RE: [Flightgear-devel] Multiplayer, the next steps

2005-10-24 Thread Vivian Meazza
Mathias Fröhlich wrote

Oliver Schroeder wrote:

...snip
 
> > 3) sending properties for the carrier (Nimitz)
> > In order to prepare flightgear to send abitary properties, I think the
> > carrier is predestined. Everything we need is almost already there. What
> we
> > need is a method in FGAICarrier which I can call from the network code
> and
> > is able to extrapolate position, speed etc from network data. As far as
> I
> > know, it should be sufficient to send position, speed and rudder angle.
> > There is possibly more to say (eg. how to "elect" the feeder and what
> > happens when the feeder dies etc). I have ideas on that, but we will see
> > how to cope with that when we know how we actually handle carrier
> > properties.
> To that topic, I might be able to help.
> Positions and speeds (both linear and rotational) together with a
> timestamp
> when this state is valid should be enough. From that you should be able to
> predict the position in some way.
> That is the way the carrier is moved below the FDM during one timestep.
> Ask if you have questions for the extrapolation ...

AICarrier passes the initial position, base course and speed to AIShip,
which then handles the positional and rotational updates, which it passes
back to AICarrier for further manipulation.

If the carrier needs to alter course in response to a command or its simple
AI rules, AICarrier passes tgt course and/or tgt speed to AIShip which uses
these data to adjust position and orientation using some pragmatic
calculations involving rudder angle, speed and turn radius, and passes them
back to AICarrier. AIShip is not a Ship Dynamic Model - it uses some voodoo
to simulate reasonably realistic ship movements. 

We should be able to adapt and use this mechanism to both update the carrier
position from the network and extrapolate the current position/orientation
between network updates. This method might or might not need the network
update to be timestamped. We might try without first since this avoid the
need to time-synchronize all players.
  
> Also I think we should not focus on the carrier itself, I think we should
> send
> the data of an object like an aircraft or carrier or whatever over the
> net.
> Such a thing has positions (position and orientation) and a timestamp (may
> be
> something to identify the object).
> Additionally it has a list of properties it needs to send (Some
> deflections -
> whatever).
> In a first stage, I think, we can send just the propery names together
> with
> the values in each packet.
> 
> In a second stage, think about a scheme where we do not need to resend the
> mapping between the property names and the values in each packet.
> May be a separation between a 'realtime packet' only having a uuid to
> identify
> the model and some minimal binary data and a 'uuid description' which
> provides the mapping between the property values in the 'realtime packet'
> and
> the property names which need to be set from that values.
> 
> For the election which properties need to be sent, there must be a, at
> best
> generic, mechanism to get that from the specific object (carrier, FDM,
> ...).
> Also Ideas, comments?
> 

In general, Oliver's work plan seems a sensible way forward, and is
supported. The inclusion of the carrier in the multiplayer environment is in
particular a very worthwhile enhancement, which I think could be built on
existing code without too much difficulty (famous last words):-).

By choosing to work on the carrier first we can move incrementally to the
longer term aim of making all MP objects AI objects, thus making use of
existing methods of setting properties and extrapolating position etc. We
should not lose sight of this aim when designing the necessary messages.

We need to ensure that there is only one carrier named Nimitz in the
environment. (Other names are of course available). We also need to ensure
that the carrier model is moved smoothly otherwise I think there remains the
possibility that any aircraft on deck will become detached and fall off.
This might pose particular problems when initiating and/or updating. While
there is some low-pass filtering in AIShip, this might need enhancing. 

We only need send data on initiation and then on change.

So far as election of the feeder is concerned, network latency might do that
for us, although some there might be some risk that a deadlock might occur. 

Just some explanation and further thoughts, hopefully helpful

Regards,

Vivian 




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Re: [Flightgear-devel] Multiplayer, the next steps

2005-10-23 Thread Mathias Fröhlich

Hi Oliver,

On Sonntag 23 Oktober 2005 23:56, Oliver Schroeder wrote:
> after some discussions here on the list, but most of the time on irc, I
> have drawn some conclusions on how to improve the multiplayer mode. So,
> here they are. Feel free to flame me on any part which might be awfully
> wrong.
Well, I for myself do not like irc, because of the fact that you never know 
when something important will happen. Also due to the time difference, we 
will never have most people there.
Mail is much better IMO, because you can read when you have time ...
So thanks for asking on the list too!
And appologies if I rethink what you might have already told about on irc ...

> 3) sending properties for the carrier (Nimitz)
> In order to prepare flightgear to send abitary properties, I think the
> carrier is predestined. Everything we need is almost already there. What we
> need is a method in FGAICarrier which I can call from the network code and
> is able to extrapolate position, speed etc from network data. As far as I
> know, it should be sufficient to send position, speed and rudder angle.
> There is possibly more to say (eg. how to "elect" the feeder and what
> happens when the feeder dies etc). I have ideas on that, but we will see
> how to cope with that when we know how we actually handle carrier
> properties.
To that topic, I might be able to help.
Positions and speeds (both linear and rotational) together with a timestamp 
when this state is valid should be enough. From that you should be able to 
predict the position in some way.
That is the way the carrier is moved below the FDM during one timestep.
Ask if you have questions for the extrapolation ...

Also I think we should not focus on the carrier itself, I think we should send 
the data of an object like an aircraft or carrier or whatever over the net. 
Such a thing has positions (position and orientation) and a timestamp (may be 
something to identify the object).
Additionally it has a list of properties it needs to send (Some deflections - 
whatever).
In a first stage, I think, we can send just the propery names together with 
the values in each packet.

In a second stage, think about a scheme where we do not need to resend the 
mapping between the property names and the values in each packet.
May be a separation between a 'realtime packet' only having a uuid to identify 
the model and some minimal binary data and a 'uuid description' which 
provides the mapping between the property values in the 'realtime packet' and 
the property names which need to be set from that values.

For the election which properties need to be sent, there must be a, at best 
generic, mechanism to get that from the specific object (carrier, FDM, ...).
Also Ideas, comments?

Greetings

   Mathias

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Re: [Flightgear-devel] Multiplayer ports

2005-10-17 Thread Oliver Schroeder
Am Saturday 15 October 2005 11:30 schrieb Jim Campbell:
> Anyone transmitting un-encrypted data across a world wide internet (as
> opposed to a "private" intranet) needs to think ahead a little. Every
> hacker will be rubbing their hands with glee before trying to hit you
> on these ports you have just announced. A server/client or even
> peer-to-peer client can implement TLS/SSL fairly easily. For those with
> restricted firewalls you can tunnel through SSH port 22 if you want to
> keep it simple. Firewall/NAT configurations are difficult enough for
> admins to configure without having to allow special FlightGear port
> rules to allow access to ports on machines in-the-clear which may then
> get hacked thus compromising the security of everyone behind the
> firewall.

You are addressing serveral security issues at once and suggest encryption as 
one solution to all possible threads. First we have to differentiate between 
possible security issues and provide a solution for every single issue.

A hacker who wants to threaten flightgear multiplayer users can easily read 
the source code and may find several possible bugs he can exploit, either for 
a denial of service attack or for gaining access to the remote machine or 
whatever. Encryption does not help at all, the bugs (if there are any) are 
still in the flightgear source and can be exploited. Additionally the 
encryption itself may be buggy and can lead to exploits.

In case of distributed denial of service attacks, we (either the server or a 
client) are on the wrong end anyway. There is nothing we can do about it at 
all.

The only way encryption can help is, if we use any kind of authentication to 
participate in multiplayer sessions, to prevent unregistered users to join. 
Which is something we possibly will implement if there are really a lot of 
people joining multiplayer sessions, and too many of them don't apply to any 
rules.

regards,
Oliver

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Re: [Flightgear-devel] Multiplayer ports

2005-10-16 Thread Andy Ross
Jim Campbell wrote:
> Anyone transmitting un-encrypted data across a world wide
> internet needs to think ahead a little. Every hacker will be
> rubbing their hands with glee before trying to hit you on these
> ports you have just announced.
> [...]

This really isn't much of an issue.  The attack you posit is requires
a man in the middle, and this is a very rare failure mode -- it
essentially requires a compromised router somewhere between the client
and server.  It's very much not a script kiddy kind of attack; the
"announcement" you mention requires elaborate preparation and a
special case vulnerability to detect.

> Maybe I am paranoid (well known for it in my previous job!) but
> a denial-of-service attack on your multi-player ports will soon
> wreck your response times!

No one is going to care about DoSing a single FlightGear multiplayer
client or server.  There's no payoff there for the attacker.  The
scarier doomsday scenario would be a bug in the MP code (on either
side) allowing an attacker to compromise the affected machines.  But
this is a problem for almost all network software, and can be
productively treated by careful coding.  There's a *lot* of
unencrypted UDP software out there.

If you *really* want to avoid having unencrypted packets going over
the public internet, you can always do it over an encrypted tunnel
(IPsec, VPN, ppp-over-ssh, etc...)  without changing the current code
at all.

Andy



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Re: [Flightgear-devel] Multiplayer ports

2005-10-15 Thread Vassilii Khachaturov
> > Anyone transmitting un-encrypted data across a world wide internet (as
> >  opposed to a "private" intranet) needs to think ahead a little. Every
> >
> > hacker will be rubbing their hands with glee before trying to hit you
> > on these ports you have just announced. A server/client or even
> > peer-to-peer client can implement TLS/SSL fairly easily. For those
> > with  restricted firewalls you can tunnel through SSH port 22 if you
> > want to  keep it simple. Firewall/NAT configurations are difficult
> > enough for  admins to configure without having to allow special
> > FlightGear port  rules to allow access to ports on machines
> > in-the-clear which may then  get hacked thus compromising the security
> > of everyone behind the  firewall.
>
> ..yes, but can ssh give us any good udp tunnelling?

Depends on what one means by "good". It will be bearing the
characteristics of the underlying ssh/tcp retransmits/jitter/timeouts.

> > Maybe I am paranoid (well known for it in my previous job!) but a
> > denial-of-service attack on your multi-player ports will soon wreck
> > your response times!

If this becomes a problem, it's easy to extend a protocol to allow
out-of-band (wrt the current UDP channel) player registration on a server.
Whatever way the registration goes, when it happens, the server
would know each player's IP and UDP port and dropping everything else.

For linux-based server, it can be done more efficiently by allowing
on the server the UDP traffic from the registered players only via
a companion script that would reconfigure the local in-kernel
firewall rules, based on the current registration.

V.


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Re: [Flightgear-devel] Multiplayer ports

2005-10-15 Thread Arnt Karlsen
On Sat, 15 Oct 2005 10:30:44 +0100, Jim wrote in message 
<[EMAIL PROTECTED]>:

> Hi guys,
> Without wishing to start a flame war and perhaps starting another 
> thread!!
> Anyone transmitting un-encrypted data across a world wide internet (as
>  opposed to a "private" intranet) needs to think ahead a little. Every
>  
> hacker will be rubbing their hands with glee before trying to hit you 
> on these ports you have just announced. A server/client or even 
> peer-to-peer client can implement TLS/SSL fairly easily. For those
> with  restricted firewalls you can tunnel through SSH port 22 if you
> want to  keep it simple. Firewall/NAT configurations are difficult
> enough for  admins to configure without having to allow special
> FlightGear port  rules to allow access to ports on machines
> in-the-clear which may then  get hacked thus compromising the security
> of everyone behind the  firewall.

..yes, but can ssh give us any good udp tunnelling?

> Maybe I am paranoid (well known for it in my previous job!) but a 
> denial-of-service attack on your multi-player ports will soon wreck 
> your response times!
> cheers
> Jim

..try put an outboard in your kettle and casually wield a chainsaw 
on asking the white coat guys for constructive critisism.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Multiplayer Location Transformation toLat/Lon/Alt

2005-08-16 Thread Mathias Fröhlich

Hi,

> Is there a plan to switch to OSG?  Just wondering.  I didn't know.
I do not know of concrete plans, but here and then there are roumors.
I for my own would apprecheate that, since it looks very promising.
... also a few weeks ago a small cvs checkin with some 'flightgear' path in it 
slipped into osg's cvs. So there must be people on it behind the scenes.
:)

> I think the current math utilities are self-documented adequately.  One of
> my obstacles has been learning the definition of the multiplayer interface,
> so I know where to start.  I think I am beginning to understand now.
>
> It appears the position is cartesian (ecef), but is the difference between
> the player location and the center of _his_ current tile.  The position is
> in the fourth row of the 4x4, in the first three columns.  The upper left
> 3x3 represents the orientation.
That depends a bit.
The scenery center is in current cvs now locateable at any position. This 
fixes problems with roundoff and jumpy 3d objects near the eyepoint.
In fact it is allways near the current eyepoint.

> There has been much talk here about reworking the multiplayer model.  I'm
> guessing that the assumption that the other players are all on the same
> tile will not be required in future versions.  Are the current thoughts
> toward sending absolute position across the wire?  Would that be geodetic
> or cartesian?  (just gathering current thoughts, not definitive answers for
> where this is heading)
It looks like they will be cartesian.
And IMO this is the preferred way, even if people find lat/lon more intuitive, 
cartesian coordinates are much more handy for nearly every kind of 
computation required to be done in this area.

   Greetings

 Mathias

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Re: [Flightgear-devel] multiplayer patch for enianess

2005-08-16 Thread Mathias Fröhlich

Ok, this is *way* better than what was there before!
Thanks so far!

What I have problems with is that, as long as you use a struct for the whole 
message, the compiler is free to do alignment decisions different than your 
expectations on it.

I posted, at the time of the first attempts to fix that, a xdr stream 
implementation from the c++ journal.
That one would guarantee independence of struct alignment.

The ip address of the sender is redundant.
I do at the moment not know the actual implementation of the udp socket we use 
here, but there must be a way to get them from the recv call (at least for 
the udp/ip case).
Is that address used to send a reply?
If so, this will not work for everybody behind a nat gateway which rewrites 
the ip headers but cannot know something about flightgears internals.

