mirror of
https://bitbucket.org/CPMADevs/cnq3
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865 lines
25 KiB
C++
865 lines
25 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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serverStatic_t svs; // persistant server info
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server_t sv; // local server
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vm_t *gvm = NULL; // game virtual machine // bk001212 init
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cvar_t *sv_fps; // time rate for running non-clients
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cvar_t *sv_timeout; // seconds without any message
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cvar_t *sv_zombietime; // seconds to sink messages after disconnect
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cvar_t *sv_rconPassword; // password for remote server commands
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cvar_t *sv_privatePassword; // password for the privateClient slots
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cvar_t *sv_allowDownload;
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cvar_t *sv_maxclients;
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cvar_t *sv_privateClients; // number of clients reserved for password
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cvar_t *sv_hostname;
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cvar_t *sv_master[MAX_MASTER_SERVERS]; // master server ip address
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cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
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cvar_t *sv_padPackets; // add nop bytes to messages
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cvar_t *sv_killserver; // menu system can set to 1 to shut server down
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cvar_t *sv_mapname;
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cvar_t *sv_serverid;
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cvar_t *sv_minRate;
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cvar_t *sv_maxRate;
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cvar_t *sv_minPing;
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cvar_t *sv_maxPing;
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cvar_t *sv_gametype;
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cvar_t *sv_pure;
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cvar_t *sv_floodProtect;
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cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
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cvar_t *sv_strictAuth;
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cvar_t *sv_minRestartDelay; // min. time before restart in hours
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/*
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=============================================================================
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EVENT MESSAGES
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=============================================================================
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*/
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/*
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===============
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SV_ExpandNewlines
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Converts newlines to "\n" so a line prints nicer
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===============
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*/
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char *SV_ExpandNewlines( char *in ) {
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static char string[1024];
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int l;
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l = 0;
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while ( *in && l < sizeof(string) - 3 ) {
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if ( *in == '\n' ) {
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string[l++] = '\\';
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string[l++] = 'n';
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} else {
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string[l++] = *in;
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}
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in++;
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}
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string[l] = 0;
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return string;
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}
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/*
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======================
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SV_ReplacePendingServerCommands
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This is ugly
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======================
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*/
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int SV_ReplacePendingServerCommands( client_t *client, const char *cmd ) {
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int i, index, csnum1, csnum2;
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for ( i = client->reliableSent+1; i <= client->reliableSequence; i++ ) {
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index = i & ( MAX_RELIABLE_COMMANDS - 1 );
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//
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if ( !Q_strncmp(cmd, client->reliableCommands[ index ], strlen("cs")) ) {
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sscanf(cmd, "cs %i", &csnum1);
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sscanf(client->reliableCommands[ index ], "cs %i", &csnum2);
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if ( csnum1 == csnum2 ) {
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Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
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/*
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if ( client->netchan.remoteAddress.type != NA_BOT ) {
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Com_Printf( "WARNING: client %i removed double pending config string %i: %s\n", client-svs.clients, csnum1, cmd );
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}
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*/
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return qtrue;
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}
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}
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}
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return qfalse;
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}
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/*
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======================
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SV_AddServerCommand
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The given command will be transmitted to the client, and is guaranteed to
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not have future snapshot_t executed before it is executed
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======================
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*/
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void SV_AddServerCommand( client_t *client, const char *cmd ) {
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int index, i;
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// this is very ugly but it's also a waste to for instance send multiple config string updates
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// for the same config string index in one snapshot
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// if ( SV_ReplacePendingServerCommands( client, cmd ) ) {
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// return;
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// }
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client->reliableSequence++;
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// if we would be losing an old command that hasn't been acknowledged,
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// we must drop the connection
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// we check == instead of >= so a broadcast print added by SV_DropClient()
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// doesn't cause a recursive drop client
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if ( client->reliableSequence - client->reliableAcknowledge == MAX_RELIABLE_COMMANDS + 1 ) {
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Com_Printf( "===== pending server commands =====\n" );
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for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
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Com_Printf( "cmd %5d: %s\n", i, client->reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
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}
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Com_Printf( "cmd %5d: %s\n", i, cmd );
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SV_DropClient( client, "Server command overflow" );
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return;
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}
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index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
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Q_strncpyz( client->reliableCommands[ index ], cmd, sizeof( client->reliableCommands[ index ] ) );
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}
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/*
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=================
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SV_SendServerCommand
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Sends a reliable command string to be interpreted by
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the client game module: "cp", "print", "chat", etc
