]> git.mxchange.org Git - flightgear.git/blobdiff - src/MultiPlayer/multiplaymgr.cxx
Clean-up: move autosave.xml loading code to proper method
[flightgear.git] / src / MultiPlayer / multiplaymgr.cxx
index 8d47833158c2244b9eac86a06fd1ddf144f70238..d034f7a1c9ec19b6ad2810e3f7e1c938694a58ee 100644 (file)
-//////////////////////////////////////////////////////////////////////\r
-//\r
-// multiplaymgr.hpp\r
-//\r
-// Written by Duncan McCreanor, started February 2003.\r
-// duncan.mccreanor@airservicesaustralia.com\r
-//\r
-// Copyright (C) 2003  Airservices Australia\r
-// Copyright (C) 2005  Oliver Schroeder\r
-// Copyright (C) 2006  Mathias Froehlich\r
-//\r
-// This program is free software; you can redistribute it and/or\r
-// modify it under the terms of the GNU General Public License as\r
-// published by the Free Software Foundation; either version 2 of the\r
-// License, or (at your option) any later version.\r
-//\r
-// This program is distributed in the hope that it will be useful, but\r
-// WITHOUT ANY WARRANTY; without even the implied warranty of\r
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU\r
-// General Public License for more details.\r
-//\r
-// You should have received a copy of the GNU General Public License\r
-// along with this program; if not, write to the Free Software\r
-// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.\r
-//\r
-// $Id$\r
-//  \r
-//////////////////////////////////////////////////////////////////////\r
-\r
-#ifdef HAVE_CONFIG_H\r
-#include <config.h>\r
-#endif\r
-\r
-#include <iostream>\r
-#include <algorithm>\r
-#include <cstring>\r
-#include <osg/Math>             // isNaN\r
-#include <plib/netSocket.h>\r
-\r
-#include <simgear/misc/stdint.hxx>\r
-#include <simgear/timing/timestamp.hxx>\r
-#include <simgear/debug/logstream.hxx>\r
-#include <simgear/props/props.hxx>\r
-\r
-#include <AIModel/AIManager.hxx>\r
-#include <Main/fg_props.hxx>\r
-#include "multiplaymgr.hxx"\r
-#include "mpmessages.hxx"\r
-\r
-using namespace std;\r
-\r
-#define MAX_PACKET_SIZE 1200\r
-#define MAX_TEXT_SIZE 128\r
-\r
-// These constants are provided so that the ident \r
-// command can list file versions\r
-const char sMULTIPLAYMGR_BID[] = "$Id$";\r
-const char sMULTIPLAYMGR_HID[] = MULTIPLAYTXMGR_HID;\r
-\r
-// A static map of protocol property id values to property paths,\r
-// This should be extendable dynamically for every specific aircraft ...\r
-// For now only that static list\r
-const FGMultiplayMgr::IdPropertyList\r
-FGMultiplayMgr::sIdPropertyList[] = {\r
-  {100, "surface-positions/left-aileron-pos-norm",  simgear::props::FLOAT},\r
-  {101, "surface-positions/right-aileron-pos-norm", simgear::props::FLOAT},\r
-  {102, "surface-positions/elevator-pos-norm",      simgear::props::FLOAT},\r
-  {103, "surface-positions/rudder-pos-norm",        simgear::props::FLOAT},\r
-  {104, "surface-positions/flap-pos-norm",          simgear::props::FLOAT},\r
-  {105, "surface-positions/speedbrake-pos-norm",    simgear::props::FLOAT},\r
-  {106, "gear/tailhook/position-norm",              simgear::props::FLOAT},\r
-  {107, "gear/launchbar/position-norm",             simgear::props::FLOAT},\r
-  {108, "gear/launchbar/state",                     simgear::props::STRING},\r
-  {109, "gear/launchbar/holdback-position-norm",    simgear::props::FLOAT},\r
-  {110, "canopy/position-norm",                     simgear::props::FLOAT},\r
-  {111, "surface-positions/wing-pos-norm",          simgear::props::FLOAT},\r
-  {112, "surface-positions/wing-fold-pos-norm",     simgear::props::FLOAT},\r
-\r
-  {200, "gear/gear[0]/compression-norm",           simgear::props::FLOAT},\r
-  {201, "gear/gear[0]/position-norm",              simgear::props::FLOAT},\r
-  {210, "gear/gear[1]/compression-norm",           simgear::props::FLOAT},\r
-  {211, "gear/gear[1]/position-norm",              simgear::props::FLOAT},\r
-  {220, "gear/gear[2]/compression-norm",           simgear::props::FLOAT},\r
-  {221, "gear/gear[2]/position-norm",              simgear::props::FLOAT},\r
-  {230, "gear/gear[3]/compression-norm",           simgear::props::FLOAT},\r
-  {231, "gear/gear[3]/position-norm",              simgear::props::FLOAT},\r
-  {240, "gear/gear[4]/compression-norm",           simgear::props::FLOAT},\r
-  {241, "gear/gear[4]/position-norm",              simgear::props::FLOAT},\r
-\r
-  {300, "engines/engine[0]/n1",  simgear::props::FLOAT},\r
-  {301, "engines/engine[0]/n2",  simgear::props::FLOAT},\r
-  {302, "engines/engine[0]/rpm", simgear::props::FLOAT},\r
-  {310, "engines/engine[1]/n1",  simgear::props::FLOAT},\r
-  {311, "engines/engine[1]/n2",  simgear::props::FLOAT},\r
-  {312, "engines/engine[1]/rpm", simgear::props::FLOAT},\r
-  {320, "engines/engine[2]/n1",  simgear::props::FLOAT},\r
-  {321, "engines/engine[2]/n2",  simgear::props::FLOAT},\r
-  {322, "engines/engine[2]/rpm", simgear::props::FLOAT},\r
-  {330, "engines/engine[3]/n1",  simgear::props::FLOAT},\r
-  {331, "engines/engine[3]/n2",  simgear::props::FLOAT},\r
-  {332, "engines/engine[3]/rpm", simgear::props::FLOAT},\r
-  {340, "engines/engine[4]/n1",  simgear::props::FLOAT},\r
-  {341, "engines/engine[4]/n2",  simgear::props::FLOAT},\r
-  {342, "engines/engine[4]/rpm", simgear::props::FLOAT},\r
-  {350, "engines/engine[5]/n1",  simgear::props::FLOAT},\r
-  {351, "engines/engine[5]/n2",  simgear::props::FLOAT},\r
-  {352, "engines/engine[5]/rpm", simgear::props::FLOAT},\r
-  {360, "engines/engine[6]/n1",  simgear::props::FLOAT},\r
-  {361, "engines/engine[6]/n2",  simgear::props::FLOAT},\r
-  {362, "engines/engine[6]/rpm", simgear::props::FLOAT},\r
-  {370, "engines/engine[7]/n1",  simgear::props::FLOAT},\r
-  {371, "engines/engine[7]/n2",  simgear::props::FLOAT},\r
-  {372, "engines/engine[7]/rpm", simgear::props::FLOAT},\r
-  {380, "engines/engine[8]/n1",  simgear::props::FLOAT},\r
-  {381, "engines/engine[8]/n2",  simgear::props::FLOAT},\r
-  {382, "engines/engine[8]/rpm", simgear::props::FLOAT},\r
-  {390, "engines/engine[9]/n1",  simgear::props::FLOAT},\r
-  {391, "engines/engine[9]/n2",  simgear::props::FLOAT},\r
-  {392, "engines/engine[9]/rpm", simgear::props::FLOAT},\r
-\r
-  {800, "rotors/main/rpm", simgear::props::FLOAT},\r
-  {801, "rotors/tail/rpm", simgear::props::FLOAT},\r
-  {810, "rotors/main/blade[0]/position-deg",  simgear::props::FLOAT},\r
-  {811, "rotors/main/blade[1]/position-deg",  simgear::props::FLOAT},\r
-  {812, "rotors/main/blade[2]/position-deg",  simgear::props::FLOAT},\r
-  {813, "rotors/main/blade[3]/position-deg",  simgear::props::FLOAT},\r
-  {820, "rotors/main/blade[0]/flap-deg",  simgear::props::FLOAT},\r
-  {821, "rotors/main/blade[1]/flap-deg",  simgear::props::FLOAT},\r
-  {822, "rotors/main/blade[2]/flap-deg",  simgear::props::FLOAT},\r
-  {823, "rotors/main/blade[3]/flap-deg",  simgear::props::FLOAT},\r
-  {830, "rotors/tail/blade[0]/position-deg",  simgear::props::FLOAT},\r
-  {831, "rotors/tail/blade[1]/position-deg",  simgear::props::FLOAT},\r
-\r
-  {900, "sim/hitches/aerotow/tow/length",                       simgear::props::FLOAT},\r
-  {901, "sim/hitches/aerotow/tow/elastic-constant",             simgear::props::FLOAT},\r
-  {902, "sim/hitches/aerotow/tow/weight-per-m-kg-m",            simgear::props::FLOAT},\r
-  {903, "sim/hitches/aerotow/tow/dist",                         simgear::props::FLOAT},\r
-  {904, "sim/hitches/aerotow/tow/connected-to-property-node",   simgear::props::BOOL},\r
-  {905, "sim/hitches/aerotow/tow/connected-to-ai-or-mp-callsign",   simgear::props::STRING},\r
-  {906, "sim/hitches/aerotow/tow/brake-force",                  simgear::props::FLOAT},\r
-  {907, "sim/hitches/aerotow/tow/end-force-x",                  simgear::props::FLOAT},\r
-  {908, "sim/hitches/aerotow/tow/end-force-y",                  simgear::props::FLOAT},\r
-  {909, "sim/hitches/aerotow/tow/end-force-z",                  simgear::props::FLOAT},\r
-  {930, "sim/hitches/aerotow/is-slave",                         simgear::props::BOOL},\r
-  {931, "sim/hitches/aerotow/speed-in-tow-direction",           simgear::props::FLOAT},\r
-  {932, "sim/hitches/aerotow/open",                             simgear::props::BOOL},\r
-  {933, "sim/hitches/aerotow/local-pos-x",                      simgear::props::FLOAT},\r
-  {934, "sim/hitches/aerotow/local-pos-y",                      simgear::props::FLOAT},\r
-  {935, "sim/hitches/aerotow/local-pos-z",                      simgear::props::FLOAT},\r
-\r
-  {1001, "controls/flight/slats",  simgear::props::FLOAT},\r
-  {1002, "controls/flight/speedbrake",  simgear::props::FLOAT},\r
-  {1003, "controls/flight/spoilers",  simgear::props::FLOAT},\r
-  {1004, "controls/gear/gear-down",  simgear::props::FLOAT},\r
-  {1005, "controls/lighting/nav-lights",  simgear::props::FLOAT},\r
-  {1006, "controls/armament/station[0]/jettison-all",  simgear::props::BOOL},\r
-\r
-  {1100, "sim/model/variant", simgear::props::INT},\r
-  {1101, "sim/model/livery/file", simgear::props::STRING},\r
-\r
-  {1200, "environment/wildfire/data", simgear::props::STRING},\r
-\r
-  {1300, "tanker", simgear::props::INT},\r
-\r
-  {10001, "sim/multiplay/transmission-freq-hz",  simgear::props::STRING},\r
-  {10002, "sim/multiplay/chat",  simgear::props::STRING},\r
-\r
-  {10100, "sim/multiplay/generic/string[0]", simgear::props::STRING},\r
-  {10101, "sim/multiplay/generic/string[1]", simgear::props::STRING},\r
-  {10102, "sim/multiplay/generic/string[2]", simgear::props::STRING},\r
-  {10103, "sim/multiplay/generic/string[3]", simgear::props::STRING},\r
-  {10104, "sim/multiplay/generic/string[4]", simgear::props::STRING},\r
-  {10105, "sim/multiplay/generic/string[5]", simgear::props::STRING},\r
-  {10106, "sim/multiplay/generic/string[6]", simgear::props::STRING},\r
-  {10107, "sim/multiplay/generic/string[7]", simgear::props::STRING},\r
-  {10108, "sim/multiplay/generic/string[8]", simgear::props::STRING},\r
-  {10109, "sim/multiplay/generic/string[9]", simgear::props::STRING},\r
-  {10110, "sim/multiplay/generic/string[10]", simgear::props::STRING},\r
-  {10111, "sim/multiplay/generic/string[11]", simgear::props::STRING},\r
-  {10112, "sim/multiplay/generic/string[12]", simgear::props::STRING},\r
-  {10113, "sim/multiplay/generic/string[13]", simgear::props::STRING},\r
-  {10114, "sim/multiplay/generic/string[14]", simgear::props::STRING},\r
-  {10115, "sim/multiplay/generic/string[15]", simgear::props::STRING},\r
-  {10116, "sim/multiplay/generic/string[16]", simgear::props::STRING},\r
-  {10117, "sim/multiplay/generic/string[17]", simgear::props::STRING},\r
-  {10118, "sim/multiplay/generic/string[18]", simgear::props::STRING},\r
-  {10119, "sim/multiplay/generic/string[19]", simgear::props::STRING},\r
-\r
-  {10200, "sim/multiplay/generic/float[0]", simgear::props::FLOAT},\r
