SceneReplication.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2014 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Button.h"
  23. #include "Camera.h"
  24. #include "CollisionShape.h"
  25. #include "Connection.h"
  26. #include "Controls.h"
  27. #include "CoreEvents.h"
  28. #include "Cursor.h"
  29. #include "Engine.h"
  30. #include "Font.h"
  31. #include "Graphics.h"
  32. #include "Input.h"
  33. #include "Light.h"
  34. #include "LineEdit.h"
  35. #include "Log.h"
  36. #include "Material.h"
  37. #include "Model.h"
  38. #include "Network.h"
  39. #include "NetworkEvents.h"
  40. #include "Octree.h"
  41. #include "PhysicsEvents.h"
  42. #include "PhysicsWorld.h"
  43. #include "Renderer.h"
  44. #include "RigidBody.h"
  45. #include "ResourceCache.h"
  46. #include "Scene.h"
  47. #include "StaticModel.h"
  48. #include "Text.h"
  49. #include "UI.h"
  50. #include "UIEvents.h"
  51. #include "XMLFile.h"
  52. #include "Zone.h"
  53. #include "SceneReplication.h"
  54. #include "DebugNew.h"
  55. // UDP port we will use
  56. static const unsigned short SERVER_PORT = 2345;
  57. // Identifier for our custom remote event we use to tell the client which object they control
  58. static const StringHash E_CLIENTOBJECTID("ClientObjectID");
  59. // Identifier for the node ID parameter in the event data
  60. static const StringHash P_ID("ID");
  61. // Control bits we define
  62. static const unsigned CTRL_FORWARD = 1;
  63. static const unsigned CTRL_BACK = 2;
  64. static const unsigned CTRL_LEFT = 4;
  65. static const unsigned CTRL_RIGHT = 8;
  66. DEFINE_APPLICATION_MAIN(SceneReplication)
  67. SceneReplication::SceneReplication(Context* context) :
  68. Sample(context)
  69. {
  70. }
  71. void SceneReplication::Start()
  72. {
  73. // Execute base class startup
  74. Sample::Start();
  75. // Create the scene content
  76. CreateScene();
  77. // Create the UI content
  78. CreateUI();
  79. // Setup the viewport for displaying the scene
  80. SetupViewport();
  81. // Hook up to necessary events
  82. SubscribeToEvents();
  83. }
  84. void SceneReplication::CreateScene()
  85. {
  86. scene_ = new Scene(context_);
  87. // Create scene content on the server only
  88. ResourceCache* cache = GetSubsystem<ResourceCache>();
  89. // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
  90. // when a client connects
  91. scene_->CreateComponent<Octree>(LOCAL);
  92. scene_->CreateComponent<PhysicsWorld>(LOCAL);
  93. // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
  94. // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
  95. Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
  96. Zone* zone = zoneNode->CreateComponent<Zone>();
  97. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  98. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  99. zone->SetFogStart(100.0f);
  100. zone->SetFogEnd(300.0f);
  101. // Create a directional light without shadows
  102. Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
  103. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  104. Light* light = lightNode->CreateComponent<Light>();
  105. light->SetLightType(LIGHT_DIRECTIONAL);
  106. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  107. light->SetSpecularIntensity(1.0f);
  108. // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
  109. for (int y = -20; y <= 20; ++y)
  110. {
  111. for (int x = -20; x <= 20; ++x)
  112. {
  113. Node* floorNode = scene_->CreateChild("FloorTile", LOCAL);
  114. floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
  115. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
  116. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  117. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  118. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  119. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  120. body->SetFriction(1.0f);
  121. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  122. shape->SetBox(Vector3::ONE);
  123. }
  124. }
  125. // Create the camera. Limit far clip distance to match the fog
  126. cameraNode_ = scene_->CreateChild("Camera", LOCAL);
  127. Camera* camera = cameraNode_->CreateComponent<Camera>();
  128. camera->SetFarClip(300.0f);
  129. // Set an initial position for the camera scene node above the plane
  130. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  131. }
