2013-04-19 02:52:48 +00:00
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//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "server.h"
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/*
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Ghoul2 Insert Start
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*/
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#if !defined(TR_LOCAL_H)
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#include "../renderer/tr_local.h"
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#endif
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#if !defined (MINIHEAP_H_INC)
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#include "../qcommon/MiniHeap.h"
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#endif
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#include "../qcommon/stringed_ingame.h"
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/*
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===============
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SV_SetConfigstring
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===============
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*/
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void SV_SetConfigstring (int index, const char *val) {
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int len, i;
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int maxChunkSize = MAX_STRING_CHARS - 24;
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client_t *client;
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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// don't bother broadcasting an update if no change
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if ( !strcmp( val, sv.configstrings[ index ] ) ) {
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return;
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}
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// change the string in sv
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Z_Free( sv.configstrings[index] );
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sv.configstrings[index] = CopyString( val );
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// send it to all the clients if we aren't
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// spawning a new server
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if ( sv.state == SS_GAME || sv.restarting ) {
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// send the data to all relevent clients
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for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
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continue;
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}
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len = strlen( val );
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if( len >= maxChunkSize ) {
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int sent = 0;
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int remaining = len;
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char *cmd;
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char buf[MAX_STRING_CHARS];
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while (remaining > 0 ) {
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if ( sent == 0 ) {
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cmd = "bcs0";
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}
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else if( remaining < maxChunkSize ) {
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cmd = "bcs2";
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}
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else {
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cmd = "bcs1";
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}
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Q_strncpyz( buf, &val[sent], maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd, index, buf );
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sent += (maxChunkSize - 1);
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remaining -= (maxChunkSize - 1);
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}
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} else {
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// standard cs, just send it
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SV_SendServerCommand( client, "cs %i \"%s\"\n", index, val );
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}
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}
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}
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}
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/*
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===============
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SV_GetConfigstring
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===============
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*/
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void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i\n", index);
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}
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if ( !sv.configstrings[index] ) {
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buffer[0] = 0;
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return;
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}
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Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
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}
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/*
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================
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SV_AddConfigstring
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================
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*/
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int SV_AddConfigstring (const char *name, int start, int max)
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{
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int i;
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if (!name || !name[0])
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{
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return 0;
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}
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if (name[0] == '/' || name[0] == '\\')
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{
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#if _DEBUG
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Com_DPrintf( "WARNING: Leading slash on '%s'\n", name);
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#endif
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name++;
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if (!name[0])
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{
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return 0;
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}
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}
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for (i=1 ; i < max ; i++)
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{
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if (sv.configstrings[start+i][0] == 0)
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{ // Didn't find it
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SV_SetConfigstring ((start+i), name);
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break;
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}
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else if (!Q_stricmp(sv.configstrings[start+i], name))
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{
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return i;
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}
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}
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return 0;
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}
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/*
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===============
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SV_SetUserinfo
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===============
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*/
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void SV_SetUserinfo( int index, const char *val ) {
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i\n", index);
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}
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if ( !val ) {
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val = "";
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}
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Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
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Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
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}
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/*
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===============
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SV_GetUserinfo
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===============
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*/
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void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i\n", index);
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}
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Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress non-delta 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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sharedEntity_t *svent;
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int entnum;
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for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
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svent = SV_GentityNum(entnum);
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if (!svent->r.linked) {
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continue;
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}
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svent->s.number = entnum;
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//
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// take current state as baseline
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//
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sv.svEntities[entnum].baseline = svent->s;
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}
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}
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/*
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===============
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SV_BoundMaxClients
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===============
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*/
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void SV_BoundMaxClients( int minimum ) {
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// get the current maxclients value
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Cvar_Get( "sv_maxclients", "8", 0 );
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sv_maxclients->modified = qfalse;
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if ( sv_maxclients->integer < minimum ) {
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Cvar_Set( "sv_maxclients", va("%i", minimum) );
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} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
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Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
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}
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}
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/*
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===============
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SV_Startup
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Called when a host starts a map when it wasn't running
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one before. Successive map or map_restart commands will
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NOT cause this to be called, unless the game is exited to
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the menu system first.
