| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 |
- // Copyright (c) 2008-2023 the Urho3D project
- // License: MIT
- #pragma once
- #include "Sample.h"
- namespace Urho3D
- {
- class Button;
- class Connection;
- class Scene;
- class Text;
- class UIElement;
- }
- /// Scene network replication example.
- /// This sample demonstrates:
- /// - Creating a scene in which network clients can join
- /// - Giving each client an object to control and sending the controls from the clients to the server
- /// where the authoritative simulation happens
- /// - Controlling a physics object's movement by applying forces
- class SceneReplication : public Sample
- {
- URHO3D_OBJECT(SceneReplication, Sample);
- public:
- /// Construct.
- explicit SceneReplication(Context* context);
- /// Setup after engine initialization and before running the main loop.
- void Start() override;
- protected:
- /// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
- String GetScreenJoystickPatchString() const override { return
- "<patch>"
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
- " <attribute name=\"Is Visible\" value=\"false\" />"
- " </add>"
- "</patch>";
- }
- private:
- /// Construct the scene content.
- void CreateScene();
- /// Construct instruction text and the login / start server UI.
- void CreateUI();
- /// Set up viewport.
- void SetupViewport();
- /// Subscribe to update, UI and network events.
- void SubscribeToEvents();
- /// Create a button to the button container.
- Button* CreateButton(const String& text, int width);
- /// Update visibility of buttons according to connection and server status.
- void UpdateButtons();
- /// Create a controllable ball object and return its scene node.
- Node* CreateControllableObject();
- /// Read input and move the camera.
- void MoveCamera();
- /// Handle the physics world pre-step event.
- void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
- /// Handle the logic post-update event.
- void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the connect button.
- void HandleConnect(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the disconnect button.
- void HandleDisconnect(StringHash eventType, VariantMap& eventData);
- /// Handle pressing the start server button.
- void HandleStartServer(StringHash eventType, VariantMap& eventData);
- /// Handle connection status change (just update the buttons that should be shown.)
- void HandleConnectionStatus(StringHash eventType, VariantMap& eventData);
- /// Handle a client connecting to the server.
- void HandleClientConnected(StringHash eventType, VariantMap& eventData);
- /// Handle a client disconnecting from the server.
- void HandleClientDisconnected(StringHash eventType, VariantMap& eventData);
- /// Handle remote event from server which tells our controlled object node ID.
- void HandleClientObjectID(StringHash eventType, VariantMap& eventData);
- /// Mapping from client connections to controllable objects.
- HashMap<Connection*, WeakPtr<Node>> serverObjects_;
- /// Button container element.
- SharedPtr<UIElement> buttonContainer_;
- /// Server address line editor element.
- SharedPtr<LineEdit> textEdit_;
- /// Connect button.
- SharedPtr<Button> connectButton_;
- /// Disconnect button.
- SharedPtr<Button> disconnectButton_;
- /// Start server button.
- SharedPtr<Button> startServerButton_;
- /// Instructions text.
- SharedPtr<Text> instructionsText_;
- /// ID of own controllable object (client only.)
- unsigned clientObjectID_{};
- /// Packets in per second
- SharedPtr<Text> packetsIn_;
- /// Packets out per second
- SharedPtr<Text> packetsOut_;
- /// Packet counter UI update timer
- Timer packetCounterTimer_;
- };
|