Probably fixed the flickering lines by only checking one relay per inactive vessel, and by setting BestVesselRelay per vessel in RelayDatabase.
Probably fixed the flickering lines by only checking one relay per inactive vessel, and by setting BestVesselRelay per vessel in RelayDatabase.

file:b/.gitattributes (new)
  * text=auto
  * eol=lf
 
  # These files are text and should be normalized (convert crlf => lf)
  *.cs text diff=csharp
  *.cfg text
  *.csproj text
  *.sln text
 
  # Images should be treated as binary
  # (binary is a macro for -text -diff)
  *.png binary
 
  // AntennaRange © 2014 toadicus
  //
  // 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/
 
  using KSP;
  using System;
  using ToadicusTools;
  using UnityEngine;
 
  namespace AntennaRange
  {
  /// <summary>
  /// A <see cref="UnityEngine.MonoBehaviour"/> responsible for managing configuration items for AntennaRange.
  /// </summary>
  [KSPAddon(KSPAddon.Startup.SpaceCentre, false)]
  public class ARConfiguration : MonoBehaviour
  {
  /// <summary>
  /// Indicates whether connections require line of sight.
  /// </summary>
  public static bool RequireLineOfSight
  {
  get;
  private set;
  }
 
  /// <summary>
  /// A "fudge factor" ratio that pretends planets and moons are slightly smaller than reality to make
  /// building communication constellations easier.
  /// </summary>
  public static double RadiusRatio
  {
  get;
  private set;
  }
 
  /// <summary>
  /// Indicates whether unmanned vessels require a connection for control.
  /// </summary>
  public static bool RequireConnectionForControl
  {
  get;
  private set;
  }
 
  /// <summary>
  /// If true, relays will fix their power cost when above nominal range, decreasing data rate instead.
  /// </summary>
  public static bool FixedPowerCost
  {
  get;
  private set;
  }
 
  /// <summary>
  /// Indicates whether this AntennaRange will draw pretty lines in map view.
  /// </summary>
  public static bool PrettyLines
  {
  get;
  private set;
  }
 
  #pragma warning disable 1591
 
  private bool showConfigWindow;
  private Rect configWindowPos;
 
  private IButton toolbarButton;
  private ApplicationLauncherButton appLauncherButton;
 
  private System.Version runningVersion;
 
  private KSP.IO.PluginConfiguration _config;
  private KSP.IO.PluginConfiguration config
  {
  get
  {
  if (this._config == null)
  {
  this._config = KSP.IO.PluginConfiguration.CreateForType<AntennaRelay>();
  }
 
  return this._config;
  }
  }
 
  public void Awake()
  {
  Tools.PostDebugMessage(this, "Waking up.");
 
  this.runningVersion = this.GetType().Assembly.GetName().Version;
 
  this.showConfigWindow = false;
  this.configWindowPos = new Rect(Screen.width / 4, Screen.height / 2, 180, 15);
 
 
  this.configWindowPos = this.LoadConfigValue("configWindowPos", this.configWindowPos);
 
  ARConfiguration.RequireLineOfSight = this.LoadConfigValue("requireLineOfSight", false);
 
  ARConfiguration.RadiusRatio = (1 - this.LoadConfigValue("graceRatio", .05d));
  ARConfiguration.RadiusRatio *= ARConfiguration.RadiusRatio;
 
  ARConfiguration.RequireConnectionForControl =
  this.LoadConfigValue("requireConnectionForControl", false);
 
  ARConfiguration.FixedPowerCost = this.LoadConfigValue("fixedPowerCost", false);
 
  ARConfiguration.PrettyLines = this.LoadConfigValue("drawPrettyLines", true);
 
  GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
 
  Debug.Log(string.Format("{0} v{1} - ARConfiguration loaded!", this.GetType().Name, this.runningVersion));
 
  Tools.PostDebugMessage(this, "Awake.");
  }
 
  public void OnGUI()
  {
  // Only runs once, if the Toolbar is available.
  if (ToolbarManager.ToolbarAvailable)
  {
  if (this.toolbarButton == null)
  {
  Tools.PostDebugMessage(this, "Toolbar available; initializing toolbar button.");
 
  this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConfiguration");
  this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.SPACECENTER);
  this.toolbarButton.Text = "AR";
  this.toolbarButton.TexturePath = "AntennaRange/Textures/toolbarIcon";
  this.toolbarButton.TextColor = (Color)XKCDColors.Amethyst;
  this.toolbarButton.OnClick += delegate(ClickEvent e)
  {
  this.toggleConfigWindow();
  };
  }
  }
  else if (this.appLauncherButton == null && ApplicationLauncher.Ready)
  {
  Tools.PostDebugMessage(this, "Toolbar available; initializing AppLauncher button.");
 
  this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication(
  this.toggleConfigWindow,
  this.toggleConfigWindow,
  ApplicationLauncher.AppScenes.SPACECENTER,
  GameDatabase.Instance.GetTexture(
  "AntennaRange/Textures/appLauncherIcon",
  false
  )
  );
  }
 
  if (this.showConfigWindow)
  {
  Rect configPos = GUILayout.Window(354163056,
  this.configWindowPos,
  this.ConfigWindow,
  string.Format("AntennaRange {0}.{1}", this.runningVersion.Major, this.runningVersion.Minor),
  GUILayout.ExpandHeight(true),
  GUILayout.ExpandWidth(true)
  );
 
  configPos = Tools.ClampRectToScreen(configPos, 20);
 
  if (configPos != this.configWindowPos)
  {
  this.configWindowPos = configPos;
  this.SaveConfigValue("configWindowPos", this.configWindowPos);
  }
  }
  }
 
  public void ConfigWindow(int _)
  {
  GUILayout.BeginVertical(GUILayout.ExpandHeight(true));
 
  GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
 
  bool requireLineOfSight = GUITools.Toggle(ARConfiguration.RequireLineOfSight, "Require Line of Sight");
  if (requireLineOfSight != ARConfiguration.RequireLineOfSight)
  {
  ARConfiguration.RequireLineOfSight = requireLineOfSight;
  this.SaveConfigValue("requireLineOfSight", requireLineOfSight);
  }
 
  GUILayout.EndHorizontal();
 
  GUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
 
  bool requireConnectionForControl =
  GUITools.Toggle(
  ARConfiguration.RequireConnectionForControl,
  "Require Connection for Probe Control"
  );
  if (requireConnectionForControl != ARConfiguration.RequireConnectionForControl)
  {
  ARConfiguration.RequireConnectionForControl = requireConnectionForControl;
  this.SaveConfigValue("requireConnectionForControl", requireConnectionForControl);
  }
 
  GUILayout.EndHorizontal();
 
  GUILayout.BeginHorizontal();
 
  bool fixedPowerCost = GUITools.Toggle(ARConfiguration.FixedPowerCost, "Use Fixed Power Cost");
  if (fixedPowerCost != ARConfiguration.FixedPowerCost)
  {
  ARConfiguration.FixedPowerCost = fixedPowerCost;
  this.SaveConfigValue("fixedPowerCost", fixedPowerCost);
  }
 
  GUILayout.EndHorizontal();
 
  GUILayout.BeginHorizontal();
 
  bool prettyLines = GUITools.Toggle(ARConfiguration.PrettyLines, "Draw Pretty Lines");
  if (prettyLines != ARConfiguration.PrettyLines)
  {
  ARConfiguration.PrettyLines = prettyLines;
  this.SaveConfigValue("drawPrettyLines", prettyLines);
  }
 
  GUILayout.EndHorizontal();
 
  if (requireLineOfSight)
  {
  GUILayout.BeginHorizontal();
 
  double graceRatio = 1d - Math.Sqrt(ARConfiguration.RadiusRatio);
  double newRatio;
 
  GUILayout.Label(string.Format("Line of Sight 'Fudge Factor': {0:P0}", graceRatio));
 
  GUILayout.EndHorizontal();
 
  GUILayout.BeginHorizontal();
 
  newRatio = GUILayout.HorizontalSlider((float)graceRatio, 0f, 1f, GUILayout.ExpandWidth(true));
  newRatio = Math.Round(newRatio, 2);
 
  if (newRatio != graceRatio)
  {
  ARConfiguration.RadiusRatio = (1d - newRatio) * (1d - newRatio);
  this.SaveConfigValue("graceRatio", newRatio);
  }
 
  GUILayout.EndHorizontal();
  }
 
  GUILayout.EndVertical();
 
  GUI.DragWindow();
  }
 
  public void OnDestroy()
  {
  GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested);
 
  if (this.toolbarButton != null)
  {
  this.toolbarButton.Destroy();
  }
 
  if (this.appLauncherButton != null)
  {
  ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton);
  }
  }
 
  protected void onSceneChangeRequested(GameScenes scene)
  {
  if (scene != GameScenes.SPACECENTER)
  {
  print("ARConfiguration: Requesting Destruction.");
  MonoBehaviour.Destroy(this);
  }
  }
 
  private void toggleConfigWindow()
  {
  this.showConfigWindow = !this.showConfigWindow;
  }
 
  private T LoadConfigValue<T>(string key, T defaultValue)
  {
  this.config.load();
 
  return config.GetValue(key, defaultValue);
  }
 
  private void SaveConfigValue<T>(string key, T value)
  {
  this.config.load();
 
  this.config.SetValue(key, value);
 
  this.config.save();
  }
  }
  }
 
  // AntennaRange
  //
  // ARFlightController.cs
  //
  // Copyright © 2014, toadicus
  // All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without modification,
  // are permitted provided that the following conditions are met:
  //
  // 1. Redistributions of source code must retain the above copyright notice,
  // this list of conditions and the following disclaimer.
  //
  // 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
  // materials provided with the distribution.
  //
  // 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.
  //
  // 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
  // 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
  // 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
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
  #pragma warning disable 1591
 
  using KSP;
  using System;
  using System.Collections.Generic;
  using ToadicusTools;
  using UnityEngine;
 
  namespace AntennaRange
  {
  [KSPAddon(KSPAddon.Startup.Flight, false)]
  public class ARFlightController : MonoBehaviour
  {
  #region Fields
  protected Dictionary<ConnectionStatus, string> connectionTextures;
  protected Dictionary<ConnectionStatus, Texture> appLauncherTextures;
 
  protected ARMapRenderer mapRenderer;
 
  protected IButton toolbarButton;
 
  protected ApplicationLauncherButton appLauncherButton;
  protected Tools.DebugLogger log;
 
  protected System.Diagnostics.Stopwatch updateTimer;
  #endregion
 
  #region Properties
  public ConnectionStatus currentConnectionStatus
  {
  get;
  protected set;
  }
 
  protected string currentConnectionTexture
  {
  get
  {
  return this.connectionTextures[this.currentConnectionStatus];
  }
  }
 
  protected Texture currentAppLauncherTexture
  {
  get
  {
  return this.appLauncherTextures[this.currentConnectionStatus];
  }
  }
 
  public ControlTypes currentControlLock
  {
  get
  {
  if (this.lockID == string.Empty)
  {
  return ControlTypes.None;
  }
 
  return InputLockManager.GetControlLock(this.lockID);
  }
  }
 
  public string lockID
  {
  get;
  protected set;
  }
 
  public ControlTypes lockSet
  {
  get
  {
  return ControlTypes.ALL_SHIP_CONTROLS;
  }
  }
 
  public Vessel vessel
  {
  get
  {
  if (FlightGlobals.ready && FlightGlobals.ActiveVessel != null)
  {
  return FlightGlobals.ActiveVessel;
  }
 
  return null;
  }
  }
  #endregion
 
  #region MonoBehaviour LifeCycle
  protected void Awake()
  {
  this.lockID = "ARConnectionRequired";
 
  this.log = Tools.DebugLogger.New(this);
 
  this.updateTimer = new System.Diagnostics.Stopwatch();
 
  this.connectionTextures = new Dictionary<ConnectionStatus, string>();
 
  this.connectionTextures[ConnectionStatus.None] = "AntennaRange/Textures/toolbarIconNoConnection";
  this.connectionTextures[ConnectionStatus.Suboptimal] = "AntennaRange/Textures/toolbarIconSubOptimal";
  this.connectionTextures[ConnectionStatus.Optimal] = "AntennaRange/Textures/toolbarIcon";
 
  this.appLauncherTextures = new Dictionary<ConnectionStatus, Texture>();
 
  this.appLauncherTextures[ConnectionStatus.None] =
  GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconNoConnection", false);
  this.appLauncherTextures[ConnectionStatus.Suboptimal] =
  GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIconSubOptimal", false);
  this.appLauncherTextures[ConnectionStatus.Optimal] =
  GameDatabase.Instance.GetTexture("AntennaRange/Textures/appLauncherIcon", false);
 
  if (ToolbarManager.ToolbarAvailable)
  {
  this.toolbarButton = ToolbarManager.Instance.add("AntennaRange", "ARConnectionStatus");
 
  this.toolbarButton.TexturePath = this.connectionTextures[ConnectionStatus.None];
  this.toolbarButton.Text = "AntennaRange";
  this.toolbarButton.Visibility = new GameScenesVisibility(GameScenes.FLIGHT);
  this.toolbarButton.Enabled = false;
  }
 
  GameEvents.onGameSceneLoadRequested.Add(this.onSceneChangeRequested);
  GameEvents.onVesselChange.Add(this.onVesselChange);
  }
 
  protected void Start()
  {
  this.mapRenderer = MapView.MapCamera.gameObject.AddComponent<ARMapRenderer>();
  }
 
  protected void FixedUpdate()
  {
  if (this.appLauncherButton == null && !ToolbarManager.ToolbarAvailable && ApplicationLauncher.Ready)
  {
  this.appLauncherButton = ApplicationLauncher.Instance.AddModApplication(
  ApplicationLauncher.AppScenes.FLIGHT,
  this.appLauncherTextures[ConnectionStatus.None]
  );
  }
 
  this.log.Clear();
 
  VesselCommand availableCommand;
 
  if (ARConfiguration.RequireConnectionForControl)
  {
  availableCommand = this.vessel.CurrentCommand();
  }
  else
  {
  availableCommand = VesselCommand.Crew;
  }
 
  log.AppendFormat("availableCommand: {0}\n\t" +
  "(availableCommand & VesselCommand.Crew) == VesselCommand.Crew: {1}\n\t" +
  "(availableCommand & VesselCommand.Probe) == VesselCommand.Probe: {2}\n\t" +
  "vessel.HasConnectedRelay(): {3}",
  (int)availableCommand,
  (availableCommand & VesselCommand.Crew) == VesselCommand.Crew,
  (availableCommand & VesselCommand.Probe) == VesselCommand.Probe,
  vessel.HasConnectedRelay()
  );
 
