mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-10 15:22:14 +00:00
572 lines
14 KiB
C++
572 lines
14 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/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 (MINIHEAP_H_INC)
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#include "../qcommon/MiniHeap.h"
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#endif
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/*
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Ghoul2 Insert End
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*/
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serverStatic_t svs; // persistant server info
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server_t sv; // local server
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game_export_t *ge;
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cvar_t *sv_fps; // time rate for running non-clients
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cvar_t *sv_timeout; // seconds without any message
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cvar_t *sv_zombietime; // seconds to sink messages after disconnect
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cvar_t *sv_reconnectlimit; // minimum seconds between connect messages
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cvar_t *sv_showloss; // report when usercmds are lost
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cvar_t *sv_killserver; // menu system can set to 1 to shut server down
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cvar_t *sv_mapname;
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cvar_t *sv_spawntarget;
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cvar_t *sv_mapChecksum;
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cvar_t *sv_serverid;
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cvar_t *sv_testsave; // Run the savegame enumeration every game frame
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cvar_t *sv_compress_saved_games; // compress the saved games on the way out (only affect saver, loader can read both)
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/*
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=============================================================================
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EVENT MESSAGES
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=============================================================================
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*/
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/*
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===============
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SV_ExpandNewlines
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Converts newlines to "\n" so a line prints nicer
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===============
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*/
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char *SV_ExpandNewlines( char *in ) {
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static char string[1024];
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int l;
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l = 0;
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while ( *in && l < sizeof(string) - 3 ) {
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if ( *in == '\n' ) {
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string[l++] = '\\';
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string[l++] = 'n';
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} else {
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string[l++] = *in;
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}
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in++;
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}
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string[l] = 0;
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return string;
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}
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/*
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======================
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SV_AddServerCommand
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The given command will be transmitted to the client, and is guaranteed to
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not have future snapshot_t executed before it is executed
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======================
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*/
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void SV_AddServerCommand( client_t *client, const char *cmd ) {
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int index;
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// if we would be losing an old command that hasn't been acknowledged,
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// we must drop the connection
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if ( client->reliableSequence - client->reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
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SV_DropClient( client, "Server command overflow" );
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return;
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}
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client->reliableSequence++;
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index = client->reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
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if ( client->reliableCommands[ index ] ) {
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Z_Free( client->reliableCommands[ index ] );
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}
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client->reliableCommands[ index ] = CopyString( cmd );
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}
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/*
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=================
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SV_SendServerCommand
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Sends a reliable command string to be interpreted by
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the client game module: "cp", "print", "chat", etc
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A NULL client will broadcast to all clients
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=================
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*/
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void SV_SendServerCommand(client_t *cl, const char *fmt, ...) {
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va_list argptr;
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byte message[MAX_MSGLEN];
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int len;
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client_t *client;
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int j;
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message[0] = svc_serverCommand;
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va_start (argptr,fmt);
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vsprintf ((char *)message+1, fmt,argptr);
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va_end (argptr);
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len = strlen( (char *)message ) + 1;
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if ( cl != NULL ) {
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SV_AddServerCommand( cl, (char *)message );
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return;
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}
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// send the data to all relevent clients
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for (j = 0, client = svs.clients; j < 1 ; j++, client++) {
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if ( client->state < CS_PRIMED ) {
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continue;
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}
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SV_AddServerCommand( client, (char *)message );
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}
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}
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/*
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==============================================================================
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CONNECTIONLESS COMMANDS
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==============================================================================
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*/
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/*
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================
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SVC_Status
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Responds with all the info that qplug or qspy can see about the server
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and all connected players. Used for getting detailed information after
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the simple info query.
