mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
1050 lines
21 KiB
C
1050 lines
21 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "server.h"
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/*
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===============================================================================
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OPERATOR CONSOLE ONLY COMMANDS
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These commands can only be entered from stdin or by a remote operator datagram
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===============================================================================
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*/
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/*
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====================
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SV_SetMaster_f
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Specify a list of master servers
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====================
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*/
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void SV_SetMaster_f (void)
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{
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int i, slot;
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// only dedicated servers send heartbeats
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if (!dedicated->value)
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{
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Com_Printf ("Only dedicated servers use masters.\n");
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return;
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}
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// make sure the server is listed public
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Cvar_Set ("public", "1");
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for (i=1 ; i<MAX_MASTERS ; i++)
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memset (&master_adr[i], 0, sizeof(master_adr[i]));
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slot = 1; // slot 0 will always contain the id master
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for (i=1 ; i<Cmd_Argc() ; i++)
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{
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if (slot == MAX_MASTERS)
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break;
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if (!NET_StringToAdr (Cmd_Argv(i), &master_adr[i]))
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{
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Com_Printf ("Bad address: %s\n", Cmd_Argv(i));
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continue;
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}
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if (master_adr[slot].port == 0)
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master_adr[slot].port = BigShort (PORT_MASTER);
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Com_Printf ("Master server at %s\n", NET_AdrToString (master_adr[slot]));
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Com_Printf ("Sending a ping.\n");
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Netchan_OutOfBandPrint (NS_SERVER, master_adr[slot], "ping");
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slot++;
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}
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svs.last_heartbeat = -9999999;
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}
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/*
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==================
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SV_SetPlayer
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Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
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==================
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*/
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qboolean SV_SetPlayer (void)
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{
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client_t *cl;
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int i;
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int idnum;
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char *s;
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if (Cmd_Argc() < 2)
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return false;
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s = Cmd_Argv(1);
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// numeric values are just slot numbers
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if (s[0] >= '0' && s[0] <= '9')
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{
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idnum = atoi(Cmd_Argv(1));
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if (idnum < 0 || idnum >= maxclients->value)
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{
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Com_Printf ("Bad client slot: %i\n", idnum);
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return false;
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}
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sv_client = &svs.clients[idnum];
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sv_player = sv_client->edict;
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if (!sv_client->state)
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{
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Com_Printf ("Client %i is not active\n", idnum);
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return false;
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}
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return true;
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}
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// check for a name match
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for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
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{
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if (!cl->state)
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continue;
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if (!strcmp(cl->name, s))
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{
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sv_client = cl;
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sv_player = sv_client->edict;
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return true;
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}
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}
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Com_Printf ("Userid %s is not on the server\n", s);
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return false;
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}
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/*
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===============================================================================
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SAVEGAME FILES
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===============================================================================
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*/
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/*
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=====================
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SV_WipeSavegame
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Delete save/<XXX>/
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=====================
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*/
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void SV_WipeSavegame (char *savename)
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{
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char name[MAX_OSPATH];
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char *s;
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Com_DPrintf("SV_WipeSaveGame(%s)\n", savename);
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Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir (), savename);
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remove (name);
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Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir (), savename);
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remove (name);
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir (), savename);
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s = Sys_FindFirst( name, 0, 0 );
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while (s)
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{
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remove (s);
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s = Sys_FindNext( 0, 0 );
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}
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Sys_FindClose ();
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.sv2", FS_Gamedir (), savename);
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s = Sys_FindFirst(name, 0, 0 );
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while (s)
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{
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remove (s);
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s = Sys_FindNext( 0, 0 );
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}
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Sys_FindClose ();
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}
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/*
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================
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CopyFile
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================
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*/
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void CopyFile (char *src, char *dst)
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{
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FILE *f1, *f2;
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int l;
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byte buffer[65536];
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Com_DPrintf ("CopyFile (%s, %s)\n", src, dst);
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f1 = fopen (src, "rb");
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if (!f1)
