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forked from 0ad/0ad

Updated with new network JS Interfaces

This was SVN commit r1747.
This commit is contained in:
Simon Brenner 2005-01-19 22:34:29 +00:00
parent ae38aee3d2
commit c1ff5de88b

View File

@ -23,41 +23,67 @@ function initIPHost()
function initMPSessionHost(playerName, mapName)
{
// Code here
var success = startServer(80);
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());
}
GUIObjectHide("pregame_mp_ip");
GUIObjectHide("pregame_subwindow_bkg");
var server = createServer();
// 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;
// Need "waiting for more players to join and start game" code here
/*btCaptions = new Array("OK");
btCode = new Array("");
messageBox(400, 200, "Data: " + playerName + ";" + mapName + ";", "Test", 0, btCaptions, btCode);*/
// 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();
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());
}
GUIObjectHide("pregame_mp_ip");
GUIObjectHide("pregame_subwindow_bkg");
// Need "waiting for more players to join and start game" code here
/*btCaptions = new Array("OK");
btCode = new Array("");
messageBox(400, 200, "Data: " + playerName + ";" + mapName + ";", "Test", 0, btCaptions, btCode);*/
}
// ====================================================================
function initMPSessionClient(playerName, serverIP)
{
// Join MP game
var success = joinGame(playerName, serverIP);
if(!success) {
messageBox(400, 200, "Failed to join game. Please review the logfile for more information on the problem.", 2, new Array(), new Array());
}
var client=createClient();
client.playerName=playerName;
client.onStartGame=function () {
messageBox(400, 200, "The game starts now!!!", "Get Ready!", 2, new Array(), new Array());
startLoadingScreen();
};
client.onChat=function (event) {
messageBox(400, 200, event.message, "Chat Message", 2, new Array(), new Array());
};
client.onConnectComplete=function (event) {
messageBox(400, 200, "Result message: "+event.message, "Connect complete", 2, new Array(), new Array());
};
// Join MP game
var success = client.beginConnect(serverIP);
if(!success) {
messageBox(400, 200, "Failed to join game. Please review the logfile for more information on the problem.", "Failure", 2, new Array(), new Array());
}
GUIObjectHide("pregame_mp_ip");
GUIObjectHide("pregame_subwindow_bkg");
GUIObjectHide("pregame_mp_ip");
GUIObjectHide("pregame_subwindow_bkg");
// Need "waiting for game to start" code here - it should automatically start if the client recieves the start signal from the server,
// but I currently don't know how that could be done.
// Need "waiting for game to start" code here - it should automatically start if the client recieves the start signal from the server,
// but I currently don't know how that could be done.
/*btCaptions = new Array("OK");
btCode = new Array("");
messageBox(400, 200, "Data: " + playerName + ";" + serverIP + ";", "Test", 0, btCaptions, btCode);*/
/*btCaptions = new Array("OK");
btCode = new Array("");
messageBox(400, 200, "Data: " + playerName + ";" + serverIP + ";", "Test", 0, btCaptions, btCode);*/
}
// ====================================================================