clean up spawn chain

ensure among other things that we're only subscribed to the completion or failed events for a given loading stage once all of them have checked in
also for callonobjectlist, see what module::callback method in particular is being itterated through for that stages batch when debugging
This commit is contained in:
AzaezelX 2025-08-09 12:54:29 -05:00
parent 07c67f2935
commit 2be21425df
2 changed files with 15 additions and 10 deletions

View file

@ -81,8 +81,8 @@ function GameConnection::onConnect( %this, %clientData )
%this.connectData = %clientData;
//Signal and listener logic for the spawn config/processing here
%this.GetEventManager().registerEvent("setSpawnObjectTypeComplete");
//Signal and listener logic for the spawn config/processing here
%this.GetEventManager().registerEvent("setSpawnObjectTypeComplete");
%this.GetEventManager().registerEvent("setSpawnObjectTypeFailed");
%this.GetEventManager().registerEvent("setSpawnPointComplete");
%this.GetEventManager().registerEvent("setSpawnPointFailed");
@ -91,11 +91,6 @@ function GameConnection::onConnect( %this, %clientData )
%this.listener = new ScriptMsgListener() {
class = GameConnectionListener;
};
%this.GetEventManager().subscribe( %this.listener, "setSpawnObjectTypeComplete" );
%this.GetEventManager().subscribe( %this.listener, "setSpawnObjectTypeFailed" );
%this.GetEventManager().subscribe( %this.listener, "setSpawnPointComplete" );
%this.GetEventManager().subscribe( %this.listener, "setSpawnPointFailed" );
%this.GetEventManager().subscribe( %this.listener, "postSpawnComplete" );
callGamemodeFunction("onClientConnect", %this);
@ -124,9 +119,12 @@ function GameConnection::spawnControlObject( %this )
%modulesIDList = getModulesAndGameModesList(true, "Game");
%this.numModsNeedingLoaded = getNumCanCallOnObjectList("setSpawnObjectType", %modulesIDList);
if (%this.numModsNeedingLoaded)
{
%this.GetEventManager().subscribe( %this.listener, "setSpawnObjectTypeComplete" );
%this.GetEventManager().subscribe( %this.listener, "setSpawnObjectTypeFailed" );
callOnObjectList("setSpawnObjectType", %modulesIdList, %this);
}
else
%this.listener.onSetSpawnObjectTypeComplete(%this); //just jump to progress
}
@ -134,9 +132,12 @@ function GameConnection::spawnControlObject( %this )
function GameConnectionListener::onSetSpawnObjectTypeComplete( %this, %client )
{
%client.moduleLoadedDone++;
if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
return; //continue to wait
%client.GetEventManager().remove( %client.listener, "setSpawnObjectTypeComplete" );
%client.GetEventManager().remove( %client.listener, "setSpawnObjectTypeFailed" );
%client.GetEventManager().subscribe( %client.listener, "setSpawnPointComplete" );
%client.GetEventManager().subscribe( %client.listener, "setSpawnPointFailed" );
if (isObject(%client.player))
{
@ -187,6 +188,10 @@ function GameConnectionListener::onSetSpawnPointComplete( %this, %client )
if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
return; //continue to wait
%client.GetEventManager().remove( %client.listener, "setSpawnPointComplete" );
%client.GetEventManager().remove( %client.listener, "setSpawnPointFailed" );
%client.GetEventManager().subscribe( %client.listener, "postSpawnComplete" );
// Spawn with the engine's Sim::spawnObject() function
%client.player = spawnObject(%client.spawnClass, %client.spawnDataBlock, %client.spawnProperties, %client.spawnScript);

View file

@ -734,7 +734,7 @@ function getModulesAndGameModesList(%usePriority, %group)
function callOnObjectList(%functionName, %objectsList, %var0, %var1, %var2, %var3, %var4, %var5, %var6)
{
//Get our modules so we can exec any specific client-side loading/handling
%echoList = "Called List:";
%echoList = "Called List for "@ %functionName @":";
for(%i=0; %i < getWordCount(%objectsList); %i++)
{
%obj = getWord(%objectsList, %i);