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Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.

By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";

Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);

callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);

callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);

This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
JeffR 8 tháng trước cách đây
mục cha
commit
c5ae9af0ae

+ 108 - 12
Templates/BaseGame/game/core/clientServer/scripts/server/connectionToClient.tscript

@@ -27,7 +27,7 @@
 // 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 )
+function GameConnection::onConnectRequest( %this, %netAddress, %name )
 {
    echo("Connect request from: " @ %netAddress);
    if($Server::PlayerCount >= $pref::Server::MaxPlayers)
@@ -47,11 +47,11 @@ function GameConnection::onConnect( %this, %clientData )
 	sendLoadInfoToClient(%this);
 	
 	// Simulated client lag for testing...
-	// %client.setSimulatedNetParams(0.1, 30);
+	// %this.setSimulatedNetParams(0.1, 30);
 	
 	// Get the client's unique id:
-	// %authInfo = %client.getAuthInfo();
-	// %client.guid = getField(%authInfo, 3);
+	// %authInfo = %this.getAuthInfo();
+	// %this.guid = getField(%authInfo, 3);
 	%this.guid = 0;
 	addToServerGuidList(%this.guid);
 	
@@ -86,14 +86,110 @@ function GameConnection::onConnect( %this, %clientData )
 	$Server::PlayerCount++;
 }
 
+function GameConnection::spawnControlObject( %this )
+{
+    //baseline controlObject spawn type with extention points
+    %this.spawnClass = "Camera";
+    %this.spawnDBType = "CameraData";
+    %this.spawnDataBlock = "Observer";
+    callOnModules("setSpawnObjectType", "Game", %this);
+	 callGamemodeFunction("setSpawnObjectType", %this);
+}
+
+function GameConnection::onSetSpawnObjectTypeComplete( %this )
+{
+    if (isObject(%this.player))
+    {
+        // The client should not already have a player. Assigning
+        // a new one could result in an uncontrolled player object.
+        error("Attempting to create a player for a client that already has one!");
+    }
+   
+    // Spawn with the engine's Sim::spawnObject() function
+    %this.player = spawnObject(%this.spawnClass, %this.spawnDataBlock);
+    
+    if (!%this.player.isMemberOfClass(%this.spawnClass))
+        warn("Trying to spawn a class that does not derive from "@ %this.spawnClass);
+
+    // Add the player object to MissionCleanup so that it
+    // won't get saved into the level files and will get
+    // cleaned up properly
+    MissionCleanup.add(%this.player);
+   
+    // Store the client object on the player object for
+    // future reference
+    %this.player.client = %this;
+   
+    %this.setSpawnPoint();
+    
+   // Give the client control of the camera if in the editor
+   if( $startWorldEditor )
+   {
+      %control = %this.camera;
+      %control.mode = "Fly";
+      EditorGui.syncCameraGui();
+   }
+   else
+      %control = %this.player;
+      
+   // Allow the player/camera to receive move data from the GameConnection.  Without this
+   // the user is unable to control the player/camera.
+   if (!isDefined("%noControl"))
+      %this.setControlObject(%control);
+}
+
+function GameConnection::setSpawnPoint( %this )
+{
+    //baseline spawn point config rules with extention points
+    %this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
+    %this.spawnPoint = "";
+    %this.spawnLocation = "0 0 0";
+    callOnModules("setSpawnPoint", "Game", %this);
+	 callGamemodeFunction("setSpawnPoint", %this);    
+}
+
+function GameConnection::onSetSpawnPointComplete( %this )
+{
+    if (isObject(%this.player))
+        %this.player.setTransform(%this.spawnLocation);
+    else
+    {
+        // If we weren't able to create the player object then warn the user
+        // When the player clicks OK in one of these message boxes, we will fall through
+        // to the "if (!isObject(%player))" check below.
+        if (isDefined("%this.spawnDataBlock"))
+        {
+            MessageBoxOK("Spawn Failed",
+                "Unable to create a player with class " @ %this.spawnClass @
+                " and datablock " @ %this.spawnDataBlock @ ".\n\nStarting as an Observer instead.",
+                "");
+        }
+        else
+        {
+            MessageBoxOK("Spawn Failed",
+                "Unable to create a player with class " @ %this.spawnClass @
+                ".\n\nStarting as an Observer instead.",
+                "");
+        }
+    }
+    %this.onPostSpawn();
+}
+
+function GameConnection::onPostSpawn( %this )
+{
+    //post controlObject create extention points
+    callOnModules("onPostSpawn", "Game", %this);
+	callGamemodeFunction("onPostSpawn", %this);    
+}
+
 //-----------------------------------------------------------------------------
 // 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)
+function GameConnection::setPlayerName(%this,%name)
 {
-   %client.sendGuid = 0;
+   %this.sendGuid = 0;
 
    // Minimum length requirements
    %name = trim( strToPlayerName( %name ) );
@@ -112,8 +208,8 @@ function GameConnection::setPlayerName(%client,%name)
    }
 
    // Tag the name with the "smurf" color:
-   %client.nameBase = %name;
-   %client.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
+   %this.nameBase = %name;
+   %this.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
 }
 
 function isNameUnique(%name)
@@ -132,7 +228,7 @@ function isNameUnique(%name)
 //-----------------------------------------------------------------------------
 // This function is called when a client drops for any reason
 //
-function GameConnection::onDrop(%client, %reason)
+function GameConnection::onDrop(%this, %reason)
 {
    %entityIds = parseMissionGroupForIds("Entity", "");
    %entityCount = getWordCount(%entityIds);
@@ -148,15 +244,15 @@ function GameConnection::onDrop(%client, %reason)
             %entityIds = %entityIds SPC %child.getID();  
       }
       
