[simpits-tech] KEYSTROKE add on for BMS 0.98

Mark Doran mark_s_doran at hotmail.com
Sat Dec 6 14:52:48 PST 2003


That's right, Erwin...internal refresh happens for every value on every
frame -- what I was trying poorly to say was that some weren't refreshed
each time...now they all are which makes relying on them to drive real
hardware more satisfying 'cos it works properly all the time! ;-)

Cheers,

Mark.


> -----Original Message-----
> From: Erwin Neyt [mailto:erwin at sim-instruments.com]
> Sent: Saturday, December 06, 2003 5:33 AM
> To: Simulator Cockpit tech list
> Subject: Re: [simpits-tech] KEYSTROKE add on for BMS 0.98
> 
> Mark,
> 
> The timing of sh.mem data has always been bound the frame rate (the update
=
> one single memcopy being done in the main loop)
> So the sh.mem data has always been consistent with the internal data, and
> updated every frame.
> 
> The problem was that some of the internal Falcon data was not always
> refreshed (i.e. not always needed/displayed). For example when I wrote the
> HSI data in the flightdata, the internal HSI data was only recalculated
when
> it was visible on screen. (F4UT fixed that one in SP3)
> 
> Therefor I asume the fix you talk about is about the internal data.
> 
> I hope I don't sound too confusing,
> 
> Erwin.
> 
> 
> 
> 
> 
> ----- Original Message -----
> From: "Mark Doran" <mark_s_doran at hotmail.com>
> To: "'Simulator Cockpit tech list'" <simpits-tech at simpits.org>
> Sent: Thursday, December 04, 2003 11:37 PM
> Subject: RE: [simpits-tech] KEYSTROKE add on for BMS 0.98
> 
> 
> > Gaak!  And not only is English fun but if you can't type worth a d*mn it
> > really gets hard to communicate effectively.
> >
> > What I meant to say below is:
> >
> > "That's the problem I believe I've fixed in the BMS code: the full set
> > of  things that are in the shared memory are ***NOW*** updated
> > consistently over time so plus or minus a frame or so, the state written
> > into the shared memory matches the internal state data in structures in
> > the game engine."
> >
> > I wrote "not" and that's a typo...I did fix the code honest...well I
> > think so anyway -- if not send me a bug report!
> >
> > Sorry for the confusing message :-(
> >
> > Cheers,
> >
> > Mark.
> >
> >
> > > -----Original Message-----
> > > From: Mark Doran [mailto:mark_s_doran at hotmail.com]
> > > Sent: Thursday, December 04, 2003 7:37 AM
> > > To: 'Simulator Cockpit tech list'
> > > Subject: RE: [simpits-tech] KEYSTROKE add on for BMS 0.98
> > >
> > > Ahh, isn't English fun...sorry Erwin, but you didn't understand what I
> > > meant! ;-).
> > >
> > > That's not what I meant when I said "reliable".  You read far more
> > into
> > > that
> > > than I intended.
> > >
> > > Previous exe's provided updates to the values in the shared memory
> > (that
> > > would be "writes" from the game side) to the shared memory area that
> > were
> > > not consistent in time.  Some values were updated every frame, some
> > others
> > > only ever if you were looking at the cockpit art presentation of that
> > > element.  Therefore, you could not rely on the values being consistent
> > > with
> > > in-game state so it was "unreliable" as a source of data to read for
> > > driving
> > > cockpit hardware over time.
> > >
> > > That's the problem I believe I've fixed in the BMS code: the full set
> > of
> > > things that are in the shared memory are not updated consistently over
> > > time
> > > so plus or minus a frame or so, the state written into the shared
> > memory
> > > matches the internal state data in structures in the game engine.
> > >
> > > I can't imagine why you'd want to lock the shared memory from a
> > reader.
> > > You
> > > want the reader to take a snapshot of what's the shared memory.  Given
> > the
> > > timings involved you can ignore the fact that data state might be a
> > frame
> > > or
> > > two off in sync terms...guaranteed frame-by-frame sync'ed values
> > > ("reliable"
> > > in the sense you see to think I meant) aren't necessary, wouldn't add
> > any
> > > useful function and would be both hard to accomplish and expensive in
> > > resources too.
> > >
> > > So I agree, it's already good enough...provided the game side does
> > updates
> > > to every value consistently...and now it does where before it didn't.
> > > This
> > > is an improvement I believe.
> > >
> > > Cheers,
> > >
> > > Mark.
> > >
> > >
> > > > -----Original Message-----
> > > > From: Erwin Neyt [mailto:erwin at sim-instruments.com]
> > > > Sent: Wednesday, December 03, 2003 2:01 PM
> > > > To: Simulator Cockpit tech list
> > > > Subject: Re: [simpits-tech] KEYSTROKE add on for BMS 0.98
> > > >
> > > >
> > > > <snip>
> > > > 'pit hardware, local or remote (like Erwin's F4DataMirror).  Now
> > that
> > > the
> > > > data in the shared memory file *is* reliable full time, well it's a
> > much
> > > > better facility than it used to be.  And yes, there's going to be an
> > > updated
> > > > header file here pretty soon.
> > > > <snip>
> > > >
> > > > Sorry Mark,
> > > >
> > > > But that's incorrect, you can't lock the sh.mem for reading , so you
> > > never
> > > > sure if the data is reliable.
> > > > But because it is very fast, you'll probably never see the glitches.
> > > >
> > > > Erwin.
> >
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