q3rally/engine/code/server/sv_init.c
zturtleman 96a9e2a9aa ioquake3 resync to revision 3511 from 3444.
This updates from SDL 2.0.4 to SDL 2.0.8.

Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Fix undefined behaviour due to shifting signed in snd_mem.c
Fix shifting bits out of byte in tr_font.c
Fix shift into sign in cl_cin.c
Fix signed bit operations in MSG_ReadBits
Add missing address operator in cm_polylib.c
OpenGL1: Decay float[8] to float * in tr_marks.c
Avoid srcList[-1] in snd_openal.c
Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Maximize cURL buffer size
Fix mouse grab after toggling fullscreen
Fix q3history buffer not cleared between mods and OOB-access
Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
Fix displayed color/depth/stencil bits values
Restore setting r_colorbits in q3_ui
Make setting r_stencilbits more consistent in Team Arena UI
Fix map list in Team Arena start server menu after entering SP menu
Support SDL audio devices that require float32 samples.
sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio().
Added audio capture support to SDL backend.
Use the SDL2 audio device interface instead of the legacy 1.2 API.
Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8.
Update SDL2 to 2.0.8
Add SDL 2.0.1 headers for macOS PPC
Make macOS Universal Bundle target 10.6 for x86 and x86_64
Fix possible bot goal state NULL pointer dereference
Fix uninitialized bot_goal_t fields
Remove unnecessary NULL pointer check in Cmd_RemoveCommand
Make UI_DrawProportionalString handle NULL string
Fix compiling against macOS system OpenAL and SDL2 frameworks
Fix array index in CanDamage() function - discovered by MARTY
Fix compiling Makefile (broke in macOS frameworks commit)
Fix clearing keys for control in Team Arena UI
Make s_useOpenAL be CVAR_LATCH
Improvements for dedicated camera followers (team follow1/2)
Fix not closing description.txt and fix path seperator
Fix duplicate bots displayed in Team Arena ingame add bot menu
OpenGL2: Fix parsing specularScale in shaders
Don't allow SDL audio capture using pulseaudio
Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Limit -maltivec to specific source files on OpenBSD too (untested)
Use SDL 2.0.1 headers for macOS ppc64
Fix console offset while Team Arena voiceMenu is open
OpenGL2: Readd r_deluxeSpecular.
Fix client kicked as unpure when missing the latest cgame/ui pk3s
Don't create multiple windows when GL context creation fails
Require OpenGL 1.2 for GL_CLAMP_TO_EDGE
Fix Linux uninstaller requiring Bash
Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh
Reported by @illwieckz.
Fix in_restart causing fatal error while video is shutdown
Allow pkg-config binary to be overridden with PKG_CONFIG
Make testgun command without argument disable test gun model
Remove unused renderer_buffer variable
Don't upload 8 bit grayscale images as 16 bit luminance
OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Don't load non-core GL functions for OpenGL 3.2 core context
Load OpenGL ES 2.0 function procs
Don't check fixed function GL extensions when using shader pipeline
OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL2: Misc fixes and cleanup
Fix IQM root joint backlerp when joint number is more than 0
Improve IQM loading
Improve IQM CPU vertex skinning performance
OpenGL2: Add GPU vertex skinning for IQM models
2018-07-30 11:35:12 +00:00

792 lines
21 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "server.h"
/*
===============
SV_SendConfigstring
Creates and sends the server command necessary to update the CS index for the
given client
===============
*/
static void SV_SendConfigstring(client_t *client, int index)
{
int maxChunkSize = MAX_STRING_CHARS - 24;
int len;
len = strlen(sv.configstrings[index]);
if( len >= maxChunkSize ) {
int sent = 0;
int remaining = len;
char *cmd;
char buf[MAX_STRING_CHARS];
while (remaining > 0 ) {
if ( sent == 0 ) {
cmd = "bcs0";
}
