Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Paul Morriss
I have an account with DMSO so access to HLA is not a
problem, distributing it probably is ;)  

Database interface, what I would love to see would be
a 'common' interface (base class maybe?) that the
server sees (so it will have the basic get, put etc
etc, the implementation of the actual db specific
interface is then derived from this (maybe a design
pattern would surfice?), this would allow any type of
DB to be used at your leisure.

I am not sure about combat, but what I would love to
see is the number of ground vehicles (taxing and on
the runway) change depending on the time of day

Does Flightgear have a plugin type system?  If not
would that make a nice feature to add?  Combat items
such as guns could be a plugin?




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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-05 Thread Paul Morriss
Hi John,
  A while ago I proposed (and been working on
conceptial designs) for a scenario and multiplayer
server (called Cumulas).

Between my hectic work schedules (I am a Full Flight
Simulator Software Engineer by trade) I have been
putting together some basic design foundations, maybe
we could lias and work together on the project to
speed it along ?

Paul 
  

- Original Message - 
From: John Barrett [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, November 05, 2003 7:42 AM
Subject: [Flightgear-devel] Multiplayer Server RFC


 I've just gotten FG cvs to build clean on my system
and I would like to work
 on a basic multiplayer server and enhancements to FG
to support the server
 that I have in mind.
 
 Features:
 1. based on the current multiplayer code with an
enhanced message set
 2. optional authentication token to restrict access
to the server
 3. server able to force the FG client to start at an
arbitrary location
 i.e. on taxiway behind the last player that
connected to the server
 4. multiple client type support (FGFS, ATC, etc)
which will control what
 types of data get sent to the client based on
XML client profiles
 5. protocol version validation to prevent outdated
clients from connecting
 6. built in web interface to configure server and
display status with
 security
 7. optional posting of configuration summary/status
to a remote webserver --
 allows simple community servers to be created
that list active FG
 servers
 8. GUI launcher app which will interface with
community servers and start
 FGFS with the correct settings to connect to an
active FG server.
 
 Previously I have worked with the WorldForge MMORPG
project on server
 design, and created client/server games for the
IPlay.Net online games
 service. My sourceforge id is johnrbarrett.
 
 Any other ideas that I should include in this
project ??
 
 
 
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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-05 Thread Paul Morriss
Hehe I remember that game, I play a couple of online
flightsims myself, although its not as fun as writing
your own ;)

Paul

- Original Message - 
From: David Culp [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Wednesday, November 05, 2003 7:04 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC

I hope it doesn't turn out to be as fun as Air Warrior
III.  That stupid game 
took over my life for a couple years :)


Dave
-- 

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-05 Thread Paul Morriss
My principle skills include networking, I have been
involved heavily with DIS and HLA (which are flight
simulation network protocols) and interfacing to them.

I have a lot of MySQL/SQL and web background which I
think would be a really nice touch for the
application.

My initial design started on what will be passed
across and how we represent it (I have to be very
careful how I preceed - I don't want to reimplement
what we have at work as it could upset them!).. 

Since your background is more lower level then me,
what about if I worked on the internals of the server,
such as player objects etc and you can worry about
networking and the rest.

Additionally in my design I plan to have 'scenarios'
which are created through a web interface.  If the
multiplayer server is written in the right way it
should be possible for many people to interact across
the internet, BUT also it should be possible for 2 or
more people to setup a server and have 'private'
games.

Paul

- Original Message - 
From: John Barrett [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Wednesday, November 05, 2003 6:43 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC


 
 - Original Message - 
 From: Paul Morriss [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Cc: [EMAIL PROTECTED]
 Sent: Wednesday, November 05, 2003 12:46 PM
 Subject: Re: [Flightgear-devel] Multiplayer Server
RFC
 
 
  Hi John,
A while ago I proposed (and been working on
  conceptial designs) for a scenario and multiplayer
  server (called Cumulas).
 
  Between my hectic work schedules (I am a Full
Flight
  Simulator Software Engineer by trade) I have been
  putting together some basic design foundations,
maybe
  we could lias and work together on the project to
  speed it along ?
 
