fteqw/engine/server/server.h
Spoike ce3c561cfe CSQC is standard now, and secure via the same md4 as a map currently has.
Particle system functions renamed a bit, a few other cleanups in that area.
Console handling tweeked. Better rules for subconsoles and plugins. Commands are coloured if it'll be execed, which should help reduce occurences of chat being commands. tab compleation tweeked, partial compleation no longer changes the suggestion.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@895 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-03-10 03:55:18 +00:00

1155 lines
28 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// server.h
#define QW_SERVER
#include "../http/iweb.h"
#define MAX_MASTERS 8 // max recipients for heartbeat packets
#define MAX_SIGNON_BUFFERS 16
typedef enum {
ss_dead, // no map loaded
ss_loading, // spawning level edicts
ss_active, // actively running
ss_cinematic
} server_state_t;
// some qc commands are only valid before the server has finished
// initializing (precache commands, static sounds / objects, etc)
#ifdef SVCHAT
typedef struct chatvar_s {
char varname[64];
float value;
struct chatvar_s *next;
} chatvar_t;
typedef struct {
qboolean active;
char filename[64];
edict_t *edict;
char maintext[1024];
struct
{
float tag;
char text[256];
} option[6];
int options;
chatvar_t *vars;
float time;
} svchat_t;
#endif
typedef struct {
int netstyle;
char particleeffecttype[64];
char stain[3];
qbyte radius;
qbyte dlightrgb[3];
qbyte dlightradius;
qbyte dlighttime;
qbyte dlightcfade[3];
} svcustomtents_t;
#define CTE_CUSTOMCOUNT 1
#define CTE_CUSTOMDIRECTION 2
#define CTE_STAINS 4
#define CTE_GLOWS 8
#define CTE_CHANNELFADE 16
#define CTE_ISBEAM 128
typedef struct
{
vec3_t origin;
char angles[3];
qbyte modelindex;
qbyte frame;
qbyte colormap;
qbyte skinnum;
qbyte effects;
qbyte scale;
qbyte trans;
char fatness;
} mvdentity_state_t;
typedef struct
{
qboolean active; // false when server is going down
server_state_t state; // precache commands are only valid during load
double time;
int framenum;
int lastcheck; // used by PF_checkclient
double lastchecktime; // for monster ai
qboolean paused; // are we paused?
//check player/eyes models for hacks
unsigned model_player_checksum;
unsigned eyes_player_checksum;
char name[64]; // file map name
char mapname[256];
char modelname[MAX_QPATH]; // maps/<name>.bsp, for model_precache[0]
struct model_s *worldmodel;
char model_precache[MAX_MODELS][MAX_QPATH]; // NULL terminated
char sound_precache[MAX_SOUNDS][MAX_QPATH]; // NULL terminated
char image_precache[Q2MAX_IMAGES][MAX_QPATH];
char *lightstyles[MAX_LIGHTSTYLES];
char lightstylecolours[MAX_LIGHTSTYLES];
struct model_s *models[MAX_MODELS];
char *statusbar; //part of the config strings - q2 has a progs specified sbar.
int allocated_client_slots; //number of slots available. (used mostly to stop single player saved games cacking up)
int max_edicts; //limiting factor... 1024 fields*4*MAX_EDICTS == a heck of a lot.
