roundmanager: Update to have Client and Server implementations

The client code now no longer has to rely on the GAMEMODE object to handle synchronization, and instead can use the actual RoundManager for it.
This commit is contained in:
Michael Fabian 'Xaymar' Dirks
2019-08-15 15:43:57 +02:00
parent 8c5b037a68
commit 15dd65be46
2 changed files with 180 additions and 39 deletions
@@ -0,0 +1,75 @@
--[[
The MIT License (MIT)
Copyright (c) 2019 Xaymar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
local CLASS = {}
CLASS.__index = CLASS
local netmsg = { -- Keep in sync with server table.
refresh = "RoundManagerUpdate",
winner = "RoundManagerWinner"
}
function CLASS:__construct()
self.state = nil
self.state_name = ""
net.Receive(netmsg.refresh, function(len, pl) self:__netRefresh(len, pl) end)
net.Receive(netmsg.winner, function(len, pl) self:__netWinner(len, pl) end)
end
function CLASS:GetStateId()
return self.state
end
function CLASS:GetStateName()
return self.state_name
end
function CLASS:CanJoinTeam(team)
if (LocalPlayer():Team() == team) then
return false
end
end
function CLASS:__netRefresh(len, pl)
local data = net.ReadTable()
if (self.state != data.state) then
hook.Run("RoundManagerLeaveState", self.state, self.state_name)
self.state = data.state
self.state_name = data.state_name
hook.Run("RoundManagerEnterState", self.state, self.state_name)
end
end
function CreateRoundManager()
local obj = {}
obj.__index = obj
setmetatable(obj, CLASS)
obj:__construct()
return obj
end
_G["RoundManager"] = CreateRoundManager()
@@ -22,65 +22,131 @@
SOFTWARE.
--]]
local roundManagerDef = {}
roundManagerDef.__index = roundManagerDef
local CLASS = {}
CLASS.__index = CLASS
function roundManagerDef:__construct()
self.State = nil
self.NextState = nil
local netmsg = {
refresh = "RoundManagerUpdate",
winner = "RoundManagerWinner"
}
function CLASS:__construct()
self.state = nil
self.next_state = nil
-- Custom Timer Stuff
self.timers = {}
self.timers.funcs = {}
self.timers.times = {}
self.timers.delay = {}
-- Register all network string
for k, v in pairs(netmsg) do
util.AddNetworkString(v)
end
function roundManagerDef:GetState()
return self.State
-- And some more Timers based functionality.
self:_RegisterTimer("refresh", 2.0, function() self:RefreshAll() end)
-- We need a Think hook.
hook.Add("Think", "RoundManagerThink", function(...) self:Tick(...) end)
end
function roundManagerDef:GetNextState()
return self.NextState
function CLASS:_RegisterTimer(name, delay, func)
self.timers.funcs[name] = func
self.timers.delay[name] = delay
self.timers.times[name] = CurTime()
end
function roundManagerDef:SetState(state)
self.NextState = state
function CLASS:GetState()
return self.state
end
function roundManagerDef:Tick(...)
if (self.State != nil) then
if (self.State.Tick != nil) then
self.State:Tick(...)
function CLASS:GetNextState()
return self.next_state
end
function CLASS:SetState(state)
self.next_state = state
end
function CLASS:Tick(...)
-- Tick State
if (self.state != nil) then
if (self.state.Tick != nil) then
self.state:Tick(...)
end
end
-- Advance States
if (self.NextState != self.State) then
-- Call OnLeave(NewState)
if (self.State != nil) then
if (self.State.OnLeave != nil) then
self.State:OnLeave(self.NextState)
if (self.next_state != self.state) then
local to_id = -1
local to_name = ""
-- Call OnLeave
if (self.state != nil) then
if (self.state.OnLeave != nil) then
self.state:OnLeave(self.next_state)
end
-- Run Hook
hook.Run("RoundManagerLeaveState", self.State.Name)
hook.Run("RoundManagerLeaveState", self.state:GetId(), self.state:GetName())
end
-- Call OnEnter(OldState)
if (self.NextState != nil) then
if (self.NextState.OnEnter != nil) then
self.NextState:OnEnter(self.State)
-- Call OnEnter
if (self.next_state != nil) then
if (self.next_state.OnEnter != nil) then
self.next_state:OnEnter(self.state)
end
to_id = self.next_state:GetId()
to_name = self.next_state:GetName()
-- Run Hook
hook.Run("RoundManagerEnterState", self.NextState.Name)
hook.Run("RoundManagerEnterState", self.next_state:GetId(), self.next_state:GetName())
end
-- Send Network Message
self:RefreshAll()
-- Set State
self.State = self.NextState
self.state = self.next_state
end
-- Run all timers.
for k, v in pairs(self.timers.times) do
if ((CurTime() - self.timers.times[k]) >= self.timers.delay[k]) then
self.timers.funcs[k]()
self.timers.times[k] = CurTime()
end
end
end
function roundManager(initialState)
function CLASS:RefreshAll()
local data = {}
if (self.state != nil) then
data.state = self.state:GetId()
data.state_name = self.state:GetName()
else
data.state = -1
data.state_name = "Unknown"
end
net.Start(netmsg.refresh)
net.WriteTable(data)
net.Broadcast()
end
function CLASS:AnnounceWinner(team)
end
function CreateRoundManager()
local obj = {}
obj.__index = obj
setmetatable(obj, roundManagerDef)
setmetatable(obj, CLASS)
obj:__construct()
obj:SetState(initialState)
return obj
end
_G["RoundManager"] = CreateRoundManager()