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- // 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
- #include "Scripts/Utilities/Sample.as"
- // UDP port we will use
- const uint SERVER_PORT = 2345;
- // Control bits we define
- const uint CTRL_FORWARD = 1;
- const uint CTRL_BACK = 2;
- const uint CTRL_LEFT = 4;
- const uint CTRL_RIGHT = 8;
- // Record for each connected client
- class Client
- {
- Connection@ connection;
- Node@ object;
- }
- Text@ instructionsText;
- UIElement@ buttonContainer;
- LineEdit@ textEdit;
- Button@ connectButton;
- Button@ disconnectButton;
- Button@ startServerButton;
- Array<Client> clients;
- uint clientObjectID = 0;
- void Start()
- {
- // Execute the common startup for samples
- SampleStart();
- // Create the scene content
- CreateScene();
- // Create the UI content
- CreateUI();
- // Setup the viewport for displaying the scene
- SetupViewport();
- // Hook up to necessary events
- SubscribeToEvents();
- }
- void CreateScene()
- {
- scene_ = Scene();
- // 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);
- Zone@ zone = zoneNode.CreateComponent("Zone");
- zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
- zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
- zone.fogStart = 100.0f;
- zone.fogEnd = 300.0f;
- // Create a directional light without shadows
- Node@ lightNode = scene_.CreateChild("DirectionalLight", LOCAL);
- lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
- Light@ light = lightNode.CreateComponent("Light");
- light.lightType = LIGHT_DIRECTIONAL;
- light.color = Color(0.2f, 0.2f, 0.2f);
- light.specularIntensity = 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.position = Vector3(x * 20.2f, -0.5f, y * 20.2f);
- floorNode.scale = Vector3(20.0f, 1.0f, 20.0f);
- StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
- floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
- floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
- RigidBody@ body = floorNode.CreateComponent("RigidBody");
- body.friction = 1.0f;
- CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
- shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
- }
- }
- // 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);
- Camera@ camera = cameraNode.CreateComponent("Camera");
- camera.farClip = 300.0f;
- // Set an initial position for the camera scene node above the plane
- cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
- }
- void CreateUI()
- {
- XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
- // Set style to the UI root so that elements will inherit it
- ui.root.defaultStyle = 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 will point the raycast target
- Cursor@ cursor = Cursor();
- cursor.SetStyleAuto(uiStyle);
- ui.cursor = cursor;
- // Set starting position of the cursor at the rendering window center
- cursor.SetPosition(graphics.width / 2, graphics.height / 2);
- // Construct the instructions text element
- instructionsText = ui.root.CreateChild("Text");
- instructionsText.text = "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.horizontalAlignment = HA_CENTER;
- instructionsText.verticalAlignment = VA_CENTER;
- instructionsText.SetPosition(0, graphics.height / 4);
- // Hide until connected
- instructionsText.visible = false;
- buttonContainer = ui.root.CreateChild("UIElement");
- buttonContainer.SetFixedSize(500, 20);
- buttonContainer.SetPosition(20, 20);
- buttonContainer.layoutMode = LM_HORIZONTAL;
- textEdit = buttonContainer.CreateChild("LineEdit");
- textEdit.SetStyleAuto();
- connectButton = CreateButton("Connect", 90);
- disconnectButton = CreateButton("Disconnect", 100);
- startServerButton = CreateButton("Start Server", 110);
- UpdateButtons();
- }
- void SetupViewport()
- {
- // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
- Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
- renderer.viewports[0] = viewport;
- }
- void SubscribeToEvents()
- {
- // Subscribe to fixed timestep physics updates for setting or applying controls
- SubscribeToEvent("PhysicsPreStep", "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("PostUpdate", "HandlePostUpdate");
- // Subscribe to button actions
- SubscribeToEvent(connectButton, "Released", "HandleConnect");
- SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect");
- SubscribeToEvent(startServerButton, "Released", "HandleStartServer");
- // Subscribe to network events
- SubscribeToEvent("ServerConnected", "HandleConnectionStatus");
- SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus");
- SubscribeToEvent("ConnectFailed", "HandleConnectionStatus");
- SubscribeToEvent("ClientConnected", "HandleClientConnected");
- SubscribeToEvent("ClientDisconnected", "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("ClientObjectID", "HandleClientObjectID");
- // Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
- network.RegisterRemoteEvent("ClientObjectID");
- }
- Button@ CreateButton(const String& text, int width)
- {
- Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
- Button@ button = buttonContainer.CreateChild("Button");
- button.SetStyleAuto();
- button.SetFixedWidth(width);
- Text@ buttonText = button.CreateChild("Text");
- buttonText.SetFont(font, 12);
- buttonText.SetAlignment(HA_CENTER, VA_CENTER);
- buttonText.text = text;
- return button;
- }
- void UpdateButtons()
- {
- Connection@ serverConnection = network.serverConnection;
- bool serverRunning = network.serverRunning;
- // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
- connectButton.visible = serverConnection is null && !serverRunning;
- disconnectButton.visible = serverConnection !is null || serverRunning;
- startServerButton.visible = serverConnection is null && !serverRunning;
- textEdit.visible = serverConnection is null && !serverRunning;
- }
- Node@ CreateControllableObject()
- {
- // Create the scene node & visual representation. This will be a replicated object
- Node@ ballNode = scene_.CreateChild("Ball");
- ballNode.position = Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f);
- ballNode.SetScale(0.5f);
- StaticModel@ ballObject = ballNode.CreateComponent("StaticModel");
- ballObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
- ballObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
- // Create the physics components
- RigidBody@ body = ballNode.CreateComponent("RigidBody");
- body.mass = 1.0f;
- body.friction = 1.0f;
- // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
- body.linearDamping = 0.5f;
- body.angularDamping = 0.5f;
- CollisionShape@ 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
- Light@ light = ballNode.CreateComponent("Light");
- light.range = 3.0f;
- light.color = Color(0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f);
- return ballNode;
- }
- void MoveCamera()
- {
- // Right mouse button controls mouse cursor visibility: hide when pressed
- ui.cursor.visible = !input.mouseButtonDown[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.cursor.visible)
- {
- IntVector2 mouseMove = input.mouseMove;
- 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.rotation = Quaternion(pitch, yaw, 0.0f);
- // Only move the camera / show instructions if we have a controllable object
- bool showInstructions = false;
- if (clientObjectID != 0)
- {
- Node@ ballNode = scene_.GetNode(clientObjectID);
- if (ballNode !is null)
- {
- const float CAMERA_DISTANCE = 5.0f;
- // Move camera some distance away from the ball
- cameraNode.position = ballNode.position + cameraNode.rotation * Vector3(0.0f, 0.0f, -1.0f) * CAMERA_DISTANCE;
- showInstructions = true;
- }
- }
- instructionsText.visible = showInstructions;
- }
- void 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();
- }
- void 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.)