int num_edicts; // increases towards MAX_EDICTS
edict_t *edicts; // can NOT be array indexed, because
// edict_t is variable sized, but can
// be used to reference the world ent
qbyte *pvs, *phs; // fully expanded and decompressed
// added to every client's unreliable buffer each frame, then cleared
sizebuf_t datagram;
qbyte datagram_buf[MAX_DATAGRAM];
// added to every client's reliable buffer each frame, then cleared
sizebuf_t reliable_datagram;
qbyte reliable_datagram_buf[MAX_QWMSGLEN];
// the multicast buffer is used to send a message to a set of clients
sizebuf_t multicast;
qbyte multicast_buf[MAX_NQMSGLEN];
#ifdef NQPROT
sizebuf_t nqdatagram;
qbyte nqdatagram_buf[MAX_NQDATAGRAM];
sizebuf_t nqreliable_datagram;
qbyte nqreliable_datagram_buf[MAX_NQMSGLEN];
sizebuf_t nqmulticast;
qbyte nqmulticast_buf[MAX_NQMSGLEN];
#endif
sizebuf_t q2datagram;
qbyte q2datagram_buf[MAX_Q2DATAGRAM];
sizebuf_t q2reliable_datagram;
qbyte q2reliable_datagram_buf[MAX_Q2MSGLEN];
sizebuf_t q2multicast;
qbyte q2multicast_buf[MAX_Q2MSGLEN];
// the master buffer is used for building log packets
sizebuf_t master;
qbyte master_buf[MAX_DATAGRAM];
// the signon buffer will be sent to each client as they connect
// includes the entity baselines, the static entities, etc
// large levels will have >MAX_DATAGRAM sized signons, so
// multiple signon messages are kept
sizebuf_t signon;
int num_signon_buffers;
int signon_buffer_size[MAX_SIGNON_BUFFERS];
qbyte signon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM];
qboolean msgfromdemo;
qboolean gamedirchanged;
qboolean mvdrecording;
//====================================================
//this lot is for playback of demos
qboolean mvdplayback;
float realtime;
FILE *demofile; //also signifies playing the thing.
int lasttype;
int lastto;
//playback spikes (svc_nails/nails2)
int numdemospikes;
struct {
vec3_t org;
qbyte id;
qbyte pitch;
qbyte yaw;
qbyte modelindex;
} demospikes[255];
//playback of entities (svc_nails/nails2)
mvdentity_state_t *demostate;
mvdentity_state_t *demobaselines;
int demomaxents;
qboolean demostatevalid;
//players
struct {
int stats[MAX_CL_STATS];
int pl;
int ping;
int frags;
int userid;
int weaponframe;
char userinfo[MAX_INFO_STRING];
vec3_t oldorg;
vec3_t oldang;
float updatetime;
} recordedplayer[MAX_CLIENTS];
//gamestate
char demoinfo[MAX_SERVERINFO_STRING];
char demmodel_precache[MAX_MODELS][MAX_QPATH]; // NULL terminated
char demsound_precache[MAX_SOUNDS][MAX_QPATH]; // NULL terminated
char demgamedir[64];
char demname[64]; // map name
qboolean democausesreconnect; //this makes current clients go through the connection process (and when the demo ends too)
sizebuf_t demosignon;
int num_demosignon_buffers;
int demosignon_buffer_size[MAX_SIGNON_BUFFERS];
qbyte demosignon_buffers[MAX_SIGNON_BUFFERS][MAX_DATAGRAM];
char demfullmapname[64];
char *demolightstyles[MAX_LIGHTSTYLES];
//====================================================
entity_state_t extendedstatics[MAX_STATIC_ENTITIES];
int numextrastatics;
// movevars_t demomovevars; //FIXME:!
//end this lot... (demo playback)
svcustomtents_t customtents[255];
int csqcentversion[MAX_EDICTS];//prevents ent versions from going backwards
} server_t;
#define NUM_SPAWN_PARMS 16
typedef enum
{
cs_free, // can be reused for a new connection
cs_zombie, // client has been disconnected, but don't reuse
// connection for a couple seconds
cs_connected, // has been assigned to a client_t, but not in game yet
cs_spawned // client is fully in game
} client_conn_state_t;
typedef struct
{
// received from client
// reply
double senttime;
float ping_time;
packet_entities_t entities; //must come last (mvd states are bigger)
} client_frame_t;
#ifdef Q2SERVER
typedef struct //merge?
{
int areabytes;
qbyte areabits[MAX_Q2MAP_AREAS/8]; // portalarea visibility bits
q2player_state_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
int senttime; // for ping calculations
} q2client_frame_t;
#endif
#ifdef Q3SERVER
#include "clq3defs.h"
typedef struct //merge?
{
int flags;
int areabytes;
qbyte areabits[MAX_Q2MAP_AREAS/8]; // portalarea visibility bits
q3playerState_t ps;
int num_entities;
int first_entity; // into the circular sv_packet_entities[]
int senttime; // for ping calculations
} q3client_frame_t;
#endif
#define MAXCACHEDSOUNDBUFFERS 8
typedef struct {
int socket;
qboolean floodingbuffers; //not enough sound causes this. Sound is then only mixed when full.
qbyte *buffer[MAXCACHEDSOUNDBUFFERS];
} svvoicechat_t;
#define MAX_BACK_BUFFERS 16
enum seef_e{
SEEF_BRIGHTFIELD,
SEEF_DARKLIGHT,
SEEF_DARKFIELD,
SEEF_LIGHT
};
typedef struct specialenteffects_s {
enum seef_e efnum;
int entnum;
vec3_t size;
char offset;
qbyte colour; //matches q1 palette
float die;
struct specialenteffects_s *next;
} specialenteffects_t;
typedef struct client_s
{
client_conn_state_t state;
int spectator; // non-interactive
qboolean sendinfo; // at end of frame, send info to all
// this prevents malicious multiple broadcasts
float lastnametime; // time of last name change
int lastnamecount; // time of last name change
unsigned checksum; // checksum for calcs
qboolean drop; // lose this guy next opportunity
int lossage; // loss percentage
int challenge;
int userid; // identifying number
char userinfo[EXTENDED_INFO_STRING]; // infostring
usercmd_t lastcmd; // for filling in big drops and partial predictions
double localtime; // of last message
qboolean jump_held;
float maxspeed; // localized maxspeed
float entgravity; // localized ent gravity
int viewent; //fake the entity positioning.
edict_t *edict; // EDICT_NUM(clientnum+1)
#ifdef Q2SERVER
q2edict_t *q2edict; // EDICT_NUM(clientnum+1)
#endif
int playerclass;
char team[32];
char name[32]; // for printing to other people
// extracted from userinfo
int messagelevel; // for filtering printed messages
// the datagram is written to after every frame, but only cleared
// when it is sent out to the client. overflow is tolerated.
sizebuf_t datagram;
qbyte datagram_buf[MAX_DATAGRAM];
// back buffers for client reliable data
sizebuf_t backbuf;
int num_backbuf;
int backbuf_size[MAX_BACK_BUFFERS];
qbyte backbuf_data[MAX_BACK_BUFFERS][MAX_BACKBUFLEN];
#ifdef NQPROT
qboolean nqprot;
#endif
double connection_started; // or time of disconnect for zombies
qboolean send_message; // set on frames a datagram arived on
// spawn parms are carried from level to level
float spawn_parms[NUM_SPAWN_PARMS];
char *spawninfo;
float spawninfotime;
float nextservertimeupdate;
// client known data for deltas
int old_frags;
int stats[MAX_CL_STATS];
union{ //save space
client_frame_t *frames; // updates can be deltad from here
#ifdef Q2SERVER
q2client_frame_t *q2frames;
#endif
#ifdef Q3SERVER
q3client_frame_t *q3frames;
#endif
};
FILE *download; // file being downloaded
int downloadsize; // total bytes
int downloadcount; // bytes sent
int spec_track; // entnum of player tracking
#ifdef Q3SERVER
int gamestatesequence; //the sequence number the initial gamestate was sent in.
int last_server_command_num;
int last_client_command_num;
int num_server_commands;
int num_client_commands;
char server_commands[1024][64];
char last_client_command[1024];
#endif
#ifdef PEXT_CSQC
int csqclastsentsequence;
int csqcentsequence[MAX_EDICTS];//the sequence number a csqc entity was sent in
int csqcentversions[MAX_EDICTS];//the version of the entity when it was sent in that sequenced packet.
