//----------------------------------------------------------------------------- // 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(); }