#include <iostream>
-#include <plib/netSocket.h>
-
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osgDB/Registry>
#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
+#include <simgear/magvar/magvar.hxx>
#include <simgear/math/sg_random.h>
+#include <simgear/io/raw_socket.hxx>
+#include <simgear/misc/sg_sleep.hxx>
#include <Time/light.hxx>
-#include <Include/general.hxx>
#include <Aircraft/replay.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Cockpit/cockpit.hxx>
-#include <Cockpit/hud.hxx>
+#include <Aircraft/controls.hxx>
#include <Model/panelnode.hxx>
-#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Sound/morse.hxx>
#include <Sound/fg_fx.hxx>
#include <ATCDCL/ATCmgr.hxx>
-#include <ATCDCL/AIMgr.hxx>
-#include <Time/tmp.hxx>
+#include <Time/TimeManager.hxx>
#include <Environment/environment_mgr.hxx>
#include <Environment/ephemeris.hxx>
+#include <GUI/gui.h>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include "WindowSystemAdapter.hxx"
#include <Main/viewer.hxx>
-static double real_delta_time_sec = 0.0;
-double delta_time_sec = 0.0;
using namespace flightgear;
using std::cerr;
-// This is a record containing a bit of global housekeeping information
-FGGeneral general;
-
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
int idle_state = 0;
-long global_multi_loop;
-SGTimeStamp last_time_stamp;
-SGTimeStamp current_time_stamp;
void fgInitSoundManager();
void fgSetNewSoundDevice(const char *);
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
- int model_hz = fgGetInt("/sim/model-hz");
-
+
static SGConstPropertyNode_ptr longitude
= fgGetNode("/position/longitude-deg");
static SGConstPropertyNode_ptr latitude
= fgGetNode("/velocities/speed-east-fps");
static SGConstPropertyNode_ptr vd_fps
= fgGetNode("/velocities/speed-down-fps");
- static SGConstPropertyNode_ptr clock_freeze
- = fgGetNode("/sim/freeze/clock", true);
- static SGConstPropertyNode_ptr cur_time_override
- = fgGetNode("/sim/time/cur-time-override", true);
- static SGConstPropertyNode_ptr max_simtime_per_frame
- = fgGetNode("/sim/max-simtime-per-frame", true);
+
static SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
+ static SGPropertyNode_ptr _statisticsFlag
+ = fgGetNode("/sim/timing-statistics/enabled", true);
+ static SGPropertyNode_ptr _statisticsInterval
+ = fgGetNode("/sim/timing-statistics/interval-s", true);
+ static SGPropertyNode_ptr _statiticsMinJitter
+ = fgGetNode("/sim/timing-statistics/min-jitter-ms", true);
+ static SGPropertyNode_ptr _statiticsMinTime
+ = fgGetNode("/sim/timing-statistics/min-time-ms", true);
+
frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
-
- bool scenery_loaded = fgGetBool("sim/sceneryloaded");
- bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
-
- // Update the elapsed time.
- static bool first_time = true;
- if ( first_time ) {
- last_time_stamp.stamp();
- first_time = false;
- }
-
- double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
- if ( throttle_hz > 0.0 && !wait_for_scenery ) {
- // optionally throttle the frame rate (to get consistent frame
- // rates or reduce cpu usage.
-
- double frame_us = 1000000.0 / throttle_hz;
-
-#define FG_SLEEP_BASED_TIMING 1
-#if defined(FG_SLEEP_BASED_TIMING)
- // sleep based timing loop.
- //
- // Calling sleep, even usleep() on linux is less accurate than
- // we like, but it does free up the cpu for other tasks during
- // the sleep so it is desirable. Because of the way sleep()
- // is implemented in consumer operating systems like windows
- // and linux, you almost always sleep a little longer than the
- // requested amount.
- //
- // To combat the problem of sleeping too long, we calculate the
- // desired wait time and shorten it by 2000us (2ms) to avoid
- // [hopefully] over-sleep'ing. The 2ms value was arrived at
- // via experimentation. We follow this up at the end with a
- // simple busy-wait loop to get the final pause timing exactly
- // right.
