/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 III Arena 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 III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // server.h #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "../qcommon/g_public.h" //============================================================================= #define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND // GAME BOTH REFERENCE !!! #define MAX_ENT_CLUSTERS 16 typedef struct svEntity_s { struct worldSector_s *worldSector; struct svEntity_s *nextEntityInWorldSector; entityState_t baseline; // for delta compression of initial sighting int numClusters; // if -1, use headnode instead int clusternums[MAX_ENT_CLUSTERS]; int lastCluster; // if all the clusters don't fit in clusternums int areanum, areanum2; int snapshotCounter; // used to prevent double adding from portal views } svEntity_t; typedef enum { SS_DEAD, // no map loaded SS_LOADING, // spawning level entities SS_GAME // actively running } serverState_t; struct server_t { serverState_t state; qbool restarting; // if qtrue, send configstring changes during SS_LOADING int serverId; // changes each server start int restartedServerId; // serverId before a map_restart int checksumFeed; // the feed key that we use to compute the pure checksum strings // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 // the serverId associated with the current checksumFeed (always <= serverId) int checksumFeedServerId; int snapshotCounter; // incremented for each snapshot built int timeResidual; // <= 1000 / sv_frame->value int nextFrameTime; // when time > nextFrameTime, process world struct cmodel_s *models[MAX_MODELS]; char *configstrings[MAX_CONFIGSTRINGS]; svEntity_t svEntities[MAX_GENTITIES]; const char* entityParsePoint; // used during game VM init // the game virtual machine will update these on init and changes sharedEntity_t *gentities; int gentitySize; int num_entities; // current number, <= MAX_GENTITIES playerState_t *gameClients; int gameClientSize; // will be > sizeof(playerState_t) due to game private data int restartTime; }; typedef struct { int areabytes; byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits playerState_t ps; int num_entities; int first_entity; // into the circular sv_packet_entities[] // the entities MUST be in increasing state number // order, otherwise the delta compression will fail int messageSent; // time the message was transmitted int messageAcked; // time the message was acked int messageSize; // used to rate drop packets } clientSnapshot_t; typedef enum { CS_FREE = 0, // can be reused for a new connection CS_ZOMBIE, // client has been disconnected, but don't reuse // connection for a couple seconds CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd CS_ACTIVE // client is fully in game } clientState_t; typedef struct netchan_buffer_s { msg_t msg; byte msgBuffer[MAX_MSGLEN]; struct netchan_buffer_s *next; } netchan_buffer_t; // KHB these are basically WORTHLESS, because netchan will cap blocks at FRAGMENT_SIZE // so the best possible dl rate is essentially 1K per snap, REGARDLESS OF RATE, ie 30K/s ABSOLUTE MAX #define MAX_DOWNLOAD_WINDOW 8 // max number of unacked download packets #define MAX_DOWNLOAD_BLKSIZE 2048 typedef struct client_s { clientState_t state; char userinfo[MAX_INFO_STRING]; // name, etc char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; int reliableSequence; // last added reliable message, not necesarily sent or acknowledged yet int reliableAcknowledge; // last acknowledged reliable message int reliableSent; // last sent reliable message, not necesarily acknowledged yet int messageAcknowledge; int gamestateMessageNum; // netchan->outgoingSequence of gamestate int challenge; usercmd_t lastUsercmd; int lastMessageNum; // for delta compression int lastClientCommand; // reliable client message sequence char lastClientCommandString[MAX_STRING_CHARS]; sharedEntity_t *gentity; // SV_GentityNum(clientnum) char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked // downloading char downloadName[MAX_QPATH]; // if not empty string, we are downloading fileHandle_t download; // file being downloaded int downloadSize; // total bytes (can't use EOF because of paks) int downloadCount; // bytes sent int downloadClientBlock; // last block we sent to the client, awaiting ack int downloadCurrentBlock; // current block number int downloadXmitBlock; // last block we xmited byte* downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks int downloadBlockSize[MAX_DOWNLOAD_WINDOW]; qbool downloadEOF; // We have sent the EOF block int downloadSendTime; // time we last got an ack from the client int deltaMessage; // frame last client usercmd message int nextReliableTime; // svs.time when another reliable command will be allowed int lastPacketTime; // svs.time when packet was last received int lastConnectTime; // svs.time when connection started int nextSnapshotTime; // send another snapshot when svs.time >= nextSnapshotTime qbool rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec int timeoutCount; // must timeout a few frames in a row so debugging doesn't break clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here int ping; int rate; // bytes / second int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked qbool pureAuthentic; qbool pureReceived; // distinguish between a bad pure checksum and no cp command at all netchan_t netchan; // TTimo // queuing outgoing fragmented messages to send them properly, without udp packet bursts // in case large fragmented messages are stacking up // buffer them into this queue, and hand them out to netchan as needed netchan_buffer_t *netchan_start_queue; netchan_buffer_t **netchan_end_queue; int oldServerTime; } client_t; //============================================================================= // MAX_CHALLENGES is made large to prevent a denial // of service attack that could cycle all of them // out before legitimate users connected #define MAX_CHALLENGES 1024 #define AUTHORIZE_TIMEOUT 5000 typedef struct { netadr_t adr; int challenge; int time; // time the last packet was sent to the autherize server int pingTime; // time the challenge response was sent to client int