-// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft\r
-//\r
-// Based on FGAIAircraft\r
-// Written by David Culp, started October 2003.\r
-// Also by Gregor Richards, started December 2005.\r
-//\r
-// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net\r
-// Copyright (C) 2005 Gregor Richards\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
-#ifdef HAVE_CONFIG_H\r
-# include <config.h>\r
-#endif\r
-\r
-#include <string>\r
-\r
-#include "AIMultiplayer.hxx"\r
-\r
-#include <simgear/scene/util/SGNodeMasks.hxx>\r
-\r
-// #define SG_DEBUG SG_ALERT\r
-\r
-FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {\r
- no_roll = false;\r
-\r
- mTimeOffsetSet = false;\r
- mAllowExtrapolation = true;\r
- mLagAdjustSystemSpeed = 10;\r
-\r
- aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);\r
-\r
-}\r
-\r
-\r
-FGAIMultiplayer::~FGAIMultiplayer() {\r
-}\r
-\r
-bool FGAIMultiplayer::init(bool search_in_AI_path) {\r
- props->setStringValue("sim/model/path", model_path.c_str());\r
- //refuel_node = fgGetNode("systems/refuel/contact", true);\r
- isTanker = false; // do this until this property is\r
- // passed over the net\r
-\r
- string str1 = _getCallsign();\r
- string str2 = "MOBIL";\r
-\r
- string::size_type loc1= str1.find( str2, 0 );\r
- if ( (loc1 != string::npos && str2 != "") ){\r
- // cout << " string found " << str2 << " in " << str1 << endl;\r
- isTanker = true;\r
- // cout << "isTanker " << isTanker << " " << mCallSign <<endl;\r
- }\r
- return FGAIBase::init(search_in_AI_path);\r
-}\r
-\r
-void FGAIMultiplayer::bind() {\r
- FGAIBase::bind();\r
-\r
- props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));\r
- props->tie("tanker", SGRawValuePointer<bool>(&isTanker));\r
-\r
- props->tie("controls/invisible",\r
- SGRawValuePointer<bool>(&invisible));\r
-\r
-#define AIMPROProp(type, name) \\r
-SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)\r
-\r
-#define AIMPRWProp(type, name) \\r
-SGRawValueMethods<FGAIMultiplayer, type>(*this, \\r
- &FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)\r
-\r
- //props->tie("callsign", AIMPROProp(const char *, CallSign));\r
-\r
- props->tie("controls/allow-extrapolation",\r
- AIMPRWProp(bool, AllowExtrapolation));\r
- props->tie("controls/lag-adjust-system-speed",\r
- AIMPRWProp(double, LagAdjustSystemSpeed));\r
-\r
-\r
-#undef AIMPROProp\r
-#undef AIMPRWProp\r
-}\r
-\r
-void FGAIMultiplayer::unbind() {\r
- FGAIBase::unbind();\r
-\r
- //props->untie("callsign");\r
- props->untie("controls/allow-extrapolation");\r
- props->untie("controls/lag-adjust-system-speed");\r
- props->untie("controls/invisible");\r
- props->untie("refuel/contact");\r
-}\r
-\r
-void FGAIMultiplayer::update(double dt)\r
-{\r
- using namespace simgear;\r
-\r
- if (dt <= 0)\r
- return;\r
-\r
- FGAIBase::update(dt);\r
-\r
- // Check if we already got data\r
- if (mMotionInfo.empty())\r
- return;\r
-\r
- // The current simulation time we need to update for,\r
- // note that the simulation time is updated before calling all the\r
- // update methods. Thus it contains the time intervals *end* time\r
- double curtime = globals->get_sim_time_sec();\r
-\r
- // Get the last available time\r
- MotionInfo::reverse_iterator it = mMotionInfo.rbegin();\r
- double curentPkgTime = it->second.time;\r
-\r
- // Dynamically optimize the time offset between the feeder and the client\r
- // Well, 'dynamically' means that the dynamic of that update must be very\r
- // slow. You would otherwise notice huge jumps in the multiplayer models.\r
- // The reason is that we want to avoid huge extrapolation times since\r
- // extrapolation is highly error prone. For that we need something\r
- // approaching the average latency of the packets. This first order lag\r
- // component will provide this. We just take the error of the currently\r
- // requested time to the most recent available packet. This is the\r
- // target we want to reach in average.\r
- double lag = it->second.lag;\r
- if (!mTimeOffsetSet) {\r
- mTimeOffsetSet = true;\r