#endif
//true/false/persist
qbyte ismuted;
qbyte iscuffed;
qbyte iscrippled;
qbyte istobeloaded; //loadgame creates place holders for clients to connect to. Effectivly loading a game reconnects all clients, but has precreated ents.
double whensaid[10]; // JACK: For floodprots
int whensaidhead; // Head value for floodprots
double lockedtill;
qboolean upgradewarn; // did we warn him?
FILE *upload;
char uploadfn[MAX_QPATH];
netadr_t snap_from;
qboolean remote_snap;
//===== NETWORK ============
int chokecount;
int delta_sequence; // -1 = no compression
int last_sequence;
netchan_t netchan;
int lastsequence_acknoledged;
svvoicechat_t voicechat;
#ifdef SVCHAT
svchat_t chat;
#endif
#ifdef SVRANKING
int rankid;
int kills;
int deaths;
double stats_started;
#endif
qboolean csqcactive;
#ifdef PROTOCOL_VERSION_FTE
unsigned long fteprotocolextensions;
#endif
unsigned long zquake_extensions;
int isq2client; //contains protocol version too.
//speed cheat testing
int msecs;
int msec_cheating;
float last_check;
qboolean gibfilter;
int trustlevel;
qboolean wasrecorded; //this client shouldn't get any net messages sent to them
vec3_t specorigin; //mvds need to use a different origin from the one QC has.
vec3_t specvelocity;
int language; //the clients language
struct {
qbyte vweap;
} otherclientsknown[MAX_CLIENTS]; //updated as needed. Flag at a time, or all flags.
specialenteffects_t *enteffects;
struct client_s *controller;
struct client_s *controlled;
int rate;
int drate;
} client_t;
// a client can leave the server in one of four ways:
// dropping properly by quiting or disconnecting
// timing out if no valid messages are received for timeout.value seconds
// getting kicked off by the server operator
// a program error, like an overflowed reliable buffer
//=============================================================================
//mvd stuff
#define MSG_BUF_SIZE 8192
typedef struct
{
vec3_t origin;
vec3_t angles;
int weaponframe;
int skinnum;
int model;
int effects;
} demoinfo_t;
typedef struct
{
demoinfo_t info;
float sec;
int parsecount;
qboolean fixangle;
vec3_t angle;
float cmdtime;
int flags;
int frame;
} demo_client_t;
typedef struct {
qbyte type;
qbyte full;
int to;
int size;
qbyte data[1]; //gcc doesn't allow [] (?)
} header_t;
typedef struct
{
qboolean allowoverflow; // if false, do a Sys_Error
qboolean overflowed; // set to true if the buffer size failed
qbyte *data;
int maxsize;
int cursize;
int bufsize;
header_t *h;
} demobuf_t;
typedef struct
{
demo_client_t clients[MAX_CLIENTS];
double time;
demobuf_t buf;
} demo_frame_t;
typedef struct {
qbyte *data;
int start, end, last;
int maxsize;
} dbuffer_t;
#define DEMO_FRAMES 64
#define DEMO_FRAMES_MASK (DEMO_FRAMES - 1)
typedef struct
{
demobuf_t *dbuf;
dbuffer_t dbuffer;
sizebuf_t datagram;
qbyte datagram_data[MSG_BUF_SIZE];
int lastto;
int lasttype;
double time, pingtime;
int stats[MAX_CLIENTS][MAX_CL_STATS]; // ouch!
