]> git.mxchange.org Git - flightgear.git/blobdiff - src/AIModel/AIMultiplayer.cxx
Support helipad names in the --runway startup option
[flightgear.git] / src / AIModel / AIMultiplayer.cxx
old mode 100755 (executable)
new mode 100644 (file)
index 4a38e29..30843b7
 
 #include "AIMultiplayer.hxx"
 
+using std::string;
+
 // #define SG_DEBUG SG_ALERT
 
-FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
+FGAIMultiplayer::FGAIMultiplayer() :
+   FGAIBase(otMultiplayer, false)
+{
    no_roll = false;
 
    mTimeOffsetSet = false;
    mAllowExtrapolation = true;
    mLagAdjustSystemSpeed = 10;
-}
+   mLastTimestamp = 0;
+   lastUpdateTime = 0;
 
+} 
 
 FGAIMultiplayer::~FGAIMultiplayer() {
 }
 
-bool FGAIMultiplayer::init() {
-   return FGAIBase::init();
+bool FGAIMultiplayer::init(bool search_in_AI_path) {
+    props->setStringValue("sim/model/path", model_path.c_str());
+    //refuel_node = fgGetNode("systems/refuel/contact", true);
+    isTanker = false; // do this until this property is
+                      // passed over the net
+
+    const string& str1 = _getCallsign();
+    const string str2 = "MOBIL";
+
+    string::size_type loc1= str1.find( str2, 0 );
+    if ( (loc1 != string::npos && str2 != "") ){
+        //        cout << " string found "     << str2 << " in " << str1 << endl;
+        isTanker = true;
+        //        cout << "isTanker " << isTanker << " " << mCallSign <<endl;
+    }
+
+    // load model
+    bool result = FGAIBase::init(search_in_AI_path);
+    // propagate installation state (used by MP pilot list)
+    props->setBoolValue("model-installed", _installed);
+    return result;
 }
 
 void FGAIMultiplayer::bind() {
     FGAIBase::bind();
 
+    tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+    tie("tanker", SGRawValuePointer<bool>(&isTanker));
+
+    tie("controls/invisible",
+        SGRawValuePointer<bool>(&invisible));
+       _uBodyNode = props->getNode("velocities/uBody-fps", true);
+       _vBodyNode = props->getNode("velocities/vBody-fps", true);
+       _wBodyNode = props->getNode("velocities/wBody-fps", true);
+       
 #define AIMPROProp(type, name) \
 SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
 
@@ -57,27 +91,22 @@ SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
 SGRawValueMethods<FGAIMultiplayer, type>(*this, \
       &FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
 
-    props->tie("callsign", AIMPROProp(const char *, CallSign));
+    //tie("callsign", AIMPROProp(const char *, CallSign));
+
+    tie("controls/allow-extrapolation",
+        AIMPRWProp(bool, AllowExtrapolation));
+    tie("controls/lag-adjust-system-speed",
+        AIMPRWProp(double, LagAdjustSystemSpeed));
 
-    props->tie("controls/allow-extrapolation",
-               AIMPRWProp(bool, AllowExtrapolation));
-    props->tie("controls/lag-adjust-system-speed",
-               AIMPRWProp(double, LagAdjustSystemSpeed));
 
 #undef AIMPROProp
 #undef AIMPRWProp
 }
 
-void FGAIMultiplayer::unbind() {
-    FGAIBase::unbind();
-
-    props->untie("callsign");
-    props->untie("controls/allow-extrapolation");
-    props->untie("controls/lag-adjust-system-speed");
-}
-
 void FGAIMultiplayer::update(double dt)
 {
+  using namespace simgear;
+
   if (dt <= 0)
     return;
 
@@ -111,9 +140,10 @@ void FGAIMultiplayer::update(double dt)
     mTimeOffset = curentPkgTime - curtime - lag;
   } else {
     double offset = curentPkgTime - curtime - lag;
-    if (!mAllowExtrapolation && offset + lag < mTimeOffset) {
+    if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
+        || (offset - 10 > mTimeOffset)) {
       mTimeOffset = offset;
-      SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to "
+      SG_LOG(SG_AI, SG_DEBUG, "Resetting time offset adjust system to "
              "avoid extrapolation: time offset = " << mTimeOffset);
     } else {
       // the error of the offset, respectively the negative error to avoid
@@ -140,7 +170,7 @@ void FGAIMultiplayer::update(double dt)
         systemIncrement = err;
       mTimeOffset += systemIncrement;
       