- mTimeOffset = curentPkgTime - curtime - lag;\r
- } else {\r
- double offset = curentPkgTime - curtime - lag;\r
- if ((!mAllowExtrapolation && offset + lag < mTimeOffset)\r
- || (offset - 10 > mTimeOffset)) {\r
- mTimeOffset = offset;\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to "\r
- "avoid extrapolation: time offset = " << mTimeOffset);\r
- } else {\r
- // the error of the offset, respectively the negative error to avoid\r
- // a minus later ...\r
- double err = offset - mTimeOffset;\r
- // limit errors leading to shorter lag values somehow, that is late\r
- // arriving packets will pessimize the overall lag much more than\r
- // early packets will shorten the overall lag\r
- double sysSpeed;\r
- if (err < 0) {\r
- // Ok, we have some very late packets and nothing newer increase the\r
- // lag by the given speedadjust\r
- sysSpeed = mLagAdjustSystemSpeed*err;\r
- } else {\r
- // We have a too pessimistic display delay shorten that a small bit\r
- sysSpeed = SGMiscd::min(0.1*err*err, 0.5);\r
- }\r
-\r
- // simple euler integration for that first order system including some\r
- // overshooting guard to prevent to aggressive system speeds\r
- // (stiff systems) to explode the systems state\r
- double systemIncrement = dt*sysSpeed;\r
- if (fabs(err) < fabs(systemIncrement))\r
- systemIncrement = err;\r
- mTimeOffset += systemIncrement;\r
- \r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = "\r
- << mTimeOffset << ", expected longitudinal position error due to "\r
- " current adjustment of the offset: "\r
- << fabs(norm(it->second.linearVel)*systemIncrement));\r
- }\r
- }\r
-\r
-\r
- // Compute the time in the feeders time scale which fits the current time\r
- // we need to \r
- double tInterp = curtime + mTimeOffset;\r
-\r
- SGVec3d ecPos;\r
- SGQuatf ecOrient;\r
-\r
- if (tInterp <= curentPkgTime) {\r
- // Ok, we need a time prevous to the last available packet,\r
- // that is good ...\r
-\r
- // Find the first packet before the target time\r
- MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);\r
- if (nextIt == mMotionInfo.begin()) {\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!");\r
- // We have no packet before the target time, just use the first one\r
- MotionInfo::iterator firstIt = mMotionInfo.begin();\r
- ecPos = firstIt->second.position;\r
- ecOrient = firstIt->second.orientation;\r
- speed = norm(firstIt->second.linearVel) * SG_METER_TO_NM * 3600.0;\r
-\r
- std::vector<FGPropertyData*>::const_iterator firstPropIt;\r
- std::vector<FGPropertyData*>::const_iterator firstPropItEnd;\r
- firstPropIt = firstIt->second.properties.begin();\r
- firstPropItEnd = firstIt->second.properties.end();\r
- while (firstPropIt != firstPropItEnd) {\r
- //cout << " Setting property..." << (*firstPropIt)->id;\r
- PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);\r
- if (pIt != mPropertyMap.end())\r
- {\r
- //cout << "Found " << pIt->second->getPath() << ":";\r
- switch ((*firstPropIt)->type) {\r
- case props::INT:\r
- case props::BOOL:\r
- case props::LONG:\r
- pIt->second->setIntValue((*firstPropIt)->int_value);\r
- //cout << "Int: " << (*firstPropIt)->int_value << "\n";\r
- break;\r
- case props::FLOAT:\r
- case props::DOUBLE:\r
- pIt->second->setFloatValue((*firstPropIt)->float_value);\r
- //cout << "Flo: " << (*firstPropIt)->float_value << "\n";\r
- break;\r
- case props::STRING:\r
- case props::UNSPECIFIED:\r
- pIt->second->setStringValue((*firstPropIt)->string_value);\r
- //cout << "Str: " << (*firstPropIt)->string_value << "\n"; \r
- break;\r
- default:\r
- // FIXME - currently defaults to float values\r
- pIt->second->setFloatValue((*firstPropIt)->float_value);\r
- //cout << "Unknown: " << (*firstPropIt)->float_value << "\n";\r
- break;\r
- } \r
- }\r
- else\r
- {\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");\r
- }\r
- ++firstPropIt;\r
- }\r
-\r
- } else {\r
- // Ok, we have really found something where our target time is in between\r
- // do interpolation here\r
- MotionInfo::iterator prevIt = nextIt;\r
