fteqw/engine/server/sv_init.c

1847 lines
49 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#include "pr_common.h"
#ifdef SQL
#include "sv_sql.h"
#endif
#ifdef __GLIBC__
#include <malloc.h> //for malloc_trim
#endif
#ifndef CLIENTONLY
extern int total_loading_size, current_loading_size, loading_stage;
char *T_GetString(int num);
void SVQ2_Ents_Shutdown(void);
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+(i)*ge->edict_size)
server_static_t svs; // persistant server info
server_t sv; // local server
entity_state_t *sv_staticentities;
int sv_max_staticentities;
staticsound_state_t *sv_staticsounds;
int sv_max_staticsounds;
extern cvar_t skill;
extern cvar_t sv_cheats;
extern cvar_t sv_bigcoords;
extern cvar_t sv_gamespeed;
extern cvar_t sv_csqc_progname;
extern cvar_t sv_calcphs;
extern cvar_t sv_playerslots, maxclients, maxspectators;
extern cvar_t sv_nqplayerphysics; //auto setting needs updating on map changes
/*
================
SV_ModelIndex
================
*/
int SV_ModelIndex (const char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_PRECACHE_MODELS || !sv.strings.model_precache[i])
{
if (i!=MAX_PRECACHE_MODELS)
{
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
sv.strings.model_precache[i] = name;
else
#endif
sv.strings.model_precache[i] = PR_AddString(svprogfuncs, name, 0, false);
if (!strcmp(name + strlen(name) - 4, ".bsp"))
sv.models[i] = Mod_FindName(Mod_FixName(sv.strings.model_precache[i], sv.strings.model_precache[1]));
Con_DPrintf("WARNING: SV_ModelIndex: model %s not precached\n", name);
if (sv.state != ss_loading)
{
MSG_WriteByte(&sv.reliable_datagram, svcfte_precache);
MSG_WriteShort(&sv.reliable_datagram, i);
MSG_WriteString(&sv.reliable_datagram, sv.strings.model_precache[i]);
#ifdef NQPROT
MSG_WriteByte(&sv.nqreliable_datagram, svcdp_precache);
MSG_WriteShort(&sv.nqreliable_datagram, i);
MSG_WriteString(&sv.nqreliable_datagram, sv.strings.model_precache[i]);
#endif
}
}
}
return i;
}
//looks up a name->index without caching it
int SV_SafeModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=1 ; i<MAX_PRECACHE_MODELS && sv.strings.model_precache[i] ; i++)
if (!strcmp(sv.strings.model_precache[i], name))
return i;
if (i==MAX_PRECACHE_MODELS || !sv.strings.model_precache[i])
{
return 0;
}
return i;
}
/*
================
SV_FlushSignon
Moves to the next signon buffer if needed
This stops any chunk from getting too large, hopefully, but if the worst happens then hopefully network fragmentation will work.
================
*/
void SV_FlushSignon (qboolean force)
{ //flush only when it gets too big.
if (sv.signon.cursize < MAX_DATAGRAM - 512)
{
if (!force || !sv.signon.cursize)
return;
}
if (sv.signon.cursize)
{
sv.signon.data[-2] = (sv.signon.cursize>>0)&0xff;
sv.signon.data[-1] = (sv.signon.cursize>>8)&0xff;
sv.used_signon_space += 2+sv.signon.cursize;
}
sv.signon.data = sv.signon_buffer + sv.used_signon_space+2;
sv.signon.maxsize = sizeof(sv.signon_buffer) - (sv.used_signon_space+2);
sv.signon.cursize = 0;
sv.signon.prim = svs.netprim;
}
#ifdef SERVER_DEMO_PLAYBACK
void SV_FlushDemoSignon (void)
{
if (sv.demosignon.cursize < sv.demosignon.maxsize - 512)
return;
if (sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_demosignon_buffers == MAX_SIGNON_BUFFERS-1");
sv.demosignon_buffer_size[sv.num_demosignon_buffers-1] = sv.demosignon.cursize;
sv.demosignon.data = sv.demosignon_buffers[sv.num_demosignon_buffers];
sv.num_demosignon_buffers++;
sv.demosignon.cursize = 0;
}
#endif
/*
================
SV_CreateBaseline
Entity baselines are used to compress the update messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
/*void SV_CreateBaseline (void)
{
int i;
edict_t *svent;
int entnum;
for (entnum = 0; entnum < sv.num_edicts ; entnum++)
{
svent = EDICT_NUM(entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > svs.allocated_client_slots && !svent->v->modelindex)
continue;
//
// create entity baseline
//
VectorCopy (svent->v->origin, svent->baseline.origin);
VectorCopy (svent->v->angles, svent->baseline.angles);
svent->baseline.frame = svent->v->frame;
svent->baseline.skinnum = svent->v->skin;
if (entnum > 0 && entnum <= svs.allocated_client_slots)
{
svent->baseline.colormap = entnum;
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl")&255;
}
else
{
svent->baseline.colormap = 0;
svent->baseline.modelindex =
SV_ModelIndex(PR_GetString(svent->v->model))&255;
}
#ifdef PEXT_SCALE
svent->baseline.scale = 1;
#endif
#ifdef PEXT_TRANS
svent->baseline.trans = 1;
#endif
//
// flush the signon message out to a seperate buffer if
// nearly full
//
SV_FlushSignon ();
//
// add to the message
//
MSG_WriteByte (&sv.signon,svc_spawnbaseline);
MSG_WriteShort (&sv.signon,entnum);
MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
MSG_WriteByte (&sv.signon, svent->baseline.frame);
MSG_WriteByte (&sv.signon, svent->baseline.colormap);
MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
}
}
}
*/
void SVQ1_CreateBaseline (void)
{
edict_t *svent;
int entnum;
extern entity_state_t nullentitystate;
int playermodel = SV_SafeModelIndex("progs/player.mdl");
for (entnum = 0; entnum < sv.world.num_edicts ; entnum++)
{
svent = EDICT_NUM_PB(svprogfuncs, entnum);
memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
svent->baseline.number = entnum;
if (ED_ISFREE(svent))
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > sv.allocated_client_slots && !svent->v->modelindex)
continue;
//
// create entity baseline
//
SV_Snapshot_BuildStateQ1(&svent->baseline, svent, NULL, NULL);
if (entnum > 0 && entnum <= sv.allocated_client_slots)
{
if (entnum > 0 && entnum <= 16)
svent->baseline.colormap = entnum;
else
svent->baseline.colormap = 0; //this would crash NQ.
