b380421e42
Clarify the 'too many alternate clients' messages. Gamepad movement should respond to +speed. favour fte's nq protocols over dp ones when both are supported by the client, to boost compat with qss. try to generate proper utf-8 filenames from player/team names when recording mvds, instead of bad char encodings. Fix loading saved games with splitscreen enabled. pr_dumpplatform can now optionally filter symbols via some specific external files, adding deprecated tags for any symbol not also supported by DP and QSS. Rework CSQC globals to use macros, to ensure completeness and consistency. rework sv_csqcdebug to use special svcs. This should make it more robust. Fix some scary warnings when vid_reloading the vulkan renderer. Fix a possible segfault from opengl+rtlights. Mousewheel will now interact better with engine menus. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5757 fc73d0e0-1445-4013-8a0c-d673dee63da5
1765 lines
46 KiB
C
1765 lines
46 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#include "pr_common.h"
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#ifdef SQL
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#include "sv_sql.h"
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#endif
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#ifndef CLIENTONLY
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extern int total_loading_size, current_loading_size, loading_stage;
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char *T_GetString(int num);
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void SVQ2_Ents_Shutdown(void);
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#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+(i)*ge->edict_size)
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server_static_t svs; // persistant server info
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server_t sv; // local server
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entity_state_t *sv_staticentities;
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int sv_max_staticentities;
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staticsound_state_t *sv_staticsounds;
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int sv_max_staticsounds;
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extern cvar_t skill;
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extern cvar_t sv_cheats;
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extern cvar_t sv_bigcoords;
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extern cvar_t sv_gamespeed;
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extern cvar_t sv_csqc_progname;
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extern cvar_t sv_calcphs;
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extern cvar_t sv_playerslots, maxclients, maxspectators;
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extern cvar_t sv_nqplayerphysics; //auto setting needs updating on map changes
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/*
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================
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SV_ModelIndex
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================
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*/
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int SV_ModelIndex (const char *name)
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{
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int i;
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if (!name || !name[0])
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return 0;
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for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
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if (!strcmp(sv.strings.model_precache[i], name))
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return i;
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if (i==MAX_PRECACHE_MODELS || !sv.strings.model_precache[i])
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{
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if (i!=MAX_PRECACHE_MODELS)
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{
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#ifdef VM_Q1
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if (svs.gametype == GT_Q1QVM)
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sv.strings.model_precache[i] = name;
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else
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#endif
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sv.strings.model_precache[i] = PR_AddString(svprogfuncs, name, 0, false);
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if (!strcmp(name + strlen(name) - 4, ".bsp"))
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sv.models[i] = Mod_FindName(Mod_FixName(sv.strings.model_precache[i], sv.strings.model_precache[1]));
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Con_DPrintf("WARNING: SV_ModelIndex: model %s not precached\n", name);
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if (sv.state != ss_loading)
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{
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MSG_WriteByte(&sv.reliable_datagram, svcfte_precache);
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MSG_WriteShort(&sv.reliable_datagram, i);
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MSG_WriteString(&sv.reliable_datagram, sv.strings.model_precache[i]);
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#ifdef NQPROT
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MSG_WriteByte(&sv.nqreliable_datagram, svcdp_precache);
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MSG_WriteShort(&sv.nqreliable_datagram, i);
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MSG_WriteString(&sv.nqreliable_datagram, sv.strings.model_precache[i]);
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#endif
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}
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}
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}
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return i;
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}
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//looks up a name->index without caching it
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int SV_SafeModelIndex (char *name)
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{
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int i;
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if (!name || !name[0])
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return 0;
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for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
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if (!strcmp(sv.strings.model_precache[i], name))
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return i;
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if (i==MAX_PRECACHE_MODELS || !sv.strings.model_precache[i])
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{
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return 0;
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}
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return i;
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}
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/*
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================
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SV_FlushSignon
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Moves to the next signon buffer if needed
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This stops any chunk from getting too large, hopefully, but if the worst happens then hopefully network fragmentation will work.
