SceneReplication.cpp 22 KB

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  1. //
  2. // Copyright (c) 2008-2021 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. // UDP 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::Start()
  70. {
  71. // Execute base class startup
  72. Sample::Start();
  73. // Create the scene content
  74. CreateScene();
  75. // Create the UI content
  76. CreateUI();
  77. // Setup the viewport for displaying the scene
  78. SetupViewport();
  79. // Hook up to necessary events
  80. SubscribeToEvents();
  81. // Set the mouse mode to use in the sample
  82. Sample::InitMouseMode(MM_RELATIVE);
  83. }
  84. void SceneReplication::CreateScene()
  85. {
  86. scene_ = new Scene(context_);
  87. auto* cache = GetSubsystem<ResourceCache>();
  88. // Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
  89. // when a client connects
  90. scene_->CreateComponent<Octree>(LOCAL);
  91. scene_->CreateComponent<PhysicsWorld>(LOCAL);
  92. // All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
  93. // not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
  94. Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
  95. auto* zone = zoneNode->CreateComponent<Zone>();
  96. zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
  97. zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
  98. zone->SetFogStart(100.0f);
  99. zone->SetFogEnd(300.0f);
  100. // Create a directional light without shadows
  101. Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
  102. lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
  103. auto* light = lightNode->CreateComponent<Light>();
  104. light->SetLightType(LIGHT_DIRECTIONAL);
  105. light->SetColor(Color(0.2f, 0.2f, 0.2f));
  106. light->SetSpecularIntensity(1.0f);
  107. // Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
  108. for (int y = -20; y <= 20; ++y)
  109. {
  110. for (int x = -20; x <= 20; ++x)
  111. {
  112. Node* floorNode = scene_->CreateChild("FloorTile", LOCAL);
  113. floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
  114. floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
  115. auto* floorObject = floorNode->CreateComponent<StaticModel>();
  116. floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
  117. floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
  118. auto* body = floorNode->CreateComponent<RigidBody>();
  119. body->SetFriction(1.0f);
  120. auto* shape = floorNode->CreateComponent<CollisionShape>();
  121. shape->SetBox(Vector3::ONE);
  122. }
  123. }
  124. // Create the camera. Limit far clip distance to match the fog
  125. // The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
  126. // network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
  127. // the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
  128. // viewport in SetupViewports() below)
  129. cameraNode_ = scene_->CreateChild("Camera", LOCAL);
  130. auto* camera = cameraNode_->CreateComponent<Camera>();
  131. camera->SetFarClip(300.0f);
  132. // Set an initial position for the camera scene node above the plane
  133. cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
  134. }
  135. void SceneReplication::CreateUI()
  136. {
  137. auto* cache = GetSubsystem<ResourceCache>();
  138. auto* ui = GetSubsystem<UI>();
  139. UIElement* root = ui->GetRoot();
  140. auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
  141. // Set style to the UI root so that elements will inherit it
  142. root->SetDefaultStyle(uiStyle);
  143. // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
  144. // control the camera, and when visible, it can interact with the login UI
  145. SharedPtr<Cursor> cursor(new Cursor(context_));
  146. cursor->SetStyleAuto(uiStyle);
  147. ui->SetCursor(cursor);
  148. // Set starting position of the cursor at the rendering window center
  149. auto* graphics = GetSubsystem<Graphics>();
  150. cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
  151. // Construct the instructions text element
  152. instructionsText_ = ui->GetRoot()->CreateChild<Text>();
  153. instructionsText_->SetText(
  154. "Use WASD keys to move and RMB to rotate view"
  155. );
  156. instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  157. // Position the text relative to the screen center
  158. instructionsText_->SetHorizontalAlignment(HA_CENTER);
  159. instructionsText_->SetVerticalAlignment(VA_CENTER);
  160. instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
  161. // Hide until connected
  162. instructionsText_->SetVisible(false);
  163. packetsIn_ = ui->GetRoot()->CreateChild<Text>();
  164. packetsIn_->SetText("Packets in : 0");
  165. packetsIn_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  166. packetsIn_->SetHorizontalAlignment(HA_LEFT);
  167. packetsIn_->SetVerticalAlignment(VA_CENTER);
  168. packetsIn_->SetPosition(10, -10);
  169. packetsOut_ = ui->GetRoot()->CreateChild<Text>();
  170. packetsOut_->SetText("Packets out: 0");
  171. packetsOut_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
  172. packetsOut_->SetHorizontalAlignment(HA_LEFT);
  173. packetsOut_->SetVerticalAlignment(VA_CENTER);
  174. packetsOut_->SetPosition(10, 10);
  175. buttonContainer_ = root->CreateChild<UIElement>();
  176. buttonContainer_->SetFixedSize(500, 20);
  177. buttonContainer_->SetPosition(20, 20);
  178. buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
  179. textEdit_ = buttonContainer_->CreateChild<LineEdit>();
  180. textEdit_->SetStyleAuto();
  181. connectButton_ = CreateButton("Connect", 90);
  182. disconnectButton_ = CreateButton("Disconnect", 100);
  183. startServerButton_ = CreateButton("Start Server", 110);
  184. UpdateButtons();
  185. }
  186. void SceneReplication::SetupViewport()
  187. {
  188. auto* renderer = GetSubsystem<Renderer>();
  189. // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
  190. SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
  191. renderer->SetViewport(0, viewport);
  192. }
