/* 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" #include "pr_common.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; extern cvar_t sv_nqplayerphysics; //auto setting needs updating on map changes /* ================ SV_ModelIndex ================ */ int SV_ModelIndex (const char *name) { int i; if (!name || !name[0]) return 0; for (i=1 ; iindex without caching it int SV_SafeModelIndex (char *name) { int i; if (!name || !name[0]) return 0; for (i=1 ; ifree) 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 SVQ1_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_PB(svprogfuncs, entnum); memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t)); svent->baseline.number = entnum; if (ED_ISFREE(svent)) 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, 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.solidsize) svent->baseline.solidsize = ES_SOLID_HULL1; 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_SpawnParmsToQC(client_t *client) { int i; // copy spawn parms out of the client_t for (i=0 ; i< NUM_SPAWN_PARMS ; i++) { if (pr_global_ptrs->spawnparamglobals[i]) *pr_global_ptrs->spawnparamglobals[i] = client->spawn_parms[i]; } if (pr_global_ptrs->parm_string) *pr_global_ptrs->parm_string = client->spawn_parmstring?PR_TempString(sv.world.progs, client->spawn_parmstring):0; } void SV_SpawnParmsToClient(client_t *client) { int i; for (i=0 ; ispawnparamglobals[i]) client->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i]; else client->spawn_parms[i] = 0; } Z_Free(client->spawn_parmstring); if (pr_global_ptrs->parm_string) client->spawn_parmstring = Z_StrDup(PR_GetString(sv.world.progs, *pr_global_ptrs->parm_string)); else client->spawn_parmstring = NULL; } void SV_SaveSpawnparmsClient(client_t *client, float *transferparms) { int j; eval_t *eval; SV_SpawnParmsToQC(client); #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 ; jspawnparamglobals[j]) transferparms[j] = *pr_global_ptrs->spawnparamglobals[j]; } return; } else { SV_SpawnParmsToClient(client); } // call the progs to get default spawn parms for the new client eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL); if (eval && eval->function) {//oooh, evil. char buffer[65536*4]; size_t bufsize = 0; char *buf; for (j=0 ; jspawn_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 ; jspawn_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 ; istate != cs_spawned) continue; SV_SaveSpawnparmsClient(host_client, NULL); } } void SV_GetNewSpawnParms(client_t *cl) { 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); } SV_SpawnParmsToClient(cl); } } /* ================ 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; int count, vcount; 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; rowwords = rowbytes/sizeof(*dest); buf.buffersize = model->pvsbytes; 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 ; ifuncs.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 ; ifuncs.ClusterPVS(model, i, &buf, PVM_REPLACE); if (i == 0) continue; for (j=0 ; 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) continue; src = (unsigned *)pvs + index*rowwords; for (l=0 ; l>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 (MVD_CLOSE_STOPPED, 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(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; } 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; } 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]); } 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) { extern cvar_t allow_download_refpackages; func_t f; const char *file; extern cvar_t pr_maxedicts; 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 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++) { #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. 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 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; 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(); #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; 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) 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, false); //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 ; ifromgame == 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(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 ; inumsubmodels; if (subs > MAX_PRECACHE_MODELS-2) { Con_Printf("Warning: worldmodel has too many submodels\n"); subs = MAX_PRECACHE_MODELS-2; } for (i=1 ; ifromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3) sv.strings.configstring[Q2CS_MAPCHECKSUM] = Z_StrDup(va("%i", map_checksum)); else sv.strings.configstring[Q2CS_MAPCHECKSUM] = Z_StrDup("0"); 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; iereftype = 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 (i > MAX_CLIENTS) i = MAX_CLIENTS; SV_UpdateMaxPlayers(i); // leave slots at start for clients only for (i=0 ; iereftype = 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 ; is.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 ; iereftype = 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); Info_SetValueForStarKey(svs.info, "*entfile", crc, MAX_SERVERINFO_STRING); } else Info_SetValueForStarKey(svs.info, "*entfile", "", MAX_SERVERINFO_STRING); 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))) { 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.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 ; iSetStringField(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.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); SV_SpawnParmsToQC(host_client); SV_SetUpClientEdict(host_client, sv_player); #ifndef NOLEGACY 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); 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; sv.autosave_time = sv.time + sv_autosave.value*60; } #endif