client_t recorder;
qboolean fixangle[MAX_CLIENTS];
float fixangletime[MAX_CLIENTS];
vec3_t angles[MAX_CLIENTS];
char name[MAX_OSPATH], path[MAX_OSPATH];
int parsecount;
int lastwritten;
demo_frame_t frames[DEMO_FRAMES];
demoinfo_t info[MAX_CLIENTS];
qbyte buffer[20*MAX_QWMSGLEN];
int bufsize;
int forceFrame;
struct mvddest_s *dest;
} demo_t;
//=============================================================================
#define STATFRAMES 100
typedef struct
{
double active;
double idle;
int count;
int packets;
double latched_active;
double latched_idle;
int latched_packets;
} svstats_t;
// MAX_CHALLENGES is made large to prevent a denial
// of service attack that could cycle all of them
// out before legitimate users connected
#define MAX_CHALLENGES 1024
typedef struct
{
netadr_t adr;
int challenge;
int time;
} challenge_t;
typedef struct bannedips_s {
struct bannedips_s *next;
netadr_t adr;
} bannedips_t;
typedef struct levelcache_s {
struct levelcache_s *next;
char *mapname;
} levelcache_t;
typedef enum {
GT_PROGS, //q1, qw, h2 are similar enough that we consider it only one game mode. (We don't support the h2 protocol)
GT_QUAKE2, //q2 servers run from a q2 game dll
GT_QUAKE3 //q3 servers run off the q3 qvm api
} gametype_e;
typedef struct
{
gametype_e gametype;
int spawncount; // number of servers spawned since start,
// used to check late spawns
int socketip;
int socketip6;
int socketipx;
client_t clients[MAX_CLIENTS];
int serverflags; // episode completion information
double last_heartbeat;
int heartbeat_sequence;
svstats_t stats;
char info[MAX_SERVERINFO_STRING];
// log messages are used so that fraglog processes can get stats
int logsequence; // the message currently being filled
double logtime; // time of last swap
sizebuf_t log[2];
qbyte log_buf[2][MAX_DATAGRAM];
challenge_t challenges[MAX_CHALLENGES]; // to prevent invalid IPs from connecting
bannedips_t *bannedips;
char progsnames[MAX_PROGS][32];
progsnum_t progsnum[MAX_PROGS];
int numprogs;
#ifdef PROTOCOLEXTENSIONS
unsigned long fteprotocolextensions;
#endif
qboolean demoplayback;
qboolean demorecording;
qboolean msgfromdemo;
int language; //the server operators language
levelcache_t *levcache;
} server_static_t;
//=============================================================================
// edict->movetype values
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // gravity
#define MOVETYPE_STEP 4 // gravity, special edge handling
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // extra size to monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce w/o gravity
#define MOVETYPE_FOLLOW 12 // track movement of aiment
#define MOVETYPE_PUSHPULL 13 // pushable/pullable object
#define MOVETYPE_SWIM 14 // should keep the object in water
// edict->solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
#define SOLID_PHASEH2 5
#define SOLID_CORPSE 5
#define SOLID_LADDER 20 //dmw. touch on edge, not blocking. Touching players have different physics. Otherwise a SOLID_TRIGGER
// edict->deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
// edict->flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_GLIMPSE 4
#define FL_CLIENT 8
#define FL_INWATER 16
#define FL_MONSTER 32
#define FL_GODMODE 64
#define FL_NOTARGET 128
#define FL_ITEM 256
#define FL_ONGROUND 512
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
#define FL_MOVECHAIN_ANGLE 32768 // when in a move chain, will update the angle
#define FL_CLASS_DEPENDENT 2097152
#define FF_CROUCHING 1 //fte flags. seperate from flags
