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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. 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 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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* '''V0.7.2''' - 2013-07-21
 
* '''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.
 
* '''V0.7.3''' - 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.
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==Status==
* '''V0.8''' - 2014-10-09 Compatibility break - PTP protocol and jitter-avoidance updates
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As of March 2012, software development is ongoing by means of a [http://bitbucket.org/face/omp BitBucket project]. Both server and client software were rewritten using .NET technology.
* '''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==
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In early December 2008, a [http://bitbucket.org/face/orl-online fork] called ORRL (Orbiter Rocket Racing League) was established - consisting of additional content by various other developers - to create a more intriguing environment for online racing competition. This is based on the ORRL ideas introduced in [http://orbiter-forum.com/showthread.php?t=5490 Orbiter-Forum].
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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This branch of OMP was updated recently (January 2011) to stabilize the system for the purpose of online racing and make it compatible with Orbiter 2010.
  
 
==Networking issues==
 
==Networking issues==
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* Support for different planetary systems
 
* Support for different planetary systems
 
* [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
 
* 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.
  
 
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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==Online Servers==
 
==Online Servers==
[http://omp.ddns.net http://omp.ddns.net]
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[http://omp.dyndns-server.com http://omp.dyndns-server.com]
  
 
==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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