SceneReplication.cpp 24 KB

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  1. //
  2. // Copyright (c) 2008-2020 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/Core/CoreEvents.h>
  23. #include <Urho3D/Engine/Engine.h>
  24. #include <Urho3D/Graphics/Camera.h>
  25. #include <Urho3D/Graphics/Graphics.h>
  26. #include <Urho3D/Graphics/Light.h>
  27. #include <Urho3D/Graphics/Material.h>
  28. #include <Urho3D/Graphics/Model.h>
  29. #include <Urho3D/Graphics/Octree.h>
  30. #include <Urho3D/Graphics/Renderer.h>
  31. #include <Urho3D/Graphics/StaticModel.h>
  32. #include <Urho3D/Graphics/Zone.h>
  33. #include <Urho3D/Input/Controls.h>
  34. #include <Urho3D/Input/Input.h>
  35. #include <Urho3D/IO/Log.h>
  36. #include <Urho3D/Network/Connection.h>
  37. #include <Urho3D/Network/Network.h>
  38. #include <Urho3D/Network/NetworkEvents.h>
  39. #include <Urho3D/Physics/CollisionShape.h>
  40. #include <Urho3D/Physics/PhysicsEvents.h>
  41. #include <Urho3D/Physics/PhysicsWorld.h>
  42. #include <Urho3D/Physics/RigidBody.h>
  43. #include <Urho3D/Resource/ResourceCache.h>
  44. #include <Urho3D/Scene/Scene.h>
  45. #include <Urho3D/UI/Button.h>
  46. #include <Urho3D/UI/Font.h>
  47. #include <Urho3D/UI/LineEdit.h>
  48. #include <Urho3D/UI/Text.h>
  49. #include <Urho3D/UI/UI.h>
  50. #include <Urho3D/UI/UIEvents.h>
  51. #include "SceneReplication.h"
  52. #include <Urho3D/DebugNew.h>
  53. // TCP port we will use
  54. static const unsigned short SERVER_PORT = 2345;
  55. // Identifier for our custom remote event we use to tell the client which object they control
  56. static const StringHash E_CLIENTOBJECTID("ClientObjectID");
  57. // Identifier for the node ID parameter in the event data
  58. static const StringHash P_ID("ID");
  59. // Control bits we define
  60. static const unsigned CTRL_FORWARD = 1;
  61. static const unsigned CTRL_BACK = 2;
  62. static const unsigned CTRL_LEFT = 4;
  63. static const unsigned CTRL_RIGHT = 8;
  64. URHO3D_DEFINE_APPLICATION_MAIN(SceneReplication)
  65. SceneReplication::SceneReplication(Context* context) :
  66. Sample(context)
  67. {
  68. }
  69. void SceneReplication::Setup()
  70. {
  71. Sample::Setup();
  72. auto params = Engine::ParseParameters(GetArguments());
  73. if (params.Contains(EP_HEADLESS)) {
  74. engineParameters_[EP_HEADLESS] = params[EP_HEADLESS];
  75. }
  76. }
  77. void SceneReplication::Start()
  78. {
  79. // Create the scene content
  80. CreateScene();
  81. if (!GetSubsystem<Engine>()->IsHeadless())
  82. {
  83. // Execute base class startup
  84. Sample::Start();
  85. // Create the UI content
  86. CreateUI();
  87. // Set the mouse mode to use in the sample
  88. Sample::InitMouseMode(MM_RELATIVE);
  89. // Setup the viewport for displaying the scene
  90. SetupViewport();
  91. }
  92. // Hook up to necessary events
  93. SubscribeToEvents();
  94. auto* network = GetSubsystem<Network>();
  95. network->SetUpdateFps(30);
  96. if (GetSubsystem<Engine>()->IsHeadless())
  97. StartServer();
  98. }
  99. void SceneReplication::CreateScene()
  100. {
  101. scene_ = new Scene(context_);
  102. auto* cache = GetSubsystem<ResourceCache>();
  103. // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
  104. // when a client connects
  105. scene_->CreateComponent<Octree>(LOCAL);
  106. scene_->CreateComponent<PhysicsWorld>(LOCAL);
  107. // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
  108. // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
  109. Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
  110. auto* zone = zoneNode->CreateComponent<Zone>();
  111. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  112. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  113. zone->SetFogStart(100.0f);
  114. zone->SetFogEnd(300.0f);
  115. // Create a directional light without shadows
  116. Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
  117. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  118. auto* light = lightNode->CreateComponent<Light>();
  119. light->SetLightType(LIGHT_DIRECTIONAL);
  120. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  121. light->SetSpecularIntensity(1.0f);
  122. // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
  123. for (int y = -20; y <= 20; ++y)
  124. {
  125. for (int x = -20; x <= 20; ++x)
  126. {
  127. Node* floorNode = scene_->CreateChild("FloorTile", LOCAL);
  128. floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
  129. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
  130. auto* floorObject = floorNode->CreateComponent<StaticModel>();
  131. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  132. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  133. auto* body = floorNode->CreateComponent<RigidBody>();
  134. body->SetFriction(1.0f);
  135. auto* shape = floorNode->CreateComponent<CollisionShape>();
  136. shape->SetBox(Vector3::ONE);
  137. }
  138. }
  139. // Create the camera. Limit far clip distance to match the fog
  140. // The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
  141. // network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
  142. // the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
  143. // viewport in SetupViewports() below)
  144. cameraNode_ = scene_->CreateChild("Camera", LOCAL);
