Merge pull request #1342 from Areloch/SpawnObjectOverrideOverhaul

SpawnObject Override Overhaul
This commit is contained in:
Brian Roberts 2025-01-03 09:44:37 -06:00 committed by GitHub
commit 8274bbbca4
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GPG key ID: B5690EEEBB952194
8 changed files with 305 additions and 114 deletions

View file

@ -68,7 +68,8 @@ mModuleId(StringTable->EmptyString()),
mLoadCount( 0 ),
mScopeSet( 0 ),
mLocked( false ),
mpModuleManager( NULL )
mpModuleManager( NULL ),
mPriority(0.0f)
{
// Set Vector Associations.
VECTOR_SET_ASSOCIATION( mDependencies );
@ -111,6 +112,8 @@ void ModuleDefinition::initPersistFields()
/// Misc.
addProtectedField( "Signature", TypeString, 0, &defaultProtectedNotSetFn, &getSignature, &defaultProtectedNotWriteFn, "A unique signature of the module definition based upon its Id, version and build. This is read-only and is available only after the module has been registered by a module manager." );
addProtectedField( "Priority", TypeF32, 0, &setPriority, &defaultProtectedGetFn, &defaultProtectedNotWriteFn, "A numeric value indicating execution priority for certain callback commands. 0 has the highest priority and is then sorted from there ascending in value. This is read-only and is available only after the module has been registered by a module manager.");
}
//-----------------------------------------------------------------------------

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@ -115,6 +115,7 @@ private:
SimObjectId mScopeSet;
bool mLocked;
ModuleManager* mpModuleManager;
F32 mPriority;
private:
inline bool checkUnlocked( void ) const { if ( mLocked ) { Con::warnf("Ignoring changes for locked module definition."); } return !mLocked; }
@ -195,6 +196,9 @@ public:
inline bool getModuleLocked( void ) const { return mLocked; }
inline ModuleManager* getModuleManager( void ) const { return mpModuleManager; }
inline void setPriority(const F32 pPriority) { if (checkUnlocked()) { mPriority = pPriority; } }
inline F32 getPriority(void) const { return mPriority; }
using Parent::save;
bool save( void );
@ -332,6 +336,8 @@ protected:
}
static bool writeDependencies( void* obj, StringTableEntry pFieldName ) { return static_cast<ModuleDefinition*>(obj)->getDependencies().size() > 0; }
static const char* getSignature(void* obj, const char* data) { return static_cast<ModuleDefinition*>(obj)->getSignature(); }
static bool setPriority(void* obj, const char* index, const char* data) { static_cast<ModuleDefinition*>(obj)->setPriority((F32)dAtof(data)); return false; }
};
#endif // _MODULE_DEFINITION_H

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@ -150,8 +150,14 @@ DefineEngineMethod(ModuleManager, findModuleByFilePath, String, (const char* fil
}
//-----------------------------------------------------------------------------
static S32 QSORT_CALLBACK _findModulesSortByPriority(ModuleDefinition* const* a, ModuleDefinition* const* b)
{
F32 diff = (*a)->getPriority() - (*b)->getPriority();
return diff > 0 ? 1 : diff < 0 ? -1 : 0;
}
DefineEngineMethod(ModuleManager, findModules, String, (bool loadedOnly), (true),
DefineEngineMethod(ModuleManager, findModules, String, (bool loadedOnly, bool sortByPriority, const char* moduleGroup), (true, false, ""),
"Find all the modules registered with the specified loaded state.\n"
"@param loadedOnly Whether to return only modules that are loaded or not.\n"
"@return A list of space - separated module definition object Ids.\n")
@ -174,12 +180,23 @@ DefineEngineMethod(ModuleManager, findModules, String, (bool loadedOnly), (true)
char* pReturnBuffer = Con::getReturnBuffer( bufferSize );
char* pBufferWrite = pReturnBuffer;
if (sortByPriority)
moduleDefinitions.sort(_findModulesSortByPriority);
StringTableEntry moduleGroupStr = StringTable->insert(moduleGroup);
// Iterate module definitions.
for ( ModuleManager::typeConstModuleDefinitionVector::const_iterator moduleDefinitionItr = moduleDefinitions.begin(); moduleDefinitionItr != moduleDefinitions.end(); ++moduleDefinitionItr )
{
// Fetch module definition.
const ModuleDefinition* pModuleDefinition = *moduleDefinitionItr;
if(moduleGroupStr != StringTable->EmptyString())
{
if (pModuleDefinition->getModuleGroup() != moduleGroupStr)
continue;
}
// Format module definition.
const U32 offset = dSprintf( pBufferWrite, bufferSize, "%d ", pModuleDefinition->getId() );
pBufferWrite += offset;

