SceneReplication.cpp 21 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 <Urho3D/UI/Button.h>
  23. #include <Urho3D/Graphics/Camera.h>
  24. #include <Urho3D/Physics/CollisionShape.h>
  25. #include <Urho3D/Network/Connection.h>
  26. #include <Urho3D/Network/Controls.h>
  27. #include <Urho3D/Core/CoreEvents.h>
  28. #include <Urho3D/UI/Cursor.h>
  29. #include <Urho3D/Engine/Engine.h>
  30. #include <Urho3D/UI/Font.h>
  31. #include <Urho3D/Graphics/Graphics.h>
  32. #include <Urho3D/Input/Input.h>
  33. #include <Urho3D/Graphics/Light.h>
  34. #include <Urho3D/UI/LineEdit.h>
  35. #include <Urho3D/IO/Log.h>
  36. #include <Urho3D/Graphics/Material.h>
  37. #include <Urho3D/Graphics/Model.h>
  38. #include <Urho3D/Network/Network.h>
  39. #include <Urho3D/Network/NetworkEvents.h>
  40. #include <Urho3D/Graphics/Octree.h>
  41. #include <Urho3D/Physics/PhysicsEvents.h>
  42. #include <Urho3D/Physics/PhysicsWorld.h>
  43. #include <Urho3D/Graphics/Renderer.h>
  44. #include <Urho3D/Physics/RigidBody.h>
  45. #include <Urho3D/Resource/ResourceCache.h>
  46. #include <Urho3D/Scene/Scene.h>
  47. #include <Urho3D/Graphics/StaticModel.h>
  48. #include <Urho3D/UI/Text.h>
  49. #include <Urho3D/UI/UI.h>
  50. #include <Urho3D/UI/UIEvents.h>
  51. #include <Urho3D/Resource/XMLFile.h>
  52. #include <Urho3D/Graphics/Zone.h>
  53. #include "SceneReplication.h"
  54. #include <Urho3D/Container/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. // The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
  127. // network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
  128. // the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
  129. // viewport in SetupViewports() below)
  130. cameraNode_ = scene_->CreateChild("Camera", LOCAL);
  131. Camera* camera = cameraNode_->CreateComponent<Camera>();
  132. camera->SetFarClip(300.0f);
  133. // Set an initial position for the camera scene node above the plane
  134. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  135. }
  136. void SceneReplication::CreateUI()
  137. {
  138. ResourceCache* cache = GetSubsystem<ResourceCache>();
  139. UI* ui = GetSubsystem<UI>();
  140. UIElement* root = ui->GetRoot();
  141. XMLFile* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  142. // Set style to the UI root so that elements will inherit it
  143. root->SetDefaultStyle(uiStyle);
  144. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  145. // control the camera, and when visible, it can interact with the login UI
  146. SharedPtr<Cursor> cursor(new Cursor(context_));
  147. cursor->SetStyleAuto(uiStyle);
  148. ui->SetCursor(cursor);
  149. // Set starting position of the cursor at the rendering window center
  150. Graphics* graphics = GetSubsystem<Graphics>();
  151. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  152. // Construct the instructions text element
  153. instructionsText_ = ui->GetRoot()->CreateChild<Text>();
  154. instructionsText_->SetText(
  155. "Use WASD keys to move and RMB to rotate view"
  156. );
  157. instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  158. // Position the text relative to the screen center
  159. instructionsText_->SetHorizontalAlignment(HA_CENTER);
  160. instructionsText_->SetVerticalAlignment(VA_CENTER);
  161. instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
  162. // Hide until connected
  163. instructionsText_->SetVisible(false);
  164. buttonContainer_ = root->CreateChild<UIElement>();
  165. buttonContainer_->SetFixedSize(500, 20);
  166. buttonContainer_->SetPosition(20, 20);
  167. buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
  168. textEdit_ = buttonContainer_->CreateChild<LineEdit>();
  169. textEdit_->SetStyleAuto();
  170. connectButton_ = CreateButton("Connect", 90);
  171. disconnectButton_ = CreateButton("Disconnect", 100);
  172. startServerButton_ = CreateButton("Start Server", 110);
  173. UpdateButtons();
  174. }
  175. void SceneReplication::SetupViewport()
  176. {
  177. Renderer* renderer = GetSubsystem<Renderer>();
  178. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  179. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  180. renderer->SetViewport(0, viewport);
  181. }
  182. void SceneReplication::SubscribeToEvents()
  183. {
  184. // Subscribe to fixed timestep physics updates for setting or applying controls
  185. SubscribeToEvent(E_PHYSICSPRESTEP, HANDLER(SceneReplication, HandlePhysicsPreStep));
  186. // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
  187. // of the usual Update so that physics simulation has already proceeded for the frame, and can
  188. // accurately follow the object with the camera
  189. SubscribeToEvent(E_POSTUPDATE, HANDLER(SceneReplication, HandlePostUpdate));
  190. // Subscribe to button actions
  191. SubscribeToEvent(connectButton_, E_RELEASED, HANDLER(SceneReplication, HandleConnect));
  192. SubscribeToEvent(disconnectButton_, E_RELEASED, HANDLER(SceneReplication, HandleDisconnect));
  193. SubscribeToEvent(startServerButton_, E_RELEASED, HANDLER(SceneReplication, HandleStartServer));
  194. // Subscribe to network events