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================
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*/
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void SV_FlushSignon (qboolean force)
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{ //flush only when it gets too big.
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if (sv.signon.cursize < MAX_DATAGRAM - 512)
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{
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if (!force || !sv.signon.cursize)
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return;
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}
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if (sv.signon.cursize)
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{
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sv.signon.data[-2] = (sv.signon.cursize>>0)&0xff;
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sv.signon.data[-1] = (sv.signon.cursize>>8)&0xff;
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sv.used_signon_space += 2+sv.signon.cursize;
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}
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sv.signon.data = sv.signon_buffer + sv.used_signon_space+2;
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sv.signon.maxsize = sizeof(sv.signon_buffer) - (sv.used_signon_space+2);
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sv.signon.cursize = 0;
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sv.signon.prim = svs.netprim;
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}
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#ifdef SERVER_DEMO_PLAYBACK
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void SV_FlushDemoSignon (void)
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{
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if (sv.demosignon.cursize < sv.demosignon.maxsize - 512)
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return;
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if (sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1)
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SV_Error ("sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1");
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sv.demosignon_buffer_size[sv.num_demosignon_buffers-1] = sv.demosignon.cursize;
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sv.demosignon.data = sv.demosignon_buffers[sv.num_demosignon_buffers];
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sv.num_demosignon_buffers++;
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sv.demosignon.cursize = 0;
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}
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#endif
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress the update messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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/*void SV_CreateBaseline (void)
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{
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int i;
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edict_t *svent;
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int entnum;
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for (entnum = 0; entnum < sv.num_edicts ; entnum++)
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{
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svent = EDICT_NUM(entnum);
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if (svent->free)
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continue;
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// create baselines for all player slots,
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// and any other edict that has a visible model
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if (entnum > svs.allocated_client_slots && !svent->v->modelindex)
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continue;
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//
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// create entity baseline
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//
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VectorCopy (svent->v->origin, svent->baseline.origin);
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VectorCopy (svent->v->angles, svent->baseline.angles);
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svent->baseline.frame = svent->v->frame;
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svent->baseline.skinnum = svent->v->skin;
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if (entnum > 0 && entnum <= svs.allocated_client_slots)
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{
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svent->baseline.colormap = entnum;
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svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl")&255;
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}
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else
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{
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svent->baseline.colormap = 0;
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svent->baseline.modelindex =
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SV_ModelIndex(PR_GetString(svent->v->model))&255;
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}
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#ifdef PEXT_SCALE
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svent->baseline.scale = 1;
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#endif
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#ifdef PEXT_TRANS
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svent->baseline.trans = 1;
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#endif
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//
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// flush the signon message out to a seperate buffer if
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// nearly full
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//
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SV_FlushSignon ();
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//
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// add to the message
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//
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MSG_WriteByte (&sv.signon,svc_spawnbaseline);
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MSG_WriteShort (&sv.signon,entnum);
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MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
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MSG_WriteByte (&sv.signon, svent->baseline.frame);
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MSG_WriteByte (&sv.signon, svent->baseline.colormap);
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MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
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for (i=0 ; i<3 ; i++)
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{
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MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
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MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
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}
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}
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}
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*/
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void SVQ1_CreateBaseline (void)
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{
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edict_t *svent;
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int entnum;
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extern entity_state_t nullentitystate;
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int playermodel = SV_SafeModelIndex("progs/player.mdl");
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for (entnum = 0; entnum < sv.world.num_edicts ; entnum++)
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{
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svent = EDICT_NUM_PB(svprogfuncs, entnum);
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memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
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svent->baseline.number = entnum;
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if (ED_ISFREE(svent))
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continue;
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// create baselines for all player slots,
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// and any other edict that has a visible model
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if (entnum > sv.allocated_client_slots && !svent->v->modelindex)
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continue;
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//
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// create entity baseline
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//
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SV_Snapshot_BuildStateQ1(&svent->baseline, svent, NULL, NULL);
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if (entnum > 0 && entnum <= sv.allocated_client_slots)
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{
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if (entnum > 0 && entnum <= 16)
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svent->baseline.colormap = entnum;
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else
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svent->baseline.colormap = 0; //this would crash NQ.
