Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Holger Wirtz
Hans,

as I wrote I am writing code for this feature since a year. The first
implementation was bad (only in Perl). Now I am using C - that's quite
more stable.

On Sun, Sep 02, 2007 at 05:57:34PM -0600, Hans Fugal wrote:
[...]
 First, if you're not intimate with VOIP let me tell you (without
 discouraging you, I hope) that it won't be as easy as you might think.
 There's too much going on; it's like herding cats. You have to deal
 with sound card input, NAT and firewalls, VOIP protocols, and somehow
 orchestrating it all. Then you have to have someone manage something
 like Asterisk on a server to provide the conference call capabililty.
 Certainly doable, but not a weekend project as I'm sure the others
 working on it are well aware.

In fact thats a real problem. But the solution for some of the problems
is libiaxclient (a portable softphone with the VoIP-Protocol IAX). I
don't think that this will solve all problems. I am working with VoIP a
long time (and with different protocols and manufacturers). But IAX
has an ALSA/JACK/PortAudio Interface - so the problems for the sound are
only the configuration of ALSA. Also IAX works fine over NAT due to
use only _one_ port for signalisation and media streaming.

 I'm not sure what the best approach would be, but I am inclined to
 think it would be somehow talking to an existing VOIP client via IPC
 and driving it to join/create the appropriate conference channels. I'm
 not aware of any client that can be driven in this way, and I'm almost
 sure that there's nothing cross-platform to fit the bill. You could
 rip the SIP code out of something like Twinkle, but I'd advise against
 that for one simple reason: getting VOIP working (especially SIP) is
 hard enough when you've got a full-featured softphone or ATA or IP
 phone. Stick things behind a façade like a FlightGear radio and it
 will be all the more difficult to troubleshoot and 60%-70% will simply
 be unable to get it working. I know that sounds like exaggerated
 pessimism, but in my experience there's always *something* that goes
 wrong in configuring VOIP.

I don't think that all implemenations of FGCOM will work out of the box.
The real problem is that I cannot distribute a static binary - it won't
work at this time (and I don't know why) - everyone has to compile the
sources. But my hope is that it will work for 90% of the users who know
gcc and how to install libraries.

 My only intent here is to throw out the thoughts that I have about
 what might trip someone up in doing this, so they can be considered
 and addressed from the beginning. I don't want to discourage anyone
 from this, which would be a very cool feature, nor from VOIP in
 general.

I think that I have solved some of the problems you mentioned - not all.
But in my opinion (and my hope) the solution for VoIP conferences is closer
than your thoughts ;-)

Regards, Holger (sorry for my bad english...)

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Re: [Flightgear-devel] The Release

2007-09-03 Thread Andy Ross
olaf flebbe wrote:
 Durk Talsma wrote:
  SimGear require plib-1.8.4, but this version no longer builds on my
  box

 There is still an patch for MSVC8 waiting to be applied.

Looking at that patch, it seems entirely typecast stuff.  Those are
warning conditions; I don't see any changes that would affect the
generated code.  Sure, it would be good to get plib to fix their
typing conventions, but I can't see why it would stop it from
building, and in for the purpose of our release the distinction is
meaningless.

Andy

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Melchior FRANZ
* Vivian Meazza -- 9/3/2007 10:22 AM:
 That would be 90% of the 10% who aren't Windows users then? Don't forget
 that by far the majority of our users out there are on Windows, as opposed
 to the developers for whom the ratio is probably reversed.

While I agree with your demand to keep fgfs cross-platform, which is
one of its central properties, I don't buy the 90% of the fgfs users
are on Windows myth. This is solely based on Curt's download statistics
and thus completely flawed.

1. download != use
2. flightgear.org isn't the only source

Sure, many more MS Windows users may download fgfs from flightgear.org.
They don't have any other relevant download source. Most of them
probably decide to stick with their free (= illegal) copy of MSFS,
because it's just prettier.

Linux users will tend to stick with fgfs, because there's just no
alternative on Unix/Linux. But they probably download much less from
flightgear.org, but rather from their distribution's repository
(cvs/apt/yast/...)

m.

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Ralf Gerlich
Hi all!

Melchior FRANZ wrote:
 * Vivian Meazza -- 9/3/2007 10:22 AM:
 That would be 90% of the 10% who aren't Windows users then? Don't forget
 that by far the majority of our users out there are on Windows, as opposed
 to the developers for whom the ratio is probably reversed.
 
 While I agree with your demand to keep fgfs cross-platform, which is
 one of its central properties, I don't buy the 90% of the fgfs users
 are on Windows myth. This is solely based on Curt's download statistics
 and thus completely flawed.

Independent of that it's probably better to have something working for
at least one or a few platforms than to have nothing at all. Remember?
Don't let the perfect be the enemy of the good. ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Holger Wirtz
Vivian,

On Mon, Sep 03, 2007 at 09:22:39AM +0100, Vivian Meazza wrote:
[...]
  channels. I'm 
   not aware of any client that can be driven in this way, and 
  I'm almost 
   sure that there's nothing cross-platform to fit the bill. You could 
   ^^
 This has concerned me for some time on this development.
 
   rip the SIP code out of something like Twinkle, but I'd 
  advise against 
   that for one simple reason: getting VOIP working 
  (especially SIP) is 
   hard enough when you've got a full-featured softphone or ATA or IP 
   phone. Stick things behind a façade like a FlightGear radio and it 
   will be all the more difficult to troubleshoot and 60%-70% 
  will simply 
   be unable to get it working. I know that sounds like exaggerated 
   pessimism, but in my experience there's always *something* 
  that goes 
   wrong in configuring VOIP.
  