  195. SubscribeToEvent(E_SERVERCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  196. SubscribeToEvent(E_SERVERDISCONNECTED, HANDLER(SceneReplication, HandleConnectionStatus));
  197. SubscribeToEvent(E_CONNECTFAILED, HANDLER(SceneReplication, HandleConnectionStatus));
  198. SubscribeToEvent(E_CLIENTCONNECTED, HANDLER(SceneReplication, HandleClientConnected));
  199. SubscribeToEvent(E_CLIENTDISCONNECTED, HANDLER(SceneReplication, HandleClientDisconnected));
  200. // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
  201. SubscribeToEvent(E_CLIENTOBJECTID, HANDLER(SceneReplication, HandleClientObjectID));
  202. // Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
  203. GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
  204. }
  205. Button* SceneReplication::CreateButton(const String& text, int width)
  206. {
  207. ResourceCache* cache = GetSubsystem<ResourceCache>();
  208. Font* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  209. Button* button = buttonContainer_->CreateChild<Button>();
  210. button->SetStyleAuto();
  211. button->SetFixedWidth(width);
  212. Text* buttonText = button->CreateChild<Text>();
  213. buttonText->SetFont(font, 12);
  214. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  215. buttonText->SetText(text);
  216. return button;
  217. }
  218. void SceneReplication::UpdateButtons()
  219. {
  220. Network* network = GetSubsystem<Network>();
  221. Connection* serverConnection = network->GetServerConnection();
  222. bool serverRunning = network->IsServerRunning();
  223. // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
  224. connectButton_->SetVisible(!serverConnection && !serverRunning);
  225. disconnectButton_->SetVisible(serverConnection || serverRunning);
  226. startServerButton_->SetVisible(!serverConnection && !serverRunning);
  227. textEdit_->SetVisible(!serverConnection && !serverRunning);
  228. }
  229. Node* SceneReplication::CreateControllableObject()
  230. {
  231. ResourceCache* cache = GetSubsystem<ResourceCache>();
  232. // Create the scene node & visual representation. This will be a replicated object
  233. Node* ballNode = scene_->CreateChild("Ball");
  234. ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
  235. ballNode->SetScale(0.5f);
  236. StaticModel* ballObject = ballNode->CreateComponent<StaticModel>();
  237. ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  238. ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  239. // Create the physics components
  240. RigidBody* body = ballNode->CreateComponent<RigidBody>();
  241. body->SetMass(1.0f);
  242. body->SetFriction(1.0f);
  243. // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
  244. body->SetLinearDamping(0.5f);
  245. body->SetAngularDamping(0.5f);
  246. CollisionShape* shape = ballNode->CreateComponent<CollisionShape>();
  247. shape->SetSphere(1.0f);
  248. // Create a random colored point light at the ball so that can see better where is going
  249. Light* light = ballNode->CreateComponent<Light>();
  250. light->SetRange(3.0f);
  251. light->SetColor(Color(0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f, 0.5f + (Rand() & 1) * 0.5f));
  252. return ballNode;
  253. }
  254. void SceneReplication::MoveCamera()
  255. {
  256. // Right mouse button controls mouse cursor visibility: hide when pressed
  257. UI* ui = GetSubsystem<UI>();
  258. Input* input = GetSubsystem<Input>();
  259. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  260. // Mouse sensitivity as degrees per pixel
  261. const float MOUSE_SENSITIVITY = 0.1f;
  262. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
  263. // when the cursor is hidden
  264. if (!ui->GetCursor()->IsVisible())
  265. {
  266. IntVector2 mouseMove = input->GetMouseMove();
  267. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  268. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  269. pitch_ = Clamp(pitch_, 1.0f, 90.0f);
  270. }
  271. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  272. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  273. // Only move the camera / show instructions if we have a controllable object
  274. bool showInstructions = false;
  275. if (clientObjectID_)
  276. {
  277. Node* ballNode = scene_->GetNode(clientObjectID_);
  278. if (ballNode)
  279. {
  280. const float CAMERA_DISTANCE = 5.0f;
  281. // Move camera some distance away from the ball
  282. cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
  283. showInstructions = true;
  284. }
  285. }
  286. instructionsText_->SetVisible(showInstructions);
  287. }
  288. void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  289. {
  290. // We only rotate the camera according to mouse movement since last frame, so do not need the time step
  291. MoveCamera();
  292. }
  293. void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  294. {
  295. // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
  296. // and sets them to its server connection object, so that they will be sent to the server automatically at a
  297. // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
  298. Network* network = GetSubsystem<Network>();
