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main.py
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main.py
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import harfang as hg
import socket
import threading
import pickle
import time
from utils import RangeAdjust
from statistics import median_low, median_high
from name_tag import draw_name_tag
# Init socket and server-linked variables
UDP_IP = "192.168.0.195"
# UDP_IP = "127.0.0.1"
UDP_PORT = 5005
sock = socket.socket(socket.AF_INET,
socket.SOCK_DGRAM)
MESSAGE = [0, 0, 0, 0, 0, 0, 0] # MESSAGE CODE, POS_X, POS_Z, ROT_X_Y_Z, SEND_ID
players = []
lerped_players = players
old_players = players
next_players = players
players_spawned = 0
players_instances = []
global_time_end = 0
global_last_packet = 0
time_deltas = [0.1]
send_id = 0
def handleSnd():
global MESSAGE, send_id
while True:
data = pickle.dumps(MESSAGE)
sock.sendto(data, (UDP_IP, UDP_PORT))
send_id += 1
time.sleep(0.0333)
def handleRcv():
global players, old_players, global_time_end, next_players, global_last_packet, time_deltas
while True:
try:
data, addr = sock.recvfrom(1024)
decoded_data = pickle.loads(data)
if decoded_data[0] == 1:
if time.time() < global_time_end and global_time_end != 0:
next_players = decoded_data[1]
next_players.append(time.time())
if global_last_packet == 0:
global_last_packet = time.time()
else:
time_deltas.insert(0, time.time() - global_last_packet)
global_last_packet = time.time()
if len(time_deltas) > 20:
time_deltas.pop()
else:
if len(players) == len(lerped_players):
old_players = lerped_players.copy()
else:
old_players = players.copy()
players = decoded_data[1]
players.append(time.time())
if global_last_packet == 0:
global_last_packet = time.time()
else:
time_deltas.insert(0, time.time() - global_last_packet)
global_last_packet = time.time()
if len(time_deltas) > 20:
time_deltas.pop()
except Exception as err:
print(err)
threading.Thread(target=handleSnd).start()
threading.Thread(target=handleRcv).start()
# Init Harfang
hg.InputInit()
hg.WindowSystemInit()
res_x, res_y = 1280, 720
win = hg.RenderInit('3D Server - Client Scene', res_x, res_y, hg.RF_VSync | hg.RF_MSAA4X)
pipeline = hg.CreateForwardPipeline()
res = hg.PipelineResources()
hg.AddAssetsFolder("server_client_demo_compiled")
hg.ImGuiInit(10, hg.LoadProgramFromAssets('core/shader/imgui'), hg.LoadProgramFromAssets('core/shader/imgui_image'))
line_shader = hg.LoadProgramFromAssets('core/shader/white')
name_shader = hg.LoadProgramFromAssets('core/shader/grey')
font = hg.LoadFontFromAssets('font/ticketing.ttf', 96)
font_prg = hg.LoadProgramFromAssets('core/shader/font')
text_uniform_values = [hg.MakeUniformSetValue('u_color', hg.Vec4(1, 1, 1))]
text_render_state = hg.ComputeRenderState(hg.BM_Alpha, hg.DT_Always, hg.FC_Disabled)
vtx_layout = hg.VertexLayout()
vtx_layout.Begin()
vtx_layout.Add(hg.A_Position, 3, hg.AT_Float)
vtx_layout.End()
# load scene
scene = hg.Scene()
hg.LoadSceneFromAssets("level_1_full.scn", scene, res, hg.GetForwardPipelineInfo())
cam = scene.GetNode('Camera')
cam_rot = scene.GetNode('camrotation')
# AAA pipeline
pipeline_aaa_config = hg.ForwardPipelineAAAConfig()
pipeline_aaa = hg.CreateForwardPipelineAAAFromAssets("core", pipeline_aaa_config, hg.BR_Equal, hg.BR_Equal)
pipeline_aaa_config.sample_count = 1
pipeline_aaa_config.motion_blur = 0
# input devices and fps controller states
keyboard = hg.Keyboard()
mouse = hg.Mouse()
# main loop
frame = 0
show_lerp = True
show_pred = True
show_real = True
auto_move = False
vid_scene_opaque = 0
vtx_2 = hg.Vertices(vtx_layout, 2)
vtx_4 = hg.Vertices(vtx_layout, 4)
