535 lines
22 KiB
C++
535 lines
22 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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#include <Urho3D/Core/CoreEvents.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Graphics/Camera.h>
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#include <Urho3D/Graphics/Graphics.h>
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#include <Urho3D/Graphics/Light.h>
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#include <Urho3D/Graphics/Material.h>
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#include <Urho3D/Graphics/Model.h>
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#include <Urho3D/Graphics/Octree.h>
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#include <Urho3D/Graphics/Renderer.h>
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#include <Urho3D/Graphics/StaticModel.h>
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#include <Urho3D/Graphics/Zone.h>
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#include <Urho3D/Input/Controls.h>
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#include <Urho3D/Input/Input.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/Network/Connection.h>
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#include <Urho3D/Network/Network.h>
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#include <Urho3D/Network/NetworkEvents.h>
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#include <Urho3D/Physics/CollisionShape.h>
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#include <Urho3D/Physics/PhysicsEvents.h>
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#include <Urho3D/Physics/PhysicsWorld.h>
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#include <Urho3D/Physics/RigidBody.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#include <Urho3D/Scene/Scene.h>
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#include <Urho3D/UI/Button.h>
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#include <Urho3D/UI/Font.h>
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#include <Urho3D/UI/LineEdit.h>
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#include <Urho3D/UI/Text.h>
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#include <Urho3D/UI/UI.h>
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#include <Urho3D/UI/UIEvents.h>
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#include "SceneReplication.h"
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#include <Urho3D/DebugNew.h>
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// UDP port we will use
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static const unsigned short SERVER_PORT = 2345;
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// Identifier for our custom remote event we use to tell the client which object they control
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static const StringHash E_CLIENTOBJECTID("ClientObjectID");
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// Identifier for the node ID parameter in the event data
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static const StringHash P_ID("ID");
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// Control bits we define
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static const unsigned CTRL_FORWARD = 1;
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static const unsigned CTRL_BACK = 2;
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static const unsigned CTRL_LEFT = 4;
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static const unsigned CTRL_RIGHT = 8;
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URHO3D_DEFINE_APPLICATION_MAIN(SceneReplication)
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SceneReplication::SceneReplication(Context* context) :
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Sample(context)
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{
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}
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void SceneReplication::Start()
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{
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// Execute base class startup
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Sample::Start();
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// Create the scene content
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CreateScene();
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// Create the UI content
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CreateUI();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Hook up to necessary events
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SubscribeToEvents();
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// Set the mouse mode to use in the sample
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Sample::InitMouseMode(MM_RELATIVE);
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}
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void SceneReplication::CreateScene()
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{
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scene_ = new Scene(context_);
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auto* cache = GetSubsystem<ResourceCache>();
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// Create octree and physics world with default settings. Create them as local so that they are not needlessly replicated
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// when a client connects
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scene_->CreateComponent<Octree>(LOCAL);
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scene_->CreateComponent<PhysicsWorld>(LOCAL);
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// All static scene content and the camera are also created as local, so that they are unaffected by scene replication and are
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// not removed from the client upon connection. Create a Zone component first for ambient lighting & fog control.
