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* Xplane WebRTC
[[./xprc.drawio.png]]
The Xplane WebRTC project takes inspiration from Google Stadia
for a streaming based solution for playing video games. But our
plan is to build one specifically for flight simulators. We target
Xplane 11 for being cross platform and completely offline dependent
on sceneries with reasonable documentation on usage of the SDK to use the game.
The novelty of the project being all aspects of the project will be completely open source.
There are already major segments of the project complete and have been tested which will
be mentioned in the appropriate section for the necessary details. I am also investing
in my PhD to familiarize myself to work with slim down kernels on HPC scenarios
(This will help me extend the Xplane to run on a distributed scenario). This
project is fun long term work and has no heavy deadlines but rather the art of
optimizing the current paradigm of how we use heavy workload applications.
The following above is a really high level abstraction description of the
projects and barely covers the depth of what the project intends to push forward.
The big question is what parts have been rebuilt for the project and how they
contribute to the end goal of the project. The first property of the project is
that it should be able to run on a p2p network. P2PRC is a p2p orchestrator designed
to run applications in a p2p network using Containers initially. There are plans to
extend it to run on Uni-kernels and based on my PhD extend it to run on a Multi-kernel
paradigm as well. This will be our custom alternative to Kubernetes which will be used to
distribute and run on workloads on p2p effectively. This would make our entire run on
Anyone's machine which can reside behind NAT.
We also intend to make an open source solution to distribute a slim down version of X Plane
so that nodes can quickly Spawn Xplane instantly with only the required scenery needed.
This will be in contrast to running the full scenery of the game which is around 55 GB.
Something novel that could be worked on here is a novel approach to only send the scenery
of the flight path when distributing the game. This will mean building parsers for the
Xplane scenery files and then finding techniques to only get a correct set of scenery
files needed in other machines. The techniques are expected to open source but since the
scenery files are proprietary they are expected to be public.
The streaming part of the project is expected to use the browser standard WebRTC sockets
with the corresponding sockets. This is because there is already massive development
of the chromium browser with GPU encoders and decoders for faster performance.
We have already built a prototype which has been tested and seems to work as intended.
The PhD will be one of a long term novel approach which will support Multi-kernels with
TAG based architecture support for running C++ programs more securely. This might mean
most parts of the PhD might not be used. The Multi-kernel approach is definitely an
interesting area to experiment on to figure out how the project would use such an
approach and this open lot of areas of future research and hopefully better
performant flight simulators with better purposed algorithm to offload tasks to
devices such as FPGAs or potato machines in abstraction layer similar to speaking nodes in an network.
* Architecture
This chapter dives into the high architecture design of the
project and each module is communicated in detail on the following
section below.
#+attr_latex: :height 500px
#+CAPTION: High level architecture of the entire project
[[./Flightsimarch.drawio.png]]
** Game allocator
The game allocator stores information about the game sessions. This consists of attributes
such as:
#+NAME: DSGameSession
#+BEGIN_SRC
- Game Session ID <UUID>
- Session name <String>
- Nodes Running the game [
{ Rendered Node IP <String>
Rendered Node Specs <Node Specs>
Flight Route Path loaded <TBD when network
scenery files
defined>
User on Node <UUID>
Flight Sim API url <String>
} ..... N ]
- Instructor ID <String>
#+END_SRC
The following above shows a high level data structure for storing session
information. A session consists of multiple pilots training with a single
instructor. Each pilot is assigned a node to render the game remotely
and the instructor can set the scenarios to be trained on.
*** Interfaces
We will now motivate the higher level interfaces to construct a _game allocator_
this term is inspired from the use of terms like /malloc/ and /free/ in userspace
for allocating memory in a kernel.
#+BEGIN_SRC
Instructor = AddInstructor(<Instructor object>)
#+END_SRC
This function creates a insturctor in database.
#+BEGIN_SRC
Player = AddPlayer(<player object>)
#+END_SRC
Creates a player (i.e trainer) to the database.
#+BEGIN_SRC
NodePlayer = AllocateNode(<player object>)
#+END_SRC
Finds a free node varaible and adds allocates
a player to it based on least latency.
#+BEGIN_SRC
FreeNode(NodePlayer)
#+END_SRC
Frees the player from the node. Normally called
after the end of the flight session.
#+BEGIN_SRC
Node = AddNode(<register node information>)
#+END_SRC
Adds a node that can redered the flight sim
into the network.
#+BEGIN_SRC
FreeNode(Node)
#+END_SRC
Removes the flight sim render node
from the network.
#+BEGIN_SRC
Session = CreateSession([Player],...n],[Instuctor,...n])
#+END_SRC
Create session of players mapped and adds
instructors to the session. This function
is a high level function that encapsulates
/AllocateNode/ and maps it to /Instructors/.
#+BEGIN_SRC
FreeSession(Session)
#+END_SRC
Free the entire session created.