Probably actually resolving by cost now.
Probably actually resolving by cost now.

// AntennaRange © 2014 toadicus // AntennaRange © 2014 toadicus
// //
// This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a // This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. To view a
// copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ // copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/
   
using KSP; using KSP;
  using KSP.UI.Screens;
using System; using System;
using ToadicusTools; using ToadicusTools.Extensions;
  using ToadicusTools.Text;
  using ToadicusTools.GUIUtils;
  using ToadicusTools.Wrappers;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// A <see cref="UnityEngine.MonoBehaviour"/> responsible for managing configuration items for AntennaRange. /// A <see cref="UnityEngine.MonoBehaviour"/> responsible for managing configuration items for AntennaRange.
/// </summary> /// </summary>
[KSPAddon(KSPAddon.Startup.SpaceCentre, false)] [KSPAddon(KSPAddon.Startup.SpaceCentre, false)]
public class ARConfiguration : MonoBehaviour public class ARConfiguration : MonoBehaviour
{ {
private const string WINDOW_POS_KEY = "configWindowPos"; private const string WINDOW_POS_KEY = "configWindowPos";
private const string REQUIRE_LOS_KEY = "requireLineOfSight"; private const string REQUIRE_LOS_KEY = "requireLineOfSight";
private const string GRACE_RATIO_KEY = "graceRatio"; private const string GRACE_RATIO_KEY = "graceRatio";
private const string REQUIRE_PROBE_CONNECTION_KEY = "requireConnectionForControl"; private const string REQUIRE_PROBE_CONNECTION_KEY = "requireConnectionForControl";
private const string FIXED_POWER_KEY = "fixedPowerCost"; private const string FIXED_POWER_KEY = "fixedPowerCost";
private const string PRETTY_LINES_KEY = "drawPrettyLines"; private const string PRETTY_LINES_KEY = "drawPrettyLines";
private const string UPDATE_DELAY_KEY = "updateDelay"; private const string UPDATE_DELAY_KEY = "updateDelay";
private const string USE_ADDITIVE_KEY = "useAdditiveRanges"; private const string USE_ADDITIVE_KEY = "useAdditiveRanges";
   
private const string TRACKING_STATION_RANGES_KEY = "TRACKING_STATION_RANGES"; private const string TRACKING_STATION_RANGES_KEY = "TRACKING_STATION_RANGES";
private const string RANGE_KEY = "range"; private const string RANGE_KEY = "range";
   
  private const string USE_TOOLBAR_KEY = "useToolbarIfAvailable";
   
/// <summary> /// <summary>
/// Indicates whether connections require line of sight. /// Indicates whether connections require line of sight.
/// </summary> /// </summary>
public static bool RequireLineOfSight public static bool RequireLineOfSight
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// A "fudge factor" ratio that pretends planets and moons are slightly smaller than reality to make /// A "fudge factor" ratio that pretends planets and moons are slightly smaller than reality to make
/// building communication constellations easier. /// building communication constellations easier.
/// </summary> /// </summary>
public static double RadiusRatio public static double RadiusRatio
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// Indicates whether unmanned vessels require a connection for control. /// Indicates whether unmanned vessels require a connection for control.
/// </summary> /// </summary>
public static bool RequireConnectionForControl public static bool RequireConnectionForControl
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// If true, relays will fix their power cost when above nominal range, decreasing data rate instead. /// If true, relays will fix their power cost when above nominal range, decreasing data rate instead.
/// </summary> /// </summary>
public static bool FixedPowerCost public static bool FixedPowerCost
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// Indicates whether this AntennaRange will draw pretty lines in map view. /// Indicates whether this AntennaRange will draw pretty lines in map view.
/// </summary> /// </summary>
public static bool PrettyLines public static bool PrettyLines
{ {
get; get;
set; set;
} }
   
/// <summary> /// <summary>
/// Gets the update delay. /// Gets the update delay.
/// </summary> /// </summary>
public static long UpdateDelay public static long UpdateDelay
{ {
get; get;
private set; private set;
} }
   
  /// <summary>
  /// Gets a value indicating whether AntennaRange will use additive ranges.
  /// </summary>
public static bool UseAdditiveRanges public static bool UseAdditiveRanges
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// Gets Kerbin's relay range based on the current tracking station level. /// Gets Kerbin's relay range based on the current tracking station level.
/// </summary> /// </summary>
public static double KerbinRelayRange public static double KerbinRelayRange
{ {
get; get;
private set; private set;
} }
   
/// <summary> /// <summary>
/// Gets Kerbin's nominal relay range based on the current tracking station level. /// Gets Kerbin's nominal relay range based on the current tracking station level.
/// </summary> /// </summary>
public static double KerbinNominalRange public static double KerbinNominalRange
{ {
get get
{ {
return KerbinRelayRange / 2.8284271247461901d; return KerbinRelayRange / 2.8284271247461901d;
} }
  }
   
  public static bool UseToolbarIfAvailable
  {
  get;
  private set;
} }
   
#pragma warning disable 1591 #pragma warning disable 1591
   
private bool showConfigWindow; private bool showConfigWindow;
private Rect configWindowPos; private Rect configWindowPos;
   
private string updateDelayStr; private string updateDelayStr;
private long updateDelay; private long updateDelay;
   
private IButton toolbarButton; private IButton toolbarButton;
private ApplicationLauncherButton appLauncherButton; private ApplicationLauncherButton appLauncherButton;
   
private double[] trackingStationRanges; private double[] trackingStationRanges;
   
private System.Version runningVersion; private System.Version runningVersion;
   
private bool runOnce; private bool runOnce;
   
private KSP.IO.PluginConfiguration _config; private KSP.IO.PluginConfiguration _config;
private KSP.IO.PluginConfiguration config private KSP.IO.PluginConfiguration config
{ {
get get
{ {
if (this._config == null) if (this._config == null)
{ {
this._config = KSP.IO.PluginConfiguration.CreateForType<AntennaRelay>(); this._config = KSP.IO.PluginConfiguration.CreateForType<AntennaRelay>();
} }
   
return this._config; return this._config;
} }
} }
   
public void Awake() public void Awake()
{ {
Tools.PostDebugMessage(this, "Waking up."); this.LogDebug("Waking up.");
   
this.runningVersion = this.GetType().Assembly.GetName().Version; this.runningVersion = this.GetType().Assembly.GetName().Version;
   
this.showConfigWindow = false; this.showConfigWindow = false;
this.configWindowPos = new Rect(Screen.width / 4, Screen.height / 2, 180, 15); this.configWindowPos = new Rect(Screen.width / 4, Screen.height / 2, 180, 15);
   
   
this.configWindowPos = this.LoadConfigValue(WINDOW_POS_KEY, this.configWindowPos); this.configWindowPos = this.LoadConfigValue(WINDOW_POS_KEY, this.configWindowPos);
   
ARConfiguration.RequireLineOfSight = this.LoadConfigValue(REQUIRE_LOS_KEY, false); ARConfiguration.RequireLineOfSight = this.LoadConfigValue(REQUIRE_LOS_KEY, false);
   
ARConfiguration.RadiusRatio = (1 - this.LoadConfigValue(GRACE_RATIO_KEY, .05d)); ARConfiguration.RadiusRatio = (1 - this.LoadConfigValue(GRACE_RATIO_KEY, .05d));
ARConfiguration.RadiusRatio *= ARConfiguration.RadiusRatio; ARConfiguration.RadiusRatio *= ARConfiguration.RadiusRatio;
   
ARConfiguration.RequireConnectionForControl = ARConfiguration.RequireConnectionForControl =
this.LoadConfigValue(REQUIRE_PROBE_CONNECTION_KEY, false); this.LoadConfigValue(REQUIRE_PROBE_CONNECTION_KEY, false);
   
ARConfiguration.FixedPowerCost = this.LoadConfigValue(FIXED_POWER_KEY, false); ARConfiguration.FixedPowerCost = this.LoadConfigValue(FIXED_POWER_KEY, false);
   
ARConfiguration.PrettyLines = this.LoadConfigValue(PRETTY_LINES_KEY, true); ARConfiguration.PrettyLines = this.LoadConfigValue(PRETTY_LINES_KEY, true);
   
ARConfiguration.UpdateDelay = this.LoadConfigValue(UPDATE_DELAY_KEY, 16L); ARConfiguration.UpdateDelay = this.LoadConfigValue(UPDATE_DELAY_KEY, 16L);
   
ARConfiguration.UseAdditiveRanges = this.LoadConfigValue(USE_ADDITIVE_KEY, true); ARConfiguration.UseAdditiveRanges = this.LoadConfigValue(USE_ADDITIVE_KEY, true);
   
  ARConfiguration.PrettyLines = this.LoadConfigValue(PRETTY_LINES_KEY, true);
   
  ARConfiguration.UpdateDelay = this.LoadConfigValue(UPDATE_DELAY_KEY, 16L);
this.updateDelayStr = ARConfiguration.UpdateDelay.ToString(); this.updateDelayStr = ARConfiguration.UpdateDelay.ToString();
   
  ARConfiguration.UseToolbarIfAvailable = this.LoadConfigValue(USE_TOOLBAR_KEY, true);
   
GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested); GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
GameEvents.OnKSCFacilityUpgraded.Add(this.onFacilityUpgraded); GameEvents.OnKSCFacilityUpgraded.Add(this.onFacilityUpgraded);
   
Debug.Log(string.Format("{0} v{1} - ARConfiguration loaded!", this.GetType().Name, this.runningVersion)); Debug.Log(string.Format("{0} v{1} - ARConfiguration loaded!", this.GetType().Name, this.runningVersion));
   
ConfigNode[] tsRangeNodes = GameDatabase.Instance.GetConfigNodes(TRACKING_STATION_RANGES_KEY); ConfigNode[] tsRangeNodes = GameDatabase.Instance.GetConfigNodes(TRACKING_STATION_RANGES_KEY);
   
if (tsRangeNodes.Length > 0) if (tsRangeNodes.Length > 0)
{ {
string[] rangeValues = tsRangeNodes[0].GetValues(RANGE_KEY); string[] rangeValues = tsRangeNodes[0].GetValues(RANGE_KEY);
   
this.trackingStationRanges = new double[rangeValues.Length]; this.trackingStationRanges = new double[rangeValues.Length];
   
for (int idx = 0; idx < rangeValues.Length; idx++) for (int idx = 0; idx < rangeValues.Length; idx++)
{ {
if (!double.TryParse(rangeValues[idx], out this.trackingStationRanges[idx])) if (!double.TryParse(rangeValues[idx], out this.trackingStationRanges[idx]))
{ {
this.LogError("Could not parse value '{0}' to double; Tracking Station ranges may not work!"); this.LogError("Could not parse value '{0}' to double; Tracking Station ranges may not work!");
this.trackingStationRanges[idx] = 0d; this.trackingStationRanges[idx] = 0d;
} }
} }
   
this.Log("Loaded Tracking Station ranges from config: [{0}]", this.trackingStationRanges.SPrint()); this.Log("Loaded Tracking Station ranges from config: [{0}]", this.trackingStationRanges.SPrint());
} }
else else
{ {
this.trackingStationRanges = new double[] this.trackingStationRanges = new double[]
{ {
51696576d, 51696576d,
37152180000d, 37152180000d,
224770770000d 224770770000d
}; };
   
this.LogWarning("Failed to load Tracking Station ranges from config, using hard-coded values: [{0}]", this.LogWarning("Failed to load Tracking Station ranges from config, using hard-coded values: [{0}]",
this.trackingStationRanges.SPrint()); this.trackingStationRanges.SPrint());
} }
   
this.runOnce = true; this.runOnce = true;
   
Tools.PostDebugMessage(this, "Awake."); this.LogDebug("Awake.");
} }
   
public void Update() public void Update()
{ {
if ( if (
this.runOnce && this.runOnce &&
(ScenarioUpgradeableFacilities.Instance != null || HighLogic.CurrentGame.Mode != Game.Modes.CAREER) (ScenarioUpgradeableFacilities.Instance != null || HighLogic.CurrentGame.Mode != Game.Modes.CAREER)
) )
{ {
this.runOnce = false; this.runOnce = false;
   
this.SetKerbinRelayRange(); this.SetKerbinRelayRange();
} }
} }
   
public void OnGUI() public void OnGUI()
{ {
// Only runs once, if the Toolbar is available. // Only runs once, if the Toolbar is available.
if (ToolbarManager.ToolbarAvailable) if (ToolbarManager.ToolbarAvailable && ARConfiguration.UseToolbarIfAvailable)
{ {
if (this.toolbarButton == null) if (this.toolbarButton == null)
{ {
Tools.PostDebugMessage(this, "Toolbar available; initializing toolbar button."); this.LogDebug("Toolbar available; initializing toolbar button.");
   
  if (this.appLauncherButton != null)
  {
  ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton);
  this.appLauncherButton = null;
  }
   
this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConfiguration"); this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConfiguration");
this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.SPACECENTER); this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.SPACECENTER);
this.toolbarButton.Text = "AR"; this.toolbarButton.Text = "AR";
this.toolbarButton.TexturePath = "AntennaRange/Textures/toolbarIcon"; this.toolbarButton.TexturePath = "AntennaRange/Textures/toolbarIcon";
this.toolbarButton.TextColor = (Color)XKCDColors.Amethyst; this.toolbarButton.TextColor = (Color)XKCDColors.Amethyst;
this.toolbarButton.OnClick += delegate(ClickEvent e) this.toolbarButton.OnClick += delegate(ClickEvent e)
{ {
this.toggleConfigWindow(); this.toggleConfigWindow();
}; };
} }
} }
else if (this.appLauncherButton == null && ApplicationLauncher.Ready) else if (this.appLauncherButton == null && ApplicationLauncher.Ready)
{ {
Tools.PostDebugMessage(this, "Toolbar available; initializing AppLauncher button."); if (this.toolbarButton != null)
  {
  this.toolbarButton.Destroy();
  this.toolbarButton = null;
  }
   
  this.LogDebug("Toolbar available; initializing AppLauncher button.");
   
this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication( this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication(
this.toggleConfigWindow, this.toggleConfigWindow,
this.toggleConfigWindow, this.toggleConfigWindow,
ApplicationLauncher.AppScenes.SPACECENTER, ApplicationLauncher.AppScenes.SPACECENTER,
GameDatabase.Instance.GetTexture( GameDatabase.Instance.GetTexture(
"AntennaRange/Textures/appLauncherIcon", "AntennaRange/Textures/appLauncherIcon",
false false
) )
); );
} }
   
if (this.showConfigWindow) if (this.showConfigWindow)
{ {
Rect configPos = GUILayout.Window(354163056, Rect configPos = GUILayout.Window(354163056,
this.configWindowPos, this.configWindowPos,
this.ConfigWindow, this.ConfigWindow,
string.Format("AntennaRange {0}.{1}", this.runningVersion.Major, this.runningVersion.Minor), string.Format("AntennaRange {0}.{1}", this.runningVersion.Major, this.runningVersion.Minor),
GUILayout.ExpandHeight(true), GUILayout.ExpandHeight(true),
GUILayout.ExpandWidth(true) GUILayout.ExpandWidth(true)
); );
   
configPos = Tools.ClampRectToScreen(configPos, 20); configPos = WindowTools.ClampRectToScreen(configPos, 20);
   
if (configPos != this.configWindowPos) if (configPos != this.configWindowPos)
{ {
this.configWindowPos = configPos; this.configWindowPos = configPos;
this.SaveConfigValue(WINDOW_POS_KEY, this.configWindowPos); this.SaveConfigValue(WINDOW_POS_KEY, this.configWindowPos);
} }
} }
} }
   
public void ConfigWindow(int _) public void ConfigWindow(int _)
{ {
GUILayout.BeginVertical(GUILayout.ExpandHeight(true)); GUILayout.BeginVertical(GUILayout.ExpandHeight(true));
   
GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
   
bool requireLineOfSight = GUITools.Toggle(ARConfiguration.RequireLineOfSight, "Require Line of Sight"); bool requireLineOfSight = Layout.Toggle(ARConfiguration.RequireLineOfSight, "Require Line of Sight");
if (requireLineOfSight != ARConfiguration.RequireLineOfSight) if (requireLineOfSight != ARConfiguration.RequireLineOfSight)
{ {
ARConfiguration.RequireLineOfSight = requireLineOfSight; ARConfiguration.RequireLineOfSight = requireLineOfSight;
this.SaveConfigValue(REQUIRE_LOS_KEY, requireLineOfSight); this.SaveConfigValue(REQUIRE_LOS_KEY, requireLineOfSight);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true)); GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
   
bool requireConnectionForControl = bool requireConnectionForControl =
GUITools.Toggle( Layout.Toggle(
ARConfiguration.RequireConnectionForControl, ARConfiguration.RequireConnectionForControl,
"Require Connection for Probe Control" "Require Connection for Probe Control"
); );
if (requireConnectionForControl != ARConfiguration.RequireConnectionForControl) if (requireConnectionForControl != ARConfiguration.RequireConnectionForControl)
{ {
ARConfiguration.RequireConnectionForControl = requireConnectionForControl; ARConfiguration.RequireConnectionForControl = requireConnectionForControl;
this.SaveConfigValue(REQUIRE_PROBE_CONNECTION_KEY, requireConnectionForControl); this.SaveConfigValue(REQUIRE_PROBE_CONNECTION_KEY, requireConnectionForControl);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
bool fixedPowerCost = GUITools.Toggle(ARConfiguration.FixedPowerCost, "Use Fixed Power Cost"); bool fixedPowerCost = Layout.Toggle(ARConfiguration.FixedPowerCost, "Use Fixed Power Cost");
if (fixedPowerCost != ARConfiguration.FixedPowerCost) if (fixedPowerCost != ARConfiguration.FixedPowerCost)
{ {
ARConfiguration.FixedPowerCost = fixedPowerCost; ARConfiguration.FixedPowerCost = fixedPowerCost;
this.SaveConfigValue(FIXED_POWER_KEY, fixedPowerCost); this.SaveConfigValue(FIXED_POWER_KEY, fixedPowerCost);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
bool useAdditive = GUITools.Toggle(ARConfiguration.UseAdditiveRanges, "Use Additive Ranges"); bool useAdditive = Layout.Toggle(ARConfiguration.UseAdditiveRanges, "Use Additive Ranges");
if (useAdditive != ARConfiguration.UseAdditiveRanges) if (useAdditive != ARConfiguration.UseAdditiveRanges)
{ {
ARConfiguration.UseAdditiveRanges = useAdditive; ARConfiguration.UseAdditiveRanges = useAdditive;
this.SaveConfigValue(USE_ADDITIVE_KEY, useAdditive); this.SaveConfigValue(USE_ADDITIVE_KEY, useAdditive);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
bool prettyLines = GUITools.Toggle(ARConfiguration.PrettyLines, "Draw Pretty Lines"); bool prettyLines = Layout.Toggle(ARConfiguration.PrettyLines, "Draw Pretty Lines");
if (prettyLines != ARConfiguration.PrettyLines) if (prettyLines != ARConfiguration.PrettyLines)
{ {
ARConfiguration.PrettyLines = prettyLines; ARConfiguration.PrettyLines = prettyLines;
this.SaveConfigValue(PRETTY_LINES_KEY, prettyLines); this.SaveConfigValue(PRETTY_LINES_KEY, prettyLines);
  }
   
  GUILayout.EndHorizontal();
   
  GUILayout.BeginHorizontal();
   
  bool useToolbar = Layout.Toggle(ARConfiguration.UseToolbarIfAvailable, "Use Blizzy's Toolbar, if Available");
  if (useToolbar != ARConfiguration.UseToolbarIfAvailable)
  {
  ARConfiguration.UseToolbarIfAvailable = useToolbar;
  this.SaveConfigValue(USE_TOOLBAR_KEY, useToolbar);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
GUILayout.Label("Update Delay", GUILayout.ExpandWidth(false)); GUILayout.Label("Update Delay", GUILayout.ExpandWidth(false));
   
this.updateDelayStr = GUILayout.TextField(this.updateDelayStr, 4, GUILayout.Width(40f)); this.updateDelayStr = GUILayout.TextField(this.updateDelayStr, 4, GUILayout.Width(40f));
   
GUILayout.Label("ms", GUILayout.ExpandWidth(false)); GUILayout.Label("ms", GUILayout.ExpandWidth(false));
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
if (this.updateDelayStr.Length > 1 && long.TryParse(this.updateDelayStr, out this.updateDelay)) if (this.updateDelayStr.Length > 1 && long.TryParse(this.updateDelayStr, out this.updateDelay))
{ {
ARConfiguration.UpdateDelay = Math.Min(Math.Max(this.updateDelay, 16), 2500); ARConfiguration.UpdateDelay = Math.Min(Math.Max(this.updateDelay, 16), 2500);
this.updateDelayStr = ARConfiguration.UpdateDelay.ToString(); this.updateDelayStr = ARConfiguration.UpdateDelay.ToString();
} }
   
if (requireLineOfSight) if (requireLineOfSight)
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
double graceRatio = 1d - Math.Sqrt(ARConfiguration.RadiusRatio); double graceRatio = 1d - Math.Sqrt(ARConfiguration.RadiusRatio);
double newRatio; double newRatio;
   
GUILayout.Label(string.Format("Line of Sight 'Fudge Factor': {0:P0}", graceRatio)); GUILayout.Label(string.Format("Line of Sight 'Fudge Factor': {0:P0}", graceRatio));
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
   
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
   
newRatio = GUILayout.HorizontalSlider((float)graceRatio, 0f, 1f, GUILayout.ExpandWidth(true)); newRatio = GUILayout.HorizontalSlider((float)graceRatio, 0f, 1f, GUILayout.ExpandWidth(true));
newRatio = Math.Round(newRatio, 2); newRatio = Math.Round(newRatio, 2);
   
if (newRatio != graceRatio) if (newRatio != graceRatio)
{ {
ARConfiguration.RadiusRatio = (1d - newRatio) * (1d - newRatio); ARConfiguration.RadiusRatio = (1d - newRatio) * (1d - newRatio);
this.SaveConfigValue(GRACE_RATIO_KEY, newRatio); this.SaveConfigValue(GRACE_RATIO_KEY, newRatio);
} }
   
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
} }
   
GUILayout.EndVertical(); GUILayout.EndVertical();
   
GUI.DragWindow(); GUI.DragWindow();
} }
   
public void OnDestroy() public void OnDestroy()
{ {
GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested); GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested);
GameEvents.OnKSCFacilityUpgraded.Remove(this.onFacilityUpgraded); GameEvents.OnKSCFacilityUpgraded.Remove(this.onFacilityUpgraded);
   
if (this.toolbarButton != null) if (this.toolbarButton != null)
{ {
this.toolbarButton.Destroy(); this.toolbarButton.Destroy();
this.toolbarButton = null; this.toolbarButton = null;
} }
   
if (this.appLauncherButton != null) if (this.appLauncherButton != null)
{ {
ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton); ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton);
this.appLauncherButton = null; this.appLauncherButton = null;
} }
} }
   
private void onSceneChangeRequested(GameScenes scene) private void onSceneChangeRequested(GameScenes scene)
{ {
if (scene != GameScenes.SPACECENTER) if (scene != GameScenes.SPACECENTER)
{ {
print("ARConfiguration: Requesting Destruction."); print("ARConfiguration: Requesting Destruction.");
MonoBehaviour.Destroy(this); MonoBehaviour.Destroy(this);
} }
} }
   
private void onFacilityUpgraded(Upgradeables.UpgradeableFacility fac, int lvl) private void onFacilityUpgraded(Upgradeables.UpgradeableFacility fac, int lvl)
{ {
if (fac.id == "SpaceCenter/TrackingStation") if (fac.id == "SpaceCenter/TrackingStation")
{ {
this.Log("Caught onFacilityUpgraded for {0} at level {1}", fac.id, lvl); this.Log("Caught onFacilityUpgraded for {0} at level {1}", fac.id, lvl);
this.SetKerbinRelayRange(); this.SetKerbinRelayRange();
} }
} }
   
private void SetKerbinRelayRange() private void SetKerbinRelayRange()
{ {
int tsLevel; int tsLevel;
   
if (HighLogic.CurrentGame.Mode == Game.Modes.CAREER) if (HighLogic.CurrentGame.Mode == Game.Modes.CAREER)
{ {
tsLevel = ScenarioUpgradeableFacilities.protoUpgradeables["SpaceCenter/TrackingStation"] tsLevel = ScenarioUpgradeableFacilities.protoUpgradeables["SpaceCenter/TrackingStation"]
.facilityRefs[0].FacilityLevel; .facilityRefs[0].FacilityLevel;
   
   
} }
else else
{ {
tsLevel = this.trackingStationRanges.Length - 1; tsLevel = this.trackingStationRanges.Length - 1;
} }
   
if (tsLevel < this.trackingStationRanges.Length && tsLevel >= 0) if (tsLevel < this.trackingStationRanges.Length && tsLevel >= 0)
{ {
KerbinRelayRange = this.trackingStationRanges[tsLevel]; KerbinRelayRange = this.trackingStationRanges[tsLevel];
this.Log("Setting Kerbin's range to {0}", KerbinRelayRange); this.Log("Setting Kerbin's range to {0}", KerbinRelayRange);
} }
else else
{ {
this.LogError("Could not set Kerbin's range with invalid Tracking Station level {0}", tsLevel); this.LogError("Could not set Kerbin's range with invalid Tracking Station level {0}", tsLevel);
} }
} }
   
private void toggleConfigWindow() private void toggleConfigWindow()
{ {
this.showConfigWindow = !this.showConfigWindow; this.showConfigWindow = !this.showConfigWindow;
this.updateDelayStr = ARConfiguration.UpdateDelay.ToString(); this.updateDelayStr = ARConfiguration.UpdateDelay.ToString();
} }
   
private T LoadConfigValue<T>(string key, T defaultValue) private T LoadConfigValue<T>(string key, T defaultValue)
{ {
this.config.load(); this.config.load();
   
return config.GetValue(key, defaultValue); return config.GetValue(key, defaultValue);
} }
   
private void SaveConfigValue<T>(string key, T value) private void SaveConfigValue<T>(string key, T value)
{ {
this.config.load(); this.config.load();
   
this.config.SetValue(key, value); this.config.SetValue(key, value);
   
this.config.save(); this.config.save();
} }
} }
} }
   
// AntennaRange // AntennaRange
// //
// ARFlightController.cs // ARFlightController.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
#pragma warning disable 1591 #pragma warning disable 1591
   
using KSP; using KSP;
  using KSP.UI.Screens;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using ToadicusTools; using ToadicusTools.Extensions;
  using ToadicusTools.Text;
  using ToadicusTools.DebugTools;
  using ToadicusTools.Wrappers;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
[KSPAddon(KSPAddon.Startup.Flight, false)] [KSPAddon(KSPAddon.Startup.Flight, false)]
public class ARFlightController : MonoBehaviour public class ARFlightController : MonoBehaviour
{ {
  #region Static
  private static List<IAntennaRelay> usefulRelays;
  public static IList<IAntennaRelay> UsefulRelays;
  #endregion
   
#region Fields #region Fields
private Dictionary<ConnectionStatus, string> toolbarTextures; private Dictionary<ConnectionStatus, string> toolbarTextures;
private Dictionary<ConnectionStatus, Texture> appLauncherTextures; private Dictionary<ConnectionStatus, Texture> appLauncherTextures;
   
private ARMapRenderer mapRenderer; private ARMapRenderer mapRenderer;
   
private IButton toolbarButton; private IButton toolbarButton;
   
private ApplicationLauncherButton appLauncherButton; private ApplicationLauncherButton appLauncherButton;
private Tools.DebugLogger log; private PooledDebugLogger log;
   
private System.Diagnostics.Stopwatch updateTimer; private System.Diagnostics.Stopwatch updateTimer;
#endregion #endregion
   