  // 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...
  if (
  HighLogic.LoadedSceneIsFlight &&
  ARConfiguration.RequireConnectionForControl &&
  this.vessel != null &&
  this.vessel.vesselType != VesselType.EVA &&
  !(
  (availableCommand & VesselCommand.Crew) == VesselCommand.Crew ||
  (availableCommand & VesselCommand.Probe) == VesselCommand.Probe && vessel.HasConnectedRelay()
  ))
  {
  // ...and if the controls are not currently locked...
  if (currentControlLock == ControlTypes.None)
  {
  // ...lock the controls.
  InputLockManager.SetControlLock(this.lockSet, this.lockID);
  }
  }
  // ...otherwise, if the controls are locked...
  else if (currentControlLock != ControlTypes.None)
  {
  // ...unlock the controls.
  InputLockManager.RemoveControlLock(this.lockID);
  }
 
  log.Print();
  }
 
  protected void Update()
  {
  if (!this.updateTimer.IsRunning || this.updateTimer.ElapsedMilliseconds > 125L)
  {
  this.updateTimer.Reset();
  }
  else
  {
  return;
  }
 
  this.log.Clear();
 
  if (
  (this.toolbarButton != null || this.appLauncherButton != null) &&
  HighLogic.LoadedSceneIsFlight &&
  FlightGlobals.ActiveVessel != null
  )
  {
  Vessel vessel;
  IAntennaRelay relay;
  IList<IAntennaRelay> activeVesselRelays;
 
  for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++)
  {
  vessel = FlightGlobals.Vessels[vIdx];
 
  if (vessel == FlightGlobals.ActiveVessel)
  {
  continue;
  }
 
  relay = vessel.GetBestRelay();
 
  if (relay != null)
  {
  relay.FindNearestRelay();
  }
  }
 
  activeVesselRelays = RelayDatabase.Instance[FlightGlobals.ActiveVessel];
  for (int rIdx = 0; rIdx < activeVesselRelays.Count; rIdx++)
  {
  relay = activeVesselRelays[rIdx];
 
  relay.FindNearestRelay();
  }
 
  log.Append("Checking vessel relay status.\n");
 
  this.currentConnectionStatus = FlightGlobals.ActiveVessel.GetConnectionStatus();
 
  log.AppendFormat("currentConnectionStatus: {0}, setting texture to {1}",
  this.currentConnectionStatus, this.currentConnectionTexture);
 
  if (this.toolbarButton != null)
  {
  this.toolbarButton.TexturePath = this.currentConnectionTexture;
 
  if (this.currentConnectionStatus == ConnectionStatus.None)
  {
  this.toolbarButton.Important = true;
  }
  else
  {
  this.toolbarButton.Important = false;
  }
  }
  if (this.appLauncherButton != null)
  {
  this.appLauncherButton.SetTexture(this.currentAppLauncherTexture);
  }
  }
 
  log.Print();
  }
 
  protected void OnDestroy()
  {
  InputLockManager.RemoveControlLock(this.lockID);
 
  if (this.mapRenderer != null)
  {
  GameObject.Destroy(this.mapRenderer);
  }
 
  if (this.toolbarButton != null)
  {
  this.toolbarButton.Destroy();
  }
 
  if (this.appLauncherButton != null)
  {
  ApplicationLauncher.Instance.RemoveModApplication(this.appLauncherButton);
  this.appLauncherButton = null;
  }
 
  GameEvents.onGameSceneLoadRequested.Remove(this.onSceneChangeRequested);
  GameEvents.onVesselChange.Remove(this.onVesselChange);
 
  print("ARFlightController: Destroyed.");
  }
  #endregion
 
  #region Event Handlers
  protected void onSceneChangeRequested(GameScenes scene)
  {
  print("ARFlightController: Requesting Destruction.");
  MonoBehaviour.Destroy(this);
  }
 
  protected void onVesselChange(Vessel vessel)
  {
  InputLockManager.RemoveControlLock(this.lockID);
  }
  #endregion
  }
  }
 
file:b/ARMapRenderer.cs (new)
  // AntennaRange
  //
  // ARMapRenderer.cs
  //
  // Copyright © 2014, toadicus
  // All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without modification,
  // are permitted provided that the following conditions are met:
  //
  // 1. Redistributions of source code must retain the above copyright notice,
  // this list of conditions and the following disclaimer.
  //
  // 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
  // materials provided with the distribution.
  //
  // 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.
  //
  // 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
  // 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
  // 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
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
  #pragma warning disable 1591
 
  using KSP;
  using System;
  using System.Collections.Generic;
  using ToadicusTools;
  using UnityEngine;
 
  namespace AntennaRange
  {
  public class ARMapRenderer : MonoBehaviour
  {
  #region Fields
  private Dictionary<Guid, LineRenderer> vesselLineRenderers;
 
  // Debug Stuff
  #pragma warning disable 649
  private System.Diagnostics.Stopwatch timer;
  private Tools.DebugLogger log;
  private long relayStart;
  private long start;
  #pragma warning restore 649
 
  #pragma warning disable 414
  private Color thisColor;
  #pragma warning restore 414
  #endregion
 
  #region Properties
  public LineRenderer this[Guid idx]
  {
  get
  {
  if (this.vesselLineRenderers == null)
  {
  this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
  }
 
  LineRenderer lr;
 
  if (this.vesselLineRenderers.TryGetValue(idx, out lr))
  {
  return lr;
  }
  else
  {
  GameObject obj = new GameObject();
  obj.layer = 31;
 
  lr = obj.AddComponent<LineRenderer>();
 
  // lr.SetColors(Color.green, Color.green);
  lr.material = MapView.OrbitLinesMaterial;
  // lr.SetVertexCount(2);
 
  this.vesselLineRenderers[idx] = lr;
 
  return lr;
  }
  }
  }
  #endregion
 
  #region MonoBehaviour Lifecycle
  private void Awake()
  {
  if (ARConfiguration.PrettyLines)
  {
  this.vesselLineRenderers = new Dictionary<Guid, LineRenderer>();
  }
 
  #if DEBUG
  this.timer = new System.Diagnostics.Stopwatch();
  this.log = Tools.DebugLogger.New(this);
  #endif
  }
 
  private void OnPreCull()
  {
  if (!HighLogic.LoadedSceneIsFlight || !MapView.MapIsEnabled || !ARConfiguration.PrettyLines)
  {
  this.Cleanup();
 
  return;
  }
 
  #if DEBUG
  timer.Restart();
  #endif
 
  try
  {
  log.Clear();
 
  log.AppendFormat("OnPreCull.\n");
 
  log.AppendFormat("\tMapView: Draw3DLines: {0}\n" +
  "\tMapView.MapCamera.camera.fieldOfView: {1}\n" +
  "\tMapView.MapCamera.Distance: {2}\n",
  MapView.Draw3DLines,
  MapView.MapCamera.camera.fieldOfView,
  MapView.MapCamera.Distance
  );
 
  if (FlightGlobals.ready && FlightGlobals.Vessels != null)
  {
  log.AppendLine("FlightGlobals ready and Vessels list not null.");
 
  for (int i = 0; i < FlightGlobals.Vessels.Count; i++)
  {
  Vessel vessel = FlightGlobals.Vessels[i];
 
  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);
 
  start = timer.ElapsedMilliseconds;
 
  IAntennaRelay vesselRelay = vessel.GetBestRelay();
 
  if (vesselRelay == null)
  {
  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)
  {
  start = timer.ElapsedMilliseconds;
 
  this.SetRelayVertices(vesselRelay);
 
  log.AppendFormat("\n\tSet relay vertices for {0} in {1}ms",
  vessel, timer.ElapsedMilliseconds - start);
  }
  }
  }
  }
  catch (Exception ex)
  {
  this.LogError("Caught {0}: {1}\n{2}\n", ex.GetType().Name, ex.ToString(), ex.StackTrace.ToString());
  this.Cleanup();
  }
  #if DEBUG
  finally
  {
  log.AppendFormat("\n\tOnPreCull finished in {0}ms\n", timer.ElapsedMilliseconds);
 
  log.Print();
  }
  #endif
  }
 
  private void OnDestroy()
  {
  this.Cleanup();
 
  print("ARMapRenderer: Destroyed.");
  }
  #endregion
 
  #region Utility
  private void SetRelayVertices(IAntennaRelay relay)
  {
  log.AppendFormat("\n\t\tDrawing line for relay chain starting at {0}.", relay);
 
  if (relay.vessel == null)
  {
  log.Append("\n\t\tvessel is null, bailing out");
  return;
  }
 
  LineRenderer renderer = this[relay.vessel.id];
  Vector3d start = ScaledSpace.LocalToScaledSpace(relay.vessel.GetWorldPos3D());
 
  float lineWidth;
  float d = Screen.height / 2f + 0.01f;
 
  if (MapView.Draw3DLines)
  {
  lineWidth = 0.005859375f * MapView.MapCamera.Distance;
  }
  else
  {
  lineWidth = 2f;
 
  start = MapView.MapCamera.camera.WorldToScreenPoint(start);
 
  start.z = start.z >= 0f ? d : -d;
  }
 
  renderer.SetWidth(lineWidth, lineWidth);
 
  renderer.SetPosition(0, start);
 
  int idx = 0;
 
  relayStart = timer.ElapsedMilliseconds;
 
  Vector3d nextPoint;
 
  renderer.enabled = true;
 
  if (!relay.CanTransmit())
  {
  thisColor = Color.red;
  }
  else
  {
  if (relay.transmitDistance < relay.nominalTransmitDistance)
  {
  thisColor = Color.green;
  }
  else
  {
  thisColor = Color.yellow;
  }
  }
 
  if (relay.KerbinDirect)
  {
  nextPoint = ScaledSpace.LocalToScaledSpace(AntennaRelay.Kerbin.position);
  relay = null;
  }
  else
  {
  if (relay.targetRelay == null)
  {
  renderer.enabled = false;
  return;
  }
 
  nextPoint = ScaledSpace.LocalToScaledSpace(relay.targetRelay.vessel.GetWorldPos3D());
  relay = relay.targetRelay;
  }
 
  renderer.SetColors(thisColor, thisColor);
 
  if (!MapView.Draw3DLines)
  {
  nextPoint = MapView.MapCamera.camera.WorldToScreenPoint(nextPoint);
  nextPoint.z = nextPoint.z >= 0f ? d : -d;
  }
 
  idx++;
 
  renderer.SetVertexCount(idx + 1);
  renderer.SetPosition(idx, nextPoint);
 
  log.AppendFormat("\n\t\t\t...finished segment in {0} ms", timer.ElapsedMilliseconds - relayStart);
  }
 
  private void Cleanup()
  {
  if (this.vesselLineRenderers != null && this.vesselLineRenderers.Count > 0)
  {
  IEnumerator<LineRenderer> enumerator = this.vesselLineRenderers.Values.GetEnumerator();
  LineRenderer lineRenderer;
 
  while (enumerator.MoveNext())
  {
  lineRenderer = enumerator.Current;
  lineRenderer.enabled = false;
  GameObject.Destroy(lineRenderer.gameObject);
  }
  this.vesselLineRenderers.Clear();
  }
  }
  #endregion
  }
  }
 
file:a/ARTools.cs (deleted)
// AntennaRange  
//  
// ARTools.cs  
//  
// Copyright © 2014, toadicus  
// All rights reserved.  
//  
// Redistribution and use in source and binary forms, with or without modification,  
// are permitted provided that the following conditions are met:  
//  
// 1. Redistributions of source code must retain the above copyright notice,  
// this list of conditions and the following disclaimer.  
//  
// 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  
// materials provided with the distribution.  
//  
// 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.  
//  
// 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  
// 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  
// 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  
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  
//  
// This software uses code from the MuMechLib library, © 2013 r4m0n, used under the GNU GPL version 3.  
 
using System;  
 
namespace AntennaRange  
{  
public static class Tools  
{  
private static ScreenMessage debugmsg = new ScreenMessage("", 2f, ScreenMessageStyle.UPPER_RIGHT);  
// Function that posts messages to the screen and the log when DEBUG is defined.  
[System.Diagnostics.Conditional("DEBUG")]  
public static void PostDebugMessage(string Msg)  
{  
if (HighLogic.LoadedScene > GameScenes.SPACECENTER)  
{  
debugmsg.message = Msg;  
ScreenMessages.PostScreenMessage(debugmsg, true);  
}  
 
KSPLog.print(Msg);  
}  
 
/*  
* MuMech_ToSI is a part of the MuMechLib library, © 2013 r4m0n, used under the GNU GPL version 3.  
* */  
public static string MuMech_ToSI(double d, int digits = 3, int MinMagnitude = 0, int MaxMagnitude = int.MaxValue)  
{  
float exponent = (float)Math.Log10(Math.Abs(d));  
exponent = UnityEngine.Mathf.Clamp(exponent, (float)MinMagnitude, (float)MaxMagnitude);  
 
if (exponent >= 0)  
{  
switch ((int)Math.Floor(exponent))  
{  
case 0:  
case 1:  
case 2:  
return d.ToString("F" + digits);  
case 3:  
case 4:  
case 5:  
return (d / 1e3).ToString("F" + digits) + "k";  
case 6:  
case 7:  
case 8:  
return (d / 1e6).ToString("F" + digits) + "M";  
case 9:  
case 10:  
case 11:  
return (d / 1e9).ToString("F" + digits) + "G";  
case 12:  
case 13:  
case 14:  
return (d / 1e12).ToString("F" + digits) + "T";  
case 15:  
case 16:  
case 17:  
return (d / 1e15).ToString("F" + digits) + "P";  
case 18:  
case 19:  
case 20:  
return (d / 1e18).ToString("F" + digits) + "E";  
case 21:  
case 22:  
case 23:  
return (d / 1e21).ToString("F" + digits) + "Z";  
default:  
return (d / 1e24).ToString("F" + digits) + "Y";  
}  
}  
else if (exponent < 0)  
{  
switch ((int)Math.Floor(exponent))  
{  
case -1:  
case -2:  
case -3:  
return (d * 1e3).ToString("F" + digits) + "m";  
case -4:  
case -5:  
case -6:  
return (d * 1e6).ToString("F" + digits) + "μ";  
case -7:  
case -8:  
case -9:  
return (d * 1e9).ToString("F" + digits) + "n";  
case -10:  
case -11:  
case -12:  
return (d * 1e12).ToString("F" + digits) + "p";  
case -13:  
case -14:  
case -15:  
return (d * 1e15).ToString("F" + digits) + "f";  
case -16:  
case -17:  
case -18:  
return (d * 1e18).ToString("F" + digits) + "a";  
case -19:  
case -20:  
case -21:  
return (d * 1e21).ToString("F" + digits) + "z";  
default:  
return (d * 1e24).ToString("F" + digits) + "y";  
}  
}  
else  
{  
return "0";  
}  
}  
 
public static T Min<T>(params T[] values) where T : IComparable<T>  
{  
if (values.Length < 2)  
{  
throw new ArgumentException("Min must be called with at least two arguments.");  
}  
 
