Urho3D/bin/Data/Scripts/17_SceneReplication.as
2017-04-09 22:17:34 +03:00

447 lines
17 KiB
ActionScript

// 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
#include "Scripts/Utilities/Sample.as"
// UDP port we will use
const uint SERVER_PORT = 2345;
// Control bits we define
const uint CTRL_FORWARD = 1;
const uint CTRL_BACK = 2;
const uint CTRL_LEFT = 4;
const uint CTRL_RIGHT = 8;
// Record for each connected client
class Client
{
Connection@ connection;
Node@ object;
}
Text@ instructionsText;
UIElement@ buttonContainer;
LineEdit@ textEdit;
Button@ connectButton;
Button@ disconnectButton;
Button@ startServerButton;
Array<Client> clients;
uint clientObjectID = 0;
void Start()
{
// Execute the common startup for samples
SampleStart();
// Create the scene content
CreateScene();
// Create the UI content
CreateUI();
// Setup the viewport for displaying the scene
SetupViewport();
// Set the mouse mode to use in the sample
SampleInitMouseMode(MM_RELATIVE);
// Hook up to necessary events
SubscribeToEvents();
}
void CreateScene()
{
scene_ = Scene();
// 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);
Zone@ zone = zoneNode.CreateComponent("Zone");
zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
zone.ambientColor = Color(0.1f, 0.1f, 0.1f);
zone.fogStart = 100.0f;
zone.fogEnd = 300.0f;
// Create a directional light without shadows
Node@ lightNode = scene_.CreateChild("DirectionalLight", LOCAL);
lightNode.direction = Vector3(0.5f, -1.0f, 0.5f);
Light@ light = lightNode.CreateComponent("Light");
light.lightType = LIGHT_DIRECTIONAL;
light.color = Color(0.2f, 0.2f, 0.2f);
light.specularIntensity = 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.position = Vector3(x * 20.2f, -0.5f, y * 20.2f);
floorNode.scale = Vector3(20.0f, 1.0f, 20.0f);
StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
floorObject.material = cache.GetResource("Material", "Materials/Stone.xml");
RigidBody@ body = floorNode.CreateComponent("RigidBody");
body.friction = 1.0f;
CollisionShape@ 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);
Camera@ camera = cameraNode.CreateComponent("Camera");
camera.farClip = 300.0f;
// Set an initial position for the camera scene node above the plane
cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
}
void CreateUI()
{
XMLFile@ uiStyle = cache.GetResource("XMLFile", "UI/DefaultStyle.xml");
// Set style to the UI root so that elements will inherit it
ui.root.defaultStyle = 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 will point the raycast target
Cursor@ cursor = Cursor();
cursor.SetStyleAuto(uiStyle);
ui.cursor = cursor;
// Set starting position of the cursor at the rendering window center
cursor.SetPosition(graphics.width / 2, graphics.height / 2);
// Construct the instructions text element
instructionsText = ui.root.CreateChild("Text");
instructionsText.text = "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.horizontalAlignment = HA_CENTER;
instructionsText.verticalAlignment = VA_CENTER;
instructionsText.SetPosition(0, graphics.height / 4);
// Hide until connected
instructionsText.visible = false;
buttonContainer = ui.root.CreateChild("UIElement");
buttonContainer.SetFixedSize(500, 20);
buttonContainer.SetPosition(20, 20);
buttonContainer.layoutMode = LM_HORIZONTAL;
textEdit = buttonContainer.CreateChild("LineEdit");
textEdit.SetStyleAuto();
connectButton = CreateButton("Connect", 90);
disconnectButton = CreateButton("Disconnect", 100);
startServerButton = CreateButton("Start Server", 110);
UpdateButtons();
}
void SetupViewport()
{
// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
renderer.viewports[0] = viewport;
}
void SubscribeToEvents()
{
// Subscribe to fixed timestep physics updates for setting or applying controls
SubscribeToEvent("PhysicsPreStep", "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("PostUpdate", "HandlePostUpdate");
