mirror of
https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-23 12:32:14 +00:00
2b7c0d56f9
sv_minRebootDelayMins <mins> -> sv_minRestartDelay <hours> com_completionStyle -> con_completionStyle
669 lines
21 KiB
C++
669 lines
21 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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#include "../qcommon/vm_local.h"
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/*
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===============
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SV_SetConfigstring
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===============
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*/
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void SV_SetConfigstring (int index, const char *val) {
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int len, i;
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int maxChunkSize = MAX_STRING_CHARS - 24;
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client_t *client;
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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if ( strlen(val) >= BIG_INFO_STRING ) {
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Com_Error( ERR_DROP, "SV_SetConfigstring: CS %d is too long\n", index );
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}
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// don't bother broadcasting an update if no change
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if ( !strcmp( val, sv.configstrings[ index ] ) ) {
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return;
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}
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// change the string in sv
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Z_Free( sv.configstrings[index] );
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sv.configstrings[index] = CopyString( val );
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// send it to all the clients if we aren't
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// spawning a new server
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if ( sv.state == SS_GAME || sv.restarting ) {
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// send the data to all relevent clients
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for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
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continue;
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}
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len = strlen( val );
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if( len >= maxChunkSize ) {
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int sent = 0;
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int remaining = len;
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const char* cmd;
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char buf[MAX_STRING_CHARS];
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while (remaining > 0 ) {
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if ( sent == 0 ) {
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cmd = "bcs0";
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}
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else if( remaining < maxChunkSize ) {
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cmd = "bcs2";
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}
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else {
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cmd = "bcs1";
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}
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Q_strncpyz( buf, &val[sent], maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );
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sent += (maxChunkSize - 1);
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remaining -= (maxChunkSize - 1);
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}
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} else {
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// standard cs, just send it
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SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
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}
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}
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}
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}
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/*
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===============
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SV_GetConfigstring
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===============
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*/
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void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
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}
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if ( !sv.configstrings[index] ) {
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buffer[0] = 0;
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return;
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}
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Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
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}
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/*
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===============
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SV_SetUserinfo
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===============
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*/
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void SV_SetUserinfo( int index, const char *val ) {
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
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Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
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}
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/*
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===============
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SV_GetUserinfo
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===============
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*/
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void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
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}
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Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
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}
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// entity baselines are used to compress non-delta messages to clients
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// only the fields that differ from the baseline will be transmitted
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static void SV_CreateBaseline()
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{
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for (int entnum = 1; entnum < sv.num_entities; ++entnum) {
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sharedEntity_t* svent = SV_GentityNum(entnum);
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if (!svent->r.linked) {
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continue;
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}
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svent->s.number = entnum;
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// take current state as baseline
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sv.svEntities[entnum].baseline = svent->s;
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}
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}
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/*
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===============
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SV_BoundMaxClients
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===============
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*/
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void SV_BoundMaxClients( int minimum ) {
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// get the current maxclients value
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Cvar_Get( "sv_maxclients", "8", 0 );
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sv_maxclients->modified = qfalse;
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if ( sv_maxclients->integer < minimum ) {
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Cvar_Set( "sv_maxclients", va("%i", minimum) );
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} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
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Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
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}
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}
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/*
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===============
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SV_Startup
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Called when a host starts a map when it wasn't running
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one before. Successive map or map_restart commands will
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NOT cause this to be called, unless the game is exited to
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the menu system first.
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===============
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*/
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void SV_Startup( void )
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{
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if ( svs.initialized )
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Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
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SV_BoundMaxClients( 1 );
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svs.clients = Z_New<client_t>( sv_maxclients->integer );
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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svs.initialized = qtrue;
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Cvar_Set( "sv_running", "1" );
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}
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/*
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==================
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SV_ChangeMaxClients
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==================
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*/
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void SV_ChangeMaxClients( void ) {
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int oldMaxClients;
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int i;
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int count;
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// get the highest client number in use
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count = 0;
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for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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if (i > count)
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count = i;
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}
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}
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count++;
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oldMaxClients = sv_maxclients->integer;
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// never go below the highest client number in use
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SV_BoundMaxClients( count );
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// if still the same
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if ( sv_maxclients->integer == oldMaxClients ) {
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return;
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}
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client_t* oldClients = (client_t*)Hunk_AllocateTempMemory( count * sizeof(client_t) );
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// copy the clients to hunk memory
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for ( i = 0 ; i < count ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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oldClients[i] = svs.clients[i];
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}
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else {
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Com_Memset(&oldClients[i], 0, sizeof(client_t));
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}
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}
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// free old clients arrays
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Z_Free( svs.clients );
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// allocate new clients
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svs.clients = Z_New<client_t>( sv_maxclients->integer );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
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// copy the clients over
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for ( i = 0 ; i < count ; i++ ) {
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if ( oldClients[i].state >= CS_CONNECTED ) {
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svs.clients[i] = oldClients[i];
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}
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}
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// free the old clients on the hunk
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Hunk_FreeTempMemory( oldClients );
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// allocate new snapshot entities
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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}
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static void SV_ClearServer()
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{
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for (int i = 0; i < MAX_CONFIGSTRINGS; ++i) {
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if ( sv.configstrings[i] ) {
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Z_Free( sv.configstrings[i] );
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}
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}
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Com_Memset (&sv, 0, sizeof(sv));
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}
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// touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
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static void SV_TouchCGame()
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{
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fileHandle_t f;
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FS_FOpenFileRead( "vm/cgame.qvm", &f, qfalse );
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if ( f ) {
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FS_FCloseFile( f );
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}
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}
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// change the server to a new map, taking all connected clients along with it.