 I'd be very interested, since thats exactly where
I'm going -- eventually to
 add combat capabilities once the core multiplayer
system is online -- my
 strengths are multiplayer server design and
implementation, which is why I
 was looking for a good client off the shelf so I
wouldnt have to do all
 the 3D and UI code, just add on what is needed :)
 
 
  Paul
 
 
  - Original Message - 
  From: John Barrett [EMAIL PROTECTED]
  To: [EMAIL PROTECTED]
  Sent: Wednesday, November 05, 2003 7:42 AM
  Subject: [Flightgear-devel] Multiplayer Server RFC
 
 
   I've just gotten FG cvs to build clean on my
system
  and I would like to work
   on a basic multiplayer server and enhancements
to FG
  to support the server
   that I have in mind.
  
   Features:
   1. based on the current multiplayer code with an
  enhanced message set
   2. optional authentication token to restrict
access
  to the server
   3. server able to force the FG client to start
at an
  arbitrary location
   i.e. on taxiway behind the last player that
  connected to the server
   4. multiple client type support (FGFS, ATC, etc)
  which will control what
   types of data get sent to the client based
on
  XML client profiles
   5. protocol version validation to prevent
outdated
  clients from connecting
   6. built in web interface to configure server
and
  display status with
   security
   7. optional posting of configuration
summary/status
  to a remote webserver --
   allows simple community servers to be
created
  that list active FG
   servers
   8. GUI launcher app which will interface with
  community servers and start
   FGFS with the correct settings to connect to
an
  active FG server.
  
   Previously I have worked with the WorldForge
MMORPG
  project on server
   design, and created client/server games for the
  IPlay.Net online games
   service. My sourceforge id is johnrbarrett.
  
   Any other ideas that I should include in this
  project ??
  
  
  
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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-05 Thread Paul Morriss
Hiya, since the inclusion of prior e-mails is starting
to make for a long message, I will make my points
about the previous message in bullet points:

1) I have a fairly extensive PhP knowledge, which will
come in handy.

2) I agree it would be a good idea for you to design
the protocol, I would recommend reviewing the DIS and
HLA protocols to see how they work, HLA especially is
actually powerful.

3) Thinking about the interface, I would like to see
the main scenario server application run/configured
through a web interface, I also like the suggestion
that you download a scenario onto the server.

A graphical scenario editor could be a nice tool to
eventually build?

4) An SQL database is needed to store information (My
preference is Mysql++)

5) I did not mean to imply I would be doing all the
internals, sorry if it came across like that, I would
like to get involved more into the really nitty gritty
scenario management side (including interpolating and
dead reconing) since I have an interest in that.

6) Al West has started to put a website together for
cumulas (http://www.aurora-solutions.co.uk/~cumulas/),
which is where I was going to put design notes etc, if
people agree?

Paul

- Original Message - 
From: John Barrett [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Wednesday, November 05, 2003 7:44 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC


 
 - Original Message - 
 From: Paul Morriss [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Wednesday, November 05, 2003 2:12 PM
 Subject: Re: [Flightgear-devel] Multiplayer Server
RFC
 
 
  My principle skills include networking, I have
been
  involved heavily with DIS and HLA (which are
flight
  simulation network protocols) and interfacing to
them.
 
  I have a lot of MySQL/SQL and web background which
I
  think would be a really nice touch for the
  application.
 
 Same here :) I prefer PHP but am equally at home in
Perl.
 Have also done a lot of C++ mysql -- any problems
making
 Mysql++ a dependency to build the server ?? (You'll
see how
 this fits in with other ideas later in this post)
 
 
  My initial design started on what will be passed
  across and how we represent it (I have to be very
  careful how I preceed - I don't want to
reimplement
  what we have at work as it could upset them!)..
 
 Easily solved if I design the wire protocol
 
 
  Since your background is more lower level then me,
  what about if I worked on the internals of the
server,
  such as player objects etc and you can worry about
  networking and the rest.
 
 I'm not gonna let you do all the internals :)
protocol design and
 implementation wont take very long
 
 
  Additionally in my design I plan to have
'scenarios'
  which are created through a web interface.
 
 I'm planning a web interface for general control and
stats integrated in the
 server, but dont believe that a complete scenario
creator would be
 appropriate in the server code. I suggest having the
scenario builder as
 php/perl running on a normal webserver, and using
either mysql to store the
 scenarios for access by the server code, or having
specialized urls on the
 server web interface that will allow the php/perl
code to install a scenario
 on a running fg server. Also, it would be
interesting to be able to download
 the scenario to a file for use with a local server,
or for upload to a
 remote server via the web interface.
 
