From 7b7de1f10fdb0b3d9052202c875008b790b4e51d Mon Sep 17 00:00:00 2001 From: JeffR Date: Tue, 22 Apr 2025 18:20:12 -0500 Subject: [PATCH] Adjusts the handling of the disconnect call to not utilize package overrides, but instead a callOnModules invoke like most other cross-module calls. This allows the editor to issue a disconnect call properly again. --- .../scripts/client/connectionToServer.tscript | 6 ++- Templates/BaseGame/game/tools/tools.tscript | 9 +++++ .../worldEditor/scripts/editor.ed.tscript | 37 ------------------- 3 files changed, 14 insertions(+), 38 deletions(-) diff --git a/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript b/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript index cbd4b46cc..94f30857f 100644 --- a/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript +++ b/Templates/BaseGame/game/core/clientServer/scripts/client/connectionToServer.tscript @@ -111,8 +111,12 @@ function handleConnectionErrorMessage(%msgType, %msgString, %msgError) //----------------------------------------------------------------------------- // Disconnect //----------------------------------------------------------------------------- - function disconnect() +{ + callOnModules("disconnect"); +} + +function Core_ClientServer::disconnect(%this) { // We need to stop the client side simulation // else physics resources will not cleanup properly. diff --git a/Templates/BaseGame/game/tools/tools.tscript b/Templates/BaseGame/game/tools/tools.tscript index 47101f55a..04ce56cad 100644 --- a/Templates/BaseGame/game/tools/tools.tscript +++ b/Templates/BaseGame/game/tools/tools.tscript @@ -23,4 +23,13 @@ function ToolsModule::onCreate(%this) function ToolsModule::onDestroy(%this) { +} + +function ToolsModule::disconnect(%this) +{ + if ( isObject( Editor ) && Editor.isEditorEnabled() ) + { + EditorGui.saveAs = false; //whatever edits we were doing are irrelevent now + Editor.close(MainMenuGui); + } } \ No newline at end of file diff --git a/Templates/BaseGame/game/tools/worldEditor/scripts/editor.ed.tscript b/Templates/BaseGame/game/tools/worldEditor/scripts/editor.ed.tscript index ff5696dd5..9f0bc5b77 100644 --- a/Templates/BaseGame/game/tools/worldEditor/scripts/editor.ed.tscript +++ b/Templates/BaseGame/game/tools/worldEditor/scripts/editor.ed.tscript @@ -164,40 +164,3 @@ function toggleEditor(%make) //------------------------------------------------------------------------------ // The editor action maps are defined in editor.bind.tscript GlobalActionMap.bind(keyboard, "f11", fastLoadWorldEdit); - - -// The scenario: -// The editor is open and the user closes the level by any way other than -// the file menu ( exit level ), eg. typing disconnect() in the console. -// -// The problem: -// Editor::close() is not called in this scenario which means onEditorDisable -// is not called on objects which hook into it and also gEditingMission will no -// longer be valid. -// -// The solution: -// Override the stock disconnect() function which is in game scripts from here -// in tools so we avoid putting our code in there. -// -// Disclaimer: -// If you think of a better way to do this feel free. The thing which could -// be dangerous about this is that no one will ever realize this code overriding -// a fairly standard and core game script from a somewhat random location. -// If it 'did' have unforscene sideeffects who would ever find it? - -package EditorDisconnectOverride -{ - function disconnect() - { - if ( isObject( Editor ) && Editor.isEditorEnabled() ) - { - EditorGui.saveAs = false; //whatever edits we were doing are irrelevent now - %mainMenuGUI = ProjectSettings.value("UI/mainMenuName"); - if (isObject( %mainMenuGUI )) - Editor.close( %mainMenuGUI ); - } - - Parent::disconnect(); - } -}; -activatePackage( EditorDisconnectOverride );