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

2003-11-11 Thread Erik Hofman
Gene Buckle wrote:

Well I feel like a total idiot right now.  Everything I'm thinking about
that needs to be done has already had the core done. *slaps forehead*
The entire groundwork has been laid by the contents of the src/Network
directory.  The work done for OpenGC stands as a great example of building
an external plug-in.  I suspect that generic.cxx defines a method of
building an interface via an XML configuration file, but I need to study
(and understand!) it further.  Is there anything that uses this generic
interface?  I'd like to see an example of the XML it reads if possible..
There is a configuration file in FlightGear/data/Protocol/
At this moment it is an ASCII output protocol only implementation but it 
wouldn't bee too hard to add input support also.

Erik

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

2003-11-11 Thread Gene Buckle
  Well I feel like a total idiot right now.  Everything I'm thinking about
  that needs to be done has already had the core done. *slaps forehead*
  The entire groundwork has been laid by the contents of the src/Network
  directory.  The work done for OpenGC stands as a great example of building
  an external plug-in.  I suspect that generic.cxx defines a method of
  building an interface via an XML configuration file, but I need to study
  (and understand!) it further.  Is there anything that uses this generic
  interface?  I'd like to see an example of the XML it reads if possible..

 There is a configuration file in FlightGear/data/Protocol/
 At this moment it is an ASCII output protocol only implementation but it
 wouldn't bee too hard to add input support also.


Thanks Erik.  I'll take a look at it tonight when I get home.

g.



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

2003-11-11 Thread Ima Sudonim
OK, while I'm an avowed lurker, I find that this thread has even more 
possibilities

While I certainly want realistic flight performance of A/C to be the 
priority (I hope to learn to fly a real plane someday -- probably in my 
next life 8-( -- and I'd love it if my FG experience could translate to 
the real world), there ARE non-violent (or at least non-aggressive) 
reasons for having weapons in FG

a) How about an asteroids or missile command-type simulation? These 
were great games, it would be interesting to tie them into a great 
simulation like fg.

You're defending the Earth, KSFO, whatever from asteriods, missiles, 
what have you.  Maybe even dive bombing pink flamingos, perhaps... 
(You're the groundskeeper and hate the cleanup after the flamingos 
leave... No flamingos are actually hurt of course! 8-))

Also for those with frame-rate problems, maybe a Game graphics mode 
that models everything in the sim fast but not necessarilly prettily.

b) How about a game of tag (catch me if you can) with aircraft? (Maybe 
chasing a small remote control thing or a UFO) (could be weapons or 
without -- what about paintball or something?)

c) Maybe we could create mythological 'aircraft' -- griffons, dragons, 
etc. and fly them or go after them

Or weaponless:

Or something like orienteering (follow the path) or even a scavenger 
hunt (find all the things on this list by flying over it), where there 
could be a moderator/designer setting things up, possibly real-time

If missiles are out, perhaps we can shoot arrows.

I don't mean to belittle anyone's beliefs, I'm pro-peace (realistically 
speaking, who could be pro-war, Genghis Khan?), and think the concept 
of spending billions on weaponry when children are starving all over 
the world and dying daily due to lack of imunizations for preventable 
diseases poor judgment to say the least... Don't even get me started on 
the atomic/nuclear weapons thing...

OK off my soap box.

Great sim, hope to help with developing it someday.

I love it if we had some name or information in the scenery that could 
be popped up over, say, a building/landmark when it is visible in the 
distance.  Crater Lake, Berlin wall, Sears tower, RFK stadium, etc.  
Some of us aren't used to looking at the world from above ground level. 
 There's an MS flightsim add-on that does this, I don't recall the 
name, landmark, maybe?

I'll go back to lurking now

Ima

An earlier thread mentioned some other things including a Reno race 
course
based game.  That would be very interesting.

I tend to be in the non-weapons camp.  There may be some (not myself) 
who find
it offensive to even have source code included that discusses in 
weapon terms,
so it might be wise to bring up an RFC thread on that when the time 
comes.

It seems to me that generic the FDM and AI functions that have been 
discussed
here could serve as an underlying layer for the type of things that 
both John
and Lee mentioned.  Perhaps these specific applications like a Reno 
race game,
search and rescue, and combat features could be handled as seperate 
pluginable
projects that run on top of a multi user simulation layer that has all 
the
capabilities including Jon Berndt's child FDM concept.



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

2003-11-11 Thread David Culp
On Tuesday 11 November 2003 09:46 am, Ima Sudonim wrote:
 OK, while I'm an avowed lurker, I find that this thread has even more
 possibilities

Wow, is Sudonim our first troll, or have there been others?


Dave


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

2003-11-10 Thread Erik Hofman
John Barrett wrote:

Hmm... perhaps the person who was thinking about puting some life on the
ground might like to try shipping first as it might be easier than trying
to follow roads;)
Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.
SimGear provides random functions that give the same result on every 
platform provided they use the same seed and the same access order. That 
way we were able to synchronize the random objects across different 
displays in a multi-display system.

Erik

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

2003-11-10 Thread Erik Hofman
John Barrett wrote:

headless would be without any graphical display at all

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network
I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) --
This basically asks for an autopilot only FDM. It might be worth a few 
minutes of programming to extend the NULL FDM with autopilot functionallity.

 given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu
for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI
This is done in the ATC code of David Luff.

2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)
This doesn't sound too difficult either.

What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )
2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)
I'm not sure I like the idea of FlightGear set up as a server. This will 
however keeps the code between the server and the client as close as 
possible.

Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??
There already is an option to disable out of the window view which is 
used for the c172-610x/panel only aircraft, but this one still displays 
the panel.

Erik

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

2003-11-10 Thread Martin Spott
John Barrett [EMAIL PROTECTED] wrote:

 What this gets us:
[...]
 2. running headless connected to a multiplayer server, the FGFS instance can
 handle multiple AI driven planes in the world on behalf of the server,
 creating a distributed server environment for larger simulations
[...]

I'd like to plug a possible scenario here that didn't get mentioned
yet: People running FGFS on a machine without direct internet
connection, no masquerading, not port-forwarding. These people read
their web-pages via Squid and get their EMail from a local mail-
gateway. These people would me delighted to see the FG server function
as a proxy on their internet gateway - also a scenario that would fall
under distributed server environment.

Just as a side note 

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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

2003-11-10 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said:

  I would propose that the server be structured so that a purely
  civilian/non-combat version could be run.  I don't want it to be
  possible for some idiot to come and blow me out of the sky when I'm
  practicing ILS approaches in my C172 at my local airport.
 
 I guess there ought to be an explicit flag the user can set at startup
 stating whether or not they want to be seen or not. THe default would be
 invisible.
 
  When thinking about the design of such things, it would be good to
  consider what kind of separation we can keep between the
  military/combat features and the rest of the core simulation.
 
 Are there *analogues* to combat that could be made an enjoyable and
 ethically acceptable part of FlightGear such that those who wanted
 simulated combat training or historical battle reenactments to be
 present could make them be present?
 

An earlier thread mentioned some other things including a Reno race course
based game.  That would be very interesting.

I tend to be in the non-weapons camp.  There may be some (not myself) who find
it offensive to even have source code included that discusses in weapon terms,
so it might be wise to bring up an RFC thread on that when the time comes.

It seems to me that generic the FDM and AI functions that have been discussed
here could serve as an underlying layer for the type of things that both John
and Lee mentioned.  Perhaps these specific applications like a Reno race game,
search and rescue, and combat features could be handled as seperate pluginable
projects that run on top of a multi user simulation layer that has all the
capabilities including Jon Berndt's child FDM concept.

Best,

Jim


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

2003-11-10 Thread John Barrett

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
 I'm not sure I like the idea of FlightGear set up as a server. This will
 however keeps the code between the server and the client as close as
 possible.

I felt there were too many instances where the current simulation code would
be highly useful for a server (which could have been handled with a seperate
executable linking what was needed), but the ability to have a running FG
instance be a server for a small group of flyers (load up and fly with a few
friends) without having to have a dedicated server made integrating the
server worth while.


  Are any of these abilities in the current code, or how much work are we
  looking at to make it work this way ??

 There already is an option to disable out of the window view which is
 used for the c172-610x/panel only aircraft, but this one still displays
 the panel.


Doesn't sound like we have far to go, or that its going to take major
architectural changes to make any of it happen


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

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said:

 
  it offensive to even have source code included that discusses in weapon terms,
 
 To me this is absurd to the extreme.

To you maybe.  This may not be the proper forum for you to be asserting
judgements like that anyway (see alt.politics.*) :-D

And in case someone didn't read my earlier post, I do not hold this opinion
myself,  but I do think that a topical RFC should be posted before any war
related code is committed, even with a configuration flag.  This _is_ a hot
button whether anyone thinks it should be or not.

Best,

Jim


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

2003-11-10 Thread Gene Buckle
   it offensive to even have source code included that discusses in weapon terms,
  
  To me this is absurd to the extreme.

 To you maybe.  This may not be the proper forum for you to be asserting
 judgements like that anyway (see alt.politics.*) :-D

...with cross-posts to alt.save.da.fwuffy.bunny and
alt.wesley.crusher.die.die.die. :)

 And in case someone didn't read my earlier post, I do not hold this opinion
 myself,  but I do think that a topical RFC should be posted before any war
 related code is committed, even with a configuration flag.  This _is_ a hot
 button whether anyone thinks it should be or not.

