mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-11-10 15:22:16 +00:00
465 lines
11 KiB
C
465 lines
11 KiB
C
/*
|
|
Copyright (C) 1997-2001 Id Software, Inc.
|
|
|
|
This program is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
*/
|
|
|
|
#include "server.h"
|
|
|
|
server_static_t svs; // persistant server info
|
|
server_t sv; // local server
|
|
|
|
/*
|
|
================
|
|
SV_FindIndex
|
|
|
|
================
|
|
*/
|
|
int SV_FindIndex (char *name, int start, int max, qboolean create)
|
|
{
|
|
int i;
|
|
|
|
if (!name || !name[0])
|
|
return 0;
|
|
|
|
for (i=1 ; i<max && sv.configstrings[start+i][0] ; i++)
|
|
if (!strcmp(sv.configstrings[start+i], name))
|
|
return i;
|
|
|
|
if (!create)
|
|
return 0;
|
|
|
|
if (i == max)
|
|
Com_Error (ERR_DROP, "*Index: overflow");
|
|
|
|
strncpy (sv.configstrings[start+i], name, sizeof(sv.configstrings[i]));
|
|
|
|
if (sv.state != ss_loading)
|
|
{ // send the update to everyone
|
|
SZ_Clear (&sv.multicast);
|
|
MSG_WriteChar (&sv.multicast, svc_configstring);
|
|
MSG_WriteShort (&sv.multicast, start+i);
|
|
MSG_WriteString (&sv.multicast, name);
|
|
SV_Multicast (vec3_origin, MULTICAST_ALL_R);
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
|
|
int SV_ModelIndex (char *name)
|
|
{
|
|
return SV_FindIndex (name, CS_MODELS, MAX_MODELS, true);
|
|
}
|
|
|
|
int SV_SoundIndex (char *name)
|
|
{
|
|
return SV_FindIndex (name, CS_SOUNDS, MAX_SOUNDS, true);
|
|
}
|
|
|
|
int SV_ImageIndex (char *name)
|
|
{
|
|
return SV_FindIndex (name, CS_IMAGES, MAX_IMAGES, true);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_CreateBaseline
|
|
|
|
Entity baselines are used to compress the update messages
|
|
to the clients -- only the fields that differ from the
|
|
baseline will be transmitted
|
|
================
|
|
*/
|
|
void SV_CreateBaseline (void)
|
|
{
|
|
edict_t *svent;
|
|
int entnum;
|
|
|
|
for (entnum = 1; entnum < ge->num_edicts ; entnum++)
|
|
{
|
|
svent = EDICT_NUM(entnum);
|
|
if (!svent->inuse)
|
|
continue;
|
|
if (!svent->s.modelindex && !svent->s.sound && !svent->s.effects)
|
|
continue;
|
|
svent->s.number = entnum;
|
|
|
|
//
|
|
// take current state as baseline
|
|
//
|
|
VectorCopy (svent->s.origin, svent->s.old_origin);
|
|
sv.baselines[entnum] = svent->s;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
SV_CheckForSavegame
|
|
=================
|
|
*/
|
|
void SV_CheckForSavegame (void)
|
|
{
|
|
char name[MAX_OSPATH];
|
|
FILE *f;
|
|
int i;
|
|
|
|
if (sv_noreload->value)
|
|
return;
|
|
|
|
if (Cvar_VariableValue ("deathmatch"))
|
|
return;
|
|
|
|
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
|
|
f = fopen (name, "rb");
|
|
if (!f)
|
|
return; // no savegame
|
|
|
|
fclose (f);
|
|
|
|
SV_ClearWorld ();
|
|
|
|
// get configstrings and areaportals
|
|
SV_ReadLevelFile ();
|
|
|
|
if (!sv.loadgame)
|
|
{ // coming back to a level after being in a different
|
|
// level, so run it for ten seconds
|
|
|
|
// rlava2 was sending too many lightstyles, and overflowing the
|
|
// reliable data. temporarily changing the server state to loading
|
|
// prevents these from being passed down.