  If the
  multiplayer server is written in the right way it
  should be possible for many people to interact
across
  the internet, BUT also it should be possible for 2
or
  more people to setup a server and have 'private'
  games.
 
 I want the server to be part of the base
distribution, with a number of
 prebuilt scenarios, and the ability to load
scenarios saved from the web
 scenario builder mentioned above, from disk, and
possibly from database.
 
 
 
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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-14 Thread Paul Morriss
I got the acronym like this:

*M*ultipl*AY*er *S*erver

I prefer the acronym of MAPS.

If people are intrested in the idea then I will start
to work on some specs.

My original idea was to have two seperate server, one
for scenario and one for multiplayer, but I think that
a single multi-purpose scenario and player server
would be better.

Thoughts?

Paul

- Original Message - 
From: Jon S Berndt [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Tuesday, August 05, 2003 7:58 PM
Subject: Re: [Flightgear-devel] Multiplayer Network
Server


 On Tue, 5 Aug 2003 19:36:15 +0100 (BST)
   Paul Morriss [EMAIL PROTECTED] wrote:
 
 * Mass Multiplayer Server (MAYS) - Instead of a
single
 
 How do you get MAYS from Mass MultiPlayer Server?
Should 
 it not be MMS, or MMPS?  This is serious. The
correct 
 acronym is critical in getting project support!
 
 ;-)
 
 Jon
 
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[Flightgear-devel] cumulas Interface

2003-08-14 Thread Paul Morriss
Hi all,
  I have made a start thinking about the multiplayer
server, I have been considering the best method of
developing them.

I have had an idea regarding the ethernet 'interface',
on a prior project I developed a web based interface
generation system that allowed people to modify and
add 'packets' and then auto-generate the code. 

I can host the php and web interface on my company
server, but before I make any attempts to port it to
it to flightgear I wanted to get gauge peoples
thoughts on it?

I have used auto-generated interfaces in several
projects and they have the advantage of allowing
modification of the interface without manual changes.

Paul


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[Flightgear-devel] cumulas development

2003-08-14 Thread Paul Morriss
I have laid down the directory structure and decided
on a plan of action, is it worth me dumping the
structure and semi-blank files into CVS (this is what
we call call the 'cornerstone release' - 0.0.1)?

Once I have had some feedback regarding the
auto-generated code I can make an bigger effort to
make it live.

Regards

Paul


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[Flightgear-devel] Network Server

2003-08-14 Thread Paul Morriss
On a side note to this, I think the server should
called be terminus :)

Paul


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[Flightgear-devel] Network servers

2003-08-11 Thread Paul Morriss
I agree that there should be a primative gaming
system, I sometimes play sturmovik which is me and a
mate alone.   Maybe a mini/cutdown version of the
server at a later date which allows private gaming?

In my opinion I would go for a set of official
servers that are centrally managed and people connect
to create a 'world' and then private run servers for
personal use.

As for the monitor, what I was considering was a tool
that  connects to a network port on the server which
dumps data to allow you to see network traffic, maybe
call it trafmon?

I am now getting really into this and looking forward
to seeing it come to fuition.

Paul

- Original Message - 
From: Matevz Jekovec [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Tuesday, August 05, 2003 10:13 PM
Subject: Re: [Flightgear-devel] Multiplayer Network
Server


 
 * Mass Multiplayer Server (MAYS) - Instead of a
single
 p2p connection, I would consider a large scale
server
 where multiple connections can be made, you can fly
 with other people.  I would ALSO weather and other
 features to the server so it would not just be a
 server for connections, but also a scenario server
 including weather and possibly traffic.
   
 
 That's a very good idea. However, what if there are
two sunday pilots 
 who want to fly a mission for an hour or so together
via internet? And 
 if one make a scenario (for e.g. place some SAMs and
AAAs:)), how will 
 they be able to play this scenario then? Will one be
able (enough CPU, 
 RAM, swap...) to run the server + fgfs on his
machine, so the second one 
 could connect to him?
 I think we should still be able to have a primitive
multiplayer code 
 built in fgfs game or the better idea, to optimize
the server as most as 
 possible, to be able to run with fgfs smoothly.
 
 btw. We could also implement into a server program
you to be able to 
 view the current status of aircrafts/units in the
air (pure text mode, 
 dumping into a file/screen), so you could be able to
look at the current 
 status with some external programs. This would be
very useful for seeing 
 the stuff over the net (in case of any competitions
or LAN meetings!).
 