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// this is NOT called for map_restart
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void SV_SpawnServer( const char* mapname )
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{
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// shut down the existing game if it is running
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SV_ShutdownGameProgs();
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QSUBSYSTEM_INIT_START( "Server" );
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Com_Printf( "Map: %s\n", mapname );
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#ifndef DEDICATED
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// if not running a dedicated server CL_MapLoading will connect the client to the server
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// also print some status stuff
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CL_MapLoading();
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// make sure all the client stuff is unloaded
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CL_ShutdownAll();
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#endif
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// clear the whole hunk because we're (re)loading the server
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Hunk_Clear();
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// clear collision map data
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CM_ClearMap();
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// init client structures and svs.numSnapshotEntities
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if ( !Cvar_VariableValue("sv_running") ) {
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SV_Startup();
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} else {
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// check for maxclients change
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if ( sv_maxclients->modified ) {
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SV_ChangeMaxClients();
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}
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}
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// clear pak references
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FS_ClearPakReferences(0);
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// allocate the snapshot entities on the hunk
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svs.snapshotEntities = (entityState_t*)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
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svs.nextSnapshotEntities = 0;
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// toggle the server bit so clients can detect that a
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// server has changed
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svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
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// set nextmap to the same map, but it may be overriden
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// by the game startup or another console command
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//Cvar_Set( "nextmap", "map_restart 0");
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Cvar_Set( "nextmap", va("map %s", mapname) );
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for (int i=0 ; i<sv_maxclients->integer ; i++) {
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// save when the server started for each client already connected
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if (svs.clients[i].state >= CS_CONNECTED) {
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svs.clients[i].oldServerTime = svs.time;
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}
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}
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// wipe the entire per-level structure
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SV_ClearServer();
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for ( int i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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sv.configstrings[i] = CopyString("");
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}
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// make sure we are not paused
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Cvar_Set("cl_paused", "0");
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// get a new checksum feed and restart the file system
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srand(Com_Milliseconds());
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sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
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FS_Restart( sv.checksumFeed );
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unsigned checksum;
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CM_LoadMap( va("maps/%s.bsp", mapname), qfalse, &checksum );
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// set serverinfo visible name
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Cvar_Set( "mapname", mapname );
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Cvar_Set( "sv_mapChecksum", va("%d", (int)checksum) );
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int pakChecksum = 0;
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FS_FileIsInPAK( va("maps/%s.bsp", mapname), NULL, &pakChecksum );
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Cvar_Set( "sv_currentPak", va("%d", (int)pakChecksum) );
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// serverid should be different each time
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sv.serverId = com_frameTime;
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sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
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sv.checksumFeedServerId = sv.serverId;
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Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
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// clear physics interaction links
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SV_ClearWorld ();
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// media configstring setting should be done during
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// the loading stage, so connected clients don't have
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// to load during actual gameplay
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sv.state = SS_LOADING;
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// load and spawn all other entities
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SV_InitGameProgs();
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// don't allow a map_restart if game is modified
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sv_gametype->modified = qfalse;
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// run a few frames to allow everything to settle
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for (int i = 0;i < 3; i++)
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{
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VM_Call (gvm, GAME_RUN_FRAME, svs.time);
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SV_BotFrame (svs.time);
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svs.time += 100;
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}
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// create a baseline for more efficient communications
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SV_CreateBaseline ();
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for (int i=0 ; i<sv_maxclients->integer ; i++) {
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// send the new gamestate to all connected clients
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if (svs.clients[i].state >= CS_CONNECTED) {
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qbool isBot = ( svs.clients[i].netchan.remoteAddress.type == NA_BOT );
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// connect the client again
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const char* denied = (const char*)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
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if ( denied ) {
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// this generally shouldn't happen, because the client
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// was connected before the level change
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SV_DropClient( &svs.clients[i], denied );
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} else {
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if( !isBot ) {
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// when we get the next packet from a connected client,
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// the new gamestate will be sent
