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fteqw/engine/server/sv_init.c
Spoike 6d36834f8e Reworked client support for DPP5+. less code now, its much more graceful.
added waterfog command. waterfog overrides regular fog only when the view is in water.
fixed 64bit printf format specifiers. should work better on winxp64.
fixed some spec angle weirdness.
fixed viewsize 99.99 weirdness with ezhud.
fixed extra offset on the console (exhibited in 64bit builds, but not limited to).
fixed .avi playback, can now actually display frames again.
reimplemented line sparks.
fixed r_editlights_save flipping the light's pitch.
fixed issue with oggs failing to load.
fixed condump to cope with unicode properly.
made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision.
fixed nq server to not stall weirdly on map changes.
fixed qwprogs svc_cdtrack not bugging out with nq clients on the server.
fixed restart command to load the last map run by the server, instead of start.bsp (when idle)
optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now.
fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised).
fixed a couple of bugs from font change. also now supports utf-8 in a few more places.
r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little).
fixed so corona-only lights won't generate shadowmaps and waste lots of time.
removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet.
fixed nested calls with variant-vectors. this fixes csaddon's light editor.
fixed qcc hc calling conventions using redundant stores.
disabled keywords can still be used by using __keyword instead.
fixed ftegccgui grep feature.
fixed motionless-dog qcc bug.
tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings.
fixed qw svc_intermission + dpp5+ clients bug.
fixed annoying spam about disconnecting in hexen2.
rewrote status command a little to cope with ipv6 addresses more gracefully
fixed significant stall when hibernating/debugging a server with a player sitting on it.
fixed truelightning.
fixed rocketlight overriding pflags.
fixed torches vanishing on vid_restart.
fixed issue with decal scaling.
fixed findentityfield builtin.
fixed fteqcc issue with ptr+1
fixed use of arrays inside class functions.
fixed/implemented fteqcc emulation of pointer opcodes.
added __inout keyword to fteqcc, so that it doesn't feel so horrendous.
fixed sizeof(*foo)
fixed *struct = struct;
fixed recursive structs.
fixed fteqcc warning report.
fixed sdl2 controller support, hopefully.
attempted to implement xinput, including per-player audio playback.
slightly fixed relaxed attitude to mouse focus when running fullscreen.
fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors.
implemented bindmaps (for csqc).
fixed crashing bug with eprint builtin.
implemented subset of music_playlist_* functionality. significant changes to music playback.
fixed some more dpcsqc compat.
fixed binds menu. now displays and accepts modifiers.
fixed issues with huge lightmaps.
fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests.
implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh.
implemented sv_saveentfile command.
fixed resume after breaking inside a stepped-over function.
fixed erroneous footer after debugging.
(I wonder just how many things I broke with these fixes)

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00

1731 lines
45 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 "quakedef.h"
#ifndef CLIENTONLY
extern int total_loading_size, current_loading_size, loading_stage;
char *T_GetString(int num);
void SVQ2_Ents_Shutdown(void);
#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;
staticsound_state_t *sv_staticsounds;
int sv_max_staticsounds;
char localinfo[MAX_LOCALINFO_STRING+1]; // local game info
extern cvar_t skill;
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;
extern cvar_t sv_playerslots, maxclients, maxspectators;
/*
================
SV_ModelIndex
================
*/
int SV_ModelIndex (const char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_PRECACHE_MODELS || !sv.strings.model_precache[i])
{
if (i!=MAX_PRECACHE_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, false);
if (!strcmp(name + strlen(name) - 4, ".bsp"))
sv.models[i] = Mod_FindName(Mod_FixName(sv.strings.model_precache[i], sv.strings.model_precache[1]));
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;
}
//looks up a name->index without caching it
int SV_SafeModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_PRECACHE_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 > svs.allocated_client_slots && !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 <= svs.allocated_client_slots)
{
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; //FIXME
if (!svent->baseline.modelindex)
{
memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
svent->baseline.number = entnum;
}
}
}
void SV_SaveSpawnparmsClient(client_t *client, float *transferparms)
{
int j;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = client->spawn_parms[j];
}
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
Q1QVM_SetChangeParms();
}
else
#endif
if (pr_global_ptrs->SetChangeParms)
{
func_t setparms = 0;
if (transferparms)
{
setparms = PR_FindFunction(svprogfuncs, "SetTransferParms", PR_ANY);
if (!setparms)
setparms = pr_global_struct->SetChangeParms;
}
else
setparms = pr_global_struct->SetChangeParms;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
PR_ExecuteProgram (svprogfuncs, setparms);
}
if (transferparms)
{
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
transferparms[j] = *pr_global_ptrs->spawnparamglobals[j];
}
return;
}
else
{
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
client->spawn_parms[j] = *pr_global_ptrs->spawnparamglobals[j];
}
}
// call the progs to get default spawn parms for the new client
if (PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL))
{//oooh, evil.
