Torque3D/Templates/BaseGame/game/data/clientServer/ClientServer.cs

112 lines
3.2 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 ClientServer::create( %this )
{
echo("\n--------- Initializing Directory: scripts ---------");
exec( "./scripts/client/client.cs" );
exec( "./scripts/server/server.cs" );
$Game::MissionGroup = "MissionGroup";
initServer();
%dbList = new ArrayObject(DatablockFilesList);
// Start up in either client, or dedicated server mode
if ($Server::Dedicated)
{
initDedicated();
}
else
{
initClient();
}
}
function ClientServer::destroy( %this )
{
// Ensure that we are disconnected and/or the server is destroyed.
// This prevents crashes due to the SceneGraph being deleted before
// the objects it contains.
if ($Server::Dedicated)
destroyServer();
else
disconnect();
// Destroy the physics plugin.
//physicsDestroy();
sfxShutdown();
echo("Exporting client prefs");
%prefPath = getPrefpath();
export("$pref::*", %prefPath @ "/clientPrefs.cs", false);
echo("Exporting server prefs");
export("$Pref::Server::*", %prefPath @ "/serverPrefs.cs", false);
BanList::Export(%prefPath @ "/banlist.cs");
}
//-----------------------------------------------------------------------------
function StartGame( %mission, %hostingType )
{
if( %mission $= "" )
{
%id = CL_levelList.getSelectedId();
%mission = getField(CL_levelList.getRowTextById(%id), 1);
//error("Cannot start a level with no level selected!");
}
if (%hostingType !$= "")
{
%serverType = %hostingType;
}
else
{
if ($pref::HostMultiPlayer)
%serverType = "MultiPlayer";
else
%serverType = "SinglePlayer";
}
// Show the loading screen immediately.
if ( isObject( LoadingGui ) )
{
Canvas.setContent("LoadingGui");
LoadingProgress.setValue(1);
LoadingProgressTxt.setValue("LOADING MISSION FILE");
Canvas.repaint();
}
createAndConnectToLocalServer( %serverType, %mission );
}
function JoinGame( %serverIndex )
{
// The server info index is stored in the row along with the
// rest of displayed info.
if( setServerInfo( %serverIndex ) )
{
Canvas.setContent("LoadingGui");
LoadingProgress.setValue(1);
LoadingProgressTxt.setValue("WAITING FOR SERVER");
Canvas.repaint();
%conn = new GameConnection(ServerConnection);
%conn.setConnectArgs($pref::Player::Name);
%conn.setJoinPassword($Client::Password);
%conn.connect($ServerInfo::Address);
}
}