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A NULL client will broadcast to all clients
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=================
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*/
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void QDECL SV_SendServerCommand(client_t *cl, PRINTF_FORMAT_STRING const char *fmt, ...) {
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va_list argptr;
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byte message[MAX_MSGLEN];
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client_t *client;
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int j;
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va_start (argptr,fmt);
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Q_vsnprintf ((char *)message, sizeof(message), fmt,argptr);
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va_end (argptr);
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// Fix to http://aluigi.altervista.org/adv/q3msgboom-adv.txt
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// The actual cause of the bug is probably further downstream
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// and should maybe be addressed later, but this certainly
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// fixes the problem for now
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if ( strlen ((char *)message) > 1022 ) {
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return;
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}
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if ( cl != NULL ) {
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SV_AddServerCommand( cl, (char *)message );
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return;
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}
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// hack to echo broadcast prints to console
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if ( com_dedicated->integer && !strncmp( (char *)message, "print", 5) ) {
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Com_Printf ("broadcast: %s\n", SV_ExpandNewlines((char *)message) );
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}
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// send the data to all relevent clients
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for (j = 0, client = svs.clients; j < sv_maxclients->integer ; j++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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SV_AddServerCommand( client, (char *)message );
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}
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}
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/*
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==============================================================================
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MASTER SERVER FUNCTIONS
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==============================================================================
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*/
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/*
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================
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SV_MasterHeartbeat
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Send a message to the masters every few minutes to
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let it know we are alive, and log information.
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We will also have a heartbeat sent when a server
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changes from empty to non-empty, and full to non-full,
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but not on every player enter or exit.
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================
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*/
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#define HEARTBEAT_MSEC 300*1000
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#define HEARTBEAT_GAME "QuakeArena-1"
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void SV_MasterHeartbeat( void ) {
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static netadr_t adr[MAX_MASTER_SERVERS];
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int i;
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// "dedicated 1" is for lan play, "dedicated 2" is for inet public play
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if ( !com_dedicated || com_dedicated->integer != 2 ) {
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return; // only dedicated servers send heartbeats
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}
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// if not time yet, don't send anything
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if ( svs.time < svs.nextHeartbeatTime ) {
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return;
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}
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svs.nextHeartbeatTime = svs.time + HEARTBEAT_MSEC;
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// send to group masters
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for ( i = 0 ; i < MAX_MASTER_SERVERS ; i++ ) {
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if ( !sv_master[i]->string[0] ) {
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continue;
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}
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// see if we haven't already resolved the name
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// resolving usually causes hitches on win95, so only
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// do it when needed
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if ( sv_master[i]->modified ) {
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sv_master[i]->modified = qfalse;
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Com_Printf( "Resolving %s\n", sv_master[i]->string );
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if ( !NET_StringToAdr( sv_master[i]->string, &adr[i] ) ) {
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// if the address failed to resolve, clear it
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// so we don't take repeated dns hits
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Com_Printf( "Couldn't resolve address: %s\n", sv_master[i]->string );
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Cvar_Set( sv_master[i]->name, "" );
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sv_master[i]->modified = qfalse;
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continue;
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}
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if ( !strchr( sv_master[i]->string, ':' ) ) {
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adr[i].port = BigShort( PORT_MASTER );
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}
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Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", sv_master[i]->string,
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adr[i].ip[0], adr[i].ip[1], adr[i].ip[2], adr[i].ip[3],
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BigShort( adr[i].port ) );
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}
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Com_Printf ("Sending heartbeat to %s\n", sv_master[i]->string );
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// this command should be changed if the server info / status format
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// ever incompatably changes
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NET_OutOfBandPrint( NS_SERVER, adr[i], "heartbeat %s\n", HEARTBEAT_GAME );
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}
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}
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/*
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=================
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SV_MasterShutdown
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Informs all masters that this server is going down
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=================
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*/
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void SV_MasterShutdown( void ) {
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// send a hearbeat right now
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svs.nextHeartbeatTime = -9999;
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SV_MasterHeartbeat();
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// send it again to minimize chance of drops
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svs.nextHeartbeatTime = -9999;
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SV_MasterHeartbeat();
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// when the master tries to poll the server, it won't respond, so
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// it will be removed from the list
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}
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/*
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==============================================================================
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CONNECTIONLESS COMMANDS
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==============================================================================
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*/
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/*
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================
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SVC_Status
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Responds with all the info that qplug or qspy can see about the server
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and all connected players. Used for getting detailed information after
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the simple info query.