firstTime; // time the adr was first used, for authorize timeout checks qbool connected; } challenge_t; #define MAX_MASTERS 8 // max recipients for heartbeat packets // this structure will be cleared only when the game dll changes struct serverStatic_t { qbool initialized; // sv_init has completed int time; // will be strictly increasing across level changes int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer() client_t *clients; // [sv_maxclients->integer]; int numSnapshotEntities; // sv_maxclients->integer*PACKET_BACKUP*MAX_PACKET_ENTITIES int nextSnapshotEntities; // next snapshotEntities to use entityState_t *snapshotEntities; // [numSnapshotEntities] int nextHeartbeatTime; challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting netadr_t redirectAddress; // for rcon return messages netadr_t authorizeAddress; // for rcon return messages }; //============================================================================= extern serverStatic_t svs; // persistant server info across maps extern server_t sv; // cleared each map extern vm_t *gvm; // game virtual machine #define MAX_MASTER_SERVERS 5 extern cvar_t *sv_fps; extern cvar_t *sv_timeout; extern cvar_t *sv_zombietime; extern cvar_t *sv_rconPassword; extern cvar_t *sv_privatePassword; extern cvar_t *sv_allowDownload; extern cvar_t *sv_maxclients; extern cvar_t *sv_privateClients; extern cvar_t *sv_hostname; extern cvar_t *sv_master[MAX_MASTER_SERVERS]; extern cvar_t *sv_reconnectlimit; extern cvar_t *sv_padPackets; extern cvar_t *sv_killserver; extern cvar_t *sv_mapname; extern cvar_t *sv_serverid; extern cvar_t *sv_minRate; extern cvar_t *sv_maxRate; extern cvar_t *sv_minPing; extern cvar_t *sv_maxPing; extern cvar_t *sv_gametype; extern cvar_t *sv_pure; extern cvar_t *sv_floodProtect; extern cvar_t *sv_lanForceRate; extern cvar_t *sv_strictAuth; extern cvar_t *sv_minRebootDelayMins; //=========================================================== // // sv_main.c // void SV_FinalMessage (char *message); void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...); void SV_AddOperatorCommands(); void SV_RemoveOperatorCommands(); void SV_MasterHeartbeat (void); void SV_MasterShutdown (void); // // sv_init.c // void SV_SetConfigstring( int index, const char *val ); void SV_GetConfigstring( int index, char *buffer, int bufferSize ); void SV_SetUserinfo( int index, const char *val ); void SV_GetUserinfo( int index, char *buffer, int bufferSize ); void SV_ChangeMaxClients( void ); void SV_SpawnServer( const char* mapname ); // // sv_client.c // void SV_GetChallenge( netadr_t from ); void SV_DirectConnect( netadr_t from ); void SV_AuthorizeIpPacket( netadr_t from ); void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ); void SV_ClientEnterWorld( client_t* cl, const usercmd_t* cmd ); void SV_DropClient( client_t *drop, const char *reason ); void SV_ExecuteClientCommand( client_t *cl, const char *s, qbool clientOK ); void SV_ClientThink( client_t* cl, const usercmd_t* cmd ); void SV_WriteDownloadToClient( client_t *cl , msg_t *msg ); // // sv_ccmds.c // void SV_Heartbeat_f( void ); // // sv_snapshot.c // void SV_AddServerCommand( client_t *client, const char *cmd ); void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ); void SV_WriteFrameToClient (client_t *client, msg_t *msg); void SV_SendMessageToClient( msg_t *msg, client_t *client ); void SV_SendClientMessages( void ); void SV_SendClientSnapshot( client_t *client ); // // sv_game.c // int SV_NumForGentity( const sharedEntity_t* ent ); sharedEntity_t* SV_GentityNum( int num ); playerState_t* SV_GameClientNum( int num ); svEntity_t* SV_SvEntityForGentity( const sharedEntity_t* gEnt ); sharedEntity_t* SV_GEntityForSvEntity( const svEntity_t* svEnt ); void SV_InitGameProgs(); void SV_ShutdownGameProgs(); void SV_RestartGameProgs(); qbool SV_inPVS( const vec3_t p1, const vec3_t p2 ); // // sv_bot.c // void SV_BotFrame( int time ); int SV_BotAllocateClient(void); void SV_BotFreeClient( int clientNum ); void SV_BotInitCvars(void); int SV_BotLibSetup( void ); int SV_BotLibShutdown( void ); int SV_BotGetSnapshotEntity( int client, int ent ); int SV_BotGetConsoleMessage( int client, char *buf, int size ); int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points); void BotImport_DebugPolygonDelete(int id); //============================================================ // // high level object sorting to reduce interaction tests // void SV_ClearWorld(); // called after the world model has been loaded, before linking any entities void SV_UnlinkEntity( sharedEntity_t *ent ); // call before removing an entity, and before trying to move one, // so it doesn't clip against itself void SV_LinkEntity( sharedEntity_t *ent ); // Needs to be called any time an entity changes origin, mins, maxs, // or solid. Automatically unlinks if needed. // sets ent->v.absmin and ent->v.absmax // sets ent->leafnums[] for pvs determination even if the entity // is not solid clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ); void SV_SectorList_f( void ); int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); // fills in a table of entity numbers with entities that have bounding boxes // that intersect the given area. It is possible for a non-axial bmodel // to be returned that doesn't actually intersect the area on an exact // test. // returns the number of pointers filled in // The world entity is never returned in this list. int SV_PointContents( const vec3_t p, int passEntityNum ); // returns the CONTENTS_* value from the world and all entities at the given point. void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ); // mins and maxs are relative // if the entire move stays in a solid volume, trace.allsolid will be set, // trace.startsolid will be set, and trace.fraction will be 0 // if the starting point is in a solid, it will be allowed to move out // to an open area // passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE) void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule ); // clip to a specific entity // // sv_net_chan.c // void SV_Netchan_Transmit( client_t *client, msg_t *msg); void SV_Netchan_TransmitNextFragment( client_t *client ); qbool SV_Netchan_Process( client_t *client, msg_t *msg );