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return;
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f2 = fopen (dst, "wb");
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if (!f2)
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{
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fclose (f1);
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return;
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}
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while (1)
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{
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l = fread (buffer, 1, sizeof(buffer), f1);
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if (!l)
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break;
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fwrite (buffer, 1, l, f2);
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}
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fclose (f1);
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fclose (f2);
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}
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/*
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================
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SV_CopySaveGame
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================
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*/
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void SV_CopySaveGame (char *src, char *dst)
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{
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char name[MAX_OSPATH], name2[MAX_OSPATH];
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int l, len;
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char *found;
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Com_DPrintf("SV_CopySaveGame(%s, %s)\n", src, dst);
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SV_WipeSavegame (dst);
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// copy the savegame over
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Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), src);
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Gamedir(), dst);
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FS_CreatePath (name2);
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CopyFile (name, name2);
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Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir(), src);
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Gamedir(), dst);
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CopyFile (name, name2);
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Com_sprintf (name, sizeof(name), "%s/save/%s/", FS_Gamedir(), src);
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len = strlen(name);
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Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), src);
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found = Sys_FindFirst(name, 0, 0 );
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while (found)
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{
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strcpy (name+len, found+len);
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Com_sprintf (name2, sizeof(name2), "%s/save/%s/%s", FS_Gamedir(), dst, found+len);
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CopyFile (name, name2);
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// change sav to sv2
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l = strlen(name);
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strcpy (name+l-3, "sv2");
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l = strlen(name2);
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strcpy (name2+l-3, "sv2");
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CopyFile (name, name2);
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found = Sys_FindNext( 0, 0 );
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}
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Sys_FindClose ();
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}
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/*
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==============
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SV_WriteLevelFile
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==============
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*/
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void SV_WriteLevelFile (void)
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{
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char name[MAX_OSPATH];
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FILE *f;
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Com_DPrintf("SV_WriteLevelFile()\n");
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name);
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f = fopen(name, "wb");
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if (!f)
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{
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Com_Printf ("Failed to open %s\n", name);
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return;
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}
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fwrite (sv.configstrings, sizeof(sv.configstrings), 1, f);
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CM_WritePortalState (f);
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fclose (f);
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
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ge->WriteLevel (name);
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}
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/*
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==============
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SV_ReadLevelFile
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==============
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*/
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void SV_ReadLevelFile (void)
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{
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char name[MAX_OSPATH];
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FILE *f;
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Com_DPrintf("SV_ReadLevelFile()\n");
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name);
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f = fopen(name, "rb");
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if (!f)
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{
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Com_Printf ("Failed to open %s\n", name);
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return;
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}
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FS_Read (sv.configstrings, sizeof(sv.configstrings), f);
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CM_ReadPortalState (f);
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fclose (f);
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Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
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ge->ReadLevel (name);
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}
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/*
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==============
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SV_WriteServerFile
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==============
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*/
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void SV_WriteServerFile (qboolean autosave)
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{
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FILE *f;
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cvar_t *var;
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char name[MAX_OSPATH], string[128];
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char comment[32];
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time_t aclock;
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struct tm *newtime;
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Com_DPrintf("SV_WriteServerFile(%s)\n", autosave ? "true" : "false");
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Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir());
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f = fopen (name, "wb");
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if (!f)
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{
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Com_Printf ("Couldn't write %s\n", name);
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return;
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}
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// write the comment field
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memset (comment, 0, sizeof(comment));
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if (!autosave)
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{
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time (&aclock);
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newtime = localtime (&aclock);
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Com_sprintf (comment,sizeof(comment), "%2i:%i%i %2i/%2i ", newtime->tm_hour
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, newtime->tm_min/10, newtime->tm_min%10,
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newtime->tm_mon+1, newtime->tm_mday);
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strncat (comment, sv.configstrings[CS_NAME], sizeof(comment)-1-strlen(comment) );
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}
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else
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{ // autosaved
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Com_sprintf (comment, sizeof(comment), "ENTERING %s", sv.configstrings[CS_NAME]);
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}
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fwrite (comment, 1, sizeof(comment), f);
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// write the mapcmd
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fwrite (svs.mapcmd, 1, sizeof(svs.mapcmd), f);
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// write all CVAR_LATCH cvars
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// these will be things like coop, skill, deathmatch, etc
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for (var = cvar_vars ; var ; var=var->next)