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===============
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*/
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void SV_Startup( void ) {
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if ( svs.initialized ) {
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Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
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}
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SV_BoundMaxClients( 1 );
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svs.clients = (struct client_s *)Z_Malloc (sizeof(client_t) * sv_maxclients->integer, TAG_CLIENTS, qtrue );
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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Cvar_Set( "r_ghoul2animsmooth", "0");
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Cvar_Set( "r_ghoul2unsqashaftersmooth", "0");
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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svs.initialized = qtrue;
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Cvar_Set( "sv_running", "1" );
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}
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/*
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Ghoul2 Insert Start
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*/
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void SV_InitSV(void)
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{
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// clear out most of the sv struct
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memset(&sv, 0, (sizeof(sv)));
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sv.mLocalSubBSPIndex = -1;
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}
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/*
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Ghoul2 Insert End
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*/
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/*
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==================
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SV_ChangeMaxClients
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==================
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*/
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void SV_ChangeMaxClients( void ) {
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int oldMaxClients;
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int i;
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client_t *oldClients;
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int count;
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// get the highest client number in use
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count = 0;
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for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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if (i > count)
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count = i;
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}
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}
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count++;
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oldMaxClients = sv_maxclients->integer;
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// never go below the highest client number in use
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SV_BoundMaxClients( count );
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// if still the same
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if ( sv_maxclients->integer == oldMaxClients ) {
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return;
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}
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oldClients = (struct client_s *)Hunk_AllocateTempMemory( count * sizeof(client_t) );
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// copy the clients to hunk memory
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for ( i = 0 ; i < count ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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oldClients[i] = svs.clients[i];
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}
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else {
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Com_Memset(&oldClients[i], 0, sizeof(client_t));
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}
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}
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// free old clients arrays
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Z_Free( svs.clients );
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// allocate new clients
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svs.clients = (struct client_s *)Z_Malloc ( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS, qtrue );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
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// copy the clients over
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for ( i = 0 ; i < count ; i++ ) {
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if ( oldClients[i].state >= CS_CONNECTED ) {
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svs.clients[i] = oldClients[i];
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}
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}
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// free the old clients on the hunk
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Hunk_FreeTempMemory( oldClients );
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// allocate new snapshot entities
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if ( com_dedicated->integer ) {
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svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * 64;
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} else {
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// we don't need nearly as many when playing locally
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svs.numSnapshotEntities = sv_maxclients->integer * 4 * 64;
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}
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}
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/*
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|
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================
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SV_ClearServer
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================
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*/
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void SV_ClearServer(void) {
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int i;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( sv.configstrings[i] ) {
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Z_Free( sv.configstrings[i] );
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}
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}
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// CM_ClearMap();
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/*
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Ghoul2 Insert Start
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*/
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// nope, can't do this anymore.. sv contains entitystates with STL in them.
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// memset (&sv, 0, sizeof(sv));
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SV_InitSV();
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/*
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Ghoul2 Insert End
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*/
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// Com_Memset (&sv, 0, sizeof(sv));
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}
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/*
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================
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SV_TouchCGame
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touch the cgame.vm so that a pure client can load it if it's in a seperate pk3
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================
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*/
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void SV_TouchCGame(void) {
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fileHandle_t f;
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char filename[MAX_QPATH];
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if (Cvar_VariableValue( "vm_cgame" ))
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{
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Com_sprintf( filename, sizeof(filename), "vm/%s.qvm", "cgame" );
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}
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else
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{
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Com_sprintf( filename, sizeof(filename), "cgamex86.dll" );
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}
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|
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FS_FOpenFileRead( filename, &f, qfalse );
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if ( f ) {
|
|
|
|
FS_FCloseFile( f );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void SV_SendMapChange(void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (svs.clients)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<sv_maxclients->integer ; i++)
|
|
|
|
{
|
|
|
|
if (svs.clients[i].state >= CS_CONNECTED)
|
|
|
|
{
|
|
|
|
if ( svs.clients[i].netchan.remoteAddress.type != NA_BOT )
|
|
|
|
{
|
|
|
|
SV_SendClientMapChange( &svs.clients[i] ) ;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void R_SVModelInit();
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
//To avoid fragmentation, we want everything free by this point.
