//----------------------------------------------------------------------------- // 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); }