FlightGear Multiplayer Server: Difference between revisions

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(Reference: fgms-0.9.13/src/server/fg_server.cxx)
(Reference: fgms-0.9.13/src/server/fg_server.cxx)


{{cquote|You can reach all server admins with fgserver at postrobot dot de It's a pseudo mailing list and I try to keep the list of admins up to
<!-- postrobot seems to be done -->
date as good as I can.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40454.html|title=<nowiki>Re: [Flightgear-devel] New FlightGear Multiplayer Server</nowiki>|author=Oliver Schröder|date=Wed, 10 Jul 2013 13:53:55 -0700}}</ref>|Oliver Schröder}}
== Development ==


As of 07/2013, a bunch of folks are working on re-implementing fgms using the Go programming language, for details check out:
As of 07/2013, a bunch of folks are working on re-implementing fgms using the Go programming language, for details check out:
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* https://github.com/fgx/go-fgms/blob/master/fgms/
* https://github.com/fgx/go-fgms/blob/master/fgms/


== Development ==
== Future Plans and Development ==
{{FGCquote
It should also be possible to join some of the multiplayer and replay code. The replay system could use the existing encoder of the multiplay manager to generate the data packets - but then record them locally instead of transmitting them via UDP. During replay, these packets could then also be decoded by existing multiplayer code. Might be worth a thought, if someone wanted to dig into this area.
  |Thinking about it, it should also be possible to join some of the<br/>
   <ref> {{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/27298821/
multiplayer and replay code. The replay system could use the existing<br/>
encoder of the multiplay manager to generate the data packets - but<br/>
then record them locally instead of transmitting them via UDP. During<br/>
replay, these packets could then also be decoded by existing<br/>
multiplayer code. Might be worth a thought, if someone wanted to dig<br/>
in this area.
   |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/27298821/
     |title=<nowiki>Re: [Flightgear-devel] Replay system</nowiki>
     |title=<nowiki>Re: [Flightgear-devel] Replay system</nowiki>
     |author=<nowiki>ThorstenB</nowiki>
     |author=<nowiki>ThorstenB</nowiki>
     |date=<nowiki>2011-04-02</nowiki>
     |date=<nowiki>2011-04-02</nowiki>
  }}
}} </ref>
}}


{{FGCquote
ThorstenB's above idea would have been to drop the classic replay functionality, and instead use the MP subsystem to record both incoming and outgoing data (some extra properties would still need to be recorded, though, such as weather stuff). This would allow replay of MP happenings properly.
  |My idea would have been to drop the classic replay functionality, and<br/>
Eventually we could also have offline rendering with custom camera paths and such goodies.
instead use the MP subsystem to record both incoming and outgoing data<br/>
<ref>{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/28062569/
(some extra properties would still need to be recorded, though, such<br/>
as weather stuff). This would allow replay of MP happenings properly.<br/>
Eventually we could also have offline rendering with custom camera<br/>
paths and such goodies.
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/28062569/
     |title=<nowiki>Re: [Flightgear-devel] flight recorder / replay system</nowiki>
     |title=<nowiki>Re: [Flightgear-devel] flight recorder / replay system</nowiki>
     |author=<nowiki>Csaba Halász</nowiki>
     |author=<nowiki>Csaba Halász</nowiki>
     |date=<nowiki>2011-09-08</nowiki>
     |date=<nowiki>2011-09-08</nowiki>
   }}
   }}
}}
</ref>
 
== Related articles ==
== Related articles ==
* [[Howto: Set up a multiplayer server]]
* [[Howto: Set up a multiplayer server]]
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* http://fgms.freeflightsim.org
* http://fgms.freeflightsim.org


== Footnotes ==
<references/>
<references/>


[[Category:Multiplayer]]
[[Category:Multiplayer]]
[[Category:Software]]
[[Category:Software]]
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