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================
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*/
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void SVC_Status( netadr_t from ) {
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char player[1024];
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char status[MAX_MSGLEN];
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int i;
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client_t *cl;
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playerState_t *ps;
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int statusLength;
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int playerLength;
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char infostring[MAX_INFO_STRING];
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// ignore if we are in single player
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if (Cvar_VariableValue("sv_singlePlayer"))
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return;
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strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
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// echo back the parameter to status. so master servers can use it as a challenge
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// to prevent timed spoofed reply packets that add ghost servers
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Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
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status[0] = 0;
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statusLength = 0;
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for (i=0 ; i < sv_maxclients->integer ; i++) {
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cl = &svs.clients[i];
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if ( cl->state >= CS_CONNECTED ) {
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ps = SV_GameClientNum( i );
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Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
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ps->persistant[PERS_SCORE], cl->ping, cl->name);
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playerLength = strlen(player);
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if (statusLength + playerLength >= sizeof(status) ) {
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break; // can't hold any more
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}
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strcpy (status + statusLength, player);
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statusLength += playerLength;
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}
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}
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NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
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}
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// responds with a short info message that should be enough to determine
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// if a user is interested in a server to do a full status
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static void SVC_Info( const netadr_t& from )
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{
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int i, count;
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char infostring[MAX_INFO_STRING];
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// ignore if we are in single player
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if (Cvar_VariableValue("sv_singlePlayer"))
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return;
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// Check whether Cmd_Argv(1) has a sane length. This was not done in the original Quake3 version which led
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// to the Infostring bug discovered by Luigi Auriemma. See http://aluigi.altervista.org/ for the advisory.
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// A maximum challenge length of 128 should be more than plenty.
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if(strlen(Cmd_Argv(1)) > 128)
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return;
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// don't count privateclients
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count = 0;
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for ( i = sv_privateClients->integer ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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count++;
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}
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}
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infostring[0] = 0;
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// echo back the parameter to status. so servers can use it as a challenge
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// to prevent timed spoofed reply packets that add ghost servers
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Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
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Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
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Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
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Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
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Info_SetValueForKey( infostring, "clients", va("%i", count) );
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Info_SetValueForKey( infostring, "sv_maxclients",
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va("%i", sv_maxclients->integer - sv_privateClients->integer ) );
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Info_SetValueForKey( infostring, "gametype", va("%i", sv_gametype->integer ) );
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Info_SetValueForKey( infostring, "pure", va("%i", sv_pure->integer ) );
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if( sv_minPing->integer ) {
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Info_SetValueForKey( infostring, "minPing", va("%i", sv_minPing->integer) );
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}
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if( sv_maxPing->integer ) {
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Info_SetValueForKey( infostring, "maxPing", va("%i", sv_maxPing->integer) );
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}
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const char* gamedir = Cvar_VariableString( "fs_game" );
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if( *gamedir ) {
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Info_SetValueForKey( infostring, "game", gamedir );
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}
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NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
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}
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/*
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================
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SVC_FlushRedirect
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================
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*/
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void SV_FlushRedirect( char *outputbuf ) {
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NET_OutOfBandPrint( NS_SERVER, svs.redirectAddress, "print\n%s", outputbuf );
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}
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/*
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===============
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SVC_RemoteCommand
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An rcon packet arrived from the network.
