->setDoubleValue(lagModAveraged);
}
double offset = 0.0;
//spectator mode, more late to be in the interpolation zone
if (compensateLag == 3)
{
offset = curentPkgTime - curtime - lag + playerLag;
// old behaviour
}
else if (compensateLag == 1)
{
offset = curentPkgTime - curtime - lag;
// using the prediction mode to display the mpaircraft in the futur/past with given playerlag value
//currently compensatelag = 2
}
else if (fabs(lagModAveraged) < 0.3)
{
mTimeOffset = (round(rawLag/3600))*3600; //real time mode if close enough
realTime = true;
}
else
{
offset = curentPkgTime - curtime + 0.48*lag + playerLag;
}
if (!realTime)
{
if ((!mAllowExtrapolation && offset + lag < mTimeOffset) || (offset - 10 > mTimeOffset))
{
mTimeOffset = offset;
SG_LOG(SG_AI, SG_DEBUG, "Resetting time offset adjust system to "
"avoid extrapolation: time offset = " << mTimeOffset);
}
else
{
// the error of the offset, respectively the negative error to avoid
// a minus later ...
double err = offset - mTimeOffset;
// limit errors leading to shorter lag values somehow, that is late
// arriving packets will pessimize the overall lag much more than
// early packets will shorten the overall lag
double sysSpeed;
//trying to slow the rudderlag phenomenon thus using more the prediction system
//if we are off by less than 1.5s, do a little correction, and bigger step above 1.5s
if (fabs(err) < 1.5)
{
if (err < 0)
{
sysSpeed = mLagAdjustSystemSpeed*err*0.01;
}
else
{
sysSpeed = SGMiscd::min(0.5*err*err, 0.05);
}
}
else
{
if (err < 0)
{
// Ok, we have some very late packets and nothing newer increase the
// lag by the given speedadjust
sysSpeed = mLagAdjustSystemSpeed*err;
}
else
{
// We have a too pessimistic display delay shorten that a small bit
sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
}
}
// simple euler integration for that first order system including some
// overshooting guard to prevent to aggressive system speeds
// (stiff systems) to explode the systems state
double systemIncrement = dt*sysSpeed;
if (fabs(err) < fabs(systemIncrement))
{
systemIncrement = err;
}
mTimeOffset += systemIncrement;
SG_LOG(SG_AI, SG_DEBUG, "Offset adjust system: time offset = "
<< mTimeOffset << ", expected longitudinal position error due to "
" current adjustment of the offset: "
<< fabs(norm(motioninfo_back->second.linearVel)*systemIncrement));
}
}
}
// Compute the time in the feeders time scale which fits the current time
// we need to
tInterp = curtime + mTimeOffset;
}
SGVec3d ecPos;
SGQuatf ecOrient;
SGVec3f ecLinearVel;
MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
MotionInfo::iterator prevIt = nextIt;
if (nextIt != mMotionInfo.end() && nextIt->first >= tInterp)
{
// Ok, we need a time prevous to the last available packet,
// that is good ...
// the case tInterp = curentPkgTime need to be in the interpolation, to avoid a bug zeroing the position
double tau = 0;
if (nextIt == mMotionInfo.begin())
{
// Leave prevIt and nextIt pointing at same item.
SG_LOG(SG_GENERAL, SG_DEBUG, "Only one frame for interpolation: " << _callsign);
}
else
{
--prevIt;
// Interpolation coefficient is between 0 and 1
double intervalStart = prevIt->first;
double intervalEnd = nextIt->first;
double intervalLen = intervalEnd - intervalStart;
if (intervalLen != 0.0)
{
tau = (tInterp - intervalStart) / intervalLen;
}
}
FGAIMultiplayerInterpolate(prevIt, nextIt, tau, ecPos, ecOrient, ecLinearVel);
}
else
{
// Ok, we need to predict the future, so, take the best data we can have
// and do some eom computation to guess that for now.
--nextIt;
--prevIt; // so mMotionInfo.erase() does the right thing below.
FGAIMultiplayerExtrapolate(nextIt, tInterp, motion_logging, ecPos, ecOrient, ecLinearVel);
}
// Remove any motion information before <prevIt> - we will not need this in
// the future.
//
mMotionInfo.erase(mMotionInfo.begin(), prevIt);
// extract the position
pos = SGGeod::fromCart(ecPos);
double recent_alt_ft = altitude_ft;
altitude_ft = pos.getElevationFt();
// expose a valid vertical speed
if (lastUpdateTime != 0)
{
double dT = curtime - lastUpdateTime;
double Weighting=1;
if (dt < 1.0)
{
Weighting = dt;
}
// simple smoothing over 1 second
vs_fps = (1.0-Weighting)*vs_fps + Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
}
lastUpdateTime = curtime;
// The quaternion rotating from the earth centered frame to the
// horizontal local frame
SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(), (float)pos.getLatitudeRad());
// The orientation wrt the horizontal local frame
SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
float hDeg, pDeg, rDeg;
hlOr.getEulerDeg(hDeg, pDeg, rDeg);
hdg = hDeg;
roll = rDeg;
pitch = pDeg;
// expose velocities/u,v,wbody-fps in the mp tree
_uBodyNode->setValue(ecLinearVel[0] * SG_METER_TO_FEET);
_vBodyNode->setValue(ecLinearVel[1] * SG_METER_TO_FEET);
_wBodyNode->setValue(ecLinearVel[2] * SG_METER_TO_FEET);
if (ecLinearVel[0] == 0) {
// MP packets for carriers have zero ecLinearVel, but do specify
// velocities/speed-kts.
