#include <simgear/compiler.h>
-#include STL_STRING
-
+#include <cstring>
#include <iostream>
#include <map>
#include <string>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/SGMath.hxx>
-#include <FDM/flight.hxx>
+#include <FDM/flightProperties.hxx>
#include <MultiPlayer/mpmessages.hxx>
#include "multiplay.hxx"
-SG_USING_STD(string);
+using std::string;
// These constants are provided so that the ident command can list file versions.
const char sFG_MULTIPLAY_BID[] = "$Id$";
const char sFG_MULTIPLAY_HID[] = FG_MULTIPLAY_HID;
+typedef std::set<std::string> string_set;
+
+class MPPropertyListener : public SGPropertyChangeListener
+{
+public:
+ MPPropertyListener(FGMultiplay* mp) :
+ _multiplay(mp)
+ {
+ }
+
+ virtual void childAdded(SGPropertyNode*, SGPropertyNode*)
+ {
+ _multiplay->setPropertiesChanged();
+ }
+
+private:
+ FGMultiplay* _multiplay;
+};
/******************************************************************
* Name: FGMultiplay
}
+ mPropertiesChanged = true;
}
}
set_enabled(true);
+
+ mPropertiesChanged = true;
+
+ MPPropertyListener* pl = new MPPropertyListener(this);
+ globals->get_props()->addChangeListener(pl, false);
+ return is_enabled();
+}
- SGPropertyNode* root = globals->get_props();
-
- /// Build up the id to property map
- unsigned i = 0;
- while (FGMultiplayMgr::sIdPropertyList[i].name) {
+void FGMultiplay::findProperties()
+{
+ if (!mPropertiesChanged) {
+ return;
+ }
+
+ mPropertiesChanged = false;
+
+ for (unsigned i = 0; i < FGMultiplayMgr::numProperties; ++i) {
const char* name = FGMultiplayMgr::sIdPropertyList[i].name;
- SGPropertyNode* pNode = root->getNode(name);
- if (pNode)
- mPropertyMap[FGMultiplayMgr::sIdPropertyList[i].id] = pNode;
- ++i;
+ SGPropertyNode* pNode = globals->get_props()->getNode(name);
+ if (!pNode) {
+ continue;
+ }
+
+ int id = FGMultiplayMgr::sIdPropertyList[i].id;
+ if (mPropertyMap.find(id) != mPropertyMap.end()) {
+ continue; // already activated
+ }
+
+ mPropertyMap[id] = pNode;
+ SG_LOG(SG_NETWORK, SG_INFO, "activating MP property:" << pNode->getPath());
}
- return is_enabled();
}
* or receive data over the network
******************************************************************/
bool FGMultiplay::process() {
-
+ using namespace simgear;
if (get_direction() == SG_IO_OUT) {
-
+ findProperties();
+
// check if we have left initialization phase. That will not provide
// interresting data, also the freeze in simulation time hurts the
// multiplayer clients
// if (sim_time < 20)
// return true;
- FGInterface *ifce = cur_fdm_state;
+ FlightProperties ifce;
// put together a motion info struct, you will get that later
// from FGInterface directly ...
// 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();
+ 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());
+ SGGeod geod = SGGeod::fromRadFt(lon, lat, ifce.get_Altitude());
// Convert to cartesion coordinate
motionInfo.position = SGVec3d::fromGeod(geod);
// 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();
+ 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 (!ifce->is_suspended()) {
+ if (!globals->get_subsystem("flight")->is_suspended()) {
// velocities
- motionInfo.linearVel = SG_FEET_TO_METER*SGVec3f(ifce->get_U_body(),
- ifce->get_V_body(),
- ifce->get_W_body());
- motionInfo.angularVel = SGVec3f(ifce->get_P_body(),
- ifce->get_Q_body(),
- ifce->get_R_body());
+ 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 = 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 {
// now send the properties
PropertyMap::iterator it;
for (it = mPropertyMap.begin(); it != mPropertyMap.end(); ++it) {
- FGFloatPropertyData pData;
- pData.id = it->first;
- pData.value = it->second->getFloatValue();
+ 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);
}
- FGMultiplayMgr* mpmgr = globals->get_multiplayer_mgr();
+ FGMultiplayMgr* mpmgr = (FGMultiplayMgr*) globals->get_subsystem("mp");
mpmgr->SendMyPosition(motionInfo);
+
+ // Now remove the data
+ std::vector<FGPropertyData*>::const_iterator propIt;
+ std::vector<FGPropertyData*>::const_iterator propItEnd;
+ propIt = motionInfo.properties.begin();
+ propItEnd = motionInfo.properties.end();
+
+ //cout << "Deleting data\n";
+
+ while (propIt != propItEnd)
+ {
+ delete *propIt;
+ propIt++;
+ }
}
return true;
* Description: Closes the multiplayer mgrs to stop any further
* network processing
******************************************************************/
-bool FGMultiplay::close() {
-
- FGMultiplayMgr *mgr = globals->get_multiplayer_mgr();
+bool FGMultiplay::close()
+{
+ mPropertyMap.clear();
+
+ FGMultiplayMgr* mgr = (FGMultiplayMgr*) globals->get_subsystem("mp");
if (mgr == 0) {
return false;