  132. void SceneReplication::CreateUI()
  133. {
  134. ResourceCache* cache = GetSubsystem<ResourceCache>();
  135. UI* ui = GetSubsystem<UI>();
  136. UIElement* root = ui->GetRoot();
  137. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  138. // Set style to the UI root so that elements will inherit it
  139. root->SetDefaultStyle(uiStyle);
  140. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  141. // control the camera, and when visible, it can interact with the login UI
  142. SharedPtr<Cursor> cursor(new Cursor(context_));
  143. cursor->SetStyleAuto(uiStyle);
  144. ui->SetCursor(cursor);
  145. // Set starting position of the cursor at the rendering window center
  146. Graphics* graphics = GetSubsystem<Graphics>();
  147. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  148. // Construct the instructions text element
  149. instructionsText_ = ui->GetRoot()->CreateChild<Text>();
  150. instructionsText_->SetText(
  151. "Use WASD keys to move and RMB to rotate view"
  152. );
  153. instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  154. // Position the text relative to the screen center
  155. instructionsText_->SetHorizontalAlignment(HA_CENTER);
  156. instructionsText_->SetVerticalAlignment(VA_CENTER);
  157. instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
  158. // Hide until connected
  159. instructionsText_->SetVisible(false);
  160. buttonContainer_ = root->CreateChild<UIElement>();
  161. buttonContainer_->SetFixedSize(500, 20);
  162. buttonContainer_->SetPosition(20, 20);
  163. buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
  164. textEdit_ = buttonContainer_->CreateChild<LineEdit>();
  165. textEdit_->SetStyleAuto();
  166. connectButton_ = CreateButton("Connect", 90);
  167. disconnectButton_ = CreateButton("Disconnect", 100);
  168. startServerButton_ = CreateButton("Start Server", 110);
  169. UpdateButtons();
  170. }
  171. void SceneReplication::SetupViewport()
  172. {
  173. Renderer* renderer = GetSubsystem<Renderer>();
  174. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  175. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  176. renderer->SetViewport(0, viewport);
  177. }
  178. void SceneReplication::SubscribeToEvents()
  179. {
  180. // Subscribe to fixed timestep physics updates for setting or applying controls
  181. SubscribeToEvent(E_PHYSICSPRESTEP, HANDLER(SceneReplication, HandlePhysicsPreStep));
  182. // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
  183. // of the usual Update so that physics simulation has already proceeded for the frame, and can
  184. // accurately follow the object with the camera
  185. SubscribeToEvent(E_POSTUPDATE, HANDLER(SceneReplication, HandlePostUpdate));
  186. // Subscribe to button actions
  187. SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(SceneReplication, HandleConnect));
  188. SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(SceneReplication, HandleDisconnect));
  189. SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(SceneReplication, HandleStartServer));
  190. // Subscribe to network events
  191. SubscribeToEvent(E_SERVERCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  192. SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  193. SubscribeToEvent(E_CONNECTFAILED, HANDLER(SceneReplication, HandleConnectionStatus));
  194. SubscribeToEvent(E_CLIENTCONNECTED, HANDLER(SceneReplication, HandleClientConnected));
  195. SubscribeToEvent(E_CLIENTDISCONNECTED, HANDLER(SceneReplication, HandleClientDisconnected));
  196. // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
  197. SubscribeToEvent(E_CLIENTOBJECTID, HANDLER(SceneReplication, HandleClientObjectID));
  198. }
  199. Button* SceneReplication::CreateButton(const String& text, int width)
  200. {
  201. ResourceCache* cache = GetSubsystem<ResourceCache>();
  202. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  203. Button* button = buttonContainer_->CreateChild<Button>();
  204. button->SetStyleAuto();
  205. button->SetFixedWidth(width);
  206. Text* buttonText = button->CreateChild<Text>();
  207. buttonText->SetFont(font, 12);
  208. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  209. buttonText->SetText(text);
  210. return button;
  211. }
  212. void SceneReplication::UpdateButtons()
  213. {
  214. Network* network = GetSubsystem<Network>();
  215. Connection* serverConnection = network->GetServerConnection();
