#include "quakedef.h" #include "pr_common.h" #ifndef CLIENTONLY extern cvar_t skill; extern cvar_t deathmatch; extern cvar_t coop; extern cvar_t teamplay; extern cvar_t pr_enable_profiling; void SV_Savegame_f (void); //Writes a SAVEGAME_COMMENT_LENGTH character comment describing the current void SV_SavegameComment (char *text, size_t textsize) { int i; char kills[20]; char datetime[64]; time_t timeval; char *mapname = sv.mapname; for (i=0 ; i 22) i = 22; memcpy (text, mapname, i); } kills[0] = '\0'; #ifdef Q2SERVER if (ge) //q2 { kills[0] = '\0'; } else #endif #ifdef HLSERVER if (svs.gametype == GT_HALFLIFE) { sprintf (kills,""); } else #endif { if ((int)pr_global_struct->killed_monsters || (int)pr_global_struct->total_monsters) sprintf (kills,"kills:%3i/%3i", (int)pr_global_struct->killed_monsters, (int)pr_global_struct->total_monsters); } time(&timeval); strftime(datetime, sizeof(datetime), "%Y-%m-%d %H:%M:%S", localtime( &timeval )); memcpy (text+22, kills, strlen(kills)); if (textsize > 39) { Q_strncpyz(text+39, datetime, textsize-39); } // convert space to _ to make stdio happy for (i=0 ; istate <= cs_loadzombie) continue; #ifndef SERVERONLY if (cl->netchan.remote_address.type == NA_LOOPBACK) CL_Disconnect(); else #endif { MSG_WriteByte (&cl->netchan.message, svc_stufftext); MSG_WriteString (&cl->netchan.message, "disconnect;wait;reconnect\n"); //kindly ask the client to come again. } cl->drop = true; } SV_SendMessagesToAll(); if (version == 5 || version == 6) { slots = 1; SV_UpdateMaxPlayers(1); cl = &svs.clients[0]; #ifdef SERVERONLY Q_strncpyz(cl->namebuf, "", sizeof(cl->namebuf)); #else Q_strncpyz(cl->namebuf, name.string, sizeof(cl->namebuf)); #endif Q_strncpyz(cl->namebuf, com_token, sizeof(cl->namebuf)); cl->name = cl->namebuf; cl->state = cs_loadzombie; cl->connection_started = realtime+20; cl->istobeloaded = true; for (i=0 ; i<16 ; i++) { VFS_GETS(f, str, sizeof(str)); cl->spawn_parms[i] = atof(str); } for (; i < NUM_SPAWN_PARMS; i++) cl->spawn_parms[i] = 0; } else //fte saves ALL the clients on the server. { VFS_GETS(f, str, strlen(str)); slots = atoi(str); if (!slots) //err { VFS_CLOSE(f); Con_Printf ("Corrupted save game"); return; } SV_UpdateMaxPlayers(slots); for (clnum = 0; clnum < sv.allocated_client_slots; clnum++) //work out which players we had when we saved, and hope they accepted the reconnect. { cl = &svs.clients[clnum]; VFS_GETS(f, plname, sizeof(plname)); cl->istobeloaded = false; cl->state = cs_free; COM_Parse(plname); if (!*com_token) continue; Q_strncpyz(cl->namebuf, com_token, sizeof(cl->namebuf)); cl->name = cl->namebuf; cl->state = cs_loadzombie; cl->connection_started = realtime+20; cl->istobeloaded = true; cl->userid = 0; //probably should be 32, rather than NUM_SPAWN_PARMS(64) for (i=0 ; ispawn_parms[i] = atof(str); } } } if (version == 5 || version == 6) { VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (Cvar_FindVar("skill"), atof(str)); Cvar_SetValue (Cvar_FindVar("deathmatch"), 0); Cvar_SetValue (Cvar_FindVar("coop"), 0); Cvar_SetValue (Cvar_FindVar("teamplay"), 0); if (version == 5) { progstype = PROG_NQ; Cvar_Set (&pr_ssqc_progs, "progs.dat"); //NQ's progs. } else { progstype = PROG_QW; Cvar_Set (&pr_ssqc_progs, "spprogs.dat"); //zquake's single player qw progs. } pt = 0; } else { VFS_GETS(f, str, sizeof(str)); pt = atoi(str); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (Cvar_FindVar("skill"), atof(str)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (Cvar_FindVar("deathmatch"), atof(str)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (Cvar_FindVar("coop"), atof(str)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (Cvar_FindVar("teamplay"), atof(str)); } VFS_GETS(f, mapname, sizeof(mapname)); VFS_GETS(f, str, sizeof(str)); time = atof(str); SV_SpawnServer (mapname, NULL, false, false); //always inits MAX_CLIENTS slots. That's okay, because we can cut the max easily. if (sv.state != ss_active) { VFS_CLOSE (f); Con_TPrintf ("Couldn't load map\n"); return; } sv.allocated_client_slots = slots; // load the light styles lstyles = 64; for (i=0 ; iload_ents(svprogfuncs, file, 0); BZ_Free(file); PR_LoadGlabalStruct(false); pr_global_struct->time = sv.world.physicstime = sv.time = time; sv.starttime = Sys_DoubleTime() - sv.time; VFS_CLOSE(f); //FIXME: DP saved games have some / *\nkey values\nkey values\n* / thing in them to save precaches and stuff World_ClearWorld(&sv.world); for (i=0 ; iisfree) continue; World_LinkEdict (&sv.world, (wedict_t*)ent, false); } sv.spawned_client_slots = 0; for (i=0 ; istate) sv.spawned_client_slots += 1; ent = EDICT_NUM(svprogfuncs, i+1); } else ent = NULL; cl->edict = ent; cl->name = PR_AddString(svprogfuncs, cl->namebuf, sizeof(cl->namebuf), false); cl->team = PR_AddString(svprogfuncs, cl->teambuf, sizeof(cl->teambuf), false); if (ent) cl->playerclass = ent->xv->playerclass; else cl->playerclass = 0; } } void SV_LegacySavegame_f (void) { size_t len; char *s = NULL; client_t *cl; int clnum; int version = SAVEGAME_VERSION; char native[MAX_OSPATH]; char name[MAX_QPATH]; vfsfile_t *f; int i; char comment[SAVEGAME_COMMENT_LENGTH+1]; if (Cmd_Argc() != 2) { Con_TPrintf ("save : save a game\n"); return; } if (strstr(Cmd_Argv(1), "..")) { Con_TPrintf ("Relative pathnames are not allowed\n"); return; } if (sv.state != ss_active) { Con_TPrintf("Can't apply: Server isn't running or is still loading\n"); return; } if (sv.allocated_client_slots != 1 || svs.clients->state != cs_spawned) { //we don't care about fte-format legacy. Con_TPrintf("Unable to use legacy savegame format to save multiplayer games\n"); SV_Savegame_f(); return; } sprintf (name, "%s", Cmd_Argv(1)); COM_RequireExtension (name, ".sav", sizeof(name)); if (!FS_NativePath(name, FS_GAMEONLY, native, sizeof(native))) return; Con_TPrintf (U8("Saving game to %s...\n"), native); f = FS_OpenVFS(name, "wb", FS_GAMEONLY); if (!f) { Con_TPrintf ("ERROR: couldn't open %s.\n", name); return; } //if there are 1 of 1 players connected if (sv.allocated_client_slots == 1 && svs.clients->state == cs_spawned) {//try to go for nq/zq compatability as this is a single player game. s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 2); //get the entity state now, so that we know if we can get the full state in a q1 format. if (s) { if (progstype == PROG_QW) version = 6; else version = 5; } } VFS_PRINTF(f, "%i\n", version); SV_SavegameComment (comment, sizeof(comment)); VFS_PRINTF(f, "%s\n", comment); if (version != SAVEGAME_VERSION) { //only 16 spawn parms. for (i=0; i < 16; i++) VFS_PRINTF(f, "%f\n", svs.clients->spawn_parms[i]); //client 1. VFS_PRINTF(f, "%f\n", skill.value); } else { VFS_PRINTF(f, "%i\n", sv.allocated_client_slots); for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++) { if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting { VFS_PRINTF(f, "\"\"\n"); continue; } VFS_PRINTF(f, "\"%s\"\n", cl->name); for (i=0; ispawn_parms[i]); } VFS_PRINTF(f, "%i\n", progstype); VFS_PRINTF(f, "%f\n", skill.value); VFS_PRINTF(f, "%f\n", deathmatch.value); VFS_PRINTF(f, "%f\n", coop.value); VFS_PRINTF(f, "%f\n", teamplay.value); } VFS_PRINTF(f, "%s\n", svs.name); VFS_PRINTF(f, "%f\n",sv.time); // write the light styles (only 64 are saved in legacy saved games) for (i=0 ; i < 64; i++) { if (sv.strings.lightstyles[i] && *sv.strings.lightstyles[i]) VFS_PRINTF(f, "%s\n", sv.strings.lightstyles[i]); else VFS_PRINTF(f,"m\n"); } if (!s) s = PR_SaveEnts(svprogfuncs, NULL, &len, 0, 1); VFS_PUTS(f, s); VFS_PUTS(f, "\n"); /* // DarkPlaces extended savegame sv.lightstyles %i %s sv.model_precache %i %s sv.sound_precache %i %s sv.buffer %i %i "string" sv.bufstr %i %i "%s" */ svprogfuncs->parms->memfree(s); VFS_CLOSE(f); } #define CACHEGAME_VERSION_OLD 513 #define CACHEGAME_VERSION_VERBOSE 514 void SV_FlushLevelCache(void) { levelcache_t *cache; while(svs.levcache) { cache = svs.levcache->next; Z_Free(svs.levcache); svs.levcache = cache; } } void LoadModelsAndSounds(vfsfile_t *f) { char str[32768]; int i; sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0, false); for (i=1; i < MAX_PRECACHE_MODELS; i++) { VFS_GETS(f, str, sizeof(str)); if (!