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fteqw/engine/server/sv_init.c
Spoike fe23d72d69 Android tweeks
memory freeing tweeks
batch data rearranged a little (to try to reduce memory).
RBSP/FBSP fixed. lightstyles now supported.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4059 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-07-05 19:42:36 +00:00

1478 lines
38 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "qwsvdef.h"
#ifndef CLIENTONLY
extern int total_loading_size, current_loading_size, loading_stage;
char *T_GetString(int num);
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+(i)*ge->edict_size)
server_static_t svs; // persistant server info
server_t sv; // local server
entity_state_t *sv_staticentities;
int sv_max_staticentities;
char localmodels[MAX_MODELS][5]; // inline model names for precache
char localinfo[MAX_LOCALINFO_STRING+1]; // local game info
extern cvar_t skill, sv_loadentfiles;
extern cvar_t sv_cheats;
extern cvar_t sv_bigcoords;
extern cvar_t sv_gamespeed;
extern cvar_t sv_csqcdebug;
extern cvar_t sv_csqc_progname;
extern cvar_t sv_calcphs;
/*
================
SV_ModelIndex
================
*/
int SV_ModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_MODELS || !sv.strings.model_precache[i])
{
if (i!=MAX_MODELS)
{
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
sv.strings.model_precache[i] = name;
else
#endif
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, name, 0);
if (!strcmp(name + strlen(name) - 4, ".bsp"))
sv.models[i] = Mod_FindName(sv.strings.model_precache[i]);
Con_DPrintf("WARNING: SV_ModelIndex: model %s not precached\n", name);
if (sv.state != ss_loading)
{
MSG_WriteByte(&sv.reliable_datagram, svcfte_precache);
MSG_WriteShort(&sv.reliable_datagram, i);
MSG_WriteString(&sv.reliable_datagram, sv.strings.model_precache[i]);
#ifdef NQPROT
MSG_WriteByte(&sv.nqreliable_datagram, svcdp_precache);
MSG_WriteShort(&sv.nqreliable_datagram, i);
MSG_WriteString(&sv.nqreliable_datagram, sv.strings.model_precache[i]);
#endif
}
}
}
return i;
}
int SV_SafeModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_MODELS || !sv.strings.model_precache[i])
{
return 0;
}
return i;
}
/*
================
SV_FlushSignon
Moves to the next signon buffer if needed
================
*/
void SV_FlushSignon (void)
{
if (sv.signon.cursize < sv.signon.maxsize - 512)
return;
if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
sv.num_signon_buffers++;
sv.signon.cursize = 0;
sv.signon.prim = svs.netprim;
}
#ifdef SERVER_DEMO_PLAYBACK
void SV_FlushDemoSignon (void)
{
if (sv.demosignon.cursize < sv.demosignon.maxsize - 512)
return;
if (sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1");
sv.demosignon_buffer_size[sv.num_demosignon_buffers-1] = sv.demosignon.cursize;
sv.demosignon.data = sv.demosignon_buffers[sv.num_demosignon_buffers];
sv.num_demosignon_buffers++;
sv.demosignon.cursize = 0;
}
#endif
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
/*void SV_CreateBaseline (void)
{
int i;
edict_t *svent;
int entnum;
for (entnum = 0; entnum < sv.num_edicts ; entnum++)
{
svent = EDICT_NUM(entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > MAX_CLIENTS && !svent->v->modelindex)
continue;
//
// create entity baseline
//
VectorCopy (svent->v->origin, svent->baseline.origin);
VectorCopy (svent->v->angles, svent->baseline.angles);
svent->baseline.frame = svent->v->frame;
svent->baseline.skinnum = svent->v->skin;
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
svent->baseline.colormap = entnum;
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl")&255;
}
else
{
svent->baseline.colormap = 0;
svent->baseline.modelindex =
SV_ModelIndex(PR_GetString(svent->v->model))&255;
}
#ifdef PEXT_SCALE
svent->baseline.scale = 1;
#endif
#ifdef PEXT_TRANS
svent->baseline.trans = 1;
#endif
//
// flush the signon message out to a seperate buffer if
// nearly full
//
SV_FlushSignon ();
//
// add to the message
//
MSG_WriteByte (&sv.signon,svc_spawnbaseline);
MSG_WriteShort (&sv.signon,entnum);
MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
MSG_WriteByte (&sv.signon, svent->baseline.frame);
MSG_WriteByte (&sv.signon, svent->baseline.colormap);
MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
}
}
}
*/
void SV_Snapshot_BuildStateQ1(entity_state_t *state, edict_t *ent, client_t *client);
void SVNQ_CreateBaseline (void)
{
edict_t *svent;
int entnum;
extern entity_state_t nullentitystate;
int playermodel = SV_SafeModelIndex("progs/player.mdl");
for (entnum = 0; entnum < sv.world.num_edicts ; entnum++)
{
svent = EDICT_NUM(svprogfuncs, entnum);
memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
svent->baseline.number = entnum;
if (svent->isfree)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > sv.allocated_client_slots && !svent->v->modelindex)
continue;
//
// create entity baseline
//
SV_Snapshot_BuildStateQ1(&svent->baseline, svent, NULL);
if (entnum > 0 && entnum <= sv.allocated_client_slots)
{
if (entnum > 0 && entnum <= 16)
svent->baseline.colormap = entnum;
else
svent->baseline.colormap = 0; //this would crash NQ.