if (!svent->baseline.solidsize)
svent->baseline.solidsize = ES_SOLID_HULL1;
if (!svent->baseline.modelindex)
svent->baseline.modelindex = playermodel;
}
svent->baseline.modelindex&=255; //FIXME
if (!svent->baseline.modelindex)
{
memcpy(&svent->baseline, &nullentitystate, sizeof(entity_state_t));
svent->baseline.number = entnum;
}
}
}
void SV_SpawnParmsToQC(client_t *client)
{
int i;
// copy spawn parms out of the client_t
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
*pr_global_ptrs->spawnparamglobals[i] = client->spawn_parms[i];
}
if (pr_global_ptrs->parm_string)
*pr_global_ptrs->parm_string = client->spawn_parmstring?PR_TempString(sv.world.progs, client->spawn_parmstring):0;
}
void SV_SpawnParmsToClient(client_t *client)
{
int i;
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
client->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i];
else
client->spawn_parms[i] = 0;
}
Z_Free(client->spawn_parmstring);
if (pr_global_ptrs->parm_string)
client->spawn_parmstring = Z_StrDup(PR_GetString(sv.world.progs, *pr_global_ptrs->parm_string));
else
client->spawn_parmstring = NULL;
}
void SV_SaveSpawnparmsClient(client_t *client, float *transferparms)
{
int j;
eval_t *eval;
SV_SpawnParmsToQC(client);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
Q1QVM_SetChangeParms();
}
else
#endif
if (pr_global_ptrs->SetChangeParms)
{
func_t setparms = 0;
if (transferparms)
{
setparms = PR_FindFunction(svprogfuncs, "SetTransferParms", PR_ANY);
if (!setparms)
setparms = pr_global_struct->SetChangeParms;
}
else
setparms = pr_global_struct->SetChangeParms;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, client->edict);
PR_ExecuteProgram (svprogfuncs, setparms);
}
if (transferparms)
{
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
transferparms[j] = *pr_global_ptrs->spawnparamglobals[j];
}
return;
}
else
{
SV_SpawnParmsToClient(client);
}
// call the progs to get default spawn parms for the new client
eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL);
if (eval && eval->function)
{//oooh, evil.
char buffer[65536*4];
size_t bufsize = 0;
char *buf;
// for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
// client->spawn_parms[j] = 0;
buf = svprogfuncs->saveent(svprogfuncs, buffer, &bufsize, sizeof(buffer), client->edict);
if (client->spawninfo)
Z_Free(client->spawninfo);
client->spawninfo = Z_Malloc(bufsize+1);
memcpy(client->spawninfo, buf, bufsize+1);
client->spawninfotime = sv.time;
}
#ifdef SVRANKING
if (client->rankid)
{
rankstats_t rs;
if (Rank_GetPlayerStats(client->rankid, &rs))
{
rs.timeonserver += realtime - client->stats_started;
client->stats_started = realtime;
rs.kills += client->kills;
rs.deaths += client->deaths;
client->kills=0;
client->deaths=0;
for (j=0 ; j<NUM_RANK_SPAWN_PARMS ; j++)
{
rs.parm[j] = client->spawn_parms[j];
}
Rank_SetPlayerStats(client->rankid, &rs);
}
}
#endif
}
/*
================
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
================
*/
void SV_SaveSpawnparms (void)
{
int i;
if (!sv.state)
return; // no progs loaded yet
if (!svprogfuncs)
return;
// serverflags is the only game related thing maintained
svs.serverflags = pr_global_struct->serverflags;
for (i=0, host_client = svs.clients ; i<sv.allocated_client_slots ; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
SV_SaveSpawnparmsClient(host_client, NULL);
}
}
void SV_GetNewSpawnParms(client_t *cl)
{
if (svprogfuncs) //q2 dlls don't use parms in this manner. It's all internal to the dll.
{
// call the progs to get default spawn parms for the new client
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_SetNewParms();
else
#endif
{
if (pr_global_ptrs->SetNewParms)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms);
}
SV_SpawnParmsToClient(cl);
}
}
/*
================
SV_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
================
*/
void SV_CalcPHS (void)
{
int rowbytes, rowwords;
int i, j, k, l, index, num;
int bitbyte;
unsigned *dest, *src;
qbyte *scan, *pvs;
int count, vcount;
model_t *model = sv.world.worldmodel;
pvsbuffer_t buf;
if (model->pvs || model->fromgame == fg_quake2 || model->fromgame == fg_quake3)
{
//PHS calcs are pointless with Q2 bsps
return;
}
//FIXME: this can take a significant time on some maps, and should ideally be pushed to a worker thread.
num = model->numclusters;
rowbytes = model->pvsbytes;
rowwords = rowbytes/sizeof(*dest);
buf.buffersize = model->pvsbytes;
if (!sv_calcphs.ival || (sv_calcphs.ival == 2 && (rowbytes*num >= 0x100000 || (!deathmatch.ival && !coop.ival))))
{
pvs = NULL;/*ZG_Malloc(&model->memgroup, rowbytes*num);
scan = pvs;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
buf.buffer = scan;
model->funcs.ClusterPVS(model, i, &buf, PVM_REPLACE);
}*/
Con_DPrintf("Skipping PHS\n");
model->pvs = pvs;
model->phs = NULL;
return;
}
pvs = ZG_Malloc(&model->memgroup, rowbytes*num);
scan = pvs;
vcount = 0;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
buf.buffer = scan;
model->funcs.ClusterPVS(model, i, &buf, PVM_REPLACE);
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
{
if ( scan[j>>3] & (1<<(j&7)) )
{
vcount++;
}
}
}
if (developer.value)
Con_TPrintf ("Building PHS...\n");
model->pvs = pvs;
model->phs = ZG_Malloc (&model->memgroup, rowbytes*num);
/*this routine takes an exponential amount of time, so cache it if its too big*/
if (rowbytes*num >= 0x100000)
{
char hdr[8];
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", svs.name), "rb", FS_GAME);
if (f)
{
VFS_READ(f, hdr, sizeof(hdr));
if (!memcmp(hdr, "QPHS\1\0\0\0", 8) && VFS_GETLEN(f) == rowbytes*num + 8)
{
VFS_READ(f, model->phs, rowbytes*num);
VFS_CLOSE(f);
Con_DPrintf("Loaded cached PHS\n");
return;
}
else
Con_DPrintf("Stale cached PHS\n");
VFS_CLOSE(f);
}
}
count = 0;
scan = pvs;
dest = (unsigned *)model->phs;
for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes)
{
memcpy (dest, scan, rowbytes);
for (j=0 ; j<rowbytes ; j++)
{
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k=0 ; k<8 ; k++)
{
if (! (bitbyte & (1<<k)) )
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
//except we now use clusters internally, which are 0-based (ie: leaf 0 is invalid and maps to cluster -1)
index = ((j<<3)+k);
if (index >= num)
continue;
src = (unsigned *)pvs + index*rowwords;
for (l=0 ; l<rowwords ; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
if ( ((qbyte *)dest)[j>>3] & (1<<(j&7)) )
count++;
}
if (rowbytes*num >= 0x100000)
{
vfsfile_t *f = FS_OpenVFS(va("maps/%s.phs", svs.name), "wb", FS_GAMEONLY);
if (f)
{
VFS_WRITE(f, "QPHS\1\0\0\0", 8);
VFS_WRITE(f, model->phs, rowbytes*num);
VFS_CLOSE(f);
Con_Printf("Written PHS cache (%u bytes)\n", rowbytes*num);
}
}
if (num)
if (developer.value)
Con_TPrintf ("Average leafs visible / hearable / total: %i / %i / %i\n", vcount/num, count/num, num);
}
unsigned SV_CheckModel(char *mdl)
{
size_t fsize;
qbyte *buf;
unsigned short crc;
buf = (qbyte *)FS_LoadMallocFile (mdl, &fsize);
if (!buf)
return 0;
crc = CalcHashInt(&hash_crc16, buf, fsize);
BZ_Free(buf);
return crc;
}
void SV_UnspawnServer (void) //terminate the running server.
