]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
Minor main loop/init clean-up
[flightgear.git] / src / Main / main.cxx
index 18e5e025c765324149dc12fc6ba0599bffcbf7a9..8d65c1b690b03cee1e0ee31963ddb67d67f58d52 100644 (file)
 #  include <signal.h>
 #endif
 
-#ifdef SG_MATH_EXCEPTION_CLASH
-#  include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-#  include <windows.h>
-#  include <float.h>
-#endif
+#include <iostream>
 
-#include <plib/netSocket.h>
+#include <osg/Camera>
+#include <osg/GraphicsContext>
+#include <osgDB/Registry>
 
+// Class references
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
 #include <simgear/props/props.hxx>
 #include <simgear/timing/sg_time.hxx>
+#include <simgear/magvar/magvar.hxx>
+#include <simgear/io/raw_socket.hxx>
+#include <simgear/scene/tsync/terrasync.hxx>
+#include <simgear/math/SGMath.hxx>
 #include <simgear/math/sg_random.h>
 
-// Class references
-#include <simgear/ephemeris/ephemeris.hxx>
-#include <simgear/scene/model/modellib.hxx>
-#include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/model/animation.hxx>
-#include <simgear/scene/sky/sky.hxx>
-#include <Time/light.hxx>
-#include <Include/general.hxx>
-#include <Aircraft/replay.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/beacon.hxx>
-#include <Sound/morse.hxx>
-#include <FDM/flight.hxx>
-#include <ATC/ATCmgr.hxx>
-#include <ATC/AIMgr.hxx>
-#include <Time/tmp.hxx>
-#include <Time/fg_timer.hxx>
-#include <Environment/environment_mgr.hxx>
-#include <GUI/new_gui.hxx>
-#include <MultiPlayer/multiplaymgr.hxx>
+#include <Sound/soundmanager.hxx>
+#include <Time/TimeManager.hxx>
+#include <GUI/gui.h>
+#include <Viewer/CameraGroup.hxx>
+#include <Viewer/WindowSystemAdapter.hxx>
+#include <Viewer/splash.hxx>
+#include <Viewer/renderer.hxx>
 
 #include "fg_commands.hxx"
 #include "fg_io.hxx"
-#include "renderer.hxx"
-#include "splash.hxx"
 #include "main.hxx"
+#include "util.hxx"
+#include "fg_init.hxx"
+#include "fg_os.hxx"
+#include "fg_props.hxx"
 
+using namespace flightgear;
 
-
-static double real_delta_time_sec = 0.0;
-double delta_time_sec = 0.0;
-extern float init_volume;
-
-
-#ifdef macintosh
-#  include <console.h>         // -dw- for command line dialog
-#endif
-
-// 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;
+using std::cerr;
+using std::vector;
 
 // The atexit() function handler should know when the graphical subsystem
 // is initialized.
 extern int _bootstrap_OSInit;
 
 
+static void fgLoadInitialScenery()
+{
+    static SGPropertyNode_ptr scenery_loaded
+        = fgGetNode("sim/sceneryloaded", true);
+    static SGPropertyNode_ptr scenery_override
+        = fgGetNode("/sim/sceneryloaded-override", true);
 