else if( remaining < maxChunkSize ) {
cmd = "bcs2";
}
else {
cmd = "bcs1";
}
Q_strncpyz( buf, &sv.configstrings[index][sent],
maxChunkSize );
SV_SendServerCommand( client, "%s %i \"%s\"\n", cmd,
index, buf );
sent += (maxChunkSize - 1);
remaining -= (maxChunkSize - 1);
}
} else {
// standard cs, just send it
SV_SendServerCommand( client, "cs %i \"%s\"\n", index,
sv.configstrings[index] );
}
}
/*
===============
SV_UpdateConfigstrings
Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
Configstring indexes that have changed while the client was in CS_PRIMED
===============
*/
void SV_UpdateConfigstrings(client_t *client)
{
int index;
for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
// if the CS hasn't changed since we went to CS_PRIMED, ignore
if(!client->csUpdated[index])
continue;
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity &&
(client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
client->csUpdated[index] = qfalse;
}
}
/*
===============
SV_SetConfigstring
===============
*/
void SV_SetConfigstring (int index, const char *val) {
int i;
client_t *client;
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i", index);
}
if ( !val ) {
val = "";
}
// don't bother broadcasting an update if no change
if ( !strcmp( val, sv.configstrings[ index ] ) ) {
return;
}
// change the string in sv
Z_Free( sv.configstrings[index] );
sv.configstrings[index] = CopyString( val );
// send it to all the clients if we aren't
// spawning a new server
if ( sv.state == SS_GAME || sv.restarting ) {
// send the data to all relevant clients
for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
if ( client->state < CS_ACTIVE ) {
if ( client->state == CS_PRIMED )
client->csUpdated[ index ] = qtrue;
continue;
}
// do not always send server info to all clients
if ( index == CS_SERVERINFO && client->gentity && (client->gentity->r.svFlags & SVF_NOSERVERINFO) ) {
continue;
}
SV_SendConfigstring(client, index);
}
}
}
/*
===============
SV_GetConfigstring
===============
*/
void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i", index);
}
if ( !sv.configstrings[index] ) {
buffer[0] = 0;
return;
}
Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
}
/*
===============
SV_SetUserinfo
===============
*/
void SV_SetUserinfo( int index, const char *val ) {
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i", index);
}
if ( !val ) {
val = "";
}
Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
}
/*
===============
SV_GetUserinfo
===============
*/
void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
if ( bufferSize < 1 ) {
Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
}
if ( index < 0 || index >= sv_maxclients->integer ) {
Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i", index);
}
Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
}
/*
================
SV_CreateBaseline
Entity baselines are used to compress non-delta messages
to the clients -- only the fields that differ from the
baseline will be transmitted
================
*/
static void SV_CreateBaseline( void ) {
sharedEntity_t *svent;
int entnum;
for ( entnum = 1; entnum < sv.num_entities ; entnum++ ) {
svent = SV_GentityNum(entnum);
if (!svent->r.linked) {
continue;
}
svent->s.number = entnum;
//
// take current state as baseline
//
sv.svEntities[entnum].baseline = svent->s;
}
}
/*
===============
SV_BoundMaxClients
===============
*/
static void SV_BoundMaxClients( int minimum ) {
// get the current maxclients value
Cvar_Get( "sv_maxclients", "8", 0 );
sv_maxclients->modified = qfalse;
if ( sv_maxclients->integer < minimum ) {
Cvar_Set( "sv_maxclients", va("%i", minimum) );
} else if ( sv_maxclients->integer > MAX_CLIENTS ) {
Cvar_Set( "sv_maxclients", va("%i", MAX_CLIENTS) );
}
}
/*
===============
SV_Startup
Called when a host starts a map when it wasn't running
one before. Successive map or map_restart commands will
NOT cause this to be called, unless the game is exited to
the menu system first.