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Node* zoneNode = scene_->CreateChild("Zone", LOCAL);
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auto* zone = zoneNode->CreateComponent<Zone>();
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zone->SetBoundingBox(BoundingBox(-1000.0f, 1000.0f));
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zone->SetAmbientColor(Color(0.1f, 0.1f, 0.1f));
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zone->SetFogStart(100.0f);
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zone->SetFogEnd(300.0f);
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// Create a directional light without shadows
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Node* lightNode = scene_->CreateChild("DirectionalLight", LOCAL);
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lightNode->SetDirection(Vector3(0.5f, -1.0f, 0.5f));
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auto* light = lightNode->CreateComponent<Light>();
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light->SetLightType(LIGHT_DIRECTIONAL);
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light->SetColor(Color(0.2f, 0.2f, 0.2f));
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light->SetSpecularIntensity(1.0f);
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// Create a "floor" consisting of several tiles. Make the tiles physical but leave small cracks between them
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for (int y = -20; y <= 20; ++y)
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{
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for (int x = -20; x <= 20; ++x)
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{
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Node* floorNode = scene_->CreateChild("FloorTile", LOCAL);
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floorNode->SetPosition(Vector3(x * 20.2f, -0.5f, y * 20.2f));
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floorNode->SetScale(Vector3(20.0f, 1.0f, 20.0f));
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auto* floorObject = floorNode->CreateComponent<StaticModel>();
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floorObject->SetModel(cache->GetResource<Model>("Models/Box.mdl"));
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floorObject->SetMaterial(cache->GetResource<Material>("Materials/Stone.xml"));
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auto* body = floorNode->CreateComponent<RigidBody>();
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body->SetFriction(1.0f);
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auto* shape = floorNode->CreateComponent<CollisionShape>();
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shape->SetBox(Vector3::ONE);
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}
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}
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// Create the camera. Limit far clip distance to match the fog
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// The camera needs to be created into a local node so that each client can retain its own camera, that is unaffected by
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// network messages. Furthermore, because the client removes all replicated scene nodes when connecting to a server scene,
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// the screen would become blank if the camera node was replicated (as only the locally created camera is assigned to a
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// viewport in SetupViewports() below)
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cameraNode_ = scene_->CreateChild("Camera", LOCAL);
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auto* camera = cameraNode_->CreateComponent<Camera>();
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camera->SetFarClip(300.0f);
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// Set an initial position for the camera scene node above the plane
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cameraNode_->SetPosition(Vector3(0.0f, 5.0f, 0.0f));
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}
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void SceneReplication::CreateUI()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* ui = GetSubsystem<UI>();
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UIElement* root = ui->GetRoot();
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auto* uiStyle = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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// Set style to the UI root so that elements will inherit it
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root->SetDefaultStyle(uiStyle);
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// Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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// control the camera, and when visible, it can interact with the login UI
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SharedPtr<Cursor> cursor(new Cursor(context_));
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cursor->SetStyleAuto(uiStyle);
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ui->SetCursor(cursor);
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// Set starting position of the cursor at the rendering window center
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auto* graphics = GetSubsystem<Graphics>();
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cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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// Construct the instructions text element
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instructionsText_ = ui->GetRoot()->CreateChild<Text>();
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instructionsText_->SetText(
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"Use WASD keys to move and RMB to rotate view"
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);
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instructionsText_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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// Position the text relative to the screen center
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instructionsText_->SetHorizontalAlignment(HA_CENTER);
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instructionsText_->SetVerticalAlignment(VA_CENTER);
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instructionsText_->SetPosition(0, graphics->GetHeight() / 4);
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// Hide until connected
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instructionsText_->SetVisible(false);
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packetsIn_ = ui->GetRoot()->CreateChild<Text>();
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packetsIn_->SetText("Packets in : 0");
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packetsIn_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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packetsIn_->SetHorizontalAlignment(HA_LEFT);
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packetsIn_->SetVerticalAlignment(VA_CENTER);
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packetsIn_->SetPosition(10, -10);
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packetsOut_ = ui->GetRoot()->CreateChild<Text>();
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packetsOut_->SetText("Packets out: 0");
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packetsOut_->SetFont(cache->GetResource<Font>("Fonts/Anonymous Pro.ttf"), 15);
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packetsOut_->SetHorizontalAlignment(HA_LEFT);
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packetsOut_->SetVerticalAlignment(VA_CENTER);
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packetsOut_->SetPosition(10, 10);
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buttonContainer_ = root->CreateChild<UIElement>();
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buttonContainer_->SetFixedSize(500, 20);
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buttonContainer_->SetPosition(20, 20);
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buttonContainer_->SetLayoutMode(LM_HORIZONTAL);
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textEdit_ = buttonContainer_->CreateChild<LineEdit>();
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textEdit_->SetStyleAuto();
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connectButton_ = CreateButton("Connect", 90);
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disconnectButton_ = CreateButton("Disconnect", 100);
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startServerButton_ = CreateButton("Start Server", 110);
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UpdateButtons();
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}
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void SceneReplication::SetupViewport()
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{