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if (!svent->baseline.solidsize)
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svent->baseline.solidsize = ES_SOLID_HULL1;
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if (!svent->baseline.modelindex)
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svent->baseline.modelindex = playermodel;
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}
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svent->baseline.modelindex&=255; //FIXME
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if (!svent->baseline.modelindex)
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{
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memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
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svent->baseline.number = entnum;
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}
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}
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}
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void SV_SpawnParmsToQC(client_t *client)
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{
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int i;
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// copy spawn parms out of the client_t
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for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
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{
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if (pr_global_ptrs->spawnparamglobals[i])
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*pr_global_ptrs->spawnparamglobals[i] = client->spawn_parms[i];
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}
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if (pr_global_ptrs->parm_string)
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*pr_global_ptrs->parm_string = client->spawn_parmstring?PR_TempString(sv.world.progs, client->spawn_parmstring):0;
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}
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void SV_SpawnParmsToClient(client_t *client)
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{
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int i;
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for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
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{
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if (pr_global_ptrs->spawnparamglobals[i])
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client->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i];
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else
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client->spawn_parms[i] = 0;
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}
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Z_Free(client->spawn_parmstring);
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if (pr_global_ptrs->parm_string)
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client->spawn_parmstring = Z_StrDup(PR_GetString(sv.world.progs, *pr_global_ptrs->parm_string));
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else
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client->spawn_parmstring = NULL;
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}
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void SV_SaveSpawnparmsClient(client_t *client, float *transferparms)
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{
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int j;
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eval_t *eval;
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SV_SpawnParmsToQC(client);
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#ifdef VM_Q1
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if (svs.gametype == GT_Q1QVM)
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{
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pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
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Q1QVM_SetChangeParms();
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}
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else
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#endif
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if (pr_global_ptrs->SetChangeParms)
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{
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func_t setparms = 0;
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if (transferparms)
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{
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setparms = PR_FindFunction(svprogfuncs, "SetTransferParms", PR_ANY);
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if (!setparms)
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setparms = pr_global_struct->SetChangeParms;
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}
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else
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setparms = pr_global_struct->SetChangeParms;
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pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
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PR_ExecuteProgram (svprogfuncs, setparms);
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}
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if (transferparms)
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{
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for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
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{
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if (pr_global_ptrs->spawnparamglobals[j])
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transferparms[j] = *pr_global_ptrs->spawnparamglobals[j];
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}
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return;
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}
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else
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{
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SV_SpawnParmsToClient(client);
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}
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// call the progs to get default spawn parms for the new client
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eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL);
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if (eval && eval->function)
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{//oooh, evil.
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char buffer[65536*4];
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size_t bufsize = 0;
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char *buf;
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for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
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client->spawn_parms[j] = 0;
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buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, sizeof(buffer), client->edict);
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if (client->spawninfo)
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Z_Free(client->spawninfo);
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client->spawninfo = Z_Malloc(bufsize+1);
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memcpy(client->spawninfo, buf, bufsize+1);
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client->spawninfotime = sv.time;