  145. auto* camera = cameraNode_->CreateComponent<Camera>();
  146. camera->SetFarClip(300.0f);
  147. // Set an initial position for the camera scene node above the plane
  148. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  149. }
  150. void SceneReplication::CreateUI()
  151. {
  152. auto* cache = GetSubsystem<ResourceCache>();
  153. auto* ui = GetSubsystem<UI>();
  154. UIElement* root = ui->GetRoot();
  155. auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  156. // Set style to the UI root so that elements will inherit it
  157. root->SetDefaultStyle(uiStyle);
  158. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  159. // control the camera, and when visible, it can interact with the login UI
  160. SharedPtr<Cursor> cursor(new Cursor(context_));
  161. cursor->SetStyleAuto(uiStyle);
  162. ui->SetCursor(cursor);
  163. // Set starting position of the cursor at the rendering window center
  164. auto* graphics = GetSubsystem<Graphics>();
  165. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  166. // Construct the instructions text element
  167. instructionsText_ = ui->GetRoot()->CreateChild<Text>();
  168. instructionsText_->SetText(
  169. "Use WASD keys to move and RMB to rotate view"
  170. );
  171. instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  172. // Position the text relative to the screen center
  173. instructionsText_->SetHorizontalAlignment(HA_CENTER);
  174. instructionsText_->SetVerticalAlignment(VA_CENTER);
  175. instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
  176. // Hide until connected
  177. instructionsText_->SetVisible(false);
  178. packetsIn_ = ui->GetRoot()->CreateChild<Text>();
  179. packetsIn_->SetText("Packets in : 0");
  180. packetsIn_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  181. packetsIn_->SetHorizontalAlignment(HA_LEFT);
  182. packetsIn_->SetVerticalAlignment(VA_CENTER);
  183. packetsIn_->SetPosition(10, -10);
  184. packetsOut_ = ui->GetRoot()->CreateChild<Text>();
  185. packetsOut_->SetText("Packets out: 0");
  186. packetsOut_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  187. packetsOut_->SetHorizontalAlignment(HA_LEFT);
  188. packetsOut_->SetVerticalAlignment(VA_CENTER);
  189. packetsOut_->SetPosition(10, 10);
  190. buttonContainer_ = root->CreateChild<UIElement>();
  191. buttonContainer_->SetFixedSize(500, 20);
  192. buttonContainer_->SetPosition(20, 20);
  193. buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
  194. serverAddress_ = buttonContainer_->CreateChild<LineEdit>();
  195. serverAddress_->SetStyleAuto();
  196. serverAddress_->SetText("ws.arnis.dev");
  197. serverPort_ = buttonContainer_->CreateChild<LineEdit>();
  198. serverPort_->SetStyleAuto();
  199. serverPort_->SetText(String(SERVER_PORT));
  200. connectButton_ = CreateButton("Connect", 90);
  201. disconnectButton_ = CreateButton("Disconnect", 100);
  202. startServerButton_ = CreateButton("Start Server", 110);
  203. UpdateButtons();
  204. }
  205. void SceneReplication::SetupViewport()
  206. {
  207. auto* renderer = GetSubsystem<Renderer>();
  208. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  209. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  210. renderer->SetViewport(0, viewport);
  211. }
  212. void SceneReplication::SubscribeToEvents()
  213. {
  214. // Subscribe to fixed timestep physics updates for setting or applying controls
  215. SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, HandlePhysicsPreStep));
  216. // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
  217. // of the usual Update so that physics simulation has already proceeded for the frame, and can
  218. // accurately follow the object with the camera
  219. SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
  220. // Subscribe to button actions
  221. SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
  222. SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
  223. SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
  224. // Subscribe to network events
  225. SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  226. SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  227. SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  228. SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
  229. SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientDisconnected));
  230. // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
  231. SubscribeToEvent(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
  232. // Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
  233. GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
  234. }
  235. Button* SceneReplication::CreateButton(const String& text, int width)
  236. {
  237. auto* cache = GetSubsystem<ResourceCache>();
  238. auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  239. auto* button = buttonContainer_->CreateChild<Button>();
  240. button->SetStyleAuto();
  241. button->SetFixedWidth(width);
  242. auto* buttonText = button->CreateChild<Text>();
  243. buttonText->SetFont(font, 12);
  244. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  245. buttonText->SetText(text);
  246. return button;
  247. }
  248. void SceneReplication::UpdateButtons()
  249. {
  250. auto* network = GetSubsystem<Network>();
