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https://github.com/MaSzyna-EU07/maszyna.git
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Adds the WITH_HARDWARE_PROTOCOL_V2 build option and the eu07.ini entries which configure it: uart2 declares a serial link and may be repeated for several controllers, the remaining uart2* entries tune frame size, heartbeat, rate limits and logging. UART v1 is untouched and both may be active at the same time on different ports. The driver mode starts the manager when at least one link is configured and pumps it from the input polling loop, and the debug panel gains a Hardware Protocol v2 section reporting link and session condition, packet rates, round trip time, protocol and transport error counters and whatever diagnostics the device itself reports, with switches for protocol and frame logging.
126 lines
3.9 KiB
C++
126 lines
3.9 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "application/applicationmode.h"
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#include "input/driverkeyboardinput.h"
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#include "input/drivermouseinput.h"
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#include "input/gamepadinput.h"
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#include "Console.h"
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#include "vehicle/Camera.h"
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#include "utilities/Classes.h"
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#ifdef WITH_UART
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#include "utilities/uart.h"
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#endif
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#ifdef WITH_HARDWARE_PROTOCOL_V2
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#include "hardware/hardware_manager.h"
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#endif
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#ifdef WITH_ZMQ
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#include "input/zmq_input.h"
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#endif
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class driver_mode : public application_mode {
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public:
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// constructors
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driver_mode();
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// methods
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// initializes internal data structures of the mode. returns: true on success, false otherwise
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bool init() override;
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// mode-specific update of simulation data. returns: false on error, true otherwise
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bool update() override;
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// maintenance method, called when the mode is activated
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void enter() override;
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// maintenance method, called when the mode is deactivated
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void exit() override;
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// input handlers
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void on_key( int Key, int Scancode, int Action, int Mods ) override;
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void on_cursor_pos( double Horizontal, double Vertical ) override;
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void on_mouse_button( int Button, int Action, int Mods ) override;
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void on_scroll( double Xoffset, double Yoffset ) override;
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void on_window_resize( int w, int h ) override { ; }
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void on_event_poll() override;
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bool is_command_processor() const override;
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private:
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// types
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enum view {
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consistfront,
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consistrear,
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bogie,
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driveby,
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count_
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};
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struct view_config {
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TDynamicObject const *owner { nullptr };
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glm::vec3 offset {};
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glm::vec3 angle {};
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};
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struct drivermode_input {
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gamepad_input gamepad;
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drivermouse_input mouse;
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glm::dvec2 mouse_pickmodepos; // stores last mouse position in control picking mode
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driverkeyboard_input keyboard;
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#ifdef _WIN32
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Console console;
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#endif
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#ifdef WITH_UART
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std::unique_ptr<uart_input> uart;
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#endif
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#ifdef WITH_HARDWARE_PROTOCOL_V2
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std::unique_ptr<hardware::hardware_manager> hardware;
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#endif
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#ifdef WITH_ZMQ
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std::unique_ptr<zmq_input> zmq;
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#endif
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std::unique_ptr<motiontelemetry> telemetry;
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bool init();
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void poll();
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std::string
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binding_hints( std::pair<user_command, user_command> const &Commands ) const;
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std::pair<user_command, user_command>
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command_fallback( user_command const Command ) const;
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};
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// methods
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void update_camera( const double Deltatime );
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// handles vehicle change flag
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void OnKeyDown( int cKey );
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void InOutKey();
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void CabView();
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void ExternalView();
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void DistantView( bool const Near = false );
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void set_picking( bool const Picking );
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// members
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drivermode_input m_input;
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std::array<basic_event *, 10> KeyEvents { nullptr }; // eventy wyzwalane z klawiaury
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TCamera Camera;
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TCamera DebugCamera;
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int m_externalviewmode { view::consistfront }; // selected external view mode
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bool m_externalview { true };
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std::array<view_config, view::count_> m_externalviewconfigs;
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TDynamicObject *pDynamicNearest { nullptr }; // vehicle nearest to the active camera. TODO: move to camera
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double fTime50Hz { 0.0 }; // bufor czasu dla komunikacji z PoKeys
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double const m_primaryupdaterate { 1.0 / 100.0 };
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double const m_secondaryupdaterate { 1.0 / 50.0 };
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double m_primaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for core fixed step routines
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double m_secondaryupdateaccumulator { m_secondaryupdaterate }; // keeps track of elapsed simulation time, for less important fixed step routines
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int iPause { 0 }; // wykrywanie zmian w zapauzowaniu
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command_relay m_relay;
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std::string change_train; // train name awaiting entering
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};
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