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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.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // Functions that process commands sent from the server.
- // Game event descriptions, which may or may not include text messages, can be
- // sent using the message* functions in core/scripts/server/message.cs. Those
- // functions do commandToClient with the tag ServerMessage, which invokes the
- // function below.
- // For ServerMessage messages, the client can install callbacks that will be
- // run, according to the "type" of the message.
- function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
- {
- // Get the message type; terminates at any whitespace.
- %tag = getWord(%msgType, 0);
- // First see if there is a callback installed that doesn't have a type;
- // if so, that callback is always executed when a message arrives.
- for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) {
- call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
- }
- // Next look for a callback for this particular type of ServerMessage.
- if (%tag !$= "") {
- for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) {
- call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
- }
- }
- }
- // Called by the client to install a callback for a particular type of
- // ServerMessage.
- function addMessageCallback(%msgType, %func)
- {
- for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) {
- // If it already exists as a callback for this type,
- // nothing to do.
- if (%afunc $= %func) {
- return;
- }
- }
- // Set it up.
- $MSGCB[%msgType, %i] = %func;
- }
- // The following is the callback that will be executed for every ServerMessage,
- // because we're going to install it without a specified type. Any type-
- // specific callbacks will be executed afterward.
- // This just invokes onServerMessage, which can be overridden by the game
- function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i)
- {
- echo("onServerMessage: ");
- if(%a !$= "") echo(" +- a: " @ %a);
- if(%b !$= "") echo(" +- b: " @ %b);
- if(%c !$= "") echo(" +- c: " @ %c);
- if(%d !$= "") echo(" +- d: " @ %d);
- if(%e !$= "") echo(" +- e: " @ %e);
- if(%f !$= "") echo(" +- f: " @ %f);
- if(%g !$= "") echo(" +- g: " @ %g);
- if(%h !$= "") echo(" +- h: " @ %h);
- if(%i !$= "") echo(" +- i: " @ %i);
- }
- function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
- {
- onServerMessage(detag(%msgString));
- }
- // Register that default message handler now.
- addMessageCallback("", defaultMessageCallback);
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