  251. Connection* serverConnection = network->GetServerConnection();
  252. bool serverRunning = network->IsServerRunning();
  253. // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
  254. connectButton_->SetVisible(!serverConnection && !serverRunning);
  255. disconnectButton_->SetVisible(serverConnection || serverRunning);
  256. startServerButton_->SetVisible(!serverConnection && !serverRunning);
  257. serverAddress_->SetVisible(!serverConnection && !serverRunning);
  258. serverPort_->SetVisible(!serverConnection && !serverRunning);
  259. }
  260. Node* SceneReplication::CreateControllableObject()
  261. {
  262. auto* cache = GetSubsystem<ResourceCache>();
  263. // Create the scene node & visual representation. This will be a replicated object
  264. Node* ballNode = scene_->CreateChild("Ball");
  265. ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
  266. ballNode->SetScale(0.5f);
  267. auto* ballObject = ballNode->CreateComponent<StaticModel>();
  268. ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  269. ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  270. // Create the physics components
  271. auto* body = ballNode->CreateComponent<RigidBody>();
  272. body->SetMass(1.0f);
  273. body->SetFriction(1.0f);
  274. // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
  275. body->SetLinearDamping(0.5f);
  276. body->SetAngularDamping(0.5f);
  277. auto* shape = ballNode->CreateComponent<CollisionShape>();
  278. shape->SetSphere(1.0f);
  279. // Create a random colored point light at the ball so that can see better where is going
  280. auto* light = ballNode->CreateComponent<Light>();
  281. light->SetRange(3.0f);
  282. light->SetColor(
  283. Color(0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f));
  284. return ballNode;
  285. }
  286. void SceneReplication::MoveCamera()
  287. {
  288. // Right mouse button controls mouse cursor visibility: hide when pressed
  289. auto* ui = GetSubsystem<UI>();
  290. auto* input = GetSubsystem<Input>();
  291. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  292. if (input->GetKeyPress(KEY_P)) {
  293. auto network = GetSubsystem<Network>();
  294. auto connections = network->GetClientConnections();
  295. for (auto it = connections.Begin(); it != connections.End(); ++it) {
  296. (*it)->Disconnect();
  297. URHO3D_LOGINFOF("Disconnecting client!");
  298. }
  299. }
  300. // Mouse sensitivity as degrees per pixel
  301. const float MOUSE_SENSITIVITY = 0.1f;
  302. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
  303. // when the cursor is hidden
  304. if (!ui->GetCursor()->IsVisible())
  305. {
  306. IntVector2 mouseMove = input->GetMouseMove();
  307. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  308. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  309. pitch_ = Clamp(pitch_, 1.0f, 90.0f);
  310. }
  311. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  312. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  313. // Only move the camera / show instructions if we have a controllable object
  314. bool showInstructions = false;
  315. if (clientObjectID_)
  316. {
  317. Node* ballNode = scene_->GetNode(clientObjectID_);
  318. if (ballNode)
  319. {
  320. const float CAMERA_DISTANCE = 5.0f;
  321. // Move camera some distance away from the ball
  322. cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
  323. showInstructions = true;
  324. }
  325. }
  326. instructionsText_->SetVisible(showInstructions);
  327. }
  328. void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  329. {
  330. if (!GetSubsystem<Engine>()->IsHeadless())
  331. {
  332. // We only rotate the camera according to mouse movement since last frame, so do not need the time step
  333. MoveCamera();
  334. }
  335. if (packetsIn_ && packetsOut_ ) {
  336. if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetServerConnection()) {
  337. packetsIn_->SetText("Packets in (as client) : " +
  338. String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsInPerSec()));
  339. packetsOut_->SetText("Packets out (as client): " +
  340. String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsOutPerSec()));
  341. packetCounterTimer_.Reset();
  342. } else if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->IsServerRunning()) {
  343. int packetsIn = 0;
  344. int packetsOut = 0;
  345. auto connections = GetSubsystem<Network>()->GetClientConnections();
  346. for (auto it = connections.Begin(); it != connections.End(); ++it) {
  347. packetsIn += (*it)->GetPacketsInPerSec();
  348. packetsOut += (*it)->GetPacketsOutPerSec();
  349. }
  350. packetsIn_->SetText("Packets in (as server)[" + String(connections.Size()) + "] : " + String(packetsIn));
  351. packetsOut_->SetText("Packets out (as server)[" + String(connections.Size()) + "]: " + String(packetsOut));
  352. packetCounterTimer_.Reset();
  353. } else if (packetCounterTimer_.GetMSec(false) > 1000) {
  354. packetsIn_->SetText("Packets in : 0");
  355. packetsOut_->SetText("Packets out : 0");
  356. }
  357. }
  358. }
  359. void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  360. {
  361. // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
  362. // and sets them to its server connection object, so that they will be sent to the server automatically at a
  363. // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
