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+// Scene network replication example.
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+// This sample demonstrates:
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+// - Creating a scene in which network clients can join;
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+// - Giving each client an object to control and sending the controls from the clients to the server,
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+// where the authoritative simulation happens;
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+// - Controlling a physics object's movement by applying forces;
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+
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+#include "Utilities/Sample.as"
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+
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+// UDP port we will use
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+const uint SERVER_PORT = 2345;
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+
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+// Control bits we define
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+const uint CTRL_FORWARD = 1;
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+const uint CTRL_BACK = 2;
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+const uint CTRL_LEFT = 4;
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+const uint CTRL_RIGHT = 8;
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+
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+// Record for each connected client
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+class Client
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+{
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+ Connection@ connection;
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+ Node@ object;
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+}
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+Text@ instructionsText;
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+UIElement@ buttonContainer;
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+LineEdit@ textEdit;
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+Button@ connectButton;
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+Button@ disconnectButton;
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+Button@ startServerButton;
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+Array<Client> clients;
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+float yaw = 0.0f;
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+float pitch = 1.0f;
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+uint clientObjectID = 0;
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+
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+void Start()
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+{
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+ // Execute the common startup for samples
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+ SampleStart();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateUI();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to necessary events
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+ SubscribeToEvents();
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+}
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+
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+void CreateScene()
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+{
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+ scene_ = Scene();
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+
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+ // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
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+ // when a client connects
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+ scene_.CreateComponent("Octree", LOCAL);
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+ scene_.CreateComponent("PhysicsWorld", LOCAL);
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+
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+ // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
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+ // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
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+ Node@ zoneNode = scene_.CreateChild("Zone", LOCAL);
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+ Zone@ zone = zoneNode.CreateComponent("Zone");
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+ zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
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+ zone.fogStart = 100.0f;
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+ zone.fogEnd = 300.0f;
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+
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+ // Create a directional light without shadows
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+ Node@ lightNode = scene_.CreateChild("DirectionalLight", LOCAL);
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+ lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
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+ Light@ light = lightNode.CreateComponent("Light");
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+ light.lightType = LIGHT_DIRECTIONAL;
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+ light.color = Color(0.2f, 0.2f, 0.2f);
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+ light.specularIntensity = 1.0f;
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+
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+ // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
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+ for (int y = -20; y <= 20; ++y)
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+ {
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+ for (int x = -20; x <= 20; ++x)
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+ {
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+ Node@ floorNode = scene_.CreateChild("FloorTile", LOCAL);
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+ floorNode.position = Vector3(x * 20.2f, -0.5f, y * 20.2f);
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+ floorNode.scale = Vector3(20.0f, 1.0f, 20.0f);
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+ StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
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+ floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
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+ floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
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+
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+ RigidBody@ body = floorNode.CreateComponent("RigidBody");
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+ body.friction = 1.0f;
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+ CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
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+ shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
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+ }
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog
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+ cameraNode = scene_.CreateChild("Camera", LOCAL);
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+ Camera@ camera = cameraNode.CreateComponent("Camera");
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+ camera.farClip = 300.0f;
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
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+}
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+
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+void CreateUI()
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+{
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+ XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
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+ // Set style to the UI root so that elements will inherit it
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+ ui.root.defaultStyle = uiStyle;
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+
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+ // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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+ // control the camera, and when visible, it will point the raycast target
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+ Cursor@ cursor = Cursor();
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+ cursor.SetStyleAuto(uiStyle);
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+ ui.cursor = cursor;
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+ // Set starting position of the cursor at the rendering window center
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+ cursor.SetPosition(graphics.width / 2, graphics.height / 2);
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+
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+ // Construct the instructions text element
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+ instructionsText = ui.root.CreateChild("Text");
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+ instructionsText.text = "Use WASD keys to move and RMB to rotate view";
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+ instructionsText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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+ // Position the text relative to the screen center
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+ instructionsText.horizontalAlignment = HA_CENTER;
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+ instructionsText.verticalAlignment = VA_CENTER;
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+ instructionsText.SetPosition(0, graphics.height / 4);
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+ // Hide until connected
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+ instructionsText.visible = false;
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+
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+ buttonContainer = ui.root.CreateChild("UIElement");
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+ buttonContainer.SetFixedSize(500, 20);
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+ buttonContainer.SetPosition(20, 20);
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+ buttonContainer.layoutMode = LM_HORIZONTAL;
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+
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+ textEdit = buttonContainer.CreateChild("LineEdit");
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+ textEdit.SetStyleAuto();