IComparable<T> minValue = values[0];  
 
for (long i = 1; i < values.LongLength; i++)  
{  
IComparable<T> value = values[i];  
 
if (value.CompareTo((T)minValue) < 0)  
{  
minValue = value;  
}  
}  
 
return (T)minValue;  
}  
 
public static void Restart(this System.Diagnostics.Stopwatch stopwatch)  
{  
stopwatch.Reset();  
stopwatch.Start();  
}  
}  
}  
 
 
file:a/AntennaRange.cfg (deleted)
// AntennaRange  
//  
// AntennaRange.cfg  
//  
// Copyright © 2014, toadicus  
// All rights reserved.  
//  
// Redistribution and use in source and binary forms, with or without modification,  
// are permitted provided that the following conditions are met:  
//  
// 1. Redistributions of source code must retain the above copyright notice,  
// this list of conditions and the following disclaimer.  
//  
// 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  
// materials provided with the distribution.  
//  
// 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.  
//  
// 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  
// 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  
// 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  
// 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  
// 3.0 Uported License.  
//  
// Specifications:  
// nominalRange: The distance from Kerbin at which the antenna will perform exactly as prescribed by  
// packetResourceCost and packetSize.  
// maxPowerFactor: The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the  
// power cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.  
// maxDataFactor: The multipler on packetSize that defines the maximum data bandwidth of the antenna.  
//  
 
@PART[longAntenna]  
{  
@MODULE[ModuleDataTransmitter]  
{  
@name = ModuleLimitedDataTransmitter  
nominalRange = 1500000  
maxPowerFactor = 8  
maxDataFactor = 4  
}  
}  
 
@PART[mediumDishAntenna]  
{  
@MODULE[ModuleDataTransmitter]  
{  
@name = ModuleLimitedDataTransmitter  
nominalRange = 30000000  
maxPowerFactor = 8  
maxDataFactor = 4  
}  
}  
 
@PART[commDish]  
{  
@MODULE[ModuleDataTransmitter]  
{  
@name = ModuleLimitedDataTransmitter  
nominalRange = 80000000000  
maxPowerFactor = 8  
maxDataFactor = 4  
}  
}  
 
  <?xml version="1.0" encoding="utf-8"?>
  <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
  <PropertyGroup>
  <Configuration Condition=" '$(Configuration)' == '' ">Debug_win</Configuration>
  <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
  <ProductVersion>8.0.30703</ProductVersion>
  <SchemaVersion>2.0</SchemaVersion>
  <ProjectGuid>{B36F2C11-962E-4A75-9F41-61AD56D11493}</ProjectGuid>
  <OutputType>Library</OutputType>
  <RootNamespace>AntennaRange</RootNamespace>
  <AssemblyName>AntennaRange</AssemblyName>
  <ReleaseVersion>1.3</ReleaseVersion>
  <SynchReleaseVersion>false</SynchReleaseVersion>
  <TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
  <UseMSBuildEngine>False</UseMSBuildEngine>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_win|AnyCPU' ">
  <DebugSymbols>true</DebugSymbols>
  <DebugType>full</DebugType>
  <Optimize>false</Optimize>
  <OutputPath>bin\Debug</OutputPath>
  <DefineConstants>DEBUG;TRACE;</DefineConstants>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  <ConsolePause>false</ConsolePause>
  <CustomCommands>
  <CustomCommands>
  <Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" />
  </CustomCommands>
  </CustomCommands>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_win|AnyCPU' ">
  <Optimize>true</Optimize>
  <OutputPath>bin\Release</OutputPath>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  <ConsolePause>false</ConsolePause>
  <CustomCommands>
  <CustomCommands>
  <Command type="AfterBuild" command="xcopy /y ${TargetFile} ${ProjectDir}\GameData\AntennaRange\" />
  </CustomCommands>
  </CustomCommands>
  <DocumentationFile>bin\Release\AntennaRange.xml</DocumentationFile>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug_linux|AnyCPU' ">
  <DebugSymbols>true</DebugSymbols>
  <DebugType>full</DebugType>
  <Optimize>false</Optimize>
  <OutputPath>bin\Debug</OutputPath>
  <DefineConstants>DEBUG;TRACE;</DefineConstants>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  <ConsolePause>false</ConsolePause>
  <CustomCommands>
  <CustomCommands>
  <Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" />
  </CustomCommands>
  </CustomCommands>
  </PropertyGroup>
  <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release_linux|AnyCPU' ">
  <Optimize>true</Optimize>
  <OutputPath>bin\Release</OutputPath>
  <ErrorReport>prompt</ErrorReport>
  <WarningLevel>4</WarningLevel>
  <CustomCommands>
  <CustomCommands>
  <Command type="AfterBuild" command="cp -afv ${TargetFile} ${ProjectDir}/GameData/${ProjectName}/" />
  </CustomCommands>
  </CustomCommands>
  <ConsolePause>false</ConsolePause>
  </PropertyGroup>
  <ItemGroup>
  <Compile Include="Properties\AssemblyInfo.cs" />
  <Compile Include="IAntennaRelay.cs" />
  <Compile Include="ModuleLimitedDataTransmitter.cs" />
  <Compile Include="AntennaRelay.cs" />
  <Compile Include="ProtoAntennaRelay.cs" />
  <Compile Include="RelayDatabase.cs" />
  <Compile Include="RelayExtensions.cs" />
  <Compile Include="ARConfiguration.cs" />
  <Compile Include="ARFlightController.cs" />
  <Compile Include="ARMapRenderer.cs" />
  <Compile Include="VesselCache.cs" />
  </ItemGroup>
  <Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
  <ItemGroup>
  <Reference Include="Assembly-CSharp">
  <HintPath>..\_KSPAssemblies\Assembly-CSharp.dll</HintPath>
  <Private>False</Private>
  </Reference>
  <Reference Include="System">
  <HintPath>..\_KSPAssemblies\System.dll</HintPath>
  <Private>False</Private>
  </Reference>
  <Reference Include="UnityEngine">
  <HintPath>..\_KSPAssemblies\UnityEngine.dll</HintPath>
  <Private>False</Private>
  </Reference>
  </ItemGroup>
  <ItemGroup>
  <ProjectReference Include="..\ToadicusTools\ToadicusTools.csproj">
  <Project>{D48A5542-6655-4149-BC27-B27DF0466F1C}</Project>
  <Name>ToadicusTools</Name>
  </ProjectReference>
  </ItemGroup>
  <ItemGroup>
  <None Include="GameData\AntennaRange\AntennaRange.cfg" />
  <None Include="GameData\AntennaRange\ATM_AntennaRange.cfg" />
  </ItemGroup>
  </Project>
// AntennaRange // AntennaRange
// //
// AntennaRelay.cs // AntennaRelay.cs
// //
// Copyright © 2014, toadicus // Copyright © 2014, 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 System.Linq; using ToadicusTools;
   
namespace AntennaRange namespace AntennaRange
{ {
  /// <summary>
  /// Relay code at the heart of AntennaRange
  /// </summary>
public class AntennaRelay public class AntennaRelay
{ {
  public static readonly System.Diagnostics.Stopwatch searchTimer = new System.Diagnostics.Stopwatch();
  public const long millisecondsBetweenSearches = 125L;
   
// We don't have a Bard, so we'll hide Kerbin here. // We don't have a Bard, so we'll hide Kerbin here.
protected CelestialBody Kerbin; private static CelestialBody _Kerbin;
   
protected IAntennaRelay _nearestRelayCache; /// <summary>
  /// Fetches, caches, and returns a <see cref="CelestialBody"/> reference to Kerbin
  /// </summary>
  public static CelestialBody Kerbin
  {
  get
  {
  if (_Kerbin == null && FlightGlobals.ready)
  {
  _Kerbin = FlightGlobals.GetHomeBody();
  }
   
  return _Kerbin;
  }
  }
   
  private long lastSearch;
   
  private bool canTransmit;
  private bool isChecked;
   
  private IAntennaRelay nearestRelay;
  private IAntennaRelay bestOccludedRelay;
   
  /// <summary>
  /// The <see cref="AntennaRange.ModuleLimitedDataTransmitter"/> reference underlying this AntennaRelay, as an
  /// <see cref="AntennaRange.IAntennaRelay"/>
  /// </summary>
protected IAntennaRelay moduleRef; protected IAntennaRelay moduleRef;
   
protected System.Diagnostics.Stopwatch searchTimer;  
protected long millisecondsBetweenSearches;  
   
/// <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 or sets the nearest relay. /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
/// </summary> /// </summary>
/// <value>The nearest relay</value> public IAntennaRelay targetRelay
public IAntennaRelay nearestRelay {
{ get;
get protected set;
{ }
if (this.searchTimer.IsRunning &&  
this.searchTimer.ElapsedMilliseconds > this.millisecondsBetweenSearches) /// <summary>
{ /// Gets the first <see cref="CelestialBody"/> found to be blocking line of sight.
this._nearestRelayCache = this.FindNearestRelay(); /// </summary>
this.searchTimer.Restart(); public virtual CelestialBody firstOccludingBody
} {
  get;
return this._nearestRelayCache; protected set;
}  
protected set  
{  
this._nearestRelayCache = value;  
}  
} }
   
/// <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 transmitDistance
{ {
get get
{ {
this.nearestRelay = this.FindNearestRelay(); if (this.KerbinDirect || this.targetRelay == null)
  {
// If there is no available relay nearby... return this.DistanceTo(Kerbin);
if (this.nearestRelay == null)  
{  
// .. return the distance to Kerbin  
return this.DistanceTo(this.Kerbin);  
} }
else else
{ {
/// ...otherwise, return the distance to the nearest available relay. return this.DistanceTo(this.targetRelay);
return this.DistanceTo(nearestRelay); }
} }
} }
}  
  /// <summary>
/// <summary> /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// The maximum distance at which this relay can operate. /// </summary>
/// </summary> public virtual double nominalTransmitDistance
/// <value>The max transmit distance.</value>  
public virtual float maxTransmitDistance  
{ {
get; get;
set; set;
} }
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during /// The maximum distance at which this relay can operate.
/// the current relay attempt. /// </summary>
/// </summary> /// <value>The max transmit distance.</value>
/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value> public virtual double maxTransmitDistance
public virtual bool relayChecked {
  get;
  set;
  }
   
  /// <summary>
  /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
  /// directly with Kerbin.
  /// </summary>
  public virtual bool KerbinDirect
{ {
get; get;
protected set; protected set;
} }
   
/// <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()
{ {
if (this.transmitDistance > this.maxTransmitDistance) return this.canTransmit;
{  
return false;  
}  
else  
{  
return true;  
}  
} }
   
/// <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 IAntennaRelay FindNearestRelay() public void FindNearestRelay()
{ {
if (this.searchTimer.IsRunning && this.searchTimer.ElapsedMilliseconds < this.millisecondsBetweenSearches) if (!FlightGlobals.ready)
{ {
return this.nearestRelay; return;
} }
   
if (this.searchTimer.IsRunning) if (!searchTimer.IsRunning)
{ {
this.searchTimer.Stop(); searchTimer.Start();
this.searchTimer.Reset(); }
}  
  Tools.DebugLogger log;
this.searchTimer.Start(); #if DEBUG
  log = Tools.DebugLogger.New(this);
Tools.PostDebugMessage(string.Format( #endif
"{0}: finding nearest relay for {1} ({2})",  
this.GetType().Name, long searchTime = searchTimer.ElapsedMilliseconds;
this, long timeSinceLast = searchTime - this.lastSearch;
this.vessel.id  
)); if (timeSinceLast < millisecondsBetweenSearches)
  {
  log.AppendFormat(
  "{0}: Target search skipped because it's not time to search again yet ({1} - {2}) < {3})",
  this, searchTime, this.lastSearch, millisecondsBetweenSearches
  );
  log.Print();
  return;
  }
   
  // Skip vessels that have already been checked for a nearest relay this pass.
  if (this.isChecked)
  {
  log.AppendFormat("{0}: Target search skipped because our vessel has been checked already this search.",
  this);
  log.Print();
  return;
  }
   
  log.AppendFormat("{0}: Target search started at {1} ms ({2} ms since last search).",
  this.ToString(), searchTime, timeSinceLast);
   
  #if DEBUG
  try {
  #endif
// Set this vessel as checked, so that we don't check it again. // Set this vessel as checked, so that we don't check it again.
RelayDatabase.Instance.CheckedVesselsTable[vessel.id] = true; this.isChecked = true;
   
double nearestDistance = double.PositiveInfinity; this.lastSearch = searchTime;
IAntennaRelay _nearestRelay = null;  
  // Blank everything we're trying to find before the search.
  this.firstOccludingBody = null;
  this.bestOccludedRelay = null;
  this.targetRelay = null;
  this.nearestRelay = null;
   
  // Default to KerbinDirect = true in case something in here doesn't work right.
  this.KerbinDirect = true;
   
  CelestialBody bodyOccludingBestOccludedRelay = null;
   
  double nearestRelaySqrDistance = double.PositiveInfinity;
  double bestOccludedSqrDistance = double.PositiveInfinity;
  double maxTransmitSqrDistance = this.maxTransmitDistance * this.maxTransmitDistance;
   