#region Properties #region Properties
public ConnectionStatus currentConnectionStatus public ConnectionStatus currentConnectionStatus
{ {
get; get;
private set; private set;
} }
   
private string currentConnectionTexture private string currentConnectionTexture
{ {
get get
{ {
return this.toolbarTextures[this.currentConnectionStatus]; return this.toolbarTextures[this.currentConnectionStatus];
} }
} }
   
private Texture currentAppLauncherTexture private Texture currentAppLauncherTexture
{ {
get get
{ {
return this.appLauncherTextures[this.currentConnectionStatus]; return this.appLauncherTextures[this.currentConnectionStatus];
} }
} }
   
public ControlTypes currentControlLock public ControlTypes currentControlLock
{ {
get get
{ {
if (this.lockID == string.Empty) if (this.lockID == string.Empty)
{ {
return ControlTypes.None; return ControlTypes.None;
} }
   
return InputLockManager.GetControlLock(this.lockID); return InputLockManager.GetControlLock(this.lockID);
} }
} }
   
public string lockID public string lockID
{ {
get; get;
private set; private set;
} }
   
public ControlTypes lockSet public ControlTypes lockSet
{ {
get get
{ {
return ControlTypes.ALL_SHIP_CONTROLS; return ControlTypes.ALL_SHIP_CONTROLS;
} }
} }
   
public Vessel vessel public Vessel vessel
{ {
get get
{ {
if (FlightGlobals.ready && FlightGlobals.ActiveVessel != null) if (FlightGlobals.ready && FlightGlobals.ActiveVessel != null)
{ {
return FlightGlobals.ActiveVessel; return FlightGlobals.ActiveVessel;
} }
   
return null; return null;
} }
} }
#endregion #endregion
   
#region MonoBehaviour LifeCycle #region MonoBehaviour LifeCycle
private void Awake() private void Awake()
{ {
this.lockID = "ARConnectionRequired"; this.lockID = "ARConnectionRequired";
   
this.log = Tools.DebugLogger.New(this); this.log = PooledDebugLogger.New(this);
   
this.updateTimer = new System.Diagnostics.Stopwatch(); this.updateTimer = new System.Diagnostics.Stopwatch();
   
this.toolbarTextures = new Dictionary<ConnectionStatus, string>(); this.toolbarTextures = new Dictionary<ConnectionStatus, string>();
   
this.toolbarTextures[ConnectionStatus.None] = "AntennaRange/Textures/toolbarIconNoConnection"; this.toolbarTextures[ConnectionStatus.None] = "AntennaRange/Textures/toolbarIconNoConnection";
this.toolbarTextures[ConnectionStatus.Suboptimal] = "AntennaRange/Textures/toolbarIconSubOptimal"; this.toolbarTextures[ConnectionStatus.Suboptimal] = "AntennaRange/Textures/toolbarIconSubOptimal";
this.toolbarTextures[ConnectionStatus.Optimal] = "AntennaRange/Textures/toolbarIcon"; this.toolbarTextures[ConnectionStatus.Optimal] = "AntennaRange/Textures/toolbarIcon";
   
this.appLauncherTextures = new Dictionary<ConnectionStatus, Texture>(); this.appLauncherTextures = new Dictionary<ConnectionStatus, Texture>();
   
this.appLauncherTextures[ConnectionStatus.None] = this.appLauncherTextures[ConnectionStatus.None] =
GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconNoConnection", false); GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconNoConnection", false);
this.appLauncherTextures[ConnectionStatus.Suboptimal] = this.appLauncherTextures[ConnectionStatus.Suboptimal] =
GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconSubOptimal", false); GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconSubOptimal", false);
this.appLauncherTextures[ConnectionStatus.Optimal] = this.appLauncherTextures[ConnectionStatus.Optimal] =
GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIcon", false); GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIcon", false);
   
if (ToolbarManager.ToolbarAvailable) if (ToolbarManager.ToolbarAvailable && ARConfiguration.UseToolbarIfAvailable)
{ {
this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConnectionStatus"); this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConnectionStatus");
   
this.toolbarButton.TexturePath = this.toolbarTextures[ConnectionStatus.None]; this.toolbarButton.TexturePath = this.toolbarTextures[ConnectionStatus.None];
this.toolbarButton.Text = "AntennaRange"; this.toolbarButton.Text = "AntennaRange";
this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.FLIGHT); this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.FLIGHT);
this.toolbarButton.OnClick += (e) => (this.buttonToggle()); this.toolbarButton.OnClick += (e) => (this.buttonToggle());
} }
   
GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested); GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
GameEvents.onVesselChange.Add(this.onVesselChange); GameEvents.onVesselChange.Add(this.onVesselChange);
}  
  usefulRelays = new List<IAntennaRelay>();
private void Start() UsefulRelays = usefulRelays.AsReadOnly();
{  
this.mapRenderer = MapView.MapCamera.gameObject.AddComponent<ARMapRenderer>();  
} }
   
private void FixedUpdate() private void FixedUpdate()
{ {
this.log.Clear(); this.log.Clear();
   
VesselCommand availableCommand; VesselCommand availableCommand;
   
if (ARConfiguration.RequireConnectionForControl) if (ARConfiguration.RequireConnectionForControl)
{ {
availableCommand = this.vessel.CurrentCommand(); availableCommand = this.vessel.CurrentCommand();
} }
else else
{ {
availableCommand = VesselCommand.Crew; availableCommand = VesselCommand.Crew;
} }
   
log.AppendFormat("availableCommand: {0}\n\t" + log.AppendFormat("availableCommand: {0}\n\t" +
"(availableCommand & VesselCommand.Crew) == VesselCommand.Crew: {1}\n\t" + "(availableCommand & VesselCommand.Crew) == VesselCommand.Crew: {1}\n\t" +
"(availableCommand & VesselCommand.Probe) == VesselCommand.Probe: {2}\n\t" + "(availableCommand & VesselCommand.Probe) == VesselCommand.Probe: {2}\n\t" +
"vessel.HasConnectedRelay(): {3}", "vessel.HasConnectedRelay(): {3}",
(int)availableCommand, (int)availableCommand,
(availableCommand & VesselCommand.Crew) == VesselCommand.Crew, (availableCommand & VesselCommand.Crew) == VesselCommand.Crew,
(availableCommand & VesselCommand.Probe) == VesselCommand.Probe, (availableCommand & VesselCommand.Probe) == VesselCommand.Probe,
vessel.HasConnectedRelay() vessel.HasConnectedRelay()
); );
   
// If we are requiring a connection for control, the vessel does not have any adequately staffed pods, // If we are requiring a connection for control, the vessel does not have any adequately staffed pods,
// and the vessel does not have any connected relays... // and the vessel does not have any connected relays...
if ( if (
HighLogic.LoadedSceneIsFlight && HighLogic.LoadedSceneIsFlight &&
ARConfiguration.RequireConnectionForControl && ARConfiguration.RequireConnectionForControl &&
this.vessel != null && this.vessel != null &&
this.vessel.vesselType != VesselType.EVA && this.vessel.vesselType != VesselType.EVA &&
!( !(
(availableCommand & VesselCommand.Crew) == VesselCommand.Crew || (availableCommand & VesselCommand.Crew) == VesselCommand.Crew ||
(availableCommand & VesselCommand.Probe) == VesselCommand.Probe && vessel.HasConnectedRelay() (availableCommand & VesselCommand.Probe) == VesselCommand.Probe && vessel.HasConnectedRelay()
)) ))
{ {
// ...and if the controls are not currently locked... // ...and if the controls are not currently locked...
if (currentControlLock == ControlTypes.None) if (currentControlLock == ControlTypes.None)
{ {
// ...lock the controls. // ...lock the controls.
InputLockManager.SetControlLock(this.lockSet, this.lockID); InputLockManager.SetControlLock(this.lockSet, this.lockID);
} }
} }
// ...otherwise, if the controls are locked... // ...otherwise, if the controls are locked...
else if (currentControlLock != ControlTypes.None) else if (currentControlLock != ControlTypes.None)
{ {
// ...unlock the controls. // ...unlock the controls.
InputLockManager.RemoveControlLock(this.lockID); InputLockManager.RemoveControlLock(this.lockID);
} }
   
log.Print(); log.Print();
} }
   
private void Update() private void Update()
{ {
  if (MapView.MapIsEnabled && this.mapRenderer == null)
  {
  this.mapRenderer = MapView.MapCamera.gameObject.AddComponent<ARMapRenderer>();
  }
   
if (this.toolbarButton != null) if (this.toolbarButton != null)
{ {
this.toolbarButton.Enabled = MapView.MapIsEnabled; this.toolbarButton.Enabled = MapView.MapIsEnabled;
} }
   
if (this.appLauncherButton == null && !ToolbarManager.ToolbarAvailable && ApplicationLauncher.Ready) if (this.appLauncherButton == null && !ToolbarManager.ToolbarAvailable && ApplicationLauncher.Ready)
{ {
this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication( this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication(
this.buttonToggle, this.buttonToggle, this.buttonToggle, this.buttonToggle,
ApplicationLauncher.AppScenes.FLIGHT | ApplicationLauncher.AppScenes.MAPVIEW, ApplicationLauncher.AppScenes.FLIGHT | ApplicationLauncher.AppScenes.MAPVIEW,
this.appLauncherTextures[ConnectionStatus.None] this.appLauncherTextures[ConnectionStatus.None]
); );
} }
   
if (!this.updateTimer.IsRunning || this.updateTimer.ElapsedMilliseconds > ARConfiguration.UpdateDelay) if (!this.updateTimer.IsRunning || this.updateTimer.ElapsedMilliseconds > ARConfiguration.UpdateDelay)
{ {
this.updateTimer.Restart(); this.updateTimer.Restart();
} }
else else
{ {
return; return;
} }
   
this.log.Clear(); this.log.Clear();
   
if (HighLogic.LoadedSceneIsFlight && FlightGlobals.ActiveVessel != null) this.log.Append("[ARFlightController]: Update");
   
  if (HighLogic.LoadedSceneIsFlight && FlightGlobals.ready && FlightGlobals.ActiveVessel != null)
{ {
Vessel vessel; Vessel vessel;
IAntennaRelay relay; IAntennaRelay relay;
  IAntennaRelay bestActiveRelay = null;
IList<IAntennaRelay> activeVesselRelays; IList<IAntennaRelay> activeVesselRelays;
   
  usefulRelays.Clear();
   
for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++) for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++)
{ {
vessel = FlightGlobals.Vessels[vIdx]; vessel = FlightGlobals.Vessels[vIdx];
   
if (vessel == null || vessel == FlightGlobals.ActiveVessel) if (vessel == null || vessel == FlightGlobals.ActiveVessel)
{ {
continue; continue;
} }
   
log.AppendFormat("Fetching best relay for vessel {0}", vessel); switch (vessel.vesselType)
  {
  case VesselType.Debris:
  case VesselType.Flag:
  case VesselType.Unknown:
  continue;
  }
   
  log.AppendFormat("\nFetching best relay for vessel {0}", vessel);
   
relay = vessel.GetBestRelay(); relay = vessel.GetBestRelay();
   
if (relay != null) if (relay != null)
{ {
log.AppendFormat("Finding nearest relay for best relay {0}", relay); log.AppendFormat("\n\tAdding useful relay {0}", relay);
   
relay.FindNearestRelay(); usefulRelays.Add(relay);
} }
} }
   
activeVesselRelays = RelayDatabase.Instance[FlightGlobals.ActiveVessel]; activeVesselRelays = RelayDatabase.Instance[FlightGlobals.ActiveVessel];
   
  if (activeVesselRelays.Count > 0)
  {
  bestActiveRelay = RelayDatabase.Instance.GetBestVesselRelay(FlightGlobals.ActiveVessel);
   
  log.AppendFormat("\n\tAdding best active vessel relay {0} to usefulRelays", bestActiveRelay);
   
  usefulRelays.Add(bestActiveRelay);
  }
   
  log.AppendFormat("\n\tDoing target searches for {0} useful relays", usefulRelays.Count);
   
  for (int uIdx = 0; uIdx < usefulRelays.Count; uIdx++)
  {
  relay = usefulRelays[uIdx];
   
  if (relay == null)
  {
  continue;
  }
   
  log.AppendFormat("\n\tDoing target search for useful relay {0}", relay);
   
  relay.RecalculateTransmissionRates();
  relay.FindNearestRelay();
  }
   
  // Very last, find routes for the non-best relays on the active vessel.
for (int rIdx = 0; rIdx < activeVesselRelays.Count; rIdx++) for (int rIdx = 0; rIdx < activeVesselRelays.Count; rIdx++)
{ {
relay = activeVesselRelays[rIdx]; relay = activeVesselRelays[rIdx];
   
  // The best active relay will get checked with the other useful relays later.
  if (relay == null || relay == bestActiveRelay)
  {
  continue;
  }
   
  log.AppendFormat("\nFinding nearest relay for active vessel relay {0}", relay);
   
  relay.RecalculateTransmissionRates();
relay.FindNearestRelay(); relay.FindNearestRelay();
} }
   
if (this.toolbarButton != null || this.appLauncherButton != null) if (this.toolbarButton != null || this.appLauncherButton != null)
{ {
log.Append("Checking vessel relay status.\n"); log.Append("\nChecking active vessel relay status.");
   
this.currentConnectionStatus = FlightGlobals.ActiveVessel.GetConnectionStatus(); this.currentConnectionStatus = FlightGlobals.ActiveVessel.GetConnectionStatus();
   
log.AppendFormat("currentConnectionStatus: {0}, setting texture to {1}", log.AppendFormat("\n\tcurrentConnectionStatus: {0}, setting texture to {1}",
this.currentConnectionStatus, this.currentConnectionTexture); this.currentConnectionStatus, this.currentConnectionTexture);
   
if (this.toolbarButton != null) if (this.toolbarButton != null)
{ {
this.toolbarButton.TexturePath = this.currentConnectionTexture; this.toolbarButton.TexturePath = this.currentConnectionTexture;
   
if (this.currentConnectionStatus == ConnectionStatus.None) if (this.currentConnectionStatus == ConnectionStatus.None)
{ {
if (!this.toolbarButton.Important) this.toolbarButton.Important = true; if (!this.toolbarButton.Important) this.toolbarButton.Important = true;
} }
else else
{ {
if (this.toolbarButton.Important) this.toolbarButton.Important = false; if (this.toolbarButton.Important) this.toolbarButton.Important = false;
} }
} }
if (this.appLauncherButton != null) if (this.appLauncherButton != null)
{ {
this.appLauncherButton.SetTexture(this.currentAppLauncherTexture); this.appLauncherButton.SetTexture(this.currentAppLauncherTexture);
} }
} }
} }
   
log.Print(); log.Print(false);
} }
   
private void OnDestroy() private void OnDestroy()
{ {
InputLockManager.RemoveControlLock(this.lockID); InputLockManager.RemoveControlLock(this.lockID);
   
if (this.mapRenderer != null) if (this.mapRenderer != null)
{ {
GameObject.Destroy(this.mapRenderer); GameObject.Destroy(this.mapRenderer);
} }
   
if (this.toolbarButton != null) if (this.toolbarButton != null)
{ {
this.toolbarButton.Destroy(); this.toolbarButton.Destroy();
} }
   
if (this.appLauncherButton != null) if (this.appLauncherButton != null)
{ {
ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton); ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton);
this.appLauncherButton = null; this.appLauncherButton = null;
} }
   
GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested); GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested);
GameEvents.onVesselChange.Remove(this.onVesselChange); GameEvents.onVesselChange.Remove(this.onVesselChange);
   
print("ARFlightController: Destroyed."); print("ARFlightController: Destroyed.");
} }
#endregion #endregion
   
private void buttonToggle() private void buttonToggle()
{ {
if (MapView.MapIsEnabled) if (MapView.MapIsEnabled)
{ {
ARConfiguration.PrettyLines = !ARConfiguration.PrettyLines; ARConfiguration.PrettyLines = !ARConfiguration.PrettyLines;
} }
} }
   
#region Event Handlers #region Event Handlers
private void onSceneChangeRequested(GameScenes scene) private void onSceneChangeRequested(GameScenes scene)
{ {
print("ARFlightController: Requesting Destruction."); print("ARFlightController: Requesting Destruction.");
MonoBehaviour.Destroy(this); MonoBehaviour.Destroy(this);
} }
   
private void onVesselChange(Vessel vessel) private void onVesselChange(Vessel vessel)
{ {
InputLockManager.RemoveControlLock(this.lockID); InputLockManager.RemoveControlLock(this.lockID);
} }
#endregion #endregion
} }
} }
   
// AntennaRange // AntennaRange
// //
// ARMapRenderer.cs // ARMapRenderer.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
#pragma warning disable 1591 #pragma warning disable 1591
   
using KSP; using KSP;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using ToadicusTools; using ToadicusTools.Extensions;
  using ToadicusTools.DebugTools;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
public class ARMapRenderer : MonoBehaviour public class ARMapRenderer : MonoBehaviour
{ {
  #if BENCH
  private static ulong updateCount = 0u;
  private static ulong updateTimer = 0u;
  private readonly static RollingAverage averager = new RollingAverage();
  private static long twiceAverageTime = long.MaxValue;
  #endif
   
#region Fields #region Fields
private Dictionary<Guid, LineRenderer> vesselLineRenderers; private Dictionary<Guid, LineRenderer> vesselLineRenderers;
   
// Debug Stuff // Debug Stuff
#pragma warning disable 649 #pragma warning disable 649
private System.Diagnostics.Stopwatch timer; private System.Diagnostics.Stopwatch timer;
private Tools.DebugLogger log; private PooledDebugLogger log;
private long relayStart; private long relayStart;
private long start; private long start;
#pragma warning restore 649 #pragma warning restore 649
   
#pragma warning disable 414 #pragma warning disable 414
private Color thisColor; private Color thisColor;
#pragma warning restore 414 #pragma warning restore 414
#endregion #endregion
   
#region Properties #region Properties
public LineRenderer this[Guid idx] public LineRenderer this[Guid idx]
{ {
get get
{ {
if (this.vesselLineRenderers == null)  
{  
this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();  
}  
   
LineRenderer lr; LineRenderer lr;
   
if (this.vesselLineRenderers.TryGetValue(idx, out lr)) if (!this.vesselLineRenderers.TryGetValue(idx, out lr))
{  
return lr;  
}  
else  
{ {
GameObject obj = new GameObject(); GameObject obj = new GameObject();
obj.layer = 31; obj.layer = 31;
   
lr = obj.AddComponent<LineRenderer>(); lr = obj.AddComponent<LineRenderer>();
   
// lr.SetColors(Color.green, Color.green);  
lr.material = MapView.OrbitLinesMaterial; lr.material = MapView.OrbitLinesMaterial;
// lr.SetVertexCount(2);  
   
this.vesselLineRenderers[idx] = lr; this.vesselLineRenderers[idx] = lr;
   
return lr; return lr;
} }
   
  return lr;
} }
} }
#endregion #endregion
   
#region MonoBehaviour Lifecycle #region MonoBehaviour Lifecycle
private void Awake() private void Awake()
{ {
if (ARConfiguration.PrettyLines) if (ARConfiguration.PrettyLines)
{ {
this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>(); this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
} }
   
  #if DEBUG || BENCH
  this.timer = new System.Diagnostics.Stopwatch();
  #endif
#if DEBUG #if DEBUG
this.timer = new System.Diagnostics.Stopwatch(); this.log = PooledDebugLogger.Get();
this.log = Tools.DebugLogger.New(this);  
#endif #endif
} }
   
private void OnPreCull() private void OnPreCull()
{ {
if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines) if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines)
{ {
this.Cleanup(); this.Cleanup(!HighLogic.LoadedSceneIsFlight);
   
return; return;
} }
   
#if DEBUG #if DEBUG || BENCH
timer.Restart(); timer.Restart();
#endif #endif
   
try try
{ {
log.Clear(); log.Clear();
   
log.AppendFormat("OnPreCull.\n"); log.AppendFormat("OnPreCull.\n");
  /* @ TODO: Fix
log.AppendFormat("\tMapView: Draw3DLines: {0}\n" + log.AppendFormat("\tMapView: Draw3DLines: {0}\n" +
"\tMapView.MapCamera.camera.fieldOfView: {1}\n" + "\tMapView.MapCamera.camera.fieldOfView: {1}\n" +
"\tMapView.MapCamera.Distance: {2}\n", "\tMapView.MapCamera.Distance: {2}\n",
MapView.Draw3DLines, MapView.Draw3DLines,
MapView.MapCamera.camera.fieldOfView, MapView.MapCamera.camera.fieldOfView,
MapView.MapCamera.Distance MapView.MapCamera.Distance
); );
  */
if (FlightGlobals.ready && FlightGlobals.Vessels != null) log.AppendLine("FlightGlobals ready and Vessels list not null.");
{  
log.AppendLine("FlightGlobals ready and Vessels list not null."); IAntennaRelay relay;
   
for (int i = 0; i < FlightGlobals.Vessels.Count; i++) for (int i = 0; i < ARFlightController.UsefulRelays.Count; i++)
  {
  relay = ARFlightController.UsefulRelays[i];
   
  if (relay == null)
{ {
Vessel vessel = FlightGlobals.Vessels[i]; log.AppendFormat("\n\tGot null relay, skipping");
  continue;
log.AppendFormat("\nStarting check for vessel {0} at {1}ms", vessel, timer.ElapsedMilliseconds);  
   
if (vessel == null)  
{  
log.AppendFormat("\n\tSkipping vessel {0} altogether because it is null.", vessel);  
continue;  
}  
   
switch (vessel.vesselType)  
{  
case VesselType.Debris:  
case VesselType.EVA:  
case VesselType.Unknown:  
case VesselType.SpaceObject:  
log.AppendFormat("\n\tDiscarded because vessel is of invalid type {0}",  
vessel.vesselType);  
continue;  
}  
   
log.AppendFormat("\n\tChecking vessel {0}.", vessel.vesselName);  
   
#if DEBUG  
start = timer.ElapsedMilliseconds;  
#endif  
   
IAntennaRelay vesselRelay = vessel.GetBestRelay();  
   
if (vesselRelay == null)  
{  
log.AppendFormat("\n\tGot null relay for vessel {0}", vessel.vesselName);  
continue;  
}  
   
log.AppendFormat("\n\tGot best relay {0} ({3}) for vessel {1} in {2} ms",  
vesselRelay, vessel, timer.ElapsedMilliseconds - start, vesselRelay.GetType().Name);  
   
if (vesselRelay != null)  
{  
#if DEBUG  
start = timer.ElapsedMilliseconds;  
#endif  
   
this.SetRelayVertices(vesselRelay);  
   
log.AppendFormat("\n\tSet relay vertices for {0} in {1}ms",  
vessel, timer.ElapsedMilliseconds - start);  
}  
} }
   
  log.AppendFormat("\n\tDrawing pretty lines for useful relay {0}", relay);
   
  #if DEBUG
  start = timer.ElapsedMilliseconds;
  #endif
   
  this.SetRelayVertices(relay);
   
  log.AppendFormat("\n\tSet relay vertices for {0} in {1}ms",
  relay, timer.ElapsedMilliseconds - start);
} }
} }
catch (Exception ex) catch (Exception ex)
{ {
this.LogError("Caught {0}: {1}\n{2}\n", ex.GetType().Name, ex.ToString(), ex.StackTrace.ToString()); this.LogError("Caught {0}: {1}\n{2}\n", ex.GetType().Name, ex.ToString(), ex.StackTrace.ToString());
this.Cleanup(); this.Cleanup(false);
} }
#if DEBUG #if DEBUG
finally finally
{ {
log.AppendFormat("\n\tOnPreCull finished in {0}ms\n", timer.ElapsedMilliseconds); log.AppendFormat("\n\tOnPreCull finished in {0}ms\n", timer.ElapsedMilliseconds);
   
log.Print(); log.Print();
} }
#endif #endif
   
  #if BENCH
  ARMapRenderer.updateCount++;
  ARMapRenderer.updateTimer += (ulong)this.timer.ElapsedTicks;
   
  if (ARMapRenderer.updateCount >= (ulong)(8d / Time.smoothDeltaTime))
  {
  ARMapRenderer.averager.AddItem((double)ARMapRenderer.updateTimer / (double)ARMapRenderer.updateCount);
  ARMapRenderer.updateTimer = 0u;
  ARMapRenderer.updateCount = 0u;
  ARMapRenderer.twiceAverageTime = (long)(ARMapRenderer.averager.Average * 2d);
  }
   
  if (this.timer.ElapsedTicks > ARMapRenderer.twiceAverageTime)
  {
  this.Log("PreCull took significant longer than usual ({0:S3}s vs {1:S3}s)",
  (double)this.timer.ElapsedTicks / (double)System.Diagnostics.Stopwatch.Frequency,
  ARMapRenderer.averager.Average / (double)System.Diagnostics.Stopwatch.Frequency
  );
  }
  #endif
} }
   
private void OnDestroy() private void OnDestroy()
{ {
this.Cleanup(); this.Cleanup(true);
   
this.Log("Destroyed"); this.Log("Destroyed");
} }
#endregion #endregion
   
#region Utility #region Utility
private void SetRelayVertices(IAntennaRelay relay) private void SetRelayVertices(IAntennaRelay relay)
{ {
log.AppendFormat("\n\t\tDrawing line for relay chain starting at {0}.", relay); log.AppendFormat("\n\t\tDrawing line for relay chain starting at {0}.", relay);
   
if (relay.vessel == null) if (relay.vessel == null)
{ {
log.Append("\n\t\tvessel is null, bailing out"); log.Append("\n\t\tvessel is null, bailing out");
return; return;
} }
   
LineRenderer renderer = this[relay.vessel.id]; LineRenderer renderer = this[relay.vessel.id];
Vector3d start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D()); Vector3 start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D());
   
float lineWidth; float lineWidth;
float d = Screen.height / 2f + 0.01f; float d = Screen.height / 2f + 0.01f;
   
if (MapView.Draw3DLines) if (MapView.Draw3DLines)
{ {
lineWidth = 0.005859375f * MapView.MapCamera.Distance; lineWidth = 0.00833333333f * MapView.MapCamera.Distance;
} }
else else
{ {
lineWidth = 2f; lineWidth = 3f;
   
start = MapView.MapCamera.camera.WorldToScreenPoint(start); // TODO: No idea if this substitution is right.
  // start = MapView.MapCamera.camera.WorldToScreenPoint(start);
  start = PlanetariumCamera.Camera.WorldToScreenPoint(start);
   
start.z = start.z >= 0f ? d : -d; start.z = start.z >= 0f ? d : -d;
} }
   
renderer.SetWidth(lineWidth, lineWidth); renderer.SetWidth(lineWidth, lineWidth);
   
renderer.SetPosition(0, start); renderer.SetPosition(0, start);
   
int idx = 0; int idx = 0;
   
#if DEBUG #if DEBUG
relayStart = timer.ElapsedMilliseconds; relayStart = timer.ElapsedMilliseconds;
#endif #endif
   