===============
*/
static void SV_Startup( void ) {
if ( svs.initialized ) {
Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
}
SV_BoundMaxClients( 1 );
svs.clients = Z_Malloc (sizeof(client_t) * sv_maxclients->integer );
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
svs.initialized = qtrue;
// Don't respect sv_killserver unless a server is actually running
if ( sv_killserver->integer ) {
Cvar_Set( "sv_killserver", "0" );
}
Cvar_Set( "sv_running", "1" );
// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
NET_JoinMulticast6();
}
/*
==================
SV_ChangeMaxClients
==================
*/
void SV_ChangeMaxClients( void ) {
int oldMaxClients;
int i;
client_t *oldClients;
int count;
// get the highest client number in use
count = 0;
for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
if (i > count)
count = i;
}
}
count++;
oldMaxClients = sv_maxclients->integer;
// never go below the highest client number in use
SV_BoundMaxClients( count );
// if still the same
if ( sv_maxclients->integer == oldMaxClients ) {
return;
}
oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
// copy the clients to hunk memory
for ( i = 0 ; i < count ; i++ ) {
if ( svs.clients[i].state >= CS_CONNECTED ) {
oldClients[i] = svs.clients[i];
}
else {
Com_Memset(&oldClients[i], 0, sizeof(client_t));
}
}
// free old clients arrays
Z_Free( svs.clients );
// allocate new clients
svs.clients = Z_Malloc ( sv_maxclients->integer * sizeof(client_t) );
Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
// copy the clients over
for ( i = 0 ; i < count ; i++ ) {
if ( oldClients[i].state >= CS_CONNECTED ) {
svs.clients[i] = oldClients[i];
}
}
// free the old clients on the hunk
Hunk_FreeTempMemory( oldClients );
// allocate new snapshot entities
if ( com_dedicated->integer ) {
svs.numSnapshotEntities = sv_maxclients->integer * PACKET_BACKUP * MAX_SNAPSHOT_ENTITIES;
} else {
// we don't need nearly as many when playing locally
svs.numSnapshotEntities = sv_maxclients->integer * 4 * MAX_SNAPSHOT_ENTITIES;
}
}
/*
================
SV_ClearServer
================
*/
static void SV_ClearServer(void) {
int i;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( sv.configstrings[i] ) {
Z_Free( sv.configstrings[i] );
}
}
Com_Memset (&sv, 0, sizeof(sv));
}
/*
================
SV_TouchFile
================
*/
static void SV_TouchFile( const char *filename ) {
fileHandle_t f;
FS_FOpenFileRead( filename, &f, qfalse );
if ( f ) {
FS_FCloseFile( f );
}
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is NOT called for map_restart
================
*/
void SV_SpawnServer( char *server, qboolean killBots ) {
int i;
int checksum;
qboolean isBot;
char systemInfo[16384];
const char *p;
// shut down the existing game if it is running
SV_ShutdownGameProgs();
Com_Printf ("------ Server Initialization ------\n");
Com_Printf ("Server: %s\n",server);
// if not running a dedicated server CL_MapLoading will connect the client to the server
// also print some status stuff
CL_MapLoading();
// make sure all the client stuff is unloaded
CL_ShutdownAll(qfalse);
// clear the whole hunk because we're (re)loading the server
Hunk_Clear();
// clear collision map data
CM_ClearMap();
// init client structures and svs.numSnapshotEntities
if ( !Cvar_VariableValue("sv_running") ) {
SV_Startup();
} else {
// check for maxclients change
if ( sv_maxclients->modified ) {
SV_ChangeMaxClients();
}
}
// clear pak references
FS_ClearPakReferences(0);
// allocate the snapshot entities on the hunk
svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
svs.nextSnapshotEntities = 0;
// toggle the server bit so clients can detect that a
// server has changed
svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
// set nextmap to the same map, but it may be overriden
// by the game startup or another console command
Cvar_Set( "nextmap", "map_restart 0");
// Cvar_Set( "nextmap", va("map %s", server) );
for (i=0 ; i<sv_maxclients->integer ; i++) {
// save when the server started for each client already connected
if (svs.clients[i].state >= CS_CONNECTED) {
svs.clients[i].oldServerTime = sv.time;
}
}
// wipe the entire per-level structure
SV_ClearServer();
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
sv.configstrings[i] = CopyString("");
}
// make sure we are not paused
Cvar_Set("cl_paused", "0");
// get a new checksum feed and restart the file system
sv.checksumFeed = ( ((unsigned int)rand() << 16) ^ (unsigned int)rand() ) ^ Com_Milliseconds();
FS_Restart( sv.checksumFeed );
CM_LoadMap( va("maps/%s.bsp", server), qfalse, &checksum );
// set serverinfo visible name
Cvar_Set( "mapname", server );
Cvar_Set( "sv_mapChecksum", va("%i",checksum) );
// serverid should be different each time
sv.serverId = com_frameTime;
sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
sv.checksumFeedServerId = sv.serverId;
Cvar_Set( "sv_serverid", va("%i", sv.serverId ) );
// clear physics interaction links
SV_ClearWorld ();
// media configstring setting should be done during
// the loading stage, so connected clients don't have
// to load during actual gameplay
sv.state = SS_LOADING;
// load and spawn all other entities
SV_InitGameProgs();
// don't allow a map_restart if game is modified
sv_gametype->modified = qfalse;
// run a few frames to allow everything to settle
for (i = 0;i < 3; i++)
{
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
}
// create a baseline for more efficient communications
SV_CreateBaseline ();
for (i=0 ; i<sv_maxclients->integer ; i++) {
// send the new gamestate to all connected clients
if (svs.clients[i].state >= CS_CONNECTED) {
char *denied;
if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
if ( killBots ) {
SV_DropClient( &svs.clients[i], "" );
continue;
}
isBot = qtrue;
}
else {
isBot = qfalse;
}
// connect the client again
denied = VM_ExplicitArgPtr( gvm, VM_Call( gvm, GAME_CLIENT_CONNECT, i, qfalse, isBot ) ); // firstTime = qfalse
if ( denied ) {
// this generally shouldn't happen, because the client
// was connected before the level change
SV_DropClient( &svs.clients[i], denied );
} else {
if( !isBot ) {
// when we get the next packet from a connected client,
// the new gamestate will be sent
svs.clients[i].state = CS_CONNECTED;
}
else {
client_t *client;
sharedEntity_t *ent;
client = &svs.clients[i];
client->state = CS_ACTIVE;
ent = SV_GentityNum( i );
ent->s.number = i;
client->gentity = ent;
client->deltaMessage = -1;
client->lastSnapshotTime = 0; // generate a snapshot immediately
VM_Call( gvm, GAME_CLIENT_BEGIN, i );
}
}
}
}
// run another frame to allow things to look at all the players
VM_Call (gvm, GAME_RUN_FRAME, sv.time);
SV_BotFrame (sv.time);
sv.time += 100;
svs.time += 100;
// Force sv_pure to off.
