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Lua In A Networked Client Server Setup

Hi Steve

Im reading through the information provided on the web page regarding
"Lua In A Networked Client Server Setup"

If GIT is running on the client PC, and requires the IP address and port of the server PC, what is the requirement on the server PC as far as software/utils (other than the Flight Sim of course).

Does the Client GIT require to connect to another copy of GIT running on the Server PC?
Or, does it connect to a licensed copy of FSUIPC, or is there something native in the FlightSim software that its connecting to?

This is leading on to a more complex question, but Ill frame that next, based on the answer from this question.

Regards
David
Regards
David

Comments

  • Hi David,

    The server PC needs to be running Flight Sim (Simconnect) and the Goflight Interface Module.dll (this dll handles the Lua code and provides the port for access).

    Best wishes
    Steve
  • Thanks Steve,

    so my next question is going to seem a bit strange, but there is a reason for it.

    What if the 'Client PC' was actually running P3D as well as the 'Server PC' running P3D.
    If the 'Client PC' had GIT running on it, but the LUA port configuration was actually pointing to the IP address of the Server PC, would that mean that the GIT native code would be communicating with P3D running on the 'Client PC' via Simconnect, but any LUA code running in the same copy of GIT on this Client PC, would actually be reading sim values from the 'Server PC'?

    I know that sounds like a very crazy/stupid setup, but there is a reason for this, and Im hoping that with a config like this, that GIT can solve an issue for me.

    I have a copy of P3D running on both PCSERVER, and PCCLIENT. PCCLIENT is synced via Wideview and WideTraffic products, meaning that the aircraft attitude and position are in sync with the aircraft running on the ServerPC. Some of the basic Sim values are transferred and synced from the 'Server' over to the 'Client', but not all using WideView.

    On complex aircraft, objects such as taxi lights and landing lights may not 'turn on' on the aircraft running on the CLIENTPC, because there may be additional LVars that need to be set to on, which are on the Server, but never synced over to the Client with Wideview.

    My idea is to use LUA code running on the CLIENTPC GIT (but pointing to Server LUA IP addr/port) to read some of these special values from the Server, and set GIT BEVAR variables to track these (in the CLIENTPC copy of GIT). I would then use native GIT code to read these same BEVARs, and then trigger native GIT code to set/manipulate the sim LVARs on the local CLIENTPC via SimConnect.

    I know this is complex and convoluted, and I'm not sure Ive explained the concept all that well, but Im hoping you might calculate if this scenario is at all possible.

    Regards
    David
    Regards
    David
  • GIT will connect to the local PC for Simconnect unless you have configured simconnect.ini to work over the network, in which case it will connect to the remote server.

    GIT always checks the LUA Config.txt file to determine where to connect for Lua scripting, so if you set this to the server, GIT will connect remotely for Lua even if its using Simconnect locally.

    So I think GIT will work the way you want it to, although I've not tried it, I can't think of anything obvious that may cause any problems.

    Best wishes
    Steve
  • Actually you may need GIT running on the server as well, because I suspect the module on the server will probably not be monitoring lvar changes because it has not received a connection from GIT via Simconnect.

    If it doesn't work without GIT on the server, let me know and I can make some quick changes to the module so that monitoring is activated when Lua connects without a Simconnect client.

    Best wishes
    STeve
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