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ModelViewState.java
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ModelViewState.java
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/*
* $Id$
*
* Copyright (c) 2016, Simsilica, LLC
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* 3. Neither the name of the copyright holder nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package example.view;
import java.util.*;
import java.util.concurrent.*;
import org.slf4j.*;
import com.jme3.app.Application;
import com.jme3.app.state.BaseAppState;
import com.jme3.asset.AssetManager;
import com.jme3.math.*;
import com.jme3.material.Material;
import com.jme3.renderer.Camera;
import com.jme3.scene.*;
import com.jme3.texture.Texture;
import com.jme3.util.SafeArrayList;
import com.simsilica.lemur.*;
import com.simsilica.lemur.style.ElementId;
import com.simsilica.ethereal.EtherealClient;
import com.simsilica.ethereal.SharedObject;
import com.simsilica.ethereal.SharedObjectListener;
import com.simsilica.mathd.trans.PositionTransition3f;
import com.simsilica.mathd.trans.TransitionBuffer;
import example.ConnectionState;
import example.GameSessionState;
import example.Main;
import example.TimeState;
import example.net.GameSessionListener;
import example.net.client.GameSessionClientService;
/**
* Displays the models for the various physics objects.
*
* @author Paul Speed
*/
public class ModelViewState extends BaseAppState {
static Logger log = LoggerFactory.getLogger(ModelViewState.class);
private Node modelRoot;
private Node hudLabelRoot;
private Camera camera;
private GameSessionObserver gameSessionObserver = new GameSessionObserver();
private Map<Integer, ObjectInfo> index = new ConcurrentHashMap<>();
private Map<Integer, PlayerInfo> playerIndex = new ConcurrentHashMap<>();
private ConcurrentLinkedQueue<ObjectInfo> toAdd = new ConcurrentLinkedQueue<>();
private ConcurrentLinkedQueue<Integer> toRemove = new ConcurrentLinkedQueue<>();
private Map<Integer, Spatial> models = new HashMap<>();
private SafeArrayList<ObjectInfo> objects = new SafeArrayList<>(ObjectInfo.class);
private TimeState timeState;
private SharedObjectUpdater objectUpdater = new SharedObjectUpdater();
public ModelViewState() {
}
public Spatial getModel( Integer id ) {
ObjectInfo info = index.get(id);
if( info == null ) {
return null;
}
return info.spatial;
}
@Override
protected void initialize( Application app ) {
modelRoot = new Node();
hudLabelRoot = new Node("HUD labels");
this.camera = app.getCamera();
// Add a listener to receive efficient object updates.
getState(ConnectionState.class).getService(EtherealClient.class).addObjectListener(objectUpdater);
// Retrieve the time source from the network connection
// The time source will give us a time in recent history that we should be
// viewing. This currently defaults to -100 ms but could vary (someday) depending
// on network connectivity.
// For more information on this interpolation approach, see the Valve networking
// articles at:
// https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
// https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization
//this.timeSource = getState(ConnectionState.class).getRemoteTimeSource();
//
// We now grab time from the TimeState which wraps the TimeSource to give
// consistent timings over the whole frame
timeState = getState(TimeState.class);
// Still need this listener because it's the only way we know things
// like player name which we might use later.
getState(ConnectionState.class).getService(GameSessionClientService.class).addGameSessionListener(gameSessionObserver);
}
@Override
protected void cleanup(Application app) {
}
@Override
protected void onEnable() {
((Main)getApplication()).getRootNode().attachChild(modelRoot);
((Main)getApplication()).getGuiNode().attachChild(hudLabelRoot);
}
@Override
protected void onDisable() {
modelRoot.removeFromParent();
hudLabelRoot.removeFromParent();
}
protected void addModel( ObjectInfo info ) {
// Look up the name for the player
PlayerInfo playerInfo = playerIndex.get(info.shipId);
if( playerInfo != null ) {
info.setPlayerName(playerInfo.playerName);
}
Spatial model = createShip(-1, "", info.shipId);
models.put(info.shipId, model);
modelRoot.attachChild(model);
info.spatial = model;
objects.add(info);
// If the ship is our ship then we'll hide it else it looks bad.
