Urho3D/Source/Samples/17_SceneReplication/SceneReplication.cpp
2021-07-17 16:43:46 +00:00

535 lines
22 KiB
C++

//
// Copyright (c) 2008-2021 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.
//
#include <Urho3D/Core/CoreEvents.h>
#include <Urho3D/Engine/Engine.h>
#include <Urho3D/Graphics/Camera.h>
#include <Urho3D/Graphics/Graphics.h>
#include <Urho3D/Graphics/Light.h>
#include <Urho3D/Graphics/Material.h>
#include <Urho3D/Graphics/Model.h>
#include <Urho3D/Graphics/Octree.h>
#include <Urho3D/Graphics/Renderer.h>
#include <Urho3D/Graphics/StaticModel.h>
#include <Urho3D/Graphics/Zone.h>
#include <Urho3D/Input/Controls.h>
#include <Urho3D/Input/Input.h>
#include <Urho3D/IO/Log.h>
#include <Urho3D/Network/Connection.h>
#include <Urho3D/Network/Network.h>
#include <Urho3D/Network/NetworkEvents.h>
#include <Urho3D/Physics/CollisionShape.h>
#include <Urho3D/Physics/PhysicsEvents.h>
#include <Urho3D/Physics/PhysicsWorld.h>
#include <Urho3D/Physics/RigidBody.h>
#include <Urho3D/Resource/ResourceCache.h>
#include <Urho3D/Scene/Scene.h>
#include <Urho3D/UI/Button.h>
#include <Urho3D/UI/Font.h>
#include <Urho3D/UI/LineEdit.h>
#include <Urho3D/UI/Text.h>
#include <Urho3D/UI/UI.h>
#include <Urho3D/UI/UIEvents.h>
#include "SceneReplication.h"
#include <Urho3D/DebugNew.h>
// UDP port we will use
static const unsigned short SERVER_PORT = 2345;
// Identifier for our custom remote event we use to tell the client which object they control
static const StringHash E_CLIENTOBJECTID("ClientObjectID");
// Identifier for the node ID parameter in the event data
static const StringHash P_ID("ID");
// Control bits we define
static const unsigned CTRL_FORWARD = 1;
static const unsigned CTRL_BACK = 2;
static const unsigned CTRL_LEFT = 4;
static const unsigned CTRL_RIGHT = 8;
URHO3D_DEFINE_APPLICATION_MAIN(SceneReplication)
SceneReplication::SceneReplication(Context* context) :
Sample(context)
{
}
void SceneReplication::Start()
{
// Execute base class startup
Sample::Start();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Hook up to necessary events
SubscribeToEvents();
// Set the mouse mode to use in the sample
Sample::InitMouseMode(MM_RELATIVE);
}
void SceneReplication::CreateScene()
{
scene_ = new Scene(context_);
auto* cache = GetSubsystem<ResourceCache>();
// 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);
auto* zone = zoneNode->CreateComponent<Zone>();
zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
zone->SetFogStart(100.0f);
zone->SetFogEnd(300.0f);
// Create a directional light without shadows
Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
auto* light = lightNode->CreateComponent<Light>();
light->SetLightType(LIGHT_DIRECTIONAL);
light->SetColor(Color(0.2f, 0.2f, 0.2f));
light->SetSpecularIntensity(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->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
auto* floorObject = floorNode->CreateComponent<StaticModel>();
floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
auto* body = floorNode->CreateComponent<RigidBody>();
body->SetFriction(1.0f);
auto* shape = floorNode->CreateComponent<CollisionShape>();
shape->SetBox(Vector3::ONE);
}
}
// 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);
auto* camera = cameraNode_->CreateComponent<Camera>();
camera->SetFarClip(300.0f);
// Set an initial position for the camera scene node above the plane
cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
}
void SceneReplication::CreateUI()
{
auto* cache = GetSubsystem<ResourceCache>();
auto* ui = GetSubsystem<UI>();
UIElement* root = ui->GetRoot();
auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
// Set style to the UI root so that elements will inherit it
root->SetDefaultStyle(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 can interact with the login UI
SharedPtr<Cursor> cursor(new Cursor(context_));
cursor->SetStyleAuto(uiStyle);
ui->SetCursor(cursor);
// Set starting position of the cursor at the rendering window center
auto* graphics = GetSubsystem<Graphics>();
cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
// Construct the instructions text element
instructionsText_ = ui->GetRoot()->CreateChild<Text>();
instructionsText_->SetText(
"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_->SetHorizontalAlignment(HA_CENTER);
instructionsText_->SetVerticalAlignment(VA_CENTER);
instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
// Hide until connected
instructionsText_->SetVisible(false);
packetsIn_ = ui->GetRoot()->CreateChild<Text>();
packetsIn_->SetText("Packets in : 0");
packetsIn_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
packetsIn_->SetHorizontalAlignment(HA_LEFT);
packetsIn_->SetVerticalAlignment(VA_CENTER);
packetsIn_->SetPosition(10, -10);
packetsOut_ = ui->GetRoot()->CreateChild<Text>();
packetsOut_->SetText("Packets out: 0");
packetsOut_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
packetsOut_->SetHorizontalAlignment(HA_LEFT);
packetsOut_->SetVerticalAlignment(VA_CENTER);