-      %entity.notify("onClientDisconnect", %client);
+      %entity.notify("onClientDisconnect", %this);
    }
    
    if($missionRunning)
    {
-      %hasGameMode = callGamemodeFunction("onClientLeaveGame", %client);
+      %hasGameMode = callGamemodeFunction("onClientLeaveGame", %this);
    }
    
-   removeFromServerGuidList( %client.guid );
+   removeFromServerGuidList( %this.guid );
 
    $Server::PlayerCount--;
 }

+ 2 - 0
Templates/BaseGame/game/core/clientServer/scripts/server/levelDownload.tscript

@@ -178,6 +178,8 @@ function serverCmdMissionStartPhase3Ack(%client, %seq)
    %client.currentPhase = 3;
    
    %hasGameMode = callGamemodeFunction("onClientEnterGame", %client);
+
+   %client.spawnControlObject();
    
    //if that also failed, just spawn a camera
    if(%hasGameMode == 0)

+ 0 - 96
Templates/BaseGame/game/data/ExampleModule/scripts/shared/ExampleGameMode.tscript

@@ -51,16 +51,6 @@ function ExampleGameMode::onMissionReset(%this)
 
 function ExampleGameMode::initGameVars(%this)
 {
-   //-----------------------------------------------------------------------------
-   // What kind of "camera" is spawned is either controlled directly by the
-   // SpawnSphere or it defaults back to the values set here. This also controls
-   // which SimGroups to attempt to select the spawn sphere's from by walking down
-   // the list of SpawnGroups till it finds a valid spawn object.
-   // These override the values set in core/scripts/server/spawn.cs
-   //-----------------------------------------------------------------------------
-   %this.defaultCameraClass = "Camera";
-   %this.defaultCameraDataBlock = "Observer";
-   %this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
 }
 
 function ExampleGameMode::onGameDurationEnd(%this)
@@ -82,15 +72,6 @@ function ExampleGameMode::onClientEnterGame(%this, %client)
    //Set the player name based on the client's connection data
    %client.setPlayerName(%client.connectData);
 
-   // Find a spawn point for the camera
-   // This function currently relies on some helper functions defined in
-   // core/scripts/server/spawn.cs. For custom spawn behaviors one can either
-   // override the properties on the SpawnSphere's or directly override the
-   // functions themselves.
-   %cameraSpawnPoint = %this.pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
-   // Spawn a camera for this client using the found %spawnPoint
-   %this.spawnCamera(%client, %cameraSpawnPoint);
-
    // Inform the client of all the other clients
    %count = ClientGroup.getCount();
    for (%cl = 0; %cl < %count; %cl++)
@@ -175,81 +156,4 @@ function ExampleGameMode::onSubsceneUnloaded(%this)
 {
    echo("===================================");
    echo("ExampleGameMode - Subscene is unloaded");  
-}
-
-function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
-{
-   // Set the control object to the default camera
-   if (!isObject(%client.camera))
-   {
-      if (%this.defaultCameraClass !$= "")
-         %client.camera = spawnObject(%this.defaultCameraClass, %this.defaultCameraDataBlock);
-   }
-
-   // If we have a camera then set up some properties
-   if (isObject(%client.camera))
-   {
-      MissionCleanup.add( %client.camera );
-      %client.camera.scopeToClient(%client);
-
-      %client.setControlObject(%client.camera);
-      
-      if(!isObject(%spawnPoint))
-         %spawnPoint = %this.pickCameraSpawnPoint(%this.defaultCameraSpawnGroups);
-
-      if (isObject(%spawnPoint))
-      {
-         // Attempt to treat %spawnPoint as an object
-         if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
-         {
-            %client.camera.setTransform(%spawnPoint.getTransform());
-         }
-         else
-         {
-            // Treat %spawnPoint as an AxisAngle transform
-            %client.camera.setTransform(%spawnPoint);
-         }
-      }
-   }
-}
-
-//-----------------------------------------------------------------------------
-// pickCameraSpawnPoint() is responsible for finding a valid spawn point for a
-// camera.
-//-----------------------------------------------------------------------------
-function ExampleGameMode::pickCameraSpawnPoint(%this, %spawnGroups)
-{
-   // Walk through the groups until we find a valid object
-   for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
-   {
-      %group = getWord(%spawnGroups, %i);
-      
-      %count = getWordCount(%group);
-
-      if (isObject(%group))
-         %spawnPoint = %group.getRandom();
-
-      if (isObject(%spawnPoint))
-         return %spawnPoint;
-   }
-
-   // Didn't find a spawn point by looking for the groups
-   // so let's return the "default" SpawnSphere
-   // First create it if it doesn't already exist
-   if (!isObject(DefaultCameraSpawnSphere))
-   {
-      %spawn = new SpawnSphere(DefaultCameraSpawnSphere)
-      {
-         dataBlock      = "SpawnSphereMarker";
-         spawnClass     = $Game::DefaultCameraClass;
-         spawnDatablock = $Game::DefaultCameraDataBlock;
-      };
-
-      // Add it to the MissionCleanup group so that it
-      // doesn't get saved to the Mission (and gets cleaned
-      // up of course)
-      MissionCleanup.add(%spawn);
-   }
-
-   return DefaultCameraSpawnSphere;
 }