if (!svent->baseline.solid)
svent->baseline.solid = (2 | (3<<5) | (4<<10));
if (!svent->baseline.modelindex)
svent->baseline.modelindex = playermodel;
}
svent->baseline.modelindex&=255;
}
}
/*
================
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
================
*/
void SV_SaveSpawnparms (qboolean dontsave)
{
int i, j;
if (!sv.state)
return; // no progs loaded yet
if (!svprogfuncs)
return;
// serverflags is the only game related thing maintained
svs.serverflags = pr_global_struct->serverflags;
for (i=0, host_client = svs.clients ; i<sv.allocated_client_slots ; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
if (dontsave) //level restart requires that stats can be reset
continue;
// call the progs to get default spawn parms for the new client
if (PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL))
{//oooh, evil.
char buffer[65536];
int bufsize = sizeof(buffer);
char *buf;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
host_client->spawn_parms[j] = 0;
buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, host_client->edict);
if (host_client->spawninfo)
Z_Free(host_client->spawninfo);
host_client->spawninfo = Z_Malloc(bufsize+1);
memcpy(host_client->spawninfo, buf, bufsize);
host_client->spawninfotime = sv.time;
}
#ifdef VM_Q1
else if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, host_client->edict);
Q1QVM_SetChangeParms();
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
host_client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j];
else
host_client->spawn_parms[j] = 0;
}
}
#endif
else if (pr_global_ptrs->SetChangeParms)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, host_client->edict);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetChangeParms);
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
host_client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j];
else
host_client->spawn_parms[j] = 0;
}
}
#ifdef SVRANKING
if (host_client->rankid)
{
rankstats_t rs;
if (Rank_GetPlayerStats(host_client->rankid, &rs))
{
rs.timeonserver += realtime - host_client->stats_started;
host_client->stats_started = realtime;
rs.kills += host_client->kills;
rs.deaths += host_client->deaths;
host_client->kills=0;
host_client->deaths=0;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
rs.parm[j] = *pr_global_ptrs->spawnparamglobals[j];
else
rs.parm[j] = 0;
}
Rank_SetPlayerStats(host_client->rankid, &rs);
}
}
#endif
}
}
/*
================
SV_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
================
*/
void SV_CalcPHS (void)
{
int rowbytes, rowwords;
int i, j, k, l, index, num;
int bitbyte;
unsigned *dest, *src;
qbyte *scan, *lf;
int count, vcount;
if (sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3)
{
//PHS calcs are pointless with Q2 bsps
return;
}
num = sv.world.worldmodel->numleafs;
rowwords = (num+31)>>5;
rowbytes = rowwords*4;
if (!sv_calcphs.ival || (sv_calcphs.ival == 2 && (rowbytes*num >= 0x100000 || (!deathmatch.ival && !coop.ival))))
{
sv.pvs = Hunk_AllocName (rowbytes*num, "pvs vis");
scan = sv.pvs;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = sv.world.worldmodel->funcs.LeafPVS(sv.world.worldmodel, i, scan, rowbytes);
if (lf != scan)
memcpy (scan, lf, rowbytes);
}
Con_DPrintf("Skipping PHS\n");
sv.phs = NULL;
return;
}
sv.pvs = Hunk_AllocName (rowbytes*num, "phs vis");
scan = sv.pvs;
vcount = 0;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = sv.world.worldmodel->funcs.LeafPVS(sv.world.worldmodel, i, scan, rowbytes);
if (lf != scan)
memcpy (scan, lf, rowbytes);
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
{
if ( scan[j>>3] & (1<<(j&7)) )
{
vcount++;
}
}
}
if (developer.value)