char buffer[65536*4];
int bufsize = 0;
char *buf;
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
client->spawn_parms[j] = 0;
buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, sizeof(buffer), client->edict);
if (client->spawninfo)
Z_Free(client->spawninfo);
client->spawninfo = Z_Malloc(bufsize+1);
memcpy(client->spawninfo, buf, bufsize+1);
client->spawninfotime = sv.time;
}
#ifdef SVRANKING
if (client->rankid)
{
rankstats_t rs;
if (Rank_GetPlayerStats(client->rankid, &rs))
{
rs.timeonserver += realtime - client->stats_started;
client->stats_started = realtime;
rs.kills += client->kills;
rs.deaths += client->deaths;
client->kills=0;
client->deaths=0;
for (j=0 ; j<NUM_RANK_SPAWN_PARMS ; j++)
{
rs.parm[j] = client->spawn_parms[j];
}
Rank_SetPlayerStats(client->rankid, &rs);
}
}
#endif
}
/*
================
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 (void)
{
int i;
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;
SV_SaveSpawnparmsClient(host_client, NULL);
}
}
void SV_GetNewSpawnParms(client_t *cl)
{
int i;
if (svprogfuncs) //q2 dlls don't use parms in this manner. It's all internal to the dll.
{
// call the progs to get default spawn parms for the new client
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_SetNewParms();
else
#endif
{
if (pr_global_ptrs->SetNewParms)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms);
}
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
cl->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i];
else
cl->spawn_parms[i] = 0;
}
}
}
/*
================
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;
model_t *model = sv.world.worldmodel;
if (model->pvs || model->fromgame == fg_quake2 || model->fromgame == fg_quake3)
{
//PHS calcs are pointless with Q2 bsps
return;
}
//FIXME: this can take a significant time on some maps, and should ideally be pushed to a worker thread.
num = model->numclusters;
rowwords = (num+31)>>5;
rowbytes = rowwords*4;
if (!sv_calcphs.ival || (sv_calcphs.ival == 2 && (rowbytes*num >= 0x100000 || (!deathmatch.ival && !coop.ival))))
{
model->pvs = ZG_Malloc(&model->memgroup, rowbytes*num);
scan = model->pvs;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = model->funcs.ClusterPVS(model, i, scan, rowbytes);
if (lf != scan)
memcpy (scan, lf, rowbytes);
}
Con_DPrintf("Skipping PHS\n");
model->phs = NULL;
return;
}
model->pvs = ZG_Malloc(&model->memgroup, rowbytes*num);
scan = model->pvs;
vcount = 0;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
lf = model->funcs.ClusterPVS(model, 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 ("Building PHS...\n");
model->phs = ZG_Malloc (&model->memgroup, rowbytes*num);
/*this routine takes an exponential amount of time, so cache it if its too big*/
if (rowbytes*num >= 0x100000)
{
char hdr[8];
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", svs.name), "rb", FS_GAME);
if (f)
{
VFS_READ(f, hdr, sizeof(hdr));
if (memcmp(hdr, "QPHS\1\0\0\0", 8) || VFS_GETLEN(f) != rowbytes*num + 8)
{
VFS_READ(f, model->phs, rowbytes*num);
VFS_CLOSE(f);
Con_DPrintf("Loaded cached PHS\n");
return;
}
else
Con_DPrintf("Stale cached PHS\n");
VFS_CLOSE(f);
}
}
count = 0;
scan = model->pvs;
dest = (unsigned *)model->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
//except we now use clusters internally, which are 0-based (ie: leaf 0 is invalid and maps to cluster -1)
index = ((j<<3)+k);
if (index >= num)
continue;
src = (unsigned *)model->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", svs.name), "wb", FS_GAMEONLY);
if (f)
{
VFS_WRITE(f, "QPHS\1\0\0\0", 8);
VFS_WRITE(f, model->phs, rowbytes*num);
VFS_CLOSE(f);
Con_Printf("Written PHS cache (%u bytes)\n", rowbytes*num);
}
}
if (num)
if (developer.value)
Con_TPrintf ("Average leafs visible / hearable / total: %i / %i / %i\n", vcount/num, count/num, num);
}
unsigned SV_CheckModel(char *mdl)
{
size_t fsize;
qbyte *buf;
unsigned short crc;
// int len;
buf = (qbyte *)COM_LoadFile (mdl, 5, &fsize);
if (!buf)
return 0;
crc = QCRC_Block(buf, fsize);
// for (len = com_filesize; len; len--, buf++)
// CRC_ProcessByte(&crc, *buf);
BZ_Free(buf);
return crc;
}
void SV_UnspawnServer (void) //terminate the running server.
