Editing OMP

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
[[Image:ompgui.png|thumb|right|OMP client's user interface .]]
 
 
 
{{Addon|
 
{{Addon|
1=[http://omp.ddns.net http://omp.ddns.net]|
+
1=[http://www.snoopie.at/face/omp/?Home OMP homepage]|
 
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.
+
==History==
 
+
OMP was announced on [[IRC]] as project to 'properly' execute a [[Multiplayer|multiplayer]] environment in Orbiter. Presumably this meant 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 multiplayer 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.
 
  
==Version history==
+
Using low-level TCP and UDP connections between machines, OMP may be considered a third-generation Orbiter multiplayer system, although it's understood that each machine is still responsible for its own physics.
* '''V0.1''' - 2005-09-06 Alpha release
 
* '''V0.1''' - 2005-09-09 Patch 1: Buffer sizes has been increased to 4096 in order to allow longer startup messages on server. Documentation extended with checklists.
 
* '''V0.1''' - 2005-09-10 Patch 2: Added jump feature - see documentation.
 
* '''V0.1''' - 2005-09-11 Patch 3: (Hopefully) fixed the CTD bugs for various situations
 
* '''V0.1''' - 2005-09-17 Patch 4: Fixed default server config file
 
* '''V0.1''' - 2005-09-20 Patch 5: Server and Client log to file, too
 
--------
 
* '''V0.2''' - 2006-04-23 Second alpha release
 
* '''V0.2''' - 2006-04-27 Patch 1: Fixed a problem with OMPDefault.cfg; fixed a server security breach; implemented a 5s delay of absolute-only transmission after a jump in order to allow re-jump and jump to another (far away) vessel of the same client
 
* '''V0.2''' - 2006-05-02 Patch 2: Fixed a problem with server's sync controller, causing indeterministic CTDs after some time; added main thruster groups level transmission - now you can see particle streams of remote vessels and attitude bursts
 
--------
 
* '''V0.2.9.6''' - 2006-09-21 Public development closed, start of closed beta-testing. First release to beta-team
 
--------
 
* '''V0.6.1''' - 2012-03-03 Start of public beta-testing with release on Orbiter Hangar Mods
 
--------
 
* '''V0.7''' - 2012-05-05
 
* '''V0.7.1''' - 2012-05-18
 
* '''V0.7.2''' - 2013-07-21
 
* '''V0.7.3''' - 2013-08-05 This version fixes some bugs in the fast vessel class lane and primarily comes with a missile toy to test the former.
 
* '''V0.7.4''' - 2013-12-20 This version fixed bugs regarding the missile "work-flow" by means of introducing attachment support. In addition, STUN analysis was enhanced.
 
* '''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)
 
* '''V0.8.2''' - 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.
+
As of August 2006, Development is ongoing. Although, at this time no public servers are known, users volunteer to host quite frequently. Some [[Virtual space agency|Virtual space agencies]], now use OMP for their missions.
  
 
==Networking issues==
 
==Networking issues==
  
From the 0.6.1 version on, most NAT problems are worked around by means of hole-punching and STUN analysis. OMP sends 8 kb packets, so, virtually any type of internet connection can use, as well as host OMP.
+
From the 0.3 patch most NAT problems are worked around and OMP now sends 8 kb packets, so, virtually any type of internet connection can use, as well as host OMP.
  
==Features==
+
==Installation tutorial==
  
* Remote vessel replication - see vessels of other clients inside your Orbiter session
+
# Download the OMP 0.2 pack from [http://www.snoopie.at/face/omp/?Releases here]
* Dock support
+
# Extract the zip archive in the orbiter directory.
* On-orbit and ground operations
+
# Download the following files from [http://www.snoopie.at/face/omp/?Development here]
* Integrated text-based chat
+
#* Orbiter plugin
* "Jump" feature - jump to other vessels immediately to save time
+
#* Default configuration for the Orbiter plugin
* Orbiter Playback function works with OMP
+
#* Dummy scenario file for the automatic startup feature
* Support for different planetary systems
+
# Put the orbiter plugin in Orbiter\modules\plugin directory. OVERWRITE THE PREVIOUS FILE!
* [http://www.brynosaurus.com/pub/net/p2pnat/ Hole-punching] and [[w:STUN|STUN]] analysis for easy connection setup
+
# Put the Default configuration for the orbiter plugin in Orbiter\modules\plugin directory. OVERWRITE THE PREVIOUS FILE!
* Missile toy - demonstrates advanced interactions in the distributed simulation
+
# Put the Dummy scenario file for the automatic startup feature in orbiter\scenarios OVERWRITE THE PREVIOUS FILE!
* Transmission of vessel save states, so animations and various settings are reflected on remote machines
+
# Disable any firewalls.
 +
# Open the orbiter launchpad, and under the modules tab, activate the OMPClient module.
 +
# When you activate that module, a dialog will pop up. That's the OMP client.
 +
# Click in the server text field. Delete the IP inside it, and put the server IP you are trying to connect.
 +
# Click on standard.
 +
# Under name, put the username you want. Put a password you can remember, and hit connect Orbiter.(Launch Orbiter changes to connect orbiter)
  
[[Image:ompschematic.png|thumb|right|OMP technology schematic.]]
+
This should get most of the users connected, if they follow the procedures correctly. If you are still having problems connecting, try this alternative method:
[[Image:ompserverhelp.png|thumb|right|TCP session on OMP server.]]
 