-// Update internal time dependent calculations (i.e. flight model)
-// FIXME: this distinction is obsolete; all subsystems now get delta
-// time on update.
-void fgUpdateTimeDepCalcs() {
-    static bool inited = false;
-
-    static const SGPropertyNode *replay_state
-        = fgGetNode( "/sim/freeze/replay-state", true );
-    static SGPropertyNode *replay_time
-        = fgGetNode( "/sim/replay/time", true );
-    // static const SGPropertyNode *replay_end_time
-    //     = fgGetNode( "/sim/replay/end-time", true );
-
-    //SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
-
-    // Initialize the FDM here if it hasn't been and if we have a
-    // scenery elevation hit.
-
-    // cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited() 
-    //      << " cur_elev = " << scenery.get_cur_elev() << endl;
-
-    if (!cur_fdm_state->get_inited()) {
-        // Check for scenery around the aircraft.
-        double lon = fgGetDouble("/sim/presets/longitude-deg");
-        double lat = fgGetDouble("/sim/presets/latitude-deg");
-        // We require just to have 50 meter scenery availabe around
-        // the aircraft.
-        double range = 50.0;
-        if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
-            SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
-            cur_fdm_state->init();
-            if ( cur_fdm_state->get_bound() ) {
-                cur_fdm_state->unbind();
-            }
-            cur_fdm_state->bind();
-        }
-    }
-
-    // conceptually, the following block could be done for each fdm
-    // instance ...
-    if ( cur_fdm_state->get_inited() ) {
-        // we have been inited, and  we are good to go ...
-
-        if ( !inited ) {
-            inited = true;
-            fgSetBool("/sim/signals/fdm-initialized", true);
+    if (!scenery_loaded->getBoolValue())
+    {
+        if (scenery_override->getBoolValue() ||
+            (globals->get_tile_mgr()->isSceneryLoaded()
+             && fgGetBool("sim/fdm-initialized"))) {
+            fgSetBool("sim/sceneryloaded",true);
+            fgSplashProgress("");
         }
-
-        if ( replay_state->getIntValue() == 0 ) {
-            // replay off, run fdm
-            cur_fdm_state->update( delta_time_sec );
-        } else {
-            FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
-            r->replay( replay_time->getDoubleValue() );
-            if ( replay_state->getIntValue() == 1 ) {
-                // normal playback
-                replay_time->setDoubleValue( replay_time->getDoubleValue()
-                                             + ( delta_time_sec
-                                               * fgGetInt("/sim/speed-up") ) );
-            } else if ( replay_state->getIntValue() == 2 ) {
-                // paused playback (don't advance replay time)
-            }
+        else
+        {
+            fgSplashProgress("loading scenery");
+            // be nice to loader threads while waiting for initial scenery, reduce to 2fps
+            SGTimeStamp::sleepForMSec(500);
         }
-    } else {
-        // do nothing, fdm isn't inited yet
     }
-
-    globals->get_model_mgr()->update(delta_time_sec);
-    globals->get_aircraft_model()->update(delta_time_sec);
-
-    // update the view angle
-    globals->get_viewmgr()->update(delta_time_sec);
-
-    // Update solar system
-    globals->get_ephem()->update( globals->get_time_params()->getMjd(),
-                                  globals->get_time_params()->getLst(),
-                                  cur_fdm_state->get_Latitude() );
-
-}
-
-
-void fgInitTimeDepCalcs( void ) {
-    // noop for now
 }
 
-
-static const double alt_adjust_ft = 3.758099;
-static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
-
-
 // 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 const SGPropertyNode *longitude
-        = fgGetNode("/position/longitude-deg");
-    static const SGPropertyNode *latitude
-        = fgGetNode("/position/latitude-deg");
-    static const SGPropertyNode *altitude
-        = fgGetNode("/position/altitude-ft");
-    static const SGPropertyNode *clock_freeze
-        = fgGetNode("/sim/freeze/clock", true);
-    static const SGPropertyNode *cur_time_override
-        = fgGetNode("/sim/time/cur-time-override", true);
-    static const SGPropertyNode *max_simtime_per_frame
-        = fgGetNode("/sim/max-simtime-per-frame", true);
-
-    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;
-        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();
-        while ( current_time_stamp - last_time_stamp < frame_us ) {
-            current_time_stamp.stamp();
-        }
-    } else {
-        // run as fast as the app will go
-        current_time_stamp.stamp();
-    }
-
-    real_delta_time_sec
-        = double(current_time_stamp - last_time_stamp) / 1000000.0;
-
-    // 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;
-
-    // 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 rem = 0.0;
-        real_delta_time_sec += rem;
-        double hz = model_hz;
-        double nit = floor(real_delta_time_sec*hz);
-        rem = real_delta_time_sec - nit/hz;
-        real_delta_time_sec = nit/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);
-
-    static long remainder = 0;
-    long elapsed;
-#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();
-
-    globals->get_event_mgr()->update(delta_time_sec);
-
-    SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
-    SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
-
-#if defined( ENABLE_PLIB_JOYSTICK )
-    // Read joystick and update control settings
-    // if ( fgGetString("/sim/control-mode") == "joystick" )
-    // {
-    //    fgJoystickRead();
-    // }
-#endif
-
-    // Fix elevation.  I'm just sticking this here for now, it should
-    // probably move eventually
-
-    /* printf("Before - ground = %.2f  runway = %.2f  alt = %.2f\n",
-           scenery.get_cur_elev(),
-           cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
-           cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
-
-    /* printf("Adjustment - ground = %.2f  runway = %.2f  alt = %.2f\n",
-           scenery.get_cur_elev(),
-           cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
-           cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
-
-    // cout << "Warp = " << globals->get_warp() << endl;
-
-    // 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() );
-        }
-    }
+static void fgMainLoop( void )
+{
+    static SGPropertyNode_ptr frame_signal
+        = fgGetNode("/sim/signals/frame", true);
 
