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{{Addon|
 
{{Addon|
1=[http://omp.ddns.net http://omp.ddns.net]|
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1=[http://bitbucket.org/face/orl-online http://bitbucket.org/face/orl-online]|
 
2=Friedrich 'Face' Kastner-Masilko
 
2=Friedrich 'Face' Kastner-Masilko
 
}}
 
}}
  
This add-on is also available at [https://www.orbiter-forum.com/resources/omp-2016.3459/ OMP 2016 2017-05-14] at Orbiter-forum/resources.
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'''OMP''' was announced on [[IRC]] as project to 'properly' execute a [[Multi-player|multi-player]] environment in Orbiter. This meant that it would take care of more of the conventional space-simulator multiple player caveats and be more of an end-user oriented product than the previous, mostly experimental multi-player projects [[IRCMFD]] and [[Multiorb]].
 
 
'''Orbiter Multiplayer Project (OMP)''' was announced on [[IRC]] as project to 'properly' execute a [[Multi-player|multi-player]] environment in Orbiter. This meant that it would take care of more of the conventional space-simulator multiple player caveats and be more of an end-user oriented product than the previous, mostly experimental multi-player projects [[IRCMFD]] and [[Multiorb]].
 
  
 
Using low-level TCP and UDP connections between machines, OMP may be considered a third-generation Orbiter [[multi-player]] system, although it's understood that each machine is still responsible for its own physics.
 
Using low-level TCP and UDP connections between machines, OMP may be considered a third-generation Orbiter [[multi-player]] system, although it's understood that each machine is still responsible for its own physics.
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* '''V0.8''' - 2014-10-09 Compatibility break - PTP protocol and jitter-avoidance updates
 
* '''V0.8''' - 2014-10-09 Compatibility break - PTP protocol and jitter-avoidance updates
 
* '''V0.8.1''' - 2015-07-08 Introduction of hand-over features (persistence)
 
* '''V0.8.1''' - 2015-07-08 Introduction of hand-over features (persistence)
* '''V0.8.2''' - 2017-05-23 Switch to Orbiter 2016, added animation support via save state transmission
 
  
 
==Status==
 
==Status==
Around August 2016, development moved from a scattered O-F-subforum/Bitbucket existence to a concentrated offering at [http://omp.ddns.net http://omp.ddns.net] . Together with public servers for OMP itself as well as a supporting Teamspeak3, this service also hosts the source-code as well as dedicated discussion forums.
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Around January 2016, development stopped due to doubts about the legality of OMP's license. The repository on [http://bitbucket.org/face/omp BitBucket] was closed to the public.
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However, a migration to a dedicated hosting and administration of the project (repository, server, forum/discussion) is planned for Summer 2016.
  
 
==Networking issues==
 
==Networking issues==
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* [http://www.brynosaurus.com/pub/net/p2pnat/ Hole-punching] and [[w:STUN|STUN]] analysis for easy connection setup
 
* [http://www.brynosaurus.com/pub/net/p2pnat/ Hole-punching] and [[w:STUN|STUN]] analysis for easy connection setup
 
* Missile toy - demonstrates advanced interactions in the distributed simulation
 
* Missile toy - demonstrates advanced interactions in the distributed simulation
* Transmission of vessel save states, so animations and various settings are reflected on remote machines
 
  
 
[[Image:ompschematic.png|thumb|right|OMP technology schematic.]]
 
[[Image:ompschematic.png|thumb|right|OMP technology schematic.]]
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==Technology==
 
==Technology==
  
The concept of OMP is a client/server-based architecture with timestamped stream communication. The system uses [[w:SNTP|SNTP]] timeservers to synchronize both clients and server to [[w:UTC|UTC]]. The 3 elements in the concept – client, server and timeserver – can be seen in figure to the right. Beginning with version 0.8, an optional [[w:Precision_Time_Protocol|PTP]] mechanism can be used to synchronize clients to the server clock, eliminating the need for contacting external timeservers.
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The concept of OMP is a client/server-based architecture with timestamped stream communication. The system uses [[w:SNTP|SNTP]] timeservers to synchronize both clients and server to [[w:UTC|UTC]]. The 3 elements in the concept – client, server and timeserver – can be seen in figure to the right. Beginning with version 0.7.5, an optional [[w:Precision_Time_Protocol|PTP]] mechanism can be used to synchronize clients to the server clock, eliminating the need for contacting external timeservers.
  
 
Not shown in this sketch is the communication between clients. This communication is similar to the [[w:UDP|UDP]] transmissions between client and server and resembles peer-to-peer networks in order to downsize streaming latency.
 
Not shown in this sketch is the communication between clients. This communication is similar to the [[w:UDP|UDP]] transmissions between client and server and resembles peer-to-peer networks in order to downsize streaming latency.
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==See also==
 
==See also==
 
* [[Multi-player]] -- an overview of multi-player add-ons for Orbiter
 
* [[Multi-player]] -- an overview of multi-player add-ons for Orbiter
* [[Orbiter.World]]
 
 
* [[IRCMFD]]
 
* [[IRCMFD]]
 
* [[Multiorb]]
 
* [[Multiorb]]
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* [[Project Hamac]]
 
* [[Project Hamac]]
  
[[Category: Articles]]
 
 
[[Category:Add-ons]]
 
[[Category:Add-ons]]
 
[[Category:Multi-player add-ons]]
 
[[Category:Multi-player add-ons]]

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