]> git.mxchange.org Git - flightgear.git/commitdiff
Add tanker property to list of standard properties
authorVivian Meazza <vivian.meazza@lineone.net>
Mon, 30 Aug 2010 16:16:30 +0000 (17:16 +0100)
committerVivian Meazza <vivian.meazza@lineone.net>
Mon, 30 Aug 2010 16:16:30 +0000 (17:16 +0100)
Signed-off-by: Vivian Meazza <vivian.meazza@lineone.net>
src/MultiPlayer/multiplaymgr.cxx

index fe1f4c399912b3df7c7efb20f2a82f39ddf3aae5..8d47833158c2244b9eac86a06fd1ddf144f70238 100644 (file)
-//////////////////////////////////////////////////////////////////////
-//
-// multiplaymgr.hpp
-//
-// 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 <osg/Math>             // isNaN
-#include <plib/netSocket.h>
-
-#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 <Main/fg_props.hxx>
-#include "multiplaymgr.hxx"
-#include "mpmessages.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;
-
-// 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
-const FGMultiplayMgr::IdPropertyList
-FGMultiplayMgr::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},
-  
-  {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
-FGMultiplayMgr::numProperties = (sizeof(FGMultiplayMgr::sIdPropertyList)
-                                 / sizeof(FGMultiplayMgr::sIdPropertyList[0]));
-
-// Look up a property ID using binary search.
-namespace
-{
-  struct ComparePropertyId
-  {
-    bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,
-                    const FGMultiplayMgr::IdPropertyList& rhs)
-    {
-      return lhs.id < rhs.id;
-    }
-    bool operator()(const FGMultiplayMgr::IdPropertyList& lhs,
-                    unsigned id)
-    {
-      return lhs.id < id;
-    }
-    bool operator()(unsigned id,
-                    const FGMultiplayMgr::IdPropertyList& rhs)
-    {
-      return id < rhs.id;
-    }
-  };
-    
-}
-const FGMultiplayMgr::IdPropertyList* FGMultiplayMgr::findProperty(unsigned id)
-{
-  std::pair<const IdPropertyList*, const IdPropertyList*> result
-    = std::equal_range(sIdPropertyList, sIdPropertyList + numProperties, id,
-                       ComparePropertyId());
-  if (result.first == result.second) {
-    return 0;
-  } else {
-    return result.first;
-  }
-}
-
-namespace
-{
-  bool verifyProperties(const xdr_data_t* data, const xdr_data_t* end)
-  {
-    using namespace simgear;
-    const xdr_data_t* xdr = data;
-    while (xdr < end) {
-      unsigned id = XDR_decode_uint32(*xdr);
-      const FGMultiplayMgr::IdPropertyList* plist
-        = FGMultiplayMgr::findProperty(id);
-    
-      if (plist) {
-        xdr++;
-        // How we decode the remainder of the property depends on the type
-        switch (plist->type) {
-        case 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;
-  }
-}
-//////////////////////////////////////////////////////////////////////
-//
-//  MultiplayMgr constructor
-//
-//////////////////////////////////////////////////////////////////////
-FGMultiplayMgr::FGMultiplayMgr() 
-{
-  mSocket        = 0;
-  mInitialised   = false;
-  mHaveServer    = false;
-} // FGMultiplayMgr::FGMultiplayMgr()
-//////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////
-//
-//  MultiplayMgr destructor
-//
-//////////////////////////////////////////////////////////////////////
-FGMultiplayMgr::~FGMultiplayMgr() 
-{
-  Close();
-} // FGMultiplayMgr::~FGMultiplayMgr()
-//////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////
-//
-//  Initialise object
-//
-//////////////////////////////////////////////////////////////////////
-bool
-FGMultiplayMgr::init (void) 
-{
-  //////////////////////////////////////////////////
-  //  Initialise object if not already done
-  //////////////////////////////////////////////////
-  if (mInitialised) {
-    SG_LOG(SG_NETWORK, SG_WARN, "FGMultiplayMgr::init - already initialised");
-    return false;
-  }
-  //////////////////////////////////////////////////
-  //  Set members from property values
-  //////////////////////////////////////////////////
-  short rxPort = fgGetInt("/sim/multiplay/rxport");
-  string rxAddress = fgGetString("/sim/multiplay/rxhost");
-  short txPort = fgGetInt("/sim/multiplay/txport");
-  string txAddress = fgGetString("/sim/multiplay/txhost");
-  mCallsign = fgGetString("/sim/multiplay/callsign");
-  if (txPort > 0 && !txAddress.empty()) {
-    mServer.set(txAddress.c_str(), txPort);
-    if (strncmp (mServer.getHost(), "0.0.0.0", 8) == 0) {
-      mHaveServer = false;
-      SG_LOG(SG_NETWORK, SG_DEBUG,
-        "FGMultiplayMgr - could not resolve '"
-        << txAddress << "', Multiplayermode disabled");
-    } else {
-      mHaveServer = true;
-    }
-    if (rxPort <= 0)
-      rxPort = txPort;
-  }
-  if (rxPort <= 0) {
-    SG_LOG(SG_NETWORK, SG_DEBUG,
-      "FGMultiplayMgr - No receiver port, Multiplayermode disabled");
-    return (false);
-  }
-  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);
-  Close(); // Should Init be called twice, close Socket first
-           // A memory leak was reported here by valgrind
-  mSocket = new netSocket();
-  if (!mSocket->open(false)) {
-    SG_LOG( SG_NETWORK, SG_DEBUG,
-            "FGMultiplayMgr::init - Failed to create data socket" );
-    return false;
-  }
-  mSocket->setBlocking(false);
-  if (mSocket->bind(rxAddress.c_str(), rxPort) != 0) {
-    perror("bind");
-    SG_LOG( SG_NETWORK, SG_DEBUG,
-            "FGMultiplayMgr::Open - Failed to bind receive socket" );
-    return false;
-  }
-  mInitialised = true;
-  return true;
-} // FGMultiplayMgr::init()
-//////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////
-//
-//  Closes and deletes the local player object. Closes
-//  and deletes the tx socket. Resets the object state to unitialised.
