Merge pull request #932 from Azaezel/alpha402/LevelLoadInjection

adds a mechanism to inject additional steps into mission loading
This commit is contained in:
Brian Roberts 2022-12-18 11:05:09 -06:00 committed by GitHub
commit ad78f8686c
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 84 additions and 1 deletions

View file

@ -12,6 +12,70 @@
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function Core_ClientServer::clearLoadStatus()
{
Core_ClientServer.moduleLoadedDone = 0;
Core_ClientServer.moduleLoadedFailed = 0;
}
function Core_ClientServer::onLoadMap(%this)
{
%this.finishMapLoad();
}
function Core_ClientServer::finishMapLoad(%this)
{
Core_ClientServer.GetEventManager().postEvent( "mapLoadComplete" );
}
function Core_ClientServer::FailMapLoad(%this, %moduleName, %isFine)
{
Core_ClientServer.failedModuleName = %moduleName;
Core_ClientServer.GetEventManager().postEvent( "mapLoadFail", %isFine );
}
function Core_ClientServerListener::onMapLoadComplete(%this)
{
Core_ClientServer.moduleLoadedDone++;
%numModsNeedingLoaded = 0;
%modulesList = ModuleDatabase.findModules();
for(%i=0; %i < getWordCount(%modulesList); %i++)
{
%module = getWord(%modulesList, %i);
if (%module.ModuleId.isMethod("finishMapLoad"))
%numModsNeedingLoaded++;
}
if (Core_ClientServer.moduleLoadedDone == %numModsNeedingLoaded)
{
loadMissionStage3();
}
}
function Core_ClientServerListener::onmapLoadFail(%this, %isFine)
{
if (%isFine)
{
%this.onMapLoadComplete();
return;
}
Core_ClientServer.moduleLoadedFailed++;
if (Core_ClientServer.moduleLoadedFailed>1) return; // yeah, we know
$Server::LoadFailMsg = Core_ClientServer.failedModuleName @" failed to load mission specific data!";
error($Server::LoadFailMsg);
// Inform clients that are already connected
for (%clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++)
{
%cl = ClientGroup.getObject( %clientIndex );
%cl.onConnectionDropped($Server::LoadFailMsg);
%cl.endMission();
%cl.resetGhosting();
%cl.clearPaths();
}
destroyServer();
}
function Core_ClientServer::onCreate( %this )
{
echo("\n--------- Initializing Directory: scripts ---------");
@ -33,6 +97,11 @@ function Core_ClientServer::onCreate( %this )
{
initClient();
}
%this.GetEventManager().registerEvent("mapLoadComplete");
%this.GetEventManager().registerEvent("mapLoadFail");
%this.listener = new ScriptMsgListener() {class = Core_ClientServerListener;};
%this.GetEventManager().subscribe( %this.listener, "mapLoadComplete" );
%this.GetEventManager().subscribe( %this.listener, "mapLoadFail" );
}
function Core_ClientServer::onDestroy( %this )

View file

@ -126,7 +126,14 @@ function loadMissionStage2()
// Set mission name.
if( isObject( theLevelInfo ) )
$Server::MissionName = theLevelInfo.levelName;
Core_ClientServer.clearLoadStatus();
callOnModules("onLoadMap");
}
function loadMissionStage3()
{
echo("*** Stage 3 load");
%hasGameMode = callGamemodeFunction("onCreateGame");
@ -143,8 +150,8 @@ function loadMissionStage2()
// Go ahead and launch the game
%hasGameMode = callGamemodeFunction("onMissionStart");
}
function endMission()
{
if (!isObject( getScene(0) ))

View file

@ -317,3 +317,10 @@ function SimSet::unQueueExec(%scopeSet, %execFilePath)
%execFileList.echo();
}
function SimSet::GetEventManager(%this)
{
if( !isObject( %this.eventManager ) )
%this.eventManager = new EventManager() { queue = "ModuleEventManager"; };
return %this.eventManager;
}