mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-22 13:44:44 +00:00
143 lines
4.3 KiB
C#
143 lines
4.3 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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// Load up core script base
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loadDir("core"); // Should be loaded at a higher level, but for now leave -- SRZ 11/29/07
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//-----------------------------------------------------------------------------
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// Package overrides to initialize the mod.
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package fps {
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function displayHelp() {
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Parent::displayHelp();
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error(
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"Fps Mod options:\n"@
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" -dedicated Start as dedicated server\n"@
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" -connect <address> For non-dedicated: Connect to a game at <address>\n" @
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" -mission <filename> For dedicated: Load the mission\n"
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);
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}
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function parseArgs()
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{
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// Call the parent
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Parent::parseArgs();
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// Arguments, which override everything else.
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for (%i = 1; %i < $Game::argc ; %i++)
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{
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%arg = $Game::argv[%i];
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%nextArg = $Game::argv[%i+1];
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%hasNextArg = $Game::argc - %i > 1;
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switch$ (%arg)
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{
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//--------------------
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case "-dedicated":
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$Server::Dedicated = true;
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enableWinConsole(true);
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$argUsed[%i]++;
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//--------------------
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case "-mission":
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$argUsed[%i]++;
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if (%hasNextArg) {
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$missionArg = %nextArg;
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$argUsed[%i+1]++;
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%i++;
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}
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else
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error("Error: Missing Command Line argument. Usage: -mission <filename>");
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//--------------------
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case "-connect":
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$argUsed[%i]++;
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if (%hasNextArg) {
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$JoinGameAddress = %nextArg;
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$argUsed[%i+1]++;
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%i++;
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}
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else
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error("Error: Missing Command Line argument. Usage: -connect <ip_address>");
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}
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}
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}
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function onStart()
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{
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// The core does initialization which requires some of
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// the preferences to loaded... so do that first.
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exec( "./client/defaults.cs" );
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exec( "./server/defaults.cs" );
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Parent::onStart();
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echo("\n--------- Initializing Directory: scripts ---------");
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// Load the scripts that start it all...
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exec("./client/init.cs");
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exec("./server/init.cs");
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// Init the physics plugin.
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physicsInit();
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// Start up the audio system.
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sfxStartup();
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// Server gets loaded for all sessions, since clients
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// can host in-game servers.
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initServer();
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// Start up in either client, or dedicated server mode
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if ($Server::Dedicated)
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initDedicated();
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else
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initClient();
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}
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function onExit()
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{
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// Ensure that we are disconnected and/or the server is destroyed.
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// This prevents crashes due to the SceneGraph being deleted before
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// the objects it contains.
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if ($Server::Dedicated)
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destroyServer();
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else
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disconnect();
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// Destroy the physics plugin.
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physicsDestroy();
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echo("Exporting client prefs");
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export("$pref::*", "./client/prefs.cs", False);
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echo("Exporting server prefs");
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export("$Pref::Server::*", "./server/prefs.cs", False);
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BanList::Export("./server/banlist.cs");
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Parent::onExit();
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}
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}; // package fps
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// Activate the game package.
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activatePackage(fps);
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