I've realized that no one has posted an overview of the current InSim system, in fact the last packet level overview was from a point of view of version 3. We are on version 4 at time of writing, with an current LFS version of S2 Z28.
What Scawen has given us, seems to me at least, to be hooks into certain parts of the LFS engine's data bank. But no one wishes to make claims to how these system are meant to interact with each other. For example, we all bitch and complain about PLID and UCID (I know I do all of the time. It's hard to make a generic interface, when you don't have a generic way of accessing the information on the client. PLID in one packet, UCID in another, what's the point of these two IDentifiers? Well one connects you to the PLayer system that handles car and camera, and is the entity of the client within the game world where it be the client viewing another car, or the client racing said car. The user system is more about record keeping of the client. Holding here is just the client's UName (UserName or LFS World License Name) and PName or PlayerName, an alias for the client at game time.
So we have the Player class with the sub double role of keeping the clients information within the game world both though it's camera state and the client's car on the track. Where as the User class keep track of the basic information on the client.
I would love to have some real authoritative background information on InSim, and find out how far off I am from how the devs feel about the use of the insim system.
What Scawen has given us, seems to me at least, to be hooks into certain parts of the LFS engine's data bank. But no one wishes to make claims to how these system are meant to interact with each other. For example, we all bitch and complain about PLID and UCID (I know I do all of the time. It's hard to make a generic interface, when you don't have a generic way of accessing the information on the client. PLID in one packet, UCID in another, what's the point of these two IDentifiers? Well one connects you to the PLayer system that handles car and camera, and is the entity of the client within the game world where it be the client viewing another car, or the client racing said car. The user system is more about record keeping of the client. Holding here is just the client's UName (UserName or LFS World License Name) and PName or PlayerName, an alias for the client at game time.
So we have the Player class with the sub double role of keeping the clients information within the game world both though it's camera state and the client's car on the track. Where as the User class keep track of the basic information on the client.
I would love to have some real authoritative background information on InSim, and find out how far off I am from how the devs feel about the use of the insim system.