/* /*
* Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too * Loop through all the vessels and exclude this vessel, vessels of the wrong type, and vessels that are too
* far away. When we find a candidate, get through its antennae for relays which have not been checked yet * far away. When we find a candidate, get through its antennae for relays which have not been checked yet
* and that can transmit. Once we find a suitable candidate, assign it to _nearestRelay for comparison * and that can transmit. Once we find a suitable candidate, assign it to nearestRelay for comparison
* against future finds. * against future finds.
* */ * */
foreach (Vessel potentialVessel in FlightGlobals.Vessels) Vessel potentialVessel;
{ IList<IAntennaRelay> vesselRelays;
// Skip vessels that have already been checked for a nearest relay this pass. for (int vIdx = 0; vIdx < FlightGlobals.Vessels.Count; vIdx++)
try {
{ log.AppendFormat("\nFetching vessel at index {0}", vIdx);
if (RelayDatabase.Instance.CheckedVesselsTable[potentialVessel.id]) potentialVessel = FlightGlobals.Vessels[vIdx];
{  
continue; if (potentialVessel == null)
} {
} log.AppendFormat("\n\tSkipping vessel at index {0} because it is null.", vIdx);
catch (KeyNotFoundException) { /* If the key doesn't exist, don't skip it. */} log.Print();
  return;
  }
  #if DEBUG
  else
  {
  log.AppendFormat("\n\tGot vessel {0}", potentialVessel);
  }
  #endif
   
// Skip vessels of the wrong type. // Skip vessels of the wrong type.
  log.Append("\n\tchecking vessel type");
switch (potentialVessel.vesselType) switch (potentialVessel.vesselType)
{ {
case VesselType.Debris: case VesselType.Debris:
case VesselType.Flag: case VesselType.Flag:
case VesselType.EVA: case VesselType.EVA:
case VesselType.SpaceObject: case VesselType.SpaceObject:
case VesselType.Unknown: case VesselType.Unknown:
  log.Append("\n\tSkipping because vessel is the wrong type.");
continue; continue;
default: default:
break; break;
} }
   
  log.Append("\n\tchecking if vessel is this vessel");
// Skip vessels with the wrong ID // Skip vessels with the wrong ID
if (potentialVessel.id == vessel.id) if (potentialVessel.id == vessel.id)
{ {
  log.Append("\n\tSkipping because vessel is this vessel.");
continue; continue;
} }
   
// Find the distance from here to the vessel... // Find the distance from here to the vessel...
double potentialDistance = (potentialVessel.GetWorldPos3D() - vessel.GetWorldPos3D()).magnitude; log.Append("\n\tgetting distance to potential vessel");
  double potentialSqrDistance = this.sqrDistanceTo(potentialVessel);
  log.Append("\n\tgetting vessel relays");
  vesselRelays = potentialVessel.GetAntennaRelays();
  log.AppendFormat("\n\t\tvesselRelays: {0}",
  vesselRelays == null ? "null" : vesselRelays.Count.ToString());
   
  CelestialBody fob = null;
   
  log.Append("\n\tdoing LOS check");
  // Skip vessels to which we do not have line of sight.
  if (
  ARConfiguration.RequireLineOfSight &&
  !this.vessel.hasLineOfSightTo(potentialVessel, out fob, ARConfiguration.RadiusRatio)
  )
  {
  log.Append("\n\tfailed LOS check");
  this.firstOccludingBody = fob;
   
  log.AppendFormat("\n\t{0}: Vessel {1} not in line of sight.",
  this.ToString(), potentialVessel.vesselName);
   
  log.AppendFormat("\n\t\tpotentialSqrDistance: {0}", potentialSqrDistance);
  log.AppendFormat("\n\t\tbestOccludedSqrDistance: {0}", bestOccludedSqrDistance);
  log.AppendFormat("\n\t\tmaxTransmitSqrDistance: {0}", maxTransmitSqrDistance);
   
  if (
  (potentialSqrDistance < bestOccludedSqrDistance) &&
  (potentialSqrDistance < maxTransmitSqrDistance)
  )
  {
  log.Append("\n\t\t...vessel is close enough to check for occluded relays");
  log.AppendFormat("\n\t\tthis: {0}", this);
  log.AppendFormat("\n\t\tpotentialVessel: {0}",
  potentialVessel == null ? "null" : potentialVessel.ToString());
  log.AppendFormat("\n\t\tvesselRelays: {0}",
  vesselRelays == null ? "null" : vesselRelays.ToString());
   
  log.AppendFormat("\n\t\t{0}: Checking {1} relays on occluded vessel {2}.",
  this.ToString(),
  vesselRelays.Count,
  potentialVessel
  );
   
  IAntennaRelay occludedRelay;
  for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
  {
  occludedRelay = vesselRelays[rIdx];
   
  log.AppendFormat(
  "\n\t\t{0}: Checking candidate for bestOccludedRelay: {1}" +
  "\n\t\tCanTransmit: {2}",
  this.ToString(), occludedRelay, occludedRelay.CanTransmit()
  );
   
  if (occludedRelay.CanTransmit())
  {
  this.bestOccludedRelay = occludedRelay;
  bodyOccludingBestOccludedRelay = fob;
  bestOccludedSqrDistance = potentialSqrDistance;
   
  log.AppendFormat("\n\t{0}: Found new bestOccludedRelay: {1}" +
  " (blocked by {2}; distance: {3} m)",
  this.ToString(),
  occludedRelay.ToString(),
  fob,
  potentialSqrDistance
  );
  break;
  }
  }
  }
   
  log.Append("\n\t\t...vessel is not close enough to check for occluded relays, carrying on");
  continue;
  }
   
  log.Append("\n\tpassed LOS check");
   
/* /*
* ...so that we can skip the vessel if it is further away than Kerbin, our transmit distance, or a * ...so that we can skip the vessel if it is further away than a vessel we've already checked.
* vessel we've already checked.  
* */ * */
if (potentialDistance > Tools.Min(this.maxTransmitDistance, nearestDistance, vessel.DistanceTo(Kerbin))) if (potentialSqrDistance > nearestRelaySqrDistance)
{ {
   
  log.AppendFormat("\n\t{0}: Vessel {1} discarded because it is farther than another the nearest relay.",
  this.ToString(),
  potentialVessel.vesselName
  );
continue; continue;
} }
   
nearestDistance = potentialDistance; log.Append("\n\tpassed distance check");
   
foreach (IAntennaRelay potentialRelay in potentialVessel.GetAntennaRelays()) IAntennaRelay potentialRelay;
{ for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
if (potentialRelay.CanTransmit()) {
{ log.AppendFormat("\n\t\tfetching vessel relay at index {0}", rIdx);
_nearestRelay = potentialRelay; potentialRelay = vesselRelays[rIdx];
Tools.PostDebugMessage(string.Format("{0}: found new best relay {1} ({2})", log.AppendFormat("\n\t\tgot relay {0}", potentialRelay == null ? "null" : potentialRelay.ToString());
this.GetType().Name,  
_nearestRelay.ToString(), if (potentialRelay == null)
_nearestRelay.vessel.id {
)); log.Append("\n\t\t...skipping null relay");
  continue;
  }
   
  if (
  potentialRelay.CanTransmit() &&
  (potentialRelay.targetRelay == null || potentialRelay.targetRelay.vessel != this.vessel))
  {
  // @TODO: Moved this here from outside the loop; why was it there?
  nearestRelaySqrDistance = potentialSqrDistance;
  this.nearestRelay = potentialRelay;
   
  log.AppendFormat("\n\t{0}: found new nearest relay {1} ({2}m)",
  this.ToString(),
  this.nearestRelay.ToString(),
  Math.Sqrt(nearestRelaySqrDistance)
  );
   
break; break;
} }
} }
} }
   
  CelestialBody bodyOccludingKerbin = null;
   
  double kerbinSqrDistance = this.vessel.DistanceTo(Kerbin) - Kerbin.Radius;
  kerbinSqrDistance *= kerbinSqrDistance;
   
  log.AppendFormat("\n{0} ({1}): Search done, figuring status.", this.ToString(), this.GetType().Name);
   
  // If we don't have LOS to Kerbin, focus on relays
  if (!this.vessel.hasLineOfSightTo(Kerbin, out bodyOccludingKerbin, ARConfiguration.RadiusRatio))
  {
  log.AppendFormat("\n\tKerbin LOS is blocked by {0}.", bodyOccludingKerbin.bodyName);
   
  // nearestRelaySqrDistance will be infinity if all relays are occluded or none exist.
  // Therefore, this will only be true if a valid relay is in range.
  if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
  {
  log.AppendFormat("\n\t\tCan transmit to nearby relay {0} ({1} <= {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, maxTransmitSqrDistance);
   
  this.KerbinDirect = false;
  this.canTransmit = true;
  this.targetRelay = this.nearestRelay;
  }
  // If this isn't true, we can't transmit, but pick a second best of bestOccludedRelay and Kerbin anyway
  else
  {
  log.AppendFormat("\n\t\tCan't transmit to nearby relay {0} ({1} > {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, maxTransmitSqrDistance);
   
  this.canTransmit = false;
   
  // If the best occluded relay is closer than Kerbin, check it against the nearest relay.
  // Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe
  if (bestOccludedSqrDistance < kerbinSqrDistance)
  {
  log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
  bestOccludedRelay, kerbinSqrDistance);
   
  this.KerbinDirect = false;
   
  // 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.
  if (nearestRelaySqrDistance < bestOccludedSqrDistance)
  {
  log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
  nearestRelaySqrDistance, bestOccludedSqrDistance);
   
  this.targetRelay = nearestRelay;
  this.firstOccludingBody = null;
  }
  // Otherwise, target the best occluded relay.
  else
  {
  log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
  nearestRelaySqrDistance, bestOccludedSqrDistance);
   
  this.targetRelay = bestOccludedRelay;
  this.firstOccludingBody = bodyOccludingBestOccludedRelay;
  }
  }
  // Otherwise, check Kerbin against the nearest relay.
  // Since we have LOS, blank the first occluding body.
  else
  {
  log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})",
  bestOccludedRelay, kerbinSqrDistance);
   
  this.firstOccludingBody = null;
   
  // If the nearest relay is closer than Kerbin, pick it.
  // Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
  if (nearestRelaySqrDistance < kerbinSqrDistance)
  {
  log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = false;
  this.targetRelay = nearestRelay;
  }
  // Otherwise, pick Kerbin.
  else
  {
  log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = true;
  this.targetRelay = null;
  }
  }
  }
  }
  // If we do have LOS to Kerbin, try to prefer the closest of nearestRelay and Kerbin
  else
  {
  log.AppendFormat("\n\tKerbin is in LOS.");
   
  // If the nearest relay is closer than Kerbin and in range, transmit to it.
  if (nearestRelaySqrDistance <= maxTransmitSqrDistance)
  {
  log.AppendFormat("\n\t\tCan transmit to nearby relay {0} ({1} <= {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, maxTransmitSqrDistance);
   
  this.canTransmit = true;
   
  // If the nearestRelay is closer than Kerbin, use it.
  if (nearestRelaySqrDistance < kerbinSqrDistance)
  {
  log.AppendFormat("\n\t\t\tPicking relay {0} over Kerbin ({1} < {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = false;
  this.targetRelay = this.nearestRelay;
  }
  // Otherwise, Kerbin is closer, so use it.
  else
  {
  log.AppendFormat("\n\t\t\tBut picking Kerbin over nearby relay {0} ({1} >= {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = true;
  this.targetRelay = null;
  }
  }
  // If the nearest relay is out of range, we still need to check on Kerbin.
  else
  {
  log.AppendFormat("\n\t\tCan't transmit to nearby relay {0} ({1} > {2}).",
  this.nearestRelay == null ? "null" : this.nearestRelay.ToString(),
  nearestRelaySqrDistance, maxTransmitSqrDistance);
   
  // If Kerbin is in range, use it.
  if (kerbinSqrDistance <= maxTransmitSqrDistance)
  {
  log.AppendFormat("\n\t\t\tCan transmit to Kerbin ({0} <= {1}).",
  kerbinSqrDistance, maxTransmitSqrDistance);
   
  this.canTransmit = true;
  this.KerbinDirect = true;
  this.targetRelay = null;
  }
  // If Kerbin is out of range and the nearest relay is out of range, pick a second best between
  // Kerbin and bestOccludedRelay
  else
  {
  log.AppendFormat("\n\t\t\tCan't transmit to Kerbin ({0} > {1}).",
  kerbinSqrDistance, maxTransmitSqrDistance);
   
  this.canTransmit = false;
   
  // If the best occluded relay is closer than Kerbin, check it against the nearest relay.
  // Since bestOccludedSqrDistance is infinity if there are no occluded relays, this is safe
  if (bestOccludedSqrDistance < kerbinSqrDistance)
  {
  log.AppendFormat("\n\t\t\tBest occluded relay is closer than Kerbin ({0} < {1})",
  bestOccludedRelay, kerbinSqrDistance);
   
  this.KerbinDirect = false;
   
  // 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.
  if (nearestRelaySqrDistance < bestOccludedSqrDistance)
  {
  log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
  nearestRelaySqrDistance, bestOccludedSqrDistance);
   
  this.targetRelay = nearestRelay;
  this.firstOccludingBody = null;
  }
  // Otherwise, target the best occluded relay.
  else
  {
  log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
  nearestRelaySqrDistance, bestOccludedSqrDistance);
   
  this.targetRelay = bestOccludedRelay;
  this.firstOccludingBody = bodyOccludingBestOccludedRelay;
  }
  }
  // Otherwise, check Kerbin against the nearest relay.
  // Since we have LOS, blank the first occluding body.
  else
  {
  log.AppendFormat("\n\t\t\tKerbin is closer than the best occluded relay ({0} >= {1})",
  bestOccludedRelay, kerbinSqrDistance);
   
  this.firstOccludingBody = null;
   
  // If the nearest relay is closer than Kerbin, pick it.
  // Since nearestRelaySqrDistane is infinity if there are no nearby relays, this is safe.
  if (nearestRelaySqrDistance < kerbinSqrDistance)
  {
  log.AppendFormat("\n\t\t\t\t...but the nearest relay is closer ({0} < {1}), so picking it.",
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = false;
  this.targetRelay = nearestRelay;
  }
  // Otherwise, pick Kerbin.
  else
  {
  log.AppendFormat("\n\t\t\t\t...and closer than the nearest relay ({0} >= {1}), so picking it.",
  nearestRelaySqrDistance, kerbinSqrDistance);
   
  this.KerbinDirect = true;
  this.targetRelay = null;
  }
  }
  }
  }
  }
   
  log.AppendFormat("{0}: Target search completed at {1} ms ({2} ms elapsed).",
  this.ToString(), searchTimer.ElapsedMilliseconds, searchTimer.ElapsedMilliseconds - searchTime);;
   
  log.AppendFormat("\n{0}: Status determination complete.", this.ToString());
   