Vector3d nextPoint; Vector3 nextPoint;
   
renderer.enabled = true; renderer.enabled = true;
   
if (!relay.CanTransmit()) if (!relay.CanTransmit())
{ {
thisColor = Color.red; thisColor = Color.red;
} }
else else
{ {
if (relay.LinkStatus == ConnectionStatus.Optimal) if (relay.LinkStatus == ConnectionStatus.Optimal)
{ {
thisColor = Color.green; thisColor = Color.green;
} }
else else
{ {
thisColor = Color.yellow; thisColor = Color.yellow;
} }
} }
   
if (relay.KerbinDirect) if (relay.KerbinDirect)
{ {
nextPoint = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position); nextPoint = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
} }
else else
{ {
if (relay.targetRelay == null || relay.targetRelay.vessel == null) if (relay.targetRelay == null || relay.targetRelay.vessel == null)
{ {
this.LogError( this.LogError(
"SetRelayVertices: relay {0} has null target relay or vessel when not KerbinDirect, bailing out!", "SetRelayVertices: relay {0} has null target relay or vessel when not KerbinDirect, bailing out!",
relay relay
); );
   
renderer.enabled = false; renderer.enabled = false;
return; return;
} }
   
  switch (relay.targetRelay.vessel.vesselType)
  {
  case VesselType.Debris:
  case VesselType.Flag:
  case VesselType.Unknown:
  renderer.enabled = false;
  return;
  default:
  break;
  }
   
nextPoint = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D()); nextPoint = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D());
} }
   
renderer.SetColors(thisColor, thisColor); renderer.SetColors(thisColor, thisColor);
   
if (!MapView.Draw3DLines) if (!MapView.Draw3DLines)
{ {
nextPoint = MapView.MapCamera.camera.WorldToScreenPoint(nextPoint); // TODO: No idea if this substitution is right.
  // nextPoint = MapView.MapCamera.camera.WorldToScreenPoint(nextPoint);
  nextPoint = PlanetariumCamera.Camera.WorldToScreenPoint(nextPoint);
nextPoint.z = nextPoint.z >= 0f ? d : -d; nextPoint.z = nextPoint.z >= 0f ? d : -d;
} }
   
idx++; idx++;
   
renderer.SetVertexCount(idx + 1); renderer.SetVertexCount(idx + 1);
renderer.SetPosition(idx, nextPoint); renderer.SetPosition(idx, nextPoint);
   
log.AppendFormat("\n\t\t\t...finished segment in {0} ms", timer.ElapsedMilliseconds - relayStart); log.AppendFormat("\n\t\t\t...finished segment in {0} ms", timer.ElapsedMilliseconds - relayStart);
} }
   
private void Cleanup() private void Cleanup(bool freeObjects)
{ {
if (this.vesselLineRenderers != null && this.vesselLineRenderers.Count > 0) if (this.vesselLineRenderers != null && this.vesselLineRenderers.Count > 0)
{ {
IEnumerator<LineRenderer> enumerator = this.vesselLineRenderers.Values.GetEnumerator(); IEnumerator<LineRenderer> enumerator = this.vesselLineRenderers.Values.GetEnumerator();
LineRenderer lineRenderer; LineRenderer lineRenderer;
   
while (enumerator.MoveNext()) while (enumerator.MoveNext())
{ {
lineRenderer = enumerator.Current; lineRenderer = enumerator.Current;
lineRenderer.enabled = false; lineRenderer.enabled = false;
GameObject.Destroy(lineRenderer.gameObject);  
} if (freeObjects)
this.vesselLineRenderers.Clear(); {
  GameObject.Destroy(lineRenderer.gameObject);
  }
  }
   
  if (freeObjects)
  {
  this.vesselLineRenderers.Clear();
  }
} }
} }
#endregion #endregion
} }
} }
   
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug_win</Configuration> <Configuration Condition=" '$(Configuration)' == '' ">Debug_win</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform> <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion> <ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion> <SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{B36F2C11-962E-4A75-9F41-61AD56D11493}</ProjectGuid> <ProjectGuid>{B36F2C11-962E-4A75-9F41-61AD56D11493}</ProjectGuid>
<OutputType>Library</OutputType> <OutputType>Library</OutputType>
<RootNamespace>AntennaRange</RootNamespace> <RootNamespace>AntennaRange</RootNamespace>
<AssemblyName>AntennaRange</AssemblyName> <AssemblyName>AntennaRange</AssemblyName>
<ReleaseVersion>1.3</ReleaseVersion> <ReleaseVersion>1.3</ReleaseVersion>
<SynchReleaseVersion>false</SynchReleaseVersion> <SynchReleaseVersion>false</SynchReleaseVersion>
<TargetFrameworkVersion>v3.5</TargetFrameworkVersion> <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
<UseMSBuildEngine>False</UseMSBuildEngine> <UseMSBuildEngine>False</UseMSBuildEngine>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_win|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_win|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath> <OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;</DefineConstants> <DefineConstants>DEBUG;TRACE;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
<CustomCommands> <CustomCommands>
<CustomCommands> <CustomCommands>
<Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" /> <Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" />
</CustomCommands> </CustomCommands>
</CustomCommands> </CustomCommands>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_win|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_win|AnyCPU' ">
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath> <OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
<CustomCommands> <CustomCommands>
<CustomCommands> <CustomCommands>
<Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" /> <Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" />
</CustomCommands> </CustomCommands>
</CustomCommands> </CustomCommands>
<DocumentationFile>bin\Release\AntennaRange.xml</DocumentationFile> <DocumentationFile>bin\Release\AntennaRange.xml</DocumentationFile>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_linux|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_linux|AnyCPU' ">
<DebugSymbols>true</DebugSymbols> <DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType> <DebugType>full</DebugType>
<Optimize>false</Optimize> <Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath> <OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;</DefineConstants> <DefineConstants>DEBUG;TRACE;</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
<CustomCommands> <CustomCommands>
<CustomCommands> <CustomCommands>
<Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" /> <Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" />
</CustomCommands> </CustomCommands>
</CustomCommands> </CustomCommands>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_linux|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_linux|AnyCPU' ">
<Optimize>true</Optimize> <Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath> <OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<CustomCommands> <CustomCommands>
<CustomCommands> <CustomCommands>
<Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" /> <Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" />
</CustomCommands> </CustomCommands>
</CustomCommands> </CustomCommands>
<ConsolePause>false</ConsolePause> <ConsolePause>false</ConsolePause>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="IAntennaRelay.cs" /> <Compile Include="IAntennaRelay.cs" />
<Compile Include="ModuleLimitedDataTransmitter.cs" /> <Compile Include="ModuleLimitedDataTransmitter.cs" />
<Compile Include="AntennaRelay.cs" /> <Compile Include="AntennaRelay.cs" />
<Compile Include="ProtoAntennaRelay.cs" /> <Compile Include="ProtoAntennaRelay.cs" />
<Compile Include="RelayDatabase.cs" /> <Compile Include="RelayDatabase.cs" />
<Compile Include="RelayExtensions.cs" /> <Compile Include="RelayExtensions.cs" />
<Compile Include="ARConfiguration.cs" /> <Compile Include="ARConfiguration.cs" />
<Compile Include="ARFlightController.cs" /> <Compile Include="ARFlightController.cs" />
<Compile Include="ARMapRenderer.cs" /> <Compile Include="ARMapRenderer.cs" />
</ItemGroup> </ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<ItemGroup> <ItemGroup>
<Reference Include="Assembly-CSharp"> <Reference Include="Assembly-CSharp">
<HintPath>..\_KSPAssemblies\Assembly-CSharp.dll</HintPath> <HintPath>..\_KSPAssemblies\Assembly-CSharp.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="System"> <Reference Include="System">
<HintPath>..\_KSPAssemblies\System.dll</HintPath> <HintPath>..\_KSPAssemblies\System.dll</HintPath>
<Private>False</Private> <Private>False</Private>
</Reference> </Reference>
<Reference Include="UnityEngine"> <Reference Include="UnityEngine">
<HintPath>..\_KSPAssemblies\UnityEngine.dll</HintPath> <HintPath>..\_KSPAssemblies\UnityEngine.dll</HintPath>
<Private>False</Private> </Reference>
  <Reference Include="KSPUtil">
  <HintPath>..\_KSPAssemblies\KSPUtil.dll</HintPath>
  </Reference>
  <Reference Include="UnityEngine.UI">
  <HintPath>..\_KSPAssemblies\UnityEngine.UI.dll</HintPath>
</Reference> </Reference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\ToadicusTools\ToadicusTools.csproj"> <ProjectReference Include="..\ToadicusTools\ToadicusTools.csproj">
<Project>{D48A5542-6655-4149-BC27-B27DF0466F1C}</Project> <Project>{D48A5542-6655-4149-BC27-B27DF0466F1C}</Project>
<Name>ToadicusTools</Name> <Name>ToadicusTools</Name>
</ProjectReference> </ProjectReference>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="GameData\AntennaRange\AntennaRange.cfg" /> <None Include="GameData\AntennaRange\AntennaRange.cfg" />
<None Include="GameData\AntennaRange\ATM_AntennaRange.cfg" /> <None Include="GameData\AntennaRange\ATM_AntennaRange.cfg" />
</ItemGroup> </ItemGroup>
</Project> </Project>
// AntennaRange // AntennaRange
// //
// AntennaRelay.cs // AntennaRelay.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using ToadicusTools; using ToadicusTools.DebugTools;
  using ToadicusTools.Extensions;
  using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// Relay code at the heart of AntennaRange /// Relay code at the heart of AntennaRange
/// </summary> /// </summary>
public class AntennaRelay public class AntennaRelay
{ {
// We don't have a Bard, so we'll hide Kerbin here. // We don't have a Bard, so we'll hide Kerbin here.
private static CelestialBody _Kerbin; private static CelestialBody _Kerbin;
   
/// <summary> /// <summary>
/// Fetches, caches, and returns a <see cref="CelestialBody"/> reference to Kerbin /// Fetches, caches, and returns a <see cref="CelestialBody"/> reference to Kerbin
/// </summary> /// </summary>
public static CelestialBody Kerbin public static CelestialBody Kerbin
{ {
get get
{ {
if (_Kerbin == null && FlightGlobals.ready) if (_Kerbin == null && FlightGlobals.ready)
{ {
_Kerbin = FlightGlobals.GetHomeBody(); _Kerbin = FlightGlobals.GetHomeBody();
} }
   
return _Kerbin; return _Kerbin;
} }
} }
   
  #if BENCH
  private static ushort relayCount = 0;
  private static ulong searchCount = 0u;
  private static ulong searchTimer = 0u;
  private readonly static RollingAverage averager = new RollingAverage(16);
  private static long doubleAverageTime = long.MaxValue;
   
   
  private System.Diagnostics.Stopwatch performanceTimer = new System.Diagnostics.Stopwatch();
  #endif
   
private bool canTransmit; private bool canTransmit;
private bool isChecked;  
   
private IAntennaRelay nearestRelay; private IAntennaRelay nearestRelay;
private IAntennaRelay bestOccludedRelay; private IAntennaRelay bestOccludedRelay;
   
/// <summary> /// <summary>
/// The <see cref="AntennaRange.ModuleLimitedDataTransmitter"/> reference underlying this AntennaRelay, as an /// The <see cref="AntennaRange.ModuleLimitedDataTransmitter"/> reference underlying this AntennaRelay, as an
/// <see cref="AntennaRange.IAntennaRelay"/> /// <see cref="AntennaRange.IAntennaRelay"/>
/// </summary> /// </summary>
protected IAntennaRelay moduleRef; protected IAntennaRelay moduleRef;
   
/// <summary> /// <summary>
/// Gets the parent Vessel. /// Gets the parent Vessel.
/// </summary> /// </summary>
/// <value>The parent Vessel.</value> /// <value>The parent Vessel.</value>
public virtual Vessel vessel public virtual Vessel vessel
{ {
get get
{ {
return this.moduleRef.vessel; return this.moduleRef.vessel;
} }
} }
   
/// <summary> /// <summary>
/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay. /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
/// </summary> /// </summary>
public IAntennaRelay targetRelay public IAntennaRelay targetRelay
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
/// directly with Kerbin. /// directly with Kerbin.
/// </summary> /// </summary>
public virtual bool KerbinDirect public virtual bool KerbinDirect
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets or sets the nominal link distance, in meters. /// Gets or sets the nominal link distance, in meters.
/// </summary> /// </summary>
public virtual double NominalLinkDistance public virtual double NominalLinkSqrDistance
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets or sets the maximum link distance, in meters. /// Gets or sets the maximum link distance, in meters.
/// </summary> /// </summary>
public virtual double MaximumLinkDistance public virtual double MaximumLinkSqrDistance
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets the first <see cref="CelestialBody"/> found to be blocking line of sight. /// Gets the first <see cref="CelestialBody"/> found to be blocking line of sight.
/// </summary> /// </summary>
public virtual CelestialBody firstOccludingBody public virtual CelestialBody firstOccludingBody
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets the transmit distance. /// Gets the transmit distance.
/// </summary> /// </summary>
/// <value>The transmit distance.</value> /// <value>The transmit distance.</value>
public double transmitDistance public double CurrentLinkSqrDistance
{ {
get get
{ {
if (this.KerbinDirect || this.targetRelay == null) if (this.KerbinDirect || this.targetRelay == null)
{ {
return this.DistanceTo(Kerbin); return this.SqrDistanceTo(Kerbin);
} }
else else
{ {
return this.DistanceTo(this.targetRelay); return this.SqrDistanceTo(this.targetRelay);
} }
} }
} }
   
  /// <summary>
  /// Gets the current link resource rate in EC/MiT.
  /// </summary>
  /// <value>The current link resource rate in EC/MiT.</value>
  public virtual double CurrentLinkResourceRate
  {
  get
  {
  return this.DataResourceCost;
  }
  }
   
  public virtual double CurrentNetworkResourceRate
  {
  get
  {
  double totalRate = 0;
   
  IAntennaRelay nextLink = this.moduleRef;
   
  while (nextLink != null)
  {
  totalRate += nextLink.DataResourceCost;
   
  if (nextLink.KerbinDirect)
  {
  break;
  }
   
  nextLink = nextLink.targetRelay;
  }
   
  return totalRate;
  }
  }
   
  /// <summary>
  /// Gets or sets the link status.
  /// </summary>
public virtual ConnectionStatus LinkStatus public virtual ConnectionStatus LinkStatus
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config. /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// </summary> /// </summary>
public virtual double nominalTransmitDistance public virtual double nominalTransmitDistance
{ {
get; get;
set; set;
} }
   
/// <summary> /// <summary>
/// The maximum distance at which this relay can operate. /// The maximum distance at which this relay can operate.
/// </summary> /// </summary>
/// <value>The max transmit distance.</value> /// <value>The max transmit distance.</value>
public virtual double maxTransmitDistance public virtual double maxTransmitDistance
{ {
get; get;
set; set;
} }
  /*
  * The next two functions overwrite the behavior of the stock functions and do not perform equivalently, except
  * in that they both return floats. Here's some quick justification:
  *
  * The stock implementation of GetTransmitterScore (which I cannot override) is:
  * Score = (1 + DataResourceCost) / DataRate
  *
  * The stock DataRate and DataResourceCost are:
  * DataRate = packetSize / packetInterval
  * DataResourceCost = packetResourceCost / packetSize
  *
  * So, the resulting score is essentially in terms of joules per byte per baud. Rearranging that a bit, it
  * could also look like joule-seconds per byte per byte, or newton-meter-seconds per byte per byte. Either way,
  * that metric is not a very reasonable one.
  *
  * Two metrics that might make more sense are joules per byte or joules per byte per second. The latter case
  * would look like:
  * DataRate = packetSize / packetInterval
  * DataResourceCost = packetResourceCost
  *
  * The former case, which I've chosen to implement below, is:
  * DataRate = packetSize
  * DataResourceCost = packetResourceCost
  *
  * So... hopefully that doesn't screw with anything else.
  * */
  /// <summary>
  /// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in
  /// terms of joules/byte
  /// </summary>
  public virtual float DataRate
  {
  get
  {
  if (this.CanTransmit())
  {
  return this.moduleRef.PacketSize;
  }
  else
  {
  return float.Epsilon;
  }
  }
  }
   
  /// <summary>
  /// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas
  /// to be scored in terms of joules/byte
  /// </summary>
  public virtual double DataResourceCost
  {
  get
  {
  if (this.CanTransmit())
  {
  return this.moduleRef.PacketResourceCost;
  }
  else
  {
  return float.PositiveInfinity;
  }
  }
  }
   
/// <summary> /// <summary>
/// Determines whether this instance can transmit. /// Determines whether this instance can transmit.
/// </summary> /// </summary>
/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns> /// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>
public virtual bool CanTransmit() public virtual bool CanTransmit()
{ {
return this.canTransmit; return this.canTransmit;
} }
   
  // Before transmission, set packetSize. Per above, packet size increases with the inverse square of
  // distance. packetSize maxes out at _basepacketSize * maxDataFactor.
  public void RecalculateTransmissionRates()
  {
  float rangeFactor = (float)(this.NominalLinkSqrDistance / this.CurrentLinkSqrDistance);
   
  if (ARConfiguration.FixedPowerCost)
  {
  this.moduleRef.PacketResourceCost = this.moduleRef.BasePacketResourceCost;
   
  this.moduleRef.PacketSize = Mathf.Min(
  this.moduleRef.BasePacketSize * rangeFactor,
  this.moduleRef.BasePacketSize * this.moduleRef.MaxDataFactor
  );
  }
  else
  {
  if (this.CurrentLinkSqrDistance > this.NominalLinkSqrDistance)
  {
  this.moduleRef.PacketSize = this.moduleRef.BasePacketSize;
  this.moduleRef.PacketResourceCost = this.moduleRef.BasePacketResourceCost / rangeFactor;
  }
  else
  {
  this.moduleRef.PacketSize = Mathf.Min(
  this.moduleRef.BasePacketSize * rangeFactor,
  this.moduleRef.BasePacketSize * this.moduleRef.MaxDataFactor
  );
  this.moduleRef.PacketResourceCost = this.moduleRef.BasePacketResourceCost;
  }
  }
   
  this.moduleRef.PacketSize *= this.moduleRef.PacketThrottle / 100f;
  this.moduleRef.PacketResourceCost *= this.moduleRef.PacketThrottle / 100f;
  }
   
  public double GetPotentialLinkCost(double currentSqrDistance, double nominalSqrDistance)
  {
  double cost;
   
  float rangeFactor = (float)(nominalSqrDistance / currentSqrDistance);
   
  if (ARConfiguration.FixedPowerCost || currentSqrDistance <= NominalLinkSqrDistance)
  {
  cost = this.moduleRef.BasePacketResourceCost;
  }
  else
  {
  cost = this.moduleRef.BasePacketResourceCost / rangeFactor;
  }
   
  cost *= this.moduleRef.PacketThrottle / 100f;
   
  return cost;
  }
   
  public double GetPotentialLinkCost(IAntennaRelay potentialTarget)
  {
  if (potentialTarget == null)
  {
  return double.PositiveInfinity;
  }
   
  double nominalSqrDistance;
  if (ARConfiguration.UseAdditiveRanges)
  {
  nominalSqrDistance = this.nominalTransmitDistance * potentialTarget.nominalTransmitDistance;
  }
  else
  {
  nominalSqrDistance = this.nominalTransmitDistance * this.nominalTransmitDistance;
  }
   
  double currentSqrDistance = this.SqrDistanceTo(potentialTarget);
   
  return GetPotentialLinkCost(currentSqrDistance, nominalSqrDistance);
  }
   
  public double GetPotentialLinkCost(CelestialBody body)
  {
  if (body == null || body != Kerbin)
  {
  return double.PositiveInfinity;
  }
   
  double nominalSqrDistance;
  if (ARConfiguration.UseAdditiveRanges)
  {
  nominalSqrDistance = this.nominalTransmitDistance * ARConfiguration.KerbinNominalRange;
  }
  else
  {
  nominalSqrDistance = this.nominalTransmitDistance * this.nominalTransmitDistance;
  }
   
  double currentSqrDistance = this.SqrDistanceTo(body);
   
  return GetPotentialLinkCost(currentSqrDistance, nominalSqrDistance);
  }
   
/// <summary> /// <summary>
/// Finds the nearest relay. /// Finds the nearest relay.
/// </summary> /// </summary>
/// <returns>The nearest relay or null, if no relays in range.</returns> /// <returns>The nearest relay or null, if no relays in range.</returns>
public void FindNearestRelay() public void FindNearestRelay()
{ {
if (!FlightGlobals.ready) if (!FlightGlobals.ready)
{ {
return; return;
} }
   
Tools.DebugLogger log; PooledDebugLogger log;
#if DEBUG #if DEBUG
log = Tools.DebugLogger.New(this); log = PooledDebugLogger.New(this);
#endif #endif
   
// Skip vessels that have already been checked for a nearest relay this pass. #if BENCH
if (this.isChecked) this.performanceTimer.Restart();
{  
log.AppendFormat("{0}: Target search skipped because our vessel has been checked already this search.", long startVesselLoopTicks;
this); long totalVesselLoopTicks;
log.Print();  
return; string slowestLOSVesselName = string.Empty;
} long slowestLOSVesselTicks = long.MinValue;
  long startLOSVesselTicks;
  long totalLOSVesselTicks;
   
  string slowestCircularVesselName = string.Empty;
  long slowestCircularVesselTicks = long.MinValue;
  long startCircularVesselTicks;
  long totalCircularVesselTicks;
   
  long startKerbinLOSTicks;
  long totalKerbinLOSTicks;
  long statusResolutionTicks;
   
  ushort usefulVesselCount = 0;
  #endif
   
log.AppendFormat("{0}: Target search started).", this.ToString()); log.AppendFormat("{0}: Target search started).", this.ToString());
   
#if DEBUG #if DEBUG
try { try {
#endif #endif
// Set this vessel as checked, so that we don't check it again.  
this.isChecked = true; // Declare a bunch of variables we'll be using.
  CelestialBody bodyOccludingBestOccludedRelay = null;
  IAntennaRelay needle;
   
  double cheapestRelayRate = double.PositiveInfinity;
  double cheapestOccludedRelayRate = double.PositiveInfinity;
   
  double potentialRelayRate;
   
  double kerbinRelayRate = this.GetPotentialLinkCost(Kerbin);
   
  bool isCircular;
  int iterCount;
   
// Blank everything we're trying to find before the search. // Blank everything we're trying to find before the search.
this.firstOccludingBody = null; this.firstOccludingBody = null;
this.bestOccludedRelay = null; this.bestOccludedRelay = null;
this.targetRelay = null; this.targetRelay = null;
this.nearestRelay = null; this.nearestRelay = null;
   
// Default to KerbinDirect = true in case something in here doesn't work right. // Default to KerbinDirect = true in case something in here doesn't work right.
this.KerbinDirect = true; this.KerbinDirect = true;
   
CelestialBody bodyOccludingBestOccludedRelay = null;  
IAntennaRelay needle;  
   
// double nearestRelaySqrDistance = double.PositiveInfinity;  
// double bestOccludedSqrDistance = double.PositiveInfinity;  
   
// double maxTransmitSqrDistance = double.NegativeInfinity;  
   
double nearestRelaySqrQuotient = double.PositiveInfinity;  
double bestOccludedSqrQuotient = double.PositiveInfinity;  
   
/* /*
* Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too * Loop through the useful relays as determined by ARFlightController and check each for line of sight and
* far away. When we find a candidate, get through its antennae for relays which have not been checked yet * distance, searching for the relay with the best distance/maxRange ratio that is in sight, in range, and
* and that can transmit. Once we find a suitable candidate, assign it to nearestRelay for comparison * can transmit, also stashing the "best" relay outside of line of sight for failure report.
* against future finds.  
* */ * */
Vessel potentialVessel;  
IAntennaRelay potentialBestRelay; IAntennaRelay potentialBestRelay;
CelestialBody fob; CelestialBody fob;
   
// IList<IAntennaRelay> vesselRelays; #if BENCH
for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++) startVesselLoopTicks = performanceTimer.ElapsedTicks;
{ #endif
log.AppendFormat("\nFetching vessel at index {0}", vIdx);  
potentialVessel = FlightGlobals.Vessels[vIdx]; for (int rIdx = 0; rIdx < ARFlightController.UsefulRelays.Count; rIdx++)
  {
if (potentialVessel == null) potentialBestRelay = ARFlightController.UsefulRelays[rIdx];
{ log.AppendFormat("\n\tgot useful relay {0}",
Tools.PostErrorMessage("{0}: Skipping vessel at index {1} because it is null.", this, vIdx); potentialBestRelay == null ? "null" : potentialBestRelay.ToString());
log.AppendFormat("\n\tSkipping vessel at index {0} because it is null.", vIdx);  
log.Print(); if (potentialBestRelay == null)
return; {
} log.Append("\n\t...skipping null relay");
#if DEBUG continue;
else }
{  
log.AppendFormat("\n\tGot vessel {0}", potentialVessel); if (potentialBestRelay == this || potentialBestRelay.vessel == this.vessel)
} {
  log.AppendFormat(
  "\n\t...skipping relay {0} because it or its vessel ({1}) is the same as ours" +
  "\n\t\t(our vessel is {2})",
  potentialBestRelay,
  potentialBestRelay.vessel == null ? "null" : potentialBestRelay.vessel.vesselName,
  this.vessel == null ? "null" : this.vessel.vesselName
  );
  continue;
  }
   
  #if BENCH
  usefulVesselCount++;
#endif #endif
   
// Skip vessels of the wrong type.  
log.Append("\n\tchecking vessel type");  
switch (potentialVessel.vesselType)  
{  
case VesselType.Debris:  
case VesselType.Flag:  
case VesselType.EVA:  
case VesselType.SpaceObject:  
case VesselType.Unknown:  
log.Append("\n\tSkipping because vessel is the wrong type.");  
continue;  
default:  
break;  
}  
   
log.Append("\n\tchecking if vessel is this vessel");  
// Skip vessels with the wrong ID  
if (potentialVessel.id == vessel.id)  
{  
log.Append("\n\tSkipping because vessel is this vessel.");  
continue;  
}  
   
potentialBestRelay = potentialVessel.GetBestRelay();  
log.AppendFormat("\n\t\tgot best vessel relay {0}",  
potentialBestRelay == null ? "null" : potentialBestRelay.ToString());  
   
if (potentialBestRelay == null)  
{  
log.Append("\n\t\t...skipping null relay");  
continue;  
}  
   
