SceneReplication.cpp 20 KB

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  1. //
  2. // Copyright (c) 2008-2013 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 "StaticModel.h"
  47. #include "Text.h"
  48. #include "UI.h"
  49. #include "UIEvents.h"
  50. #include "XMLFile.h"
  51. #include "Zone.h"
  52. #include "SceneReplication.h"
  53. #include "DebugNew.h"
  54. // UDP port we will use
  55. static const unsigned short SERVER_PORT = 2345;
  56. // Identifier for our custom remote event we use to tell the client which object they control
  57. static const StringHash E_CLIENTOBJECTID("ClientObjectID");
  58. // Identifier for the node ID parameter in the event data
  59. static const ShortStringHash P_ID("ID");
  60. // Control bits we define
  61. static const unsigned CTRL_FORWARD = 1;
  62. static const unsigned CTRL_BACK = 2;
  63. static const unsigned CTRL_LEFT = 4;
  64. static const unsigned CTRL_RIGHT = 8;
  65. // Expands to this example's entry-point
  66. DEFINE_APPLICATION_MAIN(SceneReplication)
  67. SceneReplication::SceneReplication(Context* context) :
  68. Sample(context),
  69. yaw_(0.0f),
  70. pitch_(1.0f)
  71. {
  72. }
  73. void SceneReplication::Start()
  74. {
  75. // Execute base class startup
  76. Sample::Start();
  77. // Create the scene content
  78. CreateScene();
  79. // Create the UI content
  80. CreateUI();
  81. // Setup the viewport for displaying the scene
  82. SetupViewport();
  83. // Hook up to necessary events
  84. SubscribeToEvents();
  85. }
  86. void SceneReplication::CreateScene()
  87. {
  88. scene_ = new Scene(context_);
  89. // Create scene content on the server only
  90. ResourceCache* cache = GetSubsystem<ResourceCache>();
  91. // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
  92. // when a client connects
  93. scene_->CreateComponent<Octree>(LOCAL);
  94. scene_->CreateComponent<PhysicsWorld>(LOCAL);
  95. // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
  96. // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
  97. Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
  98. Zone* zone = zoneNode->CreateComponent<Zone>();
  99. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  100. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  101. zone->SetFogStart(100.0f);
  102. zone->SetFogEnd(300.0f);
  103. // Create a directional light without shadows
  104. Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
  105. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  106. Light* light = lightNode->CreateComponent<Light>();
  107. light->SetLightType(LIGHT_DIRECTIONAL);
  108. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  109. light->SetSpecularIntensity(1.0f);
  110. // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
  111. for (int y = -20; y <= 20; ++y)
  112. {
  113. for (int x = -20; x <= 20; ++x)
  114. {
  115. Node* floorNode = scene_->CreateChild("FloorTile", LOCAL);
  116. floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
  117. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
  118. StaticModel* floorObject = floorNode->CreateComponent<StaticModel>();
  119. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  120. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  121. RigidBody* body = floorNode->CreateComponent<RigidBody>();
  122. body->SetFriction(1.0f);
  123. CollisionShape* shape = floorNode->CreateComponent<CollisionShape>();
  124. shape->SetBox(Vector3::ONE);
  125. }
  126. }
  127. // Create the camera. Limit far clip distance to match the fog
  128. cameraNode_ = scene_->CreateChild("Camera", LOCAL);
  129. Camera* camera = cameraNode_->CreateComponent<Camera>();
  130. camera->SetFarClip(300.0f);
  131. // Set an initial position for the camera scene node above the plane
  132. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  133. }
  134. void SceneReplication::CreateUI()
  135. {
  136. ResourceCache* cache = GetSubsystem<ResourceCache>();
  137. UI* ui = GetSubsystem<UI>();
  138. UIElement* root = ui->GetRoot();
  139. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  140. // Set style to the UI root so that elements will inherit it
  141. root->SetDefaultStyle(uiStyle);
  142. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  143. // control the camera, and when visible, it can interact with the login UI
  144. SharedPtr<Cursor> cursor(new Cursor(context_));
  145. cursor->SetStyleAuto(uiStyle);
  146. ui->SetCursor(cursor);
  147. // Set starting position of the cursor at the rendering window center
  148. Graphics* graphics = GetSubsystem<Graphics>();
  149. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  150. // Construct the instructions text element
  151. instructionsText_ = ui->GetRoot()->CreateChild<Text>();
  152. instructionsText_->SetText(
  153. "Use WASD keys to move and RMB to rotate view"
  154. );
  155. instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  156. // Position the text relative to the screen center
  157. instructionsText_->SetHorizontalAlignment(HA_CENTER);
  158. instructionsText_->SetVerticalAlignment(VA_CENTER);
  159. instructionsText_->SetPosition(0, ui->GetRoot()->GetHeight() / 4);
  160. // Hide until connected
  161. instructionsText_->SetVisible(false);
  162. buttonContainer_ = root->CreateChild<UIElement>();
  163. buttonContainer_->SetFixedSize(500, 20);
  164. buttonContainer_->SetPosition(20, 20);
  165. buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
  166. textEdit_ = buttonContainer_->CreateChild<LineEdit>();
  167. textEdit_->SetStyleAuto();
  168. connectButton_ = CreateButton("Connect", 90);
  169. disconnectButton_ = CreateButton("Disconnect", 100);
  170. startServerButton_ = CreateButton("Start Server", 110);