-      SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = "
+      SG_LOG(SG_AI, SG_DEBUG, "Offset adjust system: time offset = "
              << mTimeOffset << ", expected longitudinal position error due to "
              " current adjustment of the offset: "
              << fabs(norm(it->second.linearVel)*systemIncrement));
@@ -154,6 +184,8 @@ void FGAIMultiplayer::update(double dt)
 
   SGVec3d ecPos;
   SGQuatf ecOrient;
+  SGVec3f ecLinearVel;
+
   if (tInterp <= curentPkgTime) {
     // Ok, we need a time prevous to the last available packet,
     // that is good ...
@@ -161,21 +193,52 @@ void FGAIMultiplayer::update(double dt)
     // Find the first packet before the target time
     MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
     if (nextIt == mMotionInfo.begin()) {
-      SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!");
+      SG_LOG(SG_AI, SG_DEBUG, "Taking oldest packet!");
       // We have no packet before the target time, just use the first one
       MotionInfo::iterator firstIt = mMotionInfo.begin();
       ecPos = firstIt->second.position;
       ecOrient = firstIt->second.orientation;
+      ecLinearVel = firstIt->second.linearVel;
+      speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
 
-      std::vector<FGFloatPropertyData>::const_iterator firstPropIt;
-      std::vector<FGFloatPropertyData>::const_iterator firstPropItEnd;
+      std::vector<FGPropertyData*>::const_iterator firstPropIt;
+      std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
       firstPropIt = firstIt->second.properties.begin();
       firstPropItEnd = firstIt->second.properties.end();
       while (firstPropIt != firstPropItEnd) {
-        float val = firstPropIt->value;
-        PropertyMap::iterator pIt = mPropertyMap.find(firstPropIt->id);
+        //cout << " Setting property..." << (*firstPropIt)->id;
+        PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
         if (pIt != mPropertyMap.end())
-          pIt->second->setFloatValue(val);
+        {
+          //cout << "Found " << pIt->second->getPath() << ":";
+          switch ((*firstPropIt)->type) {
+            case props::INT:
+            case props::BOOL:
+            case props::LONG:
+              pIt->second->setIntValue((*firstPropIt)->int_value);
+              //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+              break;
+            case props::FLOAT:
+            case props::DOUBLE:
+              pIt->second->setFloatValue((*firstPropIt)->float_value);
+              //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+              break;
+            case props::STRING:
+            case props::UNSPECIFIED:
+              pIt->second->setStringValue((*firstPropIt)->string_value);
+              //cout << "Str: " << (*firstPropIt)->string_value << "\n";    
+              break;
+            default:
+              // FIXME - currently defaults to float values
+              pIt->second->setFloatValue((*firstPropIt)->float_value);
+              //cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
+              break;
+          }            
+        }
+        else
+        {
+          SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+        }
         ++firstPropIt;
       }
 
@@ -191,7 +254,7 @@ void FGAIMultiplayer::update(double dt)
       double intervalLen = intervalEnd - intervalStart;
       double tau = (tInterp - intervalStart)/intervalLen;
 
-      SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["
+      SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle interpolation: ["
              << intervalStart << ", " << intervalEnd << "], intervalLen = "
              << intervalLen << ", interpolation parameter = " << tau);
 
@@ -199,29 +262,72 @@ void FGAIMultiplayer::update(double dt)
       ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position);
       ecOrient = interpolate((float)tau, prevIt->second.orientation,
                              nextIt->second.orientation);
+      ecLinearVel = ((1-tau)*prevIt->second.linearVel + tau*nextIt->second.linearVel);
+      speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
 