// Find the distance from here to the vessel... // Find the distance from here to the vessel...
log.Append("\n\tgetting distance to potential vessel"); log.Append("\n\tgetting cost to potential vessel");
double potentialSqrDistance = this.sqrDistanceTo(potentialVessel); potentialRelayRate = potentialBestRelay.CurrentNetworkResourceRate + this.GetPotentialLinkCost(potentialBestRelay);
log.Append("\n\tgetting best vessel relay");  
  #if BENCH
log.Append("\n\tgetting max link distance to potential relay"); startLOSVesselTicks = performanceTimer.ElapsedTicks;
double maxLinkSqrDistance; #endif
   
if (ARConfiguration.UseAdditiveRanges)  
{  
maxLinkSqrDistance = this.maxTransmitDistance * potentialBestRelay.maxTransmitDistance;  
}  
else  
{  
maxLinkSqrDistance = this.maxTransmitDistance * this.maxTransmitDistance;  
}  
   
log.AppendFormat("\n\tmax link distance: {0}", maxLinkSqrDistance);  
   
double potentialSqrQuotient = potentialSqrDistance / maxLinkSqrDistance;  
   
log.Append("\n\t\tdoing LOS check"); log.Append("\n\t\tdoing LOS check");
// Skip vessels to which we do not have line of sight. // Skip vessels to which we do not have line of sight.
if ( if (
ARConfiguration.RequireLineOfSight && ARConfiguration.RequireLineOfSight &&
!this.vessel.hasLineOfSightTo(potentialVessel, out fob, ARConfiguration.RadiusRatio) !this.vessel.hasLineOfSightTo(potentialBestRelay.vessel, out fob, ARConfiguration.RadiusRatio)
) )
{ {
  #if BENCH
  totalLOSVesselTicks = performanceTimer.ElapsedTicks - startLOSVesselTicks;
   
  if (totalLOSVesselTicks > slowestLOSVesselTicks)
  {
  slowestLOSVesselTicks = totalLOSVesselTicks;
  slowestLOSVesselName = vessel.vesselName;
  }
  #endif
   
log.Append("\n\t\t...failed LOS check"); log.Append("\n\t\t...failed LOS check");
   
log.AppendFormat("\n\t\t\t{0}: Vessel {1} not in line of sight.", log.AppendFormat("\n\t\t\t{0}: Relay {1} not in line of sight.",
this.ToString(), potentialVessel.vesselName); this.ToString(), potentialBestRelay);
log.AppendFormat("\n\t\t\tpotentialSqrDistance: {0}", potentialSqrDistance); log.AppendFormat("\n\t\t\tpotentialRelayRate: {0}", potentialRelayRate);
log.AppendFormat("\n\t\t\tbestOccludedSqrQuotient: {0}", bestOccludedSqrQuotient); log.AppendFormat("\n\t\t\tcheapestOccludedRelayRate: {0}", cheapestOccludedRelayRate);
log.AppendFormat("\n\t\t\tmaxTransmitSqrDistance: {0}", maxLinkSqrDistance);  
   
if ( if (
(potentialSqrQuotient < bestOccludedSqrQuotient) && (potentialRelayRate < cheapestRelayRate) &&
(potentialSqrQuotient <= 1d) && this.IsInRangeOf(potentialBestRelay) &&
potentialBestRelay.CanTransmit() potentialBestRelay.CanTransmit()
) )
{ {
log.Append("\n\t\t...vessel is close enough to and potentialBestRelay can transmit"); log.Append("\n\t\t...vessel is cheapest and close enough and potentialBestRelay can transmit");
log.AppendFormat("\n\t\t...{0} found new best occluded relay {1}", this, potentialBestRelay); log.AppendFormat("\n\t\t...{0} found new best occluded relay {1}", this, potentialBestRelay);
   
this.bestOccludedRelay = potentialBestRelay; this.bestOccludedRelay = potentialBestRelay;
bodyOccludingBestOccludedRelay = fob; bodyOccludingBestOccludedRelay = fob;
bestOccludedSqrQuotient = potentialSqrQuotient; cheapestOccludedRelayRate = potentialRelayRate;
} }
else else
{ {
log.Append("\n\t\t...vessel is not close enough to check for occluded relays, carrying on"); log.Append("\n\t\t...vessel is not close enough to check for occluded relays, carrying on");
} }
continue; continue;
} }
  #if BENCH
  else
  {
  totalLOSVesselTicks = performanceTimer.ElapsedTicks - startLOSVesselTicks;
  }
   
  if (totalLOSVesselTicks > slowestLOSVesselTicks)
  {
  slowestLOSVesselTicks = totalLOSVesselTicks;
  slowestLOSVesselName = vessel.vesselName;
  }
  #endif
   
log.Append("\n\t\t...passed LOS check"); log.Append("\n\t\t...passed LOS check");
   
/* /*
* ...so that we can skip the vessel if it is further away than a vessel we've already checked. * ...so that we can skip the vessel if it is further away than a vessel we've already checked.
* */ * */
if (potentialSqrQuotient > nearestRelaySqrQuotient) if (potentialRelayRate > cheapestRelayRate)
{ {
log.AppendFormat("\n\t{0}: Vessel {1} discarded because it is farther than another the nearest relay.", log.AppendFormat("\n\t{0}: Relay {1} discarded because it is more expensive than another the nearest relay.",
this.ToString(), this.ToString(),
potentialVessel.vesselName potentialBestRelay
); );
continue; continue;
} }
   
log.Append("\n\t\t...passed distance check"); log.Append("\n\t\t...passed distance check");
   
if (potentialBestRelay.CanTransmit()) if (potentialBestRelay.CanTransmit())
{ {
  #if BENCH
  startCircularVesselTicks = performanceTimer.ElapsedTicks;
  #endif
   
needle = potentialBestRelay; needle = potentialBestRelay;
bool isCircular = false; isCircular = false;
   
int iterCount = 0; iterCount = 0;
while (needle != null) while (needle != null)
{ {
iterCount++; iterCount++;
   
if (needle.KerbinDirect) if (needle.KerbinDirect)
{ {
break; break;
} }
   
if (needle.targetRelay == null) if (needle.targetRelay == null)
{ {
break; break;
} }
   
if (needle.targetRelay.vessel == this.vessel || needle == this.moduleRef) if (needle.targetRelay.vessel == this.vessel || needle == this.moduleRef)
{ {
isCircular = true; isCircular = true;
break; break;
} }
   
// Avoid infinite loops when we're not catching things right. // Avoid infinite loops when we're not catching things right.
if (iterCount > FlightGlobals.Vessels.Count) if (iterCount > FlightGlobals.Vessels.Count)
{ {
Tools.PostErrorMessage( this.LogError(
"[{0}] iterCount exceeded while checking for circular network; assuming it is circular" + "iterCount exceeded while checking for circular network; assuming it is circular" +
"\n\tneedle={1}" + "\n\tneedle={0}" +
"\n\tthis.moduleRef={2}", "\n\tthis.moduleRef={1}",
this,  
needle == null ? "null" : string.Format( needle == null ? "null" : string.Format(
"{0}, needle.KerbinDirect={1}, needle.targetRelay={2}", "{0}, needle.KerbinDirect={1}, needle.targetRelay={2}",
needle, needle.KerbinDirect, needle.targetRelay == null ? "null" : string.Format( needle, needle.KerbinDirect, needle.targetRelay == null ? "null" : string.Format(
"{0}\n\tneedle.targetRelay.vessel={1}", "{0}\n\tneedle.targetRelay.vessel={1}",
needle.targetRelay, needle.targetRelay,
needle.targetRelay.vessel == null ? needle.targetRelay.vessel == null ?
"null" : needle.targetRelay.vessel.vesselName "null" : needle.targetRelay.vessel.vesselName
) )
), ),
this.moduleRef == null ? "null" : this.moduleRef.ToString() this.moduleRef == null ? "null" : this.moduleRef.ToString()
); );
isCircular = true; isCircular = true;
break; break;
} }
   
needle = needle.targetRelay; needle = needle.targetRelay;
} }
   
if (!isCircular) if (!isCircular)
{ {
nearestRelaySqrQuotient = potentialSqrQuotient; cheapestRelayRate = potentialRelayRate;
this.nearestRelay = potentialBestRelay; this.nearestRelay = potentialBestRelay;
   
log.AppendFormat("\n\t{0}: found new nearest relay {1} ({2}m²)", log.AppendFormat("\n\t{0}: found new cheapest relay {1} ({2} EC/MiT)",
this.ToString(), this.ToString(),
this.nearestRelay.ToString(), this.nearestRelay.ToString(),
Math.Sqrt(nearestRelaySqrQuotient) Math.Sqrt(cheapestRelayRate)
); );
} }
else else
{ {
log.AppendFormat("\n\t\t...connection to {0} would result in a circular network, skipping", log.AppendFormat("\n\t\t...connection to {0} would result in a circular network, skipping",
potentialBestRelay potentialBestRelay
); );
} }
}  
} #if BENCH
  totalCircularVesselTicks = performanceTimer.ElapsedTicks - startCircularVesselTicks;
   
  if (totalCircularVesselTicks > slowestCircularVesselTicks)
  {
  slowestCircularVesselName = vessel.vesselName;
  slowestCircularVesselTicks = totalCircularVesselTicks;
  }
   
  #endif
  }
  }
   
  #if BENCH
  totalVesselLoopTicks = performanceTimer.ElapsedTicks - startVesselLoopTicks;
  #endif
   
CelestialBody bodyOccludingKerbin = null; CelestialBody bodyOccludingKerbin = null;
   
double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;  
kerbinSqrDistance *= kerbinSqrDistance;  
   
double kerbinSqrQuotient;  
   
if (ARConfiguration.UseAdditiveRanges)  
{  
kerbinSqrQuotient = kerbinSqrDistance /  
(this.maxTransmitDistance * ARConfiguration.KerbinRelayRange);  
}  
else  
{  
kerbinSqrQuotient = kerbinSqrDistance /  
(this.maxTransmitDistance * this.maxTransmitDistance);  
}  
   
log.AppendFormat("\n{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name); log.AppendFormat("\n{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name);
log.AppendFormat( log.AppendFormat(
"\n{0}: nearestRelay={1} ({2}m²)), bestOccludedRelay={3} ({4}m²), kerbinSqrDistance={5}m²)", "\n{0}: nearestRelay={1} ({2})), bestOccludedRelay={3} ({4}), kerbinSqrDistance={5}m²)",
this, this,
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
nearestRelaySqrQuotient, cheapestRelayRate,
this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(), this.bestOccludedRelay == null ? "null" : this.bestOccludedRelay.ToString(),
bestOccludedSqrQuotient, cheapestOccludedRelayRate,
kerbinSqrDistance kerbinRelayRate
); );
   
  #if BENCH
  startKerbinLOSTicks = this.performanceTimer.ElapsedTicks;
  #endif
   
// If we don't have LOS to Kerbin, focus on relays // If we don't have LOS to Kerbin, focus on relays
if ( if (
ARConfiguration.RequireLineOfSight && ARConfiguration.RequireLineOfSight &&
!this.vessel.hasLineOfSightTo(Kerbin, out bodyOccludingKerbin, ARConfiguration.RadiusRatio) !this.vessel.hasLineOfSightTo(Kerbin, out bodyOccludingKerbin, ARConfiguration.RadiusRatio)
) )
{ {
  #if BENCH
  totalKerbinLOSTicks = this.performanceTimer.ElapsedTicks - startKerbinLOSTicks;
  #endif
log.AppendFormat("\n\tKerbin LOS is blocked by {0}.", bodyOccludingKerbin.bodyName); log.AppendFormat("\n\tKerbin LOS is blocked by {0}.", bodyOccludingKerbin.bodyName);
   
// nearestRelaySqrDistance will be infinity if all relays are occluded or none exist. // If we're in range of the "nearest" (actually cheapest) relay, use it.
// Therefore, this will only be true if a valid relay is in range. if (this.IsInRangeOf(this.nearestRelay))
if (nearestRelaySqrQuotient <= 1d) {
{ log.AppendFormat("\n\t\tCan transmit to nearby relay {0}).",
log.AppendFormat("\n\t\tCan transmit to nearby relay {0} ({1} <= {2}).", this.nearestRelay == null ? "null" : this.nearestRelay.ToString()
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), );
nearestRelaySqrQuotient, 1d);  
   
this.KerbinDirect = false; this.KerbinDirect = false;
this.canTransmit = true; this.canTransmit = true;
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
} }
// If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway // If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway
else else
{ {
log.AppendFormat("\n\t\tCan't transmit to nearby relay {0} ({1} > {2}).", log.AppendFormat("\n\t\tCan't transmit to nearby relay {0}.",
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString()
nearestRelaySqrQuotient, 1d); );
   
this.canTransmit = false; this.canTransmit = false;
   
// If the best occluded relay is closer than Kerbin, check it against the nearest relay. // If the best occluded relay is cheaper than Kerbin, check it against the nearest relay.
// Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe // Since cheapestOccludedRelayRate is infinity if there are no occluded relays, this is safe
if (bestOccludedSqrQuotient < kerbinSqrQuotient) if (cheapestOccludedRelayRate < kerbinRelayRate)
{ {
log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})", log.AppendFormat("\n\t\t\tBest occluded relay is cheaper than Kerbin ({0} < {1})",
bestOccludedRelay, kerbinSqrDistance); cheapestOccludedRelayRate, kerbinRelayRate);
this.KerbinDirect = false; this.KerbinDirect = false;
   
// If the nearest relay is closer than the best occluded relay, pick it. // If the nearest relay is cheaper than the best occluded relay, pick it.
// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. // Since cheapestRelayRate is infinity if there are no nearby relays, this is safe.
if (nearestRelaySqrQuotient < bestOccludedSqrQuotient) if (cheapestRelayRate < cheapestOccludedRelayRate)
{ {
log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...but the nearest relay is cheaper ({0} < {1}), so picking it.",
nearestRelaySqrQuotient, bestOccludedSqrQuotient); cheapestRelayRate, cheapestOccludedRelayRate);
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
this.firstOccludingBody = null; this.firstOccludingBody = null;
} }
// Otherwise, target the best occluded relay. // Otherwise, target the best occluded relay.
else else
{ {
log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...and cheaper than the nearest relay ({0} >= {1}), so picking it.",
nearestRelaySqrQuotient, bestOccludedSqrQuotient); cheapestRelayRate, cheapestOccludedRelayRate);
this.targetRelay = bestOccludedRelay; this.targetRelay = bestOccludedRelay;
this.firstOccludingBody = bodyOccludingBestOccludedRelay; this.firstOccludingBody = bodyOccludingBestOccludedRelay;
} }
} }
// Otherwise, check Kerbin against the nearest relay. // Otherwise, check Kerbin against the "nearest" (cheapest) relay.
// Since we have LOS, blank the first occluding body.  
else else
{ {
log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})", log.AppendFormat("\n\t\t\tKerbin is cheaper than the best occluded relay ({0} >= {1})",
bestOccludedRelay, kerbinSqrDistance); cheapestOccludedRelayRate, kerbinRelayRate);
// If the nearest relay is closer than Kerbin, pick it. // If the "nearest" (cheapest) relay is cheaper than Kerbin, pick it.
// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. // Since cheapestRelayRate is infinity if there are no nearby relays, this is safe.
if (nearestRelaySqrQuotient < kerbinSqrQuotient) if (cheapestRelayRate < kerbinRelayRate)
{ {
log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...but the nearest relay is cheaper ({0} < {1}), so picking it.",
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
   
  // Since we have LOS, blank the first occluding body.
  this.firstOccludingBody = null;
   
this.KerbinDirect = false; this.KerbinDirect = false;
this.firstOccludingBody = null;  
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
} }
// Otherwise, pick Kerbin. // Otherwise, pick Kerbin.
else else
{ {
log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...and cheaper than the nearest relay ({0} >= {1}), so picking it.",
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
this.KerbinDirect = true; this.KerbinDirect = true;
this.firstOccludingBody = bodyOccludingKerbin; this.firstOccludingBody = bodyOccludingKerbin;
this.targetRelay = null; this.targetRelay = null;
} }
} }
} }
} }
// If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin // If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin
else else
{ {
  #if BENCH
  totalKerbinLOSTicks = this.performanceTimer.ElapsedTicks - startKerbinLOSTicks;
  #endif
   
log.AppendFormat("\n\tKerbin is in LOS."); log.AppendFormat("\n\tKerbin is in LOS.");
   
// If the nearest relay is closer than Kerbin and in range, transmit to it. // If the nearest relay is in range, we can transmit.
if (nearestRelaySqrQuotient <= 1d) if (this.IsInRangeOf(this.nearestRelay))
{ {
log.AppendFormat("\n\t\tCan transmit to nearby relay {0} ({1} <= {2}).", log.AppendFormat("\n\t\tCan transmit to nearby relay {0} (in range).",
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString()
nearestRelaySqrQuotient, 1d); );
   
this.canTransmit = true; this.canTransmit = true;
   
// If the nearestRelay is closer than Kerbin, use it. // If the nearestRelay is closer than Kerbin, use it.
if (nearestRelaySqrQuotient < kerbinSqrQuotient) if (cheapestRelayRate < kerbinRelayRate)
{ {
log.AppendFormat("\n\t\t\tPicking relay {0} over Kerbin ({1} < {2}).", log.AppendFormat("\n\t\t\tPicking relay {0} over Kerbin ({1} < {2}).",
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
   
this.KerbinDirect = false; this.KerbinDirect = false;
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
} }
// Otherwise, Kerbin is closer, so use it. // Otherwise, Kerbin is closer, so use it.
else else
{ {
log.AppendFormat("\n\t\t\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).", log.AppendFormat("\n\t\t\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).",
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
   
this.KerbinDirect = true; this.KerbinDirect = true;
this.targetRelay = null; this.targetRelay = null;
} }
} }
// If the nearest relay is out of range, we still need to check on Kerbin. // If the nearest relay is out of range, we still need to check on Kerbin.
else else
{ {
log.AppendFormat("\n\t\tCan't transmit to nearby relay {0} ({1} > {2}).", log.AppendFormat("\n\t\tCheapest relay {0} is out of range.",
this.nearestRelay == null ? "null" : this.nearestRelay.ToString(), this.nearestRelay == null ? "null" : this.nearestRelay.ToString()
nearestRelaySqrQuotient, 1d); );
   
// If Kerbin is in range, use it. // If Kerbin is in range, use it.
if (kerbinSqrQuotient <= 1d) if (this.IsInRangeOf(Kerbin))
{ {
log.AppendFormat("\n\t\t\tCan transmit to Kerbin ({0} <= {1}).", log.AppendFormat("\n\t\t\tCan transmit to Kerbin (in range).");
kerbinSqrQuotient, 1d);  
   
this.canTransmit = true; this.canTransmit = true;
this.KerbinDirect = true; this.KerbinDirect = true;
this.targetRelay = null; this.targetRelay = null;
} }
// If Kerbin is out of range and the nearest relay is out of range, pick a second best between // If Kerbin is out of range and the nearest relay is out of range, pick a second best between
// Kerbin and bestOccludedRelay // Kerbin and bestOccludedRelay
else else
{ {
log.AppendFormat("\n\t\t\tCan't transmit to Kerbin ({0} > {1}).", log.AppendFormat("\n\t\t\tCan't transmit to Kerbin (out of range).");
kerbinSqrQuotient, 1d);  
   
this.canTransmit = false; this.canTransmit = false;
   
// If the best occluded relay is closer than Kerbin, check it against the nearest relay. // If the best occluded relay is cheaper than Kerbin, check it against the nearest relay.
// Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe // Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe
if (bestOccludedSqrQuotient < kerbinSqrQuotient) if (cheapestOccludedRelayRate < kerbinRelayRate)
{ {
log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})", log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
bestOccludedRelay, kerbinSqrDistance); cheapestOccludedRelayRate, kerbinRelayRate);
this.KerbinDirect = false; this.KerbinDirect = false;
   
// If the nearest relay is closer than the best occluded relay, pick it. // If the nearest relay is closer than the best occluded relay, pick it.
// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. // Since cheapestRelayRate is infinity if there are no nearby relays, this is safe.
if (nearestRelaySqrQuotient < bestOccludedSqrQuotient) if (cheapestRelayRate < cheapestOccludedRelayRate)
{ {
log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...but the nearest relay is cheaper ({0} < {1}), so picking it.",
nearestRelaySqrQuotient, bestOccludedSqrQuotient); cheapestRelayRate, cheapestOccludedRelayRate);
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
this.firstOccludingBody = null; this.firstOccludingBody = null;
} }
// Otherwise, target the best occluded relay. // Otherwise, target the best occluded relay.
else else
{ {
log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...and cheaper than the nearest relay ({0} >= {1}), so picking it.",
nearestRelaySqrQuotient, bestOccludedSqrQuotient); cheapestRelayRate, cheapestOccludedRelayRate);
this.targetRelay = bestOccludedRelay; this.targetRelay = bestOccludedRelay;
this.firstOccludingBody = bodyOccludingBestOccludedRelay; this.firstOccludingBody = bodyOccludingBestOccludedRelay;
} }
} }
// Otherwise, check Kerbin against the nearest relay. // Otherwise, check Kerbin against the nearest relay.
// Since we have LOS, blank the first occluding body. // Since we have LOS, blank the first occluding body.
else else
{ {
log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})", log.AppendFormat("\n\t\t\tKerbin is cheaper than the best occluded relay ({0} >= {1})",
bestOccludedRelay, kerbinSqrDistance); cheapestOccludedRelayRate, kerbinRelayRate);
this.firstOccludingBody = null; this.firstOccludingBody = null;
   
// If the nearest relay is closer than Kerbin, pick it. // If the nearest relay is cheaper than Kerbin, pick it.
// Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe. // Since cheapestRelayRate is infinity if there are no nearby relays, this is safe.
if (nearestRelaySqrQuotient < kerbinSqrQuotient) if (cheapestRelayRate < kerbinRelayRate)
{ {
log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...but the nearest relay is cheaper ({0} < {1}), so picking it.",
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
this.KerbinDirect = false; this.KerbinDirect = false;
this.targetRelay = this.nearestRelay; this.targetRelay = this.nearestRelay;
} }
// Otherwise, pick Kerbin. // Otherwise, pick Kerbin.
else else
{ {
log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.", log.AppendFormat("\n\t\t\t\t...and cheaper than the nearest relay ({0} >= {1}), so picking it.",
nearestRelaySqrQuotient, kerbinSqrQuotient); cheapestRelayRate, kerbinRelayRate);
this.KerbinDirect = true; this.KerbinDirect = true;
this.targetRelay = null; this.targetRelay = null;
} }
} }
} }
} }
} }
   
if (ARConfiguration.UseAdditiveRanges) if (ARConfiguration.UseAdditiveRanges)
{ {
if (this.KerbinDirect) if (this.KerbinDirect)
{ {
this.NominalLinkDistance = Math.Sqrt(this.nominalTransmitDistance * ARConfiguration.KerbinNominalRange); this.NominalLinkSqrDistance = this.nominalTransmitDistance * ARConfiguration.KerbinNominalRange;
this.MaximumLinkDistance = Math.Sqrt(this.maxTransmitDistance * ARConfiguration.KerbinRelayRange); this.MaximumLinkSqrDistance = this.maxTransmitDistance * ARConfiguration.KerbinRelayRange;
} }
else else
{ {
this.NominalLinkDistance = Math.Sqrt(this.nominalTransmitDistance * this.targetRelay.nominalTransmitDistance); this.NominalLinkSqrDistance = this.nominalTransmitDistance * this.targetRelay.nominalTransmitDistance;
this.MaximumLinkDistance = Math.Sqrt(this.maxTransmitDistance * this.targetRelay.maxTransmitDistance); this.MaximumLinkSqrDistance = this.maxTransmitDistance * this.targetRelay.maxTransmitDistance;
} }
} }
else else
{ {
this.NominalLinkDistance = this.nominalTransmitDistance; this.NominalLinkSqrDistance = this.nominalTransmitDistance * this.nominalTransmitDistance;
this.MaximumLinkDistance = this.maxTransmitDistance; this.MaximumLinkSqrDistance = this.maxTransmitDistance * this.maxTransmitDistance;
} }
   
if (this.canTransmit) if (this.canTransmit)
{ {
if (this.transmitDistance < this.NominalLinkDistance) if (this.CurrentLinkSqrDistance < this.NominalLinkSqrDistance)
{ {
this.LinkStatus = ConnectionStatus.Optimal; this.LinkStatus = ConnectionStatus.Optimal;
} }
else else
{ {
this.LinkStatus = ConnectionStatus.Suboptimal; this.LinkStatus = ConnectionStatus.Suboptimal;
} }
} }
else else
{ {
this.LinkStatus = ConnectionStatus.None; this.LinkStatus = ConnectionStatus.None;
} }
   
  #if BENCH
  statusResolutionTicks = performanceTimer.ElapsedTicks - startKerbinLOSTicks - totalKerbinLOSTicks;
  #endif
   
log.AppendFormat("\n{0}: Target search and status determination complete.", this.ToString()); log.AppendFormat("\n{0}: Target search and status determination complete.", this.ToString());
#if DEBUG #if DEBUG
} catch (Exception ex) { } catch (Exception ex) {
log.AppendFormat("\nCaught {0}: {1}\n{2}", ex.GetType().FullName, ex.ToString(), ex.StackTrace); log.AppendFormat("\nCaught {0}: {1}\n{2}", ex.GetType().FullName, ex.ToString(), ex.StackTrace);
#if QUIT_ON_EXCEPTION #if QUIT_ON_EXCEPTION
UnityEngine.Application.Quit(); UnityEngine.Application.Quit();
#endif #endif
} finally { } finally {
#endif #endif
log.Print(false); log.Print(false);
#if DEBUG #if DEBUG
} }
#endif #endif
// Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be  
// used next time. #if BENCH
this.isChecked = false; AntennaRelay.searchTimer += (ulong)this.performanceTimer.ElapsedTicks;
  AntennaRelay.searchCount++;
  this.performanceTimer.Stop();
   
  double averageSearchTime = (double)AntennaRelay.searchTimer / (double)AntennaRelay.searchCount;
   
  if (AntennaRelay.searchCount >= 8000u / (ulong)ARConfiguration.UpdateDelay)
  {
  AntennaRelay.searchCount = 0u;
  AntennaRelay.searchTimer = 0u;
   
  AntennaRelay.averager.AddItem(averageSearchTime);
  AntennaRelay.doubleAverageTime = (long)(AntennaRelay.averager.Average * 2d);
  }
   
  if (this.performanceTimer.ElapsedTicks > AntennaRelay.doubleAverageTime)
  {
  System.Text.StringBuilder sb = Tools.GetStringBuilder();
   
  sb.AppendFormat(Tools.SIFormatter, "[AntennaRelay] FindNearestRelay search for {0}" +
  " took significantly longer than average ({1:S3}s vs {2:S3}s)",
  this.ToString(),
  (double)this.performanceTimer.ElapsedTicks / (double)System.Diagnostics.Stopwatch.Frequency,
  (double)AntennaRelay.averager.Average / (double)System.Diagnostics.Stopwatch.Frequency
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\tVessel loop time: {0:S3}s",
  (double)totalVesselLoopTicks / (double)System.Diagnostics.Stopwatch.Frequency
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\t\tAverage vessel time for each of {1} vessels: {0:S3}s",
  (double)totalVesselLoopTicks / (double)System.Diagnostics.Stopwatch.Frequency /
  (double)usefulVesselCount,
  usefulVesselCount
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\t\tSlowest vessel LOS check: {0:S3}s to {1}",
  (double)slowestLOSVesselTicks / (double)System.Diagnostics.Stopwatch.Frequency,
  slowestLOSVesselName
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\t\tSlowest circular relay check: {0:S3}s for {1}",
  (double)slowestCircularVesselTicks / (double)System.Diagnostics.Stopwatch.Frequency,
  slowestCircularVesselName
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\tKerbin LOS check: {0:S3}s",
  (double)totalKerbinLOSTicks / (double)System.Diagnostics.Stopwatch.Frequency
  );
   
  sb.AppendFormat(Tools.SIFormatter, "\n\tStatus resolution check: {0:S3}s",
  (double)statusResolutionTicks / (double)System.Diagnostics.Stopwatch.Frequency
  );
   
  // sb.AppendFormat(Tools.SIFormatter, "", start)
   
  this.LogWarning(sb.ToString());
   
  Tools.PutStringBuilder(sb);
  }
  #endif
} }
   
/// <summary> /// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>. /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>.
/// </summary> /// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>.</returns> /// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.AntennaRelay"/>.</returns>
public override string ToString() public override string ToString()
{ {
if (this is ProtoAntennaRelay) if (this is ProtoAntennaRelay)
{ {
return (this as ProtoAntennaRelay).ToString(); return (this as ProtoAntennaRelay).ToString();
} }
return this.moduleRef.ToString(); return this.moduleRef.ToString();
} }
   