- //
- // Assuming we don't oversleep by more than 2000us, this
- // should be a reasonable compromise between sleep based
- // waiting, and busy waiting.
-
- // sleep() will always overshoot by a bit so undersleep by
- // 2000us in the hopes of never oversleeping.
- frame_us -= 2000.0;
- if ( frame_us < 0.0 ) {
- frame_us = 0.0;
- }
- current_time_stamp.stamp();
- /* Convert to ms */
- double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
- if ( elapsed_us < frame_us ) {
- double requested_us = frame_us - elapsed_us;
- ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
- }
-#endif
-
- // busy wait timing loop.
- //
- // This yields the most accurate timing. If the previous
- // ulMilliSecondSleep() call is omitted this will peg the cpu
- // (which is just fine if FG is the only app you care about.)
- current_time_stamp.stamp();
- SGTimeStamp next_time_stamp = last_time_stamp;
- next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
- while ( current_time_stamp < next_time_stamp ) {
- current_time_stamp.stamp();
- }
- } else {
- // run as fast as the app will go
- current_time_stamp.stamp();
- }
-
- real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
-
- // Limit the time we need to spend in simulation loops
- // That means, if the /sim/max-simtime-per-frame value is strictly positive
- // you can limit the maximum amount of time you will do simulations for
- // one frame to display. The cpu time spent in simulations code is roughly
- // at least O(real_delta_time_sec). If this is (due to running debug
- // builds or valgrind or something different blowing up execution times)
- // larger than the real time you will no longer get any response
- // from flightgear. This limits that effect. Just set to property from
- // your .fgfsrc or commandline ...
- double dtMax = max_simtime_per_frame->getDoubleValue();
- if (0 < dtMax && dtMax < real_delta_time_sec)
- real_delta_time_sec = dtMax;
-
- SGSubsystemGroup* fdmGroup =
- globals->get_subsystem_mgr()->get_group(SGSubsystemMgr::FDM);
- fdmGroup->set_fixed_update_time(1.0 / model_hz);
-
- // round the real time down to a multiple of 1/model-hz.
- // this way all systems are updated the _same_ amount of dt.
- static double reminder = 0.0;
- real_delta_time_sec += reminder;
- global_multi_loop = long(floor(real_delta_time_sec*model_hz));
- global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
- reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
- real_delta_time_sec = double(global_multi_loop)/double(model_hz);
-
- if (clock_freeze->getBoolValue() || wait_for_scenery) {
- delta_time_sec = 0;
- } else {
- delta_time_sec = real_delta_time_sec;
- }
- last_time_stamp = current_time_stamp;
- globals->inc_sim_time_sec( delta_time_sec );
-
- // These are useful, especially for Nasal scripts.
- fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
- fgSetDouble("/sim/time/delta-sec", delta_time_sec);
-
-#ifdef FANCY_FRAME_COUNTER
- int i;
- double accum;
-#else
- static time_t last_time = 0;
- static int frames = 0;
-#endif // FANCY_FRAME_COUNTER
-
- SGTime *t = globals->get_time_params();
-
+
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-
- // update "time"
- static bool last_clock_freeze = false;
-
- if ( clock_freeze->getBoolValue() ) {
- // clock freeze requested
- if ( cur_time_override->getLongValue() == 0 ) {
- fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
- globals->set_warp( 0 );
- }
- } else {
- // no clock freeze requested
- if ( last_clock_freeze == true ) {
- // clock just unfroze, let's set warp as the difference
- // between frozen time and current time so we don't get a
- // time jump (and corresponding sky object and lighting
- // jump.)
- globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
- fgSetLong( "/sim/time/cur-time-override", 0 );
- }
- if ( globals->get_warp_delta() != 0 ) {
- globals->inc_warp( globals->get_warp_delta() );
- }
- }
-
- last_clock_freeze = clock_freeze->getBoolValue();
-
- t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
- cur_time_override->getLongValue(),
- globals->get_warp() );
-
- if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
- }
+
+
+ // update "time"
+ double sim_dt, real_dt;
+ TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
+ // compute simulated time (allowing for pause, warp, etc) and
+ // real elapsed time
+ timeMgr->computeTimeDeltas(sim_dt, real_dt);
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
- // Calculate frame rate average
-#ifdef FANCY_FRAME_COUNTER
- /* old fps calculation */
- if ( elapsed > 0 ) {
- double tmp;
- accum = 0.0;
- for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
- tmp = general.get_frame(i);
- accum += tmp;
- // printf("frame[%d] = %.2f\n", i, g->frames[i]);
- general.set_frame(i+1,tmp);
- }
- tmp = 1000000.0 / (float)elapsed;
- general.set_frame(0,tmp);
- // printf("frame[0] = %.2f\n", general.frames[0]);
- accum += tmp;
- general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
- // printf("ave = %.2f\n", general.frame_rate);
- }
-#else
- if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
- general.set_frame_rate( frames );
- fgSetInt("/sim/frame-rate", frames);
- SG_LOG( SG_ALL, SG_DEBUG,
- "--> Frame rate is = " << general.get_frame_rate() );
- frames = 0;
- }
- last_time = t->get_cur_time();
- ++frames;
-#endif
-
- // Update any multiplayer's network queues, the AIMultiplayer
- // implementation is an AI model and depends on that
- globals->get_multiplayer_mgr()->Update();
-
-#if ENABLE_ATCDCL
// Run ATC subsystem
- if (fgGetBool("/sim/atc/enabled"))
- globals->get_ATC_mgr()->update(delta_time_sec);
-
-
- // Run the AI subsystem
- // NOTE: the AI_mgr has nothing to do with the AIModels subsystem.
- // There was previously a comment here stating that the
- // AI_mgr code should be run then multiplayer is enabled.
- // Multiplayer relies on AIModels, and not on the old and
- // depricated AI_mgr system. So, we can safely skip the following
- // two lines at compile time when compiling with --disable-atcdcl
- if (fgGetBool("/sim/ai-traffic/enabled"))
- globals->get_AI_mgr()->update(delta_time_sec);
-#endif
+ globals->get_ATC_mgr()->update(sim_dt);
- globals->get_subsystem_mgr()->update(delta_time_sec);
- globals->get_aircraft_model()->update(delta_time_sec);
-
- //
- // Tile Manager updates - see if we need to load any new scenery tiles.
- // this code ties together the fdm, viewer and scenery classes...
- // we may want to move this to its own class at some point
- //
- double visibility_meters = fgGetDouble("/environment/visibility-m");
- globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
-
- // update tile manager for view...
- SGVec3d viewPos = globals->get_current_view()->get_view_pos();
- SGGeod geodViewPos = SGGeod::fromCart(viewPos);
- globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
-
- // run Nasal's settimer() loops right before the view manager
- globals->get_event_mgr()->update(delta_time_sec);
-
- // pick up model coordidnates that Nasal code may have set relative to the
- // aircraft's
- globals->get_model_mgr()->update(delta_time_sec);
-
- // update the view angle as late as possible, but before sound calculations
- globals->get_viewmgr()->update(real_delta_time_sec);
+ globals->get_subsystem_mgr()->update(sim_dt);
// Update the sound manager last so it can use the CPU while the GPU
// is processing the scenery (doubled the frame-rate for me) -EMH-
if (smgr_enabled == true) {
static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
smgr->set_volume(volume->getFloatValue());
- smgr->update(delta_time_sec);
+ smgr->update(sim_dt);
}
}
#endif
- // END Tile Manager udpates
+ // END Tile Manager updates
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded");
+ if (!scenery_loaded)
+ {
+ if (globals->get_tile_mgr()->isSceneryLoaded()
+ && fgGetBool("sim/fdm-initialized")) {
+ fgSetBool("sim/sceneryloaded",true);
+ fgSplashProgress("");
+ if (fgGetBool("/sim/sound/working")) {
+ globals->get_soundmgr()->activate();
+ }
+ globals->get_props()->tie("/sim/sound/devices/name",
+ SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
+ }
+ else
+ {
+ fgSplashProgress("loading scenery");