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{
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if (!(var->flags & CVAR_LATCH))
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continue;
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if (strlen(var->name) >= sizeof(name)-1
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|| strlen(var->string) >= sizeof(string)-1)
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{
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Com_Printf ("Cvar too long: %s = %s\n", var->name, var->string);
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continue;
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}
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memset (name, 0, sizeof(name));
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memset (string, 0, sizeof(string));
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strcpy (name, var->name);
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strcpy (string, var->string);
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fwrite (name, 1, sizeof(name), f);
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fwrite (string, 1, sizeof(string), f);
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}
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fclose (f);
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// write game state
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Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
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ge->WriteGame (name, autosave);
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}
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/*
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==============
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SV_ReadServerFile
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==============
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*/
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void SV_ReadServerFile (void)
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{
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FILE *f;
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char name[MAX_OSPATH], string[128];
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char comment[32];
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char mapcmd[MAX_TOKEN_CHARS];
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Com_DPrintf("SV_ReadServerFile()\n");
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Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir());
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f = fopen (name, "rb");
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if (!f)
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{
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Com_Printf ("Couldn't read %s\n", name);
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return;
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}
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// read the comment field
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FS_Read (comment, sizeof(comment), f);
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// read the mapcmd
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FS_Read (mapcmd, sizeof(mapcmd), f);
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// read all CVAR_LATCH cvars
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// these will be things like coop, skill, deathmatch, etc
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while (1)
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{
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if (!fread (name, 1, sizeof(name), f))
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break;
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FS_Read (string, sizeof(string), f);
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Com_DPrintf ("Set %s = %s\n", name, string);
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Cvar_ForceSet (name, string);
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}
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fclose (f);
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// start a new game fresh with new cvars
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SV_InitGame ();
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strcpy (svs.mapcmd, mapcmd);
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// read game state
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Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
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ge->ReadGame (name);
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}
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//=========================================================
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/*
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==================
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SV_DemoMap_f
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Puts the server in demo mode on a specific map/cinematic
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==================
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*/
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void SV_DemoMap_f (void)
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{
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SV_Map (true, Cmd_Argv(1), false );
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}
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/*
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==================
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SV_GameMap_f
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Saves the state of the map just being exited and goes to a new map.
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If the initial character of the map string is '*', the next map is
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in a new unit, so the current savegame directory is cleared of
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map files.
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Example:
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*inter.cin+jail
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Clears the archived maps, plays the inter.cin cinematic, then
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goes to map jail.bsp.
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==================
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*/
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void SV_GameMap_f (void)
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{
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char *map;
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int i;
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client_t *cl;
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qboolean *savedInuse;
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if (Cmd_Argc() != 2)
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{
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Com_Printf ("USAGE: gamemap <map>\n");
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return;
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}
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Com_DPrintf("SV_GameMap(%s)\n", Cmd_Argv(1));
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FS_CreatePath (va("%s/save/current/", FS_Gamedir()));
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// check for clearing the current savegame
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map = Cmd_Argv(1);
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if (map[0] == '*')
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{
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// wipe all the *.sav files
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SV_WipeSavegame ("current");
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}
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else
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{ // save the map just exited
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if (sv.state == ss_game)
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{
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// clear all the client inuse flags before saving so that
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// when the level is re-entered, the clients will spawn
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// at spawn points instead of occupying body shells
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savedInuse = malloc(maxclients->value * sizeof(qboolean));
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for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
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{
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savedInuse[i] = cl->edict->inuse;
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cl->edict->inuse = false;
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}
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SV_WriteLevelFile ();
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// we must restore these for clients to transfer over correctly
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for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
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cl->edict->inuse = savedInuse[i];
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free (savedInuse);
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}
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}
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// start up the next map
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SV_Map (false, Cmd_Argv(1), false );
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// archive server state
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strncpy (svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd)-1);
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// copy off the level to the autosave slot
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if (!dedicated->value)
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{
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SV_WriteServerFile (true);
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SV_CopySaveGame ("current", "save0");
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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_Map_f
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Goes directly to a given map without any savegame archiving.
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For development work
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==================
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*/
|
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void SV_Map_f (void)
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{
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char *map;
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char expanded[MAX_QPATH];
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// if not a pcx, demo, or cinematic, check to make sure the level exists
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map = Cmd_Argv(1);
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if (!strstr (map, "."))
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{
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Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
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if (FS_LoadFile (expanded, NULL) == -1)
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{
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Com_Printf ("Can't find %s\n", expanded);
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return;
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}
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}
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sv.state = ss_dead; // don't save current level when changing
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SV_WipeSavegame("current");
|
|
SV_GameMap_f ();
|
|
}
|
|
|
|
/*
|
|
=====================================================================
|
|
|
|
SAVEGAMES
|
|
|
|
=====================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
==============
|
|
SV_Loadgame_f
|
|
|
|
==============
|
|
*/
|
|
void SV_Loadgame_f (void)
|
|
{
|
|
char name[MAX_OSPATH];
|
|
FILE *f;
|
|
char *dir;
|
|
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Com_Printf ("USAGE: loadgame <directory>\n");
|
|
return;
|
|
}
|
|
|
|
Com_Printf ("Loading game...\n");
|
|
|
|
dir = Cmd_Argv(1);
|
|
if (strstr (dir, "..") || strstr (dir, "/") || strstr (dir, "\\") )
|
|
{
|
|
Com_Printf ("Bad savedir.\n");
|
|
}
|
|
|
|
// make sure the server.ssv file exists
|
|
Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), Cmd_Argv(1));
|
|
f = fopen (name, "rb");
|
|
if (!f)
|
|
{
|
|
Com_Printf ("No such savegame: %s\n", name);
|
|
return;
|
|
}
|
|
fclose (f);
|
|
|
|
SV_CopySaveGame (Cmd_Argv(1), "current");
|
|
|
|
SV_ReadServerFile ();
|
|
|
|
// go to the map
|
|
sv.state = ss_dead; // don't save current level when changing
|
|
SV_Map (false, svs.mapcmd, true);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
SV_Savegame_f
|
|
|
|
==============
|
|
*/
|
|
void SV_Savegame_f (void)
|
|
{
|
|
char *dir;
|
|
|
|
if (sv.state != ss_game)
|
|
{
|
|
Com_Printf ("You must be in a game to save.\n");
|
|
return;
|
|
}
|
|
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Com_Printf ("USAGE: savegame <directory>\n");
|
|
return;
|
|
}
|
|
|
|
if (Cvar_VariableValue("deathmatch"))
|
|
{
|
|
Com_Printf ("Can't savegame in a deathmatch\n");
|
|
return;
|
|
}
|
|
|
|
if (!strcmp (Cmd_Argv(1), "current"))
|
|
{
|
|
Com_Printf ("Can't save to 'current'\n");
|
|
return;
|
|
}
|
|
|
|
if (maxclients->value == 1 && svs.clients[0].edict->client->ps.stats[STAT_HEALTH] <= 0)
|
|
{
|
|
Com_Printf ("\nCan't savegame while dead!\n");
|
|
return;
|
|
}
|
|
|
|
dir = Cmd_Argv(1);
|
|
if (strstr (dir, "..") || strstr (dir, "/") || strstr (dir, "\\") )
|
|
{
|
|
Com_Printf ("Bad savedir.\n");
|
|
}
|
|
|
|
Com_Printf ("Saving game...\n");
|
|
|
|
// archive current level, including all client edicts.