- --prevIt;\r
-\r
- // Interpolation coefficient is between 0 and 1\r
- double intervalStart = prevIt->second.time;\r
- double intervalEnd = nextIt->second.time;\r
- double intervalLen = intervalEnd - intervalStart;\r
- double tau = (tInterp - intervalStart)/intervalLen;\r
-\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["\r
- << intervalStart << ", " << intervalEnd << "], intervalLen = "\r
- << intervalLen << ", interpolation parameter = " << tau);\r
-\r
- // Here we do just linear interpolation on the position\r
- ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position);\r
- ecOrient = interpolate((float)tau, prevIt->second.orientation,\r
- nextIt->second.orientation);\r
- speed = norm((1-tau)*prevIt->second.linearVel\r
- + tau*nextIt->second.linearVel) * SG_METER_TO_NM * 3600.0;\r
-\r
- if (prevIt->second.properties.size()\r
- == nextIt->second.properties.size()) {\r
- std::vector<FGPropertyData*>::const_iterator prevPropIt;\r
- std::vector<FGPropertyData*>::const_iterator prevPropItEnd;\r
- std::vector<FGPropertyData*>::const_iterator nextPropIt;\r
- std::vector<FGPropertyData*>::const_iterator nextPropItEnd;\r
- prevPropIt = prevIt->second.properties.begin();\r
- prevPropItEnd = prevIt->second.properties.end();\r
- nextPropIt = nextIt->second.properties.begin();\r
- nextPropItEnd = nextIt->second.properties.end();\r
- while (prevPropIt != prevPropItEnd) {\r
- PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);\r
- //cout << " Setting property..." << (*prevPropIt)->id;\r
- \r
- if (pIt != mPropertyMap.end())\r
- {\r
- //cout << "Found " << pIt->second->getPath() << ":";\r
- \r
- int ival;\r
- float val;\r
- switch ((*prevPropIt)->type) {\r
- case props::INT:\r
- case props::BOOL:\r
- case props::LONG:\r
- ival = (int) (0.5+(1-tau)*((double) (*prevPropIt)->int_value) +\r
- tau*((double) (*nextPropIt)->int_value));\r
- pIt->second->setIntValue(ival);\r
- //cout << "Int: " << ival << "\n";\r
- break;\r
- case props::FLOAT:\r
- case props::DOUBLE:\r
- val = (1-tau)*(*prevPropIt)->float_value +\r
- tau*(*nextPropIt)->float_value;\r
- //cout << "Flo: " << val << "\n";\r
- pIt->second->setFloatValue(val);\r
- break;\r
- case props::STRING:\r
- case props::UNSPECIFIED:\r
- //cout << "Str: " << (*nextPropIt)->string_value << "\n";\r
- pIt->second->setStringValue((*nextPropIt)->string_value);\r
- break;\r
- default:\r
- // FIXME - currently defaults to float values\r
- val = (1-tau)*(*prevPropIt)->float_value +\r
- tau*(*nextPropIt)->float_value;\r
- //cout << "Unk: " << val << "\n";\r
- pIt->second->setFloatValue(val);\r
- break;\r
- } \r
- }\r
- else\r
- {\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");\r
- }\r
- \r
- ++prevPropIt;\r
- ++nextPropIt;\r
- }\r
- }\r
-\r
- // Now throw away too old data\r
- if (prevIt != mMotionInfo.begin()) \r
- {\r
- --prevIt;\r
- \r
- MotionInfo::iterator delIt;\r
- delIt = mMotionInfo.begin();\r
- \r
- while (delIt != prevIt) \r
- {\r
- std::vector<FGPropertyData*>::const_iterator propIt;\r
- std::vector<FGPropertyData*>::const_iterator propItEnd;\r
- propIt = delIt->second.properties.begin();\r
- propItEnd = delIt->second.properties.end();\r
-\r
- //cout << "Deleting data\n";\r
- \r
- while (propIt != propItEnd)\r
- {\r
- delete *propIt;\r
- propIt++;\r
- }\r
- \r
- delIt++;\r
- }\r
- \r
- mMotionInfo.erase(mMotionInfo.begin(), prevIt);\r
- }\r
- }\r
- } else {\r
- // Ok, we need to predict the future, so, take the best data we can have\r
- // and do some eom computation to guess that for now.\r
- FGExternalMotionData motionInfo = it->second;\r
-\r
- // The time to predict, limit to 5 seconds\r
- double t = tInterp - motionInfo.time;\r
- t = SGMisc<double>::min(t, 5);\r
-\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: "\r
- "extrapolation time = " << t);\r
-\r
- // Do a few explicit euler steps with the constant acceleration's\r
- // This must be sufficient ...\r
- ecPos = motionInfo.position;\r
- ecOrient = motionInfo.orientation;\r
