quake2forge/server/sv_ccmds.c
Bill Currie 34c5702da6 Turns out gzip support isn't so easy (feasable?) in q2, so back it out for
now. However, tags of gzio_pre_revoke (before) and gzio_revoke (after) will
help get it back if/when we decide to work on it again.
2002-01-07 04:54:11 +00:00

1050 lines
21 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"
/*
===============================================================================
OPERATOR CONSOLE ONLY COMMANDS
These commands can only be entered from stdin or by a remote operator datagram
===============================================================================
*/
/*
====================
SV_SetMaster_f
Specify a list of master servers
====================
*/
void SV_SetMaster_f (void)
{
int i, slot;
// only dedicated servers send heartbeats
if (!dedicated->value)
{
Com_Printf ("Only dedicated servers use masters.\n");
return;
}
// make sure the server is listed public
Cvar_Set ("public", "1");
for (i=1 ; i<MAX_MASTERS ; i++)
memset (&master_adr[i], 0, sizeof(master_adr[i]));
slot = 1; // slot 0 will always contain the id master
for (i=1 ; i<Cmd_Argc() ; i++)
{
if (slot == MAX_MASTERS)
break;
if (!NET_StringToAdr (Cmd_Argv(i), &master_adr[i]))
{
Com_Printf ("Bad address: %s\n", Cmd_Argv(i));
continue;
}
if (master_adr[slot].port == 0)
master_adr[slot].port = BigShort (PORT_MASTER);
Com_Printf ("Master server at %s\n", NET_AdrToString (master_adr[slot]));
Com_Printf ("Sending a ping.\n");
Netchan_OutOfBandPrint (NS_SERVER, master_adr[slot], "ping");
slot++;
}
svs.last_heartbeat = -9999999;
}
/*
==================
SV_SetPlayer
Sets sv_client and sv_player to the player with idnum Cmd_Argv(1)
==================
*/
qboolean SV_SetPlayer (void)
{
client_t *cl;
int i;
int idnum;
char *s;
if (Cmd_Argc() < 2)
return false;
s = Cmd_Argv(1);
// numeric values are just slot numbers
if (s[0] >= '0' && s[0] <= '9')
{
idnum = atoi(Cmd_Argv(1));
if (idnum < 0 || idnum >= maxclients->value)
{
Com_Printf ("Bad client slot: %i\n", idnum);
return false;
}
sv_client = &svs.clients[idnum];
sv_player = sv_client->edict;
if (!sv_client->state)
{
Com_Printf ("Client %i is not active\n", idnum);
return false;
}
return true;
}
// check for a name match
for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
{
if (!cl->state)
continue;
if (!strcmp(cl->name, s))
{
sv_client = cl;
sv_player = sv_client->edict;
return true;
}
}
Com_Printf ("Userid %s is not on the server\n", s);
return false;
}
/*
===============================================================================
SAVEGAME FILES
===============================================================================
*/
/*
=====================
SV_WipeSavegame
Delete save/<XXX>/
=====================
*/
void SV_WipeSavegame (char *savename)
{
char name[MAX_OSPATH];
char *s;
Com_DPrintf("SV_WipeSaveGame(%s)\n", savename);
Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir (), savename);
remove (name);
Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir (), savename);
remove (name);
Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir (), savename);
s = Sys_FindFirst( name, 0, 0 );
while (s)
{
remove (s);
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose ();
Com_sprintf (name, sizeof(name), "%s/save/%s/*.sv2", FS_Gamedir (), savename);
s = Sys_FindFirst(name, 0, 0 );
while (s)
{
remove (s);
s = Sys_FindNext( 0, 0 );
}
Sys_FindClose ();
}
/*
================
CopyFile
================
*/
void CopyFile (char *src, char *dst)
{
FILE *f1, *f2;
int l;
byte buffer[65536];
Com_DPrintf ("CopyFile (%s, %s)\n", src, dst);
f1 = fopen (src, "rb");
if (!f1)
return;
f2 = fopen (dst, "wb");
if (!f2)
{
fclose (f1);
return;
}
while (1)
{
l = fread (buffer, 1, sizeof(buffer), f1);
