-//////////////////////////////////////////////////////////////////////
-//
-// 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