mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 05:03:47 +00:00
Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
This commit is contained in:
parent
5c8a82180b
commit
1ed8b05169
1572 changed files with 146699 additions and 85 deletions
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function initClient()
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{
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echo("\n--------- Initializing " @ $appName @ ": Client Scripts ---------");
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// Make sure this variable reflects the correct state.
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$Server::Dedicated = false;
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// Game information used to query the master server
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$Client::GameTypeQuery = $appName;
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$Client::MissionTypeQuery = "Any";
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exec( "data/clientServer/scripts/client/message.cs" );
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exec( "data/clientServer/scripts/client/connectionToServer.cs" );
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exec( "data/clientServer/scripts/client/levelDownload.cs" );
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exec( "data/clientServer/scripts/client/levelLoad.cs" );
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//load prefs
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%prefPath = getPrefpath();
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if ( isFile( %prefPath @ "/clientPrefs.cs" ) )
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exec( %prefPath @ "/clientPrefs.cs" );
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else
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exec( "data/defaults.cs" );
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loadMaterials();
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// Copy saved script prefs into C++ code.
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setDefaultFov( $pref::Player::defaultFov );
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setZoomSpeed( $pref::Player::zoomSpeed );
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}
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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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// Functions dealing with connecting to a server
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//----------------------------------------------------------------------------
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// GameConnection client callbacks
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//----------------------------------------------------------------------------
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// Called on the new connection object after connect() succeeds.
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function GameConnection::onConnectionAccepted(%this)
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{
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// Startup the physX world on the client before any
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// datablocks and objects are ghosted over.
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physicsInitWorld( "client" );
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}
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function GameConnection::initialControlSet(%this)
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{
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echo ("*** Initial Control Object");
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// The first control object has been set by the server
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// and we are now ready to go.
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// first check if the editor is active
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if (!isToolBuild() || !isMethod("Editor", "checkActiveLoadDone") || !Editor::checkActiveLoadDone())
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{
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if (Canvas.getContent() != PlayGui.getId())
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Canvas.setContent(PlayGui);
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}
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}
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function GameConnection::onControlObjectChange(%this)
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{
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echo ("*** Control Object Changed");
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// Reset the current FOV to match the new object
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// and turn off any current zoom.
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resetCurrentFOV();
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turnOffZoom();
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}
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function GameConnection::onConnectionError(%this, %msg)
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{
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// General connection error, usually raised by ghosted objects
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// initialization problems, such as missing files. We'll display
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// the server's connection error message.
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disconnectedCleanup();
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MessageBoxOK( "DISCONNECT", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" );
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}
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//-----------------------------------------------------------------------------
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// Server connection error
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//-----------------------------------------------------------------------------
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addMessageCallback( 'MsgConnectionError', handleConnectionErrorMessage );
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function handleConnectionErrorMessage(%msgType, %msgString, %msgError)
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{
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// On connect the server transmits a message to display if there
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// are any problems with the connection. Most connection errors
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// are game version differences, so hopefully the server message
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// will tell us where to get the latest version of the game.
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$ServerConnectionErrorMessage = %msgError;
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}
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//-----------------------------------------------------------------------------
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// Disconnect
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//-----------------------------------------------------------------------------
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function disconnect()
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{
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// We need to stop the client side simulation
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// else physics resources will not cleanup properly.
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physicsStopSimulation( "client" );
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// Delete the connection if it's still there.
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if (isObject(ServerConnection))
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ServerConnection.delete();
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disconnectedCleanup();
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// Call destroyServer in case we're hosting
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destroyServer();
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}
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function disconnectedCleanup()
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{
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// End mission, if it's running.
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if( $Client::missionRunning )
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clientEndMission();
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// Disable mission lighting if it's going, this is here
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// in case we're disconnected while the mission is loading.
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$lightingMission = false;
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$sceneLighting::terminateLighting = true;
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// Back to the launch screen
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if (isObject( MainMenuGui ))
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Canvas.setContent( MainMenuGui );
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// Before we destroy the client physics world
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// make sure all ServerConnection objects are deleted.
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if(isObject(ServerConnection))
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{
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ServerConnection.deleteAllObjects();
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}
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// We can now delete the client physics simulation.
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physicsDestroyWorld( "client" );
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}
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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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// Mission Loading
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// The client portion of the client/server mission loading process
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//-----------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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// Loading Phases:
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// Phase 1: Transmit Datablocks
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// Transmit targets
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// Phase 2: Transmit Ghost Objects
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// Phase 3: Start Game
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//
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// The server invokes the client MissionStartPhase[1-3] function to request
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// permission to start each phase. When a client is ready for a phase,
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// it responds with MissionStartPhase[1-3]Ack.
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//----------------------------------------------------------------------------
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// Phase 1
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//----------------------------------------------------------------------------
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function clientCmdMissionStartPhase1(%seq, %missionName)
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{
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// These need to come after the cls.
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echo ("*** New Mission: " @ %missionName);
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echo ("*** Phase 1: Download Datablocks & Targets");
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//Prep the postFX stuff
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// Load the post effect presets for this mission.
