Ørb# (Orb Sharp) Development Log

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Wed Jul 10, 2013 11:49 pm

Ahhhaaahahahaaaaaa little emo kid.

Since what you are doing directly affects the furtherment of YS community, you CAN expect a ban to appear on your name here if it continues. Don't let it happen again. :evil:

Source will be released to a group only in future though anyway. It will be a join on request group, and I will approve the members.

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Wed Jul 10, 2013 11:56 pm

The group is now up. You can join by find the group and submitting a join request here: http://dev.forum.ysfhq.com/ucp.php?i=176

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Thu Jul 18, 2013 1:58 pm

got a little idea:

Code: Select all

====================

Get delay from all connected objects.
get max delay
sleep this packet for max delay - this delay milliseconds.
send this packet to server.

====================

Get closest aircraft.
get relative position from that aircraft.
send to host: type xx, aircraft ID, relative x,y,z(shorts) (new type will be a duplicate flight data packet, we just edit the xyz values.)
unpack relative.
adjust as per given aircraft ID.
send new flight data packet to server.
pretty much like this: i have my local orb host I conenct to, and that connects to an airshow server (proxy redirecting). i have folks whom i fly in formation with connect to their own orb client, who connects them to my orb host. from there i can do a few things:

get the pings of all pilots, delay flight data packets as necessary and then send to the ysf server in sync.

get the distance of a pilot to the next closest aircraft. if it is within 3 meters for over 5 seconds, send relative position packets instead to the orb host. orb host will then adjust the aircraft to be that same position away from the other aircraft, and then send that packet to the show server.

I like the idea of the second one, as it allows for the changing of flight leads etc. etc.

I have the knowledge to make this system work (and know that it could), so i'll code up a solution tomorrow hopefully.

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Re: Ørb# (Orb Sharp) Development Log

Post by VNAF ONE » Thu Jul 18, 2013 2:01 pm

Sooooo distance lag solution?
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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Thu Jul 18, 2013 2:18 pm

hopefully. been running it through my head alot, i think it's right.

I'll go with the first solution. the second over complicates the issue. the the best solution is often the easiest.

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Thu Jul 18, 2013 2:41 pm

once complete, I will need a partner to fly with and test with me.

I can host my own server and orb host, so that won't be a problem.

mostly solved the problem anyway, all aircraft in a formation will need to take position off the same aircraft though. the formation won't look perfect to their clients. this of course will have an effect on larger formations. for example, blue angels 5 and 6 would need to seperate from #1 with enough space for #2 and #3. they cannot take position off #2 or #3 as this will push their own position back in the interpretted formation as the delay would be doubled. (and after correct, they would be pushed back one delay unit.

Code: Select all

============= incorrect way ==================
1 2 3 | correct formation

1 - - | 
- 2 - | how it would appear if #3 took position off #2.
- - 3 |

1 2 - |
- - 3 | After lag correction.
============= correct way ====================
1 2 3 | correct formation

1 - - | 
- 2 3 | how it would appear if #3 took position off #1.
- - - |

1 2 3 | After lag correction (both aircraft move forwards the same ammount)


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Re: Ørb# (Orb Sharp) Development Log

Post by wingzfan99 » Thu Jul 18, 2013 4:01 pm

OfficerFlake wrote:once complete, I will need a partner to fly with and test with me.

I can host my own server and orb host, so that won't be a problem.

mostly solved the problem anyway, all aircraft in a formation will need to take position off the same aircraft though. the formation won't look perfect to their clients. this of course will have an effect on larger formations. for example, blue angels 5 and 6 would need to seperate from #1 with enough space for #2 and #3. they cannot take position off #2 or #3 as this will push their own position back in the interpretted formation as the delay would be doubled. (and after correct, they would be pushed back one delay unit.

Code: Select all

============= incorrect way ==================
1 2 3 | correct formation

1 - - | 
- 2 - | how it would appear if #3 took position off #2.
- - 3 |

1 2 - |
- - 3 | After lag correction.
============= correct way ====================
1 2 3 | correct formation

1 - - | 
- 2 3 | how it would appear if #3 took position off #1.
- - - |

1 2 3 | After lag correction (both aircraft move forwards the same ammount)

Do you realize how significant this is if you've actually solved distance lag? Because I think it might be the most important advancement in YS in quite a while.
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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Thu Aug 01, 2013 10:21 am

Things are coming along again, slowly. Was busy with life in general as of late :)

Finally updated my console to have a dual read/write mechanism (and thus, user input is a thing)

This works together with the GUI, and all commands from these two fields now go to a command processing host. (that does nothing just yet).

It is absolutely essential I have a central interface for commands, so this is paving the way for fast and accurate development in future.

(There are no commands being identified yet. It just echos back to the feed!)

Image

As for the lag thingo above, I'll get around to it. Won't be at the top my list though. I'm still tying the loose ends together.

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Thu Aug 01, 2013 11:20 am

Time for some COLOR!

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Fri Aug 02, 2013 3:36 am

Tying the user database and the proxy together now.

