jedi-academy/codemp/server/sv_ccmds.cpp
2013-04-23 15:21:39 +10:00

1019 lines
23 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
#include "server.h"
#include "../qcommon/stringed_ingame.h"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
const char *SV_GetStringEdString(char *refSection, char *refName)
{
/*
static char text[1024]={0};
trap_SP_GetStringTextString(va("%s_%s", refSection, refName), text, sizeof(text));
return text;
*/
//Well, it would've been lovely doing it the above way, but it would mean mixing
//languages for the client depending on what the server is. So we'll mark this as
//a stringed reference with @@@ and send the refname to the client, and when it goes
//to print it will get scanned for the stringed reference indication and dealt with
//properly.
static char text[1024]={0};
Com_sprintf(text, sizeof(text), "@@@%s", refName);
return text;
}
/*
==================
SV_GetPlayerByName
Returns the player with name from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByName( void ) {
client_t *cl;
int i;
char *s;
char cleanName[64];
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
// check for a name match
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if ( !Q_stricmp( cl->name, s ) ) {
return cl;
}
Q_strncpyz( cleanName, cl->name, sizeof(cleanName) );
Q_CleanStr( cleanName );
if ( !Q_stricmp( cleanName, s ) ) {
return cl;
}
}
Com_Printf( "Player %s is not on the server\n", s );
return NULL;
}
/*
==================
SV_GetPlayerByNum
Returns the player with idnum from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByNum( void ) {
client_t *cl;
int i;
int idnum;
char *s;
// make sure server is running
if ( !com_sv_running->integer ) {
return NULL;
}
if ( Cmd_Argc() < 2 ) {
Com_Printf( "No player specified.\n" );
return NULL;
}
s = Cmd_Argv(1);
for (i = 0; s[i]; i++) {
if (s[i] < '0' || s[i] > '9') {
Com_Printf( "Bad slot number: %s\n", s);
return NULL;
}
}
idnum = atoi( s );
if ( idnum < 0 || idnum >= sv_maxclients->integer ) {
Com_Printf( "Bad client slot: %i\n", idnum );
return NULL;
}
cl = &svs.clients[idnum];
if ( !cl->state ) {
Com_Printf( "Client %i is not active\n", idnum );
return NULL;
}
return cl;
}
//=========================================================
/*
==================
SV_Map_f
Restart the server on a different map
==================
*/
static void SV_Map_f( void ) {
char *cmd;
char *map;
qboolean killBots, cheat;
char expanded[MAX_QPATH];
char mapname[MAX_QPATH];
map = Cmd_Argv(1);
if ( !map ) {
return;
}
// make sure the level exists before trying to change, so that
// a typo at the server console won't end the game
if (strchr (map, '\\') ) {
Com_Printf ("Can't have mapnames with a \\\n");
return;
}
#ifndef _XBOX
Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
if ( FS_ReadFile (expanded, NULL) == -1 ) {
Com_Printf ("Can't find map %s\n", expanded);
return;
}
#endif
// force latched values to get set
Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
cmd = Cmd_Argv(0);
if( Q_stricmpn( cmd, "sp", 2 ) == 0 ) {
Cvar_SetValue( "g_gametype", GT_SINGLE_PLAYER );
Cvar_SetValue( "g_doWarmup", 0 );
// may not set sv_maxclients directly, always set latched
Cvar_SetLatched( "sv_maxclients", "8" );
cmd += 2;
cheat = qfalse;
killBots = qtrue;
}
else {
if ( !Q_stricmpn( cmd, "devmap",6 ) || !Q_stricmp( cmd, "spdevmap" ) ) {
cheat = qtrue;
killBots = qtrue;
} else {
cheat = qfalse;
killBots = qfalse;
}
/*
if( sv_gametype->integer == GT_SINGLE_PLAYER ) {
Cvar_SetValue( "g_gametype", GT_FFA );
}
*/
}
// save the map name here cause on a map restart we reload the jampconfig.cfg
// and thus nuke the arguments of the map command
Q_strncpyz(mapname, map, sizeof(mapname));
ForceReload_e eForceReload = eForceReload_NOTHING; // default for normal load
// if ( !Q_stricmp( cmd, "devmapbsp") ) { // not relevant in MP codebase
// eForceReload = eForceReload_BSP;
// }
// else
if ( !Q_stricmp( cmd, "devmapmdl") ) {
eForceReload = eForceReload_MODELS;
}
else
if ( !Q_stricmp( cmd, "devmapall") ) {
eForceReload = eForceReload_ALL;
}
// start up the map
SV_SpawnServer( mapname, killBots, eForceReload );
// set the cheat value
// if the level was started with "map <levelname>", then
// cheats will not be allowed. If started with "devmap <levelname>"
// then cheats will be allowed
if ( cheat ) {
Cvar_Set( "sv_cheats", "1" );
} else {
Cvar_Set( "sv_cheats", "0" );
}
}
/*
================
SV_MapRestart_f
Completely restarts a level, but doesn't send a new gamestate to the clients.