// Subscribe to button actions
SubscribeToEvent(connectButton, "Released", "HandleConnect");
SubscribeToEvent(disconnectButton, "Released", "HandleDisconnect");
SubscribeToEvent(startServerButton, "Released", "HandleStartServer");
// Subscribe to network events
SubscribeToEvent("ServerConnected", "HandleConnectionStatus");
SubscribeToEvent("ServerDisconnected", "HandleConnectionStatus");
SubscribeToEvent("ConnectFailed", "HandleConnectionStatus");
SubscribeToEvent("ClientConnected", "HandleClientConnected");
SubscribeToEvent("ClientDisconnected", "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("ClientObjectID", "HandleClientObjectID");
// Events sent between client & server (remote events) must be explicitly registered or else they are not allowed to be received
network.RegisterRemoteEvent("ClientObjectID");
}
Button@ CreateButton(const String& text, int width)
{
Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
Button@ button = buttonContainer.CreateChild("Button");
button.SetStyleAuto();
button.SetFixedWidth(width);
Text@ buttonText = button.CreateChild("Text");
buttonText.SetFont(font, 12);
buttonText.SetAlignment(HA_CENTER, VA_CENTER);
buttonText.text = text;
return button;
}
void UpdateButtons()
{
Connection@ serverConnection = network.serverConnection;
bool serverRunning = network.serverRunning;
// Show and hide buttons so that eg. Connect and Disconnect are never shown at the same time
connectButton.visible = serverConnection is null && !serverRunning;
disconnectButton.visible = serverConnection !is null || serverRunning;
startServerButton.visible = serverConnection is null && !serverRunning;
textEdit.visible = serverConnection is null && !serverRunning;
}
Node@ CreateControllableObject()
{
// Create the scene node & visual representation. This will be a replicated object
Node@ ballNode = scene_.CreateChild("Ball");
ballNode.position = Vector3(Random(40.0f) - 20.0f, 5.0f, Random(40.0f) - 20.0f);
ballNode.SetScale(0.5f);
StaticModel@ ballObject = ballNode.CreateComponent("StaticModel");
ballObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
ballObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
// Create the physics components
RigidBody@ body = ballNode.CreateComponent("RigidBody");
body.mass = 1.0f;
body.friction = 1.0f;
// In addition to friction, use motion damping so that the ball can not accelerate limitlessly
body.linearDamping = 0.5f;
body.angularDamping = 0.5f;
CollisionShape@ 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
Light@ light = ballNode.CreateComponent("Light");
light.range = 3.0f;
light.color = Color(0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f, 0.5f + (RandomInt() & 1) * 0.5f);
return ballNode;
}
void MoveCamera()
{
input.mouseVisible = input.mouseMode != MM_RELATIVE;
bool mouseDown = input.mouseButtonDown[MOUSEB_RIGHT];
// Override the MM_RELATIVE mouse grabbed settings, to allow interaction with UI
input.mouseGrabbed = mouseDown;
// Right mouse button controls mouse cursor visibility: hide when pressed
ui.cursor.visible = !mouseDown;
// 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.cursor.visible)
{
IntVector2 mouseMove = input.mouseMove;
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.rotation = Quaternion(pitch, yaw, 0.0f);
// Only move the camera / show instructions if we have a controllable object
bool showInstructions = false;
if (clientObjectID != 0)
{
Node@ ballNode = scene_.GetNode(clientObjectID);
if (ballNode !is null)
{
const float CAMERA_DISTANCE = 5.0f;
// Move camera some distance away from the ball
cameraNode.position = ballNode.position + cameraNode.rotation * Vector3::BACK * CAMERA_DISTANCE;
showInstructions = true;
}
}
instructionsText.visible = showInstructions;
}
void 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();
}
void 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.)