- Connection@ serverConnection = network.serverConnection;
- // Client: collect controls
- if (serverConnection !is null)
- {
- Controls controls;
- // Copy mouse yaw
- controls.yaw = yaw;
- // Only apply WASD controls if there is no focused UI element
- if (ui.focusElement is null)
- {
- controls.Set(CTRL_FORWARD, input.keyDown['W']);
- controls.Set(CTRL_BACK, input.keyDown['S']);
- controls.Set(CTRL_LEFT, input.keyDown['A']);
- controls.Set(CTRL_RIGHT, input.keyDown['D']);
- }
- serverConnection.controls = 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.position = cameraNode.position;
- }
- // Server: apply controls to client objects
- else if (network.serverRunning)
- {
- for (uint i = 0; i < clients.length; ++i)
- {
- Connection@ connection = clients[i].connection;
- // Get the object this connection is controlling
- Node@ ballNode = clients[i].object;
- RigidBody@ body = ballNode.GetComponent("RigidBody");
- // Torque is relative to the forward vector
- Quaternion rotation(0.0f, connection.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 (connection.controls.IsDown(CTRL_FORWARD))
- body.ApplyTorque(rotation * Vector3(1.0f, 0.0f, 0.0f) * MOVE_TORQUE);
- if (connection.controls.IsDown(CTRL_BACK))
- body.ApplyTorque(rotation * Vector3(-1.0f, 0.0f, 0.0f) * MOVE_TORQUE);
- if (connection.controls.IsDown(CTRL_LEFT))
- body.ApplyTorque(rotation * Vector3(0.0f, 0.0f, 1.0f) * MOVE_TORQUE);
- if (connection.controls.IsDown(CTRL_RIGHT))
- body.ApplyTorque(rotation * Vector3(0.0f, 0.0f, -1.0f) * MOVE_TORQUE);
- }
- }
- }
- void HandleConnect(StringHash eventType, VariantMap& eventData)
- {
- String address = textEdit.text.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 HandleDisconnect(StringHash eventType, VariantMap& eventData)
- {
- Connection@ serverConnection = network.serverConnection;
- // 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 !is null)
- {
- serverConnection.Disconnect();
- scene_.Clear(true, false);
- clientObjectID = 0;
- }
- // Or if we were running a server, stop it
- else if (network.serverRunning)
- {
- network.StopServer();
- scene_.Clear(true, false);
- }
- UpdateButtons();
- }
- void HandleStartServer(StringHash eventType, VariantMap& eventData)
- {
- network.StartServer(SERVER_PORT);
- UpdateButtons();
- }
- void HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
- {
- UpdateButtons();
- }
- void HandleClientConnected(StringHash eventType, VariantMap& eventData)
- {
- // When a client connects, assign to scene to begin scene replication
- Connection@ newConnection = eventData["Connection"].GetPtr();
- newConnection.scene = scene_;
- // Then create a controllable object for that client
- Node@ newObject = CreateControllableObject();
- Client newClient;
- newClient.connection = newConnection;
- newClient.object = newObject;
- clients.Push(newClient);
- // Finally send the object's node ID using a remote event
- VariantMap remoteEventData;
- remoteEventData["ID"] = newObject.id;
- newConnection.SendRemoteEvent("ClientObjectID", true, remoteEventData);
- }
- void HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
- {
- // When a client disconnects, remove the controlled object
- Connection@ connection = eventData["Connection"].GetPtr();
- for (uint i = 0; i < clients.length; ++i)
- {
- if (clients[i].connection is connection)
- {
- clients[i].object.Remove();
- clients.Erase(i);
- break;
- }
- }
- }
- void HandleClientObjectID(StringHash eventType, VariantMap& eventData)
- {
- clientObjectID = eventData["ID"].GetUInt();
- }
- // Create XML patch instructions for screen joystick layout specific to this sample app
- String patchInstructions =
- "<patch>" +
- " <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
- " <attribute name=\"Is Visible\" value=\"false\" />" +
- " </add>" +
- "</patch>";
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