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Shift down the remaining args
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Redirect all printfs
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===============
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*/
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void SVC_RemoteCommand( netadr_t from, msg_t *msg ) {
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qbool valid;
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unsigned int time;
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char remaining[1024];
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// TTimo - scaled down to accumulate, but not overflow anything network wise, print wise etc.
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// (OOB messages are the bottleneck here)
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#define SV_OUTPUTBUF_LENGTH (1024 - 16)
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char sv_outputbuf[SV_OUTPUTBUF_LENGTH];
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static unsigned int lasttime = 0;
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// TTimo - https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
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time = Com_Milliseconds();
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if (time<(lasttime+500)) {
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return;
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}
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lasttime = time;
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if ( !sv_rconPassword->string[0] ||
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strcmp (Cmd_Argv(1), sv_rconPassword->string) ) {
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valid = qfalse;
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Com_Printf ("Bad rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
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} else {
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valid = qtrue;
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Com_Printf ("Rcon from %s:\n%s\n", NET_AdrToString (from), Cmd_Argv(2) );
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}
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// start redirecting all print outputs to the packet
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svs.redirectAddress = from;
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Com_BeginRedirect (sv_outputbuf, SV_OUTPUTBUF_LENGTH, SV_FlushRedirect);
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if ( !sv_rconPassword->string[0] ) {
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Com_Printf ("No rconpassword set on the server.\n");
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} else if ( !valid ) {
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Com_Printf ("Bad rconpassword.\n");
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} else {
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remaining[0] = 0;
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
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// get the command directly, "rcon <pass> <command>" to avoid quoting issues
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// extract the command by walking
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// since the cmd formatting can fuck up (amount of spaces), using a dumb step by step parsing
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const char* cmd_aux = Cmd_Cmd();
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cmd_aux += 4;
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while(cmd_aux[0]==' ')
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cmd_aux++;
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while(cmd_aux[0] && cmd_aux[0]!=' ') // password
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cmd_aux++;
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while(cmd_aux[0]==' ')
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cmd_aux++;
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Q_strcat( remaining, sizeof(remaining), cmd_aux);
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Cmd_ExecuteString (remaining);
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}