- SGVec3f linearVel = motionInfo.linearVel;\r
- SGVec3f angularVel = motionInfo.angularVel;\r
- while (0 < t) {\r
- double h = 1e-1;\r
- if (t < h)\r
- h = t;\r
-\r
- SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));\r
- ecPos += h*ecVel;\r
- ecOrient += h*ecOrient.derivative(angularVel);\r
-\r
- linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);\r
- angularVel += h*motionInfo.angularAccel;\r
- \r
- t -= h;\r
- }\r
-\r
- std::vector<FGPropertyData*>::const_iterator firstPropIt;\r
- std::vector<FGPropertyData*>::const_iterator firstPropItEnd;\r
- speed = norm(linearVel) * SG_METER_TO_NM * 3600.0;\r
- firstPropIt = it->second.properties.begin();\r
- firstPropItEnd = it->second.properties.end();\r
- while (firstPropIt != firstPropItEnd) {\r
- PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);\r
- //cout << " Setting property..." << (*firstPropIt)->id;\r
- \r
- if (pIt != mPropertyMap.end())\r
- {\r
- switch ((*firstPropIt)->type) {\r
- case props::INT:\r
- case props::BOOL:\r
- case props::LONG:\r
- pIt->second->setIntValue((*firstPropIt)->int_value);\r
- //cout << "Int: " << (*firstPropIt)->int_value << "\n";\r
- break;\r
- case props::FLOAT:\r
- case props::DOUBLE:\r
- pIt->second->setFloatValue((*firstPropIt)->float_value);\r
- //cout << "Flo: " << (*firstPropIt)->float_value << "\n";\r
- break;\r
- case props::STRING:\r
- case props::UNSPECIFIED:\r
- pIt->second->setStringValue((*firstPropIt)->string_value);\r
- //cout << "Str: " << (*firstPropIt)->string_value << "\n";\r
- break;\r
- default:\r
- // FIXME - currently defaults to float values\r
- pIt->second->setFloatValue((*firstPropIt)->float_value);\r
- //cout << "Unk: " << (*firstPropIt)->float_value << "\n";\r
- break;\r
- } \r
- }\r
- else\r
- {\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");\r
- }\r
- \r
- ++firstPropIt;\r
- }\r
- }\r
- \r
- // extract the position\r
- pos = SGGeod::fromCart(ecPos);\r
- altitude_ft = pos.getElevationFt();\r
-\r
- // The quaternion rotating from the earth centered frame to the\r
- // horizontal local frame\r
- SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),\r
- (float)pos.getLatitudeRad());\r
- // The orientation wrt the horizontal local frame\r
- SGQuatf hlOr = conj(qEc2Hl)*ecOrient;\r
- float hDeg, pDeg, rDeg;\r
- hlOr.getEulerDeg(hDeg, pDeg, rDeg);\r
- hdg = hDeg;\r
- roll = rDeg;\r
- pitch = pDeg;\r
-\r
- SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "\r
- << ecPos << ", " << hlOr);\r
-\r
- //###########################//\r
- // do calculations for radar //\r
- //###########################//\r
- double range_ft2 = UpdateRadar(manager);\r
-\r
- //************************************//\r
- // Tanker code //\r
- //************************************//\r
-\r
-\r
- if ( isTanker) {\r
- //cout << "IS tanker ";\r
- if ( (range_ft2 < 250.0 * 250.0) &&\r
- (y_shift > 0.0) &&\r
- (elevation > 0.0) ){\r
- // refuel_node->setBoolValue(true);\r
- //cout << "in contact" << endl;\r
- contact = true;\r
- } else {\r
- // refuel_node->setBoolValue(false);\r
- //cout << "not in contact" << endl;\r
- contact = false;\r
- }\r
- } else {\r
- //cout << "NOT tanker " << endl;\r
- contact = false;\r
- }\r
-\r
- Transform();\r
-}\r
-\r
-void\r
-FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo,\r
- long stamp)\r
-{\r
- mLastTimestamp = stamp;\r
-\r
- if (!mMotionInfo.empty()) {\r
- double diff = motionInfo.time - mMotionInfo.rbegin()->first;\r
-\r
- // packet is very old -- MP has probably reset (incl. his timebase)\r
- if (diff < -10.0)\r
- mMotionInfo.clear();\r
-\r
- // drop packets arriving out of order\r
- else if (diff < 0.0)\r
- return;\r
- }\r
- mMotionInfo[motionInfo.time] = motionInfo;\r
-}\r
-\r
-void\r
-FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)\r
-{\r
- SGPropertyNode* pNode = props->getChild(prop.c_str(), true);\r
- pNode->setDoubleValue(val);\r
-}\r
+// FGAIMultiplayer - FGAIBase-derived class creates an AI multiplayer aircraft
+//
+// Based on FGAIAircraft
+// Written by David Culp, started October 2003.
