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