Con_TPrintf (STL_BUILDINGPHS);
/*this routine takes an exponential amount of time, so cache it if its too big*/
if (rowbytes*num >= 0x100000)
{
sv.phs = COM_LoadHunkFile(va("maps/%s.phs", sv.name));
if (sv.phs && com_filesize == rowbytes*num + 8 && ((unsigned*)sv.phs)[0] == *(unsigned*)"QPHS" && ((unsigned*)sv.phs)[1] == *(unsigned*)"\1\0\0\0")
{
sv.phs += 8;
Con_DPrintf("Loaded cached PHS\n");
return;
}
else
Con_DPrintf("Stale cached PHS\n");
}
sv.phs = Hunk_AllocName (rowbytes*num, "phs hear");
count = 0;
scan = sv.pvs;
dest = (unsigned *)sv.phs;
for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes)
{
memcpy (dest, scan, rowbytes);
for (j=0 ; j<rowbytes ; j++)
{
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k=0 ; k<8 ; k++)
{
if (! (bitbyte & (1<<k)) )
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
index = ((j<<3)+k+1);
if (index >= num)
continue;
src = (unsigned *)sv.pvs + index*rowwords;
for (l=0 ; l<rowwords ; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
if ( ((qbyte *)dest)[j>>3] & (1<<(j&7)) )
count++;
}
if (rowbytes*num >= 0x100000)
{
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", sv.name), "wb", FS_GAMEONLY);
if (f)
{
VFS_WRITE(f, "QPHS\1\0\0\0", 8);
VFS_WRITE(f, sv.phs, rowbytes*num);
VFS_CLOSE(f);
Con_Printf("Written PHS cache (%u bytes)\n", rowbytes*num);
}
}
if (num)
if (developer.value)
Con_TPrintf (STL_PHSINFO, vcount/num, count/num, num);
}
unsigned SV_CheckModel(char *mdl)
{
qbyte stackbuf[1024]; // avoid dirtying the cache heap
qbyte *buf;
unsigned short crc;
// int len;
buf = (qbyte *)COM_LoadStackFile (mdl, stackbuf, sizeof(stackbuf));
if (!buf)
return 0;
crc = QCRC_Block(buf, com_filesize);
// for (len = com_filesize; len; len--, buf++)
// CRC_ProcessByte(&crc, *buf);
return crc;
}
void SV_UnspawnServer (void) //terminate the running server.
{
int i;
if (sv.state)
{
Con_TPrintf(STL_SERVERUNSPAWNED);
SV_FinalMessage("Server unspawned\n");
if (sv.mvdrecording)
SV_MVDStop (0, false);
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state)
SV_DropClient(svs.clients+i);
}
PR_Deinit();
#ifdef Q2SERVER
SVQ2_ShutdownGameProgs();
#endif
#ifdef HLSERVER
SVHL_ShutdownGame();
#endif
sv.world.worldmodel = NULL;
sv.state = ss_dead;
*sv.name = '\0';
}
for (i = 0; i < MAX_CLIENTS; i++)
{
if (svs.clients[i].frameunion.frames)
Z_Free(svs.clients[i].frameunion.frames);
svs.clients[i].frameunion.frames = NULL;
svs.clients[i].state = 0;
*svs.clients[i].namebuf = '\0';
svs.clients[i].name = NULL;
}
SV_FlushLevelCache();
NET_CloseServer ();
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *server, char *startspot, qboolean noents, qboolean usecinematic)
{
func_t f;
char *file;
gametype_e newgametype;
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
int i, j;
int spawnflagmask;
extern int sv_allow_cheats;
#ifndef SERVERONLY
if (!isDedicated && qrenderer == QR_NONE)
{
R_RestartRenderer_f();
if (qrenderer == QR_NONE)
{
Sys_Error("No renderer set when map restarted\n");
return;
}
}
#endif
Con_DPrintf ("SpawnServer: %s\n",server);
svs.spawncount++; // any partially connected client will be
// restarted
#ifndef SERVERONLY
total_loading_size = 100;
current_loading_size = 0;
SCR_SetLoadingStage(LS_SERVER);
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
NET_InitServer();
sv.state = ss_dead;
if (sv.gamedirchanged)
{
sv.gamedirchanged = false;
#ifndef SERVERONLY
Wads_Flush(); //server code is responsable for flushing old state
#endif
#ifdef SVRANKING
Rank_Flush();
#endif
for (i = 0; i < MAX_CLIENTS; i++)
{
if (svs.clients[i].state && ISQWCLIENT(&svs.clients[i]))
ReloadRanking(&svs.clients[i], svs.clients[i].name);
if (svs.clients[i].spawninfo) //don't remember this stuff.
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}
T_FreeStrings();
}
if (sv_bigcoords.value)
{
svs.netprim.coordsize = 4;
svs.netprim.anglesize = 2;
}
else
{
svs.netprim.coordsize = 2;
svs.netprim.anglesize = 1;
}
for (i = 0; i < MAX_CLIENTS; i++)
{
svs.clients[i].datagram.prim = svs.netprim;
svs.clients[i].netchan.message.prim = svs.netprim;
svs.clients[i].nextservertimeupdate = 0;
if (!svs.clients[i].state) //bots with the net_preparse module.
svs.clients[i].userinfo[0] = '\0'; //clear the userinfo to clear the name
if (svs.clients[i].netchan.remote_address.type == NA_LOOPBACK)
{ //forget this client's message buffers, so that any shared client/server network state persists (eg: float coords)
svs.clients[i].num_backbuf = 0;
svs.clients[i].datagram.cursize = 0;
}
svs.clients[i].csqcactive = false;
}
VoteFlushAll();
#ifndef SERVERONLY
cl.worldmodel = NULL;
r_worldentity.model = NULL;
if (0)
cls.state = ca_connected;
if (R_PreNewMap)
R_PreNewMap();
#ifdef VM_CG
CG_Stop();
#endif
#endif
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
SVQ3_ShutdownGame(); //botlib kinda mandates this. :(
#endif
Mod_ClearAll ();
Hunk_FreeToLowMark (host_hunklevel);
#ifdef USEODE
World_ODE_End(&sv.world);
#endif
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
sv.datagram.maxsize = sizeof(sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.datagram.prim = svs.netprim;
sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.reliable_datagram.prim = svs.netprim;
sv.multicast.maxsize = sizeof(sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.multicast.prim = svs.netprim;
#ifdef NQPROT
sv.nqdatagram.maxsize = sizeof(sv.nqdatagram_buf);
sv.nqdatagram.data = sv.nqdatagram_buf;
sv.nqdatagram.allowoverflow = true;
sv.nqdatagram.prim = svs.netprim;
sv.nqreliable_datagram.maxsize = sizeof(sv.nqreliable_datagram_buf);
sv.nqreliable_datagram.data = sv.nqreliable_datagram_buf;
sv.nqreliable_datagram.prim = svs.netprim;
sv.nqmulticast.maxsize = sizeof(sv.nqmulticast_buf);
sv.nqmulticast.data = sv.nqmulticast_buf;
sv.nqmulticast.prim = svs.netprim;
#endif
#ifdef Q2SERVER
sv.q2datagram.maxsize = sizeof(sv.q2datagram_buf);
sv.q2datagram.data = sv.q2datagram_buf;
sv.q2datagram.allowoverflow = true;
sv.q2datagram.prim = svs.netprim;
sv.q2reliable_datagram.maxsize = sizeof(sv.q2reliable_datagram_buf);
sv.q2reliable_datagram.data = sv.q2reliable_datagram_buf;
sv.q2reliable_datagram.prim = svs.netprim;
sv.q2multicast.maxsize = sizeof(sv.q2multicast_buf);
sv.q2multicast.data = sv.q2multicast_buf;
sv.q2multicast.prim = svs.netprim;
#endif
sv.master.maxsize = sizeof(sv.master_buf);
sv.master.data = sv.master_buf;
sv.master.prim = msg_nullnetprim;
sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
sv.signon.data = sv.signon_buffers[0];
sv.signon.prim = svs.netprim;
sv.num_signon_buffers = 1;
FS_ReferenceControl(1, 1);
strcpy (sv.name, server);
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("map");
#else
#define SCR_SetLoadingFile(s)
#endif
Cvar_ApplyLatches(CVAR_LATCH);
//work out the gamespeed
//reset the server time.
sv.time = 0.01; //some progs don't like time starting at 0.
//cos of spawn funcs like self.nextthink = time...
//NQ uses 1, QW uses 0. Awkward.
sv.starttime = Sys_DoubleTime();
COM_FlushTempoaryPacks();
if (sv_cheats.ival)
{
sv_allow_cheats = true;
Info_SetValueForStarKey(svs.info, "*cheats", "ON", MAX_SERVERINFO_STRING);
}
else
{
sv_allow_cheats = 2;
Info_SetValueForStarKey(svs.info, "*cheats", "", MAX_SERVERINFO_STRING);
}
#ifndef SERVERONLY
//This fixes a bug where the server advertises cheats, the internal client connects, and doesn't think cheats are allowed.
