126 lines
4.7 KiB
Plaintext
126 lines
4.7 KiB
Plaintext
The commands are of the form:
|
|
|
|
--multiplay=in | out,Hz,destination address,destination port
|
|
--callsign=a_unique_name
|
|
|
|
|
|
Below are some examples of startup commands that demonstrate the use of the
|
|
multiplayer facilities.
|
|
|
|
For two players on a local network or across the internet:
|
|
----------------------------------------------------------
|
|
Player1:
|
|
--multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501
|
|
--callsign=player1
|
|
|
|
Player2:
|
|
--multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500
|
|
--callsign=player2
|
|
|
|
|
|
For multiple players on a local network:
|
|
----------------------------------------
|
|
Player1:
|
|
--multiplay=out,10,255.255.255.255,5500
|
|
--multiplay=in,10,255.255.255.255,5500 --callsign=player1
|
|
|
|
Playern:
|
|
--multiplay=out,10,255.255.255.255,5500
|
|
--multiplay=in,10,255.255.255.255,5500 --callsign=playern
|
|
|
|
Note that the callsign is used to identify each player in a multiplayer game
|
|
so the callsigns must be unique. The multiplayer code ignores packets that
|
|
are sent back to itself, as would occur with broadcasting when the rx and tx
|
|
ports are the same.
|
|
|
|
|
|
Multiple players sending to a single player:
|
|
--------------------------------------------
|
|
Player1:
|
|
--multiplay=out,10,192.168.0.2,5500 --callsign=player1
|
|
|
|
Player2:
|
|
--multiplay=out,10,192.168.0.2,5500 --callsign=player2
|
|
|
|
Player3:
|
|
--multiplay=out,10,192.168.0.2,5500 --callsign=player3
|
|
|
|
Player4 (rx only):
|
|
--multiplay=in,10,192.168.0.2,5500 --callsign=player4
|
|
|
|
This demonstrates that it is possible to have multiple instances of
|
|
Flightgear that send to a single instance that displays all the traffic. This
|
|
is the sort of implementation that we are considering for use as a tower
|
|
visual simulator.
|
|
|
|
|
|
For use with a server:
|
|
----------------------
|
|
Oliver Schroeder has created a server for multiplayer flightgear use.
|
|
The server acts as a packet forwarding mechanism. When it
|
|
receives a packet, it sends it to all other active players
|
|
in the vicinity (the server is configured to use 100nm by default).
|
|
|
|
Check out the server homepage <http://www.o-schroeder.de/fg_server/>
|
|
for the current status. You can either download the server for
|
|
some local use, or join the developers flying at the existing servers.
|
|
As with flightgear, the server is free software, released under GPL.
|
|
|
|
Pigeon <http://pigeond.net> has created a web page monitoring
|
|
two such servers, showing the traffic in a Google map environment.
|
|
See <http://pigeond.net/flightgear/fg_server_map.html>.
|
|
|
|
Options needed to enable multiplayer game with a server:
|
|
Player1:
|
|
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
|
|
--callsign=player1
|
|
|
|
Player2:
|
|
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
|
|
--callsign=player2
|
|
|
|
...
|
|
|
|
PlayerN:
|
|
--multiplay=out,10,serveraddress,5002 --multiplay=in,10,myaddress,5002
|
|
--callsign=playerN
|
|
|
|
Note that if every player using a particular server, such as one of those
|
|
listed on the Pigeon's page, needs to have a unique callsign, not
|
|
already in use on that server.
|
|
|
|
If you are sitting behind a NAT'ting firewall, then you need to forward
|
|
the incoming traffic on the firewall outer (visible to the internet)
|
|
address arriving at the UDP port you use (5002 in the case above)
|
|
over to your private LAN address. In this case, use your PRIVATE LAN address
|
|
as <myaddress>. Example (if your private LAN address is 10.0.0.1,
|
|
in order to play on pigeond.net):
|
|
|
|
fgfs --multiplay=in,10,10.0.0.1,5002 --multiplay=out,10,pigeond.net,5002
|
|
--callsign=...UNIQUE callsign here...
|
|
|
|
If you and the server are in the same address space (i.e., both have a public
|
|
IP address or both are on the same private LAN), you hopefully don't need to
|
|
mess with any firewalls.
|
|
|
|
If you don't see other players playing on the same server in your flightgear,
|
|
check that you have followed the above router configuration guidelines. Check
|
|
that you don't have any LOCAL firewall running on your computer preventing the
|
|
flightgear network traffic flow.
|
|
|
|
Finally, use ethereal(1) or tethereal(1) to capture the UDP traffic on the port
|
|
that you are using, and see if you observe both incoming and outgoing packets.
|
|
|
|
It's a good idea to talk to the IRC channel #flightgear on irc.flightgear.org
|
|
while flying on one of the public servers. Also, it makes sense for every user
|
|
on the same server to use the same weather setup, e.g., the real weather
|
|
METAR feed, selected by setting to true the real-world-weather-fetch and
|
|
control-fdm-atmosphere properties.
|
|
|
|
Further reading (a must if you have a problem):
|
|
-----------------------------------------------
|
|
[1] The flightgear server homepage <http://www.o-schroeder.de/fg_server/>
|
|
[2] The flightgear wiki multiplayer howto <http://www.seedwiki.com/wiki/flight_gear/flightgear_multiplayer_documentation.cfm>
|
|
[3] If everything else fails, ask for help on
|
|
the IRC channel #flightgear on irc.flightgear.org
|