Torque3D/Templates/Full/game/scripts/client/serverConnection.cs

233 lines
7.4 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Functions dealing with connecting to a server
//-----------------------------------------------------------------------------
// Server connection error
//-----------------------------------------------------------------------------
addMessageCallback( 'MsgConnectionError', handleConnectionErrorMessage );
function handleConnectionErrorMessage(%msgType, %msgString, %msgError)
{
// On connect the server transmits a message to display if there
// are any problems with the connection. Most connection errors
// are game version differences, so hopefully the server message
// will tell us where to get the latest version of the game.
$ServerConnectionErrorMessage = %msgError;
}
//----------------------------------------------------------------------------
// GameConnection client callbacks
//----------------------------------------------------------------------------
function GameConnection::initialControlSet(%this)
{
echo ("*** Initial Control Object");
// The first control object has been set by the server
// and we are now ready to go.
// first check if the editor is active
if (!isToolBuild() || !Editor::checkActiveLoadDone())
{
if (Canvas.getContent() != PlayGui.getId())
{
Canvas.setContent(PlayGui);
}
}
}
function GameConnection::onControlObjectChange(%this)
{
echo ("*** Control Object Changed");
// Reset the current FOV to match the new object
// and turn off any current zoom.
resetCurrentFOV();
turnOffZoom();
}
function GameConnection::setLagIcon(%this, %state)
{
if (%this.getAddress() $= "local")
return;
LagIcon.setVisible(%state $= "true");
}
function GameConnection::onFlash(%this, %state)
{
if (isObject(FlashFx))
{
if (%state)
{
FlashFx.enable();
}
else
{
FlashFx.disable();
}
}
}
// Called on the new connection object after connect() succeeds.
function GameConnection::onConnectionAccepted(%this)
{
// Called on the new connection object after connect() succeeds.
LagIcon.setVisible(false);
// Startup the physics world on the client before any
// datablocks and objects are ghosted over.
physicsInitWorld( "client" );
}
function GameConnection::onConnectionTimedOut(%this)
{
// Called when an established connection times out
disconnectedCleanup();
MessageBoxOK( "TIMED OUT", "The server connection has timed out.");
}
function GameConnection::onConnectionDropped(%this, %msg)
{
// Established connection was dropped by the server
disconnectedCleanup();
MessageBoxOK( "DISCONNECT", "The server has dropped the connection: " @ %msg);
}
function GameConnection::onConnectionError(%this, %msg)
{
// General connection error, usually raised by ghosted objects
// initialization problems, such as missing files. We'll display
// the server's connection error message.
disconnectedCleanup();
MessageBoxOK( "DISCONNECT", $ServerConnectionErrorMessage @ " (" @ %msg @ ")" );
}
//----------------------------------------------------------------------------
// Connection Failed Events
//----------------------------------------------------------------------------
function GameConnection::onConnectRequestRejected( %this, %msg )
{
switch$(%msg)
{
case "CR_INVALID_PROTOCOL_VERSION":
%error = "Incompatible protocol version: Your game version is not compatible with this server.";
case "CR_INVALID_CONNECT_PACKET":
%error = "Internal Error: badly formed network packet";
case "CR_YOUAREBANNED":
%error = "You are not allowed to play on this server.";
case "CR_SERVERFULL":
%error = "This server is full.";
case "CHR_PASSWORD":
// XXX Should put up a password-entry dialog.
if ($Client::Password $= "")
MessageBoxOK( "REJECTED", "That server requires a password.");
else {
$Client::Password = "";
MessageBoxOK( "REJECTED", "That password is incorrect.");
}
return;
case "CHR_PROTOCOL":
%error = "Incompatible protocol version: Your game version is not compatible with this server.";
case "CHR_CLASSCRC":
%error = "Incompatible game classes: Your game version is not compatible with this server.";
case "CHR_INVALID_CHALLENGE_PACKET":
%error = "Internal Error: Invalid server response packet";
default:
%error = "Connection error. Please try another server. Error code: (" @ %msg @ ")";
}
disconnectedCleanup();
MessageBoxOK( "REJECTED", %error);
}
function GameConnection::onConnectRequestTimedOut(%this)
{
disconnectedCleanup();
MessageBoxOK( "TIMED OUT", "Your connection to the server timed out." );
}
//-----------------------------------------------------------------------------
// Disconnect
//-----------------------------------------------------------------------------
function disconnect()
{
// We need to stop the client side simulation
// else physics resources will not cleanup properly.
physicsStopSimulation( "client" );
// Delete the connection if it's still there.
if (isObject(ServerConnection))
ServerConnection.delete();
disconnectedCleanup();
// Call destroyServer in case we're hosting
destroyServer();
}
function disconnectedCleanup()
{
// End mission, if it's running.
if( $Client::missionRunning )
clientEndMission();
// Disable mission lighting if it's going, this is here
// in case we're disconnected while the mission is loading.
$lightingMission = false;
$sceneLighting::terminateLighting = true;
// Clear misc script stuff
HudMessageVector.clear();
//
LagIcon.setVisible(false);
PlayerListGui.clear();
// Clear all print messages
clientCmdclearBottomPrint();
clientCmdClearCenterPrint();
// Back to the launch screen
if (isObject( MainMenuGui ))
Canvas.setContent( MainMenuGui );
// Before we destroy the client physics world
// make sure all ServerConnection objects are deleted.
if(isObject(ServerConnection))
{
ServerConnection.deleteAllObjects();
}
// We can now delete the client physics simulation.
physicsDestroyWorld( "client" );
}