-    last_clock_freeze = clock_freeze->getBoolValue();
+    frame_signal->fireValueChanged();
 
-    t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
-               latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
-               cur_time_override->getLongValue(),
-               globals->get_warp() );
+    SG_LOG( SG_GENERAL, SG_DEBUG, "Running Main Loop");
+    SG_LOG( SG_GENERAL, SG_DEBUG, "======= ==== ====");
 
-    if (globals->get_warp_delta() != 0) {
-        FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-        l->update( 0.5 );
-    }
+    // compute simulated time (allowing for pause, warp, etc) and
+    // real elapsed time
+    double sim_dt, real_dt;
+    static TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
+    timeMgr->computeTimeDeltas(sim_dt, real_dt);
 
     // update magvar model
-    globals->get_mag()->update( longitude->getDoubleValue()
-                                * SGD_DEGREES_TO_RADIANS,
-                                latitude->getDoubleValue()
-                                * SGD_DEGREES_TO_RADIANS,
-                                altitude->getDoubleValue() * SG_FEET_TO_METER,
+    globals->get_mag()->update( globals->get_aircraft_position(),
                                 globals->get_time_params()->getJD() );
 
-    // Get elapsed time (in usec) for this past frame
-    elapsed = fgGetTimeInterval();
-    SG_LOG( SG_ALL, SG_DEBUG,
-            "Elapsed time interval is = " << elapsed
-            << ", previous remainder is = " << remainder );
-
-    // 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();
-
-    // Run ATC subsystem
-    if (fgGetBool("/sim/atc/enabled"))
-        globals->get_ATC_mgr()->update(delta_time_sec);
-
-    // Run the AI subsystem
-    // FIXME: run that also if we have multiplaying enabled since the
-    // multiplayer information is interpreted by an AI model
-    if (fgGetBool("/sim/ai-traffic/enabled"))
-        globals->get_AI_mgr()->update(delta_time_sec);
-
-    // Run flight model
-
-    // Calculate model iterations needed for next frame
-    elapsed += remainder;
-
-    global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
-    remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
-    SG_LOG( SG_ALL, SG_DEBUG,
-            "Model iterations needed = " << global_multi_loop
-            << ", new remainder = " << remainder );
-
-    // chop max iterations to something reasonable if the sim was
-    // delayed for an excessive amount of time
-    if ( global_multi_loop > 2.0 * model_hz ) {
-        global_multi_loop = (int)(2.0 * model_hz );
-        remainder = 0;
-    }
-
-    // flight model
-    if ( global_multi_loop > 0) {
-        // first run the flight model each frame until it is initialized
-        // then continue running each frame only after initial scenery load is complete.
-        fgUpdateTimeDepCalcs();
-    } else {
-        SG_LOG( SG_ALL, SG_DEBUG,
-            "Elapsed time is zero ... we're zinging" );
-    }
-
-    // Do any I/O channel work that might need to be done
-    globals->get_io()->update( real_delta_time_sec );
+    // update all subsystems
+    globals->get_subsystem_mgr()->update(sim_dt);
 
-    // see if we need to load any deferred-load textures
-    globals->get_matlib()->load_next_deferred();
+    // END Tile Manager updates
+    fgLoadInitialScenery();
 
-    // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
-    if ( globals->get_soundmgr()->is_working() ) {
-        globals->get_soundmgr()->update( delta_time_sec );
-    }
-#endif
+    simgear::AtomicChangeListener::fireChangeListeners();
 
-    globals->get_subsystem_mgr()->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");
-    FGViewer *current_view = globals->get_current_view();
+    SG_LOG( SG_GENERAL, SG_DEBUG, "" );
+}
 
