Re: [Flightgear-devel] pilot list...

2009-09-17 Thread Torsten Dreyer
> After Torsten's change to multiplayer.nas , Im seeing similar errors ...
> just haven't had a chance to get back too looking at it...

After looking at the code again, I can't see a link between the two issues. 
But I also don't feel to much at home in the AI code, so I probably (likely) 
overlooked something. 

Torsten

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Re: [Flightgear-devel] pilot list...

2009-09-17 Thread syd adams
After Torsten's change to multiplayer.nas , Im seeing similar errors ...
just haven't had a chance to get back too looking at it...
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Re: [Flightgear-devel] pilot list...

2009-09-17 Thread Anders Gidenstam
On Thu, 17 Sep 2009, Nicolas Quijano wrote:

> Still a problem, with or without the MP ignore chat. (tested under both
> conditions)
> We intermittently now get chat messages from people thousands of kilometres
> away and duplicated messages with the callsign changed : for example,
> some_nic says : nice barrel roll, then some_other_nic a few seconds later
> will "magically" repeat what was just said, absolutely identical,
> punctuation and typos included :)

The messages from half a world away can AFAICS only be due to a breakdown 
of the distance check in fgms - otherwise they'd never reach your 
FlightGear instance. However, such a breakage could be due to a bug in 
fgms (e.g. in the decoding of the position) or due to the sending 
FlightGear instance sending bogus data. I have also seen these far away 
messages but have assumed that I got them due to the sender having NaN in 
his position (i.e. the sender's FG crashed but managed to fire off a 
last packet with messed up position data). I have no real evidence that 
that really is the case, though. Running with FPE traps enabled or 
instrumenting the code in multiplayer.nas might give some more 
information.

> Log on messages are also a bit on the fritz : you can see this happens with
> individuals log-on messages being spoken by other nics : afaik, only someguy
> uses Phhtt but I saw among others, syd sign on with that message ;)

Log on messages are just like any MP chat message.
I recall having seen occasional misattributed MP chat messages for a long 
time, so I don't think that is a new problem. (Typically I'd react to 
mpdummy saying things (though in some cases that could be a callsign 
clash).

As for the problem of the late initialization of the valid property 
(compared to the model-added property): How about the listener just 
setting an update flag which cause the pilot dialog to regenerate the 
pilot list the next time it runs? That way the arrival of a new user will 
appear atomic to the dialog update code (since it is only the listener 
that is run from inside the C++ setValue() call).

Cheers,

Anders
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Re: [Flightgear-devel] pilot list...

2009-09-17 Thread Nicolas Quijano
Still a problem, with or without the MP ignore chat. (tested under both
conditions)
We intermittently now get chat messages from people thousands of kilometres
away and duplicated messages with the callsign changed : for example,
some_nic says : nice barrel roll, then some_other_nic a few seconds later
will "magically" repeat what was just said, absolutely identical,
punctuation and typos included :)

It kinda makes text based ATC a nightmare, as it looks random to the user
busy with flying.
Log on messages are also a bit on the fritz : you can see this happens with
individuals log-on messages being spoken by other nics : afaik, only someguy
uses Phhtt but I saw among others, syd sign on with that message ;)

Or just a few minutes ago, while I was getting ready to launch from Nimitz,
a guy in Europe in a F-18 was asking for partners to fly to the Balkans, and
I thought he was nuts to want to fly from KSFO to Montenegro, and couldn't
see him on my zoomed mpmap.
Of course not : zoomed out and he was in Europe, near his intended
destination.

Common occurrence in the last couple weeks. Probably the "last in line" bug
affecting the pilot list and chat in a weird way.
Cheers,
Nic


On Sun, Aug 30, 2009 at 5:19 PM, Rob Shearman, Jr. wrote:

> I've mentioned the problem here before, but as far as I know, no one has
> pinned it down, because all of the Win32 builds from June forward exhibit
> this behavior.  Thanks for looking into it!  -R.
>
> Robert M. Shearman, Jr.
> Transit Operations Supervisor,
> University of Maryland Department of Transportation
> also known as rm...@umd.edu
>
> --
> *From:* syd adams 
> *To:* flightgear-dev 
> *Sent:* Sunday, August 30, 2009 1:24:13 AM
> *Subject:* [Flightgear-devel] pilot list...
>
> While attempting to hunt down a chat message problem , (no messages
> displayed from certain players),
> I found that the pilot list is always 1 player short , and the "model view"
> skips that player.
> They all appear in ai/models , but num-players is always show 1 less
> player.
> I've been sifting through the multiplay.nas , but thought I'd mention it
> here in case someone has
> already looked at the problem .
> cheers
>
>
>
>
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Re: [Flightgear-devel] pilot list error

