#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
+#include <simgear/io/raw_socket.hxx>
#include <Time/light.hxx>
#include <Aircraft/replay.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
-#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
// compute simulated time (allowing for pause, warp, etc) and
// real elapsed time
timeMgr->computeTimeDeltas(sim_dt, real_dt);
-
- if (globals->get_warp_delta() != 0) {
- FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
- l->update( 0.5 );
- }
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
-
- // 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"))
#endif
globals->get_subsystem_mgr()->update(sim_dt);
- globals->get_aircraft_model()->update(sim_dt);
-
- //
- // 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(sim_dt);
-
- // pick up model coordidnates that Nasal code may have set relative to the
- // aircraft's
- globals->get_model_mgr()->update(sim_dt);
-
- // update the view angle as late as possible, but before sound calculations
- globals->get_viewmgr()->update(real_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-
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");
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 */);