Connection@ serverConnection = network.serverConnection;
// Client: collect controls
if (serverConnection !is null)
{
Controls controls;
// Copy mouse yaw
controls.yaw = yaw;
// Only apply WASD controls if there is no focused UI element
if (ui.focusElement is null)
{
controls.Set(CTRL_FORWARD, input.keyDown[KEY_W]);
controls.Set(CTRL_BACK, input.keyDown[KEY_S]);
controls.Set(CTRL_LEFT, input.keyDown[KEY_A]);
controls.Set(CTRL_RIGHT, input.keyDown[KEY_D]);
}
serverConnection.controls = 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.position = cameraNode.position;
}
// Server: apply controls to client objects
else if (network.serverRunning)
{
for (uint i = 0; i < clients.length; ++i)
{
Connection@ connection = clients[i].connection;
// Get the object this connection is controlling
Node@ ballNode = clients[i].object;
RigidBody@ body = ballNode.GetComponent("RigidBody");
// Torque is relative to the forward vector
Quaternion rotation(0.0f, connection.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 (connection.controls.IsDown(CTRL_FORWARD))
body.ApplyTorque(rotation * Vector3::RIGHT * MOVE_TORQUE);
if (connection.controls.IsDown(CTRL_BACK))
body.ApplyTorque(rotation * Vector3::LEFT * MOVE_TORQUE);
if (connection.controls.IsDown(CTRL_LEFT))
body.ApplyTorque(rotation * Vector3::FORWARD * MOVE_TORQUE);
if (connection.controls.IsDown(CTRL_RIGHT))
body.ApplyTorque(rotation * Vector3::BACK * MOVE_TORQUE);
}
}
}
void HandleConnect(StringHash eventType, VariantMap& eventData)
{
String address = textEdit.text.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 HandleDisconnect(StringHash eventType, VariantMap& eventData)
{
Connection@ serverConnection = network.serverConnection;
// 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 !is null)
{
serverConnection.Disconnect();
scene_.Clear(true, false);
clientObjectID = 0;
}
// Or if we were running a server, stop it
else if (network.serverRunning)
{
network.StopServer();
scene_.Clear(true, false);
}
UpdateButtons();
}
void HandleStartServer(StringHash eventType, VariantMap& eventData)
{
network.StartServer(SERVER_PORT);
UpdateButtons();
}
void HandleConnectionStatus(StringHash eventType, VariantMap& eventData)
{
UpdateButtons();
}
void HandleClientConnected(StringHash eventType, VariantMap& eventData)
{
// When a client connects, assign to scene to begin scene replication
Connection@ newConnection = eventData["Connection"].GetPtr();
newConnection.scene = scene_;
// Then create a controllable object for that client
Node@ newObject = CreateControllableObject();
Client newClient;
newClient.connection = newConnection;
newClient.object = newObject;
clients.Push(newClient);
// Finally send the object's node ID using a remote event
VariantMap remoteEventData;
remoteEventData["ID"] = newObject.id;
newConnection.SendRemoteEvent("ClientObjectID", true, remoteEventData);
}
void HandleClientDisconnected(StringHash eventType, VariantMap& eventData)
{
// When a client disconnects, remove the controlled object
Connection@ connection = eventData["Connection"].GetPtr();
for (uint i = 0; i < clients.length; ++i)
{
if (clients[i].connection is connection)
{
clients[i].object.Remove();
clients.Erase(i);
break;
}
}
}
void HandleClientObjectID(StringHash eventType, VariantMap& eventData)
{
clientObjectID = eventData["ID"].GetUInt();
}
// Create XML patch instructions for screen joystick layout specific to this sample app
String patchInstructions =
"<patch>" +
" <add sel=\"/element/element[./attribute[@name='Name' and @value='Hat0']]\">" +
" <attribute name=\"Is Visible\" value=\"false\" />" +
" </add>" +
"</patch>";