This allows fair starts with variable load times.
================
*/
static void SV_MapRestart_f( void ) {
int i;
client_t *client;
char *denied;
qboolean isBot;
int delay;
// make sure we aren't restarting twice in the same frame
if ( com_frameTime == sv.serverId ) {
return;
}
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( sv.restartTime ) {
return;
}
if (Cmd_Argc() > 1 ) {
delay = atoi( Cmd_Argv(1) );
}
else {
delay = 5;
}
if( delay ) {
sv.restartTime = svs.time + delay * 1000;
SV_SetConfigstring( CS_WARMUP, va("%i", sv.restartTime) );
return;
}
// check for changes in variables that can't just be restarted
// check for maxclients change
if ( sv_maxclients->modified || sv_gametype->modified ) {
char mapname[MAX_QPATH];
Com_Printf( "variable change -- restarting.\n" );
// restart the map the slow way
Q_strncpyz( mapname, Cvar_VariableString( "mapname" ), sizeof( mapname ) );
SV_SpawnServer( mapname, qfalse, eForceReload_NOTHING );
return;
}
// toggle the server bit so clients can detect that a
// map_restart has happened
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// generate a new serverid
sv.restartedServerId = sv.serverId;
sv.serverId = com_frameTime;
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
// reset all the vm data in place without changing memory allocation
// note that we do NOT set sv.state = SS_LOADING, so configstrings that
// had been changed from their default values will generate broadcast updates
sv.state = SS_LOADING;
sv.restarting = qtrue;
SV_RestartGameProgs();
// run a few frames to allow everything to settle
for ( i = 0 ;i < 3 ; i++ ) {
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
sv.state = SS_GAME;
sv.restarting = qfalse;
// connect and begin all the clients
for (i=0 ; i<sv_maxclients->integer ; i++) {
client = &svs.clients[i];
// send the new gamestate to all connected clients
if ( client->state < CS_CONNECTED) {
continue;
}
if ( client->netchan.remoteAddress.type == NA_BOT ) {
isBot = qtrue;
} else {
isBot = qfalse;
}
// add the map_restart command
SV_AddServerCommand( client, "map_restart\n" );
// connect the client again, without the firstTime flag
denied = (char *)VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) );
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( client, denied );
Com_Printf( "SV_MapRestart_f(%d): dropped client %i - denied!\n", delay, i ); // bk010125
continue;
}
client->state = CS_ACTIVE;
SV_ClientEnterWorld( client, &client->lastUsercmd );
}
// run another frame to allow things to look at all the players
VM_Call( gvm, GAME_RUN_FRAME, svs.time );
svs.time += 100;
}
//===============================================================
/*
==================
SV_GetPlayerByName
Returns the player with name from Cmd_Argv(1)
==================
*/
static client_t *SV_GetPlayerByFedName( const char *name )
{
client_t *cl;
int i;
char cleanName[64];
// make sure server is running
if ( !com_sv_running->integer )
{
return NULL;
}
// check for a name match
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ )
{
if ( !cl->state )
{
continue;
}
if ( !Q_stricmp( cl->name, name ) )
{
return cl;
}
Q_strncpyz( cleanName, cl->name, sizeof(cleanName) );
Q_CleanStr( cleanName );
if ( !Q_stricmp( cleanName, name ) )
{
return cl;
}
}
return NULL;
}
static void SV_KickByName( const char *name )
{
client_t *cl;
int i;
// make sure server is running
if ( !com_sv_running->integer )
{
return;
}
cl = SV_GetPlayerByFedName(name);
if ( !cl )
{
if ( !Q_stricmp(name, "all") )
{
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ )
{
if ( !cl->state )
{
continue;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK )
{
continue;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
else if ( !Q_stricmp(name, "allbots") )
{
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ )
{
if ( !cl->state )
{
continue;
}
if( cl->netchan.remoteAddress.type != NA_BOT )
{
continue;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK )
{
// SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
SV_SendServerCommand(NULL, "print \"%s\"", SV_GetStringEdString("MP_SVGAME","CANNOT_KICK_HOST"));
return;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
==================
SV_Kick_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_Kick_f( void ) {
client_t *cl;
int i;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kick <player name>\nkick all = kick everyone\nkick allbots = kick all bots\n");
return;
}
if (!Q_stricmp(Cmd_Argv(1), "Padawan"))
{ //if you try to kick the default name, also try to kick ""
SV_KickByName("");
}
cl = SV_GetPlayerByName();
if ( !cl ) {
if ( !Q_stricmp(Cmd_Argv(1), "all") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
continue;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
else if ( !Q_stricmp(Cmd_Argv(1), "allbots") ) {
for ( i=0, cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++ ) {
if ( !cl->state ) {
continue;
}
if( cl->netchan.remoteAddress.type != NA_BOT ) {
continue;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
}
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
// SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
SV_SendServerCommand(NULL, "print \"%s\"", SV_GetStringEdString("MP_SVGAME","CANNOT_KICK_HOST"));
return;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
==================
SV_Ban_f
Ban a user from being able to play on this server through the auth
server
==================
*/
#ifdef USE_CD_KEY
static void SV_Ban_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banUser <player name>\n");
return;
}
cl = SV_GetPlayerByName();
if (!cl) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
// SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
SV_SendServerCommand(NULL, "print \"%s\"", SV_GetStringEdString("MP_SVGAME","CANNOT_KICK_HOST"));
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
/*
==================
SV_BanNum_f
Ban a user from being able to play on this server through the auth
server
==================
*/
static void SV_BanNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: banClient <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
// SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
SV_SendServerCommand(NULL, "print \"%s\"", SV_GetStringEdString("MP_SVGAME","CANNOT_KICK_HOST"));
return;
}
// look up the authorize server's IP
if ( !svs.authorizeAddress.ip[0] && svs.authorizeAddress.type != NA_BAD ) {
Com_Printf( "Resolving %s\n", AUTHORIZE_SERVER_NAME );
if ( !NET_StringToAdr( AUTHORIZE_SERVER_NAME, &svs.authorizeAddress ) ) {
Com_Printf( "Couldn't resolve address\n" );
return;
}
svs.authorizeAddress.port = BigShort( PORT_AUTHORIZE );
Com_Printf( "%s resolved to %i.%i.%i.%i:%i\n", AUTHORIZE_SERVER_NAME,
svs.authorizeAddress.ip[0], svs.authorizeAddress.ip[1],
svs.authorizeAddress.ip[2], svs.authorizeAddress.ip[3],
BigShort( svs.authorizeAddress.port ) );
}
// otherwise send their ip to the authorize server
if ( svs.authorizeAddress.type != NA_BAD ) {
NET_OutOfBandPrint( NS_SERVER, svs.authorizeAddress,
"banUser %i.%i.%i.%i", cl->netchan.remoteAddress.ip[0], cl->netchan.remoteAddress.ip[1],
cl->netchan.remoteAddress.ip[2], cl->netchan.remoteAddress.ip[3] );
Com_Printf("%s was banned from coming back\n", cl->name);
}
}
#endif // USE_CD_KEY