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}
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#ifdef SVRANKING
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if (client->rankid)
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{
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rankstats_t rs;
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if (Rank_GetPlayerStats(client->rankid, &rs))
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{
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rs.timeonserver += realtime - client->stats_started;
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client->stats_started = realtime;
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rs.kills += client->kills;
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rs.deaths += client->deaths;
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client->kills=0;
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client->deaths=0;
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for (j=0 ; j<NUM_RANK_SPAWN_PARMS ; j++)
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{
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rs.parm[j] = client->spawn_parms[j];
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}
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Rank_SetPlayerStats(client->rankid, &rs);
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}
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}
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#endif
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}
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|
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/*
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================
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SV_SaveSpawnparms
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Grabs the current state of the progs serverinfo flags
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and each client for saving across the
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transition to another level
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================
|
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*/
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void SV_SaveSpawnparms (void)
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{
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int i;
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if (!sv.state)
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return; // no progs loaded yet
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|
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if (!svprogfuncs)
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return;
|
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|
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// serverflags is the only game related thing maintained
|
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svs.serverflags = pr_global_struct->serverflags;
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for (i=0, host_client = svs.clients ; i<sv.allocated_client_slots ; i++, host_client++)
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|
{
|
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if (host_client->state != cs_spawned)
|
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continue;
|
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|
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SV_SaveSpawnparmsClient(host_client, NULL);
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}
|
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}
|
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|
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void SV_GetNewSpawnParms(client_t *cl)
|
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{
|
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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
|
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#ifdef VM_Q1
|
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if (svs.gametype == GT_Q1QVM)
|
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Q1QVM_SetNewParms();
|
|
else
|
|
#endif
|
|
{
|
|
if (pr_global_ptrs->SetNewParms)
|
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PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms);
|
|
}
|
|
|
|
SV_SpawnParmsToClient(cl);
|
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}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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, *pvs;
|
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int count, vcount;
|
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model_t *model = sv.world.worldmodel;
|
|
pvsbuffer_t buf;
|
|
|
|
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;
|
|
rowbytes = model->pvsbytes;
|
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rowwords = rowbytes/sizeof(*dest);
|
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buf.buffersize = model->pvsbytes;
|
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|
|
if (!sv_calcphs.ival || (sv_calcphs.ival == 2 && (rowbytes*num >= 0x100000 || (!deathmatch.ival && !coop.ival))))
|
|
{
|
|
pvs = NULL;/*ZG_Malloc(&model->memgroup, rowbytes*num);
|
|
scan = pvs;
|
|
for (i=0 ; i<num ; i++, scan+=rowbytes)
|
|
{
|
|
buf.buffer = scan;
|
|
model->funcs.ClusterPVS(model, i, &buf, PVM_REPLACE);
|
|
}*/
|
|
|
|
Con_DPrintf("Skipping PHS\n");
|
|
model->pvs = pvs;
|
|
model->phs = NULL;
|
|
return;
|
|
}
|
|
|
|
pvs = ZG_Malloc(&model->memgroup, rowbytes*num);
|
|
scan = pvs;
|
|
vcount = 0;
|
|
for (i=0 ; i<num ; i++, scan+=rowbytes)
|
|
{
|
|
buf.buffer = scan;
|
|
model->funcs.ClusterPVS(model, i, &buf, PVM_REPLACE);
|
|
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->pvs = pvs;
|
|
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 = 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 *)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 *)FS_LoadMallocFile (mdl, &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");
|
|
|
|
#ifdef MVD_RECORDING
|
|
if (sv.mvdrecording)
|
|
SV_MVDStop (MVD_CLOSE_STOPPED, false);
|
|
#endif
|
|
|
|
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(false);
|
|
#endif
|
|
#ifdef Q2SERVER
|
|
SVQ2_ShutdownGameProgs();
|
|
SVQ2_Ents_Shutdown();
|
|
#endif
|
|
#ifdef HLSERVER
|
|
SVHL_ShutdownGame();
|
|
#endif
|
|
#ifdef VM_Q1
|
|
Q1QVM_Shutdown(true);
|
|
#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].pendingdeltabits = NULL;
|
|
svs.clients[i].pendingcsqcbits = NULL;
|
|
svs.clients[i].state = 0;
|
|
*svs.clients[i].namebuf = '\0';
|
|
svs.clients[i].name = NULL;
|
|
InfoBuf_Clear(&svs.clients[i].userinfo, true);
|
|
}
|
|
free(svs.clients);
|
|
svs.clients = NULL;
|
|
svs.allocated_client_slots = 0;
|
|
#ifdef SAVEDGAMES
|
|
SV_FlushLevelCache();
|
|
#endif
|
|
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].name == old[i].namebuf)
|
|
svs.clients[i].name = svs.clients[i].namebuf;
|
|
if (svs.clients[i].team == old[i].teambuf)
|
|
svs.clients[i].team = svs.clients[i].teambuf;
|
|
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;
|
|
|
|
for (i = 0; i < svs.allocated_client_slots; i++)
|
|
{
|
|
InfoSync_Clear(&svs.clients[i].infosync);
|
|
svs.clients[i].userinfo.ChangeCB = svs.info.ChangeCB;
|
|
svs.clients[i].userinfo.ChangeCTX = &svs.clients[i].userinfo;
|
|
}
|
|
}
|
|
sv.allocated_client_slots = svs.allocated_client_slots;
|
|
}
|
|
|
|
void SV_SetupNetworkBuffers(qboolean bigcoords)
|
|
{
|
|
int i;
|
|
|
|
//determine basic primitive sizes.