-    globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
-    // update tile manager for view...
-    SGLocation *view_location = globals->get_current_view()->getSGLocation();
-    globals->get_tile_mgr()->update( view_location, visibility_meters );
+// Operation for querying OpenGL parameters. This must be done in a
+// valid OpenGL context, potentially in another thread.
+namespace
+{
+struct GeneralInitOperation : public GraphicsContextOperation
+{
+    GeneralInitOperation()
+        : GraphicsContextOperation(std::string("General init"))
     {
-        double lon = view_location->getLongitude_deg();
-        double lat = view_location->getLatitude_deg();
-        double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
-
-        // check if we can reuse the groundcache for that purpose.
-        double ref_time, r;
-        SGVec3d pt;
-        bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
-        SGVec3d viewpos(globals->get_current_view()->get_view_pos());
-        if (valid && distSqr(viewpos, pt) < r*r) {
-            // Reuse the cache ...
-            double lev
-                = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
-                                                   lon*SGD_DEGREES_TO_RADIANS,
-                                                   alt + 2.0);
-            view_location->set_cur_elev_m( lev );
-        } else {
-            // Do full intersection test.
-            double lev;
-            if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev, 0))
-                view_location->set_cur_elev_m( lev );
-            else
-                view_location->set_cur_elev_m( -9999.0 );
-        }
-    }
-
-#ifdef ENABLE_AUDIO_SUPPORT
-    // Right now we make a simplifying assumption that the primary
-    // aircraft is the source of all sounds and that all sounds are
-    // positioned in the aircraft base
-
-    static sgVec3 last_pos_offset = {0, 0, 0};
-
-    //get the orientation
-    const SGQuatd view_or = current_view->getViewOrientation();
-    SGQuatd surf_or = SGQuatd::fromLonLatDeg(
-        current_view->getLongitude_deg(), current_view->getLatitude_deg());
-    SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
-        globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
-        globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
-        globals->get_aircraft_model()->get3DModel()->getRollDeg());
-
-    //get the up and at vector in the aircraft base
-    SGVec3d sgv_up = model_or.rotateBack(
-        surf_or.rotateBack(view_or.rotate(SGVec3d(0, -1, 0))));
-    sgVec3 up;
-    sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
-    SGVec3d sgv_at = model_or.rotateBack(
-        surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
-    sgVec3 at;
-    sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
-
-    // get the location data for the primary FDM (now hardcoded to ac model)...
-    SGLocation *acmodel_loc = NULL;
-    acmodel_loc = (SGLocation *)globals->
-        get_aircraft_model()->get3DModel()->getSGLocation();
-
-    // set positional offset for sources
-    sgdVec3 dsource_pos_offset;
-    sgdSubVec3( dsource_pos_offset,
-                (double*) &current_view->get_view_pos(),
-                acmodel_loc->get_absolute_view_pos() );
-    SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
-        surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
-        dsource_pos_offset[1], dsource_pos_offset[2])));
-
-    //sgv_dsource_pos_offset = model_or.rotateBack(sgv_dsource_pos_offset);
-    sgVec3 source_pos_offset;
-    sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
-        sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
-
-    globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
-    float orient[6];
-    for (int i = 0; i < 3; i++) {
-        orient[i] = sgv_at[i];
-        orient[i + 3] = sgv_up[i];
     }
-    globals->get_soundmgr()->set_listener_orientation( orient );
-
-    // set the velocity
-    sgVec3 source_vel;
-    sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
-    if (delta_time_sec > 0)
-        sgScaleVec3( source_vel, 1 / delta_time_sec );
-    sgCopyVec3( last_pos_offset, source_pos_offset );
-    // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
-    globals->get_soundmgr()->set_source_vel_all( source_vel );
-
-    // The listener is always positioned at the origin.
-    sgVec3 listener_pos;
-    sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
-    globals->get_soundmgr()->set_listener_pos( listener_pos );
-#endif
+    void run(osg::GraphicsContext* gc)
+    {
+        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));
 
-    // END Tile Manager udpates
+        GLint tmp;
+        glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
+        simRendering->setIntValue("max-texture-size", tmp);
 
-    if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
-        fgSetBool("sim/sceneryloaded",true);
-        fgSetFloat("/sim/sound/volume", init_volume);
-        globals->get_soundmgr()->set_volume(init_volume);
+        glGetIntegerv( GL_DEPTH_BITS, &tmp );
+        simRendering->setIntValue("depth-buffer-bits", tmp);
     }
+};
 
-    fgRequestRedraw();
-
-    SG_LOG( SG_ALL, SG_DEBUG, "" );
 }
 
-
 // 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
 // then on.
 