  171. UpdateButtons();
  172. }
  173. void SceneReplication::SetupViewport()
  174. {
  175. Renderer* renderer = GetSubsystem<Renderer>();
  176. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  177. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  178. renderer->SetViewport(0, viewport);
  179. }
  180. void SceneReplication::SubscribeToEvents()
  181. {
  182. // Subscribe to fixed timestep physics updates for setting or applying controls
  183. SubscribeToEvent(E_PHYSICSPRESTEP, HANDLER(SceneReplication, HandlePhysicsPreStep));
  184. // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
  185. // of the usual Update so that physics simulation has already proceeded for the frame, and can
  186. // accurately follow the object with the camera
  187. SubscribeToEvent(E_POSTUPDATE, HANDLER(SceneReplication, HandlePostUpdate));
  188. // Subscribe to button actions
  189. SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(SceneReplication, HandleConnect));
  190. SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(SceneReplication, HandleDisconnect));
  191. SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(SceneReplication, HandleStartServer));
  192. // Subscribe to network events
  193. SubscribeToEvent(E_SERVERCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  194. SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  195. SubscribeToEvent(E_CONNECTFAILED, HANDLER(SceneReplication, HandleConnectionStatus));
  196. SubscribeToEvent(E_CLIENTCONNECTED, HANDLER(SceneReplication, HandleClientConnected));
  197. SubscribeToEvent(E_CLIENTDISCONNECTED, HANDLER(SceneReplication, HandleClientDisconnected));
  198. // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
  199. SubscribeToEvent(E_CLIENTOBJECTID, HANDLER(SceneReplication, HandleClientObjectID));
  200. }
  201. Button* SceneReplication::CreateButton(const String& text, int width)
  202. {
  203. ResourceCache* cache = GetSubsystem<ResourceCache>();
  204. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  205. Button* button = buttonContainer_->CreateChild<Button>();
  206. button->SetStyleAuto();
  207. button->SetFixedWidth(width);
  208. Text* buttonText = button->CreateChild<Text>();
  209. buttonText->SetFont(font, 12);
  210. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  211. buttonText->SetText(text);
  212. return button;
  213. }
  214. void SceneReplication::UpdateButtons()
  215. {
  216. Network* network = GetSubsystem<Network>();
  217. Connection* serverConnection = network->GetServerConnection();
  218. bool serverRunning = network->IsServerRunning();
  219. // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
  220. connectButton_->SetVisible(!serverConnection && !serverRunning);
  221. disconnectButton_->SetVisible(serverConnection || serverRunning);
  222. startServerButton_->SetVisible(!serverConnection && !serverRunning);
  223. textEdit_->SetVisible(!serverConnection && !serverRunning);
  224. }
  225. Node* SceneReplication::CreateControllableObject()
  226. {
  227. ResourceCache* cache = GetSubsystem<ResourceCache>();
  228. // Create the scene node & visual representation. This will be a replicated object
  229. Node* ballNode = scene_->CreateChild("Ball");
  230. ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
  231. ballNode->SetScale(0.5f);
  232. StaticModel* ballObject = ballNode->CreateComponent<StaticModel>();
  233. ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  234. ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  235. // Create the physics components
  236. RigidBody* body = ballNode->CreateComponent<RigidBody>();
  237. body->SetMass(1.0f);
  238. body->SetFriction(1.0f);
  239. // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
  240. body->SetLinearDamping(0.5f);
  241. body->SetAngularDamping(0.5f);
  242. CollisionShape* shape = ballNode->CreateComponent<CollisionShape>();
  243. shape->SetSphere(1.0f);
  244. // Create a random colored point light at the ball so that can see better where is going
  245. Light* light = ballNode->CreateComponent<Light>();
  246. light->SetRange(3.0f);
  247. light->SetColor(Color(0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f));
  248. return ballNode;
  249. }
  250. void SceneReplication::MoveCamera()
  251. {
  252. // Right mouse button controls mouse cursor visibility: hide when pressed
  253. UI* ui = GetSubsystem<UI>();
  254. Input* input = GetSubsystem<Input>();
  255. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  256. // Mouse sensitivity as degrees per pixel
  257. const float MOUSE_SENSITIVITY = 0.1f;
  258. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
  259. // when the cursor is hidden
  260. if (!ui->GetCursor()->IsVisible())
  261. {
  262. IntVector2 mouseMove = input->GetMouseMove();
  263. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  264. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  265. pitch_ = Clamp(pitch_, 1.0f, 90.0f);
  266. }
  267. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  268. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  269. // Only move the camera / show instructions if we have a controllable object
  270. bool showInstructions = false;
  271. if (clientObjectID_)
  272. {
  273. Node* ballNode = scene_->GetNode(clientObjectID_);
  274. if (ballNode)
  275. {
  276. const float CAMERA_DISTANCE = 5.0f;
  277. // Move camera some distance away from the ball
  278. cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
  279. showInstructions = true;
  280. }
  281. }
  282. instructionsText_->SetVisible(showInstructions);
  283. }
  284. void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  285. {
