Implementing Syncker Logic for a Custom Project
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C++ Implementation#
You can create separate Master and Slave applications, or a single one to run on both Master and Slave sides. To enable the Syncker in your Master or Slave application to synchronize nodes, render parameters and players over the network, follow the instructions below.
Initializing Syncker#
First of all, you should initialize Syncker. To do so you can simply add the following code to the AppSystemLogic class for both Master and Slave applications.
Insert the following Syncker initialization code to the AppSystemLogic::init() method:
// AppSystemLogic.cpp
#include "AppSystemLogic.h"
#include <UnigineApp.h>
#include <plugins/UnigineSyncker.h>
/* .. */
using namespace Unigine;
using namespace Plugins;
/* .. */
int AppSystemLogic::init()
{
// update application even if focus was lost
App::setBackgroundUpdate(true);
// get the Syncker manager interface
Syncker::Manager *syncker_manager = Syncker::Manager::get();
// initialize the Syncker using command line arguments
// or you can initialize Syncker as Master or Slave directly
// via initMaster() or initSlave() methods without using command-line arguments
syncker_manager->initSyncker();
// enable debug information in right bottom corner
syncker_manager->getSyncker()->setDebug(true);
return 1;
}
In the AppWorldLogic.cpp file add the code to get the pointer to the manager and Master interface for further use in the AppWorldLogic::init() method:
// AppWorldLogic.cpp
#include <UnigineEditor.h>
#include <UnigineGame.h>
#include <UnigineApp.h>
/* .. */
using namespace Unigine;
using namespace Syncker;
using namespace Math;
int AppWorldLogic::init()
{
Syncker::Manager *syncker_manager = Syncker::Manager::get();
if (syncker_manager && syncker_manager->isMasterInitialized())
syncker_master = syncker_manager->getMaster();
return 1;
}
Synchronizing Nodes/Materials#
Objects of the following types are synchronized automatically: ObjectWaterGlobal, ObjectCloudLayer, ObjectParticles, WorldLight if they present in the *.world file on all computers.
Synchronization of transformations is supported for all types of nodes. As for other type-specific parameters synchronization is available only for the following ones:
To start synchronizing other nodes or materials (the logic is the same for both), that exist in the world, you just need to tell the Syncker which of them you want. To do so you can add the following code to the AppWorldLogic::init() method of your master application:
int AppWorldLogic::init()
{
/* ... */
// checking if we have a Master interface
if (syncker_master)
{
// getting a pointer for the node named "material_ball"
NodePtr my_node = World::getNodeByName("material_ball");
// add the existing node to synchronization
syncker_master->addSyncNode(my_node);
}
return 1;
}
Now, you can implement your logic for synchronized nodes in the AppWorldLogic::update() method for the Master:
int AppWorldLogic::update()
{
/* ... */
// checking if we have a Master interface
if (syncker_master)
{
// getting a pointer for the node named "material_ball"
NodePtr my_node = World::getNodeByName("material_ball");
// changing node's rotation
my_node->setRotation(my_node->getRotation() * Math::quat(0, 0, Game::getIFps()));
}
return 1;
}
Creating/Deleting Nodes at Runtime#
You can create and delete nodes at run time. To synchronize creation of a node on all connected Slaves, use the createNode() function.
/* ... */
int cube_created = 0;
int AppWorldLogic::update()
{
/* ... */
// checking if we have a Master interface and cube is not yet created
if (syncker_master && !cube_created)
{
// creating a dynamic cube and set up its material and transformation
ObjectMeshStaticPtr dynamic_cube = ObjectMeshStatic::create("box.mesh");
dynamic_cube->setMaterial("mesh_base", 0);
dynamic_cube->setPosition(Math::Vec3(game->getRandomFloat(-50, 50), game->getRandomFloat(-50, 50), game->getRandomFloat(0, 50)));
dynamic_cube->setRotation(Math::quat(game->getRandomFloat(0, 360), game->getRandomFloat(0, 360), game->getRandomFloat(0, 360)));
// commanding Slaves to create a dynamic node and adding it to synchronization
syncker_master->createNode(dynamic_cube);
cube_created = 1;
}
return 1;
}
Loading Nodes at Runtime#
To synchronize node loading from a *.node file on all connected Slaves, use the loadNode() or loadNodereference() methods. This approach is recommended as it allows adding nodes of all types, unlike the createNode() method that supports only a limited number of them.