//this applies to a few other things too, but cheats is the only special one (because of the *)
Q_strncpyz(cl.serverinfo, svs.info, sizeof(cl.serverinfo));
CL_CheckServerInfo();
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
#endif
if (usecinematic)
{
strcpy (sv.name, server);
strcpy (sv.modelname, "");
}
else
{
char *exts[] = {"maps/%s.bsp", "maps/%s.cm", "maps/%s.hmp", NULL};
strcpy (sv.name, server);
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[0], server);
if (!COM_FCheckExists(sv.modelname))
{
if (COM_FCheckExists(va(exts[1], server)))
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[1], server);
else if (COM_FCheckExists(va(exts[2], server)))
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[2], server);
}
}
sv.state = ss_loading;
sv.world.worldmodel = Mod_ForName (sv.modelname, true);
if (!sv.world.worldmodel || sv.world.worldmodel->needload)
Sys_Error("%s is missing or corrupt\n", sv.modelname);
if (sv.world.worldmodel->type != mod_brush && sv.world.worldmodel->type != mod_heightmap)
Sys_Error("%s is not a bsp model\n", sv.modelname);
sv.state = ss_dead;
#ifndef SERVERONLY
current_loading_size+=10;
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("phs");
#endif
SV_CalcPHS ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("gamecode");
#endif
if (sv.world.worldmodel->fromgame == fg_doom)
Info_SetValueForStarKey(svs.info, "*bspversion", "1", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_halflife)
Info_SetValueForStarKey(svs.info, "*bspversion", "30", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_quake2)
Info_SetValueForStarKey(svs.info, "*bspversion", "38", MAX_SERVERINFO_STRING);
else if (sv.world.worldmodel->fromgame == fg_quake3)
Info_SetValueForStarKey(svs.info, "*bspversion", "46", MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*bspversion", "", MAX_SERVERINFO_STRING);
if (startspot)
Info_SetValueForStarKey(svs.info, "*startspot", startspot, MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*startspot", "", MAX_SERVERINFO_STRING);
//
// init physics interaction links
//
World_ClearWorld (&sv.world);
//do we allow csprogs?
#ifdef PEXT_CSQC
if (*sv_csqc_progname.string)
file = COM_LoadTempFile(sv_csqc_progname.string);
else
file = NULL;
if (file)
{
char text[64];
sv.csqcchecksum = Com_BlockChecksum(file, com_filesize);
sprintf(text, "0x%x", sv.csqcchecksum);
Info_SetValueForStarKey(svs.info, "*csprogs", text, MAX_SERVERINFO_STRING);
sprintf(text, "0x%x", com_filesize);
Info_SetValueForStarKey(svs.info, "*csprogssize", text, MAX_SERVERINFO_STRING);
if (strcmp(sv_csqc_progname.string, "csprogs.dat"))
Info_SetValueForStarKey(svs.info, "*csprogsname", sv_csqc_progname.string, MAX_SERVERINFO_STRING);
else
Info_SetValueForStarKey(svs.info, "*csprogsname", "", MAX_SERVERINFO_STRING);
}
else
{
sv.csqcchecksum = 0;
Info_SetValueForStarKey(svs.info, "*csprogs", "", MAX_SERVERINFO_STRING);
Info_SetValueForStarKey(svs.info, "*csprogssize", "", MAX_SERVERINFO_STRING);
Info_SetValueForStarKey(svs.info, "*csprogsname", "", MAX_SERVERINFO_STRING);
}
sv.csqcdebug = sv_csqcdebug.value;
if (sv.csqcdebug)
Info_SetValueForStarKey(svs.info, "*csqcdebug", "1", MAX_SERVERINFO_STRING);
else
Info_RemoveKey(svs.info, "*csqcdebug");
#endif
if (svs.gametype == GT_PROGS)
{
if (svprogfuncs) //we don't want the q1 stuff anymore.
{
CloseProgs(svprogfuncs);
sv.world.progs = svprogfuncs = NULL;
}
}
sv.state = ss_loading;
newgametype = svs.gametype;
#ifdef HLSERVER
if (SVHL_InitGame())
newgametype = GT_HALFLIFE;
else
#endif
#ifdef Q3SERVER
if (SVQ3_InitGame())
newgametype = GT_QUAKE3;
else
#endif
#ifdef Q2SERVER
if ((sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3) && !*pr_ssqc_progs.string && SVQ2_InitGameProgs()) //these are the rules for running a q2 server
newgametype = GT_QUAKE2; //we loaded the dll
else
#endif
#ifdef VM_Q1
if (PR_LoadQ1QVM())
newgametype = GT_Q1QVM;
else
#endif
{
newgametype = GT_PROGS; //let's just hope this loads.
Q_InitProgs();
}
// if ((sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) && !*progs.string && SVQ2_InitGameProgs()) //full q2 dll decision in one if statement
if (newgametype != svs.gametype)
{
#ifdef HLSERVER
if (newgametype != GT_HALFLIFE)
SVHL_ShutdownGame();
#endif
#ifdef Q3SERVER
if (newgametype != GT_QUAKE3)
SVQ3_ShutdownGame();
#endif
#ifdef Q2SERVER
if (newgametype != GT_QUAKE2) //we don't want the q2 stuff anymore.
SVQ2_ShutdownGameProgs ();
#endif
#ifdef VM_Q1
if (newgametype != GT_Q1QVM)
Q1QVM_Shutdown();
#endif
for (i=0 ; i<MAX_CLIENTS ; i++) //server type changed, so we need to drop all clients. :(
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
svs.clients[i].namebuf[0] = '\0'; //kill all bots
}
}
svs.gametype = newgametype;
sv.models[1] = sv.world.worldmodel;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
sv.strings.model_precache[1] = sv.modelname; //the qvm doesn't have access to this array
for (i=1 ; i<sv.world.worldmodel->numsubmodels ; i++)
{
sv.strings.model_precache[1+i] = localmodels[i];
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
else
#endif
if (svs.gametype == GT_PROGS)
{
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
sv.strings.model_precache[1] = PR_AddString(svprogfuncs, sv.modelname, 0);
for (i=1 ; i<sv.world.worldmodel->numsubmodels ; i++)
{
sv.strings.model_precache[1+i] = PR_AddString(svprogfuncs, localmodels[i], 0);
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
#ifdef Q2SERVER
else if (svs.gametype == GT_QUAKE2)
{
extern int map_checksum;
extern cvar_t sv_airaccelerate;
memset(sv.strings.configstring, 0, sizeof(sv.strings.configstring));
if (deathmatch.value)
sprintf(sv.strings.configstring[Q2CS_AIRACCEL], "%g", sv_airaccelerate.value);
else
strcpy(sv.strings.configstring[Q2CS_AIRACCEL], "0");
// init map checksum config string but only for Q2/Q3 maps
if (sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3)
sprintf(sv.strings.configstring[Q2CS_MAPCHECKSUM], "%i", map_checksum);
else
strcpy(sv.strings.configstring[Q2CS_MAPCHECKSUM], "0");
strcpy(sv.strings.configstring[Q2CS_MODELS+1], sv.modelname);
for (i=1; i<sv.world.worldmodel->numsubmodels; i++)
{
strcpy(sv.strings.configstring[Q2CS_MODELS+1+i], localmodels[i]);
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
}
#endif
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("clients");
#endif
for (i=0 ; i<MAX_CLIENTS ; i++)
{
svs.clients[i].edict = NULL;
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
switch (svs.gametype)
{
case GT_MAX:
break;
case GT_Q1QVM:
case GT_PROGS:
ent = EDICT_NUM(svprogfuncs, 0);
ent->isfree = false;
#ifndef SERVERONLY
/*force coop 1 if splitscreen and not deathmatch*/
{
extern cvar_t cl_splitscreen;
if (cl_splitscreen.value && !deathmatch.value && !coop.value)
Cvar_Set(&coop, "1");
}
#endif
/*only make one slot for single-player*/
if (!isDedicated && !deathmatch.value && !coop.value)
sv.allocated_client_slots = 1;
else
sv.allocated_client_slots = MAX_CLIENTS;
// leave slots at start for clients only
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
svs.clients[i].viewent = 0;
ent = ED_Alloc(svprogfuncs);//EDICT_NUM(i+1);
svs.clients[i].edict = ent;
ent->isfree = false;
//ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
if (!svs.clients[i].state && svs.clients[i].name[0]) //this is a bot.
svs.clients[i].name[0] = '\0'; //make it go away
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{ //we'll fix it up later anyway
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
else
#endif
{
svs.clients[i].name = PR_AddString(svprogfuncs, svs.clients[i].namebuf, sizeof(svs.clients[i].namebuf));
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf));
}
#ifdef PEXT_CSQC
memset(svs.clients[i].csqcentsequence, 0, sizeof(svs.clients[i].csqcentsequence));
memset(svs.clients[i].csqcentversions, 0, sizeof(svs.clients[i].csqcentversions));
#endif
}
for (; i < MAX_CLIENTS; i++)
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
svs.clients[i].namebuf[0] = '\0'; //kill all bots
}
#ifdef PEXT_CSQC
for (i=0 ; i<MAX_EDICTS ; i++)
sv.csqcentversion[i] = 1; //force all csqc edicts to start off as version 1
#endif
break;
case GT_QUAKE2:
#ifdef Q2SERVER
for (i=0 ; i<MAX_CLIENTS ; i++)
{
q2ent = Q2EDICT_NUM(i+1);
q2ent->s.number = i+1;
svs.clients[i].q2edict = q2ent;
}
sv.allocated_client_slots = svq2_maxclients;
#endif
break;
case GT_QUAKE3:
#ifdef Q3SERVER
sv.allocated_client_slots = 32;
#endif
break;
case GT_HALFLIFE:
#ifdef HLSERVER
SVHL_SetupGame();
#endif
break;
}
for (i=0 ; i<MAX_CLIENTS ; i++)
{
Q_strncpyz(svs.clients[i].name, Info_ValueForKey(svs.clients[i].userinfo, "name"), sizeof(svs.clients[i].namebuf));
Q_strncpyz(svs.clients[i].team, Info_ValueForKey(svs.clients[i].userinfo, "team"), sizeof(svs.clients[i].teambuf));
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
if (svprogfuncs)
{
//world entity is hackily spawned
extern cvar_t coop, pr_imitatemvdsv;
eval_t *eval;
ent = EDICT_NUM(svprogfuncs, 0);
ent->isfree = false;
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
ent->v->model = PR_NewString(svprogfuncs, sv.world.worldmodel->name, 0);
ent->v->modelindex = 1; // world model
ent->v->solid = SOLID_BSP;
ent->v->movetype = MOVETYPE_PUSH;
if (progstype == PROG_QW && pr_imitatemvdsv.value>0)
{
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
{
ent->v->targetname = PR_NewString(svprogfuncs, "mvdsv", 0);
ent->v->netname = PR_NewString(svprogfuncs, version_string(), 0);
}
ent->v->impulse = 0;//QWE_VERNUM;
ent->v->items = 103;
}
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
pr_global_struct->mapname = PR_NewString(svprogfuncs, sv.name, 0);
// serverflags are for cross level information (sigils)
pr_global_struct->serverflags = svs.serverflags;
pr_global_struct->time = 0.1; //HACK!!!! A few QuakeC mods expect time to be non-zero in spawn funcs - like prydon gate...