while not hg.ReadKeyboard().Key(hg.K_Escape) and hg.IsWindowOpen(win):
keyboard.Update()
mouse.Update()
dt = hg.TickClock()
# _r = cam_rot.GetTransform().GetRot()
# _r.y = _r.y + hg.time_to_sec_f(dt)
# cam_rot.GetTransform().SetRot(_r)
min_node_pos = scene.GetNode('area_min').GetTransform().GetPos()
max_node_pos = scene.GetNode('area_max').GetTransform().GetPos()
min_x = min_node_pos.x
min_z = min_node_pos.z
max_x = max_node_pos.x
max_z = max_node_pos.z
if len(players) - 1 > players_spawned:
player_node, _ = hg.CreateInstanceFromAssets(scene, hg.TransformationMat4(hg.Vec3(players[players_spawned][0], 0, players[players_spawned][1]), hg.Vec3(players[players_spawned][2], players[players_spawned][3], players[players_spawned][4])), "objects_library/players/yellow_robot.scn", res, hg.GetForwardPipelineInfo())
player_lerp_node, _ = hg.CreateInstanceFromAssets(scene, hg.TransformationMat4(hg.Vec3(players[players_spawned][0], 0, players[players_spawned][1]), hg.Vec3(players[players_spawned][2], players[players_spawned][3], players[players_spawned][4])), "objects_library/players/ghost_uninterpolated_robot.scn", res, hg.GetForwardPipelineInfo())
player_pred_node, _ = hg.CreateInstanceFromAssets(scene, hg.TransformationMat4(hg.Vec3(players[players_spawned][0], 0, players[players_spawned][1]), hg.Vec3(players[players_spawned][2], players[players_spawned][3], players[players_spawned][4])), "objects_library/players/ghost_predict_robot.scn", res, hg.GetForwardPipelineInfo())
players_instances.append([[player_node, player_lerp_node, player_pred_node], players_spawned])
players_spawned += 1
print("Spawned a new player")
new_lerped_players = []
try:
for pinstance in players_instances:
if len(old_players) == len(players):
player_transform = pinstance[0][0].GetTransform()
player_nolerp_transform = pinstance[0][1].GetTransform()
player_pred_transform = pinstance[0][2].GetTransform()
player_id = pinstance[1]
player_updated_pos = hg.Vec3(players[player_id][0], 0, players[player_id][1])
player_updated_rot = hg.Vec3(players[player_id][2], players[player_id][3], players[player_id][4])
player_old_pos = hg.Vec3(old_players[player_id][0], 0, old_players[player_id][1])
player_old_rot = hg.Vec3(old_players[player_id][2], old_players[player_id][3], old_players[player_id][4])
updated_time = players[-1]
time_delta = sum(time_deltas) / len(time_deltas)
time_end = updated_time + time_delta
global_time_end = time_end
adjusted_time = RangeAdjust(time.time(), updated_time, time_end, 0, 1)
wanted_pos = hg.Lerp(player_old_pos, player_updated_pos, adjusted_time)
wanted_rot = hg.Lerp(player_old_rot, player_updated_rot, adjusted_time)
if time.time() > time_end and len(next_players) > 0:
if next_players[-1] > updated_time:
old_players = players.copy()
next_players[-1] = time.time()
players = next_players.copy()
player_updated_pos = hg.Vec3(players[player_id][0], 0, players[player_id][1])
player_updated_rot = hg.Vec3(players[player_id][2], players[player_id][3], players[player_id][4])
current_pos = player_transform.GetPos()
current_rot = player_transform.GetRot()
old_players[player_id][0] = current_pos.x
old_players[player_id][1] = current_pos.z
old_players[player_id][2] = current_rot.x
old_players[player_id][3] = current_rot.y
old_players[player_id][4] = current_rot.z
player_old_pos = hg.Vec3(old_players[player_id][0], 0, old_players[player_id][1])
player_old_rot = hg.Vec3(old_players[player_id][2], old_players[player_id][3], old_players[player_id][4])
updated_time = players[-1]
old_time = old_players[-1]
time_delta = sum(time_deltas) / len(time_deltas)
time_end = updated_time + time_delta
global_time_end = time_end