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+
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+ connectButton = CreateButton("Connect", 90);
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+ disconnectButton = CreateButton("Disconnect", 100);
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+ startServerButton = CreateButton("Start Server", 110);
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+
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+ UpdateButtons();
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+}
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+
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+void SetupViewport()
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+{
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe to fixed timestep physics updates for setting or applying controls
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+ SubscribeToEvent("PhysicsPreStep", "HandlePhysicsPreStep");
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+
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+ // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
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+ // of the usual Update so that physics simulation has already proceeded for the frame, and can
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+ // accurately follow the object with the camera
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+ SubscribeToEvent("PostUpdate", "HandlePostUpdate");
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+
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+ // Subscribe to button actions
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+ SubscribeToEvent(connectButton, "Released", "HandleConnect");
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+ SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect");
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+ SubscribeToEvent(startServerButton, "Released", "HandleStartServer");
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+
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+ // Subscribe to network events
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+ SubscribeToEvent("ServerConnected", "HandleConnectionStatus");
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+ SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus");
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+ SubscribeToEvent("ConnectFailed", "HandleConnectionStatus");
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+ SubscribeToEvent("ClientConnected", "HandleClientConnected");
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+ SubscribeToEvent("ClientDisconnected", "HandleClientDisconnected");
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+ // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
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+ SubscribeToEvent("ClientObjectID", "HandleClientObjectID");
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+}
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+
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+Button@ CreateButton(const String& text, int width)
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+{
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+ Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
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+
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+ Button@ button = buttonContainer.CreateChild("Button");
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+ button.SetStyleAuto();
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+ button.SetFixedWidth(width);
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+
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+ Text@ buttonText = button.CreateChild("Text");
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+ buttonText.SetFont(font, 12);
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+ buttonText.SetAlignment(HA_CENTER, VA_CENTER);
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+ buttonText.text = text;
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+
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+ return button;
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+}
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+
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+void UpdateButtons()
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+{
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+ Connection@ serverConnection = network.serverConnection;
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+ bool serverRunning = network.serverRunning;
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+
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+ // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
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+ connectButton.visible = serverConnection is null && !serverRunning;
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+ disconnectButton.visible = serverConnection !is null || serverRunning;
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+ startServerButton.visible = serverConnection is null && !serverRunning;
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+ textEdit.visible = serverConnection is null && !serverRunning;
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+}
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+
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+Node@ CreateControllableObject()
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+{
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+ // Create the scene node & visual representation. This will be a replicated object
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+ Node@ ballNode = scene_.CreateChild("Ball");
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+ ballNode.position = Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f);
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+ ballNode.SetScale(0.5f);
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+ StaticModel@ ballObject = ballNode.CreateComponent("StaticModel");
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+ ballObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
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+ ballObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
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+
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+ // Create the physics components
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+ RigidBody@ body = ballNode.CreateComponent("RigidBody");
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+ body.mass = 1.0f;
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+ body.friction = 1.0f;
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+ // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
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+ body.linearDamping = 0.5f;
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+ body.angularDamping = 0.5f;
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+ CollisionShape@ shape = ballNode.CreateComponent("CollisionShape");
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+ shape.SetSphere(1.0f);
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+
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+ // Create a random colored point light at the ball so that can see better where is going
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+ Light@ light = ballNode.CreateComponent("Light");
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+ light.range = 3.0f;
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+ light.color = Color(0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f);
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+
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+ return ballNode;
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+}
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+
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+void MoveCamera()
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+{
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+ // Right mouse button controls mouse cursor visibility: hide when pressed
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+ ui.cursor.visible = !input.mouseButtonDown[MOUSEB_RIGHT];
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+
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
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+ // when the cursor is hidden
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+ if (!ui.cursor.visible)
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+ {
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+ IntVector2 mouseMove = input.mouseMove;
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+ yaw += MOUSE_SENSITIVITY * mouseMove.x;
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+ pitch += MOUSE_SENSITIVITY * mouseMove.y;
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+ pitch = Clamp(pitch, 1.0f, 90.0f);
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+ }
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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+
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+ // Only move the camera / show instructions if we have a controllable object
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+ bool showInstructions = false;
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+ if (clientObjectID != 0)
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+ {
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+ Node@ ballNode = scene_.GetNode(clientObjectID);
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+ if (ballNode !is null)
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+ {
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+ const float CAMERA_DISTANCE = 5.0f;
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+
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+ // Move camera some distance away from the ball
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+ cameraNode.position = ballNode.position + cameraNode.rotation * Vector3(0.0f, 0.0f, -1.0f) * CAMERA_DISTANCE;
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+ showInstructions = true;
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+ }
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+ }
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+
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+ instructionsText.visible = showInstructions;
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+}
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+
