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- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #include <Urho3D/Core/CoreEvents.h>
- #include <Urho3D/Engine/Engine.h>
- #include <Urho3D/Graphics/Camera.h>
- #include <Urho3D/Graphics/Graphics.h>
- #include <Urho3D/Graphics/Light.h>
- #include <Urho3D/Graphics/Material.h>
- #include <Urho3D/Graphics/Model.h>
- #include <Urho3D/Graphics/Octree.h>
- #include <Urho3D/Graphics/Renderer.h>
- #include <Urho3D/Graphics/StaticModel.h>
- #include <Urho3D/Graphics/Zone.h>
- #include <Urho3D/Input/Controls.h>
- #include <Urho3D/Input/Input.h>
- #include <Urho3D/IO/Log.h>
- #include <Urho3D/Network/Connection.h>
- #include <Urho3D/Network/Network.h>
- #include <Urho3D/Network/NetworkEvents.h>
- #include <Urho3D/Physics/CollisionShape.h>
- #include <Urho3D/Physics/PhysicsEvents.h>
- #include <Urho3D/Physics/PhysicsWorld.h>
- #include <Urho3D/Physics/RigidBody.h>
- #include <Urho3D/Resource/ResourceCache.h>
- #include <Urho3D/Scene/Scene.h>
- #include <Urho3D/UI/Button.h>
- #include <Urho3D/UI/Font.h>
- #include <Urho3D/UI/LineEdit.h>
- #include <Urho3D/UI/Text.h>
- #include <Urho3D/UI/UI.h>
- #include <Urho3D/UI/UIEvents.h>
- #include "SceneReplication.h"
- #include <Urho3D/DebugNew.h>
- // UDP port we will use
- static const unsigned short SERVER_PORT = 2345;
- // Identifier for our custom remote event we use to tell the client which object they control
- static const StringHash E_CLIENTOBJECTID("ClientObjectID");
- // Identifier for the node ID parameter in the event data
- static const StringHash P_ID("ID");
- // Control bits we define
- static const unsigned CTRL_FORWARD = 1;
- static const unsigned CTRL_BACK = 2;
- static const unsigned CTRL_LEFT = 4;
- static const unsigned CTRL_RIGHT = 8;
- URHO3D_DEFINE_APPLICATION_MAIN(SceneReplication)
- SceneReplication::SceneReplication(Context* context) :
- Sample(context)
- {
- }
- void SceneReplication::Start()
- {
- // Execute base class startup
- Sample::Start();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateUI();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to necessary events
- SubscribeToEvents();
- // Set the mouse mode to use in the sample
- Sample::InitMouseMode(MM_RELATIVE);
- }
- void SceneReplication::CreateScene()
- {
- scene_ = new Scene(context_);
- auto* cache = GetSubsystem<ResourceCache>();
- // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
- // when a client connects
- scene_->CreateComponent<Octree>(LOCAL);
- scene_->CreateComponent<PhysicsWorld>(LOCAL);
- // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
- // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
- Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
- auto* 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", LOCAL);
- lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
- auto* 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", LOCAL);
- floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
- floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
- auto* floorObject = floorNode->CreateComponent<StaticModel>();
- floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
- floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
- auto* body = floorNode->CreateComponent<RigidBody>();
- body->SetFriction(1.0f);
- auto* shape = floorNode->CreateComponent<CollisionShape>();
- shape->SetBox(Vector3::ONE);
- }
- }
- // Create the camera. Limit far clip distance to match the fog
- // The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
- // network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
- // the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
- // viewport in SetupViewports() below)
- cameraNode_ = scene_->CreateChild("Camera", LOCAL);
- auto* camera = cameraNode_->CreateComponent<Camera>();
- camera->SetFarClip(300.0f);
- // Set an initial position for the camera scene node above the plane
- cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
- }
- void SceneReplication::CreateUI()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* ui = GetSubsystem<UI>();
- UIElement* root = ui->GetRoot();
- auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
- // Set style to the UI root so that elements will inherit it
- root->SetDefaultStyle(uiStyle);
- // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
- // control the camera, and when visible, it can interact with the login UI
- SharedPtr<Cursor> cursor(new Cursor(context_));
- cursor->SetStyleAuto(uiStyle);
- ui->SetCursor(cursor);
- // Set starting position of the cursor at the rendering window center
- auto* graphics = GetSubsystem<Graphics>();
- cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
- // Construct the instructions text element
- instructionsText_ = ui->GetRoot()->CreateChild<Text>();
- instructionsText_->SetText(
- "Use WASD keys to move and RMB to rotate view"
- );
- instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- // Position the text relative to the screen center
- instructionsText_->SetHorizontalAlignment(HA_CENTER);
- instructionsText_->SetVerticalAlignment(VA_CENTER);
- instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
- // Hide until connected
- instructionsText_->SetVisible(false);
- packetsIn_ = ui->GetRoot()->CreateChild<Text>();
- packetsIn_->SetText("Packets in : 0");