|
|
if (bigcoords)
|
|
{
|
|
svs.netprim.coordtype = COORDTYPE_FLOAT_32;
|
|
svs.netprim.anglesize = 2;
|
|
}
|
|
else
|
|
{
|
|
svs.netprim.coordtype = COORDTYPE_FIXED_13_3;
|
|
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].netchan.netprim = svs.netprim;
|
|
|
|
//make sure those are kept up to date too.
|
|
svs.clients[i].datagram.prim =
|
|
svs.clients[i].netchan.message.prim = svs.clients[i].netchan.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.data = sv.signon_buffer+2;
|
|
sv.used_signon_space = 0;
|
|
sv.signon.prim = svs.netprim;
|
|
sv.signon.maxsize = sizeof(sv.signon_buffer)-sv.used_signon_space;
|
|
}
|
|
|
|
void SV_WipeServerState(void)
|
|
{
|
|
if (sv.stringsalloced)
|
|
{
|
|
unsigned int i;
|
|
char **ptrs = (char**)&sv.strings;
|
|
for (i = 0; i < sizeof(sv.strings) / sizeof(sv.strings.ptrs[0]); i++)
|
|
Z_Free(ptrs[i]);
|
|
}
|
|
#ifdef SQL
|
|
SQL_KillServers(&sv);
|
|
#endif
|
|
memset (&sv, 0, sizeof(sv));
|
|
sv.logindatabase = -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 (const char *server, const char *startspot, qboolean noents, qboolean usecinematic, int playerslots)
|
|
{
|
|
extern cvar_t allow_download_refpackages;
|
|
func_t f;
|
|
const char *file, *csprogsname;
|
|
|
|
gametype_e newgametype;
|
|
|
|
edict_t *ent;
|
|
#ifdef Q2SERVER
|
|
q2edict_t *q2ent;
|
|
#endif
|
|
int i, j;
|
|
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
|
|
sv.world.spawncount = svs.spawncount;
|
|
|
|
#ifndef SERVERONLY
|
|
total_loading_size = 100;
|
|
current_loading_size = 0;
|
|
SCR_SetLoadingStage(LS_SERVER);
|
|
// SCR_BeginLoadingPlaque();
|
|
SCR_ImageName(server);
|
|
#endif
|
|
|
|
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++)
|
|
{
|
|
#ifdef SVRANKING
|
|
if (svs.clients[i].state && ISQWCLIENT(&svs.clients[i]))
|
|
ReloadRanking(&svs.clients[i], svs.clients[i].name);
|
|
#endif
|
|
|
|
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.