*str) break; sv.strings.model_precache[i] = PR_AddString(svprogfuncs, str, 0, false); } if (i == MAX_PRECACHE_MODELS) { VFS_GETS(f, str, sizeof(str)); if (*str) SV_Error("Too many model precaches in loadgame cache"); } for (; i < MAX_PRECACHE_MODELS; i++) sv.strings.model_precache[i] = NULL; sv.strings.sound_precache[0] = PR_AddString(svprogfuncs, "", 0, false); for (i=1; i < MAX_PRECACHE_SOUNDS; i++) { VFS_GETS(f, str, sizeof(str)); if (!*str) break; sv.strings.sound_precache[i] = PR_AddString(svprogfuncs, str, 0, false); } if (i == MAX_PRECACHE_SOUNDS) { VFS_GETS(f, str, sizeof(str)); if (*str) SV_Error("Too many sound precaches in loadgame cache"); } for (; i < MAX_PRECACHE_SOUNDS; i++) sv.strings.sound_precache[i] = NULL; } /*ignoreplayers - says to not tell gamecode (a loadgame rather than a level change)*/ qboolean SV_LoadLevelCache(const char *savename, const char *level, const char *startspot, qboolean isloadgame) { eval_t *eval, *e2; char name[MAX_OSPATH]; vfsfile_t *f; char mapname[MAX_QPATH]; float time; char str[32768]; int i; size_t j; edict_t *ent; int version; int current_skill; int pt; int modelpos; int filelen, filepos; char *file; gametype_e gametype; levelcache_t *cache; int numstyles; if (isloadgame) { gametype = svs.gametype; } else { cache = svs.levcache; while(cache) { if (!strcmp(cache->mapname, level)) break; cache = cache->next; } if (!cache) return false; //not visited yet. Ignore the existing caches as fakes. gametype = cache->gametype; } if (savename) Q_snprintfz (name, sizeof(name), "saves/%s/%s", savename, level); else Q_snprintfz (name, sizeof(name), "saves/%s", level); COM_DefaultExtension (name, ".lvc", sizeof(name)); // Con_TPrintf ("Loading game from %s...\n", name); #ifdef Q2SERVER if (gametype == GT_QUAKE2) { flocation_t loc; SV_SpawnServer (level, startspot, false, false); World_ClearWorld(&sv.world); if (!ge) { Con_Printf("Incorrect gamecode type.\n"); return false; } if (!FS_FLocateFile(name, FSLF_IFFOUND, &loc)) { Con_Printf("Couldn't find %s.\n", name); return false; } if (!*loc.rawname || loc.offset) { Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name); return false; } ge->ReadLevel(loc.rawname); for (i=0 ; i<100 ; i++) //run for 10 secs to iron out a few bugs. ge->RunFrame (); return true; } #endif // we can't call SCR_BeginLoadingPlaque, because too much stack space has // been used. The menu calls it before stuffing loadgame command // SCR_BeginLoadingPlaque (); f = FS_OpenVFS(name, "rb", FS_GAME); if (!f) { if (isloadgame) Con_Printf ("ERROR: Couldn't load \"%s\"\n", name); return false; } VFS_GETS(f, str, sizeof(str)); version = atoi(str); if (version != CACHEGAME_VERSION_OLD) { VFS_CLOSE (f); Con_TPrintf ("Savegame is version %i, not %i\n", version, CACHEGAME_VERSION_OLD); return false; } VFS_GETS(f, str, sizeof(str)); //comment SV_SendMessagesToAll(); VFS_GETS(f, str, sizeof(str)); pt = atof(str); // this silliness is so we can load 1.06 save files, which have float skill values VFS_GETS(f, str, sizeof(str)); current_skill = (int)(atof(str) + 0.1); Cvar_Set (&skill, va("%i", current_skill)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (&deathmatch, atof(str)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (&coop, atof(str)); VFS_GETS(f, str, sizeof(str)); Cvar_SetValue (&teamplay, atof(str)); VFS_GETS(f, mapname, sizeof(mapname)); VFS_GETS(f, str, sizeof(str)); time = atof(str); SV_SpawnServer (mapname, startspot, false, false); sv.time = time; if (svs.gametype != gametype) { Con_Printf("Incorrect gamecode type. Cannot load game.