//----------------------------------------------------------------------------- // Torque Game Engine // // Copyright (c) 2001 GarageGames.Com // Portions Copyright (c) 2001 by Sierra Online, Inc. //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // This script function is called before a client connection // is accepted. Returning "" will accept the connection, // anything else will be sent back as an error to the client. // All the connect args are passed also to onConnectRequest // function GameConnection::onConnectRequest( %client, %netAddress, %name ) { echo("Connect request from: " @ %netAddress); if($Server::PlayerCount >= $pref::Server::MaxPlayers) return "CR_SERVERFULL"; return ""; } //----------------------------------------------------------------------------- // This script function is the first called on a client accept // function GameConnection::onConnect( %client, %name ) { // Send down the connection error info, the client is // responsible for displaying this message if a connection // error occures. messageClient(%client,'MsgConnectionError',"",$Pref::Server::ConnectionError); // Send mission information to the client sendLoadInfoToClient( %client ); // Simulated client lag for testing... // %client.setSimulatedNetParams(0.1, 30); // if hosting this server, set this client to superAdmin if (%client.getAddress() $= "local") { %client.isAdmin = true; %client.isSuperAdmin = true; } // Get the client's unique id: // %authInfo = %client.getAuthInfo(); // %client.guid = getField( %authInfo, 3 ); %client.guid = 0; addToServerGuidList( %client.guid ); // Set admin status %client.isAdmin = false; %client.isSuperAdmin = false; // Save client preferences on the connection object for later use. %client.gender = "Male"; %client.armor = "Light"; %client.race = "Human"; %client.skin = addTaggedString( "base" ); %client.setPlayerName(%name); %client.score = 0; // $instantGroup = ServerGroup; $instantGroup = MissionCleanup; echo("CADD: " @ %client @ " " @ %client.getAddress()); // Inform the client of all the other clients %count = ClientGroup.getCount(); for (%cl = 0; %cl < %count; %cl++) { %other = ClientGroup.getObject(%cl); if ((%other != %client)) { // These should be "silent" versions of these messages... messageClient(%client, 'MsgClientJoin', "", "", %other, %other.sendGuid, %other.score, %other.isAIControlled(), %other.isAdmin, %other.isSuperAdmin); } } // Inform the client we've joined up messageClient(%client, 'MsgClientJoin', "", "", %client, %client.sendGuid, %client.score, %client.isAiControlled(), %client.isAdmin, %client.isSuperAdmin); // Inform all the other clients of the new guy messageAllExcept(%client, -1, 'MsgClientJoin', "", "", %client, %client.sendGuid, %client.score, %client.isAiControlled(), %client.isAdmin, %client.isSuperAdmin); // If the mission is running, go ahead download it to the client if ($missionRunning) %client.loadMission(); $Server::PlayerCount++; } //----------------------------------------------------------------------------- // A player's name could be obtained from the auth server, but for // now we use the one passed from the client. // %realName = getField( %authInfo, 0 ); // function GameConnection::setPlayerName(%client,%name) { %client.sendGuid = 0; // Minimum length requirements %name = stripTrailingSpaces( strToPlayerName( %name ) ); if ( strlen( %name ) < 3 ) %name = "Poser"; // Make sure the alias is unique, we'll hit something eventually if (!isNameUnique(%name)) { %isUnique = false; for (%suffix = 1; !%isUnique; %suffix++) { %nameTry = %name @ "." @ %suffix; %isUnique = isNameUnique(%nameTry); } %name = %nameTry; } // Tag the name with the "smurf" color: %client.nameBase = %name; %client.name = addTaggedString("\cp\c8" @ %name @ "\co"); } function isNameUnique(%name) { %count = ClientGroup.getCount(); for ( %i = 0; %i < %count; %i++ ) { %test = ClientGroup.getObject( %i ); %rawName = stripChars( detag( getTaggedString( %test.name ) ), "\cp\co\c6\c7\c8\c9" ); if ( strcmp( %name, %rawName ) == 0 ) return false; } return true; } //----------------------------------------------------------------------------- // This function is called when a client drops for any reason // function GameConnection::onDrop(%client, %reason) { %client.onClientLeaveGame(); removeFromServerGuidList( %client.guid ); messageAllExcept(%client, -1, 'MsgClientDrop', '\c1%1 has left the game.', %client.name, %client); removeTaggedString(%client.name); echo("CDROP: " @ %client @ " " @ %client.getAddress()); $Server::PlayerCount--; // Reset the server if everyone has left the game if( $Server::PlayerCount == 0 && $Server::Dedicated) schedule(0, 0, "resetServerDefaults"); } //----------------------------------------------------------------------------- function GameConnection::startMission(%this) { // Inform the client the mission starting commandToClient(%this, 'MissionStart', $missionSequence); } function GameConnection::endMission(%this) { // Inform the client the mission is done commandToClient(%this, 'MissionEnd', $missionSequence); } //-------------------------------------------------------------------------- // Sync the clock on the client. function GameConnection::syncClock(%client, %time) { commandToClient(%client, 'syncClock', %time); } //-------------------------------------------------------------------------- // Update all the clients with the new score function GameConnection::incScore(%this,%delta) { %this.score += %delta; messageAll('MsgClientScoreChanged', "", %this.score, %this); }