mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
110 lines
4.3 KiB
C#
110 lines
4.3 KiB
C#
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Functions that process commands sent from the server.
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// This function is for chat messages only; it is invoked on the client when
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// the server does a commandToClient with the tag ChatMessage. (Cf. the
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// functions chatMessage* in core/scripts/server/message.cs.)
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// This just invokes onChatMessage, which the mod code must define.
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function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
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{
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onChatMessage(detag(%msgString), %voice, %pitch);
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}
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// Game event descriptions, which may or may not include text messages, can be
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// sent using the message* functions in core/scripts/server/message.cs. Those
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// functions do commandToClient with the tag ServerMessage, which invokes the
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// function below.
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// For ServerMessage messages, the client can install callbacks that will be
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// run, according to the "type" of the message.
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function clientCmdServerMessage(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
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{
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// Get the message type; terminates at any whitespace.
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%tag = getWord(%msgType, 0);
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// First see if there is a callback installed that doesn't have a type;
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// if so, that callback is always executed when a message arrives.
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for (%i = 0; (%func = $MSGCB["", %i]) !$= ""; %i++) {
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call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
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}
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// Next look for a callback for this particular type of ServerMessage.
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if (%tag !$= "") {
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for (%i = 0; (%func = $MSGCB[%tag, %i]) !$= ""; %i++) {
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call(%func, %msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
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}
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}
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}
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// Called by the client to install a callback for a particular type of
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// ServerMessage.
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function addMessageCallback(%msgType, %func)
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{
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for (%i = 0; (%afunc = $MSGCB[%msgType, %i]) !$= ""; %i++) {
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// If it already exists as a callback for this type,
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// nothing to do.
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if (%afunc $= %func) {
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return;
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}
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}
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// Set it up.
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$MSGCB[%msgType, %i] = %func;
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}
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// The following is the callback that will be executed for every ServerMessage,
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// because we're going to install it without a specified type. Any type-
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// specific callbacks will be executed afterward.
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// This just invokes onServerMessage, which can be overridden by the game
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function onServerMessage(%a, %b, %c, %d, %e, %f, %g, %h, %i)
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{
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echo("onServerMessage: ");
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if(%a !$= "") echo(" +- a: " @ %a);
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if(%b !$= "") echo(" +- b: " @ %b);
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if(%c !$= "") echo(" +- c: " @ %c);
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if(%d !$= "") echo(" +- d: " @ %d);
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if(%e !$= "") echo(" +- e: " @ %e);
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if(%f !$= "") echo(" +- f: " @ %f);
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if(%g !$= "") echo(" +- g: " @ %g);
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if(%h !$= "") echo(" +- h: " @ %h);
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if(%i !$= "") echo(" +- i: " @ %i);
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}
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function defaultMessageCallback(%msgType, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
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{
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onServerMessage(detag(%msgString));
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}
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// Register that default message handler now.
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addMessageCallback("", defaultMessageCallback);
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