/* =========================================================================== 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 =========================================================================== */ // server.h #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "../qcommon/vm_local.h" #include "../game/g_public.h" #include "../game/bg_public.h" //============================================================================= #define PERS_SCORE 0 // !!! MUST NOT CHANGE, SERVER AND // GAME BOTH REFERENCE !!! #define MAX_ENT_CLUSTERS 16 typedef struct svEntity_s { struct worldSector_s *worldSector; struct svEntity_s *nextEntityInWorldSector; entityState_t baseline; // for delta compression of initial sighting int numClusters; // if -1, use headnode instead int clusternums[MAX_ENT_CLUSTERS]; int lastCluster; // if all the clusters don't fit in clusternums int areanum, areanum2; int snapshotCounter; // used to prevent double adding from portal views } svEntity_t; typedef enum { SS_DEAD, // no map loaded SS_LOADING, // spawning level entities SS_GAME // actively running } serverState_t; // we might not use all MAX_GENTITIES every frame // so leave more room for slow-snaps clients etc. #define NUM_SNAPSHOT_FRAMES (PACKET_BACKUP*4) typedef struct snapshotFrame_s { entityState_t *ents[ MAX_GENTITIES ]; int frameNum; int start; int count; } snapshotFrame_t; typedef struct { serverState_t state; qboolean restarting; // if true, send configstring changes during SS_LOADING int serverId; // changes each server start int restartedServerId; // serverId before a map_restart int checksumFeed; // the feed key that we use to compute the pure checksum strings // https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475 // the serverId associated with the current checksumFeed (always <= serverId) int checksumFeedServerId; int snapshotCounter; // incremented for each snapshot built int timeResidual; // <= 1000 / sv_frame->value char *configstrings[MAX_CONFIGSTRINGS]; svEntity_t svEntities[MAX_GENTITIES]; const char *entityParsePoint; // used during game VM init // the game virtual machine will update these on init and changes sharedEntity_t *gentities; int gentitySize; int num_entities; // current number, <= MAX_GENTITIES playerState_t *gameClients; int gameClientSize; // will be > sizeof(playerState_t) due to game private data int restartTime; int time; byte baselineUsed[ MAX_GENTITIES ]; } server_t; typedef struct { int areabytes; byte areabits[MAX_MAP_AREA_BYTES]; // portalarea visibility bits playerState_t ps; int num_entities; #if 0 int first_entity; // into the circular sv_packet_entities[] // the entities MUST be in increasing state number // order, otherwise the delta compression will fail #endif int messageSent; // time the message was transmitted int messageAcked; // time the message was acked int messageSize; // used to rate drop packets int frameNum; // from snapshot storage to compare with last valid entityState_t *ents[ MAX_SNAPSHOT_ENTITIES ]; } clientSnapshot_t; typedef enum { CS_FREE = 0, // can be reused for a new connection CS_ZOMBIE, // client has been disconnected, but don't reuse // connection for a couple seconds CS_CONNECTED, // has been assigned to a client_t, but no gamestate yet CS_PRIMED, // gamestate has been sent, but client hasn't sent a usercmd CS_ACTIVE // client is fully in game } clientState_t; typedef struct netchan_buffer_s { msg_t msg; byte msgBuffer[MAX_MSGLEN]; char clientCommandString[MAX_STRING_CHARS]; // valid command string for SV_Netchan_Encode struct netchan_buffer_s *next; } netchan_buffer_t; typedef struct rateLimit_s { int lastTime; int burst; } rateLimit_t; typedef struct leakyBucket_s leakyBucket_t; struct leakyBucket_s { netadrtype_t type; union { byte _4[4]; byte _6[16]; } ipv; rateLimit_t rate; int hash; int toxic; leakyBucket_t *prev, *next; }; typedef struct client_s { clientState_t state; char userinfo[MAX_INFO_STRING]; // name, etc char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; int reliableSequence; // last added reliable message, not necessarily sent or acknowledged yet int reliableAcknowledge; // last acknowledged reliable message int messageAcknowledge; int gamestateMessageNum; // netchan->outgoingSequence of gamestate int challenge; usercmd_t lastUsercmd; int lastClientCommand; // reliable client message sequence char lastClientCommandString[MAX_STRING_CHARS]; sharedEntity_t *gentity; // SV_GentityNum(clientnum) char name[MAX_NAME_LENGTH]; // extracted from userinfo, high bits masked // downloading char downloadName[MAX_QPATH]; // if not empty string, we are downloading fileHandle_t download; // file being downloaded int downloadSize; // total bytes (can't use EOF because of paks) int downloadCount; // bytes sent int downloadClientBlock; // last block we sent to the client, awaiting ack int downloadCurrentBlock; // current block number int downloadXmitBlock; // last