  364. auto* network = GetSubsystem<Network>();
  365. Connection* serverConnection = network->GetServerConnection();
  366. // Client: collect controls
  367. if (serverConnection)
  368. {
  369. auto* ui = GetSubsystem<UI>();
  370. auto* input = GetSubsystem<Input>();
  371. Controls controls;
  372. // Copy mouse yaw
  373. controls.yaw_ = yaw_;
  374. // Only apply WASD controls if there is no focused UI element
  375. if (!ui->GetFocusElement())
  376. {
  377. controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
  378. controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
  379. controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
  380. controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
  381. }
  382. serverConnection->SetControls(controls);
  383. // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
  384. // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
  385. serverConnection->SetPosition(cameraNode_->GetPosition());
  386. }
  387. // Server: apply controls to client objects
  388. else if (network->IsServerRunning())
  389. {
  390. const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
  391. for (unsigned i = 0; i < connections.Size(); ++i)
  392. {
  393. Connection* connection = connections[i];
  394. // Get the object this connection is controlling
  395. Node* ballNode = serverObjects_[connection];
  396. if (!ballNode)
  397. continue;
  398. auto* body = ballNode->GetComponent<RigidBody>();
  399. // Get the last controls sent by the client
  400. const Controls& controls = connection->GetControls();
  401. // Torque is relative to the forward vector
  402. Quaternion rotation(0.0f, controls.yaw_, 0.0f);
  403. const float MOVE_TORQUE = 3.0f;
  404. // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
  405. // independent from rendering framerate. We could also apply forces (which would enable in-air control),
  406. // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
  407. if (controls.buttons_ & CTRL_FORWARD)
  408. body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
  409. if (controls.buttons_ & CTRL_BACK)
  410. body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
  411. if (controls.buttons_ & CTRL_LEFT)
  412. body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
  413. if (controls.buttons_ & CTRL_RIGHT)
  414. body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
  415. }
  416. }
  417. }
  418. void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
  419. {
  420. auto* network = GetSubsystem<Network>();
  421. String address = serverAddress_->GetText().Trimmed();
  422. if (address.Empty())
  423. address = "127.0.0.1"; // Use localhost to connect if nothing else specified
  424. // Connect to server, specify scene to use as a client for replication
  425. clientObjectID_ = 0; // Reset own object ID from possible previous connection
  426. network->ConnectWS(address, ToInt(serverPort_->GetText()), scene_);
  427. UpdateButtons();
  428. }
  429. void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
  430. {
  431. auto* network = GetSubsystem<Network>();
  432. Connection* serverConnection = network->GetServerConnection();
  433. // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
  434. // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
  435. if (serverConnection)
  436. {
  437. serverConnection->Disconnect();
  438. scene_->Clear(true, false);
  439. clientObjectID_ = 0;
  440. }
  441. // Or if we were running a server, stop it
  442. else if (network->IsServerRunning())
  443. {
  444. network->StopServer();
  445. scene_->Clear(true, false);
  446. }
  447. UpdateButtons();
  448. }
  449. void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
  450. {
  451. StartServer();
  452. UpdateButtons();
  453. }
  454. void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
  455. {
  456. UpdateButtons();
  457. }
  458. void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
  459. {
  460. using namespace ClientConnected;
  461. // When a client connects, assign to scene to begin scene replication
  462. auto* newConnection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  463. newConnection->SetScene(scene_);
  464. // Then create a controllable object for that client
  465. Node* newObject = CreateControllableObject();
  466. serverObjects_[newConnection] = newObject;
  467. // Finally send the object's node ID using a remote event
  468. VariantMap remoteEventData;
  469. remoteEventData[P_ID] = newObject->GetID();
  470. newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
  471. }
  472. void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
  473. {
  474. using namespace ClientConnected;
  475. // When a client disconnects, remove the controlled object
  476. auto* connection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  477. Node* object = serverObjects_[connection];
  478. if (object)
  479. object->Remove();
  480. serverObjects_.Erase(connection);
  481. }
  482. void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
  483. {
  484. clientObjectID_ = eventData[P_ID].GetUInt();
  485. }
  486. void SceneReplication::StartServer()
  487. {
  488. auto* network = GetSubsystem<Network>();
  489. network->StartWSServer(SERVER_PORT, 2);
  490. }