{
int i;
if (sv.state)
{
Con_TPrintf("Server ended\n");
SV_FinalMessage("Server unspawned\n");
PR_PreShutdown();
#ifdef SUBSERVERS
if (sv.state == ss_clustermode && svs.allocated_client_slots == 1)
MSV_Shutdown();
#endif
#ifdef MVD_RECORDING
if (sv.mvdrecording)
SV_MVDStop (MVD_CLOSE_STOPPED, false);
#endif
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
}
PR_Deinit();
#ifdef Q3SERVER
if (q3)
q3->sv.ShutdownGame(false);
#endif
#ifdef Q2SERVER
SVQ2_ShutdownGameProgs();
SVQ2_Ents_Shutdown();
#endif
#ifdef HLSERVER
SVHL_ShutdownGame();
#endif
#ifdef VM_Q1
Q1QVM_Shutdown(true);
#endif
sv.world.worldmodel = NULL;
sv.state = ss_dead;
if (sv.csqcentversion)
{
BZ_Free(sv.csqcentversion);
sv.csqcentversion = NULL;
}
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].frameunion.frames)
Z_Free(svs.clients[i].frameunion.frames);
svs.clients[i].frameunion.frames = NULL;
svs.clients[i].pendingdeltabits = NULL;
svs.clients[i].pendingcsqcbits = NULL;
svs.clients[i].state = 0;
*svs.clients[i].namebuf = '\0';
svs.clients[i].name = NULL;
InfoBuf_Clear(&svs.clients[i].userinfo, true);
}
free(svs.clients);
svs.clients = NULL;
svs.allocated_client_slots = 0;
#ifdef SAVEDGAMES
SV_FlushLevelCache();
#endif
NET_CloseServer ();
SV_RunCmdCleanup();
}
void SV_UpdateMaxPlayers(int newmax)
{
int i;
if (newmax != svs.allocated_client_slots)
{
client_t *old = svs.clients;
for (i = newmax; i < svs.allocated_client_slots; i++)
{
if (svs.clients[i].state)
SV_DropClient(&svs.clients[i]);
svs.clients[i].namebuf[0] = '\0'; //kill all bots
}
if (newmax)
svs.clients = realloc(svs.clients, newmax*sizeof(*svs.clients));
else
{
free(svs.clients);
svs.clients = NULL;
}
for (i = svs.allocated_client_slots; i < newmax; i++)
{
memset(&svs.clients[i], 0, sizeof(svs.clients[i]));
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
for (i = 0; i < min(newmax, svs.allocated_client_slots); i++)
{
if (svs.clients[i].name == old[i].namebuf)
svs.clients[i].name = svs.clients[i].namebuf;
if (svs.clients[i].team == old[i].teambuf)
svs.clients[i].team = svs.clients[i].teambuf;
if (svs.clients[i].netchan.message.data)
svs.clients[i].netchan.message.data = (qbyte*)&svs.clients[i] + (svs.clients[i].netchan.message.data - (qbyte*)&old[i]);
if (svs.clients[i].datagram.data)
svs.clients[i].datagram.data = (qbyte*)&svs.clients[i] + (svs.clients[i].datagram.data - (qbyte*)&old[i]);
if (svs.clients[i].backbuf.data)
svs.clients[i].backbuf.data = (qbyte*)&svs.clients[i] + (svs.clients[i].backbuf.data - (qbyte*)&old[i]);
if (svs.clients[i].controlled)
svs.clients[i].controlled = svs.clients + (svs.clients[i].controlled - old);
if (svs.clients[i].controller)
svs.clients[i].controller = svs.clients + (svs.clients[i].controller - old);
}
svs.allocated_client_slots = sv.allocated_client_slots = newmax;
for (i = 0; i < svs.allocated_client_slots; i++)
{
InfoSync_Clear(&svs.clients[i].infosync);
svs.clients[i].userinfo.ChangeCB = svs.info.ChangeCB;
svs.clients[i].userinfo.ChangeCTX = &svs.clients[i].userinfo;
}
}
sv.allocated_client_slots = svs.allocated_client_slots;
}
void SV_SetupNetworkBuffers(qboolean bigcoords)
{
int i;
//determine basic primitive sizes.
svs.netprim.flags = 0;
if (bigcoords)
{
if (svs.netprim.coordtype && svs.netprim.coordtype != COORDTYPE_FLOAT_32)
Con_Printf("Switching to big coords\n");
svs.netprim.coordtype = COORDTYPE_FLOAT_32;
svs.netprim.anglesize = 2;
}
else
{
if (svs.netprim.coordtype && svs.netprim.coordtype != COORDTYPE_FIXED_13_3)
Con_Printf("Switching to classic coords\n");
svs.netprim.coordtype = COORDTYPE_FIXED_13_3;
svs.netprim.anglesize = 1;
}
//FIXME: this should be part of sv_new_f or something instead, so that any angles sent by clients won't be invalid
for (i = 0; i < svs.allocated_client_slots; i++)
{
svs.clients[i].netchan.netprim = svs.netprim;
if (svs.clients[i].protocol == SCP_QUAKE2EX)
svs.clients[i].netchan.netprim.coordtype = COORDTYPE_FLOAT_32; //forced to floats. we have multiple multicast buffers. woo.