if (sv_pure->integer && com_fs_unpure->integer) {
Cvar_Set( "sv_pure", "0" );
}
if ( sv_pure->integer ) {
// the server sends these to the clients so they will only
// load pk3s also loaded at the server
p = FS_LoadedPakChecksums();
Cvar_Set( "sv_paks", p );
if (strlen(p) == 0) {
Com_Printf( "WARNING: sv_pure set but no PK3 files loaded\n" );
}
p = FS_LoadedPakNames();
Cvar_Set( "sv_pakNames", p );
// we need to touch the cgame and ui qvm because they could be in
// separate pk3 files and the client will need to download the pk3
// files with the latest cgame and ui qvm to pass the pure check
SV_TouchFile( "vm/cgame.qvm" );
SV_TouchFile( "vm/ui.qvm" );
}
else {
Cvar_Set( "sv_paks", "" );
Cvar_Set( "sv_pakNames", "" );
}
// the server sends these to the clients so they can figure
// out which pk3s should be auto-downloaded
p = FS_ReferencedPakChecksums();
Cvar_Set( "sv_referencedPaks", p );
p = FS_ReferencedPakNames();
Cvar_Set( "sv_referencedPakNames", p );
// save systeminfo and serverinfo strings
Q_strncpyz( systemInfo, Cvar_InfoString_Big( CVAR_SYSTEMINFO ), sizeof( systemInfo ) );
cvar_modifiedFlags &= ~CVAR_SYSTEMINFO;
SV_SetConfigstring( CS_SYSTEMINFO, systemInfo );
SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO ) );
cvar_modifiedFlags &= ~CVAR_SERVERINFO;
// any media configstring setting now should issue a warning
// and any configstring changes should be reliably transmitted
// to all clients
sv.state = SS_GAME;
// send a heartbeat now so the master will get up to date info
SV_Heartbeat_f();
Hunk_SetMark();
#ifndef DEDICATED
if ( com_dedicated->integer ) {
// restart renderer in order to show console for dedicated servers
// launched through the regular binary
CL_StartHunkUsers( qtrue );
}
#endif
Com_Printf ("-----------------------------------\n");
}
/*
===============
SV_Init
Only called at main exe startup, not for each game
===============
*/
void SV_Init (void)
{
int index;
SV_AddOperatorCommands ();
// serverinfo vars
Cvar_Get ("dmflags", "0", CVAR_SERVERINFO);
Cvar_Get ("fraglimit", "20", CVAR_SERVERINFO);
Cvar_Get ("timelimit", "0", CVAR_SERVERINFO);
sv_gametype = Cvar_Get ("g_gametype", "0", CVAR_SERVERINFO | CVAR_LATCH );
Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO);
sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM);
sv_privateClients = Cvar_Get ("sv_privateClients", "0", CVAR_SERVERINFO);
sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE );
sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
sv_minRate = Cvar_Get ("sv_minRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_maxRate = Cvar_Get ("sv_maxRate", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_dlRate = Cvar_Get("sv_dlRate", "100", CVAR_ARCHIVE | CVAR_SERVERINFO);
sv_minPing = Cvar_Get ("sv_minPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_maxPing = Cvar_Get ("sv_maxPing", "0", CVAR_ARCHIVE | CVAR_SERVERINFO );
sv_floodProtect = Cvar_Get ("sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO );
// systeminfo
Cvar_Get ("sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM );
sv_serverid = Cvar_Get ("sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM );
if (com_fs_unpure && com_fs_unpure->integer) {
sv_pure = Cvar_Get ("sv_pure", "0", CVAR_SYSTEMINFO | CVAR_ROM );
} else {
sv_pure = Cvar_Get ("sv_pure", "1", CVAR_SYSTEMINFO );
}
#ifdef USE_VOIP
sv_voip = Cvar_Get("sv_voip", "1", CVAR_LATCH);
Cvar_CheckRange(sv_voip, 0, 1, qtrue);