|
|
|
|
//Much of this probably violates DLL boundaries, so it's done on
|
|
|
|
//Xbox only.
|
|
|
|
extern void NAV_Free(void);
|
|
|
|
extern void CL_ClearLastLevel(void);
|
|
|
|
void SV_ClearLastLevel(void)
|
|
|
|
{
|
|
|
|
CL_ClearLastLevel();
|
|
|
|
NAV_Free();
|
|
|
|
|
|
|
|
int i;
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
|
|
if ( sv.configstrings[i] ) {
|
|
|
|
Z_Free( sv.configstrings[i] );
|
|
|
|
sv.configstrings[i] = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
SV_SpawnServer
|
|
|
|
|
|
|
|
Change the server to a new map, taking all connected
|
|
|
|
clients along with it.
|
|
|
|
This is NOT called for map_restart
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
extern CMiniHeap *G2VertSpaceServer;
|
|
|
|
extern CMiniHeap CMiniHeap_singleton;
|
|
|
|
|
|
|
|
extern void RE_RegisterMedia_LevelLoadBegin(const char *psMapName, ForceReload_e eForceReload);
|
|
|
|
void SV_SpawnServer( char *server, qboolean killBots, ForceReload_e eForceReload ) {
|
|
|
|
int i;
|
|
|
|
int checksum;
|
|
|
|
qboolean isBot;
|
|
|
|
char systemInfo[16384];
|
|
|
|
const char *p;
|
|
|
|
|
|
|
|
SV_SendMapChange();
|
|
|
|
|
|
|
|
RE_RegisterMedia_LevelLoadBegin(server, eForceReload);
|
|
|
|
|
|
|
|
// shut down the existing game if it is running
|
|
|
|
SV_ShutdownGameProgs();
|
|
|
|
|
|
|
|
Com_Printf ("------ Server Initialization ------\n");
|
|
|
|
Com_Printf ("Server: %s\n",server);
|
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
// de allocate the snapshot entities
|
|
|
|
if (svs.snapshotEntities)
|
|
|
|
{
|
|
|
|
delete[] svs.snapshotEntities;
|
|
|
|
svs.snapshotEntities = NULL;
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
|
|
|
|
SV_SendMapChange();
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
// disable vsync during load for speed
|
|
|
|
qglDisable(GL_VSYNC);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// if not running a dedicated server CL_MapLoading will connect the client to the server
|
|
|
|
// also print some status stuff
|
|
|
|
CL_MapLoading();
|
|
|
|
|
|
|
|
#ifndef DEDICATED
|
|
|
|
// make sure all the client stuff is unloaded
|
|
|
|
CL_ShutdownAll();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
CM_ClearMap();
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
// extern qboolean RE_RegisterImages_LevelLoadEnd(void);
|
|
|
|
// RE_RegisterImages_LevelLoadEnd();
|
|
|
|
R_DeleteTextures();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// clear the whole hunk because we're (re)loading the server
|
|
|
|
Hunk_Clear();
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
SV_ClearLastLevel();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
R_InitSkins();
|
|
|
|
R_InitShaders(qtrue);
|
|
|
|
|
|
|
|
#if defined(_XBOX) && defined(_DEBUG)
|
|
|
|
//Useful for memory debugging. Please don't delete. Comment out if
|
|
|
|
//necessary.
|
|
|
|
extern void Z_DisplayLevelMemory(int, int, int);
|
|
|
|
extern void Z_Details_f(void);
|
|
|
|
extern void Z_TagPointers(memtag_t);
|
|
|
|
Z_DisplayLevelMemory(0, 0, 0);
|
|
|
|
Z_Details_f();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// init client structures and svs.numSnapshotEntities
|
|
|
|
if ( !Cvar_VariableValue("sv_running") ) {
|
|
|
|
SV_Startup();
|
|
|
|
} else {
|
|
|
|
// check for maxclients change
|
|
|
|
if ( sv_maxclients->modified ) {
|
|
|
|
SV_ChangeMaxClients();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_SendMapChange();
|
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
// clear out those shaders, images and Models as long as this
|
|
|
|
// isnt a dedicated server.