+// Also by Gregor Richards, started December 2005.
+//
+// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
+// Copyright (C) 2005 Gregor Richards
+//
+// 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.
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include <string>
+
+#include "AIMultiplayer.hxx"
+
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
+// #define SG_DEBUG SG_ALERT
+
+FGAIMultiplayer::FGAIMultiplayer() : FGAIBase(otMultiplayer) {
+ no_roll = false;
+
+ mTimeOffsetSet = false;
+ mAllowExtrapolation = true;
+ mLagAdjustSystemSpeed = 10;
+
+ aip.getSceneGraph()->setNodeMask(~SG_NODEMASK_TERRAIN_BIT);
+
+}
+
+
+FGAIMultiplayer::~FGAIMultiplayer() {
+}
+
+bool FGAIMultiplayer::init(bool search_in_AI_path) {
+ props->setStringValue("sim/model/path", model_path.c_str());
+ //refuel_node = fgGetNode("systems/refuel/contact", true);
+ isTanker = false; // do this until this property is
+ // passed over the net
+
+ string str1 = _getCallsign();
+ string str2 = "MOBIL";
+
+ string::size_type loc1= str1.find( str2, 0 );
+ if ( (loc1 != string::npos && str2 != "") ){
+ // cout << " string found " << str2 << " in " << str1 << endl;
+ isTanker = true;
+ // cout << "isTanker " << isTanker << " " << mCallSign <<endl;
+ }
+ return FGAIBase::init(search_in_AI_path);
+}
+
+void FGAIMultiplayer::bind() {
+ FGAIBase::bind();
+
+ props->tie("refuel/contact", SGRawValuePointer<bool>(&contact));
+ props->tie("tanker", SGRawValuePointer<bool>(&isTanker));
+
+ props->tie("controls/invisible",
+ SGRawValuePointer<bool>(&invisible));
+
+#define AIMPROProp(type, name) \
+SGRawValueMethods<FGAIMultiplayer, type>(*this, &FGAIMultiplayer::get##name)
+
+#define AIMPRWProp(type, name) \
+SGRawValueMethods<FGAIMultiplayer, type>(*this, \
+ &FGAIMultiplayer::get##name, &FGAIMultiplayer::set##name)
+
+ //props->tie("callsign", AIMPROProp(const char *, CallSign));
+
+ props->tie("controls/allow-extrapolation",
+ AIMPRWProp(bool, AllowExtrapolation));
+ props->tie("controls/lag-adjust-system-speed",
+ AIMPRWProp(double, LagAdjustSystemSpeed));
+
+
+#undef AIMPROProp
+#undef AIMPRWProp
+}
+
+void FGAIMultiplayer::unbind() {
+ FGAIBase::unbind();
+
+ //props->untie("callsign");
+ props->untie("controls/allow-extrapolation");
+ props->untie("controls/lag-adjust-system-speed");
+ props->untie("controls/invisible");
+ props->untie("refuel/contact");
+}
+
+void FGAIMultiplayer::update(double dt)
+{
+ using namespace simgear;
+
+ if (dt <= 0)
+ return;
+
+ FGAIBase::update(dt);
+
+ // Check if we already got data
+ if (mMotionInfo.empty())
+ return;
+
+ // The current simulation time we need to update for,
+ // note that the simulation time is updated before calling all the
+ // update methods. Thus it contains the time intervals *end* time
+ double curtime = globals->get_sim_time_sec();
+
+ // Get the last available time
+ MotionInfo::reverse_iterator it = mMotionInfo.rbegin();
+ double curentPkgTime = it->second.time;
+
+ // Dynamically optimize the time offset between the feeder and the client
+ // Well, 'dynamically' means that the dynamic of that update must be very
+ // slow. You would otherwise notice huge jumps in the multiplayer models.