I read the whole post.  Really! :)

I guess my problem is that I'm totally unable to understand why someone
would object to just the _presense_ of munitions code even being present.
It completely baffles me.  Even as I sit here pondering the why, all I can
come up with is pejorative commentary and that's unfortunate.

BTW, I know a group of virtual F-16 drivers that would practically wet
themselves over software they could use to drive their cockpits with. :)
Falcon 4.0 doesn't go far enough with their data exports.

g.

--
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http://www.f15sim.com - The only one if its kind.


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

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 2:14 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


it offensive to even have source code included that discusses in
weapon terms,
   
   To me this is absurd to the extreme.
 
  To you maybe.  This may not be the proper forum for you to be asserting
  judgements like that anyway (see alt.politics.*) :-D
 
 ...with cross-posts to alt.save.da.fwuffy.bunny and
 alt.wesley.crusher.die.die.die. :)

  And in case someone didn't read my earlier post, I do not hold this
opinion
  myself,  but I do think that a topical RFC should be posted before any
war
  related code is committed, even with a configuration flag.  This _is_ a
hot
  button whether anyone thinks it should be or not.
 
 I read the whole post.  Really! :)

 I guess my problem is that I'm totally unable to understand why someone
 would object to just the _presense_ of munitions code even being present.
 It completely baffles me.  Even as I sit here pondering the why, all I can
 come up with is pejorative commentary and that's unfortunate.

Same here -- I deleted the post before sending it -- tolerance and
understanding of others ideas is what makes a community -- I've tried to do
that by consenting to add code for strictly non-combat simulations -- I hope
for the same from the non-combat folks about the combat code -- I'll leave
it at that


 BTW, I know a group of virtual F-16 drivers that would practically wet
 themselves over software they could use to drive their cockpits with. :)
 Falcon 4.0 doesn't go far enough with their data exports.


Lets make their day !!!


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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 21:14, Gene Buckle wrote:
 BTW, I know a group of virtual F-16 drivers that would practically wet
 themselves over software they could use to drive their cockpits with. :)
 Falcon 4.0 doesn't go far enough with their data exports.

I like the idea of FlightGear being able to support military type stuff but 
where do we draw the line?

If there is too much military specific code hooking into core parts of FG 
then it could get messy and even slow things down both framerate wise and 
development wise.

There are so many things that are specific to aircraft like the F16 that 
require more than just an instrument display.
For instance ground radar and FLIR systems.
Being able to acquire and lock onto ground targets has nothing to do with 
general aviation but is absolutely necessary for military simulations. That 
means there would have to be an interface between the panel system and 
terrain rendering system.
We could also add some sort of online, persistent, dynamic, war engine for  
multiplayer missions.

One could go a step further and reason that FlightGear should support space 
simulation as well. (probably not that hard considering that FG simulates the 
celestial bodies pretty well)
Take that far enough and we'll soon have lunar rovers and ... and ... and ...

What is the chief goal/aim of FG?
I thought it was trying to simulate just general and commercial aviation.

However having said that I would love an F16 multiplayer simulation.  :)
BUT not at the expense of general aviation.

Paul


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

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
 I guess my problem is that I'm totally unable to understand why
 someone would object to just the _presense_ of munitions code even
 being present.  It completely baffles me.  Even as I sit here
 pondering the why, all I can come up with is pejorative commentary
 and that's unfortunate.

I should just stay out of this, but let me just say one thing.

I don't think the problem is so much the presence of virtual guns and
virtual shooting.  Most of us have played our share of video games
over the years and starting with the Apple ][+ I've blown away more
than my share of virtual bad guys.

I think the problem is more that FlightGear could (or in a few small
cases is/was) being used by companies in conjunction with developing
military sims or developing things in support of military sims.  Note
I'm not saying that flightgear is being used in a full, all out
military combat training setting ... I'm not aware of that being true.
But as we move forward, the Flightgear structure is just as attractive
to companies with military contracts as it is to companies with purely
civilian goals.

Personally, I don't think there's any way around that.  I could be a
bread maker and some of that bread could be fed to combat troops
fighting for some cause I don't necessarily agree with.  Does that
mean I stop making bread altogether?  The US military found that
condoms were immensely useful for keeping sand out of their rifles in
Iraq.  They sent over truckfulls of condoms.  Does that mean we should
stop producing condoms?  I'm guessing there are probably a lot of
opinions on that subject, few having anything to do with the military
applications.

I think people have to weigh the pros and cons and ultimately make a
decision based on their best conscience, and we need to in turn
respect that.  But FlightGear is open-source and licensed under the
terms of the GPL, so anyone who abides by our terms is free to use it.
That's part of the nature of a free society I guess.

Personally, I think that if a person is opposed to war (which I
believe is a reasonable position in most cases) they can probably find
a lot more effective things to further there cause besides abandoning
FlightGear.

And I should say that personally, my focus for FlightGear is accurate,
realistic, FAA certifiable civilian training simulators.  I'll
generally oppose anything that takes away from that, and generally be
as flexible as possible for other people to achieve thier various
goals within the FlightGear framework.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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

2003-11-10 Thread Norman Vine
Gene Buckle writes:

 I read the whole post.  Really! :)

Hey Gene since I am the one who initially brought up the issue 
I guess you are the one responsible for my ears burning :-)

However note I never objected to the presence of munitions in FlightGear.
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022301.html
http://baron.flightgear.org/pipermail/flightgear-devel/2003-November/022310.html

What I *was* objecting to and *will* continue to object to is a 'primary goal'
of 'blow them out of the sky' and any attempts at turning the goal of FGFS 
into such !!

Since FGFS is OpenSource with many parts designed to be library
components it shoudn't be too hard for anyone wanting such a system
to build it on top of FGFS.  If there is 'dual use' code that would be useful 
in a general purpose SIM then it is probably better placed in FGFS then in 
another project but IMO any 'shoot em up' should be in another project as 
there is little to be gained from having it in FGFS and ptentially at least a 
lot to lose.

Also please note our goals are succintly stated on our home page  
 actually the introduction page now 


The goal of the FlightGear project is to create a sophisticated flight simulator 
framework for use in research or academic environments, for the development 
and pursuit of other interesting flight simulation ideas, and as an end-user 
application


Granted some may see Combat and Gaming as falling under 'other interesting' 
or 'sophisticated' flight simulation but that's a mighty *big* stretch in my book :-)

Cheers

Norman



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

2003-11-10 Thread Gene Buckle
 On Monday, 10 November 2003 21:14, Gene Buckle wrote:
  BTW, I know a group of virtual F-16 drivers that would practically wet
  themselves over software they could use to drive their cockpits with. :)
  Falcon 4.0 doesn't go far enough with their data exports.

 I like the idea of FlightGear being able to support military type stuff but
 where do we draw the line?

 If there is too much military specific code hooking into core parts of FG
 then it could get messy and even slow things down both framerate wise and
 development wise.

Understood.  The only feature that I can think of that cannot be an
external plug-in is collision detection.

 There are so many things that are specific to aircraft like the F16 that
 require more than just an instrument display.
 For instance ground radar and FLIR systems.
 Being able to acquire and lock onto ground targets has nothing to do with
 general aviation but is absolutely necessary for military simulations. That
 means there would have to be an interface between the panel system and
 terrain rendering system.

This can be made a plug-in that uses the same terrain data that FG is
using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
could (and should!) be implemented as an external plug in.  If it's
executing on the same host as the simulation, it would need write
permission to the main frame buffer to allow its display to be shown.
This same method could apply to a glass flight director or ADI, engine
displays, etc.  A plug-in system like that would be a universal
technology that could be applied to both military and civilian/commercial
systems.

 We could also add some sort of online, persistent, dynamic, war engine for
 multiplayer missions.

*eyes glaze over* Oooh.  *wistful sigh*

 One could go a step further and reason that FlightGear should support space
 simulation as well. (probably not that hard considering that FG simulates the
 celestial bodies pretty well)
 Take that far enough and we'll soon have lunar rovers and ... and ... and ...

YES!

 What is the chief goal/aim of FG?
 I thought it was trying to simulate just general and commercial aviation.

 However having said that I would love an F16 multiplayer simulation.  :)
 BUT not at the expense of general aviation.


Of course not.  The two genres can live together quite well as long as
there are not any squabbling about the glue points between the two worlds.


Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
it. *g*

g.


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

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 3:40 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  On Monday, 10 November 2003 21:14, Gene Buckle wrote:
   BTW, I know a group of virtual F-16 drivers that would practically wet
   themselves over software they could use to drive their cockpits with.
:)
   Falcon 4.0 doesn't go far enough with their data exports.
 
  I like the idea of FlightGear being able to support military type stuff
but
  where do we draw the line?
 
  If there is too much military specific code hooking into core parts of
FG
  then it could get messy and even slow things down both framerate wise
and
  development wise.
 
 Understood.  The only feature that I can think of that cannot be an
 external plug-in is collision detection.

  There are so many things that are specific to aircraft like the F16 that
  require more than just an instrument display.
  For instance ground radar and FLIR systems.
  Being able to acquire and lock onto ground targets has nothing to do
with
  general aviation but is absolutely necessary for military simulations.
That
  means there would have to be an interface between the panel system and
  terrain rendering system.

 This can be made a plug-in that uses the same terrain data that FG is
 using.  All the code that is the FLIR (or LANTIRN, or LITENING II, etc)
 could (and should!) be implemented as an external plug in.  If it's
 executing on the same host as the simulation, it would need write
 permission to the main frame buffer to allow its display to be shown.
 This same method could apply to a glatss flight director or ADI, engine
 displays, etc.  A plug-in system like that would be a universal
 technology that could be applied to both military and civilian/commercial
 systems.

