Re: [Flightgear-devel] Multiplayer: feature request

2006-10-14 Thread Oliver Schroeder
On Sonntag, 10. September 2006 22:47, Oliver Schroeder wrote:
 On Freitag, 8. September 2006 20:41, Curtis L. Olson wrote:
  Now I want to fly this system of computers in the multiplayer world.  An
  invisible player option (view only) for each of my visual channels would
  be a quick and dirty solution to my problem.  I realize it wouldn't be
  perfect and there could be synchronization issues with the MP aircraft
  locations when passing between displays, but I can live with that for
  now.

 This feature can easily be implemented. At least as a dirty quick hack,
 based on special callsign. I've already have some code for observers in the
 server and will look it over.


The feature is now implemented in the cvs version of the server (port 5002 on 
our public servers). You have to choose a special callsign, starting 
with obs (e.g. observ1) to become an observer.
As a result you will see everyone, but none will see you. I know that this is 
a bit rude. I will implement a cleaner observer-mode when I've finished my 
patches to the new mp-protocol of flightgear.

regards,
Oliver

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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-24 Thread Mathias Fröhlich
On Friday 08 September 2006 19:45, Buchanan, Stuart wrote:
 Two suggestions off the top of my head.

 1) Write a MP proxy to run on an additional machine which broadcasts the
 position data to the slaves and passes through the master's position data
 to the MP server. Doesn't sound too unreasonable though I'm not going to
 volunteer! Architecturally this is nice, as from the MP server's
 perspective there is a single aircraft.

 2) Write/enhance an I/O protocol to pass the /ai/models/multiplayer[] tree
 to the slaves. You'll need to decide how many MP a/c to display at once.
Please don't just send the whole tree.
We need to distinguish between properties that are required to display a model 
correct and between properties that are only there for whatever reason.
It would be good if we could just use the same mechanisms to push the local 
main aircraft over the line and for that thing you don't want to push the 
whole property tree below / over the line ...

   Greetings

 Mathias

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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-10 Thread Oliver Schroeder
On Freitag, 8. September 2006 20:41, Curtis L. Olson wrote:
 Now I want to fly this system of computers in the multiplayer world.  An
 invisible player option (view only) for each of my visual channels would
 be a quick and dirty solution to my problem.  I realize it wouldn't be
 perfect and there could be synchronization issues with the MP aircraft
 locations when passing between displays, but I can live with that for now.

This feature can easily be implemented. At least as a dirty quick hack, based 
on special callsign. I've already have some code for observers in the server 
and will look it over.

regards,
Oliver

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[Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Curtis L. Olson
I would like to make a feature request related to the FG multiplayer 
system: it would be nice to support viewer only entities in the 
system. In other words, I am connected to the MP server and receiving 
the positions of other entities (and possibly even sending my own 
position so the server knows which entity data to return to me.)  
However, my position is not propagated to every one else in the system.  
That would allow me to lurk and see everyone else, but I would not 
exist in the virtual world and no one else would see me.

Here is my application/reason:

I have a simulator here running 4 copies of flightgear.  A master copy 
that drives the instrument panel and 3 slave copies that render the 
out-the-window views.  I would like to connect this simulator up to the 
multiplayer system (which at the moment implies connecting each of the 4 
copies of FG individually to the MP system.)  But I doesn't make any 
sense to have 4 identical aircraft flying on top of each other in the MP 
system.  Instead, it would make more sense to set up the visual channels 
as lurkers who display all the other aircraft data, but don't count as 
another aircraft themselves.

Yes, I realize this doesn't address potential discrepancies as a MP 
aircraft flies across the border between one display to the next, but 
let's solve one problem at a time ... :-)

Thanks,

Curt.

-- 
Curtis Olsonhttp://baron.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Martin Spott
Curtis L. Olson wrote:

 I have a simulator here running 4 copies of flightgear.  A master copy 
 that drives the instrument panel and 3 slave copies that render the 
 out-the-window views.  I would like to connect this simulator up to the 
 multiplayer system (which at the moment implies connecting each of the 4 
 copies of FG individually to the MP system.)

Why don't you simply connect to the MP server via the master machine
and drive the remaining displays via the '--native' I/O mechanism ? I'm
pretty sure that this is the setup we ran on the LinuxTag booth.

Well, I'm convinced the Multiplayer protocol, not being platform
dependent, is better designed for such porpose, but at least you
_could_ have an alternative.

Cheers,
Martin.
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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Curtis L. Olson
Martin Spott wrote:
 Curtis L. Olson wrote:

   
 I have a simulator here running 4 copies of flightgear.  A master copy 
 that drives the instrument panel and 3 slave copies that render the 
 out-the-window views.  I would like to connect this simulator up to the 
 multiplayer system (which at the moment implies connecting each of the 4 
 copies of FG individually to the MP system.)
 

