258 lines
7.2 KiB
Plaintext
258 lines
7.2 KiB
Plaintext
print "[Mercury]: Loaded Host corescript"
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-- Start Game Script Arguments
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local placeId, sleeptime, access, url, killID, deathID, timeout, injectScriptAssetID, servicesUrl, libraryRegistrationScriptAssetID
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local InsertService = game:GetService "InsertService"
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local BadgeService = game:GetService "BadgeService"
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local FriendService = game:GetService "FriendService"
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local ScriptContext = game:GetService "ScriptContext"
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local RunService = game:GetService "RunService"
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local ScriptInformationProvider = game:GetService "ScriptInformationProvider"
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local ChangeHistoryService = game:GetService "ChangeHistoryService"
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local ContentProvider = game:GetService "ContentProvider"
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local Players = game:GetService "Players"
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local Visit = game:GetService "Visit"
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-- establish this peer as the Server
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local NetworkServer = game:GetService "NetworkServer"
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-- StartGame --
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pcall(function()
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ScriptContext:AddStarterScript(injectScriptAssetID)
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end)
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RunService:Run()
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-- REQUIRES: StartGanmeSharedArgs.txt
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-- REQUIRES: MonitorGameStatus.txt
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------------------- UTILITY FUNCTIONS --------------------------
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function waitForChild(parent, childName)
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while true do
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local child = parent:findFirstChild(childName)
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if child then
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return child
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end
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parent.ChildAdded:wait()
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end
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end
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-- returns the player object that killed this humanoid
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-- returns nil if the killer is no longer in the game
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function getKillerOfHumanoidIfStillInGame(humanoid)
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-- check for kill tag on humanoid - may be more than one - todo: deal with this
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local tag = humanoid:findFirstChild "creator"
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-- find player with name on tag
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if tag then
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local killer = tag.Value
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if killer.Parent then -- killer still in game
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return killer
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end
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end
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return nil
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end
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-- send kill and death stats when a player dies
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function onDied(victim, humanoid)
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local killer = getKillerOfHumanoidIfStillInGame(humanoid)
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local victorId = 0
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if killer then
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victorId = killer.userId
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print(`STAT: kill by {victorId} of {victim.userId}`)
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game:HttpGet(`{url}/Game/Knockouts.ashx?UserID={victorId}&{access}`)
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end
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print(`STAT: death of {victim.userId} by {victorId}`)
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game:HttpGet(`{url}/Game/Wipeouts.ashx?UserID={victim.userId}&{access}`)
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end
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-----------------------------------END UTILITY FUNCTIONS -------------------------
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-----------------------------------"CUSTOM" SHARED CODE----------------------------------
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pcall(function()
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settings().Network.UseInstancePacketCache = true
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end)
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pcall(function()
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settings().Network.UsePhysicsPacketCache = true
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end)
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--pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.FIFO end)
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pcall(function()
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settings()["Task Scheduler"].PriorityMethod =
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Enum.PriorityMethod.AccumulatedError
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end)
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--settings().Network.PhysicsSend = 1 -- 1==RoundRobin
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settings().Network.PhysicsSend = Enum.PhysicsSendMethod.ErrorComputation2
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settings().Network.ExperimentalPhysicsEnabled = true
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settings().Network.WaitingForCharacterLogRate = 100
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pcall(function()
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settings().Diagnostics:LegacyScriptMode()
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end)
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-----------------------------------START GAME SHARED SCRIPT------------------------------
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url = "_BASE_URL"
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pcall(function()
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ScriptContext:AddStarterScript(libraryRegistrationScriptAssetID)
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end)
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ScriptContext.ScriptsDisabled = true
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-- game:SetPlaceID(nil, false)
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ChangeHistoryService:SetEnabled(false)
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if url ~= nil then
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pcall(function()
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Players:SetAbuseReportUrl(`{url}/Report/Games.ashx`)
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end)
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pcall(function()
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ScriptInformationProvider:SetAssetUrl(`{url}/Asset/`)
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end)
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pcall(function()
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ContentProvider:SetBaseUrl(`{url}/`)
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end)
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-- pcall(function()
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-- Players:SetChatFilterUrl(
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-- `{url}/Game/ChatFilter.ashx`
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-- )
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-- end)
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-- BadgeService:SetPlaceId(placeId)
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if access ~= nil then
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BadgeService:SetAwardBadgeUrl(
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`{url}/Game/Badge/AwardBadge.ashx?UserID=%d&BadgeID=%d&PlaceID=%d&{access}`
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)