I think a dynamic shared library system that lets an a/c load up a module of
its particular code when it is loaded needs to be added to the system -- be
a nice place to stick information unique to that plane that is dynamic in
nature -- can handle specialized panel displays, hud, etc


  We could also add some sort of online, persistent, dynamic, war engine
for
  multiplayer missions.
 
 *eyes glaze over* Oooh.  *wistful sigh*


Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
civilian world -- hehehe read in airline flight schedules daily)

  One could go a step further and reason that FlightGear should support
space
  simulation as well. (probably not that hard considering that FG
simulates the
  celestial bodies pretty well)
  Take that far enough and we'll soon have lunar rovers and ... and ...
and ...
 
 YES!


MORE MORE MORE :)


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

2003-11-10 Thread Gene Buckle

 Hey Gene since I am the one who initially brought up the issue
 I guess you are the one responsible for my ears burning :-)

Wasn't me.  I'd chase down the guy with the matches. :)


 What I *was* objecting to and *will* continue to object to is a 'primary goal'
 of 'blow them out of the sky' and any attempts at turning the goal of FGFS
 into such !!


We both agree on this.  My only concern is the blocking of shared
technologies from the source repository simply because it's used by other
portions to support combat features that are not practically implementable
as a plug-in.

g.



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

2003-11-10 Thread Gene Buckle
 I think a dynamic shared library system that lets an a/c load up a module of
 its particular code when it is loaded needs to be added to the system -- be
 a nice place to stick information unique to that plane that is dynamic in
 nature -- can handle specialized panel displays, hud, etc

In that case, some kind of framework should be built so that the plug-in
could run on a seperate machine if needed.

 Give me a LITTLE time to get the basics online :) (Or a persistent dynamic
 civilian world -- hehehe read in airline flight schedules daily)

Persistant world period.  The benefits would be just too phenomenal to
think about, especially from the just-wanna-have-fun user end of this
thing.

Here's a scenario for ya:

User connects up, and picks where they want to fly from and what class of
aircraft they want to fly.  They're then deposited in the FBO, terminal
building or AFB hangar on the field they're going to fly from.  They could
then pick what they wanted to fly by menu, _or_ by walking outside and
picking the plane they wanted from a selection of them parked on the ramp.
All the while seeing AI and real traffic above them and other users
wandering around on the ground with them.

Makes me all squishy-headed just thinking about the possibilities. *sigh*

 

 MORE MORE MORE :)


NOW NOW NOW! :)

g.



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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 22:40, Gene Buckle wrote:
 Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
 it. *g*

Not sure if you're just kidding or serious ...
There's plenty of free C++ info online but here are a couple of free books :

Bruce Eckel's Thinking in C++, 2nd Edition
http://www.mindview.net/Books/DownloadSites

If you're programming on the Linux platform
Advanced Linux Programming (threads, processes, IPC, etc)
http://www.advancedlinuxprogramming.com/downloads.html

Good sites with links :
http://www.thefreecountry.com/documentation/onlinecpp.shtml
http://www.cprogramming.com
http://cpp-home.com/tutorials/   excellent tutorials for n00bs to pro

I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever 
referring back to my library of downloaded tutorials, books, etc.
Maybe I'm not the only one.  :)

Paul


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

2003-11-10 Thread Gene Buckle
  Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
  it. *g*

 Not sure if you're just kidding or serious ...
 There's plenty of free C++ info online but here are a couple of free books :

Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
are just enough to be able to identify it on sight and begin running the
other way. :)

 http://cpp-home.com/tutorials/   excellent tutorials for n00bs to pro

This looks like what I'm after.  Thanks!


 I'm not a very good C++ programmer and I keep forgetting stuff so I'm forever
 referring back to my library of downloaded tutorials, books, etc.
 Maybe I'm not the only one.  :)

Do you know of a small paper quick reference that's any good?

g.



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

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes:
   Anyone know of a good C++ tutorial? :)  Something tells me I'm gonna need
   it. *g*
 
  Not sure if you're just kidding or serious ...
  There's plenty of free C++ info online but here are a couple of free books :
 
 Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
 are just enough to be able to identify it on sight and begin running the
 other way. :)

Sounds like you need a varient of the following t-shirt (credit to
Mark Barry.)

http://www.markbarry.com/pictures/bombtech.jpg

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 23:40, Gene Buckle wrote:
 Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
 are just enough to be able to identify it on sight and begin running the
 other way. :)

I also come from a Delphi background but find the switch very easy.
Both support OOP.
Both support pointers (C++ does it MUCH more easily BTW)
Both use similar language structures (just slight syntax differences)
Why does C++ scare you?

 Do you know of a small paper quick reference that's any good?

A reference for the C++ language syntax or for C++ libraries?
C++ apps tend to use many different libraries so you really need documentation 
for each of them.
I use glibc docs, libstdc++ docs, opengl docs, etc and then if I can't find 
anything I search the library source code for key words.  :)

If you manage to find an all-in-one let me know!

Paul


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

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 4:29 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  I think a dynamic shared library system that lets an a/c load up a
module of
  its particular code when it is loaded needs to be added to the system -- 
be
  a nice place to stick information unique to that plane that is dynamic
in
  nature -- can handle specialized panel displays, hud, etc
 
 In that case, some kind of framework should be built so that the plug-in
 could run on a seperate machine if needed.

um ?? for code/data local to an a/c instance ?? remoting that would slow
down the response time to realtime events


  Give me a LITTLE time to get the basics online :) (Or a persistent
dynamic
  civilian world -- hehehe read in airline flight schedules daily)
 
 Persistant world period.  The benefits would be just too phenomenal to
 think about, especially from the just-wanna-have-fun user end of this
 thing.

 Here's a scenario for ya:

 User connects up, and picks where they want to fly from and what class of
 aircraft they want to fly.  They're then deposited in the FBO, terminal
 building or AFB hangar on the field they're going to fly from.  They could
 then pick what they wanted to fly by menu, _or_ by walking outside and
 picking the plane they wanted from a selection of them parked on the ramp.
 All the while seeing AI and real traffic above them and other users
 wandering around on the ground with them.

 Makes me all squishy-headed just thinking about the possibilities. *sigh*

  
 
  MORE MORE MORE :)
 
 
 NOW NOW NOW! :)

 g.



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

2003-11-10 Thread Gene Buckle
  
  Thanks Paul.  I pay my mortage with Delphi, VB  Pick.  My C/C++ skills
  are just enough to be able to identify it on sight and begin running the
  other way. :)

 Sounds like you need a varient of the following t-shirt (credit to
 Mark Barry.)

 http://www.markbarry.com/pictures/bombtech.jpg


Yep, pretty much.

g.



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

2003-11-10 Thread Gene Buckle
 I also come from a Delphi background but find the switch very easy.
Great!  I'll help you write the server in Delphi.  We can cross compile
with FPC. *laughs*

 Why does C++ scare you?

Well scare is probably too strong a word. :)  I'm just unfamiliar with
it.  I can follow C ok, but the object references tangle me for some odd
reason.

The last time I tried getting my feet wet in code here got me bitched out
by the plib author for basically not doing something his way.  Instead of
giving him precise and graphic instructions about what he could do with
his way, I dropped it and walked away.  These days I'd be just as likely
to have verbally shot his high horse out from under him and beat him
stupid with the corpse. :)  I never have taken well to unhelpful
criticism(sp!)

   Do you know of a small paper quick reference that's any good?

 A reference for the C++ language syntax or for C++ libraries?

Just a syntax ref would be nice.  O'Reilly makes a neat one for PHP but I
don't know about any C++ offering they have.

g.



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

2003-11-10 Thread Gene Buckle
   a nice place to stick information unique to that plane that is dynamic
 in
   nature -- can handle specialized panel displays, hud, etc
  
  In that case, some kind of framework should be built so that the plug-in
  could run on a seperate machine if needed.

 um ?? for code/data local to an a/c instance ?? remoting that would slow
 down the response time to realtime events

For virtual cockpits, you're correct.  however, when you're working with a
physical cockpit, you need to have your displays on separate physical
hardware.

If the simulation reacts within 150ms of the real thing, you're still good
for Class D anyway.  150ms is an eternity for most computers.

Even on a 10BaseT network you should be ok.

g.



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

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 5:37 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


a nice place to stick information unique to that plane that is
dynamic
  in
nature -- can handle specialized panel displays, hud, etc
   
   In that case, some kind of framework should be built so that the
plug-in
   could run on a seperate machine if needed.
 
  um ?? for code/data local to an a/c instance ?? remoting that would slow
  down the response time to realtime events
 
 For virtual cockpits, you're correct.  however, when you're working with a
 physical cockpit, you need to have your displays on separate physical
 hardware.

 If the simulation reacts within 150ms of the real thing, you're still good
 for Class D anyway.  150ms is an eternity for most computers.

 Even on a 10BaseT network you should be ok

whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
exterernal source, and feeding out info that would normally drive the
panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
that ?? (though I would be much happier seeing that handled completely
seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
as you could have a physical cockpit sim driven by FG hooked into a network
multiplayer server)


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

2003-11-10 Thread Gene Buckle
   um ?? for code/data local to an a/c instance ?? remoting that would slow
   down the response time to realtime events
  
  For virtual cockpits, you're correct.  however, when you're working with a
  physical cockpit, you need to have your displays on separate physical
  hardware.
 