  I don't think that all implementations of FGCOM will work out 
  of the box. The real problem is that I cannot distribute a 
  static binary - it won't work at this time (and I don't know 
  why) - everyone has to compile the sources. But my hope is 
  that it will work for 90% of the users who know gcc and how 
  to install libraries.
  
 
 That would be 90% of the 10% who aren't Windows users then? Don't forget
 that by far the majority of our users out there are on Windows, as opposed
 to the developers for whom the ratio is probably reversed. We are
 cross-platform, and anything you develop should ideally conform to this
 policy. I do appreciate that this might be impracticable at this time.

Ok, I thaught that there are not so much more Windows users than *nix.
But even more Windows users than I thaught are not the really problem,
because I think that everything I wrote _is_ portable. The problem is
that I cannot check this because I have no idea and time (and at least
interest) in compiling under Windows. But the fact is:
- (lib)iaxclient is portable
- libxml is also portable (and maybe replaced by an own implementation
  soon)
- and my C code is only glue between the libraries and some simple math.

There is nothing more than this! The main work (the VoIP client) is done
inside iaxclient (so I am the big blender: everyone thinks I am a guru
in writing VoIP applications but I only use (GPL) software and put some
code around :-) ).

What is definitely not portable is the VoIP-Server.

Even the code is actualy only working under Linux it may run under
Windows. Lets start with one OS and if it works lets try to port it.

Regards, Holger

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Melchior FRANZ
* Ralf Gerlich -- 9/3/2007 6:41 PM:
 Melchior FRANZ wrote:
 While I agree with your demand to keep fgfs cross-platform, which is
 one of its central properties, I don't buy the 90% of the fgfs users
 are on Windows myth. 

 Independent of that it's probably better to have something working for
 at least one or a few platforms than to have nothing at all. Remember?

Huh? I'm actually member of the choir that you are preaching to. As I
said: cross-platformness is a major project goal that I fully support.
My response was exclusively referring to the occasionally stated, and
most likely wrong thesis that almost all fgfs users are really running
MS Windows, and only a minority one of the Unices. I wouldn't be surprised
if it was closer to 50/50, but we have AFAIK no serious base for estimation.
And it shouldn't really matter, anyway, given that we want to be
cross-platform ...  :-)

m.

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-03 Thread Ralf Gerlich
Hi!

Melchior FRANZ wrote:
 * Ralf Gerlich -- 9/3/2007 6:41 PM:
 Melchior FRANZ wrote:
 While I agree with your demand to keep fgfs cross-platform, which is
 one of its central properties, I don't buy the 90% of the fgfs users
 are on Windows myth. 
 
 Independent of that it's probably better to have something working for
 at least one or a few platforms than to have nothing at all. Remember?
 
 Huh? I'm actually member of the choir that you are preaching to. As I
 said: cross-platformness is a major project goal that I fully support.

Hrm, I'd probably better kept to my own principles of being exact in
e-Mails. Essentially, I only wanted to avoid having a discussion here on
what exactly the user-share among the OS's is, because I see it as
mostly irrelevant, as long as somebody finally got his/her (Do we have
female project members, anyway? ;-) ) guts together and started working.

And - of course - the ultimate goal is to be cross-platform, which will
make this discussion irrelevant for yet another reason as soon as the
module evolves ;-)

I'm sorry if I wasn't clear enough on that.

Cheers,
Ralf


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[Flightgear-devel] New Movies From Aerotro

2007-09-03 Thread Forums Virgin Net
Hi, I have now done an Alternate version of Part 2 of my movie, until other 
suitable introduction music is compiled for us by helijah, :o) which can still 
be used in a later episode or this one.

This is also being uploaded to YouTube

YouTube Part 2 - http://www.youtube.com/v/S8ItPszj5V0

Meanwhile the High Q version can be retrieved from here:
Download from: http://files.ww.com/files/38580.html 
(DivX Format uses DivX Decoder)

--

I also did Part 1A which is before Oleg arrives on Nimitz and gets stuck in the 
cables.
YouTube
http://www.youtube.com/watch?v=Hk5J0eRTwMs

Google Video
http://video.google.com/videoplay?docid=-5179061433444169102

Download Link
http://files.ww.com/files/38515.html
http://files.ww.com/getfile.html/38515/1311374275/Ogel-1A.divx

Also an enhanced version of Part 1B is here:

YouTube: http://www.youtube.com/watch?v=1BP9rI9L8Yk

Download Link
http://files.ww.com/files/38582.html

Google Video
http://video.google.com/videoplay?docid=-8376979290990780618



All the best, Aerotro  Ortorea




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Re: [Flightgear-devel] The Release

2007-09-03 Thread Andy Ross
olaf flebbe wrote:
 You may be wrong. They are writing to const char *. I had to strdup().

A const char* is exactly the same thing as a regular pointer at
the level of CPU instructions.  Writing to it does exactly the
same thing as writing to a non-const pointer.  The difference
exists at *compile* time only.  If MSVC is complaining about it,
just adjust the warning level.

Are you maybe trying to say that plib is writing to a static
string constant?  That would be a pretty serious bug if true, but
as far as I can see it's not.  Your use of strdup() is just
adding an extra (and needless) step.  Have you tried just adding
a typecast instead?

Again, the point here isn't whether or not plib's code is clean
and will compile without warnings on MSVC.  The point is whether
it works the same as it does on our other platforms.  Build
issues are plib's problem, not ours.

Andy

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