/*
==================
SV_KickNum_f
Kick a user off of the server FIXME: move to game
==================
*/
static void SV_KickNum_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: kicknum <client number>\n");
return;
}
cl = SV_GetPlayerByNum();
if ( !cl ) {
return;
}
if( cl->netchan.remoteAddress.type == NA_LOOPBACK ) {
// SV_SendServerCommand(NULL, "print \"%s\"", "Cannot kick host player\n");
SV_SendServerCommand(NULL, "print \"%s\"", SV_GetStringEdString("MP_SVGAME","CANNOT_KICK_HOST"));
return;
}
SV_DropClient( cl, SV_GetStringEdString("MP_SVGAME","WAS_KICKED")); // "was kicked" );
cl->lastPacketTime = svs.time; // in case there is a funny zombie
}
/*
================
SV_Status_f
================
*/
static void SV_Status_f( void )
{
int i;
client_t *cl;
playerState_t *ps;
const char *s;
int ping;
char state[32];
qboolean avoidTruncation = qfalse;
// make sure server is running
if ( !com_sv_running->integer )
{
Com_Printf( SE_GetString("STR_SERVER_SERVER_NOT_RUNNING") );
return;
}
if ( Cmd_Argc() > 1 )
{
if (!Q_stricmp("notrunc", Cmd_Argv(1)))
{
avoidTruncation = qtrue;
}
}
Com_Printf ("map: %s\n", sv_mapname->string );
Com_Printf ("num score ping name lastmsg address qport rate\n");
Com_Printf ("--- ----- ---- --------------- ------- --------------------- ----- -----\n");
for (i=0,cl=svs.clients ; i < sv_maxclients->integer ; i++,cl++)
{
if (!cl->state)
{
continue;
}
if (cl->state == CS_CONNECTED)
{
strcpy(state, "CNCT ");
}
else if (cl->state == CS_ZOMBIE)
{
strcpy(state, "ZMBI ");
}
else
{
ping = cl->ping < 9999 ? cl->ping : 9999;
sprintf(state, "%4i", ping);
}
ps = SV_GameClientNum( i );
s = NET_AdrToString( cl->netchan.remoteAddress );
if (!avoidTruncation)
{
Com_Printf ("%3i %5i %s %-15.15s %7i %21s %5i %5i\n",
i,
ps->persistant[PERS_SCORE],
state,
cl->name,
svs.time - cl->lastPacketTime,
s,
cl->netchan.qport,
cl->rate
);
}
else
{
Com_Printf ("%3i %5i %s %s %7i %21s %5i %5i\n",
i,
ps->persistant[PERS_SCORE],
state,
cl->name,
svs.time - cl->lastPacketTime,
s,
cl->netchan.qport,
cl->rate
);
}
}
Com_Printf ("\n");
}
/*
==================
SV_ConSay_f
==================
*/
static void SV_ConSay_f(void) {
char *p;
char text[1024];
if( !com_dedicated->integer ) {
Com_Printf( "Server is not dedicated.\n" );
return;
}
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc () < 2 ) {
return;
}
strcpy (text, "Server: ");
p = Cmd_Args();
if ( *p == '"' ) {
p++;
p[strlen(p)-1] = 0;
}
strcat(text, p);
SV_SendServerCommand(NULL, "chat \"%s\n\"", text);
}
static const char *forceToggleNamePrints[] =
{
"HEAL",//FP_HEAL
"JUMP",//FP_LEVITATION
"SPEED",//FP_SPEED
"PUSH",//FP_PUSH
"PULL",//FP_PULL
"MINDTRICK",//FP_TELEPTAHY
"GRIP",//FP_GRIP
"LIGHTNING",//FP_LIGHTNING
"DARK RAGE",//FP_RAGE
"PROTECT",//FP_PROTECT
"ABSORB",//FP_ABSORB
"TEAM HEAL",//FP_TEAM_HEAL
"TEAM REPLENISH",//FP_TEAM_FORCE
"DRAIN",//FP_DRAIN
"SEEING",//FP_SEE
"SABER OFFENSE",//FP_SABER_OFFENSE
"SABER DEFENSE",//FP_SABER_DEFENSE
"SABER THROW",//FP_SABERTHROW
NULL
};
/*
==================
SV_ForceToggle_f
==================
*/
void SV_ForceToggle_f(void)
{
int i = 0;
int fpDisabled = Cvar_VariableValue("g_forcePowerDisable");
int targetPower = 0;
const char *powerDisabled = "Enabled";
if ( Cmd_Argc () < 2 )
{ //no argument supplied, spit out a list of force powers and their numbers
while (i < NUM_FORCE_POWERS)
{
if (fpDisabled & (1 << i))
{
powerDisabled = "Disabled";
}
else
{
powerDisabled = "Enabled";
}
Com_Printf(va("%i - %s - Status: %s\n", i, forceToggleNamePrints[i], powerDisabled));
i++;
}
Com_Printf("Example usage: forcetoggle 3\n(toggles PUSH)\n");
return;
}
targetPower = atoi(Cmd_Argv(1));
