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Revision 29 (Josip Almasi, 10/15/2021 03:03 PM) → Revision 30/94 (Josip Almasi, 10/15/2021 03:14 PM)

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 h1. Welcome! 

 h2. External resources 

 Demo site: https://www.vrspace.org/ 

 Github project page: https://github.com/jalmasi/vrspace 

 OpenSource.com article (motivation): https://opensource.com/article/20/12/virtual-reality-server 

 VR Days video (features, technologies): https://vimeo.com/475142708 

 Youtube channel: https://www.youtube.com/channel/UCLdSg22i9MZ3u7ityj_PBxw 

 Facebook page: https://fb.com/vrspace.org 

 Client API jsdoc: https://www.vrspace.org/docs/jsdoc/index.html 

 Server javadoc: https://www.vrspace.org/docs/javadoc/index.html?overview-summary.html 

 h2. Playgrounds 

 Multi-user interaction, shared objects: https://playground.babylonjs.com/#ZBK155 
 Multi-user world: https://playground.babylonjs.com/#Y6ILJ5 
 Avatar selection, portals: https://playground.babylonjs.com/#HDV7LA 
 VR Avatar template world: https://www.babylonjs-playground.com/#VXA0R3 

 h1. Frequently Asked Questions 

 h2. Is this open source, free to use and share? 

 Yes, it's all free and open. Server and client code is published under Apache 2 license, all 3D models published by their respective authors under Creative Commons Attribution license. 

 h2. Is there any documentation? 

 This is good place to start, this page links to all available resources. 

 h2. How many users can share a “world/space” simultaneously? 

 By default, number of users per space is not limited. There is a server parameter to limit that (org.vrspace.server.maxSessions) that can be specified either in config file or command line. Users that hit the limit remain in the queue for configurable timeout (org.vrspace.server.sessionStartTimeout, zero by default) until someone leaves. An error is raised on timeout. 

 h1. Setting up development environment 

 Here's all you need to start development on Windows. 
 Linux distributions include all these tools as native packages, so no additional downloads should be required. 

 h2. Basic setup 

 h3. Git bash 

 IDEs can work with github directly, but whatever you ask, you'll get a command line answer. 
 Command line git is simply a must have. Bash also includes a lot of goodies like ssh. 

 https://git-scm.com/downloads 

 h3. Java 

 Java 8 will work, java 11 recommended. JDK is required to build the server. 
 Get it either from Oracle or elsewhere, e.g. Zulu OpenJDK: https://www.azul.com/downloads/zulu-community/?package=jdk 

 h3. Node.js 

 Node is used by IDE to evaluate javascript. You'll also may need it if you modify any of babylon.js source. 
 Mind that IDE will complain if you installed unsupported version of Node; should that happen, remove Node, and install latest one supported. 

 Get it from https://nodejs.org/ 

 h3. Maven 

 Apache Maven is used to build the server from command prompt. 

 Get it from https://maven.apache.org/download.cgi 


 h3. IDE 

 Eclipse for Java developers (not enterprise), with Spring and Web plugins: 

 Download eclipse here: https://www.eclipse.org/ 

 And then go to Help -> Eclipse Marketplace 
 Search and install Spring Tools 4 and Wild Web Developer plugins. 

 You'll also need to download and install https://projectlombok.org/ 
 Once done, restart the eclipse. 

 h2. Import and start the project 

 h3. IDE 

 In Eclipse, you can use either default or new workspace for the project. 
 Assuming you have cloned the project from the github,  
 Go to File -> Open Projects From the Filesystem 
 Then choose vrspace directory. 

 This will import vrspace folders and project subfolders, click Finish. 

 In vrspace project folder, in src/main/java, there's org.vrspace.server.ServerApplication.java. 
 Open it, then right click on the code. 
 From the menu, choose either Run as or Debug as -> Spring Boot App. 

 Open http://localhost:8080/babylon/connect.html with two browsers, and navigate around. 