|
|
|
|
/*
|
|
|
|
if ( !com_dedicated->integer )
|
|
|
|
{
|
|
|
|
#ifndef DEDICATED
|
|
|
|
R_InitImages();
|
|
|
|
|
|
|
|
R_InitShaders();
|
|
|
|
|
|
|
|
R_ModelInit();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
else
|
|
|
|
*/
|
|
|
|
if (com_dedicated->integer)
|
|
|
|
{
|
|
|
|
R_SVModelInit();
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_SendMapChange();
|
|
|
|
|
|
|
|
// clear pak references
|
|
|
|
FS_ClearPakReferences(0);
|
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
// allocate the snapshot entities on the hunk
|
|
|
|
// svs.snapshotEntities = (struct entityState_s *)Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
|
|
|
|
svs.nextSnapshotEntities = 0;
|
|
|
|
|
|
|
|
// allocate the snapshot entities
|
|
|
|
svs.snapshotEntities = new entityState_s[svs.numSnapshotEntities];
|
|
|
|
// we CAN afford to do this here, since we know the STL vectors in Ghoul2 are empty
|
|
|
|
memset(svs.snapshotEntities, 0, sizeof(entityState_t)*svs.numSnapshotEntities);
|
|
|
|
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert End
|
|
|
|
*/
|
|
|
|
|
|
|
|
// toggle the server bit so clients can detect that a
|
|
|
|
// server has changed
|
|
|
|
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
|
|
|
|
|
|
|
|
// set nextmap to the same map, but it may be overriden
|
|
|
|
// by the game startup or another console command
|
|
|
|
Cvar_Set( "nextmap", "map_restart 0");
|
|
|
|
// Cvar_Set( "nextmap", va("map %s", server) );
|
|
|
|
|
|
|
|
// wipe the entire per-level structure
|
|
|
|
SV_ClearServer();
|
|
|
|
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
|
|
|
|
sv.configstrings[i] = CopyString("");
|
|
|
|
}
|
|
|
|
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
|
|
G2API_SetTime(svs.time,0);
|
|
|
|
//rww - RAGDOLL_END
|
|
|
|
|
|
|
|
// make sure we are not paused
|
|
|
|
Cvar_Set("cl_paused", "0");
|
|
|
|
|
|
|
|
// get a new checksum feed and restart the file system
|
|
|
|
srand(Com_Milliseconds());
|
|
|
|
sv.checksumFeed = ( ((int) rand() << 16) ^ rand() ) ^ Com_Milliseconds();
|
|
|
|
FS_Restart( sv.checksumFeed );
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
CL_StartHunkUsers();
|
|
|
|
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
|
|
|
|
// RE_LoadWorldMap(va("maps/%s.bsp", server));
|
|
|
|
|
|
|
|
// Start up voice system if it isn't running yet. (ie, if we're on syslink)
|
|
|
|
if( !logged_on )
|
|
|
|
g_Voice.Initialize();
|
|
|
|
#else
|
|
|
|
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
SV_SendMapChange();
|
|
|
|
|
|
|
|
// set serverinfo visible name
|
|
|
|
Cvar_Set( "mapname", server );
|
|
|
|
|
|
|
|
Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
|
|
|
|
|
|
|
|
// serverid should be different each time
|
|
|
|
sv.serverId = com_frameTime;
|
|
|
|
sv.restartedServerId = sv.serverId;
|
|
|
|
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
|
|
|
|
|
|
|
|
// clear physics interaction links
|
|
|
|
SV_ClearWorld ();
|
|
|
|
|
|
|
|
// media configstring setting should be done during
|
|
|
|
// the loading stage, so connected clients don't have
|
|
|
|
// to load during actual gameplay
|
|
|
|
sv.state = SS_LOADING;
|
|
|
|
|
|
|
|
// load and spawn all other entities
|
|
|
|
SV_InitGameProgs();
|
|
|
|
|
|
|
|
// don't allow a map_restart if game is modified
|
|
|
|
sv_gametype->modified = qfalse;
|
|
|
|
|
|
|
|
// run a few frames to allow everything to settle
|
|
|
|
for ( i = 0 ;i < 3 ; i++ ) {
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
|
|
G2API_SetTime(svs.time,0);
|
|
|
|
//rww - RAGDOLL_END
|
|
|
|
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
|
|
|
|
SV_BotFrame( svs.time );
|
|
|
|
svs.time += 100;
|
|
|
|
}
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
|
|
G2API_SetTime(svs.time,0);
|
|
|
|
//rww - RAGDOLL_END
|
|
|
|
|
|
|
|
// create a baseline for more efficient communications
|
|
|
|
SV_CreateBaseline ();
|
|
|
|
|
|
|
|
for (i=0 ; i<sv_maxclients->integer ; i++) {
|
|
|
|
// send the new gamestate to all connected clients
|
|
|
|
if (svs.clients[i].state >= CS_CONNECTED) {
|
|
|
|
char *denied;
|
|
|
|
|
|
|
|
if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
|
|
|
|
if ( killBots ) {
|
|
|
|
SV_DropClient( &svs.clients[i], "" );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