Also why do you use fixed length strings?
It seems better to me if there is a length field in front of the string data 
which tells the implementation how much characters it can expect (within the 
limits of the current udp connection of course).

Also that xdr stream would not have the problem with returning hardware 
doubles if floats are returned by declaration (your comment in timy_xdr.h).

I have access to a DEC alpha. I don't believe that I can run flightgear on 
that machine successfully and I doubt that there is a single alpha left on 
this earth where flightgear will be run on.
So if you just want to be complete, I can help you with that, but my be we can 
ignore the DEC's ...
Objections?

So all together this is good work, but as we are on it, we might be able to 
make it fool proof :)

Greetings

Mathias

On Montag 15 August 2005 10:02, Oliver Schroeder wrote:
> Hi,
>
> I've written a patch that _should_ solve issues with endianess in
> multiplayermode, which can be found at:
>
> http://www.o-schroeder.de/fg_server/patch.php
>
> Please try it out. Multiplayermode will still be broken on non
> IEEE-encoding platforms (eg. Motorola 68XXX, vax, some DEC-alphas).
> Since I have no access to those machines I can't help it. If you have
> such a computer you may be able to provide the nessacary information
> (ie. internal representation of floats/doubles), so I can fix this, too.
>
> regards,
> Oliver
>
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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-15 Thread Oliver Schroeder

Hi.

[EMAIL PROTECTED] wrote:


Hi all!
Yes, I know this topic has already been discussed and I know 
also that someone of you is working on the FG multiplayer code... 
anyway I think that it will be an advantage to the FG comunity to 
interface to IVAO and/or VATSIM networks. 



To implement VATSIM at least one of us has to sign a Non-Disclosure 
Agreement, which is simply a no go.
One way to provide compatibility with other simulations and improve 
multiplayermode in general is e.g. DIS (Distributed Inteactive 
Simulation) protocoll, or HLA (High Level Architecture) or similiar.
However, Flightgear isn't ready to implement such protocolls due to lack 
of nessecary infrastructure. Other clients in multiplayer mode are not 
part of the simulation, they are only displayed. Flightgear has a long 
road to go, before "real" protocolls can be implemented.


regards,
Oliver


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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread John Wojnaroski
You might want to go back and check the email archives almost a year 
ago. We had discussions with the VATSIMfolks and it went nowhere.  There 
was some thought of starting a development for FG using the TNL 
libraries, set up a small network test, but it all faded away due to 
lack of interest...


JW

Andy Ross wrote:


It's not about security

jvrvez wrote:
 


Ok, They don't want that a GPL tools is used to interface their
network for secutity reasons (I think this is understandable)
anyway why can't we join their network with their own code?
   



This is a non-starter.  There is simply no way to make this work,
sorry.  They can make their code (or protocol) available under
terms we can use, or not.  It's not something about which we are
able to compromise.

Andy


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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread Andy Ross
It's not about security

jvrvez wrote:
> Ok, They don't want that a GPL tools is used to interface their
> network for secutity reasons (I think this is understandable)
> anyway why can't we join their network with their own code?

This is a non-starter.  There is simply no way to make this work,
sorry.  They can make their code (or protocol) available under
terms we can use, or not.  It's not something about which we are
able to compromise.

Andy


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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread Martin Spott
"[EMAIL PROTECTED]" wrote:

> [...] I think that it will be an advantage to the FG comunity to 
> interface to IVAO and/or VATSIM networks. Ok, They don't want that a 
> GPL tools is used to interface their network for secutity reasons

For security reasons ? What a joke   Indeed, participating in a
VATSIM betwork would be really beneficial for FlightGear - it's just
that poeple obviously don't know from which direction the possible risk
might come from,

Martin.
-- 
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--

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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread Dave Martin
On Sunday 14 August 2005 21:56, Erik Hofman wrote:
> [EMAIL PROTECTED] wrote:
> > Hi all!
> > Yes, I know this topic has already been discussed and I know
> > also that someone of you is working on the FG multiplayer code...
> > anyway I think that it will be an advantage to the FG comunity to
> > interface to IVAO and/or VATSIM networks. Ok, They don't want that a
> > GPL tools is used to interface their network for secutity reasons (I
> > think this is understandable)
>
> I'm opposed to it because it imposes a security risk to FlightGear.
> There's no way of knowing how secure their code is without the
> possibility to look at it.
>
> Erik

I'd be opposed to it to for the above mentioned and that VATSIM appear to only 
cater for the Windows OS. 

FlightGear has a diverse userbase using everything from SGI thru Linux to Mac 
so it would seem to be somewhat unsuitable for FlightGear.

Dave Martin.

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Re: [Flightgear-devel] Multiplayer VATSIM-IVAO Network

2005-08-14 Thread Erik Hofman

[EMAIL PROTECTED] wrote:

Hi all!
Yes, I know this topic has already been discussed and I know 
also that someone of you is working on the FG multiplayer code... 
anyway I think that it will be an advantage to the FG comunity to 
interface to IVAO and/or VATSIM networks. Ok, They don't want that a 
GPL tools is used to interface their network for secutity reasons (I 
think this is understandable) 


I'm opposed to it because it imposes a security risk to FlightGear. 
There's no way of knowing how secure their code is without the 
possibility to look at it.


Erik

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RE: [Flightgear-devel] Multiplayer Location Transformation toLat/Lon/Alt

2005-08-14 Thread Jim Alberico

> Well, if my hackery here must server as a reference for that, I think we
> should improove the framework around that stuff and we should
> document that
> better.
> By improoving that framework, I can well imagine to abstract from
> the vector
> classes provided from plib, so that for that time we really
> switch to Open
> SceneGraph, we can just change that abstraction to be compatible with the
> osg::* classes instead of changes several hundred places where
> they occure.
>
> Added to my allways growing todo list.
> :)
>
> Apart from that, you may look at
>
> http://www.flightgear.org/Docs/Scenery/CoordinateSystem/Coordinate
> System.html
>
>   Greetings
>
>Mathias
>
> --
> Mathias Fröhlich, email: [EMAIL PROTECTED]

Thanks, Mathias.

Is there a plan to switch to OSG?  Just wondering.  I didn't know.

I think the current math utilities are self-documented adequately.  One of
my obstacles has been learning the definition of the multiplayer interface,
so I know where to start.  I think I am beginning to understand now.

It appears the position is cartesian (ecef), but is the difference between
the player location and the center of _his_ current tile.  The position is
in the fourth row of the 4x4, in the first three columns.  The upper left
3x3 represents the orientation.

There has been much talk here about reworking the multiplayer model.  I'm
guessing that the assumption that the other players are all on the same tile
will not be required in future versions.  Are the current thoughts toward
sending absolute position across the wire?  Would that be geodetic or
cartesian?  (just gathering current thoughts, not definitive answers for
where this is heading)

Highest Regards,

Jim A




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Re: [Flightgear-devel] Multiplayer Location Transformation to Lat/Lon/Alt

2005-08-13 Thread Mathias Fröhlich
On Donnerstag 11 August 2005 13:26, Vivian Meazza wrote:
> Look in src/AIModel/AICarrier.cxx - there are several examples of
> conversions from Cartesian co-ordinates to geodetic and vice versa.
>
> There are a wide range of utilities in simgear/math.cxx. The comments are
> in the most part self-explanatory, so you will probably find what you need
> there.
Well, if my hackery here must server as a reference for that, I think we 
should improove the framework around that stuff and we should document that 
better.
By improoving that framework, I can well imagine to abstract from the vector 
classes provided from plib, so that for that time we really switch to Open 
SceneGraph, we can just change that abstraction to be compatible with the 
osg::* classes instead of changes several hundred places where they occure.

Added to my allways growing todo list.
:)

Apart from that, you may look at

http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html

  Greetings

   Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

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Re: RE: [Flightgear-devel] Multiplayer Location Transformation to

2005-08-11 Thread wholezoo

> 
> From: "Vivian Meazza" <[EMAIL PROTECTED]>
> Date: 2005/08/11 Thu AM 07:26:23 EDT
> To: "'FlightGear developers discussions'" 
> Subject: RE: [Flightgear-devel] Multiplayer Location Transformation to
>   Lat/Lon/Alt
> 
> Alberico Family
> 
> > Jim Wilson did a good job of pointing me in the right direction toward
> > making views attached to players in a multiplayer scenario.
> > 
> > I attack it today and made good progress, but remain bogged down by the
> > transformations required.  Bottom line is I need to take the 4x4 player
> > position matrix and convert that to what is needed by the view properties
> > (lat/lon/alt, etc.) The objective is to dynamically alter custom view(s),
> > based on player positions(/orientation).
> > 
> > A 2-part question, with hopes no one has to spend much time answering:
> > 1.) Can someone point me to a good writeup on the details of the various
> > coordinate systems and transformations in FG?  (sorry: I'm sure that's
> > been
> > asked many times)
> > 2.) Is there a utility method existing somewhere in the code already to do
> > these specific transformations?  It seems unlikely this is the first time
> > someone is interested in taking the player positions and converting them
> > to
> > lat/lon/alt.
> > 
> > Thanks in advance.  Maybe this will all become clear to me after tomorrow
> > morning's coffee(s). 
> 
> Look in src/AIModel/AICarrier.cxx - there are several examples of
> conversions from Cartesian co-ordinates to geodetic and vice versa.
> 
> There are a wide range of utilities in simgear/math.cxx. The comments are in
> the most part self-explanatory, so you will probably find what you need
> there.
> 
> Hope you succeed - we really need this one.
> 
> Vivian 
> 

Thanks, Vivian.

Oops on the silly name (Alberico Family) on this account. :-)

I'll take a look at AICarrier.cxx for conversion examples.  Only 1/4 of the way 
thru the 1st coffee, so far.  ;-)

Jim (just Jim)


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RE: [Flightgear-devel] Multiplayer Location Transformation to Lat/Lon/Alt

2005-08-11 Thread Vivian Meazza
Alberico Family

> Jim Wilson did a good job of pointing me in the right direction toward
> making views attached to players in a multiplayer scenario.
> 
> I attack it today and made good progress, but remain bogged down by the
> transformations required.  Bottom line is I need to take the 4x4 player
> position matrix and convert that to what is needed by the view properties
> (lat/lon/alt, etc.) The objective is to dynamically alter custom view(s),
> based on player positions(/orientation).
> 
> A 2-part question, with hopes no one has to spend much time answering:
> 1.) Can someone point me to a good writeup on the details of the various
> coordinate systems and transformations in FG?  (sorry: I'm sure that's
> been
> asked many times)
> 2.) Is there a utility method existing somewhere in the code already to do
> these specific transformations?  It seems unlikely this is the first time
> someone is interested in taking the player positions and converting them
> to
> lat/lon/alt.
> 
> Thanks in advance.  Maybe this will all become clear to me after tomorrow
> morning's coffee(s). 

Look in src/AIModel/AICarrier.cxx - there are several examples of
conversions from Cartesian co-ordinates to geodetic and vice versa.

There are a wide range of utilities in simgear/math.cxx. The comments are in
the most part self-explanatory, so you will probably find what you need
there.

Hope you succeed - we really need this one.

Vivian 



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Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Jorge Van Hemelryck
On Wed, 9 Jun 2004 17:39:08 -0400
Ampere K. Hardraade wrote:

> Could there be a connection between this and the problem pointed out by Dave 
> in the Air Refueling thread?

There probably is a connection. Actually, to be more precise than in my
last post, it's not the delay itself that causes the jitter, it's the
randomness of the delay, which makes packets arrive just after or just
before rendering. I think it happens with or without threading as far as
the network is concerned, but only with threading if it's an AI model.

Here's an explanation with numbers; at 50 fps, maximum time difference =
1/50 s, speed = 400kt = 200 m/s (approx), distance of the jitter = speed
* time = 4m = 13ft.

-- 
Jorge Van Hemelryck

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Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Ampere K. Hardraade
Could there be a connection between this and the problem pointed out by Dave 
in the Air Refueling thread?

Regards,
Ampere

On June 9, 2004 02:02 pm, Jorge Van Hemelryck wrote:
> I wouldn't say that "multiplayer doesn't work properly", I'd rather say
> that it's still in early stages of development. The effect you see is
> probably due to the delay due to sending packets across the network. You
> see movement of the other aircraft along its axis because you try and
> match the velocity. Network delays are converted into distance (d=v*t),
> and it could probably be fixed by using interpolation on the receiver
> side. I haven't had time to do it yet. Maybe a Kalman filter would be a
> good idea. Is no one else working on it ?

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Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Jorge Van Hemelryck
I wouldn't say that "multiplayer doesn't work properly", I'd rather say
that it's still in early stages of development. The effect you see is
probably due to the delay due to sending packets across the network. You
see movement of the other aircraft along its axis because you try and
match the velocity. Network delays are converted into distance (d=v*t),
and it could probably be fixed by using interpolation on the receiver
side. I haven't had time to do it yet. Maybe a Kalman filter would be a
good idea. Is no one else working on it ?

-- 
Jorge Van Hemelryck

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Re: [Flightgear-devel] Multiplayer

2004-04-24 Thread Erik Hofman
Chris Horler wrote:
Gents,

Has anyone tried multiplayer?
I haven't, but wondered if any representation of other a/c was in the property 
tree?
Not yet, but if the multiplayer code starts using the AIModel code it 
will. This hasn't been done and (although I would like to) I don't think 
I can find enough time to get to that very soon.

Erik

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Re: [Flightgear-devel] Multiplayer FlightGear

2003-11-21 Thread Frederic BOUVIER
* Luca Masera wrote:
> I'm new here. 

Welcome

> I'm trying to use FlightGear as the core of a distribuited 
> flight simulator. I've a great problem about the loading 
> of more then one aircraft (I've read something about it in 
> the developers digest, but I didn't understand much) and 
> the lack of documentation about multiplayer settings of 
> FlightGear. I've the Win32 version of release 9.3 of the 
> sim, but I'm not able to undestand how to configurate the 
> network. There's someone that could help me?

the docs is in docs-mini/README.multiplayer

Unfortunately, current fgrun doesn't allow you to input the 
--multiplay option, so you have to start fgfs.exe from the 
command line.