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class. /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
/// </summary> /// </summary>
/// <param name="module">The module reference underlying this AntennaRelay, /// <param name="module">The module reference underlying this AntennaRelay,
/// as an <see cref="AntennaRange.IAntennaRelay"/></param> /// as an <see cref="AntennaRange.IAntennaRelay"/></param>
public AntennaRelay(IAntennaRelay module) public AntennaRelay(IAntennaRelay module)
{ {
this.moduleRef = module; this.moduleRef = module;
this.isChecked = false;  
  #if BENCH
Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString()); AntennaRelay.relayCount++;
  #endif
   
  this.LogDebug("{0}: constructed {1}", this.GetType().Name, this.ToString());
} }
} }
} }
   
   
// AntennaRange // AntennaRange
// //
// AntennaRange.cfg // AntennaRange.cfg
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// //
// This software uses the ModuleManager library © 2013 ialdabaoth, used under a Creative Commons Attribution-ShareAlike // This software uses the ModuleManager library © 2013 ialdabaoth, used under a Creative Commons Attribution-ShareAlike
// 3.0 Uported License. // 3.0 Uported License.
// //
// Specifications: // Specifications:
// nominalRange: The distance from Kerbin at which the antenna will perform exactly as prescribed by // nominalRange: The distance from Kerbin at which the antenna will perform exactly as prescribed by
// packetResourceCost and packetSize. // packetResourceCost and packetSize.
// maxPowerFactor: The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the // maxPowerFactor: The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the
// power cost exceeds packetResourceCost * maxPowerFactor, transmission will fail. // power cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
// maxDataFactor: The multipler on packetSize that defines the maximum data bandwidth of the antenna. // maxDataFactor: The multipler on packetSize that defines the maximum data bandwidth of the antenna.
// //
   
@PART[longAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech2] @PART[longAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
{ {
  @TechRequired = start
   
@MODULE[ModuleDataTransmitter] @MODULE[ModuleDataTransmitter]
{ {
@name = ModuleLimitedDataTransmitter @name = ModuleLimitedDataTransmitter
nominalRange = 6364 nominalRange = 6364
simpleRange = 20500000 simpleRange = 20500000
maxPowerFactor = 8 maxPowerFactor = 8
maxDataFactor = 4 maxDataFactor = 4
} }
   
MODULE MODULE
{ {
name = ModuleScienceContainer name = ModuleScienceContainer
   
dataIsCollectable = true dataIsCollectable = true
dataIsStorable = false dataIsStorable = false
   
storageRange = 2 storageRange = 2
} }
} }
   
@PART[mediumDishAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech2] @PART[mediumDishAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
{ {
@MODULE[ModuleDataTransmitter] @MODULE[ModuleDataTransmitter]
{ {
@name = ModuleLimitedDataTransmitter @name = ModuleLimitedDataTransmitter
nominalRange = 3500000000 nominalRange = 3150000000
simpleRange = 18000000000 simpleRange = 18000000000
maxPowerFactor = 4 maxPowerFactor = 4
maxDataFactor = 8 maxDataFactor = 8
} }
   
MODULE MODULE
{ {
name = ModuleScienceContainer name = ModuleScienceContainer
   
dataIsCollectable = true dataIsCollectable = true
dataIsStorable = false dataIsStorable = false
   
storageRange = 2 storageRange = 2
} }
} }
   
@PART[commDish]:FOR[AntennaRange]:NEEDS[!RemoteTech2] @PART[commDish]:FOR[AntennaRange]:NEEDS[!RemoteTech]
{ {
@MODULE[ModuleDataTransmitter] @MODULE[ModuleDataTransmitter]
{ {
@name = ModuleLimitedDataTransmitter @name = ModuleLimitedDataTransmitter
@packetResourceCost /= 1.414213 @packetResourceCost /= 1.414213
nominalRange = 10000000000 nominalRange = 9250000000
simpleRange = 56250000000 simpleRange = 56250000000
maxPowerFactor = 16 maxPowerFactor = 16
maxDataFactor = 2 maxDataFactor = 2
  }
   
  MODULE
  {
  name = ModuleScienceContainer
   
  dataIsCollectable = true
  dataIsStorable = false
   
  storageRange = 2
  }
  }
   
  @PART[HighGainAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
  {
  @TechRequired = electronics
  @description = Repurposed for medium range probes, the HG-55 provdes high speed directional data transmission.
   
  @MODULE[ModuleDataTransmitter]
  {
  @name = ModuleLimitedDataTransmitter
  nominalRange = 7774867578
  simpleRange = 25030376544
  maxPowerFactor = 2.6180339887498948
  maxDataFactor = 9
} }
   
MODULE MODULE
{ {
name = ModuleScienceContainer name = ModuleScienceContainer
   
dataIsCollectable = true dataIsCollectable = true
dataIsStorable = false dataIsStorable = false
   
storageRange = 2 storageRange = 2
} }
} }
   
TRACKING_STATION_RANGES TRACKING_STATION_RANGES
{ {
range = 800000 range = 800000
range = 200000000000 range = 200000000000
range = 2250000000000 range = 2000000000000
} }
   
EVA_MODULE EVA_MODULE
{ {
name = ModuleLimitedDataTransmitter name = ModuleLimitedDataTransmitter
   
nominalRange = 1389 nominalRange = 1389
  simpleRange = 5000
maxPowerFactor = 1 maxPowerFactor = 1
maxDataFactor = 1 maxDataFactor = 1
   
packetInterval = 0.2 packetInterval = 0.2
packetSize = 1 packetSize = 1
packetResourceCost = 6.25 packetResourceCost = 6.25
   
requiredResource = ElectricCharge requiredResource = ElectricCharge
} }
   
EVA_RESOURCE EVA_RESOURCE
{ {
name = ElectricCharge name = ElectricCharge
amount = 100 amount = 0
maxAmount = 100 maxAmount = 100
} }
   
@EVA_RESOURCE[ElectricCharge]:AFTER[AntennaRange]:NEEDS[TacLifeSupport] @EVA_RESOURCE[ElectricCharge]:AFTER[AntennaRange]:NEEDS[TacLifeSupport]
{ {
!name = DELETE !name = DELETE
} }
   
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// AntennaRange // AntennaRange
// //
// IAntennaRelay.cs // IAntennaRelay.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using KSP; using KSP;
using System; using System;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// Interface defining the basic functionality of AntennaRelay modules for AntennaRange. /// Interface defining the basic functionality of AntennaRelay modules for AntennaRange.
/// </summary> /// </summary>
public interface IAntennaRelay public interface IAntennaRelay
{ {
/// <summary> /// <summary>
/// Gets the parent Vessel. /// Gets the parent Vessel.
/// </summary> /// </summary>
Vessel vessel { get; } Vessel vessel { get; }
   
/// <summary> /// <summary>
/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay. /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
/// </summary> /// </summary>
IAntennaRelay targetRelay { get; } IAntennaRelay targetRelay { get; }
   
  float PacketSize { get; set; }
   
  float BasePacketSize { get; }
   
  float PacketResourceCost { get; set; }
   
  float BasePacketResourceCost { get; }
   
  float PacketThrottle { get; }
   
  float MaxDataFactor { get; }
   
  /// <summary>
  /// Gets the data resource cost in EC/MiT.
  /// </summary>
  /// <value>The data resource cost in EC/MiT.</value>
  double DataResourceCost { get; }
   
  /// <summary>
  /// Gets the current network resource rate in EC/MiT.
  /// </summary>
  /// <value>The current network resource rate in EC/MiT.</value>
  double CurrentNetworkResourceRate { get; }
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
/// directly with Kerbin. /// directly with Kerbin.
/// </summary> /// </summary>
bool KerbinDirect { get; } bool KerbinDirect { get; }
   
double NominalLinkDistance { get; } /// <summary>
double MaximumLinkDistance { get; } /// The link distance, in meters, at which this relay behaves nominally.
  /// </summary>
  double NominalLinkSqrDistance { get; }
   
  /// <summary>
  /// The link distance, in meters, beyond which this relay cannot operate.
  /// </summary>
  double MaximumLinkSqrDistance { get; }
   
/// <summary> /// <summary>
/// Gets the distance to the nearest relay or Kerbin, whichever is closer. /// Gets the distance to the nearest relay or Kerbin, whichever is closer.
/// </summary> /// </summary>
double transmitDistance { get; } double CurrentLinkSqrDistance { get; }
   
  /// <summary>
  /// Gets the link status.
  /// </summary>
ConnectionStatus LinkStatus { get; } ConnectionStatus LinkStatus { get; }
   
/// <summary> /// <summary>
/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config. /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// </summary> /// </summary>
double nominalTransmitDistance { get; } double nominalTransmitDistance { get; }
   
/// <summary> /// <summary>
/// The maximum distance at which this relay can operate. /// The maximum distance at which this relay can operate.
/// </summary> /// </summary>
double maxTransmitDistance { get; } double maxTransmitDistance { get; }
   
/// <summary> /// <summary>
/// The first CelestialBody blocking line of sight to a /// The first CelestialBody blocking line of sight to a
/// </summary> /// </summary>
CelestialBody firstOccludingBody { get; } CelestialBody firstOccludingBody { get; }
   
/// <summary> /// <summary>
/// Gets the Part title. /// Gets the Part title.
/// </summary> /// </summary>
string Title { get; } string Title { get; }
   
/// <summary> /// <summary>
/// Determines whether this instance can transmit. /// Determines whether this instance can transmit.
/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>. /// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
/// </summary> /// </summary>
bool CanTransmit(); bool CanTransmit();
   
/// <summary> /// <summary>
  /// Recalculates the transmission rates.
  /// </summary>
  void RecalculateTransmissionRates();
   
  /// <summary>
/// Finds the nearest relay. /// Finds the nearest relay.
/// </summary> /// </summary>
void FindNearestRelay(); void FindNearestRelay();
   
  /// <summary>
  /// Recalculates the max range; useful for making sure we're using additive ranges when enabled.
  /// </summary>
  void RecalculateMaxRange();
   
/// <summary> /// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.IAntennaRelay"/>. /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.IAntennaRelay"/>.
/// </summary> /// </summary>
string ToString(); string ToString();
} }
} }
   
   
// AntennaRange // AntennaRange
// //
// ModuleLimitedDataTransmitter.cs // ModuleLimitedDataTransmitter.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using KSP; using KSP;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.Text;
using ToadicusTools; using ToadicusTools.DebugTools;
  using ToadicusTools.Extensions;
  using ToadicusTools.Text;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// <para>ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles /// <para>ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles
/// rangefinding, power scaling, and data scaling for antennas during science transmission. Its functionality /// rangefinding, power scaling, and data scaling for antennas during science transmission. Its functionality
/// varies with three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files.</para> /// varies with three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files.</para>
/// ///
/// <para>In general, the scaling functions assume the following relation:</para> /// <para>In general, the scaling functions assume the following relation:</para>
/// ///
/// <para> D² α P/R,</para> /// <para> D² α P/R,</para>
/// ///
/// <para>where D is the total transmission distance, P is the transmission power, and R is the data rate.</para> /// <para>where D is the total transmission distance, P is the transmission power, and R is the data rate.</para>
/// </summary> /// </summary>
public class ModuleLimitedDataTransmitter : ModuleDataTransmitter, IScienceDataTransmitter, IAntennaRelay public class ModuleLimitedDataTransmitter
  : ModuleDataTransmitter, IScienceDataTransmitter, IAntennaRelay, IModuleInfo
{ {
// Stores the packetResourceCost as defined in the .cfg file. private const string tooltipSkinName = "PartTooltipSkin";
private float _basepacketResourceCost; private static GUISkin partTooltipSkin;
  private static GUIStyle partTooltipBodyStyle;
// Stores the packetSize as defined in the .cfg file. private static GUIStyle partTooltipHeaderStyle;
private float _basepacketSize;  
   
// Every antenna is a relay. // Every antenna is a relay.
private AntennaRelay relay; private AntennaRelay relay;
   
// Sometimes we will need to communicate errors; this is how we do it. // Sometimes we will need to communicate errors; this is how we do it.
private ScreenMessage ErrorMsg; private ScreenMessage ErrorMsg;
   
  // Used in module info panes for part tooltips in the editor and R&D
  private GUIContent moduleInfoContent;
   
/// <summary> /// <summary>
/// When additive ranges are enabled, the distance from Kerbin at which the antenna will perform exactly as /// When additive ranges are enabled, the distance from Kerbin at which the antenna will perform exactly as
/// prescribed by packetResourceCost and packetSize. /// prescribed by packetResourceCost and packetSize.
/// </summary> /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public double nominalRange; public double nominalRange;
   
/// <summary> /// <summary>
/// When additive ranges are disabled, the distance from Kerbin at which the antenna will perform exactly as /// When additive ranges are disabled, the distance from Kerbin at which the antenna will perform exactly as
/// prescribed by packetResourceCost and packetSize. /// prescribed by packetResourceCost and packetSize.
/// </summary> /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public double simpleRange; public double simpleRange;
   
/// <summary> /// <summary>
/// Relay status string for use in action menus. /// Relay status string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Status")] [KSPField(isPersistant = false, guiActive = true, guiName = "Status")]
public string UIrelayStatus; public string UIrelayStatus;
   
/// <summary> /// <summary>
/// Relay target string for use in action menus. /// Relay target string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Relay")] [KSPField(isPersistant = false, guiActive = true, guiName = "Relay")]
public string UIrelayTarget; public string UIrelayTarget;
   
/// <summary> /// <summary>
/// Transmit distance string for use in action menus. /// Transmit distance string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Transmission Distance")] [KSPField(isPersistant = false, guiActive = true, guiName = "Transmission Distance")]
public string UItransmitDistance; public string UItransmitDistance;
   
/// <summary> /// <summary>
/// The nominal range string for use in action menus. /// The nominal range string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Nominal Range")] [KSPField(isPersistant = false, guiActive = true, guiName = "Nominal Range")]
public string UInominalLinkDistance; public string UInominalLinkDistance;
   
/// <summary> /// <summary>
/// Maximum distance string for use in action menus. /// Maximum distance string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Maximum Range")] [KSPField(isPersistant = false, guiActive = true, guiName = "Maximum Range")]
public string UImaxTransmitDistance; public string UImaxTransmitDistance;
   
/// <summary> /// <summary>
/// Packet size string for use in action menus. /// Packet size string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Size")] [KSPField(isPersistant = false, guiActive = true, guiName = "Packet Size")]
public string UIpacketSize; public string UIpacketSize;
   
/// <summary> /// <summary>
/// Packet cost string for use in action menus. /// Packet cost string for use in action menus.
/// </summary> /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Cost")] [KSPField(isPersistant = false, guiActive = true, guiName = "Packet Cost")]
public string UIpacketCost; public string UIpacketCost;
   
/// <summary> /// <summary>
/// The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the power /// The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the power
/// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail. /// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
/// </summary> /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public float maxPowerFactor; public float maxPowerFactor;
   
/// <summary> /// <summary>
/// The multipler on packetSize that defines the maximum data bandwidth of the antenna. /// The multipler on packetSize that defines the maximum data bandwidth of the antenna.
/// </summary> /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public float maxDataFactor; public float maxDataFactor;
   
/// <summary> /// <summary>
/// The packet throttle. /// The packet throttle.
/// </summary> /// </summary>
[KSPField( [KSPField(
isPersistant = true, isPersistant = true,
guiName = "Packet Throttle", guiName = "Packet Throttle",
guiUnits = "%", guiUnits = "%",
guiActive = true, guiActive = true,
guiActiveEditor = false guiActiveEditor = false
)] )]
[UI_FloatRange(maxValue = 100f, minValue = 2.5f, stepIncrement = 2.5f)] [UI_FloatRange(maxValue = 100f, minValue = 2.5f, stepIncrement = 2.5f)]
public float packetThrottle; public float packetThrottle;
   
private bool actionUIUpdate; private bool actionUIUpdate;
   
/* /*
* Properties * Properties
* */ * */
/// <summary> /// <summary>
/// Gets the parent Vessel. /// Gets the parent Vessel.
/// </summary> /// </summary>
public new Vessel vessel public new Vessel vessel
{ {
get get
{ {
if (base.vessel != null) if (base.vessel != null)
{ {
return base.vessel; return base.vessel;
} }
else if (this.part != null && this.part.vessel != null) else if (this.part != null && this.part.vessel != null)
{ {
return this.part.vessel; return this.part.vessel;
} }
else if ( else if (
this.part.protoPartSnapshot != null && this.part.protoPartSnapshot != null &&
this.part.protoPartSnapshot.pVesselRef != null && this.part.protoPartSnapshot.pVesselRef != null &&
this.part.protoPartSnapshot.pVesselRef.vesselRef != null this.part.protoPartSnapshot.pVesselRef.vesselRef != null
) )
{ {
return this.part.protoPartSnapshot.pVesselRef.vesselRef; return this.part.protoPartSnapshot.pVesselRef.vesselRef;
} }
else else
{ {
this.LogError("Vessel and/or part reference are null, returning null vessel."); this.LogError("Vessel and/or part reference are null, returning null vessel.");
  #if DEBUG && VERBOSE
  this.LogError(new System.Diagnostics.StackTrace().ToString());
  #endif
return null; return null;
} }
  }
  }
   
  public float PacketSize
  {
  get
  {
  return this.packetSize;
  }
  set
  {
  this.packetSize = value;
  }
  }
   
  public float BasePacketSize
  {
  get;
  private set;
  }
   
  public float PacketResourceCost
  {
  get
  {
  return this.packetResourceCost;
  }
  set
  {
  this.packetResourceCost = value;
  }
  }
   
  public float BasePacketResourceCost
  {
  get;
  private set;
  }
   
  public float PacketThrottle
  {
  get
  {
  return this.packetThrottle;
  }
  }
   
  public float MaxDataFactor
  {
  get
  {
  return this.maxDataFactor;
} }
} }
   
/// <summary> /// <summary>
/// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay. /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
/// </summary> /// </summary>
public IAntennaRelay targetRelay public IAntennaRelay targetRelay
{ {
get get
{ {
if (this.relay == null) if (this.relay == null)
{ {
return null; return null;
} }
   
return this.relay.targetRelay; return this.relay.targetRelay;
} }
} }
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
/// directly with Kerbin. /// directly with Kerbin.
/// </summary> /// </summary>
public bool KerbinDirect public bool KerbinDirect
{ {
get get
{ {
if (this.relay != null) if (this.relay != null)
{ {
return this.relay.KerbinDirect; return this.relay.KerbinDirect;
} }
   
return false; return false;
} }
} }
   
/// <summary> /// <summary>
/// Gets or sets the nominal link distance, in meters. /// Gets or sets the nominal link distance, in meters.
/// </summary> /// </summary>
public double NominalLinkDistance public double NominalLinkSqrDistance
{ {
get get
{ {
if (this.relay != null) if (this.relay != null)
{ {
return this.relay.NominalLinkDistance; return this.relay.NominalLinkSqrDistance;
} }
   
return 0d; return 0d;
} }
} }
   
/// <summary> /// <summary>
/// Gets or sets the maximum link distance, in meters. /// Gets or sets the maximum link distance, in meters.
/// </summary> /// </summary>
public double MaximumLinkDistance public double MaximumLinkSqrDistance
{ {
get get
{ {
if (this.relay != null) if (this.relay != null)
{ {
return this.relay.MaximumLinkDistance; return this.relay.MaximumLinkSqrDistance;
} }
   
return 0d; return 0d;
} }
} }
   
/// <summary> /// <summary>
/// Gets the distance to the nearest relay or Kerbin, whichever is closer. /// Gets the distance to the nearest relay or Kerbin, whichever is closer.
/// </summary> /// </summary>
public double transmitDistance public double CurrentLinkSqrDistance
{ {
get get
{ {
if (this.relay == null) if (this.relay == null)
{ {
return double.PositiveInfinity; return double.PositiveInfinity;
} }
   
return this.relay.transmitDistance; return this.relay.CurrentLinkSqrDistance;
} }
} }
   
  /// <summary>
  /// Gets the current link resource rate in EC/MiT.
  /// </summary>
  /// <value>The current link resource rate in EC/MiT.</value>
  public double CurrentLinkResourceRate
  {
  get
  {
  if (this.relay == null)
  {
  return double.PositiveInfinity;
  }
   
  return this.relay.CurrentLinkResourceRate;
  }
  }
   
  /// <summary>
  /// Gets the link status.
  /// </summary>
public ConnectionStatus LinkStatus public ConnectionStatus LinkStatus
{ {
get get
{ {
if (this.relay == null) if (this.relay == null)
{ {
return ConnectionStatus.None; return ConnectionStatus.None;
} }
   
return this.relay.LinkStatus; return this.relay.LinkStatus;
} }
} }
   
/// <summary> /// <summary>
/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config. /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// </summary> /// </summary>
public double nominalTransmitDistance public double nominalTransmitDistance
{ {
get get
{ {
if (ARConfiguration.UseAdditiveRanges) if (ARConfiguration.UseAdditiveRanges)
{ {
return this.nominalRange; return this.nominalRange;
} }
else else
{ {
return this.simpleRange; return this.simpleRange;
} }
} }
} }
   
/// <summary> /// <summary>
/// The maximum distance at which this relay can operate. /// The maximum distance at which this relay can operate.
/// </summary> /// </summary>
public double maxTransmitDistance public double maxTransmitDistance
{ {
get; get;
protected set; protected set;
} }
   
/// <summary> /// <summary>
/// The first CelestialBody blocking line of sight to a /// The first CelestialBody blocking line of sight to a
/// </summary> /// </summary>
public CelestialBody firstOccludingBody public CelestialBody firstOccludingBody
{ {
get get
{ {
return this.relay.firstOccludingBody; return this.relay.firstOccludingBody;
} }
} }
   
/* /*
* The next two functions overwrite the behavior of the stock functions and do not perform equivalently, except * The next two functions overwrite the behavior of the stock functions and do not perform equivalently, except
* in that they both return floats. Here's some quick justification: * in that they both return floats. Here's some quick justification:
* *
* The stock implementation of GetTransmitterScore (which I cannot override) is: * The stock implementation of GetTransmitterScore (which I cannot override) is:
* Score = (1 + DataResourceCost) / DataRate * Score = (1 + DataResourceCost) / DataRate
* *
* The stock DataRate and DataResourceCost are: * The stock DataRate and DataResourceCost are:
* DataRate = packetSize / packetInterval * DataRate = packetSize / packetInterval
* DataResourceCost = packetResourceCost / packetSize * DataResourceCost = packetResourceCost / packetSize
* *
* So, the resulting score is essentially in terms of joules per byte per baud. Rearranging that a bit, it * So, the resulting score is essentially in terms of joules per byte per baud. Rearranging that a bit, it
* could also look like joule-seconds per byte per byte, or newton-meter-seconds per byte per byte. Either way, * could also look like joule-seconds per byte per byte, or newton-meter-seconds per byte per byte. Either way,
* that metric is not a very reasonable one. * that metric is not a very reasonable one.
* *
* Two metrics that might make more sense are joules per byte or joules per byte per second. The latter case * Two metrics that might make more sense are joules per byte or joules per byte per second. The latter case
* would look like: * would look like:
* DataRate = packetSize / packetInterval * DataRate = packetSize / packetInterval
* DataResourceCost = packetResourceCost * DataResourceCost = packetResourceCost
* *
* The former case, which I've chosen to implement below, is: * The former case, which I've chosen to implement below, is:
* DataRate = packetSize * DataRate = packetSize
* DataResourceCost = packetResourceCost * DataResourceCost = packetResourceCost
* *
* So... hopefully that doesn't screw with anything else. * So... hopefully that doesn't screw with anything else.
* */ * */
/// <summary> /// <summary>
/// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in /// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in
/// terms of joules/byte /// terms of joules/byte
/// </summary> /// </summary>
public new float DataRate public new float DataRate
{ {
get get
{ {
this.PreTransmit_SetPacketSize(); if (this.relay == null)
  {
if (this.CanTransmit()) return float.PositiveInfinity;
{ }
return this.packetSize;  
} return this.relay.DataRate;
else  
{  
return float.Epsilon;  
}  
} }
} }
   
/// <summary> /// <summary>
/// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas /// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas
/// to be scored in terms of joules/byte /// to be scored in terms of joules/byte
/// </summary> /// </summary>
public new double DataResourceCost public new double DataResourceCost
{ {
get get
{ {
this.PreTransmit_SetPacketResourceCost(); if (this.relay == null)
  {
if (this.CanTransmit()) return double.PositiveInfinity;
{ }
return this.packetResourceCost;  
} return this.relay.DataResourceCost;
else }
{ }
return float.PositiveInfinity;  
} public double CurrentNetworkResourceRate
  {
  get
  {
  if (this.relay == null)
  {
  return double.PositiveInfinity;
  }
   
  return this.relay.CurrentNetworkResourceRate;
} }
} }
   
/// <summary> /// <summary>
/// Gets the Part title. /// Gets the Part title.
/// </summary> /// </summary>
public string Title public string Title
{ {
get get
{ {
if (this.part != null && this.part.partInfo != null) if (this.part != null && this.part.partInfo != null)
{ {
return this.part.partInfo.title; return this.part.partInfo.title;
} }
   
return string.Empty; return string.Empty;
} }
} }
   
/* /*
* Methods * Methods
* */ * */
// Build ALL the objects. // Build ALL the objects.
public ModuleLimitedDataTransmitter () : base() public ModuleLimitedDataTransmitter () : base()
{ {
this.ErrorMsg = new ScreenMessage("", 4f, false, ScreenMessageStyle.UPPER_LEFT); this.ErrorMsg = new ScreenMessage("", 4f, ScreenMessageStyle.UPPER_LEFT);
this.packetThrottle = 100f; this.packetThrottle = 100f;
} }
   
/// <summary> /// <summary>
/// PartModule OnAwake override; runs at Unity Awake. /// PartModule OnAwake override; runs at Unity Awake.
/// </summary> /// </summary>
public override void OnAwake() public override void OnAwake()
{ {
base.OnAwake(); base.OnAwake();
   
this._basepacketSize = base.packetSize; this.BasePacketSize = base.packetSize;
this._basepacketResourceCost = base.packetResourceCost; this.BasePacketResourceCost = base.packetResourceCost;
  this.moduleInfoContent = new GUIContent();
Tools.PostDebugMessage(string.Format(  
"{0} loaded:\n" + this.LogDebug("{0} loaded:\n" +
"packetSize: {1}\n" + "packetSize: {1}\n" +
"packetResourceCost: {2}\n" + "packetResourceCost: {2}\n" +
"nominalTransmitDistance: {3}\n" + "nominalTransmitDistance: {3}\n" +
"maxPowerFactor: {4}\n" + "maxPowerFactor: {4}\n" +
"maxDataFactor: {5}\n", "maxDataFactor: {5}\n",
this.name, this,
base.packetSize, base.packetSize,
this._basepacketResourceCost, this.BasePacketResourceCost,
this.nominalTransmitDistance, this.nominalTransmitDistance,
this.maxPowerFactor, this.maxPowerFactor,
this.maxDataFactor this.maxDataFactor
)); );
} }
   
