Torque3D/Templates/BaseGame/game/data/ExampleModule/ExampleModule.tscript
2021-01-19 21:32:31 +01:00

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//This is our create function. It's pointed to, by name, via a field defined in
//the ExampleModule.module file, which contains our module definition. It is called
//when the module is initially loaded by the engine. Generally, only common, base-level
//stuff is created(or destroyed, in the companion function), like things utilized or
//shared on both the client and server, or things that need to be loaded before anything
//else.
function ExampleModule::onCreate(%this)
{
}
//Similar to the create function, this is defined in thye module file, and called
//when the module is destroyed, usually as part of the game shutting down.
function ExampleModule::onDestroy(%this)
{
}
//This is called when the server part of the application is initially created. Torque3D
//assumes, even in a single player context, that there is ultimately a 'server' and a 'client'
//So during initial launch and startup of the engine, the server side is initialized in
//core/clientServer/scripts/server/server.tscript - in the initServer() function where this is called.
//This is called on all modules that have this function defined. This is important for
//any persistant parts of the server that always need to run such as gameplay scripts
//
//Importantly, when the gane session server is created, several functions are called to as part of the gamemode logic
//The script below contains the callbacks so the gamemode can actually be set up, but the server-side callbacks in question:
//ExampleGameMode::onMissionStart
//ExampleGameMode::onMissionEnded
//ExampleGameMode::onMissionReset
//Are called during the startup, shut down, and resetting of any and all active gamemodes, as informed by the loaded scenes
//when the game server is processed.
//These callbacks are activated in core/clientServer/scripts/server/levelLoad.tscript
function ExampleModule::initServer(%this)
{
//This script contains our ExampleGameMode logic
%this.queueExec("./scripts/ExampleGamemodeScript." @ $TorqueScriptFileExtension);
}
//This is called when a game session server is actually created so the game may be played. It's called
//from core/clientServer/scripts/server/server.tscript - in the createServer() function, which is called when
//A game session is actually launched, and the server is generated so game clients can connect to it.
//This is utilized to set up common things that need to be set up each time the game session server is
//created, such as common variables, datablocks to be transmitted to the client, etc.
function ExampleModule::onCreateGameServer(%this)
{
//In particular, the default client/server module handles the transmission of datablocks from
//server to client automatically as part of the connection and prepping process alongside
//validation and tramission of level objects. It does this in an abstracted way by adding
//the file paths to a master DatablockFilesList array as per below. When the server is created in
//onServerCreated(), it loads the datablocks via this array, and when when the server goes
//to pass data to the client, it iterates over this list and processes it, ensuring all datablocks
//are the most up to date possible for transmission to the connecting client
//%this.registerDatablock("./datablocks/ExampleDatablock." @ $TorqueScriptFileExtension);
}
//This is called when a game session server is destroyed, when the game shuts down. It's called from
//core/clientServer/scripts/server/server.tscript - in the destroyServer() function, which just cleans up anything
//The module may have set up as part of the game server being created.
function ExampleModule::onDestroyGameServer(%this)
{
}
//Similar to initServer, this is called during the initial launch of the application and the client component
//is set up. The difference is that the client may not actually be created, such as in the case for dedicated servers
//Where no UI or gameplay interface is required. It's called from core/clientServer/scripts/client/client.tscript -
//in the initClient() function. It sets up common elements that the client will always need, such as scripts, GUIs
//and the like
function ExampleModule::initClient(%this)
{
AssetDatabase.acquireAsset("ExampleModule:exampleDatablock");
AssetDatabase.acquireAsset("ExampleModule:examplePostEffect");
AssetDatabase.acquireAsset("ExampleModule:exampleGUI");
//client scripts
//Here, we exec out keybind scripts so the player is able to move when they get into a game
%this.queueExec("./scripts/default.keybinds." @ $TorqueScriptFileExtension);
%prefPath = getPrefpath();
if(isFile(%prefPath @ "/keybinds." @ $TorqueScriptFileExtension))
exec(%prefPath @ "/keybinds." @ $TorqueScriptFileExtension);
%this.queueExec("./scripts/inputCommands." @ $TorqueScriptFileExtension);
}
//This is called when a game session client successfuly connects to a game server.
//It's called from core/clientServer/scripts/client/connectionToServer.tscript - in the GameConnection::onConnectionAccepted() function
//It's used for any client-side specific game session stuff that the client needs to load or pass to the server, such as profile data
//account progress, preferences, etc.
//
//When a client is connected, the gamemode logic also has a callback activated - ExampleGameMode::onClientEnterGame().
function ExampleModule::onCreateClientConnection(%this)
{
//This will push our keybind movemap onto the input stack, so we can control our camera in our ExampleGameMode
ExampleMoveMap.push();
}
//This is called when a client game session disconnects from a game server
//It's called from core/clientServer/scripts/client/connectionToServer.tscript - in the disconnectedCleanup() function
//It's used to clean up and potentially write out any client-side stuff that needs housekeeping when disconnecting for any reason.
//It will be called if the connection is manually terminated, or lost due to any sort of connection issue.
//
//When a client disconnects, the gamemode logic has a callback activated - ExampleGameMode::onClientLeaveGame().
function ExampleModule::onDestroyClientConnection(%this)
{
//This will pop the keybind, cleaning it up from the input stack, as it no longer applies
ExampleMoveMap.pop();
}