 That's all, you're all set! 

 h3. git bash 

 git clone https://github.com/jalmasi/vrspace.git 
 cd vrspace 
 mvn clean install 
 java -jar server/target/server-0.2.2.jar 

 h2. Advanced setup 

 h3. SSL 

 HTTPS is required for pretty much everything - WebXR, camera, mic access. 
 By default, the server runs on 8080 port with plain HTTP. To enable HTTPS, edit application.properties (found in src/main/resources), and change following properties: 

 <pre> 
 server.ssl.enabled=false 
 # default port 8080 
 #server.port=8443 
 </pre> 

 h3. Apache 

 Apache reverse proxy setup, linux, windows, TBD 

 h3. Docker and OpenVidu 

 OpenVidu voice/video chat server runs as docker image. This is only required for development of voice chat functions. 

 Local execution (development): 
 docker run -p 4443:4443 --rm -e OPENVIDU_SECRET=YOUR_SECRET -e DOMAIN_OR_PUBLIC_IP=YOUR_IP openvidu/openvidu-server-kms:2.17.0 

 Running on server: 
 https://docs.openvidu.io/en/2.17.0/deployment/deploying-on-premises/ 

 Then either modify openvidu.publicurl and openvidu.secret in application.properties, or run server.jar with -Dopenvidu.publicurl=YOUR_URL and -Dopenvidu.secret=YOUR_SECRET 

 h1. Software Architecture 

 !https://redmine.vrspace.org/attachments/download/15/vrspace-diagram.png! 

 h2. Client-Server Communication 

 Clients communicate with server over "WebSockets":https://en.wikipedia.org/wiki/WebSocket. Reference javascript implementation of client communication layer is in "VRSpace.js":https://www.vrspace.org/docs/jsdoc/VRSpace.html. 

 General approach to communication is rather obscure Half-Object pattern: server-side and client-side object have same properties, but different implementations. 
 Whenever an object's property changes in (any) client's address space, it's transmitted to the server, that broadcasts it to all clients currently 'watching' the object. 

 Whenever a client wants to perform any change to any object in the space, it has to go through the VRSpace server. 
 Clients may or may not communicate directly, but this is out of the scope of VRSpace server. 

 h2. Server Responsibilities 

 Sole responsibility of VRSpace server is management of 3D space: persisting space objects, tracking their properties, processing and distributing events from/to objects. 
 Whenever we talk about objects, that includes clients, i.e. users - a client is a special case of an object. 
 The server does not even handle the authentication - it is assumed to be responsibility of web app serving the space. 
 3D geometry is also not in server's scope, it's just another property of an object (mesh). 

 h2. Server design 

 Key concepts here are Active Objects, Actor model, and Live distributed object. 

 "VRObject":https://github.com/jalmasi/vrspace/blob/master/server/src/main/java/org/vrspace/server/obj/VRObject.java is a basic shared object, with some basic properties like position and rotation, and of course, mesh. It essentially a "Live distributed object":https://en.wikipedia.org/wiki/Live_distributed_object. 

 "Client":https://github.com/jalmasi/vrspace/blob/master/server/src/main/java/org/vrspace/server/obj/Client.java extends VRObject, and adds capabilities to communicate over web sockets, and listen to changes to other objects. Typically, a client represents a remote user, but it can also represent a robot connected over a web socket, or be a base class for a server-side robot. 
 A Client can be thought of as "Active Object":https://en.wikipedia.org/wiki/Active_object or an "Actor":https://en.wikipedia.org/wiki/Actor_model,  

 Server relies on Spring Boot and embedded Tomcat to handle all I/O and threads. 

 

 h2. Client 

 Each "Client":https://github.com/jalmasi/vrspace/blob/master/server/src/main/java/org/vrspace/server/obj/Client.java has it's own "Scene":https://github.com/jalmasi/vrspace/blob/master/server/src/main/java/org/vrspace/server/core/Scene.java that tracks all shared objects - including other clients - visible by the client. The scene is initially populated once the client logs in to the server, and starts the session. Scene is refreshed periodically, or after a movement, or explicitly. specified resolution. 

 Scene maintains the event model, by adding the Client as listener to all other active objects (usually other users) in the scene. 

 Client simply notifies it's own listeners on any changes to any of it's own properties. As a listener, it propagates any Any changes on observed change on any other object objects are sent over the network, network to the user. 

 Client has just a couple of persistent properties, like position, rotation and name. The name must be unique. 
 All other properties are transient. 

 h2. Events 

 Typically events exchanged are changes to properties of active objects, e.g. user moves around, changing own position and rotation. However, an object may emit any event, and the event gets propagated to all listeners. 
 This is to simplify client development: simply emit any custom event you want. user's web client.