  216. bool serverRunning = network->IsServerRunning();
  217. // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
  218. connectButton_->SetVisible(!serverConnection && !serverRunning);
  219. disconnectButton_->SetVisible(serverConnection || serverRunning);
  220. startServerButton_->SetVisible(!serverConnection && !serverRunning);
  221. textEdit_->SetVisible(!serverConnection && !serverRunning);
  222. }
  223. Node* SceneReplication::CreateControllableObject()
  224. {
  225. ResourceCache* cache = GetSubsystem<ResourceCache>();
  226. // Create the scene node & visual representation. This will be a replicated object
  227. Node* ballNode = scene_->CreateChild("Ball");
  228. ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
  229. ballNode->SetScale(0.5f);
  230. StaticModel* ballObject = ballNode->CreateComponent<StaticModel>();
  231. ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  232. ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  233. // Create the physics components
  234. RigidBody* body = ballNode->CreateComponent<RigidBody>();
  235. body->SetMass(1.0f);
  236. body->SetFriction(1.0f);
  237. // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
  238. body->SetLinearDamping(0.5f);
  239. body->SetAngularDamping(0.5f);
  240. CollisionShape* shape = ballNode->CreateComponent<CollisionShape>();
  241. shape->SetSphere(1.0f);
  242. // Create a random colored point light at the ball so that can see better where is going
  243. Light* light = ballNode->CreateComponent<Light>();
  244. light->SetRange(3.0f);
  245. light->SetColor(Color(0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f));
  246. return ballNode;
  247. }
  248. void SceneReplication::MoveCamera()
  249. {
  250. // Right mouse button controls mouse cursor visibility: hide when pressed
  251. UI* ui = GetSubsystem<UI>();
  252. Input* input = GetSubsystem<Input>();
  253. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  254. // Mouse sensitivity as degrees per pixel
  255. const float MOUSE_SENSITIVITY = 0.1f;
  256. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
  257. // when the cursor is hidden
  258. if (!ui->GetCursor()->IsVisible())
  259. {
  260. IntVector2 mouseMove = input->GetMouseMove();
  261. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  262. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  263. pitch_ = Clamp(pitch_, 1.0f, 90.0f);
  264. }
  265. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  266. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  267. // Only move the camera / show instructions if we have a controllable object
  268. bool showInstructions = false;
  269. if (clientObjectID_)
  270. {
  271. Node* ballNode = scene_->GetNode(clientObjectID_);
  272. if (ballNode)
  273. {
  274. const float CAMERA_DISTANCE = 5.0f;
  275. // Move camera some distance away from the ball
  276. cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
  277. showInstructions = true;
  278. }
  279. }
  280. instructionsText_->SetVisible(showInstructions);
  281. }
  282. void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  283. {
  284. // We only rotate the camera according to mouse movement since last frame, so do not need the time step
  285. MoveCamera();
  286. }
  287. void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  288. {
  289. // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
  290. // and sets them to its server connection object, so that they will be sent to the server automatically at a
  291. // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
  292. Network* network = GetSubsystem<Network>();
  293. Connection* serverConnection = network->GetServerConnection();
  294. // Client: collect controls
  295. if (serverConnection)
  296. {
  297. UI* ui = GetSubsystem<UI>();
  298. Input* input = GetSubsystem<Input>();
  299. Controls controls;
  300. // Copy mouse yaw
  301. controls.yaw_ = yaw_;
  302. // Only apply WASD controls if there is no focused UI element
  303. if (!ui->GetFocusElement())
  304. {
  305. controls.Set(CTRL_FORWARD, input->GetKeyDown('W'));
  306. controls.Set(CTRL_BACK, input->GetKeyDown('S'));
  307. controls.Set(CTRL_LEFT, input->GetKeyDown('A'));
  308. controls.Set(CTRL_RIGHT, input->GetKeyDown('D'));
  309. }
  310. serverConnection->SetControls(controls);