  
==Technology==
+
# In the OMP client, click on Custom. The custom field should become active. Type your IP address in the custom field. If you don't know your IP address, get it [http://whatismyipaddress.com/ here].
 +
# Make sure ports 1500 and 2500 are forwarded, for both UDP and TCP 
 +
# Try reconnecting.
  
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.
+
==Features==
  
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.
+
* See other people online
 +
* "Jump" feature, so the users can jump to each other when ever they want
 +
* Dock with other users
 +
* Users can chat with each other
 +
* Orbiter Playback funtion works with OMP
 +
* Everything is in realtime
 +
* Support for different planetary systems
  
Basically, there is one server hosting a “universe” for all connected clients. This “universe” is a specific Orbiter configuration and should be known by every client. I.e., every client must know what Orbiter configuration it has to start before it connects to the server. This will be changed in later versions towards automatic negotiation in order to assure proper client/server configurations.
+
==See also==
 
+
[[Multiplayer]] -- an overview of multiplayer addons for Orbiter
Clients start a [[w:TCP|TCP]] session with the appropriate server and can check out the server environment (users, information about vessels, scenario information etc.) similar to an [[IRC]] or [[w:telnet|telnet]] session. They actually join the [[multi-player]] session by sending an appropriate command followed by their name, password and receiving port. The server responds with the reserved receiving port on the server side. Clients can then start the actual simulation link.
 
 
 
The TCP session is also used for transmission of text information of any kind to keep UDP packet sizes small. An open TCP session is therefore a must, if the the right class (mesh) and name of the neighbor vessels are to be seen, because this text information is transmitted via TCP rather than UDP with an automated negotiation sequence.
 
  
As soon as a client joins the [[multi-player]] session, it tries to synchronize the simulation’s [[w:MJD|MJD]] to the appropriate space-time bubble’s MJD (currently there is only one globally available server bubble). The server transmits this information by means of a '''Keep Alive''' UDP packet (KA). Concurrently, all vessels hosted by the client are transmitted to the server by means of the absolute position w.r.t. the appropriate gravitational body.
+
[[IRCMFD]]
  
The server decides, what vessel is in visible range of what other vessel and transmits the appropriate information by means of a '''Group Information''' UDP packet (GI). It consists of a target vessel ID (the vessel of the receiver client), a source vessel ID (the vessel of the sender client) and IP and port of the receiver client the sender should send to. Each client processes it’s GI list and sends either an absolute or a relative '''State Information''' UDP packet (SI) to the neighbor client.
+
[[Multiorb]]
There are 5 reasons to send an absolute SI instead of a relative one:
 
* The source vessel is not in the same space-time bubble – regarding space – as the target vessel. This is merely indicated by different gravitational bodies.
 
* The target vessel is not available right now – if there was no absolute coordinates transmission before, the target vessel is not visible to the client yet, therefore it is not possible to calculate relative coordinates.
 
* The source vessel velocity w.r.t. the gravitational body is smaller than 1000 m/s. This is considered “non-orbital speed” and should be within the tolerance of the established synchronization.
 
* A jump command is running.
 
* The distance between source and target vessel is greater than the sub-visual range, or the velocity difference between source and target is greater than 1000 m/s. The sub-visual range 𝑑 in meter is determined by:
 
** the current simulation’s viewport high ℎ in pixels,
 
** the current field of view 𝑓𝑜𝑣 in degree,
 
** the maximum size of both vessels 𝑠 in meter and
 
** the formular 𝑑 < 0,5 ∙ 𝑠∙ℎ / tan(𝜋∙𝑓𝑜𝑣/360). This estimates the user’s eye-monitor distance with half a meter.
 
  
If a client receives an SI, it creates or updates the appropriate vessel with a generic name (based on the global ID of the vessel) and a default class. This default vessel will be exchanged with the proper name and class later on, if the client was able to gather the information from the server via TCP. However, SI information is only taken into account if:
+
[[Project Hamac]]
* the reference object is available,
 
* it is either relative to another vessel or absolute and the client is within the space-time bubble – regarding time – of the server and
 
* the vessel to be updated is no superstructure slave.
 
 
 
If streaming of SI or GI is interrupted (either because the server is offline, the neighbor client is offline or – less dramatically – the vessel is out of visible range) for more then 5 seconds, the appropriate vessel is removed.
 
 
 
==Online Servers==
 
[http://omp.ddns.net http://omp.ddns.net]
 
 
 
==See also==
 
* [[Multi-player]] -- an overview of multi-player add-ons for Orbiter
 
* [[Orbiter.World]]
 
* [[IRCMFD]]
 
* [[Multiorb]]
 
* [[Orbiter MMORPG]]
 
* [[Project Hamac]]
 
  
[[Category: Articles]]
+
[[Category:Addons]]
[[Category:Add-ons]]
+
[[Category:Multiplayer addons]]
[[Category:Multi-player add-ons]]
 

Please note that all contributions to OrbiterWiki are considered to be released under the GNU Free Documentation License 1.2 (see OrbiterWiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following hCaptcha:

Cancel Editing help (opens in new window)

Template used on this page: