331 lines
12 KiB
Lua
331 lines
12 KiB
Lua
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pcall(function() game:SetPlaceID(-1, false) end)
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local startTime = tick()
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local connectResolved = false
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local loadResolved = false
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local joinResolved = false
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local playResolved = true
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local playStartTime = 0
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local player = nil
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local BaseURL = "http://www.syntax.eco"
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local PlaceId = {PlaceId}
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settings()["Game Options"].CollisionSoundEnabled = true
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pcall(function() settings().Rendering.EnableFRM = true end)
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pcall(function() settings().Physics.Is30FpsThrottleEnabled = true end)
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pcall(function() settings()["Task Scheduler"].PriorityMethod = Enum.PriorityMethod.AccumulatedError end)
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pcall(function() settings().Physics.PhysicsEnvironmentalThrottle = Enum.EnviromentalPhysicsThrottle.DefaultAuto end)
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-- arguments ---------------------------------------
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local threadSleepTime = 15
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local test = false
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local closeConnection = game.Close:connect(function()
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if 0 then
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if not connectResolved then
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local duration = tick() - startTime;
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elseif (not loadResolved) or (not joinResolved) then
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local duration = tick() - startTime;
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if not loadResolved then
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loadResolved = true
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end
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if not joinResolved then
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joinResolved = true
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end
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elseif not playResolved then
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local duration = tick() - playStartTime;
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playResolved = true
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end
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end
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end)
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game:GetService("ChangeHistoryService"):SetEnabled(false)
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game:GetService("ContentProvider"):SetThreadPool(16)
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game:GetService("InsertService"):SetBaseSetsUrl(BaseURL.."/Game/Tools/InsertAsset.ashx?nsets=10&type=base")
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game:GetService("InsertService"):SetUserSetsUrl(BaseURL.."/Game/Tools/InsertAsset.ashx?nsets=20&type=user&userid=%d")
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game:GetService("InsertService"):SetCollectionUrl(BaseURL.."/Game/Tools/InsertAsset.ashx?sid=%d")
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game:GetService("InsertService"):SetAssetUrl(BaseURL.."/Asset/?id=%d")
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game:GetService("InsertService"):SetAssetVersionUrl(BaseURL.."/Asset/?assetversionid=%d")
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pcall(function() game:GetService("SocialService"):SetFriendUrl(BaseURL.."/Game/LuaWebService/HandleSocialRequest.ashx?method=IsFriendsWith&playerid=%d&userid=%d") end)
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pcall(function() game:GetService("SocialService"):SetBestFriendUrl(BaseURL.."/Game/LuaWebService/HandleSocialRequest.ashx?method=IsBestFriendsWith&playerid=%d&userid=%d") end)
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pcall(function() game:GetService("SocialService"):SetGroupUrl(BaseURL.."/Game/LuaWebService/HandleSocialRequest.ashx?method=IsInGroup&playerid=%d&groupid=%d") end)
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pcall(function() game:GetService("SocialService"):SetGroupRankUrl(BaseURL.."/Game/LuaWebService/HandleSocialRequest.ashx?method=GetGroupRank&playerid=%d&groupid=%d") end)
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pcall(function() game:GetService("SocialService"):SetGroupRoleUrl(BaseURL.."/Game/LuaWebService/HandleSocialRequest.ashx?method=GetGroupRole&playerid=%d&groupid=%d") end)
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pcall(function() game:GetService("GamePassService"):SetPlayerHasPassUrl(BaseURL.."/Game/GamePass/GamePassHandler.ashx?Action=HasPass&UserID=%d&PassID=%d") end)
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pcall(function() game:GetService("MarketplaceService"):SetProductInfoUrl(BaseURL.."/marketplace/productinfo?assetId=%d") end)
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pcall(function() game:GetService("MarketplaceService"):SetPlayerOwnsAssetUrl(BaseURL.."/ownership/hasasset?userId=%d&assetId=%d") end)
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pcall(function() game:SetCreatorID(0, Enum.CreatorType.User) end)
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-- Bubble chat. This is all-encapsulated to allow us to turn it off with a config setting
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pcall(function() game:GetService("Players"):SetChatStyle(Enum.ChatStyle.Classic) end)
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pcall( function() if settings().Network.MtuOverride == 0 then settings().Network.MtuOverride = 1400 end end)
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local waitingForCharacter = false;
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local waitingForCharacterGuid = "26c3de03-3381-4ab6-8e60-e415fa757eba";
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-- globals -----------------------------------------
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client = game:GetService("NetworkClient")
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visit = game:GetService("Visit")
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-- functions ---------------------------------------
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function ifSeleniumThenSetCookie(key, value)
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game:GetService("CookiesService"):SetCookieValue(key, value)
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end
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function setMessage(message)
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game:SetMessage(message)
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end
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setMessage("Connecting to SYNTAX...")
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function showErrorWindow(message, errorType, errorCategory)
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if (not loadResolved) or (not joinResolved) then
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local duration = tick() - startTime;
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if not loadResolved then
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loadResolved = true
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end
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if not joinResolved then
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joinResolved = true
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end
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elseif not playResolved then
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local duration = tick() - playStartTime;
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playResolved = true
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end
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game:SetMessage(message)
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end
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function reportError(err, message)
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print("***ERROR*** " .. err)
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client:Disconnect()
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wait(1)
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showErrorWindow("Error: " .. err, message, "Other")
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end
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-- called when the client connection closes
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function onDisconnection(peer, lostConnection)
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if lostConnection then
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showErrorWindow("You have lost the connection to the game", "LostConnection", "LostConnection")
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else
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showErrorWindow("This game has shut down", "Kick", "Kick")
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end
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end
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function requestCharacter(replicator)
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-- prepare code for when the Character appears
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local connection
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connection = player.Changed:connect(function (property)
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if property=="Character" then
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game:ClearMessage()
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waitingForCharacter = false
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connection:disconnect()
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if 0 then
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if not joinResolved then
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local duration = tick() - startTime;
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joinResolved = true
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playStartTime = tick()
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playResolved = false
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end
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end
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end
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end)
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setMessage("Requesting character")
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if 0 and not loadResolved then
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local duration = tick() - startTime;
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loadResolved = true
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end
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local success, err = pcall(function()
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replicator:RequestCharacter()
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setMessage("Waiting for character")
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waitingForCharacter = true
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end)
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end
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-- called when the client connection is established
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function onConnectionAccepted(url, replicator)
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connectResolved = true
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--reportDuration("GameConnect", "Success", tick() - startTime, false)
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local waitingForMarker = true
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local success, err = pcall(function()
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if not test then
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visit:SetPing("", 300)
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end
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game:SetMessageBrickCount()
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replicator.Disconnection:connect(onDisconnection)
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-- Wait for a marker to return before creating the Player
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local marker = replicator:SendMarker()
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marker.Received:connect(function()
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waitingForMarker = false
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requestCharacter(replicator)
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end)
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end)
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if not success then
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reportError(err,"ConnectionAccepted")
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return
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end
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-- TODO: report marker progress
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while waitingForMarker do
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workspace:ZoomToExtents()
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wait(0.5)
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end
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end
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-- called when the client connection fails
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function onConnectionFailed(_, error)
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showErrorWindow("Failed to connect to the Game. (ID=" .. error .. ")", "ID" .. error, "Other")
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end
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-- called when the client connection is rejected
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function onConnectionRejected()
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connectionFailed:disconnect()
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showErrorWindow("This game is not available. Please try another", "WrongVersion", "WrongVersion")
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end
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idled = false
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function onPlayerIdled(time)
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if time > 20*60 then
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showErrorWindow(string.format("You were disconnected for being idle %d minutes", time/60), "Idle", "Idle")
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client:Disconnect()
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if not idled then
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idled = true
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end
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end
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end
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pcall(function() settings().Diagnostics:LegacyScriptMode() end)
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coroutine.wrap(function()
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game:SetRemoteBuildMode(true)
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setMessage("Fetching Place Info from SYNTAX")
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--print("Fetching Place Info from Server")
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local joinScriptUrl = nil
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local AttemptCount = 0
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local success, result = nil, nil
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while true do
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success, result = pcall(function()
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return game:HttpPost( BaseURL.."/Game/placelauncher.ashx?placeId="..tostring(PlaceId).."&rand="..tostring(math.random(1,9999999)), "{{}}", true, "application/json")
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end)
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--print("Placelauncher ["..tostring(AttemptCount).."]: "..tostring(result))
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if success then
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local JSONResponse = game:GetService("HttpService"):JSONDecode(result)
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--print("Fetch Place Info Success, ["..tostring(AttemptCount).."]")
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if JSONResponse["status"] == 1 then
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setMessage("Waiting for Server to start... ( This may take a while ) [ "..tostring(AttemptCount).." ]")
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--print("Placelauncher returned status 1")
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elseif JSONResponse["status"] == 2 then -- Server Started
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--print("Placelauncher returned status 2")
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setMessage("Server Found! Connecting...")