|
|
// when the level is reloaded, they will be shells awaiting
|
|
// a connecting client
|
|
SV_WriteLevelFile ();
|
|
|
|
// save server state
|
|
SV_WriteServerFile (false);
|
|
|
|
// copy it off
|
|
SV_CopySaveGame ("current", dir);
|
|
|
|
Com_Printf ("Done.\n");
|
|
}
|
|
|
|
//===============================================================
|
|
|
|
/*
|
|
==================
|
|
SV_Kick_f
|
|
|
|
Kick a user off of the server
|
|
==================
|
|
*/
|
|
void SV_Kick_f (void)
|
|
{
|
|
if (!svs.initialized)
|
|
{
|
|
Com_Printf ("No server running.\n");
|
|
return;
|
|
}
|
|
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Com_Printf ("Usage: kick <userid>\n");
|
|
return;
|
|
}
|
|
|
|
if (!SV_SetPlayer ())
|
|
return;
|
|
|
|
SV_BroadcastPrintf (PRINT_HIGH, "%s was kicked\n", sv_client->name);
|
|
// print directly, because the dropped client won't get the
|
|
// SV_BroadcastPrintf message
|
|
SV_ClientPrintf (sv_client, PRINT_HIGH, "You were kicked from the game\n");
|
|
SV_DropClient (sv_client);
|
|
sv_client->lastmessage = svs.realtime; // min case there is a funny zombie
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_Status_f
|
|
================
|
|
*/
|
|
void SV_Status_f (void)
|
|
{
|
|
int i, j, l;
|
|
client_t *cl;
|
|
char *s;
|
|
int ping;
|
|
if (!svs.clients)
|
|
{
|
|
Com_Printf ("No server running.\n");
|
|
return;
|
|
}
|
|
Com_Printf ("map : %s\n", sv.name);
|
|
|
|
Com_Printf ("num score ping name lastmsg address qport \n");
|
|
Com_Printf ("--- ----- ---- --------------- ------- --------------------- ------\n");
|
|
for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
|
|
{
|
|
if (!cl->state)
|
|
continue;
|
|
Com_Printf ("%3i ", i);
|
|
Com_Printf ("%5i ", cl->edict->client->ps.stats[STAT_FRAGS]);
|
|
|
|
if (cl->state == cs_connected)
|
|
Com_Printf ("CNCT ");
|
|
else if (cl->state == cs_zombie)
|
|
Com_Printf ("ZMBI ");
|
|
else
|
|
{
|
|
ping = cl->ping < 9999 ? cl->ping : 9999;
|
|
Com_Printf ("%4i ", ping);
|
|
}
|
|
|
|
Com_Printf ("%s", cl->name);
|
|
l = 16 - strlen(cl->name);
|
|
for (j=0 ; j<l ; j++)
|
|
Com_Printf (" ");
|
|
|
|
Com_Printf ("%7i ", svs.realtime - cl->lastmessage );
|
|
|
|
s = NET_AdrToString ( cl->netchan.remote_address);
|
|
Com_Printf ("%s", s);
|
|
l = 22 - strlen(s);
|
|
for (j=0 ; j<l ; j++)
|
|
Com_Printf (" ");
|
|
|
|
Com_Printf ("%5i", cl->netchan.qport);
|
|
|
|
Com_Printf ("\n");
|
|
}
|
|
Com_Printf ("\n");
|
|
}
|
|
|
|
/*
|
|
==================
|
|
SV_ConSay_f
|
|
==================
|
|
*/
|
|
void SV_ConSay_f(void)
|
|
{
|
|
client_t *client;
|
|
int j;
|
|
char *p;
|
|
char text[1024];
|
|
|
|
if (Cmd_Argc () < 2)
|
|
return;
|
|
|
|
strcpy (text, "console: ");
|
|
p = Cmd_Args();
|
|
|
|
if (*p == '"')
