/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. This file is part of Quake 2 source code. Quake 2 source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake 2 source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake 2 source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // sv_main.c -- server main program #include "server.h" netadr_t master_adr[MAX_MASTERS]; // address of group servers client_t *sv_client; // current client cvar_t *sv_paused; cvar_t *sv_timedemo; cvar_t *sv_enforcetime; cvar_t *timeout; // seconds without any message cvar_t *zombietime; // seconds to sink messages after disconnect cvar_t *rcon_password; // password for remote server commands cvar_t *allow_download; cvar_t *allow_download_players; cvar_t *allow_download_models; cvar_t *allow_download_sounds; cvar_t *allow_download_maps; cvar_t *allow_download_pics; cvar_t *allow_download_textures; // Knightmare- whether to allow downloading 24-bit textures cvar_t *allow_download_textures_24bit; cvar_t *sv_downloadserver; // from R1Q2 cvar_t *sv_baselines_maxlen; // Knightmare- max packet size for connect messages cvar_t *sv_limit_msglen; // Knightmare- whether to use MAX_MSGLEN_MP for multiplayer games cvar_t *sv_airaccelerate; cvar_t *sv_noreload; // don't reload level state when reentering cvar_t *maxclients; // FIXME: rename sv_maxclients cvar_t *sv_showclamp; cvar_t *hostname; cvar_t *public_server; // should heartbeats be sent cvar_t *sv_iplimit; // r1ch: max connections from a single IP (prevent DoS) cvar_t *sv_reconnect_limit; // minimum seconds between connect messages cvar_t *sv_entfile; // whether to use .ent file void Master_Shutdown (void); //============================================================================ /* ===================== SV_DropClient Called when the player is totally leaving the server, either willingly or unwillingly. This is NOT called if the entire server is quiting or crashing. ===================== */ void SV_DropClient (client_t *drop) { // add the disconnect MSG_WriteByte (&drop->netchan.message, svc_disconnect); if (drop->state == cs_spawned) { // call the prog function for removing a client // this will remove the body, among other things ge->ClientDisconnect (drop->edict); } if (drop->download) { FS_FreeFile (drop->download); drop->download = NULL; } // r1ch: fix for mods that don't clean score if (drop->edict && drop->edict->client) drop->edict->client->ps.stats[STAT_FRAGS] = 0; drop->state = cs_zombie; // become free in a few seconds drop->name[0] = 0; } //Knightmare added /* ===================== GetClientFromAdr Given an netadr_t, returns the matching client. ===================== */ client_t *GetClientFromAdr (netadr_t address) { client_t *cl; int i; qboolean found = false; // for (i = 0; i < maxclients->value; i++) for (i = 0; i < maxclients->integer; i++) { cl = &svs.clients[i]; if (NET_CompareBaseAdr(cl->netchan.remote_address, address)) { found = true; break; } } if (found) return cl; else // don't return non-matching client return NULL; } /* ===================== SV_DropClientFromAdr Calls SV_DropClient, takes netadr_t instead of client pointer. ===================== */ void SV_DropClientFromAdr (netadr_t address) { // adapted Pat Aftermoon's simplified version of this client_t *drop = GetClientFromAdr(address); if (!drop) return; // make sure we have a client to drop SV_BroadcastPrintf (PRINT_HIGH, "dropping client %s\n", drop->name); SV_DropClient (drop); drop->state = cs_free; // don't bother with zombie state } // end Knightmare /* ===================== SV_KickClient From R1Q2 ===================== */ void SV_KickClient (client_t *cl, const char *reason, const char *cprintf) { if (reason && cl->state == cs_spawned && cl->name[0]) SV_BroadcastPrintf (PRINT_HIGH, "%s was dropped: %s\n", cl->name, reason); if (cprintf) SV_ClientPrintf (cl, PRINT_HIGH, "%s", cprintf); Com_Printf ("Dropping %s, %s.\n", cl->name, reason ? reason : "SV_KickClient"); SV_DropClient (cl); } /* ===================== SV_CleanClient From R1Q2 r1ch: this does the final cleaning up of a client after zombie state. ===================== */ void SV_CleanClient (client_t *drop) { if (drop->download) { Z_Free (drop->download); drop->download = NULL; } } /* ============================================================================== CONNECTIONLESS COMMANDS ============================================================================== */ /* =============== SV_StatusString Builds the string that is sent as heartbeats and status replies =============== */ char *SV_StatusString (void) { char player[1024]; static char status[MAX_MSGLEN - 16]; int i; client_t *cl; int statusLength; int playerLength; // strncpy (status, Cvar_Serverinfo()); // strncat (status, "\n"); Q_strncpyz (status, sizeof(status), Cvar_Serverinfo()); Q_strncatz (status, sizeof(status), "\n"); statusLength = (int)strlen(status); // for (i=0 ; ivalue ; i++) for (i=0 ; iinteger ; i++) { cl = &svs.clients[i]; if (cl->state == cs_connected || cl->state == cs_spawned ) { Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n", cl->edict->client->ps.stats[STAT_FRAGS], cl->ping, cl->name); playerLength = (int)strlen(player); if (statusLength + playerLength >= sizeof(status) ) break; // can't hold any more // strncpy (status + statusLength, player); Q_strncpyz (status+statusLength, sizeof(status)-statusLength, player); statusLength += playerLength; } } return status; } /* ================ SVC_Status Responds with all the info that qplug or qspy can see ================ */ void SVC_Status (void) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "print\n%s", SV_StatusString()); #if 0 Com_BeginRedirect (RD_PACKET, sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect); Com_Printf (SV_StatusString()); Com_EndRedirect (); #endif } /* ================ SVC_Ack ================ */ void SVC_Ack (void) { Com_Printf ("Ping acknowledge from %s\n", NET_AdrToString(net_from)); } /* ================ SVC_Info Responds with short info for broadcast scans The second parameter should be the current protocol version number. ================ */ void SVC_Info (void) { char string[64]; int i, count; int version; // if (maxclients->value == 1) if (maxclients->integer == 1) return; // ignore in single player version = atoi (Cmd_Argv(1)); if (version != PROTOCOL_VERSION) { // According to r1ch, this can be used to make servers endlessly ping each other // Com_sprintf (string, sizeof(string), "%s: wrong version\n", hostname->string, sizeof(string)); return; } else { count = 0; // for (i=0 ; ivalue ; i++) for (i=0 ; iinteger ; i++) if (svs.clients[i].state >= cs_connected) count++; // Com_sprintf (string, sizeof(string), "%16s %8s %2i/%2i\n", hostname->string, sv.name, count, (int)maxclients->value); Com_sprintf (string, sizeof(string), "%16s %8s %2i/%2i\n", hostname->string, sv.name, count, maxclients->integer); } Netchan_OutOfBandPrint (NS_SERVER, net_from, "info\n%s", string); } /* ================ SVC_Ping Just responds with an acknowledgement ================ */ void SVC_Ping (void) { Netchan_OutOfBandPrint (NS_SERVER, net_from, "ack"); } /* ================= SVC_GetChallenge Returns a challenge number that can be used in a subsequent client_connect command. We do this to prevent denial of service attacks that flood the server with invalid connection IPs. With a challenge, they must give a valid IP address. ================= */ void SVC_GetChallenge (void) { int i; int oldest; int oldestTime; oldest = 0; oldestTime = 0x7fffffff; // see if we already have a challenge for this ip for (i = 0 ; i < MAX_CHALLENGES ; i++) { if (NET_CompareBaseAdr (net_from, svs.challenges[i].adr)) break; if (svs.challenges[i].time < oldestTime) { oldestTime = svs.challenges[i].time; oldest = i; } } if (i == MAX_CHALLENGES) { // overwrite the oldest svs.challenges[oldest].challenge = rand() & 0x7fff; svs.challenges[oldest].adr = net_from; svs.challenges[oldest].time = curtime; i = oldest; } // send it back // Netchan_OutOfBandPrint (NS_SERVER, net_from, "challenge %i", svs.challenges[i].challenge); Netchan_OutOfBandPrint (NS_SERVER, net_from, "challenge %i p=%i", svs.challenges[i].challenge, PROTOCOL_VERSION); } /* ================== SVC_DirectConnect A connection request that did not come from the master ================== */ void SVC_DirectConnect (void) { char userinfo[MAX_INFO_STRING]; netadr_t adr; int i; client_t *cl, *newcl; client_t temp; edict_t *ent; int edictnum; int version; int qport; int challenge; int previousclients; // rich: connection limit per IP adr = net_from; Com_DPrintf ("SVC_DirectConnect ()\n"); version = atoi(Cmd_Argv(1)); if (version != PROTOCOL_VERSION) { // Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nServer is version %4.2f.\n", VERSION); Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nYou need KMQuake2 version %4.2f to play on this server.\n", VERSION); Com_DPrintf (" rejected connect from version %i\n", version); return; } qport = atoi(Cmd_Argv(2)); challenge = atoi(Cmd_Argv(3)); // r1ch: limit connections from a single IP previousclients = 0; // for (i=0,cl=svs.clients; i<(int)maxclients->value; i++,cl++) for (i=0,cl=svs.clients; iinteger; i++,cl++) { if (cl->state == cs_free) continue; if (NET_CompareBaseAdr (adr, cl->netchan.remote_address)) { // r1ch: zombies are less dangerous if (cl->state == cs_zombie) previousclients++; else previousclients += 2; } } if (previousclients >= (int)sv_iplimit->value * 2) { Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nToo many connections from your host.\n"); Com_DPrintf (" too many connections\n"); return; } // end r1ch fix strncpy (userinfo, Cmd_Argv(4), sizeof(userinfo)-1); userinfo[sizeof(userinfo) - 1] = 0; // force the IP key/value pair so the game can filter based on ip Info_SetValueForKey (userinfo, "ip", NET_AdrToString(net_from)); // attractloop servers are ONLY for local clients if (sv.attractloop) { if (!NET_IsLocalAddress (adr)) { Com_Printf ("Remote connect in attract loop. Ignored.\n"); Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nConnection refused.\n"); return; } } // see if the challenge is valid if (!NET_IsLocalAddress (adr)) { for (i=0 ; ivalue ; i++,cl++) for (i=0,cl=svs.clients; iinteger; i++,cl++) { if (cl->state == cs_free) continue; if (NET_CompareBaseAdr (adr, cl->netchan.remote_address) && ( cl->netchan.qport == qport || adr.port == cl->netchan.remote_address.port ) ) { // if (!NET_IsLocalAddress (adr) && (svs.realtime - cl->lastconnect) < ((int)sv_reconnect_limit->value * 1000)) if (!NET_IsLocalAddress (adr) && (svs.realtime - cl->lastconnect) < (sv_reconnect_limit->integer * 1000)) { Com_DPrintf ("%s:reconnect rejected : too soon\n", NET_AdrToString (adr)); return; } // r1ch: !! fix nasty bug where non-disconnected clients (from dropped disconnect // packets) could be overwritten! if (cl->state != cs_zombie) { Com_DPrintf (" client already found\n"); // If we legitly get here, spoofed udp isn't possible (passed challenge) and client addr/port combo // is exactly the same, so we can assume its really a dropped/crashed client. i hope... Com_Printf ("Dropping %s, ghost reconnect\n", cl->name); SV_DropClient (cl); } // end r1ch fix Com_Printf ("%s:reconnect\n", NET_AdrToString (adr)); SV_CleanClient (cl); // r1ch: clean up last client data newcl = cl; goto gotnewcl; } } // find a client slot newcl = NULL; // for (i=0,cl=svs.clients ; ivalue ; i++,cl++) for (i=0,cl=svs.clients ; iinteger ; i++,cl++) { if (cl->state == cs_free) { newcl = cl; break; } } if (!newcl) { Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nServer is full.