if (!l)
break;
fwrite (buffer, 1, l, f2);
}
fclose (f1);
fclose (f2);
}
/*
================
SV_CopySaveGame
================
*/
void SV_CopySaveGame (char *src, char *dst)
{
char name[MAX_OSPATH], name2[MAX_OSPATH];
int l, len;
char *found;
Com_DPrintf("SV_CopySaveGame(%s, %s)\n", src, dst);
SV_WipeSavegame (dst);
// copy the savegame over
Com_sprintf (name, sizeof(name), "%s/save/%s/server.ssv", FS_Gamedir(), src);
Com_sprintf (name2, sizeof(name2), "%s/save/%s/server.ssv", FS_Gamedir(), dst);
FS_CreatePath (name2);
CopyFile (name, name2);
Com_sprintf (name, sizeof(name), "%s/save/%s/game.ssv", FS_Gamedir(), src);
Com_sprintf (name2, sizeof(name2), "%s/save/%s/game.ssv", FS_Gamedir(), dst);
CopyFile (name, name2);
Com_sprintf (name, sizeof(name), "%s/save/%s/", FS_Gamedir(), src);
len = strlen(name);
Com_sprintf (name, sizeof(name), "%s/save/%s/*.sav", FS_Gamedir(), src);
found = Sys_FindFirst(name, 0, 0 );
while (found)
{
strcpy (name+len, found+len);
Com_sprintf (name2, sizeof(name2), "%s/save/%s/%s", FS_Gamedir(), dst, found+len);
CopyFile (name, name2);
// change sav to sv2
l = strlen(name);
strcpy (name+l-3, "sv2");
l = strlen(name2);
strcpy (name2+l-3, "sv2");
CopyFile (name, name2);
found = Sys_FindNext( 0, 0 );
}
Sys_FindClose ();
}
/*
==============
SV_WriteLevelFile
==============
*/
void SV_WriteLevelFile (void)
{
char name[MAX_OSPATH];
FILE *f;
Com_DPrintf("SV_WriteLevelFile()\n");
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name);
f = fopen(name, "wb");
if (!f)
{
Com_Printf ("Failed to open %s\n", name);
return;
}
fwrite (sv.configstrings, sizeof(sv.configstrings), 1, f);
CM_WritePortalState (f);
fclose (f);
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
ge->WriteLevel (name);
}
/*
==============
SV_ReadLevelFile
==============
*/
void SV_ReadLevelFile (void)
{
char name[MAX_OSPATH];
FILE *f;
Com_DPrintf("SV_ReadLevelFile()\n");
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sv2", FS_Gamedir(), sv.name);
f = fopen(name, "rb");
if (!f)
{
Com_Printf ("Failed to open %s\n", name);
return;
}
FS_Read (sv.configstrings, sizeof(sv.configstrings), f);
CM_ReadPortalState (f);
fclose (f);
Com_sprintf (name, sizeof(name), "%s/save/current/%s.sav", FS_Gamedir(), sv.name);
ge->ReadLevel (name);
}
/*
==============
SV_WriteServerFile
==============
*/
void SV_WriteServerFile (qboolean autosave)
{
FILE *f;
cvar_t *var;
char name[MAX_OSPATH], string[128];
char comment[32];
time_t aclock;
struct tm *newtime;
Com_DPrintf("SV_WriteServerFile(%s)\n", autosave ? "true" : "false");
Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir());
f = fopen (name, "wb");
if (!f)
{
Com_Printf ("Couldn't write %s\n", name);
return;
}
// write the comment field
memset (comment, 0, sizeof(comment));
if (!autosave)
{
time (&aclock);
newtime = localtime (&aclock);
Com_sprintf (comment,sizeof(comment), "%2i:%i%i %2i/%2i ", newtime->tm_hour
, newtime->tm_min/10, newtime->tm_min%10,
newtime->tm_mon+1, newtime->tm_mday);
strncat (comment, sv.configstrings[CS_NAME], sizeof(comment)-1-strlen(comment) );
}
else
{ // autosaved
Com_sprintf (comment, sizeof(comment), "ENTERING %s", sv.configstrings[CS_NAME]);
}
fwrite (comment, 1, sizeof(comment), f);
// write the mapcmd
fwrite (svs.mapcmd, 1, sizeof(svs.mapcmd), f);
// write all CVAR_LATCH cvars
// these will be things like coop, skill, deathmatch, etc
for (var = cvar_vars ; var ; var=var->next)
{
if (!(var->flags & CVAR_LATCH))
continue;
if (strlen(var->name) >= sizeof(name)-1
|| strlen(var->string) >= sizeof(string)-1)
{
Com_Printf ("Cvar too long: %s = %s\n", var->name, var->string);
continue;
}
memset (name, 0, sizeof(name));
memset (string, 0, sizeof(string));
strcpy (name, var->name);
strcpy (string, var->string);
