quakeforge-old/qw_server/sv_init.c

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1999-12-25 05:22:39 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
Portions Copyright (C) 1999,2000 Nelson Rush.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
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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.
*/
2000-02-11 04:55:11 +00:00
#include <ctype.h>
#include <quakedef.h>
#include <qtypes.h>
#include <net.h>
#include <cmd.h>
#include <sys.h>
#include <console.h>
#include <protocol.h>
#include <server.h>
#include <phys.h>
#include <mathlib.h>
#include <world.h>
#include <crc.h>
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server_static_t svs; // persistant server info
server_t sv; // local server
char localmodels[MAX_MODELS][5]; // inline model names for precache
char localinfo[MAX_LOCALINFO_STRING+1]; // local game info
/*
================
SV_ModelIndex
================
*/
int SV_ModelIndex (char *name)
{
int i;
if (!name || !name[0])
return 0;
for (i=0 ; i<MAX_MODELS && sv.model_precache[i] ; i++)
if (!strcmp(sv.model_precache[i], name))
return i;
if (i==MAX_MODELS || !sv.model_precache[i])
SV_Error ("SV_ModelIndex: model %s not precached", name);
return i;
}
/*
================
SV_FlushSignon
Moves to the next signon buffer if needed
================
*/
void SV_FlushSignon (void)
{
if (sv.signon.cursize < sv.signon.maxsize - 512)
return;
if (sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1)
SV_Error ("sv.num_signon_buffers == MAX_SIGNON_BUFFERS-1");
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
sv.signon.data = sv.signon_buffers[sv.num_signon_buffers];
sv.num_signon_buffers++;
sv.signon.cursize = 0;
}
/*
================
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)
{
int i;
edict_t *svent;
int entnum;
for (entnum = 0; entnum < sv.num_edicts ; entnum++)
{
svent = EDICT_NUM(entnum);
if (svent->free)
continue;
// create baselines for all player slots,
// and any other edict that has a visible model
if (entnum > MAX_CLIENTS && !svent->v.modelindex)
continue;
//
// create entity baseline
//
VectorCopy (svent->v.origin, svent->baseline.origin);
VectorCopy (svent->v.angles, svent->baseline.angles);
svent->baseline.frame = svent->v.frame;
svent->baseline.skinnum = svent->v.skin;
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
svent->baseline.colormap = entnum;
svent->baseline.modelindex = SV_ModelIndex("progs/player.mdl");
}
else
{
svent->baseline.colormap = 0;
svent->baseline.modelindex =
SV_ModelIndex(PR_GetString(svent->v.model));
}
//
// flush the signon message out to a seperate buffer if
// nearly full
//
SV_FlushSignon ();
//
// add to the message
//
MSG_WriteByte (&sv.signon,svc_spawnbaseline);
MSG_WriteShort (&sv.signon,entnum);
MSG_WriteByte (&sv.signon, svent->baseline.modelindex);
MSG_WriteByte (&sv.signon, svent->baseline.frame);
MSG_WriteByte (&sv.signon, svent->baseline.colormap);
MSG_WriteByte (&sv.signon, svent->baseline.skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&sv.signon, svent->baseline.origin[i]);
MSG_WriteAngle(&sv.signon, svent->baseline.angles[i]);
}
}
}
/*
================
SV_SaveSpawnparms
Grabs the current state of the progs serverinfo flags
and each client for saving across the
transition to another level
================
*/
void SV_SaveSpawnparms (void)
{
int i, j;
if (!sv.state)
return; // no progs loaded yet
// serverflags is the only game related thing maintained
svs.serverflags = pr_global_struct->serverflags;
for (i=0, host_client = svs.clients ; i<MAX_CLIENTS ; i++, host_client++)
{
if (host_client->state != cs_spawned)
continue;
// needs to reconnect
host_client->state = cs_connected;
// call the progs to get default spawn parms for the new client
pr_global_struct->self = EDICT_TO_PROG(host_client->edict);
PR_ExecuteProgram (pr_global_struct->SetChangeParms);
for (j=0 ; j<NUM_SPAWN_PARMS ; j++)
host_client->spawn_parms[j] = (&pr_global_struct->parm1)[j];
}
}
/*
================
SV_CalcPHS
Expands the PVS and calculates the PHS
(Potentially Hearable Set)
================
*/
void SV_CalcPHS (void)
{
int rowbytes, rowwords;
int i, j, k, l, index, num;
int bitbyte;
unsigned *dest, *src;
byte *scan;
int count, vcount;
Con_Printf ("Building PHS...\n");
num = sv.worldmodel->numleafs;
rowwords = (num+31)>>5;
rowbytes = rowwords*4;
sv.pvs = Hunk_Alloc (rowbytes*num);
scan = sv.pvs;
vcount = 0;
for (i=0 ; i<num ; i++, scan+=rowbytes)
{
memcpy (scan, Mod_LeafPVS(sv.worldmodel->leafs+i, sv.worldmodel),
rowbytes);
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
{
if ( scan[j>>3] & (1<<(j&7)) )
{
vcount++;
}
}
}
sv.phs = Hunk_Alloc (rowbytes*num);
count = 0;
scan = sv.pvs;
dest = (unsigned *)sv.phs;
for (i=0 ; i<num ; i++, dest += rowwords, scan += rowbytes)
{
memcpy (dest, scan, rowbytes);
for (j=0 ; j<rowbytes ; j++)
{
bitbyte = scan[j];
if (!bitbyte)
continue;
for (k=0 ; k<8 ; k++)
{
if (! (bitbyte & (1<<k)) )
continue;
// or this pvs row into the phs
// +1 because pvs is 1 based
index = ((j<<3)+k+1);
if (index >= num)
continue;
src = (unsigned *)sv.pvs + index*rowwords;
for (l=0 ; l<rowwords ; l++)
dest[l] |= src[l];
}
}
if (i == 0)
continue;
for (j=0 ; j<num ; j++)
if ( ((byte *)dest)[j>>3] & (1<<(j&7)) )
count++;
}
Con_Printf ("Average leafs visible / hearable / total: %i / %i / %i\n"
, vcount/num, count/num, num);
}
unsigned SV_CheckModel(char *mdl)
{
byte stackbuf[1024]; // avoid dirtying the cache heap
byte *buf;
unsigned short crc;
// int len;
buf = (byte *)COM_LoadStackFile (mdl, stackbuf, sizeof(stackbuf));
crc = CRC_Block(buf, com_filesize);
// for (len = com_filesize; len; len--, buf++)
// CRC_ProcessByte(&crc, *buf);
return crc;
}
/*
================
SV_SpawnServer
Change the server to a new map, taking all connected
clients along with it.