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@ -27,10 +27,10 @@ function Core_ClientServer::finishMapLoad(%this)
Core_ClientServer.GetEventManager().postEvent( "mapLoadComplete" );
}
function Core_ClientServer::FailMapLoad(%this, %moduleName, %isFine)
function Core_ClientServer::FailMapLoad(%this, %moduleName, %canContinueOnFail)
{
Core_ClientServer.failedModuleName = %moduleName;
Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", %isFine );
Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", %canContinueOnFail );
}
function Core_ClientServerListener::onMapLoadComplete(%this)
@ -50,9 +50,9 @@ function Core_ClientServerListener::onMapLoadComplete(%this)
}
}
function Core_ClientServerListener::onmapLoadFail(%this, %isFine)
function Core_ClientServerListener::onMapLoadFail(%this, %canContinueOnFail)
{
if (%isFine)
if (%canContinueOnFail)
{
%this.onMapLoadComplete();
return;

View file

@ -27,7 +27,7 @@
// anything else will be sent back as an error to the client.
// All the connect args are passed also to onConnectRequest
//
function GameConnection::onConnectRequest( %client, %netAddress, %name )
function GameConnection::onConnectRequest( %this, %netAddress, %name )
{
echo("Connect request from: " @ %netAddress);
if($Server::PlayerCount >= $pref::Server::MaxPlayers)
@ -47,11 +47,11 @@ function GameConnection::onConnect( %this, %clientData )
sendLoadInfoToClient(%this);
// Simulated client lag for testing...
// %client.setSimulatedNetParams(0.1, 30);
// %this.setSimulatedNetParams(0.1, 30);
// Get the client's unique id:
// %authInfo = %client.getAuthInfo();
// %client.guid = getField(%authInfo, 3);
// %authInfo = %this.getAuthInfo();
// %this.guid = getField(%authInfo, 3);
%this.guid = 0;
addToServerGuidList(%this.guid);
@ -81,19 +81,194 @@ function GameConnection::onConnect( %this, %clientData )
%this.connectData = %clientData;
//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");
%this.GetEventManager().registerEvent("postSpawnComplete");
%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);
$Server::PlayerCount++;
}
function GameConnection::GetEventManager(%this)
{
if( !isObject( %this.eventManager ) )
%this.eventManager = new EventManager() {
queue = "GameConnectionEventManager";
};
return %this.eventManager;
}
function GameConnection::spawnControlObject( %this )
{
//baseline controlObject spawn type with extention points
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.numModsNeedingLoaded = 0;
%this.moduleLoadedDone = 0;
%modulesIDList = getModulesAndGameModesList(true, "Game");
%this.numModsNeedingLoaded = getNumCanCallOnObjectList("setSpawnObjectType", %modulesIDList);
if (%this.numModsNeedingLoaded)
callOnObjectList("setSpawnObjectType", %modulesIdList, %this);
else
%this.GetEventManager().onSetSpawnObjectTypeComplete(); //just jump to progress
}
function GameConnectionListener::onSetSpawnObjectTypeComplete( %this, %client )
{
%client.moduleLoadedDone++;
if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
return; //continue to wait
if (isObject(%client.player))
{
// The client should not already have a player. Assigning
// a new one could result in an uncontrolled player object.
error("Attempting to create a player for a client that already has one!");
}
// Spawn with the engine's Sim::spawnObject() function
%client.player = spawnObject(%client.spawnClass, %client.spawnDataBlock);
if (!%client.player.isMemberOfClass(%client.spawnClass))
warn("Trying to spawn a class that does not derive from "@ %client.spawnClass);
// Add the player object to MissionCleanup so that it
// won't get saved into the level files and will get
// cleaned up properly
MissionCleanup.add(%client.player);
// Store the client object on the player object for
// future reference
%client.player.client = %client;
%client.setSpawnPoint();
// Give the client control of the camera if in the editor
if( $startWorldEditor )
{
%control = %client.camera;
%control.mode = "Fly";
EditorGui.syncCameraGui();
}
else
%control = %client.player;
// Allow the player/camera to receive move data from the GameConnection. Without this
// the user is unable to control the player/camera.