#define FF_LADDER 2 //fte flags. seperate from flags
// entity effects
//define EF_BRIGHTFIELD 1
//define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_DIMLIGHT 8
#define EF_FULLBRIGHT 512
#define SPAWNFLAG_NOT_EASY 256
#define SPAWNFLAG_NOT_MEDIUM 512
#define SPAWNFLAG_NOT_HARD 1024
#define SPAWNFLAG_NOT_DEATHMATCH 2048
#define SPAWNFLAG_NOT_H2PALADIN 256
#define SPAWNFLAG_NOT_H2CLERIC 512
#define SPAWNFLAG_NOT_H2NECROMANCER 1024
#define SPAWNFLAG_NOT_H2THEIF 2048
#define SPAWNFLAG_NOT_H2EASY 4096
#define SPAWNFLAG_NOT_H2MEDIUM 8192
#define SPAWNFLAG_NOT_H2HARD 16384
#define SPAWNFLAG_NOT_H2DEATHMATCH 32768
#define SPAWNFLAG_NOT_H2COOP 65536
#define SPAWNFLAG_NOT_H2SINGLE 131072
#if 0//ndef Q2SERVER
typedef enum multicast_e
{
MULTICAST_ALL,
MULTICAST_PHS,
MULTICAST_PVS,
MULTICAST_ALL_R,
MULTICAST_PHS_R,
MULTICAST_PVS_R
} multicast_t;
#endif
//shared with qc
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_MULTICAST 4 // for multicast()
#define MSG_CSQC 5 // for writing csqc entities
//============================================================================
extern cvar_t sv_mintic, sv_maxtic;
extern cvar_t sv_maxspeed;
extern netadr_t master_adr[MAX_MASTERS]; // address of the master server
extern cvar_t spawn;
extern cvar_t teamplay;
extern cvar_t deathmatch;
extern cvar_t fraglimit;
extern cvar_t timelimit;
extern server_static_t svs; // persistant server info
extern server_t sv; // local server
extern client_t *host_client;
extern edict_t *sv_player;
extern char localmodels[MAX_MODELS][5]; // inline model names for precache
extern char localinfo[MAX_LOCALINFO_STRING+1];
extern int host_hunklevel;
extern FILE *sv_logfile;
extern FILE *sv_fraglogfile;
//===========================================================
//
// sv_main.c
//
void VARGS SV_Error (char *error, ...);
void SV_Shutdown (void);
void SV_Frame (float time);
void SV_FinalMessage (char *message);
void SV_DropClient (client_t *drop);
struct quakeparms_s;
void SV_Init (struct quakeparms_s *parms);
int SV_CalcPing (client_t *cl);
void SV_FullClientUpdate (client_t *client, sizebuf_t *buf);
void SV_FullClientUpdateToClient (client_t *client, client_t *cl);
void SVNQ_FullClientUpdate (client_t *client, sizebuf_t *buf);
int SV_ModelIndex (char *name);
qboolean SV_CheckBottom (edict_t *ent);
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, struct globalvars_s *set_trace);
void SV_WriteClientdataToMessage (client_t *client, sizebuf_t *msg);
void SV_WriteDelta (entity_state_t *from, entity_state_t *to, sizebuf_t *msg, qboolean force, unsigned int protext);
void SV_MoveToGoal (progfuncs_t *prinst, struct globalvars_s *pr_globals);
void SV_SaveSpawnparms (qboolean);
void SV_SaveLevelCache(qboolean dontharmgame);
qboolean SV_LoadLevelCache(char *level, char *startspot, qboolean ignoreplayers);
void SV_Physics_Client (edict_t *ent, int num);
void SV_ExecuteUserCommand (char *s, qboolean fromQC);
void SV_InitOperatorCommands (void);
void SV_SendServerinfo (client_t *client);
void SV_ExtractFromUserinfo (client_t *cl);
void SV_SaveInfos(FILE *f);
void Master_Heartbeat (void);
void Master_Packet (void);
void SV_FixupName(char *in, char *out);
//
// sv_init.c
//
void SV_SpawnServer (char *server, char *startspot, qboolean noents, qboolean usecinematic);
void SV_UnspawnServer (void);
void SV_FlushSignon (void);
void SV_FilterImpulseInit(void);
//svq2_game.c
qboolean SVQ2_InitGameProgs(void);
void SVQ2_ShutdownGameProgs (void);
//svq2_ents.c