if (progstype == PROG_H2)
{
cvar_t *cv;
if (coop.value)
{
eval = PR_FindGlobal(svprogfuncs, "coop", 0, NULL);
if (eval) eval->_float = coop.value;
}
else
{
eval = PR_FindGlobal(svprogfuncs, "deathmatch", 0, NULL);
if (eval) eval->_float = deathmatch.value;
}
cv = Cvar_Get("randomclass", "0", CVAR_LATCH, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "randomclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
cv = Cvar_Get("cl_playerclass", "1", CVAR_USERINFO|CVAR_ARCHIVE, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "cl_playerclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
}
else
{
if (pr_global_ptrs->coop && coop.value)
pr_global_struct->coop = coop.value;
else if (pr_global_ptrs->deathmatch)
pr_global_struct->deathmatch = deathmatch.value;
}
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
{
for (i = 0; i < svs.numprogs; i++) //do this AFTER precaches have been played with...
{
f = PR_FindFunction (svprogfuncs, "initents", svs.progsnum[i]);
if (f)
{
PR_ExecuteProgram(svprogfuncs, f);
}
}
}
if (progstype == PROG_QW)
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame (); //prydon gate seems to fail because of this allowance
}
// load and spawn all other entities
SCR_SetLoadingFile("entities");
if (progstype == PROG_H2)
{
extern cvar_t coop;
spawnflagmask = 0;
if (deathmatch.value)
spawnflagmask |= SPAWNFLAG_NOT_H2DEATHMATCH;
else if (coop.value)
spawnflagmask |= SPAWNFLAG_NOT_H2COOP;
else
{
cvar_t *cl_playerclass = Cvar_Get("cl_playerclass", "0", CVAR_USERINFO, 0);
spawnflagmask |= SPAWNFLAG_NOT_H2SINGLE;
if (cl_playerclass && cl_playerclass->ival == 1)
spawnflagmask |= SPAWNFLAG_NOT_H2PALADIN;
else if (cl_playerclass && cl_playerclass->ival == 2)
spawnflagmask |= SPAWNFLAG_NOT_H2CLERIC;
else if (cl_playerclass && cl_playerclass->ival == 3)
spawnflagmask |= SPAWNFLAG_NOT_H2NECROMANCER;
else if (cl_playerclass && cl_playerclass->ival == 4)
spawnflagmask |= SPAWNFLAG_NOT_H2THEIF;
else if (cl_playerclass && cl_playerclass->ival == 5)
spawnflagmask |= SPAWNFLAG_NOT_H2NECROMANCER; /*yes, I know.,. makes no sense*/
}
if (skill.value < 0.5)
spawnflagmask |= SPAWNFLAG_NOT_H2EASY;
else if (skill.value > 1.5)
spawnflagmask |= SPAWNFLAG_NOT_H2HARD;
else
spawnflagmask |= SPAWNFLAG_NOT_H2MEDIUM;
//don't filter based on player class. we're lame and don't have any real concept of player classes.