+ // be nice to loader threads while waiting for initial scenery, reduce to 2fps
+ simgear::sleepForMSec(500);
+ }
+ }
- if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
- && fgGetBool("sim/signals/fdm-initialized")) {
- fgSetBool("sim/sceneryloaded",true);
- if (fgGetBool("/sim/sound/working")) {
- globals->get_soundmgr()->activate();
+ // print timing statistics
+ static bool _lastStatisticsFlag = false;
+ if (_lastStatisticsFlag != _statisticsFlag->getBoolValue())
+ {
+ // flag has changed, update subsystem manager
+ _lastStatisticsFlag = _statisticsFlag->getBoolValue();
+ globals->get_subsystem_mgr()->collectDebugTiming(_lastStatisticsFlag);
+ }
+ if (_lastStatisticsFlag)
+ {
+ static double elapsed = 0;
+ elapsed += real_dt;
+ if (elapsed >= _statisticsInterval->getDoubleValue())
+ {
+ // print and reset timing statistics
+ globals->get_subsystem_mgr()->printTimingStatistics(_statiticsMinTime->getDoubleValue(),
+ _statiticsMinJitter->getDoubleValue());
+ elapsed = 0;
}
- globals->get_props()->tie("/sim/sound/devices/name",
- SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
+
simgear::AtomicChangeListener::fireChangeListeners();
- fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
}
void run(osg::GraphicsContext* gc)
{
- general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
- general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
- general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glVendor() );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
- SG_LOG( SG_GENERAL, SG_INFO, general.get_glVersion() );
+ SGPropertyNode* simRendering = fgGetNode("/sim/rendering");
+
+ simRendering->setStringValue("gl-vendor", (char*) glGetString(GL_VENDOR));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VENDOR));
+
+ simRendering->setStringValue("gl-renderer", (char*) glGetString(GL_RENDERER));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_RENDERER));
+
+ simRendering->setStringValue("gl-version", (char*) glGetString(GL_VERSION));
+ SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VERSION));
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
- general.set_glMaxTexSize( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
+ simRendering->setIntValue("max-texture-size", tmp);
glGetIntegerv( GL_DEPTH_BITS, &tmp );
- general.set_glDepthBits( tmp );
- SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+ simRendering->setIntValue("depth-buffer-bits", tmp);
}
};
+
+
+osg::Node* load_panel(SGPropertyNode *n)
+{
+ osg::Geode* geode = new osg::Geode;
+ geode->addDrawable(new FGPanelNode(n));
+ return geode;
+}
+
+SGPath resolve_path(const std::string& s)
+{
+ return globals->resolve_maybe_aircraft_path(s);
+}
+
}
// This is the top level master main function that is registered as
-// our idle funciton
+// our idle function
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
if (!guiFinishInit())
return;
idle_state++;
- fgSplashProgress("reading aircraft list");
-
+ fgSplashProgress("loading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
-
- globals->get_commands()->addCommand("load-aircraft", fgLoadAircraft);
-
- fgSplashProgress("reading airport & navigation data");
-
+ fgSplashProgress("loading navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
- fgSplashProgress("setting up scenery");
+ fgSplashProgress("initializing scenery system");
} else if ( idle_state == 4 ) {
idle_state++;
fgInitPosition();
fgInitTowerLocationListener();
- SGTime *t = fgInitTime();
- globals->set_time_params( t );
-
+ TimeManager* t = new TimeManager;
+ globals->add_subsystem("time", t, SGSubsystemMgr::INIT);
+ t->init(); // need to init now, not during initSubsystems
+
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
////////////////////////////////////////////////////////////////////
fgInitCommands();
-
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
- simgear::SGModelLib::init(globals->get_fg_root());
-
+ simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
+ simgear::SGModelLib::setPanelFunc(load_panel);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the general model subsystem.
- ////////////////////////////////////////////////////////////////////
- globals->set_model_mgr(new FGModelMgr);
- globals->get_model_mgr()->init();
- globals->get_model_mgr()->bind();
fgSplashProgress("loading aircraft");
-
} else if ( idle_state == 5 ) {
idle_state++;
- ////////////////////////////////////////////////////////////////////
- // Initialize the 3D aircraft model subsystem (has a dependency on
- // the scenery subsystem.)