  193. void SceneReplication::SubscribeToEvents()
  194. {
  195. // Subscribe to fixed timestep physics updates for setting or applying controls
  196. SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, HandlePhysicsPreStep));
  197. // Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
  198. // of the usual Update so that physics simulation has already proceeded for the frame, and can
  199. // accurately follow the object with the camera
  200. SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
  201. // Subscribe to button actions
  202. SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
  203. SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
  204. SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
  205. // Subscribe to network events
  206. SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  207. SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  208. SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
  209. SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
  210. SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientDisconnected));
  211. // This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
  212. SubscribeToEvent(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
  213. // Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
  214. GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
  215. }
  216. Button* SceneReplication::CreateButton(const String& text, int width)
  217. {
  218. auto* cache = GetSubsystem<ResourceCache>();
  219. auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
  220. auto* button = buttonContainer_->CreateChild<Button>();
  221. button->SetStyleAuto();
  222. button->SetFixedWidth(width);
  223. auto* buttonText = button->CreateChild<Text>();
  224. buttonText->SetFont(font, 12);
  225. buttonText->SetAlignment(HA_CENTER, VA_CENTER);
  226. buttonText->SetText(text);
  227. return button;
  228. }
  229. void SceneReplication::UpdateButtons()
  230. {
  231. auto* network = GetSubsystem<Network>();
  232. Connection* serverConnection = network->GetServerConnection();
  233. bool serverRunning = network->IsServerRunning();
  234. // Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
  235. connectButton_->SetVisible(!serverConnection && !serverRunning);
  236. disconnectButton_->SetVisible(serverConnection || serverRunning);
  237. startServerButton_->SetVisible(!serverConnection && !serverRunning);
  238. textEdit_->SetVisible(!serverConnection && !serverRunning);
  239. }
  240. Node* SceneReplication::CreateControllableObject()
  241. {
  242. auto* cache = GetSubsystem<ResourceCache>();
  243. // Create the scene node & visual representation. This will be a replicated object
  244. Node* ballNode = scene_->CreateChild("Ball");
  245. ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
  246. ballNode->SetScale(0.5f);
  247. auto* ballObject = ballNode->CreateComponent<StaticModel>();
  248. ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
  249. ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
  250. // Create the physics components
  251. auto* body = ballNode->CreateComponent<RigidBody>();
  252. body->SetMass(1.0f);
  253. body->SetFriction(1.0f);
  254. // In addition to friction, use motion damping so that the ball can not accelerate limitlessly
  255. body->SetLinearDamping(0.5f);
  256. body->SetAngularDamping(0.5f);
  257. auto* shape = ballNode->CreateComponent<CollisionShape>();
  258. shape->SetSphere(1.0f);
  259. // Create a random colored point light at the ball so that can see better where is going
  260. auto* light = ballNode->CreateComponent<Light>();
  261. light->SetRange(3.0f);
  262. light->SetColor(
  263. Color(0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f));
  264. return ballNode;
  265. }
  266. void SceneReplication::MoveCamera()
  267. {
  268. // Right mouse button controls mouse cursor visibility: hide when pressed
  269. auto* ui = GetSubsystem<UI>();
  270. auto* input = GetSubsystem<Input>();
  271. ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
  272. // Mouse sensitivity as degrees per pixel
  273. const float MOUSE_SENSITIVITY = 0.1f;
  274. // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
  275. // when the cursor is hidden
  276. if (!ui->GetCursor()->IsVisible())
  277. {
  278. IntVector2 mouseMove = input->GetMouseMove();
  279. yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
  280. pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
  281. pitch_ = Clamp(pitch_, 1.0f, 90.0f);
  282. }
  283. // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
  284. cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
  285. // Only move the camera / show instructions if we have a controllable object
  286. bool showInstructions = false;
  287. if (clientObjectID_)
  288. {
  289. Node* ballNode = scene_->GetNode(clientObjectID_);
  290. if (ballNode)
  291. {
  292. const float CAMERA_DISTANCE = 5.0f;
  293. // Move camera some distance away from the ball
  294. cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
  295. showInstructions = true;
  296. }
  297. }
  298. instructionsText_->SetVisible(showInstructions);
  299. }
  300. void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
  301. {
  302. // We only rotate the camera according to mouse movement since last frame, so do not need the time step
  303. MoveCamera();
  304. if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetServerConnection())
  305. {
  306. packetsIn_->SetText("Packets in: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsInPerSec()));
  307. packetsOut_->SetText("Packets out: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsOutPerSec()));
  308. packetCounterTimer_.Reset();
  309. }
  310. if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetClientConnections().Size())
  311. {
  312. int packetsIn = 0;
  313. int packetsOut = 0;
  314. auto connections = GetSubsystem<Network>()->GetClientConnections();
  315. for (auto it = connections.Begin(); it != connections.End(); ++it ) {
