183 lines
7.6 KiB
PHP
183 lines
7.6 KiB
PHP
<?php
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ob_start();
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?>
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-- Start Game Script Arguments
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local placeId, port, gameId, sleeptime, access, deprecated, timeout, machineAddress, gsmInterval, baseUrl, maxPlayers, maxGameInstances, injectScriptAssetID, apiKey, libraryRegistrationScriptAssetID, deprecated_pingTimesReportInterval, gameCode, universeId, preferredPlayerCapacity, matchmakingContextId, placeVisitAccessKey, assetGameSubdomain, protocol = ...
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-----------------------------------"CUSTOM" SHARED CODE----------------------------------
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pcall(function() settings().Network.UseInstancePacketCache = true end)
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pcall(function() settings().Network.UsePhysicsPacketCache = true end)
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pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.AccumulatedError end)
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settings().Network.PhysicsSend = Enum.PhysicsSendMethod.TopNErrors
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settings().Network.ExperimentalPhysicsEnabled = true
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settings().Network.WaitingForCharacterLogRate = 100
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pcall(function() settings().Diagnostics:LegacyScriptMode() end)
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-----------------------------------START GAME SHARED SCRIPT------------------------------
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local assetId = placeId -- might be able to remove this now
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local url = nil
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local assetGameUrl = nil
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if baseUrl~=nil and protocol ~= nil then
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url = protocol .. "www." .. baseUrl --baseUrl is actually the domain, no leading .
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assetGameUrl = protocol .. assetGameSubdomain .. "." .. baseUrl
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end
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local scriptContext = game:GetService('ScriptContext')
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pcall(function() scriptContext:AddStarterScript(libraryRegistrationScriptAssetID) end)
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scriptContext.ScriptsDisabled = true
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game:SetPlaceID(assetId, false)
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pcall(function () if universeId ~= nil then game:SetUniverseId(universeId) end end)
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game:GetService("ChangeHistoryService"):SetEnabled(false)
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-- establish this peer as the Server
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local ns = game:GetService("NetworkServer")
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-- Detect cloud edit mode by checking for the dedicated cloud edit matchmaking context
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local isCloudEdit = matchmakingContextId == 3
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if isCloudEdit then
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print("Configuring as cloud edit server!")
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game:SetServerSaveUrl(url .. "/ide/publish/UploadFromCloudEdit")
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ns:ConfigureAsCloudEditServer()
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end
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local badgeUrlFlagExists, badgeUrlFlagValue = pcall(function () return settings():GetFFlag("NewBadgeServiceUrlEnabled") end)
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local newBadgeUrlEnabled = badgeUrlFlagExists and badgeUrlFlagValue
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if url~=nil then
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local apiProxyUrl = "https://api." .. baseUrl -- baseUrl is really the domain
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pcall(function() game:GetService("Players"):SetAbuseReportUrl(url .. "/AbuseReport/InGameChatHandler.ashx") end)
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pcall(function() game:GetService("ScriptInformationProvider"):SetAssetUrl(assetGameUrl .. "/Asset/") end)
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pcall(function() game:GetService("ContentProvider"):SetBaseUrl(url .. "/") end)
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pcall(function() game:GetService("Players"):SetChatFilterUrl(assetGameUrl .. "/Game/ChatFilter.ashx") end)
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if gameCode then
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game:SetVIPServerId(tostring(gameCode))
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end
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game:GetService("BadgeService"):SetPlaceId(placeId)
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if newBadgeUrlEnabled then
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game:GetService("BadgeService"):SetAwardBadgeUrl(apiProxyUrl .. "/assets/award-badge?userId=%d&badgeId=%d&placeId=%d")
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end
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if access ~= nil then
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if not newBadgeUrlEnabled then
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game:GetService("BadgeService"):SetAwardBadgeUrl(assetGameUrl .. "/Game/Badge/AwardBadge.ashx?UserID=%d&BadgeID=%d&PlaceID=%d")
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end
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game:GetService("BadgeService"):SetHasBadgeUrl(assetGameUrl .. "/Game/Badge/HasBadge.ashx?UserID=%d&BadgeID=%d")
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game:GetService("BadgeService"):SetIsBadgeDisabledUrl(assetGameUrl .. "/Game/Badge/IsBadgeDisabled.ashx?BadgeID=%d&PlaceID=%d")
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game:GetService("FriendService"):SetMakeFriendUrl(assetGameUrl .. "/Game/CreateFriend?firstUserId=%d&secondUserId=%d")
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game:GetService("FriendService"):SetBreakFriendUrl(assetGameUrl .. "/Game/BreakFriend?firstUserId=%d&secondUserId=%d")
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game:GetService("FriendService"):SetGetFriendsUrl(assetGameUrl .. "/Game/AreFriends?userId=%d")
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end
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game:GetService("BadgeService"):SetIsBadgeLegalUrl("")
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game:GetService("InsertService"):SetBaseSetsUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?nsets=10&type=base")
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game:GetService("InsertService"):SetUserSetsUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d")