 Why don't you simply connect to the MP server via the master machine
 and drive the remaining displays via the '--native' I/O mechanism ? I'm
 pretty sure that this is the setup we ran on the LinuxTag booth.

 Well, I'm convinced the Multiplayer protocol, not being platform
 dependent, is better designed for such porpose, but at least you
 _could_ have an alternative.
   

But that doesn't pass any of the multiplayer information so you would 
never see any of the other MP aircraft in the visuals.

Regards,

Curt.

-- 
Curtis Olsonhttp://baron.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Buchanan, Stuart

--- Curtis L. Olson wrote:
snip
 I have a simulator here running 4 copies of flightgear.  A master copy 
 that drives the instrument panel and 3 slave copies that render the 
 out-the-window views.  I would like to connect this simulator up to the 
 multiplayer system (which at the moment implies connecting each of the 4
 copies of FG individually to the MP system.)  But I doesn't make any 
 sense to have 4 identical aircraft flying on top of each other in the MP
 system.  Instead, it would make more sense to set up the visual channels
 as lurkers who display all the other aircraft data, but don't count as
 another aircraft themselves.

Two suggestions off the top of my head.

1) Write a MP proxy to run on an additional machine which broadcasts the
position data to the slaves and passes through the master's position data
to the MP server. Doesn't sound too unreasonable though I'm not going to
volunteer! Architecturally this is nice, as from the MP server's
perspective there is a single aircraft.

2) Write/enhance an I/O protocol to pass the /ai/models/multiplayer[] tree
to the slaves. You'll need to decide how many MP a/c to display at once.

Oooh, I think I can hear everyone wincing at the idea already!

-Stuart



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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Martin Spott
Curtis L. Olson wrote:
 Martin Spott wrote:

  Well, I'm convinced the Multiplayer protocol, not being platform
  dependent, is better designed for such porpose, but at least you
  _could_ have an alternative.

 But that doesn't pass any of the multiplayer information so you would 
 never see any of the other MP aircraft in the visuals.

That's correct. Otoh, if you're really seeking for a 'clean' solution
there are more topics to add. For instance you have to synchronize the
yoke positions because you are likely to have a setup where the
co-pilot's yoke is visible in the right-window view. Neither protocol
will handle this. You might see AI aircraft taking off at the local
airfield, an aircraft carrier or whatever else which lack
synchronization as well, no matter which protocol you use.
Distributing the AI stuff over the general/official MultiPlayer server
might not be such a nice thing to do, so it might make more sense so
synchronize the slave views locally. This still lacks synchronization
of AI objects but at least you don't annoy other people which are using
the MP server.

Having the MP protocol extended to handle the needs of local
synchronization might be the solution of choice, because apparently it
puts less load onto the master machine than the 'native' protocol and
it is platform independent - and while everybody is waiting for a
chance to implement new features inside the MP protocol, 'they' might
add a viewer-only mode as well  :-))

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] Multiplayer: feature request

2006-09-08 Thread Curtis L. Olson
Martin Spott wrote:
 That's correct. Otoh, if you're really seeking for a 'clean' solution
 there are more topics to add. For instance you have to synchronize the
 yoke positions because you are likely to have a setup where the
 co-pilot's yoke is visible in the right-window view. Neither protocol
 will handle this. You might see AI aircraft taking off at the local
 airfield, an aircraft carrier or whatever else which lack
 synchronization as well, no matter which protocol you use.
 Distributing the AI stuff over the general/official MultiPlayer server
 might not be such a nice thing to do, so it might make more sense so
 synchronize the slave views locally. This still lacks synchronization
 of AI objects but at least you don't annoy other people which are using
 the MP server.

 Having the MP protocol extended to handle the needs of local
 synchronization might be the solution of choice, because apparently it
 puts less load onto the master machine than the 'native' protocol and
 it is platform independent - and while everybody is waiting for a
 chance to implement new features inside the MP protocol, 'they' might
 add a viewer-only mode as well  :-))

   

Well, just to be clear.  In my application with one cockpit computer and 
3 out-the-window computers, I already am using the FGNetFDM and 
FGNetCtrls structures to pass data between these 4 machines.  Flight 
dynamics, cockpit controls, control surface animations, etc. are already 
synced.  That is taken care of.

Now I want to fly this system of computers in the multiplayer world.  An 
invisible player option (view only) for each of my visual channels would 
be a quick and dirty solution to my problem.  I realize it wouldn't be 
perfect and there could be synchronization issues with the MP aircraft 
locations when passing between displays, but I can live with that for now.

AI aircraft is an entirely different issue.  I just turn all that off on 
this system because precisely as you point out, the AI stuff operates 
independently in each display and that is not helpful.  There are a lot 
of things we could discuss with AI aircraft, but I don't want to 
distract everyone from my main request, a viewer only mode for the 
Multiplayer system.

Regards,

Curt.

-- 
Curtis Olsonhttp://baron.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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