|
|
InfoBuf_Clear(&svs.clients[i].userinfo, true); //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(false); //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
|
|
SV_WipeServerState();
|
|
|
|
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;
|
|
InfoBuf_SetStarKey(&svs.info, "*cheats", "ON");
|
|
}
|
|
else
|
|
{
|
|
sv_allow_cheats = 2;
|
|
InfoBuf_SetStarKey(&svs.info, "*cheats", "");
|
|
}
|
|
#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 *)
|
|
InfoBuf_Clone(&cl.serverinfo, &svs.info);
|
|
if (!isDedicated)
|
|
CL_CheckServerInfo();
|
|
#endif
|
|
|
|
sv.restarting = false;
|
|
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",*/ "maps/%s.bsp.gz", NULL};
|
|
int depth, bestdepth;
|
|
flocation_t loc;
|
|
time_t filetime;
|
|
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);
|
|
}
|
|
}
|
|
sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR);
|
|
|
|
if (FS_FLocateFile(sv.modelname,FSLF_IFFOUND, &loc) && FS_GetLocMTime(&loc, &filetime))
|
|
{
|
|
if (filetime > sv.world.worldmodel->mtime && sv.world.worldmodel->mtime)
|
|
{
|
|
COM_WorkerFullSync(); //sync all the workers, just in case.
|
|
Mod_PurgeModel(sv.world.worldmodel, MP_RESET); //nuke it now
|
|
sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR); //and we can reload it now
|
|
}
|
|
sv.world.worldmodel->mtime = filetime;
|
|
}
|
|
}
|
|
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)
|
|
InfoBuf_SetStarKey(&svs.info, "*bspversion", "1");
|
|
else if (sv.world.worldmodel->fromgame == fg_halflife)
|
|
InfoBuf_SetStarKey(&svs.info, "*bspversion", "30");
|
|
else if (sv.world.worldmodel->fromgame == fg_quake2)
|
|
InfoBuf_SetStarKey(&svs.info, "*bspversion", "38");
|
|
else if (sv.world.worldmodel->fromgame == fg_quake3)
|
|
InfoBuf_SetStarKey(&svs.info, "*bspversion", "46");
|
|
else
|
|
InfoBuf_SetStarKey(&svs.info, "*bspversion", "");
|
|
InfoBuf_SetStarKey(&svs.info, "*startspot", (startspot?startspot:""));
|
|
|
|
//
|
|
// init physics interaction links
|
|
//
|
|
World_ClearWorld (&sv.world, false);
|
|
|
|
//do we allow csprogs?
|
|
#ifdef PEXT_CSQC
|
|
fsz = 0;
|
|
if (noents)
|
|
csprogsname = "csaddon.dat";
|
|
else
|
|
csprogsname = sv_csqc_progname.string;
|
|
if (*csprogsname)
|
|
file = COM_LoadTempFile(csprogsname, 0, &fsz);
|
|
else
|
|
file = NULL;
|
|
if (file)
|
|
{
|
|
char text[64];
|
|
sv.csqcchecksum = Com_BlockChecksum(file, fsz);
|
|
sprintf(text, "0x%x", sv.csqcchecksum);
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogs", text);
|
|
sprintf(text, "0x%x", (unsigned int)fsz);
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogssize", text);
|
|
if (strcmp(csprogsname, "csprogs.dat"))
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", csprogsname);
|
|
else
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", "");
|
|
}
|
|
else
|
|
{
|
|
sv.csqcchecksum = 0;
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogs", "");
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogssize", "");
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", "");
|
|
}
|
|
#endif
|
|
|
|
if (svs.gametype == GT_PROGS)
|
|
{
|
|
if (svprogfuncs) //we don't want the q1 stuff anymore.
|
|
{
|
|
svprogfuncs->Shutdown(svprogfuncs);
|
|
sv.world.progs = svprogfuncs = NULL;
|
|
}
|
|
}
|
|
|
|
sv.state = ss_loading;
|
|
|
|
MSV_OpenUserDatabase();
|
|
|
|
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;
|
|
if (noents)
|
|
{
|
|
newgametype = GT_PROGS; //let's just hope this loads.
|
|
Q_InitProgs(INITPROGS_EDITOR);
|
|
}
|
|
#ifdef HLSERVER
|
|
else if (SVHL_InitGame())
|
|
newgametype = GT_HALFLIFE;
|
|
#endif
|
|
#ifdef Q3SERVER
|
|
else if (SVQ3_InitGame(false))
|
|
newgametype = GT_QUAKE3;
|
|
#endif
|
|
#ifdef Q2SERVER
|
|
else 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
|
|
#endif
|
|
#ifdef VM_LUA
|
|
else if (PR_LoadLua())
|
|
newgametype = GT_LUA;
|
|
#endif
|
|
#ifdef VM_Q1
|
|
else if (PR_LoadQ1QVM())
|
|
newgametype = GT_Q1QVM;
|
|
#endif
|
|
else
|
|
{
|
|
newgametype = GT_PROGS; //let's just hope this loads.
