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https://github.com/Q3Rally-Team/rallyunlimited-engine.git
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920 lines
26 KiB
C
920 lines
26 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "server.h"
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/*
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===============
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SV_SendConfigstring
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Creates and sends the server command necessary to update the CS index for the
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given client
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===============
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*/
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static void SV_SendConfigstring(client_t *client, int index)
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{
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int maxChunkSize = MAX_STRING_CHARS - 24;
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int len;
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len = strlen(sv.configstrings[index]);
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if( len >= maxChunkSize ) {
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int sent = 0;
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int remaining = len;
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const char *cmd;
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char buf[MAX_STRING_CHARS];
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while (remaining > 0 ) {
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if ( sent == 0 ) {
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cmd = "bcs0";
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}
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else if( remaining < maxChunkSize ) {
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cmd = "bcs2";
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}
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else {
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cmd = "bcs1";
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}
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Q_strncpyz( buf, &sv.configstrings[index][sent],
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maxChunkSize );
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SV_SendServerCommand( client, "%s %i \"%s\"", cmd,
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index, buf );
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sent += (maxChunkSize - 1);
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remaining -= (maxChunkSize - 1);
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}
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} else {
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// standard cs, just send it
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SV_SendServerCommand( client, "cs %i \"%s\"", index,
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sv.configstrings[index] );
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}
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}
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/*
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===============
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SV_UpdateConfigstrings
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Called when a client goes from CS_PRIMED to CS_ACTIVE. Updates all
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Configstring indexes that have changed while the client was in CS_PRIMED
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===============
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*/
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void SV_UpdateConfigstrings(client_t *client)
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{
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int index;
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for( index = 0; index < MAX_CONFIGSTRINGS; index++ ) {
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// if the CS hasn't changed since we went to CS_PRIMED, ignore
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if(!client->csUpdated[index])
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continue;
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && ( SV_GentityNum( client - svs.clients )->r.svFlags & SVF_NOSERVERINFO ) ) {
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continue;
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}
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SV_SendConfigstring(client, index);
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client->csUpdated[index] = qfalse;
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}
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}
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/*
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===============
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SV_SetConfigstring
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===============
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*/
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void SV_SetConfigstring (int index, const char *val) {
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int i;
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client_t *client;
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_SetConfigstring: bad index %i", index);
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}
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if ( !val ) {
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val = "";
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}
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// don't bother broadcasting an update if no change
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if ( !strcmp( val, sv.configstrings[ index ] ) ) {
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return;
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}
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// change the string in sv
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Z_Free( sv.configstrings[index] );
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sv.configstrings[index] = CopyString( val );
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// send it to all the clients if we aren't
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// spawning a new server
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if ( sv.state == SS_GAME || sv.restarting ) {
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// send the data to all relevant clients
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for (i = 0, client = svs.clients; i < sv_maxclients->integer ; i++, client++) {
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if ( client->state < CS_ACTIVE ) {
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if ( client->state == CS_PRIMED )
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client->csUpdated[ index ] = qtrue;
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continue;
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}
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// do not always send server info to all clients
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if ( index == CS_SERVERINFO && ( SV_GentityNum( i )->r.svFlags & SVF_NOSERVERINFO ) ) {
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continue;
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}
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SV_SendConfigstring(client, index);
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}
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}
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}
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/*
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===============
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SV_GetConfigstring
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===============
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*/
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void SV_GetConfigstring( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetConfigstring: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error (ERR_DROP, "SV_GetConfigstring: bad index %i", index);
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}
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if ( !sv.configstrings[index] ) {
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buffer[0] = '\0';
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return;
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}
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Q_strncpyz( buffer, sv.configstrings[index], bufferSize );
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}
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/*
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===============
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SV_SetUserinfo
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===============
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*/
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void SV_SetUserinfo( int index, const char *val ) {
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_SetUserinfo: bad index %i", index);
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}
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if ( !val ) {
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val = "";
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}
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Q_strncpyz( svs.clients[index].userinfo, val, sizeof( svs.clients[ index ].userinfo ) );
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Q_strncpyz( svs.clients[index].name, Info_ValueForKey( val, "name" ), sizeof(svs.clients[index].name) );
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}
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/*
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===============
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SV_GetUserinfo
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===============
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*/
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void SV_GetUserinfo( int index, char *buffer, int bufferSize ) {
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if ( bufferSize < 1 ) {
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Com_Error( ERR_DROP, "SV_GetUserinfo: bufferSize == %i", bufferSize );
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}
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if ( index < 0 || index >= sv_maxclients->integer ) {
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Com_Error (ERR_DROP, "SV_GetUserinfo: bad index %i", index);
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}
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Q_strncpyz( buffer, svs.clients[ index ].userinfo, bufferSize );
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}
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/*
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================
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SV_CreateBaseline
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Entity baselines are used to compress non-delta messages
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to the clients -- only the fields that differ from the
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baseline will be transmitted
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================
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*/
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static void SV_CreateBaseline( void ) {
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sharedEntity_t *ent;
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int entnum;
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for ( entnum = 0; entnum < sv.num_entities ; entnum++ ) {
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ent = SV_GentityNum( entnum );
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if ( !ent->r.linked ) {
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continue;
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}
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ent->s.number = entnum;
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//
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// take current state as baseline
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//
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sv.svEntities[ entnum ].baseline = ent->s;
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sv.baselineUsed[ entnum ] = 1;
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}
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}
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/*
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===============
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SV_BoundMaxClients
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===============
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*/
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static void SV_BoundMaxClients( int minimum ) {
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// get the current maxclients value
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Cvar_Get( "sv_maxclients", "8", 0 );
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sv_maxclients->modified = qfalse;
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if ( sv_maxclients->integer < minimum ) {
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Cvar_Set( "sv_maxclients", va("%i", minimum) );
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}
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}
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/*
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===============
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SV_SetSnapshotParams
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===============
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*/
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static void SV_SetSnapshotParams( void )
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{
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// PACKET_BACKUP frames is just about 6.67MB so use that even on listen servers
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svs.numSnapshotEntities = PACKET_BACKUP * MAX_GENTITIES;
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}
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/*
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===============
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SV_Startup
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Called when a host starts a map when it wasn't running
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one before. Successive map or map_restart commands will
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NOT cause this to be called, unless the game is exited to
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the menu system first.
