// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows: // First, a client will always create a server in the event that they want to host a single player // game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff // in the networking short-circuited to sidestep around lag and packet transmission times. // initServer() is called, loading the default server scripts. // After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called // to prep a playable client session. // 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 PostFX::create( %this ) { echo("\n--------- Initializing PostFX Directory: scripts ---------"); // Start up in either client, or dedicated server mode if (!$Server::Dedicated) { //postFX stuffs exec("./scripts/gui/postFxManager.gui"); //init the postFX %pattern = "./scripts/client/*.cs"; %file = findFirstFile( %pattern ); if ( %file $= "" ) { // Try for DSOs next. %pattern = "./scripts/client/*.cs.dso"; %file = findFirstFile( %pattern ); } while( %file !$= "" ) { exec( %file ); %file = findNextFile( %pattern ); } } } function PostFX::destroy( %this ) { }