|
|
server_state_t previousState; // PGM
|
|
|
|
previousState = sv.state; // PGM
|
|
sv.state = ss_loading; // PGM
|
|
for (i=0 ; i<100 ; i++)
|
|
ge->RunFrame ();
|
|
|
|
sv.state = previousState; // PGM
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
SV_SpawnServer
|
|
|
|
Change the server to a new map, taking all connected
|
|
clients along with it.
|
|
|
|
================
|
|
*/
|
|
void SV_SpawnServer (char *server, char *spawnpoint, server_state_t serverstate, qboolean attractloop, qboolean loadgame)
|
|
{
|
|
int i;
|
|
unsigned checksum;
|
|
|
|
if (attractloop)
|
|
Cvar_Set ("paused", "0");
|
|
|
|
Com_Printf ("------- Server Initialization -------\n");
|
|
|
|
Com_DPrintf ("SpawnServer: %s\n",server);
|
|
if (sv.demofile)
|
|
fclose (sv.demofile);
|
|
|
|
svs.spawncount++; // any partially connected client will be
|
|
// restarted
|
|
sv.state = ss_dead;
|
|
Com_SetServerState (sv.state);
|
|
|
|
// wipe the entire per-level structure
|
|
memset (&sv, 0, sizeof(sv));
|
|
svs.realtime = 0;
|
|
sv.loadgame = loadgame;
|
|
sv.attractloop = attractloop;
|
|
|
|
// save name for levels that don't set message
|
|
strcpy (sv.configstrings[CS_NAME], server);
|
|
if (Cvar_VariableValue ("deathmatch"))
|
|
{
|
|
sprintf(sv.configstrings[CS_AIRACCEL], "%g", sv_airaccelerate->value);
|
|
pm_airaccelerate = sv_airaccelerate->value;
|
|
}
|
|
else
|
|
{
|
|
strcpy(sv.configstrings[CS_AIRACCEL], "0");
|
|
pm_airaccelerate = 0;
|
|
}
|
|
|
|
SZ_Init (&sv.multicast, sv.multicast_buf, sizeof(sv.multicast_buf));
|
|
|
|
strcpy (sv.name, server);
|
|
|
|
// leave slots at start for clients only
|
|
for (i=0 ; i<maxclients->value ; i++)
|
|
{
|
|
// needs to reconnect
|
|
if (svs.clients[i].state > cs_connected)
|
|
svs.clients[i].state = cs_connected;
|
|
svs.clients[i].lastframe = -1;
|
|
}
|
|
|
|
sv.time = 1000;
|
|
|
|
strcpy (sv.name, server);
|
|
strcpy (sv.configstrings[CS_NAME], server);
|
|
|
|
if (serverstate != ss_game)
|
|
{
|
|
sv.models[1] = CM_LoadMap ("", false, &checksum); // no real map
|
|
}
|
|
else
|
|
{
|
|
Com_sprintf (sv.configstrings[CS_MODELS+1],sizeof(sv.configstrings[CS_MODELS+1]),
|
|
"maps/%s.bsp", server);
|
|
sv.models[1] = CM_LoadMap (sv.configstrings[CS_MODELS+1], false, &checksum);
|
|
}
|
|
Com_sprintf (sv.configstrings[CS_MAPCHECKSUM],sizeof(sv.configstrings[CS_MAPCHECKSUM]),
|
|
"%i", checksum);
|
|
|
|
//
|
|
// clear physics interaction links
|
|
//
|
|
SV_ClearWorld ();
|
|
|
|
for (i=1 ; i< CM_NumInlineModels() ; i++)
|
|
{
|
|
Com_sprintf (sv.configstrings[CS_MODELS+1+i], sizeof(sv.configstrings[CS_MODELS+1+i]),
|
|
"*%i", i);
|
|
sv.models[i+1] = CM_InlineModel (sv.configstrings[CS_MODELS+1+i]);
|
|
}
|
|
|
|
//
|
|
// spawn the rest of the entities on the map
|
|
//
|
|
|
|
// precache and static commands can be issued during
|
|
// map initialization
|
|
sv.state = ss_loading;
|
|
Com_SetServerState (sv.state);
|
|
|
|
// load and spawn all other entities
|
|
ge->SpawnEntities ( sv.name, CM_EntityString(), spawnpoint );
|
|
|
|
// run two frames to allow everything to settle
|
|
ge->RunFrame ();
|
|
ge->RunFrame ();
|
|
|
|
// all precaches are complete
|
|
sv.state = serverstate;
|
|
Com_SetServerState (sv.state);