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===============
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*/
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static void SV_Startup( void ) {
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if ( svs.initialized ) {
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Com_Error( ERR_FATAL, "SV_Startup: svs.initialized" );
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}
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SV_BoundMaxClients( 1 );
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svs.clients = Z_TagMalloc( sv_maxclients->integer * sizeof( client_t ), TAG_CLIENTS );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof( client_t ) );
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SV_SetSnapshotParams();
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svs.initialized = qtrue;
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// Don't respect sv_killserver unless a server is actually running
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if ( sv_killserver->integer ) {
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Cvar_Set( "sv_killserver", "0" );
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}
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Cvar_Set( "sv_running", "1" );
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// Join the ipv6 multicast group now that a map is running so clients can scan for us on the local network.
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#ifdef USE_IPV6
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NET_JoinMulticast6();
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#endif
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}
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/*
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==================
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SV_ChangeMaxClients
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==================
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*/
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void SV_ChangeMaxClients( void ) {
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int oldMaxClients;
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int i;
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client_t *oldClients;
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int count;
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// get the highest client number in use
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count = 0;
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for ( i = 0 ; i < sv_maxclients->integer ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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if (i > count)
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count = i;
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}
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}
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count++;
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oldMaxClients = sv_maxclients->integer;
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// never go below the highest client number in use
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SV_BoundMaxClients( count );
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// if still the same
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if ( sv_maxclients->integer == oldMaxClients ) {
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return;
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}
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oldClients = Hunk_AllocateTempMemory( count * sizeof(client_t) );
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// copy the clients to hunk memory
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for ( i = 0 ; i < count ; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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oldClients[i] = svs.clients[i];
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}
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else {
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Com_Memset(&oldClients[i], 0, sizeof(client_t));
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}
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}
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// free old clients arrays
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Z_Free( svs.clients );
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// allocate new clients
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svs.clients = Z_TagMalloc( sv_maxclients->integer * sizeof(client_t), TAG_CLIENTS );
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Com_Memset( svs.clients, 0, sv_maxclients->integer * sizeof(client_t) );
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// copy the clients over
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for ( i = 0 ; i < count ; i++ ) {
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if ( oldClients[i].state >= CS_CONNECTED ) {
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svs.clients[i] = oldClients[i];
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}
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}
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// free the old clients on the hunk
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Hunk_FreeTempMemory( oldClients );
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SV_SetSnapshotParams();
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}
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/*
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================
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SV_ClearServer
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================
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*/
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static void SV_ClearServer( void ) {
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int i;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( sv.configstrings[i] ) {
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Z_Free( sv.configstrings[i] );
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}
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}
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if ( !sv_levelTimeReset->integer ) {
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i = sv.time;
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Com_Memset( &sv, 0, sizeof( sv ) );
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sv.time = i;
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} else {
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Com_Memset( &sv, 0, sizeof( sv ) );
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}
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}
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/*
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================
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SV_SpawnServer
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Change the server to a new map, taking all connected
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clients along with it.
