Implemented initial pass at proper client/server separation handling for module initialization

Added GameModeName to Scene
Added function to get number of active scenes
Added logic to level/client loading to enact gameplay mode logic driven by either Scene's GameModeName or project setting's default game mode
Added template module.cs file for module creation and adjusted new module logic in AssetBrowser to create off template
Updated FPSGameplay code to have deathmatchGame mode work with new GameMode logic
Updated EmptyLevel scene to define deathMatchGame as gamemode
Updated FPSGameplay module script to properly client/server initialize
This commit is contained in:
Areloch 2019-08-04 23:21:28 -05:00
parent d97c05b411
commit 7dc03ae17a
32 changed files with 774 additions and 294 deletions

View file

@ -25,7 +25,6 @@ function CoreModule::onCreate(%this)
ModuleDatabase.LoadExplicit( "Core_PostFX" );
ModuleDatabase.LoadExplicit( "Core_Components" );
ModuleDatabase.LoadExplicit( "Core_GameObjects" );
ModuleDatabase.LoadExplicit( "Core_ClientServer" );
new Settings(ProjectSettings) { file = "core/settings.xml"; };
ProjectSettings.read();

View file

@ -20,6 +20,8 @@ function initClient()
exec( %prefPath @ "/clientPrefs.cs" );
else
exec( "data/defaults.cs" );
callOnModules("initClient");
loadMaterials();

View file

@ -32,18 +32,7 @@ function GameConnection::onConnectionAccepted(%this)
// datablocks and objects are ghosted over.
physicsInitWorld( "client" );
//Get our modules so we can exec any specific client-side loading/handling
%modulesList = ModuleDatabase.findModules(true);
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
%moduleID = %module.ModuleId;
if(%module.scopeSet.isMethod("onCreateClient"))
{
eval(%module.scopeSet @ ".onCreateClient();");
}
}
callOnModules("onCreateClient", "Game");
}
function GameConnection::initialControlSet(%this)
@ -141,14 +130,5 @@ function disconnectedCleanup()
// We can now delete the client physics simulation.
physicsDestroyWorld( "client" );
//Get our modules so we can exec any specific client-side loading/handling
%modulesList = ModuleDatabase.findModules(true);
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
if(%module.scopeSet.isMethod("onDestroyClient"))
{
eval(%module.scopeSet @ ".onDestroyClient();");
}
}
callOnModules("onDestroyClient", "Game");
}

View file

@ -150,7 +150,35 @@ function GameConnection::onDrop(%client, %reason)
}
if($missionRunning)
theLevelInfo.onClientLeaveGame();
{
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onClientLeaveGame"))
{
eval(getScene(%i).gameModeName @ "::onClientLeaveGame(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onClientLeaveGame"))
{
eval(%defaultModeName @ "::onClientLeaveGame(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
}
removeFromServerGuidList( %client.guid );

View file

@ -148,12 +148,38 @@ function serverCmdMissionStartPhase3Ack(%client, %seq)
%entity.notify("onClientConnect", %client);
}
//Have any special game-play handling here
if(theLevelInfo.isMethod("onClientEnterGame"))
%activeSceneCount = getSceneCount();
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
theLevelInfo.onClientEnterGame(%client);
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onClientEnterGame"))
{
eval(getScene(%i).gameModeName @ "::onClientEnterGame(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
else
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onClientEnterGame"))
{
eval(%defaultModeName @ "::onClientEnterGame(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
//if that also failed, just spawn a camera
if(%hasGameMode == 0)
{
//No Game mode class for the level info, so just spawn a default camera
// Set the control object to the default camera

View file

@ -135,8 +135,35 @@ function loadMissionStage2()
ClientGroup.getObject(%clientIndex).loadMission();
// Go ahead and launch the game
if(TheLevelInfo.isMethod("onMissionStart"))
TheLevelInfo.onMissionStart();
%activeSceneCount = getSceneCount();
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onMissionStart"))
{
eval(getScene(%i).gameModeName @ "::onMissionStart();" );
%hasGameMode = 1;
}
}
}
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onMissionStart"))
{
eval(%defaultModeName @ "::onMissionStart();" );
%hasGameMode = 1;
}
}
}
}
function endMission()
@ -147,7 +174,35 @@ function endMission()
echo("*** ENDING MISSION");
// Inform the game code we're done.
TheLevelInfo.onMissionEnded();
%activeSceneCount = getSceneCount();
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onMissionEnded"))
{
eval(getScene(%i).gameModeName @ "::onMissionEnded();" );
%hasGameMode = 1;
}
}
}
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onMissionEnded"))
{
eval(%defaultModeName @ "::onMissionEnded();" );
%hasGameMode = 1;
}
}
}
// Inform the clients
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {
@ -176,6 +231,35 @@ function resetMission()
$instantGroup = MissionCleanup;
clearServerPaths();
//
TheLevelInfo.onMissionReset();
// Inform the game code we're resetting.
%activeSceneCount = getSceneCount();
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onMissionReset"))
{
eval(getScene(%i).gameModeName @ "::onMissionReset(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onMissionReset"))
{
eval(%defaultModeName @ "::onMissionReset(" @ %client @ ");" );
%hasGameMode = 1;
}
}
}
}

