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server.lua
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function server_load()
SERVER = true
message("===SERVER===")
server_createserver()
message("Server started.")
updatetimer = 0
players = 2
server_controls()
netplay = true
end
function server_controls()
mouseowner = 1
controls = {}
local i = 1
controls[i] = {}
controls[i]["right"] = {"d"}
controls[i]["left"] = {"a"}
controls[i]["down"] = {"s"}
controls[i]["run"] = {"lshift"}
controls[i]["jump"] = {" "}
controls[i]["aimX"] = {} --mouse aiming, so no need
controls[i]["aimY"] = {}
controls[i]["portal1"] = {}
controls[i]["portal2"] = {}
controls[i]["reload"] = {"r"}
controls[i]["use"] = {"e"}
local i = 2 --unbind Player 2
controls[i] = {}
controls[i]["right"] = {""}
controls[i]["left"] = {""}
controls[i]["down"] = {""}
controls[i]["run"] = {""}
controls[i]["jump"] = {""}
controls[i]["aimX"] = {}
controls[i]["aimY"] = {}
controls[i]["portal1"] = {}
controls[i]["portal2"] = {}
controls[i]["reload"] = {""}
controls[i]["use"] = {""}
end
function server_createserver()
SERVER = true
MyServer = lube.server(port)
MyServer:setCallback(umsg.recv,server_connect,server_disconnect)
MyServer:setHandshake("bj")
MyServer:setPing(true, 5, "PING")
umsg.hook( "playerlistrequest", server_playerlistrequest)
umsg.hook( "nickname", server_nicknameget)
umsg.hook( "server_synctest", server_synctest)
umsg.hook( "shootportal", server_shootportal)
end
function server_update(dt)
MyServer:update(dt)
updatetimer = updatetimer + dt
if updatetimer > updatedelay then
if objects then
local s = "ndummy~1"
for i, v in pairs(objects["player"][1]) do
if type(v) == "table" then
elseif type(v) == "number" then
s = s .. "~n" .. i .. "~" .. tostring(v)
elseif type(v) == "string" then
s = s .. "~s" .. i .. "~" .. tostring(v)
elseif type(v) == "boolean" then
s = s .. "~b" .. i .. "~" .. tostring(v)
else
s = s .. "~" .. i .. "~" .. tostring(v)
end
end
local um = usermessage:new("client_synctest", s)
um:send()
end
updatetimer = 0
end
end
function server_shootportal(args)
args = args:split("~")
message("Player 2 shot portal #" .. args[1])
shootportal(2, tonumber(args[1]), tonumber(args[2]), tonumber(args[3]), tonumber(args[4]))
end
function server_synctest(input)
if objects then
des = deserialize(input)
for i = 1, #des, 2 do
local t = string.sub(des[i], 1, 1)
local varname = string.sub(des[i], 2, string.len(des[i]))
local varvalue = des[i+1]
if t == "b" then
if varvalue == "true" then
objects["player"][2][varname] = true
else
objects["player"][2][varname] = false
end
elseif t == "s" then
objects["player"][2][varname] = varvalue
elseif t == "n" then
objects["player"][2][varname] = tonumber(varvalue)
end
end
end
end
function server_connect(id)
message("New client connected: " .. id)
local um = usermessage:new("client_connectconfirm", motd)
um:send(id)
end
function server_playerlistrequest(data, id)
output = playerlist[1]
for i = 1, #playerlist do
output = output .. "~" .. playerlist[i]
end
local um = usermessage:new("client_playerlistget", output)
um:send(id)
end
function server_nicknameget(data, id)
playerlist[id] = tostring(data)
message("Received player " .. id .. "'s nickname: " .. tostring(data))
end
function server_disconnect(id)
table.remove(playerlist, id)
message("Client disconnect: " .. id)
end
function server_start()
message("Starting the game!")
for i = 1, #playerlist do
local um = usermessage:new("client_start", players .. "~" .. i+1)
um:send()
end
game_load()
end
function server_quit()
end