rallyunlimited-engine/code/server/sv_init.c
CuteNoiRe 4a7168332e Update Engine v2.2
Update Engine v2.2
2024-06-15 19:05:46 +03:00

921 lines
26 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;
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." );
sv_viewdistance = Cvar_Get( "sv_viewdistance", "16", 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 );
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" );
}