2009-09-13 Thread Stuart Buchanan
Torsten Dreyer wrote:

> Looks like this is a chicken-egg problem:
> 
> The chicken:
> The model class in multiplayer.nas listens on the 
> property /ai/models/model-added and checks for all models the 
> property "valid" to be true.
> 
> The egg:
> When AIManager attaches a model, it first loads the model by calling 
> model->init();
> FGAIBase::init() calls FGAIBase::load3DModel() which calls 
> FGAIBase::initModel() which sets property /ai/models/model-added. (This 
> triggers the chicken, but "valid" is not yet set to true)
> _AFTER_ model->init() in AIManager::atach() is finished, the property "valid" 
> in the /ai/models/multiplayer[n] is set to true.
> 
> This causes new latest addition to the multiplayer list to be ignored.
> 
> I think the behaviour of FGAIBase and AIManager is correct to set the "valid" 
> property to true after the initialization is complete. 
> I also think that the check for "valid" in the model class in multiplayer.nas 
> is required to stay there.
> 
> I have just commited a patch for multiplayer.nas that ignores the "valid" 
> flag 
> for the latest pilot that has joined.
> 
> Please check if this solves the problem.
> 
> Torsten

Thanks for working this out Torsten. I suspected that the problem was related
to the valid property, but didn't manage to get to the bottom of it.

Is there any mileage in only setting the model-added property in the 
AIManager::attach() function
after mode_init() is complete?

-Stuart (been away for two weeks so only just catching up on developments)



  


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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Last test shows correct amount of players , pilot list good , model view
good , but now apparently when someone leaves and valid becomes false , they
remain on the pilot list / model view for a short time , though no 3d model
is visible in the model view.
But I need sleep , have to look at it tomorrow.
Cheers

On Sat, Sep 5, 2009 at 10:44 PM, syd adams  wrote:

> Changing line 275 in multiplayer.nas to
>
> "distance-to-km": distance / 1000.0 or 0,
>
> appears to get things running again.
>
>
>
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Changing line 275 in multiplayer.nas to

"distance-to-km": distance / 1000.0 or 0,

appears to get things running again.
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
After the first test I'm getting ...

Nasal runtime error: nil used in numeric context
  at /home/syd/FGFS/data/Nasal/multiplayer.nas, line 275

which of coarse causes the pilot list to not appear. Will
continue testing .
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread syd adams
Thanks for looking into it.Torsten , just got home from a soggy camping trip
, so I can
dry out and test your changes :)
cheers

On Sat, Sep 5, 2009 at 1:22 PM, Torsten Dreyer  wrote:

> > As I mentioned before , I've been looking for the missing player in the
> > pilot list and model view.
> > If I comment out the 2 lines below "foreach"  , in multiplayer.nas at
> line
> > 374 ...
> >
> > foreach (var n; props.globals.getNode("ai/models",
> > 1).getChildren("multiplayer")) {
> > #if (!n.getNode("valid", 1).getValue())
> > #   continue;
> >
> > ... I then get the correct   in /ai/models, and I can now
> step
> > through ALL the players in "model view" ,
> > and they all appear in the pilot list.
> > I don't consider this a fix since I dont know why the above lines would
> > cause a problem,but it's a start.
> > Cheers
> Looks like this is a chicken-egg problem:
>
> The chicken:
> The model class in multiplayer.nas listens on the
> property /ai/models/model-added and checks for all models the
> property "valid" to be true.
>
> The egg:
> When AIManager attaches a model, it first loads the model by calling
> model->init();
> FGAIBase::init() calls FGAIBase::load3DModel() which calls
> FGAIBase::initModel() which sets property /ai/models/model-added. (This
> triggers the chicken, but "valid" is not yet set to true)
> _AFTER_ model->init() in AIManager::atach() is finished, the property
> "valid"
> in the /ai/models/multiplayer[n] is set to true.
>
> This causes new latest addition to the multiplayer list to be ignored.
>
> I think the behaviour of FGAIBase and AIManager is correct to set the
> "valid"
> property to true after the initialization is complete.
> I also think that the check for "valid" in the model class in
> multiplayer.nas
> is required to stay there.
>
> I have just commited a patch for multiplayer.nas that ignores the "valid"
> flag
> for the latest pilot that has joined.
>
> Please check if this solves the problem.
>
> Torsten
>
>
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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread John Denker
On 09/05/09 13:22, Torsten Dreyer wrote:

> Looks like this is a chicken-egg problem:
> 
> The chicken:
> The model class in multiplayer.nas listens on the 
> property /ai/models/model-added and checks for all models the 
> property "valid" to be true.
> 
> The egg:
> When AIManager attaches a model, it first loads the model by calling 
> model->init();
> FGAIBase::init() calls FGAIBase::load3DModel() which calls 
> FGAIBase::initModel() which sets property /ai/models/model-added. (This 
> triggers the chicken, but "valid" is not yet set to true)
> _AFTER_ model->init() in AIManager::atach() is finished, the property "valid" 
> in the /ai/models/multiplayer[n] is set to true.
> 
> This causes new latest addition to the multiplayer list to be ignored.
> 
> I think the behaviour of FGAIBase and AIManager is correct to set the "valid" 
> property to true after the initialization is complete. 
> I also think that the check for "valid" in the model class in multiplayer.nas 
> is required to stay there.
> 
> I have just commited a patch for multiplayer.nas that ignores the "valid" 
> flag 
> for the latest pilot that has joined.
> 
> Please check if this solves the problem.

The conventional technique for dealing with such 
problems is to have three states: 
  00  invalid
  01  incipient, i.e. usable for some purposes
  10  fully_valid, i.e. usable for all purposes

Initialization routines typically require incipient or
fully_valid, while other routines typically insist on
fully_valid.

This is less risky and more maintainable than simply
ignoring the valid flag.

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Re: [Flightgear-devel] pilot list error

2009-09-05 Thread Torsten Dreyer
> As I mentioned before , I've been looking for the missing player in the
> pilot list and model view.
> If I comment out the 2 lines below "foreach"  , in multiplayer.nas at line
> 374 ...
>
> foreach (var n; props.globals.getNode("ai/models",
> 1).getChildren("multiplayer")) {
> #if (!n.getNode("valid", 1).getValue())
> #   continue;
>
> ... I then get the correct   in /ai/models, and I can now step
> through ALL the players in "model view" ,
> and they all appear in the pilot list.
> I don't consider this a fix since I dont know why the above lines would
> cause a problem,but it's a start.
> Cheers
Looks like this is a chicken-egg problem:

The chicken:
The model class in multiplayer.nas listens on the 
property /ai/models/model-added and checks for all models the 
property "valid" to be true.

The egg:
When AIManager attaches a model, it first loads the model by calling 
model->init();
FGAIBase::init() calls FGAIBase::load3DModel() which calls 
FGAIBase::initModel() which sets property /ai/models/model-added. (This 
triggers the chicken, but "valid" is not yet set to true)
_AFTER_ model->init() in AIManager::atach() is finished, the property "valid" 
in the /ai/models/multiplayer[n] is set to true.

This causes new latest addition to the multiplayer list to be ignored.

I think the behaviour of FGAIBase and AIManager is correct to set the "valid" 
property to true after the initialization is complete. 
I also think that the check for "valid" in the model class in multiplayer.nas 
is required to stay there.

I have just commited a patch for multiplayer.nas that ignores the "valid" flag 
for the latest pilot that has joined.

Please check if this solves the problem.

Torsten

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[Flightgear-devel] pilot list error

2009-09-02 Thread syd adams
As I mentioned before , I've been looking for the missing player in the
pilot list and model view.
If I comment out the 2 lines below "foreach"  , in multiplayer.nas at line
374 ...

foreach (var n; props.globals.getNode("ai/models",
1).getChildren("multiplayer")) {
#if (!n.getNode("valid", 1).getValue())
#   continue;

... I then get the correct   in /ai/models, and I can now step
through ALL the players in "model view" ,
and they all appear in the pilot list.
I don't consider this a fix since I dont know why the above lines would
cause a problem,but it's a start.
Cheers
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Re: [Flightgear-devel] pilot list...

2009-08-30 Thread Rob Shearman, Jr.
I've mentioned the problem here before, but as far as I know, no one has pinned 
it down, because all of the Win32 builds from June forward exhibit this 
behavior.  Thanks for looking into it!  -R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: syd adams 
To: flightgear-dev 
Sent: Sunday, August 30, 2009 1:24:13 AM
Subject: [Flightgear-devel] pilot list...

While attempting to hunt down a chat message problem , (no messages displayed 
from certain players),
I found that the pilot list is always 1 player short , and the "model view" 
skips that player.
They all appear in ai/models , but num-players is always show 1 less player.
I've been sifting through the multiplay.nas , but thought I'd mention it here 
in case someone has 
already looked at the problem .
cheers


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[Flightgear-devel] pilot list...

2009-08-29 Thread syd adams
While attempting to hunt down a chat message problem , (no messages
displayed from certain players),
I found that the pilot list is always 1 player short , and the "model view"
skips that player.
They all appear in ai/models , but num-players is always show 1 less player.
I've been sifting through the multiplay.nas , but thought I'd mention it
here in case someone has
already looked at the problem .
cheers
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