-Fred


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Re: [Flightgear-devel] Multiplayer RFC -- wire protocol spec -- preliminary

2003-11-13 Thread Gene Buckle
> > Unless there are objections, byte order is little endian, and floats
> > are intel FPU standard (ok -- i'm making it easy on the PCs that will
> > likely be used to run display clients :)
>
> Is there any specific reason not to use human readable messages (i.e.,
> ASCII)?
>

It's a waste of bandwidth.  The volume of data is immense and you want to
make your data packets as efficent as possible.  The smaller you can make
your data, the less chance there is of warping, teleporting, etc.

g.



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Re: [Flightgear-devel] Multiplayer RFC -- wire protocol spec --preliminary

2003-11-13 Thread John Barrett

- Original Message - 
From: "Gerhard Wesp" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Thursday, November 13, 2003 9:29 AM
Subject: Re: [Flightgear-devel] Multiplayer RFC -- wire protocol
spec --preliminary


> > Unless there are objections, byte order is little endian, and floats are
intel FPU standard (ok -- i'm making it easy on the PCs that will likely be
used to run display clients :)
>
> Is there any specific reason not to use human readable messages (i.e.,
> ASCII)?
>

bandwidth and performance

I could understand human readable for a limited system, but not for a setup
that could potentially be handling 100s of planes, and while for GA sims, it
may not be needed, I have a little more than that in mind :)


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Re: [Flightgear-devel] Multiplayer RFC -- wire protocol spec -- preliminary

2003-11-13 Thread Gerhard Wesp
> Unless there are objections, byte order is little endian, and floats are intel FPU 
> standard (ok -- i'm making it easy on the PCs that will likely be used to run 
> display clients :)

Is there any specific reason not to use human readable messages (i.e.,
ASCII)?

Regards,
-Gerhard
-- 
| voice: +43 (0)662 642934  ***  web: http://www.cosy.sbg.ac.at/~gwesp/
|
| If emailing to [EMAIL PROTECTED] doesn't work, please try [EMAIL PROTECTED]

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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread David Luff
On 11/12/03 at 8:08 PM John Barrett wrote:
>
>Sounds good -- like most of what I'm looking for is there -- would
>definitly
>like to look over the code and see how much work to hook it into my
network
>setup
>

Sorry - I thought you were looking for an fdm-autopilot based solution,
else I'd have mentioned this!

It would actually be very useful for the AI logic development if Atlas
could then work as a client and display all the traffic.  Could be the
basis of the human ATC station as well, by adding altitude labels to the
display in Atlas.

Cheers - Dave


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread John Barrett

- Original Message - 
From: "David Culp" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2003 7:51 PM
Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where ...


> In the current code -- there is just the single airplane being simulated
on
> the display ?? or where could I find a list/array of a/c that are being
> managed so I can register each plane with the server and have the server
> relay updates for all of them ??

Look in the src/ATC directory.  There you will find an FGAIMgr class that
instantiates aircraft.  The aircraft themselves are derived from FGAIEntity
via FGAIPlane.  Presently the only AI airplane in the base package is a
cessna flying out of KEMT (in the Los Angeles basin).


> (if its just the one plane, once I get it to fly multiplayer, my focus
will
> be to add multiple/AI plane support to the code, so comments towards
> achieving that goal will be welcome also)

You can add more AI aircraft to the FGAIMgr's list:


// Activate AI traffic at an airport
void FGAIMgr::ActivateAirport(string ident) {
ATC->AIRegisterAirport(ident);
// TODO - need to start the traffic more randomly
FGAILocalTraffic* local_traffic = new FGAILocalTraffic;
//local_traffic->Init(ident, IN_PATTERN, TAKEOFF_ROLL);
local_traffic->Init(ident);
local_traffic->FlyCircuits(1, true); // Fly 2 circuits with touch & go in
between

FGAITanker* tanker = new FGAITanker;
tanker->Init();

ai_list.push_back(local_traffic);
ai_list.push_back(tanker);
activated[ident] = 1;
}


Here I've added another AI plane, a KC-135 called FGAITanker, that orbits
over
the LA basin.  Presently the AI traffic's FDM is contained within the class
derived from FGAIPLane.  So the Cessna and the tanker use entirely different
FDMs.  A more generalized approach would be to move the FDM into FGAIPlane.

I started working on a generalized and scriptable version of my tanker, but
have been sidetracked by other stuff.  Let me know if you want the tanker
code and I'll send it to you.


Dave
-- 

David Culp
davidculp2[at]comcast.net


Sounds good -- like most of what I'm looking for is there -- would definitly
like to look over the code and see how much work to hook it into my network
setup



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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread David Culp
> In the current code -- there is just the single airplane being simulated on
> the display ?? or where could I find a list/array of a/c that are being
> managed so I can register each plane with the server and have the server
> relay updates for all of them ??

Look in the src/ATC directory.  There you will find an FGAIMgr class that 
instantiates aircraft.  The aircraft themselves are derived from FGAIEntity 
via FGAIPlane.  Presently the only AI airplane in the base package is a 
cessna flying out of KEMT (in the Los Angeles basin). 


> (if its just the one plane, once I get it to fly multiplayer, my focus will
> be to add multiple/AI plane support to the code, so comments towards
> achieving that goal will be welcome also)

You can add more AI aircraft to the FGAIMgr's list:


// Activate AI traffic at an airport
void FGAIMgr::ActivateAirport(string ident) {
ATC->AIRegisterAirport(ident);
// TODO - need to start the traffic more randomly
FGAILocalTraffic* local_traffic = new FGAILocalTraffic;
//local_traffic->Init(ident, IN_PATTERN, TAKEOFF_ROLL);
local_traffic->Init(ident);
local_traffic->FlyCircuits(1, true);// Fly 2 circuits with touch & go in 
between

FGAITanker* tanker = new FGAITanker;
tanker->Init();

ai_list.push_back(local_traffic);
ai_list.push_back(tanker);
activated[ident] = 1;
}   


Here I've added another AI plane, a KC-135 called FGAITanker, that orbits over 
the LA basin.  Presently the AI traffic's FDM is contained within the class 
derived from FGAIPLane.  So the Cessna and the tanker use entirely different 
FDMs.  A more generalized approach would be to move the FDM into FGAIPlane.

I started working on a generalized and scriptable version of my tanker, but 
have been sidetracked by other stuff.  Let me know if you want the tanker 
code and I'll send it to you.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Andy Ross
John Barrett wrote:
> what I'm asking is "everything looks like it works through globals
> rather than discrete instances of aircraft+fdm+autopilot -- am I
> looking at a serious architectural change to get multiple
> independent ac+fdm+ap simulated concurrently ??"

Pretty sure, yeah. :)

The last time I looked at FlightGear's "core internals" (most of my
work, like the YASim FDM, is peripheral) was about a year ago, doing
the 2D-panel-in-3D-cockpit hack.  Lots of existing code was written to
reference "The Panel" and some work had to be done to enable the
notion of multiple panel objects.  Likewise, there was no easy notion
of "this aircraft" within the rendering tree (all you get is an ssg
node walk back).  I just hacked around this one and put in a global
array of panel objects with a (hopefully obvious) comment that these
should be per-aircraft when that capability arrived.

FlightGear is an old code base, and lots of the old assumptions (like
a single aircraft) need to be teased out of the code before progress
can be made on new features.  This kind of work isn't glamorous, and
often requires more effort than the new development does.  But it's
not brain surgery either.  The problem with some great new features is
that they show up with code that is "ready" to integrate, but without
the integration work done.  So they languish in the CVS tree until
everyone forgets about them.  I can recall at least one occasion where
a unused module got replaced by a simpler (and arguably less
functional) one precicely because the original never got integrated
very well and the replacement actually worked.

The extreme programming cult manages to get this idea right (every
religion has a kernal of truth, right?) with their insistence on
constant refactoring and integration.  Features are useless in
isolation.

Andy



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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Curtis L. Olson
Erik Hofman writes:
> I vote for pushing NetworkOLK to the bitkeeper by now.

Yes, I'll second that, with appropriate thanks to Oliver for being the
first one forge his way down that path.

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Erik Hofman
Andy Ross wrote:

Erik Hofman wrote:

I think that needs a bit more thought. Most FDM's are just too heavy
for having a lot of them work together. I think we need a NULL FDM
with autopilot support for that.


Exactly.  It seems to me like we're swimming in half-finished
multiplayer/multiaircraft/network-data/network-interface
implementations.  What we need really isn't another one to plug into
the mess, it's someone to *finish* the whole project and (if possible)
throw out all the old junk that isn't used anymore.
I vote for pushing NetworkOLK to the bitkeeper by now.

Erik



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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Andy Ross
John Barrett wrote:
> In the current code -- there is just the single airplane being
> simulated on the display ?? or where could I find a list/array of a/c
> that are being managed so I can register each plane with the server
> and have the server relay updates for all of them ??

Um, isn't that the hard part?  If FlightGear was all set with a clean
interface to plug multiple animation-ready aircraft models, I dare say
someone would have plugged it in already. :)

Erik Hofman wrote:
> > For the MultiPlayer module this is handled in the MPPlayer class
> > located in FlightGear/src/MultiPlayer/mplayer.[ch]xx
>
> It just occurs to me, you want simulated aircraft (with each have it's
> own FDM) instead of updating the portion every frame don't you?
>
> I thank that needs a bit more thought. Most FDM's are just too heavy
> for having a lot of them work together. I think we need a NULL FDM
> with autopilot support for that.

Exactly.  It seems to me like we're swimming in half-finished
multiplayer/multiaircraft/network-data/network-interface
implementations.  What we need really isn't another one to plug into
the mess, it's someone to *finish* the whole project and (if possible)
throw out all the old junk that isn't used anymore.

Andy


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2003 10:48 AM
Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where ...


> > (if its just the one plane, once I get it to fly multiplayer, my focus
will
> > be to add multiple/AI plane support to the code, so comments towards
> > achieving that goal will be welcome also)
> >
>
> I think it would make sense to have the server handle any non-human
> controlled vehicles.  It would keep the load off the client which already
> has its hands full doing a full systems simulation as well as doing
> graphics work.
>

What I'm driving at here is having a headless client that does multiple
fdm/autopilot sims on behalf of a server which may itself be handling
several planes in addition to the net connections -- no graphics at all -- 
though a side effect will be to have a user controled plane + one or more AI
planes -- it may not get used that way -- but someone might

what I'm asking is "everything looks like it works through globals rather
than discrete instances of aircraft+fdm+autopilot -- am I looking at a
serious architectural change to get multiple independent ac+fdm+ap simulated
concurrently ??"

wether or not the discrete aircraft code gets used in a single user, or
server only environment isnt relevant :) how much work am I looking at to
make it happen :)


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Curtis L. Olson
John Barrett writes:
> when you say "null fdm + autopilot" -- it doenst appear the null FDM is a
> plane at all - wouldnt it make more sense to use the full FDM code with
> scripting to drive the existing autopilot code ?? i.e. script sets desired
> altitude, heading, speed, limits on pitch yaw roll rate of descent, etc
> allowed during manuevers, updates the desired settings in realtime based on
> positions of other planes and/or radio message traffic -- autopilot caries
> out those instructions -- isolates the AI from the actual complexities of
> controlling the aircraft

The NullFDM is just a place holder that does nothing.  This is useful
for cases when you want to update all the FDM variables from some
other source (like an external program communicating via the net.)

It doesn't do any interpolation or anything like that.  Attaching the
autopilot to it doesn't make sense.  NullFDM does exactly nothing
which is useful when you want the FDM functionality to come from
somewhere else.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Gene Buckle
> (if its just the one plane, once I get it to fly multiplayer, my focus will
> be to add multiple/AI plane support to the code, so comments towards
> achieving that goal will be welcome also)
>

I think it would make sense to have the server handle any non-human
controlled vehicles.  It would keep the load off the client which already
has its hands full doing a full systems simulation as well as doing
graphics work.

g.



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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread John Barrett

- Original Message - 
From: "John Barrett" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2003 8:50 AM
Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where ...


> - Original Message - 
> From: "Erik Hofman" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
> Sent: Wednesday, November 12, 2003 4:22 AM
> Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where ...
>
>
> > Erik Hofman wrote:
> > > John Barrett wrote:
> > >
> > >> I'm pretty much done with the client/server startup handshake -- 
ready
> > >> to do
> > >> the code at the peer to register active aircraft with the server
> > >> (active =
> > >> aircraft for which this FG peer is responsible for FDM calcs, the
> > >> protocol
> > >> supports the idea of multiple aircraft sharing a single server
> connection
> > >> for FG instances that are primarily handling a number of AI planes on
> > >> behalf
> > >> of a multiplayer scenario)
> > >>
> > >> In the current code -- there is just the single airplane being
> > >> simulated on
> > >> the display ?? or where could I find a list/array of a/c that are
being
> > >> managed so I can register each plane with the server and have the
> server
> > >> relay updates for all of them ??
> > >
> > >
> > > For the MultiPlayer module this is handled in the MPPlayer class
located
> > > in FlightGear/src/MultiPlayer/mplayer.[ch]xx
> >
> > It just occurs to me, you want simulated aircraft (with each have it's
> > own FDM) instead of updating the portion every frame don't you?
> >
> > I thank that needs a bit more thought. Most FDM's are just too heavy for
> > having a lot of them work together. I think we need a NULL FDM with
> > autopilot support for that.
> >
>
> right -- I'll be stealing some code out of the src/Multiplayer re:
handling
> displaying remote aircraft -- just worried about multiple a/c w/fdm
running
> locally :)
>
> You'll recall I mentioned the --headless option. Doing multiple FDM would
be
> much more reasonable if there were no OpenGL display at all -- still -- 
for
> single player or small groups -- a fast machine should be able to handle
the
> display and say 2-4 AI planes (or at least I would hope that could be
> achieved)
>
> In any case -- that simplifies and complicates things a bit -- but at
least
> I know what to do next :)
>
> when you say "null fdm + autopilot" -- it doenst appear the null FDM is a
> plane at all - wouldnt it make more sense to use the full FDM code with
> scripting to drive the existing autopilot code ?? i.e. script sets desired
> altitude, heading, speed, limits on pitch yaw roll rate of descent, etc
> allowed during manuevers, updates the desired settings in realtime based
on
> positions of other planes and/or radio message traffic -- autopilot caries
> out those instructions -- isolates the AI from the actual complexities of
> controlling the aircraft
>

I was just poking through the code and want to confirm something -- 
everything appears to be working off of globals ?? there isnt an airplane
object that coordinates all the fdm/opengl/autopilot functionality that can
be instanced at need, and multiple instances created if neccessary ??