if (targetPower < 0 || targetPower >= NUM_FORCE_POWERS)
{
Com_Printf("Specified a power that does not exist.\nExample usage: forcetoggle 3\n(toggles PUSH)\n");
return;
}
if (fpDisabled & (1 << targetPower))
{
powerDisabled = "enabled";
fpDisabled &= ~(1 << targetPower);
}
else
{
powerDisabled = "disabled";
fpDisabled |= (1 << targetPower);
}
Cvar_Set("g_forcePowerDisable", va("%i", fpDisabled));
Com_Printf("%s has been %s.\n", forceToggleNamePrints[targetPower], powerDisabled);
}
/*
==================
SV_Heartbeat_f
Also called by SV_DropClient, SV_DirectConnect, and SV_SpawnServer
==================
*/
void SV_Heartbeat_f( void ) {
svs.nextHeartbeatTime = -9999999;
}
/*
===========
SV_Serverinfo_f
Examine the serverinfo string
===========
*/
static void SV_Serverinfo_f( void ) {
Com_Printf ("Server info settings:\n");
Info_Print ( Cvar_InfoString( CVAR_SERVERINFO ) );
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
}
}
/*
===========
SV_Systeminfo_f
Examine or change the serverinfo string
===========
*/
static void SV_Systeminfo_f( void ) {
Com_Printf ("System info settings:\n");
Info_Print ( Cvar_InfoString( CVAR_SYSTEMINFO ) );
}
/*
===========
SV_DumpUser_f
Examine all a users info strings FIXME: move to game
===========
*/
static void SV_DumpUser_f( void ) {
client_t *cl;
// make sure server is running
if ( !com_sv_running->integer ) {
Com_Printf( "Server is not running.\n" );
return;
}
if ( Cmd_Argc() != 2 ) {
Com_Printf ("Usage: info <userid>\n");
return;
}
cl = SV_GetPlayerByName();
if ( !cl ) {
return;
}
Com_Printf( "userinfo\n" );
Com_Printf( "--------\n" );
Info_Print( cl->userinfo );
}
/*
=================
SV_KillServer
=================
*/
static void SV_KillServer_f( void ) {
SV_Shutdown( "killserver" );
}
//===========================================================
/*
==================
SV_AddOperatorCommands
==================
*/
void SV_AddOperatorCommands( void ) {
static qboolean initialized;
if ( initialized ) {
return;
}
initialized = qtrue;
Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
Cmd_AddCommand ("kick", SV_Kick_f);
#ifdef USE_CD_KEY
Cmd_AddCommand ("banUser", SV_Ban_f);
Cmd_AddCommand ("banClient", SV_BanNum_f);
#endif // USE_CD_KEY
Cmd_AddCommand ("clientkick", SV_KickNum_f);
Cmd_AddCommand ("status", SV_Status_f);
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
Cmd_AddCommand ("systeminfo", SV_Systeminfo_f);
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
Cmd_AddCommand ("map_restart", SV_MapRestart_f);
Cmd_AddCommand ("sectorlist", SV_SectorList_f);
Cmd_AddCommand ("map", SV_Map_f);
#ifndef PRE_RELEASE_DEMO
Cmd_AddCommand ("devmap", SV_Map_f);
Cmd_AddCommand ("spmap", SV_Map_f);
Cmd_AddCommand ("spdevmap", SV_Map_f);
// Cmd_AddCommand ("devmapbsp", SV_Map_f); // not used in MP codebase, no server BSP_cacheing
Cmd_AddCommand ("devmapmdl", SV_Map_f);
Cmd_AddCommand ("devmapall", SV_Map_f);
#endif
Cmd_AddCommand ("killserver", SV_KillServer_f);
// if( com_dedicated->integer )
{
Cmd_AddCommand ("svsay", SV_ConSay_f);
}
Cmd_AddCommand ("forcetoggle", SV_ForceToggle_f);
}
/*
==================
SV_RemoveOperatorCommands
==================
*/
void SV_RemoveOperatorCommands( void ) {
#if 0
// removing these won't let the server start again
Cmd_RemoveCommand ("heartbeat");
Cmd_RemoveCommand ("kick");
Cmd_RemoveCommand ("banUser");
Cmd_RemoveCommand ("banClient");
Cmd_RemoveCommand ("status");
Cmd_RemoveCommand ("serverinfo");
Cmd_RemoveCommand ("systeminfo");
Cmd_RemoveCommand ("dumpuser");
Cmd_RemoveCommand ("map_restart");
Cmd_RemoveCommand ("sectorlist");
Cmd_RemoveCommand ("svsay");
#endif
}