{
int i;
if (sv.state)
{
Con_TPrintf("Server ended\n");
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 Q3SERVER
SVQ3_ShutdownGame();
#endif
#ifdef Q2SERVER
SVQ2_ShutdownGameProgs();
SVQ2_Ents_Shutdown();
#endif
#ifdef HLSERVER
SVHL_ShutdownGame();
#endif
#ifdef VM_Q1
Q1QVM_Shutdown();
#endif
sv.world.worldmodel = NULL;
sv.state = ss_dead;
if (sv.csqcentversion)
{
BZ_Free(sv.csqcentversion);
sv.csqcentversion = NULL;
}
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].frameunion.frames)
Z_Free(svs.clients[i].frameunion.frames);
svs.clients[i].frameunion.frames = NULL;
svs.clients[i].pendingentbits = NULL;
svs.clients[i].state = 0;
*svs.clients[i].namebuf = '\0';
svs.clients[i].name = NULL;
}
free(svs.clients);
svs.clients = NULL;
svs.allocated_client_slots = 0;
SV_FlushLevelCache();
NET_CloseServer ();
SV_RunCmdCleanup();
}
void SV_UpdateMaxPlayers(int newmax)
{
int i;
if (newmax != svs.allocated_client_slots)
{
client_t *old = svs.clients;
for (i = newmax; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
svs.clients[i].namebuf[0] = '\0'; //kill all bots
}
if (newmax)
svs.clients = realloc(svs.clients, newmax*sizeof(*svs.clients));
else
{
free(svs.clients);
svs.clients = NULL;
}
for (i = svs.allocated_client_slots; i < newmax; i++)
{
memset(&svs.clients[i], 0, sizeof(svs.clients[i]));
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
for (i = 0; i < min(newmax, svs.allocated_client_slots); i++)
{
if (svs.clients[i].netchan.message.data)
svs.clients[i].netchan.message.data = (qbyte*)&svs.clients[i] + (svs.clients[i].netchan.message.data - (qbyte*)&old[i]);
if (svs.clients[i].datagram.data)
svs.clients[i].datagram.data = (qbyte*)&svs.clients[i] + (svs.clients[i].datagram.data - (qbyte*)&old[i]);
if (svs.clients[i].backbuf.data)
svs.clients[i].backbuf.data = (qbyte*)&svs.clients[i] + (svs.clients[i].backbuf.data - (qbyte*)&old[i]);
if (svs.clients[i].controlled)
svs.clients[i].controlled = svs.clients + (svs.clients[i].controlled - old);
if (svs.clients[i].controller)
svs.clients[i].controller = svs.clients + (svs.clients[i].controller - old);
}
svs.allocated_client_slots = sv.allocated_client_slots = newmax;
}
sv.allocated_client_slots = svs.allocated_client_slots;
}
void SV_SetupNetworkBuffers(qboolean bigcoords)
{
int i;
//determine basic primitive sizes.