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread John Barrett
- Original Message - 
From: "Erik Hofman" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2003 4:22 AM
Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where ...


> Erik Hofman wrote:
> > John Barrett wrote:
> >
> >> I'm pretty much done with the client/server startup handshake -- ready
> >> to do
> >> the code at the peer to register active aircraft with the server
> >> (active =
> >> aircraft for which this FG peer is responsible for FDM calcs, the
> >> protocol
> >> supports the idea of multiple aircraft sharing a single server
connection
> >> for FG instances that are primarily handling a number of AI planes on
> >> behalf
> >> of a multiplayer scenario)
> >>
> >> In the current code -- there is just the single airplane being
> >> simulated on
> >> the display ?? or where could I find a list/array of a/c that are being
> >> managed so I can register each plane with the server and have the
server
> >> relay updates for all of them ??
> >
> >
> > For the MultiPlayer module this is handled in the MPPlayer class located
> > in FlightGear/src/MultiPlayer/mplayer.[ch]xx
>
> It just occurs to me, you want simulated aircraft (with each have it's
> own FDM) instead of updating the portion every frame don't you?
>
> I thank that needs a bit more thought. Most FDM's are just too heavy for
> having a lot of them work together. I think we need a NULL FDM with
> autopilot support for that.
>

right -- I'll be stealing some code out of the src/Multiplayer re: handling
displaying remote aircraft -- just worried about multiple a/c w/fdm running
locally :)

You'll recall I mentioned the --headless option. Doing multiple FDM would be
much more reasonable if there were no OpenGL display at all -- still -- for
single player or small groups -- a fast machine should be able to handle the
display and say 2-4 AI planes (or at least I would hope that could be
achieved)

In any case -- that simplifies and complicates things a bit -- but at least
I know what to do next :)

when you say "null fdm + autopilot" -- it doenst appear the null FDM is a
plane at all - wouldnt it make more sense to use the full FDM code with
scripting to drive the existing autopilot code ?? i.e. script sets desired
altitude, heading, speed, limits on pitch yaw roll rate of descent, etc
allowed during manuevers, updates the desired settings in realtime based on
positions of other planes and/or radio message traffic -- autopilot caries
out those instructions -- isolates the AI from the actual complexities of
controlling the aircraft


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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Erik Hofman
Erik Hofman wrote:
John Barrett wrote:

I'm pretty much done with the client/server startup handshake -- ready 
to do
the code at the peer to register active aircraft with the server 
(active =
aircraft for which this FG peer is responsible for FDM calcs, the 
protocol
supports the idea of multiple aircraft sharing a single server connection
for FG instances that are primarily handling a number of AI planes on 
behalf
of a multiplayer scenario)

In the current code -- there is just the single airplane being 
simulated on
the display ?? or where could I find a list/array of a/c that are being
managed so I can register each plane with the server and have the server
relay updates for all of them ??


For the MultiPlayer module this is handled in the MPPlayer class located 
in FlightGear/src/MultiPlayer/mplayer.[ch]xx
It just occurs to me, you want simulated aircraft (with each have it's 
own FDM) instead of updating the portion every frame don't you?

I thank that needs a bit more thought. Most FDM's are just too heavy for 
having a lot of them work together. I think we need a NULL FDM with 
autopilot support for that.

Erik

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Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......

2003-11-12 Thread Erik Hofman
John Barrett wrote:
I'm pretty much done with the client/server startup handshake -- ready to do
the code at the peer to register active aircraft with the server (active =
aircraft for which this FG peer is responsible for FDM calcs, the protocol
supports the idea of multiple aircraft sharing a single server connection
for FG instances that are primarily handling a number of AI planes on behalf
of a multiplayer scenario)
In the current code -- there is just the single airplane being simulated on
the display ?? or where could I find a list/array of a/c that are being
managed so I can register each plane with the server and have the server
relay updates for all of them ??
For the MultiPlayer module this is handled in the MPPlayer class located 
in FlightGear/src/MultiPlayer/mplayer.[ch]xx

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-11 Thread David Culp
On Tuesday 11 November 2003 09:46 am, Ima Sudonim wrote:
> OK, while I'm an avowed lurker, I find that this thread has even more
> possibilities

Wow, is "Sudonim" our first troll, or have there been others?


Dave


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-11 Thread Gene Buckle
> > Well I feel like a total idiot right now.  Everything I'm thinking about
> > that needs to be done has already had the core done. *slaps forehead*
> > The entire groundwork has been laid by the contents of the src/Network
> > directory.  The work done for OpenGC stands as a great example of building
> > an external plug-in.  I suspect that "generic.cxx" defines a method of
> > building an interface via an XML configuration file, but I need to study
> > (and understand!) it further.  Is there anything that uses this generic
> > interface?  I'd like to see an example of the XML it reads if possible..
>
> There is a configuration file in FlightGear/data/Protocol/
> At this moment it is an ASCII output protocol only implementation but it
> wouldn't bee too hard to add input support also.
>

Thanks Erik.  I'll take a look at it tonight when I get home.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-11 Thread Erik Hofman
Gene Buckle wrote:

Well I feel like a total idiot right now.  Everything I'm thinking about
that needs to be done has already had the core done. *slaps forehead*
The entire groundwork has been laid by the contents of the src/Network
directory.  The work done for OpenGC stands as a great example of building
an external plug-in.  I suspect that "generic.cxx" defines a method of
building an interface via an XML configuration file, but I need to study
(and understand!) it further.  Is there anything that uses this generic
interface?  I'd like to see an example of the XML it reads if possible..
There is a configuration file in FlightGear/data/Protocol/
At this moment it is an ASCII output protocol only implementation but it 
wouldn't bee too hard to add input support also.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status [now C++]

2003-11-10 Thread Gene Buckle
> If you start a project and need OO features, either do it properly (in
> Python or Objective-C), or do it the hard way with GLib/GObject.
>
Naw, Object Pascal is my first love. :)


> I'd better shut up on the mailing list of a giant project written in
> C++... I still admire you folks for getting it this far even with C++!
>

Well look at it this way, maybe they're too brain fried to go after you.
:)  *gd&r*

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status [now C++]

2003-11-10 Thread Major A

> If C++ doesn't scare you, you have no business using it.
> 
> Sorry, but that was just too open.  I had to take the shot.  But
> seriously, there's more truth in that statement than a sarcastic
> retort like it deserves.  The time to run screaming from a project is
> the moment the architect declares that it *has* to be written in C++
> because no other language will do.  I'm serious; use with caution. :)

I fully second Andy here.

If you want to learn about object-oriented programming, C++, Java,
PHP, etc. is the wrong place to start. Get

  http://developer.apple.com/documentation/Cocoa/Conceptual/ObjectiveC/ObjC.pdf

and read the introduction to OO programming. It really gives you the
insight you need to understand C++ and also what's wrong with it.

Pity Objective-C never really made it outside of {Next,Open,GNU}Step.

If you start a project and need OO features, either do it properly (in
Python or Objective-C), or do it the hard way with GLib/GObject.

I'd better shut up on the mailing list of a giant project written in
C++... I still admire you folks for getting it this far even with C++!

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Andy Ross
Gene Buckle wrote:
> Paul Surgeon wrote:
> > Why does C++ scare you?
>
> Well "scare" is probably too strong a word. :) I'm just unfamiliar
> with it.  I can follow C ok, but the object references tangle me for
> some odd reason.

If C++ doesn't scare you, you have no business using it.

Sorry, but that was just too open.  I had to take the shot.  But
seriously, there's more truth in that statement than a sarcastic
retort like it deserves.  The time to run screaming from a project is
the moment the architect declares that it *has* to be written in C++
because no other language will do.  I'm serious; use with caution. :)

Andy



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Gene Buckle <[EMAIL PROTECTED]> said:

> > And in case someone didn't read my earlier post, I do not hold this opinion
> > myself,  but I do think that a topical RFC should be posted before any war
> > related code is committed, even with a configuration flag.  This _is_ a hot
> > button whether anyone thinks it should be or not.
> >
> I read the whole post.  Really! :)

I know you did :-)  That was just a repeat for the benefit of others.

Most everyting that has been discussed in this thread sounds very interesting.
 I am eagerly awaiting the results!

Best,

Jim


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > I'm just getting back into rooting around in the code and I don't yet have
> > a solid grasp on all the parts.  AFAIK, the only "native" support for an
> > external module is OpenGC from what I've seen so far.  I was referring the
> > creation of a universal method of obtaining data from the sim via network
> > - but only if such a mechanism doesn't already exist.  If it does, point
> > me to it and I'll go away. :)
> >
>
> I'm only guestimating based on the filenames :)
>
Well I feel like a total idiot right now.  Everything I'm thinking about
that needs to be done has already had the core done. *slaps forehead*
The entire groundwork has been laid by the contents of the src/Network
directory.  The work done for OpenGC stands as a great example of building
an external plug-in.  I suspect that "generic.cxx" defines a method of
building an interface via an XML configuration file, but I need to study
(and understand!) it further.  Is there anything that uses this generic
interface?  I'd like to see an example of the XML it reads if possible...


I think that for non-visual systems, you could have "sub-assembly"
programs running that all talk to FG via the already present network
layer.  Since it's basically "localhost" stuff, it should be as fast as it
would ever need to be.  Is that a valid assumption?


> Now -- how much does one of these physical cockpits cost ?? I want one for
> the basement :)

The "correct" answer is "How much you got?" :)  In all seriousness, you
can spend as little or as much as you'd like.  A first place to stop is
http://www.simpits.org and join the mailing list.  We're always happy to
see a new vic^H^H^Hhobbiest join our little group.  There are examples
from my F-15C, to scratch build F-16s and a home-made 777.  A recent
discussion on rivets was started by pics of a new guys' "Vultee Vulture",
a fictious WWII era airplane named for the Vultee logo that is on the
rudder pedals he's using.  (The seat came out of a BT-13)

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 6:19 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > > > um ?? for code/data local to an a/c instance ?? remoting that would
slow
> > > > down the response time to realtime events
> > > >
> > > For virtual cockpits, you're correct.  however, when you're working
with a
> > > physical cockpit, you need to have your displays on separate physical
> > > hardware.
> > >
> > > If the simulation reacts within 150ms of the real thing, you're still
good
> > > for Class D anyway.  150ms is an eternity for most computers.
> > >
> > > Even on a 10BaseT network you should be ok
> >
> > whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
> > exterernal source, and feeding out info that would normally drive the
> > panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
> > that ?? (though I would be much happier seeing that handled completely
> > seperate from any network multiplayer -- i.e. a plugin cockpit i/o
module,
> > as you could have a physical cockpit sim driven by FG hooked into a
network
> > multiplayer server)
> >
>
> I'm just getting back into rooting around in the code and I don't yet have
> a solid grasp on all the parts.  AFAIK, the only "native" support for an
> external module is OpenGC from what I've seen so far.  I was referring the
> creation of a universal method of obtaining data from the sim via network
> - but only if such a mechanism doesn't already exist.  If it does, point
> me to it and I'll go away. :)
>

I'm only guestimating based on the filenames :)

Now -- how much does one of these physical cockpits cost ?? I want one for
the basement :)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > > um ?? for code/data local to an a/c instance ?? remoting that would slow
> > > down the response time to realtime events
> > >
> > For virtual cockpits, you're correct.  however, when you're working with a
> > physical cockpit, you need to have your displays on separate physical
> > hardware.
> >
> > If the simulation reacts within 150ms of the real thing, you're still good
> > for Class D anyway.  150ms is an eternity for most computers.
> >
> > Even on a 10BaseT network you should be ok
>
> whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
> exterernal source, and feeding out info that would normally drive the
> panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
> that ?? (though I would be much happier seeing that handled completely
> seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
> as you could have a physical cockpit sim driven by FG hooked into a network
> multiplayer server)
>

I'm just getting back into rooting around in the code and I don't yet have
a solid grasp on all the parts.  AFAIK, the only "native" support for an
external module is OpenGC from what I've seen so far.  I was referring the
creation of a universal method of obtaining data from the sim via network
- but only if such a mechanism doesn't already exist.  If it does, point
me to it and I'll go away. :)

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 5:37 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > > > a nice place to stick information unique to that plane that is
dynamic
> > in
> > > > nature -- can handle specialized panel displays, hud, etc
> > > >
> > > In that case, some kind of framework should be built so that the
plug-in
> > > could run on a seperate machine if needed.
> >
> > um ?? for code/data local to an a/c instance ?? remoting that would slow
> > down the response time to realtime events
> >
> For virtual cockpits, you're correct.  however, when you're working with a
> physical cockpit, you need to have your displays on separate physical
> hardware.
>
> If the simulation reacts within 150ms of the real thing, you're still good
> for Class D anyway.  150ms is an eternity for most computers.
>
> Even on a 10BaseT network you should be ok

whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
exterernal source, and feeding out info that would normally drive the
panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
that ?? (though I would be much happier seeing that handled completely
seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
as you could have a physical cockpit sim driven by FG hooked into a network
multiplayer server)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > > a nice place to stick information unique to that plane that is dynamic
> in
> > > nature -- can handle specialized panel displays, hud, etc
> > >
> > In that case, some kind of framework should be built so that the plug-in
> > could run on a seperate machine if needed.
>
> um ?? for code/data local to an a/c instance ?? remoting that would slow
> down the response time to realtime events
>
For virtual cockpits, you're correct.  however, when you're working with a
physical cockpit, you need to have your displays on separate physical
hardware.