if( info.shipId == getState(GameSessionState.class).getShipId() ) {
info.localPlayerShip = true;
}
// Set the cull hint based on the visibility setting
info.resetVisibility();
}
protected void removeModel( int id ) {
log.info("removeModel(" + id + ")");
ObjectInfo info = index.remove(id);
if( info != null ) {
// Remove it from our iteration list
objects.remove(info);
info.dispose();
}
Spatial spatial = models.remove(id);
if( spatial != null ) {
spatial.removeFromParent();
}
}
@Override
public void update( float tpf ) {
if( !toAdd.isEmpty() ) {
ObjectInfo info;
while( (info = toAdd.poll()) != null ) {
addModel(info);
}
}
if( !toRemove.isEmpty() ) {
Integer id;
while( (id = toRemove.poll()) != null ) {
removeModel(id);
}
}
// Grab a consistent time for this frame
long time = timeState.getTime();
// Update all of the models
for( ObjectInfo info : objects.getArray() ) {
info.updateSpatial(time);
}
}
protected Spatial createShip( int clientId, String playerName, int shipId ) {
AssetManager assetManager = getApplication().getAssetManager();
Spatial ship = assetManager.loadModel("Models/fighter.j3o");
ship.center();
Texture texture = assetManager.loadTexture("Textures/ship1.png");
Material mat = GuiGlobals.getInstance().createMaterial(texture, false).getMaterial();
ship.setMaterial(mat);
Node result = new Node("ship:" + shipId);
result.attachChild(ship);
result.setUserData("clientId", clientId);
result.setUserData("playerName", playerName);
result.setUserData("objectId", shipId);
return result;
}
protected ObjectInfo getObjectInfo( int shipId, boolean create ) {
ObjectInfo result = index.get(shipId);
if( result == null && create ) {
result = new ObjectInfo(shipId);
index.put(shipId, result);
toAdd.add(result);
}
return result;
}
private class PlayerInfo {
int clientId;
String playerName;
int shipId;
public PlayerInfo( int clientId, String playerName, int shipId ) {
this.clientId = clientId;
this.playerName = playerName;
this.shipId = shipId;
}
}
private class ObjectInfo {
int shipId;
Spatial spatial;
boolean visible;
boolean localPlayerShip;
// Keep a HUD label. Why not? Normally I'd do this in a
// separate state/system but this isn't an ES so let's just
// grow the spaghetti!
Label shipLabel;
float labelOffset = 0.1f;
volatile Vector3f updatePos;
volatile Quaternion updateRot;
TransitionBuffer<PositionTransition3f> buffer;
public ObjectInfo( int shipId ) {
this.shipId = shipId;
// A history of 12 should give us about 200 ms of history
// through which to interpolate. 12 * 1/60 = 12/60 = 1/5 = 200 ms.
this.buffer = new TransitionBuffer<>(12);
this.shipLabel = new Label("Ship", new ElementId("ship.label"));
shipLabel.setColor(ColorRGBA.Green);
shipLabel.setShadowColor(ColorRGBA.Black);
// The first valid history entry will turn us visible
setVisible(false);
}
public void setPlayerName( String playerName ) {
shipLabel.setText(playerName);
}
protected void setVisible( boolean f ) {
if( this.visible == f ) {
return;
}
this.visible = f;
resetVisibility();
}
protected void resetVisibility() {
if( spatial == null ) {
return;
}
if( visible && !localPlayerShip ) {
spatial.setCullHint(Spatial.CullHint.Inherit);
shipLabel.setCullHint(Spatial.CullHint.Inherit);
} else {
spatial.setCullHint(Spatial.CullHint.Always);
shipLabel.setCullHint(Spatial.CullHint.Always);
}
}
protected void updateLabelPos( Vector3f shipPos ) {
if( !visible || localPlayerShip ) {
return;
}
Vector3f camRelative = shipPos.subtract(camera.getLocation());
float distance = camera.getDirection().dot(camRelative);
if( distance < 0 ) {
// It's behind us
shipLabel.removeFromParent();
return;
}
// Calculate the ship's position on screen
//Vector3f screen1 = camera.getScreenCoordinates(shipPos);
Vector3f screen2 = camera.getScreenCoordinates(shipPos.add(0, labelOffset, 0));
Vector3f pref = shipLabel.getPreferredSize();
shipLabel.setLocalTranslation(screen2.x - pref.x * 0.5f, screen2.y + pref.y, screen2.z);
if( shipLabel.getParent() == null ) {
hudLabelRoot.attachChild(shipLabel);
}
}
public void updateSpatial( long time ) {
// Look back in the brief history that we've kept and
// pull an interpolated value. To do this, we grab the
// span of time that contains the time we want. PositionTransition
// represents a starting and an ending pos+rot over a span of time.
