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PDU Types

mcgredonps edited this page Jul 4, 2018 · 73 revisions

This page outlines the types of PDUs that DIS programs use. More detailed information can be found in IEEE 1278.1 chapter 7. The description numbers have not changed since version 5; it is now at release 7. The PDUs sometimes slightly changed names.

To add framework yourself, you can edit a PDU to go with. There are some inherent problems with the programming language you use, and it will be a bit difficult to use a JavaScript language implementation "class structure" with a Java class structure that does exist. Your computer programming language may differ. You can create something similar to this with a language-specific wiki in github. Or you can add new segments to this wiki.

[Some Name PDU](https://github.com/open-dis/DISTutorial/wiki/Some-Name-PDU)

And then add a page as "Some Name PDU" as a link.

Here's a grouping if PDU types, for example "Entity Information" and "Combat".

PDU Family Names and Number PDU Names and Numbers
Entity Information/Interaction (1) Entity State PDU (1), Collision PDU (4), Collision-Elastic (66), Entity State Update (67), Attribute (72)
Warfare (2) Fire PDU (2), Detonation PDU (3), Directed Energy Fire (68), Entity Damage Status (69)
Logistics (3) Service Request PDU (5), Resupply Offer PDU (6), Resupply Received PDU (7), Resupply Cancel PDU (8), Repair Complete PDU (9), Repair Response PDU (10)
Simulation Management (5) Create Entity PDU (11), Remove Entity (12), Start/Resume (13), Stop/Freeze (14), Acknowledge (15), Action Request (16) Action Response (17), Data Query (18), Set Data (19), Data (20), EventReport (21), Comment (22)
Distributed Emission Regeneration (3) Electromagnetic Emission(23), Designator PDU (24), Underwater Acoustic (UA) (29), IFF (28),Supplemental Emission/Entity State (SEES) (30)
Radio Communications (4) Transmitter (25), Signal (26), Receiver (27), Intercom Signal (31), Intercom Control (32)
Entity Management (7) Aggregate State (33), IsGroupOf (34), Transfer Ownership (35), IsPartOf (36)
Minefield (8) IsPartOf (36), Minefield State (37), Minefield Query (38), Minefield Data (39), Minefield Response Negative Acknowledgment (NACK) (40)
Synthetic Environment (9) Environmental Process (41), Gridded Data (42), Point Object State (43), Linear Object State (44), Areal Object State (45)
Simulation Management with Reliability (10) Create Entity-R (51), Remove Entity-R (52), Start/Resume-R (53), Stop/Freeze-R (54), Acknowledge-R (55), Action Request-R (56), Action Response-R (57), Data Query-R (58), Set Data-R (59), Data-R(60), EventReport-R(61), Comment-RMessage(62), RecordQuery-R(65), SetRecord-R(64), Record-R(63)
Information Operations (13) Information Operations Action (70), Information Operations Report (71)
Live Entity (LE) (11) (defined in Clause 9) Time Space Position Information (TSPI) (46), Appearance (47), Articulated Parts (48), LE Fire (49), LE Detonation (50)
Non-Real-Time Protocol (12) Defined in IEEE-1268.1 Clause 8

No Family

Sometimes programmers overlook setting up default family values in the header values. Without having values for fields you could cause problems. (From your own programming standpoint, you should discard a PDU with a zero in the PDU Header field.) Perhaps one simulation will receive and decode DIS families for PDUs it can't handle, such as logistics or radio communication. Not handing off the PDUs to decode can save some cycles.

Entity Information/Interaction Family

The Entity Information/Interaction PDU family members are responsible for exchanging information such as entity positions, orientations, speed, collisions, and more. The unique ID of the family is 1.

The ESPDU communicates the following information about the entity's state. It is often the most used PDU. The value of ESPDU PDU type field in the header is 1. A link to a Javadoc documentation is available.

Collisions are PDU ID 4.

The Collision PDUs are used to communicate collisions between two simulated entities or between an entity and an object in the simulated world.

Collision-Elastic PDUs have ID 66

Collision-Elastic PDUs provide a mechanism for introducing high-fidelity interactions in DIS exercises.

The Entity State Update PDU has an ID of 67.

The ES Update PDU reduces network bandwidth by communicating only specific non-static information about an entity's state. This is a complement to, not replacement for, the ESPDU. Information contained mirrors the ESPDU.

The Attribute PDU has an ID of 72

The Attribute PDU serves two functions. It is a means to extending a PDU with additional information not defined in the PDU itself. It may also be used to communicate attributes that are not associated with a specific PDU type.

Warfare Family

The Warfare Family has a value of 2.

The PDU type is 2.

The Fire PDU communicates information associated with the firing of a weapon or expendable. This information feeds visuals, sensors, and effects at the moment of firing and is used to identify the firing entity.

The PDU type is 3.

The Detonation PDU communicates the impact or detonation of a munition, non-munition explosion, or the burst/ignition of an expendable.

The PDU type is 68.

The Directed Energy PDU relates to lasers.

Type PDU type is 69.

Energy damage also relates to lasers.

Logistics Family

Simulation Management Family

Distributed Emission Regeneration Family

Radio Communications Family

Entity Management Family

Minefield Family

Synthetic Environment Family

Simulation Management with Reliability Family

Information Operations Family

Live Entity Family

Non-Real-Time Protocol Family

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