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+//
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+// Copyright (c) 2008-2013 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Button.h"
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+#include "Camera.h"
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+#include "CollisionShape.h"
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+#include "Connection.h"
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+#include "Controls.h"
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+#include "CoreEvents.h"
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+#include "Cursor.h"
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+#include "Engine.h"
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+#include "Font.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "Light.h"
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+#include "LineEdit.h"
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+#include "Log.h"
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+#include "Material.h"
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+#include "Model.h"
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+#include "Network.h"
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+#include "NetworkEvents.h"
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+#include "Octree.h"
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+#include "PhysicsEvents.h"
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+#include "PhysicsWorld.h"
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+#include "Renderer.h"
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+#include "RigidBody.h"
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+#include "ResourceCache.h"
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+#include "StaticModel.h"
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+#include "Text.h"
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+#include "UI.h"
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+#include "UIEvents.h"
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+#include "XMLFile.h"
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+#include "Zone.h"
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+
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+#include "SceneReplication.h"
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+
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+#include "DebugNew.h"
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+
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+// UDP port we will use
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+static const unsigned short SERVER_PORT = 2345;
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+// Identifier for our custom remote event we use to tell the client which object they control
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+static const StringHash E_CLIENTOBJECTID("ClientObjectID");
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+// Identifier for the node ID parameter in the event data
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+static const ShortStringHash P_ID("ID");
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+
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+// Control bits we define
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+static const unsigned CTRL_FORWARD = 1;
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+static const unsigned CTRL_BACK = 2;
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+static const unsigned CTRL_LEFT = 4;
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+static const unsigned CTRL_RIGHT = 8;
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+
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+// Expands to this example's entry-point
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+DEFINE_APPLICATION_MAIN(SceneReplication)
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+
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+SceneReplication::SceneReplication(Context* context) :
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+ Sample(context),
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+ yaw_(0.0f),
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+ pitch_(1.0f)
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+{
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+}
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+
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+void SceneReplication::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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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 SceneReplication::CreateScene()
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+{
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+ scene_ = new Scene(context_);
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+
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+ // Create the camera. Limit far clip distance to match the fog. Camera is created outside the scene so that network
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+ // replication will not affect it (the scene will be cleared when connecting as a client)
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+ cameraNode_ = new Node(context_);
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+ Camera* camera = cameraNode_->CreateComponent<Camera>();
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+ camera->SetFarClip(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_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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+}
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+
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+void SceneReplication::CreateUI()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+ UIElement* root = ui->GetRoot();
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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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+ root->SetDefaultStyle(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 can interact with the login UI
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+ SharedPtr<Cursor> cursor(new Cursor(context_));
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+ cursor->SetStyleAuto(uiStyle);
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+ ui->SetCursor(cursor);
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+ // Set starting position of the cursor at the rendering window center
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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+
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+ // Construct the instructions text element
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+ instructionsText_ = ui->GetRoot()->CreateChild<Text>();
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+ instructionsText_->SetText(
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+ "Use WASD keys to move and RMB to rotate view"
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+ );
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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_->SetHorizontalAlignment(HA_CENTER);
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+ instructionsText_->SetVerticalAlignment(VA_CENTER);
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+ instructionsText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
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+ // Hide until connected
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+ instructionsText_->SetVisible(false);
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+
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+ buttonContainer_ = root->CreateChild<UIElement>();
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+ buttonContainer_->SetFixedSize(500, 20);