 
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[Flightgear-devel] Multiplayer Network Server

2003-08-10 Thread Paul Morriss
Hi all,
  I have been contemplating the multiplayer side of
FlightGear, I am intrested in proposing a multiplayer
server for the Flightgear:

* Mass Multiplayer Server (MAYS) - Instead of a single
p2p connection, I would consider a large scale server
where multiple connections can be made, you can fly
with other people.  I would ALSO weather and other
features to the server so it would not just be a
server for connections, but also a scenario server
including weather and possibly traffic.

I am intrested to find out if people are intrested in
it and if its appropriate for the project.

Regards

Paul


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[Flightgear-devel] Multiplayer Network Server Ideas

2003-08-09 Thread Paul Morriss
Curtis,
  I have worked with DIS in my line of work, I would
be very intrested to work on the idea, I agree we need
a simple little server that communicates with clients
(flightgear).

I think some the algorithms for dead reconing and
predictive paths would work a treat.

I have some ideas for line of sight and various
gaming areas. 

I believe it would be possible to hand over to
another server, in a distributed networking system I
wrote I maanged to get a connection to hand over to a
different server if the primary one failed.

I will start building a basic server, I am unfamiliar
with CVS so if someone can e-mail instructions on
howto add folders\files and modify them it would be
appreciated.

Paul M

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Tuesday, August 05, 2003 9:47 PM
Subject: Re: [Flightgear-devel] Multiplayer Network
Server



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[Flightgear-devel] Network servers

2003-08-09 Thread Paul Morriss
To: [EMAIL PROTECTED]
MIME-Version: 1.0
Content-Type: text/plain; charset=iso-8859-1
Content-Transfer-Encoding: 8bit

Please can you e-mail me the code and e-mail, I would
be intrested.

Are there any formal documents describing the
interface to flightgear?

The proposed ideas for the interface would be
something like the DIS system, they use a fixed packet
(PDU) which contains lots of bit of info, it's not too
bad at doing it's job.

There is also the HLA system to consider.

Paul M



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[Flightgear-devel] Networking

2003-08-03 Thread Paul Morriss
Hi all,
  Does flightgear use UDP (connection-less) or connect
oriented in the networking code?

Also do you feel that UDP is good enough for network
gaming.

Thanks




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Re: [Flightgear-devel] Networking

2003-08-03 Thread Paul Morriss
I was think considering the choice of network protocol
for a scenario server I am considering (see old posts
for more details), I am not sure if fire it and hope
for the best is the best system for a scenario
server.

I would have suggested broadcasting but I found a
higher probability of network storms in prior
implementations.

Thoughts?


- Original Message - 
From: Jonathan Polley [EMAIL PROTECTED]
To: FlightGear developers discussions
[EMAIL PROTECTED]
Sent: Sunday, August 03, 2003 10:09 PM
Subject: Re: [Flightgear-devel] Networking


 Paul,
 
  I have used the UDP interface for the remote
display, but I believe that it can use either.  I
realy prefer UDP since it has let network overhead,
and if a packet gets lost you won't be held up waiting
for the retransmission.  That said, if you are on a
noisy network you may have to use TCP.
 
 Jonathan Polley
 
 On Sunday, August 03, 2003, at 04:06PM, Paul Morriss
[EMAIL PROTECTED] wrote:
 
 Hi all,
   Does flightgear use UDP (connection-less) or
connect
 oriented in the networking code?
 
 Also do you feel that UDP is good enough for
network
 gaming.
 
 Thanks
 
 
 
 
 Of COURSE they can do that.  They're engineers!
 
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Fwd: Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Paul Morriss
I have created a portable ethernet library that
supports both Linux and Windows, this would give us
total portability, although you would have to watch
out for big-endian conversion between Linux and
Window.
 
The second reason I am in support of an external
server is that ai can start to eat processing time,
specially if you have lots of stuff going on, where as
if you are just sending an update message across the
network you are keeping the logic out of the main code
base.

Also as Martin pointed out, this would also aid multi
player support, as several flight-gear users can talk
to the same scenario, thus they can fly around
in unison.
 