-  {10201, "sim/multiplay/generic/float[1]", simgear::props::FLOAT},\r
-  {10202, "sim/multiplay/generic/float[2]", simgear::props::FLOAT},\r
-  {10203, "sim/multiplay/generic/float[3]", simgear::props::FLOAT},\r
-  {10204, "sim/multiplay/generic/float[4]", simgear::props::FLOAT},\r
-  {10205, "sim/multiplay/generic/float[5]", simgear::props::FLOAT},\r
-  {10206, "sim/multiplay/generic/float[6]", simgear::props::FLOAT},\r
-  {10207, "sim/multiplay/generic/float[7]", simgear::props::FLOAT},\r
-  {10208, "sim/multiplay/generic/float[8]", simgear::props::FLOAT},\r
-  {10209, "sim/multiplay/generic/float[9]", simgear::props::FLOAT},\r
-  {10210, "sim/multiplay/generic/float[10]", simgear::props::FLOAT},\r
-  {10211, "sim/multiplay/generic/float[11]", simgear::props::FLOAT},\r
-  {10212, "sim/multiplay/generic/float[12]", simgear::props::FLOAT},\r
-  {10213, "sim/multiplay/generic/float[13]", simgear::props::FLOAT},\r
-  {10214, "sim/multiplay/generic/float[14]", simgear::props::FLOAT},\r
-  {10215, "sim/multiplay/generic/float[15]", simgear::props::FLOAT},\r
-  {10216, "sim/multiplay/generic/float[16]", simgear::props::FLOAT},\r
-  {10217, "sim/multiplay/generic/float[17]", simgear::props::FLOAT},\r
-  {10218, "sim/multiplay/generic/float[18]", simgear::props::FLOAT},\r
-  {10219, "sim/multiplay/generic/float[19]", simgear::props::FLOAT},\r
-\r
-  {10300, "sim/multiplay/generic/int[0]", simgear::props::INT},\r
-  {10301, "sim/multiplay/generic/int[1]", simgear::props::INT},\r
-  {10302, "sim/multiplay/generic/int[2]", simgear::props::INT},\r
-  {10303, "sim/multiplay/generic/int[3]", simgear::props::INT},\r
-  {10304, "sim/multiplay/generic/int[4]", simgear::props::INT},\r
-  {10305, "sim/multiplay/generic/int[5]", simgear::props::INT},\r
-  {10306, "sim/multiplay/generic/int[6]", simgear::props::INT},\r
-  {10307, "sim/multiplay/generic/int[7]", simgear::props::INT},\r
-  {10308, "sim/multiplay/generic/int[8]", simgear::props::INT},\r
-  {10309, "sim/multiplay/generic/int[9]", simgear::props::INT},\r
-  {10310, "sim/multiplay/generic/int[10]", simgear::props::INT},\r
-  {10311, "sim/multiplay/generic/int[11]", simgear::props::INT},\r
-  {10312, "sim/multiplay/generic/int[12]", simgear::props::INT},\r
-  {10313, "sim/multiplay/generic/int[13]", simgear::props::INT},\r
-  {10314, "sim/multiplay/generic/int[14]", simgear::props::INT},\r
-  {10315, "sim/multiplay/generic/int[15]", simgear::props::INT},\r
-  {10316, "sim/multiplay/generic/int[16]", simgear::props::INT},\r
-  {10317, "sim/multiplay/generic/int[17]", simgear::props::INT},\r
-  {10318, "sim/multiplay/generic/int[18]", simgear::props::INT},\r
-  {10319, "sim/multiplay/generic/int[19]", simgear::props::INT}\r
-};\r
-\r
-const unsigned\r
-FGMultiplayMgr::numProperties = (sizeof(FGMultiplayMgr::sIdPropertyList)\r
-                                 / sizeof(FGMultiplayMgr::sIdPropertyList[0]));\r
-\r
-// Look up a property ID using binary search.\r
-namespace\r
-{\r
-  struct ComparePropertyId\r
-  {\r
-    bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,\r
-                    const FGMultiplayMgr::IdPropertyList& rhs)\r
-    {\r
-      return lhs.id < rhs.id;\r
-    }\r
-    bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,\r
-                    unsigned id)\r
-    {\r
-      return lhs.id < id;\r
-    }\r
-    bool operator()(unsigned id,\r
-                    const FGMultiplayMgr::IdPropertyList& rhs)\r
-    {\r
-      return id < rhs.id;\r
-    }\r
-  };\r
-    \r
-}\r
-const FGMultiplayMgr::IdPropertyList* FGMultiplayMgr::findProperty(unsigned id)\r
-{\r
-  std::pair<const IdPropertyList*, const IdPropertyList*> result\r
-    = std::equal_range(sIdPropertyList, sIdPropertyList + numProperties, id,\r
-                       ComparePropertyId());\r
-  if (result.first == result.second) {\r
-    return 0;\r
-  } else {\r
-    return result.first;\r
-  }\r
-}\r
-\r
-namespace\r
-{\r
-  bool verifyProperties(const xdr_data_t* data, const xdr_data_t* end)\r
-  {\r
-    using namespace simgear;\r
-    const xdr_data_t* xdr = data;\r
-    while (xdr < end) {\r
-      unsigned id = XDR_decode_uint32(*xdr);\r
-      const FGMultiplayMgr::IdPropertyList* plist\r
-        = FGMultiplayMgr::findProperty(id);\r
-    \r
-      if (plist) {\r
-        xdr++;\r
-        // How we decode the remainder of the property depends on the type\r
-        switch (plist->type) {\r
-        case props::INT:\r
-        case props::BOOL:\r
-        case props::LONG:\r
-          xdr++;\r
-          break;\r
-        case props::FLOAT:\r
-        case props::DOUBLE:\r
-          {\r
-            float val = XDR_decode_float(*xdr);\r
-            if (osg::isNaN(val))\r
-              return false;\r
-            xdr++;\r
-            break;\r
-          }\r
-        case props::STRING:\r
-        case props::UNSPECIFIED:\r
-          {\r
-            // String is complicated. It consists of\r
-            // The length of the string\r
-            // The string itself\r
-            // Padding to the nearest 4-bytes.\r
-            // XXX Yes, each byte is padded out to a word! Too late\r
-            // to change...\r
-            uint32_t length = XDR_decode_uint32(*xdr);\r
-            xdr++;\r
-            // Old versions truncated the string but left the length\r
-            // unadjusted.\r
-            if (length > MAX_TEXT_SIZE)\r
-              length = MAX_TEXT_SIZE;\r
-            xdr += length;\r
-            // Now handle the padding\r
-            while ((length % 4) != 0)\r
-              {\r
-                xdr++;\r
-                length++;\r
-                //cout << "0";\r
-              }\r
-          }\r
-          break;\r
-        default:\r
-          // cerr << "Unknown Prop type " << id << " " << type << "\n";\r
-          xdr++;\r
-          break;\r
-        }            \r
-      }\r
-      else {\r
-        // give up; this is a malformed property list.\r
-        return false;\r
-      }\r
-    }\r
-    return true;\r
-  }\r
-}\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  MultiplayMgr constructor\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-FGMultiplayMgr::FGMultiplayMgr() \r
-{\r
-  mSocket        = 0;\r
-  mInitialised   = false;\r
-  mHaveServer    = false;\r
-} // FGMultiplayMgr::FGMultiplayMgr()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  MultiplayMgr destructor\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-FGMultiplayMgr::~FGMultiplayMgr() \r
-{\r
-  Close();\r
-} // FGMultiplayMgr::~FGMultiplayMgr()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  Initialise object\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-bool\r
-FGMultiplayMgr::init (void) \r
-{\r
-  //////////////////////////////////////////////////\r
-  //  Initialise object if not already done\r
-  //////////////////////////////////////////////////\r
-  if (mInitialised) {\r
-    SG_LOG(SG_NETWORK, SG_WARN, "FGMultiplayMgr::init - already initialised");\r
-    return false;\r
-  }\r
-  //////////////////////////////////////////////////\r
-  //  Set members from property values\r
-  //////////////////////////////////////////////////\r
-  short rxPort = fgGetInt("/sim/multiplay/rxport");\r
-  string rxAddress = fgGetString("/sim/multiplay/rxhost");\r
-  short txPort = fgGetInt("/sim/multiplay/txport");\r
-  string txAddress = fgGetString("/sim/multiplay/txhost");\r
-  mCallsign = fgGetString("/sim/multiplay/callsign");\r
-  if (txPort > 0 && !txAddress.empty()) {\r
-    mServer.set(txAddress.c_str(), txPort);\r
-    if (strncmp (mServer.getHost(), "0.0.0.0", 8) == 0) {\r
-      mHaveServer = false;\r
-      SG_LOG(SG_NETWORK, SG_DEBUG,\r
-        "FGMultiplayMgr - could not resolve '"\r
-        << txAddress << "', Multiplayermode disabled");\r
-    } else {\r
-      mHaveServer = true;\r
-    }\r
-    if (rxPort <= 0)\r
-      rxPort = txPort;\r
-  }\r
-  if (rxPort <= 0) {\r
-    SG_LOG(SG_NETWORK, SG_DEBUG,\r
-      "FGMultiplayMgr - No receiver port, Multiplayermode disabled");\r
-    return (false);\r
-  }\r
-  if (mCallsign.empty())\r
-    mCallsign = "JohnDoe"; // FIXME: use getpwuid\r
-  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txaddress= "<<txAddress);\r
-  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txport= "<<txPort );\r
-  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxaddress="<<rxAddress );\r
-  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxport= "<<rxPort);\r
-  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-callsign= "<<mCallsign);\r
-  Close(); // Should Init be called twice, close Socket first\r
-           // A memory leak was reported here by valgrind\r
-  mSocket = new netSocket();\r
-  if (!mSocket->open(false)) {\r
-    SG_LOG( SG_NETWORK, SG_DEBUG,\r
-            "FGMultiplayMgr::init - Failed to create data socket" );\r
-    return false;\r
-  }\r
-  mSocket->setBlocking(false);\r
-  if (mSocket->bind(rxAddress.c_str(), rxPort) != 0) {\r
-    perror("bind");\r
-    SG_LOG( SG_NETWORK, SG_DEBUG,\r
-            "FGMultiplayMgr::Open - Failed to bind receive socket" );\r
-    return false;\r
-  }\r
-  mInitialised = true;\r
-  return true;\r
-} // FGMultiplayMgr::init()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  Closes and deletes the local player object. Closes\r
-//  and deletes the tx socket. Resets the object state to unitialised.\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-void\r
-FGMultiplayMgr::Close (void) \r
-{\r
-  mMultiPlayerMap.clear();\r
-\r
-  if (mSocket) {\r
-    mSocket->close();\r
-    delete mSocket;\r
-    mSocket = 0;\r
-  }\r
-  mInitialised = false;\r
-} // FGMultiplayMgr::Close(void)\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  Description: Sends the position data for the local position.\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-/**\r
- * The buffer that holds a multi-player message, suitably aligned.\r
- */\r
-union FGMultiplayMgr::MsgBuf\r
-{\r
-    MsgBuf()\r
-    {\r
-        memset(&Msg, 0, sizeof(Msg));\r
-    }\r
-\r
-    T_MsgHdr* msgHdr()\r
-    {\r
-        return reinterpret_cast<T_MsgHdr*>(Msg);\r
-    }\r
-\r
-    const T_MsgHdr* msgHdr() const\r
-    {\r
-        return reinterpret_cast<const T_MsgHdr*>(Msg);\r
-    }\r
-\r
-    T_PositionMsg* posMsg()\r
-    {\r
-        return reinterpret_cast<T_PositionMsg*>(Msg + sizeof(T_MsgHdr));\r
-    }\r
-\r
-    const T_PositionMsg* posMsg() const\r
-    {\r
-        return reinterpret_cast<const T_PositionMsg*>(Msg + sizeof(T_MsgHdr));\r
-    }\r
-\r
-    xdr_data_t* properties()\r
-    {\r
-        return reinterpret_cast<xdr_data_t*>(Msg + sizeof(T_MsgHdr)\r
-                                             + sizeof(T_PositionMsg));\r
-    }\r
-\r
-    const xdr_data_t* properties() const\r
-    {\r
-        return reinterpret_cast<const xdr_data_t*>(Msg + sizeof(T_MsgHdr)\r
