Urho3D/bin/Data/LuaScripts/16_Chat.lua

225 lines
7.5 KiB
Lua

-- Chat example
-- This sample demonstrates:
-- - Starting up a network server or connecting to it
-- - Implementing simple chat functionality with network messages
require "LuaScripts/Utilities/Sample"
-- Identifier for the chat network messages
local MSG_CHAT = MSG_USER + 0
-- UDP port we will use
local CHAT_SERVER_PORT = 2345
local chatHistory = {}
local chatHistoryText = nil
local buttonContainer = nil
local textEdit = nil
local sendButton = nil
local connectButton = nil
local disconnectButton = nil
local startServerButton = nil
function Start()
-- Execute the common startup for samples
SampleStart()
-- Enable OS cursor
input.mouseVisible = true
-- Create the user interface
CreateUI()
-- Set the mouse mode to use in the sample
SampleInitMouseMode(MM_FREE)
-- Subscribe to UI and network events
SubscribeToEvents()
end
function CreateUI()
SetLogoVisible(false) -- We need the full rendering window
local uiStyle = cache:GetResource("XMLFile", "UI/DefaultStyle.xml")
-- Set style to the UI root so that elements will inherit it
ui.root.defaultStyle = uiStyle
local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
chatHistoryText = ui.root:CreateChild("Text")
chatHistoryText:SetFont(font, 12)
buttonContainer = ui.root:CreateChild("UIElement")
buttonContainer:SetFixedSize(graphics.width, 20)
buttonContainer:SetPosition(0, graphics.height - 20)
buttonContainer.layoutMode = LM_HORIZONTAL
textEdit = buttonContainer:CreateChild("LineEdit")
textEdit:SetStyleAuto()
sendButton = CreateButton("Send", 70)
connectButton = CreateButton("Connect", 90)
disconnectButton = CreateButton("Disconnect", 100)
startServerButton = CreateButton("Start Server", 110)
UpdateButtons()
local size = (graphics.height - 100) / chatHistoryText.rowHeight
for i = 1, size do
table.insert(chatHistory, "")
end
-- No viewports or scene is defined. However, the default zone's fog color controls the fill color
renderer.defaultZone.fogColor = Color(0.0, 0.0, 0.1)
end
function SubscribeToEvents()
-- Subscribe to UI element events
SubscribeToEvent(textEdit, "TextFinished", "HandleSend")
SubscribeToEvent(sendButton, "Released", "HandleSend")
SubscribeToEvent(connectButton, "Released", "HandleConnect")
SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect")
SubscribeToEvent(startServerButton, "Released", "HandleStartServer")
-- Subscribe to log messages so that we can pipe them to the chat window
SubscribeToEvent("LogMessage", "HandleLogMessage")
-- Subscribe to network events
SubscribeToEvent("NetworkMessage", "HandleNetworkMessage")
SubscribeToEvent("ServerConnected", "HandleConnectionStatus")
SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus")
SubscribeToEvent("ConnectFailed", "HandleConnectionStatus")
end
function CreateButton(text, width)
local font = cache:GetResource("Font", "Fonts/Anonymous Pro.ttf")
local button = buttonContainer:CreateChild("Button")
button:SetStyleAuto()
button:SetFixedWidth(width)
local buttonText = button:CreateChild("Text")
buttonText:SetFont(font, 12)
buttonText:SetAlignment(HA_CENTER, VA_CENTER)
buttonText.text = text
return button
end
function ShowChatText(row)
table.remove(chatHistory, 1)
table.insert(chatHistory, row)
-- Concatenate all the rows in history
local allRows = ""
for i, r in ipairs(chatHistory) do
allRows = allRows .. r .. "\n"
end
chatHistoryText.text = allRows
end
function UpdateButtons()
local serverConnection = network.serverConnection
local serverRunning = network.serverRunning
-- Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
sendButton.visible = serverConnection ~= nil
connectButton.visible = (serverConnection == nil) and (not serverRunning)
disconnectButton.visible = (serverConnection ~= nil) or serverRunning
startServerButton.visible = (serverConnection == nil) and (not serverRunning)
end
function HandleLogMessage(eventType, eventData)
ShowChatText(eventData["Message"]:GetString())
end
function HandleSend(eventType, eventData)
local text = textEdit.text
if text == "" then
return -- Do not send an empty message
end
local serverConnection = network.serverConnection
if serverConnection ~= nil then
-- A VectorBuffer object is convenient for constructing a message to send
local msg = VectorBuffer()
msg:WriteString(text)
-- Send the chat message as in-order and reliable
serverConnection:SendMessage(MSG_CHAT, true, true, msg)
-- Empty the text edit after sending
textEdit.text = ""
end
end
function HandleConnect(eventType, eventData)
local address = textEdit.text
if address == "" then
address = "localhost" -- Use localhost to connect if nothing else specified
end
-- Empty the text edit after reading the address to connect to
textEdit.text = ""
-- Connect to server, do not specify a client scene as we are not using scene replication, just messages.
-- At connect time we could also send identity parameters (such as username) in a VariantMap, but in this
-- case we skip it for simplicity
network:Connect(address, CHAT_SERVER_PORT, nil)
UpdateButtons()
end
function HandleDisconnect(eventType, eventData)
local serverConnection = network.serverConnection
-- If we were connected to server, disconnect
if serverConnection ~= nil then
serverConnection:Disconnect()
-- Or if we were running a server, stop it
else
if network.serverRunning then
network:StopServer()
end
end
UpdateButtons()
end
function HandleStartServer(eventType, eventData)
network:StartServer(CHAT_SERVER_PORT)
UpdateButtons()
end
function HandleNetworkMessage(eventType, eventData)
local msgID = eventData["MessageID"]:GetInt()
if msgID == MSG_CHAT then
local msg = eventData["Data"]:GetBuffer()
local text = msg:ReadString()
-- If we are the server, prepend the sender's IP address and port and echo to everyone
-- If we are a client, just display the message
if network.serverRunning then
local sender = eventData["Connection"]:GetPtr("Connection")
text = sender:ToString() .. " " .. text
local sendMsg = VectorBuffer()
sendMsg:WriteString(text)
-- Broadcast as in-order and reliable
network:BroadcastMessage(MSG_CHAT, true, true, sendMsg)
end
ShowChatText(text)
end
end
function HandleConnectionStatus(eventType, eventData)
UpdateButtons()
end
-- Create XML patch instructions for screen joystick layout specific to this sample app
function GetScreenJoystickPatchString()
return
"<patch>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Button2']]\">" ..
" <attribute name=\"Is Visible\" value=\"false\" />" ..
" </add>" ..
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" ..
" <attribute name=\"Is Visible\" value=\"false\" />" ..
" </add>" ..
"</patch>"
end