Ohh and I am in total support of well defined
interface ;)
 
Paul
 
  This would support the idea of a general interface
 abstaction between FDM on
  one and the whole I/O stuff (keyboard, mouse,
 joystick, sound, screen) on
  the other end. This might fit for different
 purposes:
  
  1.) Exchangeable FDM on local machine
  2.) remote FDM with 'stupid' front-end
  3.) multiplayer-server
  4.) AI ...
  
  
  Paul's idea resembles me of the way X clients
 communicate with the server.
  Local clients prefer shared memory (at least on
 several commercial Unices, I
  believe it's the same on XFree86), remote clients
 use TCP/IP. I don't know
  how portable this could be  ?
  
  Martin.
  -- 
   Unix _IS_ user friendly - it's just selective
 about
 who its friends are !
 
 
 
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Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Paul Morriss
I have created a portable ethernet library that
supports both Linux and Windows, this would give us
total portability. 

The second reason I am in support of an external
server is that ai can start to eat processing time,
specially if you have lots of stuff going on, where as
if you are just sending an update message across the
network you are keeping the logic out of the main code
base.

Also as Martin pointed out, this would also aid
multi-player support, as several flight-gear users can
talk to the same scenario, thus they can fly around in
unison.

Ohh and I am in total support of well defined
interface ;)

Paul

 This would support the idea of a general interface
abstaction between FDM on
 one and the whole I/O stuff (keyboard, mouse,
joystick, sound, screen) on
 the other end. This might fit for different
purposes:
 
 1.) Exchangeable FDM on local machine
 2.) remote FDM with 'stupid' front-end
 3.) multiplayer-server
 4.) AI ...
 
 
 Paul's idea resembles me of the way X clients
communicate with the server.
 Local clients prefer shared memory (at least on
several commercial Unices, I
 believe it's the same on XFree86), remote clients
use TCP/IP. I don't know
 how portable this could be  ?
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about
who its friends are !
 

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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-11 Thread Paul Morriss
Hi David,
   I have been reviewing the current situation, I am
not here to try to take over and start redoing stuff,
BUT what I am proposing is a radical change to what is
men't by Dynamic Scenario.  As said when I first
joined in, I work for a very large flight simulation
company, where we have a dynamic flight simulation
server.

I know there are two concerns with having a server:  
1) Communicating with the main system (latency)
2) Some peopele don't have ethernet connections thus
how will it work on a stand-alone machine (like a
laptop).

My proposal solution to the above questions are that
we use shared memory or ethernet communications
(user selectable), the main flight-gear app will not
really contain the AI code, it will be done by the
server, which updates lat, long, altitude, heading
etc, this is sent to flight-gear that then does the
displaying, sounds etc.

The server (dynamic scenario) could then be used to
manage plane routes, knowledge bases for the flight
dynamics etc. 

comments?

Paul

- Original Message - 
From: David Luff [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, February 10, 2003 11:46 AM
Subject: Re: [Flightgear-devel] Dynamic Scenario's


 Hi Paul,
 
 As others have pointed out, there has been a small
amount of AI traffic
 development going on, and as the guilty party I'd
better pipe up sooner
 rather than later :-)  I'll describe what I've been
doing and leave it up
 to you whether you want to join in with that or
start afresh.
 
 I've started from the premise that if there's going
to be a number of
 planes in the sky at once, then they should take up
as few CPU cycles each
 as possible.  Hence my vision is for very simplified
mechanics of flying -
 basically known ranges of speed, bank, climb etc for
a given flight
 condition, and a bit of smoothing of transitions in
between.  Also only
 very near AI planes to the viewer to be updated
every frame, the rest to be
 updated 1 per frame, and hence robust to variable
times between updating.
 I'm pretty sure that not everyone agrees with that,
and that some would go
 for coupled autopilot/fdms flying the planes as if
they were another
 user-fidelity flight-model, but the simplified route
is the one I started
 down.  Then my basic structure is that an AI manager
iterates through a
 list of AIEntity classes, and updates one per frame.
 The AIEntity has the
 minimum logic necessary to be drawn on the screen,
and progressivly more
 complex classes are derived from it - for instance a
plane that can taxi,
 then a light plane that can fly circuits could be
derived from that and
 would already know how to taxi, and then a light
plane that flys from one
 airport to another could be derived from that and
would already know how to
 fly circuits and taxi.
 