-                                                   + sizeof(T_PositionMsg));\r
-    }\r
-    /**\r
-     * The end of the properties buffer.\r
-     */\r
-    xdr_data_t* propsEnd()\r
-    {\r
-        return reinterpret_cast<xdr_data_t*>(Msg + MAX_PACKET_SIZE);\r
-    };\r
-\r
-    const xdr_data_t* propsEnd() const\r
-    {\r
-        return reinterpret_cast<const xdr_data_t*>(Msg + MAX_PACKET_SIZE);\r
-    };\r
-    /**\r
-     * The end of properties actually in the buffer. This assumes that\r
-     * the message header is valid.\r
-     */\r
-    xdr_data_t* propsRecvdEnd()\r
-    {\r
-        return reinterpret_cast<xdr_data_t*>(Msg + msgHdr()->MsgLen);\r
-    }\r
-\r
-    const xdr_data_t* propsRecvdEnd() const\r
-    {\r
-        return reinterpret_cast<const xdr_data_t*>(Msg + msgHdr()->MsgLen);\r
-    }\r
-    \r
-    xdr_data2_t double_val;\r
-    char Msg[MAX_PACKET_SIZE];\r
-};\r
-\r
-void\r
-FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)\r
-{\r
-  if ((! mInitialised) || (! mHaveServer))\r
-        return;\r
-  if (! mHaveServer) {\r
-    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition - no server");\r
-    return;\r
-  }\r
-\r
-  MsgBuf msgBuf;\r
-  T_PositionMsg* PosMsg = msgBuf.posMsg();\r
-\r
-  strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);\r
-  PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';\r
-  \r
-  PosMsg->time = XDR_encode_double (motionInfo.time);\r
-  PosMsg->lag = XDR_encode_double (motionInfo.lag);\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));\r
-  SGVec3f angleAxis;\r
-  motionInfo.orientation.getAngleAxis(angleAxis);\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));\r
-  for (unsigned i = 0 ; i < 3; ++i)\r
-    PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));\r
-  \r
-  xdr_data_t* ptr = msgBuf.properties();\r
-  std::vector<FGPropertyData*>::const_iterator it;\r
-  it = motionInfo.properties.begin();\r
-  //cout << "OUTPUT PROPERTIES\n";\r
-  xdr_data_t* msgEnd = msgBuf.propsEnd();\r
-  while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {\r
-    \r
-    // First element is the ID. Write it out when we know we have room for\r
-    // the whole property.\r
-    xdr_data_t id =  XDR_encode_uint32((*it)->id);\r
-    // The actual data representation depends on the type\r
-    switch ((*it)->type) {\r
-      case simgear::props::INT:\r
-      case simgear::props::BOOL:\r
-      case simgear::props::LONG:\r
-        *ptr++ = id;\r
-        *ptr++ = XDR_encode_uint32((*it)->int_value);\r
-        //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";\r
-        break;\r
-      case simgear::props::FLOAT:\r
-      case simgear::props::DOUBLE:\r
-        *ptr++ = id;\r
-        *ptr++ = XDR_encode_float((*it)->float_value);\r
-        //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";\r
-        break;\r
-      case simgear::props::STRING:\r
-      case simgear::props::UNSPECIFIED:\r
-        {\r
-          // String is complicated. It consists of\r
-          // The length of the string\r
-          // The string itself\r
-          // Padding to the nearest 4-bytes.        \r
-          const char* lcharptr = (*it)->string_value;\r
-          \r
-          if (lcharptr != 0)\r
-          {\r
-            // Add the length         \r
-            ////cout << "String length: " << strlen(lcharptr) << "\n";\r
-            uint32_t len = strlen(lcharptr);\r
-            if (len > MAX_TEXT_SIZE)\r
-              len = MAX_TEXT_SIZE;\r
-            // XXX This should not be using 4 bytes per character!\r
-            // If there's not enough room for this property, drop it\r
-            // on the floor.\r
-            if (ptr + 2 + ((len + 3) & ~3) > msgEnd)\r
-                goto escape;\r
-            //cout << "String length unint32: " << len << "\n";\r
-            *ptr++ = id;\r
-            *ptr++ = XDR_encode_uint32(len);\r
-            if (len != 0)\r
-            {\r
-              // Now the text itself\r
-              // XXX This should not be using 4 bytes per character!\r
-              int lcount = 0;\r
-              while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE)) \r
-              {\r
-                *ptr++ = XDR_encode_int8(*lcharptr);\r
-                lcharptr++;\r
-                lcount++;          \r
-              }\r
-\r
-              //cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;\r
-\r
-              // Now pad if required\r
-              while ((lcount % 4) != 0)\r
-              {\r
-                *ptr++ = XDR_encode_int8(0);\r
-                lcount++;          \r
-                //cout << "0";\r
-              }\r
-              \r
-              //cout << "\n";\r
-            }\r
-          }\r
-          else\r
-          {\r
-            // Nothing to encode\r
-            *ptr++ = id;\r
-            *ptr++ = XDR_encode_uint32(0);\r
-            //cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";\r
-          }\r
-        }\r
-        break;\r
-        \r
-      default:\r
-        //cout << " Unknown Type: " << (*it)->type << "\n";\r
-        *ptr++ = id;\r
-        *ptr++ = XDR_encode_float((*it)->float_value);;\r
-        //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";\r
-        break;\r
-    }\r
-        \r
-    ++it;\r
-  }\r
-escape:\r
-  unsigned msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;\r
-  FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);\r
-  mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);\r
-  SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");\r
-} // FGMultiplayMgr::SendMyPosition()\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  Name: SendTextMessage\r
-//  Description: Sends a message to the player. The message must\r
-//  contain a valid and correctly filled out header and optional\r
-//  message body.\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-void\r
-FGMultiplayMgr::SendTextMessage(const string &MsgText)\r
-{\r
-  if (!mInitialised || !mHaveServer)\r
-    return;\r
-\r
-  T_MsgHdr MsgHdr;\r
-  FillMsgHdr(&MsgHdr, CHAT_MSG_ID);\r
-  //////////////////////////////////////////////////\r
-  // Divide the text string into blocks that fit\r
-  // in the message and send the blocks.\r
-  //////////////////////////////////////////////////\r
-  unsigned iNextBlockPosition = 0;\r
-  T_ChatMsg ChatMsg;\r
-  \r
-  char Msg[sizeof(T_MsgHdr) + sizeof(T_ChatMsg)];\r
-  while (iNextBlockPosition < MsgText.length()) {\r
-    strncpy (ChatMsg.Text, \r
-             MsgText.substr(iNextBlockPosition, MAX_CHAT_MSG_LEN - 1).c_str(),\r
-             MAX_CHAT_MSG_LEN);\r
-    ChatMsg.Text[MAX_CHAT_MSG_LEN - 1] = '\0';\r
-    memcpy (Msg, &MsgHdr, sizeof(T_MsgHdr));\r
-    memcpy (Msg + sizeof(T_MsgHdr), &ChatMsg, sizeof(T_ChatMsg));\r
-    mSocket->sendto (Msg, sizeof(T_MsgHdr) + sizeof(T_ChatMsg), 0, &mServer);\r
-    iNextBlockPosition += MAX_CHAT_MSG_LEN - 1;\r
-\r
-  }\r
-  \r
-  \r
-} // FGMultiplayMgr::SendTextMessage ()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  Name: ProcessData\r
-//  Description: Processes data waiting at the receive socket. The\r
-//  processing ends when there is no more data at the socket.\r
-//  \r
-//////////////////////////////////////////////////////////////////////\r
-void\r
-FGMultiplayMgr::Update(void) \r
-{\r
-  if (!mInitialised)\r
-    return;\r
-\r
-  /// Just for expiry\r
-  long stamp = SGTimeStamp::now().getSeconds();\r
-\r
-  //////////////////////////////////////////////////\r
-  //  Read the receive socket and process any data\r
-  //////////////////////////////////////////////////\r
-  ssize_t bytes;\r
-  do {\r
-    MsgBuf msgBuf;\r
-    //////////////////////////////////////////////////\r
-    //  Although the recv call asks for \r
-    //  MAX_PACKET_SIZE of data, the number of bytes\r
-    //  returned will only be that of the next\r
-    //  packet waiting to be processed.\r
-    //////////////////////////////////////////////////\r
-    netAddress SenderAddress;\r
-    bytes = mSocket->recvfrom(msgBuf.Msg, sizeof(msgBuf.Msg), 0,\r
-                              &SenderAddress);\r
-    //////////////////////////////////////////////////\r
-    //  no Data received\r
-    //////////////////////////////////////////////////\r
-    if (bytes <= 0) {\r
-      if (errno != EAGAIN && errno != 0) // MSVC output "NoError" otherwise\r
-        perror("FGMultiplayMgr::MP_ProcessData");\r
-      break;\r
-    }\r
-    if (bytes <= static_cast<ssize_t>(sizeof(T_MsgHdr))) {\r
-      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-              << "received message with insufficient data" );\r
-      break;\r
-    }\r
-    //////////////////////////////////////////////////\r
-    //  Read header\r
-    //////////////////////////////////////////////////\r
-    T_MsgHdr* MsgHdr = msgBuf.msgHdr();\r
-    MsgHdr->Magic       = XDR_decode_uint32 (MsgHdr->Magic);\r
-    MsgHdr->Version     = XDR_decode_uint32 (MsgHdr->Version);\r
-    MsgHdr->MsgId       = XDR_decode_uint32 (MsgHdr->MsgId);\r
-    MsgHdr->MsgLen      = XDR_decode_uint32 (MsgHdr->MsgLen);\r
-    MsgHdr->ReplyPort   = XDR_decode_uint32 (MsgHdr->ReplyPort);\r
-    MsgHdr->Callsign[MAX_CALLSIGN_LEN -1] = '\0';\r
-    if (MsgHdr->Magic != MSG_MAGIC) {\r
-      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-              << "message has invalid magic number!" );\r
-      break;\r
-    }\r
-    if (MsgHdr->Version != PROTO_VER) {\r
-      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-              << "message has invalid protocoll number!" );\r
-      break;\r
-    }\r
-    if (MsgHdr->MsgLen != bytes) {\r
-      SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-             << "message from " << MsgHdr->Callsign << " has invalid length!");\r
-      break;\r
-    }\r
-    //////////////////////////////////////////////////\r
-    //  Process messages\r
-    //////////////////////////////////////////////////\r
-    switch (MsgHdr->MsgId) {\r
-    case CHAT_MSG_ID:\r
-      ProcessChatMsg(msgBuf, SenderAddress);\r
-      break;\r
-    case POS_DATA_ID:\r
-      ProcessPosMsg(msgBuf, SenderAddress, stamp);\r
-      break;\r
-    case UNUSABLE_POS_DATA_ID:\r
-    case OLD_OLD_POS_DATA_ID:\r
-    case OLD_PROP_MSG_ID:\r
-    case OLD_POS_DATA_ID:\r
-      break;\r
-    default:\r
-      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-              << "Unknown message Id received: " << MsgHdr->MsgId );\r
-      break;\r
-    }\r
-  } while (bytes > 0);\r
-\r
-  // check for expiry\r
-  MultiPlayerMap::iterator it = mMultiPlayerMap.begin();\r
-  while (it != mMultiPlayerMap.end()) {\r
-    if (it->second->getLastTimestamp() + 10 < stamp) {\r
-      std::string name = it->first;\r
-      it->second->setDie(true);\r