 static void fgIdleFunction ( void ) {
-    // Some intialization requires a valid graphics context, in
-    // particular that of plib. Boo, hiss!
-    fgMakeCurrent();
+    // 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.
+    static int idle_state = 0;
+
+    static osg::ref_ptr<GeneralInitOperation> genOp;
     if ( idle_state == 0 ) {
         idle_state++;
-
-        // This seems to be the absolute earliest in the init sequence
-        // that these calls will return valid info.  Too bad it's after
-        // we've already created and sized our window. :-(
-        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_glRenderer() );
-
-        GLint tmp;
-        glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
-        general.set_glMaxTexSize( tmp );
-        SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
-
-        glGetIntegerv( GL_DEPTH_BITS, &tmp );
-        general.set_glDepthBits( tmp );
-        SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
-
-        // Initialize the user interface so that we can use fonts
-        guiInit();
-
-
+        // Pick some window on which to do queries.
+        // XXX Perhaps all this graphics initialization code should be
+        // moved to renderer.cxx?
+        genOp = new GeneralInitOperation;
+        osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+        WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+        osg::GraphicsContext* gc = 0;
+        if (guiCamera)
+            gc = guiCamera->getGraphicsContext();
+        if (gc) {
+            gc->add(genOp.get());
+        } else {
+            wsa->windows[0]->gc->add(genOp.get());
+        }
+        guiStartInit(gc);
     } else if ( idle_state == 1 ) {
+        if (genOp.valid()) {
+            if (!genOp->isFinished())
+                return;
+            genOp = 0;
+        }
+        if (!guiFinishInit())
+            return;
         idle_state++;
-        fgSplashProgress("reading aircraft list");
-
+        fgSplashProgress("loading aircraft list");
 
     } else if ( idle_state == 2 ) {
         idle_state++;
-        // Read the list of available aircraft
-        fgReadAircraft();
-
-        // get the address of our OpenGL extensions
-//         if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
-//             glPointParameterIsSupported = true;
-//             glPointParameterfPtr = (glPointParameterfProc)
-//                 SGLookupFunction("glPointParameterfEXT");
-//             glPointParameterfvPtr = (glPointParameterfvProc)
-//                 SGLookupFunction("glPointParameterfvEXT");
-//         } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
-//             glPointParameterIsSupported = true;
-//             glPointParameterfPtr = (glPointParameterfProc)
-//                 SGLookupFunction("glPointParameterfARB");
-//             glPointParameterfvPtr = (glPointParameterfvProc)
-//                 SGLookupFunction("glPointParameterfvARB");
-//         } else {
-//             glPointParameterIsSupported = false;
-//         }
-        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++;
+        idle_state+=2;
         // based on the requested presets, calculate the true starting
         // lon, lat
         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,
@@ -719,119 +246,44 @@ static void fgIdleFunction ( void ) {
         ////////////////////////////////////////////////////////////////////
         fgInitCommands();
 
-
         ////////////////////////////////////////////////////////////////////
         // Initialize the material manager
         ////////////////////////////////////////////////////////////////////
         globals->set_matlib( new SGMaterialLib );
-        globals->set_model_lib(new SGModelLib);
-
+        simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
+        simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
 