|
|
Q_InitProgs(usecinematic?INITPROGS_REQUIRE:INITPROGS_NORMAL);
|
|
}
|
|
|
|
// 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(false);
|
|
#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(true);
|
|
#endif
|
|
|
|
SV_UpdateMaxPlayers(0);
|
|
}
|
|
svs.gametype = newgametype;
|
|
Cvar_ForceCallback(&sv_nqplayerphysics);
|
|
|
|
sv.models[1] = sv.world.worldmodel;
|
|
#ifdef VM_Q1
|
|
if (svs.gametype == GT_Q1QVM)
|
|
{
|
|
int subs;
|
|
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;
|
|
sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0, false);
|
|
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 cvar_t sv_airaccelerate;
|
|
|
|
sv.stringsalloced = true;
|
|
memset(&sv.strings, 0, sizeof(sv.strings));
|
|
|
|
if (deathmatch.value)
|
|
sv.strings.configstring[Q2CS_AIRACCEL] = Z_StrDup(va("%g", sv_airaccelerate.value));
|
|
else
|
|
sv.strings.configstring[Q2CS_AIRACCEL] = Z_StrDup("0");
|
|
|
|
// init map checksum config string but only for Q2/Q3 maps
|
|
sv.strings.configstring[Q2CS_MAPCHECKSUM] = Z_StrDup(va("%i", sv.world.worldmodel->checksum));
|
|
|
|
subs = sv.world.worldmodel->numsubmodels;
|
|
if (subs > MAX_PRECACHE_MODELS-1)
|
|
{
|
|
Con_Printf("Warning: worldmodel has too many submodels\n");
|
|
subs = MAX_PRECACHE_MODELS-1;
|
|
}
|
|
|
|
sv.strings.configstring[Q2CS_MODELS+1] = Z_StrDup(sv.modelname);
|
|
for (i=1; i<subs && i < Q2MAX_MODELS-2; i++)
|
|
{
|
|
sv.strings.configstring[Q2CS_MODELS+1+i] = Z_StrDup(va("*%u", i));
|
|
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.configstring[Q2CS_MODELS+1+i], sv.modelname), MLV_WARN);
|
|
}
|
|
for ( ; i<subs; i++)
|
|
{
|
|
sv.strings.q2_extramodels[1+i] = Z_StrDup(va("*%u", i));
|
|
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.q2_extramodels[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].spawned = false;
|
|
svs.clients[i].edict = NULL;
|
|
svs.clients[i].name = svs.clients[i].namebuf;
|
|
svs.clients[i].team = svs.clients[i].teambuf;
|
|
InfoSync_Clear(&svs.clients[i].infosync); //we'll mark all the info as dirty at some point while connecting.
|
|
}
|
|
|
|
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_PB(svprogfuncs, 0);
|
|
ent->ereftype = ER_ENTITY;
|
|
|
|
#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;
|
|
}
|
|
}
|
|
if (playerslots)
|
|
i = playerslots; //saved game? force it.