-      mMultiPlayerMap.erase(it);\r
-      it = mMultiPlayerMap.upper_bound(name);\r
-    } else\r
-      ++it;\r
-  }\r
-} // FGMultiplayMgr::ProcessData(void)\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  handle a position message\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-void\r
-FGMultiplayMgr::ProcessPosMsg(const FGMultiplayMgr::MsgBuf& Msg,\r
-                              const netAddress& SenderAddress, long stamp)\r
-{\r
-  const T_MsgHdr* MsgHdr = Msg.msgHdr();\r
-  if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + sizeof(T_PositionMsg)) {\r
-    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-            << "Position message received with insufficient data" );\r
-    return;\r
-  }\r
-  const T_PositionMsg* PosMsg = Msg.posMsg();\r
-  FGExternalMotionData motionInfo;\r
-  motionInfo.time = XDR_decode_double(PosMsg->time);\r
-  motionInfo.lag = XDR_decode_double(PosMsg->lag);\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    motionInfo.position(i) = XDR_decode_double(PosMsg->position[i]);\r
-  SGVec3f angleAxis;\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    angleAxis(i) = XDR_decode_float(PosMsg->orientation[i]);\r
-  motionInfo.orientation = SGQuatf::fromAngleAxis(angleAxis);\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    motionInfo.linearVel(i) = XDR_decode_float(PosMsg->linearVel[i]);\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    motionInfo.angularVel(i) = XDR_decode_float(PosMsg->angularVel[i]);\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    motionInfo.linearAccel(i) = XDR_decode_float(PosMsg->linearAccel[i]);\r
-  for (unsigned i = 0; i < 3; ++i)\r
-    motionInfo.angularAccel(i) = XDR_decode_float(PosMsg->angularAccel[i]);\r
-\r
-\r
-  //cout << "INPUT MESSAGE\n";\r
-\r
-  // There was a bug in 1.9.0 and before: T_PositionMsg was 196 bytes\r
-  // on 32 bit architectures and 200 bytes on 64 bit, and this\r
-  // structure is put directly on the wire. By looking at the padding,\r
-  // we can sort through the mess, mostly:\r
-  // If padding is 0 (which is not a valid property type), then the\r
-  // message was produced by a new client or an old 64 bit client that\r
-  // happened to have 0 on the stack;\r
-  // Else if the property list starting with the padding word is\r
-  // well-formed, then the client is probably an old 32 bit client and\r
-  // we'll go with that;\r
-  // Else it is an old 64-bit client and properties start after the\r
-  // padding.\r
-  // There is a chance that we could be fooled by garbage in the\r
-  // padding looking like a valid property, so verifyProperties() is\r
-  // strict about the validity of the property values.\r
-  const xdr_data_t* xdr = Msg.properties();\r
-  if (PosMsg->pad != 0) {\r
-    if (verifyProperties(&PosMsg->pad, Msg.propsRecvdEnd()))\r
-      xdr = &PosMsg->pad;\r
-    else if (!verifyProperties(xdr, Msg.propsRecvdEnd()))\r
-      goto noprops;\r
-  }\r
-  while (xdr < Msg.propsRecvdEnd()) {\r
-    FGPropertyData* pData = new FGPropertyData;\r
-    // simgear::props::Type type = simgear::props::UNSPECIFIED;\r
-    \r
-    // First element is always the ID\r
-    pData->id = XDR_decode_uint32(*xdr);\r
-    //cout << pData->id << " ";\r
-    xdr++;\r
-    \r
-    // Check the ID actually exists and get the type\r
-    const IdPropertyList* plist = findProperty(pData->id);\r
-    \r
-    if (plist)\r
-    {\r
-      pData->type = plist->type;\r
-      // How we decode the remainder of the property depends on the type\r
-      switch (pData->type) {\r
-        case simgear::props::INT:\r
-        case simgear::props::BOOL:\r
-        case simgear::props::LONG:\r
-          pData->int_value = XDR_decode_uint32(*xdr);\r
-          xdr++;\r
-          //cout << pData->int_value << "\n";\r
-          break;\r
-        case simgear::props::FLOAT:\r
-        case simgear::props::DOUBLE:\r
-          pData->float_value = XDR_decode_float(*xdr);\r
-          xdr++;\r
-          //cout << pData->float_value << "\n";\r
-          break;\r
-        case simgear::props::STRING:\r
-        case simgear::props::UNSPECIFIED:\r
-          {\r
-            // String is complicated. It consists of\r
-            // The length of the string\r
-            // The string itself\r
-            // Padding to the nearest 4-bytes.    \r
-            uint32_t length = XDR_decode_uint32(*xdr);\r
-            xdr++;\r
-            //cout << length << " ";\r
-            // Old versions truncated the string but left the length unadjusted.\r
-            if (length > MAX_TEXT_SIZE)\r
-              length = MAX_TEXT_SIZE;\r
-            pData->string_value = new char[length + 1];\r
-            //cout << " String: ";\r
-            for (unsigned i = 0; i < length; i++)\r
-              {\r
-                pData->string_value[i] = (char) XDR_decode_int8(*xdr);\r
-                xdr++;\r
-                //cout << pData->string_value[i];\r
-              }\r
-\r
-            pData->string_value[length] = '\0';\r
-\r
-            // Now handle the padding\r
-            while ((length % 4) != 0)\r
-              {\r
-                xdr++;\r
-                length++;\r
-                //cout << "0";\r
-              }\r
-            //cout << "\n";\r
-          }\r
-          break;\r
-\r
-        default:\r
-          pData->float_value = XDR_decode_float(*xdr);\r
-          SG_LOG(SG_NETWORK, SG_DEBUG, "Unknown Prop type " << pData->id << " " << pData->type);\r
-          xdr++;\r
-          break;\r
-      }            \r
-\r
-      motionInfo.properties.push_back(pData);\r
-    }\r
-    else\r
-    {\r
-      // We failed to find the property. We'll try the next packet immediately.\r
-      SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr::ProcessPosMsg - "\r
-             "message from " << MsgHdr->Callsign << " has unknown property id "\r
-             << pData->id); \r
-    }\r
-  }\r
- noprops:\r
-  FGAIMultiplayer* mp = getMultiplayer(MsgHdr->Callsign);\r
-  if (!mp)\r
-    mp = addMultiplayer(MsgHdr->Callsign, PosMsg->Model);\r
-  mp->addMotionInfo(motionInfo, stamp);\r
-} // FGMultiplayMgr::ProcessPosMsg()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-//////////////////////////////////////////////////////////////////////\r
-//\r
-//  handle a chat message\r
-//  FIXME: display chat message withi flightgear\r
-//\r
-//////////////////////////////////////////////////////////////////////\r
-void\r
-FGMultiplayMgr::ProcessChatMsg(const MsgBuf& Msg,\r
-                               const netAddress& SenderAddress)\r
-{\r
-  const T_MsgHdr* MsgHdr = Msg.msgHdr();\r
-  if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + 1) {\r
-    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "\r
-            << "Chat message received with insufficient data" );\r
-    return;\r
-  }\r
-  \r
-  char *chatStr = new char[MsgHdr->MsgLen - sizeof(T_MsgHdr)];\r
-  const T_ChatMsg* ChatMsg\r
-      = reinterpret_cast<const T_ChatMsg *>(Msg.Msg + sizeof(T_MsgHdr));\r
-  strncpy(chatStr, ChatMsg->Text,\r
-          MsgHdr->MsgLen - sizeof(T_MsgHdr));\r
-  chatStr[MsgHdr->MsgLen - sizeof(T_MsgHdr) - 1] = '\0';\r
-  \r
-  SG_LOG (SG_NETWORK, SG_WARN, "Chat [" << MsgHdr->Callsign << "]"\r
-           << " " << chatStr);\r
-\r
-  delete [] chatStr;\r
-} // FGMultiplayMgr::ProcessChatMsg ()\r
-//////////////////////////////////////////////////////////////////////\r
-\r
-void\r
-FGMultiplayMgr::FillMsgHdr(T_MsgHdr *MsgHdr, int MsgId, unsigned _len)\r
-{\r
-  uint32_t len;\r
-  switch (MsgId) {\r
-  case CHAT_MSG_ID:\r
-    len = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);\r
-    break;\r
-  case POS_DATA_ID:\r
-    len = _len;\r
-    break;\r
-  default:\r
-    len = sizeof(T_MsgHdr);\r
-    break;\r
-  }\r
-  MsgHdr->Magic           = XDR_encode_uint32(MSG_MAGIC);\r
-  MsgHdr->Version         = XDR_encode_uint32(PROTO_VER);\r
-  MsgHdr->MsgId           = XDR_encode_uint32(MsgId);\r
-  MsgHdr->MsgLen          = XDR_encode_uint32(len);\r
-  MsgHdr->ReplyAddress    = 0; // Are obsolete, keep them for the server for\r
-  MsgHdr->ReplyPort       = 0; // now\r
-  strncpy(MsgHdr->Callsign, mCallsign.c_str(), MAX_CALLSIGN_LEN);\r
-  MsgHdr->Callsign[MAX_CALLSIGN_LEN - 1] = '\0';\r
-}\r
-\r
-FGAIMultiplayer*\r
-FGMultiplayMgr::addMultiplayer(const std::string& callsign,\r
-                               const std::string& modelName)\r
-{\r
-  if (0 < mMultiPlayerMap.count(callsign))\r
-    return mMultiPlayerMap[callsign].get();\r
-\r
-  FGAIMultiplayer* mp = new FGAIMultiplayer;\r
-  mp->setPath(modelName.c_str());\r
-  mp->setCallSign(callsign);\r
-  mMultiPlayerMap[callsign] = mp;\r
-\r
-  FGAIManager *aiMgr = (FGAIManager*)globals->get_subsystem("ai_model");\r
-  if (aiMgr) {\r
-    aiMgr->attach(mp);\r
-\r
-    /// FIXME: that must follow the attach ATM ...\r
-    for (unsigned i = 0; i < numProperties; ++i)\r
-      mp->addPropertyId(sIdPropertyList[i].id, sIdPropertyList[i].name);\r
-  }\r
-\r
-  return mp;\r
-}\r
-\r
-FGAIMultiplayer*\r
-FGMultiplayMgr::getMultiplayer(const std::string& callsign)\r
-{\r
-  if (0 < mMultiPlayerMap.count(callsign))\r
-    return mMultiPlayerMap[callsign].get();\r
-  else\r
-    return 0;\r
-}\r
+//////////////////////////////////////////////////////////////////////
+//
+// multiplaymgr.cxx
+//
+// Written by Duncan McCreanor, started February 2003.
+// duncan.mccreanor@airservicesaustralia.com
+//
+// Copyright (C) 2003  Airservices Australia
+// Copyright (C) 2005  Oliver Schroeder
+// Copyright (C) 2006  Mathias Froehlich
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+//
+// $Id$
+//  
+//////////////////////////////////////////////////////////////////////
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include <iostream>
+#include <algorithm>
+#include <cstring>
+#include <errno.h>
+#include <osg/Math>             // isNaN
+
+#include <simgear/misc/stdint.hxx>
+#include <simgear/timing/timestamp.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/props/props.hxx>
+
+#include <AIModel/AIManager.hxx>
+#include <AIModel/AIMultiplayer.hxx>
+#include <Main/fg_props.hxx>
+#include "multiplaymgr.hxx"
+#include "mpmessages.hxx"
+#include <FDM/flightProperties.hxx>
+
+using namespace std;
+
+#define MAX_PACKET_SIZE 1200
+#define MAX_TEXT_SIZE 128
+
+// These constants are provided so that the ident 
+// command can list file versions
+const char sMULTIPLAYMGR_BID[] = "$Id$";
+const char sMULTIPLAYMGR_HID[] = MULTIPLAYTXMGR_HID;
+
+struct IdPropertyList {
+  unsigned id;
+  const char* name;
+  simgear::props::Type type;
+};
+static const IdPropertyList* findProperty(unsigned id);
+  
+// A static map of protocol property id values to property paths,
+// This should be extendable dynamically for every specific aircraft ...