if (!isDefined("%noControl"))
%client.setControlObject(%control);
}
function GameConnectionListener::onSetSpawnObjectTypeFailed( %this, %client, %canContinueOnFail )
{
errorf("Failed to properly set Spawn Object Type for client: " @ %client);
}
function GameConnection::setSpawnPoint( %this )
{
//baseline spawn point config rules with extention points
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
%this.numModsNeedingLoaded = 0;
%this.moduleLoadedDone = 0;
%modulesIDList = getModulesAndGameModesList(true, "Game");
%this.numModsNeedingLoaded = getNumCanCallOnObjectList("setSpawnPoint", %modulesIDList);
if (%this.numModsNeedingLoaded)
callOnObjectList("setSpawnPoint", %modulesIdList, %this);
else
%this.GetEventManager().onSetSpawnPointComplete();
}
function GameConnectionListener::onSetSpawnPointComplete( %this, %client )
{
%client.moduleLoadedDone++;
if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
return; //continue to wait
if (isObject(%client.player))
%client.player.setTransform(%client.spawnLocation);
else
{
// If we weren't able to create the player object then warn the user
// When the player clicks OK in one of these message boxes, we will fall through
// to the "if (!isObject(%player))" check below.
if (isDefined("%this.spawnDataBlock"))
{
MessageBoxOK("Spawn Failed",
"Unable to create a player with class " @ %client.spawnClass @
" and datablock " @ %client.spawnDataBlock @ ".\n\nStarting as an Observer instead.",
"");
}
else
{
MessageBoxOK("Spawn Failed",
"Unable to create a player with class " @ %client.spawnClass @
".\n\nStarting as an Observer instead.",
"");
}
}
%client.onPostSpawn();
}
function GameConnectionListener::onSetSpawnPointFailed( %this, %client, %canContinueOnFail )
{
errorf("Failed to properly set Spawn Object Type for client: " @ %client);
}
function GameConnection::onPostSpawn( %this )
{
%this.numModsNeedingLoaded = 0;
%this.moduleLoadedDone = 0;
%modulesIDList = getModulesAndGameModesList(true, "Game");
%this.numModsNeedingLoaded = getNumCanCallOnObjectList("onPostSpawn", %modulesIDList);
if (%this.numModsNeedingLoaded)
callOnObjectList("onPostSpawn", %modulesIdList, %this);
else
%this.GetEventManager().onPostSpawnComplete();
}
function GameConnectionListener::onPostSpawnComplete(%this, %client)
{
%client.moduleLoadedDone++;
if (%client.moduleLoadedDone < %client.numModsNeedingLoaded)
return; //continue to wait
//Continue on. Room for special handling here if needbe but not expressly required
}
//-----------------------------------------------------------------------------
// A player's name could be obtained from the auth server, but for
// now we use the one passed from the client.
// %realName = getField( %authInfo, 0 );
//
function GameConnection::setPlayerName(%client,%name)
function GameConnection::setPlayerName(%this,%name)
{
%client.sendGuid = 0;
%this.sendGuid = 0;
// Minimum length requirements
%name = trim( strToPlayerName( %name ) );
@ -112,8 +287,8 @@ function GameConnection::setPlayerName(%client,%name)
}
// Tag the name with the "smurf" color:
%client.nameBase = %name;
%client.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
%this.nameBase = %name;
%this.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
}
function isNameUnique(%name)
@ -132,7 +307,7 @@ function isNameUnique(%name)
//-----------------------------------------------------------------------------
// This function is called when a client drops for any reason
//
function GameConnection::onDrop(%client, %reason)
function GameConnection::onDrop(%this, %reason)
{
%entityIds = parseMissionGroupForIds("Entity", "");
%entityCount = getWordCount(%entityIds);
@ -148,15 +323,15 @@ function GameConnection::onDrop(%client, %reason)
%entityIds = %entityIds SPC %child.getID();
}
%entity.notify("onClientDisconnect", %client);
%entity.notify("onClientDisconnect", %this);
}
if($missionRunning)
{
%hasGameMode = callGamemodeFunction("onClientLeaveGame", %client);
%hasGameMode = callGamemodeFunction("onClientLeaveGame", %this);
}
removeFromServerGuidList( %client.guid );
removeFromServerGuidList( %this.guid );
$Server::PlayerCount--;
}