//make sure those are kept up to date too.
svs.clients[i].datagram.prim =
svs.clients[i].netchan.message.prim =
svs.clients[i].backbuf.prim = svs.clients[i].netchan.netprim;
}
//
sv.datagram.maxsize = sizeof(sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.datagram.prim = svs.netprim;
sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.reliable_datagram.prim = svs.netprim;
sv.multicast.maxsize = sizeof(sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.multicast.prim = svs.netprim;
#ifdef NQPROT
sv.nqdatagram.maxsize = sizeof(sv.nqdatagram_buf);
sv.nqdatagram.data = sv.nqdatagram_buf;
sv.nqdatagram.allowoverflow = true;
sv.nqdatagram.prim = svs.netprim;
sv.nqreliable_datagram.maxsize = sizeof(sv.nqreliable_datagram_buf);
sv.nqreliable_datagram.data = sv.nqreliable_datagram_buf;
sv.nqreliable_datagram.prim = svs.netprim;
sv.nqmulticast.maxsize = sizeof(sv.nqmulticast_buf);
sv.nqmulticast.data = sv.nqmulticast_buf;
sv.nqmulticast.prim = svs.netprim;
#endif
#ifdef Q2SERVER
sv.q2multicast[0].maxsize = sizeof(sv.q2multicast_lcbuf);
sv.q2multicast[0].data = sv.q2multicast_lcbuf;
sv.q2multicast[0].prim = svs.netprim;
sv.q2multicast[1].maxsize = sizeof(sv.q2multicast_bcbuf);
sv.q2multicast[1].data = sv.q2multicast_bcbuf;
sv.q2multicast[1].prim = svs.netprim;
sv.q2multicast[1].prim.coordtype = COORDTYPE_FLOAT_32;
#endif
sv.master.maxsize = sizeof(sv.master_buf);
sv.master.data = sv.master_buf;
sv.master.prim = msg_nullnetprim;
sv.signon.data = sv.signon_buffer+2;
sv.used_signon_space = 0;
sv.signon.prim = svs.netprim;
sv.signon.maxsize = sizeof(sv.signon_buffer)-sv.used_signon_space;
}
void SV_WipeServerState(void)
{
if (sv.stringsalloced)
{
unsigned int i;
char **ptrs = (char**)&sv.strings;
for (i = 0; i < sizeof(sv.strings) / sizeof(sv.strings.ptrs[0]); i++)
Z_Free(ptrs[i]);
}
#ifdef SQL
SQL_KillServers(&sv);
#endif
memset (&sv, 0, sizeof(sv));
sv.logindatabase = -1;
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (const char *server, const char *startspot, qboolean noents, qboolean usecinematic, int playerslots)
{
extern cvar_t allow_download_refpackages;
func_t f;
const char *file, *csprogsname;
gametype_e newgametype;
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
int i, j;
extern int sv_allow_cheats;
size_t fsz;
#ifndef SERVERONLY
if (!isDedicated && qrenderer == QR_NONE)
{
R_RestartRenderer_f();
if (qrenderer == QR_NONE)
{
Sys_Error("No renderer set when map restarted\n");
return;
}
}
#endif
Con_DPrintf ("SpawnServer: %s\n",server);
#ifndef SERVERONLY
total_loading_size = 100;
current_loading_size = 0;
SCR_SetLoadingStage(LS_SERVER);
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
PR_PreShutdown();
svs.spawncount++; // any partially connected client will be restarted
sv.world.spawncount = svs.spawncount;
sv.state = ss_dead;
if (sv.gamedirchanged)
{
sv.gamedirchanged = false;
#ifndef SERVERONLY
Wads_Flush(); //server code is responsable for flushing old state
#endif
#ifdef SVRANKING
Rank_Flush();
#endif
for (i = 0; i < svs.allocated_client_slots; i++)
{
#ifdef SVRANKING
if (svs.clients[i].state && ISQWCLIENT(&svs.clients[i]))
ReloadRanking(&svs.clients[i], svs.clients[i].name);
#endif
if (svs.clients[i].spawninfo) //don't remember this stuff.
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}
#ifdef HEXEN2
T_FreeStrings();
#endif
}
for (i = 0; i < svs.allocated_client_slots; i++)
{
svs.clients[i].nextservertimeupdate = 0;
if (!svs.clients[i].state) //bots with the net_preparse module.
InfoBuf_Clear(&svs.clients[i].userinfo, true); //clear the userinfo to clear the name
if (svs.clients[i].netchan.remote_address.type == NA_LOOPBACK)
{ //forget this client's message buffers, so that any shared client/server network state persists (eg: float coords)
svs.clients[i].num_backbuf = 0;
svs.clients[i].datagram.cursize = 0;
}
svs.clients[i].csqcactive = false;
}
VoteFlushAll();
#ifndef SERVERONLY
cl.worldmodel = NULL;
r_worldentity.model = NULL;
// if (0)
// cls.state = ca_connected;
Surf_PreNewMap();
#endif
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
q3->sv.ShutdownGame(false); //botlib kinda mandates this. :(
#endif
Mod_ClearAll ();
#ifndef SERVERONLY
r_regsequence++;
#endif
PR_Deinit();
if (sv.csqcentversion)
BZ_Free(sv.csqcentversion);
// wipe the entire per-level structure
SV_WipeServerState();
SV_SetupNetworkBuffers(sv_bigcoords.ival);
if (allow_download_refpackages.ival)
FS_ReferenceControl(1, 1);
Q_strncpyz (svs.name, server, sizeof(svs.name));
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("map");
#else
#define SCR_SetLoadingFile(s)
#endif
Cvar_ApplyLatches(CVAR_MAPLATCH, false);
//work out the gamespeed
//reset the server time.
sv.time = 0.01; //some progs don't like time starting at 0.
//cos of spawn funcs like self.nextthink = time...
//NQ uses 1, QW uses 0. Awkward.
sv.starttime = Sys_DoubleTime();
COM_FlushTempoaryPacks();
if (sv_cheats.ival)
{
sv_allow_cheats = true;
InfoBuf_SetStarKey(&svs.info, "*cheats", "ON");
}
else
{
sv_allow_cheats = 2;
InfoBuf_SetStarKey(&svs.info, "*cheats", "");
}
#ifndef SERVERONLY
//This fixes a bug where the server advertises cheats, the internal client connects, and doesn't think cheats are allowed.
//this applies to anything that can affect the content that is loaded by the server, but cheats is the only special one (because of the *)
InfoBuf_Clone(&cl.serverinfo, &svs.info);
if (!isDedicated)
CL_CheckServerInfo();
#endif
sv.state = ss_loading;
#if defined(Q2BSPS)
if (usecinematic)
{
qboolean QDECL Mod_LoadQ2BrushModel (model_t *mod, void *buffer, size_t fsize);
Q_strncpyz (svs.name, server, sizeof(svs.name));
Q_strncpyz (sv.modelname, "", sizeof(sv.modelname));
sv.world.worldmodel = Mod_FindName (sv.modelname);
if (Mod_LoadQ2BrushModel (sv.world.worldmodel, NULL, 0))
sv.world.worldmodel->loadstate = MLS_LOADED;
else
sv.world.worldmodel->loadstate = MLS_FAILED;
}
else
#endif
{
//.map is commented out because quite frankly, they're a bit annoying when the engine loads the gpled start.map when really you wanted to just play the damn game intead of take it apart.
//if you want to load a .map, just use 'map foo.map' instead.
char *exts[] = {"%s", "maps/%s", "maps/%s.bsp", "maps/%s.d3dbsp", "maps/%s.cm", "maps/%s.hmp", /*"maps/%s.map",*/ "maps/%s.bsp.gz", "maps/%s.bsp.xz", NULL}, *e;
int depth, bestdepth = FDEPTH_MISSING;
flocation_t loc;
time_t filetime;
char *mod = NULL;
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[1], server); // `map foo.map` can bypass earlier checks, so don't get too screwed up by that.
if (bestdepth == FDEPTH_MISSING)
{ //not an exact name, scan the maps subdir.
for (i = 0; exts[i]; i++)
{
depth = COM_FDepthFile(va(exts[i], server), false);
if (depth < bestdepth)
{
bestdepth = depth;
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[i], server);
}
}
}
if (bestdepth == FDEPTH_MISSING)
{
mod = strchr(server, '#');
if (mod)
{
*mod = 0;
bestdepth = COM_FDepthFile(server, false);
if (bestdepth != FDEPTH_MISSING)
Q_snprintfz (sv.modelname, sizeof(sv.modelname), "%s", server);
else
{ //not an exact name, scan the maps subdir.
for (i = 0; exts[i]; i++)
{
depth = COM_FDepthFile(va(exts[i], server), false);
if (depth < bestdepth)
{
bestdepth = depth;
Q_snprintfz (sv.modelname, sizeof(sv.modelname), exts[i], server);
}
}
}
*mod = '#';
if (bestdepth == FDEPTH_MISSING)
mod = NULL;
}
}
if (!strncmp(sv.modelname, "maps/", 5))
Q_strncpyz (svs.name, sv.modelname+5, sizeof(svs.name));
else
Q_strncpyz (svs.name, sv.modelname, sizeof(svs.name));
e = (char*)COM_GetFileExtension(svs.name, NULL);
if (!strcmp(e, ".gz") || !strcmp(e, ".xz"))
{
*e = 0;
e = (char*)COM_GetFileExtension(svs.name, NULL);
}
if (!strcmp(e, ".bsp"))
*e = 0;
Mod_SetModifier(mod);
sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR);
if (FS_FLocateFile(sv.modelname,FSLF_IFFOUND, &loc) && FS_GetLocMTime(&loc, &filetime))
{
if (filetime > sv.world.worldmodel->mtime && sv.world.worldmodel->mtime)
{
COM_WorkerFullSync(); //sync all the workers, just in case.
Mod_PurgeModel(sv.world.worldmodel, MP_RESET); //nuke it now
sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_ERROR); //and we can reload it now
}
sv.world.worldmodel->mtime = filetime;
}
if (!sv.world.worldmodel || sv.world.worldmodel->loadstate != MLS_LOADED)
Sys_Error("\"%s\" is missing or corrupt\n", sv.modelname);
// if (sv.world.worldmodel->type != mod_brush && sv.world.worldmodel->type != mod_heightmap)
if (!sv.world.worldmodel->funcs.NativeTrace && !sv.world.worldmodel->funcs.PointContents)
Sys_Error("\"%s\" is not a bsp model\n", sv.modelname);
else if (!Mod_GetEntitiesString(sv.world.worldmodel))
Sys_Error("\"%s\" has no entity data\n", sv.modelname);
}
sv.state = ss_dead;
//make sure our map's package is loaded.
if (sv.world.worldmodel)
FS_LoadMapPackFile(sv.world.worldmodel->name, sv.world.worldmodel->archive);
//reset the map's areaportal state... it might be dirty from a restart or so.
if (sv.world.worldmodel->funcs.LoadAreaPortalBlob)
sv.world.worldmodel->funcs.LoadAreaPortalBlob(sv.world.worldmodel, NULL, 0);
#ifndef SERVERONLY
current_loading_size+=10;
// SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("phs");
#endif
SV_CalcPHS ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("gamecode");
#endif
if (sv.world.worldmodel->type != mod_brush)
InfoBuf_SetStarKey(&svs.info, "*bspversion", "");
else if (sv.world.worldmodel->fromgame == fg_doom)
InfoBuf_SetStarKey(&svs.info, "*bspversion", "1");
else if (sv.world.worldmodel->fromgame == fg_halflife)
InfoBuf_SetStarKey(&svs.info, "*bspversion", "30");
else if (sv.world.worldmodel->fromgame == fg_quake2)
InfoBuf_SetStarKey(&svs.info, "*bspversion", "38");
else if (sv.world.worldmodel->fromgame == fg_quake3)
InfoBuf_SetStarKey(&svs.info, "*bspversion", "46");
else
InfoBuf_SetStarKey(&svs.info, "*bspversion", "");
InfoBuf_SetStarKey(&svs.info, "*startspot", (startspot?startspot:""));
//
// init physics interaction links
//
World_ClearWorld (&sv.world, false);
//do we allow csprogs?
#ifdef PEXT_CSQC
fsz = 0;
if (noents)
csprogsname = "csaddon.dat";
else
csprogsname = sv_csqc_progname.string;
if (*csprogsname)
file = COM_LoadTempFile(csprogsname, 0, &fsz);
else
file = NULL;
if (file)
{
char text[64];
sv.csqcchecksum = CalcHashInt(&hash_md4, file, fsz);
sprintf(text, "0x%x", sv.csqcchecksum);
InfoBuf_SetValueForStarKey(&svs.info, "*csprogs", text);
sprintf(text, "0x%x", (unsigned int)fsz);
InfoBuf_SetValueForStarKey(&svs.info, "*csprogssize", text);
if (strcmp(csprogsname, "csprogs.dat"))
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", csprogsname);
else
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", "");
}
else
{
sv.csqcchecksum = 0;
InfoBuf_SetValueForStarKey(&svs.info, "*csprogs", "");
InfoBuf_SetValueForStarKey(&svs.info, "*csprogssize", "");
InfoBuf_SetValueForStarKey(&svs.info, "*csprogsname", "");
}
#endif
if (svs.gametype == GT_PROGS)
{
if (svprogfuncs) //we don't want the q1 stuff anymore.