sv_voipProtocol = Cvar_Get("sv_voipProtocol", sv_voip->integer ? "opus" : "", CVAR_SYSTEMINFO | CVAR_ROM );
#endif
Cvar_Get ("sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM );
Cvar_Get ("sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM );
// server vars
sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP );
sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP );
sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP );
sv_timeout = Cvar_Get ("sv_timeout", "200", CVAR_TEMP );
sv_zombietime = Cvar_Get ("sv_zombietime", "2", CVAR_TEMP );
Cvar_Get ("nextmap", "", CVAR_TEMP );
sv_allowDownload = Cvar_Get ("sv_allowDownload", "0", CVAR_SERVERINFO);
Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE);
sv_master[0] = Cvar_Get("sv_master1", MASTER_SERVER_NAME, 0);
sv_master[1] = Cvar_Get("sv_master2", "master.ioquake3.org", 0);
for(index = 2; index < MAX_MASTER_SERVERS; index++)
sv_master[index] = Cvar_Get(va("sv_master%d", index + 1), "", CVAR_ARCHIVE);
sv_reconnectlimit = Cvar_Get ("sv_reconnectlimit", "3", 0);
sv_showloss = Cvar_Get ("sv_showloss", "0", 0);
sv_padPackets = Cvar_Get ("sv_padPackets", "0", 0);
sv_killserver = Cvar_Get ("sv_killserver", "0", 0);
sv_mapChecksum = Cvar_Get ("sv_mapChecksum", "", CVAR_ROM);
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
#ifndef STANDALONE
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
#endif
sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE);
// initialize bot cvars so they are listed and can be set before loading the botlib
SV_BotInitCvars();
// init the botlib here because we need the pre-compiler in the UI
SV_BotInitBotLib();
// Load saved bans
Cbuf_AddText("rehashbans\n");
}
/*
==================
SV_FinalMessage
Used by SV_Shutdown to send a final message to all
connected clients before the server goes down. The messages are sent immediately,
not just stuck on the outgoing message list, because the server is going
to totally exit after returning from this function.
==================
*/
void SV_FinalMessage( char *message ) {
int i, j;
client_t *cl;
// send it twice, ignoring rate
for ( j = 0 ; j < 2 ; j++ ) {
for (i=0, cl = svs.clients ; i < sv_maxclients->integer ; i++, cl++) {
if (cl->state >= CS_CONNECTED) {
// don't send a disconnect to a local client
if ( cl->netchan.remoteAddress.type != NA_LOOPBACK ) {
SV_SendServerCommand( cl, "print \"%s\n\"\n", message );
SV_SendServerCommand( cl, "disconnect \"%s\"", message );
}
// force a snapshot to be sent
cl->lastSnapshotTime = 0;
SV_SendClientSnapshot( cl );
}
}
}
}
/*
================
SV_Shutdown
Called when each game quits,
before Sys_Quit or Sys_Error
================
*/
void SV_Shutdown( char *finalmsg ) {
if ( !com_sv_running || !com_sv_running->integer ) {
return;
}
Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg );
NET_LeaveMulticast6();
if ( svs.clients && !com_errorEntered ) {
SV_FinalMessage( finalmsg );
}
SV_RemoveOperatorCommands();
SV_MasterShutdown();
SV_ShutdownGameProgs();
// free current level
SV_ClearServer();
// free server static data
if(svs.clients)
{
int index;
for(index = 0; index < sv_maxclients->integer; index++)
SV_FreeClient(&svs.clients[index]);
Z_Free(svs.clients);
}
Com_Memset( &svs, 0, sizeof( svs ) );
Cvar_Set( "sv_running", "0" );
Cvar_Set("ui_singlePlayerActive", "0");
Com_Printf( "---------------------------\n" );
// disconnect any local clients
if( sv_killserver->integer != 2 )
CL_Disconnect( qfalse );
}