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Com_EndRedirect ();
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}
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// a connectionless packet has four leading 0xff characters to distinguish it from a game channel.
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// clients that are in the game can still send connectionless packets.
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static void SV_ConnectionlessPacket( const netadr_t from, msg_t* msg )
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{
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MSG_BeginReadingOOB( msg );
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MSG_ReadLong( msg ); // skip the -1 marker
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if (!Q_strncmp("connect", (const char*)&msg->data[4], 7)) {
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DynHuff_Decompress(msg, 12);
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}
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const char* s = MSG_ReadStringLine( msg );
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Cmd_TokenizeString( s );
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const char* c = Cmd_Argv(0);
|
|
Com_DPrintf("SV packet %s : %s\n", NET_AdrToString(from), c);
|
|
|
|
if (!Q_stricmp(c, "getstatus")) {
|
|
SVC_Status( from );
|
|
} else if (!Q_stricmp(c, "getinfo")) {
|
|
SVC_Info( from );
|
|
} else if (!Q_stricmp(c, "getchallenge")) {
|
|
SV_GetChallenge( from );
|
|
} else if (!Q_stricmp(c, "connect")) {
|
|
SV_DirectConnect( from );
|
|
} else if (!Q_stricmp(c, "ipAuthorize")) {
|
|
SV_AuthorizeIpPacket( from );
|
|
} else if (!Q_stricmp(c, "rcon")) {
|
|
SVC_RemoteCommand( from, msg );
|
|
} else if (!Q_stricmp(c, "disconnect")) {
|
|
// if a client starts up a local server, we may see some spurious
|
|
// server disconnect messages when their new server sees our final
|
|
// sequenced messages to the old client
|
|
} else {
|
|
Com_DPrintf("bad connectionless packet from %s:\n%s\n", NET_AdrToString(from), s);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
|
|
void SV_PacketEvent( const netadr_t& from, msg_t* msg )
|
|
{
|
|
// check for connectionless packet (0xffffffff) first
|
|
if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
|
|
SV_ConnectionlessPacket( from, msg );
|
|
return;
|
|
}
|
|
|
|
// read the qport out of the message so we can fix up stupid NATs
|
|
MSG_BeginReadingOOB( msg );
|
|
MSG_ReadLong( msg ); // sequence number
|
|
int qport = MSG_ReadShort( msg ) & 0xffff;
|
|
|
|
// find which client the message is from
|
|
client_t* cl = svs.clients;
|
|
for (int i = 0; i < sv_maxclients->integer; ++i, ++cl) {
|
|
if (cl->state == CS_FREE) {
|
|
continue;
|
|
}
|
|
if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
|
|
continue;
|
|
}
|
|
// it is possible to have multiple clients from a single IP
|
|
// address, so they are differentiated by the qport variable
|
|
if (cl->netchan.qport != qport) {
|
|
continue;
|
|
}
|
|
|
|
// the IP port can't be used to differentiate them,
|
|
// because some NATs periodically change UDP port assignments
|
|
if (cl->netchan.remoteAddress.port != from.port) {
|
|
Com_Printf( "SV_PacketEvent: fixing up a translated port\n" );
|
|
cl->netchan.remoteAddress.port = from.port;
|
|
}
|
|
|
|
// make sure it is a valid, in sequence packet
|
|
if (SV_Netchan_Process(cl, msg)) {
|
|
// zombie clients still need to do the Netchan_Process
|
|
// to make sure they don't need to retransmit the final
|
|
// reliable message, but they don't do any other processing
|
|
if (cl->state != CS_ZOMBIE) {
|
|
cl->lastPacketTime = svs.time; // don't timeout
|
|
SV_ExecuteClientMessage( cl, msg );
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// if we received a sequenced packet from an address we don't recognize,
|
|
// send an out of band disconnect packet to it
|
|
NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
|
|
}
|
|
|
|
|
|
static void SV_CalcPings()
|
|
{
|
|
int j;
|
|
int total, count;
|
|
|
|
for ( int i = 0; i < sv_maxclients->integer; ++i ) {
|
|
client_t* cl = &svs.clients[i];
|
|
if ( cl->state != CS_ACTIVE ) {
|
|
cl->ping = 999;
|
|
continue;
|
|
}
|
|
if ( !cl->gentity ) {
|
|
cl->ping = 999;
|
|
