#endif
#include <iostream>
+#include <algorithm>
+#include <osg/Math> // isNaN
#include <plib/netSocket.h>
#include <simgear/misc/stdint.hxx>
// This should be extendable dynamically for every specific aircraft ...
// For now only that static list
FGMultiplayMgr::IdPropertyList
-FGMultiplayMgr::sIdPropertyList[] = {
+const FGMultiplayMgr::sIdPropertyList[] = {
{100, "surface-positions/left-aileron-pos-norm", SGPropertyNode::FLOAT},
{101, "surface-positions/right-aileron-pos-norm", SGPropertyNode::FLOAT},
{102, "surface-positions/elevator-pos-norm", SGPropertyNode::FLOAT},
{1100, "sim/model/variant", SGPropertyNode::INT},
{1101, "sim/model/livery/file", SGPropertyNode::STRING},
+ {1200, "environment/wildfire/data", SGPropertyNode::STRING},
+
{10001, "sim/multiplay/transmission-freq-hz", SGPropertyNode::STRING},
{10002, "sim/multiplay/chat", SGPropertyNode::STRING},
{10317, "sim/multiplay/generic/int[17]", SGPropertyNode::INT},
{10318, "sim/multiplay/generic/int[18]", SGPropertyNode::INT},
{10319, "sim/multiplay/generic/int[19]", SGPropertyNode::INT},
-
- /// termination
- {0, 0, SGPropertyNode::UNSPECIFIED}
};
+const unsigned
+FGMultiplayMgr::numProperties = (sizeof(FGMultiplayMgr::sIdPropertyList)
+ / sizeof(FGMultiplayMgr::sIdPropertyList[0]));
+
+// Look up a property ID using binary search.
+namespace
+{
+ struct ComparePropertyId
+ {
+ bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,
+ const FGMultiplayMgr::IdPropertyList& rhs)
+ {
+ return lhs.id < rhs.id;
+ }
+ bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,
+ unsigned id)
+ {
+ return lhs.id < id;
+ }
+ bool operator()(unsigned id,
+ const FGMultiplayMgr::IdPropertyList& rhs)
+ {
+ return id < rhs.id;
+ }
+ };
+
+}
+const FGMultiplayMgr::IdPropertyList* FGMultiplayMgr::findProperty(unsigned id)
+{
+ std::pair<const IdPropertyList*, const IdPropertyList*> result
+ = std::equal_range(sIdPropertyList, sIdPropertyList + numProperties, id,
+ ComparePropertyId());
+ if (result.first == result.second) {
+ return 0;
+ } else {
+ return result.first;
+ }
+}
+
+namespace
+{
+ bool verifyProperties(const xdr_data_t* data, const xdr_data_t* end)
+ {
+ const xdr_data_t* xdr = data;
+ while (xdr < end) {
+ unsigned id = XDR_decode_uint32(*xdr);
+ const FGMultiplayMgr::IdPropertyList* plist
+ = FGMultiplayMgr::findProperty(id);
+
+ if (plist) {
+ xdr++;
+ // How we decode the remainder of the property depends on the type
+ switch (plist->type) {
+ case SGPropertyNode::INT:
+ case SGPropertyNode::BOOL:
+ case SGPropertyNode::LONG:
+ xdr++;
+ break;
+ case SGPropertyNode::FLOAT:
+ case SGPropertyNode::DOUBLE:
+ {
+ float val = XDR_decode_float(*xdr);
+ if (osg::isNaN(val))
+ return false;
+ xdr++;
+ break;
+ }
+ case SGPropertyNode::STRING:
+ case SGPropertyNode::UNSPECIFIED:
+ {
+ // String is complicated. It consists of
+ // The length of the string
+ // The string itself
+ // Padding to the nearest 4-bytes.
+ // XXX Yes, each byte is padded out to a word! Too late
+ // to change...
