KevinBlast/common/server/missiondownload.cs

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2024-03-10 20:27:00 -04:00
//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Mission Loading
// The server portion of the client/server mission loading process
//-----------------------------------------------------------------------------
//--------------------------------------------------------------------------
// Loading Phases:
// Phase 1: Transmit Datablocks
// Transmit targets
// Phase 2: Transmit Ghost Objects
// Phase 3: Start Game
//
// The server invokes the client MissionStartPhase[1-3] function to request
// permission to start each phase. When a client is ready for a phase,
// it responds with MissionStartPhase[1-3]Ack.
function GameConnection::loadMission(%this)
{
// Send over the information that will display the server info
// when we learn it got there, we'll send the data blocks
%this.currentPhase = 0;
if (%this.isAIControlled())
{
// Cut to the chase...
%this.onClientEnterGame();
}
else
{
commandToClient(%this, 'MissionStartPhase1', $missionSequence,
$Server::MissionFile, MissionGroup.musicTrack);
echo("*** Sending mission load to client: " @ $Server::MissionFile);
}
}
function serverCmdMissionStartPhase1Ack(%client, %seq)
{
// Make sure to ignore calls from a previous mission load
if (%seq != $missionSequence || !$MissionRunning)
return;
if (%client.currentPhase != 0)
return;
%client.currentPhase = 1;
// Start with the CRC
%client.setMissionCRC( $missionCRC );
// Send over the datablocks...
// OnDataBlocksDone will get called when have confirmation
// that they've all been received.
%client.transmitDataBlocks($missionSequence);
}
function GameConnection::onDataBlocksDone( %this, %missionSequence )
{
// Make sure to ignore calls from a previous mission load
if (%missionSequence != $missionSequence)
return;
if (%this.currentPhase != 1)
return;
%this.currentPhase = 1.5;
// On to the next phase
commandToClient(%this, 'MissionStartPhase2', $missionSequence, $Server::MissionFile);
}
function serverCmdMissionStartPhase2Ack(%client, %seq)
{
// Make sure to ignore calls from a previous mission load
if (%seq != $missionSequence || !$MissionRunning)
return;
if (%client.currentPhase != 1.5)
return;
%client.currentPhase = 2;
// Update mod paths, this needs to get there before the objects.
%client.transmitPaths();
// Start ghosting objects to the client
%client.activateGhosting();
}
function GameConnection::clientWantsGhostAlwaysRetry(%client)
{
if($MissionRunning)
%client.activateGhosting();
}
function GameConnection::onGhostAlwaysFailed(%client)
{
}
function GameConnection::onGhostAlwaysObjectsReceived(%client)
{
// Ready for next phase.
commandToClient(%client, 'MissionStartPhase3', $missionSequence, $Server::MissionFile);
}
function serverCmdMissionStartPhase3Ack(%client, %seq)
{
// Make sure to ignore calls from a previous mission load
if(%seq != $missionSequence || !$MissionRunning)
return;
if(%client.currentPhase != 2)
return;
%client.currentPhase = 3;
// Server is ready to drop into the game
%client.startMission();
%client.onClientEnterGame();
}