isBot = qtrue;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
isBot = qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// connect the client again
|
|
|
|
denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
|
|
|
|
if ( denied ) {
|
|
|
|
// this generally shouldn't happen, because the client
|
|
|
|
// was connected before the level change
|
|
|
|
SV_DropClient( &svs.clients[i], denied );
|
|
|
|
} else {
|
|
|
|
if( !isBot ) {
|
|
|
|
// when we get the next packet from a connected client,
|
|
|
|
// the new gamestate will be sent
|
|
|
|
svs.clients[i].state = CS_CONNECTED;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
client_t *client;
|
|
|
|
sharedEntity_t *ent;
|
|
|
|
|
|
|
|
client = &svs.clients[i];
|
|
|
|
client->state = CS_ACTIVE;
|
|
|
|
ent = SV_GentityNum( i );
|
|
|
|
ent->s.number = i;
|
|
|
|
client->gentity = ent;
|
|
|
|
|
|
|
|
client->deltaMessage = -1;
|
|
|
|
client->nextSnapshotTime = svs.time; // generate a snapshot immediately
|
|
|
|
|
|
|
|
VM_Call( gvm, GAME_CLIENT_BEGIN, i );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// run another frame to allow things to look at all the players
|
|
|
|
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
|
|
|
|
SV_BotFrame( svs.time );
|
|
|
|
svs.time += 100;
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
|
|
G2API_SetTime(svs.time,0);
|
|
|
|
//rww - RAGDOLL_END
|
|
|
|
|
|
|
|
if ( sv_pure->integer ) {
|
|
|
|
// the server sends these to the clients so they will only
|
|
|
|
// load pk3s also loaded at the server
|
|
|
|
p = FS_LoadedPakChecksums();
|
|
|
|
Cvar_Set( "sv_paks", p );
|
|
|
|
if (strlen(p) == 0) {
|
|
|
|
Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
|
|
|
|
}
|
|
|
|
p = FS_LoadedPakNames();
|
|
|
|
Cvar_Set( "sv_pakNames", p );
|
|
|
|
|
|
|
|
// if a dedicated pure server we need to touch the cgame because it could be in a
|
|
|
|
// seperate pk3 file and the client will need to load the latest cgame.qvm
|
|
|
|
if ( com_dedicated->integer ) {
|
|
|
|
SV_TouchCGame();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Cvar_Set( "sv_paks", "" );
|
|
|
|
Cvar_Set( "sv_pakNames", "" );
|
|
|
|
}
|
|
|
|
// the server sends these to the clients so they can figure
|
|
|
|
// out which pk3s should be auto-downloaded
|
|
|
|
p = FS_ReferencedPakChecksums();
|
|
|
|
Cvar_Set( "sv_referencedPaks", p );
|
|
|
|
p = FS_ReferencedPakNames();
|
|
|
|
Cvar_Set( "sv_referencedPakNames", p );
|
|
|
|
|
|
|
|
// save systeminfo and serverinfo strings
|
|
|
|
Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
|
|
|
|
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
|
|
|
|
SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
|
|
|
|
|
|
|
|
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
|
|
|
|
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
|
|
|
|
|
|
|
|
// any media configstring setting now should issue a warning
|
|
|
|
// and any configstring changes should be reliably transmitted
|
|
|
|
// to all clients
|
|
|
|
sv.state = SS_GAME;
|
|
|
|
|
|
|
|
// send a heartbeat now so the master will get up to date info
|
|
|
|
SV_Heartbeat_f();
|
|
|
|
|
|
|
|
Hunk_SetMark();
|
|
|
|
|
|
|
|
/* MrE: 2000-09-13: now called in CL_DownloadsComplete
|
|
|
|
// don't call when running dedicated
|
|
|
|
if ( !com_dedicated->integer ) {
|
|
|
|
// note that this is called after setting the hunk mark with Hunk_SetMark
|
|
|
|
CL_StartHunkUsers();
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
SV_Init
|
|
|
|
|
|
|
|
Only called at main exe startup, not for each game
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void SV_BotInitBotLib(void);
|
|
|
|
|
|
|
|
void SV_Init (void) {
|
|
|
|
SV_AddOperatorCommands ();
|
|
|
|
|
|
|
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// serverinfo vars
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Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
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Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
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Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
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Cvar_Get ("capturelimit", "0", CVAR_SERVERINFO);
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// Get these to establish them and to make sure they have a default before the menus decide to stomp them.