if (bigcoords)
{
svs.netprim.coordsize = 4;
svs.netprim.anglesize = 2;
}
else
{
svs.netprim.coordsize = 2;
svs.netprim.anglesize = 1;
}
//FIXME: this should be part of sv_new_f or something instead, so that any angles sent by clients won't be invalid
for (i = 0; i < svs.allocated_client_slots; i++)
{
svs.clients[i].datagram.prim = svs.netprim;
svs.clients[i].netchan.message.prim = svs.netprim;
}
//
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;
}
/*
================
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)
{
extern cvar_t allow_download_refpackages;
func_t f;
char *file;
extern cvar_t pr_maxedicts;
gametype_e newgametype;
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
int i, j;
int spawnflagmask;
extern int sv_allow_cheats;
size_t fsz;
#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 < svs.allocated_client_slots; 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;
}
#ifdef HEXEN2
T_FreeStrings();
#endif
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
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;
Surf_PreNewMap();
#ifdef VM_CG
CG_Stop();
#endif
#endif
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
SVQ3_ShutdownGame(); //botlib kinda mandates this. :(
#endif
Mod_ClearAll ();
#ifndef SERVERONLY
r_regsequence++;
#endif
PR_Deinit();
if (sv.csqcentversion)
BZ_Free(sv.csqcentversion);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
sv.logindatabase = -1;
SV_SetupNetworkBuffers(sv_bigcoords.ival);
if (allow_download_refpackages.ival)
FS_ReferenceControl(1, 1);
Q_strncpyz (svs.name, server, sizeof(svs.name));
#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 anything that can affect the content that is loaded by the server, but cheats is the only special one (because of the *)
Q_strncpyz(cl.serverinfo, svs.info, sizeof(cl.serverinfo));
if (!isDedicated)
CL_CheckServerInfo();
Cvar_ForceCallback(Cvar_FindVar("r_particlesdesc"));
#endif
sv.state = ss_loading;
#if defined(Q2BSPS)
if (usecinematic)
{
qboolean QDECL Mod_LoadQ2BrushModel (model_t *mod, void *buffer, size_t fsize);
Q_strncpyz (svs.name, server, sizeof(svs.name));
Q_strncpyz (sv.modelname, "", sizeof(sv.modelname));
sv.world.worldmodel = Mod_FindName (sv.modelname);
if (Mod_LoadQ2BrushModel (sv.world.worldmodel, NULL, 0))
sv.world.worldmodel->loadstate = MLS_LOADED;
else
sv.world.worldmodel->loadstate = MLS_FAILED;
}
else
#endif
{
//.map is commented out because quite frankly, they're a bit annoying when the engine loads the gpled start.map when really you wanted to just play the damn game intead of take it apart.
//if you want to load a .map, just use 'map foo.map' instead.
char *exts[] = {"maps/%s", "maps/%s.bsp", "maps/%s.cm", "maps/%s.hmp", /*"maps/%s.map",*/ NULL};
int depth, bestdepth;
Q_strncpyz (svs.name, server, sizeof(svs.name));
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[0], server);
bestdepth = COM_FDepthFile(sv.modelname, false);
for (i = 1; exts[i]; i++)
{
depth = COM_FDepthFile(va(exts[i], server), false);
if (depth < bestdepth)
{
bestdepth = depth;
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[i], server);
}
}
COM_FCheckExists(sv.modelname);
sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR);
}
if (!sv.world.worldmodel || sv.world.worldmodel->loadstate != MLS_LOADED)
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);
Info_SetValueForStarKey(svs.info, "*startspot", (startspot?startspot:""), MAX_SERVERINFO_STRING);
//
// init physics interaction links
//
World_ClearWorld (&sv.world);
//do we allow csprogs?
#ifdef PEXT_CSQC
fsz = 0;
if (*sv_csqc_progname.string)
file = COM_LoadTempFile(sv_csqc_progname.string, &fsz);
else
file = NULL;
if (file)
{
char text[64];
sv.csqcchecksum = Com_BlockChecksum(file, fsz);
sprintf(text, "0x%x", sv.csqcchecksum);
Info_SetValueForStarKey(svs.info, "*csprogs", text, MAX_SERVERINFO_STRING);
sprintf(text, "0x%x", (unsigned int)fsz);
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.