  If the simulation reacts within 150ms of the real thing, you're still good
  for Class D anyway.  150ms is an eternity for most computers.
 
  Even on a 10BaseT network you should be ok

 whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
 exterernal source, and feeding out info that would normally drive the
 panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
 that ?? (though I would be much happier seeing that handled completely
 seperate from any network multiplayer -- i.e. a plugin cockpit i/o module,
 as you could have a physical cockpit sim driven by FG hooked into a network
 multiplayer server)


I'm just getting back into rooting around in the code and I don't yet have
a solid grasp on all the parts.  AFAIK, the only native support for an
external module is OpenGC from what I've seen so far.  I was referring the
creation of a universal method of obtaining data from the sim via network
- but only if such a mechanism doesn't already exist.  If it does, point
me to it and I'll go away. :)

g.



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

2003-11-10 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 6:19 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


um ?? for code/data local to an a/c instance ?? remoting that would
slow
down the response time to realtime events
   
   For virtual cockpits, you're correct.  however, when you're working
with a
   physical cockpit, you need to have your displays on separate physical
   hardware.
  
   If the simulation reacts within 150ms of the real thing, you're still
good
   for Class D anyway.  150ms is an eternity for most computers.
  
   Even on a 10BaseT network you should be ok
 
  whoa whoa whoa !!! thats more slaving the kb/mouse/stick inputs to an
  exterernal source, and feeding out info that would normally drive the
  panel/hud -- arent there native_ctrls/native_fdm/native_gui  that handle
  that ?? (though I would be much happier seeing that handled completely
  seperate from any network multiplayer -- i.e. a plugin cockpit i/o
module,
  as you could have a physical cockpit sim driven by FG hooked into a
network
  multiplayer server)
 

 I'm just getting back into rooting around in the code and I don't yet have
 a solid grasp on all the parts.  AFAIK, the only native support for an
 external module is OpenGC from what I've seen so far.  I was referring the
 creation of a universal method of obtaining data from the sim via network
 - but only if such a mechanism doesn't already exist.  If it does, point
 me to it and I'll go away. :)


I'm only guestimating based on the filenames :)

Now -- how much does one of these physical cockpits cost ?? I want one for
the basement :)


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

2003-11-10 Thread Gene Buckle
  I'm just getting back into rooting around in the code and I don't yet have
  a solid grasp on all the parts.  AFAIK, the only native support for an
  external module is OpenGC from what I've seen so far.  I was referring the
  creation of a universal method of obtaining data from the sim via network
  - but only if such a mechanism doesn't already exist.  If it does, point
  me to it and I'll go away. :)
 

 I'm only guestimating based on the filenames :)

Well I feel like a total idiot right now.  Everything I'm thinking about
that needs to be done has already had the core done. *slaps forehead*
The entire groundwork has been laid by the contents of the src/Network
directory.  The work done for OpenGC stands as a great example of building
an external plug-in.  I suspect that generic.cxx defines a method of
building an interface via an XML configuration file, but I need to study
(and understand!) it further.  Is there anything that uses this generic
interface?  I'd like to see an example of the XML it reads if possible...


I think that for non-visual systems, you could have sub-assembly
programs running that all talk to FG via the already present network
layer.  Since it's basically localhost stuff, it should be as fast as it
would ever need to be.  Is that a valid assumption?


 Now -- how much does one of these physical cockpits cost ?? I want one for
 the basement :)

The correct answer is How much you got? :)  In all seriousness, you
can spend as little or as much as you'd like.  A first place to stop is
http://www.simpits.org and join the mailing list.  We're always happy to
see a new vic^H^H^Hhobbiest join our little group.  There are examples
from my F-15C, to scratch build F-16s and a home-made 777.  A recent
discussion on rivets was started by pics of a new guys' Vultee Vulture,
a fictious WWII era airplane named for the Vultee logo that is on the
rudder pedals he's using.  (The seat came out of a BT-13)

g.



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

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said:

  And in case someone didn't read my earlier post, I do not hold this opinion
  myself,  but I do think that a topical RFC should be posted before any war
  related code is committed, even with a configuration flag.  This _is_ a hot
  button whether anyone thinks it should be or not.
 
 I read the whole post.  Really! :)

I know you did :-)  That was just a repeat for the benefit of others.

Most everyting that has been discussed in this thread sounds very interesting.
 I am eagerly awaiting the results!

Best,

Jim


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

2003-11-10 Thread Andy Ross
Gene Buckle wrote:
 Paul Surgeon wrote:
  Why does C++ scare you?

 Well scare is probably too strong a word. :) I'm just unfamiliar
 with it.  I can follow C ok, but the object references tangle me for
 some odd reason.

If C++ doesn't scare you, you have no business using it.

Sorry, but that was just too open.  I had to take the shot.  But
seriously, there's more truth in that statement than a sarcastic
retort like it deserves.  The time to run screaming from a project is
the moment the architect declares that it *has* to be written in C++
because no other language will do.  I'm serious; use with caution. :)

Andy



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

2003-11-10 Thread Major A

 If C++ doesn't scare you, you have no business using it.
 
 Sorry, but that was just too open.  I had to take the shot.  But
 seriously, there's more truth in that statement than a sarcastic
 retort like it deserves.  The time to run screaming from a project is
 the moment the architect declares that it *has* to be written in C++
 because no other language will do.  I'm serious; use with caution. :)

I fully second Andy here.

If you want to learn about object-oriented programming, C++, Java,
PHP, etc. is the wrong place to start. Get

  http://developer.apple.com/documentation/Cocoa/Conceptual/ObjectiveC/ObjC.pdf

and read the introduction to OO programming. It really gives you the
insight you need to understand C++ and also what's wrong with it.

Pity Objective-C never really made it outside of {Next,Open,GNU}Step.

If you start a project and need OO features, either do it properly (in
Python or Objective-C), or do it the hard way with GLib/GObject.

I'd better shut up on the mailing list of a giant project written in
C++... I still admire you folks for getting it this far even with C++!

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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

2003-11-10 Thread Gene Buckle
 If you start a project and need OO features, either do it properly (in
 Python or Objective-C), or do it the hard way with GLib/GObject.

Naw, Object Pascal is my first love. :)


 I'd better shut up on the mailing list of a giant project written in
 C++... I still admire you folks for getting it this far even with C++!


Well look at it this way, maybe they're too brain fried to go after you.
:)  *gdr*

g.



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

2003-11-09 Thread Curtis L. Olson
Jonathan Richards writes:
 What I value about FlightGear is that it attempts to *simulate* the
 real world  
 and aviation in it.  The landscapes and the airports are realistic, the 
 weather is (can be made) realistic, the celestial objects are realistic, the 
 flight dynamics themselves are realistic, and there is superb work done on 
 making the objects (scenery and planes) look good.
 I agree, though, that what is missing is other inhabitants of the simulated 
 planet :)  The biggest mismatch with reality is the absence of other air 
 traffic, or even ground movement, and I know that people have started to 
 address these.  In the real world, though (modulo conflict zones) there is no 
 air combat.  I'd welcome other flyers in the FlightGear VR, but should the 
 primary goal for a first interaction with them be to 'blow them outa the 
 sky'?  The spirit of simulation would rather suggest building in flight 
 planning, ground- and air-traffic control, and generally relieving the 
 loneliness.  If I thought I could do it (and I might...) I'd begin to see if 
 we can have FlightGear generate situation-relevant ATC radio messages by 
 doing text-to-speech translation with Festival.  Even if it only warns me 
 about other traffic that I fail to see (so no change there :¬)
 I don't want you to get the idea that I have some moral objection to simulated 
 violence, I've bought, played and enjoyed many combat sims, and I've rambled 
 enough, so I'll just throw out some questions... where does the real-world 
 information come from to =simulate= classified weapon  and weapon platform 
 performance?  How will combat damage be modelled?  Will the sim assess the 
 location of e.g. cannon shell impacts and adjust the flight model, or put 
 equipment out of commission?
 Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and please 
 not in the core distribution (see Erik's earlier message).

I've just started reading through the multiplayer thread.  Good to see
some action on this front and it sounds like you guys know a lot more
about it, and have a lot more experience with the issues than I do, so
I'll generally just sit back and leave this to the experts.

However, let me point out that some people have a big problem with
even pretending to shoot people.  Personally, I have no problems with
shoot 'em up games as long as you don't play them so much you start
dreaming about it. :-) We should recognize however that many people
feel *very* strongly about this ... strong enough to leave this
project if they sense we are trending towards a pure combat sim.

I would propose that the server be structured so that a purely
civilian/non-combat version could be run.  I don't want it to be
possible for some idiot to come and blow me out of the sky when I'm
practicing ILS approaches in my C172 at my local airport.

When thinking about the design of such things, it would be good to
consider what kind of separation we can keep between the
military/combat features and the rest of the core simulation.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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

2003-11-09 Thread Jon Berndt
 I would propose that the server be structured so that a purely
 civilian/non-combat version could be run.  I don't want it to be
 possible for some idiot to come and blow me out of the sky when I'm
 practicing ILS approaches in my C172 at my local airport.

I guess there ought to be an explicit flag the user can set at startup
stating whether or not they want to be seen or not. THe default would be
invisible.

 When thinking about the design of such things, it would be good to
 consider what kind of separation we can keep between the
 military/combat features and the rest of the core simulation.