If the simulation reacts within 150ms of the real thing, you're still good
for Class D anyway.  150ms is an eternity for most computers.

Even on a 10BaseT network you should be ok.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> I also come from a Delphi background but find the switch very easy.
Great!  I'll help you write the server in Delphi.  We can cross compile
with FPC. *laughs*

> Why does C++ scare you?
>
Well "scare" is probably too strong a word. :)  I'm just unfamiliar with
it.  I can follow C ok, but the object references tangle me for some odd
reason.

The last time I tried getting my feet wet in code here got me bitched out
by the plib author for basically not doing something his way.  Instead of
giving him precise and graphic instructions about what he could do with
"his way", I dropped it and walked away.  These days I'd be just as likely
to have verbally shot his high horse out from under him and beat him
stupid with the corpse. :)  I never have taken well to unhelpful
criticism(sp!)

 > > Do you know of a small paper quick reference that's any good?
>
> A reference for the C++ language syntax or for C++ libraries?

Just a syntax ref would be nice.  O'Reilly makes a neat one for PHP but I
don't know about any C++ offering they have.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > >
> > Thanks Paul.  I pay my mortage with Delphi, VB & Pick.  My C/C++ skills
> > are just enough to be able to identify it on sight and begin running the
> > other way. :)
>
> Sounds like you need a varient of the following t-shirt (credit to
> Mark Barry.)
>
> http://www.markbarry.com/pictures/bombtech.jpg
>

Yep, pretty much.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 4:29 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > I think a dynamic shared library system that lets an a/c load up a
module of
> > its particular code when it is loaded needs to be added to the system -- 
be
> > a nice place to stick information unique to that plane that is dynamic
in
> > nature -- can handle specialized panel displays, hud, etc
> >
> In that case, some kind of framework should be built so that the plug-in
> could run on a seperate machine if needed.

um ?? for code/data local to an a/c instance ?? remoting that would slow
down the response time to realtime events

>
> > Give me a LITTLE time to get the basics online :) (Or a persistent
dynamic
> > civilian world -- hehehe read in airline flight schedules daily)
> >
> Persistant world period.  The benefits would be just too phenomenal to
> think about, especially from the just-wanna-have-fun user end of this
> thing.
>
> Here's a scenario for ya:
>
> User connects up, and picks where they want to fly from and what class of
> aircraft they want to fly.  They're then deposited in the FBO, terminal
> building or AFB hangar on the field they're going to fly from.  They could
> then pick what they wanted to fly by menu, _or_ by walking outside and
> picking the plane they wanted from a selection of them parked on the ramp.
> All the while seeing AI and real traffic above them and other users
> wandering around on the ground with them.
>
> Makes me all squishy-headed just thinking about the possibilities. *sigh*
>
> > >
> >
> > MORE MORE MORE :)
> >
> >
> NOW NOW NOW! :)
>
> g.
>
>
>
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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 23:40, Gene Buckle wrote:
> Thanks Paul.  I pay my mortage with Delphi, VB & Pick.  My C/C++ skills
> are just enough to be able to identify it on sight and begin running the
> other way. :)

I also come from a Delphi background but find the switch very easy.
Both support OOP.
Both support pointers (C++ does it MUCH more easily BTW)
Both use similar language structures (just slight syntax differences)
Why does C++ scare you?

> Do you know of a small paper quick reference that's any good?

A reference for the C++ language syntax or for C++ libraries?
C++ apps tend to use many different libraries so you really need documentation 
for each of them.
I use glibc docs, libstdc++ docs, opengl docs, etc and then if I can't find 
anything I search the library source code for key words.  :)

If you manage to find an all-in-one let me know!

Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
> > > Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
> > > it. *g*
> >
> > Not sure if you're just kidding or serious ...
> > There's plenty of free C++ info online but here are a couple of free books :
> >
> Thanks Paul.  I pay my mortage with Delphi, VB & Pick.  My C/C++ skills
> are just enough to be able to identify it on sight and begin running the
> other way. :)

Sounds like you need a varient of the following t-shirt (credit to
Mark Barry.)

http://www.markbarry.com/pictures/bombtech.jpg

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
> > it. *g*
>
> Not sure if you're just kidding or serious ...
> There's plenty of free C++ info online but here are a couple of free books :
>
Thanks Paul.  I pay my mortage with Delphi, VB & Pick.  My C/C++ skills
are just enough to be able to identify it on sight and begin running the
other way. :)

> http://cpp-home.com/tutorials/  << excellent tutorials for n00bs to pro
>
This looks like what I'm after.  Thanks!


> I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever
> referring back to my library of downloaded tutorials, books, etc.
> Maybe I'm not the only one.  :)
>
Do you know of a small paper quick reference that's any good?

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 22:40, Gene Buckle wrote:
> Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
> it. *g*

Not sure if you're just kidding or serious ...
There's plenty of free C++ info online but here are a couple of free books :

Bruce Eckel's Thinking in C++, 2nd Edition
http://www.mindview.net/Books/DownloadSites

If you're programming on the Linux platform
Advanced Linux Programming (threads, processes, IPC, etc)
http://www.advancedlinuxprogramming.com/downloads.html

Good sites with links :
http://www.thefreecountry.com/documentation/onlinecpp.shtml
http://www.cprogramming.com
http://cpp-home.com/tutorials/  << excellent tutorials for n00bs to pro

I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever 
referring back to my library of downloaded tutorials, books, etc.
Maybe I'm not the only one.  :)

Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> I think a dynamic shared library system that lets an a/c load up a module of
> its particular code when it is loaded needs to be added to the system -- be
> a nice place to stick information unique to that plane that is dynamic in
> nature -- can handle specialized panel displays, hud, etc
>
In that case, some kind of framework should be built so that the plug-in
could run on a seperate machine if needed.

> Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
> civilian world -- hehehe read in airline flight schedules daily)
>
Persistant world period.  The benefits would be just too phenomenal to
think about, especially from the just-wanna-have-fun user end of this
thing.

Here's a scenario for ya:

User connects up, and picks where they want to fly from and what class of
aircraft they want to fly.  They're then deposited in the FBO, terminal
building or AFB hangar on the field they're going to fly from.  They could
then pick what they wanted to fly by menu, _or_ by walking outside and
picking the plane they wanted from a selection of them parked on the ramp.
All the while seeing AI and real traffic above them and other users
wandering around on the ground with them.

Makes me all squishy-headed just thinking about the possibilities. *sigh*

> >
>
> MORE MORE MORE :)
>
>
NOW NOW NOW! :)

g.



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
>
> Hey Gene since I am the one who initially brought up the issue
> I guess you are the one responsible for my ears burning :-)
>
Wasn't me.  I'd chase down the guy with the matches. :)

>
> What I *was* objecting to and *will* continue to object to is a 'primary goal'
> of 'blow them out of the sky' and any attempts at turning the goal of FGFS
> into such !!
>

We both agree on this.  My only concern is the blocking of shared
technologies from the source repository simply because it's used by other
portions to support combat features that are not practically implementable
as a plug-in.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 3:40 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > On Monday, 10 November 2003 21:14, Gene Buckle wrote:
> > > BTW, I know a group of virtual F-16 drivers that would practically wet
> > > themselves over software they could use to drive their cockpits with.
:)
> > > Falcon 4.0 doesn't go far enough with their data exports.
> >
> > I like the idea of FlightGear being able to support military type stuff
but
> > where do we draw the line?
> >
> > If there is too much "military" specific code hooking into core parts of
FG
> > then it could get messy and even slow things down both framerate wise
and
> > development wise.
> >
> Understood.  The only feature that I can think of that cannot be an
> external plug-in is collision detection.
>
> > There are so many things that are specific to aircraft like the F16 that
> > require more than just an instrument display.
> > For instance ground radar and FLIR systems.
> > Being able to acquire and lock onto ground targets has nothing to do
with
> > general aviation but is absolutely necessary for military simulations.
That
> > means there would have to be an interface between the panel system and
> > terrain rendering system.
>
> This can be made a plug-in that uses the same terrain data that FG is
> using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
> could (and should!) be implemented as an external plug in.  If it's
> executing on the same host as the simulation, it would need "write
> permission" to the main frame buffer to allow its display to be shown.
> This same method could apply to a glatss flight director or ADI, engine
> displays, etc.  A plug-in system like that would be a "universal"
> technology that could be applied to both military and civilian/commercial
> systems.

I think a dynamic shared library system that lets an a/c load up a module of
its particular code when it is loaded needs to be added to the system -- be
a nice place to stick information unique to that plane that is dynamic in
nature -- can handle specialized panel displays, hud, etc

>
> > We could also add some sort of online, persistent, dynamic, war engine
for
> > multiplayer missions.
> >
> *eyes glaze over* Oooh.  *wistful sigh*
>

Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
civilian world -- hehehe read in airline flight schedules daily)

> > One could go a step further and reason that FlightGear should support
space
> > simulation as well. (probably not that hard considering that FG
simulates the
> > celestial bodies pretty well)
> > Take that far enough and we'll soon have lunar rovers and ... and ...
and ...
> >
> YES!
>

MORE MORE MORE :)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> On Monday, 10 November 2003 21:14, Gene Buckle wrote:
> > BTW, I know a group of virtual F-16 drivers that would practically wet
> > themselves over software they could use to drive their cockpits with. :)
> > Falcon 4.0 doesn't go far enough with their data exports.
>
> I like the idea of FlightGear being able to support military type stuff but
> where do we draw the line?
>
> If there is too much "military" specific code hooking into core parts of FG
> then it could get messy and even slow things down both framerate wise and
> development wise.
>
Understood.  The only feature that I can think of that cannot be an
external plug-in is collision detection.

> There are so many things that are specific to aircraft like the F16 that
> require more than just an instrument display.
> For instance ground radar and FLIR systems.
> Being able to acquire and lock onto ground targets has nothing to do with
> general aviation but is absolutely necessary for military simulations. That
> means there would have to be an interface between the panel system and
> terrain rendering system.

This can be made a plug-in that uses the same terrain data that FG is
using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
could (and should!) be implemented as an external plug in.  If it's
executing on the same host as the simulation, it would need "write
permission" to the main frame buffer to allow its display to be shown.
This same method could apply to a glass flight director or ADI, engine
displays, etc.  A plug-in system like that would be a "universal"
technology that could be applied to both military and civilian/commercial
systems.

> We could also add some sort of online, persistent, dynamic, war engine for
> multiplayer missions.
>
*eyes glaze over* Oooh.  *wistful sigh*

> One could go a step further and reason that FlightGear should support space
> simulation as well. (probably not that hard considering that FG simulates the
> celestial bodies pretty well)
> Take that far enough and we'll soon have lunar rovers and ... and ... and ...
>
YES!

> What is the chief goal/aim of FG?
> I thought it was trying to simulate just general and commercial aviation.
>
> However having said that I would love an F16 multiplayer simulation.  :)
> BUT not at the expense of general aviation.
>

Of course not.  The two genres can live together quite well as long as
there are not any squabbling about the glue points between the two worlds.


Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
it. *g*

g.


-- 
Proud owner of 80-0007
http://www.f15sim.com - The only one of its kind.


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Norman Vine
Gene Buckle writes:
>
> I read the whole post.  Really! :)

Hey Gene since I am the one who initially brought up the issue 
I guess you are the one responsible for my ears burning :-)

However note I never objected to the presence of munitions in FlightGear.
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022301.html
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022310.html

What I *was* objecting to and *will* continue to object to is a 'primary goal'
of 'blow them out of the sky' and any attempts at turning the goal of FGFS 
into such !!

Since FGFS is OpenSource with many parts designed to be library
components it shoudn't be too hard for anyone wanting such a system
to build it on top of FGFS.  If there is 'dual use' code that would be useful 
in a general purpose SIM then it is probably better placed in FGFS then in 
another project but IMO any 'shoot em up' should be in another project as 
there is little to be gained from having it in FGFS and ptentially at least a 
lot to lose.

Also please note our goals are succintly stated on our home page  
< actually the introduction page now >

"""
The goal of the FlightGear project is to create a sophisticated flight simulator 
framework for use in research or academic environments, for the development 
and pursuit of other interesting flight simulation ideas, and as an end-user 
application
"""

Granted some may see Combat and Gaming as falling under 'other interesting' 
or 'sophisticated' flight simulation but that's a mighty *big* stretch in my book :-)

Cheers

Norman



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
> I guess my problem is that I'm totally unable to understand why
> someone would object to just the _presense_ of munitions code even
> being present.  It completely baffles me.  Even as I sit here
> pondering the why, all I can come up with is pejorative commentary
> and that's unfortunate.

I should just stay out of this, but let me just say one thing.

I don't think the problem is so much the presence of virtual guns and
virtual shooting.  Most of us have played our share of video games
over the years and starting with the Apple ][+ I've blown away more
than my share of virtual bad guys.

I think the problem is more that FlightGear could (or in a few small
cases is/was) being used by companies in conjunction with developing
military sims or developing things in support of military sims.  Note
I'm not saying that flightgear is being used in a full, all out
military combat training setting ... I'm not aware of that being true.
But as we move forward, the Flightgear structure is just as attractive
to companies with military contracts as it is to companies with purely
civilian goals.

Personally, I don't think there's any way around that.  I could be a
bread maker and some of that bread could be fed to combat troops
fighting for some cause I don't necessarily agree with.  Does that
mean I stop making bread altogether?  The US military found that
condoms were immensely useful for keeping sand out of their rifles in
Iraq.  They sent over truckfulls of condoms.  Does that mean we should
stop producing condoms?  I'm guessing there are probably a lot of
opinions on that subject, few having anything to do with the military
applications.

I think people have to weigh the pros and cons and ultimately make a
decision based on their best conscience, and we need to in turn
respect that.  But FlightGear is open-source and licensed under the
terms of the GPL, so anyone who abides by our terms is free to use it.
That's part of the nature of a free society I guess.