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+ buttonContainer_->SetPosition(20, 20);
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+ buttonContainer_->SetLayoutMode(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 SceneReplication::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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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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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void SceneReplication::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(E_PHYSICSPRESTEP, HANDLER(SceneReplication, 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(E_POSTUPDATE, HANDLER(SceneReplication, HandlePostUpdate));
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+
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+ // Subscribe to button actions
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+ SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(SceneReplication, HandleConnect));
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+ SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(SceneReplication, HandleDisconnect));
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+ SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(SceneReplication, HandleStartServer));
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+
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+ // Subscribe to network events
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+ SubscribeToEvent(E_SERVERCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_CONNECTFAILED, HANDLER(SceneReplication, HandleConnectionStatus));
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+ SubscribeToEvent(E_CLIENTCONNECTED, HANDLER(SceneReplication, HandleClientConnected));
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+ SubscribeToEvent(E_CLIENTDISCONNECTED, HANDLER(SceneReplication, 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(E_CLIENTOBJECTID, HANDLER(SceneReplication, HandleClientObjectID));
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+}
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+
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+Button* SceneReplication::CreateButton(const String& text, int width)
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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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->SetText(text);
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+
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+ return button;
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+}
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+
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+void SceneReplication::UpdateButtons()
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+{
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+ Network* network = GetSubsystem<Network>();
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+ Connection* serverConnection = network->GetServerConnection();
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+ bool serverRunning = network->IsServerRunning();
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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_->SetVisible(!serverConnection && !serverRunning);
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+ disconnectButton_->SetVisible(serverConnection || serverRunning);
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+ startServerButton_->SetVisible(!serverConnection && !serverRunning);
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+ textEdit_->SetVisible(!serverConnection && !serverRunning);
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+}
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+
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+Node* SceneReplication::CreateControllableObject()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ // Create the scene node & visual representation
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+ Node* ballNode = scene_->CreateChild("Ball");
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+ ballNode->SetPosition(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->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
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+ ballObject->SetMaterial(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->SetMass(1.0f);
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+ body->SetFriction(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->SetLinearDamping(0.5f);
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+ body->SetAngularDamping(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->SetRange(3.0f);
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+ light->SetColor(Color(0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 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 SceneReplication::MoveCamera()
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+{
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+ // Right mouse button controls mouse cursor visibility: hide when pressed
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+ UI* ui = GetSubsystem<UI>();
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+ Input* input = GetSubsystem<Input>();
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+ ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(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->GetCursor()->IsVisible())
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+ {
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+ IntVector2 mouseMove = input->GetMouseMove();
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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_->SetRotation(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_)
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+ {
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+ Node* ballNode = scene_->GetNode(clientObjectID_);
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+ if (ballNode)
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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_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * 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_->SetVisible(showInstructions);
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+}
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+
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+void SceneReplication::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 SceneReplication::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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+ Network* network = GetSubsystem<Network>();
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+ Connection* serverConnection = network->GetServerConnection();
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+
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+ // Client: collect controls
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+ if (serverConnection)
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+ {
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+ UI* ui = GetSubsystem<UI>();
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+ Input* input = GetSubsystem<Input>();
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+ Controls controls;
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+
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+ // Assume buttons are not pressed, copy yaw
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+ controls.buttons_ = 0;
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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->GetFocusElement())
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+ {
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+ if (input->GetKeyDown('W'))
