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