continue;
|
|
}
|
|
if ( cl->gentity->r.svFlags & SVF_BOT ) {
|
|
cl->ping = 0;
|
|
continue;
|
|
}
|
|
|
|
total = 0;
|
|
count = 0;
|
|
for ( j = 0; j < PACKET_BACKUP; ++j ) {
|
|
if ( cl->frames[j].messageAcked <= 0 ) {
|
|
continue;
|
|
}
|
|
total += cl->frames[j].messageAcked - cl->frames[j].messageSent;
|
|
count++;
|
|
}
|
|
if (!count) {
|
|
cl->ping = 999;
|
|
} else {
|
|
cl->ping = total / count;
|
|
if ( cl->ping > 999 ) {
|
|
cl->ping = 999;
|
|
}
|
|
}
|
|
|
|
// let the game dll know about the ping
|
|
playerState_t* ps = SV_GameClientNum( i );
|
|
ps->ping = cl->ping;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_CheckTimeouts
|
|
|
|
If a packet has not been received from a client for timeout->integer
|
|
seconds, drop the connection. Server time is 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 ) {
|
|
const int droppoint = svs.time - 1000 * sv_timeout->integer;
|
|
const int zombiepoint = svs.time - 1000 * sv_zombietime->integer;
|
|
|
|
for ( int i = 0; i < sv_maxclients->integer; i++ ) {
|
|
client_t *cl = &svs.clients[i];
|
|
|
|
// message times may be wrong across a changelevel
|
|
if (cl->lastPacketTime > svs.time) {
|
|
cl->lastPacketTime = svs.time;
|
|
}
|
|
|
|
if ( cl->state == CS_ZOMBIE && cl->lastPacketTime < zombiepoint ) {
|
|
// using the client id cause the cl->name is empty at this point
|
|
Com_DPrintf( "Going from CS_ZOMBIE to CS_FREE for client %d\n", i );
|
|
cl->state = CS_FREE; // can now be reused
|
|
continue;
|
|
}
|
|
if ( cl->state >= CS_CONNECTED &&
|
|
cl->lastPacketTime < droppoint &&
|
|
( cl->gentity->r.svFlags & SVF_BOT ) == 0 ) {
|
|
// wait several frames so a debugger session doesn't
|
|
// cause a timeout
|
|
if ( ++cl->timeoutCount > 5 ) {
|
|
SV_DropClient (cl, "timed out");
|
|
cl->state = CS_FREE; // don't bother with zombie state
|
|
}
|
|
} else {
|
|
cl->timeoutCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_CheckPaused
|
|
==================
|
|
*/
|
|
qbool SV_CheckPaused( void ) {
|
|
int count;
|
|
client_t *cl;
|
|
int i;
|
|
|
|
if ( !cl_paused->integer ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// only pause if there is just a single client connected
|
|
count = 0;
|
|
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++) {
|
|
if ( cl->state >= CS_CONNECTED && cl->netchan.remoteAddress.type != NA_BOT ) {
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if ( count > 1 ) {
|
|
// don't pause
|
|
if (sv_paused->integer)
|
|
Cvar_Set("sv_paused", "0");
|
|
return qfalse;
|
|
}
|
|
|
|
if (!sv_paused->integer)
|
|
Cvar_Set("sv_paused", "1");
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
static void SV_IntegerOverflowShutDown( const char* msg )
|
|
{
|
|
if ( Sys_HardReboot() )
|
|
Com_Quit( 1 );
|
|
|
|
// save the map name in case it gets cleared during the shut down
|
|
char mapName[MAX_QPATH];
|
|
Q_strncpyz( mapName, Cvar_VariableString("mapname"), sizeof(mapName) );
|
|
|
|
SV_Shutdown( msg );
|
|
Cbuf_AddText( va("map %s\n", mapName) );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_Frame
|
|
|
|
Player movement occurs as a result of packet events, which
|
|
happen before SV_Frame is called
|
|
==================
|
|
*/
|
|
void SV_Frame( int msec ) {
|
|
int frameMsec;
|
|
|
|
// the menu kills the server with this cvar
|
|
if ( sv_killserver->integer ) {
|
|
SV_Shutdown ("Server was killed");
|
|
Cvar_Set( "sv_killserver", "0" );
|
|
return;
|
|
}
|
|
|
|
if ( !com_sv_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
// allow pause if only the local client is connected
|
|
if ( SV_CheckPaused() ) {
|
|
return;
|
|
}
|
|
|
|
// if it isn't time for the next frame, do nothing
|
|
if ( sv_fps->integer < 1 ) {
|
|
Cvar_Set( "sv_fps", "10" );
|
|
}
|
|
frameMsec = 1000 / sv_fps->integer ;
|
|
|
|
sv.timeResidual += msec;
|
|
|
|
if (!com_dedicated->integer)
|
|
SV_BotFrame( svs.time + sv.timeResidual );
|
|
|
|
qbool hasHuman = qfalse;
|
|
for (int i=0; i < sv_maxclients->integer ; ++i) {
|
|
client_t *cl = &svs.clients[i];
|
|
if ( cl->state >= CS_CONNECTED ) {
|
|
const qbool isBot = (cl->netchan.remoteAddress.type == NA_BOT) || (cl->gentity && (cl->gentity->r.svFlags & SVF_BOT));
|
|
if ( !isBot ) {
|
|
hasHuman = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// The shader time is stored as a floating-point number.