View file

@ -178,6 +178,8 @@ function serverCmdMissionStartPhase3Ack(%client, %seq)
%client.currentPhase = 3;
%hasGameMode = callGamemodeFunction("onClientEnterGame", %client);
%client.spawnControlObject();
//if that also failed, just spawn a camera
if(%hasGameMode == 0)

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@ -698,4 +698,88 @@ function playSoundAsset(%soundAssetId,%pos)
}
AssetDatabase.releaseAsset(%soundAssetId);
return %handle;
}
//------------------------------------------------------------------------------
function getModulesAndGameModesList(%usePriority, %group)
{
%modulesList = ModuleDatabase.findModules(true, %usePriority, %group);
%modulesIDList = "";
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
%modulesIDList = %modulesIDList SPC %module.ModuleId;
}
%gamemodeList = getGameModesList();
%gameModeCount = %gamemodeList.count();
for(%i=0; %i < %gameModeCount; %i++)
{
%gameModeObj = %gamemodeList.getKey(%i);
%active = %gamemodeList.getValue(%i);
if(!isObject(%gameModeObj) || !%active)
continue;
%modulesIDList = %modulesIDList SPC %gameModeObj;
}
%modulesIDList = strreplace(%modulesIDList, " "," ");
%modulesIDList = trim(%modulesIDList);
return %modulesIDList;
}
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:";
for(%i=0; %i < getWordCount(%objectsList); %i++)
{
%obj = getWord(%objectsList, %i);
%objName = %obj.getName();
if(!isObject(%obj))
{
//could be a moduleID we're trying to call against, so try a lookup
%module = ModuleDatabase.findModule(%obj);
if(isObject(%module))
{
%obj = %module.scopeSet;
%objName = %module.ModuleId;
}
}
%echoList = %echoList SPC %objName;
// match this to i/o signature
if(isObject(%obj) && %obj.isMethod(%functionName))
%obj.call(%functionName, %var0, %var1, %var2, %var3, %var4, %var5, %var6);
}
if ($reportModuleOrder)
warn(%echoList);
}
function getNumCanCallOnObjectList(%functionName, %objectsList)
{
%numberWithFunction = 0;
for(%i=0; %i < getWordCount(%objectsList); %i++)
{
%obj = getWord(%objectsList, %i);
if(!isObject(%obj))
{
//could be a moduleID we're trying to call against, so try a lookup
%module = ModuleDatabase.findModule(%obj);
if(isObject(%module))
%obj = %module.scopeSet;
}
// match this to i/o signature
if(isObject(%obj) && %obj.isMethod(%functionName))
%numberWithFunction++;
}
return %numberWithFunction;
}

