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forked from 0ad/0ad

Broke networking code. Fixed messageBox() code.

This was SVN commit r2529.
This commit is contained in:
Fire Giant 2005-07-24 01:13:50 +00:00
parent 74e1c8a772
commit 8525183732
3 changed files with 63 additions and 64 deletions

View File

@ -354,39 +354,8 @@
size="50%-125 200 50%-25 230" size="50%-125 200 50%-25 230"
>Continue >Continue
<action on="Press"><![CDATA[ <action on="Press"><![CDATA[
gameName = getGUIObjectByName("pregame_mp_host_gamename").caption; //initMPSessionHost();
guiSwitch ("pregame_mp_host", "pregame_mp_setup_host"); console.write("initMPSessionHost() was supposed to be called here.");
guiHide("pregame_mainmenu_versionnumber");
// Set up the server
server = createServer();
// Welcome message
server.welcomeMessage = getGUIObjectByName("pregame_mp_host_welcomemsg").caption;
// Server Name
server.serverName = getGUIObjectByName("pregame_mp_host_gamename").caption;
// start listening
res = server.open();
if (!res)
{
messageBox(400, 200, "Error creating server.", "Error", 0, new array(), new array());
}
// Set the title for the setup screen
getGUIObjectByName("pregame_mp_setup_host_titlebar").caption = "Hosting: " + getGUIObjectByName("pregame_mp_host_gamename").caption;
// Set the host player's name on the setup screen
getGUIObjectByName("pregame_mp_setup_host_p1_txt").caption = "P1: " + getGUIObjectByName("pregame_mp_modesel_playername").caption + " (Host)";
server.onClientConnect = function (event)
{
console.write("A new client has successfully connected! ID: " + event.id + ", Name: " + event.name + ", Session: " + event.session);
var playerSlot = g_GameAttributes.getOpenSlot();
// assign a slot
playerSlot.assignToSession(event.session);
console.write("slot: " + playerSlot.player);
// need to refresh the dialog control data here
}
]]></action> ]]></action>
</object> </object>
@ -480,8 +449,12 @@
else else
{ {
// see above // see above
console.write ("Client successfully connected."); console.write ("Client successfully started to connect.");
} }
client.onConnectComplete=function (event) {
messageBox(400, 200, "Result message: "+event.message, "Connect complete", 2, new Array(), new Array());
};
]]></action> ]]></action>
</object> </object>
@ -631,7 +604,7 @@
style="border_box_black" style="border_box_black"
type="input" type="input"
size="600 32 750 52" size="600 32 750 52"
>gathertest >gathertest2
</object> </object>
<!-- <!--

View File

@ -89,21 +89,21 @@
mbButton1Caption mbButton1Caption
<action on="Press"><![CDATA[ <action on="Press"><![CDATA[
eval(getGUIGlobal().mbButton1Code); eval(getGUIGlobal().mbButton1Code);
GUIObjectHide('mb_main'); guiHide('mb_main');
]]></action> ]]></action>
</object> </object>
<object type="button" name="mb_button2" size="33%+30 100%-80 66%-40 100%-50" absolute="false" sprite="message_box_button_normal" sprite_over="message_box_button_over" font="prospero18" z="165" text_align="center" text_valign="center"> <object type="button" name="mb_button2" size="33%+30 100%-80 66%-40 100%-50" absolute="false" sprite="message_box_button_normal" sprite_over="message_box_button_over" font="prospero18" z="165" text_align="center" text_valign="center">
mbButton2Caption mbButton2Caption
<action on="Press"><![CDATA[ <action on="Press"><![CDATA[
eval(getGUIGlobal().mbButton2Code); eval(getGUIGlobal().mbButton2Code);
GUIObjectHide('mb_main'); guiHide('mb_main');
]]></action> ]]></action>
</object> </object>
<object type="button" name="mb_button3" size="66%+30 100%-80 100%-40 100%-50" absolute="false" sprite="message_box_button_normal" sprite_over="message_box_button_over" font="prospero18" z="165" text_align="center" text_valign="center"> <object type="button" name="mb_button3" size="66%+30 100%-80 100%-40 100%-50" absolute="false" sprite="message_box_button_normal" sprite_over="message_box_button_over" font="prospero18" z="165" text_align="center" text_valign="center">
mbButton3Caption mbButton3Caption
<action on="Press"><![CDATA[ <action on="Press"><![CDATA[
eval(getGUIGlobal().mbButton2Code); eval(getGUIGlobal().mbButton2Code);
GUIObjectHide('mb_main'); guiHide('mb_main');
]]></action> ]]></action>
</object> </object>