Are there *analogues* to combat that could be made an enjoyable and
ethically acceptable part of FlightGear such that those who wanted
simulated combat training or historical battle reenactments to be
present could make them be present?

Jon


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

2003-11-09 Thread John Barrett

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]

 I would propose that the server be structured so that a purely
 civilian/non-combat version could be run.  I don't want it to be
 possible for some idiot to come and blow me out of the sky when I'm
 practicing ILS approaches in my C172 at my local airport.

 When thinking about the design of such things, it would be good to
 consider what kind of separation we can keep between the
 military/combat features and the rest of the core simulation.


Would a --no-combat option on the server be acceptable ??

(i.e. someone can pull the trigger, but it wont do anything to the
multiplayer world -- they could still use you for a target, but you would
never see the ordinance)

Jon Berndt wrote:
 I guess there ought to be an explicit flag the user can set at startup
 stating whether or not they want to be seen or not. THe default would be
 invisible.

I disagree -- if they are hooking to a multiplayer server they should be
visible by default, conversely, if they choose to be invisible on a combat
active server, weapons should be disabled, as well as a/c collision
detection (i.e. get a birds eye view of a running battle without actually
being involved) -- this could be handled very easily by setting up a client
connection that sends nothing to the server -- just monitors the active
server traffic -- another option for the peer connection module :)



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

2003-11-09 Thread Curtis L. Olson
John Barrett writes:
 Would a --no-combat option on the server be acceptable ??
 
 (i.e. someone can pull the trigger, but it wont do anything to the
 multiplayer world -- they could still use you for a target, but you would
 never see the ordinance)

That sounds reasonable.  I would add the additional condition that
people running with --no-combat would not even see people running with
--combat.  I think we should keep the two worlds completely separate.
I suppose if the combat people want to see me, that's ok, but I don't
want to see them.  The idea is that if a few of us are flying around
the pattern following civilian rules, it doesn't make sense to have a
bunch of combat planes looping around and making high speed passes on
us.  That doesn't make sense for the civilian world ... and if we are
doing what we are supposed to be doing, seeing the combat aircraft
using as as target practice could be very disruptive.  Ultimately I
think I would vote for keeping the two worlds entirely separate.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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

2003-11-09 Thread Jon Berndt
 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
 
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but
 you would
  never see the ordinance)

 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.


That's fine, as long as when I start up my instance of FLightGear (on my
Internet attached system) that I am my own self with no Internet connetivity
whatsoever.

Jon


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

2003-11-09 Thread John Barrett

- Original Message - 
From: Jon Berndt [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 4:24 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  John Barrett writes:
   Would a --no-combat option on the server be acceptable ??
  
   (i.e. someone can pull the trigger, but it wont do anything to the
   multiplayer world -- they could still use you for a target, but
  you would
   never see the ordinance)
 
  That sounds reasonable.  I would add the additional condition that
  people running with --no-combat would not even see people running with
  --combat.  I think we should keep the two worlds completely separate.


 That's fine, as long as when I start up my instance of FLightGear (on my
 Internet attached system) that I am my own self with no Internet
connetivity
 whatsoever.


absolutly -- you must --mp-client or --mp-server on the command line -- just
like the other protocols


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

2003-11-09 Thread John Barrett

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 4:16 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
 
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but you
would
  never see the ordinance)

 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.
 I suppose if the combat people want to see me, that's ok, but I don't
 want to see them.  The idea is that if a few of us are flying around
 the pattern following civilian rules, it doesn't make sense to have a
 bunch of combat planes looping around and making high speed passes on
 us.  That doesn't make sense for the civilian world ... and if we are
 doing what we are supposed to be doing, seeing the combat aircraft
 using as as target practice could be very disruptive.  Ultimately I
 think I would vote for keeping the two worlds entirely separate.


I'm talking more along the idea that the server operator will choose if the
world is combat or not combat -- rather than trying to do both in the same
world -- once I get the core online and move on to the community webserver,
server config including combat/non-combat status will be displayed so you
can choose the type of world you wish to participate in

and no reason I can think of not to run multiple servers on a single
machine, or multiple machines, some combat, some not, if, as a server
operator, you wish to provide a broad range of environments for flyers

thats getting into the scenario system and setting a startup scenario for
the server -- for instance, starting at a particular airport with only
single engine prop planes allowed for civilian GCA practice, or having
multiple starting airports and full combat for a capture the enemy bases
scenario like Air Warrior (anyone thought of doing a tank sim based on the
FG core code ?? -- both pilotable and AI driven ?? EvilGrin )


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

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
  
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but you 
would
  never see the ordinance)
 
 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.
 I suppose if the combat people want to see me, that's ok, but I don't
 want to see them.  The idea is that if a few of us are flying around
 the pattern following civilian rules, it doesn't make sense to have a
 bunch of combat planes looping around and making high speed passes on
 us.  That doesn't make sense for the civilian world ... and if we are
 doing what we are supposed to be doing, seeing the combat aircraft
 using as as target practice could be very disruptive.  Ultimately I
 think I would vote for keeping the two worlds entirely separate.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.flightgear.org/~curt  http://
www.flightgear.org


Wouldn't it be better to have several instances of the server, running 
either a non-combat environment or a combat environment, but not trying 
to do both at the same time?  Non-combat servers would talk to other 
non-combat servers, and like-wise with the combat servers.

I'd be a bit concerned about problems with, for example, the combat 
environment affecting the non-combat environment, and visa-versa.

LeeE


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

2003-11-09 Thread John Barrett

- Original Message - 
From: Lee Elliott [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 5:05 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
  John Barrett writes:
   Would a --no-combat option on the server be acceptable ??
  
   (i.e. someone can pull the trigger, but it wont do anything to the
   multiplayer world -- they could still use you for a target, but you
 would
   never see the ordinance)
 
  That sounds reasonable.  I would add the additional condition that
  people running with --no-combat would not even see people running with
  --combat.  I think we should keep the two worlds completely separate.
  I suppose if the combat people want to see me, that's ok, but I don't
  want to see them.  The idea is that if a few of us are flying around
  the pattern following civilian rules, it doesn't make sense to have a
  bunch of combat planes looping around and making high speed passes on
  us.  That doesn't make sense for the civilian world ... and if we are
  doing what we are supposed to be doing, seeing the combat aircraft
  using as as target practice could be very disruptive.  Ultimately I
  think I would vote for keeping the two worlds entirely separate.
 
  Regards,
 
  Curt.
  -- 
  Curtis Olson   HumanFIRST Program   FlightGear Project
  Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
  Minnesota  http://www.flightgear.org/~curt  http://
 www.flightgear.org


 Wouldn't it be better to have several instances of the server, running
 either a non-combat environment or a combat environment, but not trying
 to do both at the same time?  Non-combat servers would talk to other
 non-combat servers, and like-wise with the combat servers.

 I'd be a bit concerned about problems with, for example, the combat
 environment affecting the non-combat environment, and visa-versa.


Ohhh we arent even CLOSE to talking about distributed servers yet -- lets
get a single server system online and tested first -- THEN we can talk about
a distributed system that simulates the entire world !! (which I think would
be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, etc)

I'm already thinking about chopping off data updates for a/c that are not
within visual/radar range to keep the message traffic reasonable for sims
covering large terrain in the single server setup -- distributed servers
will need much more than that :) Something along the lines of regional ATC
servers covering large areas, then a server for each airport to handle
approach control and ground traffic

Though actually -- a single master server could handle all the position
updates without that much trouble given the update limiter code and headless
(no opengl display) operation -- offload the airport and regional ATC to
stand alone apps that interface to the master server as clients. (thats
going to take some work on the ATC system to make it interface to the system
like a network peer, even for single user operation, such that you can
startup instances of the ATC code for specific airports and RATC)


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

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

 Though actually -- a single master server could handle all the position
 updates without that much trouble given the update limiter code and headless
 (no opengl display) operation -- offload the airport and regional ATC to
 stand alone apps that interface to the master server as clients. (thats
 going to take some work on the ATC system to make it interface to the system
 like a network peer, even for single user operation, such that you can
 startup instances of the ATC code for specific airports and RATC)

Presumably you could just have a client config which specified the area of
interest, and have the server send out only arcraft within that -
obviously this imposes a higher load on the server though - maybe it'd be
possible to do a very coarse cull on the main server, and output data to
regional machines - if the protocols are consistent throughout then you'd
end up with a scalable system which should (in theory) be able to cope
with an awful lot of aircraft, controllers, etc etc.

As the system expanded then more localised features could be implemented
further down the chain.

-- 
Jon Stockill
[EMAIL PROTECTED]

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

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

 If each client instance specified I'm only interested in events which
 happen within 20deg of my current position (use a square around current
 lat/lon offset by the range specified, rather than circular) -- should be

Yeah, it's certainly a much faster calculation.

 very fast for the server to do that check before forwarding data to a given
 client

Will clients be able to select relevant data types too? (Obviously you're
gonna want different data for an ATC client and a sim client, although
there will be a certain amount of overlap).

-- 
Jon Stockill
[EMAIL PROTECTED]

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

2003-11-09 Thread John Barrett

- Original Message - 
From: Jon Stockill [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 6:13 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On Sun, 9 Nov 2003, John Barrett wrote:

  If each client instance specified I'm only interested in events which
  happen within 20deg of my current position (use a square around current
  lat/lon offset by the range specified, rather than circular) -- should
be

 Yeah, it's certainly a much faster calculation.

  very fast for the server to do that check before forwarding data to a
given
  client

 Will clients be able to select relevant data types too? (Obviously you're
 gonna want different data for an ATC client and a sim client, although
 there will be a certain amount of overlap).


