mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Adds sanity check to editing of gameasset script action in asset browser Updates module template file Updates visualizers Fixes checking of popup menu items Adds stub for TerrainMaterialAsset
143 lines
3.8 KiB
C#
143 lines
3.8 KiB
C#
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function JoinServerMenu::onWake()
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{
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// Double check the status. Tried setting this the control
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// inactive to start with, but that didn't seem to work.
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JoinServerJoinBtn.setActive(JS_serverList.rowCount() > 0);
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}
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//----------------------------------------
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function JoinServerMenu::query(%this)
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{
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queryMasterServer(
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0, // Query flags
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$Client::GameTypeQuery, // gameTypes
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$Client::MissionTypeQuery, // missionType
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0, // minPlayers
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100, // maxPlayers
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0, // maxBots
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2, // regionMask
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0, // maxPing
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100, // minCPU
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0 // filterFlags
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);
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}
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//----------------------------------------
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function JoinServerMenu::queryLan(%this)
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{
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queryLANServers(
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$pref::Net::Port, // lanPort for local queries
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0, // Query flags
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$Client::GameTypeQuery, // gameTypes
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$Client::MissionTypeQuery, // missionType
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0, // minPlayers
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100, // maxPlayers
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0, // maxBots
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2, // regionMask
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0, // maxPing
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100, // minCPU
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0 // filterFlags
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);
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}
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//----------------------------------------
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function JoinServerMenu::cancel(%this)
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{
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cancelServerQuery();
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JS_queryStatus.setVisible(false);
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}
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//----------------------------------------
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function JoinServerMenu::join(%this)
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{
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cancelServerQuery();
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%index = JS_serverList.getSelectedId();
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JoinGame(%index);
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}
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//----------------------------------------
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function JoinServerMenu::refresh(%this)
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{
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cancelServerQuery();
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%index= JS_serverList.getSelectedId();
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// The server info index is stored in the row along with the
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// rest of displayed info.
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if( setServerInfo( %index ) )
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querySingleServer( $ServerInfo::Address, 0 );
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}
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//----------------------------------------
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function JoinServerMenu::refreshSelectedServer( %this )
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{
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querySingleServer( $JoinGameAddress, 0 );
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}
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//----------------------------------------
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function JoinServerMenu::exit(%this)
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{
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cancelServerQuery();
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Canvas.popDialog(JoinServerMenu);
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}
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//----------------------------------------
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function JoinServerMenu::update(%this)
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{
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// Copy the servers into the server list.
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JS_queryStatus.setVisible(false);
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JS_serverList.clear();
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%sc = getServerCount();
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for( %i = 0; %i < %sc; %i ++ ) {
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setServerInfo(%i);
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JS_serverList.addRow( %i,
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$ServerInfo::Name TAB
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$ServerInfo::Ping TAB
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$ServerInfo::PlayerCount @ "/" @ $ServerInfo::MaxPlayers TAB
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$ServerInfo::Version TAB
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$ServerInfo::MissionName
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);
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}
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JS_serverList.sort(0);
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JS_serverList.setSelectedRow(0);
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JS_serverList.scrollVisible(0);
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JoinServerJoinBtn.setActive(JS_serverList.rowCount() > 0);
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}
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//----------------------------------------
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function onServerQueryStatus(%status, %msg, %value)
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{
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echo("ServerQuery: " SPC %status SPC %msg SPC %value);
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// Update query status
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// States: start, update, ping, query, done
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// value = % (0-1) done for ping and query states
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if (!JS_queryStatus.isVisible())
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JS_queryStatus.setVisible(true);
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switch$ (%status) {
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case "start":
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JoinServerJoinBtn.setActive(false);
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JoinServerQryInternetBtn.setActive(false);
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JS_statusText.setText(%msg);
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JS_statusBar.setValue(0);
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JS_serverList.clear();
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case "ping":
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JS_statusText.setText("Ping Servers");
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JS_statusBar.setValue(%value);
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case "query":
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JS_statusText.setText("Query Servers");
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JS_statusBar.setValue(%value);
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case "done":
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JoinServerQryInternetBtn.setActive(true);
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JS_queryStatus.setVisible(false);
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JS_status.setText(%msg);
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JoinServerMenu.update();
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}
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}
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