{
svprogfuncs->Shutdown(svprogfuncs);
sv.world.progs = svprogfuncs = NULL;
}
}
sv.state = ss_loading;
MSV_OpenUserDatabase();
sv.world.max_edicts = pr_maxedicts.value;
if (sv.world.max_edicts > MAX_EDICTS)
sv.world.max_edicts = MAX_EDICTS;
#ifdef PEXT_CSQC
sv.csqcentversion = BZ_Malloc(sizeof(*sv.csqcentversion) * sv.world.max_edicts);
for (i=0 ; i<sv.world.max_edicts ; i++)
sv.csqcentversion[i] = 1; //force all csqc edicts to start off as version 1
#endif
newgametype = svs.gametype;
if (noents)
{
newgametype = GT_PROGS; //let's just hope this loads.
Q_InitProgs(INITPROGS_EDITOR);
}
#ifdef HLSERVER
else if (SVHL_InitGame())
newgametype = GT_HALFLIFE;
#endif
#ifdef Q3SERVER
else if (q3 && q3->sv.InitGame(&svs, &sv, false))
newgametype = GT_QUAKE3;
#endif
#ifdef Q2SERVER
else if ((sv.world.worldmodel->fromgame == fg_quake2 || sv.world.worldmodel->fromgame == fg_quake3) && sv.world.worldmodel->funcs.AreasConnected && !*pr_ssqc_progs.string && SVQ2_InitGameProgs()) //these are the rules for running a q2 server
newgametype = GT_QUAKE2; //we loaded the dll
#endif
#ifdef VM_LUA
else if (PR_LoadLua())
newgametype = GT_LUA;
#endif
#ifdef VM_Q1
else if (PR_LoadQ1QVM())
newgametype = GT_Q1QVM;
#endif
else
{
newgametype = GT_PROGS; //let's just hope this loads.
Q_InitProgs(usecinematic?INITPROGS_REQUIRE:INITPROGS_NORMAL);
}
// if ((sv.worldmodel->fromgame == fg_quake2 || sv.worldmodel->fromgame == fg_quake3) && !*progs.string && SVQ2_InitGameProgs()) //full q2 dll decision in one if statement
if (newgametype != svs.gametype)
{
#ifdef HLSERVER
if (newgametype != GT_HALFLIFE)
SVHL_ShutdownGame();
#endif
#ifdef Q3SERVER
if (newgametype != GT_QUAKE3 && q3)
q3->sv.ShutdownGame(false);
#endif
#ifdef Q2SERVER
if (newgametype != GT_QUAKE2) //we don't want the q2 stuff anymore.
SVQ2_ShutdownGameProgs ();
#endif
#ifdef VM_Q1
if (newgametype != GT_Q1QVM)
Q1QVM_Shutdown(true);
#endif
SV_UpdateMaxPlayers(0);
}
svs.gametype = newgametype;
Cvar_ForceCallback(&sv_nqplayerphysics);
sv.models[1] = sv.world.worldmodel;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
int subs;
sv.strings.sound_precache[0] = "";
sv.strings.model_precache[0] = "";
subs = sv.world.worldmodel->numsubmodels;
if (subs > MAX_PRECACHE_MODELS-2)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = MAX_PRECACHE_MODELS-2;
}
sv.strings.model_precache[1] = sv.modelname; //the qvm doesn't have access to this array
for (i=1 ; i<subs ; i++)
{
char *z, *s = va("*%u", i);
z = Z_TagMalloc(strlen(s)+1, VMFSID_Q1QVM);
strcpy(z, s);
sv.strings.model_precache[1+i] = z;
sv.models[i+1] = Mod_ForName (Mod_FixName(z, sv.modelname), MLV_WARN);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
else
#endif
if (svs.gametype == GT_PROGS
#ifdef VM_LUA
|| svs.gametype == GT_LUA
#endif
)
{
int subs;
sv.strings.model_precache[0] = PR_AddString(svprogfuncs, "", 0, false);
sv.strings.model_precache[1] = PR_AddString(svprogfuncs, sv.modelname, 0, false);
subs = sv.world.worldmodel->numsubmodels;
if (subs > MAX_PRECACHE_MODELS-2)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = MAX_PRECACHE_MODELS-2;
}
for (i=1 ; i<subs ; i++)
{
sv.strings.model_precache[1+i] = PR_AddString(svprogfuncs, va("*%u", i), 0, false);
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.model_precache[1+i], sv.modelname), MLV_WARN);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
}
#ifdef Q2SERVER
else if (svs.gametype == GT_QUAKE2)
{
int subs;
extern cvar_t sv_airaccelerate;
sv.stringsalloced = true;
memset(&sv.strings, 0, sizeof(sv.strings));
if (deathmatch.value)
sv.strings.configstring[Q2CS_AIRACCEL] = Z_StrDupf("%g", sv_airaccelerate.value);
else
sv.strings.configstring[Q2CS_AIRACCEL] = Z_StrDup("0");
// init map checksum config string but only for Q2/Q3 maps
sv.strings.configstring[Q2CS_MAPCHECKSUM] = Z_StrDupf("%i %i", sv.world.worldmodel->checksum, sv.world.worldmodel->checksum2);
subs = sv.world.worldmodel->numsubmodels;
if (subs > MAX_PRECACHE_MODELS-1)
{
Con_Printf("Warning: worldmodel has too many submodels\n");
subs = MAX_PRECACHE_MODELS-1;
}
sv.strings.configstring[Q2CS_MODELS+1] = Z_StrDup(sv.modelname);
for (i=1; i<subs && i < Q2MAX_MODELS-2; i++)
{
sv.strings.configstring[Q2CS_MODELS+1+i] = Z_StrDupf("*%u", i);
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.configstring[Q2CS_MODELS+1+i], sv.modelname), MLV_WARN);
}
for ( ; i<subs; i++)
{
sv.strings.q2_extramodels[1+i] = Z_StrDupf("*%u", i);
sv.models[i+1] = Mod_ForName (Mod_FixName(sv.strings.q2_extramodels[1+i], sv.modelname), MLV_WARN);
}
}
#endif
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
SCR_SetLoadingFile("clients");
#endif
for (i=0 ; i<svs.allocated_client_slots ; i++)
{
svs.clients[i].spawned = false;
svs.clients[i].edict = NULL;
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
InfoSync_Clear(&svs.clients[i].infosync); //we'll mark all the info as dirty at some point while connecting.
