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https://gitea.wildfiregames.com/0ad/0ad
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Up to now `eslint-plugin-brace-rules` was used to enforce a common brace style for JavaScript code. This plugin was however updated the last time over 9 years ago and will be incompatible with ESLint v10, as that [removes `context.getSourceCode()`][1], the plugin relies on. To keep the eslint config working with ESLint v10, this replaces `eslint-plugin-brace-rules` with the [`@stylistic/brace-style`][2] rule from `@stylistic/eslint-plugin`, a package we already use. While `@stylistic/brace-style` doesn't offer an option to format braces in exactly the same way as before, the "allman" style seems to be the one closest to the existing code. [1]: https://eslint.org/blog/2025/11/eslint-v10.0.0-alpha.0-released/#removed-deprecated-rule-context-members [2]: https://eslint.style/rules/brace-style
91 lines
2.3 KiB
JavaScript
91 lines
2.3 KiB
JavaScript
class AutoStartHost
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{
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constructor(cmdLineArgs)
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{
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this.launched = false;
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this.playerAssignments = {};
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this.maxPlayers = +(cmdLineArgs['autostart-host-players'] ?? 2);
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this.cmdLineArgs = cmdLineArgs;
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try
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{
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const playerName = cmdLineArgs['autostart-playername'] || "anonymous";
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const port = +(cmdLineArgs['autostart-port'] ?? 5073);
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// Password not implemented for autostart.
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Engine.StartNetworkHost(playerName, port, "", false, !('autostart-disable-replay' in cmdLineArgs));
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}
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catch(e)
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{
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const message = sprintf(translate("Cannot host game: %(message)s."), { "message": e.message });
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messageBox(400, 200, message, translate("Error"));
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}
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}
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/**
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* Handles a simple implementation of player assignments.
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* Should not need be overloaded in mods unless you want to change that logic.
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*/
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onTick()
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{
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while (true)
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{
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const message = Engine.PollNetworkClient();
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if (!message)
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break;
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switch (message.type)
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{
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case "players":
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{
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this.playerAssignments = message.newAssignments;
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Engine.SendNetworkReady(2);
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let max = 0;
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for (const uid in this.playerAssignments)
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{
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max = Math.max(this.playerAssignments[uid].player, max);
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if (this.playerAssignments[uid].player == -1)
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Engine.AssignNetworkPlayer(++max, uid);
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}
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break;
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}
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case "ready":
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this.playerAssignments[message.guid].status = message.status;
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break;
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case "start":
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return true;
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default:
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}
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}
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if (!this.launched && Object.keys(this.playerAssignments).length == this.maxPlayers)
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{
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for (const uid in this.playerAssignments)
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if (this.playerAssignments[uid].player == -1 || this.playerAssignments[uid].status == 0)
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return false;
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this.onLaunch();
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}
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return false;
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}
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/**
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* In the visual autostart path, we need to show the loading screen.
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* Overload this as appropriate.
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*/
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onLaunch()
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{
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this.launched = true;
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this.settings = new GameSettings().init();
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parseCmdLineArgs(this.settings, this.cmdLineArgs);
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this.settings.playerCount.setNb(Object.keys(this.playerAssignments).length);
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this.settings.launchGame(this.playerAssignments, this.storeReplay);
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Engine.SwitchGuiPage("page_loading.xml", {
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"attribs": this.settings.finalizedAttributes,
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"playerAssignments": this.playerAssignments
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});
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}
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}
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