PositionTransition3f trans = buffer.getTransition(time);
if( trans != null ) {
spatial.setLocalTranslation(trans.getPosition(time, true));
spatial.setLocalRotation(trans.getRotation(time, true));
setVisible(trans.getVisibility(time));
updateLabelPos(spatial.getWorldTranslation());
}
}
public void addFrame( long endTime, Vector3f pos, Quaternion quat, boolean visible ) {
PositionTransition3f trans = new PositionTransition3f(endTime, pos, quat, visible);
buffer.addTransition(trans);
}
public PositionTransition3f getFrame( long time ) {
return buffer.getTransition(time);
}
public void dispose() {
spatial.removeFromParent();
shipLabel.removeFromParent();
}
}
private class GameSessionObserver implements GameSessionListener {
@Override
public void playerJoined( int clientId, String playerName, int shipId ){
log.info("playerJoined(" + clientId + ", " + playerName + ", " + shipId + ")");
playerIndex.put(shipId, new PlayerInfo(clientId, playerName, shipId));
// See if the ship already exists and if so, set its name... this is
// just in case we get the join message after we receive position
// updates.
// But don't force-create the ship or we'll end up with misplaced
// ghosts.
ObjectInfo shipInfo = getObjectInfo(shipId, false);
if( shipInfo != null ) {
shipInfo.setPlayerName(playerName);
}
}
@Override
public void playerLeft( int clientId, String playerName, int shipId ) {
log.info("playerLeft(" + clientId + ", " + playerName + ", " + shipId + ")");
playerIndex.remove(shipId);
}
}
/**
* Updates our local object views... could/should be split out into
* a separate class but it's convenient here for now. When this code
* moves to an ES, we'll break this all apart but for now we are modifying
* spatials directly (essentially) and so this is the easiest way.
*/
private class SharedObjectUpdater implements SharedObjectListener {
// Time of the current frame.
private long frameTime;
public SharedObjectUpdater() {
}
@Override
public void beginFrame( long time ) {
if( log.isTraceEnabled() ) {
log.trace("** beginFrame(" + time + ")");
}
this.frameTime = time;
}
@Override
public void objectUpdated( SharedObject obj ) {
if( log.isTraceEnabled() ) {
log.trace("****** Object moved[t=" + frameTime + "]:" + obj.getEntityId() + " pos:" + obj.getWorldPosition() + " removed:" + obj.isMarkedRemoved());
}
ObjectInfo info = getObjectInfo(obj.getEntityId().intValue(), true);
Vector3f pos = obj.getWorldPosition().toVector3f();
Quaternion quat = obj.getWorldRotation().toQuaternion();
info.updatePos = pos;
info.updateRot = quat;
info.addFrame(frameTime, pos, quat, true);
}
@Override
public void objectRemoved( SharedObject obj ) {
if( log.isTraceEnabled() ) {
log.trace("****** Object removed[t=" + frameTime + "]:" + obj.getEntityId());
}
ObjectInfo info = getObjectInfo(obj.getEntityId().intValue(), false);
if( info != null ) {
// The object has been removed in the 'now' but we need to keep
// it until it's history is used up.
info.addFrame(frameTime,
obj.getWorldPosition().toVector3f(),
obj.getWorldRotation().toQuaternion(),
false);
// Note that we don't actually delay removal here but if we had
// an ES then the actual entity removal would come later. We
// build everything as if we did, though, and that also means
// we support history-buffered visibility.
toRemove.add(obj.getEntityId().intValue());
}
}
@Override
public void endFrame() {
log.trace("** endFrame()");
this.frameTime = -1;
}
}
}