+ // The reason is that we want to avoid huge extrapolation times since
+ // extrapolation is highly error prone. For that we need something
+ // approaching the average latency of the packets. This first order lag
+ // component will provide this. We just take the error of the currently
+ // requested time to the most recent available packet. This is the
+ // target we want to reach in average.
+ double lag = it->second.lag;
+ if (!mTimeOffsetSet) {
+ mTimeOffsetSet = true;
+ mTimeOffset = curentPkgTime - curtime - lag;
+ } else {
+ double offset = curentPkgTime - curtime - lag;
+ if ((!mAllowExtrapolation && offset + lag < mTimeOffset)
+ || (offset - 10 > mTimeOffset)) {
+ mTimeOffset = offset;
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Resetting time offset adjust system to "
+ "avoid extrapolation: time offset = " << mTimeOffset);
+ } else {
+ // the error of the offset, respectively the negative error to avoid
+ // a minus later ...
+ double err = offset - mTimeOffset;
+ // limit errors leading to shorter lag values somehow, that is late
+ // arriving packets will pessimize the overall lag much more than
+ // early packets will shorten the overall lag
+ double sysSpeed;
+ if (err < 0) {
+ // Ok, we have some very late packets and nothing newer increase the
+ // lag by the given speedadjust
+ sysSpeed = mLagAdjustSystemSpeed*err;
+ } else {
+ // We have a too pessimistic display delay shorten that a small bit
+ sysSpeed = SGMiscd::min(0.1*err*err, 0.5);
+ }
+
+ // simple euler integration for that first order system including some
+ // overshooting guard to prevent to aggressive system speeds
+ // (stiff systems) to explode the systems state
+ double systemIncrement = dt*sysSpeed;
+ if (fabs(err) < fabs(systemIncrement))
+ systemIncrement = err;
+ mTimeOffset += systemIncrement;
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Offset adjust system: time offset = "
+ << mTimeOffset << ", expected longitudinal position error due to "
+ " current adjustment of the offset: "
+ << fabs(norm(it->second.linearVel)*systemIncrement));
+ }
+ }
+
+
+ // Compute the time in the feeders time scale which fits the current time
+ // we need to
+ double tInterp = curtime + mTimeOffset;
+
+ SGVec3d ecPos;
+ SGQuatf ecOrient;
+
+ if (tInterp <= curentPkgTime) {
+ // Ok, we need a time prevous to the last available packet,
+ // that is good ...
+
+ // Find the first packet before the target time
+ MotionInfo::iterator nextIt = mMotionInfo.upper_bound(tInterp);
+ if (nextIt == mMotionInfo.begin()) {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Taking oldest packet!");
+ // We have no packet before the target time, just use the first one
+ MotionInfo::iterator firstIt = mMotionInfo.begin();
+ ecPos = firstIt->second.position;
+ ecOrient = firstIt->second.orientation;
+ speed = norm(firstIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
+
+ std::vector<FGPropertyData*>::const_iterator firstPropIt;
+ std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
+ firstPropIt = firstIt->second.properties.begin();
+ firstPropItEnd = firstIt->second.properties.end();
+ while (firstPropIt != firstPropItEnd) {
+ //cout << " Setting property..." << (*firstPropIt)->id;
+ PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
+ if (pIt != mPropertyMap.end())
+ {
+ //cout << "Found " << pIt->second->getPath() << ":";
+ switch ((*firstPropIt)->type) {
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
+ pIt->second->setIntValue((*firstPropIt)->int_value);
+ //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+ break;
+ case props::FLOAT:
+ case props::DOUBLE:
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+ break;
+ case props::STRING:
+ case props::UNSPECIFIED:
+ pIt->second->setStringValue((*firstPropIt)->string_value);
+ //cout << "Str: " << (*firstPropIt)->string_value << "\n";
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Unknown: " << (*firstPropIt)->float_value << "\n";