+// For now only that static list
+static const IdPropertyList sIdPropertyList[] = {
+  {100, "surface-positions/left-aileron-pos-norm",  simgear::props::FLOAT},
+  {101, "surface-positions/right-aileron-pos-norm", simgear::props::FLOAT},
+  {102, "surface-positions/elevator-pos-norm",      simgear::props::FLOAT},
+  {103, "surface-positions/rudder-pos-norm",        simgear::props::FLOAT},
+  {104, "surface-positions/flap-pos-norm",          simgear::props::FLOAT},
+  {105, "surface-positions/speedbrake-pos-norm",    simgear::props::FLOAT},
+  {106, "gear/tailhook/position-norm",              simgear::props::FLOAT},
+  {107, "gear/launchbar/position-norm",             simgear::props::FLOAT},
+  {108, "gear/launchbar/state",                     simgear::props::STRING},
+  {109, "gear/launchbar/holdback-position-norm",    simgear::props::FLOAT},
+  {110, "canopy/position-norm",                     simgear::props::FLOAT},
+  {111, "surface-positions/wing-pos-norm",          simgear::props::FLOAT},
+  {112, "surface-positions/wing-fold-pos-norm",     simgear::props::FLOAT},
+
+  {200, "gear/gear[0]/compression-norm",           simgear::props::FLOAT},
+  {201, "gear/gear[0]/position-norm",              simgear::props::FLOAT},
+  {210, "gear/gear[1]/compression-norm",           simgear::props::FLOAT},
+  {211, "gear/gear[1]/position-norm",              simgear::props::FLOAT},
+  {220, "gear/gear[2]/compression-norm",           simgear::props::FLOAT},
+  {221, "gear/gear[2]/position-norm",              simgear::props::FLOAT},
+  {230, "gear/gear[3]/compression-norm",           simgear::props::FLOAT},
+  {231, "gear/gear[3]/position-norm",              simgear::props::FLOAT},
+  {240, "gear/gear[4]/compression-norm",           simgear::props::FLOAT},
+  {241, "gear/gear[4]/position-norm",              simgear::props::FLOAT},
+
+  {300, "engines/engine[0]/n1",  simgear::props::FLOAT},
+  {301, "engines/engine[0]/n2",  simgear::props::FLOAT},
+  {302, "engines/engine[0]/rpm", simgear::props::FLOAT},
+  {310, "engines/engine[1]/n1",  simgear::props::FLOAT},
+  {311, "engines/engine[1]/n2",  simgear::props::FLOAT},
+  {312, "engines/engine[1]/rpm", simgear::props::FLOAT},
+  {320, "engines/engine[2]/n1",  simgear::props::FLOAT},
+  {321, "engines/engine[2]/n2",  simgear::props::FLOAT},
+  {322, "engines/engine[2]/rpm", simgear::props::FLOAT},
+  {330, "engines/engine[3]/n1",  simgear::props::FLOAT},
+  {331, "engines/engine[3]/n2",  simgear::props::FLOAT},
+  {332, "engines/engine[3]/rpm", simgear::props::FLOAT},
+  {340, "engines/engine[4]/n1",  simgear::props::FLOAT},
+  {341, "engines/engine[4]/n2",  simgear::props::FLOAT},
+  {342, "engines/engine[4]/rpm", simgear::props::FLOAT},
+  {350, "engines/engine[5]/n1",  simgear::props::FLOAT},
+  {351, "engines/engine[5]/n2",  simgear::props::FLOAT},
+  {352, "engines/engine[5]/rpm", simgear::props::FLOAT},
+  {360, "engines/engine[6]/n1",  simgear::props::FLOAT},
+  {361, "engines/engine[6]/n2",  simgear::props::FLOAT},
+  {362, "engines/engine[6]/rpm", simgear::props::FLOAT},
+  {370, "engines/engine[7]/n1",  simgear::props::FLOAT},
+  {371, "engines/engine[7]/n2",  simgear::props::FLOAT},
+  {372, "engines/engine[7]/rpm", simgear::props::FLOAT},
+  {380, "engines/engine[8]/n1",  simgear::props::FLOAT},
+  {381, "engines/engine[8]/n2",  simgear::props::FLOAT},
+  {382, "engines/engine[8]/rpm", simgear::props::FLOAT},
+  {390, "engines/engine[9]/n1",  simgear::props::FLOAT},
+  {391, "engines/engine[9]/n2",  simgear::props::FLOAT},
+  {392, "engines/engine[9]/rpm", simgear::props::FLOAT},
+
+  {800, "rotors/main/rpm", simgear::props::FLOAT},
+  {801, "rotors/tail/rpm", simgear::props::FLOAT},
+  {810, "rotors/main/blade[0]/position-deg",  simgear::props::FLOAT},
+  {811, "rotors/main/blade[1]/position-deg",  simgear::props::FLOAT},
+  {812, "rotors/main/blade[2]/position-deg",  simgear::props::FLOAT},
+  {813, "rotors/main/blade[3]/position-deg",  simgear::props::FLOAT},
+  {820, "rotors/main/blade[0]/flap-deg",  simgear::props::FLOAT},
+  {821, "rotors/main/blade[1]/flap-deg",  simgear::props::FLOAT},
+  {822, "rotors/main/blade[2]/flap-deg",  simgear::props::FLOAT},
+  {823, "rotors/main/blade[3]/flap-deg",  simgear::props::FLOAT},
+  {830, "rotors/tail/blade[0]/position-deg",  simgear::props::FLOAT},
+  {831, "rotors/tail/blade[1]/position-deg",  simgear::props::FLOAT},
+
+  {900, "sim/hitches/aerotow/tow/length",                       simgear::props::FLOAT},
+  {901, "sim/hitches/aerotow/tow/elastic-constant",             simgear::props::FLOAT},
+  {902, "sim/hitches/aerotow/tow/weight-per-m-kg-m",            simgear::props::FLOAT},
+  {903, "sim/hitches/aerotow/tow/dist",                         simgear::props::FLOAT},
+  {904, "sim/hitches/aerotow/tow/connected-to-property-node",   simgear::props::BOOL},
+  {905, "sim/hitches/aerotow/tow/connected-to-ai-or-mp-callsign",   simgear::props::STRING},
+  {906, "sim/hitches/aerotow/tow/brake-force",                  simgear::props::FLOAT},
+  {907, "sim/hitches/aerotow/tow/end-force-x",                  simgear::props::FLOAT},
+  {908, "sim/hitches/aerotow/tow/end-force-y",                  simgear::props::FLOAT},
+  {909, "sim/hitches/aerotow/tow/end-force-z",                  simgear::props::FLOAT},
+  {930, "sim/hitches/aerotow/is-slave",                         simgear::props::BOOL},
+  {931, "sim/hitches/aerotow/speed-in-tow-direction",           simgear::props::FLOAT},
+  {932, "sim/hitches/aerotow/open",                             simgear::props::BOOL},
+  {933, "sim/hitches/aerotow/local-pos-x",                      simgear::props::FLOAT},
+  {934, "sim/hitches/aerotow/local-pos-y",                      simgear::props::FLOAT},
+  {935, "sim/hitches/aerotow/local-pos-z",                      simgear::props::FLOAT},
+
+  {1001, "controls/flight/slats",  simgear::props::FLOAT},
+  {1002, "controls/flight/speedbrake",  simgear::props::FLOAT},
+  {1003, "controls/flight/spoilers",  simgear::props::FLOAT},
+  {1004, "controls/gear/gear-down",  simgear::props::FLOAT},
+  {1005, "controls/lighting/nav-lights",  simgear::props::FLOAT},
+  {1006, "controls/armament/station[0]/jettison-all",  simgear::props::BOOL},
+
+  {1100, "sim/model/variant", simgear::props::INT},
+  {1101, "sim/model/livery/file", simgear::props::STRING},
+
+  {1200, "environment/wildfire/data", simgear::props::STRING},
+  {1201, "environment/contrail", simgear::props::INT},
+
+  {1300, "tanker", simgear::props::INT},
+
+  {1400, "scenery/events", simgear::props::STRING},
+
+  {10001, "sim/multiplay/transmission-freq-hz",  simgear::props::STRING},
+  {10002, "sim/multiplay/chat",  simgear::props::STRING},
+
+  {10100, "sim/multiplay/generic/string[0]", simgear::props::STRING},
+  {10101, "sim/multiplay/generic/string[1]", simgear::props::STRING},
+  {10102, "sim/multiplay/generic/string[2]", simgear::props::STRING},
+  {10103, "sim/multiplay/generic/string[3]", simgear::props::STRING},
+  {10104, "sim/multiplay/generic/string[4]", simgear::props::STRING},
+  {10105, "sim/multiplay/generic/string[5]", simgear::props::STRING},
+  {10106, "sim/multiplay/generic/string[6]", simgear::props::STRING},
+  {10107, "sim/multiplay/generic/string[7]", simgear::props::STRING},
+  {10108, "sim/multiplay/generic/string[8]", simgear::props::STRING},
+  {10109, "sim/multiplay/generic/string[9]", simgear::props::STRING},
+  {10110, "sim/multiplay/generic/string[10]", simgear::props::STRING},
+  {10111, "sim/multiplay/generic/string[11]", simgear::props::STRING},
+  {10112, "sim/multiplay/generic/string[12]", simgear::props::STRING},
+  {10113, "sim/multiplay/generic/string[13]", simgear::props::STRING},
+  {10114, "sim/multiplay/generic/string[14]", simgear::props::STRING},
+  {10115, "sim/multiplay/generic/string[15]", simgear::props::STRING},
+  {10116, "sim/multiplay/generic/string[16]", simgear::props::STRING},
+  {10117, "sim/multiplay/generic/string[17]", simgear::props::STRING},
+  {10118, "sim/multiplay/generic/string[18]", simgear::props::STRING},
+  {10119, "sim/multiplay/generic/string[19]", simgear::props::STRING},
+
+  {10200, "sim/multiplay/generic/float[0]", simgear::props::FLOAT},
+  {10201, "sim/multiplay/generic/float[1]", simgear::props::FLOAT},
+  {10202, "sim/multiplay/generic/float[2]", simgear::props::FLOAT},
+  {10203, "sim/multiplay/generic/float[3]", simgear::props::FLOAT},
+  {10204, "sim/multiplay/generic/float[4]", simgear::props::FLOAT},
+  {10205, "sim/multiplay/generic/float[5]", simgear::props::FLOAT},
+  {10206, "sim/multiplay/generic/float[6]", simgear::props::FLOAT},
+  {10207, "sim/multiplay/generic/float[7]", simgear::props::FLOAT},
+  {10208, "sim/multiplay/generic/float[8]", simgear::props::FLOAT},
+  {10209, "sim/multiplay/generic/float[9]", simgear::props::FLOAT},
+  {10210, "sim/multiplay/generic/float[10]", simgear::props::FLOAT},
+  {10211, "sim/multiplay/generic/float[11]", simgear::props::FLOAT},
+  {10212, "sim/multiplay/generic/float[12]", simgear::props::FLOAT},
+  {10213, "sim/multiplay/generic/float[13]", simgear::props::FLOAT},
+  {10214, "sim/multiplay/generic/float[14]", simgear::props::FLOAT},
+  {10215, "sim/multiplay/generic/float[15]", simgear::props::FLOAT},
+  {10216, "sim/multiplay/generic/float[16]", simgear::props::FLOAT},
+  {10217, "sim/multiplay/generic/float[17]", simgear::props::FLOAT},
+  {10218, "sim/multiplay/generic/float[18]", simgear::props::FLOAT},
+  {10219, "sim/multiplay/generic/float[19]", simgear::props::FLOAT},
+
+  {10300, "sim/multiplay/generic/int[0]", simgear::props::INT},
+  {10301, "sim/multiplay/generic/int[1]", simgear::props::INT},
+  {10302, "sim/multiplay/generic/int[2]", simgear::props::INT},
+  {10303, "sim/multiplay/generic/int[3]", simgear::props::INT},
+  {10304, "sim/multiplay/generic/int[4]", simgear::props::INT},
+  {10305, "sim/multiplay/generic/int[5]", simgear::props::INT},
+  {10306, "sim/multiplay/generic/int[6]", simgear::props::INT},
+  {10307, "sim/multiplay/generic/int[7]", simgear::props::INT},
+  {10308, "sim/multiplay/generic/int[8]", simgear::props::INT},
+  {10309, "sim/multiplay/generic/int[9]", simgear::props::INT},
+  {10310, "sim/multiplay/generic/int[10]", simgear::props::INT},
+  {10311, "sim/multiplay/generic/int[11]", simgear::props::INT},
+  {10312, "sim/multiplay/generic/int[12]", simgear::props::INT},
+  {10313, "sim/multiplay/generic/int[13]", simgear::props::INT},
+  {10314, "sim/multiplay/generic/int[14]", simgear::props::INT},
+  {10315, "sim/multiplay/generic/int[15]", simgear::props::INT},
+  {10316, "sim/multiplay/generic/int[16]", simgear::props::INT},
+  {10317, "sim/multiplay/generic/int[17]", simgear::props::INT},
+  {10318, "sim/multiplay/generic/int[18]", simgear::props::INT},
+  {10319, "sim/multiplay/generic/int[19]", simgear::props::INT}
+};
+
+const unsigned int numProperties = (sizeof(sIdPropertyList)
+                                 / sizeof(sIdPropertyList[0]));
+
+// Look up a property ID using binary search.