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auto* renderer = GetSubsystem<Renderer>();
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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renderer->SetViewport(0, viewport);
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}
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void SceneReplication::SubscribeToEvents()
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{
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// Subscribe to fixed timestep physics updates for setting or applying controls
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SubscribeToEvent(E_PHYSICSPRESTEP, URHO3D_HANDLER(SceneReplication, HandlePhysicsPreStep));
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// Subscribe HandlePostUpdate() method for processing update events. Subscribe to PostUpdate instead
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// of the usual Update so that physics simulation has already proceeded for the frame, and can
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// accurately follow the object with the camera
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SubscribeToEvent(E_POSTUPDATE, URHO3D_HANDLER(SceneReplication, HandlePostUpdate));
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// Subscribe to button actions
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SubscribeToEvent(connectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleConnect));
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SubscribeToEvent(disconnectButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleDisconnect));
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SubscribeToEvent(startServerButton_, E_RELEASED, URHO3D_HANDLER(SceneReplication, HandleStartServer));
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// Subscribe to network events
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SubscribeToEvent(E_SERVERCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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SubscribeToEvent(E_SERVERDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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SubscribeToEvent(E_CONNECTFAILED, URHO3D_HANDLER(SceneReplication, HandleConnectionStatus));
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SubscribeToEvent(E_CLIENTCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientConnected));
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SubscribeToEvent(E_CLIENTDISCONNECTED, URHO3D_HANDLER(SceneReplication, HandleClientDisconnected));
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// This is a custom event, sent from the server to the client. It tells the node ID of the object the client should control
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SubscribeToEvent(E_CLIENTOBJECTID, URHO3D_HANDLER(SceneReplication, HandleClientObjectID));
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// Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
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GetSubsystem<Network>()->RegisterRemoteEvent(E_CLIENTOBJECTID);
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}
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Button* SceneReplication::CreateButton(const String& text, int width)
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{
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auto* cache = GetSubsystem<ResourceCache>();
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auto* font = cache->GetResource<Font>("Fonts/Anonymous Pro.ttf");
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auto* button = buttonContainer_->CreateChild<Button>();
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button->SetStyleAuto();
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button->SetFixedWidth(width);
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auto* buttonText = button->CreateChild<Text>();
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buttonText->SetFont(font, 12);
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buttonText->SetAlignment(HA_CENTER, VA_CENTER);
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buttonText->SetText(text);
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return button;
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}
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void SceneReplication::UpdateButtons()
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{
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auto* network = GetSubsystem<Network>();
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Connection* serverConnection = network->GetServerConnection();
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bool serverRunning = network->IsServerRunning();
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// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
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connectButton_->SetVisible(!serverConnection && !serverRunning);
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disconnectButton_->SetVisible(serverConnection || serverRunning);
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startServerButton_->SetVisible(!serverConnection && !serverRunning);
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textEdit_->SetVisible(!serverConnection && !serverRunning);
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}
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Node* SceneReplication::CreateControllableObject()
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{
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auto* cache = GetSubsystem<ResourceCache>();
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// Create the scene node & visual representation. This will be a replicated object
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Node* ballNode = scene_->CreateChild("Ball");
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ballNode->SetPosition(Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f));
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ballNode->SetScale(0.5f);
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auto* ballObject = ballNode->CreateComponent<StaticModel>();
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ballObject->SetModel(cache->GetResource<Model>("Models/Sphere.mdl"));
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ballObject->SetMaterial(cache->GetResource<Material>("Materials/StoneSmall.xml"));
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// Create the physics components
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auto* body = ballNode->CreateComponent<RigidBody>();
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body->SetMass(1.0f);
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body->SetFriction(1.0f);
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// In addition to friction, use motion damping so that the ball can not accelerate limitlessly
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body->SetLinearDamping(0.5f);
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body->SetAngularDamping(0.5f);
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auto* shape = ballNode->CreateComponent<CollisionShape>();
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shape->SetSphere(1.0f);
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// Create a random colored point light at the ball so that can see better where is going
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auto* light = ballNode->CreateComponent<Light>();
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light->SetRange(3.0f);
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light->SetColor(
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Color(0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f, 0.5f + ((unsigned)Rand() & 1u) * 0.5f));
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return ballNode;
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}
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void SceneReplication::MoveCamera()
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{
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// Right mouse button controls mouse cursor visibility: hide when pressed
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auto* ui = GetSubsystem<UI>();
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auto* input = GetSubsystem<Input>();
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ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch and only move the camera
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// when the cursor is hidden
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if (!ui->GetCursor()->IsVisible())
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{
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IntVector2 mouseMove = input->GetMouseMove();
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yaw_ += MOUSE_SENSITIVITY * mouseMove.x_;
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pitch_ += MOUSE_SENSITIVITY * mouseMove.y_;
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pitch_ = Clamp(pitch_, 1.0f, 90.0f);