/// <summary> /// <summary>
/// PartModule OnStart override; runs at Unity Start. /// PartModule OnStart override; runs at Unity Start.
/// </summary> /// </summary>
/// <param name="state">State.</param> /// <param name="state">State.</param>
public override void OnStart (StartState state) public override void OnStart (StartState state)
{ {
base.OnStart (state); base.OnStart (state);
   
  this.RecalculateMaxRange();
   
if (state >= StartState.PreLaunch) if (state >= StartState.PreLaunch)
{ {
this.maxTransmitDistance = Math.Sqrt(this.maxPowerFactor) * this.nominalTransmitDistance;  
   
this.relay = new AntennaRelay(this); this.relay = new AntennaRelay(this);
this.relay.nominalTransmitDistance = this.nominalTransmitDistance; this.relay.nominalTransmitDistance = this.nominalTransmitDistance;
this.relay.maxTransmitDistance = this.maxTransmitDistance; this.relay.maxTransmitDistance = this.maxTransmitDistance;
   
this.UImaxTransmitDistance = string.Format(Tools.SIFormatter, "{0:S3}m", this.maxTransmitDistance); this.UImaxTransmitDistance = TextTools.Format("{0:S3}m", this.maxTransmitDistance);
   
GameEvents.onPartActionUICreate.Add(this.onPartActionUICreate); GameEvents.onPartActionUICreate.Add(this.onPartActionUICreate);
GameEvents.onPartActionUIDismiss.Add(this.onPartActionUIDismiss); GameEvents.onPartActionUIDismiss.Add(this.onPartActionUIDismiss);
} }
} }
   
/// <summary> /// <summary>
/// When the module loads, fetch the Squad KSPFields from the base. This is necessary in part because /// When the module loads, fetch the Squad KSPFields from the base. This is necessary in part because
/// overloading packetSize and packetResourceCostinto a property in ModuleLimitedDataTransmitter didn't /// overloading packetSize and packetResourceCostinto a property in ModuleLimitedDataTransmitter didn't
/// work. /// work.
/// </summary> /// </summary>
/// <param name="node"><see cref="ConfigNode"/> with data for this module.</param> /// <param name="node"><see cref="ConfigNode"/> with data for this module.</param>
public override void OnLoad(ConfigNode node) public override void OnLoad(ConfigNode node)
{ {
this.Fields.Load(node); this.Fields.Load(node);
base.Fields.Load(node); base.Fields.Load(node);
   
base.OnLoad (node); base.OnLoad (node);
   
this.maxTransmitDistance = Math.Sqrt(this.maxPowerFactor) * this.nominalTransmitDistance; this.RecalculateMaxRange();
  }
   
  /// <summary>
  /// Gets the human-friendly module title.
  /// </summary>
  public string GetModuleTitle()
  {
  return "Comms Transceiver";
  }
   
  /// <summary>
  /// Returns drawTooltipWidget as a callback for part tooltips.
  /// </summary>
  public Callback<Rect> GetDrawModulePanelCallback()
  {
  return this.drawTooltipWidget;
  }
   
  // Called by Squad's part tooltip system when drawing tooltips.
  // HACK: Currently hacks around Squad's extraneous layout box, see KSPModders issue #5118
  private void drawTooltipWidget(Rect rect)
  {
  this.moduleInfoContent.text = this.GetInfo();
   
  if (partTooltipSkin == null)
  {
  UnityEngine.Object[] skins = Resources.FindObjectsOfTypeAll(typeof(GUISkin));
  GUISkin skin;
  for (int sIdx = 0; sIdx < skins.Length; sIdx++)
  {
  skin = (GUISkin)skins[sIdx];
   
  if (skin.name == tooltipSkinName)
  {
  partTooltipSkin = skin;
  partTooltipBodyStyle = partTooltipSkin.customStyles[0];
  partTooltipHeaderStyle = partTooltipSkin.customStyles[1];
  }
  }
   
  if (partTooltipSkin == null)
  {
  this.LogError("Could not find GUISkin {0}? Please report this!", tooltipSkinName);
  return;
  }
  else
  {
  this.Log("Loaded GUISkin {0}", tooltipSkinName);
  }
  }
   
  float width = rect.width;
  float orgHeight = rect.height;
  float height = partTooltipBodyStyle.CalcHeight(this.moduleInfoContent, width);
   
  rect.height = height;
   
  GUI.Box(rect, this.moduleInfoContent, partTooltipBodyStyle);
  GUI.Label(rect, this.GetModuleTitle(), partTooltipHeaderStyle);
   
  GUILayout.Space(height - orgHeight
  - partTooltipBodyStyle.padding.bottom - partTooltipBodyStyle.padding.top
  - 2f * (partTooltipBodyStyle.margin.bottom + partTooltipBodyStyle.margin.top)
  );
  }
   
  /// <summary>
  /// Returns an empty string, because we don't really have a "primary field" like some modules do.
  /// </summary>
  public string GetPrimaryField()
  {
  return string.Empty;
} }
   
/// <summary> /// <summary>
/// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description. /// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description.
/// </summary> /// </summary>
public override string GetInfo() public override string GetInfo()
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
string text; {
  string text;
sb.Append(base.GetInfo());  
sb.AppendFormat(Tools.SIFormatter, "Nominal Range: {0:S3}m\n", this.nominalTransmitDistance); sb.Append(base.GetInfo());
sb.AppendFormat(Tools.SIFormatter, "Maximum Range: {0:S3}m\n", this.maxTransmitDistance);  
  if (ARConfiguration.UseAdditiveRanges)
text = sb.ToString(); {
  sb.AppendFormat("Nominal Range to Kerbin: {0:S3}m\n",
Tools.PutStringBuilder(sb); Math.Sqrt(this.nominalTransmitDistance * ARConfiguration.KerbinNominalRange)
  );
return text; sb.AppendFormat("Maximum Range to Kerbin: {0:S3}m",
  Math.Sqrt(
  this.nominalTransmitDistance * Math.Sqrt(this.maxPowerFactor) *
  ARConfiguration.KerbinRelayRange
  )
  );
  }
  else
  {
  sb.AppendFormat("Nominal Range: {0:S3}m\n", this.nominalTransmitDistance);
  sb.AppendFormat("Maximum Range: {0:S3}m", this.maxTransmitDistance);
  }
   
  text = sb.ToString();
   
  return text;
  }
} }
   
/// <summary> /// <summary>
/// Determines whether this instance can transmit. /// Determines whether this instance can transmit.
/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>. /// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
/// </summary> /// </summary>
public new bool CanTransmit() public new bool CanTransmit()
{ {
if (this.part == null || this.relay == null) if (this.part == null || this.relay == null)
{ {
return false; return false;
} }
   
switch (this.part.State) switch (this.part.State)
{ {
case PartStates.DEAD: case PartStates.DEAD:
case PartStates.DEACTIVATED: case PartStates.DEACTIVATED:
Tools.PostDebugMessage(string.Format( this.LogDebug(
"{0}: {1} on {2} cannot transmit: {3}", "{0}: {1} on {2} cannot transmit: {3}",
this.GetType().Name, this.GetType().Name,
this.part.partInfo.title, this.part.partInfo.title,
this.vessel.vesselName, this.vessel.vesselName,
Enum.GetName(typeof(PartStates), this.part.State) Enum.GetName(typeof(PartStates), this.part.State)
)); );
return false; return false;
default: default:
break; break;
} }
   
return this.relay.CanTransmit(); return this.relay.CanTransmit();
} }
   
  public void RecalculateTransmissionRates()
  {
  if (this.relay != null)
  {
  this.relay.RecalculateTransmissionRates();
  }
  }
   
/// <summary> /// <summary>
/// Finds the nearest relay. /// Finds the nearest relay.
/// </summary> /// </summary>
public void FindNearestRelay() public void FindNearestRelay()
{ {
if (this.relay != null) if (this.relay != null)
{ {
this.relay.FindNearestRelay(); this.relay.FindNearestRelay();
} }
} }
   
/// <summary> /// <summary>
/// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit /// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit
/// returns false. /// returns false.
/// </summary> /// </summary>
/// <param name="dataQueue">List of <see cref="ScienceData"/> to transmit.</param> /// <param name="dataQueue">List of <see cref="ScienceData"/> to transmit.</param>
/// <param name="callback">Callback function</param> public new void TransmitData(List<ScienceData> dataQueue)
public new void TransmitData(List<ScienceData> dataQueue, Callback callback)  
{ {
this.LogDebug( this.LogDebug(
"TransmitData(List<ScienceData> dataQueue, Callback callback) called. dataQueue.Count={0}", "TransmitData(List<ScienceData> dataQueue, Callback callback) called. dataQueue.Count={0}",
dataQueue.Count dataQueue.Count
); );
   
this.FindNearestRelay();  
   
this.PreTransmit_SetPacketSize();  
this.PreTransmit_SetPacketResourceCost();  
   
if (this.CanTransmit()) if (this.CanTransmit())
{ {
ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT); ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
this.LogDebug( this.LogDebug(
"CanTransmit in TransmitData, calling base.TransmitData with dataQueue=[{0}] and callback={1}", "CanTransmit in TransmitData, calling base.TransmitData with dataQueue=[{0}] and callback={1}",
dataQueue.SPrint(), dataQueue.SPrint()
callback == null ? "null" : callback.ToString()  
); );
   
if (callback == null) base.TransmitData(dataQueue);
{  
base.TransmitData(dataQueue);  
}  
else  
{  
base.TransmitData(dataQueue, callback);  
}  
} }
else else
{ {
Tools.PostDebugMessage(this, "{0} unable to transmit during TransmitData.", this.part.partInfo.title); this.LogDebug("{0} unable to transmit during TransmitData.", this.part.partInfo.title);
   
var logger = Tools.DebugLogger.New(this); var logger = PooledDebugLogger.New(this);
   
IList<ModuleScienceContainer> vesselContainers = this.vessel.getModulesOfType<ModuleScienceContainer>(); IList<ModuleScienceContainer> vesselContainers = this.vessel.getModulesOfType<ModuleScienceContainer>();
ModuleScienceContainer scienceContainer; ModuleScienceContainer scienceContainer;
for (int cIdx = 0; cIdx < vesselContainers.Count; cIdx++) for (int cIdx = 0; cIdx < vesselContainers.Count; cIdx++)
{ {
scienceContainer = vesselContainers[cIdx]; scienceContainer = vesselContainers[cIdx];
   
logger.AppendFormat("Checking ModuleScienceContainer in {0}\n", logger.AppendFormat("Checking ModuleScienceContainer in {0}\n",
scienceContainer.part.partInfo.title); scienceContainer.part.partInfo.title);
   
if ( if (
scienceContainer.capacity != 0 && scienceContainer.capacity != 0 &&
scienceContainer.GetScienceCount() >= scienceContainer.capacity scienceContainer.GetScienceCount() >= scienceContainer.capacity
) )
{ {
logger.Append("\tInsufficient capacity, skipping.\n"); logger.Append("\tInsufficient capacity, skipping.\n");
continue; continue;
} }
   
List<ScienceData> dataStored = new List<ScienceData>(); List<ScienceData> dataStored = new List<ScienceData>();
   
ScienceData data; ScienceData data;
for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++) for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
{ {
data = dataQueue[dIdx]; data = dataQueue[dIdx];
if (!scienceContainer.allowRepeatedSubjects && scienceContainer.HasData(data)) if (!scienceContainer.allowRepeatedSubjects && scienceContainer.HasData(data))
{ {
logger.Append("\tAlready contains subject and repeated subjects not allowed, skipping.\n"); logger.Append("\tAlready contains subject and repeated subjects not allowed, skipping.\n");
continue; continue;
} }
   
logger.AppendFormat("\tAcceptable, adding data on subject {0}... ", data.subjectID); logger.AppendFormat("\tAcceptable, adding data on subject {0}... ", data.subjectID);
if (scienceContainer.AddData(data)) if (scienceContainer.AddData(data))
{ {
logger.Append("done, removing from queue.\n"); logger.Append("done, removing from queue.\n");
   
dataStored.Add(data); dataStored.Add(data);
} }
#if DEBUG #if DEBUG
else else
{ {
logger.Append("failed.\n"); logger.Append("failed.\n");
} }
#endif #endif
} }
   
dataQueue.RemoveAll(i => dataStored.Contains(i)); dataQueue.RemoveAll(i => dataStored.Contains(i));
   
logger.AppendFormat("\t{0} data left in queue.", dataQueue.Count); logger.AppendFormat("\t{0} data left in queue.", dataQueue.Count);
} }
   
logger.Print(); logger.Print();
   
if (dataQueue.Count > 0) if (dataQueue.Count > 0)
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
   
sb.Append('[');  
sb.Append(this.part.partInfo.title);  
sb.AppendFormat("]: {0} data items could not be saved: no space available in data containers.\n");  
sb.Append("Data to be discarded:\n");  
   
ScienceData data;  
for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)  
{ {
data = dataQueue[dIdx]; sb.Append('[');
sb.AppendFormat("\t{0}\n", data.title); sb.Append(this.part.partInfo.title);
  sb.AppendFormat("]: {0} data items could not be saved: no space available in data containers.\n");
  sb.Append("Data to be discarded:\n");
   
  ScienceData data;
  for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
  {
  data = dataQueue[dIdx];
  sb.AppendFormat("\t{0}\n", data.title);
  }
   
  ScreenMessages.PostScreenMessage(sb.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
  this.LogDebug(sb.ToString());
} }
   
ScreenMessages.PostScreenMessage(sb.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);  
   
Tools.PostDebugMessage(sb.ToString());  
   
Tools.PutStringBuilder(sb);  
} }
   
this.PostCannotTransmitError(); this.PostCannotTransmitError();
} }
   
Tools.PostDebugMessage ( this.LogDebug(
"distance: " + this.transmitDistance "distance: " + this.CurrentLinkSqrDistance
+ " packetSize: " + this.packetSize + " packetSize: " + this.packetSize
+ " packetResourceCost: " + this.packetResourceCost + " packetResourceCost: " + this.packetResourceCost
); );
} }
   
/// <summary> /// <summary>
/// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit  
/// returns false.  
/// </summary>  
/// <param name="dataQueue">List of <see cref="ScienceData"/> to transmit.</param>  
public new void TransmitData(List<ScienceData> dataQueue)  
{  
this.LogDebug(  
"TransmitData(List<ScienceData> dataQueue) called, dataQueue.Count={0}",  
dataQueue.Count  
);  
   
this.TransmitData(dataQueue, null);  
}  
   
/// <summary>  
/// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit /// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit
/// returns false. /// returns false.
/// </summary> /// </summary>
public new void StartTransmission() public new void StartTransmission()
{ {
this.FindNearestRelay(); this.LogDebug(
  "distance: " + this.CurrentLinkSqrDistance
PreTransmit_SetPacketSize ();  
PreTransmit_SetPacketResourceCost ();  
   
Tools.PostDebugMessage (  
"distance: " + this.transmitDistance  
+ " packetSize: " + this.packetSize + " packetSize: " + this.packetSize
+ " packetResourceCost: " + this.packetResourceCost + " packetResourceCost: " + this.packetResourceCost
); );
   
if (this.CanTransmit()) if (this.CanTransmit())
{ {
ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT); ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
base.StartTransmission(); base.StartTransmission();
} }
else else
{ {
this.PostCannotTransmitError (); this.PostCannotTransmitError ();
} }
} }
   
/// <summary> /// <summary>
/// MonoBehaviour Update /// MonoBehaviour Update
/// </summary> /// </summary>
public void Update() public void Update()
{ {
if (this.actionUIUpdate) if (this.actionUIUpdate)
{ {
this.UImaxTransmitDistance = string.Format(Tools.SIFormatter, "{0:S3}m", this.MaximumLinkDistance); this.UImaxTransmitDistance = TextTools.Format("{0:S3}m",
this.UInominalLinkDistance = string.Format(Tools.SIFormatter, "{0:S3}m", this.NominalLinkDistance); Math.Sqrt(this.MaximumLinkSqrDistance));
  this.UInominalLinkDistance = TextTools.Format("{0:S3}m",
  Math.Sqrt(this.NominalLinkSqrDistance));
if (this.CanTransmit()) if (this.CanTransmit())
{ {
this.UIrelayStatus = this.LinkStatus.ToString(); this.UIrelayStatus = this.LinkStatus.ToString();
this.UItransmitDistance = string.Format("{0:S3}m", this.transmitDistance); this.UItransmitDistance = TextTools.Format("{0:S3}m",
this.UIpacketSize = string.Format(Tools.SIFormatter, "{0:S3}MiT", this.DataRate); Math.Sqrt(this.CurrentLinkSqrDistance));
this.UIpacketCost = string.Format(Tools.SIFormatter, "{0:S3}EC", this.DataResourceCost); this.UIpacketSize = TextTools.Format("{0:S3}MiT", this.DataRate);
  this.UIpacketCost = TextTools.Format("{0:S3}EC", this.DataResourceCost);
} }
else else
{ {
if (this.relay.firstOccludingBody == null) if (this.relay.firstOccludingBody == null)
{ {
this.UItransmitDistance = string.Format("{0:S3}m", this.transmitDistance); this.UItransmitDistance = TextTools.Format("{0:S3}m",
  Math.Sqrt(this.CurrentLinkSqrDistance));
this.UIrelayStatus = "Out of range"; this.UIrelayStatus = "Out of range";
} }
else else
{ {
this.UItransmitDistance = "N/A"; this.UItransmitDistance = "N/A";
this.UIrelayStatus = string.Format("Blocked by {0}", this.relay.firstOccludingBody.bodyName); this.UIrelayStatus = TextTools.Format("Blocked by {0}", this.relay.firstOccludingBody.bodyName);
} }
this.UIpacketSize = "N/A"; this.UIpacketSize = "N/A";
this.UIpacketCost = "N/A"; this.UIpacketCost = "N/A";
} }
   
if (this.KerbinDirect) if (this.KerbinDirect)
{ {
this.UIrelayTarget = AntennaRelay.Kerbin.bodyName; this.UIrelayTarget = AntennaRelay.Kerbin.bodyName;
} }
else else
{ {
this.UIrelayTarget = this.targetRelay.ToString(); if (this.targetRelay != null)
} {
} this.UIrelayTarget = this.targetRelay.ToString();
  }
  else
  {
  this.UIrelayTarget = "A mysterious null entity";
  }
  }
  }
  }
   
  public void RecalculateMaxRange()
  {
  this.maxTransmitDistance = Math.Sqrt(this.maxPowerFactor) * this.nominalTransmitDistance;
   
  #if DEBUG
  this.Log("Recalculated max range: sqrt({0}) * {1} = {2}",
  this.maxPowerFactor, this.nominalTransmitDistance, this.maxTransmitDistance);
  #endif
} }
   
/// <summary> /// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>. /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.
/// </summary> /// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.</returns> /// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.</returns>
public override string ToString() public override string ToString()
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
string msg; {
  string msg;
sb.Append(this.part.partInfo.title);  
  if (this.part != null && this.part.partInfo != null)
if (vessel != null) {
{ sb.Append(this.part.partInfo.title);
sb.Append(" on "); }
sb.Append(vessel.vesselName); else
} {
else if ( sb.Append(this.GetType().Name);
this.part != null && }
this.part.protoPartSnapshot != null &&  
this.part.protoPartSnapshot != null && if (vessel != null)
this.part.protoPartSnapshot.pVesselRef != null {
) sb.Append(" on ");
{ sb.Append(vessel.vesselName);
sb.Append(" on "); }
sb.Append(this.part.protoPartSnapshot.pVesselRef.vesselName); else if (
} this.part != null &&
  this.part.protoPartSnapshot != null &&
msg = sb.ToString(); this.part.protoPartSnapshot != null &&
  this.part.protoPartSnapshot.pVesselRef != null)
Tools.PutStringBuilder(sb); {
  sb.Append(" on ");
return msg; sb.Append(this.part.protoPartSnapshot.pVesselRef.vesselName);
  }
   
  msg = sb.ToString();
   
  return msg;
  }
} }
   
// When we catch an onPartActionUICreate event for our part, go ahead and update every frame to look pretty. // When we catch an onPartActionUICreate event for our part, go ahead and update every frame to look pretty.
private void onPartActionUICreate(Part eventPart) private void onPartActionUICreate(Part eventPart)
{ {
if (eventPart == base.part) if (eventPart == base.part)
{ {
this.actionUIUpdate = true; this.actionUIUpdate = true;
} }
} }
   
// When we catch an onPartActionUIDismiss event for our part, stop updating every frame to look pretty. // When we catch an onPartActionUIDismiss event for our part, stop updating every frame to look pretty.
private void onPartActionUIDismiss(Part eventPart) private void onPartActionUIDismiss(Part eventPart)
{ {
if (eventPart == base.part) if (eventPart == base.part)
{ {
this.actionUIUpdate = false; this.actionUIUpdate = false;
} }
} }
   
// Post an error in the communication messages describing the reason transmission has failed. Currently there // Post an error in the communication messages describing the reason transmission has failed. Currently there
// is only one reason for this. // is only one reason for this.
private void PostCannotTransmitError() private void PostCannotTransmitError()
{ {
string ErrorText = string.Intern("Unable to transmit: no visible receivers in range!"); string ErrorText = string.Intern("Unable to transmit: no visible receivers in range!");
   
this.ErrorMsg.message = string.Format( this.ErrorMsg.message = string.Format(
"<color='#{0}{1}{2}{3}'><b>{4}</b></color>", "<color='#{0}{1}{2}{3}'><b>{4}</b></color>",
((int)(XKCDColors.OrangeRed.r * 255f)).ToString("x2"), ((int)(XKCDColors.OrangeRed.r * 255f)).ToString("x2"),
((int)(XKCDColors.OrangeRed.g * 255f)).ToString("x2"), ((int)(XKCDColors.OrangeRed.g * 255f)).ToString("x2"),
((int)(XKCDColors.OrangeRed.b * 255f)).ToString("x2"), ((int)(XKCDColors.OrangeRed.b * 255f)).ToString("x2"),
((int)(XKCDColors.OrangeRed.a * 255f)).ToString("x2"), ((int)(XKCDColors.OrangeRed.a * 255f)).ToString("x2"),
ErrorText ErrorText
); );
   
Tools.PostDebugMessage(this.GetType().Name + ": " + this.ErrorMsg.message); this.LogDebug(this.ErrorMsg.message);
   
ScreenMessages.PostScreenMessage(this.ErrorMsg, false); ScreenMessages.PostScreenMessage(this.ErrorMsg);
}  
   
// Before transmission, set packetResourceCost. Per above, packet cost increases with the square of  
// distance. packetResourceCost maxes out at _basepacketResourceCost * maxPowerFactor, at which point  
// transmission fails (see CanTransmit).  
private void PreTransmit_SetPacketResourceCost()  
{  
if (ARConfiguration.FixedPowerCost || this.transmitDistance <= this.NominalLinkDistance)  
{  
base.packetResourceCost = this._basepacketResourceCost;  
}  
else  
{  
float rangeFactor = (float)(this.transmitDistance / this.NominalLinkDistance);  
rangeFactor *= rangeFactor;  
   
base.packetResourceCost = this._basepacketResourceCost  
* rangeFactor;  
}  
   
base.packetResourceCost *= this.packetThrottle / 100f;  
}  
   
// Before transmission, set packetSize. Per above, packet size increases with the inverse square of  
// distance. packetSize maxes out at _basepacketSize * maxDataFactor.  
private void PreTransmit_SetPacketSize()  
{  
if (!ARConfiguration.FixedPowerCost && this.transmitDistance >= this.NominalLinkDistance)  
{  
base.packetSize = this._basepacketSize;  
}  
else  
{  
float rangeFactor = (float)(this.NominalLinkDistance / this.transmitDistance);  
rangeFactor *= rangeFactor;  
   
base.packetSize = Mathf.Min(  
this._basepacketSize * rangeFactor,  
this._basepacketSize * this.maxDataFactor);  
}  
   
base.packetSize *= this.packetThrottle / 100f;  
} }
   
private string buildTransmitMessage() private string buildTransmitMessage()
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
string msg; {
  string msg;
sb.Append("[");  
sb.Append(base.part.partInfo.title); sb.Append("[");
sb.Append("]: "); sb.Append(base.part.partInfo.title);
  sb.Append("]: ");
sb.Append("Beginning transmission ");  
  sb.Append("Beginning transmission ");
if (this.KerbinDirect)  
{ if (this.KerbinDirect)
sb.Append("directly to Kerbin."); {
} sb.Append("directly to Kerbin.");
else }
{ else
sb.Append("via "); {
sb.Append(this.relay.targetRelay); sb.Append("via ");
} sb.Append(this.relay.targetRelay);
  }
msg = sb.ToString();  
  msg = sb.ToString();
Tools.PutStringBuilder(sb);  
  return msg;
return msg; }
} }
   
#if DEBUG #if DEBUG
// When debugging, it's nice to have a button that just tells you everything. // When debugging, it's nice to have a button that just tells you everything.
[KSPEvent (guiName = "Show Debug Info", active = true, guiActive = true)] [KSPEvent (guiName = "Show Debug Info", active = true, guiActive = true)]
public void DebugInfo() public void DebugInfo()
{ {
PreTransmit_SetPacketSize (); if (this.relay != null)
PreTransmit_SetPacketResourceCost (); this.relay.RecalculateTransmissionRates();
   
DebugPartModule.DumpClassObject(this); DebugPartModule.DumpClassObject(this);
} }
   
[KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)] [KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)]
public void PrintAllVessels() public void PrintAllVessels()
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
  {
sb.Append("Dumping FlightGlobals.Vessels:"); sb.Append("Dumping FlightGlobals.Vessels:");
   
Vessel vessel; Vessel vessel;
for (int i = 0; i < FlightGlobals.Vessels.Count; i++) for (int i = 0; i < FlightGlobals.Vessels.Count; i++)
{ {
vessel = FlightGlobals.Vessels[i]; vessel = FlightGlobals.Vessels[i];
sb.AppendFormat("\n'{0} ({1})'", vessel.vesselName, vessel.id); sb.AppendFormat("\n'{0} ({1})'", vessel.vesselName, vessel.id);
} }
Tools.PostDebugMessage(sb.ToString()); ToadicusTools.Logging.PostDebugMessage(sb.ToString());
  }
Tools.PutStringBuilder(sb);  
} }
[KSPEvent (guiName = "Dump RelayDB", active = true, guiActive = true)] /*[KSPEvent (guiName = "Dump RelayDB", active = true, guiActive = true)]
public void DumpRelayDB() public void DumpRelayDB()
{ {
RelayDatabase.Instance.Dump(); RelayDatabase.Instance.Dump();
} }*/
#endif #endif
} }
} }
// AntennaRange // AntennaRange
// //
// AssemblyInfo.cs // AssemblyInfo.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using System.Reflection; using System.Reflection;
using System.Runtime.CompilerServices; using System.Runtime.CompilerServices;
   
[assembly: KSPAssemblyDependency("ToadicusTools", 0, 0)] [assembly: KSPAssemblyDependency("ToadicusTools", 0, 0)]
   
// Information about this assembly is defined by the following attributes. // Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project. // Change them to the values specific to your project.
[assembly: AssemblyTitle("AntennaRange")] [assembly: AssemblyTitle("AntennaRange")]
[assembly: AssemblyDescription("Enforce and Encourage Antenna Diversity")] [assembly: AssemblyDescription("Enforce and Encourage Antenna Diversity")]
[assembly: AssemblyCopyright("toadicus")] [assembly: AssemblyCopyright("toadicus")]
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}". // The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision, // The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision. // and "{Major}.{Minor}.{Build}.*" will update just the revision.
[assembly: AssemblyVersion("1.9.*")] [assembly: AssemblyVersion("1.10.3.*")]
// The following attributes are used to specify the signing key for the assembly, // The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing. // if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)] //[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")] //[assembly: AssemblyKeyFile("")]
   