\n"); return false; } if (sv.state != ss_active) { VFS_CLOSE (f); Con_TPrintf ("Couldn't load map\n"); return false; } // sv.paused = true; // pause until all clients connect // sv.loadgame = true; // load the light styles VFS_GETS(f, str, sizeof(str)); numstyles = atoi(str); if (numstyles > MAX_LIGHTSTYLES) { VFS_CLOSE (f); Con_Printf ("load failed - invalid number of lightstyles\n"); return false; } // load the edicts out of the savegame file // the rest of the file is sent directly to the progs engine. /*hexen2's gamecode doesn't have SAVE set on all variables, in which case we must clobber them, and run the risk that they were set at map load time, but clear in the savegame.*/ if (progstype != PROG_H2) { Q_SetProgsParms(false); PR_Configure(svprogfuncs, -1, MAX_PROGS, pr_enable_profiling.ival); PR_RegisterFields(); PR_InitEnts(svprogfuncs, sv.world.max_edicts); } for (i = 0; iload_ents(svprogfuncs, file, 0); BZ_Free(file); progstype = pt; PR_LoadGlabalStruct(false); pr_global_struct->time = sv.time = sv.world.physicstime = time; sv.starttime = Sys_DoubleTime() - sv.time; VFS_SEEK(f, modelpos); LoadModelsAndSounds(f); VFS_CLOSE(f); PF_InitTempStrings(svprogfuncs); World_ClearWorld (&sv.world); for (i=0 ; ixv->playerclass; else svs.clients[i].playerclass = 0; } if (!isloadgame) { eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL); if (eval) eval->_int = (int)PR_NewString(svprogfuncs, startspot); eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL); if (eval) for (i=0 ; irestoreent(svprogfuncs, svs.clients[i].spawninfo, &j, ent); e2 = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "stats_restored", NULL); if (e2) e2->_float = 1; for (j=0 ; j< NUM_SPAWN_PARMS ; j++) { if (pr_global_ptrs->spawnparamglobals[j]) *pr_global_ptrs->spawnparamglobals[j] = host_client->spawn_parms[j]; } pr_global_struct->time = sv.world.physicstime; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); ent->area.next = ent->area.prev = NULL; G_FLOAT(OFS_PARM0) = sv.time-host_client->spawninfotime; PR_ExecuteProgram(svprogfuncs, eval->function); } } } for (i=0 ; iisfree) continue; World_LinkEdict (&sv.world, (wedict_t*)ent, false); } for (i=0 ; iisfree) continue; /*hexen2 instead overwrites ents, which can theoretically be unreliable (ents with this flag are not saved in the first place, and thus are effectively reset instead of reloaded). fte purges all ents beforehand in a desperate attempt to remain sane. this behaviour does not match exactly, but is enough for vanilla hexen2/POP. */ if ((unsigned int)ent->v->flags & FL_HUBSAVERESET) { func_t f; /*set some minimal fields*/ ent->v->solid = SOLID_NOT; ent->v->use = 0; ent->v->touch = 0; ent->v->think = 0; ent->v->nextthink = 0; /*reinvoke the spawn function*/ pr_global_struct->time = 0.1; pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent); f = PR_FindFunction(svprogfuncs, PR_GetString(svprogfuncs, ent->v->classname), PR_ANY); if (f) PR_ExecuteProgram(svprogfuncs, f); } } pr_global_struct->time = sv.world.physicstime; return true; //yay } void SV_SaveLevelCache(const char *savedir, qboolean dontharmgame) { size_t len; char *s; client_t *cl; int clnum; char name[256]; vfsfile_t *f; int i; char comment[SAVEGAME_COMMENT_LENGTH+1]; levelcache_t *cache; int version = CACHEGAME_VERSION_OLD; if (!sv.state) return; if (!dontharmgame) { cache = svs.levcache; while(cache) { if (!strcmp(cache->mapname, svs.name)) break; cache = cache->next; } if (!cache) //not visited yet. Let us know that we went there. { cache = Z_Malloc(sizeof(levelcache_t)+strlen(svs.name)+1); cache->mapname = (char *)(cache+1); strcpy(cache->mapname, svs.name); cache->gametype = svs.gametype; cache->next = svs.levcache; svs.levcache = cache; } } if (savedir) Q_snprintfz (name, sizeof(name), "saves/%s/%s.lvc", savedir, svs.name); else Q_snprintfz (name, sizeof(name), "saves/%s.lvc", svs.name); FS_CreatePath(name, FS_GAMEONLY); if (!dontharmgame) //save game in progress Con_TPrintf ("Saving game to %s...