  #if DEBUG
  } catch (Exception ex) {
  log.AppendFormat("\nCaught {0}: {1}\n{2}", ex.GetType().FullName, ex.ToString(), ex.StackTrace);
  UnityEngine.Application.Quit();
  } finally {
  #endif
  log.Print(false);
  #if DEBUG
  }
  #endif
// Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be // Now that we're done with our recursive CanTransmit checks, flag this relay as not checked so it can be
// used next time. // used next time.
RelayDatabase.Instance.CheckedVesselsTable.Remove(vessel.id); this.isChecked = false;
  }
// Return the nearest available relay, or null if there are no available relays nearby.  
return _nearestRelay; /// <summary>
} /// 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>
/// Initializes a new instance of the <see cref="AntennaRange.ProtoDataTransmitter"/> class. public override string ToString()
/// </summary> {
/// <param name="ms"><see cref="ProtoPartModuleSnapshot"/></param> if (this is ProtoAntennaRelay)
  {
  return (this as ProtoAntennaRelay).ToString();
  }
  return this.moduleRef.ToString();
  }
   
  /// <summary>
  /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
  /// </summary>
  /// <param name="module">The module reference underlying this AntennaRelay,
  /// as an <see cref="AntennaRange.IAntennaRelay"/></param>
public AntennaRelay(IAntennaRelay module) public AntennaRelay(IAntennaRelay module)
{ {
this.moduleRef = module; this.moduleRef = module;
  this.isChecked = false;
this.searchTimer = new System.Diagnostics.Stopwatch();  
this.millisecondsBetweenSearches = 5000; Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString());
   
// HACK: This might not be safe in all circumstances, but since AntennaRelays are not built until Start,  
// we hope it is safe enough.  
this.Kerbin = FlightGlobals.Bodies.FirstOrDefault(b => b.name == "Kerbin");  
} }
} }
} }
   
   
file:a/Extensions.cs (deleted)
// AntennaRange  
//  
// Extensions.cs  
//  
// Copyright © 2014, toadicus  
// All rights reserved.  
//  
// Redistribution and use in source and binary forms, with or without modification,  
// are permitted provided that the following conditions are met:  
//  
// 1. Redistributions of source code must retain the above copyright notice,  
// this list of conditions and the following disclaimer.  
//  
// 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  
// materials provided with the distribution.  
//  
// 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.  
//  
// 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  
// 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  
// 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  
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  
 
using System;  
using System.Collections.Generic;  
using System.Linq;  
 
namespace AntennaRange  
{  
/*  
* A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin.  
* */  
public static class Extensions  
{  
/// <summary>  
/// Returns the distance between this Vessel and another Vessel.  
/// </summary>  
/// <param name="vesselOne">This <see cref="Vessel"/><see ></param>  
/// <param name="vesselTwo">Another <see cref="Vessel"/></param>  
public static double DistanceTo(this Vessel vesselOne, Vessel vesselTwo)  
{  
return (vesselOne.GetWorldPos3D() - vesselTwo.GetWorldPos3D()).magnitude;  
}  
 
/// <summary>  
/// Returns the distance between this Vessel and a CelestialBody  
/// </summary>  
/// <param name="vessel">This Vessel</param>  
/// <param name="body">A <see cref="CelestialBody"/></param>  
public static double DistanceTo(this Vessel vessel, CelestialBody body)  
{  
return (vessel.GetWorldPos3D() - body.position).magnitude;  
}  
 
/// <summary>  
/// Returns the distance between this IAntennaRelay and a Vessel  
/// </summary>  
/// <param name="relay">This <see cref="IAntennaRelay"/></param>  
/// <param name="Vessel">A <see cref="Vessel"/></param>  
public static double DistanceTo(this AntennaRelay relay, Vessel Vessel)  
{  
return relay.vessel.DistanceTo(Vessel);  
}  
 
/// <summary>  
/// Returns the distance between this IAntennaRelay and a CelestialBody  
/// </summary>  
/// <param name="relay">This <see cref="IAntennaRelay"/></param>  
/// <param name="body">A <see cref="CelestialBody"/></param>  
public static double DistanceTo(this AntennaRelay relay, CelestialBody body)  
{  
return relay.vessel.DistanceTo(body);  
}  
 
/// <summary>  
/// Returns the distance between this IAntennaRelay and another IAntennaRelay  
/// </summary>  
/// <param name="relayOne">This <see cref="IAntennaRelay"/></param>  
/// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>  
public static double DistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)  
{  
return relayOne.DistanceTo(relayTwo.vessel);  
}  
 
/// <summary>  
/// Returns all of the PartModules or ProtoPartModuleSnapshots implementing IAntennaRelay in this Vessel.  
/// </summary>  
/// <param name="vessel">This <see cref="Vessel"/></param>  
public static IEnumerable<IAntennaRelay> GetAntennaRelays (this Vessel vessel)  
{  
return RelayDatabase.Instance[vessel].Values.ToList();  
}  
 
 
}  
}  
 
 
  ACTIVE_TEXTURE_MANAGER_CONFIG
  {
  folder = AntennaRange
  enabled = true
  OVERRIDES
  {
  AntennaRange/.*
  {
  compress = true
  mipmaps = false
  scale = 1
  max_size = 0
  }
  }
  }
  // AntennaRange
  //
  // AntennaRange.cfg
  //
  // Copyright © 2014, toadicus
  // All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without modification,
  // are permitted provided that the following conditions are met:
  //
  // 1. Redistributions of source code must retain the above copyright notice,
  // this list of conditions and the following disclaimer.
  //
  // 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
  // materials provided with the distribution.
  //
  // 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.
  //
  // 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
  // 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
  // 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
  // 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
  // 3.0 Uported License.
  //
  // Specifications:
  // nominalRange: The distance from Kerbin at which the antenna will perform exactly as prescribed by
  // packetResourceCost and packetSize.
  // maxPowerFactor: The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the
  // power cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
  // maxDataFactor: The multipler on packetSize that defines the maximum data bandwidth of the antenna.
  //
 
  @PART[longAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech2]
  {
  @MODULE[ModuleDataTransmitter]
  {
  @name = ModuleLimitedDataTransmitter
  nominalRange = 1500000
  maxPowerFactor = 8
  maxDataFactor = 4
  }
 
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
 
  @PART[mediumDishAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech2]
  {
  @MODULE[ModuleDataTransmitter]
  {
  @name = ModuleLimitedDataTransmitter
  nominalRange = 30000000
  maxPowerFactor = 8
  maxDataFactor = 4
  }
 
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
 
  @PART[commDish]:FOR[AntennaRange]:NEEDS[!RemoteTech2]
  {
  @MODULE[ModuleDataTransmitter]
  {
  @name = ModuleLimitedDataTransmitter
  nominalRange = 80000000000
  maxPowerFactor = 8
  maxDataFactor = 4
  }
 
  MODULE
  {
  name = ModuleScienceContainer
 
  dataIsCollectable = true
  dataIsStorable = false
 
  storageRange = 2
  }
  }
 
  EVA_MODULE
  {
  name = ModuleLimitedDataTransmitter
 
  nominalRange = 5000
  maxPowerFactor = 1
  maxDataFactor = 1
 
  packetInterval = 0.2
  packetSize = 1
  packetResourceCost = 6.25
 
  requiredResource = ElectricCharge
  }
 
  EVA_RESOURCE
  {
  name = ElectricCharge
  amount = 100
  maxAmount = 100
  }
 
  @EVA_RESOURCE[ElectricCharge]:AFTER[AntennaRange]:NEEDS[TacLifeSupport]
  {
  !name = DELETE
  }
 
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// AntennaRange // AntennaRange
// //
// IAntennaRelay.cs // IAntennaRelay.cs
// //
// Copyright © 2014, toadicus // Copyright © 2014, 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>
* Interface defining the basic functionality of AntennaRelay modules for AntennaRange. /// Interface defining the basic functionality of AntennaRelay modules for AntennaRange.
* */ /// </summary>
public interface IAntennaRelay public interface IAntennaRelay
{ {
/// <summary> /// <summary>
/// Gets the parent Vessel. /// Gets the parent Vessel.
/// </summary> /// </summary>
/// <value>The parent Vessel.</value>  
Vessel vessel { get; } Vessel vessel { get; }
   
  /// <summary>
  /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
  /// </summary>
  IAntennaRelay targetRelay { 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>
/// <value>The distance to the nearest relay or Kerbin, whichever is closer.</value>  
double transmitDistance { get; } double transmitDistance { get; }
   
  /// <summary>
  /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
  /// </summary>
  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>
/// <value>The max transmit distance.</value> double maxTransmitDistance { get; }
float maxTransmitDistance { get; }  
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during /// The first CelestialBody blocking line of sight to a
/// the current relay attempt.  
/// </summary> /// </summary>
/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value> CelestialBody firstOccludingBody { get; }
bool relayChecked { get; }  
  /// <summary>
  /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
  /// directly with Kerbin.
  /// </summary>
  bool KerbinDirect { get; }
   
  /// <summary>
  /// Gets the Part title.
  /// </summary>
  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>.
/// </summary> /// </summary>
/// <returns><c>true</c> if this instance can transmit; otherwise, <c>false</c>.</returns>  
bool CanTransmit(); bool CanTransmit();
   
  void FindNearestRelay();
   
  /// <summary>
  /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.IAntennaRelay"/>.
  /// </summary>
  string ToString();
} }
} }
   
   
// AntennaRange // AntennaRange
// //
// ModuleLimitedDataTransmitter.cs // ModuleLimitedDataTransmitter.cs
// //
// Copyright © 2014, toadicus // Copyright © 2014, 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 System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;  
using System.Text; using System.Text;
using KSP; using ToadicusTools;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
/* /// <summary>
* ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles range- /// <para>ModuleLimitedDataTransmitter is designed as a drop-in replacement for ModuleDataTransmitter, and handles
* finding, power scaling, and data scaling for antennas during science transmission. Its functionality varies with /// rangefinding, power scaling, and data scaling for antennas during science transmission. Its functionality
* three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files. /// varies with three tunables: nominalRange, maxPowerFactor, and maxDataFactor, set in .cfg files.</para>
* ///
* In general, the scaling functions assume the following relation: /// <para>In general, the scaling functions assume the following relation:</para>
* ///
* D² α P/R, /// <para> D² α P/R,</para>
* ///
* where D is the total transmission distance, P is the transmission power, and R is the data rate. /// <para>where D is the total transmission distance, P is the transmission power, and R is the data rate.</para>
* /// </summary>
* */  
   
/*  
* Fields  
* */  
public class ModuleLimitedDataTransmitter : ModuleDataTransmitter, IScienceDataTransmitter, IAntennaRelay public class ModuleLimitedDataTransmitter : ModuleDataTransmitter, IScienceDataTransmitter, IAntennaRelay
{ {
// Stores the packetResourceCost as defined in the .cfg file. // Stores the packetResourceCost as defined in the .cfg file.
protected float _basepacketResourceCost; private float _basepacketResourceCost;
   
// Stores the packetSize as defined in the .cfg file. // Stores the packetSize as defined in the .cfg file.
protected float _basepacketSize; private float _basepacketSize;
   
// Every antenna is a relay. // Every antenna is a relay.
protected AntennaRelay relay; private AntennaRelay relay;
   
// Keep track of vessels with transmitters for relay purposes.  
protected List<Vessel> _relayVessels;  
   
// 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.
protected ScreenMessage ErrorMsg; private ScreenMessage ErrorMsg;
   
// The distance from Kerbin at which the antenna will perform exactly as prescribed by packetResourceCost /// <summary>
// and packetSize. /// The distance from Kerbin at which the antenna will perform exactly as prescribed by packetResourceCost
  /// and packetSize.
  /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public float nominalRange; public double nominalRange;
   
  /// <summary>
  /// Relay status string for use in action menus.
  /// </summary>
  [KSPField(isPersistant = false, guiActive = true, guiName = "Status")]
  public string UIrelayStatus;
   
  /// <summary>
  /// Relay target string for use in action menus.
  /// </summary>
  [KSPField(isPersistant = false, guiActive = true, guiName = "Relay")]
  public string UIrelayTarget;
   
  /// <summary>
  /// Transmit distance string for use in action menus.
  /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Transmission Distance")] [KSPField(isPersistant = false, guiActive = true, guiName = "Transmission Distance")]
public string UItransmitDistance; public string UItransmitDistance;
   
  /// <summary>
  /// Maximum distance string for use in action menus.
  /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Maximum Distance")] [KSPField(isPersistant = false, guiActive = true, guiName = "Maximum Distance")]
public string UImaxTransmitDistance; public string UImaxTransmitDistance;
   
  /// <summary>
  /// Packet size string for use in action menus.
  /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Size")] [KSPField(isPersistant = false, guiActive = true, guiName = "Packet Size")]
public string UIpacketSize; public string UIpacketSize;
   
  /// <summary>
  /// Packet cost string for use in action menus.
  /// </summary>
[KSPField(isPersistant = false, guiActive = true, guiName = "Packet Cost")] [KSPField(isPersistant = false, guiActive = true, guiName = "Packet Cost")]
public string UIpacketCost; public string UIpacketCost;
   
// The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the power /// <summary>
// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail. /// The multiplier on packetResourceCost that defines the maximum power output of the antenna. When the power
  /// cost exceeds packetResourceCost * maxPowerFactor, transmission will fail.
  /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public float maxPowerFactor; public float maxPowerFactor;
   
// The multipler on packetSize that defines the maximum data bandwidth of the antenna. /// <summary>
  /// The multipler on packetSize that defines the maximum data bandwidth of the antenna.
  /// </summary>
[KSPField(isPersistant = false)] [KSPField(isPersistant = false)]
public float maxDataFactor; public float maxDataFactor;
   
protected bool actionUIUpdate; /// <summary>
  /// The packet throttle.
  /// </summary>
  [KSPField(
  isPersistant = true,
  guiName = "Packet Throttle",
  guiUnits = "%",
  guiActive = true,
  guiActiveEditor = false
  )]
  [UI_FloatRange(maxValue = 100f, minValue = 2.5f, stepIncrement = 2.5f)]
  public float packetThrottle;
   
  private bool actionUIUpdate;
   