adjusted_time = RangeAdjust(time.time(), updated_time, time_end, 0, 1)
wanted_pos = hg.Lerp(player_old_pos, player_updated_pos, adjusted_time)
wanted_rot = hg.Lerp(player_old_rot, player_updated_rot, adjusted_time)
new_lerped_players.append([wanted_pos.x, wanted_pos.z, wanted_rot.x, wanted_rot.y, wanted_rot.z])
draw_name_tag(vtx_2, vtx_4, wanted_pos, line_shader, name_shader, vid_scene_opaque, "Remote " + str(pinstance[1] + 1), font, font_prg, text_uniform_values, text_render_state, cam.GetTransform().GetWorld())
if show_lerp:
player_transform.SetPos(wanted_pos)
player_transform.SetRot(wanted_rot)
else:
player_transform.SetPos(hg.Vec3(-100, -100, -100))
# prediction
pos_dif = player_updated_pos - player_old_pos
predicted_pos = player_updated_pos + (pos_dif * adjusted_time)
rot_dif = player_updated_rot - player_old_rot
predicted_rot = player_updated_rot + (rot_dif * adjusted_time)
if show_pred and predicted_pos.x < max_x and predicted_pos.x > min_x and predicted_pos.z < max_z and predicted_pos.z > min_z:
player_pred_transform.SetPos(predicted_pos)
player_pred_transform.SetRot(predicted_rot)
elif not show_pred:
player_pred_transform.SetPos(hg.Vec3(-100, -100, -100))
if show_real:
player_nolerp_transform.SetPos(hg.Vec3(players[player_id][0], 0, players[player_id][1]))
player_nolerp_transform.SetRot(hg.Vec3(players[player_id][2], players[player_id][3], players[player_id][4]))
else:
player_nolerp_transform.SetPos(hg.Vec3(-100, -100, -100))
except Exception as err:
print(err)
lerped_players = new_lerped_players
trs = scene.GetNode('red_player').GetTransform()
pos = trs.GetPos()
rot = trs.GetRot()
MESSAGE = [0, pos.x, pos.z, rot.x, rot.y, rot.z, send_id]
world = hg.RotationMat3(rot.x, rot.y, rot.z)
front = hg.GetZ(world)
simulated_pos_forward = pos + front * (hg.time_to_sec_f(dt) * 10)
simulated_pos_backward = pos - front * (hg.time_to_sec_f(dt) * 10)
if (keyboard.Down(hg.K_Up) or auto_move) and simulated_pos_forward.x < max_x and simulated_pos_forward.x > min_x and simulated_pos_forward.z < max_z and simulated_pos_forward.z > min_z:
trs.SetPos(pos + front * (hg.time_to_sec_f(dt) * 10))
if keyboard.Down(hg.K_Down) and simulated_pos_backward.x < max_x and simulated_pos_backward.x > min_x and simulated_pos_backward.z < max_z and simulated_pos_backward.z > min_z:
trs.SetPos(pos - front * (hg.time_to_sec_f(dt) * 10))
if keyboard.Down(hg.K_Right) or auto_move:
trs.SetRot(hg.Vec3(rot.x, rot.y + (hg.time_to_sec_f(dt)), rot.z))
if keyboard.Down(hg.K_Left):
trs.SetRot(hg.Vec3(rot.x, rot.y - (hg.time_to_sec_f(dt)), rot.z))
scene.Update(dt)
vid, pass_ids = hg.SubmitSceneToPipeline(0, scene, hg.IntRect(0, 0, res_x, res_y), True, pipeline, res, pipeline_aaa, pipeline_aaa_config, frame)
vid_scene_opaque = hg.GetSceneForwardPipelinePassViewId(pass_ids, hg.SFPP_Opaque)
draw_name_tag(vtx_2, vtx_4, pos, line_shader, name_shader, vid_scene_opaque, "Local", font, font_prg, text_uniform_values, text_render_state, cam.GetTransform().GetWorld())
hg.ImGuiBeginFrame(res_x, res_y, dt, mouse.GetState(), keyboard.GetState())
hg.ImGuiSetNextWindowPos(hg.Vec2(10, 10))
hg.ImGuiSetNextWindowSize(hg.Vec2(300, 180), hg.ImGuiCond_Once)
if hg.ImGuiBegin('Online Robots Config'):
was_changed_lerp, show_lerp = hg.ImGuiCheckbox('Show Linear Interpolation', show_lerp)
was_changed_pred, show_pred = hg.ImGuiCheckbox('Show Prediction', show_pred)
was_changed_real, show_real = hg.ImGuiCheckbox('Show Real Position', show_real)
was_changed_move, auto_move = hg.ImGuiCheckbox('Automatic Robot Movement', auto_move)
hg.ImGuiEnd()
hg.ImGuiEndFrame(255)
frame = hg.Frame()
hg.UpdateWindow(win)
hg.RenderShutdown()
hg.DestroyWindow(win)