/* =========================================================================== 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; const 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\"", cmd, index, buf ); sent += (maxChunkSize - 1); remaining -= (maxChunkSize - 1); } } else { // standard cs, just send it SV_SendServerCommand( client, "cs %i \"%s\"", 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 && ( SV_GentityNum( client - svs.clients )->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 && ( SV_GentityNum( i )->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 *ent; int entnum; for ( entnum = 0; entnum < sv.num_entities ; entnum++ ) { ent = SV_GentityNum( entnum ); if ( !ent->r.linked ) { continue; } ent->s.number = entnum; // // take current state as baseline // sv.svEntities[ entnum ].baseline = ent->s; sv.baselineUsed[ entnum ] = 1; } } /* =============== 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) ); } } /* =============== SV_SetSnapshotParams =============== */ static void SV_SetSnapshotParams( void ) { // PACKET_BACKUP frames is just about 6.67MB so use that even on listen servers svs.numSnapshotEntities = PACKET_BACKUP * MAX_GENTITIES; } /* =============== 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_TagMalloc( sv_maxclients->integer * sizeof( client_t ), TAG_CLIENTS ); Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof( client_t ) ); SV_SetSnapshotParams(); 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. #ifdef USE_IPV6 NET_JoinMulticast6(); #endif } /* ================== 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_TagMalloc( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS ); 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 ); SV_SetSnapshotParams(); } /* ================ 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] ); } } if ( !sv_levelTimeReset->integer ) { i = sv.time; Com_Memset( &sv, 0, sizeof( sv ) ); sv.time = i; } else { Com_Memset( &sv, 0, sizeof( sv ) ); } } /* ================ 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( const char *mapname, qboolean killBots ) { int i; int checksum; qboolean isBot; const char *p; // shut down the existing game if it is running SV_ShutdownGameProgs(); Com_Printf( "------ Server Initialization ------\n" ); Com_Printf( "Server: %s\n", mapname ); Sys_SetStatus( "Initializing server..." ); #ifndef DEDICATED // 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(); #endif // clear the whole hunk because we're (re)loading the server Hunk_Clear(); // clear collision map data CM_ClearMap(); // timescale can be updated before SV_Frame() and cause division-by-zero in SV_RateMsec() Cvar_CheckRange( com_timescale, "0.001", NULL, CV_FLOAT ); // Restart renderer? // CL_StartHunkUsers( ); // init client structures and svs.numSnapshotEntities if ( !Cvar_VariableIntegerValue( "sv_running" ) ) { SV_Startup(); } else { // check for maxclients change if ( sv_maxclients->modified ) { SV_ChangeMaxClients(); } } #ifndef DEDICATED // remove pure paks that may left from client-side FS_PureServerSetLoadedPaks( "", "" ); FS_PureServerSetReferencedPaks( "", "" ); #endif // clear pak references FS_ClearPakReferences( 0 ); // allocate the snapshot entities on the hunk svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high ); // initialize snapshot storage SV_InitSnapshotStorage(); // 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 overridden // by the game startup or another console command Cvar_Set( "nextmap", "map_restart 0" ); // Cvar_Set( "nextmap", va("map %s", server) ); // try to reset level time if server is empty if ( !sv_levelTimeReset->integer && !sv.restartTime ) { for ( i = 0; i < sv_maxclients->integer; i++ ) { if ( svs.clients[i].state >= CS_CONNECTED ) { break; } } if ( i == sv_maxclients->integer ) { sv.time = 0; } } 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 && sv_levelTimeReset->integer ) { svs.clients[i].oldServerTime = sv.time; } else { svs.clients[i].oldServerTime = 0; } } // 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 #ifndef DEDICATED Cvar_Set( "cl_paused", "0" ); #endif // get latched value Cvar_Get( "sv_pure", "1", CVAR_SYSTEMINFO | CVAR_LATCH ); // get a new checksum feed and restart the file system srand( Com_Milliseconds() ); Com_RandomBytes( (byte*)&sv.checksumFeed, sizeof( sv.checksumFeed ) ); FS_Restart( sv.checksumFeed ); Sys_SetStatus( "Loading map %s", mapname ); CM_LoadMap( va( "maps/%s.bsp", mapname ), qfalse, &checksum ); // set serverinfo visible name Cvar_Set( "mapname", mapname ); 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; // make sure that level time is not zero //sv.time = sv.time ? sv.time : 8; // load and spawn all other entities SV_InitGameProgs(); // don't allow a map_restart if game is modified sv_gametype->modified = qfalse; sv_pure->modified = qfalse; // run a few frames to allow everything to settle for ( i = 0; i < 3; i++ ) { sv.time += 100; VM_Call( gvm, 1, GAME_RUN_FRAME, sv.time ); SV_BotFrame( sv.time ); } // 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 ) { const char *denied; if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) { if ( killBots ) { SV_DropClient( &svs.clients[i], "was kicked" ); continue; } isBot = qtrue; } else { isBot = qfalse; } // connect the client again denied = GVM_ArgPtr( VM_Call( gvm, 3, 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 = client->netchan.outgoingSequence - ( PACKET_BACKUP + 1 ); // force delta reset client->lastSnapshotTime = svs.time - 9999; // generate a snapshot immediately VM_Call( gvm, 1, GAME_CLIENT_BEGIN, i ); } } } } // run another frame to allow things to look at all the players sv.time += 100; VM_Call( gvm, 1, GAME_RUN_FRAME, sv.time ); SV_BotFrame( sv.time ); svs.time += 100; // 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 FS_TouchFileInPak( "vm/cgame.qvm" ); FS_TouchFileInPak( "vm/ui.qvm" ); // the server sends these to the clients so they can figure // out which pk3s should be auto-downloaded p = FS_ReferencedPakNames(); if ( FS_ExcludeReference() ) { // \fs_excludeReference may mask our current ui/cgame qvms FS_TouchFileInPak( "vm/cgame.qvm" ); FS_TouchFileInPak( "vm/ui.qvm" ); // rebuild referenced paks list p = FS_ReferencedPakNames(); } Cvar_Set( "sv_referencedPakNames", p ); p = FS_ReferencedPakChecksums(); Cvar_Set( "sv_referencedPaks", p ); Cvar_Set( "sv_paks", "" ); Cvar_Set( "sv_pakNames", "" ); // not used on client-side if ( sv_pure->integer ) { int freespace, pakslen, infolen; qboolean overflowed = qfalse; qboolean infoTruncated = qfalse; p = FS_LoadedPakChecksums( &overflowed ); pakslen = strlen( p ) + 9; // + strlen( "\\sv_paks\\" ) freespace = SV_RemainingGameState(); infolen = strlen( Cvar_InfoString_Big( CVAR_SYSTEMINFO, &infoTruncated ) ); if ( infoTruncated ) { Com_Printf( S_COLOR_YELLOW "WARNING: truncated systeminfo!\n" ); } if ( pakslen > freespace || infolen + pakslen >= BIG_INFO_STRING || overflowed ) { // switch to degraded pure mode // this could *potentially* lead to a false "unpure client" detection // which is better than guaranteed drop Com_DPrintf( S_COLOR_YELLOW "WARNING: skipping sv_paks setup to avoid gamestate overflow\n" ); } else { // the server sends these to the clients so they will only // load pk3s also loaded at the server Cvar_Set( "sv_paks", p ); if ( *p == '\0' ) { Com_Printf( S_COLOR_YELLOW "WARNING: sv_pure set but no PK3 files loaded\n" ); } } } // save systeminfo and serverinfo strings SV_SetConfigstring( CS_SYSTEMINFO, Cvar_InfoString_Big( CVAR_SYSTEMINFO, NULL ) ); cvar_modifiedFlags &= ~CVAR_SYSTEMINFO; SV_SetConfigstring( CS_SERVERINFO, Cvar_InfoString( CVAR_SERVERINFO, NULL ) ); 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(); Com_Printf ("-----------------------------------\n"); Sys_SetStatus( "Running map %s", mapname ); } /* =============== SV_Init Only called at main exe startup, not for each game =============== */ void SV_Init( void ) { int index; SV_AddOperatorCommands(); if ( com_dedicated->integer ) SV_AddDedicatedCommands(); // 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_SetDescription( sv_gametype, "Set