/* ... */
int node_loaded = 0;
int AppWorldLogic::update()
{
/* ... */
// checking if we have a Master interface and our node is not yet loaded
if (syncker_master && !node_loaded)
{
// commanding Slaves to load a node and adding it to synchronization
syncker_master->loadNode("my_node.node");
node_loaded = 1;
}
return 1;
}
Customizing Synchronization via User Messages#
Let us consider the following simple example: we can set transformation for a node, by simply sending rotation and position via a user message.
- First step is to create an object on the Master and on all Slaves as a static one (without adding it to synchronization).
- Next, we implement a callback function:
- on_message_received - to be called on receiving a user message. Here we extract the parameters from the received message and use them (in this case to change node's transformation).
- And the last step is to set this callback using the setMessageReceivedCallback() method in the AppWorldLogic::init()
// declaring and initializing pointers for the Master, Slave, and Syncker instances Unigine::Plugins::Syncker::Master *master = nullptr; Unigine::Plugins::Syncker::Slave *slave = nullptr; Unigine::Plugins::Syncker::Syncker *syncker = nullptr; // declaring a node, that we are going to transform via user messages NodePtr node; // declaring a blob to store our messages Unigine::BlobPtr blob = Unigine::Blob::create(); // declaring message types to be used enum MESSAGE_TYPE { REPORT, TRANSFORM, }; /* ... */ /// callback function to be fired on receiving a user message void AppWorldLogic::on_message_received(const Unigine::BlobPtr &message) { // reading an unsigned char from the blob defining message type (REPORT or TRANSFORM) unsigned char type = message->readUChar(); switch (type) { case REPORT: { // printing to the console that we have received a message Log::message("REPORT Message received!") } break; case TRANSFORM: { // reading position and rotation from the message and using them to update node's transformation Vec3 pos = Vec3(message->readDVec3()); quat rot = message->readQuat(); node->setTransform(translate(pos) * Mat4(rotate(rot))); } break; } } int AppWorldLogic::init() { /* ... */ // trying to get a Manager interface auto manager = Syncker::Manager::get(); if (manager) { // checking if we have a Master interface if (manager->isMasterInitialized()) master = manager->getMaster(); else if (manager->isSlaveInitialized()) slave = manager->getSlave(); // getting a pointer to Master/Slave base class syncker = manager->getSyncker(); } // subscribing to network messages if (syncker) syncker->setMessageReceivedCallback("net", MakeCallback(this, &AppWorldLogic::on_message_received)); /* ... */ // somwhere in code... sending a REPORT message blob->clear(); blob->writeUChar(REPORT); syncker->sendMessage("net", blob); return 1; } int AppWorldLogic::update() { /* ... */ // sending a message with object's transform to all peers if (master) { Vec3 pos = node->getPosition(); quat rot = node->getRotation(); blob->clear(); blob->writeUChar(TRANSFORM); blob->writeDVec3(dvec3(pos)); blob->writeQuat(rot); syncker->sendMessage("net", blob); } /* ... */ return 1; }
Changing Views and Cameras#
You can change the viewport on the Master or Slave side. For this purpose you can use the following code (example):
Unigine::Plugins::Syncker::Manager* syncker_manager;
/* ...
perform checks if the Syncker plugin is loaded
and get the Syncker manager interface (Manager)
... */
// if syncker is initialized, assigning the config mesh surface named "surface_0" to the 2nd monitor
if (syncker_manager->isSynckerIntialized())
syncker_manager->getSyncker()->setView(1, "surface_0");
/* ... */
You can also tell a Slave to use another camera. To do so, you can use the following code (example):
/* ... */
PlayerSpectatorPtr aux_player = nullptr;
/* ... */
int AppWorldLogic::update()
{
/* ... */
// checking if we have a Master interface
if (syncker_master && !aux_player)
{
// creating a new auxiliary player (on Master and Slaves)
aux_player = PlayerSpectator::create();
aux_player->setPosition(Vec3(0.0f, -40.0f, 200.0f));
aux_player->setDirection(vec3(0.0f, 1.0f, 0.0f), vec3_up);
aux_player->setMinVelocity(10);
aux_player->setMaxVelocity(aux_player->getMinVelocity() * 2);
// commanding Slaves to create a new player and adding it to synchronization
syncker_master->createNode(aux_player);
// setting a new created player for Slave(s) having sync_view = "view_1"
syncker_master->setSlavePlayer("view_1", aux_player);
}
/* ... */
}