\n", name); #ifdef Q2SERVER if (ge) { char syspath[256]; if (!FS_NativePath(name, FS_GAMEONLY, syspath, sizeof(syspath))) return; ge->WriteLevel(syspath); FS_FlushFSHashReally(true); return; } #endif #ifdef HLSERVER if (svs.gametype == GT_HALFLIFE) { SVHL_SaveLevelCache(name); return; } #endif f = FS_OpenVFS (name, "wbp", FS_GAMEONLY); if (!f) { Con_TPrintf ("ERROR: couldn't open %s.\n", name); return; } VFS_PRINTF (f, "%i\n", version); SV_SavegameComment (comment, sizeof(comment)); VFS_PRINTF (f, "%s\n", comment); if (!dontharmgame) { //map-change caches require the players to have been de-spawned //saved games require players to retain their fields. //probably this should happen elsewhere. for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++)//fake dropping { if (progstype == PROG_H2) cl->edict->isfree = true; //hexen2 has some annoying prints. it never formally dropped clients on map changes. else if (cl->state < cs_spawned && !cl->istobeloaded) //don't drop if they are still connecting { cl->edict->v->solid = 0; } else if (!cl->spectator) { // call the prog function for removing a client // this will set the body to a dead frame, among other things pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict); PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientDisconnect); sv.spawned_client_slots--; } else if (SpectatorDisconnect) { // call the prog function for removing a client // this will set the body to a dead frame, among other things pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, cl->edict); PR_ExecuteProgram (svprogfuncs, SpectatorDisconnect); sv.spawned_observer_slots--; } } } if (version == CACHEGAME_VERSION_VERBOSE) { char buf[8192]; char *mode = "?"; switch(progstype) { case PROG_NONE: break; case PROG_QW: mode = "QW"; break; case PROG_NQ: mode = "NQ"; break; case PROG_H2: mode = "H2"; break; case PROG_PREREL: mode = "PREREL"; break; case PROG_TENEBRAE: mode = "TENEBRAE"; break; case PROG_UNKNOWN: mode = "UNKNOWN"; break; } VFS_PRINTF (f, "vmmode %s\n", COM_QuotedString(mode, buf, sizeof(buf), false)); VFS_PRINTF (f, "skill %s\n", COM_QuotedString(skill.string, buf, sizeof(buf), false)); VFS_PRINTF (f, "deathmatch %s\n", COM_QuotedString(deathmatch.string, buf, sizeof(buf), false)); VFS_PRINTF (f, "coop %s\n", COM_QuotedString(coop.string, buf, sizeof(buf), false)); VFS_PRINTF (f, "teamplay %s\n", COM_QuotedString(teamplay.string, buf, sizeof(buf), false)); VFS_PRINTF (f, "map %s\n", COM_QuotedString(svs.name, buf, sizeof(buf), false)); VFS_PRINTF (f, "time %f\n", sv.time); for (i=0 ; iparms->memfree(s); VFS_CLOSE (f); if (!dontharmgame) { for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++) cl->edict->isfree = false; } } #define FTESAVEGAME_VERSION 25000 void SV_Savegame (const char *savename, qboolean mapchange) { extern cvar_t nomonsters; extern cvar_t gamecfg; extern cvar_t scratch1; extern cvar_t scratch2; extern cvar_t scratch3; extern cvar_t scratch4; extern cvar_t savedgamecfg; extern cvar_t saved1; extern cvar_t saved2; extern cvar_t saved3; extern cvar_t saved4; extern cvar_t temp1; extern cvar_t noexit; extern cvar_t pr_maxedicts; client_t *cl; int clnum; char comment[(SAVEGAME_COMMENT_LENGTH+1)*2]; vfsfile_t *f; int len; levelcache_t *cache; char str[MAX_LOCALINFO_STRING+1]; char *savefilename; if (!sv.state || sv.state == ss_clustermode) { Con_Printf("Server is not active - unable to save\n"); return; } if (sv.state == ss_cinematic) { Con_Printf("Server is playing a cinematic - unable to save\n"); return; } if (sv.allocated_client_slots == 1 && svs.gametype == GT_PROGS) { if (svs.clients->state > cs_connected && svs.clients[0].edict->v->health <= 0) { Con_Printf("Refusing to save while dead.\n"); return; } } //FIXME: we should probably block saving during intermission too. /*catch invalid names*/ if (!