//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // 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. //---------------------------------------------------------------------------- // Phase 1 //---------------------------------------------------------------------------- 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... theLevelInfo.onEnterGame(%this); } else { commandToClient(%this, 'MissionStartPhase1', $missionSequence, $Server::MissionFile); 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 || %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 || %this.currentPhase != 1) return; %this.currentPhase = 1.5; // On to the next phase commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile); } //---------------------------------------------------------------------------- // Phase 2 //---------------------------------------------------------------------------- function serverCmdMissionStartPhase2Ack(%client, %seq) { // Make sure to ignore calls from a previous mission load if (%seq != $missionSequence || !$MissionRunning || %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); } //---------------------------------------------------------------------------- // Phase 3 //---------------------------------------------------------------------------- function serverCmdMissionStartPhase3Ack(%client, %seq) { // Make sure to ignore calls from a previous mission load if(%seq != $missionSequence || !$MissionRunning || %client.currentPhase != 2) return; %client.currentPhase = 3; // Server is ready to drop into the game %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() $= "Entity") %entityIds = %entityIds SPC %child.getID(); } %entity.notify("onClientConnect", %client); } //Have any special game-play handling here if(theLevelInfo.isMethod("onClientEnterGame")) { theLevelInfo.onClientEnterGame(%client); } else { //No Game mode class for the level info, so just spawn a default camera // Set the control object to the default camera if (!isObject(%client.camera)) { if(!isObject(Observer)) { datablock CameraData(Observer) { mode = "Observer"; }; } //if (isDefined("$Game::DefaultCameraClass")) %client.camera = spawnObject("Camera", Observer); } // If we have a camera then set up some properties if (isObject(%client.camera)) { MissionCleanup.add( %this.camera ); %client.camera.scopeToClient(%client); %client.setControlObject(%client.camera); %client.camera.setTransform("0 0 1 0 0 0 0"); } } %client.startMission(); }