fteqw/engine/server/sv_init.c
Shpoike d781018df3 Add all the junk for network compat with Q2E.
Defaults to using Q2E's protocol 2023 (but not netchan).
FTEQ2 servers can host both vanilla and Q2E clients simultaneously, but its recommend to use the vanilla gamecode to avoid localisation issues.
2024-07-14 19:58:24 +01:00

1846 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.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;
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