}
else if (!deathmatch.value) //decide if we are to inhibit single player game ents instead
{
spawnflagmask = SPAWNFLAG_NOT_DEATHMATCH;
if (skill.value < 0.5)
spawnflagmask = SPAWNFLAG_NOT_EASY;
else if (skill.value > 1.5)
spawnflagmask = SPAWNFLAG_NOT_HARD;
else
spawnflagmask = SPAWNFLAG_NOT_MEDIUM;
}
else
spawnflagmask = SPAWNFLAG_NOT_DEATHMATCH;
//do this and get the precaches/start up the game
if (sv_loadentfiles.value)
file = FS_LoadMallocFile(va("maps/%s.ent", server));
else
file = NULL;
if (file)
{
char crc[12];
sprintf(crc, "%i", QCRC_Block(file, com_filesize));
Info_SetValueForStarKey(svs.info, "*entfile", crc, MAX_SERVERINFO_STRING);
switch(svs.gametype)
{
case GT_MAX:
break;
case GT_Q1QVM:
case GT_PROGS:
sv.world.edict_size = PR_LoadEnts(svprogfuncs, file, spawnflagmask);
break;
case GT_QUAKE2:
#ifdef Q2SERVER
ge->SpawnEntities(sv.name, file, startspot?startspot:"");
#endif
break;
case GT_QUAKE3:
break;
case GT_HALFLIFE:
#ifdef HLSERVER
SVHL_SpawnEntities(file);
#endif
break;
}
BZ_Free(file);
}
else
{
Info_SetValueForStarKey(svs.info, "*entfile", "", MAX_SERVERINFO_STRING);
switch(svs.gametype)
{
case GT_MAX:
break;
case GT_Q1QVM:
case GT_PROGS:
sv.world.edict_size = PR_LoadEnts(svprogfuncs, sv.world.worldmodel->entities, spawnflagmask);
break;
case GT_QUAKE2:
#ifdef Q2SERVER
ge->SpawnEntities(sv.name, sv.world.worldmodel->entities, startspot?startspot:"");
#endif
break;
case GT_QUAKE3:
break;
case GT_HALFLIFE:
#ifdef HLSERVER
SVHL_SpawnEntities(sv.world.worldmodel->entities);
#endif
break;
}
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
Q_strncpyz(sv.mapname, sv.name, sizeof(sv.mapname));
if (svprogfuncs)
{
eval_t *val;
ent = EDICT_NUM(svprogfuncs, 0);
ent->v->angles[0] = ent->v->angles[1] = ent->v->angles[2] = 0;
val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", NULL);
if (val)
{
if (progstype == PROG_H2)
snprintf(sv.mapname, sizeof(sv.mapname), "%s", T_GetString(val->_float-1));
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, val->string));
}
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", sv.name);
if (Cvar_Get("sv_readonlyworld", "1", 0, "DP compatability")->value)
ent->readonly = true; //lock it down!
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// run two frames to allow everything to settle
realtime += 0.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
realtime += 0.1;
sv.time += 0.1;
sv.starttime -= 0.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// save movement vars
SV_SetMoveVars();
// create a baseline for more efficient communications
// SV_CreateBaseline ();
if (svprogfuncs)
SVNQ_CreateBaseline();
#ifdef Q2SERVER
SVQ2_BuildBaselines();
#endif
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
if (usecinematic)
sv.state = ss_cinematic;
else
sv.state = ss_active;
SV_GibFilterInit();
SV_FilterImpulseInit();
Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING);
if (sv.allocated_client_slots != 1)
Con_TPrintf (STL_SERVERSPAWNED); //misc filenotfounds can be misleading.
if (!startspot)
{
SV_FlushLevelCache(); //to make sure it's caught
for (i=0 ; i<MAX_CLIENTS ; i++)
{
if (svs.clients[i].spawninfo)
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}
}
if (svprogfuncs && startspot)
{
eval_t *eval;
eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL);
if (eval) eval->string = PR_NewString(svprogfuncs, startspot, 0);
}
if (Cmd_AliasExist("f_svnewmap", RESTRICT_LOCAL))
Cbuf_AddText("f_svnewmap\n", RESTRICT_LOCAL);
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
/*DP_BOTCLIENT bots should move over to the new map too*/
if (svs.gametype == GT_PROGS || svs.gametype == GT_Q1QVM)
{
for (i = 0; i < sv.allocated_client_slots; i++)
{
host_client = &svs.clients[i];
if (host_client->state == cs_connected && host_client->protocol == SCP_BAD)
{
sv_player = host_client->edict;
SV_ExtractFromUserinfo(host_client);
// copy spawn parms out of the client_t
for (j=0 ; j< NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = host_client->spawn_parms[j];
}
SV_SetUpClientEdict(host_client, sv_player);
sv_player->xv->clientcolors = atoi(Info_ValueForKey(host_client->userinfo, "topcolor"))*16 + atoi(Info_ValueForKey(host_client->userinfo, "bottomcolor"));
// call the spawn function
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PutClientInServer);
sv.spawned_client_slots++;
// send notification to all clients
host_client->sendinfo = true;
host_client->state = cs_spawned;
SV_UpdateToReliableMessages(); //so that we don't flood too much with 31 bots and one player.
}
}
}
FS_ReferenceControl(0, 0);
SV_MVD_SendInitialGamestate(NULL);
}
#endif