{
svprogfuncs->CloseProgs(svprogfuncs);
sv.world.progs = svprogfuncs = NULL;
}
}
sv.state = ss_loading;
sv.world.max_edicts = pr_maxedicts.value;
if (sv.world.max_edicts > MAX_EDICTS)
sv.world.max_edicts = MAX_EDICTS;
#ifdef PEXT_CSQC
sv.csqcentversion = BZ_Malloc(sizeof(*sv.csqcentversion) * sv.world.max_edicts);
for (i=0 ; i<sv.world.max_edicts ; i++)
sv.csqcentversion[i] = 1; //force all csqc edicts to start off as version 1
#endif
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_LUA
if (PR_LoadLua())
newgametype = GT_LUA;
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
SV_UpdateMaxPlayers(0);
}
svs.gametype = newgametype;
sv.models[1] = sv.world.worldmodel;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
int subs;
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
subs = sv.world.worldmodel->numsubmodels;
if (subs > MAX_PRECACHE_MODELS-2)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = MAX_PRECACHE_MODELS-2;
}
sv.strings.model_precache[1] = sv.modelname; //the qvm doesn't have access to this array
for (i=1 ; i<subs ; i++)
{
char *z, *s = va("*%u", i);
z = Z_TagMalloc(strlen(s)+1, VMFSID_Q1QVM);
strcpy(z, s);
sv.strings.model_precache[1+i] = z;
sv.models[i+1] = Mod_ForName (Mod_FixName(z, sv.modelname), MLV_WARN);
}
//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
#ifdef VM_LUA
|| svs.gametype == GT_LUA
#endif
)
{
int subs;
strcpy(sv.strings.sound_precache[0], "");
sv.strings.model_precache[0] = "";
sv.strings.model_precache[1] = PR_AddString(svprogfuncs, sv.modelname, 0, false);
subs = sv.world.worldmodel->numsubmodels;
if (subs > MAX_PRECACHE_MODELS-2)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = MAX_PRECACHE_MODELS-2;
}
for (i=1 ; i<subs ; i++)
{
sv.strings.model_precache[1+i] = PR_AddString(svprogfuncs, va("*%u", i), 0, false);
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.model_precache[1+i], sv.modelname), MLV_WARN);
}
//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)
{
int subs;
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");
subs = sv.world.worldmodel->numsubmodels;
if (subs > Q2MAX_MODELS-2)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = Q2MAX_MODELS-2;
}
strcpy(sv.strings.configstring[Q2CS_MODELS+1], sv.modelname);
for (i=1; i<sv.world.worldmodel->numsubmodels; i++)
{
Q_snprintfz(sv.strings.configstring[Q2CS_MODELS+1+i], sizeof(sv.strings.configstring[Q2CS_MODELS+1+i]), "*%u", i);
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.configstring[Q2CS_MODELS+1+i], sv.modelname), MLV_WARN);
}
}
#endif
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("clients");
#endif
for (i=0 ; i<svs.allocated_client_slots ; 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)
{
default:
SV_Error("bad gametype");
break;
#ifdef VM_LUA
case GT_LUA:
#endif
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
if (sv_playerslots.ival > 0)
i = sv_playerslots.ival;
else
{
/*only make one slot for single-player (ktx sucks)*/
if (!isDedicated && !deathmatch.value && !coop.value && svs.gametype != GT_Q1QVM)
i = 1;
else
{
i = maxclients.ival + maxspectators.ival;
if (i < QWMAX_CLIENTS)
i = QWMAX_CLIENTS;
}
}
SV_UpdateMaxPlayers(i);
// 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), false);
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf), false);
}
#ifdef PEXT_CSQC
if (svs.clients[i].csqcentsequence)
memset(svs.clients[i].csqcentsequence, 0, sizeof(*svs.clients[i].csqcentsequence) * svs.clients[i].max_net_ents);
if (svs.clients[i].csqcentversions)
memset(svs.clients[i].csqcentversions, 0, sizeof(*svs.clients[i].csqcentversions) * svs.clients[i].max_net_ents);
#endif
}
break;
#ifdef Q2SERVER
case GT_QUAKE2:
SV_UpdateMaxPlayers(svq2_maxclients);
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
q2ent = Q2EDICT_NUM(i+1);
q2ent->s.number = i+1;
svs.clients[i].q2edict = q2ent;
}
break;
#endif
#ifdef Q3SERVER
case GT_QUAKE3:
SV_UpdateMaxPlayers(32);
break;
#endif
#ifdef HLSERVER
case GT_HALFLIFE:
SVHL_SetupGame();
SV_UpdateMaxPlayers(32);
break;
#endif
}
//fixme: is this right?
for (i=0 ; i<sv.allocated_client_slots ; 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
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->model, sv.strings.model_precache[1], true);
ent->v->modelindex = 1; // world model
ent->v->solid = SOLID_BSP;
ent->v->movetype = MOVETYPE_PUSH;
VectorCopy(sv.world.worldmodel->mins, ent->v->mins);
VectorCopy(sv.world.worldmodel->maxs, ent->v->maxs);
if (progstype == PROG_QW && pr_imitatemvdsv.value>0)
{
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
{
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->targetname, "mvdsv", true);
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->netname, version_string(), false);
}
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
svprogfuncs->SetStringField(svprogfuncs, NULL, &pr_global_struct->mapname, svs.name, true);
// 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...