View file

@ -51,16 +51,6 @@ function ExampleGameMode::onMissionReset(%this)
function ExampleGameMode::initGameVars(%this)
{
//-----------------------------------------------------------------------------
// What kind of "camera" is spawned is either controlled directly by the
// SpawnSphere or it defaults back to the values set here. This also controls
// which SimGroups to attempt to select the spawn sphere's from by walking down
// the list of SpawnGroups till it finds a valid spawn object.
// These override the values set in core/scripts/server/spawn.cs
//-----------------------------------------------------------------------------
%this.defaultCameraClass = "Camera";
%this.defaultCameraDataBlock = "Observer";
%this.defaultCameraSpawnGroups = "CameraSpawnPoints PlayerSpawnPoints PlayerDropPoints";
}
function ExampleGameMode::onGameDurationEnd(%this)
@ -82,15 +72,6 @@ function ExampleGameMode::onClientEnterGame(%this, %client)
//Set the player name based on the client's connection data
%client.setPlayerName(%client.connectData);
// Find a spawn point for the camera
// This function currently relies on some helper functions defined in
// core/scripts/server/spawn.cs. For custom spawn behaviors one can either
// override the properties on the SpawnSphere's or directly override the
// functions themselves.
%cameraSpawnPoint = %this.pickCameraSpawnPoint(%this.DefaultCameraSpawnGroups);
// Spawn a camera for this client using the found %spawnPoint
%this.spawnCamera(%client, %cameraSpawnPoint);
// Inform the client of all the other clients
%count = ClientGroup.getCount();
for (%cl = 0; %cl < %count; %cl++)
@ -175,81 +156,4 @@ function ExampleGameMode::onSubsceneUnloaded(%this)
{
echo("===================================");
echo("ExampleGameMode - Subscene is unloaded");
}
function ExampleGameMode::spawnCamera(%this, %client, %spawnPoint)
{
// Set the control object to the default camera
if (!isObject(%client.camera))
{
if (%this.defaultCameraClass !$= "")
%client.camera = spawnObject(%this.defaultCameraClass, %this.defaultCameraDataBlock);
}
// If we have a camera then set up some properties
if (isObject(%client.camera))
{
MissionCleanup.add( %client.camera );
%client.camera.scopeToClient(%client);
%client.setControlObject(%client.camera);
if(!isObject(%spawnPoint))
%spawnPoint = %this.pickCameraSpawnPoint(%this.defaultCameraSpawnGroups);
if (isObject(%spawnPoint))
{
// Attempt to treat %spawnPoint as an object
if (getWordCount(%spawnPoint) == 1 && isObject(%spawnPoint))
{
%client.camera.setTransform(%spawnPoint.getTransform());
}
else
{
// Treat %spawnPoint as an AxisAngle transform
%client.camera.setTransform(%spawnPoint);
}
}
}
}
//-----------------------------------------------------------------------------
// pickCameraSpawnPoint() is responsible for finding a valid spawn point for a
// camera.
//-----------------------------------------------------------------------------
function ExampleGameMode::pickCameraSpawnPoint(%this, %spawnGroups)
{
// Walk through the groups until we find a valid object
for (%i = 0; %i < getWordCount(%spawnGroups); %i++)
{
%group = getWord(%spawnGroups, %i);
%count = getWordCount(%group);
if (isObject(%group))
%spawnPoint = %group.getRandom();
if (isObject(%spawnPoint))
return %spawnPoint;
}
// Didn't find a spawn point by looking for the groups
// so let's return the "default" SpawnSphere
// First create it if it doesn't already exist
if (!isObject(DefaultCameraSpawnSphere))
{
%spawn = new SpawnSphere(DefaultCameraSpawnSphere)
{
dataBlock = "SpawnSphereMarker";
spawnClass = $Game::DefaultCameraClass;
spawnDatablock = $Game::DefaultCameraDataBlock;
};
// Add it to the MissionCleanup group so that it
// doesn't get saved to the Mission (and gets cleaned
// up of course)
MissionCleanup.add(%spawn);
}
return DefaultCameraSpawnSphere;
}