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svs.clients[i].state = CS_CONNECTED;
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}
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else {
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client_t* client = &svs.clients[i];
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client->state = CS_ACTIVE;
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sharedEntity_t* ent = SV_GentityNum( i );
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ent->s.number = i;
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client->gentity = ent;
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client->deltaMessage = -1;
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client->nextSnapshotTime = svs.time; // generate a snapshot immediately
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VM_Call( gvm, GAME_CLIENT_BEGIN, i );
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}
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}
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}
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}
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// run another frame to allow things to look at all the players
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VM_Call (gvm, GAME_RUN_FRAME, svs.time);
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SV_BotFrame (svs.time);
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svs.time += 100;
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const char *p;
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if ( sv_pure->integer ) {
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// the server sends these to the clients so they will only
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// load pk3s also loaded at the server
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p = FS_LoadedPakChecksums();
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Cvar_Set( "sv_paks", p );
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if (!p[0]) {
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Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
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}
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// if a dedicated pure server we need to touch the cgame because it could be in a
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// seperate pk3 file and the client will need to load the latest cgame.qvm
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if ( com_dedicated->integer ) {
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SV_TouchCGame();
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}
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}
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else {
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Cvar_Set( "sv_paks", "" );
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}
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// the CNQ3 server doesn't set this anymore as it's of no real use
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// even for the original id download code
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Cvar_Set( "sv_pakNames", "" );
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// the server sends these to the clients so they can figure
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// out which pk3s should be auto-downloaded
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p = FS_ReferencedPakChecksums();
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Cvar_Set( "sv_referencedPaks", p );
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p = FS_ReferencedPakNames();
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Cvar_Set( "sv_referencedPakNames", p );
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// save systeminfo and serverinfo strings
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char systemInfo[16384];
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Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
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cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
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SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
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SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
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cvar_modifiedFlags &= ~CVAR_SERVERINFO;
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// any media configstring setting now should issue a warning
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// and any configstring changes should be reliably transmitted
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// to all clients
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sv.state = SS_GAME;
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// send a heartbeat now so the master will get up to date info
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SV_Heartbeat_f();
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Hunk_SetMark();
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sv.mapLoadTime = Sys_Milliseconds();
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QSUBSYSTEM_INIT_DONE( "Server" );
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}
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static const cvarTableItem_t sv_cvars[] =
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{
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// serverinfo vars
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{ &sv_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH, CVART_INTEGER, NULL, NULL, "game mode" },
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{ NULL, "protocol", XSTRING(PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM, CVART_INTEGER, NULL, NULL, "protocol version" },
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{ &sv_mapname, "mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM, CVART_STRING, NULL, NULL, "name of the loaded map" },
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{ NULL, "sv_currentPak", "0", CVAR_SERVERINFO | CVAR_ROM, CVART_INTEGER, NULL, NULL, "checksum of the pak the current map is from" },
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{ &sv_privateClients, "sv_privateClients", "0", CVAR_SERVERINFO, CVART_INTEGER, "0", XSTRING(MAX_CLIENTS), "number of password-reserved player slots" },
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{ &sv_hostname, "sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE, CVART_STRING, NULL, NULL, "server name" },
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{ &sv_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH, CVART_INTEGER, "0", XSTRING(MAX_CLIENTS), "max. player count" },
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{ &sv_minRate, "sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, CVART_INTEGER, "0", NULL, "min. rate allowed, 0 means no limit" },
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{ &sv_maxRate, "sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, CVART_INTEGER, "0", NULL, "max. rate allowed, 0 means no limit" },
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{ &sv_minPing, "sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, CVART_INTEGER, "0", NULL, "min. ping allowed, 0 means no limit" },
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{ &sv_maxPing, "sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO, CVART_INTEGER, "0", NULL, "max. ping allowed, 0 means no limit" },
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{ &sv_floodProtect, "sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO, CVART_BOOL, NULL, NULL, "prevents malicious users from lagging the entire server" },
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// systeminfo vars
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{ NULL, "sv_cheats", "0", CVAR_SYSTEMINFO | CVAR_ROM, CVART_BOOL, NULL, NULL, "enables cheat commands and changing cheat cvars" },
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{ &sv_serverid, "sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM, CVART_INTEGER, NULL, NULL, "server session identifier" },
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{ &sv_pure, "sv_pure", "1", CVAR_SYSTEMINFO | CVAR_ROM, CVART_BOOL, NULL, NULL, "disables native code and forces client pk3s to match the server's" },
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{ NULL, "sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM, CVART_STRING, NULL, NULL, "checksums of the paks you're allowed to load data from" },
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{ NULL, "sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM, CVART_STRING, NULL, NULL, "names of the paks you're allowed to load data from" },
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{ NULL, "sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM, CVART_STRING, NULL, NULL, "checksums of the paks you might need to download" },