- packetsIn_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- packetsIn_->SetHorizontalAlignment(HA_LEFT);
- packetsIn_->SetVerticalAlignment(VA_CENTER);
- packetsIn_->SetPosition(10, -10);
- packetsOut_ = ui->GetRoot()->CreateChild<Text>();
- packetsOut_->SetText("Packets out: 0");
- packetsOut_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
- packetsOut_->SetHorizontalAlignment(HA_LEFT);
- packetsOut_->SetVerticalAlignment(VA_CENTER);
- packetsOut_->SetPosition(10, 10);
- buttonContainer_ = root->CreateChild<UIElement>();
- buttonContainer_->SetFixedSize(500, 20);
- buttonContainer_->SetPosition(20, 20);
- buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
- textEdit_ = buttonContainer_->CreateChild<LineEdit>();
- textEdit_->SetStyleAuto();
- connectButton_ = CreateButton("Connect", 90);
- disconnectButton_ = CreateButton("Disconnect", 100);
- startServerButton_ = CreateButton("Start Server", 110);
- UpdateButtons();
- }
- void SceneReplication::SetupViewport()
- {
- auto* renderer = GetSubsystem<Renderer>();
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
- renderer->SetViewport(0, viewport);
- }
- void SceneReplication::SubscribeToEvents()
- {
- // Subscribe to fixed timestep physics updates for setting or applying controls
- SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, HandlePhysicsPreStep));
- // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
- // of the usual Update so that physics simulation has already proceeded for the frame, and can
- // accurately follow the object with the camera
- SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
- // Subscribe to button actions
- SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
- SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
- SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
- // Subscribe to network events
- SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
- SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
- SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
- SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
- SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientDisconnected));
- // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
- SubscribeToEvent(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
- // Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
- GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
- }
- Button* SceneReplication::CreateButton(const String& text, int width)
- {
- auto* cache = GetSubsystem<ResourceCache>();
- auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
- auto* button = buttonContainer_->CreateChild<Button>();
- button->SetStyleAuto();
- button->SetFixedWidth(width);
- auto* buttonText = button->CreateChild<Text>();
- buttonText->SetFont(font, 12);
- buttonText->SetAlignment(HA_CENTER, VA_CENTER);
- buttonText->SetText(text);
- return button;
- }
- void SceneReplication::UpdateButtons()
- {
- auto* network = GetSubsystem<Network>();
- Connection* serverConnection = network->GetServerConnection();
- bool serverRunning = network->IsServerRunning();
- // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
- connectButton_->SetVisible(!serverConnection && !serverRunning);
- disconnectButton_->SetVisible(serverConnection || serverRunning);
- startServerButton_->SetVisible(!serverConnection && !serverRunning);
- textEdit_->SetVisible(!serverConnection && !serverRunning);
- }
- Node* SceneReplication::CreateControllableObject()
- {
- auto* cache = GetSubsystem<ResourceCache>();
- // Create the scene node & visual representation. This will be a replicated object
- Node* ballNode = scene_->CreateChild("Ball");
- ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, -Random(40.0f) + 20.0f));
- ballNode->SetScale(0.5f);
- auto* ballObject = ballNode->CreateComponent<StaticModel>();
- ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
- ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
- // Create the physics components
- auto* body = ballNode->CreateComponent<RigidBody>();
- body->SetMass(1.0f);
- body->SetFriction(1.0f);
- // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
- body->SetLinearDamping(0.5f);
- body->SetAngularDamping(0.5f);
- auto* shape = ballNode->CreateComponent<CollisionShape>();
- shape->SetSphere(1.0f);
- // Create a random colored point light at the ball so that can see better where is going
- auto* light = ballNode->CreateComponent<Light>();
- light->SetRange(3.0f);
- light->SetColor(
- Color(0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f));
- return ballNode;
- }
- void SceneReplication::MoveCamera()
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- auto* ui = GetSubsystem<UI>();
- auto* input = GetSubsystem<Input>();
- ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
- // Mouse sensitivity as degrees per pixel
- const float MOUSE_SENSITIVITY = 0.1f;
- // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
- // when the cursor is hidden
- if (!ui->GetCursor()->IsVisible())
- {
- IntVector2 mouseMove = input->GetMouseMove();
- yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
- pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
- pitch_ = Clamp(pitch_, 1.0f, 90.0f);
- }
- // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
- cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
- // Only move the camera / show instructions if we have a controllable object