*savename || strstr(savename, "..")) savename = "quick"; savefilename = va("saves/%s/info.fsv", savename); FS_CreatePath(savefilename, FS_GAMEONLY); f = FS_OpenVFS(savefilename, "wb", FS_GAMEONLY); if (!f) { Con_Printf("Couldn't open file saves/%s/info.fsv\n", savename); return; } SV_SavegameComment(comment, sizeof(comment)); VFS_PRINTF (f, "%d\n", FTESAVEGAME_VERSION+svs.gametype); VFS_PRINTF (f, "%s\n", comment); VFS_PRINTF(f, "%i\n", sv.allocated_client_slots); for (cl = svs.clients, clnum=0; clnum < sv.allocated_client_slots; cl++,clnum++) { //FIXME: the qc is only told about the new client when the client finally sends a begin. // this means that if we save a client that is still connecting, the loading code HAS to assume that the qc already knows about the player. // this means that such players would not be loaded properly anyway, and would bug out the server. // so its best to not bother saving them at all. pro-top: don't save shortly after a map change in coop/sp. //istobeloaded means that the qc has already been told about the client from a previous saved game, regardless of the fact that they're still technically connecting (this may even be a zombie with no actual client connection). //note that autosave implies that we're saving on a map boundary. this is for q2 gamecode. q1 can't cope. if (cl->state < cs_spawned && !cl->istobeloaded) //don't save if they are still connecting { VFS_PRINTF(f, "\n"); continue; } VFS_PRINTF(f, "%s\n", cl->name); if (*cl->name) for (len = 0; len < NUM_SPAWN_PARMS; len++) VFS_PRINTF(f, "%i (%f)\n", *(int*)&cl->spawn_parms[len], cl->spawn_parms[len]); //write ints as not everyone passes a float in the parms. //write floats too so you can use it to debug. } Q_strncpyz(str, svs.info, sizeof(str)); Info_RemovePrefixedKeys(str, '*'); VFS_PRINTF (f, "%s\n", str); Q_strncpyz(str, localinfo, sizeof(str)); Info_RemovePrefixedKeys(str, '*'); VFS_PUTS(f, str); VFS_PRINTF (f, "\n{\n"); //all game vars. FIXME: Should save the ones that have been retrieved/set by progs. VFS_PRINTF (f, "skill \"%s\"\n", skill.string); VFS_PRINTF (f, "deathmatch \"%s\"\n", deathmatch.string); VFS_PRINTF (f, "coop \"%s\"\n", coop.string); VFS_PRINTF (f, "teamplay \"%s\"\n", teamplay.string); VFS_PRINTF (f, "nomonsters \"%s\"\n", nomonsters.string); VFS_PRINTF (f, "gamecfg\t \"%s\"\n", gamecfg.string); VFS_PRINTF (f, "scratch1 \"%s\"\n", scratch1.string); VFS_PRINTF (f, "scratch2 \"%s\"\n", scratch2.string); VFS_PRINTF (f, "scratch3 \"%s\"\n", scratch3.string); VFS_PRINTF (f, "scratch4 \"%s\"\n", scratch4.string); VFS_PRINTF (f, "savedgamecfg\t \"%s\"\n", savedgamecfg.string); VFS_PRINTF (f, "saved1 \"%s\"\n", saved1.string); VFS_PRINTF (f, "saved2 \"%s\"\n", saved2.string); VFS_PRINTF (f, "saved3 \"%s\"\n", saved3.string); VFS_PRINTF (f, "saved4 \"%s\"\n", saved4.string); VFS_PRINTF (f, "temp1 \"%s\"\n", temp1.string); VFS_PRINTF (f, "noexit \"%s\"\n", noexit.string); VFS_PRINTF (f, "pr_maxedicts\t \"%s\"\n", pr_maxedicts.string); VFS_PRINTF (f, "progs \"%s\"\n", pr_ssqc_progs.string); VFS_PRINTF (f, "set nextserver \"%s\"\n", Cvar_Get("nextserver", "", 0, "")->string); VFS_PRINTF (f, "}\n"); SV_SaveLevelCache(savename, true); //add the current level. cache = svs.levcache; //state from previous levels - just copy it all accross. VFS_PRINTF(f, "{\n"); while(cache) { VFS_PRINTF(f, "%s\n", cache->mapname); if (strcmp(cache->mapname, svs.name)) { FS_Copy(va("saves/%s.lvc", cache->mapname), va("saves/%s/%s.lvc", savename, cache->mapname), FS_GAME, FS_GAME); } cache = cache->next; } VFS_PRINTF(f, "}\n"); VFS_PRINTF (f, "%s\n", svs.name); VFS_PRINTF (f, "%g\n", (float)svs.serverflags); VFS_CLOSE(f); #ifndef SERVERONLY //try to save screenshots automagically. Q_snprintfz(comment, sizeof(comment), "saves/%s/screeny.