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ }
+ ++firstPropIt;
+ }
+
+ } else {
+ // Ok, we have really found something where our target time is in between
+ // do interpolation here
+ MotionInfo::iterator prevIt = nextIt;
+ --prevIt;
+
+ // Interpolation coefficient is between 0 and 1
+ double intervalStart = prevIt->second.time;
+ double intervalEnd = nextIt->second.time;
+ double intervalLen = intervalEnd - intervalStart;
+ double tau = (tInterp - intervalStart)/intervalLen;
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle interpolation: ["
+ << intervalStart << ", " << intervalEnd << "], intervalLen = "
+ << intervalLen << ", interpolation parameter = " << tau);
+
+ // Here we do just linear interpolation on the position
+ ecPos = ((1-tau)*prevIt->second.position + tau*nextIt->second.position);
+ ecOrient = interpolate((float)tau, prevIt->second.orientation,
+ nextIt->second.orientation);
+ speed = norm((1-tau)*prevIt->second.linearVel
+ + tau*nextIt->second.linearVel) * SG_METER_TO_NM * 3600.0;
+
+ if (prevIt->second.properties.size()
+ == nextIt->second.properties.size()) {
+ std::vector<FGPropertyData*>::const_iterator prevPropIt;
+ std::vector<FGPropertyData*>::const_iterator prevPropItEnd;
+ std::vector<FGPropertyData*>::const_iterator nextPropIt;
+ std::vector<FGPropertyData*>::const_iterator nextPropItEnd;
+ prevPropIt = prevIt->second.properties.begin();
+ prevPropItEnd = prevIt->second.properties.end();
+ nextPropIt = nextIt->second.properties.begin();
+ nextPropItEnd = nextIt->second.properties.end();
+ while (prevPropIt != prevPropItEnd) {
+ PropertyMap::iterator pIt = mPropertyMap.find((*prevPropIt)->id);
+ //cout << " Setting property..." << (*prevPropIt)->id;
+
+ if (pIt != mPropertyMap.end())
+ {
+ //cout << "Found " << pIt->second->getPath() << ":";
+
+ int ival;
+ float val;
+ switch ((*prevPropIt)->type) {
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
+ ival = (int) (0.5+(1-tau)*((double) (*prevPropIt)->int_value) +
+ tau*((double) (*nextPropIt)->int_value));
+ pIt->second->setIntValue(ival);
+ //cout << "Int: " << ival << "\n";
+ break;
+ case props::FLOAT:
+ case props::DOUBLE:
+ val = (1-tau)*(*prevPropIt)->float_value +
+ tau*(*nextPropIt)->float_value;
+ //cout << "Flo: " << val << "\n";
+ pIt->second->setFloatValue(val);
+ break;
+ case props::STRING:
+ case props::UNSPECIFIED:
+ //cout << "Str: " << (*nextPropIt)->string_value << "\n";
+ pIt->second->setStringValue((*nextPropIt)->string_value);
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ val = (1-tau)*(*prevPropIt)->float_value +
+ tau*(*nextPropIt)->float_value;
+ //cout << "Unk: " << val << "\n";
+ pIt->second->setFloatValue(val);
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*prevPropIt)->id << "\n");
+ }
+
+ ++prevPropIt;
+ ++nextPropIt;
+ }
+ }
+
+ // Now throw away too old data
+ if (prevIt != mMotionInfo.begin())
+ {
+ --prevIt;
+
+ MotionInfo::iterator delIt;
+ delIt = mMotionInfo.begin();
+
+ while (delIt != prevIt)
+ {
+ std::vector<FGPropertyData*>::const_iterator propIt;
+ std::vector<FGPropertyData*>::const_iterator propItEnd;
+ propIt = delIt->second.properties.begin();
+ propItEnd = delIt->second.properties.end();
+
+ //cout << "Deleting data\n";
+
+ while (propIt != propItEnd)
+ {
+ delete *propIt;
+ propIt++;
+ }
+
+ delIt++;
+ }
+
+ mMotionInfo.erase(mMotionInfo.begin(), prevIt);
+ }
+ }
+ } else {
+ // Ok, we need to predict the future, so, take the best data we can have
+ // and do some eom computation to guess that for now.
+ FGExternalMotionData motionInfo = it->second;
+
+ // The time to predict, limit to 5 seconds
+ double t = tInterp - motionInfo.time;
+ t = SGMisc<double>::min(t, 5);
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer vehicle extrapolation: "
+ "extrapolation time = " << t);
+
+ // Do a few explicit euler steps with the constant acceleration's
+ // This must be sufficient ...