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}
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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// Only move the camera / show instructions if we have a controllable object
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bool showInstructions = false;
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if (clientObjectID_)
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{
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Node* ballNode = scene_->GetNode(clientObjectID_);
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if (ballNode)
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{
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const float CAMERA_DISTANCE = 5.0f;
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// Move camera some distance away from the ball
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cameraNode_->SetPosition(ballNode->GetPosition() + cameraNode_->GetRotation() * Vector3::BACK * CAMERA_DISTANCE);
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showInstructions = true;
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}
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}
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instructionsText_->SetVisible(showInstructions);
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}
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void SceneReplication::HandlePostUpdate(StringHash eventType, VariantMap& eventData)
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{
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// We only rotate the camera according to mouse movement since last frame, so do not need the time step
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MoveCamera();
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if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetServerConnection())
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{
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packetsIn_->SetText("Packets in: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsInPerSec()));
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packetsOut_->SetText("Packets out: " + String(GetSubsystem<Network>()->GetServerConnection()->GetPacketsOutPerSec()));
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packetCounterTimer_.Reset();
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}
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if (packetCounterTimer_.GetMSec(false) > 1000 && GetSubsystem<Network>()->GetClientConnections().Size())
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{
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int packetsIn = 0;
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int packetsOut = 0;
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auto connections = GetSubsystem<Network>()->GetClientConnections();
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for (auto it = connections.Begin(); it != connections.End(); ++it ) {
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packetsIn += (*it)->GetPacketsInPerSec();
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packetsOut += (*it)->GetPacketsOutPerSec();
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}
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packetsIn_->SetText("Packets in: " + String(packetsIn));
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packetsOut_->SetText("Packets out: " + String(packetsOut));
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packetCounterTimer_.Reset();
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}
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}
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void SceneReplication::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
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{
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// This function is different on the client and server. The client collects controls (WASD controls + yaw angle)
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// and sets them to its server connection object, so that they will be sent to the server automatically at a
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// fixed rate, by default 30 FPS. The server will actually apply the controls (authoritative simulation.)
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auto* network = GetSubsystem<Network>();
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Connection* serverConnection = network->GetServerConnection();
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// Client: collect controls
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if (serverConnection)
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{
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auto* ui = GetSubsystem<UI>();
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auto* input = GetSubsystem<Input>();
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Controls controls;
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// Copy mouse yaw
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controls.yaw_ = yaw_;
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// Only apply WASD controls if there is no focused UI element
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if (!ui->GetFocusElement())
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{
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controls.Set(CTRL_FORWARD, input->GetKeyDown(KEY_W));
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controls.Set(CTRL_BACK, input->GetKeyDown(KEY_S));
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controls.Set(CTRL_LEFT, input->GetKeyDown(KEY_A));
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controls.Set(CTRL_RIGHT, input->GetKeyDown(KEY_D));
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}
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serverConnection->SetControls(controls);
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// In case the server wants to do position-based interest management using the NetworkPriority components, we should also
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// tell it our observer (camera) position. In this sample it is not in use, but eg. the NinjaSnowWar game uses it
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serverConnection->SetPosition(cameraNode_->GetPosition());
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}
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// Server: apply controls to client objects
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else if (network->IsServerRunning())
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{
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const Vector<SharedPtr<Connection> >& connections = network->GetClientConnections();
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for (unsigned i = 0; i < connections.Size(); ++i)
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{
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Connection* connection = connections[i];
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// Get the object this connection is controlling
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Node* ballNode = serverObjects_[connection];
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if (!ballNode)
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continue;
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auto* body = ballNode->GetComponent<RigidBody>();
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// Get the last controls sent by the client
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const Controls& controls = connection->GetControls();
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// Torque is relative to the forward vector
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Quaternion rotation(0.0f, controls.yaw_, 0.0f);
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const float MOVE_TORQUE = 3.0f;
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// Movement torque is applied before each simulation step, which happen at 60 FPS. This makes the simulation
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// independent from rendering framerate. We could also apply forces (which would enable in-air control),
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// but want to emphasize that it's a ball which should only control its motion by rolling along the ground
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if (controls.buttons_ & CTRL_FORWARD)
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body->ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
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if (controls.buttons_ & CTRL_BACK)
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body->ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
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if (controls.buttons_ & CTRL_LEFT)
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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();
|
|
}
|