dumbo2007
Crazy about real time sims
Hi,
I am trying to send data out of Orbiter using a plugin, to another application. I am using Winsock. The plugin is a class derived from oapi::Module and I overload the required functions like clbkPreStep(). In the constructor of this class I launch a thread that transmits data using send() to a simple client in the same computer.
The plugin is loaded correctly when I start the launchpad and select it. It sends data continuously till I decide to launch a scenario. After launching a scenario data is sent for about 10 times until it suddenly fails. The receive in the client is a blocking call and accordingly blocks waiting for data from the plugin inside orbiter. I am using a bare bones server in the plugin and also a very simple client. There is no blocking due to firewall etc as data would not have begun going through if that were the case.
I am suspecting that the Winsock system is somehow affected after a scenario launch. Has anyone else ever faced such an issue ?
I am trying to send data out of Orbiter using a plugin, to another application. I am using Winsock. The plugin is a class derived from oapi::Module and I overload the required functions like clbkPreStep(). In the constructor of this class I launch a thread that transmits data using send() to a simple client in the same computer.
The plugin is loaded correctly when I start the launchpad and select it. It sends data continuously till I decide to launch a scenario. After launching a scenario data is sent for about 10 times until it suddenly fails. The receive in the client is a blocking call and accordingly blocks waiting for data from the plugin inside orbiter. I am using a bare bones server in the plugin and also a very simple client. There is no blocking due to firewall etc as data would not have begun going through if that were the case.
I am suspecting that the Winsock system is somehow affected after a scenario launch. Has anyone else ever faced such an issue ?