|
|
|
|
// create a baseline for more efficient communications
|
|
SV_CreateBaseline ();
|
|
|
|
// check for a savegame
|
|
SV_CheckForSavegame ();
|
|
|
|
// set serverinfo variable
|
|
Cvar_FullSet ("mapname", sv.name, CVAR_SERVERINFO | CVAR_NOSET);
|
|
|
|
Com_Printf ("-------------------------------------\n");
|
|
}
|
|
|
|
/*
|
|
==============
|
|
SV_InitGame
|
|
|
|
A brand new game has been started
|
|
==============
|
|
*/
|
|
void SV_InitGame (void)
|
|
{
|
|
int i;
|
|
edict_t *ent;
|
|
char idmaster[32];
|
|
|
|
if (svs.initialized)
|
|
{
|
|
// cause any connected clients to reconnect
|
|
SV_Shutdown ("Server restarted\n", true);
|
|
}
|
|
else
|
|
{
|
|
// make sure the client is down
|
|
CL_Drop ();
|
|
SCR_BeginLoadingPlaque ();
|
|
}
|
|
|
|
// get any latched variable changes (maxclients, etc)
|
|
Cvar_GetLatchedVars ();
|
|
|
|
svs.initialized = true;
|
|
|
|
if (Cvar_VariableValue ("coop") && Cvar_VariableValue ("deathmatch"))
|
|
{
|
|
Com_Printf("Deathmatch and Coop both set, disabling Coop\n");
|
|
Cvar_FullSet ("coop", "0", CVAR_SERVERINFO | CVAR_LATCH);
|
|
}
|
|
|
|
// dedicated servers are can't be single player and are usually DM
|
|
// so unless they explicity set coop, force it to deathmatch
|
|
if (dedicated->value)
|
|
{
|
|
if (!Cvar_VariableValue ("coop"))
|
|
Cvar_FullSet ("deathmatch", "1", CVAR_SERVERINFO | CVAR_LATCH);
|
|
}
|
|
|
|
// init clients
|
|
if (Cvar_VariableValue ("deathmatch"))
|
|
{
|
|
if (maxclients->value <= 1)
|
|
Cvar_FullSet ("maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH);
|
|
else if (maxclients->value > MAX_CLIENTS)
|
|
Cvar_FullSet ("maxclients", va("%i", MAX_CLIENTS), CVAR_SERVERINFO | CVAR_LATCH);
|
|
}
|
|
else if (Cvar_VariableValue ("coop"))
|
|
{
|
|
if (maxclients->value <= 1 || maxclients->value > 4)
|
|
Cvar_FullSet ("maxclients", "4", CVAR_SERVERINFO | CVAR_LATCH);
|
|
#ifdef COPYPROTECT
|
|
if (!sv.attractloop && !dedicated->value)
|
|
Sys_CopyProtect ();
|
|
#endif
|
|
}
|
|
else // non-deathmatch, non-coop is one player
|
|
{
|
|
Cvar_FullSet ("maxclients", "1", CVAR_SERVERINFO | CVAR_LATCH);
|
|
#ifdef COPYPROTECT
|
|
if (!sv.attractloop)
|
|
Sys_CopyProtect ();
|
|
#endif
|
|
}
|
|
|
|
svs.spawncount = rand();
|
|
svs.clients = Z_Malloc (sizeof(client_t)*maxclients->value);
|
|
svs.num_client_entities = maxclients->value*UPDATE_BACKUP*64;
|
|
svs.client_entities = Z_Malloc (sizeof(entity_state_t)*svs.num_client_entities);
|
|
|
|
// init network stuff
|
|
NET_Config ( (maxclients->value > 1) );
|
|
|
|
// heartbeats will always be sent to the id master
|
|
svs.last_heartbeat = -99999; // send immediately
|
|
Com_sprintf(idmaster, sizeof(idmaster), "192.246.40.37:%i", PORT_MASTER);
|
|
NET_StringToAdr (idmaster, &master_adr[0]);
|
|
|
|
// init game
|
|
SV_InitGameProgs ();
|
|
for (i=0 ; i<maxclients->value ; i++)
|
|
{
|
|
ent = EDICT_NUM(i+1);
|
|
ent->s.number = i+1;
|
|
svs.clients[i].edict = ent;
|
|
memset (&svs.clients[i].lastcmd, 0, sizeof(svs.clients[i].lastcmd));
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
SV_Map
|
|
|
|
the full syntax is:
|
|
|
|
map [*]<map>$<startspot>+<nextserver>
|
|
|
|
command from the console or progs.