- ////////////////////////////////////////////////////////////////////
- FGAircraftModel* acm = new FGAircraftModel;
- globals->set_aircraft_model(acm);
- //globals->add_subsystem("aircraft-model", acm);
- acm->init();
- acm->bind();
-
- ////////////////////////////////////////////////////////////////////
- // Initialize the view manager subsystem.
- ////////////////////////////////////////////////////////////////////
- FGViewMgr *viewmgr = new FGViewMgr;
- globals->set_viewmgr( viewmgr );
- viewmgr->init();
- viewmgr->bind();
- fgSplashProgress("generating sky elements");
-
+ fgSplashProgress("initializing sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// Initialize the sky
Ephemeris* eph = new Ephemeris;
- globals->add_subsystem("ephmeris", eph);
+ globals->add_subsystem("ephemeris", eph);
eph->init(); // FIXME - remove this once SGSky code below is also a subsystem
eph->bind();
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
- // build our custom render states
fgSplashProgress("initializing subsystems");
-
} else if ( idle_state == 7 ) {
idle_state++;
// Initialize audio support
"Subsystem initialization failed ..." );
exit(-1);
}
- fgSplashProgress("setting up time & renderer");
+ // Torsten Dreyer:
+ // ugly hack for automatic runway selection on startup based on
+ // metar data. Makes startup.nas obsolete and guarantees the same
+ // runway selection as for AI traffic. However, this code belongs to
+ // somewhere(?) else - if I only new where...
+ if( true == fgGetBool( "/environment/metar/valid" ) ) {
+ // the realwx_ctrl fetches metar in the foreground on init,
+ // If it was able to fetch a metar or one was given on the commandline,
+ // the valid flag is set here, otherwise it is false
+ double hdg = fgGetDouble( "/environment/metar/base-wind-dir-deg", 9999.0 );
+ string apt = fgGetString( "/sim/startup/options/airport" );
+ string rwy = fgGetString( "/sim/startup/options/runway" );
+ double strthdg = fgGetDouble( "/sim/startup/options/heading-deg", 9999.0 );
+ string parkpos = fgGetString( "/sim/presets/parkpos" );
+ bool onground = fgGetBool( "/sim/presets/onground", false );
+ // don't check for wind-speed < 1kt, this belongs to the runway-selection code
+ // the other logic is taken from former startup.nas
+ if( hdg < 360.0 && apt.length() > 0 && strthdg > 360.0 && rwy.length() == 0 && onground && parkpos.length() == 0 ) {
+ extern bool fgSetPosFromAirportIDandHdg( const string& id, double tgt_hdg );
+ fgSetPosFromAirportIDandHdg( apt, hdg );
+ }
+ }
+
+ fgSplashProgress("initializing graphics engine");
} else if ( idle_state == 8 ) {
idle_state = 1000;
- // Initialize the time offset (warp) after fgInitSubsystem
- // (which initializes the lighting interpolation tables.)
- fgInitTimeOffset();
-
+
// setup OpenGL view parameters
- globals->get_renderer()->init();
+ globals->get_renderer()->setupView();
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- fgSplashProgress("loading scenery objects");
int session = fgGetInt("/sim/session",0);
session++;
fgSetInt("/sim/session",session);
}
}
+static void fgWinResizeFunction(int width, int height)
+{
+ globals->get_renderer()->resize(width, height);
+}
static void upper_case_property(const char *name)
{
// Main top level initialization
-bool fgMainInit( int argc, char **argv ) {
+int fgMainInit( int argc, char **argv ) {
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
- fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterWindowResizeHandler( &fgWinResizeFunction );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
- // Initialize plib net interface
- netInit( &argc, argv );
+ // Initialize sockets (WinSock needs this)
+ simgear::Socket::initSockets();
// Clouds3D requires an alpha channel
fgOSOpenWindow(true /* request stencil buffer */);
fgSplashInit();
// pass control off to the master event handler
- fgOSMainLoop();
-
- // we never actually get here ... but to avoid compiler warnings,
- // etc.
- return false;
+ int result = fgOSMainLoop();
+
+ // clean up here; ensure we null globals to avoid
+ // confusing the atexit() handler
+ delete globals;
+ globals = NULL;
+
+ return result;
}
-
-