Personally, I think that if a person is opposed to war (which I
believe is a reasonable position in most cases) they can probably find
a lot more effective things to further there cause besides abandoning
FlightGear.

And I should say that personally, my focus for FlightGear is accurate,
realistic, FAA certifiable civilian training simulators.  I'll
generally oppose anything that takes away from that, and generally be
as flexible as possible for other people to achieve thier various
goals within the FlightGear framework.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 21:14, Gene Buckle wrote:
> BTW, I know a group of virtual F-16 drivers that would practically wet
> themselves over software they could use to drive their cockpits with. :)
> Falcon 4.0 doesn't go far enough with their data exports.

I like the idea of FlightGear being able to support military type stuff but 
where do we draw the line?

If there is too much "military" specific code hooking into core parts of FG 
then it could get messy and even slow things down both framerate wise and 
development wise.

There are so many things that are specific to aircraft like the F16 that 
require more than just an instrument display.
For instance ground radar and FLIR systems.
Being able to acquire and lock onto ground targets has nothing to do with 
general aviation but is absolutely necessary for military simulations. That 
means there would have to be an interface between the panel system and 
terrain rendering system.
We could also add some sort of online, persistent, dynamic, war engine for  
multiplayer missions.

One could go a step further and reason that FlightGear should support space 
simulation as well. (probably not that hard considering that FG simulates the 
celestial bodies pretty well)
Take that far enough and we'll soon have lunar rovers and ... and ... and ...

What is the chief goal/aim of FG?
I thought it was trying to simulate just general and commercial aviation.

However having said that I would love an F16 multiplayer simulation.  :)
BUT not at the expense of general aviation.

Paul


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Gene Buckle" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 2:14 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > > > it offensive to even have source code included that discusses in
weapon terms,
> > > >
> > > To me this is absurd to the extreme.
> >
> > To you maybe.  This may not be the proper forum for you to be asserting
> > judgements like that anyway (see alt.politics.*) :-D
> >
> ...with cross-posts to alt.save.da.fwuffy.bunny and
> alt.wesley.crusher.die.die.die. :)
>
> > And in case someone didn't read my earlier post, I do not hold this
opinion
> > myself,  but I do think that a topical RFC should be posted before any
war
> > related code is committed, even with a configuration flag.  This _is_ a
hot
> > button whether anyone thinks it should be or not.
> >
> I read the whole post.  Really! :)
>
> I guess my problem is that I'm totally unable to understand why someone
> would object to just the _presense_ of munitions code even being present.
> It completely baffles me.  Even as I sit here pondering the why, all I can
> come up with is pejorative commentary and that's unfortunate.

Same here -- I deleted the post before sending it -- tolerance and
understanding of others ideas is what makes a community -- I've tried to do
that by consenting to add code for strictly non-combat simulations -- I hope
for the same from the non-combat folks about the combat code -- I'll leave
it at that

>
> BTW, I know a group of virtual F-16 drivers that would practically wet
> themselves over software they could use to drive their cockpits with. :)
> Falcon 4.0 doesn't go far enough with their data exports.
>

Lets make their day !!!


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> > > it offensive to even have source code included that discusses in weapon terms,
> > >
> > To me this is absurd to the extreme.
>
> To you maybe.  This may not be the proper forum for you to be asserting
> judgements like that anyway (see alt.politics.*) :-D
>
...with cross-posts to alt.save.da.fwuffy.bunny and
alt.wesley.crusher.die.die.die. :)

> And in case someone didn't read my earlier post, I do not hold this opinion
> myself,  but I do think that a topical RFC should be posted before any war
> related code is committed, even with a configuration flag.  This _is_ a hot
> button whether anyone thinks it should be or not.
>
I read the whole post.  Really! :)

I guess my problem is that I'm totally unable to understand why someone
would object to just the _presense_ of munitions code even being present.
It completely baffles me.  Even as I sit here pondering the why, all I can
come up with is pejorative commentary and that's unfortunate.

BTW, I know a group of virtual F-16 drivers that would practically wet
themselves over software they could use to drive their cockpits with. :)
Falcon 4.0 doesn't go far enough with their data exports.

g.

--
Proud owner of 80-0007
http://www.f15sim.com - The only one if its kind.


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Gene Buckle <[EMAIL PROTECTED]> said:

> 
> > it offensive to even have source code included that discusses in weapon terms,
> >
> To me this is absurd to the extreme.

To you maybe.  This may not be the proper forum for you to be asserting
judgements like that anyway (see alt.politics.*) :-D

And in case someone didn't read my earlier post, I do not hold this opinion
myself,  but I do think that a topical RFC should be posted before any war
related code is committed, even with a configuration flag.  This _is_ a hot
button whether anyone thinks it should be or not.

Best,

Jim


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Gene Buckle
> An earlier thread mentioned some other things including a Reno race course
> based game.  That would be very interesting.
>
Agreed!  It would be a great feature to spur the development of 1930's era
racers too.

> it offensive to even have source code included that discusses in weapon terms,
>
To me this is absurd to the extreme.

I've been watching this discussion with _great_ interest.  I'll freely
admit that I would benefit to a great deal if combat features are added to
FlghtGear.  The benefit would be the ability to fully "enable" all the A/A
& A/G features of my F-15C project.

I can understand that there are those that don't like the idea of combat
features in FG.  That's fine, but don't even _think_ about making it
difficult for people to add those features if they're willing to put the
time into the project.

If you don't want munitions available in your copy of FG, no problem.  I'm
sure the fine folks that are going to be working on this could go so far
as to make it a compile time option.


A plug-in feature would be a good idea for things like avionics systems,
radar, TCAS, etc.  Even a plug-in system that defined the flight model and
guidance computers of an A/A missile would be a good idea.  However,
critical elements such as collision detection needs to be built into the
core engine.  Collision detection will be a core feature of both combat
and non-combat situations.  The simulator needs to know when to bust your
nosegear when you accidentally run over a taxiway sign as well as foul up
the FDM of the airplane I just sawed in half with my M61A1.

There has been some mention of the potential problem of the non-combat
types being engaged against their will on a multi-player server.  This
should be a non-issue simply by reason of a guns/no-guns flag on the
server.  That way even if John Q. Griefer decides to go bunny hunting with
his F/A-18, he wouldn't be able to release anything or fire his guns, or
for that matter even be able to collide with you on purpose.  Problem
solved.

Another option could be to add a similar flag for the client so that
people that have combat mode selected won't even see the non-combat
players on the server.  This would allow one server to be used by all.


At any rate, when someone comes up to you and offers to add some neat
features, don't slap 'em in the face over stuff you find "objectionable".
If you don't like it, change the damn channel (./configure
--with_combat=NO) and leave the rest of us to our toys.

g.

--
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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread John Barrett

- Original Message - 
From: "Erik Hofman" <[EMAIL PROTECTED]>
> I'm not sure I like the idea of FlightGear set up as a server. This will
> however keeps the code between the server and the client as close as
> possible.

I felt there were too many instances where the current simulation code would
be highly useful for a server (which could have been handled with a seperate
executable linking what was needed), but the ability to have a running FG
instance be a server for a small group of flyers (load up and fly with a few
friends) without having to have a dedicated server made integrating the
server worth while.

>
> > Are any of these abilities in the current code, or how much work are we
> > looking at to make it work this way ??
>
> There already is an option to disable "out of the window view" which is
> used for the c172-610x/panel only aircraft, but this one still displays
> the panel.
>

Doesn't sound like we have far to go, or that its going to take major
architectural changes to make any of it happen


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jim Wilson
Jon Berndt <[EMAIL PROTECTED]> said:

> > I would propose that the server be structured so that a purely
> > civilian/non-combat version could be run.  I don't want it to be
> > possible for some idiot to come and blow me out of the sky when I'm
> > practicing ILS approaches in my C172 at my local airport.
> 
> I guess there ought to be an explicit flag the user can set at startup
> stating whether or not they want to be "seen" or not. THe default would be
> "invisible".
> 
> > When thinking about the design of such things, it would be good to
> > consider what kind of separation we can keep between the
> > military/combat features and the rest of the core simulation.
> 
> Are there *analogues* to combat that could be made an enjoyable and
> ethically acceptable part of FlightGear such that those who wanted
> "simulated combat training" or "historical battle reenactments" to be
> present could make them be present?
> 

An earlier thread mentioned some other things including a Reno race course
based game.  That would be very interesting.

I tend to be in the non-weapons camp.  There may be some (not myself) who find
it offensive to even have source code included that discusses in weapon terms,
so it might be wise to bring up an RFC thread on that when the time comes.

It seems to me that generic the FDM and AI functions that have been discussed
here could serve as an underlying layer for the type of things that both John
and Lee mentioned.  Perhaps these specific applications like a Reno race game,
search and rescue, and combat features could be handled as seperate pluginable
projects that run on top of a multi user simulation layer that has all the
capabilities including Jon Berndt's child FDM concept.

Best,

Jim


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Martin Spott
"John Barrett" <[EMAIL PROTECTED]> wrote:

> What this gets us:
[...]
> 2. running headless connected to a multiplayer server, the FGFS instance can
> handle multiple AI driven planes in the world on behalf of the server,
> creating a distributed server environment for larger simulations
[...]

I'd like to plug a possible scenario here that didn't get mentioned
yet: People running FGFS on a machine without direct internet
connection, no masquerading, not port-forwarding. These people read
their web-pages via Squid and get their EMail from a local mail-
gateway. These people would me delighted to see the FG server function
as a proxy on their internet gateway - also a scenario that would fall
under "distributed server environment".

Just as a side note 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

> That applies to most everything one might do with FG except weapons code,
> and I consider the weapons code to be a small burden to non-combat users in
> terms of increased executable size and additional airplane information that
> wont get used in their scenarios -- the combat system doesnt need to be
> intrusive, but it needs to be there :) And except for specific items such as
> missiles and cannons, many parts of the combat system are useful for
> non-combat scenarios -- flying with drop tanks, changes in FDM based on
> changes in load -- crop dusting :)

Ahaaa, now you've reminded me of the fun I had in early versions of MSFS -
the crop dusting game was extremely good fun.

-- 
Jon Stockill
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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Erik Hofman
John Barrett wrote:

"headless" would be "without any graphical display at all"

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network
I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) --
This basically asks for an autopilot only FDM. It might be worth a few 
minutes of programming to extend the NULL FDM with autopilot functionallity.

> given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu
for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI
This is done in the ATC code of David Luff.

2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)
This doesn't sound too difficult either.

What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )
2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)
I'm not sure I like the idea of FlightGear set up as a server. This will 
however keeps the code between the server and the client as close as 
possible.

Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??
There already is an option to disable "out of the window view" which is 
used for the c172-610x/panel only aircraft, but this one still displays 
the panel.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-10 Thread Erik Hofman
John Barrett wrote:

Hmm... perhaps the person who was thinking about puting some life on the
ground might like to try shipping first as it might be easier than trying
to follow roads;)
Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.
SimGear provides random functions that give the same result on every 
platform provided they use the same seed and the same access order. That 
way we were able to synchronize the random objects across different 
displays in a multi-display system.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - 
From: "Michael Matkovic" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 10, 2003 12:07 AM
Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> Could you describe the --headless option (Phase 1 changes)?
> Sounds a little like what I'm trying to get Flightgear to do.
> /
> /I was hoping to have multiple airplanes (each controlled by an individual
program), each being updated
> once per video render instead of having independent execution frequency.
Using version 0.9.2's multiplay
> option, I can get a number of planes visible but the 'once per video
render' update still needs some
> work. Til now I've been viewing the group of planes from one of the
players' views. I'm not sure if
> this idea can be done, but (considering what I'm trying to do) is it
possible to have flightgear toggle
> between each player's view? For instance, starting up several 'players'
but only having one screen...
> and being able to switch between each player's view. Sounds like a weird
idea? maybe I should back
> on the coffee :-P
>

"headless" would be "without any graphical display at all"

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network

I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) -- given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu

for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI

2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)

What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )

2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)

Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes: 
> 
> Norman Vine writes
> >
> > Please - remember FGFS is not a flat earth system
> 
> whatever works -- if the computation gets too intense, it can always be
> handled periodically (every 60-120 seconds perhaps) and keep a list of
> entities for which we are interested in their updates -- entity IDs are
> going to be 32 bit integers, so we wont be hitting memory all that hard even
> with 100s of planes in the air -- or even reverse it -- each entity keeps a
> list of entities to which it will send updates -- list updated
> periodically -- then we dont have to walk the list of entities looking for
> those that are interested

Or perhaps use an appropriate global tesselation that just happens to
make finding all entities within some distance trivial by just checking
those buckets that are within the distance criteria. Then by just keeping
track of which bucket all entities are in the operation is just a trivial check 
of the pertinent buckets lists :-)

This mechanism would be useful for *many* related lookups and is
an elegant solution to the spherical distance query. < it just happens
to be similar to what is used in several actively pursued star search
projects which have the exact same *heavily* researched problem 
albeit an inverted manifestation >

AFAIK all such tesselations are built from either (1) spherical triangular 
facets or (2) their mathematical dual the corresponding spherical 'dirchlet' 
or 'vornoi' tesselation.  There are several papers desribing these and
other global grids at the link I posted recently in the 
 Re: [Flightgear-devel] Some thoughts and ideas (LONG) thread

trying-to-practice-what-Columbus-proved'ly yr's

Norman


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Lee Elliott" <[EMAIL PROTECTED]>
>
> I read your later post after I'd sent that:)  I agree that the server
> operator choosing the type of world is a good idea.
>
> However, there's potential for quite a wide range of realistic scenarios
> including elements of both non-combat and combat features.

As I see it -- the client and server should both be capable of the full
range of activities, the only question is then "do weapons work or not ??".
Practicing aircraft carrier landings does not require weapons :)

>
> For example, air/sea rescue missions (and their code infrastructure) would
> be appropriate in most multiplayer scenarios, both non-combat and combat
> - if you were flying ga into/out of, or in the vicinity of an airfield
> that hosted air/sea rescue services in a non-combat world it would be
> realstic for those operations to occur at the same time and even
> interfere with normal flying in that world, according to the appriopriate
> procedures.