  299. Connection* serverConnection = network->GetServerConnection();
  300. // Client: collect controls
  301. if (serverConnection)
  302. {
  303. UI* ui = GetSubsystem<UI>();
  304. Input* input = GetSubsystem<Input>();
  305. Controls controls;
  306. // Copy mouse yaw
  307. controls.yaw_ = yaw_;
  308. // Only apply WASD controls if there is no focused UI element
  309. if (!ui->GetFocusElement())
  310. {
  311. controls.Set(CTRL_FORWARD, input->GetKeyDown('W'));
  312. controls.Set(CTRL_BACK, input->GetKeyDown('S'));
  313. controls.Set(CTRL_LEFT, input->GetKeyDown('A'));
  314. controls.Set(CTRL_RIGHT, input->GetKeyDown('D'));
  315. }
  316. serverConnection->SetControls(controls);
  317. // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
  318. // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
  319. serverConnection->SetPosition(cameraNode_->GetPosition());
  320. }
  321. // Server: apply controls to client objects
  322. else if (network->IsServerRunning())
  323. {
  324. const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
  325. for (unsigned i = 0; i < connections.Size(); ++i)
  326. {
  327. Connection* connection = connections[i];
  328. // Get the object this connection is controlling
  329. Node* ballNode = serverObjects_[connection];
  330. if (!ballNode)
  331. continue;
  332. RigidBody* body = ballNode->GetComponent<RigidBody>();
  333. // Get the last controls sent by the client
  334. const Controls& controls = connection->GetControls();
  335. // Torque is relative to the forward vector
  336. Quaternion rotation(0.0f, controls.yaw_, 0.0f);
  337. const float MOVE_TORQUE = 3.0f;
  338. // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
  339. // independent from rendering framerate. We could also apply forces (which would enable in-air control),
  340. // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
  341. if (controls.buttons_ & CTRL_FORWARD)
  342. body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
  343. if (controls.buttons_ & CTRL_BACK)
  344. body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
  345. if (controls.buttons_ & CTRL_LEFT)
  346. body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
  347. if (controls.buttons_ & CTRL_RIGHT)
  348. body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
  349. }
  350. }
  351. }
  352. void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
  353. {
  354. Network* network = GetSubsystem<Network>();
  355. String address = textEdit_->GetText().Trimmed();
  356. if (address.Empty())
  357. address = "localhost"; // Use localhost to connect if nothing else specified
  358. // Connect to server, specify scene to use as a client for replication
  359. clientObjectID_ = 0; // Reset own object ID from possible previous connection
  360. network->Connect(address, SERVER_PORT, scene_);
  361. UpdateButtons();
  362. }
  363. void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
  364. {
  365. Network* network = GetSubsystem<Network>();
  366. Connection* serverConnection = network->GetServerConnection();
  367. // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
  368. // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
  369. if (serverConnection)
  370. {
  371. serverConnection->Disconnect();
  372. scene_->Clear(true, false);
  373. clientObjectID_ = 0;
  374. }
  375. // Or if we were running a server, stop it
  376. else if (network->IsServerRunning())
  377. {
  378. network->StopServer();
  379. scene_->Clear(true, false);
  380. }
  381. UpdateButtons();
  382. }
  383. void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
  384. {
  385. Network* network = GetSubsystem<Network>();
  386. network->StartServer(SERVER_PORT);
  387. UpdateButtons();
  388. }
  389. void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
  390. {
  391. UpdateButtons();
  392. }
  393. void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
  394. {
  395. using namespace ClientConnected;
  396. // When a client connects, assign to scene to begin scene replication
  397. Connection* newConnection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  398. newConnection->SetScene(scene_);
  399. // Then create a controllable object for that client
  400. Node* newObject = CreateControllableObject();
  401. serverObjects_[newConnection] = newObject;
  402. // Finally send the object's node ID using a remote event
  403. VariantMap remoteEventData;
  404. remoteEventData[P_ID] = newObject->GetID();
  405. newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
  406. }
  407. void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
  408. {
  409. using namespace ClientConnected;
  410. // When a client disconnects, remove the controlled object
  411. Connection* connection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  412. Node* object = serverObjects_[connection];
  413. if (object)
  414. object->Remove();
  415. serverObjects_.Erase(connection);
  416. }
  417. void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
  418. {
  419. clientObjectID_ = eventData[P_ID].GetUInt();
  420. }