}
switch (svs.gametype)
{
default:
SV_Error("bad gametype");
break;
#ifdef VM_LUA
case GT_LUA:
#endif
case GT_Q1QVM:
case GT_PROGS:
ent = EDICT_NUM_PB(svprogfuncs, 0);
ent->ereftype = ER_ENTITY;
#ifndef SERVERONLY
/*force coop 1 if splitscreen and not deathmatch*/
{
if (cl_splitscreen.value && !deathmatch.value && !coop.value)
Cvar_Set(&coop, "1");
}
#endif
if (sv_playerslots.ival > 0)
i = sv_playerslots.ival;
else
{
/*only make one slot for single-player (ktx sucks)*/
if (!isDedicated && !deathmatch.value && !coop.value && svs.gametype != GT_Q1QVM)
i = 1;
else
{
i = maxclients.ival + maxspectators.ival;
if (i < QWMAX_CLIENTS)
i = QWMAX_CLIENTS;
}
}
if (playerslots)
i = playerslots; //saved game? force it.
if (i > MAX_CLIENTS)
i = MAX_CLIENTS;
SV_UpdateMaxPlayers(i);
// leave slots at start for clients only
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
svs.clients[i].viewent = 0;
ent = ED_Alloc(svprogfuncs, false, 0);//EDICT_NUM(i+1);
svs.clients[i].edict = ent;
ent->ereftype = ER_ENTITY;
//ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
if (!svs.clients[i].state && svs.clients[i].name[0]) //this is a bot.
svs.clients[i].name[0] = '\0'; //make it go away
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{ //we'll fix it up later anyway
svs.clients[i].name = svs.clients[i].namebuf;
svs.clients[i].team = svs.clients[i].teambuf;
}
else
#endif
{
svs.clients[i].name = PR_AddString(svprogfuncs, svs.clients[i].namebuf, sizeof(svs.clients[i].namebuf), false);
svs.clients[i].team = PR_AddString(svprogfuncs, svs.clients[i].teambuf, sizeof(svs.clients[i].teambuf), false);
}
}
break;
#ifdef Q2SERVER
case GT_QUAKE2:
SV_UpdateMaxPlayers(svq2_maxclients);
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
q2ent = Q2EDICT_NUM(i+1);
q2ent->s.number = i+1;
svs.clients[i].q2edict = q2ent;
}
break;
#endif
#ifdef Q3SERVER
case GT_QUAKE3:
Cvar_LockFromServer(&maxclients, maxclients.string);
SV_UpdateMaxPlayers(playerslots?playerslots:max(8,maxclients.ival));
break;
#endif
#ifdef HLSERVER
case GT_HALFLIFE:
SVHL_SetupGame();
SV_UpdateMaxPlayers(32);
break;
#endif
}
//fixme: is this right?
for (i=0 ; i<sv.allocated_client_slots ; i++)
{
Q_strncpyz(svs.clients[i].name, InfoBuf_ValueForKey(&svs.clients[i].userinfo, "name"), sizeof(svs.clients[i].namebuf));
Q_strncpyz(svs.clients[i].team, InfoBuf_ValueForKey(&svs.clients[i].userinfo, "team"), sizeof(svs.clients[i].teambuf));
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
NET_InitServer();
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
if (svprogfuncs)
{
//world entity is hackily spawned
extern cvar_t coop, pr_imitatemvdsv;
ent = EDICT_NUM_PB(svprogfuncs, 0);
ent->ereftype = ER_ENTITY;
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->model, sv.strings.model_precache[1], true);
ent->v->modelindex = 1; // world model
ent->v->solid = SOLID_BSP;
ent->v->movetype = MOVETYPE_PUSH;
VectorCopy(sv.world.worldmodel->mins, ent->v->mins);
VectorCopy(sv.world.worldmodel->maxs, ent->v->maxs);
VectorCopy(sv.world.worldmodel->mins, ent->v->absmin);
VectorCopy(sv.world.worldmodel->maxs, ent->v->absmax);
if (progstype == PROG_QW && pr_imitatemvdsv.value>0)
{
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
{
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->targetname, "mvdsv", true);
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->netname, version_string(), false);
}
ent->v->impulse = 0;//QWE_VERNUM;
ent->v->items = 103;
}
#ifdef VM_Q1
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
#endif
svprogfuncs->SetStringField(svprogfuncs, NULL, &pr_global_struct->mapname, svs.name, true);
// serverflags are for cross level information (sigils)
pr_global_struct->serverflags = svs.serverflags;
pr_global_struct->time = 0.1; //HACK!!!! A few QuakeC mods expect time to be non-zero in spawn funcs - like prydon gate...
#ifdef HEXEN2
if (progstype == PROG_H2)
{
eval_t *eval;
cvar_t *cv;
if (coop.value)
{
eval = PR_FindGlobal(svprogfuncs, "coop", 0, NULL);
if (eval) eval->_float = coop.value;
}
else
{
eval = PR_FindGlobal(svprogfuncs, "deathmatch", 0, NULL);
if (eval) eval->_float = deathmatch.value;
}
cv = Cvar_Get("randomclass", "0", CVAR_MAPLATCH, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "randomclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
cv = Cvar_Get("cl_playerclass", "1", CVAR_USERINFO|CVAR_ARCHIVE, "Hexen2");
eval = PR_FindGlobal(svprogfuncs, "cl_playerclass", 0, NULL);
if (eval && cv) eval->_float = cv->value;
}
else
#endif
{
if (pr_global_ptrs->coop && coop.value)
pr_global_struct->coop = coop.value;
else if (pr_global_ptrs->deathmatch)
pr_global_struct->deathmatch = deathmatch.value;
}
if (svs.gametype != GT_Q1QVM) //we cannot do this with qvm
{
for (i = 0; i < svs.numprogs; i++) //do this AFTER precaches have been played with...
{
f = PR_FindFunction (svprogfuncs, "initents", svs.progsnum[i]);
if (f)
{
PR_ExecuteProgram(svprogfuncs, f);
}
}
}
if (progstype == PROG_QW)
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame (); //prydon gate seems to fail because of this allowance
}
// load and spawn all other entities
SCR_SetLoadingFile("entities");
if (!deathmatch.value && !*skill.string) //skill was left blank so it doesn't polute serverinfo on deathmatch servers. in single player, we ensure that it gets a proper value.
Cvar_Set(&skill, "1");
//do this and get the precaches/start up the game
if (sv.world.worldmodel->entitiescrc)
{
char crc[12];
sprintf(crc, "%i", sv.world.worldmodel->entitiescrc);
InfoBuf_SetValueForStarKey(&svs.info, "*entfile", crc);
}
else
InfoBuf_SetValueForStarKey(&svs.info, "*entfile", "");
file = Mod_GetEntitiesString(sv.world.worldmodel);
if (!file)
file = "";
switch(svs.gametype)
{
default:
PR_SpawnInitialEntities(file);
break;
#ifdef Q2SERVER
case GT_QUAKE2:
ge->SpawnEntities(svs.name, file, startspot?startspot:"");
break;
#endif
case GT_QUAKE3:
break;
#ifdef HLSERVER
case GT_HALFLIFE:
SVHL_SpawnEntities(file);
break;
#endif
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
Q_strncpyz(sv.mapname, svs.name, sizeof(sv.mapname));
if (svprogfuncs)
{
eval_t *val;
ent = EDICT_NUM_PB(svprogfuncs, 0);
ent->v->angles[0] = ent->v->angles[1] = ent->v->angles[2] = 0;
if ((val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", ev_string, NULL)))
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, val->string));
#ifdef HEXEN2
else if (progstype == PROG_H2 && (val = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "message", ev_float, NULL)))
{ //hexen2 uses a float string index for message.
