Initial commit
This commit is contained in:
117
Torque/SDK/example/common/server/missionDownload.cs
Normal file
117
Torque/SDK/example/common/server/missionDownload.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Torque Game Engine
|
||||
// Copyright (C) GarageGames.com, Inc.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Mission Loading
|
||||
// The server portion of the client/server mission loading process
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Loading Phases:
|
||||
// Phase 1: Transmit Datablocks
|
||||
// Transmit targets
|
||||
// Phase 2: Transmit Ghost Objects
|
||||
// Phase 3: Start Game
|
||||
//
|
||||
// The server invokes the client MissionStartPhase[1-3] function to request
|
||||
// permission to start each phase. When a client is ready for a phase,
|
||||
// it responds with MissionStartPhase[1-3]Ack.
|
||||
|
||||
function GameConnection::loadMission(%this)
|
||||
{
|
||||
// Send over the information that will display the server info
|
||||
// when we learn it got there, we'll send the data blocks
|
||||
%this.currentPhase = 0;
|
||||
if (%this.isAIControlled())
|
||||
{
|
||||
// Cut to the chase...
|
||||
%this.onClientEnterGame();
|
||||
}
|
||||
else
|
||||
{
|
||||
commandToClient(%this, 'MissionStartPhase1', $missionSequence,
|
||||
$Server::MissionFile, MissionGroup.musicTrack);
|
||||
echo("*** Sending mission load to client: " @ $Server::MissionFile);
|
||||
}
|
||||
}
|
||||
|
||||
function serverCmdMissionStartPhase1Ack(%client, %seq)
|
||||
{
|
||||
// Make sure to ignore calls from a previous mission load
|
||||
if (%seq != $missionSequence || !$MissionRunning)
|
||||
return;
|
||||
if (%client.currentPhase != 0)
|
||||
return;
|
||||
%client.currentPhase = 1;
|
||||
|
||||
// Start with the CRC
|
||||
%client.setMissionCRC( $missionCRC );
|
||||
|
||||
// Send over the datablocks...
|
||||
// OnDataBlocksDone will get called when have confirmation
|
||||
// that they've all been received.
|
||||
%client.transmitDataBlocks($missionSequence);
|
||||
}
|
||||
|
||||
function GameConnection::onDataBlocksDone( %this, %missionSequence )
|
||||
{
|
||||
// Make sure to ignore calls from a previous mission load
|
||||
if (%missionSequence != $missionSequence)
|
||||
return;
|
||||
if (%this.currentPhase != 1)
|
||||
return;
|
||||
%this.currentPhase = 1.5;
|
||||
|
||||
// On to the next phase
|
||||
commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile);
|
||||
}
|
||||
|
||||
function serverCmdMissionStartPhase2Ack(%client, %seq)
|
||||
{
|
||||
// Make sure to ignore calls from a previous mission load
|
||||
if (%seq != $missionSequence || !$MissionRunning)
|
||||
return;
|
||||
if (%client.currentPhase != 1.5)
|
||||
return;
|
||||
%client.currentPhase = 2;
|
||||
|
||||
// Update mod paths, this needs to get there before the objects.
|
||||
%client.transmitPaths();
|
||||
|
||||
// Start ghosting objects to the client
|
||||
%client.activateGhosting();
|
||||
|
||||
}
|
||||
|
||||
function GameConnection::clientWantsGhostAlwaysRetry(%client)
|
||||
{
|
||||
if($MissionRunning)
|
||||
%client.activateGhosting();
|
||||
}
|
||||
|
||||
function GameConnection::onGhostAlwaysFailed(%client)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
function GameConnection::onGhostAlwaysObjectsReceived(%client)
|
||||
{
|
||||
// Ready for next phase.
|
||||
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile);
|
||||
}
|
||||
|
||||
function serverCmdMissionStartPhase3Ack(%client, %seq)
|
||||
{
|
||||
// Make sure to ignore calls from a previous mission load
|
||||
if(%seq != $missionSequence || !$MissionRunning)
|
||||
return;
|
||||
if(%client.currentPhase != 2)
|
||||
return;
|
||||
%client.currentPhase = 3;
|
||||
|
||||
// Server is ready to drop into the game
|
||||
%client.startMission();
|
||||
%client.onClientEnterGame();
|
||||
}
|
||||
Reference in New Issue
Block a user