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+ controls.buttons_ |= CTRL_FORWARD;
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+ if (input->GetKeyDown('S'))
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+ controls.buttons_ |= CTRL_BACK;
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+ if (input->GetKeyDown('A'))
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+ controls.buttons_ |= CTRL_LEFT;
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+ if (input->GetKeyDown('D'))
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+ controls.buttons_ |= CTRL_RIGHT;
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+ }
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+
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+ serverConnection->SetControls(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->SetPosition(cameraNode_->GetPosition());
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+ }
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+ // Server: apply controls to client objects
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+ else if (network->IsServerRunning())
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+ {
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+ const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
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+
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+ for (unsigned i = 0; i < connections.Size(); ++i)
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+ {
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+ Connection* connection = connections[i];
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+ // Get the object this connection is controlling
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+ Node* ballNode = serverObjects_[connection];
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+ if (!ballNode)
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+ continue;
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+
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+ RigidBody* body = ballNode->GetComponent<RigidBody>();
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+
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+ // Get the last controls sent by the client
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+ const Controls& controls = connection->GetControls();
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+ // Torque is relative to the forward vector
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+ Quaternion rotation(0.0f, 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 (controls.buttons_ & CTRL_FORWARD)
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+ body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
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+ if (controls.buttons_ & CTRL_BACK)
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+ body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
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+ if (controls.buttons_ & CTRL_LEFT)
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+ body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
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+ if (controls.buttons_ & CTRL_RIGHT)
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+ body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
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+ }
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+ }
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+}
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+
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+void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
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+{
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+ Network* network = GetSubsystem<Network>();
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+ String address = textEdit_->GetText().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_);
|
|
|
+
|
|
|
+ UpdateButtons();
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ Network* network = GetSubsystem<Network>();
|
|
|
+ Connection* serverConnection = network->GetServerConnection();
|
|
|
+ // If we were connected to server, disconnect
|
|
|
+ if (serverConnection)
|
|
|
+ {
|
|
|
+ serverConnection->Disconnect();
|
|
|
+ scene_->Clear();
|
|
|
+ clientObjectID_ = 0;
|
|
|
+ }
|
|
|
+ // Or if we were running a server, stop it
|
|
|
+ else if (network->IsServerRunning())
|
|
|
+ {
|
|
|
+ network->StopServer();
|
|
|
+ scene_->Clear();
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ UpdateButtons();
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ Network* network = GetSubsystem<Network>();
|
|
|
+ network->StartServer(SERVER_PORT);
|
|
|
+
|
|
|
+ // Create scene content on the server only
|
|
|
+ ResourceCache* cache = GetSubsystem<ResourceCache>();
|
|
|
+
|
|
|
+ // Create octree and physics world with default settings
|
|
|
+ scene_->CreateComponent<Octree>();
|
|
|
+ scene_->CreateComponent<PhysicsWorld>();
|
|
|
+
|
|
|
+ // Create a Zone component for ambient lighting & fog control
|
|
|
+ Node* zoneNode = scene_->CreateChild("Zone");
|
|
|
+ Zone* zone = zoneNode->CreateComponent<Zone>();
|
|
|
+ zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
|
|
|
+ zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
|
|
|
+ zone->SetFogStart(100.0f);
|
|
|
+ zone->SetFogEnd(300.0f);
|
|
|
+
|
|
|
+ // Create a directional light without shadows
|
|
|
+ Node* lightNode = scene_->CreateChild("DirectionalLight");
|
|
|
+ lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
|
|
|
+ Light* light = lightNode->CreateComponent<Light>();
|
|
|
+ light->SetLightType(LIGHT_DIRECTIONAL);
|
|
|
+ light->SetColor(Color(0.2f, 0.2f, 0.2f));
|
|
|
+ light->SetSpecularIntensity(1.0f);
|
|
|
+
|
|
|
+ // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
|
|
|
+ for (int y = -20; y <= 20; ++y)
|
|
|
+ {
|
|
|
+ for (int x = -20; x <= 20; ++x)
|
|
|
+ {
|
|
|
+ Node* floorNode = scene_->CreateChild("FloorTile");
|
|
|
+ floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
|
|
|
+ floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
|
|
|
+ StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
|
|
|
+ floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
|
|
|
+ floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
|
|
|
+
|
|
|
+ RigidBody* body = floorNode->CreateComponent<RigidBody>();
|
|
|
+ body->SetFriction(1.0f);
|
|
|
+ CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
|
|
|
+ shape->SetBox(Vector3::ONE);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ UpdateButtons();
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ UpdateButtons();
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace ClientConnected;
|
|
|
+
|
|
|
+ // When a client connects, assign to scene to begin scene replication
|
|
|
+ Connection* newConnection = (Connection*)eventData[P_CONNECTION].GetPtr();
|
|
|
+ newConnection->SetScene(scene_);
|
|
|
+
|
|
|
+ // Then create a controllable object for that client
|
|
|
+ Node* newObject = CreateControllableObject();
|
|
|
+ serverObjects_[newConnection] = newObject;
|
|
|
+
|
|
|
+ // Finally send the object's node ID using a remote event
|
|
|
+ VariantMap remoteEventData;
|
|
|
+ remoteEventData[P_ID] = newObject->GetID();
|
|
|
+ newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ using namespace ClientConnected;
|
|
|
+
|
|
|
+ // When a client disconnects, remove the controlled object
|
|
|
+ Connection* connection = (Connection*)eventData[P_CONNECTION].GetPtr();
|
|
|
+ Node* object = serverObjects_[connection];
|
|
|
+ if (object)
|
|
|
+ object->Remove();
|
|
|
+
|
|
|
+ serverObjects_.Erase(connection);
|
|
|
+}
|
|
|
+
|
|
|
+void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
|
|
|
+{
|
|
|
+ clientObjectID_ = eventData[P_ID].GetUInt();
|
|
|
+}
|