|
|
Map can also be a.cin, .pcx, or .dm2 file
|
|
Nextserver is used to allow a cinematic to play, then proceed to
|
|
another level:
|
|
|
|
map tram.cin+jail_e3
|
|
======================
|
|
*/
|
|
void SV_Map (qboolean attractloop, char *levelstring, qboolean loadgame)
|
|
{
|
|
char level[MAX_QPATH];
|
|
char *ch;
|
|
int l;
|
|
char spawnpoint[MAX_QPATH];
|
|
|
|
sv.loadgame = loadgame;
|
|
sv.attractloop = attractloop;
|
|
|
|
if (sv.state == ss_dead && !sv.loadgame)
|
|
SV_InitGame (); // the game is just starting
|
|
|
|
strcpy (level, levelstring);
|
|
|
|
// if there is a + in the map, set nextserver to the remainder
|
|
ch = strstr(level, "+");
|
|
if (ch)
|
|
{
|
|
*ch = 0;
|
|
Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1));
|
|
}
|
|
else
|
|
Cvar_Set ("nextserver", "");
|
|
|
|
//ZOID special hack for end game screen in coop mode
|
|
if (Cvar_VariableValue ("coop") && !Q_stricmp(level, "victory.pcx"))
|
|
Cvar_Set ("nextserver", "gamemap \"*base1\"");
|
|
|
|
// if there is a $, use the remainder as a spawnpoint
|
|
ch = strstr(level, "$");
|
|
if (ch)
|
|
{
|
|
*ch = 0;
|
|
strcpy (spawnpoint, ch+1);
|
|
}
|
|
else
|
|
spawnpoint[0] = 0;
|
|
|
|
// skip the end-of-unit flag if necessary
|
|
if (level[0] == '*')
|
|
strcpy (level, level+1);
|
|
|
|
l = strlen(level);
|
|
if (l > 4 && !strcmp (level+l-4, ".cin") )
|
|
{
|
|
SCR_BeginLoadingPlaque (); // for local system
|
|
SV_BroadcastCommand ("changing\n");
|
|
SV_SpawnServer (level, spawnpoint, ss_cinematic, attractloop, loadgame);
|
|
}
|
|
else if (l > 4 && !strcmp (level+l-4, ".dm2") )
|
|
{
|
|
SCR_BeginLoadingPlaque (); // for local system
|
|
SV_BroadcastCommand ("changing\n");
|
|
SV_SpawnServer (level, spawnpoint, ss_demo, attractloop, loadgame);
|
|
}
|
|
else if (l > 4 && !strcmp (level+l-4, ".pcx") )
|
|
{
|
|
SCR_BeginLoadingPlaque (); // for local system
|
|
SV_BroadcastCommand ("changing\n");
|
|
SV_SpawnServer (level, spawnpoint, ss_pic, attractloop, loadgame);
|
|
}
|
|
else
|
|
{
|
|
SCR_BeginLoadingPlaque (); // for local system
|
|
SV_BroadcastCommand ("changing\n");
|
|
SV_SendClientMessages ();
|
|
SV_SpawnServer (level, spawnpoint, ss_game, attractloop, loadgame);
|
|
Cbuf_CopyToDefer ();
|
|
}
|
|
|
|
SV_BroadcastCommand ("reconnect\n");
|
|
}
|