View File

@ -1,37 +1,63 @@
// ==================================================================== // ====================================================================
function initMPSessionHost(playerName, mapName) function initMPSessionHost()
{ {
GUIObjectHide("pregame_mp_ip"); var gameName = getGUIObjectByName("pregame_mp_host_gamename").caption;
GUIObjectHide("pregame_subwindow_bkg"); guiSwitch ("pregame_mp_host", "pregame_mp_setup_host");
guiHide("pregame_mainmenu_versionnumber");
// Set up the server
var server = createServer(); var server = createServer();
// Welcome message
server.welcomeMessage = getGUIObjectByName("pregame_mp_host_welcomemsg").caption;
// Server Name
server.serverName = gameName;
// Set the map to use // start listening
g_GameAttributes.mapFile = mapName;
// Set basic server options, such as:
// server.port = 20595; // Default is 20595 - you can also explicitly set to -1 for default port
server.serverPlayerName=playerName;
server.serverName=playerName+"'s Server";
server.welcomeMessage="Welcome to "+server.serverName;
// Actually start listening for connections.. This should probably not be
// done until there's been a dialog for filling in the previous options ;-)
var success = server.open(); var success = server.open();
if(!success) { if(!success) {
messageBox(400, 200, "Failed to start server. Please review the logfile for more information on the problem.", "Problem", 2, new Array(), new Array()); messageBox(400, 200, "Failed to start server. Please review the logfile for more information on the problem.", "Problem", 2, new Array(), new Array());
} }
server.onChat=function (event) { // Set the title for the setup screen
messageBox(400, 200, event.sender+" says: "+event.message, "Chat Message", 2, new Array(), new Array()); getGUIObjectByName("pregame_mp_setup_host_titlebar").caption = "Hosting: " + getGUIObjectByName("pregame_mp_host_gamename").caption;
// Set the host player's name on the setup screen
getGUIObjectByName("pregame_mp_setup_host_p1_txt").caption = "P1: " + getGUIObjectByName("pregame_mp_modesel_playername").caption + " (Host)";
// Set the map to use
//g_GameAttributes.mapFile = mapName;
// -------------------------
// INCOMING CONNECTIONS
// -------------------------
server.onClientConnect=function (event) {
console.write("Client connected.");
//console.write("A new client has successfully connected! ID: " + event.id + ", Name: " + event.name + ", Session: " + event.session);
//console.write("New client.");
//var playerSlot = g_GameAttributes.getOpenSlot();
// assign a slot
//playerSlot.assignToSession(event.session);
//console.write("slot: " + playerSlot.player);
//console.write("got here");
// need to refresh the dialog control data here
}; };
server.onClientDisconnect=function (event) {
console.write("Client disconnected.");
};
// CHAT
/*server.onChat=function (event) {
messageBox(400, 200, event.sender+" says: "+event.message, "Chat Message", 2, new Array(), new Array());
};*/
// Need "waiting for more players to join and start game" code here // Need "waiting for more players to join and start game" code here
btCaptions = new Array("OK"); /*btCaptions = new Array("OK");
btCode = new Array("startLoadingScreen();"); btCode = new Array("startLoadingScreen();");
messageBox(400, 200, "Waiting for clients to join - Click OK to start the game.", "Ready", 0, btCaptions, btCode); messageBox(400, 200, "Waiting for clients to join - Click OK to start the game.", "Ready", 0, btCaptions, btCode);*/
} }
// ==================================================================== // ====================================================================