|
|
// Some mods may still have code like "sin(cg.time / 1000.0f)".
|
|
// IEEE 754 floats have a 23-bit mantissa.
|
|
// Rounding errors will start after roughly ((1<<23) / (60*1000)) ~ 139.8 minutes.
|
|
// All timestamps here are in milli-seconds, like svs.time.
|
|
// Absolute max. time with signed 32-bits: 0x7FFFFFFF ms ~ 24.86 days.
|
|
const int maxRebootTime = 0x7FC9117F; // 1 hour before max. time
|
|
const int minRebootTime = 60 * 60 * 1000 * sv_minRestartDelay->integer; // the cvar's unit is hours
|
|
if ( svs.time >= minRebootTime && !hasHuman ) {
|
|
SV_IntegerOverflowShutDown( "Restarting server early to avoid time wrapping and/or precision issues" );
|
|
return;
|
|
}
|
|
|
|
// If the time is close to hitting the 32nd bit, kick all clients and clear svs.time
|
|
// rather than checking for negative time wraparound everywhere.
|
|
// No, resetting the time on map change like ioq3 does is not on the cards. It breaks stuff.
|
|
if ( svs.time >= maxRebootTime ) {
|
|
SV_IntegerOverflowShutDown( "Restarting server due to time wrapping" );
|
|
return;
|
|
}
|
|
|
|
// this can happen considerably earlier when lots of clients play and the map doesn't change
|
|
if ( svs.nextSnapshotEntities >= 0x7FFFFFFE - svs.numSnapshotEntities ) {
|
|
SV_IntegerOverflowShutDown( "Restarting server due to numSnapshotEntities wrapping" );
|
|
return;
|
|
}
|
|
|
|
if ( sv.restartTime && svs.time >= sv.restartTime ) {
|
|
sv.restartTime = 0;
|
|
Cbuf_AddText( "map_restart 0\n" );
|
|
return;
|
|
}
|
|
|
|
// update infostrings if anything has been changed
|
|
if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
|
|
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
|
|
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
|
|
}
|
|
if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
|
|
SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO ) );
|
|
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
|
|
}
|
|
|
|
int startTime = com_speeds->integer ? Sys_Milliseconds() : 0;
|
|
|
|
// update pings based on the OOB packets received while we were sleeping
|
|
SV_CalcPings();
|
|
|
|
if (com_dedicated->integer)
|
|
SV_BotFrame( svs.time );
|
|
|
|
// run the game simulation in chunks
|
|
while ( sv.timeResidual >= frameMsec ) {
|
|
sv.timeResidual -= frameMsec;
|
|
svs.time += frameMsec;
|
|
// let everything in the world think and move
|
|
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
|
|
}
|
|
|
|
if ( com_speeds->integer ) {
|
|
time_game = Sys_Milliseconds() - startTime;
|
|
}
|
|
|
|
// check timeouts
|
|
SV_CheckTimeouts();
|
|
|
|
// send messages back to the clients
|
|
SV_SendClientMessages();
|
|
|
|
// send a heartbeat to the master if needed
|
|
SV_MasterHeartbeat();
|
|
}
|
|
|
|
|
|
int SV_FrameSleepMS()
|
|
{
|
|
if ( !sv_fps )
|
|
return 1;
|
|
|
|
const int sleepMS = 1000 / sv_fps->value;
|
|
if ( sleepMS < sv.timeResidual )
|
|
return 0;
|
|
|
|
return sleepMS - sv.timeResidual;
|
|
}
|