 Having said all that, I've basically hardly started!
 I've got one
 hardwired AI plane in so far, that can be seen by
starting FlightGear with:
 
 fgfs --airport-id=KEMT
--prop:/sim/ai-traffic/enabled=true

--prop:/radios/comm/frequencies/selected-mhz[0]=121.2
--heading=10 
 
 You do need to download the w120n30 scenery block as
well.  This will start
 you at El Monte behind a light single (no, NOT
cheese!!!)  that takes off,
 flys a circuit, and then taxis back to a parking
spot.  It's great fun to
 try following it round.  You can make it fly touch
and go's by changing
 line 54 in AIMgr.cxx: local_traffic-FlyCircuits(1,
true); to a larger
 value than 1.
 
 The limit of my ambition at the moment is to get
light planes taxiing in
 and out of and flying circuits around GA airports at
the moment.  This is a
 huge amount of work in itself - particularly the
taxiing part, which also
 involves writing an infrastructure to describe
logical taxiway and parking
 networks at airports, and tools to allow users to
create/modify them.
 There's absolutely no way I'm going to get time to
do any planes that fly
 from one airport to another in the next year or so.
 
 Anyway, the nub of the matter is that you can either
join in with what's
 started, where the best separation of work is
probably to go for planes
 that fly from one airport to another, or start
afresh if you think I'm on
 the wrong track.  If you start afresh bear in mind
you'll need some
 communication with the ATC system - both to send and
recieve messages.
 Interactive communication with tower control (You
are number 2, extend
 downwind for traffic on straight in / go-around I
repeat go-around /
 cleared to land etc) should be comming quite soon
and you'll need to
 respond to those.  If you do you're own taxiing
system then communication
 with ground control (in a programming logic sort of
way rather than spoken
 transmission) is a right can of worms since we need
to communicate a
 logical representation of a path to follow to and
from tower and plane.
 
 James Turner has started some impressive work on
implementing Flightplans
 in Flightgear, and an interface to the DAFIF data
which includes loads of
 stuff such as 

Re: [Flightgear-devel] Dynamic Scenario's

2003-02-09 Thread Paul Morriss
Hi,
  Is there any procedure for software documents etc?

I have an outline of how I intend to write the
software, I will start with other planes in the sky
for now.

Paul

- Original Message - 
From: Jim Wilson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Saturday, February 08, 2003 4:29 PM
Subject: Re: [Flightgear-devel] Dynamic Scenario's


 Paul Morriss [EMAIL PROTECTED] said:
 
  Hi all,
 I am new to Flight Gear, but not to flight
  simulation, thats my line of business ;)  Anyway I
  would like to propose (and develop) a server or
system
  that can be used to manage the environment.  What
I
  mean is that the scenario system manages:
  
  *  Other plans in the air, these can add the
reality
  of busy airspace near large airports.
  
  *  Weather system controlled through scenarios,
this
  would include clouds, rain etc...
  
  *  Ground vehicles movement (aircraft ready to
taxi
  for takeoff etc.
  
 
 Sounds great.  Actually I was recently thinking that
this might be the best
 way to do traffic.
 
 You should be able build a property tree under
/sim/traffic (or whereever)
 with multiple entries for the position and
orientation.  See the current 
  /position and /orientation property paths for
example.  The setup xml
 configuration files for the models you want to
include, specifing the paths to
 the property for each position and orientation data
item (e.g.
 latitude-deg-prop, longitude-deg-prop,
altitude-ft-prop, etc).
 
 Then all that is left is to set the position and
orientation values via the
 network interface and the models will move
accordingly.  Of course the work
 will be in developing whatever technique you want to
use to move these around.
 
 Best,
 
 Jim
 
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[Flightgear-devel] Dynamic Scenario's

2003-02-07 Thread Paul Morriss
Hi all,
   I am new to Flight Gear, but not to flight
simulation, thats my line of business ;)  Anyway I
would like to propose (and develop) a server or system
that can be used to manage the environment.  What I
mean is that the scenario system manages:

*  Other plans in the air, these can add the reality
of busy airspace near large airports.

*  Weather system controlled through scenarios, this
would include clouds, rain etc...

*  Ground vehicles movement (aircraft ready to taxi
for takeoff etc.

I would be really intrested in your comments

Paul


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