+namespace
+{
+  struct ComparePropertyId
+  {
+    bool operator()(const IdPropertyList& lhs,
+                    const IdPropertyList& rhs)
+    {
+      return lhs.id < rhs.id;
+    }
+    bool operator()(const IdPropertyList& lhs,
+                    unsigned id)
+    {
+      return lhs.id < id;
+    }
+    bool operator()(unsigned id,
+                    const IdPropertyList& rhs)
+    {
+      return id < rhs.id;
+    }
+  };    
+}
+
+const IdPropertyList* 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)
+  {
+    using namespace simgear;
+    const xdr_data_t* xdr = data;
+    while (xdr < end) {
+      unsigned id = XDR_decode_uint32(*xdr);
+      const IdPropertyList* plist = findProperty(id);
+    
+      if (plist) {
+        xdr++;
+        // How we decode the remainder of the property depends on the type
+        switch (plist->type) {
+        case props::INT:
+        case props::BOOL:
+        case props::LONG:
+          xdr++;
+          break;
+        case props::FLOAT:
+        case props::DOUBLE:
+          {
+            float val = XDR_decode_float(*xdr);
+            if (osg::isNaN(val))
+              return false;
+            xdr++;
+            break;
+          }
+        case props::STRING:
+        case props::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++;
+            // Old versions truncated the string but left the length
+            // unadjusted.
+            if (length > MAX_TEXT_SIZE)
+              length = MAX_TEXT_SIZE;
+            xdr += length;
+            // Now handle the padding
+            while ((length % 4) != 0)
+              {
+                xdr++;
+                length++;
+                //cout << "0";
+              }
+          }
+          break;
+        default:
+          // cerr << "Unknown Prop type " << id << " " << type << "\n";
+          xdr++;
+          break;
+        }            
+      }
+      else {
+        // give up; this is a malformed property list.
+        return false;
+      }
+    }
+    return true;
+  }
+}
+
+class MPPropertyListener : public SGPropertyChangeListener
+{
+public:
+  MPPropertyListener(FGMultiplayMgr* mp) :
+    _multiplay(mp)
+  {
+  }
+
+  virtual void childAdded(SGPropertyNode*, SGPropertyNode*)
+  {
+    _multiplay->setPropertiesChanged();
+  }
+
+private:
+  FGMultiplayMgr* _multiplay;
+};
+
+//////////////////////////////////////////////////////////////////////
+//
+//  MultiplayMgr constructor
+//
+//////////////////////////////////////////////////////////////////////
+FGMultiplayMgr::FGMultiplayMgr() 
+{
+  mInitialised   = false;
+  mHaveServer    = false;
+  mListener = NULL;
+} // FGMultiplayMgr::FGMultiplayMgr()
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  MultiplayMgr destructor
+//
+//////////////////////////////////////////////////////////////////////
+FGMultiplayMgr::~FGMultiplayMgr() 
+{
+  
+} // FGMultiplayMgr::~FGMultiplayMgr()
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  Initialise object
+//
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::init (void) 
+{
+  //////////////////////////////////////////////////
+  //  Initialise object if not already done
+  //////////////////////////////////////////////////
+  if (mInitialised) {
+    SG_LOG(SG_NETWORK, SG_WARN, "FGMultiplayMgr::init - already initialised");
+    return;
+  }
+  
+  fgSetBool("/sim/multiplay/online", false);
+  
+  //////////////////////////////////////////////////
+  //  Set members from property values
+  //////////////////////////////////////////////////
+  short rxPort = fgGetInt("/sim/multiplay/rxport");
+  string rxAddress = fgGetString("/sim/multiplay/rxhost");
+  short txPort = fgGetInt("/sim/multiplay/txport", 5000);
+  string txAddress = fgGetString("/sim/multiplay/txhost");
+  
+  int hz = fgGetInt("/sim/multiplay/tx-rate-hz", 10);
+  if (hz < 1) {
+    hz = 10;
+  }
+  
+  mDt = 1.0 / hz;
+  mTimeUntilSend = 0.0;
+  
+  mCallsign = fgGetString("/sim/multiplay/callsign");
+  if ((!txAddress.empty()) && (txAddress!="0")) {
+    mServer.set(txAddress.c_str(), txPort);
+    if (strncmp (mServer.getHost(), "0.0.0.0", 8) == 0) {
+      mHaveServer = false;
+      SG_LOG(SG_NETWORK, SG_ALERT,
+        "FGMultiplayMgr - Could not resolve '"
+        << txAddress << "'. Multiplayer mode disabled.");
+      return;
+    } else {
+      SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - have server");
+      mHaveServer = true;
+    }
+    if (rxPort <= 0)
+      rxPort = txPort;
+  } else {
+    SG_LOG(SG_NETWORK, SG_INFO, "FGMultiplayMgr - no transmission address. Multiplayer mode disabled");
+    return;
+  }
+
+  if (rxPort <= 0) {
+    SG_LOG(SG_NETWORK, SG_INFO,
+      "FGMultiplayMgr - No receiver port. Multiplayer mode disabled.");
+    return;
+  }
+  if (mCallsign.empty())
+    mCallsign = "JohnDoe"; // FIXME: use getpwuid
+  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txaddress= "<<txAddress);
+  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-txport= "<<txPort );
+  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxaddress="<<rxAddress );
+  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-rxport= "<<rxPort);
+  SG_LOG(SG_NETWORK,SG_INFO,"FGMultiplayMgr::init-callsign= "<<mCallsign);
+  
+  mSocket.reset(new simgear::Socket());
+  if (!mSocket->open(false)) {
+    SG_LOG( SG_NETWORK, SG_WARN,
+            "FGMultiplayMgr - Failed to create data socket. Multiplayer mode disabled." );
+    return;
+  }
+  mSocket->setBlocking(false);
+  if (mSocket->bind(rxAddress.c_str(), rxPort) != 0) {
+    SG_LOG( SG_NETWORK, SG_ALERT,
+            "FGMultiplayMgr - Failed to bind receive socket. Multiplayer mode disabled. "
+            << strerror(errno) << "(errno " << errno << ")");
+    return;
+  }
+  
+  mPropertiesChanged = true;
+  mListener = new MPPropertyListener(this);
+  globals->get_props()->addChangeListener(mListener, false);
+  
+  fgSetBool("/sim/multiplay/online", true);
+  mInitialised = true;
+
+  SG_LOG(SG_NETWORK, SG_ALERT, "Multiplayer mode active!");
+} // FGMultiplayMgr::init()
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  Closes and deletes the local player object. Closes
+//  and deletes the tx socket. Resets the object state to unitialised.
+//
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::shutdown (void) 
+{
+  fgSetBool("/sim/multiplay/online", false);
+  
+  if (mSocket.get()) {
+    mSocket->close();
+    mSocket.reset(); 
+  }
+  
+  MultiPlayerMap::iterator it = mMultiPlayerMap.begin(),
+    end = mMultiPlayerMap.end();
+  for (; it != end; ++it) {
+    it->second->setDie(true);
+  }
+  mMultiPlayerMap.clear();
+  
+  if (mListener) {
+    globals->get_props()->removeChangeListener(mListener);
+    delete mListener;
+    mListener = NULL;
+  }
+  
+  mInitialised = false;
+} // FGMultiplayMgr::Close(void)
+//////////////////////////////////////////////////////////////////////
+
+void
+FGMultiplayMgr::reinit()
+{
+  shutdown();
+  init();
+}
+
+//////////////////////////////////////////////////////////////////////
+//
+//  Description: Sends the position data for the local position.
+//
+//////////////////////////////////////////////////////////////////////
+
+/**
+ * The buffer that holds a multi-player message, suitably aligned.
+ */
+union FGMultiplayMgr::MsgBuf
+{
+    MsgBuf()
+    {
+        memset(&Msg, 0, sizeof(Msg));
+    }
+
+    T_MsgHdr* msgHdr()
+    {
+        return &Header;
+    }
+
+    const T_MsgHdr* msgHdr() const
+    {
+        return reinterpret_cast<const T_MsgHdr*>(&Header);
+    }
+
+    T_PositionMsg* posMsg()
+    {
+        return reinterpret_cast<T_PositionMsg*>(Msg + sizeof(T_MsgHdr));
+    }
+
+    const T_PositionMsg* posMsg() const
+    {
+        return reinterpret_cast<const T_PositionMsg*>(Msg + sizeof(T_MsgHdr));
+    }
+
+    xdr_data_t* properties()
+    {
+        return reinterpret_cast<xdr_data_t*>(Msg + sizeof(T_MsgHdr)
+                                             + sizeof(T_PositionMsg));
+    }
+
+    const xdr_data_t* properties() const
+    {
+        return reinterpret_cast<const xdr_data_t*>(Msg + sizeof(T_MsgHdr)
+                                                   + sizeof(T_PositionMsg));
+    }
+    /**
+     * The end of the properties buffer.
+     */
+    xdr_data_t* propsEnd()
+    {
+        return reinterpret_cast<xdr_data_t*>(Msg + MAX_PACKET_SIZE);
+    };
+
+    const xdr_data_t* propsEnd() const
+    {
+        return reinterpret_cast<const xdr_data_t*>(Msg + MAX_PACKET_SIZE);
+    };
+    /**
+     * The end of properties actually in the buffer. This assumes that
+     * the message header is valid.
+     */
+    xdr_data_t* propsRecvdEnd()
+    {
+        return reinterpret_cast<xdr_data_t*>(Msg + Header.MsgLen);
+    }
+
+    const xdr_data_t* propsRecvdEnd() const
+    {
+        return reinterpret_cast<const xdr_data_t*>(Msg + Header.MsgLen);
+    }
+    
+    xdr_data2_t double_val;
+    char Msg[MAX_PACKET_SIZE];
+    T_MsgHdr Header;
+};
+
+bool
+FGMultiplayMgr::isSane(const FGExternalMotionData& motionInfo)
+{
+    // check for corrupted data (NaNs)
+    bool isCorrupted = false;
+    isCorrupted |= ((osg::isNaN(motionInfo.time           )) ||
+                    (osg::isNaN(motionInfo.lag            )) ||
+                    (osg::isNaN(motionInfo.orientation(3) )));
+    for (unsigned i = 0; (i < 3)&&(!isCorrupted); ++i)
+    {
+        isCorrupted |= ((osg::isNaN(motionInfo.position(i)      ))||
+                        (osg::isNaN(motionInfo.orientation(i)   ))||
+                        (osg::isNaN(motionInfo.linearVel(i))    )||
+                        (osg::isNaN(motionInfo.angularVel(i))   )||
+                        (osg::isNaN(motionInfo.linearAccel(i))  )||
+                        (osg::isNaN(motionInfo.angularAccel(i)) ));
+    }
+    return !isCorrupted;
+}
+
+void
+FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
+{
+  if ((! mInitialised) || (! mHaveServer))
+        return;
+
+  if (! mHaveServer) {
+      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition - no server");
+      return;
+  }
+
+  if (!isSane(motionInfo))
+  {
+      // Current local data is invalid (NaN), so stop MP transmission.
+      // => Be nice to older FG versions (no NaN checks) and don't waste bandwidth.
+      SG_LOG(SG_NETWORK, SG_ALERT, "FGMultiplayMgr::SendMyPosition - "
+              << "Local data is invalid (NaN). Data not transmitted.");
+      return;
+  }
+
+  static MsgBuf msgBuf;
+  static unsigned msgLen = 0;
+  T_PositionMsg* PosMsg = msgBuf.posMsg();
+
+  strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
+  PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
+  if (fgGetBool("/sim/freeze/replay-state", true)&&
+      fgGetBool("/sim/multiplay/freeze-on-replay",true))
+  {
+      // do not send position updates during replay
+      for (unsigned i = 0 ; i < 3; ++i)
+      {
+          // no movement during replay
+          PosMsg->linearVel[i] = XDR_encode_float (0.0);
+          PosMsg->angularVel[i] = XDR_encode_float (0.0);
+          PosMsg->linearAccel[i] = XDR_encode_float (0.0);
+          PosMsg->angularAccel[i] = XDR_encode_float (0.0);
+      }
+      // all other data remains unchanged (resend last state) 
+  }
+  else
+  {
+      PosMsg->time = XDR_encode_double (motionInfo.time);
+      PosMsg->lag = XDR_encode_double (motionInfo.lag);
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->position[i] = XDR_encode_double (motionInfo.position(i));
+      SGVec3f angleAxis;
+      motionInfo.orientation.getAngleAxis(angleAxis);
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->orientation[i] = XDR_encode_float (angleAxis(i));
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->linearVel[i] = XDR_encode_float (motionInfo.linearVel(i));
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->angularVel[i] = XDR_encode_float (motionInfo.angularVel(i));
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->linearAccel[i] = XDR_encode_float (motionInfo.linearAccel(i));
+      for (unsigned i = 0 ; i < 3; ++i)
+        PosMsg->angularAccel[i] = XDR_encode_float (motionInfo.angularAccel(i));
+
+      xdr_data_t* ptr = msgBuf.properties();
+      std::vector<FGPropertyData*>::const_iterator it;
+      it = motionInfo.properties.begin();
+      //cout << "OUTPUT PROPERTIES\n";
+      xdr_data_t* msgEnd = msgBuf.propsEnd();
+      while (it != motionInfo.properties.end() && ptr + 2 < msgEnd) {
+        
+        // First element is the ID. Write it out when we know we have room for
+        // the whole property.