//if its 0 or negative, fall back on netname instead (for custom maps).
if (val->_float <= 0)
snprintf(sv.mapname, sizeof(sv.mapname), "%s", PR_GetString(svprogfuncs, ent->v->netname));
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", T_GetString(val->_float-1));
}
#endif
else
snprintf(sv.mapname, sizeof(sv.mapname), "%s", svs.name);
if (Cvar_Get("sv_readonlyworld", "1", 0, "DP compatability")->value)
{
ent->readonly = true; //lock it down!
if (ent->v->origin[0] != 0 || ent->v->origin[1] != 0 || ent->v->origin[2] != 0 || ent->v->angles[0] != 0 || ent->v->angles[1] != 0 || ent->v->angles[2] != 0)
Con_Printf("Warning: The world has moved. Alert your nearest reputable news agency.\n");
}
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
}
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// run two frames to allow everything to settle
//these frames must be at 1.0 then 1.1 (and 0.1 frametime)
//(bug: starting less than that gives time for the scrag to fall on end)
//hexen2: if you're looking here for the coop-invincible-riders bug, then that's a hexenc bug, not an fte one, and is also present in vanilla hexen2.
realtime += 0.1;
sv.world.physicstime = 1.0;
sv.time = 1.1;
SV_Physics ();
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
realtime += 0.1;
// sv.world.physicstime = 1.1;
sv.time += 0.1;
SV_Physics ();
sv.time += 0.1;
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
// save movement vars
SV_SetMoveVars();
// create a baseline for more efficient communications
// SV_CreateBaseline ();
if (svprogfuncs)
SVQ1_CreateBaseline();
#ifdef Q2SERVER
SVQ2_BuildBaselines();
#endif
SV_FlushSignon(true);
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
if (usecinematic)
sv.state = ss_cinematic;
else
sv.state = ss_active;
SV_GibFilterInit();
SV_FilterImpulseInit();
InfoBuf_SetValueForKey (&svs.info, "map", svs.name);
if (sv.allocated_client_slots != 1)
Con_TPrintf ("Server spawned.\n"); //misc filenotfounds can be misleading.
if (!startspot)
{
#ifdef SAVEDGAMES
SV_FlushLevelCache(); //to make sure it's caught
#endif
/*for (i=0 ; i<sv.allocated_client_slots ; i++)
{
if (svs.clients[i].spawninfo)
Z_Free(svs.clients[i].spawninfo);
svs.clients[i].spawninfo = NULL;
}*/
}
if (svprogfuncs && startspot)
{
eval_t *eval;
eval = PR_FindGlobal(svprogfuncs, "startspot", 0, NULL);
if (eval && svs.gametype != GT_Q1QVM) //we cannot do this with qvm
svprogfuncs->SetStringField(svprogfuncs, NULL, &eval->string, startspot, false);
}
if (Cmd_AliasExist("f_svnewmap", RESTRICT_LOCAL))
Cbuf_AddText("f_svnewmap\n", RESTRICT_LOCAL);
#ifndef SERVERONLY
current_loading_size+=10;
//SCR_BeginLoadingPlaque();
SCR_ImageName(server);
#endif
/*world is now spawned. switch to big coords if there are entities outside the bounds of the map*/
if (!*sv_bigcoords.string && svprogfuncs)
{
float extent = 0, ne;
//fixme: go off bsp extents instead?
for(i = 1; i < sv.world.num_edicts; i++)
{
ent = EDICT_NUM_PB(svprogfuncs, i);
for (j = 0; j < 3; j++)
{
ne = fabs(ent->v->origin[j]);
if (extent < ne)
extent = ne;
}
}
if (extent > (1u<<15)/8
#ifdef TERRAIN
|| sv.world.worldmodel->terrain
#endif
)
{
if (sv.used_signon_space || sv.signon.cursize)
Con_Printf("Cannot auto-enable extended coords as the init buffer was used\n");
else
{
Con_Printf("Switching to extended coord sizes\n");
SV_SetupNetworkBuffers(true);
}
}
}
/*DP_BOTCLIENT bots should move over to the new map too*/
if (svs.gametype == GT_PROGS || svs.gametype == GT_Q1QVM)
{
for (i = 0; i < sv.allocated_client_slots; i++)
{
host_client = &svs.clients[i];
if (host_client->state == cs_connected && host_client->protocol == SCP_BAD)
{
if (svs.gametype == GT_Q1QVM)
{ //ktx expects its bots to drop for each map change.
SV_DropClient(host_client);
continue;
}
sv_player = host_client->edict;
SV_ExtractFromUserinfo(host_client, true);
SV_SpawnParmsToQC(host_client);
SV_SetUpClientEdict(host_client, sv_player);
#ifdef HAVE_LEGACY
sv_player->xv->clientcolors = host_client->playercolor;
#endif
// call the spawn function
sv.skipbprintclient = host_client;
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
if (pr_global_ptrs->ClientConnect)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
sv.skipbprintclient = NULL;
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
if (pr_global_ptrs->PutClientInServer)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PutClientInServer);
sv.spawned_client_slots++;
// send notification to all clients
host_client->sendinfo = true;
host_client->state = cs_spawned;
host_client->spawned = true;
SV_UpdateToReliableMessages(); //so that we don't flood too much with 31 bots and one player.
}
}
}
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
{
q3->sv.NewMapConnects();
}
#endif
FS_ReferenceControl(0, 0);
#ifdef MVD_RECORDING
SV_MVD_SendInitialGamestate(NULL);
#endif
SSV_UpdateAddresses();
//some mods stuffcmd these, and it would be a shame if they didn't work. we still need the earlier call in case the mod does extra stuff.
SV_SetMoveVars();
sv.starttime = Sys_DoubleTime() - sv.time;
#ifdef SAVEDGAMES
sv.autosave_time = sv.time + sv_autosave.value*60;
#endif
#ifdef HAVE_CLIENT
//there's a whole load of ugly debug crap there. make sure it stays hidden.
Con_ClearNotify();
#endif
#ifdef __GLIBC__
if (isDedicated)
malloc_trim(0);
#endif
}
#endif