View file

@ -52,6 +52,8 @@ function initServer()
// Specify where the mission files are.
$Server::MissionFileSpec = "data/levels/*.mis";
callOnModules("initServer");
}
//-----------------------------------------------------------------------------
@ -156,17 +158,8 @@ function createServer(%serverType, %level)
schedule(0,0,startHeartbeat);
}
//Get our modules so we can exec any specific server-side loading/handling
%modulesList = ModuleDatabase.findModules(true);
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
if(%module.scopeSet.isMethod("onCreateServer"))
{
eval(%module.scopeSet @ ".onCreateServer();");
}
}
callOnModules("onCreateServer", "Game");
// Let the game initialize some things now that the
// the server has been created
onServerCreated();
@ -241,15 +234,7 @@ function destroyServer()
deleteDataBlocks();
//Get our modules so we can exec any specific server-side loading/handling
%modulesList = ModuleDatabase.findModules(true);
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
if(%module.scopeSet.isMethod("onDestroyServer"))
{
eval(%module.scopeSet @ ".onDestroyServer();");
}
}
callOnModules("onDestroyServer", "Game");
// Save any server settings
%prefPath = getPrefpath();
@ -273,8 +258,35 @@ function onServerDestroyed()
echo("*** ENDING MISSION");
// Inform the game code we're done.
if(TheLevelInfo.isMethod("onMissionEnded"))
TheLevelInfo.onMissionEnded();
%activeSceneCount = getSceneCount();
%hasGameMode = 0;
for(%i=0; %i < %activeSceneCount; %i++)
{
if(getScene(%i).gameModeName !$= "")
{
//if the scene defines a game mode, go ahead and envoke it here
if(isMethod(getScene(%i).gameModeName, "onMissionEnded"))
{
eval(getScene(%i).gameModeName @ "::onMissionEnded();" );
%hasGameMode = 1;
}
}
}
//if none of our scenes have gamemodes, we need to kick off a default
if(%hasGameMode == 0)
{
%defaultModeName = ProjectSettings.value("Gameplay/GameModes/defaultModeName");
if(%defaultModeName !$= "")
{
if(isMethod(%defaultModeName, "onMissionEnded"))
{
eval(%defaultModeName @ "::onMissionEnded();" );
%hasGameMode = 1;
}
}
}
// Inform the clients
for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) {

View file

@ -5,9 +5,4 @@
<Setting name="coreModulePath">core/</Setting>
</Group>
</Group>
<Group name="Gameplay">
<Group name="GameModes">
<Setting name="defaultModeName">a</Setting>
</Group>
</Group>
</ProjectSettings>

View file

@ -6,6 +6,7 @@ function Core_Utility::onCreate(%this)
exec("./scripts/helperFunctions.cs");
exec("./scripts/gameObjectManagement.cs");
exec("./scripts/persistanceManagement.cs");
exec("./scripts/module.cs");
}
function Core_Utility::onDestroy(%this)

View file

@ -0,0 +1,20 @@
function callOnModules(%functionName, %moduleGroup)
{
//Get our modules so we can exec any specific client-side loading/handling
%modulesList = ModuleDatabase.findModules(false);
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
if(%moduleGroup !$= "")
{
if(%module.group !$= %moduleGroup)
continue;
}
if(isObject(%module.scopeSet) && %module.scopeSet.isMethod(%functionName))
{
eval(%module.scopeSet @ "." @ %functionName @ "();");
}
}
}

View file

@ -0,0 +1,14 @@
function SimObject::notify(%this, %signalName)
{
}
function SimObject::removeNotify(%this, %signalName)
{
}
function SimObject::removeNotify(%this, %signalName)
{
}