// AntennaRange // AntennaRange
// //
// ProtoAntennaRelay.cs // ProtoAntennaRelay.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using KSP; using KSP;
using System; using System;
using ToadicusTools; using ToadicusTools;
  using ToadicusTools.Text;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// Wrapper class for ProtoPartModuleSnapshot extending AntennaRelay and implementing IAntennaRelay. /// Wrapper class for ProtoPartModuleSnapshot extending AntennaRelay and implementing IAntennaRelay.
/// This is used for finding relays in unloaded Vessels. /// This is used for finding relays in unloaded Vessels.
/// </summary> /// </summary>
public class ProtoAntennaRelay : AntennaRelay, IAntennaRelay public class ProtoAntennaRelay : AntennaRelay, IAntennaRelay
{ {
// Stores the prototype part so we can make sure we haven't exploded or so. // Stores the prototype part so we can make sure we haven't exploded or so.
private ProtoPartSnapshot protoPart; private ProtoPartSnapshot protoPart;
   
/// <summary> /// <summary>
/// Gets the parent Vessel. /// Gets the parent Vessel.
/// </summary> /// </summary>
public override Vessel vessel public override Vessel vessel
{ {
get get
{ {
if ( if (
this.protoPart != null && this.protoPart != null &&
this.protoPart.pVesselRef != null && this.protoPart.pVesselRef != null &&
this.protoPart.pVesselRef.vesselRef != null this.protoPart.pVesselRef.vesselRef != null
) )
{ {
return this.protoPart.pVesselRef.vesselRef; return this.protoPart.pVesselRef.vesselRef;
} }
else else
{ {
Tools.PostErrorMessage("{0}: Could not fetch vessel! {1}{2}{3}", this.LogError("Could not fetch vessel! {0}{1}{2}",
this.ToString(),  
this.protoPart == null ? "\n\tprotoPart=null" : string.Empty, this.protoPart == null ? "\n\tprotoPart=null" : string.Empty,
this.protoPart != null && this.protoPart.pVesselRef == null ? this.protoPart != null && this.protoPart.pVesselRef == null ?
"\n\tthis.protoPart.pVesselRef=null" : string.Empty, "\n\tthis.protoPart.pVesselRef=null" : string.Empty,
this.protoPart != null && this.protoPart.pVesselRef != null && this.protoPart != null && this.protoPart.pVesselRef != null &&
this.protoPart.pVesselRef.vesselRef == null ? this.protoPart.pVesselRef.vesselRef == null ?
"\n\tthis.protoPart.pVesselRef.vesselRef=null" : string.Empty "\n\tthis.protoPart.pVesselRef.vesselRef=null" : string.Empty
); );
return null; return null;
} }
} }
} }
   
  public float PacketSize
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.PacketSize;
  }
  set
  {
  if (this.moduleRef == null)
  {
  return;
  }
   
  this.moduleRef.PacketSize = value;
  }
  }
   
  public float BasePacketSize
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.BasePacketSize;
  }
  }
   
  public float PacketResourceCost
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.PacketResourceCost;
  }
  set
  {
  if (this.moduleRef == null)
  {
  return;
  }
   
  this.moduleRef.PacketResourceCost = value;
  }
  }
   
  public float BasePacketResourceCost
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.BasePacketResourceCost;
  }
  }
   
  public float PacketThrottle
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.PacketThrottle;
  }
  }
   
  public float MaxDataFactor
  {
  get
  {
  if (this.moduleRef == null)
  {
  return float.NaN;
  }
   
  return this.moduleRef.MaxDataFactor;
  }
  }
   
/// <summary> /// <summary>
/// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config. /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// </summary> /// </summary>
public override double nominalTransmitDistance public override double nominalTransmitDistance
{ {
get get
{ {
return this.moduleRef.nominalTransmitDistance; return this.moduleRef.nominalTransmitDistance;
} }
} }
   
/// <summary> /// <summary>
/// The maximum distance at which this relay can operate. /// The maximum distance at which this relay can operate.
/// </summary> /// </summary>
public override double maxTransmitDistance public override double maxTransmitDistance
{ {
get get
{ {
return moduleRef.maxTransmitDistance; return moduleRef.maxTransmitDistance;
} }
} }
   
/// <summary> /// <summary>
/// Gets the underlying part's title. /// Gets the underlying part's title.
/// </summary> /// </summary>
/// <value>The title.</value> /// <value>The title.</value>
public string Title public string Title
{ {
get get
{ {
if (this.protoPart != null && this.protoPart.partInfo != null) if (this.protoPart != null && this.protoPart.partInfo != null)
{ {
return this.protoPart.partInfo.title; return this.protoPart.partInfo.title;
} }
   
return string.Empty; return string.Empty;
} }
} }
   
/// <summary> /// <summary>
/// Determines whether this instance can transmit. /// Determines whether this instance can transmit.
/// <c>true</c> if this instance can transmit; otherwise, <c>false</c>. /// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
/// </summary> /// </summary>
public override bool CanTransmit() public override bool CanTransmit()
{ {
PartStates partState = (PartStates)this.protoPart.state; PartStates partState = (PartStates)this.protoPart.state;
if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED) if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED)
{ {
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: {1} on {2} cannot transmit: {3}", "{0}: {1} on {2} cannot transmit: {3}",
this.GetType().Name, this.GetType().Name,
this.Title, this.Title,
this.vessel.vesselName, this.vessel.vesselName,
Enum.GetName(typeof(PartStates), partState) Enum.GetName(typeof(PartStates), partState)
)); ));
return false; return false;
} }
return base.CanTransmit(); return base.CanTransmit();
} }
   
  public void RecalculateMaxRange()
  {
  if (this.moduleRef != null)
  {
  this.moduleRef.RecalculateMaxRange();
  }
  }
   
/// <summary> /// <summary>
/// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>. /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.
/// </summary> /// </summary>
/// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.</returns> /// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.</returns>
public override string ToString() public override string ToString()
{ {
System.Text.StringBuilder sb = Tools.GetStringBuilder(); using (PooledStringBuilder sb = PooledStringBuilder.Get())
  {
sb.Append(this.Title); sb.Append(this.Title);
   
if (this.protoPart != null && this.protoPart.pVesselRef != null) if (this.protoPart != null && this.protoPart.pVesselRef != null)
{ {
sb.AppendFormat(" on {0}", this.protoPart.pVesselRef.vesselName); sb.AppendFormat(" on {0}", this.protoPart.pVesselRef.vesselName);
} }
   
Tools.PutStringBuilder(sb); return sb.ToString();
  }
return sb.ToString();  
} }
   
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class. /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
/// </summary> /// </summary>
/// <param name="prefabRelay">The module reference underlying this AntennaRelay, /// <param name="prefabRelay">The module reference underlying this AntennaRelay,
/// as an <see cref="AntennaRange.IAntennaRelay"/></param> /// as an <see cref="AntennaRange.IAntennaRelay"/></param>
/// <param name="pps">The prototype partreference on which the module resides.</param> /// <param name="pps">The prototype partreference on which the module resides.</param>
public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(prefabRelay) public ProtoAntennaRelay(IAntennaRelay prefabRelay, ProtoPartSnapshot pps) : base(prefabRelay)
{ {
this.protoPart = pps; this.protoPart = pps;
   
Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString()); this.Log("constructed ({0})", this.GetType().Name);
   
  this.RecalculateMaxRange();
} }
} }
} }
   
   
file:b/README.md (new)
  # AntennaRange
  A KSP mod that enforces and encourages the use of the bigger antennas.
 
  # For Part Developers
  ## The Fields
  AntennaRange extends and augments the functionality of the stock ModuleDataTransmitter through the new `ModuleLimitedDataTransmitter` class. This class uses four additional configurable fields to define the part's behavior.
 
  `nominalRange` is the range, in meters, at which the part should function identically to the stock module, i.e. without any modification to the power cost or packet size. This is used along with maxPowerFactor to calculate the maximum range of the part.
  `simpleRange` is the same as nominalRange, but is used when the mod is in "simple" mode. In general it will probably need to be a much larger number than nominalRange.
  `maxPowerFactor` effectively sets the maximum range of the antenna by essentially capping how much the power may be "turned up" to get better range. I originally used 8 for this number, because it felt right. I've since used 4 (for my DTS) and 16 (for my Comm. 88-88). You don't want this number to be too high, or small probes will go uncontrollable a lot when transmitting.
  `maxDataFactor` defines the maximum "speed up" bonus that comes from using antennas at less their nominal range. I originally used 4 for this number for all parts; the DTS has a higher bonus now.
 
  Note that all of the fields needed for Squad's `ModuleDataTransmitter` still need to be filled out. Depending on how you're defining your parts, they might need to go in your AntennaRange patch, or they might already be defined on the base part.
 
  ## The Mechanic
  In general, the scaling functions assume the relation `D² α P/R,` where D is the total transmission distance, P is the transmission power, and R is the data rate. Data rate increases as range decreases below nominalRange: `R α nominalRange² / D²`. By default, power use increases as range increases above `nominalRange`: `P α D² / nominalRange²`. Optionally, power use may remain fixed, and data rate instead decreases as range increases above `nominalRange`: `R α nominalRange² / D²`.
 
  ## Patch Conventions
  To maximize cross-compatibility, please consider the following conventions for ModuleManager patches regarding AntennaRange:
 
  When providing new definitions for your own parts, always specify a `:FOR[YourModHere]` pass name.
  Whenever changing default AntennaRange definitions (e.g. if you were going to rebalance my antennas to suit your mod), please do so in the `:AFTER[AntennaRange]` pass.
  I recommend providing all optional functionality (e.g. enabling RemoteTech vs. AntennaRange modules) in separate patches using `:NEEDS[]` blocks.
 
  A sample AntennaRange configuration for an all-new mod part might look like this:
  ```
  @PART[modPartName]:FOR[YourModName]:NEEDS[AntennaRange,!RemoteTech]
  {
  MODULE
  {
  // ### Module Definition ###
  name = ModuleLimitedDataTransmitter
 
  // ### Squad Definitions ###
  // Delay between transmission packets, in seconds
  packetInterval = 0.10
 
  // Data capacity of nominal transmission packets, in MiT
  packetSize = 2
 
  // Resource cost of nominal transmission packets, in units
  packetResourceCost = 20.0
 
  // Resource name to be consumed by transmission
  requiredResource = ElectricCharge
 
  // Animation module index, 0-based, of the antenna extend/retract animation
  DeployFxModules = 0
 
  // ### AntennaRange Defintions ###
  // Range, in meters, at which the antenna behaves per the "nominal" characteristics above
  // Used with "additive" ranges.
  nominalRange = 10000000000
 
  // Range, in meters, at which the antenna behaves per the "nominal" characteristics above
  // Used with "simple" ranges.
  simpleRange = 56250000000
 
  // The maxmimum multiplier on packetResourceCost, essentially defining the maximum power output of the
  // transmitter. Maximum range is defined as: maxTransmitDistance = nominalRange * sqrt(maxPowerFactor)
  maxPowerFactor = 16
 
  // The maximum multiplier on packetSize, essentially defining the maximum data throughput of the
  // transmitter.
  maxDataFactor = 2
  }
 
  // We add this ModuleScienceContainer so that when transmission fails the antennas can try to stash the data instead of dumping it to the void.
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
  ```
 
  This example assumes that the base part definition does not include a `ModuleDataTransmitter` module, or any RT modules. If the base part definition includes a `ModuleDataTransmitter` module, a sample AntennaRange patch could look like this:
  ```
  @PART[modPartName]:FOR[YourModName]:NEEDS[AntennaRange,!RemoteTech]
  {
  @MODULE[ModuleDataTransmitter]
  {
  @name = ModuleLimitedDataTransmitter
  nominalRange = 10000000000
  simpleRange = 56250000000
  maxPowerFactor = 16
  maxDataFactor = 2
  }
 
  // We add this ModuleScienceContainer so that when transmission fails the antennas can try to stash the data instead of dumping it to the void.
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
  ```
 
  IIRC, RemoteTech parts should not have `ModuleDataTransmitter` definitions. In that case, to facilitate RT, AR, and Stock compatibility, a suite of patches like this might be appropriate:
 
  ```
  // If we don't have RemoteTech, add a stock ModuleDataTransmitter first.
  @PART[modPartName]:NEEDS[!RemoteTech]:BEFORE[YourModName]
  {
  MODULE
  {
  // ### Module Definition ###
  name = ModuleDataTransmitter
 
  // ### Squad Definitions ###
  // Delay between transmission packets, in seconds
  packetInterval = 0.10
 
  // Data capacity of nominal transmission packets, in MiT
  packetSize = 2
 
  // Resource cost of nominal transmission packets, in units
  packetResourceCost = 20.0
 
  // Resource name to be consumed by transmission
  requiredResource = ElectricCharge
 
  // Animation module index, 0-based, of the antenna extend/retract animation
  DeployFxModules = 0
  }
  }
 
  // If AntennaRange is installed, convert that to a ModuleLimitedDataTransmitter
  @PART[modPartName]:NEEDS[AntennaRange,!RemoteTech]:FOR[YourModName]
  {
  @MODULE[ModuleDataTransmitter]
  {
  // ### Module Redefinition ###
  @name = ModuleLimitedDataTransmitter
 
  // ### AntennaRange Defintions ###
  // Range, in meters, at which the antenna behaves per the "nominal" characteristics above
  // Used with "additive" ranges.
  nominalRange = 10000000000
 
  // Range, in meters, at which the antenna behaves per the "nominal" characteristics above
  // Used with "simple" ranges.
  simpleRange = 56250000000
 
  // The maxmimum multiplier on packetResourceCost, essentially defining the maximum power output of the
  // transmitter. Maximum range is defined as: maxTransmitDistance = nominalRange * sqrt(maxPowerFactor)
  maxPowerFactor = 16
 
  // The maximum multiplier on packetSize, essentially defining the maximum data throughput of the
  // transmitter.
  maxDataFactor = 2
  }
 
  // We add this ModuleScienceContainer so that when transmission fails the antennas can try to stash the data instead of dumping it to the void.
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
 
  // If RemoteTech is installed, do their module(s) instead
  @PART[modPartName]:NEEDS[RemoteTech]:FOR[YourModName]
  {
  // RemoteTech module(s) here
  }
  ```
 
  ## Useful Formulas
 
  ### Per Antenna
  `nominalRange` is a given, and is never calculated
  `maxPowerFactor` is a given, and is never calculated
  `maxTransmitDistance = nominalRange * sqrt(maxPowerFactor)`
 
  ### Per Link
  A "link" is any connected pair of antennas.
  `NominalLinkDistance = sqrt(nominalRange1 * nominalRange2)`
  `MaxLinkDistance = sqrt(maxTransmitDistance1 * maxTransmitDistance2)`
 
  Therefore, to find the `MaxLinkDistance` from two sets of `nominalRange` and `maxPowerFactor`:
  `MaxLinkDistance = sqrt(nominalRange1 * sqrt(maxPowerFactor1) * nominalRange2 * sqrt(maxPowerFactor2))`
 
  To find a single antenna's `nominalRange` from a desired `maxTransmitDistance` given its `maxPowerFactor`:
  `nominalRange = maxTransmitDistance / sqrt(maxPowerFactor)`
 
  To find a single antenna's desired maximum range given the desired maximum link distance and another set `maxTransmitDistance`:
  `maxTransmitDistance1 = MaxLinkDistance * MaxLinkDistance / maxTransmitDistance2`
 
  Remember that `maxPowerFactor` may differ between antennas (and does, in my lastest configs: longAntenna is 8, mediumDish is 4, commDish is 16).
 
  Currently Kerbin's `maxPowerFactor` is hard-coded as 8.
 
  Feel free to use this spreadsheet for balancing antennas if it's useful to you: https://goo.gl/ChsbfL
 
  ## On Balance
  In my configs I've balanced the three stock antennas to cover all of the stock solar system. Since you're introducing five more antennas and working with OPM, you will probably want to change the behavior of the stock parts and diversify the range to gradually cover the whole OPM system. Since you have some parts specifically designed for use in planetary subsystems, their balance when transmitting to other parts is probably more important than their balance when transmitting to Kerbin. For longer range parts designed to make the whole interplanetary leap, the inverse is probably true.
 
  Feel free to ask questions! If anything's unclear or you just want to bounce balance ideas off of me, don't be shy. I'm always happy to help.
 
// AntennaRange // AntennaRange
// //
// RelayDatabase.cs // RelayDatabase.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
#pragma warning disable 1591 #pragma warning disable 1591
   
using KSP; using KSP;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Text; using System.Text;
using ToadicusTools; using ToadicusTools;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
public class RelayDatabase : Singleton<RelayDatabase> public class RelayDatabase : Singleton<RelayDatabase>
{ {
/* /*
* Instance members * Instance members
* */ * */
   
/* /*
* Fields * Fields
* */ * */
// Vessel.id-keyed hash table of Part.GetHashCode()-keyed tables of relay objects. // Vessel.id-keyed hash table of Part.GetHashCode()-keyed tables of relay objects.
private Dictionary<Guid, List<IAntennaRelay>> relayDatabase; private Dictionary<Guid, List<IAntennaRelay>> relayDatabase;
private Dictionary<Guid, IAntennaRelay> bestRelayTable; private Dictionary<Guid, IAntennaRelay> bestRelayTable;
   
// Vessel.id-keyed hash table of part counts, used for caching // Vessel.id-keyed hash table of part counts, used for caching
private Dictionary<Guid, int> vesselPartCountTable; private Dictionary<Guid, int> vesselPartCountTable;
   
private int cacheHits; private int cacheHits;
private int cacheMisses; private int cacheMisses;
   
/* /*
* Properties * Properties
* */ * */
// Gets the Part-hashed table of relays in a given vessel // Gets the Part-hashed table of relays in a given vessel
public IList<IAntennaRelay> this [Vessel vessel] public IList<IAntennaRelay> this [Vessel vessel]
{ {
get get
{ {
// If we don't have an entry for this vessel... // If we don't have an entry for this vessel...
if (!this.ContainsKey(vessel.id)) if (!this.ContainsKey(vessel.id))
{ {
// ...Generate an entry for this vessel. // ...Generate an entry for this vessel.
this.AddVessel(vessel); this.AddVessel(vessel);
this.cacheMisses++; this.cacheMisses++;
} }
// If our part count disagrees with the vessel's part count... // If our part count disagrees with the vessel's part count...
else if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count) else if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count)
{ {
// ...Update the our vessel in the cache // ...Update the our vessel in the cache
this.UpdateVessel(vessel); this.UpdateVessel(vessel);
this.cacheMisses++; this.cacheMisses++;
} }
// Otherwise, it's a hit // Otherwise, it's a hit
else else
{ {
this.cacheHits++; this.cacheHits++;
} }
   
// Return the Part-hashed table of relays for this vessel // Return the Part-hashed table of relays for this vessel
return relayDatabase[vessel.id].AsReadOnly(); return relayDatabase[vessel.id].AsReadOnly();
} }
} }
   
/* /*
* Methods * Methods
* */ * */
// Remove a vessel from the cache, if it exists. // Remove a vessel from the cache, if it exists.
public void DirtyVessel(Vessel vessel) public void DirtyVessel(Vessel vessel)
{ {
#if DEBUG #if DEBUG
Tools.PostDebugMessage("RelayDatabase: Dirtying cache for vessel {0} in frame {1}", Logging.PostDebugMessage("RelayDatabase: Dirtying cache for vessel {0} in frame {1}",
vessel, new System.Diagnostics.StackTrace().ToString()); vessel, new System.Diagnostics.StackTrace().ToString());
#else #else
Tools.PostLogMessage("RelayDatabase: Dirtying cache for vessel {0}", vessel.vesselName); Logging.PostLogMessage("RelayDatabase: Dirtying cache for vessel {0}", vessel.vesselName);
#endif #endif
   
this.relayDatabase.Remove(vessel.id); this.relayDatabase.Remove(vessel.id);
this.vesselPartCountTable.Remove(vessel.id); this.vesselPartCountTable.Remove(vessel.id);
this.bestRelayTable.Remove(vessel.id); this.bestRelayTable.Remove(vessel.id);
} }
   
public void ClearCache() public void ClearCache()
{ {
Tools.PostLogMessage("RelayDatabase: onSceneChange clearing entire cache."); Logging.PostLogMessage("RelayDatabase: onSceneChange clearing entire cache.");
   
this.relayDatabase.Clear(); this.relayDatabase.Clear();
this.bestRelayTable.Clear(); this.bestRelayTable.Clear();
this.vesselPartCountTable.Clear(); this.vesselPartCountTable.Clear();
} }
   
// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id. // Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
public bool ContainsKey(Guid key) public bool ContainsKey(Guid key)
{ {
return this.relayDatabase.ContainsKey(key); return this.relayDatabase.ContainsKey(key);
} }
   
// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel. // Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.
public bool ContainsKey(Vessel vessel) public bool ContainsKey(Vessel vessel)
{ {
return this.ContainsKey(vessel.id); return this.ContainsKey(vessel.id);
} }
   
public IAntennaRelay GetBestVesselRelay(Vessel vessel) public IAntennaRelay GetBestVesselRelay(Vessel vessel)
{ {
IAntennaRelay relay; IAntennaRelay relay;
if (this.bestRelayTable.TryGetValue(vessel.id, out relay)) if (this.bestRelayTable.TryGetValue(vessel.id, out relay))
{ {
return relay; return relay;
} }
else else
{ {
var dump = this[vessel]; var dump = this[vessel];
return null; return null;
} }
} }
   
// Adds a vessel to the database // Adds a vessel to the database
// The return for this function isn't used yet, but seems useful for potential future API-uses // The return for this function isn't used yet, but seems useful for potential future API-uses
private bool AddVessel(Vessel vessel) private bool AddVessel(Vessel vessel)
{ {
// If this vessel is already here... // If this vessel is already here...
if (this.ContainsKey(vessel)) if (this.ContainsKey(vessel))
{ {
// ...post an error // ...post an error
Debug.LogWarning(string.Format( Debug.LogWarning(string.Format(
"{0}: Cannot add vessel '{1}' (id: {2}): Already in database.", "{0}: Cannot add vessel '{1}' (id: {2}): Already in database.",
this.GetType().Name, this.GetType().Name,
vessel.vesselName, vessel.vesselName,
vessel.id vessel.id
)); ));
   
// ...and refuse to add // ...and refuse to add
return false; return false;
} }
// otherwise, add the vessel to our tables... // otherwise, add the vessel to our tables...
else else
{ {
// Build an empty table... // Build an empty table...
this.relayDatabase[vessel.id] = new List<IAntennaRelay>(); this.relayDatabase[vessel.id] = new List<IAntennaRelay>();
   
// Update the empty index // Update the empty index
this.UpdateVessel(vessel); this.UpdateVessel(vessel);
   
// Return success // Return success
return true; return true;
} }
} }
   
// Update the vessel's entry in the table // Update the vessel's entry in the table
private void UpdateVessel(Vessel vessel) private void UpdateVessel(Vessel vessel)
{ {
// Squak if the database doesn't have the vessel // Squak if the database doesn't have the vessel
if (!this.ContainsKey(vessel)) if (!this.ContainsKey(vessel))
{ {
throw new InvalidOperationException(string.Format( throw new InvalidOperationException(string.Format(
"{0}: Update called for vessel '{1}' (id: {2}) not in database: vessel will be added.", "{0}: Update called for vessel '{1}' (id: {2}) not in database: vessel will be added.",
this.GetType().Name, this.GetType().Name,
vessel.vesselName, vessel.vesselName,
vessel.id vessel.id
)); ));
} }
   
List<IAntennaRelay> vesselTable = this.relayDatabase[vessel.id]; List<IAntennaRelay> vesselTable = this.relayDatabase[vessel.id];
   
// Actually build and assign the table // Actually build and assign the table
this.getVesselRelays(vessel, ref vesselTable); this.getVesselRelays(vessel, ref vesselTable);
// Set the part count // Set the part count
this.vesselPartCountTable[vessel.id] = vessel.Parts.Count; this.vesselPartCountTable[vessel.id] = vessel.Parts.Count;
} }
   
// Runs when a vessel is modified (or when we switch to one, to catch docking events) // Runs when a vessel is modified (or when we switch to one, to catch docking events)
public void onVesselEvent(Vessel vessel) public void onVesselEvent(Vessel vessel)
{ {
// If we have this vessel in our cache... // If we have this vessel in our cache...
if (this.ContainsKey(vessel)) if (this.ContainsKey(vessel))
{ {
// If our part counts disagree (such as if a part has been added or broken off, // If our part counts disagree (such as if a part has been added or broken off,
// or if we've just docked or undocked)... // or if we've just docked or undocked)...
if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count || vessel.loaded) if (this.vesselPartCountTable[vessel.id] != vessel.Parts.Count || vessel.loaded)
{ {
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: dirtying cache for vessel '{1}' ({2}).", "{0}: dirtying cache for vessel '{1}' ({2}).",
this.GetType().Name, this.GetType().Name,
vessel.vesselName, vessel.vesselName,
vessel.id vessel.id
)); ));
   
// Dirty the cache (real vessels will never have negative part counts) // Dirty the cache (real vessels will never have negative part counts)
this.DirtyVessel(vessel); this.DirtyVessel(vessel);
} }
} }
} }
   
// Runs when the player requests a scene change, such as when changing vessels or leaving flight. // Runs when the player requests a scene change, such as when changing vessels or leaving flight.
private void onSceneChange(GameScenes scene) private void onSceneChange(GameScenes scene)
{ {
Tools.PostDebugMessage( Logging.PostDebugMessage(
"RelayDatabase: caught onSceneChangeRequested in scene {0} to scene {1}. ActiveVessel is {2}", "RelayDatabase: caught onSceneChangeRequested in scene {0} to scene {1}. ActiveVessel is {2}",
HighLogic.LoadedScene, HighLogic.LoadedScene,
scene, scene,
FlightGlobals.ActiveVessel == null ? "null" : FlightGlobals.ActiveVessel.vesselName FlightGlobals.ActiveVessel == null ? "null" : FlightGlobals.ActiveVessel.vesselName
); );
   
if (scene == GameScenes.FLIGHT) if (scene == GameScenes.FLIGHT)
{ {
if (scene == HighLogic.LoadedScene) if (scene == HighLogic.LoadedScene)
{ {
if (FlightGlobals.ActiveVessel != null) if (FlightGlobals.ActiveVessel != null)
{ {
Tools.PostDebugMessage("RelayDatabase: onSceneChange clearing {0} from cache.", Logging.PostDebugMessage("RelayDatabase: onSceneChange clearing {0} from cache.",
FlightGlobals.ActiveVessel.vesselName); FlightGlobals.ActiveVessel.vesselName);
   
this.onVesselEvent(FlightGlobals.ActiveVessel); this.onVesselEvent(FlightGlobals.ActiveVessel);
} }
} }
else else
{ {
this.ClearCache(); this.ClearCache();
} }
} }
} }
   
private void onGameLoaded(object data) private void onGameLoaded(object data)
{ {
this.ClearCache(); this.ClearCache();
} }
   
// Runs when parts are undocked // Runs when parts are undocked
private void onPartEvent(Part part) private void onPartEvent(Part part)
{ {
if (part != null && part.vessel != null) if (part != null && part.vessel != null)
{ {
this.onVesselEvent(part.vessel); this.onVesselEvent(part.vessel);
} }
} }
   
// Runs when parts are coupled, as in docking // Runs when parts are coupled, as in docking
private void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data) private void onFromPartToPartEvent(GameEvents.FromToAction<Part, Part> data)
{ {
this.onPartEvent(data.from); this.onPartEvent(data.from);
this.onPartEvent(data.to); this.onPartEvent(data.to);
} }
   