block we xmited unsigned char *downloadBlocks[MAX_DOWNLOAD_WINDOW]; // the buffers for the download blocks int downloadBlockSize[MAX_DOWNLOAD_WINDOW]; qboolean downloadEOF; // We have sent the EOF block int downloadSendTime; // time we last got an ack from the client int deltaMessage; // frame last client usercmd message int lastPacketTime; // svs.time when packet was last received int lastConnectTime; // svs.time when connection started int lastDisconnectTime; int lastSnapshotTime; // svs.time of last sent snapshot qboolean rateDelayed; // true if nextSnapshotTime was set based on rate instead of snapshotMsec int timeoutCount; // must timeout a few frames in a row so debugging doesn't break clientSnapshot_t frames[PACKET_BACKUP]; // updates can be delta'd from here int ping; int rate; // bytes / second, 0 - unlimited int snapshotMsec; // requests a snapshot every snapshotMsec unless rate choked qboolean pureAuthentic; qboolean gotCP; // TTimo - additional flag to distinguish between a bad pure checksum, and no cp command at all netchan_t netchan; // TTimo // queuing outgoing fragmented messages to send them properly, without udp packet bursts // in case large fragmented messages are stacking up // buffer them into this queue, and hand them out to netchan as needed netchan_buffer_t *netchan_start_queue; netchan_buffer_t **netchan_end_queue; int oldServerTime; qboolean csUpdated[MAX_CONFIGSTRINGS]; qboolean compat; // flood protection rateLimit_t cmd_rate; rateLimit_t info_rate; rateLimit_t gamestate_rate; // client can decode long strings qboolean longstr; qboolean justConnected; char tld[3]; // "XX\0" const char *country; } client_t; //============================================================================= // this structure will be cleared only when the game dll changes typedef struct { qboolean initialized; // sv_init has completed int time; // will be strictly increasing across level changes int msgTime; // will be used as precise sent time int snapFlagServerBit; // ^= SNAPFLAG_SERVERCOUNT every SV_SpawnServer() client_t *clients; // [sv_maxclients->integer]; int numSnapshotEntities; // PACKET_BACKUP*MAX_SNAPSHOT_ENTITIES entityState_t *snapshotEntities; // [numSnapshotEntities] int nextHeartbeatTime; netadr_t authorizeAddress; // for rcon return messages int masterResolveTime[MAX_MASTER_SERVERS]; // next svs.time that server should do dns lookup for master server // common snapshot storage int freeStorageEntities; int currentStoragePosition; // next snapshotEntities to use int snapshotFrame; // incremented with each common snapshot built int currentSnapshotFrame; // for initializing empty frames int lastValidFrame; // updated with each snapshot built snapshotFrame_t snapFrames[ NUM_SNAPSHOT_FRAMES ]; snapshotFrame_t *currFrame; // current frame that clients can refer } serverStatic_t; #ifdef USE_BANS #define SERVER_MAXBANS 1024 // Structure for managing bans typedef struct { netadr_t ip; // For a CIDR-Notation type suffix int subnet; qboolean isexception; } serverBan_t; #endif //============================================================================= extern serverStatic_t svs; // persistant server info across maps extern server_t sv; // cleared each map extern vm_t *gvm; // game virtual machine extern cvar_t *sv_fps; extern cvar_t *sv_timeout; extern cvar_t *sv_zombietime; extern cvar_t *sv_rconPassword; extern cvar_t *sv_privatePassword; extern cvar_t *sv_allowDownload; extern cvar_t *sv_maxclients; extern cvar_t *sv_maxclientsPerIP; extern cvar_t *sv_clientTLD; extern cvar_t *sv_privateClients; extern cvar_t *sv_hostname; extern cvar_t *sv_master[MAX_MASTER_SERVERS]; extern cvar_t *sv_reconnectlimit; extern cvar_t *sv_padPackets; extern cvar_t *sv_killserver; extern cvar_t *sv_mapname; extern cvar_t *sv_mapChecksum; extern cvar_t *sv_referencedPakNames; extern cvar_t *sv_serverid; extern cvar_t *sv_minRate; extern cvar_t *sv_maxRate; extern cvar_t *sv_dlRate; extern cvar_t *sv_gametype; extern cvar_t *sv_pure; extern cvar_t *sv_floodProtect; extern cvar_t *sv_viewdistance; extern cvar_t *sv_lanForceRate; extern cvar_t *sv_levelTimeReset; extern cvar_t *sv_filter; #ifdef USE_BANS extern cvar_t *sv_banFile; extern serverBan_t serverBans[SERVER_MAXBANS]; extern int serverBansCount; #endif //=========================================================== // // sv_main.c // qboolean SVC_RateLimit( rateLimit_t *bucket, int burst, int period ); qboolean SVC_RateLimitAddress( const netadr_t *from, int burst, int period ); void SVC_RateRestoreBurstAddress( const netadr_t *from, int burst, int period ); void SVC_RateRestoreToxicAddress( const netadr_t *from, int burst, int period ); void SVC_RateDropAddress( const netadr_t *from, int burst, int period ); void QDECL SV_SendServerCommand( client_t *cl, const char *fmt, ...) __attribute__ ((format (printf, 2, 3))); void SV_AddOperatorCommands( void ); void