I'm working on a UAV simulator using FlightGear. The goal is to make an
autonomous UAV. We have written code that receives FDM input and sends the
flight controls back to the FlightGear simulator ie. we have written a
program to fly the plane. Now we want to add the data from the Multiplayer
server to help make flight decisions (such as if we wanted an autonomous UAV
to follow another plane). To do this, we need to have access to the data
being sent from the multiplayer server to our local instance of FlightGear.
The problem, at least as I see it, is that we cannot bind a socket to the
port being used to send this information to our local FlightGear because it
is already in use (by FlightGear). I'm searching for a solution to this
problem. Listed below are possible ideas in order of preference:
1. Set some command line option in FlightGear to enable our program to have
access to the FlightGear multiplayer information (namely the position of
other aircraft). If there is such an option, I'm not aware of it.
2. Enable some kind of "port forwarding". If there is a way to do it, we
could, at the OS level (linux), forward information coming in on a certain
port to both the original port and a second port that my program can bind
to. I'm not sure if this is possible. I know you can forward packets coming
in on one port to another port but I assume the original port never receives
the packet. I would need a kind of "copy" to be placed for access on a
second port.
3. Change the FlightGear code to not only listen to the multiplayer port but
to also forward those packets onto another port. This is perhaps the most
straightforward option but I hesitate to introduce new code into as complex
of a system as FlightGear.
So, I ask the community, which of these options (or none of the above) seems
like the easiest/possible solution? Thoughts? Are there any details I forgot
to provide that you would need to know?
Thanks,
frank
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