\n"); Com_DPrintf ("Rejected a connection.\n"); return; } gotnewcl: // build a new connection // accept the new client // this is the only place a client_t is ever initialized *newcl = temp; sv_client = newcl; edictnum = (newcl-svs.clients)+1; ent = EDICT_NUM(edictnum); newcl->edict = ent; newcl->challenge = challenge; // save challenge for checksumming // get the game a chance to reject this connection or modify the userinfo if (!(ge->ClientConnect (ent, userinfo))) { if (*Info_ValueForKey (userinfo, "rejmsg")) Netchan_OutOfBandPrint (NS_SERVER, adr, "print\n%s\nConnection refused.\n", Info_ValueForKey (userinfo, "rejmsg")); else Netchan_OutOfBandPrint (NS_SERVER, adr, "print\nConnection refused.\n" ); Com_DPrintf ("Game rejected a connection.\n"); return; } // parse some info from the info strings strncpy (newcl->userinfo, userinfo, sizeof(newcl->userinfo)-1); SV_UserinfoChanged (newcl); // send the connect packet to the client // r1ch: note we could ideally send this twice but it prints unsightly message on original client. if (sv_downloadserver->string[0]) Netchan_OutOfBandPrint (NS_SERVER, adr, "client_connect dlserver=%s", sv_downloadserver->string); else Netchan_OutOfBandPrint (NS_SERVER, adr, "client_connect"); Netchan_Setup (NS_SERVER, &newcl->netchan , adr, qport); newcl->state = cs_connected; SZ_Init (&newcl->datagram, newcl->datagram_buf, sizeof(newcl->datagram_buf) ); newcl->datagram.allowoverflow = true; newcl->lastmessage = svs.realtime; // don't timeout newcl->lastconnect = svs.realtime; } int Rcon_Validate (void) { if (!strlen (rcon_password->string)) return 0; if (strcmp (Cmd_Argv(1), rcon_password->string) ) return 0; return 1; } /* =============== SVC_RemoteCommand A client issued an rcon command. Shift down the remaining args Redirect all printfs =============== */ void SVC_RemoteCommand (void) { int i; char remaining[1024]; i = Rcon_Validate (); if (i == 0) Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (net_from), net_message.data+4); else Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (net_from), net_message.data+4); Com_BeginRedirect (RD_PACKET, sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect); if (!Rcon_Validate ()) { Com_Printf ("Bad rcon_password.\n"); } else { remaining[0] = 0; for (i=2 ; iping variables =================== */ void SV_CalcPings (void) { int i, j; client_t *cl; int total, count; // for (i=0 ; ivalue ; i++) for (i=0 ; iinteger ; i++) { cl = &svs.clients[i]; if (cl->state != cs_spawned ) continue; #if 0 if (cl->lastframe > 0) cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = sv.framenum - cl->lastframe + 1; else cl->frame_latency[sv.framenum&(LATENCY_COUNTS-1)] = 0; #endif total = 0; count = 0; for (j=0 ; jframe_latency[j] > 0) { count++; total += cl->frame_latency[j]; } } if (!count) cl->ping = 0; else #if 0 cl->ping = total*100/count - 100; #else cl->ping = total / count; #endif // let the game dll know about the ping cl->edict->client->ping = cl->ping; } } /* =================== SV_GiveMsec Every few frames, gives all clients an allotment of milliseconds for their command moves. If they exceed it, assume cheating. =================== */ void SV_GiveMsec (void) { int i; client_t *cl; if (sv.framenum & 15) return; // for (i=0 ; ivalue ; i++) for (i=0 ; iinteger ; i++) { cl = &svs.clients[i]; if (cl->state == cs_free ) continue; cl->commandMsec = 1800; // 1600 + some slop } } /* ================= SV_ReadPackets ================= */ void SV_ReadPackets (void) { int i; client_t *cl; int qport; while (NET_GetPacket (NS_SERVER, &net_from, &net_message)) { // check for connectionless packet (0xffffffff) first if (*(int *)net_message.data == -1) { SV_ConnectionlessPacket (); continue; } // read the qport out of the message so we can fix up // stupid address translating routers MSG_BeginReading (&net_message); MSG_ReadLong (&net_message); // sequence number MSG_ReadLong (&net_message); // sequence number qport = MSG_ReadShort (&net_message) & 0xffff; // check for packets from connected clients // for (i=0, cl=svs.clients ; ivalue ; i++,cl++) for (i=0, cl=svs.clients ; iinteger ; i++,cl++) { if (cl->state == cs_free) continue; if (!NET_CompareBaseAdr (net_from, cl->netchan.remote_address)) continue; if (cl->netchan.qport != qport) continue; if (cl->netchan.remote_address.port != net_from.port) { Com_Printf ("SV_ReadPackets: fixing up a translated port\n"); cl->netchan.remote_address.port = net_from.port; } if (Netchan_Process(&cl->netchan, &net_message)) { // this is a valid, sequenced packet, so process it if (cl->state != cs_zombie) { cl->lastmessage = svs.realtime; // don't timeout SV_ExecuteClientMessage (cl); } } break; } // if (i != maxclients->value) if (i != maxclients->integer) continue; } } /* ================== SV_CheckTimeouts If a packet has not been received from a client for timeout->value seconds, drop the conneciton. Server frames are used instead of realtime to avoid dropping the local client while debugging. When a client is normally dropped, the client_t goes into a zombie state for a few seconds to make sure any final reliable message gets resent if necessary ================== */ void SV_CheckTimeouts (void) { int i; client_t *cl; int droppoint; int zombiepoint; droppoint = svs.realtime - 1000*timeout->value; zombiepoint = svs.realtime - 1000*zombietime->value; // for (i=0,cl=svs.clients ; ivalue ; i++,cl++) for (i=0,cl=svs.clients ; iinteger ; i++,cl++) { // message times may be wrong across a changelevel if (cl->lastmessage > svs.realtime) cl->lastmessage = svs.realtime; if (cl->state == cs_zombie && cl->lastmessage < zombiepoint) { SV_CleanClient (cl); // r1ch fix: make sure client is cleaned up cl->state = cs_free; // can now be reused continue; } if ( (cl->state == cs_connected || cl->state == cs_spawned) && cl->lastmessage < droppoint) { // r1ch fix: only message if they spawned (less spam plz) if (cl->state == cs_spawned && cl->name[0]) SV_BroadcastPrintf (PRINT_HIGH, "%s timed out\n", cl->name); SV_DropClient (cl); cl->state = cs_free; // don't bother with zombie state } } } /* ================ SV_PrepWorldFrame This has to be done before the world logic, because player processing happens outside RunWorldFrame ================ */ void SV_PrepWorldFrame (void) { edict_t *ent; int i; for (i=0 ; inum_edicts ; i++, ent++) { ent = EDICT_NUM(i); // events only last for a single message ent->s.event = 0; } } /* ================= SV_RunGameFrame ================= */ void SV_RunGameFrame (void) { // if (host_speeds->value) if (host_speeds->integer) time_before_game = Sys_Milliseconds (); // we always need to bump framenum, even if we // don't run the world, otherwise the delta // compression can get confused when a client // has the "current" frame sv.framenum++; sv.time = sv.framenum*100; // don't run if paused // if (!sv_paused->value || maxclients->value > 1) if (!sv_paused->integer || maxclients->integer > 1) { ge->RunFrame (); // never get more than one tic behind if (sv.time < svs.realtime) { // if (sv_showclamp->value) if (sv_showclamp->integer) Com_Printf ("sv highclamp\n"); svs.realtime = sv.time; } } // if (host_speeds->value) if (host_speeds->integer) time_after_game = Sys_Milliseconds (); } /* ================== SV_Frame ================== */ void SV_Frame (int msec) { time_before_game = time_after_game = 0; // if server is not active, do nothing if (!svs.initialized) return; svs.realtime += msec; // keep the random time dependent rand (); // check timeouts SV_CheckTimeouts (); // get packets from clients SV_ReadPackets (); // move autonomous things around if enough time has passed // if (!sv_timedemo->value && svs.realtime < sv.time) if (!sv_timedemo->integer && svs.realtime < sv.time) { // never let the time get too far off if (sv.time - svs.realtime > 100) { // if (sv_showclamp->value) if (sv_showclamp->integer) Com_Printf ("sv lowclamp\n"); svs.realtime = sv.time - 100; } NET_Sleep(sv.time - svs.realtime); return; } // update ping based on the last known frame from all clients SV_CalcPings (); // give the clients some timeslices SV_GiveMsec (); // let everything in the world think and move SV_RunGameFrame (); // send messages back to the clients that had packets read this frame SV_SendClientMessages (); // save the entire world state if recording a serverdemo SV_RecordDemoMessage (); // send a heartbeat to the master if needed Master_Heartbeat (); // clear teleport flags, etc for next frame SV_PrepWorldFrame (); } //============================================================================ /* ================ Master_Heartbeat Send a message to the master every few minutes to let it know we are alive, and log information ================ */ #define HEARTBEAT_SECONDS 300 void Master_Heartbeat (void) { char *string; int i; // pgm post 3.19 change, cvar pointer not validated before dereferencing // if (!dedicated || !dedicated->value) if (!dedicated || !dedicated->integer) return; // only dedicated servers send heartbeats // pgm post 3.19 change, cvar pointer not validated before dereferencing // if (!public_server || !public_server->value) if (!public_server || !public_server->integer) return; // a private dedicated game // check for time wraparound if (svs.last_heartbeat > svs.realtime) svs.last_heartbeat = svs.realtime; if (svs.realtime - svs.last_heartbeat < HEARTBEAT_SECONDS*1000) return; // not time to send yet svs.last_heartbeat = svs.realtime; // send the same string that we would give for a status OOB command string = SV_StatusString(); // send to group master for (i=0 ; ivalue) if (!dedicated || !dedicated->integer) return; // only dedicated servers send heartbeats // pgm post3.19 change, cvar pointer not validated before dereferencing // if (!public_server || !public_server->value) if (!public_server || !public_server->integer) return; // a private dedicated game // send to group master for (i=0 ; i 0) Com_Printf ("Sending heartbeat to %s\n", NET_AdrToString (master_adr[i])); Netchan_OutOfBandPrint (NS_SERVER, master_adr[i], "shutdown"); } } //============================================================================ /* ================= SV_UserinfoChanged Pull specific info from a newly changed userinfo string into a more C freindly form. ================= */ void SV_UserinfoChanged (client_t *cl) { char *val; int i; // call prog code to allow overrides ge->ClientUserinfoChanged (cl->edict, cl->userinfo); // name for C code strncpy (cl->name, Info_ValueForKey (cl->userinfo, "name"), sizeof(cl->name)-1); // mask off high bit for (i=0 ; iname) ; i++) cl->name[i] &= 127; // rate command val = Info_ValueForKey (cl->userinfo, "rate"); if (strlen(val)) { i = atoi(val); cl->rate = i; if (cl->rate < 100) cl->rate = 100; if (cl->rate > 15000) cl->rate = 15000; } else cl->rate = 5000; // msg command val = Info_ValueForKey (cl->userinfo, "msg"); if (strlen(val)) { cl->messagelevel = atoi(val); } } //============================================================================ /* =============== SV_Init Only called at quake2.exe startup, not for each game =============== */ void SV_Init (void) { SV_InitOperatorCommands (); rcon_password = Cvar_Get ("rcon_password", "", 0); Cvar_SetDescription ("rcon_password", "Sets password for rcon commands."); Cvar_Get ("skill", "1", 0); Cvar_SetDescription ("skill", "Sets skill level. 