packetsOut_->SetPosition(10, 10);
buttonContainer_ = root->CreateChild<UIElement>();
buttonContainer_->SetFixedSize(500, 20);
buttonContainer_->SetPosition(20, 20);
buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
textEdit_ = buttonContainer_->CreateChild<LineEdit>();
textEdit_->SetStyleAuto();
connectButton_ = CreateButton("Connect", 90);
disconnectButton_ = CreateButton("Disconnect", 100);
startServerButton_ = CreateButton("Start Server", 110);
UpdateButtons();
}
void SceneReplication::SetupViewport()
{
auto* renderer = GetSubsystem<Renderer>();
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
renderer->SetViewport(0, viewport);
}
void SceneReplication::SubscribeToEvents()
{
// Subscribe to fixed timestep physics updates for setting or applying controls
SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, 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(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
// Subscribe to button actions
SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
// Subscribe to network events
SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, 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(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
// Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
}
Button* SceneReplication::CreateButton(const String& text, int width)
{
auto* cache = GetSubsystem<ResourceCache>();
auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
auto* button = buttonContainer_->CreateChild<Button>();
button->SetStyleAuto();
button->SetFixedWidth(width);
auto* buttonText = button->CreateChild<Text>();
buttonText->SetFont(font, 12);
buttonText->SetAlignment(HA_CENTER, VA_CENTER);
buttonText->SetText(text);
return button;
}
void SceneReplication::UpdateButtons()
{
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
bool serverRunning = network->IsServerRunning();
// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
connectButton_->SetVisible(!serverConnection && !serverRunning);
disconnectButton_->SetVisible(serverConnection || serverRunning);
startServerButton_->SetVisible(!serverConnection && !serverRunning);
textEdit_->SetVisible(!serverConnection && !serverRunning);
}
Node* SceneReplication::CreateControllableObject()
{
auto* cache = GetSubsystem<ResourceCache>();
// Create the scene node & visual representation. This will be a replicated object
Node* ballNode = scene_->CreateChild("Ball");
ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
ballNode->SetScale(0.5f);
auto* ballObject = ballNode->CreateComponent<StaticModel>();
ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
// Create the physics components
auto* body = ballNode->CreateComponent<RigidBody>();
body->SetMass(1.0f);
body->SetFriction(1.0f);
// In addition to friction, use motion damping so that the ball can not accelerate limitlessly
body->SetLinearDamping(0.5f);
body->SetAngularDamping(0.5f);
auto* 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
auto* light = ballNode->CreateComponent<Light>();
light->SetRange(3.0f);
light->SetColor(
Color(0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f));
return ballNode;
}
void SceneReplication::MoveCamera()
{
// Right mouse button controls mouse cursor visibility: hide when pressed
auto* ui = GetSubsystem<UI>();
auto* input = GetSubsystem<Input>();
ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(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->GetCursor()->IsVisible())
{
IntVector2 mouseMove = input->GetMouseMove();
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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
// Only move the camera / show instructions if we have a controllable object
bool showInstructions = false;
if (clientObjectID_)
{
Node* ballNode = scene_->GetNode(clientObjectID_);
if (ballNode)
{
const float CAMERA_DISTANCE = 5.0f;
// Move camera some distance away from the ball
cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
showInstructions = true;
}
}
instructionsText_->SetVisible(showInstructions);
}
void SceneReplication::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();
if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetServerConnection())
{
packetsIn_->SetText("Packets in: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsInPerSec()));
packetsOut_->SetText("Packets out: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsOutPerSec()));
packetCounterTimer_.Reset();
}
if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetClientConnections().Size())
{
int packetsIn = 0;
int packetsOut = 0;
auto connections = GetSubsystem<Network>()->GetClientConnections();
for (auto it = connections.Begin(); it != connections.End(); ++it ) {
packetsIn += (*it)->GetPacketsInPerSec();
packetsOut += (*it)->GetPacketsOutPerSec();
}
packetsIn_->SetText("Packets in: " + String(packetsIn));
packetsOut_->SetText("Packets out: " + String(packetsOut));
packetCounterTimer_.Reset();
}
}
void SceneReplication::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.)