  286. // We only rotate the camera according to mouse movement since last frame, so do not need the time step
  287. MoveCamera();
  288. }
  289. void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  290. {
  291. // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
  292. // and sets them to its server connection object, so that they will be sent to the server automatically at a
  293. // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
  294. Network* network = GetSubsystem<Network>();
  295. Connection* serverConnection = network->GetServerConnection();
  296. // Client: collect controls
  297. if (serverConnection)
  298. {
  299. UI* ui = GetSubsystem<UI>();
  300. Input* input = GetSubsystem<Input>();
  301. Controls controls;
  302. // Assume buttons are not pressed, copy yaw
  303. controls.buttons_ = 0;
  304. controls.yaw_ = yaw_;
  305. // Only apply WASD controls if there is no focused UI element
  306. if (!ui->GetFocusElement())
  307. {
  308. if (input->GetKeyDown('W'))
  309. controls.buttons_ |= CTRL_FORWARD;
  310. if (input->GetKeyDown('S'))
  311. controls.buttons_ |= CTRL_BACK;
  312. if (input->GetKeyDown('A'))
  313. controls.buttons_ |= CTRL_LEFT;
  314. if (input->GetKeyDown('D'))
  315. controls.buttons_ |= CTRL_RIGHT;
  316. }
  317. serverConnection->SetControls(controls);
  318. // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
  319. // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
  320. serverConnection->SetPosition(cameraNode_->GetPosition());
  321. }
  322. // Server: apply controls to client objects
  323. else if (network->IsServerRunning())
  324. {
  325. const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
  326. for (unsigned i = 0; i < connections.Size(); ++i)
  327. {
  328. Connection* connection = connections[i];
  329. // Get the object this connection is controlling
  330. Node* ballNode = serverObjects_[connection];
  331. if (!ballNode)
  332. continue;
  333. RigidBody* body = ballNode->GetComponent<RigidBody>();
  334. // Get the last controls sent by the client
  335. const Controls& controls = connection->GetControls();
  336. // Torque is relative to the forward vector
  337. Quaternion rotation(0.0f, controls.yaw_, 0.0f);
  338. const float MOVE_TORQUE = 3.0f;
  339. // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
  340. // independent from rendering framerate. We could also apply forces (which would enable in-air control),
  341. // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
  342. if (controls.buttons_ & CTRL_FORWARD)
  343. body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
  344. if (controls.buttons_ & CTRL_BACK)
  345. body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
  346. if (controls.buttons_ & CTRL_LEFT)
  347. body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
  348. if (controls.buttons_ & CTRL_RIGHT)
  349. body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
  350. }
  351. }
  352. }
  353. void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
  354. {
  355. Network* network = GetSubsystem<Network>();
  356. String address = textEdit_->GetText().Trimmed();
  357. if (address.Empty())
  358. address = "localhost"; // Use localhost to connect if nothing else specified
  359. // Connect to server, specify scene to use as a client for replication
  360. clientObjectID_ = 0; // Reset own object ID from possible previous connection
  361. network->Connect(address, SERVER_PORT, scene_);
  362. UpdateButtons();
  363. }
  364. void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
  365. {
  366. Network* network = GetSubsystem<Network>();
  367. Connection* serverConnection = network->GetServerConnection();
  368. // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
  369. // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
  370. if (serverConnection)
  371. {
  372. serverConnection->Disconnect();
  373. scene_->Clear(true, false);
  374. clientObjectID_ = 0;
  375. }
  376. // Or if we were running a server, stop it
  377. else if (network->IsServerRunning())
  378. {
  379. network->StopServer();
  380. scene_->Clear(true, false);
  381. }
  382. UpdateButtons();
  383. }
  384. void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
  385. {
  386. Network* network = GetSubsystem<Network>();
  387. network->StartServer(SERVER_PORT);
  388. UpdateButtons();
  389. }
  390. void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
  391. {
  392. UpdateButtons();
  393. }
  394. void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
  395. {
  396. using namespace ClientConnected;
  397. // When a client connects, assign to scene to begin scene replication
  398. Connection* newConnection = (Connection*)eventData[P_CONNECTION].GetPtr();
  399. newConnection->SetScene(scene_);
  400. // Then create a controllable object for that client
  401. Node* newObject = CreateControllableObject();
  402. serverObjects_[newConnection] = newObject;
  403. // Finally send the object's node ID using a remote event
  404. VariantMap remoteEventData;
  405. remoteEventData[P_ID] = newObject->GetID();
  406. newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
  407. }
  408. void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
  409. {
  410. using namespace ClientConnected;
  411. // When a client disconnects, remove the controlled object
  412. Connection* connection = (Connection*)eventData[P_CONNECTION].GetPtr();
  413. Node* object = serverObjects_[connection];
  414. if (object)
  415. object->Remove();
  416. serverObjects_.Erase(connection);
  417. }
  418. void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
  419. {
  420. clientObjectID_ = eventData[P_ID].GetUInt();
  421. }