Decoupling the AI traffic system: Difference between revisions

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* "This would also be a great way to help start factoring out the current AI Traffic code, so that it may run separately from flightgear, possibly even standalone directly on the machine hosting a server!" [http://sourceforge.net/tracker/index.php?func=detail&aid=1849308&group_id=161928&atid=821811]
* "This would also be a great way to help start factoring out the current AI Traffic code, so that it may run separately from flightgear, possibly even standalone directly on the machine hosting a server!" [http://sourceforge.net/tracker/index.php?func=detail&aid=1849308&group_id=161928&atid=821811]
* "What's even more important: having such a capability would mean that we automatically end up with a very convenient high level tool to EASILY stress-test multiplayer servers and the underlying multiplayer code!! Of course, this capability should be optional and configurable to ensure that not arbitrary "multi-aircraft clients" can connect to a server and bring it to a breakdown by inserting thousands of traffic nodes. But if there is a way for authenticated/trusted clients to employ such functionality, it would be really awesome."[http://sourceforge.net/tracker/index.php?func=detail&aid=1849308&group_id=161928&atid=821811]
* "What's even more important: having such a capability would mean that we automatically end up with a very convenient high level tool to EASILY stress-test multiplayer servers and the underlying multiplayer code!! Of course, this capability should be optional and configurable to ensure that not arbitrary "multi-aircraft clients" can connect to a server and bring it to a breakdown by inserting thousands of traffic nodes. But if there is a way for authenticated/trusted clients to employ such functionality, it would be really awesome."[http://sourceforge.net/tracker/index.php?func=detail&aid=1849308&group_id=161928&atid=821811]
* "Hopefully, once we start working on a new architecture, in which AI traffic is fed from a separate application into FlightGear, using the multiplayer system, hopefully much of that load will be offloaded from FlightGear. This
could be run either on a separate computer, or using a network connection from the same machine..." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16075.html]
* "refering to the idea of moving the core of the AI traffic code out of FlightGear itself, and communicate positions of other aircraft through the multiplayer system. We discussed this idea a few months ago, and IIRC, everybody seemed to respond fairly positive to the idea. " [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16077.html]
* "FG multiplayer can support multi aircrafts to fly  together,but that means I need twenty persons to control twenty FG instances.My  question is that how can I modify FG to adapt multi aircrafts to run in one instance and I can switch from one aircraft to another to control it.When I control one aircraft ,the others could move automatically." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15027.html]
* "I think this quite doable using the AIModels module. What is needed is a way to reinitialize the user aircraft structure from the data of the FGAIAircraft. In essence this is online plane switching, which everyone wishes for but is not implemented yet. I can see some logical issues though switching to a MultiPlayer controlled aircraft, so this needs be sorted out." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15029.html]
* "your requirements except plane switching can be done quite easily using existing FG code. Online plane changing is a long wanted feature" [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15029.html]
* "It seems like it should be possible to setup a number of AI aircraft andthen have pretty tight control over their behavior via the property system." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15033.html]
= Centralized AI Traffic Injection via Multiplayer =
* "As you want to do it as an external application anyway, maybe the best way is to use the multiplayer protocol" [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13211.html]
* "In a way you "fake" connected players on your customized server." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13215.html]
* "I would think that the big benefit of having an MP client feeding traffic is that we'd only need one traffic client for all the people connected to MP around the world." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13228.html]
* "Personally, I think that out-weighs the performance implications for those people not connected to MP who want AI traffic and who have to run a client locally." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13228.html]
* "Having a separate client for traffic also has the benefit of allowing the user to prioritize my own flying over that of the AI traffic. I'd rather  have the AI traffic stutter than my own aircraft." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13228.html]
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