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This is NOT called for map_restart
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================
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*/
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void SV_SpawnServer( const char *mapname, qboolean killBots ) {
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int i;
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int checksum;
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qboolean isBot;
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const char *p;
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// shut down the existing game if it is running
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SV_ShutdownGameProgs();
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Com_Printf( "------ Server Initialization ------\n" );
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Com_Printf( "Server: %s\n", mapname );
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Sys_SetStatus( "Initializing server..." );
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#ifndef DEDICATED
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// if not running a dedicated server CL_MapLoading will connect the client to the server
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// also print some status stuff
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CL_MapLoading();
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// make sure all the client stuff is unloaded
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CL_ShutdownAll();
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#endif
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// clear the whole hunk because we're (re)loading the server
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Hunk_Clear();
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// clear collision map data
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CM_ClearMap();
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// timescale can be updated before SV_Frame() and cause division-by-zero in SV_RateMsec()
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Cvar_CheckRange( com_timescale, "0.001", NULL, CV_FLOAT );
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// Restart renderer?
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// CL_StartHunkUsers( );
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// init client structures and svs.numSnapshotEntities
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if ( !Cvar_VariableIntegerValue( "sv_running" ) ) {
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SV_Startup();
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} else {
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// check for maxclients change
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if ( sv_maxclients->modified ) {
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SV_ChangeMaxClients();
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}
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}
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#ifndef DEDICATED
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// remove pure paks that may left from client-side
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FS_PureServerSetLoadedPaks( "", "" );
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FS_PureServerSetReferencedPaks( "", "" );
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#endif
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// clear pak references
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FS_ClearPakReferences( 0 );
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// allocate the snapshot entities on the hunk
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svs.snapshotEntities = Hunk_Alloc( sizeof(entityState_t)*svs.numSnapshotEntities, h_high );
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// initialize snapshot storage
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SV_InitSnapshotStorage();
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// toggle the server bit so clients can detect that a
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// server has changed
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svs.snapFlagServerBit ^= SNAPFLAG_SERVERCOUNT;
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// set nextmap to the same map, but it may be overridden
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// by the game startup or another console command
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Cvar_Set( "nextmap", "map_restart 0" );
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// Cvar_Set( "nextmap", va("map %s", server) );
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// try to reset level time if server is empty
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if ( !sv_levelTimeReset->integer && !sv.restartTime ) {
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for ( i = 0; i < sv_maxclients->integer; i++ ) {
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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break;
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}
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}
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if ( i == sv_maxclients->integer ) {
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sv.time = 0;
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}
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}
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for ( i = 0; i < sv_maxclients->integer; i++ ) {
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// save when the server started for each client already connected
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if ( svs.clients[i].state >= CS_CONNECTED && sv_levelTimeReset->integer ) {
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svs.clients[i].oldServerTime = sv.time;
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} else {
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svs.clients[i].oldServerTime = 0;
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}
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}
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// wipe the entire per-level structure
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SV_ClearServer();
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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sv.configstrings[i] = CopyString("");
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}
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// make sure we are not paused
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#ifndef DEDICATED
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Cvar_Set( "cl_paused", "0" );
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#endif
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// get latched value
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Cvar_Get( "sv_pure", "1", CVAR_SYSTEMINFO | CVAR_LATCH );
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// get a new checksum feed and restart the file system
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srand( Com_Milliseconds() );
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Com_RandomBytes( (byte*)&sv.checksumFeed, sizeof( sv.checksumFeed ) );
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FS_Restart( sv.checksumFeed );
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Sys_SetStatus( "Loading map %s", mapname );
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CM_LoadMap( va( "maps/%s.bsp", mapname ), qfalse, &checksum );
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// set serverinfo visible name
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Cvar_Set( "mapname", mapname );
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Cvar_Set( "sv_mapChecksum", va( "%i",checksum ) );
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// serverid should be different each time
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sv.serverId = com_frameTime;
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sv.restartedServerId = sv.serverId; // I suppose the init here is just to be safe
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sv.checksumFeedServerId = sv.serverId;
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Cvar_Set( "sv_serverid", va( "%i", sv.serverId ) );
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// clear physics interaction links
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SV_ClearWorld();
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// media configstring setting should be done during
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// the loading stage, so connected clients don't have
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// to load during actual gameplay
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sv.state = SS_LOADING;
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// make sure that level time is not zero
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//sv.time = sv.time ? sv.time : 8;
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// load and spawn all other entities
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SV_InitGameProgs();
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// don't allow a map_restart if game is modified
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sv_gametype->modified = qfalse;
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sv_pure->modified = qfalse;
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// run a few frames to allow everything to settle
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for ( i = 0; i < 3; i++ )
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{
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sv.time += 100;
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VM_Call( gvm, 1, GAME_RUN_FRAME, sv.time );
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SV_BotFrame( sv.time );
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}
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// create a baseline for more efficient communications
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SV_CreateBaseline();
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for ( i = 0; i < sv_maxclients->integer; i++ ) {
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// send the new gamestate to all connected clients
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if ( svs.clients[i].state >= CS_CONNECTED ) {
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const char *denied;
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if ( svs.clients[i].netchan.remoteAddress.type == NA_BOT ) {
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if ( killBots ) {
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SV_DropClient( &svs.clients[i], "was kicked" );
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continue;
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}
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isBot = qtrue;
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}
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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" );
|
|
}
|