Two basic commands added:
/spam will repeat a message ten times. (won't be in final release obviously...)
/say broadcasts a message without preformatting. (say is also testing the permissions core, and is all good!)

Usernames are now forced to 15 characters or less. (Sorry, it's just how YS is!)
Usernames over 15 characters will get a graceful test to confirm that the username is exactly 15 characters, or they are told to disconnect and come back with a shorter name.
This will avoid long username and command issues!

Bans are now enforcable. They can be set to be permanent (0 time) or expiring at a certain time.

YSFHQ Username recognition is not being implemented just yet, but like before, I will tie in the option.
I will also tie in the option to have server "whitelist only". IE only added usernames to the database.
I will also make a "password" module for the server for logging in users.

The two above commands are using the command handler too. Everything is progressing well!

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Mon Aug 05, 2013 1:59 am

Disco Disco.

Got the weather packet worked out finally. Took forever.

Can now do /night, /day, /fog, /wind and a few bonus commands: /strobe flashes day and night quickly for a second or so (could be used in airshows? simulate lightning? etc?) and /disco changes the lightning with a wierd overflow glitch in ysflight itself that causes the scenery to change colors.

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Re: Ørb# (Orb Sharp) Development Log

Post by Eric » Mon Aug 05, 2013 2:09 am

That's crazy awesome, Flake. The lighting you made is probably first-of-its-kind in YS.
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Re: Ørb# (Orb Sharp) Development Log

Post by waspe414 » Mon Aug 05, 2013 2:42 am

That's bizarre. The orange looks very morninglike. How much control is there over the colour? (And does it only work online?)
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Re: Ørb# (Orb Sharp) Development Log

Post by Gunny » Mon Aug 05, 2013 3:35 am

Ok you got my attention now! ;)
Image[/align=centre]

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Mon Aug 05, 2013 4:02 am

Control over color: 0. It flashes repeatedly. Not good for epileptics! :lol:

Works online? Absolutely.

All weather options added.

Changed "/disco" to "/apocolypse".

Weather can be set to day, night, apocolyptic day, apocolyptic night.

Fog can be set to any range (0 turns it off).

Wind can be set to any range on any axis.

Blackout, LandEverywhere, Collsions can be turned on/off.

All these can be done at anytime.

Weather options are now complete (until I make an automatic weather module anyway.)

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Re: Ørb# (Orb Sharp) Development Log

Post by Gunny » Mon Aug 05, 2013 4:36 am

I see thunder storm clouds on the horizon. Hopefully sooner than later. :)
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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Tue Aug 06, 2013 2:14 am

Small changes to stabilise the code.

Image

Changed socket disconnects from Both to Send. Now the sockets are able to finish talking before they close.

Added a test to check if the vanilla ysflight client is connected when a user connects. In the past, they'd just sit there looking dumb... :lol:

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Re: Ørb# (Orb Sharp) Development Log

Post by VNAF ONE » Tue Aug 06, 2013 3:09 am

Oh my god. That's just awesome! I can't wait to try everything out!
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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Tue Aug 06, 2013 8:00 am

A big thank you to ALL of you whom came to my server today and tested! I think I speak for everyone when I say we had an absolute blast.

I'm very pleased to hear of all the positive feedback and I'm overjoyed that the project is 1) not in vain and 2) is providing entertainment.

As some of you know, YSFlight has it's logon packet as 15 characters for the username, not very long and it's quite restricting.

I''m waiting on Eric to develop an API for ysfhq. I will be able to then look up usernames on YSFHQ from the 15 characters given and fill in the blanks.

You'd be able to log into orb with YSFHQ authentication, without using passwords. (It'd all be based on your IP address...)

So that, is something to look forwards to.

Was really pushed for time so no screenies of this awesomeness:

I really put in the hard yards this afternoon and must have covered at least 50% of the YSFlight Packets this arvo. Most of these are packets I've not done before, so all in all, I will have about 90% understanding of the netcode now.

As a result, I have more control over the program (such as positioning/changing of ground objects, denying/approving join requests etc.)

Next step will be to create a vehicle handling class (User.Vehicle.PositionX for example). This will eventually be used for things like atc services and many other complexities.

I'm quite pleased with how cleanly and quickly the code is progressing. I'm almost where I was with the python development now (in many aspects much further ahead) and the python project took several months!

Oh, and by the way: Orb have been in development for now 1.5(?)years. Long project huh?

So. Up next. Finish off the last few packets I need, more linking of database and netcode, then more commands, then first release! :D

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Re: Ørb# (Orb Sharp) Development Log

Post by Flake » Tue Aug 06, 2013 1:15 pm

Damn I love C# sometimes.

spent a good 5-10 minutes half coding and thinking of a solution to "i need to make a dual wait handle... one that can return if the flag is set, or time runs out" ie: confirmation of commands.

turns out c# can just do Handle.WaitOne(timeout) and return true or false accordingly... Easy as piss.

As soon as I saw the context, I laughed. :lol:

That "damnit why didn't I try this first" sort of laugh.

#nerdycoderthings.

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