void Chat::HandleNetworkMessage(StringHash eventType, VariantMap& eventData) { Network* network = GetSubsystem<Network>(); using namespace NetworkMessage; int msgID = eventData[P_MESSAGEID].GetInt(); if (msgID == MSG_CHAT) { const PODVector<unsigned char>& data = eventData[P_DATA].GetBuffer(); // Use a MemoryBuffer to read the message data so that there is no unnecessary copying MemoryBuffer msg(data); String 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->IsServerRunning()) { Connection* sender = static_cast<Connection*>(eventData[P_CONNECTION].GetPtr()); text = sender->ToString() + " " + text; VectorBuffer sendMsg; sendMsg.WriteString(text); // Broadcast as in-order and reliable network->BroadcastMessage(MSG_CHAT, true, true, sendMsg); } ShowChatText(text); } }
void Chat::UpdateButtons() { Network* 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 sendButton_->SetVisible(serverConnection != 0); connectButton_->SetVisible(!serverConnection && !serverRunning); disconnectButton_->SetVisible(serverConnection || serverRunning); startServerButton_->SetVisible(!serverConnection && !serverRunning); }
void Chat::HandleDisconnect(StringHash eventType, VariantMap& eventData) { Network* network = GetSubsystem<Network>(); Connection* serverConnection = network->GetServerConnection(); // If we were connected to server, disconnect if (serverConnection) serverConnection->Disconnect(); // Or if we were running a server, stop it else if (network->IsServerRunning()) network->StopServer(); UpdateButtons(); }
void SceneReplication::HandleDisconnect(StringHash eventType, VariantMap& eventData) { Network* 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::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.) Network* network = GetSubsystem<Network>(); Connection* serverConnection = network->GetServerConnection(); // Client: collect controls if (serverConnection) { UI* ui = GetSubsystem<UI>(); Input* 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('W')); controls.Set(CTRL_BACK, input->GetKeyDown('S')); controls.Set(CTRL_LEFT, input->GetKeyDown('A')); controls.Set(CTRL_RIGHT, input->GetKeyDown('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; RigidBody* 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); } } }