#include <iostream>
-#include <plib/netSocket.h>
-
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osgDB/Registry>
// 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 <simgear/structure/event_mgr.hxx>
+#include <simgear/props/AtomicChangeListener.hxx>
#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 <Include/general.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>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <Sound/fg_fx.hxx>
-#include <FDM/flight.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/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 *);
// is initialized.
extern int _bootstrap_OSInit;
-
-
-// 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-// FIXME: this distinction is obsolete; all subsystems now get delta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 = 1000.0;
- SGGeod geod = SGGeod::fromDeg(lon, lat);
- if (globals->get_scenery()->scenery_available(geod, 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 ( 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)
- }
- }
-
- if ( !inited ) {
- inited = true;
- fgSetBool("/sim/signals/fdm-initialized", true);
- }
-
- } else {
- // do nothing, fdm isn't inited yet
- }
-
- globals->get_aircraft_model()->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() );
-
-}
-
-
// 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);
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;
-
- // 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, "======= ==== ====");
-
- // 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() );
- }
- }
-
- 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
- // 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
- if (0 < global_multi_loop) {
- // 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" );
- }
-
- 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");
- 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_ATC_mgr()->update(sim_dt);
+#endif
+
+ 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-
#ifdef ENABLE_AUDIO_SUPPORT
static bool smgr_init = true;
+ static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
if (smgr_init == true) {
- static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
if (sound_working->getBoolValue() == true) {
fgInitSoundManager();
smgr_init = false;
static SGSoundMgr *smgr = globals->get_soundmgr();
static bool smgr_enabled = true;
+ if (sound_working->getBoolValue() == false) { // request to reinit
+ smgr->reinit();
+ smgr->resume();
+ sound_working->setBoolValue(true);
+ }
+
if (smgr_enabled != sound_enabled->getBoolValue()) {
if (smgr_enabled == true) { // request to suspend
smgr->suspend();
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
-
+ bool scenery_loaded = fgGetBool("sim/sceneryloaded");
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
- && cur_fdm_state->get_inited()) {
+ && fgGetBool("sim/fdm-initialized")) {
fgSetBool("sim/sceneryloaded",true);
if (fgGetBool("/sim/sound/working")) {
globals->get_soundmgr()->activate();
globals->get_props()->tie("/sim/sound/devices/name",
SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
-
- fgRequestRedraw();
+ simgear::AtomicChangeListener::fireChangeListeners();
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_glRenderer() );
+ 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
} else if ( idle_state == 2 ) {
idle_state++;
- // Read the list of available aircraft
- fgReadAircraft();
+
fgSplashProgress("reading airport & navigation data");
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,
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
simgear::SGModelLib::init(globals->get_fg_root());
-
-
+ simgear::SGModelLib::setPropRoot(globals->get_props());
+ simgear::SGModelLib::setPanelFunc(load_panel);
+
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
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 );
+
+ Ephemeris* eph = new Ephemeris;
+ globals->add_subsystem("ephemeris", eph);
+ eph->init(); // FIXME - remove this once SGSky code below is also a subsystem
+ eph->bind();
// TODO: move to environment mgr
thesky = new SGSky;
# if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
-# elif defined( WIN32 )
+# elif defined( _WIN32 )
string command = "start /m " + mp3file.str();
# else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
} 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();
- 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 ) {
// 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 );
fgInitFGRoot(argc, argv);
// Check for the correct base package version
- static char required_version[] = "1.9.0";
+ static char required_version[] = "2.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
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(get_stencil_buffer);
+ 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;
}