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game:GetService("InsertService"):SetCollectionUrl(assetGameUrl .. "/Game/Tools/InsertAsset.ashx?sid=%d")
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game:GetService("InsertService"):SetAssetUrl(assetGameUrl .. "/Asset/?id=%d")
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game:GetService("InsertService"):SetAssetVersionUrl(assetGameUrl .. "/Asset/?assetversionid=%d")
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if gameCode then
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pcall(function() loadfile(assetGameUrl .. "/Game/LoadPlaceInfo.ashx?PlaceId=" .. placeId .. "&gameCode=" .. tostring(gameCode))() end)
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else
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--pcall(function() loadfile(assetGameUrl .. "/Game/LoadPlaceInfo.ashx?PlaceId=" .. placeId)() end)
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end
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pcall(function()
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if access then
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--loadfile(assetGameUrl .. "/Game/PlaceSpecificScript.ashx?PlaceId=" .. placeId)()
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end
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end)
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end
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--pcall(function() game:GetService("NetworkServer"):SetIsPlayerAuthenticationRequired(true) end)
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settings().Diagnostics.LuaRamLimit = 0
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game:GetService("Players").PlayerAdded:connect(function(player)
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print("Player " .. player.userId .. " added")
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if assetGameUrl and access and placeId and player and player.userId then
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local didTeleportIn = "False"
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if player.TeleportedIn then didTeleportIn = "True" end
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game:HttpGet(assetGameUrl .. "/Game/ClientPresence.ashx?action=connect&PlaceID=" .. placeId .. "&UserID=" .. player.userId)
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if not isCloudEdit then
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game:HttpPost(assetGameUrl .. "/Game/PlaceVisit.ashx?UserID=" .. player.userId .. "&AssociatedPlaceID=" .. placeId .. "&placeVisitAccessKey=" .. placeVisitAccessKey .. "&IsTeleport=" .. didTeleportIn, "")
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end
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end
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end)
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game:GetService("Players").PlayerRemoving:connect(function(player)
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print("Player " .. player.userId .. " leaving")
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local isTeleportingOut = "False"
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if player.Teleported then isTeleportingOut = "True" end
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if assetGameUrl and access and placeId and player and player.userId then
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game:HttpGet(assetGameUrl .. "/Game/ClientPresence.ashx?action=disconnect&PlaceID=" .. placeId .. "&UserID=" .. player.userId .. "&IsTeleport=" .. isTeleportingOut)
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end
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end)
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local onlyCallGameLoadWhenInRccWithAccessKey = newBadgeUrlEnabled
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if placeId ~= nil and assetGameUrl ~= nil and ((not onlyCallGameLoadWhenInRccWithAccessKey) or access ~= 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("rbxasset://temp.rbxl")--assetGameUrl .. "/asset/?id=" .. placeId .. "&version=1")
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end
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-- Configure CloudEdit saving after place has been loaded
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if isCloudEdit then
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local doPeriodicSaves = true
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local delayBetweenSavesSeconds = 5 * 60 -- 5 minutes
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local function periodicSave()
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if doPeriodicSaves then
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game:ServerSave()
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delay(delayBetweenSavesSeconds, periodicSave)
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end
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end
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-- Spawn thread to save in the future
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delay(delayBetweenSavesSeconds, periodicSave)
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-- Hook into OnClose to save on shutdown
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game.OnClose = function()
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doPeriodicSaves = false
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game:ServerSave()
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end
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end
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-- Now start the connection
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ns:Start(port, sleeptime)
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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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-- StartGame --
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if not isCloudEdit then
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if injectScriptAssetID and (injectScriptAssetID < 0) then
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pcall(function() Game:LoadGame(injectScriptAssetID * -1) end)
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else
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pcall(function() Game:GetService("ScriptContext"):AddStarterScript(injectScriptAssetID) end)
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end
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Game:GetService("RunService"):Run()
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end
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<?php
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$newline="\n";
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$signature;
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$data = ob_get_clean();
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$key = file_get_contents($_SERVER["DOCUMENT_ROOT"] . "/../key.pem");
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openssl_sign($newline.$data, $signature, $key, OPENSSL_ALGO_SHA1);
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echo sprintf("%s%%%s%%%s", "--rbxsig", base64_encode($signature), $newline.$data);
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?>
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