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%path = filePath( %missionName ) @ "/" @ fileBase( %missionName ) @ $PostFXManager::fileExtension;
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if ( isScriptFile( %path ) )
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{
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postFXManager::loadPresetHandler( %path );
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}
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else
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{
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PostFXManager::settingsApplyDefaultPreset();
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}
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onMissionDownloadPhase("LOADING DATABLOCKS");
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commandToServer('MissionStartPhase1Ack', %seq);
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}
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function onDataBlockObjectReceived(%index, %total)
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{
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onMissionDownloadProgress(%index / %total);
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}
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//----------------------------------------------------------------------------
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// Phase 2
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//----------------------------------------------------------------------------
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function clientCmdMissionStartPhase2(%seq,%missionName)
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{
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onPhaseComplete();
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echo ("*** Phase 2: Download Ghost Objects");
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onMissionDownloadPhase("LOADING OBJECTS");
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commandToServer('MissionStartPhase2Ack', %seq);
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}
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function onGhostAlwaysStarted(%ghostCount)
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{
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$ghostCount = %ghostCount;
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$ghostsRecvd = 0;
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}
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function onGhostAlwaysObjectReceived()
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{
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$ghostsRecvd++;
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onMissionDownloadProgress($ghostsRecvd / $ghostCount);
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}
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//----------------------------------------------------------------------------
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// Phase 3
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//----------------------------------------------------------------------------
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function clientCmdMissionStartPhase3(%seq,%missionName)
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{
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onPhaseComplete();
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StartClientReplication();
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StartFoliageReplication();
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// Load the static mission decals.
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if(isFile(%missionName @ ".decals"))
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decalManagerLoad( %missionName @ ".decals" );
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echo ("*** Phase 3: Mission Lighting");
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$MSeq = %seq;
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$Client::MissionFile = %missionName;
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// Need to light the mission before we are ready.
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// The sceneLightingComplete function will complete the handshake
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// once the scene lighting is done.
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if (lightScene("sceneLightingComplete", ""))
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{
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echo("Lighting mission....");
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schedule(1, 0, "updateLightingProgress");
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onMissionDownloadPhase("LIGHTING MISSION");
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$lightingMission = true;
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}
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}
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function updateLightingProgress()
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{
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onMissionDownloadProgress($SceneLighting::lightingProgress);
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if ($lightingMission)
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$lightingProgressThread = schedule(1, 0, "updateLightingProgress");
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}
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function sceneLightingComplete()
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{
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echo("Mission lighting done");
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$lightingMission = false;
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onPhaseComplete("STARTING MISSION");
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// The is also the end of the mission load cycle.
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commandToServer('MissionStartPhase3Ack', $MSeq);
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}
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//----------------------------------------------------------------------------
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// Helper functions
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//----------------------------------------------------------------------------
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function connect(%server)
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{
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%conn = new GameConnection(ServerConnection);
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RootGroup.add(ServerConnection);
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%conn.setConnectArgs($pref::Player::Name);
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%conn.setJoinPassword($Client::Password);
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%conn.connect(%server);
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}
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function onMissionDownloadPhase(%phase)
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{
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if ( !isObject( LoadingProgress ) )
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return;
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LoadingProgress.setValue(0);
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LoadingProgressTxt.setValue(%phase);
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Canvas.repaint();
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}
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function onMissionDownloadProgress(%progress)
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{
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if ( !isObject( LoadingProgress ) )
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return;
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LoadingProgress.setValue(%progress);
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Canvas.repaint(33);
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}
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function onPhaseComplete(%text)
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{
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if ( !isObject( LoadingProgress ) )
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return;
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if(%text !$= "")
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LoadingProgressTxt.setValue(%text);
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LoadingProgress.setValue( 1 );
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Canvas.repaint();
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}
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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
|
||||
// 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
|
||||
// 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.
|
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//-----------------------------------------------------------------------------
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// Whether the local client is currently running a mission.
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$Client::missionRunning = false;
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// Sequence number for currently running mission.
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$Client::missionSeq = -1;
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// Called when mission is started.
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function clientStartMission()
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{
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// The client recieves a mission start right before
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// being dropped into the game.
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physicsStartSimulation( "client" );
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// Start game audio effects channels.
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AudioChannelEffects.play();
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// Create client mission cleanup group.
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new SimGroup( ClientMissionCleanup );
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// Done.
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$Client::missionRunning = true;
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}
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// Called when mission is ended (either through disconnect or
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// mission end client command).
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function clientEndMission()
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{
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// Stop physics simulation on client.
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physicsStopSimulation( "client" );
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// Stop game audio effects channels.
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AudioChannelEffects.stop();
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// Delete all the decals.
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decalManagerClear();
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// Delete client mission cleanup group.
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if( isObject( ClientMissionCleanup ) )
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ClientMissionCleanup.delete();
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clearClientPaths();
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// Done.
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$Client::missionRunning = false;
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}
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//----------------------------------------------------------------------------
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// Mission start / end events sent from the server
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//----------------------------------------------------------------------------
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function clientCmdMissionStart(%seq)
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{
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clientStartMission();
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$Client::missionSeq = %seq;
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}
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function clientCmdMissionEnd( %seq )
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{
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if( $Client::missionRunning && $Client::missionSeq == %seq )
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{
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clientEndMission();
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$Client::missionSeq = -1;
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}
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}
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@ -0,0 +1,94 @@
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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.
|
||||
|
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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
|
||||
// functions do commandToClient with the tag ServerMessage, which invokes the
|
||||
// function below.
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||||
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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.
|
||||
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);
|
||||
}
|
||||
|
||||
// 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);
|
||||
Loading…
Add table
Add a link
Reference in a new issue