       if (prevIt->second.properties.size()
           == nextIt->second.properties.size()) {
-        std::vector<FGFloatPropertyData>::const_iterator prevPropIt;
-        std::vector<FGFloatPropertyData>::const_iterator prevPropItEnd;
-        std::vector<FGFloatPropertyData>::const_iterator nextPropIt;
-        std::vector<FGFloatPropertyData>::const_iterator nextPropItEnd;
+        std::vector<FGPropertyData*>::const_iterator prevPropIt;
+        std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
+        std::vector<FGPropertyData*>::const_iterator nextPropIt;
+        std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
         prevPropIt = prevIt->second.properties.begin();
         prevPropItEnd = prevIt->second.properties.end();
         nextPropIt = nextIt->second.properties.begin();
         nextPropItEnd = nextIt->second.properties.end();
         while (prevPropIt != prevPropItEnd) {
-          float val = (1-tau)*prevPropIt->value + tau*nextPropIt->value;
-          PropertyMap::iterator pIt = mPropertyMap.find(prevPropIt->id);
+          PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
+          //cout << " Setting property..." << (*prevPropIt)->id;
+          
           if (pIt != mPropertyMap.end())
-            pIt->second->setFloatValue(val);
+          {
+            //cout << "Found " << pIt->second->getPath() << ":";
+          
+            int ival;
+            float val;
+            switch ((*prevPropIt)->type) {
+              case props::INT:
+              case props::BOOL:
+              case props::LONG:
+                ival = (int) (0.5+(1-tau)*((double) (*prevPropIt)->int_value) +
+                  tau*((double) (*nextPropIt)->int_value));
+                pIt->second->setIntValue(ival);
+                //cout << "Int: " << ival << "\n";
+                break;
+              case props::FLOAT:
+              case props::DOUBLE:
+                val = (1-tau)*(*prevPropIt)->float_value +
+                  tau*(*nextPropIt)->float_value;
+                //cout << "Flo: " << val << "\n";
+                pIt->second->setFloatValue(val);
+                break;
+              case props::STRING:
+              case props::UNSPECIFIED:
+                //cout << "Str: " << (*nextPropIt)->string_value << "\n";
+                pIt->second->setStringValue((*nextPropIt)->string_value);
+                break;
+              default:
+                // FIXME - currently defaults to float values
+                val = (1-tau)*(*prevPropIt)->float_value +
+                  tau*(*nextPropIt)->float_value;
+                //cout << "Unk: " << val << "\n";
+                pIt->second->setFloatValue(val);
+                break;
+            }            
+          }
+          else
+          {
+            SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
+          }
+          
           ++prevPropIt;
           ++nextPropIt;
         }
       }
 
       // Now throw away too old data
-      if (prevIt != mMotionInfo.begin()) {
+      if (prevIt != mMotionInfo.begin()) 
+      {
         --prevIt;
         mMotionInfo.erase(mMotionInfo.begin(), prevIt);
       }
@@ -229,59 +335,101 @@ void FGAIMultiplayer::update(double dt)
   } else {
     // Ok, we need to predict the future, so, take the best data we can have
     // and do some eom computation to guess that for now.
-    FGExternalMotionData motionInfo = it->second;
+    FGExternalMotionData& motionInfo = it->second;
 
     // The time to predict, limit to 5 seconds
     double t = tInterp - motionInfo.time;
     t = SGMisc<double>::min(t, 5);
 
-    SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: "
+    SG_LOG(SG_AI, SG_DEBUG, "Multiplayer vehicle extrapolation: "
            "extrapolation time = " << t);
 
     // Do a few explicit euler steps with the constant acceleration's
     // This must be sufficient ...
     ecPos = motionInfo.position;
     ecOrient = motionInfo.orientation;
-    SGVec3f linearVel = motionInfo.linearVel;
+    ecLinearVel = motionInfo.linearVel;
     SGVec3f angularVel = motionInfo.angularVel;
     while (0 < t) {
       double h = 1e-1;
       if (t < h)
         h = t;
 
-      SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));
+      SGVec3d ecVel = toVec3d(ecOrient.backTransform(ecLinearVel));
       ecPos += h*ecVel;
       ecOrient += h*ecOrient.derivative(angularVel);
 
-      linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);
+      ecLinearVel += h*(cross(ecLinearVel, angularVel) + motionInfo.linearAccel);
       angularVel += h*motionInfo.angularAccel;
       
       t -= h;
     }
 
-    std::vector<FGFloatPropertyData>::const_iterator firstPropIt;
-    std::vector<FGFloatPropertyData>::const_iterator firstPropItEnd;
+    std::vector<FGPropertyData*>::const_iterator firstPropIt;
+    std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
+    speed = norm(ecLinearVel) * SG_METER_TO_NM * 3600.0;
     firstPropIt = it->second.properties.begin();
     firstPropItEnd = it->second.properties.end();
     while (firstPropIt != firstPropItEnd) {
-      float val = firstPropIt->value;
-      PropertyMap::iterator pIt = mPropertyMap.find(firstPropIt->id);
+      PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
+      //cout << " Setting property..." << (*firstPropIt)->id;
+      
       if (pIt != mPropertyMap.end())
-        pIt->second->setFloatValue(val);
+      {
+        switch ((*firstPropIt)->type) {
+          case props::INT:
+          case props::BOOL:
+          case props::LONG:
+            pIt->second->setIntValue((*firstPropIt)->int_value);
+            //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+            break;
+          case props::FLOAT:
+          case props::DOUBLE:
+            pIt->second->setFloatValue((*firstPropIt)->float_value);
+            //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+            break;
+          case props::STRING:
+          case props::UNSPECIFIED:
+            pIt->second->setStringValue((*firstPropIt)->string_value);
+            //cout << "Str: " << (*firstPropIt)->string_value << "\n";
+            break;
+          default:
+            // FIXME - currently defaults to float values
+            pIt->second->setFloatValue((*firstPropIt)->float_value);
+            //cout << "Unk: " << (*firstPropIt)->float_value << "\n";
+            break;
+        }            
+      }
+      else
+      {
+        SG_LOG(SG_AI, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+      }
+      
       ++firstPropIt;
     }
   }
   