This is only called from the SV_Map_f() function.
================
*/
void SV_SpawnServer (char *server)
{
edict_t *ent;
int i;
Con_DPrintf ("SpawnServer: %s\n",server);
SV_SaveSpawnparms ();
svs.spawncount++; // any partially connected client will be
// restarted
sv.state = ss_dead;
Mod_ClearAll ();
Hunk_FreeToLowMark (host_hunklevel);
// wipe the entire per-level structure
memset (&sv, 0, sizeof(sv));
sv.datagram.maxsize = sizeof(sv.datagram_buf);
sv.datagram.data = sv.datagram_buf;
sv.datagram.allowoverflow = true;
sv.reliable_datagram.maxsize = sizeof(sv.reliable_datagram_buf);
sv.reliable_datagram.data = sv.reliable_datagram_buf;
sv.multicast.maxsize = sizeof(sv.multicast_buf);
sv.multicast.data = sv.multicast_buf;
sv.master.maxsize = sizeof(sv.master_buf);
sv.master.data = sv.master_buf;
sv.signon.maxsize = sizeof(sv.signon_buffers[0]);
sv.signon.data = sv.signon_buffers[0];
sv.num_signon_buffers = 1;
strcpy (sv.name, server);
// load progs to get entity field count
// which determines how big each edict is
PR_LoadProgs ();
// allocate edicts
sv.edicts = Hunk_AllocName (MAX_EDICTS*pr_edict_size, "edicts");
// leave slots at start for clients only
sv.num_edicts = MAX_CLIENTS+1;
for (i=0 ; i<MAX_CLIENTS ; i++)
{
ent = EDICT_NUM(i+1);
svs.clients[i].edict = ent;
//ZOID - make sure we update frags right
svs.clients[i].old_frags = 0;
}
sv.time = 1.0;
strcpy (sv.name, server);
snprintf(sv.modelname, sizeof(sv.modelname),"maps/%s.bsp", server);
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sv.worldmodel = Mod_ForName (sv.modelname, true);
SV_CalcPHS ();
//
// clear physics interaction links
//
SV_ClearWorld ();
sv.sound_precache[0] = pr_strings;
sv.model_precache[0] = pr_strings;
sv.model_precache[1] = sv.modelname;
sv.models[1] = sv.worldmodel;
for (i=1 ; i<sv.worldmodel->numsubmodels ; i++)
{
sv.model_precache[1+i] = localmodels[i];
sv.models[i+1] = Mod_ForName (localmodels[i], false);
}
//check player/eyes models for hacks
sv.model_player_checksum = SV_CheckModel("progs/player.mdl");
sv.eyes_player_checksum = SV_CheckModel("progs/eyes.mdl");
//
// spawn the rest of the entities on the map
//
// precache and static commands can be issued during
// map initialization
sv.state = ss_loading;
ent = EDICT_NUM(0);
ent->free = false;
ent->v.model = PR_SetString(sv.worldmodel->name);
ent->v.modelindex = 1; // world model
ent->v.solid = SOLID_BSP;
ent->v.movetype = MOVETYPE_PUSH;
pr_global_struct->mapname = PR_SetString(sv.name);
// serverflags are for cross level information (sigils)
pr_global_struct->serverflags = svs.serverflags;
// run the frame start qc function to let progs check cvars
SV_ProgStartFrame ();
// load and spawn all other entities
ED_LoadFromFile (sv.worldmodel->entities);
// look up some model indexes for specialized message compression
SV_FindModelNumbers ();
// all spawning is completed, any further precache statements
// or prog writes to the signon message are errors
sv.state = ss_active;
// run two frames to allow everything to settle
host_frametime = 0.1;
SV_Physics ();
SV_Physics ();
// save movement vars
SV_SetMoveVars();
// create a baseline for more efficient communications
SV_CreateBaseline ();
sv.signon_buffer_size[sv.num_signon_buffers-1] = sv.signon.cursize;
Info_SetValueForKey (svs.info, "map", sv.name, MAX_SERVERINFO_STRING);
Con_DPrintf ("Server spawned.\n");
}