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
// Client: collect controls
if (serverConnection)
{
auto* ui = GetSubsystem<UI>();
auto* input = GetSubsystem<Input>();
Controls controls;
// Copy mouse yaw
controls.yaw_ = yaw_;
// Only apply WASD controls if there is no focused UI element
if (!ui->GetFocusElement())
{
controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
}
serverConnection->SetControls(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->SetPosition(cameraNode_->GetPosition());
}
// Server: apply controls to client objects
else if (network->IsServerRunning())
{
const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
for (unsigned i = 0; i < connections.Size(); ++i)
{
Connection* connection = connections[i];
// Get the object this connection is controlling
Node* ballNode = serverObjects_[connection];
if (!ballNode)
continue;
auto* body = ballNode->GetComponent<RigidBody>();
// Get the last controls sent by the client
const Controls& controls = connection->GetControls();
// Torque is relative to the forward vector
Quaternion rotation(0.0f, 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 (controls.buttons_ & CTRL_FORWARD)
body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
if (controls.buttons_ & CTRL_BACK)
body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
if (controls.buttons_ & CTRL_LEFT)
body->ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
if (controls.buttons_ & CTRL_RIGHT)
body->ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
}
}
}
void SceneReplication::HandleConnect(StringHash eventType, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
String address = textEdit_->GetText().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 SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
Connection* serverConnection = network->GetServerConnection();
// 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)
{
serverConnection->Disconnect();
scene_->Clear(true, false);
clientObjectID_ = 0;
}
// Or if we were running a server, stop it
else if (network->IsServerRunning())
{
network->StopServer();
scene_->Clear(true, false);
}
UpdateButtons();
}
void SceneReplication::HandleStartServer(StringHash eventType, VariantMap& eventData)
{
auto* network = GetSubsystem<Network>();
network->StartServer(SERVER_PORT);
UpdateButtons();
}
void SceneReplication::HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
{
UpdateButtons();
}
void SceneReplication::HandleClientConnected(StringHash eventType, VariantMap& eventData)
{
using namespace ClientConnected;
// When a client connects, assign to scene to begin scene replication
auto* newConnection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
newConnection->SetScene(scene_);
// Then create a controllable object for that client
Node* newObject = CreateControllableObject();
serverObjects_[newConnection] = newObject;
// Finally send the object's node ID using a remote event
VariantMap remoteEventData;
remoteEventData[P_ID] = newObject->GetID();
newConnection->SendRemoteEvent(E_CLIENTOBJECTID, true, remoteEventData);
}
void SceneReplication::HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
{
using namespace ClientConnected;
// When a client disconnects, remove the controlled object
auto* connection = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr());
Node* object = serverObjects_[connection];
if (object)
object->Remove();
serverObjects_.Erase(connection);
}
void SceneReplication::HandleClientObjectID(StringHash eventType, VariantMap& eventData)
{
clientObjectID_ = eventData[P_ID].GetUInt();
}