That applies to most everything one might do with FG except weapons code,
and I consider the weapons code to be a small burden to non-combat users in
terms of increased executable size and additional airplane information that
wont get used in their scenarios -- the combat system doesnt need to be
intrusive, but it needs to be there :) And except for specific items such as
missiles and cannons, many parts of the combat system are useful for
non-combat scenarios -- flying with drop tanks, changes in FDM based on
changes in load -- crop dusting :)

>
> Hmm... perhaps the person who was thinking about puting some life on the
> ground might like to try shipping first as it might be easier than trying
> to follow roads;)

Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.

>
> Similarly, and bearing in mind that some work has been done on simulating
> failures, it could be possible for an a/c to declare an emergency, say an
> engine fire on a multiple, that disrupts all the other folk in the
> curcuit.

Be interesting to see how AI ATC code could be setup to deal with that :)

>
> Realistically, civil airliners have also been shot down, but I can't see
> anyone really wanting to try that scenario as it's a bit pointless, or
> seems so to me.
>

No 9/11 here please !!! Someone may want to do scenarios like that, its
certainly possible, but not something I'm personally interested in.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 22:23, John Barrett wrote:
> 
> - Original Message - 
> From: "Lee Elliott" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" 
<[EMAIL PROTECTED]>
> Sent: Sunday, November 09, 2003 5:05 PM
> Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status
> 
> 
> > On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
> > > John Barrett writes:
> > > > Would a --no-combat option on the server be acceptable ??
> > > >
> > > > (i.e. someone can pull the trigger, but it wont do anything to the
> > > > multiplayer world -- they could still use you for a target, but 
you
> > would
> > > > never see the ordinance)
> > >
> > > That sounds reasonable.  I would add the additional condition that
> > > people running with --no-combat would not even see people running 
with
> > > --combat.  I think we should keep the two worlds completely 
separate.
> > > I suppose if the combat people want to see me, that's ok, but I 
don't
> > > want to see them.  The idea is that if a few of us are flying around
> > > the pattern following civilian rules, it doesn't make sense to have 
a
> > > bunch of combat planes looping around and making high speed passes 
on
> > > us.  That doesn't make sense for the civilian world ... and if we 
are
> > > doing what we are supposed to be doing, seeing the combat aircraft
> > > using as as target practice could be very disruptive.  Ultimately I
> > > think I would vote for keeping the two worlds entirely separate.
> > >
> > > Regards,
> > >
> > > Curt.
> > > -- 
> > > Curtis Olson   HumanFIRST Program   FlightGear Project
> > > Twin Citiescurt 'at' me.umn.edu curt 'at' 
flightgear.org
> > > Minnesota  http://www.flightgear.org/~curt  http://
> > www.flightgear.org
> >
> >
> > Wouldn't it be better to have several instances of the server, running
> > either a non-combat environment or a combat environment, but not 
trying
> > to do both at the same time?  Non-combat servers would talk to other
> > non-combat servers, and like-wise with the combat servers.
> >
> > I'd be a bit concerned about problems with, for example, the combat
> > environment affecting the non-combat environment, and visa-versa.
> >
> 
> Ohhh we arent even CLOSE to talking about distributed servers yet -- 
lets
> get a single server system online and tested first -- THEN we can talk 
about
> a distributed system that simulates the entire world !! (which I think 
would
> be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, 
etc)
> 
> I'm already thinking about chopping off data updates for a/c that are 
not
> within visual/radar range to keep the message traffic reasonable for 
sims
> covering large terrain in the single server setup -- distributed servers
> will need much more than that :) Something along the lines of regional 
ATC
> servers covering large areas, then a server for each airport to handle
> approach control and ground traffic
> 
> Though actually -- a single master server could handle all the position
> updates without that much trouble given the update limiter code and 
headless
> (no opengl display) operation -- offload the airport and regional ATC to
> stand alone apps that interface to the master server as clients. (thats
> going to take some work on the ATC system to make it interface to the 
system
> like a network peer, even for single user operation, such that you can
> startup instances of the ATC code for specific airports and RATC)
> 

I read your later post after I'd sent that:)  I agree that the server 
operator choosing the type of world is a good idea.

However, there's potential for quite a wide range of realistic scenarios 
including elements of both non-combat and combat features.

For example, air/sea rescue missions (and their code infrastructure) would 
be appropriate in most multiplayer scenarios, both non-combat and combat 
- if you were flying ga into/out of, or in the vicinity of an airfield 
that hosted air/sea rescue services in a non-combat world it would be 
realstic for those operations to occur at the same time and even 
interfere with normal flying in that world, according to the appriopriate 
procedures.

Hmm... perhaps the person who was thinking about puting some life on the 
ground might like to try shipping first as it might be easier than trying 
to follow roads;)

Similarly, and bearing in mind that some work has been done on simulating 
failures, it could be possible for an a/c to declare an emergency, say an 
engine fire on a multiple, that disrupts all the other folk in the 
curcuit.

Realistically, civil airliners have also been shot down, but I can't see 
anyone really wanting to try that scenario as it's a bit pointless, or 
seems so to me.

LeeE


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - 
From: "Norman Vine" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 6:28 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> John Barrett writes:
> >
> > If each client instance specified "I'm only interested in events which
> > happen within 20deg of my current position" (use a square around current
> > lat/lon offset by the range specified, rather than circular) -- should
be
> > very fast for the server to do that check before forwarding data to a
given
> > client
>
> Please - remember FGFS is not a flat earth system so get rid of the
degrees
> and the square degree block concepts, as these are very inefficient and
inaccurate
> when operating on a sphere.
>
> Position is an ECF vector and distance can be degrees of arc if you
insist, but
> 'chord distance' is a one to one mapping and is *much* quicker to compute.
>
>
http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html
>

whatever works -- if the computation gets too intense, it can always be
handled periodically (every 60-120 seconds perhaps) and keep a list of
entities for which we are interested in their updates -- entity IDs are
going to be 32 bit integers, so we wont be hitting memory all that hard even
with 100s of planes in the air -- or even reverse it -- each entity keeps a
list of entities to which it will send updates -- list updated
periodically -- then we dont have to walk the list of entities looking for
those that are interested


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes:
> 
> If each client instance specified "I'm only interested in events which
> happen within 20deg of my current position" (use a square around current
> lat/lon offset by the range specified, rather than circular) -- should be
> very fast for the server to do that check before forwarding data to a given
> client

Please - remember FGFS is not a flat earth system so get rid of the degrees 
and the square degree block concepts, as these are very inefficient and inaccurate 
when operating on a sphere.  

Position is an ECF vector and distance can be degrees of arc if you insist, but 
'chord distance' is a one to one mapping and is *much* quicker to compute.

http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html

Norman

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Jon Stockill" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 6:13 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> On Sun, 9 Nov 2003, John Barrett wrote:
>
> > If each client instance specified "I'm only interested in events which
> > happen within 20deg of my current position" (use a square around current
> > lat/lon offset by the range specified, rather than circular) -- should
be
>
> Yeah, it's certainly a much faster calculation.
>
> > very fast for the server to do that check before forwarding data to a
given
> > client
>
> Will clients be able to select relevant data types too? (Obviously you're
> gonna want different data for an ATC client and a sim client, although
> there will be a certain amount of overlap).
>

Probably not for 1st cut -- but certainly possible


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

> If each client instance specified "I'm only interested in events which
> happen within 20deg of my current position" (use a square around current
> lat/lon offset by the range specified, rather than circular) -- should be

Yeah, it's certainly a much faster calculation.

> very fast for the server to do that check before forwarding data to a given
> client

Will clients be able to select relevant data types too? (Obviously you're
gonna want different data for an ATC client and a sim client, although
there will be a certain amount of overlap).

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Jon Stockill" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 5:54 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> On Sun, 9 Nov 2003, John Barrett wrote:
>
> > Though actually -- a single master server could handle all the position
> > updates without that much trouble given the update limiter code and
headless
> > (no opengl display) operation -- offload the airport and regional ATC to
> > stand alone apps that interface to the master server as clients. (thats
> > going to take some work on the ATC system to make it interface to the
system
> > like a network peer, even for single user operation, such that you can
> > startup instances of the ATC code for specific airports and RATC)
>
> Presumably you could just have a client config which specified the area of
> interest, and have the server send out only arcraft within that -
> obviously this imposes a higher load on the server though - maybe it'd be
> possible to do a very coarse cull on the main server, and output data to
> regional machines - if the protocols are consistent throughout then you'd
> end up with a scalable system which should (in theory) be able to cope
> with an awful lot of aircraft, controllers, etc etc.
>
> As the system expanded then more "localised" features could be implemented
> further down the chain.
>

If each client instance specified "I'm only interested in events which
happen within 20deg of my current position" (use a square around current
lat/lon offset by the range specified, rather than circular) -- should be
very fast for the server to do that check before forwarding data to a given
client


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

> Though actually -- a single master server could handle all the position
> updates without that much trouble given the update limiter code and headless
> (no opengl display) operation -- offload the airport and regional ATC to
> stand alone apps that interface to the master server as clients. (thats
> going to take some work on the ATC system to make it interface to the system
> like a network peer, even for single user operation, such that you can
> startup instances of the ATC code for specific airports and RATC)

Presumably you could just have a client config which specified the area of
interest, and have the server send out only arcraft within that -
obviously this imposes a higher load on the server though - maybe it'd be
possible to do a very coarse cull on the main server, and output data to
regional machines - if the protocols are consistent throughout then you'd
end up with a scalable system which should (in theory) be able to cope
with an awful lot of aircraft, controllers, etc etc.

As the system expanded then more "localised" features could be implemented
further down the chain.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
I think that is pretty much what I was angling for, just more clearly
vocalized. :-)

Thanks,

Curt.


John Barrett writes:
> I'm talking more along the idea that the server operator will choose if the
> world is combat or not combat -- rather than trying to do both in the same
> world -- once I get the core online and move on to the community webserver,
> server config including combat/non-combat status will be displayed so you
> can choose the type of world you wish to participate in
> 
> and no reason I can think of not to run multiple servers on a single
> machine, or multiple machines, some combat, some not, if, as a server
> operator, you wish to provide a broad range of environments for flyers
> 
> thats getting into the scenario system and setting a startup scenario for
> the server -- for instance, starting at a particular airport with only
> single engine prop planes allowed for civilian GCA practice, or having
> multiple starting airports and full combat for a "capture the enemy bases"
> scenario like Air Warrior (anyone thought of doing a tank sim based on the
> FG core code ?? -- both pilotable and AI driven ??  )
> 
> 
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-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Lee Elliott" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 5:05 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
> > John Barrett writes:
> > > Would a --no-combat option on the server be acceptable ??
> > >
> > > (i.e. someone can pull the trigger, but it wont do anything to the
> > > multiplayer world -- they could still use you for a target, but you
> would
> > > never see the ordinance)
> >
> > That sounds reasonable.  I would add the additional condition that
> > people running with --no-combat would not even see people running with
> > --combat.  I think we should keep the two worlds completely separate.
> > I suppose if the combat people want to see me, that's ok, but I don't
> > want to see them.  The idea is that if a few of us are flying around
> > the pattern following civilian rules, it doesn't make sense to have a
> > bunch of combat planes looping around and making high speed passes on
> > us.  That doesn't make sense for the civilian world ... and if we are
> > doing what we are supposed to be doing, seeing the combat aircraft
> > using as as target practice could be very disruptive.  Ultimately I
> > think I would vote for keeping the two worlds entirely separate.
> >
> > Regards,
> >
> > Curt.
> > -- 
> > Curtis Olson   HumanFIRST Program   FlightGear Project
> > Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
> > Minnesota  http://www.flightgear.org/~curt  http://
> www.flightgear.org
>
>
> Wouldn't it be better to have several instances of the server, running
> either a non-combat environment or a combat environment, but not trying
> to do both at the same time?  Non-combat servers would talk to other
> non-combat servers, and like-wise with the combat servers.
>
> I'd be a bit concerned about problems with, for example, the combat
> environment affecting the non-combat environment, and visa-versa.
>

Ohhh we arent even CLOSE to talking about distributed servers yet -- lets
get a single server system online and tested first -- THEN we can talk about
a distributed system that simulates the entire world !! (which I think would
be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, etc)

I'm already thinking about chopping off data updates for a/c that are not
within visual/radar range to keep the message traffic reasonable for sims
covering large terrain in the single server setup -- distributed servers
will need much more than that :) Something along the lines of regional ATC
servers covering large areas, then a server for each airport to handle
approach control and ground traffic

Though actually -- a single master server could handle all the position
updates without that much trouble given the update limiter code and headless
(no opengl display) operation -- offload the airport and regional ATC to
stand alone apps that interface to the master server as clients. (thats
going to take some work on the ATC system to make it interface to the system
like a network peer, even for single user operation, such that you can
startup instances of the ATC code for specific airports and RATC)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
> John Barrett writes:
> > Would a --no-combat option on the server be acceptable ??
> > 
> > (i.e. someone can pull the trigger, but it wont do anything to the
> > multiplayer world -- they could still use you for a target, but you 
would
> > never see the ordinance)
> 
> That sounds reasonable.  I would add the additional condition that
> people running with --no-combat would not even see people running with
> --combat.  I think we should keep the two worlds completely separate.
> I suppose if the combat people want to see me, that's ok, but I don't
> want to see them.  The idea is that if a few of us are flying around
> the pattern following civilian rules, it doesn't make sense to have a
> bunch of combat planes looping around and making high speed passes on
> us.  That doesn't make sense for the civilian world ... and if we are
> doing what we are supposed to be doing, seeing the combat aircraft
> using as as target practice could be very disruptive.  Ultimately I
> think I would vote for keeping the two worlds entirely separate.
> 
> Regards,
> 
> Curt.
> -- 
> Curtis Olson   HumanFIRST Program   FlightGear Project
> Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
> Minnesota  http://www.flightgear.org/~curt  http://
www.flightgear.org


Wouldn't it be better to have several instances of the server, running 
either a non-combat environment or a combat environment, but not trying 
to do both at the same time?  Non-combat servers would talk to other 
non-combat servers, and like-wise with the combat servers.