/* /*
* Properties * Properties
* */ * */
// Returns the parent vessel housing this antenna. /// <summary>
  /// Gets the parent Vessel.
  /// </summary>
public new Vessel vessel public new Vessel vessel
{ {
get get
{ {
return base.vessel; if (base.vessel != null)
} {
} return base.vessel;
  }
// Returns the distance to the nearest relay or Kerbin, whichever is closer. else if (this.part != null)
  {
  return this.part.vessel;
  }
   
  else
  {
  return null;
  }
  }
  }
   
  /// <summary>
  /// Gets the target <see cref="AntennaRange.IAntennaRelay"/>relay.
  /// </summary>
  public IAntennaRelay targetRelay
  {
  get
  {
  if (this.relay == null)
  {
  return null;
  }
   
  return this.relay.targetRelay;
  }
  }
   
  /// <summary>
  /// Gets the distance to the nearest relay or Kerbin, whichever is closer.
  /// </summary>
public double transmitDistance public double transmitDistance
{ {
get get
{ {
  if (this.relay == null)
  {
  return double.PositiveInfinity;
  }
   
return this.relay.transmitDistance; return this.relay.transmitDistance;
} }
} }
   
// Returns the maximum distance this module can transmit /// <summary>
public float maxTransmitDistance /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
{ /// </summary>
get public double nominalTransmitDistance
{ {
return Mathf.Sqrt (this.maxPowerFactor) * this.nominalRange; get
  {
  return this.nominalRange;
  }
  }
   
  /// <summary>
  /// The maximum distance at which this relay can operate.
  /// </summary>
  public double maxTransmitDistance
  {
  get
  {
  // TODO: Cache this in a way that doesn't break everything.
  return Math.Sqrt(this.maxPowerFactor) * this.nominalRange;
  }
  }
   
  /// <summary>
  /// The first CelestialBody blocking line of sight to a
  /// </summary>
  public CelestialBody firstOccludingBody
  {
  get
  {
  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.
* */ * */
// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in /// <summary>
// terms of joules/byte /// Override ModuleDataTransmitter.DataRate to just return packetSize, because we want antennas to be scored in
  /// terms of joules/byte
  /// </summary>
public new float DataRate public new float DataRate
{ {
get get
{ {
this.PreTransmit_SetPacketSize(); this.PreTransmit_SetPacketSize();
   
if (this.CanTransmit()) if (this.CanTransmit())
{ {
return this.packetSize; return this.packetSize;
} }
else else
{ {
return float.Epsilon; return float.Epsilon;
} }
} }
} }
   
// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas /// <summary>
// to be scored in terms of joules/byte /// Override ModuleDataTransmitter.DataResourceCost to just return packetResourceCost, because we want antennas
public new float DataResourceCost /// to be scored in terms of joules/byte
  /// </summary>
  public new double DataResourceCost
{ {
get get
{ {
this.PreTransmit_SetPacketResourceCost(); this.PreTransmit_SetPacketResourceCost();
   
if (this.CanTransmit()) if (this.CanTransmit())
{ {
return this.packetResourceCost; return this.packetResourceCost;
} }
else else
{ {
return float.PositiveInfinity; return float.PositiveInfinity;
} }
} }
} }
   
// Reports whether this antenna has been checked as a viable relay already in the current FindNearestRelay. /// <summary>
public bool relayChecked /// Gets a value indicating whether this <see cref="AntennaRange.IAntennaRelay"/> Relay is communicating
{ /// directly with Kerbin.
get /// </summary>
{ public bool KerbinDirect
return this.relay.relayChecked; {
  get
  {
  if (this.relay != null)
  {
  return this.relay.KerbinDirect;
  }
   
  return false;
  }
  }
   
  /// <summary>
  /// Gets the Part title.
  /// </summary>
  public string Title
  {
  get
  {
  if (this.part != null && this.part.partInfo != null)
  {
  return this.part.partInfo.title;
  }
   
  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, false, ScreenMessageStyle.UPPER_LEFT);
} this.packetThrottle = 100f;
  }
// At least once, when the module starts with a state on the launch pad or later, go find Kerbin.  
public override void OnStart (StartState state) /// <summary>
{ /// PartModule OnAwake override; runs at Unity Awake.
base.OnStart (state); /// </summary>
  public override void OnAwake()
if (state >= StartState.PreLaunch) {
{ base.OnAwake();
this.relay = new AntennaRelay(this);  
this.relay.maxTransmitDistance = this.maxTransmitDistance;  
   
this.UImaxTransmitDistance = Tools.MuMech_ToSI(this.maxTransmitDistance) + "m";  
   
GameEvents.onPartActionUICreate.Add(this.onPartActionUICreate);  
GameEvents.onPartActionUIDismiss.Add(this.onPartActionUIDismiss);  
}  
}  
   
// 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  
// work.  
public override void OnLoad(ConfigNode node)  
{  
this.Fields.Load(node);  
base.Fields.Load(node);  
   
base.OnLoad (node);  
   
this._basepacketSize = base.packetSize; this._basepacketSize = base.packetSize;
this._basepacketResourceCost = base.packetResourceCost; this._basepacketResourceCost = base.packetResourceCost;
   
Tools.PostDebugMessage(string.Format( Tools.PostDebugMessage(string.Format(
"{0} loaded:\n" + "{0} loaded:\n" +
"packetSize: {1}\n" + "packetSize: {1}\n" +
"packetResourceCost: {2}\n" + "packetResourceCost: {2}\n" +
"nominalRange: {3}\n" + "nominalRange: {3}\n" +
"maxPowerFactor: {4}\n" + "maxPowerFactor: {4}\n" +
"maxDataFactor: {5}\n", "maxDataFactor: {5}\n",
this.name, this.name,
base.packetSize, base.packetSize,
this._basepacketResourceCost, this._basepacketResourceCost,
this.nominalRange, this.nominalRange,
this.maxPowerFactor, this.maxPowerFactor,
this.maxDataFactor this.maxDataFactor
)); ));
} }
   
  /// <summary>
  /// PartModule OnStart override; runs at Unity Start.
  /// </summary>
  /// <param name="state">State.</param>
  public override void OnStart (StartState state)
  {
  base.OnStart (state);
   
  if (state >= StartState.PreLaunch)
  {
  this.relay = new AntennaRelay(this);
  this.relay.maxTransmitDistance = this.maxTransmitDistance;
  this.relay.nominalTransmitDistance = this.nominalRange;
   
  this.UImaxTransmitDistance = Tools.MuMech_ToSI(this.maxTransmitDistance) + "m";
   
  GameEvents.onPartActionUICreate.Add(this.onPartActionUICreate);
  GameEvents.onPartActionUIDismiss.Add(this.onPartActionUIDismiss);
  }
  }
   
  /// <summary>
  /// 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
  /// work.
  /// </summary>
  /// <param name="node"><see cref="ConfigNode"/> with data for this module.</param>
  public override void OnLoad(ConfigNode node)
  {
  this.Fields.Load(node);
  base.Fields.Load(node);
   
  base.OnLoad (node);
  }
   
  /// <summary>
  /// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description.
  /// </summary>
  public override string GetInfo()
  {
  string text = base.GetInfo();
  text += "Nominal Range: " + Tools.MuMech_ToSI((double)this.nominalRange, 2) + "m\n";
  text += "Maximum Range: " + Tools.MuMech_ToSI((double)this.maxTransmitDistance, 2) + "m\n";
  return text;
  }
   
  /// <summary>
  /// Determines whether this instance can transmit.
  /// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
  /// </summary>
  public new bool CanTransmit()
  {
  if (this.part == null || this.relay == null)
  {
  return false;
  }
   
  switch (this.part.State)
  {
  case PartStates.DEAD:
  case PartStates.DEACTIVATED:
  Tools.PostDebugMessage(string.Format(
  "{0}: {1} on {2} cannot transmit: {3}",
  this.GetType().Name,
  this.part.partInfo.title,
  this.vessel.vesselName,
  Enum.GetName(typeof(PartStates), this.part.State)
  ));
  return false;
  default:
  break;
  }
   
  return this.relay.CanTransmit();
  }
   
  public void FindNearestRelay()
  {
  if (this.relay != null)
  {
  this.relay.FindNearestRelay();
  }
  }
   
  /// <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>
  /// <param name="callback">Callback function</param>
  public new void TransmitData(List<ScienceData> dataQueue, Callback callback)
  {
  this.FindNearestRelay();
   
  this.PreTransmit_SetPacketSize();
  this.PreTransmit_SetPacketResourceCost();
   
  if (this.CanTransmit())
  {
  ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
  base.TransmitData(dataQueue, callback);
  }
  else
  {
  Tools.PostDebugMessage(this, "{0} unable to transmit during TransmitData.", this.part.partInfo.title);
   
  var logger = Tools.DebugLogger.New(this);
   
  IList<ModuleScienceContainer> vesselContainers = this.vessel.getModulesOfType<ModuleScienceContainer>();
  ModuleScienceContainer scienceContainer;
  for (int cIdx = 0; cIdx < vesselContainers.Count; cIdx++)
  {
  scienceContainer = vesselContainers[cIdx];
   
  logger.AppendFormat("Checking ModuleScienceContainer in {0}\n",
  scienceContainer.part.partInfo.title);
   
  if (
  scienceContainer.capacity != 0 &&
  scienceContainer.GetScienceCount() >= scienceContainer.capacity
  )
  {
  logger.Append("\tInsufficient capacity, skipping.\n");
  continue;
  }
   
  List<ScienceData> dataStored = new List<ScienceData>();
   
  ScienceData data;
  for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
  {
  data = dataQueue[dIdx];
  if (!scienceContainer.allowRepeatedSubjects && scienceContainer.HasData(data))
  {
  logger.Append("\tAlready contains subject and repeated subjects not allowed, skipping.\n");
  continue;
  }
   
  logger.AppendFormat("\tAcceptable, adding data on subject {0}... ", data.subjectID);
  if (scienceContainer.AddData(data))
  {
  logger.Append("done, removing from queue.\n");
   
  dataStored.Add(data);
  }
  #if DEBUG
  else
  {
  logger.Append("failed.\n");
  }
  #endif
  }
   
  dataQueue.RemoveAll(i => dataStored.Contains(i));
   
  logger.AppendFormat("\t{0} data left in queue.", dataQueue.Count);
  }
   
  logger.Print();
   
  if (dataQueue.Count > 0)
  {
  StringBuilder msg = new StringBuilder();
   
  msg.Append('[');
  msg.Append(this.part.partInfo.title);
  msg.AppendFormat("]: {0} data items could not be saved: no space available in data containers.\n");
  msg.Append("Data to be discarded:\n");
   
  ScienceData data;
  for (int dIdx = 0; dIdx < dataQueue.Count; dIdx++)
  {
  data = dataQueue[dIdx];
  msg.AppendFormat("\t{0}\n", data.title);
  }
   
  ScreenMessages.PostScreenMessage(msg.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
  Tools.PostDebugMessage(msg.ToString());
  }
   
  this.PostCannotTransmitError();
  }
   
  Tools.PostDebugMessage (
  "distance: " + this.transmitDistance
  + " packetSize: " + this.packetSize
  + " packetResourceCost: " + this.packetResourceCost
  );
  }
   
  /// <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.TransmitData(dataQueue, null);
  }
   
  /// <summary>
  /// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit
  /// returns false.
  /// </summary>
  public new void StartTransmission()
  {
  this.FindNearestRelay();
   
  PreTransmit_SetPacketSize ();
  PreTransmit_SetPacketResourceCost ();
   
  Tools.PostDebugMessage (
  "distance: " + this.transmitDistance
  + " packetSize: " + this.packetSize
  + " packetResourceCost: " + this.packetResourceCost
  );
   
  if (this.CanTransmit())
  {
  ScreenMessages.PostScreenMessage(this.buildTransmitMessage(), 4f, ScreenMessageStyle.UPPER_LEFT);
   
  base.StartTransmission();
  }
  else
  {
  this.PostCannotTransmitError ();
  }
  }
   
  /// <summary>
  /// MonoBehaviour Update
  /// </summary>
  public void Update()
  {
  if (this.actionUIUpdate)
  {
  if (this.CanTransmit())
  {
  this.UIrelayStatus = "Connected";
  this.UItransmitDistance = Tools.MuMech_ToSI(this.transmitDistance) + "m";
  this.UIpacketSize = Tools.MuMech_ToSI(this.DataRate) + "MiT";
  this.UIpacketCost = Tools.MuMech_ToSI(this.DataResourceCost) + "E";
  }
  else
  {
  if (this.relay.firstOccludingBody == null)
  {
  this.UIrelayStatus = "Out of range";
  }
  else
  {
  this.UIrelayStatus = string.Format("Blocked by {0}", this.relay.firstOccludingBody.bodyName);
  }
  this.UImaxTransmitDistance = "N/A";
  this.UIpacketSize = "N/A";
  this.UIpacketCost = "N/A";
  }
   
  if (this.KerbinDirect)
  {
  this.UIrelayTarget = AntennaRelay.Kerbin.bodyName;
  }
  else
  {
  this.UIrelayTarget = this.targetRelay.ToString();
  }
  }
  }
   
  /// <summary>
  /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.
  /// </summary>
  /// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ModuleLimitedDataTransmitter"/>.</returns>
  public override string ToString()
  {
  StringBuilder msg = new StringBuilder();
   
  msg.Append(this.part.partInfo.title);
   
  if (vessel != null)
  {
  msg.Append(" on ");
  msg.Append(vessel.vesselName);
  }
  else if (
  this.part != null &&
  this.part.protoPartSnapshot != null &&
  this.part.protoPartSnapshot != null &&
  this.part.protoPartSnapshot.pVesselRef != null
  )
  {
  msg.Append(" on ");
  msg.Append(this.part.protoPartSnapshot.pVesselRef.vesselName);
  }
   
  return msg.ToString();
  }
   
  // When we catch an onPartActionUICreate event for our part, go ahead and update every frame to look pretty.
  private void onPartActionUICreate(Part eventPart)
  {
  if (eventPart == base.part)
  {
  this.actionUIUpdate = true;
  }
  }
   
  // When we catch an onPartActionUIDismiss event for our part, stop updating every frame to look pretty.
  private void onPartActionUIDismiss(Part eventPart)
  {
  if (eventPart == base.part)
  {
  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.
protected void PostCannotTransmitError() private void PostCannotTransmitError()
{ {
string ErrorText = string.Format ( string ErrorText = string.Intern("Unable to transmit: no visible receivers in range!");
"Unable to transmit: out of range! Maximum range = {0}m; Current range = {1}m.",  
Tools.MuMech_ToSI((double)this.maxTransmitDistance, 2),  
Tools.MuMech_ToSI((double)this.transmitDistance, 2)  
);  
   
