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- //-----------------------------------------------------------------------------
- // Torque Game Engine
- // Copyright (C) GarageGames.com, 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();
- }
-