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{{Addon| | {{Addon| | ||
− | 1=[http:// | + | 1=[http://bitbucket.org/face/orl-online http://bitbucket.org/face/orl-online]| |
2=Friedrich 'Face' Kastner-Masilko | 2=Friedrich 'Face' Kastner-Masilko | ||
}} | }} | ||
− | + | '''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]]. | |
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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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* '''V0.7.3''' - 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. | * '''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. | ||
− | + | ==Status== | |
− | + | As of Juli 2014, 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. | |
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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]. | |
− | + | This branch of OMP was updated in 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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* [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 | ||
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[[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. | + | 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 | ||
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* [[IRCMFD]] | * [[IRCMFD]] | ||
* [[Multiorb]] | * [[Multiorb]] | ||
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* [[Project Hamac]] | * [[Project Hamac]] | ||
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[[Category:Add-ons]] | [[Category:Add-ons]] | ||
[[Category:Multi-player add-ons]] | [[Category:Multi-player add-ons]] |