[Flightgear-devel] nasal airportinfo()

2007-10-18 Thread K. Hoercher
Hi,

when playing around with airportinfo() (actually the nice gstunnel
script) I noticed it would throw a naRuntimeError() and thus not
return nil as it claims to do  when called with e. g. some bogus
string like airportinfo(FOOBAR).

Imho it would make sense to follow the documented behaviour in that
not being  an error, but the equivalent of not found.

Deleting l. 535 in NasalSys.cxx should do the trick (and hopefully not
break anything else *g*)

regards
K. Hoercher

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Re: [Flightgear-devel] nasal airportinfo()

2007-10-18 Thread Melchior FRANZ
* K. Hoercher -- Thursday 18 October 2007:
 it would throw a naRuntimeError() and thus not return nil as
 it claims to do  when called with e. g. some bogus string like 
 airportinfo(FOOBAR).  

Yes, that's a bug. Fixed, thanks.  :-)

m.

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Re: [Flightgear-devel] nasal airportinfo()

2007-10-18 Thread Melchior FRANZ
* K. Hoercher -- Thursday 18 October 2007:
 airportinfo(FOOBAR).

BTW: it's only documented in the source code for now, but in
case you missed it: the syntax has slightly changed a few days
ago:

 (a) airportinfo(id);...  e.g. KSFO
 (b) airportinfo(type);  ...  type := (airport|seaport|heliport)
 (c) airportinfo() ...  same as  airportinfo(airport)
 (d) airportinfo(lat, lon [, type]);

That is, an airportinfo() without argument returns the next
regular (land-)airport, but one can ask for the next
seaport or heliport, too:  airportinfo(seaport);

It's a bit ugly that the syntax is the same for (a) and (b),
but I wanted to avoid yet another argument, and the three
airport types can't be misinterpreted as airport ids
thanks to case and length.

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-18 Thread Melchior FRANZ
* Durk Talsma -- Sunday 30 September 2007:
 Secondly, there are a selected number of processes that take
 disproportionally long to execute. The most significant one I
 found sofar is a call in src/Input/input.cxx (around line 911).
 I have surrounded this statement by debug timestamp information:
 
   stamp(update_joystick_fire_prep );
   a.bindings[modifiers][k]-fire(axis_values[j]);
   stamp(update_joystick_fire_end);

Although the Nasal code in bindings is mostly simple and rather
quick to parse, it should be noted that this is done again for
every single fire() call. And in some joystick drivers there's
some more sophisticated code, which could explain your results.
If you look around with a digital hat and operate the throttle,
there are oodles of Nasal recipes read in, parsed, and executed.

The good news: I have a Nasal binding/script cache almost finished.
I don't know yet if it makes a huge difference, but I guess it's
desirable in any case. After all, there's a tendency to use more
Nasal everywhere (which is a good thing!), and it's asked too much
of users to know where Nasal code is cheap and where not. The
Nasal cache re-parses the script when it was changed in the property
tree, so we don't lose any flexibility.

m.

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Re: [Flightgear-devel] Programmatically Gathering Incoming Multiplayer Data to FlightGear

2007-10-18 Thread Curtis Olson
Frank,

Information on nearby multiplayer entities is provided in the property tree
so you can access this information at least within flightgear.  You could
query this data via the property interface, or build some sort of nasal
script.  You would need to add an extra telnet/property interface to your
external code to query this data, but it should be pretty doable.

Curt.


On 10/18/07, frank hadder  wrote:

 I'm working on a UAV simulator using FlightGear. The goal is to make an
 autonomous UAV. We have written code that receives FDM input and sends the
 flight controls back to the FlightGear simulator ie. we have written a
 program to fly the plane. Now we want to add the data from the Multiplayer
 server to help make flight decisions (such as if we wanted an autonomous UAV
 to follow another plane). To do this, we need to have access to the data
 being sent from the multiplayer server to our local instance of FlightGear.

 The problem, at least as I see it, is that we cannot bind a socket to the
 port being used to send this information to our local FlightGear because it
 is already in use (by FlightGear). I'm searching for a solution to this
 problem. Listed below are possible ideas in order of preference:

 1. Set some command line option in FlightGear to enable our program to
 have access to the FlightGear multiplayer information (namely the position
 of other aircraft). If there is such an option, I'm not aware of it.

 2. Enable some kind of port forwarding. If there is a way to do it, we
 could, at the OS level (linux), forward information coming in on a certain
 port to both the original port and a second port that my program can bind
 to. I'm not sure if this is possible. I know you can forward packets coming
 in on one port to another port but I assume the original port never receives
 the packet. I would need a kind of copy to be placed for access on a
 second port.

 3. Change the FlightGear code to not only listen to the multiplayer port
 but to also forward those packets onto another port. This is perhaps the
 most straightforward option but I hesitate to introduce new code into as
 complex of a system as FlightGear.

 So, I ask the community, which of these options (or none of the above)
 seems like the easiest/possible solution? Thoughts? Are there any details I
 forgot to provide that you would need to know?

 Thanks,
 frank

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Curtis Olson: http://baron.flightgear.org/~curt/
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[Flightgear-devel] Programmatically Gathering Incoming Multiplayer Data to FlightGear

2007-10-18 Thread frank hadder
I'm working on a UAV simulator using FlightGear. The goal is to make an
autonomous UAV. We have written code that receives FDM input and sends the
flight controls back to the FlightGear simulator ie. we have written a
program to fly the plane. Now we want to add the data from the Multiplayer
server to help make flight decisions (such as if we wanted an autonomous UAV
to follow another plane). To do this, we need to have access to the data
being sent from the multiplayer server to our local instance of FlightGear.

The problem, at least as I see it, is that we cannot bind a socket to the
port being used to send this information to our local FlightGear because it
is already in use (by FlightGear). I'm searching for a solution to this
problem. Listed below are possible ideas in order of preference:

1. Set some command line option in FlightGear to enable our program to have
access to the FlightGear multiplayer information (namely the position of
other aircraft). If there is such an option, I'm not aware of it.

2. Enable some kind of port forwarding. If there is a way to do it, we
could, at the OS level (linux), forward information coming in on a certain
port to both the original port and a second port that my program can bind
to. I'm not sure if this is possible. I know you can forward packets coming
in on one port to another port but I assume the original port never receives
the packet. I would need a kind of copy to be placed for access on a
second port.

3. Change the FlightGear code to not only listen to the multiplayer port but
to also forward those packets onto another port. This is perhaps the most
straightforward option but I hesitate to introduce new code into as complex
of a system as FlightGear.

So, I ask the community, which of these options (or none of the above) seems
like the easiest/possible solution? Thoughts? Are there any details I forgot
to provide that you would need to know?

Thanks,
frank
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[Flightgear-devel] bad high altitude engine behavior ?

2007-10-18 Thread Jon S. Berndt
I have a bug report I've been looking at for JSBSim that was filed by a user
here.

http://sourceforge.net/tracker/index.php?func=detailaid=1739190group_id=19
399atid=119399

I'm wondering if this behavior can be duplicated by anyone else with the
current revision of FlightGear with the latest JSBSim code that is in
FlightGear cvs.

Jon



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