         ////////////////////////////////////////////////////////////////////
         // Initialize the TG scenery subsystem.
         ////////////////////////////////////////////////////////////////////
+        simgear::SGTerraSync* terra_sync = new simgear::SGTerraSync(globals->get_props());
+        globals->add_subsystem("terrasync", terra_sync);
         globals->set_scenery( new FGScenery );
         globals->get_scenery()->init();
         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.)
-        ////////////////////////////////////////////////////////////////////
-        globals->set_aircraft_model(new FGAircraftModel);
-        globals->get_aircraft_model()->init();
-        globals->get_aircraft_model()->bind();
-
-        ////////////////////////////////////////////////////////////////////
-        // Initialize the view manager subsystem.
-        ////////////////////////////////////////////////////////////////////
-        FGViewMgr *viewmgr = new FGViewMgr;
-        globals->set_viewmgr( viewmgr );
-        viewmgr->init();
-        viewmgr->bind();
-        fgSplashProgress("generating sky elements");
-
-
     } else if ( idle_state == 6 ) {
         idle_state++;
-        // Initialize the sky
-        SGPath ephem_data_path( globals->get_fg_root() );
-        ephem_data_path.append( "Astro" );
-        SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
-        ephem->update( globals->get_time_params()->getMjd(),
-                       globals->get_time_params()->getLst(),
-                       0.0 );
-        globals->set_ephem( ephem );
-
-        // TODO: move to environment mgr
-        thesky = new SGSky;
-        SGPath texture_path(globals->get_fg_root());
-        texture_path.append("Textures");
-        texture_path.append("Sky");
-        for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
-            SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
-            thesky->add_cloud_layer(layer);
-        }
-
-        SGPath sky_tex_path( globals->get_fg_root() );
-        sky_tex_path.append( "Textures" );
-        sky_tex_path.append( "Sky" );
-        thesky->texture_path( sky_tex_path.str() );
-
-        // The sun and moon diameters are scaled down numbers of the
-        // actual diameters. This was needed to fit both the sun and the
-        // moon within the distance to the far clip plane.
-        // Moon diameter:    3,476 kilometers
-        // Sun diameter: 1,390,000 kilometers
-        thesky->build( 80000.0, 80000.0,
-                       463.3, 361.8,
-                       globals->get_ephem()->getNumPlanets(),
-                       globals->get_ephem()->getPlanets(),
-                       globals->get_ephem()->getNumStars(),
-                       globals->get_ephem()->getStars(),
-                       fgGetNode("/environment", true));
-
+        
         // Initialize MagVar model
         SGMagVar *magvar = new SGMagVar();
         globals->set_mag( magvar );
-
-
-                                    // kludge to initialize mag compass
-                                    // (should only be done for in-flight
-                                    // startup)
+        
+        // kludge to initialize mag compass
+        // (should only be done for in-flight startup)
         // update magvar model
         globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
-                                    * SGD_DEGREES_TO_RADIANS,
-                                    fgGetDouble("/position/latitude-deg")
-                                    * SGD_DEGREES_TO_RADIANS,
-                                    fgGetDouble("/position/altitude-ft")
-                                    * SG_FEET_TO_METER,
-                                    globals->get_time_params()->getJD() );
-        double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
-        fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
-        fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
-
-
-        // airport = new ssgBranch;
-        // airport->setName( "Airport Lighting" );
-        // lighting->addKid( airport );
-
-        // build our custom render states
-        fgSplashProgress("initializing subsystems");
+                                   * SGD_DEGREES_TO_RADIANS,
+                                   fgGetDouble("/position/latitude-deg")
+                                   * SGD_DEGREES_TO_RADIANS,
+                                   fgGetDouble("/position/altitude-ft")
+                                   * SG_FEET_TO_METER,
+                                   globals->get_time_params()->getJD() );
 
+        fgSplashProgress("initializing subsystems");
 
     } else if ( idle_state == 7 ) {
         idle_state++;
@@ -846,27 +298,21 @@ static void fgIdleFunction ( void ) {
             SG_LOG( SG_GENERAL, SG_INFO,
                 "Starting intro music: " << mp3file.str() );
 
-#if defined( __CYGWIN__ )
+# if defined( __CYGWIN__ )
             string command = "start /m `cygpath -w " + mp3file.str() + "`";
-#elif defined( WIN32 )
+# elif defined( _WIN32 )
             string command = "start /m " + mp3file.str();
-#else
+# else
             string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
-#endif
-
-            system ( command.c_str() );
-        }
-#endif
-
-        // These are a few miscellaneous things that aren't really
-        // "subsystems" but still need to be initialized.
+# endif
 
-#ifdef USE_GLIDE
-        if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
-            grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
+            if (0 != system ( command.c_str() ))
+            {
+                SG_LOG( SG_SOUND, SG_WARN,
+                    "Failed to play mp3 file " << mp3file.str() << ". Maybe mp3 player is not installed." );
+            }
         }
 #endif
-
         // This is the top level init routine which calls all the
         // other subsystem initialization routines.  If you are adding
         // a subsystem to flightgear, its initialization call should be
@@ -876,24 +322,49 @@ static void fgIdleFunction ( void ) {
                 "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" ) ) {
+            SG_LOG(SG_ENVIRONMENT, SG_INFO,
+                "Using METAR for runway selection: '" << fgGetString("/environment/metar/data") << "'" );
+            // 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 );
+            }
+        } else {
+            SG_LOG(SG_ENVIRONMENT, SG_INFO,
+                "No METAR available to pick active runway" );
+        }
+
+        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();
 
-        SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
         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);
     }
 
     if ( idle_state == 1000 ) {
@@ -904,32 +375,26 @@ static void fgIdleFunction ( void ) {
     }
 }
 