  311. // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
  312. // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
  313. serverConnection->SetPosition(cameraNode_->GetPosition());
  314. }
  315. // Server: apply controls to client objects
  316. else if (network->IsServerRunning())
  317. {
  318. const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
  319. for (unsigned i = 0; i < connections.Size(); ++i)
  320. {
  321. Connection* connection = connections[i];
  322. // Get the object this connection is controlling
  323. Node* ballNode = serverObjects_[connection];
  324. if (!ballNode)
  325. continue;
  326. RigidBody* body = ballNode->GetComponent<RigidBody>();
  327. // Get the last controls sent by the client
  328. const Controls& controls = connection->GetControls();
  329. // Torque is relative to the forward vector
  330. Quaternion rotation(0.0f, controls.yaw_, 0.0f);
  331. const float MOVE_TORQUE = 3.0f;
  332. // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
  333. // independent from rendering framerate. We could also apply forces (which would enable in-air control),
  334. // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
  335. if (controls.buttons_ & CTRL_FORWARD)
  336. body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
  337. if (controls.buttons_ & CTRL_BACK)
  338. body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
  339. if (controls.buttons_ & CTRL_LEFT)
  340. body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
  341. if (controls.buttons_ & CTRL_RIGHT)
  342. body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
  343. }
  344. }
  345. }
  346. void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
  347. {
  348. Network* network = GetSubsystem<Network>();
  349. String address = textEdit_->GetText().Trimmed();
  350. if (address.Empty())
  351. address = "localhost"; // Use localhost to connect if nothing else specified
  352. // Connect to server, specify scene to use as a client for replication
  353. clientObjectID_ = 0; // Reset own object ID from possible previous connection
  354. network->Connect(address, SERVER_PORT, scene_);
  355. UpdateButtons();
  356. }
  357. void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
  358. {
  359. Network* network = GetSubsystem<Network>();
  360. Connection* serverConnection = network->GetServerConnection();
  361. // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
  362. // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
  363. if (serverConnection)
  364. {
  365. serverConnection->Disconnect();
  366. scene_->Clear(true, false);
  367. clientObjectID_ = 0;
  368. }
  369. // Or if we were running a server, stop it
  370. else if (network->IsServerRunning())
  371. {
  372. network->StopServer();
  373. scene_->Clear(true, false);
  374. }
  375. UpdateButtons();
  376. }
  377. void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
  378. {
  379. Network* network = GetSubsystem<Network>();
  380. network->StartServer(SERVER_PORT);
  381. UpdateButtons();
  382. }
  383. void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
  384. {
  385. UpdateButtons();
  386. }
  387. void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
  388. {
  389. using namespace ClientConnected;
  390. // When a client connects, assign to scene to begin scene replication
  391. Connection* newConnection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  392. newConnection->SetScene(scene_);
  393. // Then create a controllable object for that client
  394. Node* newObject = CreateControllableObject();
  395. serverObjects_[newConnection] = newObject;
  396. // Finally send the object's node ID using a remote event
  397. VariantMap remoteEventData;
  398. remoteEventData[P_ID] = newObject->GetID();
  399. newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
  400. }
  401. void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
  402. {
  403. using namespace ClientConnected;
  404. // When a client disconnects, remove the controlled object
  405. Connection* connection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  406. Node* object = serverObjects_[connection];
  407. if (object)
  408. object->Remove();
  409. serverObjects_.Erase(connection);
  410. }
  411. void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
  412. {
  413. clientObjectID_ = eventData[P_ID].GetUInt();
  414. }