%s", savename, "tga");//scr_sshot_type.string); savefilename = comment; FS_Remove(savefilename, FS_GAMEONLY); if (cls.state == ca_active && qrenderer > QR_NONE) { int width; int height; void *rgbbuffer; image_t *img; //poke the various modes into redrawing the screen (without huds), to avoid any menus or console drawn over the top of the current backbuffer. //FIXME: clear-to-black first qboolean okay = false; #ifdef VM_CG if (!okay && CG_Refresh()) okay = true; #endif #ifdef CSQC_DAT if (!okay && CSQC_DrawView()) okay = true; #endif if (!okay && r_worldentity.model) { V_RenderView (); okay = true; } //okay, we drew something, we're good to save a screeny. if (okay) { enum uploadfmt fmt; rgbbuffer = VID_GetRGBInfo(&width, &height, &fmt); if (rgbbuffer) { // extern cvar_t scr_sshot_type; SCR_ScreenShot(savefilename, FS_GAMEONLY, &rgbbuffer, 1, width, height, fmt); BZ_Free(rgbbuffer); //if any menu code has the shader loaded, we want to avoid them using a cache. //hopefully the menu code will unload as it goes, because these screenshots could be truely massive, as they're taken at screen resolution. //should probably use a smaller fbo or something, but whatever. img = Image_FindTexture(va("saves/%s/screeny.%s", savename, "tga"), NULL, 0); if (img) { if (Image_UnloadTexture(img)) { //and then reload it so that any shaders using it don't get confused Image_GetTexture(va("saves/%s/screeny.%s", savename, "tga"), NULL, 0, NULL, NULL, 0, 0, TF_INVALID); } } } } } #endif #ifdef Q2SERVER //save the player's inventory and other map-persistant state that is owned by the gamecode. if (ge) { char syspath[256]; if (!FS_NativePath(va("saves/%s/game.gsv", savename), FS_GAMEONLY, syspath, sizeof(syspath))) return; ge->WriteGame(syspath, mapchange); FS_FlushFSHashReally(true); } else #endif { //fixme FS_FlushFSHashReally(true); } } void SV_Savegame_f (void) { if (Cmd_Argc() <= 2) SV_Savegame(Cmd_Argv(1), false); else Con_Printf("%s: invalid number of arguments\n", Cmd_Argv(0)); } cvar_t sv_autosave = CVARD("sv_autosave", "1", "Interval for autosaves, in minutes."); void SV_AutoSave(void) { #ifndef NOBUILTINMENUS #ifndef SERVERONLY const char *autosavename; int i; if (sv_autosave.value <= 0) return; if (sv.state != ss_active) return; //don't bother to autosave multiplayer games. //this may be problematic with splitscreen, but coop rules tend to apply there anyway. if (sv.allocated_client_slots != 1) return; for (i = 0; i < sv.allocated_client_slots; i++) { if (svs.clients[i].state == cs_spawned) { if (svs.clients[i].edict->v->health <= 0) return; //autosaves with a dead player are just cruel. if ((int)svs.clients[i].edict->v->flags & (FL_GODMODE | FL_NOTARGET)) return; //autosaves to highlight cheaters is also just spiteful. if (svs.clients[i].edict->v->movetype != MOVETYPE_WALK) return; //noclip|fly are cheaters, toss|bounce are bad at playing. etc. if (!((int)svs.clients[i].edict->v->flags & FL_ONGROUND)) return; //autosaves while people are jumping are awkward. if (svs.clients[i].edict->v->velocity[0] || svs.clients[i].edict->v->velocity[1] || svs.clients[i].edict->v->velocity[2]) return; //people running around are likely to result in poor saves } } autosavename = M_ChooseAutoSave(); Con_DPrintf("Autosaving to %s\n", autosavename); SV_Savegame(autosavename, false); sv.autosave_time = sv.time + sv_autosave.value * 60; #endif #endif } void SV_Loadgame_f (void) { levelcache_t *cache; unsigned char str[MAX_LOCALINFO_STRING+1], *trim; unsigned char savename[MAX_QPATH]; vfsfile_t *f; unsigned char filename[MAX_OSPATH]; int version; int clnum; int slots; int loadzombies = 0; client_t *cl; gametype_e gametype; int len; Q_strncpyz(savename, Cmd_Argv(1), sizeof(savename)); if (!*savename || strstr(savename, "..")) strcpy(savename, "quick"); Q_snprintfz (filename, sizeof(filename), "saves/%s/info.fsv", savename); f = FS_OpenVFS (filename, "rb", FS_GAME); if (!f) { f = FS_OpenVFS (va("%s.sav", savename), "rb", FS_GAME); if (f) Q_snprintfz (filename, sizeof(filename), "%s.sav", savename); } if (!f) { Con_TPrintf ("ERROR: couldn't open %s.\n", filename); return; } #if defined(MENU_DAT) && !defined(SERVERONLY) MP_Toggle(0); #endif VFS_GETS(f, str, sizeof(str)-1); version = atoi(str); if (version < FTESAVEGAME_VERSION || version >= FTESAVEGAME_VERSION+GT_MAX) { SV_Loadgame_Legacy(filename, f, version); return; } #ifndef SERVERONLY if (cls.state) CL_Disconnect_f(); #endif gametype = version - FTESAVEGAME_VERSION; VFS_GETS(f, str, sizeof(str)-1); #ifndef SERVERONLY if (!cls.state) #endif Con_TPrintf ("Loading game from %s...