double speed_kts = props->getDoubleValue("velocities/speed-kts");
double speed_fps = speed_kts * SG_KT_TO_FPS;
_uBodyNode->setDoubleValue(speed_fps);
}
std::string ai_latch = m_node_ai_latch->getStringValue();
if (ai_latch != m_ai_latch) {
SG_LOG(SG_AI, SG_ALERT, "latching _callsign=" << _callsign << " to mp " << ai_latch);
m_ai_latch = ai_latch;
SGPropertyNode* mp_node = globals->get_props()->getNode(ai_latch, false /*create*/);
m_node_ai_latch_latitude = mp_node ? mp_node->getNode("position/latitude-deg", true /*create*/) : nullptr;
m_node_ai_latch_longitude = mp_node ? mp_node->getNode("position/longitude-deg", true /*create*/) : nullptr;
m_node_ai_latch_altitude = mp_node ? mp_node->getNode("position/altitude-ft", true /*create*/) : nullptr;
m_node_ai_latch_heading = mp_node ? mp_node->getNode("orientation/true-heading-deg", true /*create*/) : nullptr;
m_node_ai_latch_pitch = mp_node ? mp_node->getNode("orientation/pitch-deg", true /*create*/) : nullptr;
m_node_ai_latch_roll = mp_node ? mp_node->getNode("orientation/roll-deg", true /*create*/) : nullptr;
m_node_ai_latch_ubody_fps = mp_node ? mp_node->getNode("velocities/uBody-fps", true /*create*/) : nullptr;
m_node_ai_latch_vbody_fps = mp_node ? mp_node->getNode("velocities/vBody-fps", true /*create*/) : nullptr;
m_node_ai_latch_wbody_fps = mp_node ? mp_node->getNode("velocities/wBody-fps", true /*create*/) : nullptr;
m_node_ai_latch_speed_kts = mp_node ? mp_node->getNode("velocities/speed-kts", true /*create*/) : nullptr;
}
if (ai_latch != "") {
SGPropertyNode* mp_node = globals->get_props()->getNode(ai_latch, true /*create*/);
assert(m_node_ai_latch_latitude->getPath() == mp_node->getNode("position/latitude-deg")->getPath());
m_node_ai_latch_latitude->setDoubleValue(pos.getLatitudeDeg());
m_node_ai_latch_longitude->setDoubleValue(pos.getLongitudeDeg());
m_node_ai_latch_altitude->setDoubleValue(pos.getElevationFt());
m_node_ai_latch_heading->setDoubleValue(hDeg);
m_node_ai_latch_pitch->setDoubleValue(pitch);
m_node_ai_latch_roll->setDoubleValue(roll);
m_node_ai_latch_ubody_fps->setDoubleValue(_uBodyNode->getDoubleValue());
m_node_ai_latch_vbody_fps->setDoubleValue(_vBodyNode->getDoubleValue());
m_node_ai_latch_wbody_fps->setDoubleValue(_wBodyNode->getDoubleValue());
// /ai/models/carrier[]/velocities/speed-kts seems to be used
// to calculate friction between carrier deck and our aircraft
// undercarriage when brakes are on, so we set it here from
// /ai/models/multiplayer[]/velocities/uBody-fps.
//
// [We could possibly use
// /ai/models/multiplayer[]/velocities/true-airspeed-kt instead, but
// seems nicer to use uBody.]
//
// [todo: use rate of change of heading to calculating
// movement/rotation of the ship under the aircraft, so aircraft
// doesn't slip when carrier changes course. Also would be good to
// handle vbody and wbody?]
//
m_node_ai_latch_speed_kts->setDoubleValue(_uBodyNode->getDoubleValue() * SG_FPS_TO_KT);
}
assert(m_node_ai_latch == props->getNode("ai-latch"));
//SG_LOG(SG_AI, SG_DEBUG, "Multiplayer position and orientation: " << ecPos << ", " << hlOr);
if (motion_logging)
{
s_MotionLogging(_callsign, tInterp, ecPos, pos);
}
//###########################//
// do calculations for radar //
//###########################//
double range_ft2 = UpdateRadar(manager);
//************************************//
// Tanker code //
//************************************//
if ( isTanker)
{
//cout << "IS tanker ";
if (range_ft2 < 250.0 * 250.0 && y_shift > 0.0 && elevation > 0.0)
{
// refuel_node->setBoolValue(true);
//cout << "in contact" << endl;
contact = true;
}
else
{
// refuel_node->setBoolValue(false);
//cout << "not in contact" << endl;
contact = false;
}
}
else
{
//cout << "NOT tanker " << endl;
contact = false;
}
Transform();
}
void
FGAIMultiplayer::addMotionInfo(FGExternalMotionData& motionInfo,
long stamp)
{
mLastTimestamp = stamp;
if (m_simple_time_enabled->getBoolValue()) {
// Update simple-time stats and set m_simple_time_compensation.