+        xdr_data_t id =  XDR_encode_uint32((*it)->id);
+        // The actual data representation depends on the type
+        switch ((*it)->type) {
+          case simgear::props::INT:
+          case simgear::props::BOOL:
+          case simgear::props::LONG:
+            *ptr++ = id;
+            *ptr++ = XDR_encode_uint32((*it)->int_value);
+            //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->int_value << "\n";
+            break;
+          case simgear::props::FLOAT:
+          case simgear::props::DOUBLE:
+            *ptr++ = id;
+            *ptr++ = XDR_encode_float((*it)->float_value);
+            //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
+            break;
+          case simgear::props::STRING:
+          case simgear::props::UNSPECIFIED:
+            {
+              // String is complicated. It consists of
+              // The length of the string
+              // The string itself
+              // Padding to the nearest 4-bytes.        
+              const char* lcharptr = (*it)->string_value;
+              
+              if (lcharptr != 0)
+              {
+                // Add the length         
+                ////cout << "String length: " << strlen(lcharptr) << "\n";
+                uint32_t len = strlen(lcharptr);
+                if (len > MAX_TEXT_SIZE)
+                  len = MAX_TEXT_SIZE;
+                // XXX This should not be using 4 bytes per character!
+                // If there's not enough room for this property, drop it
+                // on the floor.
+                if (ptr + 2 + ((len + 3) & ~3) > msgEnd)
+                    goto escape;
+                //cout << "String length unint32: " << len << "\n";
+                *ptr++ = id;
+                *ptr++ = XDR_encode_uint32(len);
+                if (len != 0)
+                {
+                  // Now the text itself
+                  // XXX This should not be using 4 bytes per character!
+                  int lcount = 0;
+                  while ((*lcharptr != '\0') && (lcount < MAX_TEXT_SIZE)) 
+                  {
+                    *ptr++ = XDR_encode_int8(*lcharptr);
+                    lcharptr++;
+                    lcount++;          
+                  }
+    
+                  //cout << "Prop:" << (*it)->id << " " << (*it)->type << " " << len << " " << (*it)->string_value;
+    
+                  // Now pad if required
+                  while ((lcount % 4) != 0)
+                  {
+                    *ptr++ = XDR_encode_int8(0);
+                    lcount++;          
+                    //cout << "0";
+                  }
+                  
+                  //cout << "\n";
+                }
+              }
+              else
+              {
+                // Nothing to encode
+                *ptr++ = id;
+                *ptr++ = XDR_encode_uint32(0);
+                //cout << "Prop:" << (*it)->id << " " << (*it)->type << " 0\n";
+              }
+            }
+            break;
+            
+          default:
+            //cout << " Unknown Type: " << (*it)->type << "\n";
+            *ptr++ = id;
+            *ptr++ = XDR_encode_float((*it)->float_value);;
+            //cout << "Prop:" << (*it)->id << " " << (*it)->type << " "<< (*it)->float_value << "\n";
+            break;
+        }
+            
+        ++it;
+      }
+  escape:
+      msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
+      FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
+  }
+  if (msgLen>0)
+      mSocket->sendto(msgBuf.Msg, msgLen, 0, &mServer);
+  SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition");
+} // FGMultiplayMgr::SendMyPosition()
+
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  Name: SendTextMessage
+//  Description: Sends a message to the player. The message must
+//  contain a valid and correctly filled out header and optional
+//  message body.
+//
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::SendTextMessage(const string &MsgText)
+{
+  if (!mInitialised || !mHaveServer)
+    return;
+
+  T_MsgHdr MsgHdr;
+  FillMsgHdr(&MsgHdr, CHAT_MSG_ID);
+  //////////////////////////////////////////////////
+  // Divide the text string into blocks that fit
+  // in the message and send the blocks.
+  //////////////////////////////////////////////////
+  unsigned iNextBlockPosition = 0;
+  T_ChatMsg ChatMsg;
+  
+  char Msg[sizeof(T_MsgHdr) + sizeof(T_ChatMsg)];
+  while (iNextBlockPosition < MsgText.length()) {
+    strncpy (ChatMsg.Text, 
+             MsgText.substr(iNextBlockPosition, MAX_CHAT_MSG_LEN - 1).c_str(),
+             MAX_CHAT_MSG_LEN);
+    ChatMsg.Text[MAX_CHAT_MSG_LEN - 1] = '\0';
+    memcpy (Msg, &MsgHdr, sizeof(T_MsgHdr));
+    memcpy (Msg + sizeof(T_MsgHdr), &ChatMsg, sizeof(T_ChatMsg));
+    mSocket->sendto (Msg, sizeof(T_MsgHdr) + sizeof(T_ChatMsg), 0, &mServer);
+    iNextBlockPosition += MAX_CHAT_MSG_LEN - 1;
+
+  }
+  
+  
+} // FGMultiplayMgr::SendTextMessage ()
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  Name: ProcessData
+//  Description: Processes data waiting at the receive socket. The
+//  processing ends when there is no more data at the socket.
+//  
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::update(double dt) 
+{
+  if (!mInitialised)
+    return;
+
+  /// Just for expiry
+  long stamp = SGTimeStamp::now().getSeconds();
+
+  //////////////////////////////////////////////////
+  //  Send if required
+  //////////////////////////////////////////////////
+  mTimeUntilSend -= dt;
+  if (mTimeUntilSend <= 0.0) {
+    Send();
+  }
+
+  //////////////////////////////////////////////////
+  //  Read the receive socket and process any data
+  //////////////////////////////////////////////////
+  ssize_t bytes;
+  do {
+    MsgBuf msgBuf;
+    //////////////////////////////////////////////////
+    //  Although the recv call asks for 
+    //  MAX_PACKET_SIZE of data, the number of bytes
+    //  returned will only be that of the next
+    //  packet waiting to be processed.
+    //////////////////////////////////////////////////
+    simgear::IPAddress SenderAddress;
+    int RecvStatus = mSocket->recvfrom(msgBuf.Msg, sizeof(msgBuf.Msg), 0,
+                              &SenderAddress);
+    //////////////////////////////////////////////////
+    //  no Data received
+    //////////////////////////////////////////////////
+    if (RecvStatus == 0)
+        break;
+
+    // socket error reported?
+    // errno isn't thread-safe - so only check its value when
+    // socket return status < 0 really indicates a failure.
+    if ((RecvStatus < 0)&&
+        ((errno == EAGAIN) || (errno == 0))) // MSVC output "NoError" otherwise
+    {
+        // ignore "normal" errors
+        break;
+    }
+
+    if (RecvStatus<0)
+    {
+        SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - Unable to receive data. "
+               << strerror(errno) << "(errno " << errno << ")");
+        break;
+    }
+
+    // status is positive: bytes received
+    bytes = (ssize_t) RecvStatus;
+    if (bytes <= static_cast<ssize_t>(sizeof(T_MsgHdr))) {
+      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+              << "received message with insufficient data" );
+      break;
+    }
+    //////////////////////////////////////////////////
+    //  Read header
+    //////////////////////////////////////////////////
+    T_MsgHdr* MsgHdr = msgBuf.msgHdr();
+    MsgHdr->Magic       = XDR_decode_uint32 (MsgHdr->Magic);
+    MsgHdr->Version     = XDR_decode_uint32 (MsgHdr->Version);
+    MsgHdr->MsgId       = XDR_decode_uint32 (MsgHdr->MsgId);
+    MsgHdr->MsgLen      = XDR_decode_uint32 (MsgHdr->MsgLen);
+    MsgHdr->ReplyPort   = XDR_decode_uint32 (MsgHdr->ReplyPort);
+    MsgHdr->Callsign[MAX_CALLSIGN_LEN -1] = '\0';
+    if (MsgHdr->Magic != MSG_MAGIC) {
+      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+              << "message has invalid magic number!" );
+      break;
+    }
+    if (MsgHdr->Version != PROTO_VER) {
+      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+              << "message has invalid protocol number!" );
+      break;
+    }
+    if (static_cast<ssize_t>(MsgHdr->MsgLen) != bytes) {
+      SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+             << "message from " << MsgHdr->Callsign << " has invalid length!");
+      break;
+    }
+    //////////////////////////////////////////////////
+    //  Process messages
+    //////////////////////////////////////////////////
+    switch (MsgHdr->MsgId) {
+    case CHAT_MSG_ID:
+      ProcessChatMsg(msgBuf, SenderAddress);
+      break;
+    case POS_DATA_ID:
+      ProcessPosMsg(msgBuf, SenderAddress, stamp);
+      break;
+    case UNUSABLE_POS_DATA_ID:
+    case OLD_OLD_POS_DATA_ID:
+    case OLD_PROP_MSG_ID:
+    case OLD_POS_DATA_ID:
+      break;
+    default:
+      SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+              << "Unknown message Id received: " << MsgHdr->MsgId );
+      break;
+    }
+  } while (bytes > 0);
+
+  // check for expiry
+  MultiPlayerMap::iterator it = mMultiPlayerMap.begin();
+  while (it != mMultiPlayerMap.end()) {
+    if (it->second->getLastTimestamp() + 10 < stamp) {
+      std::string name = it->first;
+      it->second->setDie(true);
+      mMultiPlayerMap.erase(it);
+      it = mMultiPlayerMap.upper_bound(name);
+    } else
+      ++it;
+  }
+} // FGMultiplayMgr::ProcessData(void)
+//////////////////////////////////////////////////////////////////////
+
+void
+FGMultiplayMgr::Send()
+{
+  using namespace simgear;
+  
+  findProperties();
+    
+  // smooth the send rate, by adjusting based on the 'remainder' time, which
+  // is how -ve mTimeUntilSend is. Watch for large values and ignore them,
+  // however.
+    if ((mTimeUntilSend < 0.0) && (fabs(mTimeUntilSend) < mDt)) {
+      mTimeUntilSend = mDt + mTimeUntilSend;
+    } else {
+      mTimeUntilSend = mDt;
+    }
+
+    double sim_time = globals->get_sim_time_sec();
+//    static double lastTime = 0.0;
+    
+   // SG_LOG(SG_GENERAL, SG_INFO, "actual dt=" << sim_time - lastTime);
+//    lastTime = sim_time;
+    
+    FlightProperties ifce;
+
+    // put together a motion info struct, you will get that later
+    // from FGInterface directly ...
+    FGExternalMotionData motionInfo;
+
+    // The current simulation time we need to update for,
+    // note that the simulation time is updated before calling all the
+    // update methods. Thus it contains the time intervals *end* time.
+    // The FDM is already run, so the states belong to that time.
+    motionInfo.time = sim_time;
+    motionInfo.lag = mDt;
+
+    // These are for now converted from lat/lon/alt and euler angles.
+    // But this should change in FGInterface ...
+    double lon = ifce.get_Longitude();
+    double lat = ifce.get_Latitude();
+    // first the aprioriate structure for the geodetic one
+    SGGeod geod = SGGeod::fromRadFt(lon, lat, ifce.get_Altitude());
+    // Convert to cartesion coordinate
+    motionInfo.position = SGVec3d::fromGeod(geod);
+    
+    // The quaternion rotating from the earth centered frame to the
+    // horizontal local frame
+    SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)lon, (float)lat);
+    // The orientation wrt the horizontal local frame
+    float heading = ifce.get_Psi();
+    float pitch = ifce.get_Theta();
+    float roll = ifce.get_Phi();
+    SGQuatf hlOr = SGQuatf::fromYawPitchRoll(heading, pitch, roll);
+    // The orientation of the vehicle wrt the earth centered frame
+    motionInfo.orientation = qEc2Hl*hlOr;
+
+    if (!globals->get_subsystem("flight")->is_suspended()) {
+      // velocities
+      motionInfo.linearVel = SG_FEET_TO_METER*SGVec3f(ifce.get_uBody(),
+                                                      ifce.get_vBody(),
+                                                      ifce.get_wBody());
+      motionInfo.angularVel = SGVec3f(ifce.get_P_body(),
+                                      ifce.get_Q_body(),
+                                      ifce.get_R_body());
+      
+      // accels, set that to zero for now.
