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Jjswart multiplayer enabled#120

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JJSWART wants to merge 3283 commits intonetjungle:masterfrom
JJSWART:JJSWART-MULTIPLAYER-ENABLED
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Jjswart multiplayer enabled#120
JJSWART wants to merge 3283 commits intonetjungle:masterfrom
JJSWART:JJSWART-MULTIPLAYER-ENABLED

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@JJSWART JJSWART commented Sep 20, 2019

I have successfull enabled courseplay to be enabled and loaded on a dedicated server and clients can join and access courseplay.

I think we can from here successfully test to create a smooth and robust mutiplayer experience.

pvaiko and others added 30 commits March 18, 2019 17:40
When a course with headland turns started in a field corner the turns
will be well over 90 degrees and the turn system uses a normal up/down
row change turn. This can be a problem when symmetric lane change is
activated as it switches the left/right sides on the headland where it
should not.

Increased the angle threshold so now everything under 150 degrees will
perform a headland turn.
As discussed in Courseplay#3282, the combine now pulls back in a harvested area
if the grain tank is full when the pipe is in the fruit.

Also added auto engine stop/start as requested in Courseplay#3379.
Omitted `turnDiameter` x offsets from the first quarter turn. 
Appears to now generate the intended course for 180-90-90 and 90-90-180 maneuvers.
…lay#3459)

Omitted `turnDiameter` x offsets from the first quarter turn.
Appears to now generate the intended course for 180-90-90 and 90-90-180
maneuvers.
Courseplay#3474 and Courseplay#3476. Until we get mode 2 behave correctly. Will also
need to tweak on returning from the pullback so we don't hit the
unloading tractor.
ThomasGaertner and others added 30 commits August 21, 2019 17:53
When AutoDrive present, add a virtual course folder with AutoDrive
destinations to the course management. When loaded, AD will create a
course from the current vehicle position to the selected destination.
(You'll need AutoDrive 1.0.4.9 or later for this to work correctly)
AIR and DEF are currently don't seem to be used in the game and some mods
come with empty tank. Most stock vehicles don't seem to consume any
air or AdBlue.

So for now, just ignore AIR and DEF when checking for fill levels.
For each AutoDrive destination there's now a return course. The return
course goes to the destination and then back to the AD destination
closest to the vehicle's current position.

Courseplay#3820 Courseplay#4108
Fixes Courseplay#4147, lua error when creating the first folder (with no AutoDrive)
and AutoDrive courses ending up in the wrong folder when a new folder
is created.

Also, an attempt to fix the AutoDrive direction so courses do not begin
behind the vehicle
Update translation_nl.xml (AutoDrive)
Fieldwork uses the radius supplied by the course generator on island
bypass. When we calculated the turn radius on the fly for AutoDrive
courses that also added a radius to fieldwork courses triggering the
tight turn offset mechanism causing all kinds of issues like Courseplay#4172, Courseplay#4173
and possibly Courseplay#4156.

Separate the two radii and use only the course generator supplied ones
during fieldwork.

Also, fieldwork courses generated since 287 should now be regenerated as
when they are saved and loaded they'll contain the radius.
vehicle by the steering angle calculated on the fly based on the
current position and the target.
... in the advanced settings dialog. No idea what I screwed up but did
not want this whole thing on master yet. Anyway, as long as you don't
turn on the AI turn maneuvers on the Advanced Settings screen, everything
should be fine.
Some improvements to the experimental AI turns.
Fixes Courseplay#3990.

Added an option to the HUD to return to the first point of the fieldwork
course after the last one is reached.

Combines do this for now as we plan to call them unload vehicle if they
are not empty.
When an alignment course is appended to the pathfinding course, the
alignment course started at the same position where the pathfinding
course ended. This caused to (almost) overlapping waypoints which may
result in unpredictable directions.

Removed first waypoint of alignment course to avoid overlap.
Check for hasCourseplaySpec on game save.

That should only be set if onLoad was called for the vehicle and thus
CP is set up correctly.

Also, moved AI turns in a separate file and intruduced AI turn classes
Got multiplayer to work. Loaded and events successfully transmitted. 

Final tests tonight with a friend.
Remove prints and replace cp debug channel.
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