\n", filename); for (clnum = 0; clnum < svs.allocated_client_slots; clnum++) //clear the server for the level change. { cl = &svs.clients[clnum]; if (cl->state <= cs_loadzombie) continue; #ifndef SERVERONLY if (cl->netchan.remote_address.type == NA_LOOPBACK) CL_Disconnect(); else #endif { if (cl->protocol == SCP_QUAKE2) MSG_WriteByte (&cl->netchan.message, svcq2_stufftext); else MSG_WriteByte (&cl->netchan.message, svc_stufftext); MSG_WriteString (&cl->netchan.message, "echo Loading Game;disconnect;wait;wait;reconnect\n"); //kindly ask the client to come again. } cl->istobeloaded = false; } SV_SendMessagesToAll(); VFS_GETS(f, str, sizeof(str)-1); slots = atoi(str); if (slots > svs.allocated_client_slots) SV_UpdateMaxPlayers(slots); for (cl = svs.clients, clnum=0; clnum < slots; cl++,clnum++) { if (cl->state > cs_zombie) SV_DropClient(cl); VFS_GETS(f, str, sizeof(str)-1); str[sizeof(cl->namebuf)-1] = '\0'; for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; strcpy(cl->namebuf, str); cl->name = cl->namebuf; if (*str) { cl->state = cs_loadzombie; cl->connection_started = realtime+20; cl->istobeloaded = true; cl->userid = 0; loadzombies++; memset(&cl->netchan, 0, sizeof(cl->netchan)); for (len = 0; len < NUM_SPAWN_PARMS; len++) { VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; if (*trim == '(') cl->spawn_parms[len] = atof(trim+1); else { version = atoi(str); cl->spawn_parms[len] = *(float *)&version; } } } } VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; Info_RemovePrefixedKeys(str, '*'); //just in case Info_RemoveNonStarKeys(svs.info); len = strlen(svs.info); Q_strncpyz(svs.info+len, str, sizeof(svs.info)-len); VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; Info_RemovePrefixedKeys(str, '*'); //just in case Info_RemoveNonStarKeys(localinfo); len = strlen(localinfo); Q_strncpyz(localinfo+len, str, sizeof(localinfo)-len); VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; if (strcmp(str, "{")) SV_Error("Corrupt saved game\n"); while(1) { if (!VFS_GETS(f, str, sizeof(str)-1)) SV_Error("Corrupt saved game\n"); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; if (!strcmp(str, "}")) break; else if (*str) Cmd_ExecuteString(str, RESTRICT_RCON); } SV_FlushLevelCache(); VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; if (strcmp(str, "{")) SV_Error("Corrupt saved game\n"); while(1) { if (!VFS_GETS(f, str, sizeof(str)-1)) SV_Error("Corrupt saved game\n"); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; if (!strcmp(str, "}")) break; if (!*str) continue; cache = Z_Malloc(sizeof(levelcache_t)+strlen(str)+1); cache->mapname = (char *)(cache+1); strcpy(cache->mapname, str); cache->gametype = gametype; cache->next = svs.levcache; FS_Copy(va("saves/%s/%s.lvc", savename, cache->mapname), va("saves/%s.lvc", cache->mapname), FS_GAME, FS_GAMEONLY); svs.levcache = cache; } VFS_GETS(f, str, sizeof(str)-1); for (trim = str+strlen(str)-1; trim>=str && *trim <= ' '; trim--) *trim='\0'; for (trim = str; *trim <= ' ' && *trim; trim++) ; //serverflags is reset on restart, so we need to read the value as it was at the start of the current map. VFS_GETS(f, filename, sizeof(filename)-1); svs.serverflags = atof(filename); VFS_CLOSE(f); #ifdef Q2SERVER if (gametype == GT_QUAKE2) { flocation_t loc; char *name = va("saves/%s/game.gsv", savename); if (!FS_FLocateFile(name, FSLF_IFFOUND, &loc)) Con_Printf("Couldn't find %s.\n", name); else if (!*loc.rawname || loc.offset) Con_Printf("%s is inside a package and cannot be used by the quake2 gamecode.\n", name); else { SVQ2_InitGameProgs(); if (ge) ge->ReadGame(loc.rawname); } } #endif svs.gametype = gametype; SV_LoadLevelCache(savename, str, "", true); sv.allocated_client_slots = slots; sv.spawned_client_slots += loadzombies; sv.autosave_time = sv.time + sv_autosave.value*60; } #endif