Torque3D/Templates/BaseGame/game/data/pbr/pbr.cs
Jeff Raab d97c05b411 Initial implementation of separated client and server create/destroy functions for module setup
Implements fix so cubemap arrays load correctly when texture resolution settings have been lowered
Begun refactor of asset import config editing/settings.
2019-08-01 01:38:36 -05:00

42 lines
No EOL
1.3 KiB
C#

// 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 pbr::create( %this )
{
echo("LOADING PBR MODULE");
}
function pbr::destroy( %this )
{
}
function pbr::onCreateServer(%this)
{
error("WE HAVE CREATED THE SERVER STUFFS FOR THE PBR MODULE!");
}
function pbr::onDestroyServer(%this)
{
error("WE HAVE DESTROYED THE SERVER STUFFS FOR THE PBR MODULE!");
}
function pbr::onCreateClient(%this)
{
error("WE HAVE CREATED THE CLIENT STUFFS FOR THE PBR MODULE!");
}
function pbr::onDestroyClient(%this)
{
error("WE HAVE DESTROYED THE CLIENT STUFFS FOR THE PBR MODULE!");
}