This wiki is archived from 2021-09-05
New game user interface scene
File:Titans-icon.png Planetary Annihilation New Game User Interface Scene
Path: /ui/main/game/new_game/
Scene name: New Game
Server script state: /server-script/states/lobby.js
The new_game user interface is loaded when:
- host creates a new game
- player or spectator joins a game in the lobby state
Server mods are now managed in the connect to game scene like players and spectators.
File:Gold-rank-icon.png Preventing the need for a host refresh
When a host creates a new game the user interface is displayed before any server mods are loaded requiring a host refresh to load any updated user interface provided by a server mod.
A refresh can be triggered by the host using any of the following:
- manual refresh (default binding of F5)
- navigating to another user interface scene eg load_planet when selecting a system
The current approach to avoid the need for a host refresh is:
- include the new game modifications in both the server mod and a dependent client mod
- check if the client mod has already been loaded
- check if the server mod has actually loaded
- load any assets manually using loadCss, loadHtml, etc (to prevent double loading if specified in modinfo scenes.new_game)
Note: This may change when side loading of companion client mods is implemented.
server modinfo.json snippet
{ "identifier": "com.pa.my-unique-mod-name", "context": "server", ... "scenes": { "new_game": [ "coui://ui/mods/com.pa.my-unique-mod-name/new_game.js" ] ... "dependencies": [ "com.pa.my-unique-mod-name-client" ...
client modinfo.json snippet
{ "identifier": "com.pa.my-unique-mod-name-client", "context": "client", ... "scenes": { "new_game": [ "coui://ui/mods/com.pa.my-unique-mod-name/new_game.js" ] ... ... "dependencies": [ "com.pa.my-unique-mod-name" ...
shared new_game.js snippet
var myUniqueModNameLoaded; function myUniqueModName() { if ( myUniqueModNameLoaded ) { return; } myUniqueModNameLoaded = true; model.myUniqueModNameServerModIsLoaded = ko.observable( false ); model.myUniqueModNameIsHost = ko.computed( function() { return model.isGameCreator() && model.myUniqueModNameServerModIsLoaded(); }); model.myUniqueModNameServerModCheckLoaded = function() { api.mods.getMountedMods( 'server', function ( mods ) { // check to see if server mod (and optionally a dev version) are loaded var loaded = _.intersection( _.pluck( mods, 'identifier' ), [ 'com.pa.my-unique-mod-name', 'com.pa.my-unique-mod-name-dev' ] ).length > 0; model.myUniqueModNameServerModIsLoaded( loaded ); }); } // once mod data is sent check if server mod is actually loaded if ( window.scene_server_mod_list && window.scene_server_mod_list.new_game ) { model.myUniqueModNameServerModCheckLoaded(); } else { var server_mod_info_updated_handler = handlers.server_mod_info_updated; handlers.server_mod_info_updated = function( payload ) { server_mod_info_updated_handler( payload ); model.myUniqueModNameServerModCheckLoaded(); } } model.myUniqueModNameServerModIsLoaded.subscribe( function( myUniqueModNameServerModIsLoaded ) { if ( myUniqueModNameServerModIsLoaded ) { // do mod stuff } }); model.myUniqueModNameServerModIsHost.subscribe( function( myUniqueModNameServerModIsHost ) { if ( myUniqueModNameServerModIsHost ) { // do mod stuff if host or became host if host left } }); ... } try { myUniqueModName(); } catch (e) { console.error(e); }
My personal preference is a named function in preference to an immediately-invoked function expression (IIFE).
This approach will create the following:
- window.myUniqueModNameLoaded - can be used by other mods to check for conflicts with client mod
- model.myUniqueModNameServerModIsLoaded() - can be used by other mods to check if server mod is loaded