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joinScriptUrl = JSONResponse["joinScriptUrl"]
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break
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else
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setMessage("RequestFailed, message: "..JSONResponse["message"])
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error("RequestFailed, message: "..JSONResponse["message"])
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end
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if AttemptCount > 15 then
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setMessage("Placelauncher request timed out, please try again later")
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error("Placelauncher request timed out, please try again later")
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end
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--print("Waiting 3 seconds before next fetch [ "..tostring(AttemptCount).." ]")
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wait(3)
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AttemptCount = AttemptCount + 1
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else
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setMessage("Failed to get place launcher info: "..result)
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error("Failed to get place launcher info: "..result)
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end
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end
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if not joinScriptUrl then
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setMessage("Failed to get join script, please try again later")
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error("Failed to get join script")
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end
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--print("Fetch JoinScriptUrl Success")
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local success, result = pcall(function()
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return game:HttpGet(joinScriptUrl, true)
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end)
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if not success then
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setMessage("Failed to get join script: "..result)
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error("Failed to get join script: "..result)
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end
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local JSONResponse = game:GetService("HttpService"):JSONDecode(result:sub(result:find("\n", 1, true)+1))
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local MachineAddress = JSONResponse["MachineAddress"]
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local ServerPort = JSONResponse["ServerPort"]
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local PlayerUsername = JSONResponse["UserName"]
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local PlayerId = JSONResponse["UserId"]
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local AccountAge = JSONResponse["AccountAge"]
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local GameSessionId = JSONResponse["SessionId"]
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local CharacterAppearance = JSONResponse["CharacterAppearance"]
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setMessage("Welcome, "..PlayerUsername.."! Connecting to SYNTAX...")
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--print("Connecting to "..MachineAddress..":"..tostring(ServerPort).." as "..PlayerUsername.." ("..tostring(PlayerId)..")")
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wait(1.5)
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client.ConnectionAccepted:connect(onConnectionAccepted)
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client.ConnectionRejected:connect(onConnectionRejected)
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connectionFailed = client.ConnectionFailed:connect(onConnectionFailed)
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client.Ticket = ""
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local ConnectionAttempt = 0
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while true do
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setMessage("Connecting to Gameserver... [ "..tostring(ConnectionAttempt).." ]")
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local isConnectionSuccessful, player = pcall(function()
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playerConnectSucces, player = pcall(function() return client:PlayerConnect(PlayerId, MachineAddress, ServerPort, 0, threadSleepTime) end)
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if not playerConnectSucces then
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--print("PlayerConnect function failed, fallback to legacy connect")
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player = game:GetService("Players"):CreateLocalPlayer(0)
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client:Connect(MachineAddress, ServerPort, 0, threadSleepTime)
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end
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return player
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end)
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if isConnectionSuccessful then
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break
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else
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if ConnectionAttempt > 5 then
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error("Failed to connect to server: "..player)
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end
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ConnectionAttempt = ConnectionAttempt + 1
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wait(2)
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end
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end
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player:SetSuperSafeChat(false)
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pcall(function() player:SetUnder13(false) end)
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pcall(function() player:SetMembershipType(Enum.MembershipType[JSONResponse["MembershipType"]]) end)
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pcall(function() player:SetAccountAge(AccountAge) end)
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pcall(function() player.Name = PlayerUsername end)
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pcall(function() player.UserId = PlayerId end)
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pcall(function() client:SetGameSessionID(GameSessionId) end)
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pcall(function() game:SetPlaceID(PlaceId, false) end)
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pcall(function() player.ChatMode = Enum.ChatMode.TextAndMenu end)
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player.Idled:connect(onPlayerIdled)
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player.CharacterAppearance = CharacterAppearance
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game:GetService("Players"):SetChatStyle(Enum.ChatStyle[JSONResponse["ChatStyle"]])
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pcall(function() game:SetScreenshotInfo("") end)
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pcall(function() game:SetVideoInfo('<?xml version="1.0"?><entry xmlns="http://www.w3.org/2005/Atom" xmlns:media="http://search.yahoo.com/mrss/" xmlns:yt="http://gdata.youtube.com/schemas/2007"><media:group><media:title type="plain"><![CDATA[ROBLOX Place]]></media:title><media:description type="plain"><![CDATA[ For more games visit http://www.syntax.eco]]></media:description><media:category scheme="http://gdata.youtube.com/schemas/2007/categories.cat">Games</media:category><media:keywords>ROBLOX, video, free game, online virtual world</media:keywords></media:group></entry>') end)
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end)() |