// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#ifdef FG_MPLAYER_AS
/******************************************************************
* $Id$
#include "mpplayer.hxx"
#include <stdlib.h>
-#ifndef _MSC_VER
+#if !(defined(_MSC_VER) || defined(__MINGW32__))
# include <netdb.h>
# include <sys/socket.h>
# include <netinet/in.h>
#include <plib/netSocket.h>
#include <plib/sg.h>
+#include <simgear/scene/model/modellib.hxx>
+#include <simgear/scene/model/placementtrans.hxx>
+
#include <Main/globals.hxx>
-#include <Model/loader.hxx>
#include <Scenery/scenery.hxx>
m_sCallsign = sCallsign;
m_sModelName = sModelName;
m_bLocalPlayer = bLocalPlayer;
+ SG_LOG( SG_NETWORK, SG_ALERT, "Initialising " << m_sCallsign
+ << " using '" << m_sModelName << "'" );
// If the player is remote then load the model
if (!bLocalPlayer) {
-
- LoadModel();
-
+ try {
+ LoadModel();
+ } catch (...) {
+ SG_LOG( SG_NETWORK, SG_ALERT, "Failed to load remote model '" << sModelName << "'." );
+ return false;
+ }
}
m_bInitialised = bSuccess;
} else {
- cerr << "MPPlayer::Open - Attempt to open an already open player connection." << endl;
+ SG_LOG( SG_NETWORK, SG_ALERT, "MPPlayer::Open - Attempt to open an already open player connection." );
bSuccess = false;
}
// Disconnect the model from the transform, then the transform from the scene.
m_ModelTrans->removeKid(m_Model);
+ globals->get_scenery()->unregister_placement_transform(m_ModelTrans);
globals->get_scenery()->get_aircraft_branch()->removeKid( m_ModelTrans);
// Flush the model loader so that it erases the model from its list of
// models.
- globals->get_model_loader()->flush();
+// globals->get_model_lib()->flush1();
// Assume that plib/ssg deletes the model and transform as their
// refcounts should be zero.
* Description: Updates position data held for this player and resets
* the last update time.
******************************************************************/
-void MPPlayer::SetPosition(const sgMat4 PlayerPosMat4) {
-
+void MPPlayer::SetPosition(const sgQuat PlayerOrientation,
+ const sgdVec3 PlayerPosition) {
// Save the position matrix and update time
if (m_bInitialised) {
- sgCopyMat4(m_ModelPos, PlayerPosMat4);
+ sgdCopyVec3(m_ModelPosition, PlayerPosition);
+ sgCopyVec4(m_ModelOrientation, PlayerOrientation);
time(&m_LastUpdate);
m_bUpdated = true;
}
-
}
MPPlayer::TPlayerDataState eResult = PLAYER_DATA_NOT_AVAILABLE;
- sgCoord sgPlayerCoord;
-
if (m_bInitialised && !m_bLocalPlayer) {
if ((time(NULL) - m_LastUpdate < TIME_TO_LIVE)) {
// Peform an update if it has changed since the last update
if (m_bUpdated) {
// Transform and update player model
- sgSetCoord( &sgPlayerCoord, m_ModelPos);
- m_ModelTrans->setTransform( &sgPlayerCoord );
+ sgMat4 orMat;
+ sgMakeIdentMat4(orMat);
+ sgQuatToMatrix(orMat, m_ModelOrientation);
+ m_ModelTrans->setTransform(m_ModelPosition, orMat);
eResult = PLAYER_DATA_AVAILABLE;
void MPPlayer::LoadModel(void) {
- m_ModelTrans = new ssgTransform;
+ m_ModelTrans = new ssgPlacementTransform;
// Load the model
- m_Model = globals->get_model_loader()->load_model(m_sModelName);
+ m_Model = globals->get_model_lib()->load_model( globals->get_fg_root(),
+ m_sModelName,
+ globals->get_props(),
+ globals->get_sim_time_sec() );
m_Model->clrTraversalMaskBits( SSGTRAV_HOT );
// Add model to transform
m_ModelTrans->addKid( m_Model );
- // Optimise model and transform
- ssgFlatten( m_Model );
- ssgStripify( m_ModelTrans );
-
// Place on scene under aircraft branch
globals->get_scenery()->get_aircraft_branch()->addKid( m_ModelTrans );
+ globals->get_scenery()->register_placement_transform( m_ModelTrans);
}
strncpy(PosMsg->sModel, m_sModelName.c_str(), MAX_MODEL_NAME_LEN);
PosMsg->sModel[MAX_MODEL_NAME_LEN - 1] = '\0';
- sgCopyMat4(PosMsg->PlayerPos, m_ModelPos);
-
-
+ /*
+ sgdCopyVec3(PosMsg->PlayerPosition, m_ModelPosition);
+ sgCopyQuat(PosMsg->PlayerOrientation, m_ModelOrientation);
+ */
+ PosMsg->PlayerPosition[0] = XDR_encode_double (m_ModelPosition[0]);
+ PosMsg->PlayerPosition[1] = XDR_encode_double (m_ModelPosition[1]);
+ PosMsg->PlayerPosition[2] = XDR_encode_double (m_ModelPosition[2]);
+ PosMsg->PlayerOrientation[0] = XDR_encode_float (m_ModelOrientation[0]);
+ PosMsg->PlayerOrientation[1] = XDR_encode_float (m_ModelOrientation[1]);
+ PosMsg->PlayerOrientation[2] = XDR_encode_float (m_ModelOrientation[2]);
+ PosMsg->PlayerOrientation[3] = XDR_encode_float (m_ModelOrientation[3]);
}
******************************************************************/
void MPPlayer::FillMsgHdr(T_MsgHdr *MsgHdr, const int iMsgId) {
- struct in_addr address;
-
- MsgHdr->MsgId = iMsgId;
+ struct in_addr address;
+ uint32_t len;
switch (iMsgId) {
case CHAT_MSG_ID:
- MsgHdr->iMsgLen = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);
+ len = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);
break;
case POS_DATA_ID:
- MsgHdr->iMsgLen = sizeof(T_MsgHdr) + sizeof(T_PositionMsg);
+ len = sizeof(T_MsgHdr) + sizeof(T_PositionMsg);
break;
default:
- MsgHdr->iMsgLen = sizeof(T_MsgHdr);
+ len = sizeof(T_MsgHdr);
break;
}
-
- address.s_addr = inet_addr( m_PlayerAddress.getHost() );
- MsgHdr->lReplyAddress = address.s_addr;
-
- MsgHdr->iReplyPort = m_PlayerAddress.getPort();
+ MsgHdr->Magic = XDR_encode_uint32 (MSG_MAGIC);
+ MsgHdr->Version = XDR_encode_uint32 (PROTO_VER);
+ MsgHdr->MsgId = XDR_encode_uint32 (iMsgId);
+ MsgHdr->iMsgLen = XDR_encode_uint32 (len);
+ // inet_addr returns address in network byte order
+ // no need to encode it
+ MsgHdr->lReplyAddress = inet_addr( m_PlayerAddress.getHost() );
+ MsgHdr->iReplyPort = XDR_encode_uint32 (m_PlayerAddress.getPort());
strncpy(MsgHdr->sCallsign, m_sCallsign.c_str(), MAX_CALLSIGN_LEN);
MsgHdr->sCallsign[MAX_CALLSIGN_LEN - 1] = '\0';
-
}
+#endif // FG_MPLAYER_AS
+