I'd be a bit concerned about problems with, for example, the combat 
environment affecting the non-combat environment, and visa-versa.

LeeE


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Curtis L. Olson" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 4:16 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> John Barrett writes:
> > Would a --no-combat option on the server be acceptable ??
> >
> > (i.e. someone can pull the trigger, but it wont do anything to the
> > multiplayer world -- they could still use you for a target, but you
would
> > never see the ordinance)
>
> That sounds reasonable.  I would add the additional condition that
> people running with --no-combat would not even see people running with
> --combat.  I think we should keep the two worlds completely separate.
> I suppose if the combat people want to see me, that's ok, but I don't
> want to see them.  The idea is that if a few of us are flying around
> the pattern following civilian rules, it doesn't make sense to have a
> bunch of combat planes looping around and making high speed passes on
> us.  That doesn't make sense for the civilian world ... and if we are
> doing what we are supposed to be doing, seeing the combat aircraft
> using as as target practice could be very disruptive.  Ultimately I
> think I would vote for keeping the two worlds entirely separate.
>

I'm talking more along the idea that the server operator will choose if the
world is combat or not combat -- rather than trying to do both in the same
world -- once I get the core online and move on to the community webserver,
server config including combat/non-combat status will be displayed so you
can choose the type of world you wish to participate in

and no reason I can think of not to run multiple servers on a single
machine, or multiple machines, some combat, some not, if, as a server
operator, you wish to provide a broad range of environments for flyers

thats getting into the scenario system and setting a startup scenario for
the server -- for instance, starting at a particular airport with only
single engine prop planes allowed for civilian GCA practice, or having
multiple starting airports and full combat for a "capture the enemy bases"
scenario like Air Warrior (anyone thought of doing a tank sim based on the
FG core code ?? -- both pilotable and AI driven ??  )


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Jon Berndt" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 4:24 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


> > John Barrett writes:
> > > Would a --no-combat option on the server be acceptable ??
> > >
> > > (i.e. someone can pull the trigger, but it wont do anything to the
> > > multiplayer world -- they could still use you for a target, but
> > you would
> > > never see the ordinance)
> >
> > That sounds reasonable.  I would add the additional condition that
> > people running with --no-combat would not even see people running with
> > --combat.  I think we should keep the two worlds completely separate.
>
>
> That's fine, as long as when I start up my instance of FLightGear (on my
> Internet attached system) that I am my own self with no Internet
connetivity
> whatsoever.
>

absolutly -- you must --mp-client or --mp-server on the command line -- just
like the other protocols


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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
> John Barrett writes:
> > Would a --no-combat option on the server be acceptable ??
> >
> > (i.e. someone can pull the trigger, but it wont do anything to the
> > multiplayer world -- they could still use you for a target, but
> you would
> > never see the ordinance)
>
> That sounds reasonable.  I would add the additional condition that
> people running with --no-combat would not even see people running with
> --combat.  I think we should keep the two worlds completely separate.


That's fine, as long as when I start up my instance of FLightGear (on my
Internet attached system) that I am my own self with no Internet connetivity
whatsoever.

Jon


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
John Barrett writes:
> Would a --no-combat option on the server be acceptable ??
> 
> (i.e. someone can pull the trigger, but it wont do anything to the
> multiplayer world -- they could still use you for a target, but you would
> never see the ordinance)

That sounds reasonable.  I would add the additional condition that
people running with --no-combat would not even see people running with
--combat.  I think we should keep the two worlds completely separate.
I suppose if the combat people want to see me, that's ok, but I don't
want to see them.  The idea is that if a few of us are flying around
the pattern following civilian rules, it doesn't make sense to have a
bunch of combat planes looping around and making high speed passes on
us.  That doesn't make sense for the civilian world ... and if we are
doing what we are supposed to be doing, seeing the combat aircraft
using as as target practice could be very disruptive.  Ultimately I
think I would vote for keeping the two worlds entirely separate.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: "Curtis L. Olson" <[EMAIL PROTECTED]>
>
> I would propose that the server be structured so that a purely
> civilian/non-combat version could be run.  I don't want it to be
> possible for some idiot to come and blow me out of the sky when I'm
> practicing ILS approaches in my C172 at my local airport.
>
> When thinking about the design of such things, it would be good to
> consider what kind of separation we can keep between the
> military/combat features and the rest of the core simulation.
>

Would a --no-combat option on the server be acceptable ??

(i.e. someone can pull the trigger, but it wont do anything to the
multiplayer world -- they could still use you for a target, but you would
never see the ordinance)

Jon Berndt wrote:
> I guess there ought to be an explicit flag the user can set at startup
> stating whether or not they want to be "seen" or not. THe default would be
> "invisible".

I disagree -- if they are hooking to a multiplayer server they should be
visible by default, conversely, if they choose to be invisible on a combat
active server, weapons should be disabled, as well as a/c collision
detection (i.e. get a birds eye view of a running battle without actually
being involved) -- this could be handled very easily by setting up a client
connection that sends nothing to the server -- just monitors the active
server traffic -- another option for the "peer" connection module :)



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
> I would propose that the server be structured so that a purely
> civilian/non-combat version could be run.  I don't want it to be
> possible for some idiot to come and blow me out of the sky when I'm
> practicing ILS approaches in my C172 at my local airport.

I guess there ought to be an explicit flag the user can set at startup
stating whether or not they want to be "seen" or not. THe default would be
"invisible".

> When thinking about the design of such things, it would be good to
> consider what kind of separation we can keep between the
> military/combat features and the rest of the core simulation.

Are there *analogues* to combat that could be made an enjoyable and
ethically acceptable part of FlightGear such that those who wanted
"simulated combat training" or "historical battle reenactments" to be
present could make them be present?

Jon


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
Jonathan Richards writes:
> What I value about FlightGear is that it attempts to *simulate* the
> real world  
> and aviation in it.  The landscapes and the airports are realistic, the 
> weather is (can be made) realistic, the celestial objects are realistic, the 
> flight dynamics themselves are realistic, and there is superb work done on 
> making the objects (scenery and planes) look good.
> I agree, though, that what is missing is other inhabitants of the simulated 
> planet :)  The biggest mismatch with reality is the absence of other air 
> traffic, or even ground movement, and I know that people have started to 
> address these.  In the real world, though (modulo conflict zones) there is no 
> air combat.  I'd welcome other flyers in the FlightGear VR, but should the 
> primary goal for a first interaction with them be to 'blow them outa the 
> sky'?  The spirit of simulation would rather suggest building in flight 
> planning, ground- and air-traffic control, and generally relieving the 
> loneliness.  If I thought I could do it (and I might...) I'd begin to see if 
> we can have FlightGear generate situation-relevant ATC radio messages by 
> doing text-to-speech translation with Festival.  Even if it only warns me 
> about other traffic that I fail to see (so no change there :¬)
> I don't want you to get the idea that I have some moral objection to simulated 
> violence, I've bought, played and enjoyed many combat sims, and I've rambled 
> enough, so I'll just throw out some questions... where does the real-world 
> information come from to =simulate= classified weapon  and weapon platform 
> performance?  How will combat damage be modelled?  Will the sim assess the 
> location of e.g. cannon shell impacts and adjust the flight model, or put 
> equipment out of commission?
> Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and please 
> not in the core distribution (see Erik's earlier message).

I've just started reading through the multiplayer thread.  Good to see
some action on this front and it sounds like you guys know a lot more
about it, and have a lot more experience with the issues than I do, so
I'll generally just sit back and leave this to the experts.

However, let me point out that some people have a big problem with
even pretending to shoot people.  Personally, I have no problems with
shoot 'em up games as long as you don't play them so much you start
dreaming about it. :-) We should recognize however that many people
feel *very* strongly about this ... strong enough to leave this
project if they sense we are trending towards a pure combat sim.

I would propose that the server be structured so that a purely
civilian/non-combat version could be run.  I don't want it to be
possible for some idiot to come and blow me out of the sky when I'm
practicing ILS approaches in my C172 at my local airport.

When thinking about the design of such things, it would be good to
consider what kind of separation we can keep between the
military/combat features and the rest of the core simulation.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett

- Original Message - 
From: "Norman Vine" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 11:58 AM
Subject: RE: [Flightgear-devel] Multiplayer -- wire protocol implementation


> John Barrett writes:
> > From: "Norman Vine" <[EMAIL PROTECTED]>
> >
> > > PLib/src/net is a 'reasonably' efficient implementation of using
> > > polling in a multiple connection environment :-)
> >
> > Guess I have enuf to do the server framework and initial handshake
between
> > client and server
>
> Might want to ask any questions or solicit ideas over on the PLib list as
> this Library has been used before in somewhat similar 'online' gaming apps
:-)
>

I think between the http network module and the other modules that actually
move a/c data, I've got enough to get the basics in place -- my next
question will be "how do I add an a/c instance to the current scene and keep
it updated" but I can likely dig that out of the other multiplayer modules


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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett

- Original Message - 
From: "Andy Ross" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Sunday, November 09, 2003 11:59 AM
Subject: Re: [Flightgear-devel] Multiplayer -- wire protocol implementation


> John Barrett wrote:
> > Here is the patch and source files for the preliminary wire protocol
> > implementation -- comments and suggestions welcome
>
> This sounds fun, so I grabbed it and had a peek.  One bug report in
> messagebuf.cxx, which has some code that I can't figure out:
>
> > void FGMPSMessageBuf::put(unsigned char byte, bool raw)
> > {
> > if (!raw) {
> > if ((byte & 0xf0) == 0xf0) {
> > buf += 0xff;
> > byte = byte ^ 0xff;
> > }
> > }
> > buf += byte;
> > }
>
> If I read this correctly, if "raw" is false (which is the default
> argument), then values in the range 0-239 are passed normally, while
> values in the range 240-255 cause an extra byte of 255 to be inserted
> in the stream, followed by the bitwise negation of the original byte.
> I don't see anywhere for the extra 255 to be interpreted on read,
> though.

for cooked data, values 0xf0 to 0xff are protocol reserved values and are
escaped by prefixing with 0xff and inverting the data -- you can find the
corresponding decoding in the "get" method

unsigned char FGMPSMessageBuf::get(bool raw)
{
 if (pos >= buf.length())
  throw FGMPSDataException( "FGMPSMessageBuf: Read past end of buffer" );
 if (raw) return buf[pos++];
 if ((unsigned char)buf[pos] == 0xff) {
  pos++;
  return ((unsigned char)buf[pos++] ^ 0xff);
 }
 return buf[pos++];
}

>
> I'll admit that I have absolutely no idea what this code is supposed
> to do. :) Are you maybe trying to handle 2's complement signed values
> via an escaping mechanism?  If so, you need to change the bit test to
> 0x80, and can elide the complement operation entirely.  It's best to
> leave signedness determination in the hands of the user code, though.
>

Trying to make the protocol resistant to changes in message structure, and
malformed messages due to transport layer errors (for instance if this
protocol is run over serial lines or modems) -- I thought it desirable that
protocol specific values never appear in the application data and that all
data elements in a message be typed so that malformed messages could be more
easily detected (we used a similar setup over at WorldForge to make the
client/server link more tolerant when the endpoints of a connection had
different application message versions)

> One other nit is a collection of portability bugs in your type
> declarations.  A "long" value isn't guaranteed to be 32 bits, on an
> LP64 platform (64 bit unices, but not Win64) it's a 64 bit quantity.
> I also see some locations where you appear to be assuming that an
> "int" is 16 bits, which was true on the PDP-11 and 8086, but nowhere
> else; it's not clear if this extra precision will result in real bugs
> or not.
>

I know -- I claim fatigue as an excuse - I'm packing to move next week while
I work on this -- I'll dig in and find the portable type declarations and
update the code in the next few days :)



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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Andy Ross
John Barrett wrote:
> Here is the patch and source files for the preliminary wire protocol
> implementation -- comments and suggestions welcome

This sounds fun, so I grabbed it and had a peek.  One bug report in
messagebuf.cxx, which has some code that I can't figure out:

> void FGMPSMessageBuf::put(unsigned char byte, bool raw)
> {
> if (!raw) {
> if ((byte & 0xf0) == 0xf0) {
> buf += 0xff;
> byte = byte ^ 0xff;
> }
> }
> buf += byte;
> }

If I read this correctly, if "raw" is false (which is the default
argument), then values in the range 0-239 are passed normally, while
values in the range 240-255 cause an extra byte of 255 to be inserted
in the stream, followed by the bitwise negation of the original byte.
I don't see anywhere for the extra 255 to be interpreted on read,
though.

I'll admit that I have absolutely no idea what this code is supposed
to do. :) Are you maybe trying to handle 2's complement signed values
via an escaping mechanism?  If so, you need to change the bit test to
0x80, and can elide the complement operation entirely.  It's best to
leave signedness determination in the hands of the user code, though.

One other nit is a collection of portability bugs in your type
declarations.  A "long" value isn't guaranteed to be 32 bits, on an
LP64 platform (64 bit unices, but not Win64) it's a 64 bit quantity.
I also see some locations where you appear to be assuming that an
"int" is 16 bits, which was true on the PDP-11 and 8086, but nowhere
else; it's not clear if this extra precision will result in real bugs
or not.

Andy

-- 
Andrew J. RossBeyond the OrdinaryPlausibility Productions
Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?



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RE: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Norman Vine
John Barrett writes:
> From: "Norman Vine" <[EMAIL PROTECTED]>
> 
> > PLib/src/net is a 'reasonably' efficient implementation of using
> > polling in a multiple connection environment :-)
> 
> Guess I have enuf to do the server framework and initial handshake between
> client and server

Might want to ask any questions or solicit ideas over on the PLib list as
this Library has been used before in somewhat similar 'online' gaming apps :-)

Cheers

Norman




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