1 The commands are of the form:
3 --multiplay=in | out,Hz,destination address,destination port
4 --callsign=a_unique_name
7 Below are some examples of startup commands that demonstrate the use of the
8 multiplayer facilities.
10 For two players on a local network or across the internet:
11 ----------------------------------------------------------
13 --multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501
17 --multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500
21 For multiple players on a local network:
22 ----------------------------------------
24 --multiplay=out,10,255.255.255.255,5500
25 --multiplay=in,10,255.255.255.255,5500 --callsign=player1
28 --multiplay=out,10,255.255.255.255,5500
29 --multiplay=in,10,255.255.255.255,5500 --callsign=playern
31 Note that the callsign is used to identify each player in a multiplayer game
32 so the callsigns must be unique. The multiplayer code ignores packets that
33 are sent back to itself, as would occur with broadcasting when the rx and tx
37 Multiple players sending to a single player:
38 --------------------------------------------
40 --multiplay=out,10,192.168.0.2,5500 --callsign=player1
43 --multiplay=out,10,192.168.0.2,5500 --callsign=player2
46 --multiplay=out,10,192.168.0.2,5500 --callsign=player3
49 --multiplay=in,10,192.168.0.2,5500 --callsign=player4
51 This demonstrates that it is possible to have multiple instances of
52 Flightgear that send to a single instance that displays all the traffic. This
53 is the sort of implementation that we are considering for use as a tower
57 For use with a server (when one is created):
58 --------------------------------------------
60 --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500
64 --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501
68 --multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502
71 The server would simply act as a packet forwarding mechanism. When it
72 receives a packet, it sends it to all other active players.