0 = Easy, 1 = Medium, 2 = Hard, 3 = Nightmare."); Cvar_Get ("deathmatch", "0", CVAR_LATCH); Cvar_SetDescription ("deathmatch", "Enables non-coop multiplayer. This is enabled for both Deathmatch and CTF."); Cvar_Get ("coop", "0", CVAR_LATCH); Cvar_SetDescription ("coop", "Enables cooperative multiplayer."); Cvar_Get ("dmflags", va("%i", DF_INSTANT_ITEMS), CVAR_SERVERINFO); Cvar_SetDescription ("dmflags", "Bitfield for deathmatch options. Options and values vary by mod."); Cvar_Get ("fraglimit", "0", CVAR_SERVERINFO); Cvar_SetDescription ("fraglimit", "Number of frags reached in Deathmatch that triggers a map change."); Cvar_Get ("timelimit", "0", CVAR_SERVERINFO); Cvar_SetDescription ("timelimit", "Time in minutes between Deathmatch map changes."); Cvar_Get ("cheats", "0", CVAR_SERVERINFO|CVAR_LATCH); Cvar_SetDescription ("cheats", "Enables cheat codes in multiplayer games."); Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO|CVAR_NOSET);; Cvar_SetDescription ("protocol", "Protocol version for this server."); maxclients = Cvar_Get ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH); Cvar_SetDescription ("maxclients", "Maximum number of players allowed on this server."); hostname = Cvar_Get ("hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE); Cvar_SetDescription ("hostname", "Name of this server visible to clients."); timeout = Cvar_Get ("timeout", "125", 0); Cvar_SetDescription ("timeout", "Time in seconds after which non-responsive clients are dropped."); zombietime = Cvar_Get ("zombietime", "2", 0); Cvar_SetDescription ("zombietime", "Time in seconds which client slots are kept in zombie state."); sv_showclamp = Cvar_Get ("showclamp", "0", 0); Cvar_SetDescription ("showclamp", "Enables output of high and low frame clamps."); sv_paused = Cvar_Get ("paused", "0", 0); Cvar_SetDescription ("paused", "Value that determines if the game is paused. Considered a client cheat in multiplayer."); sv_timedemo = Cvar_Get ("timedemo", "0", 0); Cvar_SetDescription ("timedemo", "Set to 1 for timing playback of demos. Useful for old-school bencmarking."); sv_enforcetime = Cvar_Get ("sv_enforcetime", "0", 0); Cvar_SetDescription ("sv_enforcetime", "Enables check for underflow of client command time."); allow_download = Cvar_Get ("allow_download", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download", "Enables autodownload of game assets in multiplayer."); allow_download_players = Cvar_Get ("allow_download_players", "0", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_players", "Enables download of player models."); allow_download_models = Cvar_Get ("allow_download_models", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_models", "Enables download of models."); allow_download_sounds = Cvar_Get ("allow_download_sounds", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_sounds", "Enables download of sounds."); allow_download_maps = Cvar_Get ("allow_download_maps", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_maps", "Enables download of maps."); allow_download_pics = Cvar_Get ("allow_download_pics", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_pics", "Enables download of .pcx images."); allow_download_textures = Cvar_Get ("allow_download_textures", "1", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_textures", "Enables download of .wal