|
|
if (i > MAX_CLIENTS)
|
|
i = MAX_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, false, 0);//EDICT_NUM(i+1);
|
|
svs.clients[i].edict = ent;
|
|
ent->ereftype = ER_ENTITY;
|
|
//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);
|
|
}
|
|
}
|
|
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(playerslots?playerslots:max(8,maxclients.ival));
|
|
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, InfoBuf_ValueForKey(&svs.clients[i].userinfo, "name"), sizeof(svs.clients[i].namebuf));
|
|
Q_strncpyz(svs.clients[i].team, InfoBuf_ValueForKey(&svs.clients[i].userinfo, "team"), sizeof(svs.clients[i].teambuf));
|
|
}
|
|
|
|
#ifndef SERVERONLY
|
|
current_loading_size+=10;
|
|
//SCR_BeginLoadingPlaque();
|
|
SCR_ImageName(server);
|
|
#endif
|
|
|
|
NET_InitServer();
|
|
|
|
//
|
|
// 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;
|
|
ent = EDICT_NUM_PB(svprogfuncs, 0);
|
|
ent->ereftype = ER_ENTITY;
|
|
#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);
|
|
VectorCopy(sv.world.worldmodel->mins, ent->v->absmin);
|
|
VectorCopy(sv.world.worldmodel->maxs, ent->v->absmax);
|
|
|
|
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)
|
|
{
|
|
eval_t *eval;
|
|
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");
|
|
//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);
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*entfile", crc);
|
|
}
|
|
else
|
|
InfoBuf_SetValueForStarKey(&svs.info, "*entfile", "");
|
|
|
|
file = Mod_GetEntitiesString(sv.world.worldmodel);
|
|
if (!file)
|
|
file = "";
|
|
|
|
switch(svs.gametype)
|
|
{
|
|
default:
|
|
PR_SpawnInitialEntities(file);
|
|
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_PB(svprogfuncs, 0);
|
|
ent->v->angles[0] = ent->v->angles[1] = ent->v->angles[2] = 0;
|
|
if ((val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", ev_string, NULL)))
|
|
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, val->string));
|
|
#ifdef HEXEN2
|
|
else if (progstype == PROG_H2 && (val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", ev_float, NULL)))
|
|
{ //hexen2 uses a float string index for message.
|
|
//if its 0 or negative, fall back on netname instead (for custom maps).
|
|
if (val->_float <= 0)
|
|
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, ent->v->netname));
|
|
else
|
|
snprintf(sv.mapname, sizeof(sv.mapname), "%s", T_GetString(val->_float-1));
|
|
}
|
|
#endif
|
|
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)
|
|
//hexen2: if you're looking here for the coop-invincible-riders bug, then that's a hexenc bug, not an fte one, and is also present in vanilla hexen2.
|
|
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)
|
|
SVQ1_CreateBaseline();
|
|
#ifdef Q2SERVER
|
|
SVQ2_BuildBaselines();
|
|
#endif
|
|
|
|
SV_FlushSignon(true);
|
|
|
|
// 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();
|
|
|
|
InfoBuf_SetValueForKey (&svs.info, "map", svs.name);
|
|
if (sv.allocated_client_slots != 1)
|
|
Con_TPrintf ("Server spawned.\n"); //misc filenotfounds can be misleading.
|
|
|
|
if (!startspot)
|
|
{
|
|
#ifdef SAVEDGAMES
|
|
SV_FlushLevelCache(); //to make sure it's caught
|
|
#endif
|
|
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 && svs.gametype != GT_Q1QVM) //we cannot do this with qvm
|
|
svprogfuncs->SetStringField(svprogfuncs, NULL, &eval->string, startspot, false);
|
|
}
|
|
|
|
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_PB(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.used_signon_space || 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);
|
|
SV_SpawnParmsToQC(host_client);
|
|
SV_SetUpClientEdict(host_client, sv_player);
|
|
#ifdef HAVE_LEGACY
|
|
sv_player->xv->clientcolors = host_client->playercolor;
|
|
#endif
|
|
|
|
// 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);
|
|
if (pr_global_ptrs->ClientConnect)
|
|
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);
|
|
if (pr_global_ptrs->PutClientInServer)
|
|
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;
|
|
host_client->spawned = true;
|
|
|
|
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);
|
|
|
|
#ifdef MVD_RECORDING
|
|
SV_MVD_SendInitialGamestate(NULL);
|
|
#endif
|
|
|
|
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;
|
|
#ifdef SAVEDGAMES
|
|
sv.autosave_time = sv.time + sv_autosave.value*60;
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
|