Probably not for 1st cut -- but certainly possible


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

2003-11-09 Thread Norman Vine
John Barrett writes:
 
 If each client instance specified I'm only interested in events which
 happen within 20deg of my current position (use a square around current
 lat/lon offset by the range specified, rather than circular) -- should be
 very fast for the server to do that check before forwarding data to a given
 client

Please - remember FGFS is not a flat earth system so get rid of the degrees 
and the square degree block concepts, as these are very inefficient and inaccurate 
when operating on a sphere.  

Position is an ECF vector and distance can be degrees of arc if you insist, but 
'chord distance' is a one to one mapping and is *much* quicker to compute.

http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html

Norman

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

2003-11-09 Thread John Barrett
- Original Message - 
From: Norman Vine [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 6:28 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 John Barrett writes:
 
  If each client instance specified I'm only interested in events which
  happen within 20deg of my current position (use a square around current
  lat/lon offset by the range specified, rather than circular) -- should
be
  very fast for the server to do that check before forwarding data to a
given
  client

 Please - remember FGFS is not a flat earth system so get rid of the
degrees
 and the square degree block concepts, as these are very inefficient and
inaccurate
 when operating on a sphere.

 Position is an ECF vector and distance can be degrees of arc if you
insist, but
 'chord distance' is a one to one mapping and is *much* quicker to compute.


http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html


whatever works -- if the computation gets too intense, it can always be
handled periodically (every 60-120 seconds perhaps) and keep a list of
entities for which we are interested in their updates -- entity IDs are
going to be 32 bit integers, so we wont be hitting memory all that hard even
with 100s of planes in the air -- or even reverse it -- each entity keeps a
list of entities to which it will send updates -- list updated
periodically -- then we dont have to walk the list of entities looking for
those that are interested


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

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 22:23, John Barrett wrote:
 
 - Original Message - 
 From: Lee Elliott [EMAIL PROTECTED]
 To: FlightGear developers discussions 
[EMAIL PROTECTED]
 Sent: Sunday, November 09, 2003 5:05 PM
 Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status
 
 
  On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
   John Barrett writes:
Would a --no-combat option on the server be acceptable ??
   
(i.e. someone can pull the trigger, but it wont do anything to the
multiplayer world -- they could still use you for a target, but 
you
  would
never see the ordinance)
  
   That sounds reasonable.  I would add the additional condition that
   people running with --no-combat would not even see people running 
with
   --combat.  I think we should keep the two worlds completely 
separate.
   I suppose if the combat people want to see me, that's ok, but I 
don't
   want to see them.  The idea is that if a few of us are flying around
   the pattern following civilian rules, it doesn't make sense to have 
a
   bunch of combat planes looping around and making high speed passes 
on
   us.  That doesn't make sense for the civilian world ... and if we 
are
   doing what we are supposed to be doing, seeing the combat aircraft
   using as as target practice could be very disruptive.  Ultimately I
   think I would vote for keeping the two worlds entirely separate.
  
   Regards,
  
   Curt.
   -- 
   Curtis Olson   HumanFIRST Program   FlightGear Project
   Twin Citiescurt 'at' me.umn.edu curt 'at' 
flightgear.org
   Minnesota  http://www.flightgear.org/~curt  http://
  www.flightgear.org
 
 
  Wouldn't it be better to have several instances of the server, running
  either a non-combat environment or a combat environment, but not 
trying
  to do both at the same time?  Non-combat servers would talk to other
  non-combat servers, and like-wise with the combat servers.
 
  I'd be a bit concerned about problems with, for example, the combat
  environment affecting the non-combat environment, and visa-versa.
 
 
 Ohhh we arent even CLOSE to talking about distributed servers yet -- 
lets
 get a single server system online and tested first -- THEN we can talk 
about
 a distributed system that simulates the entire world !! (which I think 
would
 be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, 
etc)
 
 I'm already thinking about chopping off data updates for a/c that are 
not
 within visual/radar range to keep the message traffic reasonable for 
sims
 covering large terrain in the single server setup -- distributed servers
 will need much more than that :) Something along the lines of regional 
ATC
 servers covering large areas, then a server for each airport to handle
 approach control and ground traffic
 
 Though actually -- a single master server could handle all the position
 updates without that much trouble given the update limiter code and 
headless
 (no opengl display) operation -- offload the airport and regional ATC to
 stand alone apps that interface to the master server as clients. (thats
 going to take some work on the ATC system to make it interface to the 
system
 like a network peer, even for single user operation, such that you can
 startup instances of the ATC code for specific airports and RATC)
 

I read your later post after I'd sent that:)  I agree that the server 
operator choosing the type of world is a good idea.

However, there's potential for quite a wide range of realistic scenarios 
including elements of both non-combat and combat features.

For example, air/sea rescue missions (and their code infrastructure) would 
be appropriate in most multiplayer scenarios, both non-combat and combat 
- if you were flying ga into/out of, or in the vicinity of an airfield 
that hosted air/sea rescue services in a non-combat world it would be 
realstic for those operations to occur at the same time and even 
interfere with normal flying in that world, according to the appriopriate 
procedures.

Hmm... perhaps the person who was thinking about puting some life on the 
ground might like to try shipping first as it might be easier than trying 
to follow roads;)

Similarly, and bearing in mind that some work has been done on simulating 
failures, it could be possible for an a/c to declare an emergency, say an 
engine fire on a multiple, that disrupts all the other folk in the 
curcuit.

Realistically, civil airliners have also been shot down, but I can't see 
anyone really wanting to try that scenario as it's a bit pointless, or 
seems so to me.

LeeE


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

2003-11-09 Thread John Barrett

- Original Message - 
From: Lee Elliott [EMAIL PROTECTED]

 I read your later post after I'd sent that:)  I agree that the server
 operator choosing the type of world is a good idea.

 However, there's potential for quite a wide range of realistic scenarios
 including elements of both non-combat and combat features.

As I see it -- the client and server should both be capable of the full
range of activities, the only question is then do weapons work or not ??.
Practicing aircraft carrier landings does not require weapons :)


 For example, air/sea rescue missions (and their code infrastructure) would
 be appropriate in most multiplayer scenarios, both non-combat and combat
 - if you were flying ga into/out of, or in the vicinity of an airfield
 that hosted air/sea rescue services in a non-combat world it would be
 realstic for those operations to occur at the same time and even
 interfere with normal flying in that world, according to the appriopriate
 procedures.

That applies to most everything one might do with FG except weapons code,
and I consider the weapons code to be a small burden to non-combat users in
terms of increased executable size and additional airplane information that
wont get used in their scenarios -- the combat system doesnt need to be
intrusive, but it needs to be there :) And except for specific items such as
missiles and cannons, many parts of the combat system are useful for
non-combat scenarios -- flying with drop tanks, changes in FDM based on
changes in load -- crop dusting :)


 Hmm... perhaps the person who was thinking about puting some life on the
 ground might like to try shipping first as it might be easier than trying
 to follow roads;)

Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.


 Similarly, and bearing in mind that some work has been done on simulating
 failures, it could be possible for an a/c to declare an emergency, say an
 engine fire on a multiple, that disrupts all the other folk in the
 curcuit.

Be interesting to see how AI ATC code could be setup to deal with that :)


 Realistically, civil airliners have also been shot down, but I can't see
 anyone really wanting to try that scenario as it's a bit pointless, or
 seems so to me.


No 9/11 here please !!! Someone may want to do scenarios like that, its
certainly possible, but not something I'm personally interested in.



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

2003-11-09 Thread Norman Vine
John Barrett writes: 
 
 Norman Vine writes
 
  Please - remember FGFS is not a flat earth system
 
 whatever works -- if the computation gets too intense, it can always be
 handled periodically (every 60-120 seconds perhaps) and keep a list of
 entities for which we are interested in their updates -- entity IDs are
 going to be 32 bit integers, so we wont be hitting memory all that hard even
 with 100s of planes in the air -- or even reverse it -- each entity keeps a
 list of entities to which it will send updates -- list updated
 periodically -- then we dont have to walk the list of entities looking for
 those that are interested

Or perhaps use an appropriate global tesselation that just happens to
make finding all entities within some distance trivial by just checking
those buckets that are within the distance criteria. Then by just keeping
track of which bucket all entities are in the operation is just a trivial check 
of the pertinent buckets lists :-)

This mechanism would be useful for *many* related lookups and is
an elegant solution to the spherical distance query.  it just happens
to be similar to what is used in several actively pursued star search
projects which have the exact same *heavily* researched problem 
albeit an inverted manifestation 

AFAIK all such tesselations are built from either (1) spherical triangular 
facets or (2) their mathematical dual the corresponding spherical 'dirchlet' 
or 'vornoi' tesselation.  There are several papers desribing these and
other global grids at the link I posted recently in the 
 Re: [Flightgear-devel] Some thoughts and ideas (LONG) thread

trying-to-practice-what-Columbus-proved'ly yr's

Norman


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

2003-11-09 Thread Michael Matkovic
Could you describe the --headless option (Phase 1 changes)?
Sounds a little like what I'm trying to get Flightgear to do.
/
/I was hoping to have multiple airplanes (each controlled by an individual program), each being updated 
once per video render instead of having independent execution frequency. Using version 0.9.2's multiplay 
option, I can get a number of planes visible but the 'once per video render' update still needs some
work. Til now I've been viewing the group of planes from one of the players' views. I'm not sure if
this idea can be done, but (considering what I'm trying to do) is it possible to have flightgear toggle
between each player's view? For instance, starting up several 'players' but only having one screen...
and being able to switch between each player's view. Sounds like a weird idea? maybe I should back 
on the coffee :-P

thanks,
Mick.


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

2003-11-09 Thread John Barrett
- Original Message - 
From: Michael Matkovic [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, November 10, 2003 12:07 AM
Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 Could you describe the --headless option (Phase 1 changes)?
 Sounds a little like what I'm trying to get Flightgear to do.
 /
 /I was hoping to have multiple airplanes (each controlled by an individual
program), each being updated
 once per video render instead of having independent execution frequency.
Using version 0.9.2's multiplay
 option, I can get a number of planes visible but the 'once per video
render' update still needs some
 work. Til now I've been viewing the group of planes from one of the
players' views. I'm not sure if
 this idea can be done, but (considering what I'm trying to do) is it
possible to have flightgear toggle
 between each player's view? For instance, starting up several 'players'
but only having one screen...
 and being able to switch between each player's view. Sounds like a weird
idea? maybe I should back
 on the coffee :-P


headless would be without any graphical display at all

multiplayer does multiple planes in the scene, but expects the controlling
logic for all but the local plane (none in the case of headless) to be
handled by processes over the network

I would VERY much like to see the ability to have a plane instance not
attached to an OpenGL scene updating at a set frequency (for AI driven
planes at the server, rather than at the client) -- given that, having the
plane able also to attach to an existing scene would achieve the 1st half of
your requirements (attach as many planes as you like), then the input
routines would need to be isolated from a specific plane instance, and made
able to attach to any locally running plane instance via a menu

for starters, we would need:

1. local plane instances that can operate with or without a local OpenGL
scene, optionally with PSL scripting for AI

2. keyboard/mouse/joystick interface isolated from the plane instance, with
the ability to attach to any local plane instance (i.e. you could detatch
from all planes and only the menus would be active, or you could be
attached)

What this gets us:

1. a running FGFS instance can have multiple planes without multiplayer,
with the planes scripted if desired to play out a scenario (civilian
scenario: cope with a plane invading your airspace while on approach/combat
scenario: obviously :) blow them outa the sky :) )

2. running headless connected to a multiplayer server, the FGFS instance can
handle multiple AI driven planes in the world on behalf of the server,
creating a distributed server environment for larger simulations (would take
a little tweaking of the multiplayer code to cope with multiple plane
instances at the client, but very possible, and quite desirable IMO)

Are any of these abilities in the current code, or how much work are we
looking at to make it work this way ??



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

2003-11-06 Thread Norman Vine
John Barrett writes:
 
 primary goal: blow them outa the sky !!

FWIW Historicaly FlightGear has resisted being a Military SIM.
 actually resisted is not a strong enough word 

I realize project goals evolve but . IMO this is an admirable
feature 

Norman

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

2003-11-06 Thread David Luff
On 11/6/03 at 1:36 AM John Barrett wrote:
3. Initial Radio Message set definition
a. Tower ATC messages
b. Regional ATC messages
c. Ground Traffic Control


There is current ongoing progress in this area within FlightGear.  I
haven't quite got my head round what the multiplayer server actually is
yet, but at a guess I imagine you'd want the ability to replace arbitrary
FG ATC services with real life humans, and for others with more than one
multiplayer plane at them to be consistent in what they output to each
user?

Cheers - Dave



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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 9:10 am, Norman Vine wrote:
 John Barrett writes:
  primary goal: blow them outa the sky !!

 FWIW Historicaly FlightGear has resisted being a Military SIM.
  actually resisted is not a strong enough word 

What I value about FlightGear is that it attempts to *simulate* the real world 
and aviation in it.  The landscapes and the airports are realistic, the 
weather is (can be made) realistic, the celestial objects are realistic, the 
flight dynamics themselves are realistic, and there is superb work done on 
making the objects (scenery and planes) look good.
I agree, though, that what is missing is other inhabitants of the simulated 
planet :)  The biggest mismatch with reality is the absence of other air 
traffic, or even ground movement, and I know that people have started to 
address these.  In the real world, though (modulo conflict zones) there is no 
air combat.  I'd welcome other flyers in the FlightGear VR, but should the 
primary goal for a first interaction with them be to 'blow them outa the 
sky'?  The spirit of simulation would rather suggest building in flight 
planning, ground- and air-traffic control, and generally relieving the 
loneliness.  If I thought I could do it (and I might...) I'd begin to see if 
we can have FlightGear generate situation-relevant ATC radio messages by 
doing text-to-speech translation with Festival.  Even if it only warns me 
about other traffic that I fail to see (so no change there :¬)
I don't want you to get the idea that I have some moral objection to simulated 
violence, I've bought, played and enjoyed many combat sims, and I've rambled 
enough, so I'll just throw out some questions... where does the real-world 
information come from to =simulate= classified weapon  and weapon platform 
performance?  How will combat damage be modelled?  Will the sim assess the 
location of e.g. cannon shell impacts and adjust the flight model, or put 
equipment out of commission?
Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and please 
not in the core distribution (see Erik's earlier message).




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

2003-11-06 Thread David Luff
On 11/6/03 at 11:32 AM Jonathan Richards wrote:
sky'?  The spirit of simulation would rather suggest building in flight
planning, ground- and air-traffic control, and generally relieving the
loneliness.  If I thought I could do it (and I might...) I'd begin to see
if
we can have FlightGear generate situation-relevant ATC radio messages by
doing text-to-speech translation with Festival.  Even if it only warns me
about other traffic that I fail to see (so no change there :¬)

Hi Jonathon,

I've had a play with Festival in the past, and didn't really like the
output - it sounded a bit un-natural.  Might be just the job for AWOS /
ASOS though, and apparently ATIS is moving over to synthetic voices in real
life in some locations.

The infrastructure exists in FG to use canned voice files for AI and ATC in
a similar manner to the ATIS.  If you'd like information on how to create
one yourself then just shout and I'll write a quick description, and a
summary of the current phraseology needed.

The very very latest CVS (not the 0.9.3 release) can generate some
situation-relevant messages from the tower to the user - if you'd like to
participate in the ATC development then just shout, there's plenty to do!

There's a similar project to Festival concerned with speech recognition.
What would be *really* cool would be to get that working providing input to
the ATC system, possibly via a second PC decoding the voice and sending the
message over to FG.  Cutting out messing about with menus and listening to
one's own transmission would make it a lot more natural (I almost wrote as
real as it gets there - can't think why ;-)).

Cheers - Dave



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

2003-11-06 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote:

 FWIW Historicaly FlightGear has resisted being a Military SIM.
  actually resisted is not a strong enough word 
 
 I realize project goals evolve but . IMO this is an admirable
 feature 

I second that,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 1:05 pm, David Luff wrote:

 The very very latest CVS (not the 0.9.3 release) can generate some
 situation-relevant messages from the tower to the user - if you'd like to
 participate in the ATC development then just shout, there's plenty to do!

David - I was so enthused there, that I just started a checkout, having 
forgotten 'waiting for ehofman's lock'.  Sounds like something from the canal 
era :¬)
Maybe later...
I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if I 
could understand how it all fits together, but rapidly got lost in the 
detail.  Have you got a paragraph or two to hand which describes the 
architecture, for want of a better word?
Regards
Jonathan

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

2003-11-06 Thread John Barrett

- Original Message - 
From: David Luff [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 5:51 AM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On 11/6/03 at 1:36 AM John Barrett wrote:
 3. Initial Radio Message set definition
 a. Tower ATC messages
 b. Regional ATC messages
 c. Ground Traffic Control
 

 There is current ongoing progress in this area within FlightGear.  I
 haven't quite got my head round what the multiplayer server actually is
 yet, but at a guess I imagine you'd want the ability to replace arbitrary
 FG ATC services with real life humans, and for others with more than one
 multiplayer plane at them to be consistent in what they output to each
 user?


replace with humans for ATC simulators (human or AI pilots -- there was a
neet ATC game way back when on EGA PC that I really enjoyed -- you were the
tower at chicago mdw :)

or the other way around -- AI ATC for human or AI pilots

and yes -- consistency is important, if FG is connectect to a server, then
all AI functionality should be handled by the server, else it should be
handled locally (which is where the idea of having the server so tightly
integrated with the FG code comes into play)


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

2003-11-06 Thread John Barrett

- Original Message - 
From: Jonathan Richards [EMAIL PROTECTED]
 I agree, though, that what is missing is other inhabitants of the
simulated
 planet :)  The biggest mismatch with reality is the absence of other air
 traffic, or even ground movement, and I know that people have started to
 address these.  In the real world, though (modulo conflict zones) there is
no
 air combat.  I'd welcome other flyers in the FlightGear VR, but should the
 primary goal for a first interaction with them be to 'blow them outa the
 sky'?  The spirit of simulation would rather suggest building in flight
 planning, ground- and air-traffic control, and generally relieving the
 loneliness.  If I thought I could do it (and I might...) I'd begin to see
if
 we can have FlightGear generate situation-relevant ATC radio messages by
 doing text-to-speech translation with Festival.  Even if it only warns me
 about other traffic that I fail to see (so no change there :¬)
 I don't want you to get the idea that I have some moral objection to
simulated
 violence, I've bought, played and enjoyed many combat sims, and I've
rambled
 enough, so I'll just throw out some questions... where does the real-world
 information come from to =simulate= classified weapon  and weapon platform
 performance?  How will combat damage be modelled?  Will the sim assess the
 location of e.g. cannon shell impacts and adjust the flight model, or put
 equipment out of commission?
 Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and
please
 not in the core distribution (see Erik's earlier message).

