Core now spawns a ControlObject directly, with callbacks allowing overriding of values to control what spawns (and what occurs afterwards) to tie several tracking variables to a given client connection.

By default this list of variables would be:
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";

Also adds several callbacks so that these values can be overridden by modules and gamemodes, kicked off from the %client.spawnControlObject(); command :
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);

callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);

callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);

This is to ensure that a game mode can supersede modules, but even modules can dictate spawn behaviors for minimalist implementations and drop-in interop support
This commit is contained in:
JeffR 2024-12-21 02:11:35 -06:00
parent a88aa7a007
commit c5ae9af0ae
3 changed files with 110 additions and 108 deletions

View file

@ -27,7 +27,7 @@
// anything else will be sent back as an error to the client. // anything else will be sent back as an error to the client.
// All the connect args are passed also to onConnectRequest // 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); echo("Connect request from: " @ %netAddress);
if($Server::PlayerCount >= $pref::Server::MaxPlayers) if($Server::PlayerCount >= $pref::Server::MaxPlayers)
@ -47,11 +47,11 @@ function GameConnection::onConnect( %this, %clientData )
sendLoadInfoToClient(%this); sendLoadInfoToClient(%this);
// Simulated client lag for testing... // Simulated client lag for testing...
// %client.setSimulatedNetParams(0.1, 30); // %this.setSimulatedNetParams(0.1, 30);
// Get the client's unique id: // Get the client's unique id:
// %authInfo = %client.getAuthInfo(); // %authInfo = %this.getAuthInfo();
// %client.guid = getField(%authInfo, 3); // %this.guid = getField(%authInfo, 3);
%this.guid = 0; %this.guid = 0;
addToServerGuidList(%this.guid); addToServerGuidList(%this.guid);
@ -86,14 +86,110 @@ function GameConnection::onConnect( %this, %clientData )
$Server::PlayerCount++; $Server::PlayerCount++;
} }
function GameConnection::spawnControlObject( %this )
{
//baseline controlObject spawn type with extention points
%this.spawnClass = "Camera";
%this.spawnDBType = "CameraData";
%this.spawnDataBlock = "Observer";
callOnModules("setSpawnObjectType", "Game", %this);
callGamemodeFunction("setSpawnObjectType", %this);
}
function GameConnection::onSetSpawnObjectTypeComplete( %this )
{
if (isObject(%this.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
%this.player = spawnObject(%this.spawnClass, %this.spawnDataBlock);
if (!%this.player.isMemberOfClass(%this.spawnClass))
warn("Trying to spawn a class that does not derive from "@ %this.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(%this.player);
// Store the client object on the player object for
// future reference
%this.player.client = %this;
%this.setSpawnPoint();
// Give the client control of the camera if in the editor
if( $startWorldEditor )
{
%control = %this.camera;
%control.mode = "Fly";
EditorGui.syncCameraGui();
}
else
%control = %this.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"))
%this.setControlObject(%control);
}
function GameConnection::setSpawnPoint( %this )
{
//baseline spawn point config rules with extention points
%this.playerSpawnGroups = "PlayerSpawnPoints PlayerDropPoints";
%this.spawnPoint = "";
%this.spawnLocation = "0 0 0";
callOnModules("setSpawnPoint", "Game", %this);
callGamemodeFunction("setSpawnPoint", %this);
}
function GameConnection::onSetSpawnPointComplete( %this )
{
if (isObject(%this.player))
%this.player.setTransform(%this.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 " @ %this.spawnClass @
" and datablock " @ %this.spawnDataBlock @ ".\n\nStarting as an Observer instead.",
"");
}
else
{
MessageBoxOK("Spawn Failed",
"Unable to create a player with class " @ %this.spawnClass @
".\n\nStarting as an Observer instead.",
"");
}
}
%this.onPostSpawn();
}
function GameConnection::onPostSpawn( %this )
{
//post controlObject create extention points
callOnModules("onPostSpawn", "Game", %this);
callGamemodeFunction("onPostSpawn", %this);
}
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// A player's name could be obtained from the auth server, but for // A player's name could be obtained from the auth server, but for
// now we use the one passed from the client. // now we use the one passed from the client.
// %realName = getField( %authInfo, 0 ); // %realName = getField( %authInfo, 0 );
// //
function GameConnection::setPlayerName(%client,%name) function GameConnection::setPlayerName(%this,%name)
{ {
%client.sendGuid = 0; %this.sendGuid = 0;
// Minimum length requirements // Minimum length requirements
%name = trim( strToPlayerName( %name ) ); %name = trim( strToPlayerName( %name ) );
@ -112,8 +208,8 @@ function GameConnection::setPlayerName(%client,%name)
} }
// Tag the name with the "smurf" color: // Tag the name with the "smurf" color:
%client.nameBase = %name; %this.nameBase = %name;
%client.playerName = addTaggedString("\cp\c8" @ %name @ "\co"); %this.playerName = addTaggedString("\cp\c8" @ %name @ "\co");
} }
function isNameUnique(%name) function isNameUnique(%name)
@ -132,7 +228,7 @@ function isNameUnique(%name)
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// This function is called when a client drops for any reason // This function is called when a client drops for any reason
// //
function GameConnection::onDrop(%client, %reason) function GameConnection::onDrop(%this, %reason)
{ {
%entityIds = parseMissionGroupForIds("Entity", ""); %entityIds = parseMissionGroupForIds("Entity", "");
%entityCount = getWordCount(%entityIds); %entityCount = getWordCount(%entityIds);
@ -148,15 +244,15 @@ function GameConnection::onDrop(%client, %reason)
%entityIds = %entityIds SPC %child.getID(); %entityIds = %entityIds SPC %child.getID();
} }
%entity.notify("onClientDisconnect", %client); %entity.notify("onClientDisconnect", %this);
} }
if($missionRunning) if($missionRunning)
{ {
%hasGameMode = callGamemodeFunction("onClientLeaveGame", %client); %hasGameMode = callGamemodeFunction("onClientLeaveGame", %this);
} }
removeFromServerGuidList( %client.guid ); removeFromServerGuidList( %this.guid );
$Server::PlayerCount--; $Server::PlayerCount--;
} }

View file

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

View file

@ -51,16 +51,6 @@ function ExampleGameMode::onMissionReset(%this)
function ExampleGameMode::initGameVars(%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) function ExampleGameMode::onGameDurationEnd(%this)
@ -82,15 +72,6 @@ function ExampleGameMode::onClientEnterGame(%this, %client)
//Set the player name based on the client's connection data //Set the player name based on the client's connection data
%client.setPlayerName(%client.connectData); %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 // Inform the client of all the other clients
%count = ClientGroup.getCount(); %count = ClientGroup.getCount();
for (%cl = 0; %cl < %count; %cl++) for (%cl = 0; %cl < %count; %cl++)
@ -175,81 +156,4 @@ function ExampleGameMode::onSubsceneUnloaded(%this)
{ {
echo("==================================="); echo("===================================");
echo("ExampleGameMode - Subscene is unloaded"); 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;
} }