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+void HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // We only rotate the camera according to mouse movement since last frame, so do not need the time step
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+ MoveCamera();
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+}
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+
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+void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
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+{
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+ // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
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+ // and sets them to its server connection object, so that they will be sent to the server automatically at a
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+ // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
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+ Connection@ serverConnection = network.serverConnection;
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+
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+ // Client: collect controls
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+ if (serverConnection !is null)
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+ {
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+ Controls controls;
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+
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+ // Copy mouse yaw
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+ controls.yaw = yaw;
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+
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+ // Only apply WASD controls if there is no focused UI element
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+ if (ui.focusElement is null)
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+ {
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+ controls.Set(CTRL_FORWARD, input.keyDown['W']);
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+ controls.Set(CTRL_BACK, input.keyDown['S']);
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+ controls.Set(CTRL_LEFT, input.keyDown['A']);
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+ controls.Set(CTRL_RIGHT, input.keyDown['D']);
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+ }
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+
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+ serverConnection.controls = controls;
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+ // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
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+ // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
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+ serverConnection.position = cameraNode.position;
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+ }
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+ // Server: apply controls to client objects
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+ else if (network.serverRunning)
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+ {
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+ for (uint i = 0; i < clients.length; ++i)
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+ {
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+ Connection@ connection = clients[i].connection;
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+ // Get the object this connection is controlling
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+ Node@ ballNode = clients[i].object;
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+
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+ RigidBody@ body = ballNode.GetComponent("RigidBody");
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+
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+ // Torque is relative to the forward vector
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+ Quaternion rotation(0.0f, connection.controls.yaw, 0.0f);
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+
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+ const float MOVE_TORQUE = 3.0f;
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+
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+ // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
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+ // independent from rendering framerate. We could also apply forces (which would enable in-air control),
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+ // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
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+ if (connection.controls.buttons & CTRL_FORWARD != 0)
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+ body.ApplyTorque(rotation * Vector3(1.0f, 0.0f, 0.0f) * MOVE_TORQUE);
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+ if (connection.controls.buttons & CTRL_BACK != 0)
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+ body.ApplyTorque(rotation * Vector3(-1.0f, 0.0f, 0.0f) * MOVE_TORQUE);
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+ if (connection.controls.buttons & CTRL_LEFT != 0)
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+ body.ApplyTorque(rotation * Vector3(0.0f, 0.0f, 1.0f) * MOVE_TORQUE);
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+ if (connection.controls.buttons & CTRL_RIGHT != 0)
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+ body.ApplyTorque(rotation * Vector3(0.0f, 0.0f, -1.0f) * MOVE_TORQUE);
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+ }
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+ }
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+}
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+
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+void HandleConnect(StringHash eventType, VariantMap& eventData)
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+{
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+ String address = textEdit.text.Trimmed();
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+ if (address.empty)
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+ address = "localhost"; // Use localhost to connect if nothing else specified
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+
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+ // Connect to server, specify scene to use as a client for replication
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+ clientObjectID = 0; // Reset own object ID from possible previous connection
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+ network.Connect(address, SERVER_PORT, scene_);
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+
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+ UpdateButtons();
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+}
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+
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+void HandleDisconnect(StringHash eventType, VariantMap& eventData)
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+{
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+ Connection@ serverConnection = network.serverConnection;
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+ // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
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+ // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
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+ if (serverConnection !is null)
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+ {
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+ serverConnection.Disconnect();
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+ scene_.Clear(true, false);
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+ clientObjectID = 0;
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+ }
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+ // Or if we were running a server, stop it
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+ else if (network.serverRunning)
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+ {
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+ network.StopServer();
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+ scene_.Clear(true, false);
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+ }
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+
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+ UpdateButtons();
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+}
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+
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+void HandleStartServer(StringHash eventType, VariantMap& eventData)
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+{
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+ network.StartServer(SERVER_PORT);
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+
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+ UpdateButtons();
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+}
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+
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+void HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
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+{
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+ UpdateButtons();
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+}
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|
+
|
|
|
+void HandleClientConnected(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ // When a client connects, assign to scene to begin scene replication
|
|
|
+ Connection@ newConnection = eventData["Connection"].GetConnection();
|
|
|
+ newConnection.scene = scene_;
|
|
|
+
|
|
|
+ // Then create a controllable object for that client
|
|
|
+ Node@ newObject = CreateControllableObject();
|
|
|
+ Client newClient;
|
|
|
+ newClient.connection = newConnection;
|
|
|
+ newClient.object = newObject;
|
|
|
+ clients.Push(newClient);
|
|
|
+
|
|
|
+ // Finally send the object's node ID using a remote event
|
|
|
+ VariantMap remoteEventData;
|
|
|
+ remoteEventData["ID"] = newObject.id;
|
|
|
+ newConnection.SendRemoteEvent("ClientObjectID", true, remoteEventData);
|
|
|
+}
|
|
|
+
|
|
|
+void HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ // When a client disconnects, remove the controlled object
|
|
|
+ Connection@ connection = eventData["Connection"].GetConnection();
|
|
|
+ for (uint i = 0; i < clients.length; ++i)
|
|
|
+ {
|
|
|
+ if (clients[i].connection is connection)
|
|
|
+ {
|
|
|
+ clients[i].object.Remove();
|
|
|
+ clients.Erase(i);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void HandleClientObjectID(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ clientObjectID = eventData["ID"].GetUInt();
|
|
|
+}
|