Full combat damage handling is a phase 3 effort, phase 1 is exactly what you
are asking for -- get people in the world together, and enhance the ATC
AI -- I would also love to see ground traffic simulation (up to and
including cars on the roads in cities if you decide to turn that level of
detail on !!)

Seriously -- I'm more interested in WWII dogfight style combat -- guns/wing
cannon, and dropped bombs only :) So we are really talking minimal changes
for that type of combat.

Guided weapons can wait :)


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

2003-11-06 Thread Jon Stockill
On Thu, 6 Nov 2003, John Barrett wrote:

 Seriously -- I'm more interested in WWII dogfight style combat -- guns/wing
 cannon, and dropped bombs only :) So we are really talking minimal changes
 for that type of combat.

Plus it'd allow modelling of other interesting things - how about being
able to practice your fire fighting skills? (actually, a horrible thought
just occurred to me - imagine trying to model a helicopter with a water
tank swinging about under it :-)

How about being able to drop supplies from the back of a C130, or tow a
glider (h winch launch anyone?), or many many other things that could
be handled by the same code.

The additional items fitted in/on aircraft don't have to go bang when
they're released :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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

2003-11-06 Thread Gene Buckle
 Plus it'd allow modelling of other interesting things - how about being
 able to practice your fire fighting skills? (actually, a horrible thought
 just occurred to me - imagine trying to model a helicopter with a water
 tank swinging about under it :-)


That would be pretty cool.  Just imagine the fun you could have with a 747
water bomber. :)

Something needs to be done about the terrain though - it's too clean.

g.



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

2003-11-06 Thread David Luff
Jonathan Richards writes:

 On Thursday 06 Nov 2003 1:05 pm, David Luff wrote:
 
  The very very latest CVS (not the 0.9.3 release) can generate some
  situation-relevant messages from the tower to the user - if you'd like to
  participate in the ATC development then just shout, there's plenty to do!
 
 David - I was so enthused there, that I just started a checkout, having 
 forgotten 'waiting for ehofman's lock'.  Sounds like something from the canal 
 era :¬)
 Maybe later...

I haven't touched the base since 0.9.3 - from an ATC standpoint you just need to 
checkout the source and use 0.9.3 base.  I think all the Flightgear source should be 
fine with 0.9.3 at the moment.

Once you have the most up to date code, the current capability of the ATC/AI system 
can best be assessed by:

1/ Start at KEMT with comm 1 and 2 tuned to 121.2 and 125.9 respectively.  Either stay 
where you are or fly LH circuits.  This gives a good idea of the current state of 
ATC/AI and AI/user interaction.

2/ Fly to within about 8 miles of a controlled airport, tune to the tower frequency (I 
start at Nottingham, EGBN, takeoff South, and tune East Midlands tower on 124.0), 
press ' to bring up the ATC dialog, follow the reporting instructions, and report 
runway vacated when you're off it.  Don't tune away from tower until you're done - 
it's not that robust!

3/ Contact East Midlands approach (119.65) from 10 - 20 miles out, and check out 
Alexander's initial stab at approach vectoring (bring up the dialog with ' again after 
tuning approach).

4/ Tune the ATIS in (just hit the standby - selected toggle on comm1 at the default 
startup) to hear the only audio currently available.

 I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if I 
 could understand how it all fits together, but rapidly got lost in the 
 detail.  Have you got a paragraph or two to hand which describes the 
 architecture, for want of a better word?

Hmmm, that almost sounds like a subtle insult ;-)

Here goes a brief description - writing a proper description has been on my TODO list 
for a while, and would help me as well, so I'll try and come up with something more 
verbose in the next few weeks.

The ATC manager, FGATCMgr (ATCmgr.[ch]xx), is the glue that holds it all together.  
One global instance of this is called from the main FG program each loop.  The manager 
is responsible for deciding which ATC stations should be active based on user's 
position and tuned frequencies, calling the update functions of active ATC stations at 
a reasonable rate (it tries to spread the load and not call them all at once), 
reference counting voices, returning pointers to and frequencies of active ATC 
stations if reqd, and probably more that I can't think of.  You don't want to spend 
too much time in ATCmgr if you value your sanity!!

FGATCDisplay (ATCdisplay.[ch]xx) is a class for displaying ATC, AI and the user's 
radio transmissions if audio is not available or not desired.  Once again, one global 
instance of this is called from FG each loop.

FGVoice (ATCVoice.[ch]xx) is a class to encapsulate a canned voice for one ATC station 
and voice.  The only one available currently is the default ATIS voice.

FGATC (ATC.[ch]xx) is a base class for all the ATC stations.  Most functions are 
virtual so the manager can just call update etc without knowing what type of class is 
being called.  It also contains (or will contain) basic functionality to try to 
communicate at the right times, and to call the appropriate renderer for the output 
(Voice or text display).

Various ATC types are derived from this: currently ground, tower, ATIS and approach.  
I intend to derive FGVectoredATC from FGATC and derive all the stations that need to 
vector traffic between waypoints (approach, center and departure) from that.  The real 
messy nitty-gritty stuff is within these files.  Others I can think of in the future 
include UNICOM, AWOS and ASOS.

commlist.[ch]xx contains a class to hold details of the various ATC stations available 
(basically just a data store and lookup) - these are mapped by frequency and position 
(bucket) for quick lookup.

transmission.[ch]xx and transmissionlist.[ch]xx were written by Alexander Kappes, I 
can't really give a description of them off the top of my head although I have hacked 
about at them a bit!  They're to do with offloading the actual phraseology for various 
scenarios into config files that non-coders can modify, and which can potentially be 
varied according to country.

FGAIMgr is analogous to FGATCMgr for the AI stuff.

FGAIEntity and FGAIPlane are base and first derived class respectively for AI traffic.

FGAILocalTraffic is a class that can taxi in and out and fly the traffic pattern.  I 
intend to derive all AI VFR GA traffic from it so they can fly a pattern on arrival at 
an airport if necessary.

If you're still enthused after plowing through that description and trying to 
reconcile it with the 

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

2003-11-06 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 1:08 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  Plus it'd allow modelling of other interesting things - how about being
  able to practice your fire fighting skills? (actually, a horrible
thought
  just occurred to me - imagine trying to model a helicopter with a water
  tank swinging about under it :-)
 

 That would be pretty cool.  Just imagine the fun you could have with a 747
 water bomber. :)

 Something needs to be done about the terrain though - it's too clean.

 g.


Call that phase 4: Extending terrain data for low level and ground level sim


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

2003-11-06 Thread Gene Buckle
 
  That would be pretty cool.  Just imagine the fun you could have with a 747
  water bomber. :)
 
  Something needs to be done about the terrain though - it's too clean.
 
  g.
 

 Call that phase 4: Extending terrain data for low level and ground level sim


Take a peek here for some great terrain modelling.  This is also very
low-poly stuff.

http://www5.playnet.com/bv/wwiiol/movies.jsp

g.



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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 8:13 pm, David Luff wrote:
 Jonathan Richards writes:

  I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if
  I could understand how it all fits together, but rapidly got lost in the
  detail.  Have you got a paragraph or two to hand which describes the
  architecture, for want of a better word?

 Hmmm, that almost sounds like a subtle insult ;-)

Oh hell, no!  I didn't mean to imply any criticism of the code.  I'm not 
qualified to comment...[1]  I bought Teach Yourself C++ in 21 Days, but 
more than 21 days ago.  I still can't do much more than hazily understand 
other people's code :¬)  Your explanation of what does what is just the 
ticket.  I'll experiment.
Regards
Jonathan
[1] In the Real World (tm) my job title is Systems Architect, but it always 
sounded a bit portentous, and now that I've seen The Matrix: Revolutions I 
think I'll get it changed!

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

2003-11-05 Thread John Barrett
We have covered a LOT of territory the last couple of days, so I think we
are due for a summary to date:

Phase 1

1. Server implementation to be integrated with the current FG code
a. --fgspeer= protocol module with HUD updates
b. --fgsserv= protocol module and basic reflector server
c. --headless option for standalone server operation
d. --webserv= remote config/status module
e. --commserv= community server publishing url

2. Protocol design and implementation
a. TCP streaming protocol
b. message packing/unpacking classes
c. message base class

3. Initial Radio Message set definition
a. Tower ATC messages
b. Regional ATC messages
c. Ground Traffic Control

4. Basic Community Server
a. PHP based
b. Mysql database backend if needed
c. Netscape and IE launcher integration
allows a link to start FG with correct settings

primary goal: multiplayer flight

Phase 2

1. weapons stores with FDM integration
2. dynamic shared library system for weapons behaviors
3. server extensions for ordinance instance management
4. scenario system design and initial implementation
5. web-based scenario builder design and prototype
6. community server enhancements

primary goal: shoot and record hits (no damage)
secondary goal: Red Flag scenarios

Phase 3

1. damage system integration
2. incremental system damage effects
3. FDM damage effects
4. AI surface to air weapons (AA, SAM, etc)
5. dynamic shared library system for AI pilots
6. server extensions for AI aircraft instances
7. web based scenario builder functional for current features

primary goal: blow them outa the sky !!

There is a lot more to cover, but this should be more than enough to keep us
busy for a while :)



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