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Cvar_Get ("g_maxHolocronCarry", "3", CVAR_SERVERINFO);
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Cvar_Get ("g_privateDuel", "1", CVAR_SERVERINFO );
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Cvar_Get ("g_saberLocking", "1", CVAR_SERVERINFO );
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Cvar_Get ("g_maxForceRank", "6", CVAR_SERVERINFO );
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Cvar_Get ("duel_fraglimit", "10", CVAR_SERVERINFO);
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Cvar_Get ("g_forceBasedTeams", "0", CVAR_SERVERINFO);
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Cvar_Get ("g_duelWeaponDisable", "1", CVAR_SERVERINFO);
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sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
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sv_needpass = Cvar_Get ("g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM );
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Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
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Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM);
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sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
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sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
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sv_hostname = Cvar_Get ("sv_hostname", "*Jedi*", CVAR_SERVERINFO | CVAR_ARCHIVE );
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sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
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sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
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sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
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sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
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sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO );
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#ifdef USE_CD_KEY
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sv_allowAnonymous = Cvar_Get ("sv_allowAnonymous", "0", CVAR_SERVERINFO);
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#endif
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|
|
// systeminfo
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Cvar_Get ("sv_cheats", "0", CVAR_SYSTEMINFO | CVAR_ROM );
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sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
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#ifndef DLL_ONLY // bk010216 - for DLL-only servers
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sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
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#else
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sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_INIT | CVAR_ROM );
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#endif
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Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
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Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
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|
Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
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Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
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|
|
// server vars
|
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|
|
sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
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|
sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
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|
|
sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
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|
|
sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
|
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|
|
sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
|
|
|
|
Cvar_Get ("nextmap", "", CVAR_TEMP );
|
|
|
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|
|
#ifndef _XBOX // No master or downloads on Xbox
|
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|
|
sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
|
|
|
|
sv_master[0] = Cvar_Get ("sv_master1", MASTER_SERVER_NAME, 0 );
|
|
|
|
sv_master[1] = Cvar_Get ("sv_master2", "", CVAR_ARCHIVE );
|
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|
|
sv_master[2] = Cvar_Get ("sv_master3", "", CVAR_ARCHIVE );
|
|
|
|
sv_master[3] = Cvar_Get ("sv_master4", "", CVAR_ARCHIVE );
|
|
|
|
sv_master[4] = Cvar_Get ("sv_master5", "", CVAR_ARCHIVE );
|
|
|
|
#endif
|
|
|
|
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
|
|
|
|
sv_showghoultraces = Cvar_Get ("sv_showghoultraces", "0", 0);
|
|
|
|
sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
|
|
|
|
sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
|
|
|
|
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
|
|
|
|
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
|
|
|
|
|
|
|
|
// sv_debugserver = Cvar_Get ("sv_debugserver", "0", 0);
|
|
|
|
|
|
|
|
// initialize bot cvars so they are listed and can be set before loading the botlib
|
|
|
|
SV_BotInitCvars();
|
|
|
|
|
|
|
|
// init the botlib here because we need the pre-compiler in the UI
|
|
|
|
SV_BotInitBotLib();
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
svs.clientRefNum = 0;
|
|
|
|
#endif
|
|
|
|
// Only allocated once, no point in moving it around and fragmenting
|
|
|
|
// create a heap for Ghoul2 to use for game side model vertex transforms used in collision detection
|
|
|
|
G2VertSpaceServer = &CMiniHeap_singleton;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
SV_FinalMessage
|
|
|
|
|
|
|
|
Used by SV_Shutdown to send a final message to all
|
|
|
|
connected clients before the server goes down. The messages are sent immediately,
|
|
|
|
not just stuck on the outgoing message list, because the server is going
|
|
|
|
to totally exit after returning from this function.