the gametype to mod." ); Cvar_Get ("sv_keywords", "", CVAR_SERVERINFO); //Cvar_Get ("protocol", va("%i", PROTOCOL_VERSION), CVAR_SERVERINFO | CVAR_ROM); sv_mapname = Cvar_Get ("mapname", "nomap", CVAR_SERVERINFO | CVAR_ROM); Cvar_SetDescription( sv_mapname, "Display the name of the current map being used on a server." ); sv_privateClients = Cvar_Get( "sv_privateClients", "0", CVAR_SERVERINFO ); Cvar_CheckRange( sv_privateClients, "0", va( "%i", MAX_CLIENTS-1 ), CV_INTEGER ); Cvar_SetDescription( sv_privateClients, "The number of spots, out of sv_maxclients, reserved for players with the server password (sv_privatePassword)." ); sv_hostname = Cvar_Get ("sv_hostname", "noname", CVAR_SERVERINFO | CVAR_ARCHIVE ); Cvar_SetDescription( sv_hostname, "Sets the name of the server." ); sv_maxclients = Cvar_Get ("sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH); Cvar_CheckRange( sv_maxclients, "1", XSTRING(MAX_CLIENTS), CV_INTEGER ); Cvar_SetDescription( sv_maxclients, "Maximum number of people allowed to join the server dedicated server memory optimizations." ); sv_maxclientsPerIP = Cvar_Get( "sv_maxclientsPerIP", "3", CVAR_ARCHIVE ); Cvar_CheckRange( sv_maxclientsPerIP, "1", NULL, CV_INTEGER ); Cvar_SetDescription( sv_maxclientsPerIP, "Limits number of simultaneous connections from the same IP address." ); sv_clientTLD = Cvar_Get( "sv_clientTLD", "0", CVAR_ARCHIVE_ND ); Cvar_CheckRange( sv_clientTLD, NULL, NULL, CV_INTEGER ); Cvar_SetDescription( sv_clientTLD, "Client country detection code." ); sv_minRate = Cvar_Get( "sv_minRate", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO ); Cvar_SetDescription( sv_minRate, "Minimum server bandwidth (in bit per second) a client can use." ); sv_maxRate = Cvar_Get( "sv_maxRate", "0", CVAR_ARCHIVE_ND | CVAR_SERVERINFO ); Cvar_SetDescription( sv_maxRate, "Maximum server bandwidth (in bit per second) a client can use." ); sv_dlRate = Cvar_Get( "sv_dlRate", "100", CVAR_ARCHIVE | CVAR_SERVERINFO ); Cvar_CheckRange( sv_dlRate, "0", "500", CV_INTEGER ); Cvar_SetDescription( sv_dlRate, "Bandwidth allotted to PK3 file downloads via UDP, in kbyte/s." ); sv_floodProtect = Cvar_Get( "sv_floodProtect", "1", CVAR_ARCHIVE | CVAR_SERVERINFO ); Cvar_SetDescription( sv_floodProtect, "Toggle server flood protection to keep players from bringing the server down." ); // systeminfo Cvar_Get( "sv_cheats", "1", CVAR_SYSTEMINFO | CVAR_ROM ); sv_serverid = Cvar_Get( "sv_serverid", "0", CVAR_SYSTEMINFO | CVAR_ROM ); sv_pure = Cvar_Get( "sv_pure", "0", CVAR_SYSTEMINFO | CVAR_LATCH ); Cvar_SetDescription( sv_pure, "Requires clients to only get data from pk3 files the server is using." ); Cvar_Get( "sv_paks", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get( "sv_pakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_Get( "sv_referencedPaks", "", CVAR_SYSTEMINFO | CVAR_ROM ); sv_referencedPakNames = Cvar_Get( "sv_referencedPakNames", "", CVAR_SYSTEMINFO | CVAR_ROM ); Cvar_SetDescription( sv_referencedPakNames, "Variable holds a list of all the pk3 files the server loaded data from." ); // server vars sv_rconPassword = Cvar_Get ("rconPassword", "", CVAR_TEMP ); Cvar_SetDescription( sv_rconPassword, "Password for remote server commands." ); sv_privatePassword = Cvar_Get ("sv_privatePassword", "", CVAR_TEMP ); Cvar_SetDescription( sv_privatePassword, "Set password for private clients to login with." ); sv_fps = Cvar_Get ("sv_fps", "20", CVAR_TEMP ); Cvar_CheckRange( sv_fps, "10", "125", CV_INTEGER ); Cvar_SetDescription( sv_fps, "Set the max frames per second the server sends the client." ); sv_timeout = Cvar_Get( "sv_timeout", "200", CVAR_TEMP ); Cvar_CheckRange( sv_timeout, "4", NULL, CV_INTEGER ); Cvar_SetDescription( sv_timeout, "Seconds without any message before automatic client disconnect." ); sv_zombietime = Cvar_Get( "sv_zombietime", "2", CVAR_TEMP ); Cvar_CheckRange( sv_zombietime, "1", NULL, CV_INTEGER ); Cvar_SetDescription( sv_zombietime, "Seconds to sink messages after disconnect." ); Cvar_Get ("nextmap", "", CVAR_TEMP ); sv_allowDownload = Cvar_Get ("sv_allowDownload", "1", CVAR_SERVERINFO); Cvar_SetDescription( sv_allowDownload, "Toggle the ability for clients to download files maps etc. from server." ); Cvar_Get ("sv_dlURL", "", CVAR_SERVERINFO | CVAR_ARCHIVE); // moved to Com_Init() //sv_master[0] = Cvar_Get( "sv_master1", MASTER_SERVER_NAME, CVAR_INIT | CVAR_ARCHIVE_ND ); //sv_master[1] = Cvar_Get( "sv_master2", "master.ioquake3.org", CVAR_INIT | CVAR_ARCHIVE_ND ); //sv_master[2] = Cvar_Get( "sv_master3", "master.maverickservers.com", CVAR_INIT | CVAR_ARCHIVE_ND ); for ( index = 0; index < MAX_MASTER_SERVERS; index++ ) sv_master[ index ] = Cvar_Get( va( "sv_master%d", index + 1 ), "", CVAR_ARCHIVE_ND ); sv_reconnectlimit = Cvar_Get( "sv_reconnectlimit", "3", 0 ); Cvar_CheckRange( sv_reconnectlimit, "0", "12", CV_INTEGER ); Cvar_SetDescription( sv_reconnectlimit, "Number of seconds a disconnected client should wait before next reconnect." ); sv_padPackets = Cvar_Get( "sv_padPackets", "0", CVAR_DEVELOPER ); Cvar_SetDescription( sv_padPackets, "Adds padding bytes to network packets for rate debugging." ); sv_killserver = Cvar_Get( "sv_killserver", "0", 0 ); Cvar_SetDescription( sv_killserver, "Internal flag to manage server state." ); sv_mapChecksum = Cvar_Get( "sv_mapChecksum", "", CVAR_ROM ); Cvar_SetDescription( sv_mapChecksum, "Allows check for client server map to match." ); sv_lanForceRate = Cvar_Get( "sv_lanForceRate", "1", CVAR_ARCHIVE_ND ); Cvar_SetDescription( sv_lanForceRate, "Forces LAN clients to the maximum rate instead of accepting client setting." ); #ifdef USE_BANS sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE); Cvar_SetDescription( sv_banFile, "Name of the file that is used for storing the server bans." ); #endif sv_levelTimeReset = Cvar_Get( "sv_levelTimeReset", "0", CVAR_ARCHIVE_ND ); Cvar_SetDescription( sv_levelTimeReset, "Whether or not to reset leveltime after new map loads." ); sv_filter = Cvar_Get( "sv_filter", "filter.txt", CVAR_ARCHIVE ); Cvar_SetDescription( sv_filter, "Cvar that point on filter file, if it is "" then filtering will be disabled." ); // 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(); #ifdef USE_BANS // Load saved bans Cbuf_AddText("rehashbans\n"); #endif // track group cvar changes Cvar_SetGroup( sv_lanForceRate, CVG_SERVER ); Cvar_SetGroup( sv_minRate, CVG_SERVER ); Cvar_SetGroup( sv_maxRate, CVG_SERVER ); Cvar_SetGroup( sv_fps, CVG_SERVER ); // force initial check SV_TrackCvarChanges(); SV_InitChallenger(); } /* ================== 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. ================== */ static void SV_FinalMessage( const 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 = svs.time - 9999; // generate a snapshot immediately cl->state = CS_ZOMBIE; // skip delta generation SV_SendClientSnapshot( cl ); } } } } /* ================ SV_Shutdown Called when each game quits, before Sys_Quit or Sys_Error ================ */ void SV_Shutdown( const char *finalmsg ) { if ( !com_sv_running || !com_sv_running->integer ) { return; } Com_Printf( "----- Server Shutdown (%s) -----\n", finalmsg ); #ifdef USE_IPV6 NET_LeaveMulticast6(); #endif if ( svs.clients && !com_errorEntered ) { SV_FinalMessage( finalmsg ); } SV_RemoveOperatorCommands(); SV_MasterShutdown(); SV_ShutdownGameProgs(); SV_InitChallenger(); // free current level SV_ClearServer(); SV_FreeIP4DB(); // 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 ) ); sv.time = 0; Cvar_Set( "sv_running", "0" ); // allow setting timescale 0 for demo playback Cvar_CheckRange( com_timescale, "0", NULL, CV_FLOAT ); #ifndef DEDICATED Cvar_Set( "ui_singlePlayerActive", "0" ); #endif Com_Printf( "---------------------------\n" ); #ifndef DEDICATED // disconnect any local clients if ( sv_killserver->integer != 2 ) CL_Disconnect( qfalse ); #endif // clean some server cvars Cvar_Set( "sv_referencedPaks", "" ); Cvar_Set( "sv_referencedPakNames", "" ); Cvar_Set( "sv_mapChecksum", "" ); Cvar_Set( "sv_serverid", "0" ); Sys_SetStatus( "Server is not running" ); }