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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.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // Mission Loading
- // The client 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 clientCmdMissionStartPhase1(%seq, %missionName)
- {
- // These need to come after the cls.
- echo ("*** New Mission: " @ %missionName);
- echo ("*** Phase 1: Download Datablocks & Targets");
-
- //Prep the postFX stuff
- // Load the post effect presets for this mission.
- %path = filePath( %missionName ) @ "/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension;
- if ( isScriptFile( %path ) )
- {
- postFXManager::loadPresetHandler( %path );
- }
- else
- {
- PostFXManager::settingsApplyDefaultPreset();
- }
-
- onMissionDownloadPhase("LOADING DATABLOCKS");
-
- commandToServer('MissionStartPhase1Ack', %seq);
- }
- function onDataBlockObjectReceived(%index, %total)
- {
- onMissionDownloadProgress(%index / %total);
- }
- //----------------------------------------------------------------------------
- // Phase 2
- //----------------------------------------------------------------------------
- function clientCmdMissionStartPhase2(%seq,%missionName)
- {
- onPhaseComplete();
- echo ("*** Phase 2: Download Ghost Objects");
-
- onMissionDownloadPhase("LOADING OBJECTS");
-
- commandToServer('MissionStartPhase2Ack', %seq);
- }
- function onGhostAlwaysStarted(%ghostCount)
- {
- $ghostCount = %ghostCount;
- $ghostsRecvd = 0;
- }
- function onGhostAlwaysObjectReceived()
- {
- $ghostsRecvd++;
- onMissionDownloadProgress($ghostsRecvd / $ghostCount);
- }
- //----------------------------------------------------------------------------
- // Phase 3
- //----------------------------------------------------------------------------
- function clientCmdMissionStartPhase3(%seq,%missionName)
- {
- onPhaseComplete();
- StartClientReplication();
- StartFoliageReplication();
-
- // Load the static mission decals.
- if(isFile(%missionName @ ".decals"))
- decalManagerLoad( %missionName @ ".decals" );
-
- echo ("*** Phase 3: Mission Lighting");
- $MSeq = %seq;
- $Client::MissionFile = %missionName;
- // Need to light the mission before we are ready.
- // The sceneLightingComplete function will complete the handshake
- // once the scene lighting is done.
- if (lightScene("sceneLightingComplete", ""))
- {
- echo("Lighting mission....");
- schedule(1, 0, "updateLightingProgress");
-
- onMissionDownloadPhase("LIGHTING MISSION");
-
- $lightingMission = true;
- }
- }
- function updateLightingProgress()
- {
- onMissionDownloadProgress($SceneLighting::lightingProgress);
- if ($lightingMission)
- $lightingProgressThread = schedule(1, 0, "updateLightingProgress");
- }
- function sceneLightingComplete()
- {
- echo("Mission lighting done");
- $lightingMission = false;
-
- onPhaseComplete("STARTING MISSION");
-
- // The is also the end of the mission load cycle.
- commandToServer('MissionStartPhase3Ack', $MSeq);
- }
- //----------------------------------------------------------------------------
- // Helper functions
- //----------------------------------------------------------------------------
- function connect(%server)
- {
- %conn = new GameConnection(ServerConnection);
- RootGroup.add(ServerConnection);
- %conn.setConnectArgs($pref::Player::Name);
- %conn.setJoinPassword($Client::Password);
- %conn.connect(%server);
- }
- function onMissionDownloadPhase(%phase)
- {
- if ( !isObject( LoadingProgress ) )
- return;
-
- LoadingProgress.setValue(0);
- LoadingProgressTxt.setValue(%phase);
- Canvas.repaint();
- }
- function onMissionDownloadProgress(%progress)
- {
- if ( !isObject( LoadingProgress ) )
- return;
-
- LoadingProgress.setValue(%progress);
- Canvas.repaint(33);
- }
- function onPhaseComplete(%text)
- {
- if ( !isObject( LoadingProgress ) )
- return;
-
- if(%text !$= "")
- LoadingProgressTxt.setValue(%text);
-
- LoadingProgress.setValue( 1 );
- Canvas.repaint();
- }
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