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{ NULL, "sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM, CVART_STRING, NULL, NULL, "name of the paks you might need to download" },
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// server vars
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{ &sv_rconPassword, "rconPassword", "", CVAR_TEMP, CVART_STRING, NULL, NULL, "password for /rcon access" },
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{ &sv_privatePassword, "sv_privatePassword", "", CVAR_TEMP, CVART_STRING, NULL, NULL, "password for the sv_privateClients slots" },
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{ &sv_fps, "sv_fps", "30", CVAR_TEMP, CVART_INTEGER, "10", "40", "snapshot generation frequency" },
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{ &sv_timeout, "sv_timeout", "200", CVAR_TEMP, CVART_INTEGER, "0", NULL, "max. seconds allowed without any messages" },
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{ &sv_zombietime, "sv_zombietime", "2", CVAR_TEMP, CVART_INTEGER, "0", NULL, "seconds to sink messages after disconnect" },
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{ NULL, "nextmap", "", CVAR_TEMP, CVART_STRING, NULL, NULL, "name of the next map in the rotation" },
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{ &sv_allowDownload, "sv_allowDownload", "0", CVAR_SERVERINFO, CVART_BOOL, NULL, NULL, "enables slow pk3 downloads directly from the server" },
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{ &sv_reconnectlimit, "sv_reconnectlimit", "3", 0, CVART_INTEGER, "0", NULL, "min. seconds between connection attempts" },
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{ &sv_padPackets, "sv_padPackets", "0", 0, CVART_BOOL, NULL, NULL, "add nop bytes to messages" },
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{ &sv_killserver, "sv_killserver", "0", 0, CVART_BOOL, NULL, NULL, "menu system can set to 1 to shut server down" },
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{ NULL, "sv_mapChecksum", "", CVAR_ROM, CVART_INTEGER, NULL, NULL, ".bsp file checksum" },
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{ &sv_lanForceRate, "sv_lanForceRate", "1", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "1 means uncapped rate on LAN" },
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{ &sv_strictAuth, "sv_strictAuth", "0", CVAR_ARCHIVE, CVART_BOOL, NULL, NULL, "requires CD key authentication" },
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{ &sv_minRestartDelay, "sv_minRestartDelay", "2", 0, CVART_INTEGER, "1", "48", "min. hours to wait before restarting the server" }
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};
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/*
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===============
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SV_Init
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Only called at main exe startup, not for each game
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===============
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*/
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void SV_BotInitBotLib(void);
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void SV_Init()
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{
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SV_AddOperatorCommands();
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Cvar_RegisterArray( sv_cvars, MODULE_SERVER );
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sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
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for (int i = 1; i < MAX_MASTER_SERVERS; ++i)
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sv_master[i] = Cvar_Get( va("sv_master%d", i+1), "", 0 );
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// initialize bot cvars so they are listed and can be set before loading the botlib
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SV_BotInitCvars();
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// init the botlib here because we need the pre-compiler in the UI
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SV_BotInitBotLib();
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}
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/*
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==================
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SV_FinalMessage
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Used by SV_Shutdown to send a final message to all
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connected clients before the server goes down. The messages are sent immediately,
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not just stuck on the outgoing message list, because the server is going
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to totally exit after returning from this function.
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==================
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*/
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void SV_FinalMessage( const char* message )
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{
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int i, j;
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client_t *cl;
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// send it twice, ignoring rate
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for ( j = 0 ; j < 2 ; j++ ) {
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for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
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if (cl->state >= CS_CONNECTED) {
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// don't send a disconnect to a local client
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if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
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SV_SendServerCommand( cl, "print \"%s\n\"\n", message );
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SV_SendServerCommand( cl, "disconnect" );
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}
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// force a snapshot to be sent
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cl->nextSnapshotTime = -1;
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SV_SendClientSnapshot( cl );
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}
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}
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}
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}
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// called when each game quits, before Sys_Quit or Sys_Error
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|
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void SV_Shutdown( const char* finalmsg )
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{
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if ( !com_sv_running || !com_sv_running->integer ) {
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return;
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}
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Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg );
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if ( svs.clients && !com_errorEntered ) {
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SV_FinalMessage( finalmsg );
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}
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SV_RemoveOperatorCommands();
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SV_MasterShutdown();
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SV_ShutdownGameProgs();
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// free current level
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SV_ClearServer();
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// free server static data
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if ( svs.clients ) {
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Z_Free( svs.clients );
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}
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Com_Memset( &svs, 0, sizeof( svs ) );
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Cvar_Set( "sv_running", "0" );
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Cvar_Set( "sv_singlePlayer", "0" );
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Com_Printf( "---------------------------\n" );
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#ifndef DEDICATED
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|
// disconnect any local clients
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CL_Disconnect( qfalse );
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|
#endif
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}
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