+ uint32_t length = XDR_decode_uint32(*xdr);
+ xdr++;
+ if ((length > 0) && (length < MAX_TEXT_SIZE)) {
+ xdr += length;
+ // Now handle the padding
+ while ((length % 4) != 0)
+ {
+ xdr++;
+ length++;
+ //cout << "0";
+ }
+ } else {
+ // The string appears to be invalid; bail.
+ return false;
+ }
+ }
+ break;
+ default:
+ // cerr << "Unknown Prop type " << id << " " << type << "\n";
+ xdr++;
+ break;
+ }
+ }
+ else {
+ // give up; this is a malformed property list.
+ return false;
+ }
+ }
+ return true;
+ }
+}
//////////////////////////////////////////////////////////////////////
//
// MultiplayMgr constructor
}
T_PositionMsg PosMsg;
+
+ memset(&PosMsg, 0, sizeof(PosMsg));
strncpy(PosMsg.Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
PosMsg.Model[MAX_MODEL_NAME_LEN - 1] = '\0';
//cout << "INPUT MESSAGE\n";
xdr_data_t* xdr = (xdr_data_t*)
(Msg + sizeof(T_MsgHdr) + sizeof(T_PositionMsg));
+ // There was a bug in 1.9.0 and before: T_PositionMsg was 196 bytes
+ // on 32 bit architectures and 200 bytes on 64 bit, and this
+ // structure is put directly on the wire. By looking at the padding,
+ // we can sort through the mess, mostly:
+ // If padding is 0 (which is not a valid property type), then the
+ // message was produced by a new client or an old 64 bit client that
+ // happened to have 0 on the stack;
+ // Else if the property list starting with the padding word is
+ // well-formed, then the client is probably an old 32 bit client and
+ // we'll go with that;
+ // Else it is an old 64-bit client and properties start after the
+ // padding.
+ // There is a chance that we could be fooled by garbage in the
+ // padding looking like a valid property, so verifyProperties() is
+ // strict about the validity of the property values.
+ if (PosMsg->pad != 0) {
+ if (verifyProperties(&PosMsg->pad,
+ reinterpret_cast<const xdr_data_t*>(Msg + len)))
+ xdr = &PosMsg->pad;
+ else if (!verifyProperties(xdr,
+ reinterpret_cast<const xdr_data_t*>(Msg + len)))
+ goto noprops;
+ }
while ((char*)xdr < Msg + len) {
FGPropertyData* pData = new FGPropertyData;
SGPropertyNode::Type type = SGPropertyNode::UNSPECIFIED;
xdr++;
// Check the ID actually exists and get the type
- unsigned i = 0;
- bool found = false;
- while (FGMultiplayMgr::sIdPropertyList[i].name)
- {
- if (sIdPropertyList[i].id == pData->id)
- {
- found = true;
- pData->type = sIdPropertyList[i].type;
- }
-
- i++;
- }
+ const IdPropertyList* plist = findProperty(pData->id);
- if (found == true)
+ if (plist)
{
+ pData->type = plist->type;
// How we decode the remainder of the property depends on the type
switch (pData->type) {
case SGPropertyNode::INT:
else
{
// We failed to find the property. We'll try the next packet immediately.
- //cout << " Unknown\n";
+ SG_LOG(SG_NETWORK, SG_WARN, "FGMultiplayMgr::ProcessPosMsg - "
+ << "found unknown property id" << pData->id);
}
}
-
+ noprops:
FGAIMultiplayer* mp = getMultiplayer(MsgHdr->Callsign);
if (!mp)
mp = addMultiplayer(MsgHdr->Callsign, PosMsg->Model);
aiMgr->attach(mp);
/// FIXME: that must follow the attach ATM ...
- unsigned i = 0;
- while (sIdPropertyList[i].name) {
+ for (unsigned i = 0; i < numProperties; ++i)
mp->addPropertyId(sIdPropertyList[i].id, sIdPropertyList[i].name);
- ++i;
- }
}
return mp;