fwrite (name, 1, sizeof(name), f);
fwrite (string, 1, sizeof(string), f);
}
fclose (f);
// write game state
Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
ge->WriteGame (name, autosave);
}
/*
==============
SV_ReadServerFile
==============
*/
void SV_ReadServerFile (void)
{
FILE *f;
char name[MAX_OSPATH], string[128];
char comment[32];
char mapcmd[MAX_TOKEN_CHARS];
Com_DPrintf("SV_ReadServerFile()\n");
Com_sprintf (name, sizeof(name), "%s/save/current/server.ssv", FS_Gamedir());
f = fopen (name, "rb");
if (!f)
{
Com_Printf ("Couldn't read %s\n", name);
return;
}
// read the comment field
FS_Read (comment, sizeof(comment), f);
// read the mapcmd
FS_Read (mapcmd, sizeof(mapcmd), f);
// read all CVAR_LATCH cvars
// these will be things like coop, skill, deathmatch, etc
while (1)
{
if (!fread (name, 1, sizeof(name), f))
break;
FS_Read (string, sizeof(string), f);
Com_DPrintf ("Set %s = %s\n", name, string);
Cvar_ForceSet (name, string);
}
fclose (f);
// start a new game fresh with new cvars
SV_InitGame ();
strcpy (svs.mapcmd, mapcmd);
// read game state
Com_sprintf (name, sizeof(name), "%s/save/current/game.ssv", FS_Gamedir());
ge->ReadGame (name);
}
//=========================================================
/*
==================
SV_DemoMap_f
Puts the server in demo mode on a specific map/cinematic
==================
*/
void SV_DemoMap_f (void)
{
SV_Map (true, Cmd_Argv(1), false );
}
/*
==================
SV_GameMap_f
Saves the state of the map just being exited and goes to a new map.
If the initial character of the map string is '*', the next map is
in a new unit, so the current savegame directory is cleared of
map files.
Example:
*inter.cin+jail
Clears the archived maps, plays the inter.cin cinematic, then
goes to map jail.bsp.
==================
*/
void SV_GameMap_f (void)
{
char *map;
int i;
client_t *cl;
qboolean *savedInuse;
if (Cmd_Argc() != 2)
{
Com_Printf ("USAGE: gamemap <map>\n");
return;
}
Com_DPrintf("SV_GameMap(%s)\n", Cmd_Argv(1));
FS_CreatePath (va("%s/save/current/", FS_Gamedir()));
// check for clearing the current savegame
map = Cmd_Argv(1);
if (map[0] == '*')
{
// wipe all the *.sav files
SV_WipeSavegame ("current");
}
else
{ // save the map just exited
if (sv.state == ss_game)
{
// clear all the client inuse flags before saving so that
// when the level is re-entered, the clients will spawn
// at spawn points instead of occupying body shells
savedInuse = malloc(maxclients->value * sizeof(qboolean));
for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
{
savedInuse[i] = cl->edict->inuse;
cl->edict->inuse = false;
}
SV_WriteLevelFile ();
// we must restore these for clients to transfer over correctly
for (i=0,cl=svs.clients ; i<maxclients->value; i++,cl++)
cl->edict->inuse = savedInuse[i];
free (savedInuse);
}
}
// start up the next map
SV_Map (false, Cmd_Argv(1), false );
// archive server state
strncpy (svs.mapcmd, Cmd_Argv(1), sizeof(svs.mapcmd)-1);
// copy off the level to the autosave slot
if (!dedicated->value)
{
SV_WriteServerFile (true);
SV_CopySaveGame ("current", "save0");
}
}
/*
==================
SV_Map_f
Goes directly to a given map without any savegame archiving.
For development work
==================
*/
void SV_Map_f (void)
{
char *map;
char expanded[MAX_QPATH];
// if not a pcx, demo, or cinematic, check to make sure the level exists
map = Cmd_Argv(1);
if (!strstr (map, "."))
{
Com_sprintf (expanded, sizeof(expanded), "maps/%s.bsp", map);
if (FS_LoadFile (expanded, NULL) == -1)
{
Com_Printf ("Can't find %s\n", expanded);
return;
}
}
sv.state = ss_dead; // don't save current level when changing
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];
char 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);
}