void SV_BuildClientFrame (client_t *client);
void SV_WriteFrameToClient (client_t *client, sizebuf_t *msg);
#ifdef Q2SERVER
void MSGQ2_WriteDeltaEntity (q2entity_state_t *from, q2entity_state_t *to, sizebuf_t *msg, qboolean force, qboolean newentity);
#endif
//
// sv_phys.c
//
void SV_TouchLinks ( edict_t *ent, areanode_t *node );
void SV_ProgStartFrame (void);
qboolean SV_Physics (void);
void SV_CheckVelocity (edict_t *ent);
void SV_AddGravity (edict_t *ent, float scale);
qboolean SV_RunThink (edict_t *ent);
void SV_Physics_Toss (edict_t *ent);
void SV_RunNewmis (void);
void SV_Impact (edict_t *e1, edict_t *e2);
void SV_SetMoveVars(void);
//
// sv_send.c
//
void SV_QCStat(int type, char *name, int statnum);
void SV_ClearQCStats(void);
void SV_SendClientMessages (void);
void SV_Multicast (vec3_t origin, multicast_t to);
#define FULLDIMENSIONMASK 0xffffffff
void SV_MulticastProtExt(vec3_t origin, multicast_t to, int dimension_mask, int with, int without);
void SV_StartSound (edict_t *entity, int channel, char *sample, int volume,
float attenuation);
void VARGS SV_ClientPrintf (client_t *cl, int level, char *fmt, ...);
void VARGS SV_ClientTPrintf (client_t *cl, int level, translation_t text, ...);
void VARGS SV_BroadcastPrintf (int level, char *fmt, ...);
void VARGS SV_BroadcastTPrintf (int level, translation_t fmt, ...);
void VARGS SV_BroadcastCommand (char *fmt, ...);
void SV_SendServerInfoChange(char *key, char *value);
void SV_SendMessagesToAll (void);
void SV_FindModelNumbers (void);
//
// sv_user.c
//
void SV_ExecuteClientMessage (client_t *cl);
void SVQ2_ExecuteClientMessage (client_t *cl);
int SV_PMTypeForClient (client_t *cl);
void SV_UserInit (void);
void SV_TogglePause (void);
void SV_ClientThink (void);
void VoteFlushAll(void);
//sv_master.c
void SVM_Think(int port);
//
// svonly.c
//
typedef enum {RD_NONE, RD_CLIENT, RD_PACKET, RD_OBLIVION} redirect_t; //oblivion is provided so people can read the output before the buffer is wiped.
void SV_BeginRedirect (redirect_t rd, int lang);
void SV_EndRedirect (void);
//
// sv_ccmds.c
//
void SV_Status_f (void);
//
// sv_ents.c
//
void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg, qboolean ignorepvs);
int SV_HullNumForPlayer(int h2hull, float *mins, float *maxs);
void SV_GibFilterInit(void);
void SV_CleanupEnts(void);
void SV_CSQC_DroppedPacket(client_t *client, int sequence);
//
// sv_nchan.c
//
void ClientReliableCheckBlock(client_t *cl, int maxsize);
void ClientReliable_FinishWrite(client_t *cl);
void ClientReliableWrite_Begin(client_t *cl, int c, int maxsize);
void ClientReliableWrite_Angle(client_t *cl, float f);
void ClientReliableWrite_Angle16(client_t *cl, float f);
void ClientReliableWrite_Byte(client_t *cl, int c);
void ClientReliableWrite_Char(client_t *cl, int c);
void ClientReliableWrite_Float(client_t *cl, float f);
void ClientReliableWrite_Coord(client_t *cl, float f);
void ClientReliableWrite_Long(client_t *cl, int c);
void ClientReliableWrite_Short(client_t *cl, int c);
void ClientReliableWrite_String(client_t *cl, char *s);
void ClientReliableWrite_SZ(client_t *cl, void *data, int len);
#ifdef SVRANKING
//flags
#define RANK_BANNED 1
#define RANK_MUTED 2
#define RANK_CUFFED 4
#define RANK_CRIPPLED 8 //ha ha... get speed cheaters with this!... :o)
typedef struct { //stats info
int kills;
int deaths;
float parm[NUM_SPAWN_PARMS];
float timeonserver;
qbyte flags1;
qbyte trustlevel;
char pad2;
char pad3;
} rankstats_t;
typedef struct { //name, identity and order.