#ifdef HEXEN2
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
#endif
{
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 (!deathmatch.value && !*skill.string) //skill was left blank so it doesn't polute serverinfo on deathmatch servers. in single player, we ensure that it gets a proper value.
Cvar_Set(&skill, "1");
#ifdef HEXEN2
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
#endif
if (!deathmatch.value) //decide if we are to inhibit single player game ents instead
{
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.world.worldmodel->entitiescrc)
{
char crc[12];
sprintf(crc, "%i", sv.world.worldmodel->entitiescrc);
Info_SetValueForStarKey(svs.info, "*entfile", crc, MAX_SERVERINFO_STRING);
}
else
Info_SetValueForStarKey(svs.info, "*entfile", "", MAX_SERVERINFO_STRING);
file = sv.world.worldmodel->entities;
if (!file)
file = "";
switch(svs.gametype)
{
default:
if (svprogfuncs)
sv.world.edict_size = PR_LoadEnts(svprogfuncs, file, spawnflagmask);
else
sv.world.edict_size = 0;
break;
#ifdef Q2SERVER
case GT_QUAKE2:
ge->SpawnEntities(svs.name, file, startspot?startspot:"");
break;
#endif
case GT_QUAKE3:
break;
#ifdef HLSERVER
case GT_HALFLIFE:
SVHL_SpawnEntities(file);
break;
#endif
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
Q_strncpyz(sv.mapname, svs.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)
{
#ifdef HEXEN2
if (progstype == PROG_H2)
snprintf(sv.mapname, sizeof(sv.mapname), "%s", T_GetString(val->_float-1));
else
#endif
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, val->string));
}
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", svs.name);
if (Cvar_Get("sv_readonlyworld", "1", 0, "DP compatability")->value)
{
ent->readonly = true; //lock it down!
if (ent->v->origin[0] != 0 || ent->v->origin[1] != 0 || ent->v->origin[2] != 0 || ent->v->angles[0] != 0 || ent->v->angles[1] != 0 || ent->v->angles[2] != 0)
Con_Printf("Warning: The world has moved. Alert your nearest reputable news agency.\n");
}
// 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
//these frames must be at 1.0 then 1.1 (and 0.1 frametime)
//(bug: starting less than that gives time for the scrag to fall on end)
realtime += 0.1;
sv.world.physicstime = 1.0;
sv.time = 1.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
realtime += 0.1;
// sv.world.physicstime = 1.1;
sv.time += 0.1;
SV_Physics ();
sv.time += 0.1;
#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", svs.name, MAX_SERVERINFO_STRING);
if (sv.allocated_client_slots != 1)
Con_TPrintf ("Server spawned.\n"); //misc filenotfounds can be misleading.
if (!startspot)
{
SV_FlushLevelCache(); //to make sure it's caught
for (i=0 ; i<sv.allocated_client_slots ; 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);
}
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
/*world is now spawned. switch to big coords if there are entities outside the bounds of the map*/
if (!*sv_bigcoords.string && svprogfuncs)
{
float extent = 0, ne;
//fixme: go off bsp extents instead?
for(i = 1; i < sv.world.num_edicts; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
for (j = 0; j < 3; j++)
{
ne = fabs(ent->v->origin[j]);
if (extent < ne)
extent = ne;
}
}
if (extent > (1u<<15)/8
#ifdef TERRAIN
|| sv.world.worldmodel->terrain
#endif
)
{
if (sv.num_signon_buffers > 1 || sv.signon.cursize)
Con_Printf("Cannot auto-enable extended coords as the init buffer was used\n");
else
{
Con_Printf("Switching to extended coord sizes\n");
SV_SetupNetworkBuffers(true);
}
}
}
/*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, true);
// 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
sv.skipbprintclient = host_client;
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
sv.skipbprintclient = NULL;
// 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.
}
}
}
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
{
SVQ3_NewMapConnects();
}
#endif
FS_ReferenceControl(0, 0);
SV_MVD_SendInitialGamestate(NULL);
SSV_UpdateAddresses();
//some mods stuffcmd these, and it would be a shame if they didn't work. we still need the earlier call in case the mod does extra stuff.
SV_SetMoveVars();
sv.starttime = Sys_DoubleTime() - sv.time;
}
#endif