+      // Angular accelerations are missing from the interface anyway,
+      // linear accelerations are screwed up at least for JSBSim.
+//  motionInfo.linearAccel = SG_FEET_TO_METER*SGVec3f(ifce.get_U_dot_body(),
+//                                                    ifce.get_V_dot_body(),
+//                                                    ifce.get_W_dot_body());
+      motionInfo.linearAccel = SGVec3f::zeros();
+      motionInfo.angularAccel = SGVec3f::zeros();
+    } else {
+      // if the interface is suspendend, prevent the client from
+      // wild extrapolations
+      motionInfo.linearVel = SGVec3f::zeros();
+      motionInfo.angularVel = SGVec3f::zeros();
+      motionInfo.linearAccel = SGVec3f::zeros();
+      motionInfo.angularAccel = SGVec3f::zeros();
+    }
+
+    // now send the properties
+    PropertyMap::iterator it;
+    for (it = mPropertyMap.begin(); it != mPropertyMap.end(); ++it) {
+      FGPropertyData* pData = new FGPropertyData;
+      pData->id = it->first;
+      pData->type = it->second->getType();
+      
+      switch (pData->type) {
+        case props::INT:
+        case props::LONG:
+        case props::BOOL:
+          pData->int_value = it->second->getIntValue();
+          break;
+        case props::FLOAT:
+        case props::DOUBLE:
+          pData->float_value = it->second->getFloatValue();
+          break;
+        case props::STRING:
+        case props::UNSPECIFIED:
+          {
+            // FIXME: We assume unspecified are strings for the moment.
+
+            const char* cstr = it->second->getStringValue();
+            int len = strlen(cstr);
+            
+            if (len > 0)
+            {            
+              pData->string_value = new char[len + 1];
+              strcpy(pData->string_value, cstr);
+            }
+            else
+            {
+              // Size 0 - ignore
+              pData->string_value = 0;            
+            }
+
+            //cout << " Sending property " << pData->id << " " << pData->type << " " <<  pData->string_value << "\n";
+            break;        
+          }
+        default:
+          // FIXME Currently default to a float. 
+          //cout << "Unknown type when iterating through props: " << pData->type << "\n";
+          pData->float_value = it->second->getFloatValue();
+          break;
+      }
+      
+      motionInfo.properties.push_back(pData);
+    }
+
+    SendMyPosition(motionInfo);
+}
+
+
+//////////////////////////////////////////////////////////////////////
+//
+//  handle a position message
+//
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::ProcessPosMsg(const FGMultiplayMgr::MsgBuf& Msg,
+                              const simgear::IPAddress& SenderAddress, long stamp)
+{
+  const T_MsgHdr* MsgHdr = Msg.msgHdr();
+  if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + sizeof(T_PositionMsg)) {
+    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+            << "Position message received with insufficient data" );
+    return;
+  }
+  const T_PositionMsg* PosMsg = Msg.posMsg();
+  FGExternalMotionData motionInfo;
+  motionInfo.time = XDR_decode_double(PosMsg->time);
+  motionInfo.lag = XDR_decode_double(PosMsg->lag);
+  for (unsigned i = 0; i < 3; ++i)
+    motionInfo.position(i) = XDR_decode_double(PosMsg->position[i]);
+  SGVec3f angleAxis;
+  for (unsigned i = 0; i < 3; ++i)
+    angleAxis(i) = XDR_decode_float(PosMsg->orientation[i]);
+  motionInfo.orientation = SGQuatf::fromAngleAxis(angleAxis);
+  for (unsigned i = 0; i < 3; ++i)
+    motionInfo.linearVel(i) = XDR_decode_float(PosMsg->linearVel[i]);
+  for (unsigned i = 0; i < 3; ++i)
+    motionInfo.angularVel(i) = XDR_decode_float(PosMsg->angularVel[i]);
+  for (unsigned i = 0; i < 3; ++i)
+    motionInfo.linearAccel(i) = XDR_decode_float(PosMsg->linearAccel[i]);
+  for (unsigned i = 0; i < 3; ++i)
+    motionInfo.angularAccel(i) = XDR_decode_float(PosMsg->angularAccel[i]);
+
+  // sanity check: do not allow injection of corrupted data (NaNs)
+  if (!isSane(motionInfo))
+  {
+      // drop this message, keep old position until receiving valid data
+      SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::ProcessPosMsg - "
+              << "Position message with invalid data (NaN) received from "
+              << MsgHdr->Callsign);
+      return;
+  }
+
+  //cout << "INPUT MESSAGE\n";
+
+  // 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.
+  const xdr_data_t* xdr = Msg.properties();
+  if (PosMsg->pad != 0) {
+    if (verifyProperties(&PosMsg->pad, Msg.propsRecvdEnd()))
+      xdr = &PosMsg->pad;
+    else if (!verifyProperties(xdr, Msg.propsRecvdEnd()))
+      goto noprops;
+  }
+  while (xdr < Msg.propsRecvdEnd()) {
+    // simgear::props::Type type = simgear::props::UNSPECIFIED;
+    
+    // First element is always the ID
+    unsigned id = XDR_decode_uint32(*xdr);
+    //cout << pData->id << " ";
+    xdr++;
+    
+    // Check the ID actually exists and get the type
+    const IdPropertyList* plist = findProperty(id);
+    
+    if (plist)
+    {
+      FGPropertyData* pData = new FGPropertyData;
+      pData->id = id;
+      pData->type = plist->type;
+      // How we decode the remainder of the property depends on the type
+      switch (pData->type) {
+        case simgear::props::INT:
+        case simgear::props::BOOL:
+        case simgear::props::LONG:
+          pData->int_value = XDR_decode_uint32(*xdr);
+          xdr++;
+          //cout << pData->int_value << "\n";
+          break;
+        case simgear::props::FLOAT:
+        case simgear::props::DOUBLE:
+          pData->float_value = XDR_decode_float(*xdr);
+          xdr++;
+          //cout << pData->float_value << "\n";
+          break;
+        case simgear::props::STRING:
+        case simgear::props::UNSPECIFIED:
+          {
+            // String is complicated. It consists of
+            // The length of the string
+            // The string itself
+            // Padding to the nearest 4-bytes.    
+            uint32_t length = XDR_decode_uint32(*xdr);
+            xdr++;
+            //cout << length << " ";
+            // Old versions truncated the string but left the length unadjusted.
+            if (length > MAX_TEXT_SIZE)
+              length = MAX_TEXT_SIZE;
+            pData->string_value = new char[length + 1];
+            //cout << " String: ";
+            for (unsigned i = 0; i < length; i++)
+              {
+                pData->string_value[i] = (char) XDR_decode_int8(*xdr);
+                xdr++;
+                //cout << pData->string_value[i];
+              }
+
+            pData->string_value[length] = '\0';
+
+            // Now handle the padding
+            while ((length % 4) != 0)
+              {
+                xdr++;
+                length++;
+                //cout << "0";
+              }
+            //cout << "\n";
+          }
+          break;
+
+        default:
+          pData->float_value = XDR_decode_float(*xdr);
+          SG_LOG(SG_NETWORK, SG_DEBUG, "Unknown Prop type " << pData->id << " " << pData->type);
+          xdr++;
+          break;
+      }
+
+      motionInfo.properties.push_back(pData);
+    }
+    else
+    {
+      // We failed to find the property. We'll try the next packet immediately.
+      SG_LOG(SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::ProcessPosMsg - "
+             "message from " << MsgHdr->Callsign << " has unknown property id "
+             << id); 
+    }
+  }
+ noprops:
+  FGAIMultiplayer* mp = getMultiplayer(MsgHdr->Callsign);
+  if (!mp)
+    mp = addMultiplayer(MsgHdr->Callsign, PosMsg->Model);
+  mp->addMotionInfo(motionInfo, stamp);
+} // FGMultiplayMgr::ProcessPosMsg()
+//////////////////////////////////////////////////////////////////////
+
+//////////////////////////////////////////////////////////////////////
+//
+//  handle a chat message
+//  FIXME: display chat message within flightgear
+//
+//////////////////////////////////////////////////////////////////////
+void
+FGMultiplayMgr::ProcessChatMsg(const MsgBuf& Msg,
+                               const simgear::IPAddress& SenderAddress)
+{
+  const T_MsgHdr* MsgHdr = Msg.msgHdr();
+  if (MsgHdr->MsgLen < sizeof(T_MsgHdr) + 1) {
+    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::MP_ProcessData - "
+            << "Chat message received with insufficient data" );
+    return;
+  }
+  
+  char *chatStr = new char[MsgHdr->MsgLen - sizeof(T_MsgHdr)];
+  const T_ChatMsg* ChatMsg
+      = reinterpret_cast<const T_ChatMsg *>(Msg.Msg + sizeof(T_MsgHdr));
+  strncpy(chatStr, ChatMsg->Text,
+          MsgHdr->MsgLen - sizeof(T_MsgHdr));
+  chatStr[MsgHdr->MsgLen - sizeof(T_MsgHdr) - 1] = '\0';
+  
+  SG_LOG (SG_NETWORK, SG_WARN, "Chat [" << MsgHdr->Callsign << "]"
+           << " " << chatStr);
+
+  delete [] chatStr;
+} // FGMultiplayMgr::ProcessChatMsg ()
+//////////////////////////////////////////////////////////////////////
+
+void
+FGMultiplayMgr::FillMsgHdr(T_MsgHdr *MsgHdr, int MsgId, unsigned _len)
+{
+  uint32_t len;
+  switch (MsgId) {
+  case CHAT_MSG_ID:
+    len = sizeof(T_MsgHdr) + sizeof(T_ChatMsg);
+    break;
+  case POS_DATA_ID:
+    len = _len;
+    break;
+  default:
+    len = sizeof(T_MsgHdr);
+    break;
+  }
+  MsgHdr->Magic           = XDR_encode_uint32(MSG_MAGIC);
+  MsgHdr->Version         = XDR_encode_uint32(PROTO_VER);
+  MsgHdr->MsgId           = XDR_encode_uint32(MsgId);
+  MsgHdr->MsgLen          = XDR_encode_uint32(len);
+  MsgHdr->ReplyAddress    = 0; // Are obsolete, keep them for the server for
+  MsgHdr->ReplyPort       = 0; // now
+  strncpy(MsgHdr->Callsign, mCallsign.c_str(), MAX_CALLSIGN_LEN);
+  MsgHdr->Callsign[MAX_CALLSIGN_LEN - 1] = '\0';
+}
+
+FGAIMultiplayer*
+FGMultiplayMgr::addMultiplayer(const std::string& callsign,
+                               const std::string& modelName)
+{
+  if (0 < mMultiPlayerMap.count(callsign))
+    return mMultiPlayerMap[callsign].get();
+
+  FGAIMultiplayer* mp = new FGAIMultiplayer;
+  mp->setPath(modelName.c_str());
+  mp->setCallSign(callsign);
+  mMultiPlayerMap[callsign] = mp;
+
+  FGAIManager *aiMgr = (FGAIManager*)globals->get_subsystem("ai-model");
+  if (aiMgr) {
+    aiMgr->attach(mp);
+
+    /// FIXME: that must follow the attach ATM ...
+    for (unsigned i = 0; i < numProperties; ++i)
+      mp->addPropertyId(sIdPropertyList[i].id, sIdPropertyList[i].name);
+  }
+
+  return mp;
+}
+
+FGAIMultiplayer*
+FGMultiplayMgr::getMultiplayer(const std::string& callsign)
+{
+  if (0 < mMultiPlayerMap.count(callsign))
+    return mMultiPlayerMap[callsign].get();
+  else
+    return 0;
+}
+
+void
+FGMultiplayMgr::findProperties()
+{
+  if (!mPropertiesChanged) {
+    return;
+  }
+  
+  mPropertiesChanged = false;
+  
+  for (unsigned i = 0; i < numProperties; ++i) {
+      const char* name = sIdPropertyList[i].name;
+      SGPropertyNode* pNode = globals->get_props()->getNode(name);
+      if (!pNode) {
+        continue;
+      }
+      
+      int id = sIdPropertyList[i].id;
+      if (mPropertyMap.find(id) != mPropertyMap.end()) {
+        continue; // already activated
+      }
+      
+      mPropertyMap[id] = pNode;
+      SG_LOG(SG_NETWORK, SG_DEBUG, "activating MP property:" << pNode->getPath());
+    }
+}