-
 static void upper_case_property(const char *name)
 {
+    using namespace simgear;
     SGPropertyNode *p = fgGetNode(name, false);
     if (!p) {
         p = fgGetNode(name, true);
         p->setStringValue("");
     } else {
-        SGPropertyNode::Type t = p->getType();
-        if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
+        props::Type t = p->getType();
+        if (t == props::NONE || t == props::UNSPECIFIED)
             p->setStringValue("");
         else
-            assert(t == SGPropertyNode::STRING);
+            assert(t == props::STRING);
     }
     p->addChangeListener(new FGMakeUpperCase);
 }
 
 
 // Main top level initialization
-bool fgMainInit( int argc, char **argv ) {
-
-#if defined( macintosh )
-    freopen ("stdout.txt", "w", stdout );
-    freopen ("stderr.txt", "w", stderr );
-    argc = ccommand( &argv );
-#endif
+int fgMainInit( int argc, char **argv ) {
 
     // set default log levels
     sglog().setLogLevels( SG_ALL, SG_ALERT );
@@ -942,7 +407,7 @@ bool fgMainInit( int argc, char **argv ) {
 #endif
     SG_LOG( SG_GENERAL, SG_INFO, "FlightGear:  Version "
             << version );
-    SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
+    SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << std::endl );
 
     // Allocate global data structures.  This needs to happen before
     // we parse command line options
@@ -958,81 +423,43 @@ bool fgMainInit( int argc, char **argv ) {
     string_list *col = new string_list;
     globals->set_channel_options_list( col );
 
+    fgValidatePath("", false);  // initialize static variables
     upper_case_property("/sim/presets/airport-id");
     upper_case_property("/sim/presets/runway");
     upper_case_property("/sim/tower/airport-id");
-
-    // Scan the config file(s) and command line options to see if
-    // fg_root was specified (ignore all other options for now)
-    fgInitFGRoot(argc, argv);
-
-    // Check for the correct base package version
-    static char required_version[] = "0.9.11";
-    string base_version = fgBasePackageVersion();
-    if ( !(base_version == required_version) ) {
-        // tell the operator how to use this application
-
-        SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
-        cerr << endl << "Base package check failed ... " \
-             << "Found version " << base_version << " at: " \
-             << globals->get_fg_root() << endl;
-        cerr << "Please upgrade to version: " << required_version << endl;
-#ifdef _MSC_VER
-        cerr << "Hit a key to continue..." << endl;
-        cin.get();
-#endif
-        exit(-1);
-    }
+    upper_case_property("/autopilot/route-manager/input");
 
     // Load the configuration parameters.  (Command line options
     // override config file options.  Config file options override
     // defaults.)
     if ( !fgInitConfig(argc, argv) ) {
-        SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
-        exit(-1);
+      SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
+      exit(-1);
     }
 
     // Initialize the Window/Graphics environment.
-#if !defined(__APPLE__) || defined(OSX_BUNDLE)
-    // Mac OS X command line ("non-bundle") applications call this
-    // from main(), in bootstrap.cxx.  Andy doesn't know why, someone
-    // feel free to add comments...
     fgOSInit(&argc, argv);
     _bootstrap_OSInit++;
-#endif
 
-    fgRegisterWindowResizeHandler( &FGRenderer::resize );
     fgRegisterIdleHandler( &fgIdleFunction );
-    fgRegisterDrawHandler( &FGRenderer::update );
-
-#ifdef FG_ENABLE_MULTIPASS_CLOUDS
-    bool get_stencil_buffer = true;
-#else
-    bool get_stencil_buffer = false;
-#endif
 
-    // Initialize plib net interface
-    netInit( &argc, argv );
+    // Initialize sockets (WinSock needs this)
+    simgear::Socket::initSockets();
 
     // Clouds3D requires an alpha channel
-    // clouds may require stencil buffer
-    fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
-                    fgGetInt("/sim/startup/ysize"),
-                    fgGetInt("/sim/rendering/bits-per-pixel"),
-                    fgGetBool("/sim/rendering/clouds3d-enable"),
-                    get_stencil_buffer,
-                    fgGetBool("/sim/startup/fullscreen") );
+    fgOSOpenWindow(true /* request stencil buffer */);
 
     // Initialize the splash screen right away
     fntInit();
     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;
 }
-
-