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================
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*/
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void SVC_Status( netadr_t from ) {
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char player[1024];
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char status[MAX_MSGLEN];
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int i;
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client_t *cl;
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int statusLength;
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int playerLength;
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int score;
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char infostring[MAX_INFO_STRING];
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strcpy( infostring, Cvar_InfoString( CVAR_SERVERINFO ) );
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// echo back the parameter to status. so servers can use it as a challenge
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// to prevent timed spoofed reply packets that add ghost servers
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Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
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status[0] = 0;
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statusLength = 0;
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for (i=0 ; i < 1 ; i++) {
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cl = &svs.clients[i];
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if ( cl->state >= CS_CONNECTED ) {
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if ( cl->gentity && cl->gentity->client ) {
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score = cl->gentity->client->persistant[PERS_SCORE];
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} else {
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score = 0;
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}
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Com_sprintf (player, sizeof(player), "%i %i \"%s\"\n",
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score, cl->ping, cl->name);
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playerLength = strlen(player);
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if (statusLength + playerLength >= sizeof(status) ) {
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break; // can't hold any more
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}
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strcpy (status + statusLength, player);
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statusLength += playerLength;
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}
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}
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NET_OutOfBandPrint( NS_SERVER, from, "statusResponse\n%s\n%s", infostring, status );
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}
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/*
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================
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SVC_Info
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Responds with a short info message that should be enough to determine
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if a user is interested in a server to do a full status
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================
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*/
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static void SVC_Info( netadr_t from ) {
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int i, count;
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char infostring[MAX_INFO_STRING];
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count = 0;
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for ( i = 0 ; i < 1 ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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count++;
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}
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}
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infostring[0] = 0;
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// echo back the parameter to status. so servers can use it as a challenge
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// to prevent timed spoofed reply packets that add ghost servers
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Info_SetValueForKey( infostring, "challenge", Cmd_Argv(1) );
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Info_SetValueForKey( infostring, "protocol", va("%i", PROTOCOL_VERSION) );
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//Info_SetValueForKey( infostring, "hostname", sv_hostname->string );
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Info_SetValueForKey( infostring, "mapname", sv_mapname->string );
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Info_SetValueForKey( infostring, "clients", va("%i", count) );
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Info_SetValueForKey( infostring, "sv_maxclients", va("%i", 1) );
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NET_OutOfBandPrint( NS_SERVER, from, "infoResponse\n%s", infostring );
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}
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/*
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=================
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SV_ConnectionlessPacket
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A connectionless packet has four leading 0xff
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characters to distinguish it from a game channel.
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Clients that are in the game can still send
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connectionless packets.
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=================
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*/
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static void SV_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
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char *s;
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char *c;
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MSG_BeginReading( msg );
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MSG_ReadLong( msg ); // skip the -1 marker
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s = MSG_ReadStringLine( msg );
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Cmd_TokenizeString( s );
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c = Cmd_Argv(0);
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Com_DPrintf ("SV packet %s : %s\n", NET_AdrToString(from), c);
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if (!strcmp(c,"getstatus")) {
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SVC_Status( from );
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} else if (!strcmp(c,"getinfo")) {
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SVC_Info( from );
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} else if (!strcmp(c,"connect")) {
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SV_DirectConnect( from );
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} else if (!strcmp(c,"disconnect")) {
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// if a client starts up a local server, we may see some spurious
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// server disconnect messages when their new server sees our final
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// sequenced messages to the old client
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} else {
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Com_DPrintf ("bad connectionless packet from %s:\n%s\n"
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, NET_AdrToString (from), s);
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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_ReadPackets
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=================
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*/
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void SV_PacketEvent( netadr_t from, msg_t *msg ) {
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int i;
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client_t *cl;
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int qport;
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// check for connectionless packet (0xffffffff) first
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if ( msg->cursize >= 4 && *(int *)msg->data == -1) {
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SV_ConnectionlessPacket( from, msg );
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return;
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}
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// read the qport out of the message so we can fix up
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// stupid address translating routers
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MSG_BeginReading( msg );
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MSG_ReadLong( msg ); // sequence number
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MSG_ReadLong( msg ); // sequence number
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qport = MSG_ReadShort( msg ) & 0xffff;
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// find which client the message is from
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for (i=0, cl=svs.clients ; i < 1 ; i++,cl++) {
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if (cl->state == CS_FREE) {
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continue;
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}
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if ( !NET_CompareBaseAdr( from, cl->netchan.remoteAddress ) ) {
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continue;
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}
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// it is possible to have multiple clients from a single IP
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// address, so they are differentiated by the qport variable
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if (cl->netchan.qport != qport) {
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continue;
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}
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// the IP port can't be used to differentiate them, because
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// some address translating routers periodically change UDP
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// port assignments
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if (cl->netchan.remoteAddress.port != from.port) {
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Com_Printf( "SV_ReadPackets: fixing up a translated port\n" );
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cl->netchan.remoteAddress.port = from.port;
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}
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// make sure it is a valid, in sequence packet
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if (Netchan_Process(&cl->netchan, msg)) {
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// zombie clients stil neet to do the Netchan_Process
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// to make sure they don't need to retransmit the final
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// reliable message, but they don't do any other processing
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if (cl->state != CS_ZOMBIE) {
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cl->lastPacketTime = sv.time; // don't timeout
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cl->frames[ cl->netchan.incomingAcknowledged & PACKET_MASK ]
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.messageAcked = sv.time;
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SV_ExecuteClientMessage( cl, msg );
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}
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}
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return;
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}
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// if we received a sequenced packet from an address we don't reckognize,
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// send an out of band disconnect packet to it
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NET_OutOfBandPrint( NS_SERVER, from, "disconnect" );
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}
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/*
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===================
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SV_CalcPings
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Updates the cl->ping variables
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===================
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*/
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void SV_CalcPings (void) {
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int i, j;
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client_t *cl;
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int total, count;
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int delta;
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for (i=0 ; i < 1 ; i++) {
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cl = &svs.clients[i];
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if ( cl->state != CS_ACTIVE ) {
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continue;
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}
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if ( cl->gentity->svFlags & SVF_BOT ) {
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continue;
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}
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total = 0;
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count = 0;
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for ( j = 0 ; j < PACKET_BACKUP ; j++ ) {
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delta = cl->frames[j].messageAcked - cl->frames[j].messageSent;
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if ( delta >= 0 ) {
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count++;
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total += delta;
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}
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}
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if (!count) {
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cl->ping = 999;
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} else {
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cl->ping = total/count;
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if ( cl->ping > 999 ) {
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cl->ping = 999;
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}
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}
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// let the game dll know about the ping
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cl->gentity->client->ping = cl->ping;
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}
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}
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/*
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==================
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SV_CheckTimeouts
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If a packet has not been received from a client for timeout->integer
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seconds, drop the conneciton. Server time is used instead of
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realtime to avoid dropping the local client while debugging.
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When a client is normally dropped, the client_t goes into a zombie state
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for a few seconds to make sure any final reliable message gets resent
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if necessary
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==================
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*/
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void SV_CheckTimeouts( void ) {
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int i;
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client_t *cl;
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int droppoint;
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int zombiepoint;
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droppoint = sv.time - 1000 * sv_timeout->integer;
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zombiepoint = sv.time - 1000 * sv_zombietime->integer;
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for (i=0,cl=svs.clients ; i < 1 ; i++,cl++) {
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// message times may be wrong across a changelevel
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if (cl->lastPacketTime > sv.time) {
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cl->lastPacketTime = sv.time;
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}
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if (cl->state == CS_ZOMBIE
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&& cl->lastPacketTime < zombiepoint) {
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cl->state = CS_FREE; // can now be reused
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continue;
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}
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if ( cl->state >= CS_CONNECTED && cl->lastPacketTime < droppoint) {
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// wait several frames so a debugger session doesn't
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// cause a timeout
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if ( ++cl->timeoutCount > 5 ) {
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SV_DropClient (cl, "timed out");
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cl->state = CS_FREE; // don't bother with zombie state
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}
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} else {
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cl->timeoutCount = 0;
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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_CheckPaused
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==================
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*/
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qboolean SV_CheckPaused( void ) {
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if ( !cl_paused->integer ) {
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return qfalse;
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}
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sv_paused->integer = 1;
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return qtrue;
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}
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/*
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This wonderful hack is needed to avoid rendering frames until several camera related things
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have wended their way through the network. The problem is basically that the server asks the
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client where the camera is to decide what entities down to the client. However right after
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certain transitions the client tends to give a wrong answer. CGCam_Disable is one such time/
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When this happens we want to dump all rendered frame until these things have happened, in
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order:
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0) (This state will mean that we are awaiting state 1)
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1) The server has run a frame and built a packet
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2) The client has computed a camera position
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3) The server has run a frame and built a packet
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4) The client has recieved a packet (This state also means the game is running normally).
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We will keep track of this here:
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*/
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/*
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==================
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SV_Frame
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Player movement occurs as a result of packet events, which
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happen before SV_Frame is called
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==================
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*/
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extern cvar_t *cl_newClock;
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void SV_Frame( int msec,float fractionMsec ) {
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int frameMsec;
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int startTime=0;
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// the menu kills the server with this cvar
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if ( sv_killserver->integer ) {
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SV_Shutdown ("Server was killed.\n");
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Cvar_Set( "sv_killserver", "0" );
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return;
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}
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if ( !com_sv_running->integer ) {
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return;
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}
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extern void SE_CheckForLanguageUpdates(void);
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SE_CheckForLanguageUpdates(); // will fast-return else load different language if menu changed it
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// allow pause if only the local client is connected
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if ( SV_CheckPaused() ) {
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return;
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}
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// go ahead and let time slip if the server really hitched badly
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if ( msec > 1000 ) {
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Com_DPrintf( "SV_Frame: Truncating msec of %i to 1000\n", msec );
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msec = 1000;
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}
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// if it isn't time for the next frame, do nothing
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if ( sv_fps->integer < 1 ) {
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Cvar_Set( "sv_fps", "10" );
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}
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frameMsec = 1000 / sv_fps->integer ;
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sv.timeResidual += msec;
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sv.timeResidualFraction+=fractionMsec;
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if (sv.timeResidualFraction>=1.0f)
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{
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sv.timeResidualFraction-=1.0f;
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if (cl_newClock&&cl_newClock->integer)
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{
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sv.timeResidual++;
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}
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}
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if ( sv.timeResidual < frameMsec ) {
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return;
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}
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// if time is about to hit the 32nd bit, restart the
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// level, which will force the time back to zero, rather
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// than checking for negative time wraparound everywhere.
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// 2giga-milliseconds = 23 days, so it won't be too often
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if ( sv.time > 0x70000000 ) {
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SV_Shutdown( "Restarting server due to time wrapping" );
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Com_Printf("You win. if you can play this long and not die, you deserve to win.\n");
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return;
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}
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// update infostrings if anything has been changed
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if ( cvar_modifiedFlags & CVAR_SERVERINFO ) {
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SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
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cvar_modifiedFlags &= ~CVAR_SERVERINFO;
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}
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if ( cvar_modifiedFlags & CVAR_SYSTEMINFO ) {
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SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString( CVAR_SYSTEMINFO ) );
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cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
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}
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if ( com_speeds->integer ) {
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startTime = Sys_Milliseconds ();
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}
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// SV_BotFrame( sv.time );
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// run the game simulation in chunks
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while ( sv.timeResidual >= frameMsec ) {
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sv.timeResidual -= frameMsec;
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sv.time += frameMsec;
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G2API_SetTime(sv.time,G2T_SV_TIME);
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// let everything in the world think and move
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ge->RunFrame( sv.time );
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}
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if ( com_speeds->integer ) {
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time_game = Sys_Milliseconds () - startTime;
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}
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SG_TestSave(); // returns immediately if not active, used for fake-save-every-cycle to test (mainly) Icarus disk code
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|
|
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// check timeouts
|
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SV_CheckTimeouts ();
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|
|
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// update ping based on the last known frame from all clients
|
|
SV_CalcPings ();
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|
|
|
// send messages back to the clients
|
|
SV_SendClientMessages ();
|
|
}
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//============================================================================
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