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