2013/luau/host.luau

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