Urho3D/Source/Samples/17_SceneReplication/SceneReplication.h
Arnis Lielturks 30dce947c4
Outgoing messages are now packed together (#2636)
* outgoing messages are now packed together

* ability to set connection packet buffer limit

* custom messages and broadcasting fixed

* code style updates
2020-08-04 22:25:52 +03:00

124 lines
4.9 KiB
C++

//
// Copyright (c) 2008-2020 the Urho3D project.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#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_;
};