+ ecPos = motionInfo.position;
+ ecOrient = motionInfo.orientation;
+ SGVec3f linearVel = motionInfo.linearVel;
+ SGVec3f angularVel = motionInfo.angularVel;
+ while (0 < t) {
+ double h = 1e-1;
+ if (t < h)
+ h = t;
+
+ SGVec3d ecVel = toVec3d(ecOrient.backTransform(linearVel));
+ ecPos += h*ecVel;
+ ecOrient += h*ecOrient.derivative(angularVel);
+
+ linearVel += h*(cross(linearVel, angularVel) + motionInfo.linearAccel);
+ angularVel += h*motionInfo.angularAccel;
+
+ t -= h;
+ }
+
+ std::vector<FGPropertyData*>::const_iterator firstPropIt;
+ std::vector<FGPropertyData*>::const_iterator firstPropItEnd;
+ speed = norm(linearVel) * SG_METER_TO_NM * 3600.0;
+ firstPropIt = it->second.properties.begin();
+ firstPropItEnd = it->second.properties.end();
+ while (firstPropIt != firstPropItEnd) {
+ PropertyMap::iterator pIt = mPropertyMap.find((*firstPropIt)->id);
+ //cout << " Setting property..." << (*firstPropIt)->id;
+
+ if (pIt != mPropertyMap.end())
+ {
+ switch ((*firstPropIt)->type) {
+ case props::INT:
+ case props::BOOL:
+ case props::LONG:
+ pIt->second->setIntValue((*firstPropIt)->int_value);
+ //cout << "Int: " << (*firstPropIt)->int_value << "\n";
+ break;
+ case props::FLOAT:
+ case props::DOUBLE:
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Flo: " << (*firstPropIt)->float_value << "\n";
+ break;
+ case props::STRING:
+ case props::UNSPECIFIED:
+ pIt->second->setStringValue((*firstPropIt)->string_value);
+ //cout << "Str: " << (*firstPropIt)->string_value << "\n";
+ break;
+ default:
+ // FIXME - currently defaults to float values
+ pIt->second->setFloatValue((*firstPropIt)->float_value);
+ //cout << "Unk: " << (*firstPropIt)->float_value << "\n";
+ break;
+ }
+ }
+ else
+ {
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Unable to find property: " << (*firstPropIt)->id << "\n");
+ }
+
+ ++firstPropIt;
+ }
+ }
+
+ // extract the position
+ pos = SGGeod::fromCart(ecPos);
+ altitude_ft = pos.getElevationFt();
+
+ // The quaternion rotating from the earth centered frame to the
+ // horizontal local frame
+ SGQuatf qEc2Hl = SGQuatf::fromLonLatRad((float)pos.getLongitudeRad(),
+ (float)pos.getLatitudeRad());
+ // The orientation wrt the horizontal local frame
+ SGQuatf hlOr = conj(qEc2Hl)*ecOrient;
+ float hDeg, pDeg, rDeg;
+ hlOr.getEulerDeg(hDeg, pDeg, rDeg);
+ hdg = hDeg;
+ roll = rDeg;
+ pitch = pDeg;
+
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Multiplayer position and orientation: "
+ << ecPos << ", " << hlOr);
+
+ //###########################//
+ // do calculations for radar //
+ //###########################//
+ double range_ft2 = UpdateRadar(manager);
+
+ //************************************//
+ // Tanker code //
+ //************************************//
+
+
+ if ( isTanker) {
+ //cout << "IS tanker ";
+ if ( (range_ft2 < 250.0 * 250.0) &&
+ (y_shift > 0.0) &&
+ (elevation > 0.0) ){
+ // refuel_node->setBoolValue(true);
+ //cout << "in contact" << endl;
+ contact = true;
+ } else {
+ // refuel_node->setBoolValue(false);
+ //cout << "not in contact" << endl;
+ contact = false;
+ }
+ } else {
+ //cout << "NOT tanker " << endl;
+ contact = false;
+ }
+
+ Transform();
+}
+
+void
+FGAIMultiplayer::addMotionInfo(const FGExternalMotionData& motionInfo,
+ long stamp)
+{
+ mLastTimestamp = stamp;
+
+ if (!mMotionInfo.empty()) {
+ double diff = motionInfo.time - mMotionInfo.rbegin()->first;
+
+ // packet is very old -- MP has probably reset (incl. his timebase)
+ if (diff < -10.0)
+ mMotionInfo.clear();
+
+ // drop packets arriving out of order
+ else if (diff < 0.0)
+ return;
+ }
+ mMotionInfo[motionInfo.time] = motionInfo;
+}
+
+void
+FGAIMultiplayer::setDoubleProperty(const std::string& prop, double val)
+{
+ SGPropertyNode* pNode = props->getChild(prop.c_str(), true);
+ pNode->setDoubleValue(val);
+}