|
|
{
|
|
p++;
|
|
p[strlen(p)-1] = 0;
|
|
}
|
|
|
|
strcat(text, p);
|
|
|
|
for (j = 0, client = svs.clients; j < maxclients->value; j++, client++)
|
|
{
|
|
if (client->state != cs_spawned)
|
|
continue;
|
|
SV_ClientPrintf(client, PRINT_CHAT, "%s\n", text);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
SV_Heartbeat_f
|
|
==================
|
|
*/
|
|
void SV_Heartbeat_f (void)
|
|
{
|
|
svs.last_heartbeat = -9999999;
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SV_Serverinfo_f
|
|
|
|
Examine or change the serverinfo string
|
|
===========
|
|
*/
|
|
void SV_Serverinfo_f (void)
|
|
{
|
|
Com_Printf ("Server info settings:\n");
|
|
Info_Print (Cvar_Serverinfo());
|
|
}
|
|
|
|
|
|
/*
|
|
===========
|
|
SV_DumpUser_f
|
|
|
|
Examine all a users info strings
|
|
===========
|
|
*/
|
|
void SV_DumpUser_f (void)
|
|
{
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Com_Printf ("Usage: info <userid>\n");
|
|
return;
|
|
}
|
|
|
|
if (!SV_SetPlayer ())
|
|
return;
|
|
|
|
Com_Printf ("userinfo\n");
|
|
Com_Printf ("--------\n");
|
|
Info_Print (sv_client->userinfo);
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
SV_ServerRecord_f
|
|
|
|
Begins server demo recording. Every entity and every message will be
|
|
recorded, but no playerinfo will be stored. Primarily for demo merging.
|
|
==============
|
|
*/
|
|
void SV_ServerRecord_f (void)
|
|
{
|
|
char name[MAX_OSPATH];
|
|
byte buf_data[32768];
|
|
sizebuf_t buf;
|
|
int len;
|
|
int i;
|
|
|
|
if (Cmd_Argc() != 2)
|
|
{
|
|
Com_Printf ("serverrecord <demoname>\n");
|
|
return;
|
|
}
|
|
|
|
if (svs.demofile)
|
|
{
|
|
Com_Printf ("Already recording.\n");
|
|
return;
|
|
}
|
|
|
|
if (sv.state != ss_game)
|
|
{
|
|
Com_Printf ("You must be in a level to record.\n");
|
|
return;
|
|
}
|
|
|
|
//
|
|
// open the demo file
|
|
//
|
|
Com_sprintf (name, sizeof(name), "%s/demos/%s.dm2", FS_Gamedir(), Cmd_Argv(1));
|
|
|
|
Com_Printf ("recording to %s.\n", name);
|
|
FS_CreatePath (name);
|
|
svs.demofile = fopen (name, "wb");
|
|
if (!svs.demofile)
|
|
{
|
|
Com_Printf ("ERROR: couldn't open.\n");
|
|
return;
|
|
}
|
|
|
|
// setup a buffer to catch all multicasts
|
|
SZ_Init (&svs.demo_multicast, svs.demo_multicast_buf, sizeof(svs.demo_multicast_buf));
|
|
|
|
//
|
|
// write a single giant fake message with all the startup info
|
|
//
|
|
SZ_Init (&buf, buf_data, sizeof(buf_data));
|
|
|
|
//
|
|
// serverdata needs to go over for all types of servers
|
|
// to make sure the protocol is right, and to set the gamedir
|
|
//
|
|
// send the serverdata
|
|
MSG_WriteByte (&buf, svc_serverdata);
|
|
MSG_WriteLong (&buf, PROTOCOL_VERSION);
|
|
MSG_WriteLong (&buf, svs.spawncount);
|
|
// 2 means server demo
|
|
