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