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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // This script function is called before a client connection
- // is accepted. Returning "" will accept the connection,
- // anything else will be sent back as an error to the client.
- // All the connect args are passed also to onConnectRequest
- //
- function GameConnection::onConnectRequest( %client, %netAddress, %name )
- {
- echo("Connect request from: " @ %netAddress);
- if($Server::PlayerCount >= $pref::Server::MaxPlayers)
- return "CR_SERVERFULL";
- return "";
- }
- //-----------------------------------------------------------------------------
- // This script function is the first called on a client accept
- function GameConnection::onConnect( %this, %clientData )
- {
- // Send down the connection error info, the client is responsible for
- // displaying this message if a connection error occurs.
- messageClient(%this, 'MsgConnectionError', "", $Pref::Server::ConnectionError);
-
- // Send mission information to the client
- sendLoadInfoToClient(%this);
-
- // Simulated client lag for testing...
- // %client.setSimulatedNetParams(0.1, 30);
-
- // Get the client's unique id:
- // %authInfo = %client.getAuthInfo();
- // %client.guid = getField(%authInfo, 3);
- %this.guid = 0;
- addToServerGuidList(%this.guid);
-
- // Set admin status
- if (%this.getAddress() $= "local")
- {
- %this.isAdmin = true;
- %this.isSuperAdmin = true;
- }
- else
- {
- %this.isAdmin = false;
- %this.isSuperAdmin = false;
- }
-
- echo("CADD: "@ %this @" "@ %this.getAddress());
- // If the mission is running, go ahead download it to the client
- if ($missionRunning)
- {
- %this.loadMission();
- }
- else if ($Server::LoadFailMsg !$= "")
- {
- messageClient(%this, 'MsgLoadFailed', $Server::LoadFailMsg);
- }
-
- %this.connectData = %clientData;
-
- $Server::PlayerCount++;
- }
- //-----------------------------------------------------------------------------
- // A player's name could be obtained from the auth server, but for
- // now we use the one passed from the client.
- // %realName = getField( %authInfo, 0 );
- //
- function GameConnection::setPlayerName(%client,%name)
- {
- %client.sendGuid = 0;
- // Minimum length requirements
- %name = trim( strToPlayerName( %name ) );
- if ( strlen( %name ) < 3 )
- %name = "Poser";
- // Make sure the alias is unique, we'll hit something eventually
- if (!isNameUnique(%name))
- {
- %isUnique = false;
- for (%suffix = 1; !%isUnique; %suffix++) {
- %nameTry = %name @ "." @ %suffix;
- %isUnique = isNameUnique(%nameTry);
- }
- %name = %nameTry;
- }
- // Tag the name with the "smurf" color:
- %client.nameBase = %name;
- %client.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
- }
- function isNameUnique(%name)
- {
- %count = ClientGroup.getCount();
- for ( %i = 0; %i < %count; %i++ )
- {
- %test = ClientGroup.getObject( %i );
- %rawName = stripChars( detag( getTaggedString( %test.playerName ) ), "\cp\co\c6\c7\c8\c9" );
- if ( strcmp( %name, %rawName ) == 0 )
- return false;
- }
- return true;
- }
- //-----------------------------------------------------------------------------
- // This function is called when a client drops for any reason
- //
- function GameConnection::onDrop(%client, %reason)
- {
- %entityIds = parseMissionGroupForIds("Entity", "");
- %entityCount = getWordCount(%entityIds);
-
- for(%i=0; %i < %entityCount; %i++)
- {
- %entity = getWord(%entityIds, %i);
-
- for(%e=0; %e < %entity.getCount(); %e++)
- {
- %child = %entity.getObject(%e);
- if(%child.getClassName() $= "Entity")
- %entityIds = %entityIds SPC %child.getID();
- }
-
- %entity.notify("onClientDisconnect", %client);
- }
-
- if($missionRunning)
- theLevelInfo.onClientLeaveGame();
-
- removeFromServerGuidList( %client.guid );
- $Server::PlayerCount--;
- }
- //-----------------------------------------------------------------------------
- function GameConnection::startMission(%this)
- {
- // Inform the client the mission starting
- commandToClient(%this, 'MissionStart', $missionSequence);
- }
- function GameConnection::endMission(%this)
- {
- // Inform the client the mission is done. Note that if this is
- // called as part of the server destruction routine, the client will
- // actually never see this comment since the client connection will
- // be destroyed before another round of command processing occurs.
- // In this case, the client will only see the disconnect from the server
- // and should manually trigger a mission cleanup.
- commandToClient(%this, 'MissionEnd', $missionSequence);
- }
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