  316. packetsIn += (*it)->GetPacketsInPerSec();
  317. packetsOut += (*it)->GetPacketsOutPerSec();
  318. }
  319. packetsIn_->SetText("Packets in: " + String(packetsIn));
  320. packetsOut_->SetText("Packets out: " + String(packetsOut));
  321. packetCounterTimer_.Reset();
  322. }
  323. }
  324. void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
  325. {
  326. // This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
  327. // and sets them to its server connection object, so that they will be sent to the server automatically at a
  328. // fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
  329. auto* network = GetSubsystem<Network>();
  330. Connection* serverConnection = network->GetServerConnection();
  331. // Client: collect controls
  332. if (serverConnection)
  333. {
  334. auto* ui = GetSubsystem<UI>();
  335. auto* input = GetSubsystem<Input>();
  336. Controls controls;
  337. // Copy mouse yaw
  338. controls.yaw_ = yaw_;
  339. // Only apply WASD controls if there is no focused UI element
  340. if (!ui->GetFocusElement())
  341. {
  342. controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
  343. controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
  344. controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
  345. controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
  346. }
  347. serverConnection->SetControls(controls);
  348. // In case the server wants to do position-based interest management using the NetworkPriority components, we should also
  349. // tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
  350. serverConnection->SetPosition(cameraNode_->GetPosition());
  351. }
  352. // Server: apply controls to client objects
  353. else if (network->IsServerRunning())
  354. {
  355. const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
  356. for (unsigned i = 0; i < connections.Size(); ++i)
  357. {
  358. Connection* connection = connections[i];
  359. // Get the object this connection is controlling
  360. Node* ballNode = serverObjects_[connection];
  361. if (!ballNode)
  362. continue;
  363. auto* body = ballNode->GetComponent<RigidBody>();
  364. // Get the last controls sent by the client
  365. const Controls& controls = connection->GetControls();
  366. // Torque is relative to the forward vector
  367. Quaternion rotation(0.0f, controls.yaw_, 0.0f);
  368. const float MOVE_TORQUE = 3.0f;
  369. // Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
  370. // independent from rendering framerate. We could also apply forces (which would enable in-air control),
  371. // but want to emphasize that it's a ball which should only control its motion by rolling along the ground
  372. if (controls.buttons_ & CTRL_FORWARD)
  373. body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
  374. if (controls.buttons_ & CTRL_BACK)
  375. body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
  376. if (controls.buttons_ & CTRL_LEFT)
  377. body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
  378. if (controls.buttons_ & CTRL_RIGHT)
  379. body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
  380. }
  381. }
  382. }
  383. void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
  384. {
  385. auto* network = GetSubsystem<Network>();
  386. String address = textEdit_->GetText().Trimmed();
  387. if (address.Empty())
  388. address = "localhost"; // Use localhost to connect if nothing else specified
  389. // Connect to server, specify scene to use as a client for replication
  390. clientObjectID_ = 0; // Reset own object ID from possible previous connection
  391. network->Connect(address, SERVER_PORT, scene_);
  392. UpdateButtons();
  393. }
  394. void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
  395. {
  396. auto* network = GetSubsystem<Network>();
  397. Connection* serverConnection = network->GetServerConnection();
  398. // If we were connected to server, disconnect. Or if we were running a server, stop it. In both cases clear the
  399. // scene of all replicated content, but let the local nodes & components (the static world + camera) stay
  400. if (serverConnection)
  401. {
  402. serverConnection->Disconnect();
  403. scene_->Clear(true, false);
  404. clientObjectID_ = 0;
  405. }
  406. // Or if we were running a server, stop it
  407. else if (network->IsServerRunning())
  408. {
  409. network->StopServer();
  410. scene_->Clear(true, false);
  411. }
  412. UpdateButtons();
  413. }
  414. void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
  415. {
  416. auto* network = GetSubsystem<Network>();
  417. network->StartServer(SERVER_PORT);
  418. UpdateButtons();
  419. }
  420. void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
  421. {
  422. UpdateButtons();
  423. }
  424. void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
  425. {
  426. using namespace ClientConnected;
  427. // When a client connects, assign to scene to begin scene replication
  428. auto* newConnection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  429. newConnection->SetScene(scene_);
  430. // Then create a controllable object for that client
  431. Node* newObject = CreateControllableObject();
  432. serverObjects_[newConnection] = newObject;
  433. // Finally send the object's node ID using a remote event
  434. VariantMap remoteEventData;
  435. remoteEventData[P_ID] = newObject->GetID();
  436. newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
  437. }
  438. void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
  439. {
  440. using namespace ClientConnected;
  441. // When a client disconnects, remove the controlled object
  442. auto* connection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
  443. Node* object = serverObjects_[connection];
  444. if (object)
  445. object->Remove();
  446. serverObjects_.Erase(connection);
  447. }
  448. void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
  449. {
  450. clientObjectID_ = eventData[P_ID].GetUInt();
  451. }