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//============================================================================= // GameConfigPage. //============================================================================= class GameConfigPage expands WebPageContent; Static function string LoadUpClassContent( SubWebManager Other, WebConnection Receiver ) { local string S,Q; Q = Chr(34); S = "<!-- Game config -->"$Other.NewLineChar; S = S$"<TABLE BORDER=3><TR><TH colspan="$Q$"2"$Q$">Server Packages</TH></TR><TR><TH>Package name</TH><TH>Remove</TH></TR>"$Other.NewLineChar; AddServerPackagesC(S,Other,"ServerPackages","SR","RS",100); S = S$"</TABLE>"$Other.NewLineChar; S = S$"<TABLE BORDER=3><TR><TH colspan="$Q$"2"$Q$">Server Actors</TH></TR><TR><TH>Actor Package/Class name</TH><TH>Remove</TH></TR>"$Other.NewLineChar; AddServerPackagesC(S,Other,"ServerActors","SA","RA",120); S = S$"</TABLE>"$Other.NewLineChar; S = S$"<p><input class="$Q$"button"$Q$" type="$Q$"submit"$Q$" name="$Q$"edit"$Q$" value="$Q$"Submit"$Q$"><!-- End of Game config code-->"; Return S; } Static function AddServerPackagesC( out string S, SubWebManager Other, string PType, string PckName, string RmvName, int MaxLen ) { local string V; local int i,c,count; count = int(Other.GameEnginePtr.GetPropertyText(PType$"[]")); if( count>=250 ) { Warn("There is over 250 "$PType$" ("$count$"), reducing array size"); count = 249; } for( i=0; i<count; i++ ) { V = Other.GameEnginePtr.GetPropertyText(PType$"["$i$"]"); S = S$"<TD><input class=\"textbox\" class=\"text\" name=\""$PckName$c$"\" size=\""$MaxLen$"\" value=\""$V$"\" maxlength=\""$MaxLen$"\"></TD>"; S = S$"<TD><input class=\"checkbox\" name=\""$RmvName$(c++)$"\" value=\"0\" type=\"checkbox\"></TD></TR>"$Other.NewLineChar; } S = S$"<TD><input class=\"textbox\" class=\"text\" name=\""$PckName$c$"\" size=\""$MaxLen$"\" value=\"\" maxlength=\""$MaxLen$"\"></TD><TD>New line</TD></TR>"$Other.NewLineChar; } Static function ProcessReceivedData( string Data, SubWebManager Other, WebConnection Receiver ) { local int i,id,pid,aid; local string S,Pr,Pcks[250],AAct[250],Lv; Lv = string(Other.Level.Game.Class); While( Data!="" ) { i = InStr(Data,"&"); if( i==-1 ) { S = Data; Data = ""; } else { S = Left(Data,i); Data = Mid(Data,i+1); } i = InStr(S,"="); Pr = Left(S,i); S = Mid(S,i+1); id = int(Mid(Pr,2)); S = Other.DataToStr(S); Switch( Left(Pr,2) ) { Case "SR": if( Pcks[id]!="*" ) // Keyword for remove. Pcks[id] = S; Break; Case "RS": Pcks[id] = "*"; Break; Case "SA": if( AAct[id]!="*" ) // Keyword for remove. AAct[id] = S; Break; Case "RA": AAct[id] = "*"; Break; } } For( i=0; i<250; i++ ) { if( Pcks[i]!="" && Pcks[i]!="*" ) pid++; if( AAct[i]!="" && AAct[i]!="*" ) aid++; } Other.GameEnginePtr.SetPropertyText("ServerPackages[]",string(pid)); Other.GameEnginePtr.SetPropertyText("ServerActors[]",string(aid)); pid = 0; aid = 0; For( i=0; i<250; i++ ) { if( Pcks[i]!="" && Pcks[i]!="*" ) Other.GameEnginePtr.SetPropertyText("ServerPackages["$pid++$"]",Pcks[i]); if( AAct[i]!="" && AAct[i]!="*" ) Other.GameEnginePtr.SetPropertyText("ServerActors["$aid++$"]",AAct[i]); } Other.GameEnginePtr.SaveConfig(); } defaultproperties { } |
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