124 lines
4.9 KiB
C++
124 lines
4.9 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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#include "Sample.h"
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namespace Urho3D
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{
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class Button;
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class Connection;
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class Scene;
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class Text;
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class UIElement;
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}
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/// Scene network replication example.
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/// This sample demonstrates:
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/// - Creating a scene in which network clients can join
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/// - Giving each client an object to control and sending the controls from the clients to the server
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/// where the authoritative simulation happens
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/// - Controlling a physics object's movement by applying forces
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class SceneReplication : public Sample
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{
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URHO3D_OBJECT(SceneReplication, Sample);
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public:
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/// Construct.
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explicit SceneReplication(Context* context);
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/// Setup after engine initialization and before running the main loop.
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void Start() override;
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protected:
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/// Return XML patch instructions for screen joystick layout for a specific sample app, if any.
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String GetScreenJoystickPatchString() const override { return
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"<patch>"
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" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">"
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" <attribute name=\"Is Visible\" value=\"false\" />"
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" </add>"
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"</patch>";
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}
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private:
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/// Construct the scene content.
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void CreateScene();
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/// Construct instruction text and the login / start server UI.
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void CreateUI();
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/// Set up viewport.
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void SetupViewport();
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/// Subscribe to update, UI and network events.
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void SubscribeToEvents();
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/// Create a button to the button container.
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Button* CreateButton(const String& text, int width);
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/// Update visibility of buttons according to connection and server status.
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void UpdateButtons();
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/// Create a controllable ball object and return its scene node.
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Node* CreateControllableObject();
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/// Read input and move the camera.
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void MoveCamera();
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/// Handle the physics world pre-step event.
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void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
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/// Handle the logic post-update event.
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void HandlePostUpdate(StringHash eventType, VariantMap& eventData);
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/// Handle pressing the connect button.
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void HandleConnect(StringHash eventType, VariantMap& eventData);
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/// Handle pressing the disconnect button.
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void HandleDisconnect(StringHash eventType, VariantMap& eventData);
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/// Handle pressing the start server button.
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void HandleStartServer(StringHash eventType, VariantMap& eventData);
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/// Handle connection status change (just update the buttons that should be shown.)
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void HandleConnectionStatus(StringHash eventType, VariantMap& eventData);
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/// Handle a client connecting to the server.
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void HandleClientConnected(StringHash eventType, VariantMap& eventData);
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/// Handle a client disconnecting from the server.
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void HandleClientDisconnected(StringHash eventType, VariantMap& eventData);
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/// Handle remote event from server which tells our controlled object node ID.
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void HandleClientObjectID(StringHash eventType, VariantMap& eventData);
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/// Mapping from client connections to controllable objects.
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HashMap<Connection*, WeakPtr<Node> > serverObjects_;
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/// Button container element.
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SharedPtr<UIElement> buttonContainer_;
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/// Server address line editor element.
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SharedPtr<LineEdit> textEdit_;
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/// Connect button.
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SharedPtr<Button> connectButton_;
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/// Disconnect button.
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SharedPtr<Button> disconnectButton_;
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/// Start server button.
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SharedPtr<Button> startServerButton_;
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/// Instructions text.
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SharedPtr<Text> instructionsText_;
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/// ID of own controllable object (client only.)
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unsigned clientObjectID_{};
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/// Packets in per second
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SharedPtr<Text> packetsIn_;
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/// Packets out per second
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SharedPtr<Text> packetsOut_;
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/// Packet counter UI update timer
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Timer packetCounterTimer_;
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};
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