   // extract the position
-  SGGeod geod = ecPos;
-  pos.setlat(geod.getLatitudeDeg());
-  pos.setlon(geod.getLongitudeDeg());
-  pos.setelev(geod.getElevationM());
-  
+  pos = SGGeod::fromCart(ecPos);
+  double recent_alt_ft = altitude_ft;
+  altitude_ft = pos.getElevationFt();
+
+  // expose a valid vertical speed
+  if (lastUpdateTime != 0)
+  {
+      double dT = curtime - lastUpdateTime;
+      double Weighting=1;
+      if (dt < 1.0)
+          Weighting = dt;
+      // simple smoothing over 1 second
+      vs = (1.0-Weighting)*vs +  Weighting * (altitude_ft - recent_alt_ft) / dT * 60;
+  }
+  lastUpdateTime = curtime;
+
   // The quaternion rotating from the earth centered frame to the
   // horizontal local frame
-  SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)geod.getLongitudeRad(),
-                                          (float)geod.getLatitudeRad());
+  SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
+                                          (float)pos.getLatitudeRad());
   // The orientation wrt the horizontal local frame
   SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
   float hDeg, pDeg, rDeg;
@@ -290,26 +438,66 @@ void FGAIMultiplayer::update(double dt)
   roll = rDeg;
   pitch = pDeg;
 
-  SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "
-         << geod << ", " << hlOr);
+  // expose velocities/u,v,wbody-fps in the mp tree
+  _uBodyNode->setValue(ecLinearVel[0] * SG_METER_TO_FEET);
+  _vBodyNode->setValue(ecLinearVel[1] * SG_METER_TO_FEET);
+  _wBodyNode->setValue(ecLinearVel[2] * SG_METER_TO_FEET);
+
+  SG_LOG(SG_AI, SG_DEBUG, "Multiplayer position and orientation: "
+         << ecPos << ", " << hlOr);
 
   //###########################//
   // do calculations for radar //
   //###########################//
-  UpdateRadar(manager);
+    double range_ft2 = UpdateRadar(manager);
+
+    //************************************//
+    // Tanker code                        //
+    //************************************//
+
+
+    if ( isTanker) {
+        //cout << "IS tanker ";
+        if ( (range_ft2 < 250.0 * 250.0) &&
+            (y_shift > 0.0)    &&
+            (elevation > 0.0) ){
+                // refuel_node->setBoolValue(true);
+                 //cout << "in contact"  << endl;
+            contact = true;
+        } else {
+            // refuel_node->setBoolValue(false);
+            //cout << "not in contact"  << endl;
+            contact = false;
+        }
+    } else {
+        //cout << "NOT tanker " << endl;
+        contact = false;
+    }
 
   Transform();
 }
 
 void
-FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo,
+FGAIMultiplayer::addMotionInfo(FGExternalMotionData& motionInfo,
                                long stamp)
 {
   mLastTimestamp = stamp;
-  // Drop packets arriving out of order
-  if (!mMotionInfo.empty() && motionInfo.time < mMotionInfo.rbegin()->first)
-    return;
+
+  if (!mMotionInfo.empty()) {
+    double diff = motionInfo.time - mMotionInfo.rbegin()->first;
+
+    // packet is very old -- MP has probably reset (incl. his timebase)
+    if (diff < -10.0)
+      mMotionInfo.clear();
+
+    // drop packets arriving out of order
+    else if (diff < 0.0)
+      return;
+  }
   mMotionInfo[motionInfo.time] = motionInfo;
+  // We just copied the property (pointer) list - they are ours now. Clear the
+  // properties list in given/returned object, so former owner won't deallocate them.
+  motionInfo.properties.clear();
 }
 
 void
@@ -318,4 +506,3 @@ FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
   SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
   pNode->setDoubleValue(val);
 }
-