textures."); // Knightmare- whether to allow downloading 24-bit textures allow_download_textures_24bit = Cvar_Get ("allow_download_textures_24bit", "0", CVAR_ARCHIVE); Cvar_SetDescription ("allow_download_textures_24bit", "Enables download of TGA/JPG/PNG textures."); sv_downloadserver = Cvar_Get ("sv_downloadserver", "", 0); // r1ch: http dl server Cvar_SetDescription ("sv_downloadserver", "Sets URL of HTTP autodownload server where clients can download game content over HTTP. Default empty. Path leads to game dir name, e.g. quake2.com/baseq2/maps."); sv_baselines_maxlen = Cvar_Get ("sv_baselines_maxlen", "1200", 0); // Knightmare- max packet size for connect messages Cvar_SetDescription ("sv_baselines_maxlen", "Sets max packet size for non-local network connect messages."); sv_limit_msglen = Cvar_Get ("sv_limit_msglen", "1", 0); // Knightmare- whether to use MAX_MSGLEN_MP for multiplayer games Cvar_SetDescription ("sv_limit_msglen", "Enables limited packet size for non-local clients."); sv_noreload = Cvar_Get ("sv_noreload", "0", 0); Cvar_SetDescription ("sv_noreload", "Disables loading of savegames on map change when set to 1."); sv_airaccelerate = Cvar_Get("sv_airaccelerate", "0", CVAR_LATCH); Cvar_SetDescription ("sv_airaccelerate", "Sets client air acceleration for non-coop multiplayer games."); public_server = Cvar_Get ("public", "0", 0); Cvar_SetDescription ("public", "Sets whether this is a public server."); sv_iplimit = Cvar_Get ("sv_iplimit", "3", 0); // r1ch: limit connections per ip address (stop zombie dos/flood) Cvar_SetDescription("sv_iplimit", "Sets connection limit per IP address. Stops zombie DoS/Flood."); sv_reconnect_limit = Cvar_Get ("sv_reconnect_limit", "3", CVAR_ARCHIVE); Cvar_SetDescription ("sv_reconnect_limit", "Sets time in seconds before a client can reconnect."); sv_entfile = Cvar_Get ("sv_entfile", "1", CVAR_ARCHIVE); // whether to use .ent file Cvar_SetDescription ("sv_entfile", "Enables automatic loading of .ent files to replace BSP entity lump."); SZ_Init (&net_message, net_message_buffer, sizeof(net_message_buffer)); } /* ================== SV_FinalMessage Used by SV_Shutdown to send a final message to all connected clients before the server goes down. The messages are sent immediately, not just stuck on the outgoing message list, because the server is going to totally exit after returning from this function. ================== */ void SV_FinalMessage (char *message, qboolean reconnect) { int i; client_t *cl; SZ_Clear (&net_message); MSG_WriteByte (&net_message, svc_print); MSG_WriteByte (&net_message, PRINT_HIGH); MSG_WriteString (&net_message, message); if (reconnect) MSG_WriteByte (&net_message, svc_reconnect); else MSG_WriteByte (&net_message, svc_disconnect); // send it twice // stagger the packets to crutch operating system limited buffers // for (i=0, cl = svs.clients ; ivalue ; i++, cl++) for (i=0, cl = svs.clients ; iinteger ; i++, cl++) if (cl->state >= cs_connected) Netchan_Transmit (&cl->netchan, net_message.cursize , net_message.data); // for (i=0, cl = svs.clients ; ivalue ; i++, cl++) for (i=0, cl = svs.clients ; iinteger ; i++, cl++) if (cl->state >= cs_connected) Netchan_Transmit (&cl->netchan, net_message.cursize , net_message.data); } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown (char *finalmsg, qboolean reconnect) { if (svs.clients) SV_FinalMessage (finalmsg, reconnect); Master_Shutdown (); SV_ShutdownGameProgs (); // free current level if (sv.demofile) FS_FCloseFile (sv.demofile); memset (&sv, 0, sizeof(sv)); Com_SetServerState (sv.state); // free server static data if (svs.clients) Z_Free (svs.clients); if (svs.client_entities) Z_Free (svs.client_entities); if (svs.demofile) fclose (svs.demofile); memset (&svs, 0, sizeof(svs)); }