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); Tools.PostDebugMessage(this.GetType().Name + ": " + this.ErrorMsg.message);
   
ScreenMessages.PostScreenMessage(this.ErrorMsg, false); ScreenMessages.PostScreenMessage(this.ErrorMsg, false);
} }
   
// Before transmission, set packetResourceCost. Per above, packet cost increases with the square of // Before transmission, set packetResourceCost. Per above, packet cost increases with the square of
// distance. packetResourceCost maxes out at _basepacketResourceCost * maxPowerFactor, at which point // distance. packetResourceCost maxes out at _basepacketResourceCost * maxPowerFactor, at which point
// transmission fails (see CanTransmit). // transmission fails (see CanTransmit).
protected void PreTransmit_SetPacketResourceCost() private void PreTransmit_SetPacketResourceCost()
{ {
if (this.transmitDistance <= this.nominalRange) if (ARConfiguration.FixedPowerCost || this.transmitDistance <= this.nominalRange)
{ {
base.packetResourceCost = this._basepacketResourceCost; base.packetResourceCost = this._basepacketResourceCost;
} }
else else
{ {
  float rangeFactor = (float)(this.transmitDistance / this.nominalRange);
  rangeFactor *= rangeFactor;
   
base.packetResourceCost = this._basepacketResourceCost base.packetResourceCost = this._basepacketResourceCost
* (float)Math.Pow (this.transmitDistance / this.nominalRange, 2); * rangeFactor;
}  
  Tools.PostDebugMessage(
  this,
  "Pretransmit: packet cost set to {0} before throttle (rangeFactor = {1}).",
  base.packetResourceCost,
  rangeFactor);
  }
   
  base.packetResourceCost *= this.packetThrottle / 100f;
} }
   
// Before transmission, set packetSize. Per above, packet size increases with the inverse square of // Before transmission, set packetSize. Per above, packet size increases with the inverse square of
// distance. packetSize maxes out at _basepacketSize * maxDataFactor. // distance. packetSize maxes out at _basepacketSize * maxDataFactor.
protected void PreTransmit_SetPacketSize() private void PreTransmit_SetPacketSize()
{ {
if (this.transmitDistance >= this.nominalRange) if (!ARConfiguration.FixedPowerCost && this.transmitDistance >= this.nominalRange)
{ {
base.packetSize = this._basepacketSize; base.packetSize = this._basepacketSize;
} }
else else
{ {
base.packetSize = Math.Min( float rangeFactor = (float)(this.nominalRange / this.transmitDistance);
this._basepacketSize * (float)Math.Pow (this.nominalRange / this.transmitDistance, 2), rangeFactor *= rangeFactor;
   
  base.packetSize = Mathf.Min(
  this._basepacketSize * rangeFactor,
this._basepacketSize * this.maxDataFactor); this._basepacketSize * this.maxDataFactor);
}  
} Tools.PostDebugMessage(
  this,
// Override ModuleDataTransmitter.GetInfo to add nominal and maximum range to the VAB description. "Pretransmit: packet size set to {0} before throttle (rangeFactor = {1}).",
public override string GetInfo() base.packetSize,
{ rangeFactor);
string text = base.GetInfo(); }
text += "Nominal Range: " + Tools.MuMech_ToSI((double)this.nominalRange, 2) + "m\n";  
text += "Maximum Range: " + Tools.MuMech_ToSI((double)this.maxTransmitDistance, 2) + "m\n"; base.packetSize *= this.packetThrottle / 100f;
return text; }
}  
  private string buildTransmitMessage()
// Override ModuleDataTransmitter.CanTransmit to return false when transmission is not possible. {
public new bool CanTransmit() StringBuilder message = new StringBuilder();
{  
PartStates partState = this.part.State; message.Append("[");
if (partState == PartStates.DEAD || partState == PartStates.DEACTIVATED) message.Append(base.part.partInfo.title);
{ message.Append("]: ");
Tools.PostDebugMessage(string.Format(  
"{0}: {1} on {2} cannot transmit: {3}", message.Append("Beginning transmission ");
this.GetType().Name,  
this.part.partInfo.title, if (this.KerbinDirect)
this.vessel.vesselName, {
Enum.GetName(typeof(PartStates), partState) message.Append("directly to Kerbin.");
));  
return false;  
}  
return this.relay.CanTransmit();  
}  
   
// Override ModuleDataTransmitter.TransmitData to check against CanTransmit and fail out when CanTransmit  
// returns false.  
public new void TransmitData(List<ScienceData> dataQueue)  
{  
this.PreTransmit_SetPacketSize();  
this.PreTransmit_SetPacketResourceCost();  
   
if (this.CanTransmit())  
{  
StringBuilder message = new StringBuilder();  
   
message.Append("[");  
message.Append(base.part.partInfo.title);  
message.Append("]: ");  
   
message.Append("Beginning transmission ");  
   
if (this.relay.nearestRelay == null)  
{  
message.Append("directly to Kerbin.");  
}  
else  
{  
message.Append("via ");  
message.Append(this.relay.nearestRelay);  
}  
   
ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);  
   
base.TransmitData(dataQueue);  
} }
else else
{ {
this.PostCannotTransmitError (); message.Append("via ");
} message.Append(this.relay.targetRelay);
  }
Tools.PostDebugMessage (  
"distance: " + this.transmitDistance return message.ToString();
+ " packetSize: " + this.packetSize }
+ " packetResourceCost: " + this.packetResourceCost  
); #if DEBUG
}  
   
// Override ModuleDataTransmitter.StartTransmission to check against CanTransmit and fail out when CanTransmit  
// returns false.  
public new void StartTransmission()  
{  
PreTransmit_SetPacketSize ();  
PreTransmit_SetPacketResourceCost ();  
   
Tools.PostDebugMessage (  
"distance: " + this.transmitDistance  
+ " packetSize: " + this.packetSize  
+ " packetResourceCost: " + this.packetResourceCost  
);  
   
if (this.CanTransmit())  
{  
StringBuilder message = new StringBuilder();  
   
message.Append("[");  
message.Append(base.part.partInfo.title);  
message.Append("]: ");  
   
message.Append("Beginning transmission ");  
   
if (this.relay.nearestRelay == null)  
{  
message.Append("directly to Kerbin.");  
}  
else  
{  
message.Append("via ");  
message.Append(this.relay.nearestRelay);  
}  
   
ScreenMessages.PostScreenMessage(message.ToString(), 4f, ScreenMessageStyle.UPPER_LEFT);  
   
base.StartTransmission();  
}  
else  
{  
this.PostCannotTransmitError ();  
}  
}  
   
public void Update()  
{  
if (this.actionUIUpdate)  
{  
this.UItransmitDistance = Tools.MuMech_ToSI(this.transmitDistance) + "m";  
this.UIpacketSize = this.CanTransmit() ? Tools.MuMech_ToSI(this.DataRate) + "MiT" : "N/A";  
this.UIpacketCost = this.CanTransmit() ? Tools.MuMech_ToSI(this.DataResourceCost) + "E" : "N/A";  
}  
}  
   
public void onPartActionUICreate(Part eventPart)  
{  
if (eventPart == base.part)  
{  
this.actionUIUpdate = true;  
}  
}  
   
public void onPartActionUIDismiss(Part eventPart)  
{  
if (eventPart == base.part)  
{  
this.actionUIUpdate = false;  
}  
}  
   
public override string ToString()  
{  
StringBuilder msg = new StringBuilder();  
   
msg.Append(this.part.partInfo.title);  
   
if (vessel != null)  
{  
msg.Append(" on ");  
msg.Append(vessel.vesselName);  
}  
   
return msg.ToString();  
}  
   
// 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.
#if DEBUG  
[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 (); PreTransmit_SetPacketSize ();
PreTransmit_SetPacketResourceCost (); PreTransmit_SetPacketResourceCost ();
   
string msg = string.Format( string msg = string.Format(
"'{0}'\n" + "'{0}'\n" +
"_basepacketSize: {1}\n" + "_basepacketSize: {1}\n" +
"packetSize: {2}\n" + "packetSize: {2}\n" +
"_basepacketResourceCost: {3}\n" + "_basepacketResourceCost: {3}\n" +
"packetResourceCost: {4}\n" + "packetResourceCost: {4}\n" +
"maxTransmitDistance: {5}\n" + "maxTransmitDistance: {5}\n" +
"transmitDistance: {6}\n" + "transmitDistance: {6}\n" +
"nominalRange: {7}\n" + "nominalRange: {7}\n" +
"CanTransmit: {8}\n" + "CanTransmit: {8}\n" +
"DataRate: {9}\n" + "DataRate: {9}\n" +
"DataResourceCost: {10}\n" + "DataResourceCost: {10}\n" +
"TransmitterScore: {11}\n" + "TransmitterScore: {11}\n" +
"NearestRelay: {12}\n" + "targetRelay: {12}\n" +
"Vessel ID: {13}", "KerbinDirect: {13}\n" +
  "Vessel ID: {14}",
this.name, this.name,
this._basepacketSize, this._basepacketSize,
base.packetSize, base.packetSize,
this._basepacketResourceCost, this._basepacketResourceCost,
base.packetResourceCost, base.packetResourceCost,
this.maxTransmitDistance, this.maxTransmitDistance,
this.transmitDistance, this.transmitDistance,
this.nominalRange, this.nominalRange,
this.CanTransmit(), this.CanTransmit(),
this.DataRate, this.DataRate,
this.DataResourceCost, this.DataResourceCost,
ScienceUtil.GetTransmitterScore(this), ScienceUtil.GetTransmitterScore(this),
this.relay.FindNearestRelay(), this.relay.targetRelay == null ? "null" : this.relay.targetRelay.ToString(),
  this.KerbinDirect,
this.vessel.id this.vessel.id
); );
Tools.PostDebugMessage(msg);  
  Tools.PostLogMessage(msg);
} }
   
[KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)] [KSPEvent (guiName = "Dump Vessels", active = true, guiActive = true)]
public void PrintAllVessels() public void PrintAllVessels()
{ {
StringBuilder sb = new StringBuilder(); StringBuilder sb = new StringBuilder();
   
sb.Append("Dumping FlightGlobals.Vessels:"); sb.Append("Dumping FlightGlobals.Vessels:");
   
foreach (Vessel vessel in FlightGlobals.Vessels) Vessel vessel;
{ for (int i = 0; i < FlightGlobals.Vessels.Count; 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()); Tools.PostDebugMessage(sb.ToString());
} }
   
[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, toadicus // Copyright © 2014, 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)]
   
// 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("1.0.0.*")] [assembly: AssemblyVersion("1.8.*")]
// 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, toadicus // Copyright © 2014, 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 System; using System;
using System.Linq; using ToadicusTools;
   
namespace AntennaRange namespace AntennaRange
{ {
/* /// <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>
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.
protected ProtoPartSnapshot protoPart; private ProtoPartSnapshot protoPart;
   
  /// <summary>
  /// Gets the parent Vessel.
  /// </summary>
public override Vessel vessel public override Vessel vessel
{ {
get get
{ {
return this.protoPart.pVesselRef.vesselRef; if (this.protoPart != null && this.protoPart.pVesselRef != null)
  {
  return this.protoPart.pVesselRef.vesselRef;
  }
  else
  {
  Tools.PostLogMessage("{0}: Could not fetch vessel! {1}{2}{3}",
  this.ToString(),
  this.protoPart == null ? "\n\tprotoPart=Null" : string.Empty,
  this.protoPart != null && this.protoPart.pVesselRef == null ? "\n\tthis.protoPart.pVesselRef=Null" : string.Empty,
  this.protoPart != null && this.protoPart.pVesselRef != null && this.protoPart.pVesselRef.vesselRef == null ? "\n\tthis.protoPart.pVesselRef.vesselRef=Null" : string.Empty
  );
  return null;
  }
} }
} }
   
/// <summary> /// <summary>
/// The maximum distance at which this transmitter can operate. /// Gets the nominal transmit distance at which the Antenna behaves just as prescribed by Squad's config.
/// </summary> /// </summary>
/// <value>The max transmit distance.</value> public override double nominalTransmitDistance
public override float maxTransmitDistance {
  get
  {
  return this.moduleRef.nominalTransmitDistance;
  }
  }
   
  /// <summary>
  /// The maximum distance at which this relay can operate.
  /// </summary>
  public override double maxTransmitDistance
{ {
get get
{ {
return moduleRef.maxTransmitDistance; return moduleRef.maxTransmitDistance;
} }
} }
   
/// <summary> /// <summary>
/// Gets a value indicating whether this <see cref="AntennaRange.ProtoDataTransmitter"/> has been checked during /// Gets the underlying part's title.
/// the current relay attempt.  
/// </summary> /// </summary>
/// <value><c>true</c> if relay checked; otherwise, <c>false</c>.</value> /// <value>The title.</value>
public override bool relayChecked public string Title
{ {
get; get
protected set; {
  if (this.protoPart != null && this.protoPart.partInfo != null)
  {
  return this.protoPart.partInfo.title;
  }
   
  return string.Empty;
  }
} }
   
/// <summary> /// <summary>
/// Gets the underlying part's title. /// Determines whether this instance can transmit.
  /// <c>true</c> if this instance can transmit; otherwise, <c>false</c>.
/// </summary> /// </summary>
/// <value>The title.</value>  
public string title  
{  
get  
{  
return this.protoPart.partInfo.title;  
}  
}  
   
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( Tools.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();
} }
   
  /// <summary>
  /// Returns a <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.
  /// </summary>
  /// <returns>A <see cref="System.String"/> that represents the current <see cref="AntennaRange.ProtoAntennaRelay"/>.</returns>
public override string ToString() public override string ToString()
{ {
return string.Format( System.Text.StringBuilder sb = new System.Text.StringBuilder();
"{0} on {1} (proto)",  
this.title, sb.Append(this.Title);
this.protoPart.pVesselRef.vesselName  
); if (this.protoPart != null && this.protoPart.pVesselRef != null)
  {
  sb.AppendFormat(" on {0}", this.protoPart.pVesselRef.vesselName);
  }
   
  return sb.ToString();
} }
   
/// <summary> /// <summary>
/// Initializes a new instance of the <see cref="AntennaRange.ProtoAntennaRelay"/> class. /// Initializes a new instance of the <see cref="AntennaRange.AntennaRelay"/> class.
/// </summary> /// </summary>
/// <param name="ms">The ProtoPartModuleSnapshot to wrap</param> /// <param name="prefabRelay">The module reference underlying this AntennaRelay,
/// <param name="vessel">The parent Vessel</param> /// as an <see cref="AntennaRange.IAntennaRelay"/></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;
}  
   