MSG_WriteByte (&buf, 2); // demos are always attract loops
|
|
MSG_WriteString (&buf, Cvar_VariableString ("gamedir"));
|
|
MSG_WriteShort (&buf, -1);
|
|
// send full levelname
|
|
MSG_WriteString (&buf, sv.configstrings[CS_NAME]);
|
|
|
|
for (i=0 ; i<MAX_CONFIGSTRINGS ; i++)
|
|
if (sv.configstrings[i][0])
|
|
{
|
|
MSG_WriteByte (&buf, svc_configstring);
|
|
MSG_WriteShort (&buf, i);
|
|
MSG_WriteString (&buf, sv.configstrings[i]);
|
|
}
|
|
|
|
// write it to the demo file
|
|
Com_DPrintf ("signon message length: %i\n", buf.cursize);
|
|
len = LittleLong (buf.cursize);
|
|
fwrite (&len, 4, 1, svs.demofile);
|
|
fwrite (buf.data, buf.cursize, 1, svs.demofile);
|
|
|
|
// the rest of the demo file will be individual frames
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
SV_ServerStop_f
|
|
|
|
Ends server demo recording
|
|
==============
|
|
*/
|
|
void SV_ServerStop_f (void)
|
|
{
|
|
if (!svs.demofile)
|
|
{
|
|
Com_Printf ("Not doing a serverrecord.\n");
|
|
return;
|
|
}
|
|
fclose (svs.demofile);
|
|
svs.demofile = NULL;
|
|
Com_Printf ("Recording completed.\n");
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
SV_KillServer_f
|
|
|
|
Kick everyone off, possibly in preparation for a new game
|
|
|
|
===============
|
|
*/
|
|
void SV_KillServer_f (void)
|
|
{
|
|
if (!svs.initialized)
|
|
return;
|
|
SV_Shutdown ("Server was killed.\n", false);
|
|
NET_Config ( false ); // close network sockets
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SV_ServerCommand_f
|
|
|
|
Let the game dll handle a command
|
|
===============
|
|
*/
|
|
void SV_ServerCommand_f (void)
|
|
{
|
|
if (!ge)
|
|
{
|
|
Com_Printf ("No game loaded.\n");
|
|
return;
|
|
}
|
|
|
|
ge->ServerCommand();
|
|
}
|
|
|
|
//===========================================================
|
|
|
|
/*
|
|
==================
|
|
SV_InitOperatorCommands
|
|
==================
|
|
*/
|
|
void SV_InitOperatorCommands (void)
|
|
{
|
|
Cmd_AddCommand ("heartbeat", SV_Heartbeat_f);
|
|
Cmd_AddCommand ("kick", SV_Kick_f);
|
|
Cmd_AddCommand ("status", SV_Status_f);
|
|
Cmd_AddCommand ("serverinfo", SV_Serverinfo_f);
|
|
Cmd_AddCommand ("dumpuser", SV_DumpUser_f);
|
|
|
|
Cmd_AddCommand ("map", SV_Map_f);
|
|
Cmd_AddCommand ("demomap", SV_DemoMap_f);
|
|
Cmd_AddCommand ("gamemap", SV_GameMap_f);
|
|
Cmd_AddCommand ("setmaster", SV_SetMaster_f);
|
|
|
|
if ( dedicated->value )
|
|
Cmd_AddCommand ("say", SV_ConSay_f);
|
|
|
|
Cmd_AddCommand ("serverrecord", SV_ServerRecord_f);
|
|
Cmd_AddCommand ("serverstop", SV_ServerStop_f);
|
|
|
|
Cmd_AddCommand ("save", SV_Savegame_f);
|
|
Cmd_AddCommand ("load", SV_Loadgame_f);
|
|
|
|
Cmd_AddCommand ("killserver", SV_KillServer_f);
|
|
|
|
Cmd_AddCommand ("sv", SV_ServerCommand_f);
|
|
}
|
|
|