// Produce a Part-hashed table of relays for the given vessel // Produce a Part-hashed table of relays for the given vessel
private void getVesselRelays(Vessel vessel, ref List<IAntennaRelay> relays) private void getVesselRelays(Vessel vessel, ref List<IAntennaRelay> relays)
{ {
// We're going to completely regen this table, so dump the current contents. // We're going to completely regen this table, so dump the current contents.
relays.Clear(); relays.Clear();
   
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: Getting antenna relays from vessel {1}.", "{0}: Getting antenna relays from vessel {1}.",
"IAntennaRelay", "IAntennaRelay",
vessel.vesselName vessel.vesselName
)); ));
   
double bestRelayRange = double.NegativeInfinity; double bestRelayRange = double.NegativeInfinity;
IAntennaRelay bestRelay = null; IAntennaRelay bestRelay = null;
IAntennaRelay relay; IAntennaRelay relay;
   
// If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly. // If the vessel is loaded, we can fetch modules implementing IAntennaRelay directly.
if (vessel.loaded) { if (vessel.loaded) {
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: vessel {1} is loaded, searching for modules in loaded parts.", "{0}: vessel {1} is loaded, searching for modules in loaded parts.",
"IAntennaRelay", "IAntennaRelay",
vessel.vesselName vessel.vesselName
)); ));
   
// Loop through the Parts in the Vessel... // Loop through the Parts in the Vessel...
Part part; Part part;
for (int partIdx = 0; partIdx < vessel.Parts.Count; partIdx++) for (int partIdx = 0; partIdx < vessel.Parts.Count; partIdx++)
{ {
part = vessel.Parts[partIdx]; part = vessel.Parts[partIdx];
   
// ...loop through the PartModules in the Part... // ...loop through the PartModules in the Part...
PartModule module; PartModule module;
for (int modIdx = 0; modIdx < part.Modules.Count; modIdx++) for (int modIdx = 0; modIdx < part.Modules.Count; modIdx++)
{ {
module = part.Modules[modIdx]; module = part.Modules[modIdx];
   
// ...if the module is a relay... // ...if the module is a relay...
if (module is IAntennaRelay) if (module is IAntennaRelay)
{ {
relay = (module as IAntennaRelay); relay = (module as IAntennaRelay);
   
if (relay.maxTransmitDistance > bestRelayRange) if (relay.maxTransmitDistance > bestRelayRange)
{ {
bestRelayRange = relay.maxTransmitDistance; bestRelayRange = relay.maxTransmitDistance;
bestRelay = relay; bestRelay = relay;
} }
   
// ...add the module to the table // ...add the module to the table
relays.Add(relay); relays.Add(relay);
// ...neglect relay objects after the first in each part. // ...neglect relay objects after the first in each part.
break; break;
} }
} }
} }
} }
// If the vessel is not loaded, we need to build ProtoAntennaRelays when we find relay ProtoPartSnapshots. // If the vessel is not loaded, we need to build ProtoAntennaRelays when we find relay ProtoPartSnapshots.
else else
{ {
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: vessel {1} is not loaded, searching for modules in prototype parts.", "{0}: vessel {1} is not loaded, searching for modules in prototype parts.",
this.GetType().Name, this.GetType().Name,
vessel.vesselName vessel.vesselName
)); ));
   
// Loop through the ProtoPartModuleSnapshots in the Vessel... // Loop through the ProtoPartModuleSnapshots in the Vessel...
ProtoPartSnapshot pps; ProtoPartSnapshot pps;
for (int ppsIdx = 0; ppsIdx < vessel.protoVessel.protoPartSnapshots.Count; ppsIdx++) for (int ppsIdx = 0; ppsIdx < vessel.protoVessel.protoPartSnapshots.Count; ppsIdx++)
{ {
pps = vessel.protoVessel.protoPartSnapshots[ppsIdx]; pps = vessel.protoVessel.protoPartSnapshots[ppsIdx];
   
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: Searching in protopartsnapshot {1}", "{0}: Searching in protopartsnapshot {1}",
this.GetType().Name, this.GetType().Name,
pps pps
)); ));
   
// ...Fetch the prefab, because it's more useful for what we're doing. // ...Fetch the prefab, because it's more useful for what we're doing.
Part partPrefab = PartLoader.getPartInfoByName(pps.partName).partPrefab; Part partPrefab = PartLoader.getPartInfoByName(pps.partName).partPrefab;
   
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: Got partPrefab {1} in protopartsnapshot {2}", "{0}: Got partPrefab {1} in protopartsnapshot {2}",
this.GetType().Name, this.GetType().Name,
partPrefab, partPrefab,
pps pps
)); ));
   
// ...loop through the PartModules in the prefab... // ...loop through the PartModules in the prefab...
PartModule module; PartModule module;
for (int modIdx = 0; modIdx < partPrefab.Modules.Count; modIdx++) for (int modIdx = 0; modIdx < partPrefab.Modules.Count; modIdx++)
{ {
module = partPrefab.Modules[modIdx]; module = partPrefab.Modules[modIdx];
   
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: Searching in partmodule {1}", "{0}: Searching in partmodule {1}",
this.GetType().Name, this.GetType().Name,
module module
)); ));
   
// ...if the module is a relay... // ...if the module is a relay...
if (module is IAntennaRelay) if (module is IAntennaRelay)
{ {
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: partmodule {1} is antennarelay", "{0}: partmodule {1} is antennarelay",
this.GetType().Name, this.GetType().Name,
module module
)); ));
   
relay = new ProtoAntennaRelay(module as IAntennaRelay, pps); relay = new ProtoAntennaRelay(module as IAntennaRelay, pps);
   
if (relay.maxTransmitDistance > bestRelayRange) if (relay.maxTransmitDistance > bestRelayRange)
{ {
bestRelayRange = relay.maxTransmitDistance; bestRelayRange = relay.maxTransmitDistance;
bestRelay = relay; bestRelay = relay;
} }
   
// ...build a new ProtoAntennaRelay and add it to the table // ...build a new ProtoAntennaRelay and add it to the table
relays.Add(relay); relays.Add(relay);
// ...neglect relay objects after the first in each part. // ...neglect relay objects after the first in each part.
break; break;
} }
} }
} }
} }
   
this.bestRelayTable[vessel.id] = bestRelay; this.bestRelayTable[vessel.id] = bestRelay;
   
Tools.PostDebugMessage(string.Format( Logging.PostDebugMessage(string.Format(
"{0}: vessel '{1}' ({2}) has {3} transmitters.", "{0}: vessel '{1}' ({2}) has {3} transmitters.",
"IAntennaRelay", "IAntennaRelay",
vessel.vesselName, vessel.vesselName,
vessel.id, vessel.id,
relays.Count relays.Count
)); ));
} }
   
// Construct the singleton // Construct the singleton
private RelayDatabase() private RelayDatabase()
{ {
// Initialize the databases // Initialize the databases
this.relayDatabase = new Dictionary<Guid, List<IAntennaRelay>>(); this.relayDatabase = new Dictionary<Guid, List<IAntennaRelay>>();
this.bestRelayTable = new Dictionary<Guid, IAntennaRelay>(); this.bestRelayTable = new Dictionary<Guid, IAntennaRelay>();
this.vesselPartCountTable = new Dictionary<Guid, int>(); this.vesselPartCountTable = new Dictionary<Guid, int>();
   
this.cacheHits = 0; this.cacheHits = 0;
this.cacheMisses = 0; this.cacheMisses = 0;
   
// Subscribe to some events // Subscribe to some events
GameEvents.onVesselWasModified.Add(this.onVesselEvent); GameEvents.onVesselWasModified.Add(this.onVesselEvent);
GameEvents.onVesselChange.Add(this.onVesselEvent); GameEvents.onVesselChange.Add(this.onVesselEvent);
GameEvents.onVesselDestroy.Add(this.onVesselEvent); GameEvents.onVesselDestroy.Add(this.onVesselEvent);
GameEvents.onGameSceneLoadRequested.Add(this.onSceneChange); GameEvents.onGameSceneLoadRequested.Add(this.onSceneChange);
GameEvents.onPartCouple.Add(this.onFromPartToPartEvent); GameEvents.onPartCouple.Add(this.onFromPartToPartEvent);
GameEvents.onPartUndock.Add(this.onPartEvent); GameEvents.onPartUndock.Add(this.onPartEvent);
GameEvents.onGameStateLoad.Add(this.onGameLoaded); GameEvents.onGameStateLoad.Add(this.onGameLoaded);
} }
   
~RelayDatabase() ~RelayDatabase()
{ {
// Unsubscribe from the events // Unsubscribe from the events
GameEvents.onVesselWasModified.Remove(this.onVesselEvent); GameEvents.onVesselWasModified.Remove(this.onVesselEvent);
GameEvents.onVesselChange.Remove(this.onVesselEvent); GameEvents.onVesselChange.Remove(this.onVesselEvent);
GameEvents.onVesselDestroy.Remove(this.onVesselEvent); GameEvents.onVesselDestroy.Remove(this.onVesselEvent);
GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChange); GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChange);
GameEvents.onPartCouple.Remove(this.onFromPartToPartEvent); GameEvents.onPartCouple.Remove(this.onFromPartToPartEvent);
GameEvents.onPartUndock.Remove(this.onPartEvent); GameEvents.onPartUndock.Remove(this.onPartEvent);
GameEvents.onGameStateLoad.Remove(this.onGameLoaded); GameEvents.onGameStateLoad.Remove(this.onGameLoaded);
   
Tools.PostDebugMessage(this.GetType().Name + " destroyed."); Logging.PostDebugMessage(this.GetType().Name + " destroyed.");
   
KSPLog.print(string.Format( KSPLog.print(string.Format(
"{0} destructed. Cache hits: {1}, misses: {2}, hit rate: {3:P1}", "{0} destructed. Cache hits: {1}, misses: {2}, hit rate: {3:P1}",
this.GetType().Name, this.GetType().Name,
this.cacheHits, this.cacheHits,
this.cacheMisses, this.cacheMisses,
(float)this.cacheHits / (float)(this.cacheMisses + this.cacheHits) (float)this.cacheHits / (float)(this.cacheMisses + this.cacheHits)
)); ));
} }
   
#if DEBUG #if DEBUG
public void Dump() public void Dump()
{ {
StringBuilder sb = Tools.GetStringBuilder(); using (ToadicusTools.Text.PooledStringBuilder sb = ToadicusTools.Text.PooledStringBuilder.Get())
  {
sb.Append("Dumping RelayDatabase:"); sb.Append("Dumping RelayDatabase:");
   
var dbEnum = this.relayDatabase.GetEnumerator(); var dbEnum = this.relayDatabase.GetEnumerator();
IList<IAntennaRelay> vesselRelays; IList<IAntennaRelay> vesselRelays;
while (dbEnum.MoveNext()) while (dbEnum.MoveNext())
{ {
sb.AppendFormat("\nVessel {0}:", dbEnum.Current.Key); sb.AppendFormat("\nVessel {0}:", dbEnum.Current.Key);
   
vesselRelays = dbEnum.Current.Value; vesselRelays = dbEnum.Current.Value;
IAntennaRelay relay; IAntennaRelay relay;
for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++) for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
{ {
relay = vesselRelays[rIdx]; relay = vesselRelays[rIdx];
sb.AppendFormat("\n\t{0}", relay.ToString()); sb.AppendFormat("\n\t{0}", relay.ToString());
} }
} }
   
Tools.PostDebugMessage(sb.ToString()); Logging.PostDebugMessage(sb.ToString());
  }
Tools.PutStringBuilder(sb);  
} }
#endif #endif
} }
} }
   
   
// AntennaRange // AntennaRange
// //
// Extensions.cs // Extensions.cs
// //
// Copyright © 2014-2015, toadicus // Copyright © 2014-2015, toadicus
// All rights reserved. // All rights reserved.
// //
// Redistribution and use in source and binary forms, with or without modification, // Redistribution and use in source and binary forms, with or without modification,
// are permitted provided that the following conditions are met: // are permitted provided that the following conditions are met:
// //
// 1. Redistributions of source code must retain the above copyright notice, // 1. Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer. // this list of conditions and the following disclaimer.
// //
// 2. Redistributions in binary form must reproduce the above copyright notice, // 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation and/or other // this list of conditions and the following disclaimer in the documentation and/or other
// materials provided with the distribution. // materials provided with the distribution.
// //
// 3. Neither the name of the copyright holder nor the names of its contributors may be used // 3. Neither the name of the copyright holder nor the names of its contributors may be used
// to endorse or promote products derived from this software without specific prior written permission. // to endorse or promote products derived from this software without specific prior written permission.
// //
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
// INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
// WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using ToadicusTools; using ToadicusTools.Extensions;
   
namespace AntennaRange namespace AntennaRange
{ {
/// <summary> /// <summary>
/// A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin. /// A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin.
/// </summary> /// </summary>
public static class RelayExtensions public static class RelayExtensions
{ {
/// <summary> /// <summary>
/// Returns the distance between two IAntennaRelays. /// Returns the distance between two IAntennaRelays.
/// </summary> /// </summary>
/// <param name="relayOne">Relay one.</param> /// <param name="relayOne">Relay one.</param>
/// <param name="relayTwo">Relay two.</param> /// <param name="relayTwo">Relay two.</param>
public static double DistanceTo(this IAntennaRelay relayOne, IAntennaRelay relayTwo) public static double DistanceTo(this IAntennaRelay relayOne, IAntennaRelay relayTwo)
{ {
return relayOne.vessel.DistanceTo(relayTwo.vessel); return relayOne.vessel.DistanceTo(relayTwo.vessel);
} }
   
/// <summary> /// <summary>
/// Returns the distance from this IAntennaRelay to the given CelestialBody /// Returns the distance from this IAntennaRelay to the given CelestialBody
/// </summary> /// </summary>
/// <param name="relay">Relay.</param> /// <param name="relay">Relay.</param>
/// <param name="body">Body.</param> /// <param name="body">Body.</param>
public static double SqrDistanceTo(this IAntennaRelay relay, CelestialBody body) public static double SqrDistanceTo(this IAntennaRelay relay, CelestialBody body)
{ {
double range = relay.vessel.DistanceTo(body) - body.Radius; double range = relay.vessel.DistanceTo(body) - body.Radius;
   
return range * range; return range * range;
} }
   
/// <summary> /// <summary>
/// Returns the distance between two IAntennaRelays. /// Returns the distance between two IAntennaRelays.
/// </summary> /// </summary>
/// <param name="relayOne">Relay one.</param> /// <param name="relayOne">Relay one.</param>
/// <param name="relayTwo">Relay two.</param> /// <param name="relayTwo">Relay two.</param>
public static double SqrDistanceTo(this IAntennaRelay relayOne, IAntennaRelay relayTwo) public static double SqrDistanceTo(this IAntennaRelay relayOne, IAntennaRelay relayTwo)
{ {
return relayOne.vessel.sqrDistanceTo(relayTwo.vessel); return relayOne.vessel.sqrDistanceTo(relayTwo.vessel);
} }
   
/// <summary> /// <summary>
/// Returns the distance from this IAntennaRelay to the given CelestialBody /// Returns the distance from this IAntennaRelay to the given CelestialBody
/// </summary> /// </summary>
/// <param name="relay">Relay.</param> /// <param name="relay">Relay.</param>
/// <param name="body">Body.</param> /// <param name="body">Body.</param>
public static double DistanceTo(this IAntennaRelay relay, CelestialBody body) public static double DistanceTo(this IAntennaRelay relay, CelestialBody body)
{ {
double range = relay.vessel.DistanceTo(body) - body.Radius; double range = relay.vessel.DistanceTo(body) - body.Radius;
   
return range; return range;
} }
   
/// <summary> /// <summary>
/// Returns the distance between this IAntennaRelay and a Vessel /// Returns the distance between this IAntennaRelay and a Vessel
/// </summary> /// </summary>
/// <param name="relay">This <see cref="IAntennaRelay"/></param> /// <param name="relay">This <see cref="IAntennaRelay"/></param>
/// <param name="Vessel">A <see cref="Vessel"/></param> /// <param name="Vessel">A <see cref="Vessel"/></param>
public static double DistanceTo(this AntennaRelay relay, Vessel Vessel) public static double DistanceTo(this AntennaRelay relay, Vessel Vessel)
{ {
return relay.vessel.DistanceTo(Vessel); return relay.vessel.DistanceTo(Vessel);
} }
   
/// <summary> /// <summary>
/// Returns the distance between this IAntennaRelay and a CelestialBody /// Returns the distance between this IAntennaRelay and a CelestialBody
/// </summary> /// </summary>
/// <param name="relay">This <see cref="IAntennaRelay"/></param> /// <param name="relay">This <see cref="IAntennaRelay"/></param>
/// <param name="body">A <see cref="CelestialBody"/></param> /// <param name="body">A <see cref="CelestialBody"/></param>
public static double DistanceTo(this AntennaRelay relay, CelestialBody body) public static double DistanceTo(this AntennaRelay relay, CelestialBody body)
{ {
return relay.vessel.DistanceTo(body) - body.Radius; return relay.vessel.DistanceTo(body) - body.Radius;
} }
   
/// <summary> /// <summary>
/// Returns the distance between this IAntennaRelay and another IAntennaRelay /// Returns the distance between this IAntennaRelay and another IAntennaRelay
/// </summary> /// </summary>
/// <param name="relayOne">This <see cref="IAntennaRelay"/></param> /// <param name="relayOne">This <see cref="IAntennaRelay"/></param>
/// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param> /// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>
public static double DistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo) public static double DistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
{ {
return relayOne.DistanceTo(relayTwo.vessel); return relayOne.DistanceTo(relayTwo.vessel);
} }
   
/// <summary> /// <summary>
/// Returns the square of the distance between this IAntennaRelay and a Vessel /// Returns the square of the distance between this IAntennaRelay and a Vessel
/// </summary> /// </summary>
/// <param name="relay">This <see cref="IAntennaRelay"/></param> /// <param name="relay">This <see cref="IAntennaRelay"/></param>
/// <param name="vessel">A <see cref="Vessel"/></param> /// <param name="vessel">A <see cref="Vessel"/></param>
public static double sqrDistanceTo(this AntennaRelay relay, Vessel vessel) public static double SqrDistanceTo(this AntennaRelay relay, Vessel vessel)
{ {
return relay.vessel.sqrDistanceTo(vessel); return relay.vessel.sqrDistanceTo(vessel);
} }
   
/// <summary> /// <summary>
/// Returns the square of the distance between this IAntennaRelay and a CelestialBody /// Returns the square of the distance between this IAntennaRelay and a CelestialBody
/// </summary> /// </summary>
/// <param name="relay">This <see cref="IAntennaRelay"/></param> /// <param name="relay">This <see cref="IAntennaRelay"/></param>
/// <param name="body">A <see cref="CelestialBody"/></param> /// <param name="body">A <see cref="CelestialBody"/></param>
public static double sqrDistanceTo(this AntennaRelay relay, CelestialBody body) public static double SqrDistanceTo(this AntennaRelay relay, CelestialBody body)
{ {
return relay.vessel.sqrDistanceTo(body); double dist = (relay.vessel.GetWorldPos3D() - body.position).magnitude - body.Radius;
   
  return dist * dist;
} }
   
/// <summary> /// <summary>
/// Returns the square of the distance between this IAntennaRelay and another IAntennaRelay /// Returns the square of the distance between this IAntennaRelay and another IAntennaRelay
/// </summary> /// </summary>
/// <param name="relayOne">This <see cref="IAntennaRelay"/></param> /// <param name="relayOne">This <see cref="IAntennaRelay"/></param>
/// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param> /// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>
public static double sqrDistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo) public static double SqrDistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
{ {
return relayOne.vessel.sqrDistanceTo(relayTwo.vessel); return relayOne.vessel.sqrDistanceTo(relayTwo.vessel);
  }
   
  public static double MaxLinkSqrDistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
  {
  if (ARConfiguration.UseAdditiveRanges)
  {
  return relayOne.maxTransmitDistance * relayTwo.maxTransmitDistance;
  }
  else
  {
  return relayOne.maxTransmitDistance * relayOne.maxTransmitDistance;
  }
  }
   
  public static double MaxLinkSqrDistanceTo(this AntennaRelay relayOne, CelestialBody body)
  {
  if (body != AntennaRelay.Kerbin)
  {
  return 0d;
  }
   
  if (ARConfiguration.UseAdditiveRanges)
  {
  return relayOne.maxTransmitDistance * ARConfiguration.KerbinRelayRange;
  }
  else
  {
  return relayOne.maxTransmitDistance * relayOne.maxTransmitDistance;
  }
  }
   
  public static bool IsInRangeOf(this AntennaRelay relayOne, IAntennaRelay relayTwo)
  {
  if (relayOne == null || relayTwo == null)
  {
  return false;
  }
   
  return relayOne.SqrDistanceTo(relayTwo) <= relayOne.MaxLinkSqrDistanceTo(relayTwo);
  }
   
   
  public static bool IsInRangeOf(this AntennaRelay relayOne, CelestialBody body)
  {
  if (relayOne == null || body == null)
  {
  return false;
  }
   
  return relayOne.SqrDistanceTo(body) <= relayOne.MaxLinkSqrDistanceTo(body);
} }
   
/// <summary> /// <summary>
/// Returns all of the PartModules or ProtoPartModuleSnapshots implementing IAntennaRelay in this Vessel. /// Returns all of the PartModules or ProtoPartModuleSnapshots implementing IAntennaRelay in this Vessel.
/// </summary> /// </summary>
/// <param name="vessel">This <see cref="Vessel"/></param> /// <param name="vessel">This <see cref="Vessel"/></param>
public static IList<IAntennaRelay> GetAntennaRelays (this Vessel vessel) public static IList<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
{ {
return RelayDatabase.Instance[vessel]; return RelayDatabase.Instance[vessel];
} }
   
/// <summary> /// <summary>
/// Determines if the specified vessel has a connected relay. /// Determines if the specified vessel has a connected relay.
/// </summary> /// </summary>
/// <returns><c>true</c> if the specified vessel has a connected relay; otherwise, <c>false</c>.</returns> /// <returns><c>true</c> if the specified vessel has a connected relay; otherwise, <c>false</c>.</returns>
/// <param name="vessel"></param> /// <param name="vessel"></param>
public static bool HasConnectedRelay(this Vessel vessel) public static bool HasConnectedRelay(this Vessel vessel)
{ {
IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel]; IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
IAntennaRelay relay; IAntennaRelay relay;
for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++) for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
{ {
relay = vesselRelays[rIdx]; relay = vesselRelays[rIdx];
if (relay.CanTransmit()) if (relay.CanTransmit())
{ {
return true; return true;
} }
} }
   
return false; return false;
} }
   
/// <summary> /// <summary>
/// Gets the <see cref="AntennaRange.ConnectionStatus"/> for this <see cref="Vessel"/> /// Gets the <see cref="AntennaRange.ConnectionStatus"/> for this <see cref="Vessel"/>
/// </summary> /// </summary>
/// <param name="vessel">This <see cref="Vessel"/></param> /// <param name="vessel">This <see cref="Vessel"/></param>
public static ConnectionStatus GetConnectionStatus(this Vessel vessel) public static ConnectionStatus GetConnectionStatus(this Vessel vessel)
{ {
bool canTransmit = false; bool canTransmit = false;
   
IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel]; IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
IAntennaRelay relay; IAntennaRelay relay;
for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++) for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
{ {
relay = vesselRelays[rIdx]; relay = vesselRelays[rIdx];
if (relay.LinkStatus > ConnectionStatus.None) if (relay.LinkStatus > ConnectionStatus.None)
{ {
canTransmit = true; canTransmit = true;
   
if (relay.LinkStatus == ConnectionStatus.Optimal) if (relay.LinkStatus == ConnectionStatus.Optimal)
{ {
return ConnectionStatus.Optimal; return ConnectionStatus.Optimal;
} }
} }
} }
   
if (canTransmit) if (canTransmit)
{ {
return ConnectionStatus.Suboptimal; return ConnectionStatus.Suboptimal;
} }
else else
{ {
return ConnectionStatus.None; return ConnectionStatus.None;
} }
} }
   
/// <summary> /// <summary>
/// Gets the best relay on this Vessel. The best relay may not be able to transmit. /// Gets the best relay on this Vessel. The best relay may not be able to transmit.
/// </summary> /// </summary>
/// <param name="vessel">This <see cref="Vessel"/></param> /// <param name="vessel">This <see cref="Vessel"/></param>
public static IAntennaRelay GetBestRelay(this Vessel vessel) public static IAntennaRelay GetBestRelay(this Vessel vessel)
{ {
return RelayDatabase.Instance.GetBestVesselRelay(vessel); return RelayDatabase.Instance.GetBestVesselRelay(vessel);
  }
   
  /// <summary>
  /// Logs a message on behalf of this relay
  /// </summary>
  public static void Log(this AntennaRelay relay, string format, params object[] args)
  {
  ToadicusTools.Logging.PostLogMessage(string.Format("[{0}] {1}", relay.ToString(), format), args);
  }
   
  /// <summary>
  /// Logs a message on behalf of this relay
  /// </summary>
  public static void Log(this AntennaRelay relay, string msg)
  {
  ToadicusTools.Logging.PostLogMessage("[{0}] {1}", relay.ToString(), msg);
  }
   
  /// <summary>
  /// Logs a warning message on behalf of this relay
  /// </summary>
  public static void LogWarning(this AntennaRelay relay, string format, params object[] args)
  {
  ToadicusTools.Logging.PostWarningMessage(string.Format("[{0}] {1}", relay.ToString(), format), args);
  }
   
  /// <summary>
  /// Logs a warning message on behalf of this relay
  /// </summary>
  public static void LogWarning(this AntennaRelay relay, string msg)
  {
  ToadicusTools.Logging.PostWarningMessage("[{0}] {1}", relay.ToString(), msg);
  }
   
  /// <summary>
  /// Logs an error message on behalf of this relay
  /// </summary>
  public static void LogError(this AntennaRelay relay, string format, params object[] args)
  {
  ToadicusTools.Logging.PostErrorMessage(string.Format("[{0}] {1}", relay.ToString(), format), args);
  }
   
  /// <summary>
  /// Logs an error message on behalf of this relay
  /// </summary>
  public static void LogError(this AntennaRelay relay, string msg)
  {
  ToadicusTools.Logging.PostErrorMessage("[{0}] {1}", relay.ToString(), msg);
  }
   
  /// <summary>
  /// Logs a debug-only message on behalf of this relay
  /// </summary>
  [System.Diagnostics.Conditional("DEBUG")]
  public static void LogDebug(this AntennaRelay relay, string format, params object[] args)
  {
  ToadicusTools.Logging.PostDebugMessage(string.Format("[{0}] {1}", relay.ToString(), format), args);
  }
   
  /// <summary>
  /// Logs a debug-only message on behalf of this relay
  /// </summary>
  [System.Diagnostics.Conditional("DEBUG")]
  public static void LogDebug(this AntennaRelay relay, string msg)
  {
  ToadicusTools.Logging.PostDebugMessage("[{0}] {1}", relay.ToString(), msg);
} }
} }
   
#pragma warning disable 1591 #pragma warning disable 1591
/// <summary> /// <summary>
/// An Enum describing the connection status of a vessel or relay. /// An Enum describing the connection status of a vessel or relay.
/// </summary> /// </summary>
public enum ConnectionStatus public enum ConnectionStatus
{ {
None, None,
Suboptimal, Suboptimal,
Optimal Optimal
} }
} }