~ProtoAntennaRelay() Tools.PostLogMessage("{0}: constructed {1}", this.GetType().Name, this.ToString());
{  
Tools.PostDebugMessage(string.Format(  
"{0}: destroyed",  
this.ToString()  
));  
} }
} }
} }
   
   
// AntennaRange // AntennaRange
// //
// RelayDatabase.cs // RelayDatabase.cs
// //
// Copyright © 2014, toadicus // Copyright © 2014, 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
   
using KSP; using KSP;
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;  
using System.Text; using System.Text;
  using ToadicusTools;
using UnityEngine; using UnityEngine;
   
namespace AntennaRange namespace AntennaRange
{ {
public class RelayDatabase public class RelayDatabase
{ {
/* /*
* Static members * Static members
* */ * */
// Singleton storage // Singleton storage
protected static RelayDatabase _instance; private static RelayDatabase _instance;
// Gets the singleton // Gets the singleton
public static RelayDatabase Instance public static RelayDatabase Instance
{ {
get get
{ {
if (_instance == null) if (_instance == null)
{ {
_instance = new RelayDatabase(); _instance = new RelayDatabase();
} }
   
return _instance; return _instance;
} }
} }
   
/* /*
* 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.
protected Dictionary<Guid, Dictionary<int, IAntennaRelay>> relayDatabase; private Dictionary<Guid, List<IAntennaRelay>> relayDatabase;
  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
protected Dictionary<Guid, int> vesselPartCountTable; private Dictionary<Guid, int> vesselPartCountTable;
   
// Vessel.id-keyed hash table of booleans to track what vessels have been checked so far this time. // Vessel.id-keyed hash table of booleans to track what vessels have been checked so far this time.
public Dictionary<Guid, bool> CheckedVesselsTable; public Dictionary<Guid, bool> CheckedVesselsTable;
   
protected int cacheHits; private int cacheHits;
protected 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 Dictionary<int, 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]; return relayDatabase[vessel.id].AsReadOnly();
} }
} }
   
/* /*
* Methods * Methods
* */ * */
  // Remove a vessel from the cache, if it exists.
  public void DirtyVessel(Vessel vessel)
  {
  this.relayDatabase.Remove(vessel.id);
  this.vesselPartCountTable.Remove(vessel.id);
  this.relayDatabase.Remove(vessel.id);
  }
   
  // Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.
  public bool ContainsKey(Guid key)
  {
  return this.relayDatabase.ContainsKey(key);
  }
   
  // Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.
  public bool ContainsKey(Vessel vessel)
  {
  return this.ContainsKey(vessel.id);
  }
   
  public IAntennaRelay GetBestVesselRelay(Vessel vessel)
  {
  IAntennaRelay relay;
  if (this.bestRelayTable.TryGetValue(vessel.id, out relay))
  {
  return relay;
  }
  else
  {
  var dump = this[vessel];
  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
public 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 Dictionary<int, 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
public 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
)); ));
} }
   
Dictionary<int, 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;
}  
   
// Remove a vessel from the cache, if it exists.  
public void DirtyVessel(Vessel vessel)  
{  
if (this.relayDatabase.ContainsKey(vessel.id))  
{  
this.relayDatabase.Remove(vessel.id);  
}  
if (this.vesselPartCountTable.ContainsKey(vessel.id))  
{  
this.vesselPartCountTable.Remove(vessel.id);  
}  
}  
   
// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel id.  
public bool ContainsKey(Guid key)  
{  
return this.relayDatabase.ContainsKey(key);  
}  
   
// Returns true if both the relayDatabase and the vesselPartCountDB contain the vessel.  
public bool ContainsKey(Vessel vessel)  
{  
return this.ContainsKey(vessel.id);  
} }
   
// 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( Tools.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.
public void onSceneChange(GameScenes scene) private void onSceneChange(GameScenes scene)
{ {
// If the active vessel is a real thing... // If the active vessel is a real thing...
if (FlightGlobals.ActiveVessel != null) if (FlightGlobals.ActiveVessel != null)
{ {
// ... dirty its cache // ... dirty its cache
this.onVesselEvent(FlightGlobals.ActiveVessel); this.onVesselEvent(FlightGlobals.ActiveVessel);
} }
} }
   
// Runs when parts are undocked // Runs when parts are undocked
public 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
public 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
protected void getVesselRelays(Vessel vessel, ref Dictionary<int, 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( Tools.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;
  IAntennaRelay bestRelay = null;
  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( Tools.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...
foreach (Part part in vessel.Parts) Part part;
{ for (int partIdx = 0; partIdx < vessel.Parts.Count; partIdx++)
  {
  part = vessel.Parts[partIdx];
   
// ...loop through the PartModules in the Part... // ...loop through the PartModules in the Part...
foreach (PartModule module in part.Modules) PartModule module;
  for (int modIdx = 0; modIdx < part.Modules.Count; 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);
   
  if (relay.maxTransmitDistance > bestRelayRange)
  {
  bestRelayRange = relay.maxTransmitDistance;
  bestRelay = relay;
  }
   
// ...add the module to the table // ...add the module to the table
relays.Add(part.GetHashCode(), module as IAntennaRelay); 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( Tools.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...
foreach (ProtoPartSnapshot pps in vessel.protoVessel.protoPartSnapshots) ProtoPartSnapshot pps;
{ for (int ppsIdx = 0; ppsIdx < vessel.protoVessel.protoPartSnapshots.Count; ppsIdx++)
  {
  pps = vessel.protoVessel.protoPartSnapshots[ppsIdx];
   
Tools.PostDebugMessage(string.Format( Tools.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( Tools.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...
foreach (PartModule module in partPrefab.Modules) PartModule module;
  for (int modIdx = 0; modIdx < partPrefab.Modules.Count; modIdx++)
{ {
  module = partPrefab.Modules[modIdx];
   
Tools.PostDebugMessage(string.Format( Tools.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( Tools.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);
   
  if (relay.maxTransmitDistance > bestRelayRange)
  {
  bestRelayRange = relay.maxTransmitDistance;
  bestRelay = relay;
  }
   
// ...build a new ProtoAntennaRelay and add it to the table // ...build a new ProtoAntennaRelay and add it to the table
relays.Add(pps.GetHashCode(), new ProtoAntennaRelay(module as IAntennaRelay, pps)); 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;
   
Tools.PostDebugMessage(string.Format( Tools.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
protected RelayDatabase() private RelayDatabase()
{ {
// Initialize the databases // Initialize the databases
this.relayDatabase = new Dictionary<Guid, Dictionary<int, IAntennaRelay>>(); this.relayDatabase = new Dictionary<Guid, List<IAntennaRelay>>();
  this.bestRelayTable = new Dictionary<Guid, IAntennaRelay>();
this.vesselPartCountTable = new Dictionary<Guid, int>(); this.vesselPartCountTable = new Dictionary<Guid, int>();
this.CheckedVesselsTable = new Dictionary<Guid, bool>(); this.CheckedVesselsTable = new Dictionary<Guid, bool>();
   
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);
} }
   
~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);
   
Tools.PostDebugMessage(this.GetType().Name + " destroyed."); Tools.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 = new StringBuilder(); StringBuilder sb = new StringBuilder();
   
sb.Append("Dumping RelayDatabase:"); sb.Append("Dumping RelayDatabase:");
   
foreach (Guid id in this.relayDatabase.Keys) var dbEnum = this.relayDatabase.GetEnumerator();
{ IList<IAntennaRelay> vesselRelays;
sb.AppendFormat("\nVessel {0}:", id); while (dbEnum.MoveNext())
  {
foreach (IAntennaRelay relay in this.relayDatabase[id].Values) sb.AppendFormat("\nVessel {0}:", dbEnum.Current.Key);
{  
  vesselRelays = dbEnum.Current.Value;
  IAntennaRelay relay;
  for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
  {
  relay = vesselRelays[rIdx];
sb.AppendFormat("\n\t{0}", relay.ToString()); sb.AppendFormat("\n\t{0}", relay.ToString());
} }
} }
   
Tools.PostDebugMessage(sb.ToString()); Tools.PostDebugMessage(sb.ToString());
} }
#endif #endif
} }
} }
   
   
  // AntennaRange
  //
  // Extensions.cs
  //
  // Copyright © 2014, toadicus
  // All rights reserved.
  //
  // Redistribution and use in source and binary forms, with or without modification,
  // are permitted provided that the following conditions are met:
  //
  // 1. Redistributions of source code must retain the above copyright notice,
  // this list of conditions and the following disclaimer.
  //
  // 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
  // materials provided with the distribution.
  //
  // 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.
  //
  // 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
  // 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
  // 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
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 
  using System;
  using System.Collections.Generic;
  using ToadicusTools;
 
  namespace AntennaRange
  {
  /// <summary>
  /// A class of utility extensions for Vessels and Relays to help find a relay path back to Kerbin.
  /// </summary>
  public static class RelayExtensions
  {
  /// <summary>
  /// Returns the distance between this IAntennaRelay and a Vessel
  /// </summary>
  /// <param name="relay">This <see cref="IAntennaRelay"/></param>
  /// <param name="Vessel">A <see cref="Vessel"/></param>
  public static double DistanceTo(this AntennaRelay relay, Vessel Vessel)
  {
  return relay.vessel.DistanceTo(Vessel);
  }
 
  /// <summary>
  /// Returns the distance between this IAntennaRelay and a CelestialBody
  /// </summary>
  /// <param name="relay">This <see cref="IAntennaRelay"/></param>
  /// <param name="body">A <see cref="CelestialBody"/></param>
  public static double DistanceTo(this AntennaRelay relay, CelestialBody body)
  {
  return relay.vessel.DistanceTo(body) - body.Radius;
  }
 
  /// <summary>
  /// Returns the distance between this IAntennaRelay and another IAntennaRelay
  /// </summary>
  /// <param name="relayOne">This <see cref="IAntennaRelay"/></param>
  /// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>
  public static double DistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
  {
  return relayOne.DistanceTo(relayTwo.vessel);
  }
 
  /// <summary>
  /// Returns the square of the distance between this IAntennaRelay and a Vessel
  /// </summary>
  /// <param name="relay">This <see cref="IAntennaRelay"/></param>
  /// <param name="vessel">A <see cref="Vessel"/></param>
  public static double sqrDistanceTo(this AntennaRelay relay, Vessel vessel)
  {
  return relay.vessel.sqrDistanceTo(vessel);
  }
 
  /// <summary>
  /// Returns the square of the distance between this IAntennaRelay and a CelestialBody
  /// </summary>
  /// <param name="relay">This <see cref="IAntennaRelay"/></param>
  /// <param name="body">A <see cref="CelestialBody"/></param>
  public static double sqrDistanceTo(this AntennaRelay relay, CelestialBody body)
  {
  return relay.vessel.sqrDistanceTo(body);
  }
 
  /// <summary>
  /// Returns the square of the distance between this IAntennaRelay and another IAntennaRelay
  /// </summary>
  /// <param name="relayOne">This <see cref="IAntennaRelay"/></param>
  /// <param name="relayTwo">Another <see cref="IAntennaRelay"/></param>
  public static double sqrDistanceTo(this AntennaRelay relayOne, IAntennaRelay relayTwo)
  {
  return relayOne.vessel.sqrDistanceTo(relayTwo.vessel);
  }
 
  /// <summary>
  /// Returns all of the PartModules or ProtoPartModuleSnapshots implementing IAntennaRelay in this Vessel.
  /// </summary>
  /// <param name="vessel">This <see cref="Vessel"/></param>
  public static IList<IAntennaRelay> GetAntennaRelays (this Vessel vessel)
  {
  return RelayDatabase.Instance[vessel];
  }
 
  /// <summary>
  /// Determines if the specified vessel has a connected relay.
  /// </summary>
  /// <returns><c>true</c> if the specified vessel has a connected relay; otherwise, <c>false</c>.</returns>
  /// <param name="vessel"></param>
  public static bool HasConnectedRelay(this Vessel vessel)
  {
  IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
  IAntennaRelay relay;
  for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
  {
  relay = vesselRelays[rIdx];
  if (relay.CanTransmit())
  {
  return true;
  }
  }
 
  return false;
  }
 
  /// <summary>
  /// Gets the <see cref="AntennaRange.ConnectionStatus"/> for this <see cref="Vessel"/>
  /// </summary>
  /// <param name="vessel">This <see cref="Vessel"/></param>
  public static ConnectionStatus GetConnectionStatus(this Vessel vessel)
  {
  bool canTransmit = false;
 
  IList<IAntennaRelay> vesselRelays = RelayDatabase.Instance[vessel];
  IAntennaRelay relay;
  for (int rIdx = 0; rIdx < vesselRelays.Count; rIdx++)
  {
  relay = vesselRelays[rIdx];
  if (relay.CanTransmit())
  {
  canTransmit = true;
  if (relay.transmitDistance <= relay.nominalTransmitDistance)
  {
  return ConnectionStatus.Optimal;
  }
  }
  }
 
  if (canTransmit)
  {
  return ConnectionStatus.Suboptimal;
  }
  else
  {
  return ConnectionStatus.None;
  }
  }
 
  /// <summary>
  /// Gets the best relay on this Vessel. The best relay may not be able to transmit.
  /// </summary>
  /// <param name="vessel">This <see cref="Vessel"/></param>
  public static IAntennaRelay GetBestRelay(this Vessel vessel)
  {
  return RelayDatabase.Instance.GetBestVesselRelay(vessel);
  }
  }
 
  #pragma warning disable 1591
  /// <summary>
  /// An Enum describing the connection status of a vessel or relay.
  /// </summary>
  public enum ConnectionStatus
  {
  None,
  Suboptimal,
  Optimal
  }
  }
 
 
file:b/VesselCache.cs (new)
  // AntennaRange © 2015 toadicus
  //
  // 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/
  using System;
 
  namespace AntennaRange
  {
  public class Relay
  {
  public Vessel vessel;
  public IAntennaRelay targetRelay;
  }
  }
 
 
file:b/toolbarIcon.xcf (new)
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