-//
-//////////////////////////////////////////////////////////////////////
-void
-FGMultiplayMgr::Close (void) 
-{
-  mMultiPlayerMap.clear();
-
-  if (mSocket) {
-    mSocket->close();
-    delete mSocket;
-    mSocket = 0;
-  }
-  mInitialised = false;
-} // FGMultiplayMgr::Close(void)
-//////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////
-//
-//  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 reinterpret_cast<T_MsgHdr*>(Msg);
-    }
-
-    const T_MsgHdr* msgHdr() const
-    {
-        return reinterpret_cast<const T_MsgHdr*>(Msg);
-    }
-
-    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 + msgHdr()->MsgLen);
-    }
-
-    const xdr_data_t* propsRecvdEnd() const
-    {
-        return reinterpret_cast<const xdr_data_t*>(Msg + msgHdr()->MsgLen);
-    }
-    
-    xdr_data2_t double_val;
-    char Msg[MAX_PACKET_SIZE];
-};
-
-void
-FGMultiplayMgr::SendMyPosition(const FGExternalMotionData& motionInfo)
-{
-  if ((! mInitialised) || (! mHaveServer))
-        return;
-  if (! mHaveServer) {
-    SG_LOG( SG_NETWORK, SG_DEBUG, "FGMultiplayMgr::SendMyPosition - no server");
-    return;
-  }
-
-  MsgBuf msgBuf;
-  T_PositionMsg* PosMsg = msgBuf.posMsg();
-
-  strncpy(PosMsg->Model, fgGetString("/sim/model/path"), MAX_MODEL_NAME_LEN);
-  PosMsg->Model[MAX_MODEL_NAME_LEN - 1] = '\0';
-  
-  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:
-  unsigned msgLen = reinterpret_cast<char*>(ptr) - msgBuf.Msg;
-  FillMsgHdr(msgBuf.msgHdr(), POS_DATA_ID, msgLen);
-  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(void) 
-{
-  if (!mInitialised)
-    return;
-
-  /// Just for expiry
-  long stamp = SGTimeStamp::now().getSeconds();
-
-  //////////////////////////////////////////////////
-  //  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.
-    //////////////////////////////////////////////////
-    netAddress SenderAddress;
-    bytes = mSocket->recvfrom(msgBuf.Msg, sizeof(msgBuf.Msg), 0,
-                              &SenderAddress);
-    //////////////////////////////////////////////////
-    //  no Data received
-    //////////////////////////////////////////////////
-    if (bytes <= 0) {
-      if (errno != EAGAIN && errno != 0) // MSVC output "NoError" otherwise
-        perror("FGMultiplayMgr::MP_ProcessData");
-      break;
-    }
-    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 protocoll number!" );
-      break;
-    }
-    if (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)
-//////////////////////////////////////////////////////////////////////
-
-//////////////////////////////////////////////////////////////////////
-//
-//  handle a position message
-//
-//////////////////////////////////////////////////////////////////////
-void
-FGMultiplayMgr::ProcessPosMsg(const FGMultiplayMgr::MsgBuf& Msg,
-                              const netAddress& 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]);
-
-
-  //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()) {
-    FGPropertyData* pData = new FGPropertyData;
-    // simgear::props::Type type = simgear::props::UNSPECIFIED;
-    
-    // First element is always the ID
-    pData->id = XDR_decode_uint32(*xdr);
-    //cout << pData->id << " ";
-    xdr++;
-    
-    // Check the ID actually exists and get the type
-    const IdPropertyList* plist = findProperty(pData->id);
-    
-    if (plist)
-    {
-      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_INFO, "FGMultiplayMgr::ProcessPosMsg - "
-             "message from " << MsgHdr->Callsign << " has unknown property id "
-             << pData->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 withi flightgear
-//
-//////////////////////////////////////////////////////////////////////
-void
-FGMultiplayMgr::ProcessChatMsg(const MsgBuf& Msg,
-                               const netAddress& 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;
-}
+//////////////////////////////////////////////////////////////////////\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