SV_RemoveOperatorCommands( void ); void SV_MasterShutdown( void ); int SV_RateMsec( const client_t *client ); // // sv_init.c // void SV_SetConfigstring( int index, const char *val ); void SV_GetConfigstring( int index, char *buffer, int bufferSize ); void SV_UpdateConfigstrings( client_t *client ); void SV_SetUserinfo( int index, const char *val ); void SV_GetUserinfo( int index, char *buffer, int bufferSize ); void SV_ChangeMaxClients( void ); void SV_SpawnServer( const char *mapname, qboolean killBots ); // // sv_client.c // void SV_GetChallenge( const netadr_t *from ); void SV_InitChallenger( void ); void SV_DirectConnect( const netadr_t *from ); void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ); void SV_UserinfoChanged( client_t *cl, qboolean updateUserinfo, qboolean runFilter ); void SV_ClientEnterWorld( client_t *client, usercmd_t *cmd ); void SV_FreeClient( client_t *client ); void SV_DropClient( client_t *drop, const char *reason ); qboolean SV_ExecuteClientCommand( client_t *cl, const char *s ); void SV_ClientThink( client_t *cl, usercmd_t *cmd ); int SV_SendDownloadMessages( void ); int SV_SendQueuedMessages( void ); void SV_FreeIP4DB( void ); void SV_PrintLocations_f( client_t *client ); // // sv_ccmds.c // void SV_Heartbeat_f( void ); client_t *SV_GetPlayerByHandle( void ); // // sv_snapshot.c // void SV_AddServerCommand( client_t *client, const char *cmd ); void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ); void SV_WriteFrameToClient( client_t *client, msg_t *msg ); void SV_SendMessageToClient( msg_t *msg, client_t *client ); void SV_SendClientMessages( void ); void SV_SendClientSnapshot( client_t *client ); void SV_InitSnapshotStorage( void ); void SV_IssueNewSnapshot( void ); int SV_RemainingGameState( void ); // // sv_game.c // int SV_NumForGentity( sharedEntity_t *ent ); sharedEntity_t *SV_GentityNum( int num ); playerState_t *SV_GameClientNum( int num ); svEntity_t *SV_SvEntityForGentity( sharedEntity_t *gEnt ); sharedEntity_t *SV_GEntityForSvEntity( svEntity_t *svEnt ); void SV_InitGameProgs ( void ); void SV_ShutdownGameProgs ( void ); void SV_RestartGameProgs( void ); qboolean SV_inPVS (const vec3_t p1, const vec3_t p2); // // sv_bot.c // void SV_BotFrame( int time ); int SV_BotAllocateClient(void); void SV_BotFreeClient( int clientNum ); void SV_BotInitCvars(void); int SV_BotLibSetup( void ); int SV_BotLibShutdown( void ); int SV_BotGetSnapshotEntity( int client, int ent ); int SV_BotGetConsoleMessage( int client, char *buf, int size ); int BotImport_DebugPolygonCreate(int color, int numPoints, vec3_t *points); void BotImport_DebugPolygonDelete(int id); void SV_BotInitBotLib(void); //============================================================ // // high level object sorting to reduce interaction tests // void SV_ClearWorld (void); // called after the world model has been loaded, before linking any entities void SV_UnlinkEntity( sharedEntity_t *ent ); // call before removing an entity, and before trying to move one, // so it doesn't clip against itself void SV_LinkEntity( sharedEntity_t *ent ); // Needs to be called any time an entity changes origin, mins, maxs, // or solid. Automatically unlinks if needed. // sets ent->r.absmin and ent->r.absmax // sets ent->leafnums[] for pvs determination even if the entity // is not solid clipHandle_t SV_ClipHandleForEntity( const sharedEntity_t *ent ); void SV_SectorList_f( void ); int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ); // fills in a table of entity numbers with entities that have bounding boxes // that intersect the given area. It is possible for a non-axial bmodel // to be returned that doesn't actually intersect the area on an exact // test. // returns the number of pointers filled in // The world entity is never returned in this list. int SV_PointContents( const vec3_t p, int passEntityNum ); // returns the CONTENTS_* value from the world and all entities at the given point. void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, qboolean capsule ); // mins and maxs are relative // if the entire move stays in a solid volume, trace.allsolid will be set, // trace.startsolid will be set, and trace.fraction will be 0 // if the starting point is in a solid, it will be allowed to move out // to an open area // passEntityNum is explicitly excluded from clipping checks (normally ENTITYNUM_NONE) void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, qboolean capsule ); // clip to a specific entity // // sv_net_chan.c // void SV_Netchan_Transmit( client_t *client, msg_t *msg); int SV_Netchan_TransmitNextFragment( client_t *client ); qboolean SV_Netchan_Process( client_t *client, msg_t *msg ); void SV_Netchan_FreeQueue( client_t *client ); // // sv_filter.c // void SV_LoadFilters( const char *filename ); const char *SV_RunFilters( const char *userinfo, const netadr_t *addr ); void SV_AddFilter_f( void ); void SV_AddFilterCmd_f( void );