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
void SV_FinalMessage( char *message ) {
|
|
|
|
int i, j;
|
|
|
|
client_t *cl;
|
|
|
|
|
|
|
|
// send it twice, ignoring rate
|
|
|
|
for ( j = 0 ; j < 2 ; j++ ) {
|
|
|
|
for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
|
|
|
|
if (cl->state >= CS_CONNECTED) {
|
|
|
|
// don't send a disconnect to a local client
|
|
|
|
if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
|
|
|
|
SV_SendServerCommand( cl, "print \"%s\"", message );
|
|
|
|
SV_SendServerCommand( cl, "disconnect" );
|
|
|
|
}
|
|
|
|
// force a snapshot to be sent
|
|
|
|
cl->nextSnapshotTime = -1;
|
|
|
|
SV_SendClientSnapshot( cl );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
SV_Shutdown
|
|
|
|
|
|
|
|
Called when each game quits,
|
|
|
|
before Sys_Quit or Sys_Error
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void SV_Shutdown( char *finalmsg )
|
|
|
|
{
|
|
|
|
if ( !com_sv_running || !com_sv_running->integer )
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Com_Printf( "----- Server Shutdown -----\n" );
|
|
|
|
|
|
|
|
if ( svs.clients && !com_errorEntered ) {
|
|
|
|
SV_FinalMessage( finalmsg );
|
|
|
|
}
|
|
|
|
|
|
|
|
SV_RemoveOperatorCommands();
|
|
|
|
#ifndef _XBOX // No master on Xbox
|
|
|
|
SV_MasterShutdown();
|
|
|
|
#endif
|
|
|
|
SV_ShutdownGameProgs();
|
|
|
|
/*
|
|
|
|
Ghoul2 Insert Start
|
|
|
|
*/
|
|
|
|
// de allocate the snapshot entities
|
|
|
|
if (svs.snapshotEntities)
|
|
|
|
{
|
|
|
|
delete[] svs.snapshotEntities;
|
|
|
|
svs.snapshotEntities = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// free current level
|
|
|
|
SV_ClearServer();
|
|
|
|
CM_ClearMap();//jfm: add a clear here since it's commented out in clearServer. This prevents crashing cmShaderTable on exit.
|
|
|
|
|
|
|
|
// free server static data
|
|
|
|
if ( svs.clients ) {
|
|
|
|
Z_Free( svs.clients );
|
|
|
|
}
|
|
|
|
Com_Memset( &svs, 0, sizeof( svs ) );
|
|
|
|
|
|
|
|
Cvar_Set( "sv_running", "0" );
|
|
|
|
Cvar_Set("ui_singlePlayerActive", "0");
|
|
|
|
|
|
|
|
// Com_Printf( "---------------------------\n" );
|
|
|
|
|
|
|
|
#ifdef _XBOX
|
|
|
|
// If we were advertising on Live, remove the listing. This also unregisters
|
|
|
|
// the server's key. SysLink keys are never unregistered, so we don't do anything
|
|
|
|
// special here for them.
|
|
|
|
if ( logged_on )
|
|
|
|
XBL_MM_Shutdown();
|
|
|
|
|
|
|
|
// Tear down voice now if we're on system link (Live keeps it active)
|
|
|
|
if( !logged_on )
|
|
|
|
g_Voice.Shutdown();
|
|
|
|
|
|
|
|
// Wipe our player list - this is important
|
|
|
|
memset( &xbOnlineInfo, 0, sizeof(xbOnlineInfo) );
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// disconnect any local clients
|
|
|
|
CL_Disconnect( qfalse );
|
|
|
|
}
|
|
|
|
|