int prev; //score is held for convineance.
int next;
char name[32];
int pwd;
float score;
} rankheader_t;
typedef struct {
rankheader_t h;
rankstats_t s;
} rankinfo_t;
int Rank_GetPlayerID(char *name, int pwd, qboolean allowcreate);
void Rank_SetPlayerStats(int id, rankstats_t *stats);
rankstats_t *Rank_GetPlayerStats(int id, rankstats_t *buffer);
rankinfo_t *Rank_GetPlayerInfo(int id, rankinfo_t *buffer);
qboolean Rank_OpenRankings(void);
void Rank_Flush (void);
void Rank_ListTop10_f (void);
void Rank_RegisterCommands(void);
int Rank_GetPass (char *name);
extern cvar_t rank_needlogin;
client_t *SV_GetClientForString(char *name, int *id);
qboolean ReloadRanking(client_t *cl, char *newname);
#endif
void NPP_Flush(void);
void NPP_NQWriteByte(int dest, qbyte data);
void NPP_NQWriteChar(int dest, char data);
void NPP_NQWriteShort(int dest, short data);
void NPP_NQWriteLong(int dest, long data);
void NPP_NQWriteAngle(int dest, float data);
void NPP_NQWriteCoord(int dest, float data);
void NPP_NQWriteString(int dest, char *data);
void NPP_NQWriteEntity(int dest, short data);
void NPP_QWWriteByte(int dest, qbyte data);
void NPP_QWWriteChar(int dest, char data);
void NPP_QWWriteShort(int dest, short data);
void NPP_QWWriteLong(int dest, long data);
void NPP_QWWriteAngle(int dest, float data);
void NPP_QWWriteCoord(int dest, float data);
void NPP_QWWriteString(int dest, char *data);
void NPP_QWWriteEntity(int dest, short data);
void NPP_MVDForceFlush(void);
//replacement rand function (useful cos it's fully portable, with seed grabbing)
void predictablesrand(unsigned int x);
int predictablerandgetseed(void);
int predictablerand(void);
#ifdef SVCHAT
void SV_WipeChat(client_t *client);
int SV_ChatMove(int impulse);
void SV_ChatThink(client_t *client);
#endif
void SV_ConSay_f(void);
//
// sv_mvd.c
//
void SV_MVDPings (void);
void SV_MVDWriteToDisk(int type, int to, float time);
void MVDWrite_Begin(qbyte type, int to, int size);
void MVDSetMsgBuf(demobuf_t *prev,demobuf_t *cur);
void SV_MVDStop (int reason);
void SV_MVDStop_f (void);
void SV_MVDWritePackets (int num);
void MVD_Init (void);
extern demo_t demo; // server demo struct
extern cvar_t sv_demofps;
extern cvar_t sv_demoPings;
extern cvar_t sv_demoNoVis;
extern cvar_t sv_demoUseCache;
extern cvar_t sv_demoMaxSize;
extern cvar_t sv_demoMaxDirSize;
void SV_MVDInit(void);
char *SV_MVDNum(int num); //filename for demonum
void SV_SendMVDMessage(void);
qboolean SV_ReadMVD (void);
void SV_FlushDemoSignon (void);
// savegame.c
void SV_FlushLevelCache(void);
int SV_RateForClient(client_t *cl);
void SVVC_Frame (qboolean enabled);
void SV_CalcPHS (void);
#ifdef Q2SERVER
void SVQ2_LinkEdict(q2edict_t *ent);
#endif
void SV_GetConsoleCommands (void);
void SV_CheckTimer(void);
typedef struct
{
int sec;
int min;
int hour;
int day;
int mon;
int year;
char str[128];
} date_t;
void SV_TimeOfDay(date_t *date);