mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Merge pull request #932 from Azaezel/alpha402/LevelLoadInjection
adds a mechanism to inject additional steps into mission loading
This commit is contained in:
commit
ad78f8686c
|
|
@ -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 )
|
||||
|
|
|
|||
|
|
@ -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) ))
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
Loading…
Reference in a new issue