//
double t = m_sim_replay_replay_state->getBoolValue()
? m_sim_replay_time->getDoubleValue()
: globals->get_subsystem<TimeManager>()->getMPProtocolClockSec()
;
m_simple_time_offset = motionInfo.time - t;
if (m_simple_time_first_time)
{
m_simple_time_first_time = false;
m_simple_time_offset_smoothed = m_simple_time_offset;
}
double e = 0.01;
m_simple_time_offset_smoothed = (1-e) * m_simple_time_offset_smoothed
+ e * m_simple_time_offset;
if (m_simple_time_offset_smoothed < -2.0 || m_simple_time_offset_smoothed > 1)
{
// If the sender is using simple-time mode and their clock is
// synchronised to ours (e.g. both using NTP), <time_offset> will
// be a negative value due to the network delay plus any difference
// in the remote and local UTC time.
//
// Thus we could expect m_time_offset_max around -0.2.
//
// If m_time_offset_max is very different from zero, this indicates
// that the sender is not putting UTC time into MP packets. E.g.
// they are using simple-time mode but their system clock is not
// set correctly; or they are not using simple-time mode so are
// sending their FDM time or a time that has been synchronised with
// other MP aircraft. Another possibility is that our UTC clock is
// incorrect.
//
// We need a time that can be consistently compared with our UTC
// tInterp. So we set m_time_compensation to something to be
// added to all times received in MP packets from _callsign. We
// use compensated time for keys in the the mMotionInfo[]
// map, thus code should generally use these key values, not
// mMotionInfo[].time.
//
m_simple_time_compensation = -m_simple_time_offset_smoothed;
// m_simple_time_offset_smoothed will usually be too big to be
// useful here.
//
m_lagModAveragedNode->setDoubleValue(0.0);
}
else
{
m_simple_time_compensation = 0;
m_lagModAveragedNode->setDoubleValue(m_simple_time_offset_smoothed);
}
m_node_simple_time_latest->setDoubleValue(motionInfo.time);
m_node_simple_time_offset->setDoubleValue(m_simple_time_offset);
m_node_simple_time_offset_smoothed->setDoubleValue(m_simple_time_offset_smoothed);
m_node_simple_time_compensation->setDoubleValue(m_simple_time_compensation);
double t_key = motionInfo.time + m_simple_time_compensation;
if (m_simple_time_recent_packet_time)
{
double dt = t_key - m_simple_time_recent_packet_time;
if (dt != 0)
{
double ep = 0.05;
lagPpsAveraged = (1-ep) * lagPpsAveraged + ep * (1/dt);
m_lagPPSAveragedNode->setDoubleValue(lagPpsAveraged);
}
}
m_simple_time_recent_packet_time = t_key;
// We use compensated time <t_key> as key in mMotionInfo.
// m_time_compensation is set to non-zero if packets seem to have
// wildly different times from us, if simple-time mode is enabled.
//
// So most code with an <iterator> into mMotionInfo that needs to
// use the MP packet's time, will actuall use iterator->first, not
// iterator->second.time..
//
mMotionInfo[t_key] = motionInfo;
}
else
{
mMotionInfo[motionInfo.time] = motionInfo;
}
// We just copied the property (pointer) list - they are ours now. Clear the
// properties list in given/returned object, so former owner won't deallocate them.
motionInfo.properties.clear();
{
// Gather data on multiplayer speed, used by scripts/python/recordreplay.py.
//
if (m_node_log_multiplayer->getStringValue() == this->_callsign)
{
static SGVec3d pos_prev;
static double t_prev = 0;
double distance = length(motionInfo.position - pos_prev);
double dt = motionInfo.time - t_prev;
double speed = distance / dt;
double linear_vel = norm(motionInfo.linearVel);
SGPropertyNode* item = fgGetNode("/sim/log-multiplayer", true /*create*/)->addChild("mppacket");
item->setDoubleValue("distance", distance);
item->setDoubleValue("speed", speed);
item->setDoubleValue("dt", dt);
item->setDoubleValue("linear_vel", linear_vel);
item->setDoubleValue("t", motionInfo.time );
pos_prev = motionInfo.position;
t_prev = motionInfo.time;
}
}
}
#if 0
void
FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
{
SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
pNode->setDoubleValue(val);
}
#endif
void FGAIMultiplayer::clearMotionInfo()
{
mMotionInfo.clear();
mLastTimestamp = 0;
}