- bool showInstructions = false;
- if (clientObjectID_)
- {
- Node* ballNode = scene_->GetNode(clientObjectID_);
- if (ballNode)
- {
- const float CAMERA_DISTANCE = 5.0f;
- // Move camera some distance away from the ball
- cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
- showInstructions = true;
- }
- }
- instructionsText_->SetVisible(showInstructions);
- }
- void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- // We only rotate the camera according to mouse movement since last frame, so do not need the time step
- MoveCamera();
- if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetServerConnection())
- {
- packetsIn_->SetText("Packets in: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsInPerSec()));
- packetsOut_->SetText("Packets out: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsOutPerSec()));
- packetCounterTimer_.Reset();
- }
- if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetClientConnections().Size())
- {
- int packetsIn = 0;
- int packetsOut = 0;
- auto connections = GetSubsystem<Network>()->GetClientConnections();
- for (auto it = connections.Begin(); it != connections.End(); ++it ) {
- packetsIn += (*it)->GetPacketsInPerSec();
- packetsOut += (*it)->GetPacketsOutPerSec();
- }
- packetsIn_->SetText("Packets in: " + String(packetsIn));
- packetsOut_->SetText("Packets out: " + String(packetsOut));
- packetCounterTimer_.Reset();
- }
- }
- void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
- {
- // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
- // and sets them to its server connection object, so that they will be sent to the server automatically at a
- // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
- auto* network = GetSubsystem<Network>();
- Connection* serverConnection = network->GetServerConnection();
- // Client: collect controls
- if (serverConnection)
- {
- auto* ui = GetSubsystem<UI>();
- auto* input = GetSubsystem<Input>();
- Controls controls;
- // Copy mouse yaw
- controls.yaw_ = yaw_;
- // Only apply WASD controls if there is no focused UI element
- if (!ui->GetFocusElement())
- {
- controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
- controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
- controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
- controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
- }
- serverConnection->SetControls(controls);
- // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
- // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
- serverConnection->SetPosition(cameraNode_->GetPosition());
- }
- // Server: apply controls to client objects
- else if (network->IsServerRunning())
- {
- const Vector<SharedPtr<Connection>>& connections = network->GetClientConnections();
- for (Connection* connection : connections)
- {
- // Get the object this connection is controlling
- Node* ballNode = serverObjects_[connection];
- if (!ballNode)
- continue;
- RigidBody* body = ballNode->GetComponent<RigidBody>();
- // Get the last controls sent by the client
- const Controls& controls = connection->GetControls();
- // Torque is relative to the forward vector
- Quaternion rotation(0.0f, controls.yaw_, 0.0f);
- const float MOVE_TORQUE = 3.0f;
- // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
- // independent from rendering framerate. We could also apply forces (which would enable in-air control),
- // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
- if (controls.buttons_ & CTRL_FORWARD)
- body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
- if (controls.buttons_ & CTRL_BACK)
- body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
- if (controls.buttons_ & CTRL_LEFT)
- body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
- if (controls.buttons_ & CTRL_RIGHT)
- body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
- }
- }
- }
- void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
- {
- auto* network = GetSubsystem<Network>();
- String address = textEdit_->GetText().Trimmed();
- if (address.Empty())
- address = "localhost"; // Use localhost to connect if nothing else specified
- // Connect to server, specify scene to use as a client for replication
- clientObjectID_ = 0; // Reset own object ID from possible previous connection
- network->Connect(address, SERVER_PORT, scene_);
- UpdateButtons();
- }
- void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
- {
- auto* network = GetSubsystem<Network>();
- Connection* serverConnection = network->GetServerConnection();
- // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
- // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
- if (serverConnection)
- {
- serverConnection->Disconnect();
- scene_->Clear(true, false);
- clientObjectID_ = 0;
- }
- // Or if we were running a server, stop it
- else if (network->IsServerRunning())
- {
- network->StopServer();
- scene_->Clear(true, false);
- }
- UpdateButtons();
- }
- void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
- {
- auto* network = GetSubsystem<Network>();
- network->StartServer(SERVER_PORT);
- 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
- auto* newConnection = static_cast<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
- auto* connection = static_cast<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].GetU32();
- }
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