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BadgeService:SetHasBadgeUrl(
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`{url}/Game/Badge/HasBadge.ashx?UserID=%d&BadgeID=%d&{access}`
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)
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BadgeService:SetIsBadgeDisabledUrl(
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`{url}/Game/Badge/IsBadgeDisabled.ashx?BadgeID=%d&PlaceID=%d&{access}`
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)
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FriendService:SetMakeFriendUrl(
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`{servicesUrl}/Friend/CreateFriend?firstUserId=%d&secondUserId=%d&{access}`
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)
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FriendService:SetBreakFriendUrl(
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`{servicesUrl}/Friend/BreakFriend?firstUserId=%d&secondUserId=%d&{access}`
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)
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FriendService:SetGetFriendsUrl(
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`{servicesUrl}/Friend/AreFriends?userId={access}`
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)
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end
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BadgeService:SetIsBadgeLegalUrl ""
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InsertService:SetBaseSetsUrl(
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`{url}/Game/Tools/InsertAsset.ashx?nsets=10&type=base`
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)
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InsertService:SetUserSetsUrl(
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`{url}/Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d`
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)
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InsertService:SetCollectionUrl(`{url}/Game/Tools/InsertAsset.ashx?sid=%d`)
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InsertService:SetAssetUrl(`{url}/asset?id=%d`)
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InsertService:SetAssetVersionUrl(`{url}/Asset/?assetversionid=%d`)
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pcall(function()
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loadfile(`{url}/Game/LoadPlaceInfo.ashx?PlaceId={placeId}`)()
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end)
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pcall(function()
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if access then
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loadfile(
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`{url}/Game/PlaceSpecificScript.ashx?PlaceId={placeId}&{access}`
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)()
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end
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end)
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end
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pcall(function()
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NetworkServer:SetIsPlayerAuthenticationRequired(true)
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end)
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settings().Diagnostics.LuaRamLimit = 0
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if placeId ~= nil and killID ~= nil and deathID ~= nil and url ~= nil then
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-- listen for the death of a Player
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function createDeathMonitor(player)
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-- we don't need to clean up old monitors or connections since the Character will be destroyed soon
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if player.Character then
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local humanoid = waitForChild(player.Character, "Humanoid")
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humanoid.Died:connect(function()
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onDied(player, humanoid)
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end)
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end
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end
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-- listen to all Players' Characters
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Players.ChildAdded:connect(function(player)
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createDeathMonitor(player)
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player.Changed:connect(function(property)
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if property == "Character" then
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createDeathMonitor(player)
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end
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end)
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end)
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end
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Players.PlayerAdded:connect(function(player)
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print(`Player {player.userId} added`)
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if url and access and placeId and player and player.userId then
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game:HttpGet(
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`{url}/Game/ClientPresence.ashx?action=connect&{access}&PlaceID={placeId}&UserID={player.userId}`
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)
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game:HttpGet(
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`{url}/Game/PlaceVisit.ashx?UserID={player.userId}&AssociatedPlaceID={placeId}&{access}`
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)
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end
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end)
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Players.PlayerRemoving:connect(function(player)
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print(`Player {player.userId} leaving`)
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if url and access and placeId and player and player.userId then
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game:HttpGet(
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`{url}/Game/ClientPresence.ashx?action=disconnect&{access}&PlaceID={placeId}&UserID={player.userId}`
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)
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end
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end)
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if placeId ~= nil and url ~= nil then
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-- yield so that file load happens in the heartbeat thread
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wait()
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-- load the game
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game:Load(`{url}/asset/?id={placeId}`)
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end
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if _MAP_LOCATION_EXISTS then
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-- yield so that file load happens in the heartbeat thread
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wait()
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-- load the game
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game:Load "_MAP_LOCATION"
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end
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-- Now start the connection
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NetworkServer:Start(_SERVER_PORT, sleeptime)
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Visit:SetPing("_SERVER_PRESENCE_URL", 30)
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if timeout then
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ScriptContext:SetTimeout(timeout)
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end
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ScriptContext.ScriptsDisabled = false
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-- delay(1, function()
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-- loadfile(`{url}/analytics/GamePerfMonitor.ashx`)(game.JobId, placeId)
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-- end)
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-- yimy stuff
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local reset = ";mc"
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game.Players.PlayerAdded:connect(function(player)
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player.Chatted:connect(function(msg)
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if msg == reset and player.Character then
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player.Character.Humanoid.Health = 0
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end
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end)
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end)
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